Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-02-03 10:56:46 +00:00
|
|
|
cl_parse.c - parse a message received from the server
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
2000-02-19 15:43:42 +00:00
|
|
|
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
|
|
|
Please see the file "AUTHORS" for a list of contributors
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU General Public License
|
|
|
|
as published by the Free Software Foundation; either version 2
|
|
|
|
of the License, or (at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to the Free Software
|
|
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2000-02-19 15:43:42 +00:00
|
|
|
#include <qtypes.h>
|
2000-02-03 10:56:46 +00:00
|
|
|
#include <quakedef.h>
|
2000-02-19 15:43:42 +00:00
|
|
|
#include <model.h>
|
|
|
|
#include <pmove.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <console.h>
|
|
|
|
#include <mathlib.h>
|
2000-02-19 15:43:42 +00:00
|
|
|
#include <sound.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <cdaudio.h>
|
2000-02-19 15:43:42 +00:00
|
|
|
#include <sbar.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <screen.h>
|
2000-02-19 15:43:42 +00:00
|
|
|
#include <cvars.h>
|
2000-02-04 13:40:04 +00:00
|
|
|
#include <client.h>
|
|
|
|
#include <server.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-22 12:54:51 +00:00
|
|
|
void CL_ParseUpdate (int bits);
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
char *svc_strings[] =
|
|
|
|
{
|
|
|
|
"svc_bad",
|
|
|
|
"svc_nop",
|
|
|
|
"svc_disconnect",
|
|
|
|
"svc_updatestat",
|
|
|
|
"svc_version", // [long] server version
|
|
|
|
"svc_setview", // [short] entity number
|
|
|
|
"svc_sound", // <see code>
|
|
|
|
"svc_time", // [float] server time
|
|
|
|
"svc_print", // [string] null terminated string
|
|
|
|
"svc_stufftext", // [string] stuffed into client's console buffer
|
|
|
|
// the string should be \n terminated
|
|
|
|
"svc_setangle", // [vec3] set the view angle to this absolute value
|
|
|
|
|
|
|
|
"svc_serverinfo", // [long] version
|
|
|
|
// [string] signon string
|
|
|
|
// [string]..[0]model cache [string]...[0]sounds cache
|
|
|
|
// [string]..[0]item cache
|
|
|
|
"svc_lightstyle", // [byte] [string]
|
|
|
|
"svc_updatename", // [byte] [string]
|
|
|
|
"svc_updatefrags", // [byte] [short]
|
|
|
|
"svc_clientdata", // <shortbits + data>
|
|
|
|
"svc_stopsound", // <see code>
|
|
|
|
"svc_updatecolors", // [byte] [byte]
|
|
|
|
"svc_particle", // [vec3] <variable>
|
|
|
|
"svc_damage", // [byte] impact [byte] blood [vec3] from
|
|
|
|
|
|
|
|
"svc_spawnstatic",
|
|
|
|
"OBSOLETE svc_spawnbinary",
|
|
|
|
"svc_spawnbaseline",
|
|
|
|
|
|
|
|
"svc_temp_entity", // <variable>
|
|
|
|
"svc_setpause",
|
|
|
|
"svc_signonnum",
|
|
|
|
"svc_centerprint",
|
|
|
|
"svc_killedmonster",
|
|
|
|
"svc_foundsecret",
|
|
|
|
"svc_spawnstaticsound",
|
|
|
|
"svc_intermission",
|
|
|
|
"svc_finale", // [string] music [string] text
|
|
|
|
"svc_cdtrack", // [byte] track [byte] looptrack
|
|
|
|
"svc_sellscreen",
|
|
|
|
"svc_cutscene"
|
|
|
|
};
|
|
|
|
|
2000-02-12 05:08:37 +00:00
|
|
|
int parsecountmod;
|
|
|
|
double parsecounttime;
|
2000-02-19 15:43:42 +00:00
|
|
|
int cl_spikeindex, cl_playerindex, cl_flagindex;
|
