fteqw/engine/client/cl_ents.c
2004-10-04 07:26:16 +00:00

2139 lines
50 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_ents.c -- entity parsing and management
#include "quakedef.h"
extern cvar_t cl_predict_players;
extern cvar_t cl_predict_players2;
extern cvar_t cl_solid_players;
extern cvar_t gl_part_inferno;
extern cvar_t cl_item_bobbing;
extern int cl_playerindex;
static struct predicted_player {
int flags;
int frame;
int oldframe;
float lerptime;
qboolean active;
vec3_t origin; // predicted origin
} predicted_players[MAX_CLIENTS];
float newlerprate;
//============================================================
/*
===============
CL_AllocDlight
===============
*/
dlight_t *CL_AllocDlight (int key)
{
int i;
dlight_t *dl;
// first look for an exact key match
if (key)
{
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->key == key)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
}
}
// then look for anything else
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->die < cl.time)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
}
dl = &cl_dlights[0];
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
/*
===============
CL_NewDlight
===============
*/
dlight_t *CL_NewDlight (int key, float x, float y, float z, float radius, float time,
int type)
{
dlight_t *dl;
dl = CL_AllocDlight (key);
dl->origin[0] = x;
dl->origin[1] = y;
dl->origin[2] = z;
dl->radius = radius;
dl->die = cl.time + time;
if (type == 0) {
dl->color[0] = 0.2;
dl->color[1] = 0.1;
dl->color[2] = 0.05;
} else if (type == 1) {
dl->color[0] = 0.05;
dl->color[1] = 0.05;
dl->color[2] = 0.3;
} else if (type == 2) {
dl->color[0] = 0.5;
dl->color[1] = 0.05;
dl->color[2] = 0.05;
} else if (type == 3) {
dl->color[0]=0.5;
dl->color[1] = 0.05;
dl->color[2] = 0.4;
}
return dl;
}
void CL_NewDlightRGB (int key, float x, float y, float z, float radius, float time,
float r, float g, float b)
{
dlight_t *dl;
dl = CL_AllocDlight (key);
dl->origin[0] = x;
dl->origin[1] = y;
dl->origin[2] = z;
dl->radius = radius;
dl->die = cl.time + time;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights (void)
{
int i;
dlight_t *dl;
if (cl.paused) //DON'T DO IT!!!
return;
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->die < cl.time || !dl->radius)
continue;
dl->radius -= host_frametime*dl->decay;
if (dl->radius < 0)
dl->radius = 0;
if (dl->channelfade[0])
{
dl->color[0] -= host_frametime*dl->channelfade[0];
if (dl->color[0] < 0)
dl->color[0] = 0;
}
if (dl->channelfade[1])
{
dl->color[1] -= host_frametime*dl->channelfade[1];
if (dl->color[1] < 0)
dl->color[1] = 0;
}
if (dl->channelfade[2])
{
dl->color[2] -= host_frametime*dl->channelfade[2];
if (dl->color[2] < 0)
dl->color[2] = 0;
}
#ifdef Q2CLIENT //FIXME: Why? why just q2 clients?
if (cls.q2server)
if (!dl->decay)
dl->radius = 0;
#endif
}
}
/*
=========================================================================
PACKET ENTITY PARSING / LINKING
=========================================================================
*/
/*
==================
CL_ParseDelta
Can go from either a baseline or a previous packet_entity
==================
*/
int bitcounts[32]; /// just for protocol profiling
void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits, qboolean new)
{
int i;
#ifdef PROTOCOLEXTENSIONS
int morebits=0;
#endif
vec3_t move;
// set everything to the state we are delta'ing from
*to = *from;
to->number = bits & 511;
bits &= ~511;
if (bits & U_MOREBITS)
{ // read in the low order bits
i = MSG_ReadByte ();
bits |= i;
}
// count the bits for net profiling
for (i=0 ; i<16 ; i++)
if (bits&(1<<i))
bitcounts[i]++;
to->flags = bits;
#ifdef PROTOCOLEXTENSIONS
if (bits & U_EVENMORE && cls.fteprotocolextensions)
morebits = MSG_ReadByte ();
if (morebits & U_YETMORE)
morebits |= MSG_ReadByte()<<8;
#endif
if (bits & U_MODEL)
to->modelindex = MSG_ReadByte ();
if (bits & U_FRAME)
to->frame = MSG_ReadByte ();
if (bits & U_COLORMAP)
to->colormap = MSG_ReadByte();
if (bits & U_SKIN)
to->skinnum = MSG_ReadByte();
if (bits & U_EFFECTS)
to->effects = MSG_ReadByte();
if (bits & U_ORIGIN1)
to->origin[0] = MSG_ReadCoord ();
if (bits & U_ANGLE1)
to->angles[0] = MSG_ReadAngle ();
if (bits & U_ORIGIN2)
to->origin[1] = MSG_ReadCoord ();
if (bits & U_ANGLE2)
to->angles[1] = MSG_ReadAngle ();
if (bits & U_ORIGIN3)
to->origin[2] = MSG_ReadCoord ();
if (bits & U_ANGLE3)
to->angles[2] = MSG_ReadAngle ();
if (bits & U_SOLID)
{
// FIXME
}
#ifdef PEXT_SCALE
if (morebits & U_SCALE && cls.fteprotocolextensions & PEXT_SCALE)
to->scale = (float)MSG_ReadByte() / 100.0;
#endif
#ifdef PEXT_TRANS
if (morebits & U_TRANS && cls.fteprotocolextensions & PEXT_TRANS)
to->trans = (float)MSG_ReadByte() / 255;
#endif
#ifdef PEXT_FATNESS
if (morebits & U_FATNESS && cls.fteprotocolextensions & PEXT_FATNESS)
to->trans = (float)MSG_ReadChar() / 2;
#endif
if (morebits & U_DRAWFLAGS && cls.fteprotocolextensions & PEXT_HEXEN2)
to->drawflags = MSG_ReadByte();
if (morebits & U_ABSLIGHT && cls.fteprotocolextensions & PEXT_HEXEN2)
to->abslight = MSG_ReadByte();
if (morebits & U_ENTITYDBL)
to->number += 512;
if (morebits & U_ENTITYDBL2)
to->number += 1024;
if (morebits & U_MODELDBL)
to->modelindex += 256;
VectorSubtract(to->origin, from->origin, move);
#ifdef HALFLIFEMODELS
if (to->frame != from->frame)
cl.lerpents[to->number].framechange = cl.time; //marked for hl models
#endif
if (to->modelindex != from->modelindex || to->number != from->number || VectorLength(move)>128) //model changed... or entity changed...
