// client.h typedef struct { char name[16]; qboolean failedload; // the name isn't a valid skin cache_user_t cache; } skin_t; // player_state_t is the information needed by a player entity // to do move prediction and to generate a drawable entity typedef struct { int messagenum; // all player's won't be updated each frame double state_time; // not the same as the packet time, // because player commands come asyncronously usercmd_t command; // last command for prediction vec3_t origin; vec3_t viewangles; // only for demos, not from server vec3_t velocity; int weaponframe; int modelindex; int frame; int skinnum; int effects; int drawflags; int scale; int abslight; int flags; // dead, gib, etc float waterjumptime; int onground; // -1 = in air, else pmove entity number int oldbuttons; } player_state_t; #define MAX_SCOREBOARDNAME 16 typedef struct player_info_s { int userid; char userinfo[MAX_INFO_STRING]; // scoreboard information char name[MAX_SCOREBOARDNAME]; float entertime; int frags; int ping; // skin information int topcolor; int bottomcolor; int playerclass; int level; int spectator; byte translations[VID_GRADES*256]; skin_t *skin; int modelindex; qboolean Translated; int siege_team; qboolean shownames_off; } player_info_t; typedef struct { // generated on client side usercmd_t cmd; // cmd that generated the frame double senttime; // time cmd was sent off int delta_sequence; // sequence number to delta from, -1 = full update // received from server double receivedtime; // time message was received, or -1 player_state_t playerstate[MAX_CLIENTS]; // message received that reflects performing // the usercmd packet_entities_t packet_entities; qboolean invalid; // true if the packet_entities delta was invalid } frame_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 // // client_state_t should hold all pieces of the client state // #define MAX_DLIGHTS 32 typedef struct { int key; // so entities can reuse same entry 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 float color[4]; qboolean dark; // subtracts light instead of adding } dlight_t; typedef struct { int length; char map[MAX_STYLESTRING]; } lightstyle_t; #define MAX_EFRAGS 512 #define MAX_DEMOS 8 #define MAX_DEMONAME 16 typedef enum { ca_disconnected, // full screen console with no connection ca_demostart, // starting up a demo ca_connected, // netchan_t established, waiting for svc_serverdata ca_onserver, // processing data lists, donwloading, etc ca_active // everything is in, so frames can be rendered } cactive_t; typedef enum { dl_none, dl_model, dl_sound, dl_skin, dl_single } dltype_t; // download type // // the client_static_t structure is persistant through an arbitrary number // of server connections // typedef struct { // connection information cactive_t state; // network stuff netchan_t netchan; // private userinfo for sending to masterless servers char userinfo[MAX_INFO_STRING]; char servername[MAX_OSPATH]; // name of server from original connect FILE *download; // file transfer from server char downloadtempname[MAX_OSPATH]; char downloadname[MAX_OSPATH]; int downloadnumber; dltype_t downloadtype; int downloadpercent; // 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; FILE *demofile; float 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 float latency; // rolling average } client_static_t; extern client_static_t cls; // // the client_state_t structure is wiped completely at every // server signon // typedef struct { int servercount; // server identification for prespawns char serverinfo[MAX_SERVERINFO_STRING]; int parsecount; // server message counter int validsequence; // this is the sequence number of the last good // packetentity_t we got. If this is 0, we can't // render a frame yet int movemessages; // since connecting to this server // throw out the first couple, so the player // doesn't accidentally do something the // first frame int spectator; double last_ping_request; // while showing scoreboard double last_servermessage; // sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd frame_t frames[UPDATE_BACKUP]; // information for local display int stats[MAX_CL_STATS]; // health, etc int inv_order[MAX_INVENTORY]; int inv_count, inv_startpos, inv_selected; 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. And only reset at level change // and teleport times vec3_t viewangles; // the client simulates or interpolates movement to get these values double time; // this is the time value that the client // is rendering at. allways <= realtime vec3_t simorg; vec3_t simvel; vec3_t simangles; float idealroll; float rollvel; // pitch drifting vars float idealpitch; float pitchvel; qboolean nodrift; float driftmove; double laststop; byte light_level; float crouch; // local amount for smoothing stepups qboolean paused; // send over by server float punchangle; // temporar yview kick from weapon firing int intermission; // don't change view angle, full screen, etc int completed_time; // latched ffrom time at intermission start // // information that is static for the entire time connected to a server // char model_name[MAX_MODELS][MAX_QPATH]; char sound_name[MAX_SOUNDS][MAX_QPATH]; struct