mirror of
https://git.code.sf.net/p/quake/newtree
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1215 lines
28 KiB
C
1215 lines
28 KiB
C
/*
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cl_ents.c
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entity parsing and management
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "sys.h"
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#include "sys.h"
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#include "cvar.h"
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#include "sizebuf.h"
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#include "msg.h"
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#include "client.h"
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#include "commdef.h"
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#include "cmd.h"
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#include "console.h"
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#include "qendian.h"
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#include "quakefs.h"
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#include "quakedef.h"
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#include "pmove.h"
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#include "view.h"
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#include "teamplay.h"
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extern cvar_t *cl_predict_players;
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extern cvar_t *cl_predict_players2;
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extern cvar_t *cl_solid_players;
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extern cvar_t *gl_flashblend;
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static struct predicted_player {
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int flags;
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qboolean active;
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vec3_t origin; // predicted origin
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} predicted_players[MAX_CLIENTS];
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//============================================================
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/*
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===============
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CL_AllocDlight
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===============
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*/
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dlight_t *CL_AllocDlight (int key)
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{
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int i;
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dlight_t *dl;
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// first look for an exact key match
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if (key)
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{
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->key == key)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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dl->color = dl->_color;
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return dl;
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}
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}
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}
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// then look for anything else
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->die < cl.time)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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dl->color = dl->_color;
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return dl;
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}
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}
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dl = &cl_dlights[0];
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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dl->color = dl->_color;
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return dl;
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}
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/*
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===============
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CL_NewDlight
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===============
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*/
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void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
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int type)
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{
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dlight_t *dl;
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dl = CL_AllocDlight (key);
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dl->origin[0] = x;
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dl->origin[1] = y;
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dl->origin[2] = z;
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dl->radius = radius;
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dl->die = cl.time + time;
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switch (type)
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{
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default:
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case 0:
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dl->color[0] = 0.4;
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dl->color[1] = 0.2;
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dl->color[2] = 0.05;
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break;
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case 1: // blue
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dl->color[0] = 0.05;
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dl->color[1] = 0.05;
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dl->color[2] = 0.5;
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break;
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case 2: // red
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dl->color[0] = 0.5;
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dl->color[1] = 0.05;
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dl->color[2] = 0.05;
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break;
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case 3: // purple
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dl->color[0] = 0.5;
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dl->color[1] = 0.05;
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dl->color[2] = 0.5;
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break;
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}
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}
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/*
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===============
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CL_DecayLights
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===============
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*/
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void CL_DecayLights (void)
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{
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int i;
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dlight_t *dl;
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->die < cl.time || !dl->radius)
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continue;
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dl->radius -= host_frametime*dl->decay;
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if (dl->radius < 0)
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dl->radius = 0;
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}
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}
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/*
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=========================================================================
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PACKET ENTITY PARSING / LINKING
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=========================================================================
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*/
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/*
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==================
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CL_ParseDelta
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Can go from either a baseline or a previous packet_entity
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==================
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*/
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int bitcounts[32]; /// just for protocol profiling
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void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits)
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{
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int i;
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// set everything to the state we are delta'ing from
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*to = *from;
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to->number = bits & 511;
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bits &= ~511;
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if (bits & U_MOREBITS)
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{ // read in the low order bits
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i = MSG_ReadByte ();
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bits |= i;
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}
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// count the bits for net profiling
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// for (i=0 ; i<16 ; i++)
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// if (bits&(1<<i))
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// bitcounts[i]++;
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// LordHavoc: Endy neglected to mark this as being part of the QSG version 2 stuff...
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if (bits & U_EXTEND1)
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{
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bits |= MSG_ReadByte() << 16;
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if (bits & U_EXTEND2)
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bits |= MSG_ReadByte() << 24;
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}
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to->flags = bits;
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if (bits & U_MODEL)
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to->modelindex = MSG_ReadByte ();
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if (bits & U_FRAME)
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to->frame = MSG_ReadByte ();
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if (bits & U_COLORMAP)
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to->colormap = MSG_ReadByte();
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if (bits & U_SKIN)
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to->skinnum = MSG_ReadByte();
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if (bits & U_EFFECTS)
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to->effects = MSG_ReadByte();
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if (bits & U_ORIGIN1)
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to->origin[0] = MSG_ReadCoord ();
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if (bits & U_ANGLE1)
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to->angles[0] = MSG_ReadAngle();
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if (bits & U_ORIGIN2)
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to->origin[1] = MSG_ReadCoord ();
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if (bits & U_ANGLE2)
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to->angles[1] = MSG_ReadAngle();
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if (bits & U_ORIGIN3)
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to->origin[2] = MSG_ReadCoord ();
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if (bits & U_ANGLE3)
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to->angles[2] = MSG_ReadAngle();
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// LordHavoc: Endy neglected to mark this as being part of the QSG version 2 stuff...
