fteqw/engine/client/cl_ents.c
Spoike 93aba48cdc TA couple of fixes.
Meshes now have the right lighting if they were cached before rendering.
npFTE startup/shutdown/restartup is more robust and is less likely to crash browsers.
Re-added the r_shadows cvar. It now provides blob shadows.
Hopefully fixes mingw voip crash, may need mingw upgrade, sorry in advance moodles.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3784 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-04-30 17:21:10 +00:00

3701 lines
87 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_ents.c -- entity parsing and management
#include "quakedef.h"
#include "particles.h"
#include "shader.h"
extern cvar_t cl_predict_players;
extern cvar_t cl_predict_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 r_torch;
extern cvar_t r_shadows;
extern cvar_t cl_gibfilter, cl_deadbodyfilter;
extern int cl_playerindex;
static struct predicted_player {
int flags;
qboolean active;
vec3_t origin; // predicted origin
vec3_t oldo;
vec3_t olda;
vec3_t oldv;
qboolean predict;
player_state_t *oldstate;
} predicted_players[MAX_CLIENTS];
static void CL_LerpNetFrameState(int fsanim, framestate_t *fs, lerpents_t *le);
extern int cl_playerindex, cl_h_playerindex, cl_rocketindex, cl_grenadeindex, cl_gib1index, cl_gib2index, cl_gib3index;
qboolean CL_FilterModelindex(int modelindex, int frame)
{
if (modelindex == cl_playerindex)
{
if (cl_deadbodyfilter.ival == 2)
{
if (frame >= 41 && frame <= 102)
return true;
}
else if (cl_deadbodyfilter.ival)
{
if (frame == 49 || frame == 60 || frame == 69 || frame == 84 || frame == 93 || frame == 102)
return true;
}
}
if (cl_gibfilter.ival && (
modelindex == cl_h_playerindex ||
modelindex == cl_gib1index ||
modelindex == cl_gib2index ||
modelindex == cl_gib3index))
return true;
return false;
}
//============================================================
void CL_FreeDlights(void)
{
#pragma message("not freeing shadowmeshes")
rtlights_max = cl_maxdlights = 0;
BZ_Free(cl_dlights);
cl_dlights = NULL;
}
void CL_InitDlights(void)
{
rtlights_max = cl_maxdlights = RTL_FIRST;
cl_dlights = BZ_Realloc(cl_dlights, sizeof(*cl_dlights)*cl_maxdlights);
memset(cl_dlights, 0, sizeof(*cl_dlights)*cl_maxdlights);
}
static void CL_ClearDlight(dlight_t *dl, int key)
{
void *sm;
texid_t st;
st = dl->stexture;
sm = dl->worldshadowmesh;
memset (dl, 0, sizeof(*dl));
dl->rebuildcache = true;
dl->worldshadowmesh = sm;
dl->stexture = st;
dl->axis[0][0] = 1;
dl->axis[1][1] = 1;
dl->axis[2][2] = 1;
dl->key = key;
dl->flags = LFLAG_DYNAMIC;
// if (r_shadow_realtime_dlight_shadowmap.value)
// dl->flags |= LFLAG_SHADOWMAP;
}
dlight_t *CL_AllocSlight(void)
{
dlight_t *dl;
if (rtlights_max == cl_maxdlights)
{
cl_maxdlights = rtlights_max+8;
cl_dlights = BZ_Realloc(cl_dlights, sizeof(*cl_dlights)*cl_maxdlights);
memset(&cl_dlights[rtlights_max], 0, sizeof(*cl_dlights)*(cl_maxdlights-rtlights_max));
}
dl = &cl_dlights[rtlights_max++];
CL_ClearDlight(dl, 0);
return dl;
}
/*
===============
CL_AllocDlight
===============
*/
dlight_t *CL_AllocDlight (int key)
{
int i;
dlight_t *dl;
// first look for an exact key match
if (key)
{
dl = cl_dlights+rtlights_first;
for (i=rtlights_first ; i<RTL_FIRST ; i++, dl++)
{
if (dl->key == key)
{
CL_ClearDlight(dl, key);
return dl;
}
}
}
//default to the first
dl = &cl_dlights[rtlights_first?rtlights_first-1:0];
//try and find one that is free
for (i=RTL_FIRST; i > rtlights_first && i > 0; )
{
i--;
if (!cl_dlights[i].radius)
{
dl = &cl_dlights[i];
break;
}
}
if (rtlights_first > dl - cl_dlights)
rtlights_first = dl - cl_dlights;
CL_ClearDlight(dl, key);
return dl;
}
/*
===============
CL_NewDlight
===============
*/
dlight_t *CL_NewDlight (int key, const vec3_t org, float radius, float time, int type)
{
static const vec3_t lightcolour[] =
{
{0.2, 0.1, 0.05},
{0.05, 0.05, 0.3},
{0.5, 0.05, 0.05},
{0.5, 0.05, 0.4}
};
dlight_t *dl;
if (type >= sizeof(lightcolour)/sizeof(lightcolour[0]))
type = 0;
dl = CL_AllocDlight (key);
VectorCopy(org, dl->origin);
dl->radius = radius;
dl->die = (float)cl.time + time;
VectorCopy(lightcolour[type], dl->color);
return dl;
}
dlight_t *CL_NewDlightRGB (int key, const vec3_t org, float radius, float time,
float r, float g, float b)
{
dlight_t *dl;
dl = CL_AllocDlight (key);
VectorCopy(org, dl->origin);
dl->radius = radius;
dl->die = cl.time + time;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
return dl;
}
/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights (void)
{
int i;
dlight_t *dl;
if (cl.paused) //DON'T DO IT!!!
