khanat-opennel-code/code/snowballs2/client/src/snowballs_client.cpp

1433 lines
40 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "snowballs_client.h"
#include "snowballs_config.h"
// STL includes
#include <ctime>
#include <string>
#include <vector>
#include <stdio.h>
#if defined(NL_OS_WINDOWS)
# include <direct.h>
# include <tchar.h>
#endif
// NeL includes
#include <nel/misc/config_file.h>
#include <nel/misc/path.h>
#include <nel/misc/debug.h>
#include <nel/misc/md5.h>
#include <nel/misc/path.h>
#include <nel/misc/file.h>
#include <nel/misc/vectord.h>
#include <nel/misc/time_nl.h>
#include <nel/misc/command.h>
#include <nel/misc/config_file.h>
#include <nel/net/login_client.h>
#include <nel/3d/u_scene.h>
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/u_texture.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_material.h>
#include <nel/3d/u_text_context.h>
#include <nel/3d/bloom_effect.h>
#if SBCLIENT_DEV_STEREO
# include <nel/3d/stereo_render.h>
#endif /* #if SBCLIENT_DEV_STEREO */
#include <nel/3d/stereo_hmd.h>
// Project includes
#include "pacs.h"
#include "radar.h"
#include "graph.h"
#include "camera.h"
#include "compass.h"
#include "commands.h"
#include "entities.h"
#include "network.h"
#include "landscape.h"
#include "animation.h"
#include "interface.h"
#include "lens_flare.h"
#include "mouse_listener.h"
#include "configuration.h"
#include "internationalization.h"
#include "game_time.h"
#ifdef NL_OS_WINDOWS
#include <Windows.h>
#endif
using namespace std;
using namespace NLMISC;
using namespace NL3D;
using namespace NLNET;
namespace SBCLIENT {
/*******************************************************************
* GLOBALS *
*******************************************************************/
void CGlobals::assertNull()
{
// extra verification against stupid typos
nlassert(!Driver);
nlassert(!Scene);
nlassert(!TextContext);
nlassert(!ConfigFile);
nlassert(!Landscape);
nlassert(!MouseListener);
}
// The 3d driver
NL3D::UDriver *Driver = NULL; // core
// This is the main scene
NL3D::UScene *Scene = NULL; // ingame
// This variable is used to display text on the screen
NL3D::UTextContext *TextContext = NULL; // core
// This class contains all variables that are in the snowballs_client.cfg
NLMISC::CConfigFile *ConfigFile = NULL; // core
NL3D::ULandscape *Landscape = NULL; // ingame
// This class is used to handle mouse/keyboard input for camera movement
C3dMouseListener *MouseListener = NULL; // ingame
//// Log file
//CFileDisplayer FileDisplayer; // main
// stuff not initialized
// The previous and current frame dates
NLMISC::TLocalTime LocalTime;
NLMISC::TLocalTime LocalTimeDelta;
// NLMISC::TLocalTime ServerTime;
// NLMISC::TLocalTime ServerTimeDelta;
// NLMISC::TGameTime GameTime;
// NLMISC::TGameTime GameTimeDelta;
// NLMISC::TGameCycle GameCycle;
// NLMISC::TGameCycle GameCycleDelta;
NL3D::TGlobalAnimationTime AnimationTime;
NL3D::TAnimationTime AnimationTimeDelta;
float FramesPerSecond;
float FramesPerSecondSmooth;
// Stuff for connection
ucstring Login;
static string FSAddr, Cookie;
/*******************************************************************
* SNOWBALLS CLIENT *
*******************************************************************/
static CFileDisplayer *_FileDisplayer = NULL;
static const uint8 GameStateLoad = 0, GameStateUnload = 1, GameStateReset = 2, GameStateExit = 3,
GameStateLogin = 4, GameStateOnline = 5, GameStateOffline = 6;
// true if the commands(chat) interface must be display. This variable is set automatically with the config file
static bool ShowCommands; // ingame
// if true, the mouse can't go out the client window(work only on Windows)
static bool CaptureState = false; // ingame
// Set NextGameState to switch the current game state
static uint8 CurrentGameState = -1, NextGameState = 0; // state
// To know which data has been loaded
static bool LoadedCore = false, LoadedIngame = false, LoadedLogin = false,
LoadedOnline = false, LoadedOffline = false; // state
#if SBCLIENT_DEV_STEREO
static IStereoRender *_StereoRender = NULL;
#endif /* #if SBCLIENT_DEV_STEREO */
static bool s_EnableBloom = false;
//
// Prototypes
//
void initLoadingState();
void releaseLoadingState();
void renderLoadingState(const char *state, bool logo3d);
void updateLoadingState(const char *state, bool network, bool information);
void displayLoadingState(const char *state);
void renderLoadingState(ucstring state, bool logo3d);
void updateLoadingState(ucstring state, bool network, bool information);
void displayLoadingState(ucstring state);
void update3dLogo();
void renderInformation();
void switchGameState();
void loopLogin();
void loopIngame();
void initCore();
void initLogin();
void initIngame();
void initOnline();
void initOffline();
void releaseCore();
void releaseLogin();
void releaseIngame();
void releaseOnline();
void releaseOffline();
void cbGraphicsDriver(CConfigFile::CVar &var);
void cbSquareBloom(CConfigFile::CVar &var);
void cbDensityBloom(CConfigFile::CVar &var);
void cbEnableBloom(CConfigFile::CVar &var);
//
// Functions
//
void switchGameState()
{
SwitchNextGameState:
