summaryrefslogtreecommitdiff
path: root/src/client/client.h
blob: 2474a3da4ccc07938e80628c2001acc872be8343 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2013 Darklegion Development
Copyright (C) 2015-2019 GrangerHub

This file is part of Tremulous.

Tremulous 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 3 of the License,
or (at your option) any later version.

Tremulous 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 Tremulous; if not, see <https://www.gnu.org/licenses/>

===========================================================================
*/
// client.h -- primary header for client

#ifndef _CLIENT_H_
#define _CLIENT_H_

#ifdef USE_VOIP
#include <opus.h>
#endif

#include "cgame/cg_public.h"
#include "qcommon/alternatePlayerstate.h"
#include "qcommon/cmd.h"
#include "qcommon/crypto.h"
#include "qcommon/cvar.h"
#include "qcommon/files.h"
#include "qcommon/huffman.h"
#include "qcommon/msg.h"
#include "qcommon/net.h"
#include "qcommon/q_shared.h"
#include "qcommon/qcommon.h"
#include "qcommon/vm.h"
#include "renderercommon/tr_public.h"
#include "sys/sys_shared.h"
#include "ui/ui_public.h"

#include "cl_curl.h"
#include "keys.h"
#include "snd_public.h"

struct alternateEntityState_t {
    int number;  // entity index
    int eType;  // entityType_t
    int eFlags;

    trajectory_t pos;  // for calculating position
    trajectory_t apos;  // for calculating angles

    int time;
    int time2;

    vec3_t origin;
    vec3_t origin2;

    vec3_t angles;
    vec3_t angles2;

    int otherEntityNum;  // shotgun sources, etc
    int otherEntityNum2;

    int groundEntityNum;  // ENTITYNUM_NONE = in air

    int constantLight;  // r + (g<<8) + (b<<16) + (intensity<<24)
    int loopSound;  // constantly loop this sound

    int modelindex;
    int modelindex2;
    int clientNum;  // 0 to (MAX_CLIENTS - 1), for players and corpses
    int frame;

    int solid;  // for client side prediction, trap_linkentity sets this properly

    int event;  // impulse events -- muzzle flashes, footsteps, etc
    int eventParm;

    // for players
    int misc;  // bit flags
    int weapon;  // determines weapon and flash model, etc
    int legsAnim;  // mask off ANIM_TOGGLEBIT
    int torsoAnim;  // mask off ANIM_TOGGLEBIT

    int generic1;
};

struct alternateSnapshot_t {
    int snapFlags;  // SNAPFLAG_RATE_DELAYED, etc
    int ping;

    int serverTime;  // server time the message is valid for (in msec)

    byte areamask[MAX_MAP_AREA_BYTES];  // portalarea visibility bits

    alternatePlayerState_t ps;  // complete information about the current player at this time

    int numEntities;  // all of the entities that need to be presented
    alternateEntityState_t entities[MAX_ENTITIES_IN_SNAPSHOT];  // at the time of this snapshot

    int numServerCommands;  // text based server commands to execute when this
    int serverCommandSequence;  // snapshot becomes current
};

// file full of random crap that gets used to create cl_guid
#define QKEY_FILE "qkey"
#define QKEY_SIZE 2048

#define RETRANSMIT_TIMEOUT 3000  // time between connection packet retransmits

// snapshots are a view of the server at a given time
struct clSnapshot_t {
    bool valid;  // cleared if delta parsing was invalid
    int snapFlags;  // rate delayed and dropped commands

    int serverTime;  // server time the message is valid for (in msec)

    int messageNum;  // copied from netchan->incoming_sequence
    int deltaNum;  // messageNum the delta is from
    int ping;  // time from when cmdNum-1 was sent to time packet was reeceived
    byte areamask[MAX_MAP_AREA_BYTES];  // portalarea visibility bits

    int cmdNum;  // the next cmdNum the server is expecting
    playerState_t ps;  // complete information about the current player at this time
    alternatePlayerState_t alternatePs;  // complete information about the current player at this time

    int numEntities;  // all of the entities that need to be presented
    int parseEntitiesNum;  // at the time of this snapshot

    int serverCommandNum;  // execute all commands up to this before
    // making the snapshot current
};

/*
=============================================================================

the clientActive_t structure is wiped completely at every
new gamestate_t, potentially several times during an established connection

=============================================================================
*/

struct outPacket_t {
    int p_cmdNumber;  // cl.cmdNumber when packet was sent
    int p_serverTime;  // usercmd->serverTime when packet was sent
    int p_realtime;  // cls.realtime when packet was sent
};

