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📄 cl_cgame.c

📁 quakeIII源码这个不用我多说吧
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		S_ClearLoopingSounds(args[1]);
		return 0;
	case CG_S_ADDLOOPINGSOUND:
		S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_ADDREALLOOPINGSOUND:
		S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_STOPLOOPINGSOUND:
		S_StopLoopingSound( args[1] );
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition( args[1], VMA(2) );
		return 0;
	case CG_S_RESPATIALIZE:
		S_Respatialize( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound( VMA(1), args[2] );
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2) );
		return 0;
	case CG_R_LOADWORLDMAP:
		re.LoadWorld( VMA(1) );
		return 0; 
	case CG_R_REGISTERMODEL:
		return re.RegisterModel( VMA(1) );
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin( VMA(1) );
	case CG_R_REGISTERSHADER:
		return re.RegisterShader( VMA(1) );
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA(1) );
	case CG_R_REGISTERFONT:
		re.RegisterFont( VMA(1), args[2], VMA(3));
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( VMA(1) );
		return 0;
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
		return 0;
	case CG_R_ADDPOLYSTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), args[4] );
		return 0;
	case CG_R_LIGHTFORPOINT:
		return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );
	case CG_R_ADDLIGHTTOSCENE:
		re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;
	case CG_R_ADDADDITIVELIGHTTOSCENE:
		re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;
	case CG_R_RENDERSCENE:
		re.RenderScene( VMA(1) );
		return 0;
	case CG_R_SETCOLOR:
		re.SetColor( VMA(1) );
		return 0;
	case CG_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
		return 0;
	case CG_R_MODELBOUNDS:
		re.ModelBounds( args[1], VMA(2), VMA(3) );
		return 0;
	case CG_R_LERPTAG:
		return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
	case CG_GETGLCONFIG:
		CL_GetGlconfig( VMA(1) );
		return 0;
	case CG_GETGAMESTATE:
		CL_GetGameState( VMA(1) );
		return 0;
	case CG_GETCURRENTSNAPSHOTNUMBER:
		CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );
		return 0;
	case CG_GETSNAPSHOT:
		return CL_GetSnapshot( args[1], VMA(2) );
	case CG_GETSERVERCOMMAND:
		return CL_GetServerCommand( args[1] );
	case CG_GETCURRENTCMDNUMBER:
		return CL_GetCurrentCmdNumber();
	case CG_GETUSERCMD:
		return CL_GetUserCmd( args[1], VMA(2) );
	case CG_SETUSERCMDVALUE:
		CL_SetUserCmdValue( args[1], VMF(2) );
		return 0;
	case CG_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();
  case CG_KEY_ISDOWN:
		return Key_IsDown( args[1] );
  case CG_KEY_GETCATCHER:
		return Key_GetCatcher();
  case CG_KEY_SETCATCHER:
		Key_SetCatcher( args[1] );
    return 0;
  case CG_KEY_GETKEY:
		return Key_GetKey( VMA(1) );



	case CG_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return 0;
	case CG_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_STRNCPY:
		return (int)strncpy( VMA(1), VMA(2), args[3] );
	case CG_SIN:
		return FloatAsInt( sin( VMF(1) ) );
	case CG_COS:
		return FloatAsInt( cos( VMF(1) ) );
	case CG_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );
	case CG_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );
	case CG_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );
	case CG_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );
	case CG_ACOS:
		return FloatAsInt( Q_acos( VMF(1) ) );

	case CG_PC_ADD_GLOBAL_DEFINE:
		return botlib_export->PC_AddGlobalDefine( VMA(1) );
	case CG_PC_LOAD_SOURCE:
		return botlib_export->PC_LoadSourceHandle( VMA(1) );
	case CG_PC_FREE_SOURCE:
		return botlib_export->PC_FreeSourceHandle( args[1] );
	case CG_PC_READ_TOKEN:
		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
	case CG_PC_SOURCE_FILE_AND_LINE:
		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );

	case CG_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;

	case CG_REAL_TIME:
		return Com_RealTime( VMA(1) );
	case CG_SNAPVECTOR:
		Sys_SnapVector( VMA(1) );
		return 0;

	case CG_CIN_PLAYCINEMATIC:
	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case CG_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case CG_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case CG_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case CG_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case CG_R_REMAP_SHADER:
		re.RemapShader( VMA(1), VMA(2), VMA(3) );
		return 0;

/*
	case CG_LOADCAMERA:
		return loadCamera(VMA(1));

	case CG_STARTCAMERA:
		startCamera(args[1]);
		return 0;

	case CG_GETCAMERAINFO:
		return getCameraInfo(args[1], VMA(2), VMA(3));
*/
	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken( VMA(1), args[2] );
	case CG_R_INPVS:
		return re.inPVS( VMA(1), VMA(2) );

	default:
	        assert(0); // bk010102
		Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] );
	}
	return 0;
}


