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cl_ents_qw.c
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cl_ents_qw.c
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#include "quakedef.h"
#include "protocol.h"
static void QW_TranslateEffects(entity_state_t *s, int qweffects)
{
s->effects = 0;
s->internaleffects = 0;
if (qweffects & QW_EF_BRIGHTFIELD)
s->effects |= EF_BRIGHTFIELD;
if (qweffects & QW_EF_MUZZLEFLASH)
s->effects |= EF_MUZZLEFLASH;
if (qweffects & QW_EF_FLAG1)
{
// mimic FTEQW's interpretation of EF_FLAG1 as EF_NODRAW on non-player entities
if (s->number > cl.maxclients)
s->effects |= EF_NODRAW;
else
s->internaleffects |= INTEF_FLAG1QW;
}
if (qweffects & QW_EF_FLAG2)
{
// mimic FTEQW's interpretation of EF_FLAG2 as EF_ADDITIVE on non-player entities
if (s->number > cl.maxclients)
s->effects |= EF_ADDITIVE;
else
s->internaleffects |= INTEF_FLAG2QW;
}
if (qweffects & QW_EF_RED)
{
if (qweffects & QW_EF_BLUE)
s->effects |= EF_RED | EF_BLUE;
else
s->effects |= EF_RED;
}
else if (qweffects & QW_EF_BLUE)
s->effects |= EF_BLUE;
else if (qweffects & QW_EF_BRIGHTLIGHT)
s->effects |= EF_BRIGHTLIGHT;
else if (qweffects & QW_EF_DIMLIGHT)
s->effects |= EF_DIMLIGHT;
}
extern cvar_t cl_rollangle;
extern cvar_t cl_rollspeed;
void EntityStateQW_ReadPlayerUpdate(void)
{
int slot = MSG_ReadByte(&cl_message);
int enumber = slot + 1;
int weaponframe;
int msec;
int playerflags;
int bits;
entity_state_t *s;
// look up the entity
entity_t *ent = cl.entities + enumber;
vec3_t viewangles;
vec3_t velocity;
// slide the current state into the previous
ent->state_previous = ent->state_current;
// read the update
s = &ent->state_current;
*s = defaultstate;
s->active = ACTIVE_NETWORK;
s->number = enumber;
s->colormap = enumber;
playerflags = MSG_ReadShort(&cl_message);
MSG_ReadVector(&cl_message, s->origin, cls.protocol);
s->frame = MSG_ReadByte(&cl_message);
VectorClear(viewangles);
VectorClear(velocity);
if (playerflags & QW_PF_MSEC)
{
// time difference between last update this player sent to the server,
// and last input we sent to the server (this packet is in response to
// our input, so msec is how long ago the last update of this player
// entity occurred, compared to our input being received)
msec = MSG_ReadByte(&cl_message);
}
else
msec = 0;
if (playerflags & QW_PF_COMMAND)
{
bits = MSG_ReadByte(&cl_message);
if (bits & QW_CM_ANGLE1)
viewangles[0] = MSG_ReadAngle16i(&cl_message); // cmd->angles[0]
if (bits & QW_CM_ANGLE2)
viewangles[1] = MSG_ReadAngle16i(&cl_message); // cmd->angles[1]
if (bits & QW_CM_ANGLE3)
viewangles[2] = MSG_ReadAngle16i(&cl_message); // cmd->angles[2]
if (bits & QW_CM_FORWARD)
MSG_ReadShort(&cl_message); // cmd->forwardmove