2000-02-12 05:08:37 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CL_EntityNum
|
|
|
|
|
|
|
|
This error checks and tracks the total number of entities
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
entity_t *CL_EntityNum (int num)
|
|
|
|
{
|
|
|
|
if (num >= cl.num_entities)
|
|
|
|
{
|
|
|
|
if (num >= MAX_EDICTS)
|
|
|
|
Host_Error ("CL_EntityNum: %i is an invalid number",num);
|
|
|
|
while (cl.num_entities<=num)
|
|
|
|
{
|
|
|
|
cl_entities[cl.num_entities].colormap = vid.colormap;
|
|
|
|
cl.num_entities++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return &cl_entities[num];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CL_ParseStartSoundPacket
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void CL_ParseStartSoundPacket(void)
|
|
|
|
{
|
|
|
|
vec3_t pos;
|
|
|
|
int channel, ent;
|
|
|
|
int sound_num;
|
|
|
|
int volume;
|
|
|
|
int field_mask;
|
|
|
|
float attenuation;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
field_mask = MSG_ReadByte();
|
|
|
|
|
|
|
|
if (field_mask & SND_VOLUME)
|
|
|
|
volume = MSG_ReadByte ();
|
|
|
|
else
|
|
|
|
volume = DEFAULT_SOUND_PACKET_VOLUME;
|
|
|
|
|
|
|
|
if (field_mask & SND_ATTENUATION)
|
|
|
|
attenuation = MSG_ReadByte () / 64.0;
|
|
|
|
else
|
|
|
|
attenuation = DEFAULT_SOUND_PACKET_ATTENUATION;
|
|
|
|
|
|
|
|
channel = MSG_ReadShort ();
|
|
|
|
sound_num = MSG_ReadByte ();
|
|
|
|
|
|
|
|
ent = channel >> 3;
|
|
|
|
channel &= 7;
|
|
|
|
|
|
|
|
if (ent > MAX_EDICTS)
|
|
|
|
Host_Error ("CL_ParseStartSoundPacket: ent = %i", ent);
|
|
|
|
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
pos[i] = MSG_ReadCoord ();
|
|
|
|
|
|
|
|
S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CL_KeepaliveMessage
|
|
|
|
|
|
|
|
When the client is taking a long time to load stuff, send keepalive messages
|
|
|
|
so the server doesn't disconnect.
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void CL_KeepaliveMessage (void)
|
|
|
|
{
|
|
|
|
float time;
|
|
|
|
static float lastmsg;
|
|
|
|
int ret;
|
|
|
|
sizebuf_t old;
|
|
|
|
byte olddata[8192];
|
|
|
|
|
|
|
|
if (sv.active)
|
|
|
|
return; // no need if server is local
|
|
|
|
if (cls.demoplayback)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// read messages from server, should just be nops
|
|
|
|
old = net_message;
|
|
|
|
memcpy (olddata, net_message.data, net_message.cursize);
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
ret = CL_GetMessage ();
|
|
|
|
switch (ret)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
Host_Error ("CL_KeepaliveMessage: CL_GetMessage failed");
|
|
|
|
case 0:
|
|
|
|
break; // nothing waiting
|
|
|
|
case 1:
|
|
|
|
Host_Error ("CL_KeepaliveMessage: received a message");
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
if (MSG_ReadByte() != svc_nop)
|
|
|
|
Host_Error ("CL_KeepaliveMessage: datagram wasn't a nop");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} while (ret);
|
|
|
|
|
|
|
|
net_message = old;
|
|
|
|
memcpy (net_message.data, olddata, net_message.cursize);
|
|
|
|
|
|
|
|
// check time
|
|
|
|
time = Sys_DoubleTime ();
|
|
|
|
if (time - lastmsg < 5)
|
|
|
|
return;
|
|
|
|
lastmsg = time;
|
|
|
|
|
|
|
|
// write out a nop
|
|
|
|
Con_Printf ("--> client to server keepalive\n");
|
|
|
|
|
2000-02-04 13:40:04 +00:00
|
|
|
