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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).
RTCW SP 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 3 of the License, or
(at your option) any later version.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 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( int camNum, const char *name );
extern void startCamera( int camNum, int time );
extern qboolean getCameraInfo( int camNum, int time, vec3_t *origin, vec3_t *angles, float *fov );
// RF, this is only used when running a local server
extern void SV_SendMoveSpeedsToGame( int entnum, char *text );
extern qboolean SV_GetModelInfo( int clientNum, char *modelName, animModelInfo_t **modelInfo );
/*
====================
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;
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, int holdableValue, float sensitivityScale, int cld ) {
cl.cgameUserCmdValue = userCmdValue;
cl.cgameUserHoldableValue = holdableValue;
cl.cgameSensitivity = sensitivityScale;
cl.cgameCld = cld;
}
/*
==============
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" );
}
// s = Cmd_Argv(2);
// 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;
memset( &cl.gameState, 0, sizeof( cl.gameState ) );
// leave the first 0 for uninitialized strings
cl.gameState.dataCount = 1;
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( i == index ) {
dup = s;
} else {
dup = oldGs.stringData + oldGs.stringOffsets[ i ];
}
if ( !dup[0] ) {
continue; // leave with the default empty string
}
len = strlen( dup );
if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
}
// append it to the gameState string buffer
cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
memcpy( cl.gameState.stringData + cl.gameState.dataCount, dup, len + 1 );
cl.gameState.dataCount += len + 1;
}
if ( index == CS_SYSTEMINFO ) {
// parse serverId and other cvars
CL_SystemInfoChanged();
}
}
/*
===================
CL_GetServerCommand
Set up argc/argv for the given command
===================
*/
qboolean CL_GetServerCommand( int serverCommandNumber ) {
char *s;
char *cmd;
static char bigConfigString[BIG_INFO_STRING];
// 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 );
if ( !strcmp( cmd, "disconnect" ) ) {
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();
memset( cl.cmds, 0, sizeof( cl.cmds ) );
return qtrue;
}
if ( !strcmp( cmd, "popup" ) ) { // direct server to client popup request, bypassing cgame
// trap_UI_Popup(Cmd_Argv(1));
// if ( cls.state == CA_ACTIVE && !clc.demoplaying ) {
// VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_CLIPBOARD);
// Menus_OpenByName(Cmd_Argv(1));
// }
return qfalse;
}
// 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_Read( VMA( 1 ), args[2], args[3] );
return 0;
case CG_FS_WRITE:
return FS_Write( VMA( 1 ), args[2], args[3] );
case CG_FS_FCLOSEFILE:
FS_FCloseFile( args[1] );
return 0;
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 ), qfalse );
case CG_CM_TEMPCAPSULEMODEL:
return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), 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_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_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_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;
//----(SA) added
case CG_S_STARTSOUNDEX:
S_StartSoundEx( VMA( 1 ), args[2], args[3], args[4], args[5] );
return 0;
//----(SA) end
case CG_S_STARTLOCALSOUND:
S_StartLocalSound( args[1], args[2] );
return 0;
case CG_S_CLEARLOOPINGSOUNDS:
S_ClearLoopingSounds(); // (SA) modified so no_pvs sounds can function
// RF, if killall, then stop all sounds
if ( args[1] == 1 ) {
S_ClearSounds( qtrue, qfalse );
} else if ( args[1] == 2 ) {
S_ClearSounds( qtrue, qtrue );
}
return 0;
case CG_S_ADDLOOPINGSOUND:
// FIXME MrE: handling of looping sounds changed
S_AddLoopingSound( args[1], VMA( 2 ), VMA( 3 ), args[4], args[5], args[6] );
return 0;
// not in use
// case CG_S_ADDREALLOOPINGSOUND:
// S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4], args[5], args[6] );
// //S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4], args[5] );
// return 0;
//----(SA) added
case CG_S_STOPSTREAMINGSOUND:
S_StopEntStreamingSound( args[1] );
return 0;
//----(SA) end
case CG_S_STOPLOOPINGSOUND:
// RF, not functional anymore, since we reverted to old looping code
//S_StopLoopingSound( args[1] );
return 0;
case CG_S_UPDATEENTITYPOSITION:
S_UpdateEntityPosition( args[1], VMA( 2 ) );
return 0;
// Ridah, talking animations
case CG_S_GETVOICEAMPLITUDE:
return S_GetVoiceAmplitude( args[1] );
// done.
