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fteqw/engine/client/cl_ents.c
TimeServ 3b73a69432 fix colormod reads for network deltas
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2094 fc73d0e0-1445-4013-8a0c-d673dee63da5
2006-03-12 06:23:52 +00:00

3520 lines
84 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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 2
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_ents.c -- entity parsing and management
#include "quakedef.h"
#include "particles.h"
extern cvar_t cl_predict_players;
extern cvar_t cl_predict_players2;
extern cvar_t cl_solid_players;
extern cvar_t cl_item_bobbing;
extern cvar_t r_rocketlight;
extern cvar_t r_lightflicker;
extern cvar_t cl_r2g;
extern cvar_t r_powerupglow;
extern cvar_t v_powerupshell;
extern cvar_t cl_nolerp;
extern cvar_t cl_gibfilter, cl_deadbodyfilter;
extern int cl_playerindex;
static struct predicted_player {
int flags;
int frame;
int oldframe;
float lerptime;
qboolean active;
vec3_t origin; // predicted origin
vec3_t oldo;
vec3_t olda;
vec3_t oldv;
qboolean predict;
player_state_t *oldstate;
} predicted_players[MAX_CLIENTS];
float newlerprate;
extern int cl_playerindex, cl_h_playerindex, cl_rocketindex, cl_grenadeindex, cl_gib1index, cl_gib2index, cl_gib3index;
qboolean CL_FilterModelindex(int modelindex, int frame)
{
if (modelindex == cl_playerindex)
{
if (cl_deadbodyfilter.value == 2)
{
if (frame >= 41 && frame <= 102)
return true;
}
else if (cl_deadbodyfilter.value)
{
if (frame == 49 || frame == 60 || frame == 69 || frame == 84 || frame == 93 || frame == 102)
return true;
}
}
if (cl_gibfilter.value && (
modelindex == cl_h_playerindex ||
modelindex == cl_gib1index ||
modelindex == cl_gib2index ||
modelindex == cl_gib3index))
return true;
return false;
}
//============================================================
/*
===============
CL_AllocDlight
===============
*/
dlight_t *CL_AllocDlight (int key)
{
int i;
dlight_t *dl;
// first look for an exact key match
if (key)
{
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->key == key)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
}
}
// then look for anything else
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (!dl->radius)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
}
dl = &cl_dlights[0];
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
/*
===============
CL_NewDlight
===============
*/
dlight_t *CL_NewDlight (int key, float x, float y, float z, float radius, float time,
int type)
{
dlight_t *dl;
dl = CL_AllocDlight (key);
dl->origin[0] = x;
dl->origin[1] = y;
dl->origin[2] = z;
dl->radius = radius;
dl->die = (float)cl.time + time;
if (type == 0) {
dl->color[0] = 0.2;
dl->color[1] = 0.1;
dl->color[2] = 0.05;
} else if (type == 1) {
dl->color[0] = 0.05;
dl->color[1] = 0.05;
dl->color[2] = 0.3;
} else if (type == 2) {
dl->color[0] = 0.5;
dl->color[1] = 0.05;
dl->color[2] = 0.05;
} else if (type == 3) {
dl->color[0]=0.5;
dl->color[1] = 0.05;
dl->color[2] = 0.4;
}
return dl;
}
void CL_NewDlightRGB (int key, float x, float y, float z, float radius, float time,
float r, float g, float b)
{
dlight_t *dl;
dl = CL_AllocDlight (key);
dl->origin[0] = x;
dl->origin[1] = y;
dl->origin[2] = z;
dl->radius = radius;
dl->die = cl.time + time;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights (void)
{
int i;
dlight_t *dl;
if (cl.paused) //DON'T DO IT!!!
return;
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (!dl->radius)
continue;
if (dl->die < (float)cl.time)
{
dl->radius = 0;
continue;
}
dl->radius -= host_frametime*dl->decay;
if (dl->radius < 0)
dl->radius = 0;
if (dl->channelfade[0])
{
dl->color[0] -= host_frametime*dl->channelfade[0];
if (dl->color[0] < 0)
dl->color[0] = 0;
}
if (dl->channelfade[1])
{
dl->color[1] -= host_frametime*dl->channelfade[1];
if (dl->color[1] < 0)
dl->color[1] = 0;
}
if (dl->channelfade[2])
{
dl->color[2] -= host_frametime*dl->channelfade[2];
if (dl->color[2] < 0)
dl->color[2] = 0;
}
}
}
/*
=========================================================================
PACKET ENTITY PARSING / LINKING
=========================================================================
*/
/*
==================
CL_ParseDelta
Can go from either a baseline or a previous packet_entity
==================
*/
int bitcounts[32]; /// just for protocol profiling
void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits, qboolean new)
{
int i;
#ifdef PROTOCOLEXTENSIONS
int morebits=0;
#endif
// set everything to the state we are delta'ing from
*to = *from;
to->number = bits & 511;
bits &= ~511;
if (bits & U_MOREBITS)
{ // read in the low order bits
i = MSG_ReadByte ();
bits |= i;
}
// count the bits for net profiling
for (i=0 ; i<16 ; i++)
if (bits&(1<<i))
bitcounts[i]++;
#ifdef PROTOCOLEXTENSIONS
if (bits & U_EVENMORE && cls.fteprotocolextensions)
morebits = MSG_ReadByte ();
if (morebits & U_YETMORE)
morebits |= MSG_ReadByte()<<8;
#endif
if (bits & U_MODEL)
to->modelindex = MSG_ReadByte ();
if (bits & U_FRAME)
to->frame = MSG_ReadByte ();
if (bits & U_COLORMAP)
to->colormap = MSG_ReadByte();
if (bits & U_SKIN)
to->skinnum = MSG_ReadByte();
if (bits & U_EFFECTS)
to->effects = (to->effects&0xff00)|MSG_ReadByte();
if (bits & U_ORIGIN1)
to->origin[0] = MSG_ReadCoord ();
if (bits & U_ANGLE1)
to->angles[0] = MSG_ReadAngle ();
if (bits & U_ORIGIN2)
to->origin[1] = MSG_ReadCoord ();
if (bits & U_ANGLE2)
to->angles[1] = MSG_ReadAngle ();
if (bits & U_ORIGIN3)
to->origin[2] = MSG_ReadCoord ();
if (bits & U_ANGLE3)
to->angles[2] = MSG_ReadAngle ();
if (bits & U_SOLID)
{
// FIXME
}
#ifdef PEXT_SCALE
if (morebits & U_SCALE && cls.fteprotocolextensions & PEXT_SCALE)
to->scale = MSG_ReadByte();
#endif
#ifdef PEXT_TRANS
if (morebits & U_TRANS && cls.fteprotocolextensions & PEXT_TRANS)
to->trans = MSG_ReadByte();
#endif
#ifdef PEXT_FATNESS
if (morebits & U_FATNESS && cls.fteprotocolextensions & PEXT_FATNESS)
to->fatness = MSG_ReadChar();
#endif
if (morebits & U_DRAWFLAGS && cls.fteprotocolextensions & PEXT_HEXEN2)
to->hexen2flags = MSG_ReadByte();
if (morebits & U_ABSLIGHT && cls.fteprotocolextensions & PEXT_HEXEN2)
to->abslight = MSG_ReadByte();
if (morebits & U_COLOURMOD && cls.fteprotocolextensions & PEXT_COLOURMOD)
{
to->colormod[0] = MSG_ReadByte();
to->colormod[1] = MSG_ReadByte();
to->colormod[2] = MSG_ReadByte();
}
if (morebits & U_ENTITYDBL)
to->number += 512;
if (morebits & U_ENTITYDBL2)
to->number += 1024;
if (morebits & U_MODELDBL)
to->modelindex += 256;
if (morebits & U_DPFLAGS)// && cls.fteprotocolextensions & PEXT_DPFLAGS)
{
// these are bits for the 'flags' field of the entity_state_t
#define RENDER_STEP 1
#define RENDER_GLOWTRAIL 2
#define RENDER_VIEWMODEL 4
#define RENDER_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
#define RENDER_SHADOW 65536 // cast shadow
#define RENDER_LIGHT 131072 // receive light
#define RENDER_TRANSPARENT 262144 // can't light during opaque stage
i = MSG_ReadByte();
to->flags = 0;
if (i & RENDER_VIEWMODEL)
to->flags |= Q2RF_WEAPONMODEL|Q2RF_MINLIGHT|Q2RF_DEPTHHACK;
if (i & RENDER_EXTERIORMODEL)
to->flags |= Q2RF_EXTERNALMODEL;
}
if (morebits & U_TAGINFO)
{
to->tagentity = MSG_ReadShort();
to->tagindex = MSG_ReadShort();
}
if (morebits & U_LIGHT)
{
to->light[0] = MSG_ReadShort();
to->light[1] = MSG_ReadShort();
to->light[2] = MSG_ReadShort();
to->light[3] = MSG_ReadShort();
to->lightstyle = MSG_ReadByte();
to->lightpflags = MSG_ReadByte();
}
if (morebits & U_EFFECTS16)
to->effects = (to->effects&0x00ff)|(MSG_ReadByte()<<8);
}
/*
=================
FlushEntityPacket
=================
*/
void FlushEntityPacket (void)
{
int word;
entity_state_t olde, newe;
Con_DPrintf ("FlushEntityPacket\n");
memset (&olde, 0, sizeof(olde));
cl.validsequence = 0; // can't render a frame
cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true;
// read it all, but ignore it
while (1)
{
word = (unsigned short)MSG_ReadShort ();
if (msg_badread)
{ // something didn't parse right...
Host_EndGame ("msg_badread in packetentities");
return;
}
if (!word)
break; // done
CL_ParseDelta (&olde, &newe, word, true);
}
}
/*
==================
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
void CL_ParsePacketEntities (qboolean delta)
{
int oldpacket, newpacket;
packet_entities_t *oldp, *newp, dummy;
int oldindex, newindex;
int word, newnum, oldnum;
qboolean full;
int from;
if (!(cls.fteprotocolextensions & PEXT_ACCURATETIMINGS))
{
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = realtime;
cl.gametimemark = realtime;
}
newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
newp = &cl.frames[newpacket].packet_entities;
cl.frames[newpacket].invalid = false;
newp->servertime = cl.gametime;
if (delta)
{
from = MSG_ReadByte ();
oldpacket = cl.frames[newpacket].delta_sequence;
if (cls.demoplayback == DPB_MVD)
from = oldpacket = cls.netchan.incoming_sequence - 1;
if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >= UPDATE_BACKUP - 1) {
// there are no valid frames left, so drop it
FlushEntityPacket ();
cl.validsequence = 0;
return;
}
if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK)) {
Con_DPrintf ("WARNING: from mismatch\n");
// FlushEntityPacket ();
// cl.validsequence = 0;
// return;
}
if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1) {
// we can't use this, it is too old
FlushEntityPacket ();
// don't clear cl.validsequence, so that frames can still be rendered;
// it is possible that a fresh packet will be received before
// (outgoing_sequence - incoming_sequence) exceeds UPDATE_BACKUP - 1
return;
}
oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities;
full = false;
}
else
{ // this is a full update that we can start delta compressing from now
oldp = &dummy;
dummy.num_entities = 0;
full = true;
}
cl.oldvalidsequence = cl.validsequence;
cl.validsequence = cls.netchan.incoming_sequence;
oldindex = 0;
newindex = 0;
newp->num_entities = 0;
while (1)
{
word = (unsigned short)MSG_ReadShort ();
if (msg_badread)
{ // something didn't parse right...
