/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_ents.c -- entity parsing and management #include "quakedef.h" #include "particles.h" #include "shader.h" extern cvar_t cl_predict_players; extern cvar_t cl_predict_players_frac; extern cvar_t cl_lerp_players; extern cvar_t cl_solid_players; extern cvar_t cl_item_bobbing; extern cvar_t r_rocketlight; extern cvar_t r_lightflicker; extern cvar_t cl_r2g; extern cvar_t r_powerupglow; extern cvar_t v_powerupshell; extern cvar_t cl_nolerp; extern cvar_t cl_nolerp_netquake; extern cvar_t r_torch; extern cvar_t r_shadows; extern cvar_t r_showbboxes; extern cvar_t cl_gibfilter, cl_deadbodyfilter; extern int cl_playerindex; static struct predicted_player { int flags; qboolean active; vec3_t origin; // predicted origin vec3_t oldo; vec3_t olda; vec3_t oldv; qboolean predict; player_state_t *oldstate; } predicted_players[MAX_CLIENTS]; static void CL_LerpNetFrameState(int fsanim, framestate_t *fs, lerpents_t *le); qboolean CL_PredictPlayer(lerpents_t *le, entity_state_t *state, int sequence); void CL_PlayerFrameUpdated(player_state_t *plstate, entity_state_t *state, int sequence); extern int cl_playerindex, cl_h_playerindex, cl_rocketindex, cl_grenadeindex, cl_gib1index, cl_gib2index, cl_gib3index; qboolean CL_FilterModelindex(int modelindex, int frame) { if (modelindex == cl_playerindex) { if (cl_deadbodyfilter.ival == 2) { if (frame >= 41 && frame <= 102) return true; } else if (cl_deadbodyfilter.ival) { if (frame == 49 || frame == 60 || frame == 69 || frame == 84 || frame == 93 || frame == 102) return true; } } if (cl_gibfilter.ival && ( modelindex == cl_h_playerindex || modelindex == cl_gib1index || modelindex == cl_gib2index || modelindex == cl_gib3index)) return true; return false; } //============================================================ void CL_FreeDlights(void) { #if defined(GLQUAKE) || defined(D3DQUAKE) #ifdef RTLIGHTS int i; for (i = 0; i < rtlights_max; i++) if (cl_dlights[i].worldshadowmesh) SH_FreeShadowMesh(cl_dlights[i].worldshadowmesh); #endif #endif rtlights_max = cl_maxdlights = 0; BZ_Free(cl_dlights); cl_dlights = NULL; } void CL_InitDlights(void) { rtlights_max = cl_maxdlights = RTL_FIRST; cl_dlights = BZ_Realloc(cl_dlights, sizeof(*cl_dlights)*cl_maxdlights); memset(cl_dlights, 0, sizeof(*cl_dlights)*cl_maxdlights); } static void CL_ClearDlight(dlight_t *dl, int key) { void *sm; texid_t st; TEXASSIGNF(st, dl->stexture); sm = dl->worldshadowmesh; memset (dl, 0, sizeof(*dl)); dl->rebuildcache = true; dl->worldshadowmesh = sm; TEXASSIGNF(dl->stexture, st); dl->axis[0][0] = 1; dl->axis[1][1] = 1; dl->axis[2][2] = 1; dl->key = key; dl->flags = LFLAG_DYNAMIC; dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 1; dl->corona = r_flashblend.value * 0.25; dl->coronascale = r_flashblendscale.value; dl->lightcolourscales[0] = 0; dl->lightcolourscales[1] = 1; dl->lightcolourscales[2] = 4; // if (r_shadow_realtime_dlight_shadowmap.value) // dl->flags |= LFLAG_SHADOWMAP; } dlight_t *CL_AllocSlight(void) { dlight_t *dl; if (rtlights_max == cl_maxdlights) { cl_maxdlights = rtlights_max+8; cl_dlights = BZ_Realloc(cl_dlights, sizeof(*cl_dlights)*cl_maxdlights); memset(&cl_dlights[rtlights_max], 0, sizeof(*cl_dlights)*(cl_maxdlights-rtlights_max)); } dl = &cl_dlights[rtlights_max++]; CL_ClearDlight(dl, 0); dl->corona = 0; return dl; } /* =============== CL_AllocDlight =============== */ dlight_t *CL_AllocDlight (int key) { int i; dlight_t *dl; // first look for an exact key match if (key) { dl = cl_dlights+rtlights_first; for (i=rtlights_first ; ikey == key) { CL_ClearDlight(dl, key); return dl; } } } //default to the first dl = &cl_dlights[rtlights_first?rtlights_first-1:0]; //try and find one that is free for (i=RTL_FIRST; i > rtlights_first && i > 0; ) { i--; if (!cl_dlights[i].radius) { dl = &cl_dlights[i]; break; } } if (rtlights_first > dl - cl_dlights) rtlights_first = dl - cl_dlights; CL_ClearDlight(dl, key); return dl; } /* =============== CL_NewDlight =============== */ dlight_t *CL_NewDlight (int key, const vec3_t org, float radius, float time, float r, float g, float b) { dlight_t *dl; dl = CL_AllocDlight (key); VectorCopy(org, dl->origin); dl->radius = radius; dl->die = cl.time + time; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; return dl; } dlight_t *CL_NewDlightRGB(int key, const vec3_t org, float radius, float time, float r, float g, float b) { return CL_NewDlight(key, org, radius, time, r*5, g*5, b*5); } /* =============== CL_DecayLights =============== */ void CL_DecayLights (void) { int i; dlight_t *dl; if (cl.paused) //DON'T DO IT!!! return; 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; } dl->radius -= host_frametime*dl->decay; if (dl->radius < 0) { if (i==rtlights_first) rtlights_first++; dl->radius = 0; continue; } if (dl->channelfade[0]) { dl->color[0] -= host_frametime*dl->channelfade[0]; if (dl->color[0] < 0) dl->color[0] = 0; } if (dl->channelfade[1]) { dl->color[1] -= host_frametime*dl->channelfade[1]; if (dl->color[1] < 0) dl->color[1] = 0; } if (dl->channelfade[2]) { dl->color[2] -= host_frametime*dl->channelfade[2]; if (dl->color[2] < 0) dl->color[2] = 0; } } } /* ========================================================================= PACKET ENTITY PARSING / LINKING ========================================================================= */ /* ================== CL_ParseDelta Can go from either a baseline or a previous packet_entity ================== */ //int bitcounts[32]; /// just for protocol profiling void CLQW_ParseDelta (entity_state_t *from, entity_state_t *to, int bits, qboolean new) { int i; #ifdef PROTOCOLEXTENSIONS int morebits=0; #endif // set everything to the state we are delta'ing from *to = *from; to->number = bits & 511; bits &= ~511; if (bits & U_MOREBITS) { // read in the low order bits i = MSG_ReadByte (); bits |= i; } // count the bits for net profiling // for (i=0 ; i<16 ; i++) // if (bits&(1<number += 512; if ((morebits & U_ENTITYDBL2) && (cls.fteprotocolextensions & PEXT_ENTITYDBL2)) to->number += 1024; if (bits & U_MODEL) { to->modelindex = MSG_ReadByte (); if (morebits & U_MODELDBL && (cls.fteprotocolextensions & PEXT_MODELDBL)) to->modelindex += 256; } else if (morebits & U_MODELDBL && (cls.fteprotocolextensions & PEXT_MODELDBL)) to->modelindex = MSG_ReadShort(); if (bits & U_FRAME) to->frame = MSG_ReadByte (); if (bits & U_COLORMAP) to->colormap = MSG_ReadByte(); if (bits & U_SKIN) { to->skinnum = MSG_ReadByte(); if (to->skinnum >= 256-32) /*final 32 skins are taken as a content value instead*/ to->skinnum = (char)to->skinnum; } if (bits & U_EFFECTS) to->effects = (to->effects&0xff00)|MSG_ReadByte(); if (bits & U_ORIGIN1) to->origin[0] = MSG_ReadCoord (); if (bits & U_ANGLE1) to->angles[0] = MSG_ReadAngle (); if (bits & U_ORIGIN2) to->origin[1] = MSG_ReadCoord (); if (bits & U_ANGLE2) to->angles[1] = MSG_ReadAngle (); if (bits & U_ORIGIN3) to->origin[2] = MSG_ReadCoord (); if (bits & U_ANGLE3) to->angles[2] = MSG_ReadAngle (); to->solid = ES_SOLID_BSP; if (bits & U_SOLID) { //doesn't mean anything. solidity is infered instead. } #ifdef PEXT_SCALE if ((morebits & U_SCALE) && (cls.fteprotocolextensions & PEXT_SCALE)) to->scale = MSG_ReadByte(); #endif #ifdef PEXT_TRANS if ((morebits & U_TRANS) && (cls.fteprotocolextensions & PEXT_TRANS)) to->trans = MSG_ReadByte(); #endif #ifdef PEXT_FATNESS if ((morebits & U_FATNESS) && (cls.fteprotocolextensions & PEXT_FATNESS)) to->fatness = MSG_ReadChar(); #endif if ((morebits & U_DRAWFLAGS) && (cls.fteprotocolextensions & PEXT_HEXEN2)) to->hexen2flags = MSG_ReadByte(); if ((morebits & U_ABSLIGHT) && (cls.fteprotocolextensions & PEXT_HEXEN2)) to->abslight = MSG_ReadByte(); if ((morebits & U_COLOURMOD) && (cls.fteprotocolextensions & PEXT_COLOURMOD)) { to->colormod[0] = MSG_ReadByte(); to->colormod[1] = MSG_ReadByte(); to->colormod[2] = MSG_ReadByte(); } if (morebits & U_DPFLAGS)// && cls.fteprotocolextensions & PEXT_DPFLAGS) { // these are bits for the 'flags' field of the entity_state_t i = MSG_ReadByte(); to->dpflags = i; to->flags = 0; if (i & RENDER_VIEWMODEL) to->flags |= Q2RF_WEAPONMODEL|Q2RF_MINLIGHT|Q2RF_DEPTHHACK; if (i & RENDER_EXTERIORMODEL) to->flags |= Q2RF_EXTERNALMODEL; } if (morebits & U_TAGINFO) { to->tagentity = MSG_ReadShort(); to->tagindex = MSG_ReadShort(); } if (morebits & U_LIGHT) { to->light[0] = MSG_ReadShort(); to->light[1] = MSG_ReadShort(); to->light[2] = MSG_ReadShort(); to->light[3] = MSG_ReadShort(); to->lightstyle = MSG_ReadByte(); to->lightpflags = MSG_ReadByte(); } if (morebits & U_EFFECTS16) to->effects = (to->effects&0x00ff)|(MSG_ReadByte()<<8); } /* ================= FlushEntityPacket ================= */ void FlushEntityPacket (void) { int word; entity_state_t olde, newe; Con_DPrintf ("FlushEntityPacket\n"); memset (&olde, 0, sizeof(olde)); cl.validsequence = 0; // can't render a frame cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true; // read it all, but ignore it while (1) { word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities"); return; } if (!word) break; // done CLQW_ParseDelta (&olde, &newe, word, true); } } void CLFTE_ReadDelta(unsigned int entnum, entity_state_t *news, entity_state_t *olds, entity_state_t *baseline) { unsigned int bits; bits = MSG_ReadByte(); if (bits & UF_EXTEND1) bits |= MSG_ReadByte()<<8; if (bits & UF_EXTEND2) bits |= MSG_ReadByte()<<16; if (bits & UF_EXTEND3) bits |= MSG_ReadByte()<<24; if (cl_shownet.ival >= 3) Con_Printf("%3i: Update %4i 0x%x\n", msg_readcount, entnum, bits); if (bits & UF_RESET) { // Con_Printf("%3i: Reset %i @ %i\n", msg_readcount, entnum, cls.netchan.incoming_sequence); *news = *baseline; } else if (!olds) { /*reset got lost, probably the data will be filled in later - FIXME: we should probably ignore this entity*/ Con_DPrintf("New entity without reset\n"); *news = nullentitystate; // *news = *baseline; } else *news = *olds; news->number = entnum; if (bits & UF_FRAME) { if (bits & UF_16BIT) news->frame = MSG_ReadShort(); else news->frame = MSG_ReadByte(); } if (bits & UF_ORIGINXY) { news->origin[0] = MSG_ReadCoord(); news->origin[1] = MSG_ReadCoord(); } if (bits & UF_ORIGINZ) news->origin[2] = MSG_ReadCoord(); if (bits & UF_PREDINFO) { /*predicted stuff gets more precise angles*/ if (bits & UF_ANGLESXZ) { news->angles[0] = MSG_ReadAngle16(); news->angles[2] = MSG_ReadAngle16(); } if (bits & UF_ANGLESY) news->angles[1] = MSG_ReadAngle16(); } else { if (bits & UF_ANGLESXZ) { news->angles[0] = MSG_ReadAngle(); news->angles[2] = MSG_ReadAngle(); } if (bits & UF_ANGLESY) news->angles[1] = MSG_ReadAngle(); } if ((bits & (UF_EFFECTS | UF_EFFECTS2)) == (UF_EFFECTS | UF_EFFECTS2)) news->effects = MSG_ReadLong(); else if (bits & UF_EFFECTS2) news->effects = MSG_ReadShort(); else if (bits & UF_EFFECTS) news->effects = MSG_ReadByte(); news->u.q1.movement[0] = 0; news->u.q1.movement[1] = 0; news->u.q1.movement[2] = 0; news->u.q1.velocity[0] = 0; news->u.q1.velocity[1] = 0; news->u.q1.velocity[2] = 0; if (bits & UF_PREDINFO) { unsigned int predbits; 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 (predbits & UFP_WEAPONFRAME) { 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 (bits & UF_MODEL) { if (bits & UF_16BIT) news->modelindex = MSG_ReadShort(); else news->modelindex = MSG_ReadByte(); } if (bits & UF_SKIN) { if (bits & UF_16BIT) news->skinnum = MSG_ReadShort(); else news->skinnum = MSG_ReadByte(); } if (bits & UF_COLORMAP) news->colormap = MSG_ReadByte(); if (bits & UF_SOLID) news->solid = MSG_ReadShort(); if (bits & UF_FLAGS) news->dpflags = MSG_ReadByte(); if (bits & UF_ALPHA) news->trans = MSG_ReadByte(); if (bits & UF_SCALE) news->scale = MSG_ReadByte(); if (bits & UF_ABSLIGHT) news->abslight = MSG_ReadByte(); if (bits & UF_DRAWFLAGS) news->hexen2flags = MSG_ReadByte(); if (bits & UF_TAGINFO) { news->tagentity = MSG_ReadShort(); news->tagindex = MSG_ReadByte(); } if (bits & UF_LIGHT) { news->light[0] = MSG_ReadShort(); news->light[1] = MSG_ReadShort(); news->light[1] = MSG_ReadShort(); news->light[1] = MSG_ReadShort(); news->lightstyle = MSG_ReadByte(); news->lightpflags = MSG_ReadByte(); } if (bits & UF_TRAILEFFECT) news->u.q1.traileffectnum = MSG_ReadShort(); if (bits & UF_COLORMOD) { news->colormod[0] = MSG_ReadByte(); news->colormod[1] = MSG_ReadByte(); news->colormod[2] = MSG_ReadByte(); } if (bits & UF_GLOWMOD) { 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(); } } void CLFTE_ParseBaseline(entity_state_t *es, qboolean numberisimportant) { int entnum = 0; if (numberisimportant) entnum = MSG_ReadShort(); CLFTE_ReadDelta(entnum, es, &nullentitystate, &nullentitystate); } /* Note: strictly speaking, you don't need multiple frames, just two and flip between them. FTE retains the full 64 frames because its interpolation will go multiple packets back in time to cover packet loss. */ void CLFTE_ParseEntities(void) { int oldpacket, newpacket; packet_entities_t *oldp, *newp, nullp; unsigned