yquake2remaster/src/client/header/client.h
2010-07-13 18:19:42 +00:00

511 lines
14 KiB
C

/*
* Copyright (C) 1997-2001 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 the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
* USA.
*
* =======================================================================
*
* Main header for the client
*
* =======================================================================
*/
#ifdef __x86_64__
#define INT long int
#else
#define INT int
#endif
#define MAX_CLIENTWEAPONMODELS 20
#define CMD_BACKUP 256 /* allow a lot of command backups for very fast systems */
/* the cl_parse_entities must be large enough to hold UPDATE_BACKUP frames of
entities, so that when a delta compressed message arives from the server
it can be un-deltad from the original */
#define MAX_PARSE_ENTITIES 1024
#define MAX_SUSTAINS 32
#define PARTICLE_GRAVITY 40
#define BLASTER_PARTICLE_COLOR 0xe0
#define INSTANT_PARTICLE -10000.0
#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
#include "ref.h"
#include "vid.h"
#include "screen.h"
#include "../console/header/console.h"
#include "../input/header/input.h"
#include "../input/header/keyboard.h"
#include "../sound/header/cdaudio.h"
#include "../sound/header/sound.h"
#include "../sound/header/vorbis.h"
typedef struct
{
qboolean valid; /* cleared if delta parsing was invalid */
int serverframe;
int servertime; /* server time the message is valid for (in msec) */
int deltaframe;
byte areabits[MAX_MAP_AREAS/8]; /* portalarea visibility bits */
player_state_t playerstate;
int num_entities;
int parse_entities; /* non-masked index into cl_parse_entities array */
} frame_t;
typedef struct
{
entity_state_t baseline; /* delta from this if not from a previous frame */
entity_state_t current;
entity_state_t prev; /* will always be valid, but might just be a copy of current */
int serverframe; /* if not current, this ent isn't in the frame */
int trailcount; /* for diminishing grenade trails */
vec3_t lerp_origin; /* for trails (variable hz) */
int fly_stoptime;
} centity_t;
typedef struct
{
char name[MAX_QPATH];
char cinfo[MAX_QPATH];
struct image_s *skin;
struct image_s *icon;
char iconname[MAX_QPATH];
struct model_s *model;
struct model_s *weaponmodel[MAX_CLIENTWEAPONMODELS];
} clientinfo_t;
extern char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH];
extern int num_cl_weaponmodels;
/* the client_state_t structure is wiped
completely at every server map change */
typedef struct
{
int timeoutcount;
int timedemo_frames;
int timedemo_start;
qboolean refresh_prepped; /* false if on new level or new ref dll */
qboolean sound_prepped; /* ambient sounds can start */
qboolean force_refdef; /* vid has changed, so we can't use a paused refdef */
int parse_entities; /* index (not anded off) into cl_parse_entities[] */
usercmd_t cmd;
usercmd_t cmds[CMD_BACKUP]; /* each mesage will send several old cmds */
int cmd_time[CMD_BACKUP]; /* time sent, for calculating pings */
short predicted_origins[CMD_BACKUP][3]; /* for debug comparing against server */
float predicted_step; /* for stair up smoothing */
unsigned predicted_step_time;
vec3_t predicted_origin; /* generated by CL_PredictMovement */
vec3_t predicted_angles;
vec3_t prediction_error;
frame_t frame; /* received from server */
int surpressCount; /* number of messages rate supressed */
frame_t frames[UPDATE_BACKUP];
/* the client maintains its own idea of view angles, which are
sent to the server each frame. It is cleared to 0 upon entering each level.
