mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 05:01:26 +00:00
d8c1c735a6
will potentially slow down both client and server, player collision physics will be more accurate as more entities will be clipped against (and the client should never complain about physent overflow again).
1068 lines
26 KiB
C
1068 lines
26 KiB
C
/*
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cl_ents.c
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entity parsing and management
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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static const char rcsid[] =
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"$Id$";
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/msg.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "cl_cam.h"
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#include "cl_ents.h"
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#include "cl_main.h"
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#include "cl_parse.h"
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#include "cl_pred.h"
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#include "cl_tent.h"
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#include "compat.h"
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#include "d_iface.h"
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#include "host.h"
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#include "msg_ucmd.h"
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#include "pmove.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "view.h"
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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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#define MAX_PROJECTILES 32
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int cl_num_projectiles;
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entity_t cl_player_ents[MAX_CLIENTS];
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entity_t cl_flag_ents[MAX_CLIENTS];
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entity_t cl_projectiles[MAX_PROJECTILES];
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entity_t cl_packet_ents[512]; // FIXME: magic number
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void
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CL_ClearEnts ()
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{
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int i;
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for (i = 0; i < sizeof (cl_packet_ents) / sizeof (cl_packet_ents[0]); i++)
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CL_Init_Entity (&cl_packet_ents[i]);
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for (i = 0; i < sizeof (cl_flag_ents) / sizeof (cl_flag_ents[0]); i++)
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CL_Init_Entity (&cl_flag_ents[i]);
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for (i = 0; i < sizeof (cl_player_ents) / sizeof (cl_player_ents[0]); i++)
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CL_Init_Entity (&cl_player_ents[i]);
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}
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void
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CL_NewDlight (int key, vec3_t org, int effects, byte glow_size,
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byte glow_color)
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{
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float radius;
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dlight_t *dl;
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static vec3_t normal = {0.4, 0.2, 0.05};
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static vec3_t red = {0.5, 0.05, 0.05};
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static vec3_t blue = {0.05, 0.05, 0.5};
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static vec3_t purple = {0.5, 0.05, 0.5};
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if (!(effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT))) {
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if (!glow_size)
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return;
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}
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dl = R_AllocDlight (key);
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if (!dl)
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return;
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VectorCopy (org, dl->origin);
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if (effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) {
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radius = 200 + (rand () & 31);
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if (effects & EF_BRIGHTLIGHT) {
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radius += 200;
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dl->origin[2] += 16;
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}
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if (effects & EF_DIMLIGHT)
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if (effects & ~EF_DIMLIGHT)
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radius -= 100;
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dl->radius = radius;
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dl->die = cl.time + 0.1;
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switch (effects & (EF_RED | EF_BLUE)) {
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case EF_RED | EF_BLUE:
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VectorCopy (purple, dl->color);
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break;
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case EF_RED:
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VectorCopy (red, dl->color);
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break;
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case EF_BLUE:
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VectorCopy (blue, dl->color);
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break;
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default:
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VectorCopy (normal, dl->color);
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break;
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}
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}
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if (glow_size) {
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dl->radius += glow_size < 128 ? glow_size * 8.0 :
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(glow_size - 256) * 8.0;
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dl->die = cl.time + 0.1;
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if (glow_color) {
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if (glow_color == 255) {
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dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
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} else {
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unsigned char *tempcolor;
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tempcolor = (byte *) &d_8to24table[glow_color];
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dl->color[0] = tempcolor[0] / 255.0;
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dl->color[1] = tempcolor[1] / 255.0;
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dl->color[2] = tempcolor[2] / 255.0;
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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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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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void
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CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits)
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{
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int i;
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// set everything to the state we are delta'ing from
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*to = *from;
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to->number = bits & 511;
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bits &= ~511;
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if (bits & U_MOREBITS) { // read in the low order bits
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i = MSG_ReadByte (net_message);
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bits |= i;
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}
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// LordHavoc: Endy neglected to mark this as being part of the QSG
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// version 2 stuff...
