newtree/source/cl_ents.c

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/*
cl_ents.c
2000-05-22 06:46:35 +00:00
entity parsing and management
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
2000-05-17 10:03:19 +00:00
#ifdef HAVE_CONFIG_H
# include "config.h"
2000-05-17 10:03:19 +00:00
#endif
#include "host.h"
#include "sys.h"
#include "sys.h"
#include "cvar.h"
#include "sizebuf.h"
#include "msg.h"
#include "client.h"
#include "commdef.h"
#include "cmd.h"
#include "console.h"
#include "qendian.h"
#include "quakefs.h"
#include "pmove.h"
#include "view.h"
#include "teamplay.h"
#include "r_dynamic.h"
#include "cl_cam.h"
#include "cl_pred.h"
#include "cl_main.h"
#include "cl_ents.h"
#include "cl_input.h"
extern cvar_t *cl_predict_players;
extern cvar_t *cl_predict_players2;
extern cvar_t *cl_solid_players;
extern cvar_t *gl_flashblend;
static struct predicted_player {
int flags;
qboolean active;
vec3_t origin; // predicted origin
} predicted_players[MAX_CLIENTS];
//============================================================
/*
===============
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;
dl->color = dl->_color;
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;
dl->color = dl->_color;
return dl;
}
}
dl = &cl_dlights[0];
memset (dl, 0, sizeof (*dl));
dl->key = key;
dl->color = dl->_color;
return dl;
}
/*
===============
CL_NewDlight
===============
*/
void
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;
switch (type) {
default:
case 0:
dl->color[0] = 0.4;
dl->color[1] = 0.2;
dl->color[2] = 0.05;
break;
case 1: // blue
dl->color[0] = 0.05;
dl->color[1] = 0.05;
dl->color[2] = 0.5;
break;
case 2: // red
dl->color[0] = 0.5;
dl->color[1] = 0.05;
dl->color[2] = 0.05;
break;
case 3: // purple
dl->color[0] = 0.5;
dl->color[1] = 0.05;
dl->color[2] = 0.5;
break;
}
}
/*
===============
CL_DecayLights
===============
*/
void
CL_DecayLights (void)
{
int i;
dlight_t *dl;
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;
}
}
/*
=========================================================================
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)
{
int i;
// 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]++;
// LordHavoc: Endy neglected to mark this as being part of the QSG
// version 2 stuff...
if (bits & U_EXTEND1) {
bits |= MSG_ReadByte () << 16;
if (bits & U_EXTEND2)
bits |= MSG_ReadByte () << 24;
}
to->flags = bits;
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 ();
// LordHavoc: Endy neglected to mark this as being part of the QSG
// version 2 stuff...
// rearranged it and implemented missing effects
// Ender (QSG - Begin)
if (bits & U_ALPHA)
to->alpha = MSG_ReadByte ();
if (bits & U_SCALE)
to->scale = MSG_ReadByte ();
if (bits & U_EFFECTS2)
to->effects = (to->effects & 0xFF) | (MSG_ReadByte () << 8);
if (bits & U_GLOWSIZE)
to->glowsize = MSG_ReadByte ();
if (bits & U_GLOWCOLOR)
to->glowcolor = MSG_ReadByte ();
if (bits & U_COLORMOD)
to->colormod = MSG_ReadByte ();
if (bits & U_FRAME2)
to->frame = (to->frame & 0xFF) | (MSG_ReadByte () << 8);
// Ender (QSG - End)
if (bits & U_SOLID) {
// FIXME
}
/*
if ((!to->alpha) || (!to->colormod)) Con_Printf("fa: %d, fc: %d, ta:
%d, tc: %d\n", from->alpha, from->colormod, to->alpha, to->colormod); */
/*
if ((!ent->alpha) || (!ent->colormod[0]) || (!ent->colormod[1]) ||
(!ent->colormod[2])) { Con_Printf("ea: %f, ec0: %f, ec1: %f ec2: %f,
sa: %d, sc: %d\n", ent->alpha, ent->colormod[0], ent->colormod[1],
ent->colormod[2], s1->alpha, s1->colormod); } */
}
/*
=================
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);
}
}
/*
==================
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;
byte 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 ((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.validsequence = cls.netchan.incoming_sequence;
oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities;
} else { // a full update that we can start delta compressing from now
oldp = &dummy;
dummy.num_entities = 0;
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 >= MAX_PACKET_ENTITIES)
Host_EndGame
("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
newp->entities[newindex] = oldp->entities[oldindex];
newindex++;
oldindex++;
}
break;
}
newnum = word & 511;
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 >= MAX_PACKET_ENTITIES)
Host_EndGame
("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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 >= MAX_PACKET_ENTITIES)
Host_EndGame
("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex],
word);
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;
}
//Con_Printf ("delta %i\n",newnum);
CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex],
word);
newindex++;
oldindex++;
}
}
newp->num_entities = newindex;
}
/*
===============
CL_LinkPacketEntities
===============
*/
void
CL_LinkPacketEntities (void)
{
entity_t *ent;
packet_entities_t *pack;
entity_state_t *s1, *s2;
float f;
model_t *model;
vec3_t old_origin;
float autorotate;
int i;
int pnum;
dlight_t *dl;
extern int cl_playerindex;
extern int cl_h_playerindex, cl_gib1index, cl_gib2index, cl_gib3index;
pack = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK].packet_entities;
autorotate = anglemod (100 * cl.time);
f = 0; // FIXME: no interpolation right now
for (pnum = 0; pnum < pack->num_entities; pnum++) {
s1 = &pack->entities[pnum];
s2 = s1; // FIXME: no interpolation right now
// 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;
// Hack hack hack
if (cl_deadbodyfilter->int_val && s1->modelindex == cl_playerindex
&& ((i = s1->frame) == 49 || i == 60 || i == 69 || i == 84
|| i == 93 || i == 102))
continue;
if (cl_gibfilter->int_val &&
(s1->modelindex == cl_h_playerindex
|| s1->modelindex == cl_gib1index || s1->modelindex == cl_gib2index
|| s1->modelindex == cl_gib3index))
continue;
// create a new entity
if (cl_numvisedicts == MAX_VISEDICTS)
break; // object list is full
ent = &cl_visedicts[cl_numvisedicts++];
ent->keynum = s1->number;
ent->model = model = cl.model_precache[s1->modelindex];
// set colormap
if (s1->colormap && (s1->colormap < MAX_CLIENTS)
&& !strcmp (ent->model->name, "progs/player.mdl")) {
ent->colormap = cl.players[s1->colormap - 1].translations;
ent->scoreboard = &cl.players[s1->colormap - 1];
} else {
ent->colormap = vid.colormap;
ent->scoreboard = NULL;
}
// LordHavoc: cleaned up Endy's coding style, and fixed Endy's bugs
// Ender: Extend (Colormod) [QSG - Begin]
// N.B: All messy code below is the sole fault of LordHavoc and
// his futile attempts to save bandwidth. :)
ent->glowsize = s1->glowsize < 128 ? s1->glowsize * 8.0 : (s1->glowsize - 256) * 8.0;
ent->glowcolor = s1->glowcolor;
ent->alpha = s1->alpha / 255.0;
ent->scale = s1->scale / 16.0;
if (s1->colormod == 255) {
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
} else {
ent->colormod[0] = (float) ((s1->colormod >> 5) & 7) * (1.0 / 7.0);
ent->colormod[1] = (float) ((s1->colormod >> 2) & 7) * (1.0 / 7.0);
ent->colormod[2] = (float) (s1->colormod & 3) * (1.0 / 3.0);
}
// Ender: Extend (Colormod) [QSG - End]
// set skin
ent->skinnum = s1->skinnum;
// set frame
ent->pose1 = ent->pose2 = ent->frame = s1->frame;
if (model->flags & EF_ROTATE) { // rotate binary objects locally
ent->angles[0] = 0;
ent->angles[1] = autorotate;
ent->angles[2] = 0;
} else {
float a1, a2;
for (i = 0; i < 3; i++) {
a1 = s1->angles[i];
a2 = s2->angles[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
ent->angles[i] = a2 + f * (a1 - a2);
}
}
// calculate origin
for (i = 0; i < 3; i++)
ent->origin[i] = s2->origin[i] + f * (s1->origin[i] - s2->origin[i]);
// add automatic particle trails
if (!model->flags)
continue;
// scan the old entity display list for a matching
