1029 lines
27 KiB
C
1029 lines
27 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// cl_cgame.c -- client system interaction with client game
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#include "client.h"
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#include "../botlib/botlib.h"
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extern botlib_export_t *botlib_export;
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extern qboolean loadCamera(const char *name);
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extern void startCamera(int time);
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extern qboolean getCameraInfo(int time, vec3_t *origin, vec3_t *angles);
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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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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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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.snap.messageNum;
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*serverTime = cl.snap.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.snap.messageNum ) {
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Com_Error( ERR_DROP, "CL_GetSnapshot: snapshotNumber > cl.snapshot.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.snap.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.snapshots[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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Com_Memcpy( snapshot->areamask, clSnap->areamask, sizeof( snapshot->areamask ) );
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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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for ( i = 0 ; i < count ; i++ ) {
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snapshot->entities[i] =
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cl.parseEntities[ ( clSnap->parseEntitiesNum + i ) & (MAX_PARSE_ENTITIES-1) ];
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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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/*
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=====================
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CL_SetUserCmdValue
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=====================
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*/
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void CL_SetUserCmdValue( int userCmdValue, float sensitivityScale ) {
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cl.cgameUserCmdValue = userCmdValue;
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cl.cgameSensitivity = sensitivityScale;
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}
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/*
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=====================
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CL_AddCgameCommand
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=====================
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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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/*
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=====================
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CL_CgameError
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=====================
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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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// get everything after "cs <num>"
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s = Cmd_ArgsFrom(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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Com_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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Com_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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static char bigConfigString[BIG_INFO_STRING];
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int argc;
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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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// when a demo record was started after the client got a whole bunch of
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// reliable commands then the client never got those first reliable commands
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if ( clc.demoplaying )
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return qfalse;
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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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clc.lastExecutedServerCommand = serverCommandNumber;
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Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s );
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rescan:
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Cmd_TokenizeString( s );
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cmd = Cmd_Argv(0);
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argc = Cmd_Argc();
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if ( !strcmp( cmd, "disconnect" ) ) {
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=552
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// allow server to indicate why they were disconnected
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if ( argc >= 2 )
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Com_Error (ERR_SERVERDISCONNECT, va( "Server Disconnected - %s", Cmd_Argv( 1 ) ) );
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else
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Com_Error (ERR_SERVERDISCONNECT,"Server disconnected\n");
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}
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if ( !strcmp( cmd, "bcs0" ) ) {
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Com_sprintf( bigConfigString, BIG_INFO_STRING, "cs %s \"%s", Cmd_Argv(1), Cmd_Argv(2) );
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return qfalse;
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}
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if ( !strcmp( cmd, "bcs1" ) ) {
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s = Cmd_Argv(2);
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if( strlen(bigConfigString) + strlen(s) >= BIG_INFO_STRING ) {
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Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" );
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}
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strcat( bigConfigString, s );
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return qfalse;
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}
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if ( !strcmp( cmd, "bcs2" ) ) {
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s = Cmd_Argv(2);
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if( strlen(bigConfigString) + strlen(s) + 1 >= BIG_INFO_STRING ) {
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Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" );
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}
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strcat( bigConfigString, s );
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strcat( bigConfigString, "\"" );
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s = bigConfigString;
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goto rescan;
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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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if ( !strcmp( cmd, "map_restart" ) ) {
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// clear notify lines and outgoing commands before passing
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// the restart to the cgame
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Con_ClearNotify();
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Com_Memset( cl.cmds, 0, sizeof( cl.cmds ) );
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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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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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/*
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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.keyCatchers &= ~KEYCATCH_CGAME;
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cls.cgameStarted = qfalse;
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if ( !cgvm ) {
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return;
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}
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VM_Call( cgvm, CG_SHUTDOWN );
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VM_Free( cgvm );
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cgvm = NULL;
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}
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static int FloatAsInt( float f ) {
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int temp;
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*(float *)&temp = f;
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return temp;
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}
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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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intptr_t CL_CgameSystemCalls( intptr_t *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", 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( VMA(1), VMA(2), VMA(3), args[4] );
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return 0;
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case CG_CVAR_UPDATE:
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Cvar_Update( VMA(1) );
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return 0;
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case CG_CVAR_SET:
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Cvar_Set( VMA(1), VMA(2) );
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return 0;
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case CG_CVAR_VARIABLESTRINGBUFFER:
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Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
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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], VMA(2), args[3] );
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return 0;
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case CG_ARGS:
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Cmd_ArgsBuffer( 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( VMA(1), VMA(2), args[3] );
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case CG_FS_READ:
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FS_Read2( 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_FS_SEEK:
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return FS_Seek( args[1], args[2], args[3] );
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case CG_SENDCONSOLECOMMAND:
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Cbuf_AddText( VMA(1) );
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return 0;
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case CG_ADDCOMMAND:
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CL_AddCgameCommand( VMA(1) );
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return 0;
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case CG_REMOVECOMMAND:
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Cmd_RemoveCommand( VMA(1) );
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return 0;
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case CG_SENDCLIENTCOMMAND:
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CL_AddReliableCommand( 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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// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
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// if there is a map change while we are downloading at pk3.
