fteqw/engine/server/svq2_ents.c

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#include "qwsvdef.h"
#ifndef CLIENTONLY
#define Q2EDICT_NUM(i) (q2edict_t*)((char *)ge->edicts+i*ge->edict_size)
#ifndef Q2SERVER
void SV_WriteFrameToClient (client_t *client, sizebuf_t *msg)
{
}
void SV_BuildClientFrame (client_t *client)
{
}
#else
#define Q2PS_M_TYPE (1<<0)
#define Q2PS_M_ORIGIN (1<<1)
#define Q2PS_M_VELOCITY (1<<2)
#define Q2PS_M_TIME (1<<3)
#define Q2PS_M_FLAGS (1<<4)
#define Q2PS_M_GRAVITY (1<<5)
#define Q2PS_M_DELTA_ANGLES (1<<6)
#define Q2PS_VIEWOFFSET (1<<7)
#define Q2PS_VIEWANGLES (1<<8)
#define Q2PS_KICKANGLES (1<<9)
#define Q2PS_BLEND (1<<10)
#define Q2PS_FOV (1<<11)
#define Q2PS_WEAPONINDEX (1<<12)
#define Q2PS_WEAPONFRAME (1<<13)
#define Q2PS_RDFLAGS (1<<14)
#define Q2RF_BEAM 128
q2entity_state_t *svs_client_entities;//[Q2UPDATE_BACKUP*MAX_PACKET_ENTITIES];
int svs_num_client_entities;
int svs_next_client_entities;
q2entity_state_t sv_baselines[Q2MAX_EDICTS];
int areabytes;
extern qbyte areabits[];
/*
=============================================================================
Encode a client frame onto the network channel
=============================================================================
*/
void SV_Q2BSP_FatPVS (vec3_t org);
/*
==================
MSG_WriteDeltaEntity
Writes part of a packetentities message.
Can delta from either a baseline or a previous packet_entity
==================
*/
void MSGQ2_WriteDeltaEntity (q2entity_state_t *from, q2entity_state_t *to, sizebuf_t *msg, qboolean force, qboolean newentity)
{
int bits;
if (!to->number)
Sys_Error ("Unset entity number");
if (to->number >= Q2MAX_EDICTS)
Sys_Error ("Entity number >= MAX_EDICTS");
// send an update
bits = 0;
if (to->number >= 256)
bits |= Q2U_NUMBER16; // number8 is implicit otherwise
if (to->origin[0] != from->origin[0])
bits |= Q2U_ORIGIN1;
if (to->origin[1] != from->origin[1])
bits |= Q2U_ORIGIN2;
if (to->origin[2] != from->origin[2])
bits |= Q2U_ORIGIN3;
if ( to->angles[0] != from->angles[0] )
bits |= Q2U_ANGLE1;
if ( to->angles[1] != from->angles[1] )
bits |= Q2U_ANGLE2;
if ( to->angles[2] != from->angles[2] )
bits |= Q2U_ANGLE3;
if ( to->skinnum != from->skinnum )
{
if ((unsigned)to->skinnum < 256)
bits |= Q2U_SKIN8;
else if ((unsigned)to->skinnum < 0x10000)
bits |= Q2U_SKIN16;
else
bits |= (Q2U_SKIN8|Q2U_SKIN16);
}
if ( to->frame != from->frame )
{
if (to->frame < 256)
bits |= Q2U_FRAME8;
else
bits |= Q2U_FRAME16;
}
if ( to->effects != from->effects )
{
if (to->effects < 256)
bits |= Q2U_EFFECTS8;
else if (to->effects < 0x8000)
bits |= Q2U_EFFECTS16;
else
bits |= Q2U_EFFECTS8|Q2U_EFFECTS16;
}
if ( to->renderfx != from->renderfx )
{
if (to->renderfx < 256)
bits |= Q2U_RENDERFX8;
else if (to->renderfx < 0x8000)
bits |= Q2U_RENDERFX16;
else
bits |= Q2U_RENDERFX8|Q2U_RENDERFX16;
}
if ( to->solid != from->solid )
bits |= Q2U_SOLID;
// event is not delta compressed, just 0 compressed
if ( to->event )
bits |= Q2U_EVENT;
if ( to->modelindex != from->modelindex )
bits |= Q2U_MODEL;
if ( to->modelindex2 != from->modelindex2 )
bits |= Q2U_MODEL2;
if ( to->modelindex3 != from->modelindex3 )
bits |= Q2U_MODEL3;
if ( to->modelindex4 != from->modelindex4 )
bits |= Q2U_MODEL4;
if ( to->sound != from->sound )
bits |= Q2U_SOUND;
if (newentity || (to->renderfx & Q2RF_BEAM))
bits |= Q2U_OLDORIGIN;
//
// write the message
//
if (!bits && !force)
return; // nothing to send!