nlinfo("Switching to the next game state");
if (CurrentGameState == NextGameState)
{
nlwarning("NextGameState wasn't changed");
}
else
{
switch(CurrentGameState)
{
case GameStateOnline:
releaseOnline(); // always release online after switch
break;
case GameStateOffline:
releaseOffline(); // always releaes offline after switch
break;
}
switch(NextGameState)
{
case GameStateLoad:
try
{
initCore(); // core is required
}
catch (NLMISC::Exception e)
{
#ifdef NL_OS_WINDOWS
MessageBox(NULL, e.what(), "NeL Exception", MB_OK | MB_ICONSTOP);
#else
printf("%s\n", e.what());
#endif
return; // exit if driver loading failed
}
break;
case GameStateUnload:
displayLoadingState("Unloading");
releaseLogin(); // release all
releaseIngame();
break;
case GameStateReset:
displayLoadingState("Reset");
releaseLogin(); // release all
releaseIngame();
releaseCore();
break;
case GameStateExit:
displayLoadingState("See you later!");
releaseLogin(); // release all
releaseIngame();
releaseCore();
break;
case GameStateLogin:
initCore(); // core is required
initLogin(); // login is required
break;
case GameStateOnline:
initCore(); // core is required
releaseLogin(); //login can be released
initIngame(); // ingame is required
initOnline(); // connection is required
break;
case GameStateOffline:
initCore(); // core is required
releaseLogin(); //login can be released
initIngame(); // ingame is required
initOffline(); // offline entity required
break;
}
}
CurrentGameState = NextGameState;
switch(CurrentGameState)
{
case GameStateLoad: // switch to the default state
NextGameState = GameStateLogin;
break;
case GameStateUnload: // test state, switch back to load for default
NextGameState = GameStateLoad;
break;
case GameStateReset: // used to reset everything
NextGameState = GameStateLoad;
break;
case GameStateExit: // exit the loop
return;
case GameStateLogin: // loop the login screen
loopLogin(); // must loop by itself
break;
case GameStateOnline: // start offline if not online
if (!LoadedOnline)
{
NextGameState = GameStateOffline;
break;
}
case GameStateOffline: // loop ingame
loopIngame(); // must loop by itself
break;
}
goto SwitchNextGameState;
}
void initCore()
{
if (!LoadedCore)
{
LoadedCore = true;
// Seed the randomizer
srand(uint(time(0)));
// Load configuration file, set paths, extension remapping
CConfiguration::init();
// Load language file
CInternationalization::init();
// Start timing system
CGameTime::init();
// Set the ShowCommands with the value set in the client config file
ShowCommands = ConfigFile->getVar("ShowCommands").asInt() == 1;
// Create a driver
Driver = UDriver::createDriver(0, ConfigFile->getVar("OpenGL").asInt() == 0);
// Create the window with config file values
Driver->setDisplay(UDriver::CMode(ConfigFile->getVar("ScreenWidth").asInt(),
ConfigFile->getVar("ScreenHeight").asInt(),
ConfigFile->getVar("ScreenDepth").asInt(),
(ConfigFile->getVar("OpenGL").asInt() == 1 ? true : ConfigFile->getVar("ScreenFull").asInt()==0)));
// Set the cache size for the font manager(in bytes)
Driver->setFontManagerMaxMemory(2097152);
// Create a Text context for later text rendering
displayLoadingState("Initialize Text");
if (ConfigFile->getVar("OpenGL").asInt() == 1)
Driver->setMode(UDriver::CMode(ConfigFile->getVar("ScreenWidth").asInt(),
ConfigFile->getVar("ScreenHeight").asInt(),
ConfigFile->getVar("ScreenDepth").asInt(),
ConfigFile->getVar("ScreenFull").asInt()==0));
TextContext = Driver->createTextContext(CPath::lookup(ConfigFile->getVar("FontName").asString()));
TextContext->setShaded(true);
TextContext->setKeep800x600Ratio(false);
// You can't call displayLoadingState() before init the loading state system
displayLoadingState("Initialize Loading");
initLoadingState();
// Initialize sound for loading screens etc
//#ifdef NL_OS_WINDOWS
// displayLoadingState("Initialize Sound");
// initSound();
// playMusic(SBCLIENT_MUSIC_WAIT);
//#endif
// Required for 3d rendering (3d nel logo etc)
displayLoadingState("Initialize Light");
initLight();
#if SBCLIENT_DEV_STEREO
displayLoadingState("Initialize Stereo Renderer");
_StereoRender = Driver->createStereoRender();
_StereoRender->setMode("AnaglyphRedCyan");
//_StereoRender->setMode("SideBySideHalf");
//_StereoRender->setMode("Mono");
#endif /* #if SBCLIENT_DEV_STEREO */
ConfigFile->setCallback("OpenGL", cbGraphicsDriver);
}
}
void initLogin()
{
if (!LoadedLogin)
{
LoadedLogin = true;
}
}
void initIngame()
{
if (!LoadedIngame)
{
LoadedIngame = true;
//#ifdef NL_OS_WINDOWS
// playMusic(SBCLIENT_MUSIC_WAIT);
//#endif
displayLoadingState("Initialize");
// Create a scene
Scene = Driver->createScene(false);
// initialize bloom effect
CBloomEffect::instance().setDriver(Driver);
CBloomEffect::instance().setScene(Scene);
CBloomEffect::instance().init(ConfigFile->getVar("OpenGL").asInt() == 1);
CConfiguration::setAndCallback("SquareBloom", cbSquareBloom);
CConfiguration::setAndCallback("DensityBloom", cbDensityBloom);
CConfiguration::setAndCallback("EnableBloom", cbEnableBloom);
// Init the landscape using the previously created UScene
displayLoadingState("Initialize Landscape");
