void RB_RenderWorldEffects(void) { float elapseTime = backEnd.refdef.frametime / 1000.0; if (tr.refdef.rdflags & RDF_NOWORLDMODEL || !tr.world || CL_IsRunningInGameCinematic()) { // no world rendering or no world return; } SetViewportAndScissor(); qglMatrixMode(GL_MODELVIEW); // qglPushMatrix(); qglLoadMatrixf( backEnd.viewParms.world.modelMatrix ); originContents = ri.CM_PointContents(backEnd.viewParms.or.origin, 0); if (rainSystem) { rainSystem->Update(elapseTime); rainSystem->Render(); } if (snowSystem) { snowSystem->Update(elapseTime); snowSystem->Render(); } // qglMatrixMode(GL_MODELVIEW); // qglPopMatrix(); }
/* ================== SCR_DrawScreenField This will be called twice if rendering in stereo mode ================== */ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re.BeginFrame( stereoFrame ); qboolean uiFullscreen = _UI_IsFullscreen(); // if the menu is going to cover the entire screen, we // don't need to render anything under it if ( !uiFullscreen ) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up UI_SetActiveMenu( "mainMenu", NULL ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog UI_DrawConnect( clc.servername, cls.updateInfoString ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); break; case CA_ACTIVE: if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) { SCR_DrawCinematic(); } else { CL_CGameRendering( stereoFrame ); } break; } } re.ProcessDissolve(); // draw downloading progress bar // the menu draws next _UI_Refresh( cls.realtime ); // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer ) { SCR_DrawDebugGraph (); } }
/* ================= CL_CheckForResend Resend a connect message if the last one has timed out ================= */ void CL_CheckForResend( void ) { int port; char info[MAX_INFO_STRING]; // if ( cls.state == CA_CINEMATIC ) if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic()) { return; } // resend if we haven't gotten a reply yet if ( cls.state < CA_CONNECTING || cls.state > CA_CHALLENGING ) { return; } if ( cls.realtime - clc.connectTime < RETRANSMIT_TIMEOUT ) { return; } clc.connectTime = cls.realtime; // for retransmit requests clc.connectPacketCount++; // requesting a challenge switch ( cls.state ) { case CA_CONNECTING: UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) ); NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "getchallenge"); break; case CA_CHALLENGING: // sending back the challenge port = Cvar_VariableIntegerValue("qport"); UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) ); Q_strncpyz( info, Cvar_InfoString( CVAR_USERINFO ), sizeof( info ) ); Info_SetValueForKey( info, "protocol", va("%i", PROTOCOL_VERSION ) ); Info_SetValueForKey( info, "qport", va("%i", port ) ); Info_SetValueForKey( info, "challenge", va("%i", clc.challenge ) ); NET_OutOfBandPrint( NS_CLIENT, clc.serverAddress, "connect \"%s\"", info ); // the most current userinfo has been sent, so watch for any // newer changes to userinfo variables cvar_modifiedFlags &= ~CVAR_USERINFO; break; default: Com_Error( ERR_FATAL, "CL_CheckForResend: bad cls.state" ); } }
/* ================== CL_CheckTimeout ================== */ void CL_CheckTimeout( void ) { // // check timeout // if ( ( !cl_paused->integer || !sv_paused->integer ) // && cls.state >= CA_CONNECTED && cls.state != CA_CINEMATIC && cls.state >= CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) && cls.realtime - clc.lastPacketTime > cl_timeout->value*1000) { if (++cl.timeoutcount > 5) { // timeoutcount saves debugger Com_Printf ("\nServer connection timed out.\n"); CL_Disconnect (); return; } } else { cl.timeoutcount = 0; } }
/* ================= CL_ReadyToSendPacket Returns qfalse if we are over the maxpackets limit and should choke back the bandwidth a bit by not sending a packet this frame. All the commands will still get delivered in the next packet, but saving a header and getting more delta compression will reduce total bandwidth. ================= */ qboolean CL_ReadyToSendPacket( void ) { // don't send anything if playing back a demo // if ( cls.state == CA_CINEMATIC ) if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic()) { return qfalse; } // if we don't have a valid gamestate yet, only send // one packet a second if ( cls.state != CA_ACTIVE && cls.state != CA_PRIMED && cls.realtime - clc.lastPacketSentTime < 1000 ) { return qfalse; } // send every frame for loopbacks return qtrue; }
