/* 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" #include "glquake.h" extern cvar_t cl_predict_players; extern cvar_t cl_predict_players_frac; extern cvar_t cl_predict_players_latency; extern cvar_t cl_predict_players_nudge; extern cvar_t cl_lerp_players; extern cvar_t cl_lerp_maxinterval; extern cvar_t cl_lerp_maxdistance; 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 r_dimlight_colour; extern cvar_t r_brightlight_colour; extern cvar_t r_redlight_colour; extern cvar_t r_greenlight_colour; extern cvar_t r_bluelight_colour; extern cvar_t cl_r2g; extern cvar_t r_powerupglow; extern cvar_t v_powerupshell; extern cvar_t cl_nolerp; extern cvar_t cl_nolerp_netquake; extern cvar_t r_torch; extern cvar_t r_shadows; extern cvar_t r_showbboxes; extern cvar_t gl_simpleitems; float r_blobshadows; extern cvar_t cl_gibfilter, cl_deadbodyfilter; extern int cl_playerindex; static qboolean cl_expandvisents; extern world_t csqc_world; 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(framestate_t *fs, lerpents_t *le); void CL_PlayerFrameUpdated(player_state_t *plstate, entity_state_t *state, int sequence); void CL_AckedInputFrame(int inseq, int outseq, qboolean worldstateokay); extern int cl_playerindex, cl_h_playerindex, cl_rocketindex, cl_grenadeindex, cl_gib1index, cl_gib2index, cl_gib3index; qboolean CL_FilterModelindex(int modelindex, int frame) { if (modelindex == cl_playerindex) { if (cl_deadbodyfilter.ival == 2) { if (frame >= 41 && frame <= 102) return true; } else if (cl_deadbodyfilter.ival) { if (frame == 49 || frame == 60 || frame == 69 || frame == 84 || frame == 93 || frame == 102) return true; } } if (cl_gibfilter.ival && ( modelindex == cl_h_playerindex || modelindex == cl_gib1index || modelindex == cl_gib2index || modelindex == cl_gib3index)) return true; return false; } static void *AllocateBoneSpace(packet_entities_t *pack, unsigned char bonecount, unsigned int *allocationpos) { size_t space = bonecount * sizeof(short)*7; void *r; if (pack->bonedatacur + space > pack->bonedatamax) { //expand the storage as needed. messy, but whatever. pack->bonedatamax = pack->bonedatacur + space; pack->bonedata = BZ_Realloc(pack->bonedata, pack->bonedatamax); } r = pack->bonedata + pack->bonedatacur; *allocationpos = pack->bonedatacur; pack->bonedatacur += space; return r; } void *GetBoneSpace(packet_entities_t *pack, unsigned int allocationpos) { if (allocationpos >= pack->bonedatacur) return NULL; return pack->bonedata + allocationpos; } //============================================================ void CL_FreeDlights(void) { #ifdef RTLIGHTS int i; if (cl_dlights) for (i = 0; i < rtlights_max; i++) { if (cl_dlights[i].customstyle) Z_Free(cl_dlights[i].customstyle); if (cl_dlights[i].worldshadowmesh) SH_FreeShadowMesh(cl_dlights[i].worldshadowmesh); #ifdef GLQUAKE if (cl_dlights[i].coronaocclusionquery) qglDeleteQueriesARB(1, &cl_dlights[i].coronaocclusionquery); #endif } #endif rtlights_max = cl_maxdlights = 0; BZ_Free(cl_dlights); cl_dlights = NULL; } void CL_InitDlights(void) { CL_FreeDlights(); 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); } void CL_CloneDlight(dlight_t *dl, dlight_t *src) { char *customstyle = dl->customstyle; void *sm = dl->worldshadowmesh; unsigned int oq = dl->coronaocclusionquery; unsigned int oqr = (dl->key == src->key)?dl->coronaocclusionresult:false; memcpy (dl, src, sizeof(*dl)); dl->coronaocclusionquery = oq; dl->coronaocclusionresult = oqr; dl->rebuildcache = true; dl->worldshadowmesh = sm; dl->customstyle = src->customstyle?Z_StrDup(src->customstyle):NULL; Z_Free(customstyle); } static void CL_ClearDlight(dlight_t *dl, int key, qboolean reused) { void *sm = dl->worldshadowmesh; unsigned int oq = dl->coronaocclusionquery; unsigned int oqr = reused?dl->coronaocclusionresult:false; Z_Free(dl->customstyle); memset (dl, 0, sizeof(*dl)); dl->coronaocclusionquery = oq; dl->coronaocclusionresult = oqr; dl->rebuildcache = true; dl->worldshadowmesh = sm; dl->axis[0][0] = 1; dl->axis[1][1] = 1; dl->axis[2][2] = 1; dl->key = key; dl->flags = LFLAG_DYNAMIC; dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 1; dl->corona = bound(0, 1 * 0.25, 1); dl->coronascale = bound(0, r_flashblendscale.value, 1); dl->style = -1; #ifdef RTLIGHTS dl->lightcolourscales[0] = r_shadow_realtime_dlight_ambient.value; dl->lightcolourscales[1] = r_shadow_realtime_dlight_diffuse.value; dl->lightcolourscales[2] = r_shadow_realtime_dlight_specular.value; #endif // if (r_shadow_realtime_dlight_shadowmap.value) // dl->flags |= LFLAG_SHADOWMAP; } dlight_t *CL_AllocSlight(void) { dlight_t *dl; int i; for (i = RTL_FIRST; i < rtlights_max; i++) { if (cl_dlights[i].radius <= 0) break; } if (i == rtlights_max) { 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)); } i = rtlights_max++; } dl = &cl_dlights[i]; CL_ClearDlight(dl, 0, false); dl->flags = LFLAG_REALTIMEMODE; dl->corona = 0; return dl; } /* =============== CL_AllocDlight =============== */ dlight_t *CL_AllocDlight (int key) { int i; dlight_t *dl; // first look for an exact key match if (key) { dl = cl_dlights+rtlights_first; for (i=rtlights_first ; ikey == key) { CL_ClearDlight(dl, key, true); 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, false); return dl; } dlight_t *CL_AllocDlightOrg (int keyidx, vec3_t keyorg) { int i; dlight_t *dl; // first look for an exact key match dl = cl_dlights+rtlights_first; for (i=rtlights_first ; ikey == keyidx && VectorCompare(dl->origin, keyorg)) { CL_ClearDlight(dl, keyidx, true); VectorCopy(keyorg, dl->origin); 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, keyidx, false); VectorCopy(keyorg, dl->origin); return dl; } /* =============== CL_NewDlight =============== */ dlight_t *CL_NewDlight (int key, const vec3_t org, float radius, float time, float r, float g, float b) { dlight_t *dl; dl = CL_AllocDlight (key); VectorCopy(org, dl->origin); dl->radius = radius; dl->die = cl.time + time; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; return dl; } /* =============== CL_DecayLights =============== */ void CL_DecayLights (void) { int i; dlight_t *dl; float frametime = host_frametime; if (cl.paused) //DON'T DO IT!!! frametime = 0; dl = cl_dlights+rtlights_first; for (i=rtlights_first ; iradius) { continue; } if (!dl->die) { continue; } if (dl->die < (float)cl.time) { if (i==rtlights_first) rtlights_first++; dl->radius = 0; continue; } if (r_dynamic.ival == 2) { //don't decay quite so fast, this should aproximate winquake a bit better. dl->die -= frametime * 0.5; dl->radius -= frametime*dl->decay * 0.5; } else dl->radius -= frametime*dl->decay; if (dl->radius < 0) { if (i==rtlights_first) rtlights_first++; dl->radius = 0; continue; } if (dl->channelfade[0]) { dl->color[0] -= frametime*dl->channelfade[0]; if (dl->color[0] < 0) dl->color[0] = 0; } if (dl->channelfade[1]) { dl->color[1] -= frametime*dl->channelfade[1]; if (dl->color[1] < 0) dl->color[1] = 0; } if (dl->channelfade[2]) { dl->color[2] -= frametime*dl->channelfade[2]; if (dl->color[2] < 0) dl->color[2] = 0; } } } /* ========================================================================= PACKET ENTITY PARSING / LINKING ========================================================================= */ /* ================== CL_ParseDelta Can go from either a baseline or a previous packet_entity ================== */ //int bitcounts[32]; /// just for protocol profiling void CLQW_ParseDelta (entity_state_t *from, entity_state_t *to, int bits) { int i; #ifdef PROTOCOLEXTENSIONS int morebits=0; #endif // set everything to the state we are delta'ing from *to = *from; to->number = bits & 511; to->sequence = cls.netchan.incoming_sequence; 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<number += 512; if ((morebits & U_ENTITYDBL2) && (cls.fteprotocolextensions & PEXT_ENTITYDBL2)) to->number += 1024; if (bits & U_MODEL) { to->modelindex = MSG_ReadByte (); if (morebits & U_MODELDBL && (cls.fteprotocolextensions & PEXT_MODELDBL)) to->modelindex += 256; } else if (morebits & U_MODELDBL && (cls.fteprotocolextensions & PEXT_MODELDBL)) to->modelindex = MSG_ReadShort(); if (bits & U_FRAME) to->frame = MSG_ReadByte (); if (bits & U_COLORMAP) to->colormap = MSG_ReadByte(); if (bits & U_SKIN) { to->skinnum = MSG_ReadByte(); if (to->skinnum >= 256-32) /*final 32 skins are taken as a content value instead*/ to->skinnum = (char)to->skinnum; } if (bits & U_EFFECTS) to->effects = (to->effects&0xff00)|MSG_ReadByte(); if (bits & U_ORIGIN1) { if (cls.ezprotocolextensions1 & EZPEXT1_FLOATENTCOORDS) to->origin[0] = MSG_ReadCoordFloat (); else to->origin[0] = MSG_ReadCoord (); } if (bits & U_ANGLE1) to->angles[0] = MSG_ReadAngle (); if (bits & U_ORIGIN2) { if (cls.ezprotocolextensions1 & EZPEXT1_FLOATENTCOORDS) to->origin[1] = MSG_ReadCoordFloat (); else to->origin[1] = MSG_ReadCoord (); } if (bits & U_ANGLE2) to->angles[1] = MSG_ReadAngle (); if (bits & U_ORIGIN3) { if (cls.ezprotocolextensions1 & EZPEXT1_FLOATENTCOORDS) to->origin[2] = MSG_ReadCoordFloat (); else to->origin[2] = MSG_ReadCoord (); } if (bits & U_ANGLE3) to->angles[2] = MSG_ReadAngle (); to->solidsize = ES_SOLID_BSP; if (bits & U_SOLID) { //doesn't mean anything in vanilla. solidity is infered instead. } #ifdef PEXT_SCALE if ((morebits & U_SCALE) && (cls.fteprotocolextensions & PEXT_SCALE)) to->scale = MSG_ReadByte(); #endif #ifdef PEXT_TRANS if ((morebits & U_TRANS) && (cls.fteprotocolextensions & PEXT_TRANS)) to->trans = MSG_ReadByte(); #endif #ifdef PEXT_FATNESS if ((morebits & U_FATNESS) && (cls.fteprotocolextensions & PEXT_FATNESS)) to->fatness = MSG_ReadChar(); #endif if ((morebits & U_DRAWFLAGS) && (cls.fteprotocolextensions & PEXT_HEXEN2)) to->hexen2flags = MSG_ReadByte(); if ((morebits & U_ABSLIGHT) && (cls.fteprotocolextensions & PEXT_HEXEN2)) to->abslight = MSG_ReadByte(); if ((morebits & U_COLOURMOD) && (cls.fteprotocolextensions & PEXT_COLOURMOD)) { to->colormod[0] = MSG_ReadByte(); to->colormod[1] = MSG_ReadByte(); to->colormod[2] = MSG_ReadByte(); } if (morebits & U_DPFLAGS)// && cls.fteprotocolextensions & PEXT_DPFLAGS) { // these are bits for the 'flags' field of the entity_state_t i = MSG_ReadByte(); to->dpflags = i; } if (!(cls.fteprotocolextensions & PEXT_DPFLAGS)) { if (to->frame) to->dpflags |= RENDER_STEP; } if (morebits & U_TAGINFO) { to->tagentity = MSG_ReadShort(); to->tagindex = MSG_ReadShort(); } if (morebits & U_LIGHT) { to->light[0] = MSG_ReadShort(); to->light[1] = MSG_ReadShort(); to->light[2] = MSG_ReadShort(); to->light[3] = MSG_ReadShort(); to->lightstyle = MSG_ReadByte(); to->lightpflags = MSG_ReadByte(); } if (morebits & U_EFFECTS16) to->effects = (to->effects&0x00ff)|(MSG_ReadByte()<<8); } /* ================= FlushEntityPacket ================= */ void FlushEntityPacket (void) { int word; entity_state_t olde, newe; Con_DPrintf ("FlushEntityPacket\n"); memset (&olde, 0, sizeof(olde)); cl.validsequence = 0; // can't render a frame cl.inframes[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true; // read it all, but ignore it while (1) { word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities"); return; } if (!word) break; // done CLQW_ParseDelta (&olde, &newe, word); } } void CLFTE_ReadDelta(unsigned int entnum, entity_state_t *news, entity_state_t *olds, entity_state_t *baseline, packet_entities_t *newp, packet_entities_t *oldp) { unsigned int predbits = 0; unsigned int bits; bits = MSG_ReadByte(); if (bits & UF_EXTEND1) bits |= MSG_ReadByte()<<8; if (bits & UF_EXTEND2) bits |= MSG_ReadByte()<<16; if (bits & UF_EXTEND3) bits |= MSG_ReadByte()<<24; if (cl_shownet.ival >= 3) Con_Printf("%3i: Update %4i 0x%x\n", MSG_GetReadCount(), entnum, bits); if (bits & UF_RESET) { // Con_Printf("%3i: Reset %i @ %i\n", msg_readcount, entnum, cls.netchan.incoming_sequence); *news = *baseline; } else if (!olds) { /*reset got lost, probably the data will be filled in later - FIXME: we should probably ignore this entity*/ Con_DPrintf("New entity %i without reset\n", entnum); *news = nullentitystate; // *news = *baseline; } else *news = *olds; news->number = entnum; news->sequence = cls.netchan.incoming_sequence; if (bits & UF_FRAME) { if (bits & UF_16BIT) news->frame = MSG_ReadShort(); else news->frame = MSG_ReadByte(); } if (cls.ezprotocolextensions1 & EZPEXT1_FLOATENTCOORDS) { if (bits & UF_ORIGINXY) { news->origin[0] = MSG_ReadFloat(); news->origin[1] = MSG_ReadFloat(); } if (bits & UF_ORIGINZ) news->origin[2] = MSG_ReadFloat(); } else { if (bits & UF_ORIGINXY) { news->origin[0] = MSG_ReadCoord(); news->origin[1] = MSG_ReadCoord(); } if (bits & UF_ORIGINZ) news->origin[2] = MSG_ReadCoord(); } if ((bits & UF_PREDINFO) && !(cls.fteprotocolextensions2 & PEXT2_PREDINFO)) { /*predicted stuff gets more precise angles*/ if (bits & UF_ANGLESXZ) { news->angles[0] = MSG_ReadAngle16(); news->angles[2] = MSG_ReadAngle16(); } if (bits & UF_ANGLESY) news->angles[1] = MSG_ReadAngle16(); } else { if (bits & UF_ANGLESXZ) { news->angles[0] = MSG_ReadAngle(); news->angles[2] = MSG_ReadAngle(); } if (bits & UF_ANGLESY) news->angles[1] = MSG_ReadAngle(); } if ((bits & (UF_EFFECTS | UF_EFFECTS2)) == (UF_EFFECTS | UF_EFFECTS2)) news->effects = MSG_ReadLong(); else if (bits & UF_EFFECTS2) news->effects = (unsigned short)MSG_ReadShort(); else if (bits & UF_EFFECTS) news->effects = MSG_ReadByte(); news->u.q1.movement[0] = 0; news->u.q1.movement[1] = 0; news->u.q1.movement[2] = 0; news->u.q1.velocity[0] = 0; news->u.q1.velocity[1] = 0; news->u.q1.velocity[2] = 0; if (bits & UF_PREDINFO) { predbits = MSG_ReadByte(); if (predbits & UFP_FORWARD) news->u.q1.movement[0] = MSG_ReadShort(); else news->u.q1.movement[0] = 0; if (predbits & UFP_SIDE) news->u.q1.movement[1] = MSG_ReadShort(); else news->u.q1.movement[1] = 0; if (predbits & UFP_UP) news->u.q1.movement[2] = MSG_ReadShort(); else news->u.q1.movement[2] = 0; if (predbits & UFP_MOVETYPE) news->u.q1.pmovetype = MSG_ReadByte(); if (predbits & UFP_VELOCITYXY) { news->u.q1.velocity[0] = MSG_ReadShort(); news->u.q1.velocity[1] = MSG_ReadShort(); } else { news->u.q1.velocity[0] = 0; news->u.q1.velocity[1] = 0; } if (predbits & UFP_VELOCITYZ) news->u.q1.velocity[2] = MSG_ReadShort(); else news->u.q1.velocity[2] = 0; if (predbits & UFP_MSEC) news->u.q1.msec = MSG_ReadByte(); else news->u.q1.msec = 0; if (cls.fteprotocolextensions2 & PEXT2_PREDINFO) { if (predbits & UFP_VIEWANGLE) { if (bits & UF_ANGLESXZ) { news->u.q1.vangle[0] = MSG_ReadShort(); news->u.q1.vangle[2] = MSG_ReadShort(); } if (bits & UF_ANGLESY) news->u.q1.vangle[1] = MSG_ReadShort(); } } else { if (predbits & UFP_WEAPONFRAME_OLD) { news->u.q1.weaponframe = MSG_ReadByte(); if (news->u.q1.weaponframe & 0x80) news->u.q1.weaponframe = (news->u.q1.weaponframe & 127) | (MSG_ReadByte()<<7); } } } else { news->u.q1.msec = 0; } if (!(predbits & UFP_VIEWANGLE) || !(cls.fteprotocolextensions2 & PEXT2_PREDINFO)) { if (bits & UF_ANGLESXZ) news->u.q1.vangle[0] = ANGLE2SHORT(news->angles[0] * ((bits & UF_PREDINFO)?