/* client.h - primary header for client Copyright (C) 2009 Uncle Mike 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 3 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. */ #ifndef CLIENT_H #define CLIENT_H #include "xash3d_types.h" #include "xash3d_mathlib.h" #include "cdll_int.h" #include "menu_int.h" #include "cl_entity.h" #include "mod_local.h" #include "pm_defs.h" #include "pm_movevars.h" #include "ref_params.h" #include "render_api.h" #include "cdll_exp.h" #include "screenfade.h" #include "protocol.h" #include "netchan.h" #include "net_api.h" #include "world.h" #include "ref_common.h" // client sprite types #define SPR_CLIENT 0 // client sprite for temp-entities or user-textures #define SPR_HUDSPRITE 1 // hud sprite #define SPR_MAPSPRITE 2 // contain overview.bmp that diced into frames 128x128 //============================================================================= typedef struct netbandwithgraph_s { word client; word players; word entities; // entities bytes, except for players word tentities; // temp entities word sound; word event; word usr; word msgbytes; word voicebytes; } netbandwidthgraph_t; typedef struct frame_s { // received from server double receivedtime; // time message was received, or -1 double latency; double time; // server timestamp qboolean valid; // cleared if delta parsing was invalid qboolean choked; clientdata_t clientdata; // local client private data entity_state_t playerstate[MAX_CLIENTS]; weapon_data_t weapondata[MAX_LOCAL_WEAPONS]; netbandwidthgraph_t graphdata; byte flags[MAX_VISIBLE_PACKET_VIS_BYTES]; int num_entities; int first_entity; // into the circular cl_packet_entities[] } frame_t; typedef struct runcmd_s { double senttime; double receivedtime; float frame_lerp; usercmd_t cmd; qboolean processedfuncs; qboolean heldback; int sendsize; } runcmd_t; // add angles typedef struct { float starttime; float total; } pred_viewangle_t; #define ANGLE_BACKUP 16 #define ANGLE_MASK (ANGLE_BACKUP - 1) #define CL_UPDATE_MASK (CL_UPDATE_BACKUP - 1) #if XASH_LOW_MEMORY == 2 #define CL_UPDATE_BACKUP SINGLEPLAYER_BACKUP #else extern int CL_UPDATE_BACKUP; #endif #define SIGNONS 2 // signon messages to receive before connected #define INVALID_HANDLE 0xFFFF // for XashXT cache system #define MIN_UPDATERATE 10.0f #define MAX_UPDATERATE 102.0f #define MIN_EX_INTERP 0.005f #define MAX_EX_INTERP 0.1f #define CL_MIN_RESEND_TIME 1.5f // mininum time gap (in seconds) before a subsequent connection request is sent. #define CL_MAX_RESEND_TIME 20.0f // max time. The cvar cl_resend is bounded by these. #define cl_serverframetime() (cl.mtime[0] - cl.mtime[1]) #define cl_clientframetime() (cl.time - cl.oldtime) typedef struct { // got from prediction system vec3_t predicted_origins[CMD_BACKUP]; vec3_t prediction_error; vec3_t lastorigin; int lastground; // interp info float interp_amount; // misc local info qboolean repredicting; // repredicting in progress qboolean thirdperson; qboolean apply_effects; // local player will not added but we should apply their effects: flashlight etc float idealpitch; int viewmodel; int health; // client health int onground; int light_level; int waterlevel; int usehull; int moving; int pushmsec; int weapons; float maxspeed; float scr_fov; // weapon predict stuff int weaponsequence; float weaponstarttime; } cl_local_data_t; typedef struct { qboolean bUsed; float fTime; int nBytesRemaining; } downloadtime_t; typedef struct { qboolean doneregistering; int percent; qboolean downloadrequested; downloadtime_t rgStats[8]; int nCurStat; int nTotalSize; int nTotalToTransfer; int nRemainingToTransfer; float fLastStatusUpdate; qboolean custom; } incomingtransfer_t; // the client_t structure is wiped completely // at every server map change typedef struct { int servercount; // server identification for prespawns int validsequence; // this is the sequence number of the last good // world snapshot/update we got. If this is 0, we can't // render a frame yet int parsecount; // server message counter int parsecountmod; // modulo with network window qboolean video_prepped; // false if on new level or new ref dll qboolean audio_prepped; // false if on new level or