quakeforge/qw/source/cl_ents.c
Adam Olsen c0f363e05c it seems that map changes generate from mismatches, so change that
back to a silent warning (but also make it drop the packet)
2001-10-30 09:15:09 +00:00

1025 lines
26 KiB
C

/*
cl_ents.c
entity parsing and management
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/msg.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "bothdefs.h"
#include "cl_cam.h"
#include "cl_ents.h"
#include "cl_main.h"
#include "cl_parse.h"
#include "cl_pred.h"
#include "cl_tent.h"
#include "compat.h"
#include "d_iface.h"
#include "host.h"
#include "msg_ucmd.h"
#include "net_svc.h"
#include "pmove.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "view.h"
static struct predicted_player {
int flags;
qboolean active;
vec3_t origin; // predicted origin
} predicted_players[MAX_CLIENTS];
entity_t cl_packet_ents[512]; // FIXME: magic number
entity_t cl_flag_ents[MAX_CLIENTS];
entity_t cl_player_ents[MAX_CLIENTS];
void
CL_ClearEnts ()
{
int i;
for (i = 0; i < sizeof (cl_packet_ents) / sizeof (cl_packet_ents[0]); i++)
CL_Init_Entity (&cl_packet_ents[i]);
for (i = 0; i < sizeof (cl_flag_ents) / sizeof (cl_flag_ents[0]); i++)
CL_Init_Entity (&cl_flag_ents[i]);
for (i = 0; i < sizeof (cl_player_ents) / sizeof (cl_player_ents[0]); i++)
CL_Init_Entity (&cl_player_ents[i]);
}
void
CL_NewDlight (int key, vec3_t org, int effects)
{
float radius;
dlight_t *dl;
static vec3_t normal = {0.4, 0.2, 0.05};
static vec3_t red = {0.5, 0.05, 0.05};
static vec3_t blue = {0.05, 0.05, 0.5};
static vec3_t purple = {0.5, 0.05, 0.5};
if (!(effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)))
return;
radius = 200 + (rand () & 31);
dl = R_AllocDlight (key);
VectorCopy (org, dl->origin);
dl->die = cl.time + 0.1;
switch (effects & (EF_BLUE | EF_RED)) {
case EF_BLUE | EF_RED:
VectorCopy (purple, dl->color);
break;
case EF_BLUE:
VectorCopy (blue, dl->color);
break;
case EF_RED:
VectorCopy (red, dl->color);
break;
default:
VectorCopy (normal, dl->color);
break;
}
if (effects & EF_BRIGHTLIGHT) {
radius += 200;
dl->origin[2] += 16;
}
dl->radius = radius;
}
/* PACKET ENTITY PARSING / LINKING */
int bitcounts[32]; // / just for protocol profiling
void
CL_EntityState_Copy (entity_state_t *src, entity_state_t *dest, int bits)
{
if (bits & U_MODEL)
dest->modelindex = src->modelindex;
if (bits & U_FRAME)
dest->frame = (dest->frame & 0xFF00) | (src->frame & 0xFF);
if (bits & U_COLORMAP)
dest->colormap = src->colormap;
if (bits & U_SKIN)
dest->skinnum = src->skinnum;
if (bits & U_EFFECTS)
dest->effects = (dest->effects & 0xFF00) | (src->effects & 0xFF);
if (bits & U_ORIGIN1)
dest->origin[0] = src->origin[0];
if (bits & U_ANGLE1)
dest->angles[0] = src->angles[0];
if (bits & U_ORIGIN2)
dest->origin[1] = src->origin[1];
if (bits & U_ANGLE2)
dest->angles[1] = src->angles[1];
if (bits & U_ORIGIN3)
dest->origin[2] = src->origin[2];
if (bits & U_ANGLE3)
dest->angles[2] = src->angles[2];
if (bits & U_ALPHA)
dest->alpha = src->alpha;
if (bits & U_SCALE)
dest->scale = src->scale;
if (bits & U_EFFECTS2)
dest->effects = (dest->effects & 0xFF) | (src->effects & 0xFF00);
if (bits & U_GLOWSIZE)
dest->glow_size = src->glow_size;
if (bits & U_GLOWCOLOR)
dest->glow_color = src->glow_color;
if (bits & U_COLORMOD)
dest->colormod = src->colormod;
if (bits & U_FRAME2)