return;
dl = cl_dlights+rtlights_first;
for (i=rtlights_first ; i<RTL_FIRST ; i++, dl++)
{
if (!dl->radius)
{
continue;
}
if (!dl->die)
{
continue;
}
if (dl->die < (float)cl.time)
{
if (i==rtlights_first)
rtlights_first++;
dl->radius = 0;
continue;
}
dl->radius -= host_frametime*dl->decay;
if (dl->radius < 0)
{
if (i==rtlights_first)
rtlights_first++;
dl->radius = 0;
continue;
}
if (dl->channelfade[0])
{
dl->color[0] -= host_frametime*dl->channelfade[0];
if (dl->color[0] < 0)
dl->color[0] = 0;
}
if (dl->channelfade[1])
{
dl->color[1] -= host_frametime*dl->channelfade[1];
if (dl->color[1] < 0)
dl->color[1] = 0;
}
if (dl->channelfade[2])
{
dl->color[2] -= host_frametime*dl->channelfade[2];
if (dl->color[2] < 0)
dl->color[2] = 0;
}
}
}
/*
=========================================================================
PACKET ENTITY PARSING / LINKING
=========================================================================
*/
/*
==================
CL_ParseDelta
Can go from either a baseline or a previous packet_entity
==================
*/
int bitcounts[32]; /// just for protocol profiling
void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits, qboolean new)
{
int i;
#ifdef PROTOCOLEXTENSIONS
int morebits=0;
#endif
// set everything to the state we are delta'ing from
*to = *from;
to->number = bits & 511;
bits &= ~511;
if (bits & U_MOREBITS)
{ // read in the low order bits
i = MSG_ReadByte ();
bits |= i;
}
// count the bits for net profiling
for (i=0 ; i<16 ; i++)
if (bits&(1<<i))
bitcounts[i]++;
#ifdef PROTOCOLEXTENSIONS
if (bits & U_EVENMORE && (cls.fteprotocolextensions & (PEXT_SCALE|PEXT_TRANS|PEXT_FATNESS|PEXT_HEXEN2|PEXT_COLOURMOD|PEXT_DPFLAGS|PEXT_MODELDBL|PEXT_ENTITYDBL|PEXT_ENTITYDBL2)))
morebits = MSG_ReadByte ();
if (morebits & U_YETMORE)
morebits |= MSG_ReadByte()<<8;
#endif
if (bits & U_MODEL)
to->modelindex = MSG_ReadByte ();
if (bits & U_FRAME)
to->frame = MSG_ReadByte ();
if (bits & U_COLORMAP)
to->colormap = MSG_ReadByte();
if (bits & U_SKIN)
to->skinnum = MSG_ReadByte();
if (bits & U_EFFECTS)
to->effects = (to->effects&0xff00)|MSG_ReadByte();
if (bits & U_ORIGIN1)
to->origin[0] = MSG_ReadCoord ();
if (bits & U_ANGLE1)
to->angles[0] = MSG_ReadAngle ();
if (bits & U_ORIGIN2)
to->origin[1] = MSG_ReadCoord ();
if (bits & U_ANGLE2)
to->angles[1] = MSG_ReadAngle ();
if (bits & U_ORIGIN3)
to->origin[2] = MSG_ReadCoord ();
if (bits & U_ANGLE3)
to->angles[2] = MSG_ReadAngle ();
if (bits & U_SOLID)
{
// FIXME
}
#ifdef PEXT_SCALE
if (morebits & U_SCALE && cls.fteprotocolextensions & PEXT_SCALE)
to->scale = MSG_ReadByte();
#endif
#ifdef PEXT_TRANS
if (morebits & U_TRANS && cls.fteprotocolextensions & PEXT_TRANS)
to->trans = MSG_ReadByte();
#endif
#ifdef PEXT_FATNESS
if (morebits & U_FATNESS && cls.fteprotocolextensions & PEXT_FATNESS)
to->fatness = MSG_ReadChar();
#endif
if (morebits & U_DRAWFLAGS && cls.fteprotocolextensions & PEXT_HEXEN2)
to->hexen2flags = MSG_ReadByte();
if (morebits & U_ABSLIGHT && cls.fteprotocolextensions & PEXT_HEXEN2)
to->abslight = MSG_ReadByte();
if (morebits & U_COLOURMOD && cls.fteprotocolextensions & PEXT_COLOURMOD)
{
to->colormod[0] = MSG_ReadByte();
to->colormod[1] = MSG_ReadByte();
to->colormod[2] = MSG_ReadByte();
}
if (morebits & U_ENTITYDBL && cls.fteprotocolextensions & PEXT_ENTITYDBL)
to->number += 512;
if (morebits & U_ENTITYDBL2 && cls.fteprotocolextensions & PEXT_ENTITYDBL2)
to->number += 1024;
if (morebits & U_MODELDBL && cls.fteprotocolextensions & PEXT_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->dpflags = i;
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;
newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
newp = &cl.frames[newpacket].packet_entities;
cl.frames[newpacket].invalid = false;
if (cls.protocol == CP_QUAKEWORLD && cls.demoplayback == DPB_MVD)
{
extern float nextdemotime;
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = nextdemotime;
cl.gametimemark = realtime;
}
else if (!(cls.fteprotocolextensions & PEXT_ACCURATETIMINGS) && cls.protocol == CP_QUAKEWORLD)
{
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = realtime;
cl.gametimemark = realtime;
}
newp->servertime = cl.gametime;
if (delta)
{
from = MSG_ReadByte ();
// Con_Printf("%i %i from %i\n", cls.netchan.outgoing_sequence, cls.netchan.incoming_sequence, from);
oldpacket = cl.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 ; pnum<pack->num_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 (cls.protocol_nq >= CPNQ_DP7)
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 ; oldi<oldpack->num_entities ; oldi++)
{
if (read == oldpack->entities[oldi].number)
{
from = &oldpack->entities[oldi];
from->flags |= 0x80000000; //so we don't copy it.
break;
}
}
if (remove)
{
continue;
}
if (pack->num_entities==pack->max_entities)
{
pack->max_entities = pack->num_entities+16;
pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities);
}
to = &pack->entities[pack->num_entities];
pack->num_entities++;
memcpy(to, from, sizeof(*to));
to->number = read;
DP5_ParseDelta(to);
to->flags &= ~0x80000000;
}
//the pack has all the new ones in it, now copy the old ones in that wern't removed (or changed).
