quakeforge/nq/source/cl_main.c
Bill Currie d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00

594 lines
13 KiB
C

/*
cl_main.c
entity parsing and management
Copyright (C) 1996-1997 Id Software, Inc.
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/cbuf.h"
#include "QF/cdaudio.h"
#include "QF/cmd.h"
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/input.h"
#include "QF/joystick.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/plist.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/plugin/console.h"
#include "QF/plugin/vid_render.h"
#include "QF/scene/entity.h"
#include "QF/scene/scene.h"
#include "compat.h"
#include "sbar.h"
#include "client/chase.h"
#include "client/particles.h"
#include "client/temp_entities.h"
#include "client/world.h"
#include "nq/include/cl_skin.h"
#include "nq/include/client.h"
#include "nq/include/host.h"
#include "nq/include/host.h"
#include "nq/include/server.h"
CLIENT_PLUGIN_PROTOS
static plugin_list_t client_plugin_list[] = {
CLIENT_PLUGIN_LIST
};
// these two are not intended to be set directly
cvar_t *cl_name;
cvar_t *cl_color;
cvar_t *cl_writecfg;
cvar_t *cl_shownet;
cvar_t *cl_nolerp;
cvar_t *hud_fps;
cvar_t *hud_time;
int fps_count;
client_static_t cls;
client_state_t cl;
/*
CL_WriteConfiguration
Writes key bindings and archived cvars to config.cfg
*/
static void
CL_WriteConfiguration (void)
{
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
if (host_initialized && !isDedicated && cl_writecfg->int_val) {
plitem_t *config = PL_NewDictionary (0); //FIXME hashlinks
Cvar_SaveConfig (config);
IN_SaveConfig (config);
const char *path = va (0, "%s/quakeforge.cfg", qfs_gamedir->dir.def);
QFile *f = QFS_WOpen (path, 0);
if (!f) {
Sys_Printf ("Couldn't write quakeforge.cfg.\n");
} else {
char *cfg = PL_WritePropertyList (config);
Qputs (f, cfg);
free (cfg);
Qclose (f);
}
PL_Free (config);
}
}
int
CL_ReadConfiguration (const char *cfg_name)
{
QFile *cfg_file = QFS_FOpenFile (cfg_name);
if (!cfg_file) {
return 0;
}
size_t len = Qfilesize (cfg_file);
char *cfg = malloc (len + 1);
Qread (cfg_file, cfg, len);
cfg[len] = 0;
Qclose (cfg_file);
plitem_t *config = PL_GetPropertyList (cfg, 0); // FIXME hashlinks
if (!config) {
return 0;
}
Cvar_LoadConfig (config);
IN_LoadConfig (config);
PL_Free (config);
return 1;
}
static void
CL_Shutdown (void *data)
{
CL_WriteConfiguration ();
}
void
CL_ClearMemory (void)
{
VID_ClearMemory ();
if (r_data)
r_data->force_fullscreen = 0;
}
void
CL_InitCvars (void)
{
VID_Init_Cvars ();
IN_Init_Cvars ();
Mod_Init_Cvars ();
S_Init_Cvars ();
CL_Demo_Init ();
CL_Init_Input_Cvars ();
Chase_Init_Cvars ();
V_Init_Cvars ();
cl_name = Cvar_Get ("_cl_name", "player", CVAR_ARCHIVE, NULL,
"Player name");
cl_color = Cvar_Get ("_cl_color", "0", CVAR_ARCHIVE, NULL, "Player color");
cl_writecfg = Cvar_Get ("cl_writecfg", "1", CVAR_NONE, NULL,
"write config files?");
cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_NONE, NULL,
"show network packets. 0=off, 1=basic, 2=verbose");
cl_nolerp = Cvar_Get ("cl_nolerp", "0", CVAR_NONE, NULL,
"linear motion interpolation");
hud_fps = Cvar_Get ("hud_fps", "0", CVAR_ARCHIVE, NULL,
"display realtime frames per second");
Cvar_MakeAlias ("show_fps", hud_fps);
hud_time = Cvar_Get ("hud_time", "0", CVAR_ARCHIVE, NULL,
"display the current time");
}
void
CL_ClearState (void)
{
if (!sv.active)
Host_ClearMemory ();
if (cl.viewstate.weapon_entity) {
Scene_DestroyEntity (cl_world.scene, cl.viewstate.weapon_entity);
}
if (cl.players) {
int i;
for (i = 0; i < cl.maxclients; i++)
Info_Destroy (cl.players[i].userinfo);
}
// wipe the entire cl structure
__auto_type cam = cl.viewstate.camera_transform;
memset (&cl, 0, sizeof (cl));
cl.viewstate.camera_transform = cam;
cl.viewstate.player_origin = (vec4f_t) {0, 0, 0, 1};
cl.viewstate.chase = 1;
cl.viewstate.chasestate = &cl.chasestate;
cl.chasestate.viewstate = &cl.viewstate;
cl.watervis = 1;
r_data->force_fullscreen = 0;
r_data->lightstyle = cl.lightstyle;
SZ_Clear (&cls.message);
CL_ClearTEnts ();
r_funcs->R_ClearState ();
CL_ClearEnts ();
cl.viewstate.weapon_entity = Scene_CreateEntity (cl_world.scene);
CL_Init_Entity (cl.viewstate.weapon_entity);
r_data->view_model = cl.viewstate.weapon_entity;
}
/*
CL_StopCshifts
Cleans the Cshifts, so your screen doesn't stay red after a timedemo :)
*/
static void
CL_StopCshifts (void)
{
int i;
for (i = 0; i < NUM_CSHIFTS; i++)
cl.viewstate.cshifts[i].percent = 0;
for (i = 0; i < MAX_CL_STATS; i++)
cl.stats[i] = 0;
}
/*
CL_Disconnect
Sends a disconnect message to the server
This is also called on Host_Error, so it shouldn't cause any errors
*/
void
CL_Disconnect (void)
{
// stop sounds (especially looping!)
