buldthensnip/pkg/base/client_start.lua

1269 lines
34 KiB
Lua

--[[
This file is part of Ice Lua Components.
Ice Lua Components is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Ice Lua Components 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
]]
print("pkg/base/client_start.lua starting")
print(...)
USE_GLSL = true
USE_FBO = true
if not client.glsl_create then
USE_GLSL = false
end
if not client.gfx_fbo_available then
USE_FBO = false
end
map_fname = nil
frame_delay_ctr = 0.0001
render_sec_current = nil
VA_TEST = false
-- Ensure we have VA support
if VA_TEST then
if not common.va_make then
VA_TEST = false
end
end
-- yeah this really should happen ASAP so we can boot people who suck
dofile("pkg/base/lib_util.lua")
-- Get the clientside VM up
dofile("pkg/base/lib_cside.lua")
--dofile("pkg/base/serpent.lua") -- serpent.block is a great debugging aid
local loose, user_toggles, user_settings = parse_commandline_options({...})
local user_config_filename = user_settings['user'] or "clsave/pub/user.json"
local controls_config_filename = user_settings['controls'] or "clsave/pub/controls.json"
-- FIXME: we don't expose documentation for valid user settings anywhere
user_config = common.json_load(user_config_filename)
if MODE_NUB_KICKONJOIN and user_config.kick_on_join then
error([[
Edit your clsave/pub/user.json file, and set kick_on_join to false.]])
end
print("json done!")
print("name:", user_config.name)
print("bio desc:", user_config.bio and user_config.bio.description)
if user_config.frame_limit and user_config.frame_limit > 0.01 then
frame_delay_ctr = 1.0 / user_config.frame_limit
if frame_delay_ctr <= 0.0001 then
frame_delay_ctr = 0.0001
end
print("frame delay:", frame_delay_ctr)
end
if user_config.glsl_shaders == false then
USE_GLSL = false
end
if USE_GLSL then
local ver = client.gfx_glsl_available()
if ver == nil then
USE_GLSL = false
USE_GLSL_20 = false
USE_GLSL_21 = false
elseif ver == "2.0" then
USE_GLSL_20 = true
USE_GLSL_21 = false
elseif ver == "2.1" then
USE_GLSL_20 = true
USE_GLSL_21 = true
else
-- For now assume we have GL 2.1 or higher.
USE_GLSL_20 = true
USE_GLSL_21 = true
end
dofile("pkg/base/lib_shader.lua")
else
function shader_new() return nil, "Shaders not supported by this GPU" end
function shader_push_nil() end
function shader_pop_nil() end
end
if not USE_GLSL then
USE_FBO = false
end
if USE_FBO then
print("FBO availability:", client.gfx_fbo_available())
if not client.gfx_fbo_available() then
USE_FBO = false
end
end
if USE_FBO then
fbo_world = client.fbo_create(screen_width, screen_height, true)
print("FBO:", fbo_world)
end
-- speed through stuff
FAST_LOCAL_INIT = user_config.fast_load_screen
if FAST_LOCAL_INIT and sandbox then sandbox.gfx_select(nil) end
-- OK, *NOW* we can load stuff.
dofile("pkg/base/lib_va.lua")
dofile("pkg/base/common.lua")
dofile("pkg/base/border.lua")
dofile("pkg/base/lib_crosshair.lua")
tracers = {head = 1, tail = 0, time = 0}
client_tick_accum = 0.
map_fname = "*MAP"
if common.version.num < 5 then
error("Your version is too old! Please upgrade to 0.0-5 at least!")
end
if common.version.num >= 19 and common.version.num <= 21 then
error("0.0-19 through 0.0-21 have an incomplete OpenGL renderer. Due to the potential abuse, these versions are not allowed. Please upgrade to 0.0-22 at the least!")
end
-- define keys
controls_config = common.json_load(controls_config_filename) or {}
BTSK_FORWARD = controls_config.forward or SDLK_w
BTSK_BACK = controls_config.back or SDLK_s
BTSK_LEFT = controls_config.left or SDLK_a
BTSK_RIGHT = controls_config.right or SDLK_d
BTSK_JUMP = controls_config.jump or SDLK_SPACE
BTSK_CROUCH = controls_config.crouch or SDLK_LCTRL
BTSK_SNEAK = controls_config.sneak or SDLK_v
BTSK_RELOAD = controls_config.reload or SDLK_r
BTSK_CHATUP = controls_config.chatup or SDLK_PAGEUP
BTSK_CHATDN = controls_config.chatdn or SDLK_PAGEDOWN
BTSK_TOOLS = {}
do
local i
local defvals = {49,50,51,52,53,54,55,56,57,48}
for i=1,10 do
BTSK_TOOLS[i] = (controls_config.tools and controls_config.tools[i]) or controls_config["tool"..i] or defvals[i]
end
end
BTSK_TOOLLAST = controls_config.toollast or SDLK_q
BTSK_COLORLEFT = controls_config.colorleft or SDLK_LEFT
BTSK_COLORRIGHT = controls_config.colorright or SDLK_RIGHT
BTSK_COLORUP = controls_config.colorup or SDLK_UP
BTSK_COLORDOWN = controls_config.colordown or SDLK_DOWN
BTSK_CHAT = controls_config.chat or SDLK_t
BTSK_COMMAND = SDLK_SLASH
BTSK_TEAMCHAT = controls_config.teamchat or SDLK_y
BTSK_SQUADCHAT = controls_config.squadchat or SDLK_u
BTSK_SCORES = controls_config.scores or SDLK_TAB
BTSK_QUIT = controls_config.quit or SDLK_ESCAPE
BTSK_YES = SDLK_y
BTSK_NO = SDLK_n
BTSK_SCREENSHOT = SDLK_F3
BTSK_DEBUG = SDLK_F1
BTSK_MAP = controls_config.map or SDLK_m
BTSK_TEAM = controls_config.team or SDLK_COMMA
BTSK_WPN = controls_config.wpn or SDLK_PERIOD
--[[ For user messages and hooking up GUI elements, we have a need for mapping
the key variables to names and back. We also need to seperate the internal
names with the natural-language descriptions. (Someday desc could be localized.)
