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fteqw/engine/client/clq2_ents.c
2005-01-13 16:29:20 +00:00

1768 lines
43 KiB
C

#include "bothdefs.h"
#ifdef Q2CLIENT
#include "quakedef.h"
extern cvar_t r_drawviewmodel;
extern cvar_t cl_nopred;
typedef enum
{
Q2EV_NONE,
Q2EV_ITEM_RESPAWN,
Q2EV_FOOTSTEP,
Q2EV_FALLSHORT,
Q2EV_FALL,
Q2EV_FALLFAR,
Q2EV_PLAYER_TELEPORT,
Q2EV_OTHER_TELEPORT
} q2entity_event_t;
#define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
float LerpAngle (float a2, float a1, float frac)
{
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
return a2 + frac * (a1 - a2);
}
#define Q2PS_M_TYPE (1<<0)
#define Q2PS_M_ORIGIN (1<<1)
#define Q2PS_M_VELOCITY (1<<2)
#define Q2PS_M_TIME (1<<3)
#define Q2PS_M_FLAGS (1<<4)
#define Q2PS_M_GRAVITY (1<<5)
#define Q2PS_M_DELTA_ANGLES (1<<6)
#define Q2PS_VIEWOFFSET (1<<7)
#define Q2PS_VIEWANGLES (1<<8)
#define Q2PS_KICKANGLES (1<<9)
#define Q2PS_BLEND (1<<10)
#define Q2PS_FOV (1<<11)
#define Q2PS_WEAPONINDEX (1<<12)
#define Q2PS_WEAPONFRAME (1<<13)
#define Q2PS_RDFLAGS (1<<14)
// entity_state_t->effects
// Effects are things handled on the client side (lights, particles, frame animations)
// that happen constantly on the given entity.
// An entity that has effects will be sent to the client
// even if it has a zero index model.
#define Q2EF_ROTATE 0x00000001 // rotate (bonus items)
#define Q2EF_GIB 0x00000002 // leave a trail
#define Q2EF_BLASTER 0x00000008 // redlight + trail
#define Q2EF_ROCKET 0x00000010 // redlight + trail
#define Q2EF_GRENADE 0x00000020
#define Q2EF_HYPERBLASTER 0x00000040
#define Q2EF_BFG 0x00000080
#define Q2EF_COLOR_SHELL 0x00000100
#define Q2EF_POWERSCREEN 0x00000200
#define Q2EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
#define Q2EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
#define Q2EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
#define Q2EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
#define Q2EF_FLIES 0x00004000
#define Q2EF_QUAD 0x00008000
#define Q2EF_PENT 0x00010000
#define Q2EF_TELEPORTER 0x00020000 // particle fountain
#define Q2EF_FLAG1 0x00040000
#define Q2EF_FLAG2 0x00080000
// RAFAEL
#define Q2EF_IONRIPPER 0x00100000
#define Q2EF_GREENGIB 0x00200000
#define Q2EF_BLUEHYPERBLASTER 0x00400000
#define Q2EF_SPINNINGLIGHTS 0x00800000
#define Q2EF_PLASMA 0x01000000
#define Q2EF_TRAP 0x02000000
//ROGUE
#define Q2EF_TRACKER 0x04000000
#define Q2EF_DOUBLE 0x08000000
#define Q2EF_SPHERETRANS 0x10000000
#define Q2EF_TAGTRAIL 0x20000000
#define Q2EF_HALF_DAMAGE 0x40000000
#define Q2EF_TRACKERTRAIL 0x80000000
//ROGUE
// entity_state_t->renderfx flags
#define Q2RF_MINLIGHT 1 // allways have some light (viewmodel)
#define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_FULLBRIGHT 8 // allways draw full intensity
#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
#define Q2RF_TRANSLUCENT 32
#define Q2RF_FRAMELERP 64
#define Q2RF_BEAM 128
#define Q2RF_CUSTOMSKIN 256 // skin is an index in image_precache
#define Q2RF_GLOW 512 // pulse lighting for bonus items
#define Q2RF_SHELL_RED 1024
#define Q2RF_SHELL_GREEN 2048
#define Q2RF_SHELL_BLUE 4096
//ROGUE
#define Q2RF_IR_VISIBLE 0x00008000 // 32768
#define Q2RF_SHELL_DOUBLE 0x00010000 // 65536
#define Q2RF_SHELL_HALF_DAM 0x00020000
#define Q2RF_USE_DISGUISE 0x00040000
//ROGUE
// player_state_t->refdef flags
#define Q2RDF_UNDERWATER 1 // warp the screen as apropriate
#define Q2RDF_NOWORLDMODEL 2 // used for player configuration screen
//ROGUE
#define Q2RDF_IRGOGGLES 4
#define Q2RDF_UVGOGGLES 8
//ROGUE
#define Q2MAX_STATS 32
typedef struct q2centity_s
{
entity_state_t baseline; // delta from this if not from a previous frame
entity_state_t current;
entity_state_t prev; // will always be valid, but might just be a copy of current
int serverframe; // if not current, this ent isn't in the frame
trailstate_t trailstate;
// float trailcount; // for diminishing grenade trails
vec3_t lerp_origin; // for trails (variable hz)
int fly_stoptime;
} q2centity_t;
void CLQ2_EntityEvent(entity_state_t *es){};
void CLQ2_TeleporterParticles(entity_state_t *es){};
void CLQ2_IonripperTrail(vec3_t oldorg, vec3_t neworg){};
void CLQ2_TrackerTrail(vec3_t oldorg, vec3_t neworg, int flags){};
void CLQ2_Tracker_Shell(vec3_t org){};
void CLQ2_TagTrail(vec3_t oldorg, vec3_t neworg, int flags){};
void CLQ2_FlagTrail(vec3_t oldorg, vec3_t neworg, int flags){};
void CLQ2_TrapParticles(entity_t *ent){};
void CLQ2_BfgParticles(entity_t *ent){};
void CLQ2_FlyEffect(q2centity_t *ent, vec3_t org){};
void CLQ2_DiminishingTrail(vec3_t oldorg, vec3_t neworg, q2centity_t *ent, unsigned int effects){};
void CLQ2_BlasterTrail(vec3_t oldorg, vec3_t neworg);
void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg){};
void CLQ2_RocketTrail(vec3_t oldorg, vec3_t neworg, q2centity_t *ent)