-3:-1)); if (bits & UF_ANGLESY) news->u.q1.vangle[1] = ANGLE2SHORT(news->angles[1]); if (bits & UF_ANGLESXZ) news->u.q1.vangle[2] = ANGLE2SHORT(news->angles[2]); } if (bits & UF_MODEL) { if (bits & UF_16BIT) news->modelindex = MSG_ReadShort(); else news->modelindex = MSG_ReadByte(); } if (bits & UF_SKIN) { if (bits & UF_16BIT) news->skinnum = MSG_ReadShort(); else news->skinnum = MSG_ReadByte(); } if (bits & UF_COLORMAP) news->colormap = MSG_ReadByte(); if (bits & UF_SOLID) { if (cls.fteprotocolextensions2 & PEXT2_NEWSIZEENCODING) { qbyte enc = MSG_ReadByte(); if (enc == 0) news->solidsize = ES_SOLID_NOT; else if (enc == 1) news->solidsize = ES_SOLID_BSP; else if (enc == 2) news->solidsize = ES_SOLID_HULL1; else if (enc == 3) news->solidsize = ES_SOLID_HULL2; else if (enc == 16) news->solidsize = MSG_ReadSize16(&net_message); else if (enc == 32) news->solidsize = MSG_ReadLong(); else Sys_Error("Solid+Size encoding not known"); } else news->solidsize = MSG_ReadSize16(&net_message); } if (bits & UF_FLAGS) news->dpflags = MSG_ReadByte(); if (bits & UF_ALPHA) news->trans = MSG_ReadByte(); if (bits & UF_SCALE) news->scale = MSG_ReadByte(); if (bits & UF_BONEDATA) { unsigned char fl = MSG_ReadByte(); if (fl & 0x80) { //this is NOT finalized short *bonedata; int i; news->bonecount = MSG_ReadByte(); bonedata = AllocateBoneSpace(newp, news->bonecount, &news->boneoffset); for (i = 0; i < news->bonecount*7; i++) bonedata[i] = MSG_ReadShort(); } else news->bonecount = 0; //oo, it went away. if (fl & 0x40) { news->basebone = MSG_ReadByte(); news->baseframe = MSG_ReadShort(); } else { news->basebone = 0; news->baseframe = 0; } //fixme: basebone, baseframe, etc. if (fl & 0x3f) Host_EndGame("unsupported entity delta info\n"); } else if (news->bonecount) { //still has bone data from the previous frame. short *bonedata = AllocateBoneSpace(newp, news->bonecount, &news->boneoffset); memcpy(bonedata, oldp->bonedata+olds->boneoffset, sizeof(short)*7*news->bonecount); } if (bits & UF_DRAWFLAGS) { news->hexen2flags = MSG_ReadByte(); if ((news->hexen2flags & MLS_MASK) == MLS_ABSLIGHT) news->abslight = MSG_ReadByte(); else news->abslight = 0; } if (bits & UF_TAGINFO) { news->tagentity = MSGCL_ReadEntity(); news->tagindex = MSG_ReadByte(); if (news->tagindex == 0xff) news->tagindex = ~0; } if (bits & UF_LIGHT) { news->light[0] = MSG_ReadShort(); news->light[1] = MSG_ReadShort(); news->light[2] = MSG_ReadShort(); news->light[3] = MSG_ReadShort(); news->lightstyle = MSG_ReadByte(); news->lightpflags = MSG_ReadByte(); } if (bits & UF_TRAILEFFECT) { unsigned short s; s = MSG_ReadShort(); news->u.q1.traileffectnum = s & 0x3fff; if (news->u.q1.traileffectnum >= countof(cl.particle_ssprecache)) news->u.q1.traileffectnum = 0; if (s & 0x8000) news->u.q1.emiteffectnum = MSG_ReadShort() & 0x3fff; else news->u.q1.emiteffectnum = 0; if (news->u.q1.emiteffectnum >= countof(cl.particle_ssprecache)) news->u.q1.emiteffectnum = 0; } if (bits & UF_COLORMOD) { news->colormod[0] = MSG_ReadByte(); news->colormod[1] = MSG_ReadByte(); news->colormod[2] = MSG_ReadByte(); } if (bits & UF_GLOW) { news->glowsize = MSG_ReadByte(); news->glowcolour = MSG_ReadByte(); news->glowmod[0] = MSG_ReadByte(); news->glowmod[1] = MSG_ReadByte(); news->glowmod[2] = MSG_ReadByte(); } if (bits & UF_FATNESS) news->fatness = MSG_ReadByte(); if (bits & UF_MODELINDEX2) { if (bits & UF_16BIT) news->modelindex2 = MSG_ReadShort(); else news->modelindex2 = MSG_ReadByte(); } if (bits & UF_GRAVITYDIR) { news->u.q1.gravitydir[0] = MSG_ReadByte(); news->u.q1.gravitydir[1] = MSG_ReadByte(); } if (bits & UF_UNUSED2) { Host_EndGame("UF_UNUSED2 bit\n"); } if (bits & UF_UNUSED1) { Host_EndGame("UF_UNUSED1 bit\n"); } } void CLFTE_ParseBaseline(entity_state_t *es, qboolean numberisimportant) { int entnum = 0; if (numberisimportant) entnum = MSGCL_ReadEntity(); CLFTE_ReadDelta(entnum, es, &nullentitystate, &nullentitystate, NULL, NULL); } void CL_PredictEntityMovement(entity_state_t *estate, float age); /* Note: strictly speaking, you don't need multiple frames, just two and flip between them. FTE retains the full 64 frames because its interpolation will go multiple packets back in time to cover packet loss. */ void CLFTE_ParseEntities(void) { int oldpacket, newpacket; packet_entities_t *oldp, *newp, nullp; entity_state_t *news, *olds; unsigned int newnum, oldnum; int oldindex; qboolean isvalid = false; qboolean removeflag; int inputframe = cls.netchan.incoming_sequence; #if defined(QUAKESTATS) || defined(NQPROT) int i; #endif // int i; // for (i = cl.validsequence+1; i < cls.netchan.incoming_sequence; i++) // { // Con_Printf("CL: Dropped %i\n", i); // } if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) { cls.netchan.incoming_sequence++; cls.netchan.incoming_acknowledged++; } #ifdef NQPROT else if (cls.protocol == CP_NETQUAKE) { cls.netchan.incoming_sequence++; cl.last_servermessage = realtime; if (cls.fteprotocolextensions2 & PEXT2_PREDINFO) { inputframe = (unsigned short)MSG_ReadShort(); inputframe = (cl.movesequence&0xffff0000) | inputframe; if (inputframe > cl.movesequence) inputframe -= 0x00010000; //err, if its in the future then cl.movesequence must have wrapped. } else inputframe = cl.movesequence; if (cl.numackframes == sizeof(cl.ackframes)/sizeof(cl.ackframes[0])) cl.numackframes--; if (!cl.validsequence) cl.ackframes[cl.numackframes++] = -1; else cl.ackframes[cl.numackframes++] = cls.netchan.incoming_unreliable; { extern vec3_t demoangles; int fr = cls.netchan.incoming_sequence&UPDATE_MASK; for (i = 0; i < MAX_SPLITS; i++) cl.inframes[fr&UPDATE_MASK].packet_entities.fixangles[i] = false; if (cls.demoplayback) { cl.inframes[fr&UPDATE_MASK].packet_entities.fixangles[0] = 2; VectorCopy(demoangles, cl.inframes[fr&UPDATE_MASK].packet_entities.fixedangles[0]); } } // if (cl.validsequence != cls.netchan.incoming_sequence-1) // Con_Printf("CLIENT: Dropped a frame\n"); } #endif newpacket = cls.netchan.incoming_sequence&UPDATE_MASK; oldpacket = cl.validsequence&UPDATE_MASK; newp = &cl.inframes[newpacket].packet_entities; oldp = &cl.inframes[oldpacket].packet_entities; cl.inframes[newpacket].invalid = true; cl.inframes[newpacket].receivedtime = realtime; cl.inframes[newpacket].frameid = cls.netchan.incoming_sequence; #ifdef QUAKESTATS for (i = 0; i < cl.splitclients; i++) { cl.inframes[newpacket&UPDATE_MASK].packet_entities.punchangle[i][0] = cl.playerview[i].statsf[STAT_PUNCHANGLE_X]; cl.inframes[newpacket&UPDATE_MASK].packet_entities.punchangle[i][1] = cl.playerview[i].statsf[STAT_PUNCHANGLE_Y]; cl.inframes[newpacket&UPDATE_MASK].packet_entities.punchangle[i][2] = cl.playerview[i].statsf[STAT_PUNCHANGLE_Z]; cl.inframes[newpacket&UPDATE_MASK].packet_entities.punchorigin[i][0] = cl.playerview[i].statsf[STAT_PUNCHVECTOR_X]; cl.inframes[newpacket&UPDATE_MASK].packet_entities.punchorigin[i][1] = cl.playerview[i].statsf[STAT_PUNCHVECTOR_Y]; cl.inframes[newpacket&UPDATE_MASK].packet_entities.punchorigin[i][2] = cl.playerview[i].statsf[STAT_PUNCHVECTOR_Z]; } #endif if (!cl.validsequence || cls.netchan.incoming_sequence-cl.validsequence >= UPDATE_BACKUP-1 || oldp == newp) { //yes, this results in a load of invalid packets for a while. //server is meant to notice and send a reset packet, which causes it to become valid again oldp = &nullp; oldp->num_entities = 0; oldp->max_entities = 0; } else isvalid = true; newp->servertime = MSG_ReadFloat(); if (cl.gametime != newp->servertime) { cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; cl.gametime = newp->servertime; cl.gametimemark = realtime; } /*clear all entities*/ newp->num_entities = 0; newp->bonedatacur = 0; oldindex = 0; while(1) { //high bit means remove, second high bit means 22bit index newnum = (unsigned short)(short)MSG_ReadShort(); removeflag = !!(newnum & 0x8000); if (newnum & 0x4000) newnum = (newnum & 0x3fff) | (MSG_ReadByte()<<14); else newnum &= ~0x8000; if ((!newnum && !removeflag) || msg_badread) { /*reached the end, don't forget old entities*/ while(oldindex < oldp->num_entities) { if (newp->num_entities >= newp->max_entities) { newp->max_entities = newp->num_entities+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } //copy it over news = &newp->entities[newp->num_entities++]; olds = &oldp->entities[oldindex++]; *news = *olds; if (news->bonecount) { //still has bone data somehow. short *bonedata = AllocateBoneSpace(newp, news->bonecount, &news->boneoffset); memcpy(bonedata, oldp->bonedata+olds->boneoffset, sizeof(short)*7*news->bonecount); } } break; } oldnum = (oldindex >= oldp->num_entities) ? 0xffffffff : oldp->entities[oldindex].number; /*if we skipped some, then they were unchanged*/ while (newnum > oldnum) { if (newp->num_entities >= newp->max_entities) { newp->max_entities = newp->num_entities+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } //copy it over news = &newp->entities[newp->num_entities++]; olds = &oldp->entities[oldindex++]; *news = *olds; if (news->bonecount) { //still has bone data somehow. short *bonedata = AllocateBoneSpace(newp, news->bonecount, &news->boneoffset); memcpy(bonedata, oldp->bonedata+olds->boneoffset, sizeof(short)*7*news->bonecount); } oldnum = (oldindex >= oldp->num_entities) ? 0xffffffff : oldp->entities[oldindex].number; } if (removeflag) { if (cl_shownet.ival >= 3) Con_Printf("%3i: Remove %i @ %i\n", MSG_GetReadCount(), newnum, cls.netchan.incoming_sequence); if (!newnum) { /*removal of world - means forget all entities*/ if (cl_shownet.ival >= 3) Con_Printf("%3i: Reset all\n", MSG_GetReadCount()); newp->num_entities = 0; oldp = &nullp; oldp->num_entities = 0; oldp->max_entities = 0; isvalid = true; cls.demohadkeyframe = true; //we can reactivate deltas when recording now. continue; } if (oldnum == newnum) oldindex++; continue; } else { if (!CL_CheckBaselines(newnum)) Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum); if (newp->num_entities >= newp->max_entities) { newp->max_entities = newp->num_entities+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (oldnum == newnum) CLFTE_ReadDelta(newnum, &newp->entities[newp->num_entities++], &oldp->entities[oldindex++], cl_baselines + newnum, newp, oldp); else CLFTE_ReadDelta(newnum, &newp->entities[newp->num_entities++], NULL, cl_baselines + newnum, newp, NULL); } } if (cl.do_lerp_players) { float packetage = (realtime - cl.outframes[cl.ackedmovesequence & UPDATE_MASK].senttime) - cls.latency*cl_predict_players_latency.value + cl_predict_players_nudge.value; //predict in-place based upon calculated latencies and stuff, stuff can then be interpolated properly for (oldindex = 0; oldindex < newp->num_entities; oldindex++) { CL_PredictEntityMovement(newp->entities + oldindex, (newp->entities[oldindex].u.q1.msec / 1000.0f + packetage) *0.5); } } if (isvalid) { cl.oldvalidsequence = cl.validsequence; cl.validsequence = cls.netchan.incoming_sequence; CL_AckedInputFrame(cls.netchan.incoming_sequence, inputframe, true); cl.inframes[newpacket].invalid = false; } else { newp->num_entities = 0; cl.validsequence = 0; CL_AckedInputFrame(cls.netchan.incoming_sequence, inputframe, false); } } /* ================== CL_ParsePacketEntities An svc_packetentities has just been parsed, deal with the rest of the data stream. ================== */ void CLQW_ParsePacketEntities (qboolean delta) { int oldpacket, newpacket; packet_entities_t *oldp, *newp, dummy; int oldindex, newindex; int word, newnum, oldnum; qboolean full; int from; newpacket = cls.netchan.incoming_sequence&UPDATE_MASK; newp = &cl.inframes[newpacket].packet_entities; cl.inframes[newpacket].invalid = false; cl.inframes[newpacket].frameid = cls.netchan.incoming_sequence; cl.inframes[newpacket].receivedtime = realtime; if (cls.protocol == CP_QUAKEWORLD && (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)) { extern float olddemotime; //time from the most recent demo packet cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; cl.gametime = olddemotime + cl.demogametimebias; cl.gametimemark = realtime; } else if (!(cls.fteprotocolextensions & PEXT_ACCURATETIMINGS) && cls.protocol == CP_QUAKEWORLD) { extern cvar_t cl_demospeed; float scale = cls.demoplayback?cl_demospeed.value:1; cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; if (realtime - cl.gametimemark > 0) cl.gametime += (realtime - cl.gametimemark)*scale;//cl.frames[newpacket].senttime - cl.frames[(newpacket-1)&UPDATE_MASK].senttime; cl.gametimemark = realtime; } newp->servertime = cl.gametime; if (delta) { from = MSG_ReadByte (); // Con_Printf("%i %i from %i\n", cls.netchan.outgoing_sequence, cls.netchan.incoming_sequence, from); oldpacket = cl.inframes[newpacket].delta_sequence; if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) from = oldpacket = cls.netchan.incoming_sequence - 1; if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >= UPDATE_BACKUP - 1) { // there are no valid frames left, so drop it FlushEntityPacket (); cl.validsequence = 0; return; } if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK)) { Con_DPrintf ("WARNING: from mismatch\n"); // FlushEntityPacket (); // cl.validsequence = 0; // return; } if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1) { // we can't use this, it is too old FlushEntityPacket (); // don't clear cl.validsequence, so that frames can still be rendered; // it is possible that a fresh packet will be received before // (outgoing_sequence - incoming_sequence) exceeds UPDATE_BACKUP - 1 return; } oldp = &cl.inframes[oldpacket & UPDATE_MASK].packet_entities; full = false; } else { // this is a full update that we can start delta compressing from now oldp = &dummy; dummy.num_entities = 0; full = true; } //FIXME cl.oldvalidsequence = cl.validsequence; cl.validsequence = cls.netchan.incoming_sequence; CL_AckedInputFrame(cls.netchan.incoming_sequence, cls.netchan.incoming_sequence, true); oldindex = 0; newindex = 0; newp->num_entities = 0; while (1) { word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities"); return; } if (!word) { while (oldindex < oldp->num_entities) { // copy all the rest of the entities from the old packet //Con_Printf ("copy %i\n", oldp->entities[oldindex].number); if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (oldindex >= oldp->max_entities) Host_EndGame("Old packet entity too big\n"); newp->entities[newindex] = oldp->entities[oldindex]; newindex++; oldindex++; } break; } newnum = word&511; if (word & U_MOREBITS) { int oldpos = MSG_GetReadCount(); 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_ReadSkip(oldpos-MSG_GetReadCount());//undo the read... } oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number; while (newnum > oldnum) { if (full) { Con_Printf ("WARNING: oldcopy on full update"); FlushEntityPacket (); return; } //Con_Printf ("copy %i\n", oldnum); // copy one of the old entities over to the new packet unchanged if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (oldindex >= oldp->max_entities) Host_EndGame("Old packet entity too big\n"); newp->entities[newindex] = oldp->entities[oldindex]; newindex++; oldindex++; oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number; } if (newnum < oldnum) { // new from baseline //Con_Printf ("baseline %i\n", newnum); if (word & U_REMOVE) { //really read the extra entity number if required if (word & U_MOREBITS) if (MSG_ReadByte() & U_EVENMORE) MSG_ReadByte(); if (full) { cl.validsequence = 0; Con_Printf ("WARNING: U_REMOVE on full update\n"); FlushEntityPacket (); return; } continue; } if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (!CL_CheckBaselines(newnum)) Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum); CLQW_ParseDelta (cl_baselines + newnum, &newp->entities[newindex], word); newindex++; continue; } if (newnum == oldnum) { // delta from previous if (full) { cl.validsequence = 0; Con_Printf ("WARNING: delta on full update"); } if (word & U_REMOVE) { if (word & U_MOREBITS) if (MSG_ReadByte() & U_EVENMORE) MSG_ReadByte(); oldindex++; continue; } if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } //Con_Printf ("delta %i\n",newnum); CLQW_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word); newindex++; oldindex++; } } newp->num_entities = newindex; } entity_state_t *CL_FindOldPacketEntity(int num) { int pnum; entity_state_t *s1; packet_entities_t *pack; if (!cl.validsequence) return NULL; pack = &cl.inframes[(cls.netchan.incoming_sequence-1)&UPDATE_MASK].packet_entities; for (pnum=0 ; pnumnum_entities ; pnum++) { s1 = &pack->entities[pnum]; if (num == s1->number) return s1; } return NULL; } #ifdef NQPROT void DP5_ParseDelta(entity_state_t *s, packet_entities_t *pack) { unsigned int bits; if (cl_shownet.ival >= 3) Con_Printf("%3i: Update %i", MSG_GetReadCount(), s->number); 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 (cl_shownet.ival >= 3) { if (bits & E5_FULLUPDATE) Con_Printf(" full"); if (bits & E5_ORIGIN) Con_Printf(" origin"); if (bits & E5_ANGLES) Con_Printf(" angles"); if (bits & E5_MODEL) Con_Printf(" model"); if (bits & E5_FRAME) Con_Printf(" frame"); if (bits & E5_SKIN) Con_Printf(" kin"); if (bits & E5_EFFECTS) Con_Printf(" effects"); if (bits & E5_EXTEND1) Con_Printf(" extend1"); if (bits & E5_FLAGS) Con_Printf(" flags"); if (bits & E5_ALPHA) Con_Printf(" alpha"); if (bits & E5_SCALE) Con_Printf(" scale"); if (bits & E5_ORIGIN32) Con_Printf(" origin32"); if (bits & E5_ANGLES16) Con_Printf(" angles16"); if (bits & E5_MODEL16) Con_Printf(" model16"); if (bits & E5_COLORMAP) Con_Printf(" colormap"); if (bits & E5_EXTEND2) Con_Printf(" extend2"); if (bits & E5_ATTACHMENT) Con_Printf(" attachment"); if (bits & E5_LIGHT) Con_Printf(" light"); if (bits & E5_GLOW) Con_Printf(" glow"); if (bits & E5_EFFECTS16) Con_Printf(" effects16"); if (bits & E5_EFFECTS32) Con_Printf(" effects32"); if (bits & E5_FRAME16) Con_Printf(" frame16"); if (bits & E5_COLORMOD) Con_Printf(" colormod"); if (bits & E5_EXTEND3) Con_Printf(" extend3"); if (bits & E5_GLOWMOD) Con_Printf(" glowmod"); if (bits & E5_COMPLEXANIMATION) Con_Printf(" complexanimation"); if (bits & E5_TRAILEFFECTNUM) Con_Printf(" traileffectnum"); if (bits & E5_UNUSED27) Con_Printf(" unused27"); if (bits & E5_UNUSED28) Con_Printf(" unused28"); if (bits & E5_UNUSED29) Con_Printf(" unused29"); if (bits & E5_UNUSED30) Con_Printf(" unused30"); if (bits & E5_EXTEND4) Con_Printf(" extend4"); Con_Printf("\n"); } if (bits & E5_ALLUNUSED) { Host_EndGame("Detected 'unused' bits in DP5+ entity delta - %x (%x)\n", bits, (bits & E5_ALLUNUSED)); } if (bits & E5_FULLUPDATE) { int num; num = s->number; *s = nullentitystate; s->number = num; s->solidsize = ES_SOLID_BSP; // s->active = true; } if (bits & E5_FLAGS) { int i = MSG_ReadByte(); s->dpflags = i; } if (bits & E5_ORIGIN) { if (bits & E5_ORIGIN32) { s->origin[0] = MSG_ReadFloat(); s->origin[1] = MSG_ReadFloat(); s->origin[2] = MSG_ReadFloat(); } else { s->origin[0] = MSG_ReadShort()*(1/8.0f); s->origin[1] = MSG_ReadShort()*(1/8.0f); s->origin[2] = MSG_ReadShort()*(1/8.0f); } } if (bits & E5_ANGLES) { if (bits & E5_ANGLES16) { s->angles[0] = MSG_ReadAngle16(); s->angles[1] = MSG_ReadAngle16(); s->angles[2] = MSG_ReadAngle16(); } else { s->angles[0] = MSG_ReadChar() * (360.0/256); s->angles[1] = MSG_ReadChar() * (360.0/256); s->angles[2] = MSG_ReadChar() * (360.0/256); } } if (bits & E5_MODEL) { if (bits & E5_MODEL16) s->modelindex = (unsigned short) MSG_ReadShort(); else s->modelindex = MSG_ReadByte(); } if (bits & E5_FRAME) { if (bits & E5_FRAME16) s->frame = (unsigned short) MSG_ReadShort(); else s->frame = MSG_ReadByte(); } if (bits & E5_SKIN) s->skinnum = MSG_ReadByte(); if (bits & E5_EFFECTS) { if (bits & E5_EFFECTS32) s->effects = (unsigned int) MSG_ReadLong(); else if (bits & E5_EFFECTS16) s->effects = (unsigned short) MSG_ReadShort(); else s->effects = MSG_ReadByte(); } if (bits & E5_ALPHA) s->trans = MSG_ReadByte(); if (bits & E5_SCALE) s->scale = MSG_ReadByte(); if (bits & E5_COLORMAP) s->colormap = MSG_ReadByte(); if (bits & E5_ATTACHMENT) { s->tagentity = MSGCL_ReadEntity(); s->tagindex = MSG_ReadByte(); } if (bits & E5_LIGHT) { s->light[0] = MSG_ReadShort(); s->light[1] = MSG_ReadShort(); s->light[2] = MSG_ReadShort(); s->light[3] = MSG_ReadShort(); s->lightstyle = MSG_ReadByte(); s->lightpflags = MSG_ReadByte(); } if (bits & E5_GLOW) { s->glowsize = MSG_ReadByte(); s->glowcolour = MSG_ReadByte(); } if (bits & E5_COLORMOD) { s->colormod[0] = MSG_ReadByte(); s->colormod[1] = MSG_ReadByte(); s->colormod[2] = MSG_ReadByte(); } if (bits & E5_GLOWMOD) { s->glowmod[0] = MSG_ReadByte(); s->glowmod[1] = MSG_ReadByte(); s->glowmod[2] = MSG_ReadByte(); } if (bits & E5_COMPLEXANIMATION) { int type = MSG_ReadByte(); int i, numbones; if (type == 4) { short *bonedata; /*modelindex = */MSG_ReadShort(); numbones = MSG_ReadByte(); bonedata = AllocateBoneSpace(pack, numbones, &s->boneoffset); s->bonecount = numbones; for (i = 0; i < numbones*7; i++) bonedata[i] = MSG_ReadShort(); } else if (type < 4) { //n-way blends s->bonecount = 0; type++; for (i = 0; i < type; i++) /*frame = */MSG_ReadShort(); for (i = 0; i < type; i++) /*age = */MSG_ReadShort(); for (i = 0; i < type; i++) /*frac = */(type==1)?255:MSG_ReadByte(); } else Host_Error("E5_COMPLEXANIMATION: Parse error - unknown type %i\n", type); } if (bits & E5_TRAILEFFECTNUM) s->u.q1.traileffectnum = MSG_ReadShort(); } static int QDECL CLDP_SortEntities(const void *va, const void *vb) { const entity_state_t *a = va, *b = vb; if (a->inactiveflag != b->inactiveflag) return a->inactiveflag?1:-1; if (a->number != b->number) return a->number < b->number?