for (oldi = 0; oldi < oldpack->num_entities; oldi++)
{
from = &oldpack->entities[oldi];
if (from->flags & 0x80000000)
continue;
if (pack->num_entities==pack->max_entities)
{
pack->max_entities = pack->num_entities+16;
pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities);
}
to = &pack->entities[pack->num_entities];
pack->num_entities++;
from = &oldpack->entities[oldi];
memcpy(to, from, sizeof(*to));
}
}
void CLNQ_ParseEntity(unsigned int bits)
{
int i;
int num, pnum;
entity_state_t *state, *from;
entity_state_t *base;
static float lasttime;
packet_entities_t *pack;
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;
state->dpflags = (bits & NQU_NOLERP)?RENDER_STEP:0;
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 (cls.protocol_nq == CPNQ_FITZ666)
{
if (bits & FITZU_ALPHA)
state->trans = MSG_ReadByte();
else
state->trans = base->trans;
if (bits & FITZU_FRAME2)
state->frame |= MSG_ReadByte() << 8;
if (bits & FITZU_MODEL2)
state->modelindex |= MSG_ReadByte() << 8;
if (bits & FITZU_LERPFINISH)
MSG_ReadByte();
}
else
{
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 ; pnum<pack->num_entities ; pnum++)
{
s1 = &pack->entities[pnum];
if (num == s1->number)
return s1;
}
return NULL;
}
#endif
void CL_RotateAroundTag(entity_t *ent, int entnum, int parenttagent, int parenttagnum)
{
entity_state_t *ps;
float *org=NULL, *ang=NULL;
vec3_t axis[3];
float transform[12], parent[12], result[12], old[12], temp[12];
int model;
framestate_t fstate;
if (parenttagent > cl.maxlerpents)
{
Con_Printf("tag entity out of range!\n");
return;
}
memset(&fstate, 0, sizeof(fstate));
//for visibility checks
ent->keynum = parenttagent;
ps = CL_FindPacketEntity(parenttagent);
if (ps)
{
if (ps->tagentity)
CL_RotateAroundTag(ent, entnum, ps->tagentity, ps->tagindex);
org = ps->origin;
ang = ps->angles;
model = ps->modelindex;
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpents[parenttagent]);
}
else
{
extern int parsecountmod;
// Con_Printf("tagent %i\n", tagent);
if (parenttagent <= MAX_CLIENTS && parenttagent > 0)
{
if (parenttagent == cl.playernum[0]+1)
{
org = cl.simorg[0];
ang = cl.simangles[0];
}
else
{
org = cl.frames[parsecountmod].playerstate[parenttagent-1].origin;
ang = cl.frames[parsecountmod].playerstate[parenttagent-1].viewangles;
}
model = cl.frames[parsecountmod].playerstate[parenttagent-1].modelindex;
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpplayers[parenttagent-1]);
}
else
{
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpents[parenttagent]);
model = 0;
}
}
if (ang)
{
ang[0]*=-1;
AngleVectors(ang, axis[0], axis[1], axis[2]);
ang[0]*=-1;
VectorInverse(axis[1]);
// fstate.g[FS_REG].lerpfrac = CL_EntLerpFactor(tagent);
// fstate.g[FS_REG].frametime[0] = cl.time - cl.lerpents[tagent].framechange;
// fstate.g[FS_REG].frametime[1] = cl.time - cl.lerpents[tagent].oldframechange;
if (Mod_GetTag(cl.model_precache[model], parenttagnum, &fstate, transform))
{
old[0] = ent->axis[0][0];
old[1] = ent->axis[1][0];
old[2] = ent->axis[2][0];
old[3] = ent->origin[0];
old[4] = ent->axis[0][1];
old[5] = ent->axis[1][1];
old[6] = ent->axis[2][1];
old[7] = ent->origin[1];
old[8] = ent->axis[0][2];
old[9] = ent->axis[1][2];
old[10] = ent->axis[2][2];
old[11] = ent->origin[2];
parent[0] = axis[0][0];
parent[1] = axis[1][0];
parent[2] = axis[2][0];
parent[3] = org[0];
parent[4] = axis[0][1];
parent[5] = axis[1][1];
parent[6] = axis[2][1];
parent[7] = org[1];
parent[8] = axis[0][2];
parent[9] = axis[1][2];
parent[10] = axis[2][2];
parent[11] = org[2];
R_ConcatTransforms((void*)old, (void*)parent, (void*)temp);
R_ConcatTransforms((void*)temp, (void*)transform, (void*)result);
ent->axis[0][0] = result[0];
ent->axis[1][0] = result[1];
ent->axis[2][0] = result[2];
ent->origin[0] = result[3];
ent->axis[0][1] = result[4];
ent->axis[1][1] = result[5];
ent->axis[2][1] = result[6];
ent->origin[1] = result[7];
ent->axis[0][2] = result[8];
ent->axis[1][2] = result[9];
ent->axis[2][2] = result[10];
ent->origin[2] = result[11];
}
else //hrm.
{
old[0] = ent->axis[0][0];
old[1] = ent->axis[1][0];
old[2] = ent->axis[2][0];
old[3] = ent->origin[0];
old[4] = ent->axis[0][1];
old[5] = ent->axis[1][1];
old[6] = ent->axis[2][1];
old[7] = ent->origin[1];
old[8] = ent->axis[0][2];
old[9] = ent->axis[1][2];
old[10] = ent->axis[2][2];
old[11] = ent->origin[2];
parent[0] = axis[0][0];
parent[1] = axis[1][0];
parent[2] = axis[2][0];
parent[3] = org[0];
parent[4] = axis[0][1];
parent[5] = axis[1][1];
parent[6] = axis[2][1];
parent[7] = org[1];
parent[8] = axis[0][2];
parent[9] = axis[1][2];
parent[10] = axis[2][2];
parent[11] = org[2];
R_ConcatTransforms((void*)old, (void*)parent, (void*)result);
ent->axis[0][0] = result[0];
ent->axis[1][0] = result[1];
ent->axis[2][0] = result[2];
ent->origin[0] = result[3];
ent->axis[0][1] = result[4];
ent->axis[1][1] = result[5];
ent->axis[2][1] = result[6];
ent->origin[1] = result[7];
ent->axis[0][2] = result[8];
ent->axis[1][2] = result[9];
ent->axis[2][2] = result[10];
ent->origin[2] = result[11];
}
}
}
void V_AddAxisEntity(entity_t *in)
{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
{
Con_Printf("Visedict list is full!\n");
return; // object list is full
}
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
}
entity_t *V_AddEntity(entity_t *in)
{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
{
Con_Printf("Visedict list is full!\n");
return NULL; // object list is full
}
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
return ent;
}
void VQ2_AddLerpEntity(entity_t *in) //a convienience function
{
entity_t *ent;
float fwds, back;
int i;
if (cl_numvisedicts == MAX_VISEDICTS)
return; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
fwds = ent->framestate.g[FS_REG].lerpfrac;
back = 1 - ent->framestate.g[FS_REG].lerpfrac;
for (i = 0; i < 3; i++)
{
ent->origin[i] = in->origin[i]*fwds + in->oldorigin[i]*back;
}
ent->framestate.g[FS_REG].lerpfrac = back;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
