mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-25 21:51:04 +00:00
1312 lines
34 KiB
C++
1312 lines
34 KiB
C++
// cl_cgame.c -- client system interaction with client game
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "../ui/ui_shared.h"
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#include "../RMG/RM_Headers.h"
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#ifdef VV_LIGHTING
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#include "../renderer/tr_lightmanager.h"
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#endif
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#include "client.h"
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#ifdef _IMMERSION
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#include "../ff/cl_ff.h"
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#include "../ff/ff.h"
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#else
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#include "fffx.h"
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#endif // _IMMERSION
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#include "vmachine.h"
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vm_t cgvm;
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/*
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Ghoul2 Insert Start
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*/
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#endif
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/*
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Ghoul2 Insert End
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*/
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//FIXME: Temp
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extern void S_UpdateAmbientSet ( const char *name, vec3_t origin );
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extern int S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time );
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extern void AS_ParseSets( void );
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extern sfxHandle_t AS_GetBModelSound( const char *name, int stage );
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extern void AS_AddPrecacheEntry( const char *name );
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extern menuDef_t *Menus_FindByName(const char *p);
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extern qboolean R_inPVS( vec3_t p1, vec3_t p2 );
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void UI_SetActiveMenu( const char* menuname,const char *menuID );
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/*
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====================
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CL_GetGameState
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====================
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*/
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void CL_GetGameState( gameState_t *gs ) {
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*gs = cl.gameState;
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}
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/*
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====================
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CL_GetGlconfig
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====================
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*/
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void CL_GetGlconfig( glconfig_t *glconfig ) {
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*glconfig = cls.glconfig;
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}
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/*
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====================
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CL_GetUserCmd
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====================
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*/
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qboolean CL_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
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// cmds[cmdNumber] is the last properly generated command
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// can't return anything that we haven't created yet
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if ( cmdNumber > cl.cmdNumber ) {
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Com_Error( ERR_DROP, "CL_GetUserCmd: %i >= %i", cmdNumber, cl.cmdNumber );
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}
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// the usercmd has been overwritten in the wrapping
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// buffer because it is too far out of date
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if ( cmdNumber <= cl.cmdNumber - CMD_BACKUP ) {
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return qfalse;
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}
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*ucmd = cl.cmds[ cmdNumber & CMD_MASK ];
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return qtrue;
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}
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int CL_GetCurrentCmdNumber( void ) {
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return cl.cmdNumber;
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}
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/*
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====================
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CL_GetParseEntityState
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====================
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*/
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/*
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qboolean CL_GetParseEntityState( int parseEntityNumber, entityState_t *state ) {
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// can't return anything that hasn't been parsed yet
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if ( parseEntityNumber >= cl.parseEntitiesNum ) {
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Com_Error( ERR_DROP, "CL_GetParseEntityState: %i >= %i",
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parseEntityNumber, cl.parseEntitiesNum );
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}
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// can't return anything that has been overwritten in the circular buffer
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if ( parseEntityNumber <= cl.parseEntitiesNum - MAX_PARSE_ENTITIES ) {
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return qfalse;
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}
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*state = cl.parseEntities[ parseEntityNumber & ( MAX_PARSE_ENTITIES - 1 ) ];
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return qtrue;
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}
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*/
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/*
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====================
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CL_GetCurrentSnapshotNumber
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====================
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*/
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void CL_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
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*snapshotNumber = cl.frame.messageNum;
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*serverTime = cl.frame.serverTime;
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}
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/*
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====================
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CL_GetSnapshot
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====================
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*/
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qboolean CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
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clSnapshot_t *clSnap;
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int i, count;
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if ( snapshotNumber > cl.frame.messageNum ) {
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Com_Error( ERR_DROP, "CL_GetSnapshot: snapshotNumber > cl.frame.messageNum" );
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}
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// if the frame has fallen out of the circular buffer, we can't return it
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if ( cl.frame.messageNum - snapshotNumber >= PACKET_BACKUP ) {