for (i = 0; i < cl_oldnumvisedicts; i++) {
if (cl_oldvisedicts[i].keynum == ent->keynum) {
ent->frame_start_time = cl_oldvisedicts[i].frame_start_time;
ent->frame_interval = cl_oldvisedicts[i].frame_interval;
ent->pose1 = cl_oldvisedicts[i].pose1;
ent->pose2 = cl_oldvisedicts[i].pose2;
VectorCopy (cl_oldvisedicts[i].origin, old_origin);
break;
}
}
if (i == cl_oldnumvisedicts) // not in last message
continue;
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->flags & EF_ROCKET) {
R_RocketTrail (old_origin, ent->origin, 0, ent);
dl = CL_AllocDlight (s1->number);
VectorCopy (ent->origin, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.1;
} else if (model->flags & EF_GRENADE)
R_RocketTrail (old_origin, ent->origin, 1, ent);
else if (model->flags & EF_GIB)
R_RocketTrail (old_origin, ent->origin, 2, ent);
else if (model->flags & EF_ZOMGIB)
R_RocketTrail (old_origin, ent->origin, 4, ent);
else if (model->flags & EF_TRACER)
R_RocketTrail (old_origin, ent->origin, 3, ent);
else if (model->flags & EF_TRACER2)
R_RocketTrail (old_origin, ent->origin, 5, ent);
else if (model->flags & EF_TRACER3)
R_RocketTrail (old_origin, ent->origin, 6, ent);
}
}
/*
=========================================================================
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 (void)
{
int i, c, j;
byte 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 = cl_spikeindex;
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++) {
if (pr->modelindex < 1)
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 = 0;
ent->model = cl.model_precache[pr->modelindex];
ent->skinnum = 0;
ent->frame = 0;
ent->colormap = vid.colormap;
ent->scoreboard = NULL;
VectorCopy (pr->origin, ent->origin);
VectorCopy (pr->angles, ent->angles);
// LordHavoc: Endy had neglected to do this as part of the QSG
// VERSION 2 stuff
ent->glowsize = 0;
ent->glowcolor = 254;
ent->alpha = 1;
ent->scale = 1;
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
}
}
//========================================
extern int cl_spikeindex, cl_playerindex, cl_flagindex;
entity_t *CL_NewTempEntity (void);
/*
===================
CL_ParsePlayerinfo
===================
*/
extern int parsecountmod;
extern double parsecounttime;
void
CL_ParsePlayerinfo (void)
{
int msec;
int flags;
player_info_t *info;
player_state_t *state;
int num;
int i;
num = MSG_ReadByte ();
if (num > MAX_CLIENTS)
// Sys_Error ("CL_ParsePlayerinfo: bad num");
Host_EndGame ("CL_ParsePlayerinfo: bad num");
info = &cl.players[num];
state = &cl.frames[parsecountmod].playerstate[num];
state->number = num;
flags = state->flags = MSG_ReadShort ();
state->messagenum = cl.parsecount;
state->origin[0] = MSG_ReadCoord ();
state->origin[1] = MSG_ReadCoord ();
state->origin[2] = MSG_ReadCoord ();
state->frame = MSG_ReadByte ();
// 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);
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 ();
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;
VectorCopy (state->command.angles, state->viewangles);
}
/*
================
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;
}
/*
=============
CL_LinkPlayers
Create visible entities in the correct position
for all current players
=============
*/
void
CL_LinkPlayers (void)
{
int i, 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;
vec3_t org;
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 (!gl_flashblend->int_val || j != cl.playernum) {
if (j == cl.playernum) {
VectorCopy (cl.simorg, org);
} else
VectorCopy (state->origin, org);
if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 3);
else if (state->effects & EF_BLUE)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 1);
else if (state->effects & EF_RED)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 2);
else if (state->effects & EF_BRIGHTLIGHT)
