/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #ifndef ENGINE_CLIENT_H #define ENGINE_CLIENT_H #include "kernel.h" #include "graphics.h" #include "message.h" #include #include struct SWarning; enum { RECORDER_MANUAL = 0, RECORDER_AUTO = 1, RECORDER_RACE = 2, RECORDER_REPLAYS = 3, RECORDER_MAX = 4, }; typedef bool (*CLIENTFUNC_FILTER)(const void *pData, int DataSize, void *pUser); class IClient : public IInterface { MACRO_INTERFACE("client", 0) protected: // quick access to state of the client int m_State; // quick access to time variables int m_PrevGameTick[2]; int m_CurGameTick[2]; float m_GameIntraTick[2]; float m_GameTickTime[2]; int m_PredTick[2]; float m_PredIntraTick[2]; float m_LocalTime; float m_RenderFrameTime; int m_GameTickSpeed; float m_FrameTimeAvg; public: char m_aNews[3000]; int64 m_ReconnectTime; class CSnapItem { public: int m_Type; int m_ID; int m_DataSize; }; /* Constants: Client States STATE_OFFLINE - The client is offline. STATE_CONNECTING - The client is trying to connect to a server. STATE_LOADING - The client has connected to a server and is loading resources. STATE_ONLINE - The client is connected to a server and running the game. STATE_DEMOPLAYBACK - The client is playing a demo STATE_QUITTING - The client is quitting. */ enum { STATE_OFFLINE = 0, STATE_CONNECTING, STATE_LOADING, STATE_ONLINE, STATE_DEMOPLAYBACK, STATE_QUITTING, STATE_RESTARTING, }; // inline int State() const { return m_State; } // tick time access inline int PrevGameTick(int Dummy) const { return m_PrevGameTick[Dummy]; } inline int GameTick(int Dummy) const { return m_CurGameTick[Dummy]; } inline int PredGameTick(int Dummy) const { return m_PredTick[Dummy]; } inline float IntraGameTick(int Dummy) const { return m_GameIntraTick[Dummy]; } inline float PredIntraGameTick(int Dummy) const { return m_PredIntraTick[Dummy]; } inline float GameTickTime(int Dummy) const { return m_GameTickTime[Dummy]; } inline int GameTickSpeed() const { return m_GameTickSpeed; } // other time access inline float RenderFrameTime() const { return m_RenderFrameTime; } inline float LocalTime() const { return m_LocalTime; } inline float FrameTimeAvg() const { return m_FrameTimeAvg; } // actions virtual void Connect(const char *pAddress, const char *pPassword = NULL) = 0; virtual void Disconnect() = 0; // dummy virtual void DummyDisconnect(const char *pReason) = 0; virtual void DummyConnect() = 0; virtual bool DummyConnected() = 0; virtual bool DummyConnecting() = 0; virtual void Restart() = 0; virtual void Quit() = 0; virtual const char *DemoPlayer_Play(const char *pFilename, int StorageType) = 0; #if defined(CONF_VIDEORECORDER) virtual const char *DemoPlayer_Render(const char *pFilename, int StorageType, const char *pVideoName, int SpeedIndex) = 0; #endif virtual void DemoRecorder_Start(const char *pFilename, bool WithTimestamp, int Recorder) = 0; virtual void DemoRecorder_HandleAutoStart() = 0; virtual void DemoRecorder_Stop(int Recorder, bool RemoveFile = false) = 0; virtual class IDemoRecorder *DemoRecorder(int Recorder) = 0; virtual void AutoScreenshot_Start() = 0; virtual void AutoStatScreenshot_Start() = 0; virtual void AutoCSV_Start() = 0; virtual void ServerBrowserUpdate() = 0; // gfx virtual void SwitchWindowScreen(int Index) = 0; virtual void ToggleFullscreen() = 0; virtual void ToggleWindowBordered() = 0; virtual void ToggleWindowVSync() = 0; virtual void LoadFont() = 0; virtual void Notify(const char *pTitle, const char *pMessage) = 0; // networking virtual void EnterGame() = 0; // virtual const char *MapDownloadName() = 0; virtual int MapDownloadAmount() = 0; virtual int