jedi-academy/code/client/cl_main.cpp
2013-04-23 15:21:39 +10:00

1487 lines
33 KiB
C++

// cl_main.c -- client main loop
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "client.h"
#include "client_ui.h"
#include <limits.h>
#ifdef _IMMERSION
#include "../ff/ff.h"
#include "../ff/cl_ff.h"
#else
#include "fffx.h"
#endif // _IMMERSION
#include "../ghoul2/g2.h"
#include "../RMG/RM_Headers.h"
#ifdef _XBOX
#include "../ui/ui_splash.h"
#ifndef FINAL_BUILD
#include <d3d8perf.h>
#endif
#endif
#define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits
cvar_t *cl_nodelta;
cvar_t *cl_debugMove;
cvar_t *cl_noprint;
cvar_t *cl_timeout;
cvar_t *cl_maxpackets;
cvar_t *cl_packetdup;
cvar_t *cl_timeNudge;
cvar_t *cl_showTimeDelta;
cvar_t *cl_newClock=0;
cvar_t *cl_shownet;
cvar_t *cl_avidemo;
cvar_t *cl_pano;
cvar_t *cl_panoNumShots;
cvar_t *cl_skippingcin;
cvar_t *cl_endcredits;
cvar_t *cl_freelook;
cvar_t *cl_sensitivity;
cvar_t *cl_mouseAccel;
cvar_t *cl_showMouseRate;
cvar_t *cl_VideoQuality;
cvar_t *cl_VidFadeUp; // deliberately kept as "Vid" rather than "Video" so tab-matching matches only VideoQuality
cvar_t *cl_VidFadeDown;
cvar_t *cl_framerate;
cvar_t *m_pitch;
cvar_t *m_yaw;
cvar_t *m_forward;
cvar_t *m_side;
cvar_t *m_filter;
#ifdef _XBOX
//MAP HACK
cvar_t *cl_mapname;
qboolean vidRestartReloadMap = qfalse;
#endif
cvar_t *cl_activeAction;
cvar_t *cl_updateInfoString;
cvar_t *cl_ingameVideo;
cvar_t *cl_thumbStickMode;
clientActive_t cl;
clientConnection_t clc;
clientStatic_t cls;
// Structure containing functions exported from refresh DLL
refexport_t re;
ping_t cl_pinglist[MAX_PINGREQUESTS];
void CL_ShutdownRef( void );
void CL_InitRef( void );
void CL_CheckForResend( void );
/*
=======================================================================
CLIENT RELIABLE COMMAND COMMUNICATION
=======================================================================
*/
/*
======================
CL_AddReliableCommand
The given command will be transmitted to the server, and is gauranteed to
not have future usercmd_t executed before it is executed
======================
*/
void CL_AddReliableCommand( const char *cmd ) {
int index;
// if we would be losing an old command that hasn't been acknowledged,
// we must drop the connection
if ( clc.reliableSequence - clc.reliableAcknowledge > MAX_RELIABLE_COMMANDS ) {
Com_Error( ERR_DROP, "Client command overflow" );
}
clc.reliableSequence++;
index = clc.reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
if ( clc.reliableCommands[ index ] ) {
Z_Free( clc.reliableCommands[ index ] );
}
clc.reliableCommands[ index ] = CopyString( cmd );
}
//======================================================================
/*
==================
CL_NextDemo
Called when a demo or cinematic finishes
If the "nextdemo" cvar is set, that command will be issued
==================
*/
void CL_NextDemo( void ) {
char v[MAX_STRING_CHARS];
Q_strncpyz( v, Cvar_VariableString ("nextdemo"), sizeof(v) );
v[MAX_STRING_CHARS-1] = 0;
Com_DPrintf("CL_NextDemo: %s\n", v );
if (!v[0]) {
return;
}
Cvar_Set ("nextdemo","");
Cbuf_AddText (v);
Cbuf_AddText ("\n");
Cbuf_Execute();
}
//======================================================================
/*
=================
CL_FlushMemory
Called by CL_MapLoading, CL_Connect_f, and CL_ParseGamestate the only
ways a client gets into a game
Also called by Com_Error
=================
*/
void CL_FlushMemory( void ) {
// clear sounds (moved higher up within this func to avoid the odd sound stutter)
S_DisableSounds();
// unload the old VM
CL_ShutdownCGame();
CL_ShutdownUI();
if ( re.Shutdown ) {
re.Shutdown( qfalse ); // don't destroy window or context
}
//rwwFIXMEFIXME: The game server appears to continue running, so clearing common bsp data causes crashing and other bad things
/*
CM_ClearMap();
*/
cls.soundRegistered = qfalse;
cls.rendererStarted = qfalse;
#ifdef _IMMERSION
CL_ShutdownFF();
cls.forceStarted = qfalse;
#endif // _IMMERSION
}
/*
=====================
CL_MapLoading
A local server is starting to load a map, so update the
screen to let the user know about it, then dump all client
memory on the hunk from cgame, ui, and renderer
=====================
*/
void CL_MapLoading( void ) {
if ( !com_cl_running->integer ) {
return;
}
Con_Close();
cls.keyCatchers = 0;
// if we are already connected to the local host, stay connected
if ( cls.state >= CA_CONNECTED && !Q_stricmp( cls.servername, "localhost" ) ) {
cls.state = CA_CONNECTED; // so the connect screen is drawn
memset( cls.updateInfoString, 0, sizeof( cls.updateInfoString ) );
// memset( clc.serverMessage, 0, sizeof( clc.serverMessage ) );
memset( &cl.gameState, 0, sizeof( cl.gameState ) );
clc.lastPacketSentTime = -9999;
SCR_UpdateScreen();
} else {
// clear nextmap so the cinematic shutdown doesn't execute it
Cvar_Set( "nextmap", "" );
#ifdef _XBOX // This was done at E3 time - it's nasty, but we may just keep it.
