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fteqw/engine/client/cl_ents.c
Spoike 6515417cd6 tweak teaminfo a little.
make sure locs are available during demo playback too, now that there's an actual need for that.
display teaminfo above people's heads.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4926 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-06-30 14:05:45 +00:00

5115 lines
132 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"
#include "shader.h"
extern cvar_t cl_predict_players;
extern cvar_t cl_predict_players_frac;
extern cvar_t cl_predict_players_latency;
extern cvar_t cl_predict_players_nudge;
extern cvar_t cl_lerp_players;
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_nolerp_netquake;
extern cvar_t r_torch;
extern cvar_t r_shadows;
extern cvar_t r_showbboxes;
extern cvar_t cl_gibfilter, cl_deadbodyfilter;
extern int cl_playerindex;
static struct predicted_player
{
int flags;
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];
static void CL_LerpNetFrameState(int fsanim, framestate_t *fs, lerpents_t *le);
qboolean CL_PredictPlayer(lerpents_t *le, entity_state_t *state, int sequence);
void CL_PlayerFrameUpdated(player_state_t *plstate, entity_state_t *state, int sequence);
void CL_AckedInputFrame(int inseq, int outseq, qboolean worldstateokay);
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.ival == 2)
{
if (frame >= 41 && frame <= 102)
return true;
}
else if (cl_deadbodyfilter.ival)
{
if (frame == 49 || frame == 60 || frame == 69 || frame == 84 || frame == 93 || frame == 102)
return true;
}
}
if (cl_gibfilter.ival && (
modelindex == cl_h_playerindex ||
modelindex == cl_gib1index ||
modelindex == cl_gib2index ||
modelindex == cl_gib3index))
return true;
return false;
}
//============================================================
void CL_FreeDlights(void)
{
#ifdef RTLIGHTS
int i;
if (cl_dlights)
for (i = 0; i < rtlights_max; i++)
if (cl_dlights[i].worldshadowmesh)
SH_FreeShadowMesh(cl_dlights[i].worldshadowmesh);
#endif
rtlights_max = cl_maxdlights = 0;
BZ_Free(cl_dlights);
cl_dlights = NULL;
}
void CL_InitDlights(void)
{
rtlights_max = cl_maxdlights = RTL_FIRST;
cl_dlights = BZ_Realloc(cl_dlights, sizeof(*cl_dlights)*cl_maxdlights);
memset(cl_dlights, 0, sizeof(*cl_dlights)*cl_maxdlights);
}
static void CL_ClearDlight(dlight_t *dl, int key)
{
void *sm;
sm = dl->worldshadowmesh;
memset (dl, 0, sizeof(*dl));
dl->rebuildcache = true;
dl->worldshadowmesh = sm;
dl->axis[0][0] = 1;
dl->axis[1][1] = 1;
dl->axis[2][2] = 1;
dl->key = key;
dl->flags = LFLAG_DYNAMIC;
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 1;
dl->corona = bound(0, 1 * 0.25, 1);
dl->coronascale = bound(0, r_flashblendscale.value, 1);
#ifdef RTLIGHTS
dl->lightcolourscales[0] = r_shadow_realtime_dlight_ambient.value;
dl->lightcolourscales[1] = r_shadow_realtime_dlight_diffuse.value;
dl->lightcolourscales[2] = r_shadow_realtime_dlight_specular.value;
#endif
// if (r_shadow_realtime_dlight_shadowmap.value)
// dl->flags |= LFLAG_SHADOWMAP;
}
dlight_t *CL_AllocSlight(void)
{
dlight_t *dl;
if (rtlights_max == cl_maxdlights)
{
cl_maxdlights = rtlights_max+8;
cl_dlights = BZ_Realloc(cl_dlights, sizeof(*cl_dlights)*cl_maxdlights);
memset(&cl_dlights[rtlights_max], 0, sizeof(*cl_dlights)*(cl_maxdlights-rtlights_max));
}
dl = &cl_dlights[rtlights_max++];
CL_ClearDlight(dl, 0);
dl->corona = 0;
return dl;
}
/*
===============
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+rtlights_first;
for (i=rtlights_first ; i<RTL_FIRST ; i++, dl++)
{
if (dl->key == key)
{
CL_ClearDlight(dl, key);
return dl;
}
}
}
//default to the first
dl = &cl_dlights[rtlights_first?rtlights_first-1:0];
//try and find one that is free
for (i=RTL_FIRST; i > rtlights_first && i > 0; )
{
i--;
if (!cl_dlights[i].radius)
{
dl = &cl_dlights[i];
break;
}
}
if (rtlights_first > dl - cl_dlights)
rtlights_first = dl - cl_dlights;
CL_ClearDlight(dl, key);
return dl;
}
/*
===============
CL_NewDlight
===============
*/
dlight_t *CL_NewDlight (int key, const vec3_t org, float radius, float time,
float r, float g, float b)
{
dlight_t *dl;
dl = CL_AllocDlight (key);
VectorCopy(org, dl->origin);
dl->radius = radius;
dl->die = cl.time + time;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
return dl;
}
dlight_t *CL_NewDlightRGB(int key, const vec3_t org, float radius, float time,
float r, float g, float b)
{
return CL_NewDlight(key, org, radius, time, r*5, g*5, b*5);
}
/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights (void)
{
int i;
dlight_t *dl;
float frametime = host_frametime;
if (cl.paused) //DON'T DO IT!!!
frametime = 0;
dl = cl_dlights+rtlights_first;
for (i=rtlights_first ; i<RTL_FIRST ; i++, dl++)
{
if (!dl->radius)
{
continue;
}
if (!dl->die)
{
continue;
}
if (dl->die < (float)cl.time)
{
if (i==rtlights_first)
rtlights_first++;
dl->radius = 0;
continue;
}
dl->radius -= frametime*dl->decay;
if (dl->radius < 0)
{
if (i==rtlights_first)
rtlights_first++;
dl->radius = 0;
continue;
}
if (dl->channelfade[0])
{
dl->color[0] -= frametime*dl->channelfade[0];
if (dl->color[0] < 0)
dl->color[0] = 0;
}
if (dl->channelfade[1])
{
dl->color[1] -= frametime*dl->channelfade[1];
if (dl->color[1] < 0)
dl->color[1] = 0;
}
if (dl->channelfade[2])
{
dl->color[2] -= 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 CLQW_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 & (PEXT_SCALE|PEXT_TRANS|PEXT_FATNESS|PEXT_HEXEN2|PEXT_COLOURMOD|PEXT_DPFLAGS|PEXT_MODELDBL|PEXT_ENTITYDBL|PEXT_ENTITYDBL2)))
morebits = MSG_ReadByte ();
if (morebits & U_YETMORE)
morebits |= MSG_ReadByte()<<8;
#endif
if ((morebits & U_ENTITYDBL) && (cls.fteprotocolextensions & PEXT_ENTITYDBL))
to->number += 512;
if ((morebits & U_ENTITYDBL2) && (cls.fteprotocolextensions & PEXT_ENTITYDBL2))
to->number += 1024;
if (bits & U_MODEL)
{
to->modelindex = MSG_ReadByte ();
if (morebits & U_MODELDBL && (cls.fteprotocolextensions & PEXT_MODELDBL))
to->modelindex += 256;
}
else if (morebits & U_MODELDBL && (cls.fteprotocolextensions & PEXT_MODELDBL))
to->modelindex = MSG_ReadShort();
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 (to->skinnum >= 256-32) /*final 32 skins are taken as a content value instead*/
to->skinnum = (char)to->skinnum;
}
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 ();
to->solid = ES_SOLID_BSP;
if (bits & U_SOLID)
{
//doesn't mean anything. solidity is infered instead.
}
#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_DPFLAGS)// && cls.fteprotocolextensions & PEXT_DPFLAGS)
{
// these are bits for the 'flags' field of the entity_state_t
i = MSG_ReadByte();
to->dpflags = i;
}
if (!(cls.fteprotocolextensions & PEXT_DPFLAGS))
{
if (to->frame)
to->dpflags |= RENDER_STEP;
}
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.inframes[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
CLQW_ParseDelta (&olde, &newe, word, true);
}
}
void CLFTE_ReadDelta(unsigned int entnum, entity_state_t *news, entity_state_t *olds, entity_state_t *baseline)
{
unsigned int predbits = 0;
unsigned int bits;
bits = MSG_ReadByte();
if (bits & UF_EXTEND1)
bits |= MSG_ReadByte()<<8;
if (bits & UF_EXTEND2)
bits |= MSG_ReadByte()<<16;
if (bits & UF_EXTEND3)
bits |= MSG_ReadByte()<<24;
if (cl_shownet.ival >= 3)
Con_Printf("%3i: Update %4i 0x%x\n", msg_readcount, entnum, bits);
if (bits & UF_RESET)
{
// Con_Printf("%3i: Reset %i @ %i\n", msg_readcount, entnum, cls.netchan.incoming_sequence);
*news = *baseline;
}
else if (!olds)
{
/*reset got lost, probably the data will be filled in later - FIXME: we should probably ignore this entity*/
Con_DPrintf("New entity %i without reset\n", entnum);
*news = nullentitystate;
// *news = *baseline;
}
else
*news = *olds;
news->number = entnum;
if (bits & UF_FRAME)
{
if (bits & UF_16BIT)
news->frame = MSG_ReadShort();
else
news->frame = MSG_ReadByte();
}
if (bits & UF_ORIGINXY)
{
news->origin[0] = MSG_ReadCoord();
news->origin[1] = MSG_ReadCoord();
}
if (bits & UF_ORIGINZ)
news->origin[2] = MSG_ReadCoord();
if ((bits & UF_PREDINFO) && !(cls.fteprotocolextensions2 & PEXT2_PREDINFO))
{
/*predicted stuff gets more precise angles*/
if (bits & UF_ANGLESXZ)
{
news->angles[0] = MSG_ReadAngle16();
news->angles[2] = MSG_ReadAngle16();
}
if (bits & UF_ANGLESY)
news->angles[1] = MSG_ReadAngle16();
}
else
{
if (bits & UF_ANGLESXZ)
{
news->angles[0] = MSG_ReadAngle();
news->angles[2] = MSG_ReadAngle();
}
if (bits & UF_ANGLESY)
news->angles[1] = MSG_ReadAngle();
}
if ((bits & (UF_EFFECTS | UF_EFFECTS2)) == (UF_EFFECTS | UF_EFFECTS2))
news->effects = MSG_ReadLong();
else if (bits & UF_EFFECTS2)
news->effects = MSG_ReadShort();
else if (bits & UF_EFFECTS)
news->effects = MSG_ReadByte();
news->u.q1.movement[0] = 0;
news->u.q1.movement[1] = 0;
news->u.q1.movement[2] = 0;
news->u.q1.velocity[0] = 0;
news->u.q1.velocity[1] = 0;
news->u.q1.velocity[2] = 0;
if (bits & UF_PREDINFO)
{
predbits = MSG_ReadByte();
if (predbits & UFP_FORWARD)
news->u.q1.movement[0] = MSG_ReadShort();
else
news->u.q1.movement[0] = 0;
if (predbits & UFP_SIDE)
news->u.q1.movement[1] = MSG_ReadShort();
else
news->u.q1.movement[1] = 0;
if (predbits & UFP_UP)
news->u.q1.movement[2] = MSG_ReadShort();
else
news->u.q1.movement[2] = 0;
if (predbits & UFP_MOVETYPE)
news->u.q1.pmovetype = MSG_ReadByte();
if (predbits & UFP_VELOCITYXY)
{
news->u.q1.velocity[0] = MSG_ReadShort();
news->u.q1.velocity[1] = MSG_ReadShort();
}
else
{
news->u.q1.velocity[0] = 0;
news->u.q1.velocity[1] = 0;
}
if (predbits & UFP_VELOCITYZ)
news->u.q1.velocity[2] = MSG_ReadShort();
else
news->u.q1.velocity[2] = 0;
if (predbits & UFP_MSEC)
news->u.q1.msec = MSG_ReadByte();
else
news->u.q1.msec = 0;
if (cls.fteprotocolextensions2 & PEXT2_PREDINFO)
{
if (predbits & UFP_VIEWANGLE)
{
if (bits & UF_ANGLESXZ)
{
news->u.q1.vangle[0] = MSG_ReadShort();
news->u.q1.vangle[2] = MSG_ReadShort();
}
if (bits & UF_ANGLESY)
news->u.q1.vangle[1] = MSG_ReadShort();
}
}
else
{
if (predbits & UFP_WEAPONFRAME_OLD)
{
news->u.q1.weaponframe = MSG_ReadByte();
if (news->u.q1.weaponframe & 0x80)
news->u.q1.weaponframe = (news->u.q1.weaponframe & 127) | (MSG_ReadByte()<<7);
}
}
}
else
{
news->u.q1.msec = 0;
}
if (!(predbits & UFP_VIEWANGLE) || !(cls.fteprotocolextensions2 & PEXT2_PREDINFO))
{
news->u.q1.vangle[0] = ANGLE2SHORT(news->angles[0]);
news->u.q1.vangle[1] = ANGLE2SHORT(news->angles[1]);
news->u.q1.vangle[2] = ANGLE2SHORT(news->angles[2]);
}
if (bits & UF_MODEL)
{
if (bits & UF_16BIT)
news->modelindex = MSG_ReadShort();
else
news->modelindex = MSG_ReadByte();
}
if (bits & UF_SKIN)
{
if (bits & UF_16BIT)
news->skinnum = MSG_ReadShort();
else
news->skinnum = MSG_ReadByte();
}
if (bits & UF_COLORMAP)
news->colormap = MSG_ReadByte();
if (bits & UF_SOLID)
news->solid = MSG_ReadShort();
if (bits & UF_FLAGS)
news->dpflags = MSG_ReadByte();
if (bits & UF_ALPHA)
news->trans = MSG_ReadByte();
if (bits & UF_SCALE)
news->scale = MSG_ReadByte();
if (bits & UF_UNUSED3)
{
// news->abslight = MSG_ReadByte();
}
if (bits & UF_DRAWFLAGS)
{
news->hexen2flags = MSG_ReadByte();
if ((news->hexen2flags & MLS_MASKIN) == MLS_ABSLIGHT)
news->abslight = MSG_ReadByte();
else
news->abslight = 0;
}
if (bits & UF_TAGINFO)
{
news->tagentity = MSGCL_ReadEntity();
news->tagindex = MSG_ReadByte();
}
if (bits & UF_LIGHT)
{
news->light[0] = MSG_ReadShort();
news->light[1] = MSG_ReadShort();
news->light[2] = MSG_ReadShort();
news->light[3] = MSG_ReadShort();
news->lightstyle = MSG_ReadByte();
news->lightpflags = MSG_ReadByte();
}
if (bits & UF_TRAILEFFECT)
news->u.q1.traileffectnum = MSG_ReadShort();
if (bits & UF_COLORMOD)
{
news->colormod[0] = MSG_ReadByte();
news->colormod[1] = MSG_ReadByte();
news->colormod[2] = MSG_ReadByte();
}
if (bits & UF_GLOW)
{
news->glowsize = MSG_ReadByte();
news->glowcolour = MSG_ReadByte();
news->glowmod[0] = MSG_ReadByte();
news->glowmod[1] = MSG_ReadByte();
news->glowmod[2] = MSG_ReadByte();
}
if (bits & UF_FATNESS)
news->fatness = MSG_ReadByte();
if (bits & UF_MODELINDEX2)
{
if (bits & UF_16BIT)
news->modelindex2 = MSG_ReadShort();
else
news->modelindex2 = MSG_ReadByte();
}
if (bits & UF_GRAVITYDIR)
{
news->u.q1.gravitydir[0] = MSG_ReadByte();
news->u.q1.gravitydir[1] = MSG_ReadByte();
}
if (bits & UF_UNUSED2)
{
}
if (bits & UF_UNUSED1)
{
}
}
void CLFTE_ParseBaseline(entity_state_t *es, qboolean numberisimportant)
{
int entnum = 0;
if (numberisimportant)
entnum = MSGCL_ReadEntity();
CLFTE_ReadDelta(entnum, es, &nullentitystate, &nullentitystate);
}
void CL_PredictEntityMovement(entity_state_t *estate, float age);
/*
Note: strictly speaking, you don't need multiple frames, just two and flip between them.