if (bits & QW_CM_SIDE)
MSG_ReadShort(&cl_message); // cmd->sidemove
if (bits & QW_CM_UP)
MSG_ReadShort(&cl_message); // cmd->upmove
if (bits & QW_CM_BUTTONS)
(void) MSG_ReadByte(&cl_message); // cmd->buttons
if (bits & QW_CM_IMPULSE)
(void) MSG_ReadByte(&cl_message); // cmd->impulse
(void) MSG_ReadByte(&cl_message); // cmd->msec
}
if (playerflags & QW_PF_VELOCITY1)
velocity[0] = MSG_ReadShort(&cl_message);
if (playerflags & QW_PF_VELOCITY2)
velocity[1] = MSG_ReadShort(&cl_message);
if (playerflags & QW_PF_VELOCITY3)
velocity[2] = MSG_ReadShort(&cl_message);
if (playerflags & QW_PF_MODEL)
s->modelindex = MSG_ReadByte(&cl_message);
else
s->modelindex = cl.qw_modelindex_player;
if (playerflags & QW_PF_SKINNUM)
s->skin = MSG_ReadByte(&cl_message);
if (playerflags & QW_PF_EFFECTS)
QW_TranslateEffects(s, MSG_ReadByte(&cl_message));
if (playerflags & QW_PF_WEAPONFRAME)
weaponframe = MSG_ReadByte(&cl_message);
else
weaponframe = 0;
if (enumber == cl.playerentity)
{
// if this is an update on our player, update the angles
VectorCopy(cl.viewangles, viewangles);
}
// calculate the entity angles from the viewangles
s->angles[0] = viewangles[0] * -0.0333;
s->angles[1] = viewangles[1];
s->angles[2] = 0;
s->angles[2] = Com_CalcRoll(s->angles, velocity, cl_rollangle.value, cl_rollspeed.value)*4;
// if this is an update on our player, update interpolation state
if (enumber == cl.playerentity)
{
VectorCopy (cl.mpunchangle[0], cl.mpunchangle[1]);
VectorCopy (cl.mpunchvector[0], cl.mpunchvector[1]);
VectorCopy (cl.mvelocity[0], cl.mvelocity[1]);
cl.mviewzoom[1] = cl.mviewzoom[0];
cl.idealpitch = 0;
cl.mpunchangle[0][0] = 0;
cl.mpunchangle[0][1] = 0;
cl.mpunchangle[0][2] = 0;
cl.mpunchvector[0][0] = 0;
cl.mpunchvector[0][1] = 0;
cl.mpunchvector[0][2] = 0;
cl.mvelocity[0][0] = 0;
cl.mvelocity[0][1] = 0;
cl.mvelocity[0][2] = 0;
cl.mviewzoom[0] = 1;
VectorCopy(velocity, cl.mvelocity[0]);
cl.stats[STAT_WEAPONFRAME] = weaponframe;
if (playerflags & QW_PF_GIB)
cl.stats[STAT_VIEWHEIGHT] = 8;
else if (playerflags & QW_PF_DEAD)
cl.stats[STAT_VIEWHEIGHT] = -16;
else
cl.stats[STAT_VIEWHEIGHT] = 22;
}
// set the cl.entities_active flag
cl.entities_active[enumber] = (s->active == ACTIVE_NETWORK);
// set the update time
s->time = cl.mtime[0] - msec * 0.001; // qw has no clock
// check if we need to update the lerp stuff
if (s->active == ACTIVE_NETWORK)
CL_MoveLerpEntityStates(&cl.entities[enumber]);
}
static void EntityStateQW_ReadEntityUpdate(entity_state_t *s, int bits)
{
int qweffects = 0;
s->active = ACTIVE_NETWORK;
s->number = bits & 511;
bits &= ~511;
if (bits & QW_U_MOREBITS)
bits |= MSG_ReadByte(&cl_message);
// store the QW_U_SOLID bit here?
