// cl_cgame.c -- client system interaction with client game // leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "../ui/ui_shared.h" #include "../RMG/RM_Headers.h" #ifdef VV_LIGHTING #include "../renderer/tr_lightmanager.h" #endif #include "client.h" #ifdef _IMMERSION #include "../ff/cl_ff.h" #include "../ff/ff.h" #else #include "fffx.h" #endif // _IMMERSION #include "vmachine.h" vm_t cgvm; /* Ghoul2 Insert Start */ #if !defined(G2_H_INC) #include "../ghoul2/G2.h" #endif /* Ghoul2 Insert End */ //FIXME: Temp extern void S_UpdateAmbientSet ( const char *name, vec3_t origin ); extern int S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time ); extern void AS_ParseSets( void ); extern sfxHandle_t AS_GetBModelSound( const char *name, int stage ); extern void AS_AddPrecacheEntry( const char *name ); extern menuDef_t *Menus_FindByName(const char *p); extern qboolean R_inPVS( vec3_t p1, vec3_t p2 ); void UI_SetActiveMenu( const char* menuname,const char *menuID ); /* ==================== CL_GetGameState ==================== */ void CL_GetGameState( gameState_t *gs ) { *gs = cl.gameState; } /* ==================== CL_GetGlconfig ==================== */ void CL_GetGlconfig( glconfig_t *glconfig ) { *glconfig = cls.glconfig; } /* ==================== CL_GetUserCmd ==================== */ qboolean CL_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) { // cmds[cmdNumber] is the last properly generated command // can't return anything that we haven't created yet if ( cmdNumber > cl.cmdNumber ) { Com_Error( ERR_DROP, "CL_GetUserCmd: %i >= %i", cmdNumber, cl.cmdNumber ); } // the usercmd has been overwritten in the wrapping // buffer because it is too far out of date if ( cmdNumber <= cl.cmdNumber - CMD_BACKUP ) { return qfalse; } *ucmd = cl.cmds[ cmdNumber & CMD_MASK ]; return qtrue; } int CL_GetCurrentCmdNumber( void ) { return cl.cmdNumber; } /* ==================== CL_GetParseEntityState ==================== */ /* qboolean CL_GetParseEntityState( int parseEntityNumber, entityState_t *state ) { // can't return anything that hasn't been parsed yet if ( parseEntityNumber >= cl.parseEntitiesNum ) { Com_Error( ERR_DROP, "CL_GetParseEntityState: %i >= %i", parseEntityNumber, cl.parseEntitiesNum ); } // can't return anything that has been overwritten in the circular buffer if ( parseEntityNumber <= cl.parseEntitiesNum - MAX_PARSE_ENTITIES ) { return qfalse; } *state = cl.parseEntities[ parseEntityNumber & ( MAX_PARSE_ENTITIES - 1 ) ]; return qtrue; } */ /* ==================== CL_GetCurrentSnapshotNumber ==================== */ void CL_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) { *snapshotNumber = cl.frame.messageNum; *serverTime = cl.frame.serverTime; } /* ==================== CL_GetSnapshot ==================== */ qboolean CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) { clSnapshot_t *clSnap; int i, count; if ( snapshotNumber > cl.frame.messageNum ) { Com_Error( ERR_DROP, "CL_GetSnapshot: snapshotNumber > cl.frame.messageNum" ); } // if the frame has fallen out of the circular buffer, we can't return it if ( cl.frame.messageNum - snapshotNumber >= PACKET_BACKUP ) { return qfalse; } // if the frame is not valid, we can't return it clSnap = &cl.frames[snapshotNumber & PACKET_MASK]; if ( !clSnap->valid ) { return qfalse; } // if the entities in the frame have fallen out of their // circular buffer, we can't return it if ( cl.parseEntitiesNum - clSnap->parseEntitiesNum >= MAX_PARSE_ENTITIES ) { return qfalse; } // write the snapshot snapshot->snapFlags = clSnap->snapFlags; snapshot->serverCommandSequence = clSnap->serverCommandNum; snapshot->ping = clSnap->ping; snapshot->serverTime = clSnap->serverTime; memcpy( snapshot->areamask, clSnap->areamask, sizeof( snapshot->areamask ) ); snapshot->cmdNum = clSnap->cmdNum; snapshot->ps = clSnap->ps; count = clSnap->numEntities; if ( count > MAX_ENTITIES_IN_SNAPSHOT ) { Com_DPrintf( "CL_GetSnapshot: truncated %i entities to %i\n", count, MAX_ENTITIES_IN_SNAPSHOT ); count = MAX_ENTITIES_IN_SNAPSHOT; } snapshot->numEntities = count; /* Ghoul2 Insert Start */ for ( i = 0 ; i < count ; i++ ) { int entNum = ( clSnap->parseEntitiesNum + i ) & (MAX_PARSE_ENTITIES-1) ; snapshot->entities[i] = cl.parseEntities[ entNum ]; } /* Ghoul2 Insert End */ // FIXME: configstring changes and server commands!!! return qtrue; } //bg_public.h won't cooperate in here #define EF_PERMANENT 0x00080000 qboolean CL_GetDefaultState(int index, entityState_t *state) { if (index < 0 || index >= MAX_GENTITIES) { return qfalse; } // Is this safe? I think so. But it's still ugly as sin. if (!(sv.svEntities[index].baseline.eFlags & EF_PERMANENT)) // if (!(cl.entityBaselines[index].eFlags & EF_PERMANENT)) { return qfalse; } *state = sv.svEntities[index].baseline; // *state = cl.entityBaselines[index]; return qtrue; } extern float cl_mPitchOverride; extern float cl_mYawOverride; void CL_SetUserCmdValue( int userCmdValue, float sensitivityScale, float mPitchOverride, float mYawOverride ) { cl.cgameUserCmdValue = userCmdValue; cl.cgameSensitivity = sensitivityScale; cl_mPitchOverride = mPitchOverride; cl_mYawOverride = mYawOverride; } extern vec3_t cl_overriddenAngles; extern qboolean cl_overrideAngles; void CL_SetUserCmdAngles( float pitchOverride, float yawOverride, float rollOverride ) { cl_overriddenAngles[PITCH] = pitchOverride; cl_overriddenAngles[YAW] = yawOverride; cl_overriddenAngles[ROLL] = rollOverride; cl_overrideAngles = qtrue; } void CL_AddCgameCommand( const char *cmdName ) { Cmd_AddCommand( cmdName, NULL ); } void CL_CgameError( const char *string ) { Com_Error( ERR_DROP, "%s", string ); } /* ===================== CL_ConfigstringModified ===================== */ void CL_ConfigstringModified( void ) { char *old, *s; int i, index; char *dup; gameState_t oldGs; int len; index = atoi( Cmd_Argv(1) ); if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" ); } s = Cmd_Argv(2); old = cl.gameState.stringData + cl.gameState.stringOffsets[ index ]; if ( !strcmp( old, s ) ) { return; // unchanged } // build the new gameState_t oldGs = cl.gameState; memset( &cl.gameState, 0, sizeof( cl.gameState ) ); // leave the first 0 for uninitialized strings cl.gameState.dataCount = 1; for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { if ( i == index ) { dup = s; } else { dup = oldGs.stringData + oldGs.stringOffsets[ i ]; } if ( !dup[0] ) { continue; // leave with the default empty string } len = strlen( dup ); if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) { Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" ); } // append it to the gameState string buffer cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount; memcpy( cl.gameState.stringData + cl.gameState.dataCount, dup, len + 1 ); cl.gameState.dataCount += len + 1; } if ( index == CS_SYSTEMINFO ) { // parse serverId and other cvars CL_SystemInfoChanged(); } } /* =================== CL_GetServerCommand Set up argc/argv for the given command =================== */ qboolean CL_GetServerCommand( int serverCommandNumber ) { char *s; char *cmd; // if we have irretrievably lost a reliable command, drop the connection if ( serverCommandNumber <= clc.serverCommandSequence - MAX_RELIABLE_COMMANDS ) { Com_Error( ERR_DROP, "CL_GetServerCommand: a reliable command was cycled out" ); return qfalse; } if ( serverCommandNumber > clc.serverCommandSequence ) { Com_Error( ERR_DROP, "CL_GetServerCommand: requested a command not received" ); return qfalse; } s = clc.serverCommands[ serverCommandNumber & ( MAX_RELIABLE_COMMANDS - 1 ) ]; Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s ); Cmd_TokenizeString( s ); cmd = Cmd_Argv(0); if ( !strcmp( cmd, "disconnect" ) ) { Com_Error (ERR_DISCONNECT,"Server disconnected\n"); } if ( !strcmp( cmd, "cs" ) ) { CL_ConfigstringModified(); // reparse the string, because CL_ConfigstringModified may have done another Cmd_TokenizeString() Cmd_TokenizeString( s ); return qtrue; } // the clientLevelShot command is used during development // to generate 128*128 screenshots from the intermission // point of levels for the menu system to use // we pass it along to the cgame to make apropriate adjustments, // but we also clear the console and notify lines here if ( !strcmp( cmd, "clientLevelShot" ) ) { // don't do it if we aren't running the server locally, // otherwise malicious remote servers could overwrite // the existing thumbnails if ( !com_sv_running->integer ) { return qfalse; } // close the console Con_Close(); // take a special screenshot next frame Cbuf_AddText( "wait ; wait ; wait ; wait ; screenshot levelshot\n" ); return qtrue; } // we may want to put a "connect to other server" command here // cgame can now act on the command return qtrue; } /* ==================== CL_CM_LoadMap Just adds default parameters that cgame doesn't need to know about ==================== */ #ifdef _XBOX void CL_CM_LoadMap( const char *mapname ) { int checksum; CM_LoadMap( mapname, qtrue, &checksum ); } #else void CL_CM_LoadMap( const char *mapname, qboolean subBSP ) { int checksum; CM_LoadMap( mapname, qtrue, &checksum, subBSP ); } #endif // _XBOX /* ==================== CL_ShutdonwCGame ==================== */ void CL_ShutdownCGame( void ) { cls.cgameStarted = qfalse; if ( !cgvm.entryPoint) { return; } VM_Call( CG_SHUTDOWN ); #ifndef _XBOX // Not using it RM_ShutdownTerrain(); #endif // VM_Free( cgvm ); // cgvm = NULL; } //RMG CCMLandScape *CM_RegisterTerrain(const char *config, bool server); void RE_InitRendererTerrain( const char *info ); //RMG extern float tr_distortionAlpha; //tr_shadows.cpp extern float tr_distortionStretch; //tr_shadows.cpp extern qboolean tr_distortionPrePost; //tr_shadows.cpp extern qboolean tr_distortionNegate; //tr_shadows.cpp float g_oldRangedFog = 0.0f; /* ==================== CL_CgameSystemCalls The cgame module is making a system call ==================== */ void *VM_ArgPtr( int intValue ); void CM_SnapPVS(vec3_t origin,byte *buffer); //#define VMA(x) VM_ArgPtr(args[x]) #define VMA(x) ((void*)args[x]) #define VMF(x) ((float *)args)[x] int CL_CgameSystemCalls( int *args ) { switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( (vmCvar_t *) VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( (char *) VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] ); case CG_FS_READ: FS_Read( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( (const char *) VMA(1) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( (const char *) VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( (const char *) VMA(1) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! SCR_UpdateScreen(); return 0; #ifdef _XBOX case CG_RMG_INIT: case CG_CM_REGISTER_TERRAIN: case CG_RE_INIT_RENDERER_TERRAIN: Com_Error( ERR_FATAL, "ERROR: Terrain unsupported on Xbox.