Host_EndGame ("msg_badread in packetentities");
return;
}
if (!word)
{
while (oldindex < oldp->num_entities)
{ // copy all the rest of the entities from the old packet
//Con_Printf ("copy %i\n", oldp->entities[oldindex].number);
if (newindex >= newp->max_entities)
{
newp->max_entities = newindex+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
if (oldindex >= oldp->max_entities)
Host_EndGame("Old packet entity too big\n");
newp->entities[newindex] = oldp->entities[oldindex];
newindex++;
oldindex++;
}
break;
}
newnum = word&511;
if (word & U_MOREBITS)
{
int oldpos = msg_readcount;
int excessive;
excessive = MSG_ReadByte();
if (excessive & U_EVENMORE)
{
excessive = MSG_ReadByte();
if (excessive & U_ENTITYDBL)
newnum += 512;
if (excessive & U_ENTITYDBL2)
newnum += 1024;
}
msg_readcount = oldpos;//undo the read...
}
oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
while (newnum > oldnum)
{
if (full)
{
Con_Printf ("WARNING: oldcopy on full update");
FlushEntityPacket ();
return;
}
//Con_Printf ("copy %i\n", oldnum);
// copy one of the old entities over to the new packet unchanged
if (newindex >= newp->max_entities)
{
newp->max_entities = newindex+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
if (oldindex >= oldp->max_entities)
Host_EndGame("Old packet entity too big\n");
newp->entities[newindex] = oldp->entities[oldindex];
newindex++;
oldindex++;
oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
}
if (newnum < oldnum)
{ // new from baseline
//Con_Printf ("baseline %i\n", newnum);
if (word & U_REMOVE)
{ //really read the extra entity number if required
if (word & U_MOREBITS)
if (MSG_ReadByte() & U_EVENMORE)
MSG_ReadByte();
if (full)
{
cl.validsequence = 0;
Con_Printf ("WARNING: U_REMOVE on full update\n");
FlushEntityPacket ();
return;
}
continue;
}
if (newindex >= newp->max_entities)
{
newp->max_entities = newindex+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex], word, true);
newindex++;
continue;
}
if (newnum == oldnum)
{ // delta from previous
if (full)
{
cl.validsequence = 0;
Con_Printf ("WARNING: delta on full update");
}
if (word & U_REMOVE)
{
if (word & U_MOREBITS)
if (MSG_ReadByte() & U_EVENMORE)
MSG_ReadByte();
oldindex++;
continue;
}
if (newindex >= newp->max_entities)
{
newp->max_entities = newindex+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
//Con_Printf ("delta %i\n",newnum);
CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word, false);
newindex++;
oldindex++;
}
}
newp->num_entities = newindex;
}
entity_state_t *CL_FindOldPacketEntity(int num)
{
int pnum;
entity_state_t *s1;
packet_entities_t *pack;
if (!cl.validsequence)
return NULL;
pack = &cl.frames[(cls.netchan.incoming_sequence-1)&UPDATE_MASK].packet_entities;
for (pnum=0 ; pnum<pack->num_entities ; pnum++)
{
s1 = &pack->entities[pnum];
if (num == s1->number)
return s1;
}
return NULL;
}
#ifdef NQPROT
// reset all entity fields (typically used if status changed)
#define E5_FULLUPDATE (1<<0)
// E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
// E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
#define E5_ORIGIN (1<<1)
// E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
// E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
#define E5_ANGLES (1<<2)
// E5_MODEL16=0: byte = s->modelindex
// E5_MODEL16=1: short = s->modelindex
#define E5_MODEL (1<<3)
// E5_FRAME16=0: byte = s->frame
// E5_FRAME16=1: short = s->frame
#define E5_FRAME (1<<4)
// byte = s->skin
#define E5_SKIN (1<<5)
// E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
// E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
// E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
// E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
#define E5_EFFECTS (1<<6)
// bits >= (1<<8)
#define E5_EXTEND1 (1<<7)
// byte = s->renderflags
#define E5_FLAGS (1<<8)
// byte = bound(0, s->alpha * 255, 255)
#define E5_ALPHA (1<<9)
// byte = bound(0, s->scale * 16, 255)
#define E5_SCALE (1<<10)
// flag
#define E5_ORIGIN32 (1<<11)
// flag
#define E5_ANGLES16 (1<<12)
// flag
#define E5_MODEL16 (1<<13)
// byte = s->colormap
#define E5_COLORMAP (1<<14)
// bits >= (1<<16)
#define E5_EXTEND2 (1<<15)
// short = s->tagentity
// byte = s->tagindex
#define E5_ATTACHMENT (1<<16)
// short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
// byte = s->lightstyle
// byte = s->lightpflags
#define E5_LIGHT (1<<17)
// byte = s->glowsize
// byte = s->glowcolor
#define E5_GLOW (1<<18)
// short = s->effects
#define E5_EFFECTS16 (1<<19)
// int = s->effects
#define E5_EFFECTS32 (1<<20)
// flag
#define E5_FRAME16 (1<<21)
// unused
#define E5_COLORMOD (1<<22)
// bits >= (1<<24)
#define E5_EXTEND3 (1<<23)
// unused
#define E5_UNUSED24 (1<<24)
// unused
#define E5_UNUSED25 (1<<25)
// unused
#define E5_UNUSED26 (1<<26)
// unused
#define E5_UNUSED27 (1<<27)
// unused
#define E5_UNUSED28 (1<<28)
// unused
#define E5_UNUSED29 (1<<29)
// unused
#define E5_UNUSED30 (1<<30)
// bits2 > 0
#define E5_EXTEND4 (1<<31)
#define E5_ALLUNUSED (E5_UNUSED24|E5_UNUSED25|E5_UNUSED26|E5_UNUSED27|E5_UNUSED28|E5_UNUSED29|E5_UNUSED30)
entity_state_t defaultstate;
void DP5_ParseDelta(entity_state_t *s)
{
int bits;
bits = MSG_ReadByte();
if (bits & E5_EXTEND1)
{
bits |= MSG_ReadByte() << 8;
if (bits & E5_EXTEND2)
{
bits |= MSG_ReadByte() << 16;
if (bits & E5_EXTEND3)
bits |= MSG_ReadByte() << 24;
}
}
if (bits & E5_ALLUNUSED)
{
Host_EndGame("Detected 'unused' bits in DP5+ entity delta - %x (%x)\n", bits, (bits & E5_ALLUNUSED));
}
if (bits & E5_FULLUPDATE)
{
int num;
num = s->number;
*s = defaultstate;
s->trans = 255;
s->scale = 16;
s->number = num;
// s->active = true;
}
if (bits & E5_FLAGS)
{
int i = MSG_ReadByte();
s->flags = 0;
if (i & 4)
s->flags |= Q2RF_WEAPONMODEL|Q2RF_MINLIGHT|Q2RF_DEPTHHACK;
if (i & 8)
s->flags |= Q2RF_EXTERNALMODEL;
}
if (bits & E5_ORIGIN)
{
if (bits & E5_ORIGIN32)
{
s->origin[0] = MSG_ReadFloat();
s->origin[1] = MSG_ReadFloat();
s->origin[2] = MSG_ReadFloat();
}
else
{
s->origin[0] = MSG_ReadShort()*(1/8.0f);
s->origin[1] = MSG_ReadShort()*(1/8.0f);
s->origin[2] = MSG_ReadShort()*(1/8.0f);
}
}
if (bits & E5_ANGLES)
{
if (bits & E5_ANGLES16)
{
s->angles[0] = MSG_ReadAngle16();
s->angles[1] = MSG_ReadAngle16();
s->angles[2] = MSG_ReadAngle16();
}
else
{
s->angles[0] = MSG_ReadChar() * (360.0/256);
s->angles[1] = MSG_ReadChar() * (360.0/256);
s->angles[2] = MSG_ReadChar() * (360.0/256);
}
}
if (bits & E5_MODEL)
{
if (bits & E5_MODEL16)
s->modelindex = (unsigned short) MSG_ReadShort();
else
s->modelindex = MSG_ReadByte();
}
if (bits & E5_FRAME)
{
if (bits & E5_FRAME16)
s->frame = (unsigned short) MSG_ReadShort();
else
s->frame = MSG_ReadByte();
}
if (bits & E5_SKIN)
s->skinnum = MSG_ReadByte();
if (bits & E5_EFFECTS)
{
if (bits & E5_EFFECTS32)
s->effects = (unsigned int) MSG_ReadLong();
else if (bits & E5_EFFECTS16)
s->effects = (unsigned short) MSG_ReadShort();
else
s->effects = MSG_ReadByte();
}
if (bits & E5_ALPHA)
s->trans = MSG_ReadByte();
if (bits & E5_SCALE)
s->scale = MSG_ReadByte();
if (bits & E5_COLORMAP)
s->colormap = MSG_ReadByte();
if (bits & E5_ATTACHMENT)
{
s->tagentity = MSG_ReadShort();
s->tagindex = MSG_ReadByte();
}
if (bits & E5_LIGHT)
{
s->light[0] = MSG_ReadShort();
s->light[1] = MSG_ReadShort();
s->light[2] = MSG_ReadShort();
s->light[3] = MSG_ReadShort();
s->lightstyle = MSG_ReadByte();
s->lightpflags = MSG_ReadByte();
}
if (bits & E5_GLOW)
{
s->glowsize = MSG_ReadByte();
s->glowcolour = MSG_ReadByte();
}
if (bits & E5_COLORMOD)
{
s->colormod[0] = MSG_ReadByte();
s->colormod[1] = MSG_ReadByte();
s->colormod[2] = MSG_ReadByte();
}
}
int cl_latestframenum;
void CLNQ_ParseDarkPlaces5Entities(void) //the things I do.. :o(
{
//the incoming entities do not come in in any order. :(
//well, they come in in order of priorities, but that's not useful to us.
