// NeL - MMORPG Framework // 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 . #include #include "snowballs_client.h" #include "snowballs_config.h" // STL includes #include #include #include #include #if defined(NL_OS_WINDOWS) # include # include #endif // NeL includes #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #if SBCLIENT_DEV_STEREO # include #endif /* #if SBCLIENT_DEV_STEREO */ // 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 #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 */ // // 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); // // 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("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"); 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); // 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 Input (keyboard controls, etc) Driver->EventServer.pump(); // Pump user input messages MouseListener->update(); MouseListener->updateCamera(); // 04. Update Incoming (network, receive messages) updateNetwork(); // 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) // ... // 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(); // 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 { // call all 3d render thingies Driver->clearBuffers(CRGBA(127, 0, 0)); // if you see red, there's a problem with bloom or stereo render #if SBCLIENT_DEV_STEREO _StereoRender->calculateCameras(Camera.getObjectPtr()); // calculate modified matrices for the current camera for (uint cameraId = 0; cameraId < _StereoRender->getCameraCount(); ++cameraId) { _StereoRender->getCamera(cameraId, Camera.getObjectPtr()); // get the matrix details for this camera #endif /* #if SBCLIENT_DEV_STEREO */ // 01. Render Driver (background color) CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render) Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering // 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) updateLensFlare(); // Render the lens flare CBloomEffect::instance().endBloom(); // end the actual bloom effect visible in the scene // 06. Render Interface 3D (player names) CBloomEffect::instance().endInterfacesDisplayBloom(); // end bloom effect system after drawing the 3d interface (z buffer related) #if SBCLIENT_DEV_STEREO _StereoRender->copyBufferToTexture(cameraId); // copy current buffer to the active stereorender texture } _StereoRender->restoreCamera(Camera.getObjectPtr()); // restore the camera _StereoRender->render(); // render everything together in the current mode #endif /* #if SBCLIENT_DEV_STEREO */ // 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 updateAnimation(); renderEntitiesNames(); // Render the name on top of the other players updateInterface(); // Update interface renderInformation(); update3dLogo(); // 08. Render Debug (stuff for dev) // ... // 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); // 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)); } // // 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 #include #include #include #include #include #include #include #include #ifdef NL_OS_WINDOWS #include 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 */