// client.htypedef struct{ vec3_t viewangles;// intended velocities float forwardmove; float sidemove; float upmove;}usercmd_t;typedef struct{ int length; char map[MAX_STYLESTRING];}lightstyle_t;typedef struct{ char *name; float entertime; int frags; int colors; // two 4 bit fields uint8_t translations[VID_GRADES*256];}scoreboard_t;typedef struct{ int destcolor[3]; int percent; // 0-256} cshift_t;enum { CSHIFT_CONTENTS, CSHIFT_DAMAGE, CSHIFT_BONUS, CSHIFT_POWERUP, NUM_CSHIFTS};//// client_state_t should hold all pieces of the client state//#define SIGNONS 4 // signon messages to receive before connected#define MAX_DLIGHTS 128typedef struct{ 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 int key;}dlight_t;#define MAX_BEAMS 24typedef struct{ int entity; struct model_s *model; float endtime; vec3_t start, end;} beam_t;#define MAX_EFRAGS 640#define MAX_MAPSTRING 2048#define MAX_DEMOS 8#define MAX_DEMONAME 16typedef enum { ca_dedicated, // a dedicated server with no ability to start a client ca_disconnected, // full screen console with no connection ca_connected // valid netcon, talking to a server}cactive_t;//// the client_static_t structure is persistant through an arbitrary number// of server connections//typedef struct{ cactive_t state;// personalization data sent to server char mapstring[MAX_QPATH]; char spawnparms[MAX_MAPSTRING]; // to restart a level// 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) bool demorecording; bool demoplayback; bool timedemo; int forcetrack; // -1 = use normal cd track FILE *demofile; int 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// connection information int signon; // 0 to SIGNONS struct qsocket_s *netcon; sizebuf_t message; // writing buffer to send to server} client_static_t;extern client_static_t cls;//// the client_state_t structure is wiped completely at every// server signon//typedef struct{ mem_pool_t pool; int movemessages; // since connecting to this server // throw out the first couple, so the player // doesn't accidentally do something the // first frame usercmd_t cmd; // last command sent to the server // information for local display int stats[MAX_CL_STATS]; // health, etc int items; // inventory bit flags 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. The server sets punchangle when // the view is temporarliy offset, and an angle reset commands at the start // of each level and after teleporting. vec3_t mviewangles[2]; // during demo playback viewangles is lerped // between these vec3_t viewangles; vec3_t mvelocity[2]; // update by server, used for lean+bob // (0 is newest) vec3_t velocity; // lerped between mvelocity[0] and [1] vec3_t punchangle; // temporary offset // pitch drifting vars float idealpitch; float pitchvel; bool nodrift; float driftmove; double laststop; float viewheight; float crouch; // local amount for smoothing stepups bool paused; // send over by server bool onground; bool inwater; int intermission; // don't change view angle, full screen, etc int completed_time; // latched at intermission start double mtime[2]; // the timestamp of last two messages double time; // clients view of time, should be between // servertime and oldservertime to generate // a lerp point for other data double oldtime; // previous cl.time, time-oldtime is used // to decay light values and smooth step ups float last_received_message; // (realtime) for net trouble icon // information that is static for the entire time connected to a server struct model_s **models; int num_models; struct sfx_s **sounds; int num_sounds; char levelname[40]; // for display on solo scoreboard int viewentity; // cl_entitites[cl.viewentity] = player int maxclients; int gametype; // refresh related state struct model_s *worldmodel; // cl_entitites[0].model struct efrag_s *free_efrags; int num_entities; // held in cl_entities array int num_statics; // held in cl_staticentities array entity_t viewent; // the gun model int cdtrack, looptrack; // cd audio // frag scoreboard scoreboard_t *scores; // [cl.maxclients]}client_state_t;//// cvars//extern cvar_t cl_name;extern cvar_t cl_color;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_autofire;extern