connstate_t oldState = cls.state;
cls.state = CA_CHALLENGING;
SCR_UpdateScreen();
cls.state = oldState;
#endif
CL_Disconnect();
Q_strncpyz( cls.servername, "localhost", sizeof(cls.servername) );
cls.state = CA_CHALLENGING; // so the connect screen is drawn
cls.keyCatchers = 0;
#ifndef _XBOX
SCR_UpdateScreen();
#endif
clc.connectTime = -RETRANSMIT_TIMEOUT;
NET_StringToAdr( cls.servername, &clc.serverAddress);
// we don't need a challenge on the localhost
CL_CheckForResend();
}
CL_FlushMemory();
}
/*
=====================
CL_ClearState
Called before parsing a gamestate
=====================
*/
void CL_ClearState (void) {
CL_ShutdownCGame();
S_StopAllSounds();
memset( &cl, 0, sizeof( cl ) );
}
/*
=====================
CL_FreeReliableCommands
Wipes all reliableCommands strings from clc
=====================
*/
void CL_FreeReliableCommands( void )
{
// wipe the client connection
for ( int i = 0 ; i < MAX_RELIABLE_COMMANDS ; i++ ) {
if ( clc.reliableCommands[i] ) {
Z_Free( clc.reliableCommands[i] );
clc.reliableCommands[i] = NULL;
}
}
}
/*
=====================
CL_Disconnect
Called when a connection, or cinematic is being terminated.
Goes from a connected state to either a menu state or a console state
Sends a disconnect message to the server
This is also called on Com_Error and Com_Quit, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect( void ) {
if ( !com_cl_running || !com_cl_running->integer ) {
return;
}
#ifdef _XBOX
Cvar_Set("r_norefresh", "0");
#endif
if (cls.uiStarted)
UI_SetActiveMenu( NULL,NULL );
SCR_StopCinematic ();
S_ClearSoundBuffer();
#ifdef _XBOX
// extern qboolean RE_RegisterImages_LevelLoadEnd(void);
// RE_RegisterImages_LevelLoadEnd();
R_DeleteTextures();
#endif
// send a disconnect message to the server
// send it a few times in case one is dropped
if ( cls.state >= CA_CONNECTED ) {
CL_AddReliableCommand( "disconnect" );
CL_WritePacket();
CL_WritePacket();
CL_WritePacket();
}
CL_ClearState ();
CL_FreeReliableCommands();
extern void CL_FreeServerCommands(void);
CL_FreeServerCommands();
memset( &clc, 0, sizeof( clc ) );
cls.state = CA_DISCONNECTED;
// allow cheats locally
Cvar_Set( "timescale", "1" );//jic we were skipping
Cvar_Set( "skippingCinematic", "0" );//jic we were skipping
}
/*
===================
CL_ForwardCommandToServer
adds the current command line as a clientCommand
things like godmode, noclip, etc, are commands directed to the server,
so when they are typed in at the console, they will need to be forwarded.
===================
*/
void CL_ForwardCommandToServer( void ) {
char *cmd;
char string[MAX_STRING_CHARS];
cmd = Cmd_Argv(0);
// ignore key up commands
if ( cmd[0] == '-' ) {
return;
}
if ( cls.state != CA_ACTIVE || cmd[0] == '+' ) {
Com_Printf ("Unknown command \"%s\"\n", cmd);
return;
}
if ( Cmd_Argc() > 1 ) {
Com_sprintf( string, sizeof(string), "%s %s", cmd, Cmd_Args() );
} else {
Q_strncpyz( string, cmd, sizeof(string) );
}
CL_AddReliableCommand( string );
}
/*
======================================================================
CONSOLE COMMANDS
======================================================================
*/
/*
==================
CL_ForwardToServer_f
==================
*/
void CL_ForwardToServer_f( void ) {
if ( cls.state != CA_ACTIVE ) {
Com_Printf ("Not connected to a server.\n");
return;
}
// don't forward the first argument
if ( Cmd_Argc() > 1 ) {
CL_AddReliableCommand( Cmd_Args() );
}
}
/*
==================
CL_Disconnect_f
==================
*/
void CL_Disconnect_f( void ) {
SCR_StopCinematic();
//FIXME:
// TA codebase added additional CA_CINEMATIC check below, presumably so they could play cinematics
// in the menus when disconnected, although having the SCR_StopCinematic() call above is weird.