//----------
if (bits & 0xff000000)
bits |= Q2U_MOREBITS3 | Q2U_MOREBITS2 | Q2U_MOREBITS1;
else if (bits & 0x00ff0000)
bits |= Q2U_MOREBITS2 | Q2U_MOREBITS1;
else if (bits & 0x0000ff00)
bits |= Q2U_MOREBITS1;
MSG_WriteByte (msg, bits&255 );
if (bits & 0xff000000)
{
MSG_WriteByte (msg, (bits>>8)&255 );
MSG_WriteByte (msg, (bits>>16)&255 );
MSG_WriteByte (msg, (bits>>24)&255 );
}
else if (bits & 0x00ff0000)
{
MSG_WriteByte (msg, (bits>>8)&255 );
MSG_WriteByte (msg, (bits>>16)&255 );
}
else if (bits & 0x0000ff00)
{
MSG_WriteByte (msg, (bits>>8)&255 );
}
//----------
if (bits & Q2U_NUMBER16)
MSG_WriteShort (msg, to->number);
else
MSG_WriteByte (msg, to->number);
if (bits & Q2U_MODEL)
MSG_WriteByte (msg, to->modelindex);
if (bits & Q2U_MODEL2)
MSG_WriteByte (msg, to->modelindex2);
if (bits & Q2U_MODEL3)
MSG_WriteByte (msg, to->modelindex3);
if (bits & Q2U_MODEL4)
MSG_WriteByte (msg, to->modelindex4);
if (bits & Q2U_FRAME8)
MSG_WriteByte (msg, to->frame);
if (bits & Q2U_FRAME16)
MSG_WriteShort (msg, to->frame);
if ((bits & Q2U_SKIN8) && (bits & Q2U_SKIN16)) //used for laser colors
MSG_WriteLong (msg, to->skinnum);
else if (bits & Q2U_SKIN8)
MSG_WriteByte (msg, to->skinnum);
else if (bits & Q2U_SKIN16)
MSG_WriteShort (msg, to->skinnum);
if ( (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16)) == (Q2U_EFFECTS8|Q2U_EFFECTS16) )
MSG_WriteLong (msg, to->effects);
else if (bits & Q2U_EFFECTS8)
MSG_WriteByte (msg, to->effects);
else if (bits & Q2U_EFFECTS16)
MSG_WriteShort (msg, to->effects);
if ( (bits & (Q2U_RENDERFX8|Q2U_RENDERFX16)) == (Q2U_RENDERFX8|Q2U_RENDERFX16) )
MSG_WriteLong (msg, to->renderfx);
else if (bits & Q2U_RENDERFX8)
MSG_WriteByte (msg, to->renderfx);
else if (bits & Q2U_RENDERFX16)
MSG_WriteShort (msg, to->renderfx);
if (bits & Q2U_ORIGIN1)
MSG_WriteCoord (msg, to->origin[0]);
if (bits & Q2U_ORIGIN2)
MSG_WriteCoord (msg, to->origin[1]);
if (bits & Q2U_ORIGIN3)
MSG_WriteCoord (msg, to->origin[2]);
if (bits & Q2U_ANGLE1)
MSG_WriteAngle(msg, to->angles[0]);
if (bits & Q2U_ANGLE2)
MSG_WriteAngle(msg, to->angles[1]);
if (bits & Q2U_ANGLE3)
MSG_WriteAngle(msg, to->angles[2]);
if (bits & Q2U_OLDORIGIN)
{
MSG_WriteCoord (msg, to->old_origin[0]);
MSG_WriteCoord (msg, to->old_origin[1]);
MSG_WriteCoord (msg, to->old_origin[2]);
}
if (bits & Q2U_SOUND)
MSG_WriteByte (msg, to->sound);
if (bits & Q2U_EVENT)
MSG_WriteByte (msg, to->event);
if (bits & Q2U_SOLID)
MSG_WriteShort (msg, to->solid);
}
/*
=============
SV_EmitPacketEntities
Writes a delta update of an entity_state_t list to the message.