S_StopAllSounds ();
// Clean the Cshifts
CL_StopCshifts ();
// bring the console down and fade the colors back to normal
// SCR_BringDownConsole ();
// if running a local server, shut it down
if (cls.demoplayback)
CL_StopPlayback ();
else if (cls.state >= ca_connected) {
if (cls.demorecording)
CL_StopRecording ();
Sys_MaskPrintf (SYS_dev, "Sending clc_disconnect\n");
SZ_Clear (&cls.message);
MSG_WriteByte (&cls.message, clc_disconnect);
NET_SendUnreliableMessage (cls.netcon, &cls.message);
SZ_Clear (&cls.message);
NET_Close (cls.netcon);
CL_SetState (ca_disconnected);
if (sv.active)
Host_ShutdownServer (false);
}
cl_world.worldmodel = NULL;
cl.intermission = 0;
cl.viewstate.intermission = 0;
}
void
CL_Disconnect_f (void)
{
CL_Disconnect ();
if (sv.active)
Host_ShutdownServer (false);
}
/*
CL_EstablishConnection
Host should be either "local" or a net address to be passed on
*/
void
CL_EstablishConnection (const char *host)
{
if (cls.state == ca_dedicated)
return;
if (cls.demoplayback)
return;
CL_Disconnect ();
cls.netcon = NET_Connect (host);
if (!cls.netcon)
Host_Error ("CL_Connect: connect failed\n");
Sys_MaskPrintf (SYS_dev, "CL_EstablishConnection: connected to %s\n",
host);
cls.demonum = -1; // not in the demo loop now
CL_SetState (ca_connected);
}
/*
CL_SignonReply
An svc_signonnum has been received, perform a client side setup
*/
void
CL_SignonReply (void)
{
Sys_MaskPrintf (SYS_dev, "CL_SignonReply: %i\n", cls.signon);
switch (cls.signon) {
case so_none:
break;
case so_prespawn:
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "prespawn");
break;
case so_spawn:
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, va (0, "name \"%s\"\n",
cl_name->string));
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message,
va (0, "color %i %i\n", (cl_color->int_val) >> 4,
(cl_color->int_val) & 15));
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "spawn");
break;
case so_begin:
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "begin");
Cache_Report (); // print remaining memory
break;
case so_active:
cl.loading = false;
CL_SetState (ca_active);
break;
}
}
/*
CL_NextDemo
Called to play the next demo in the demo loop
*/
void
CL_NextDemo (void)
{
if (cls.demonum == -1)
return; // don't play demos
cl.loading = true;
CL_UpdateScreen(cl.time);
if (!cls.demos[cls.demonum][0] || cls.demonum == MAX_DEMOS) {
cls.demonum = 0;
if (!cls.demos[cls.demonum][0]) {
Sys_Printf ("No demos listed with startdemos\n");
cls.demonum = -1;
return;
}
}
Cbuf_InsertText (host_cbuf, va (0, "playdemo %s\n",
cls.demos[cls.demonum]));
cls.demonum++;
}
static void
pointfile_f (void)
{
CL_LoadPointFile (cl_world.worldmodel);
}
static void
CL_PrintEntities_f (void)
{
int i;
for (i = 0; i < cl.num_entities; i++) {
entity_t *ent = cl_entities[i];
Sys_Printf ("%3i:", i);
if (!ent || !ent->renderer.model) {
Sys_Printf ("EMPTY\n");
continue;
}
vec4f_t org = Transform_GetWorldPosition (ent->transform);
vec4f_t rot = Transform_GetWorldRotation (ent->transform);
Sys_Printf ("%s:%2i "VEC4F_FMT" "VEC4F_FMT"\n",
ent->renderer.model->path, ent->animation.frame,
VEC4_EXP (org), VEC4_EXP (rot));
}
}
/*
CL_ReadFromServer
Read all incoming data from the server
*/
int
CL_ReadFromServer (void)
{
int ret;
TEntContext_t tentCtx = {
cl.viewstate.player_origin,
cl.viewentity
};
cl.oldtime = cl.time;
cl.time += host_frametime;
cl.viewstate.frametime = host_frametime;
