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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 );