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https://git.code.sf.net/p/quake/quakeforge-old
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427b74299d
Took me 9+ hours straight to do it, but its done!
1081 lines
24 KiB
C
1081 lines
24 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_ents.c -- entity parsing and management
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#include "quakedef.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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static struct predicted_player {
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int flags;
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qboolean active;
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vec3_t origin; // predicted origin
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} predicted_players[MAX_CLIENTS];
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//============================================================
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/*
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===============
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CL_AllocDlight
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===============
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*/
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dlight_t *CL_AllocDlight (int key)
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{
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int i;
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dlight_t *dl;
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// first look for an exact key match
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if (key)
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{
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->key == key)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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return dl;
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}
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}
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}
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// then look for anything else
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->die < cl.time)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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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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return dl;
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}
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/*
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===============
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CL_NewDlight
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===============
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*/
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void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
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int type)
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{
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dlight_t *dl;
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dl = CL_AllocDlight (key);
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dl->origin[0] = x;
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dl->origin[1] = y;
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dl->origin[2] = z;
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dl->radius = radius;
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dl->die = cl.time + time;
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if (type == 0) {
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dl->color[0] = 0.2;
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dl->color[1] = 0.1;
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dl->color[2] = 0.05;
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dl->color[3] = 0.7;
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} else if (type == 1) {
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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] = 0.3;
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dl->color[3] = 0.7;
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} else if (type == 2) {
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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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dl->color[3] = 0.7;
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} else if (type == 3) {
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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] = 0.4;
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dl->color[3] = 0.7;
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}
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}
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/*
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===============
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CL_DecayLights
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===============
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*/
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void CL_DecayLights (void)
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{
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int i;
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dlight_t *dl;
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->die < cl.time || !dl->radius)
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continue;
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dl->radius -= host_frametime*dl->decay;
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if (dl->radius < 0)
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dl->radius = 0;
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}
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}
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/*
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=========================================================================
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PACKET ENTITY PARSING / LINKING
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=========================================================================
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*/
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/*
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==================
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CL_ParseDelta
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Can go from either a baseline or a previous packet_entity
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==================
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*/
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int bitcounts[32]; /// just for protocol profiling
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void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits)
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{
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int i;
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// set everything to the state we are delta'ing from
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*to = *from;
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to->number = bits & 511;
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bits &= ~511;
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if (bits & U_MOREBITS)
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{ // read in the low order bits
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i = MSG_ReadByte ();
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bits |= i;
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}
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// count the bits for net profiling
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for (i=0 ; i<16 ; i++)
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if (bits&(1<<i))
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bitcounts[i]++;
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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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if (bits & U_SOLID)
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{
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// FIXME
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}
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}
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/*
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=================
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FlushEntityPacket
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=================
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*/
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void FlushEntityPacket (void)
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{
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int word;
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entity_state_t olde, newe;
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Con_DPrintf ("FlushEntityPacket\n");
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memset (&olde, 0, sizeof(olde));
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cl.validsequence = 0; // can't render a frame
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cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true;
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// read it all, but ignore it
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while (1)
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{
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word = (unsigned short)MSG_ReadShort ();
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if (msg_badread)
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{ // something didn't parse right...
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Host_EndGame ("msg_badread in packetentities");
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return;
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}
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if (!word)
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break; // done
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CL_ParseDelta (&olde, &newe, word);
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}
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}
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/*
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==================
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CL_ParsePacketEntities
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An svc_packetentities has just been parsed, deal with the
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rest of the data stream.
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==================
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*/
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void CL_ParsePacketEntities (qboolean delta)
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{
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int oldpacket, newpacket;
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packet_entities_t *oldp, *newp, dummy;
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int oldindex, newindex;
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int word, newnum, oldnum;
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qboolean full;
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byte from;
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newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
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newp = &cl.frames[newpacket].packet_entities;
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cl.frames[newpacket].invalid = false;
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if (delta)
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{
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from = MSG_ReadByte ();
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oldpacket = cl.frames[newpacket].delta_sequence;
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if ( (from&UPDATE_MASK) != (oldpacket&UPDATE_MASK) )
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Con_DPrintf ("WARNING: from mismatch\n");
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}
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else
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oldpacket = -1;
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full = false;
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if (oldpacket != -1)
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{
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if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP-1)
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{ // we can't use this, it is too old
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FlushEntityPacket ();
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return;
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}
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cl.validsequence = cls.netchan.incoming_sequence;
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oldp = &cl.frames[oldpacket&UPDATE_MASK].packet_entities;
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}
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else
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{ // this is a full update that we can start delta compressing from now
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oldp = &dummy;
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dummy.num_entities = 0;
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cl.validsequence = cls.netchan.incoming_sequence;
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full = true;
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}
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oldindex = 0;
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newindex = 0;
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newp->num_entities = 0;
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while (1)
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{
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word = (unsigned short)MSG_ReadShort ();
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if (msg_badread)
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{ // something didn't parse right...