]]
button_map = {
forward={key=BTSK_FORWARD,desc="Forward"},
back={key=BTSK_BACK,desc="Back"},
left={key=BTSK_LEFT,desc="Left"},
right={key=BTSK_RIGHT,desc="Right"},
jump={key=BTSK_JUMP,desc="Jump"},
crouch={key=BTSK_CROUCH,desc="Crouch"},
sneak={key=BTSK_SNEAK,desc="Sneak"},
reload={key=BTSK_RELOAD,desc="Reload"},
color_left={key=BTSK_COLORLEFT,desc="Color Left"},
color_right={key=BTSK_COLORRIGHT,desc="Color Right"},
color_up={key=BTSK_COLORUP,desc="Color Up"},
color_down={key=BTSK_COLORDOWN,desc="Color Down"},
chat={key=BTSK_CHAT,desc="Chat"},
command={key=BTSK_COMMAND,desc="Command"},
teamchat={key=BTSK_TEAMCHAT,desc="Team Chat"},
scores={key=BTSK_SCORES,desc="Scoreboard"},
quit={key=BTSK_QUIT,desc="Quit"},
yes={key=BTSK_YES,desc="Yes"},
no={key=BTSK_NO,desc="No"},
screenshot={key=BTSK_SCREENSHOT,desc="Grab Screenshot"},
debug={key=BTSK_DEBUG,desc="Debug"},
map={key=BTSK_MAP,desc="Map"},
team={key=BTSK_TEAM,desc="Change Team"},
wpn={key=BTSK_WPN,desc="Change Weapon"},
}
do
local i
for i=1,#BTSK_TOOLS do
button_map["tool"..i]={key=BTSK_TOOLS[i],desc="Tool "..i}
end
end
-- equivalent - find a button from a keybinding
key_map = {}
for k, v in pairs(button_map) do
key_map[v.key] = {name=k, desc=v.desc}
end
-- map keysyms to their unicode values to fix keyup being an idiot
keys = {}
-- a list of arbitrary data with a "camera" that can render sublists.
function scroll_list(data, cam_start, cam_height, scrollbackable)
local this = {list={},cam={
start=cam_start or 1,
height=cam_height-1 or 0},
scrollback = false,
scrollbackable = scrollbackable,
head = 1}
-- return a subset of the list table based on the camera position and height
function this.render(cam)
cam = cam or this.cam
local result = {}
local i
for i=cam.start, math.min(#this.list, cam.start+cam.height) do
table.insert(result, this.list[i])
end
return result
end
return this
end
chat_killfeed = scroll_list({}, 0, 10, false)
chat_text = scroll_list({}, 0, 10, true)
NET_MOVE_DELAY = 0.1
NET_ORIENT_DELAY = 0.1
t_net_move = nil
t_net_orient = nil
function tracer_add(x,y,z,ya,xa,time)
x = x or 0
y = y or 0
z = z or 0
local tc = {
x=x,y=y,z=z,
ya=ya,xa=xa,
time=time or tracers.time,
chn=client.wav_play_global(wav_whoosh,x,y,z,4.0)
}
tracers.tail = tracers.tail + 1
tracers[tracers.tail] = tc
end
function tracer_prune(time)
while tracers.head <= tracers.tail and tracers[tracers.head].time + 0.4 <= time do
tracers[tracers.head] = nil
tracers.head = tracers.head + 1
end
if tracers.head > tracers.tail then
tracers.head = 1
tracers.tail = 0
end
tracers.time = time
end
function chat_add(scrollist, mtime, msg, color)
table.insert(scrollist.list, #scrollist.list+1, {
mtime = mtime,
color = color,
msg = msg,
})
table.sort(scrollist.list, function(a, b) return a.mtime < b.mtime end)
end
function chat_prune(scrollist, mtime)
-- prune lines over the stored limit
-- prune lines that are old
while scrollist.head <= #scrollist.list and
(scrollist.list[scrollist.head].mtime <= mtime - MODE_CHAT_LINGER or
#scrollist.list - (scrollist.head-1) > MODE_CHAT_MAX) do
if scrollist.scrollbackable then
scrollist.head = scrollist.head + 1
else
table.remove(scrollist.list, scrollist.head)
end
end
if not scrollist.scrollback then
scrollist.cam.start = math.max(math.max(scrollist.cam.start, scrollist.head)
, #scrollist.list - scrollist.cam.height)
end
end
-- create map sprites
log_mspr = {}
mspr_player = gen_icon {
-1,-3, 0,-3, 1,-3,
-2,-2, 2,-2,
-3,-1, 3,-1,
-3, 0, 3, 0,
-3, 1, 3, 1,
-2, 2, 2, 2,
-1, 3, 0, 3, 1, 3,
}
-- TODO: confirm the correct size of the intel + tent icons
mspr_intel = gen_icon {
-3,-3, -2,-3, -1,-3, 0,-3, 1,-3, 2,-3, 3,-3,
-3,-2, 3,-2,
-3,-1, 3,-1,
-3, 0, 3, 0,
-3, 1, 3, 1,
-3, 2, 3, 2,
-3, 3, -2, 3, -1, 3, 0, 3, 1, 3, 2, 3, 3, 3,
}
mspr_tent = gen_icon {
0,-3,
0,-2,
0,-1,
-3, 0, -2, 0, -1, 0, 0, 0, 1, 0, 2, 0, 3, 0,
0, 1,
0, 2,
0, 3,
}
-- TODO: up/down arrows
-- set stuff
rotpos = 0.0
sec_last = 0.