FTE retains the full 64 frames because its interpolation will go multiple packets back in time to cover packet loss.
*/
void CLFTE_ParseEntities(void)
{
int oldpacket, newpacket;
packet_entities_t *oldp, *newp, nullp;
unsigned int newnum, oldnum;
int oldindex;
qboolean isvalid = false;
qboolean removeflag;
int inputframe = cls.netchan.incoming_sequence;
// int i;
// for (i = cl.validsequence+1; i < cls.netchan.incoming_sequence; i++)
// {
// Con_Printf("CL: Dropped %i\n", i);
// }
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
cls.netchan.incoming_sequence++;
cls.netchan.incoming_acknowledged++;
}
#ifdef NQPROT
else if (cls.protocol == CP_NETQUAKE)
{
int i;
cls.netchan.incoming_sequence++;
cl.last_servermessage = realtime;
if (cls.fteprotocolextensions2 & PEXT2_PREDINFO)
inputframe = MSG_ReadLong();
else
inputframe = cl.movesequence;
if (cl.numackframes == sizeof(cl.ackframes)/sizeof(cl.ackframes[0]))
cl.numackframes--;
if (!cl.validsequence)
cl.ackframes[cl.numackframes++] = -1;
else
cl.ackframes[cl.numackframes++] = cls.netchan.incoming_sequence;
{
extern vec3_t demoangles;
int fr = cls.netchan.incoming_sequence&UPDATE_MASK;
for (i = 0; i < MAX_SPLITS; i++)
cl.inframes[fr&UPDATE_MASK].packet_entities.fixangles[i] = false;
if (cls.demoplayback)
{
cl.inframes[fr&UPDATE_MASK].packet_entities.fixangles[0] = 2;
VectorCopy(demoangles, cl.inframes[fr&UPDATE_MASK].packet_entities.fixedangles[0]);
}
}
// if (cl.validsequence != cls.netchan.incoming_sequence-1)
// Con_Printf("CLIENT: Dropped a frame\n");
}
#endif
newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
oldpacket = cl.validsequence&UPDATE_MASK;
newp = &cl.inframes[newpacket].packet_entities;
oldp = &cl.inframes[oldpacket].packet_entities;
cl.inframes[newpacket].invalid = true;
cl.inframes[newpacket].receivedtime = realtime;
cl.inframes[newpacket].frameid = cls.netchan.incoming_sequence;
if (!cl.validsequence || cls.netchan.incoming_sequence-cl.validsequence >= UPDATE_BACKUP-1 || oldp == newp)
{
//yes, this results in a load of invalid packets for a while.
//server is meant to notice and send a reset packet, which causes it to become valid again
oldp = &nullp;
oldp->num_entities = 0;
oldp->max_entities = 0;
}
else
isvalid = true;
newp->servertime = MSG_ReadFloat();
if (cl.gametime != newp->servertime)
{
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = newp->servertime;
cl.gametimemark = realtime;
}
/*clear all entities*/
newp->num_entities = 0;
oldindex = 0;
while(1)
{
//high bit means remove, second high bit means 22bit index
newnum = (unsigned short)(short)MSG_ReadShort();
removeflag = !!(newnum & 0x8000);
if (newnum & 0x4000)
newnum = (newnum & 0x3fff) | (MSG_ReadByte()<<14);
else
newnum &= ~0x8000;
if ((!newnum && !removeflag) || msg_badread)
{
/*reached the end, don't forget old entities*/
while(oldindex < oldp->num_entities)
{
if (newp->num_entities >= newp->max_entities)
{
newp->max_entities = newp->num_entities+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
newp->entities[newp->num_entities++] = oldp->entities[oldindex++];
}
break;
}
oldnum = (oldindex >= oldp->num_entities) ? 0xffffffff : oldp->entities[oldindex].number;
/*if we skipped some, then they were unchanged*/
while (newnum > oldnum)
{
if (newp->num_entities >= newp->max_entities)
{
newp->max_entities = newp->num_entities+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
newp->entities[newp->num_entities++] = oldp->entities[oldindex++];
oldnum = (oldindex >= oldp->num_entities) ? 0xffffffff : oldp->entities[oldindex].number;
}
if (removeflag)
{
if (cl_shownet.ival >= 3)
Con_Printf("%3i: Remove %i @ %i\n", msg_readcount, newnum, cls.netchan.incoming_sequence);
if (!newnum)
{
/*removal of world - means forget all entities*/
if (cl_shownet.ival >= 3)
Con_Printf("%3i: Reset all\n", msg_readcount);
newp->num_entities = 0;
oldp = &nullp;
oldp->num_entities = 0;
oldp->max_entities = 0;
isvalid = true;
continue;
}
if (oldnum == newnum)
oldindex++;
continue;
}
else
{
if (!CL_CheckBaselines(newnum))
Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum);
if (newp->num_entities >= newp->max_entities)
{
newp->max_entities = newp->num_entities+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
if (oldnum == newnum)
CLFTE_ReadDelta(newnum, &newp->entities[newp->num_entities++], &oldp->entities[oldindex++], cl_baselines + newnum);
else
CLFTE_ReadDelta(newnum, &newp->entities[newp->num_entities++], NULL, cl_baselines + newnum);
}
}
if (cl.do_lerp_players)
{
float packetage = (realtime - cl.outframes[cl.ackedmovesequence & UPDATE_MASK].senttime) - cls.latency*cl_predict_players_latency.value + cl_predict_players_nudge.value;
//predict in-place based upon calculated latencies and stuff, stuff can then be interpolated properly
for (oldindex = 0; oldindex < newp->num_entities; oldindex++)
{
CL_PredictEntityMovement(newp->entities + oldindex, (newp->entities[oldindex].u.q1.msec / 1000.0f + packetage) *0.5);
}
}
if (isvalid)
{
cl.oldvalidsequence = cl.validsequence;
cl.validsequence = cls.netchan.incoming_sequence;
CL_AckedInputFrame(cls.netchan.incoming_sequence, inputframe, true);
cl.inframes[newpacket].invalid = false;
}
else
{
newp->num_entities = 0;
cl.validsequence = 0;
CL_AckedInputFrame(cls.netchan.incoming_sequence, inputframe, false);
}
}
/*
==================
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
void CLQW_ParsePacketEntities (qboolean delta)
{
int oldpacket, newpacket;
packet_entities_t *oldp, *newp, dummy;
int oldindex, newindex;
int word, newnum, oldnum;
qboolean full;
int from;
newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
newp = &cl.inframes[newpacket].packet_entities;
cl.inframes[newpacket].invalid = false;
cl.inframes[newpacket].frameid = cls.netchan.incoming_sequence;
cl.inframes[newpacket].receivedtime = realtime;
if (cls.protocol == CP_QUAKEWORLD && cls.demoplayback == DPB_MVD)
{
extern float olddemotime; //time from the most recent demo packet
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = olddemotime;
cl.gametimemark = realtime;
}
else if (!(cls.fteprotocolextensions & PEXT_ACCURATETIMINGS) && cls.protocol == CP_QUAKEWORLD)
{
extern cvar_t cl_demospeed;
float scale = cls.demoplayback?cl_demospeed.value:1;
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
if (realtime - cl.gametimemark > 0)
cl.gametime += (realtime - cl.gametimemark)*scale;//cl.frames[newpacket].senttime - cl.frames[(newpacket-1)&UPDATE_MASK].senttime;
cl.gametimemark = realtime;
}
newp->servertime = cl.gametime;
if (delta)
{
from = MSG_ReadByte ();
// Con_Printf("%i %i from %i\n", cls.netchan.outgoing_sequence, cls.netchan.incoming_sequence, from);
oldpacket = cl.inframes[newpacket].delta_sequence;
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
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.inframes[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;
}
//FIXME
cl.oldvalidsequence = cl.validsequence;
cl.validsequence = cls.netchan.incoming_sequence;
CL_AckedInputFrame(cls.netchan.incoming_sequence, cls.netchan.incoming_sequence, true);
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);
}
if (!CL_CheckBaselines(newnum))
Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum);
CLQW_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);
CLQW_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.inframes[(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
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 = nullentitystate;
s->number = num;
s->solid = ES_SOLID_BSP;
// s->active = true;
}
if (bits & E5_FLAGS)
{
int i = MSG_ReadByte();
s->dpflags = i;
}
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 = MSGCL_ReadEntity();
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();
}
if (bits & E5_GLOWMOD)
{
s->glowmod[0] = MSG_ReadByte();
s->glowmod[1] = MSG_ReadByte();
s->glowmod[2] = MSG_ReadByte();
}
if (bits & E5_TRAILEFFECTNUM)
s->u.q1.traileffectnum = MSG_ReadShort();
}
void CLDP_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.
//dp deltas update in-place
//this gets in the way of tracking multiple frames, and thus doesn't match fte too well
packet_entities_t *pack, oldpack;
static packet_entities_t newpack;
entity_state_t *to, *from;
unsigned int read;
int oldi, newi, lowesti, lowestv, newremaining;
qboolean remove;
//server->client sequence
if (cl.numackframes == sizeof(cl.ackframes)/sizeof(cl.ackframes[0]))
cl.numackframes--;
cl.ackframes[cl.numackframes++] = MSG_ReadLong(); /*server sequence to be acked*/
//client->server sequence ack
if (cls.protocol_nq >= CPNQ_DP7)
CL_AckedInputFrame(cls.netchan.incoming_sequence, MSG_ReadLong(), true); /*client input sequence which has been acked*/
cl.inframes[(cls.netchan.incoming_sequence)&UPDATE_MASK].receivedtime = realtime;
cl.inframes[(cls.netchan.incoming_sequence)&UPDATE_MASK].frameid = cls.netchan.incoming_sequence;
pack = &cl.inframes[(cls.netchan.incoming_sequence)&UPDATE_MASK].packet_entities;
pack->servertime = cl.gametime;
oldpack = *pack;
oldi = 0;
newpack.num_entities = 0;
for (;;)
{
read = MSG_ReadShort();
if (msg_badread)
Host_EndGame("Corrupt entitiy message packet\n");
remove = !!(read&0x8000);
read&=0x7fff;
if (remove && !read)
break; //remove world signals end of packet.
if (read >= MAX_EDICTS)
Host_EndGame("Too many entities.\n");
from = &nullentitystate;
for (oldi=0 ; oldi<oldpack.num_entities ; oldi++)
{
if (read == oldpack.entities[oldi].number)
{
from = &oldpack.entities[oldi];
from->inactiveflag |= 1; //so we don't copy it.
break;
}
}
if (remove)
{
continue;
}
if (newpack.num_entities==newpack.max_entities)
{
newpack.max_entities = newpack.num_entities+16;
newpack.entities = BZ_Realloc(newpack.entities, sizeof(entity_state_t)*newpack.max_entities);
}
to = &newpack.entities[newpack.num_entities];
newpack.num_entities++;
memcpy(to, from, sizeof(*to));
to->number = read;
DP5_ParseDelta(to);
to->inactiveflag &= ~1;
}
/*we're writing into the old one, clear it out prematurely (to make the malloc below trigger, and free it at the end)*/
pack->max_entities = 0;
pack->entities = NULL;
//make sure there's enough space for both lists
if (oldpack.num_entities + newpack.num_entities>=pack->max_entities)
{
pack->max_entities = oldpack.num_entities + newpack.num_entities;
pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities);
}
pack->num_entities = 0;
//we're read all the new states, so have current info
//merge the packets, sorting the new ones (so the output is always sorted)
for (oldi = 0, lowesti=0, lowestv = 0, newremaining = newpack.num_entities; newremaining || oldi < oldpack.num_entities; )
{
if (oldi == oldpack.num_entities)
from = NULL;
else
{
from = &oldpack.entities[oldi];
if (from->inactiveflag & 1)
{
oldi++;
continue;
}
}
if (newremaining && !lowestv)
{
lowestv = 0x7ffffffe;
for(newi = 0; newi < newpack.num_entities; newi++)
{
if (newpack.entities[newi].inactiveflag & 1)
continue;
if (newpack.entities[newi].number < lowestv)
{
lowestv = newpack.entities[newi].number;
lowesti = newi;
}
}
}
/*use the new packet instead if we need to*/
if (!from || (from->number > lowestv && lowestv))
{
from = &newpack.entities[lowesti];
from->inactiveflag |= 1;
lowestv = 0; /*find the next oldest*/
newremaining--;
}
else
oldi++;
to = &pack->entities[pack->num_entities];
pack->num_entities++;
memcpy(to, from, sizeof(*to));
to->inactiveflag &= ~1;
}
BZ_Free(oldpack.entities);
}
void CLNQ_ParseEntity(unsigned int bits)
{
int i;
int num;
entity_state_t *state;//, *from;
entity_state_t *base;
packet_entities_t *pack;
if (cls.signon == 4 - 1)
{ // first update is the final signon stage
cls.signon = 4;
CLNQ_SignonReply ();
}
pack = &cl.inframes[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 = MSGCL_ReadEntity ();
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);
memset(pack->entities + pack->num_entities, 0, sizeof(entity_state_t));
}
state = &pack->entities[pack->num_entities++];
}
// from = CL_FindOldPacketEntity(num); //this could be optimised.
