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Xash3DArchive/engine/client/cl_main.c

1257 lines
32 KiB
C

//=======================================================================
// Copyright XashXT Group 2009 ©
// cl_main.c - client main loop
//=======================================================================
#include "common.h"
#include "client.h"
#include "byteorder.h"
cvar_t *rcon_client_password;
cvar_t *rcon_address;
cvar_t *cl_smooth;
cvar_t *cl_timeout;
cvar_t *cl_predict;
cvar_t *cl_showfps;
cvar_t *cl_nodelta;
cvar_t *cl_crosshair;
cvar_t *cl_shownet;
cvar_t *cl_showmiss;
cvar_t *cl_lightstyle_lerping;
cvar_t *userinfo;
//
// userinfo
//
cvar_t *info_password;
cvar_t *info_spectator;
cvar_t *name;
cvar_t *model;
cvar_t *topcolor;
cvar_t *bottomcolor;
cvar_t *rate;
cvar_t *cl_lw;
client_t cl;
client_static_t cls;
clgame_static_t clgame;
//======================================================================
bool CL_Active( void )
{
return ( cls.state == ca_active );
}
//======================================================================
bool CL_IsInGame( void )
{
if( host.type == HOST_DEDICATED ) return true; // always active for dedicated servers
if( CL_GetMaxClients() > 1 ) return true; // always active for multiplayer
return ( cls.key_dest == key_game ); // active if not menu or console
}
bool CL_IsInMenu( void )
{
return ( cls.key_dest == key_menu );
}
bool CL_IsPlaybackDemo( void )
{
return cls.demoplayback;
}
void CL_ForceVid( void )
{
cl.video_prepped = false;
host.state = HOST_RESTART;
}
void CL_ForceSnd( void )
{
cl.audio_prepped = false;
}
/*
=======================================================================
CLIENT RELIABLE COMMAND COMMUNICATION
=======================================================================
*/
/*
===================
Cmd_ForwardToServer
adds the current command line as a clc_stringcmd to the client message.
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.
===================
*/
/*
==================
CL_ForwardToServer_f
==================
*/
void CL_ForwardToServer_f( void )
{
char *cmd;
if( cls.demoplayback )
{
if( !com.stricmp( Cmd_Argv( 1 ), "pause" ))
cl.refdef.paused ^= 1;
return;
}
if( cls.state != ca_connected && cls.state != ca_active )
return; // not connected
cmd = Cmd_Argv( 0 );
if( *cmd == '-' || *cmd == '+' )
{
Msg( "Unknown command \"%s\"\n", cmd );
return;
}
// don't forward the first argument
if( Cmd_Argc() > 1 )
{
MSG_WriteByte( &cls.netchan.message, clc_stringcmd );
MSG_Print( &cls.netchan.message, Cmd_Args());
}
}
/*
===================
Cmd_ForwardToServer
adds the current command line as a clc_stringcmd to the client message.
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 Cmd_ForwardToServer( void )
{
char *cmd;
if( cls.demoplayback )
{
if( !com.stricmp( Cmd_Argv( 1 ), "pause" ))
cl.refdef.paused ^= 1;
return;
}
cmd = Cmd_Argv( 0 );
if( cls.state <= ca_connected || *cmd == '-' || *cmd == '+' )
{
Msg( "Unknown command \"%s\"\n", cmd );
return;
}
MSG_WriteByte( &cls.netchan.message, clc_stringcmd );
MSG_Print( &cls.netchan.message, cmd );
if( Cmd_Argc() > 1 )
{
MSG_Print( &cls.netchan.message, " " );
MSG_Print( &cls.netchan.message, Cmd_Args( ));
}
}
/*
==================
CL_Quit_f
==================
*/
void CL_Quit_f( void )
{
CL_Disconnect();
Sys_Quit();
}
/*
================
CL_Drop
Called after an Host_Error was thrown
================
*/
void CL_Drop( void )
{
if( cls.state == ca_uninitialized )
return;
CL_Disconnect();
}
/*
=======================
CL_SendConnectPacket
We have gotten a challenge from the server, so try and
connect.
