-
Notifications
You must be signed in to change notification settings - Fork 606
/
client.h
444 lines (335 loc) · 13.2 KB
/
client.h
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
/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program 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 this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// client.h -- primary header for client
#pragma once
#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"
#include "../rd-common/tr_public.h"
#include "keys.h"
#include "snd_public.h"
#include "../cgame/cg_public.h"
// 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
=============================================================================
*/
// 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 512
extern int g_console_field_width;
typedef struct {
int timeoutcount;
clSnapshot_t frame; // latest received from server
int serverTime;
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, cleared when CL_AdjustTimeDelta looks at it
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
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
int packetTime[PACKET_BACKUP]; // cls.realtime sent, for calculating pings
int packetCmdNumber[PACKET_BACKUP]; // cmdNumber when packet was sent
// 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;
// these are just parsed out of the configstrings for convenience
int serverId;
// non-gameserver infornamtion
int cinematictime; // cls.realtime for first cinematic frame (FIXME: NO LONGER USED!, but I wasn't sure if I could remove it because of struct sizes assumed elsewhere? -Ste)
// big stuff at end of structure so most offsets are 15 bits or less
clSnapshot_t frames[PACKET_BACKUP];
entityState_t parseEntities[MAX_PARSE_ENTITIES];
//DJC added - making force powers in single player work like those in
//multiplayer. This makes hot swapping code more portable.
qboolean gcmdSendValue;
byte gcmdValue;
} 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, or connect to a different server
A connection can be to either a server through the network layer,
or just a streaming cinematic.
=============================================================================
*/
typedef struct {
int lastPacketSentTime; // for retransmits
int lastPacketTime;
char servername[MAX_OSPATH]; // name of server from original connect
netadr_t serverAddress;
int connectTime; // for connection retransmits
int connectPacketCount; // for display on connection dialog
int challenge; // from the server to use for connecting
int reliableSequence;
int reliableAcknowledge;
char *reliableCommands[MAX_RELIABLE_COMMANDS];
// reliable messages received from server
int serverCommandSequence;
char *serverCommands[MAX_RELIABLE_COMMANDS];
// 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 {
connstate_t state; // connection status
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
float frametimeFraction; // fraction of a msec since last frame
int realtime; // ignores pause
float realtimeFraction; // fraction of a msec accumulated
int realFrametime; // ignoring pause, so console always works
// update server info
char updateInfoString[MAX_INFO_STRING];
// rendering info
glconfig_t glconfig;
qhandle_t charSetShader;
qhandle_t whiteShader;
qhandle_t consoleShader;
int consoleFont;
// Cursor
qboolean cursorActive;
qhandle_t cursorShader;
int cursorX;
int cursorY;
// Engine menu
int menuFont;
} clientStatic_t;
#define CON_TEXTSIZE 0x30000 //was 32768
#define NUM_CON_TIMES 4
typedef union {
struct {
unsigned char color;
char character;
} f;
unsigned short compare;
} conChar_t;
typedef struct {
qboolean initialized;
conChar_t text[CON_TEXTSIZE];
int current; // line where next message will be printed
int x; // offset in current line for next print
int display; // bottom of console displays this line
int linewidth; // characters across screen
int rowwidth; // timestamp, text and line wrap character
int totallines; // total lines in console scrollback
int charWidth; // Scaled console character width
int charHeight; // Scaled console character height
float xadjust; // for wide aspect screens
float yadjust;
float displayFrac; // aproaches finalFrac at scr_conspeed
float finalFrac; // 0.0 to 1.0 lines of console to display
int vislines; // in scanlines
int times[NUM_CON_TIMES]; // cls.realtime time the line was generated
// for transparent notify lines
vec4_t color;
} console_t;
extern clientStatic_t cls;
//=============================================================================
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_packetdup;
extern cvar_t *cl_shownet;
extern cvar_t *cl_timeNudge;
extern cvar_t *cl_showTimeDelta;
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_showMouseRate;
extern cvar_t *cl_allowAltEnter;
extern cvar_t *cl_inGameVideo;
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_activeAction;
extern cvar_t *cl_consoleKeys;
extern cvar_t *cl_consoleUseScanCode;
extern cvar_t *cl_consoleShiftRequirement;
//=================================================
//
// cl_main
//
void CL_Init (void);
void CL_AddReliableCommand( const char *cmd );
void CL_Disconnect_f (void);
void CL_Vid_Restart_f( void );
void CL_Snd_Restart_f (void);
qboolean 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
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_WritePacket( void );
void IN_CenterView (void);
float CL_KeyState (kbutton_t *key);
const char *Key_KeynumToString( int keynum/*, qboolean bTranslate*/ ); //note: translate is only called for menu display not configs
//
// cl_parse.c
//
extern int cl_connectedToCheatServer;
void CL_SystemInfoChanged( void );
void CL_ParseServerMessage( msg_t *msg );
//====================================================================
//
// 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_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, qboolean noColorEscape ); // draws a string with embedded color control characters with fade
void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color, qboolean noColorEscape ); // ignores embedded color control characters
void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor, qboolean noColorEscape );
void SCR_DrawBigChar( int x, int y, int ch );
void SCR_DrawSmallChar( int x, int y, int ch );
#ifdef JK2_MODE
void SCR_PrecacheScreenshot();
#endif
//
// cl_cin.c
//
void CL_PlayCinematic_f( void );
void CL_PlayInGameCinematic_f(void);
qboolean CL_CheckPendingCinematic(void);
qboolean CL_IsRunningInGameCinematic(void);
qboolean CL_InGameCinematicOnStandBy(void);
void SCR_DrawCinematic (void);
void SCR_RunCinematic (void);
void SCR_StopCinematic( qboolean bAllowRefusal = qfalse );
int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */);
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
//
qboolean CL_InitCGameVM( void *gameLibrary );
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 );
//
// cl_ui.c
//
void CL_InitUI( void );
void CL_ShutdownUI( void );
void CL_GenericMenu_f(void);
void CL_DataPad_f(void);
void CL_EndScreenDissolve_f(void);
int Key_GetCatcher( void );
void Key_SetCatcher( int catcher );