if (!CL_CheckBaselines(num))
Host_EndGame("CLNQ_ParseEntity: check baselines failed with size %i", num);
base = cl_baselines + num;
memcpy(state, base, sizeof(*state));
state->number = num;
state->solid = ES_SOLID_BSP;
state->dpflags = (bits & NQU_NOLERP)?RENDER_STEP:0;
if (bits & NQU_MODEL)
state->modelindex = MSG_ReadByte ();
if (bits & NQU_FRAME)
state->frame = MSG_ReadByte();
if (bits & NQU_COLORMAP)
state->colormap = MSG_ReadByte();
if (bits & NQU_SKIN)
state->skinnum = MSG_ReadByte();
if (bits & NQU_EFFECTS)
state->effects = MSG_ReadByte();
if (bits & NQU_ORIGIN1)
state->origin[0] = MSG_ReadCoord ();
if (bits & NQU_ANGLE1)
state->angles[0] = MSG_ReadAngle();
if (bits & NQU_ORIGIN2)
state->origin[1] = MSG_ReadCoord ();
if (bits & NQU_ANGLE2)
state->angles[1] = MSG_ReadAngle();
if (bits & NQU_ORIGIN3)
state->origin[2] = MSG_ReadCoord ();
if (bits & NQU_ANGLE3)
state->angles[2] = MSG_ReadAngle();
if (cls.protocol_nq == CPNQ_FITZ666)
{
if (bits & FITZU_ALPHA)
state->trans = MSG_ReadByte();
if (bits & RMQU_SCALE)
state->scale = MSG_ReadByte();
if (bits & FITZU_FRAME2)
state->frame = (state->frame & 0xff) | (MSG_ReadByte() << 8);
if (bits & FITZU_MODEL2)
state->modelindex = (state->modelindex & 0xff) | (MSG_ReadByte() << 8);
if (bits & FITZU_LERPFINISH)
MSG_ReadByte();
}
else
{
if (bits & DPU_ALPHA)
state->trans = MSG_ReadByte();
if (bits & DPU_SCALE)
state->scale = MSG_ReadByte();
if (bits & DPU_EFFECTS2)
state->effects |= MSG_ReadByte() << 8;
if (bits & DPU_GLOWSIZE)
state->glowsize = MSG_ReadByte();
if (bits & DPU_GLOWCOLOR)
state->glowcolour = MSG_ReadByte();
if (bits & DPU_COLORMOD)
{
i = MSG_ReadByte(); // follows format RRRGGGBB
state->colormod[0] = (qbyte)(((i >> 5) & 7) * (32.0f / 7.0f));
state->colormod[1] = (qbyte)(((i >> 2) & 7) * (32.0f / 7.0f));
state->colormod[2] = (qbyte)((i & 3) * (32.0f / 3.0f));
}
if (bits & DPU_FRAME2)
state->frame |= MSG_ReadByte() << 8;
if (bits & DPU_MODEL2)
state->modelindex |= MSG_ReadByte() << 8;
}
}
#endif
#ifdef PEXT_SETVIEW
entity_state_t *CL_FindPacketEntity(int num)
{
int pnum;
entity_state_t *s1;
packet_entities_t *pack;
pack = &cl.inframes[cl.validsequence&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
void CL_RotateAroundTag(entity_t *ent, int entnum, int parenttagent, int parenttagnum)
{
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;
framestate_t fstate;
if (parenttagent >= cl.maxlerpents)
{
Con_Printf("tag entity out of range!\n");
return;
}
memset(&fstate, 0, sizeof(fstate));
//for visibility checks
ent->keynum = parenttagent;
ps = CL_FindPacketEntity(parenttagent);
if (ps)
{
if (ps->tagentity)
CL_RotateAroundTag(ent, entnum, ps->tagentity, ps->tagindex);
org = ps->origin;
ang = ps->angles;
model = ps->modelindex;
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpents[parenttagent]);
/*inherit certain properties from the parent entity*/
if (ps->dpflags & RENDER_VIEWMODEL)
ent->flags |= RF_WEAPONMODEL|Q2RF_MINLIGHT|RF_DEPTHHACK;
if ((ps->dpflags & RENDER_EXTERIORMODEL) || r_refdef.playerview->viewentity == ps->number)
ent->flags |= RF_EXTERNALMODEL;
if (ent->playerindex == -1 && ps->colormap > 0 && ps->colormap <= cl.allocated_client_slots)
{
ent->playerindex = ps->colormap-1;
ent->topcolour = cl.players[ent->playerindex].ttopcolor;
ent->bottomcolour = cl.players[ent->playerindex].tbottomcolor;
}
}
else
{
extern int parsecountmod;
// Con_Printf("tagent %i\n", tagent);
if (parenttagent <= cl.allocated_client_slots && parenttagent > 0)
{
if (parenttagent == cl.playerview[0].playernum+1)
{
org = cl.playerview[0].simorg;
ang = cl.playerview[0].simangles;
}
else
{
org = cl.inframes[parsecountmod].playerstate[parenttagent-1].origin;
ang = cl.inframes[parsecountmod].playerstate[parenttagent-1].viewangles;
}
model = cl.inframes[parsecountmod].playerstate[parenttagent-1].modelindex;
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpplayers[parenttagent-1]);
}
else
{
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpents[parenttagent]);
model = 0;
}
}
if (ang)
{
ang[0]*=-1;
AngleVectors(ang, axis[0], axis[1], axis[2]);
ang[0]*=-1;
VectorInverse(axis[1]);
// fstate.g[FS_REG].lerpfrac = CL_EntLerpFactor(tagent);
// fstate.g[FS_REG].frametime[0] = cl.time - cl.lerpents[tagent].framechange;
// fstate.g[FS_REG].frametime[1] = cl.time - cl.lerpents[tagent].oldframechange;
if (Mod_GetTag(cl.model_precache[model], parenttagnum, &fstate, 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 == cl_maxvisedicts)
{
return; // object list is full
}
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
}
void V_ClearEntity(entity_t *e)
{
memset(e, 0, sizeof(*e));
e->playerindex = -1;
e->topcolour = TOP_DEFAULT;
e->bottomcolour = BOTTOM_DEFAULT;
}
entity_t *V_AddEntity(entity_t *in)
{
entity_t *ent;
if (cl_numvisedicts == cl_maxvisedicts)
{
return NULL; // 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;
return ent;
}
/*
void VQ2_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->framestate.g[FS_REG].lerpfrac;
back = 1 - ent->framestate.g[FS_REG].lerpfrac;
for (i = 0; i < 3; i++)
{
ent->origin[i] = in->origin[i]*fwds + in->oldorigin[i]*back;
}
ent->framestate.g[FS_REG].lerpfrac = back;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
}
*/
int V_AddLight (int entsource, vec3_t org, float quant, float r, float g, float b)
{
return CL_NewDlightRGB (entsource, org, quant, -0.1, r, g, b) - cl_dlights;
}
void CLQ1_AddOrientedHalfSphere(shader_t *shader, float radius, float gap, float *matrix, float r, float g, float b, float a)
{
//use simple algo
//a series of cylinders that gets progressively narrower
int latsteps = 16;
int lngsteps = 16;
float cradius;
int v, i, j;
scenetris_t *t;
vec3_t corner;
float x,y;
int flags = BEF_NODLIGHT|BEF_NOSHADOWS;
if (!r && !g && !b)
return;
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->flags = flags;
}
if (cl_numstrisvert + latsteps*lngsteps > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + latsteps*lngsteps;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+latsteps*(lngsteps-1)*6)
{
cl_maxstrisidx = cl_numstrisidx+latsteps*(lngsteps-1)*6 + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (i = 0; i < latsteps; i++)
{
x = sin(i * 2 * M_PI / latsteps);
y = cos(i * 2 * M_PI / latsteps);
for (j = 0; j < lngsteps; j++)
{
v = i*lngsteps + j;
cradius = sin(j * 0.5 * M_PI / (lngsteps-1))*radius;
corner[0] = x*cradius;
corner[1] = y*cradius;
corner[2] = (cos(j * 0.5 * M_PI / (lngsteps-1))*-radius) - gap;
Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = 0;
cl_strisvertt[cl_numstrisvert+v][1] = 0;
cl_strisvertc[cl_numstrisvert+v][0] = r;
cl_strisvertc[cl_numstrisvert+v][1] = g;
cl_strisvertc[cl_numstrisvert+v][2] = b;
cl_strisvertc[cl_numstrisvert+v][3] = a;
}
}
if (radius < 0)
{
for (i = 0; i < lngsteps-1; i++)
{
v = latsteps-1;
for (v = 0; v < latsteps-1; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
}
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
}
}
else
{
for (i = 0; i < lngsteps-1; i++)
{
v = latsteps-1;
for (v = 0; v < latsteps-1; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
}
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
}
}
t->numvert += lngsteps*latsteps;
t->numidx = cl_numstrisidx - t->firstidx;
cl_numstrisvert += lngsteps*latsteps;
}
void CLQ1_AddOrientedCylinder(shader_t *shader, float radius, float height, qboolean capsule, float *matrix, float r, float g, float b, float a)
{
int sides = 16;
int v;
scenetris_t *t;
vec3_t corner;
int flags = BEF_NODLIGHT|BEF_NOSHADOWS;
if (!r && !g && !b)
return;
radius *= 0.5;
height *= 0.5;
if (capsule)
height -= radius;
if (height > 0)
{
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->flags = flags;
}
if (cl_numstrisvert + sides*2 > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + sides*2;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+sides*6)
{
cl_maxstrisidx = cl_numstrisidx+sides*6 + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (v = 0; v < sides*2; v++)
{
corner[0] = sin((v>>1) * 2 * M_PI / sides)*radius;
corner[1] = cos((v>>1) * 2 * M_PI / sides)*radius;
corner[2] = (v & 1)?height:-height;
Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = 0;
cl_strisvertt[cl_numstrisvert+v][1] = 0;
cl_strisvertc[cl_numstrisvert+v][0] = r;
cl_strisvertc[cl_numstrisvert+v][1] = g;
cl_strisvertc[cl_numstrisvert+v][2] = b;
cl_strisvertc[cl_numstrisvert+v][3] = a;
}
for (v = 0; v < sides-1; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 + v*2;
}
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0;
if (!capsule)
{
for (v = 4; v < sides*2; v+=2)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+(v-2);
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+(v-2)+1;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v+1;
}
}
t->numvert += sides*2;
t->numidx = cl_numstrisidx - t->firstidx;
cl_numstrisvert += sides*2;
}
if (capsule)
{
CLQ1_AddOrientedHalfSphere(shader, radius, height, matrix, r, g, b, a);
CLQ1_AddOrientedHalfSphere(shader, -radius, -height, matrix, r, g, b, a);
}
}
void CLQ1_DrawLine(shader_t *shader, vec3_t v1, vec3_t v2, float r, float g, float b, float a)
{
scenetris_t *t;
int flags = BEF_NODLIGHT|BEF_NOSHADOWS|BEF_LINES;
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->flags = flags;
}
if (cl_numstrisvert + 2 > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + 2;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+2)
{
cl_maxstrisidx = cl_numstrisidx+2;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
VectorCopy(v1, cl_strisvertv[cl_numstrisvert+0]);
cl_strisvertt[cl_numstrisvert+0][0] = 0;
cl_strisvertt[cl_numstrisvert+0][1] = 0;
cl_strisvertc[cl_numstrisvert+0][0] = r;
cl_strisvertc[cl_numstrisvert+0][1] = g;
cl_strisvertc[cl_numstrisvert+0][2] = b;
cl_strisvertc[cl_numstrisvert+0][3] = a;
VectorCopy(v2, cl_strisvertv[cl_numstrisvert+1]);
cl_strisvertt[cl_numstrisvert+1][0] = 0;
cl_strisvertt[cl_numstrisvert+1][1] = 0;
cl_strisvertc[cl_numstrisvert+1][0] = r;
cl_strisvertc[cl_numstrisvert+1][1] = g;
cl_strisvertc[cl_numstrisvert+1][2] = b;
cl_strisvertc[cl_numstrisvert+1][3] = a;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1;
t->numvert += 2;
t->numidx = cl_numstrisidx - t->firstidx;
cl_numstrisvert += 2;
}
#include "shader.h"
//well, 8192
void CL_DrawDebugPlane(float *normal, float dist, float r, float g, float b, qboolean enqueue)
{
scenetris_t *t;
if (!enqueue)
cl_numstris = 0;
if (cl_numstris == cl_maxstris)
{
cl_maxstris+=8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = R_RegisterShader("testplane", SUF_NONE, "{\n{\nmap $whiteimage\nrgbgen vertex\nalphagen vertex\nblendfunc add\nnodepth\n}\n}\n");
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->numvert = 0;
t->numidx = 0;
if (cl_numstrisidx+6 > cl_maxstrisidx)
{
cl_maxstrisidx=cl_numstrisidx+6 + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
if (cl_numstrisvert+4 > cl_maxstrisvert)
{
cl_maxstrisvert+=64;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert);
}
{
vec3_t tmp = {0,0.04,0.96};
vec3_t right, forward;
CrossProduct(normal, tmp, right);
VectorNormalize(right);
