quakeforge/qw/source/cl_ents.c
Bill Currie c5aec15569 This prepares for moving the net_svc code to a branch allowing both network
code cleanups and general performance work to be developed in relative peace.
While cleaning up the networking code /is/ important, fixing QF's perfomance
issues is of much higher priority.
2001-11-07 08:24:56 +00:00

1057 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 "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 "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
/*
CL_ParseDelta
Can go from either a baseline or a previous packet_entity
*/
void
CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits)
{
int i;
// set everything to the state we are delta'ing from
*to = *from;
to->number = bits & 511;
bits &= ~511;
if (bits & U_MOREBITS) { // read in the low order bits
i = MSG_ReadByte (net_message);
bits |= i;
}
// count the bits for net profiling
// for (i=0 ; i<16 ; i++)
// if (bits&(1<<i))
// bitcounts[i]++;
// LordHavoc: Endy neglected to mark this as being part of the QSG
// version 2 stuff...
if (bits & U_EXTEND1) {
bits |= MSG_ReadByte (net_message) << 16;
if (bits & U_EXTEND2)
bits |= MSG_ReadByte (net_message) << 24;
}
to->flags = bits;
if (bits & U_MODEL)
to->modelindex = MSG_ReadByte (net_message);
if (bits & U_FRAME)
to->frame = MSG_ReadByte (net_message);
if (bits & U_COLORMAP)
to->colormap = MSG_ReadByte (net_message);
if (bits & U_SKIN)
to->skinnum = MSG_ReadByte (net_message);
if (bits & U_EFFECTS)
to->effects = MSG_ReadByte (net_message);
if (bits & U_ORIGIN1)
to->origin[0] = MSG_ReadCoord (net_message);
if (bits & U_ANGLE1)
to->angles[0] = MSG_ReadAngle (net_message);
if (bits & U_ORIGIN2)
to->origin[1] = MSG_ReadCoord (net_message);
if (bits & U_ANGLE2)
to->angles[1] = MSG_ReadAngle (net_message);
if (bits & U_ORIGIN3)
to->origin[2] = MSG_ReadCoord (net_message);
if (bits & U_ANGLE3)
to->angles[2] = MSG_ReadAngle (net_message);
// LordHavoc: Endy neglected to mark this as being part of the QSG
// version 2 stuff... rearranged it and implemented missing effects
// Ender (QSG - Begin)
if (bits & U_ALPHA)
to->alpha = MSG_ReadByte (net_message);
if (bits & U_SCALE)
to->scale = MSG_ReadByte (net_message);
if (bits & U_EFFECTS2)
to->effects = (to->effects & 0xFF) | (MSG_ReadByte (net_message) << 8);
if (bits & U_GLOWSIZE)
to->glow_size = MSG_ReadByte (net_message);
if (bits & U_GLOWCOLOR)
to->glow_color = MSG_ReadByte (net_message);
if (bits & U_COLORMOD)
to->colormod = MSG_ReadByte (net_message);
if (bits & U_FRAME2)
to->frame = (to->frame & 0xFF) | (MSG_ReadByte (net_message) << 8);
// Ender (QSG - End)
if (bits & U_SOLID) {
// FIXME
}
/*
if ((!to->alpha) || (!to->colormod))
Con_Printf("fa: %d, fc: %d, ta: %d, tc: %d\n",
from->alpha, from->colormod, to->alpha, to->colormod);
*/
/*
if ((!ent->alpha) || (!ent->colormod[0]) || (!ent->colormod[1]) ||
(!ent->colormod[2])) {
Con_Printf ("ea: %f, ec0: %f, ec1: %f ec2: %f, sa: %d, sc: %d\n",
ent->alpha, ent->colormod[0], ent->colormod[1],
ent->colormod[2], s1->alpha, s1->colormod);
}
*/
}
void
FlushEntityPacket (void)
{
entity_state_t olde, newe;
int word;
Con_DPrintf ("FlushEntityPacket\n");
memset (&olde, 0, sizeof (olde));
cl.validsequence = 0; // can't render a frame
cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK].invalid = true;
// read it all, but ignore it
while (1) {
word = (unsigned short) MSG_ReadShort (net_message);
if (net_message->badread) { // something didn't parse right...
Host_EndGame ("msg_badread in packetentities");
return;
}
if (!word)
break; // done
CL_ParseDelta (&olde, &newe, word);
}
}
/*
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
*/
void
CL_ParsePacketEntities (qboolean delta)
{
byte from;
int oldindex, newindex, newnum, oldnum, oldpacket, newpacket, word;
packet_entities_t *oldp, *newp, dummy;
qboolean full;
newpacket = cls.netchan.incoming_sequence & UPDATE_MASK;
newp = &cl.frames[newpacket].packet_entities;
cl.frames[newpacket].invalid = false;
if (delta) {
from = MSG_ReadByte (net_message);
oldpacket = cl.frames[newpacket].delta_sequence;
if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK))
Con_DPrintf ("WARNING: from mismatch\n");
} else
oldpacket = -1;
full = false;
if (oldpacket != -1) {
if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1) {
// we can't use this, it is too old
FlushEntityPacket ();
return;
}
cl.validsequence = cls.netchan.incoming_sequence;
oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities;
} else { // a full update that we can start delta compressing from now
oldp = &dummy;
dummy.num_entities = 0;
cl.validsequence = cls.netchan.incoming_sequence;
full = true;
}
oldindex = 0;
newindex = 0;
newp->num_entities = 0;
while (1) {
word = (unsigned short) MSG_ReadShort (net_message);
if (net_message->badread) { // something didn't parse right...