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// ZOID
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SCR_UpdateScreen();
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return 0;
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case CG_CM_LOADMAP:
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CL_CM_LoadMap( VMA(1) );
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return 0;
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case CG_CM_NUMINLINEMODELS:
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return CM_NumInlineModels();
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case CG_CM_INLINEMODEL:
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return CM_InlineModel( args[1] );
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case CG_CM_TEMPBOXMODEL:
|
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return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );
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case CG_CM_TEMPCAPSULEMODEL:
|
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return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );
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|
case CG_CM_POINTCONTENTS:
|
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return CM_PointContents( VMA(1), args[2] );
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case CG_CM_TRANSFORMEDPOINTCONTENTS:
|
|
return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );
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|
case CG_CM_BOXTRACE:
|
|
CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
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return 0;
|
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case CG_CM_CAPSULETRACE:
|
|
CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
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return 0;
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case CG_CM_TRANSFORMEDBOXTRACE:
|
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CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );
|
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return 0;
|
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case CG_CM_TRANSFORMEDCAPSULETRACE:
|
|
CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue );
|
|
return 0;
|
|
case CG_CM_MARKFRAGMENTS:
|
|
return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) );
|
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case CG_S_STARTSOUND:
|
|
S_StartSound( VMA(1), args[2], args[3], args[4] );
|
|
return 0;
|
|
case CG_S_STARTLOCALSOUND:
|
|
S_StartLocalSound( args[1], args[2] );
|
|
return 0;
|
|
case CG_S_CLEARLOOPINGSOUNDS:
|
|
S_ClearLoopingSounds(args[1]);
|
|
return 0;
|
|
case CG_S_ADDLOOPINGSOUND:
|
|
S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4] );
|
|
return 0;
|
|
case CG_S_ADDREALLOOPINGSOUND:
|
|
S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4] );
|
|
return 0;
|
|
case CG_S_STOPLOOPINGSOUND:
|
|
S_StopLoopingSound( args[1] );
|
|
return 0;
|
|
case CG_S_UPDATEENTITYPOSITION:
|
|
S_UpdateEntityPosition( args[1], VMA(2) );
|
|
return 0;
|
|
case CG_S_RESPATIALIZE:
|
|
S_Respatialize( args[1], VMA(2), VMA(3), args[4] );
|
|