CrossProduct(normal, right, forward);
VectorNormalize(forward);
VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]);
VectorMA(cl_strisvertv[cl_numstrisvert], 8192, right, cl_strisvertv[cl_numstrisvert]);
VectorMA(cl_strisvertv[cl_numstrisvert], 8192, forward, cl_strisvertv[cl_numstrisvert]);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2);
cl_numstrisvert++;
VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]);
VectorMA(cl_strisvertv[cl_numstrisvert], 8192, right, cl_strisvertv[cl_numstrisvert]);
VectorMA(cl_strisvertv[cl_numstrisvert], -8192, forward, cl_strisvertv[cl_numstrisvert]);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2);
cl_numstrisvert++;
VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]);
VectorMA(cl_strisvertv[cl_numstrisvert], -8192, right, cl_strisvertv[cl_numstrisvert]);
VectorMA(cl_strisvertv[cl_numstrisvert], -8192, forward, cl_strisvertv[cl_numstrisvert]);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2);
cl_numstrisvert++;
VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]);
VectorMA(cl_strisvertv[cl_numstrisvert], -8192, right, cl_strisvertv[cl_numstrisvert]);
VectorMA(cl_strisvertv[cl_numstrisvert], 8192, forward, cl_strisvertv[cl_numstrisvert]);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2);
cl_numstrisvert++;
}
/*build the triangles*/
cl_strisidx[cl_numstrisidx++] = t->numvert + 0;
cl_strisidx[cl_numstrisidx++] = t->numvert + 1;
cl_strisidx[cl_numstrisidx++] = t->numvert + 2;
cl_strisidx[cl_numstrisidx++] = t->numvert + 0;
cl_strisidx[cl_numstrisidx++] = t->numvert + 2;
cl_strisidx[cl_numstrisidx++] = t->numvert + 3;
t->numidx = cl_numstrisidx - t->firstidx;
t->numvert += 4;
if (!enqueue)
{
// int oldents = cl_numvisedicts;
// cl_numvisedicts = 0;
BE_DrawWorld(false, NULL);
cl_numstris = 0;
// cl_numvisedicts = oldents;
}
}
void CLQ1_AddOrientedCube(shader_t *shader, vec3_t mins, vec3_t maxs, float *matrix, float r, float g, float b, float a)
{
int v;
scenetris_t *t;
vec3_t corner;
int flags = BEF_NODLIGHT|BEF_NOSHADOWS;
if (!r && !g && !b)
return;
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags && cl_stris[cl_numstris-1].numvert + 8 <= MAX_INDICIES)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->flags = flags;
}
if (cl_numstrisvert + 8 > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + 8 + 1024;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+6*6)
{
cl_maxstrisidx = cl_numstrisidx + 6*6 + 1024;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (v = 0; v < 8; v++)
{
corner[0] = (v & 1)?mins[0]:maxs[0];
corner[1] = (v & 2)?mins[1]:maxs[1];
corner[2] = (v & 4)?mins[2]:maxs[2];
if (matrix)
Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]);
else
VectorCopy(corner, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = 0;
cl_strisvertt[cl_numstrisvert+v][1] = 0;
cl_strisvertc[cl_numstrisvert+v][0] = r;
cl_strisvertc[cl_numstrisvert+v][1] = g;
cl_strisvertc[cl_numstrisvert+v][2] = b;
cl_strisvertc[cl_numstrisvert+v][3] = a;
}
/*top*/
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
/*bottom*/
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert;
/*'left'*/
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert;
/*right*/
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert;
/*urm, the other way*/
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert;
/*and its oposite*/
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
t->numvert += 8;
t->numidx = cl_numstrisidx - t->firstidx;
cl_numstrisvert += 8;
}
#include "pr_common.h"
void CLQ1_AddVisibleBBoxes(void)
{
world_t *w;
wedict_t *e;
int i;
shader_t *s;
extern world_t csqc_world;
vec3_t min, max, size;
switch(r_showbboxes.ival & 3)
{
default:
return;
#ifndef CLIENTONLY
case 1:
w = &sv.world;
break;
#endif
#ifdef CSQC_DAT
case 2:
w = &csqc_world;
break;
#endif
case 3:
{
inframe_t *frame;
packet_entities_t *pak;
entity_state_t *state;
model_t *mod;
s = R_RegisterShader("bboxshader", SUF_NONE,
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc add\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
frame = &cl.inframes[cl.parsecount & UPDATE_MASK];
pak = &frame->packet_entities;
for (i=0 ; i<pak->num_entities ; i++)
{
state = &pak->entities[i];
if (!state->solid && !state->skinnum)
continue;
if (state->solid == ES_SOLID_BSP)
{ /*bsp model size*/
if (state->modelindex <= 0)
continue;
if (!cl.model_precache[state->modelindex])
continue;
/*this makes non-inline bsp objects non-solid for prediction*/
if ((cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS) || ((*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels) && cl.model_precache[state->modelindex]->hulls[1].firstclipnode))
{
mod = cl.model_precache[state->modelindex];
VectorAdd(state->origin, mod->mins, min);
VectorAdd(state->origin, mod->maxs, max);
CLQ1_AddOrientedCube(s, min, max, NULL, 0.1, 0, 0, 1);
}
}
else
{
/*don't bother with angles*/
max[0] = max[1] = 8*(state->solid & 31);
min[0] = min[1] = -max[0];
min[2] = -8*((state->solid>>5) & 31);
max[2] = 8*((state->solid>>10) & 63) - 32;
VectorAdd(state->origin, min, min);
VectorAdd(state->origin, max, max);
CLQ1_AddOrientedCube(s, min, max, NULL, 0.1, 0, 0, 1);
max[0] = max[1] = 8*(state->solid & 31);
min[0] = min[1] = -max[0];
min[2] = -8*((state->solid>>5) & 31);
max[2] = 8*((state->solid>>10) & 63) - 32;
VectorAdd(state->u.q1.predorg, min, min);
VectorAdd(state->u.q1.predorg, max, max);
CLQ1_AddOrientedCube(s, min, max, NULL, 0, 0, 0.1, 1);
}
}
}
return;
}
if (!w->progs)
return;
s = R_RegisterShader("bboxshader", SUF_NONE,
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc add\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
for (i = 1; i < w->num_edicts; i++)
{
e = WEDICT_NUM(w->progs, i);
if (e->isfree)
continue;
if (r_showbboxes.ival & 4)
{
//shows the hulls instead
/*mins is easy*/
VectorAdd(e->v->origin, e->v->mins, min);
/*maxs is weeeeird*/
VectorSubtract (e->v->maxs, e->v->mins, size);
if (size[0] < 3)
VectorCopy(min, max);
else if (size[0] <= 32)
{
max[0] = min[0] + 32;
max[1] = min[1] + 32;
max[2] = min[2] + 56;
}
else
{
max[0] = min[0] + 64;
max[1] = min[1] + 64;
max[2] = min[2] + 88;
}
}
else
{
if (e->v->solid == SOLID_BSP)
{
VectorCopy(e->v->absmin, min);
VectorCopy(e->v->absmax, max);
}
else
{
VectorAdd(e->v->origin, e->v->mins, min);
VectorAdd(e->v->origin, e->v->maxs, max);
}
}
if (e->xv->geomtype == GEOMTYPE_CAPSULE)
{
float rad = ((e->v->maxs[0]-e->v->mins[0]) + (e->v->maxs[1]-e->v->mins[1]))/4.0;
float height = (e->v->maxs[2]-e->v->mins[2])/2;
float matrix[12] = {1,0,0,0,0,1,0,0,0,0,1,0};
matrix[3] = e->v->origin[0];
matrix[7] = e->v->origin[1];
matrix[11] = e->v->origin[2] + (e->v->maxs[2]-height);
CLQ1_AddOrientedCylinder(s, rad*2, height*2, true, matrix, (e->v->solid || e->v->movetype)?0.1:0, (e->v->movetype == MOVETYPE_STEP || e->v->movetype == MOVETYPE_TOSS || e->v->movetype == MOVETYPE_BOUNCE)?0.1:0, ((int)e->v->flags & (FL_ONGROUND | ((e->v->movetype == MOVETYPE_STEP)?FL_FLY:0)))?0.1:0, 1);
}
else
{
if (!e->v->solid && !e->v->movetype)
{
vec3_t ep = {1,1,1};
VectorAdd(max, ep, max);
VectorSubtract(min, ep, min);
CLQ1_AddOrientedCube(s, min, max, NULL, 0, 0.1, 0, 1);
}
else
CLQ1_AddOrientedCube(s, min, max, NULL, (e->v->solid || e->v->movetype)?0.1:0, (e->v->movetype == MOVETYPE_STEP || e->v->movetype == MOVETYPE_TOSS || e->v->movetype == MOVETYPE_BOUNCE)?0.1:0, ((int)e->v->flags & (FL_ONGROUND | ((e->v->movetype == MOVETYPE_STEP)?FL_FLY:0)))?0.1:0, 1);
}
}
}
typedef struct
{
scenetris_t *t;
vec4_t rgbavalue;
vec3_t axis[3];
float offset[3];
float scale[3];
} cl_adddecal_ctx_t;
static void CL_AddDecal_Callback(void *vctx, vec3_t *fte_restrict points, size_t numtris, shader_t *shader)
{
cl_adddecal_ctx_t *ctx = vctx;
scenetris_t *t = ctx->t;
size_t numpoints = numtris*3;
size_t v;
if (cl_numstrisvert + numpoints > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + numpoints;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+numpoints)
{
cl_maxstrisidx = cl_numstrisidx+numpoints + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (v = 0; v < numpoints; v++)
{
VectorCopy(points[v], cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = (DotProduct(points[v], ctx->axis[1]) - ctx->offset[1]) * ctx->scale[1];
cl_strisvertt[cl_numstrisvert+v][1] = -(DotProduct(points[v], ctx->axis[2]) - ctx->offset[2]) * ctx->scale[2];
cl_strisvertc[cl_numstrisvert+v][0] = ctx->rgbavalue[0];
cl_strisvertc[cl_numstrisvert+v][1] = ctx->rgbavalue[1];
cl_strisvertc[cl_numstrisvert+v][2] = ctx->rgbavalue[2];
cl_strisvertc[cl_numstrisvert+v][3] = ctx->rgbavalue[3] * (1-(DotProduct(points[v], ctx->axis[0]) - ctx->offset[0]) * ctx->scale[0]);
}
for (v = 0; v < numpoints; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v - t->firstvert;
}
t->numvert += numpoints;
t->numidx += numpoints;
cl_numstrisvert += numpoints;
}
void CL_AddDecal(shader_t *shader, vec3_t origin, vec3_t up, vec3_t side, vec3_t rgbvalue, float alphavalue)
{
scenetris_t *t;
float l, s;
cl_adddecal_ctx_t ctx;
VectorNegate(up, ctx.axis[0]);
VectorCopy(side, ctx.axis[2]);
CrossProduct(ctx.axis[0], ctx.axis[2], ctx.axis[1]);
s = sqrt(DotProduct(ctx.axis[2], ctx.axis[2]));
l = sqrt(DotProduct(ctx.axis[1], ctx.axis[1]));
VectorScale(ctx.axis[1], s/l, ctx.axis[1]);
VectorScale(ctx.axis[1], 0.5/(s*s), ctx.axis[1]);
VectorScale(ctx.axis[2], 0.5/(s*s), ctx.axis[2]);
l = sqrt(DotProduct(ctx.axis[0], ctx.axis[0]));
VectorScale(ctx.axis[0], 1/(l*l), ctx.axis[0]);
ctx.offset[1] = DotProduct(origin, ctx.axis[1]) + 0.5;
ctx.offset[2] = DotProduct(origin, ctx.axis[2]) + 0.5;
ctx.offset[0] = DotProduct(origin, ctx.axis[0]);
ctx.scale[1] = 1;
ctx.scale[2] = 1;
ctx.scale[0] = 1;
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS))
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->flags = BEF_NODLIGHT|BEF_NOSHADOWS;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
}
ctx.t = t;
VectorCopy(rgbvalue, ctx.rgbavalue);
ctx.rgbavalue[3] = alphavalue;
Mod_ClipDecal(cl.worldmodel, origin, ctx.axis[0], ctx.axis[1], ctx.axis[2], 2, CL_AddDecal_Callback, &ctx);
if (!t->numidx)
cl_numstris--;
}
void CLQ1_AddShadow(entity_t *ent)
{
float radius;
vec3_t shadoworg;
vec3_t eang;
float tx, ty;
shader_t *s;
scenetris_t *t;
cl_adddecal_ctx_t ctx;
if (!r_shadows.value || !ent->model || ent->model->type != mod_alias)
return;
s = R_RegisterShader("shadowshader", SUF_NONE,
"{\n"
"polygonoffset\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
TEXASSIGN(s->defaulttextures->base, balltexture);
tx = ent->model->maxs[0] - ent->model->mins[0];
ty = ent->model->maxs[1] - ent->model->mins[1];
if (tx > ty)
radius = tx;
else
radius = ty;
radius/=2;
shadoworg[0] = ent->origin[0];
shadoworg[1] = ent->origin[1];
shadoworg[2] = ent->origin[2] + ent->model->mins[2];
eang[0] = 0;
eang[1] = ent->angles[1];
eang[2] = 0;
AngleVectors(eang, ctx.axis[1], ctx.axis[2], ctx.axis[0]);
VectorNegate(ctx.axis[0], ctx.axis[0]);
ctx.offset[2] = DotProduct(shadoworg, ctx.axis[2]) + 0.5*radius;
ctx.offset[1] = DotProduct(shadoworg, ctx.axis[1]) + 0.5*radius;
