示例#1
0
文件: g_active.c 项目: Boothand/jk2mp
static void G_UpdateJediMasterBroadcasts ( gentity_t *self )
{
	int i;

	// Not jedi master mode then nothing to do
	if ( g_gametype.integer != GT_JEDIMASTER )
	{
		return;
	}

	// This client isnt the jedi master so it shouldnt broadcast
	if ( !self->client->ps.isJediMaster )
	{
		return;
	}

	// Broadcast ourself to all clients within range
	for ( i = 0; i < level.numConnectedClients; i ++ )
	{
		gentity_t *ent = &g_entities[level.sortedClients[i]];
		float	  dist;
		vec3_t	  angles;

		if ( ent == self )
		{
			continue;
		}

		VectorSubtract( self->client->ps.origin, ent->client->ps.origin, angles );
		dist = VectorLengthSquared ( angles );
		vectoangles ( angles, angles );

		// Too far away then just forget it
		if ( dist > MAX_JEDIMASTER_DISTANCE * MAX_JEDIMASTER_DISTANCE )
		{
			continue;
		}
		
		// If not within the field of view then forget it
		if ( !InFieldOfVision ( ent->client->ps.viewangles, MAX_JEDIMASTER_FOV, angles ) )
		{
			continue;
		}

		// Turn on the broadcast bit for the master and since there is only one
		// master we are done
		self->r.broadcastClients[ent->s.clientNum/32] |= (1 << (ent->s.clientNum%32));
	}
}
示例#2
0
文件: g_active.c 项目: Boothand/jk2mp
static void G_UpdateForceSightBroadcasts ( gentity_t *self )
{
	int i;

	// Any clients with force sight on should see this client
	for ( i = 0; i < level.numConnectedClients; i ++ )
	{
		gentity_t *ent = &g_entities[level.sortedClients[i]];
		float	  dist;
		vec3_t	  angles;
	
		if ( ent == self )
		{
			continue;
		}

		// Not using force sight so we shouldnt broadcast to this one
		if ( !(ent->client->ps.fd.forcePowersActive & (1<<FP_SEE) ) )
		{
			continue;
		}

		VectorSubtract( self->client->ps.origin, ent->client->ps.origin, angles );
		dist = VectorLengthSquared ( angles );
		vectoangles ( angles, angles );

		// Too far away then just forget it
		if ( dist > MAX_SIGHT_DISTANCE * MAX_SIGHT_DISTANCE )
		{
			continue;
		}
		
		// If not within the field of view then forget it
		if ( !InFieldOfVision ( ent->client->ps.viewangles, MAX_SIGHT_FOV, angles ) )
		{
			break;
		}

		// Turn on the broadcast bit for the master and since there is only one
		// master we are done
		self->r.broadcastClients[ent->s.clientNum/32] |= (1 << (ent->s.clientNum%32));
	
		break;
	}
}
示例#3
0
/*
 * Tests whether the player entity ent is visible from the point origin.
 */
qboolean SV_IsPlayerVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame, sharedEntity_t *ent, vec3_t diff) {
	int      i,contents_mask,goal_ent,viewer_clnum,ent_clnum,tries;
	trace_t   tr;
	vec3_t   start,end,dir,entangles,angles,temp,forward;
	sharedEntity_t *viewer_ent;
	client_t *viewer_cl;
//	client_t *ent_cl;
	playerState_t *viewer_ps, *ent_ps;
	float pitch;

	viewer_clnum = frame->ps.clientNum; // get the client number of the viewer
	ent_clnum = ent->s.clientNum; // get the client number of the other player

	if (viewer_clnum == ent_clnum) { // in case the viewer is the player entity
		return qtrue; // we don't need to hide us from ourselves
	}

	viewer_ps = &frame->ps;
	ent_ps = SV_GameClientNum(ent_clnum);

	if (viewer_ps->pm_type != PM_NORMAL) { // if the viewer is dead or spectating
		return qtrue; // let every entity be visible
	}

	if (ent_ps->pm_type != PM_NORMAL || (ent->s.weapon == WP_NONE)) { // if the player entity is dead or spectating
		return qtrue;
	}

	viewer_cl = svs.clients+viewer_clnum; // get the client of the viewer
//	ent_cl = svs.clients+ent_clnum; // get the client of the other player