if (bits & QW_U_MODEL)
s->modelindex = MSG_ReadByte(&cl_message);
if (bits & QW_U_FRAME)
s->frame = MSG_ReadByte(&cl_message);
if (bits & QW_U_COLORMAP)
s->colormap = MSG_ReadByte(&cl_message);
if (bits & QW_U_SKIN)
s->skin = MSG_ReadByte(&cl_message);
if (bits & QW_U_EFFECTS)
QW_TranslateEffects(s, qweffects = MSG_ReadByte(&cl_message));
if (bits & QW_U_ORIGIN1)
s->origin[0] = MSG_ReadCoord13i(&cl_message);
if (bits & QW_U_ANGLE1)
s->angles[0] = MSG_ReadAngle8i(&cl_message);
if (bits & QW_U_ORIGIN2)
s->origin[1] = MSG_ReadCoord13i(&cl_message);
if (bits & QW_U_ANGLE2)
s->angles[1] = MSG_ReadAngle8i(&cl_message);
if (bits & QW_U_ORIGIN3)
s->origin[2] = MSG_ReadCoord13i(&cl_message);
if (bits & QW_U_ANGLE3)
s->angles[2] = MSG_ReadAngle8i(&cl_message);
if (developer_networkentities.integer >= 2)
{
Con_Printf("ReadFields e%i", s->number);
if (bits & QW_U_MODEL)
Con_Printf(" U_MODEL %i", s->modelindex);
if (bits & QW_U_FRAME)
Con_Printf(" U_FRAME %i", s->frame);
if (bits & QW_U_COLORMAP)
Con_Printf(" U_COLORMAP %i", s->colormap);
if (bits & QW_U_SKIN)
Con_Printf(" U_SKIN %i", s->skin);
if (bits & QW_U_EFFECTS)
Con_Printf(" U_EFFECTS %i", qweffects);
if (bits & QW_U_ORIGIN1)
Con_Printf(" U_ORIGIN1 %f", s->origin[0]);
if (bits & QW_U_ANGLE1)
Con_Printf(" U_ANGLE1 %f", s->angles[0]);
if (bits & QW_U_ORIGIN2)
Con_Printf(" U_ORIGIN2 %f", s->origin[1]);
if (bits & QW_U_ANGLE2)
Con_Printf(" U_ANGLE2 %f", s->angles[1]);
if (bits & QW_U_ORIGIN3)
Con_Printf(" U_ORIGIN3 %f", s->origin[2]);
if (bits & QW_U_ANGLE3)
Con_Printf(" U_ANGLE3 %f", s->angles[2]);
if (bits & QW_U_SOLID)
Con_Printf(" U_SOLID");
Con_Print("\n");
}
}
entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool)
{
entityframeqw_database_t *d;
d = (entityframeqw_database_t *)Mem_Alloc(pool, sizeof(*d));
return d;
}
void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d)
{
Mem_Free(d);
}
void EntityFrameQW_CL_ReadFrame(qbool delta)
{
qbool invalid = false;
int number, oldsnapindex, newsnapindex, oldindex, newindex, oldnum, newnum;
entity_t *ent;
entityframeqw_database_t *d;
entityframeqw_snapshot_t *oldsnap, *newsnap;
if (!cl.entitydatabaseqw)
cl.entitydatabaseqw = EntityFrameQW_AllocDatabase(cls.levelmempool);
d = cl.entitydatabaseqw;
// there is no cls.netcon in demos, so this reading code can't access
// cls.netcon-> at all... so cls.qw_incoming_sequence and
// cls.qw_outgoing_sequence are updated every time the corresponding
// cls.netcon->qw. variables are updated
// read the number of this frame to echo back in next input packet
cl.qw_validsequence = cls.qw_incoming_sequence;
newsnapindex = cl.qw_validsequence & QW_UPDATE_MASK;
newsnap = d->snapshot + newsnapindex;
memset(newsnap, 0, sizeof(*newsnap));
oldsnap = NULL;
if (delta)
{
number = MSG_ReadByte(&cl_message);
oldsnapindex = cl.qw_deltasequence[newsnapindex];
if ((number & QW_UPDATE_MASK) != (oldsnapindex & QW_UPDATE_MASK))
Con_DPrintf("WARNING: from mismatch\n");
if (oldsnapindex != -1)
{
if (cls.qw_outgoing_sequence - oldsnapindex >= QW_UPDATE_BACKUP-1)
{
Con_DPrintf("delta update too old\n");