======================
*/
void CL_SendConnectPacket( void )
{
netadr_t adr;
int port;
if( !NET_StringToAdr( cls.servername, &adr ))
{
MsgDev( D_INFO, "CL_SendConnectPacket: bad server address\n");
cls.connect_time = 0;
return;
}
if( adr.port == 0 ) adr.port = BigShort( PORT_SERVER );
port = Cvar_VariableValue( "net_qport" );
userinfo->modified = false;
Netchan_OutOfBandPrint( NS_CLIENT, adr, "connect %i %i %i \"%s\"\n", PROTOCOL_VERSION, port, cls.challenge, Cvar_Userinfo( ));
}
/*
=================
CL_CheckForResend
Resend a connect message if the last one has timed out
=================
*/
void CL_CheckForResend( void )
{
netadr_t adr;
// if the local server is running and we aren't then connect
if( cls.state == ca_disconnected && SV_Active( ))
{
cls.state = ca_connecting;
com.strncpy( cls.servername, "localhost", sizeof( cls.servername ));
// we don't need a challenge on the localhost
CL_SendConnectPacket();
return;
}
// resend if we haven't gotten a reply yet
if( cls.demoplayback || cls.state != ca_connecting )
return;
if(( cls.realtime - cls.connect_time ) < 3000 )
return;
if( !NET_StringToAdr( cls.servername, &adr ))
{
MsgDev( D_ERROR, "CL_CheckForResend: bad server address\n" );
cls.state = ca_disconnected;
return;
}
if( adr.port == 0 ) adr.port = BigShort( PORT_SERVER );
cls.connect_time = cls.realtime; // for retransmit requests
MsgDev( D_NOTE, "Connecting to %s...\n", cls.servername );
Netchan_OutOfBandPrint( NS_CLIENT, adr, "getchallenge\n" );
}
/*
================
CL_Connect_f
================
*/
void CL_Connect_f( void )
{
char *server;
if( Cmd_Argc() != 2 )
{
Msg( "Usage: connect <server>\n" );
return;
}
if( Host_ServerState())
{
// if running a local server, kill it and reissue
com.strncpy( host.finalmsg, "Server quit\n", MAX_STRING );
SV_Shutdown( false );
}
server = Cmd_Argv( 1 );
NET_Config( true ); // allow remote
Msg( "server %s\n", server );
CL_Disconnect();
cls.state = ca_connecting;
com.strncpy( cls.servername, server, sizeof( cls.servername ));
cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately
}
/*
=====================
CL_Rcon_f
Send the rest of the command line over as
an unconnected command.
=====================
*/
void CL_Rcon_f( void )
{
char message[1024];
netadr_t to;
int i;
if( !rcon_client_password->string )
{
Msg( "You must set 'rcon_password' before\n" "issuing an rcon command.\n" );
return;
}
message[0] = (char)255;
message[1] = (char)255;
message[2] = (char)255;
message[3] = (char)255;
message[4] = 0;
NET_Config( true ); // allow remote
com.strcat( message, "rcon " );
com.strcat( message, rcon_client_password->string );
com.strcat( message, " " );
for( i = 1; i < Cmd_Argc(); i++ )
{
com.strcat( message, Cmd_Argv( i ));
com.strcat( message, " " );
}
if( cls.state >= ca_connected )
{
to = cls.netchan.remote_address;
}
else
{
if( !com.strlen( rcon_address->string ))
{
Msg( "You must either be connected,\n" "or set the 'rcon_address' cvar\n" "to issue rcon commands\n" );
return;
}
NET_StringToAdr( rcon_address->string, &to );
if( to.port == 0 ) to.port = BigShort( PORT_SERVER );
}
NET_SendPacket( NS_CLIENT, com.strlen( message ) + 1, message, to );
}
/*
=====================
CL_ClearState
=====================
*/
void CL_ClearState( void )
{
S_StopAllSounds ();
CL_ClearEffects ();
CL_FreeEdicts ();
if( clgame.hInstance ) clgame.dllFuncs.pfnReset();
// wipe the entire cl structure
Mem_Set( &cl, 0, sizeof( cl ));
MSG_Clear( &cls.netchan.message );
Cvar_SetValue( "scr_download", 0.0f );
Cvar_SetValue( "scr_loading", 0.0f );
}
/*
=====================
CL_Disconnect
Goes from a connected state to full screen console state
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 )
{
byte final[32];
if( cls.state == ca_disconnected )
return;
