quakeforge/nq/source/cl_main.c
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00

745 lines
16 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/gib.h"
#include "QF/input.h"
#include "QF/image.h"
#include "QF/joystick.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/png.h"
#include "QF/plist.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sound.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/light.h"
#include "QF/scene/scene.h"
#include "QF/ui/font.h"//FIXME
#include "compat.h"
#include "client/chase.h"
#include "client/particles.h"
#include "client/sbar.h"
#include "client/screen.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/server.h"
CLIENT_PLUGIN_PROTOS
static plugin_list_t client_plugin_list[] = {
CLIENT_PLUGIN_LIST
};
// these two are not intended to be set directly
char *cl_name;
static cvar_t cl_name_cvar = {
.name = "_cl_name",
.description =
"Player name",
.default_value = "player",
.flags = CVAR_ARCHIVE,
.value = { .type = 0, .value = &cl_name },
};
int cl_color;
static cvar_t cl_color_cvar = {
.name = "_cl_color",
.description =
"Player color",
.default_value = "0",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_int, .value = &cl_color },
};
int cl_writecfg;
static cvar_t cl_writecfg_cvar = {
.name = "cl_writecfg",
.description =
"write config files?",
.default_value = "1",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_writecfg },
};
int cl_shownet;
static cvar_t cl_shownet_cvar = {
.name = "cl_shownet",
.description =
"show network packets. 0=off, 1=basic, 2=verbose",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_shownet },
};
int cl_nolerp;
static cvar_t cl_nolerp_cvar = {
.name = "cl_nolerp",
.description =
"linear motion interpolation",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_nolerp },
};
static int r_ambient;
static cvar_t r_ambient_cvar = {
.name = "r_ambient",
.description =
"Determines the ambient lighting for a level",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &r_ambient },
};
static int r_drawflat;
static cvar_t r_drawflat_cvar = {
.name = "r_drawflat",
.description =
"Toggles the drawing of textures",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &r_drawflat },
};
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) {
plitem_t *config = PL_NewDictionary (0);
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_Release (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);
free (cfg);
if (!config) {
return 0;
}
Cvar_LoadConfig (config);
IN_LoadConfig (config);
PL_Release (config);
return 1;
}
static void
CL_Shutdown (void *data)
{
CL_WriteConfiguration ();
}
void
CL_ClearMemory (void)
{
VID_ClearMemory ();
SCR_SetFullscreen (0);
cls.signon = 0;
SZ_Clear (&cls.message);
if (Entity_Valid (cl.viewstate.weapon_entity)) {
Scene_DestroyEntity (cl_world.scene, cl.viewstate.weapon_entity);
cl.viewstate.weapon_entity = nullentity;
}
if (cl.players) {
int i;
for (i = 0; i < cl.maxclients; i++)
Info_Destroy (cl.players[i].userinfo);
}
// wipe the entire cl structure
memset (&cl, 0, sizeof (cl));
Sbar_Intermission (cl.intermission = 0, cl.time);
cl.viewstate.demoplayback = cls.demoplayback;
CL_World_Clear ();
CL_ClearEnts ();
SCR_NewScene (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 ();
Cvar_Register (&cl_name_cvar, 0, 0);
Cvar_Register (&cl_color_cvar, 0, 0);
Cvar_Register (&cl_writecfg_cvar, 0, 0);
Cvar_Register (&cl_shownet_cvar, 0, 0);
Cvar_Register (&cl_nolerp_cvar, 0, 0);
//FIXME not hooked up (don't do anything), but should not work in
//multi-player
Cvar_Register (&r_ambient_cvar, 0, 0);
Cvar_Register (&r_drawflat_cvar, 0, 0);
}
void
CL_ClearState (void)
{
CL_ClearMemory ();
if (!sv.active)
Host_ClearMemory ();
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.viewstate.watervis = 1;
SCR_SetFullscreen (0);
r_data->lightstyle = cl.lightstyle;
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_TEnts_Precache ();
}
/*
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 ();
// 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.scene->worldmodel = NULL;
Sbar_Intermission (cl.intermission = 0, cl.time);
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 (net_is_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));
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message,
va (0, "color %i %i\n", (cl_color) >> 4,
