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Xash3DArchive/engine/client/client.h
2022-06-27 01:15:05 +03:00

585 lines
16 KiB
C

//=======================================================================
// Copyright XashXT Group 2009 ©
// client.h -- primary header for client
//=======================================================================
#ifndef CLIENT_H
#define CLIENT_H
#include "mathlib.h"
#include "clgame_api.h"
#include "gameui_api.h"
#include "world.h"
#define MAX_DEMOS 32
#define NUM_FOR_EDICT(e) ((int)((edict_t *)(e) - clgame.edicts))
#define EDICT_NUM( num ) CL_EDICT_NUM( num, __FILE__, __LINE__ )
#define STRING( offset ) CL_GetString( offset )
#define MAKE_STRING(str) CL_AllocString( str )
#define cl_time() ( cl.time * 0.001f )
#define sv_time() ( cl.frame.servertime * 0.001f )
#define sv_frametime() ( cl.serverframetime * 0.001f )
typedef struct player_info_s
{
char name[CS_SIZE];
char userinfo[MAX_INFO_STRING];
char model[CS_SIZE];
} player_info_t;
//=============================================================================
typedef struct frame_s
{
bool valid; // cleared if delta parsing was invalid
int servertime;
int serverframe;
int deltaframe;
int num_entities;
int parse_entities; // non-masked index into cl_parse_entities array
clientdata_t cd; // current client data
} frame_t;
#define CMD_BACKUP 64 // allow a lot of command backups for very fast systems
#define CMD_MASK (CMD_BACKUP - 1)
#define CL_UPDATE_MASK (CL_UPDATE_BACKUP - 1)
extern int CL_UPDATE_BACKUP;
// the cl_parse_entities must be large enough to hold CL_UPDATE_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
// the client_t structure is wiped completely at every
// server map change
typedef struct
{
int timeoutcount;
bool video_prepped; // false if on new level or new ref dll
bool audio_prepped; // false if on new level or new snd dll
bool force_refdef; // vid has changed, so we can't use a paused refdef
int parse_entities; // index (not anded off) into cl_parse_entities[]
usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
frame_t frame; // received from server
frame_t *oldframe; // previous frame to lerping from
int surpressCount; // number of messages rate supressed
frame_t *frames; // alloced on svc_serverdata
int time; // this is the time value that the client
// is rendering at. always <= cls.realtime
// a lerp point for other data
int render_flags; // clearing at end of frame
float lerpFrac; // interpolation value
ref_params_t refdef; // shared refdef
cinematics_t *cin;
char serverinfo[MAX_INFO_STRING];
player_info_t players[MAX_CLIENTS];
event_state_t events;
// predicting stuff
uint random_seed; // for predictable random values
vec3_t predicted_origins[CMD_BACKUP]; // for debug comparing against server
vec3_t predicted_origin; // generated by CL_PredictMovement
vec3_t predicted_viewofs;
vec3_t predicted_angles;
vec3_t predicted_velocity;
vec3_t prediction_error;
// server state information
int playernum;
int servercount; // server identification for prespawns
int movemessages;
int serverframetime; // server frametime
char configstrings[MAX_CONFIGSTRINGS][CS_SIZE];
entity_state_t entity_curstates[MAX_PARSE_ENTITIES]; // FIXME: this is must match with max_edicts ?