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Host_EndGame ("msg_badread in packetentities");
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return;
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}
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if (!word)
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{
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while (oldindex < oldp->num_entities)
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{ // copy all the rest of the entities from the old packet
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//Con_Printf ("copy %i\n", oldp->entities[oldindex].number);
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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}
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break;
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}
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newnum = word&511;
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oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
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while (newnum > oldnum)
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{
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if (full)
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{
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Con_Printf ("WARNING: oldcopy on full update");
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FlushEntityPacket ();
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return;
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}
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//Con_Printf ("copy %i\n", oldnum);
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// copy one of the old entities over to the new packet unchanged
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
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}
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if (newnum < oldnum)
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{ // new from baseline
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//Con_Printf ("baseline %i\n", newnum);
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if (word & U_REMOVE)
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{
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if (full)
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{
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cl.validsequence = 0;
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Con_Printf ("WARNING: U_REMOVE on full update\n");
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FlushEntityPacket ();
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return;
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}
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continue;
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}
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex], word);
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newindex++;
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continue;
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}
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if (newnum == oldnum)
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{ // delta from previous
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if (full)
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{
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cl.validsequence = 0;
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Con_Printf ("WARNING: delta on full update");
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}
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if (word & U_REMOVE)
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{
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oldindex++;
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continue;
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}
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//Con_Printf ("delta %i\n",newnum);
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CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word);
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newindex++;
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oldindex++;
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}
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}
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newp->num_entities = newindex;
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}
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/*
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===============
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CL_LinkPacketEntities
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===============
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*/
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void CL_LinkPacketEntities (void)
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{
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entity_t *ent;
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packet_entities_t *pack;
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entity_state_t *s1, *s2;
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float f;
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model_t *model;
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vec3_t old_origin;
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float autorotate;
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int i;
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int pnum;
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dlight_t *dl;
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pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
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autorotate = anglemod(100*cl.time);
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f = 0; // FIXME: no interpolation right now
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for (pnum=0 ; pnum<pack->num_entities ; pnum++)
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{
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s1 = &pack->entities[pnum];
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s2 = s1; // FIXME: no interpolation right now
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// spawn light flashes, even ones coming from invisible objects
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if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3);
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else if (s1->effects & EF_BLUE)
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1);
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else if (s1->effects & EF_RED)
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2);
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else if (s1->effects & EF_BRIGHTLIGHT)
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0);
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else if (s1->effects & EF_DIMLIGHT)
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CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0);
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// if set to invisible, skip
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if (!s1->modelindex)
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continue;
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// create a new entity
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if (cl_numvisedicts == MAX_VISEDICTS)
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break; // object list is full
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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->keynum = s1->number;
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ent->model = model = cl.model_precache[s1->modelindex];
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// set colormap
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if (s1->colormap && (s1->colormap < MAX_CLIENTS)
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&& !strcmp(ent->model->name,"progs/player.mdl") )
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{
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ent->colormap = cl.players[s1->colormap-1].translations;
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ent->scoreboard = &cl.players[s1->colormap-1];
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}
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else
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{
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ent->colormap = vid.colormap;
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ent->scoreboard = NULL;
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}
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// set skin
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ent->skinnum = s1->skinnum;
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// set frame
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ent->frame = s1->frame;
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// rotate binary objects locally
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if (model->flags & EF_ROTATE)
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{
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ent->angles[0] = 0;
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ent->angles[1] = autorotate;
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ent->angles[2] = 0;
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}
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else
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{
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float a1, a2;
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for (i=0 ; i<3 ; i++)
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{
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a1 = s1->angles[i];
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a2 = s2->angles[i];
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if (a1 - a2 > 180)
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a1 -= 360;
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if (a1 - a2 < -180)
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a1 += 360;
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ent->angles[i] = a2 + f * (a1 - a2);
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}
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}
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|
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// calculate origin