//I guess this means we'll have to go slowly.
packet_entities_t *pack, *oldpack;
entity_state_t *to, *from;
unsigned short read;
int oldi;
qboolean remove;
cl_latestframenum = MSG_ReadLong();
if (nq_dp_protocol >=7)
/*cl.servermovesequence =*/ MSG_ReadLong();
pack = &cl.frames[(cls.netchan.incoming_sequence)&UPDATE_MASK].packet_entities;
pack->servertime = cl.gametime;
oldpack = &cl.frames[(cls.netchan.incoming_sequence-1)&UPDATE_MASK].packet_entities;
from = oldpack->entities;
oldi = 0;
pack->num_entities = 0;
for (oldi = 0; oldi < oldpack->num_entities; oldi++)
{
from = &oldpack->entities[oldi];
from->flags &= ~0x80000000;
}
for (read = MSG_ReadShort(); read!=0x8000; read = MSG_ReadShort())
{
if (msg_badread)
Host_EndGame("Corrupt entitiy message packet\n");
remove = !!(read&0x8000);
read&=~0x8000;
if (read >= MAX_EDICTS)
Host_EndGame("Too many entities.\n");
from = &defaultstate;
for (oldi=0 ; oldi<oldpack->num_entities ; oldi++)
{
if (read == oldpack->entities[oldi].number)
{
from = &oldpack->entities[oldi];
from->flags |= 0x80000000; //so we don't copy it.
break;
}
}
if (remove)
{
continue;
}
if (pack->num_entities==pack->max_entities)
{
pack->max_entities = pack->num_entities+16;
pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities);
}
to = &pack->entities[pack->num_entities];
pack->num_entities++;
memcpy(to, from, sizeof(*to));
to->number = read;
DP5_ParseDelta(to);
to->flags &= ~0x80000000;
}
//the pack has all the new ones in it, now copy the old ones in that wern't removed (or changed).
for (oldi = 0; oldi < oldpack->num_entities; oldi++)
{
from = &oldpack->entities[oldi];
if (from->flags & 0x80000000)
continue;
if (pack->num_entities==pack->max_entities)
{
pack->max_entities = pack->num_entities+16;
pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities);
}
to = &pack->entities[pack->num_entities];
pack->num_entities++;
from = &oldpack->entities[oldi];
memcpy(to, from, sizeof(*to));
}
}
void CLNQ_ParseEntity(unsigned int bits)
{
int i;
int num, pnum;
entity_state_t *state, *from;
entity_state_t *base;
static float lasttime;
packet_entities_t *pack;
#define NQU_MOREBITS (1<<0)
#define NQU_ORIGIN1 (1<<1)
#define NQU_ORIGIN2 (1<<2)
#define NQU_ORIGIN3 (1<<3)
#define NQU_ANGLE2 (1<<4)
#define NQU_NOLERP (1<<5) // don't interpolate movement
#define NQU_FRAME (1<<6)
#define NQU_SIGNAL (1<<7) // just differentiates from other updates
// svc_update can pass all of the fast update bits, plus more
#define NQU_ANGLE1 (1<<8)
#define NQU_ANGLE3 (1<<9)
#define NQU_MODEL (1<<10)
#define NQU_COLORMAP (1<<11)
#define NQU_SKIN (1<<12)
#define NQU_EFFECTS (1<<13)
#define NQU_LONGENTITY (1<<14)
// LordHavoc's: protocol extension
#define DPU_EXTEND1 (1<<15)
// LordHavoc: first extend byte
#define DPU_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second)
#define DPU_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well)
#define DPU_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
#define DPU_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
#define DPU_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
#define DPU_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set)
// LordHavoc: colormod feature has been removed, because no one used it
#define DPU_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend...
#define DPU_EXTEND2 (1<<23) // another byte to follow
// LordHavoc: second extend byte
#define DPU_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
#define DPU_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such
#define DPU_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
#define DPU_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
#define DPU_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not)
#define DPU_UNUSED29 (1<<29) // future expansion
#define DPU_UNUSED30 (1<<30) // future expansion
#define DPU_EXTEND3 (1<<31) // another byte to follow, future expansion
if (cls.signon == 4 - 1)
{ // first update is the final signon stage
cls.signon = 4;
CLNQ_SignonReply ();
}
pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
if (bits & NQU_MOREBITS)
{
i = MSG_ReadByte ();
bits |= (i<<8);
}
if (bits & DPU_EXTEND1)
{
i = MSG_ReadByte ();
bits |= (i<<16);
}
if (bits & DPU_EXTEND2)
{
i = MSG_ReadByte ();
bits |= (i<<24);
}
if (bits & NQU_LONGENTITY)
num = MSG_ReadShort ();
else
num = MSG_ReadByte ();
// state = CL_FindPacketEntity(num);
// if (!state)
{
// if ((int)(lasttime*100) != (int)(realtime*100))
// pack->num_entities=0;
// else
if (pack->num_entities==pack->max_entities)
{
pack->max_entities = pack->num_entities+1;
pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities);
}
lasttime = realtime;
state = &pack->entities[pack->num_entities++];
}
from = CL_FindOldPacketEntity(num); //this could be optimised.
base = &cl_baselines[num];
state->number = num;
if (bits & NQU_MODEL)
state->modelindex = MSG_ReadByte ();
else
state->modelindex = base->modelindex;
if (bits & NQU_FRAME)
state->frame = MSG_ReadByte();
else
state->frame = base->frame;
if (bits & NQU_COLORMAP)
state->colormap = MSG_ReadByte();
else
state->colormap = 0;
if (bits & NQU_SKIN)
state->skinnum = MSG_ReadByte();
else
state->skinnum = base->skinnum;
if (bits & NQU_EFFECTS)
state->effects = MSG_ReadByte();
else
state->effects = base->effects;
if (bits & NQU_ORIGIN1)
state->origin[0] = MSG_ReadCoord ();
else
state->origin[0] = base->origin[0];
if (bits & NQU_ANGLE1)
state->angles[0] = MSG_ReadAngle();
else
state->angles[0] = base->angles[0];
if (bits & NQU_ORIGIN2)
state->origin[1] = MSG_ReadCoord ();
else
state->origin[1] = base->origin[1];
if (bits & NQU_ANGLE2)
state->angles[1] = MSG_ReadAngle();
else
state->angles[1] = base->angles[1];
if (bits & NQU_ORIGIN3)
state->origin[2] = MSG_ReadCoord ();
else
state->origin[2] = base->origin[2];
if (bits & NQU_ANGLE3)
state->angles[2] = MSG_ReadAngle();
else
state->angles[2] = base->angles[2];
#ifdef PEXT_SCALE
state->scale = 1*16;
#endif
#ifdef PEXT_TRANS
state->trans = 255;
#endif
if (cls.demoplayback != DPB_NONE)
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (num == cl.viewentity[pnum])
{
state->angles[0] = cl.viewangles[pnum][0]/-3;
state->angles[1] = cl.viewangles[pnum][1];
state->angles[2] = cl.viewangles[pnum][2];
}
}
#endif
#ifdef PEXT_SETVIEW
entity_state_t *CL_FindPacketEntity(int num)
{
int pnum;
entity_state_t *s1;
packet_entities_t *pack;
pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
for (pnum=0 ; pnum<pack->num_entities ; pnum++)
{
s1 = &pack->entities[pnum];
if (num == s1->number)
return s1;
}
return NULL;
}
#endif
//return 0 to 1
//1 being entirly new frame.
float CL_LerpEntityFrac(float lerprate, float lerptime)
{
float f;
if (!lerprate)
{
return 0;
}
else
{
f = 1-(cl.time-lerptime)/lerprate;
}
if (f<0)f=0;
if (f>1)f=1;
return f;
}
float CL_EntLerpFactor(int entnum)
{
float f;
if (cl.lerpents[entnum].lerprate<=0)
return 0;
else
f = 1-(cl.time-cl.lerpents[entnum].lerptime)/cl.lerpents[entnum].lerprate;
if (f<0)
f=0;
if (f>1)
f=1;
return f;
}
void CL_RotateAroundTag(entity_t *ent, int num, int tagent, int tagnum)
{
entity_state_t *ps;
float *org=NULL, *ang=NULL;
vec3_t axis[3];
float transform[12], parent[12], result[12], old[12], temp[12];
int model = 0; //these two are only initialised because msvc sucks at detecting usage.
int frame = 0;
int frame2 = cl.lerpents[tagent].frame;
float frame2ness;
ent->keynum = tagent;
ps = CL_FindPacketEntity(tagent);
if (ps)
{
if (ps->tagentity)
CL_RotateAroundTag(ent, num, ps->tagentity, ps->tagindex);
org = ps->origin;
ang = ps->angles;
model = ps->modelindex;
frame = ps->frame;
}
else
{
extern int parsecountmod;
// Con_Printf("tagent %i\n", tagent);
if (tagent <= MAX_CLIENTS && tagent > 0)
{
if (tagent-1 == cl.playernum[0])
{
org = cl.simorg[0];
ang = cl.simangles[0];
}
else
{
org = cl.frames[parsecountmod].playerstate[tagent-1].origin;
ang = cl.frames[parsecountmod].playerstate[tagent-1].viewangles;
}
model = cl.frames[parsecountmod].playerstate[tagent-1].modelindex;
frame = cl.frames[parsecountmod].playerstate[tagent-1].frame;
}
}
if (ang)
{
ang[0]*=-1;
AngleVectors(ang, axis[0], axis[1], axis[2]);
ang[0]*=-1;
VectorInverse(axis[1]);
frame2ness = CL_EntLerpFactor(tagent);
if (Mod_GetTag && Mod_GetTag(cl.model_precache[model], tagnum, frame, frame2, frame2ness, cl.time - cl.lerpents[tagent].framechange, cl.time - cl.lerpents[tagent].oldframechange, transform))
{
old[0] = ent->axis[0][0];
old[1] = ent->axis[1][0];
old[2] = ent->axis[2][0];
old[3] = ent->origin[0];
old[4] = ent->axis[0][1];
old[5] = ent->axis[1][1];
old[6] = ent->axis[2][1];
old[7] = ent->origin[1];
old[8] = ent->axis[0][2];
old[9] = ent->axis[1][2];
old[10] = ent->axis[2][2];
old[11] = ent->origin[2];
parent[0] = axis[0][0];
parent[1] = axis[1][0];
parent[2] = axis[2][0];
parent[3] = org[0];
parent[4] = axis[0][1];
parent[5] = axis[1][1];
parent[6] = axis[2][1];
parent[7] = org[1];
parent[8] = axis[0][2];
parent[9] = axis[1][2];
parent[10] = axis[2][2];
parent[11] = org[2];
R_ConcatTransforms((void*)old, (void*)parent, (void*)temp);
R_ConcatTransforms((void*)temp, (void*)transform, (void*)result);
ent->axis[0][0] = result[0];
ent->axis[1][0] = result[1];
ent->axis[2][0] = result[2];
ent->origin[0] = result[3];
ent->axis[0][1] = result[4];
ent->axis[1][1] = result[5];
ent->axis[2][1] = result[6];
ent->origin[1] = result[7];
ent->axis[0][2] = result[8];
ent->axis[1][2] = result[9];
ent->axis[2][2] = result[10];
ent->origin[2] = result[11];
}
else //hrm.
