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Xash3DArchive/engine/client/cl_frame.c

1023 lines
27 KiB
C

/*
cl_frame.c - client world snapshot
Copyright (C) 2008 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "net_encode.h"
#include "entity_types.h"
#include "gl_local.h"
#include "pm_local.h"
#include "cl_tent.h"
#include "studio.h"
#include "dlight.h"
#include "input.h"
#define MAX_FORWARD 6
qboolean CL_IsPlayerIndex( int idx )
{
if( idx > 0 && idx <= cl.maxclients )
return true;
return false;
}
qboolean CL_IsPredicted( void )
{
if( !cl_predict->integer || !cl.frame.valid )
return false;
if(( cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence ) >= ( CL_UPDATE_BACKUP - 1 ))
return false;
return true;
}
int CL_PushMoveFilter( physent_t *pe )
{
if( !pe || pe->solid != SOLID_BSP || pe->movetype != MOVETYPE_PUSH )
return 1;
// optimization. Ignore world to avoid
// unneeded transformations
if( pe->info == 0 )
return 1;
return 0;
}
/*
=========================================================================
FRAME PARSING
=========================================================================
*/
void CL_UpdateEntityFields( cl_entity_t *ent )
{
VectorCopy( ent->curstate.origin, ent->origin );
VectorCopy( ent->curstate.angles, ent->angles );
ent->model = Mod_Handle( ent->curstate.modelindex );
ent->curstate.msg_time = cl.time;
if( ent->player ) // stupid Half-Life bug
ent->angles[PITCH] = -ent->angles[PITCH] / 3;
// make me lerp
if( ent->model && ent->model->type == mod_brush && ent->curstate.animtime != 0.0f )
{
float d, f = 0.0f;
int i;
// don't do it if the goalstarttime hasn't updated in a while.
// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit
// was increased to 1.0 s., which is 2x the max lag we are accounting for.
if(( cl.time < ent->curstate.animtime + 1.0f ) && ( ent->curstate.animtime != ent->latched.prevanimtime ))
f = ( cl.time - ent->curstate.animtime ) / ( ent->curstate.animtime - ent->latched.prevanimtime );
f = f - 1.0f;
ent->origin[0] += ( ent->origin[0] - ent->latched.prevorigin[0] ) * f;
ent->origin[1] += ( ent->origin[1] - ent->latched.prevorigin[1] ) * f;
ent->origin[2] += ( ent->origin[2] - ent->latched.prevorigin[2] ) * f;
for( i = 0; i < 3; i++ )
{
float ang1, ang2;
ang1 = ent->angles[i];
ang2 = ent->latched.prevangles[i];
d = ang1 - ang2;
if( d > 180 ) d -= 360;
else if( d < -180 ) d += 360;
ent->angles[i] += d * f;
}
}
else if( ent->curstate.eflags & EFLAG_SLERP )
{
float d, f = 0.0f;
cl_entity_t *m_pGround = NULL;
int i;
// don't do it if the goalstarttime hasn't updated in a while.
// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit
// was increased to 1.0 s., which is 2x the max lag we are accounting for.