{
extern int rt_rocket;
R_RocketTrail(oldorg, neworg, rt_rocket, &ent->trailstate);
};
#define MAX_Q2EDICTS 1024
#define MAX_PARSE_ENTITIES 1024
q2centity_t cl_entities[MAX_Q2EDICTS];
entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES];
//extern struct model_s *cl_mod_powerscreen;
//PGM
int vidref_val;
//PGM
/*
=========================================================================
FRAME PARSING
=========================================================================
*/
#if 0
typedef struct
{
int modelindex;
int num; // entity number
int effects;
vec3_t origin;
vec3_t oldorigin;
vec3_t angles;
qboolean present;
} projectile_t;
#define MAX_PROJECTILES 64
projectile_t cl_projectiles[MAX_PROJECTILES];
void CLQ2_ClearProjectiles (void)
{
int i;
for (i = 0; i < MAX_PROJECTILES; i++) {
// if (cl_projectiles[i].present)
// Com_DPrintf("PROJ: %d CLEARED\n", cl_projectiles[i].num);
cl_projectiles[i].present = false;
}
}
/*
=====================
CL_ParseProjectiles
Flechettes are passed as efficient temporary entities
=====================
*/
void CLQ2_ParseProjectiles (void)
{
int i, c, j;
byte bits[8];
byte b;
projectile_t pr;
int lastempty = -1;
qboolean old = false;
c = MSG_ReadByte (&net_message);
for (i=0 ; i<c ; i++)
{
bits[0] = MSG_ReadByte (&net_message);
bits[1] = MSG_ReadByte (&net_message);
bits[2] = MSG_ReadByte (&net_message);
bits[3] = MSG_ReadByte (&net_message);
bits[4] = MSG_ReadByte (&net_message);
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;
VectorCopy(pr.origin, pr.oldorigin);
if (bits[4] & 64)
pr.effects = EF_BLASTER;
else
pr.effects = 0;
if (bits[4] & 128) {
old = true;
bits[0] = MSG_ReadByte (&net_message);
bits[1] = MSG_ReadByte (&net_message);
bits[2] = MSG_ReadByte (&net_message);
bits[3] = MSG_ReadByte (&net_message);
bits[4] = MSG_ReadByte (&net_message);
pr.oldorigin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
pr.oldorigin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
pr.oldorigin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
}
bits[0] = MSG_ReadByte (&net_message);
bits[1] = MSG_ReadByte (&net_message);
bits[2] = MSG_ReadByte (&net_message);
pr.angles[0] = 360*bits[0]/256;
pr.angles[1] = 360*bits[1]/256;
pr.modelindex = bits[2];
b = MSG_ReadByte (&net_message);
pr.num = (b & 0x7f);
if (b & 128) // extra entity number byte
pr.num |= (MSG_ReadByte (&net_message) << 7);
pr.present = true;
// find if this projectile already exists from previous frame
for (j = 0; j < MAX_PROJECTILES; j++) {
if (cl_projectiles[j].modelindex) {
if (cl_projectiles[j].num == pr.num) {
// already present, set up oldorigin for interpolation
if (!old)
VectorCopy(cl_projectiles[j].origin, pr.oldorigin);
cl_projectiles[j] = pr;
break;
}
} else
lastempty = j;
}
// not present previous frame, add it
if (j == MAX_PROJECTILES) {
if (lastempty != -1) {
cl_projectiles[lastempty] = pr;
}
}
}
}
/*
=============
CL_LinkProjectiles
=============
*/
void CLQ2_AddProjectiles (void)
{
int i, j;
projectile_t *pr;
entity_t ent;
memset (&ent, 0, sizeof(ent));
for (i=0, pr=cl_projectiles ; i < MAX_PROJECTILES ; i++, pr++)
{
// grab an entity to fill in
if (pr->modelindex < 1)
continue;
if (!pr->present) {
pr->modelindex = 0;
continue; // not present this frame (it was in the previous frame)
}
ent.model = cl.model_draw[pr->modelindex];
// interpolate origin
for (j=0 ; j<3 ; j++)
{
ent.origin[j] = ent.oldorigin[j] = pr->oldorigin[j] + cl.lerpfrac *
(pr->origin[j] - pr->oldorigin[j]);
}
if (pr->effects & EF_BLASTER)
CLQ2_BlasterTrail (pr->oldorigin, ent.origin);
V_AddLight (pr->origin, 200, 0.2, 0.2, 0);
VectorCopy (pr->angles, ent.angles);
V_AddEntity (&ent);
}
}
#endif
/*
=================
CL_ParseEntityBits
Returns the entity number and the header bits
=================
*/
int bitcounts[32]; /// just for protocol profiling
int CLQ2_ParseEntityBits (unsigned *bits)
{
unsigned b, total;
int i;
int number;
total = MSG_ReadByte ();
if (total & Q2U_MOREBITS1)
{
b = MSG_ReadByte ();
total |= b<<8;
}
if (total & Q2U_MOREBITS2)
{
b = MSG_ReadByte ();
total |= b<<16;
}
if (total & Q2U_MOREBITS3)
{
b = MSG_ReadByte ();
total |= b<<24;
}
// count the bits for net profiling
for (i=0 ; i<32 ; i++)
if (total&(1<<i))
bitcounts[i]++;
if (total & Q2U_NUMBER16)
number = MSG_ReadShort ();
else
number = MSG_ReadByte ();
*bits = total;
return number;
}
/*
==================
CL_ParseDelta
Can go from either a baseline or a previous packet_entity
==================
*/
void CLQ2_ParseDelta (entity_state_t *from, entity_state_t *to, int number, int bits)
{
// set everything to the state we are delta'ing from
*to = *from;
VectorCopy (from->origin, to->old_origin);
to->number = number;
if (bits & Q2U_MODEL)
to->modelindex = MSG_ReadByte ();
if (bits & Q2U_MODEL2)
to->modelindex2 = MSG_ReadByte ();
if (bits & Q2U_MODEL3)
