mirror of
https://git.code.sf.net/p/quake/newtree
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1194 lines
29 KiB
C
1194 lines
29 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 "cl_cam.h"
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#include "cl_ents.h"
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#include "cl_main.h"
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#include "cl_pred.h"
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#include "cl_tent.h"
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#include "console.h"
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#include "d_iface.h"
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#include "host.h"
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#include "msg.h"
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#include "pmove.h"
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#include "r_dynamic.h"
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#include "view.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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entity_t **CL_NewTempEntity (void);
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entity_t cl_packet_ents[512]; // FIXME: magic number
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entity_t cl_flag_ents[MAX_CLIENTS];
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entity_t cl_player_ents[MAX_CLIENTS];
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//============================================================
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/*
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CL_ClearEnts
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*/
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void
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CL_ClearEnts ()
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{
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int i;
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for (i = 0; i < sizeof (cl_packet_ents) / sizeof (cl_packet_ents[0]); i++)
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CL_Init_Entity (&cl_packet_ents[i]);
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for (i = 0; i < sizeof (cl_flag_ents) / sizeof (cl_flag_ents[0]); i++)
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CL_Init_Entity (&cl_flag_ents[i]);
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for (i = 0; i < sizeof (cl_player_ents) / sizeof (cl_player_ents[0]); i++)
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CL_Init_Entity (&cl_player_ents[i]);
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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 *
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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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dl = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
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if (dl->key == key) {
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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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if (dl->die < cl.time) {
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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
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CL_NewDlight (int key, float x, float y, float z, float radius, float time, 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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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
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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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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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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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int bitcounts[32]; // / just for protocol profiling
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void
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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) { // 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
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// version 2 stuff...
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if (bits & U_EXTEND1) {
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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
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// 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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// FIXME
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}
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/*
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if ((!to->alpha) || (!to->colormod)) Con_Printf("fa: %d, fc: %d, ta:
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%d, tc: %d\n", from->alpha, from->colormod, to->alpha, to->colormod); */
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/*
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if ((!ent->alpha) || (!ent->colormod[0]) || (!ent->colormod[1]) ||
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(!ent->colormod[2])) { Con_Printf("ea: %f, ec0: %f, ec1: %f ec2: %f,
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sa: %d, sc: %d\n", 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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FlushEntityPacket
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=================
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*/
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void
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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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word = (unsigned short) MSG_ReadShort ();
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if (msg_badread) { // 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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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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void
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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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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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} else
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oldpacket = -1;
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full = false;
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if (oldpacket != -1) {
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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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} else { // 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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word = (unsigned short) MSG_ReadShort ();
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if (msg_badread) { // 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) { // copy rest of ents from old packet
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while (oldindex < oldp->num_entities) {
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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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if (full) {
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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) { // 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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if (full) {
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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) { // delta from previous
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if (full) {
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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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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
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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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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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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,
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s1->origin[0], s1->origin[1], s1->origin[2],
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200 + (rand () & 31), 0.1, 3);
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else if (s1->effects & EF_BLUE)
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CL_NewDlight (s1->number,
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s1->origin[0], s1->origin[1], s1->origin[2],
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200 + (rand () & 31), 0.1, 1);
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else if (s1->effects & EF_RED)
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CL_NewDlight (s1->number,
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s1->origin[0], s1->origin[1], s1->origin[2],
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200 + (rand () & 31), 0.1, 2);
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else if (s1->effects & EF_BRIGHTLIGHT)
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CL_NewDlight (s1->number,
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s1->origin[0], s1->origin[1], s1->origin[2] + 16,
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400 + (rand () & 31), 0.1, 0);
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else if (s1->effects & EF_DIMLIGHT)
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CL_NewDlight (s1->number,
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s1->origin[0], s1->origin[1], s1->origin[2],
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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->int_val && s1->modelindex == cl_playerindex
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&& ((i = s1->frame) == 49 || i == 60 || i == 69 || i == 84
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|| i == 93 || i == 102))
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continue;
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if (cl_gibfilter->int_val &&
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(s1->modelindex == cl_h_playerindex
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|| s1->modelindex == cl_gib1index || s1->modelindex == cl_gib2index
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|| s1->modelindex == cl_gib3index))
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continue;
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// create a new entity
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ent = CL_NewTempEntity ();
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if (!ent)
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break; // object list is full
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*ent = &cl_packet_ents[s1->number];
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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
|
|
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)->frame = s1->frame;
|
|
if ((*ent)->visframe != r_framecount - 1) {
|
|
(*ent)->pose1 = (*ent)->pose2 = -1;
|
|
}
|
|
(*ent)->visframe = r_framecount;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
VectorCopy ((*ent)->origin, (*ent)->old_origin);
