/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code 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. RTCW MP Source Code 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // client.h -- primary header for client #include "../qcommon/q_shared.h" #include "../qcommon/qcommon.h" #include "../renderer/tr_public.h" #include "../ui/ui_public.h" #include "keys.h" #include "snd_public.h" #include "../cgame/cg_public.h" #include "../game/bg_public.h" #ifdef USE_CURL #include "cl_curl.h" #endif /* USE_CURL */ #ifdef USE_VOIP #ifdef USE_LOCAL_HEADERS #include "../opus-1.2.1/include/opus.h" #include "../opusfile-0.9/include/opusfile.h" #else #include #include #endif #endif // file full of random crap that gets used to create cl_guid #define QKEY_FILE "wkey" #define QKEY_SIZE 2048 #define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits #define LIMBOCHAT_WIDTH 140 // NERVE - SMF #define LIMBOCHAT_HEIGHT 7 // NERVE - SMF // snapshots are a view of the server at a given time typedef struct { qboolean valid; // cleared if delta parsing was invalid int snapFlags; // rate delayed and dropped commands int serverTime; // server time the message is valid for (in msec) int messageNum; // copied from netchan->incoming_sequence int deltaNum; // messageNum the delta is from int ping; // time from when cmdNum-1 was sent to time packet was reeceived byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits int cmdNum; // the next cmdNum the server is expecting playerState_t ps; // complete information about the current player at this time int numEntities; // all of the entities that need to be presented int parseEntitiesNum; // at the time of this snapshot int serverCommandNum; // execute all commands up to this before // making the snapshot current } clSnapshot_t; /* ============================================================================= the clientActive_t structure is wiped completely at every new gamestate_t, potentially several times during an established connection ============================================================================= */ typedef struct { int p_cmdNumber; // cl.cmdNumber when packet was sent int p_serverTime; // usercmd->serverTime when packet was sent int p_realtime; // cls.realtime when packet was sent } outPacket_t; // the parseEntities array must be large enough to hold PACKET_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 ( PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES ) extern int g_console_field_width; typedef struct { int timeoutcount; // it requres several frames in a timeout condition // to disconnect, preventing debugging breaks from // causing immediate disconnects on continue clSnapshot_t snap; // latest received from server int serverTime; // may be paused during play int oldServerTime; // to prevent time from flowing bakcwards int oldFrameServerTime; // to check tournament restarts int serverTimeDelta; // cl.serverTime = cls.realtime + cl.serverTimeDelta // this value changes as net lag varies qboolean extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate // cleared when CL_AdjustTimeDelta looks at it qboolean newSnapshots; // set on parse of any valid packet gameState_t gameState; // configstrings char mapname[MAX_QPATH]; // extracted from CS_SERVERINFO int parseEntitiesNum; // index (not anded off) into cl_parse_entities[] int mouseDx[2], mouseDy[2]; // added to by mouse events int mouseIndex; int joystickAxis[MAX_JOYSTICK_AXIS]; // set by joystick events // cgame communicates a few values to the client system int cgameUserCmdValue; // current weapon to add to usercmd_t int cgameUserHoldableValue; // current holdable item to add to usercmd_t //----(SA) added float cgameSensitivity; int cgameMpSetup; // NERVE - SMF int cgameMpIdentClient; // NERVE - SMF vec3_t cgameClientLerpOrigin; // DHM - Nerve // cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last // properly generated command usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds int cmdNumber; // incremented each frame, because multiple // frames may need to be packed into a single packet outPacket_t outPackets[PACKET_BACKUP]; // information about each packet we have sent out // 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; int serverId; // included in each client message so the server // can tell if it is for a prior map_restart // big stuff at end of structure so most offsets are 15 bits or less clSnapshot_t snapshots[PACKET_BACKUP]; entityState_t entityBaselines[MAX_GENTITIES]; // for delta compression when not in previous frame entityState_t parseEntities[MAX_PARSE_ENTITIES]; // NERVE - SMF char limboChatMsgs[LIMBOCHAT_HEIGHT][LIMBOCHAT_WIDTH * 3 + 1]; int limboChatPos; qboolean corruptedTranslationFile; char translationVersion[MAX_STRING_TOKENS]; // -NERVE - SMF } clientActive_t; extern clientActive_t cl; /* ============================================================================= the clientConnection_t structure is wiped when disconnecting from a server, either to go to a full screen console, play a demo, or connect to a different server A connection can be to either a server through the network layer or a demo through a file. ============================================================================= */ #define MAX_TIMEDEMO_DURATIONS 4096 typedef struct { connstate_t state; // connection status int clientNum; int lastPacketSentTime; // for retransmits during connection int lastPacketTime; // for timeouts char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect) netadr_t serverAddress; int connectTime; // for connection retransmits int connectPacketCount; // for display on connection dialog char serverMessage[MAX_STRING_TOKENS]; // for display on connection dialog int challenge; // from the server to use for connecting int checksumFeed; // from the server for checksum calculations int onlyVisibleClients; // DHM - Nerve // these are our reliable messages that go to the server int reliableSequence; int reliableAcknowledge; // the last one the server has executed char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_TOKEN_CHARS]; // server message (unreliable) and command (reliable) sequence // numbers are NOT cleared at level changes, but continue to // increase as long as the connection is valid // message sequence is used by both the network layer and the // delta compression layer int serverMessageSequence; // reliable messages received from server int serverCommandSequence; int lastExecutedServerCommand; // last server command grabbed or executed with CL_GetServerCommand char serverCommands[MAX_RELIABLE_COMMANDS][MAX_TOKEN_CHARS]; // file transfer from server fileHandle_t download; char downloadTempName[MAX_OSPATH]; char downloadName[MAX_OSPATH]; #ifdef USE_CURL qboolean cURLEnabled; qboolean cURLUsed; qboolean cURLDisconnected; char downloadURL[MAX_OSPATH]; CURL *downloadCURL; CURLM *downloadCURLM; #endif /* USE_CURL */ int sv_allowDownload; char sv_dlURL[MAX_CVAR_VALUE_STRING]; int downloadNumber; int downloadBlock; // block we are waiting for int downloadCount; // how many bytes we got int downloadSize; // how many bytes we got char downloadList[MAX_INFO_STRING]; // list of paks we need to download qboolean downloadRestart; // if true, we need to do another FS_Restart because we downloaded a pak // demo information char demoName[MAX_QPATH]; qboolean demorecording; qboolean demoplaying; qboolean demowaiting; // don't record until a non-delta message is received qboolean firstDemoFrameSkipped; fileHandle_t demofile; qboolean waverecording; fileHandle_t wavefile; int wavetime; int timeDemoFrames; // counter of rendered frames int timeDemoStart; // cls.realtime before first frame int timeDemoBaseTime; // each frame will be at this time + frameNum * 50 int timeDemoLastFrame;// time the last frame was rendered int timeDemoMinDuration; // minimum frame duration int timeDemoMaxDuration; // maximum frame duration unsigned char timeDemoDurations[ MAX_TIMEDEMO_DURATIONS ]; // log of frame