model_s *model_precache[MAX_MODELS]; struct sfx_s *sound_precache[MAX_SOUNDS]; char levelname[40]; // for display on solo scoreboard int playernum; // refresh related state struct model_s *worldmodel; // cl_entitites[0].model struct efrag_s *free_efrags; int num_entities; // stored bottom up in cl_entities array int num_statics; // stored top down in cl_entitiers int cdtrack; // cd audio char midi_name[MAX_QPATH]; // midi file name entity_t viewent; // weapon model struct EffectT Effects[MAX_EFFECTS]; unsigned PIV; // players in view // all player information player_info_t players[MAX_CLIENTS]; } client_state_t; // edict->flags #define FL_FLY 1 #define FL_SWIM 2 //#define FL_GLIMPSE 4 #define FL_CONVEYOR 4 #define FL_CLIENT 8 #define FL_INWATER 16 #define FL_MONSTER 32 #define FL_GODMODE 64 #define FL_NOTARGET 128 #define FL_ITEM 256 #define FL_ONGROUND 512 #define FL_PARTIALGROUND 1024 // not all corners are valid #define FL_WATERJUMP 2048 // player jumping out of water #define FL_JUMPRELEASED 4096 // for jump debouncing #ifdef QUAKE2RJ #define FL_FLASHLIGHT 8192 #define FL_ARCHIVE_OVERRIDE 1048576 #endif #define FL_ARTIFACTUSED 16384 #define FL_MOVECHAIN_ANGLE 32768 // when in a move chain, will update the angle #define FL_CLASS_DEPENDENT 2097152 // model will appear different to each player #define FL_SPECIAL_ABILITY1 4194304 // has 1st special ability #define FL_SPECIAL_ABILITY2 8388608 // has 2nd special ability #define FL2_CROUCHED 4096 // edict->movetype values #define MOVETYPE_NONE 0 // never moves #define MOVETYPE_ANGLENOCLIP 1 #define MOVETYPE_ANGLECLIP 2 #define MOVETYPE_WALK 3 // gravity #define MOVETYPE_STEP 4 // gravity, special edge handling #define MOVETYPE_FLY 5 #define MOVETYPE_TOSS 6 // gravity #define MOVETYPE_PUSH 7 // no clip to world, push and crush #define MOVETYPE_NOCLIP 8 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters #define MOVETYPE_BOUNCE 10 //#ifdef QUAKE2 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity #define MOVETYPE_FOLLOW 12 // track movement of aiment //#endif #define MOVETYPE_PUSHPULL 13 // pushable/pullable object #define MOVETYPE_SWIM 14 // should keep the object in water // // cvars // extern cvar_t cl_warncmd; extern cvar_t cl_upspeed; extern cvar_t cl_forwardspeed; extern cvar_t cl_backspeed; 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_shownet; extern cvar_t cl_sbar; extern cvar_t cl_hudswap; 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; extern cvar_t playerclass; extern cvar_t spectator; #define MAX_STATIC_ENTITIES 256 // torches, etc extern client_state_t cl; // FIXME, allocate dynamically extern entity_state_t cl_baselines[MAX_EDICTS]; extern efrag_t cl_efrags[MAX_EFRAGS]; extern entity_t cl_static_entities[MAX_STATIC_ENTITIES]; extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES]; extern dlight_t cl_dlights[MAX_DLIGHTS]; extern int color_offsets[MAX_PLAYER_CLASS]; //============================================================================= extern qboolean nomaster; #define CAM_NONE 0 #define CAM_TRACK 1 extern int autocam; extern int spec_track; // player# of who we are tracking extern float server_version; // version of server we connected to // // cl_main // dlight_t *CL_AllocDlight (int key); void CL_DecayLights (void); void CL_Init (void); void CL_EstablishConnection (char *host); void CL_Disconnect (void); void CL_Disconnect_f (void); void CL_NextDemo (void); qboolean CL_DemoBehind(void); #define MAX_VISEDICTS 512 extern int cl_numvisedicts, cl_oldnumvisedicts; extern entity_t *cl_visedicts, *cl_oldvisedicts; extern entity_t cl_visedicts_list[2][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_ParseTEnt (void); void CL_UpdateTEnts (void); void CL_ClearState (void); void CL_ReadPackets (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); qboolean CL_GetMessage (void); void CL_Stop_f (void); void CL_Record_f (void); void CL_ReRecord_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); void V_ParseTarget(void); extern float v_targAngle; extern float v_targPitch; extern float v_targDist; // // cl_tent // void CL_InitTEnts (void); void CL_ClearTEnts (void); void CL_UpdateHammer(entity_t *ent, int edict_num); void CL_UpdateBug(entity_t *ent); void CL_UpdateIceStorm(entity_t *ent, int edict_num); void CL_UpdatePoisonGas(entity_t *ent, int edict_num); void CL_UpdateAcidBlob(entity_t *ent, int edict_num); void CL_UpdateOnFire(entity_t *ent, int edict_num); void CL_UpdatePowerFlameBurn(entity_t *ent, int edict_num); // // cl_ents.c // void CL_SetSolidPlayers (int playernum); // // cl_pred.c // void CL_InitPrediction (void); void CL_PredictMove (void); // // skin.c // typedef struct { char manufacturer; char version; char encoding; char bits_per_pixel; unsigned short xmin,ymin,xmax,ymax; unsigned short hres,vres; unsigned char palette[48]; char reserved; char color_planes; unsigned short bytes_per_line; unsigned short palette_type; char filler[58]; unsigned char data; // unbounded } pcx_t; void Skin_Find (player_info_t *sc); byte *Skin_Cache (skin_t *skin); void Skin_Skins_f (void); void Skin_AllSkins_f (void); void Skin_NextDownload (void);