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![Kevin Shanahan](/assets/img/avatar_default.png)
Only used by QWSV, so exclude it from the client completely and rename it to something more indicative of its purpose. Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
1074 lines
25 KiB
C
1074 lines
25 KiB
C
/*
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_ents.c -- entity parsing and management
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#include "client.h"
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#include "console.h"
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#include "cvar.h"
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#include "mathlib.h"
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#include "model.h"
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#include "pmove.h"
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#include "protocol.h"
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#include "quakedef.h"
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#include "sys.h"
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#include "view.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#else
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#include "d_iface.h"
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#endif
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// refresh list
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int cl_numvisedicts;
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entity_t cl_visedicts[MAX_VISEDICTS];
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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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typedef struct visedict_info_s {
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int keynum;
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vec3_t origin;
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} visedict_info_t;
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/*
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* This containse saved visedicts from the last frame so it
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* can be scanned for old origins of trailing objects
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*/
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static visedict_info_t saved_visedicts[MAX_VISEDICTS];
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static int num_saved_visedicts;
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//============================================================
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const float dl_colors[4][4] = {
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{ 0.2, 0.1, 0.05, 0.7 }, /* FLASH */
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{ 0.05, 0.05, 0.3, 0.7 }, /* BLUE */
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{ 0.5, 0.05, 0.05, 0.7 }, /* RED */
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{ 0.5, 0.05, 0.4, 0.7 } /* PURPLE */
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};
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/*
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===============
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CL_AllocDlight
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===============
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*/
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dlight_t *
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CL_AllocDlight(int key)
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{
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int i;
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dlight_t *dl;
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// first look for an exact key match
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if (key) {
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dl = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
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if (dl->key == key) {
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memset(dl, 0, sizeof(*dl));
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dl->color = dl_colors[DLIGHT_FLASH];
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dl->key = key;
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return dl;
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}
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}
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}
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// then look for anything else
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dl = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
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if (dl->die < cl.time) {
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memset(dl, 0, sizeof(*dl));
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dl->color = dl_colors[DLIGHT_FLASH];
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dl->key = key;
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return dl;
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}
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}
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dl = &cl_dlights[0];
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memset(dl, 0, sizeof(*dl));
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dl->color = dl_colors[DLIGHT_FLASH];
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dl->key = key;
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return dl;
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}
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/*
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===============
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CL_NewDlight
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===============
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*/
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static void
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CL_NewDlight(int key, float x, float y, float z, float radius, float time,
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int color)
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{
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dlight_t *dl;
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dl = CL_AllocDlight(key);
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dl->origin[0] = x;
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dl->origin[1] = y;
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dl->origin[2] = z;
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dl->radius = radius;
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dl->die = cl.time + time;
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dl->color = dl_colors[color];
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}
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/*
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===============
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CL_DecayLights
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===============
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*/
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void
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CL_DecayLights(void)
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{
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int i;
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dlight_t *dl;
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dl = cl_dlights;
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for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
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if (dl->die < cl.time || !dl->radius)
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continue;
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dl->radius -= host_frametime * dl->decay;
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if (dl->radius < 0)
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dl->radius = 0;
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}
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}
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/*
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=========================================================================
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PACKET ENTITY PARSING / LINKING
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=========================================================================
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*/
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/*
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==================
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CL_ParseDelta
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Can go from either a baseline or a previous packet_entity
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==================
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*/
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static 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();
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bits |= i;
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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();
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if (bits & U_FRAME)
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to->frame = MSG_ReadByte();
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if (bits & U_COLORMAP)
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to->colormap = MSG_ReadByte();
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if (bits & U_SKIN)
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to->skinnum = MSG_ReadByte();
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if (bits & U_EFFECTS)
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to->effects = MSG_ReadByte();
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if (bits & U_ORIGIN1)
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to->origin[0] = MSG_ReadCoord();
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if (bits & U_ANGLE1)
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to->angles[0] = MSG_ReadAngle();
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if (bits & U_ORIGIN2)
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to->origin[1] = MSG_ReadCoord();
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if (bits & U_ANGLE2)
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to->angles[1] = MSG_ReadAngle();
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if (bits & U_ORIGIN3)
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to->origin[2] = MSG_ReadCoord();
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if (bits & U_ANGLE3)
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to->angles[2] = MSG_ReadAngle();
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if (bits & U_SOLID) {
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// FIXME
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}
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}
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/*
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=================
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FlushEntityPacket
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=================
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*/
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static void
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FlushEntityPacket(void)
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{
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int word;
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entity_state_t olde, newe;
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Con_DPrintf("FlushEntityPacket\n");
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memset(&olde, 0, sizeof(olde));
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cl.validsequence = 0; // can't render a frame
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cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK].invalid = true;
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// read it all, but ignore it
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while (1) {
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word = (unsigned short)MSG_ReadShort();
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if (msg_badread)
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Host_EndGame("msg_badread in packetentities");
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if (!word)
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break; // done
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CL_ParseDelta(&olde, &newe, word);
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}
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}
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/*
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==================
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CL_ParsePacketEntities
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An svc_packetentities has just been parsed, deal with the
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rest of the data stream.