cvar_t cl_shownet;extern cvar_t cl_nolerp;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;#define MAX_TEMP_ENTITIES 256 // lightning bolts, etc#define MAX_STATIC_ENTITIES 512 // torches, etcextern client_state_t cl;// FIXME, allocate dynamicallyextern efrag_t cl_efrags[MAX_EFRAGS];extern entity_t cl_entities[MAX_EDICTS];extern entity_t cl_static_entities[MAX_STATIC_ENTITIES];extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];extern dlight_t cl_dlights[MAX_DLIGHTS];extern entity_t cl_temp_entities[MAX_TEMP_ENTITIES];extern beam_t cl_beams[MAX_BEAMS];//=============================================================================//// cl_main//dlight_t *CL_AllocDlight (int key);void CL_DecayLights (void);void CL_Init (void);void CL_EstablishConnection (char *host);void CL_Signon1 (void);void CL_Signon2 (void);void CL_Signon3 (void);void CL_Signon4 (void);void CL_Disconnect (void);void CL_Disconnect_f (void);void CL_NextDemo (void);#define MAX_VISEDICTS 1024extern int cl_numvisedicts;extern entity_t *cl_visedicts[MAX_VISEDICTS];//// 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, in_klook;extern kbutton_t in_strafe;extern kbutton_t in_speed;void CL_InitInput (void);void CL_SendCmd (void);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);char *Key_KeynumToString (int keynum);//// cl_demo.c//void CL_StopPlayback (void);int CL_GetMessage (void);void CL_Stop_f (void);void CL_Record_f (void);void CL_PlayDemo_f (void);void CL_TimeDemo_f (void);//// cl_parse.c//void CL_ParseServerMessage (void);void CL_NewTranslation (int slot);//// view//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);//// cl_tent//void CL_InitTEnts (void);void CL_SignonReply (void);
// client.h
typedef struct
{
vec3_t viewangles;
// intended velocities
float forwardmove;
float sidemove;
float upmove;
}usercmd_t;
typedef struct
{
int length;
char map[MAX_STYLESTRING];
}lightstyle_t;
typedef struct
{
char *name;
float entertime;
int frags;
int colors; // two 4 bit fields
uint8_t translations[VID_GRADES*256];
}scoreboard_t;
typedef struct
{
int destcolor[3];
int percent; // 0-256
} cshift_t;
enum {
CSHIFT_CONTENTS,
CSHIFT_DAMAGE,
CSHIFT_BONUS,
CSHIFT_POWERUP,
NUM_CSHIFTS
};
//
// client_state_t should hold all pieces of the client state
//
#define SIGNONS 4 // signon messages to receive before connected
#define MAX_DLIGHTS 128
typedef struct
{
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
int key;
}dlight_t;
#define MAX_BEAMS 24
typedef struct
{
int entity;
struct model_s *model;
float endtime;
vec3_t start, end;
} beam_t;
#define MAX_EFRAGS 640
#define MAX_MAPSTRING 2048
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
typedef enum {
ca_dedicated, // a dedicated server with no ability to start a client
ca_disconnected, // full screen console with no connection
ca_connected // valid netcon, talking to a server
}cactive_t;
//
// the client_static_t structure is persistant through an arbitrary number
// of server connections
//
typedef struct
{
cactive_t state;
// personalization data sent to server
char mapstring[MAX_QPATH];
char spawnparms[MAX_MAPSTRING]; // to restart a level
// 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)
bool demorecording;
bool demoplayback;
bool timedemo;
int forcetrack; // -1 = use normal cd track
FILE *demofile;
int 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
// connection information
int signon; // 0 to SIGNONS
struct qsocket_s *netcon;
sizebuf_t message; // writing buffer to send to server
} client_static_t;
extern client_static_t cls;
//
// the client_state_t structure is wiped completely at every
// server signon
//
typedef struct
{
mem_pool_t pool;
int movemessages; // since connecting to this server
// throw out the first couple, so the player
// doesn't accidentally do something the
// first frame
usercmd_t cmd; // last command sent to the server
// information for local display
int stats[MAX_CL_STATS]; // health, etc
int items; // inventory bit flags
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. The server sets punchangle when
// the view is temporarliy offset, and an angle reset commands at the start
// of each level and after teleporting.