=============
*/
void SVQ2_EmitPacketEntities (q2client_frame_t *from, q2client_frame_t *to, sizebuf_t *msg)
{
q2entity_state_t *oldent, *newent;
int oldindex, newindex;
int oldnum, newnum;
int from_num_entities;
int bits;
MSG_WriteByte (msg, svcq2_packetentities);
if (!from)
from_num_entities = 0;
else
from_num_entities = from->num_entities;
newindex = 0;
oldindex = 0;
while (newindex < to->num_entities || oldindex < from_num_entities)
{
if (newindex >= to->num_entities)
{
newent = NULL; //shh compiler, shh...
newnum = 9999;
}
else
{
newent = &svs_client_entities[(to->first_entity+newindex)%svs_num_client_entities];
newnum = newent->number;
}
if (oldindex >= from_num_entities)
{
oldent = NULL; //shh compiler, shh...
oldnum = 9999;
}
else
{
oldent = &svs_client_entities[(from->first_entity+oldindex)%svs_num_client_entities];
oldnum = oldent->number;
}
if (newnum == oldnum)
{ // delta update from old position
// because the force parm is false, this will not result
// in any bytes being emited if the entity has not changed at all
// note that players are always 'newentities', this updates their oldorigin always
// and prevents warping
MSGQ2_WriteDeltaEntity (oldent, newent, msg, false, newent->number <= MAX_CLIENTS);
oldindex++;
newindex++;
continue;
}
if (newnum < oldnum)
{ // this is a new entity, send it from the baseline
MSGQ2_WriteDeltaEntity (&sv_baselines[newnum], newent, msg, true, true);
newindex++;
continue;
}
if (newnum > oldnum)
{ // the old entity isn't present in the new message
bits = Q2U_REMOVE;
if (oldnum >= 256)
bits |= Q2U_NUMBER16 | Q2U_MOREBITS1;
MSG_WriteByte (msg, bits&255 );
if (bits & 0x0000ff00)
MSG_WriteByte (msg, (bits>>8)&255 );
if (bits & Q2U_NUMBER16)
MSG_WriteShort (msg, oldnum);
else
MSG_WriteByte (msg, oldnum);
oldindex++;
continue;
}
}
MSG_WriteShort (msg, 0); // end of packetentities
#if 0
if (numprojs)
SV_EmitProjectileUpdate(msg);
#endif
}
/*
=============
SV_WritePlayerstateToClient
=============
*/
void SVQ2_WritePlayerstateToClient (q2client_frame_t *from, q2client_frame_t *to, sizebuf_t *msg)
{
int i;
int pflags;
q2player_state_t *ps, *ops;
q2player_state_t dummy;
int statbits;
ps = &to->ps;
if (!from)
{
memset (&dummy, 0, sizeof(dummy));
ops = &dummy;
}
else
ops = &from->ps;
//
// determine what needs to be sent
//
pflags = 0;
if (ps->pmove.pm_type != ops->pmove.pm_type)
pflags |= Q2PS_M_TYPE;
if (ps->pmove.origin[0] != ops->pmove.origin[0]
|| ps->pmove.origin[1] != ops->pmove.origin[1]
|| ps->pmove.origin[2] != ops->pmove.origin[2] )
pflags |= Q2PS_M_ORIGIN;
if (ps->pmove.velocity[0] != ops->pmove.velocity[0]
|| ps->pmove.velocity[1] != ops->pmove.velocity[1]
|| ps->pmove.velocity[2] != ops->pmove.velocity[2] )