initLandscape();
// Init the pacs
displayLoadingState("Initialize PACS ");
initPACS();
// Init the aiming system
displayLoadingState("Initialize Aiming ");
initAiming();
// Init the user camera
displayLoadingState("Initialize Camera ");
initCamera();
// Create a 3D mouse listener
displayLoadingState("Initialize MouseListener ");
MouseListener = new C3dMouseListener();
MouseListener->addToServer(Driver->EventServer);
MouseListener->setCamera(Camera);
MouseListener->setHotSpot(CVectorD(0,0,0));
MouseListener->setFrustrum(Camera.getFrustum());
MouseListener->setMatrix(Camera.getMatrix());
MouseListener->setSpeed(PlayerSpeed);
initMouseListenerConfig();
// Init interface
displayLoadingState("Initialize Interface ");
initInterface();
// Init radar
displayLoadingState("Initialize Radar ");
initRadar();
// Init compass
displayLoadingState("Initialize Compass ");
initCompass();
// Init graph
displayLoadingState("Initialize Graph ");
initGraph();
// Init the command control
displayLoadingState("Initialize Commands ");
initCommands();
// Init the entities prefs
displayLoadingState("Initialize Entities ");
initEntities();
// Init animation system
displayLoadingState("Initialize Animation ");
initAnimation();
// Init the lens flare
displayLoadingState("Initialize LensFlare ");
initLensFlare();
// Init the sky
displayLoadingState("Initialize Sky ");
initSky();
// Init the mouse so it's trapped by the main window.
Driver->showCursor(false);
Driver->setCapture(true);
Driver->setMousePos(0.5f, 0.5f);
}
}
void initOnline()
{
if (LoadedOnline) return;
//#ifdef NL_OS_WINDOWS
// playMusic(SBCLIENT_MUSIC_WAIT);
//#endif
displayLoadingState("Connecting");
// connect to the server
nlinfo("Try to connect to FS addr '%s' and identify with the cookie '%s'", FSAddr.c_str(), Cookie.c_str());
initNetwork(Cookie, FSAddr);
while (Self == NULL) // wait for position etc from server
updateLoadingState(ucstring("Connecting"), true, true);
displayLoadingState("Load Landscape");
loadAllZonesAround();
displayLoadingState("Ready!");
//#ifdef NL_OS_WINDOWS
// playMusic(SBCLIENT_MUSIC_BACKGROUND);
//#endif
LoadedOnline = true;
}
void initOffline()
{
if (!LoadedOffline)
{
LoadedOffline = true;
//#ifdef NL_OS_WINDOWS
// playMusic(SBCLIENT_MUSIC_WAIT);
//#endif
uint32 id = NextEID++;
Login = ucstring("Entity" + toString(id));
// Creates the self entity
displayLoadingState("Creating offline entity");
CVector startPoint = CVector(ConfigFile->getVar("StartPoint").asFloat(0), ConfigFile->getVar("StartPoint").asFloat(1), ConfigFile->getVar("StartPoint").asFloat(2));
addEntity(id, Login.toUtf8(), CEntity::Self, startPoint, startPoint);
displayLoadingState("Load Landscape");
loadAllZonesAround();
// Display a local welcome message
addLine(">>>>> Welcome to Snowballs!");
addLine(">>>>> Press SHIFT-ESC to exit the game.");
displayLoadingState("Ready!");
//#ifdef NL_OS_WINDOWS
// playMusic(SBCLIENT_MUSIC_BACKGROUND);
//#endif
}
}
void releaseCore()
{
if (LoadedCore)
{
LoadedCore = false;
// Release configuration callbacks
CConfiguration::dropCallback("OpenGL");
#if SBCLIENT_DEV_STEREO
// Release stereo render
Driver->deleteStereoRender(_StereoRender);
_StereoRender = NULL;
#endif /* #if SBCLIENT_DEV_STEREO */
// Release the sun
releaseLight();
// Release the loading state textures
releaseLoadingState();
// Release the sound
//#ifdef NL_OS_WINDOWS
// releaseSound();
//#endif
// Release the text context
Driver->deleteTextContext(TextContext);
TextContext = NULL;
// Release the 3d driver
Driver->release();
delete Driver;
Driver = NULL;
// Release timing system
CGameTime::init();
// Release language file
CInternationalization::init();
// Release the configuration
CConfiguration::release();
}
}
void releaseLogin()
{
if (LoadedLogin)
{
LoadedLogin = false;
}
}
void releaseIngame()
{
if (LoadedIngame)
{
LoadedIngame = false;
// Release the mouse cursor
if (CaptureState)
{
Driver->setCapture(false);
Driver->showCursor(true);
}
// Release all before quit
releaseSky();
releaseLensFlare();
releaseRadar();
releaseCommands();
releaseEntities();
releaseGraph();
releaseCompass();
releaseInterface();
releaseNetwork();
releaseAnimation();
releaseMouseListenerConfig();
releaseCamera();
releaseAiming();
releasePACS();
releaseLandscape();
// Release the mouse listener
MouseListener->removeFromServer(Driver->EventServer);
delete MouseListener;
MouseListener = NULL;
// release bloom effect
CConfiguration::dropCallback("SquareBloom");
CConfiguration::dropCallback("DensityBloom");
CBloomEffect::instance().releaseInstance();
Driver->deleteScene(Scene);
Scene = NULL;
}
}
void releaseOnline()
{
if (LoadedOnline)
{
LoadedOnline = false;
releaseNetwork();
deleteAllEntities();
}
}
void releaseOffline()
{
if (LoadedOffline)
{
LoadedOffline = false;
deleteAllEntities();
}
}
void loopLogin()
{
//#ifdef NL_OS_WINDOWS
// playMusic(SBCLIENT_MUSIC_LOGIN);
//#endif
// todo: login screen, move this stuff to a button or something
displayLoadingState("Login");
if (ConfigFile->getVar("Local").asInt() == 0)
{
// Only attempt to directly log in if we haven't been passed a cookie already.
