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Xash3DArchive/engine/client/client.h

670 lines
19 KiB
C

/*
Copyright (C) 1997-2001 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.
*/
// client.h -- primary header for client
#ifndef CLIENT_H
#define CLIENT_H
#include "mathlib.h"
#include "entity_def.h"
#include "clgame_api.h"
#include "render_api.h"
#include "pm_movevars.h"
#define MAX_EDIT_LINE 256
#define COMMAND_HISTORY 32
#define MAX_SERVERS 64
#define ColorIndex(c) (((c) - '0') & 7)
#define NUM_FOR_EDICT(e) ((int)((edict_t *)(e) - cls.edicts))
#define EDICT_NUM( num ) CL_EDICT_NUM( num, __FILE__, __LINE__ )
#define STRING( offset ) CL_GetString( offset )
#define MAKE_STRING(str) CL_AllocString( str )
//=============================================================================
typedef struct frame_s
{
bool valid; // cleared if delta parsing was invalid
int serverframe;
int servertime; // server time the message is valid for (in msec)
int deltaframe;
byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
int num_entities;
int parse_entities; // non-masked index into cl_parse_entities array
entity_state_t ps;
} frame_t;
// console stuff
typedef struct field_s
{
int cursor;
int scroll;
int widthInChars;
char buffer[MAX_EDIT_LINE];
int maxchars; // menu stuff
} field_t;
#define CMD_BACKUP 64 // allow a lot of command backups for very fast systems
#define CMD_MASK (CMD_BACKUP - 1)
//
// 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
int parse_entities; // index (not anded off) into cl_parse_entities[]
int cmd_number;
usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
int predicted_origins[CMD_BACKUP][3];// for debug comparing against server
float predicted_step; // for stair up smoothing
uint predicted_step_time;
vec3_t predicted_origin; // generated by CL_PredictMovement
vec3_t predicted_angles;
vec3_t prediction_error;
frame_t frame; // received from server
int surpressCount; // number of messages rate supressed
frame_t frames[UPDATE_BACKUP];
// mouse current position
int mouse_x[2];
int mouse_y[2];
int mouse_step;
float mouse_sens;
// 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;
dword time; // this is the time value that the client
dword oldtime; // cl.oldtime
// is rendering at. always <= cls.realtime
ref_params_t refdef; // shared refdef
edict_t viewent; // viewmodel
client_data_t data; // hud data
// misc 2d drawing stuff
int centerPrintTime;
int centerPrintCharWidth;
int centerPrintY;
char centerPrint[1024];
int centerPrintLines;
bool need_levelshot;
//
// server state information
//
int playernum;
int servercount; // server identification for prespawns
char configstrings[MAX_CONFIGSTRINGS][CS_SIZE];
// locally derived information from server state
cmodel_t *models[MAX_MODELS];
cmodel_t *worldmodel;
string_t edict_classnames[MAX_CLASSNAMES];
sound_t sound_precache[MAX_SOUNDS];
shader_t decal_shaders[MAX_DECALS];
} client_t;
extern client_t cl;
/*
==================================================================
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
{
dl_none,
dl_model,
dl_sound,
dl_generic,
} dltype_t; // download type
// cl_private_edict_t
struct cl_priv_s
{
int serverframe; // if not current, this ent isn't in the frame
entity_state_t baseline; // delta from this if not from a previous frame
entity_state_t current;
entity_state_t prev; // will always be valid, but might just be a copy of current
};
typedef struct serverinfo_s
{
char *mapname;
char *hostname;
char *shortname;
char *gamename;
char *netaddress;
char *playerstr;
int numplayers;
int maxplayers;
char *pingstring;
bool statusPacket;
int ping;
} serverinfo_t;
typedef enum { key_console = 0, key_game, key_hudmenu, key_message, key_menu } keydest_t;
