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/*
Copyright (C) 2003-2006 Andrey Nazarov

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 2
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.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

#define MVD_Malloc( size )      Z_TagMalloc( size, TAG_MVD )
#define MVD_Mallocz( size )     Z_TagMallocz( size, TAG_MVD )
#define MVD_CopyString( s )     Z_TagCopyString( s, TAG_MVD )

#define EDICT_MVDCL( ent )  (( mvd_client_t * )( (ent)->client ))
#define CS_NUM( c, n )      ( ( char * )(c) + (n) * MAX_QPATH )

// game features MVD client supports
#define MVD_FEATURES (GMF_CLIENTNUM|GMF_PROPERINUSE|GMF_WANT_ALL_DISCONNECTS)

#define LAYOUT_MSEC        3000

typedef enum {
    LAYOUT_NONE,        // no layout at all
    LAYOUT_FOLLOW,      // display chase target name
    LAYOUT_SCORES,      // layout of the MVD dummy
    LAYOUT_OLDSCORES,   // saved at intermission time
    LAYOUT_MENU,        // MVD main menu
    LAYOUT_CLIENTS,     // MVD clients list
    LAYOUT_CHANNELS     // MVD channel list
} mvd_layout_t;

#define FLOOD_SAMPLES    16
#define FLOOD_MASK      ( FLOOD_SAMPLES - 1 )

typedef struct mvd_cs_s {
    struct mvd_cs_s *next;
    int index;
    char string[1];
} mvd_cs_t;

typedef struct {
    player_state_t ps;
    qboolean inuse;
    char name[16];
    mvd_cs_t *configstrings;
} mvd_player_t;

typedef struct {
/* =================== */
    player_state_t ps;
    int ping;
    int clientNum;
/* =================== */

    list_t          entry;
    struct mvd_s    *mvd;
    client_t        *cl;
    qboolean    admin;
    unsigned    begin_time;
    mvd_player_t *target, *oldtarget;
    float       fov;
    int         uf;

    mvd_layout_t    layout_type;
    unsigned        layout_time;
    int             layout_cursor;

    unsigned    floodSamples[FLOOD_SAMPLES];
    unsigned    floodHead;
    unsigned    floodTime;

    usercmd_t lastcmd;
    //short delta_angles[3];
    int jump_held;
} mvd_client_t;

#define MAX_MVD_NAME    16

typedef enum {
    MVD_DEAD,       // no gamestate received yet, unusable
    MVD_WAITING,    // buffering more frames
    MVD_READING     // reading frames
} mvd_state_t;

struct gtv_s;

typedef struct mvd_s {
    list_t      entry;
    list_t      active;

    mvd_state_t     state;
    int             id;
    char            name[MAX_MVD_NAME];
    struct gtv_s    *gtv;
    qboolean        (*read_frame)( struct mvd_s * );

    // demo related variables
    fileHandle_t    demorecording;

    // delay buffer
    fifo_t      delay;
    size_t      msglen;
    unsigned    num_packets, min_packets;
    unsigned    underflows, overflows;
    unsigned    framenum;

    // game state
    char    gamedir[MAX_QPATH];
    char    mapname[MAX_QPATH];
    int     servercount;
    int     maxclients;
    edict_pool_t pool;
    cm_t    cm;
    vec3_t  spawnOrigin;
    vec3_t  spawnAngles;
    int     pm_type;
    char            configstrings[MAX_CONFIGSTRINGS][MAX_QPATH];
    edict_t         edicts[MAX_EDICTS];
    mvd_player_t    *players; // [maxclients]
    mvd_player_t    *dummy; // &players[clientNum]
    int             numplayers; // number of active players in frame
    int             clientNum;
    char        layout[MAX_STRING_CHARS];
    char        oldscores[MAX_STRING_CHARS]; // layout is copied here
    qboolean    intermission;

    // UDP client list
    list_t      clients;
} mvd_t;


//
// mvd_client.c
//

extern list_t           mvd_channels;
extern list_t           mvd_active;
extern mvd_t            mvd_waitingRoom;
extern qboolean         mvd_dirty;

extern cvar_t    *mvd_shownet;
extern cvar_t    *mvd_timeout;
extern cvar_t    *mvd_chase_msgs;

void MVD_Destroyf( mvd_t *mvd, const char *fmt, ... )
    q_noreturn q_printf( 2, 3 );
void MVD_Disconnect( mvd_t *mvd );
void MVD_BeginWaiting( mvd_t *mvd );
void MVD_Finish( mvd_t *mvd, const char *reason ) q_noreturn;
void MVD_Free( mvd_t *mvd ); 
void MVD_Shutdown( void );

mvd_t *MVD_SetChannel( int arg );

void MVD_File_g( genctx_t *ctx );

void MVD_Spawn_f( void ); 

void MVD_StreamedStop_f( void );
void MVD_StreamedRecord_f( void );

void MVD_Register( void );
int MVD_Frame( void ); 

//
// mvd_parse.c
//

void MVD_ParseMessage( mvd_t *mvd );
void MVD_ParseEntityString( mvd_t *mvd, const char *data );
void MVD_FreePlayer( mvd_player_t *player );


//
// mvd_game.c
//

extern mvd_client_t     *mvd_clients;   // [maxclients]

void MVD_UpdateClient( mvd_client_t *client );
void MVD_SwitchChannel( mvd_client_t *client, mvd_t *mvd );
void MVD_RemoveClient( client_t *client );
void MVD_BroadcastPrintf( mvd_t *mvd, int level,
    int mask, const char *fmt, ... ) q_printf( 4, 5 );
void MVD_PrepWorldFrame( void );
void MVD_GameClientNameChanged( edict_t *ent, const char *name );
void MVD_GameClientDrop( edict_t *ent, const char *reason );
void MVD_CheckActive( mvd_t *mvd );