{
old[0] = ent->axis[0][0];
old[1] = ent->axis[1][0];
old[2] = ent->axis[2][0];
old[3] = ent->origin[0];
old[4] = ent->axis[0][1];
old[5] = ent->axis[1][1];
old[6] = ent->axis[2][1];
old[7] = ent->origin[1];
old[8] = ent->axis[0][2];
old[9] = ent->axis[1][2];
old[10] = ent->axis[2][2];
old[11] = ent->origin[2];
parent[0] = axis[0][0];
parent[1] = axis[1][0];
parent[2] = axis[2][0];
parent[3] = org[0];
parent[4] = axis[0][1];
parent[5] = axis[1][1];
parent[6] = axis[2][1];
parent[7] = org[1];
parent[8] = axis[0][2];
parent[9] = axis[1][2];
parent[10] = axis[2][2];
parent[11] = org[2];
R_ConcatTransforms((void*)old, (void*)parent, (void*)result);
ent->axis[0][0] = result[0];
ent->axis[1][0] = result[1];
ent->axis[2][0] = result[2];
ent->origin[0] = result[3];
ent->axis[0][1] = result[4];
ent->axis[1][1] = result[5];
ent->axis[2][1] = result[6];
ent->origin[1] = result[7];
ent->axis[0][2] = result[8];
ent->axis[1][2] = result[9];
ent->axis[2][2] = result[10];
ent->origin[2] = result[11];
}
}
}
void V_AddAxisEntity(entity_t *in)
{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
{
Con_Printf("Visedict list is full!\n");
return; // object list is full
}
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
}
void V_AddEntity(entity_t *in)
{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
{
Con_Printf("Visedict list is full!\n");
return; // object list is full
}
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
}
void V_AddLerpEntity(entity_t *in) //a convienience function
{
entity_t *ent;
float fwds, back;
int i;
if (cl_numvisedicts == MAX_VISEDICTS)
return; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
fwds = ent->lerpfrac;
back = 1 - ent->lerpfrac;
for (i = 0; i < 3; i++)
{
ent->origin[i] = in->origin[i]*fwds + in->oldorigin[i]*back;
}
ent->lerpfrac = 1 - ent->lerpfrac;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
}
/*
===============
CL_LinkPacketEntities
===============
*/
void R_FlameTrail(vec3_t start, vec3_t end, float seperation);
#define DECENTLERP
#ifdef DECENTLERP
void CL_TransitionPacketEntities(packet_entities_t *newpack, packet_entities_t *oldpack, float servertime)
{
lerpents_t *le;
entity_state_t *snew, *sold;
int i, j;
int oldpnum, newpnum;
vec3_t move;
float a1, a2;
float frac;
/*
seeing as how dropped packets cannot be filled in due to the reliable networking stuff,
We can simply detect changes and lerp towards them
*/
//we have two index-sorted lists of entities
//we figure out which ones are new,
//we don't care about old, as our caller will use the lerpents array we fill, and the entity numbers from the 'new' packet.
if (newpack->servertime == oldpack->servertime)
frac = 1; //lerp totally into the new
else
frac = (servertime-oldpack->servertime)/(newpack->servertime-oldpack->servertime);
oldpnum=0;
for (newpnum=0 ; newpnum<newpack->num_entities ; newpnum++)
{
snew = &newpack->entities[newpnum];
sold = NULL;
for ( ; oldpnum<oldpack->num_entities ; oldpnum++)
{
sold = &oldpack->entities[oldpnum];
if (sold->number >= snew->number)
{
if (sold->number > snew->number)
sold = NULL; //woo, it's a new entity.
break;
}
}
if (!sold) //I'm lazy
sold = snew;
if (snew->number >= cl.maxlerpents)
{
cl.maxlerpents = snew->number+16;
cl.lerpents = BZ_Realloc(cl.lerpents, cl.maxlerpents*sizeof(lerpents_t));
}
le = &cl.lerpents[snew->number];
VectorSubtract(snew->origin, sold->origin, move)
if (DotProduct(move, move) > 200*200 || snew->modelindex != sold->modelindex)
{
sold = snew; //teleported?
VectorClear(move);
}
for (i = 0; i < 3; i++)
{
le->origin[i] = sold->origin[i] + frac*(move[i]);
for (j = 0; j < 3; j++)
{
a1 = sold->angles[i];
a2 = snew->angles[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
le->angles[i] = a1 + frac * (a2 - a1);
}
}
if (snew == sold || (sold->frame != le->frame && sold->frame != snew->frame) || snew->modelindex != sold->modelindex)
{
le->oldframechange = le->framechange;
le->framechange = newpack->servertime;
le->frame = sold->frame;
}
}
}
packet_entities_t *CL_ProcessPacketEntities(float *servertime, qboolean nolerp)
{
packet_entities_t *packnew, *packold;
int i;
static float oldoldtime;
//, spnum;
if (nolerp)
{ //force our emulated time to as late as we can.
//this will disable all position interpolation
*servertime = cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities.servertime;
// Con_DPrintf("No lerp\n");
}
packnew = NULL;
packold = NULL;
//choose the two packets.
//we should be picking the packet just after the server time, and the one just before
for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--)
{
if (cl.frames[i&UPDATE_MASK].receivedtime < 0 || cl.frames[i&UPDATE_MASK].invalid)
continue; //packetloss/choke, it's really only a problem for the oldframe, but...
if (cl.frames[i&UPDATE_MASK].packet_entities.servertime >= *servertime)
{
if (cl.frames[i&UPDATE_MASK].packet_entities.servertime)
{
if (!packnew || packnew->servertime != cl.frames[i&UPDATE_MASK].packet_entities.servertime) //if it's a duplicate, pick the latest (so just-shot rockets are still present)
packnew = &cl.frames[i&UPDATE_MASK].packet_entities;
}
}
else if (packnew)
{
if (cl.frames[i&UPDATE_MASK].packet_entities.servertime != packnew->servertime)
{ //it does actually lerp, and isn't an identical frame.
packold = &cl.frames[i&UPDATE_MASK].packet_entities;
break;
}
}
}
//Note, hacking this to return anyway still needs the lerpent array to be valid for all contained entities.
if (!packnew) //should never happen
{
Con_DPrintf("Warning: No lerp-to frame packet\n");
return NULL;
}
if (!packold) //can happem at map start, and really laggy games, but really shouldn't in a normal game
{
Con_DPrintf("Warning: No lerp-from frame packet\n");
packold = packnew;
}
CL_TransitionPacketEntities(packnew, packold, *servertime);
// Con_DPrintf("%f %f %f %f %f %f\n", packnew->servertime, *servertime, packold->servertime, cl.gametime, cl.oldgametime, cl.servertime);
// if (packold->servertime < oldoldtime)
// Con_Printf("Spike screwed up\n");
// oldoldtime = packold->servertime;
return packnew;
}
void CL_LinkPacketEntities (void)
{
entity_t *ent;
packet_entities_t *pack;
entity_state_t *state;
lerpents_t *le;
model_t *model;
vec3_t old_origin;
float autorotate;
int i;
int newpnum;
//, spnum;
dlight_t *dl;
vec3_t angles;
int flicker;
float servertime;
CL_CalcClientTime();
servertime = cl.servertime;
pack = CL_ProcessPacketEntities(&servertime, !!cl_nolerp.value && cls.demoplayback != DPB_MVD);
if (!pack)
return;
servertime = cl.servertime;
autorotate = anglemod(100*servertime);
for (newpnum=0 ; newpnum<pack->num_entities ; newpnum++)
{
state = &pack->entities[newpnum];
if (cl_numvisedicts == MAX_VISEDICTS)
{
Con_Printf("Too many visible entities\n");
break;
}
ent = &cl_visedicts[cl_numvisedicts];
#ifdef Q3SHADERS
ent->forcedshader = NULL;
#endif
le = &cl.lerpents[state->number];
if (le->framechange == le->oldframechange)
ent->lerpfrac = 0;
else
{
ent->lerpfrac = 1-(servertime - le->framechange) / (le->framechange - le->oldframechange);
if (ent->lerpfrac > 1)
ent->lerpfrac = 1;
else if (ent->lerpfrac < 0)
{
ent->lerpfrac = 0;
//le->oldframechange = le->framechange;
}
}
VectorCopy(le->origin, ent->origin)
//bots or powerup glows. Bots always glow, powerups can be disabled
if (state->modelindex != cl_playerindex && r_powerupglow.value);
{
flicker = r_lightflicker.value?(rand()&31):0;
// spawn light flashes, even ones coming from invisible objects
if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2], 200 + flicker, 0, 3);
else if (state->effects & EF_BLUE)
CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2], 200 + flicker, 0, 1);
else if (state->effects & EF_RED)
CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2], 200 + flicker, 0, 2);
else if (state->effects & EF_BRIGHTLIGHT)
CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + flicker, 0, 0);
else if (state->effects & EF_DIMLIGHT)
CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2], 200 + flicker, 0, 0);
}
if (state->light[3])
{
CL_NewDlightRGB (state->number, state->origin[0], state->origin[1], state->origin[2], state->light[3], 0, state->light[0]/1024.0f, state->light[1]/1024.0f, state->light[2]/1024.0f);
}
// if set to invisible, skip
if (state->modelindex<1)
continue;
// create a new entity
if (cl_numvisedicts == MAX_VISEDICTS)
break; // object list is full
if (CL_FilterModelindex(state->modelindex, state->frame))
continue;
model = cl.model_precache[state->modelindex];
if (!model)
{
Con_DPrintf("Bad modelindex (%i)\n", state->modelindex);
continue;
}
cl_numvisedicts++;
#ifdef Q3SHADERS
ent->forcedshader = NULL;
#endif
ent->visframe = 0;
ent->keynum = state->number;
if (cl_r2g.value && state->modelindex == cl_rocketindex && cl_rocketindex && cl_grenadeindex)
ent->model = cl.model_precache[cl_grenadeindex];
else
ent->model = model;
ent->flags = state->flags;
if (state->effects & NQEF_ADDATIVE)
ent->flags |= Q2RF_ADDATIVE;
if (state->effects & EF_NODEPTHTEST)
ent->flags |= RF_NODEPTHTEST;
// set colormap
if (state->colormap && (state->colormap <= MAX_CLIENTS)
&& (gl_nocolors.value == -1 || (ent->model/* && state->modelindex == cl_playerindex*/)))
{
// TODO: DP colormap/colormod extension?