|
|
// 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;
|
|
|
|
for (i = 0; i < 3; i++)
|
|
if (abs ((*ent)->old_origin[i] - (*ent)->origin[i]) > 128) { // no trail
|
|
// if too far
|
|
VectorCopy ((*ent)->origin, (*ent)->old_origin);
|
|
break;
|
|
}
|
|
|
|
if (model->flags & EF_ROCKET) {
|
|
dl = CL_AllocDlight (-s1->number);
|
|
VectorCopy ((*ent)->origin, dl->origin);
|
|
dl->radius = 200;
|
|
dl->die = cl.time + 0.1;
|
|
R_RocketTrail (0, (*ent));
|
|
} else if (model->flags & EF_GRENADE)
|
|
R_RocketTrail (1, (*ent));
|
|
else if (model->flags & EF_GIB)
|
|
R_RocketTrail (2, (*ent));
|
|
else if (model->flags & EF_ZOMGIB)
|
|
R_RocketTrail (4, (*ent));
|
|
else if (model->flags & EF_TRACER)
|
|
R_RocketTrail (3, (*ent));
|
|
else if (model->flags & EF_TRACER2)
|
|
R_RocketTrail (5, (*ent));
|
|
else if (model->flags & EF_TRACER3)
|
|
R_RocketTrail (6, (*ent));
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=========================================================================
|
|
|
|
PROJECTILE PARSING / LINKING
|
|
|
|
=========================================================================
|
|
*/
|
|
|
|
typedef struct {
|
|
int modelindex;
|
|
entity_t ent;
|
|
} 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->ent.origin[0] = ((bits[0] + ((bits[1] & 15) << 8)) << 1) - 4096;
|
|
pr->ent.origin[1] = (((bits[1] >> 4) + (bits[2] << 4)) << 1) - 4096;
|
|
pr->ent.origin[2] = ((bits[3] + ((bits[4] & 15) << 8)) << 1) - 4096;
|
|
pr->ent.angles[0] = 360 * (bits[4] >> 4) / 16;
|
|
pr->ent.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
|
|
ent = CL_NewTempEntity ();
|
|
if (!ent)
|
|
break; // object list is full
|
|
*ent = &pr->ent;
|
|
(*ent)->model = cl.model_precache[pr->modelindex];
|
|
(*ent)->skinnum = 0;
|
|
(*ent)->frame = 0;
|
|
(*ent)->colormap = vid.colormap;
|
|
(*ent)->scoreboard = NULL;
|
|
// 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;
|
|
|
|
/*
|
|
===================
|
|
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 ();
|
|
if (!newent)
|
|
return;
|
|
*newent = &cl_flag_ents[ent->keynum];
|
|
(*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
|
|
ent = CL_NewTempEntity ();
|
|
if (!ent) // object list is full
|
|
break;
|
|
*ent = &cl_player_ents[state - frame->playerstate];
|
|
|
|
(*ent)->frame = state->frame;
|
|
(*ent)->keynum = state - frame->playerstate;
|
|
(*ent)->model = cl.model_precache[state->modelindex];
|
|
(*ent)->skinnum = state->skinnum;
|
|
(*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++;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===
|
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Calculate the new position of players, without other player clipping
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We do this to set up real player prediction.
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Players are predicted twice, first without clipping other players,
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then with clipping against them.
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This sets up the first phase.
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===
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*/
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void
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CL_SetUpPlayerPrediction (qboolean dopred)
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{
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int j;
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player_state_t *state;
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player_state_t exact;
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double playertime;
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int msec;
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frame_t *frame;
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struct predicted_player *pplayer;
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playertime = realtime - cls.latency + 0.02;
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if (playertime > realtime)
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playertime = realtime;
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frame = &cl.frames[cl.parsecount & UPDATE_MASK];
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for (j = 0, pplayer = predicted_players, state = frame->playerstate;
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j < MAX_CLIENTS; j++, pplayer++, state++) {
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pplayer->active = false;
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if (state->messagenum != cl.parsecount)
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continue; // not present this frame
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if (!state->modelindex)
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continue;
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pplayer->active = true;
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pplayer->flags = state->flags;
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// note that the local player is special, since he moves locally
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// we use his last predicted postition
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if (j == cl.playernum) {
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VectorCopy (cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].
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playerstate[cl.playernum].origin, pplayer->origin);
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} else {
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// only predict half the move to minimize overruns
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msec = 500 * (playertime - state->state_time);
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if (msec <= 0 ||
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(!cl_predict_players->int_val && !cl_predict_players2->int_val)
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|| !dopred) {
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VectorCopy (state->origin, pplayer->origin);
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// Con_DPrintf ("nopredict\n");
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} else {
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// predict players movement
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state->command.msec = msec = min (msec, 255);
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// Con_DPrintf ("predict: %i\n", msec);
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CL_PredictUsercmd (state, &exact, &state->command, false);
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VectorCopy (exact.origin, pplayer->origin);
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}
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}
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}
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}
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/*
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===============
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CL_SetSolid
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Builds all the pmove physents for the current frame
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Note that CL_SetUpPlayerPrediction() must be called first!
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pmove must be setup with world and solid entity hulls before calling
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(via CL_PredictMove)
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===============
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*/
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void
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CL_SetSolidPlayers (int playernum)
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{
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int j;
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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struct predicted_player *pplayer;
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physent_t *pent;
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if (!cl_solid_players->int_val)
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return;
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pent = pmove.physents + pmove.numphysent;
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for (j = 0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) {
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if (!pplayer->active)
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continue; // not present this frame
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// the player object never gets added
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if (j == playernum)
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continue;
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if (pplayer->flags & PF_DEAD)
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continue; // dead players aren't solid
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pent->model = 0;
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VectorCopy (pplayer->origin, pent->origin);
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VectorCopy (player_mins, pent->mins);
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VectorCopy (player_maxs, pent->maxs);
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pmove.numphysent++;
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pent++;
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}
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}
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/*
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===============
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CL_EmitEntities
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Builds the visedicts array for cl.time
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Made up of: clients, packet_entities, nails, and tents
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===============
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*/
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void
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CL_EmitEntities (void)
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{
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if (cls.state != ca_active)
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return;
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if (!cl.validsequence)
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return;
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cl_oldnumvisedicts = cl_numvisedicts;
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cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence - 1) & 1];
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cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence & 1];
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cl_numvisedicts = 0;
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CL_LinkPlayers ();
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CL_LinkPacketEntities ();
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CL_LinkProjectiles ();
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CL_UpdateTEnts ();
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}
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