/*
================
idPhysics_StaticMulti::WriteToSnapshot
================
*/
void idPhysics_StaticMulti::WriteToSnapshot( idBitMsg& msg ) const
{
	int i;
	idCQuat quat, localQuat;
	
	msg.WriteByte( current.Num() );
	
	for( i = 0; i < current.Num(); i++ )
	{
		quat = current[i].axis.ToCQuat();
		localQuat = current[i].localAxis.ToCQuat();
		
		msg.WriteFloat( current[i].origin[0] );
		msg.WriteFloat( current[i].origin[1] );
		msg.WriteFloat( current[i].origin[2] );
		msg.WriteFloat( quat.x );
		msg.WriteFloat( quat.y );
		msg.WriteFloat( quat.z );
		msg.WriteDeltaFloat( current[i].origin[0], current[i].localOrigin[0] );
		msg.WriteDeltaFloat( current[i].origin[1], current[i].localOrigin[1] );
		msg.WriteDeltaFloat( current[i].origin[2], current[i].localOrigin[2] );
		msg.WriteDeltaFloat( quat.x, localQuat.x );
		msg.WriteDeltaFloat( quat.y, localQuat.y );
		msg.WriteDeltaFloat( quat.z, localQuat.z );
	}
}
Beispiel #2
0
/*
================
sdProficiencyTable::WriteNetworkState
================
*/
void sdProficiencyTable::WriteNetworkState( const sdNetworkData& baseData, sdNetworkData& newData, idBitMsg& msg ) const {
	bool profChanged		= false;
	bool baseProfChanged	= false;
	bool spawnLevelChanged	= false;

	for ( int i = 0; i < points.Num(); i++ ) {
		newData.points[ i ] = points[ i ];
		profChanged |= newData.points[ i ] != baseData.points[ i ];
		newData.basePoints[ i ] = basePoints[ i ];
		baseProfChanged |= newData.basePoints[ i ] != baseData.basePoints[ i ];
		newData.spawnLevels[ i ] = spawnLevels[ i ];
		spawnLevelChanged |= newData.spawnLevels[ i ] != baseData.spawnLevels[ i ];
	}

	msg.WriteBool( profChanged );
	if ( profChanged ) {
		for ( int i = 0; i < points.Num(); i++ ) {
			msg.WriteDeltaFloat( baseData.points[ i ], newData.points[ i ] );
		}
	}
	msg.WriteBool( baseProfChanged );
	if ( baseProfChanged ) {
		for ( int i = 0; i < basePoints.Num(); i++ ) {
			msg.WriteDeltaFloat( baseData.basePoints[ i ], newData.basePoints[ i ] );
		}
	}
	msg.WriteBool( spawnLevelChanged );
	if ( spawnLevelChanged ) {
		for ( int i = 0; i < points.Num(); i++ ) {
			msg.WriteDeltaLong( baseData.spawnLevels[ i ], newData.spawnLevels[ i ] );
		}
	}

	if ( !baseData.fixedRank ) {
		newData.fixedRank = fixedRank;
		if ( fixedRank ) {
			msg.WriteBool( true );
			newData.fixedRankIndex = rank == NULL ? -1 : rank->Index();
			msg.WriteLong( newData.fixedRankIndex );
		} else {
			msg.WriteBool( false );
			newData.fixedRankIndex = -1;
		}
	} else {
		newData.fixedRank = true;
		newData.fixedRankIndex = baseData.fixedRankIndex;
	}
}
/*
================
idPhysics_Monster::WriteToSnapshot
================
*/
void idPhysics_Monster::WriteToSnapshot( idBitMsg& msg ) const
{
	msg.WriteFloat( current.origin[0] );
	msg.WriteFloat( current.origin[1] );
	msg.WriteFloat( current.origin[2] );
	msg.WriteFloat( current.velocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteFloat( current.velocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteFloat( current.velocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
	msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
	msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
	msg.WriteDeltaFloat( 0.0f, current.pushVelocity[0], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteDeltaFloat( 0.0f, current.pushVelocity[1], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteDeltaFloat( 0.0f, current.pushVelocity[2], MONSTER_VELOCITY_EXPONENT_BITS, MONSTER_VELOCITY_MANTISSA_BITS );
	msg.WriteLong( current.atRest );
	msg.WriteBits( current.onGround, 1 );
}
Beispiel #4
0
/*
================
idScriptObject::WriteNetworkState
================
*/
void idScriptObject::WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const {
	NET_GET_STATES( sdScriptObjectNetworkData );
	SetupStateData( mode, newData );

