// client.h /* * $Header: /H2 Mission Pack/CLIENT.H 4 3/12/98 6:31p Mgummelt $ */ typedef struct { vec3_t viewangles; // intended velocities float forwardmove; float sidemove; float upmove; #ifdef QUAKE2RJ byte lightlevel; #endif } usercmd_t; typedef struct { int length; char map[MAX_STYLESTRING]; } lightstyle_t; typedef struct { char name[MAX_SCOREBOARDNAME]; float entertime; int frags; int colors; // two 4 bit fields byte translations[VID_GRADES*256]; float playerclass; } scoreboard_t; typedef struct { int destcolor[3]; int percent; // 0-256 } cshift_t; #define CSHIFT_CONTENTS 0 #define CSHIFT_DAMAGE 1 #define CSHIFT_BONUS 2 #define CSHIFT_POWERUP 3 #define CSHIFT_INTERVENTION 4 #define NUM_CSHIFTS 5 #define NAME_LENGTH 64 // // client_state_t should hold all pieces of the client state // #define SIGNONS 4 // signon messages to receive before connected #define MAX_DLIGHTS 32 typedef struct { 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 int key; #ifdef QUAKE2RJ qboolean dark; // subtracts light instead of adding #endif } dlight_t; #define MAX_EFRAGS 640 #define MAX_MAPSTRING 2048 #define MAX_DEMOS 8 #define MAX_DEMONAME 16 typedef enum { ca_dedicated, // a dedicated server with no ability to start a client ca_disconnected, // full screen console with no connection ca_connected // valid netcon, talking to a server } cactive_t; // // the client_static_t structure is persistant through an arbitrary number // of server connections // typedef struct { cactive_t state; // personalization data sent to server char mapstring[MAX_QPATH]; char spawnparms[MAX_MAPSTRING]; // to restart a level // demo loop control int demonum; // -1 = don't play demos char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing // demo recording info must be here, because record is started before // entering a map (and clearing client_state_t) qboolean demorecording; qboolean demoplayback; qboolean timedemo; int forcetrack; // -1 = use normal cd track FILE *demofile; FILE *introdemofile; int td_lastframe; // to meter out one message a frame int td_startframe; // host_framecount at start float td_starttime; // realtime at second frame of timedemo // connection information int signon; // 0 to SIGNONS struct qsocket_s *netcon; sizebuf_t message; // writing buffer to send to server } client_static_t; extern client_static_t cls; // // the client_state_t structure is wiped completely at every // server signon // typedef struct { int movemessages; // since connecting to this server // throw out the first couple, so the player // doesn't accidentally do something the // first frame usercmd_t cmd; // last command sent to the server // information for local display int stats[MAX_CL_STATS]; // health, etc int inv_order[MAX_INVENTORY]; int inv_count, inv_startpos, inv_selected; int items; // inventory bit flags float item_gettime[32]; // cl.time of aquiring item, for blinking float faceanimtime; // use anim frame if cl.time < this entvars_t v; // NOTE: not every field will be update - you must specifically add // them in functions SV_WriteClientdatatToMessage() and CL_ParseClientdata() cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types char puzzle_pieces[8][10]; // puzzle piece names // the client maintains its own idea of view angles, which are // sent to the server each frame. The server sets punchangle when // the view is temporarliy offset, and an angle reset commands at the start // of each level and after teleporting. vec3_t mviewangles[2]; // during demo playback viewangles is lerped // between these vec3_t viewangles; vec3_t mvelocity[2]; // update by server, used for lean+bob // (0 is newest) vec3_t velocity; // lerped between mvelocity[0] and [1] vec3_t punchangle; // temporary offset float idealroll; float rollvel; // pitch drifting vars float idealpitch; float pitchvel; qboolean nodrift; float driftmove; double laststop; float viewheight; float crouch; // local amount for smoothing stepups qboolean paused; // send over by server qboolean onground; qboolean inwater; int intermission; // don't change view angle, full screen, etc int completed_time; // latched at intermission start double mtime[2]; // the timestamp of last two messages double time; // clients view of time, should be between // servertime and oldservertime to generate // a lerp point for other data double oldtime; // previous cl.time, time-oldtime is used // to decay light values and smooth step ups float last_received_message; // (realtime) for net trouble icon // // information that is static for the entire time connected to a server // struct model_s *model_precache[MAX_MODELS]; struct