{
#ifdef HALFLIFEMODELS
cl.lerpents[to->number].framechange = cl.time; //marked for hl models
#endif
cl.lerpents[to->number].lerptime = -10;
if (!new)
return;
move[0] = 1; //make sure it enters the next block.
}
if (to->frame != from->frame || move[0] || move[1] || move[2])
{
cl.lerpents[to->number].origin[0] = from->origin[0];
cl.lerpents[to->number].origin[1] = from->origin[1];
cl.lerpents[to->number].origin[2] = from->origin[2];
cl.lerpents[to->number].angles[0] = from->angles[0];
cl.lerpents[to->number].angles[1] = from->angles[1];
cl.lerpents[to->number].angles[2] = from->angles[2];
//we have three sorts of movement.
//1: stepping monsters. These have frames and tick at 10fps.
//2: physics. Objects moving acording to gravity.
//3: both. This is really awkward. And I'm really lazy.
cl.lerpents[to->number].lerprate = cl.time-cl.lerpents[to->number].lerptime; //time per update
cl.lerpents[to->number].frame = from->frame;
cl.lerpents[to->number].lerptime = cl.time;
if (cl.lerpents[to->number].lerprate>0.5)
cl.lerpents[to->number].lerprate=0.1;
//store this off for new ents to use.
if (new)
cl.lerpents[to->number].lerptime = newlerprate;
if (to->frame == from->frame && !new) //(h2 runs at 20fps)
newlerprate = cl.time-cl.lerpents[to->number].lerptime;
}
}
/*
=================
FlushEntityPacket
=================
*/
void FlushEntityPacket (void)
{
int word;
entity_state_t olde, newe;
Con_DPrintf ("FlushEntityPacket\n");
memset (&olde, 0, sizeof(olde));
cl.validsequence = 0; // can't render a frame
cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true;
// read it all, but ignore it
while (1)
{
word = (unsigned short)MSG_ReadShort ();
if (msg_badread)
{ // something didn't parse right...
Host_EndGame ("msg_badread in packetentities");
return;
}
if (!word)
break; // done
CL_ParseDelta (&olde, &newe, word, true);
}
}
/*
==================
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
void CL_ParsePacketEntities (qboolean delta)
{
int oldpacket, newpacket;
packet_entities_t *oldp, *newp, dummy;
int oldindex, newindex;
int word, newnum, oldnum;
qboolean full;
qbyte from;
newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
newp = &cl.frames[newpacket].packet_entities;
cl.frames[newpacket].invalid = false;
if (delta)
{
from = MSG_ReadByte ();
oldpacket = cl.frames[newpacket].delta_sequence;
if (cls.demoplayback == DPB_MVD)
from = oldpacket = cls.netchan.incoming_sequence - 1;
if ( (from&UPDATE_MASK) != (oldpacket&UPDATE_MASK) )
Con_DPrintf ("WARNING: from mismatch\n");
}
else
oldpacket = -1;
full = false;
if (oldpacket != -1)
{
if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP-1)
{ // we can't use this, it is too old
FlushEntityPacket ();
return;
}
cl.oldvalidsequence = cl.validsequence;
cl.validsequence = cls.netchan.incoming_sequence;
oldp = &cl.frames[oldpacket&UPDATE_MASK].packet_entities;
}
else
{ // this is a full update that we can start delta compressing from now
oldp = &dummy;
dummy.num_entities = 0;
cl.oldvalidsequence = cl.validsequence;
cl.validsequence = cls.netchan.incoming_sequence;
full = true;
}
oldindex = 0;
newindex = 0;
newp->num_entities = 0;
while (1)
{
word = (unsigned short)MSG_ReadShort ();
if (msg_badread)
{ // something didn't parse right...
Host_EndGame ("msg_badread in packetentities");
return;
}
if (!word)
{
while (oldindex < oldp->num_entities)
{ // copy all the rest of the entities from the old packet
//Con_Printf ("copy %i\n", oldp->entities[oldindex].number);
if (newindex >= newp->max_entities)
{
newp->max_entities = newindex+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
if (oldindex >= oldp->max_entities)
Host_EndGame("Old packet entity too big\n");
newp->entities[newindex] = oldp->entities[oldindex];
newindex++;
oldindex++;
}
break;
}
newnum = word&511;
if (word & U_MOREBITS)
{
int oldpos = msg_readcount;
int excessive;
excessive = MSG_ReadByte();
if (excessive & U_EVENMORE)
{
excessive = MSG_ReadByte();
if (excessive & U_ENTITYDBL)
newnum += 512;
if (excessive & U_ENTITYDBL2)
newnum += 1024;
}
msg_readcount = oldpos;//undo the read...
}
oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
while (newnum > oldnum)
{
if (full)
{
Con_Printf ("WARNING: oldcopy on full update");
FlushEntityPacket ();
return;
}
//Con_Printf ("copy %i\n", oldnum);
// copy one of the old entities over to the new packet unchanged
if (newindex >= newp->max_entities)
{
newp->max_entities = newindex+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
if (oldindex >= oldp->max_entities)
Host_EndGame("Old packet entity too big\n");
newp->entities[newindex] = oldp->entities[oldindex];
newindex++;
oldindex++;
oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
}
if (newnum < oldnum)
{ // new from baseline
//Con_Printf ("baseline %i\n", newnum);
if (word & U_REMOVE)
{
if (full)
{
cl.validsequence = 0;
Con_Printf ("WARNING: U_REMOVE on full update\n");
FlushEntityPacket ();
return;
}
continue;
}
if (newindex >= newp->max_entities)
{
newp->max_entities = newindex+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex], word, true);
newindex++;
continue;
}
if (newnum == oldnum)
{ // delta from previous
if (full)
{
cl.validsequence = 0;
Con_Printf ("WARNING: delta on full update");
}
if (word & U_REMOVE)
{
oldindex++;
continue;
}
if (newindex >= newp->max_entities)
{
newp->max_entities = newindex+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
//Con_Printf ("delta %i\n",newnum);
CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word, false);
newindex++;
oldindex++;
}
}
newp->num_entities = newindex;
}
#ifdef NQPROT
entity_state_t *CL_FindOldPacketEntity(int num)
{
int pnum;
entity_state_t *s1;
packet_entities_t *pack;
if (!cls.netchan.incoming_sequence)
return NULL;
pack = &cl.frames[(cls.netchan.incoming_sequence-1)&UPDATE_MASK].packet_entities;
for (pnum=0 ; pnum<pack->num_entities ; pnum++)
{
s1 = &pack->entities[pnum];
if (num == s1->number)
return s1;
}
return NULL;
}
void CLNQ_ParseEntity(int bits)
{
int i;
int num, pnum;
entity_state_t *state, *from;
entity_state_t *base;
static float lasttime;
packet_entities_t *pack;
cl.validsequence=1;
#define NQU_MOREBITS (1<<0)
#define NQU_ORIGIN1 (1<<1)
#define NQU_ORIGIN2 (1<<2)
#define NQU_ORIGIN3 (1<<3)
#define NQU_ANGLE2 (1<<4)
#define NQU_NOLERP (1<<5) // don't interpolate movement
#define NQU_FRAME (1<<6)
#define NQU_SIGNAL (1<<7) // just differentiates from other updates
// svc_update can pass all of the fast update bits, plus more
#define NQU_ANGLE1 (1<<8)
#define NQU_ANGLE3 (1<<9)
#define NQU_MODEL (1<<10)
#define NQU_COLORMAP (1<<11)
#define NQU_SKIN (1<<12)
#define NQU_EFFECTS (1<<13)
