libretro-tyrquake/QW/client/client.h
svdijk 60a70671f0 input: new cvar m_freelook for mouse looking
When set to 1 mouse look key stops mouse looking

Signed-off-by: svdijk <svdijk@users.sourceforge.net>
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
2013-07-01 09:37:42 +09:30

533 lines
13 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef CLIENT_H
#define CLIENT_H
#include "model.h"
#include "net.h"
#include "pmove.h"
#include "protocol.h"
#include "render.h"
#include "sound.h"
#include "vid.h"
#include "wad.h"
#include "zone.h"
//
// client_state_t should hold all pieces of the client state
//
typedef struct {
char name[16];
qboolean failedload; // the name isn't a valid skin
cache_user_t cache;
} skin_t;
#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
const float *color;
} dlight_t;
typedef struct {
int length;
char map[MAX_STYLESTRING];
} lightstyle_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 flags; // dead, gib, etc
qboolean onground;
float waterjumptime;
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;
byte pl;
// skin information
byte topcolor;
byte bottomcolor;
byte _topcolor;
byte _bottomcolor;
int spectator;
byte translations[VID_GRADES * 256];
skin_t *skin;
} 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; // set 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 NUM_CSHIFTS 4
#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
int qport;
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
int challenge;
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
float item_gettime[32]; // cl.time of aquiring item, for blinking
float faceanimtime; // use anim frame if cl.time < this
cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups
cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
// 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. always <= realtime
vec3_t simorg;
vec3_t simvel;
vec3_t simangles;
// pitch drifting vars
float pitchvel;
qboolean nodrift;
float driftmove;
double laststop;
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];
model_t *model_precache[MAX_MODELS];
sfx_t *sound_precache[MAX_SOUNDS];
char levelname[40]; // for display on solo scoreboard
int playernum;
// refresh related state
brushmodel_t *worldmodel; // cl_entitites[0].model
efrag_t *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
entity_t viewent; // weapon model
// all player information
player_info_t players[MAX_CLIENTS];
} client_state_t;
//
// 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_run;
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 m_freelook;
extern cvar_t name;
extern cvar_t cl_predict_players;
extern cvar_t cl_predict_players2;
extern cvar_t cl_solid_players;
extern int cl_spikeindex, cl_playerindex, cl_flagindex;
extern int parsecountmod;
extern double parsecounttime;
entity_t *CL_NewTempEntity(void);
#define MAX_STATIC_ENTITIES 128 // 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];
//=============================================================================
//
// cl_main
//
extern wad_t host_gfx; /* "gfx.wad" */
dlight_t *CL_AllocDlight(int key);
/* The standard dynamic light colors */
enum {
DLIGHT_FLASH = 0,
DLIGHT_BLUE = 1,
DLIGHT_RED = 2,
DLIGHT_PURPLE = 3
};
const float dl_colors[4][4]; /* Use enums to reference the colors */
void CL_DecayLights(void);
void CL_RunParticles(void);
void CL_Init(void);
void Host_WriteConfiguration(void);
void CL_EstablishConnection(char *host);
void CL_Disconnect(void);
void CL_Disconnect_f(void);
void CL_NextDemo(void);
qboolean CL_DemoBehind(void);
void CL_BeginServerConnect(void);
#define MAX_VISEDICTS 256
extern int cl_numvisedicts;
extern entity_t cl_visedicts[];
extern int fps_count;
extern int minimum_memory;
//
// 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;
extern kbutton_t in_strafe;
extern kbutton_t in_speed;
void CL_InitInput(void);
void CL_SendCmd(const physent_stack_t *pestack);
void CL_SendMove(usercmd_t *cmd);
void CL_ParseTEnt(void);
void CL_UpdateTEnts(void);
void CL_ClearState(void);
int CL_ReadFromServer(void);
void CL_WriteToServer(usercmd_t *cmd);
void CL_BaseMove(usercmd_t *cmd);
//
// cl_demo.c
//
void CL_StopPlayback(void);
qboolean CL_GetMessage(void);
void CL_WriteDemoCmd(usercmd_t *pcmd);
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);
struct stree_root *CL_Demo_Arg_f(const char *arg);
//
// cl_parse.c
//
#define NET_TIMINGS 256
#define NET_TIMINGSMASK 255
extern int packet_latency[NET_TIMINGS];
int CL_CalcNet(void);
void CL_ParseServerMessage(void);
qboolean CL_CheckOrDownloadFile(char *filename);
qboolean CL_IsUploading(void);
void CL_NextUpload(void);
void CL_StartUpload(byte *data, int size);
void CL_StopUpload(void);
//
// view.c
//
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_CalcBlend(void);
//
// cl_tent
//
void CL_InitTEnts(void);
void CL_ClearTEnts(void);
//
// cl_ents.c
//
void CL_SetSolidPlayers(physent_stack_t *pestack, int playernum);
void CL_SetUpPlayerPrediction(const physent_stack_t *pestack, qboolean dopred);
void CL_EmitEntities(physent_stack_t *pestack);
void CL_ClearProjectiles(void);
void CL_ParseProjectiles(void);
void CL_ParsePacketEntities(qboolean delta);
void CL_SetSolidEntities(physent_stack_t *pestack);
void CL_ParsePlayerinfo(void);
//
// cl_pred.c
//
void CL_InitPrediction(void);
void CL_PredictMove(physent_stack_t *pestack);
void CL_PredictUsercmd(const player_state_t *from, player_state_t *to,
const usercmd_t *cmd, const physent_stack_t *pestack,
qboolean spectator);
//
// cl_cam.c
//
#define CAM_NONE 0
#define CAM_TRACK 1
extern int autocam;
extern int spec_track; // player# of who we are tracking
qboolean Cam_DrawViewModel(void);
qboolean Cam_DrawPlayer(int playernum);
void Cam_Track(usercmd_t *cmd, const physent_stack_t *pestack);
void Cam_FinishMove(usercmd_t *cmd);
void Cam_Reset(void);
void CL_InitCam(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);
#define RSSHOT_WIDTH 320
#define RSSHOT_HEIGHT 200
#endif /* CLIENT_H */