case CG_S_RESPATIALIZE:
S_Respatialize( args[1], VMA( 2 ), VMA( 3 ), args[4] );
return 0;
case CG_S_REGISTERSOUND:
#ifdef DOOMSOUND ///// (SA) DOOMSOUND
return S_RegisterSound( VMA( 1 ) );
#else
return S_RegisterSound( VMA( 1 ), qfalse );
#endif ///// (SA) DOOMSOUND
case CG_S_STARTBACKGROUNDTRACK:
S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ), args[3] ); //----(SA) added fadeup time
return 0;
case CG_S_FADESTREAMINGSOUND:
S_FadeStreamingSound( VMF( 1 ), args[2], args[3] ); //----(SA) added music/all-streaming options
return 0;
case CG_S_STARTSTREAMINGSOUND:
S_StartStreamingSound( VMA( 1 ), VMA( 2 ), args[3], args[4], args[5] );
return 0;
case CG_S_FADEALLSOUNDS:
S_FadeAllSounds( VMF( 1 ), args[2] ); //----(SA) added
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 ) );
//----(SA) added
case CG_R_GETSKINMODEL:
return re.GetSkinModel( args[1], VMA( 2 ), VMA( 3 ) );
case CG_R_GETMODELSHADER:
return re.GetShaderFromModel( args[1], args[2], args[3] );
//----(SA) end
case CG_R_REGISTERSHADER:
return re.RegisterShader( VMA( 1 ) );
case CG_R_REGISTERFONT:
re.RegisterFont( VMA( 1 ), args[2], VMA( 3 ) );
case CG_R_REGISTERSHADERNOMIP:
return re.RegisterShaderNoMip( VMA( 1 ) );
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 ) );
return 0;
// Ridah
case CG_R_ADDPOLYSTOSCENE:
re.AddPolysToScene( args[1], args[2], VMA( 3 ), args[4] );
return 0;
case CG_RB_ZOMBIEFXADDNEWHIT:
re.ZombieFXAddNewHit( args[1], VMA( 2 ), VMA( 3 ) );
return 0;
// done.
// 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 ), args[6] );
return 0;
// case CG_R_ADDADDITIVELIGHTTOSCENE:
// re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
// return 0;
case CG_R_ADDCORONATOSCENE:
re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] );
return 0;
case CG_R_SETFOG:
re.SetFog( args[1], args[2], args[3], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) );
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_DRAWSTRETCHPIC_GRADIENT:
re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMA( 10 ), args[11] );
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 ), VMA( 2 ), VMA( 3 ), args[4] );
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], args[2], VMF( 3 ), args[4] ); //----(SA) modified // NERVE - SMF - added fourth arg [cld]
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:
return (int)memset( VMA( 1 ), args[2], args[3] );
case CG_MEMCPY:
return (int)memcpy( VMA( 1 ), VMA( 2 ), args[3] );
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_SENDMOVESPEEDSTOGAME:
SV_SendMoveSpeedsToGame( args[1], VMA( 2 ) );
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_TESTPRINTINT:
Com_Printf( "%s%i\n", VMA( 1 ), args[2] );
return 0;
case CG_TESTPRINTFLOAT:
Com_Printf( "%s%f\n", VMA( 1 ), VMF( 2 ) );
return 0;
case CG_LOADCAMERA:
return loadCamera( args[1], VMA( 2 ) );
case CG_STARTCAMERA:
if ( args[1] == 0 ) { // CAM_PRIMARY
cl.cameraMode = qtrue; //----(SA) added
}
startCamera( args[1], args[2] );
return 0;
//----(SA) added
case CG_STOPCAMERA:
if ( args[1] == 0 ) { // CAM_PRIMARY
cl.cameraMode = qfalse;
}
// stopCamera(args[1]);
return 0;
//----(SA) end
case CG_GETCAMERAINFO:
return getCameraInfo( args[1], args[2], VMA( 3 ), VMA( 4 ), VMA( 5 ) );
case CG_GET_ENTITY_TOKEN:
return re.GetEntityToken( VMA( 1 ), args[2] );
case CG_INGAME_POPUP:
if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "briefing" ) ) { //----(SA) added
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BRIEFING );
return 0;
}
if ( cls.state == CA_ACTIVE && !clc.demoplaying ) {
// NERVE - SMF
if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_PICKTEAM" ) ) {
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_PICKTEAM );
} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_PICKPLAYER" ) ) {
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_PICKPLAYER );
} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_QUICKMESSAGE" ) ) {
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_QUICKMESSAGE );
} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_LIMBO" ) ) {
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_LIMBO );
}
// -NERVE - SMF
else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook1" ) ) { //----(SA)
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK1 );
} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook2" ) ) { //----(SA)
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK2 );
} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook3" ) ) { //----(SA)
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK3 );
} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "pregame" ) ) { //----(SA) added
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_PREGAME );
} else {
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_CLIPBOARD );
}
}
return 0;