// locally derived information from server state
model_t models[MAX_MODELS];
string_t edict_classnames[MAX_CLASSNAMES];
sound_t sound_precache[MAX_SOUNDS];
shader_t decal_shaders[MAX_DECALNAMES];
} client_t;
/*
==================================================================
the client_static_t structure is persistant through an arbitrary number
of server connections
==================================================================
*/
typedef enum
{
ca_uninitialized = 0,
ca_disconnected, // not talking to a server
ca_connecting, // sending request packets to the server
ca_connected, // netchan_t established, waiting for svc_serverdata
ca_active, // game views should be displayed
ca_cinematic, // playing a cinematic, not connected to a server
} connstate_t;
typedef enum
{
key_console = 0,
key_game,
key_menu
} keydest_t;
typedef enum
{
dl_none,
dl_model,
dl_sound,
dl_generic,
} dltype_t; // download type
typedef enum
{
scrshot_inactive,
scrshot_plaque, // levelshot
scrshot_savegame, // saveshot
scrshot_demoshot, // for demos preview
scrshot_envshot, // cubemap view
scrshot_skyshot // skybox view
} scrshot_t;
// cl_private_edict_t
struct cl_priv_s
{
link_t area; // linked to a division node or leaf
bool linked;
int serverframe; // if not current, this ent isn't in the frame
entity_state_t current;
entity_state_t prev; // will always be valid, but might just be a copy of current
lerpframe_t frame; // holds the studio values for right lerping
// studiomodels attachments
vec3_t origin[MAXSTUDIOATTACHMENTS];
vec3_t angles[MAXSTUDIOATTACHMENTS];
mouth_t mouth; // shared mouth info
};
typedef struct
{
char name[32];
pfnUserMsgHook func; // user-defined function
} cl_hook_info_t;
typedef struct
{
char name[32];
int number; // svc_ number
int size; // if size == -1, size come from first byte after svcnum
pfnUserMsgHook func; // user-defined function
} cl_user_message_t;
typedef struct
{
char name[CS_SIZE];
word index; // event index
pfnEventHook func; // user-defined function
} user_event_t;
typedef struct
{
HSPRITE hFontTexture; // handle to texture shader
wrect_t fontRc[256]; // rectangles
bool valid; // rectangles are valid
} cl_font_t;
typedef struct
{
// temp handle
HSPRITE hSprite;
// scissor test
int scissor_x;
int scissor_y;
int scissor_width;
int scissor_height;
bool scissor_test;
// holds text color
rgba_t textColor;
// crosshair members
HSPRITE hCrosshair;
wrect_t rcCrosshair;
rgba_t rgbaCrosshair;
} draw_stuff_t;
typedef struct
{
// centerprint stuff
int lines;
int y, time;
char message[2048];
int totalWidth;
int totalHeight;
} center_print_t;
typedef struct
{
void *hInstance; // pointer to client.dll
HUD_FUNCTIONS dllFuncs; // dll exported funcs
byte *mempool; // client edicts pool
byte *private; // client.dll private pool
string maptitle; // display map title
string itemspath; // path to items description for auto-complete func
union
{
edict_t *edicts; // acess by edict number
void *vp; // acess by offset in bytes
};
// movement values from server
movevars_t movevars;
movevars_t oldmovevars;
playermove_t *pmove; // pmove state
cl_globalvars_t *globals;
cl_user_message_t msg[MAX_USER_MESSAGES]; // keep static to avoid fragment memory
cl_hook_info_t hook[MAX_USER_MESSAGES];
user_event_t *events[MAX_EVENTS];
entity_state_t *baselines;
draw_stuff_t ds; // draw2d stuff (hud, weaponmenu etc)
center_print_t centerPrint; // centerprint variables
SCREENINFO scrInfo; // actual screen info
rgb_t palette[256]; // Quake1 palette used for particle colors
client_textmessage_t *titles; // title messages, not network messages
int numTitles;
edict_t viewent; // viewmodel or playermodel in UI_PlayerSetup
edict_t playermodel; // uiPlayerSetup latched vars
byte *stringspool; // for shared strings
int hStringTable; // stringtable handle
} clgame_static_t;
typedef struct
{
void *hInstance; // pointer to client.dll
UI_FUNCTIONS dllFuncs; // dll exported funcs
byte *mempool; // client edicts pool
draw_stuff_t ds; // draw2d stuff (hud, weaponmenu etc)
GAMEINFO gameInfo; // current gameInfo
GAMEINFO *modsInfo[MAX_MODS]; // simplified gameInfo for GameUI
ui_globalvars_t *globals;
