quakeforge/qw/include/client.h
Bill Currie 39074ba3c1 [qw] Implement hud ping and pl indicators
As well as the periodic update of pings when the scoreboard or hud ping
are shown.
2022-11-10 15:34:31 +09:00

307 lines
8.5 KiB
C

/*
client.h
Client definitions
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef _CLIENT_H
#define _CLIENT_H
#include "QF/info.h"
#include "QF/quakefs.h"
#include "QF/vid.h"
#include "QF/zone.h"
#include "QF/plugin/vid_render.h"
#include "QF/scene/entity.h"
#include "client/chase.h"
#include "client/entities.h"
#include "client/input.h"
#include "client/state.h"
#include "client/view.h"
#include "netchan.h"
#include "qw/bothdefs.h"
#include "qw/protocol.h"
/*
player_state_t is the information needed by a player entity
to do move prediction and to generate a drawable entity
*/
typedef struct player_state_s {
int messagenum; // all player's won't be updated each frame
double state_time; // not the same as the packet time,
// because player commands come asyncronously
vec3_t viewangles; // only for demos, not from server
plent_state_t pls;
float waterjumptime;
int onground; // -1 = in air, else pmove entity number
int oldbuttons;
int oldonground;
} player_state_t;
typedef struct {
// generated on client side
usercmd_t cmd; // cmd that generated the frame
double senttime; // time cmd was sent off
int delta_sequence; // sequence number to delta from, -1 = full update
// received from server
double receivedtime; // time message was received, or -1
player_state_t playerstate[MAX_CLIENTS]; // message received that
// reflects performing the
// usercmd
packet_entities_t packet_entities;
qboolean invalid; // true if the packet_entities delta was invalid
} frame_t;
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
typedef enum {
ca_disconnected, // full screen console with no connection
ca_demostart, // starting up a demo
ca_connected, // talking to a server
ca_onserver, // processing data lists, donwloading, etc
ca_active, // everything is in, so frames can be rendered
} cactive_t;
typedef enum {
dl_none,
dl_model,
dl_sound,
dl_skin,
dl_single
} dltype_t; // download type
/*
the client_static_t structure is persistant through an arbitrary number
of server connections
*/
typedef struct {
// connection information
cactive_t state;
// network stuff
netchan_t netchan;
int qport;
int challenge;
float latency; // rolling average
struct dstring_s *servername; // name of server from original connect
netadr_t server_addr; // address of server
// private userinfo for sending to masterless servers
struct info_s *userinfo;
int chat;
// file transfer from server
QFile *download;
struct dstring_s *downloadtempname;
struct dstring_s *downloadname;
struct dstring_s *downloadurl;
int downloadnumber;
dltype_t downloadtype;
int downloadpercent;
// demo loop control
int demonum; // -1 = don't play demos
char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
QFile *demofile;
qboolean demorecording;
int demo_capture;
qboolean demoplayback;
qboolean demoplayback2;
qboolean findtrack;
int lastto;
int lasttype;
int prevtime;
double basetime;
qboolean timedemo;
double td_lastframe; // to meter out one message a frame
int td_startframe; // host_framecount at start
double td_starttime; // realtime at second frame of timedemo
} client_static_t;
extern client_static_t cls;
#define FPD_NO_MACROS 0x0001 // Many clients ignore this, and it isn't used, but let's honor it
#define FPD_NO_TIMERS 0x0002 // We never allow timers anyway
#define FPD_NO_STRIGGER 0x0004 // Don't have soundtrigger yet, but this disables it
#define FPD_HIDE_PERCENTE 0x0020 // Ditto
#define FPD_HIDE_POINT 0x0080 // Can ignore if we do visibility checking for point
#define FPD_NO_TEAMSKIN 0x0100 // Disable skin force
#define FPD_NO_TEAMCOLOR 0x0200 // Disable color force
#define FPD_HIDE_ITEM 0x0400 // No idea what this does
#define FPD_LIMIT_PITCH 0x4000 // Limit pitchspeed
#define FPD_LIMIT_YAW 0x8000 // Limit yawspeed
#define FPD_DEFAULT (FPD_HIDE_PERCENTE | FPD_NO_TEAMSKIN)
// These limits prevent a usable RJ script, requiring > 0.1 sec of turning time.