cls.connect_time = 0;
CL_Stop_f();
// send a disconnect message to the server
final[0] = clc_stringcmd;
com.strcpy((char *)final+1, "disconnect" );
Netchan_Transmit( &cls.netchan, com.strlen( final ), final );
Netchan_Transmit( &cls.netchan, com.strlen( final ), final );
Netchan_Transmit( &cls.netchan, com.strlen( final ), final );
CL_ClearState ();
// stop download
if( cls.download )
{
FS_Close( cls.download );
cls.download = NULL;
}
cls.state = ca_disconnected;
// back to menu if developer mode set to "player" or "mapper"
if( host.developer > 2 ) return;
UI_SetActiveMenu( true );
}
void CL_Disconnect_f( void )
{
Host_Error( "Disconnected from server\n" );
}
void CL_Crashed_f( void )
{
byte final[32];
// already freed
if( host.state == HOST_CRASHED ) return;
if( host.type != HOST_NORMAL ) return;
if( !cls.initialized ) return;
host.state = HOST_CRASHED;
CL_Stop_f(); // stop any demos
// send a disconnect message to the server
final[0] = clc_stringcmd;
com.strcpy((char *)final+1, "disconnect" );
Netchan_Transmit( &cls.netchan, com.strlen( final ), final );
Netchan_Transmit( &cls.netchan, com.strlen( final ), final );
Netchan_Transmit( &cls.netchan, com.strlen( final ), final );
// stop any downloads
if( cls.download ) FS_Close( cls.download );
Host_WriteConfig(); // write config
if( re ) re->RestoreGamma();
}
/*
=================
CL_LocalServers_f
=================
*/
void CL_LocalServers_f( void )
{
netadr_t adr;
MsgDev( D_INFO, "Scanning for servers on the local network area...\n" );
NET_Config( true ); // allow remote
// send a broadcast packet
adr.type = NA_BROADCAST;
adr.port = BigShort( PORT_SERVER );
Netchan_OutOfBandPrint( NS_CLIENT, adr, "info %i", PROTOCOL_VERSION );
}
/*
====================
CL_Packet_f
packet <destination> <contents>
Contents allows \n escape character
====================
*/
void CL_Packet_f( void )
{
char send[2048];
char *in, *out;
int i, l;
netadr_t adr;
if (Cmd_Argc() != 3)
{
Msg ("packet <destination> <contents>\n");
return;
}
NET_Config( true ); // allow remote
if( !NET_StringToAdr( Cmd_Argv( 1 ), &adr ))
{
Msg( "Bad address\n" );
return;
}
if( !adr.port ) adr.port = BigShort( PORT_SERVER );
in = Cmd_Argv( 2 );
out = send + 4;
send[0] = send[1] = send[2] = send[3] = (char)0xff;
l = com.strlen (in);
for (i=0 ; i<l ; i++)
{
if (in[i] == '\\' && in[i+1] == 'n')
{
*out++ = '\n';
i++;
}
else
*out++ = in[i];
}
*out = 0;
NET_SendPacket( NS_CLIENT, out - send, send, adr );
}
/*
=================
CL_Reconnect_f
The server is changing levels
=================
*/
void CL_Reconnect_f( void )
{
// if we are downloading, we don't change! This so we don't suddenly stop downloading a map
if( cls.download ) return;
S_StopAllSounds ();
cls.changelevel = true;
Cmd_ExecuteString( "hud_changelevel\n" );
if( cls.demoplayback ) return;
if( cls.state == ca_connected )
{
cls.demonum = -1; // not in the demo loop now
cls.state = ca_connected;
MSG_WriteByte( &cls.netchan.message, clc_stringcmd );
MSG_Print( &cls.netchan.message, "new" );
return;
}
if( *cls.servername )
{
if( cls.state >= ca_connected )
{
CL_Disconnect();
cls.connect_time = cls.realtime - 1500;
}
else cls.connect_time = MAX_HEARTBEAT; // fire immediately
cls.demonum = -1; // not in the demo loop now
cls.state = ca_connecting;
Msg( "reconnecting...\n" );
}
}
/*
=================
CL_ParseStatusMessage
Handle a reply from a info
=================
*/
void CL_ParseStatusMessage( netadr_t from, sizebuf_t *msg )
{
char *s;
s = MSG_ReadString( msg );
UI_AddServerToList( from, s );
}
//===================================================================
/*
======================
CL_PrepSound
Call before entering a new level, or after changing dlls
======================
*/
void CL_PrepSound( void )
{
int i, sndcount;