dest->frame = (dest->frame & 0xFF) | (src->frame & 0xFF00);
if (bits & U_SOLID) {
// FIXME
}
}
void
CL_ParsePacketEntities (void)
{
int index, packetnum;
packet_entities_t *newp;
net_svc_packetentities_t block;
packetnum = cls.netchan.incoming_sequence & UPDATE_MASK;
newp = &cl.frames[packetnum].packet_entities;
cl.frames[packetnum].invalid = false;
cl.validsequence = cls.netchan.incoming_sequence;
newp->num_entities = 0;
if (NET_SVC_PacketEntities_Parse (&block, net_message)) {
Host_NetError ("CL_ParsePacketEntities: Bad Read");
return;
}
for (index = 0; block.words[index]; index++) {
if (block.words[index] & U_REMOVE) {
Host_NetError ("CL_ParsePacketEntities: U_REMOVE on full "
"update\n");
cl.validsequence = 0; // XXX
cl.frames[packetnum].invalid = true;
return;
}
if (index >= MAX_PACKET_ENTITIES) {
Host_NetError ("CL_ParsePacketEntities: index %i >= "
"MAX_PACKET_ENTITIES", index);
return;
}
newp->entities[index] = cl_baselines[block.words[index] & 511];
CL_EntityState_Copy (&block.deltas[index],
&newp->entities[index],
block.deltas[index].flags);
newp->entities[index].number = block.deltas[index].number;
if (newp->entities[index].modelindex >= MAX_MODELS) {
Host_NetError ("CL_ParsePacketEntities: modelindex %i >= "
"MAX_MODELS", newp->entities[index].modelindex);
return;
}
continue;
}
newp->num_entities = index;
}
/*
CL_ParseDeltaPacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
*/
void
CL_ParseDeltaPacketEntities ()
{
int oldindex = 0, newindex = 0;
int wordindex = 0, deltaindex = 0;
int oldnum, newnum;
int oldpacket, newpacket;
packet_entities_t *oldp, *newp;
net_svc_deltapacketentities_t block;
if (NET_SVC_DeltaPacketEntities_Parse (&block, net_message)) {
Host_NetError ("CL_ParseDeltaPacketEntities: Bad Read");
return;
}
newpacket = cls.netchan.incoming_sequence & UPDATE_MASK;
newp = &cl.frames[newpacket].packet_entities;
cl.frames[newpacket].invalid = false;
oldpacket = cl.frames[newpacket].delta_sequence;
if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1) {
// we can't use this, it is too old
Con_DPrintf ("CL_ParseDeltaPacketEntities: old packet\n");
cl.validsequence = 0; // can't render a frame
cl.frames[newpacket].invalid = true;
return;
}
if ((block.from & UPDATE_MASK) != (oldpacket & UPDATE_MASK)) {
Con_DPrintf ("CL_ParseDeltaPacketEntities: from mismatch\n");
cl.validsequence = 0;
cl.frames[newpacket].invalid = true;
return;
}
if (oldpacket == -1) {
Host_NetError ("Cl_ParseDeltaPacketEntities: invalid "
"delta_sequence\n");
return;
}
cl.validsequence = cls.netchan.incoming_sequence;
oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities;
newp->num_entities = 0;
for (; block.words[wordindex];) {
newnum = block.words[wordindex] & 511;
oldnum = oldindex >= oldp->num_entities ? 9999 :
oldp->entities[oldindex].number;
while (newnum > oldnum) { // copy one of the old entities
// over to the new packet unchanged
// Con_Printf ("copy %i\n", oldnum);
if (newindex >= MAX_PACKET_ENTITIES) {
Host_NetError ("CL_ParseDeltaPacketEntities: newindex >= "
"MAX_PACKET_ENTITIES (1st)");
return;
}
newp->entities[newindex] = oldp->entities[oldindex];
newindex++;
oldindex++;
oldnum = oldindex >= oldp->num_entities ? 9999 :
oldp->entities[oldindex].number;
}
if (newnum < oldnum) { // new from baseline
// Con_Printf ("baseline %i\n", newnum);
if (block.words[wordindex] & U_REMOVE) {