// Either there's a bug, or the new version of that function conditionally-doesn't stop cinematics...
//
if ( cls.state != CA_DISCONNECTED && cls.state != CA_CINEMATIC ) {
Com_Error (ERR_DISCONNECT, "Disconnected from server");
}
}
/*
=================
CL_Vid_Restart_f
Restart the video subsystem
=================
*/
void CL_Vid_Restart_f( void ) {
S_StopAllSounds(); // don't let them loop during the restart
S_BeginRegistration(); // all sound handles are now invalid
CL_ShutdownRef();
CL_ShutdownUI();
CL_ShutdownCGame();
//rww - sof2mp does this here, but it seems to cause problems in this codebase.
// CM_ClearMap();
CL_InitRef();
cls.rendererStarted = qfalse;
cls.uiStarted = qfalse;
cls.cgameStarted = qfalse;
cls.soundRegistered = qfalse;
#ifdef _IMMERSION
CL_ShutdownFF();
cls.forceStarted = qfalse;
#endif // _IMMERSION
#ifdef _XBOX
vidRestartReloadMap = qtrue;
#endif
// unpause so the cgame definately gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
}
/*
=================
CL_Snd_Restart_f
Restart the sound subsystem
The cgame and game must also be forced to restart because
handles will be invalid
=================
*/
void CL_Snd_Restart_f( void ) {
S_Shutdown();
S_Init();
// CL_Vid_Restart_f();
extern qboolean s_soundMuted;
s_soundMuted = qfalse; // we can play again
S_RestartMusic();
extern void S_ReloadAllUsedSounds(void);
S_ReloadAllUsedSounds();
extern void AS_ParseSets(void);
AS_ParseSets();
}
#ifdef _IMMERSION
/*
=================
CL_FF_Restart_f
=================
*/
void CL_FF_Restart_f( void ) {
if ( FF_IsInitialized() )
{
// Apply cvar changes w/o losing registered effects
// Allows changing devices in-game without restarting the map
if ( !FF_Init() )
FF_Shutdown(); // error (shouldn't happen)
}
else if ( cls.state >= CA_PRIMED ) // maybe > CA_DISCONNECTED
{
// Restart map or menu
CL_Vid_Restart_f();
}
else if ( cls.uiStarted )
{
// Restart menu
CL_ShutdownUI();
cls.forceStarted = qfalse;
}
}
#endif // _IMMERSION
/*
==================
CL_Configstrings_f
==================
*/
void CL_Configstrings_f( void ) {
int i;
int ofs;
if ( cls.state != CA_ACTIVE ) {
Com_Printf( "Not connected to a server.\n");
return;
}
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
ofs = cl.gameState.stringOffsets[ i ];
if ( !ofs ) {
continue;
}
Com_Printf( "%4i: %s\n", i, cl.gameState.stringData + ofs );
}
}
/*
==============
CL_Clientinfo_f
==============
*/
void CL_Clientinfo_f( void ) {
Com_Printf( "--------- Client Information ---------\n" );
Com_Printf( "state: %i\n", cls.state );
Com_Printf( "Server: %s\n", cls.servername );
Com_Printf ("User info settings:\n");
Info_Print( Cvar_InfoString( CVAR_USERINFO ) );
Com_Printf( "--------------------------------------\n" );
}
//====================================================================
void UI_UpdateConnectionString( char *string );
/*
=================
CL_CheckForResend
Resend a connect message if the last one has timed out
=================
*/
void CL_CheckForResend( void ) {
int port;
char info[MAX_INFO_STRING];
// if ( cls.state == CA_CINEMATIC )
if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())
{
return;
}
// resend if we haven't gotten a reply yet
if ( cls.state < CA_CONNECTING || cls.state > CA_CHALLENGING ) {
return;
}
if ( cls.realtime - clc.connectTime < RETRANSMIT_TIMEOUT ) {
return;
}
clc.connectTime = cls.realtime; // for retransmit requests
clc.connectPacketCount++;
// requesting a challenge
switch ( cls.state ) {
case CA_CONNECTING:
UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );
NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "getchallenge");
break;
case CA_CHALLENGING:
// sending back the challenge
port = Cvar_VariableIntegerValue("qport");
UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );
Q_strncpyz( info, Cvar_InfoString( CVAR_USERINFO ), sizeof( info ) );
Info_SetValueForKey( info, "protocol", va("%i", PROTOCOL_VERSION ) );
Info_SetValueForKey( info, "qport", va("%i", port ) );
Info_SetValueForKey( info, "challenge", va("%i", clc.challenge ) );
NET_OutOfBandPrint( NS_CLIENT, clc.serverAddress, "connect \"%s\"", info );
// the most current userinfo has been sent, so watch for any
// newer changes to userinfo variables
cvar_modifiedFlags &= ~CVAR_USERINFO;
break;
default:
Com_Error( ERR_FATAL, "CL_CheckForResend: bad cls.state" );
}
}
/*
===================
CL_DisconnectPacket
Sometimes the server can drop the client and the netchan based
disconnect can be lost. If the client continues to send packets
to the server, the server will send out of band disconnect packets
to the client so it doesn't have to wait for the full timeout period.