to->modelindex3 = MSG_ReadByte ();
if (bits & Q2U_MODEL4)
to->modelindex4 = MSG_ReadByte ();
if (bits & Q2U_FRAME8)
to->frame = MSG_ReadByte ();
if (bits & Q2U_FRAME16)
to->frame = MSG_ReadShort ();
if ((bits & Q2U_SKIN8) && (bits & Q2U_SKIN16)) //used for laser colors
to->skinnum = MSG_ReadLong();
else if (bits & Q2U_SKIN8)
to->skinnum = MSG_ReadByte();
else if (bits & Q2U_SKIN16)
to->skinnum = MSG_ReadShort();
if ( (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16)) == (Q2U_EFFECTS8|Q2U_EFFECTS16) )
to->effects = MSG_ReadLong();
else if (bits & Q2U_EFFECTS8)
to->effects = MSG_ReadByte();
else if (bits & Q2U_EFFECTS16)
to->effects = MSG_ReadShort();
if ( (bits & (Q2U_RENDERFX8|Q2U_RENDERFX16)) == (Q2U_RENDERFX8|Q2U_RENDERFX16) )
to->renderfx = MSG_ReadLong();
else if (bits & Q2U_RENDERFX8)
to->renderfx = MSG_ReadByte();
else if (bits & Q2U_RENDERFX16)
to->renderfx = MSG_ReadShort();
if (bits & Q2U_ORIGIN1)
to->origin[0] = MSG_ReadCoord ();
if (bits & Q2U_ORIGIN2)
to->origin[1] = MSG_ReadCoord ();
if (bits & Q2U_ORIGIN3)
to->origin[2] = MSG_ReadCoord ();
if (bits & Q2U_ANGLE1)
to->angles[0] = MSG_ReadAngle();
if (bits & Q2U_ANGLE2)
to->angles[1] = MSG_ReadAngle();
if (bits & Q2U_ANGLE3)
to->angles[2] = MSG_ReadAngle();
if (bits & Q2U_OLDORIGIN)
MSG_ReadPos (to->old_origin);
if (bits & Q2U_SOUND)
to->sound = MSG_ReadByte ();
if (bits & Q2U_EVENT)
to->event = MSG_ReadByte ();
else
to->event = 0;
if (bits & Q2U_SOLID)
to->solid = MSG_ReadShort ();
}
/*
==================
CL_DeltaEntity
Parses deltas from the given base and adds the resulting entity
to the current frame
==================
*/
void CLQ2_DeltaEntity (q2frame_t *frame, int newnum, entity_state_t *old, int bits)
{
q2centity_t *ent;
entity_state_t *state;
ent = &cl_entities[newnum];
state = &cl_parse_entities[cl.parse_entities & (MAX_PARSE_ENTITIES-1)];
cl.parse_entities++;
frame->num_entities++;
CLQ2_ParseDelta (old, state, newnum, bits);
// some data changes will force no lerping
if (state->modelindex != ent->current.modelindex
|| state->modelindex2 != ent->current.modelindex2
|| state->modelindex3 != ent->current.modelindex3
|| state->modelindex4 != ent->current.modelindex4
|| abs(state->origin[0] - ent->current.origin[0]) > 512
|| abs(state->origin[1] - ent->current.origin[1]) > 512
|| abs(state->origin[2] - ent->current.origin[2]) > 512
|| state->event == Q2EV_PLAYER_TELEPORT
|| state->event == Q2EV_OTHER_TELEPORT
)
{
ent->serverframe = -99;
}
if (ent->serverframe != cl.q2frame.serverframe - 1)
{ // wasn't in last update, so initialize some things
ent->trailstate.lastdist = 0; // for diminishing rocket / grenade trails
// duplicate the current state so lerping doesn't hurt anything
ent->prev = *state;
if (state->event == Q2EV_OTHER_TELEPORT)
{
VectorCopy (state->origin, ent->prev.origin);
VectorCopy (state->origin, ent->lerp_origin);
}
else
{
VectorCopy (state->old_origin, ent->prev.origin);
VectorCopy (state->old_origin, ent->lerp_origin);
}
}
else
{ // shuffle the last state to previous
ent->prev = ent->current;
}
ent->serverframe = cl.q2frame.serverframe;
ent->current = *state;
}
/*
==================
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
void CLQ2_ParsePacketEntities (q2frame_t *oldframe, q2frame_t *newframe)
{
int newnum;
int bits;
entity_state_t *oldstate=NULL;
int oldindex, oldnum;
cl.validsequence = cls.netchan.incoming_sequence;
newframe->parse_entities = cl.parse_entities;
newframe->num_entities = 0;
// delta from the entities present in oldframe
oldindex = 0;
if (!oldframe)
oldnum = 99999;
else
{
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
while (1)
{
newnum = CLQ2_ParseEntityBits (&bits);
if (newnum >= MAX_Q2EDICTS)
Host_EndGame ("CL_ParsePacketEntities: bad number:%i", newnum);
if (msg_readcount > net_message.cursize)
Host_EndGame ("CL_ParsePacketEntities: end of message");
if (!newnum)
break;
while (oldnum < newnum)
{ // one or more entities from the old packet are unchanged
if (cl_shownet.value == 3)
Con_Printf (" unchanged: %i\n", oldnum);
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
if (bits & Q2U_REMOVE)
{ // the entity present in oldframe is not in the current frame
if (cl_shownet.value == 3)
Con_Printf (" remove: %i\n", newnum);
if (oldnum != newnum)
Con_Printf ("U_REMOVE: oldnum != newnum\n");
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum == newnum)
{ // delta from previous state
if (cl_shownet.value == 3)
Con_Printf (" delta: %i\n", newnum);
CLQ2_DeltaEntity (newframe, newnum, oldstate, bits);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum > newnum)
{ // delta from baseline
if (cl_shownet.value == 3)
Con_Printf (" baseline: %i\n", newnum);
CLQ2_DeltaEntity (newframe, newnum, &cl_entities[newnum].baseline, bits);
continue;
}
}
// any remaining entities in the old frame are copied over