wordindex++;
continue;
}
if (newindex >= MAX_PACKET_ENTITIES) {
Host_NetError ("CL_ParseDeltaPacketEntities: newindex >= "
"MAX_PACKET_ENTITIES (2nd)");
return;
}
newp->entities[newindex] = cl_baselines[newnum];
CL_EntityState_Copy (&block.deltas[deltaindex],
&newp->entities[newindex],
block.deltas[deltaindex].flags);
newp->entities[newindex].number
= block.deltas[deltaindex].number;
if (newp->entities[newindex].modelindex >= MAX_MODELS) {
Host_NetError ("CL_ParsePacketEntities: modelindex %i >= "
"MAX_MODELS",
newp->entities[newindex].modelindex);
return;
}
wordindex++;
deltaindex++;
newindex++;
continue;
}
if (newnum == oldnum) { // delta from previous
// Con_Printf ("delta %i\n", newnum);
if (block.words[wordindex] & U_REMOVE) { // Clear the entity
memset (&cl_packet_ents[newnum], 0, sizeof (entity_t));
wordindex++;
oldindex++;
continue;
}
newp->entities[newindex] = oldp->entities[oldindex];
CL_EntityState_Copy (&block.deltas[deltaindex],
&newp->entities[newindex],
block.deltas[deltaindex].flags);
newp->entities[newindex].number
= block.deltas[deltaindex].number;
if (newp->entities[newindex].modelindex >= MAX_MODELS) {
Host_NetError ("CL_ParsePacketEntities: modelindex %i >= "
"MAX_MODELS",
newp->entities[newindex].modelindex);
return;
}
wordindex++;
deltaindex++;
newindex++;
oldindex++;
}
}
while (oldindex < oldp->num_entities) { // copy rest of ents from old packet
// Con_Printf ("copy %i\n", oldp->entities[oldindex].number);
if (newindex >= MAX_PACKET_ENTITIES) {
Host_NetError ("CL_ParseDeltaPacketEntities: newindex >= "
"MAX_PACKET_ENTITIES (3rd)");
return;
}
newp->entities[newindex] = oldp->entities[oldindex];
newindex++;
oldindex++;
}
newp->num_entities = newindex;
}
void
CL_LinkPacketEntities (void)
{
int pnum, i;
dlight_t *dl;
entity_t **ent;
entity_state_t *s1;
model_t *model;
packet_entities_t *pack;
pack = &cl.frames[cls.netchan.incoming_sequence &
UPDATE_MASK].packet_entities;
for (pnum = 0; pnum < pack->num_entities; pnum++) {
s1 = &pack->entities[pnum];
// spawn light flashes, even ones coming from invisible objects
CL_NewDlight (s1->number, s1->origin, s1->effects);
// if set to invisible, skip
if (!s1->modelindex)
continue;
// Hack hack hack
if (cl_deadbodyfilter->int_val && s1->modelindex == cl_playerindex &&
((i = s1->frame) == 49 || i == 60 || i == 69 || i == 84 ||
i == 93 || i == 102))
continue;
if (cl_gibfilter->int_val &&
(s1->modelindex == cl_h_playerindex || s1->modelindex ==
cl_gib1index || s1->modelindex == cl_gib2index ||
s1->modelindex == cl_gib3index))
continue;
// create a new entity
ent = R_NewEntity ();
if (!ent)
break; // object list is full
*ent = &cl_packet_ents[s1->number];
(*ent)->keynum = s1->number;
(*ent)->model = model = cl.model_precache[s1->modelindex];
// set colormap
if (s1->colormap && (s1->colormap < MAX_CLIENTS)
&& cl.players[s1->colormap - 1].name[0]
&& !strcmp ((*ent)->model->name, "progs/player.mdl")) {
(*ent)->colormap = cl.players[s1->colormap - 1].translations;
(*ent)->scoreboard = &cl.players[s1->colormap - 1];
} else {
(*ent)->colormap = vid.colormap8;
(*ent)->scoreboard = NULL;
}
if ((*ent)->scoreboard && !(*ent)->scoreboard->skin)
Skin_Find ((*ent)->scoreboard);
if ((*ent)->scoreboard && (*ent)->scoreboard->skin) {
(*ent)->skin = Skin_NewTempSkin ();
if ((*ent)->skin) {
i = s1->colormap - 1;