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==================
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*/
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void
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CL_ParsePacketEntities(qboolean delta)
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{
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int oldpacket, newpacket;
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packet_entities_t *oldp, *newp, dummy;
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int oldindex, newindex;
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int word, newnum, oldnum;
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qboolean full, old_ok;
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byte from;
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newpacket = cls.netchan.incoming_sequence & UPDATE_MASK;
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newp = &cl.frames[newpacket].packet_entities;
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cl.frames[newpacket].invalid = false;
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if (delta) {
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from = MSG_ReadByte();
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oldpacket = cl.frames[newpacket].delta_sequence;
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if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK))
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Con_DPrintf("WARNING: from mismatch\n");
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} 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 {
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/* this is a full update that we can start delta compressing from now */
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oldp = &dummy;
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dummy.num_entities = 0;
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cl.validsequence = cls.netchan.incoming_sequence;
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full = true;
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}
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oldindex = 0;
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newindex = 0;
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newp->num_entities = 0;
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while (1) {
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word = (unsigned short)MSG_ReadShort();
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if (msg_badread)
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Host_EndGame("msg_badread in packetentities");
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if (!word) {
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while (oldindex < oldp->num_entities) {
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/* copy all the rest of the entities from the old packet */
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame("%s: newindex == MAX_PACKET_ENTITIES",
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__func__);
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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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old_ok = oldindex < oldp->num_entities;
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oldnum = old_ok ? oldp->entities[oldindex].number : 9999;
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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_EndGame("%s: newindex == MAX_PACKET_ENTITIES", __func__);
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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old_ok = oldindex < oldp->num_entities;
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oldnum = old_ok ? oldp->entities[oldindex].number : 9999;
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}
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/* new from baseline */
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if (newnum < oldnum) {
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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_EndGame("%s: newindex == MAX_PACKET_ENTITIES", __func__);
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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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/* delta from previous */
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if (newnum == oldnum) {
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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) {
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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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/*
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===============
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CL_LinkPacketEntities
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===============
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*/
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static void
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CL_LinkPacketEntities(void)
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{
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entity_t *ent;
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packet_entities_t *pack;
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entity_state_t *s1, *s2;
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float f;
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model_t *model;
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vec3_t old_origin;
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float autorotate;
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int i;
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int pnum;
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dlight_t *dl;
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pack =
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&cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK].