while (oldnum != 99999)
{ // one or more entities from the old packet are unchanged
if (cl_shownet.value == 3)
Con_Printf (" unchanged: %i\n", oldnum);
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
}
void CLQ2_ParseBaseline (void)
{
entity_state_t *es;
int bits;
int newnum;
entity_state_t nullstate;
memset (&nullstate, 0, sizeof(nullstate));
newnum = CLQ2_ParseEntityBits (&bits);
es = &cl_entities[newnum].baseline;
CLQ2_ParseDelta (&nullstate, es, newnum, bits);
}
/*
===================
CL_ParsePlayerstate
===================
*/
void CLQ2_ParsePlayerstate (q2frame_t *oldframe, q2frame_t *newframe)
{
int flags;
q2player_state_t *state;
int i;
int statbits;
state = &newframe->playerstate;
// clear to old value before delta parsing
if (oldframe)
*state = oldframe->playerstate;
else
memset (state, 0, sizeof(*state));
flags = MSG_ReadShort ();
//
// parse the pmove_state_t
//
if (flags & Q2PS_M_TYPE)
state->pmove.pm_type = MSG_ReadByte ();
if (flags & Q2PS_M_ORIGIN)
{
state->pmove.origin[0] = MSG_ReadShort ();
state->pmove.origin[1] = MSG_ReadShort ();
state->pmove.origin[2] = MSG_ReadShort ();
}
if (flags & Q2PS_M_VELOCITY)
{
state->pmove.velocity[0] = MSG_ReadShort ();
state->pmove.velocity[1] = MSG_ReadShort ();
state->pmove.velocity[2] = MSG_ReadShort ();
}
if (flags & Q2PS_M_TIME)
state->pmove.pm_time = MSG_ReadByte ();
if (flags & Q2PS_M_FLAGS)
state->pmove.pm_flags = MSG_ReadByte ();
if (flags & Q2PS_M_GRAVITY)
state->pmove.gravity = MSG_ReadShort ();
if (flags & Q2PS_M_DELTA_ANGLES)
{
state->pmove.delta_angles[0] = MSG_ReadShort ();
state->pmove.delta_angles[1] = MSG_ReadShort ();
state->pmove.delta_angles[2] = MSG_ReadShort ();
}
// if (cl.attractloop)
// state->pmove.pm_type = Q2PM_FREEZE; // demo playback
//
// parse the rest of the player_state_t
//
if (flags & Q2PS_VIEWOFFSET)
{
state->viewoffset[0] = MSG_ReadChar () * 0.25;
state->viewoffset[1] = MSG_ReadChar () * 0.25;
state->viewoffset[2] = MSG_ReadChar () * 0.25;
}
if (flags & Q2PS_VIEWANGLES)
{
state->viewangles[0] = MSG_ReadAngle16 ();
state->viewangles[1] = MSG_ReadAngle16 ();
state->viewangles[2] = MSG_ReadAngle16 ();
}
if (flags & Q2PS_KICKANGLES)
{
state->kick_angles[0] = MSG_ReadChar () * 0.25;
state->kick_angles[1] = MSG_ReadChar () * 0.25;
state->kick_angles[2] = MSG_ReadChar () * 0.25;
}
if (flags & Q2PS_WEAPONINDEX)
{
state->gunindex = MSG_ReadByte ();
}
if (flags & Q2PS_WEAPONFRAME)
{
state->gunframe = MSG_ReadByte ();
state->gunoffset[0] = MSG_ReadChar ()*0.25;
state->gunoffset[1] = MSG_ReadChar ()*0.25;
state->gunoffset[2] = MSG_ReadChar ()*0.25;
state->gunangles[0] = MSG_ReadChar ()*0.25;
state->gunangles[1] = MSG_ReadChar ()*0.25;
state->gunangles[2] = MSG_ReadChar ()*0.25;
}
if (flags & Q2PS_BLEND)
{
state->blend[0] = MSG_ReadByte ()/255.0;
state->blend[1] = MSG_ReadByte ()/255.0;
state->blend[2] = MSG_ReadByte ()/255.0;
state->blend[3] = MSG_ReadByte ()/255.0;
}
if (flags & Q2PS_FOV)
state->fov = MSG_ReadByte ();
if (flags & Q2PS_RDFLAGS)
state->rdflags = MSG_ReadByte ();
// parse stats
statbits = MSG_ReadLong ();
for (i=0 ; i<Q2MAX_STATS ; i++)
if (statbits & (1<<i) )
state->stats[i] = MSG_ReadShort();
}
/*
==================
CL_FireEntityEvents
==================
*/
void CLQ2_FireEntityEvents (q2frame_t *frame)
{
entity_state_t *s1;
int pnum, num;
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
num = (frame->parse_entities + pnum)&(MAX_PARSE_ENTITIES-1);
s1 = &cl_parse_entities[num];
if (s1->event)
CLQ2_EntityEvent (s1);
// EF_TELEPORTER acts like an event, but is not cleared each frame
if (s1->effects & Q2EF_TELEPORTER)
CLQ2_TeleporterParticles (s1);
}
}
/*
================
CL_ParseFrame
================
*/
void CLQ2_ParseFrame (void)
{
int cmd;
int len;
q2frame_t *old;
memset (&cl.q2frame, 0, sizeof(cl.q2frame));
#if 0
CLQ2_ClearProjectiles(); // clear projectiles for new frame
#endif
cl.q2frame.serverframe = MSG_ReadLong ();
cl.q2frame.deltaframe = MSG_ReadLong ();
cl.q2frame.servertime = cl.q2frame.serverframe*100;
cl.surpressCount = MSG_ReadByte ();
if (cl_shownet.value == 3)
Con_Printf (" frame:%i delta:%i\n", cl.q2frame.serverframe,
cl.q2frame.deltaframe);
// If the frame is delta compressed from data that we
// no longer have available, we must suck up the rest of
// the frame, but not use it, then ask for a non-compressed
// message
if (cl.q2frame.deltaframe <= 0)
{
cl.q2frame.valid = true; // uncompressed frame
old = NULL;
// cls.demowaiting = false; // we can start recording now
}
else
{
old = &cl.q2frames[cl.q2frame.deltaframe & Q2UPDATE_MASK];
if (!old->valid)
{ // should never happen
Con_Printf ("Delta from invalid frame (not supposed to happen!).\n");
}
if (old->serverframe != cl.q2frame.deltaframe)
{ // The frame that the server did the delta from
// is too old, so we can't reconstruct it properly.