CL_NewDlight (j, org[0], org[1], org[2] + 16,
400 + (rand () & 31), 0.1, 0);
else if (state->effects & EF_DIMLIGHT)
CL_NewDlight (j, org[0], org[1], org[2], 200 + (rand () & 31),
0.1, 0);
}
// the player object never gets added
if (j == cl.playernum)
continue;
if (!state->modelindex)
continue;
// Hack hack hack
if (cl_deadbodyfilter->int_val && state->modelindex == cl_playerindex
&& ((i = state->frame) == 49 || i == 60 || i == 69 || i == 84
|| i == 93 || i == 102))
continue;
if (!Cam_DrawPlayer (j))
continue;
// grab an entity to fill in
if (cl_numvisedicts == MAX_VISEDICTS) // object list is full
break;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
// scan the old entity display list for a matching player
for (i = 0; i < cl_oldnumvisedicts; i++) {
if (cl_oldvisedicts[i].keynum == state->number) {
ent->frame_start_time = cl_oldvisedicts[i].frame_start_time;
ent->frame_interval = cl_oldvisedicts[i].frame_interval;
ent->pose1 = cl_oldvisedicts[i].pose1;
ent->pose2 = cl_oldvisedicts[i].pose2;
}
}
ent->keynum = 0;
ent->model = cl.model_precache[state->modelindex];
ent->skinnum = state->skinnum;
ent->pose1 = ent->pose2 = ent->frame = state->frame;
ent->frame_start_time = 0;
ent->frame_interval = 0;
ent->colormap = info->translations;
if (state->modelindex == cl_playerindex)
ent->scoreboard = info; // use custom skin
else
ent->scoreboard = NULL;
// LordHavoc: more QSG VERSION 2 stuff, FIXME: players don't have
// extend stuff
ent->glowsize = 0;
ent->glowcolor = 254;
ent->alpha = 1;
ent->scale = 1;
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
//
// 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;
// only predict half the move to minimize overruns
msec = 500 * (playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players->int_val && !cl_predict_players2->int_val)) {
VectorCopy (state->origin, ent->origin);
} else { // predict players movement
state->command.msec = msec = min (msec, 255);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (j);
CL_PredictUsercmd (state, &exact, &state->command, false);
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
if (state->effects & EF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & EF_FLAG2)
CL_AddFlagModels (ent, 1);
}
}
//======================================================================
/*
===============
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]->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);
pmove.numphysent++;
}
}
}
/*
===
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;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
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;
// note that the local player is special, since he moves locally
// we use his last predicted postition
if (j == cl.playernum) {
VectorCopy (cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].
playerstate[cl.playernum].origin, pplayer->origin);
} else {
// only predict half the move to minimize overruns
msec = 500 * (playertime - state->state_time);
if (msec <= 0 ||
(!cl_predict_players->int_val && !cl_predict_players2->int_val)
|| !dopred) {
VectorCopy (state->origin, pplayer->origin);
// Con_DPrintf ("nopredict\n");
} else {
// predict players movement
state->command.msec = msec = min (msec, 255);
// Con_DPrintf ("predict: %i\n", msec);
CL_PredictUsercmd (state, &exact, &state->command, false);
VectorCopy (exact.origin, pplayer->origin);
}
}
}
}
/*
===============
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->int_val)
return;
pent = pmove.physents + pmove.numphysent;
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);
VectorCopy (player_mins, pent->mins);
VectorCopy (player_maxs, pent->maxs);
pmove.numphysent++;
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;
if (!cl.validsequence)
return;
cl_oldnumvisedicts = cl_numvisedicts;
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 ();
}