//	if (viewer_clnum > ent_clnum) { // if viewer_clnum > ent_clnum, we have already tested whether ent_clnum is able to see viewer_clnum.
//		if (ent_cl->tracetimer[viewer_clnum] > sv.time) return qtrue; // and we could assume symmetry of SV_IsPlayerVisibleFromPoint
//	}

	if (viewer_cl->tracetimer[ent_clnum] > sv.time+MEMORY+10) { // if the sv.time has been reset
		viewer_cl->tracetimer[ent_clnum] = sv.time; // reset the tracetimer
	} else if (viewer_cl->tracetimer[ent_clnum] > (sv.time+MEMORY-10)) { // if we have recently seen this entity, we are lazy and assume it is still visible
		// Com_Printf(va("client: %i, seen: %i\n", ent_clnum, viewer_cl->tracetimer[ent_clnum]));
		return qtrue;
	}

	goal_ent = SV_NumForGentity(ent); // this might always be the same as ent_clnum
	viewer_ent = SV_GentityNum(viewer_clnum);
	contents_mask = CONTENTS_SOLID;// |CONTENTS_BODY will work for doors, but also for windows  |CONTENTS_PLAYERCLIP|CONTENTS_SOLID|CONTENTS_MOVER|CONTENTS_PLAYERCLIP

//	if (seen->v.movetype == MOVETYPE_PUSH ) { //don't cull doors and plats :(
//		return false;
//	}

//	if (sv_antiwallhack.value == 1)    //1 only check player models, 2 = check all ents
//	if (strcmp(pr_strings + seen->v.classname, "player"))
//	return qfalse;

	// get camera origin (according to \cg_drawdebug 1)
	start[0] = origin[0];
	start[1] = origin[1];
	start[2] = origin[2]+3.0f;
	VectorCopy(viewer_ps->viewangles, angles);
	AnglesNormalize180(angles);
	pitch = angles[PITCH];
	angles[PITCH] = 0;
	angles[ROLL] = 0;
	AngleVectors(angles, forward, NULL, NULL);
	VectorScale(forward, (pitch/3.5f), temp);
	VectorAdd( start, temp, start);

	// if there is sufficient distance between viewer and player entity, check if player entity is within viewer's field of vision
	VectorSubtract(ent->r.currentOrigin, start, dir);
//	VectorAdd(ent->r.currentOrigin,dir,diff);// fill diff
	VectorCopy(viewer_ent->s.pos.trBase,diff);// fill diff
	vectoangles(dir, entangles);
	dir[2]=0; // pretend, players are on the same level (the height should no be taken into account)
	if (VectorLength(dir) > 1024) {// if it is not within close range (x,y-wise, not z-wise)
		if (!InFieldOfVision(viewer_ps->viewangles, 60.f, entangles, ent_clnum)) {// If the player entity is not in the field of vision of the viewer
//			 Com_Printf( va("behind: %i  vorg: %f,%f,%f  vang: %f,%f,%f  eorg: %f,%f,%f  dir: %f,%f,%f  eang: %f,%f,%f  ent: %i\n", viewer_clnum,origin[0],origin[1],origin[2],viewer_ps->viewangles[0],viewer_ps->viewangles[1],viewer_ps->viewangles[2],ent->r.currentOrigin[0],ent->r.currentOrigin[1],ent->r.currentOrigin[2],dir[0],dir[1],dir[2],entangles[0],entangles[1],entangles[2],ent_clnum));
			return qtrue; // if the player entity is behind the viewer, abstain from any computations (and transmit the entity to hear sounds)
//		} else {
//			 Com_Printf( va("front: %i  vorg: %f,%f,%f  vang: %f,%f,%f  eorg: %f,%f,%f  dir: %f,%f,%f  eang: %f,%f,%f  ent: %i\n", viewer_clnum,origin[0],origin[1],origin[2],viewer_ps->viewangles[0],viewer_ps->viewangles[1],viewer_ps->viewangles[2],ent->r.currentOrigin[0],ent->r.currentOrigin[1],ent->r.currentOrigin[2],dir[0],dir[1],dir[2],entangles[0],entangles[1],entangles[2],ent_clnum));
		}
	}