delta_last = 0.
debug_enabled = false
do_screenshot = false
mouse_released = false
sensitivity = user_config.sensitivity or 1.0
sensitivity = sensitivity/1000.0
hold_to_zoom = user_config.hold_to_zoom or false
mouse_skip = 3
input_events = {}
gui_focus = nil
window_activated = true
show_scores = false
-- load images
img_crosshair, img_crosshairhit = crosshair_generate_images(user_config.crosshair)
img_chevron = client.img_load("pkg/base/gfx/chevron.tga")
-- load kv6 models
texa_overview_hmap = {}
-- TODO: remove the pmfs
-- load/make models
mdl_test = model_load({pmf={bdir=DIR_PKG_PMF, name="test.pmf"}},{"pmf"})
mdl_cube = model_load({pmf={bdir=DIR_PKG_PMF, name="cube.pmf"}},{"pmf"})
mdl_piano = model_load({pmf={bdir=DIR_PKG_PMF, name="piano.pmf"}},{"pmf"})
mdl_marker = model_load({pmf={bdir=DIR_PKG_PMF, name="marker.pmf"}},{"pmf"})
mdl_tracer = model_load({pmf={bdir=DIR_PKG_PMF, name="tracer.pmf"}},{"pmf"})
mdl_block = model_load({
kv6={bdir=DIR_PKG_KV6, name="block.kv6", scale=1.0/22.0},
pmf={bdir=DIR_PKG_PMF, name="block.pmf"},
},{"kv6","pmf"})
mdl_spade = model_load({
kv6={bdir=DIR_PKG_KV6, name="spade.kv6", scale=1.0/24.0},
pmf={bdir=DIR_PKG_PMF, name="spade.pmf"},
{},
},{"kv6","pmf"})
mdl_Xcube = model_load({
kv6={bdir=DIR_PKG_KV6, name="xcube.kv6", scale=1.0/256.0},
pmf={bdir=DIR_PKG_PMF, name="xcube.pmf"},
},{"kv6","pmf"})
mdl_test_inst = client and mdl_test {}
mdl_cube_inst = client and mdl_cube {}
mdl_spade_inst = client and mdl_spade {}
mdl_piano_inst = client and mdl_piano {}
mdl_Xcube_inst = client and mdl_Xcube {}
mdl_marker_inst = client and mdl_marker {}
mdl_tracer_inst = client and mdl_tracer {}
-- quick hack to stitch a player model together
if false then
local head,body,arm,leg
head = skin_load("pmf", "src/playerhead.pmf", DIR_PKG_PMF)
body = skin_load("pmf", "src/playerbody.pmf", DIR_PKG_PMF)
arm = skin_load("pmf", "src/playerarm.pmf", DIR_PKG_PMF)
leg = skin_load("pmf", "src/playerleg.pmf", DIR_PKG_PMF)
local mname, mdata, mbone
local mbase = client.model_new(6)
mname, mdata = client.model_bone_get(head, 0)
mbase, mbone = client.model_bone_new(mbase)
client.model_bone_set(mbase, mbone, "head", mdata)
mname, mdata = client.model_bone_get(body, 0)
mbase, mbone = client.model_bone_new(mbase)
client.model_bone_set(mbase, mbone, "body", mdata)
mname, mdata = client.model_bone_get(arm, 0)
mbase, mbone = client.model_bone_new(mbase)
client.model_bone_set(mbase, mbone, "arm", mdata)
mname, mdata = client.model_bone_get(leg, 0)
mbase, mbone = client.model_bone_new(mbase)
client.model_bone_set(mbase, mbone, "leg", mdata)
client.model_save_pmf(mbase, "clsave/vol/player.pmf")
end
--[[
mdl_bbox = client.model_new(1)
mdl_bbox_bone_data1 = {
{radius=10, x = -100, y = -70, z = -100, r = 255, g = 85, b = 85},
{radius=10, x = 100, y = -70, z = -100, r = 255, g = 85, b = 85},
{radius=10, x = -100, y = -70, z = 100, r = 255, g = 85, b = 85},
{radius=10, x = 100, y = -70, z = 100, r = 255, g = 85, b = 85},
{radius=10, x = -100, y = 600, z = -100, r = 255, g = 85, b = 85},
{radius=10, x = 100, y = 600, z = -100, r = 255, g = 85, b = 85},
{radius=10, x = -100, y = 600, z = 100, r = 255, g = 85, b = 85},