if(( cl.time < ent->curstate.animtime + 1.0f ) && ( ent->curstate.animtime != ent->latched.prevanimtime ))
f = ( cl.time - ent->curstate.animtime ) / ( ent->curstate.animtime - ent->latched.prevanimtime );
f = f - 1.0f;
if( ent->curstate.movetype == MOVETYPE_FLY )
{
ent->origin[0] += ( ent->curstate.origin[0] - ent->latched.prevorigin[0] ) * f;
ent->origin[1] += ( ent->curstate.origin[1] - ent->latched.prevorigin[1] ) * f;
ent->origin[2] += ( ent->curstate.origin[2] - ent->latched.prevorigin[2] ) * f;
for( i = 0; i < 3; i++ )
{
float ang1, ang2;
ang1 = ent->curstate.angles[i];
ang2 = ent->latched.prevangles[i];
d = ang1 - ang2;
if( d > 180 ) d -= 360;
else if( d < -180 ) d += 360;
ent->angles[i] += d * f;
}
}
else if( ent->curstate.movetype == MOVETYPE_STEP )
{
vec3_t vecSrc, vecEnd;
pmtrace_t trace;
if( ent->model )
{
CL_SetTraceHull( 0 ); // g-cont. player hull for better detect moving platforms
VectorSet( vecSrc, ent->origin[0], ent->origin[1], ent->origin[2] + ent->model->maxs[2] );
VectorSet( vecEnd, vecSrc[0], vecSrc[1], vecSrc[2] - ent->model->mins[2] - 8 );
CL_PlayerTraceExt( vecSrc, vecEnd, PM_STUDIO_IGNORE, CL_PushMoveFilter, &trace );
m_pGround = CL_GetEntityByIndex( pfnIndexFromTrace( &trace ));
}
if( m_pGround && m_pGround->curstate.movetype == MOVETYPE_PUSH )
{
qboolean applyVel, applyAvel;
d = -1.0f;
applyVel = !VectorCompare( m_pGround->curstate.origin, m_pGround->prevstate.origin );
applyAvel = !VectorCompare( m_pGround->curstate.angles, m_pGround->prevstate.angles );
if( applyVel || applyAvel )
{
ent->origin[0] += ( m_pGround->curstate.origin[0] - m_pGround->prevstate.origin[0] ) * d;
ent->origin[1] += ( m_pGround->curstate.origin[1] - m_pGround->prevstate.origin[1] ) * d;
// ent->origin[2] += ( m_pGround->curstate.origin[2] - m_pGround->prevstate.origin[2] ) * d;
ent->latched.prevorigin[2] = ent->origin[2];
}
if( applyAvel )
{
for( i = 0; i < 3; i++ )
{
float ang1, ang2;
ang1 = m_pGround->curstate.angles[i];
ang2 = m_pGround->prevstate.angles[i];
f = ang1 - ang2;
if( d > 180 ) f -= 360;
else if( d < -180 ) f += 360;
ent->angles[i] += d * f;
}
}
}
}
}
}
qboolean CL_AddVisibleEntity( cl_entity_t *ent, int entityType )
{
if( !ent->model ) return false;
if( entityType == ET_TEMPENTITY )
{
// copy actual origin and angles back to let StudioModelRenderer
// get actual value directly from curstate
VectorCopy( ent->origin, ent->curstate.origin );
VectorCopy( ent->angles, ent->curstate.angles );
}
if( CL_IsInMenu( ) && ( !cl.background || ent->player ))
{
// menu entities ignores client filter
if( !R_AddEntity( ent, entityType ))
return false;
}
else
{
// check for adding this entity
if( !clgame.dllFuncs.pfnAddEntity( entityType, ent, ent->model->name ))
return false;
// don't add himself on firstperson
if( RP_LOCALCLIENT( ent ) && !cl.thirdperson && cls.key_dest != key_menu && cl.refdef.viewentity == ( cl.playernum + 1 ))
{
if( gl_allow_mirrors->integer && world.has_mirrors )
{
if( !R_AddEntity( ent, entityType ))
return false;
}
// otherwise just pass to player effects like flashlight, particles etc
}
else if( entityType == ET_BEAM )
{
CL_AddCustomBeam( ent );
return true;
}
else if( !R_AddEntity( ent, entityType ))
{
return false;
}
}
// set actual entity type
ent->curstate.entityType = entityType;
// apply effects
if( ent->curstate.effects & EF_BRIGHTFIELD )
CL_EntityParticles( ent );
