mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 22:20:58 +00:00
1101 lines
29 KiB
C
1101 lines
29 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
// cl_cgame.c -- client system interaction with client game
|
|
|
|
#include "client.h"
|
|
|
|
#include "../botlib/botlib.h"
|
|
|
|
#ifdef USE_MUMBLE
|
|
#include "libmumblelink.h"
|
|
#endif
|
|
|
|
extern botlib_export_t *botlib_export;
|
|
|
|
extern qboolean loadCamera(const char *name);
|
|
extern void startCamera(int time);
|
|
extern qboolean getCameraInfo(int time, vec3_t *origin, vec3_t *angles);
|
|
|
|
/*
|
|
====================
|
|
CL_GetGameState
|
|
====================
|
|
*/
|
|
void CL_GetGameState( gameState_t *gs ) {
|
|
*gs = cl.gameState;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_GetGlconfig
|
|
====================
|
|
*/
|
|
void CL_GetGlconfig( glconfig_t *glconfig ) {
|
|
*glconfig = cls.glconfig;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_GetUserCmd
|
|
====================
|
|
*/
|
|
qboolean CL_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
|
|
// cmds[cmdNumber] is the last properly generated command
|
|
|
|
// can't return anything that we haven't created yet
|
|
if ( cmdNumber > cl.cmdNumber ) {
|
|
Com_Error( ERR_DROP, "CL_GetUserCmd: %i >= %i", cmdNumber, cl.cmdNumber );
|
|
}
|
|
|
|
// the usercmd has been overwritten in the wrapping
|
|
// buffer because it is too far out of date
|
|
if ( cmdNumber <= cl.cmdNumber - CMD_BACKUP ) {
|
|
return qfalse;
|
|
}
|
|
|
|
*ucmd = cl.cmds[ cmdNumber & CMD_MASK ];
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
int CL_GetCurrentCmdNumber( void ) {
|
|
return cl.cmdNumber;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_GetParseEntityState
|
|
====================
|
|
*/
|
|
qboolean CL_GetParseEntityState( int parseEntityNumber, entityState_t *state ) {
|
|
// can't return anything that hasn't been parsed yet
|
|
if ( parseEntityNumber >= cl.parseEntitiesNum ) {
|
|
Com_Error( ERR_DROP, "CL_GetParseEntityState: %i >= %i",
|
|
parseEntityNumber, cl.parseEntitiesNum );
|
|
}
|
|
|
|
// can't return anything that has been overwritten in the circular buffer
|
|
if ( parseEntityNumber <= cl.parseEntitiesNum - MAX_PARSE_ENTITIES ) {
|
|
return qfalse;
|
|
}
|
|
|
|
*state = cl.parseEntities[ parseEntityNumber & ( MAX_PARSE_ENTITIES - 1 ) ];
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_GetCurrentSnapshotNumber
|
|
====================
|
|
*/
|
|
void CL_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
|
|
*snapshotNumber = cl.snap.messageNum;
|
|
*serverTime = cl.snap.serverTime;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_GetSnapshot
|
|
====================
|
|
*/
|
|
qboolean CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
|
|
clSnapshot_t *clSnap;
|
|
int i, count;
|
|
|
|
if ( snapshotNumber > cl.snap.messageNum ) {
|
|
Com_Error( ERR_DROP, "CL_GetSnapshot: snapshotNumber > cl.snapshot.messageNum" );
|
|
}
|
|
|
|
// if the frame has fallen out of the circular buffer, we can't return it
|
|
if ( cl.snap.messageNum - snapshotNumber >= PACKET_BACKUP ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// if the frame is not valid, we can't return it
|
|
clSnap = &cl.snapshots[snapshotNumber & PACKET_MASK];
|
|
if ( !clSnap->valid ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// if the entities in the frame have fallen out of their
|
|
// circular buffer, we can't return it
|
|
if ( cl.parseEntitiesNum - clSnap->parseEntitiesNum >= MAX_PARSE_ENTITIES ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// write the snapshot
|
|
snapshot->snapFlags = clSnap->snapFlags;
|
|
snapshot->serverCommandSequence = clSnap->serverCommandNum;
|
|
snapshot->ping = clSnap->ping;
|
|
snapshot->serverTime = clSnap->serverTime;
|
|
Com_Memcpy( snapshot->areamask, clSnap->areamask, sizeof( snapshot->areamask ) );
|
|
snapshot->ps = clSnap->ps;
|
|
count = clSnap->numEntities;
|
|
if ( count > MAX_ENTITIES_IN_SNAPSHOT ) {
|
|
Com_DPrintf( "CL_GetSnapshot: truncated %i entities to %i\n", count, MAX_ENTITIES_IN_SNAPSHOT );
|
|
count = MAX_ENTITIES_IN_SNAPSHOT;
|
|
}
|
|
snapshot->numEntities = count;
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
snapshot->entities[i] =
|
|
cl.parseEntities[ ( clSnap->parseEntitiesNum + i ) & (MAX_PARSE_ENTITIES-1) ];
|
|
}
|
|
|
|
// FIXME: configstring changes and server commands!!!