cl.viewstate.time = cl.time;
do {
ret = CL_GetMessage ();
if (ret == -1)
Host_Error ("CL_ReadFromServer: lost server connection");
if (!ret)
break;
CL_ParseServerMessage ();
} while (ret && cls.state >= ca_connected);
if (cl_shownet->int_val)
Sys_Printf ("\n");
CL_RelinkEntities ();
CL_UpdateTEnts (cl.time, &tentCtx);
// bring the links up to date
return 0;
}
void
CL_SendCmd (void)
{
usercmd_t cmd;
if (cls.state < ca_connected)
return;
if (cls.state == ca_active) {
CL_BaseMove (&cmd);
// send the unreliable message
CL_SendMove (&cmd);
}
if (cls.demoplayback) {
SZ_Clear (&cls.message);
return;
}
// send the reliable message
if (!cls.message.cursize)
return; // no message at all
if (!NET_CanSendMessage (cls.netcon)) {
Sys_MaskPrintf (SYS_dev, "CL_WriteToServer: can't send\n");
return;
}
if (NET_SendMessage (cls.netcon, &cls.message) == -1)
Host_Error ("CL_WriteToServer: lost server connection");
SZ_Clear (&cls.message);
}
void
CL_SetState (cactive_t state)
{
cactive_t old_state = cls.state;
cls.state = state;
cl.viewstate.active = cls.state == ca_active;
cl.viewstate.drift_enabled = !cls.demoplayback;
Sys_MaskPrintf (SYS_net, "CL_SetState: %d -> %d\n", old_state, state);
if (old_state != state) {
if (old_state == ca_active) {
// leaving active state
S_AmbientOff ();
r_funcs->R_ClearState ();
}
switch (state) {
case ca_dedicated:
break;
case ca_disconnected:
CL_ClearState ();
cls.signon = so_none;
cl.loading = false;
VID_SetCaption ("Disconnected");
break;
case ca_connected:
cls.signon = so_none; // need all the signon messages
// before playing
cl.loading = true;
IN_ClearStates ();
VID_SetCaption ("Connected");
break;
case ca_active:
// entering active state
cl.loading = false;
IN_ClearStates ();
VID_SetCaption ("");
S_AmbientOn ();
break;
}
CL_UpdateScreen (cl.time);
}
host_in_game = 0;
Con_SetState (state == ca_active ? con_inactive : con_fullscreen);
if (state != old_state && state == ca_active) {
CL_Input_Activate (host_in_game = !cls.demoplayback);
}
}
static void
Force_CenterView_f (void)
{
cl.viewstate.player_angles[PITCH] = 0;
}
void
CL_Init (cbuf_t *cbuf)
{
byte *basepal, *colormap;
Sys_RegisterShutdown (CL_Shutdown, 0);
basepal = (byte *) QFS_LoadHunkFile (QFS_FOpenFile ("gfx/palette.lmp"));
if (!basepal)
Sys_Error ("Couldn't load gfx/palette.lmp");
colormap = (byte *) QFS_LoadHunkFile (QFS_FOpenFile ("gfx/colormap.lmp"));
if (!colormap)
Sys_Error ("Couldn't load gfx/colormap.lmp");
W_LoadWadFile ("gfx.wad");
VID_Init (basepal, colormap);
IN_Init ();
R_Init ();
r_data->lightstyle = cl.lightstyle;
S_Init (&cl.viewentity, &host_frametime);
PI_RegisterPlugins (client_plugin_list);
Con_Init ("client");
CDAudio_Init ();
Sbar_Init ();
CL_Init_Input (cbuf);
CL_Particles_Init ();
CL_TEnts_Init ();
CL_World_Init ();
CL_ClearState ();
V_Init (&cl.viewstate);
Cmd_AddCommand ("pointfile", pointfile_f,
"Load a pointfile to determine map leaks.");
Cmd_AddCommand ("entities", CL_PrintEntities_f, "No Description");
Cmd_AddCommand ("disconnect", CL_Disconnect_f, "No Description");
Cmd_AddCommand ("maplist", Con_Maplist_f, "List available maps");
Cmd_AddCommand ("skyboxlist", Con_Skyboxlist_f, "List skyboxes available");
Cmd_AddCommand ("demolist", Con_Demolist_DEM_f, "List available demos");
Cmd_AddCommand ("force_centerview", Force_CenterView_f, "force the view "
"to be level");
SZ_Alloc (&cls.message, 1024);
CL_SetState (ca_disconnected);
}