if(Cookie.empty() || FSAddr.empty())
{
if (ConfigFile->getVar("UseDirectClient").asInt() == 1)
{
string result;
string LSHost(ConfigFile->getVar("LSHost").asString());
Login = ConfigFile->getVar("Login").asString();
string Password = ConfigFile->getVar("Password").asString();
CHashKeyMD5 hk = getMD5((uint8 *)Password.c_str(), (uint32)Password.size());
string CPassword = hk.toString();
nlinfo("The crypted password is %s", CPassword.c_str());
string Application = ConfigFile->getVar("ClientApplication").asString();
sint32 sid = ConfigFile->getVar("ShardId").asInt();
// 1/ Authenticate
updateLoadingState(ucstring("Authenticate"), false, false);
result = CLoginClient::authenticateBegin(LSHost, Login, CPassword, Application);
if (!result.empty()) goto AuthenticateFail;
while (CLoginClient::authenticateUpdate(result))
updateLoadingState(ucstring("Authenticate"), false, false);
if (!result.empty()) goto AuthenticateFail;
goto AuthenticateSuccess;
AuthenticateFail:
nlinfo("*** Authenticate failed '%s' ***", result.c_str());
for (TLocalTime t = 0; t < 5.000; t += LocalTimeDelta)
updateLoadingState(ucstring("Authenticate failed: ") + ucstring(result), false, false);
NextGameState = GameStateOffline;
return;
AuthenticateSuccess:
nlinfo("%d Shards are available:", CLoginClient::ShardList.size());
for (uint i = 0; i < CLoginClient::ShardList.size(); i++)
{
nlinfo(" ShardId %3d: %s(%d online players)", CLoginClient::ShardList[i].Id, CLoginClient::ShardList[i].Name.toUtf8().c_str(), CLoginClient::ShardList[i].NbPlayers);
}
// 2/ Select shard
updateLoadingState(ucstring("Select shard"), false, false);
result = CLoginClient::selectShardBegin(sid);
if (!result.empty()) goto SelectFail;
while (CLoginClient::selectShardUpdate(result, FSAddr, Cookie))
updateLoadingState(ucstring("Select shard"), false, false);
if (!result.empty()) goto SelectFail;
goto SelectSuccess;
SelectFail:
nlinfo("*** Connection to the shard failed '%s' ***", result.c_str());
for (TLocalTime t = 0; t < 5.000; t += LocalTimeDelta)
updateLoadingState(ucstring("Select shard failed: ") + ucstring(result), false, false);
NextGameState = GameStateOffline;
return;
SelectSuccess:;
}
}
NextGameState = GameStateOnline;
return;
}
NextGameState = GameStateOffline;
return;
}
void loopIngame()
{
while (CurrentGameState == NextGameState)
{
if (!Driver->isActive()) { NextGameState = GameStateExit; return; }
// call all update functions
// 01. Update Utilities (configuration etc)
CConfiguration::updateUtilities(); // update configuration files
// 02. Update Time (deltas)
CGameTime::updateTime();
CGameTime::advanceTime(1.0);
// 03. Update Incoming (network, receive messages)
updateNetwork();
// 04. Update Input (keyboard controls, etc)
Driver->EventServer.pump(); // Pump user input messages
MouseListener->update();
MouseListener->updateCamera();
// 05. Update Weather (sky, snow, wind, fog, sun)
animateSky(LocalTimeDelta);
// 06. Update Landscape (async zone loading near entity)
updateLandscape(); // Update the landscape
// ... Update Animations (TEST)
updateAnimation();
// 07. Update Entities (collisions and actions)
// - Move Other Entities (move//, animations, etc)
// - Update Self Collision (move)
// - Update Self Entity (animations//, etc)
updateEntities(); // Update network messages FIXME_NETWORK_OUTGOING
// 08. Update Animations (playlists)
Scene->animate(AnimationTime); // Set new animation date
// 09. Update Camera (depends on entities)
updateCamera();
if (StereoHMD) StereoHMD->updateCamera(0, &Camera);
// 10. Update Interface (login, ui, etc)
// ...
// 11. Update Sound (sound driver)
//#ifdef NL_OS_WINDOWS
// updateSound(); // Update the sound
//#endif
// 12. Update Outgoing (network, send new position etc)
// ...
// 13. Update Debug (stuff for dev)
// ...