\n" ); #else case CG_RMG_INIT: /* if (!com_sv_running->integer) { // don't do this if we are connected locally if (!TheRandomMissionManager) { TheRandomMissionManager = new CRMManager; } TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] ); TheRandomMissionManager->LoadMission(qfalse); TheRandomMissionManager->SpawnMission(qfalse); cmg.landScapes[args[1]]->UpdatePatches(); } */ //this is SP.. I guess we're always the client and server. // cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed(); RM_CreateRandomModels(args[1], (const char *)VMA(2)); //cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum); // restore it, in case we do a vid restart cmg.landScape->rand_seed(cmg.landScape->get_rand_seed()); // TheRandomMissionManager->CreateMap(); return 0; case CG_CM_REGISTER_TERRAIN: return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId(); case CG_RE_INIT_RENDERER_TERRAIN: RE_InitRendererTerrain((const char *)VMA(1)); return 0; #endif // _XBOX case CG_CM_LOADMAP: #ifdef _XBOX CL_CM_LoadMap( (const char *) VMA(1) ); #else CL_CM_LoadMap( (const char *) VMA(1), args[2] ); #endif return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) ); case CG_CM_POINTCONTENTS: return CM_PointContents( (float *)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7], (const float *) VMA(8), (const float *) VMA(9) ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], (float(*)[3]) VMA(2), (const float *) VMA(3), args[4], (float *) VMA(5), args[6], (markFragment_t *) VMA(7) ); case CG_CM_SNAPPVS: CM_SnapPVS((float(*))VMA(1),(byte *) VMA(2)); return 0; case CG_S_STOPSOUNDS: S_StopSounds( ); return 0; case CG_S_STARTSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_StartSound( (float *) VMA(1), args[2], (soundChannel_t)args[3], args[4] ); return 0; case CG_S_UPDATEAMBIENTSET: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_UpdateAmbientSet( (const char *) VMA(1), (float *) VMA(2) ); return 0; case CG_S_ADDLOCALSET: return S_AddLocalSet( (const char *) VMA(1), (float *) VMA(2), (float *) VMA(3), args[4], args[5] ); case CG_AS_PARSESETS: AS_ParseSets(); return 0; case CG_AS_ADDENTRY: AS_AddPrecacheEntry( (const char *) VMA(1) ); return 0; case CG_AS_GETBMODELSOUND: return AS_GetBModelSound( (const char *) VMA(1), args[2] ); case CG_S_STARTLOCALSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_StartLocalSound( args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(); return 0; case CG_S_ADDLOOPINGSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_AddLoopingSound( args[1], (const float *) VMA(2), (const float *) VMA(3), args[4], (soundChannel_t)args[5] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], (const float *) VMA(2) ); return 0; case CG_S_RESPATIALIZE: S_Respatialize( args[1], (const float *) VMA(2), (float(*)[3]) VMA(3), args[4] ); return 0; case CG_S_REGISTERSOUND: return S_RegisterSound( (const char *) VMA(1) ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char *) VMA(1), (const char *) VMA(2), args[3]); return 0; case CG_S_GETSAMPLELENGTH: return S_GetSampleLengthInMilliSeconds( args[1]); #ifdef _IMMERSION case CG_FF_START: CL_FF_Start( (ffHandle_t) args[1], (int) args[2] ); return 0; case CG_FF_STOP: CL_FF_Stop( (ffHandle_t) args[1], (int) args[2] ); return 0; case CG_FF_STOPALL: FF_StopAll(); return 0; case CG_FF_SHAKE: FF_Shake( (int) args[1], (int) args[2] ); return 0; case CG_FF_REGISTER: return FF_Register( (const char *) VMA(1), (int) args[2] ); case CG_FF_ADDLOOPINGFORCE: CL_FF_AddLoopingForce( (ffHandle_t) args[1], (int) args[2] ); return 0; #else case CG_FF_STARTFX: FFFX_START( (ffFX_e) args[1] ); return 0; case CG_FF_ENSUREFX: FFFX_ENSURE( (ffFX_e) args[1] ); return 0; case CG_FF_STOPFX: FFFX_STOP( (ffFX_e) args[1] ); return 0; case CG_FF_STOPALLFX: FFFX_STOPALL; return 0; #endif // _IMMERSION #ifdef _XBOX case CG_FF_XBOX_SHAKE: FF_XboxShake( VMF(1), (int) args[2] ); return 0; case