ctx.offset[0] = DotProduct(shadoworg, ctx.axis[0]);
ctx.scale[1] = 1/radius;
ctx.scale[2] = 1/radius;
ctx.scale[0] = 0.5/radius;
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == s && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS))
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = s;
t->flags = BEF_NODLIGHT|BEF_NOSHADOWS;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
}
ctx.t = t;
Vector4Set(ctx.rgbavalue, 0, 0, 0, r_shadows.value);
Mod_ClipDecal(cl.worldmodel, shadoworg, ctx.axis[0], ctx.axis[1], ctx.axis[2], radius, CL_AddDecal_Callback, &ctx);
if (!t->numidx)
cl_numstris--;
}
void CLQ1_AddPowerupShell(entity_t *ent, qboolean viewweap, unsigned int effects)
{
entity_t *shell;
if (!(effects & (EF_BLUE | EF_RED)) || !v_powerupshell.value || !ent)
return;
if (cl_numvisedicts == cl_maxvisedicts)
return; // object list is full
shell = &cl_visedicts[cl_numvisedicts++];
*shell = *ent;
/*view weapons are much closer to the screen, the scales don't work too well, so use a different shader with a smaller expansion*/
if (viewweap)
{
shell->forcedshader = R_RegisterShader("powerups/shellweapon", SUF_NONE,
"{\n"
"program defaultpowerupshell\n"
"sort additive\n"
"deformVertexes wave 100 sin 0.5 0 0 0\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whiteimage\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc src_alpha one\n"
"}\n"
"}\n"
);
}
else
{
shell->forcedshader = R_RegisterShader("powerups/shell", SUF_NONE,
"{\n"
"program defaultpowerupshell\n"
"sort additive\n"
"deformVertexes wave 100 sin 3 0 0 0\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whiteimage\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc src_alpha one\n"
"}\n"
"}\n"
);
}
shell->shaderRGBAf[0] *= (effects & EF_RED)?1:0;
shell->shaderRGBAf[1] *= 0;//(effects & EF_GREEN)?1:0;
shell->shaderRGBAf[2] *= (effects & EF_BLUE)?1:0;
shell->shaderRGBAf[3] *= v_powerupshell.value;
/*let the shader do all the work*/
shell->flags &= ~RF_TRANSLUCENT|RF_ADDITIVE;
}
static void CL_LerpNetFrameState(int fsanim, framestate_t *fs, lerpents_t *le)
{
fs->g[fsanim].frame[0] = le->newframe;
fs->g[fsanim].frame[1] = le->oldframe;
fs->g[fsanim].frametime[0] = cl.servertime - le->newframestarttime;
fs->g[fsanim].frametime[1] = cl.servertime - le->oldframestarttime;
fs->g[fsanim].lerpweight[0] = (fs->g[fsanim].frametime[0]) / le->framelerpdeltatime;
fs->g[fsanim].lerpweight[0] = bound(0, fs->g[FS_REG].lerpweight[0], 1);
fs->g[fsanim].lerpweight[1] = 1 - fs->g[fsanim].lerpweight[0];
}
static void CL_UpdateNetFrameLerpState(qboolean force, unsigned int curframe, lerpents_t *le)
{
if (force || curframe != le->newframe)
{
le->framelerpdeltatime = bound(0, cl.servertime - le->newframestarttime, 0.1); //clamp to 10 tics per second
if (!force)
{
le->oldframe = le->newframe;
le->oldframestarttime = le->newframestarttime;
}
else
{
le->oldframe = curframe;
le->oldframestarttime = cl.servertime;
}
le->newframe = curframe;
le->newframestarttime = cl.servertime;
}
}
void CL_ClearLerpEntsParticleState(void)
{
int i;
for (i = 0; i < cl.maxlerpents; i++)
{
pe->DelinkTrailstate(&(cl.lerpents[i].trailstate));
pe->DelinkTrailstate(&(cl.lerpents[i].emitstate));
}
}
void CL_LinkStaticEntities(void *pvs)
{
int i;
entity_t *ent, *stat;
model_t *clmodel;
extern cvar_t r_drawflame, gl_part_flame;
if (r_drawflame.ival < 0)
return;
if (!cl.worldmodel)
return;
for (i = 0; i < cl.num_statics; i++)
{
if (cl_numvisedicts == cl_maxvisedicts)
break;
stat = &cl_static_entities[i].ent;
clmodel = stat->model;
if (!clmodel || clmodel->loadstate != MLS_LOADED)
continue;
if ((!r_drawflame.ival) && (clmodel->engineflags & MDLF_FLAME))
continue;
/*pvs test*/
if (pvs && !cl.worldmodel->funcs.EdictInFatPVS(cl.worldmodel, &cl_static_entities[i].pvscache, pvs))
continue;
ent = &cl_visedicts[cl_numvisedicts++];
*ent = *stat;
ent->framestate.g[FS_REG].frametime[0] = cl.time;
ent->framestate.g[FS_REG].frametime[1] = cl.time;
// emit particles for statics (we don't need to cheat check statics)
if (clmodel->particleeffect >= 0 && gl_part_flame.ival)
{
// TODO: this is ugly.. assumes ent is in static entities, and subtracts
// pointer math to get an index to use in cl_static emit
// there needs to be a cleaner method for this
P_EmitEffect(ent->origin, clmodel->particleeffect, &cl_static_entities[i].emit);
}
// FIXME: no effects on static ents
// CLQ1_AddPowerupShell(ent, false, stat->effects);
}
}
/*
===============
CL_LinkPacketEntities
===============
*/
void R_FlameTrail(vec3_t start, vec3_t end, float seperation);
/*
Interpolates the two packets by the given time, writes its results into the lerpentities array.
*/
static void CL_TransitionPacketEntities(int newsequence, packet_entities_t *newpack, packet_entities_t *oldpack, float frac, float servertime)
{
lerpents_t *le;
entity_state_t *snew, *sold;
int i;
int oldpnum, newpnum;
float *snew__origin;
float *sold__origin;
qboolean isnew;
vec3_t move;
float a1, a2;
/*
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.
cl.lerpentssequence = newsequence;
oldpnum=0;
for (newpnum=0 ; newpnum<newpack->num_entities ; newpnum++)
{
snew = &newpack->entities[newpnum];
sold = NULL;
for ( ; oldpnum<oldpack->num_entities ; )
{
sold = &oldpack->entities[oldpnum];
if (sold->number >= snew->number)
{
if (sold->number > snew->number)
sold = NULL; //woo, it's a new entity.
else
oldpnum++;
break;
}
oldpnum++;
#ifdef RAGDOLL
le = &cl.lerpents[sold->number];
if (sold->number < cl.maxlerpents && le->skeletalobject)
rag_removedeltaent(le);
#endif
}
if (snew->number >= cl.maxlerpents)
{
int newmaxle = snew->number+16;
cl.lerpents = BZ_Realloc(cl.lerpents, newmaxle*sizeof(lerpents_t));
memset(cl.lerpents + cl.maxlerpents, 0, sizeof(lerpents_t)*(newmaxle - cl.maxlerpents));
cl.maxlerpents = newmaxle;
}
le = &cl.lerpents[snew->number];
le->sequence = newsequence;
le->entstate = snew;
if (!sold)
{
isnew = true;
sold = snew; //don't crash if anything tries poking sold
}
else
isnew = false;
if (snew->u.q1.pmovetype)
{
if (!cl.do_lerp_players)
{
entity_state_t *from;
float age;
packet_entities_t *latest;
if (isnew)
{
/*keep trails correct*/
le->isnew = true;
VectorCopy(le->origin, le->lastorigin);
}
CL_UpdateNetFrameLerpState(sold == snew, snew->frame, le);
from = sold; //eww
age = servertime - oldpack->servertime;
latest = &cl.inframes[cl.validsequence & UPDATE_MASK].packet_entities;
for (i = 0; i < latest->num_entities; i++)
{
if (latest->entities[i].number == snew->number)
{
from = &latest->entities[i];
//use realtime instead.
//also, use the sent timings instead of received as those are assumed to be more reliable
age = (realtime - cl.outframes[cl.ackedmovesequence & UPDATE_MASK].senttime) - cls.latency*cl_predict_players_latency.value + cl_predict_players_nudge.value;
break;
}
}
if (age > 1)
age = 1;
if (cl_predict_players.ival && pmove.numphysent)
{
CL_PredictEntityMovement(from, age);
VectorCopy(from->u.q1.predorg, le->origin);
}
else
VectorCopy(from->origin, le->origin);
VectorCopy(from->angles, le->angles);
continue;
}
//FIXME: find a packet where this entity changed.
snew__origin = snew->u.q1.predorg;
sold__origin = sold->u.q1.predorg;
}
else
{
snew__origin = snew->origin;
sold__origin = sold->origin;
}
VectorSubtract(snew__origin, sold__origin, move);
if (DotProduct(move, move) > 200*200 || snew->modelindex != sold->modelindex)
{
isnew = true; //disable lerping (and indirectly trails)
VectorClear(move);
}
VectorCopy(le->origin, le->lastorigin);
if (isnew)
{
//new this frame (or we noticed something changed significantly)
VectorCopy(snew__origin, le->origin);
VectorCopy(snew->angles, le->angles);
VectorCopy(snew__origin, le->oldorigin);
VectorCopy(snew->angles, le->oldangle);
VectorCopy(snew__origin, le->neworigin);
VectorCopy(snew->angles, le->newangle);
le->orglerpdeltatime = 0.1;
le->orglerpstarttime = oldpack->servertime;
le->isnew = true;
VectorCopy(le->origin, le->lastorigin);
}
else
{
if (snew->dpflags & RENDER_STEP)
{
float lfrac;
//ignore the old packet entirely, except for maybe its time.
if (!VectorEquals(le->neworigin, snew__origin) || !VectorEquals(le->newangle, snew->angles))
{
le->orglerpdeltatime = bound(0, oldpack->servertime - le->orglerpstarttime, 0.11); //clamp to 10 tics per second
le->orglerpstarttime = oldpack->servertime;
VectorCopy(le->neworigin, le->oldorigin);
VectorCopy(le->newangle, le->oldangle);
VectorCopy(snew__origin, le->neworigin);
VectorCopy(snew->angles, le->newangle);
}
lfrac = (servertime - le->orglerpstarttime) / le->orglerpdeltatime;
lfrac = bound(0, lfrac, 1);
for (i = 0; i < 3; i++)
{
le->origin[i] = le->oldorigin[i] + lfrac*(le->neworigin[i] - le->oldorigin[i]);
a1 = le->oldangle[i];
a2 = le->newangle[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
le->angles[i] = a1 + lfrac * (a2 - a1);
}
}
else
{
//lerp based purely on the packet times,
for (i = 0; i < 3; i++)
{
le->origin[i] = sold__origin[i] + frac*(move[i]);
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);
}
VectorCopy(le->origin, le->neworigin);
VectorCopy(le->angles, le->newangle);
le->orglerpdeltatime = 0.1;
le->orglerpstarttime = oldpack->servertime;
}
}
CL_UpdateNetFrameLerpState(isnew, snew->frame, le);
}
}
static qboolean CL_ChooseInterpolationFrames(int *newf, int *oldf, float servertime)
{
int i;
float newtime = 0;
*oldf = -1;
*newf = -1;
//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.inframes[i&UPDATE_MASK].frameid != i || cl.inframes[i&UPDATE_MASK].invalid)
continue; //packetloss/choke, it's really only a problem for the oldframe, but...
if (cl.inframes[i&UPDATE_MASK].packet_entities.servertime >= servertime)
{
if (cl.inframes[i&UPDATE_MASK].packet_entities.servertime)
{
if (!newtime || newtime != cl.inframes[i&UPDATE_MASK].packet_entities.servertime) //if it's a duplicate, pick the latest (so just-shot rockets are still present)
{
newtime = cl.inframes[i&UPDATE_MASK].packet_entities.servertime;
*newf = i;
}
}
}
else if (newtime)
{
if (cl.inframes[i&UPDATE_MASK].packet_entities.servertime != newtime)
{ //it does actually lerp, and isn't an identical frame.
*oldf = i;
break;
}
}
}
if (*newf == -1)
{
/*
This can happen if the client's predicted time is greater than the most recently received packet.
This should of course not happen...
*/
// Con_DPrintf("Warning: No lerp-to frame packet\n");
/*just grab the most recent frame that is valid*/
for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--)
{
if (cl.inframes[i&UPDATE_MASK].frameid != i || cl.inframes[i&UPDATE_MASK].invalid)
continue; //packetloss/choke, it's really only a problem for the oldframe, but...
*oldf = *newf = i;
return true;
}
return false;
}
else if (*oldf == -1) //can happen at map start, and really laggy games, but really shouldn't in a normal game
{
*oldf = *newf;
}
return true;
}
qboolean CL_MayLerp(void)
{
//force lerping when playing low-framerate demos.
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
return true;
#ifdef NQPROT
if (cls.demoplayback == DPB_NETQUAKE)
return true;
if (cls.protocol == CP_NETQUAKE) //this includes DP protocols.
