nuclide/src/client/entry.c

823 lines
17 KiB
C

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
CSQC_Init(float apilevel, string enginename, float engineversion)
{
pSeat = &seats[0];
registercommand("vox_test");
registercommand("+attack2");
registercommand("-attack2");
registercommand("+reload");
registercommand("-reload");
registercommand("+use");
registercommand("-use");
registercommand("+duck");
registercommand("-duck");
/* Requested by Slacer */
registercommand("+zoomin");
registercommand("-zoomin");
registercommand("slot1");
registercommand("slot2");
registercommand("slot3");
registercommand("slot4");
registercommand("slot5");
registercommand("slot6");
registercommand("slot7");
registercommand("slot8");
registercommand("slot9");
registercommand("slot10");
registercommand("lastinv");
registercommand("invnext");
registercommand("invprev");
registercommand("+showscores");
registercommand("-showscores");
registercommand("buildcubemaps");
precache_model("sprites/640_pain.spr");
precache_model("sprites/crosshairs.spr");
precache_model("sprites/muzzleflash1.spr");
precache_model("sprites/muzzleflash2.spr");
precache_model("sprites/muzzleflash3.spr");
/* Fonts */
FONT_16 = loadfont("16", "fonts/default", "16", -1);
FONT_20 = loadfont("cr", "creditsfont?fmt=h", "20", -1);
FONT_CON = loadfont("font", "", "12", -1);
drawfont = FONT_CON;
/* Particles */
PARTICLE_SPARK = particleeffectnum("part_spark");
PARTICLE_PIECES_BLACK = particleeffectnum("part_pieces_black");
PARTICLE_SMOKE_GREY = particleeffectnum("part_smoke_grey");
PARTICLE_SMOKE_BROWN = particleeffectnum("part_smoke_brown");
PARTICLE_BLOOD = particleeffectnum("part_blood");
DECAL_SHOT = particleeffectnum("decal_shot");
DECAL_GLASS = particleeffectnum("decal_glass");
/* 2D Pics */
precache_pic("gfx/vgui/icntlk_sv");
precache_pic("gfx/vgui/icntlk_pl");
/* GS-Entbase */
Fade_Init();
/* VOX */
Sound_InitVOX();
/* View */
View_Init();
/* Effects */
Effects_Init();
precache_sound("misc/talk.wav");
precache_sound("common/wpn_hudon.wav");
precache_sound("common/wpn_hudoff.wav");
precache_sound("common/wpn_moveselect.wav");
precache_sound("common/wpn_select.wav");
/* VGUI */
VGUI_Init();
/* Game specific inits */
HUD_Init();
Scores_Init();
Client_Init(apilevel, enginename, engineversion);
DSP_Init();
CSQC_RendererRestarted("init");
}
void
CSQC_UpdateView(float w, float h, float focus)
{
player pl;
int s;
if (w == 0 || h == 0) {
return;
} else {
/* First time we can effectively call VGUI
* because until now we don't know the video res.
*/
if (!video_res[0] && !video_res[1]) {
video_res[0] = w;
video_res[1] = h;
Client_InitDone();
}
}
/* While the init above may have already happened,
people are able to resize windows dynamically too. */
video_res[0] = w;
video_res[1] = h;
if ( g_iCubeProcess == TRUE ) {
clearscene();
setproperty( VF_DRAWWORLD, TRUE );
setproperty( VF_DRAWENGINESBAR, FALSE );
setproperty( VF_DRAWCROSSHAIR, FALSE );
setproperty( VF_ENVMAP, "$whiteimage" );
setproperty( VF_ORIGIN, g_vecCubePos );
setproperty( VF_AFOV, 90 );
renderscene();
return;
}
clearscene();
setproperty(VF_DRAWENGINESBAR, 0);
setproperty(VF_DRAWCROSSHAIR, 0);
//just in case...
