/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_ents.c -- entity parsing and management #include "quakedef.h" #include "particles.h" extern cvar_t cl_predict_players; extern cvar_t cl_predict_players2; extern cvar_t cl_solid_players; extern cvar_t cl_item_bobbing; extern cvar_t r_rocketlight; extern cvar_t r_lightflicker; extern cvar_t cl_r2g; extern cvar_t r_powerupglow; extern cvar_t v_powerupshell; extern cvar_t cl_nolerp; extern cvar_t cl_nolerp_netquake; 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]; extern int cl_playerindex, cl_h_playerindex, cl_rocketindex, cl_grenadeindex, cl_gib1index, cl_gib2index, cl_gib3index; qboolean CL_FilterModelindex(int modelindex, int frame) { if (modelindex == cl_playerindex) { if (cl_deadbodyfilter.value == 2) { if (frame >= 41 && frame <= 102) return true; } else if (cl_deadbodyfilter.value) { if (frame == 49 || frame == 60 || frame == 69 || frame == 84 || frame == 93 || frame == 102) return true; } } if (cl_gibfilter.value && ( modelindex == cl_h_playerindex || modelindex == cl_gib1index || modelindex == cl_gib2index || modelindex == cl_gib3index)) return true; return false; } //============================================================ /* =============== CL_AllocDlight =============== */ dlight_t *CL_AllocDlight (int key) { int i; dlight_t *dl; // first look for an exact key match if (key) { dl = cl_dlights; for (i=0 ; ikey == key) { memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } } } // then look for anything else if (dlights_running < MAX_DLIGHTS) { dl = &cl_dlights[dlights_running]; memset (dl, 0, sizeof(*dl)); dl->key = key; dlights_running++; if (dlights_software < MAX_SWLIGHTS) dlights_software++; return dl; } dl = &cl_dlights[0]; memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } /* =============== CL_NewDlight =============== */ dlight_t *CL_NewDlight (int key, float x, float y, float z, float radius, float time, int type) { dlight_t *dl; dl = CL_AllocDlight (key); dl->origin[0] = x; dl->origin[1] = y; dl->origin[2] = z; dl->radius = radius; dl->die = (float)cl.time + time; if (type == 0) { dl->color[0] = 0.2; dl->color[1] = 0.1; dl->color[2] = 0.05; } else if (type == 1) { dl->color[0] = 0.05; dl->color[1] = 0.05; dl->color[2] = 0.3; } else if (type == 2) { dl->color[0] = 0.5; dl->color[1] = 0.05; dl->color[2] = 0.05; } else if (type == 3) { dl->color[0]=0.5; dl->color[1] = 0.05; dl->color[2] = 0.4; } return dl; } dlight_t *CL_NewDlightRGB (int key, float x, float y, float z, float radius, float time, float r, float g, float b) { dlight_t *dl; dl = CL_AllocDlight (key); dl->origin[0] = x; dl->origin[1] = y; dl->origin[2] = z; dl->radius = radius; dl->die = cl.time + time; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; return dl; } /* =============== CL_DecayLights =============== */ void CL_DecayLights (void) { int i; int lastrunning = -1; dlight_t *dl; if (cl.paused) //DON'T DO IT!!! return; dl = cl_dlights; for (i=0 ; iradius) continue; if (dl->die < (float)cl.time) { dl->radius = 0; continue; } dl->radius -= host_frametime*dl->decay; if (dl->radius < 0) { dl->radius = 0; continue; } lastrunning = i; if (dl->channelfade[0]) { dl->color[0] -= host_frametime*dl->channelfade[0]; if (dl->color[0] < 0) dl->color[0] = 0; } if (dl->channelfade[1]) { dl->color[1] -= host_frametime*dl->channelfade[1]; if (dl->color[1] < 0) dl->color[1] = 0; } if (dl->channelfade[2]) { dl->color[2] -= host_frametime*dl->channelfade[2]; if (dl->color[2] < 0) dl->color[2] = 0; } } dlights_running = lastrunning+1; dlights_software = dlights_running; if (dlights_software > MAX_SWLIGHTS) dlights_software = MAX_SWLIGHTS; } /* ========================================================================= PACKET ENTITY PARSING / LINKING ========================================================================= */ /* ================== CL_ParseDelta Can go from either a baseline or a previous packet_entity ================== */ int bitcounts[32]; /// just for protocol profiling void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits, qboolean new) { int i; #ifdef PROTOCOLEXTENSIONS int morebits=0; #endif // set everything to the state we are delta'ing from *to = *from; to->number = bits & 511; bits &= ~511; if (bits & U_MOREBITS) { // read in the low order bits i = MSG_ReadByte (); bits |= i; } // count the bits for net profiling for (i=0 ; i<16 ; i++) if (bits&(1<modelindex = MSG_ReadByte (); if (bits & U_FRAME) to->frame = MSG_ReadByte (); if (bits & U_COLORMAP) to->colormap = MSG_ReadByte(); if (bits & U_SKIN) to->skinnum = MSG_ReadByte(); if (bits & U_EFFECTS) to->effects = (to->effects&0xff00)|MSG_ReadByte(); if (bits & U_ORIGIN1) to->origin[0] = MSG_ReadCoord (); if (bits & U_ANGLE1) to->angles[0] = MSG_ReadAngle (); if (bits & U_ORIGIN2) to->origin[1] = MSG_ReadCoord (); if (bits & U_ANGLE2) to->angles[1] = MSG_ReadAngle (); if (bits & U_ORIGIN3) to->origin[2] = MSG_ReadCoord (); if (bits & U_ANGLE3) to->angles[2] = MSG_ReadAngle (); if (bits & U_SOLID) { // FIXME } #ifdef PEXT_SCALE if (morebits & U_SCALE && cls.fteprotocolextensions & PEXT_SCALE) to->scale = MSG_ReadByte(); #endif #ifdef PEXT_TRANS if (morebits & U_TRANS && cls.fteprotocolextensions & PEXT_TRANS) to->trans = MSG_ReadByte(); #endif #ifdef PEXT_FATNESS if (morebits & U_FATNESS && cls.fteprotocolextensions & PEXT_FATNESS) to->fatness = MSG_ReadChar(); #endif if (morebits & U_DRAWFLAGS && cls.fteprotocolextensions & PEXT_HEXEN2) to->hexen2flags = MSG_ReadByte(); if (morebits & U_ABSLIGHT && cls.fteprotocolextensions & PEXT_HEXEN2) to->abslight = MSG_ReadByte(); if (morebits & U_COLOURMOD && cls.fteprotocolextensions & PEXT_COLOURMOD) { to->colormod[0] = MSG_ReadByte(); to->colormod[1] = MSG_ReadByte(); to->colormod[2] = MSG_ReadByte(); } if (morebits & U_ENTITYDBL) to->number += 512; if (morebits & U_ENTITYDBL2) to->number += 1024; if (morebits & U_MODELDBL) to->modelindex += 256; if (morebits & U_DPFLAGS)// && cls.fteprotocolextensions & PEXT_DPFLAGS) { // these are bits for the 'flags' field of the entity_state_t i = MSG_ReadByte(); to->flags = 0; if (i & RENDER_VIEWMODEL) to->flags |= Q2RF_WEAPONMODEL|Q2RF_MINLIGHT|Q2RF_DEPTHHACK; if (i & RENDER_EXTERIORMODEL) to->flags |= Q2RF_EXTERNALMODEL; } if (morebits & U_TAGINFO) { to->tagentity = MSG_ReadShort(); to->tagindex = MSG_ReadShort(); } if (morebits & U_LIGHT) { to->light[0] = MSG_ReadShort(); to->light[1] = MSG_ReadShort(); to->light[2] = MSG_ReadShort(); to->light[3] = MSG_ReadShort(); to->lightstyle = MSG_ReadByte(); to->lightpflags = MSG_ReadByte(); } if (morebits & U_EFFECTS16) to->effects = (to->effects&0x00ff)|(MSG_ReadByte()<<8); } /* ================= FlushEntityPacket ================= */ void FlushEntityPacket (void) { int word; entity_state_t olde, newe; Con_DPrintf ("FlushEntityPacket\n"); memset (&olde, 0, sizeof(olde)); cl.validsequence = 0; // can't render a frame cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true; // read it all, but ignore it while (1) { word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities"); return; } if (!word) break; // done CL_ParseDelta (&olde, &newe, word, true); } } /* ================== CL_ParsePacketEntities An svc_packetentities has just been parsed, deal with the rest of the data stream. ================== */ void CL_ParsePacketEntities (qboolean delta) { int oldpacket, newpacket; packet_entities_t *oldp, *newp, dummy; int oldindex, newindex; int word, newnum, oldnum; qboolean full; int from; if (!