int buttons;
int impulse;
int sequence;
+ qboolean applied; // if false we're still accumulating a move
} usercmd_t;
typedef struct lightstyle_s
char name[MAX_SCOREBOARDNAME];
int frags;
int colors; // two 4 bit fields
+ // QW fields:
+ int qw_userid;
+ char qw_userinfo[MAX_USERINFO_STRING];
+ float qw_entertime;
+ int qw_ping;
+ int qw_packetloss;
+ int qw_spectator;
+ char qw_team[8];
+ char qw_skin[MAX_QPATH];
} scoreboard_t;
typedef struct cshift_s
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
-typedef enum
+typedef enum cactive_e
{
ca_dedicated, // a dedicated server with no ability to start a client
ca_disconnected, // full screen console with no connection
}
cactive_t;
+typedef enum qw_downloadtype_e
+{
+ dl_none,
+ dl_single,
+ dl_skin,
+ dl_model,
+ dl_sound
+}
+qw_downloadtype_t;
+
//
// the client_static_t structure is persistent through an arbitrary number
// of server connections
double connect_nextsendtime;
lhnetsocket_t *connect_mysocket;
lhnetaddress_t connect_address;
+ // protocol version of the server we're connected to
+ // (kept outside client_state_t because it's used between levels)
+ protocolversion_t protocol;
// connection information
// 0 to SIGNONS
int signon;
// network connection
netconn_t *netcon;
+
+ // quakeworld stuff below
+
+ // value of "qport" cvar at time of connection
+ int qw_qport;
+
+ // current file download buffer (only saved when file is completed)
+ char qw_downloadname[MAX_QPATH];
+ unsigned char *qw_downloadmemory;
+ int qw_downloadmemorycursize;
+ int qw_downloadmemorymaxsize;
+ int qw_downloadnumber;
+ int qw_downloadpercent;
+ qw_downloadtype_t qw_downloadtype;
+
+ // current file upload buffer (for uploading screenshots to server)
+ unsigned char *qw_uploaddata;
+ int qw_uploadsize;
+ int qw_uploadpos;
+
+ // user infostring
+ // this normally contains the following keys in quakeworld:
+ // password spectator name team skin topcolor bottomcolor rate noaim msg *ver *ip
+ char userinfo[MAX_USERINFO_STRING];
}
client_static_t;
qboolean drawcrosshair;
}csqc_vidvars_t;
+typedef struct qw_usercmd_s
+{
+ vec3_t angles;
+ short forwardmove, sidemove, upmove;
+ unsigned char padding1[2];
+ unsigned char msec;
+ unsigned char buttons;
+ unsigned char impulse;
+ unsigned char padding2;
+}
+qw_usercmd_t;
+
//
// the client_state_t structure is wiped completely at every
// server signon
// client movement simulation
// these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
qboolean movement;
+ // this is set true by svc_time parsing and causes a new movement to be
+ // queued for prediction purposes
+ qboolean movement_needupdate;
// indicates the queue has been updated and should be replayed
qboolean movement_replay;
// simulated data (this is valid even if cl.movement is false)
struct model_s *model_precache[MAX_MODELS];
struct sfx_s *sound_precache[MAX_SOUNDS];
+ // FIXME: this is a lot of memory to be keeping around, this really should be dynamically allocated and freed somehow
+ char model_name[MAX_MODELS][MAX_QPATH];
+ char sound_name[MAX_SOUNDS][MAX_QPATH];
+
// for display on solo scoreboard
char levelname[40];
// cl_entitites[cl.viewentity] = player
// [cl.maxclients]
scoreboard_t *scores;
- // protocol version of the server we're connected to
- protocolversion_t protocol;
-
// entity database stuff
// latest received entity frame numbers
#define LATESTFRAMENUMS 3
int latestframenums[LATESTFRAMENUMS];
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
+ entityframeqw_database_t *entitydatabaseqw;
+
+ // quakeworld stuff
+
+ // local copy of the server infostring
+ char qw_serverinfo[MAX_SERVERINFO_STRING];
+
+ // time of last qw "pings" command sent to server while showing scores
+ double last_ping_request;
+
+ // used during connect
+ int qw_servercount;
+
+ // updated from serverinfo
+ int qw_teamplay;
+
+ // indicates whether the player is spectating
+ qboolean qw_spectator;
+
+ // movement parameters for client prediction
+ float qw_movevars_gravity;
+ float qw_movevars_stopspeed;
+ float qw_movevars_maxspeed; // can change during play
+ float qw_movevars_spectatormaxspeed;
+ float qw_movevars_accelerate;
+ float qw_movevars_airaccelerate;
+ float qw_movevars_wateraccelerate;
+ float qw_movevars_friction;
+ float qw_movevars_waterfriction;
+ float qw_movevars_entgravity; // can change during play
+
+ // models used by qw protocol
+ int qw_modelindex_spike;
+ int qw_modelindex_player;
+ int qw_modelindex_flag;
+ int qw_modelindex_s_explod;
+
+ vec3_t qw_intermission_origin;
+ vec3_t qw_intermission_angles;
+
+ // 255 is the most nails the QW protocol could send
+ int qw_num_nails;
+ vec_t qw_nails[255][6];
+
+ float qw_weaponkick;
+
+ int qw_validsequence;
+
+ qw_usercmd_t qw_moves[QW_UPDATE_BACKUP];
+
+ int qw_deltasequence[QW_UPDATE_BACKUP];
}
client_state_t;
extern cvar_t cl_playermodel;
extern cvar_t cl_playerskin;
+extern cvar_t rcon_password;
+extern cvar_t rcon_address;
+
extern cvar_t cl_upspeed;
extern cvar_t cl_forwardspeed;
extern cvar_t cl_backspeed;
extern int cl_max_lightstyle;
extern int cl_max_brushmodel_entities;
extern int cl_activedlights;
+extern int cl_activeeffects;
+extern int cl_activebeams;
extern entity_t *cl_entities;
extern entity_t *cl_csqcentities; //[515]: csqc
extern int cl_num_temp_entities;
extern int cl_num_brushmodel_entities;
-
extern client_state_t cl;
extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
extern kbutton_t in_speed;
void CL_InitInput (void);
-void CL_SendCmd (void);
void CL_SendMove (void);
void CL_ValidateState(entity_state_t *s);
void CL_Parse_Shutdown(void);
void CL_ParseServerMessage(void);
void CL_Parse_DumpPacket(void);
+void CL_Parse_ErrorCleanUp(void);
+void QW_CL_StartUpload(unsigned char *data, int size);
+extern cvar_t qport;
//
// view
void CL_ParseParticleEffect (void);
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
-void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale);
-void CL_Smoke (vec3_t org, vec3_t dir, int count);
+void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale, vec_t radius);
+void CL_Smoke (vec3_t org, vec3_t dir, int count, vec_t radius);
void CL_BulletMark (vec3_t org);
void CL_PlasmaBurn (vec3_t org);
void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
#include "cl_screen.h"
+#define NUMCROSSHAIRS 32
+extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
+
typedef struct refdef_s
{
// area to render in
extern refdef_t r_refdef;
-#include "cgamevm.h"
-
#endif