mirror of
https://git.code.sf.net/p/quake/quakeforge
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a558f1b0f4
Drawing is controlled via the cl_draw_locs command. Entities are still drawn, but that might not be such a bad thing after all.
378 lines
10 KiB
C
378 lines
10 KiB
C
/*
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client.h
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Client definitions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef _CLIENT_H
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#define _CLIENT_H
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#include "QF/info.h"
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#include "QF/quakefs.h"
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#include "QF/vid.h"
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#include "QF/zone.h"
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#include "QF/plugin/vid_render.h"
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#include "client/entities.h"
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#include "netchan.h"
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#include "qw/bothdefs.h"
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#include "qw/protocol.h"
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/*
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player_state_t is the information needed by a player entity
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to do move prediction and to generate a drawable entity
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*/
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typedef struct player_state_s {
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int messagenum; // all player's won't be updated each frame
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double state_time; // not the same as the packet time,
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// because player commands come asyncronously
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vec3_t viewangles; // only for demos, not from server
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plent_state_t pls;
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float waterjumptime;
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int onground; // -1 = in air, else pmove entity number
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int oldbuttons;
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int oldonground;
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} player_state_t;
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typedef struct player_info_s {
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int userid;
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struct info_s *userinfo;
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// scoreboard information
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struct info_key_s *name;
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struct info_key_s *team;
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struct info_key_s *chat;
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float entertime;
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int frags;
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int ping;
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byte pl;
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// skin information
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int topcolor;
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int bottomcolor;
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struct info_key_s *skinname;
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struct skin_s *skin;
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int spectator;
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int stats[MAX_CL_STATS]; // health, etc
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int prevcount;
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} player_info_t;
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typedef struct {
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// generated on client side
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usercmd_t cmd; // cmd that generated the frame
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double senttime; // time cmd was sent off
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int delta_sequence; // sequence number to delta from, -1 = full update
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// received from server
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double receivedtime; // time message was received, or -1
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player_state_t playerstate[MAX_CLIENTS]; // message received that
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// reflects performing the
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// usercmd
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packet_entities_t packet_entities;
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qboolean invalid; // true if the packet_entities delta was invalid
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} frame_t;
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#define MAX_DEMOS 8
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#define MAX_DEMONAME 16
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typedef enum {
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ca_disconnected, // full screen console with no connection
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ca_demostart, // starting up a demo
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ca_connected, // talking to a server
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ca_onserver, // processing data lists, donwloading, etc
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ca_active, // everything is in, so frames can be rendered
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} cactive_t;
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typedef enum {
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dl_none,
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dl_model,
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dl_sound,
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dl_skin,
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dl_single
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} dltype_t; // download type
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/*
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the client_static_t structure is persistant through an arbitrary number
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of server connections
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*/
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typedef struct {
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// connection information
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cactive_t state;
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// network stuff
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netchan_t netchan;
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int qport;
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int challenge;
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float latency; // rolling average
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struct dstring_s *servername; // name of server from original connect
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netadr_t server_addr; // address of server
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// private userinfo for sending to masterless servers
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struct info_s *userinfo;
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int chat;
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// file transfer from server
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QFile *download;
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struct dstring_s *downloadtempname;
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struct dstring_s *downloadname;
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struct dstring_s *downloadurl;
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int downloadnumber;
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dltype_t downloadtype;
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int downloadpercent;
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// demo loop control
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int demonum; // -1 = don't play demos
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char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
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QFile *demofile;
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qboolean demorecording;
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qboolean demo_capture;
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qboolean demoplayback;
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qboolean demoplayback2;
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qboolean findtrack;
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int lastto;
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int lasttype;
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int prevtime;
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double basetime;
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qboolean timedemo;
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float td_lastframe; // to meter out one message a frame
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int td_startframe; // host_framecount at start
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float td_starttime; // realtime at second frame of timedemo
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} client_static_t;
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extern client_static_t cls;
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#define FPD_NO_MACROS 0x0001 // Many clients ignore this, and it isn't used, but let's honor it
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#define FPD_NO_TIMERS 0x0002 // We never allow timers anyway
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#define FPD_NO_STRIGGER 0x0004 // Don't have soundtrigger yet, but this disables it
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#define FPD_HIDE_PERCENTE 0x0020 // Ditto
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#define FPD_HIDE_POINT 0x0080 // Can ignore if we do visibility checking for point
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#define FPD_NO_TEAMSKIN 0x0100 // Disable skin force
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#define FPD_NO_TEAMCOLOR 0x0200 // Disable color force
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#define FPD_HIDE_ITEM 0x0400 // No idea what this does
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#define FPD_LIMIT_PITCH 0x4000 // Limit pitchspeed
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#define FPD_LIMIT_YAW 0x8000 // Limit yawspeed
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#define FPD_DEFAULT (FPD_HIDE_PERCENTE | FPD_NO_TEAMSKIN)
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// These limits prevent a usable RJ script, requiring > 0.1 sec of turning time.