#ifdef SWQUAKE
ent->palremap = cl.players[state->colormap-1].palremap;
#endif
ent->scoreboard = &cl.players[state->colormap-1];
}
else
{
#ifdef SWQUAKE
ent->palremap = D_IdentityRemap();
#endif
ent->scoreboard = NULL;
}
// set skin
ent->skinnum = state->skinnum;
ent->abslight = state->abslight;
ent->drawflags = state->hexen2flags;
// set frame
ent->frame = state->frame;
ent->oldframe = le->frame;
ent->frame1time = cl.servertime - le->framechange;
ent->frame2time = cl.servertime - le->oldframechange;
// f = (sin(realtime)+1)/2;
#ifdef PEXT_SCALE
//set scale
ent->scale = state->scale/16.0;
#endif
ent->shaderRGBAf[0] = (state->colormod[0]*8.0f)/255;
ent->shaderRGBAf[1] = (state->colormod[1]*8.0f)/255;
ent->shaderRGBAf[2] = (state->colormod[2]*8.0f)/255;
ent->shaderRGBAf[3] = state->trans/255.0f;
#ifdef PEXT_FATNESS
//set trans
ent->fatness = state->fatness/2.0;
#endif
// rotate binary objects locally
if (model && model->flags & EF_ROTATE)
{
angles[0] = 0;
angles[1] = autorotate;
angles[2] = 0;
if (cl_item_bobbing.value)
ent->origin[2] += 5+sin(cl.time*3)*5; //don't let it into the ground
}
else
{
for (i=0 ; i<3 ; i++)
{
angles[i] = le->angles[i];
}
}
VectorCopy(angles, ent->angles);
angles[0]*=-1;
AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
if (ent->keynum <= MAX_CLIENTS
#ifdef NQPROT
&& cls.protocol == CP_QUAKEWORLD
#endif
)
ent->keynum += MAX_EDICTS;
if (state->tagentity)
{ //ent is attached to a tag, rotate this ent accordingly.
CL_RotateAroundTag(ent, state->number, state->tagentity, state->tagindex);
}
// add automatic particle trails
if (!model || (!(model->flags&~EF_ROTATE) && model->particletrail<0 && model->particleeffect<0))
continue;
if (!cls.allow_anyparticles && !(model->flags & ~EF_ROTATE))
continue;
// scan the old entity display list for a matching
for (i=0 ; i<cl_oldnumvisedicts ; i++)
{
if (cl_oldvisedicts[i].keynum == ent->keynum)
{
VectorCopy (cl_oldvisedicts[i].origin, old_origin);
break;
}
}
if (i == cl_oldnumvisedicts)
{
P_DelinkTrailstate(&(cl.lerpents[state->number].trailstate));
P_DelinkTrailstate(&(cl.lerpents[state->number].emitstate));
continue; // not in last message
}
for (i=0 ; i<3 ; i++)
{
if ( abs(old_origin[i] - ent->origin[i]) > 128)
{ // no trail if too far
VectorCopy (ent->origin, old_origin);
break;
}
}
if (model->particletrail >= 0)
{
if (P_ParticleTrail (old_origin, ent->origin, model->particletrail, &(le->trailstate)))
P_ParticleTrailIndex(old_origin, ent->origin, model->traildefaultindex, 0, &(le->trailstate));
}
{
extern cvar_t gl_part_flame;
if (cls.allow_anyparticles && gl_part_flame.value)
{
P_EmitEffect (ent->origin, model->particleeffect, &(le->emitstate));
}
}
//dlights are not so customisable.
if (r_rocketlight.value)
{
float rad = 0;
vec3_t dclr;
dclr[0] = 0.20;
dclr[1] = 0.10;
dclr[2] = 0;
if (model->flags & EF_ROCKET)
{
if (strncmp(model->name, "models/sflesh", 13))
{ //hmm. hexen spider gibs...
rad = 200;
dclr[2] = 0.05;
}
}
else if (model->flags & EF_FIREBALL)
{
rad = 120 - (rand() % 20);
}
else if (model->flags & EF_ACIDBALL)
{
rad = 120 - (rand() % 20);
}
else if (model->flags & EF_SPIT)
{
// as far as I can tell this effect inverses the light...
dclr[0] = -dclr[0];
dclr[0] = -dclr[1];
dclr[0] = -dclr[2];
rad = 120 - (rand() % 20);
}
if (rad)
{
dl = CL_AllocDlight (state->number);
VectorCopy (ent->origin, dl->origin);
dl->die = (float)cl.time;
if (model->flags & EF_ROCKET)
dl->origin[2] += 1; // is this even necessary
dl->radius = rad * bound(0, r_rocketlight.value, 1);
VectorCopy(dclr, dl->color);
}
}
}
}
#else
void CL_LinkPacketEntities (void)
{
entity_t *ent;
packet_entities_t *pack;
entity_state_t *s1;
float f;
model_t *model;
vec3_t old_origin;
float autorotate;
int i;
int pnum;
//, spnum;
dlight_t *dl;
vec3_t angles;
int flicker;
pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
autorotate = anglemod(100*cl.time);
for (pnum=0 ; pnum<pack->num_entities ; pnum++)
{
s1 = &pack->entities[pnum];
if (cl_numvisedicts == MAX_VISEDICTS)
{
Con_Printf("Too many visible entities\n");
break;
}
ent = &cl_visedicts[cl_numvisedicts];
#ifdef Q3SHADERS
ent->forcedshader = NULL;
#endif
if (cl_nolerp.value)
f = 1;
else
{
//figure out the lerp factor
if (cl.lerpents[s1->number].lerprate<=0)
f = 0;
else
f = (cl.servertime-cl.lerpents[s1->number].lerptime)/cl.lerpents[s1->number].lerprate;//(cl.gametime-cl.oldgametime);//1-(cl.time-cl.lerpents[s1->number].lerptime)/cl.lerpents[s1->number].lerprate;
if (f<0)
f=0;
if (f>1)
f=1;
}
ent->lerpfrac = 1-(cl.servertime-cl.lerpents[s1->number].lerptime)/cl.lerpents[s1->number].lerprate;
if (ent->lerpfrac<0)
ent->lerpfrac=0;
if (ent->lerpfrac>1)
ent->lerpfrac=1;
// if (s1->modelindex == 87 && !cl.paused)
// Con_Printf("%f %f\n", f, cl.lerpents[s1->number].lerptime-cl.servertime);
// calculate origin
for (i=0 ; i<3 ; i++)
ent->origin[i] = cl.lerpents[s1->number].origin[i] +
f * (s1->origin[i] - cl.lerpents[s1->number].origin[i]);
//bots or powerup glows. Bots always glow, powerups can be disabled
if (s1->modelindex != cl_playerindex && r_powerupglow.value);
{
flicker = r_lightflicker.value?(rand()&31):0;
// spawn light flashes, even ones coming from invisible objects
if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + flicker, 0, 3);
else if (s1->effects & EF_BLUE)
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + flicker, 0, 1);
else if (s1->effects & EF_RED)
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + flicker, 0, 2);
else if (s1->effects & EF_BRIGHTLIGHT)
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + flicker, 0, 0);
else if (s1->effects & EF_DIMLIGHT)
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + flicker, 0, 0);
}
if (s1->light[3])
{
CL_NewDlightRGB (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], s1->light[3], 0, s1->light[0]/1024.0f, s1->light[1]/1024.0f, s1->light[2]/1024.0f);
}
// if set to invisible, skip
if (s1->modelindex<1)
continue;
// create a new entity
if (cl_numvisedicts == MAX_VISEDICTS)
break; // object list is full
if (CL_FilterModelindex(s1->modelindex, s1->frame))
continue;
model = cl.model_precache[s1->modelindex];
if (!model)
{
Con_DPrintf("Bad modelindex (%i)\n", s1->modelindex);
continue;
}
cl_numvisedicts++;
#ifdef Q3SHADERS
ent->forcedshader = NULL;
#endif
ent->visframe = 0;
ent->keynum = s1->number;
if (cl_r2g.value && s1->modelindex == cl_rocketindex && cl_rocketindex && cl_grenadeindex)
ent->model = cl.model_precache[cl_grenadeindex];
else
ent->model = model;
ent->flags = s1->flags;
if (s1->effects & NQEF_ADDATIVE)
ent->flags |= Q2RF_ADDATIVE;
if (s1->effects & EF_NODEPTHTEST)
ent->flags |= RF_NODEPTHTEST;
// set colormap
if (s1->colormap && (s1->colormap <= MAX_CLIENTS)
&& (gl_nocolors.value == -1 || (ent->model/* && s1->modelindex == cl_playerindex*/)))
{
ent->colormap = cl.players[s1->colormap-1].translations;
ent->scoreboard = &cl.players[s1->colormap-1];
}
else
{
ent->colormap = vid.colormap;
ent->scoreboard = NULL;
}
// set skin
ent->skinnum = s1->skinnum;
ent->abslight = s1->abslight;
ent->drawflags = s1->hexen2flags;
// set frame
ent->frame = s1->frame;
ent->oldframe = cl.lerpents[s1->number].frame;
ent->frame1time = cl.servertime - cl.lerpents[s1->number].framechange;
ent->frame2time = cl.servertime - cl.lerpents[s1->number].oldframechange;
// f = (sin(realtime)+1)/2;
#ifdef PEXT_SCALE
//set scale
ent->scale = s1->scale/16.0;
#endif
#ifdef PEXT_TRANS
//set trans
ent->alpha = s1->trans/255.0;
#endif
#ifdef PEXT_FATNESS
//set trans
ent->fatness = s1->fatness/2.0;
#endif
// rotate binary objects locally
if (model && model->flags & EF_ROTATE)
{
angles[0] = 0;
angles[1] = autorotate;
angles[2] = 0;
if (cl_item_bobbing.value)
ent->origin[2] += 5+sin(cl.time*3)*5; //don't let it into the ground
}
else
{
float a1, a2;
for (i=0 ; i<3 ; i++)
{
a1 = cl.lerpents[s1->number].angles[i];
a2 = s1->angles[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
angles[i] = a1 + f * (a2 - a1);
}
}
VectorCopy(angles, ent->angles);
angles[0]*=-1;
AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
if (ent->keynum <= MAX_CLIENTS
#ifdef NQPROT
&& cls.protocol == CP_QUAKEWORLD
#endif
)
ent->keynum += MAX_EDICTS;
if (s1->tagentity)
{ //ent is attached to a tag, rotate this ent accordingly.
