Files
bearstonem--openmohaa-vr/code/client/cl_cgame.cpp
T
bearstonemandClaude Opus 5 046e2dd9a6 feat(vr): put the weapon in the player's hand, from the reference
Four pieces, each adapted from RTCWQuest rather than invented.

Aim. Weapon::GetMuzzlePosition derives a shot from player->m_vViewAng, which is
MOHAA's analogue of rtcw g_weapon.c:1904. It now takes the controller's pitch
and the yaw the hand leads the head by, added to the view yaw the game already
has - the controller's absolute yaw means nothing to the game, since the player
can snap turn on the stick and the play space has an arbitrary forward. Only the
trace moves; the camera stays on the head.

The angles reach fgame through gameImport_t rather than the usercmd, which has
no spare field - angles[3] is the view direction and buttons is packed. A
dedicated server answers false and keeps the aim it had.

Placement. The first person model is MOHAA's FPS view model, positioned by
CG_OffsetFirstPersonView against the camera and given the walk bob. Both are
wrong in a headset: the hand has its own position, and shaking the view model
when the camera is the player's head is a way to make people ill. It now goes
where the hand is - RTCWQuest's CG_CalculateVRWeaponPosition, including
dropping the origin to the feet and adding the measured head height back so the
weapon hangs at the height the player is really holding it, rather than off the
camera where crouching would drag it about.

Selection. Nothing was bound to it at all, and there is no button left - the
triggers fire, both face buttons on each hand are objectives and jump, and the
sticks and grips are duck and use. The reference does not spend a button either:
the dominant thumbstick up is weapprev and down is weapnext, gated on the
sideways component so it cannot be read as a turn and edge triggered so a held
stick does not run the inventory. This port's turn already ignores that stick's
Y axis, so nothing was displaced.

Two handed hold. Off hand grip squeezed with the hands close together points
the weapon along the line between them instead of along the weapon hand alone -
how a rifle is actually held, and steadier, because a wobble at one hand is
damped by the distance to the other. Roll is halved rather than taken from the
line, which carries none. The off hand grip was a duplicate of use; the weapon
hand's still opens doors.

The suggested binding array was 16 with 14 in use. Now 32.

Aim and placement are built but not yet confirmed on the device.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-27 08:10:24 -07:00

1365 lines
37 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// cl_cgame.c -- client system interaction with client game
#include "client.h"
#ifdef USE_OPENXR
#include "../vr/vr_common.h"
#endif
#include "cl_ui.h"
#include "cl_uiradar.h"
#include "../corepp/tiki.h"
#include "../qcommon/localization.h"
#include "../qcommon/bg_compat.h"
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 ) {
strncpy( glconfig->renderer_string, cls.glconfig.renderer_string, sizeof( glconfig->renderer_string ) );
strncpy( glconfig->vendor_string, cls.glconfig.vendor_string, sizeof( glconfig->vendor_string ) );
strncpy( glconfig->version_string, cls.glconfig.version_string, sizeof( glconfig->version_string ) );
strncpy( glconfig->extensions_string, cls.glconfig.extensions_string, sizeof( glconfig->extensions_string ) );