MsgDev( D_LOAD, "CL_PrepSound: %s\n", cl.configstrings[CS_NAME] );
for( i = 0, sndcount = 0; i < MAX_SOUNDS && cl.configstrings[CS_SOUNDS+i+1][0]; i++ )
sndcount++; // total num sounds
S_BeginRegistration();
for( i = 0; i < MAX_SOUNDS && cl.configstrings[CS_SOUNDS+1+i][0]; i++ )
{
cl.sound_precache[i+1] = S_RegisterSound( cl.configstrings[CS_SOUNDS+1+i] );
Cvar_SetValue( "scr_loading", scr_loading->value + 5.0f / sndcount );
if( cl_allow_levelshots->integer || host.developer > 3 ) SCR_UpdateScreen();
}
S_EndRegistration();
CL_RunBackgroundTrack();
cl.audio_prepped = true;
}
/*
=================
CL_PrepVideo
Call before entering a new level, or after changing dlls
=================
*/
void CL_PrepVideo( void )
{
string name, mapname;
int i, mdlcount;
int map_checksum; // dummy
if( !cl.configstrings[CS_MODELS+1][0] )
return; // no map loaded
Cvar_SetValue( "scr_loading", 0.0f ); // reset progress bar
MsgDev( D_LOAD, "CL_PrepVideo: %s\n", cl.configstrings[CS_NAME] );
// let the render dll load the map
clgame.globals->mapname = MAKE_STRING( cl.configstrings[CS_NAME] );
com.strncpy( mapname, cl.configstrings[CS_MODELS+1], MAX_STRING );
CM_BeginRegistration( mapname, true, &map_checksum );
re->BeginRegistration( mapname );
SCR_RegisterShaders(); // update with new sequence
SCR_UpdateScreen();
// clear physics interaction links
CL_ClearWorld ();
for( i = 0, mdlcount = 0; i < MAX_MODELS && cl.configstrings[CS_MODELS+1+i][0]; i++ )
mdlcount++; // total num models
for( i = 0; i < MAX_MODELS && cl.configstrings[CS_MODELS+1+i][0]; i++ )
{
com.strncpy( name, cl.configstrings[CS_MODELS+1+i], MAX_STRING );
re->RegisterModel( name, i+1 );
CM_RegisterModel( name, i+1 );
Cvar_SetValue( "scr_loading", scr_loading->value + 45.0f / mdlcount );
if( cl_allow_levelshots->integer || host.developer > 3 ) SCR_UpdateScreen();
}
for( i = 0; i < MAX_DECALNAMES && cl.configstrings[CS_DECALS+1+i][0]; i++ )
{
com.strncpy( name, cl.configstrings[CS_DECALS+1+i], MAX_STRING );
cl.decal_shaders[i+1] = re->RegisterShader( name, SHADER_DECAL );
}
// setup sky and free unneeded stuff
re->EndRegistration( cl.configstrings[CS_SKYNAME] );
CM_EndRegistration (); // free unused models
Cvar_SetValue( "scr_loading", 100.0f ); // all done
if( host.decalList )
{
// need to reapply all decals after restarting
for( i = 0; i < host.numdecals; i++ )
{
decallist_t *entry = &host.decalList[i];
edict_t *pEdict = CL_GetEdictByIndex( entry->entityIndex );
shader_t decalIndex = pfnDecalIndexFromName( entry->name );
int modelIndex = 0;
if( CL_IsValidEdict( pEdict )) modelIndex = pEdict->v.modelindex;
CL_DecalShoot( decalIndex, entry->entityIndex, modelIndex, entry->position, entry->flags );
}
Z_Free( host.decalList );
}
host.decalList = NULL;
host.numdecals = 0;
if( host.developer <= 2 )
Con_ClearNotify(); // clear any lines of console text
SCR_UpdateScreen ();
CL_RunLightStyles ();
cl.video_prepped = true;
cl.force_refdef = true;
}
/*
=================
CL_ConnectionlessPacket
Responses to broadcasts, etc
=================
*/
void CL_ConnectionlessPacket( netadr_t from, sizebuf_t *msg )
{
char *s, *c;
MSG_BeginReading( msg );
MSG_ReadLong( msg ); // skip the -1
s = MSG_ReadStringLine( msg );
Cmd_TokenizeString( s );
c = Cmd_Argv( 0 );
MsgDev( D_NOTE, "CL_ConnectionlessPacket: %s : %s\n", NET_AdrToString( from ), c );
// server connection
if( !com.strcmp( c, "client_connect" ))
{
if( cls.state == ca_connected )
{
MsgDev( D_INFO, "dup connect received. ignored\n");
return;
}
Netchan_Setup( NS_CLIENT, &cls.netchan, from, Cvar_VariableValue( "net_qport" ));
MSG_WriteByte( &cls.netchan.message, clc_stringcmd );
MSG_Print( &cls.netchan.message, "new" );
cls.state = ca_connected;
UI_SetActiveMenu( false );
}
else if( !com.strcmp( c, "info" ))
{