}
int V_AddLight (int entsource, vec3_t org, float quant, float r, float g, float b)
{
return CL_NewDlightRGB (entsource, org, quant, -0.1, r, g, b) - cl_dlights;
}
void CLQ1_AddShadow(entity_t *ent)
{
float radius;
vec3_t shadoworg;
vec3_t eang;
vec3_t axis[3];
float tx, ty, tz;
float *verts;
shader_t *s;
int v, num;
scenetris_t *t;
if (!r_shadows.value || !ent->model || ent->model->type != mod_alias)
return;
s = R_RegisterShader("shadowshader",
"{\n"
"polygonoffset\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
s->defaulttextures.base = balltexture;
tx = ent->model->maxs[0] - ent->model->mins[0];
ty = ent->model->maxs[1] - ent->model->mins[1];
if (tx > ty)
radius = tx;
else
radius = ty;
radius/=2;
shadoworg[0] = ent->origin[0];
shadoworg[1] = ent->origin[1];
shadoworg[2] = ent->origin[2] + ent->model->mins[2];
eang[0] = 0;
eang[1] = ent->angles[1];
eang[2] = 0;
AngleVectors(eang, axis[0], axis[1], axis[2]);
VectorNegate(axis[2], axis[2]);
num = Q1BSP_ClipDecal(shadoworg, axis[2], axis[1], axis[0], radius, &verts);
if (!num)
return;
num*=3;
tx = DotProduct(shadoworg, axis[1]) + 0.5*radius;
ty = DotProduct(shadoworg, axis[0]) + 0.5*radius;
tz = DotProduct(shadoworg, axis[2]);
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == s)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = s;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
}
if (cl_numstrisvert + num > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + num;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+num)
{
cl_maxstrisidx = cl_numstrisidx+num + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (v = 0; v < num; v++)
{
VectorCopy(verts, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = (DotProduct(verts, axis[1]) - tx)/radius;
cl_strisvertt[cl_numstrisvert+v][1] = -(DotProduct(verts, axis[0]) - ty)/radius;
cl_strisvertc[cl_numstrisvert+v][0] = 0;
cl_strisvertc[cl_numstrisvert+v][1] = 0;
cl_strisvertc[cl_numstrisvert+v][2] = 0;
cl_strisvertc[cl_numstrisvert+v][3] = r_shadows.value * (1-((DotProduct(verts, axis[2]) - tz)/(radius/2)));
verts+=3;
}
for (v = 0; v < num; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v - t->firstvert;
}
t->numvert += num;
t->numidx += num;
cl_numstrisvert += num;
}
void CLQ1_AddPowerupShell(entity_t *ent, qboolean viewweap, unsigned int effects)
{
entity_t *shell;
if (!(effects & (EF_BLUE | EF_RED)) || !v_powerupshell.value || !ent)
return;
if (cl_numvisedicts == MAX_VISEDICTS)
return; // object list is full
shell = &cl_visedicts[cl_numvisedicts++];
*shell = *ent;
/*view weapons are much closer to the screen, the scales don't work too well, so use a different shader with a smaller expansion*/
if (viewweap)
{
shell->forcedshader = R_RegisterShader("powerups/shellweapon",
"{\n"
"program defaultpowerupshell\n"
"sort additive\n"
"deformVertexes wave 100 sin 0.5 0 0 0\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whitetexture\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc src_alpha one\n"
"}\n"
"}\n"
);
}
else
{
shell->forcedshader = R_RegisterShader("powerups/shell",
"{\n"
"program defaultpowerupshell\n"
"sort additive\n"
"deformVertexes wave 100 sin 3 0 0 0\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whitetexture\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc src_alpha one\n"
"}\n"
"}\n"
);
}
shell->shaderRGBAf[0] *= (effects & EF_RED)?1:0;
shell->shaderRGBAf[1] *= 0;//(effects & EF_GREEN)?1:0;
shell->shaderRGBAf[2] *= (effects & EF_BLUE)?1:0;
shell->shaderRGBAf[3] *= v_powerupshell.value;
/*let the shader do all the work*/
shell->flags &= ~Q2RF_TRANSLUCENT|Q2RF_ADDITIVE;
}
static void CL_LerpNetFrameState(int fsanim, framestate_t *fs, lerpents_t *le)
{
fs->g[fsanim].frame[0] = le->newframe;
fs->g[fsanim].frame[1] = le->oldframe;
fs->g[fsanim].frametime[0] = cl.servertime - le->newframestarttime;
fs->g[fsanim].frametime[1] = cl.servertime - le->oldframestarttime;
fs->g[fsanim].lerpfrac = 1-(fs->g[fsanim].frametime[0]) / le->framelerpdeltatime;
fs->g[fsanim].lerpfrac = bound(0, fs->g[FS_REG].lerpfrac, 1);
}
static void CL_UpdateNetFrameLerpState(qboolean force, unsigned int curframe, lerpents_t *le)
{
if (force || curframe != le->newframe)
{
le->framelerpdeltatime = bound(0, cl.servertime - le->newframestarttime, 0.1); //clamp to 10 tics per second
if (!force)
{
le->oldframe = le->newframe;
le->oldframestarttime = le->newframestarttime;
}
else
{
le->oldframe = curframe;
le->oldframestarttime = cl.servertime;
}
le->newframe = curframe;
le->newframestarttime = cl.servertime;
}
}
void CL_LinkStaticEntities(void *pvs)
{
int i;
entity_t *ent, *stat;
model_t *clmodel;
extern cvar_t r_drawflame, gl_part_flame;
if (r_drawflame.ival < 0)
return;
if (!cl.worldmodel)
return;
for (i = 0; i < cl.num_statics; i++)
{
if (cl_numvisedicts == MAX_VISEDICTS)
break;
stat = &cl_static_entities[i].ent;
clmodel = stat->model;
if (!clmodel || clmodel->needload)
continue;
if ((!r_drawflame.ival) && (clmodel->engineflags & MDLF_FLAME))
continue;
if (!cl.worldmodel->funcs.EdictInFatPVS(cl.worldmodel, &cl_static_entities[i].pvscache, pvs))
continue;
/*pvs test*/
ent = &cl_visedicts[cl_numvisedicts++];
*ent = *stat;
ent->framestate.g[FS_REG].frametime[0] = cl.time;
ent->framestate.g[FS_REG].frametime[1] = cl.time;
// emit particles for statics (we don't need to cheat check statics)
if (clmodel->particleeffect >= 0 && gl_part_flame.ival)
{
// TODO: this is ugly.. assumes ent is in static entities, and subtracts
// pointer math to get an index to use in cl_static emit
// there needs to be a cleaner method for this
P_EmitEffect(ent->origin, clmodel->particleeffect, &cl_static_entities[i].emit);
}
// FIXME: no effects on static ents
// CLQ1_AddPowerupShell(ent, false, stat->effects);
}
}
/*
===============
CL_LinkPacketEntities
===============
*/
void R_FlameTrail(vec3_t start, vec3_t end, float seperation);
/*
Interpolates the two packets by the given time, writes its results into the lerpentities array.