// the parseEntities array must be large enough to hold PACKET_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 (PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES)

extern int g_console_field_width;

struct clientActive_t {
    int timeoutcount;  // it requres several frames in a timeout condition
    // to disconnect, preventing debugging breaks from
    // causing immediate disconnects on continue
    clSnapshot_t snap;  // latest received from server

    int serverTime;  // may be paused during play
    int oldServerTime;  // to prevent time from flowing bakcwards
    int oldFrameServerTime;  // to check tournament restarts
    int serverTimeDelta;  // cl.serverTime = cls.realtime + cl.serverTimeDelta
    // this value changes as net lag varies
    bool extrapolatedSnapshot;  // set if any cgame frame has been forced to extrapolate
    // cleared when CL_AdjustTimeDelta looks at it
    bool newSnapshots;  // set on parse of any valid packet

    gameState_t gameState;  // configstrings
    char mapname[MAX_QPATH];  // extracted from CS_SERVERINFO

    int parseEntitiesNum;  // index (not anded off) into cl_parse_entities[]

    int mouseDx[2], mouseDy[2];  // added to by mouse events
    int mouseIndex;
    int joystickAxis[MAX_JOYSTICK_AXIS];  // set by joystick events

    // cgame communicates a few values to the client system
    int cgameUserCmdValue;  // current weapon to add to usercmd_t
    float cgameSensitivity;

    // cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last
    // properly generated command
    usercmd_t cmds[CMD_BACKUP];  // each mesage will send several old cmds
    int cmdNumber;  // incremented each frame, because multiple
    // frames may need to be packed into a single packet

    outPacket_t outPackets[PACKET_BACKUP];  // information about each packet we have sent out

    // 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 serverId;  // included in each client message so the server
    // can tell if it is for a prior map_restart
    // big stuff at end of structure so most offsets are 15 bits or less
    clSnapshot_t snapshots[PACKET_BACKUP];

    entityState_t entityBaselines[MAX_GENTITIES];  // for delta compression when not in previous frame

    entityState_t parseEntities[MAX_PARSE_ENTITIES];
};

extern clientActive_t cl;

/*
=============================================================================

the clientConnection_t structure is wiped when disconnecting from a server,
either to go to a full screen console, play a demo, or connect to a different server

A connection can be to either a server through the network layer or a
demo through a file.

=============================================================================
*/

#define MAX_TIMEDEMO_DURATIONS 4096

struct clientConnection_t {
    connstate_t state;  // connection status

    int clientNum;
    int lastPacketSentTime;  // for retransmits during connection
    int lastPacketTime;  // for timeouts

    char servername[MAX_OSPATH];  // name of server from original connect (used by reconnect)
    netadr_t serverAddress;
    int connectTime;  // for connection retransmits
    int connectPacketCount;  // for display on connection dialog
    char serverMessage[MAX_STRING_TOKENS];  // for display on connection dialog

    int challenge;  // from the server to use for connecting
    char challenge2[33];
    bool sendSignature;
    int checksumFeed;  // from the server for checksum calculations

    // these are our reliable messages that go to the server
    int reliableSequence;
    int reliableAcknowledge;  // the last one the server has executed
    char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];

    // server message (unreliable) and command (reliable) sequence
    // numbers are NOT cleared at level changes, but continue to
    // increase as long as the connection is valid

    // message sequence is used by both the network layer and the
    // delta compression layer
    int serverMessageSequence;

    // reliable messages received from server
    int serverCommandSequence;
    int lastExecutedServerCommand;  // last server command grabbed or executed with CL_GetServerCommand
    char serverCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];

    // file transfer from server
    fileHandle_t download;
    char downloadTempName[MAX_OSPATH];
    char downloadName[MAX_OSPATH];

    // XXX Refactor this -vjr
    bool cURLEnabled;
    bool cURLUsed;
    bool cURLDisconnected;

    char downloadURL[MAX_OSPATH];
    CURL *downloadCURL;
    CURLM *downloadCURLM;
    bool activeCURLNotGameRelated;

    int sv_allowDownload;
    char sv_dlURL[MAX_CVAR_VALUE_STRING];
    int downloadNumber;
    int downloadBlock;  // block we are waiting for
    int downloadCount;  // how many bytes we got
    int downloadSize;  // how many bytes we got
    char downloadList[MAX_INFO_STRING];  // list of paks we need to download
    bool downloadRestart;  // if true, we need to do another FS_Restart because we downloaded a pak
    char newsString[MAX_NEWS_STRING];