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// rearranged it and implemented missing effects
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// Ender (QSG - Begin)
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if (bits & U_ALPHA)
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to->alpha = MSG_ReadByte();
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if (bits & U_SCALE)
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to->scale = MSG_ReadByte();
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if (bits & U_EFFECTS2)
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to->effects = (to->effects & 0xFF) | (MSG_ReadByte() << 8);
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if (bits & U_GLOWSIZE)
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to->glowsize = MSG_ReadByte();
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if (bits & U_GLOWCOLOR)
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to->glowcolor = MSG_ReadByte();
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if (bits & U_COLORMOD)
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to->colormod = MSG_ReadByte();
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if (bits & U_FRAME2)
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to->frame = (to->frame & 0xFF) | (MSG_ReadByte() << 8);
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// Ender (QSG - End)
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if (bits & U_SOLID)
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{
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// FIXME
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}
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/*
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if ((!to->alpha) || (!to->colormod))
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Con_Printf("fa: %d, fc: %d, ta: %d, tc: %d\n",
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from->alpha, from->colormod, to->alpha, to->colormod);
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*/
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/*
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if ((!ent->alpha) || (!ent->colormod[0]) || (!ent->colormod[1]) ||
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(!ent->colormod[2])) {
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Con_Printf("ea: %f, ec0: %f, ec1: %f ec2: %f, sa: %d, sc: %d\n",
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ent->alpha, ent->colormod[0], ent->colormod[1],
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ent->colormod[2], s1->alpha, s1->colormod);
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}
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*/
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}
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/*
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=================
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FlushEntityPacket
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=================
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*/
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void FlushEntityPacket (void)
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{
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int word;
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entity_state_t olde, newe;
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Con_DPrintf ("FlushEntityPacket\n");
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memset (&olde, 0, sizeof(olde));
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cl.validsequence = 0; // can't render a frame
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cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true;
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// read it all, but ignore it
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while (1)
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{
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word = (unsigned short)MSG_ReadShort ();
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if (msg_badread)
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{ // something didn't parse right...
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Host_EndGame ("msg_badread in packetentities");
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return;
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}
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if (!word)
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break; // done
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CL_ParseDelta (&olde, &newe, word);
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}
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}
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/*
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==================
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CL_ParsePacketEntities
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An svc_packetentities has just been parsed, deal with the
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rest of the data stream.
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==================
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*/
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void CL_ParsePacketEntities (qboolean delta)
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{
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int oldpacket, newpacket;
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packet_entities_t *oldp, *newp, dummy;
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int oldindex, newindex;
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int word, newnum, oldnum;
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qboolean full;
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byte from;
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newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
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newp = &cl.frames[newpacket].packet_entities;
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cl.frames[newpacket].invalid = false;
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if (delta)
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{
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from = MSG_ReadByte ();
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oldpacket = cl.frames[newpacket].delta_sequence;
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if ( (from&UPDATE_MASK) != (oldpacket&UPDATE_MASK) )
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Con_DPrintf ("WARNING: from mismatch\n");
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}
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else
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oldpacket = -1;
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full = false;
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if (oldpacket != -1)
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{
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if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP-1)
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{ // we can't use this, it is too old
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FlushEntityPacket ();
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return;
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}
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cl.validsequence = cls.netchan.incoming_sequence;
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oldp = &cl.frames[oldpacket&UPDATE_MASK].packet_entities;
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}
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else
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{ // this is a full update that we can start delta compressing from now
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oldp = &dummy;
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dummy.num_entities = 0;
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cl.validsequence = cls.netchan.incoming_sequence;
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full = true;
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}
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oldindex = 0;
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newindex = 0;
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newp->num_entities = 0;
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while (1)
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{
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word = (unsigned short)MSG_ReadShort ();
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if (msg_badread)
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{ // something didn't parse right...