CL_NewTranslation (i, (*ent)->skin);
}
} else {
(*ent)->skin = NULL;
}
// LordHavoc: cleaned up Endy's coding style, and fixed Endy's bugs
// Ender: Extend (Colormod) [QSG - Begin]
// N.B: All messy code below is the sole fault of LordHavoc and
// his futile attempts to save bandwidth. :)
(*ent)->glow_size = s1->glow_size < 128 ? s1->glow_size * 8.0 :
(s1->glow_size - 256) * 8.0;
(*ent)->glow_color = s1->glow_color;
(*ent)->alpha = s1->alpha / 255.0;
(*ent)->scale = s1->scale / 16.0;
if (s1->colormod == 255) {
(*ent)->colormod[0] = (*ent)->colormod[1] =
(*ent)->colormod[2] = 1;
} else {
(*ent)->colormod[0] = (float) ((s1->colormod >> 5) & 7) * (1.0 /
7.0);
(*ent)->colormod[1] = (float) ((s1->colormod >> 2) & 7) * (1.0 /
7.0);
(*ent)->colormod[2] = (float) (s1->colormod & 3) * (1.0 / 3.0);
}
// Ender: Extend (Colormod) [QSG - End]
// set skin
(*ent)->skinnum = s1->skinnum;
// set frame
(*ent)->frame = s1->frame;
if ((*ent)->visframe != r_framecount - 1) {
(*ent)->pose1 = (*ent)->pose2 = -1;
}
(*ent)->visframe = r_framecount;
if (model->flags & EF_ROTATE) { // rotate binary objects locally
(*ent)->angles[0] = 0;
(*ent)->angles[1] = anglemod (100 * cl.time);
(*ent)->angles[2] = 0;
} else {
VectorCopy(s1->angles, (*ent)->angles);
}
VectorCopy ((*ent)->origin, (*ent)->old_origin);
VectorCopy (s1->origin, (*ent)->origin);
// add automatic particle trails
if (!model->flags)
continue;
if (model->flags & EF_ROCKET) {
dl = R_AllocDlight (-(*ent)->keynum);
VectorCopy ((*ent)->origin, dl->origin);
VectorCopy (r_firecolor->vec, dl->color);
dl->radius = 200;
dl->die = cl.time + 0.1;
}
// No trail if too far.
if (VectorDistance_fast((*ent)->old_origin, (*ent)->origin) >
(256*256)) {
VectorCopy ((*ent)->origin, (*ent)->old_origin);
continue;
}
if (model->flags & EF_ROCKET)
R_RocketTrail (*ent);
else if (model->flags & EF_GRENADE)
R_GrenadeTrail (*ent);
else if (model->flags & EF_GIB)
R_BloodTrail (*ent);
else if (model->flags & EF_ZOMGIB)
R_SlightBloodTrail (*ent);
else if (model->flags & EF_TRACER)
R_GreenTrail (*ent);
else if (model->flags & EF_TRACER2)
R_FlameTrail (*ent);
else if (model->flags & EF_TRACER3)
R_VoorTrail (*ent);
}
}
/* PROJECTILE PARSING / LINKING */
typedef struct {
int modelindex;
entity_t ent;
} projectile_t;
projectile_t cl_projectiles[MAX_PROJECTILES];
int cl_num_projectiles;
void
CL_ClearProjectiles (void)
{
cl_num_projectiles = 0;
}
/*
CL_ParseProjectiles
Nails are passed as efficient temporary entities
*/
void
CL_ParseProjectiles (void)
{
int i;
projectile_t *pr;
net_svc_nails_t block;
if (NET_SVC_Nails_Parse (&block, net_message)) {
Host_NetError ("CL_ParseProjectiles: Bad Read\n");
return;
}
for (i = 0; i < block.numnails; i++) {
if (cl_num_projectiles == MAX_PROJECTILES)
break;
pr = &cl_projectiles[cl_num_projectiles];
cl_num_projectiles++;
pr->modelindex = cl_spikeindex;
VectorCopy (block.nails[i].origin, pr->ent.origin);
VectorCopy (block.nails[i].angles, pr->ent.angles);
}
}
void
CL_LinkProjectiles (void)
{
int i;
entity_t **ent;
projectile_t *pr;
for (i = 0, pr = cl_projectiles; i < cl_num_projectiles; i++, pr++) {
if (pr->modelindex < 1)
continue;
// grab an entity to fill in
ent = R_NewEntity ();
if (!ent)
break; // object list is full
*ent = &pr->ent;
(*ent)->model = cl.model_precache[pr->modelindex];
(*ent)->skinnum = 0;
(*ent)->frame = 0;