#define NQU_LONGENTITY (1<<14)
if (cls.signon == 4 - 1)
{ // first update is the final signon stage
cls.signon = 4;
CLNQ_SignonReply ();
}
pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
if (bits & NQU_MOREBITS)
{
i = MSG_ReadByte ();
bits |= (i<<8);
}
if (bits & NQU_LONGENTITY)
num = MSG_ReadShort ();
else
num = MSG_ReadByte ();
// state = CL_FindPacketEntity(num);
// if (!state)
{
// if ((int)(lasttime*100) != (int)(realtime*100))
// pack->num_entities=0;
// else
if (pack->num_entities==pack->max_entities)
{
pack->max_entities = pack->num_entities+1;
pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities);
}
lasttime = realtime;
state = &pack->entities[pack->num_entities++];
}
from = CL_FindOldPacketEntity(num);
base = &cl_baselines[num];
state->number = num;
if (bits & NQU_MODEL)
state->modelindex = MSG_ReadByte ();
else
state->modelindex = base->modelindex;
if (bits & NQU_FRAME)
state->frame = MSG_ReadByte();
else
state->frame = base->frame;
if (bits & NQU_COLORMAP)
state->colormap = MSG_ReadByte();
else
state->colormap = 0;
if (bits & NQU_SKIN)
state->skinnum = MSG_ReadByte();
else
state->skinnum = base->skinnum;
if (bits & NQU_EFFECTS)
state->effects = MSG_ReadByte();
else
state->effects = base->effects;
if (bits & NQU_ORIGIN1)
state->origin[0] = MSG_ReadCoord ();
else
state->origin[0] = base->origin[0];
if (bits & NQU_ANGLE1)
state->angles[0] = MSG_ReadAngle();
else
state->angles[0] = base->angles[0];
if (bits & NQU_ORIGIN2)
state->origin[1] = MSG_ReadCoord ();
else
state->origin[1] = base->origin[1];
if (bits & NQU_ANGLE2)
state->angles[1] = MSG_ReadAngle();
else
state->angles[1] = base->angles[1];
if (bits & NQU_ORIGIN3)
state->origin[2] = MSG_ReadCoord ();
else
state->origin[2] = base->origin[2];
if (bits & NQU_ANGLE3)
state->angles[2] = MSG_ReadAngle();
else
state->angles[2] = base->angles[2];
if (cls.demoplayback != DPB_NONE)
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (num == cl.viewentity[pnum])
{
state->angles[0] = cl.viewangles[pnum][0]/-3;
state->angles[1] = cl.viewangles[pnum][1];
state->angles[2] = cl.viewangles[pnum][2];
}
if (!from || state->modelindex != from->modelindex || state->number != from->number) //model changed... or entity changed...
cl.lerpents[state->number].lerptime = -10;
else if (state->frame != from->frame || state->origin[0] != from->origin[0] || state->origin[1] != from->origin[1] || state->origin[2] != from->origin[2])
{
cl.lerpents[state->number].origin[0] = from->origin[0];
cl.lerpents[state->number].origin[1] = from->origin[1];
cl.lerpents[state->number].origin[2] = from->origin[2];
cl.lerpents[state->number].angles[0] = from->angles[0];
cl.lerpents[state->number].angles[1] = from->angles[1];
cl.lerpents[state->number].angles[2] = from->angles[2];
//we have three sorts of movement.
//1: stepping monsters. These have frames and tick at 10fps.
//2: physics. Objects moving acording to gravity.
//3: both. This is really awkward. And I'm really lazy.
cl.lerpents[state->number].lerprate = cl.time-cl.lerpents[state->number].lerptime; //time per update
cl.lerpents[state->number].frame = from->frame;
cl.lerpents[state->number].lerptime = cl.time;
if (cl.lerpents[state->number].lerprate>0.5)
cl.lerpents[state->number].lerprate=0.1;
//store this off for new ents to use.
// if (new)
// cl.lerpents[state->number].lerptime = newlerprate;
// else
if (state->frame == from->frame)
newlerprate = cl.time-cl.lerpents[state->number].lerptime;
}
/*
if (num == cl.viewentity)
{
cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].velocity[0] = state->origin[0] - cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].origin[0];
cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].velocity[1] = state->origin[1] - cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].origin[1];
cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].velocity[2] = state->origin[2] - cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].origin[2];
VectorCopy(state->origin, cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].origin);
}*/
}
#endif
#ifdef PEXT_SETVIEW
entity_state_t *CL_FindPacketEntity(int num)
{
int pnum;
entity_state_t *s1;
packet_entities_t *pack;
pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
for (pnum=0 ; pnum<pack->num_entities ; pnum++)
{
s1 = &pack->entities[pnum];
if (num == s1->number)
return s1;
}
return NULL;
}
#endif
/*
===============
CL_LinkPacketEntities
===============
*/
void R_FlameTrail(vec3_t start, vec3_t end, float seperation);
void CL_LinkPacketEntities (void)
{
entity_t *ent;
packet_entities_t *pack;
entity_state_t *s1;
float f;
model_t *model;
vec3_t old_origin;
float autorotate;
int i;
int pnum, spnum;
dlight_t *dl;
pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
autorotate = anglemod(100*cl.time);
for (pnum=0 ; pnum<pack->num_entities ; pnum++)
{
s1 = &pack->entities[pnum];
// spawn light flashes, even ones coming from invisible objects
if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3);
else if (s1->effects & EF_BLUE)
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1);
else if (s1->effects & EF_RED)
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2);
else if (s1->effects & EF_BRIGHTLIGHT)
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0);
else if (s1->effects & EF_DIMLIGHT)
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0);
// if set to invisible, skip
if (!s1->modelindex)
continue;
for (spnum = 0; spnum < cl.splitclients; spnum++)
{
if (s1->number == cl.viewentity[spnum])
{
float a1, a2;
cl.simvel[spnum][0] = 0;
cl.simvel[spnum][1] = 0;
cl.simvel[spnum][2] = 0;
// f = 1-(realtime-cl.lerpents[s1->number].lerptime)*10;
f = 1-(cl.time-cl.lerpents[s1->number].lerptime)/cl.lerpents[s1->number].lerprate;
if (f<0)f=0;
if (f>1)f=1;
for (i=0 ; i<3 ; i++)
cl.simorg[spnum][i] = r_refdef.vieworg[i] = s1->origin[i] +
f * (cl.lerpents[s1->number].origin[i] - s1->origin[i]);
for (i=0 ; i<3 ; i++)
{
a1 = cl.lerpents[s1->number].angles[i];
a2 = s1->angles[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
cl.simangles[spnum][i] = a2 + f * (a1 - a2);
}
cl.simangles[spnum][0] = cl.simangles[spnum][0]*-3;
/*for (i=0 ; i<3 ; i++)
{
a1 = cl.lerpents[s1->number].angles[i];
a2 = s1->angles[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
cl.simangles[i] = a2 + f * (a1 - a2);
}*/
}
}
// create a new entity
if (cl_numvisedicts == MAX_VISEDICTS)
break; // object list is full
model = cl.model_precache[s1->modelindex];
if (!model)
{
Con_DPrintf("Bad modelindex\n");
continue;
}
/*if (qrenderer == QR_OPENGL && model->type == mod_sprite) //more efficient strcmping - there arn't that many sprites.