    // demo information
    char demoName[MAX_QPATH];
    bool spDemoRecording;
    bool demorecording;
    bool demoplaying;
    bool demowaiting;  // don't record until a non-delta message is received
    bool firstDemoFrameSkipped;
    fileHandle_t demofile;

    int timeDemoFrames;  // counter of rendered frames
    int timeDemoStart;  // cls.realtime before first frame
    int timeDemoBaseTime;  // each frame will be at this time + frameNum * 50
    int timeDemoLastFrame;  // time the last frame was rendered
    int timeDemoMinDuration;  // minimum frame duration
    int timeDemoMaxDuration;  // maximum frame duration
    unsigned char timeDemoDurations[MAX_TIMEDEMO_DURATIONS];  // log of frame durations

    float aviVideoFrameRemainder;
    float aviSoundFrameRemainder;

#ifdef USE_VOIP
    bool voipEnabled;
    bool voipCodecInitialized;

    // incoming data...
    // !!! FIXME: convert from parallel arrays to array of a struct.
    OpusDecoder *opusDecoder[MAX_CLIENTS];
    byte voipIncomingGeneration[MAX_CLIENTS];
    int voipIncomingSequence[MAX_CLIENTS];
    float voipGain[MAX_CLIENTS];
    bool voipIgnore[MAX_CLIENTS];
    bool voipMuteAll;

    // outgoing data...
    // if voipTargets[i / 8] & (1 << (i % 8)),
    // then we are sending to clientnum i.
    uint8_t voipTargets[(MAX_CLIENTS + 7) / 8];
    uint8_t voipFlags;
    OpusEncoder *opusEncoder;
    int voipOutgoingDataSize;
    int voipOutgoingDataFrames;
    int voipOutgoingSequence;
    byte voipOutgoingGeneration;
    byte voipOutgoingData[1024];
    float voipPower;
#endif

    // big stuff at end of structure so most offsets are 15 bits or less
    netchan_t netchan;
};

extern clientConnection_t clc;

/*
==================================================================

the clientStatic_t structure is never wiped, and is used even when
no client connection is active at all
(except when CL_Shutdown is called)

==================================================================
*/

struct ping_t {
    netadr_t adr;
    int start;
    int time;
    char info[MAX_INFO_STRING];
};

#define MAX_FEATLABEL_CHARS 32
struct serverInfo_t {
    netadr_t adr;
    char hostName[MAX_HOSTNAME_LENGTH];
    char mapName[MAX_NAME_LENGTH];
    char game[MAX_NAME_LENGTH];
    char label[MAX_FEATLABEL_CHARS];  // for featured servers, NULL otherwise
    int netType;
    int gameType;
    int clients;
    int maxClients;
    int minPing;
    int maxPing;
    int ping;
    bool visible;
};

struct clientStatic_t {
    // when the server clears the hunk, all of these must be restarted
    bool rendererStarted;
    bool soundStarted;
    bool soundRegistered;
    bool uiStarted;
    bool cgameStarted;

    int framecount;
    int frametime;  // msec since last frame

    int realtime;  // ignores pause
    int realFrametime;  // ignoring pause, so console always works

    // master server sequence information
    int numAlternateMasterPackets[3];
    unsigned int receivedAlternateMasterPackets[3];  // bitfield

    int numlocalservers;
    serverInfo_t localServers[MAX_OTHER_SERVERS];

    int numglobalservers;
    serverInfo_t globalServers[MAX_GLOBAL_SERVERS];
    // additional global servers
    int numGlobalServerAddresses;
    netadr_t globalServerAddresses[MAX_GLOBAL_SERVERS];

    int numfavoriteservers;
    serverInfo_t favoriteServers[MAX_OTHER_SERVERS];

    int pingUpdateSource;  // source currently pinging or updating

    // update server info
    netadr_t updateServer;
    char updateChallenge[MAX_TOKEN_CHARS];
    char updateInfoString[MAX_INFO_STRING];

    netadr_t authorizeServer;

    // rendering info
    glconfig_t glconfig;
    qhandle_t charSetShader;
    qhandle_t whiteShader;
    qhandle_t consoleShader;

    vm_t *cgame;
    int cgInterface; // 0 == gpp, 2 == 1.1.0

    vm_t *ui;
    int uiInterface;

    struct {
        struct rsa_public_key public_key;
        struct rsa_private_key private_key;
    } rsa;
};

extern clientStatic_t cls;

extern char cl_oldGame[MAX_QPATH];
extern bool cl_oldGameSet;