// if driver is lost (d3d) do nothing for a while
if (Driver->isLost()) nlSleep(10);
else
{
uint i = 0;
uint bloomStage = 0;
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
{
++i;
if (StereoDisplay)
{
const CViewport &vp = StereoDisplay->getCurrentViewport();
Driver->setViewport(vp);
Scene->setViewport(vp);
SkyScene->setViewport(vp);
StereoDisplay->getCurrentFrustum(0, &Camera);
StereoDisplay->getCurrentFrustum(0, &SkyCamera);
StereoDisplay->getCurrentMatrix(0, &Camera);
}
if (StereoDisplay)
{
StereoDisplay->beginRenderTarget();
}
if (!StereoDisplay || StereoDisplay->wantClear())
{
if (s_EnableBloom)
{
nlassert(bloomStage == 0);
CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
bloomStage = 1;
}
// 01. Render Driver (background color)
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
}
if (!StereoDisplay || StereoDisplay->wantScene())
{
// 02. Render Sky (sky scene)
updateSky(); // Render the sky scene before the main scene
// 04. Render Scene (entity scene)
Scene->render(); // Render
// 05. Render Effects (flare)
if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
}
if (!StereoDisplay || StereoDisplay->wantInterface3D())
{
if (s_EnableBloom && bloomStage == 1)
{
// End the actual bloom effect visible in the scene.
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
CBloomEffect::instance().endBloom();
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
bloomStage = 2;
}
// 06. Render Interface 3D (player names)
// ...
}
if (!StereoDisplay || StereoDisplay->wantInterface2D())
{
if (s_EnableBloom && bloomStage == 2)
{
// End bloom effect system after drawing the 3d interface (z buffer related).
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
CBloomEffect::instance().endInterfacesDisplayBloom();
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
bloomStage = 0;
}
// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
updateCompass(); // Update the compass
updateRadar(); // Update the radar
updateGraph(); // Update the radar
if (ShowCommands) updateCommands(); // Update the commands panel
renderEntitiesNames(); // Render the name on top of the other players
updateInterface(); // Update interface
renderInformation();
if (!StereoDisplay) update3dLogo(); // broken with stereo
// 08. Render Debug (stuff for dev)
// ...
}
if (StereoDisplay)
{
StereoDisplay->endRenderTarget();
}
}
// 09. Render Buffer
Driver->swapBuffers();
}
// begin various extra keys stuff ...
if (Driver->AsyncListener.isKeyDown(KeySHIFT) && Driver->AsyncListener.isKeyPushed(KeyESCAPE))
{
// Shift Escape -> quit
NextGameState = GameStateExit;
}
else if (Driver->AsyncListener.isKeyPushed(KeyF3))
{
// F3 -> toggle wireframe/solid
UDriver::TPolygonMode p = Driver->getPolygonMode();
p = UDriver::TPolygonMode(((int)p+1)%3);
Driver->setPolygonMode(p);
}
else if (Driver->AsyncListener.isKeyPushed(KeyF4))
{
// F4 -> clear the command(chat) output
clearCommands();
}
else if (Driver->AsyncListener.isKeyPushed(KeyF5))
{
// F5 -> display/hide the commands(chat) interface
ShowCommands = !ShowCommands;
}
else if (Driver->AsyncListener.isKeyPushed(KeyF6))
{
// F6 -> display/hide the radar interface
RadarState =(RadarState + 1) % 3;
}
else if (Driver->AsyncListener.isKeyDown(KeyF7))
{
// F7 -> radar zoom out
RadarDistance += 50;
}
else if (Driver->AsyncListener.isKeyDown(KeyF8))
{
// F8 -> radar zoom in
RadarDistance -= 50;
}
else if (Driver->AsyncListener.isKeyPushed(KeyF9))
{
// F9 -> release/capture the mouse cursor
if (!CaptureState)
{
Driver->setCapture(false);
Driver->showCursor(true);
MouseListener->removeFromServer(Driver->EventServer);
}
else
{
Driver->setCapture(true);
Driver->showCursor(false);
MouseListener->addToServer(Driver->EventServer);
}
CaptureState = !CaptureState;
}
else if (Driver->AsyncListener.isKeyPushed(KeyF10))
{
// F10 -> switch beteen online and offline
if (isOnline()) NextGameState = GameStateOffline;
else NextGameState = GameStateLogin;
}
else if (Driver->AsyncListener.isKeyPushed(KeyF11))
{
// F11 -> reset the PACS global position of the self entity(in case of a pacs failure :-\)
if (Self != NULL)
resetEntityPosition(Self->Id);
}
else if (Driver->AsyncListener.isKeyPushed(KeyF12))
{
// F12 -> take a screenshot
CBitmap btm;
Driver->getBuffer(btm);
string filename = CFile::findNewFile("screenshot.tga");
COFile fs(filename);
btm.writeTGA(fs,24,false);
nlinfo("Screenshot '%s' saved", filename.c_str());
}
// end of various keys
}
}
void renderInformation()
{
// Display if we are online or offline
TextContext->setHotSpot(UTextContext::TopRight);
TextContext->setColor(isOnline()?CRGBA(0, 255, 0):CRGBA(255, 0, 0));
TextContext->setFontSize(18);
TextContext->printfAt(0.99f, 0.99f, isOnline() ? "Online" : "Offline");