the server sends a delta each frame which is added to the locally
tracked view angles to account for standing on rotating objects,
and teleport direction changes */
vec3_t viewangles;
int time; /* this is the time value that the client is rendering at. always <= cls.realtime */
float lerpfrac; /* between oldframe and frame */
refdef_t refdef;
vec3_t v_forward, v_right, v_up; /* set when refdef.angles is set */
/* transient data from server */
char layout[1024]; /* general 2D overlay */
int inventory[MAX_ITEMS];
/* non-gameserver infornamtion */
fileHandle_t cinematic_file;
int cinematictime; /* cls.realtime for first cinematic frame */
int cinematicframe;
unsigned char cinematicpalette[768];
qboolean cinematicpalette_active;
/* server state information */
qboolean attractloop; /* running the attract loop, any key will menu */
int servercount; /* server identification for prespawns */
char gamedir[MAX_QPATH];
int playernum;
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH];
/* locally derived information from server state */
struct model_s *model_draw[MAX_MODELS];
struct cmodel_s *model_clip[MAX_MODELS];
struct sfx_s *sound_precache[MAX_SOUNDS];
struct image_s *image_precache[MAX_IMAGES];
clientinfo_t clientinfo[MAX_CLIENTS];
clientinfo_t baseclientinfo;
} client_state_t;
extern client_state_t cl;
/* the client_static_t structure is persistant through
an arbitrary number of server connections */
typedef enum
{
ca_uninitialized,
ca_disconnected, /* not talking to a server */
ca_connecting, /* sending request packets to the server */
ca_connected, /* netchan_t established, waiting for svc_serverdata */
ca_active /* game views should be displayed */
} connstate_t;
typedef enum
{
dl_none,
dl_model,
dl_sound,
dl_skin,
dl_single
} dltype_t;
typedef enum {key_game, key_console, key_message, key_menu} keydest_t;
typedef struct
{
connstate_t state;
keydest_t key_dest;
int framecount;
int realtime; /* always increasing, no clamping, etc */
float frametime; /* seconds since last frame */
/* screen rendering information */
float disable_screen; /* showing loading plaque between levels */
/* or changing rendering dlls */
/* if time gets > 30 seconds ahead, break it */
int disable_servercount; /* when we receive a frame and cl.servercount */
/* > cls.disable_servercount, clear disable_screen */
/* connection information */
char servername[MAX_OSPATH]; /* name of server from original connect */
float connect_time; /* for connection retransmits */
int quakePort; /* a 16 bit value that allows quake servers */
/* to work around address translating routers */
netchan_t netchan;
int serverProtocol; /* in case we are doing some kind of version hack */
int challenge; /* from the server to use for connecting */
FILE *download; /* file transfer from server */
char downloadtempname[MAX_OSPATH];
char downloadname[MAX_OSPATH];
int downloadnumber;
dltype_t downloadtype;
int downloadpercent;
/* demo recording info must be here, so it isn't cleared on level change */
qboolean demorecording;
qboolean demowaiting; /* don't record until a non-delta message is received */
FILE *demofile;
} client_static_t;
extern client_static_t cls;
/* cvars */
extern cvar_t *cl_stereo_separation;
extern cvar_t *cl_stereo;
extern cvar_t *cl_gun;
extern cvar_t *cl_add_blend;
extern cvar_t *cl_add_lights;
extern cvar_t *cl_add_particles;
extern cvar_t *cl_add_entities;
extern cvar_t *cl_predict;
extern cvar_t *cl_footsteps;
extern cvar_t *cl_noskins;
extern cvar_t *cl_autoskins;
extern cvar_t *cl_upspeed;
extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_sidespeed;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_run;
extern cvar_t *cl_anglespeedkey;
extern cvar_t *cl_shownet;
extern cvar_t *cl_showmiss;
extern cvar_t *cl_showclamp;
extern cvar_t *lookspring;
extern cvar_t *lookstrafe;
extern cvar_t *sensitivity;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *freelook;
extern cvar_t *cl_lightlevel;
extern cvar_t *cl_paused;
extern cvar_t *cl_timedemo;
extern cvar_t *cl_vwep;
typedef struct
{
int key; /* so entities can reuse same entry */
vec3_t color;
vec3_t origin;
float radius;
float die; /* stop lighting after this time */
float decay; /* drop this each second */
float minlight; /* don't add when contributing less */
} cdlight_t;
extern centity_t cl_entities[MAX_EDICTS];
extern cdlight_t cl_dlights[MAX_DLIGHTS];
extern entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES];
extern netadr_t net_from;
extern sizebuf_t net_message;
void DrawString (int x, int y, char *s);
void DrawAltString (int x, int y, char *s); /* toggle high bit */
qboolean CL_CheckOrDownloadFile (char *filename);
void CL_AddNetgraph (void);
typedef struct cl_sustain
{
int id;
int type;
int endtime;
int nextthink;
int thinkinterval;
vec3_t org;
vec3_t dir;
int color;
int count;
int magnitude;
void (*think)(struct cl_sustain *self);
} cl_sustain_t;
void CL_ParticleSteamEffect2(cl_sustain_t *self);
