quakeforge/nq/include/client.h
Bill Currie 2a027969d5 various init order fixes and a */[] snafu sorted
also make translations big enough for the 32 bit colors
2001-08-25 05:54:21 +00:00

367 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
$Id$
*/
#ifndef __client_h
#define __client_h
#include <stdio.h>
#include "QF/info.h"
#include "QF/mathlib.h"
#include "QF/model.h"
#include "QF/sound.h"
#include "QF/vfs.h"
#include "net.h"
#include "protocol.h"
#include "r_local.h"
#include "QF/render.h"
#include "game.h"
typedef struct usercmd_s
{
vec3_t viewangles;
// intended velocities
float forwardmove;
float sidemove;
float upmove;
#ifdef QUAKE2
byte lightlevel;
#endif
} usercmd_t;
typedef struct
{
char name[MAX_SCOREBOARDNAME];
float entertime;
int frags;
int colors; // two 4 bit fields
int _colors;
byte translations[4*VID_GRADES*256]; // space for colormap32
} scoreboard_t;
#define NAME_LENGTH 64
/*
client_state_t should hold all pieces of the client state
*/
#define SIGNONS 4 // signon messages to receive before connected
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
#define MAX_MAPSTRING 2048
typedef enum {
ca_dedicated, // a dedicated server with no ability to start a client
ca_disconnected, // full screen console with no connection
ca_connected // valid netcon, talking to a server
} cactive_t;
typedef enum {
dl_none,
dl_model,
dl_sound,
dl_skin,
dl_single
} dltype_t; // download type
// FIXME: A grotesque (temporary) hack. They're not the same thing to QW.
#define ca_active ca_connected
/*
the client_static_t structure is persistant through an arbitrary number
of server connections
*/
typedef struct
{
cactive_t state;
// personalization data sent to server
char mapstring[MAX_QPATH];
char spawnparms[MAX_MAPSTRING]; // to restart a level
// file transfer from server
VFile *download;
char downloadtempname[MAX_OSPATH];
char downloadname[MAX_OSPATH];
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
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
qboolean demorecording;
qboolean demoplayback;
qboolean timedemo;
int forcetrack; // -1 = use normal cd track
VFile *demofile;
int td_lastframe; // to meter out one message a frame
int td_startframe; // host_framecount at start
float td_starttime; // realtime at second frame of timedemo
// connection information
int signon; // 0 to SIGNONS
struct qsocket_s *netcon;
sizebuf_t message; // writing buffer to send to server
} client_static_t;
extern client_static_t cls;
/*
the client_state_t structure is wiped completely at every
server signon
*/
typedef struct
{
int movemessages; // since connecting to this server
// throw out the first couple, so the player
// doesn't accidentally do something the
// first frame
usercmd_t cmd; // last command sent to the server
// 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
cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups
cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
// the client maintains its own idea of view angles, which are
// sent to the server each frame. The server sets punchangle when
// the view is temporarliy offset, and an angle reset commands at the start
// of each level and after teleporting.