/*
====================
CL_InitCGame

Should only be called by CL_StartHunkUsers
====================
*/
void CL_InitCGame( void ) {
	const char			*info;
	const char			*mapname;
	int					t1, t2;
	vmInterpret_t		interpret;

	t1 = Sys_Milliseconds();

	// put away the console
	Con_Close();

	// find the current mapname
	info = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ];
	mapname = Info_ValueForKey( info, "mapname" );
	Com_sprintf( cl.mapname, sizeof( cl.mapname ), "maps/%s.bsp", mapname );

	// load the dll or bytecode
	if ( cl_connectedToPureServer != 0 ) {
		// if sv_pure is set we only allow qvms to be loaded
		interpret = VMI_COMPILED;
	}
	else {
		interpret = Cvar_VariableValue( "vm_cgame" );
	}
	cgvm = VM_Create( "cgame", CL_CgameSystemCalls, interpret );
	if ( !cgvm ) {
		Com_Error( ERR_DROP, "VM_Create on cgame failed" );
	}
	cls.state = CA_LOADING;

	// init for this gamestate
	// use the lastExecutedServerCommand instead of the serverCommandSequence
	// otherwise server commands sent just before a gamestate are dropped
	VM_Call( cgvm, CG_INIT, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum );

	// we will send a usercmd this frame, which
	// will cause the server to send us the first snapshot
	cls.state = CA_PRIMED;

	t2 = Sys_Milliseconds();

	Com_Printf( "CL_InitCGame: %5.2f seconds\n", (t2-t1)/1000.0 );

	// have the renderer touch all its images, so they are present
	// on the card even if the driver does deferred loading
	re.EndRegistration();

	// make sure everything is paged in
	if (!Sys_LowPhysicalMemory()) {
		Com_TouchMemory();
	}

	// clear anything that got printed
	Con_ClearNotify ();
}


/*
====================
CL_GameCommand

See if the current console command is claimed by the cgame
====================
*/
qboolean CL_GameCommand( void ) {
	if ( !cgvm ) {
		return qfalse;
	}

	return VM_Call( cgvm, CG_CONSOLE_COMMAND );
}



/*
=====================
CL_CGameRendering
=====================
*/
void CL_CGameRendering( stereoFrame_t stereo ) {
	VM_Call( cgvm, CG_DRAW_ACTIVE_FRAME, cl.serverTime, stereo, clc.demoplaying );
	VM_Debug( 0 );
}


/*
=================
CL_AdjustTimeDelta

Adjust the clients view of server time.

We attempt to have cl.serverTime exactly equal the server's view
of time plus the timeNudge, but with variable latencies over
the internet it will often need to drift a bit to match conditions.

Our ideal time would be to have the adjusted time approach, but not pass,
the very latest snapshot.

Adjustments are only made when a new snapshot arrives with a rational
latency, which keeps the adjustment process framerate independent and
prevents massive overadjustment during times of significant packet loss
or bursted delayed packets.
=================
*/

#define	RESET_TIME	500

void CL_AdjustTimeDelta( void ) {
	int		resetTime;
	int		newDelta;
	int		deltaDelta;

	cl.newSnapshots = qfalse;

	// the delta never drifts when replaying a demo
	if ( clc.demoplaying ) {
		return;
	}

	// if the current time is WAY off, just correct to the current value
	if ( com_sv_running->integer ) {
		resetTime = 100;
	} else {
		resetTime = RESET_TIME;
	}

	newDelta = cl.snap.serverTime - cls.realtime;
	deltaDelta = abs( newDelta - cl.serverTimeDelta );

	if ( deltaDelta > RESET_TIME ) {
		cl.serverTimeDelta = newDelta;
		cl.oldServerTime = cl.snap.serverTime;	// FIXME: is this a problem for cgame?
		cl.serverTime = cl.snap.serverTime;
		if ( cl_showTimeDelta->integer ) {
			Com_Printf( "<RESET> " );
		}
	} else if ( deltaDelta > 100 ) {
		// fast adjust, cut the difference in half
		if ( cl_showTimeDelta->integer ) {
			Com_Printf( "<FAST> " );
		}
		cl.serverTimeDelta = ( cl.serverTimeDelta + newDelta ) >> 1;
	} else {
		// slow drift adjust, only move 1 or 2 msec

		// if any of the frames between this and the previous snapshot
		// had to be extrapolated, nudge our sense of time back a little
		// the granularity of +1 / -2 is too high for timescale modified frametimes
		if ( com_timescale->value == 0 || com_timescale->value == 1 ) {
			if ( cl.extrapolatedSnapshot ) {
				cl.extrapolatedSnapshot = qfalse;
				cl.serverTimeDelta -= 2;
			} else {
				// otherwise, move our sense of time forward to minimize total latency
				cl.serverTimeDelta++;
			}
		}
	}

	if ( cl_showTimeDelta->integer ) {
		Com_Printf( "%i ", cl.serverTimeDelta );
	}
}