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for (i=0 ; i<3 ; i++)
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ent->origin[i] = s2->origin[i] +
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f * (s1->origin[i] - s2->origin[i]);
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// add automatic particle trails
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if (!model->flags)
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continue;
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|
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// scan the old entity display list for a matching
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for (i=0 ; i<cl_oldnumvisedicts ; i++)
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{
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if (cl_oldvisedicts[i].keynum == ent->keynum)
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{
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VectorCopy (cl_oldvisedicts[i].origin, old_origin);
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break;
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}
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}
|
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if (i == cl_oldnumvisedicts)
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continue; // not in last message
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|
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for (i=0 ; i<3 ; i++)
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if ( abs(old_origin[i] - ent->origin[i]) > 128)
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{ // no trail if too far
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VectorCopy (ent->origin, old_origin);
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break;
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}
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if (model->flags & EF_ROCKET)
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{
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R_RocketTrail (old_origin, ent->origin, 0);
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dl = CL_AllocDlight (s1->number);
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200;
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dl->die = cl.time + 0.1;
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}
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else if (model->flags & EF_GRENADE)
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R_RocketTrail (old_origin, ent->origin, 1);
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else if (model->flags & EF_GIB)
|
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R_RocketTrail (old_origin, ent->origin, 2);
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else if (model->flags & EF_ZOMGIB)
|
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R_RocketTrail (old_origin, ent->origin, 4);
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else if (model->flags & EF_TRACER)
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R_RocketTrail (old_origin, ent->origin, 3);
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else if (model->flags & EF_TRACER2)
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R_RocketTrail (old_origin, ent->origin, 5);
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else if (model->flags & EF_TRACER3)
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R_RocketTrail (old_origin, ent->origin, 6);
|
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}
|
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}
|
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|
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/*
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=========================================================================
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PROJECTILE PARSING / LINKING
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=========================================================================
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*/
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typedef struct
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{
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int modelindex;
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vec3_t origin;
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vec3_t angles;
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} projectile_t;
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#define MAX_PROJECTILES 32
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projectile_t cl_projectiles[MAX_PROJECTILES];
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int cl_num_projectiles;
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extern int cl_spikeindex;
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void CL_ClearProjectiles (void)
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{
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cl_num_projectiles = 0;
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}
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/*
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=====================
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CL_ParseProjectiles
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Nails are passed as efficient temporary entities
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=====================
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*/
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void CL_ParseProjectiles (void)
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{
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int i, c, j;
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byte bits[6];
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projectile_t *pr;
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c = MSG_ReadByte ();
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for (i=0 ; i<c ; i++)
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{
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for (j=0 ; j<6 ; j++)
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bits[j] = MSG_ReadByte ();
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if (cl_num_projectiles == MAX_PROJECTILES)
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continue;
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pr = &cl_projectiles[cl_num_projectiles];
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cl_num_projectiles++;
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pr->modelindex = cl_spikeindex;
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pr->origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
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pr->origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
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pr->origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
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pr->angles[0] = 360*(bits[4]>>4)/16;
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pr->angles[1] = 360*bits[5]/256;
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}
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}
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/*
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=============
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CL_LinkProjectiles
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=============
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*/
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void CL_LinkProjectiles (void)
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{
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int i;
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projectile_t *pr;
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entity_t *ent;
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for (i=0, pr=cl_projectiles ; i<cl_num_projectiles ; i++, pr++)
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{
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// grab an entity to fill in
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if (cl_numvisedicts == MAX_VISEDICTS)
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break; // object list is full
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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->keynum = 0;
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if (pr->modelindex < 1)
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continue;
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ent->model = cl.model_precache[pr->modelindex];
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ent->skinnum = 0;
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ent->frame = 0;
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ent->colormap = vid.colormap;
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ent->scoreboard = NULL;
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VectorCopy (pr->origin, ent->origin);
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VectorCopy (pr->angles, ent->angles);
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}
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}
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//========================================
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extern int cl_spikeindex, cl_playerindex, cl_flagindex;
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entity_t *CL_NewTempEntity (void);
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/*
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===================
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CL_ParsePlayerinfo
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===================
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*/
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extern int parsecountmod;
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extern double parsecounttime;
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void CL_ParsePlayerinfo (void)
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{
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int msec;
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int flags;
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player_info_t *info;
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player_state_t *state;
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int num;
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int i;