===================
*/
void CL_DisconnectPacket( netadr_t from ) {
if ( cls.state != CA_ACTIVE ) {
return;
}
// if not from our server, ignore it
if ( !NET_CompareAdr( from, clc.netchan.remoteAddress ) ) {
return;
}
// if we have received packets within three seconds, ignore it
// (it might be a malicious spoof)
if ( cls.realtime - clc.lastPacketTime < 3000 ) {
return;
}
// drop the connection (FIXME: connection dropped dialog)
Com_Printf( "Server disconnected for unknown reason\n" );
CL_Disconnect();
}
/*
=================
CL_ConnectionlessPacket
Responses to broadcasts, etc
=================
*/
void CL_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
char *s;
char *c;
MSG_BeginReading( msg );
MSG_ReadLong( msg ); // skip the -1
s = MSG_ReadStringLine( msg );
Cmd_TokenizeString( s );
c = Cmd_Argv(0);
Com_DPrintf ("CL packet %s: %s\n", NET_AdrToString(from), c);
// challenge from the server we are connecting to
if ( !strcmp(c, "challengeResponse") ) {
if ( cls.state != CA_CONNECTING ) {
Com_Printf( "Unwanted challenge response received. Ignored.\n" );
} else {
// start sending challenge repsonse instead of challenge request packets
clc.challenge = atoi(Cmd_Argv(1));
cls.state = CA_CHALLENGING;
clc.connectPacketCount = 0;
clc.connectTime = -99999;
// take this address as the new server address. This allows
// a server proxy to hand off connections to multiple servers
clc.serverAddress = from;
}
return;
}
// server connection
if ( !strcmp(c, "connectResponse") ) {
if ( cls.state >= CA_CONNECTED ) {
Com_Printf ("Dup connect received. Ignored.\n");
return;
}
if ( cls.state != CA_CHALLENGING ) {
Com_Printf ("connectResponse packet while not connecting. Ignored.\n");
return;
}
if ( !NET_CompareBaseAdr( from, clc.serverAddress ) ) {
Com_Printf( "connectResponse from a different address. Ignored.\n" );
Com_Printf( "%s should have been %s\n", NET_AdrToString( from ),
NET_AdrToString( clc.serverAddress ) );
return;
}
Netchan_Setup (NS_CLIENT, &clc.netchan, from, Cvar_VariableIntegerValue( "qport" ) );
cls.state = CA_CONNECTED;
clc.lastPacketSentTime = -9999; // send first packet immediately
return;
}
// a disconnect message from the server, which will happen if the server
// dropped the connection but it is still getting packets from us
if (!strcmp(c, "disconnect")) {
CL_DisconnectPacket( from );
return;
}
// echo request from server
if ( !strcmp(c, "echo") ) {
NET_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv(1) );
return;
}
// print request from server
if ( !strcmp(c, "print") ) {
s = MSG_ReadString( msg );
UI_UpdateConnectionMessageString( s );
Com_Printf( "%s", s );
return;
}
Com_DPrintf ("Unknown connectionless packet command.\n");
}
/*
=================
CL_PacketEvent
A packet has arrived from the main event loop
=================
*/
void CL_PacketEvent( netadr_t from, msg_t *msg ) {
int headerBytes;
clc.lastPacketTime = cls.realtime;
if ( msg->cursize >= 4 && *(int *)msg->data == -1 ) {
CL_ConnectionlessPacket( from, msg );
return;
}
if ( cls.state < CA_CONNECTED ) {
return; // can't be a valid sequenced packet
}
if ( msg->cursize < 8 ) {
Com_Printf ("%s: Runt packet\n",NET_AdrToString( from ));
return;
}
//
// packet from server
//
if ( !NET_CompareAdr( from, clc.netchan.remoteAddress ) ) {
Com_DPrintf ("%s:sequenced packet without connection\n"
,NET_AdrToString( from ) );
// FIXME: send a client disconnect?