newsnap->invalid = invalid = true; // too old
delta = false;
}
oldsnap = d->snapshot + (oldsnapindex & QW_UPDATE_MASK);
}
else
delta = false;
}
// if we can't decode this frame properly, report that to the server
if (invalid)
cl.qw_validsequence = 0;
// read entity numbers until we find a 0x0000
// (which would be an empty update on world entity, but is actually a terminator)
newsnap->num_entities = 0;
oldindex = 0;
for (;;)
{
int word = (unsigned short)MSG_ReadShort(&cl_message);
if (cl_message.badread)
return; // just return, the main parser will print an error
newnum = word == 0 ? 512 : (word & 511);
oldnum = delta ? (oldindex >= oldsnap->num_entities ? 9999 : oldsnap->entities[oldindex].number) : 9999;
// copy unmodified oldsnap entities
while (newnum > oldnum) // delta only
{
if (developer_networkentities.integer >= 2)
Con_Printf("copy %i\n", oldnum);
// copy one of the old entities
if (newsnap->num_entities >= QW_MAX_PACKET_ENTITIES)
Host_Error("EntityFrameQW_CL_ReadFrame: newsnap->num_entities == MAX_PACKETENTITIES");
newsnap->entities[newsnap->num_entities] = oldsnap->entities[oldindex++];
newsnap->num_entities++;
oldnum = oldindex >= oldsnap->num_entities ? 9999 : oldsnap->entities[oldindex].number;
}
if (word == 0)
break;
if (developer_networkentities.integer >= 2)
{
if (word & QW_U_REMOVE)
Con_Printf("remove %i\n", newnum);
else if (newnum == oldnum)
Con_Printf("delta %i\n", newnum);
else
Con_Printf("baseline %i\n", newnum);
}
if (word & QW_U_REMOVE)
{
if (newnum != oldnum && !delta && !invalid)
{
cl.qw_validsequence = 0;
Con_Printf(CON_WARN "WARNING: U_REMOVE %i on full update\n", newnum);
}
}
else
{
if (newsnap->num_entities >= QW_MAX_PACKET_ENTITIES)
Host_Error("EntityFrameQW_CL_ReadFrame: newsnap->num_entities == MAX_PACKETENTITIES");
newsnap->entities[newsnap->num_entities] = (newnum == oldnum) ? oldsnap->entities[oldindex] : cl.entities[newnum].state_baseline;
EntityStateQW_ReadEntityUpdate(newsnap->entities + newsnap->num_entities, word);
newsnap->num_entities++;
}
if (newnum == oldnum)
oldindex++;
}
// expand cl.num_entities to include every entity we've seen this game
newnum = newsnap->num_entities ? newsnap->entities[newsnap->num_entities - 1].number : 1;
if (cl.num_entities <= newnum)
{
cl.num_entities = newnum + 1;
if (cl.max_entities < newnum + 1)
CL_ExpandEntities(newnum);
}
// now update the non-player entities from the snapshot states
number = cl.maxclients + 1;
for (newindex = 0;;newindex++)
{
newnum = newindex >= newsnap->num_entities ? cl.num_entities : newsnap->entities[newindex].number;
// kill any missing entities
for (;number < newnum;number++)
{
if (cl.entities_active[number])
{
cl.entities_active[number] = false;
cl.entities[number].state_current.active = ACTIVE_NOT;
}
}
if (number >= cl.num_entities)
break;
// update the entity
ent = &cl.entities[number];
ent->state_previous = ent->state_current;
ent->state_current = newsnap->entities[newindex];
ent->state_current.time = cl.mtime[0];
CL_MoveLerpEntityStates(ent);
// the entity lives again...
cl.entities_active[number] = true;
number++;
}
}