diff options
author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
---|---|---|
committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/client/cl_cgame.c | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/client/cl_cgame.c')
-rwxr-xr-x | code/client/cl_cgame.c | 2058 |
1 files changed, 1029 insertions, 1029 deletions
diff --git a/code/client/cl_cgame.c b/code/client/cl_cgame.c index 0b259d3..56dc01c 100755 --- a/code/client/cl_cgame.c +++ b/code/client/cl_cgame.c @@ -1,1029 +1,1029 @@ -/*
-===========================================================================
-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 Foobar; 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 "../game/botlib.h"
-
-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, va( "Server Disconnected - %s", Cmd_Argv( 1 ) ) );
- else
- Com_Error (ERR_SERVERDISCONNECT,"Server disconnected\n");
- }
-
- 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();
- 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 ) {
- cls.keyCatchers &= ~KEYCATCH_CGAME;
- cls.cgameStarted = qfalse;
- if ( !cgvm ) {
- return;
- }
- VM_Call( cgvm, CG_SHUTDOWN );
- VM_Free( cgvm );
- cgvm = NULL;
-}
-
-static int FloatAsInt( float f ) {
- int temp;
-
- *(float *)&temp = f;
-
- return temp;
-}
-
-/*
-====================
-CL_CgameSystemCalls
-
-The cgame module is making a system call
-====================
-*/
-#define VMA(x) VM_ArgPtr(args[x])
-#define VMF(x) ((float *)args)[x]
-int CL_CgameSystemCalls( int *args ) {
- switch( args[0] ) {
- case CG_PRINT:
- Com_Printf( "%s", VMA(1) );
- return 0;
- case CG_ERROR:
- Com_Error( ERR_DROP, "%s", 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_Set( 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_RemoveCommand( VMA(1) );
- return 0;
- case CG_SENDCLIENTCOMMAND:
- CL_AddReliableCommand( VMA(1) );
- return 0;
- case CG_UPDATESCREEN:
- // this is used during lengthy level loading, so pump message loop
-// Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN!
-// 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));
- 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:
- return (int)strncpy( VMA(1), VMA(2), args[3] );
- 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
- }
- }
-
-}
-
-
-
+/* +=========================================================================== +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 Foobar; 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 "../game/botlib.h" + +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, va( "Server Disconnected - %s", Cmd_Argv( 1 ) ) ); + else + Com_Error (ERR_SERVERDISCONNECT,"Server disconnected\n"); + } + + 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(); + 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 ) { + cls.keyCatchers &= ~KEYCATCH_CGAME; + cls.cgameStarted = qfalse; + if ( !cgvm ) { + return; + } + VM_Call( cgvm, CG_SHUTDOWN ); + VM_Free( cgvm ); + cgvm = NULL; +} + +static int FloatAsInt( float f ) { + int temp; + + *(float *)&temp = f; + + return temp; +} + +/* +==================== +CL_CgameSystemCalls + +The cgame module is making a system call +==================== +*/ +#define VMA(x) VM_ArgPtr(args[x]) +#define VMF(x) ((float *)args)[x] +int CL_CgameSystemCalls( int *args ) { + switch( args[0] ) { + case CG_PRINT: + Com_Printf( "%s", VMA(1) ); + return 0; + case CG_ERROR: + Com_Error( ERR_DROP, "%s", 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_Set( 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_RemoveCommand( VMA(1) ); + return 0; + case CG_SENDCLIENTCOMMAND: + CL_AddReliableCommand( VMA(1) ); + return 0; + case CG_UPDATESCREEN: + // this is used during lengthy level loading, so pump message loop +// Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! +// 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)); + 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: + return (int)strncpy( VMA(1), VMA(2), args[3] ); + 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 + } + } + +} + + + |