// add in muzzleflash effect
if( ent->curstate.effects & EF_MUZZLEFLASH )
{
dlight_t *dl;
if( ent == &clgame.viewent )
ent->curstate.effects &= ~EF_MUZZLEFLASH;
dl = CL_AllocElight( 0 );
VectorCopy( ent->attachment[0], dl->origin );
dl->die = cl.time + 0.05f;
dl->color.r = 255;
dl->color.g = 180;
dl->color.b = 64;
dl->radius = 100;
}
// add light effect
if( ent->curstate.effects & EF_LIGHT )
{
dlight_t *dl = CL_AllocDlight( ent->curstate.number );
VectorCopy( ent->origin, dl->origin );
dl->die = cl.time; // die at next frame
dl->color.r = 100;
dl->color.g = 100;
dl->color.b = 100;
dl->radius = 200;
CL_RocketFlare( ent->origin );
}
// add dimlight
if( ent->curstate.effects & EF_DIMLIGHT )
{
if( entityType == ET_PLAYER )
{
CL_UpdateFlashlight( ent );
}
else
{
dlight_t *dl = CL_AllocDlight( ent->curstate.number );
VectorCopy( ent->origin, dl->origin );
dl->die = cl.time; // die at next frame
dl->color.r = 255;
dl->color.g = 255;
dl->color.b = 255;
dl->radius = Com_RandomLong( 200, 230 );
}
}
if( ent->curstate.effects & EF_BRIGHTLIGHT )
{
dlight_t *dl = CL_AllocDlight( 0 );
VectorSet( dl->origin, ent->origin[0], ent->origin[1], ent->origin[2] + 16 );
dl->die = cl.time + 0.001f; // die at next frame
dl->color.r = 255;
dl->color.g = 255;
dl->color.b = 255;
if( entityType == ET_PLAYER )
dl->radius = 430;
else dl->radius = Com_RandomLong( 400, 430 );
}
if( ent->model->type == mod_studio )
{
if (ent->model->flags & STUDIO_ROTATE)
ent->angles[1] = anglemod(100 * cl.time);
if (ent->model->flags & STUDIO_GIB)
CL_RocketTrail (ent->prevstate.origin, ent->curstate.origin, 2);
else if (ent->model->flags & STUDIO_ZOMGIB)
CL_RocketTrail (ent->prevstate.origin, ent->curstate.origin, 4);
else if (ent->model->flags & STUDIO_TRACER)
CL_RocketTrail (ent->prevstate.origin, ent->curstate.origin, 3);
else if (ent->model->flags & STUDIO_TRACER2)
CL_RocketTrail (ent->prevstate.origin, ent->curstate.origin, 5);
else if (ent->model->flags & STUDIO_ROCKET)
{
dlight_t *dl = CL_AllocDlight (ent->curstate.number);
VectorCopy (ent->origin, dl->origin);
dl->color.r = 255;
dl->color.g = 255;
dl->color.b = 255;
// HACKHACK: get radius from head entity
if( ent->curstate.rendermode != kRenderNormal )
dl->radius = max( 0, ent->curstate.renderamt - 55 );
else dl->radius = 200;
dl->die = cl.time + 0.01;
CL_RocketTrail (ent->prevstate.origin, ent->curstate.origin, 0);
}
else if (ent->model->flags & STUDIO_GRENADE)
CL_RocketTrail (ent->prevstate.origin, ent->curstate.origin, 1);
else if (ent->model->flags & STUDIO_TRACER3)
CL_RocketTrail (ent->prevstate.origin, ent->curstate.origin, 6);
}
return true;
}
/*
==================
CL_WeaponAnim
Set new weapon animation
==================
*/
void CL_WeaponAnim( int iAnim, int body )
{
cl_entity_t *view = &clgame.viewent;
static int viewmodel = -1;
view->curstate.modelindex = cl.frame.local.client.viewmodel;
// anim is changed. update latchedvars
if( iAnim != view->curstate.sequence )
{
int i;
// save current blends to right lerping from last sequence
for( i = 0; i < 2; i++ )
view->latched.prevseqblending[i] = view->curstate.blending[i];
view->latched.prevsequence = view->curstate.sequence; // save old sequence
// save animtime
view->latched.prevanimtime = view->curstate.animtime;
view->syncbase = -0.01f; // back up to get 0'th frame animations
#if 0
// lerping between viewmodel sequences.