glconfig->maxTextureSize = cls.glconfig.maxTextureSize;
glconfig->colorBits = cls.glconfig.colorBits;
glconfig->depthBits = cls.glconfig.depthBits;
glconfig->stencilBits = cls.glconfig.stencilBits;
glconfig->driverType = cls.glconfig.driverType;
glconfig->hardwareType = cls.glconfig.hardwareType;
glconfig->deviceSupportsGamma = cls.glconfig.deviceSupportsGamma;
glconfig->textureCompression = cls.glconfig.textureCompression;
glconfig->textureEnvAddAvailable = cls.glconfig.textureEnvAddAvailable;
glconfig->vidWidth = cls.glconfig.vidWidth;
glconfig->vidHeight = cls.glconfig.vidHeight;
glconfig->windowAspect = cls.glconfig.windowAspect;
glconfig->displayFrequency = cls.glconfig.displayFrequency;
glconfig->isFullscreen = cls.glconfig.isFullscreen;
glconfig->stereoEnabled = cls.glconfig.stereoEnabled;
glconfig->smpActive = cls.glconfig.smpActive;
glconfig->registerCombinerAvailable = cls.glconfig.registerCombinerAvailable;
glconfig->secondaryColorAvailable = cls.glconfig.secondaryColorAvailable;
glconfig->VAR = cls.glconfig.VAR;
glconfig->fence = cls.glconfig.fence;
}
/*
====================
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_GetServerStartTime
====================
*/
int CL_GetServerStartTime( void ) {
return cl.serverStartTime;
}
/*
====================
CL_SetTime
====================
*/
void CL_SetTime( int time ) {
cl.serverTime = time;
}
/*
====================
CL_GetSnapshot
====================
*/
qboolean CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
clSnapshot_t *clSnap;
int i, count;
int pnum;
int parents[MAX_ENTITIES_IN_SNAPSHOT];
entityState_t *s1;
int pcount = 0;
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;
// wombat: sounds
count = clSnap->number_of_sounds;
if (snapshot->number_of_sounds > MAX_SERVER_SOUNDS) {
Com_DPrintf("CL_GetSnapshot: truncated %i sounds to %i\n", count, MAX_SERVER_SOUNDS);
count = MAX_SERVER_SOUNDS;
}
snapshot->number_of_sounds = count;
Com_Memcpy(snapshot->sounds, clSnap->sounds, sizeof(snapshot->sounds[0])* count);
count = clSnap->numEntities;
if ( count > MAX_ENTITIES_IN_SNAPSHOT ) {
Com_DPrintf( "CL_GetSnapshot: truncated %i visible entities to %i\n", count, MAX_ENTITIES_IN_SNAPSHOT );
count = MAX_ENTITIES_IN_SNAPSHOT;
}
snapshot->numEntities = 0;
for(i = 0; i < MAX_ENTITIES_IN_SNAPSHOT; i++) {
parents[i] = -1;
}
for (i = 0; i < count; i++) {
s1 = &cl.parseEntities[(clSnap->parseEntitiesNum + i) & (MAX_PARSE_ENTITIES - 1)];
pnum = s1->parent;
if (pnum == ENTITYNUM_NONE) {
parents[s1->number] = -2;
} else {
if (parents[pnum] == -2) {
parents[s1->number] = -2;
} else {
// add it later
parents[s1->number] = pnum;
continue;
}
}
snapshot->entities[snapshot->numEntities++] = *s1;
}
for(pcount = 0; pcount < 8 && snapshot->numEntities != count; pcount++) {
for (i = 0; i < count; i++) {
s1 = &cl.parseEntities[(clSnap->parseEntitiesNum + i) & (MAX_PARSE_ENTITIES - 1)];
pnum = parents[s1->number];
if (pnum >= 0 && parents[pnum] == -2) {
parents[s1->number] = -2;
snapshot->entities[snapshot->numEntities++] = *s1;
}
}
}
if (snapshot->numEntities != count) {
Com_DPrintf("CL_GetSnapshot: Not all children could find their parents.\n");
for (i = snapshot->numEntities; i < count; i++)
{
for (pnum = 0; pnum < count; pnum++) {
s1 = &cl.parseEntities[(clSnap->parseEntitiesNum + pnum) & (MAX_PARSE_ENTITIES - 1)];