(cls.fteprotocolextensions & PEXT_ACCURATETIMINGS)) { cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; cl.gametime = realtime; cl.gametimemark = realtime; } newpacket = cls.netchan.incoming_sequence&UPDATE_MASK; newp = &cl.frames[newpacket].packet_entities; cl.frames[newpacket].invalid = false; newp->servertime = cl.gametime; if (delta) { from = MSG_ReadByte (); // Con_Printf("%i %i from %i\n", cls.netchan.outgoing_sequence, cls.netchan.incoming_sequence, from); oldpacket = cl.frames[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.frames[oldpacket & UPDATE_MASK].packet_entities; full = false; } else { // this is a full update that we can start delta compressing from now oldp = &dummy; dummy.num_entities = 0; full = true; } cl.oldvalidsequence = cl.validsequence; cl.validsequence = cls.netchan.incoming_sequence; oldindex = 0; newindex = 0; newp->num_entities = 0; while (1) { word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities"); return; } if (!word) { while (oldindex < oldp->num_entities) { // copy all the rest of the entities from the old packet //Con_Printf ("copy %i\n", oldp->entities[oldindex].number); if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (oldindex >= oldp->max_entities) Host_EndGame("Old packet entity too big\n"); newp->entities[newindex] = oldp->entities[oldindex]; newindex++; oldindex++; } break; } newnum = word&511; if (word & U_MOREBITS) { int oldpos = msg_readcount; int excessive; excessive = MSG_ReadByte(); if (excessive & U_EVENMORE) { excessive = MSG_ReadByte(); if (excessive & U_ENTITYDBL) newnum += 512; if (excessive & U_ENTITYDBL2) newnum += 1024; } msg_readcount = oldpos;//undo the read... } oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number; while (newnum > oldnum) { if (full) { Con_Printf ("WARNING: oldcopy on full update"); FlushEntityPacket (); return; } //Con_Printf ("copy %i\n", oldnum); // copy one of the old entities over to the new packet unchanged if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (oldindex >= oldp->max_entities) Host_EndGame("Old packet entity too big\n"); newp->entities[newindex] = oldp->entities[oldindex]; newindex++; oldindex++; oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number; } if (newnum < oldnum) { // new from baseline //Con_Printf ("baseline %i\n", newnum); if (word & U_REMOVE) { //really read the extra entity number if required if (word & U_MOREBITS) if (MSG_ReadByte() & U_EVENMORE) MSG_ReadByte(); if (full) { cl.validsequence = 0; Con_Printf ("WARNING: U_REMOVE on full update\n"); FlushEntityPacket (); return; } continue; } if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (!CL_CheckBaselines(newnum)) Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum); CL_ParseDelta (cl_baselines + newnum, &newp->entities[newindex], word, true); newindex++; continue; } if (newnum == oldnum) { // delta from previous if (full) { cl.validsequence = 0; Con_Printf ("WARNING: delta on full update"); } if (word & U_REMOVE) { if (word & U_MOREBITS) if (MSG_ReadByte() & U_EVENMORE) MSG_ReadByte(); oldindex++; continue; } if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } //Con_Printf ("delta %i\n",newnum); CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word, false); newindex++; oldindex++; } } newp->num_entities = newindex; } entity_state_t *CL_FindOldPacketEntity(int num) { int pnum; entity_state_t *s1; packet_entities_t *pack; if (!cl.validsequence) return NULL; pack = &cl.frames[(cls.netchan.incoming_sequence-1)&UPDATE_MASK].packet_entities; for (pnum=0 ; pnumnum_entities ; pnum++) { s1 = &pack->entities[pnum]; if (num == s1->number) return s1; } return NULL; } #ifdef NQPROT entity_state_t defaultstate; void DP5_ParseDelta(entity_state_t *s) { int bits; bits = MSG_ReadByte(); if (bits & E5_EXTEND1) { bits |= MSG_ReadByte() << 8; if (bits & E5_EXTEND2) { bits |= MSG_ReadByte() << 16; if (bits & E5_EXTEND3) bits |= MSG_ReadByte() << 24; } } if (bits & E5_ALLUNUSED) { Host_EndGame("Detected 'unused' bits in DP5+ entity delta - %x (%x)\n", bits, (bits & E5_ALLUNUSED)); } if (bits & E5_FULLUPDATE) { int num; num = s->number; *s = defaultstate; s->trans = 255; s->scale = 16; s->number = num; // s->active = true; } if (bits & E5_FLAGS) { int i = MSG_ReadByte(); s->flags = 0; if (i & RENDER_VIEWMODEL) s->flags |= Q2RF_WEAPONMODEL|Q2RF_MINLIGHT|Q2RF_DEPTHHACK; if (i & RENDER_EXTERIORMODEL) s->flags |= Q2RF_EXTERNALMODEL; } if (bits & E5_ORIGIN) { if (bits & E5_ORIGIN32) { s->origin[0] = MSG_ReadFloat(); s->origin[1] = MSG_ReadFloat(); s->origin[2] = MSG_ReadFloat(); } else { s->origin[0] = MSG_ReadShort()*(1/8.0f); s->origin[1] = MSG_ReadShort()*(1/8.0f); s->origin[2] = MSG_ReadShort()*(1/8.0f); } } if (bits & E5_ANGLES) { if (bits & E5_ANGLES16) { s->angles[0] = MSG_ReadAngle16(); s->angles[1] = MSG_ReadAngle16(); s->angles[2] = MSG_ReadAngle16(); } else { s->angles[0] = MSG_ReadChar() * (360.0/256); s->angles[1] = MSG_ReadChar() * (360.0/256); s->angles[2] = MSG_ReadChar() * (360.0/256); } } if (bits & E5_MODEL) { if (bits & E5_MODEL16) s->modelindex = (unsigned short) MSG_ReadShort(); else s->modelindex = MSG_ReadByte(); } if (bits & E5_FRAME) { if (bits & E5_FRAME16) s->frame = (unsigned short) MSG_ReadShort(); else s->frame = MSG_ReadByte(); } if (bits & E5_SKIN) s->skinnum = MSG_ReadByte(); if (bits & E5_EFFECTS) { if (bits & E5_EFFECTS32) s->effects = (unsigned int) MSG_ReadLong(); else if (bits & E5_EFFECTS16) s->effects = (unsigned short) MSG_ReadShort(); else s->effects = MSG_ReadByte(); } if (bits & E5_ALPHA) s->trans = MSG_ReadByte(); if (bits & E5_SCALE) s->scale = MSG_ReadByte(); if (bits & E5_COLORMAP) s->colormap = MSG_ReadByte(); if (bits & E5_ATTACHMENT) { s->tagentity = MSG_ReadShort(); s->tagindex = MSG_ReadByte(); } if (bits & E5_LIGHT) { s->light[0] = MSG_ReadShort(); s->light[1] = MSG_ReadShort(); s->light[2] = MSG_ReadShort(); s->light[3] = MSG_ReadShort(); s->lightstyle = MSG_ReadByte(); s->lightpflags = MSG_ReadByte(); } if (bits & E5_GLOW) { s->glowsize = MSG_ReadByte(); s->glowcolour = MSG_ReadByte(); } if (bits & E5_COLORMOD) { s->colormod[0] = MSG_ReadByte(); s->colormod[1] = MSG_ReadByte(); s->colormod[2] = MSG_ReadByte(); } } int cl_latestframenum; void CLNQ_ParseDarkPlaces5Entities(void) //the things I do.. :o( { //the incoming entities do not come in in any order. :( //well, they come in in order of priorities, but that's not useful to us. //I guess this means we'll have to go slowly. packet_entities_t *pack, *oldpack; entity_state_t *to, *from; unsigned short read; int oldi; qboolean remove; cl_latestframenum = MSG_ReadLong(); if (nq_dp_protocol >=7) cl.ackedinputsequence = MSG_ReadLong(); pack = &cl.frames[(cls.netchan.incoming_sequence)&UPDATE_MASK].packet_entities; pack->servertime = cl.gametime; oldpack = &cl.frames[(cls.netchan.incoming_sequence-1)&UPDATE_MASK].packet_entities; from = oldpack->entities; oldi = 0; pack->num_entities = 0; for (oldi = 0; oldi < oldpack->num_entities; oldi++) { from = &oldpack->entities[oldi]; from->flags &= ~0x80000000; } for (read = MSG_ReadShort(); read!=0x8000; read = MSG_ReadShort()) { if (msg_badread) Host_EndGame("Corrupt entitiy message packet\n"); remove = !!(read&0x8000); read&=~0x8000; if (read >= MAX_EDICTS) Host_EndGame("Too many entities.\n"); from = &defaultstate; for (oldi=0 ; oldinum_entities ; oldi++) { if (read == oldpack->entities[oldi].number) { from = &oldpack->entities[oldi]; from->flags |= 0x80000000; //so we don't copy it. break; } } if (remove) { continue; } if (pack->num_entities==pack->max_entities) { pack->max_entities = pack->num_entities+16; pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities); } to = &pack->entities[pack->num_entities]; pack->num_entities++; memcpy(to, from, sizeof(*to)); to->number = read; DP5_ParseDelta(to); to->flags &= ~0x80000000; } //the pack has all the new ones in it, now copy the old ones in that wern't removed (or changed). for (oldi = 0; oldi < oldpack->num_entities; oldi++) { from = &oldpack->entities[oldi]; if (from->flags & 0x80000000) continue; if (pack->num_entities==pack->max_entities) { pack->max_entities = pack->num_entities+16; pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities); } to = &pack->entities[pack->num_entities]; pack->num_entities++; from = &oldpack->entities[oldi]; memcpy(to, from, sizeof(*to)); } } void CLNQ_ParseEntity(unsigned int bits) { int i; int num, pnum; entity_state_t *state, *from; entity_state_t *base; static float lasttime; packet_entities_t *pack; #define NQU_MOREBITS (1<<0) #define NQU_ORIGIN1 (1<<1) #define NQU_ORIGIN2 (1<<2) #define NQU_ORIGIN3 (1<<3) #define NQU_ANGLE2 (1<<4) #define NQU_NOLERP (1<<5) // don't interpolate movement #define NQU_FRAME (1<<6) #define NQU_SIGNAL (1<<7) // just differentiates from other updates // svc_update can pass all of the fast update bits, plus more #define NQU_ANGLE1 (1<<8) #define NQU_ANGLE3 (1<<9) #define NQU_MODEL (1<<10) #define NQU_COLORMAP (1<<11) #define NQU_SKIN (1<<12) #define NQU_EFFECTS (1<<13) #define NQU_LONGENTITY (1<<14) // LordHavoc's: protocol extension #define DPU_EXTEND1 (1<<15) // LordHavoc: first extend byte #define DPU_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second) #define DPU_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well) #define DPU_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0 #define DPU_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte) #define DPU_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0 #define DPU_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set) // LordHavoc: colormod feature has been removed, because no one used it #define DPU_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend... #define DPU_EXTEND2 (1<<23) // another byte to follow // LordHavoc: second extend byte #define DPU_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize) #define DPU_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such #define DPU_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte) #define DPU_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte) #define