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if (bits & U_EXTEND1) {
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bits |= MSG_ReadByte (net_message) << 16;
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if (bits & U_EXTEND2)
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bits |= MSG_ReadByte (net_message) << 24;
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}
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to->flags = bits;
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if (bits & U_MODEL)
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to->modelindex = MSG_ReadByte (net_message);
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if (bits & U_FRAME)
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to->frame = MSG_ReadByte (net_message);
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if (bits & U_COLORMAP)
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to->colormap = MSG_ReadByte (net_message);
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if (bits & U_SKIN)
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to->skinnum = MSG_ReadByte (net_message);
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if (bits & U_EFFECTS)
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to->effects = MSG_ReadByte (net_message);
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if (bits & U_ORIGIN1)
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to->origin[0] = MSG_ReadCoord (net_message);
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if (bits & U_ANGLE1)
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to->angles[0] = MSG_ReadAngle (net_message);
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if (bits & U_ORIGIN2)
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to->origin[1] = MSG_ReadCoord (net_message);
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if (bits & U_ANGLE2)
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to->angles[1] = MSG_ReadAngle (net_message);
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if (bits & U_ORIGIN3)
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to->origin[2] = MSG_ReadCoord (net_message);
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if (bits & U_ANGLE3)
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to->angles[2] = MSG_ReadAngle (net_message);
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if (bits & U_SOLID) {
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// FIXME
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}
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if (!(bits & U_EXTEND1))
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return;
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// LordHavoc: Endy neglected to mark this as being part of the QSG
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// version 2 stuff... rearranged it and implemented missing effects
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// Ender (QSG - Begin)
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if (bits & U_ALPHA)
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to->alpha = MSG_ReadByte (net_message);
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if (bits & U_SCALE)
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to->scale = MSG_ReadByte (net_message);
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if (bits & U_EFFECTS2)
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to->effects = (to->effects & 0xFF) | (MSG_ReadByte (net_message) << 8);
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if (bits & U_GLOWSIZE)
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to->glow_size = MSG_ReadByte (net_message);
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if (bits & U_GLOWCOLOR)
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to->glow_color = MSG_ReadByte (net_message);
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if (bits & U_COLORMOD)
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to->colormod = MSG_ReadByte (net_message);
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if (!(bits & U_EXTEND2))
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return;
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if (bits & U_FRAME2)
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to->frame = (to->frame & 0xFF) | (MSG_ReadByte (net_message) << 8);
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// Ender (QSG - End)
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}
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void
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FlushEntityPacket (void)
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{
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entity_state_t olde, newe;
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int word;
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Con_DPrintf ("FlushEntityPacket\n");
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memset (&olde, 0, sizeof (olde));
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cl.validsequence = 0; // can't render a frame
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cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK].invalid = true;
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// read it all, but ignore it
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while (1) {
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word = (unsigned short) MSG_ReadShort (net_message);
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if (net_message->badread) { // something didn't parse right...
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Host_Error ("msg_badread in packetentities");
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return;
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}
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if (!word)
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break; // done
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CL_ParseDelta (&olde, &newe, word);
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}
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}
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/*
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CL_ParsePacketEntities
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An svc_packetentities has just been parsed, deal with the
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rest of the data stream.
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*/
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void
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CL_ParsePacketEntities (qboolean delta)
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{
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byte from;
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int oldindex, newindex, newnum, oldnum, oldpacket, newpacket, word;
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packet_entities_t *oldp, *newp, dummy;
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qboolean full;
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newpacket = cls.netchan.incoming_sequence & UPDATE_MASK;
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newp = &cl.frames[newpacket].packet_entities;
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cl.frames[newpacket].invalid = false;
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if (delta) {
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from = MSG_ReadByte (net_message);
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oldpacket = cl.frames[newpacket].delta_sequence;
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if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK))
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Con_DPrintf ("WARNING: from mismatch\n");
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} else
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oldpacket = -1;
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full = false;
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if (oldpacket != -1) {
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if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1) {
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// we can't use this, it is too old
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FlushEntityPacket ();
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return;
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}
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cl.validsequence = cls.netchan.incoming_sequence;
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oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities;
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} else { // a full update that we can start delta compressing from now
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oldp = &dummy;
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dummy.num_entities = 0;
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cl.validsequence = cls.netchan.incoming_sequence;
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full = true;
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}
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oldindex = 0;
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newindex = 0;
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newp->num_entities = 0;
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while (1) {
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word = (unsigned short) MSG_ReadShort (net_message);
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if (net_message->badread) { // something didn't parse right...