new snd dll qboolean paused; int delta_sequence; // acknowledged sequence number double mtime[2]; // the timestamp of the last two messages float lerpFrac; int last_command_ack; int last_incoming_sequence; qboolean send_reply; qboolean background; // not real game, just a background qboolean first_frame; // first rendering frame qboolean proxy_redirect; // spectator stuff qboolean skip_interp; // skip interpolation this frame uint checksum; // for catching cheater maps frame_t frames[MULTIPLAYER_BACKUP]; // alloced on svc_serverdata runcmd_t commands[MULTIPLAYER_BACKUP]; // each mesage will send several old cmds local_state_t predicted_frames[MULTIPLAYER_BACKUP]; // local client state double time; // this is the time value that the client // is rendering at. always <= cls.realtime // a lerp point for other data double oldtime; // previous cl.time, time-oldtime is used // to decay light values and smooth step ups float timedelta; // floating delta between two updates char serverinfo[MAX_SERVERINFO_STRING]; player_info_t players[MAX_CLIENTS]; // collected info about all other players include himself double lastresourcecheck; string downloadUrl; event_state_t events; // predicting stuff but not only... cl_local_data_t local; // player final info usercmd_t *cmd; // cl.commands[outgoing_sequence].cmd int viewentity; vec3_t viewangles; vec3_t viewheight; vec3_t punchangle; int intermission; // don't change view angle, full screen, et vec3_t crosshairangle; pred_viewangle_t predicted_angle[ANGLE_BACKUP];// accumulate angles from server int angle_position; float addangletotal; float prevaddangletotal; // predicted origin and velocity vec3_t simorg; vec3_t simvel; // server state information int playernum; int maxclients; entity_state_t instanced_baseline[MAX_CUSTOM_BASELINES]; int instanced_baseline_count; char sound_precache[MAX_SOUNDS][MAX_QPATH]; char event_precache[MAX_EVENTS][MAX_QPATH]; char files_precache[MAX_CUSTOM][MAX_QPATH]; lightstyle_t lightstyles[MAX_LIGHTSTYLES]; model_t *models[MAX_MODELS+1]; // precached models (plus sentinel slot) int nummodels; int numfiles; consistency_t consistency_list[MAX_MODELS]; int num_consistency; qboolean need_force_consistency_response; resource_t resourcesonhand; resource_t resourcesneeded; resource_t resourcelist[MAX_RESOURCES]; int num_resources; short sound_index[MAX_SOUNDS]; short decal_index[MAX_DECALS]; model_t *worldmodel; // pointer to world int lostpackets; // count lost packets and show dialog in menu } client_t; /* ================================================================== the client_static_t structure is persistant through an arbitrary number of server connections ================================================================== */ typedef enum { scrshot_inactive, scrshot_normal, // in-game screenshot scrshot_snapshot, // in-game snapshot scrshot_plaque, // levelshot scrshot_savegame, // saveshot scrshot_envshot, // cubemap view scrshot_skyshot, // skybox view scrshot_mapshot // overview layer } scrshot_t; // client screen state typedef enum { CL_LOADING = 1, // draw loading progress-bar CL_ACTIVE, // draw normal hud CL_PAUSED, // pause when active CL_CHANGELEVEL, // draw 'loading' during changelevel } scrstate_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 void (*pfnEventHook)( event_args_t *args ); typedef struct { char name[MAX_QPATH]; word index; // event index pfnEventHook func; // user-defined function } cl_user_event_t; #define FONT_FIXED 0 #define FONT_VARIABLE 1 typedef struct { int hFontTexture; // handle to texture wrect_t fontRc[256]; // rectangles byte charWidths[256]; int charHeight; int type; qboolean valid; // all rectangles are valid } cl_font_t; typedef struct { // temp handle const model_t *pSprite; // pointer to current SpriteTexture // scissor test int scissor_x; int scissor_y; int scissor_width; int scissor_height; qboolean scissor_test; qboolean adjust_size; // allow to adjust scale for fonts int renderMode; // override kRenderMode from TriAPI TRICULLSTYLE cullMode; // override CULL FACE from TriAPI // holds text color rgba_t textColor; rgba_t spriteColor; vec4_t triRGBA; // crosshair members const model_t *pCrosshair; wrect_t rcCrosshair; rgba_t rgbaCrosshair; } client_draw_t; typedef struct cl_predicted_player_s { int movetype; int solid; int usehull; qboolean active; vec3_t origin; // interpolated origin vec3_t angles; } predicted_player_t; typedef struct { int gl_texturenum; // this is a real texnum // scissor test int scissor_x; int scissor_y; int scissor_width; int scissor_height; qboolean scissor_test; // holds text color rgba_t textColor; } gameui_draw_t; typedef struct { char szListName[MAX_QPATH]; client_sprite_t *pList; int count; } cached_spritelist_t; typedef struct { // centerprint stuff float time; int y, lines; char message[2048]; int totalWidth; int totalHeight; } center_print_t; typedef struct { float time; float duration; float amplitude; float frequency; float next_shake; vec3_t offset; float angle; vec3_t applied_offset; float applied_angle; } screen_shake_t; typedef enum { NET_REQUEST_CANCEL = 0, // request was cancelled for some reasons NET_REQUEST_GAMEUI, // called from GameUI NET_REQUEST_CLIENT, // called from Client } net_request_type_t; typedef struct { net_response_t resp; net_api_response_func_t pfnFunc; double timeout; double timesend; // time when request was sended int flags; // FNETAPI_MULTIPLE_RESPONSE etc } net_request_t; // new versions of client dlls have a single export with all callbacks typedef void (*CL_EXPORT_FUNCS)( void *pv ); typedef struct { void *hInstance; // pointer to client.dll cldll_func_t dllFuncs; // dll exported funcs render_interface_t drawFuncs; // custom renderer support poolhandle_t mempool; // client edicts pool string mapname; // map name string maptitle; // display map title string itemspath; // path to items description for auto-complete func cl_entity_t *entities; // dynamically allocated entity array cl_entity_t *static_entities; // dynamically allocated static entity array remap_info_t **remap_info; // store local copy of all remap textures for each entity int maxEntities; int maxRemapInfos; // maxEntities + cl.viewEnt; also used for catch entcount int numStatics; // actual static entity count int maxModels; // movement values from server movevars_t movevars; movevars_t oldmovevars; playermove_t *pmove; // pmove state qboolean pushed; // used by PM_Push\Pop state int oldviscount; // used by PM_Push\Pop state int oldphyscount; // used by PM_Push\Pop state cl_user_message_t msg[MAX_USER_MESSAGES]; // keep static to avoid fragment memory cl_user_event_t *events[MAX_EVENTS]; string cdtracks[MAX_CDTRACKS]; // 32 cd-tracks read from cdaudio.txt model_t sprites[MAX_CLIENT_SPRITES*2]; // hud&client spritetexturesz int viewport[4]; // viewport sizes client_draw_t ds; // draw2d stuff (hud, weaponmenu etc) screenfade_t fade; // screen fade screen_shake_t shake; // screen shake center_print_t centerPrint; // centerprint variables SCREENINFO scrInfo; // actual screen info ref_overview_t overView; // overView params color24 palette[256]; // palette used for particle colors cached_spritelist_t sprlist[MAX_CLIENT_SPRITES]; // client list sprites client_textmessage_t *titles; // title messages, not network messages int numTitles; net_request_type_t request_type; // filter the requests net_request_t net_requests[MAX_REQUESTS]; // no reason to keep more net_request_t *master_request; // queued master request efrag_t *free_efrags; // linked efrags cl_entity_t viewent; // viewmodel qboolean client_dll_uses_sdl; } clgame_static_t; typedef struct { void *hInstance; // pointer to client.dll UI_FUNCTIONS dllFuncs; // dll exported funcs UI_EXTENDED_FUNCTIONS dllFuncs2; // fwgs extension poolhandle_t mempool; // client edicts pool cl_entity_t playermodel; // uiPlayerSetup drawing model player_info_t playerinfo; // local playerinfo gameui_draw_t ds; // draw2d stuff (menu images) GAMEINFO gameInfo; // current gameInfo GAMEINFO *modsInfo[MAX_MODS]; // simplified gameInfo for MainUI ui_globalvars_t *globals; qboolean drawLogo; // set to TRUE if logo.avi missed or corrupted int logo_xres; int logo_yres; float logo_length; qboolean use_text_api; } gameui_static_t; typedef struct { connstate_t state; qboolean initialized; qboolean changelevel; // during changelevel qboolean