/* =================== CL_WritePacket Create and send the command packet to the server Including both the reliable commands and the usercmds During normal gameplay, a client packet will contain something like: 4 sequence number 2 qport 4 serverid 4 acknowledged sequence number 4 clc.serverCommandSequence <optional reliable commands> 1 clc_move or clc_moveNoDelta 1 command count <count * usercmds> =================== */ void CL_WritePacket( void ) { msg_t buf; byte data[MAX_MSGLEN]; int i, j; usercmd_t *cmd, *oldcmd; usercmd_t nullcmd; int packetNum; int oldPacketNum; int count; // don't send anything if playing back a demo // if ( cls.state == CA_CINEMATIC ) if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic()) { return; } MSG_Init( &buf, data, sizeof(data) ); // write any unacknowledged clientCommands for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) { MSG_WriteByte( &buf, clc_clientCommand ); MSG_WriteLong( &buf, i ); MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] ); } // we want to send all the usercmds that were generated in the last // few packet, so even if a couple packets are dropped in a row, // all the cmds will make it to the server if ( cl_packetdup->integer < 0 ) { Cvar_Set( "cl_packetdup", "0" ); } else if ( cl_packetdup->integer > 5 ) { Cvar_Set( "cl_packetdup", "5" ); } oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK; count = cl.cmdNumber - cl.packetCmdNumber[ oldPacketNum ]; if ( count > MAX_PACKET_USERCMDS ) { count = MAX_PACKET_USERCMDS; Com_Printf("MAX_PACKET_USERCMDS\n"); } if ( count >= 1 ) { // begin a client move command MSG_WriteByte (&buf, clc_move); // write the last reliable message we received MSG_WriteLong( &buf, clc.serverCommandSequence ); // write the current serverId so the server // can tell if this is from the current gameState MSG_WriteLong (&buf, cl.serverId); // write the current time MSG_WriteLong (&buf, cls.realtime); // let the server know what the last messagenum we // got was, so the next message can be delta compressed // FIXME: this could just be a bit flag, with the message implicit // from the unreliable ack of the netchan if (cl_nodelta->integer || !cl.frame.valid) { MSG_WriteLong (&buf, -1); // no compression } else { MSG_WriteLong (&buf, cl.frame.messageNum); } // write the cmdNumber so the server can determine which ones it // has already received MSG_WriteLong( &buf, cl.cmdNumber ); // write the command count MSG_WriteByte( &buf, count ); // write all the commands, including the predicted command memset( &nullcmd, 0, sizeof(nullcmd) ); oldcmd = &nullcmd; for ( i = 0 ; i < count ; i++ ) { j = (cl.cmdNumber - count + i + 1) & CMD_MASK; cmd = &cl.cmds[j]; MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd); oldcmd = cmd; } } // // deliver the message // packetNum = clc.netchan.outgoingSequence & PACKET_MASK; cl.packetTime[ packetNum ] = cls.realtime; cl.packetCmdNumber[ packetNum ] = cl.cmdNumber; clc.lastPacketSentTime = cls.realtime; Netchan_Transmit (&clc.netchan, buf.cursize, buf.data); }
/* ============================ CL_StartHunkUsers After the server has cleared the hunk, these will need to be restarted This is the only place that any of these functions are called from ============================ */ void CL_StartHunkUsers( void ) { if ( !com_cl_running->integer ) { return; } if ( !cls.rendererStarted ) { #ifdef _XBOX //if ((!com_sv_running->integer || com_errorEntered) && !vidRestartReloadMap) //{ // // free up some memory // extern void SV_ClearLastLevel(void); // SV_ClearLastLevel(); //} #endif cls.rendererStarted = qtrue; re.BeginRegistration( &cls.glconfig ); // load character sets // cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" ); cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cls.whiteShader = re.RegisterShader( "white" ); cls.consoleShader = re.RegisterShader( "console" ); g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2; kg.g_consoleField.widthInChars = g_console_field_width; #ifndef _IMMERSION //------- // The latest Immersion Force Feedback system initializes here, not through // win32 input system. Therefore, the window handle is valid :) //------- // now that the renderer has started up we know that the global hWnd is now valid, // so we can now go ahead and (re)setup the input stuff that needs hWnds for DI... // (especially Force feedback)... // static qboolean bOnceOnly = qfalse; // only do once, not every renderer re-start if (!bOnceOnly) { bOnceOnly = qtrue; extern void Sys_In_Restart_f( void ); Sys_In_Restart_f(); } #ifdef _XBOX if (vidRestartReloadMap) { int checksum; CM_LoadMap(va("maps/%s.bsp", cl_mapname->string), qfalse, &checksum); RE_LoadWorldMap(va("maps/%s.bsp", cl_mapname->string)); vidRestartReloadMap = qfalse; } #endif // _XBOX #endif // _IMMERSION } if ( !cls.soundStarted ) { cls.soundStarted = qtrue; S_Init(); } if ( !cls.soundRegistered ) { cls.soundRegistered = qtrue; S_BeginRegistration(); } #ifdef _IMMERSION if ( !cls.forceStarted ) { cls.forceStarted = qtrue; CL_InitFF(); } #endif // _IMMERSION #if !defined (_XBOX) //i guess xbox doesn't want the ui loaded all the time? //we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads if ( !cls.uiStarted ) { cls.uiStarted = qtrue; CL_InitUI(); } #endif // if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) { if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) ) { cls.cgameStarted = qtrue; CL_InitCGame(); } }