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Host_EndGame ("msg_badread in packetentities");
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return;
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}
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if (!word)
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{
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while (oldindex < oldp->num_entities)
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{ // copy all the rest of the entities from the old packet
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//Con_Printf ("copy %i\n", oldp->entities[oldindex].number);
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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}
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break;
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}
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newnum = word&511;
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oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
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while (newnum > oldnum)
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{
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if (full)
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{
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Con_Printf ("WARNING: oldcopy on full update");
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FlushEntityPacket ();
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return;
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}
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//Con_Printf ("copy %i\n", oldnum);
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// copy one of the old entities over to the new packet unchanged
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
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}
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if (newnum < oldnum)
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{ // new from baseline
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//Con_Printf ("baseline %i\n", newnum);
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if (word & U_REMOVE)
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{
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if (full)
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{
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cl.validsequence = 0;
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Con_Printf ("WARNING: U_REMOVE on full update\n");
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FlushEntityPacket ();
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return;
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}
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continue;
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}
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex], word);
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newindex++;
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continue;
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}
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if (newnum == oldnum)
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{ // delta from previous
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if (full)
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{
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cl.validsequence = 0;
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Con_Printf ("WARNING: delta on full update");
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}
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if (word & U_REMOVE)
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{
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oldindex++;
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continue;
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}
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//Con_Printf ("delta %i\n",newnum);
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CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word);
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newindex++;
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oldindex++;
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}
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}
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newp->num_entities = newindex;
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}
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/*
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===============
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CL_LinkPacketEntities
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===============
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*/
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void CL_LinkPacketEntities (void)
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{
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entity_t *ent;
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packet_entities_t *pack;
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entity_state_t *s1, *s2;
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float f;
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model_t *model;
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vec3_t old_origin;
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float autorotate;
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int i;
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int pnum;
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dlight_t *dl;
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extern int cl_playerindex;
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extern int cl_h_playerindex, cl_gib1index, cl_gib2index, cl_gib3index;
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pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
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autorotate = anglemod(100*cl.time);
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f = 0; // FIXME: no interpolation right now
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for (pnum=0 ; pnum<pack->num_entities ; pnum++)
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{
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s1 = &pack->entities[pnum];
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s2 = s1; // FIXME: no interpolation right now
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// spawn light flashes, even ones coming from invisible objects
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if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3);
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else if (s1->effects & EF_BLUE)
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1);
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else if (s1->effects & EF_RED)
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2);
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else if (s1->effects & EF_BRIGHTLIGHT)
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0);
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else if (s1->effects & EF_DIMLIGHT)
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0);
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// if set to invisible, skip
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if (!s1->modelindex)
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continue;
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// Hack hack hack
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if (cl_deadbodyfilter->value && s1->modelindex == cl_playerindex
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&& ( (i=s1->frame)==49 || i==60 || i==69 || i==84 || i==93 || i==102) )
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continue;
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if (cl_gibfilter->value &&
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(s1->modelindex == cl_h_playerindex || s1->modelindex == cl_gib1index
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|| s1->modelindex == cl_gib2index || s1->modelindex == cl_gib3index))
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continue;
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// create a new entity
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if (cl_numvisedicts == MAX_VISEDICTS)
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break; // object list is full
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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->keynum = s1->number;
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ent->model = model = cl.model_precache[s1->modelindex];
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// set colormap
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if (s1->colormap && (s1->colormap < MAX_CLIENTS)
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&& !strcmp(ent->model->name,"progs/player.mdl") )
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{
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ent->colormap = cl.players[s1->colormap-1].translations;
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ent->scoreboard = &cl.players[s1->colormap-1];
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}
|
|
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;
|
|
// if (s1->glowsize != 0)
|
|
// Con_Printf("glowsize: %d\n", s1->glowsize);
|
|
ent->glowcolor = s1->glowcolor;
|
|
// if (s1->glowcolor != 254)
|
|
// Con_Printf("glowcolor: %d\n", s1->glowcolor);
|
|
ent->alpha = s1->alpha / 255.0;
|
|
// if (s1->alpha != 255)
|
|
// Con_Printf("alpha: %d\n", s1->alpha);
|
|
ent->scale = s1->scale / 16.0;
|
|
// if (s1->scale != 16)
|
|
// Con_Printf("scale: %d\n", s1->scale);
|
|
|
|
if (s1->colormod == 255)
|
|
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
|
|
else
|
|
{
|
|
// Con_Printf("colormod: %d\n", s1->colormod);
|
|
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->frame = s1->frame;
|
|
|
|
// rotate binary objects locally
|
|
if (model->flags & EF_ROTATE)
|
|
{
|
|
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)
|
|
{
|
|
VectorCopy (cl_oldvisedicts[i].origin, old_origin);
|
|
break;
|
|
}
|
|
}
|
|
if (i == cl_oldnumvisedicts)
|
|
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->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];
|
|
|
|
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 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
|
|
|
|
// FIXME: Use a findvar or something for gl_flashblend --KB
|
|
// spawn light flashes, even ones coming from invisible objects
|
|
if (!gl_flashblend->value || 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;
|
|
|
|
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 = 0;
|
|
|
|
ent->model = cl.model_precache[state->modelindex];
|
|
ent->skinnum = state->skinnum;
|
|
ent->frame = state->frame;
|
|
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->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 (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->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 (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->value)
|
|
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 ();
|
|
}
|
|
|