changedemo; // during changedemo double timestart; // just for profiling // screen rendering information float disable_screen; // showing loading plaque between levels // or changing rendering dlls // if time gets > 30 seconds ahead, break it qboolean draw_changelevel; // draw changelevel image 'Loading...' keydest_t key_dest; poolhandle_t mempool; // client premamnent pool: edicts etc netadr_t hltv_listen_address; int signon; // 0 to SIGNONS, for the signon sequence. int quakePort; // a 16 bit value that allows quake servers // to work around address translating routers // g-cont. this port allow many copies of engine in multiplayer game // connection information char servername[MAX_QPATH]; // name of server from original connect double connect_time; // for connection retransmits int max_fragment_size; // we needs to test a real network bandwidth int connect_retry; // how many times we send a connect packet to the server qboolean spectator; // not a real player, just spectator local_state_t spectator_state; // init as client startup char userinfo[MAX_INFO_STRING]; char physinfo[MAX_INFO_STRING]; // read-only sizebuf_t datagram; // unreliable stuff. gets sent in CL_Move about cl_cmdrate times per second. byte datagram_buf[MAX_DATAGRAM]; netchan_t netchan; int challenge; // from the server to use for connecting float packet_loss; double packet_loss_recalc_time; int starting_count; // message num readed bits float nextcmdtime; // when can we send the next command packet? int lastoutgoingcommand; // sequence number of last outgoing command int lastupdate_sequence; // prediction stuff int td_lastframe; // to meter out one message a frame int td_startframe; // host_framecount at start double td_starttime; // realtime at second frame of timedemo int forcetrack; // -1 = use normal cd track // game images int pauseIcon; // draw 'paused' when game in-pause int tileImage; // for draw any areas not covered by the refresh int loadingBar; // 'loading' progress bar cl_font_t creditsFont; // shared creditsfont float latency; // rolling average of frame latencey (receivedtime - senttime) values. int num_client_entities; // cl.maxclients * CL_UPDATE_BACKUP * MAX_PACKET_ENTITIES int next_client_entities; // next client_entity to use entity_state_t *packet_entities; // [num_client_entities] predicted_player_t predicted_players[MAX_CLIENTS]; double correction_time; scrshot_t scrshot_request; // request for screen shot scrshot_t scrshot_action; // in-action const float *envshot_vieworg; // envshot position int envshot_viewsize; // override cvar qboolean envshot_disable_vis; // disable VIS on server while makes an envshots string shotname; // download info incomingtransfer_t dl; // demo loop control int demonum; // -1 = don't play demos int olddemonum; // restore playing char demos[MAX_DEMOS][MAX_QPATH]; // when not playing qboolean demos_pending; // movie playlist int movienum; string movies[MAX_MOVIES]; // demo recording info must be here, so it isn't clearing on level change qboolean demorecording; int demoplayback; qboolean demowaiting; // don't record until a non-delta message is received qboolean timedemo; string demoname; // for demo looping double demotime; // recording time qboolean set_lastdemo; // store name of last played demo into the cvar file_t *demofile; file_t *demoheader; // contain demo startup info in case we record a demo on this level qboolean internetservers_wait; // internetservers is waiting for dns request qboolean internetservers_pending; // internetservers is waiting for dns request // legacy mode support qboolean legacymode; // one-way 48 protocol compatibility netadr_t legacyserver; int extensions; netadr_t serveradr; } client_static_t; #ifdef __cplusplus extern "C" { #endif extern client_t cl; extern client_static_t cls; extern clgame_static_t clgame; extern gameui_static_t gameui; #ifdef __cplusplus } #endif // // cvars // extern convar_t mp_decals; extern convar_t cl_logofile; extern convar_t cl_logocolor; extern convar_t cl_allow_download; extern convar_t cl_allow_upload; extern convar_t cl_download_ingame; extern convar_t *cl_nopred; extern convar_t *cl_timeout; extern convar_t *cl_nodelta; extern convar_t *cl_interp; extern convar_t *cl_nointerp; extern convar_t *cl_showerror; extern convar_t *cl_nosmooth; extern convar_t *cl_smoothtime; extern convar_t *cl_crosshair; extern convar_t *cl_testlights; extern convar_t *cl_cmdrate; extern convar_t *cl_updaterate; extern convar_t *cl_solid_players; extern convar_t *cl_idealpitchscale; extern convar_t *cl_allow_levelshots; extern convar_t *cl_lightstyle_lerping; extern convar_t *cl_draw_particles; extern convar_t *cl_draw_tracers; extern convar_t *cl_levelshot_name; extern convar_t *cl_draw_beams; extern convar_t *cl_clockreset; extern convar_t *cl_fixtimerate; extern convar_t *hud_scale; extern convar_t *gl_showtextures; extern convar_t *cl_bmodelinterp; extern convar_t *cl_lw; // local weapons extern convar_t *cl_charset; extern convar_t *cl_trace_messages; extern convar_t *hud_utf8; extern convar_t *cl_showevents; extern convar_t *scr_centertime; extern convar_t *scr_viewsize; extern convar_t *scr_loading; extern convar_t *v_dark; // start from dark extern convar_t *net_graph; extern convar_t *rate; extern convar_t *m_ignore; extern convar_t *r_showtree; extern convar_t *ui_renderworld; //============================================================================= void CL_SetLightstyle( int style, const char* s, float f ); void CL_RunLightStyles( void ); void CL_DecayLights( void ); dlight_t *CL_GetDynamicLight( int number ); dlight_t *CL_GetEntityLight( int number ); //================================================= // // cl_cmds.c // void CL_Quit_f( void ) NORETURN; void CL_ScreenShot_f( void ); void CL_SnapShot_f( void ); void CL_PlayCDTrack_f( void ); void CL_EnvShot_f( void ); void CL_SkyShot_f( void ); void CL_SaveShot_f( void ); void CL_LevelShot_f( void ); void CL_SetSky_f( void ); void SCR_Viewpos_f( void ); void CL_WavePlayLen_f( void ); // // cl_custom.c // qboolean CL_CheckFile( sizebuf_t *msg, resource_t *pResource ); void CL_AddToResourceList( resource_t *pResource, resource_t *pList ); void CL_RemoveFromResourceList( resource_t *pResource ); void CL_MoveToOnHandList( resource_t *pResource ); void CL_ClearResourceLists( void ); // // cl_debug.c // void CL_Parse_Debug( qboolean enable ); void CL_Parse_RecordCommand( int cmd, int startoffset ); void CL_ResetFrame( frame_t *frame ); void CL_WriteMessageHistory( void ); const char *CL_MsgInfo( int cmd ); // // cl_efx.c // void CL_Particle( const vec3_t org, int color, float life, int zpos, int zvel ); // // cl_main.c // void CL_Init( void ); void CL_SendCommand( void ); void CL_Disconnect_f( void ); void CL_ProcessFile( qboolean successfully_received, const char *filename ); void CL_WriteUsercmd( sizebuf_t *msg, int from, int to ); int CL_GetFragmentSize( void *unused , fragsize_t mode ); qboolean CL_PrecacheResources( void ); void CL_SetupOverviewParams( void ); void CL_UpdateFrameLerp( void ); int CL_IsDevOverviewMode( void ); void CL_PingServers_f( void ); void CL_SignonReply( void ); void CL_ClearState( void ); // // cl_demo.c // void CL_StartupDemoHeader( void ); void CL_DrawDemoRecording( void ); void CL_WriteDemoUserCmd( int cmdnumber ); void CL_WriteDemoMessage( qboolean startup, int start, sizebuf_t *msg ); void CL_WriteDemoUserMessage( const byte *buffer, size_t size ); qboolean CL_DemoReadMessage( byte *buffer, size_t *length ); void CL_DemoInterpolateAngles( void ); void CL_CheckStartupDemos( void ); void CL_WriteDemoJumpTime( void ); void CL_CloseDemoHeader( void ); void CL_DemoCompleted( void ); void CL_StopPlayback( void ); void CL_StopRecord( void ); void CL_PlayDemo_f( void ); void CL_TimeDemo_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_events.c // void CL_ParseEvent( sizebuf_t *msg ); void CL_ParseReliableEvent( sizebuf_t *msg ); void CL_SetEventIndex( const char *szEvName, int ev_index ); void CL_QueueEvent( int flags, int index, float delay, event_args_t *args ); void CL_PlaybackEvent( int flags, const edict_t *pInvoker, word eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ); void CL_RegisterEvent( int lastnum, const char *szEvName, pfnEventHook func ); void CL_BatchResourceRequest( qboolean initialize ); int CL_EstimateNeededResources( void ); void CL_ResetEvent( event_info_t *ei ); word CL_EventIndex( const char *name ); void CL_FireEvents( void ); // // cl_game.c // void CL_UnloadProgs( void ); qboolean 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_ParseFinaleCutscene( sizebuf_t *msg, int level ); void CL_ParseTextMessage( sizebuf_t *msg ); void CL_DrawHUD( int state ); void CL_InitEdicts( void ); void CL_FreeEdicts( void ); void CL_ClearWorld( void ); void CL_DrawCenterPrint( void ); void CL_ClearSpriteTextures( void ); void CL_FreeEntity( cl_entity_t *pEdict ); void CL_CenterPrint( const char *text, float y ); void CL_TextMessageParse( byte *pMemFile, int fileSize ); client_textmessage_t *CL_TextMessageGet( const char *pName ); int pfnDecalIndexFromName( const char *szDecalName ); int pfnIndexFromTrace( struct pmtrace_s *pTrace ); model_t *CL_ModelHandle( int modelindex ); void NetAPI_CancelAllRequests( void ); int CL_FindModelIndex( const char *m ); cl_entity_t *CL_GetLocalPlayer( void ); model_t *CL_LoadClientSprite( const char *filename ); model_t *CL_LoadModel( const char *modelname, int *index ); HSPRITE EXPORT pfnSPR_Load( const char *szPicName ); HSPRITE pfnSPR_LoadExt( const char *szPicName, uint texFlags ); void PicAdjustSize( float *x, float *y, float *w, float *h ); int CL_GetScreenInfo( SCREENINFO *pscrinfo ); void CL_FillRGBA( int x, int y, int width, int height, int r, int g, int b, int a ); void CL_PlayerTrace( float *start, float *end, int traceFlags, int ignore_pe, pmtrace_t *tr ); void CL_PlayerTraceExt( float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ), pmtrace_t *tr ); void CL_SetTraceHull( int hull ); void CL_GetMousePosition( int *mx, int *my ); // TODO: move to input cl_entity_t* CL_GetViewModel( void ); void pfnGetScreenFade( struct screenfade_s *fade ); physent_t *pfnGetPhysent( int idx ); struct msurface_s *pfnTraceSurface( int ground, float *vstart, float *vend ); movevars_t *pfnGetMoveVars( void ); _inline cl_entity_t *CL_EDICT_NUM( int n ) { if( !clgame.entities ) { Host_Error( "CL_EDICT_NUM: clgame.entities is NULL\n"); return NULL; } if(( n >= 0 ) && ( n < clgame.maxEntities )) return clgame.entities + n; Host_Error( "CL_EDICT_NUM: bad number %i\n", n ); return NULL; } // // cl_parse.c // void CL_ParseServerMessage( sizebuf_t *msg, qboolean normal_message ); void CL_ParseLegacyServerMessage( sizebuf_t *msg, qboolean normal_message ); void CL_LegacyPrecache_f( void ); void CL_ParseTempEntity( sizebuf_t *msg ); void CL_StartResourceDownloading( const char *pszMessage, qboolean bCustom ); qboolean CL_DispatchUserMessage( const char *pszName, int iSize, void *pbuf ); qboolean CL_RequestMissingResources( void ); void CL_RegisterResources ( sizebuf_t *msg ); void CL_ParseViewEntity( sizebuf_t *msg ); void CL_ParseServerTime( sizebuf_t *msg ); // // cl_scrn.c // void SCR_VidInit( void ); void SCR_TileClear( void ); void SCR_DirtyScreen( void ); void SCR_AddDirtyPoint( int x, int y ); void SCR_InstallParticlePalette( void ); void SCR_EndLoadingPlaque( void ); void SCR_RegisterTextures( void ); void SCR_LoadCreditsFont( void ); void SCR_MakeScreenShot( void ); void SCR_MakeLevelShot( void ); void SCR_NetSpeeds( void ); void SCR_RSpeeds( void ); void SCR_DrawFPS( int height ); void SCR_DrawPos( void ); // // cl_netgraph.c // void CL_InitNetgraph( void ); void SCR_DrawNetGraph( void ); // // cl_view.c // void V_Init (void); void V_Shutdown( void ); qboolean V_PreRender( void ); void V_PostRender( void ); void V_RenderView( void ); // // cl_pmove.c // void CL_SetSolidEntities( void ); void CL_SetSolidPlayers( int playernum ); void CL_InitClientMove( void ); void CL_PredictMovement( qboolean repredicting ); void CL_CheckPredictionError( void ); qboolean CL_IsPredicted( void ); int CL_TruePointContents( const vec3_t p ); int CL_PointContents( const vec3_t p ); int CL_WaterEntity( const float *rgflPos ); cl_entity_t *CL_GetWaterEntity( const float *rgflPos ); void CL_SetupPMove( playermove_t *pmove, local_state_t *from, usercmd_t *ucmd, qboolean runfuncs, double time ); int CL_TestLine( const vec3_t start, const vec3_t end, int flags ); pmtrace_t *CL_VisTraceLine( vec3_t start, vec3_t end, int