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📄 qcommon.h

📁 quakeIII源码这个不用我多说吧
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena 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 2 of the License,
or (at your option) any later version.

Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
// qcommon.h -- definitions common between client and server, but not game.or ref modules
#ifndef _QCOMMON_H_
#define _QCOMMON_H_

#include "../qcommon/cm_public.h"

//#define	PRE_RELEASE_DEMO

//============================================================================

//
// msg.c
//
typedef struct {
	qboolean	allowoverflow;	// if false, do a Com_Error
	qboolean	overflowed;		// set to true if the buffer size failed (with allowoverflow set)
	qboolean	oob;			// set to true if the buffer size failed (with allowoverflow set)
	byte	*data;
	int		maxsize;
	int		cursize;
	int		readcount;
	int		bit;				// for bitwise reads and writes
} msg_t;

void MSG_Init (msg_t *buf, byte *data, int length);
void MSG_InitOOB( msg_t *buf, byte *data, int length );
void MSG_Clear (msg_t *buf);
void MSG_WriteData (msg_t *buf, const void *data, int length);
void MSG_Bitstream( msg_t *buf );

// TTimo
// copy a msg_t in case we need to store it as is for a bit
// (as I needed this to keep an msg_t from a static var for later use)
// sets data buffer as MSG_Init does prior to do the copy
void MSG_Copy(msg_t *buf, byte *data, int length, msg_t *src);

struct usercmd_s;
struct entityState_s;
struct playerState_s;

void MSG_WriteBits( msg_t *msg, int value, int bits );

void MSG_WriteChar (msg_t *sb, int c);
void MSG_WriteByte (msg_t *sb, int c);
void MSG_WriteShort (msg_t *sb, int c);
void MSG_WriteLong (msg_t *sb, int c);
void MSG_WriteFloat (msg_t *sb, float f);
void MSG_WriteString (msg_t *sb, const char *s);
void MSG_WriteBigString (msg_t *sb, const char *s);
void MSG_WriteAngle16 (msg_t *sb, float f);

void	MSG_BeginReading (msg_t *sb);
void	MSG_BeginReadingOOB(msg_t *sb);

int		MSG_ReadBits( msg_t *msg, int bits );

int		MSG_ReadChar (msg_t *sb);
int		MSG_ReadByte (msg_t *sb);
int		MSG_ReadShort (msg_t *sb);
int		MSG_ReadLong (msg_t *sb);
float	MSG_ReadFloat (msg_t *sb);
char	*MSG_ReadString (msg_t *sb);
char	*MSG_ReadBigString (msg_t *sb);
char	*MSG_ReadStringLine (msg_t *sb);
float	MSG_ReadAngle16 (msg_t *sb);
void	MSG_ReadData (msg_t *sb, void *buffer, int size);


void MSG_WriteDeltaUsercmd( msg_t *msg, struct usercmd_s *from, struct usercmd_s *to );
void MSG_ReadDeltaUsercmd( msg_t *msg, struct usercmd_s *from, struct usercmd_s *to );

void MSG_WriteDeltaUsercmdKey( msg_t *msg, int key, usercmd_t *from, usercmd_t *to );
void MSG_ReadDeltaUsercmdKey( msg_t *msg, int key, usercmd_t *from, usercmd_t *to );

void MSG_WriteDeltaEntity( msg_t *msg, struct entityState_s *from, struct entityState_s *to
						   , qboolean force );
void MSG_ReadDeltaEntity( msg_t *msg, entityState_t *from, entityState_t *to, 
						 int number );

void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to );
void MSG_ReadDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to );


void MSG_ReportChangeVectors_f( void );

//============================================================================

/*
==============================================================

NET

==============================================================
*/

#define	PACKET_BACKUP	32	// number of old messages that must be kept on client and
							// server for delta comrpession and ping estimation
#define	PACKET_MASK		(PACKET_BACKUP-1)

#define	MAX_PACKET_USERCMDS		32		// max number of usercmd_t in a packet

#define	PORT_ANY			-1

#define	MAX_RELIABLE_COMMANDS	64			// max string commands buffered for restransmit

typedef enum {
	NA_BOT,
	NA_BAD,					// an address lookup failed
	NA_LOOPBACK,
	NA_BROADCAST,
	NA_IP,
	NA_IPX,
	NA_BROADCAST_IPX
} netadrtype_t;

typedef enum {
	NS_CLIENT,
	NS_SERVER
} netsrc_t;

typedef struct {
	netadrtype_t	type;

	byte	ip[4];
	byte	ipx[10];

	unsigned short	port;
} netadr_t;

void		NET_Init( void );
void		NET_Shutdown( void );
void		NET_Restart( void );
void		NET_Config( qboolean enableNetworking );

void		NET_SendPacket (netsrc_t sock, int length, const void *data, netadr_t to);
void		QDECL NET_OutOfBandPrint( netsrc_t net_socket, netadr_t adr, const char *format, ...);
void		QDECL NET_OutOfBandData( netsrc_t sock, netadr_t adr, byte *format, int len );

qboolean	NET_CompareAdr (netadr_t a, netadr_t b);
qboolean	NET_CompareBaseAdr (netadr_t a, netadr_t b);
qboolean	NET_IsLocalAddress (netadr_t adr);
const char	*NET_AdrToString (netadr_t a);
qboolean	NET_StringToAdr ( const char *s, netadr_t *a);
qboolean	NET_GetLoopPacket (netsrc_t sock, netadr_t *net_from, msg_t *net_message);
void		NET_Sleep(int msec);