void CL_TeleporterParticles (entity_state_t *ent);
void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count);
void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count);
typedef struct particle_s
{
struct particle_s *next;
float time;
vec3_t org;
vec3_t vel;
vec3_t accel;
float color;
float colorvel;
float alpha;
float alphavel;
} cparticle_t;
void CL_ClearEffects (void);
void CL_ClearTEnts (void);
void CL_BlasterTrail (vec3_t start, vec3_t end);
void CL_QuadTrail (vec3_t start, vec3_t end);
void CL_RailTrail (vec3_t start, vec3_t end);
void CL_BubbleTrail (vec3_t start, vec3_t end);
void CL_FlagTrail (vec3_t start, vec3_t end, int color);
void CL_IonripperTrail (vec3_t start, vec3_t end);
void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color);
void CL_BlasterTrail2 (vec3_t start, vec3_t end);
void CL_DebugTrail (vec3_t start, vec3_t end);
void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing);
void CL_Flashlight (int ent, vec3_t pos);
void CL_ForceWall (vec3_t start, vec3_t end, int color);
void CL_FlameEffects (centity_t *ent, vec3_t origin);
void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel);
void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist);
void CL_Heatbeam (vec3_t start, vec3_t end);
void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude);
void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor);
void CL_Tracker_Explode(vec3_t origin);
void CL_TagTrail (vec3_t start, vec3_t end, int color);
void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, float b);
void CL_Tracker_Shell(vec3_t origin);
void CL_MonsterPlasma_Shell(vec3_t origin);
void CL_ColorExplosionParticles (vec3_t org, int color, int run);
void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude);
void CL_Widowbeamout (cl_sustain_t *self);
void CL_Nukeblast (cl_sustain_t *self);
void CL_WidowSplash (vec3_t org);
int CL_ParseEntityBits (unsigned *bits);
void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int number, int bits);
void CL_ParseFrame (void);
void CL_ParseTEnt (void);
void CL_ParseConfigString (void);
void CL_AddMuzzleFlash (void);
void CL_AddMuzzleFlash2 (void);
void SmokeAndFlash(vec3_t origin);
void CL_SetLightstyle (int i);
void CL_RunParticles (void);
void CL_RunDLights (void);
void CL_RunLightStyles (void);
void CL_AddEntities (void);
void CL_AddDLights (void);
void CL_AddTEnts (void);
void CL_AddLightStyles (void);
void CL_PrepRefresh (void);
void CL_RegisterSounds (void);
void CL_Quit_f (void);
void IN_Accumulate (void);
void CL_ParseLayout (void);
extern refexport_t re;
void CL_Init (void);
void CL_FixUpGender(void);
void CL_Disconnect (void);
void CL_Disconnect_f (void);
void CL_GetChallengePacket (void);
void CL_PingServers_f (void);
void CL_Snd_Restart_f (void);
void CL_RequestNextDownload (void);
typedef struct
{
int down[2]; /* key nums holding it down */
unsigned downtime; /* msec timestamp */
unsigned msec; /* msec down this frame */
int state;
} kbutton_t;
extern kbutton_t in_mlook, in_klook;
extern kbutton_t in_strafe;
extern kbutton_t in_speed;
void CL_InitInput (void);
void CL_SendCmd (void);
void CL_SendMove (usercmd_t *cmd);
void CL_ClearState (void);
void CL_ReadPackets (void);
int CL_ReadFromServer (void);
void CL_WriteToServer (usercmd_t *cmd);
void CL_BaseMove (usercmd_t *cmd);
void IN_CenterView (void);
float CL_KeyState (kbutton_t *key);
char *Key_KeynumToString (int keynum);
void CL_WriteDemoMessage (void);
void CL_Stop_f (void);
void CL_Record_f (void);
extern char *svc_strings[256];
void CL_ParseServerMessage (void);
void CL_LoadClientinfo (clientinfo_t *ci, char *s);
void SHOWNET(char *s);
void CL_ParseClientinfo (int player);
void CL_Download_f (void);
extern int gun_frame;
extern struct model_s *gun_model;
void V_Init (void);
void V_RenderView( float stereo_separation );
void V_AddEntity (entity_t *ent);
void V_AddParticle (vec3_t org, unsigned int color, float alpha);
void V_AddLight (vec3_t org, float intensity, float r, float g, float b);
void V_AddLightStyle (int style, float r, float g, float b);
void CL_RegisterTEntSounds (void);
void CL_RegisterTEntModels (void);
void CL_SmokeAndFlash(vec3_t origin);
void CL_InitPrediction (void);
void CL_PredictMove (void);
void CL_CheckPredictionError (void);
cdlight_t *CL_AllocDlight (int key);
void CL_BigTeleportParticles (vec3_t org);
void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old);
void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags);
void CL_FlyEffect (centity_t *ent, vec3_t origin);
void CL_BfgParticles (entity_t *ent);
void CL_AddParticles (void);
void CL_EntityEvent (entity_state_t *ent);
void CL_TrapParticles (entity_t *ent);
void M_Init (void);
void M_Keydown (int key);
void M_Draw (void);
void M_Menu_Main_f (void);
void M_ForceMenuOff (void);
void M_AddToServerList (netadr_t adr, char *info);
void CL_ParseInventory (void);
void CL_KeyInventory (int key);
void CL_DrawInventory (void);
void CL_PredictMovement (void);