flags ); pmtrace_t CL_TraceLine( vec3_t start, vec3_t end, int flags ); void CL_PushTraceBounds( int hullnum, const float *mins, const float *maxs ); void CL_PopTraceBounds( void ); void CL_MoveSpectatorCamera( void ); void CL_SetLastUpdate( void ); void CL_RedoPrediction( void ); void CL_ClearPhysEnts( void ); void CL_PushPMStates( void ); void CL_PopPMStates( void ); void CL_SetUpPlayerPrediction( int dopred, int bIncludeLocalClient ); // // cl_qparse.c // void CL_ParseQuakeMessage( sizebuf_t *msg, qboolean normal_message ); // // cl_frame.c // struct channel_s; struct rawchan_s; int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta ); qboolean CL_AddVisibleEntity( cl_entity_t *ent, int entityType ); void CL_ResetLatchedVars( cl_entity_t *ent, qboolean full_reset ); qboolean CL_GetEntitySpatialization( struct channel_s *ch ); qboolean CL_GetMovieSpatialization( struct rawchan_s *ch ); void CL_ProcessPlayerState( int playerindex, entity_state_t *state ); void CL_ComputePlayerOrigin( cl_entity_t *clent ); void CL_ProcessPacket( frame_t *frame ); void CL_MoveThirdpersonCamera( void ); qboolean CL_IsPlayerIndex( int idx ); void CL_SetIdealPitch( void ); void CL_EmitEntities( void ); // // cl_remap.c // remap_info_t *CL_GetRemapInfoForEntity( cl_entity_t *e ); void CL_AllocRemapInfo( cl_entity_t *entity, model_t *model, int topcolor, int bottomcolor ); void CL_FreeRemapInfo( remap_info_t *info ); void CL_UpdateRemapInfo( cl_entity_t *ent, int topcolor, int bottomcolor ); void CL_ClearAllRemaps( void ); // // cl_render.c // qboolean R_InitRenderAPI( void ); int CL_RenderGetParm( const int parm, const int arg, const qboolean checkRef ); lightstyle_t *CL_GetLightStyle( int number ); int R_FatPVS( const vec3_t org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis ); const ref_overview_t *GL_GetOverviewParms( void ); // // cl_efrag.c // void R_StoreEfrags( efrag_t **ppefrag, int framecount ); void R_AddEfrags( cl_entity_t *ent ); void R_RemoveEfrags( cl_entity_t *ent ); // // cl_tent.c // struct particle_s; int CL_AddEntity( int entityType, cl_entity_t *pEnt ); void CL_WeaponAnim( int iAnim, int body ); void CL_ClearEffects( void ); void CL_ClearEfrags( void ); void CL_TestLights( void ); void CL_FireCustomDecal( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags, float scale ); void CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags ); void CL_PlayerDecal( int playerIndex, int textureIndex, int entityIndex, float *pos ); void R_FreeDeadParticles( struct particle_s **ppparticles ); void CL_AddClientResource( const char *filename, int type ); void CL_AddClientResources( void ); void CL_InitParticles( void ); void CL_ClearParticles( void ); void CL_FreeParticles( void ); void CL_InitTempEnts( void ); void CL_ClearTempEnts( void ); void CL_FreeTempEnts( void ); void CL_TempEntUpdate( void ); void CL_InitViewBeams( void ); void CL_ClearViewBeams( void ); void CL_FreeViewBeams( void ); cl_entity_t *R_BeamGetEntity( int index ); void CL_KillDeadBeams( cl_entity_t *pDeadEntity ); void CL_ParseViewBeam( sizebuf_t *msg, int beamType ); void CL_LoadClientSprites( void ); void CL_ReadPointFile_f( void ); void CL_DrawEFX( float time, qboolean fTrans ); void CL_ThinkParticle( double frametime, particle_t *p ); void CL_ReadLineFile_f( void ); void CL_RunLightStyles( void ); // // console.c // extern convar_t *con_fontsize; int Con_Visible( void ); qboolean Con_FixedFont( void ); void Con_VidInit( void ); void Con_Shutdown( void ); void Con_ToggleConsole_f( void ); void Con_ClearNotify( void ); void Con_DrawDebug( void ); void Con_RunConsole( void ); void Con_DrawConsole( void ); void Con_DrawVersion( void ); int Con_UtfProcessChar( int in ); int Con_UtfProcessCharForce( int in ); int Con_UtfMoveLeft( char *str, int pos ); int Con_UtfMoveRight( char *str, int pos, int length ); void Con_DrawStringLen( const char *pText, int *length, int *height ); int Con_DrawString( int x, int y, const char *string, rgba_t setColor ); int Con_DrawCharacter( int x, int y, int number, rgba_t color ); void Con_DrawCharacterLen( int number, int *width, int *height ); void Con_DefaultColor( int r, int g, int b ); void