sfx_s *sound_precache[MAX_SOUNDS]; char levelname[40]; // for display on solo scoreboard int viewentity; // cl_entitites[cl.viewentity] = player int maxclients; int gametype; // refresh related state struct model_s *worldmodel; // cl_entitites[0].model struct efrag_s *free_efrags; int num_entities; // held in cl_entities array int num_statics; // held in cl_staticentities array entity_t viewent; // the gun model struct EffectT Effects[MAX_EFFECTS]; int cdtrack, looptrack; // cd audio char midi_name[128]; // midi file name byte current_frame, last_frame, reference_frame; byte current_sequence, last_sequence; byte need_build; // frag scoreboard scoreboard_t *scores; // [cl.maxclients] #ifdef QUAKE2RJ // light level at player's position including dlights // this is sent back to the server each frame // architectually ugly but it works int light_level; #endif client_frames2_t frames[3]; // 0 = base, 1 = building, 2 = 0 & 1 merged short RemoveList[MAX_CLIENT_STATES],NumToRemove; long info_mask, info_mask2; } client_state_t; // // cvars // extern cvar_t cl_name; extern cvar_t cl_color; extern cvar_t cl_playerclass; extern cvar_t cl_upspeed; extern cvar_t cl_forwardspeed; extern cvar_t cl_backspeed; extern cvar_t cl_prettylights; extern cvar_t cl_sidespeed; extern cvar_t cl_movespeedkey; extern cvar_t cl_yawspeed; extern cvar_t cl_pitchspeed; extern cvar_t cl_anglespeedkey; extern cvar_t cl_autofire; extern cvar_t cl_shownet; extern cvar_t cl_nolerp; extern cvar_t cl_pitchdriftspeed; 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; #define MAX_STATIC_ENTITIES 256 // torches, etc extern client_state_t cl; // FIXME, allocate dynamically extern efrag_t cl_efrags[MAX_EFRAGS]; extern entity_t cl_entities[MAX_EDICTS]; extern entity_t cl_static_entities[MAX_STATIC_ENTITIES]; extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES]; extern dlight_t cl_dlights[MAX_DLIGHTS]; //============================================================================= // // cl_main // dlight_t *CL_AllocDlight (int key); void CL_DecayLights (void); void CL_Init (void); void CL_EstablishConnection (char *host); void CL_Signon1 (void); void CL_Signon2 (void); void CL_Signon3 (void); void CL_Signon4 (void); void CL_SignonReply (void); void CL_Disconnect (void); void CL_Disconnect_f (void); void CL_NextDemo (void); #define MAX_VISEDICTS 256 extern int cl_numvisedicts; extern entity_t *cl_visedicts[MAX_VISEDICTS]; // // cl_input // typedef struct { int down[2]; // key nums holding it down int state; // low bit is down 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); int CL_ReadFromServer (void); void CL_WriteToServer (usercmd_t *cmd); void CL_BaseMove (usercmd_t *cmd); float CL_KeyState (kbutton_t *key); char *Key_KeynumToString (int keynum); // // cl_demo.c // void CL_StopPlayback (void); int CL_GetMessage (void); void CL_Stop_f (void); void CL_Record_f (void); void CL_PlayDemo_f (void); void CL_TimeDemo_f (void); // // cl_parse.c // void CL_ParseServerMessage (void); void CL_NewTranslation (int slot); // // view // void V_StartPitchDrift (void); void V_StopPitchDrift (void); void V_RenderView (void); void V_UpdatePalette (void); void V_Register (void); void V_ParseDamage (void); void V_SetContentsColor (int contents); // // cl_tent // void CL_InitTEnts(void); void CL_ClearTEnts(void); void CL_ParseTEnt(void); void CL_UpdateTEnts(void); /* * $Log: /H2 Mission Pack/CLIENT.H $ * * 4 3/12/98 6:31p Mgummelt * * 3 3/02/98 2:51p Jweier * * 2 2/27/98 11:53p Jweier * * 22 9/02/97 12:24a Rjohnson * Update * * 21 8/30/97 6:17p Rjohnson * Network changes * * 20 8/29/97 2:49p Rjohnson * Network updates * * 19 8/26/97 8:17a Rjohnson * Just a few changes * * 18 8/11/97 2:52p Rlove * * 17 8/04/97 2:22p Rjohnson * Included light level for the player * * 16 6/16/97 7:52a Bgokey * * 15 6/09/97 1:56p Rjohnson * Increased max statics * * 14 5/23/97 3:04p Rjohnson * Included some more quake2 things * * 13 5/20/97 11:32a Rjohnson * Revised Effects * * 12 5/20/97 11:19a Bgokey * * 11 5/10/97 1:08p Bgokey * * 10 4/09/97 2:34p Rjohnson * Revised inventory * * 9 4/04/97 3:06p Rjohnson * Networking updates and corrections * * 8 3/31/97 7:24p Rjohnson * Added a playerclass field and made sure the server/clients handle it * properly * * 7 2/27/97 4:11p Rjohnson * Midi file name is stored in the server and client structs * * 6 2/19/97 11:20a Rjohnson * Id Updates * * 5 2/10/97 2:05p Rlove * Inventory change * * 4 1/30/97 3:09p Rlove * Refined flight mode and added sv_walkpitch, sv_flypitch, * sv_idealrollscale console varibles * * 3 12/18/96 9:33a Rlove * Changes for inventory screen * */