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_SetUserCmdValue
|
|
=====================
|
|
*/
|
|
void CL_SetUserCmdValue( int userCmdValue, float sensitivityScale ) {
|
|
cl.cgameUserCmdValue = userCmdValue;
|
|
cl.cgameSensitivity = sensitivityScale;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_AddCgameCommand
|
|
=====================
|
|
*/
|
|
void CL_AddCgameCommand( const char *cmdName ) {
|
|
Cmd_AddCommand( cmdName, NULL );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_CgameError
|
|
=====================
|
|
*/
|
|
void CL_CgameError( const char *string ) {
|
|
Com_Error( ERR_DROP, "%s", string );
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
CL_ConfigstringModified
|
|
=====================
|
|
*/
|
|
void CL_ConfigstringModified( void ) {
|
|
char *old, *s;
|
|
int i, index;
|
|
char *dup;
|
|
gameState_t oldGs;
|
|
int len;
|
|
|
|
index = atoi( Cmd_Argv(1) );
|
|
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
|
|
Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
|
|
}
|
|
// get everything after "cs <num>"
|
|
s = Cmd_ArgsFrom(2);
|
|
|
|
old = cl.gameState.stringData + cl.gameState.stringOffsets[ index ];
|
|
if ( !strcmp( old, s ) ) {
|
|
return; // unchanged
|
|
}
|
|
|
|
// build the new gameState_t
|
|
oldGs = cl.gameState;
|
|
|
|
Com_Memset( &cl.gameState, 0, sizeof( cl.gameState ) );
|
|
|
|
// leave the first 0 for uninitialized strings
|
|
cl.gameState.dataCount = 1;
|
|
|
|
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
|
|
if ( i == index ) {
|
|
dup = s;
|
|
} else {
|
|
dup = oldGs.stringData + oldGs.stringOffsets[ i ];
|
|
}
|
|
if ( !dup[0] ) {
|
|
continue; // leave with the default empty string
|
|
}
|
|
|
|
len = strlen( dup );
|
|
|
|
if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
|
|
Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
|
|
}
|
|
|
|
// append it to the gameState string buffer
|
|
cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
|
|
Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, dup, len + 1 );
|
|
cl.gameState.dataCount += len + 1;
|
|
}
|
|
|
|
if ( index == CS_SYSTEMINFO ) {
|
|
// parse serverId and other cvars
|
|
CL_SystemInfoChanged();
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
CL_GetServerCommand
|
|
|
|
Set up argc/argv for the given command
|
|
===================
|
|
*/
|
|
qboolean CL_GetServerCommand( int serverCommandNumber ) {
|
|
char *s;
|
|
char *cmd;
|
|
static char bigConfigString[BIG_INFO_STRING];
|
|
int argc;
|
|
|
|
// if we have irretrievably lost a reliable command, drop the connection
|
|
if ( serverCommandNumber <= clc.serverCommandSequence - MAX_RELIABLE_COMMANDS ) {
|
|
// when a demo record was started after the client got a whole bunch of
|
|
// reliable commands then the client never got those first reliable commands
|
|
if ( clc.demoplaying )
|
|
return qfalse;
|
|
Com_Error( ERR_DROP, "CL_GetServerCommand: a reliable command was cycled out" );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( serverCommandNumber > clc.serverCommandSequence ) {
|
|
Com_Error( ERR_DROP, "CL_GetServerCommand: requested a command not received" );
|
|
return qfalse;
|
|
}
|
|
|
|
s = clc.serverCommands[ serverCommandNumber & ( MAX_RELIABLE_COMMANDS - 1 ) ];
|
|
clc.lastExecutedServerCommand = serverCommandNumber;
|
|
|
|
Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s );
|
|
|
|
rescan:
|
|
Cmd_TokenizeString( s );
|
|
cmd = Cmd_Argv(0);
|
|
argc = Cmd_Argc();
|
|
|
|