Host_EndGame ("msg_badread in packetentities");
return;
}
if (!word) { // copy rest of ents from old packet
while (oldindex < oldp->num_entities) {
// Con_Printf ("copy %i\n", oldp->entities[oldindex].number);
if (newindex >= MAX_PACKET_ENTITIES)
Host_EndGame ("CL_ParsePacketEntities: newindex == "
"MAX_PACKET_ENTITIES");
newp->entities[newindex] = oldp->entities[oldindex];
newindex++;
oldindex++;
}
break;
}
newnum = word & 511;
oldnum = oldindex >= oldp->num_entities ? 9999 :
oldp->entities[oldindex].number;
while (newnum > oldnum) {
if (full) {
Con_Printf ("WARNING: oldcopy on full update");
FlushEntityPacket ();
return;
}
// Con_Printf ("copy %i\n", oldnum);
// copy one of the old entities over to the new packet unchanged
if (newindex >= MAX_PACKET_ENTITIES)
Host_EndGame ("CL_ParsePacketEntities: newindex == "
"MAX_PACKET_ENTITIES");
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 (word & U_REMOVE) {
if (full) {
cl.validsequence = 0;
Con_Printf ("WARNING: U_REMOVE on full update\n");
FlushEntityPacket ();
return;
}
continue;
}
if (newindex >= MAX_PACKET_ENTITIES)
Host_EndGame ("CL_ParsePacketEntities: newindex == "
"MAX_PACKET_ENTITIES");
CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex],
word);
newindex++;
continue;
}
if (newnum == oldnum) { // delta from previous
if (full) {
cl.validsequence = 0;
Con_Printf ("WARNING: delta on full update");
}
if (word & U_REMOVE) { // Clear the entity
entity_t *ent = &cl_packet_ents[newnum];
memset (ent, 0, sizeof (entity_t));
oldindex++;
continue;
}
// Con_Printf ("delta %i\n", newnum);
CL_ParseDelta (&oldp->entities[oldindex],
&newp->entities[newindex], word);
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;
#define MAX_PROJECTILES 32
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)
{
byte bits[6];
int i, c, j;
projectile_t *pr;
c = MSG_ReadByte (net_message);
for (i = 0; i < c; i++) {
for (j = 0; j < 6; j++)
bits[j] = MSG_ReadByte (net_message);
if (cl_num_projectiles == MAX_PROJECTILES)
continue;
pr = &cl_projectiles[cl_num_projectiles];
cl_num_projectiles++;
pr->modelindex = cl_spikeindex;
pr->ent.origin[0] = ((bits[0] + ((bits[1] & 15) << 8)) << 1) - 4096;
pr->ent.origin[1] = (((bits[1] >> 4) + (bits[2] << 4)) << 1) - 4096;
pr->ent.origin[2] = ((bits[3] + ((bits[4] & 15) << 8)) << 1) - 4096;
pr->ent.angles[0] = 360 * (bits[4] >> 4) / 16;
pr->ent.angles[1] = 360 * bits[5] / 256;
}
}
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)
{
int flags, msec, num, i;
player_state_t *state;
num = MSG_ReadByte (net_message);
if (num > MAX_CLIENTS)
// Sys_Error ("CL_ParsePlayerinfo: bad num");
Host_EndGame ("CL_ParsePlayerinfo: bad num");
state = &cl.frames[parsecountmod].playerstate[num];
state->number = num;
flags = state->flags = MSG_ReadShort (net_message);
state->messagenum = cl.parsecount;
state->origin[0] = MSG_ReadCoord (net_message);
state->origin[1] = MSG_ReadCoord (net_message);
state->origin[2] = MSG_ReadCoord (net_message);
state->frame = MSG_ReadByte (net_message);
// the other player's last move was likely some time
// before the packet was sent out, so accurately track
// the exact time it was valid at
if (flags & PF_MSEC) {
msec = MSG_ReadByte (net_message);
state->state_time = parsecounttime - msec * 0.001;
} else
state->state_time = parsecounttime;
if (flags & PF_COMMAND)
MSG_ReadDeltaUsercmd (&nullcmd, &state->command);
for (i = 0; i < 3; i++) {
if (flags & (PF_VELOCITY1 << i))
state->velocity[i] = MSG_ReadShort (net_message);
else
state->velocity[i] = 0;
}
if (flags & PF_MODEL)
state->modelindex = MSG_ReadByte (net_message);
else
state->modelindex = cl_playerindex;
if (flags & PF_SKINNUM)
state->skinnum = MSG_ReadByte (net_message);
else
state->skinnum = 0;
if (flags & PF_EFFECTS)
state->effects = MSG_ReadByte (net_message);
else
state->effects = 0;
if (flags & PF_WEAPONFRAME)
state->weaponframe = MSG_ReadByte (net_message);
else
state->weaponframe = 0;
VectorCopy (state->command.angles, state->viewangles);
}
/*
CL_AddFlagModels
Called when the CTF flags are set
*/
void
CL_AddFlagModels (entity_t *ent, int team)
{
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)
{
}