return !cl_nolerp_netquake.ival;
#endif
if (cl_nolerp.ival == 2 && !cls.deathmatch)
return true;
return !cl_nolerp.ival;
}
/*fills in cl.lerpents and cl.currentpackentities*/
void CL_TransitionEntities (void)
{
packet_entities_t *packnew, *packold;
int newf, newff, oldf;
qboolean nolerp;
float servertime, frac;
if (cls.protocol == CP_QUAKEWORLD && (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV))
{
nolerp = false;
}
else
{
nolerp = !CL_MayLerp() && cls.demoplayback != DPB_MVD && cls.demoplayback != DPB_EZTV;
}
//force our emulated time to as late as we can, if we're not using interpolation, which has the effect of disabling all interpolation
if (nolerp)
servertime = cl.inframes[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities.servertime;
else
servertime = cl.servertime;
// servertime -= 0.1;
/*make sure we have some info for it, on failure keep the info from the last frame (its possible that the frame data can be changed by a network packet, but mneh, but chances are if there's no info then there are NO packets at all)*/
if (!CL_ChooseInterpolationFrames(&newf, &oldf, servertime))
return;
newff = newf;
newf&=UPDATE_MASK;
oldf&=UPDATE_MASK;
/*transition the ents and stuff*/
packnew = &cl.inframes[newf].packet_entities;
packold = &cl.inframes[oldf].packet_entities;
if (packnew->servertime == packold->servertime)
frac = 1; //lerp totally into the new
else
frac = (servertime-packold->servertime)/(packnew->servertime-packold->servertime);
// if (!cl.paused)
// Con_Printf("%f %f %f (%f) (%i) %f %f %f\n", packold->servertime, servertime, packnew->servertime, frac, newff, cl.oldgametime, servertime, cl.gametime);
CL_TransitionPacketEntities(newff, packnew, packold, frac, servertime);
cl.packfrac = frac;
cl.currentpacktime = servertime;
cl.currentpackentities = packnew;
cl.previouspackentities = packold;
/*and transition players too*/
{
float frac, a1, a2;
int i, p;
vec3_t move;
lerpents_t *le;
player_state_t *pnew, *pold;
if (!cl.do_lerp_players)
{
newf = newff = oldf = cl.parsecount;
newf&=UPDATE_MASK;
oldf&=UPDATE_MASK;
}
if (packnew->servertime == packold->servertime)
frac = 1; //lerp totally into the new
else
frac = (servertime-packold->servertime)/(packnew->servertime-packold->servertime);
pnew = &cl.inframes[newf].playerstate[0];
pold = &cl.inframes[oldf].playerstate[0];
for (p = 0; p < cl.allocated_client_slots; p++, pnew++, pold++)
{
if (pnew->messagenum != newff)
{
continue;
}
le = &cl.lerpplayers[p];
VectorSubtract(pnew->predorigin, pold->predorigin, move);
if (DotProduct(move, move) > 120*120)
frac = 1;
//lerp based purely on the packet times,
for (i = 0; i < 3; i++)
{
le->origin[i] = pold->predorigin[i] + frac*(move[i]);
a1 = SHORT2ANGLE(pold->command.angles[i]);
a2 = SHORT2ANGLE(pnew->command.angles[i]);
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
le->angles[i] = a1 + frac * (a2 - a1);
}
le->orglerpdeltatime = 0.1;
le->orglerpstarttime = packold->servertime;
}
}
}
void CL_LinkPacketEntities (void)
{
extern cvar_t gl_part_flame;
entity_t *ent;
packet_entities_t *pack;
entity_state_t *state;
lerpents_t *le;
model_t *model, *model2;
vec3_t old_origin;
float autorotate;
int i;
int newpnum;
//, spnum;
dlight_t *dl;
vec3_t angles;
static int flickertime;
static int flicker;
int trailef, trailidx;
int modelflags;
pack = cl.currentpackentities;
if (!pack)
return;
i = cl.currentpacktime*20;
if (flickertime != i)
{
flickertime = i;
flicker = rand();
}
autorotate = anglemod(100*cl.currentpacktime);
#ifdef CSQC_DAT
CSQC_DeltaStart(cl.currentpacktime);
#endif
for (newpnum=0 ; newpnum<pack->num_entities ; newpnum++)
{
state = &pack->entities[newpnum];
if (cl_numvisedicts == cl_maxvisedicts)
{
break;
}
#ifdef CSQC_DAT
if (CSQC_DeltaUpdate(state))
continue;
#endif
ent = &cl_visedicts[cl_numvisedicts];
ent->rtype = RT_MODEL;
ent->playerindex = -1;
ent->customskin = 0;
ent->topcolour = TOP_DEFAULT;
ent->bottomcolour = BOTTOM_DEFAULT;
#ifdef HEXEN2
ent->h2playerclass = 0;
#endif
ent->light_known = 0;
ent->forcedshader = NULL;
if (state->number >= cl.maxlerpents)
continue;
le = &cl.lerpents[state->number];
memset(&ent->framestate, 0, sizeof(ent->framestate));
VectorCopy(le->origin, ent->origin);
//bots or powerup glows. items always glow, bots can be disabled
if (state->modelindex != cl_playerindex || r_powerupglow.ival)
if (state->effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT))
{
vec3_t colour;
float radius;
colour[0] = 0;
colour[1] = 0;
colour[2] = 0;
radius = 0;
if (state->effects & EF_BRIGHTLIGHT)
{
radius = max(radius,400);
colour[0] += 2.0;
colour[1] += 1.0;
colour[2] += 0.5;
}
if (state->effects & EF_DIMLIGHT)
{
radius = max(radius,200);
colour[0] += 2.0;
colour[1] += 1.0;
colour[2] += 0.5;
}
if (state->effects & EF_BLUE)
{
radius = max(radius,200);
colour[0] += 0.5;
colour[1] += 0.5;
colour[2] += 3.0;
}
if (state->effects & EF_RED)
{
radius = max(radius,200);
colour[0] += 3.0;
colour[1] += 0.5;
colour[2] += 0.5;
}
if (radius)
{
radius += r_lightflicker.value?((flicker + state->number)&31):0;
CL_NewDlight(state->number, ent->origin, radius, 0.1, colour[0], colour[1], colour[2]);
}
}
if (state->lightpflags & (PFLAGS_FULLDYNAMIC|PFLAGS_CORONA))
{
vec3_t colour;
if (!state->light[0] && !state->light[1] && !state->light[2])
{
colour[0] = colour[1] = colour[2] = 1;
}
else
{
colour[0] = state->light[0]/1024.0f;
colour[1] = state->light[1]/1024.0f;
colour[2] = state->light[2]/1024.0f;
}
dl = CL_NewDlight(state->number, ent->origin, state->light[3]?state->light[3]:350, 0.1, colour[0], colour[1], colour[2]);
if (!(state->lightpflags & PFLAGS_FULLDYNAMIC)) //corona-only lights shouldn't do much else.
{
dl->flags &= ~(LFLAG_LIGHTMAP|LFLAG_FLASHBLEND);
#ifdef RTLIGHTS
/*make sure there's no rtlight*/
memset(dl->lightcolourscales, 0, sizeof(dl->lightcolourscales));
#endif
}
dl->corona = (state->lightpflags & PFLAGS_CORONA)?1:0;
dl->coronascale = 0.25;
dl->style = state->lightstyle;
dl->flags &= ~LFLAG_FLASHBLEND;
dl->flags |= (state->lightpflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
#ifdef RTLIGHTS
if (state->skinnum)
{
VectorCopy(le->angles, angles);
//if (model && model->type == mod_alias)
angles[0]*=-1; //pflags matches alias models.
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
R_LoadNumberedLightTexture(dl, state->skinnum);
}
#endif
}
// if set to invisible, skip
if (state->modelindex<1)
continue;
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;
}
//DP extension. .modelflags (which is sent in the high parts of effects) allows to specify exactly the q1-compatible flags.
//the extra bit allows for setting to 0.
//note that hexen2 has additional flags which cannot be expressed.
if (state->effects & 0xff800000)
modelflags = state->effects>>24;
else
modelflags = model->flags;
if (cl.model_precache_vwep[0])
{
if (state->modelindex == cl_playerindex && !cl.model_precache_vwep[0]->loadstate != MLS_LOADED)
{
model = cl.model_precache_vwep[0];
model2 = cl.model_precache_vwep[state->modelindex2];
}
else
model2 = NULL;
}
else if (state->modelindex2)
model2 = cl.model_precache[state->modelindex2];
else
model2 = NULL;
cl_numvisedicts++;
ent->forcedshader = NULL;
ent->keynum = state->number;
if (cl_r2g.value && state->modelindex == cl_rocketindex && cl_rocketindex != -1 && cl_grenadeindex != -1)
model = cl.model_precache[cl_grenadeindex];
ent->model = model;
ent->flags = 0;
if (state->dpflags & RENDER_VIEWMODEL)
ent->flags |= RF_WEAPONMODEL|Q2RF_MINLIGHT|RF_DEPTHHACK;
if ((state->dpflags & RENDER_EXTERIORMODEL) || r_refdef.playerview->viewentity == state->number)
ent->flags |= RF_EXTERNALMODEL;
if (state->effects & NQEF_ADDITIVE)
ent->flags |= RF_ADDITIVE;
if (state->effects & EF_NODEPTHTEST)
ent->flags |= RF_NODEPTHTEST;
if (state->effects & DPEF_NOSHADOW)
ent->flags |= RF_NOSHADOW;
if (state->trans != 0xff)
ent->flags |= RF_TRANSLUCENT;
/* if (le->origin[2] < r_refdef.waterheight != le->lastorigin[2] < r_refdef.waterheight)
{
P_RunParticleEffectTypeString(le->origin, NULL, 1, "te_watertransition");
}
*/
// set colormap
if (state->dpflags & RENDER_COLORMAPPED)
{
ent->topcolour = (state->colormap>>4) & 0xf;
ent->bottomcolour = (state->colormap>>0) & 0xf;
}
else if (state->colormap > 0 && state->colormap <= cl.allocated_client_slots)
{
ent->playerindex = state->colormap-1;
#ifdef HEXEN2
ent->h2playerclass = cl.players[ent->playerindex].h2playerclass;
#endif
ent->topcolour = cl.players[ent->playerindex].ttopcolor;
ent->bottomcolour = cl.players[ent->playerindex].tbottomcolor;
}
// set skin
ent->skinnum = state->skinnum;
ent->abslight = state->abslight;
ent->drawflags = state->hexen2flags;
CL_LerpNetFrameState(FS_REG, &ent->framestate, le);
#ifdef PEXT_SCALE
//set scale
ent->scale = state->scale/16.0;
#endif
if (state->colormod[0] == 32 && state->colormod[1] == 32 && state->colormod[2] == 32)
ent->shaderRGBAf[0] = ent->shaderRGBAf[1] = ent->shaderRGBAf[2] = 1;
else
{
ent->flags |= RF_FORCECOLOURMOD;
ent->shaderRGBAf[0] = (state->colormod[0]*8.0f)/256;
ent->shaderRGBAf[1] = (state->colormod[1]*8.0f)/256;
ent->shaderRGBAf[2] = (state->colormod[2]*8.0f)/256;
}
ent->shaderRGBAf[3] = state->trans/255.0f;
#ifdef PEXT_FATNESS
//set trans
ent->fatness = state->fatness/16.0;
#endif
// rotate binary objects locally
if (modelflags & MF_ROTATE)
{
angles[0] = 0;
angles[1] = autorotate;
angles[2] = 0;
if (cl_item_bobbing.value)
ent->origin[2] += 5+sin(cl.time*3+(state->origin[0]+state->origin[1])/8)*5.5; //don't let it into the ground
}
else
{
for (i=0 ; i<3 ; i++)
{
angles[i] = le->angles[i];
}
}
if (model && model->type == mod_alias)
angles[0]*=-1; //carmack screwed up when he added alias models - they pitch the wrong way.
VectorCopy(angles, ent->angles);
AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
/*if this entity is in a player's slot...*/
if (ent->keynum <= cl.allocated_client_slots)
{
if (!cl.playerview[0].nolocalplayer)
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);
}
#ifdef RAGDOLL
if (model && model->dollinfo)
rag_updatedeltaent(ent, le);
#endif
ent->framestate.g[FS_REG].frame[0] &= ~0x8000;
ent->framestate.g[FS_REG].frame[1] &= ~0x8000;
CLQ1_AddShadow(ent);
CLQ1_AddPowerupShell(ent, false, state->effects);
if (r_torch.ival && ent->keynum <= cl.allocated_client_slots)
{
dlight_t *dl;
dl = CL_NewDlight(ent->keynum, ent->origin, 300, r_torch.ival, 0.9, 0.9, 0.6);
dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND;
dl->fov = 90;
angles[0] *= 3;
// angles[1] += sin(realtime)*8;
// angles[0] += cos(realtime*1.13)*5;
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorMA(dl->origin, 16, dl->axis[0], dl->origin);
}
if (model2)
CL_AddVWeapModel (ent, model2);
//figure out which trail this entity is using
trailef = model->particletrail;
trailidx = model->traildefaultindex;
if (state->effects & EF_HASPARTICLETRAIL)
P_DefaultTrail (state->effects, modelflags, &trailef, &trailidx);
if (state->u.q1.traileffectnum)
trailef = CL_TranslateParticleFromServer(state->u.q1.traileffectnum);
// add automatic particle trails
if (!model || (!(modelflags&~MF_ROTATE) && trailef < 0))
continue;
if (!cls.allow_anyparticles && !(modelflags & ~MF_ROTATE))
continue;
if (le->isnew)
{
le->isnew = false;
pe->DelinkTrailstate(&(cl.lerpents[state->number].trailstate));
pe->DelinkTrailstate(&(cl.lerpents[state->number].emitstate));
continue; // not in last message
}
VectorCopy(le->lastorigin, old_origin);
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;
}
}
//and emit it
if (trailef == P_INVALID || pe->ParticleTrail (old_origin, ent->origin, trailef, ent->keynum, ent->axis, &(le->trailstate)))
if (model->traildefaultindex >= 0)
pe->ParticleTrailIndex(old_origin, ent->origin, trailidx, 0, &(le->trailstate));
if (model->particleeffect != P_INVALID && cls.allow_anyparticles && gl_part_flame.ival)
P_EmitEffect (ent->origin, model->particleeffect, &(le->emitstate));
//dlights are not so customisable.
if (r_rocketlight.value && (modelflags & MF_ROCKET))
{
float rad = 0;
vec3_t dclr;
dclr[0] = 2.0;
dclr[1] = 1.0;
dclr[2] = 0.25;
rad = 200;
rad += r_lightflicker.value?((flicker + state->number)&31):0;
dl = CL_AllocDlight (state->number);
memcpy(dl->axis, ent->axis, sizeof(dl->axis));
VectorCopy (ent->origin, dl->origin);
dl->die = (float)cl.time;
if (modelflags & MF_ROCKET)
dl->origin[2] += 1; // is this even necessary
dl->radius = rad * r_rocketlight.value;
VectorCopy(dclr, dl->color);
}
}
#ifdef CSQC_DAT
CSQC_DeltaEnd();
#endif
CLQ1_AddVisibleBBoxes();
}
/*
=========================================================================
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 + 1/32.0f);
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++)
{
if (pr->modelindex < 1)
continue;
// grab an entity to fill in
if (cl_numvisedicts == cl_maxvisedicts)
break; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
memset(ent, 0, sizeof(*ent));
ent->model = cl.model_precache[pr->modelindex];
ent->playerindex = -1;
ent->topcolour = TOP_DEFAULT;
ent->bottomcolour = BOTTOM_DEFAULT;
#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);
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_ParseClientdata (void);
void CL_MVDUpdateSpectator(void)
{
CL_ParseClientdata();
}
void CL_ParsePlayerinfo (void)
{
float msec;
unsigned int flags;
player_info_t *info;
player_state_t *state, *oldstate;
int num;
int i;
int newf;
vec3_t org, dist;
lastplayerinfo = num = MSG_ReadByte ();
if (num >= MAX_CLIENTS)
Host_EndGame ("CL_ParsePlayerinfo: bad num");
info = &cl.players[num];
oldstate = &cl.inframes[oldparsecountmod].playerstate[num];
state = &cl.inframes[parsecountmod].playerstate[num];
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
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.inframes[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)
{ //FIXME: is this still needed with the autotrack stuff?