MSG_WriteByte (&cls.netchan.message, clc_nop);
|
|
|
|
NET_SendMessage (cls.netcon, &cls.netchan.message);
|
|
|
|
SZ_Clear (&cls.netchan.message);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CL_ParseServerInfo
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void CL_ParseServerInfo (void)
|
|
|
|
{
|
|
|
|
char *str;
|
|
|
|
int i;
|
|
|
|
int nummodels, numsounds;
|
|
|
|
char model_precache[MAX_MODELS][MAX_QPATH];
|
|
|
|
char sound_precache[MAX_SOUNDS][MAX_QPATH];
|
|
|
|
|
|
|
|
Con_DPrintf ("Serverinfo packet received.\n");
|
|
|
|
//
|
|
|
|
// wipe the client_state_t struct
|
|
|
|
//
|
|
|
|
CL_ClearState ();
|
|
|
|
|
|
|
|
// parse protocol version number
|
|
|
|
i = MSG_ReadLong ();
|
|
|
|
if (i != PROTOCOL_VERSION)
|
|
|
|
{
|
|
|
|
Con_Printf ("Server returned version %i, not %i", i, PROTOCOL_VERSION);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// parse maxclients
|
|
|
|
cl.maxclients = MSG_ReadByte ();
|
|
|
|
if (cl.maxclients < 1 || cl.maxclients > MAX_SCOREBOARD)
|
|
|
|
{
|
|
|
|
Con_Printf("Bad maxclients (%u) from server\n", cl.maxclients);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
cl.scores = Hunk_AllocName (cl.maxclients*sizeof(*cl.scores), "scores");
|
|
|
|
|
|
|
|
// parse gametype
|
|
|
|
cl.gametype = MSG_ReadByte ();
|
|
|
|
|
|
|
|
// parse signon message
|
|
|
|
str = MSG_ReadString ();
|
|
|
|
strncpy (cl.levelname, str, sizeof(cl.levelname)-1);
|
|
|
|
|
|
|
|
// seperate the printfs so the server message can have a color
|
|
|
|
Con_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
|
|
|
|
Con_Printf ("%c%s\n", 2, str);
|
|
|
|
|
|
|
|
//
|
|
|
|
// first we go through and touch all of the precache data that still
|
|
|
|
// happens to be in the cache, so precaching something else doesn't
|
|
|
|
// needlessly purge it
|
|
|
|
//
|
|
|
|
|
|
|
|
// precache models
|
|
|
|
memset (cl.model_precache, 0, sizeof(cl.model_precache));
|
|
|
|
for (nummodels=1 ; ; nummodels++)
|
|
|
|
{
|
|
|
|
str = MSG_ReadString ();
|
|
|
|
if (!str[0])
|
|
|
|
break;
|
|
|
|
if (nummodels==MAX_MODELS)
|
|
|
|
{
|
|
|
|
Con_Printf ("Server sent too many model precaches\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
strcpy (model_precache[nummodels], str);
|
|
|
|
Mod_TouchModel (str);
|
|
|
|
}
|
|
|
|
|
|
|
|
// precache sounds
|
|
|
|
memset (cl.sound_precache, 0, sizeof(cl.sound_precache));
|
|
|
|
for (numsounds=1 ; ; numsounds++)
|
|
|
|
{
|
|
|
|
str = MSG_ReadString ();
|
|
|
|
if (!str[0])
|
|
|
|
break;
|
|
|
|
if (numsounds==MAX_SOUNDS)
|
|
|
|
{
|
|
|
|
Con_Printf ("Server sent too many sound precaches\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
strcpy (sound_precache[numsounds], str);
|
|
|
|
S_TouchSound (str);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// now we try to load everything else until a cache allocation fails
|
|
|
|
//
|
|
|
|
|
|
|
|
for (i=1 ; i<nummodels ; i++)
|
|
|
|
{
|
|
|
|
cl.model_precache[i] = Mod_ForName (model_precache[i], false);
|
|
|
|
if (cl.model_precache[i] == NULL)
|
|
|
|
{
|
|
|
|
Con_Printf("Model %s not found\n", model_precache[i]);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
CL_KeepaliveMessage ();
|
|
|
|
}
|
|
|
|
|
|
|
|
S_BeginPrecaching ();
|
|
|
|
for (i=1 ; i<numsounds ; i++)
|
|
|
|
{
|
|
|
|