// Display the frame rate
TextContext->setHotSpot(UTextContext::TopLeft);
TextContext->setColor(CRGBA(255, 255, 255, 255));
TextContext->setFontSize(14);
TextContext->printfAt(0.01f, 0.99f, "%.2f(%.2f)fps %.3fs", FramesPerSecondSmooth, FramesPerSecond, (float)LocalTimeDelta);
CVector camPos = Camera.getMatrix().getPos();
TextContext->printfAt(0.01f, 0.89f, "CAM POS: %.3f %.3f %.3f", camPos.x, camPos.y, camPos.z);
// one more frame
FpsGraph.addValue(1.0f);
SpfGraph.addOneValue((float)LocalTimeDelta);
}
//
// Configuration callbacks
//
void cbGraphicsDriver(CConfigFile::CVar &var)
{
// -- give ingame warning or something instead =)
NextGameState = GameStateReset;
}
void cbSquareBloom(CConfigFile::CVar &var)
{
CBloomEffect::instance().setSquareBloom(var.asBool());
}
void cbDensityBloom(CConfigFile::CVar &var)
{
CBloomEffect::instance().setDensityBloom((uint8)(var.asInt() & 0xFF));
}
void cbEnableBloom(CConfigFile::CVar &var)
{
s_EnableBloom = var.asBool();
}
//
// Loading state procedure
//
static UTextureFile *NelLogo = NULL;
// static UTextureFile *NevraxLogo = NULL;
static UTextureFile *SnowballsBackground = NULL;
static float ScreenWidth, ScreenHeight;
// The logo 3D objects
static UScene *LogoScene = NULL;
static UInstance Logo = NULL;
void initLoadingState()
{
NelLogo = Driver->createTextureFile("nel128.tga");
// NevraxLogo = Driver->createTextureFile("nevrax.tga");
SnowballsBackground = Driver->createTextureFile("snowbg.tga");
uint32 width, height;
Driver->getWindowSize(width, height);
ScreenWidth =(float)width;
ScreenHeight =(float)height;
//
// Setup the logo scene
//
LogoScene = Driver->createScene(false);
CViewport v;
v.init(0.0f, 0.80f, 0.2f, 0.2f);
LogoScene->setViewport(v);
Logo = LogoScene->createInstance("nel_logo.shape");
Logo.setPos(0.0f, 3.0f, 0.0f);
Logo.setTransformMode(UTransformable::RotEuler);
}
void releaseLoadingState()
{
LogoScene->deleteInstance(Logo); Logo = NULL;
Driver->deleteScene(LogoScene); LogoScene = NULL;
Driver->deleteTextureFile(NelLogo); NelLogo = NULL;
// Driver->deleteTextureFile(NevraxLogo); NevraxLogo = NULL;
Driver->deleteTextureFile(SnowballsBackground); SnowballsBackground = NULL;
}
void renderLoadingState(const char *state, bool logo3d)
{
renderLoadingState(ucstring(state), logo3d);
}
void renderLoadingState(ucstring state, bool logo3d)
{
if (!Driver) return;
Driver->clearBuffers(CRGBA(0,0,0));
Driver->setMatrixMode2D(CFrustum(0.0f, ScreenWidth, 0.0f, ScreenHeight, 0.0f, 1.0f, false));
if (SnowballsBackground != NULL)
{
float imageAspect = 16.0f / 9.0f; // 1.777
float minTransform = 4.0f / 3.0f; // 1.333
float screenAspect = ScreenWidth / ScreenHeight;
float transform = screenAspect > imageAspect ? 1.0f : (screenAspect < minTransform ? imageAspect / minTransform : imageAspect / screenAspect);
float newWidth = ScreenWidth * transform;
Driver->drawBitmap((newWidth - ScreenWidth) * -0.5f, 0, newWidth, ScreenHeight, *SnowballsBackground);
}
/*if (logo3d) update3dLogo();
else */ if (NelLogo != NULL) Driver->drawBitmap(16, 32 - 42, 128, 128, *NelLogo);
// if (NevraxLogo != NULL) Driver->drawBitmap(ScreenWidth - 128 - 16, 32, 128, 16, *NevraxLogo);
if (!TextContext) return;
TextContext->setColor(CRGBA(255, 255, 255));
TextContext->setHotSpot(UTextContext::MiddleMiddle);
TextContext->setFontSize(40);
TextContext->printAt(0.5f, 0.5f, ucstring("Welcome to Snowballs!"));
TextContext->setFontSize(30);
TextContext->printAt(0.5f, 0.2f, state);
TextContext->setHotSpot(UTextContext::BottomRight);
TextContext->setFontSize(15);
#if (FINAL_VERSION == 1)
TextContext->printAt(0.99f, 0.01f, ucstring("Final Version"));
#else
TextContext->printAt(0.99f, 0.01f, ucstring("(compiled " __DATE__ " " __TIME__ ")"));
#endif
TextContext->setHotSpot(UTextContext::BottomLeft);
TextContext->setFontSize(15);
#if defined(NL_DEBUG_FAST)
ucstring version = ucstring("DebugFast Version");
#elif defined(NL_DEBUG)
ucstring version = ucstring("Debug Version");
#elif defined(NL_RELEASE)
ucstring version = ucstring("Release Version");
#elif defined(NL_RELEASE_DEBUG)
ucstring version = ucstring("ReleaseDebug Version");
#else
ucstring version = ucstring("Unknown Version");
#endif
TextContext->printAt(0.01f, 0.01f, version);
}
void displayLoadingState(const char *state)
{
displayLoadingState(ucstring(state));
}
void displayLoadingState(ucstring state)
{
CGameTime::updateTime();
renderLoadingState(state, false);
Driver->swapBuffers();
//Driver->EventServer.pump();
}
void updateLoadingState(const char *state, bool network, bool information)
{
updateLoadingState(ucstring(state), network, information);
}
void updateLoadingState(ucstring state, bool network, bool information)
{
CGameTime::updateTime(); // important that time is updated here!!!