// server responding to a status broadcast
CL_ParseStatusMessage( from, msg );
}
else if( !com.strcmp( c, "cmd" ))
{
// remote command from gui front end
if(!NET_IsLocalAddress( from ))
{
Msg( "Command packet from remote host. Ignored.\n" );
return;
}
ShowWindow( host.hWnd, SW_RESTORE );
SetForegroundWindow ( host.hWnd );
s = MSG_ReadString( msg );
Cbuf_AddText( s );
Cbuf_AddText( "\n" );
}
else if( !com.strcmp( c, "print" ))
{
// print command from somewhere
s = MSG_ReadString( msg );
Msg( s );
}
else if( !com.strcmp( c, "ping" ))
{
// ping from somewhere
Netchan_OutOfBandPrint( NS_CLIENT, from, "ack" );
}
else if( !com.strcmp( c, "challenge" ))
{
// challenge from the server we are connecting to
cls.challenge = com.atoi( Cmd_Argv( 1 ));
CL_SendConnectPacket();
return;
}
else if( !com.strcmp( c, "echo" ))
{
// echo request from server
Netchan_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv( 1 ));
}
else if( !com.strcmp( c, "disconnect" ))
{
// a disconnect message from the server, which will happen if the server
// dropped the connection but it is still getting packets from us
CL_Disconnect();
}
else MsgDev( D_ERROR, "bad connectionless packet from %s:\n%s\n", NET_AdrToString( from ), s );
}
/*
=================
CL_ReadNetMessage
=================
*/
void CL_ReadNetMessage( void )
{
while( NET_GetPacket( NS_CLIENT, &net_from, &net_message ))
{
if( host.type == HOST_DEDICATED || cls.demoplayback )
return;
if( net_message.cursize >= 4 && *(int *)net_message.data == -1 )
{
CL_ConnectionlessPacket( net_from, &net_message );
return;
}
// can't be a valid sequenced packet
if( cls.state < ca_connected ) return;
if( net_message.cursize < 8 )
{
MsgDev( D_WARN, "%s: runt packet\n", NET_AdrToString( net_from ));
return;
}
// packet from server
if( !NET_CompareAdr( net_from, cls.netchan.remote_address ))
{
MsgDev( D_WARN, "CL_ReadPackets: %s:sequenced packet without connection\n", NET_AdrToString( net_from ));
return;
}
if( Netchan_Process( &cls.netchan, &net_message ))
{
// the header is different lengths for reliable and unreliable messages
int headerBytes = net_message.readcount;
CL_ParseServerMessage( &net_message );
// we don't know if it is ok to save a demo message until
// after we have parsed the frame
if( cls.demorecording && !cls.demowaiting )
CL_WriteDemoMessage( &net_message, headerBytes );
}
}
}
void CL_ReadPackets( void )
{
if( cls.demoplayback )
CL_ReadDemoMessage();
else CL_ReadNetMessage();
cl.time = bound( cl.frame.servertime - cl.serverframetime, cl.time, cl.frame.servertime );
if( cl.refdef.paused ) cl.lerpFrac = 1.0f;
else cl.lerpFrac = 1.0 - (cl.frame.servertime - cl.time) / (float)cl.serverframetime;
// singleplayer never has connection timeout
if( NET_IsLocalAddress( cls.netchan.remote_address ))
return;
// check timeout
if( cls.state >= ca_connected && !cls.demoplayback )
{
if( cls.realtime - cls.netchan.last_received > ( cl_timeout->value * 1000 ))
{
if( ++cl.timeoutcount > 5 ) // timeoutcount saves debugger
{
Msg( "\nServer connection timed out.\n" );
CL_Disconnect();
return;
}
}
}
else cl.timeoutcount = 0;
}
//=============================================================================
/*
==============
CL_Userinfo_f
==============
*/
void CL_Userinfo_f( void )
{
Msg( "User info settings:\n" );
Info_Print( Cvar_Userinfo( ));
}
/*
==============
CL_Physinfo_f
==============
*/
void CL_Physinfo_f( void )
{
Msg( "Phys info settings:\n" );
Info_Print( cl.physinfo );
}
int precache_check; // for autodownload of precache items
int precache_spawncount;
// ENV_CNT is map load, ENV_CNT+1 is first cubemap
#define ENV_CNT MAX_CONFIGSTRINGS
#define TEXTURE_CNT (ENV_CNT+1)
void CL_RequestNextDownload( void )
{
string fn;
uint map_checksum; // for detecting cheater maps