-1:1; return 0; } void CLDP_ParseDarkPlaces5Entities(void) //the things I do.. :o( { //the incoming entities do not come in in any order. :( //well, they come in in order of priorities, but that's not useful to us. //I guess this means we'll have to go slowly. //dp deltas update in-place //this gets in the way of tracking multiple frames, and thus doesn't match fte too well packet_entities_t *oldpack, *newpack; entity_state_t *to, *from; unsigned int read; int oldi; qboolean remove; //server->client sequence if (cl.numackframes == sizeof(cl.ackframes)/sizeof(cl.ackframes[0])) cl.numackframes--; cl.ackframes[cl.numackframes++] = MSG_ReadLong(); /*server sequence to be acked*/ //client->server sequence ack if (cls.protocol_nq >= CPNQ_DP7) CL_AckedInputFrame(cls.netchan.incoming_sequence, MSG_ReadLong(), true); /*client input sequence which has been acked*/ if (cl.validsequence) oldpack = &cl.inframes[(cl.validsequence)&UPDATE_MASK].packet_entities; else oldpack = NULL; cl.validsequence = cls.netchan.incoming_sequence; cl.inframes[(cls.netchan.incoming_sequence)&UPDATE_MASK].receivedtime = realtime; cl.inframes[(cls.netchan.incoming_sequence)&UPDATE_MASK].frameid = cls.netchan.incoming_sequence; newpack = &cl.inframes[(cls.netchan.incoming_sequence)&UPDATE_MASK].packet_entities; newpack->servertime = cl.gametime; //copy old state to new state if (newpack != oldpack) { if (oldpack) { newpack->num_entities = oldpack->num_entities; newpack->max_entities = newpack->num_entities+16; //for slop for new ents, to reduce reallocs newpack->entities = BZ_Realloc(newpack->entities, sizeof(entity_state_t)*newpack->max_entities); memcpy(newpack->entities, oldpack->entities, sizeof(entity_state_t)*newpack->num_entities); } else newpack->num_entities = 0; newpack->bonedatacur = 0; //flag them all as having old bones //they'll be renewed after parsing for (oldi=0 ; oldinum_entities ; oldi++) newpack->entities[oldi].boneoffset |= 0x80000000; } for (;;) { read = MSG_ReadShort(); if (msg_badread) Host_EndGame("Corrupt entity message packet\n"); remove = !!(read&0x8000); read&=0x7fff; if (remove && !read) break; //remove world signals end of packet. if (read >= MAX_EDICTS) Host_EndGame("Too many entities.\n"); from = &nullentitystate; to = NULL; for (oldi=0 ; oldinum_entities ; oldi++) { if (read == newpack->entities[oldi].number) { from = &newpack->entities[oldi]; to = &newpack->entities[oldi]; break; } } if (!to) { //okay, so this is new if (newpack->num_entities==newpack->max_entities) { newpack->max_entities = newpack->num_entities+16; newpack->entities = BZ_Realloc(newpack->entities, sizeof(entity_state_t)*newpack->max_entities); } to = &newpack->entities[newpack->num_entities]; newpack->num_entities++; } memcpy(to, from, sizeof(*to)); to->number = read; if (remove) { //ent is meant to be removed. flag it as such. we'll strip it out later. if (cl_shownet.ival >= 3) Con_Printf("Remove %i\n", read); to->inactiveflag = 1; to->bonecount = 0; } else { if (cl_shownet.ival > 3) Con_Printf("Update %i\n", read); DP5_ParseDelta(to, newpack); to->sequence = cls.netchan.incoming_sequence; to->inactiveflag = 0; } } qsort(newpack->entities, newpack->num_entities, sizeof(entity_state_t), CLDP_SortEntities); //get rid of any removed ents (we sorted these to the end) while (newpack->num_entities) { if (newpack->entities[newpack->num_entities-1].inactiveflag) newpack->num_entities--; else break; } //make sure any bone states are refreshed for (oldi=0, to = newpack->entities; oldinum_entities ; oldi++, to++) { if (to->bonecount && (to->boneoffset & 0x80000000)) { unsigned int oldoffset = to->boneoffset & 0x7fffffff; void *dest = AllocateBoneSpace(newpack, to->bonecount, &to->boneoffset); void *src = GetBoneSpace(oldpack, oldoffset); memcpy(dest, src, to->bonecount * sizeof(short)*7); } } } void CLNQ_ParseEntity(unsigned int bits) { int i; int num; entity_state_t *state;//, *from; entity_state_t *base; packet_entities_t *pack; qboolean isnehahra = CPNQ_IS_BJP||(cls.protocol_nq == CPNQ_NEHAHRA); qboolean floatcoords; if (cls.signon == 4 - 1) { // first update is the final signon stage cls.signon = 4; CLNQ_SignonReply (); } pack = &cl.inframes[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; if (bits & NQU_MOREBITS) { i = MSG_ReadByte (); bits |= (i<<8); } if (bits & DPU_EXTEND1) { if (!isnehahra) { i = MSG_ReadByte (); bits |= (i<<16); if (bits & DPU_EXTEND2) { i = MSG_ReadByte (); bits |= (i<<24); } } } if (bits & NQU_LONGENTITY) num = MSGCL_ReadEntity (); else num = MSG_ReadByte (); // state = CL_FindPacketEntity(num); // if (!state) { // if ((int)(lasttime*100) != (int)(realtime*100)) // pack->num_entities=0; // else if (pack->num_entities==pack->max_entities) { pack->max_entities = pack->num_entities+1; pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities); memset(pack->entities + pack->num_entities, 0, sizeof(entity_state_t)); } state = &pack->entities[pack->num_entities++]; } // from = CL_FindOldPacketEntity(num); //this could be optimised. if (!CL_CheckBaselines(num)) Host_EndGame("CLNQ_ParseEntity: check baselines failed with size %i", num); base = cl_baselines + num; memcpy(state, base, sizeof(*state)); state->number = num; state->sequence = cls.netchan.incoming_sequence; state->solidsize = ES_SOLID_BSP; state->dpflags = 0; floatcoords = cls.qex && (bits & QE_U_FLOATCOORDS); if (bits & NQU_MODEL) { if (CPNQ_IS_BJP) state->modelindex = MSG_ReadShort (); else state->modelindex = MSG_ReadByte (); } if (bits & NQU_FRAME) state->frame = MSG_ReadByte(); if (bits & NQU_COLORMAP) state->colormap = MSG_ReadByte(); if (bits & NQU_SKIN) state->skinnum = MSG_ReadByte(); if (bits & NQU_EFFECTS) { i = MSG_ReadByte(); if (cls.qex) { unsigned fixed = i & ~(REEF_QUADLIGHT|REEF_PENTLIGHT|REEF_CANDLELIGHT); if (i & REEF_QUADLIGHT) fixed |= EF_BLUE; if (i & REEF_PENTLIGHT) fixed |= EF_RED; if (i & REEF_CANDLELIGHT) fixed |= 0; //tiny light i = fixed; } state->effects = i; } if (bits & NQU_ORIGIN1) state->origin[0] = floatcoords?MSG_ReadFloat():MSG_ReadCoord (); if (bits & NQU_ANGLE1) state->angles[0] = MSG_ReadAngle(); if (bits & NQU_ORIGIN2) state->origin[1] = floatcoords?MSG_ReadFloat():MSG_ReadCoord (); if (bits & NQU_ANGLE2) state->angles[1] = MSG_ReadAngle(); if (bits & NQU_ORIGIN3) state->origin[2] = floatcoords?MSG_ReadFloat():MSG_ReadCoord (); if (bits & NQU_ANGLE3) state->angles[2] = MSG_ReadAngle(); if (bits & NQU_NOLERP) state->dpflags |= RENDER_STEP; if (isnehahra) { if (bits & DPU_EXTEND1) //U_TRANS { float tmp = MSG_ReadFloat(); float alpha = MSG_ReadFloat(); if (tmp == 2) { if (MSG_ReadFloat() > 0.5) state->effects |= EF_FULLBRIGHT; } if (!alpha) alpha = 1; state->trans = bound(0, 255 * alpha, 255); } } else if (cls.protocol_nq == CPNQ_FITZ666) { if (bits & FITZU_ALPHA) state->trans = (MSG_ReadByte()-1)&0xff; if (bits & RMQU_SCALE) state->scale = MSG_ReadByte(); if (bits & FITZU_FRAME2) state->frame = (state->frame & 0xff) | (MSG_ReadByte() << 8); if (bits & FITZU_MODEL2) state->modelindex = (state->modelindex & 0xff) | (MSG_ReadByte() << 8); if (bits & FITZU_LERPFINISH) state->lerpend = cl.gametime + MSG_ReadByte()/255.0f; if (cls.qex) { if (bits & QE_U_SOLIDTYPE) /*state->solidsize =*/ MSG_ReadByte(); //needed for correct prediction if (bits & QE_U_ENTFLAGS) /*state->entflags = */ MSG_ReadULEB128(); //for onground/etc state if (bits & QE_U_HEALTH) /*state->health =*/ MSG_ReadSignedQEX(); //health... not really sure why, I suppose it changes player physics (they should have sent movetype instead though). if (bits & QE_U_UNKNOWN26) /*unknown =*/MSG_ReadByte(); if (bits & QE_U_UNUSED27) Con_Printf(CON_WARNING"QE_U_UNUSED27: %u\n", MSG_ReadByte()); if (bits & QE_U_UNUSED28) Con_Printf(CON_WARNING"QE_U_UNUSED28: %u\n", MSG_ReadByte()); if (bits & QE_U_UNUSED29) Con_Printf(CON_WARNING"QE_U_UNUSED29: %u\n", MSG_ReadByte()); if (bits & QE_U_UNUSED30) Con_Printf(CON_WARNING"QE_U_UNUSED30: %u\n", MSG_ReadByte()); if (bits & QE_U_UNUSED31) Con_Printf(CON_WARNING"QE_U_UNUSED31: %u\n", MSG_ReadByte()); } } else { //dp tends to leak stuff, so parse as quakedp if the normal protocol doesn't define it as something better. // if (bits & DPU_DELTA) //should delta from the previous frame. DP doesn't generate this any more, so whatever. // Host_EndGame("CLNQ_ParseEntity: DPU_DELTA not supported"); if (bits & DPU_ALPHA) state->trans = MSG_ReadByte(); if (bits & DPU_SCALE) state->scale = MSG_ReadByte(); if (bits & DPU_EFFECTS2) state->effects |= MSG_ReadByte() << 8; if (bits & DPU_GLOWSIZE) state->glowsize = MSG_ReadByte(); if (bits & DPU_GLOWCOLOR) state->glowcolour = MSG_ReadByte(); if (bits & DPU_COLORMOD) { i = MSG_ReadByte(); // follows format RRRGGGBB state->colormod[0] = (qbyte)(((i >> 5) & 7) * (32.0f / 7.0f)); state->colormod[1] = (qbyte)(((i >> 2) & 7) * (32.0f / 7.0f)); state->colormod[2] = (qbyte)((i & 3) * (32.0f / 3.0f)); } if (bits & DPU_GLOWTRAIL) state->dpflags |= RENDER_GLOWTRAIL; if (bits & DPU_FRAME2) state->frame |= MSG_ReadByte() << 8; if (bits & DPU_MODEL2) state->modelindex |= MSG_ReadByte() << 8; if (bits & DPU_VIEWMODEL) state->dpflags |= RENDER_VIEWMODEL; if (bits & DPU_EXTERIORMODEL) state->dpflags |= RENDER_EXTERIORMODEL; } } #endif #ifdef PEXT_SETVIEW entity_state_t *CL_FindPacketEntity(int num) { int pnum; entity_state_t *s1; packet_entities_t *pack = cl.currentpackentities; if (pack) for (pnum=0 ; pnumnum_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]; model_t *model; framestate_t fstate; if (parenttagent >= cl.maxlerpents) { Con_Printf("tag entity out of range!\n"); return; } //old is the entity's relative transform (relative to the parent entity's tag) 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]; memset(&fstate, 0, sizeof(fstate)); //for visibility checks ent->keynum = parenttagent; ps = CL_FindPacketEntity(parenttagent); if (ps) { if (parenttagent >= cl.maxlerpents) { org = ps->origin; ang = ps->angles; } else { lerpents_t *le = &cl.lerpents[parenttagent]; org = le->origin; ang = le->angles; } if (ps->modelindex <= countof(cl.model_precache) && cl.model_precache[ps->modelindex] && cl.model_precache[ps->modelindex]->loadstate == MLS_LOADED) model = cl.model_precache[ps->modelindex]; else model = NULL; if (model && model->type == mod_alias) AngleVectorsMesh(ang, axis[0], axis[1], axis[2]); else AngleVectors(ang, axis[0], axis[1], axis[2]); VectorInverse(axis[1]); 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]; CL_LerpNetFrameState(&fstate, &cl.lerpents[parenttagent]); /*inherit certain properties from the parent entity*/ if (ps->dpflags & RENDER_VIEWMODEL) ent->flags |= RF_WEAPONMODEL|Q2RF_MINLIGHT|RF_DEPTHHACK; if ((ps->dpflags & RENDER_EXTERIORMODEL) || r_refdef.playerview->viewentity == ps->number) ent->flags |= RF_EXTERNALMODEL; //hack for xonotic. if ((ent->flags & RF_WEAPONMODEL) && ent->playerindex == -1 && ps->colormap > 0 && ps->colormap <= cl.allocated_client_slots) { ent->playerindex = ps->colormap-1; ent->topcolour = cl.players[ent->playerindex].dtopcolor; ent->bottomcolour = cl.players[ent->playerindex].dbottomcolor; } } else { extern int parsecountmod; // Con_Printf("tagent %i\n", tagent); if (parenttagent <= cl.allocated_client_slots && parenttagent > 0) { if (parenttagent == cl.playerview[0].playernum+1) { org = cl.playerview[0].simorg; ang = cl.playerview[0].simangles; } else { org = cl.inframes[parsecountmod].playerstate[parenttagent-1].origin; ang = cl.inframes[parsecountmod].playerstate[parenttagent-1].viewangles; } model = cl.model_precache[cl.inframes[parsecountmod].playerstate[parenttagent-1].modelindex]; CL_LerpNetFrameState(&fstate, &cl.lerpplayers[parenttagent-1]); } else { CL_LerpNetFrameState(&fstate, &cl.lerpents[parenttagent]); model = 0; } } { // 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(model, parenttagnum, &fstate, transform)) { // parent -> transform -> old R_ConcatTransforms((void*)parent, (void*)transform, (void*)temp); R_ConcatTransforms((void*)temp, (void*)old, (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. { R_ConcatTransforms((void*)parent, (void*)old, (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]; } } if (ps && ps->tagentity) CL_RotateAroundTag(ent, entnum, ps->tagentity, ps->tagindex); } void V_AddAxisEntity(entity_t *in) { entity_t *ent; if (cl_numvisedicts == cl_maxvisedicts) { return; // object list is full } ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; *ent = *in; } void V_ClearEntity(entity_t *e) { memset(e, 0, sizeof(*e)); e->pvscache.num_leafs = -1; e->playerindex = -1; e->topcolour = TOP_DEFAULT; e->bottomcolour = BOTTOM_DEFAULT; } entity_t *V_AddEntity(entity_t *in) { entity_t *ent; if (cl_numvisedicts == cl_maxvisedicts) { return NULL; // object list is full } ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; *ent = *in; AngleVectorsMesh(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); return ent; } entity_t *V_AddNewEntity(void) { entity_t *ent; if (cl_numvisedicts == cl_maxvisedicts) { cl_expandvisents = true; return NULL; // object list is full } ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; 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; AngleVectorsMesh(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); } */ int V_AddLight (int entsource, vec3_t org, float quant, float r, float g, float b) { return CL_NewDlight (entsource, org, quant, -0.1, r*5, g*5, b*5) - cl_dlights; } void CLQ1_AddOrientedHalfSphere(shader_t *shader, float radius, float gap, float *matrix, float r, float g, float b, float a) { //use simple algo //a series of cylinders that gets progressively narrower const int latsteps = 16; const int lngsteps = 8;//16; float cradius; int v, i, j; scenetris_t *t; vec3_t corner; float x,y; int flags = BEF_NODLIGHT|BEF_NOSHADOWS; if (!r && !g && !b) return; /*reuse the previous trigroup if its the same shader*/ if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags && cl_stris[cl_numstris-1].numvert < MAX_INDICIES-(latsteps-1)*(lngsteps-1)) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris += 8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = shader; t->numidx = 0; t->numvert = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; t->flags = flags; } if (cl_numstrisvert + latsteps*lngsteps > cl_maxstrisvert) cl_stris_ExpandVerts(cl_numstrisvert + latsteps*lngsteps); if (cl_maxstrisidx < cl_numstrisidx+latsteps*(lngsteps-1)*6) { cl_maxstrisidx = cl_numstrisidx+latsteps*(lngsteps-1)*6 + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } for (i = 0; i < latsteps; i++) { x = sin(i * 2 * M_PI / latsteps); y = cos(i * 2 * M_PI / latsteps); for (j = 0; j < lngsteps; j++) { v = i*lngsteps + j; cradius = sin(j * 0.5 * M_PI / (lngsteps-1))*radius; corner[0] = x*cradius; corner[1] = y*cradius; corner[2] = (cos(j * 0.5 * M_PI / (lngsteps-1))*-radius) - gap; Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]); cl_strisvertt[cl_numstrisvert+v][0] = 0; cl_strisvertt[cl_numstrisvert+v][1] = 0; cl_strisvertc[cl_numstrisvert+v][0] = r; cl_strisvertc[cl_numstrisvert+v][1] = g; cl_strisvertc[cl_numstrisvert+v][2] = b; cl_strisvertc[cl_numstrisvert+v][3] = a; } } if (radius < 0) { for (i = 0; i < lngsteps-1; i++) { v = latsteps-1; for (v = 0; v < latsteps-1; v++) { cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+lngsteps + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+lngsteps+1 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+lngsteps + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*lngsteps + i; } cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*lngsteps + i; } } else { for (i = 0; i < lngsteps-1; i++) { v = latsteps-1; for (v = 0; v < latsteps-1; v++) { cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+lngsteps + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+lngsteps + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+lngsteps+1 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*lngsteps + i; } cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*lngsteps + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + i; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*lngsteps + i; } } t->numvert += lngsteps*latsteps; t->numidx = cl_numstrisidx - t->firstidx; cl_numstrisvert += lngsteps*latsteps; } void CLQ1_AddOrientedSphere(shader_t *shader, float radius, float *matrix, float r, float g, float b, float a) { CLQ1_AddOrientedHalfSphere(shader, radius, 0, matrix, r, g, b, a); CLQ1_AddOrientedHalfSphere(shader, -radius, 0, matrix, r, g, b, a); } void CLQ1_AddOrientedCylinder(shader_t *shader, float radius, float height, qboolean capsule, float *matrix, float r, float g, float b, float a) { int sides = 16; int v; scenetris_t *t; vec3_t corner; int flags = BEF_NODLIGHT|BEF_NOSHADOWS; if (!r && !g && !b) return; radius *= 0.5; height *= 0.5; if (capsule) height -= radius; if (height > 0) { /*reuse the previous trigroup if its the same shader*/ if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris += 8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = shader; t->numidx = 0; t->numvert = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; t->flags = flags; } if (cl_numstrisvert + sides*2 > cl_maxstrisvert) cl_stris_ExpandVerts(cl_numstrisvert + sides*2); if (cl_maxstrisidx < cl_numstrisidx+sides*6) { cl_maxstrisidx = cl_numstrisidx+sides*6 + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } for (v = 0; v < sides*2; v++) { corner[0] = sin((v>>1) * 2 * M_PI / sides)*radius; corner[1] = cos((v>>1) * 2 * M_PI / sides)*radius; corner[2] = (v & 1)?height:-height; Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]); cl_strisvertt[cl_numstrisvert+v][0] = 0; cl_strisvertt[cl_numstrisvert+v][1] = 0; cl_strisvertc[cl_numstrisvert+v][0] = r; cl_strisvertc[cl_numstrisvert+v][1] = g; cl_strisvertc[cl_numstrisvert+v][2] = b; cl_strisvertc[cl_numstrisvert+v][3] = a; } for (v = 0; v < sides-1; v++) { cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+2 + v*2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0 + v*2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+3 + v*2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+2 + v*2; } cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0 + v*2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1 + v*2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0; if (!capsule) { for (v = 4; v < sides*2; v+=2) { cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+v; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+(v-2); cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+(v-2)+1; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+v+1; } } t->numvert += sides*2; t->numidx = cl_numstrisidx - t->firstidx; cl_numstrisvert += sides*2; } if (capsule) { CLQ1_AddOrientedHalfSphere(shader, radius, height, matrix, r, g, b, a); CLQ1_AddOrientedHalfSphere(shader, -radius, -height, matrix, r, g, b, a); } } void CLQ1_DrawLine(shader_t *shader, vec3_t v1, vec3_t v2, float r, float g, float b, float a) { scenetris_t *t; int flags = BEF_NODLIGHT|BEF_NOSHADOWS|BEF_LINES; if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris += 8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = shader; t->numidx = 0; t->numvert = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; t->flags = flags; } if (cl_numstrisvert + 2 > cl_maxstrisvert) cl_stris_ExpandVerts(cl_numstrisvert + 2); if (cl_maxstrisidx < cl_numstrisidx+2) { cl_maxstrisidx = cl_numstrisidx+2; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } VectorCopy(v1, cl_strisvertv[cl_numstrisvert+0]); cl_strisvertt[cl_numstrisvert+0][0] = 0; cl_strisvertt[cl_numstrisvert+0][1] = 0; cl_strisvertc[cl_numstrisvert+0][0] = r; cl_strisvertc[cl_numstrisvert+0][1] = g; cl_strisvertc[cl_numstrisvert+0][2] = b; cl_strisvertc[cl_numstrisvert+0][3] = a; VectorCopy(v2, cl_strisvertv[cl_numstrisvert+1]); cl_strisvertt[cl_numstrisvert+1][0] = 0; cl_strisvertt[cl_numstrisvert+1][1] = 0; cl_strisvertc[cl_numstrisvert+1][0] = r; cl_strisvertc[cl_numstrisvert+1][1] = g; cl_strisvertc[cl_numstrisvert+1][2] = b; cl_strisvertc[cl_numstrisvert+1][3] = a; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1; t->numvert += 2; t->numidx = cl_numstrisidx - t->firstidx; cl_numstrisvert += 2; } void CLQ1_AddSpriteQuad(shader_t *shader, vec3_t mid, float radius) { float r=1, g=1, b=1; scenetris_t *t; int flags = BEF_NODLIGHT|BEF_NOSHADOWS; if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags && cl_stris[cl_numstris-1].numvert + 4 <= MAX_INDICIES) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris+=8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = shader; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; t->numvert = 0; t->numidx = 0; t->flags = flags; } if (cl_numstrisidx+6 > cl_maxstrisidx) { cl_maxstrisidx=cl_numstrisidx+6 + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } if (cl_numstrisvert+4 > cl_maxstrisvert) cl_stris_ExpandVerts(cl_maxstrisvert+64); { VectorMA(mid, radius, vright, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], radius, vup, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); Vector2Set(cl_strisvertt[cl_numstrisvert], 1, 1); cl_numstrisvert++; VectorMA(mid, radius, vright, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -radius, vup, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); Vector2Set(cl_strisvertt[cl_numstrisvert], 1, 0); cl_numstrisvert++; VectorMA(mid, -radius, vright, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -radius, vup, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); Vector2Set(cl_strisvertt[cl_numstrisvert], 0, 0); cl_numstrisvert++; VectorMA(mid, -radius, vright, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], radius, vup, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); Vector2Set(cl_strisvertt[cl_numstrisvert], 0, 1); cl_numstrisvert++; } /*build the triangles*/ cl_strisidx[cl_numstrisidx++] = t->numvert + 0; cl_strisidx[cl_numstrisidx++] = t->numvert + 1; cl_strisidx[cl_numstrisidx++] = t->numvert + 2; cl_strisidx[cl_numstrisidx++] = t->numvert + 0; cl_strisidx[cl_numstrisidx++] = t->numvert + 2; cl_strisidx[cl_numstrisidx++] = t->numvert + 3; t->numidx = cl_numstrisidx - t->firstidx; t->numvert += 4; } #include "shader.h" void CL_DrawDebugPlane(float *normal, float dist, float r, float g, float b, qboolean enqueue) { const float radius = 8192; //infinite is quite small nowadays. scenetris_t *t; if (!enqueue) cl_numstris = 0; if (cl_numstris == cl_maxstris) { cl_maxstris+=8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = R_RegisterShader("testplane", SUF_NONE, "{\n{\nmap $whiteimage\nrgbgen vertex\nalphagen vertex\nblendfunc add\nnodepth\n}\n}\n"); t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; t->numvert = 0; t->numidx = 0; if (cl_numstrisidx+6 > cl_maxstrisidx) { cl_maxstrisidx=cl_numstrisidx+6 + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } if (cl_numstrisvert+4 > cl_maxstrisvert) cl_stris_ExpandVerts(cl_maxstrisvert+64); { vec3_t tmp = {0,0.04,0.96}; vec3_t right, forward; CrossProduct(normal, tmp, right); VectorNormalize(right); CrossProduct(normal, right, forward); VectorNormalize(forward); VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], radius, right, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], radius, forward, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); cl_numstrisvert++; VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], radius, right, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -radius, forward, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); cl_numstrisvert++; VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -radius, right, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -radius, forward, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); cl_numstrisvert++; VectorScale( normal, dist, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], -radius, right, cl_strisvertv[cl_numstrisvert]); VectorMA(cl_strisvertv[cl_numstrisvert], radius, forward, cl_strisvertv[cl_numstrisvert]); Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, 0.2); cl_numstrisvert++; } /*build the triangles*/ cl_strisidx[cl_numstrisidx++] = t->numvert + 0; cl_strisidx[cl_numstrisidx++] = t->numvert + 1; cl_strisidx[cl_numstrisidx++] = t->numvert + 2; cl_strisidx[cl_numstrisidx++] = t->numvert + 0; cl_strisidx[cl_numstrisidx++] = t->numvert + 2; cl_strisidx[cl_numstrisidx++] = t->numvert + 3; t->numidx = cl_numstrisidx - t->firstidx; t->numvert += 4; if (!enqueue) { // int oldents = cl_numvisedicts; // cl_numvisedicts = 0; r_refdef.scenevis = NULL; BE_DrawWorld(NULL); cl_numstris = 0; // cl_numvisedicts = oldents; } } void CLQ1_AddOrientedCube(shader_t *shader, vec3_t mins, vec3_t maxs, float *matrix, float r, float g, float b, float a) { int v; scenetris_t *t; vec3_t corner; int flags = BEF_NODLIGHT|BEF_NOSHADOWS; if (!r && !g && !b) return; /*reuse the previous trigroup if its the same shader*/ if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags && cl_stris[cl_numstris-1].numvert + 8 <= MAX_INDICIES) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris += 8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = shader; t->numidx = 0; t->numvert = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; t->flags = flags; } if (cl_numstrisvert + 8 > cl_maxstrisvert) cl_stris_ExpandVerts(cl_numstrisvert + 8 + 1024); if (cl_maxstrisidx < cl_numstrisidx+6*6) { cl_maxstrisidx = cl_numstrisidx + 6*6 + 1024; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } for (v = 0; v < 8; v++) { corner[0] = (v & 1)?mins[0]:maxs[0]; corner[1] = (v & 2)?mins[1]:maxs[1]; corner[2] = (v & 4)?mins[2]:maxs[2]; if (matrix) Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]); else VectorCopy(corner, cl_strisvertv[cl_numstrisvert+v]); cl_strisvertt[cl_numstrisvert+v][0] = 0; cl_strisvertt[cl_numstrisvert+v][1] = 0; cl_strisvertc[cl_numstrisvert+v][0] = r; cl_strisvertc[cl_numstrisvert+v][1] = g; cl_strisvertc[cl_numstrisvert+v][2] = b; cl_strisvertc[cl_numstrisvert+v][3] = a; } /*top*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert; /*bottom*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert; /*'left'*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert; /*right*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert; /*urm, the other way*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert; /*and its oposite*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert; t->numvert += 8; t->numidx = cl_numstrisidx - t->firstidx; cl_numstrisvert += 8; } #include "pr_common.h" void CLQ1_AddVisibleBBoxes(void) { world_t *w; wedict_t *e; int i; shader_t *s; vec3_t min, max, size; switch(r_showbboxes.ival & 3) { default: return; #ifndef CLIENTONLY case 1: w = &sv.world; break; #endif #ifdef CSQC_DAT case 2: { extern world_t csqc_world; w = &csqc_world; } break; #endif case 3: { inframe_t *frame; packet_entities_t *pak; entity_state_t *state; model_t *mod; s = R_RegisterShader("bboxshader", SUF_NONE, "{\n" "polygonoffset\n" "{\n" "map $whiteimage\n" "blendfunc add\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); frame = &cl.inframes[cl.parsecount & UPDATE_MASK]; pak = &frame->packet_entities; for (i=0 ; inum_entities ; i++) { state = &pak->entities[i]; if (state->solidsize == ES_SOLID_NOT && !state->skinnum) continue; if (state->solidsize == ES_SOLID_BSP) { /*bsp model size*/ if (state->modelindex <= 0) continue; if (!cl.model_precache[state->modelindex]) continue; /*this makes non-inline bsp objects non-solid for prediction*/ if ((cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS) || ((*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels) && cl.model_precache[state->modelindex]->hulls[1].firstclipnode)) { mod = cl.model_precache[state->modelindex]; VectorAdd(state->origin, mod->mins, min); VectorAdd(state->origin, mod->maxs, max); CLQ1_AddOrientedCube(s, min, max, NULL, 0.1, 0, 0, 1); } } else { /*don't bother with angles*/ COM_DecodeSize(state->solidsize, min, max); VectorAdd(state->origin, min, min); VectorAdd(state->origin, max, max); CLQ1_AddOrientedCube(s, min, max, NULL, 0.1, 0, 0, 1); COM_DecodeSize(state->solidsize, min, max); VectorAdd(state->u.q1.predorg, min, min); VectorAdd(state->u.q1.predorg, max, max); CLQ1_AddOrientedCube(s, min, max, NULL, 0, 0, 0.1, 1); } } } return; } if (!w->progs) return; s = R_RegisterShader("bboxshader", SUF_NONE, "{\n" "polygonoffset\n" "{\n" "map $whiteimage\n" "blendfunc add\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); for (i = 1; i < w->num_edicts; i++) { e = WEDICT_NUM_PB(w->progs, i); if (ED_ISFREE(e)) continue; if (r_showbboxes.ival & 4) { //shows the hulls instead /*mins is easy*/ VectorAdd(e->v->origin, e->v->mins, min); /*maxs is weeeeird*/ VectorSubtract (e->v->maxs, e->v->mins, size); if (size[0] < 3) VectorCopy(min, max); else if (size[0] <= 32) { max[0] = min[0] + 32; max[1] = min[1] + 32; max[2] = min[2] + 56; } else { max[0] = min[0] + 64; max[1] = min[1] + 64; max[2] = min[2] + 88; } } else { if (e->v->solid == SOLID_BSP) { VectorCopy(e->v->absmin, min); VectorCopy(e->v->absmax, max); } else { VectorAdd(e->v->origin, e->v->mins, min); VectorAdd(e->v->origin, e->v->maxs, max); } } if (e->xv->geomtype == GEOMTYPE_CAPSULE) { float rad = ((e->v->maxs[0]-e->v->mins[0]) + (e->v->maxs[1]-e->v->mins[1]))/4.0; float height = (e->v->maxs[2]-e->v->mins[2])/2; float matrix[12] = {1,0,0,0,0,1,0,0,0,0,1,0}; matrix[3] = e->v->origin[0]; matrix[7] = e->v->origin[1]; matrix[11] = e->v->origin[2] + (e->v->maxs[2]-height); CLQ1_AddOrientedCylinder(s, rad*2, height*2, true, matrix, (e->v->solid || e->v->movetype)?0.1:0, (e->v->movetype == MOVETYPE_STEP || e->v->movetype == MOVETYPE_TOSS || e->v->movetype == MOVETYPE_BOUNCE)?0.1:0, ((int)e->v->flags & (FL_ONGROUND | ((e->v->movetype == MOVETYPE_STEP)?FL_FLY:0)))?0.1:0, 1); } else { if (!e->v->solid && !e->v->movetype) { vec3_t ep = {1,1,1}; VectorAdd(max, ep, max); VectorSubtract(min, ep, min); CLQ1_AddOrientedCube(s, min, max, NULL, 0, 0.1, 0, 1); } else CLQ1_AddOrientedCube(s, min, max, NULL, (e->v->solid || e->v->movetype)?0.1:0, (e->v->movetype == MOVETYPE_STEP || e->v->movetype == MOVETYPE_TOSS || e->v->movetype == MOVETYPE_BOUNCE)?0.1:0, ((int)e->v->flags & (FL_ONGROUND | ((e->v->movetype == MOVETYPE_STEP)?FL_FLY:0)))?0.1:0, 1); } } } typedef struct { scenetris_t *t; vec4_t rgbavalue; vec3_t axis[3]; float offset[3]; float scale[3]; } cl_adddecal_ctx_t; static void CL_AddDecal_Callback(void *vctx, vec3_t *fte_restrict points, size_t numtris, shader_t *shader) { cl_adddecal_ctx_t *ctx = vctx; scenetris_t *t = ctx->t; size_t numpoints = numtris*3; size_t v; if (cl_numstrisvert + numpoints > cl_maxstrisvert) cl_stris_ExpandVerts(cl_numstrisvert + numpoints); if (cl_maxstrisidx < cl_numstrisidx+numpoints) { cl_maxstrisidx = cl_numstrisidx+numpoints + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } for (v = 0; v < numpoints; v++) { VectorCopy(points[v], cl_strisvertv[cl_numstrisvert+v]); cl_strisvertt[cl_numstrisvert+v][0] = 1+(DotProduct(points[v], ctx->axis[1]) - ctx->offset[1]) * ctx->scale[1]; cl_strisvertt[cl_numstrisvert+v][1] = -(DotProduct(points[v], ctx->axis[2]) - ctx->offset[2]) * ctx->scale[2]; cl_strisvertc[cl_numstrisvert+v][0] = ctx->rgbavalue[0]; cl_strisvertc[cl_numstrisvert+v][1] = ctx->rgbavalue[1]; cl_strisvertc[cl_numstrisvert+v][2] = ctx->rgbavalue[2]; cl_strisvertc[cl_numstrisvert+v][3] = ctx->rgbavalue[3] * (1-fabs(DotProduct(points[v], ctx->axis[0]) - ctx->offset[0]) * ctx->scale[0]); } for (v = 0; v < numpoints; v++) { cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v - t->firstvert; } t->numvert += numpoints; t->numidx += numpoints; cl_numstrisvert += numpoints; } void CL_AddDecal(shader_t *shader, vec3_t origin, vec3_t up, vec3_t side, vec3_t rgbvalue, float alphavalue) { scenetris_t *t; float l, s, radius, vradius; cl_adddecal_ctx_t ctx; VectorNegate(up, ctx.axis[0]); VectorCopy(side, ctx.axis[2]); s = DotProduct(ctx.axis[2], ctx.axis[2]); l = DotProduct(ctx.axis[0], ctx.axis[0]); vradius = 1/sqrt(l); radius = 1/sqrt(s); VectorScale(ctx.axis[0], vradius, ctx.axis[0]); VectorScale(ctx.axis[2], radius, ctx.axis[2]); CrossProduct(ctx.axis[0], ctx.axis[2], ctx.axis[1]); ctx.offset[2] = DotProduct(origin, ctx.axis[2]) + 0.5*radius; ctx.offset[1] = DotProduct(origin, ctx.axis[1]) + 0.5*radius; ctx.offset[0] = DotProduct(origin, ctx.axis[0]); ctx.scale[2] = 1/radius; ctx.scale[1] = 1/radius; ctx.scale[0] = 2/vradius; if (R2D_Flush) R2D_Flush(); /*reuse the previous trigroup if its the same shader*/ if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS)) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris += 8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = shader; t->numidx = 0; t->numvert = 0; t->flags = BEF_NODLIGHT|BEF_NOSHADOWS; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; } ctx.t = t; VectorCopy(rgbvalue, ctx.rgbavalue); ctx.rgbavalue[3] = alphavalue; Mod_ClipDecal(cl.worldmodel, origin, ctx.axis[0], ctx.axis[1], ctx.axis[2], max(radius, vradius), 0,0, CL_AddDecal_Callback, &ctx); if (!t->numidx) cl_numstris--; } void R_AddItemTimer(vec3_t shadoworg, float yaw, float radius, float percent, vec3_t rgb) { vec3_t eang; shader_t *s; scenetris_t *t; cl_adddecal_ctx_t ctx; // if (!r_shadows.value) // return; s = R_RegisterShader("timershader", SUF_NONE, "{\n" "polygonoffset\n" "fte_program itemtimer\n" "{\n" "map $diffuse\n" "blendfunc src_alpha one\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); if (!s->prog) return; TEXASSIGN(s->defaulttextures->base, balltexture); eang[0] = 0; eang[1] = yaw; eang[2] = 0; AngleVectors(eang, ctx.axis[1], ctx.axis[2], ctx.axis[0]); VectorNegate(ctx.axis[0], ctx.axis[0]); ctx.offset[2] = DotProduct(shadoworg, ctx.axis[2]) + 0.5*radius; ctx.offset[1] = DotProduct(shadoworg, ctx.axis[1]) + 0.5*radius; ctx.offset[0] = DotProduct(shadoworg, ctx.axis[0]); ctx.scale[1] = 1/radius; ctx.scale[2] = 1/radius; ctx.scale[0] = 0;//.5/radius; if (R2D_Flush) R2D_Flush(); /*reuse the previous trigroup if its the same shader*/ if (cl_numstris && cl_stris[cl_numstris-1].shader == s && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS)) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris += 8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = s; t->flags = BEF_NODLIGHT|BEF_NOSHADOWS; t->numidx = 0; t->numvert = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; } ctx.t = t; Vector4Set(ctx.rgbavalue, rgb[0], rgb[1], rgb[2], percent); Mod_ClipDecal(cl.worldmodel, shadoworg, ctx.axis[0], ctx.axis[1], ctx.axis[2], radius, 0,0, CL_AddDecal_Callback, &ctx); if (!t->numidx) cl_numstris--; } void CLQ1_AddShadow(entity_t *ent) { float radius; vec3_t shadoworg; vec3_t eang; float tx, ty; shader_t *s; scenetris_t *t; cl_adddecal_ctx_t ctx; if (!r_blobshadows || !ent->model || (ent->model->type != mod_alias && ent->model->type != mod_halflife)) return; s = R_RegisterShader("shadowshader", SUF_NONE, "{\n" "polygonoffset\n" "{\n" "map $diffuse\n" "blendfunc blend\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); TEXASSIGN(s->defaulttextures->base, balltexture); tx = ent->model->maxs[0] - ent->model->mins[0]; ty = ent->model->maxs[1] - ent->model->mins[1]; if (tx > ty) radius = tx; else radius = ty; radius/=2; shadoworg[0] = ent->origin[0]; shadoworg[1] = ent->origin[1]; shadoworg[2] = ent->origin[2] + ent->model->mins[2]; eang[0] = 0; eang[1] = ent->angles[1]; eang[2] = 0; AngleVectors(eang, ctx.axis[1], ctx.axis[2], ctx.axis[0]); VectorNegate(ctx.axis[0], ctx.axis[0]); ctx.offset[2] = DotProduct(shadoworg, ctx.axis[2]) + 0.5*radius; ctx.offset[1] = DotProduct(shadoworg, ctx.axis[1]) + 0.5*radius; ctx.offset[0] = DotProduct(shadoworg, ctx.axis[0]); ctx.scale[1] = 1/radius; ctx.scale[2] = 1/radius; ctx.scale[0] = 0.5/radius; if (R2D_Flush) R2D_Flush(); /*reuse the previous trigroup if its the same shader*/ if (cl_numstris && cl_stris[cl_numstris-1].shader == s && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS)) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris += 8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = s; t->flags = BEF_NODLIGHT|BEF_NOSHADOWS; t->numidx = 0; t->numvert = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; } ctx.t = t; Vector4Set(ctx.rgbavalue, 0, 0, 0, r_blobshadows); Mod_ClipDecal(cl.worldmodel, shadoworg, ctx.axis[0], ctx.axis[1], ctx.axis[2], radius, 0,0, CL_AddDecal_Callback, &ctx); if (!t->numidx) cl_numstris--; } void CLQ1_AddPowerupShell(entity_t *ent, qboolean viewweap, unsigned int effects) { entity_t *shell; if (!(effects & (EF_BLUE | EF_RED | EF_GREEN)) || !v_powerupshell.value || !ent) return; if (cl_numvisedicts == cl_maxvisedicts) return; // object list is full shell = &cl_visedicts[cl_numvisedicts++]; *shell = *ent; /*view weapons are much closer to the screen, the scales don't work too well, so use a different shader with a smaller expansion*/ if (viewweap) { shell->forcedshader = R_RegisterShader("powerups/shellweapon", SUF_NONE, "{\n" "program defaultpowerupshell\n" "sort additive\n" "deformVertexes wave 100 sin 0.5 0 0 0\n" "noshadows\n" "surfaceparm nodlight\n" "{\n" "map $whiteimage\n" "rgbgen entity\n" "alphagen entity\n" "blendfunc src_alpha one\n" "}\n" "}\n" ); } else { shell->forcedshader = R_RegisterShader("powerups/shell", SUF_NONE, "{\n" "program defaultpowerupshell\n" "sort additive\n" "deformVertexes wave 100 sin 3 0 0 0\n" "noshadows\n" "surfaceparm nodlight\n" "{\n" "map $whiteimage\n" "rgbgen entity\n" "alphagen entity\n" "blendfunc src_alpha one\n" "}\n" "}\n" ); } shell->shaderRGBAf[0] *= (effects & EF_RED)?1:0; shell->shaderRGBAf[1] *= (effects & EF_GREEN)?1:0; shell->shaderRGBAf[2] *= (effects & EF_BLUE)?1:0; shell->shaderRGBAf[3] *= v_powerupshell.value; /*let the shader do all the work*/ shell->flags &= ~RF_TRANSLUCENT|RF_ADDITIVE; } static void CL_LerpNetFrameState(framestate_t *fs, lerpents_t *le) { int fsanim; for (fsanim = 0; fsanim < FS_COUNT; fsanim++) { fs->g[fsanim].frame[0] = le->newframe[fsanim]; fs->g[fsanim].frame[1] = le->oldframe[fsanim]; fs->g[fsanim].frametime[0] = cl.servertime - le->newframestarttime[fsanim]; fs->g[fsanim].frametime[1] = cl.servertime - le->oldframestarttime[fsanim]; fs->g[fsanim].lerpweight[0] = (fs->g[fsanim].frametime[0]) / le->framelerpdeltatime[fsanim]; fs->g[fsanim].lerpweight[0] = bound(0, fs->g[FS_REG].lerpweight[0], 1); fs->g[fsanim].lerpweight[1] = 1 - fs->g[fsanim].lerpweight[0]; } fs->g[0].endbone = le->basebone; } static void CL_UpdateNetFrameLerpState(qboolean force, int curframe, int curbaseframe, int curbasebone, lerpents_t *le, float lerpend) { int fst, frame; if (curbasebone != le->basebone) { //FIXME: we should be able to treat 0 and 255 specially by ignoring the change and locking the respective value to the other's value. if (!curbasebone) curbaseframe = curframe; else if (curbasebone == 255) curframe = curbaseframe; le->basebone = curbasebone; } for (fst = 0; fst < FS_COUNT; fst++) { frame = (fst==FST_BASE)?curbaseframe:curframe; if (force || frame != le->newframe[fst]) { if (lerpend) le->framelerpdeltatime[fst] = bound(0, lerpend - cl.servertime, cl_lerp_maxinterval.value); //clamp to 10 tics per second else le->framelerpdeltatime[fst] = bound(0, cl.servertime - le->newframestarttime[fst], cl_lerp_maxinterval.value); //clamp to 10 tics per second if (!force) { le->oldframe[fst] = le->newframe[fst]; le->oldframestarttime[fst] = le->newframestarttime[fst]; } else { le->oldframe[fst] = frame; le->oldframestarttime[fst] = cl.servertime; } le->newframe[fst] = frame; le->newframestarttime[fst] = cl.servertime; // if (force) // { // //if its new, we need to tweak the age of the animation. looping anims won't appear any different, while non-looping ones will clamp to the last pose of the animation when its new. // le->oldframestarttime[fst] -= Mod_GetFrameDuration(le->model, 0, le->oldframe[fst]); // le->newframestarttime[fst] -= Mod_GetFrameDuration(le->model, 0, le->newframe[fst]); // } } } } void CL_ClearLerpEntsParticleState(void) { int i; for (i = 0; i < cl.maxlerpents; i++) { pe->DelinkTrailstate(&(cl.lerpents[i].trailstate)); pe->DelinkTrailstate(&(cl.lerpents[i].emitstate)); } } void CL_LinkStaticEntities(void *pvs, int *areas) { int i; entity_t *ent; model_t *clmodel; static_entity_t *stat; extern cvar_t r_drawflame, gl_part_flame; vec3_t mins, maxs; if (r_drawflame.ival < 0 || r_drawentities.ival == 0) return; if (!cl.worldmodel) return; for (i = 0; i < cl.num_statics; i++) { if (cl_numvisedicts == cl_maxvisedicts) { cl_expandvisents=true; break; } stat = &cl_static_entities[i]; clmodel = stat->ent.model; if (!clmodel) { if (stat->mdlidx < 0) { if (stat->mdlidx > -MAX_CSMODELS) clmodel = cl.model_csqcprecache[-stat->mdlidx]; } else { if (stat->mdlidx < MAX_PRECACHE_MODELS) clmodel = cl.model_precache[stat->mdlidx]; } if (!clmodel || clmodel->loadstate == MLS_LOADING) continue; if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED) continue; stat->ent.model = clmodel; //figure out the correct axis for the model if (clmodel && clmodel->type == mod_alias && (cls.protocol == CP_QUAKEWORLD || cls.protocol == CP_NETQUAKE)) { //q2 is fixed, but q1 pitches the wrong way, and hexen2 rolls the wrong way too. AngleVectorsMesh(stat->state.angles, stat->ent.axis[0], stat->ent.axis[1], stat->ent.axis[2]); } else AngleVectors(stat->state.angles, stat->ent.axis[0], stat->ent.axis[1], stat->ent.axis[2]); VectorInverse(stat->ent.axis[1]); if (clmodel) { //FIXME: wait for model to load so we know the correct size? /*FIXME: compensate for angle*/ VectorAdd(stat->state.origin, clmodel->mins, mins); VectorAdd(stat->state.origin, clmodel->maxs, maxs); } else { VectorCopy(stat->state.origin, mins); VectorCopy(stat->state.origin, maxs); } cl.worldmodel->funcs.FindTouchedLeafs(cl.worldmodel, &stat->ent.pvscache, mins, maxs); } else if (clmodel->loadstate != MLS_LOADED) { if (clmodel->loadstate == MLS_NOTLOADED) //flushed? Mod_LoadModel(clmodel, MLV_WARN); //load it, but don't otherwise care for now. continue; } /*pvs test*/ if (pvs && !cl.worldmodel->funcs.EdictInFatPVS(cl.worldmodel, &stat->ent.pvscache, pvs, areas)) continue; // emit particles for statics (we don't need to cheat check statics) if (stat->state.u.q1.emiteffectnum) P_EmitEffect (stat->ent.origin, stat->ent.axis, MDLF_EMITFORWARDS, CL_TranslateParticleFromServer(stat->state.u.q1.emiteffectnum), &(stat->emit)); else if (clmodel) { if (clmodel->particleeffect >= 0 && gl_part_flame.ival) P_EmitEffect(stat->ent.origin, stat->ent.axis, clmodel->engineflags, clmodel->particleeffect, &stat->emit); if ((!r_drawflame.ival) && (clmodel->engineflags & MDLF_FLAME)) continue; } //prepare to draw it if (!clmodel || clmodel->loadstate != MLS_LOADED) continue; ent = &cl_visedicts[cl_numvisedicts++]; *ent = stat->ent; ent->framestate.g[FS_REG].frametime[0] = cl.time; ent->framestate.g[FS_REG].frametime[1] = cl.time; // FIXME: no effects on static ents // CLQ1_AddPowerupShell(ent, false, stat->effects); } } //returns cos(angle) static float CompareAngles (const vec3_t angles1, const vec3_t angles2) { float angle; vec3_t dir1, dir2; angle = angles1[YAW] * (M_PI*2 / 360); dir1[1] = sin(angle); dir1[0] = cos(angle); if (angles1[PITCH]) { angle = angles1[PITCH] * (M_PI*2 / 360); dir1[2] = -sin(angle); angle = cos(angle); dir1[0] *= angle; dir1[1] *= angle; } else dir1[2] = 0; angle = angles2[YAW] * (M_PI*2 / 360); dir2[1] = sin(angle); dir2[0] = cos(angle); if (angles2[PITCH]) { angle = angles2[PITCH] * (M_PI*2 / 360); dir2[2] = -sin(angle); angle = cos(angle); dir2[0] *= angle; dir2[1] *= angle; } else dir2[2] = 0; return DotProduct(dir1,dir2); } /* =============== CL_LinkPacketEntities =============== */ void R_FlameTrail(vec3_t start, vec3_t end, float seperation); /* Interpolates the two packets by the given time, writes its results into the lerpentities array. */ static void CL_TransitionPacketEntities(int newsequence, packet_entities_t *newpack, packet_entities_t *oldpack, float frac, float servertime) { lerpents_t *le; entity_state_t *snew, *sold; int i; int oldpnum, newpnum; float *snew__origin; float *sold__origin; float cos_theta; int oldsequence; extern cvar_t r_nolerp; qboolean isnew; vec3_t move; float a1, a2; float maxdist = cl_lerp_maxdistance.value*cl_lerp_maxdistance.value; /* 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. oldsequence = cl.lerpentssequence; if (!oldsequence) oldsequence = -1; //something invalid, so everything is new cl.lerpentssequence = newsequence; cl.packfrac = frac; cl.currentpacktime = servertime; cl.currentpackentities = newpack; cl.previouspackentities = oldpack; oldpnum=0; for (newpnum=0 ; newpnumnum_entities ; newpnum++) { snew = &newpack->entities[newpnum]; sold = NULL; for ( ; oldpnumnum_entities ; ) { sold = &oldpack->entities[oldpnum]; if (sold->number >= snew->number) { if (sold->number > snew->number) sold = NULL; //woo, it's a new entity. else oldpnum++; break; } oldpnum++; #ifdef RAGDOLL //note: not entirely reliable le = &cl.lerpents[sold->number]; if (sold->number < cl.maxlerpents && le->skeletalobject) rag_removedeltaent(le); #endif } if (snew->number >= cl.maxlerpents) { int newmaxle = snew->number+16; cl.lerpents = BZ_Realloc(cl.lerpents, newmaxle*sizeof(lerpents_t)); memset(cl.lerpents + cl.maxlerpents, 0, sizeof(lerpents_t)*(newmaxle - cl.maxlerpents)); cl.maxlerpents = newmaxle; } if (!sold) { isnew = true; sold = snew; //don't crash if anything tries poking sold } else isnew = false; le = &cl.lerpents[snew->number]; if (le->sequence != oldsequence) isnew = true; le->sequence = newsequence; le->entstate = snew; if (snew->u.q1.pmovetype) { if (!cl.do_lerp_players) { entity_state_t *from; float age; packet_entities_t *latest; if (isnew) { /*keep trails correct*/ le->isnew = true; VectorCopy(le->origin, le->lastorigin); } CL_UpdateNetFrameLerpState(sold == snew, snew->frame, snew->baseframe, snew->basebone, le, snew->lerpend); from = sold; //eww age = servertime - oldpack->servertime; latest = &cl.inframes[cl.validsequence & UPDATE_MASK].packet_entities; for (i = 0; i < latest->num_entities; i++) { if (latest->entities[i].number == snew->number) { from = &latest->entities[i]; //use realtime instead. //also, use the sent timings instead of received as those are assumed to be more reliable age = (realtime - cl.outframes[cl.ackedmovesequence & UPDATE_MASK].senttime) - cls.latency*cl_predict_players_latency.value + cl_predict_players_nudge.value; break; } } if (age > 1) age = 1; if (cl_predict_players.ival && pmove.numphysent) { CL_PredictEntityMovement(from, age); VectorCopy(from->u.q1.predorg, le->origin); } else VectorCopy(from->origin, le->origin); VectorCopy(from->angles, le->angles); continue; } //FIXME: find a packet where this entity changed. snew__origin = snew->u.q1.predorg; sold__origin = sold->u.q1.predorg; cos_theta = 1; //don't cut off lerping when the player spins too fast. } else { snew__origin = snew->origin; sold__origin = sold->origin; cos_theta = CompareAngles(sold->angles, snew->angles); } VectorSubtract(snew__origin, sold__origin, move); if (DotProduct(move, move) > maxdist || cos_theta < 0.707 || snew->modelindex != sold->modelindex || ((sold->effects ^ snew->effects) & EF_TELEPORT_BIT)) { isnew = true; //disable lerping (and indirectly trails) // VectorClear(move); } VectorCopy(le->origin, le->lastorigin); if (isnew) { #ifdef RAGDOLL //make sure nothing gets stale if (le->skeletalobject) rag_removedeltaent(le); #endif le->newsequence = snew->sequence; //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); if (snew->lerpend) le->orglerpdeltatime = bound(0.001, snew->lerpend - newpack->servertime, cl_lerp_maxinterval.value); else le->orglerpdeltatime = newpack->servertime - oldpack->servertime; le->orglerpstarttime = oldpack->servertime; le->isnew = true; VectorCopy(le->origin, le->lastorigin); } else { if ((sold->effects ^ snew->effects) & EF_RESTARTANIM_BIT) isnew = true; 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->newsequence = snew->sequence; le->orglerpdeltatime = bound(0, oldpack->servertime - le->orglerpstarttime, cl_lerp_maxinterval.value); //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); } if (snew->lerpend) le->orglerpdeltatime = bound(0.001, snew->lerpend - le->orglerpstarttime, cl_lerp_maxinterval.value); lfrac = (servertime - le->orglerpstarttime) / le->orglerpdeltatime; lfrac = bound(0, lfrac, 1); if (r_nolerp.ival) { lfrac = 1; isnew = true; } for (i = 0; i < 3; i++) { le->origin[i] = le->oldorigin[i] + lfrac*(le->neworigin[i] - le->oldorigin[i]); a1 = le->oldangle[i]; a2 = le->newangle[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; le->angles[i] = a1 + lfrac * (a2 - a1); } } else { float lfrac; if (le->newsequence != snew->sequence) { le->newsequence = snew->sequence; VectorCopy(le->neworigin, le->oldorigin); VectorCopy(le->newangle, le->oldangle); VectorCopy(snew__origin, le->neworigin); VectorCopy(snew->angles, le->newangle); //fixme: should be oldservertime le->orglerpdeltatime = bound(0.001, servertime-le->orglerpstarttime, cl_lerp_maxinterval.value); le->orglerpstarttime = servertime; } if (snew->lerpend) le->orglerpdeltatime = bound(0.001, snew->lerpend - le->orglerpstarttime, cl_lerp_maxinterval.value); lfrac = (servertime - le->orglerpstarttime) / le->orglerpdeltatime; lfrac = bound(0, lfrac, 1); //lerp based purely on the packet times, for (i = 0; i < 3; i++) { le->origin[i] = le->oldorigin[i] + lfrac*(le->neworigin[i] - le->oldorigin[i]); a1 = le->oldangle[i]; a2 = le->newangle[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; le->angles[i] = a1 + lfrac * (a2 - a1); } } } #ifdef RAGDOLL //this preprocessor is misnamed, but oh well if (snew->bonecount) { void *newbones = GetBoneSpace(newpack, snew->boneoffset); if (sold && snew->bonecount == sold->bonecount) rag_lerpdeltaent(le, snew->bonecount, newbones, r_nolerp.ival?1:frac, GetBoneSpace(oldpack, sold->boneoffset)); else rag_lerpdeltaent(le, snew->bonecount, newbones, 1, newbones); } #endif CL_UpdateNetFrameLerpState(isnew, snew->frame, snew->baseframe, snew->basebone, le, snew->lerpend); } } static qboolean CL_ChooseInterpolationFrames(int *newf, int *oldf, float servertime) { int i; float newtime = 0; *oldf = -1; *newf = -1; //choose the two packets. //we should be picking the packet just after the server time, and the one just before for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--) { if (cl.inframes[i&UPDATE_MASK].frameid != i || cl.inframes[i&UPDATE_MASK].invalid) continue; //packetloss/choke, it's really only a problem for the oldframe, but... if (cl.inframes[i&UPDATE_MASK].packet_entities.servertime >= servertime) { if (cl.inframes[i&UPDATE_MASK].packet_entities.servertime) { if (!newtime || newtime != cl.inframes[i&UPDATE_MASK].packet_entities.servertime) //if it's a duplicate, pick the latest (so just-shot rockets are still present) { newtime = cl.inframes[i&UPDATE_MASK].packet_entities.servertime; *newf = i; } } } else if (newtime) { if (cl.inframes[i&UPDATE_MASK].packet_entities.servertime != newtime) { //it does actually lerp, and isn't an identical frame. *oldf = i; break; } } } if (*newf == -1) { /* This can happen if the client's predicted time is greater than the most recently received packet. This should of course not happen... */ // Con_DPrintf("Warning: No lerp-to frame packet\n"); /*just grab the most recent frame that is valid*/ for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--) { if (cl.inframes[i&UPDATE_MASK].frameid != i || cl.inframes[i&UPDATE_MASK].invalid) continue; //packetloss/choke, it's really only a problem for the oldframe, but... *oldf = *newf = i; return true; } return false; } else if (*oldf == -1) //can happen at map start, and really laggy games, but really shouldn't in a normal game { *oldf = *newf; } return true; } qboolean CL_MayLerp(void) { //force lerping when playing low-framerate demos. if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) return true; #ifdef NQPROT if (cls.demoplayback == DPB_NETQUAKE) return true; if (cls.protocol == CP_NETQUAKE) //this includes DP protocols. return !cl_nolerp_netquake.ival; #endif if (cl_nolerp.ival == 2 && !cls.deathmatch) return true; return !cl_nolerp.ival; } /*fills in cl.lerpents and cl.currentpackentities*/ void CL_TransitionEntities (void) { packet_entities_t *packnew, *packold; int newf, newff, oldf, i; qboolean nolerp; float servertime, frac; if (cls.protocol == CP_QUAKEWORLD && (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)) { nolerp = false; } else { nolerp = !CL_MayLerp() && cls.demoplayback != DPB_MVD && cls.demoplayback != DPB_EZTV; } if (cl.demonudge < 0) { //demo playback allows nudging to earlier frames, generally only when paused though... servertime = cl.inframes[(cls.netchan.incoming_sequence+cl.demonudge)&UPDATE_MASK].packet_entities.servertime; nolerp = true; } else if (nolerp) { //force our emulated time to as late as we can, if we're not using interpolation, which has the effect of disabling all interpolation servertime = cl.inframes[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities.servertime; } else { //otherwise go for the latest frame we can. servertime = cl.servertime; } // servertime -= 0.1; /*make sure we have some info for it, on failure keep the info from the last frame (its possible that the frame data can be changed by a network packet, but mneh, but chances are if there's no info then there are NO packets at all)*/ if (!CL_ChooseInterpolationFrames(&newf, &oldf, servertime)) return; newff = newf; newf&=UPDATE_MASK; oldf&=UPDATE_MASK; /*transition the ents and stuff*/ packnew = &cl.inframes[newf].packet_entities; packold = &cl.inframes[oldf].packet_entities; if (packnew->servertime == packold->servertime) frac = 1; //lerp totally into the new (avoid any division-by-0 issues here) else frac = (servertime-packold->servertime)/(packnew->servertime-packold->servertime); // if (!cl.paused) // Con_DPrintf("%f %s%f^7 %f (%f) (%i) %f %s%f^7 %f\n", packold->servertime, (servertimeservertime||packnew->servertimeservertime, frac, newff, cl.oldgametime, (servertimepunchangle[i], frac, packnew->punchangle[i], cl.playerview[i].punchangle_sv); VectorInterpolate(packold->punchorigin[i], frac, packnew->punchorigin[i], cl.playerview[i].punchorigin); } /*and transition players too*/ { float frac, a1, a2; int i, p; vec3_t move; lerpents_t *le; player_state_t *pnew, *pold; if (!cl.do_lerp_players) { newf = newff = oldf = cl.parsecount; newf&=UPDATE_MASK; oldf&=UPDATE_MASK; } if (packnew->servertime == packold->servertime) frac = 1; //lerp totally into the new else frac = (servertime-packold->servertime)/(packnew->servertime-packold->servertime); pnew = &cl.inframes[newf].playerstate[0]; pold = &cl.inframes[oldf].playerstate[0]; for (p = 0; p < cl.allocated_client_slots; p++, pnew++, pold++) { if (pnew->messagenum != newff) { continue; } le = &cl.lerpplayers[p]; VectorSubtract(pnew->predorigin, pold->predorigin, move); if (DotProduct(move, move) > 120*120) frac = 1; //lerp based purely on the packet times, for (i = 0; i < 3; i++) { le->origin[i] = pold->predorigin[i] + frac*(move[i]); a1 = SHORT2ANGLE(pold->command.angles[i]); a2 = SHORT2ANGLE(pnew->command.angles[i]); if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; le->angles[i] = a1 + frac * (a2 - a1); } le->orglerpdeltatime = 0.1; le->orglerpstarttime = packold->servertime; } } } void CL_LinkPacketEntities (void) { extern cvar_t gl_part_flame; entity_t *ent; packet_entities_t *pack; entity_state_t *state; lerpents_t *le; model_t *model, *model2; vec3_t old_origin; float autorotate; int i; int newpnum; //, spnum; dlight_t *dl; vec3_t angles; static int flickertime; static int flicker; int trailef, trailidx; int modelflags; struct itemtimer_s *timer, **timerlink; float timestep = cl.time-cl.lastlinktime; extern cvar_t r_ignoreentpvs; vec3_t absmin, absmax; cl.lastlinktime = cl.time; timestep = bound(0, timestep, 0.1); pack = cl.currentpackentities; if (!pack) return; i = cl.currentpacktime*20; if (flickertime != i) { flickertime = i; flicker = rand(); } autorotate = anglemod(100*cl.currentpacktime); #ifdef CSQC_DAT CSQC_DeltaStart(cl.currentpacktime); #endif for (timerlink = &cl.itemtimers; (timer=*timerlink); ) { if (cl.time > timer->end) { *timerlink = timer->next; Z_Free(timer); } else { timerlink = &(*timerlink)->next; if (timer->entnum) { if (timer->entnum >= cl.maxlerpents) continue; le = &cl.lerpents[timer->entnum]; if (le->sequence != cl.lerpentssequence) continue; // VectorCopy(le->origin, timer->origin); } R_AddItemTimer(timer->origin, cl.time*90 + timer->origin[0] + timer->origin[1] + timer->origin[2], timer->radius, (cl.time - timer->start) / timer->duration, timer->rgb); } } for (newpnum=0 ; newpnumnum_entities ; newpnum++) { state = &pack->entities[newpnum]; #ifdef CSQC_DAT if (CSQC_DeltaUpdate(state)) continue; #endif if (cl_numvisedicts == cl_maxvisedicts) break; if (state->number >= cl.maxlerpents) continue; le = &cl.lerpents[state->number]; ent = &cl_visedicts[cl_numvisedicts]; ent->rtype = RT_MODEL; ent->playerindex = -1; ent->customskin = 0; ent->topcolour = TOP_DEFAULT; ent->bottomcolour = BOTTOM_DEFAULT; #ifdef HEXEN2 ent->h2playerclass = 0; #endif ent->light_known = 0; ent->forcedshader = NULL; ent->shaderTime = 0; 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_GREEN | 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,r_brightlight_colour.vec4[3]); VectorAdd(colour, r_brightlight_colour.vec4, colour); } if (state->effects & EF_DIMLIGHT) { radius = max(radius,r_dimlight_colour.vec4[3]); VectorAdd(colour, r_dimlight_colour.vec4, colour); } if (state->effects & EF_BLUE) { radius = max(radius,r_bluelight_colour.vec4[3]); VectorAdd(colour, r_bluelight_colour.vec4, colour); } if (state->effects & EF_RED) { radius = max(radius,r_redlight_colour.vec4[3]); VectorAdd(colour, r_redlight_colour.vec4, colour); } if (state->effects & EF_GREEN) { radius = max(radius,r_greenlight_colour.vec4[3]); VectorAdd(colour, r_greenlight_colour.vec4, colour); } if (radius) { radius += r_lightflicker.value?((flicker + state->number)&31):0; CL_NewDlight(state->number, ent->origin, radius, 0.1, colour[0], colour[1], colour[2]); } } if ((state->lightpflags & (PFLAGS_FULLDYNAMIC|PFLAGS_CORONA)) && ((state->lightpflags&PFLAGS_FULLDYNAMIC)||state->light[3])) { vec3_t colour; if (!state->light[0] && !state->light[1] && !state->light[2]) { colour[0] = colour[1] = colour[2] = 1; } else { colour[0] = state->light[0]/1024.0f; colour[1] = state->light[1]/1024.0f; colour[2] = state->light[2]/1024.0f; } dl = CL_NewDlight(state->number, ent->origin, state->light[3]?state->light[3]:350, 0.1, colour[0], colour[1], colour[2]); if (!(state->lightpflags & PFLAGS_FULLDYNAMIC)) //corona-only lights shouldn't do much else. { dl->flags &= ~(LFLAG_LIGHTMAP|LFLAG_FLASHBLEND); #ifdef RTLIGHTS /*make sure there's no rtlight*/ memset(dl->lightcolourscales, 0, sizeof(dl->lightcolourscales)); #endif } dl->corona = (state->lightpflags & PFLAGS_CORONA)?1:0; dl->coronascale = 0.25; dl->style = state->lightstyle; dl->flags &= ~LFLAG_FLASHBLEND; dl->flags |= (state->lightpflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0; #ifdef RTLIGHTS if (state->skinnum) { VectorCopy(le->angles, angles); //if (model && model->type == mod_alias) AngleVectorsMesh(angles, dl->axis[0], dl->axis[1], dl->axis[2]); //pflags matches alias models. //else // AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]); VectorInverse(dl->axis[1]); R_LoadNumberedLightTexture(dl, state->skinnum); } #endif } if (r_torch.ival && state->number <= cl.allocated_client_slots) { dlight_t *dl; dl = CL_NewDlight(state->number, ent->origin, 300, r_torch.ival, 0.9, 0.9, 0.6); dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND; dl->fov = 90; VectorCopy(le->angles, angles); angles[0] *= 3; // angles[1] += sin(realtime)*8; // angles[0] += cos(realtime*1.13)*5; AngleVectorsMesh(angles, dl->axis[0], dl->axis[1], dl->axis[2]); VectorInverse(dl->axis[1]); VectorMA(dl->origin, 16, dl->axis[0], dl->origin); } // if set to invisible, skip if (state->modelindex<1 || (state->effects & NQEF_NODRAW)) { if (state->tagindex == 0xffff) { if (state->tagentity) { ent->rtype = RT_PORTALCAMERA; ent->keynum = state->tagentity; } else { ent->rtype = RT_PORTALSURFACE; VectorCopy(ent->origin, ent->oldorigin); } } else continue; model = NULL; modelflags = state->effects>>24; } else { if (CL_FilterModelindex(state->modelindex, state->frame)) continue; model = cl.model_precache[state->modelindex]; if (!model) { Con_DPrintf("Bad modelindex (%i)\n", state->modelindex); continue; } //DP extension. .modelflags (which is sent in the high parts of effects) allows to specify exactly the q1-compatible flags. //the extra bit allows for setting to 0. //note that hexen2 has additional flags which cannot be expressed. if (state->effects & 0xff800000) modelflags = state->effects>>24; else modelflags = model->flags; } #ifdef HAVE_LEGACY if (cl.model_precache_vwep[0] && state->modelindex2 < MAX_VWEP_MODELS) { if (state->modelindex == cl_playerindex && cl.model_precache_vwep[0]->loadstate == MLS_LOADED && cl.model_precache_vwep[state->modelindex2] && cl.model_precache_vwep[state->modelindex2]->loadstate == MLS_LOADED) { model = cl.model_precache_vwep[0]; model2 = cl.model_precache_vwep[state->modelindex2]; } else model2 = NULL; } else #endif if (state->modelindex2 && state->modelindex2 < MAX_PRECACHE_MODELS) model2 = cl.model_precache[state->modelindex2]; else model2 = NULL; if (r_ignoreentpvs.ival || !model) { ent->pvscache.num_leafs = 0; #if defined(Q2BSPS) || defined(Q3BSPS) || defined(TERRAIN) ent->pvscache.areanum = 0; ent->pvscache.areanum2 = 0; ent->pvscache.headnode = 0; #endif } else { /*bsp model size*/ if (model->type == mod_brush && (state->angles[0]||state->angles[1]||state->angles[2])) { int i; float v; float max; //q2 method, works best with origin brushes. max = 0; for (i=0 ; i<3 ; i++) { v =fabs( model->mins[i]); if (v > max) max = v; v =fabs( model->maxs[i]); if (v > max) max = v; } for (i=0 ; i<3 ; i++) { absmin[i] = ent->origin[i] - max; absmax[i] = ent->origin[i] + max; } } else { VectorAdd(model->mins, ent->origin, absmin); VectorAdd(model->maxs, ent->origin, absmax); } cl.worldmodel->funcs.FindTouchedLeafs(cl.worldmodel, &ent->pvscache, absmin, absmax); } cl_numvisedicts++; ent->forcedshader = NULL; ent->keynum = state->number; if (cl_r2g.value && state->modelindex == cl_rocketindex && cl_rocketindex != -1 && cl_grenadeindex != -1) model = cl.model_precache[cl_grenadeindex]; ent->model = model; ent->flags = 0; if ((state->dpflags & RENDER_EXTERIORMODEL) || r_refdef.playerview->viewentity == state->number) ent->flags |= RF_EXTERNALMODEL; if (state->dpflags & RENDER_VIEWMODEL) { ent->flags |= RF_WEAPONMODEL|Q2RF_MINLIGHT|RF_DEPTHHACK; if (state->effects & DPEF_NOGUNBOB) ent->flags |= RF_WEAPONMODELNOBOB; } if (state->effects & NQEF_ADDITIVE) ent->flags |= RF_ADDITIVE; if (state->effects & EF_NODEPTHTEST) ent->flags |= RF_NODEPTHTEST; if (state->effects & EF_NOSHADOW) ent->flags |= RF_NOSHADOW; if (state->trans < 0xfe) { ent->shaderRGBAf[3] = state->trans/(float)0xfe; ent->flags |= RF_TRANSLUCENT; } else ent->shaderRGBAf[3] = 1; /* if (le->origin[2] < r_refdef.waterheight != le->lastorigin[2] < r_refdef.waterheight) { P_RunParticleEffectTypeString(le->origin, NULL, 1, "te_watertransition"); } */ // set colormap if (state->dpflags & RENDER_COLORMAPPED) { ent->topcolour = (state->colormap>>4) & 0xf; ent->bottomcolour = (state->colormap>>0) & 0xf; } else if (state->colormap > 0 && state->colormap <= cl.allocated_client_slots) { ent->playerindex = state->colormap-1; #ifdef HEXEN2 ent->h2playerclass = cl.players[ent->playerindex].h2playerclass; #endif ent->topcolour = cl.players[ent->playerindex].dtopcolor; ent->bottomcolour = cl.players[ent->playerindex].dbottomcolor; } // set skin ent->skinnum = state->skinnum; #ifdef HEXEN2 ent->abslight = state->abslight; ent->drawflags = state->hexen2flags; #endif CL_LerpNetFrameState(&ent->framestate, le); #ifdef PEXT_SCALE //set scale ent->scale = state->scale/16.0; #endif if (state->colormod[0] == 32 && state->colormod[1] == 32 && state->colormod[2] == 32) ent->shaderRGBAf[0] = ent->shaderRGBAf[1] = ent->shaderRGBAf[2] = 1; else { ent->flags |= RF_FORCECOLOURMOD; ent->shaderRGBAf[0] = (state->colormod[0]*8.0f)/256; ent->shaderRGBAf[1] = (state->colormod[1]*8.0f)/256; ent->shaderRGBAf[2] = (state->colormod[2]*8.0f)/256; } if (state->colormod[0] == 32 && state->colormod[1] == 32 && state->colormod[2] == 32) VectorSet(ent->glowmod, 1, 1, 1); else VectorScale(state->glowmod, 1/255.0, ent->glowmod); #ifdef PEXT_FATNESS //set trans ent->fatness = state->fatness/16.0; #endif //swap items with sprites if desired. if (gl_simpleitems.ival && ent->skinnum >= 0 && ent->skinnum < countof(model->simpleskin) && model) { if (!model->simpleskin[ent->skinnum]) { char basename[64], name[MAX_QPATH]; COM_FileBase(model->name, basename, sizeof(basename)); if (!strncmp(model->name, "maps/", 5)) Q_snprintfz(name, sizeof(name), "textures/bmodels/simple_%s_%i.tga", basename, ent->skinnum); else Q_snprintfz(name, sizeof(name), "textures/models/simple_%s_%i.tga", basename, ent->skinnum); model->simpleskin[ent->skinnum] = R_RegisterShader(name, 0, va("{\nnomipmaps\nprogram defaultsprite#MASK=0.5\nsurfaceparm noshadows\nsurfaceparm nodlight\nsort seethrough\n{\nmap \"%s\"\nalphafunc ge128\n}\n}\n", name)); } VectorCopy(le->angles, angles); if (R_GetShaderSizes(model->simpleskin[ent->skinnum], NULL, NULL, false) > 0) { float tr[2]; ent->forcedshader = model->simpleskin[ent->skinnum]; ent->rtype = RT_SPRITE; ent->scale *= 16; tr[0] = sin(le->angles[1] * M_PI / 180.0); tr[1] = cos(le->angles[1] * M_PI / 180.0); ent->origin[1] += tr[0] * (model->maxs[0] + model->mins[0])*0.5 + tr[1] * (model->maxs[1] + model->mins[1])*0.5; ent->origin[0] += tr[1] * (model->maxs[1] + model->mins[1])*0.5 - tr[0] * (model->maxs[0] + model->mins[0])*0.5; ent->origin[2] += model->mins[2]; ent->origin[2] += ent->scale; if (cl_item_bobbing.value) ent->origin[2] += 5+sin(cl.time*3+(ent->origin[0]+ent->origin[1])/8)*5.5; //don't let it into the ground } else if (modelflags & MF_ROTATE) { //surely there's a more sane way to handle this. 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 } } // rotate pickup objects locally else if (modelflags & MF_ROTATE) { angles[0] = 0; angles[1] = autorotate; angles[2] = 0; if (cl_item_bobbing.value) ent->origin[2] += 5+sin(cl.time*3+(state->origin[0]+state->origin[1])/8)*5.5; //don't let it into the ground } else { for (i=0 ; i<3 ; i++) { angles[i] = le->angles[i]; } } VectorCopy(angles, ent->angles); if (model->type == mod_alias) AngleVectorsMesh(angles, ent->axis[0], ent->axis[1], ent->axis[2]); else AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); /*if this entity is in a player's slot...*/ if (ent->keynum <= cl.allocated_client_slots) { if (!cl.playerview[0].nolocalplayer) ent->keynum += MAX_EDICTS; } if (state->tagindex == 0xffff) { if (state->tagentity) { ent->rtype = RT_PORTALCAMERA; ent->keynum = state->tagentity; } else { ent->rtype = RT_PORTALSURFACE; VectorCopy(ent->origin, ent->oldorigin); } } else if (state->tagentity) { //ent is attached to a tag, rotate this ent accordingly. CL_RotateAroundTag(ent, state->number, state->tagentity, state->tagindex); } #ifdef RAGDOLL if (model && (model->dollinfo || le->skeletalobject)) rag_updatedeltaent(&csqc_world, ent, le); #endif ent->framestate.g[FS_REG].frame[0] &= ~0x8000; ent->framestate.g[FS_REG].frame[1] &= ~0x8000; CLQ1_AddShadow(ent); CLQ1_AddPowerupShell(ent, false, state->effects); if (model2) CL_AddVWeapModel (ent, model2); //figure out which trail this entity is using if (model) { trailef = model->particletrail; trailidx = model->traildefaultindex; } else { trailef = P_INVALID; trailidx = P_INVALID; } if ((state->effects & EF_HASPARTICLETRAIL) || modelflags) P_DefaultTrail (state->effects, modelflags, &trailef, &trailidx); if (state->u.q1.traileffectnum) trailef = CL_TranslateParticleFromServer(state->u.q1.traileffectnum); if (state->u.q1.emiteffectnum) P_EmitEffect (ent->origin, ent->axis, MDLF_EMITFORWARDS, CL_TranslateParticleFromServer(state->u.q1.emiteffectnum), &(le->emitstate)); else if (model && model->particleeffect != P_INVALID && cls.allow_anyparticles && gl_part_flame.ival) P_EmitEffect (ent->origin, ent->axis, model->engineflags, model->particleeffect, &(le->emitstate)); // add automatic particle trails if (!model || (!