//#ifdef NL_OS_WINDOWS
// updateSound();
//#endif
renderLoadingState(state, true);
if (information) renderInformation();
if (network) updateNetwork();
Driver->swapBuffers();
Driver->EventServer.pump();
}
void update3dLogo()
{
Driver->clearZBuffer();
static float angle = 0.0;
angle += 2.0f * (float)LocalTimeDelta;
Logo.setRotEuler(0.0f, 0.0f, angle);
LogoScene->animate(AnimationTime);
LogoScene->render();
}
void CSnowballsClient::init()
{
// Sanity check
CGlobals::assertNull();
}
bool CSnowballsClient::run()
{
// Run the game state loop switcher
switchGameState();
return true;
}
void CSnowballsClient::release()
{
// Make sure everything's released
releaseOnline();
releaseOffline();
releaseIngame();
releaseLogin();
releaseCore();
CGlobals::assertNull();
}
} /* namespace SBCLIENT */
void end();
#ifdef NL_OS_WINDOWS
# ifdef _UNICODE
# define tstring wstring
# else
# define tstring string
# endif
sint WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdline, int nCmdShow)
#else
sint main(int argc, char **argv)
#endif
{
// must do this to allow deallocation when closing with X
atexit(end);
#ifdef NL_OS_WINDOWS
// extract the 2 first param (argv[1] and argv[2]) it must be cookie and addr
string cmd = cmdline;
string::size_type pos1 = cmd.find_first_not_of (' ');
string::size_type pos2;
if (pos1 != string::npos)
{
pos2 = cmd.find (' ', pos1);
if(pos2 != string::npos)
{
SBCLIENT::Cookie = cmd.substr (pos1, pos2-pos1);
pos1 = cmd.find_first_not_of (' ', pos2);
if (pos1 != string::npos)
{
pos2 = cmd.find (' ', pos1);
if(pos2 == string::npos)
{
SBCLIENT::FSAddr = cmd.substr (pos1);
}
else if (pos1 != pos2)
{
SBCLIENT::FSAddr = cmd.substr (pos1, pos2-pos1);
}
}
}
}
#else
if (argc>=3)
{
SBCLIENT::Cookie = argv[1];
SBCLIENT::FSAddr = argv[2];
}
#endif
nlinfo ("cookie '%s' addr '%s'", SBCLIENT::Cookie.c_str (), SBCLIENT::FSAddr.c_str());
#if defined(NL_OS_WINDOWS) && !FINAL_VERSION
// ensure paths are ok before powering up nel
{
OutputDebugString(" ******************************** \n");
OutputDebugString(" * DEVELOPER MODE * \n");
OutputDebugString(" ******************************** \n\n");
FILE *f = _tfopen(_T(SBCLIENT_CONFIG_FILE_DEFAULT), _T("r"));
if (!f)
{
f = _tfopen(_T(SBCLIENT_CONFIG_FILE), _T("r"));
if (!f)
{
OutputDebugString(" ******************************** \n");
OutputDebugString(" * CHANGING WORKING DIRECTORY * \n");
OutputDebugString(" ******************************** \n\n");
char cwd[256];
_tgetcwd(cwd, 256);
tstring workdir(cwd);
workdir = "R:\\build\\devw_x86\\bin\\Debug\\";
_tchdir(workdir.c_str());
f = _tfopen(_T(SBCLIENT_CONFIG_FILE_DEFAULT), _T("r"));
if (!f)
{
f = _tfopen(_T(SBCLIENT_CONFIG_FILE), _T("r"));
if (!f)
{
OutputDebugString(" ******************************** \n");
OutputDebugString(" * DEFAULT CONFIG MISSING * \n");
OutputDebugString(" ******************************** \n\n");
return EXIT_FAILURE;
}
}
}
}
fclose(f);
}
#endif
// go nel!
{
// use log.log if NEL_LOG_IN_FILE and SBCLIENT_USE_LOG_LOG defined as 1
createDebug(NULL, SBCLIENT_USE_LOG_LOG, false);
#if SBCLIENT_USE_LOG
// create snowballs_client.log
// filedisplayer only deletes the 001 etc
if (SBCLIENT_ERASE_LOG && CFile::isExists(SBCLIENT_LOG_FILE))
CFile::deleteFile(SBCLIENT_LOG_FILE);
// initialize the log file
SBCLIENT::_FileDisplayer = new CFileDisplayer();
SBCLIENT::_FileDisplayer->setParam(SBCLIENT_LOG_FILE, SBCLIENT_ERASE_LOG);
DebugLog->addDisplayer(SBCLIENT::_FileDisplayer);
InfoLog->addDisplayer(SBCLIENT::_FileDisplayer);
WarningLog->addDisplayer(SBCLIENT::_FileDisplayer);
AssertLog->addDisplayer(SBCLIENT::_FileDisplayer);
ErrorLog->addDisplayer(SBCLIENT::_FileDisplayer);
#endif
nlinfo("Welcome to NeL!");
}
SBCLIENT::CSnowballsClient::init();
exit(SBCLIENT::CSnowballsClient::run() ? EXIT_SUCCESS : EXIT_FAILURE);
return EXIT_FAILURE;
}
void end()
{
SBCLIENT::CSnowballsClient::release();
nlinfo("See you later!");
#if SBCLIENT_USE_LOG
DebugLog->removeDisplayer(SBCLIENT::_FileDisplayer);
InfoLog->removeDisplayer(SBCLIENT::_FileDisplayer);
WarningLog->removeDisplayer(SBCLIENT::_FileDisplayer);
AssertLog->removeDisplayer(SBCLIENT::_FileDisplayer);
ErrorLog->removeDisplayer(SBCLIENT::_FileDisplayer);
delete SBCLIENT::_FileDisplayer; SBCLIENT::_FileDisplayer = NULL;
#endif
}
// Command to quit the client
NLMISC_COMMAND(sb_quit,"quit the client","")