if (parents[s1->number] >= 0) {
Com_DPrintf(
"CL_GetSnapshot: entity %d with parent %d and model '%s' at %.2f %.2f %.2f, could not find parent.\n",
s1->number,
s1->parent,
CL_ConfigString(CS_MODELS + s1->modelindex),
s1->origin[0],
s1->origin[1],
s1->origin[2]
);
parents[s1->number] = -2;
}
}
}
}
return qtrue;
}
/*
=====================
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(int index, char* s) {
char *old;
int i;
char *dup;
gameState_t oldGs;
size_t len;
index = CPT_NormalizeConfigstring(index);
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
}
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_ProcessServerCommand
=====================
*/
qboolean CL_ProcessServerCommand(const char* origString, const char* cmd, qboolean differentServer) {
if (!strcmp(cmd, "disconnect")) {
// Execute the disconnect command in the main loop
// Never call Com_Error there:
// because this function might be called from a module that would be unloaded
// inside Com_Error
UI_ForceMenuOff(1);
// Fixed in OPM
// Added a newline for next commands
Cbuf_AddText("disconnect;pushmenu disconnected\n");
return qtrue;
}
if (!strcmp(cmd, "cs")) {
CL_ConfigstringModified(atoi(Cmd_Argv(1)), Cmd_ArgsFrom(2));
// reparse the string, because CL_ConfigstringModified may have done another Cmd_TokenizeString()
Cmd_TokenizeString(origString);
return qtrue;
}
if (!strcmp(cmd, "fadesound")) {
Com_Printf("CL_ProcessServerCommand: fadesound '%s'\n", Cmd_Argv(1));
if (differentServer) {
Com_Printf("^~^~^ fadesound from previous map ignored\n");
return qfalse;
}
S_FadeSound(atof(Cmd_Argv(1)));
return qfalse;
}
// we may want to put a "connect to other server" command here
// cgame can now act on the command
return qtrue;
}
/*
===================
CL_GetServerCommand
Set up argc/argv for the given command
===================
*/
qboolean CL_GetServerCommand( int serverCommandNumber, qboolean differentServer ) {
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;
if( developer->integer == 2 ) {
Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s );
}
Cmd_TokenizeString(s);
cmd = Cmd_Argv(0);
// Readded in OPM (from ioquake)
// Configstring big buffer
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;
// reparse
Cmd_TokenizeString(s);
cmd = Cmd_Argv(0);
}
return CL_ProcessServerCommand(s, cmd, differentServer);
}
/*
====================
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 );
// prepare world vis data
re.SetWorldVisData(CM_VisibilityPointer());
}
/*
====================
CL_CG_Malloc
====================
*/
void *CL_CG_Malloc(int size )
{
return Z_TagMalloc( size, TAG_CGAME );
}
/*
====================
CL_CG_Free
====================
*/
void CL_CG_Free( void *ptr )
{
Z_Free( ptr );
}
/*
====================
CL_CG_AddReliableCommand
====================
*/
void CL_CG_AddReliableCommand(const char* cmd)
{
CL_AddReliableCommand(cmd, qfalse);
}
/*
====================
CL_R_AddPolyToScene
====================
*/
void CL_R_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts )
{
re.AddPolyToScene( hShader, numVerts, verts, 1 );
}
/*
====================
CL_VR_GetWeaponPose
Hands the weapon hand's pose to cgame, so the view model sits where the
controller is rather than bolted to the middle of the screen.
Answers false without a headset, and cgame keeps its own placement.