cl.sound_precache[i] = S_PrecacheSound (sound_precache[i]);
|
|
|
|
CL_KeepaliveMessage ();
|
|
|
|
}
|
|
|
|
S_EndPrecaching ();
|
|
|
|
|
|
|
|
|
|
|
|
// local state
|
2000-02-07 01:32:12 +00:00
|
|
|
cl_entities[0].model = cl.worldmodel = cl.model_precache[1];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
R_NewMap ();
|
|
|
|
|
|
|
|
Hunk_Check (); // make sure nothing is hurt
|
|
|
|
|
|
|
|
noclip_anglehack = false; // noclip is turned off at start
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CL_ParseBaseline
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void CL_ParseBaseline (entity_t *ent)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
ent->baseline.modelindex = MSG_ReadByte ();
|
|
|
|
ent->baseline.frame = MSG_ReadByte ();
|
|
|
|
ent->baseline.colormap = MSG_ReadByte();
|
2000-01-29 18:46:26 +00:00
|
|
|
ent->baseline.skinnum = MSG_ReadByte();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
|
|
|
ent->baseline.origin[i] = MSG_ReadCoord ();
|
|
|
|
ent->baseline.angles[i] = MSG_ReadAngle ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CL_ParseClientdata
|
|
|
|
|
|
|
|
Server information pertaining to this client only
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void CL_ParseClientdata (int bits)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
if (bits & SU_VIEWHEIGHT)
|
|
|
|
cl.viewheight = MSG_ReadChar ();
|
|
|
|
else
|
|
|
|
cl.viewheight = DEFAULT_VIEWHEIGHT;
|
|
|
|
|
|
|
|
if (bits & SU_IDEALPITCH)
|
|
|
|
cl.idealpitch = MSG_ReadChar ();
|
|
|
|
else
|
|
|
|
cl.idealpitch = 0;
|
|
|
|
|
|
|
|
VectorCopy (cl.mvelocity[0], cl.mvelocity[1]);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
2000-01-29 18:46:26 +00:00
|
|
|
if (bits & (SU_PUNCH1<<i) ) {
|
|
|
|
if (PITCH == i)
|
|
|
|
cl.punchangle = MSG_ReadChar();
|
|
|
|
else
|
|
|
|
MSG_ReadChar();
|
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (bits & (SU_VELOCITY1<<i) )
|
|
|
|
cl.mvelocity[0][i] = MSG_ReadChar()*16;
|
|
|
|
else
|
|
|
|
cl.mvelocity[0][i] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [always sent] if (bits & SU_ITEMS)
|
|
|
|
i = MSG_ReadLong ();
|
|
|
|
|
|
|
|
if (cl.items != i)
|
|
|
|
{ // set flash times
|
|
|
|
Sbar_Changed ();
|
|
|
|
for (j=0 ; j<32 ; j++)
|
|
|
|
if ( (i & (1<<j)) && !(cl.items & (1<<j)))
|
|
|
|
cl.item_gettime[j] = cl.time;
|
|
|
|
cl.items = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
cl.onground = (bits & SU_ONGROUND) != 0;
|
|
|
|
cl.inwater = (bits & SU_INWATER) != 0;
|
|
|
|
|
|
|
|
if (bits & SU_WEAPONFRAME)
|
|
|
|
cl.stats[STAT_WEAPONFRAME] = MSG_ReadByte ();
|
|
|
|
else
|
|
|
|
cl.stats[STAT_WEAPONFRAME] = 0;
|
|
|
|
|
|
|
|
if (bits & SU_ARMOR)
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
else
|
|
|
|
i = 0;
|
|
|
|
if (cl.stats[STAT_ARMOR] != i)
|
|
|
|
{
|
|
|
|
cl.stats[STAT_ARMOR] = i;
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bits & SU_WEAPON)
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
else
|
|
|
|
i = 0;
|
|
|
|
if (cl.stats[STAT_WEAPON] != i)
|
|
|
|
{
|
|
|
|
cl.stats[STAT_WEAPON] = i;
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
|
|
|
|
i = MSG_ReadShort ();
|
|
|
|
if (cl.stats[STAT_HEALTH] != i)
|
|
|
|
{
|
|
|
|
cl.stats[STAT_HEALTH] = i;
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