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Host_Error ("msg_badread in packetentities");
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return;
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}
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if (!word) { // copy rest of ents from old packet
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while (oldindex < oldp->num_entities) {
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_Error ("CL_ParsePacketEntities: newindex == "
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"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 :
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oldp->entities[oldindex].number;
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while (newnum > oldnum) {
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if (full) {
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Con_Printf ("WARNING: oldcopy on full update");
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FlushEntityPacket ();
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return;
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}
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// 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_Error ("CL_ParsePacketEntities: newindex == "
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"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 :
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oldp->entities[oldindex].number;
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}
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if (newnum < oldnum) { // new from baseline
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if (word & U_REMOVE) {
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if (full) {
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cl.validsequence = 0;
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Con_Printf ("WARNING: U_REMOVE on full update\n");
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FlushEntityPacket ();
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return;
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}
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continue;
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}
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_Error ("CL_ParsePacketEntities: newindex == "
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"MAX_PACKET_ENTITIES");
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CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex],
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word);
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newindex++;
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continue;
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}
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if (newnum == oldnum) { // delta from previous
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if (full) {
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cl.validsequence = 0;
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Con_Printf ("WARNING: delta on full update");
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}
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if (word & U_REMOVE) { // Clear the entity
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entity_t *ent = &cl_packet_ents[newnum];
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memset (ent, 0, sizeof (entity_t));
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oldindex++;
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continue;
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}
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CL_ParseDelta (&oldp->entities[oldindex],
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&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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void
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CL_LinkPacketEntities (void)
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{
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int pnum, i;
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dlight_t *dl;
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entity_t **ent;
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entity_state_t *s1;
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model_t *model;
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packet_entities_t *pack;
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player_info_t *info;
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pack = &cl.frames[cls.netchan.incoming_sequence &
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UPDATE_MASK].packet_entities;
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for (pnum = 0; pnum < pack->num_entities; pnum++) {
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s1 = &pack->entities[pnum];
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// spawn light flashes, even ones coming from invisible objects
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CL_NewDlight (s1->number, s1->origin, s1->effects, s1->glow_size,
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s1->glow_color);
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// if set to invisible, skip
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if (!s1->modelindex)
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continue;
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// Hack hack hack