typedef struct
{
char name[CS_SIZE];
int number; // svc_ number
int size; // if size == -1, size come from first byte after svcnum
pfnUserMsgHook func; // user-defined function
} user_message_t;
typedef struct
{
int maxClients;
int numEntities;
int maxEntities;
user_message_t *msg[MAX_USER_MESSAGES];
int numMessages; // actual count of user messages
int hStringTable; // stringtable handle
// movement values from server
movevars_t movevars;
} clgame_static_t;
typedef struct
{
connstate_t state;
bool initialized;
keydest_t key_dest;
void *game; // pointer to client.dll
HUD_FUNCTIONS dllFuncs; // dll exported funcs
byte *mempool; // edicts pool
byte *private; // client.dll private pool
union
{
edict_t *edicts; // acess by edict number
void *vp; // acess by offset in bytes
};
int framecount;
dword realtime; // always increasing, no clamping, etc
float frametime; // seconds since last frame
// connection information
string servername; // name of server from original connect
float 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
shader_t consoleFont; // current console font
shader_t clientFont; // current client font
shader_t consoleBack; // console background
shader_t netIcon; // netIcon displayed bad network connection
file_t *download; // file transfer from server
string downloadname;
string downloadtempname;
int downloadnumber;
dltype_t downloadtype;
// 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;
serverinfo_t serverlist[MAX_SERVERS]; // servers to join
int numservers;
int pingtime; // servers timebase
// cursor mouse pos for uimenu
int mouse_x;
int mouse_y;
} client_static_t;
extern client_static_t cls;
extern clgame_static_t clgame;
/*
==============================================================
SCREEN CONSTS
==============================================================
*/
extern vec4_t g_color_table[8];
//
// cvars
//
extern cvar_t *cl_add_lights;
extern cvar_t *cl_add_particles;
extern cvar_t *cl_add_entities;
extern cvar_t *cl_predict;
extern cvar_t *cl_footsteps;
extern cvar_t *cl_showfps;
extern cvar_t *cl_upspeed;
extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_sidespeed;
extern cvar_t *cl_shownet;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_envshot_size;
extern cvar_t *cl_run;
extern cvar_t *cl_font;
extern cvar_t *cl_anglespeedkey;
extern cvar_t *cl_showmiss;
extern cvar_t *cl_showclamp;
extern cvar_t *cl_particles;
extern cvar_t *cl_particlelod;
extern cvar_t *lookspring;
extern cvar_t *lookstrafe;
extern cvar_t *cl_sensitivity;
extern cvar_t *ui_sensitivity;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *cl_mouselook;
extern cvar_t *cl_testentities;
extern cvar_t *cl_testlights;
extern cvar_t *cl_lightlevel; // FIXME HACK
extern cvar_t *cl_paused;
extern cvar_t *cl_levelshot_name;
extern cvar_t *scr_centertime;
extern cvar_t *scr_showpause;
extern cvar_t *con_font;
typedef struct
{
// these values shared with dlight_t so don't move them
vec3_t origin;
vec3_t color;
float radius;
// cdlight_t private starts here
int key; // so entities can reuse same entry
float die; // stop lighting after this time
float decay; // drop this each second
} cdlight_t;
extern cdlight_t cl_dlights[MAX_DLIGHTS];
// the cl_parse_entities must be large enough to hold 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 1024
extern entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES];
//=============================================================================
bool CL_CheckOrDownloadFile( const char *filename );
void CL_TeleporterParticles (entity_state_t *ent);
void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count);
// RAFAEL