} gameui_static_t;
typedef struct
{
connstate_t state;
bool initialized;
bool changelevel; // during changelevel
keydest_t key_dest;
byte *mempool; // client premamnent pool: edicts etc
int framecount;
float frametime; // seconds since last frame
int realtime;
int quakePort; // a 16 bit value that allows quake servers
// to work around address translating routers
// connection information
string servername; // name of server from original connect
int connect_time; // for connection retransmits
netchan_t netchan;
int serverProtocol; // in case we are doing some kind of version hack
int challenge; // from the server to use for connecting
// internal shaders
shader_t fillShader; // used for emulate FillRGBA to avoid wrong draw-sort
shader_t pauseIcon; // draw 'paused' when game in-pause
shader_t loadingBar; // 'loading' progress bar
cl_font_t creditsFont; // shared creditsfont
file_t *download; // file transfer from server
string downloadname;
string downloadtempname;
int downloadnumber;
dltype_t downloadtype;
scrshot_t scrshot_request; // request for screen shot
scrshot_t scrshot_action; // in-action
const float *envshot_vieworg; // envshot position
string shotname;
// demo loop control
int demonum; // -1 = don't play demos
string demos[MAX_DEMOS]; // when not playing
// demo recording info must be here, so it isn't clearing on level change
bool demorecording;
bool demoplayback;
bool demowaiting; // don't record until a non-delta message is received
string demoname; // for demo looping
file_t *demofile;
} client_static_t;
extern client_t cl;
extern client_static_t cls;
extern clgame_static_t clgame;
extern gameui_static_t gameui;
extern render_exp_t *re;
//
// cvars
//
extern cvar_t *cl_predict;
extern cvar_t *cl_smooth;
extern cvar_t *cl_showfps;
extern cvar_t *cl_shownet;
extern cvar_t *cl_envshot_size;
extern cvar_t *cl_nodelta;
extern cvar_t *cl_crosshair;
extern cvar_t *cl_showmiss;
extern cvar_t *cl_testlights;
extern cvar_t *cl_idealpitchscale;
extern cvar_t *cl_allow_levelshots;
extern cvar_t *cl_levelshot_name;
extern cvar_t *scr_centertime;
extern cvar_t *scr_download;
extern cvar_t *scr_loading;
extern cvar_t *userinfo;
//=============================================================================
bool CL_CheckOrDownloadFile( const char *filename );
void CL_ParseConfigString( sizebuf_t *msg );
void CL_SetLightstyle( int i );
void CL_RunLightStyles( void );
void CL_AddEntities( void );
void CL_AddDLights( void );
void CL_AddLightStyles( void );
//=================================================
void CL_PrepVideo( void );
void CL_PrepSound( void );
//
// cl_cmds.c
//
void CL_Quit_f( void );
void CL_ScreenShot_f( void );
void CL_EnvShot_f( void );
void CL_SkyShot_f( void );
void CL_SaveShot_f( void );
void CL_DemoShot_f( void );
void CL_LevelShot_f( void );
void CL_SetSky_f( void );
void SCR_Viewpos_f( void );
void SCR_TimeRefresh_f( void );
//
// cl_main
//
void CL_Init( void );
void CL_SendCommand( void );
void CL_Disconnect_f( void );
void CL_GetChallengePacket( void );
void CL_PingServers_f( void );
void CL_RequestNextDownload( void );
void CL_ClearState( void );
//
// cl_input.c
//
void CL_MouseEvent( int mx, int my );
void CL_SendCmd( void );
//
// cl_demo.c
//
void CL_DrawDemoRecording( void );
void CL_WriteDemoMessage( sizebuf_t *msg, int head_size );
void CL_ReadDemoMessage( void );
void CL_StopPlayback( void );
void CL_StopRecord( void );
void CL_PlayDemo_f( void );
void CL_StartDemos_f( void );
void CL_Demos_f( void );
void CL_DeleteDemo_f( void );
void CL_Record_f( void );
void CL_Stop_f( void );
//
// cl_game.c
//
void CL_UnloadProgs( void );
bool CL_LoadProgs( const char *name );
void CL_ParseUserMessage( sizebuf_t *msg, int svc_num );
void CL_LinkUserMessage( char *pszName, const int svc_num, int iSize );
void CL_DrawHUD( int state );
void CL_InitEdicts( void );
void CL_FreeEdicts( void );
void CL_InitWorld( void );
edict_t *CL_AllocEdict( void );
void CL_InitEdict( edict_t *pEdict );
void CL_FreeEdict( edict_t *pEdict );
string_t CL_AllocString( const char *szValue );
const char *CL_GetString( string_t iString );
void CL_CenterPrint( const char *text, float y );