DPU_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not) #define DPU_UNUSED29 (1<<29) // future expansion #define DPU_UNUSED30 (1<<30) // future expansion #define DPU_EXTEND3 (1<<31) // another byte to follow, future expansion if (cls.signon == 4 - 1) { // first update is the final signon stage cls.signon = 4; CLNQ_SignonReply (); } pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; if (bits & NQU_MOREBITS) { i = MSG_ReadByte (); bits |= (i<<8); } if (bits & DPU_EXTEND1) { i = MSG_ReadByte (); bits |= (i<<16); } if (bits & DPU_EXTEND2) { i = MSG_ReadByte (); bits |= (i<<24); } if (bits & NQU_LONGENTITY) num = MSG_ReadShort (); else num = MSG_ReadByte (); // state = CL_FindPacketEntity(num); // if (!state) { // if ((int)(lasttime*100) != (int)(realtime*100)) // pack->num_entities=0; // else if (pack->num_entities==pack->max_entities) { pack->max_entities = pack->num_entities+1; pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities); memset(pack->entities + pack->num_entities, 0, sizeof(entity_state_t)); } lasttime = realtime; 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; state->number = num; if (bits & NQU_MODEL) state->modelindex = MSG_ReadByte (); else state->modelindex = base->modelindex; if (bits & NQU_FRAME) state->frame = MSG_ReadByte(); else state->frame = base->frame; if (bits & NQU_COLORMAP) state->colormap = MSG_ReadByte(); else state->colormap = base->colormap; if (bits & NQU_SKIN) state->skinnum = MSG_ReadByte(); else state->skinnum = base->skinnum; if (bits & NQU_EFFECTS) state->effects = MSG_ReadByte(); else state->effects = base->effects; if (bits & NQU_ORIGIN1) state->origin[0] = MSG_ReadCoord (); else state->origin[0] = base->origin[0]; if (bits & NQU_ANGLE1) state->angles[0] = MSG_ReadAngle(); else state->angles[0] = base->angles[0]; if (bits & NQU_ORIGIN2) state->origin[1] = MSG_ReadCoord (); else state->origin[1] = base->origin[1]; if (bits & NQU_ANGLE2) state->angles[1] = MSG_ReadAngle(); else state->angles[1] = base->angles[1]; if (bits & NQU_ORIGIN3) state->origin[2] = MSG_ReadCoord (); else state->origin[2] = base->origin[2]; if (bits & NQU_ANGLE3) state->angles[2] = MSG_ReadAngle(); else state->angles[2] = base->angles[2]; if (bits & DPU_ALPHA) i = MSG_ReadByte(); else i = -1; #ifdef PEXT_TRANS if (i == -1) state->trans = base->trans; else state->trans = i; #endif if (bits & DPU_SCALE) i = MSG_ReadByte(); else i = -1; #ifdef PEXT_SCALE if (i == -1) state->scale = base->scale; else state->scale = i; #endif if (bits & DPU_EFFECTS2) state->effects |= MSG_ReadByte() << 8; if (bits & DPU_GLOWSIZE) state->glowsize = MSG_ReadByte(); else state->glowsize = base->glowsize; if (bits & DPU_GLOWCOLOR) state->glowcolour = MSG_ReadByte(); else state->glowcolour = base->glowcolour; 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)); } else { state->colormod[0] = base->colormod[0]; state->colormod[1] = base->colormod[1]; state->colormod[2] = base->colormod[2]; } if (bits & DPU_FRAME2) state->frame |= MSG_ReadByte() << 8; if (bits & DPU_MODEL2) state->modelindex |= MSG_ReadByte() << 8; if (cls.demoplayback != DPB_NONE) for (pnum = 0; pnum < cl.splitclients; pnum++) if (num == cl.viewentity[pnum]) { state->angles[0] = cl.viewangles[pnum][0]/-3; state->angles[1] = cl.viewangles[pnum][1]; state->angles[2] = cl.viewangles[pnum][2]; } } #endif #ifdef PEXT_SETVIEW entity_state_t *CL_FindPacketEntity(int num) { int pnum; entity_state_t *s1; packet_entities_t *pack; pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; for (pnum=0 ; pnumnum_entities ; pnum++) { s1 = &pack->entities[pnum]; if (num == s1->number) return s1; } return NULL; } #endif //return 0 to 1 //1 being entirly new frame. float CL_LerpEntityFrac(float lerprate, float lerptime) { float f; if (!lerprate) { return 0; } else { f = 1-(cl.time-lerptime)/lerprate; } if (f<0)f=0; if (f>1)f=1; return f; } float CL_EntLerpFactor(int entnum) { float f; if (cl.lerpents[entnum].lerprate<=0) return 0; else f = 1-(cl.time-cl.lerpents[entnum].lerptime)/cl.lerpents[entnum].lerprate; if (f<0) f=0; if (f>1) f=1; return f; } void CL_RotateAroundTag(entity_t *ent, int num, int tagent, int tagnum) { entity_state_t *ps; float *org=NULL, *ang=NULL; vec3_t axis[3]; float transform[12], parent[12], result[12], old[12], temp[12]; int model; framestate_t fstate; if (tagent > cl.maxlerpents) { Con_Printf("tag entity out of range!\n"); return; } memset(&fstate, 0, sizeof(fstate)); fstate.g[FS_REG].frame[1] = cl.lerpents[tagent].frame; ent->keynum = tagent; ps = CL_FindPacketEntity(tagent); if (ps) { if (ps->tagentity) CL_RotateAroundTag(ent, num, ps->tagentity, ps->tagindex); org = ps->origin; ang = ps->angles; model = ps->modelindex; fstate.g[FS_REG].frame[0] = ps->frame; } else { extern int parsecountmod; // Con_Printf("tagent %i\n", tagent); if (tagent <= MAX_CLIENTS && tagent > 0) { if (tagent-1 == cl.playernum[0]) { org = cl.simorg[0]; ang = cl.simangles[0]; } else { org = cl.frames[parsecountmod].playerstate[tagent-1].origin; ang = cl.frames[parsecountmod].playerstate[tagent-1].viewangles; } model = cl.frames[parsecountmod].playerstate[tagent-1].modelindex; fstate.g[FS_REG].frame[0] = cl.frames[parsecountmod].playerstate[tagent-1].frame; } else 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], tagnum, &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 == MAX_VISEDICTS) { Con_Printf("Visedict list is full!\n"); return; // object list is full } ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; *ent = *in; } void V_AddEntity(entity_t *in) { entity_t *ent; if (cl_numvisedicts == MAX_VISEDICTS) { Con_Printf("Visedict list is full!\n"); return; // object list is full } ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; *ent = *in; ent->angles[0]*=-1; AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); ent->angles[0]*=-1; } void 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; } 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_LinkPacketEntities =============== */ void R_FlameTrail(vec3_t start, vec3_t end, float seperation); #define DECENTLERP #ifdef DECENTLERP void CL_TransitionPacketEntities(packet_entities_t *newpack, packet_entities_t *oldpack, float servertime) { lerpents_t *le; entity_state_t *snew, *sold; int i, j; int oldpnum, newpnum; vec3_t move; float a1, a2; float frac; /* seeing as how dropped packets cannot be filled in due to the reliable networking stuff, We can simply detect changes and lerp towards them */ //we have two index-sorted lists of entities //we figure out which ones are new, //we don't care about old, as our caller will use the lerpents array we fill, and the entity numbers from the 'new' packet. if (newpack->servertime == oldpack->servertime) frac = 1; //lerp totally into the new else frac = (servertime-oldpack->servertime)/(newpack->servertime-oldpack->servertime); oldpnum=0; for (newpnum=0 ; newpnumnum_entities ; newpnum++) { snew = &newpack->entities[newpnum]; sold = NULL; for ( ; oldpnumnum_entities ; oldpnum++) { sold = &oldpack->entities[oldpnum]; if (sold->number >= snew->number) { if (sold->number > snew->number) sold = NULL; //woo, it's a new entity. break; } } if (!sold) //I'm lazy sold = snew; if (snew->number >= cl.maxlerpents) { 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]; VectorSubtract(snew->origin, sold->origin, move); if (DotProduct(move, move) > 200*200 || snew->modelindex != sold->modelindex) { sold = snew; //teleported? VectorClear(move); } for (i = 0; i < 3; i++) { le->origin[i] = sold->origin[i] + frac*(move[i]); for (j = 0; j < 3; j++) { a1 = sold->angles[i]; a2 = snew->angles[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; le->angles[i] = a1 + frac * (a2 - a1); } } if (snew == sold || (sold->frame != le->frame && sold->frame != snew->frame) || snew->modelindex != sold->modelindex) { le->oldframechange = le->framechange; le->framechange = newpack->servertime; le->frame = sold->frame; } } } packet_entities_t *CL_ProcessPacketEntities(float *servertime, qboolean nolerp) { packet_entities_t *packnew, *packold; int i; //, spnum; if (nolerp) { //force our emulated time to as late as we can. //this will disable all position interpolation *servertime = cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities.servertime; // Con_DPrintf("No lerp\n"); } packnew = NULL; packold = NULL; //choose the two packets. //we should be picking the packet just after the server time, and the one just before for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--) { if (cl.frames[i&UPDATE_MASK].receivedtime < 0 || cl.frames[i&UPDATE_MASK].invalid) continue; //packetloss/choke, it's really only a problem for the oldframe, but... if (cl.frames[i&UPDATE_MASK].packet_entities.servertime >= *servertime) { if (cl.frames[i&UPDATE_MASK].packet_entities.servertime) { if (!packnew || packnew->servertime != cl.frames[i&UPDATE_MASK].packet_entities.servertime) //if it's a duplicate, pick the latest (so just-shot rockets are still present) packnew = &cl.frames[i&UPDATE_MASK].packet_entities; } } else if (packnew) { if (cl.frames[i&UPDATE_MASK].packet_entities.servertime != packnew->servertime) { //it does actually lerp, and isn't an identical frame. packold = &cl.frames[i&UPDATE_MASK].packet_entities; break; } } } //Note, hacking this to return anyway still needs the lerpent array to be valid for all contained entities. if (!packnew) //should never happen { Con_DPrintf("Warning: No lerp-to frame packet\n"); return NULL; } if (!packold) //can happem at map start, and really laggy games, but really shouldn't in a normal game { // Con_DPrintf("Warning: No lerp-from frame packet\n"); packold = packnew; } CL_TransitionPacketEntities(packnew, packold, *servertime); // Con_DPrintf("%f %f %f %f %f %f\n", packnew->servertime, *servertime, packold->servertime, cl.gametime, cl.oldgametime, cl.servertime); // if (packold->servertime < oldoldtime) // Con_Printf("Spike screwed up\n"); // oldoldtime = packold->servertime; return packnew; } 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.value; #endif return !cl_nolerp.value; } void CL_LinkPacketEntities (void) { entity_t *ent; packet_entities_t *pack; entity_state_t *state; lerpents_t *le; model_t *model; vec3_t old_origin; float autorotate; int i; int newpnum; //, spnum; dlight_t *dl; vec3_t angles; int flicker; qboolean nolerp; float servertime; CL_CalcClientTime(); servertime = cl.servertime; nolerp = !CL_MayLerp() && cls.demoplayback != DPB_MVD && cls.demoplayback != DPB_EZTV; #ifdef NQPROT nolerp = nolerp && cls.demoplayback != DPB_NETQUAKE; #endif pack = CL_ProcessPacketEntities(&servertime, nolerp); if (!pack) return; servertime = cl.servertime; autorotate = anglemod(100*servertime); #ifdef CSQC_DAT CSQC_DeltaStart(servertime); #endif for (newpnum=0 ; newpnumnum_entities ; newpnum++) { state = &pack->entities[newpnum]; if (cl_numvisedicts == MAX_VISEDICTS) { Con_Printf("Too many visible entities\n"); break; } #ifdef CSQC_DAT if (CSQC_DeltaUpdate(state)) continue; #endif ent = &cl_visedicts[cl_numvisedicts]; #ifdef Q3SHADERS ent->forcedshader = NULL; #endif le = &cl.lerpents[state->number]; memset(&ent->framestate, 0, sizeof(ent->framestate)); if (le->framechange == le->oldframechange) ent->framestate.g[FS_REG].lerpfrac = 0; else { ent->framestate.g[FS_REG].lerpfrac = 1-(servertime - le->framechange) / (le->framechange - le->oldframechange); if (ent->framestate.g[FS_REG].lerpfrac > 1) ent->framestate.g[FS_REG].lerpfrac = 1; else if (ent->framestate.g[FS_REG].lerpfrac < 0) { ent->framestate.g[FS_REG].lerpfrac = 0; //le->oldframechange = le->framechange; } } VectorCopy(le->origin, ent->origin); //bots or powerup glows. items always glow, powerups can be disabled if (state->modelindex != cl_playerindex || r_powerupglow.value) { flicker = r_lightflicker.value?(rand()&31):0; // spawn light flashes, even ones coming from invisible objects if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED)) CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2], 200 + flicker, 0, 3); else if (state->effects & EF_BLUE) CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2], 200 + flicker, 0, 1); else if (state->effects & EF_RED) CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2], 200 + flicker, 0, 2); else if (state->effects & EF_BRIGHTLIGHT) CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + flicker, 0, 0); else if (state->effects & EF_DIMLIGHT) CL_NewDlight (state->number, state->origin[0], state->origin[1], state->origin[2], 200 + flicker, 0, 0); } if (state->light[3]) { CL_NewDlightRGB (state->number, state->origin[0], state->origin[1], state->origin[2], state->light[3], 0, state->light[0]/1024.0f, state->light[1]/1024.0f, state->light[2]/1024.0f); } // if set to invisible, skip if (state->modelindex<1) continue; // create a new entity if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full if (CL_FilterModelindex(state->modelindex, state->frame)) continue; model = cl.model_precache[state->modelindex]; if (!model) { Con_DPrintf("Bad modelindex (%i)\n", state->modelindex); continue; } cl_numvisedicts++; #ifdef Q3SHADERS ent->forcedshader = NULL; #endif ent->visframe = 0; ent->keynum = state->number; if (cl_r2g.value && state->modelindex == cl_rocketindex && cl_rocketindex && cl_grenadeindex) ent->model = cl.model_precache[cl_grenadeindex]; else ent->model = model; ent->flags = state->flags; if (state->effects & NQEF_ADDATIVE) ent->flags |= Q2RF_ADDATIVE; if (state->effects & EF_NODEPTHTEST) ent->flags |= RF_NODEPTHTEST; // set colormap if (state->colormap && (state->colormap <= MAX_CLIENTS) && (gl_nocolors.value == -1 || (ent->model/* && state->modelindex == cl_playerindex*/))) { // TODO: DP colormap/colormod extension? #ifdef SWQUAKE ent->palremap = cl.players[state->colormap-1].palremap; #endif ent->scoreboard = &cl.players[state->colormap-1]; } else { #ifdef SWQUAKE ent->palremap = D_IdentityRemap(); #endif ent->scoreboard = NULL; } // set skin ent->skinnum = state->skinnum; ent->abslight = state->abslight; ent->drawflags = state->hexen2flags; // set frame ent->framestate.g[FS_REG].frame[0] = state->frame; ent->framestate.g[FS_REG].frame[1] = le->frame; ent->framestate.g[FS_REG].frametime[0] = cl.servertime - le->framechange; ent->framestate.g[FS_REG].frametime[1] = cl.servertime - le->oldframechange; // f = (sin(realtime)+1)/2; #ifdef PEXT_SCALE //set scale ent->scale = state->scale/16.0; #endif ent->shaderRGBAf[0] = (state->colormod[0]*8.0f)/255; ent->shaderRGBAf[1] = (state->colormod[1]*8.0f)/255; ent->shaderRGBAf[2] = (state->colormod[2]*8.0f)/255; ent->shaderRGBAf[3] = state->trans/255.0f; #ifdef PEXT_FATNESS //set trans ent->fatness = state->fatness/2.0; #endif // rotate binary objects locally if (model && model->flags & EF_ROTATE) { angles[0] = 0; angles[1] = autorotate; angles[2] = 0; if (cl_item_bobbing.value) ent->origin[2] += 5+sin(cl.time*3)*5; //don't let it into the ground } else { for (i=0 ; i<3 ; i++) { angles[i] = le->angles[i]; } } VectorCopy(angles, ent->angles); if (model && model->type == mod_alias) angles[0]*=-1; //carmack screwed up when he added alias models - they pitch the wrong way. AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); if (ent->keynum <= MAX_CLIENTS) { if (!cl.nolocalplayer[0]) ent->keynum += MAX_EDICTS; } if (state->tagentity) { //ent is attached to a tag, rotate this ent accordingly. CL_RotateAroundTag(ent, state->number, state->tagentity, state->tagindex); } // add automatic particle trails if (!model || (!(model->flags&~EF_ROTATE) && model->particletrail<0 && model->particleeffect<0)) continue; if (!cls.allow_anyparticles && !(model->flags & ~EF_ROTATE)) continue; // scan the old entity display list for a matching for (i=0 ; ikeynum) { VectorCopy (cl_oldvisedicts[i].origin, old_origin); break; } } if (i == cl_oldnumvisedicts) { pe->DelinkTrailstate(&(cl.lerpents[state->number].trailstate)); pe->DelinkTrailstate(&(cl.lerpents[state->number].emitstate)); continue; // not in last message } for (i=0 ; i<3 ; i++) { if ( abs(old_origin[i] - ent->origin[i]) > 128) { // no trail if too far VectorCopy (ent->origin, old_origin); break; } } if (model->particletrail >= 0) { if (pe->ParticleTrail (old_origin, ent->origin, model->particletrail, &(le->trailstate))) pe->ParticleTrailIndex(old_origin, ent->origin, model->traildefaultindex, 0, &(le->trailstate)); } { extern cvar_t gl_part_flame; if (cls.allow_anyparticles && gl_part_flame.value) { P_EmitEffect (ent->origin, model->particleeffect, &(le->emitstate)); } } //dlights are not so customisable. if (r_rocketlight.value) { float rad = 0; vec3_t dclr; dclr[0] = 0.20; dclr[1] = 0.10; dclr[2] = 0; if (model->flags & EF_ROCKET) { if (strncmp(model->name, "models/sflesh", 13)) { //hmm. hexen spider gibs... rad = 200; dclr[2] = 0.05; } } else if (model->flags & EFH2_FIREBALL) { rad = 120 - (rand() % 20); } else if (model->flags & EFH2_ACIDBALL) { rad = 120 - (rand() % 20); } else if (model->flags & EFH2_SPIT) { // as far as I can tell this effect inverses the light... dclr[0] = -dclr[0]; dclr[0] = -dclr[1]; dclr[0] = -dclr[2]; rad = 120 - (rand() % 20); } if (rad) { dl = CL_AllocDlight (state->number); VectorCopy (ent->origin, dl->origin); dl->die = (float)cl.time; if (model->flags & EF_ROCKET) dl->origin[2] += 1; // is this even necessary dl->radius = rad * r_rocketlight.value; VectorCopy(dclr, dl->color); } } } #ifdef CSQC_DAT CSQC_DeltaEnd(); #endif } #else void CL_LinkPacketEntities (void) { entity_t *ent; packet_entities_t *pack; entity_state_t *s1; float f; model_t *model; vec3_t old_origin; float autorotate; int i; int pnum; //, spnum; dlight_t *dl; vec3_t