if (numclientseats > seats.length) {
numclientseats = seats.length;
}
for (s = seats.length; s-- > numclientseats;) {
pSeat = &seats[s];
pSeat->ePlayer = world;
}
for (s = numclientseats; s-- > 0;) {
pSeat = &seats[s];
View_CalcViewport(s, w, h);
setproperty(VF_ACTIVESEAT, (float)s);
pSeat->ePlayer = self = findfloat(world, entnum, player_localentnum);
if (!self) {
continue;
}
pl = (player)self;
Predict_PreFrame((player)self);
pSeat->vPlayerOrigin = pl.origin;
pSeat->vPlayerVelocity = pl.velocity;
pSeat->fPlayerFlags = pl.flags;
// Render 3D Game Loop
#ifdef CSTRIKE
Cstrike_PreDraw();
#endif
// Don't hide the player entity
if (autocvar_cl_thirdperson == TRUE && pl.health) {
setproperty(VF_VIEWENTITY, (float)0);
} else {
setproperty(VF_VIEWENTITY, (float)player_localentnum);
}
float oldzoom = pl.viewzoom;
if (pl.viewzoom == 1.0f) {
pl.viewzoom = 1.0 - (0.5 * pSeat->flZoomTime);
/* +zoomin requested by Slacer */
if (pSeat->iZoomed) {
pSeat->flZoomTime += frametime * 15;
} else {
pSeat->flZoomTime -= frametime * 15;
}
pSeat->flZoomTime = bound(0, pSeat->flZoomTime, 1);
}
setproperty(VF_AFOV, cvar("fov") * pl.viewzoom);
if (autocvar_zoom_sensitivity && pl.viewzoom < 1.0f) {
setsensitivityscaler(pl.viewzoom * autocvar_zoom_sensitivity);
} else {
setsensitivityscaler(pl.viewzoom);
}
pl.viewzoom = oldzoom;
View_Stairsmooth();
// When Cameratime is active, draw on the forced coords instead
if (pSeat->fCameraTime > time) {
setproperty(VF_ORIGIN, pSeat->vCameraPos);
setproperty(VF_CL_VIEWANGLES, pSeat->vCameraAngle);
} else {
if (pl.health) {
if (autocvar_cl_thirdperson == TRUE) {
makevectors(view_angles);
vector vStart = [pSeat->vPlayerOrigin[0], pSeat->vPlayerOrigin[1], pSeat->vPlayerOrigin[2] + 16] + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
traceline(vStart, vEnd, FALSE, self);
setproperty(VF_ORIGIN, trace_endpos + (v_forward * 5));
} else {
setproperty(VF_ORIGIN, pSeat->vPlayerOrigin + pl.view_ofs);
}
} else {
setproperty(VF_ORIGIN, pSeat->vPlayerOrigin);
}
View_DrawViewModel();
}
addentities(MASK_ENGINE);
setproperty(VF_MIN, video_mins);
setproperty(VF_SIZE, video_res);
setproperty(VF_ANGLES, view_angles + pSeat->vPunchAngle);
setproperty(VF_DRAWWORLD, 1);
if (g_skyscale != 0 && g_skypos) {
vector porg;
vector realpos;
porg = getproperty(VF_ORIGIN);
if (autocvar_dev_skyscale) {
realpos[0] = porg[0] / autocvar_dev_skyscale;
realpos[1] = porg[1] / autocvar_dev_skyscale;
realpos[2] = porg[2] / autocvar_dev_skyscale;
} else {
realpos[0] = porg[0] / g_skyscale;
realpos[1] = porg[1] / g_skyscale;
realpos[2] = porg[2] / g_skyscale;
}
setproperty(VF_SKYROOM_CAMERA, g_skypos + realpos);
}
renderscene();
/* Run this on all players */
for (entity b = world; (b = find(b, ::classname, "player"));) {
player pf = (player) b;
pf.postdraw();
}
View_DropPunchAngle();
Fade_Update((int)video_mins[0],(int)video_mins[1], (int)w, (int)h);
#ifdef CSTRIKE
Cstrike_PostDraw((int)video_mins[0],(int)video_mins[1], (int)w, (int)h);
#endif
View_PostDraw();
if (focus == TRUE) {
GameText_Draw();
// The spectator sees things... differently
if (getplayerkeyvalue(player_localnum, "*spec") != "0") {
//VGUI_DrawSpectatorHUD();
} else {
HUD_Draw();
}
///HUD_DrawOrbituaries();
Voice_DrawHUD();
Chat_Draw();
Print_Draw();
// Don't even try to draw centerprints and VGUI menus when scores are shown
if (pSeat->iShowScores == TRUE) {
Scores_Draw();
