465 lines
14 KiB
C
465 lines
14 KiB
C
// client.h -- primary header for client
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#pragma once
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#ifndef __CLIENT_H__
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#define __CLIENT_H__
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#include "../game/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "../renderer/tr_public.h"
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#include "keys.h"
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#include "snd_public.h"
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#include "../cgame/cg_public.h"
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// snapshots are a view of the server at a given time
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typedef struct {
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qboolean valid; // cleared if delta parsing was invalid
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int snapFlags; // rate delayed and dropped commands
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int serverTime; // server time the message is valid for (in msec)
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int messageNum; // copied from netchan->incoming_sequence
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int deltaNum; // messageNum the delta is from
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int ping; // time from when cmdNum-1 was sent to time packet was reeceived
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byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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int cmdNum; // the next cmdNum the server is expecting
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playerState_t ps; // complete information about the current player at this time
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int numEntities; // all of the entities that need to be presented
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int parseEntitiesNum; // at the time of this snapshot
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int serverCommandNum; // execute all commands up to this before
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// making the snapshot current
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} clSnapshot_t;
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/*
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=============================================================================
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the clientActive_t structure is wiped completely at every
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new gamestate_t, potentially several times during an established connection
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=============================================================================
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*/
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// the parseEntities array must be large enough to hold PACKET_BACKUP frames of
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// entities, so that when a delta compressed message arives from the server
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// it can be un-deltad from the original
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#define MAX_PARSE_ENTITIES 512
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extern int g_console_field_width;
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typedef struct {
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int timeoutcount;
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clSnapshot_t frame; // latest received from server
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int serverTime;
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int oldServerTime; // to prevent time from flowing bakcwards
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int oldFrameServerTime; // to check tournament restarts
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int serverTimeDelta; // cl.serverTime = cls.realtime + cl.serverTimeDelta
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// this value changes as net lag varies
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qboolean extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate
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// cleared when CL_AdjustTimeDelta looks at it
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qboolean newSnapshots; // set on parse, cleared when CL_AdjustTimeDelta looks at it
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gameState_t gameState; // configstrings
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char mapname[MAX_QPATH]; // extracted from CS_SERVERINFO
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int parseEntitiesNum; // index (not anded off) into cl_parse_entities[]
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int mouseDx[2], mouseDy[2]; // added to by mouse events
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int mouseIndex;
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int joystickAxis[MAX_JOYSTICK_AXIS]; // set by joystick events
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int cgameUserCmdValue; // current weapon to add to usercmd_t
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float cgameSensitivity;
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// cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last
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// properly generated command
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usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
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int cmdNumber; // incremented each frame, because multiple
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// frames may need to be packed into a single packet
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int packetTime[PACKET_BACKUP]; // cls.realtime sent, for calculating pings
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int packetCmdNumber[PACKET_BACKUP]; // cmdNumber when packet was sent
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// the client maintains its own idea of view angles, which are
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// sent to the server each frame. It is cleared to 0 upon entering each level.
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// the server sends a delta each frame which is added to the locally
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// tracked view angles to account for standing on rotating objects,
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// and teleport direction changes
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vec3_t viewangles;
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// these are just parsed out of the configstrings for convenience
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int serverId;
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// non-gameserver infornamtion
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int cinematictime; // cls.realtime for first cinematic frame (FIXME: NO LONGER USED!, but I wasn't sure if I could remove it because of struct sizes assumed elsewhere? -Ste)
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// big stuff at end of structure so most offsets are 15 bits or less
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clSnapshot_t frames[PACKET_BACKUP];
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entityState_t parseEntities[MAX_PARSE_ENTITIES];
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//DJC added - making force powers in single player work like those in
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//multiplayer. This makes hot swapping code more portable.
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qboolean gcmdSendValue;
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byte gcmdValue;
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} clientActive_t;
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extern clientActive_t cl;
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/*
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=============================================================================
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the clientConnection_t structure is wiped when disconnecting from a server,
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either to go to a full screen console, or connect to a different server
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A connection can be to either a server through the network layer,
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or just a streaming cinematic.