angles; int flicker; pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; autorotate = anglemod(100*cl.time); for (pnum=0 ; pnumnum_entities ; pnum++) { s1 = &pack->entities[pnum]; if (cl_numvisedicts == MAX_VISEDICTS) { Con_Printf("Too many visible entities\n"); break; } ent = &cl_visedicts[cl_numvisedicts]; #ifdef Q3SHADERS ent->forcedshader = NULL; #endif if (CL_MayLerp()) { //figure out the lerp factor if (cl.lerpents[s1->number].lerprate<=0) f = 0; else f = (cl.servertime-cl.lerpents[s1->number].lerptime)/cl.lerpents[s1->number].lerprate;//(cl.gametime-cl.oldgametime);//1-(cl.time-cl.lerpents[s1->number].lerptime)/cl.lerpents[s1->number].lerprate; if (f<0) f=0; if (f>1) f=1; } else f = 1; ent->lerpfrac = 1-(cl.servertime-cl.lerpents[s1->number].lerptime)/cl.lerpents[s1->number].lerprate; if (ent->lerpfrac<0) ent->lerpfrac=0; if (ent->lerpfrac>1) ent->lerpfrac=1; // if (s1->modelindex == 87 && !cl.paused) // Con_Printf("%f %f\n", f, cl.lerpents[s1->number].lerptime-cl.servertime); // calculate origin for (i=0 ; i<3 ; i++) ent->origin[i] = cl.lerpents[s1->number].origin[i] + f * (s1->origin[i] - cl.lerpents[s1->number].origin[i]); //bots or powerup glows. items always glow, powerups can be disabled if (s1->modelindex != cl_playerindex || r_powerupglow.value) { flicker = r_lightflicker.value?(rand()&31):0; // spawn light flashes, even ones coming from invisible objects if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED)) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + flicker, 0, 3); else if (s1->effects & EF_BLUE) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + flicker, 0, 1); else if (s1->effects & EF_RED) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + flicker, 0, 2); else if (s1->effects & EF_BRIGHTLIGHT) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + flicker, 0, 0); else if (s1->effects & EF_DIMLIGHT) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + flicker, 0, 0); } if (s1->light[3]) { CL_NewDlightRGB (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], s1->light[3], 0, s1->light[0]/1024.0f, s1->light[1]/1024.0f, s1->light[2]/1024.0f); } // if set to invisible, skip if (s1->modelindex<1) continue; // create a new entity if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full if (CL_FilterModelindex(s1->modelindex, s1->frame)) continue; model = cl.model_precache[s1->modelindex]; if (!model) { Con_DPrintf("Bad modelindex (%i)\n", s1->modelindex); continue; } cl_numvisedicts++; #ifdef Q3SHADERS ent->forcedshader = NULL; #endif ent->visframe = 0; ent->keynum = s1->number; if (cl_r2g.value && s1->modelindex == cl_rocketindex && cl_rocketindex && cl_grenadeindex) ent->model = cl.model_precache[cl_grenadeindex]; else ent->model = model; ent->flags = s1->flags; if (s1->effects & NQEF_ADDATIVE) ent->flags |= Q2RF_ADDATIVE; if (s1->effects & EF_NODEPTHTEST) ent->flags |= RF_NODEPTHTEST; // set colormap if (s1->colormap && (s1->colormap <= MAX_CLIENTS) && (gl_nocolors.value == -1 || (ent->model/* && s1->modelindex == cl_playerindex*/))) { ent->colormap = cl.players[s1->colormap-1].translations; ent->scoreboard = &cl.players[s1->colormap-1]; } else { ent->colormap = vid.colormap; ent->scoreboard = NULL; } // set skin ent->skinnum = s1->skinnum; ent->abslight = s1->abslight; ent->drawflags = s1->hexen2flags; // set frame ent->frame = s1->frame; ent->oldframe = cl.lerpents[s1->number].frame; ent->frame1time = cl.servertime - cl.lerpents[s1->number].framechange; ent->frame2time = cl.servertime - cl.lerpents[s1->number].oldframechange; // f = (sin(realtime)+1)/2; #ifdef PEXT_SCALE //set scale ent->scale = s1->scale/16.0; #endif #ifdef PEXT_TRANS //set trans ent->alpha = s1->trans/255.0; #endif #ifdef PEXT_FATNESS //set trans ent->fatness = s1->fatness/2.0; #endif // rotate binary objects locally if (model && model->flags & EF_ROTATE) { angles[0] = 0; angles[1] = autorotate; angles[2] = 0; if (cl_item_bobbing.value) ent->origin[2] += 5+sin(cl.time*3)*5; //don't let it into the ground } else { float a1, a2; for (i=0 ; i<3 ; i++) { a1 = cl.lerpents[s1->number].angles[i]; a2 = s1->angles[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; angles[i] = a1 + f * (a2 - a1); } } VectorCopy(angles, ent->angles); angles[0]*=-1; AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); if (ent->keynum <= MAX_CLIENTS #ifdef NQPROT && cls.protocol == CP_QUAKEWORLD #endif ) ent->keynum += MAX_EDICTS; if (s1->tagentity) { //ent is attached to a tag, rotate this ent accordingly. CL_RotateAroundTag(ent, s1->number, s1->tagentity, s1->tagindex); } // add automatic particle trails if (!model || (!(model->flags&~EF_ROTATE) && model->particletrail<0 && model->particleeffect<0)) continue; if (!cls.allow_anyparticles && !(model->flags & ~EF_ROTATE)) continue; // scan the old entity display list for a matching for (i=0 ; ikeynum) { VectorCopy (cl_oldvisedicts[i].origin, old_origin); break; } } if (i == cl_oldnumvisedicts) { P_DelinkTrailstate(&(cl.lerpents[s1->number].trailstate)); P_DelinkTrailstate(&(cl.lerpents[s1->number].emitstate)); continue; // not in last message } for (i=0 ; i<3 ; i++) { if ( abs(old_origin[i] - ent->origin[i]) > 128) { // no trail if too far VectorCopy (ent->origin, old_origin); break; } } if (model->particletrail >= 0) { if (P_ParticleTrail (old_origin, ent->origin, model->particletrail, &cl.lerpents[s1->number].trailstate)) P_ParticleTrailIndex(old_origin, ent->origin, model->traildefaultindex, 0, &cl.lerpents[s1->number].trailstate); } { extern cvar_t gl_part_flame; if (cls.allow_anyparticles && gl_part_flame.value) { P_EmitEffect (ent->origin, model->particleeffect, &(cl.lerpents[s1->number].emitstate)); } } //dlights are not so customisable. if (r_rocketlight.value) { float rad = 0; vec3_t dclr; dclr[0] = 0.20; dclr[1] = 0.10; dclr[2] = 0; if (model->flags & EF_ROCKET) { if (strncmp(model->name, "models/sflesh", 13)) { //hmm. hexen spider gibs... rad = 200; dclr[2] = 0.05; } } else if (model->flags & EF_FIREBALL) { rad = 120 - (rand() % 20); } else if (model->flags & EF_ACIDBALL) { rad = 120 - (rand() % 20); } else if (model->flags & EF_SPIT) { // as far as I can tell this effect inverses the light... dclr[0] = -dclr[0]; dclr[1] = -dclr[1]; dclr[2] = -dclr[2]; rad = 120 - (rand() % 20); } if (rad) { dl = CL_AllocDlight (s1->number); VectorCopy (ent->origin, dl->origin); dl->die = (float)cl.time; if (model->flags & EF_ROCKET) dl->origin[2] += 1; // is this even necessary dl->radius = rad * r_rocketlight.value; VectorCopy(dclr, dl->color); } } } } #endif /* ========================================================================= PROJECTILE PARSING / LINKING ========================================================================= */ typedef struct { int modelindex; vec3_t origin; vec3_t angles; } projectile_t; #define MAX_PROJECTILES 32 projectile_t cl_projectiles[MAX_PROJECTILES]; int cl_num_projectiles; extern int cl_spikeindex; void CL_ClearProjectiles (void) { cl_num_projectiles = 0; } /* ===================== CL_ParseProjectiles Nails are passed as efficient temporary entities ===================== */ void CL_ParseProjectiles (int modelindex, qboolean nails2) { int i, c, j; qbyte bits[6]; projectile_t *pr; c = MSG_ReadByte (); for (i=0 ; imodelindex = modelindex; pr->origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096; pr->origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096; pr->origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096; pr->angles[0] = 360*((int)bits[4]>>4)/16.0f; pr->angles[1] = 360*(int)bits[5]/256.0f; } } /* ============= CL_LinkProjectiles ============= */ void CL_LinkProjectiles (void) { int i; projectile_t *pr; entity_t *ent; for (i=0, pr=cl_projectiles ; ikeynum = 0; if (pr->modelindex < 1) continue; #ifdef Q3SHADERS ent->forcedshader = NULL; #endif ent->model = cl.model_precache[pr->modelindex]; ent->skinnum = 0; memset(&ent->framestate, 0, sizeof(ent->framestate)); ent->flags = 0; #ifdef SWQUAKE ent->palremap = D_IdentityRemap(); #endif ent->scoreboard = NULL; #ifdef PEXT_SCALE ent->scale = 1; #endif ent->shaderRGBAf[0] = 1; ent->shaderRGBAf[1] = 1; ent->shaderRGBAf[2] = 1; ent->shaderRGBAf[3] = 1; VectorCopy (pr->origin, ent->origin); VectorCopy (pr->angles, ent->angles); ent->angles[0]*=-1; AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); ent->angles[0]*=-1; } } //======================================== extern int cl_spikeindex, cl_playerindex, cl_flagindex, cl_rocketindex, cl_grenadeindex; entity_t *CL_NewTempEntity (void); #define DF_ORIGIN 1 #define DF_ANGLES (1<<3) #define DF_EFFECTS (1<<6) #define DF_SKINNUM (1<<7) #define DF_DEAD (1<<8) #define DF_GIB (1<<9) #define DF_WEAPONFRAME (1<<10) #define DF_MODEL (1<<11) static int MVD_TranslateFlags(int src) { int dst = 0; if (src & DF_EFFECTS) dst |= PF_EFFECTS; if (src & DF_SKINNUM) dst |= PF_SKINNUM; if (src & DF_DEAD) dst |= PF_DEAD; if (src & DF_GIB) dst |= PF_GIB; if (src & DF_WEAPONFRAME) dst |= PF_WEAPONFRAME; if (src & DF_MODEL) dst |= PF_MODEL; return dst; } /* =================== CL_ParsePlayerinfo =================== */ extern int parsecountmod, oldparsecountmod; extern double parsecounttime; int lastplayerinfo; void CL_ParsePlayerinfo (void) { int msec; unsigned int flags; player_info_t *info; player_state_t *state, *oldstate; int num; int i; int newf; vec3_t org; lastplayerinfo = num = MSG_ReadByte (); if (num >= MAX_CLIENTS) Host_EndGame ("CL_ParsePlayerinfo: bad num"); info = &cl.players[num]; oldstate = &cl.frames[oldparsecountmod].playerstate[num]; state = &cl.frames[parsecountmod].playerstate[num]; if (cls.demoplayback == DPB_MVD || 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.frames[info->prevcount & UPDATE_MASK].playerstate[num]; } memcpy(state, prevstate, sizeof(player_state_t)); info->prevcount = cl.parsecount; if (cls.findtrack && info->stats[STAT_HEALTH] > 0) { // extern int ideal_track; autocam[0] = CAM_TRACK; Cam_Lock(0, num); // ideal_track = num; cls.findtrack = false; } flags = MSG_ReadShort (); state->flags = MVD_TranslateFlags(flags); state->messagenum = cl.parsecount; state->command.msec = 0; state->frame = MSG_ReadByte (); state->state_time = parsecounttime; state->command.msec = 0; for (i = 0; i < 3; i++) { if (flags & (DF_ORIGIN << i)) state->origin[i] = MSG_ReadCoord (); } for (i = 0; i < 3; i++) { if (flags & (DF_ANGLES << i)) { state->command.angles[i] = MSG_ReadShort(); } state->viewangles[i] = state->command.angles[i] * (360.0/65536); } if (flags & DF_MODEL) state->modelindex = MSG_ReadByte (); if (flags & DF_SKINNUM) state->skinnum = MSG_ReadByte (); if (flags & DF_EFFECTS) state->effects = MSG_ReadByte (); if (flags & DF_WEAPONFRAME) state->weaponframe = MSG_ReadByte (); state->hullnum = 1; state->scale = 1*16; state->alpha = 255; state->fatness = 0; state->colourmod[0] = 32; state->colourmod[1] = 32; state->colourmod[2] = 32; state->pm_type = PM_NORMAL; TP_ParsePlayerInfo(oldstate, state, info); if (cl.splitclients < MAX_SPLITS) { extern cvar_t cl_splitscreen; if (cl.splitclients < cl_splitscreen.value+1) { for (i = 0; i < cl.splitclients; i++) if (autocam[i] && spec_track[i] == num) return; if (i == cl.splitclients) { autocam[cl.splitclients] = CAM_TRACK; spec_track[cl.splitclients] = num; cl.splitclients++; } } } return; } flags = state->flags = (unsigned short)MSG_ReadShort (); if (cls.z_ext & Z_EXT_PM_TYPE) if (flags & PF_EXTRA_PFS) flags |= MSG_ReadByte()<<16; state->messagenum = cl.parsecount; org[0] = MSG_ReadCoord (); org[1] = MSG_ReadCoord (); org[2] = MSG_ReadCoord (); VectorCopy(org, state->origin); 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) { msec = MSG_ReadByte (); state->state_time = parsecounttime - msec*0.001; } else state->state_time = parsecounttime; if (flags & PF_COMMAND) { MSG_ReadDeltaUsercmd (&nullcmd, &state->command); state->viewangles[0] = state->command.angles[0] * (360.0/65536); state->viewangles[1] = state->command.angles[1] * (360.0/65536); state->viewangles[2] = state->command.angles[2] * (360.0/65536); } for (i=0 ; i<3 ; i++) { if (flags & (PF_VELOCITY1<velocity[i] = MSG_ReadShort(); else state->velocity[i] = 0; } if (flags & PF_MODEL) state->modelindex = MSG_ReadByte (); else state->modelindex = cl_playerindex; if (flags & PF_SKINNUM) { state->skinnum = MSG_ReadByte (); if (state->skinnum & (1<<7) && (flags & PF_MODEL)) { state->modelindex+=256; state->skinnum -= (1<<7); } } else state->skinnum = 0; if (flags & PF_EFFECTS) state->effects = MSG_ReadByte (); else state->effects = 0; if (flags & PF_WEAPONFRAME) state->weaponframe = MSG_ReadByte (); else state->weaponframe = 0; if (cl.worldmodel && cl.worldmodel->fromgame == fg_quake) state->hullnum = 1; else state->hullnum = 56; state->scale = 1*16; state->alpha = 255; state->fatness = 0; #ifdef PEXT_SCALE if (flags & PF_SCALE_Z && cls.fteprotocolextensions & PEXT_SCALE) state->scale = (float)MSG_ReadByte() / 100; #endif #ifdef PEXT_TRANS if (flags & PF_TRANS_Z && cls.fteprotocolextensions & PEXT_TRANS) state->alpha = MSG_ReadByte(); #endif #ifdef PEXT_FATNESS if (flags & PF_FATNESS_Z && cls.fteprotocolextensions & PEXT_FATNESS) state->fatness = (float)MSG_ReadChar() / 2; #endif #ifdef PEXT_HULLSIZE if (cls.fteprotocolextensions & PEXT_HULLSIZE) { if (flags & PF_HULLSIZE_Z) state->hullnum = MSG_ReadByte(); } //should be passed to player move func. #endif if (cls.fteprotocolextensions & PEXT_COLOURMOD && flags & PF_COLOURMOD) { state->colourmod[0] = MSG_ReadByte(); state->colourmod[1] = MSG_ReadByte(); state->colourmod[2] = MSG_ReadByte(); } else { state->colourmod[0] = 32; state->colourmod[1] = 32; state->colourmod[2] = 32; } if (cls.z_ext & Z_EXT_PM_TYPE) { int pm_code; pm_code = (flags&PF_PMC_MASK) >> PF_PMC_SHIFT; if (pm_code == PMC_NORMAL || pm_code == PMC_NORMAL_JUMP_HELD) { if (flags & PF_DEAD) state->pm_type = PM_DEAD; else { state->pm_type = PM_NORMAL; state->jump_held = (pm_code == PMC_NORMAL_JUMP_HELD); } } else if (pm_code == PMC_OLD_SPECTATOR) state->pm_type = PM_OLD_SPECTATOR; else { if (cls.z_ext & Z_EXT_PM_TYPE_NEW) { if (pm_code == PMC_SPECTATOR) state->pm_type = PM_SPECTATOR; else if (pm_code == PMC_FLY) state->pm_type = PM_FLY; else if (pm_code == PMC_NONE) state->pm_type = PM_NONE; else if (pm_code == PMC_FREEZE) state->pm_type = PM_FREEZE; else { // future extension? goto guess_pm_type; } } else { // future extension? goto guess_pm_type; } } } else { guess_pm_type: if (cl.players[num].spectator) state->pm_type = PM_OLD_SPECTATOR; else if (flags & PF_DEAD) state->pm_type = PM_DEAD; else state->pm_type = PM_NORMAL; } if (cl.lerpplayers[num].frame != state->frame) { cl.lerpplayers[num].oldframechange = cl.lerpplayers[num].framechange; cl.lerpplayers[num].framechange = cl.time; cl.lerpplayers[num].frame = state->frame; //don't care about position interpolation. } TP_ParsePlayerInfo(oldstate, state, info); } void CL_ParseClientPersist(void) { player_info_t *info; int flags; flags = MSG_ReadShort(); info = &cl.players[lastplayerinfo]; if (flags & 1) info->vweapindex = MSG_ReadShort(); } /* ================ CL_AddFlagModels Called when the CTF flags are set ================ */ void CL_AddFlagModels (entity_t *ent, int team) { int i; float f; vec3_t v_forward, v_right, v_up; entity_t *newent; vec3_t angles; float offs = 0; if (cl_flagindex == -1) return; for (i = 0; i < 2; i++) { 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 + ((i==0)?(ent->framestate.g[FS_REG].lerpfrac):(1-ent->framestate.g[FS_REG].lerpfrac)); } newent = CL_NewTempEntity (); newent->model = cl.model_precache[cl_flagindex]; newent->skinnum = team; AngleVectors (ent->angles, v_forward, v_right, v_up); v_forward[2] = -v_forward[2]; // reverse z component for (i=0 ; i<3 ; i++) newent->origin[i] = ent->origin[i] - 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, int model) { entity_t *newent; vec3_t angles; newent = CL_NewTempEntity (); VectorCopy(player->origin, newent->origin); VectorCopy(player->angles, newent->angles); newent->skinnum = player->skinnum; newent->model = cl.model_precache[model]; newent->framestate = player->framestate; VectorCopy(newent->angles, angles); angles[0]*=-1; AngleVectors(angles, newent->axis[0], newent->axis[1], newent->axis[2]); VectorInverse(newent->axis[1]); } /* ============= CL_LinkPlayers Create visible entities in the correct position for all current players ============= */ void CL_LinkPlayers (void) { int pnum; int j; player_info_t *info; player_state_t *state; player_state_t exact; double playertime; entity_t *ent; int msec; frame_t *frame; frame_t *fromf; int oldphysent; vec3_t angles; float *org; if (!cl.worldmodel || cl.worldmodel->needload) return; playertime = realtime - cls.latency + 0.02; if (playertime > realtime) playertime = realtime; frame = &cl.frames[cl.validsequence&UPDATE_MASK]; fromf = &cl.frames[cl.oldvalidsequence&UPDATE_MASK]; for (j=0, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS ; j++, info++, state++) { if (state->messagenum != cl.validsequence) { #ifdef CSQC_DAT CSQC_DeltaPlayer(j, NULL); #endif continue; // not present this frame } #ifdef CSQC_DAT if (CSQC_DeltaPlayer(j, state)) continue; #endif // spawn light flashes, even ones coming from invisible objects if (r_powerupglow.value && !(r_powerupglow.value == 2 && j == cl.playernum[0])) { org = (j == cl.playernum[0]) ? cl.simorg[0] : state->origin; if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED)) CL_NewDlight (j+1, org[0], org[1], org[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 3)->noppl = (j != cl.playernum[0]); else if (state->effects & EF_BLUE) CL_NewDlight (j+1, org[0], org[1], org[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 1)->noppl = (j != cl.playernum[0]); else if (state->effects & EF_RED) CL_NewDlight (j+1, org[0], org[1], org[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 2)->noppl = (j != cl.playernum[0]); else if (state->effects & EF_BRIGHTLIGHT) CL_NewDlight (j+1, org[0], org[1], org[2] + 16, 400 + (r_lightflicker.value?