} else {
VGUI_Draw();
CSQC_DrawCenterprint();
}
}
Predict_PostFrame((player)self);
}
DSP_UpdateListener();
pSeat = (void*)0x70000000i;
Sound_ProcessWordQue();
}
/*
=================
CSQC_InputEvent
Updates all our input related globals for use in other functions
=================
*/
float
CSQC_InputEvent(float fEventType, float fKey, float fCharacter, float fDeviceID)
{
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &seats[s];
switch (fEventType) {
case IE_KEYDOWN:
break;
case IE_KEYUP:
break;
case IE_MOUSEABS:
mouse_pos[0] = fKey;
mouse_pos[1] = fCharacter;
break;
case IE_MOUSEDELTA:
mouse_pos[0] += fKey;
mouse_pos[1] += fCharacter;
if (mouse_pos[0] < 0) {
mouse_pos[0] = 0;
} else if (mouse_pos[0] > video_res[0]) {
mouse_pos[0] = video_res[0];
}
if (mouse_pos[1] < 0) {
mouse_pos[1] = 0;
} else if (mouse_pos[1] > video_res[1]) {
mouse_pos[1] = video_res[1];
}
break;
default:
return TRUE;
}
VGUI_Input(fEventType, fKey, fCharacter, fDeviceID);
if (g_vguiWidgetCount) {
setcursormode(TRUE, "gfx/cursor", [0,0,0], 1.0f);
} else {
setcursormode(FALSE, "gfx/cursor", [0,0,0], 1.0f);
}
return FALSE;
}
/*
=================
CSQC_Input_Frame
Hijacks and controls what input globals are being sent to the server
=================
*/
void
CSQC_Input_Frame(void)
{
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &seats[s];
// If we are inside a VGUI, don't let the client do stuff outside
if (g_vguiWidgetCount > 0) {
input_impulse = 0;
input_buttons = 0;
return;
}
/* The HUD needs more time */
if ((pSeat->fHUDWeaponSelected) && (input_buttons & INPUT_BUTTON0)) {
HUD_DrawWeaponSelect_Trigger();
input_buttons = 0;
pSeat->fInputSendNext = time + 0.2;
}
/* prevent accidental input packets */
if (pSeat->fInputSendNext > time) {
input_impulse = 0;
input_buttons = 0;
return;
}
/* compat*/
if (input_impulse == 201) {
sendevent("Spraylogo", "");
}
if (pSeat->iInputAttack2 == TRUE) {
input_buttons |= INPUT_BUTTON3;
}
if (pSeat->iInputReload == TRUE) {
input_buttons |= INPUT_BUTTON4;
}
if (pSeat->iInputUse == TRUE) {
input_buttons |= INPUT_BUTTON5;
}
if (pSeat->iInputDuck == TRUE) {
input_buttons |= INPUT_BUTTON8;
}
}
/*
=================
CSQC_Parse_Event
Whenever we call a SVC_CGAMEPACKET on the SSQC, this is being run
=================
*/
void
CSQC_Parse_Event(void)
{
/* always 0, unless it was sent with a MULTICAST_ONE or MULTICAST_ONE_R to p2+ */
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &seats[s];
float fHeader = readbyte();
switch (fHeader) {
case EV_SPEAK:
string msg;
float pit;
entity t = findfloat( world, entnum, readentitynum() );
msg = readstring();
pit = readfloat();
sound(t, CHAN_VOICE, msg, 1.0, ATTN_NORM, pit);
break;
case EV_FADE:
Fade_Parse();
break;
case EV_SPRITE:
Sprite_ParseEvent();
break;
case EV_TEXT:
GameText_Parse();
break;
case EV_MESSAGE:
GameMessage_Parse();
break;
case EV_SPARK:
vector vSparkPos, vSparkAngle;
vSparkPos[0] = readcoord();
vSparkPos[1] = readcoord();
vSparkPos[2] = readcoord();
vSparkAngle[0] = readcoord();
vSparkAngle[1] = readcoord();
vSparkAngle[2] = readcoord();
Effect_CreateSpark(vSparkPos, vSparkAngle);
break;
case EV_GIBHUMAN:
vector vGibPos;
vGibPos[0] = readcoord();
vGibPos[1] = readcoord();
vGibPos[2] = readcoord();
Effect_GibHuman(vGibPos);
break;
case EV_BLOOD:
vector vBloodPos;
vector vBloodAngle;
vBloodPos[0] = readcoord();
vBloodPos[1] = readcoord();