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=============================================================================
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*/
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typedef struct {
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int lastPacketSentTime; // for retransmits
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int lastPacketTime;
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char servername[MAX_OSPATH]; // name of server from original connect
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netadr_t serverAddress;
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int connectTime; // for connection retransmits
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int connectPacketCount; // for display on connection dialog
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int challenge; // from the server to use for connecting
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int reliableSequence;
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int reliableAcknowledge;
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char *reliableCommands[MAX_RELIABLE_COMMANDS];
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// reliable messages received from server
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int serverCommandSequence;
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char *serverCommands[MAX_RELIABLE_COMMANDS];
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// big stuff at end of structure so most offsets are 15 bits or less
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netchan_t netchan;
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} clientConnection_t;
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extern clientConnection_t clc;
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/*
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==================================================================
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the clientStatic_t structure is never wiped, and is used even when
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no client connection is active at all
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==================================================================
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*/
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typedef enum {
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EXIT_CONSOLE,
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EXIT_ARENAS,
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EXIT_SERVERS,
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EXIT_LAUNCH // quit all the way out of the game on disconnect
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} exitTo_t;
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#ifdef _XBOX
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#define MAX_LOCAL_SERVERS 1
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#define MAX_GLOBAL_SERVERS 1
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#define MAX_PINGREQUESTS 1
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#else
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#define MAX_LOCAL_SERVERS 16
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#define MAX_GLOBAL_SERVERS 256
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#define MAX_PINGREQUESTS 16
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#endif
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typedef struct {
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netadr_t adr;
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int start;
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int time;
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} ping_t;
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typedef struct {
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netadr_t netadr;
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char info[MAX_INFO_STRING];
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} serverInfoResponse_t;
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typedef struct {
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netadr_t netadr;
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char info[MAX_INFO_STRING];
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} getserversResponse_t;
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typedef struct {
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connstate_t state; // connection status
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int keyCatchers; // bit flags
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char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect)
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// when the server clears the hunk, all of these must be restarted
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qboolean rendererStarted;
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qboolean soundStarted;
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qboolean soundRegistered;
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qboolean uiStarted;
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qboolean cgameStarted;
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#ifdef _IMMERSION
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qboolean forceStarted;
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#endif // _IMMERSION
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int framecount;
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int frametime; // msec since last frame
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float frametimeFraction; // fraction of a msec since last frame
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int realtime; // ignores pause
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float realtimeFraction; // fraction of a msec accumulated
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int realFrametime; // ignoring pause, so console always works
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// update server info
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char updateInfoString[MAX_INFO_STRING];
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// rendering info
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glconfig_t glconfig;
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qhandle_t charSetShader;
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qhandle_t whiteShader;
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qhandle_t consoleShader;
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#ifdef _XBOX
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short mainGamepad;
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#endif
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} clientStatic_t;
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#ifdef _XBOX
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#define CON_TEXTSIZE 256
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#else
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#define CON_TEXTSIZE 32768
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#endif
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#define NUM_CON_TIMES 4
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typedef struct {
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qboolean initialized;
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short text[CON_TEXTSIZE];
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int current; // line where next message will be printed
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int x; // offset in current line for next print
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int display; // bottom of console displays this line
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int linewidth; // characters across screen
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int totallines; // total lines in console scrollback
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float xadjust; // for wide aspect screens
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float yadjust;
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float displayFrac; // aproaches finalFrac at scr_conspeed
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float finalFrac; // 0.0 to 1.0 lines of console to display
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int vislines; // in scanlines
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int times[NUM_CON_TIMES]; // cls.realtime time the line was generated
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// for transparent notify lines
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vec4_t color;
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} console_t;
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extern clientStatic_t cls;
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//=============================================================================
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extern refexport_t re; // interface to refresh .dll
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//
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// cvars
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//
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extern cvar_t *cl_nodelta;
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extern cvar_t *cl_debugMove;
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extern cvar_t *cl_noprint;
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extern cvar_t *cl_timegraph;
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extern cvar_t *cl_maxpackets;
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extern cvar_t *cl_packetdup;
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extern cvar_t *cl_shownet;
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extern cvar_t *cl_timeNudge;
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extern cvar_t *cl_showTimeDelta;
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extern cvar_t *cl_yawspeed;
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extern cvar_t *cl_pitchspeed;
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extern cvar_t *cl_run;
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extern cvar_t *cl_anglespeedkey;
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extern cvar_t *cl_sensitivity;
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extern cvar_t *cl_freelook;
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extern cvar_t *cl_mouseAccel;
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extern cvar_t *cl_showMouseRate;
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extern cvar_t *cl_ingameVideo;
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extern cvar_t *cl_VideoQuality;
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extern cvar_t *cl_VidFadeUp;
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extern cvar_t *cl_VidFadeDown;
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extern cvar_t *m_pitch;
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extern cvar_t *m_yaw;