// disabled because SVC_WEAPONANIM in some cases may come early than clientdata_t
// with new v_model index, so lerping between change weapons looks ugly
if( viewmodel == view->curstate.modelindex && viewmodel != 0 )
{
view->latched.sequencetime = view->curstate.animtime + 0.1f;
}
else
{
viewmodel = view->curstate.modelindex;
view->latched.sequencetime = 0.0f;
}
#else
view->latched.sequencetime = 0.0f;
#endif
}
view->curstate.animtime = cl.time; // start immediately
view->curstate.framerate = 1.0f;
view->curstate.sequence = iAnim;
view->latched.prevframe = 0.0f;
view->curstate.scale = 1.0f;
view->curstate.frame = 0.0f;
view->curstate.body = body;
#if 0 // g-cont. for GlowShell testing
view->curstate.renderfx = kRenderFxGlowShell;
view->curstate.rendercolor.r = 255;
view->curstate.rendercolor.g = 255;
view->curstate.rendercolor.b = 255;
view->curstate.renderamt = 100;
#endif
}
/*
==================
CL_UpdateStudioVars
Update studio latched vars so interpolation work properly
==================
*/
void CL_UpdateStudioVars( cl_entity_t *ent, entity_state_t *newstate, qboolean noInterp )
{
int i;
if( newstate->effects & EF_NOINTERP || noInterp )
{
ent->latched.sequencetime = 0.0f; // no lerping between sequences
ent->latched.prevsequence = newstate->sequence; // keep an actual
ent->latched.prevanimtime = newstate->animtime;
VectorCopy( newstate->origin, ent->latched.prevorigin );
VectorCopy( newstate->angles, ent->latched.prevangles );
// copy controllers
for( i = 0; i < 4; i++ )
ent->latched.prevcontroller[i] = newstate->controller[i];
// copy blends
for( i = 0; i < 2; i++ )
ent->latched.prevblending[i] = newstate->blending[i];
return;
}
// sequence has changed, hold the previous sequence info
if( newstate->sequence != ent->curstate.sequence )
{
if( ent->index > 0 && ent->index <= cl.maxclients )
ent->latched.sequencetime = ent->curstate.animtime + 0.01f;
else ent->latched.sequencetime = ent->curstate.animtime + 0.1f;
// save current blends to right lerping from last sequence
for( i = 0; i < 2; i++ )
ent->latched.prevseqblending[i] = ent->curstate.blending[i];
ent->latched.prevsequence = ent->curstate.sequence; // save old sequence
ent->syncbase = -0.01f; // back up to get 0'th frame animations
}
if( !ent->curstate.frame )
ent->syncbase = -0.01f; // back up to get 0'th frame animations
if( newstate->animtime != ent->curstate.animtime )
{
// client got new packet, shuffle animtimes
ent->latched.prevanimtime = ent->curstate.animtime;
VectorCopy( newstate->origin, ent->latched.prevorigin );
VectorCopy( newstate->angles, ent->latched.prevangles );
for( i = 0; i < 4; i++ )
ent->latched.prevcontroller[i] = newstate->controller[i];
}
// copy controllers
for( i = 0; i < 4; i++ )
{
if( ent->curstate.controller[i] != newstate->controller[i] )
ent->latched.prevcontroller[i] = ent->curstate.controller[i];
}
// copy blends
for( i = 0; i < 2; i++ )
ent->latched.prevblending[i] = ent->curstate.blending[i];
if( !VectorCompare( newstate->origin, ent->curstate.origin ))
VectorCopy( ent->curstate.origin, ent->latched.prevorigin );
if( !VectorCompare( newstate->angles, ent->curstate.angles ))
VectorCopy( ent->curstate.angles, ent->latched.prevangles );
}
/*
==================
CL_UpdateBmodelVars
Using studio latched vars for interpolate bmodels
==================
*/
void CL_UpdateBmodelVars( cl_entity_t *ent, entity_state_t *newstate, qboolean noInterp )
{
if( newstate->effects & EF_NOINTERP || noInterp )
{
ent->latched.prevanimtime = newstate->animtime;
VectorCopy( newstate->origin, ent->latched.prevorigin );
VectorCopy( newstate->angles, ent->latched.prevangles );
return;
}
if( newstate->animtime != ent->curstate.animtime )
{
// client got new packet, shuffle animtimes
