/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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, see . =========================================================================== */ #pragma once // client.h -- primary header for client #include "qcommon/q_shared.h" #include "qcommon/qcommon.h" #include "rd-common/tr_public.h" #include "keys.h" #include "snd_public.h" #include "game/bg_public.h" #include "cgame/cg_public.h" #include "ui/ui_public.h" #define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits // file full of random crap that gets used to create ja_guid #define QKEY_FILE "jakey" #define QKEY_SIZE 2048 // Wind extern vec3_t cl_windVec; // snapshots are a view of the server at a given time typedef struct clSnapshot_s { 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 playerState_t vps; //vehicle I'm riding's playerstate (if applicable) -rww 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 outPacket_s { 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 clientActive_s { 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 vec3_t cgameViewAngleForce; int cgameViewAngleForceTime; float cgameSensitivity; int cgameForceSelection; int cgameInvenSelection; qboolean gcmdSendValue; qboolean gcmdSentValue; byte gcmdValue; // 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]; char *mSharedMemory; } clientActive_t; extern clientActive_t cl; #define MAX_HEIGHTMAP_SIZE 16000 typedef struct { int mType; int mSide; vec3_t mOrigin; } rmAutomapSymbol_t; #define MAX_AUTOMAP_SYMBOLS 512 /* ============================================================================= 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. ============================================================================= */ typedef struct clientConnection_s { int clientNum; int lastPacketSentTime; // for retransmits during connection int lastPacketTime; // for timeouts 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 // 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_STRING_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_STRING_CHARS]; // file transfer from server fileHandle_t download; char downloadTempName[MAX_OSPATH]; char downloadName[MAX_OSPATH]; 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 spDemoRecording; qboolean demorecording; qboolean demoplaying; qboolean demowaiting; // don't record until a non-delta message is received qboolean firstDemoFrameSkipped; fileHandle_t demofile; int timeDemoFrames; // counter of rendered frames int timeDemoStart; // cls.realtime before first frame int timeDemoBaseTime; // each frame will be at this time + frameNum * 50 float aviVideoFrameRemainder; float aviSoundFrameRemainder; // 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 ================================================================== */ typedef struct ping_s { netadr_t adr; int start; int time; char info[MAX_INFO_STRING]; } ping_t; typedef struct serverInfo_s { 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; qboolean needPassword; int trueJedi; int weaponDisable; int forceDisable; int humans, bots; } serverInfo_t; typedef struct clientStatic_s { connstate_t state; // connection status char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect) // 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; // rendering info glconfig_t glconfig; qhandle_t charSetShader; qhandle_t whiteShader; qhandle_t consoleShader; } clientStatic_t; #define CON_TEXTSIZE 0x30000 //was 32768 #define NUM_CON_TIMES 4 typedef struct console_s { qboolean initialized; short text[CON_TEXTSIZE]; int current; // line where next message will be printed int x; // offset in current line for next print int display; // bottom of console displays this line int linewidth; // characters across screen int totallines; // total lines in console scrollback float xadjust; // for wide aspect screens float yadjust; // for wide aspect screens float displayFrac; // aproaches finalFrac at scr_conspeed float finalFrac; // 0.0 to 1.0 lines of console to display int vislines; // in scanlines int times[NUM_CON_TIMES]; // cls.realtime time the line was generated // for transparent notify lines vec4_t color; } console_t; extern clientStatic_t cls; 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_showSend; extern cvar_t *cl_timeNudge; extern cvar_t *cl_showTimeDelta; extern cvar_t *cl_freezeDemo; extern cvar_t *cl_yawspeed; extern cvar_t *cl_pitchspeed; extern cvar_t *cl_run; extern cvar_t *cl_anglespeedkey; 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_pitchVeh; 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 *cl_timedemo; extern cvar_t *cl_aviFrameRate; extern cvar_t *cl_aviMotionJpeg; extern cvar_t *cl_avi2GBLimit; extern cvar_t *cl_forceavidemo; extern cvar_t *cl_activeAction; extern cvar_t *cl_allowDownload; extern cvar_t *cl_allowAltEnter; extern cvar_t *cl_conXOffset; extern cvar_t *cl_inGameVideo; extern cvar_t *cl_consoleKeys; extern cvar_t *cl_consoleUseScanCode; extern cvar_t *cl_lanForcePackets; extern cvar_t *cl_drawRecording; //================================================= // // cl_main // void CL_Init (void); void CL_FlushMemory(void); void CL_ShutdownAll( qboolean shutdownRef ); void CL_AddReliableCommand( const char *cmd, qboolean isDisconnectCmd ); void CL_StartHunkUsers( void ); qboolean CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ); qboolean CL_GetDefaultState( int index, entityState_t *state ); qboolean CL_GetServerCommand( int serverCommandNumber ); qboolean CL_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); void CL_SetUserCmdValue( int userCmdValue, float sensitivityScale, float mPitchOverride, float mYawOverride, float mSensitivityOverride, int fpSel, int invenSel ); 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_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_InitRef( void ); int CL_ServerStatus( const char *serverAddress, char *serverStatusString, int maxLen ); qboolean CL_CheckPaused(void); // // cl_input // typedef struct kbutton_s { 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; void CL_InitInput (void); void CL_ShutdownInput(void); void CL_SendCmd (void); void CL_ClearState (void); void CL_WritePacket( void ); float CL_KeyState (kbutton_t *key); const char *Key_KeynumToString( int keynum/*, qboolean bTranslate */ ); //note: translate is only called for menu display not configs // // cl_parse.c // extern int cl_connectedToPureServer; extern int cl_connectedToCheatServer; void CL_SystemInfoChanged( void ); void CL_ParseServerMessage( msg_t *msg ); //==================================================================== 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_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 ); // // cl_scrn.c // void SCR_Init (void); void SCR_UpdateScreen (void); void SCR_DebugGraph (float value, int color); int SCR_GetBigStringWidth( const char *str ); // returns in virtual 640x480 coordinates 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); // // cl_ui.c // void CL_InitUI( void ); void CL_ShutdownUI( void ); int Key_GetCatcher( void ); void Key_SetCatcher( int catcher ); void LAN_LoadCachedServers(); void LAN_SaveServersToCache(); // // cl_net_chan.c // void CL_Netchan_Transmit( netchan_t *chan, msg_t* msg); //int length, const byte *data ); void CL_Netchan_TransmitNextFragment( netchan_t *chan ); 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 );