short newnum, oldnum; int oldindex; qboolean isvalid = false; entity_state_t *e; // int i; // for (i = cl.validsequence+1; i < cls.netchan.incoming_sequence; i++) // { // Con_Printf("CL: Dropped %i\n", i); // } newpacket = cls.netchan.incoming_sequence&UPDATE_MASK; oldpacket = cl.validsequence&UPDATE_MASK; newp = &cl.frames[newpacket].packet_entities; oldp = &cl.frames[oldpacket].packet_entities; cl.frames[newpacket].invalid = true; if (!cl.validsequence || cls.netchan.incoming_sequence-cl.validsequence >= UPDATE_BACKUP-1) { oldp = &nullp; oldp->num_entities = 0; oldp->max_entities = 0; } else isvalid = true; newp->servertime = MSG_ReadFloat(); cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; cl.gametime = newp->servertime; cl.gametimemark = realtime; /*clear all entities*/ newp->num_entities = 0; oldindex = 0; while(1) { newnum = MSG_ReadShort(); if (!newnum || msg_badread) { /*reached the end, don't forget old entities*/ while(oldindex < oldp->num_entities) { if (newp->num_entities >= newp->max_entities) { newp->max_entities = newp->num_entities+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } newp->entities[newp->num_entities++] = oldp->entities[oldindex++]; } break; } if (newnum == 0x8000) { /*removal of world - means forget all entities*/ if (cl_shownet.ival >= 3) Con_Printf("%3i: Reset all\n", msg_readcount); newp->num_entities = 0; isvalid = true; continue; } oldnum = oldindex >= oldp->num_entities ? 0xffff : oldp->entities[oldindex].number; /*if we skipped some, then they were unchanged*/ while ((newnum&0x7fff) > oldnum) { if (newp->num_entities >= newp->max_entities) { newp->max_entities = newp->num_entities+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } newp->entities[newp->num_entities++] = oldp->entities[oldindex++]; oldnum = oldindex >= oldp->num_entities ? 0xffff : oldp->entities[oldindex].number; } if (newnum & 0x8000) { if (cl_shownet.ival >= 3) Con_Printf("%3i: Remove %i @ %i\n", msg_readcount, (newnum&32767), cls.netchan.incoming_sequence); if (oldnum == (newnum&0x7fff)) oldindex++; continue; } else { if (!CL_CheckBaselines(newnum)) Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum); if (newp->num_entities >= newp->max_entities) { newp->max_entities = newp->num_entities+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (oldnum == newnum) CLFTE_ReadDelta(newnum, &newp->entities[newp->num_entities++], &oldp->entities[oldindex++], cl_baselines + newnum); else CLFTE_ReadDelta(newnum, &newp->entities[newp->num_entities++], NULL, cl_baselines + newnum); } } for (oldindex = 0; oldindex < newp->num_entities; oldindex++) { e = newp->entities + oldindex; if (e->number > cl.allocated_client_slots) break; /*update the prediction info if needed*/ if (e->u.q1.pmovetype) { frame_t *fram; fram = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK]; CL_PlayerFrameUpdated(&fram->playerstate[e->number-1], e, cls.netchan.incoming_sequence); } } if (isvalid) { cl.oldvalidsequence = cl.validsequence; cl.validsequence = cls.netchan.incoming_sequence; cl.ackedinputsequence = cl.validsequence; cl.frames[newpacket].invalid = false; } else { newp->num_entities = 0; cl.validsequence = 0; } /*ackedinputsequence is updated when we have new player prediction info*/ cl.ackedinputsequence = cls.netchan.incoming_sequence; } /* ================== CL_ParsePacketEntities An svc_packetentities has just been parsed, deal with the rest of the data stream. ================== */ void CL_ParsePacketEntities (qboolean delta) { int oldpacket, newpacket; packet_entities_t *oldp, *newp, dummy; int oldindex, newindex; int word, newnum, oldnum; qboolean full; int from; newpacket = cls.netchan.incoming_sequence&UPDATE_MASK; newp = &cl.frames[newpacket].packet_entities; cl.frames[newpacket].invalid = false; if (cls.protocol == CP_QUAKEWORLD && cls.demoplayback == DPB_MVD) { extern float nextdemotime; cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; cl.gametime = nextdemotime; cl.gametimemark = realtime; } else if (!(cls.fteprotocolextensions & PEXT_ACCURATETIMINGS) && cls.protocol == CP_QUAKEWORLD) { cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; cl.gametime = realtime; cl.gametimemark = realtime; } newp->servertime = cl.gametime; if (delta) { from = MSG_ReadByte (); // Con_Printf("%i %i from %i\n", cls.netchan.outgoing_sequence, cls.netchan.incoming_sequence, from); oldpacket = cl.frames[newpacket].delta_sequence; if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) from = oldpacket = cls.netchan.incoming_sequence - 1; if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >= UPDATE_BACKUP - 1) { // there are no valid frames left, so drop it FlushEntityPacket (); cl.validsequence = 0; return; } if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK)) { Con_DPrintf ("WARNING: from mismatch\n"); // FlushEntityPacket (); // cl.validsequence = 0; // return; } if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1) { // we can't use this, it is too old FlushEntityPacket (); // don't clear cl.validsequence, so that frames can still be rendered; // it is possible that a fresh packet will be received before // (outgoing_sequence - incoming_sequence) exceeds UPDATE_BACKUP - 1 return; } oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities; full = false; } else { // this is a full update that we can start delta compressing from now oldp = &dummy; dummy.num_entities = 0; full = true; } cl.oldvalidsequence = cl.validsequence; cl.validsequence = cls.netchan.incoming_sequence; oldindex = 0; newindex = 0; newp->num_entities = 0; while (1) { word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities"); return; } if (!word) { while (oldindex < oldp->num_entities) { // copy all the rest of the entities from the old packet //Con_Printf ("copy %i\n", oldp->entities[oldindex].number); if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (oldindex >= oldp->max_entities) Host_EndGame("Old packet entity too big\n"); newp->entities[newindex] = oldp->entities[oldindex]; newindex++; oldindex++; } break; } newnum = word&511; if (word & U_MOREBITS) { int oldpos = msg_readcount; int excessive; excessive = MSG_ReadByte(); if (excessive & U_EVENMORE) { excessive = MSG_ReadByte(); if (excessive & U_ENTITYDBL) newnum += 512; if (excessive & U_ENTITYDBL2) newnum += 1024; } msg_readcount = oldpos;//undo the read... } oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number; while (newnum > oldnum) { if (full) { Con_Printf ("WARNING: oldcopy on full update"); FlushEntityPacket (); return; } //Con_Printf ("copy %i\n", oldnum); // copy one of the old entities over to the new packet unchanged if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (oldindex >= oldp->max_entities) Host_EndGame("Old packet entity too big\n"); newp->entities[newindex] = oldp->entities[oldindex]; newindex++; oldindex++; oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number; } if (newnum < oldnum) { // new from baseline //Con_Printf ("baseline %i\n", newnum); if (word & U_REMOVE) { //really read the extra entity number if required if (word & U_MOREBITS) if (MSG_ReadByte() & U_EVENMORE) MSG_ReadByte(); if (full) { cl.validsequence = 0; Con_Printf ("WARNING: U_REMOVE on full update\n"); FlushEntityPacket (); return; } continue; } if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } if (!CL_CheckBaselines(newnum)) Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum); CLQW_ParseDelta (cl_baselines + newnum, &newp->entities[newindex], word, true); newindex++; continue; } if (newnum == oldnum) { // delta from previous if (full) { cl.validsequence = 0; Con_Printf ("WARNING: delta on full update"); } if (word & U_REMOVE) { if (word & U_MOREBITS) if (MSG_ReadByte() & U_EVENMORE) MSG_ReadByte(); oldindex++; continue; } if (newindex >= newp->max_entities) { newp->max_entities = newindex+1; newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities); } //Con_Printf ("delta %i\n",newnum); CLQW_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word, false); newindex++; oldindex++; } } newp->num_entities = newindex; } entity_state_t *CL_FindOldPacketEntity(int num) { int pnum; entity_state_t *s1; packet_entities_t *pack; if (!cl.validsequence) return NULL; pack = &cl.frames[(cls.netchan.incoming_sequence-1)&UPDATE_MASK].packet_entities; for (pnum=0 ; pnumnum_entities ; pnum++) { s1 = &pack->entities[pnum]; if (num == s1->number) return s1; } return NULL; } #ifdef NQPROT entity_state_t defaultstate; void DP5_ParseDelta(entity_state_t *s) { int bits; bits = MSG_ReadByte(); if (bits & E5_EXTEND1) { bits |= MSG_ReadByte() << 8; if (bits & E5_EXTEND2) { bits |= MSG_ReadByte() << 16; if (bits & E5_EXTEND3) bits |= MSG_ReadByte() << 24; } } if (bits & E5_ALLUNUSED) { Host_EndGame("Detected 'unused' bits in DP5+ entity delta - %x (%x)\n", bits, (bits & E5_ALLUNUSED)); } if (bits & E5_FULLUPDATE) { int num; num = s->number; *s = defaultstate; s->trans = 255; s->scale = 16; s->number = num; s->colormod[0] = (256)/8; s->colormod[1] = (256)/8; s->colormod[2] = (256)/8; s->solid = ES_SOLID_BSP; // s->active = true; } if (bits & E5_FLAGS) { int i = MSG_ReadByte(); s->dpflags = i; s->flags = 0; if (i & RENDER_VIEWMODEL) s->flags |= Q2RF_WEAPONMODEL|Q2RF_MINLIGHT|Q2RF_DEPTHHACK; if (i & RENDER_EXTERIORMODEL) s->flags |= Q2RF_EXTERNALMODEL; } if (bits & E5_ORIGIN) { if (bits & E5_ORIGIN32) { s->origin[0] = MSG_ReadFloat(); s->origin[1] = MSG_ReadFloat(); s->origin[2] = MSG_ReadFloat(); } else { s->origin[0] = MSG_ReadShort()*(1/8.0f); s->origin[1] = MSG_ReadShort()*(1/8.0f); s->origin[2] = MSG_ReadShort()*(1/8.0f); } } if (bits & E5_ANGLES) { if (bits & E5_ANGLES16) { s->angles[0] = MSG_ReadAngle16(); s->angles[1] = MSG_ReadAngle16(); s->angles[2] = MSG_ReadAngle16(); } else { s->angles[0] = MSG_ReadChar() * (360.0/256); s->angles[1] = MSG_ReadChar() * (360.0/256); s->angles[2] = MSG_ReadChar() * (360.0/256); } } if (bits & E5_MODEL) { if (bits & E5_MODEL16) s->modelindex = (unsigned short) MSG_ReadShort(); else s->modelindex = MSG_ReadByte(); } if (bits & E5_FRAME) { if (bits & E5_FRAME16) s->frame = (unsigned short) MSG_ReadShort(); else s->frame = MSG_ReadByte(); } if (bits & E5_SKIN) s->skinnum = MSG_ReadByte(); if (bits & E5_EFFECTS) { if (bits & E5_EFFECTS32) s->effects = (unsigned int) MSG_ReadLong(); else if (bits & E5_EFFECTS16) s->effects = (unsigned short) MSG_ReadShort(); else s->effects = MSG_ReadByte(); } if (bits & E5_ALPHA) s->trans = MSG_ReadByte(); if (bits & E5_SCALE) s->scale = MSG_ReadByte(); if (bits & E5_COLORMAP) s->colormap = MSG_ReadByte(); if (bits & E5_ATTACHMENT) { s->tagentity = MSG_ReadShort(); s->tagindex = MSG_ReadByte(); } if (bits & E5_LIGHT) { s->light[0] = MSG_ReadShort(); s->light[1] = MSG_ReadShort(); s->light[2] = MSG_ReadShort(); s->light[3] = MSG_ReadShort(); s->lightstyle = MSG_ReadByte(); s->lightpflags = MSG_ReadByte(); } if (bits & E5_GLOW) { s->glowsize = MSG_ReadByte(); s->glowcolour = MSG_ReadByte(); } if (bits & E5_COLORMOD) { s->colormod[0] = MSG_ReadByte(); s->colormod[1] = MSG_ReadByte(); s->colormod[2] = MSG_ReadByte(); } if (bits & E5_GLOWMOD) { s->glowmod[0] = MSG_ReadByte(); s->glowmod[1] = MSG_ReadByte(); s->glowmod[2] = MSG_ReadByte(); } } int cl_latestframenum; void CLDP_ParseDarkPlaces5Entities(void) //the things I do.. :o( { //the incoming entities do not come in in any order. :( //well, they come in in order of priorities, but that's not useful to us. //I guess this means we'll have to go slowly. //dp deltas update in-place //this gets in the way of tracking multiple frames, and thus doesn't match fte too well packet_entities_t *pack, oldpack; static packet_entities_t newpack; entity_state_t *to, *from; unsigned short read; int oldi, newi, lowesti, lowestv, newremaining; qboolean remove; cl_latestframenum = MSG_ReadLong(); /*server sequence to be acked*/ if (cls.protocol_nq >= CPNQ_DP7) cl.ackedinputsequence = MSG_ReadLong(); /*client input sequence which has been acked*/ cl.frames[(cls.netchan.incoming_sequence)&UPDATE_MASK].receivedtime = realtime; pack = &cl.frames[(cls.netchan.incoming_sequence)&UPDATE_MASK].packet_entities; pack->servertime = cl.gametime; oldpack = *pack; oldi = 0; newpack.num_entities = 0; for (read = MSG_ReadShort(); read!=0x8000; read = MSG_ReadShort()) { if (msg_badread) Host_EndGame("Corrupt entitiy message packet\n"); remove = !!(read&0x8000); read&=~0x8000; if (read >= MAX_EDICTS) Host_EndGame("Too many entities.