{radius=10, x = 100, y = 600, z = 100, r = 255, g = 85, b = 85},
}
mdl_bbox_bone_data2 = {
{radius=10, x = -100, y = -70, z = -100, r = 255, g = 85, b = 85},
{radius=10, x = 100, y = -70, z = -100, r = 255, g = 85, b = 85},
{radius=10, x = -100, y = -70, z = 100, r = 255, g = 85, b = 85},
{radius=10, x = 100, y = -70, z = 100, r = 255, g = 85, b = 85},
{radius=10, x = -100, y = 410, z = -100, r = 255, g = 85, b = 85},
{radius=10, x = 100, y = 410, z = -100, r = 255, g = 85, b = 85},
{radius=10, x = -100, y = 410, z = 100, r = 255, g = 85, b = 85},
{radius=10, x = 100, y = 410, z = 100, r = 255, g = 85, b = 85},
}
mdl_bbox, mdl_bbox_bone1 = client.model_bone_new(mdl_bbox)
mdl_bbox, mdl_bbox_bone2 = client.model_bone_new(mdl_bbox)
client.model_bone_set(mdl_bbox, mdl_bbox_bone1, "bbox_stand", mdl_bbox_bone_data1)
client.model_bone_set(mdl_bbox, mdl_bbox_bone2, "bbox_crouch", mdl_bbox_bone_data2)
]]
-- profile bone count
if false then
local bone_ctr = 0
function bone_ctr_reset()
local ret = bone_ctr
print("bones:", bone_ctr)
bone_ctr = 0
return ret
end
local old_model_render_bone_global = client.model_render_bone_global
local old_model_render_bone_local = client.model_render_bone_local
function client.model_render_bone_global(...)
bone_ctr = bone_ctr + 1
return old_model_render_bone_global(...)
end
function common.model_render_bone_global(...)
bone_ctr = bone_ctr + 1
return old_model_render_bone_global(...)
end
function client.model_render_bone_local(...)
bone_ctr = bone_ctr + 1
return old_model_render_bone_local(...)
end
function common.model_render_bone_local(...)
bone_ctr = bone_ctr + 1
return old_model_render_bone_local(...)
end
end
-- set hooks
lflush = nil
function h_tick_main(sec_current, sec_delta)
-- TODO: DEPRECATED: FUTURE: HOW2LABELTHESETHINGS: Remove this check once sufficient time has passed that everyone should be above version 0.2.1-28
if sec_delta <= 0 then
-- WHY THE FUCK IS SEC_DELTA <= 0?!?
sec_delta = 0.000001
end
if _CSIDE_G.hooks and _CSIDE_G.hooks.tick_pre then
_CSIDE_G.hooks.tick_pre(sec_current, sec_delta)
end
render_sec_current = sec_current
if bone_ctr_reset then
bone_ctr_reset()
end
if (not lflush) or sec_current < lflush - 0.8 then
lflush = sec_current
end
if sec_current >= lflush then
net_send_flush()
lflush = lflush + NET_FLUSH_C2S
if sec_current <= lflush then
lflush = sec_current
end
end
--FIXME: why is this POS prototyping variable still here, it is being used to control the player model's leg swing >:(
rotpos = rotpos + sec_delta*120.0
chat_prune(chat_text, sec_current)
chat_prune(chat_killfeed, sec_current)
local pkt, neth
while true do
pkt, neth = common.net_recv()
if not pkt then break end
local cid
cid, pkt = common.net_unpack("B", pkt)
--print("pkt", cid)
local hdl = network.sys_tab_handlers[cid]
if hdl then
hdl.f(neth, cli, plr, sec_current, common.net_unpack(hdl.s, pkt))
else
print(string.format("C: unhandled packet %02X", cid))
end
end
tracer_prune(sec_current)
bhealth_prune(sec_current)
local tickrate = 1/60.
local lowest_fps = 7.5 -- some people have REALLY shit GPUs. might as well lower this requirement.
