/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP 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 MP 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 MP Source Code. If not, see . In addition, the RTCW MP 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 MP 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 "../botlib/botlib.h" #ifdef USE_MUMBLE #include "libmumblelink.h" #endif 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 ); // NERVE - SMF void Key_GetBindingBuf( int keynum, char *buf, int buflen ); void Key_KeynumToStringBuf( int keynum, char *buf, int buflen ); // -NERVE - SMF /* ==================== 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 mpSetup, int mpIdentClient ) { cl.cgameUserCmdValue = userCmdValue; cl.cgameUserHoldableValue = holdableValue; cl.cgameSensitivity = sensitivityScale; cl.cgameMpSetup = mpSetup; // NERVE - SMF cl.cgameMpIdentClient = mpIdentClient; // NERVE - SMF } /* ================== CL_SetClientLerpOrigin ================== */ void CL_SetClientLerpOrigin( float x, float y, float z ) { cl.cgameClientLerpOrigin[0] = x; cl.cgameClientLerpOrigin[1] = y; cl.cgameClientLerpOrigin[2] = z; } /* ============== CL_AddCgameCommand ============== */ void CL_AddCgameCommand( const char *cmdName ) { Cmd_AddCommand( cmdName, NULL ); } /* ===================== 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, "CL_ConfigstringModified: bad index %i", index ); } // s = Cmd_Argv(2); // get everything after "cs " 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]; 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; if ( cl_showServerCommands->integer ) { // NERVE - SMF Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s ); } rescan: Cmd_TokenizeString( s ); cmd = Cmd_Argv( 0 ); argc = Cmd_Argc(); if ( !strcmp( cmd, "disconnect" ) ) { // NERVE - SMF - 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 ); 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; } // DHM - Nerve :: Copied from server to here /* ==================== CL_SetExpectedHunkUsage Sets com_expectedhunkusage, so the client knows how to draw the percentage bar ==================== */ void CL_SetExpectedHunkUsage( const char *mapname ) { int handle; char *memlistfile = "hunkusage.dat"; char *buf; char *buftrav; char *token; int len; 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 ); FS_Read( (void *)buf, len, handle ); FS_FCloseFile( handle ); // now parse the file, filtering out the current map buftrav = buf; while ( ( token = COM_Parse( &buftrav ) ) && token[0] ) { if ( !Q_strcasecmp( token, (char *)mapname ) ) { // found a match token = COM_Parse( &buftrav ); // read the size if ( token && token[0] ) { // this is the usage Cvar_Set( "com_expectedhunkusage", token ); Z_Free( buf ); return; } } } Z_Free( buf ); } // just set it to a negative number,so the cgame knows not to draw the percent bar Cvar_Set( "com_expectedhunkusage", "-1" ); } // dhm - nerve /* ==================== CL_CM_LoadMap Just adds default parameters that cgame doesn't need to know about ==================== */ void CL_CM_LoadMap( const char *mapname ) { int checksum; // DHM - Nerve :: If we are not running the server, then set expected usage here if ( !com_sv_running->integer ) { CL_SetExpectedHunkUsage( mapname ); } else { // TTimo // catch here when a local server is started to avoid outdated com_errorDiagnoseIP Cvar_Set( "com_errorDiagnoseIP", "" ); } 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_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_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 a 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( args[1] ); // (SA) modified so no_pvs sounds can function 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; 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; 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: return S_RegisterSound( VMA( 1 ), qfalse ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) ); return 0; case CG_S_STARTSTREAMINGSOUND: S_StartStreamingSound( VMA( 1 ), VMA( 2 ), args[3], args[4], args[5] ); 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 ) ); return 0; 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; // 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_DRAWROTATEDPIC: re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMF( 10 ) ); 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], args[5] ); return 0; case CG_SETCLIENTLERPORIGIN: CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) ); 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 args[1]; case CG_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return args[1]; 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_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", (const char*)VMA( 1 ), args[2] ); return 0; case CG_TESTPRINTFLOAT: // Com_Printf( "%s%f\n", (const char*)VMA( 1 ), VMF( 2 ) ); return 0; case CG_LOADCAMERA: return loadCamera( args[1], VMA( 2 ) ); case CG_STARTCAMERA: startCamera( args[1], args[2] ); return 0; 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 ( clc.