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if (cl_deadbodyfilter->int_val && s1->modelindex == cl_playerindex &&
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((i = s1->frame) == 49 || i == 60 || i == 69 || i == 84 ||
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i == 93 || i == 102))
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continue;
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if (cl_gibfilter->int_val &&
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(s1->modelindex == cl_h_playerindex || s1->modelindex ==
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cl_gib1index || s1->modelindex == cl_gib2index ||
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s1->modelindex == cl_gib3index))
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continue;
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// create a new entity
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ent = R_NewEntity ();
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if (!ent)
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break; // object list is full
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*ent = &cl_packet_ents[s1->number];
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(*ent)->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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&& cl.players[s1->colormap - 1].name[0]
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&& !strcmp ((*ent)->model->name, "progs/player.mdl")) {
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(*ent)->colormap = cl.players[s1->colormap - 1].translations;
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info = &cl.players[s1->colormap - 1];
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} else {
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(*ent)->colormap = vid.colormap8;
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info = NULL;
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}
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if (info && info->skinname && !info->skin)
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Skin_Find (info);
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if (info && info->skin) {
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(*ent)->skin = Skin_NewTempSkin ();
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if ((*ent)->skin) {
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i = s1->colormap - 1;
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CL_NewTranslation (i, (*ent)->skin);
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}
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} else {
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(*ent)->skin = NULL;
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}
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// LordHavoc: cleaned up Endy's coding style, and fixed Endy's bugs
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// Ender: Extend (Colormod) [QSG - Begin]
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// N.B: All messy code below is the sole fault of LordHavoc and
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// his futile attempts to save bandwidth. :)
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if (s1->colormod == 255) {
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(*ent)->colormod[0] = (*ent)->colormod[1] =
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(*ent)->colormod[2] = 1.0;
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} else {
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(*ent)->colormod[0] = (float) ((s1->colormod >> 5) & 7) *
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(1.0 / 7.0);
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(*ent)->colormod[1] = (float) ((s1->colormod >> 2) & 7) *
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(1.0 / 7.0);
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(*ent)->colormod[2] = (float) (s1->colormod & 3) * (1.0 / 3.0);
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}
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(*ent)->colormod[3] = s1->alpha / 255.0;
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(*ent)->scale = s1->scale / 16.0;
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// Ender: Extend (Colormod) [QSG - End]
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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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if ((*ent)->visframe != r_framecount - 1) {
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(*ent)->pose1 = (*ent)->pose2 = -1;
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// No trail if new this frame
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VectorCopy (s1->origin, (*ent)->origin);
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VectorCopy ((*ent)->origin, (*ent)->old_origin);
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} else {
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VectorCopy ((*ent)->origin, (*ent)->old_origin);
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VectorCopy (s1->origin, (*ent)->origin);
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}
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(*ent)->visframe = r_framecount;
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|
|
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);
|
|
}
|
|
|
|
// add automatic particle trails
|
|
if (!model->flags)