local max_ticksize = 1/lowest_fps
if sec_delta > max_ticksize then sec_delta = max_ticksize end
tickrate = sec_delta
local moment = sec_current - sec_delta
client_tick_accum = client_tick_accum + sec_delta
for i=1,players.max do
local plr = players[i]
if plr then
plr.tick_listeners(sec_current, sec_delta)
end
end
while client_tick_accum > tickrate do
moment = moment + tickrate
local i
for i=1,players.max do
local plr = players[i]
if plr then
plr.tick(moment, tickrate)
end
end
for i=nades.head,nades.tail do
if nades[i] then nades[i].tick(moment, tickrate) end
end
for i=particles.head,particles.tail do
if particles[i] then particles[i].tick(moment, tickrate) end
end
for i=1,#borders do
borders[i].tick(moment, tickrate)
end
nade_prune(sec_current)
particles_prune(sec_current)
for i=1,#miscents do
miscents[i].tick(moment, tickrate)
end
client_tick_accum = client_tick_accum - tickrate
end
if players.current and players[players.current] then
local plr = players[players.current]
if t_net_move and sec_current >= t_net_move then t_net_move = nil end
if t_net_orient and sec_current >= t_net_orient then t_net_orient = nil end
if not t_net_move then
t_net_move = sec_current + NET_MOVE_DELAY
local x,y,z
local vx,vy,vz
x,y,z = plr.get_pos()
vx,vy,vz = plr.get_vel
net_send(nil, common.net_pack("BBffffff"
, PKT_PLR_POS, 0x00, x, y, z, vx, vy, vz))
end
if not t_net_orient then
t_net_orient = sec_current + NET_ORIENT_DELAY
local ya,xa,keys
ya,xa,keys = plr.get_orient()
ya = ya*128/math.pi
xa = xa*256/math.pi
net_send(nil, common.net_pack("BBbbB"
, PKT_PLR_ORIENT, 0x00, ya, xa, keys))
end
plr.camera_firstperson(sec_current, sec_delta)
else
-- TODO: idle camera
end
input_events = {}
sec_last = sec_current
delta_last = sec_delta
-- wait a bit
local d = math.max(0.00001, frame_delay_ctr - delta_last)
if _CSIDE_G.hooks and _CSIDE_G.hooks.tick_post then
_CSIDE_G.hooks.tick_post(sec_current, sec_delta)
end
return d
end
function h_tick_init(sec_current, sec_delta)
render_sec_current = sec_current
local i
--[[local squads = {[0]={},[1]={}}
for i=1,4 do
squads[0][i] = name_generate()
squads[1][i] = name_generate()
end]]
players.current = nil
--[[
for i=1,players.max do
players[i] = new_player({
name = (players.current == i and user_config.name) or name_generate(),
--[=[squad = squads[(i-1) % 2][
(math.floor((i-1)/2) % 4)+1],]=]
squad = nil,
team = (i-1) % 2, -- 0 == blue, 1 == green
weapon = WPN_RIFLE,
})
end
]]
mode_create_client()
chat_add(chat_text, sec_current, "Welcome to Iceball!", 0xFFFF00AA)
--chat_add(chat_killfeed, sec_current, "If it's broken, fix it yourself", 0xFFFF00AA)
chat_add(chat_killfeed, sec_current, "If you have any questions, check the subreddit.", 0xFFFF00AA)
chat_add(chat_killfeed, sec_current, "If you find any bugs, file an issue on GitHub.", 0xFFFF00AA)
mouse_released = false
client.mouse_lock_set(true)
client.mouse_visible_set(false)
net_send(nil, common.net_pack("Bbbz", PKT_PLR_OFFER, -1, WPN_RIFLE, user_config.name or ""))
client.hook_tick = h_tick_main
net_send_flush()
return client.hook_tick(sec_current, sec_delta)
end
local function push_keypress(key, state, modif, sym, uni)
table.insert(input_events, {GE_KEY, {key=key,state=state,modif=modif,uni=uni}})
if key_map[sym] ~= nil then
table.insert(input_events, {GE_BUTTON, {key=sym,button=key_map[sym],state=state,modif=modif,uni=uni}})
end
end
stored_pointer = {x=screen_width/4, y=screen_height*3/4} -- default to around the lower-left, where the text box is
function enter_typing_state()
chat_text.scrollback = true
chat_text.cam.start = math.max(1, #chat_text.list - chat_text.cam.height)
mouse_released = true
client.text_input_start()
client.mouse_lock_set(false)
client.mouse_visible_set(true)
if client.mouse_warp ~= nil then
client.mouse_warp(stored_pointer.x, stored_pointer.y)
end
end
function discard_typing_state(widget)
gui_focus = nil
if widget.clear_keyrepeat then widget.clear_keyrepeat() end
chat_text.scrollback = false
mouse_released = false
client.text_input_stop()
client.mouse_lock_set(true)
client.mouse_visible_set(false)
if client.mouse_warp ~= nil then
stored_pointer.x = mouse_xy.x
stored_pointer.y = mouse_xy.y
client.mouse_warp(screen_width/2, screen_height/2)
mouse_skip = 2
end
end
function h_key(sym, state, modif, uni)
local key = sym
-- grab screenshot
if state and key == BTSK_SCREENSHOT then
do_screenshot = true
end
push_keypress(key, state, modif, sym, uni)
-- disconnected ai
if not players[players.current] then
if state and key == BTSK_QUIT then
client.hook_tick = nil
end
return
end
-- typing text
if gui_focus ~= nil then
mouse_released = true
client.mouse_lock_set(false)
client.mouse_visible_set(true)
gui_focus.on_key(key, state, modif, uni)
if state and chat_text.scrollback then
if key == BTSK_CHATUP then
chat_text.cam.start = math.max(1, chat_text.cam.start - math.floor(chat_text.cam.height/2+0.5))
elseif key == BTSK_CHATDN then
chat_text.cam.start = math.max(1, math.min(
chat_text.cam.start + math.floor(chat_text.cam.height/2+0.5),
#chat_text.list - chat_text.cam.height))
end
end
return
end
if not window_activated then
mouse_released = true
client.mouse_lock_set(false)
client.mouse_visible_set(true)
return
end
-- player entity ai
local plr = players[players.current]
if plr then
mouse_released = false
client.mouse_lock_set(true)
client.mouse_visible_set(false)
return plr.on_key(key, state, modif, uni)
end
end
local function push_text(text)
table.insert(input_events, {GE_TEXT, text})
end
local function push_mouse_button(button, state)
table.insert(input_events, {GE_MOUSE_BUTTON, {button=button,down=state}})
end
local function push_mouse(x, y, dx, dy)
table.insert(input_events, {GE_MOUSE, {x=x, y=y, dx=dx, dy=dy}})
end
-- a nice little tool for checking the mouse state
function mouse_prettyprint()
local function xyp(n)
local s = tostring(mouse_xy[n])
if #s == 1 then return n..s.." "
elseif #s == 2 then return n..s.." "
elseif #s == 3 then return n..s.." "
elseif #s == 4 then return n..s.." "
else return n..s end
end
local function pollp(n)
if mouse_poll[n] then return n..'X ' else return n..' ' end
end
return xyp('x')..xyp('y')..xyp('dx')..xyp('dy')..