(modelflags&~MF_ROTATE) && trailef < 0)) continue; if (!cls.allow_anyparticles && !(modelflags & ~MF_ROTATE)) continue; if (le->isnew) { le->isnew = false; pe->DelinkTrailstate(&(cl.lerpents[state->number].trailstate)); pe->DelinkTrailstate(&(cl.lerpents[state->number].emitstate)); continue; // not in last message } VectorCopy(le->lastorigin, old_origin); for (i=0 ; i<3 ; i++) { if ( fabs(old_origin[i] - ent->origin[i]) > 128) { // no trail if too far VectorCopy (ent->origin, old_origin); break; } } //and emit it // if (lasttime != cl.currentpacktime) { if (trailef == P_INVALID || pe->ParticleTrail (old_origin, ent->origin, trailef, timestep, ent->keynum, ent->axis, &(le->trailstate))) if (model->traildefaultindex >= 0) pe->ParticleTrailIndex(old_origin, ent->origin, P_INVALID, timestep, trailidx, 0, &(le->trailstate)); //dlights are not so customisable. if (r_rocketlight.value && (modelflags & MF_ROCKET) && !(state->lightpflags & (PFLAGS_FULLDYNAMIC|PFLAGS_CORONA))) { float rad = 0; extern cvar_t r_rocketlight_colour; rad = r_rocketlight_colour.vec4[3]; rad += r_lightflicker.value?((flicker + state->number)&31):0; dl = CL_AllocDlight (state->number); memcpy(dl->axis, ent->axis, sizeof(dl->axis)); VectorCopy (ent->origin, dl->origin); dl->die = (float)cl.time; if (modelflags & MF_ROCKET) dl->origin[2] += 1; // is this even necessary dl->radius = rad * r_rocketlight.value; VectorCopy(r_rocketlight_colour.vec4, dl->color); } } } #ifdef CSQC_DAT CSQC_DeltaEnd(); #endif CLQ1_AddVisibleBBoxes(); #ifdef RTLIGHTS R_EditLights_DrawLights(); #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 + 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 ; imodelindex < 1) continue; // grab an entity to fill in if (cl_numvisedicts == cl_maxvisedicts) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; memset(ent, 0, sizeof(*ent)); ent->model = cl.model_precache[pr->modelindex]; ent->playerindex = -1; ent->topcolour = TOP_DEFAULT; ent->bottomcolour = BOTTOM_DEFAULT; ent->framestate.g[FS_REG].lerpweight[0] = 1; #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); AngleVectorsMesh(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); } } //======================================== extern int cl_spikeindex, cl_playerindex, cl_flagindex, cl_rocketindex, cl_grenadeindex; entity_t *CL_NewTempEntity (void); static int MVD_TranslateFlags(int src) { int dst = 0; if (src & DF_EFFECTS) dst |= PF_EFFECTS; if (src & DF_SKINNUM) dst |= PF_SKINNUM; if (src & DF_DEAD) dst |= PF_DEAD; if (src & DF_GIB) dst |= PF_GIB; if (src & DF_WEAPONFRAME) dst |= PF_WEAPONFRAME; if (src & DF_MODEL) dst |= PF_MODEL; return dst; } /* =================== CL_ParsePlayerinfo =================== */ extern int parsecountmod, oldparsecountmod; extern double parsecounttime; int lastplayerinfo; void CL_ParseClientdata (void); void CL_MVDUpdateSpectator(void) { CL_ParseClientdata(); } void CLQW_ParsePlayerinfo (void) { float msec; unsigned int flags; player_info_t *info; player_state_t *state, *oldstate; int num; int i; int newf; vec3_t org, dist; lastplayerinfo = num = MSG_ReadByte (); if (num >= MAX_CLIENTS) Host_EndGame ("CL_ParsePlayerinfo: bad num"); info = &cl.players[num]; oldstate = &cl.inframes[oldparsecountmod].playerstate[num]; state = &cl.inframes[parsecountmod].playerstate[num]; if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) { player_state_t dummy; if (!cl.parsecount || info->prevcount > cl.parsecount || cl.parsecount - info->prevcount >= UPDATE_BACKUP - 1) { memset(&dummy, 0, sizeof(dummy)); oldstate = &dummy; } else { oldstate = &cl.inframes[info->prevcount & UPDATE_MASK].playerstate[num]; } memcpy(state, oldstate, sizeof(player_state_t)); info->prevcount = cl.parsecount; #ifdef QUAKESTATS if (cls.findtrack && info->stats[STAT_HEALTH] > 0) { //FIXME: is this still needed with the autotrack stuff? Cam_Lock(&cl.playerview[0], num); cls.findtrack = false; } #endif flags = MSG_ReadShort (); state->flags = MVD_TranslateFlags(flags); state->messagenum = cl.parsecount; state->command.msec = 0; state->frame = MSG_ReadByte (); state->state_time = parsecounttime; state->command.msec = 0; for (i = 0; i < 3; i++) { if (flags & (DF_ORIGINX << i)) { if (cls.ezprotocolextensions1 & EZPEXT1_FLOATENTCOORDS) state->origin[i] = MSG_ReadCoordFloat (); else state->origin[i] = MSG_ReadCoord (); } } VectorSubtract(state->origin, oldstate->origin, dist); VectorScale(dist, 1/(cl.inframes[parsecountmod].packet_entities.servertime - cl.inframes[oldparsecountmod].packet_entities.servertime), state->velocity); VectorCopy (state->origin, state->predorigin); for (i = 0; i < 3; i++) { if (flags & (DF_ANGLEX << i)) { state->command.angles[i] = MSG_ReadShort(); } state->viewangles[i] = state->command.angles[i] * (360.0/65536); } if (flags & DF_MODEL) state->modelindex = MSG_ReadByte (); if (flags & DF_SKINNUM) state->skinnum = MSG_ReadByte (); if (flags & DF_EFFECTS) state->effects = MSG_ReadByte (); if (flags & DF_WEAPONFRAME) state->weaponframe = MSG_ReadByte (); VectorSet(state->szmins, -16, -16, -24); VectorSet(state->szmaxs, 16, 16, 32); state->scale = 1; state->alpha = 255; state->fatness = 0; state->colourmod[0] = 32; state->colourmod[1] = 32; state->colourmod[2] = 32; state->gravitydir[0] = 0; state->gravitydir[1] = 0; state->gravitydir[2] = -1; state->pm_type = PM_NORMAL; #ifdef QUAKESTATS TP_ParsePlayerInfo(oldstate, state, info); //can't CL_SetStatInt as we don't know if its actually us or not cl.players[num].stats[STAT_WEAPONFRAME] = state->weaponframe; cl.players[num].statsf[STAT_WEAPONFRAME] = state->weaponframe; for (i = 0; i < cl.splitclients; i++) { playerview_t *pv = &cl.playerview[i]; if (pv->cam_spec_track == num) { pv->stats[STAT_WEAPONFRAME] = state->weaponframe; pv->statsf[STAT_WEAPONFRAME] = state->weaponframe; } } #endif //add a new splitscreen autotrack view if we can if (cl.splitclients < MAX_SPLITS && !cl.players[num].spectator) { if (cl.splitclients < cl_splitscreen.value+1) { for (i = 0; i < cl.splitclients; i++) { playerview_t *pv = &cl.playerview[i]; if (pv->cam_state != CAM_FREECAM && pv->cam_spec_track == num) return; } if (i == cl.splitclients) { playerview_t *pv = &cl.playerview[cl.splitclients++]; Cam_Lock(pv, num); } } } return; } flags = (unsigned short)MSG_ReadShort (); if (cls.fteprotocolextensions & (PEXT_HULLSIZE|PEXT_TRANS|PEXT_SCALE|PEXT_FATNESS)) { if (flags & PF_EXTRA_PFS) flags |= MSG_ReadByte()<<16; } else flags = (flags & 0x3fff) | ((flags & 0xc000)<<8); state->flags = flags; state->messagenum = cl.parsecount; if (cls.ezprotocolextensions1 & EZPEXT1_FLOATENTCOORDS) { org[0] = MSG_ReadCoordFloat (); org[1] = MSG_ReadCoordFloat (); org[2] = MSG_ReadCoordFloat (); } else { org[0] = MSG_ReadCoord (); org[1] = MSG_ReadCoord (); org[2] = MSG_ReadCoord (); } VectorCopy(org, state->origin); newf = MSG_ReadByte (); if (state->frame != newf) { // state->lerpstarttime = realtime; state->frame = newf; } // the other player's last move was likely some time // before the packet was sent out, so accurately track // the exact time it was valid at if (flags & PF_MSEC) { extern cvar_t cl_demospeed; msec = MSG_ReadByte (); if (cls.demoplayback) state->state_time = parsecounttime - msec*0.001 * cl_demospeed.value; else state->state_time = parsecounttime - msec*0.001; } else { msec = 0; state->state_time = parsecounttime; } if (flags & PF_COMMAND) { MSGQW_ReadDeltaUsercmd (&nullcmd, &state->command, cl.protocol_qw); 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<velocity[i] = MSG_ReadShort(); else state->velocity[i] = 0; } if (flags & PF_MODEL) state->modelindex = MSG_ReadByte (); else state->modelindex = cl_playerindex; if (flags & PF_SKINNUM) { state->skinnum = MSG_ReadByte (); if (state->skinnum & (1<<7) && (flags & PF_MODEL)) { state->modelindex+=256; state->skinnum -= (1<<7); } } else state->skinnum = 0; if (flags & PF_EFFECTS) state->effects = MSG_ReadByte (); else state->effects = 0; if (flags & PF_WEAPONFRAME) state->weaponframe = MSG_ReadByte (); else state->weaponframe = 0; VectorSet(state->szmins, -16, -16, -24); VectorSet(state->szmaxs, 16, 16, 32); state->scale = 1; state->alpha = 255; state->fatness = 0; state->gravitydir[0] = 0; state->gravitydir[1] = 0; state->gravitydir[2] = -1; #ifdef PEXT_SCALE if ((flags & PF_SCALE) && (cls.fteprotocolextensions & PEXT_SCALE)) state->scale = MSG_ReadByte()/50.0; #endif #ifdef PEXT_TRANS if ((flags & PF_TRANS) && (cls.fteprotocolextensions & PEXT_TRANS)) state->alpha = MSG_ReadByte(); #endif #ifdef PEXT_FATNESS if ((flags & PF_FATNESS) && (cls.fteprotocolextensions & PEXT_FATNESS)) state->fatness = MSG_ReadChar(); #endif #ifdef PEXT_HULLSIZE if ((cls.fteprotocolextensions & PEXT_HULLSIZE) && (flags & PF_HULLSIZE_Z)) { int num; num = MSG_ReadByte(); if (!cl.worldmodel || cl.worldmodel->fromgame != fg_quake) { VectorScale(state->szmins, num/56.0f, state->szmins); VectorScale(state->szmaxs, num/56.0f, state->szmaxs); } else { VectorCopy(cl.worldmodel->hulls[num&(MAX_MAP_HULLSM-1)].clip_mins, state->szmins); VectorCopy(cl.worldmodel->hulls[num&(MAX_MAP_HULLSM-1)].clip_maxs, state->szmaxs); } if (num & 128) { //this hack is for hexen2. state->szmaxs[2] -= state->szmins[2]; state->szmins[2] = 0; } } //should be passed to player move func. #endif if (cls.z_ext & Z_EXT_PF_ONGROUND) state->onground = !!(flags & PF_ONGROUND); else state->onground = false; 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 we have no solidity info, guess. if (!(cls.z_ext & Z_EXT_PF_SOLID)) { if (cl.players[num].spectator || state->flags & PF_DEAD) state->flags &= ~PF_SOLID; else state->flags |= PF_SOLID; } if (cls.z_ext & Z_EXT_PM_TYPE) { int pm_code; pm_code = (flags&PF_PMC_MASK) >> PF_PMC_SHIFT; if (pm_code == PMC_NORMAL || pm_code == PMC_NORMAL_JUMP_HELD) { if (flags & PF_DEAD) state->pm_type = PM_DEAD; else { state->pm_type = PM_NORMAL; state->jump_held = (pm_code == PMC_NORMAL_JUMP_HELD); } } else if (pm_code == PMC_OLD_SPECTATOR) state->pm_type = PM_OLD_SPECTATOR; else { if (cls.z_ext & Z_EXT_PM_TYPE_NEW) { if (pm_code == PMC_SPECTATOR) state->pm_type = PM_SPECTATOR; else if (pm_code == PMC_FLY) state->pm_type = PM_FLY; else if (pm_code == PMC_NONE) state->pm_type = PM_NONE; else if (pm_code == PMC_FREEZE) state->pm_type = PM_FREEZE; else if (pm_code == PMC_WALLWALK) state->pm_type = PM_WALLWALK; else { // future extension? goto guess_pm_type; } } else { // future extension? goto guess_pm_type; } } } else { guess_pm_type: if (cl.players[num].spectator) state->pm_type = PM_OLD_SPECTATOR; else if (flags & PF_DEAD) state->pm_type = PM_DEAD; else state->pm_type = PM_NORMAL; } #ifdef QUAKESTATS TP_ParsePlayerInfo(oldstate, state, info); //can't CL_SetStatInt as we don't know if its actually us or not for (i = 0; i < cl.splitclients; i++) { playerview_t *pv = &cl.playerview[i]; if ((pv->spectator?pv->cam_spec_track:pv->playernum) == num) { pv->stats[STAT_WEAPONFRAME] = state->weaponframe; pv->statsf[STAT_WEAPONFRAME] = state->weaponframe; } } #endif if (cl.worldmodel && cl.do_lerp_players && cl_predict_players.ival) { player_state_t exact; msec -= 1000 * (cls.latency*cl_predict_players_latency.value-cl_predict_players_nudge.value); // msec = 1000*((realtime - cls.latency + 0.02) - state->state_time); // predict players movement state->command.msec = bound(0, msec, 255); //FIXME: flag these and do the pred elsewhere. CL_SetSolidEntities(); CL_SetSolidPlayers(); CL_PredictUsercmd (0, num+1, state, &exact, &state->command); //uses player 0's maxspeed/grav... VectorCopy (exact.origin, state->predorigin); } else VectorCopy (state->origin, state->predorigin); } /* void CL_ParseClientPersist(void) { player_info_t *info; int flags; flags = MSG_ReadShort(); info = &cl.players[lastplayerinfo]; if (flags & 1) info->vweapindex = MSG_ReadShort(); } */ /* ================ CL_AddFlagModels Called when the CTF flags are set ================ */ void CL_AddFlagModels (entity_t *ent, int team) { int i; float f; vec3_t v_forward, v_right, v_up; entity_t *newent; vec3_t angles; float offs = 0; if (cl_flagindex == -1) return; for (i = 0; i < FRAME_BLENDS; i++) { if (!ent->framestate.g[FS_REG].lerpweight[i]) continue; f = 14; if (ent->framestate.g[FS_REG].frame[i] >= 29 && ent->framestate.g[FS_REG].frame[i] <= 40) { if (ent->framestate.g[FS_REG].frame[i] >= 29 && ent->framestate.g[FS_REG].frame[i] <= 34) { //axpain if (ent->framestate.g[FS_REG].frame[i] == 29) f = f + 2; else if (ent->framestate.g[FS_REG].frame[i] == 30) f = f + 8; else if (ent->framestate.g[FS_REG].frame[i] == 31) f = f + 12; else if (ent->framestate.g[FS_REG].frame[i] == 32) f = f + 11; else if (ent->framestate.g[FS_REG].frame[i] == 33) f = f + 10; else if (ent->framestate.g[FS_REG].frame[i] == 34) f = f + 4; } else if (ent->framestate.g[FS_REG].frame[i] >= 35 && ent->framestate.g[FS_REG].frame[i] <= 40) { // pain if (ent->framestate.g[FS_REG].frame[i] == 35) f = f + 2; else if (ent->framestate.g[FS_REG].frame[i] == 36) f = f + 10; else if (ent->framestate.g[FS_REG].frame[i] == 37) f = f + 10; else if (ent->framestate.g[FS_REG].frame[i] == 38) f = f + 8; else if (ent->framestate.g[FS_REG].frame[i] == 39) f = f + 4; else if (ent->framestate.g[FS_REG].frame[i] == 40) f = f + 2; } } else if (ent->framestate.g[FS_REG].frame[i] >= 103 && ent->framestate.g[FS_REG].frame[i] <= 118) { if (ent->framestate.g[FS_REG].frame[i] >= 103 && ent->framestate.g[FS_REG].frame[i] <= 104) f = f + 6; //nailattack else if (ent->framestate.g[FS_REG].frame[i] >= 105 && ent->framestate.g[FS_REG].frame[i] <= 106) f = f + 6; //light else if (ent->framestate.g[FS_REG].frame[i] >= 107 && ent->framestate.g[FS_REG].frame[i] <= 112) f = f + 7; //rocketattack else if (ent->framestate.g[FS_REG].frame[i] >= 112 && ent->framestate.g[FS_REG].frame[i] <= 118) f = f + 7; //shotattack } offs += f * ent->framestate.g[FS_REG].lerpweight[i]; } newent = CL_NewTempEntity (); newent->model = cl.model_precache[cl_flagindex]; newent->skinnum = team; newent->keynum = ent->keynum; newent->flags |= ent->flags; AngleVectors (ent->angles, v_forward, v_right, v_up); v_forward[2] = -v_forward[2]; // reverse z component for (i=0 ; i<3 ; i++) newent->origin[i] = ent->origin[i] - offs*v_forward[i] + 22*v_right[i]; newent->origin[2] -= 16; VectorCopy (ent->angles, newent->angles); newent->angles[2] -= 45; VectorCopy(newent->angles, angles); AngleVectorsMesh(angles, newent->axis[0], newent->axis[1], newent->axis[2]); VectorInverse(newent->axis[1]); } void CL_AddVWeapModel(entity_t *player, model_t *model) { entity_t *newent; // vec3_t angles; if (!model) return; newent = CL_NewTempEntity (); newent->keynum = player->keynum; newent->flags |= player->flags; VectorCopy(player->origin, newent->origin); VectorCopy(player->angles, newent->angles); newent->skinnum = player->skinnum; newent->model = model; newent->framestate = player->framestate; AngleVectors(newent->angles, newent->axis[0], newent->axis[1], newent->axis[2]); VectorInverse(newent->axis[1]); } /* ============= CL_LinkPlayers Create visible entities in the correct position for all current players ============= */ vec3_t nametagorg[MAX_CLIENTS]; qboolean nametagseen[MAX_CLIENTS]; void CL_LinkPlayers (void) { int pnum; int j; player_info_t *info; player_state_t *state; player_state_t exact; double playertime; entity_t *ent; float msec; inframe_t *frame; int oldphysent; vec3_t angles; qboolean predictplayers; model_t *model; static int flickertime; static int flicker; float predictmsmult = 1000*cl_predict_players_frac.value; #ifdef HAVE_LEGACY int modelindex2; #endif extern cvar_t cl_demospeed; int displayseq; if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED) return; if (cl.paused) predictmsmult = 0; if (cls.demoplayback) predictmsmult *= cl_demospeed.value; playertime = realtime - cls.latency*cl_predict_players_latency.value + cl_predict_players_nudge.value; if (playertime > realtime) playertime = realtime; if (cl.demonudge < 0) displayseq = cl.lerpentssequence; else displayseq = cl.validsequence; frame = &cl.inframes[displayseq&UPDATE_MASK]; predictplayers = cl_predict_players.ival; if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) predictplayers = false; for (j=0, info=cl.players, state=frame->playerstate ; j < cl.allocated_client_slots ; j++, info++, state++) { nametagseen[j] = false; if (state->messagenum != displayseq) { #ifdef CSQC_DAT CSQC_DeltaPlayer(j, NULL); #endif continue; // not present this frame } CL_UpdateNetFrameLerpState(false, state->frame, 0, 0, &cl.lerpplayers[j], 0); cl.lerpplayers[j].sequence = cl.lerpentssequence; #ifdef CSQC_DAT if (CSQC_DeltaPlayer(j, state)) continue; #endif if (info->spectator || state->modelindex >= countof(cl.model_precache)) continue; //the extra modelindex check is to stop lame mods from using vweps with rings #ifdef HAVE_LEGACY if (state->command.impulse && cl.model_precache_vwep[0] && cl.model_precache_vwep[0]->type != mod_dummy && state->modelindex == cl_playerindex) { model = cl.model_precache_vwep[0]; modelindex2 = state->command.impulse; } else #endif { model = cl.model_precache[state->modelindex]; #ifdef HAVE_LEGACY modelindex2 = 0; #endif } // spawn light flashes, even ones coming from invisible objects if (r_powerupglow.value && !