return;
}
if (!Netchan_Process( &clc.netchan, msg) ) {
return; // out of order, duplicated, etc
}
// the header is different lengths for reliable and unreliable messages
headerBytes = msg->readcount;
clc.lastPacketTime = cls.realtime;
CL_ParseServerMessage( msg );
}
/*
==================
CL_CheckTimeout
==================
*/
void CL_CheckTimeout( void ) {
//
// check timeout
//
if ( ( !cl_paused->integer || !sv_paused->integer )
// && cls.state >= CA_CONNECTED && cls.state != CA_CINEMATIC
&& cls.state >= CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic())
&& cls.realtime - clc.lastPacketTime > cl_timeout->value*1000) {
if (++cl.timeoutcount > 5) { // timeoutcount saves debugger
Com_Printf ("\nServer connection timed out.\n");
CL_Disconnect ();
return;
}
} else {
cl.timeoutcount = 0;
}
}
//============================================================================
/*
==================
CL_CheckUserinfo
==================
*/
void CL_CheckUserinfo( void ) {
if ( cls.state < CA_CHALLENGING ) {
return;
}
// send a reliable userinfo update if needed
if ( cvar_modifiedFlags & CVAR_USERINFO ) {
cvar_modifiedFlags &= ~CVAR_USERINFO;
CL_AddReliableCommand( va("userinfo \"%s\"", Cvar_InfoString( CVAR_USERINFO ) ) );
}
}
/*
==================
CL_Frame
==================
*/
extern cvar_t *cl_newClock;
static unsigned int frameCount;
float avgFrametime=0.0;
void CL_Frame ( int msec,float fractionMsec ) {
if ( !com_cl_running->integer ) {
return;
}
// load the ref / cgame if needed
CL_StartHunkUsers();
#if defined (_XBOX)// && !defined(_DEBUG)
// Play the intro movies once
static bool firstRun = true;
if(firstRun)
{
// SP_DoLicense();
SP_DisplayLogos();
}
#endif
#if defined (_XBOX) //xbox doesn't load ui in StartHunkUsers, so check it here
// load ui if needed
if ( !cls.uiStarted && cls.state != CA_CINEMATIC) {
cls.uiStarted = qtrue;
SCR_StopCinematic();
CL_InitUI();
}
#endif
if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
&& !com_sv_running->integer ) {
// if disconnected, bring up the menu
if (!CL_CheckPendingCinematic()) // this avoid having the menu flash for one frame before pending cinematics
{
#ifdef _XBOX
if (firstRun)
{
UI_SetActiveMenu("splashMenu", NULL);
}
else
#endif
UI_SetActiveMenu( "mainMenu",NULL );
}
}
#ifdef _XBOX
firstRun = false;
#endif
// if recording an avi, lock to a fixed fps
if ( cl_avidemo->integer ) {
// save the current screen
if ( cls.state == CA_ACTIVE ) {
if (cl_avidemo->integer > 0) {
Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
} else {
Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
}
}
// fixed time for next frame
if (cl_avidemo->integer > 0) {
msec = 1000 / cl_avidemo->integer;
} else {
msec = 1000 / -cl_avidemo->integer;
}
}
// save the msec before checking pause
cls.realFrametime = msec;
// decide the simulation time
cls.frametime = msec;
if(cl_framerate->integer)
{
avgFrametime+=msec;
char mess[256];
if(!(frameCount&0x1f))
{
sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
// OutputDebugString(mess);
Com_Printf(mess);
avgFrametime=0.0f;
}
frameCount++;
}
cls.frametimeFraction=fractionMsec;
cls.realtime += msec;
cls.realtimeFraction+=fractionMsec;
if (cls.realtimeFraction>=1.0f)
{
if (cl_newClock&&cl_newClock->integer)
{
cls.realtime++;
}
cls.realtimeFraction-=1.0f;
}
#ifndef _XBOX
if ( cl_timegraph->integer ) {
SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
}
#endif
#ifdef _XBOX
//Check on the hot swappable button states.