ent->latched.prevanimtime = ent->curstate.animtime;
VectorCopy( newstate->origin, ent->latched.prevorigin );
VectorCopy( newstate->angles, ent->latched.prevangles );
}
// NOTE: store prevorigin for interpolate monsters on moving platforms
if( !VectorCompare( newstate->origin, ent->curstate.origin ))
VectorCopy( ent->curstate.origin, ent->latched.prevorigin );
if( !VectorCompare( newstate->angles, ent->curstate.angles ))
VectorCopy( ent->curstate.angles, ent->latched.prevangles );
}
void CL_DeltaEntity( sizebuf_t *msg, frame_t *frame, int newnum, entity_state_t *old, qboolean unchanged )
{
cl_entity_t *ent;
entity_state_t *state;
qboolean newent = (old) ? false : true;
qboolean result = true;
ent = CL_EDICT_NUM( newnum );
state = &cls.packet_entities[cls.next_client_entities % cls.num_client_entities];
ent->index = newnum;
if( newent ) old = &ent->baseline;
if( unchanged ) *state = *old;
else result = MSG_ReadDeltaEntity( msg, old, state, newnum, CL_IsPlayerIndex( newnum ), cl.mtime[0] );
if( !result )
{
if( newent ) Host_Error( "Cl_DeltaEntity: tried to release new entity\n" );
CL_KillDeadBeams( ent ); // release dead beams
#if 0
// this is for reference
if( state->number == -1 )
Msg( "Entity %i was removed from server\n", newnum );
else Msg( "Entity %i was removed from delta-message\n", newnum );
#endif
if( state->number == -1 )
{
ent->curstate.messagenum = 0;
ent->baseline.number = 0;
// R_RemoveEfrags( ent );
}
// entity was delta removed
return;
}
// entity is present in newframe
state->messagenum = cl.parsecount;
state->msg_time = cl.mtime[0];
cls.next_client_entities++;
frame->num_entities++;
// set player state
ent->player = CL_IsPlayerIndex( ent->index );
if( state->effects & EF_NOINTERP || newent )
{
// duplicate the current state so lerping doesn't hurt anything
ent->prevstate = *state;
}
else
{
// shuffle the last state to previous
ent->prevstate = ent->curstate;
}
// NOTE: always check modelindex for new state not current
if( Mod_GetType( state->modelindex ) == mod_studio )
{
CL_UpdateStudioVars( ent, state, newent );
}
else if( Mod_GetType( state->modelindex ) == mod_brush )
{
CL_UpdateBmodelVars( ent, state, newent );
}
// set right current state
ent->curstate = *state;
}
/*
=================
CL_FlushEntityPacket
=================
*/
void CL_FlushEntityPacket( sizebuf_t *msg )
{
int newnum;
entity_state_t from, to;
MsgDev( D_INFO, "FlushEntityPacket()\n" );
Q_memset( &from, 0, sizeof( from ));
cl.frames[cl.parsecountmod].valid = false;
cl.validsequence = 0; // can't render a frame
// read it all, but ignore it
while( 1 )
{
newnum = BF_ReadWord( msg );
if( !newnum ) break; // done
if( BF_CheckOverflow( msg ))
Host_Error( "CL_FlushEntityPacket: read overflow\n" );
MSG_ReadDeltaEntity( msg, &from, &to, newnum, CL_IsPlayerIndex( newnum ), cl.mtime[0] );
}
}
/*
==================
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
void CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
{
frame_t *newframe, *oldframe;
int oldindex, newnum, oldnum;
int oldpacket, newpacket;
cl_entity_t *player;
entity_state_t *oldent;
int i, count;
// save first uncompressed packet as timestamp
if( cls.changelevel && !delta && cls.demorecording )
CL_WriteDemoJumpTime();
// first, allocate packet for new frame
count = BF_ReadWord( msg );
newpacket = cl.parsecountmod;
newframe = &cl.frames[newpacket];
// allocate parse entities
newframe->first_entity = cls.next_client_entities;
newframe->num_entities = 0;
newframe->valid = true; // assume valid
if( delta )
{
int subtracted;
oldpacket = BF_ReadByte( msg );
subtracted = ((( cls.netchan.incoming_sequence & 0xFF ) - oldpacket ) & 0xFF );
if( subtracted == 0 )
{
Host_Error( "CL_DeltaPacketEntities: update too old, connection dropped.\n" );
return;
}