MapDownloadTotalsize() = 0; // input virtual int *GetInput(int Tick, int IsDummy = 0) = 0; virtual int *GetDirectInput(int Tick, int IsDummy = 0) = 0; // remote console virtual void RconAuth(const char *pUsername, const char *pPassword) = 0; virtual bool RconAuthed() = 0; virtual bool UseTempRconCommands() = 0; virtual void Rcon(const char *pLine) = 0; // server info virtual void GetServerInfo(class CServerInfo *pServerInfo) = 0; virtual int GetPredictionTime() = 0; // snapshot interface enum { SNAP_CURRENT = 0, SNAP_PREV = 1 }; // TODO: Refactor: should redo this a bit i think, too many virtual calls virtual int SnapNumItems(int SnapID) = 0; virtual void *SnapFindItem(int SnapID, int Type, int ID) = 0; virtual void *SnapGetItem(int SnapID, int Index, CSnapItem *pItem) = 0; virtual int SnapItemSize(int SnapID, int Index) = 0; virtual void SnapInvalidateItem(int SnapID, int Index) = 0; virtual void SnapSetStaticsize(int ItemType, int Size) = 0; virtual int SendMsg(CMsgPacker *pMsg, int Flags) = 0; virtual int SendMsgY(CMsgPacker *pMsg, int Flags, int NetClient = 1) = 0; template int SendPackMsg(T *pMsg, int Flags) { CMsgPacker Packer(pMsg->MsgID(), false); if(pMsg->Pack(&Packer)) return -1; return SendMsg(&Packer, Flags); } // virtual const char *PlayerName() = 0; virtual const char *DummyName() = 0; virtual const char *ErrorString() = 0; virtual const char *LatestVersion() = 0; virtual bool ConnectionProblems() = 0; virtual bool SoundInitFailed() = 0; virtual IGraphics::CTextureHandle GetDebugFont() = 0; // TODO: remove this function //DDRace virtual const char *GetCurrentMap() = 0; virtual const char *GetCurrentMapPath() = 0; virtual SHA256_DIGEST GetCurrentMapSha256() = 0; virtual unsigned GetCurrentMapCrc() = 0; virtual int GetCurrentRaceTime() = 0; virtual void RaceRecord_Start(const char *pFilename) = 0; virtual void RaceRecord_Stop() = 0; virtual bool RaceRecord_IsRecording() = 0; virtual void DemoSliceBegin() = 0; virtual void DemoSliceEnd() = 0; virtual void DemoSlice(const char *pDstPath, CLIENTFUNC_FILTER pfnFilter, void *pUser) = 0; virtual void RequestDDNetInfo() = 0; virtual bool EditorHasUnsavedData() = 0; virtual void GenerateTimeoutSeed() = 0; virtual IFriends *Foes() = 0; virtual void GetSmoothTick(int *pSmoothTick, float *pSmoothIntraTick, float MixAmount) = 0; virtual SWarning *GetCurWarning() = 0; }; class IGameClient : public IInterface { MACRO_INTERFACE("gameclient", 0) protected: public: virtual void OnConsoleInit() = 0; virtual void OnRconType(bool UsernameReq) = 0; virtual void OnRconLine(const char *pLine) = 0; virtual void OnInit() = 0; virtual void InvalidateSnapshot() = 0; virtual void OnNewSnapshot() = 0; virtual void OnEnterGame() = 0; virtual void OnShutdown() = 0; virtual void OnRender() = 0; virtual void OnUpdate() = 0; virtual void OnStateChange(int NewState, int OldState) = 0; virtual void OnConnected() = 0; virtual void OnMessage(int MsgID, CUnpacker *pUnpacker, bool IsDummy = 0) = 0; virtual void OnPredict() = 0; virtual void OnActivateEditor() = 0; virtual int OnSnapInput(int *pData, bool Dummy, bool Force) = 0; virtual void OnDummySwap() = 0; virtual void SendDummyInfo(bool Start) = 0; virtual int GetLastRaceTick() = 0; virtual const char *GetItemName(int Type) = 0; virtual const char *Version() = 0; virtual const char *NetVersion() = 0; virtual int DDNetVersion() = 0; virtual const char *DDNetVersionStr() = 0; virtual void OnDummyDisconnect() = 0; virtual void Echo(const char *pString) = 0; virtual bool CanDisplayWarning() = 0; virtual bool IsDisplayingWarning() = 0; }; extern IGameClient *CreateGameClient(); #endif