(*ent)->colormap = vid.colormap8;
(*ent)->scoreboard = NULL;
(*ent)->skin = NULL;
// LordHavoc: Endy had neglected to do this as part of the QSG
// VERSION 2 stuff
(*ent)->glow_size = 0;
(*ent)->glow_color = 254;
(*ent)->alpha = 1;
(*ent)->scale = 1;
(*ent)->colormod[0] = (*ent)->colormod[1] = (*ent)->colormod[2] = 1;
}
}
void
CL_ParsePlayerinfo (void)
{
player_state_t *state;
net_svc_playerinfo_t block;
if (NET_SVC_Playerinfo_Parse (&block, net_message)) {
Host_NetError ("CL_ParsePlayerinfo: Bad Read\n");
return;
}
if (block.playernum >= MAX_CLIENTS) {
Host_NetError ("CL_ParsePlayerinfo: playernum %i >= MAX_CLIENTS",
block.playernum);
return;
}
if (block.modelindex >= MAX_MODELS) {
Host_NetError ("CL_ParsePlayerinfo: modelindex %i >= MAX_MODELS",
block.modelindex);
return;
}
state = &cl.frames[parsecountmod].playerstate[block.playernum];
state->number = block.playernum;
state->flags = block.flags;
state->messagenum = cl.parsecount;
VectorCopy (block.origin, state->origin);
state->frame = block.frame;
// the other player's last move was likely some time
// before the packet was sent out, so accurately track
// the exact time it was valid at
state->state_time = parsecounttime - block.msec * 0.001;
if (block.flags & PF_COMMAND)
memcpy (&state->command, &block.usercmd, sizeof (state->command));
VectorCopy (block.velocity, state->velocity);
if (block.flags & PF_MODEL)
state->modelindex = block.modelindex;
else
state->modelindex = cl_playerindex;
state->skinnum = block.skinnum;
state->effects = block.effects;
state->weaponframe = block.weaponframe;
VectorCopy (state->command.angles, state->viewangles);
}
/*
CL_AddFlagModels
Called when the CTF flags are set
*/
void
CL_AddFlagModels (entity_t *ent, int team)
{
float f;
int i;
entity_t **newent;
vec3_t v_forward, v_right, v_up;
if (cl_flagindex == -1)
return;
f = 14;
if (ent->frame >= 29 && ent->frame <= 40) {
if (ent->frame >= 29 && ent->frame <= 34) { // axpain
if (ent->frame == 29)
f = f + 2;
else if (ent->frame == 30)
f = f + 8;
else if (ent->frame == 31)
f = f + 12;
else if (ent->frame == 32)
f = f + 11;
else if (ent->frame == 33)
f = f + 10;
else if (ent->frame == 34)
f = f + 4;
} else if (ent->frame >= 35 && ent->frame <= 40) { // pain
if (ent->frame == 35)
f = f + 2;
else if (ent->frame == 36)
f = f + 10;
else if (ent->frame == 37)
f = f + 10;
else if (ent->frame == 38)
f = f + 8;
else if (ent->frame == 39)
f = f + 4;
else if (ent->frame == 40)
f = f + 2;
}
} else if (ent->frame >= 103 && ent->frame <= 118) {
if (ent->frame >= 103 && ent->frame <= 104)
f = f + 6; // nailattack
else if (ent->frame >= 105 && ent->frame <= 106)
f = f + 6; // light
else if (ent->frame >= 107 && ent->frame <= 112)
f = f + 7; // rocketattack
else if (ent->frame >= 112 && ent->frame <= 118)
f = f + 7; // shotattack
}
newent = R_NewEntity ();
if (!newent)
return;
*newent = &cl_flag_ents[ent->keynum];
(*newent)->model = cl.model_precache[cl_flagindex];
(*newent)->skinnum = team;
AngleVectors (ent->angles, v_forward, v_right, v_up);
v_forward[2] = -v_forward[2]; // reverse z component
for (i = 0; i < 3; i++)
(*newent)->origin[i] = ent->origin[i] - f * v_forward[i] + 22 *
v_right[i];
(*newent)->origin[2] -= 16;
VectorCopy (ent->angles, (*newent)->angles)
(*newent)->angles[2] -= 45;
}
/*
CL_LinkPlayers
Create visible entities in the correct position