{
if (gl_part_inferno.value && (model->numframes == 6 || gl_part_inferno.value==2) && !strcmp(model->name, "progs/s_explod.spr"))
{
VectorCopy (s1->origin, old_origin);
for (i=0 ; i<cl_oldnumvisedicts ; i++)
{
if (cl_oldvisedicts[i].keynum == s1->number)
{
VectorCopy (cl_oldvisedicts[i].origin, old_origin);
break;
}
}
for (i=0 ; i<3 ; i++)
if ( abs(old_origin[i] - s1->origin[i]) > 128)
{ // no trail if too far
VectorCopy (s1->origin, old_origin);
break;
}
R_FlameTrail(old_origin, s1->origin, (float)s1->frame/model->numframes);
model = NULL;
}
}*/
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->visframe = 0;
ent->keynum = s1->number;
ent->model = model;//Mod_ForName("progs/tris.md2", true);//model;
ent->flags = 0;
// set colormap
if (s1->colormap && (s1->colormap <= MAX_CLIENTS)
&& (gl_nocolors.value == -1 || (ent->model && s1->modelindex == cl_playerindex)))
{
ent->colormap = cl.players[s1->colormap-1].translations;
ent->scoreboard = &cl.players[s1->colormap-1];
}
else
{
ent->colormap = vid.colormap;
ent->scoreboard = NULL;
}
// set skin
ent->skinnum = s1->skinnum;
ent->abslight = s1->abslight;
ent->drawflags = s1->drawflags;
// set frame
ent->frame = s1->frame;
ent->oldframe = cl.lerpents[s1->number].frame;
if (!cl.lerpents[s1->number].lerprate)
{
ent->lerptime = 0;
}
else
{
ent->lerptime = 1-(cl.time-cl.lerpents[s1->number].lerptime)/cl.lerpents[s1->number].lerprate;
}
if (ent->lerptime<0)ent->lerptime=0;
if (ent->lerptime>1)ent->lerptime=1;
f = ent->lerptime;
// f = (sin(realtime)+1)/2;
#ifdef PEXT_SCALE
//set scale
ent->scale = s1->scale;
if (!ent->scale)
ent->scale=1;
#endif
#ifdef PEXT_TRANS
//set trans
ent->alpha = s1->trans;
if (!ent->alpha)
ent->alpha=1;
#endif
#ifdef PEXT_FATNESS
//set trans
ent->fatness = s1->fatness;
#endif
// calculate origin
for (i=0 ; i<3 ; i++)
ent->origin[i] = s1->origin[i] +
f * (cl.lerpents[s1->number].origin[i] - s1->origin[i]);
// rotate binary objects locally
if (model && model->flags & EF_ROTATE)
{
ent->angles[0] = 0;
ent->angles[1] = autorotate;
ent->angles[2] = 0;
if (cl_item_bobbing.value)
ent->origin[2] += 5+sin(cl.time*3)*5; //don't let it into the ground
}
else
{
float a1, a2;
for (i=0 ; i<3 ; i++)
{
a1 = cl.lerpents[s1->number].angles[i];
a2 = s1->angles[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
ent->angles[i] = a2 + f * (a1 - a2);
}
}
// add automatic particle trails
if (!model || (!(model->flags&~EF_ROTATE) && model->particletrail<0))
continue;
if (!cls.allow_anyparticles && !(model->flags & ~EF_ROTATE))
continue;
// scan the old entity display list for a matching
for (i=0 ; i<cl_oldnumvisedicts ; i++)
{
if (cl_oldvisedicts[i].keynum == ent->keynum)
{
VectorCopy (cl_oldvisedicts[i].origin, old_origin);
break;
}
}
if (i == cl_oldnumvisedicts)
{
cl.lerpents[s1->number].trailstate.lastdist = 0;
continue; // not in last message
}
for (i=0 ; i<3 ; i++)
if ( abs(old_origin[i] - ent->origin[i]) > 128)
{ // no trail if too far
VectorCopy (ent->origin, old_origin);
break;
}
if (model->particletrail>=0)
R_RocketTrail (old_origin, ent->origin, model->particletrail, &cl.lerpents[s1->number].trailstate);
//dlights are not customisable.
if (model->flags & EF_ROCKET)
{
if (strncmp(model->name, "models/sflesh", 13))
{ //hmm. hexen spider gibs...