|
|
continue;
|
|
|
|
if (model->flags & EF_ROCKET) {
|
|
dl = R_AllocDlight (-s1->number);
|
|
if (dl) {
|
|
VectorCopy ((*ent)->origin, dl->origin);
|
|
dl->radius = 200.0;
|
|
dl->die = cl.time + 0.1;
|
|
VectorCopy (r_firecolor->vec, dl->color);
|
|
}
|
|
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_WizTrail (*ent);
|
|
else if (model->flags & EF_TRACER2)
|
|
R_FlameTrail (*ent);
|
|
else if (model->flags & EF_TRACER3)
|
|
R_VoorTrail (*ent);
|
|
else if (model->flags & EF_GLOWTRAIL)
|
|
R_GlowTrail (*ent);
|
|
}
|
|
}
|
|
|
|
// PROJECTILE PARSING / LINKING ===============================================
|
|
|
|
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, d, j;
|
|
entity_t *pr;
|
|
|
|
c = MSG_ReadByte (net_message);
|
|
|
|
if ((cl_num_projectiles + c) >= MAX_PROJECTILES)
|
|
d = MAX_PROJECTILES - cl_num_projectiles;
|
|
else
|
|
d = c;
|
|
|
|
for (i = 0; i < d; i++) {
|
|
for (j = 0; j < 6; j++)
|
|
bits[j] = MSG_ReadByte (net_message);
|
|
|
|
pr = &cl_projectiles[cl_num_projectiles];
|
|
cl_num_projectiles++;
|
|
|
|
pr->model = cl.model_precache[cl_spikeindex];
|
|
pr->colormap = vid.colormap8;
|
|
pr->origin[0] = ((bits[0] + ((bits[1] & 15) << 8)) << 1) - 4096;
|
|
pr->origin[1] = (((bits[1] >> 4) + (bits[2] << 4)) << 1) - 4096;
|
|
pr->origin[2] = ((bits[3] + ((bits[4] & 15) << 8)) << 1) - 4096;
|
|
pr->angles[0] = (bits[4] >> 4) * (360.0 / 16.0);
|
|
pr->angles[1] = bits[5] * (360.0 / 256.0);
|
|
}
|
|
|
|
if (d < c) {
|
|
c = (c - d) * 6;
|
|
for (i = 0; i < c; i++)
|
|
MSG_ReadByte (net_message);
|
|
}
|
|
}
|
|
|
|
void
|
|
CL_LinkProjectiles (void)
|
|
{
|
|
int i;
|
|
entity_t **ent;
|
|
entity_t *pr;
|
|
|
|
for (i = 0, pr = cl_projectiles; i < cl_num_projectiles; i++, pr++) {
|
|
if (!pr->model)
|
|
continue;
|
|
// grab an entity to fill in
|
|
ent = R_NewEntity ();
|
|
if (!ent)
|
|
break; // object list is full
|
|
*ent = pr;
|
|
}
|
|
}
|
|
|
|
void
|
|
CL_ParsePlayerinfo (void)
|
|
{
|
|
int flags, msec, num, i;
|
|
player_state_t *state;
|
|
|
|
num = MSG_ReadByte (net_message);
|
|
if (num > MAX_CLIENTS)
|
|
Host_Error ("CL_ParsePlayerinfo: bad num");
|
|
|
|
state = &cl.frames[parsecountmod].playerstate[num];
|
|
|
|
state->number = num;
|
|
flags = state->flags = MSG_ReadShort (net_message);
|
|
|
|
state->messagenum = cl.parsecount;
|
|
MSG_ReadCoordV (net_message, state->origin);
|
|
|
|
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)
|
|
i = MSG_ReadByte (net_message);
|
|
else
|
|
i = cl_playerindex;
|
|
state->modelindex = i;
|
|
|
|
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);
|
|
|
|
if (flags & PF_QF) {
|
|
// QSG2
|
|
int bits;
|
|
byte val;
|
|
entity_t *ent;
|
|
|
|
ent = &cl_player_ents[num];
|
|
bits = MSG_ReadByte (net_message);
|
|
if (bits & PF_ALPHA) {
|
|
val = MSG_ReadByte (net_message);
|
|
ent->colormod[3] = val / 255.0;
|
|
}
|
|
if (bits & PF_SCALE) {
|
|
val = MSG_ReadByte (net_message);
|
|
ent->scale = val / 16.0;
|
|
}
|
|
if (bits & PF_EFFECTS2) {
|
|
state->effects |= MSG_ReadByte (net_message) << 8;
|
|
}
|
|
if (bits & PF_GLOWSIZE) {
|
|
state->glow_size = MSG_ReadByte (net_message);
|
|
}
|
|
if (bits & PF_GLOWCOLOR) {
|
|
state->glow_color = MSG_ReadByte (net_message);
|
|
}
|
|
if (bits & PF_COLORMOD) {
|
|
val = MSG_ReadByte (net_message);
|
|
if (val == 255) {
|
|
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1.0;
|
|
} else {
|
|
ent->colormod[0] = (float) ((val >> 5) & 7) * (1.0 / 7.0);
|
|
ent->colormod[1] = (float) ((val >> 2) & 7) * (1.0 / 7.0);
|
|
ent->colormod[2] = (float) (val & 3) * (1.0 / 3.0);
|
|
}
|
|
}
|
|
if (bits & PF_FRAME2) {
|
|
state->frame |= MSG_ReadByte (net_message) << 8;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
CL_AddFlagModels
|
|
|
|
Called when the CTF flags are set
|
|
*/
|
|
void
|
|
CL_AddFlagModels (entity_t *ent, int team, int key)
|
|
{
|
|
static float flag_offsets[] = {
|
|
16.0, 22.0, 26.0, 25.0, 24.0, 18.0, // 29-34 axpain
|
|
16.0, 24.0, 24.0, 22.0, 18.0, 16.0, // 35-40 pain
|
|
};
|
|
float f;
|
|
int i;
|
|
entity_t **newent;
|
|
vec3_t v_forward, v_right, v_up;
|
|
|
|
if (cl_flagindex == -1)
|
|
return;
|
|
|
|
f = 14.0;
|
|
if (ent->frame >= 29 && ent->frame <= 40) {
|
|
f = flag_offsets[ent->frame - 29];
|
|
} else if (ent->frame >= 103 && ent->frame <= 118) {
|
|
if (ent->frame <= 106) // 103-104 nailattack
|
|
f = 20.0; // 105-106 light
|
|
else // 107-112 rocketattack
|
|
f = 21.0; // 112-118 shotattack
|
|
}
|
|
|
|
newent = R_NewEntity ();
|
|
if (!newent)
|
|
return;
|
|
*newent = &cl_flag_ents[key];
|
|
(*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] +
|
|
22.0 * v_right[i];
|
|
(*newent)->origin[2] -= 16.0;
|
|
VectorCopy (ent->angles, (*newent)->angles);
|
|
(*newent)->angles[2] -= 45.0;
|
|
}
|
|
|
|
/*
|
|
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;
|
|
qboolean clientplayer;
|
|
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++) {
|
|
ent = &cl_player_ents[j];
|
|
if (ent->efrag)
|
|
R_RemoveEfrags (ent);
|
|
if (state->messagenum != cl.parsecount)
|
|
continue; // not present this frame
|
|
|
|
if (!info->name[0])
|
|
continue;
|
|
|
|
// spawn light flashes, even ones coming from invisible objects
|
|
if (j == cl.playernum) {
|
|
VectorCopy (cl.simorg, org);
|
|
r_player_entity = &cl_player_ents[j];
|
|
clientplayer = true;
|
|
} else {
|
|
VectorCopy (state->origin, org);
|
|
clientplayer = false;
|
|
}
|
|
CL_NewDlight (j, org, state->effects, state->glow_size,
|
|
state->glow_color);
|
|
|
|
// Draw player?