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packet_entities;
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autorotate = anglemod(100 * cl.time);
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f = 0; // FIXME: no interpolation right now
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for (pnum = 0; pnum < pack->num_entities; pnum++) {
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s1 = &pack->entities[pnum];
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s2 = s1; // FIXME: no interpolation right now
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// spawn light flashes, even ones coming from invisible objects
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if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
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CL_NewDlight(s1->number, s1->origin[0], s1->origin[1],
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s1->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_PURPLE);
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else if (s1->effects & EF_BLUE)
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CL_NewDlight(s1->number, s1->origin[0], s1->origin[1],
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s1->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_BLUE);
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else if (s1->effects & EF_RED)
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CL_NewDlight(s1->number, s1->origin[0], s1->origin[1],
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s1->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_RED);
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else if (s1->effects & EF_BRIGHTLIGHT)
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CL_NewDlight(s1->number, s1->origin[0], s1->origin[1],
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s1->origin[2] + 16, 400 + (rand() & 31), 0.1, DLIGHT_FLASH);
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else if (s1->effects & EF_DIMLIGHT)
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CL_NewDlight(s1->number, s1->origin[0], s1->origin[1],
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s1->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_FLASH);
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// if set to invisible, skip
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if (!s1->modelindex)
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continue;
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// create a new entity
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if (cl_numvisedicts == MAX_VISEDICTS)
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break; // object list is full
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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->keynum = s1->number;
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ent->model = model = cl.model_precache[s1->modelindex];
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// set colormap
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if (s1->colormap && (s1->colormap < MAX_CLIENTS)
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&& !strcmp(ent->model->name, "progs/player.mdl")) {
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ent->colormap = cl.players[s1->colormap - 1].translations;
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ent->scoreboard = &cl.players[s1->colormap - 1];
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} else {
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ent->colormap = vid.colormap;
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ent->scoreboard = NULL;
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}
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// set skin
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ent->skinnum = s1->skinnum;
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// set frame
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ent->frame = s1->frame;
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// rotate binary objects locally
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if (model->flags & EF_ROTATE) {
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ent->angles[0] = 0;
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ent->angles[1] = autorotate;
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ent->angles[2] = 0;
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} else {
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float a1, a2;
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for (i = 0; i < 3; i++) {
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a1 = s1->angles[i];
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a2 = s2->angles[i];
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if (a1 - a2 >= 180)
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a1 -= 360;
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if (a1 - a2 < -180)
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a1 += 360;
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ent->angles[i] = a2 + f * (a1 - a2);
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}
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}
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// calculate origin
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for (i = 0; i < 3; i++)
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ent->origin[i] = s2->origin[i] +
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f * (s1->origin[i] - s2->origin[i]);
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// add automatic particle trails
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if (!model->flags)
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continue;