// NERVE - SMF
case CG_INGAME_CLOSEPOPUP:
VM_Call( uivm, UI_KEY_EVENT, K_ESCAPE, qtrue );
return 0;
case CG_LIMBOCHAT:
if ( VMA( 1 ) ) {
CL_AddToLimboChat( VMA( 1 ) );
}
return 0;
// - NERVE - SMF
case CG_GETMODELINFO:
return SV_GetModelInfo( args[1], VMA( 2 ), VMA( 3 ) );
default:
Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] );
}
return 0;
}
/*
====================
CL_UpdateLevelHunkUsage
This updates the "hunkusage.dat" file with the current map and it's hunk usage count
This is used for level loading, so we can show a percentage bar dependant on the amount
of hunk memory allocated so far
This will be slightly inaccurate if some settings like sound quality are changed, but these
things should only account for a small variation (hopefully)
====================
*/
void CL_UpdateLevelHunkUsage( void ) {
int handle;
char *memlistfile = "hunkusage.dat";
char *buf, *outbuf;
char *buftrav, *outbuftrav;
char *token;
char outstr[256];
int len, memusage;
memusage = Cvar_VariableIntegerValue( "com_hunkused" ) + Cvar_VariableIntegerValue( "hunk_soundadjust" );
len = FS_FOpenFileByMode( memlistfile, &handle, FS_READ );
if ( len >= 0 ) { // the file exists, so read it in, strip out the current entry for this map, and save it out, so we can append the new value
buf = (char *)Z_Malloc( len + 1 );
memset( buf, 0, len + 1 );
outbuf = (char *)Z_Malloc( len + 1 );
memset( outbuf, 0, len + 1 );
FS_Read( (void *)buf, len, handle );
FS_FCloseFile( handle );
// now parse the file, filtering out the current map
buftrav = buf;
outbuftrav = outbuf;
outbuftrav[0] = '\0';
while ( ( token = COM_Parse( &buftrav ) ) && token[0] ) {
if ( !Q_strcasecmp( token, cl.mapname ) ) {
// found a match
token = COM_Parse( &buftrav ); // read the size
if ( token && token[0] ) {
if ( atoi( token ) == memusage ) { // if it is the same, abort this process
Z_Free( buf );
Z_Free( outbuf );
return;
}
}
} else { // send it to the outbuf
Q_strcat( outbuftrav, len + 1, token );
Q_strcat( outbuftrav, len + 1, " " );
token = COM_Parse( &buftrav ); // read the size
if ( token && token[0] ) {
Q_strcat( outbuftrav, len + 1, token );
Q_strcat( outbuftrav, len + 1, "\n" );
} else {
Com_Error( ERR_DROP, "hunkusage.dat file is corrupt\n" );
}
}
}
#ifdef __MACOS__ //DAJ MacOS file typing
{
extern _MSL_IMP_EXP_C long _fcreator, _ftype;
_ftype = 'WlfB';
_fcreator = 'WlfS';
}
#endif
handle = FS_FOpenFileWrite( memlistfile );
if ( handle < 0 ) {
Com_Error( ERR_DROP, "cannot create %s\n", memlistfile );
}
// input file is parsed, now output to the new file
len = strlen( outbuf );
if ( FS_Write( (void *)outbuf, len, handle ) != len ) {
Com_Error( ERR_DROP, "cannot write to %s\n", memlistfile );
}
FS_FCloseFile( handle );
Z_Free( buf );
Z_Free( outbuf );
}
// now append the current map to the current file
FS_FOpenFileByMode( memlistfile, &handle, FS_APPEND );
if ( handle < 0 ) {
Com_Error( ERR_DROP, "cannot write to hunkusage.dat, check disk full\n" );
}
Com_sprintf( outstr, sizeof( outstr ), "%s %i\n", cl.mapname, memusage );
FS_Write( outstr, strlen( outstr ), handle );
FS_FCloseFile( handle );
// now just open it and close it, so it gets copied to the pak dir
len = FS_FOpenFileByMode( memlistfile, &handle, FS_READ );
if ( len >= 0 ) {
FS_FCloseFile( handle );
}
}
/*
====================
CL_InitCGame
Should only by 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 );
// cgvm = VM_Create( "cgame", CL_CgameSystemCalls, Cvar_VariableValue( "vm_cgame" ) );
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 );
// VM_Call( cgvm, CG_INIT, clc.serverMessageSequence, clc.serverCommandSequence );
// we will send a usercmd this frame, which
// will cause the server to send us the first snapshot
cls.state = CA_PRIMED;
t2 = Sys_Milliseconds();
Com_Printf( "CL_InitCGame: %5.2f seconds\n", ( t2 - t1 ) / 1000.0 );
// have the renderer touch all its images, so they are present
// on the card even if the driver does deferred loading
re.EndRegistration();
// make sure everything is paged in
if ( !Sys_LowPhysicalMemory() ) {
Com_TouchMemory();
}
// clear anything that got printed
Con_ClearNotify();
// Ridah, update the memory usage file
CL_UpdateLevelHunkUsage();
}
/*
====================
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 ) {
// Ridah, if this is a localhost, then we are probably loading a savegame
if ( !Q_stricmp( cls.servername, "localhost" ) ) {
// do nothing?
CL_FirstSnapshot();
} else {
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
}
}
}
/*
====================
CL_GetTag
====================
*/
qboolean CL_GetTag( int clientNum, char *tagname, orientation_t *or ) {
if ( !cgvm ) {
return qfalse;
}
return VM_Call( cgvm, CG_GET_TAG, clientNum, tagname, or );
}
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