if ( !strcmp( cmd, "disconnect" ) ) {
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=552
|
|
// allow server to indicate why they were disconnected
|
|
if ( argc >= 2 )
|
|
Com_Error( ERR_SERVERDISCONNECT, "Server disconnected - %s", Cmd_Argv( 1 ) );
|
|
else
|
|
Com_Error( ERR_SERVERDISCONNECT, "Server disconnected" );
|
|
}
|
|
|
|
if ( !strcmp( cmd, "bcs0" ) ) {
|
|
Com_sprintf( bigConfigString, BIG_INFO_STRING, "cs %s \"%s", Cmd_Argv(1), Cmd_Argv(2) );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !strcmp( cmd, "bcs1" ) ) {
|
|
s = Cmd_Argv(2);
|
|
if( strlen(bigConfigString) + strlen(s) >= BIG_INFO_STRING ) {
|
|
Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" );
|
|
}
|
|
strcat( bigConfigString, s );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !strcmp( cmd, "bcs2" ) ) {
|
|
s = Cmd_Argv(2);
|
|
if( strlen(bigConfigString) + strlen(s) + 1 >= BIG_INFO_STRING ) {
|
|
Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" );
|
|
}
|
|
strcat( bigConfigString, s );
|
|
strcat( bigConfigString, "\"" );
|
|
s = bigConfigString;
|
|
goto rescan;
|
|
}
|
|
|
|
if ( !strcmp( cmd, "cs" ) ) {
|
|
CL_ConfigstringModified();
|
|
// reparse the string, because CL_ConfigstringModified may have done another Cmd_TokenizeString()
|
|
Cmd_TokenizeString( s );
|
|
return qtrue;
|
|
}
|
|
|
|
if ( !strcmp( cmd, "map_restart" ) ) {
|
|
// clear notify lines and outgoing commands before passing
|
|
// the restart to the cgame
|
|
Con_ClearNotify();
|
|
// reparse the string, because Con_ClearNotify() may have done another Cmd_TokenizeString()
|
|
Cmd_TokenizeString( s );
|
|
Com_Memset( cl.cmds, 0, sizeof( cl.cmds ) );
|
|
return qtrue;
|
|
}
|
|
|
|
// the clientLevelShot command is used during development
|
|
// to generate 128*128 screenshots from the intermission
|
|
// point of levels for the menu system to use
|
|
// we pass it along to the cgame to make apropriate adjustments,
|
|
// but we also clear the console and notify lines here
|
|
if ( !strcmp( cmd, "clientLevelShot" ) ) {
|
|
// don't do it if we aren't running the server locally,
|
|
// otherwise malicious remote servers could overwrite
|
|
// the existing thumbnails
|
|
if ( !com_sv_running->integer ) {
|
|
return qfalse;
|
|
}
|
|
// close the console
|
|
Con_Close();
|
|
// take a special screenshot next frame
|
|
Cbuf_AddText( "wait ; wait ; wait ; wait ; screenshot levelshot\n" );
|
|
return qtrue;
|
|
}
|
|
|
|
// we may want to put a "connect to other server" command here
|
|
|
|
// cgame can now act on the command
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_CM_LoadMap
|
|
|
|
Just adds default parameters that cgame doesn't need to know about
|
|
====================
|
|
*/
|
|
void CL_CM_LoadMap( const char *mapname ) {
|
|
int checksum;
|
|
|
|
CM_LoadMap( mapname, qtrue, &checksum );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_ShutdonwCGame
|
|
|
|
====================
|
|
*/
|
|
void CL_ShutdownCGame( void ) {
|
|
Key_SetCatcher( Key_GetCatcher( ) & ~KEYCATCH_CGAME );
|
|
cls.cgameStarted = qfalse;
|
|
if ( !cgvm ) {
|
|
return;
|
|
}
|
|
VM_Call( cgvm, CG_SHUTDOWN );
|
|
VM_Free( cgvm );
|
|
cgvm = NULL;
|
|
}
|
|
|
|
static int FloatAsInt( float f ) {
|
|
floatint_t fi;
|
|
fi.f = f;
|
|
return fi.i;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_CgameSystemCalls
|
|
|
|
The cgame module is making a system call
|
|
====================
|
|
*/
|
|
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
|
|
switch( args[0] ) {
|
|
case CG_PRINT:
|
|
Com_Printf( "%s", (const char*)VMA(1) );
|
|
return 0;
|
|
case CG_ERROR:
|
|
Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
|
|
return 0;
|
|
case CG_MILLISECONDS:
|
|
return Sys_Milliseconds();
|
|
case CG_CVAR_REGISTER:
|
|
Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] );
|
|
return 0;
|
|
case CG_CVAR_UPDATE:
|
|
Cvar_Update( VMA(1) );
|
|
return 0;
|
|
case CG_CVAR_SET:
|
|
Cvar_SetSafe( VMA(1), VMA(2) );
|
|
return 0;
|
|
case CG_CVAR_VARIABLESTRINGBUFFER:
|
|
Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
|
|
return 0;
|
|
case CG_ARGC:
|
|
return Cmd_Argc();
|
|
case CG_ARGV:
|
|
Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
|
|
return 0;
|
|
case CG_ARGS:
|
|
Cmd_ArgsBuffer( VMA(1), args[2] );
|
|
return 0;
|
|
case CG_FS_FOPENFILE:
|
|
return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
|
|
case CG_FS_READ:
|
|
FS_Read2( VMA(1), args[2], args[3] );
|
|
return 0;
|
|
case CG_FS_WRITE:
|
|
FS_Write( VMA(1), args[2], args[3] );
|
|
return 0;
|
|
case CG_FS_FCLOSEFILE:
|
|
FS_FCloseFile( args[1] );
|
|
return 0;
|
|
case CG_FS_SEEK:
|
|
return FS_Seek( args[1], args[2], args[3] );
|
|
case CG_SENDCONSOLECOMMAND:
|
|
Cbuf_AddText( VMA(1) );
|
|
return 0;
|
|
case CG_ADDCOMMAND:
|
|
CL_AddCgameCommand( VMA(1) );
|
|
return 0;
|
|
case CG_REMOVECOMMAND:
|
|
Cmd_RemoveCommandSafe( VMA(1) );
|
|
return 0;
|
|
case CG_SENDCLIENTCOMMAND:
|
|
CL_AddReliableCommand(VMA(1), qfalse);
|
|
return 0;
|
|
case CG_UPDATESCREEN:
|
|
// this is used during lengthy level loading, so pump message loop
|
|
// Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN!
|
|
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
|
|
// if there is a map change while we are downloading at pk3.
|
|
// ZOID
|
|
SCR_UpdateScreen();
|
|
return 0;
|
|
case CG_CM_LOADMAP:
|
|
CL_CM_LoadMap( VMA(1) );
|
|
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( VMA(1), VMA(2), /*int capsule*/ qfalse );
|
|
case CG_CM_TEMPCAPSULEMODEL:
|
|
return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );
|
|
case CG_CM_POINTCONTENTS:
|
|
return CM_PointContents( VMA(1), args[2] );
|
|
case CG_CM_TRANSFORMEDPOINTCONTENTS:
|
|
return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );
|
|
case CG_CM_BOXTRACE:
|
|
CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
|
|
return 0;
|
|
case CG_CM_CAPSULETRACE:
|
|
CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
|
|
return 0;
|
|
case CG_CM_TRANSFORMEDBOXTRACE:
|
|
CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );
|
|
return 0;
|
|
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) );
|
|
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));
|
|
return 0;
|
|
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:
|
|
// Don't allow the cgame module to close the console
|
|
Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
|
|
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:
|
|
Q_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);
|
|
Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) 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
|
|
interpret = Cvar_VariableValue("vm_cgame");
|
|
if(cl_connectedToPureServer)
|
|
{
|
|
// if sv_pure is set we only allow qvms to be loaded
|
|
if(interpret != VMI_COMPILED && interpret != VMI_BYTECODE)
|
|
interpret = VMI_COMPILED;
|
|
}
|
|
|
|
cgvm = VM_Create( "cgame", CL_CgameSystemCalls, interpret );
|
|
if ( !cgvm ) {
|
|
Com_Error( ERR_DROP, "VM_Create on cgame failed" );
|
|
}
|
|