//=============================================================================

extern refexport_t re;  // interface to refresh .dll

//
// cvars
//
extern cvar_t *cl_nodelta;
extern cvar_t *cl_debugMove;
extern cvar_t *cl_noprint;
extern cvar_t *cl_timegraph;
extern cvar_t *cl_maxpackets;
extern cvar_t *cl_packetdup;
extern cvar_t *cl_shownet;
extern cvar_t *cl_showSend;
extern cvar_t *cl_timeNudge;
extern cvar_t *cl_showTimeDelta;
extern cvar_t *cl_freezeDemo;

extern cvar_t *cl_yawspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_run;
extern cvar_t *cl_anglespeedkey;

extern cvar_t *cl_sensitivity;
extern cvar_t *cl_freelook;

extern cvar_t *cl_mouseAccel;
extern cvar_t *cl_mouseAccelOffset;
extern cvar_t *cl_mouseAccelStyle;
extern cvar_t *cl_showMouseRate;

extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *m_filter;

extern cvar_t *j_pitch;
extern cvar_t *j_yaw;
extern cvar_t *j_forward;
extern cvar_t *j_side;
extern cvar_t *j_up;
extern cvar_t *j_pitch_axis;
extern cvar_t *j_yaw_axis;
extern cvar_t *j_forward_axis;
extern cvar_t *j_side_axis;
extern cvar_t *j_up_axis;

extern cvar_t *cl_timedemo;
extern cvar_t *cl_aviFrameRate;
extern cvar_t *cl_aviMotionJpeg;

extern cvar_t *cl_activeAction;

extern cvar_t *cl_allowDownload;
extern cvar_t *cl_downloadMethod;
extern cvar_t *cl_conXOffset;
extern cvar_t *cl_inGameVideo;

extern cvar_t *cl_lanForcePackets;
extern cvar_t *cl_autoRecordDemo;

extern cvar_t *cl_clantag;

extern cvar_t *cl_consoleKeys;

#ifdef USE_MUMBLE
extern cvar_t *cl_useMumble;
extern cvar_t *cl_mumbleScale;
#endif

#ifdef USE_VOIP
// cl_voipSendTarget is a string: "all" to broadcast to everyone, "none" to
//  send to no one, or a comma-separated list of client numbers:
//  "0,7,2,23" ... an empty string is treated like "all".
extern cvar_t *cl_voipUseVAD;
extern cvar_t *cl_voipVADThreshold;
extern cvar_t *cl_voipSend;
extern cvar_t *cl_voipSendTarget;
extern cvar_t *cl_voipGainDuringCapture;
extern cvar_t *cl_voipCaptureMult;
extern cvar_t *cl_voipShowMeter;
extern cvar_t *cl_voip;

// 20ms at 48k
#define VOIP_MAX_FRAME_SAMPLES (20 * 48)

// 3 frame is 60ms of audio, the max opus will encode at once
#define VOIP_MAX_PACKET_FRAMES 3
#define VOIP_MAX_PACKET_SAMPLES (VOIP_MAX_FRAME_SAMPLES * VOIP_MAX_PACKET_FRAMES)
#endif

extern cvar_t *cl_rsaAuth;

//=================================================

//
// cl_main
//

void CL_Init(void);
void CL_AddReliableCommand(const char *cmd, bool isDisconnectCmd);

void CL_StartHunkUsers(bool rendererOnly);

void CL_Disconnect_f(void);
void CL_NextDemo(void);
void CL_ReadDemoMessage(void);
demoState_t CL_DemoState(void);
int CL_DemoPos(void);
void CL_DemoName(char *buffer, int size);
void CL_StopRecord_f(void);

void CL_InitDownloads(void);
void CL_NextDownload(void);

void CL_GetPing(int n, char *buf, int buflen, int *pingtime);
void CL_GetPingInfo(int n, char *buf, int buflen);
void CL_ClearPing(int n);
int CL_GetPingQueueCount(void);

bool CL_ServerStatus(char *serverAddress, char *serverStatusString, int maxLen);

bool CL_CheckPaused(void);