if (cl.stats[STAT_AMMO] != i)
|
|
|
|
{
|
|
|
|
cl.stats[STAT_AMMO] = i;
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i=0 ; i<4 ; i++)
|
|
|
|
{
|
|
|
|
j = MSG_ReadByte ();
|
|
|
|
if (cl.stats[STAT_SHELLS+i] != j)
|
|
|
|
{
|
|
|
|
cl.stats[STAT_SHELLS+i] = j;
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
|
|
|
|
if (standard_quake)
|
|
|
|
{
|
|
|
|
if (cl.stats[STAT_ACTIVEWEAPON] != i)
|
|
|
|
{
|
|
|
|
cl.stats[STAT_ACTIVEWEAPON] = i;
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (cl.stats[STAT_ACTIVEWEAPON] != (1<<i))
|
|
|
|
{
|
|
|
|
cl.stats[STAT_ACTIVEWEAPON] = (1<<i);
|
|
|
|
Sbar_Changed ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
CL_ParseStatic
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void CL_ParseStatic (void)
|
|
|
|
{
|
|
|
|
entity_t *ent;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
i = cl.num_statics;
|
|
|
|
if (i >= MAX_STATIC_ENTITIES)
|
|
|
|
Host_Error ("Too many static entities");
|
|
|
|
ent = &cl_static_entities[i];
|
|
|
|
cl.num_statics++;
|
|
|
|
CL_ParseBaseline (ent);
|
|
|
|
|
|
|
|
// copy it to the current state
|
|
|
|
ent->model = cl.model_precache[ent->baseline.modelindex];
|
|
|
|
ent->frame = ent->baseline.frame;
|
|
|
|
ent->colormap = vid.colormap;
|
2000-01-29 18:46:26 +00:00
|
|
|
ent->skinnum = ent->baseline.skinnum;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
ent->effects = ent->baseline.effects;
|
|
|
|
|
|
|
|
VectorCopy (ent->baseline.origin, ent->origin);
|
|
|
|
VectorCopy (ent->baseline.angles, ent->angles);
|
|
|
|
R_AddEfrags (ent);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===================
|
|
|
|
CL_ParseStaticSound
|
|
|
|
===================
|
|
|
|
*/
|
|
|
|
void CL_ParseStaticSound (void)
|
|
|
|
{
|
|
|
|
vec3_t org;
|
|
|
|
int sound_num, vol, atten;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
org[i] = MSG_ReadCoord ();
|
|
|
|
sound_num = MSG_ReadByte ();
|
|
|
|
vol = MSG_ReadByte ();
|
|
|
|
atten = MSG_ReadByte ();
|
|
|
|
|
|
|
|
S_StaticSound (cl.sound_precache[sound_num], org, vol, atten);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
#define SHOWNET(x) if(cl_shownet->value==2)Con_Printf ("%3i:%s\n", msg_readcount-1, x);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
CL_ParseServerMessage
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void CL_ParseServerMessage (void)
|
|
|
|
{
|
|
|
|
int cmd;
|
|
|
|
int i;
|
2000-02-03 12:46:08 +00:00
|
|
|
char ch;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
//
|
|
|
|
// if recording demos, copy the message out
|
|
|
|
//
|
2000-02-27 07:13:32 +00:00
|
|
|
if (cl_shownet->value == 1)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("%i ",net_message.cursize);
|
2000-02-27 07:13:32 +00:00
|
|
|
else if (cl_shownet->value == 2)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("------------------\n");
|
|
|
|
|
|
|
|
cl.onground = false; // unless the server says otherwise
|
|
|
|
//
|
|
|
|
// parse the message
|
|
|
|
//
|
|
|
|
MSG_BeginReading ();
|
|
|
|
|
|
|
|
while (1)
|
|
|
|
{
|
|
|
|
if (msg_badread)
|
|
|
|
Host_Error ("CL_ParseServerMessage: Bad server message");
|
|
|
|
|
|
|
|
cmd = MSG_ReadByte ();
|
|
|
|
|
|
|
|
if (cmd == -1)
|
|
|
|
{
|
|
|
|
SHOWNET("END OF MESSAGE");
|
|
|
|
return; // end of message
