mirror of
https://github.com/bearstonem/openmohaa-vr.git
synced 2026-10-23 11:00:26 +02:00
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>
1365 lines
37 KiB
C++
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
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|