for all current players
*/
void
CL_LinkPlayers (void)
{
double playertime;
int msec, oldphysent, i, j;
entity_t **ent;
frame_t *frame;
player_info_t *info;
player_state_t exact;
player_state_t *state;
vec3_t org;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
for (j = 0, info = cl.players, state = frame->playerstate; j < MAX_CLIENTS;
j++, info++, state++) {
if (state->messagenum != cl.parsecount)
continue; // not present this frame
// spawn light flashes, even ones coming from invisible objects
if (j == cl.playernum) {
VectorCopy (cl.simorg, org);
r_player_entity = &cl_player_ents[state - frame->playerstate];
} else
VectorCopy (state->origin, org);
CL_NewDlight (j, org, state->effects); //FIXME:
// appearently, this should be j+1, but that seems nasty for some
// things (due to lack of lights?), so I'm leaving this as is for now.
// the player object never gets added
if (j == cl.playernum) {
if (!Cam_DrawPlayer (-1))
continue;
} else {
if (!Cam_DrawPlayer (j))
continue;
}
if (!state->modelindex)
continue;
// Hack hack hack
if (cl_deadbodyfilter->int_val && state->modelindex == cl_playerindex
&& ((i = state->frame) == 49 || i == 60 || i == 69 || i == 84
|| i == 93 || i == 102))
continue;
// grab an entity to fill in
ent = R_NewEntity ();
if (!ent) // object list is full
break;
*ent = &cl_player_ents[state - frame->playerstate];
(*ent)->frame = state->frame;
(*ent)->keynum = state - frame->playerstate;
(*ent)->model = cl.model_precache[state->modelindex];
(*ent)->skinnum = state->skinnum;
(*ent)->colormap = info->translations;
if (state->modelindex == cl_playerindex)
(*ent)->scoreboard = info; // use custom skin
else
(*ent)->scoreboard = NULL;
if ((*ent)->scoreboard && !(*ent)->scoreboard->skin)
Skin_Find ((*ent)->scoreboard);
if ((*ent)->scoreboard && (*ent)->scoreboard->skin) {
(*ent)->skin = Skin_NewTempSkin ();
if ((*ent)->skin) {
CL_NewTranslation (j, (*ent)->skin);
}
} else {
(*ent)->skin = NULL;
}
// LordHavoc: more QSG VERSION 2 stuff, FIXME: players don't have
// extend stuff
(*ent)->glow_size = 0;
(*ent)->glow_color = 254;
(*ent)->alpha = 1;
(*ent)->scale = 1;
(*ent)->colormod[0] = (*ent)->colormod[1] = (*ent)->colormod[2] = 1;
// angles
if (j == cl.playernum)
{
(*ent)->angles[PITCH] = -cl.viewangles[PITCH] / 3;
(*ent)->angles[YAW] = cl.viewangles[YAW];
}
else
{
(*ent)->angles[PITCH] = -state->viewangles[PITCH] / 3;
(*ent)->angles[YAW] = state->viewangles[YAW];
}
(*ent)->angles[ROLL] = 0;
(*ent)->angles[ROLL] = V_CalcRoll ((*ent)->angles, state->velocity) * 4;
// only predict half the move to minimize overruns
msec = 500 * (playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players->int_val)) {
VectorCopy (state->origin, (*ent)->origin);
} else { // predict players movement
state->command.msec = msec = min (msec, 255);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (j);
CL_PredictUsercmd (state, &exact, &state->command, false);
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, (*ent)->origin);
}
if (state->effects & EF_FLAG1)
CL_AddFlagModels ((*ent), 0);
else if (state->effects & EF_FLAG2)
CL_AddFlagModels ((*ent), 1);
}
}
/*
CL_SetSolid
Builds all the pmove physents for the current frame
*/
void
CL_SetSolidEntities (void)
{
int i;
entity_state_t *state;
frame_t *frame;
packet_entities_t *pak;
pmove.physents[0].model = cl.worldmodel;
