// cl_ents.c -- entity parsing and management #include "quakedef.h" extern cvar_t cl_predict_players; extern cvar_t cl_predict_players2; extern cvar_t cl_solid_players; extern model_t *player_models[MAX_PLAYER_CLASS]; static struct predicted_player { int flags; qboolean active; vec3_t origin; // predicted origin } predicted_players[MAX_CLIENTS]; #define U_MODEL (1<<16) #define U_SOUND (1<<17) #define U_DRAWFLAGS (1<<18) #define U_ABSLIGHT (1<<19) char *parsedelta_strings[] = { "U_ANGLE1", //0 "U_ANGLE3", //1 "U_SCALE", //2 "U_COLORMAP",//3 "U_SKIN", //4 "U_EFFECTS", //5 "U_MODEL16",//6 "U_MOREBITS2", //7 "", //8 is unused "U_ORIGIN1", //9 "U_ORIGIN2", //10 "U_ORIGIN3", //11 "U_ANGLE2", //12 "U_FRAME", //13 "U_REMOVE", //14 "U_MOREBITS",//15 "U_MODEL",//16 "U_SOUND",//17 "U_DRAWFLAGS",//18 "U_ABSLIGHT"//19 }; //============================================================ /* =============== CL_AllocDlight =============== */ dlight_t *CL_AllocDlight (int key) { int i; dlight_t *dl; // first look for an exact key match if (key) { dl = cl_dlights; for (i=0 ; ikey == key) { memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } } } // then look for anything else dl = cl_dlights; for (i=0 ; idie < cl.time) { memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } } dl = &cl_dlights[0]; memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } /* =============== CL_NewDlight =============== */ void CL_NewDlight (int key, float x, float y, float z, float radius, float time, int type) { dlight_t *dl; dl = CL_AllocDlight (key); dl->origin[0] = x; dl->origin[1] = y; dl->origin[2] = z; dl->radius = radius; dl->die = cl.time + time; if (type == 0) { dl->color[0] = 0.2; dl->color[1] = 0.1; dl->color[2] = 0.05; dl->color[3] = 0.7; } else if (type == 1) { dl->color[0] = 0.05; dl->color[1] = 0.05; dl->color[2] = 0.3; dl->color[3] = 0.7; } else if (type == 2) { dl->color[0] = 0.5; dl->color[1] = 0.05; dl->color[2] = 0.05; dl->color[3] = 0.7; } else if (type == 3) { dl->color[0]=0.5; dl->color[1] = 0.05; dl->color[2] = 0.4; dl->color[3] = 0.7; } } /* =============== CL_DecayLights =============== */ void CL_DecayLights (void) { int i; dlight_t *dl; dl = cl_dlights; for (i=0 ; idie < cl.time || !dl->radius) continue; if (dl->radius > 0) { dl->radius -= host_frametime*dl->decay; if (dl->radius < 0) dl->radius = 0; } else { dl->radius += host_frametime*dl->decay; if (dl->radius > 0) dl->radius = 0; } } } /* ========================================================================= PACKET ENTITY PARSING / LINKING ========================================================================= */ /* ================== CL_ParseDelta Can go from either a baseline or a previous packet_entity ================== */ static void ShowNetParseDelta(int x) { int i; char orstring[2]; if (cl_shownet.value != 2) return; orstring[0]=0; orstring[1]=0; Con_Printf("bits: "); for (i=0;i<=19;i++) { if (x != 8) { if (x & (1 << i)) { Con_Printf("%s%s",orstring,parsedelta_strings[i]); orstring[0]= '|'; } } } Con_Printf("\n"); } int bitcounts[32]; /// just for protocol profiling 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 (); bits |= i; } if(bits & U_MOREBITS2) { i =MSG_ReadByte (); bits |= (i << 16); } ShowNetParseDelta(bits); // count the bits for net profiling for (i=0 ; i<19 ; i++) if (bits&(1<flags = bits; if (bits & U_MODEL) { if (bits & U_MODEL16) { to->modelindex = MSG_ReadShort (); } else { to->modelindex = MSG_ReadByte (); } } if (bits & U_FRAME) to->frame = MSG_ReadByte (); if (bits & U_COLORMAP) to->colormap = MSG_ReadByte(); if (bits & U_SKIN) { to->skinnum = MSG_ReadByte(); } if (bits & U_DRAWFLAGS) to->drawflags = MSG_ReadByte(); if (bits & U_EFFECTS) to->effects = MSG_ReadLong(); if (bits & U_ORIGIN1) to->origin[0] = MSG_ReadCoord (); if (bits & U_ANGLE1) to->angles[0] = MSG_ReadAngle(); if (bits & U_ORIGIN2) to->origin[1] = MSG_ReadCoord (); if (bits & U_ANGLE2) to->angles[1] = MSG_ReadAngle(); if (bits & U_ORIGIN3) to->origin[2] = MSG_ReadCoord (); if (bits & U_ANGLE3) to->angles[2] = MSG_ReadAngle(); if (bits & U_SCALE) { to->scale = MSG_ReadByte(); } if (bits & U_ABSLIGHT) to->abslight = MSG_ReadByte(); if (bits & U_SOUND) { i = MSG_ReadShort(); S_StartSound(to->number, 1, cl.sound_precache[i], to->origin, 1.0, 1.0); } } /* ================= FlushEntityPacket ================= */ void FlushEntityPacket (void) { int word; entity_state_t olde, newe; 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 (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities\n"); 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) { int oldpacket, newpacket; packet_entities_t *oldp, *newp, dummy; int oldindex, newindex; int word, newnum, oldnum; qboolean full; byte from; newpacket = cls.netchan.incoming_sequence&UPDATE_MASK; newp = &cl.frames[newpacket].packet_entities; cl.frames[newpacket].invalid = false; if (delta) { from = MSG_ReadByte (); 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 { // this is 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) { nextword: word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities\n"); return; } if (!word) { while (oldindex < oldp->num_entities) { // copy all the rest of the entities from the old packet //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) { oldindex++; continue; } //Con_Printf ("delta %i\n",newnum); CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word); newindex++; oldindex++; } } newp->num_entities = newindex; } void HandleEffects(int effects, int number, entity_t *ent, vec3_t oldOrg) { dlight_t *dl; int rotateSet = 0; // Effect Flags if (effects & EF_BRIGHTFIELD) { // show that this guy is cool or something... //R_EntityParticles (ent); dl = CL_AllocDlight (number); //dl->color[0] = .5 + cos(cl.time*7)*.5; //dl->color[1] = .5 + cos(cl.time*7 + M_PI*2/3)*.5; //dl->color[2] = .5 + cos(cl.time*7 + M_PI*4/3)*.5; //dl->color[3] = 1.0; VectorCopy (ent->origin, dl->origin); dl->radius = 200 + cos(cl.time*5)*100; dl->die = cl.time + 0.001; R_BrightFieldSource (ent->origin); } if (effects & EF_DARKFIELD) R_DarkFieldParticles (ent); if (effects & EF_MUZZLEFLASH) { vec3_t fv, rv, uv; dl = CL_AllocDlight (number); VectorCopy (ent->origin, dl->origin); dl->origin[2] += 16; AngleVectors (ent->angles, fv, rv, uv); VectorMA (dl->origin, 18, fv, dl->origin); dl->radius = 200 + (rand()&31); dl->minlight = 32; dl->die = cl.time + 0.1; } if (effects & EF_BRIGHTLIGHT) { dl = CL_AllocDlight (number); VectorCopy (ent->origin, dl->origin); dl->origin[2] += 16; dl->radius = 400 + (rand()&31); dl->die = cl.time + 0.001; } if (effects & EF_DIMLIGHT) { dl = CL_AllocDlight (number); VectorCopy (ent->origin, dl->origin); dl->radius = 200 + (rand()&31); dl->die = cl.time + 0.001; } /* if (effects & EF_DARKLIGHT) { dl = CL_AllocDlight (number); VectorCopy (ent->origin, dl->origin); dl->radius = 200.0 + (rand()&31); dl->die = cl.time + 0.001; //rjr dl->dark = true; }*/ if (effects & EF_LIGHT) { dl = CL_AllocDlight (number); VectorCopy (ent->origin, dl->origin); dl->radius = 200; dl->die = cl.time + 0.001; } if(effects & EF_POISON_GAS) { CL_UpdatePoisonGas(ent, number); } if(effects & EF_ACIDBLOB) { ent->angleAdd[0] = 0; ent->angleAdd[1] = 0; ent->angleAdd[2] = 200 * cl.time; rotateSet = 1; CL_UpdateAcidBlob(ent, number); } if(effects & EF_ONFIRE) { CL_UpdateOnFire(ent, number); } if(effects & EF_POWERFLAMEBURN) { CL_UpdatePowerFlameBurn(ent, number); } if(effects & EF_ICESTORM_EFFECT) { CL_UpdateIceStorm(ent, number); } if (effects & EF_HAMMER_EFFECTS) { ent->angleAdd[0] = 200 * cl.time; ent->angleAdd[1] = 0; ent->angleAdd[2] = 0; rotateSet = 1; CL_UpdateHammer(ent, number); } if (effects & EF_BEETLE_EFFECTS) { CL_UpdateBug(ent); } if (effects & EF_DARKLIGHT)//EF_INVINC_CIRC) { R_SuccubusInvincibleParticles (ent); } if(effects & EF_UPDATESOUND) { S_UpdateSoundPos (number, 7, ent->origin); } if(!rotateSet) { ent->angleAdd[0] = 0; ent->angleAdd[1] = 0; ent->angleAdd[2] = 0; } } /* =============== CL_LinkPacketEntities =============== */ void CL_LinkPacketEntities (void) { entity_t *ent; packet_entities_t *pack; entity_state_t *s1, *s2; float f; model_t *model; vec3_t old_origin; float autorotate; int i, j; int pnum; dlight_t *dl; pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; autorotate = anglemod(100*cl.time); f = 0; // FIXME: no interpolation right now for (pnum=0 ; pnumnum_entities ; pnum++) { s1 = &pack->entities[pnum]; s2 = s1; // FIXME: no interpolation right now /* // spawn light flashes, even ones coming from invisible objects if (s1->effects & (EF_BLUE | EF_RED) == (EF_BLUE | EF_RED)) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3); else if (s1->effects & EF_BLUE) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1); else if (s1->effects & EF_RED) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2); else if (s1->effects & EF_BRIGHTLIGHT) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0); else if (s1->effects & EF_DIMLIGHT) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0); */ // if set to invisible, skip if (!s1->modelindex) continue; // create a new entity if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->keynum = s1->number; ent->model = model = cl.model_precache[s1->modelindex]; ent->sourcecolormap = vid.colormap; if (!s1->colormap) { ent->colorshade = 0; ent->colormap = ent->sourcecolormap; ent->scoreboard = NULL; } else { ent->colorshade = s1->colormap; ent->colormap = globalcolormap; ent->scoreboard = NULL; } /* // set colormap if (s1->colormap && (s1->colormap < MAX_CLIENTS) && !strcmp(ent->model->name,"models/paladin.mdl") ) { ent->colormap = cl.players[s1->colormap-1].translations; ent->scoreboard = &cl.players[s1->colormap-1]; } else { ent->colormap = vid.colormap; ent->scoreboard = NULL; } */ // set skin ent->skinnum = s1->skinnum; // set frame ent->frame = s1->frame; ent->drawflags = s1->drawflags; ent->scale = s1->scale; ent->abslight = s1->abslight; // rotate binary objects locally /* rjr rotate them in renderer if (model->flags & EF_ROTATE) { ent->angles[0] = 0; ent->angles[1] = autorotate; ent->angles[2] = 0; } else*/ { float a1, a2; for (i=0 ; i<3 ; i++) { a1 = s1->angles[i]; a2 = s2->angles[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; ent->angles[i] = a2 + f * (a1 - a2); } } // calculate origin for (i=0 ; i<3 ; i++) ent->origin[i] = s2->origin[i] + f * (s1->origin[i] - s2->origin[i]); // scan the old entity display list for a matching for (i=0 ; ikeynum) { VectorCopy (cl_oldvisedicts[i].origin, old_origin); break; } } if (i == cl_oldnumvisedicts) continue; // not in last message for (i=0 ; i<3 ; i++) //if ( abs(old_origin[i] - ent->origin[i]) > 128) if ( abs(old_origin[i] - ent->origin[i]) > 512) // this is an issue for laggy situations... { // no trail if too far VectorCopy (ent->origin, old_origin); break; } // some of the effects need to know how far the thing has moved... // cl.players[s1->number].invis=false; if(cl_siege) if((int)s1->effects & EF_NODRAW) { ent->skinnum=101;//ice, but in siege will be invis skin for dwarf to see ent->drawflags|=DRF_TRANSLUCENT; s1->effects &= ~EF_NODRAW; // cl.players[s1->number].invis=true; } HandleEffects(s1->effects, s1->number, ent, old_origin); // add automatic particle trails if (!model->flags) continue; // Model Flags if (ent->model->flags & EF_GIB) R_RocketTrail (old_origin, ent->origin, 2); else if (ent->model->flags & EF_ZOMGIB) R_RocketTrail (old_origin, ent->origin, 4); else if (ent->model->flags & EF_TRACER) R_RocketTrail (old_origin, ent->origin, 3); else if (ent->model->flags & EF_TRACER2) R_RocketTrail (old_origin, ent->origin, 5); else if (ent->model->flags & EF_ROCKET) { R_RocketTrail (old_origin, ent->origin, 0); /* dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = 200; dl->die = cl.time + 0.01;*/ } else if (ent->model->flags & EF_FIREBALL) { R_RocketTrail (old_origin, ent->origin, rt_fireball); dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = 120 - (rand() % 20); dl->die = cl.time + 0.01; } else if (ent->model->flags & EF_ICE) { R_RocketTrail (old_origin, ent->origin, rt_ice); } else if (ent->model->flags & EF_SPIT) { R_RocketTrail (old_origin, ent->origin, rt_spit); dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = -120 - (rand() % 20); dl->die = cl.time + 0.05; } else if (ent->model->flags & EF_SPELL) { R_RocketTrail (old_origin, ent->origin, rt_spell); } else if (ent->model->flags & EF_GRENADE) { // R_RunParticleEffect4(old_origin,3,284,pt_slowgrav,3); R_RocketTrail (old_origin, ent->origin, rt_grensmoke); } else if (ent->model->flags & EF_TRACER3) R_RocketTrail (old_origin, ent->origin, 6); else if (ent->model->flags & EF_VORP_MISSILE) { R_RocketTrail (old_origin, ent->origin, rt_vorpal); } else if (ent->model->flags & EF_SET_STAFF) { R_RocketTrail (old_origin, ent->origin,rt_setstaff); } else if (ent->model->flags & EF_MAGICMISSILE) { if ((rand() & 3) < 1) R_RocketTrail (old_origin, ent->origin, rt_magicmissile); } else if (ent->model->flags & EF_BONESHARD) R_RocketTrail (old_origin, ent->origin, rt_boneshard); else if (ent->model->flags & EF_SCARAB) R_RocketTrail (old_origin, ent->origin, rt_scarab); else if (ent->model->flags & EF_ACIDBALL) R_RocketTrail (old_origin, ent->origin, rt_acidball); else if (ent->model->flags & EF_BLOODSHOT) R_RocketTrail (old_origin, ent->origin, rt_bloodshot); } } /* ========================================================================= PROJECTILE PARSING / LINKING changed for use with the powered ravens ========================================================================= */ typedef struct { int modelindex; vec3_t origin; vec3_t angles; int frame; } projectile_t; #define MAX_PROJECTILES 32 projectile_t cl_projectiles[MAX_PROJECTILES]; int cl_num_projectiles; extern int cl_ravenindex, cl_raven2index; void CL_ClearProjectiles (void) { cl_num_projectiles = 0; } /* ===================== CL_ParseProjectiles Nails are passed as efficient temporary entities Note: all references to these functions have been replaced with calls to the Missile functions below ===================== */ void CL_ParseProjectiles (void) { int i, c, j; byte bits[6]; projectile_t *pr; c = MSG_ReadByte (); for (i=0 ; imodelindex = cl_ravenindex; 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] = 360*(bits[4]>>4)/16; pr->angles[1] = 360*(bits[5]&31)/32; pr->frame = (bits[5]>>5) & 7; } c = MSG_ReadByte (); for (i=0 ; imodelindex = cl_raven2index; 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] = 360*(bits[4]>>4)/16; pr->angles[1] = 360*bits[5]/256; pr->frame = 0; } } /* ============= CL_LinkProjectiles ============= */ void CL_LinkProjectiles (void) { int i; projectile_t *pr; entity_t *ent; for (i=0, pr=cl_projectiles ; ikeynum = 0; if (pr->modelindex < 1) continue; ent->model = cl.model_precache[pr->modelindex]; ent->skinnum = 0; ent->frame = 0; ent->colormap = vid.colormap; ent->scoreboard = NULL; ent->frame = pr->frame; VectorCopy (pr->origin, ent->origin); VectorCopy (pr->angles, ent->angles); } } /* ========================================================================= MISSILE PROJECTILES ========================================================================= */ typedef struct { int modelindex; vec3_t origin; int type; } missile_t; #define MAX_MISSILES 32 missile_t cl_missiles[MAX_MISSILES]; int cl_num_missiles; extern int cl_ballindex, cl_missilestarindex; void CL_ClearMissiles (void) { cl_num_missiles = 0; } /* ===================== CL_ParseProjectiles Missiles are passed as efficient temporary entities ===================== */ void CL_ParsePackMissiles (void) { int i, c, j; byte bits[5]; missile_t *pr; c = MSG_ReadByte (); for (i=0 ; iorigin[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->type = bits[4]>>4; //type may be used later to select models } } /* ============= CL_LinkMissile ============= */ vec3_t missilestar_angle; void CL_LinkMissiles (void) { int i; missile_t *pr; entity_t *ent; missilestar_angle[1] += host_frametime * 300; missilestar_angle[2] += host_frametime * 