if( cls.state != ca_connected )
return;
if( !allow_download->value && precache_check < ENV_CNT )
precache_check = ENV_CNT;
if( precache_check == CS_MODELS )
{
// confirm map
precache_check = CS_MODELS+2; // 0 isn't used
if(!CL_CheckOrDownloadFile( cl.configstrings[CS_MODELS+1] ))
return; // started a download map
}
if( precache_check >= CS_MODELS && precache_check < CS_MODELS+MAX_MODELS )
{
while( precache_check < CS_MODELS+MAX_MODELS && cl.configstrings[precache_check][0])
{
if( cl.configstrings[precache_check][0] == '*' || cl.configstrings[precache_check][0] == '#' )
{
precache_check++; // ignore bsp models or built-in models
continue;
}
com.sprintf( fn, "%s", cl.configstrings[precache_check++]);
if(!CL_CheckOrDownloadFile( fn )) return; // started a download
}
precache_check = CS_SOUNDS;
}
if( precache_check >= CS_SOUNDS && precache_check < CS_SOUNDS+MAX_SOUNDS )
{
if( precache_check == CS_SOUNDS ) precache_check++; // zero is blank
while( precache_check < CS_SOUNDS+MAX_SOUNDS && cl.configstrings[precache_check][0])
{
// sound pathes from model events
if( cl.configstrings[precache_check][0] == '*' || cl.configstrings[precache_check][0] == '#' )
{
precache_check++;
continue;
}
com.sprintf( fn, "sound/%s", cl.configstrings[precache_check++]);
if(!CL_CheckOrDownloadFile( fn )) return; // started a download
}
precache_check = CS_GENERICS;
}
if( precache_check >= CS_GENERICS && precache_check < CS_GENERICS+MAX_GENERICS )
{
if( precache_check == CS_GENERICS ) precache_check++; // zero is blank
while( precache_check < CS_GENERICS+MAX_GENERICS && cl.configstrings[precache_check][0] )
{
// generic recources - pakfiles, wadfiles etc
if( cl.configstrings[precache_check][0] == '#' )
{
precache_check++;
continue;
}
com.sprintf( fn, "%s", cl.configstrings[precache_check++]);
if(!CL_CheckOrDownloadFile( fn )) return; // started a download
}
precache_check = ENV_CNT;
}
if( precache_check == ENV_CNT )
{
precache_check = ENV_CNT + 1;
CM_BeginRegistration( cl.configstrings[CS_MODELS+1], true, &map_checksum );
if( com.atoi( cl.configstrings[CS_MAPCHECKSUM] ) == 0xBAD )
{
if( cl.refdef.demoplayback )
MsgDev( D_INFO, "Playing demo without physics collision\n" );
else MsgDev( D_WARN, "Server %s doesn't have physics\n", cls.servername );
}
else if( map_checksum == 0xBAD && !pe )
{
if( !cls.demoplayback )
MsgDev( D_WARN, "Local client doesn't have physics\n" );
}
else if( map_checksum != com.atoi( cl.configstrings[CS_MAPCHECKSUM] ))
{
Host_Error( "Local map version differs from server: %i != '%s'\n", map_checksum, cl.configstrings[CS_MAPCHECKSUM] );
return;
}
}
if( precache_check > ENV_CNT && precache_check < TEXTURE_CNT )
{
if( allow_download->value )
{
com.sprintf( fn, "env/%s.dds", cl.configstrings[CS_SKYNAME] ); // cubemap pack
if( !CL_CheckOrDownloadFile( fn )) return; // started a download
}
precache_check = TEXTURE_CNT;
}
// skip textures: use generic for downloading packs
if( precache_check == TEXTURE_CNT )
precache_check = TEXTURE_CNT + 999;
CL_PrepSound();
CL_PrepVideo();
if( cls.demoplayback ) return; // not really connected
MSG_WriteByte( &cls.netchan.message, clc_stringcmd );
MSG_Print( &cls.netchan.message, va( "begin %i\n", precache_spawncount ));
}
/*
=================
CL_Precache_f
The server will send this command right
before allowing the client into the server
=================
*/
void CL_Precache_f( void )
{
precache_check = CS_MODELS;
precache_spawncount = com.atoi( Cmd_Argv( 1 ));
CL_RequestNextDownload();
}
/*
=================
CL_DumpCfgStrings_f
Dump all the configstring that used on the client-side
=================
*/
void CL_DumpCfgStrings_f( void )
{
int i, numStrings = 0;
if( cls.state != ca_active )
{
Msg( "No server running\n" );
return;
}
for( i = 0; i < MAX_CONFIGSTRINGS; i++ )