#define FPD_MAXPITCH 1000
#define FPD_MAXYAW 2000
// Default fbskins value. This should really be different for different gamedirs, but eh
#define FBSKINS_DEFAULT 0.0
/*
the client_state_t structure is wiped completely at every server signon
*/
typedef struct client_state_s {
int movemessages; // Since connecting to this server throw out
// the first couple, so the player doesn't
// accidentally do something the first frame
// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
frame_t frames[UPDATE_BACKUP];
int link_sequence;
int prev_sequence;
// information for local display
int stats[MAX_CL_STATS]; // Health, etc
float item_gettime[32]; // cl.time of aquiring item, for blinking
float faceanimtime; // Use anim frame if cl.time < this
// the client simulates or interpolates movement to get these values
double time; // this is the time value that the client
// is rendering at. always <= realtime
// the client maintains its own idea of view angles, which are sent to the
// server each frame. And reset only at level change and teleport times
viewstate_t viewstate;
movestate_t movestate;
chasestate_t chasestate;
qboolean paused; // Sent over by server
float crouch; // Local amount for smoothing stepups
qboolean inwater;
int intermission; // Don't change view angle, full screen, etc
int completed_time; // Latched from time at intermission start
int servercount; // server identification for prespawns
struct info_s *serverinfo;
int parsecount; // server message counter
int validsequence; // this is the sequence number of the last good
// packetentity_t we got. If this is 0, we
// can't render a frame yet
double last_ping_request; // while showing scoreboard
/* information that is static for the entire time connected to a server */
char model_name[MAX_MODELS][MAX_QPATH];
char sound_name[MAX_SOUNDS][MAX_QPATH];
struct sfx_s *sound_precache[MAX_SOUNDS];
int nummodels;
int numsounds;
char levelname[40]; // for display on solo scoreboard
int spectator;
int playernum;
int viewentity; // cl_entitites[cl.viewentity] = player
unsigned protocol;
float stdver;
int gametype;
int maxclients;
// serverinfo mirrors
int sv_cshifts;
int no_pogo_stick;
int teamplay;
int fpd;
int fbskins;
// refresh related state
int num_entities; // held in cl_entities array
int cdtrack; // cd audio
// all player information
player_info_t *players;
lightstyle_t lightstyle[MAX_LIGHTSTYLES];
} client_state_t;
/*
cvars
*/
extern int cl_netgraph;
extern int cl_netgraph_height;
extern float cl_netgraph_alpha;
extern int cl_netgraph_box;
extern int cl_draw_locs;
extern int cl_shownet;
extern char *cl_name;
extern int cl_model_crcs;
extern float rate;
extern char *skin;
extern float cl_fb_players;
extern int hud_scoreboard_uid;
extern client_state_t cl;
extern entity_t cl_entities[512];
extern byte cl_entity_valid[2][512];
extern qboolean nomaster;
extern char *server_version; // version of server we connected to
extern double realtime;
extern int fps_count;
extern struct cbuf_s *cl_cbuf;
extern struct cbuf_s *cl_stbuf;
struct cvar_s;
void Cvar_Info (void *data, const struct cvar_s *cvar);
void CL_NetGraph_Init (void);
void CL_NetGraph_Init_Cvars (void);
void CL_NetUpdate (void);
void CL_SetState (cactive_t state);
void CL_Cmd_ForwardToServer (void);
void CL_Cmd_Init (void);
void CL_RSShot_f (void);
#define RSSHOT_WIDTH 320
#define RSSHOT_HEIGHT 200
#endif // _CLIENT_H