Cam_Lock(&cl.playerview[0], 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_ORIGINX << i))
state->origin[i] = MSG_ReadCoord ();
}
VectorSubtract(state->origin, prevstate->origin, dist);
VectorScale(dist, 1/(cl.inframes[parsecountmod].packet_entities.servertime - cl.inframes[oldparsecountmod].packet_entities.servertime), state->velocity);
VectorCopy (state->origin, state->predorigin);
for (i = 0; i < 3; i++)
{
if (flags & (DF_ANGLEX << 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 ();
VectorSet(state->szmins, -16, -16, -24);
VectorSet(state->szmaxs, 16, 16, 32);
state->scale = 1;
state->alpha = 255;
state->fatness = 0;
state->colourmod[0] = 32;
state->colourmod[1] = 32;
state->colourmod[2] = 32;
state->gravitydir[0] = 0;
state->gravitydir[1] = 0;
state->gravitydir[2] = -1;
state->pm_type = PM_NORMAL;
TP_ParsePlayerInfo(oldstate, state, info);
//can't CL_SetStatInt as we don't know if its actually us or not
cl.players[num].stats[STAT_WEAPONFRAME] = state->weaponframe;
cl.players[num].statsf[STAT_WEAPONFRAME] = state->weaponframe;
for (i = 0; i < cl.splitclients; i++)
{
playerview_t *pv = &cl.playerview[i];
if (pv->cam_spec_track == num)
{
pv->stats[STAT_WEAPONFRAME] = state->weaponframe;
pv->statsf[STAT_WEAPONFRAME] = state->weaponframe;
}
}
//add a new splitscreen autotrack view if we can
if (cl.splitclients < MAX_SPLITS && !cl.players[num].spectator)
{
extern cvar_t cl_splitscreen;
if (cl.splitclients < cl_splitscreen.value+1)
{
for (i = 0; i < cl.splitclients; i++)
{
playerview_t *pv = &cl.playerview[i];
if (pv->cam_state != CAM_FREECAM && pv->cam_spec_track == num)
return;
}
if (i == cl.splitclients)
{
playerview_t *pv = &cl.playerview[cl.splitclients++];
Cam_Lock(pv, num);
}
}
}
return;
}
flags = (unsigned short)MSG_ReadShort ();
if (cls.fteprotocolextensions & (PEXT_HULLSIZE|PEXT_TRANS|PEXT_SCALE|PEXT_FATNESS))
if (flags & PF_EXTRA_PFS)
flags |= MSG_ReadByte()<<16;
state->flags = flags;
state->messagenum = cl.parsecount;
org[0] = MSG_ReadCoord ();
org[1] = MSG_ReadCoord ();
org[2] = MSG_ReadCoord ();
VectorCopy(org, state->origin);
newf = MSG_ReadByte ();
if (state->frame != newf)
{
// state->lerpstarttime = realtime;
state->frame = newf;
}
// 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)
{
extern cvar_t cl_demospeed;
msec = MSG_ReadByte ();
if (cls.demoplayback)
state->state_time = parsecounttime - msec*0.001 * cl_demospeed.value;
else
state->state_time = parsecounttime - msec*0.001;
}
else
{
msec = 0;
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);
if (!(cls.z_ext & Z_EXT_VWEP))
state->command.impulse = 0;
}
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;
VectorSet(state->szmins, -16, -16, -24);
VectorSet(state->szmaxs, 16, 16, 32);
state->scale = 1;
state->alpha = 255;
state->fatness = 0;
state->gravitydir[0] = 0;
state->gravitydir[1] = 0;
state->gravitydir[2] = -1;
#ifdef PEXT_SCALE
if (flags & PF_SCALE && cls.fteprotocolextensions & PEXT_SCALE)
state->scale = (float)MSG_ReadByte()/50;
#endif
#ifdef PEXT_TRANS
if (flags & PF_TRANS && cls.fteprotocolextensions & PEXT_TRANS)
state->alpha = MSG_ReadByte();
#endif
#ifdef PEXT_FATNESS
if (flags & PF_FATNESS && cls.fteprotocolextensions & PEXT_FATNESS)
state->fatness = (float)MSG_ReadChar();
#endif
#ifdef PEXT_HULLSIZE
if ((cls.fteprotocolextensions & PEXT_HULLSIZE) && (flags & PF_HULLSIZE_Z))
{
int num;
num = MSG_ReadByte();
if (!cl.worldmodel || cl.worldmodel->fromgame != fg_quake)
{
VectorScale(state->szmins, num/56.0f, state->szmins);
VectorScale(state->szmaxs, num/56.0f, state->szmaxs);
}
else
{
VectorCopy(cl.worldmodel->hulls[num&(MAX_MAP_HULLSM-1)].clip_mins, state->szmins);
VectorCopy(cl.worldmodel->hulls[num&(MAX_MAP_HULLSM-1)].clip_maxs, state->szmaxs);
}
if (num & 128)
{ //this hack is for hexen2.
state->szmaxs[2] -= state->szmins[2];
state->szmins[2] = 0;
}
}
//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 if (pm_code == PMC_WALLWALK)
state->pm_type = PM_WALLWALK;
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;
}
TP_ParsePlayerInfo(oldstate, state, info);
//can't CL_SetStatInt as we don't know if its actually us or not
for (i = 0; i < cl.splitclients; i++)
{
playerview_t *pv = &cl.playerview[i];
if ((cl.spectator?pv->cam_spec_track:pv->playernum) == num)
{
pv->stats[STAT_WEAPONFRAME] = state->weaponframe;
pv->statsf[STAT_WEAPONFRAME] = state->weaponframe;
}
}
if (cl.worldmodel && cl.do_lerp_players && cl_predict_players.ival)
{
player_state_t exact;
msec -= 1000 * (cls.latency*cl_predict_players_latency.value-cl_predict_players_nudge.value);
// msec = 1000*((realtime - cls.latency + 0.02) - state->state_time);
// predict players movement
state->command.msec = bound(0, msec, 255);
//FIXME: flag these and do the pred elsewhere.
CL_SetSolidEntities();
CL_SetSolidPlayers();
CL_PredictUsercmd (0, num+1, state, &exact, &state->command); //uses player 0's maxspeed/grav...
VectorCopy (exact.origin, state->predorigin);
}
else
VectorCopy (state->origin, state->predorigin);
}
/*
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;
float offs = 0;
if (cl_flagindex == -1)
return;
for (i = 0; i < FRAME_BLENDS; i++)
{
if (!ent->framestate.g[FS_REG].lerpweight[i])
continue;
f = 14;
if (ent->framestate.g[FS_REG].frame[i] >= 29 && ent->framestate.g[FS_REG].frame[i] <= 40) {
if (ent->framestate.g[FS_REG].frame[i] >= 29 && ent->framestate.g[FS_REG].frame[i] <= 34) { //axpain
if (ent->framestate.g[FS_REG].frame[i] == 29) f = f + 2;
else if (ent->framestate.g[FS_REG].frame[i] == 30) f = f + 8;
else if (ent->framestate.g[FS_REG].frame[i] == 31) f = f + 12;
else if (ent->framestate.g[FS_REG].frame[i] == 32) f = f + 11;
else if (ent->framestate.g[FS_REG].frame[i] == 33) f = f + 10;
else if (ent->framestate.g[FS_REG].frame[i] == 34) f = f + 4;
} else if (ent->framestate.g[FS_REG].frame[i] >= 35 && ent->framestate.g[FS_REG].frame[i] <= 40) { // pain
if (ent->framestate.g[FS_REG].frame[i] == 35) f = f + 2;
else if (ent->framestate.g[FS_REG].frame[i] == 36) f = f + 10;
else if (ent->framestate.g[FS_REG].frame[i] == 37) f = f + 10;
else if (ent->framestate.g[FS_REG].frame[i] == 38) f = f + 8;
else if (ent->framestate.g[FS_REG].frame[i] == 39) f = f + 4;
else if (ent->framestate.g[FS_REG].frame[i] == 40) f = f + 2;
}
} else if (ent->framestate.g[FS_REG].frame[i] >= 103 && ent->framestate.g[FS_REG].frame[i] <= 118) {
if (ent->framestate.g[FS_REG].frame[i] >= 103 && ent->framestate.g[FS_REG].frame[i] <= 104) f = f + 6; //nailattack
else if (ent->framestate.g[FS_REG].frame[i] >= 105 && ent->framestate.g[FS_REG].frame[i] <= 106) f = f + 6; //light
else if (ent->framestate.g[FS_REG].frame[i] >= 107 && ent->framestate.g[FS_REG].frame[i] <= 112) f = f + 7; //rocketattack
else if (ent->framestate.g[FS_REG].frame[i] >= 112 && ent->framestate.g[FS_REG].frame[i] <= 118) f = f + 7; //shotattack
}
offs += f * ent->framestate.g[FS_REG].lerpweight[i];
}
newent = CL_NewTempEntity ();
newent->model = cl.model_precache[cl_flagindex];
newent->skinnum = team;
newent->keynum = ent->keynum;
newent->flags |= ent->flags;
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] - offs*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, model_t *model)
{
entity_t *newent;
// vec3_t angles;
if (!model)
return;
newent = CL_NewTempEntity ();
newent->keynum = player->keynum;
newent->flags |= player->flags;
VectorCopy(player->origin, newent->origin);
VectorCopy(player->angles, newent->angles);
newent->skinnum = player->skinnum;
newent->model = model;
newent->framestate = player->framestate;
AngleVectors(newent->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
=============
*/
vec3_t nametagorg[MAX_CLIENTS];
qboolean nametagseen[MAX_CLIENTS];
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;
float msec;
inframe_t *frame;
int oldphysent;
vec3_t angles;
qboolean predictplayers;
model_t *model;
static int flickertime;
static int flicker;
float predictmsmult = 1000*cl_predict_players_frac.value;
int modelindex2;
extern cvar_t cl_demospeed;
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
return;
if (cl.paused)
predictmsmult = 0;
if (cls.demoplayback)
predictmsmult *= cl_demospeed.value;
playertime = realtime - cls.latency*cl_predict_players_latency.value + cl_predict_players_nudge.value;
if (playertime > realtime)
playertime = realtime;
frame = &cl.inframes[cl.validsequence&UPDATE_MASK];
predictplayers = cl_predict_players.ival;
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
predictplayers = false;
for (j=0, info=cl.players, state=frame->playerstate ; j < cl.allocated_client_slots
; j++, info++, state++)
{
nametagseen[j] = false;
if (state->messagenum != cl.validsequence)
{
#ifdef CSQC_DAT
CSQC_DeltaPlayer(j, NULL);
#endif
continue; // not present this frame
}
CL_UpdateNetFrameLerpState(false, state->frame, &cl.lerpplayers[j]);
cl.lerpplayers[j].sequence = cl.lerpentssequence;
#ifdef CSQC_DAT
if (CSQC_DeltaPlayer(j, state))
continue;
#endif
if (info->spectator)
continue;
//the extra modelindex check is to stop lame mods from using vweps with rings
if (state->command.impulse && cl.model_precache_vwep[0] && cl.model_precache_vwep[0]->type != mod_dummy && state->modelindex == cl_playerindex)
{
model = cl.model_precache_vwep[0];
modelindex2 = state->command.impulse;
}
else
{
model = cl.model_precache[state->modelindex];
modelindex2 = 0;
}
// spawn light flashes, even ones coming from invisible objects
if (r_powerupglow.value && !(r_powerupglow.value == 2 && j == cl.playerview[0].playernum)
&& (state->effects & (EF_BLUE|EF_RED|EF_BRIGHTLIGHT|EF_DIMLIGHT)))
{
vec3_t colour;
float radius;
colour[0] = 0;
colour[1] = 0;
colour[2] = 0;
radius = 0;
if (state->effects & EF_BRIGHTLIGHT)
{
radius = max(radius,400);
colour[0] += 0.2;
colour[1] += 0.1;
colour[2] += 0.05;
}
if (state->effects & EF_DIMLIGHT)
{
radius = max(radius,200);
colour[0] += 2.0;
colour[1] += 1.0;
colour[2] += 0.5;
}
if (state->effects & EF_BLUE)
{
radius = max(radius,200);
colour[0] += 0.5;
colour[1] += 0.5;
colour[2] += 3.0;
}
if (state->effects & EF_RED)
{
radius = max(radius,200);
colour[0] += 5.0;
colour[1] += 0.5;
colour[2] += 0.5;
}
if (radius)
{
vec3_t org;
VectorCopy(state->origin, org);
//make the light appear at the predicted position rather than anywhere else.
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (cl.playerview[pnum].playernum == j)
VectorCopy(cl.playerview[pnum].simorg, org);
if (model)
{
org[2] += model->mins[2];
org[2] += 32;
}
if (r_lightflicker.value)
{
pnum = realtime*20;
if (flickertime != pnum)
{
flickertime = pnum;
flicker = rand();
}
radius += (flicker+j)&31;
}
CL_NewDlight(j+1, org, radius, 0.1, colour[0], colour[1], colour[2])->flags &= ~LFLAG_FLASHBLEND;
}
}
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 == cl_maxvisedicts)
break; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
memset(ent, 0, sizeof(*ent));
ent->keynum = j+1;
ent->model = model;
ent->skinnum = state->skinnum;
CL_LerpNetFrameState(FS_REG, &ent->framestate, &cl.lerpplayers[j]);
// set colormap
ent->playerindex = j;
ent->topcolour = info->ttopcolor;
ent->bottomcolour = info->tbottomcolor;
#ifdef HEXEN2
ent->h2playerclass = info->h2playerclass;
#endif
#ifdef PEXT_SCALE
ent->scale = state->scale;
#endif
ent->shaderRGBAf[0] = state->colourmod[0]/32.0f;
ent->shaderRGBAf[1] = state->colourmod[1]/32.0f;
ent->shaderRGBAf[2] = state->colourmod[2]/32.0f;
ent->shaderRGBAf[3] = state->alpha/255.0f;
if (state->alpha != 255)
ent->flags |= RF_TRANSLUCENT;
ent->fatness = state->fatness;
//
// angles
//
angles[PITCH] = -state->viewangles[PITCH]/3;
angles[YAW] = state->viewangles[YAW];
angles[ROLL] = 0;
angles[ROLL] = V_CalcRoll (angles, state->velocity)*4;
if (j+1 == r_refdef.playerview->viewentity || (r_refdef.playerview->cam_state == CAM_EYECAM && r_refdef.playerview->cam_spec_track == j))
ent->flags |= RF_EXTERNALMODEL;
// the player object gets added with flags | 2
for (pnum = 0; pnum < cl.splitclients; pnum++)
{
playerview_t *pv = &cl.playerview[pnum];
if (j == pv->playernum)
{
/* if (cl.spectator)
{
cl_numvisedicts--;
continue;
}
*/ angles[0] = -1*pv->viewangles[0] / 3;
angles[1] = pv->viewangles[1];
angles[2] = pv->viewangles[2];
ent->origin[0] = pv->simorg[0];
ent->origin[1] = pv->simorg[1];
ent->origin[2] = pv->simorg[2]+pv->crouch;
}
}
if (model && model->type == mod_alias)
angles[0]*=-1; //carmack screwed up when he added alias models - they pitch the wrong way.