return 0;
|
|
case CG_S_REGISTERSOUND:
|
|
return S_RegisterSound( VMA(1), args[2] );
|
|
case CG_S_STARTBACKGROUNDTRACK:
|
|
S_StartBackgroundTrack( VMA(1), VMA(2) );
|
|
return 0;
|
|
case CG_R_LOADWORLDMAP:
|
|
re.LoadWorld( VMA(1) );
|
|
return 0;
|
|
case CG_R_REGISTERMODEL:
|
|
return re.RegisterModel( VMA(1) );
|
|
case CG_R_REGISTERSKIN:
|
|
return re.RegisterSkin( VMA(1) );
|
|
case CG_R_REGISTERSHADER:
|
|
return re.RegisterShader( VMA(1) );
|
|
case CG_R_REGISTERSHADERNOMIP:
|
|
return re.RegisterShaderNoMip( VMA(1) );
|
|
case CG_R_REGISTERFONT:
|
|
re.RegisterFont( VMA(1), args[2], VMA(3));
|
|
case CG_R_CLEARSCENE:
|
|
re.ClearScene();
|
|
return 0;
|
|
case CG_R_ADDREFENTITYTOSCENE:
|
|
re.AddRefEntityToScene( VMA(1) );
|
|
return 0;
|
|
case CG_R_ADDPOLYTOSCENE:
|
|
re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
|
|
return 0;
|
|
case CG_R_ADDPOLYSTOSCENE:
|
|
re.AddPolyToScene( args[1], args[2], VMA(3), args[4] );
|
|
return 0;
|
|
case CG_R_LIGHTFORPOINT:
|
|
return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );
|
|
case CG_R_ADDLIGHTTOSCENE:
|
|
re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
|
|
return 0;
|
|
case CG_R_ADDADDITIVELIGHTTOSCENE:
|
|
re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
|
|
return 0;
|
|
case CG_R_RENDERSCENE:
|
|
re.RenderScene( VMA(1) );
|
|
return 0;
|
|
case CG_R_SETCOLOR:
|
|
re.SetColor( 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_MODELBOUNDS:
|
|
re.ModelBounds( args[1], VMA(2), VMA(3) );
|
|
return 0;
|
|
case CG_R_LERPTAG:
|
|
return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
|
|
case CG_GETGLCONFIG:
|
|
CL_GetGlconfig( VMA(1) );
|
|
return 0;
|
|
case CG_GETGAMESTATE:
|
|
CL_GetGameState( VMA(1) );
|
|
return 0;
|
|
case CG_GETCURRENTSNAPSHOTNUMBER:
|
|
CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );
|
|
return 0;
|
|
case CG_GETSNAPSHOT:
|
|
return CL_GetSnapshot( args[1], VMA(2) );
|
|
case CG_GETSERVERCOMMAND:
|
|
return CL_GetServerCommand( args[1] );
|
|
case CG_GETCURRENTCMDNUMBER:
|
|
return CL_GetCurrentCmdNumber();
|
|
case CG_GETUSERCMD:
|
|
return CL_GetUserCmd( args[1], VMA(2) );
|
|
case CG_SETUSERCMDVALUE:
|
|
CL_SetUserCmdValue( args[1], VMF(2) );
|
|
return 0;
|
|
case CG_MEMORY_REMAINING:
|
|
return Hunk_MemoryRemaining();
|
|
case CG_KEY_ISDOWN:
|
|
return Key_IsDown( args[1] );
|
|
case CG_KEY_GETCATCHER:
|
|
return Key_GetCatcher();
|
|
case CG_KEY_SETCATCHER:
|
|
Key_SetCatcher( args[1] );
|
|
return 0;
|
|
case CG_KEY_GETKEY:
|
|
return Key_GetKey( VMA(1) );
|
|
|
|
|
|
|
|
case CG_MEMSET:
|
|
Com_Memset( VMA(1), args[2], args[3] );
|
|
return 0;
|
|
case CG_MEMCPY:
|
|
Com_Memcpy( VMA(1), VMA(2), args[3] );
|
|
return 0;
|
|
case CG_STRNCPY:
|
|
strncpy( VMA(1), VMA(2), args[3] );
|
|
return args[1];
|
|
case CG_SIN:
|
|
return FloatAsInt( sin( VMF(1) ) );
|
|
case CG_COS:
|
|
return FloatAsInt( cos( VMF(1) ) );
|
|
case CG_ATAN2:
|
|
return FloatAsInt( atan2( VMF(1), VMF(2) ) );
|
|
case CG_SQRT:
|
|
return FloatAsInt( sqrt( VMF(1) ) );
|
|
case CG_FLOOR:
|
|
return FloatAsInt( floor( VMF(1) ) );
|
|
case CG_CEIL:
|
|
return FloatAsInt( ceil( VMF(1) ) );
|
|
case CG_ACOS:
|
|
return FloatAsInt( Q_acos( VMF(1) ) );