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return qfalse;
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}
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// if the frame is not valid, we can't return it
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clSnap = &cl.frames[snapshotNumber & PACKET_MASK];
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if ( !clSnap->valid ) {
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return qfalse;
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}
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// if the entities in the frame have fallen out of their
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// circular buffer, we can't return it
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if ( cl.parseEntitiesNum - clSnap->parseEntitiesNum >= MAX_PARSE_ENTITIES ) {
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return qfalse;
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}
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// write the snapshot
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snapshot->snapFlags = clSnap->snapFlags;
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snapshot->serverCommandSequence = clSnap->serverCommandNum;
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snapshot->ping = clSnap->ping;
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snapshot->serverTime = clSnap->serverTime;
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memcpy( snapshot->areamask, clSnap->areamask, sizeof( snapshot->areamask ) );
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snapshot->cmdNum = clSnap->cmdNum;
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snapshot->ps = clSnap->ps;
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count = clSnap->numEntities;
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if ( count > MAX_ENTITIES_IN_SNAPSHOT ) {
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Com_DPrintf( "CL_GetSnapshot: truncated %i entities to %i\n", count, MAX_ENTITIES_IN_SNAPSHOT );
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count = MAX_ENTITIES_IN_SNAPSHOT;
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}
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snapshot->numEntities = count;
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/*
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Ghoul2 Insert Start
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*/
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for ( i = 0 ; i < count ; i++ )
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{
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int entNum = ( clSnap->parseEntitiesNum + i ) & (MAX_PARSE_ENTITIES-1) ;
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snapshot->entities[i] = cl.parseEntities[ entNum ];
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}
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/*
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Ghoul2 Insert End
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*/
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// FIXME: configstring changes and server commands!!!
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return qtrue;
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}
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//bg_public.h won't cooperate in here
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#define EF_PERMANENT 0x00080000
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qboolean CL_GetDefaultState(int index, entityState_t *state)
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{
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if (index < 0 || index >= MAX_GENTITIES)
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{
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return qfalse;
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}
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// Is this safe? I think so. But it's still ugly as sin.
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if (!(sv.svEntities[index].baseline.eFlags & EF_PERMANENT))
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// if (!(cl.entityBaselines[index].eFlags & EF_PERMANENT))
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{
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return qfalse;
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}
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*state = sv.svEntities[index].baseline;
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// *state = cl.entityBaselines[index];
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return qtrue;
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}
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extern float cl_mPitchOverride;
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extern float cl_mYawOverride;
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void CL_SetUserCmdValue( int userCmdValue, float sensitivityScale, float mPitchOverride, float mYawOverride ) {
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cl.cgameUserCmdValue = userCmdValue;
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cl.cgameSensitivity = sensitivityScale;
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cl_mPitchOverride = mPitchOverride;
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cl_mYawOverride = mYawOverride;
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}
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extern vec3_t cl_overriddenAngles;
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extern qboolean cl_overrideAngles;
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void CL_SetUserCmdAngles( float pitchOverride, float yawOverride, float rollOverride ) {
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cl_overriddenAngles[PITCH] = pitchOverride;
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cl_overriddenAngles[YAW] = yawOverride;
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cl_overriddenAngles[ROLL] = rollOverride;
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cl_overrideAngles = qtrue;
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}
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void CL_AddCgameCommand( const char *cmdName ) {
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Cmd_AddCommand( cmdName, NULL );
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}
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void CL_CgameError( const char *string ) {
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Com_Error( ERR_DROP, "%s", string );
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}
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/*
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=====================
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CL_ConfigstringModified
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=====================
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*/
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void CL_ConfigstringModified( void ) {
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char *old, *s;
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int i, index;
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char *dup;
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gameState_t oldGs;
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int len;
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index = atoi( Cmd_Argv(1) );
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
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}
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s = Cmd_Argv(2);
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old = cl.gameState.stringData + cl.gameState.stringOffsets[ index ];
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if ( !strcmp( old, s ) ) {
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return; // unchanged
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}
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// build the new gameState_t
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oldGs = cl.gameState;
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memset( &cl.gameState, 0, sizeof( cl.gameState ) );
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// leave the first 0 for uninitialized strings
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cl.gameState.dataCount = 1;
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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if ( i == index ) {
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dup = s;
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} else {
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dup = oldGs.stringData + oldGs.stringOffsets[ i ];
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}
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if ( !dup[0] ) {