void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count);
//=================================================
//
// cinematic.c
//
bool CIN_PlayCinematic( const char *filename ); // play cinematic with specified name
void CIN_DrawCinematic( void ); // draw current frame
void CIN_RunCinematic( void ); // decompress next frame
void CIN_StopCinematic( void ); // stop video playing
void CL_TeleportSplash( vec3_t org );
int CL_ParseEntityBits( sizebuf_t *msg, uint *bits );
void CL_ParseFrame( sizebuf_t *msg );
void CL_ParseTempEnts( sizebuf_t *msg );
void CL_ParseConfigString( sizebuf_t *msg );
void CL_WriteConfiguration( void );
void CL_SetLightstyle (int i);
void CL_RunParticles (void);
void CL_RunDLights (void);
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_LevelShot_f( void );
void CL_SetSky_f( void );
void CL_SetFont_f( void );
void SCR_Viewpos_f( void );
//
// cl_main
//
extern render_exp_t *re;
void CL_Init( void );
void CL_InitServerCommands( void );
void CL_Disconnect (void);
void CL_Disconnect_f (void);
void CL_GetChallengePacket (void);
void CL_PingServers_f (void);
void CL_Snd_Restart_f (void);
void CL_RequestNextDownload (void);
//
// cl_input.c
//
void CL_InitInput( void );
void CL_ShutdownInput( void );
void CL_UpdateMouse( void );
void CL_SendCmd (void);
void CL_SendMove (usercmd_t *cmd);
void CL_ClearState (void);
void CL_ReadPackets (void);
int CL_ReadFromServer (void);
void CL_WriteToServer (usercmd_t *cmd);
void CL_BaseMove (usercmd_t *cmd);
void IN_CenterView (void);
void CL_CharEvent( int key );
char *Key_KeynumToString (int keynum);
//
// 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_Record_f( void );
void CL_Stop_f( void );
//
// cl_progs.c
//
void CL_InitClientProgs( void );
void CL_FreeClientProgs( void );
int CL_GetMaxClients( void );
void CL_DrawHUD( int state );
edict_t *CL_GetEdict( int entnum );
float *CL_FadeColor( float starttime, float endtime );
void CL_FreeEdicts( 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 );
void CL_SortUserMessages( 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 );
_inline edict_t *CL_EDICT_NUM( int n, const char *file, const int line )
{
if((n >= 0) && (n < clgame.maxEntities))
return cls.edicts + n;
Host_Error( "CL_EDICT_NUM: bad number %i (called at %s:%i)\n", n, file, line );
return NULL;
}
//
// cl_sound.c
//
#define S_Shutdown if( se ) se->Shutdown
// if origin is NULL, the sound will be dynamically sourced from the entity
#define S_StartStreaming if( se ) se->StartStreaming
#define S_StartSound( a,b,c,d,e,f,g ) if( se ) se->StartSound( a, b, c, d, e, f, g, true );
#define S_StartLocalSound( a,b,c,d ) if( se ) se->StartLocalSound( a, b, c, d )
#define S_StartBackgroundTrack if( se ) se->StartBackgroundTrack
#define S_StopBackgroundTrack if( se ) se->StopBackgroundTrack
#define S_RawSamples if( se ) se->StreamRawSamples
#define S_StopAllSounds if( se ) se->StopAllSounds
#define S_AddLoopingSound if( se ) se->AddLoopingSound
_inline sound_t S_RegisterSound( const char *name )
{
if( se )
return se->RegisterSound( name );
return 0;
}
// recompute the reletive volumes for all running sounds
// reletive to the given entityNum / orientation
#define S_Activate if( se ) se->Activate
#define S_Update if( se ) se->Frame
#define S_BeginRegistration if( se ) se->BeginRegistration
#define S_EndRegistration if( se ) se->EndRegistration
//
// cl_parse.c
//
void CL_ParseServerMessage( sizebuf_t *msg );
void CL_RunBackgroundTrack( void );
void CL_Download_f( void );
//
// cl_scrn.c
//
void SCR_Init( void );
void SCR_UpdateScreen( void );
void VID_Init( void );
void SCR_Shutdown( void );
void SCR_RegisterShaders( void );
void SCR_AdjustSize( float *x, float *y, float *w, float *h );