dl = CL_AllocDlight (s1->number);
VectorCopy (ent->origin, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.1;
dl->color[0] = 0.20;
dl->color[1] = 0.1;
dl->color[2] = 0.05;
}
}
else if (model->flags & EF_FIREBALL)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->radius = 120 - (rand() % 20);
dl->die = cl.time + 0.01;
}
else if (model->flags & EF_ACIDBALL)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->radius = 120 - (rand() % 20);
dl->die = cl.time + 0.01;
}
else if (model->flags & EF_SPIT)
{
dl = CL_AllocDlight (i);
VectorCopy (ent->origin, dl->origin);
dl->radius = -120 - (rand() % 20);
dl->die = cl.time + 0.05;
}
}
}
/*
=========================================================================
PROJECTILE PARSING / LINKING
=========================================================================
*/
typedef struct
{
int modelindex;
vec3_t origin;
vec3_t angles;
} projectile_t;
#define MAX_PROJECTILES 32
projectile_t cl_projectiles[MAX_PROJECTILES];
int cl_num_projectiles;
extern int cl_spikeindex;
void CL_ClearProjectiles (void)
{
cl_num_projectiles = 0;
}
/*
=====================
CL_ParseProjectiles
Nails are passed as efficient temporary entities
=====================
*/
void CL_ParseProjectiles (int modelindex)
{
int i, c, j;
qbyte bits[6];
projectile_t *pr;
c = MSG_ReadByte ();
for (i=0 ; i<c ; i++)
{
for (j=0 ; j<6 ; j++)
bits[j] = MSG_ReadByte ();
if (cl_num_projectiles == MAX_PROJECTILES)
continue;
pr = &cl_projectiles[cl_num_projectiles];
cl_num_projectiles++;
pr->modelindex = modelindex;
pr->origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
pr->origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
pr->origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
pr->angles[0] = 360*(bits[4]>>4)/16;
pr->angles[1] = 360*bits[5]/256;
}
}
/*
=============
CL_LinkProjectiles
=============
*/
void CL_LinkProjectiles (void)
{
int i;
projectile_t *pr;
entity_t *ent;
for (i=0, pr=cl_projectiles ; i<cl_num_projectiles ; i++, pr++)
{
// grab an entity to fill in
if (cl_numvisedicts == MAX_VISEDICTS)
break; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = 0;
if (pr->modelindex < 1)
continue;
ent->model = cl.model_precache[pr->modelindex];
ent->skinnum = 0;
ent->frame = 0;
ent->colormap = vid.colormap;
ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = 1;
#endif
#ifdef PEXT_TRANS
ent->alpha = 1;
#endif
VectorCopy (pr->origin, ent->origin);
VectorCopy (pr->angles, ent->angles);
}
}
//========================================
extern int cl_spikeindex, cl_playerindex, cl_flagindex;
entity_t *CL_NewTempEntity (void);
#define DF_ORIGIN 1
#define DF_ANGLES (1<<3)
#define DF_EFFECTS (1<<6)
#define DF_SKINNUM (1<<7)
#define DF_DEAD (1<<8)
#define DF_GIB (1<<9)
#define DF_WEAPONFRAME (1<<10)
#define DF_MODEL (1<<11)
static int MVD_TranslateFlags(int src)
{
int dst = 0;
if (src & DF_EFFECTS)
dst |= PF_EFFECTS;
if (src & DF_SKINNUM)
dst |= PF_SKINNUM;
if (src & DF_DEAD)
dst |= PF_DEAD;
if (src & DF_GIB)
dst |= PF_GIB;
if (src & DF_WEAPONFRAME)
dst |= PF_WEAPONFRAME;
if (src & DF_MODEL)
dst |= PF_MODEL;
return dst;
}
/*
===================
CL_ParsePlayerinfo
===================
*/
extern int parsecountmod;
extern double parsecounttime;
int lastplayerinfo;
void CL_ParsePlayerinfo (void)
{
int msec;
unsigned int flags;
player_info_t *info;
player_state_t *state;
int num;
int i;
int new;
vec3_t org;
lastplayerinfo = num = MSG_ReadByte ();
if (num >= MAX_CLIENTS)
Host_EndGame ("CL_ParsePlayerinfo: bad num");
info = &cl.players[num];
state = &cl.frames[parsecountmod].playerstate[num];
if (cls.demoplayback == DPB_MVD)
{
player_state_t *prevstate, dummy;
if (!cl.parsecount || info->prevcount > cl.parsecount || cl.parsecount - info->prevcount >= UPDATE_BACKUP - 1)
{
memset(&dummy, 0, sizeof(dummy));
prevstate = &dummy;
}
else
{
prevstate = &cl.frames[info->prevcount & UPDATE_MASK].playerstate[num];
}
memcpy(state, prevstate, sizeof(player_state_t));
info->prevcount = cl.parsecount;
/* if (cls.findtrack && info->stats[STAT_HEALTH] > 0)
{
extern int ideal_track;
autocam = CAM_TRACK;
Cam_Lock(num);
ideal_track = num;
cls.findtrack = false;
}
*/
flags = MSG_ReadShort ();
state->flags = MVD_TranslateFlags(flags);
state->messagenum = cl.parsecount;
state->command.msec = 0;
state->frame = MSG_ReadByte ();
state->state_time = parsecounttime;
state->command.msec = 0;
for (i = 0; i < 3; i++)
{
if (flags & (DF_ORIGIN << i))
state->origin[i] = MSG_ReadCoord ();
}
for (i = 0; i < 3; i++)
{
if (flags & (DF_ANGLES << i))
{
state->command.angles[i] = MSG_ReadShort();
}
state->viewangles[i] = state->command.angles[i] * (360.0/65536);
}
if (flags & DF_MODEL)
state->modelindex = MSG_ReadByte ();
if (flags & DF_SKINNUM)
state->skinnum = MSG_ReadByte ();
if (flags & DF_EFFECTS)
state->effects = MSG_ReadByte ();
if (flags & DF_WEAPONFRAME)
state->weaponframe = MSG_ReadByte ();
state->hullnum = 1;
state->scale = 1;
state->trans = 100;
state->fatness = 0;
state->pm_type = PM_NORMAL;
return;
}
flags = state->flags = (unsigned short)MSG_ReadShort ();
if (cls.z_ext & Z_EXT_PM_TYPE)
if (flags & PF_EXTRA_PFS)
flags |= MSG_ReadByte()<<16;
state->messagenum = cl.parsecount;
org[0] = MSG_ReadCoord ();
org[1] = MSG_ReadCoord ();
org[2] = MSG_ReadCoord ();
VectorCopy(org, state->origin);
new = MSG_ReadByte ();
if (state->frame != new)
{
// state->lerpstarttime = realtime;
state->frame = new;
}
// the other player's last move was likely some time
// before the packet was sent out, so accurately track
// the exact time it was valid at
if (flags & PF_MSEC)
{
msec = MSG_ReadByte ();
state->state_time = parsecounttime - msec*0.001;
}
else
state->state_time = parsecounttime;
if (flags & PF_COMMAND)
{
MSG_ReadDeltaUsercmd (&nullcmd, &state->command);
state->viewangles[0] = state->command.angles[0] * (360.0/65536);
state->viewangles[1] = state->command.angles[1] * (360.0/65536);
state->viewangles[2] = state->command.angles[2] * (360.0/65536);
}
for (i=0 ; i<3 ; i++)
{
if (flags & (PF_VELOCITY1<<i) )
state->velocity[i] = MSG_ReadShort();
else
state->velocity[i] = 0;
}
if (flags & PF_MODEL)
state->modelindex = MSG_ReadByte ();
else
state->modelindex = cl_playerindex;
if (flags & PF_SKINNUM)
{
state->skinnum = MSG_ReadByte ();
if (state->skinnum & (1<<7) && (flags & PF_MODEL))
{
state->modelindex+=256;
state->skinnum -= (1<<7);
}
}
else
state->skinnum = 0;
if (flags & PF_EFFECTS)
state->effects = MSG_ReadByte ();
else
state->effects = 0;
if (flags & PF_WEAPONFRAME)
state->weaponframe = MSG_ReadByte ();
else
state->weaponframe = 0;
state->hullnum = 1;
state->scale = 1;
state->trans = 100;
state->fatness = 0;
if (cls.z_ext & Z_EXT_PM_TYPE)
{
int pm_code;
#ifdef PEXT_SCALE
if (flags & PF_SCALE_Z && cls.fteprotocolextensions & PEXT_SCALE)
state->scale = (float)MSG_ReadByte() / 100;
#endif
#ifdef PEXT_TRANS
if (flags & PF_TRANS_Z && cls.fteprotocolextensions & PEXT_TRANS)
state->trans = (float)MSG_ReadByte() / 2.55;
#endif
#ifdef PEXT_FATNESS
if (flags & PF_FATNESS_Z && cls.fteprotocolextensions & PEXT_FATNESS)
state->fatness = (float)MSG_ReadChar() / 2;
#endif
#ifdef PEXT_HULLSIZE
if (cls.fteprotocolextensions & PEXT_HULLSIZE)
{
if (flags & PF_HULLSIZE_Z)
state->hullnum = MSG_ReadByte();
}
else
state->hullnum = 1;
//should be passed to player move func.