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// scan the old entity display list for a matching
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for (i = 0; i < num_saved_visedicts; i++) {
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if (saved_visedicts[i].keynum == ent->keynum) {
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VectorCopy(saved_visedicts[i].origin, old_origin);
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break;
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}
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}
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if (i == num_saved_visedicts)
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continue; // not in last message
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for (i = 0; i < 3; i++)
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if (abs(old_origin[i] - ent->origin[i]) > 128) { // no trail if too far
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VectorCopy(ent->origin, old_origin);
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break;
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}
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if (model->flags & EF_ROCKET) {
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R_RocketTrail(old_origin, ent->origin, 0);
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dl = CL_AllocDlight(s1->number);
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VectorCopy(ent->origin, dl->origin);
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dl->radius = 200;
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dl->die = cl.time + 0.1;
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} else if (model->flags & EF_GRENADE)
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R_RocketTrail(old_origin, ent->origin, 1);
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else if (model->flags & EF_GIB)
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R_RocketTrail(old_origin, ent->origin, 2);
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else if (model->flags & EF_ZOMGIB)
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R_RocketTrail(old_origin, ent->origin, 4);
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else if (model->flags & EF_TRACER)
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R_RocketTrail(old_origin, ent->origin, 3);
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else if (model->flags & EF_TRACER2)
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R_RocketTrail(old_origin, ent->origin, 5);
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else if (model->flags & EF_TRACER3)
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R_RocketTrail(old_origin, ent->origin, 6);
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}
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}
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|
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/*
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=========================================================================
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|
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PROJECTILE PARSING / LINKING
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|
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=========================================================================
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*/
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|
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typedef struct {
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int modelindex;
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vec3_t origin;
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vec3_t angles;
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|
} projectile_t;
|
|
|
|
#define MAX_PROJECTILES 32
|
|
static projectile_t cl_projectiles[MAX_PROJECTILES];
|
|
static int cl_num_projectiles;
|
|
|
|
void
|
|
CL_ClearProjectiles(void)
|
|
{
|
|
cl_num_projectiles = 0;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_ParseProjectiles
|
|
|
|
Nails are passed as efficient temporary entities
|
|
=====================
|
|
*/
|
|
void
|
|
CL_ParseProjectiles(void)
|
|
{
|
|
int i, c, j;
|
|
byte bits[6];
|
|
projectile_t *pr;
|
|
|
|
c = MSG_ReadByte();
|
|
for (i = 0; i < c; i++) {
|
|
for (j = 0; j < 6; j++)
|
|
bits[j] = MSG_ReadByte();
|
|
|
|
if (cl_num_projectiles == MAX_PROJECTILES)
|
|
continue;
|
|
|
|
pr = &cl_projectiles[cl_num_projectiles];
|
|
cl_num_projectiles++;
|
|
|
|
pr->modelindex = cl_spikeindex;
|
|
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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
CL_LinkProjectiles
|
|
|
|
=============
|
|
*/
|
|
static void
|
|
CL_LinkProjectiles(void)
|
|
{
|
|
int i;
|
|
projectile_t *pr;
|
|
entity_t *ent;
|
|
|
|
for (i = 0, pr = cl_projectiles; i < cl_num_projectiles; i++, pr++) {
|
|
// grab an entity to fill in
|
|
if (cl_numvisedicts == MAX_VISEDICTS)
|
|
break; // object list is full
|
|
ent = &cl_visedicts[cl_numvisedicts];
|
|
cl_numvisedicts++;
|
|
ent->keynum = 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;
|
|
VectorCopy(pr->origin, ent->origin);
|
|
VectorCopy(pr->angles, ent->angles);
|
|
}
|
|
}
|
|
|
|
//========================================
|
|
|
|
/*
|
|
===================
|
|
CL_ParsePlayerinfo
|
|
===================
|
|
*/
|
|
void
|
|
CL_ParsePlayerinfo(void)
|
|
{
|
|
int msec;
|
|
int flags;
|
|
player_state_t *state;
|
|
int num;
|
|
int i;
|
|
|
|
num = MSG_ReadByte();
|
|
if (num > MAX_CLIENTS)
|
|
Sys_Error("CL_ParsePlayerinfo: bad 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_ReadDeltaUsercmd(&nullcmd, &state->command);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