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num = MSG_ReadByte ();
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if (num > MAX_CLIENTS)
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Sys_Error ("CL_ParsePlayerinfo: bad num");
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info = &cl.players[num];
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state = &cl.frames[parsecountmod].playerstate[num];
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flags = state->flags = MSG_ReadShort ();
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state->messagenum = cl.parsecount;
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state->origin[0] = MSG_ReadCoord ();
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state->origin[1] = MSG_ReadCoord ();
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state->origin[2] = MSG_ReadCoord ();
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state->frame = MSG_ReadByte ();
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// the other player's last move was likely some time
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// before the packet was sent out, so accurately track
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// the exact time it was valid at
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if (flags & PF_MSEC)
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{
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msec = MSG_ReadByte ();
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state->state_time = parsecounttime - msec*0.001;
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}
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else
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state->state_time = parsecounttime;
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if (flags & PF_COMMAND)
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MSG_ReadDeltaUsercmd (&nullcmd, &state->command);
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for (i=0 ; i<3 ; i++)
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{
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if (flags & (PF_VELOCITY1<<i) )
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state->velocity[i] = MSG_ReadShort();
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else
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state->velocity[i] = 0;
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}
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if (flags & PF_MODEL)
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state->modelindex = MSG_ReadByte ();
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else
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state->modelindex = cl_playerindex;
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if (flags & PF_SKINNUM)
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state->skinnum = MSG_ReadByte ();
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else
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state->skinnum = 0;
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if (flags & PF_EFFECTS)
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state->effects = MSG_ReadByte ();
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else
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state->effects = 0;
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if (flags & PF_WEAPONFRAME)
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state->weaponframe = MSG_ReadByte ();
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else
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state->weaponframe = 0;
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VectorCopy (state->command.angles, state->viewangles);
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}
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/*
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================
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CL_AddFlagModels
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Called when the CTF flags are set
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================
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*/
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void CL_AddFlagModels (entity_t *ent, int team)
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{
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int i;
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float f;
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vec3_t v_forward, v_right, v_up;
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entity_t *newent;
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if (cl_flagindex == -1)
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return;
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f = 14;
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if (ent->frame >= 29 && ent->frame <= 40) {
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if (ent->frame >= 29 && ent->frame <= 34) { //axpain
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if (ent->frame == 29) f = f + 2;
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else if (ent->frame == 30) f = f + 8;
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else if (ent->frame == 31) f = f + 12;
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else if (ent->frame == 32) f = f + 11;
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else if (ent->frame == 33) f = f + 10;
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else if (ent->frame == 34) f = f + 4;
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} else if (ent->frame >= 35 && ent->frame <= 40) { // pain
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if (ent->frame == 35) f = f + 2;
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else if (ent->frame == 36) f = f + 10;
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else if (ent->frame == 37) f = f + 10;
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else if (ent->frame == 38) f = f + 8;
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else if (ent->frame == 39) f = f + 4;
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else if (ent->frame == 40) f = f + 2;
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}
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} else if (ent->frame >= 103 && ent->frame <= 118) {
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if (ent->frame >= 103 && ent->frame <= 104) f = f + 6; //nailattack
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else if (ent->frame >= 105 && ent->frame <= 106) f = f + 6; //light
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else if (ent->frame >= 107 && ent->frame <= 112) f = f + 7; //rocketattack
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else if (ent->frame >= 112 && ent->frame <= 118) f = f + 7; //shotattack
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}
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newent = CL_NewTempEntity ();
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newent->model = cl.model_precache[cl_flagindex];
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newent->skinnum = team;
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AngleVectors (ent->angles, v_forward, v_right, v_up);
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v_forward[2] = -v_forward[2]; // reverse z component
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for (i=0 ; i<3 ; i++)
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newent->origin[i] = ent->origin[i] - f*v_forward[i] + 22*v_right[i];
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newent->origin[2] -= 16;
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VectorCopy (ent->angles, newent->angles)
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newent->angles[2] -= 45;
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}
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/*
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=============
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CL_LinkPlayers
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Create visible entities in the correct position
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for all current players
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=============
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*/
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void CL_LinkPlayers (void)
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{
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int j;
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player_info_t *info;
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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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entity_t *ent;
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int msec;
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frame_t *frame;
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int oldphysent;
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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, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS
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; j++, info++, state++)
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{
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if (state->messagenum != cl.parsecount)
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continue; // not present this frame
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// spawn light flashes, even ones coming from invisible objects
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if (!gl_flashblend.value || j != cl.playernum) {
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if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
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CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 3);
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else if (state->effects & EF_BLUE)
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CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 1);
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else if (state->effects & EF_RED)
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CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 2);
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else if (state->effects & EF_BRIGHTLIGHT)
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CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + (rand()&31), 0.1, 0);