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#define FPD_MAXPITCH 1000
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#define FPD_MAXYAW 2000
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// Default fbskins value. This should really be different for different gamedirs, but eh
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#define FBSKINS_DEFAULT 0.0
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/*
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the client_state_t structure is wiped completely at every server signon
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*/
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typedef struct {
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qboolean loading;
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int movemessages; // Since connecting to this server throw out
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// the first couple, so the player doesn't
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// accidentally do something the first frame
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// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
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frame_t frames[UPDATE_BACKUP];
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int link_sequence;
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int prev_sequence;
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// information for local display
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int stats[MAX_CL_STATS]; // health, etc
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float item_gettime[32]; // cl.time of aquiring item, for blinking
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float faceanimtime; // Use anim frame if cl.time < this
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cshift_t cshifts[NUM_CSHIFTS]; // Color shifts for damage, powerups
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cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
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// the client maintains its own idea of view angles, which are sent to the
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// server each frame. And reset only at level change and teleport times
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vec3_t viewangles;
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// the client simulates or interpolates movement to get these values
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double time; // this is the time value that the client
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// is rendering at. always <= realtime
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vec3_t simorg;
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vec3_t simvel;
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vec3_t simangles;
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vec3_t punchangle; // temporary view kick from weapon firing
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// pitch drifting vars
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float idealpitch;
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float pitchvel;
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qboolean nodrift;
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float driftmove;
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double laststop;
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qboolean paused; // Sent over by server
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int onground; // -1 when in air
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float viewheight;
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float crouch; // local amount for smoothing stepups
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int intermission; // don't change view angle, full screen, etc
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int completed_time; // latched from time at intermission start
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int servercount; // server identification for prespawns
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struct info_s *serverinfo;
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int parsecount; // server message counter
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int validsequence; // this is the sequence number of the last good
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// packetentity_t we got. If this is 0, we
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// can't render a frame yet
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double last_ping_request; // while showing scoreboard
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double last_servermessage;
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/* information that is static for the entire time connected to a server */
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char model_name[MAX_MODELS][MAX_QPATH];
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char sound_name[MAX_SOUNDS][MAX_QPATH];
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struct model_s *model_precache[MAX_MODELS];
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struct sfx_s *sound_precache[MAX_SOUNDS];
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int nummodels;
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int numsounds;
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struct plitem_s *edicts;
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struct plitem_s *worldspawn;
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char levelname[40]; // for display on solo scoreboard
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int spectator;
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int playernum;
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int viewentity;
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float stdver;
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int maxclients;
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// serverinfo mirrors
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int chase;
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int sv_cshifts;
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int no_pogo_stick;
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int teamplay;
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int watervis;
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int fpd;
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int fbskins;
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// refresh related state
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struct model_s *worldmodel; // cl_entitites[0].model
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int num_entities; // stored bottom up in cl_entities array
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entity_t viewent; // the weapon model
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int cdtrack; // cd audio
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// all player information
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player_info_t players[MAX_CLIENTS];
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lightstyle_t lightstyle[MAX_LIGHTSTYLES];
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} client_state_t;
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/*
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cvars
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*/
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extern struct cvar_s *r_netgraph;
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extern struct cvar_s *r_netgraph_alpha;
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extern struct cvar_s *r_netgraph_box;
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extern struct cvar_s *cl_upspeed;
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extern struct cvar_s *cl_forwardspeed;
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extern struct cvar_s *cl_backspeed;
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extern struct cvar_s *cl_sidespeed;
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extern struct cvar_s *cl_movespeedkey;
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extern struct cvar_s *cl_yawspeed;
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extern struct cvar_s *cl_pitchspeed;
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extern struct cvar_s *cl_anglespeedkey;
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extern struct cvar_s *cl_draw_locs;
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extern struct cvar_s *cl_shownet;
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extern struct cvar_s *hud_sbar;
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extern struct cvar_s *hud_sbar_separator;
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extern struct cvar_s *hud_swap;
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extern struct cvar_s *cl_pitchdriftspeed;
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extern struct cvar_s *lookspring;
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extern struct cvar_s *m_pitch;
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extern struct cvar_s *m_yaw;
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extern struct cvar_s *m_forward;
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extern struct cvar_s *m_side;
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extern struct cvar_s *cl_name;
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extern struct cvar_s *cl_model_crcs;
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extern struct cvar_s *rate;
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extern struct cvar_s *hud_ping;
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extern struct cvar_s *hud_pl;
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extern struct cvar_s *skin;
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extern struct cvar_s *cl_fb_players;
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extern client_state_t cl;
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extern entity_t *cl_static_entities;
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extern entity_t cl_entities[512];
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extern byte cl_entity_valid[2][512];
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extern qboolean nomaster;
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extern char *server_version; // version of server we connected to
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extern double realtime;
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extern int fps_count;
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extern struct cbuf_s *cl_cbuf;
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extern struct cbuf_s *cl_stbuf;
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void Cvar_Info (struct cvar_s *var);
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void CL_NetGraph (void);
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void CL_UpdateScreen (double realtime);
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void CL_SetState (cactive_t state);
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void V_ParseDamage (void);
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void V_PrepBlend (void);
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void CL_Cmd_ForwardToServer (void);
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void CL_Cmd_Init (void);
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void CL_RSShot_f (void);
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#define RSSHOT_WIDTH 320
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#define RSSHOT_HEIGHT 200
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extern struct dstring_s *centerprint;
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#endif // _CLIENT_H
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