if (flags & (PF_VELOCITY1 << i))
|
|
state->velocity[i] = MSG_ReadShort();
|
|
else
|
|
state->velocity[i] = 0;
|
|
}
|
|
if (flags & PF_MODEL)
|
|
state->modelindex = MSG_ReadByte();
|
|
else
|
|
state->modelindex = cl_playerindex;
|
|
|
|
if (flags & PF_SKINNUM)
|
|
state->skinnum = MSG_ReadByte();
|
|
else
|
|
state->skinnum = 0;
|
|
|
|
if (flags & PF_EFFECTS)
|
|
state->effects = MSG_ReadByte();
|
|
else
|
|
state->effects = 0;
|
|
|
|
if (flags & PF_WEAPONFRAME)
|
|
state->weaponframe = MSG_ReadByte();
|
|
else
|
|
state->weaponframe = 0;
|
|
|
|
VectorCopy(state->command.angles, state->viewangles);
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CL_AddFlagModels
|
|
|
|
Called when the CTF flags are set
|
|
================
|
|
*/
|
|
static 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
|
|
=============
|
|
*/
|
|
static void
|
|
CL_LinkPlayers(physent_stack_t *pestack)
|
|
{
|
|
int playernum;
|
|
player_info_t *info;
|
|
player_state_t *state;
|
|
player_state_t exact;
|
|
double playertime;
|
|
entity_t *ent;
|
|
int msec;
|
|
frame_t *frame;
|
|
int oldphysent;
|
|
|
|
playertime = realtime - cls.latency + 0.02;
|
|
if (playertime > realtime)
|
|
playertime = realtime;
|
|
|
|
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
|
|
|
|
info = cl.players;
|
|
state = frame->playerstate;
|
|
for (playernum = 0; playernum < MAX_CLIENTS; playernum++, 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 || playernum != cl.playernum) {
|
|
#endif
|
|
if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
|
|
CL_NewDlight(playernum, state->origin[0], state->origin[1],
|
|
state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_PURPLE);
|
|
else if (state->effects & EF_BLUE)
|
|
CL_NewDlight(playernum, state->origin[0], state->origin[1],
|
|
state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_BLUE);
|
|
else if (state->effects & EF_RED)
|
|
CL_NewDlight(playernum, state->origin[0], state->origin[1],
|
|
state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_RED);
|
|
else if (state->effects & EF_BRIGHTLIGHT)
|
|
CL_NewDlight(playernum, state->origin[0], state->origin[1],
|
|
state->origin[2] + 16, 400 + (rand() & 31),
|
|
0.1, DLIGHT_FLASH);
|
|
else if (state->effects & EF_DIMLIGHT)
|
|
CL_NewDlight(playernum, state->origin[0], state->origin[1],
|
|
state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_FLASH);
|
|
#ifdef GLQUAKE
|
|
}
|
|
#endif
|
|
|
|
// the player object never gets added
|
|
if (playernum == cl.playernum)
|
|
continue;
|
|
|
|
if (!state->modelindex)
|
|
continue;
|
|
|
|
if (!Cam_DrawPlayer(playernum))
|
|
continue;
|
|
|
|
// grab an entity to fill in
|
|
if (cl_numvisedicts == MAX_VISEDICTS)
|
|
break; // object list is full
|
|
ent = &cl_visedicts[cl_numvisedicts];
|
|
cl_numvisedicts++;
|
|
ent->keynum = 0;
|
|
|
|
ent->model = cl.model_precache[state->modelindex];
|
|
ent->skinnum = state->skinnum;
|
|
ent->frame = state->frame;
|
|
ent->colormap = info->translations;
|
|
if (state->modelindex == cl_playerindex)
|
|
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)) {
|
|
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 = pestack->numphysent;
|
|
CL_SetSolidPlayers(pestack, playernum);
|
|
CL_PredictUsercmd(state, &exact, &state->command, pestack, false);
|
|
pestack->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(physent_stack_t *pestack)
|
|
{
|
|
int i;
|
|
frame_t *frame;
|
|
packet_entities_t *pak;
|
|
entity_state_t *state;
|
|
physent_t *physent;
|
|
|
|
physent = pestack->physents;
|
|
|
|
physent->model = cl.worldmodel;
|
|
VectorCopy(vec3_origin, physent->origin);
|
|
physent++;
|
|
|
|
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) {
|
|
physent->model = cl.model_precache[state->modelindex];
|
|
VectorCopy(state->origin, physent->origin);
|
|
physent++;
|
|
}
|
|
}
|
|
pestack->numphysent = physent - pestack->physents;
|
|
}
|
|
|
|
/*
|
|
===
|
|
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(const physent_stack_t *pestack, qboolean dopred)
|
|
{
|
|
int j;
|
|
player_state_t *state;
|
|
player_state_t exact;
|
|
double 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, pestack, 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(physent_stack_t *pestack, int playernum)
|
|
{
|
|
struct predicted_player *pplayer;
|
|
physent_t *physent;
|
|
int i;
|
|
|
|
if (!cl_solid_players.value)
|
|
return;
|
|
|
|
physent = pestack->physents + pestack->numphysent;
|
|
for (i = 0, pplayer = predicted_players; i < MAX_CLIENTS; i++, pplayer++) {
|
|
/* check if active this frame */
|
|
if (!pplayer->active)
|
|
continue;
|
|
|
|
/* the player object never gets added */
|
|
if (i == playernum)
|
|
continue;
|
|
|
|
/* dead players aren't solid */
|
|
if (pplayer->flags & PF_DEAD)
|
|
continue;
|
|
|
|
physent->model = 0;
|
|
VectorCopy(pplayer->origin, physent->origin);
|
|
VectorCopy(player_mins, physent->mins);
|
|
VectorCopy(player_maxs, physent->maxs);
|
|
physent++;
|
|
}
|
|
pestack->numphysent = physent - pestack->physents;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_EmitEntities
|
|
|
|
Builds the visedicts array for cl.time
|
|
|
|
Made up of: clients, packet_entities, nails, and tents
|
|
===============
|
|
*/
|
|
void
|
|
CL_EmitEntities(physent_stack_t *pestack)
|
|
{
|
|
int i;
|
|
|
|
if (cls.state != ca_active)
|
|
return;
|
|
if (!cl.validsequence)
|
|
return;
|
|
|
|
for (i = 0; i < cl_numvisedicts; i++) {
|
|
saved_visedicts[i].keynum = cl_visedicts[i].keynum;
|
|
VectorCopy(cl_visedicts[i].origin, saved_visedicts[i].origin);
|
|
}
|
|
num_saved_visedicts = cl_numvisedicts;
|
|
cl_numvisedicts = 0;
|
|
|
|
CL_LinkPlayers(pestack);
|
|
CL_LinkPacketEntities();
|
|
CL_LinkProjectiles();
|
|
CL_UpdateTEnts();
|
|
}
|