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continue; // leave with the default empty string
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}
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len = strlen( dup );
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if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
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Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
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}
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// append it to the gameState string buffer
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cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
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memcpy( cl.gameState.stringData + cl.gameState.dataCount, dup, len + 1 );
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cl.gameState.dataCount += len + 1;
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}
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if ( index == CS_SYSTEMINFO ) {
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// parse serverId and other cvars
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CL_SystemInfoChanged();
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}
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}
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/*
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===================
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CL_GetServerCommand
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Set up argc/argv for the given command
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===================
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*/
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qboolean CL_GetServerCommand( int serverCommandNumber ) {
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char *s;
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char *cmd;
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// if we have irretrievably lost a reliable command, drop the connection
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if ( serverCommandNumber <= clc.serverCommandSequence - MAX_RELIABLE_COMMANDS ) {
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Com_Error( ERR_DROP, "CL_GetServerCommand: a reliable command was cycled out" );
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return qfalse;
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}
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if ( serverCommandNumber > clc.serverCommandSequence ) {
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Com_Error( ERR_DROP, "CL_GetServerCommand: requested a command not received" );
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return qfalse;
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}
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s = clc.serverCommands[ serverCommandNumber & ( MAX_RELIABLE_COMMANDS - 1 ) ];
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Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s );
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Cmd_TokenizeString( s );
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cmd = Cmd_Argv(0);
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if ( !strcmp( cmd, "disconnect" ) ) {
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Com_Error (ERR_DISCONNECT,"Server disconnected\n");
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}
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if ( !strcmp( cmd, "cs" ) ) {
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CL_ConfigstringModified();
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// reparse the string, because CL_ConfigstringModified may have done another Cmd_TokenizeString()
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Cmd_TokenizeString( s );
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return qtrue;
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}
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// the clientLevelShot command is used during development
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// to generate 128*128 screenshots from the intermission
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// point of levels for the menu system to use
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// we pass it along to the cgame to make apropriate adjustments,
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// but we also clear the console and notify lines here
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if ( !strcmp( cmd, "clientLevelShot" ) ) {
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// don't do it if we aren't running the server locally,
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// otherwise malicious remote servers could overwrite
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// the existing thumbnails
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if ( !com_sv_running->integer ) {
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return qfalse;
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}
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// close the console
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Con_Close();
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// take a special screenshot next frame
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Cbuf_AddText( "wait ; wait ; wait ; wait ; screenshot levelshot\n" );
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return qtrue;
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}
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// we may want to put a "connect to other server" command here
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// cgame can now act on the command
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return qtrue;
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}
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/*
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====================
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CL_CM_LoadMap
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Just adds default parameters that cgame doesn't need to know about
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====================
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*/
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#ifdef _XBOX
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void CL_CM_LoadMap( const char *mapname ) {
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int checksum;
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CM_LoadMap( mapname, qtrue, &checksum );
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}
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#else
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void CL_CM_LoadMap( const char *mapname, qboolean subBSP ) {
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int checksum;
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CM_LoadMap( mapname, qtrue, &checksum, subBSP );
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}
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#endif // _XBOX
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/*
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====================
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CL_ShutdonwCGame
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====================
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*/
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void CL_ShutdownCGame( void ) {
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cls.cgameStarted = qfalse;
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if ( !cgvm.entryPoint) {
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return;
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}
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VM_Call( CG_SHUTDOWN );
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#ifndef _XBOX // Not using it
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RM_ShutdownTerrain();
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#endif
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// VM_Free( cgvm );
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// cgvm = NULL;
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}
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//RMG
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CCMLandScape *CM_RegisterTerrain(const char *config, bool server);
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void RE_InitRendererTerrain( const char *info );
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//RMG
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extern float tr_distortionAlpha; //tr_shadows.cpp
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extern float tr_distortionStretch; //tr_shadows.cpp