====================
*/
static qboolean CL_VR_GetWeaponPose( vec3_t offset, vec3_t angles, float *headHeight ) {
#ifdef USE_OPENXR
return VR_GetWeaponPose( offset, angles, headHeight );
#else
return qfalse;
#endif
}
/*
====================
CL_GetShaderPointer
====================
*/
baseshader_t *CL_GetShaderPointer( int iShaderNum )
{
return CM_ShaderPointer( iShaderNum );
}
/*
====================
CL_ShutdownCGame
====================
*/
void CL_ShutdownCGame( void ) {
cls.cgameStarted = qfalse;
if( cge )
{
cge->CG_Shutdown();
cge = NULL;
}
Sys_UnloadCGame();
if( re.FreeModels ) {
re.FreeModels();
}
Z_FreeTags( TAG_CGAME );
}
static int FloatAsInt( float f ) {
int temp;
*(float *)&temp = f;
return temp;
}
/*
====================
CL_RegisterSound
====================
*/
sfxHandle_t CL_RegisterSound( const char *sample, qboolean streamed ) {
return S_RegisterSound( sample, streamed, qfalse );
}
/*
====================
CL_StartLocalSound
====================
*/
void CL_StartLocalSound(const char* soundName, qboolean forceLoad) {
S_StartLocalSound(soundName, qfalse );
}
/*
====================
CL_RestoreSavedCgameState
====================
*/
void CL_RestoreSavedCgameState() {
if (cls.savedCgameState) {
cge->CG_LoadStateToBuffer(cls.savedCgameState, cls.savedCgameStateSize, cl.snap.serverTime);
}
}
/*
====================
CL_ClearSavedCgameState
====================
*/
void CL_ClearSavedCgameState() {
if (cls.savedCgameState) {
cls.savedCgameState = NULL;
cls.savedCgameStateSize = 0;
}
}
/*
====================
CL_InitCGameDLL
====================
*/
void CL_InitCGameDLL( clientGameImport_t *cgi, clientGameExport_t **cge ) {
*cge = ( clientGameExport_t * )Sys_GetCGameAPI( cgi );
if( !*cge ) {
Com_Error( ERR_DROP, "CL_InitCGameImport failed" );
}
memset( cgi, 0, sizeof( clientGameImport_t ) );
cgi->Printf = Com_Printf;
cgi->DPrintf = Com_DPrintf;
cgi->DebugPrintf = Com_DebugPrintf;
cgi->Malloc = CL_CG_Malloc;
cgi->Free = CL_CG_Free;
cgi->Error = Com_Error;
cgi->Milliseconds = Sys_Milliseconds;
cgi->LV_ConvertString = Sys_LV_CL_ConvertString;
cgi->Cvar_Get = Cvar_Get;
cgi->Cvar_Find = Cvar_FindVar;
cgi->Cvar_Set = Cvar_Set;
cgi->Cvar_CheckRange = Cvar_CheckRange;
cgi->Argc = Cmd_Argc;
cgi->Args = Cmd_Args;
cgi->Argv = Cmd_Argv;
cgi->AddCommand = CL_AddCgameCommand;
cgi->Cmd_Stuff = Cbuf_AddText;
cgi->Cmd_Execute = Cbuf_ExecuteText;
cgi->Cmd_TokenizeString = Cmd_TokenizeString;
cgi->FS_ReadFile = FS_ReadFileEx;
cgi->FS_FreeFile = FS_FreeFile;
cgi->FS_WriteFile = FS_WriteFile;
cgi->FS_WriteTextFile = FS_WriteTextFile;
cgi->FS_FOpenFileWrite = FS_FOpenFileWrite_HomeData;
cgi->FS_Write = FS_Write;
cgi->FS_FCloseFile = FS_FCloseFile;
cgi->FS_ListFilteredFiles = FS_ListFilteredFiles;
cgi->FS_FreeFileList = FS_FreeFileList;
cgi->SendConsoleCommand = Cbuf_AddText;
cgi->MSG_ReadBits = CL_MSG_ReadBits;
cgi->MSG_ReadChar = CL_MSG_ReadChar;
cgi->MSG_ReadByte = CL_MSG_ReadByte;
cgi->MSG_ReadSVC = CL_MSG_ReadSVC;
cgi->MSG_ReadShort = CL_MSG_ReadShort;