Con_Printf ("Delta frame too old.\n");
}
else if (cl.parse_entities - old->parse_entities > MAX_PARSE_ENTITIES-128)
{
Con_Printf ("Delta parse_entities too old.\n");
}
else
cl.q2frame.valid = true; // valid delta parse
}
// clamp time
if (cl.time > cl.q2frame.servertime/1000.0)
cl.time = cl.q2frame.servertime/1000.0;
else if (cl.time < (cl.q2frame.servertime - 100)/1000.0)
cl.time = (cl.q2frame.servertime - 100)/1000.0;
// read areabits
len = MSG_ReadByte ();
MSG_ReadData (&cl.q2frame.areabits, len);
// read playerinfo
cmd = MSG_ReadByte ();
// SHOWNET(svc_strings[cmd]);
if (cmd != svcq2_playerinfo)
Host_EndGame ("CL_ParseFrame: not playerinfo");
CLQ2_ParsePlayerstate (old, &cl.q2frame);
// read packet entities
cmd = MSG_ReadByte ();
// SHOWNET(svc_strings[cmd]);
if (cmd != svcq2_packetentities)
Host_EndGame ("CL_ParseFrame: not packetentities");
CLQ2_ParsePacketEntities (old, &cl.q2frame);
// save the frame off in the backup array for later delta comparisons
cl.q2frames[cl.q2frame.serverframe & Q2UPDATE_MASK] = cl.q2frame;
if (cl.q2frame.valid)
{
// getting a valid frame message ends the connection process
if (cls.state != ca_active)
{
if (VID_SetWindowCaption)
VID_SetWindowCaption(va("FTE QuakeWorld: %s (Q2)", cls.servername));
cls.state = ca_active;
// cl.force_refdef = true;
cl.predicted_origin[0] = cl.q2frame.playerstate.pmove.origin[0]*0.125;
cl.predicted_origin[1] = cl.q2frame.playerstate.pmove.origin[1]*0.125;
cl.predicted_origin[2] = cl.q2frame.playerstate.pmove.origin[2]*0.125;
VectorCopy (cl.q2frame.playerstate.viewangles, cl.predicted_angles);
// if (cls.disable_servercount != cl.servercount
// && cl.refresh_prepped)
SCR_EndLoadingPlaque (); // get rid of loading plaque
}
// cl.sound_prepped = true; // can start mixing ambient sounds
// fire entity events
CLQ2_FireEntityEvents (&cl.q2frame);
#ifdef Q2BSPS
CLQ2_CheckPredictionError ();
#endif
}
}
/*
==========================================================================
INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS
==========================================================================
*/
/*
struct model_s *S_RegisterSexedModel (entity_state_t *ent, char *base)
{
int n;
char *p;
struct model_s *mdl;
char model[MAX_QPATH];
char buffer[MAX_QPATH];
// determine what model the client is using
model[0] = 0;
n = CS_PLAYERSKINS + ent->number - 1;
if (cl.configstrings[n][0])
{
p = strchr(cl.configstrings[n], '\\');
if (p)
{
p += 1;
strcpy(model, p);
p = strchr(model, '/');
if (p)
*p = 0;
}
}
// if we can't figure it out, they're male
if (!model[0])
strcpy(model, "male");
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", model, base+1);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// not found, try default weapon model
Com_sprintf (buffer, sizeof(buffer), "players/%s/weapon.md2", model);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// no, revert to the male model
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", "male", base+1);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// last try, default male weapon.md2
Com_sprintf (buffer, sizeof(buffer), "players/male/weapon.md2");
mdl = re.RegisterModel(buffer);
}
}
}
return mdl;
}
*/
void V_AddEntity(entity_t *in)
{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
return; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
}
void V_AddLight (vec3_t org, float quant, float r, float g, float b)
{
CL_NewDlightRGB (0, org[0], org[1], org[2], quant, 0.1, r, g, b);
}
/*
===============
CL_AddPacketEntities
===============
*/
void CLQ2_AddPacketEntities (q2frame_t *frame)
{
entity_t ent;
entity_state_t *s1;
float autorotate;
int i;
int pnum;
q2centity_t *cent;
int autoanim;
// q2clientinfo_t *ci;
player_info_t *player;
unsigned int effects, renderfx;
// bonus items rotate at a fixed rate
autorotate = anglemod(cl.time*100);
// brush models can auto animate their frames
autoanim = 2*cl.time;
memset (&ent, 0, sizeof(ent));
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
s1 = &cl_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
cent = &cl_entities[s1->number];
effects = s1->effects;
renderfx = s1->renderfx;
ent.keynum = pnum;
ent.scale = 1;
ent.alpha = 1;
ent.fatness = 0;
ent.scoreboard = NULL;
// set frame
if (effects & Q2EF_ANIM01)
ent.frame = autoanim & 1;
else if (effects & Q2EF_ANIM23)
ent.frame = 2 + (autoanim & 1);
else if (effects & Q2EF_ANIM_ALL)
ent.frame = autoanim;
else if (effects & Q2EF_ANIM_ALLFAST)
ent.frame = cl.time / 100;
else
ent.frame = s1->frame;
// quad and pent can do different things on client
if (effects & Q2EF_PENT)
{
effects &= ~Q2EF_PENT;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_RED;
}
if (effects & Q2EF_QUAD)
{
effects &= ~Q2EF_QUAD;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_BLUE;
}
//======
// PMM
if (effects & Q2EF_DOUBLE)
{
effects &= ~Q2EF_DOUBLE;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_DOUBLE;
}
if (effects & Q2EF_HALF_DAMAGE)
{
effects &= ~Q2EF_HALF_DAMAGE;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_HALF_DAM;
}
// pmm
//======
ent.oldframe = cent->prev.frame;
ent.lerptime = 1.0 - cl.lerpfrac;
if (renderfx & (Q2RF_FRAMELERP|Q2RF_BEAM))
{ // step origin discretely, because the frames
// do the animation properly
VectorCopy (cent->current.origin, ent.origin);
VectorCopy (cent->current.old_origin, ent.oldorigin);
}
else
{ // interpolate origin
for (i=0 ; i<3 ; i++)
{
ent.origin[i] = ent.oldorigin[i] = cent->prev.origin[i] + cl.lerpfrac *
(cent->current.origin[i] - cent->prev.origin[i]);
}
}
// create a new entity
// tweak the color of beams
if ( renderfx & Q2RF_BEAM )