vec3_t mviewangles[2]; // during demo playback viewangles is lerped
// between these
vec3_t viewangles;
vec3_t mvelocity[2]; // update by server, used for lean+bob
// (0 is newest)
vec3_t velocity; // lerped between mvelocity[0] and [1]
vec3_t punchangle; // temporary offset
// pitch drifting vars
float idealpitch;
float pitchvel;
bool nodrift;
float driftmove;
double laststop;
float viewheight;
float crouch; // local amount for smoothing stepups
bool paused; // send over by server
bool onground;
bool inwater;
int intermission; // don't change view angle, full screen, etc
int completed_time; // latched at intermission start
double mtime[2]; // the timestamp of last two messages
double time; // clients view of time, should be between
// servertime and oldservertime to generate
// a lerp point for other data
double oldtime; // previous cl.time, time-oldtime is used
// to decay light values and smooth step ups
float last_received_message; // (realtime) for net trouble icon
// information that is static for the entire time connected to a server
struct model_s **models;
int num_models;
struct sfx_s **sounds;
int num_sounds;
char levelname[40]; // for display on solo scoreboard
int viewentity; // cl_entitites[cl.viewentity] = player
int maxclients;
int gametype;
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
struct efrag_s *free_efrags;
int num_entities; // held in cl_entities array
int num_statics; // held in cl_staticentities array
entity_t viewent; // the gun model
int cdtrack, looptrack; // cd audio
// frag scoreboard
scoreboard_t *scores; // [cl.maxclients]
}client_state_t;
//
// cvars
//
extern cvar_t cl_name;
extern cvar_t cl_color;
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_autofire;
extern cvar_t cl_shownet;
extern cvar_t cl_nolerp;
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;
#define MAX_TEMP_ENTITIES 256 // lightning bolts, etc
#define MAX_STATIC_ENTITIES 512 // torches, etc
extern client_state_t cl;
// FIXME, allocate dynamically
extern efrag_t cl_efrags[MAX_EFRAGS];
extern entity_t cl_entities[MAX_EDICTS];
extern entity_t cl_static_entities[MAX_STATIC_ENTITIES];
extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
extern dlight_t cl_dlights[MAX_DLIGHTS];
extern entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
extern beam_t cl_beams[MAX_BEAMS];
//=============================================================================
//
// cl_main
//
dlight_t *CL_AllocDlight (int key);
void CL_DecayLights (void);
void CL_Init (void);
void CL_EstablishConnection (char *host);
void CL_Signon1 (void);
void CL_Signon2 (void);
void CL_Signon3 (void);
void CL_Signon4 (void);
void CL_Disconnect (void);
void CL_Disconnect_f (void);
void CL_NextDemo (void);
#define MAX_VISEDICTS 1024
extern int cl_numvisedicts;
extern entity_t *cl_visedicts[MAX_VISEDICTS];
//
// 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, in_klook;
extern kbutton_t in_strafe;
extern kbutton_t in_speed;
void CL_InitInput (void);
void CL_SendCmd (void);
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);
char *Key_KeynumToString (int keynum);
//
// cl_demo.c
//
void CL_StopPlayback (void);
int CL_GetMessage (void);
void CL_Stop_f (void);
void CL_Record_f (void);
void CL_PlayDemo_f (void);
void CL_TimeDemo_f (void);
//
// cl_parse.c
//
void CL_ParseServerMessage (void);
void CL_NewTranslation (int slot);
//
// view
//
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);
//
// cl_tent
//
void CL_InitTEnts (void);
void CL_SignonReply (void);