CL_RotateAroundTag(ent, s1->number, s1->tagentity, s1->tagindex);
}
// add automatic particle trails
if (!model || (!(model->flags&~EF_ROTATE) && model->particletrail<0 && model->particleeffect<0))
continue;
if (!cls.allow_anyparticles && !(model->flags & ~EF_ROTATE))
continue;
// scan the old entity display list for a matching
for (i=0 ; i<cl_oldnumvisedicts ; i++)
{
if (cl_oldvisedicts[i].keynum == ent->keynum)
{
VectorCopy (cl_oldvisedicts[i].origin, old_origin);
break;
}
}
if (i == cl_oldnumvisedicts)
{
P_DelinkTrailstate(&(cl.lerpents[s1->number].trailstate));
P_DelinkTrailstate(&(cl.lerpents[s1->number].emitstate));
continue; // not in last message
}
for (i=0 ; i<3 ; i++)
{
if ( abs(old_origin[i] - ent->origin[i]) > 128)
{ // no trail if too far
VectorCopy (ent->origin, old_origin);
break;
}
}
if (model->particletrail >= 0)
{
if (P_ParticleTrail (old_origin, ent->origin, model->particletrail, &cl.lerpents[s1->number].trailstate))
P_ParticleTrailIndex(old_origin, ent->origin, model->traildefaultindex, 0, &cl.lerpents[s1->number].trailstate);
}
{
extern cvar_t gl_part_flame;
if (cls.allow_anyparticles && gl_part_flame.value)
{
P_EmitEffect (ent->origin, model->particleeffect, &(cl.lerpents[s1->number].emitstate));
}
}
//dlights are not so customisable.
if (r_rocketlight.value)
{
float rad = 0;
vec3_t dclr;
dclr[0] = 0.20;
dclr[1] = 0.10;
dclr[2] = 0;
if (model->flags & EF_ROCKET)
{
if (strncmp(model->name, "models/sflesh", 13))
{ //hmm. hexen spider gibs...
rad = 200;
dclr[2] = 0.05;
}
}
else if (model->flags & EF_FIREBALL)
{
rad = 120 - (rand() % 20);
}
else if (model->flags & EF_ACIDBALL)
{
rad = 120 - (rand() % 20);
}
else if (model->flags & EF_SPIT)
{
// as far as I can tell this effect inverses the light...
dclr[0] = -dclr[0];
dclr[1] = -dclr[1];
dclr[2] = -dclr[2];
rad = 120 - (rand() % 20);
}
if (rad)
{
dl = CL_AllocDlight (s1->number);
VectorCopy (ent->origin, dl->origin);
dl->die = (float)cl.time;
if (model->flags & EF_ROCKET)
dl->origin[2] += 1; // is this even necessary
dl->radius = rad * bound(0, r_rocketlight.value, 1);
VectorCopy(dclr, dl->color);
}
}
}
}
#endif
/*
=========================================================================
PROJECTILE PARSING / LINKING
=========================================================================
*/
typedef struct
{
int modelindex;
vec3_t origin;
vec3_t angles;
} projectile_t;
#define MAX_PROJECTILES 32
projectile_t cl_projectiles[MAX_PROJECTILES];
int cl_num_projectiles;
extern int cl_spikeindex;
void CL_ClearProjectiles (void)
{
cl_num_projectiles = 0;
}
/*
=====================
CL_ParseProjectiles
Nails are passed as efficient temporary entities
=====================
*/
void CL_ParseProjectiles (int modelindex, qboolean nails2)
{
int i, c, j;
qbyte bits[6];
projectile_t *pr;
c = MSG_ReadByte ();
for (i=0 ; i<c ; i++)
{
if (nails2)
MSG_ReadByte();
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 = modelindex;
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*((int)bits[4]>>4)/16.0f;
pr->angles[1] = 360*(int)bits[5]/256.0f;
}
}
/*
=============
CL_LinkProjectiles
=============
*/
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;
#ifdef Q3SHADERS
ent->forcedshader = NULL;
#endif
ent->model = cl.model_precache[pr->modelindex];
ent->skinnum = 0;
ent->frame = 0;
ent->flags = 0;
#ifdef SWQUAKE
ent->palremap = D_IdentityRemap();
#endif
ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = 1;
#endif
ent->shaderRGBAf[0] = 1;
ent->shaderRGBAf[1] = 1;
ent->shaderRGBAf[2] = 1;
ent->shaderRGBAf[3] = 1;
VectorCopy (pr->origin, ent->origin);
VectorCopy (pr->angles, ent->angles);
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
}
}
//========================================
extern int cl_spikeindex, cl_playerindex, cl_flagindex, cl_rocketindex, cl_grenadeindex;
entity_t *CL_NewTempEntity (void);
#define DF_ORIGIN 1
#define DF_ANGLES (1<<3)
#define DF_EFFECTS (1<<6)
#define DF_SKINNUM (1<<7)
#define DF_DEAD (1<<8)
#define DF_GIB (1<<9)
#define DF_WEAPONFRAME (1<<10)
#define DF_MODEL (1<<11)
static int MVD_TranslateFlags(int src)
{
int dst = 0;
if (src & DF_EFFECTS)
dst |= PF_EFFECTS;
if (src & DF_SKINNUM)
dst |= PF_SKINNUM;
if (src & DF_DEAD)
dst |= PF_DEAD;
if (src & DF_GIB)
dst |= PF_GIB;
if (src & DF_WEAPONFRAME)
dst |= PF_WEAPONFRAME;
if (src & DF_MODEL)
dst |= PF_MODEL;
return dst;
}
/*
===================
CL_ParsePlayerinfo
===================
*/
extern int parsecountmod, oldparsecountmod;
extern double parsecounttime;
int lastplayerinfo;
void CL_ParsePlayerinfo (void)
{
int msec;
unsigned int flags;
player_info_t *info;
player_state_t *state, *oldstate;
int num;
int i;
int new;
vec3_t org;
lastplayerinfo = num = MSG_ReadByte ();
if (num >= MAX_CLIENTS)
Host_EndGame ("CL_ParsePlayerinfo: bad num");
info = &cl.players[num];
oldstate = &cl.frames[oldparsecountmod].playerstate[num];
state = &cl.frames[parsecountmod].playerstate[num];
if (cls.demoplayback == DPB_MVD)
{
player_state_t *prevstate, dummy;
if (!cl.parsecount || info->prevcount > cl.parsecount || cl.parsecount - info->prevcount >= UPDATE_BACKUP - 1)
{
memset(&dummy, 0, sizeof(dummy));
prevstate = &dummy;
}
else
{
prevstate = &cl.frames[info->prevcount & UPDATE_MASK].playerstate[num];
}
memcpy(state, prevstate, sizeof(player_state_t));
info->prevcount = cl.parsecount;
if (cls.findtrack && info->stats[STAT_HEALTH] > 0)
{
// extern int ideal_track;
autocam[0] = CAM_TRACK;
Cam_Lock(0, num);
// ideal_track = num;
cls.findtrack = false;
}
flags = MSG_ReadShort ();
state->flags = MVD_TranslateFlags(flags);
state->messagenum = cl.parsecount;
state->command.msec = 0;
state->frame = MSG_ReadByte ();
state->state_time = parsecounttime;
state->command.msec = 0;
for (i = 0; i < 3; i++)
{
if (flags & (DF_ORIGIN << i))
state->origin[i] = MSG_ReadCoord ();
}
for (i = 0; i < 3; i++)
{
if (flags & (DF_ANGLES << i))
{
state->command.angles[i] = MSG_ReadShort();
}
state->viewangles[i] = state->command.angles[i] * (360.0/65536);
}
if (flags & DF_MODEL)
state->modelindex = MSG_ReadByte ();
if (flags & DF_SKINNUM)
state->skinnum = MSG_ReadByte ();
if (flags & DF_EFFECTS)
state->effects = MSG_ReadByte ();
if (flags & DF_WEAPONFRAME)
state->weaponframe = MSG_ReadByte ();
state->hullnum = 1;
state->scale = 1*16;
state->alpha = 255;
state->fatness = 0;
state->colourmod[0] = 32;
state->colourmod[1] = 32;
state->colourmod[2] = 32;
state->pm_type = PM_NORMAL;
TP_ParsePlayerInfo(oldstate, state, info);
if (cl.splitclients < MAX_SPLITS)
{
extern cvar_t cl_splitscreen;
if (cl.splitclients < cl_splitscreen.value+1)
{
for (i = 0; i < cl.splitclients; i++)
if (autocam[i] && spec_track[i] == num)
return;
if (i == cl.splitclients)
{
autocam[cl.splitclients] = CAM_TRACK;
spec_track[cl.splitclients] = num;
cl.splitclients++;
}
}
}
return;
}
flags = state->flags = (unsigned short)MSG_ReadShort ();
if (cls.z_ext & Z_EXT_PM_TYPE)
if (flags & PF_EXTRA_PFS)
flags |= MSG_ReadByte()<<16;
state->messagenum = cl.parsecount;
org[0] = MSG_ReadCoord ();
org[1] = MSG_ReadCoord ();
org[2] = MSG_ReadCoord ();
VectorCopy(org, state->origin);
new = MSG_ReadByte ();
if (state->frame != new)
{
// state->lerpstarttime = realtime;
state->frame = new;
}
// 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);
state->viewangles[0] = state->command.angles[0] * (360.0/65536);
state->viewangles[1] = state->command.angles[1] * (360.0/65536);
state->viewangles[2] = state->command.angles[2] * (360.0/65536);
}
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 ();
if (state->skinnum & (1<<7) && (flags & PF_MODEL))
{
state->modelindex+=256;
state->skinnum -= (1<<7);
}
}
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;
if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife))
state->hullnum = 1;
else
state->hullnum = 56;
state->scale = 1*16;
state->alpha = 255;
state->fatness = 0;
#ifdef PEXT_SCALE
if (flags & PF_SCALE_Z && cls.fteprotocolextensions & PEXT_SCALE)
state->scale = (float)MSG_ReadByte() / 100;
#endif
#ifdef PEXT_TRANS
if (flags & PF_TRANS_Z && cls.fteprotocolextensions & PEXT_TRANS)
state->alpha = MSG_ReadByte();
#endif
#ifdef PEXT_FATNESS
if (flags & PF_FATNESS_Z && cls.fteprotocolextensions & PEXT_FATNESS)
state->fatness = (float)MSG_ReadChar() / 2;
#endif
#ifdef PEXT_HULLSIZE
if (cls.fteprotocolextensions & PEXT_HULLSIZE)
{
if (flags & PF_HULLSIZE_Z)
state->hullnum = MSG_ReadByte();
}
//should be passed to player move func.