pflags |= Q2PS_M_VELOCITY;
if (ps->pmove.pm_time != ops->pmove.pm_time)
pflags |= Q2PS_M_TIME;
if (ps->pmove.pm_flags != ops->pmove.pm_flags)
pflags |= Q2PS_M_FLAGS;
if (ps->pmove.gravity != ops->pmove.gravity)
pflags |= Q2PS_M_GRAVITY;
if (ps->pmove.delta_angles[0] != ops->pmove.delta_angles[0]
|| ps->pmove.delta_angles[1] != ops->pmove.delta_angles[1]
|| ps->pmove.delta_angles[2] != ops->pmove.delta_angles[2] )
pflags |= Q2PS_M_DELTA_ANGLES;
if (ps->viewoffset[0] != ops->viewoffset[0]
|| ps->viewoffset[1] != ops->viewoffset[1]
|| ps->viewoffset[2] != ops->viewoffset[2] )
pflags |= Q2PS_VIEWOFFSET;
if (ps->viewangles[0] != ops->viewangles[0]
|| ps->viewangles[1] != ops->viewangles[1]
|| ps->viewangles[2] != ops->viewangles[2] )
pflags |= Q2PS_VIEWANGLES;
if (ps->kick_angles[0] != ops->kick_angles[0]
|| ps->kick_angles[1] != ops->kick_angles[1]
|| ps->kick_angles[2] != ops->kick_angles[2] )
pflags |= Q2PS_KICKANGLES;
if (ps->blend[0] != ops->blend[0]
|| ps->blend[1] != ops->blend[1]
|| ps->blend[2] != ops->blend[2]
|| ps->blend[3] != ops->blend[3] )
pflags |= Q2PS_BLEND;
if (ps->fov != ops->fov)
pflags |= Q2PS_FOV;
if (ps->rdflags != ops->rdflags)
pflags |= Q2PS_RDFLAGS;
if (ps->gunframe != ops->gunframe)
pflags |= Q2PS_WEAPONFRAME;
pflags |= Q2PS_WEAPONINDEX;
//
// write it
//
MSG_WriteByte (msg, svcq2_playerinfo);
MSG_WriteShort (msg, pflags);
//
// write the pmove_state_t
//
if (pflags & Q2PS_M_TYPE)
MSG_WriteByte (msg, ps->pmove.pm_type);
if (pflags & Q2PS_M_ORIGIN)
{
MSG_WriteShort (msg, ps->pmove.origin[0]);
MSG_WriteShort (msg, ps->pmove.origin[1]);
MSG_WriteShort (msg, ps->pmove.origin[2]);
}
if (pflags & Q2PS_M_VELOCITY)
{
MSG_WriteShort (msg, ps->pmove.velocity[0]);
MSG_WriteShort (msg, ps->pmove.velocity[1]);
MSG_WriteShort (msg, ps->pmove.velocity[2]);
}
if (pflags & Q2PS_M_TIME)
MSG_WriteByte (msg, ps->pmove.pm_time);
if (pflags & Q2PS_M_FLAGS)
MSG_WriteByte (msg, ps->pmove.pm_flags);
if (pflags & Q2PS_M_GRAVITY)
MSG_WriteShort (msg, ps->pmove.gravity);
if (pflags & Q2PS_M_DELTA_ANGLES)
{
MSG_WriteShort (msg, ps->pmove.delta_angles[0]);
MSG_WriteShort (msg, ps->pmove.delta_angles[1]);
MSG_WriteShort (msg, ps->pmove.delta_angles[2]);
}
//
// write the rest of the player_state_t
//
if (pflags & Q2PS_VIEWOFFSET)
{
MSG_WriteChar (msg, ps->viewoffset[0]*4);
MSG_WriteChar (msg, ps->viewoffset[1]*4);
MSG_WriteChar (msg, ps->viewoffset[2]*4);
}
if (pflags & Q2PS_VIEWANGLES)
{
MSG_WriteAngle16 (msg, ps->viewangles[0]);
MSG_WriteAngle16 (msg, ps->viewangles[1]);
MSG_WriteAngle16 (msg, ps->viewangles[2]);
}
if (pflags & Q2PS_KICKANGLES)
{
MSG_WriteChar (msg, ps->kick_angles[0]*4);
MSG_WriteChar (msg, ps->kick_angles[1]*4);