	baseData.Reset();
	newData.Reset();

	for ( int i = 0; i < networkFields[ mode ].fields.Num(); i++ ) {
		const networkFieldSync_t& value = networkFields[ mode ].fields[ i ];

		switch( value.type ) {
			case ev_object: {
				idScriptObject* object = gameLocal.program->GetScriptObject( *reinterpret_cast< int* >( value.data ) );
				int id = 0;
				if ( object ) {
					idEntity* ent = object->GetClass()->Cast< idEntity >();
					id = gameLocal.GetSpawnId( ent );
				}
				
				const int& oldBase = baseData.GetInt();
				int& newBase = newData.GetInt();

				newBase = id;

				msg.WriteDeltaLong( oldBase, newBase );

				break;
			}
			case ev_vector: {
				const idVec3& oldBase = baseData.GetVector();
				idVec3& newBase = newData.GetVector();

				newBase = *reinterpret_cast< idVec3* >( value.data );

				msg.WriteDeltaVector( oldBase, newBase );
				break;
			}
			case ev_float: {
				const float& oldBase = baseData.GetFloat();
				float& newBase = newData.GetFloat();

				newBase = *reinterpret_cast< float* >( value.data );

				msg.WriteDeltaFloat( oldBase, newBase );
				break;
			}
			case ev_boolean: {
				const int& oldBase = baseData.GetInt();
				int& newBase = newData.GetInt();

				newBase = *reinterpret_cast< int* >( value.data ) != 0;

				msg.WriteBits( newBase, 1 );
				break;
			}
		}
	}
}
Beispiel #5
0
/*
================
sdPhysics_GeneralMover::WriteNetworkState
================
*/
void sdPhysics_GeneralMover::WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const {
	if ( mode == NSM_VISIBLE ) {
		NET_GET_STATES( sdGeneralMoverPhysicsNetworkData );

		newData.currentFraction = currentFraction;

		msg.WriteDeltaFloat( baseData.currentFraction, newData.currentFraction );
	}
}
/*
================
idPhysics_Static::WriteToSnapshot
================
*/
void idPhysics_Static::WriteToSnapshot( idBitMsg& msg ) const
{
	idCQuat quat, localQuat;
	
	quat = current.axis.ToCQuat();
	localQuat = current.localAxis.ToCQuat();
	
	msg.WriteFloat( current.origin[0] );
	msg.WriteFloat( current.origin[1] );
	msg.WriteFloat( current.origin[2] );
	msg.WriteFloat( quat.x );
	msg.WriteFloat( quat.y );
	msg.WriteFloat( quat.z );
	msg.WriteDeltaFloat( current.origin[0], current.localOrigin[0] );
	msg.WriteDeltaFloat( current.origin[1], current.localOrigin[1] );
	msg.WriteDeltaFloat( current.origin[2], current.localOrigin[2] );
	msg.WriteDeltaFloat( quat.x, localQuat.x );
	msg.WriteDeltaFloat( quat.y, localQuat.y );
	msg.WriteDeltaFloat( quat.z, localQuat.z );
}
Beispiel #7
0
/*
==============
sdDeliveryVehicle::WriteNetworkState
==============
*/
void sdDeliveryVehicle::WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const {
	if ( mode == NSM_BROADCAST ) {
		NET_GET_STATES( sdDeliveryVehicleBroadcastData );

		// update state
		newData.lastRollAccel = lastRollAccel;

		// write state
		msg.WriteDeltaFloat( baseData.lastRollAccel, newData.lastRollAccel );
	}

	sdScriptEntity::WriteNetworkState( mode, baseState, newState, msg );
}