{
if( !cl.configstrings[i][0] ) continue;
Msg( "%s [%i]\n", cl.configstrings[i], i );
numStrings++;
}
Msg( "%i total strings used\n", numStrings );
}
/*
=================
CL_Escape_f
Escape to menu from game
=================
*/
void CL_Escape_f( void )
{
if( cls.key_dest == key_menu )
return;
if( cls.state == ca_cinematic )
SCR_StopCinematic();
else UI_SetActiveMenu( true );
}
/*
=================
CL_InitLocal
=================
*/
void CL_InitLocal( void )
{
cls.state = ca_disconnected;
MSG_Init( &net_message, net_message_buffer, sizeof( net_message_buffer ));
// register our variables
cl_predict = Cvar_Get( "cl_predict", "1", CVAR_ARCHIVE, "disables client movement prediction" );
cl_crosshair = Cvar_Get( "crosshair", "1", CVAR_ARCHIVE|CVAR_USERINFO, "show weapon chrosshair" );
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0, "disable delta-compression for usercommnds" );
cl_shownet = Cvar_Get( "cl_shownet", "0", 0, "client show network packets" );
cl_showmiss = Cvar_Get( "cl_showmiss", "0", CVAR_ARCHIVE, "client show prediction errors" );
cl_timeout = Cvar_Get( "cl_timeout", "120", 0, "connect timeout (in-seconds)" );
rcon_client_password = Cvar_Get( "rcon_password", "", 0, "remote control client password" );
rcon_address = Cvar_Get( "rcon_address", "", 0, "remote control address" );
// userinfo
info_password = Cvar_Get( "password", "", CVAR_USERINFO, "player password" );
info_spectator = Cvar_Get( "spectator", "0", CVAR_USERINFO, "spectator mode" );
name = Cvar_Get( "name", SI->username, CVAR_USERINFO | CVAR_ARCHIVE, "player name" );
model = Cvar_Get( "model", "player", CVAR_USERINFO | CVAR_ARCHIVE, "player model ('player' it's a single player model)" );
topcolor = Cvar_Get( "topcolor", "0", CVAR_USERINFO | CVAR_ARCHIVE, "player top color" );
bottomcolor = Cvar_Get( "bottomcolor", "0", CVAR_USERINFO | CVAR_ARCHIVE, "player bottom color" );
rate = Cvar_Get( "rate", "25000", CVAR_USERINFO | CVAR_ARCHIVE, "player network rate" ); // FIXME
userinfo = Cvar_Get( "@userinfo", "0", CVAR_READ_ONLY, "" ); // use ->modified value only
cl_showfps = Cvar_Get( "cl_showfps", "1", CVAR_ARCHIVE, "show client fps" );
cl_lw = Cvar_Get( "cl_lw", "1", CVAR_ARCHIVE|CVAR_USERINFO, "enable client weapon predicting" );
cl_lightstyle_lerping = Cvar_Get( "cl_lightstyle_lerping", "0", CVAR_ARCHIVE, "enables animated light lerping (perfomance option)" );
cl_smooth = Cvar_Get ("cl_smooth", "1", 0, "smooth up stair climbing and interpolate position in multiplayer" );
// register our commands
Cmd_AddCommand ("cmd", CL_ForwardToServer_f, "send a console commandline to the server" );
Cmd_AddCommand ("pause", NULL, "pause the game (if the server allows pausing)" );
Cmd_AddCommand ("localservers", CL_LocalServers_f, "collect info about local servers" );
Cmd_AddCommand ("@crashed", CL_Crashed_f, "" ); // internal system command
Cmd_AddCommand ("userinfo", CL_Userinfo_f, "print current client userinfo" );
Cmd_AddCommand ("physinfo", CL_Physinfo_f, "print current client physinfo" );
Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server" );
Cmd_AddCommand ("record", CL_Record_f, "record a demo" );
Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "playing a demo" );
Cmd_AddCommand ("killdemo", CL_DeleteDemo_f, "delete a specified demo file and demoshot" );
Cmd_AddCommand ("startdemos", CL_StartDemos_f, "start playing back the selected demos sequentially" );
Cmd_AddCommand ("demos", CL_Demos_f, "restart looping demos defined by the last startdemos command" );
Cmd_AddCommand ("movie", CL_PlayVideo_f, "playing a movie" );
Cmd_AddCommand ("stop", CL_Stop_f, "stop playing or recording a demo" );
Cmd_AddCommand ("info", NULL, "collect info about local servers with specified protocol" );