{
// check args, if there s not the right number of parameter, return bad
if (args.size() != 0) return false;
log.displayNL("Exit requested");
SBCLIENT::NextGameState = SBCLIENT::GameStateExit;
return true;
}
NLMISC_COMMAND(sb_offline, "go offline", "")
{
if (args.size() != 0) return false;
SBCLIENT::NextGameState = SBCLIENT::GameStateOffline;
return true;
}
NLMISC_COMMAND(sb_unload, "unload game", "")
{
if (args.size() != 0) return false;
SBCLIENT::NextGameState = SBCLIENT::GameStateUnload;
return true;
}
NLMISC_COMMAND(sb_reset, "reset game", "")
{
if (args.size() != 0) return false;
SBCLIENT::NextGameState = SBCLIENT::GameStateReset;
return true;
}
NLMISC_COMMAND(sb_login, "go to the login screen", "")
{
if (args.size() != 0) return false;
SBCLIENT::NextGameState = SBCLIENT::GameStateLogin;
return true;
}
#if SBCLIENT_DEV_MEMLEAK
// enable memory leak checks, trick to get _CrtSetBreakAlloc in before main
#define DEBUG_ALLOC_HOOK
#if defined(NL_OS_WINDOWS) && defined(NL_DEBUG)
#if defined(DEBUG_ALLOC_HOOK)
int debugAllocHook(int allocType, void *userData, size_t size, int
blockType, long requestNumber, const unsigned char *filename, int
lineNumber);
#endif
class CEnableCrtDebug
{
public:
CEnableCrtDebug()
{
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
_CrtSetBreakAlloc(0);
#if defined(DEBUG_ALLOC_HOOK)
LastSize = 0;
_CrtSetAllocHook(debugAllocHook);
#endif
}
#if defined(DEBUG_ALLOC_HOOK)
size_t LastSize;
#endif
};
static CEnableCrtDebug _EnableCrtDebug;
#if defined(DEBUG_ALLOC_HOOK)
int debugAllocHook(int allocType, void *userData, size_t size, int
blockType, long requestNumber, const unsigned char *filename, int
lineNumber)
{
if (allocType == _HOOK_ALLOC)
{
//if (requestNumber == 14806)
// _CrtSetBreakAlloc(14809);
//if (_EnableCrtDebug.LastSize == 4 && size == 40 && requestNumber > 291000 && requestNumber < 292000)
// _CrtDbgBreak();
//if (_EnableCrtDebug.LastSize == 36 && size == 112 && requestNumber > 300000)
// _CrtDbgBreak();
_EnableCrtDebug.LastSize = size;
}
return TRUE;
}
#endif
#endif
// trick to clean up nel memory trash! (todo: unload of loaded dynamic nel libs (nel drivers) in linux)
#include <nel/misc/debug.h>
#include <nel/misc/command.h>
#include <nel/misc/dynloadlib.h>
#include <nel/misc/object_arena_allocator.h>
#include <nel/misc/class_registry.h>
#include <nel/misc/async_file_manager.h>
#include <nel/misc/big_file.h>
#include <nel/3d/particle_system_manager.h>
#include <nel/3d/particle_system_shape.h>
#ifdef NL_OS_WINDOWS
#include <dbghelp.h>
BOOL CALLBACK EnumerateLoadedModulesProc(PCSTR ModuleName, ULONG ModuleBase, ULONG ModuleSize, PVOID UserContext)
{
// free nel libraries (cannot call nlwarning etc here, so nlGetProcAddress etc does not work)
HMODULE hModule = GetModuleHandle(ModuleName);
if (GetProcAddress(hModule, NL_MACRO_TO_STR(NLMISC_PURE_LIB_ENTRY_POINT)))
FreeLibrary(hModule);
return TRUE;
}
#endif
struct yy_buffer_state;
extern void cf_switch_to_buffer(yy_buffer_state *new_buffer);
extern yy_buffer_state *cf_create_buffer(FILE *file, int size);
extern void cf_delete_buffer(yy_buffer_state *b);
class CCleanupNeL
{
public:
CCleanupNeL() : _CfBufferState(NULL)
{
_CfBufferState = cf_create_buffer(NULL, 16384);
cf_switch_to_buffer(_CfBufferState);
}
~CCleanupNeL()
{
#ifdef NL_OS_WINDOWS
// must unload all other nel modules before killing nel context (or they will crash in static destructors)
EnumerateLoadedModules(GetCurrentProcess(), EnumerateLoadedModulesProc, NULL); // todo: linux version
#endif
// delete most stuff
NL3D::CParticleSystemShape::releaseInstance();
NLMISC::CAsyncFileManager::terminate();
NL3D::CParticleSystemManager::release();
NLMISC::CBigFile::releaseInstance();
NLMISC::CClassRegistry::release();
delete &NLMISC::CObjectArenaAllocator::getDefaultAllocator();
cf_delete_buffer(_CfBufferState); _CfBufferState = NULL;
#ifdef NL_OS_WINDOWS
// delete context related stuff (must unload all dynamic nel libs first)
NLMISC::destroyDebug();
if (NLMISC::INelContext::isContextInitialised())
{
delete &NLMISC::INelContext::getInstance();
delete &NLMISC::CInstanceCounterManager::getInstance();
delete &NLMISC::CCommandRegistry::getInstance();
}
NLMISC::CLog::releaseProcessName();
#endif
}
private:
yy_buffer_state *_CfBufferState;
};
CCleanupNeL _CleanupNeL;
#endif
/* end of file */