|
|
|
|
case CG_PC_ADD_GLOBAL_DEFINE:
|
|
return botlib_export->PC_AddGlobalDefine( VMA(1) );
|
|
case CG_PC_LOAD_SOURCE:
|
|
return botlib_export->PC_LoadSourceHandle( VMA(1) );
|
|
case CG_PC_FREE_SOURCE:
|
|
return botlib_export->PC_FreeSourceHandle( args[1] );
|
|
case CG_PC_READ_TOKEN:
|
|
return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
|
|
case CG_PC_SOURCE_FILE_AND_LINE:
|
|
return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );
|
|
|
|
case CG_S_STOPBACKGROUNDTRACK:
|
|
S_StopBackgroundTrack();
|
|
return 0;
|
|
|
|
case CG_REAL_TIME:
|
|
return Com_RealTime( VMA(1) );
|
|
case CG_SNAPVECTOR:
|
|
Sys_SnapVector( VMA(1) );
|
|
return 0;
|
|
|
|
case CG_CIN_PLAYCINEMATIC:
|
|
return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);
|
|
|
|
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_R_REMAP_SHADER:
|
|
re.RemapShader( VMA(1), VMA(2), VMA(3) );
|
|
return 0;
|
|
|
|
/*
|
|
case CG_LOADCAMERA:
|
|
return loadCamera(VMA(1));
|
|
|
|
case CG_STARTCAMERA:
|
|
startCamera(args[1]);
|
|
return 0;
|
|
|
|
case CG_GETCAMERAINFO:
|
|
return getCameraInfo(args[1], VMA(2), VMA(3));
|
|
*/
|
|
case CG_GET_ENTITY_TOKEN:
|
|
return re.GetEntityToken( VMA(1), args[2] );
|
|
case CG_R_INPVS:
|
|
return re.inPVS( VMA(1), VMA(2) );
|
|
|
|
default:
|
|
assert(0); // bk010102
|
|
Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] );
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_InitCGame
|
|
|
|
Should only be called by CL_StartHunkUsers
|
|
====================
|
|
*/
|
|
void CL_InitCGame( void ) {
|
|
const char *info;
|
|
const char *mapname;
|
|
int t1, t2;
|
|
vmInterpret_t interpret;
|
|
|
|
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 );
|
|
|
|
// load the dll or bytecode
|
|
if ( cl_connectedToPureServer != 0 ) {
|
|
// if sv_pure is set we only allow qvms to be loaded
|
|
interpret = VMI_COMPILED;
|
|
}
|
|
else {
|
|
interpret = Cvar_VariableValue( "vm_cgame" );
|
|
}
|
|
cgvm = VM_Create( "cgame", CL_CgameSystemCalls, interpret );
|
|
if ( !cgvm ) {
|
|
Com_Error( ERR_DROP, "VM_Create on cgame failed" );
|
|
}
|
|
cls.state = CA_LOADING;
|
|
|
|
// init for this gamestate
|
|
// use the lastExecutedServerCommand instead of the serverCommandSequence
|
|
// otherwise server commands sent just before a gamestate are dropped
|
|
VM_Call( cgvm, CG_INIT, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum );
|
|
|
|
// 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 ( !cgvm ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return VM_Call( cgvm, CG_CONSOLE_COMMAND );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=====================
|
|
CL_CGameRendering
|
|
=====================
|
|
*/
|
|
void CL_CGameRendering( stereoFrame_t stereo ) {
|
|
VM_Call( cgvm, CG_DRAW_ACTIVE_FRAME, cl.serverTime, stereo, clc.demoplaying );
|
|
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 approach, but not pass,
|
|
the very latest snapshot.
|
|
|
|
Adjustments are only made when a new snapshot arrives with a rational
|
|
latency, which keeps the adjustment process framerate independent and
|
|
prevents massive overadjustment during times of significant packet loss
|
|
or bursted delayed packets.