#endif
pm_code = (flags&PF_PMC_MASK) >> PF_PMC_SHIFT;
if (pm_code == PMC_NORMAL || pm_code == PMC_NORMAL_JUMP_HELD)
{
if (flags & PF_DEAD)
state->pm_type = PM_DEAD;
else
{
state->pm_type = PM_NORMAL;
state->jump_held = (pm_code == PMC_NORMAL_JUMP_HELD);
}
}
else if (pm_code == PMC_OLD_SPECTATOR)
state->pm_type = PM_OLD_SPECTATOR;
else
{
if (cls.z_ext & Z_EXT_PM_TYPE_NEW)
{
if (pm_code == PMC_SPECTATOR)
state->pm_type = PM_SPECTATOR;
else if (pm_code == PMC_FLY)
state->pm_type = PM_FLY;
else if (pm_code == PMC_NONE)
state->pm_type = PM_NONE;
else if (pm_code == PMC_FREEZE)
state->pm_type = PM_FREEZE;
else {
// future extension?
goto guess_pm_type;
}
}
else
{
// future extension?
goto guess_pm_type;
}
}
}
else
{
#ifdef PEXT_SCALE
if (flags & PF_SCALE_NOZ && cls.fteprotocolextensions & PEXT_SCALE)
state->scale = (float)MSG_ReadByte() / 100;
#endif
#ifdef PEXT_TRANS
if (flags & PF_TRANS_NOZ && cls.fteprotocolextensions & PEXT_TRANS)
state->trans = (float)MSG_ReadByte() / 2.55;
#endif
#ifdef PEXT_FATNESS
if (flags & PF_FATNESS_NOZ && cls.fteprotocolextensions & PEXT_FATNESS)
state->fatness = (float)MSG_ReadChar() / 2;
#endif
#ifdef PEXT_HULLSIZE
if (flags & PF_HULLSIZE_NOZ && cls.fteprotocolextensions & PEXT_HULLSIZE)
state->hullnum = MSG_ReadByte();
//should be passed to player move func.
#endif
guess_pm_type:
if (cl.players[num].spectator)
state->pm_type = PM_OLD_SPECTATOR;
else if (flags & PF_DEAD)
state->pm_type = PM_DEAD;
else
state->pm_type = PM_NORMAL;
}
}
void CL_ParseClientPersist(void)
{
player_info_t *info;
int flags;
flags = MSG_ReadShort();
info = &cl.players[lastplayerinfo];
if (flags & 1)
info->vweapindex = MSG_ReadShort();
}
/*
================
CL_AddFlagModels
Called when the CTF flags are set
================
*/
void CL_AddFlagModels (entity_t *ent, int team)
{
int i;
float f;
vec3_t v_forward, v_right, v_up;
entity_t *newent;
if (cl_flagindex == -1)
return;
f = 14;
if (ent->frame >= 29 && ent->frame <= 40) {
if (ent->frame >= 29 && ent->frame <= 34) { //axpain
if (ent->frame == 29) f = f + 2;
else if (ent->frame == 30) f = f + 8;
else if (ent->frame == 31) f = f + 12;
else if (ent->frame == 32) f = f + 11;
else if (ent->frame == 33) f = f + 10;
else if (ent->frame == 34) f = f + 4;
} else if (ent->frame >= 35 && ent->frame <= 40) { // pain
if (ent->frame == 35) f = f + 2;
else if (ent->frame == 36) f = f + 10;
else if (ent->frame == 37) f = f + 10;
else if (ent->frame == 38) f = f + 8;
else if (ent->frame == 39) f = f + 4;
else if (ent->frame == 40) f = f + 2;
}
} else if (ent->frame >= 103 && ent->frame <= 118) {
if (ent->frame >= 103 && ent->frame <= 104) f = f + 6; //nailattack
else if (ent->frame >= 105 && ent->frame <= 106) f = f + 6; //light
else if (ent->frame >= 107 && ent->frame <= 112) f = f + 7; //rocketattack
else if (ent->frame >= 112 && ent->frame <= 118) f = f + 7; //shotattack
}
newent = CL_NewTempEntity ();
newent->model = cl.model_precache[cl_flagindex];
newent->skinnum = team;
AngleVectors (ent->angles, v_forward, v_right, v_up);
v_forward[2] = -v_forward[2]; // reverse z component
for (i=0 ; i<3 ; i++)
newent->origin[i] = ent->origin[i] - f*v_forward[i] + 22*v_right[i];
newent->origin[2] -= 16;
VectorCopy (ent->angles, newent->angles)
newent->angles[2] -= 45;
}
void CL_AddVWeapModel(entity_t *player, int model)
{
entity_t *newent;
newent = CL_NewTempEntity ();
VectorCopy(player->origin, newent->origin);
VectorCopy(player->angles, newent->angles);
newent->skinnum = player->skinnum;
newent->model = cl.model_precache[model];
newent->frame = player->frame;
}
/*
=============
CL_LinkPlayers
Create visible entities in the correct position
for all current players
=============
*/
void CL_LinkPlayers (void)
{
int pnum;
int j;
player_info_t *info;
player_state_t *state;
player_state_t exact;
double playertime;
entity_t *ent;
int msec;
frame_t *frame;
int oldphysent;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
for (j=0, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS
; j++, info++, state++)
{
if (state->messagenum != cl.parsecount)
continue; // not present this frame
// spawn light flashes, even ones coming from invisible objects
if (!r_flashblend.value || j != cl.playernum[0])
{
if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 3)->noppl = (j != cl.playernum[0]);
else if (state->effects & EF_BLUE)
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 1)->noppl = (j != cl.playernum[0]);
else if (state->effects & EF_RED)
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 2)->noppl = (j != cl.playernum[0]);
else if (state->effects & EF_BRIGHTLIGHT)
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + (rand()&31), 0.1, 0)->noppl = (j != cl.playernum[0]);
else if (state->effects & EF_DIMLIGHT)
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 0)->noppl = (j != cl.playernum[0]);
}
if (!state->modelindex)
continue;
/*
if (!Cam_DrawPlayer(j))
continue;
*/
// grab an entity to fill in
if (cl_numvisedicts == MAX_VISEDICTS)
break; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = j+1;
ent->flags = 0;
ent->model = cl.model_precache[state->modelindex];
ent->skinnum = state->skinnum;