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else if (state->effects & EF_DIMLIGHT)
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CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 0);
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}
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// the player object never gets added
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if (j == cl.playernum)
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continue;
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if (!state->modelindex)
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continue;
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if (!Cam_DrawPlayer(j))
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continue;
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// grab an entity to fill in
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if (cl_numvisedicts == MAX_VISEDICTS)
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break; // object list is full
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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->keynum = 0;
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ent->model = cl.model_precache[state->modelindex];
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ent->skinnum = state->skinnum;
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ent->frame = state->frame;
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ent->colormap = info->translations;
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if (state->modelindex == cl_playerindex)
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ent->scoreboard = info; // use custom skin
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else
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ent->scoreboard = NULL;
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//
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// angles
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//
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ent->angles[PITCH] = -state->viewangles[PITCH]/3;
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ent->angles[YAW] = state->viewangles[YAW];
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ent->angles[ROLL] = 0;
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ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
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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 || (!cl_predict_players.value && !cl_predict_players2.value))
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{
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VectorCopy (state->origin, ent->origin);
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//Con_DPrintf ("nopredict\n");
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}
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else
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{
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// predict players movement
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if (msec > 255)
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msec = 255;
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state->command.msec = msec;
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//Con_DPrintf ("predict: %i\n", msec);
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oldphysent = pmove.numphysent;
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CL_SetSolidPlayers (j);
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CL_PredictUsercmd (state, &exact, &state->command, false);
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pmove.numphysent = oldphysent;
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VectorCopy (exact.origin, ent->origin);
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}
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if (state->effects & EF_FLAG1)
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CL_AddFlagModels (ent, 0);
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else if (state->effects & EF_FLAG2)
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CL_AddFlagModels (ent, 1);
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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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===============
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*/
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void CL_SetSolidEntities (void)
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{
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int i;
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frame_t *frame;
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packet_entities_t *pak;
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entity_state_t *state;
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pmove.physents[0].model = cl.worldmodel;
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VectorCopy (vec3_origin, pmove.physents[0].origin);
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pmove.physents[0].info = 0;
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pmove.numphysent = 1;
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frame = &cl.frames[parsecountmod];
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pak = &frame->packet_entities;
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for (i=0 ; i<pak->num_entities ; i++)
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{
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state = &pak->entities[i];
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if (!state->modelindex)
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continue;
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if (!cl.model_precache[state->modelindex])
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continue;
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if ( cl.model_precache[state->modelindex]->hulls[1].firstclipnode
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|| cl.model_precache[state->modelindex]->clipbox )
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{
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pmove.physents[pmove.numphysent].model = cl.model_precache[state->modelindex];
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VectorCopy (state->origin, pmove.physents[pmove.numphysent].origin);
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pmove.numphysent++;
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}
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}
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}
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/*
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===
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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 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;
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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].playerstate[cl.playernum].origin,
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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.value && !cl_predict_players2.value) ||
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!dopred)
|
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{
|
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VectorCopy (state->origin, pplayer->origin);
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//Con_DPrintf ("nopredict\n");
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}
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else
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{
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// predict players movement
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if (msec > 255)
|
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msec = 255;
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state->command.msec = msec;
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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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|
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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!
|
|
pmove must be setup with world and solid entity hulls before calling
|
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(via CL_PredictMove)
|
|
===============
|
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*/
|
|
void CL_SetSolidPlayers (int playernum)
|
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{
|
|
int j;
|
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extern vec3_t player_mins;
|
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extern vec3_t player_maxs;
|
|
struct predicted_player *pplayer;
|
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physent_t *pent;
|
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|
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if (!cl_solid_players.value)
|
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return;
|
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|
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pent = pmove.physents + pmove.numphysent;
|
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|
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for (j=0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) {
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|
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if (!pplayer->active)
|
|
continue; // not present this frame
|
|
|
|
// the player object never gets added
|
|
if (j == playernum)
|
|
continue;
|
|
|
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if (pplayer->flags & PF_DEAD)
|
|
continue; // dead players aren't solid
|
|
|
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pent->model = 0;
|
|
VectorCopy(pplayer->origin, pent->origin);
|
|
VectorCopy(player_mins, pent->mins);
|
|
VectorCopy(player_maxs, pent->maxs);
|
|
pmove.numphysent++;
|
|
pent++;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_EmitEntities
|
|
|
|
Builds the visedicts array for cl.time
|
|
|
|
Made up of: clients, packet_entities, nails, and tents
|
|
===============
|
|
*/
|
|
void CL_EmitEntities (void)
|
|
{
|
|
if (cls.state != ca_active)
|
|
return;
|
|
if (!cl.validsequence)
|
|
return;
|
|
|
|
cl_oldnumvisedicts = cl_numvisedicts;
|
|
cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence-1)&1];
|
|
cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1];
|
|
|
|
cl_numvisedicts = 0;
|
|
|
|
CL_LinkPlayers ();
|
|
CL_LinkPacketEntities ();
|
|
CL_LinkProjectiles ();
|
|
CL_UpdateTEnts ();
|
|
}
|
|
|