clc.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 );
|
|
|
|
// reset any CVAR_CHEAT cvars registered by cgame
|
|
if ( !clc.demoplaying && !cl_connectedToCheatServer )
|
|
Cvar_SetCheatState();
|
|
|
|
// we will send a usercmd this frame, which
|
|
// will cause the server to send us the first snapshot
|
|
clc.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 newDelta;
|
|
int deltaDelta;
|
|
|
|
cl.newSnapshots = qfalse;
|
|
|
|
// the delta never drifts when replaying a demo
|
|
if ( clc.demoplaying ) {
|
|
return;
|
|
}
|
|
|
|
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;
|
|
}
|
|
clc.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", "" );
|
|
}
|
|
|
|
#ifdef USE_MUMBLE
|
|
if ((cl_useMumble->integer) && !mumble_islinked()) {
|
|
int ret = mumble_link(CLIENT_WINDOW_TITLE);
|
|
Com_Printf("Mumble: Linking to Mumble application %s\n", ret==0?"ok":"failed");
|
|
}
|
|
#endif
|
|
|
|
#ifdef USE_VOIP
|
|
if (!clc.speexInitialized) {
|
|
int i;
|
|
speex_bits_init(&clc.speexEncoderBits);
|
|
speex_bits_reset(&clc.speexEncoderBits);
|
|
|
|
clc.speexEncoder = speex_encoder_init(&speex_nb_mode);
|
|
|
|
speex_encoder_ctl(clc.speexEncoder, SPEEX_GET_FRAME_SIZE,
|
|
&clc.speexFrameSize);
|
|
speex_encoder_ctl(clc.speexEncoder, SPEEX_GET_SAMPLING_RATE,
|
|
&clc.speexSampleRate);
|
|
|
|
clc.speexPreprocessor = speex_preprocess_state_init(clc.speexFrameSize,
|
|
clc.speexSampleRate);
|
|
|
|
i = 1;
|
|
speex_preprocess_ctl(clc.speexPreprocessor,
|
|
SPEEX_PREPROCESS_SET_DENOISE, &i);
|
|
|
|
i = 1;
|
|
speex_preprocess_ctl(clc.speexPreprocessor,
|
|
SPEEX_PREPROCESS_SET_AGC, &i);
|
|
|
|
for (i = 0; i < MAX_CLIENTS; i++) {
|
|
speex_bits_init(&clc.speexDecoderBits[i]);
|
|
speex_bits_reset(&clc.speexDecoderBits[i]);
|
|
clc.speexDecoder[i] = speex_decoder_init(&speex_nb_mode);
|
|
clc.voipIgnore[i] = qfalse;
|
|
clc.voipGain[i] = 1.0f;
|
|
}
|
|
clc.speexInitialized = qtrue;
|
|
clc.voipMuteAll = qfalse;
|
|
Cmd_AddCommand ("voip", CL_Voip_f);
|
|
Cvar_Set("cl_voipSendTarget", "spatial");
|
|
Com_Memset(clc.voipTargets, ~0, sizeof(clc.voipTargets));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CL_SetCGameTime
|
|
==================
|
|
*/
|
|
void CL_SetCGameTime( void ) {
|
|
// getting a valid frame message ends the connection process
|
|
if ( clc.state != CA_ACTIVE ) {
|
|
if ( clc.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 ( clc.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_CheckPaused() && 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 ) {
|
|
int now = Sys_Milliseconds( );
|
|
int frameDuration;
|
|
|
|
if (!clc.timeDemoStart) {
|
|
clc.timeDemoStart = clc.timeDemoLastFrame = now;
|
|
clc.timeDemoMinDuration = INT_MAX;
|
|
clc.timeDemoMaxDuration = 0;
|
|
}
|
|
|
|
frameDuration = now - clc.timeDemoLastFrame;
|
|
clc.timeDemoLastFrame = now;
|
|
|
|
// Ignore the first measurement as it'll always be 0
|
|
if( clc.timeDemoFrames > 0 )
|
|
{
|
|
if( frameDuration > clc.timeDemoMaxDuration )
|
|
clc.timeDemoMaxDuration = frameDuration;
|
|
|
|
if( frameDuration < clc.timeDemoMinDuration )
|
|
clc.timeDemoMinDuration = frameDuration;
|
|
|
|
// 255 ms = about 4fps
|
|
if( frameDuration > UCHAR_MAX )
|
|
frameDuration = UCHAR_MAX;
|
|
|
|
clc.timeDemoDurations[ ( clc.timeDemoFrames - 1 ) %
|
|
MAX_TIMEDEMO_DURATIONS ] = frameDuration;
|
|
}
|
|
|
|
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 ( clc.state != CA_ACTIVE ) {
|
|
return; // end of demo
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|