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extern qboolean tr_distortionPrePost; //tr_shadows.cpp
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extern qboolean tr_distortionNegate; //tr_shadows.cpp
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float g_oldRangedFog = 0.0f;
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/*
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====================
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CL_CgameSystemCalls
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The cgame module is making a system call
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====================
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*/
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void *VM_ArgPtr( int intValue );
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void CM_SnapPVS(vec3_t origin,byte *buffer);
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//#define VMA(x) VM_ArgPtr(args[x])
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#define VMA(x) ((void*)args[x])
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#define VMF(x) ((float *)args)[x]
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int CL_CgameSystemCalls( int *args ) {
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switch( args[0] ) {
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case CG_PRINT:
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Com_Printf( "%s", VMA(1) );
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return 0;
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case CG_ERROR:
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Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) );
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return 0;
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case CG_MILLISECONDS:
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return Sys_Milliseconds();
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case CG_CVAR_REGISTER:
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Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] );
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return 0;
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case CG_CVAR_UPDATE:
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Cvar_Update( (vmCvar_t *) VMA(1) );
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return 0;
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case CG_CVAR_SET:
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Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );
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return 0;
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case CG_ARGC:
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return Cmd_Argc();
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case CG_ARGV:
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Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] );
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return 0;
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case CG_ARGS:
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Cmd_ArgsBuffer( (char *) VMA(1), args[2] );
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return 0;
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case CG_FS_FOPENFILE:
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return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] );
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case CG_FS_READ:
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FS_Read( VMA(1), args[2], args[3] );
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return 0;
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case CG_FS_WRITE:
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FS_Write( VMA(1), args[2], args[3] );
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return 0;
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case CG_FS_FCLOSEFILE:
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FS_FCloseFile( args[1] );
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return 0;
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case CG_SENDCONSOLECOMMAND:
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Cbuf_AddText( (const char *) VMA(1) );
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return 0;
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case CG_ADDCOMMAND:
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CL_AddCgameCommand( (const char *) VMA(1) );
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return 0;
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case CG_SENDCLIENTCOMMAND:
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CL_AddReliableCommand( (const char *) VMA(1) );
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return 0;
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case CG_UPDATESCREEN:
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// this is used during lengthy level loading, so pump message loop
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Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN!
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SCR_UpdateScreen();
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return 0;
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#ifdef _XBOX
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case CG_RMG_INIT:
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case CG_CM_REGISTER_TERRAIN:
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case CG_RE_INIT_RENDERER_TERRAIN:
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Com_Error( ERR_FATAL, "ERROR: Terrain unsupported on Xbox.\n" );
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#else
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case CG_RMG_INIT:
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/*
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if (!com_sv_running->integer)
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{ // don't do this if we are connected locally
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if (!TheRandomMissionManager)
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{
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TheRandomMissionManager = new CRMManager;
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}
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TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] );
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TheRandomMissionManager->LoadMission(qfalse);
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TheRandomMissionManager->SpawnMission(qfalse);
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cmg.landScapes[args[1]]->UpdatePatches();
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}
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*/ //this is SP.. I guess we're always the client and server.
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// cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed();
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RM_CreateRandomModels(args[1], (const char *)VMA(2));
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//cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum); // restore it, in case we do a vid restart
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cmg.landScape->rand_seed(cmg.landScape->get_rand_seed());
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// TheRandomMissionManager->CreateMap();
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return 0;
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case CG_CM_REGISTER_TERRAIN:
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return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId();
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case CG_RE_INIT_RENDERER_TERRAIN:
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RE_InitRendererTerrain((const char *)VMA(1));
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return 0;
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#endif // _XBOX
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case CG_CM_LOADMAP:
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#ifdef _XBOX
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CL_CM_LoadMap( (const char *) VMA(1) );
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#else
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CL_CM_LoadMap( (const char *) VMA(1), args[2] );
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#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( "<RESET> " );
|
|
}
|
|
}
|
|
|
|
// 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( "<RESET> " );
|
|
}
|
|
} else if ( deltaDelta > 100 ) {
|
|
// fast adjust, cut the difference in half
|
|
if ( cl_showTimeDelta->integer ) {
|
|
Com_Printf( "<FAST> " );
|
|
}
|
|
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();
|
|
}
|
|
}
|
|
|