{ // the four beam colors are encoded in 32 bits of skinnum (hack)
ent.alpha = 0.30;
ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff;
ent.model = NULL;
}
else
{
// set skin
if (s1->modelindex == 255)
{ // use custom player skin
ent.skinnum = 0;
ent.model = NULL;
player = &cl.players[s1->skinnum%MAX_CLIENTS];
ent.model = player->model;
if (!ent.model)
{
ent.model = Mod_ForName(va("players/%s/tris.md2", Info_ValueForKey(player->userinfo, "model")), false);
if (!ent.model)
ent.model = Mod_ForName("players/male/tris.md2", false);
}
ent.scoreboard = player;
/* ci = &cl.clientinfo[s1->skinnum & 0xff];
// ent.skin = ci->skin;
ent.model = ci->model;
if (!ent.skin || !ent.model)
{
ent.skin = cl.baseclientinfo.skin;
ent.model = cl.baseclientinfo.model;
}
//============
//PGM
if (renderfx & Q2RF_USE_DISGUISE)
{
if(!strncmp((char *)ent.skin, "players/male", 12))
{
ent.skin = re.RegisterSkin ("players/male/disguise.pcx");
ent.model = re.RegisterModel ("players/male/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/female", 14))
{
ent.skin = re.RegisterSkin ("players/female/disguise.pcx");
ent.model = re.RegisterModel ("players/female/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/cyborg", 14))
{
ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx");
ent.model = re.RegisterModel ("players/cyborg/tris.md2");
}
}*/
//PGM
//============
}
else
{
ent.skinnum = s1->skinnum;
// ent.skin = NULL;
ent.model = cl.model_precache[s1->modelindex];
}
}
// only used for black hole model right now, FIXME: do better
if (renderfx == Q2RF_TRANSLUCENT)
ent.alpha = 0.70;
// render effects (fullbright, translucent, etc)
if ((effects & Q2EF_COLOR_SHELL))
ent.flags = 0; // renderfx go on color shell entity
else
ent.flags = renderfx;
// calculate angles
if (effects & Q2EF_ROTATE)
{ // some bonus items auto-rotate
ent.angles[0] = 0;
ent.angles[1] = autorotate;
ent.angles[2] = 0;
}
// RAFAEL
else if (effects & Q2EF_SPINNINGLIGHTS)
{
ent.angles[0] = 0;
ent.angles[1] = anglemod(cl.time/2) + s1->angles[1];
ent.angles[2] = 180;
{
vec3_t forward;
vec3_t start;
AngleVectors (ent.angles, forward, NULL, NULL);
VectorMA (ent.origin, 64, forward, start);
V_AddLight (start, 100, 0.2, 0, 0);
}
}
else
{ // interpolate angles
float a1, a2;
for (i=0 ; i<3 ; i++)
{
a1 = cent->current.angles[i];
a2 = cent->prev.angles[i];
ent.angles[i] = LerpAngle (a2, a1, cl.lerpfrac);
}
}
ent.angles[0]*=-1;
if (s1->number == cl.playernum[0]+1)
{
ent.flags |= Q2RF_VIEWERMODEL; // only draw from mirrors
// FIXME: still pass to refresh
if (effects & Q2EF_FLAG1)
V_AddLight (ent.origin, 225, 0.2, 0.05, 0.05);
else if (effects & Q2EF_FLAG2)
V_AddLight (ent.origin, 225, 0.05, 0.05, 0.2);
else if (effects & Q2EF_TAGTRAIL) //PGM
V_AddLight (ent.origin, 225, 0.2, 0.2, 0.0); //PGM
else if (effects & Q2EF_TRACKERTRAIL) //PGM
V_AddLight (ent.origin, 225, -0.2, -0.2, -0.2); //PGM
continue;
}
// if set to invisible, skip
if (!s1->modelindex)
continue;
if (effects & Q2EF_BFG)
{
ent.flags |= Q2RF_TRANSLUCENT;
ent.alpha = 0.30;
}
// RAFAEL
if (effects & Q2EF_PLASMA)
{
ent.flags |= Q2RF_TRANSLUCENT;
ent.alpha = 0.6;
}
if (effects & Q2EF_SPHERETRANS)
{
ent.flags |= Q2RF_TRANSLUCENT;
// PMM - *sigh* yet more EF overloading
if (effects & Q2EF_TRACKERTRAIL)
ent.alpha = 0.6;
else
ent.alpha = 0.3;
}
//pmm
// add to refresh list
V_AddEntity (&ent);
// color shells generate a seperate entity for the main model
if (effects & Q2EF_COLOR_SHELL)
{
// PMM - at this point, all of the shells have been handled
// if we're in the rogue pack, set up the custom mixing, otherwise just
// keep going
// all of the solo colors are fine. we need to catch any of the combinations that look bad
// (double & half) and turn them into the appropriate color, and make double/quad something special
/* if (renderfx & Q2RF_SHELL_HALF_DAM)
{
{
// ditch the half damage shell if any of red, blue, or double are on
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_DOUBLE))
renderfx &= ~Q2RF_SHELL_HALF_DAM;
}
}
if (renderfx & Q2RF_SHELL_DOUBLE)
{
{
// lose the yellow shell if we have a red, blue, or green shell
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_GREEN))
renderfx &= ~Q2RF_SHELL_DOUBLE;
// if we have a red shell, turn it to purple by adding blue
if (renderfx & Q2RF_SHELL_RED)
renderfx |= Q2RF_SHELL_BLUE;
// if we have a blue shell (and not a red shell), turn it to cyan by adding green
else if (renderfx & Q2RF_SHELL_BLUE)
// go to green if it's on already, otherwise do cyan (flash green)
if (renderfx & Q2RF_SHELL_GREEN)
renderfx &= ~Q2RF_SHELL_BLUE;
else
renderfx |= Q2RF_SHELL_GREEN;
}
}*/
// pmm
ent.flags = renderfx | Q2RF_TRANSLUCENT;
ent.alpha = 0.30;
ent.fatness = 10;
V_AddEntity (&ent);
}
// ent.skin = NULL; // never use a custom skin on others
ent.skinnum = 0;
ent.flags = 0;
ent.alpha = 0;
// duplicate for linked models
if (s1->modelindex2)
{
if (s1->modelindex2 == 255)
{ // custom weapon
ent.model=NULL;
/*
ci = &cl.clientinfo[s1->skinnum & 0xff];
i = (s1->skinnum >> 8); // 0 is default weapon model
if (!cl_vwep->value || i > MAX_CLIENTWEAPONMODELS - 1)
i = 0;
ent.model = ci->weaponmodel[i];
if (!ent.model) {
if (i != 0)
ent.model = ci->weaponmodel[0];
if (!ent.model)
ent.model = cl.baseclientinfo.weaponmodel[0];
}
*/
}
else
ent.model = cl.model_precache[s1->modelindex2];
// PMM - check for the defender sphere shell .. make it translucent
// replaces the previous version which used the high bit on modelindex2 to determine transparency
/* if (!Q_strcasecmp (cl.model_name[(s1->modelindex2)], "models/items/shell/tris.md2"))
{
ent.alpha = 0.32;
ent.flags = Q2RF_TRANSLUCENT;
}
*/ // pmm
V_AddEntity (&ent);
//PGM - make sure these get reset.