#endif
if (cls.fteprotocolextensions & PEXT_COLOURMOD && flags & PF_COLOURMOD)
{
state->colourmod[0] = MSG_ReadByte();
state->colourmod[1] = MSG_ReadByte();
state->colourmod[2] = MSG_ReadByte();
}
else
{
state->colourmod[0] = 32;
state->colourmod[1] = 32;
state->colourmod[2] = 32;
}
if (cls.z_ext & Z_EXT_PM_TYPE)
{
int pm_code;
pm_code = (flags&PF_PMC_MASK) >> PF_PMC_SHIFT;
if (pm_code == PMC_NORMAL || pm_code == PMC_NORMAL_JUMP_HELD)
{
if (flags & PF_DEAD)
state->pm_type = PM_DEAD;
else
{
state->pm_type = PM_NORMAL;
state->jump_held = (pm_code == PMC_NORMAL_JUMP_HELD);
}
}
else if (pm_code == PMC_OLD_SPECTATOR)
state->pm_type = PM_OLD_SPECTATOR;
else
{
if (cls.z_ext & Z_EXT_PM_TYPE_NEW)
{
if (pm_code == PMC_SPECTATOR)
state->pm_type = PM_SPECTATOR;
else if (pm_code == PMC_FLY)
state->pm_type = PM_FLY;
else if (pm_code == PMC_NONE)
state->pm_type = PM_NONE;
else if (pm_code == PMC_FREEZE)
state->pm_type = PM_FREEZE;
else {
// future extension?
goto guess_pm_type;
}
}
else
{
// future extension?
goto guess_pm_type;
}
}
}
else
{
guess_pm_type:
if (cl.players[num].spectator)
state->pm_type = PM_OLD_SPECTATOR;
else if (flags & PF_DEAD)
state->pm_type = PM_DEAD;
else
state->pm_type = PM_NORMAL;
}
if (cl.lerpplayers[num].frame != state->frame)
{
cl.lerpplayers[num].oldframechange = cl.lerpplayers[num].framechange;
cl.lerpplayers[num].framechange = cl.time;
cl.lerpplayers[num].frame = state->frame;
//don't care about position interpolation.
}
TP_ParsePlayerInfo(oldstate, state, info);
}
void CL_ParseClientPersist(void)
{
player_info_t *info;
int flags;
flags = MSG_ReadShort();
info = &cl.players[lastplayerinfo];
if (flags & 1)
info->vweapindex = MSG_ReadShort();
}
/*
================
CL_AddFlagModels
Called when the CTF flags are set
================
*/
void CL_AddFlagModels (entity_t *ent, int team)
{
int i;
float f;
vec3_t v_forward, v_right, v_up;
entity_t *newent;
vec3_t angles;
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;
VectorCopy(newent->angles, angles);
angles[0]*=-1;
AngleVectors(angles, newent->axis[0], newent->axis[1], newent->axis[2]);
VectorInverse(newent->axis[1]);
}
void CL_AddVWeapModel(entity_t *player, int model)
{
entity_t *newent;
vec3_t angles;
newent = CL_NewTempEntity ();
VectorCopy(player->origin, newent->origin);
VectorCopy(player->angles, newent->angles);
newent->skinnum = player->skinnum;
newent->model = cl.model_precache[model];
newent->frame = player->frame;
VectorCopy(newent->angles, angles);
angles[0]*=-1;
AngleVectors(angles, newent->axis[0], newent->axis[1], newent->axis[2]);
VectorInverse(newent->axis[1]);
}
/*
=============
CL_LinkPlayers
Create visible entities in the correct position
for all current players
=============
*/
void CL_LinkPlayers (void)
{
int pnum;
int j;
player_info_t *info;
player_state_t *state;
player_state_t exact;
double playertime;
entity_t *ent;
int msec;
frame_t *frame;
frame_t *fromf;
int oldphysent;
vec3_t angles;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.validsequence&UPDATE_MASK];
fromf = &cl.frames[cl.oldvalidsequence&UPDATE_MASK];
for (j=0, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS
; j++, info++, state++)
{
if (state->messagenum != cl.validsequence)
continue; // not present this frame
// spawn light flashes, even ones coming from invisible objects
if ((!r_flashblend.value || j != cl.playernum[0]) && r_powerupglow.value)
{
if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 3)->noppl = (j != cl.playernum[0]);
else if (state->effects & EF_BLUE)
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 1)->noppl = (j != cl.playernum[0]);
else if (state->effects & EF_RED)
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 2)->noppl = (j != cl.playernum[0]);
else if (state->effects & EF_BRIGHTLIGHT)
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + (r_lightflicker.value?(rand()&31):0), 0.1, 0)->noppl = (j != cl.playernum[0]);
else if (state->effects & EF_DIMLIGHT)
CL_NewDlight (j+1, state->origin[0], state->origin[1], state->origin[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 0)->noppl = (j != cl.playernum[0]);
}
if (state->modelindex < 1)
continue;
if (CL_FilterModelindex(state->modelindex, state->frame))
continue;
/*
if (!Cam_DrawPlayer(j))
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 = j+1;
ent->flags = 0;
#ifdef Q3SHADERS
ent->forcedshader = NULL;
#endif
ent->model = cl.model_precache[state->modelindex];
ent->skinnum = state->skinnum;
ent->frame1time = cl.time - cl.lerpplayers[j].framechange;
ent->frame2time = cl.time - cl.lerpplayers[j].oldframechange;
ent->frame = state->frame;
ent->oldframe = state->oldframe;
if (state->lerpstarttime)
{
ent->lerpfrac = 1-(realtime - state->lerpstarttime)*10;
if (ent->lerpfrac > 1)
ent->lerpfrac = 1;
else if (ent->lerpfrac < 0)
{
ent->lerpfrac = 0;
//state->lerpstarttime = 0;
}
}
else
ent->lerpfrac = 0;
#ifdef SWQUAKE
ent->palremap = info->palremap;
#endif
if (state->modelindex == cl_playerindex)
ent->scoreboard = info; // use custom skin
else
ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = state->scale/16.0f;
#endif
ent->shaderRGBAf[0] = state->colourmod[0]/32;
ent->shaderRGBAf[1] = state->colourmod[1]/32;
ent->shaderRGBAf[2] = state->colourmod[2]/32;
ent->shaderRGBAf[3] = state->alpha/255;
ent->fatness = state->fatness/2;
//
// angles
//
angles[PITCH] = -state->viewangles[PITCH]/3;
angles[YAW] = state->viewangles[YAW];
angles[ROLL] = 0;
angles[ROLL] = V_CalcRoll (angles, state->velocity)*4;
// the player object gets added with flags | 2
for (pnum = 0; pnum < cl.splitclients; pnum++)
{
if (j == cl.playernum[pnum])
{
/* if (cl.spectator)
{
cl_numvisedicts--;
continue;
}
*/ angles[0] = -1*cl.viewangles[pnum][0] / 3;
angles[1] = cl.viewangles[pnum][1];
angles[2] = cl.viewangles[pnum][2];
ent->origin[0] = cl.simorg[pnum][0];
ent->origin[1] = cl.simorg[pnum][1];
ent->origin[2] = cl.simorg[pnum][2]+cl.crouch[pnum];
ent->flags |= 2;
break;
}
}
VectorCopy(angles, ent->angles);
angles[0]*=-1;
AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
// only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time);
/*
if (1)
{
float f;
int i;
f = (cl.gametime-cl.servertime)/(cl.gametime-cl.oldgametime);
if (f<0)
f=0;
if (f>1)
f=1;
for (i=0 ; i<3 ; i++)
{
ent->origin[i] = state->origin[i] +
f * (fromf->playerstate[j].origin[i] - state->origin[i]);
}
}
else
*/
if (pnum < cl.splitclients)
{ //this is a local player
}
else 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 = pmove.numphysent;
CL_SetSolidPlayers (j);
CL_PredictUsercmd (0, state, &exact, &state->command); //uses player 0's maxspeed/grav...
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
if (cl.worldmodel->fromgame == fg_halflife)
ent->origin[2]-=12;
if (state->effects & QWEF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & QWEF_FLAG2)
CL_AddFlagModels (ent, 1);
else if (info->vweapindex)
CL_AddVWeapModel (ent, info->vweapindex);
}
}
#ifdef Q3SHADERS //fixme: do better.
#include "shader.h"
#endif
void CL_LinkViewModel(void)
{
entity_t ent;
// float ambient[4], diffuse[4];
// int j;
// int lnum;
// vec3_t dist;
// float add;
// dlight_t *dl;
// int ambientlight, shadelight;
static struct model_s *oldmodel[MAX_SPLITS];
static float lerptime[MAX_SPLITS];
static int prevframe[MAX_SPLITS];
static int oldframe[MAX_SPLITS];
float alpha;
#ifdef SIDEVIEWS
extern qboolean r_secondaryview;
if (r_secondaryview==1)
return;
#endif
if (r_drawviewmodel.value <= 0 || !Cam_DrawViewModel(r_refdef.currentplayernum))
return;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
return;
#endif
if (!r_drawentities.value)
return;
if ((cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value <= 0)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0)
return;
memset(&ent, 0, sizeof(ent));
ent.model = cl.viewent[r_refdef.currentplayernum].model;
if (!ent.model)
return;
#ifdef PEXT_SCALE
ent.scale = r_viewmodelsize.value;
#endif
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
alpha = r_drawviewmodel.value;
else
alpha = 1;
if ((cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY)
&& r_drawviewmodelinvis.value > 0
&& r_drawviewmodelinvis.value < 1)
alpha *= r_drawviewmodelinvis.value;
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 1;
ent.shaderRGBAf[2] = 1;
ent.shaderRGBAf[3] = alpha;
ent.frame = cl.viewent[r_refdef.currentplayernum].frame;
ent.oldframe = oldframe[r_refdef.currentplayernum];
if (ent.frame != prevframe[r_refdef.currentplayernum])
{
oldframe[r_refdef.currentplayernum] = ent.oldframe = prevframe[r_refdef.currentplayernum];
lerptime[r_refdef.currentplayernum] = realtime;
}
prevframe[r_refdef.currentplayernum] = ent.frame;
if (ent.model != oldmodel[r_refdef.currentplayernum])
{
oldmodel[r_refdef.currentplayernum] = ent.model;
oldframe[r_refdef.currentplayernum] = ent.oldframe = ent.frame;
lerptime[r_refdef.currentplayernum] = realtime;
}
ent.lerpfrac = 1-(realtime-lerptime[r_refdef.currentplayernum])*10;
if (ent.lerpfrac<0)ent.lerpfrac=0;
if (ent.lerpfrac>1)ent.lerpfrac=1;
#define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
ent.flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK;
V_AddEntity(&ent);
if (!v_powerupshell.value)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_QUAD)
{
#ifdef Q3SHADERS
if (v_powerupshell.value == 2)
{
ent.forcedshader = R_RegisterCustom("powerups/quadWeapon", Shader_DefaultSkinShell);
V_AddEntity(&ent);
}
else
#endif
ent.flags |= Q2RF_SHELL_BLUE;
}
if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVULNERABILITY)
{
#ifdef Q3SHADERS
if (v_powerupshell.value == 2)
{
ent.forcedshader = R_RegisterCustom("powerups/regen", Shader_DefaultSkinShell);
ent.fatness = -2.5;
V_AddEntity(&ent);
}
else
#endif
ent.flags |= Q2RF_SHELL_RED;
}
if (!(ent.flags & (Q2RF_SHELL_RED|Q2RF_SHELL_GREEN|Q2RF_SHELL_BLUE)))
return;
ent.fatness = 0.5;
ent.shaderRGBAf[3] /= 10;
#ifdef Q3SHADERS //fixme: do better.