//
// cl_input
//
typedef struct {
    int down[2];  // key nums holding it down
    unsigned downtime;  // msec timestamp
    unsigned msec;  // msec down this frame if both a down and up happened
    bool active;  // current state
    bool wasPressed;  // set when down, not cleared when up
} kbutton_t;

void CL_InitInput(void);
void CL_ShutdownInput(void);
void CL_SendCmd(void);
void CL_ClearState(void);
void CL_ReadPackets(void);

void CL_WritePacket(void);
//void IN_CenterView(void);

int Key_StringToKeynum(const char *str);
const char *Key_KeynumToString(int keynum);

//
// cl_parse.c
//
extern bool cl_connectedToPureServer;
extern bool cl_connectedToCheatServer;

#ifdef USE_VOIP
void CL_Voip_f(void);
#endif

void CL_SystemInfoChanged(void);
void CL_ParseServerMessage(msg_t *msg);

//====================================================================

bool CL_UpdateVisiblePings_f(int source);

//
// console
//
void Con_DrawCharacter(int cx, int line, int num);

void Con_CheckResize(void);
void Con_MessageModesInit(void);
void CL_ProtocolSpecificCommandsInit(void);
void Con_Init(void);
void Con_Shutdown(void);
void Con_Clear_f(void);
void Con_ToggleConsole_f(void);
void Con_ClearNotify(void);
void Con_RunConsole(void);
void Con_DrawConsole(void);
void Con_PageUp(void);
void Con_PageDown(void);
void Con_Top(void);
void Con_Bottom(void);
void Con_Close(void);

void CL_LoadConsoleHistory(void);
void CL_SaveConsoleHistory(void);

//
// cl_scrn.c
//
void SCR_Init(void);
void SCR_UpdateScreen(void);

void SCR_DebugGraph(float value);

int SCR_GetBigStringWidth(const char *str);  // returns in virtual 640x480 coordinates

void SCR_AdjustFrom640(float *x, float *y, float *w, float *h);
void SCR_FillRect(float x, float y, float width, float height, const float *color);
void SCR_DrawPic(float x, float y, float width, float height, qhandle_t hShader);
void SCR_DrawNamedPic(float x, float y, float width, float height, const char *picname);

void SCR_DrawBigString(int x, int y, const char *s, float alpha,
    bool noColorEscape);  // draws a string with embedded color control characters with fade
void SCR_DrawBigStringColor(
    int x, int y, const char *s, vec4_t color, bool noColorEscape);  // ignores embedded color control characters
void SCR_DrawSmallStringExt(int x, int y, const char *string, float *setColor, bool forceColor, bool noColorEscape);
void SCR_DrawSmallChar(int x, int y, int ch);

//
// cl_cin.c
//

void CL_PlayCinematic_f(void);
void SCR_DrawCinematic(void);
void SCR_RunCinematic(void);
void SCR_StopCinematic(void);
int CIN_PlayCinematic(const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status CIN_StopCinematic(int handle);
e_status CIN_RunCinematic(int handle);
void CIN_DrawCinematic(int handle);
void CIN_SetExtents(int handle, int x, int y, int w, int h);
void CIN_UploadCinematic(int handle);
void CIN_CloseAllVideos(void);

//
// cl_cgame.c
//
void CL_InitCGame(void);
void CL_ShutdownCGame(void);
bool CL_GameCommand(void);
void CL_GameConsoleText(void);
void CL_CGameRendering(stereoFrame_t stereo);
void CL_SetCGameTime(void);
void CL_FirstSnapshot(void);
void CL_ShaderStateChanged(void);

//
// cl_ui.c
//
void CL_InitUI(void);
void CL_ShutdownUI(void);
int Key_GetCatcher(void);
void Key_SetCatcher(int catcher);
void LAN_LoadCachedServers(void);
void LAN_SaveServersToCache(void);

//
// cl_net_chan.c
//
void CL_Netchan_Transmit(netchan_t *chan, msg_t *msg);  // int length, const byte *data );
bool CL_Netchan_Process(netchan_t *chan, msg_t *msg);

//
// cl_avi.c
//
bool CL_OpenAVIForWriting(const char *filename);
void CL_TakeVideoFrame(void);
void CL_WriteAVIVideoFrame(const byte *imageBuffer, int size);
void CL_WriteAVIAudioFrame(const byte *pcmBuffer, int size);
bool CL_CloseAVI(void);
bool CL_VideoRecording(void);

//
// cl_main.c
//
void CL_WriteDemoMessage(msg_t *msg, int headerBytes);
int CL_ScaledMilliseconds(void);

#endif