400; for (i=0, pr=cl_missiles ; iorigin, 7, 148 + rand() % 11, pt_grav, 10 + rand() % 10); } cl_numvisedicts++; ent->keynum = 0; if(pr->type == 1) { //ball ent->model = cl.model_precache[cl_ballindex]; ent->scale = 10; } else { //missilestar ent->model = cl.model_precache[cl_missilestarindex]; ent->scale = 50; VectorCopy (missilestar_angle , ent->angles); } ent->skinnum = 0; ent->frame = 0; ent->colormap = vid.colormap; ent->scoreboard = NULL; ent->drawflags = SCALE_ORIGIN_CENTER; VectorCopy (pr->origin, ent->origin); } } //======================================== extern int cl_spikeindex, cl_playerindex[MAX_PLAYER_CLASS], cl_flagindex; entity_t *CL_NewTempEntity (void); /* =================== CL_ParsePlayerinfo =================== */ extern int parsecountmod; extern double parsecounttime; void CL_SavePlayer (void) { int num; player_info_t *info; player_state_t *state; num = MSG_ReadByte (); if (num > MAX_CLIENTS) Sys_Error ("CL_ParsePlayerinfo: bad num"); info = &cl.players[num]; state = &cl.frames[parsecountmod].playerstate[num]; state->messagenum = cl.parsecount; state->state_time = parsecounttime; } void CL_ParsePlayerinfo (void) { int msec; int flags; player_info_t *info; player_state_t *state; int num; int i; qboolean playermodel = false; num = MSG_ReadByte (); if (num > MAX_CLIENTS) Sys_Error ("CL_ParsePlayerinfo: bad num"); info = &cl.players[num]; state = &cl.frames[parsecountmod].playerstate[num]; flags = state->flags = MSG_ReadShort (); state->messagenum = cl.parsecount; state->origin[0] = MSG_ReadCoord (); state->origin[1] = MSG_ReadCoord (); state->origin[2] = MSG_ReadCoord (); state->frame = MSG_ReadByte (); // 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 (); state->state_time = parsecounttime - msec*0.001; } else state->state_time = parsecounttime; if (flags & PF_COMMAND) MSG_ReadUsercmd (&state->command, false); for (i=0 ; i<3 ; i++) { if (flags & (PF_VELOCITY1<velocity[i] = MSG_ReadShort(); else state->velocity[i] = 0; } if (flags & PF_MODEL) state->modelindex = MSG_ReadShort (); else { playermodel = true; i = info->playerclass; if (i >= 1 && i <= MAX_PLAYER_CLASS) { state->modelindex = cl_playerindex[i-1]; } else { state->modelindex = cl_playerindex[0]; } } if (flags & PF_SKINNUM) state->skinnum = MSG_ReadByte (); else { if(info->siege_team==ST_ATTACKER&&playermodel) state->skinnum = 1;//using a playermodel and attacker - skin is set to 1 else state->skinnum = 0; } if (flags & PF_EFFECTS) state->effects = MSG_ReadByte (); else state->effects = 0; if (flags & PF_EFFECTS2) state->effects |= (MSG_ReadByte() << 8); else state->effects &= 0xff; if (flags & PF_WEAPONFRAME) state->weaponframe = MSG_ReadByte (); else state->weaponframe = 0; if (flags & PF_DRAWFLAGS) { state->drawflags = MSG_ReadByte(); } else { state->drawflags = 0; } if (flags & PF_SCALE) { state->scale = MSG_ReadByte(); } else { state->scale = 0; } if (flags & PF_ABSLIGHT) { state->abslight = MSG_ReadByte(); } else { state->abslight = 0; } if(flags & PF_SOUND) { i = MSG_ReadShort (); S_StartSound(num, 1, cl.sound_precache[i], state->origin, 1.0, 1.0); } VectorCopy (state->command.angles, state->viewangles); } /* ================ CL_AddFlagModels Called when the CTF flags are set ================ */ void CL_AddFlagModels (entity_t *ent, int team) { int i; float f; vec3_t v_forward, v_right, v_up; entity_t *newent; 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 = CL_NewTempEntity (); 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) { int j; player_info_t *info; player_state_t *state; player_state_t exact; double enttime, playertime; entity_t *ent; int msec; frame_t *frame; int oldphysent; dlight_t *dl; 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 #ifdef GLQUAKE if (!gl_flashblend.value || j != cl.playernum) { #endif /* if (state->effects & (EF_BLUE | EF_RED) == (EF_BLUE | EF_RED)) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 3); else if (state->effects & EF_BLUE) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 