void SCR_DrawPic( float x, float y, float width, float height, shader_t shader );
void SCR_FillRect( float x, float y, float width, float height, const float *color );
void SCR_DrawSmallChar( int x, int y, int ch );
void SCR_DrawChar( int x, int y, float w, float h, int ch );
void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, bool forceColor );
void SCR_DrawStringExt( int x, int y, float w, float h, const char *string, float *setColor, bool forceColor );
void SCR_DrawBigString( int x, int y, const char *s, float alpha );
void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
void SCR_DrawFPS( void );
void SCR_DrawNet( 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 );
float V_CalcFov( float fov_x, float width, float height );
//
// cl_phys.c
//
void CL_InitPrediction (void);
void CL_PredictMove (void);
void CL_CheckPredictionError( void );
void CL_CheckVelocity( edict_t *ent );
bool CL_CheckWater( edict_t *ent );
int CL_PointContents( const vec3_t point );
int CL_ContentsMask( const edict_t *passedict );
bool CL_AmbientLevel( const vec3_t point, float *volumes );
trace_t CL_Trace( const vec3_t s1, const vec3_t m1, const vec3_t m2, const vec3_t s2, int type, edict_t *e, int mask );
//
// cl_ents.c
//
void CL_GetEntitySoundSpatialization( int ent, vec3_t origin, vec3_t velocity );
void CL_AddLoopingSounds( void );
//
// cl_fx.c
//
cdlight_t *CL_AllocDlight( int key );
void CL_AddParticles( void );
void CL_AddDecals( void );
void CL_ClearEffects( void );
void CL_TestLights( void );
void CL_TestEntities( void );
void CL_StudioEvent( dstudioevent_t *event, edict_t *ent );
void CL_AddDecal( vec3_t org, matrix3x3 m, shader_t s, rgba_t rgba, bool fade, decalFragment_t *df, const vec3_t *v );
edict_t *CL_GetEdictByIndex( int index );
edict_t *CL_GetLocalPlayer( void );
bool pfnAddParticle( cparticle_t *src, HSPRITE shader, int flags );
void pfnAddDecal( float *org, float *dir, float *rgba, float rot, float rad, HSPRITE hSpr, int flags );
void pfnAddDLight( const float *org, const float *rgb, float radius, float decay, float time, int key );
//
// cl_pred.c
//
void CL_PredictMovement (void);
//
// cl_con.c
//
bool Con_Active( void );
void Con_CheckResize( void );
void Con_Print( const char *txt );
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 );
extern bool chat_team;
extern bool anykeydown;
extern int g_console_field_width;
extern field_t historyEditLines[COMMAND_HISTORY];
extern field_t g_consoleField;
extern field_t chatField;
//
// cl_menu.c
//
extern bool ui_active;
void UI_Init( void );
void UI_DrawCredits( void );
void UI_KeyEvent( int key );
void UI_ShowMenu( void );
void UI_HideMenu( void );
void UI_Shutdown( void );
void UI_Restart( void );
void UI_Draw( void );
//
// cl_keys.c
//
void Field_Clear( field_t *edit );
void Field_CharEvent( field_t *edit, int ch );
void Field_KeyDownEvent( field_t *edit, int key );
void Field_Draw( field_t *edit, int x, int y, int width, bool showCursor );
void Field_BigDraw( field_t *edit, int x, int y, int width, bool showCursor );
bool Key_IsDown( int keynum );
char *Key_IsBind( int keynum );
void Key_Event (int key, bool down, uint time);
void Key_Init (void);
void Key_WriteBindings (file_t *f);
void Key_SetBinding (int keynum, char *binding);
void Key_ClearStates (void);
char *Key_KeynumToString (int keynum);
int Key_StringToKeynum (char *str);
int Key_GetKey( char *binding );
void Key_EnumCmds_f( void );
//
// cl_cin.c
//
bool SCR_PlayCinematic( char *name, int bits );
void SCR_DrawCinematic( void );
void SCR_RunCinematic( void );
void SCR_StopCinematic( void );
void SCR_ResetCinematic( void );
int SCR_GetCinematicState( void );
void CL_PlayVideo_f( void );
#endif//CLIENT_H