cgi->MSG_ReadLong = CL_MSG_ReadLong;
cgi->MSG_ReadFloat = CL_MSG_ReadFloat;
cgi->MSG_ReadString = CL_MSG_ReadString;
cgi->MSG_ReadStringLine = CL_MSG_ReadStringLine;
cgi->MSG_ReadAngle8 = CL_MSG_ReadAngle8;
cgi->MSG_ReadAngle16 = CL_MSG_ReadAngle16;
cgi->MSG_ReadData = CL_MSG_ReadData;
cgi->MSG_ReadCoord = CL_MSG_ReadCoord;
cgi->MSG_ReadDir = CL_MSG_ReadDir;
cgi->SendClientCommand = CL_CG_AddReliableCommand;
cgi->CM_LoadMap = CL_CM_LoadMap;
cgi->CM_NumInlineModels = CM_NumInlineModels;
cgi->CM_PointContents = CM_PointContents;
cgi->CM_TransformedPointContents = CM_TransformedPointContents;
cgi->CM_BoxTrace = CM_BoxTrace;
cgi->CM_TransformedBoxTrace = CM_TransformedBoxTrace;
cgi->CM_TempBoxModel = CM_TempBoxModel;
cgi->CM_InlineModel = CM_InlineModel;
cgi->CM_PrintBSPFileSizes = CM_PrintBSPFileSizes;
cgi->CM_PointLeafnum = CM_PointLeafnum;
cgi->CM_LeafInPVS = CM_LeafInPVS;
cgi->R_MarkFragments = re.MarkFragments;
cgi->R_MarkFragmentsForInlineModel = re.MarkFragmentsForInlineModel;
cgi->R_GetInlineModelBounds = re.GetInlineModelBounds;
cgi->R_GetLightingForDecal = re.GetLightingForDecal;
cgi->R_GetLightingForSmoke = re.GetLightingForSmoke;
cgi->R_GatherLightSources = re.R_GatherLightSources;
cgi->S_StartSound = S_StartSound;
cgi->S_StartLocalSound = CL_StartLocalSound;
cgi->S_StopSound = S_StopSound;
cgi->S_AddLoopingSound = S_AddLoopingSound;
cgi->S_ClearLoopingSounds = S_ClearLoopingSounds;
cgi->S_Respatialize = S_Respatialize;
cgi->S_BeginRegistration = S_BeginRegistration;
cgi->S_EndRegistration = S_EndRegistration;
cgi->S_UpdateEntity = S_UpdateEntity;
cgi->S_SetReverb = S_SetReverb;
cgi->S_SetGlobalAmbientVolumeLevel = S_SetGlobalAmbientVolumeLevel;
cgi->S_RegisterSound = CL_RegisterSound;
cgi->S_GetSoundTime = S_GetSoundTime;
cgi->S_ChannelNameToNum = S_ChannelNameToNum;
cgi->S_ChannelNumToName = S_ChannelNumToName;
cgi->S_IsSoundPlaying = S_IsSoundPlaying;
cgi->MUSIC_NewSoundtrack = MUSIC_NewSoundtrack;
cgi->MUSIC_UpdateMood = MUSIC_UpdateMood;
cgi->MUSIC_UpdateVolume = MUSIC_UpdateVolume;
cgi->get_camera_offset = get_camera_offset;
cgi->R_ClearScene = re.ClearScene;
cgi->R_RenderScene = re.RenderScene;
cgi->R_LoadWorldMap = re.LoadWorld;
cgi->R_PrintBSPFileSizes = re.PrintBSPFileSizes;
cgi->R_MapVersion = re.MapVersion;
cgi->R_RegisterModel = re.RegisterModel;
cgi->R_SpawnEffectModel = re.SpawnEffectModel;
cgi->R_RegisterServerModel = re.RegisterServerModel;
cgi->R_GetModelName = re.GetModelName;
cgi->R_UnregisterServerModel = re.UnregisterServerModel;
cgi->R_RegisterShader = re.RegisterShader;
cgi->R_RegisterShaderNoMip = re.RegisterShaderNoMip;
cgi->R_GetShaderName = re.GetShaderName;
cgi->R_AddRefEntityToScene = re.AddRefEntityToScene;
cgi->R_AddRefSpriteToScene = re.AddRefSpriteToScene;
cgi->R_AddLightToScene = re.AddLightToScene;
cgi->R_AddPolyToScene = re.AddPolyToScene;
cgi->R_AddTerrainMarkToScene = re.AddTerrainMarkToScene;
cgi->R_SetColor = re.SetColor;
cgi->R_DrawStretchPic = re.DrawStretchPic;
cgi->R_LoadFont = re.LoadFont;