vBloodPos[2] = readcoord();
vBloodAngle[0] = readcoord();
vBloodAngle[1] = readcoord();
vBloodAngle[2] = readcoord();
Effect_CreateBlood(vBloodPos, vBloodAngle);
break;
case EV_EXPLOSION:
vector vExploPos;
vExploPos[0] = readcoord();
vExploPos[1] = readcoord();
vExploPos[2] = readcoord();
Effect_CreateExplosion(vExploPos);
break;
case EV_MODELGIB:
vector vPos;
vPos[0] = readcoord();
vPos[1] = readcoord();
vPos[2] = readcoord();
vector vSize;
vSize[0] = readcoord();
vSize[1] = readcoord();
vSize[2] = readcoord();
float fStyle = readbyte();
int count = readbyte();
Effect_BreakModel(count, vPos, vSize, [0,0,0], fStyle);
break;
case EV_CAMERATRIGGER:
pSeat->vCameraPos.x = readcoord();
pSeat->vCameraPos.y = readcoord();
pSeat->vCameraPos.z = readcoord();
pSeat->vCameraAngle.x = readcoord();
pSeat->vCameraAngle.y = readcoord();
pSeat->vCameraAngle.z = readcoord();
pSeat->fCameraTime = time + readfloat();
break;
case EV_IMPACT:
int iType;
vector vOrigin, vNormal;
iType = (int)readbyte();
vOrigin[0] = readcoord();
vOrigin[1] = readcoord();
vOrigin[2] = readcoord();
vNormal[0] = readcoord();
vNormal[1] = readcoord();
vNormal[2] = readcoord();
Effect_Impact(iType, vOrigin, vNormal);
break;
default:
Game_Parse_Event(fHeader);
}
}
float
CSQC_ConsoleCommand(string sCMD)
{
/* the engine will hide the p1 etc commands... which is fun... */
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &seats[s];
tokenize(sCMD);
switch (argv(0)) {
case "+zoomin":
pSeat->iZoomed = TRUE;
break;
case "-zoomin":
pSeat->iZoomed = FALSE;
break;
case "buildcubemaps":
CMap_Build();
break;
case "vox_test":
Sound_PlayVOX(sCMD);
break;
case "+attack2":
pSeat->iInputAttack2 = TRUE;
break;
case "-attack2":
pSeat->iInputAttack2 = FALSE;
break;
case "+reload":
pSeat->iInputReload = TRUE;
break;
case "-reload":
pSeat->iInputReload = FALSE;
break;
case "+use":
pSeat->iInputUse = TRUE;
break;
case "-use":
pSeat->iInputUse = FALSE;
break;
case "+duck":
pSeat->iInputDuck = TRUE;
break;
case "-duck":
pSeat->iInputDuck = FALSE;
break;
case "invnext":
HUD_DrawWeaponSelect_Back();
break;
case "invprev":
HUD_DrawWeaponSelect_Forward();
break;
case "lastinv":
HUD_DrawWeaponSelect_Last();
break;
case "+showscores":
pSeat->iShowScores = TRUE;
break;
case "-showscores":
pSeat->iShowScores = FALSE;
break;
case "slot1":
localcmd("impulse 1\n");
break;
case "slot2":
localcmd("impulse 2\n");
break;
case "slot3":
localcmd("impulse 3\n");
break;
case "slot4":
localcmd("impulse 4\n");
break;
case "slot5":
localcmd("impulse 5\n");
break;
case "slot6":
localcmd("impulse 6\n");
break;
case "slot7":
localcmd("impulse 7\n");
break;
case "slot8":
localcmd("impulse 8\n");
break;
case "slot9":
localcmd("impulse 9\n");
break;
case "slot10":
localcmd("impulse 10\n");
break;
default:
return Game_ConsoleCommand();
}
return TRUE;
}
void CSQC_Parse_Print(string sMessage, float fLevel)
{
// This gives messages other than chat an orange tint
if (fLevel == PRINT_CHAT) {
Chat_Parse(sMessage);
return;
}
if (g_printlines < (4)) {
g_printbuffer[g_printlines + 1] = sMessage;
g_printlines++;
} else {
for (int i = 0; i < (4); i++) {
g_printbuffer[i] = g_printbuffer[i + 1];
}
g_printbuffer[4] = sMessage;
}
g_printtime = time + CHAT_TIME;
// Log to console
localcmd(sprintf("echo \"%s\"\n", sMessage));
}
/*
=================
CSQC_Parse_CenterPrint
Catches every centerprint call and allows us to tinker with it.