/* ================== SCR_DrawScreenField This will be called twice if rendering in stereo mode ================== */ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re.BeginFrame( stereoFrame ); qboolean uiFullscreen = _UI_IsFullscreen(); // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings if ( uiFullscreen || (cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC) ) { if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { re.SetColor( g_color_table[0] ); re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, 0 ); re.SetColor( NULL ); } } // if the menu is going to cover the entire screen, we // don't need to render anything under it if ( !uiFullscreen ) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up UI_SetActiveMenu( "mainMenu",NULL ); // VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog UI_DrawConnect( clc.servername, cls.updateInfoString ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games UI_DrawConnectText( clc.servername, cls.updateInfoString ); break; case CA_ACTIVE: if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) { SCR_DrawCinematic(); } else { CL_CGameRendering( stereoFrame ); } break; } } re.ProcessDissolve(); // draw downloading progress bar // the menu draws next _UI_Refresh( cls.realtime ); // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer ) { SCR_DrawDebugGraph (); } }
/* ============================ CL_StartHunkUsers After the server has cleared the hunk, these will need to be restarted This is the only place that any of these functions are called from ============================ */ void CL_StartHunkUsers( void ) { if ( !com_cl_running->integer ) { return; } if ( !cls.rendererStarted ) { cls.rendererStarted = qtrue; re.BeginRegistration( &cls.glconfig ); // load character sets // cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" ); cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cls.whiteShader = re.RegisterShader( "white" ); cls.consoleShader = re.RegisterShader( "console" ); g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2; kg.g_consoleField.widthInChars = g_console_field_width; } if ( !cls.soundStarted ) { cls.soundStarted = qtrue; S_Init(); } if ( !cls.soundRegistered ) { cls.soundRegistered = qtrue; S_BeginRegistration(); } //we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads if ( !cls.uiStarted ) { cls.uiStarted = qtrue; CL_InitUI(); } // if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) { if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) ) { cls.cgameStarted = qtrue; CL_InitCGame(); } }
/* ============================ CL_StartHunkUsers After the server has cleared the hunk, these will need to be restarted This is the only place that any of these functions are called from ============================ */ void CL_StartHunkUsers( void ) { if ( !com_cl_running->integer ) { return; } if ( !cls.rendererStarted ) { cls.rendererStarted = qtrue; CL_InitRenderer(); } if ( !cls.soundStarted ) { cls.soundStarted = qtrue; S_Init(); } if ( !cls.soundRegistered ) { cls.soundRegistered = qtrue; S_BeginRegistration(); } //we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads if ( !cls.uiStarted ) { cls.uiStarted = qtrue; CL_InitUI(); } // if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) { if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) ) { cls.cgameStarted = qtrue; CL_InitCGame(); } }
/* ============================ CL_StartHunkUsers After the server has cleared the hunk, these will need to be restarted This is the only place that any of these functions are called from ============================ */ void CL_StartHunkUsers( void ) { if ( !com_cl_running->integer ) { return; } if ( !cls.rendererStarted ) { #ifdef _XBOX //if ((!com_sv_running->integer || com_errorEntered) && !vidRestartReloadMap) //{ // // free up some memory // extern void SV_ClearLastLevel(void); // SV_ClearLastLevel(); //} #endif cls.rendererStarted = qtrue; re.BeginRegistration( &cls.glconfig ); // load character sets // cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" ); cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cls.whiteShader = re.RegisterShader( "white" ); cls.consoleShader = re.RegisterShader( "console" ); g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2; kg.g_consoleField.widthInChars = g_console_field_width; } if ( !cls.soundStarted ) { cls.soundStarted = qtrue; S_Init(); } if ( !cls.soundRegistered ) { cls.soundRegistered = qtrue; S_BeginRegistration(); } #if !defined (_XBOX) //i guess xbox doesn't want the ui loaded all the time? //we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads if ( !cls.uiStarted ) { cls.uiStarted = qtrue; CL_InitUI(); } #endif // if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) { if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) ) { cls.cgameStarted = qtrue; CL_InitCGame(); } }