Con_InvalidateFonts( void ); void Con_SetFont( int fontNum ); void Con_CharEvent( int key ); void Con_RestoreFont( void ); void Key_Console( int key ); void Key_Message( int key ); void Con_FastClose( void ); void Con_Bottom( void ); void Con_Top( void ); void Con_PageDown( int lines ); void Con_PageUp( int lines ); // // s_main.c // void S_StreamRawSamples( int samples, int rate, int width, int channels, const byte *data ); void S_StreamAviSamples( void *Avi, int entnum, float fvol, float attn, float synctime ); void S_StartBackgroundTrack( const char *intro, const char *loop, int position, qboolean fullpath ); void S_StopBackgroundTrack( void ); void S_StreamSetPause( int pause ); void S_StartStreaming( void ); void S_StopStreaming( void ); void S_BeginRegistration( void ); sound_t S_RegisterSound( const char *sample ); void S_EndRegistration( void ); void S_RestoreSound( const vec3_t pos, int ent, int chan, sound_t handle, float fvol, float attn, int pitch, int flags, double sample, double end, int wordIndex ); void S_StartSound( const vec3_t pos, int ent, int chan, sound_t sfx, float vol, float attn, int pitch, int flags ); void S_AmbientSound( const vec3_t pos, int ent, sound_t handle, float fvol, float attn, int pitch, int flags ); void S_FadeClientVolume( float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ); void S_FadeMusicVolume( float fadePercent ); void S_StartLocalSound( const char *name, float volume, qboolean reliable ); void SND_UpdateSound( void ); void S_ExtraUpdate( void ); // // cl_gameui.c // void UI_UnloadProgs( void ); qboolean UI_LoadProgs( void ); void UI_UpdateMenu( float realtime ); void UI_KeyEvent( int key, qboolean down ); void UI_MouseMove( int x, int y ); void UI_SetActiveMenu( qboolean 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( qboolean show ); qboolean UI_CreditsActive( void ); void UI_CharEvent( int key ); qboolean UI_MouseInRect( void ); qboolean UI_IsVisible( void ); void UI_ResetPing( void ); void UI_ShowUpdateDialog( qboolean preferStore ); void UI_ShowMessageBox( const char *text ); void UI_AddTouchButtonToList( const char *name, const char *texture, const char *command, unsigned char *color, int flags ); void UI_ConnectionProgress_Disconnect( void ); void UI_ConnectionProgress_Download( const char *pszFileName, const char *pszServerName, const char *pszServerPath, int iCurrent, int iTotal, const char *comment ); void UI_ConnectionProgress_DownloadEnd( void ); void UI_ConnectionProgress_Precache( void ); void UI_ConnectionProgress_Connect( const char *server ); void UI_ConnectionProgress_ChangeLevel( void ); void UI_ConnectionProgress_ParseServerInfo( const char *server ); void pfnPIC_Set( HIMAGE hPic, int r, int g, int b, int a ); void pfnPIC_Draw( int x, int y, int width, int height, const wrect_t *prc ); void pfnPIC_DrawTrans( int x, int y, int width, int height, const wrect_t *prc ); void pfnPIC_DrawHoles( int x, int y, int width, int height, const wrect_t *prc ); void pfnPIC_DrawAdditive( int x, int y, int width, int height, const wrect_t *prc ); // // cl_mobile.c // qboolean Mobile_Init( void ); void Mobile_Shutdown( void ); // // cl_securedstub.c // void CL_GetSecuredClientAPI( CL_EXPORT_FUNCS F ); // // cl_video.c // void SCR_InitCinematic( void ); void SCR_FreeCinematic( void ); qboolean SCR_PlayCinematic( const char *name ); qboolean SCR_DrawCinematic( void ); qboolean SCR_NextMovie( void ); void SCR_RunCinematic( void ); void SCR_StopCinematic( void ); void CL_PlayVideo_f( void ); // // keys.c // int Key_IsDown( int keynum ); const char *Key_IsBind( int keynum ); void Key_Event( int key, int down ); void Key_Init( void ); void Key_WriteBindings( file_t *f ); const char *Key_GetBinding( int keynum ); void Key_SetBinding( int keynum, const char *binding ); void Key_ClearStates( void ); const char *Key_KeynumToString( int keynum ); int Key_StringToKeynum( const char *str ); int Key_GetKey( const char *binding ); void Key_EnumCmds_f( void ); void Key_SetKeyDest( int key_dest ); void Key_EnableTextInput( qboolean enable, qboolean force ); int Key_ToUpper( int key ); void OSK_Draw( void ); extern rgba_t g_color_table[8]; #endif//CLIENT_H