CL_UpdateHotSwap();
#endif
// see if we need to update any userinfo
CL_CheckUserinfo();
// if we haven't gotten a packet in a long time,
// drop the connection
CL_CheckTimeout();
// send intentions now
CL_SendCmd();
// resend a connection request if necessary
CL_CheckForResend();
// decide on the serverTime to render
CL_SetCGameTime();
if (cl_pano->integer && cls.state == CA_ACTIVE) { //grab some panoramic shots
int i = 1;
int pref = cl_pano->integer;
int oldnoprint = cl_noprint->integer;
Con_Close();
cl_noprint->integer = 1; //hide the screen shot msgs
for (; i <= cl_panoNumShots->integer; i++) {
Cvar_SetValue( "pano", i );
SCR_UpdateScreen();// update the screen
Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) ); //grab this screen
}
Cvar_SetValue( "pano", 0 ); //done
cl_noprint->integer = oldnoprint;
}
if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
if (cl_skippingcin->modified){
S_StopSounds(); //kill em all but music
cl_skippingcin->modified=qfalse;
Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING"));
SCR_UpdateScreen();
}
} else {
// update the screen
SCR_UpdateScreen();
#if defined(_XBOX) && !defined(FINAL_BUILD)
if (D3DPERF_QueryRepeatFrame())
SCR_UpdateScreen();
#endif
}
// update audio
S_Update();
#ifdef _IMMERSION
FF_Update();
#endif // _IMMERSION
// advance local effects for next frame
SCR_RunCinematic();
Con_RunConsole();
cls.framecount++;
}
//============================================================================
/*
================
VID_Printf
DLL glue
================
*/
#define MAXPRINTMSG 4096
void VID_Printf (int print_level, const char *fmt, ...)
{
va_list argptr;
char msg[MAXPRINTMSG];
va_start (argptr,fmt);
vsprintf (msg,fmt,argptr);
va_end (argptr);
if ( print_level == PRINT_ALL ) {
Com_Printf ("%s", msg);
} else if ( print_level == PRINT_WARNING ) {
Com_Printf (S_COLOR_YELLOW "%s", msg); // yellow
} else if ( print_level == PRINT_DEVELOPER ) {
Com_DPrintf (S_COLOR_RED"%s", msg);
}
}
/*
============
CL_ShutdownRef
============
*/
void CL_ShutdownRef( void ) {
if ( !re.Shutdown ) {
return;
}
re.Shutdown( qtrue );
memset( &re, 0, sizeof( re ) );
}
/*
============================
CL_StartSound
Convenience function for the sound system to be started
REALLY early on Xbox, helps with memory fragmentation.
============================
*/
void CL_StartSound( void ) {
if ( !cls.soundStarted ) {
cls.soundStarted = qtrue;
S_Init();
}
if ( !cls.soundRegistered ) {
cls.soundRegistered = qtrue;
S_BeginRegistration();
}
}
/*
============================
CL_StartHunkUsers
After the server has cleared the hunk, these will need to be restarted
This is the only place that any of these functions are called from
============================
*/
void CL_StartHunkUsers( void ) {
if ( !com_cl_running->integer ) {
return;
}
if ( !cls.rendererStarted ) {
#ifdef _XBOX
//if ((!com_sv_running->integer || com_errorEntered) && !vidRestartReloadMap)
//{
// // free up some memory
// extern void SV_ClearLastLevel(void);
// SV_ClearLastLevel();
//}
#endif
cls.rendererStarted = qtrue;
re.BeginRegistration( &cls.glconfig );
// load character sets
// cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" );
cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" );
cls.whiteShader = re.RegisterShader( "white" );
cls.consoleShader = re.RegisterShader( "console" );
g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2;
kg.g_consoleField.widthInChars = g_console_field_width;
#ifndef _IMMERSION
//-------
// The latest Immersion Force Feedback system initializes here, not through
// win32 input system. Therefore, the window handle is valid :)
//-------
// now that the renderer has started up we know that the global hWnd is now valid,
// so we can now go ahead and (re)setup the input stuff that needs hWnds for DI...
// (especially Force feedback)...
//
static qboolean bOnceOnly = qfalse; // only do once, not every renderer re-start
if (!bOnceOnly)
{
bOnceOnly = qtrue;
extern void Sys_In_Restart_f( void );
Sys_In_Restart_f();
}
#ifdef _XBOX
if (vidRestartReloadMap)
{
int checksum;
CM_LoadMap(va("maps/%s.bsp", cl_mapname->string), qfalse, &checksum);
RE_LoadWorldMap(va("maps/%s.bsp", cl_mapname->string));
vidRestartReloadMap = qfalse;
}
#endif // _XBOX
#endif // _IMMERSION
}
if ( !cls.soundStarted ) {
cls.soundStarted = qtrue;
S_Init();
}
if ( !cls.soundRegistered ) {
cls.soundRegistered = qtrue;
S_BeginRegistration();
}
#ifdef _IMMERSION
if ( !cls.forceStarted ) {
cls.forceStarted = qtrue;
CL_InitFF();
}
#endif // _IMMERSION
#if !defined (_XBOX) //i guess xbox doesn't want the ui loaded all the time?