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_QUICKMESSAGEALT" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_QUICKMESSAGEALT ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_LIMBO" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_LIMBO ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_AUTOUPDATE" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_AUTOUPDATE ); } // -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 { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_CLIPBOARD ); } } return 0; // NERVE - SMF case CG_INGAME_CLOSEPOPUP: // if popup menu is up, then close it if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_LIMBO" ) ) { if ( VM_Call( uivm, UI_GET_ACTIVE_MENU ) == UIMENU_WM_LIMBO ) { VM_Call( uivm, UI_KEY_EVENT, K_ESCAPE, qtrue ); VM_Call( uivm, UI_KEY_EVENT, K_ESCAPE, qtrue ); } } return 0; case CG_LIMBOCHAT: if ( VMA( 1 ) ) { CL_AddToLimboChat( VMA( 1 ) ); } return 0; case CG_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], VMA( 2 ), args[3] ); return 0; case CG_KEY_SETBINDING: Key_SetBinding( args[1], VMA( 2 ) ); return 0; case CG_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], VMA( 2 ), args[3] ); return 0; case CG_TRANSLATE_STRING: CL_TranslateString( VMA( 1 ), VMA( 2 ) ); return 0; // - NERVE - SMF default: Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) 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 = 'TEXT'; _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; 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 cgvm = VM_Create( "cgame", CL_CgameSystemCalls, Cvar_VariableValue("vm_cgame") ); 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(); // 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 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( " " ); } } else if ( deltaDelta > 100 ) { // fast adjust, cut the difference in half if ( cl_showTimeDelta->integer ) { Com_Printf( " " ); } 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.voipCodecInitialized) { int i; int error; clc.opusEncoder = opus_encoder_create(48000, 1, OPUS_APPLICATION_VOIP, &error); if ( error ) { Com_DPrintf("VoIP: Error opus_encoder_create %d\n", error); return; } for (i = 0; i < MAX_CLIENTS; i++) { clc.opusDecoder[i] = opus_decoder_create(48000, 1, &error); if ( error ) { Com_DPrintf("VoIP: Error opus_decoder_create(%d) %d\n", i, error); return; } clc.voipIgnore[i] = qfalse; clc.voipGain[i] = 1.0f; } clc.voipCodecInitialized = 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 ) { // Ridah, if this is a localhost, then we are probably loading a savegame if ( !Q_stricmp( clc.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 > 0 ) { tn = 0; } 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 } } } /* ==================== CL_GetTag ==================== */ qboolean CL_GetTag( int clientNum, char *tagname, orientation_t *or ) { if ( !cgvm ) { return qfalse; } if ( VM_IsNative( cgvm ) ) { return VM_Call( cgvm, CG_GET_TAG, clientNum, tagname, or ); } else { qboolean foundTag; unsigned cgOr; unsigned cgTagname; int tagnameSize; tagnameSize = strlen( tagname ) + 1; // alloc data on cgame hunk and copy data to it cgOr = VM_GetTempMemory( cgvm, sizeof (orientation_t), or ); cgTagname = VM_GetTempMemory( cgvm, tagnameSize, tagname ); if ( !cgOr || !cgTagname ) { Com_Printf("WARNING: CL_GetTag: Not enough cgame QVM memory (increase vm_minQvmHunkMegs cvar).\n"); return qfalse; } foundTag = VM_Call( cgvm, CG_GET_TAG, clientNum, cgTagname, cgOr ); // copy result back to game memory and free temp in reverse order // tagname isn't copied back because it might be a static string. VM_FreeTempMemory( cgvm, cgTagname, tagnameSize, NULL ); VM_FreeTempMemory( cgvm, cgOr, sizeof (orientation_t), or ); return foundTag; } }