CG_FF_XBOX_DAMAGE: FF_XboxDamage( (int) args[1], VMF(2) ); return 0; #endif case CG_R_LOADWORLDMAP: re.LoadWorld( (const char *) VMA(1) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( (const char *) VMA(1) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( (const char *) VMA(1) ); case CG_R_REGISTERSHADER: return re.RegisterShader( (const char *) VMA(1) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( (const char *) VMA(1) ); case CG_R_REGISTERFONT: return re.RegisterFont( (const char *) VMA(1) ); case CG_R_FONTSTRLENPIXELS: return re.Font_StrLenPixels( (const char *) VMA(1), args[2], VMF(3) ); case CG_R_FONTSTRLENCHARS: return re.Font_StrLenChars( (const char *) VMA(1) ); case CG_R_FONTHEIGHTPIXELS: return re.Font_HeightPixels( args[1], VMF(2) ); case CG_R_FONTDRAWSTRING: re.Font_DrawString(args[1],args[2], (const char *) VMA(3), (float*)args[4], args[5], args[6], VMF(7)); return 0; case CG_LANGUAGE_ISASIAN: return re.Language_IsAsian(); case CG_LANGUAGE_USESSPACES: return re.Language_UsesSpaces(); case CG_ANYLANGUAGE_READFROMSTRING: return re.AnyLanguage_ReadCharFromString( (const char *) VMA(1), (int *) VMA(2), (qboolean *) VMA(3) ); case CG_R_SETREFRACTIONPROP: tr_distortionAlpha = VMF(1); tr_distortionStretch = VMF(2); tr_distortionPrePost = (qboolean)args[3]; tr_distortionNegate = (qboolean)args[4]; return 0; case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( (const refEntity_t *) VMA(1) ); return 0; case CG_R_INPVS: return R_inPVS((float *) VMA(1), (float *) VMA(2)); case CG_R_GETLIGHTING: return re.GetLighting( (const float * ) VMA(1), (float *) VMA(2), (float *) VMA(3), (float *) VMA(4) ); case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], (const polyVert_t *) VMA(3) ); return 0; case CG_R_ADDLIGHTTOSCENE: #ifdef VV_LIGHTING VVLightMan.RE_AddLightToScene ( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #else re.AddLightToScene( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #endif return 0; case CG_R_RENDERSCENE: re.RenderScene( (const refdef_t *) VMA(1) ); return 0; case CG_R_SETCOLOR: re.SetColor( (const float *) VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; //case CG_R_DRAWSCREENSHOT: // re.DrawStretchRaw( VMF(1), VMF(2), VMF(3), VMF(4), SG_SCR_WIDTH, SG_SCR_HEIGHT, SCR_GetScreenshot(0), 0, qtrue); // return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], (float *) VMA(2), (float *) VMA(3) ); return 0; case CG_R_LERPTAG: re.LerpTag( (orientation_t *) VMA(1), args[2], args[3], args[4], VMF(5), (const char *) VMA(6) ); return 0; case CG_R_DRAWROTATEPIC: re.DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] ); return 0; case CG_R_DRAWROTATEPIC2: re.DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] ); return 0; case CG_R_SETRANGEFOG: if (tr.rangedFog <= 0.0f) { g_oldRangedFog = tr.rangedFog; } tr.rangedFog = VMF(1); if (tr.rangedFog == 0.0f && g_oldRangedFog) { //restore to previous state if applicable tr.rangedFog = g_oldRangedFog; } return 0; case CG_R_LA_GOGGLES: re.LAGoggles(); return 0; case CG_R_SCISSOR: re.Scissor( VMF(1), VMF(2), VMF(3), VMF(4)); return 0; case CG_GETGLCONFIG: CL_GetGlconfig( (glconfig_t *) VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( (gameState_t *) VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( (int *) VMA(1), (int *) VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], (snapshot_t *) VMA(2) ); case CG_GETDEFAULTSTATE: return CL_GetDefaultState(args[1], (entityState_t *)VMA(2)); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], (usercmd_s *) VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4) ); return 0; case CG_SETUSERCMDANGLES: CL_SetUserCmdAngles( VMF(1), VMF(2), VMF(3) ); return 