ent.flags = 0;
ent.alpha = 0;
//PGM
}
if (s1->modelindex3)
{
ent.model = cl.model_precache[s1->modelindex3];
V_AddEntity (&ent);
}
if (s1->modelindex4)
{
ent.model = cl.model_precache[s1->modelindex4];
V_AddEntity (&ent);
}
if ( effects & Q2EF_POWERSCREEN )
{
/* ent.model = cl_mod_powerscreen;
ent.oldframe = 0;
ent.frame = 0;
ent.flags |= (Q2RF_TRANSLUCENT | Q2RF_SHELL_GREEN);
ent.alpha = 0.30;
V_AddEntity (&ent);
*/ }
// add automatic particle trails
if ( (effects&~Q2EF_ROTATE) )
{
if (effects & Q2EF_ROCKET)
{
CLQ2_RocketTrail (cent->lerp_origin, ent.origin, cent);
V_AddLight (ent.origin, 200, 0.2, 0.2, 0);
}
// PGM - Do not reorder EF_BLASTER and EF_HYPERBLASTER.
// EF_BLASTER | EF_TRACKER is a special case for EF_BLASTER2... Cheese!
else if (effects & Q2EF_BLASTER)
{
// CLQ2_BlasterTrail (cent->lerp_origin, ent.origin);
//PGM
if (effects & Q2EF_TRACKER) // lame... problematic?
{
CLQ2_BlasterTrail2 (cent->lerp_origin, ent.origin);
V_AddLight (ent.origin, 200, 0, 0.2, 0);
}
else
{
CLQ2_BlasterTrail (cent->lerp_origin, ent.origin);
V_AddLight (ent.origin, 200, 0.2, 0.2, 0);
}
//PGM
}
else if (effects & Q2EF_HYPERBLASTER)
{
if (effects & Q2EF_TRACKER) // PGM overloaded for blaster2.
V_AddLight (ent.origin, 200, 0, 0.2, 0); // PGM
else // PGM
V_AddLight (ent.origin, 200, 0.2, 0.2, 0);
}
else if (effects & Q2EF_GIB)
{
CLQ2_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
}
else if (effects & Q2EF_GRENADE)
{
CLQ2_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
}
else if (effects & Q2EF_FLIES)
{
CLQ2_FlyEffect (cent, ent.origin);
}
else if (effects & Q2EF_BFG)
{
static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75};
if (effects & Q2EF_ANIM_ALLFAST)
{
CLQ2_BfgParticles (&ent);
i = 200;
}
else
{
i = bfg_lightramp[s1->frame];
}
V_AddLight (ent.origin, i, 0, 0.2, 0);
}
// RAFAEL
else if (effects & Q2EF_TRAP)
{
ent.origin[2] += 32;
CLQ2_TrapParticles (&ent);
i = (rand()%100) + 100;
V_AddLight (ent.origin, i, 0.2, 0.16, 0.05);
}
else if (effects & Q2EF_FLAG1)
{
CLQ2_FlagTrail (cent->lerp_origin, ent.origin, 242);
V_AddLight (ent.origin, 225, 0.2, 0.05, 0.05);
}
else if (effects & Q2EF_FLAG2)
{
CLQ2_FlagTrail (cent->lerp_origin, ent.origin, 115);
V_AddLight (ent.origin, 225, 0.05, 0.05, 0.2);
}
//======
//ROGUE
else if (effects & Q2EF_TAGTRAIL)
{
CLQ2_TagTrail (cent->lerp_origin, ent.origin, 220);
V_AddLight (ent.origin, 225, 0.2, 0.2, 0.0);
}
else if (effects & Q2EF_TRACKERTRAIL)
{
if (effects & Q2EF_TRACKER)
{
float intensity;
intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0));
// FIXME - check out this effect in rendition
// if(qrenderer == RQ_OPENGL)
V_AddLight (ent.origin, intensity, -0.2, -0.2, -0.2);
// else
// V_AddLight (ent.origin, -1.0 * intensity, 0.2, 0.2, 0.2);
}
else
{
CLQ2_Tracker_Shell (cent->lerp_origin);
V_AddLight (ent.origin, 155, -0.2, -0.2, -0.2);
}
}
else if (effects & Q2EF_TRACKER)
{
CLQ2_TrackerTrail (cent->lerp_origin, ent.origin, 0);
// FIXME - check out this effect in rendition
// if(qrenderer == QR_OPENGL)
V_AddLight (ent.origin, 200, -0.2, -0.2, -0.2);
// else
// V_AddLight (ent.origin, -200, 0.2, 0.2, 0.2);
}
//ROGUE
//======
// RAFAEL
else if (effects & Q2EF_GREENGIB)
{
CLQ2_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
}
// RAFAEL
else if (effects & Q2EF_IONRIPPER)
{
CLQ2_IonripperTrail (cent->lerp_origin, ent.origin);
V_AddLight (ent.origin, 100, 0.2, 0.1, 0.1);
}
// RAFAEL
else if (effects & Q2EF_BLUEHYPERBLASTER)
{
V_AddLight (ent.origin, 200, 0, 0, 0.2);
}
// RAFAEL
else if (effects & Q2EF_PLASMA)
{
if (effects & Q2EF_ANIM_ALLFAST)
{
CLQ2_BlasterTrail (cent->lerp_origin, ent.origin);
}
V_AddLight (ent.origin, 130, 0.2, 0.1, 0.1);
}
}
VectorCopy (ent.origin, cent->lerp_origin);
}
}
/*
==============
CL_AddViewWeapon
==============
*/
void CLQ2_AddViewWeapon (q2player_state_t *ps, q2player_state_t *ops)
{
#if 1
entity_t gun; // view model
int i;
// allow the gun to be completely removed
if (!r_drawviewmodel.value)
return;
// don't draw gun if in wide angle view
if (ps->fov > 90)
return;
memset (&gun, 0, sizeof(gun));
// if (gun_model)
// gun.model = gun_model; // development tool
// else
gun.model = cl.model_precache[ps->gunindex];
if (!gun.model)
return;
gun.scale = 1;
gun.alpha = 1;
if (r_drawviewmodel.value < 1 || r_drawviewmodel.value > 0)
gun.alpha = r_drawviewmodel.value;
// set up gun position
for (i=0 ; i<3 ; i++)
{
gun.origin[i] = cl.simorg[0][i] + ops->gunoffset[i]
+ cl.lerpfrac * (ps->gunoffset[i] - ops->gunoffset[i]);
gun.angles[i] = r_refdef.viewangles[i] + LerpAngle (ops->gunangles[i],
ps->gunangles[i], cl.lerpfrac);
}
gun.angles[0]*=-1;
// if (gun_frame)
// {