(r_powerupglow.value == 2 && j == cl.playerview[0].playernum) && (state->effects & (EF_BLUE|EF_RED|EF_GREEN|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,r_brightlight_colour.vec4[3]); VectorAdd(colour, r_brightlight_colour.vec4, colour); } if (state->effects & EF_DIMLIGHT) { radius = max(radius,r_dimlight_colour.vec4[3]); VectorAdd(colour, r_dimlight_colour.vec4, colour); } if (state->effects & EF_BLUE) { radius = max(radius,r_bluelight_colour.vec4[3]); VectorAdd(colour, r_bluelight_colour.vec4, colour); } if (state->effects & EF_RED) { radius = max(radius,r_redlight_colour.vec4[3]); VectorAdd(colour, r_redlight_colour.vec4, colour); } if (state->effects & EF_GREEN) { radius = max(radius,r_greenlight_colour.vec4[3]); VectorAdd(colour, r_greenlight_colour.vec4, colour); } if (radius) { vec3_t org; VectorCopy(state->origin, org); //make the light appear at the predicted position rather than anywhere else. for (pnum = 0; pnum < cl.splitclients; pnum++) if (cl.playerview[pnum].playernum == j) VectorCopy(cl.playerview[pnum].simorg, org); if (model) { org[2] += model->mins[2]; org[2] += 32; } if (r_lightflicker.value) { pnum = realtime*20; if (flickertime != pnum) { flickertime = pnum; flicker = rand(); } radius += (flicker+j)&31; } CL_NewDlight(j+1, org, radius, 0.1, colour[0], colour[1], colour[2])->flags &= ~LFLAG_FLASHBLEND; } } if (state->modelindex < 1) continue; if (CL_FilterModelindex(state->modelindex, state->frame)) continue; /* if (!Cam_DrawPlayer(j)) continue; */ // grab an entity to fill in if (cl_numvisedicts == cl_maxvisedicts) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; memset(ent, 0, sizeof(*ent)); ent->keynum = j+1; ent->model = model; ent->skinnum = state->skinnum; CL_LerpNetFrameState(&ent->framestate, &cl.lerpplayers[j]); // set colormap ent->playerindex = j; ent->topcolour = info->dtopcolor; ent->bottomcolour = info->dbottomcolor; #ifdef HEXEN2 ent->h2playerclass = info->h2playerclass; #endif #ifdef PEXT_SCALE ent->scale = state->scale; #endif ent->glowmod[0] = ent->glowmod[1] = ent->glowmod[2] = 1; ent->shaderRGBAf[0] = state->colourmod[0]/32.0f; ent->shaderRGBAf[1] = state->colourmod[1]/32.0f; ent->shaderRGBAf[2] = state->colourmod[2]/32.0f; ent->shaderRGBAf[3] = state->alpha/255.0f; if (state->alpha != 255) ent->flags |= RF_TRANSLUCENT; ent->fatness = state->fatness; // // angles // angles[PITCH] = -state->viewangles[PITCH]/3; angles[YAW] = state->viewangles[YAW]; angles[ROLL] = 0; angles[ROLL] = V_CalcRoll (angles, state->velocity)*4; if (j+1 == r_refdef.playerview->viewentity || (r_refdef.playerview->cam_state == CAM_EYECAM && r_refdef.playerview->cam_spec_track == j)) ent->flags |= RF_EXTERNALMODEL; // the player object gets added with flags | 2 for (pnum = 0; pnum < cl.splitclients; pnum++) { playerview_t *pv = &cl.playerview[pnum]; if (j == pv->playernum) { /* if (cl.spectator) { cl_numvisedicts--; continue; } */ angles[0] = -1*pv->viewangles[0] / 3; angles[1] = pv->viewangles[1]; angles[2] = pv->viewangles[2]; ent->origin[0] = pv->simorg[0]; ent->origin[1] = pv->simorg[1]; ent->origin[2] = pv->simorg[2]+pv->crouch; } } if (model && model->type == mod_alias) { angles[0]*=r_meshpitch.value; //carmack screwed up when he added alias models - they pitch the wrong way. angles[2]*=r_meshroll.value; //hexen2 screwed it up even more - they roll the wrong way. } VectorCopy(angles, ent->angles); AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); // only predict half the move to minimize overruns msec = predictmsmult*(playertime - state->state_time); if (pnum < cl.splitclients) { //this is a local player } else if (cl.do_lerp_players) { lerpents_t *le = &cl.lerpplayers[j]; VectorCopy (le->origin, ent->origin); VectorCopy(le->angles, ent->angles); ent->angles[0] /= 3; AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); } else if (msec <= 0 || (!predictplayers)) { VectorCopy (state->origin, ent->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 250) msec = 250; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); oldphysent = pmove.numphysent; CL_SetSolidPlayers (); CL_PredictUsercmd (0, j+1, state, &exact, &state->command); //uses player 0's maxspeed/grav... pmove.numphysent = oldphysent; VectorCopy (exact.origin, ent->origin); } VectorCopy(ent->origin, nametagorg[j]); nametagseen[j] = true; if (state->effects & QWEF_FLAG1) CL_AddFlagModels (ent, 0); else if (state->effects & QWEF_FLAG2) CL_AddFlagModels (ent, 1); #ifdef HAVE_LEGACY if (modelindex2) CL_AddVWeapModel (ent, cl.model_precache_vwep[modelindex2]); #endif CLQ1_AddShadow(ent); CLQ1_AddPowerupShell(ent, false, state->effects); if ((r_showbboxes.ival & 3) == 3) { vec3_t min, max; shader_t *s = R_RegisterShader("bboxshader", SUF_NONE, NULL); if (s) { VectorAdd(state->origin, pmove.player_mins, min); VectorAdd(state->origin, pmove.player_maxs, max); CLQ1_AddOrientedCube(s, min, max, NULL, 0.1, 0, 0, 1); VectorAdd(ent->origin, pmove.player_mins, min); VectorAdd(ent->origin, pmove.player_maxs, max); CLQ1_AddOrientedCube(s, min, max, NULL, 0, 0, 0.1, 1); } } if (r_torch.ival) { dlight_t *dl; dl = CL_NewDlight(j+1, ent->origin, 300, r_torch.ival, 0.5, 0.5, 0.2); dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND; dl->fov = 60; angles[0] *= 3; angles[1] += sin(realtime)*8; angles[0] += cos(realtime*1.13)*5; AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]); } } } void CL_LinkViewModel(void) { #ifdef QUAKESTATS extern cvar_t r_viewpreselgun; entity_t ent; unsigned int plnum; unsigned int playereffects; float alpha; playerview_t *pv = r_refdef.playerview; const char *preselectedmodelname; extern cvar_t cl_gunx, cl_guny, cl_gunz; extern cvar_t cl_gunanglex, cl_gunangley, cl_gunanglez; if (r_drawviewmodel.value <= 0 || !Cam_DrawViewModel(r_refdef.playerview)) return; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) { V_ClearEntity(&ent); ent.model = pv->vm.oldmodel; ent.framestate.g[FS_REG].frame[0] = pv->vm.prevframe; ent.framestate.g[FS_REG].frame[1] = pv->vm.oldframe; ent.framestate.g[FS_REG].frametime[0] = pv->vm.lerptime; ent.framestate.g[FS_REG].frametime[1] = pv->vm.oldlerptime; ent.framestate.g[FS_REG].lerpweight[0] = 1 - cl.lerpfrac; ent.framestate.g[FS_REG].lerpweight[1] = cl.lerpfrac; ent.flags |= RF_WEAPONMODEL|RF_DEPTHHACK|RF_NOSHADOW; if (pv->handedness == 1) ent.flags |= RF_XFLIP; else if (pv->handedness == 2) return; V_AddEntity (&ent); return; } #endif if (!r_drawentities.ival) return; if ((r_refdef.playerview->stats[STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value <= 0) return; if (r_refdef.playerview->stats[STAT_HEALTH] <= 0) return; if (cl.intermissionmode != IM_NONE) return; if (pv->stats[STAT_WEAPONMODELI] <= 0 || pv->stats[STAT_WEAPONMODELI] >= MAX_PRECACHE_MODELS) return; if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1) alpha = r_drawviewmodel.value; else alpha = 1; if ((pv->stats[STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value > 0 && r_drawviewmodelinvis.value < 1) alpha *= r_drawviewmodelinvis.value; //FIXME: scale alpha by the player's alpha too if (alpha <= 0) return; V_ClearEntity(&ent); #ifdef PEXT_SCALE ent.scale = 1; #endif ent.origin[0] = cl_gunz.value; ent.origin[1] = -cl_gunx.value; ent.origin[2] = -cl_guny.value; ent.angles[0] = cl_gunanglex.value; ent.angles[1] = cl_gunangley.value; ent.angles[2] = cl_gunanglez.value; ent.glowmod[0] = ent.glowmod[1] = ent.glowmod[2] = 1; ent.shaderRGBAf[0] = ent.shaderRGBAf[1] = ent.shaderRGBAf[2] = 1; ent.shaderRGBAf[3] = alpha; if (alpha != 1) { ent.flags |= RF_TRANSLUCENT; } preselectedmodelname = r_viewpreselgun.ival?IN_GetPreselectedViewmodelName(pv-cl.playerview):NULL; if (preselectedmodelname) ent.model = Mod_ForName(preselectedmodelname, MLV_SILENT); else ent.model = NULL; if (!ent.model) ent.model = cl.model_precache[pv->stats[STAT_WEAPONMODELI]]; if (!ent.model) { pv->vm.oldmodel = NULL; return; } #ifdef HLCLIENT if (!CLHL_AnimateViewEntity(&ent)) #endif { //if the model changed, reset everything. if (ent.model != pv->vm.oldmodel) { pv->vm.oldmodel = ent.model; pv->vm.oldframe = pv->vm.prevframe = pv->stats[STAT_WEAPONFRAME]; pv->vm.oldlerptime = pv->vm.lerptime = cl.time; pv->vm.frameduration = 0.1; } //if the frame changed, update the oldframe to lerp into the new frame else if (pv->stats[STAT_WEAPONFRAME] != pv->vm.prevframe) { pv->vm.oldframe = pv->vm.prevframe; pv->vm.prevframe = pv->stats[STAT_WEAPONFRAME]; pv->vm.oldlerptime = pv->vm.lerptime; pv->vm.frameduration = (cl.time - pv->vm.lerptime); if (pv->vm.frameduration < 0.01)//no faster than 100 times a second... to avoid divide by zero pv->vm.frameduration = 0.01; if (pv->vm.frameduration > 0.2) //no slower than 5 times a second pv->vm.frameduration = 0.2; pv->vm.lerptime = cl.time; } //work out the blend fraction ent.framestate.g[FS_REG].frame[0] = pv->vm.prevframe; ent.framestate.g[FS_REG].frame[1] = pv->vm.oldframe; ent.framestate.g[FS_REG].frametime[0] = cl.time - pv->vm.lerptime; ent.framestate.g[FS_REG].frametime[1] = cl.time - pv->vm.oldlerptime; ent.framestate.g[FS_REG].lerpweight[0] = (cl.time-pv->vm.lerptime)/pv->vm.frameduration; ent.framestate.g[FS_REG].lerpweight[0] = bound(0, ent.framestate.g[FS_REG].lerpweight[0], 1); ent.framestate.g[FS_REG].lerpweight[1] = 1-ent.framestate.g[FS_REG].lerpweight[0]; } ent.flags |= RF_WEAPONMODEL|RF_DEPTHHACK|RF_NOSHADOW; plnum = -1; if (pv->spectator) plnum = Cam_TrackNum(pv); if (plnum == -1) plnum = r_refdef.playerview->playernum; playereffects = 0; if (r_refdef.playerview->nolocalplayer && plnum < cl.maxlerpents) { if (plnum+1 < cl.maxlerpents) { lerpents_t *le = &cl.lerpents[plnum+1]; if (le->entstate) playereffects = le->entstate->effects; } } else if (plnum < cl.allocated_client_slots) playereffects = cl.inframes[parsecountmod].playerstate[plnum].effects; if (playereffects & DPEF_NOGUNBOB) ent.flags |= RF_WEAPONMODELNOBOB; /* ent.topcolour = TOP_DEFAULT;//cl.players[plnum].ttopcolor; ent.bottomcolour = cl.players[plnum].tbottomcolor; ent.h2playerclass = cl.players[plnum].h2playerclass; */ CLQ1_AddPowerupShell(V_AddEntity(&ent), true, playereffects); //small hack to mask depth so only the front faces of the weaponmodel appear (no glitchy intra faces). if (alpha < 1 && qrenderer == QR_OPENGL) { ent.forcedshader = R_RegisterShader("viewmodeldepthmask", SUF_NONE, "{\n" "noshadows\n" "surfaceparm nodlight\n" "{\n" "map $whiteimage\n" "maskcolor\n" "depthwrite\n" "}\n" "}\n" ); ent.shaderRGBAf[3] = 1; ent.flags &= ~RF_TRANSLUCENT; V_AddEntity(&ent); ent.forcedshader = NULL; ent.shaderRGBAf[3] = alpha; ent.flags |= RF_TRANSLUCENT; } #endif } //====================================================================== /* =============== CL_SetSolid Builds all the pmove physents for the current frame =============== */ void CL_SetSolidEntities (void) { int i; inframe_t *frame; packet_entities_t *pak; entity_state_t *state; physent_t *pent; model_t *mod; VALGRIND_MAKE_MEM_UNDEFINED(&pmove, sizeof(pmove)); #ifdef CSQC_DAT pmove.world = &csqc_world; #endif memset(&pmove.physents[0], 0, sizeof(physent_t)); pmove.physents[0].model = cl.worldmodel; VectorClear (pmove.physents[0].origin); pmove.physents[0].info = 0; pmove.numphysent = 1; frame = &cl.inframes[cl.validsequence&UPDATE_MASK]; pak = &frame->packet_entities; for (i=0 ; inum_entities ; i++) { state = &pak->entities[i]; if (state->solidsize==ES_SOLID_NOT) continue; if (state->solidsize == ES_SOLID_BSP) { /*bsp model size*/ if (state->modelindex <= 0) continue; mod = cl.model_precache[state->modelindex]; if (!mod || mod->loadstate != MLS_LOADED) continue; /*vanilla protocols have no 'solid' information. all entities get assigned ES_SOLID_BSP, even if its not actually solid. so we need to make sure that item pickups are not erroneously considered solid, but doors etc are. normally, ONLY inline models are considered solid when we have no solid info. monsters will always be non-solid, too. */ if (!(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS) && mod->numsubmodels <= 1) continue; pent = &pmove.physents[pmove.numphysent]; memset(pent, 0, sizeof(physent_t)); pent->model = mod; VectorCopy (state->angles, pent->angles); pent->angles[0]*=r_meshpitch.value; pent->angles[2]*=r_meshroll.value; } else { pent = &pmove.physents[pmove.numphysent]; memset(pent, 0, sizeof(physent_t)); pent->info = state->number; /*don't bother with angles*/ COM_DecodeSize(state->solidsize, pent->mins, pent->maxs); } if (++pmove.numphysent == MAX_PHYSENTS) break; VectorCopy(state->origin, pent->origin); pent->info = state->number; switch((int)state->skinnum) { case 0: break; case Q1CONTENTS_LADDER: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_LADDER; break; case Q1CONTENTS_SKY: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_SKY; break; case Q1CONTENTS_LAVA: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_LAVA; break; case Q1CONTENTS_SLIME: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_SLIME; break; case Q1CONTENTS_WATER: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_WATER; break; } } } /* === Calculate the new position of players, without other player clipping We do this to set up real player prediction. Players are predicted twice, first without clipping other players, then with clipping against them. This sets up the first phase. === */ void CL_SetUpPlayerPrediction(qboolean dopred) { int j; player_state_t *state; player_state_t exact; double playertime; int msec; inframe_t *frame; struct predicted_player *pplayer; extern cvar_t cl_nopred, cl_demospeed; float predictmsmult = 1000*cl_predict_players_frac.value; int s; playertime = realtime - cls.latency*cl_predict_players_latency.value + cl_predict_players_nudge.value; if (playertime > realtime) playertime = realtime; if (cl_nopred.value || /*cls.demoplayback ||*/ cl.paused || cl.worldmodel->loadstate != MLS_LOADED) return; if (cls.demoplayback) predictmsmult *= cl_demospeed.value; frame = &cl.inframes[cl.parsecount&UPDATE_MASK]; for (j=0, pplayer = predicted_players, state=frame->playerstate; j < cl.allocated_client_slots; j++, pplayer++, state++) { pplayer->active = false; if (state->messagenum != cl.parsecount) continue; // not present this frame if (!state->modelindex) continue; pplayer->active = true; pplayer->flags = state->flags; // note that the local players are special, since they move locally // we use their last predicted postition for (s = 0; s < cl.splitclients; s++) { if (j == cl.playerview[s].playernum) { VectorCopy(cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playerview[s].playernum].origin, pplayer->origin); break; } } if (s == cl.splitclients) { // only predict half the move to minimize overruns msec = predictmsmult*(playertime - state->state_time); if (msec <= 0 || !cl_predict_players.ival || !dopred) { VectorCopy (state->origin, pplayer->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 250) msec = 250; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); CL_PredictUsercmd (0, j+1, state, &exact, &state->command); VectorCopy (exact.origin, pplayer->origin); } } } } /* =============== CL_SetSolid Builds all the pmove physents for the current frame Note that CL_SetUpPlayerPrediction() must be called first! pmove must be setup with world and solid entity hulls before calling (via CL_PredictMove) =============== */ void CL_SetSolidPlayers (void) { int j; struct predicted_player *pplayer; physent_t *pent; if (!cl_solid_players.ival) return; pent = pmove.physents + pmove.numphysent; if (pmove.numphysent == MAX_PHYSENTS) //too many. return; for (j=0, pplayer = predicted_players; j < cl.allocated_client_slots; j++, pplayer++) { if (!pplayer->active) continue; // not present this frame if (!(pplayer->flags & PF_SOLID)) continue; memset(pent, 0, sizeof(physent_t)); VectorCopy(pplayer->origin, pent->origin); pent->info = j+1; VectorCopy(pmove.player_mins, pent->mins); VectorCopy(pmove.player_maxs, pent->maxs); if (++pmove.numphysent == MAX_PHYSENTS) //we just hit 88 miles per hour. break; pent++; } } /* =============== CL_EmitEntities Builds the visedicts array for cl.time Made up of: clients, packet_entities, nails, and tents =============== */ void CL_ClearEntityLists(void) { cl_framecount++; if (cl_expandvisents || cl_numvisedicts+128 >= cl_maxvisedicts) { int newnum = cl_maxvisedicts + 256; entity_t *n = BZ_Realloc(cl_visedicts, newnum * sizeof(*n)); if (n) { cl_visedicts = n; cl_maxvisedicts = newnum; } cl_expandvisents = false; } cl_numvisedicts = 0; cl_numstrisidx = 0; cl_numstrisvert = 0; cl_numstris = 0; } void CL_FreeVisEdicts(void) { cl_framecount++; BZ_Free(cl_visedicts); cl_visedicts = NULL; cl_maxvisedicts = 0; cl_numvisedicts = 0; } /* static void CL_WaterSplashes(void) { int i; entity_t *ent; vec3_t org; static unsigned int ltime; unsigned int ntime = cl.time*1000; if (ntime - ltime < 200) return; ltime = ntime; for (i = 0; i < cl_numvisedicts; i++) { ent = &cl_visedicts[i]; if (ent->model) { if (ent->origin[2] + ent->model->mins[2] < r_refdef.waterheight && ent->origin[2] + ent->model->maxs[2] > r_refdef.waterheight) { org[0] = ent->origin[0]; org[1] = ent->origin[1]; org[2] = r_refdef.waterheight; P_RunParticleEffectTypeString(org, NULL, 1, "te_watertransition"); } } } } */ void CL_EmitEntities (void) { if (cls.state != ca_active) return; CL_DecayLights (); #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) { CL_ClearEntityLists(); CLQ2_AddEntities(); return; } #endif if (!cl.validsequence) return; CL_ClearEntityLists(); CL_LinkPlayers (); CL_LinkPacketEntities (); CL_LinkProjectiles (); CL_UpdateTEnts (); // CL_WaterSplashes(); } void CL_ClearPredict(void) { memset(predicted_players, 0, sizeof(predicted_players)); }