0; case COM_SETORGANGLES: Com_SetOrgAngles((float *)VMA(1),(float *)VMA(2)); return 0; /* Ghoul2 Insert Start */ case CG_G2_LISTSURFACES: G2API_ListSurfaces( (CGhoul2Info *) VMA(1) ); return 0; case CG_G2_LISTBONES: G2API_ListBones( (CGhoul2Info *) VMA(1), args[2]); return 0; case CG_G2_HAVEWEGHOULMODELS: return G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)VMA(1)) ); case CG_G2_SETMODELS: G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)VMA(1)),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3)); return 0; /* Ghoul2 Insert End */ case CG_R_GET_LIGHT_STYLE: re.GetLightStyle(args[1], (byte*) VMA(2) ); return 0; case CG_R_SET_LIGHT_STYLE: re.SetLightStyle(args[1], args[2] ); return 0; case CG_R_GET_BMODEL_VERTS: re.GetBModelVerts( args[1], (float (*)[3])VMA(2), (float *)VMA(3) ); return 0; case CG_R_WORLD_EFFECT_COMMAND: re.WorldEffectCommand( (const char *) VMA(1) ); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic( (const char *) VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *) VMA(7)); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_Z_MALLOC: return (int)Z_Malloc(args[1], (memtag_t) args[2], qfalse); case CG_Z_FREE: Z_Free((void *) VMA(1)); return 0; case CG_UI_SETACTIVE_MENU: UI_SetActiveMenu((const char *) VMA(1),NULL); return 0; case CG_UI_MENU_OPENBYNAME: Menus_OpenByName((const char *) VMA(1)); return 0; case CG_UI_MENU_RESET: Menu_Reset(); return 0; case CG_UI_MENU_NEW: Menu_New((char *) VMA(1)); return 0; case CG_UI_PARSE_INT: PC_ParseInt((int *) VMA(1)); return 0; case CG_UI_PARSE_STRING: PC_ParseString((const char **) VMA(1)); return 0; case CG_UI_PARSE_FLOAT: PC_ParseFloat((float *) VMA(1)); return 0; case CG_UI_STARTPARSESESSION: return(PC_StartParseSession((char *) VMA(1),(char **) VMA(2))); case CG_UI_ENDPARSESESSION: PC_EndParseSession((char *) VMA(1)); return 0; case CG_UI_PARSEEXT: char **holdPtr; holdPtr = (char **) VMA(1); *holdPtr = PC_ParseExt(); return 0; case CG_UI_MENUCLOSE_ALL: Menus_CloseAll(); return 0; case CG_UI_MENUPAINT_ALL: Menu_PaintAll(); return 0; case CG_UI_STRING_INIT: String_Init(); return 0; case CG_UI_GETMENUINFO: menuDef_t *menu; int *xPos,*yPos,*w,*h,result; menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { xPos = (int *) VMA(2); *xPos = (int) menu->window.rect.x; yPos = (int *) VMA(3); *yPos = (int) menu->window.rect.y; w = (int *) VMA(4); *w = (int) menu->window.rect.w; h = (int *) VMA(5); *h = (int) menu->window.rect.h; result = qtrue; } else { result = qfalse; } return result; case CG_UI_GETITEMTEXT: itemDef_t *item; menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2)); if (item) { Q_strncpyz( (char *) VMA(3), item->text, 256 ); result = qtrue; } else { result = qfalse; } } else { result = qfalse; } return result; case CG_UI_GETITEMINFO: menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { qhandle_t *background; item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2)); if (item) { xPos = (int *) VMA(3); *xPos = (int) item->window.rect.x; yPos = (int *) VMA(4); *yPos = (int) item->window.rect.y; w = (int *) VMA(5); *w = (int) item->window.rect.w; h = (int *) VMA(6); *h = (int) item->window.rect.h; vec4_t *color; color = (vec4_t *) VMA(7); if (!color) { return qfalse; } (*color)[0] = (float) item->window.foreColor[0]; (*color)[1] = (float) item->window.foreColor[1]; (*color)[2] = (float) item->window.foreColor[2]; (*color)[3] = (float) item->window.foreColor[3]; background = (qhandle_t *) VMA(8); if (!background) { return qfalse; } *background = item->window.background; result = qtrue; } else { result = qfalse; } } else { result = qfalse; } return result; case CG_SP_GETSTRINGTEXTSTRING: const char* text; assert(VMA(1)); text = SE_GetString( (const char *) VMA(1) ); if (VMA(2)) // only if dest buffer supplied... { if ( text[0] ) { Q_strncpyz( (char *) VMA(2), text, args[3] ); } else { Com_sprintf( (char *) VMA(2), args[3], "??