cgi->R_DrawString = re.DrawString;
cgi->R_ModelBounds = re.ModelBounds;
cgi->R_ModelRadius = re.ModelRadius;
cgi->R_GetRenderEntity = re.GetRenderEntity;
cgi->R_Noise = re.Noise;
cgi->R_DebugLine = re.DebugLine;
cgi->GetShader = CL_GetShaderPointer;
cgi->R_GetShaderWidth = re.GetShaderWidth;
cgi->R_GetShaderHeight = re.GetShaderHeight;
cgi->R_DrawBox = re.DrawBox;
cgi->R_SwipeBegin = re.SwipeBegin;
cgi->R_SwipePoint = re.SwipePoint;
cgi->R_SwipeEnd = re.SwipeEnd;
cgi->GetGameState = CL_GetGameState;
cgi->GetSnapshot = CL_GetSnapshot;
cgi->GetServerStartTime = CL_GetServerStartTime;
cgi->SetTime = CL_SetTime;
cgi->GetCurrentSnapshotNumber = CL_GetCurrentSnapshotNumber;
cgi->GetGlconfig = CL_GetGlconfig;
cgi->GetParseEntityState = CL_GetParseEntityState;
cgi->GetCurrentCmdNumber = CL_GetCurrentCmdNumber;
cgi->GetUserCmd = CL_GetUserCmd;
cgi->GetServerCommand = CL_GetServerCommand;
cgi->Alias_Add = Alias_Add;
cgi->Alias_ListAdd = Alias_ListAdd;
cgi->Alias_FindRandom = Alias_FindRandom;
cgi->Alias_ListFindRandom = Alias_ListFindRandom;
cgi->Alias_Dump = Alias_Dump;
cgi->Alias_Clear = Alias_Clear;
cgi->AliasList_New = AliasList_New;
cgi->Alias_ListFindRandomRange = Alias_ListFindRandomRange;
cgi->Alias_GetGlobalList = Alias_GetGlobalList;
cgi->UI_ShowMenu = UI_ShowMenu;
cgi->UI_HideMenu = UI_HideMenu;
cgi->UI_FontStringWidth = CL_FontStringWidth;
cgi->UI_GetObjectivesTop = UI_GetObjectivesTop;
cgi->UI_GetHighResolutionScale = UI_GetHighResolutionScale;
cgi->Key_StringToKeynum = Key_StringToKeynum;
cgi->Key_KeynumToBindString = Key_KeynumToBindString;
cgi->Key_GetKeysForCommand = Key_GetKeysForCommand;
cgi->R_Model_GetHandle = re.R_Model_GetHandle;
cgi->TIKI_NumAnims = TIKI_NumAnims;
cgi->TIKI_CalculateBounds = TIKI_CalculateBounds;
cgi->TIKI_Name = TIKI_Name;
cgi->TIKI_GetSkeletor = TIKI_GetSkeletor;
cgi->TIKI_SetEyeTargetPos = TIKI_SetEyeTargetPos;
cgi->Anim_NameForNum = TIKI_Anim_NameForNum;
cgi->Anim_NumForName = TIKI_Anim_NumForName;
cgi->Anim_Random = TIKI_Anim_Random;
cgi->Anim_NumFrames = TIKI_Anim_NumFrames;
cgi->Anim_Time = TIKI_Anim_Time;
cgi->Anim_Frametime = TIKI_Anim_Frametime;
cgi->Anim_Flags = TIKI_Anim_Flags;
cgi->Anim_FlagsSkel = TIKI_Anim_FlagsSkel;
cgi->Anim_CrossblendTime = TIKI_Anim_CrossblendTime;
cgi->Anim_HasCommands = TIKI_Anim_HasClientCommands;
cgi->Frame_Commands = TIKI_Frame_Commands_Client;
cgi->Frame_CommandsTime = TIKI_Frame_Commands_ClientTime;
cgi->Surface_NameToNum = TIKI_Surface_NameToNum;
cgi->Tag_NumForName = TIKI_Tag_NameToNum;
cgi->Tag_NameForNum = TIKI_Tag_NumToName;
cgi->ForceUpdatePose = re.ForceUpdatePose;
cgi->TIKI_Orientation = re.TIKI_Orientation;
cgi->TIKI_IsOnGround = re.TIKI_IsOnGround;
cgi->UI_ShowScoreBoard = UI_ShowScoreboard_f;
cgi->UI_HideScoreBoard = UI_HideScoreboard_f;
cgi->UI_SetScoreBoardItem = UI_SetScoreBoardItem;
cgi->UI_DeleteScoreBoardItems = UI_DeleteScoreBoardItems;
cgi->UI_ToggleDMMessageConsole = UI_ToggleDMConsole;
cgi->CL_InitRadar = CL_InitRadar;
cgi->TIKI_FindTiki = TIKI_FindTiki;