durations float aviVideoFrameRemainder; float aviSoundFrameRemainder; #ifdef USE_VOIP qboolean voipEnabled; qboolean voipCodecInitialized; // incoming data... // !!! FIXME: convert from parallel arrays to array of a struct. OpusDecoder *opusDecoder[MAX_CLIENTS]; byte voipIncomingGeneration[MAX_CLIENTS]; int voipIncomingSequence[MAX_CLIENTS]; float voipGain[MAX_CLIENTS]; qboolean voipIgnore[MAX_CLIENTS]; qboolean voipMuteAll; // outgoing data... // if voipTargets[i / 8] & (1 << (i % 8)), // then we are sending to clientnum i. uint8_t voipTargets[(MAX_CLIENTS + 7) / 8]; uint8_t voipFlags; OpusEncoder *opusEncoder; int voipOutgoingDataSize; int voipOutgoingDataFrames; int voipOutgoingSequence; byte voipOutgoingGeneration; byte voipOutgoingData[1024]; float voipPower; #endif #ifdef LEGACY_PROTOCOL qboolean compat; #endif // big stuff at end of structure so most offsets are 15 bits or less netchan_t netchan; } clientConnection_t; extern clientConnection_t clc; /* ================================================================== the clientStatic_t structure is never wiped, and is used even when no client connection is active at all (except when CL_Shutdown is called) ================================================================== */ typedef struct { netadr_t adr; int start; int time; char info[MAX_INFO_STRING]; } ping_t; typedef struct { netadr_t adr; char hostName[MAX_NAME_LENGTH]; char mapName[MAX_NAME_LENGTH]; char game[MAX_NAME_LENGTH]; int netType; int gameType; int clients; int maxClients; int minPing; int maxPing; int ping; qboolean visible; int allowAnonymous; int friendlyFire; // NERVE - SMF int maxlives; // NERVE - SMF int tourney; // NERVE - SMF int punkbuster; // DHM - Nerve int antilag; // TTimo char gameName[MAX_NAME_LENGTH]; // Arnout int g_humanplayers; int g_needpass; } serverInfo_t; #define MAX_AUTOUPDATE_SERVERS 5 typedef struct { qboolean cddialog; // bring up the cd needed dialog next frame // when the server clears the hunk, all of these must be restarted qboolean rendererStarted; qboolean soundStarted; qboolean soundRegistered; qboolean uiStarted; qboolean cgameStarted; int framecount; int frametime; // msec since last frame int realtime; // ignores pause int realFrametime; // ignoring pause, so console always works int numlocalservers; serverInfo_t localServers[MAX_OTHER_SERVERS]; int numglobalservers; serverInfo_t globalServers[MAX_GLOBAL_SERVERS]; // additional global servers int numGlobalServerAddresses; netadr_t globalServerAddresses[MAX_GLOBAL_SERVERS]; int numfavoriteservers; serverInfo_t favoriteServers[MAX_OTHER_SERVERS]; int pingUpdateSource; // source currently pinging or updating // update server info netadr_t updateServer; char updateChallenge[MAX_TOKEN_CHARS]; char updateInfoString[MAX_INFO_STRING]; netadr_t authorizeServer; netadr_t rconAddress; // DHM - Nerve :: Auto-update Info char autoupdateServerNames[MAX_AUTOUPDATE_SERVERS][MAX_QPATH]; netadr_t autoupdateServer; // rendering info glconfig_t glconfig; qhandle_t charSetShader; qhandle_t whiteShader; qhandle_t consoleShader; qhandle_t consoleShader2; //----(SA) added } clientStatic_t; extern clientStatic_t cls; extern char cl_oldGame[MAX_QPATH]; extern qboolean cl_oldGameSet; //============================================================================= extern vm_t *cgvm; // interface to cgame dll or vm extern vm_t *uivm; // interface to ui dll or vm extern refexport_t re; // interface to refresh .dll // // cvars // extern cvar_t *cl_nodelta; extern cvar_t *cl_debugMove; extern cvar_t *cl_noprint; extern cvar_t *cl_timegraph; extern cvar_t *cl_maxpackets; extern cvar_t *cl_packetdup; extern cvar_t *cl_shownet; extern cvar_t *cl_shownuments; // DHM - Nerve extern cvar_t *cl_visibleClients; // DHM - Nerve extern cvar_t *cl_showSend; extern cvar_t *cl_showServerCommands; // NERVE - SMF extern cvar_t *cl_timeNudge; extern cvar_t *cl_showTimeDelta; extern cvar_t *cl_freezeDemo; extern cvar_t *cl_showPing; extern cvar_t *cl_yawspeed; extern