\n"); from = &defaultstate; for (oldi=0 ; oldiflags |= 0x80000000; //so we don't copy it. break; } } if (remove) { continue; } if (newpack.num_entities==newpack.max_entities) { newpack.max_entities = newpack.num_entities+16; newpack.entities = BZ_Realloc(newpack.entities, sizeof(entity_state_t)*newpack.max_entities); } to = &newpack.entities[newpack.num_entities]; newpack.num_entities++; memcpy(to, from, sizeof(*to)); to->number = read; DP5_ParseDelta(to); to->flags &= ~0x80000000; } /*we're writing into the old one, clear it out prematurely (to make the malloc below trigger, and free it at the end)*/ pack->max_entities = 0; pack->entities = NULL; //make sure there's enough space for both lists if (oldpack.num_entities + newpack.num_entities>=pack->max_entities) { pack->max_entities = oldpack.num_entities + newpack.num_entities; pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities); } pack->num_entities = 0; //we're read all the new states, so have current info //merge the packets, sorting the new ones (so the output is always sorted) for (oldi = 0, lowesti=0, lowestv = 0, newremaining = newpack.num_entities; newremaining || oldi < oldpack.num_entities; ) { if (oldi == oldpack.num_entities) from = NULL; else { from = &oldpack.entities[oldi]; if (from->flags & 0x80000000) { oldi++; continue; } } if (newremaining && !lowestv) { lowestv = 0x7ffffffe; for(newi = 0; newi < newpack.num_entities; newi++) { if (newpack.entities[newi].flags & 0x80000000) continue; if (newpack.entities[newi].number < lowestv) { lowestv = newpack.entities[newi].number; lowesti = newi; } } } /*use the new packet instead if we need to*/ if (!from || (from->number > lowestv && lowestv)) { from = &newpack.entities[lowesti]; from->flags |= 0x80000000; lowestv = 0; /*find the next oldest*/ newremaining--; } else oldi++; to = &pack->entities[pack->num_entities]; pack->num_entities++; memcpy(to, from, sizeof(*to)); to->flags &= ~0x80000000; } BZ_Free(oldpack.entities); } void CLNQ_ParseEntity(unsigned int bits) { int i; int num; entity_state_t *state;//, *from; entity_state_t *base; static float lasttime; packet_entities_t *pack; if (cls.signon == 4 - 1) { // first update is the final signon stage cls.signon = 4; CLNQ_SignonReply (); } pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; if (bits & NQU_MOREBITS) { i = MSG_ReadByte (); bits |= (i<<8); } if (bits & DPU_EXTEND1) { i = MSG_ReadByte (); bits |= (i<<16); } if (bits & DPU_EXTEND2) { i = MSG_ReadByte (); bits |= (i<<24); } if (bits & NQU_LONGENTITY) num = MSG_ReadShort (); else num = MSG_ReadByte (); // state = CL_FindPacketEntity(num); // if (!state) { // if ((int)(lasttime*100) != (int)(realtime*100)) // pack->num_entities=0; // else if (pack->num_entities==pack->max_entities) { pack->max_entities = pack->num_entities+1; pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities); memset(pack->entities + pack->num_entities, 0, sizeof(entity_state_t)); } lasttime = realtime; state = &pack->entities[pack->num_entities++]; } // from = CL_FindOldPacketEntity(num); //this could be optimised. if (!CL_CheckBaselines(num)) Host_EndGame("CLNQ_ParseEntity: check baselines failed with size %i", num); base = cl_baselines + num; memcpy(state, base, sizeof(*state)); state->number = num; state->solid = ES_SOLID_BSP; state->dpflags = (bits & NQU_NOLERP)?RENDER_STEP:0; if (bits & NQU_MODEL) state->modelindex = MSG_ReadByte (); if (bits & NQU_FRAME) state->frame = MSG_ReadByte(); if (bits & NQU_COLORMAP) state->colormap = MSG_ReadByte(); if (bits & NQU_SKIN) state->skinnum = MSG_ReadByte(); if (bits & NQU_EFFECTS) state->effects = MSG_ReadByte(); if (bits & NQU_ORIGIN1) state->origin[0] = MSG_ReadCoord (); if (bits & NQU_ANGLE1) state->angles[0] = MSG_ReadAngle(); if (bits & NQU_ORIGIN2) state->origin[1] = MSG_ReadCoord (); if (bits & NQU_ANGLE2) state->angles[1] = MSG_ReadAngle(); if (bits & NQU_ORIGIN3) state->origin[2] = MSG_ReadCoord (); if (bits & NQU_ANGLE3) state->angles[2] = MSG_ReadAngle(); if (cls.protocol_nq == CPNQ_FITZ666) { if (bits & FITZU_ALPHA) state->trans = MSG_ReadByte(); if (bits & RMQU_SCALE) state->scale = MSG_ReadByte(); if (bits & FITZU_FRAME2) state->frame = (state->frame & 0xff) | (MSG_ReadByte() << 8); if (bits & FITZU_MODEL2) state->modelindex = (state->modelindex & 0xff) | (MSG_ReadByte() << 8); if (bits & FITZU_LERPFINISH) MSG_ReadByte(); } else { if (bits & DPU_ALPHA) state->trans = MSG_ReadByte(); if (bits & DPU_SCALE) state->scale = MSG_ReadByte(); if (bits & DPU_EFFECTS2) state->effects |= MSG_ReadByte() << 8; if (bits & DPU_GLOWSIZE) state->glowsize = MSG_ReadByte(); if (bits & DPU_GLOWCOLOR) state->glowcolour = MSG_ReadByte(); if (bits & DPU_COLORMOD) { i = MSG_ReadByte(); // follows format RRRGGGBB state->colormod[0] = (qbyte)(((i >> 5) & 7) * (32.0f / 7.0f)); state->colormod[1] = (qbyte)(((i >> 2) & 7) * (32.0f / 7.0f)); state->colormod[2] = (qbyte)((i & 3) * (32.0f / 3.0f)); } if (bits & DPU_FRAME2) state->frame |= MSG_ReadByte() << 8; if (bits & DPU_MODEL2) state->modelindex |= MSG_ReadByte() << 8; } } #endif #ifdef PEXT_SETVIEW entity_state_t *CL_FindPacketEntity(int num) { int pnum; entity_state_t *s1; packet_entities_t *pack; pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; for (pnum=0 ; pnumnum_entities ; pnum++) { s1 = &pack->entities[pnum]; if (num == s1->number) return s1; } return NULL; } #endif void CL_RotateAroundTag(entity_t *ent, int entnum, int parenttagent, int parenttagnum) { entity_state_t *ps; float *org=NULL, *ang=NULL; vec3_t axis[3]; float transform[12], parent[12], result[12], old[12], temp[12]; int model; framestate_t fstate; if (parenttagent > cl.maxlerpents) { Con_Printf("tag entity out of range!\n"); return; } memset(&fstate, 0, sizeof(fstate)); //for visibility checks ent->keynum = parenttagent; ps = CL_FindPacketEntity(parenttagent); if (ps) { if (ps->tagentity) CL_RotateAroundTag(ent, entnum, ps->tagentity, ps->tagindex); org = ps->origin; ang = ps->angles; model = ps->modelindex; CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpents[parenttagent]); } else { extern int parsecountmod; // Con_Printf("tagent %i\n", tagent); if (parenttagent <= MAX_CLIENTS && parenttagent > 0) { if (parenttagent == cl.playernum[0]+1) { org = cl.playerview[0].simorg; ang = cl.playerview[0].simangles; } else { org = cl.frames[parsecountmod].playerstate[parenttagent-1].origin; ang = cl.frames[parsecountmod].playerstate[parenttagent-1].viewangles; } model = cl.frames[parsecountmod].playerstate[parenttagent-1].modelindex; CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpplayers[parenttagent-1]); } else { CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpents[parenttagent]); model = 0; } } if (ang) { ang[0]*=-1; AngleVectors(ang, axis[0], axis[1], axis[2]); ang[0]*=-1; VectorInverse(axis[1]); // fstate.g[FS_REG].lerpfrac = CL_EntLerpFactor(tagent); // fstate.g[FS_REG].frametime[0] = cl.time - cl.lerpents[tagent].framechange; // fstate.g[FS_REG].frametime[1] = cl.time - cl.lerpents[tagent].oldframechange; if (Mod_GetTag(cl.model_precache[model], parenttagnum, &fstate, transform)) { old[0] = ent->axis[0][0]; old[1] = ent->axis[1][0]; old[2] = ent->axis[2][0]; old[3] = ent->origin[0]; old[4] = ent->axis[0][1]; old[5] = ent->axis[1][1]; old[6] = ent->axis[2][1]; old[7] = ent->origin[1]; old[8] = ent->axis[0][2]; old[9] = ent->axis[1][2]; old[10] = ent->axis[2][2]; old[11] = ent->origin[2]; parent[0] = axis[0][0]; parent[1] = axis[1][0]; parent[2] = axis[2][0]; parent[3] = org[0]; parent[4] = axis[0][1]; parent[5] = axis[1][1]; parent[6] = axis[2][1]; parent[7] = org[1]; parent[8] = axis[0][2]; parent[9] = axis[1][2]; parent[10] = axis[2][2]; parent[11] = org[2]; R_ConcatTransforms((void*)old, (void*)parent, (void*)temp); R_ConcatTransforms((void*)temp, (void*)transform, (void*)result); ent->axis[0][0] = result[0]; ent->axis[1][0] = result[1]; ent->axis[2][0] = result[2]; ent->origin[0] = result[3]; ent->axis[0][1] = result[4]; ent->axis[1][1] = result[5]; ent->axis[2][1] = result[6]; ent->origin[1] = result[7]; ent->axis[0][2] = result[8]; ent->axis[1][2] = result[9]; ent->axis[2][2] = result[10]; ent->origin[2] = result[11]; } else //hrm. { old[0] = ent->axis[0][0]; old[1] = ent->axis[1][0]; old[2] = ent->axis[2][0]; old[3] = ent->origin[0]; old[4] = ent->axis[0][1]; old[5] = ent->axis[1][1]; old[6] = ent->axis[2][1]; old[7] = ent->origin[1]; old[8] = ent->axis[0][2]; old[9] = ent->axis[1][2]; old[10] = ent->axis[2][2]; old[11] = ent->origin[2]; parent[0] = axis[0][0]; parent[1] = axis[1][0]; parent[2] = axis[2][0]; parent[3] = org[0]; parent[4] = axis[0][1]; parent[5] = axis[1][1]; parent[6] = axis[2][1]; parent[7] = org[1]; parent[8] = axis[0][2]; parent[9] = axis[1][2]; parent[10] = axis[2][2]; parent[11] = org[2]; R_ConcatTransforms((void*)old, (void*)parent, (void*)result); ent->axis[0][0] = result[0]; ent->axis[1][0] = result[1]; ent->axis[2][0] = result[2]; ent->origin[0] = result[3]; ent->axis[0][1] = result[4]; ent->axis[1][1] = result[5]; ent->axis[2][1] = result[6]; ent->origin[1] = result[7]; ent->axis[0][2] = result[8]; ent->axis[1][2] = result[9]; ent->axis[2][2] = result[10]; ent->origin[2] = result[11]; } } } void V_AddAxisEntity(entity_t *in) { entity_t *ent; if (cl_numvisedicts == MAX_VISEDICTS) { Con_DPrintf("Visedict list is full!\n"); return; // object list is full } ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; *ent = *in; } entity_t *V_AddEntity(entity_t *in) { entity_t *ent; if (cl_numvisedicts == MAX_VISEDICTS) { Con_DPrintf("Visedict list is full!\n"); return NULL; // object list is full } ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; *ent = *in; ent->angles[0]*=-1; AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); ent->angles[0]*=-1; return ent; } /* void VQ2_AddLerpEntity(entity_t *in) //a convienience function { entity_t *ent; float fwds, back; int i; if (cl_numvisedicts == MAX_VISEDICTS) return; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; *ent = *in; fwds = ent->framestate.g[FS_REG].lerpfrac; back = 1 - ent->framestate.g[FS_REG].lerpfrac; for (i = 0; i < 3; i++) { ent->origin[i] = in->origin[i]*fwds + in->oldorigin[i]*back; } ent->framestate.g[FS_REG].lerpfrac = back; ent->angles[0]*=-1; AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); ent->angles[0]*=-1; } */ int V_AddLight (int entsource, vec3_t org, float quant, float r, float g, float b) { return CL_NewDlightRGB (entsource, org, quant, -0.1, r, g, b) - cl_dlights; } static void CLQ1_AddCube(shader_t *shader, vec3_t mins, vec3_t maxs, float r, float g, float b, float a) { int v; scenetris_t *t; if (!r && !g && !b) return; if (g && !b) b = 0; /*reuse the previous trigroup if its the same shader*/ if (cl_numstris && cl_stris[cl_numstris-1].shader == shader) 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; } if (cl_numstrisvert + 8 > cl_maxstrisvert) { cl_maxstrisvert = cl_numstrisvert + 8; cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert); cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert); cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert); } if (cl_maxstrisidx < cl_numstrisidx+6*6) { cl_maxstrisidx = cl_numstrisidx+6*6 + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } for (v = 0; v < 8; v++) { cl_strisvertv[cl_numstrisvert+v][0] = (v & 1)?mins[0]:maxs[0]; cl_strisvertv[cl_numstrisvert+v][1] = (v & 2)?mins[1]:maxs[1]; cl_strisvertv[cl_numstrisvert+v][2] = (v & 4)?mins[2]:maxs[2]; 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; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2; /*bottom*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7; /*'left'*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0; /*right*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3; /*urm, the other way*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0; /*and its oposite*/ cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3; cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5; t->numvert += 8; t->numidx = cl_numstrisidx - t->firstidx; cl_numstrisvert += 8; } #include "pr_common.h" void CLQ1_AddVisibleBBoxes(void) { world_t *w; wedict_t *e; int i; shader_t *s; extern world_t csqc_world; vec3_t min, max, size; switch(r_showbboxes.ival & 3) { default: return; #ifndef CLIENTONLY case 1: w = &sv.world; break; #endif #ifdef CSQC_DAT case 2: w = &csqc_world; break; #endif case 3: { frame_t *frame; packet_entities_t *pak; entity_state_t *state; model_t *mod; s = R_RegisterShader("bboxshader", "{\n" "polygonoffset\n" "{\n" "map $whiteimage\n" "blendfunc add\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); frame = &cl.frames[cl.parsecount & UPDATE_MASK]; pak = &frame->packet_entities; for (i=0 ; inum_entities ; i++) { state = &pak->entities[i]; if (!state->solid && !state->skinnum) continue; if (state->solid == ES_SOLID_BSP) { /*bsp model size*/ if (state->modelindex <= 0) continue; if (!cl.model_precache[state->modelindex]) continue; /*this makes non-inline bsp objects non-solid for prediction*/ if ((*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_AddCube(s, min, max, 0.1, 0, 0, 1); } } else { /*don't bother with angles*/ max[0] = max[1] = 8*(state->solid & 31); min[0] = min[1] = -max[0]; min[2] = -8*((state->solid>>5) & 31); max[2] = 8*((state->solid>>10) & 63) - 32; VectorAdd(state->origin, min, min); VectorAdd(state->origin, max, max); CLQ1_AddCube(s, min, max, 0.1, 0, 0, 1); } } } return; } if (!w->progs) return; s = R_RegisterShader("bboxshader", "{\n" "polygonoffset\n" "{\n" "map $whiteimage\n" "blendfunc add\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); for (i = 1; i < w->num_edicts; i++) { e = WEDICT_NUM(w->progs, i); if (e->isfree) continue; if (r_showbboxes.ival & 4) { //shows the hulls instead /*mins is easy*/ VectorAdd(e->v->origin, e->v->mins, min); /*maxs is weeeeird*/ VectorSubtract (e->v->maxs, e->v->mins, size); if (size[0] < 3) VectorCopy(min, max); else if (size[0] <= 32) { max[0] = min[0] + 32; max[1] = min[1] + 32; max[2] = min[2] + 56; } else { max[0] = min[0] + 64; max[1] = min[1] + 64; max[2] = min[2] + 88; } } else { VectorCopy(e->v->absmin, min); VectorCopy(e->v->absmax, max); } CLQ1_AddCube(s, min, max, (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); } } void CLQ1_AddShadow(entity_t *ent) { float radius; vec3_t shadoworg; vec3_t eang; vec3_t axis[3]; float tx, ty, tz; float *verts; shader_t *s; int v, num; scenetris_t *t; if (!r_shadows.value || !ent->model || ent->model->type != mod_alias) return; s = R_RegisterShader("shadowshader", "{\n" "polygonoffset\n" "{\n" "map $diffuse\n" "blendfunc blend\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n"); 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, axis[0], axis[1], axis[2]); VectorNegate(axis[2], axis[2]); num = Q1BSP_ClipDecal(shadoworg, axis[2], axis[1], axis[0], radius, &verts); if (!num) return; num*=3; tx = DotProduct(shadoworg, axis[1]) + 0.5*radius; ty = DotProduct(shadoworg, axis[0]) + 0.5*radius; tz = DotProduct(shadoworg, axis[2]); /*reuse the previous trigroup if its the same shader*/ if (cl_numstris && cl_stris[cl_numstris-1].shader == s) t = &cl_stris[cl_numstris-1]; else { if (cl_numstris == cl_maxstris) { cl_maxstris += 8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = s; t->numidx = 0; t->numvert = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; } if (cl_numstrisvert + num > cl_maxstrisvert) { cl_maxstrisvert = cl_numstrisvert + num; cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert); cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert); cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert); } if (cl_maxstrisidx < cl_numstrisidx+num) { cl_maxstrisidx = cl_numstrisidx+num + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } for (v = 0; v < num; v++) { VectorCopy(verts, cl_strisvertv[cl_numstrisvert+v]); cl_strisvertt[cl_numstrisvert+v][0] = (DotProduct(verts, axis[1]) - tx)/radius; cl_strisvertt[cl_numstrisvert+v][1] = -(DotProduct(verts, axis[0]) - ty)/radius; cl_strisvertc[cl_numstrisvert+v][0] = 0; cl_strisvertc[cl_numstrisvert+v][1] = 0; cl_strisvertc[cl_numstrisvert+v][2] = 0; cl_strisvertc[cl_numstrisvert+v][3] = r_shadows.value * (1-((DotProduct(verts, axis[2]) - tz)/(radius/2))); verts+=3; } for (v = 0; v < num; v++) { cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v - t->firstvert; } t->numvert += num; t->numidx += num; cl_numstrisvert += num; } void CLQ1_AddPowerupShell(entity_t *ent, qboolean viewweap, unsigned int effects) { entity_t *shell; if (!(effects & (EF_BLUE | EF_RED)) || !v_powerupshell.value || !ent) return; if (cl_numvisedicts == MAX_VISEDICTS) return; // object list is full shell = &cl_visedicts[cl_numvisedicts++]; *shell = *ent; /*view weapons are much closer to the screen, the scales don't work too well, so use a different shader with a smaller expansion*/ if (viewweap) { shell->forcedshader = R_RegisterShader("powerups/shellweapon", "{\n" "program defaultpowerupshell\n" "sort additive\n" "deformVertexes wave 100 sin 0.5 0 0 0\n" "noshadows\n" "surfaceparm nodlight\n" "{\n" "map $whiteimage\n" "rgbgen entity\n" "alphagen entity\n" "blendfunc src_alpha one\n" "}\n" "}\n" ); } else { shell->forcedshader = R_RegisterShader("powerups/shell", "{\n" "program defaultpowerupshell\n" "sort additive\n" "deformVertexes wave 100 sin 3 0 0 0\n" "noshadows\n" "surfaceparm nodlight\n" "{\n" "map $whiteimage\n" "rgbgen entity\n" "alphagen entity\n" "blendfunc src_alpha one\n" "}\n" "}\n" ); } shell->shaderRGBAf[0] *= (effects & EF_RED)?1:0; shell->shaderRGBAf[1] *= 0;//(effects & EF_GREEN)?1:0; shell->shaderRGBAf[2] *= (effects & EF_BLUE)?1:0; shell->shaderRGBAf[3] *= v_powerupshell.value; /*let the shader do all the work*/ shell->flags &= ~Q2RF_TRANSLUCENT|Q2RF_ADDITIVE; } static void CL_LerpNetFrameState(int fsanim, framestate_t *fs, lerpents_t *le) { fs->g[fsanim].frame[0] = le->newframe; fs->g[fsanim].frame[1] = le->oldframe; fs->g[fsanim].frametime[0] = cl.servertime - le->newframestarttime; fs->g[fsanim].frametime[1] = cl.servertime - le->oldframestarttime; fs->g[fsanim].lerpfrac = 1-(fs->g[fsanim].frametime[0]) / le->framelerpdeltatime; fs->g[fsanim].lerpfrac = bound(0, fs->g[FS_REG].lerpfrac, 1); } static void CL_UpdateNetFrameLerpState(qboolean force, unsigned int curframe, lerpents_t *le) { if (force || curframe != le->newframe) { le->framelerpdeltatime = bound(0, cl.servertime - le->newframestarttime, 0.1); //clamp to 10 tics per second if (!force) { le->oldframe = le->newframe; le->oldframestarttime = le->newframestarttime; } else { le->oldframe = curframe; le->oldframestarttime = cl.servertime; } le->newframe = curframe; le->newframestarttime = cl.servertime; } } void CL_ClearLerpEntsParticleState(void) { int i; for (i = 0; i < cl.maxlerpents; i++) { pe->DelinkTrailstate(&(cl.lerpents[i].trailstate)); pe->DelinkTrailstate(&(cl.lerpents[i].emitstate)); } } void CL_LinkStaticEntities(void *pvs) { int i; entity_t *ent, *stat; model_t *clmodel; extern cvar_t r_drawflame, gl_part_flame; if (r_drawflame.ival < 0) return; if (!cl.worldmodel) return; for (i = 0; i < cl.num_statics; i++) { if (cl_numvisedicts == MAX_VISEDICTS) break; stat = &cl_static_entities[i].ent; clmodel = stat->model; if (!clmodel || clmodel->needload) continue; if ((!r_drawflame.ival) && (clmodel->engineflags & MDLF_FLAME)) continue; if (pvs && !cl.worldmodel->funcs.EdictInFatPVS(cl.worldmodel, &cl_static_entities[i].pvscache, pvs)) continue; /*pvs test*/ ent = &cl_visedicts[cl_numvisedicts++]; *ent = *stat; ent->framestate.g[FS_REG].frametime[0] = cl.time; ent->framestate.g[FS_REG].frametime[1] = cl.time; ent->shaderRGBAf[3] = 0.7; // emit particles for statics (we don't need to cheat check statics) if (clmodel->particleeffect >= 0 && gl_part_flame.ival) { // TODO: this is ugly.. assumes ent is in static entities, and subtracts // pointer math to get an index to use in cl_static