//we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads
if ( !cls.uiStarted ) {
cls.uiStarted = qtrue;
CL_InitUI();
}
#endif
// if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) )
{
cls.cgameStarted = qtrue;
CL_InitCGame();
}
}
/*
============
CL_InitRef
============
*/
void CL_InitRef( void ) {
refexport_t *ret;
Com_Printf( "----- Initializing Renderer ----\n" );
// cinematic stuff
ret = GetRefAPI( REF_API_VERSION );
Com_Printf( "-------------------------------\n");
if ( !ret ) {
Com_Error (ERR_FATAL, "Couldn't initialize refresh" );
}
re = *ret;
// unpause so the cgame definately gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
}
//===========================================================================================
/*
====================
CL_Init
====================
*/
void CL_Init( void ) {
Com_Printf( "----- Client Initialization -----\n" );
Con_Init ();
CL_ClearState ();
cls.state = CA_DISCONNECTED; // no longer CA_UNINITIALIZED
cls.keyCatchers = KEYCATCH_CONSOLE;
cls.realtime = 0;
cls.realtimeFraction=0.0f; // fraction of a msec accumulated
CL_InitInput ();
#ifndef _XBOX // No terrain on Xbox
RM_InitTerrain();
#endif
//
// register our variables
//
cl_noprint = Cvar_Get( "cl_noprint", "0", 0 );
cl_timeout = Cvar_Get ("cl_timeout", "125", 0);
cl_timeNudge = Cvar_Get ("cl_timeNudge", "0", CVAR_TEMP );
cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_TEMP );
cl_showTimeDelta = Cvar_Get ("cl_showTimeDelta", "0", CVAR_TEMP );
cl_newClock = Cvar_Get ("cl_newClock", "1", 0);
cl_activeAction = Cvar_Get( "activeAction", "", CVAR_TEMP );
cl_avidemo = Cvar_Get ("cl_avidemo", "0", 0);
cl_pano = Cvar_Get ("pano", "0", 0);
cl_panoNumShots= Cvar_Get ("panoNumShots", "10", CVAR_ARCHIVE);
cl_skippingcin = Cvar_Get ("skippingCinematic", "0", CVAR_ROM);
cl_endcredits = Cvar_Get ("cg_endcredits", "0", 0);
cl_yawspeed = Cvar_Get ("cl_yawspeed", "140", CVAR_ARCHIVE);
cl_pitchspeed = Cvar_Get ("cl_pitchspeed", "140", CVAR_ARCHIVE);
cl_anglespeedkey = Cvar_Get ("cl_anglespeedkey", "1.5", CVAR_ARCHIVE);
cl_maxpackets = Cvar_Get ("cl_maxpackets", "30", CVAR_ARCHIVE );
cl_packetdup = Cvar_Get ("cl_packetdup", "1", CVAR_ARCHIVE );
cl_run = Cvar_Get ("cl_run", "1", CVAR_ARCHIVE);
cl_sensitivity = Cvar_Get ("sensitivity", "5", CVAR_ARCHIVE);
cl_mouseAccel = Cvar_Get ("cl_mouseAccel", "0", CVAR_ARCHIVE);
cl_freelook = Cvar_Get( "cl_freelook", "1", CVAR_ARCHIVE );
cl_showMouseRate = Cvar_Get ("cl_showmouserate", "0", 0);
cl_ingameVideo = Cvar_Get ("cl_ingameVideo", "1", CVAR_ARCHIVE);
cl_VideoQuality = Cvar_Get ("cl_VideoQuality", "0", CVAR_ARCHIVE);
cl_VidFadeUp = Cvar_Get ("cl_VidFadeUp", "1", CVAR_TEMP);
cl_VidFadeDown = Cvar_Get ("cl_VidFadeDown", "1", CVAR_TEMP);
cl_framerate = Cvar_Get ("cl_framerate", "0", CVAR_TEMP);
cl_thumbStickMode = Cvar_Get ("ui_thumbStickMode", "0", CVAR_ARCHIVE);
// init autoswitch so the ui will have it correctly even
// if the cgame hasn't been started
Cvar_Get ("cg_autoswitch", "1", CVAR_ARCHIVE);
m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE);
m_yaw = Cvar_Get ("m_yaw", "0.022", CVAR_ARCHIVE);
m_forward = Cvar_Get ("m_forward", "0.25", CVAR_ARCHIVE);
m_side = Cvar_Get ("m_side", "0.25", CVAR_ARCHIVE);
m_filter = Cvar_Get ("m_filter", "0", CVAR_ARCHIVE);
#ifdef _XBOX
cl_mapname = Cvar_Get ("cl_mapname", "t3_bounty", CVAR_TEMP);
#endif
cl_updateInfoString = Cvar_Get( "cl_updateInfoString", "", CVAR_ROM );
// userinfo
Cvar_Get ("name", "Jaden", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("snaps", "20", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("sex", "f", CVAR_USERINFO | CVAR_ARCHIVE | CVAR_SAVEGAME | CVAR_NORESTART );