cvar_t *cl_pitchspeed; extern cvar_t *cl_run; extern cvar_t *cl_anglespeedkey; extern cvar_t *cl_recoilPitch; // RF extern cvar_t *cl_bypassMouseInput; // NERVE - SMF extern cvar_t *cl_sensitivity; extern cvar_t *cl_freelook; extern cvar_t *cl_mouseAccel; extern cvar_t *cl_mouseAccelOffset; extern cvar_t *cl_mouseAccelStyle; extern cvar_t *cl_showMouseRate; extern cvar_t *m_pitch; extern cvar_t *m_yaw; extern cvar_t *m_forward; extern cvar_t *m_side; extern cvar_t *m_filter; extern cvar_t *j_pitch; extern cvar_t *j_yaw; extern cvar_t *j_forward; extern cvar_t *j_side; extern cvar_t *j_up; extern cvar_t *j_pitch_axis; extern cvar_t *j_yaw_axis; extern cvar_t *j_forward_axis; extern cvar_t *j_side_axis; extern cvar_t *j_up_axis; extern cvar_t *cl_timedemo; extern cvar_t *cl_aviFrameRate; extern cvar_t *cl_aviMotionJpeg; extern cvar_t *cl_activeAction; extern cvar_t *cl_allowDownload; extern cvar_t *cl_downloadMethod; extern cvar_t *cl_conXOffset; extern cvar_t *cl_inGameVideo; extern cvar_t *cl_lanForcePackets; extern cvar_t *cl_autoRecordDemo; extern cvar_t *cl_consoleKeys; #ifdef USE_MUMBLE extern cvar_t *cl_useMumble; extern cvar_t *cl_mumbleScale; #endif #ifdef USE_VOIP // cl_voipSendTarget is a string: "all" to broadcast to everyone, "none" to // send to no one, or a comma-separated list of client numbers: // "0,7,2,23" ... an empty string is treated like "all". extern cvar_t *cl_voipUseVAD; extern cvar_t *cl_voipVADThreshold; extern cvar_t *cl_voipSend; extern cvar_t *cl_voipSendTarget; extern cvar_t *cl_voipGainDuringCapture; extern cvar_t *cl_voipCaptureMult; extern cvar_t *cl_voipShowMeter; extern cvar_t *cl_voip; // 20ms at 48k #define VOIP_MAX_FRAME_SAMPLES ( 20 * 48 ) // 3 frame is 60ms of audio, the max opus will encode at once #define VOIP_MAX_PACKET_FRAMES 3 #define VOIP_MAX_PACKET_SAMPLES ( VOIP_MAX_FRAME_SAMPLES * VOIP_MAX_PACKET_FRAMES ) #endif extern cvar_t *cl_missionStats; extern cvar_t *cl_waitForFire; // NERVE - SMF - localization extern cvar_t *cl_language; // -NERVE - SMF //================================================= // // cl_main // void CL_Init( void ); void CL_AddReliableCommand(const char *cmd, qboolean isDisconnectCmd); void CL_StartHunkUsers( qboolean rendererOnly ); #ifndef UPDATE_SERVER void CL_CheckAutoUpdate( void ); void CL_GetAutoUpdate( void ); #endif void CL_Disconnect_f( void ); void CL_GetChallengePacket( void ); void CL_Vid_Restart_f( void ); void CL_Snd_Restart_f( void ); void CL_StartDemoLoop( void ); void CL_NextDemo( void ); void CL_ReadDemoMessage( void ); void CL_StopRecord_f(void); void CL_InitDownloads( void ); void CL_NextDownload( void ); void CL_GetPing( int n, char *buf, int buflen, int *pingtime ); void CL_GetPingInfo( int n, char *buf, int buflen ); void CL_ClearPing( int n ); int CL_GetPingQueueCount( void ); void CL_ShutdownRef( void ); void CL_InitRef( void ); qboolean CL_CDKeyValidate( const char *key, const char *checksum ); int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen ); qboolean CL_CheckPaused(void); void CL_AddToLimboChat( const char *str ); // NERVE - SMF qboolean CL_GetLimboString( int index, char *buf ); // NERVE - SMF // NERVE - SMF - localization void CL_InitTranslation(void); void CL_SaveTransTable(const char *fileName, qboolean newOnly); void CL_ReloadTranslation(void); void CL_TranslateString( const char *string, char *dest_buffer ); const char* CL_TranslateStringBuf( const char *string ); // TTimo // -NERVE - SMF void CL_OpenURL( const char *url ); // TTimo // // cl_input // typedef struct { int down[2]; // key nums holding it down unsigned downtime; // msec timestamp unsigned msec; // msec down this frame if both a down and up happened qboolean active; // current state qboolean wasPressed; // set when down, not cleared when up } kbutton_t; typedef enum { KB_LEFT, KB_RIGHT, KB_FORWARD, KB_BACK, KB_LOOKUP, KB_LOOKDOWN, KB_MOVELEFT, KB_MOVERIGHT, KB_STRAFE, KB_SPEED, KB_UP, KB_DOWN, KB_BUTTONS0, KB_BUTTONS1, KB_BUTTONS2, KB_BUTTONS3, KB_BUTTONS4, KB_BUTTONS5, KB_BUTTONS6, KB_BUTTONS7, KB_WBUTTONS0, KB_WBUTTONS1, KB_WBUTTONS2, KB_WBUTTONS3, KB_WBUTTONS4, KB_WBUTTONS5, KB_WBUTTONS6, KB_WBUTTONS7, KB_MLOOK, KB_KICK, NUM_BUTTONS } kbuttons_t; void CL_ClearKeys( void ); void CL_InitInput( void ); void CL_ShutdownInput( void ); void CL_SendCmd( void ); void CL_ClearState( void ); void CL_ReadPackets( void ); void CL_WritePacket( void ); void IN_CenterView( void ); void IN_Notebook( void ); void IN_Help( void ); //----(SA) salute void IN_Salute( void ); //----(SA) void CL_VerifyCode( void ); float CL_KeyState( kbutton_t *key ); int Key_StringToKeynum( char *str ); char *Key_KeynumToString( int keynum, qboolean bTranslate ); // // cl_parse.c // extern int cl_connectedToPureServer; extern int cl_connectedToCheatServer; #ifdef USE_VOIP void CL_Voip_f( void ); #endif void CL_SystemInfoChanged( void ); void CL_ParseServerMessage( msg_t *msg ); //==================================================================== void CL_UpdateInfoPacket( netadr_t from ); // DHM - Nerve void CL_ServerInfoPacket( netadr_t from, msg_t *msg ); void CL_LocalServers_f( void ); void CL_GlobalServers_f( void ); void CL_FavoriteServers_f( void ); void CL_Ping_f( void ); qboolean CL_UpdateVisiblePings_f( int source ); // // console // void Con_DrawCharacter( int cx, int line, int num ); void Con_CheckResize( void ); void Con_Init( void ); void Con_Shutdown( 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 ); void CL_LoadConsoleHistory( void ); void CL_SaveConsoleHistory( void ); // // cl_scrn.c // void SCR_Init( void ); void SCR_UpdateScreen( void ); void SCR_DebugGraph (float value); int SCR_GetBigStringWidth( const char *str ); // returns in virtual 640x480 coordinates void SCR_AdjustFrom640( float *x, float *y, float *w, float *h ); void SCR_FillRect( float x, float y, float width, float height, const float *color ); void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ); void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ); void SCR_DrawBigString( int x, int y, const char *s, float alpha, qboolean noColorEscape ); // draws a string with embedded color control characters with fade void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color, qboolean noColorEscape ); // ignores embedded color control characters void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor, qboolean noColorEscape ); void SCR_DrawSmallChar( int x, int y, int ch ); // // cl_cin.c // void CL_PlayCinematic_f( void ); void SCR_DrawCinematic( void ); void SCR_RunCinematic( void ); void SCR_StopCinematic( void ); int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits ); e_status CIN_StopCinematic( int handle ); e_status CIN_RunCinematic( int handle ); void CIN_DrawCinematic( int handle ); void CIN_SetExtents( int handle, int x, int y, int w, int h ); void CIN_SetLooping( int handle, qboolean loop ); void CIN_UploadCinematic( int handle ); void CIN_CloseAllVideos( void ); // // cl_cgame.c // void CL_InitCGame( void ); void CL_ShutdownCGame( void ); qboolean CL_GameCommand( void ); void CL_CGameRendering( stereoFrame_t stereo ); void CL_SetCGameTime( void ); void CL_FirstSnapshot( void ); void CL_ShaderStateChanged( void ); void CL_UpdateLevelHunkUsage( void ); // // cl_ui.c // void CL_InitUI( void ); void CL_ShutdownUI( void ); int Key_GetCatcher( void ); void Key_SetCatcher( int catcher ); void LAN_LoadCachedServers( void ); void LAN_SaveServersToCache( void ); // // cl_net_chan.c // void CL_Netchan_Transmit( netchan_t *chan, msg_t* msg ); //int length, const byte *data ); qboolean CL_Netchan_Process( netchan_t *chan, msg_t *msg ); // // cl_avi.c // qboolean CL_OpenAVIForWriting( const char *filename ); void CL_TakeVideoFrame( void ); void CL_WriteAVIVideoFrame( const byte *imageBuffer, int size ); void CL_WriteAVIAudioFrame( const byte *pcmBuffer, int size ); qboolean CL_CloseAVI( void ); qboolean CL_VideoRecording( void ); // // cl_main.c // void CL_WriteDemoMessage ( msg_t *msg, int headerBytes );