%s", VMA(1) ); } } return strlen(text); //break; default: Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] ); } return 0; } /* ==================== CL_InitCGame Should only be called by CL_StartHunkUsers ==================== */ extern qboolean Sys_LowPhysicalMemory(); void CL_InitCGame( void ) { const char *info; const char *mapname; int t1, t2; t1 = Sys_Milliseconds(); // put away the console Con_Close(); // find the current mapname info = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ]; mapname = Info_ValueForKey( info, "mapname" ); Com_sprintf( cl.mapname, sizeof( cl.mapname ), "maps/%s.bsp", mapname ); cls.state = CA_LOADING; // init for this gamestate VM_Call( CG_INIT, clc.serverCommandSequence ); // we will send a usercmd this frame, which // will cause the server to send us the first snapshot cls.state = CA_PRIMED; t2 = Sys_Milliseconds(); //Com_Printf( "CL_InitCGame: %5.2f seconds\n", (t2-t1)/1000.0 ); // have the renderer touch all its images, so they are present // on the card even if the driver does deferred loading re.EndRegistration(); // make sure everything is paged in // if (!Sys_LowPhysicalMemory()) { Com_TouchMemory(); } // clear anything that got printed Con_ClearNotify (); } /* ==================== CL_GameCommand See if the current console command is claimed by the cgame ==================== */ qboolean CL_GameCommand( void ) { if ( cls.state != CA_ACTIVE ) { return qfalse; } return VM_Call( CG_CONSOLE_COMMAND ); } /* ===================== CL_CGameRendering ===================== */ void CL_CGameRendering( stereoFrame_t stereo ) { #if 0 if ( cls.state == CA_ACTIVE ) { static int counter; if ( ++counter == 40 ) { VM_Debug( 2 ); } } #endif int timei=cl.serverTime; if (timei>60) { timei-=0; } G2API_SetTime(cl.serverTime,G2T_CG_TIME); VM_Call( CG_DRAW_ACTIVE_FRAME,timei, stereo, qfalse ); // VM_Debug( 0 ); } /* ================= CL_AdjustTimeDelta Adjust the clients view of server time. We attempt to have cl.serverTime exactly equal the server's view of time plus the timeNudge, but with variable latencies over the internet it will often need to drift a bit to match conditions. Our ideal time would be to have the adjusted time aproach, but not pass, the very latest snapshot. Adjustments are only made when a new snapshot arrives, which keeps the adjustment process framerate independent and prevents massive overadjustment during times of significant packet loss. ================= */ #define RESET_TIME 300 void CL_AdjustTimeDelta( void ) { /* cl.newSnapshots = qfalse; // if the current time is WAY off, just correct to the current value if ( cls.realtime + cl.serverTimeDelta < cl.frame.serverTime - RESET_TIME || cls.realtime + cl.serverTimeDelta > cl.frame.serverTime + RESET_TIME ) { cl.serverTimeDelta = cl.frame.serverTime - cls.realtime; cl.oldServerTime = cl.frame.serverTime; if ( cl_showTimeDelta->integer ) { Com_Printf( " " ); } } // if any of the frames between this and the previous snapshot // had to be extrapolated, nudge our sense of time back a little if ( cl.extrapolatedSnapshot ) { cl.extrapolatedSnapshot = qfalse; cl.serverTimeDelta -= 2; } else { // otherwise, move our sense of time forward to minimize total latency cl.serverTimeDelta++; } if ( cl_showTimeDelta->integer ) { Com_Printf( "%i ", cl.serverTimeDelta ); } */ int resetTime; int newDelta; int deltaDelta; cl.newSnapshots = qfalse; // if the current time is WAY