cgi->LoadResource = UI_LoadResource;
cgi->FS_CanonicalFilename = FS_CanonicalFilename;
cgi->CL_RestoreSavedCgameState = CL_RestoreSavedCgameState;
cgi->CL_ClearSavedCgameState = CL_ClearSavedCgameState;
cgi->getConfigStringIdNormalized = CPT_NormalizeConfigstring;
cgi->VR_GetWeaponPose = CL_VR_GetWeaponPose;
cgi->fsDebug = fs_debug;
cgi->HudDrawElements = cls.HudDrawElements;
cgi->anim = &cls.anim;
cgi->stopWatch = &cls.stopwatch;
// FIXME
//cgi->pUnknownVar = NULL;
cls.cgameStarted = qtrue;
}
/*
====================
CL_ViewModelAnimation_Init
====================
*/
static void CL_ViewModelAnimation_Init() {
int i;
for( i = 0; i < MAX_FRAMEINFOS; i++ ) {
cls.anim.g_VMFrameInfo[ i ].index = 0;
cls.anim.g_VMFrameInfo[ i ].time = 0.0;
cls.anim.g_VMFrameInfo[ i ].weight = 0.0;
}
VectorClear( cls.anim.g_vCurrentVMPosOffset );
cls.anim.g_iLastVMAnim = -1;
cls.anim.g_iLastVMAnimChanged = -1;
cls.anim.g_iCurrentVMAnimSlot = 0;
cls.anim.g_iCurrentVMDuration = 9999;
cls.anim.g_bCrossblending = qfalse;
cls.anim.g_iLastEquippedWeaponStat = -1;
cls.anim.g_szLastActiveItem[ 0 ] = 0;
cls.anim.g_iLastAnimPrefixIndex = 0;
}
/*
====================
CL_InitializeHudDrawElements
====================
*/
static void CL_InitializeHudDrawElements() {
int i;
for( i = 0; i < MAX_HUDDRAW_ELEMENTS; i++ ) {
cls.HudDrawElements[ i ].shaderName[ 0 ] = 0;
VectorSet4( cls.HudDrawElements[ i ].vColor, 1, 1, 1, 0 );
cls.HudDrawElements[ i ].hShader = 0;
cls.HudDrawElements[ i ].iX = 0;
cls.HudDrawElements[ i ].iY = 0;
cls.HudDrawElements[ i ].iWidth = 0;
cls.HudDrawElements[ i ].iHeight = 0;
cls.HudDrawElements[ i ].iHorizontalAlign = 1;
cls.HudDrawElements[ i ].iVerticalAlign = 1;
cls.HudDrawElements[ i ].bVirtualScreen = qfalse;
cls.HudDrawElements[ i ].string[ 0 ] = 0;
cls.HudDrawElements[ i ].fontName[ 0 ] = 0;
cls.HudDrawElements[ i ].pFont = NULL;
}
}
/*
====================
CL_InitializeStopwatch
====================
*/
static void CL_InitializeStopwatch() {
cls.stopwatch.iStartTime = 0;
cls.stopwatch.iEndTime = 0;
}
/*
====================
CL_InitClientSavedData
====================
*/
void CL_InitClientSavedData( void ) {
CL_ViewModelAnimation_Init();
CL_InitializeHudDrawElements();
CL_InitializeStopwatch();
}
/*
====================
CL_InitCGame
Should only be called by CL_StartHunkUsers
====================
*/
void CL_InitCGame( void ) {
const char *info;
const char *mapname;
int t1, t2;
clientGameImport_t cgi;
t1 = Sys_Milliseconds();
// find the current mapname
info = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ];
mapname = Info_ValueForKey( info, "mapname" );
if (CL_UseLargeLightmap(mapname)) {
Com_sprintf(cl.mapname, sizeof(cl.mapname), "maps/%s.bsp", mapname);
} else {
// Added in 2.0
Com_sprintf(cl.mapname, sizeof(cl.mapname), "maps/%s_sml.bsp", mapname);
}
S_BeginRegistration();
CL_ShutdownCGame();
CL_InitCGameDLL( &cgi, &cge );
clc.state = CA_LOADING;
if( !com_sv_running->integer && !cls.vid_restart )
{
TIKI_End();
TIKI_Begin();
TIKI_FreeAll();