(rand()&31):0), 0.1, 0)->noppl = (j != cl.playernum[0]); else if (state->effects & EF_DIMLIGHT) CL_NewDlight (j+1, org[0], org[1], org[2], 200 + (r_lightflicker.value?(rand()&31):0), 0.1, 0)->noppl = (j != cl.playernum[0]); } if (state->modelindex < 1) continue; if (CL_FilterModelindex(state->modelindex, state->frame)) continue; /* if (!Cam_DrawPlayer(j)) continue; */ // grab an entity to fill in if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->keynum = j+1; ent->flags = 0; #ifdef Q3SHADERS ent->forcedshader = NULL; #endif ent->model = cl.model_precache[state->modelindex]; ent->skinnum = state->skinnum; ent->framestate.g[FS_REG].frametime[0] = cl.time - cl.lerpplayers[j].framechange; ent->framestate.g[FS_REG].frametime[1] = cl.time - cl.lerpplayers[j].oldframechange; if (ent->framestate.g[FS_REG].frame[0] != cl.lerpplayers[j].frame) { ent->framestate.g[FS_REG].frame[1] = ent->framestate.g[FS_REG].frame[0]; ent->framestate.g[FS_REG].frame[0] = cl.lerpplayers[j].frame; } ent->framestate.g[FS_REG].lerpfrac = 1-(realtime - cl.lerpplayers[j].framechange)*10; if (ent->framestate.g[FS_REG].lerpfrac > 1) ent->framestate.g[FS_REG].lerpfrac = 1; else if (ent->framestate.g[FS_REG].lerpfrac < 0) { ent->framestate.g[FS_REG].lerpfrac = 0; //state->lerpstarttime = 0; } #ifdef SWQUAKE ent->palremap = info->palremap; #endif if (state->modelindex == cl_playerindex) ent->scoreboard = info; // use custom skin else ent->scoreboard = NULL; #ifdef PEXT_SCALE ent->scale = state->scale/16.0f; #endif ent->shaderRGBAf[0] = state->colourmod[0]/32; ent->shaderRGBAf[1] = state->colourmod[1]/32; ent->shaderRGBAf[2] = state->colourmod[2]/32; ent->shaderRGBAf[3] = state->alpha/255; ent->fatness = state->fatness/2; // // angles // angles[PITCH] = -state->viewangles[PITCH]/3; angles[YAW] = state->viewangles[YAW]; angles[ROLL] = 0; angles[ROLL] = V_CalcRoll (angles, state->velocity)*4; // the player object gets added with flags | 2 for (pnum = 0; pnum < cl.splitclients; pnum++) { if (j == cl.playernum[pnum]) { /* if (cl.spectator) { cl_numvisedicts--; continue; } */ angles[0] = -1*cl.viewangles[pnum][0] / 3; angles[1] = cl.viewangles[pnum][1]; angles[2] = cl.viewangles[pnum][2]; ent->origin[0] = cl.simorg[pnum][0]; ent->origin[1] = cl.simorg[pnum][1]; ent->origin[2] = cl.simorg[pnum][2]+cl.crouch[pnum]; ent->flags |= Q2RF_EXTERNALMODEL; break; } } VectorCopy(angles, ent->angles); angles[0]*=-1; AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); // only predict half the move to minimize overruns msec = 500*(playertime - state->state_time); /* if (1) { float f; int i; f = (cl.gametime-cl.servertime)/(cl.gametime-cl.oldgametime); if (f<0) f=0; if (f>1) f=1; for (i=0 ; i<3 ; i++) { ent->origin[i] = state->origin[i] + f * (fromf->playerstate[j].origin[i] - state->origin[i]); } } else */ if (pnum < cl.splitclients) { //this is a local player } else if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value)) { VectorCopy (state->origin, ent->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); oldphysent = pmove.numphysent; CL_SetSolidPlayers (j); CL_PredictUsercmd (0, state, &exact, &state->command); //uses player 0's maxspeed/grav... pmove.numphysent = oldphysent; VectorCopy (exact.origin, ent->origin); } if (state->effects & QWEF_FLAG1) CL_AddFlagModels (ent, 0); else if (state->effects & QWEF_FLAG2) CL_AddFlagModels (ent, 1); else if (info->vweapindex) CL_AddVWeapModel (ent, info->vweapindex); } } #ifdef Q3SHADERS //fixme: do better. #include "shader.h" #endif void CL_LinkViewModel(void) { entity_t ent; // float ambient[4], diffuse[4]; // int j; // int lnum; // vec3_t dist; // float add; // dlight_t *dl; // int ambientlight, shadelight; static struct model_s *oldmodel[MAX_SPLITS]; static float lerptime[MAX_SPLITS]; static int prevframe[MAX_SPLITS]; static int oldframe[MAX_SPLITS]; float alpha; extern cvar_t cl_gunx, cl_guny, cl_gunz; extern cvar_t cl_gunanglex, cl_gunangley, cl_gunanglez; #ifdef SIDEVIEWS extern qboolean r_secondaryview; if (r_secondaryview==1) return; #endif if (r_drawviewmodel.value <= 0 || !Cam_DrawViewModel(r_refdef.currentplayernum)) return; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) return; #endif if (!r_drawentities.value) return; if ((cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value <= 0) return; if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0) return; memset(&ent, 0, sizeof(ent)); ent.model = cl.viewent[r_refdef.currentplayernum].model; if (!ent.model) return; if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1) alpha = r_drawviewmodel.value; else alpha = 1; if ((cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value > 0 && r_drawviewmodelinvis.value < 1) alpha *= r_drawviewmodelinvis.value; #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; #ifdef HLCLIENT if (!CLHL_AnimateViewEntity(&ent)) #endif { ent.framestate.g[FS_REG].frame[0] = cl.viewent[r_refdef.currentplayernum].framestate.g[FS_REG].frame[0]; ent.framestate.g[FS_REG].frame[1] = oldframe[r_refdef.currentplayernum]; if (ent.framestate.g[FS_REG].frame[0] != prevframe[r_refdef.currentplayernum]) { oldframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[1] = prevframe[r_refdef.currentplayernum]; lerptime[r_refdef.currentplayernum] = realtime; } prevframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[0]; if (ent.model != oldmodel[r_refdef.currentplayernum]) { oldmodel[r_refdef.currentplayernum] = ent.model; oldframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[1] = ent.framestate.g[FS_REG].frame[0]; lerptime[r_refdef.currentplayernum] = realtime; } ent.framestate.g[FS_REG].lerpfrac = 1-(realtime-lerptime[r_refdef.currentplayernum])*10; ent.framestate.g[FS_REG].lerpfrac = bound(0, ent.framestate.g[FS_REG].lerpfrac, 1); } #define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors #define Q2RF_WEAPONMODEL 4 // only draw through eyes #define Q2RF_DEPTHHACK 16 // for view weapon Z crunching ent.flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK; V_AddEntity(&ent); if (!v_powerupshell.value) return; if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_QUAD) { #ifdef Q3SHADERS if (v_powerupshell.value == 2) { ent.forcedshader = R_RegisterCustom("powerups/quadWeapon", Shader_DefaultSkinShell); V_AddEntity(&ent); } else #endif ent.flags |= Q2RF_SHELL_BLUE; } if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVULNERABILITY) { #ifdef Q3SHADERS if (v_powerupshell.value == 2) { ent.forcedshader = R_RegisterCustom("powerups/regen", Shader_DefaultSkinShell); ent.fatness = -2.5; V_AddEntity(&ent); } else #endif ent.flags |= Q2RF_SHELL_RED; } if (!(ent.flags & (Q2RF_SHELL_RED|Q2RF_SHELL_GREEN|Q2RF_SHELL_BLUE))) return; ent.fatness = 0.5; ent.shaderRGBAf[3] /= 10; #ifdef Q3SHADERS //fixme: do better. //fixme: this is woefully gl specific. :( if (qrenderer == QR_OPENGL) { extern void Shader_DefaultSkinShell(char *shortname, shader_t *s); ent.shaderRGBAf[0] = (!!(ent.flags & Q2RF_SHELL_RED)); ent.shaderRGBAf[1] = (!!(ent.flags & Q2RF_SHELL_GREEN)); ent.shaderRGBAf[2] = (!!(ent.flags & Q2RF_SHELL_BLUE)); ent.forcedshader = R_RegisterCustom("q2/shell", Shader_DefaultSkinShell); } #endif V_AddEntity(&ent); } //====================================================================== /* =============== CL_SetSolid Builds all the pmove physents for the current frame =============== */ void CL_SetSolidEntities (void) { int i; frame_t *frame; packet_entities_t *pak; entity_state_t *state; 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.frames[parsecountmod]; pak = &frame->packet_entities; for (i=0 ; inum_entities ; i++) { state = &pak->entities[i]; if (state->modelindex <= 0) continue; if (!cl.model_precache[state->modelindex]) continue; if (*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels) if ( cl.model_precache[state->modelindex]->hulls[1].firstclipnode || cl.model_precache[state->modelindex]->clipbox ) { memset(&pmove.physents[pmove.numphysent], 0, sizeof(physent_t)); pmove.physents[pmove.numphysent].model = cl.model_precache[state->modelindex]; VectorCopy (state->origin, pmove.physents[pmove.numphysent].origin); VectorCopy (state->angles, pmove.physents[pmove.numphysent].angles); pmove.physents[pmove.numphysent].angles[0]*=-1; if (++pmove.numphysent == MAX_PHYSENTS) break; } } } /* === Calculate the new position of players, without other player clipping We do this to set up real player prediction. Players are predicted