vec3_t mviewangles[2]; // during demo playback viewangles is lerped
// between these
vec3_t viewangles;
vec3_t mvelocity[2]; // update by server, used for lean+bob
// (0 is newest)
vec3_t velocity; // lerped between mvelocity[0] and [1]
vec3_t punchangle; // temporary offset
// pitch drifting vars
float idealpitch;
float pitchvel;
qboolean nodrift;
float driftmove;
double laststop;
float viewheight;
float crouch; // local amount for smoothing stepups
qboolean paused; // send over by server
qboolean onground;
qboolean inwater;
int intermission; // don't change view angle, full screen, etc
int completed_time; // latched at intermission start
double mtime[2]; // the timestamp of last two messages
double time; // clients view of time, should be between
// servertime and oldservertime to generate
// a lerp point for other data
double oldtime; // previous cl.time, time-oldtime is used
// to decay light values and smooth step ups
float last_received_message; // (realtime) for net trouble icon
/* information that is static for the entire time connected to a server */
struct model_s *model_precache[MAX_MODELS];
struct sfx_s *sound_precache[MAX_SOUNDS];
char levelname[40]; // for display on solo scoreboard
int viewentity; // cl_entitites[cl.viewentity] = player
int maxclients;
int gametype;
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
int num_entities; // held in cl_entities array
int num_statics; // held in cl_staticentities array
entity_t viewent; // the gun model
int cdtrack, looptrack; // cd audio
// frag scoreboard
scoreboard_t *scores; // [cl.maxclients]
#ifdef QUAKE2
// light level at player's position including dlights this is sent back to the
// server each frame architectually ugly but it works
int light_level;
#endif
} client_state_t;
/*
cvars
*/
extern struct cvar_s *cl_name;
extern struct cvar_s *cl_color;
extern struct cvar_s *cl_upspeed;
extern struct cvar_s *cl_forwardspeed;
extern struct cvar_s *cl_backspeed;
extern struct cvar_s *cl_sidespeed;
extern struct cvar_s *cl_movespeedkey;
extern struct cvar_s *cl_yawspeed;
extern struct cvar_s *cl_pitchspeed;
extern struct cvar_s *cl_anglespeedkey;
extern struct cvar_s *cl_autofire;
extern struct cvar_s *cl_shownet;
extern struct cvar_s *cl_nolerp;
extern struct cvar_s *cl_sbar;
extern struct cvar_s *cl_hudswap;
extern struct cvar_s *cl_pitchdriftspeed;
extern struct cvar_s *lookspring;
extern struct cvar_s *m_pitch;
extern struct cvar_s *m_yaw;
extern struct cvar_s *m_forward;
extern struct cvar_s *m_side;
extern struct cvar_s *cl_name;
#define MAX_TEMP_ENTITIES 64 // lightning bolts, etc
#define MAX_STATIC_ENTITIES 128 // torches, etc
extern client_state_t cl;
// FIXME, allocate dynamically
extern entity_t cl_entities[MAX_EDICTS];
extern entity_t cl_static_entities[MAX_STATIC_ENTITIES];
/*
cl_main
*/
void CL_Init (void);
void CL_InitCvars (void);
void CL_EstablishConnection (const char *host);
void CL_Signon1 (void);
void CL_Signon2 (void);
void CL_Signon3 (void);
void CL_Signon4 (void);
void CL_Disconnect (void);
void CL_Disconnect_f (void);
void CL_NextDemo (void);
/*
cl_input
*/
void CL_InitInput (void);
void CL_SendCmd (void);
void CL_SendMove (usercmd_t *cmd);
void CL_ParseParticleEffect (void);
void CL_ParseTEnt (void);
void CL_UpdateTEnts (void);
void CL_ClearState (void);
int CL_ReadFromServer (void);
void CL_WriteToServer (usercmd_t *cmd);
void CL_BaseMove (usercmd_t *cmd);
/*
cl_demo.c
*/
void CL_StopPlayback (void);
int CL_GetMessage (void);
void CL_Stop_f (void);
void CL_Record_f (void);
void CL_PlayDemo_f (void);
void CL_TimeDemo_f (void);
/*
cl_parse.c
*/
struct skin_s;
void CL_ParseServerMessage (void);
void CL_NewTranslation (int slot, struct skin_s *skin);
/*
view
*/
void V_StartPitchDrift (void);
void V_StopPitchDrift (void);
void V_RenderView (void);
void V_UpdatePalette (void);
void V_Register (void);
void V_ParseDamage (void);
void V_SetContentsColor (int contents);
/*
cl_tent
*/
void CL_TEnts_Init (void);
void CL_ClearEnts (void);
void CL_ClearTEnts (void);
void CL_Init_Entity (struct entity_s *ent);
void CL_ParseTEnt (void);
void CL_SignonReply (void);
extern double realtime;
void Cvar_Info (struct cvar_s *var);
void CL_UpdateScreen (double realtime);
void CL_SetState (cactive_t state);
#endif // __client_h