Cmd_AddCommand ("escape", CL_Escape_f, "escape from game to menu" );
Cmd_AddCommand ("cfgstringslist", CL_DumpCfgStrings_f, "dump all configstrings that used on the client" );
Cmd_AddCommand ("quit", CL_Quit_f, "quit from game" );
Cmd_AddCommand ("exit", CL_Quit_f, "quit from game" );
Cmd_AddCommand ("screenshot", CL_ScreenShot_f, "takes a screenshot of the next rendered frame" );
Cmd_AddCommand ("envshot", CL_EnvShot_f, "takes a six-sides cubemap shot with specified name" );
Cmd_AddCommand ("skyshot", CL_SkyShot_f, "takes a six-sides envmap (skybox) shot with specified name" );
Cmd_AddCommand ("levelshot", CL_LevelShot_f, "same as \"screenshot\", used for create plaque images" );
Cmd_AddCommand ("saveshot", CL_SaveShot_f, "used for create save previews with LoadGame menu" );
Cmd_AddCommand ("demoshot", CL_DemoShot_f, "used for create demo previews with PlayDemo menu" );
Cmd_AddCommand ("connect", CL_Connect_f, "connect to a server by hostname" );
Cmd_AddCommand ("reconnect", CL_Reconnect_f, "reconnect to current level" );
Cmd_AddCommand ("rcon", CL_Rcon_f, "sends a command to the server console (rcon_password and rcon_address required)" );
// this is dangerous to leave in
// Cmd_AddCommand ("packet", CL_Packet_f, "send a packet with custom contents" );
Cmd_AddCommand ("precache", CL_Precache_f, "precache specified resource (by index)" );
Cmd_AddCommand ("download", CL_Download_f, "download specified resource (by name)" );
}
//============================================================================
/*
==================
CL_SendCommand
==================
*/
void CL_SendCommand( void )
{
// send intentions now
CL_SendCmd ();
// resend a connection request if necessary
CL_CheckForResend ();
}
/*
==================
Host_ClientFrame
==================
*/
void CL_Frame( int time )
{
// if client is not active, do nothing
if( !cls.initialized ) return;
// decide the simulation time
cl.time += time; // can be merged by cl.frame.servertime
cls.realtime += time;
cls.frametime = time * 0.001f;
if( cls.frametime > 0.2f ) cls.frametime = 0.2f;
// menu time (not paused, not clamped)
gameui.globals->time = cls.realtime * 0.001f;
gameui.globals->frametime = cls.frametime;
gameui.globals->demoplayback = cls.demoplayback;
gameui.globals->demorecording = cls.demorecording;
// if in the debugger last frame, don't timeout
if( host.frametime > 5.0 )
cls.netchan.last_received = Sys_Milliseconds();
// fetch results from server
CL_ReadPackets();
// send a new command message to the server
CL_SendCommand();
// predict all unacknowledged movements
CL_PredictMovement();
Host_CheckChanges();
// allow sound and video DLL change
if( cls.state == ca_active )
{
if( !cl.video_prepped ) CL_PrepVideo();
if( !cl.audio_prepped ) CL_PrepSound();
}
// update the screen
SCR_UpdateScreen ();
// update audio
S_RenderFrame( &cl.refdef );
// advance local effects for next frame
CL_RunLightStyles ();
SCR_RunCinematic();
Con_RunConsole();
cls.framecount++;
}
//============================================================================
/*
====================
CL_Init
====================
*/
void CL_Init( void )
{
if( host.type == HOST_DEDICATED )
return; // nothing running on the client
Con_Init();
CL_InitLocal();
if( !CL_LoadProgs( "client.dll" ))
Host_Error( "CL_InitGame: can't initialize client.dll\n" );
Host_CheckChanges ();
cls.initialized = true;
}
/*
===============
CL_Shutdown
FIXME: this is a callback from Sys_Quit and Host_Error. It would be better
to run quit through here before the final handoff to the sys code.
===============
*/
void CL_Shutdown( void )
{
// already freed
if( host.state == HOST_ERROR ) return;
if( !cls.initialized ) return;
Host_WriteConfig();
CL_UnloadProgs();
SCR_Shutdown();
cls.initialized = false;
}