MSG_WriteChar (msg, ps->kick_angles[2]*4);
}
if (pflags & Q2PS_WEAPONINDEX)
{
MSG_WriteByte (msg, ps->gunindex);
}
if (pflags & Q2PS_WEAPONFRAME)
{
MSG_WriteByte (msg, ps->gunframe);
MSG_WriteChar (msg, ps->gunoffset[0]*4);
MSG_WriteChar (msg, ps->gunoffset[1]*4);
MSG_WriteChar (msg, ps->gunoffset[2]*4);
MSG_WriteChar (msg, ps->gunangles[0]*4);
MSG_WriteChar (msg, ps->gunangles[1]*4);
MSG_WriteChar (msg, ps->gunangles[2]*4);
}
if (pflags & Q2PS_BLEND)
{
MSG_WriteByte (msg, ps->blend[0]*255);
MSG_WriteByte (msg, ps->blend[1]*255);
MSG_WriteByte (msg, ps->blend[2]*255);
MSG_WriteByte (msg, ps->blend[3]*255);
}
if (pflags & Q2PS_FOV)
MSG_WriteByte (msg, ps->fov);
if (pflags & Q2PS_RDFLAGS)
MSG_WriteByte (msg, ps->rdflags);
// send stats
statbits = 0;
for (i=0 ; i<Q2MAX_STATS ; i++)
if (ps->stats[i] != ops->stats[i])
statbits |= 1<<i;
MSG_WriteLong (msg, statbits);
for (i=0 ; i<Q2MAX_STATS ; i++)
if (statbits & (1<<i) )
MSG_WriteShort (msg, ps->stats[i]);
}
/*
==================
SV_WriteFrameToClient
==================
*/
void SV_WriteFrameToClient (client_t *client, sizebuf_t *msg)
{
q2client_frame_t *frame, *oldframe;
int lastframe;
//Com_Printf ("%i -> %i\n", client->lastframe, sv.framenum);
// this is the frame we are creating
frame = &client->q2frames[sv.framenum & Q2UPDATE_MASK];
if (client->delta_sequence <= 0)
{ // client is asking for a retransmit
oldframe = NULL;
lastframe = -1;
}
else if (sv.framenum - client->delta_sequence >= (Q2UPDATE_BACKUP - 3) )
{ // client hasn't gotten a good message through in a long time
// Com_Printf ("%s: Delta request from out-of-date packet.\n", client->name);
oldframe = NULL;
lastframe = -1;
}
else
{ // we have a valid message to delta from
oldframe = &client->q2frames[client->delta_sequence & Q2UPDATE_MASK];
lastframe = client->delta_sequence;
}
MSG_WriteByte (msg, svcq2_frame);
MSG_WriteLong (msg, sv.framenum);
MSG_WriteLong (msg, lastframe); // what we are delta'ing from
MSG_WriteByte (msg, 0);//client->surpressCount); // rate dropped packets
// client->surpressCount = 0;
// send over the areabits
MSG_WriteByte (msg, areabytes);
SZ_Write (msg, areabits, areabytes);
// delta encode the playerstate
SVQ2_WritePlayerstateToClient (oldframe, frame, msg);
// delta encode the entities
SVQ2_EmitPacketEntities (oldframe, frame, msg);
}
/*
=============================================================================
Build a client frame structure
=============================================================================
*/
qbyte fatpvs[(MAX_MAP_LEAFS+1)/4];
/*
=============
SV_BuildClientFrame
Decides which entities are going to be visible to the client, and
copies off the playerstat and areabits.