" "..pollp(1)..pollp(2)..pollp(3)..pollp(4)..pollp(5)
end
mouse_poll = {false,false,false,false,false}
mouse_xy = {x=0,y=0,dx=0,dy=0}
function h_text(text)
push_text(text)
end
function h_mouse_button(button, state)
if mouse_poll[button] ~= state then
mouse_poll[button] = state
push_mouse_button(button, state)
end
if mouse_released and gui_focus == nil then
mouse_released = false
client.mouse_lock_set(true)
client.mouse_visible_set(false)
return
end
-- player entity ai
-- FIXME: no reassignable mouse button controls?
local plr = players[players.current]
if plr and gui_focus == nil then
return plr.on_mouse_button(button, state)
end
end
function h_mouse_motion(x, y, dx, dy)
mouse_xy.x = x
mouse_xy.y = y
mouse_xy.dx = dx
mouse_xy.dy = dy
push_mouse(x, y, dx, dy)
-- player entity ai
if not players[players.current] then return end
if mouse_released then return end
if mouse_skip > 0 then
mouse_skip = mouse_skip - 1
return
end
local plr = players[players.current]
if plr and gui_focus == nil then
return plr.on_mouse_motion(x, y, dx, dy)
end
end
function h_window_activate(active)
window_activated = active
if active then
mouse_released = false
client.mouse_lock_set(true)
client.mouse_visible_set(false)
else
mouse_released = true
client.mouse_lock_set(false)
client.mouse_visible_set(true)
end
end
-- load map
map_loaded = common.map_load(map_fname, "auto")
common.map_set(map_loaded)
if client.map_set_render_format and USE_GLSL then
client.map_set_render_format(map_loaded, "3v,3c,3n")
end
borders = {}
-- set fog
print(client.map_fog_get())
--client.map_fog_set(24,0,32,60)
foglvl = user_config.fog or MODE_DEFAULT_FOG
if foglvl <= 1 then foglvl = MODE_MAX_FOG end
if MODE_MAX_FOG and foglvl > MODE_MAX_FOG then
foglvl = MODE_MAX_FOG
end
if MODE_FOG_GL_EXTEND and client.renderer == "gl" then
foglvl = foglvl * math.sqrt(2)
end
client.map_fog_set(192,238,255,foglvl)
print(client.map_fog_get())
-- set borders
do
local xlen, ylen, zlen
xlen, ylen, zlen = common.map_get_dims()
local r,g,b
r,g,b = client.map_fog_get()
if MODE_BORDER_SHOW then
borders = {
new_border(-1, 0, 0, 1, 0, 0, r,g,b),
new_border(xlen+1, ylen, zlen, 1, 0, 0, r,g,b),
new_border(0, 0, -1, 0, 0, 1, r,g,b),
new_border(xlen, ylen, zlen+1, 0, 0, 1, r,g,b),
new_border(-1, 0, 0, 1, 0, 0, r,g,b),
new_border(xlen+1, ylen, zlen, 1, 0, 0, r,g,b),
new_border(0, 0, -1, 0, 0, 1, r,g,b),
new_border(xlen, ylen, zlen+1, 0, 0, 1, r,g,b),
}
end
end
-- create map overview
do
local xlen, ylen, zlen
xlen, ylen, zlen = common.map_get_dims()
img_overview = common.img_new(xlen, zlen)
img_overview_hmap = common.img_new(xlen, zlen)
img_overview_grid = common.img_new(xlen, zlen)
--img_overview_icons = common.img_new(xlen, zlen)
local x,z
if shader_world then
texa_overview_hmap[1] = img_overview_hmap
end
for z=0,zlen-1 do
for x=0,xlen-1 do
local l = common.map_pillar_get(x,z)
local c = argb_split_to_merged(l[7],l[6],l[5])
common.img_pixel_set(img_overview, x, z, c)
common.img_pixel_set(img_overview_hmap, x, z, l[2])
end
end
for z=63,zlen-1,64 do
for x=0,xlen-1 do
common.img_pixel_set(img_overview_grid, x, z, 0xFFFFFFFF)
end
end
for z=0,zlen-1 do
for x=63,xlen-1,64 do
common.img_pixel_set(img_overview_grid, x, z, 0xFFFFFFFF)
end
end
for x=0,xlen-1 do
common.img_pixel_set(img_overview_grid, x, zlen-1, 0xFFFF0000)
end
for z=0,zlen-1 do
common.img_pixel_set(img_overview_grid, xlen-1, z, 0xFFFF0000)
end
end
-- create colour palette image
img_cpal = common.img_new(64,64)
img_cpal_rect = common.img_new(8,8)
do
local cx,cy,x,y
for cy=0,7 do
for cx=0,7 do
local r,g,b
r = cpalette[cy*8+cx+1][1]
g = cpalette[cy*8+cx+1][2]
b = cpalette[cy*8+cx+1][3]
local c = argb_split_to_merged(r,g,b)
for y=cy*8+1,cy*8+6 do
for x=cx*8+1,cx*8+6 do
common.img_pixel_set(img_cpal, x, y, c)
end
end
end
end
local i
for i=0,6 do
common.img_pixel_set(img_cpal_rect, i, 0, 0xFFFFFFFF)
common.img_pixel_set(img_cpal_rect, 7, i, 0xFFFFFFFF)
common.img_pixel_set(img_cpal_rect, 7-i, 7, 0xFFFFFFFF)
common.img_pixel_set(img_cpal_rect, 0, 7-i, 0xFFFFFFFF)
end
end
-- hooks in place!