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the high bit of the command byte is set, it is a fast update
|
|
|
|
if (cmd & 128)
|
|
|
|
{
|
|
|
|
SHOWNET("fast update");
|
|
|
|
CL_ParseUpdate (cmd&127);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
SHOWNET(svc_strings[cmd]);
|
|
|
|
|
|
|
|
// other commands
|
|
|
|
switch (cmd)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
Host_Error ("CL_ParseServerMessage: Illegible server message\n");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_nop:
|
|
|
|
// Con_Printf ("svc_nop\n");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_time:
|
|
|
|
cl.mtime[1] = cl.mtime[0];
|
|
|
|
cl.mtime[0] = MSG_ReadFloat ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_clientdata:
|
|
|
|
i = MSG_ReadShort ();
|
|
|
|
CL_ParseClientdata (i);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_version:
|
|
|
|
i = MSG_ReadLong ();
|
|
|
|
if (i != PROTOCOL_VERSION)
|
|
|
|
Host_Error ("CL_ParseServerMessage: Server is protocol %i instead of %i\n", i, PROTOCOL_VERSION);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_disconnect:
|
|
|
|
Host_EndGame ("Server disconnected\n");
|
|
|
|
|
|
|
|
case svc_print:
|
2000-02-03 12:46:08 +00:00
|
|
|
ch = MSG_ReadChar ();
|
|
|
|
if (ch == '\x01') {
|
2000-02-03 10:56:46 +00:00
|
|
|
S_LocalSound ("misc/talk.wav");
|
|
|
|
con_ormask = 128;
|
|
|
|
}
|
2000-02-03 12:46:08 +00:00
|
|
|
Con_Printf ("%c%s", ch, MSG_ReadString ());
|
2000-02-03 10:56:46 +00:00
|
|
|
con_ormask = 0;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_centerprint:
|
|
|
|
SCR_CenterPrint (MSG_ReadString ());
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_stufftext:
|
|
|
|
Cbuf_AddText (MSG_ReadString ());
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_damage:
|
|
|
|
V_ParseDamage ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_serverinfo:
|
|
|
|
CL_ParseServerInfo ();
|
|
|
|
vid.recalc_refdef = true; // leave intermission full screen
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_setangle:
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
cl.viewangles[i] = MSG_ReadAngle ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_setview:
|
2000-02-07 01:32:12 +00:00
|
|
|
cl.playernum = MSG_ReadShort ();
|
2000-01-29 18:46:26 +00:00
|
|
|
cl.playernum--;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_lightstyle:
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
if (i >= MAX_LIGHTSTYLES)
|
|
|
|
Sys_Error ("svc_lightstyle > MAX_LIGHTSTYLES");
|
|
|
|
Q_strcpy (cl_lightstyle[i].map, MSG_ReadString());
|
|
|
|
cl_lightstyle[i].length = Q_strlen(cl_lightstyle[i].map);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_sound:
|
|
|
|
CL_ParseStartSoundPacket();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_stopsound:
|
|
|
|
i = MSG_ReadShort();
|
|
|
|
S_StopSound(i>>3, i&7);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_updatename:
|
|
|
|
Sbar_Changed ();
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
if (i >= cl.maxclients)
|
|
|
|
Host_Error ("CL_ParseServerMessage: svc_updatename > MAX_SCOREBOARD");
|
|
|
|
strcpy (cl.scores[i].name, MSG_ReadString ());
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_updatefrags:
|
|
|
|
Sbar_Changed ();
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