1); else if (state->effects & EF_RED) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 2); else if (state->effects & EF_BRIGHTLIGHT) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + (rand()&31), 0.1, 0); else if (state->effects & EF_DIMLIGHT) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 0); */ #ifdef GLQUAKE } #endif if (!state->modelindex) continue; cl.players[j].modelindex = state->modelindex; // grab an entity to fill in if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; ent->keynum = 0; ent->model = cl.model_precache[state->modelindex]; ent->skinnum = state->skinnum; ent->frame = state->frame; ent->sourcecolormap = info->translations; ent->colorshade = 0; ent->colormap = ent->sourcecolormap; ent->drawflags = state->drawflags; ent->scale = state->scale; ent->abslight = state->abslight; if (ent->model == player_models[0] || ent->model == player_models[1] || ent->model == player_models[2] || ent->model == player_models[3] || ent->model == player_models[4] ||//mg-siege ent->model == player_models[5]) { ent->scoreboard = info; // use custom skin } else { ent->scoreboard = NULL; } // // angles // 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.value && !cl_predict_players2.value) || j == cl.playernum) { VectorCopy (state->origin, ent->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); oldphysent = pmove.numphysent; CL_SetSolidPlayers (j); CL_PredictUsercmd (state, &exact, &state->command, false); pmove.numphysent = oldphysent; VectorCopy (exact.origin, ent->origin); } if(cl_siege) if((int)state->effects & EF_NODRAW) { ent->skinnum=101;//ice, but in siege will be invis skin for dwarf to see ent->drawflags|=DRF_TRANSLUCENT; state->effects &= ~EF_NODRAW; } HandleEffects(state->effects, j+1, ent, NULL); // the player object never gets added if (j == cl.playernum) { continue; } cl_numvisedicts++; // 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, j; frame_t *frame; packet_entities_t *pak; entity_state_t *state; extern vec3_t player_mins; extern vec3_t player_maxs; extern vec3_t player_maxs_crouch; player_state_t exact; int msec; double enttime, playertime; 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 ; inum_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); VectorCopy (state->angles, pmove.physents[pmove.numphysent].angles); 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) { int j; player_info_t *info; player_state_t *state; player_state_t exact; double enttime, playertime; int msec; frame_t *frame; 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.value && !cl_predict_players2.value) || !dopred) { VectorCopy (state->origin, pplayer->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; //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; extern vec3_t player_mins; extern vec3_t player_maxs; extern vec3_t player_maxs_crouch; struct predicted_player *pplayer; extern vec3_t beast_mins; extern vec3_t beast_maxs; physent_t *pent; if (!cl_solid_players.value) 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); /*shitbox if(!stricmp(cl.model_precache[cl.players[playernum].modelindex]->name,"models/yakman.mdl")) {//use golem hull Sys_Error("Using beast model"); VectorCopy(beast_mins, pent->mins); VectorCopy(beast_maxs, pent->mins); } else {*/ VectorCopy(player_mins, pent->mins); if(pplayer->flags & PF_CROUCH) { VectorCopy(player_maxs_crouch, pent->maxs); } else { VectorCopy(player_maxs, pent->maxs); } // } pmove.numphysent++; pent++; } } /* =============== CL_EmitEntities Builds the visedicts array for cl.time Made up of: clients, packet_entities, nails, and tents =============== */ void CL_EmitEntities (void) { if (cls.state != ca_active) return; if (!cl.validsequence) return; cl_oldnumvisedicts = cl_numvisedicts; cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence-1)&1]; cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1]; cl_numvisedicts = 0; CL_LinkPlayers (); CL_LinkPacketEntities (); CL_LinkProjectiles (); CL_LinkMissiles(); CL_UpdateTEnts (); }