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extern cvar_t *m_forward;
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extern cvar_t *m_side;
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extern cvar_t *m_filter;
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extern cvar_t *cl_activeAction;
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extern cvar_t *cl_thumbStickMode;
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//=================================================
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//
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// cl_main
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//
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void CL_Init (void);
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void CL_AddReliableCommand( const char *cmd );
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void CL_Disconnect_f (void);
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void CL_GetChallengePacket (void);
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void CL_Vid_Restart_f( void );
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void CL_Snd_Restart_f (void);
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void CL_NextDemo( void );
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void CL_GetPing( int n, char *adrstr, int *pingtime );
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void CL_ClearPing( int n );
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int CL_GetPingQueueCount( void );
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//
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// cl_input
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//
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typedef struct {
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int down[2]; // key nums holding it down
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unsigned downtime; // msec timestamp
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unsigned msec; // msec down this frame if both a down and up happened
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qboolean active; // current state
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qboolean wasPressed; // set when down, not cleared when up
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} kbutton_t;
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extern kbutton_t in_mlook, in_klook;
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extern kbutton_t in_strafe;
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extern kbutton_t in_speed;
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void CL_InitInput (void);
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void CL_SendCmd (void);
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void CL_ClearState (void);
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void CL_ReadPackets (void);
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void CL_UpdateHotSwap(void);
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bool CL_ExtendSelectTime(void);
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void CL_WritePacket( void );
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void IN_CenterView (void);
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float CL_KeyState (kbutton_t *key);
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const char *Key_KeynumToString( int keynum/*, qboolean bTranslate*/ ); //note: translate is only called for menu display not configs
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//
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// cl_parse.c
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//
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void CL_SystemInfoChanged( void );
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void CL_ParseServerMessage( msg_t *msg );
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//====================================================================
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void VID_MenuInit( void );
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void VID_MenuDraw( void );
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const char *VID_MenuKey( int );
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void VID_Printf (int print_level, const char *fmt, ...);
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//
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// console
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//
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void Con_DrawCharacter (int cx, int line, int num);
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void Con_CheckResize (void);
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void Con_Init (void);
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void Con_Clear_f (void);
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void Con_ToggleConsole_f (void);
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void Con_DrawNotify (void);
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void Con_ClearNotify (void);
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void Con_RunConsole (void);
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void Con_DrawConsole (void);
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void Con_PageUp( void );
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void Con_PageDown( void );
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void Con_Top( void );
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void Con_Bottom( void );
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void Con_Close( void );
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//
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// cl_scrn.c
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//
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void SCR_Init (void);
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void SCR_UpdateScreen (void);
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void SCR_DebugGraph (float value, int color);
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int SCR_GetBigStringWidth( const char *str ); // returns in virtual 640x480 coordinates
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void SCR_FillRect( float x, float y, float width, float height,
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const float *color );
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void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
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void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname );
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void SCR_DrawBigString( int x, int y, const char *s, float alpha ); // draws a string with embedded color control characters with fade
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void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); // ignores embedded color control characters
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void SCR_DrawSmallString( int x, int y, const char *s, float alpha ); // draws a string with embedded color control characters with fade
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void SCR_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ); // ignores embedded color control characters
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void SCR_DrawBigChar( int x, int y, int ch );
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void SCR_DrawSmallChar( int x, int y, int ch );
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#ifdef _XBOX
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void SCR_PrecacheScreenshot();
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#endif
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//
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// cl_cin.c
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//
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void CL_PlayCinematic_f( void );
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void CL_PlayInGameCinematic_f(void);
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qboolean CL_CheckPendingCinematic(void);
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qboolean CL_IsRunningInGameCinematic(void);
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qboolean CL_InGameCinematicOnStandBy(void);
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void SCR_DrawCinematic (void);
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void SCR_RunCinematic (void);
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void SCR_StopCinematic( qboolean bAllowRefusal = qfalse );
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int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */);
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e_status CIN_StopCinematic(int handle);
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e_status CIN_RunCinematic (int handle);
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void CIN_DrawCinematic (int handle);
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void CIN_SetExtents (int handle, int x, int y, int w, int h);
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void CIN_SetLooping (int handle, qboolean loop);
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void CIN_UploadCinematic(int handle);
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void CIN_CloseAllVideos(void);
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#ifdef _XBOX
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void CIN_Init(void);
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bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed );
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#endif
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//
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// cl_cgame.c
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//
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void CL_InitCGame( void );
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void CL_ShutdownCGame( void );
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qboolean CL_GameCommand( void );
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void CL_CGameRendering( stereoFrame_t stereo );
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void CL_SetCGameTime( void );
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void CL_FirstSnapshot( void );
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//
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// cl_ui.c
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//
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void CL_InitUI( void );
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void CL_ShutdownUI( void );
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void CL_GenericMenu_f(void);
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void CL_DataPad_f(void);
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void CL_EndScreenDissolve_f(void);
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#endif //__CLIENT_H__
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