off, just correct to the current value if ( com_sv_running->integer ) { resetTime = 100; } else { resetTime = RESET_TIME; } newDelta = cl.frame.serverTime - cls.realtime; deltaDelta = abs( newDelta - cl.serverTimeDelta ); if ( deltaDelta > RESET_TIME ) { cl.serverTimeDelta = newDelta; cl.oldServerTime = cl.frame.serverTime; // FIXME: is this a problem for cgame? cl.serverTime = cl.frame.serverTime; if ( cl_showTimeDelta->integer ) { Com_Printf( " " ); } } else if ( deltaDelta > 100 ) { // fast adjust, cut the difference in half if ( cl_showTimeDelta->integer ) { Com_Printf( " " ); } cl.serverTimeDelta = ( cl.serverTimeDelta + newDelta ) >> 1; } else { // slow drift adjust, only move 1 or 2 msec // if any of the frames between this and the previous snapshot // had to be extrapolated, nudge our sense of time back a little // the granularity of +1 / -2 is too high for timescale modified frametimes if ( com_timescale->value == 0 || com_timescale->value == 1 ) { if ( cl.extrapolatedSnapshot ) { cl.extrapolatedSnapshot = qfalse; cl.serverTimeDelta -= 2; } else { // otherwise, move our sense of time forward to minimize total latency cl.serverTimeDelta++; } } } if ( cl_showTimeDelta->integer ) { Com_Printf( "%i ", cl.serverTimeDelta ); } } /* ================== CL_FirstSnapshot ================== */ void CL_FirstSnapshot( void ) { RE_RegisterMedia_LevelLoadEnd(); cls.state = CA_ACTIVE; // set the timedelta so we are exactly on this first frame cl.serverTimeDelta = cl.frame.serverTime - cls.realtime; cl.oldServerTime = cl.frame.serverTime; // if this is the first frame of active play, // execute the contents of activeAction now // this is to allow scripting a timedemo to start right // after loading if ( cl_activeAction->string[0] ) { Cbuf_AddText( cl_activeAction->string ); Cvar_Set( "activeAction", "" ); } Sys_BeginProfiling(); #ifdef _XBOX // turn vsync back on - tearing is ugly qglEnable(GL_VSYNC); #endif } /* ================== CL_SetCGameTime ================== */ void CL_SetCGameTime( void ) { // getting a valid frame message ends the connection process if ( cls.state != CA_ACTIVE ) { if ( cls.state != CA_PRIMED ) { return; } if ( cl.newSnapshots ) { cl.newSnapshots = qfalse; CL_FirstSnapshot(); } if ( cls.state != CA_ACTIVE ) { return; } } // if we have gotten to this point, cl.frame is guaranteed to be valid if ( !cl.frame.valid ) { Com_Error( ERR_DROP, "CL_SetCGameTime: !cl.snap.valid" ); } // allow pause in single player if ( sv_paused->integer && cl_paused->integer && com_sv_running->integer ) { // paused return; } if ( cl.frame.serverTime < cl.oldFrameServerTime ) { Com_Error( ERR_DROP, "cl.frame.serverTime < cl.oldFrameServerTime" ); } cl.oldFrameServerTime = cl.frame.serverTime; // get our current view of time // cl_timeNudge is a user adjustable cvar that allows more // or less latency to be added in the interest of better // smoothness or better responsiveness. cl.serverTime = cls.realtime + cl.serverTimeDelta - cl_timeNudge->integer; // guarantee that time will never flow backwards, even if // serverTimeDelta made an adjustment or cl_timeNudge was changed if ( cl.serverTime < cl.oldServerTime ) { cl.serverTime = cl.oldServerTime; } cl.oldServerTime = cl.serverTime; // note if we are almost past the latest frame (without timeNudge), // so we will try and adjust back a bit when the next snapshot arrives if ( cls.realtime + cl.serverTimeDelta >= cl.frame.serverTime - 5 ) { cl.extrapolatedSnapshot = qtrue; } // if we have gotten new snapshots, drift serverTimeDelta // don't do this every frame, or a period of packet loss would // make a huge adjustment if ( cl.newSnapshots ) { CL_AdjustTimeDelta(); } }