if( subtracted >= CL_UPDATE_MASK )
{
// we can't use this, it is too old
Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" );
CL_FlushEntityPacket( msg );
return;
}
oldframe = &cl.frames[oldpacket & CL_UPDATE_MASK];
if(( cls.next_client_entities - oldframe->first_entity ) > ( cls.num_client_entities - 128 ))
{
Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" );
CL_FlushEntityPacket( msg );
return;
}
}
else
{
// this is a full update that we can start delta compressing from now
oldframe = NULL;
oldpacket = -1; // delta too old or is initial message
cl.force_send_usercmd = true; // send reply
cls.demowaiting = false; // we can start recording now
}
// mark current delta state
cl.validsequence = cls.netchan.incoming_sequence;
oldent = NULL;
oldindex = 0;
if( !oldframe )
{
oldnum = MAX_ENTNUMBER;
}
else
{
if( oldindex >= oldframe->num_entities )
{
oldnum = MAX_ENTNUMBER;
}
else
{
oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
oldnum = oldent->number;
}
}
while( 1 )
{
newnum = BF_ReadWord( msg );
if( !newnum ) break; // end of packet entities
if( BF_CheckOverflow( msg ))
Host_Error( "CL_ParsePacketEntities: read overflow\n" );
while( oldnum < newnum )
{
// one or more entities from the old packet are unchanged
CL_DeltaEntity( msg, newframe, oldnum, oldent, true );
oldindex++;
if( oldindex >= oldframe->num_entities )
{
oldnum = MAX_ENTNUMBER;
}
else
{
oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
oldnum = oldent->number;
}
}
if( oldnum == newnum )
{
// delta from previous state
CL_DeltaEntity( msg, newframe, newnum, oldent, false );
oldindex++;
if( oldindex >= oldframe->num_entities )
{
oldnum = MAX_ENTNUMBER;
}
else
{
oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
oldnum = oldent->number;
}
continue;
}
if( oldnum > newnum )
{
// delta from baseline ?
CL_DeltaEntity( msg, newframe, newnum, NULL, false );
continue;
}
}
// any remaining entities in the old frame are copied over
while( oldnum != MAX_ENTNUMBER )
{
// one or more entities from the old packet are unchanged
CL_DeltaEntity( msg, newframe, oldnum, oldent, true );
oldindex++;
if( oldindex >= oldframe->num_entities )
{
oldnum = MAX_ENTNUMBER;
}
else
{
oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
oldnum = oldent->number;
}
}
cl.frame = *newframe;
if( !cl.frame.valid ) return;
player = CL_GetLocalPlayer();
if( cls.state != ca_active )
{
// client entered the game
cls.state = ca_active;
cl.force_refdef = true;
cls.changelevel = false; // changelevel is done
SCR_MakeLevelShot(); // make levelshot if needs
Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar
if( cls.disable_servercount != cl.servercount && cl.video_prepped )
SCR_EndLoadingPlaque(); // get rid of loading plaque
}
// update local player states
if( player != NULL )
{
entity_state_t *ps, *pps;
clientdata_t *pcd, *ppcd;
weapon_data_t *wd, *pwd;
pps = &player->curstate;
ppcd = &newframe->local.client;
pwd = newframe->local.weapondata;
ps = &cl.predict[cl.predictcount & CL_UPDATE_MASK].playerstate;
pcd = &cl.predict[cl.predictcount & CL_UPDATE_MASK].client;
wd = cl.predict[cl.predictcount & CL_UPDATE_MASK].weapondata;
clgame.dllFuncs.pfnTxferPredictionData( ps, pps, pcd, ppcd, wd, pwd );
clgame.dllFuncs.pfnTxferLocalOverrides( &player->curstate, pcd );
}
// update state for all players
for( i = 0; i < cl.maxclients; i++ )
{
cl_entity_t *ent = CL_GetEntityByIndex( i + 1 );
if( !ent ) continue;
clgame.dllFuncs.pfnProcessPlayerState( &newframe->playerstate[i], &ent->curstate );
newframe->playerstate[i].number = ent->index;
}
cl.frame = *newframe;
cl.predict[cl.predictcount & CL_UPDATE_MASK] = cl.frame.local;
}
/*
==========================================================================
INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS
==========================================================================
*/
/*
===============
CL_SetIdealPitch
===============
*/
void CL_SetIdealPitch( void )
{
float angleval, sinval, cosval;
vec3_t top, bottom;
float z[MAX_FORWARD];
int i, j;
int step, dir, steps;
pmtrace_t tr;
if( !( cl.frame.local.client.flags & FL_ONGROUND ))
return;
angleval = cl.frame.local.playerstate.angles[YAW] * M_PI * 2 / 360;
SinCos( angleval, &sinval, &cosval );
for( i = 0; i < MAX_FORWARD; i++ )
{
top[0] = cl.frame.local.client.origin[0] + cosval * (i + 3) * 12;
top[1] = cl.frame.local.client.origin[1] + sinval * (i + 3) * 12;
top[2] = cl.frame.local.client.origin[2] + cl.frame.local.client.view_ofs[2];
bottom[0] = top[0];
bottom[1] = top[1];
bottom[2] = top[2] - 160;
// skip any monsters (only world and brush models)
tr = CL_TraceLine( top, bottom, PM_STUDIO_IGNORE );
if( tr.allsolid ) return; // looking at a wall, leave ideal the way is was
if( tr.fraction == 1.0f )
return; // near a dropoff
z[i] = top[2] + tr.fraction * (bottom[2] - top[2]);
}
dir = 0;
steps = 0;
for( j = 1; j < i; j++ )
{
step = z[j] - z[j-1];
if( step > -ON_EPSILON && step < ON_EPSILON )
continue;
if( dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ))
return; // mixed changes
steps++;
dir = step;
}
if( !dir )
{
cl.refdef.idealpitch = 0;
return;
}
if( steps < 2 ) return;
cl.refdef.idealpitch = -dir * cl_idealpitchscale->value;
}
/*
===============
CL_AddPacketEntities
===============
*/
void CL_AddPacketEntities( frame_t *frame )
{
cl_entity_t *ent, *clent;
int i, e, entityType;
clent = CL_GetLocalPlayer();
if( !clent ) return;
for( i = 0; i < cl.frame.num_entities; i++ )
{
e = cls.packet_entities[(cl.frame.first_entity + i) % cls.num_client_entities].number;
ent = CL_GetEntityByIndex( e );
if( !ent || ent == clgame.entities )
continue;
CL_UpdateEntityFields( ent );
if( ent->player ) entityType = ET_PLAYER;
else if( ent->curstate.entityType == ENTITY_BEAM )
entityType = ET_BEAM;
else entityType = ET_NORMAL;
CL_AddVisibleEntity( ent, entityType );
}
}
/*
===============
CL_AddEntities
Emits all entities, particles, and lights to the refresh
===============
*/
void CL_AddEntities( void )
{
if( cls.state != ca_active )
return;
cl.num_custombeams = 0;
CL_SetIdealPitch ();
clgame.dllFuncs.CAM_Think ();
CL_AddPacketEntities( &cl.frame );
clgame.dllFuncs.pfnCreateEntities();
CL_FireEvents(); // so tempents can be created immediately
CL_AddTempEnts();
// perfomance test
CL_TestLights();
}
//
// sound engine implementation
//
qboolean CL_GetEntitySpatialization( int entnum, vec3_t origin, float *pradius )
{
cl_entity_t *ent;
qboolean valid_origin;
ASSERT( origin != NULL );
if( entnum == 0 ) return true; // static sound
if(( entnum - 1 ) == cl.playernum )
{
VectorCopy( cl.frame.local.client.origin, origin );
return true;
}
valid_origin = VectorIsNull( origin ) ? false : true;
ent = CL_GetEntityByIndex( entnum );
// entity is not present on the client but has valid origin
if( !ent || !ent->index ) return valid_origin;
if( ent->curstate.messagenum == 0 )
{
// entity is never has updates on the client
// so we should use static origin instead
return valid_origin;
}
#if 0
// uncomment this if you want enable additional check by PVS
if( ent->curstate.messagenum != cl.parsecount )
{
return valid_origin;
}
#endif
// setup origin
VectorAverage( ent->curstate.mins, ent->curstate.maxs, origin );
VectorAdd( origin, ent->curstate.origin, origin );
// setup radius
if( pradius )
{
if( ent->model != NULL )
*pradius = ent->model->radius;
else
*pradius = RadiusFromBounds( ent->curstate.mins, ent->curstate.maxs );
}
return true;
}
void CL_ExtraUpdate( void )
{
clgame.dllFuncs.IN_Accumulate();
S_ExtraUpdate();
}