if VA_TEST then
--[[
va_test = common.va_make({
{0, 0, 0, 1, 0.5, 0.5}, {1, 0, 0, 1, 0, 0}, {0, 1, 0, 1, 0, 0},
{0, 0, 0, 0.5, 1, 0.5}, {0, 0, 1, 0, 1, 0}, {1, 0, 0, 0, 1, 0},
{0, 0, 0, 0.5, 0.5, 1}, {0, 1, 0, 0, 0, 1}, {0, 0, 1, 0, 0, 1},
{1, 0, 0, 0.7, 0, 0.7}, {0, 0, 1, 0.7, 0, 0.7}, {0, 1, 0, 0.7, 0, 0.7},
})
]]
--va_test = loadkv6("pkg/base/kv6/playerheadalt.kv6", 1.0/16.0)
va_test = common.va_make({
{0, 0, 0, 0, 0}, {1, 0, 0, 0, 1}, {0, 1, 0, 1, 0},
{0, 0, 0, 0, 0}, {0, 0, 1, 0, 1}, {1, 0, 0, 1, 0},
{0, 0, 0, 0, 0}, {0, 1, 0, 0, 1}, {0, 0, 1, 1, 0},
{1, 0, 0, 0, 0}, {0, 0, 1, 0, 1}, {0, 1, 0, 1, 0},
}, nil, "3v,2t")
--[[
va_test = common.va_make({
{0, 0, 0, 1, 0.5, 0.5, 0, 0}, {1, 0, 0, 1, 0, 0, 0, 1}, {0, 1, 0, 1, 0, 0, 1, 0},
{0, 0, 0, 0.5, 1, 0.5, 0, 0}, {0, 0, 1, 0, 1, 0, 0, 1}, {1, 0, 0, 0, 1, 0, 1, 0},
{0, 0, 0, 0.5, 0.5, 1, 0, 0}, {0, 1, 0, 0, 0, 1, 0, 1}, {0, 0, 1, 0, 0, 1, 1, 0},
{1, 0, 0, 0.7, 0, 0.7, 0, 0}, {0, 0, 1, 0.7, 0, 0.7, 0, 1}, {0, 1, 0, 0.7, 0, 0.7, 1, 0},
}, nil, "3v,3c,2t")
]]
end
if USE_GLSL_20 then
shader_misc, result = loadfile("pkg/base/shader/misc_diff.lua")()
shader_world, result = loadfile("pkg/base/shader/world_diff.lua")()
shader_white, result = loadfile("pkg/base/shader/white.lua")()
shader_simple, result = loadfile("pkg/base/shader/simple.lua")()
shader_img, result = loadfile("pkg/base/shader/img.lua")()
postproc_map = {
toon = "pkg/base/shader/post_toon.lua",
simple = "pkg/base/shader/post_simple.lua",
stereo = "pkg/base/shader/post_stereo.lua",
}
if user_config.postproc == false then
shader_postproc = nil
else
local postproc = (user_config.postproc and postproc_map[user_config.postproc]) or "pkg/base/shader/post_toon.lua"
shader_postproc, result = loadfile(postproc)()
end
end
if shader_world then
shader_world.push()
end
if client.map_render then
client.map_enable_autorender(false)
if USE_GLSL and shader_world then
client.map_enable_side_shading(false)
end
end
function client.hook_render()
local sec_current = render_sec_current
if fbo_world then
client.fbo_use(fbo_world)
client.gfx_clear_color()
client.gfx_clear_depth()
client.gfx_clear_stencil()
end
if client.map_render and map_loaded then
if shader_world then
client.map_render(map_loaded, 0, 0, 0, {img_overview_hmap})
else
client.map_render(map_loaded, 0, 0, 0)
end
end
if shader_world then
shader_world.pop()
end
if shader_misc then
shader_misc.set_uniform_f("sun",
1.0/math.sqrt(4.0),
math.sqrt(2.0)/math.sqrt(4.0),
1.0/math.sqrt(4.0),
0)
shader_misc.set_uniform_f("time", sec_current or 0.0)
shader_misc.set_uniform_i("tex0", 0)
shader_misc.push()
end
local s_img_blit = client.img_blit
if shader_img then
function client.img_blit(...)