Cvar_Get ("snd", "jaden_fmle", CVAR_USERINFO | CVAR_ARCHIVE | CVAR_SAVEGAME | CVAR_NORESTART );//UI_SetSexandSoundForModel changes to match sounds.cfg for model
Cvar_Get ("handicap", "100", CVAR_USERINFO | CVAR_SAVEGAME | CVAR_NORESTART);
//
// register our commands
//
Cmd_AddCommand ("cmd", CL_ForwardToServer_f);
Cmd_AddCommand ("configstrings", CL_Configstrings_f);
Cmd_AddCommand ("clientinfo", CL_Clientinfo_f);
Cmd_AddCommand ("snd_restart", CL_Snd_Restart_f);
Cmd_AddCommand ("vid_restart", CL_Vid_Restart_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
Cmd_AddCommand ("cinematic", CL_PlayCinematic_f);
Cmd_AddCommand ("ingamecinematic", CL_PlayInGameCinematic_f);
Cmd_AddCommand ("uimenu", CL_GenericMenu_f);
Cmd_AddCommand ("datapad", CL_DataPad_f);
Cmd_AddCommand ("endscreendissolve", CL_EndScreenDissolve_f);
#ifdef _IMMERSION
Cmd_AddCommand ("ff_restart", CL_FF_Restart_f);
#endif // _IMMERSION
CL_InitRef();
CL_StartHunkUsers();
SCR_Init ();
Cbuf_Execute ();
Cvar_Set( "cl_running", "1" );
#ifdef _XBOX
Com_Printf( "Initializing Cinematics...\n");
CIN_Init();
#endif
Com_Printf( "----- Client Initialization Complete -----\n" );
}
/*
===============
CL_Shutdown
===============
*/
void CL_Shutdown( void ) {
static qboolean recursive = qfalse;
if ( !com_cl_running || !com_cl_running->integer ) {
return;
}
Com_Printf( "----- CL_Shutdown -----\n" );
if ( recursive ) {
printf ("recursive shutdown\n");
return;
}
recursive = qtrue;
CL_ShutdownUI();
CL_Disconnect();
S_Shutdown();
CL_ShutdownRef();
#ifdef _IMMERSION
CL_ShutdownFF();
#endif // _IMMERSION
Cmd_RemoveCommand ("cmd");
Cmd_RemoveCommand ("configstrings");
Cmd_RemoveCommand ("clientinfo");
Cmd_RemoveCommand ("snd_restart");
Cmd_RemoveCommand ("vid_restart");
Cmd_RemoveCommand ("disconnect");
Cmd_RemoveCommand ("cinematic");
Cmd_RemoveCommand ("ingamecinematic");
Cmd_RemoveCommand ("pause");
Cvar_Set( "cl_running", "0" );
recursive = qfalse;
memset( &cls, 0, sizeof( cls ) );
Com_Printf( "-----------------------\n" );
}
/*
==================
CL_GetPing
==================
*/
void CL_GetPing( int n, char *adrstr, int *pingtime )
{
const char* str;
int time;
if (!cl_pinglist[n].adr.port)
{
// empty slot
adrstr[0] = '\0';
*pingtime = 0;
return;
}
str = NET_AdrToString( cl_pinglist[n].adr );
strcpy( adrstr, str );
time = cl_pinglist[n].time;
if (!time)
{
// check for timeout
time = cls.realtime - cl_pinglist[n].start;
if (time < 500)
{
// not timed out yet
time = 0;
}
}
*pingtime = time;
}
/*
==================
CL_ClearPing
==================
*/
void CL_ClearPing( int n )
{
if (n < 0 || n >= MAX_PINGREQUESTS)
return;
cl_pinglist[n].adr.port = 0;
}
/*
==================
CL_GetPingQueueCount
==================
*/
int CL_GetPingQueueCount( void )
{
int i;
int count;
ping_t* pingptr;
count = 0;
pingptr = cl_pinglist;
for (i=0; i<MAX_PINGREQUESTS; i++, pingptr++ )
if (pingptr->adr.port)
count++;
return (count);
}
/*
==================
CL_GetFreePing
==================
*/
ping_t* CL_GetFreePing( void )
{
ping_t* pingptr;
ping_t* best;
int oldest;
int i;
int time;
pingptr = cl_pinglist;
for (i=0; i<MAX_PINGREQUESTS; i++, pingptr++ )
{
// find free ping slot
if (pingptr->adr.port)
{
if (!pingptr->time)
{
if (cls.realtime - pingptr->start < 500)
{
// still waiting for response
continue;
}
}
else if (pingptr->time < 500)
{
// results have not been queried
continue;
}
}
// clear it
pingptr->adr.port = 0;
return (pingptr);
}
// use oldest entry
pingptr = cl_pinglist;
best = cl_pinglist;
oldest = INT_MIN;
for (i=0; i<MAX_PINGREQUESTS; i++, pingptr++ )
{
// scan for oldest
time = cls.realtime - pingptr->start;
if (time > oldest)
{
oldest = time;
best = pingptr;
}
}
return (best);
}