*/
static void CL_TransitionPacketEntities(packet_entities_t *newpack, packet_entities_t *oldpack, float servertime)
{
lerpents_t *le;
entity_state_t *snew, *sold;
int i, j;
int oldpnum, newpnum;
vec3_t move;
float a1, a2;
float frac;
/*
seeing as how dropped packets cannot be filled in due to the reliable networking stuff,
We can simply detect changes and lerp towards them
*/
//we have two index-sorted lists of entities
//we figure out which ones are new,
//we don't care about old, as our caller will use the lerpents array we fill, and the entity numbers from the 'new' packet.
if (newpack->servertime == oldpack->servertime)
frac = 1; //lerp totally into the new
else
frac = (servertime-oldpack->servertime)/(newpack->servertime-oldpack->servertime);
oldpnum=0;
for (newpnum=0 ; newpnum<newpack->num_entities ; newpnum++)
{
snew = &newpack->entities[newpnum];
sold = NULL;
for ( ; oldpnum<oldpack->num_entities ; oldpnum++)
{
sold = &oldpack->entities[oldpnum];
if (sold->number >= snew->number)
{
if (sold->number > snew->number)
sold = NULL; //woo, it's a new entity.
break;
}
}
if (!sold) //I'm lazy
sold = snew;
if (snew->number >= cl.maxlerpents)
{
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);
}
if (sold == snew)
{
//new this frame (or we noticed something changed significantly)
VectorCopy(snew->origin, le->origin);
VectorCopy(snew->angles, le->angles);
VectorCopy(snew->origin, le->oldorigin);
VectorCopy(snew->angles, le->oldangle);
VectorCopy(snew->origin, le->neworigin);
VectorCopy(snew->angles, le->newangle);
le->orglerpdeltatime = 0.1;
le->orglerpstarttime = oldpack->servertime;
le->isnew = true;
VectorCopy(le->origin, le->lastorigin);
}
else
{
le->isnew = false;
VectorCopy(le->origin, le->lastorigin);
if (snew->dpflags & RENDER_STEP)
{
float lfrac;
//ignore the old packet entirely, except for maybe its time.
if (!VectorEquals(le->neworigin, snew->origin) || !VectorEquals(le->newangle, snew->angles))
{
le->orglerpdeltatime = bound(0, oldpack->servertime - le->orglerpstarttime, 0.1); //clamp to 10 tics per second
le->orglerpstarttime = oldpack->servertime;
VectorCopy(le->neworigin, le->oldorigin);
VectorCopy(le->newangle, le->oldangle);
VectorCopy(snew->origin, le->neworigin);
VectorCopy(snew->angles, le->newangle);
}
lfrac = (servertime - le->orglerpstarttime) / le->orglerpdeltatime;
lfrac = bound(0, lfrac, 1);
for (i = 0; i < 3; i++)
{
le->origin[i] = le->oldorigin[i] + lfrac*(le->neworigin[i] - le->oldorigin[i]);
for (j = 0; j < 3; j++)
{
a1 = le->oldangle[i];
a2 = le->newangle[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
le->angles[i] = a1 + lfrac * (a2 - a1);
}
}
}
else
{
//lerp based purely on the packet times,
for (i = 0; i < 3; i++)
{
le->origin[i] = sold->origin[i] + frac*(move[i]);
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);
}
}
le->orglerpdeltatime = 0.1;
le->orglerpstarttime = oldpack->servertime;
}
}
CL_UpdateNetFrameLerpState(sold == snew, snew->frame, le);
}
}
static qboolean CL_ChooseInterpolationFrames(int *newf, int *oldf, float servertime)
{
int i;
float newtime = 0;
*oldf = -1;
*newf = -1;
//choose the two packets.
//we should be picking the packet just after the server time, and the one just before
for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--)
{
if (cl.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 (!newtime || newtime != cl.frames[i&UPDATE_MASK].packet_entities.servertime) //if it's a duplicate, pick the latest (so just-shot rockets are still present)
{
newtime = cl.frames[i&UPDATE_MASK].packet_entities.servertime;
*newf = i;
}
}
}
else if (newtime)
{
if (cl.frames[i&UPDATE_MASK].packet_entities.servertime != newtime)
{ //it does actually lerp, and isn't an identical frame.
*oldf = i;
break;
}
}
}
if (*newf == -1)
{
/*
This can happen if the client's predicted time is greater than the most recently received packet.
This should of course not happen...
*/
Con_DPrintf("Warning: No lerp-to frame packet\n");
/*just grab the most recent frame that is valid*/
for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--)
{
if (cl.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...