ent->frame = state->frame;
ent->oldframe = state->oldframe;
if (state->lerpstarttime)
{
ent->lerptime = 1-(realtime - state->lerpstarttime)*10;
if (ent->lerptime < 0)
ent->lerptime = 0;
}
else
ent->lerptime = 0;
ent->colormap = info->translations;
if (state->modelindex == cl_playerindex)
ent->scoreboard = info; // use custom skin
else
ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = state->scale;
if (!ent->scale)
ent->scale = 1;
#endif
#ifdef PEXT_TRANS
ent->alpha = state->trans;
if (!ent->alpha)
ent->alpha = 1;
#endif
//
// angles
//
ent->angles[PITCH] = -state->viewangles[PITCH]/3;
ent->angles[YAW] = state->viewangles[YAW];
ent->angles[ROLL] = 0;
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
// the player object gets added with flags | 2
for (pnum = 0; pnum < cl.splitclients; pnum++)
{
if (j == cl.playernum[pnum])
{
if (cl.spectator)
{
cl_numvisedicts--;
continue;
}
ent->angles[0] = -1*cl.viewangles[pnum][0] / 3;
ent->angles[1] = cl.viewangles[pnum][1];
ent->angles[2] = cl.viewangles[pnum][2];
ent->origin[0] = cl.simorg[pnum][0];
ent->origin[1] = cl.simorg[pnum][1];
ent->origin[2] = cl.simorg[pnum][2]+cl.crouch[pnum];
ent->flags |= 2;
break;
}
}
// only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time);
if (pnum < cl.splitclients)
{
}
else if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
{
VectorCopy (state->origin, ent->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 255)
msec = 255;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (j);
CL_PredictUsercmd (0, state, &exact, &state->command); //uses player 0's maxspeed/grav...
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
if (cl.worldmodel->fromgame == fg_halflife)
ent->origin[2]-=12;
if (state->effects & EF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & EF_FLAG2)
CL_AddFlagModels (ent, 1);
else if (info->vweapindex)
CL_AddVWeapModel (ent, info->vweapindex);
}
}
//======================================================================
/*
===============
CL_SetSolid
Builds all the pmove physents for the current frame
===============
*/
void CL_SetSolidEntities (void)
{
int i;
frame_t *frame;
packet_entities_t *pak;
entity_state_t *state;
pmove.physents[0].model = cl.worldmodel;
VectorCopy (vec3_origin, pmove.physents[0].origin);
pmove.physents[0].info = 0;
pmove.numphysent = 1;
frame = &cl.frames[parsecountmod];
pak = &frame->packet_entities;
for (i=0 ; i<pak->num_entities ; i++)
{
state = &pak->entities[i];
if (!state->modelindex)
continue;
if (!cl.model_precache[state->modelindex])
continue;
if (*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels)
if ( cl.model_precache[state->modelindex]->hulls[1].firstclipnode
|| cl.model_precache[state->modelindex]->clipbox )
{
pmove.physents[pmove.numphysent].model = cl.model_precache[state->modelindex];
VectorCopy (state->origin, pmove.physents[pmove.numphysent].origin);
VectorCopy (state->angles, pmove.physents[pmove.numphysent].angles);
pmove.physents[pmove.numphysent].angles[0]*=-1;
if (++pmove.numphysent == MAX_PHYSENTS)
break;
}
}
}
/*
===
Calculate the new position of players, without other player clipping
We do this to set up real player prediction.
Players are predicted twice, first without clipping other players,
then with clipping against them.
This sets up the first phase.
===
*/
void CL_SetUpPlayerPrediction(qboolean dopred)
{
int j;
player_state_t *state;
player_state_t exact;
double playertime;
int msec;
frame_t *frame;
struct predicted_player *pplayer;
extern cvar_t cl_nopred;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
if (cl_nopred.value)
return;
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
for (j=0, pplayer = predicted_players, state=frame->playerstate;
j < MAX_CLIENTS;
j++, pplayer++, state++)
{
pplayer->active = false;
if (state->messagenum != cl.parsecount)
continue; // not present this frame
if (!state->modelindex)
continue;
pplayer->active = true;
pplayer->flags = state->flags;
if (pplayer->frame != state->frame)
{
state->oldframe = pplayer->oldframe = pplayer->frame;
state->lerpstarttime = pplayer->lerptime = realtime;
pplayer->frame = state->frame;
}
else
{
state->lerpstarttime = pplayer->lerptime;
state->oldframe = pplayer->oldframe;
}
// note that the local player is special, since he moves locally
// we use his last predicted postition
if (j == cl.playernum[0])
{
VectorCopy(cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].origin,
pplayer->origin);
}
else
{
// only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time);
if (msec <= 0 ||
(!cl_predict_players.value && !cl_predict_players2.value) ||
!dopred)
{
VectorCopy (state->origin, pplayer->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 255)
msec = 255;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
CL_PredictUsercmd (0, state, &exact, &state->command);
VectorCopy (exact.origin, pplayer->origin);
}
if (cl.spectator)
{
if (!Cam_DrawPlayer(0, j))
VectorCopy(pplayer->origin, cl.simorg[0]);
}
}
}
}
/*
===============
CL_SetSolid
Builds all the pmove physents for the current frame
Note that CL_SetUpPlayerPrediction() must be called first!