	// aim straight at the head of the entity from our eyes
	end[0] = ent->r.currentOrigin[0];
	end[1] = ent->r.currentOrigin[1];
	end[2] = ent->r.currentOrigin[2]+ent->r.maxs[2];// "+3.0f" doesn't do it. "+ent->r.maxs[2]" is at the top of the BBox
	VectorCopy(ent_ps->viewangles, angles);
	AnglesNormalize180(angles);
	pitch = angles[PITCH];
	angles[PITCH] = 0;
	angles[ROLL] = 0;
	AngleVectors(angles, forward, NULL, NULL);
	VectorScale(forward, (pitch/3.5f), temp);
	VectorAdd( end, temp, end);



	memset (&tr, 0, sizeof(tr));
	tr.fraction = 1;

	// check the head
	SV_Trace(&tr, start, NULL, NULL, end, viewer_clnum, contents_mask, qfalse);
	// Com_Printf(va("client: %i, trace: %f\n", ent->s.clientNum, tr.fraction));
	if (tr.fraction == 1 || tr.entityNum==goal_ent) {// tr.fraction == 1 || if there is a line of sight to the entity
		viewer_cl->tracetimer[ent_clnum] = sv.time + MEMORY;// update the trace timer so the entity will be visible the next 200 time units
		return qtrue;// and signal the entity is visible
	}
	// Com_Printf(va("origin(%f %f %f) min(%f %f %f) max(%f %f %f)\n", start[0], start[1], start[2], mins[0],mins[1],mins[2],maxs[0],maxs[1],maxs[2]));

	// check the last good offset
	VectorAdd(ent->r.currentOrigin,viewer_cl->lasttrace[ent_clnum],end);
	SV_Trace(&tr, start, NULL, NULL, end, viewer_clnum, contents_mask, qfalse);
	// Com_Printf(va("client: %i, trace: %f\n", ent->s.clientNum, tr.fraction));
	if (tr.fraction == 1 || tr.entityNum==goal_ent) {// tr.fraction == 1 || if there is a line of sight to the entity
		viewer_cl->tracetimer[ent_clnum] = sv.time + MEMORY;// update the trace timer so the entity will be visible the next 200 time units
		return qtrue;// and signal the entity is visible
	}

	// random
	tries = (viewer_cl->tracetimer[ent_clnum]+(MEMORY*20) > sv.time)?8:2;// if we have seen an entity recently, we try hard to locate it again
	for (i=0; i<tries; i++) {// Even if the head is not visible, other body parts might be. Let's check a few randomly selected points
		end[0] = ent->r.currentOrigin[0] + offsetrandom(ent->r.mins[0], ent->r.maxs[0]);
		end[1] = ent->r.currentOrigin[1] + offsetrandom(ent->r.mins[1], ent->r.maxs[1]);
		end[2] = ent->r.currentOrigin[2] + offsetrandom(ent->r.mins[2], ent->r.maxs[2]+3.f);

		SV_Trace(&tr, start, NULL, NULL, end, viewer_clnum, contents_mask, qfalse);
		if (tr.fraction == 1 || tr.entityNum==goal_ent) {//  if there is a line of sight to the entity
			// Com_Printf(va("found ent in %i hits\n", i));
			viewer_cl->tracetimer[ent_clnum] = sv.time + MEMORY;// update the trace timer so the entity will be visible the next 200 time units
			VectorSubtract(end, ent->r.currentOrigin, viewer_cl->lasttrace[ent_clnum]);// remember the offset
			return qtrue;// and signal the entity is visible
		}
	}

	viewer_cl->lasttrace[ent_clnum][0] = offsetrandom(ent->r.mins[0], ent->r.maxs[0]);
	viewer_cl->lasttrace[ent_clnum][1] = offsetrandom(ent->r.mins[1], ent->r.maxs[1]);
	viewer_cl->lasttrace[ent_clnum][2] = offsetrandom(ent->r.mins[2], ent->r.maxs[2]+3.f);

	return (viewer_cl->tracetimer[ent_clnum] > sv.time);// returns true if the entity was visible within the last 200 time units
}