|
|
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;
|
|
|
|
// 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, clientplayer);
|
|
pmove.numphysent = oldphysent;
|
|
VectorCopy (exact.origin, ent->origin);
|
|
}
|
|
|
|
// angles
|
|
if (j == cl.playernum)
|
|
{
|
|
ent->angles[PITCH] = -cl.viewangles[PITCH] / 3.0;
|
|
ent->angles[YAW] = cl.viewangles[YAW];
|
|
} else {
|
|
ent->angles[PITCH] = -state->viewangles[PITCH] / 3.0;
|
|
ent->angles[YAW] = state->viewangles[YAW];
|
|
}
|
|
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity) * 4.0;
|
|
|
|
ent->model = cl.model_precache[state->modelindex];
|
|
ent->frame = state->frame;
|
|
ent->colormap = info->translations;
|
|
ent->skinnum = state->skinnum;
|
|
if (state->modelindex == cl_playerindex) { //XXX
|
|
// use custom skin
|
|
if (!info->skin)
|
|
Skin_Find (info);
|
|
if (info && info->skin) {
|
|
ent->skin = Skin_NewTempSkin ();
|
|
if (ent->skin) {
|
|
CL_NewTranslation (j, ent->skin);
|
|
}
|
|
} else {
|
|
ent->skin = NULL;
|
|
}
|
|
} else {
|
|
ent->skin = NULL;
|
|
}
|
|
|
|
// stuff entity in map
|
|
R_AddEfrags (ent);
|
|
|
|
if (state->effects & EF_FLAG1)
|
|
CL_AddFlagModels (ent, 0, j);
|
|
else if (state->effects & EF_FLAG2)
|
|
CL_AddFlagModels (ent, 1, j);
|
|
}
|
|
}
|
|
|
|
/*
|
|
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) {
|
|
if (pmove.numphysent == MAX_PHYSENTS) {
|
|
Con_Printf ("WARNING: entity physent overflow, email "
|
|
"quakeforge-devel@lists.sourceforge.net\n");
|
|
break;
|
|
}
|
|
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 || !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
|
|
|
|
if (pmove.numphysent == MAX_PHYSENTS) {
|
|
Con_Printf ("WARNING: player physent overflow, email "
|
|
"quakeforge-devel@lists.sourceforge.net\n");
|
|
break;
|
|
}
|
|
|
|
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)
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|
{
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|
if (cls.state != ca_active)
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|
return;
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|
if (!cl.validsequence)
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|
return;
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|
|
|
R_ClearEnts ();
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|
Skin_ClearTempSkins ();
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|
|
|
CL_LinkPlayers ();
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|
CL_LinkPacketEntities ();
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|
CL_LinkProjectiles ();
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|
CL_UpdateTEnts ();
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|
}
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|
|
|
void
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|
CL_Ents_Init (void)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_PROJECTILES; i++)
|
|
CL_Init_Entity (&cl_projectiles[i]);
|
|
}
|