pmove must be setup with world and solid entity hulls before calling
(via CL_PredictMove)
===============
*/
void CL_SetSolidPlayers (int playernum)
{
int j;
extern vec3_t player_mins;
extern vec3_t player_maxs;
struct predicted_player *pplayer;
physent_t *pent;
if (!cl_solid_players.value)
return;
pent = pmove.physents + pmove.numphysent;
if (pmove.numphysent == MAX_PHYSENTS) //too many.
return;
for (j=0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) {
if (!pplayer->active)
continue; // not present this frame
// the player object never gets added
if (j == playernum)
continue;
if (pplayer->flags & PF_DEAD)
continue; // dead players aren't solid
pent->model = 0;
VectorCopy(pplayer->origin, pent->origin);
pent->angles[0] = pent->angles[1] = pent->angles[2] = 0; //don't bother rotating - only useful with bsps
VectorCopy(player_mins, pent->mins);
VectorCopy(player_maxs, pent->maxs);
if (++pmove.numphysent == MAX_PHYSENTS) //we just hit 88 miles per hour.
break;
pent++;
}
}
/*
===============
CL_EmitEntities
Builds the visedicts array for cl.time
Made up of: clients, packet_entities, nails, and tents
===============
*/
void CL_EmitEntities (void)
{
if (cls.state != ca_active)
return;
#ifdef Q2CLIENT
if (cls.q2server)
{
CLQ2_AddEntities();
return;
}
#endif
if (!cl.validsequence)
return;
cl_oldnumvisedicts = cl_numvisedicts;
cl_oldvisedicts = cl_visedicts;
if (cl_visedicts == cl_visedicts_list[0])
cl_visedicts = cl_visedicts_list[1];
else
cl_visedicts = cl_visedicts_list[0];
// cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence-1)&1];
// cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1];
cl_numvisedicts = 0;
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_LinkProjectiles ();
CL_UpdateTEnts ();
}
void MVD_Interpolate(void)
{
cls.netchan.outgoing_sequence = cl.parsecount+1;
}
/*
int mvd_fixangle;
static float MVD_AdjustAngle(float current, float ideal, float fraction) {
float move;
move = ideal - current;
if (move >= 180)
move -= 360;
else if (move <= -180)
move += 360;
return current + fraction * move;
}
static void MVD_InitInterpolation(void) {
player_state_t *state, *oldstate;
int i, tracknum;
frame_t *frame, *oldframe;
vec3_t dist;
struct predicted_player *pplayer;
if (!cl.validsequence)
return;
// if (nextdemotime <= olddemotime)
// return;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
oldframe = &cl.frames[(cl.parsecount-1) & UPDATE_MASK];
// clients
for (i = 0; i < MAX_CLIENTS; i++) {
pplayer = &predicted_players[i];
state = &frame->playerstate[i];
oldstate = &oldframe->playerstate[i];
if (pplayer->predict) {
VectorCopy(pplayer->oldo, oldstate->origin);
VectorCopy(pplayer->olda, oldstate->command.angles);
VectorCopy(pplayer->oldv, oldstate->velocity);
}
pplayer->predict = false;
tracknum = Cam_TrackNum();
if ((mvd_fixangle & 1) << i) {
if (i == tracknum) {
VectorCopy(cl.viewangles, state->command.angles);
VectorCopy(cl.viewangles, state->viewangles);
}
// no angle interpolation
VectorCopy(state->command.angles, oldstate->command.angles);
mvd_fixangle &= ~(1 << i);
}
// we dont interpolate ourself if we are spectating
if (i == cl.playernum && cl.spectator)
continue;
memset(state->velocity, 0, sizeof(state->velocity));
if (state->messagenum != cl.parsecount)
continue; // not present this frame
if (oldstate->messagenum != cl.oldparsecount || !oldstate->messagenum)
continue; // not present last frame
if (!ISDEAD(state->frame) && ISDEAD(oldstate->frame))
continue;
VectorSubtract(state->origin, oldstate->origin, dist);
if (DotProduct(dist, dist) > 22500)
continue;
VectorScale(dist, 1 / (nextdemotime - olddemotime), pplayer->oldv);
VectorCopy(state->origin, pplayer->oldo);
VectorCopy(state->command.angles, pplayer->olda);
pplayer->oldstate = oldstate;
pplayer->predict = true;
}
// nails
for (i = 0; i < cl_num_projectiles; i++) {
if (!cl.int_projectiles[i].interpolate)
continue;
VectorCopy(cl.int_projectiles[i].origin, cl_projectiles[i].origin);
}
}
void MVD_Interpolate(void)
{
int i, j;
float f;
frame_t *frame, *oldframe;
player_state_t *state, *oldstate, *self, *oldself;
entity_state_t *oldents;
struct predicted_player *pplayer;
static float old;
self = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[cl.playernum];
oldself = &cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].playerstate[cl.playernum];
self->messagenum = cl.parsecount;
VectorCopy(oldself->origin, self->origin);
VectorCopy(oldself->velocity, self->velocity);
VectorCopy(oldself->viewangles, self->viewangles);
if (old != nextdemotime) {
old = nextdemotime;
MVD_InitInterpolation();
}
CL_ParseClientdata();
cls.netchan.outgoing_sequence = cl.parsecount + 1;
if (!cl.validsequence)
return;
if (nextdemotime <= olddemotime)
return;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
oldframe = &cl.frames[cl.oldparsecount & UPDATE_MASK];
oldents = oldframe->packet_entities.entities;
f = bound(0, (cls.demotime - olddemotime) / (nextdemotime - olddemotime), 1);
// interpolate nails
for (i = 0; i < cl_num_projectiles; i++) {
if (!cl.int_projectiles[i].interpolate)
continue;
for (j = 0; j < 3; j++) {
cl_projectiles[i].origin[j] = cl_oldprojectiles[cl.int_projectiles[i].oldindex].origin[j] +
f * (cl.int_projectiles[i].origin[j] - cl_oldprojectiles[cl.int_projectiles[i].oldindex].origin[j]);
}
}
// interpolate clients
for (i = 0; i < MAX_CLIENTS; i++) {
pplayer = &predicted_players[i];
state = &frame->playerstate[i];
oldstate = &oldframe->playerstate[i];
if (pplayer->predict) {
for (j = 0; j < 3; j++) {
state->viewangles[j] = MVD_AdjustAngle(oldstate->command.angles[j], pplayer->olda[j], f);
state->origin[j] = oldstate->origin[j] + f * (pplayer->oldo[j] - oldstate->origin[j]);
state->velocity[j] = oldstate->velocity[j] + f * (pplayer->oldv[j] - oldstate->velocity[j]);
}
}
}
}
void CL_ClearPredict(void) {
memset(predicted_players, 0, sizeof(predicted_players));
mvd_fixangle = 0;
}
*/