bool CL_IsValidEdict( const edict_t *e );
const char *CL_ClassName( const edict_t *e );
void CL_SetEventIndex( const char *szEvName, int ev_index );
void CL_TextMessageParse( byte *pMemFile, int fileSize );
mouth_t *CL_GetEntityMouth( edict_t *ent );
int pfnDecalIndexFromName( const char *szDecalName );
void *VGui_GetPanel( void );
void VGui_ViewportPaintBackground( int extents[4] );
_inline edict_t *CL_EDICT_NUM( int n, const char *file, const int line )
{
if(( n >= 0 ) && ( n < clgame.globals->maxEntities ))
return clgame.edicts + n;
Host_Error( "CL_EDICT_NUM: bad number %i (called at %s:%i)\n", n, file, line );
return NULL;
}
//
// cl_parse.c
//
void CL_ParseServerMessage( sizebuf_t *msg );
void CL_RunBackgroundTrack( void );
void CL_Download_f( void );
//
// cl_scrn.c
//
void SCR_RegisterShaders( void );
void SCR_MakeScreenShot( void );
void SCR_MakeLevelShot( void );
void SCR_NetSpeeds( void );
void SCR_RSpeeds( void );
void SCR_DrawFPS( void );
//
// cl_view.c
//
void V_Init (void);
void V_Shutdown( void );
void V_ClearScene( void );
bool V_PreRender( void );
void V_PostRender( void );
void V_RenderView( void );
//
// cl_move.c
//
void CL_InitClientMove( void );
void CL_PredictMovement( void );
void CL_CheckPredictionError( void );
bool CL_IsPredicted( void );
//
// cl_phys.c
//
void CL_CheckVelocity( edict_t *ent );
bool CL_CheckWater( edict_t *ent );
void CL_UpdateBaseVelocity( edict_t *ent );
//
// cl_frame.c
//
void CL_ParseFrame( sizebuf_t *msg );
void CL_GetEntitySpatialization( int ent, vec3_t origin, vec3_t velocity );
//
// cl_tent.c
//
int CL_AddEntity( edict_t *pEnt, int ed_type, shader_t customShader );
int CL_AddTempEntity( struct tempent_s *pTemp, shader_t customShader );
void CL_ClearEffects( void );
void CL_TestLights( void );
dlight_t *CL_AllocDlight( int key );
dlight_t *CL_AllocElight( int key );
void CL_LightForPoint( const vec3_t point, vec3_t ambientLight );
void CL_DecalShoot( HSPRITE hDecal, int entityIndex, int modelIndex, float *pos, int flags );
void CL_PlayerDecal( HSPRITE hDecal, int entityIndex, float *pos, byte *color );
void CL_QueueEvent( int flags, int index, float delay, event_args_t *args );
word CL_PrecacheEvent( const char *name );
void CL_ResetEvent( event_info_t *ei );
void CL_FireEvents( void );
//
// console.c
//
bool Con_Visible( void );
void Con_Init( void );
void Con_VidInit( void );
void Con_ToggleConsole_f( void );
void Con_ClearNotify( void );
void Con_RunConsole( void );
void Con_DrawConsole( void );
void Con_DrawStringLen( const char *pText, int *length, int *height );
int Con_DrawString( int x, int y, const char *string, rgba_t setColor );
void Con_DefaultColor( int r, int g, int b );
void Con_CharEvent( int key );
void Key_Console( int key );
void Con_Close( void );
//
// cl_menu.c
//
void UI_UnloadProgs( void );
bool UI_LoadProgs( const char *name );
void UI_UpdateMenu( float realtime );
void UI_KeyEvent( int key, bool down );
void UI_MouseMove( int x, int y );
void UI_SetActiveMenu( bool fActive );
void UI_AddServerToList( netadr_t adr, const char *info );
void UI_GetCursorPos( int *pos_x, int *pos_y );
void UI_SetCursorPos( int pos_x, int pos_y );
void UI_ShowCursor( bool show );
bool UI_CreditsActive( void );
void UI_CharEvent( int key );
bool UI_MouseInRect( void );
bool UI_IsVisible( void );
//
// cl_video.c
//
void SCR_InitCinematic( void );
bool SCR_PlayCinematic( const char *name );
bool SCR_DrawCinematic( void );
void SCR_RunCinematic( void );
void SCR_StopCinematic( void );
void CL_PlayVideo_f( void );
//
// cl_world.c
//
void CL_ClearWorld( void );
void CL_UnlinkEdict( edict_t *ent );
void CL_ClassifyEdict( edict_t *ent );
void CL_LinkEdict( edict_t *ent, bool touch_triggers );
int CL_AreaEdicts( const vec3_t mins, const vec3_t maxs, edict_t **list, int maxcount, int areatype );
trace_t CL_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e );
edict_t *CL_TestPlayerPosition( const vec3_t origin, edict_t *pass, TraceResult *tr );
trace_t CL_MoveToss( edict_t *tossent, edict_t *ignore );
int CL_TruePointContents( const vec3_t p );
int CL_PointContents( const vec3_t p );
#endif//CLIENT_H