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diff --git a/ioq3-r437/src/client/client.h b/ioq3-r437/src/client/client.h
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--- a/ioq3-r437/src/client/client.h
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-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-// client.h -- primary header for client
-
-#include "../qcommon/q_shared.h"
-#include "../qcommon/qcommon.h"
-#include "../renderer/tr_public.h"
-#include "../ui/ui_public.h"
-#include "keys.h"
-#include "snd_public.h"
-#include "../cgame/cg_public.h"
-#include "../game/bg_public.h"
-
-#define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits
-
-
-// snapshots are a view of the server at a given time
-typedef struct {
- qboolean 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
-
- 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
-} clSnapshot_t;
-
-
-
-/*
-=============================================================================
-
-the clientActive_t structure is wiped completely at every
-new gamestate_t, potentially several times during an established connection
-
-=============================================================================
-*/
-
-typedef struct {
- 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
-} outPacket_t;
-
-// 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 2048
-
-extern int g_console_field_width;
-
-typedef struct {
- 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
- qboolean extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate
- // cleared when CL_AdjustTimeDelta looks at it
- qboolean 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];
-} clientActive_t;
-
-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.
-
-=============================================================================
-*/
-
-
-typedef struct {
-
- int clientNum;
- int lastPacketSentTime; // for retransmits during connection
- int lastPacketTime; // for timeouts
-
- 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
- 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];
- 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
- qboolean downloadRestart; // if true, we need to do another FS_Restart because we downloaded a pak
-
- // demo information
- char demoName[MAX_QPATH];
- qboolean spDemoRecording;
- qboolean demorecording;
- qboolean demoplaying;
- qboolean demowaiting; // don't record until a non-delta message is received
- qboolean 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
-
- // big stuff at end of structure so most offsets are 15 bits or less
- netchan_t netchan;
-} clientConnection_t;
-
-extern clientConnection_t clc;
-
-/*
-==================================================================
-
-the clientStatic_t structure is never wiped, and is used even when
-no client connection is active at all
-
-==================================================================
-*/
-
-typedef struct {
- netadr_t adr;
- int start;
- int time;
- char info[MAX_INFO_STRING];
-} ping_t;
-
-typedef struct {
- netadr_t adr;
- char hostName[MAX_NAME_LENGTH];
- char mapName[MAX_NAME_LENGTH];
- char game[MAX_NAME_LENGTH];
- int netType;
- int gameType;
- int clients;
- int maxClients;
- int minPing;
- int maxPing;
- int ping;
- qboolean visible;
- int punkbuster;
-} serverInfo_t;
-
-typedef struct {
- byte ip[4];
- unsigned short port;
-} serverAddress_t;
-
-typedef struct {
- connstate_t state; // connection status
- int keyCatchers; // bit flags
-
- qboolean cddialog; // bring up the cd needed dialog next frame
-
- char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect)
-
- // when the server clears the hunk, all of these must be restarted
- qboolean rendererStarted;
- qboolean soundStarted;
- qboolean soundRegistered;
- qboolean uiStarted;
- qboolean cgameStarted;
-
- int framecount;
- int frametime; // msec since last frame
-
- int realtime; // ignores pause
- int realFrametime; // ignoring pause, so console always works
-
- int numlocalservers;
- serverInfo_t localServers[MAX_OTHER_SERVERS];
-
- int numglobalservers;
- serverInfo_t globalServers[MAX_GLOBAL_SERVERS];
- // additional global servers
- int numGlobalServerAddresses;
- serverAddress_t globalServerAddresses[MAX_GLOBAL_SERVERS];
-
- int numfavoriteservers;
- serverInfo_t favoriteServers[MAX_OTHER_SERVERS];
-
- int nummplayerservers;
- serverInfo_t mplayerServers[MAX_OTHER_SERVERS];
-
- int pingUpdateSource; // source currently pinging or updating
-
- int masterNum;
-
- // 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;
-} clientStatic_t;
-
-extern clientStatic_t cls;
-
-//=============================================================================
-
-extern vm_t *cgvm; // interface to cgame dll or vm
-extern vm_t *uivm; // interface to ui dll or vm
-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_platformSensitivity;
-extern cvar_t *cl_freelook;
-
-extern cvar_t *cl_mouseAccel;
-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 *cl_timedemo;
-
-extern cvar_t *cl_activeAction;
-
-extern cvar_t *cl_allowDownload;
-extern cvar_t *cl_conXOffset;
-extern cvar_t *cl_inGameVideo;
-
-//=================================================
-
-//
-// cl_main
-//
-
-void CL_Init (void);
-void CL_FlushMemory(void);
-void CL_ShutdownAll(void);
-void CL_AddReliableCommand( const char *cmd );
-
-void CL_StartHunkUsers( void );
-
-void CL_Disconnect_f (void);
-void CL_GetChallengePacket (void);
-void CL_Vid_Restart_f( void );
-void CL_Snd_Restart_f (void);
-void CL_StartDemoLoop( void );
-void CL_NextDemo( void );
-void CL_ReadDemoMessage( 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 );
-
-void CL_ShutdownRef( void );
-void CL_InitRef( void );
-qboolean CL_CDKeyValidate( const char *key, const char *checksum );
-int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen );
-
-
-//
-// 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
- qboolean active; // current state
- qboolean wasPressed; // set when down, not cleared when up
-} 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_ClearState (void);
-void CL_ReadPackets (void);
-
-void CL_WritePacket( void );
-void IN_CenterView (void);
-
-void CL_VerifyCode( void );
-
-float CL_KeyState (kbutton_t *key);
-char *Key_KeynumToString (int keynum);
-
-//
-// cl_parse.c
-//
-extern int cl_connectedToPureServer;
-
-void CL_SystemInfoChanged( void );
-void CL_ParseServerMessage( msg_t *msg );
-
-//====================================================================
-
-void CL_ServerInfoPacket( netadr_t from, msg_t *msg );
-void CL_LocalServers_f( void );
-void CL_GlobalServers_f( void );
-void CL_FavoriteServers_f( void );
-void CL_Ping_f( void );
-qboolean CL_UpdateVisiblePings_f( int source );
-
-
-//
-// console
-//
-void Con_DrawCharacter (int cx, int line, int num);
-
-void Con_CheckResize (void);
-void Con_Init (void);
-void Con_Clear_f (void);
-void Con_ToggleConsole_f (void);
-void Con_DrawNotify (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 );
-
-
-//
-// cl_scrn.c
-//
-void SCR_Init (void);
-void SCR_UpdateScreen (void);
-
-void SCR_DebugGraph (float value, int color);
-
-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 ); // draws a string with embedded color control characters with fade
-void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); // ignores embedded color control characters
-void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor );
-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_SetLooping (int handle, qboolean loop);
-void CIN_UploadCinematic(int handle);
-void CIN_CloseAllVideos(void);
-
-//
-// cl_cgame.c
-//
-void CL_InitCGame( void );
-void CL_ShutdownCGame( void );
-qboolean CL_GameCommand( 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 );
-void CL_Netchan_TransmitNextFragment( netchan_t *chan );
-qboolean CL_Netchan_Process( netchan_t *chan, msg_t *msg );