/*
==================
CL_FirstSnapshot
==================
*/
void CL_FirstSnapshot( void ) {
	// ignore snapshots that don't have entities
	if ( cl.snap.snapFlags & SNAPFLAG_NOT_ACTIVE ) {
		return;
	}
	cls.state = CA_ACTIVE;

	// set the timedelta so we are exactly on this first frame
	cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
	cl.oldServerTime = cl.snap.serverTime;

	clc.timeDemoBaseTime = cl.snap.serverTime;

	// if this is the first frame of active play,
	// execute the contents of activeAction now
	// this is to allow scripting a timedemo to start right
	// after loading
	if ( cl_activeAction->string[0] ) {
		Cbuf_AddText( cl_activeAction->string );
		Cvar_Set( "activeAction", "" );
	}
	
	Sys_BeginProfiling();
}

/*
==================
CL_SetCGameTime
==================
*/
void CL_SetCGameTime( void ) {
	// getting a valid frame message ends the connection process
	if ( cls.state != CA_ACTIVE ) {
		if ( cls.state != CA_PRIMED ) {
			return;
		}
		if ( clc.demoplaying ) {
			// we shouldn't get the first snapshot on the same frame
			// as the gamestate, because it causes a bad time skip
			if ( !clc.firstDemoFrameSkipped ) {
				clc.firstDemoFrameSkipped = qtrue;
				return;
			}
			CL_ReadDemoMessage();
		}
		if ( cl.newSnapshots ) {
			cl.newSnapshots = qfalse;
			CL_FirstSnapshot();
		}
		if ( cls.state != CA_ACTIVE ) {
			return;
		}
	}	

	// if we have gotten to this point, cl.snap is guaranteed to be valid
	if ( !cl.snap.valid ) {
		Com_Error( ERR_DROP, "CL_SetCGameTime: !cl.snap.valid" );
	}

	// allow pause in single player
	if ( sv_paused->integer && cl_paused->integer && com_sv_running->integer ) {
		// paused
		return;
	}

	if ( cl.snap.serverTime < cl.oldFrameServerTime ) {
		Com_Error( ERR_DROP, "cl.snap.serverTime < cl.oldFrameServerTime" );
	}
	cl.oldFrameServerTime = cl.snap.serverTime;


	// get our current view of time

	if ( clc.demoplaying && cl_freezeDemo->integer ) {
		// cl_freezeDemo is used to lock a demo in place for single frame advances

	} else {
		// cl_timeNudge is a user adjustable cvar that allows more
		// or less latency to be added in the interest of better 
		// smoothness or better responsiveness.
		int tn;
		
		tn = cl_timeNudge->integer;
		if (tn<-30) {
			tn = -30;
		} else if (tn>30) {
			tn = 30;
		}

		cl.serverTime = cls.realtime + cl.serverTimeDelta - tn;

		// guarantee that time will never flow backwards, even if
		// serverTimeDelta made an adjustment or cl_timeNudge was changed
		if ( cl.serverTime < cl.oldServerTime ) {
			cl.serverTime = cl.oldServerTime;
		}
		cl.oldServerTime = cl.serverTime;

		// note if we are almost past the latest frame (without timeNudge),
		// so we will try and adjust back a bit when the next snapshot arrives
		if ( cls.realtime + cl.serverTimeDelta >= cl.snap.serverTime - 5 ) {
			cl.extrapolatedSnapshot = qtrue;
		}
	}

	// if we have gotten new snapshots, drift serverTimeDelta
	// don't do this every frame, or a period of packet loss would
	// make a huge adjustment
	if ( cl.newSnapshots ) {
		CL_AdjustTimeDelta();
	}

	if ( !clc.demoplaying ) {
		return;
	}

	// if we are playing a demo back, we can just keep reading
	// messages from the demo file until the cgame definately
	// has valid snapshots to interpolate between

	// a timedemo will always use a deterministic set of time samples
	// no matter what speed machine it is run on,
	// while a normal demo may have different time samples
	// each time it is played back
	if ( cl_timedemo->integer ) {
		if (!clc.timeDemoStart) {
			clc.timeDemoStart = Sys_Milliseconds();
		}
		clc.timeDemoFrames++;
		cl.serverTime = clc.timeDemoBaseTime + clc.timeDemoFrames * 50;
	}

	while ( cl.serverTime >= cl.snap.serverTime ) {
		// feed another messag, which should change
		// the contents of cl.snap
		CL_ReadDemoMessage();
		if ( cls.state != CA_ACTIVE ) {
			return;		// end of demo
		}
	}

}



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