*oldf = *newf = i;
return true;
}
return false;
}
else if (*oldf == -1) //can happen at map start, and really laggy games, but really shouldn't in a normal game
{
*oldf = *newf;
}
return true;
}
/*obtains the current entity frame, and invokes CL_TransitionPacketEntities to process the interpolation details
*/
static packet_entities_t *CL_ProcessPacketEntities(float *servertime, qboolean nolerp)
{
packet_entities_t *packnew, *packold;
int newf, oldf;
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;
}
if (!CL_ChooseInterpolationFrames(&newf, &oldf, *servertime))
return NULL;
packnew = &cl.frames[newf&UPDATE_MASK].packet_entities;
packold = &cl.frames[oldf&UPDATE_MASK].packet_entities;
CL_TransitionPacketEntities(packnew, 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.ival;
#endif
if (cl_nolerp.ival == 2 && cls.gamemode != GAME_DEATHMATCH)
return true;
return !cl_nolerp.ival;
}
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;
qboolean nolerp;
static int flickertime;
static int flicker;
float servertime;
CL_CalcClientTime();
if (cls.protocol == CP_QUAKEWORLD && (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV))
{
servertime = cl.servertime;
nolerp = false;
}
else
{
servertime = cl.servertime;
nolerp = !CL_MayLerp() && cls.demoplayback != DPB_MVD && cls.demoplayback != DPB_EZTV;
}
pack = CL_ProcessPacketEntities(&servertime, nolerp);
if (!pack)
return;
/*
if ((cls.fteprotocolextensions & PEXT_ACCURATETIMINGS) || cls.protocol != CP_QUAKEWORLD)
servertime = cl.servertime;
else
servertime = realtime;
*/
i = servertime*20;
if (flickertime != i)
flicker = rand();
autorotate = anglemod(100*servertime);
#ifdef CSQC_DAT
CSQC_DeltaStart(servertime);
#endif
for (newpnum=0 ; newpnum<pack->num_entities ; newpnum++)
{
state = &pack->entities[newpnum];
if (cl_numvisedicts == MAX_VISEDICTS)
{
Con_Printf("Too many visible entities\n");
break;
}
#ifdef CSQC_DAT
if (CSQC_DeltaUpdate(state))
continue;
#endif
ent = &cl_visedicts[cl_numvisedicts];
ent->light_known = 0;
ent->forcedshader = NULL;
le = &cl.lerpents[state->number];
memset(&ent->framestate, 0, sizeof(ent->framestate));
VectorCopy(le->origin, ent->origin);
//bots or powerup glows. items always glow, bots can be disabled
if (state->modelindex != cl_playerindex || r_powerupglow.ival)
if (state->effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT))
{
vec3_t colour;
float radius;
colour[0] = 0;
colour[1] = 0;
colour[2] = 0;
radius = 0;
if (state->effects & EF_BRIGHTLIGHT)
{
radius = max(radius,400);
colour[0] += 0.2;
colour[1] += 0.1;
colour[2] += 0.05;
}
if (state->effects & EF_DIMLIGHT)
{
radius = max(radius,200);
colour[0] += 0.2;
colour[1] += 0.1;
colour[2] += 0.05;
}
if (state->effects & EF_BLUE)
{
radius = max(radius,200);
colour[0] += 0.05;
colour[1] += 0.05;
colour[2] += 0.3;
}
if (state->effects & EF_RED)
{
radius = max(radius,200);
colour[0] += 0.5;
colour[1] += 0.05;
colour[2] += 0.05;
}
if (radius)
{
radius += r_lightflicker.value?((flicker + state->number)&31):0;
CL_NewDlightRGB(state->number, state->origin, radius, 0.1, colour[0], colour[1], colour[2]);
}
}
if (state->lightpflags & PFLAGS_FULLDYNAMIC)
{
vec3_t colour;
if (!state->light[0] && !state->light[1] && !state->light[2])
{
colour[0] = colour[1] = colour[2] = 1;
}
else
{
colour[0] = state->light[0]/1024.0f;
colour[1] = state->light[1]/1024.0f;
colour[2] = state->light[2]/1024.0f;
}
CL_NewDlightRGB(state->number, state->origin, state->light[3]?state->light[3]:350, 0.1, colour[0], colour[1], colour[2]);
}
// 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++;
ent->externalmodelview = 0;
ent->forcedshader = NULL;
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_ADDITIVE)
ent->flags |= Q2RF_ADDITIVE;
if (state->effects & EF_NODEPTHTEST)
ent->flags |= RF_NODEPTHTEST;
if (state->trans != 0xff)
ent->flags |= Q2RF_TRANSLUCENT;
/*FIXME: pay attention to tags instead, so nexuiz can work with splitscreen*/
if (ent->flags & Q2RF_EXTERNALMODEL)
ent->externalmodelview = ~0;
// set colormap
if (state->colormap && (state->colormap <= MAX_CLIENTS)
&& (gl_nocolors.value == -1 || (ent->model/* && state->modelindex == cl_playerindex*/)))
{
// TODO: DP colormap/colormod extension?
ent->scoreboard = &cl.players[state->colormap-1];
}
else
{
ent->scoreboard = NULL;
}
// set skin
ent->skinnum = state->skinnum;
ent->abslight = state->abslight;
ent->drawflags = state->hexen2flags;
CL_LerpNetFrameState(FS_REG, &ent->framestate, le);
/*
// set frame
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;
}
}
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/16.0;
#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+(state->origin[0]+state->origin[1])/8)*5.5; //don't let it into the ground
}
else
{
for (i=0 ; i<3 ; i++)
{
angles[i] = le->angles[i];
}
}
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 <= cl.allocated_client_slots)
{
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);
}
CLQ1_AddShadow(ent);
CLQ1_AddPowerupShell(ent, false, state->effects);
// 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;
if (le->isnew)
{
pe->DelinkTrailstate(&(cl.lerpents[state->number].trailstate));
pe->DelinkTrailstate(&(cl.lerpents[state->number].emitstate));
continue; // not in last message
}
VectorCopy(le->lastorigin, old_origin);
for (i=0 ; i<3 ; i++)
{
if ( abs(old_origin[i] - ent->origin[i]) > 128)
{ // no trail if too far
VectorCopy (ent->origin, old_origin);
break;
}
}
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 (model->particleeffect != P_INVALID && cls.allow_anyparticles && gl_part_flame.ival)
{
P_EmitEffect (ent->origin, model->particleeffect, &(le->emitstate));
}
}
//dlights are not so customisable.