=============
*/
void SVQ2_Ents_Init(void);
void SV_BuildClientFrame (client_t *client)
{
int e, i;
vec3_t org;
q2edict_t *ent;
q2edict_t *clent;
q2client_frame_t *frame;
q2entity_state_t *state;
int l;
int clientarea, clientcluster;
int leafnum;
int c_fullsend;
qbyte *clientphs;
qbyte *bitvector;
if (client->state < cs_spawned)
return;
SVQ2_Ents_Init();
clent = client->q2edict;
if (!clent->client)
return;
#if 0
numprojs = 0; // no projectiles yet
#endif
// this is the frame we are creating
frame = &client->q2frames[sv.framenum & Q2UPDATE_MASK];
frame->senttime = realtime; // save it for ping calc later
// find the client's PVS
for (i=0 ; i<3 ; i++)
org[i] = clent->client->ps.pmove.origin[i]*0.125 + clent->client->ps.viewoffset[i];
leafnum = CM_PointLeafnum (org);
clientarea = CM_LeafArea (leafnum);
clientcluster = CM_LeafCluster (leafnum);
// calculate the visible areas
areabytes = CM_WriteAreaBits (areabits, clientarea);
// grab the current player_state_t
frame->ps = clent->client->ps;
SV_Q2BSP_FatPVS (org);
clientphs = CM_ClusterPHS (clientcluster);
// build up the list of visible entities
frame->num_entities = 0;
frame->first_entity = svs_next_client_entities;
c_fullsend = 0;
for (e=1 ; e<ge->num_edicts ; e++)
{
ent = Q2EDICT_NUM(e);
// ignore ents without visible models
if (ent->svflags & SVF_NOCLIENT)
continue;
// ignore ents without visible models unless they have an effect
if (!ent->s.modelindex && !ent->s.effects && !ent->s.sound
&& !ent->s.event)
continue;
// ignore if not touching a PV leaf
if (ent != clent)
{
// check area
if (!CM_AreasConnected (clientarea, ent->areanum))
{ // doors can legally straddle two areas, so
// we may need to check another one
if (!ent->areanum2
|| !CM_AreasConnected (clientarea, ent->areanum2))
continue; // blocked by a door
}
// beams just check one point for PHS
if (ent->s.renderfx & Q2RF_BEAM)
{
l = ent->clusternums[0];
if ( !(clientphs[l >> 3] & (1 << (l&7) )) )
continue;
}
else
{
// FIXME: if an ent has a model and a sound, but isn't
// in the PVS, only the PHS, clear the model
bitvector = fatpvs;
if (ent->num_clusters == -1)
{ // too many leafs for individual check, go by headnode
if (!CM_HeadnodeVisible (ent->headnode, bitvector))
continue;
c_fullsend++;
}
else
{ // check individual leafs
for (i=0 ; i < ent->num_clusters ; i++)
{
l = ent->clusternums[i];
if (bitvector[l >> 3] & (1 << (l&7) ))
break;
}
if (i == ent->num_clusters)
continue; // not visible
}
if (!ent->s.modelindex)
{ // don't send sounds if they will be attenuated away
vec3_t delta;
float len;
VectorSubtract (org, ent->s.origin, delta);
len = Length (delta);
if (len > 400)
continue;
}
}
}
// add it to the circular client_entities array
state = &svs_client_entities[svs_next_client_entities%svs_num_client_entities];
if (ent->s.number != e)
{
Con_DPrintf ("FIXING ENT->S.NUMBER!!!\n");
ent->s.number = e;
}
*state = ent->s;
// don't mark players missiles as solid
if (ent->owner == client->q2edict)
state->solid = 0;
svs_next_client_entities++;
frame->num_entities++;
}
}
void SVQ2_Ents_Init(void)
{
extern cvar_t maxclients;
if (!svs_client_entities)
{
svs_num_client_entities = maxclients.value*Q2UPDATE_BACKUP*64;
svs_client_entities = Z_Malloc (sizeof(entity_state_t)*svs_num_client_entities);
}
}
#endif
#endif