// gun.frame = gun_frame; // development tool
// gun.oldframe = gun_frame; // development tool
// }
// else
{
gun.frame = ps->gunframe;
if (gun.frame == 0)
gun.oldframe = 0; // just changed weapons, don't lerp from old
else
gun.oldframe = ops->gunframe;
}
gun.flags = Q2RF_MINLIGHT | Q2RF_DEPTHHACK | Q2RF_WEAPONMODEL;
gun.lerptime = 1.0 - cl.lerpfrac;
VectorCopy (gun.origin, gun.oldorigin); // don't lerp at all
V_AddEntity (&gun);
#endif
}
/*
===============
CL_CalcViewValues
Sets r_refdef view values
===============
*/
void CLQ2_CalcViewValues (void)
{
int i;
float lerp, backlerp;
q2centity_t *ent;
q2frame_t *oldframe;
q2player_state_t *ps, *ops;
// find the previous frame to interpolate from
ps = &cl.q2frame.playerstate;
i = (cl.q2frame.serverframe - 1) & Q2UPDATE_MASK;
oldframe = &cl.q2frames[i];
if (oldframe->serverframe != cl.q2frame.serverframe-1 || !oldframe->valid)
oldframe = &cl.q2frame; // previous frame was dropped or involid
ops = &oldframe->playerstate;
// see if the player entity was teleported this frame
if ( fabs(ops->pmove.origin[0] - ps->pmove.origin[0]) > 256*8
|| abs(ops->pmove.origin[1] - ps->pmove.origin[1]) > 256*8
|| abs(ops->pmove.origin[2] - ps->pmove.origin[2]) > 256*8)
ops = ps; // don't interpolate
ent = &cl_entities[cl.playernum[0]+1];
lerp = cl.lerpfrac;
// calculate the origin
if (cl.worldmodel->fromgame == fg_quake2 && (!cl_nopred.value) && !(cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION))
{ // use predicted values
unsigned delta;
backlerp = 1.0 - lerp;
for (i=0 ; i<3 ; i++)
{
r_refdef.vieworg[i] = cl.predicted_origin[i] + ops->viewoffset[i]
+ cl.lerpfrac * (ps->viewoffset[i] - ops->viewoffset[i])
- backlerp * cl.prediction_error[i];
}
// smooth out stair climbing
delta = realtime - cl.predicted_step_time;
if (delta < 100)
r_refdef.vieworg[2] -= cl.predicted_step * (100 - delta) * 0.01;
}
else
{ // just use interpolated values
for (i=0 ; i<3 ; i++)
r_refdef.vieworg
[i] = ops->pmove.origin[i]*0.125 + ops->viewoffset[i]
+ lerp * (ps->pmove.origin[i]*0.125 + ps->viewoffset[i]
- (ops->pmove.origin[i]*0.125 + ops->viewoffset[i]) );
}
// if not running a demo or on a locked frame, add the local angle movement
if (cl.worldmodel->fromgame == fg_quake2 && cl.q2frame.playerstate.pmove.pm_type < Q2PM_DEAD )
{ // use predicted values
for (i=0 ; i<3 ; i++)
r_refdef.viewangles[i] = cl.predicted_angles[i];
}
else
{ // just use interpolated values
for (i=0 ; i<3 ; i++)
r_refdef.viewangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp);
}
for (i=0 ; i<3 ; i++)
r_refdef.viewangles[i] += LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp);
VectorCopy(r_refdef.vieworg, cl.simorg[0]);
VectorCopy(r_refdef.viewangles, cl.simangles[0]);
// VectorCopy(r_refdef.viewangles, cl.viewangles);
// AngleVectors (r_refdef.viewangles, v_forward, v_right, v_up);
// interpolate field of view
r_refdef.fov_x = ops->fov + lerp * (ps->fov - ops->fov);
// don't interpolate blend color
for (i=0 ; i<4 ; i++)
v_blend[i] = ps->blend[i];
// add the weapon
CLQ2_AddViewWeapon (ps, ops);
}
/*
===============
CL_AddEntities
Emits all entities, particles, and lights to the refresh
===============
*/
void CLQ2_AddEntities (void)
{
if (cls.state != ca_active)
return;
r_refdef.currentplayernum = 0;
cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1];
cl_numvisedicts = 0;
if (cl.time*1000 > cl.q2frame.servertime)
{
// if (cl_showclamp.value)
// Con_Printf ("high clamp %f\n", cl.time - cl.q2frame.servertime);
cl.time = (cl.q2frame.servertime)/1000.0;
cl.lerpfrac = 1.0;
}
else if (cl.time*1000 < cl.q2frame.servertime - 100)
{
// if (cl_showclamp.value)
// Con_Printf ("low clamp %f\n", cl.q2frame.servertime-100 - cl.time);
cl.time = (cl.q2frame.servertime - 100)/1000.0;
cl.lerpfrac = 0;
}
else
cl.lerpfrac = 1.0 - (cl.q2frame.servertime - cl.time*1000) * 0.01;
// if (cl_timedemo.value)
// cl.lerpfrac = 1.0;
// CLQ2_AddPacketEntities (&cl.qwframe);
// CLQ2_AddTEnts ();
// CLQ2_AddParticles ();
// CLQ2_AddDLights ();
// CLQ2_AddLightStyles ();
CLQ2_CalcViewValues ();
// PMM - moved this here so the heat beam has the right values for the vieworg, and can lock the beam to the gun
CLQ2_AddPacketEntities (&cl.q2frame);
#if 0
CLQ2_AddProjectiles ();
#endif
CL_UpdateTEnts ();
// CLQ2_AddParticles ();
// CLQ2_AddDLights ();
// CLQ2_AddLightStyles ();
}
void CL_GetNumberedEntityInfo (int num, float *org, float *ang)
{
q2centity_t *ent;
if (num < 0 || num >= MAX_EDICTS)
Host_EndGame ("CL_GetNumberedEntityInfo: bad ent");
ent = &cl_entities[num];
if (org)
VectorCopy (ent->current.origin, org);
if (ang)
VectorCopy (ent->current.angles, ang);
// FIXME: bmodel issues...
}
#endif