if (r_rocketlight.value)
{
float rad = 0;
vec3_t dclr;
dclr[0] = 0.20;
dclr[1] = 0.10;
dclr[2] = 0;
if (model->flags & EF_ROCKET)
{
#pragma message("Replace this flag on load for hexen2 models")
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);
dclr[0] = 0.1;
dclr[1] = 0.2;
}
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);
memcpy(dl->axis, ent->axis, sizeof(dl->axis));
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
}
/*
=========================================================================
PROJECTILE PARSING / LINKING
=========================================================================
*/
typedef struct
{
int modelindex;
vec3_t origin;
vec3_t angles;
} projectile_t;
#define MAX_PROJECTILES 32
projectile_t cl_projectiles[MAX_PROJECTILES];
int cl_num_projectiles;
extern int cl_spikeindex;
void CL_ClearProjectiles (void)
{
cl_num_projectiles = 0;
}
/*
=====================
CL_ParseProjectiles
Nails are passed as efficient temporary entities
=====================
*/
void CL_ParseProjectiles (int modelindex, qboolean nails2)
{
int i, c, j;
qbyte bits[6];
projectile_t *pr;
c = MSG_ReadByte ();
for (i=0 ; i<c ; i++)
{
if (nails2)
MSG_ReadByte();
for (j=0 ; j<6 ; j++)
bits[j] = MSG_ReadByte ();
if (cl_num_projectiles == MAX_PROJECTILES)
continue;
pr = &cl_projectiles[cl_num_projectiles];
cl_num_projectiles++;
pr->modelindex = modelindex;
pr->origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
pr->origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
pr->origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
pr->angles[0] = 360*(((int)bits[4]>>4)/16.0f + 1/32.0f);
pr->angles[1] = 360*(int)bits[5]/256.0f;
}
}
/*
=============
CL_LinkProjectiles
=============
*/
void CL_LinkProjectiles (void)
{
int i;
projectile_t *pr;
entity_t *ent;
for (i=0, pr=cl_projectiles ; i<cl_num_projectiles ; i++, pr++)
{
// grab an entity to fill in
if (cl_numvisedicts == MAX_VISEDICTS)
break; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->light_known = 0;
ent->keynum = 0;
if (pr->modelindex < 1)
continue;
ent->forcedshader = NULL;
ent->model = cl.model_precache[pr->modelindex];
ent->skinnum = 0;
memset(&ent->framestate, 0, sizeof(ent->framestate));
ent->flags = 0;
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;
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 = (unsigned short)MSG_ReadShort ();
if (cls.fteprotocolextensions & (PEXT_HULLSIZE|PEXT_TRANS|PEXT_SCALE|PEXT_FATNESS))
if (flags & PF_EXTRA_PFS)
flags |= MSG_ReadByte()<<16;
state->flags = flags;
state->messagenum = cl.parsecount;
org[0] = MSG_ReadCoord ();
org[1] = MSG_ReadCoord ();
org[2] = MSG_ReadCoord ();
VectorCopy(org, state->origin);
newf = MSG_ReadByte ();
if (state->frame != newf)
{
// state->lerpstarttime = realtime;
state->frame = newf;
}
// the other player's last move was likely some time
// before the packet was sent out, so accurately track
// the exact time it was valid at
if (flags & PF_MSEC)
{
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);
if (!(cls.z_ext & Z_EXT_VWEP))
state->command.impulse = 0;
}
for (i=0 ; i<3 ; i++)
{
if (flags & (PF_VELOCITY1<<i) )
state->velocity[i] = MSG_ReadShort();
else
state->velocity[i] = 0;
}
if (flags & PF_MODEL)
state->modelindex = MSG_ReadByte ();
else
state->modelindex = cl_playerindex;
if (flags & PF_SKINNUM)
{
state->skinnum = MSG_ReadByte ();
if (state->skinnum & (1<<7) && (flags & PF_MODEL))
{
state->modelindex+=256;
state->skinnum -= (1<<7);
}
}
else
state->skinnum = 0;
if (flags & PF_EFFECTS)
state->effects = MSG_ReadByte ();
else
state->effects = 0;
if (flags & PF_WEAPONFRAME)
state->weaponframe = MSG_ReadByte ();
else
state->weaponframe = 0;
if (cl.worldmodel && cl.worldmodel->fromgame == fg_quake)
state->hullnum = 1;
else
state->hullnum = 56;
state->scale = 1;
state->alpha = 255;
state->fatness = 0;
#ifdef PEXT_SCALE
if (flags & PF_SCALE_Z && cls.fteprotocolextensions & PEXT_SCALE)
state->scale = (float)MSG_ReadByte()/50;
#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() / 16;
#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, model_t *model)
{
entity_t *newent;
vec3_t angles;
if (!model)
return;
newent = CL_NewTempEntity ();
newent->keynum = player->keynum;
VectorCopy(player->origin, newent->origin);
VectorCopy(player->angles, newent->angles);
newent->skinnum = player->skinnum;
newent->model = 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
=============
*/
vec3_t nametagorg[MAX_CLIENTS];
qboolean nametagseen[MAX_CLIENTS];
void CL_LinkPlayers (void)
{
int pnum;
int j;
player_info_t *info;
player_state_t *state;
player_state_t exact;
double playertime;
entity_t *ent;
int msec;
frame_t *frame;
frame_t *fromf;
int oldphysent;
vec3_t angles;
qboolean predictplayers;
model_t *model;
static int flickertime;
static int flicker;
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];
predictplayers = cl_predict_players.ival || cl_predict_players2.ival;
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
predictplayers = false;
for (j=0, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS
; j++, info++, state++)
{
nametagseen[j] = false;
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
if (info->spectator)
continue;
//the extra modelindex check is to stop lame mods from using vweps with rings
if (state->command.impulse && cl.model_precache_vwep[0] && state->modelindex == cl_playerindex)
model = cl.model_precache_vwep[0];
else
model = cl.model_precache[state->modelindex];
// spawn light flashes, even ones coming from invisible objects
if (r_powerupglow.value && !(r_powerupglow.value == 2 && j == cl.playernum[0])
&& (state->effects & (EF_BLUE|EF_RED|EF_BRIGHTLIGHT|EF_DIMLIGHT)))
{
vec3_t colour;
float radius;
colour[0] = 0;
colour[1] = 0;
colour[2] = 0;
radius = 0;
if (state->effects & EF_BRIGHTLIGHT)
{
radius = max(radius,400);
colour[0] += 0.2;
colour[1] += 0.1;
colour[2] += 0.05;
}
if (state->effects & EF_DIMLIGHT)
{
radius = max(radius,200);
colour[0] += 0.2;
colour[1] += 0.1;
colour[2] += 0.05;
}
if (state->effects & EF_BLUE)
{
radius = max(radius,200);
colour[0] += 0.05;
colour[1] += 0.05;
colour[2] += 0.3;
}
if (state->effects & EF_RED)
{
radius = max(radius,200);
colour[0] += 0.5;
colour[1] += 0.05;
colour[2] += 0.05;
}
if (radius)
{
vec3_t org;
VectorCopy(state->origin, org);
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (cl.playernum[pnum] == j)
VectorCopy(cl.simorg[pnum], org);
if (model)
{
org[2] += model->mins[2];
org[2] += 32;
}
if (r_lightflicker.value)
{
pnum = realtime*20;
if (flickertime != pnum)
{
flickertime = pnum;
flicker = rand();
}
radius += (flicker+j)&31;
}