if (i >= cl.maxclients)
|
|
|
|
Host_Error ("CL_ParseServerMessage: svc_updatefrags > MAX_SCOREBOARD");
|
|
|
|
cl.scores[i].frags = MSG_ReadShort ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_updatecolors:
|
|
|
|
Sbar_Changed ();
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
if (i >= cl.maxclients)
|
|
|
|
Host_Error ("CL_ParseServerMessage: svc_updatecolors > MAX_SCOREBOARD");
|
|
|
|
cl.scores[i].colors = MSG_ReadByte ();
|
|
|
|
CL_NewTranslation (i);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_particle:
|
|
|
|
R_ParseParticleEffect ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_spawnbaseline:
|
|
|
|
i = MSG_ReadShort ();
|
|
|
|
// must use CL_EntityNum() to force cl.num_entities up
|
|
|
|
CL_ParseBaseline (CL_EntityNum(i));
|
|
|
|
break;
|
|
|
|
case svc_spawnstatic:
|
|
|
|
CL_ParseStatic ();
|
|
|
|
break;
|
|
|
|
case svc_temp_entity:
|
|
|
|
CL_ParseTEnt ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_setpause:
|
|
|
|
{
|
|
|
|
cl.paused = MSG_ReadByte ();
|
|
|
|
|
|
|
|
if (cl.paused)
|
|
|
|
{
|
|
|
|
CDAudio_Pause ();
|
|
|
|
#ifdef _WIN32
|
|
|
|
VID_HandlePause (true);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CDAudio_Resume ();
|
|
|
|
#ifdef _WIN32
|
|
|
|
VID_HandlePause (false);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_signonnum:
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
if (i <= cls.signon)
|
|
|
|
Host_Error ("Received signon %i when at %i", i, cls.signon);
|
|
|
|
cls.signon = i;
|
|
|
|
CL_SignonReply ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_killedmonster:
|
|
|
|
cl.stats[STAT_MONSTERS]++;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_foundsecret:
|
|
|
|
cl.stats[STAT_SECRETS]++;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_updatestat:
|
|
|
|
i = MSG_ReadByte ();
|
|
|
|
if (i < 0 || i >= MAX_CL_STATS)
|
|
|
|
Sys_Error ("svc_updatestat: %i is invalid", i);
|
|
|
|
cl.stats[i] = MSG_ReadLong ();;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_spawnstaticsound:
|
|
|
|
CL_ParseStaticSound ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_cdtrack:
|
|
|
|
cl.cdtrack = MSG_ReadByte ();
|
2000-01-29 18:46:26 +00:00
|
|
|
//cl.looptrack = MSG_ReadByte ();
|
|
|
|
MSG_ReadByte ();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if ( (cls.demoplayback || cls.demorecording) && (cls.forcetrack != -1) )
|
|
|
|
CDAudio_Play ((byte)cls.forcetrack, true);
|
|
|
|
else
|
|
|
|
CDAudio_Play ((byte)cl.cdtrack, true);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_intermission:
|
|
|
|
cl.intermission = 1;
|
|
|
|
cl.completed_time = cl.time;
|
|
|
|
vid.recalc_refdef = true; // go to full screen
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_finale:
|
|
|
|
cl.intermission = 2;
|
|
|
|
cl.completed_time = cl.time;
|
|
|
|
vid.recalc_refdef = true; // go to full screen
|
|
|
|
SCR_CenterPrint (MSG_ReadString ());
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_cutscene:
|
|
|
|
cl.intermission = 3;
|
|
|
|
cl.completed_time = cl.time;
|
|
|
|
vid.recalc_refdef = true; // go to full screen
|
|
|
|
SCR_CenterPrint (MSG_ReadString ());
|
|
|
|
break;
|
|
|
|
|
|
|
|
case svc_sellscreen:
|
|
|
|
Cmd_ExecuteString ("help", src_command);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|