//fixme: this is woefully gl specific. :(
if (qrenderer == QR_OPENGL)
{
extern void Shader_DefaultSkinShell(char *shortname, shader_t *s);
ent.shaderRGBAf[0] = (!!(ent.flags & Q2RF_SHELL_RED));
ent.shaderRGBAf[1] = (!!(ent.flags & Q2RF_SHELL_GREEN));
ent.shaderRGBAf[2] = (!!(ent.flags & Q2RF_SHELL_BLUE));
ent.forcedshader = R_RegisterCustom("q2/shell", Shader_DefaultSkinShell);
}
#endif
V_AddEntity(&ent);
}
//======================================================================
/*
===============
CL_SetSolid
Builds all the pmove physents for the current frame
===============
*/
void CL_SetSolidEntities (void)
{
int i;
frame_t *frame;
packet_entities_t *pak;
entity_state_t *state;
pmove.physents[0].model = cl.worldmodel;
VectorCopy (vec3_origin, pmove.physents[0].origin);
pmove.physents[0].info = 0;
pmove.numphysent = 1;
frame = &cl.frames[parsecountmod];
pak = &frame->packet_entities;
for (i=0 ; i<pak->num_entities ; i++)
{
state = &pak->entities[i];
if (state->modelindex <= 0)
continue;
if (!cl.model_precache[state->modelindex])
continue;
if (*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels)
if ( cl.model_precache[state->modelindex]->hulls[1].firstclipnode
|| cl.model_precache[state->modelindex]->clipbox )
{
pmove.physents[pmove.numphysent].model = cl.model_precache[state->modelindex];
VectorCopy (state->origin, pmove.physents[pmove.numphysent].origin);
VectorCopy (state->angles, pmove.physents[pmove.numphysent].angles);
pmove.physents[pmove.numphysent].angles[0]*=-1;
if (++pmove.numphysent == MAX_PHYSENTS)
break;
}
}
}
/*
===
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(qboolean dopred)
{
int j;
player_state_t *state;
player_state_t exact;
double playertime;
int msec;
frame_t *frame;
struct predicted_player *pplayer;
extern cvar_t cl_nopred;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
if (cl_nopred.value || cls.demoplayback)
return;
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;
if (pplayer->frame != state->frame)
{
state->oldframe = pplayer->oldframe = pplayer->frame;
state->lerpstarttime = pplayer->lerptime = realtime;
pplayer->frame = state->frame;
}
else
{
state->lerpstarttime = pplayer->lerptime;
state->oldframe = pplayer->oldframe;
}
// note that the local player is special, since he moves locally
// we use his last predicted postition
if (j == cl.playernum[0])
{
VectorCopy(cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].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 (0, state, &exact, &state->command);
VectorCopy (exact.origin, pplayer->origin);
}
if (cl.spectator)
{
if (!Cam_DrawPlayer(0, j))
VectorCopy(pplayer->origin, cl.simorg[0]);
}
}
}
}
/*
===============
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 (int playernum)
{
int j;
extern vec3_t player_mins;
extern vec3_t player_maxs;
struct predicted_player *pplayer;
physent_t *pent;
if (!cl_solid_players.value)
return;
pent = pmove.physents + pmove.numphysent;
if (pmove.numphysent == MAX_PHYSENTS) //too many.
return;
for (j=0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) {
if (!pplayer->active)
continue; // not present this frame
// the player object never gets added
if (j == playernum)
continue;
if (pplayer->flags & PF_DEAD)
continue; // dead players aren't solid
pent->model = 0;
VectorCopy(pplayer->origin, pent->origin);
pent->angles[0] = pent->angles[1] = pent->angles[2] = 0; //don't bother rotating - only useful with bsps
VectorCopy(player_mins, pent->mins);
VectorCopy(player_maxs, pent->maxs);
if (++pmove.numphysent == MAX_PHYSENTS) //we just hit 88 miles per hour.
break;
pent++;
}
}
/*
===============
CL_EmitEntities
Builds the visedicts array for cl.time
Made up of: clients, packet_entities, nails, and tents
===============
*/
void CL_SwapEntityLists(void)
{
cl_oldnumvisedicts = cl_numvisedicts;
cl_oldvisedicts = cl_visedicts;
if (cl_visedicts == cl_visedicts_list[0])
cl_visedicts = cl_visedicts_list[1];
else
cl_visedicts = cl_visedicts_list[0];
// cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence-1)&1];
// cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1];
cl_numvisedicts = 0;
}
void CL_EmitEntities (void)
{
if (cls.state != ca_active)
return;
CL_DecayLights ();
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
CLQ2_AddEntities();
return;
}
#endif
if (!cl.validsequence)
return;
CL_SwapEntityLists();
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_LinkProjectiles ();
CL_UpdateTEnts ();
CL_LinkViewModel ();
}
void CL_ParseClientdata (void);
/*
void MVD_Interpolate(void)
{
player_state_t *self, *oldself;
CL_ParseClientdata();
self = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[cl.playernum[0]];
oldself = &cl.frames[(cls.netchan.outgoing_sequence-1) & UPDATE_MASK].playerstate[cl.playernum[0]];
self->messagenum = cl.parsecount;
VectorCopy(oldself->origin, self->origin);
VectorCopy(oldself->velocity, self->velocity);
VectorCopy(oldself->viewangles, self->viewangles);
cls.netchan.outgoing_sequence = cl.parsecount+1;
}
*/
int mvd_fixangle;
static float MVD_AdjustAngle(float current, float ideal, float fraction) {
float move;
move = ideal - current;
if (move >= 180)
move -= 360;
else if (move <= -180)
move += 360;
return current + fraction * move;
}
extern float nextdemotime;
extern float olddemotime;
static void MVD_InitInterpolation(void)
{
player_state_t *state, *oldstate;
int i, tracknum;
frame_t *frame, *oldframe;
vec3_t dist;
struct predicted_player *pplayer;
#define ISDEAD(i) ( (i) >= 41 && (i) <= 102 )
if (!cl.validsequence)
return;
// if (nextdemotime <= olddemotime)
// return;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
oldframe = &cl.frames[(cl.parsecount-1) & UPDATE_MASK];
// clients
for (i = 0; i < MAX_CLIENTS; i++)
{
pplayer = &predicted_players[i];
state = &frame->playerstate[i];
oldstate = &oldframe->playerstate[i];
if (pplayer->predict)
{
VectorCopy(pplayer->oldo, oldstate->origin);
VectorCopy(pplayer->olda, oldstate->command.angles);
VectorCopy(pplayer->oldv, oldstate->velocity);
}
pplayer->predict = false;
tracknum = spec_track[0];
if ((mvd_fixangle & 1) << i)
{
if (i == tracknum)
{
state->command.angles[0] = (state->viewangles[0] = cl.viewangles[0][0])*65535/360;
state->command.angles[1] = (state->viewangles[1] = cl.viewangles[0][1])*65535/360;
state->command.angles[2] = (state->viewangles[2] = cl.viewangles[0][2])*65535/360;
}
// no angle interpolation
VectorCopy(state->command.angles, oldstate->command.angles);
mvd_fixangle &= ~(1 << i);
}
// we dont interpolate ourself if we are spectating
if (i == cl.playernum[0] && cl.spectator)
continue;
memset(state->velocity, 0, sizeof(state->velocity));
if (state->messagenum != cl.parsecount)
continue; // not present this frame
if (oldstate->messagenum != cl.oldparsecount || !oldstate->messagenum)
continue; // not present last frame
if (!ISDEAD(state->frame) && ISDEAD(oldstate->frame))
continue;
VectorSubtract(state->origin, oldstate->origin, dist);
if (DotProduct(dist, dist) > 22500)
continue;
VectorScale(dist, 1 / (nextdemotime - olddemotime), pplayer->oldv);
VectorCopy(state->origin, pplayer->oldo);
VectorCopy(state->command.angles, pplayer->olda);
pplayer->oldstate = oldstate;
pplayer->predict = true;
}
/*
// nails
for (i = 0; i < cl_num_projectiles; i++)
{
if (!cl.int_projectiles[i].interpolate)
continue;
VectorCopy(cl.int_projectiles[i].origin, cl_projectiles[i].origin);
}
*/
}
void MVD_Interpolate(void)
{
int i, j;
float f;
frame_t *frame, *oldframe;
player_state_t *state, *oldstate, *self, *oldself;
entity_state_t *oldents;
struct predicted_player *pplayer;
static float old;
extern float demtime;
self = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[cl.playernum[0]];
oldself = &cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].playerstate[cl.playernum[0]];
self->messagenum = cl.parsecount;
VectorCopy(oldself->origin, self->origin);
VectorCopy(oldself->velocity, self->velocity);
VectorCopy(oldself->viewangles, self->viewangles);
if (old != nextdemotime)
{
old = nextdemotime;
MVD_InitInterpolation();
}
CL_ParseClientdata();
cls.netchan.outgoing_sequence = cl.parsecount + 1;
if (!cl.validsequence)
return;
if (nextdemotime <= olddemotime)
return;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
oldframe = &cl.frames[cl.oldparsecount & UPDATE_MASK];
oldents = oldframe->packet_entities.entities;
f = (demtime - olddemotime) / (nextdemotime - olddemotime);
if (f < 0)
f = 0;
if (f > 1)
f = 1;
// interpolate nails
/* for (i = 0; i < cl_num_projectiles; i++)
{
if (!cl.int_projectiles[i].interpolate)
continue;
for (j = 0; j < 3; j++)
{
cl_projectiles[i].origin[j] = cl_oldprojectiles[cl.int_projectiles[i].oldindex].origin[j] +
f * (cl.int_projectiles[i].origin[j] - cl_oldprojectiles[cl.int_projectiles[i].oldindex].origin[j]);
}
}
*/
// interpolate clients
for (i = 0; i < MAX_CLIENTS; i++)
{
pplayer = &predicted_players[i];
state = &frame->playerstate[i];
oldstate = &oldframe->playerstate[i];
if (pplayer->predict)
{
for (j = 0; j < 3; j++)
{
state->viewangles[j] = MVD_AdjustAngle(oldstate->command.angles[j]/65535.0f*360, pplayer->olda[j]/65535.0f*360, f);
state->origin[j] = oldstate->origin[j] + f * (pplayer->oldo[j] - oldstate->origin[j]);
state->velocity[j] = oldstate->velocity[j] + f * (pplayer->oldv[j] - oldstate->velocity[j]);
}
}
}
}
void CL_ClearPredict(void)
{
memset(predicted_players, 0, sizeof(predicted_players));
mvd_fixangle = 0;
}