|
|
=================
|
|
*/
|
|
|
|
#define RESET_TIME 500
|
|
|
|
void CL_AdjustTimeDelta( void ) {
|
|
int resetTime;
|
|
int newDelta;
|
|
int deltaDelta;
|
|
|
|
cl.newSnapshots = qfalse;
|
|
|
|
// the delta never drifts when replaying a demo
|
|
if ( clc.demoplaying ) {
|
|
return;
|
|
}
|
|
|
|
// 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.snap.serverTime - cls.realtime;
|
|
deltaDelta = abs( newDelta - cl.serverTimeDelta );
|
|
|
|
if ( deltaDelta > RESET_TIME ) {
|
|
cl.serverTimeDelta = newDelta;
|
|
cl.oldServerTime = cl.snap.serverTime; // FIXME: is this a problem for cgame?
|
|
cl.serverTime = cl.snap.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 ) {
|
|
// ignore snapshots that don't have entities
|
|
if ( cl.snap.snapFlags & SNAPFLAG_NOT_ACTIVE ) {
|
|
return;
|
|
}
|
|
cls.state = CA_ACTIVE;
|
|
|
|
// set the timedelta so we are exactly on this first frame
|
|
cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
|
|
cl.oldServerTime = cl.snap.serverTime;
|
|
|
|
clc.timeDemoBaseTime = cl.snap.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();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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 ( clc.demoplaying ) {
|
|
// we shouldn't get the first snapshot on the same frame
|
|
// as the gamestate, because it causes a bad time skip
|
|
if ( !clc.firstDemoFrameSkipped ) {
|
|
clc.firstDemoFrameSkipped = qtrue;
|
|
return;
|
|
}
|
|
CL_ReadDemoMessage();
|
|
}
|
|
if ( cl.newSnapshots ) {
|
|
cl.newSnapshots = qfalse;
|
|
CL_FirstSnapshot();
|
|
}
|
|
if ( cls.state != CA_ACTIVE ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if we have gotten to this point, cl.snap is guaranteed to be valid
|
|
if ( !cl.snap.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.snap.serverTime < cl.oldFrameServerTime ) {
|
|
Com_Error( ERR_DROP, "cl.snap.serverTime < cl.oldFrameServerTime" );
|
|
}
|
|
cl.oldFrameServerTime = cl.snap.serverTime;
|
|
|
|
|
|
// get our current view of time
|
|
|
|
if ( clc.demoplaying && cl_freezeDemo->integer ) {
|
|
// cl_freezeDemo is used to lock a demo in place for single frame advances
|
|
|
|
} else {
|
|
// 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.
|
|
int tn;
|
|
|
|
tn = cl_timeNudge->integer;
|
|
if (tn<-30) {
|
|
tn = -30;
|
|
} else if (tn>30) {
|
|
tn = 30;
|
|
}
|
|
|
|
cl.serverTime = cls.realtime + cl.serverTimeDelta - tn;
|
|
|
|
// 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.snap.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();
|
|
}
|
|
|
|
if ( !clc.demoplaying ) {
|
|
return;
|
|
}
|
|
|
|
// if we are playing a demo back, we can just keep reading
|
|
// messages from the demo file until the cgame definately
|
|
// has valid snapshots to interpolate between
|
|
|
|
// a timedemo will always use a deterministic set of time samples
|
|
// no matter what speed machine it is run on,
|
|
// while a normal demo may have different time samples
|
|
// each time it is played back
|
|
if ( cl_timedemo->integer ) {
|
|
if (!clc.timeDemoStart) {
|
|
clc.timeDemoStart = Sys_Milliseconds();
|
|
}
|
|
clc.timeDemoFrames++;
|
|
cl.serverTime = clc.timeDemoBaseTime + clc.timeDemoFrames * 50;
|
|
}
|
|
|
|
while ( cl.serverTime >= cl.snap.serverTime ) {
|
|
// feed another messag, which should change
|
|
// the contents of cl.snap
|
|
CL_ReadDemoMessage();
|
|
if ( cls.state != CA_ACTIVE ) {
|
|
return; // end of demo
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|