shader_img.push()
s_img_blit(...)
shader_img.pop()
end
end
local i
for i=tracers.head,tracers.tail do
local tc = tracers[i]
local x,y,z
x,y,z = tc.x, tc.y, tc.z
local sya = math.sin(tc.ya)
local cya = math.cos(tc.ya)
local sxa = math.sin(tc.xa)
local cxa = math.cos(tc.xa)
local d = tracers.time - tc.time
d = d + 0.005
d = d * 600.0
x = x + sya*cxa*d
y = y + sxa*d
z = z + cya*cxa*d
client.wav_chn_update(tracers.chn, x, y, z)
mdl_tracer_inst.render_global(
x,y,z,
0.0, -tc.xa, tc.ya, 1)
end
for i=nades.head,nades.tail do
if nades[i] then nades[i].render() end
end
for i=particles.head,particles.tail do
if particles[i] then particles[i].render() end
end
for i=1,#borders do
borders[i].render()
end
local s_gfx_clear_depth = client.gfx_clear_depth
if fbo_world then
--[[
client.fbo_use(nil)
client.gfx_clear_color()
client.fbo_use(fbo_world)
]]
function client.gfx_clear_depth(...)
client.fbo_use(nil)
local shader = shader_postproc or shader_img or shader_misc
if shader then
shader.set_uniform_i("tex0", 0)
shader.set_uniform_i("tex1", 1)
shader.set_uniform_f("soffs", 1.0/screen_width, 1.0/screen_height)
shader.set_uniform_f("time", sec_current or 0)
local _r, _g, _b, f = client.map_fog_get()
local zoom = (players
and players.current
and players[players.current]
and players[players.current].zoom)
or 1.0
--f = f / zoom
local n = 0.05 -- / zoom
shader.set_uniform_f("fog", f)
shader.set_uniform_f("depth_A", (f+n)/(f-n))
shader.set_uniform_f("depth_B", -(2.0*f*n)/(f-n))
shader.push()
end
s_img_blit(fbo_world, 0, 0)
client.img_blit = s_img_blit
if shader then shader.pop() end
client.gfx_clear_depth = s_gfx_clear_depth
--client.fbo_use(fbo_world)
--client.gfx_clear_color()
s_gfx_clear_depth(...)
--client.fbo_use(fbo_world)
end
end
if players and players[players.current] then
players[players.current].show_hud()
end
if VA_TEST and sec_current then
client.va_render_local(va_test, -0.8, 0.35, 1, sec_current, sec_current*0.8, sec_current*0.623, 0.1, img_overview)
end
if client.gfx_clear_depth ~= s_gfx_clear_depth then
client.gfx_clear_depth()
end
client.gfx_clear_depth = s_gfx_clear_depth
if shader_misc then
shader_misc.pop()
end
client.img_blit = s_img_blit
if shader_world then
shader_world.set_uniform_f("sun",
1.0/math.sqrt(4.0),
math.sqrt(2.0)/math.sqrt(4.0),
1.0/math.sqrt(4.0),
0)
shader_world.set_uniform_f("time", sec_current or 0.0)
local xlen, ylen, zlen = common.map_get_dims()
shader_world.set_uniform_f("map_idims", 1.0/xlen, 1.0/zlen)
shader_world.push()
end
if do_screenshot then
local loc = client.img_dump()
chat_add(chat_text, sec_current / 2, "Screenshot saved as: " .. loc, 0xFFFFFFAA)
do_screenshot = false
end
end
client.hook_tick = h_tick_init
client.hook_key = h_key
client.hook_text = h_text
client.hook_mouse_button = h_mouse_button
client.hook_mouse_motion = h_mouse_motion
client.hook_window_activate = h_window_activate
function client.hook_kick(reason)
print("Kicked - "..reason)
function client.hook_tick()
client.mouse_lock_set(false)
client.mouse_visible_set(true)
return 0.01
end
function client.hook_key(sym, state, modif, uni)
if state and sym == BTSK_QUIT then
client.hook_tick = nil
end
end
local old_render = client.hook_render
local new_render = nil
function new_render_fn(...)
client.hook_render = old_render
local ret = client.hook_render(...)
old_render = client.hook_render
client.hook_render = new_render
font_large.print(30, 30, 0xFFAA0000, "KICKED")
font_mini.print(30, 65, 0xFFAA0000, reason)
end
new_render = new_render_fn
client.hook_render = new_render
end
print("pkg/base/client_start.lua: Loading mods...")
load_mod_list(getfenv(), nil, {"load", "load_client"}, client_config)
print("pkg/base/client_start.lua loaded.")
if FAST_LOCAL_INIT and sandbox then sandbox.gfx_select(sandbox.this()) end