VectorCopy(angles, ent->angles);
AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
// only predict half the move to minimize overruns
msec = predictmsmult*(playertime - state->state_time);
if (pnum < cl.splitclients)
{ //this is a local player
}
else if (cl.do_lerp_players)
{
lerpents_t *le = &cl.lerpplayers[j];
VectorCopy (le->origin, ent->origin);
VectorCopy(le->angles, ent->angles);
ent->angles[0] /= 3;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
}
else if (msec <= 0 || (!predictplayers))
{
VectorCopy (state->origin, ent->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 250)
msec = 250;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers ();
CL_PredictUsercmd (0, j+1, state, &exact, &state->command); //uses player 0's maxspeed/grav...
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
VectorCopy(ent->origin, nametagorg[j]);
nametagseen[j] = true;
if (state->effects & QWEF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & QWEF_FLAG2)
CL_AddFlagModels (ent, 1);
if (modelindex2)
CL_AddVWeapModel (ent, cl.model_precache_vwep[modelindex2]);
CLQ1_AddShadow(ent);
CLQ1_AddPowerupShell(ent, false, state->effects);
if ((r_showbboxes.ival & 3) == 3)
{
vec3_t min, max;
shader_t *s = R_RegisterShader("bboxshader", SUF_NONE, NULL);
if (s)
{
VectorAdd(state->origin, pmove.player_mins, min);
VectorAdd(state->origin, pmove.player_maxs, max);
CLQ1_AddOrientedCube(s, min, max, NULL, 0.1, 0, 0, 1);
VectorAdd(ent->origin, pmove.player_mins, min);
VectorAdd(ent->origin, pmove.player_maxs, max);
CLQ1_AddOrientedCube(s, min, max, NULL, 0, 0, 0.1, 1);
}
}
if (r_torch.ival)
{
dlight_t *dl;
dl = CL_NewDlight(j+1, ent->origin, 300, r_torch.ival, 0.5, 0.5, 0.2);
dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND;
dl->fov = 60;
angles[0] *= 3;
angles[1] += sin(realtime)*8;
angles[0] += cos(realtime*1.13)*5;
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
}
}
}
void CL_LinkViewModel(void)
{
entity_t ent;
unsigned int plnum;
player_state_t *plstate;
float alpha;
playerview_t *pv = r_refdef.playerview;
extern cvar_t cl_gunx, cl_guny, cl_gunz;
extern cvar_t cl_gunanglex, cl_gunangley, cl_gunanglez;
if (r_drawviewmodel.value <= 0 || !Cam_DrawViewModel(r_refdef.playerview))
return;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
return;
#endif
if (!r_drawentities.ival)
return;
if ((r_refdef.playerview->stats[STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value <= 0)
return;
if (r_refdef.playerview->stats[STAT_HEALTH] <= 0)
return;
if (cl.intermission)
return;
if (pv->stats[STAT_WEAPONMODELI] <= 0 || pv->stats[STAT_WEAPONMODELI] >= MAX_PRECACHE_MODELS)
return;
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
alpha = r_drawviewmodel.value;
else
alpha = 1;
if ((r_refdef.playerview->stats[STAT_ITEMS] & IT_INVISIBILITY)
&& r_drawviewmodelinvis.value > 0
&& r_drawviewmodelinvis.value < 1)
alpha *= r_drawviewmodelinvis.value;
if (alpha <= 0)
return;
V_ClearEntity(&ent);
#ifdef PEXT_SCALE
ent.scale = 1;
#endif
ent.origin[0] = cl_gunz.value;
ent.origin[1] = -cl_gunx.value;
ent.origin[2] = -cl_guny.value;
ent.angles[0] = cl_gunanglex.value;
ent.angles[1] = cl_gunangley.value;
ent.angles[2] = cl_gunanglez.value;
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 1;
ent.shaderRGBAf[2] = 1;
ent.shaderRGBAf[3] = alpha;
if (alpha != 1)
{
ent.flags |= RF_TRANSLUCENT;
}
ent.model = cl.model_precache[pv->stats[STAT_WEAPONMODELI]];
if (!ent.model)
return;
#ifdef HLCLIENT
if (!CLHL_AnimateViewEntity(&ent))
#endif
{
//if the model changed, reset everything.
if (ent.model != pv->vm.oldmodel)
{
pv->vm.oldmodel = ent.model;
pv->vm.oldframe = pv->vm.prevframe = pv->stats[STAT_WEAPONFRAME];
pv->vm.oldlerptime = pv->vm.lerptime = realtime;
pv->vm.frameduration = 0.1;
}
//if the frame changed, update the oldframe to lerp into the new frame
else if (pv->stats[STAT_WEAPONFRAME] != pv->vm.prevframe)
{
pv->vm.oldframe = pv->vm.prevframe;
pv->vm.prevframe = pv->stats[STAT_WEAPONFRAME];
pv->vm.oldlerptime = pv->vm.lerptime;
pv->vm.frameduration = (realtime - pv->vm.lerptime);
if (pv->vm.frameduration < 0.01)//no faster than 100 times a second... to avoid divide by zero
pv->vm.frameduration = 0.01;
if (pv->vm.frameduration > 0.2) //no slower than 5 times a second
pv->vm.frameduration = 0.2;
pv->vm.lerptime = realtime;
}
//work out the blend fraction
ent.framestate.g[FS_REG].frame[0] = pv->vm.prevframe;
ent.framestate.g[FS_REG].frame[1] = pv->vm.oldframe;
ent.framestate.g[FS_REG].frametime[0] = realtime - pv->vm.lerptime;
ent.framestate.g[FS_REG].frametime[1] = realtime - pv->vm.oldlerptime;
ent.framestate.g[FS_REG].lerpweight[0] = (realtime-pv->vm.lerptime)/pv->vm.frameduration;
ent.framestate.g[FS_REG].lerpweight[0] = bound(0, ent.framestate.g[FS_REG].lerpweight[0], 1);
ent.framestate.g[FS_REG].lerpweight[1] = 1-ent.framestate.g[FS_REG].lerpweight[0];
}
ent.flags |= RF_WEAPONMODEL|RF_DEPTHHACK|RF_NOSHADOW;
plnum = -1;
if (cl.spectator)
plnum = Cam_TrackNum(pv);
if (plnum == -1)
plnum = r_refdef.playerview->playernum;
plstate = &cl.inframes[parsecountmod].playerstate[plnum];
/* ent.topcolour = TOP_DEFAULT;//cl.players[plnum].ttopcolor;
ent.bottomcolour = cl.players[plnum].tbottomcolor;
ent.h2playerclass = cl.players[plnum].h2playerclass;
*/
CLQ1_AddPowerupShell(V_AddEntity(&ent), true, plstate?plstate->effects:0);
if (alpha < 1 && qrenderer == QR_OPENGL)
{
ent.forcedshader = R_RegisterShader("viewmodeldepthmask", SUF_NONE,
"{\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whiteimage\n"
"maskcolor\n"
"depthwrite\n"
"}\n"
"}\n"
);
ent.shaderRGBAf[3] = 1;
ent.flags &= ~RF_TRANSLUCENT;
V_AddEntity(&ent);
ent.forcedshader = NULL;
ent.shaderRGBAf[3] = alpha;
ent.flags |= RF_TRANSLUCENT;
}
}
//======================================================================
/*
===============
CL_SetSolid
Builds all the pmove physents for the current frame
===============
*/
void CL_SetSolidEntities (void)
{
int i;
inframe_t *frame;
packet_entities_t *pak;
entity_state_t *state;
physent_t *pent;
memset(&pmove.physents[0], 0, sizeof(physent_t));
pmove.physents[0].model = cl.worldmodel;
VectorClear (pmove.physents[0].origin);
pmove.physents[0].info = 0;
pmove.numphysent = 1;
frame = &cl.inframes[parsecountmod];
pak = &frame->packet_entities;
for (i=0 ; i<pak->num_entities ; i++)
{
state = &pak->entities[i];
if (!state->solid && !state->skinnum)
continue;
if (state->solid == ES_SOLID_BSP)
{ /*bsp model size*/
if (state->modelindex <= 0)
continue;
if (!cl.model_precache[state->modelindex])
continue;
/*vanilla protocols have no 'solid' information. all entities get assigned ES_SOLID_BSP, even if its not actually solid.
so we need to make sure that item pickups are not erroneously considered solid, but doors etc are.
yes, this probably means that externally loaded models will be predicted non-solid - you'll need to upgrade your network protocol for the gamecode to be able to specify solidity.
*/
if (!(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS) && !((*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels) && cl.model_precache[state->modelindex]->hulls[1].firstclipnode))
continue;
pent = &pmove.physents[pmove.numphysent];
memset(pent, 0, sizeof(physent_t));
pent->model = cl.model_precache[state->modelindex];
if (pent->model->loadstate != MLS_LOADED)
continue;
VectorCopy (state->angles, pent->angles);
pent->angles[0]*=-1;
}
else
{
pent = &pmove.physents[pmove.numphysent];
memset(pent, 0, sizeof(physent_t));
pent->info = state->number;
/*don't bother with angles*/
pent->maxs[0] = pent->maxs[1] = 8*(state->solid & 31);
pent->mins[0] = pent->mins[1] = -pent->maxs[0];
pent->mins[2] = -8*((state->solid>>5) & 31);
pent->maxs[2] = 8*((state->solid>>10) & 63) - 32;
}
if (++pmove.numphysent == MAX_PHYSENTS)
break;
VectorCopy(state->origin, pent->origin);
pent->info = state->number;
switch((int)state->skinnum)
{
case 0:
break;
case Q1CONTENTS_LADDER:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_LADDER;
break;
case Q1CONTENTS_SKY:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_SKY;
break;
case Q1CONTENTS_LAVA:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_LAVA;
break;
case Q1CONTENTS_SLIME:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_SLIME;
break;
case Q1CONTENTS_WATER:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_WATER;
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;
inframe_t *frame;
struct predicted_player *pplayer;
extern cvar_t cl_nopred, cl_demospeed;
float predictmsmult = 1000*cl_predict_players_frac.value;
int s;
playertime = realtime - cls.latency*cl_predict_players_latency.value + cl_predict_players_nudge.value;
if (playertime > realtime)
playertime = realtime;
if (cl_nopred.value || /*cls.demoplayback ||*/ cl.paused || cl.worldmodel->loadstate != MLS_LOADED)
return;
if (cls.demoplayback)
predictmsmult *= cl_demospeed.value;
frame = &cl.inframes[cl.parsecount&UPDATE_MASK];
for (j=0, pplayer = predicted_players, state=frame->playerstate;
j < cl.allocated_client_slots;
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;
// note that the local players are special, since they move locally
// we use their last predicted postition
for (s = 0; s < cl.splitclients; s++)
{
if (j == cl.playerview[s].playernum)
{
VectorCopy(cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playerview[s].playernum].origin, pplayer->origin);
break;
}
}
if (s == cl.splitclients)
{
// only predict half the move to minimize overruns
msec = predictmsmult*(playertime - state->state_time);
if (msec <= 0 ||
!cl_predict_players.ival ||
!dopred)
{
VectorCopy (state->origin, pplayer->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 250)
msec = 250;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
CL_PredictUsercmd (0, j+1, 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 (void)
{
int j;
struct predicted_player *pplayer;
physent_t *pent;
if (!cl_solid_players.ival)
return;
pent = pmove.physents + pmove.numphysent;
if (pmove.numphysent == MAX_PHYSENTS) //too many.
return;
for (j=0, pplayer = predicted_players; j < cl.allocated_client_slots; j++, pplayer++)
{
if (!pplayer->active)
continue; // not present this frame
if (pplayer->flags & PF_DEAD)
continue; // dead players aren't solid
memset(pent, 0, sizeof(physent_t));
VectorCopy(pplayer->origin, pent->origin);
pent->info = j+1;
VectorCopy(pmove.player_mins, pent->mins);
VectorCopy(pmove.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_ClearEntityLists(void)
{
cl_framecount++;
if (cl_numvisedicts+128 >= cl_maxvisedicts)
{
int newnum = cl_maxvisedicts + 256;
entity_t *n = BZ_Realloc(cl_visedicts, newnum * sizeof(*n));
if (n)
{
cl_visedicts = n;
cl_maxvisedicts = newnum;
}
}
cl_numvisedicts = 0;
cl_numstrisidx = 0;
cl_numstrisvert = 0;
cl_numstris = 0;
}
void CL_FreeVisEdicts(void)
{
cl_framecount++;
BZ_Free(cl_visedicts);
cl_visedicts = NULL;
cl_maxvisedicts = 0;
cl_numvisedicts = 0;
}
/*
static void CL_WaterSplashes(void)
{
int i;
entity_t *ent;
vec3_t org;
static unsigned int ltime;
unsigned int ntime = cl.time*1000;
if (ntime - ltime < 200)
return;
ltime = ntime;
for (i = 0; i < cl_numvisedicts; i++)
{
ent = &cl_visedicts[i];
if (ent->model)
{
if (ent->origin[2] + ent->model->mins[2] < r_refdef.waterheight &&
ent->origin[2] + ent->model->maxs[2] > r_refdef.waterheight)
{
org[0] = ent->origin[0];
org[1] = ent->origin[1];
org[2] = r_refdef.waterheight;
P_RunParticleEffectTypeString(org, NULL, 1, "te_watertransition");
}
}
}
}
*/
void CL_EmitEntities (void)
{
if (cls.state != ca_active)
return;
CL_DecayLights ();
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
CL_ClearEntityLists();
CLQ2_AddEntities();
return;
}
#endif
if (!cl.validsequence)
return;
CL_ClearEntityLists();
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_LinkProjectiles ();
CL_UpdateTEnts ();
// CL_WaterSplashes();
}
void CL_ClearPredict(void)
{
memset(predicted_players, 0, sizeof(predicted_players));
}