CL_NewDlightRGB(j+1, org, radius, 0.1, colour[0], colour[1], colour[2])->flags &= ~LFLAG_ALLOW_FLASH;
}
}
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->light_known = 0;
ent->keynum = j+1;
ent->flags = 0;
ent->model = model;
ent->forcedshader = NULL;
ent->skinnum = state->skinnum;
CL_UpdateNetFrameLerpState(false, state->frame, &cl.lerpplayers[j]);
CL_LerpNetFrameState(FS_REG, &ent->framestate, &cl.lerpplayers[j]);
// if (state->modelindex == cl_playerindex)
ent->scoreboard = info; // use custom skin
// else
// ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = state->scale;
#endif
ent->shaderRGBAf[0] = state->colourmod[0]/32.0f;
ent->shaderRGBAf[1] = state->colourmod[1]/32.0f;
ent->shaderRGBAf[2] = state->colourmod[2]/32.0f;
ent->shaderRGBAf[3] = state->alpha/255.0f;
if (state->alpha != 255)
ent->flags |= Q2RF_TRANSLUCENT;
ent->fatness = state->fatness/16;
//
// angles
//
angles[PITCH] = -state->viewangles[PITCH]/3;
angles[YAW] = state->viewangles[YAW];
angles[ROLL] = 0;
angles[ROLL] = V_CalcRoll (angles, state->velocity)*4;
ent->externalmodelview = 0;
// the player object gets added with flags | 2
for (pnum = 0; pnum < cl.splitclients; pnum++)
{
if (j == (cl.viewentity[pnum]?cl.viewentity[pnum]:cl.playernum[pnum]))
{
ent->flags |= Q2RF_EXTERNALMODEL;
ent->externalmodelview |= (1<<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];
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 || (!predictplayers))
{
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);
}
VectorCopy(ent->origin, nametagorg[j]);
nametagseen[j] = true;
if (state->effects & QWEF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & QWEF_FLAG2)
CL_AddFlagModels (ent, 1);
else if (info->vweapindex)
CL_AddVWeapModel (ent, cl.model_precache[info->vweapindex]);
else if (state->command.impulse)
CL_AddVWeapModel (ent, cl.model_precache_vwep[state->command.impulse]);
CLQ1_AddShadow(ent);
CLQ1_AddPowerupShell(ent, false, state->effects);
if (r_torch.ival)
{
dlight_t *dl;
dl = CL_NewDlightRGB(j+1, ent->origin, 300, r_torch.ival, 0.05, 0.05, 0.02);
dl->flags |= LFLAG_SHADOWMAP|LFLAG_ALLOW_FLASH;
dl->fov = 60;
angles[0] *= 3;
angles[1] += sin(realtime)*8;
angles[0] += cos(realtime*1.13)*5;
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
}
}
}
void CL_LinkViewModel(void)
{
entity_t ent;
unsigned int plnum;
player_state_t *plstate;
static struct model_s *oldmodel[MAX_SPLITS];
static float lerptime[MAX_SPLITS];
static float frameduration[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.ival)
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;
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;
if (alpha <= 0)
return;
memset(&ent, 0, sizeof(ent));
ent.model = cl.viewent[r_refdef.currentplayernum].model;
if (!ent.model)
return;
#ifdef PEXT_SCALE
ent.scale = 1;
#endif
ent.origin[0] = cl_gunz.value;
ent.origin[1] = -cl_gunx.value;
ent.origin[2] = -cl_guny.value;
ent.angles[0] = cl_gunanglex.value;
ent.angles[1] = cl_gunangley.value;
ent.angles[2] = cl_gunanglez.value;
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 1;
ent.shaderRGBAf[2] = 1;
ent.shaderRGBAf[3] = alpha;
if (alpha != 1)
{
ent.flags |= Q2RF_TRANSLUCENT;
}
#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];
frameduration[r_refdef.currentplayernum] = (realtime - lerptime[r_refdef.currentplayernum]);
if (frameduration[r_refdef.currentplayernum] < 0.01)//no faster than 100 times a second... to avoid divide by zero
frameduration[r_refdef.currentplayernum] = 0.01;
if (frameduration[r_refdef.currentplayernum] > 0.2) //no slower than 5 times a second
frameduration[r_refdef.currentplayernum] = 0.2;
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];
frameduration[r_refdef.currentplayernum] = 0.1;
lerptime[r_refdef.currentplayernum] = realtime;
}
ent.framestate.g[FS_REG].lerpfrac = 1-(realtime-lerptime[r_refdef.currentplayernum])/frameduration[r_refdef.currentplayernum];
ent.framestate.g[FS_REG].lerpfrac = bound(0, ent.framestate.g[FS_REG].lerpfrac, 1);
}
ent.flags |= Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK|RF_NOSHADOW;
plnum = -1;
if (cl.spectator)
plnum = Cam_TrackNum(r_refdef.currentplayernum);
if (plnum == -1)
plnum = cl.playernum[r_refdef.currentplayernum];
plstate = &cl.frames[parsecountmod].playerstate[plnum];
CLQ1_AddPowerupShell(V_AddEntity(&ent), true, plstate?plstate->effects:0);
}
//======================================================================
/*
===============
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 ; i<pak->num_entities ; i++)
{
state = &pak->entities[i];
if (state->modelindex <= 0)
continue;
if (!cl.model_precache[state->modelindex])
continue;
if (*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels)
if ( cl.model_precache[state->modelindex]->hulls[1].firstclipnode
|| cl.model_precache[state->modelindex]->clipbox )
{
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;
int s;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
if (cl_nopred.value || cls.demoplayback || cl.paused)
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;
// note that the local player is special, since he moves locally
// we use his last predicted postition
for (s = 0; s < cl.splitclients; s++)
{
if (j == cl.playernum[s])
{
VectorCopy(cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playernum[s]].origin,
pplayer->origin);
break;
}
}
if (s == cl.splitclients)
{
// only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time);
if (msec <= 0 ||
(!cl_predict_players.ival && !cl_predict_players2.ival) ||
!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.ival)
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_visedicts = cl_visedicts_list;
cl_numvisedicts = 0;
cl_numstrisidx = 0;
cl_numstrisvert = 0;
cl_numstris = 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 ();
}
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;
int s;
#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
for (s = 0; s < cl.splitclients; s++)
{
if (i == cl.playernum[s] && cl.spectator)
break;
}
if (s != cl.splitclients)
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;
int s;
for (s = 0; s < cl.splitclients; s++)
{
self = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[cl.playernum[s]];
oldself = &cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].playerstate[cl.playernum[s]];
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.validsequence & UPDATE_MASK];
oldframe = &cl.frames[cl.oldvalidsequence & 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]);
}
}
}
}
void CL_ClearPredict(void)
{
memset(predicted_players, 0, sizeof(predicted_players));
mvd_fixangle = 0;
}