#define	MAX_MSGLEN				16384		// max length of a message, which may
											// be fragmented into multiple packets

#define MAX_DOWNLOAD_WINDOW			8		// max of eight download frames
#define MAX_DOWNLOAD_BLKSIZE		2048	// 2048 byte block chunks
 

/*
Netchan handles packet fragmentation and out of order / duplicate suppression
*/

typedef struct {
	netsrc_t	sock;

	int			dropped;			// between last packet and previous

	netadr_t	remoteAddress;
	int			qport;				// qport value to write when transmitting

	// sequencing variables
	int			incomingSequence;
	int			outgoingSequence;

	// incoming fragment assembly buffer
	int			fragmentSequence;
	int			fragmentLength;	
	byte		fragmentBuffer[MAX_MSGLEN];

	// outgoing fragment buffer
	// we need to space out the sending of large fragmented messages
	qboolean	unsentFragments;
	int			unsentFragmentStart;
	int			unsentLength;
	byte		unsentBuffer[MAX_MSGLEN];
} netchan_t;

void Netchan_Init( int qport );
void Netchan_Setup( netsrc_t sock, netchan_t *chan, netadr_t adr, int qport );

void Netchan_Transmit( netchan_t *chan, int length, const byte *data );
void Netchan_TransmitNextFragment( netchan_t *chan );

qboolean Netchan_Process( netchan_t *chan, msg_t *msg );


/*
==============================================================

PROTOCOL

==============================================================
*/

#define	PROTOCOL_VERSION	68
// 1.31 - 67

// maintain a list of compatible protocols for demo playing
// NOTE: that stuff only works with two digits protocols
extern int demo_protocols[];

#define	UPDATE_SERVER_NAME	"update.quake3arena.com"
// override on command line, config files etc.
#ifndef MASTER_SERVER_NAME
#define MASTER_SERVER_NAME	"master.quake3arena.com"
#endif
#ifndef AUTHORIZE_SERVER_NAME
#define	AUTHORIZE_SERVER_NAME	"authorize.quake3arena.com"
#endif

#define	PORT_MASTER			27950
#define	PORT_UPDATE			27951
#ifndef PORT_AUTHORIZE
#define	PORT_AUTHORIZE		27952
#endif
#define	PORT_SERVER			27960
#define	NUM_SERVER_PORTS	4		// broadcast scan this many ports after
									// PORT_SERVER so a single machine can
									// run multiple servers


// the svc_strings[] array in cl_parse.c should mirror this
//
// server to client
//
enum svc_ops_e {
	svc_bad,
	svc_nop,
	svc_gamestate,
	svc_configstring,			// [short] [string] only in gamestate messages
	svc_baseline,				// only in gamestate messages
	svc_serverCommand,			// [string] to be executed by client game module
	svc_download,				// [short] size [size bytes]
	svc_snapshot,
	svc_EOF
};


//
// client to server
//
enum clc_ops_e {
	clc_bad,
	clc_nop, 		
	clc_move,				// [[usercmd_t]
	clc_moveNoDelta,		// [[usercmd_t]
	clc_clientCommand,		// [string] message
	clc_EOF
};

/*
==============================================================

VIRTUAL MACHINE

==============================================================
*/

typedef struct vm_s vm_t;

typedef enum {
	VMI_NATIVE,
	VMI_BYTECODE,
	VMI_COMPILED
} vmInterpret_t;

typedef enum {
	TRAP_MEMSET = 100,
	TRAP_MEMCPY,
	TRAP_STRNCPY,
	TRAP_SIN,
	TRAP_COS,
	TRAP_ATAN2,
	TRAP_SQRT,
	TRAP_MATRIXMULTIPLY,
	TRAP_ANGLEVECTORS,
	TRAP_PERPENDICULARVECTOR,
	TRAP_FLOOR,
	TRAP_CEIL,

	TRAP_TESTPRINTINT,
	TRAP_TESTPRINTFLOAT
} sharedTraps_t;

void	VM_Init( void );
vm_t	*VM_Create( const char *module, int (*systemCalls)(int *), 
				   vmInterpret_t interpret );
// module should be bare: "cgame", not "cgame.dll" or "vm/cgame.qvm"

void	VM_Free( vm_t *vm );
void	VM_Clear(void);
vm_t	*VM_Restart( vm_t *vm );

int		QDECL VM_Call( vm_t *vm, int callNum, ... );

void	VM_Debug( int level );

void	*VM_ArgPtr( int intValue );
void	*VM_ExplicitArgPtr( vm_t *vm, int intValue );

/*
==============================================================

CMD

Command text buffering and command execution

==============================================================
*/

/*

Any number of commands can be added in a frame, from several different sources.
Most commands come from either keybindings or console line input, but entire text
files can be execed.

*/

void Cbuf_Init (void);
// allocates an initial text buffer that will grow as needed

void Cbuf_AddText( const char *text );
// Adds command text at the end of the buffer, does NOT add a final \n

void Cbuf_ExecuteText( int exec_when, const char *text );
// this can be used in place of either Cbuf_AddText or Cbuf_InsertText

void Cbuf_Execute (void);
// Pulls off \n terminated lines of text from the command buffer and sends

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