(cl_color) & 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.viewstate.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.viewstate.loading = true;
cl.viewstate.time = cl.time;
cl.viewstate.realtime = realtime;
CL_UpdateScreen(&cl.viewstate);
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.scene->worldmodel);
}
static void
CL_PrintEntities_f (void)
{
int i;
for (i = 0; i < cl.num_entities; i++) {
entity_t ent = cl_entities[i];
transform_t transform = Entity_Transform (ent);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
Sys_Printf ("%3i:", i);
if (!Entity_Valid (ent) || !renderer->model) {
Sys_Printf ("EMPTY\n");
continue;
}
vec4f_t org = Transform_GetWorldPosition (transform);
vec4f_t rot = Transform_GetWorldRotation (transform);
Sys_Printf ("%s:%2i "VEC4F_FMT" "VEC4F_FMT"\n",
renderer->model->path, 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)
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 && state != ca_disconnected) {
// leaving active state
S_AmbientOff ();
SCR_NewScene (0);
}
switch (state) {
case ca_disconnected:
CL_ClearState ();
cls.signon = so_none;
cl.viewstate.loading = false;
VID_SetCaption ("Disconnected");
break;
case ca_connected:
cls.signon = so_none; // need all the signon messages
// before playing
cl.viewstate.loading = true;
IN_ClearStates ();
VID_SetCaption ("Connected");
break;
case ca_active:
// entering active state
cl.viewstate.loading = false;
IN_ClearStates ();
VID_SetCaption ("");
S_AmbientOn ();
break;
}
Sbar_SetActive (state == ca_active);
CL_UpdateScreen (&cl.viewstate);
}
host_in_game = 0;
Con_SetState (state == ca_active ? con_inactive : con_fullscreen,
state == ca_active && !cls.demoplayback);
if (state != old_state && state == ca_active) {
CL_Input_Activate (host_in_game = !cls.demoplayback);
}
}
static void
write_capture (tex_t *tex, void *data)
{
QFile *file = QFS_Open (va (0, "%s/qfmv%06d.png",
qfs_gamedir->dir.shots,
cls.demo_capture++), "wb");
if (file) {
WritePNG (file, tex);
Qclose (file);
}
free (tex);
}
void
CL_PreFrame (void)
{
IN_ProcessEvents ();
GIB_Thread_Execute ();
cmd_source = src_command;
Cbuf_Execute_Stack (host_cbuf);
CL_SendCmd ();
}
void
CL_Frame (void)
{
static double time1 = 0, time2 = 0, time3 = 0;
int pass1, pass2, pass3;
// fetch results from server
if (cls.state >= ca_connected)
CL_ReadFromServer ();
// update video
if (host_speeds)
time1 = Sys_DoubleTime ();
r_data->inhibit_viewmodel = (chase_active
|| (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|| cl.stats[STAT_HEALTH] <= 0);
r_data->frametime = host_frametime;
cl.viewstate.intermission = cl.intermission != 0;
Sbar_Update (cl.time);
CL_UpdateScreen (&cl.viewstate);
if (host_speeds)
time2 = Sys_DoubleTime ();
// update audio
if (cls.state == ca_active) {
mleaf_t *l;
byte *asl = 0;
vec4f_t origin;
origin = Transform_GetWorldPosition (cl.viewstate.camera_transform);
l = Mod_PointInLeaf (origin, &cl_world.scene->worldmodel->brush);
if (l)
asl = l->ambient_sound_level;
S_Update (cl.viewstate.camera_transform, asl);
Light_DecayLights (cl_world.scene->lights, host_frametime, realtime);
} else
S_Update (nulltransform, 0);
CDAudio_Update ();
if (host_speeds) {
pass1 = (time1 - time3) * 1000;
time3 = Sys_DoubleTime ();
pass2 = (time2 - time1) * 1000;
pass3 = (time3 - time2) * 1000;
Sys_Printf ("%3i tot %3i server %3i gfx %3i snd\n",
pass1 + pass2 + pass3, pass1, pass2, pass3);
}
if (cls.demo_capture) {
r_funcs->capture_screen (write_capture, 0);
}
}
static void
Force_CenterView_f (void)
{
cl.viewstate.player_angles[PITCH] = 0;
}
void
CL_Init (cbuf_t *cbuf)
{
byte *basepal, *colormap;
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");
Host_OnServerSpawn (CL_ClearMemory);
W_LoadWadFile ("gfx.wad");
VID_Init (basepal, colormap);
IN_Init ();
GIB_Key_Init ();
R_Init ();
r_data->lightstyle = cl.lightstyle;
S_Init (&cl.viewentity, &host_frametime);
Font_Init (); //FIXME not here
PI_RegisterPlugins (client_plugin_list);
Con_Load ("client");
CL_Init_Screen ();
Con_Init ();
CDAudio_Init ();
Sbar_Init (cl.stats, cl.item_gettime);
CL_Init_Input (cbuf);
CL_Particles_Init ();
CL_TEnts_Init ();
CL_World_Init ();
CL_ClearState ();
VID_SendSize ();
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");
Sys_RegisterShutdown (CL_Shutdown, 0);
SZ_Alloc (&cls.message, 1024);
CL_SetState (ca_disconnected);
}