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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 );
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