twice, first without clipping other players, then with clipping against them. This sets up the first phase. === */ void CL_SetUpPlayerPrediction(qboolean dopred) { int j; player_state_t *state; player_state_t exact; double playertime; int msec; frame_t *frame; struct predicted_player *pplayer; extern cvar_t cl_nopred; playertime = realtime - cls.latency + 0.02; if (playertime > realtime) playertime = realtime; if (cl_nopred.value || cls.demoplayback) return; frame = &cl.frames[cl.parsecount&UPDATE_MASK]; for (j=0, pplayer = predicted_players, state=frame->playerstate; j < MAX_CLIENTS; j++, pplayer++, state++) { pplayer->active = false; if (state->messagenum != cl.parsecount) continue; // not present this frame if (!state->modelindex) continue; pplayer->active = true; pplayer->flags = state->flags; /* if (pplayer->frame != state->frame) { state->oldframe = pplayer->oldframe = pplayer->frame; state->lerpstarttime = pplayer->lerptime = realtime; pplayer->frame = state->frame; } else { state->lerpstarttime = pplayer->lerptime; state->oldframe = pplayer->oldframe; } */ // note that the local player is special, since he moves locally // we use his last predicted postition if (j == cl.playernum[0]) { VectorCopy(cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playernum[0]].origin, pplayer->origin); } else { // only predict half the move to minimize overruns msec = 500*(playertime - state->state_time); if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value) || !dopred) { VectorCopy (state->origin, pplayer->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); CL_PredictUsercmd (0, state, &exact, &state->command); VectorCopy (exact.origin, pplayer->origin); } if (cl.spectator) { if (!Cam_DrawPlayer(0, j)) VectorCopy(pplayer->origin, cl.simorg[0]); } } } } /* =============== CL_SetSolid Builds all the pmove physents for the current frame Note that CL_SetUpPlayerPrediction() must be called first! pmove must be setup with world and solid entity hulls before calling (via CL_PredictMove) =============== */ void CL_SetSolidPlayers (int playernum) { int j; extern vec3_t player_mins; extern vec3_t player_maxs; struct predicted_player *pplayer; physent_t *pent; if (!cl_solid_players.value) return; pent = pmove.physents + pmove.numphysent; if (pmove.numphysent == MAX_PHYSENTS) //too many. return; for (j=0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) { if (!pplayer->active) continue; // not present this frame // the player object never gets added if (j == playernum) continue; if (pplayer->flags & PF_DEAD) continue; // dead players aren't solid memset(pent, 0, sizeof(physent_t)); VectorCopy(pplayer->origin, pent->origin); VectorCopy(player_mins, pent->mins); VectorCopy(player_maxs, pent->maxs); if (++pmove.numphysent == MAX_PHYSENTS) //we just hit 88 miles per hour. break; pent++; } } /* =============== CL_EmitEntities Builds the visedicts array for cl.time Made up of: clients, packet_entities, nails, and tents =============== */ void CL_SwapEntityLists(void) { cl_oldnumvisedicts = cl_numvisedicts; cl_oldvisedicts = cl_visedicts; if (cl_visedicts == cl_visedicts_list[0]) cl_visedicts = cl_visedicts_list[1]; else cl_visedicts = cl_visedicts_list[0]; // cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence-1)&1]; // cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1]; cl_numvisedicts = 0; } void CL_EmitEntities (void) { if (cls.state != ca_active) return; CL_DecayLights (); #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) { CLQ2_AddEntities(); return; } #endif if (!cl.validsequence) return; CL_SwapEntityLists(); CL_LinkPlayers (); CL_LinkPacketEntities (); CL_LinkProjectiles (); CL_UpdateTEnts (); CL_LinkViewModel (); } void CL_ParseClientdata (void); /* void MVD_Interpolate(void) { player_state_t *self, *oldself; CL_ParseClientdata(); self = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[cl.playernum[0]]; oldself = &cl.frames[(cls.netchan.outgoing_sequence-1) & UPDATE_MASK].playerstate[cl.playernum[0]]; self->messagenum = cl.parsecount; VectorCopy(oldself->origin, self->origin); VectorCopy(oldself->velocity, self->velocity); VectorCopy(oldself->viewangles, self->viewangles); cls.netchan.outgoing_sequence = cl.parsecount+1; } */ int mvd_fixangle; static float MVD_AdjustAngle(float current, float ideal, float fraction) { float move; move = ideal - current; if (move >= 180) move -= 360; else if (move <= -180) move += 360; return current + fraction * move; } extern float nextdemotime; extern float olddemotime; static void MVD_InitInterpolation(void) { player_state_t *state, *oldstate; int i, tracknum; frame_t *frame, *oldframe; vec3_t dist; struct predicted_player *pplayer; #define ISDEAD(i) ( (i) >= 41 && (i) <= 102 ) if (!cl.validsequence) return; // if (nextdemotime <= olddemotime) // return; frame = &cl.frames[cl.parsecount & UPDATE_MASK]; oldframe = &cl.frames[(cl.parsecount-1) & UPDATE_MASK]; // clients for (i = 0; i < MAX_CLIENTS; i++) { pplayer = &predicted_players[i]; state = &frame->playerstate[i]; oldstate = &oldframe->playerstate[i]; if (pplayer->predict) { VectorCopy(pplayer->oldo, oldstate->origin); VectorCopy(pplayer->olda, oldstate->command.angles); VectorCopy(pplayer->oldv, oldstate->velocity); } pplayer->predict = false; tracknum = spec_track[0]; if ((mvd_fixangle & 1) << i) { if (i == tracknum) { state->command.angles[0] = (state->viewangles[0] = cl.viewangles[0][0])*65535/360; state->command.angles[1] = (state->viewangles[1] = cl.viewangles[0][1])*65535/360; state->command.angles[2] = (state->viewangles[2] = cl.viewangles[0][2])*65535/360; } // no angle interpolation VectorCopy(state->command.angles, oldstate->command.angles); mvd_fixangle &= ~(1 << i); } // we dont interpolate ourself if we are spectating if (i == cl.playernum[0] && cl.spectator) continue; memset(state->velocity, 0, sizeof(state->velocity)); if (state->messagenum != cl.parsecount) continue; // not present this frame if (oldstate->messagenum != cl.oldparsecount || !oldstate->messagenum) continue; // not present last frame if (!ISDEAD(state->frame) && ISDEAD(oldstate->frame)) continue; VectorSubtract(state->origin, oldstate->origin, dist); if (DotProduct(dist, dist) > 22500) continue; VectorScale(dist, 1 / (nextdemotime - olddemotime), pplayer->oldv); VectorCopy(state->origin, pplayer->oldo); VectorCopy(state->command.angles, pplayer->olda); pplayer->oldstate = oldstate; pplayer->predict = true; } /* // nails for (i = 0; i < cl_num_projectiles; i++) { if (!cl.int_projectiles[i].interpolate) continue; VectorCopy(cl.int_projectiles[i].origin, cl_projectiles[i].origin); } */ } void MVD_Interpolate(void) { int i, j; float f; frame_t *frame, *oldframe; player_state_t *state, *oldstate, *self, *oldself; entity_state_t *oldents; struct predicted_player *pplayer; static float old; extern float demtime; self = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[cl.playernum[0]]; oldself = &cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].playerstate[cl.playernum[0]]; self->messagenum = cl.parsecount; VectorCopy(oldself->origin, self->origin); VectorCopy(oldself->velocity, self->velocity); VectorCopy(oldself->viewangles, self->viewangles); if (old != nextdemotime) { old = nextdemotime; MVD_InitInterpolation(); } CL_ParseClientdata(); cls.netchan.outgoing_sequence = cl.parsecount + 1; if (!cl.validsequence) return; if (nextdemotime <= olddemotime) return; frame = &cl.frames[cl.parsecount & UPDATE_MASK]; oldframe = &cl.frames[cl.oldparsecount & UPDATE_MASK]; oldents = oldframe->packet_entities.entities; f = (demtime - olddemotime) / (nextdemotime - olddemotime); f = bound(0, f, 1); // interpolate nails /* for (i = 0; i < cl_num_projectiles; i++) { if (!cl.int_projectiles[i].interpolate) continue; for (j = 0; j < 3; j++) { cl_projectiles[i].origin[j] = cl_oldprojectiles[cl.int_projectiles[i].oldindex].origin[j] + f * (cl.int_projectiles[i].origin[j] - cl_oldprojectiles[cl.int_projectiles[i].oldindex].origin[j]); } } */ // interpolate clients for (i = 0; i < MAX_CLIENTS; i++) { pplayer = &predicted_players[i]; state = &frame->playerstate[i]; oldstate = &oldframe->playerstate[i]; if (pplayer->predict) { for (j = 0; j < 3; j++) { state->viewangles[j] = MVD_AdjustAngle(oldstate->command.angles[j]/65535.0f*360, pplayer->olda[j]/65535.0f*360, f); state->origin[j] = oldstate->origin[j] + f * (pplayer->oldo[j] - oldstate->origin[j]); state->velocity[j] = oldstate->velocity[j] + f * (pplayer->oldv[j] - oldstate->velocity[j]); } } if (cl.lerpplayers[i].frame != state->frame) { cl.lerpplayers[i].oldframechange = cl.lerpplayers[i].framechange; cl.lerpplayers[i].framechange = demtime; cl.lerpplayers[i].frame = state->frame; } } } void CL_ClearPredict(void) { memset(predicted_players, 0, sizeof(predicted_players)); mvd_fixangle = 0; }