VectorCopy (vec3_origin, pmove.physents[0].origin);
pmove.physents[0].info = 0;
pmove.numphysent = 1;
frame = &cl.frames[parsecountmod];
pak = &frame->packet_entities;
for (i = 0; i < pak->num_entities; i++) {
state = &pak->entities[i];
if (!state->modelindex)
continue;
if (!cl.model_precache[state->modelindex])
continue;
if (cl.model_precache[state->modelindex]->hulls[1].firstclipnode
|| cl.model_precache[state->modelindex]->clipbox) {
pmove.physents[pmove.numphysent].model =
cl.model_precache[state->modelindex];
VectorCopy (state->origin,
pmove.physents[pmove.numphysent].origin);
pmove.numphysent++;
}
}
}
/*
Calculate the new position of players, without other player clipping
We do this to set up real player prediction.
Players are predicted twice, first without clipping other players,
then with clipping against them.
This sets up the first phase.
*/
void
CL_SetUpPlayerPrediction (qboolean dopred)
{
double playertime;
frame_t *frame;
int msec, j;
player_state_t exact;
player_state_t *state;
struct predicted_player *pplayer;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
for (j = 0, pplayer = predicted_players, state = frame->playerstate;
j < MAX_CLIENTS; j++, pplayer++, state++) {
pplayer->active = false;
if (state->messagenum != cl.parsecount)
continue; // not present this frame
if (!state->modelindex)
continue;
pplayer->active = true;
pplayer->flags = state->flags;
// note that the local player is special, since he moves locally
// we use his last predicted postition
if (j == cl.playernum) {
VectorCopy (cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].
playerstate[cl.playernum].origin, pplayer->origin);
} else {
// only predict half the move to minimize overruns
msec = 500 * (playertime - state->state_time);
if (msec <= 0 ||
(!cl_predict_players->int_val)
|| !dopred) {
VectorCopy (state->origin, pplayer->origin);
// Con_DPrintf ("nopredict\n");
} else {
// predict players movement
state->command.msec = msec = min (msec, 255);
// Con_DPrintf ("predict: %i\n", msec);
CL_PredictUsercmd (state, &exact, &state->command, false);
VectorCopy (exact.origin, pplayer->origin);
}
}
}
}
/*
CL_SetSolid
Builds all the pmove physents for the current frame
Note that CL_SetUpPlayerPrediction() must be called first!
pmove must be setup with world and solid entity hulls before calling
(via CL_PredictMove)
*/
void
CL_SetSolidPlayers (int playernum)
{
int j;
physent_t *pent;
struct predicted_player *pplayer;
if (!cl_solid_players->int_val)
return;
pent = pmove.physents + pmove.numphysent;
for (j = 0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) {
if (!pplayer->active)
continue; // not present this frame
// the player object never gets added
if (j == playernum)
continue;
if (pplayer->flags & PF_DEAD)
continue; // dead players aren't solid
pent->model = 0;
VectorCopy (pplayer->origin, pent->origin);
VectorCopy (player_mins, pent->mins);
VectorCopy (player_maxs, pent->maxs);
pmove.numphysent++;
pent++;
}
}
/*
CL_EmitEntities
Builds the visedicts array for cl.time
Made up of: clients, packet_entities, nails, and tents
*/
void
CL_EmitEntities (void)
{
if (cls.state != ca_active)
return;
if (!cl.validsequence)
return;
R_ClearEnts ();
Skin_ClearTempSkins ();
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_LinkProjectiles ();
CL_UpdateTEnts ();
}
void
CL_Ents_Init (void)
{
}