That's how we are able to add color, alpha and whatnot.
Keep in mind that newlines need to be tokenized
=================
*/
float
CSQC_Parse_CenterPrint(string sMessage)
{
fCenterPrintLines = tokenizebyseparator(sMessage, "\n");
for (int i = 0; i < (fCenterPrintLines); i++) {
sCenterPrintBuffer[i] = sprintf("^xF80%s", argv(i));
}
fCenterPrintAlpha = 1;
fCenterPrintTime = time + 3;
return TRUE;
}
/*
=================
CSQC_Ent_ParseMapEntity
=================
*/
float
CSQC_Ent_ParseMapEntity(void)
{
entity eOld;
CBaseEntity eEnt = __NULL__;
string strField, strValue;
__fullspawndata = "";
int iClass = FALSE;
eOld = self;
while (1) {
strField = getentitytoken();
if (!strField) {
break;
}
if (strField == "}") {
if (!eEnt.classname) {
break;
}
if (iClass == TRUE) {
eEnt.Init();
return TRUE;
}
if (eEnt) {
remove(eEnt);
}
return TRUE;
}
strValue = getentitytoken();
if (!strValue) {
break;
}
switch (strField) {
case "classname":
print(strcat("[CSQC] Spawnfunc search for ", strValue));
eEnt = (CBaseEntity)spawn();
if (isfunction(strcat("spawnfunc_", strValue))) {
self = eEnt;
callfunction(strcat("spawnfunc_", strValue));
self = eOld;
iClass = TRUE;
print(" [^2FOUND^7]");
} else {
eEnt.classname = strValue;
}
print("\n");
break;
default:
__fullspawndata = sprintf("%s\"%s\" \"%s\" ",
__fullspawndata, strField, strValue);
break;
}
}
return FALSE;
}
/*
=================
CSQC_WorldLoaded
Whenever the world is fully initialized...
=================
*/
void
CSQC_WorldLoaded(void)
{
precache_pic("{shot1", TRUE);
precache_pic("{shot2", TRUE);
precache_pic("{shot3", TRUE);
precache_pic("{shot4", TRUE);
precache_pic("{shot5", TRUE);
precache_pic("{bigshot1", TRUE);
precache_pic("{bigshot2", TRUE);
precache_pic("{bigshot3", TRUE);
precache_pic("{bigshot4", TRUE);
precache_pic("{bigshot5", TRUE);
precache_pic("{scorch1", TRUE);
precache_pic("{scorch2", TRUE);
precache_pic("{scorch3", TRUE);
/* Primarily for the flashlight */
if (serverkeyfloat("*bspversion") == 46) {
localcmd("r_shadow_realtime_dlight 1\n");
} else {
localcmd("r_shadow_realtime_dlight 0\n");
}
string strTokenized;
getentitytoken(0);
while (1) {
strTokenized = getentitytoken();
if (strTokenized == "") {
break;
}
if (strTokenized != "{") {
print("^1[WARNING] ^7Bad entity data\n");
return;
}
if (!CSQC_Ent_ParseMapEntity()) {
print("^1[WARNING] ^7Bad entity data\n");
return;
}
}
}
void
CSQC_RendererRestarted(string rstr)
{
Sky_Update();
Game_RendererRestarted(rstr);
}
/*
=================
CSQC_Shutdown
Incase you need to free something
=================
*/
void
CSQC_Shutdown(void)
{
}