CL_InitClientSavedData();
}
if (cl.snap.valid) {
// init for this gamestate
// use the lastExecutedServerCommand instead of the serverCommandSequence
// otherwise server commands sent just before a gamestate are dropped
cge->CG_Init(&cgi, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum);
} else {
// executing client commands from previous map/server might be an issue, some commands might be cs commands,
// like old CS_SYSTEMINFO configstrings which still contain the sv_serverId from previous map.
// It would cause the client to lose the game state number
cge->CG_Init(&cgi, clc.serverMessageSequence, clc.serverCommandSequence, clc.clientNum);
}
ClearNewConfigFlag();
TIKI_FinishLoad();
// 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;
CL_EndRegistration();
t2 = Sys_Milliseconds();
Com_Printf( "CL_InitCGame: %5.2f seconds\n", ( t2 - t1 ) / 1000.0 );
}
/*
====================
CL_GameCommand
See if the current console command is claimed by the cgame
====================
*/
qboolean CL_GameCommand( void ) {
if ( !cge ) {
return qfalse;
}
return cge->CG_ConsoleCommand();
}
/*
=====================
CL_CGameRendering
=====================
*/
void CL_CGameRendering( stereoFrame_t stereo ) {
if( cl.oldServerTime < cl.serverStartTime ) {
cl.serverTime = cl.serverStartTime;
cl.oldServerTime = cl.serverStartTime;
}
cge->CG_DrawActiveFrame( cl.serverTime, cl.serverTime - cl.oldServerTime, stereo, clc.demoplaying );
cl.oldServerTime = cl.serverTime;
//
// Let cgame clean up temp models
//
cge->CG_CleanUpTempModels();
}
/*
=====================
CL_CGame2D
=====================
*/
void CL_CGame2D( stereoFrame_t stereo ) {
cge->CG_Draw2D();
}
/*
=================
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 ( !cls.timeScaled ) {
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;
// notify the UI
UI_ServerLoaded();
// set the timedelta so we are exactly on this first frame
cl.serverStartTime = cl.snap.serverTime;
cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
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
}
static int lastSnapFlags;
/*
==================
CL_UpdateSnapFlags
==================
*/
void CL_UpdateSnapFlags( void ) {
lastSnapFlags = cl.snap.snapFlags;
}
/*
==================
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 ) {
assert( 0 );
Com_Error( ERR_DROP, "CL_SetCGameTime: !cl.snap.valid" );
}
// allow pause in single player
if ( paused->integer && com_sv_running->integer ) {
// paused
//CL_AdjustTimeDelta();
// Fixed in OPM
// Keep in sync with the server time.
// In OG, the game could lag for a short time
// when pausing and unpausing frequently
cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
return;
}
if( ( cl.snap.snapFlags ^ lastSnapFlags ) & SNAPFLAG_SERVERCOUNT ) {
CL_ServerRestarted();
} else {
if( cl.snap.serverTime < cl.oldFrameServerTime ) {
assert( 0 );
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;
}
// 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
}
}
}