emit // there needs to be a cleaner method for this P_EmitEffect(ent->origin, clmodel->particleeffect, &cl_static_entities[i].emit); } // FIXME: no effects on static ents // CLQ1_AddPowerupShell(ent, false, stat->effects); } } /* =============== CL_LinkPacketEntities =============== */ void R_FlameTrail(vec3_t start, vec3_t end, float seperation); /* Interpolates the two packets by the given time, writes its results into the lerpentities array. */ static void CL_TransitionPacketEntities(int newsequence, packet_entities_t *newpack, packet_entities_t *oldpack, float servertime) { lerpents_t *le; entity_state_t *snew, *sold; int i; int oldpnum, newpnum; vec3_t move; float a1, a2; float frac; /* seeing as how dropped packets cannot be filled in due to the reliable networking stuff, We can simply detect changes and lerp towards them */ //we have two index-sorted lists of entities //we figure out which ones are new, //we don't care about old, as our caller will use the lerpents array we fill, and the entity numbers from the 'new' packet. if (newpack->servertime == oldpack->servertime) frac = 1; //lerp totally into the new else frac = (servertime-oldpack->servertime)/(newpack->servertime-oldpack->servertime); cl.lerpentssequence = newsequence; oldpnum=0; for (newpnum=0 ; newpnumnum_entities ; newpnum++) { snew = &newpack->entities[newpnum]; sold = NULL; for ( ; oldpnumnum_entities ; oldpnum++) { sold = &oldpack->entities[oldpnum]; if (sold->number >= snew->number) { if (sold->number > snew->number) sold = NULL; //woo, it's a new entity. break; } } if (!sold) //I'm lazy sold = snew; if (snew->number >= cl.maxlerpents) { int newmaxle = snew->number+16; cl.lerpents = BZ_Realloc(cl.lerpents, newmaxle*sizeof(lerpents_t)); memset(cl.lerpents + cl.maxlerpents, 0, sizeof(lerpents_t)*(newmaxle - cl.maxlerpents)); cl.maxlerpents = newmaxle; } le = &cl.lerpents[snew->number]; le->sequence = newsequence; le->entstate = snew; VectorSubtract(snew->origin, sold->origin, move); if (DotProduct(move, move) > 200*200 || snew->modelindex != sold->modelindex) { sold = snew; //teleported? VectorClear(move); } VectorCopy(le->origin, le->lastorigin); if (snew->u.q1.pmovetype && CL_PredictPlayer(le, snew, newsequence)) { if (sold == snew) { /*keep trails correct*/ le->isnew = true; VectorCopy(le->origin, le->lastorigin); } } else if (sold == snew) { //new this frame (or we noticed something changed significantly) VectorCopy(snew->origin, le->origin); VectorCopy(snew->angles, le->angles); VectorCopy(snew->origin, le->oldorigin); VectorCopy(snew->angles, le->oldangle); VectorCopy(snew->origin, le->neworigin); VectorCopy(snew->angles, le->newangle); le->orglerpdeltatime = 0.1; le->orglerpstarttime = oldpack->servertime; le->isnew = true; VectorCopy(le->origin, le->lastorigin); } else { if (snew->dpflags & RENDER_STEP) { float lfrac; //ignore the old packet entirely, except for maybe its time. if (!VectorEquals(le->neworigin, snew->origin) || !VectorEquals(le->newangle, snew->angles)) { le->orglerpdeltatime = bound(0, oldpack->servertime - le->orglerpstarttime, 0.11); //clamp to 10 tics per second le->orglerpstarttime = oldpack->servertime; VectorCopy(le->neworigin, le->oldorigin); VectorCopy(le->newangle, le->oldangle); VectorCopy(snew->origin, le->neworigin); VectorCopy(snew->angles, le->newangle); } lfrac = (servertime - le->orglerpstarttime) / le->orglerpdeltatime; lfrac = bound(0, lfrac, 1); for (i = 0; i < 3; i++) { le->origin[i] = le->oldorigin[i] + lfrac*(le->neworigin[i] - le->oldorigin[i]); a1 = le->oldangle[i]; a2 = le->newangle[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; le->angles[i] = a1 + lfrac * (a2 - a1); } } else { //lerp based purely on the packet times, for (i = 0; i < 3; i++) { le->origin[i] = sold->origin[i] + frac*(move[i]); a1 = sold->angles[i]; a2 = snew->angles[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; le->angles[i] = a1 + frac * (a2 - a1); } VectorCopy(le->origin, le->neworigin); VectorCopy(le->angles, le->newangle); le->orglerpdeltatime = 0.1; le->orglerpstarttime = oldpack->servertime; } } CL_UpdateNetFrameLerpState(sold == snew, snew->frame, le); } } static qboolean CL_ChooseInterpolationFrames(int *newf, int *oldf, float servertime) { int i; float newtime = 0; *oldf = -1; *newf = -1; //choose the two packets. //we should be picking the packet just after the server time, and the one just before for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--) { if (cl.frames[i&UPDATE_MASK].receivedtime < 0 || cl.frames[i&UPDATE_MASK].invalid) continue; //packetloss/choke, it's really only a problem for the oldframe, but... if (cl.frames[i&UPDATE_MASK].packet_entities.servertime >= servertime) { if (cl.frames[i&UPDATE_MASK].packet_entities.servertime) { if (!newtime || newtime != cl.frames[i&UPDATE_MASK].packet_entities.servertime) //if it's a duplicate, pick the latest (so just-shot rockets are still present) { newtime = cl.frames[i&UPDATE_MASK].packet_entities.servertime; *newf = i; } } } else if (newtime) { if (cl.frames[i&UPDATE_MASK].packet_entities.servertime != newtime) { //it does actually lerp, and isn't an identical frame. *oldf = i; break; } } } if (*newf == -1) { /* This can happen if the client's predicted time is greater than the most recently received packet. This should of course not happen... */ Con_DPrintf("Warning: No lerp-to frame packet\n"); /*just grab the most recent frame that is valid*/ for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--) { if (cl.frames[i&UPDATE_MASK].receivedtime < 0 || cl.frames[i&UPDATE_MASK].invalid) continue; //packetloss/choke, it's really only a problem for the oldframe, but... *oldf = *newf = i; return true; } return false; } else if (*oldf == -1) //can happen at map start, and really laggy games, but really shouldn't in a normal game { *oldf = *newf; } return true; } qboolean CL_MayLerp(void) { //force lerping when playing low-framerate demos. if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) return true; #ifdef NQPROT if (cls.demoplayback == DPB_NETQUAKE) return true; if (cls.protocol == CP_NETQUAKE) //this includes DP protocols. return !cl_nolerp_netquake.ival; #endif if (cl_nolerp.ival == 2 && cls.gamemode != GAME_DEATHMATCH) return true; return !cl_nolerp.ival; } /*fills in cl.lerpents and cl.currentpackentities*/ void CL_TransitionEntities (void) { packet_entities_t *packnew, *packold; int newf, newff, oldf; qboolean nolerp; float servertime; if (cls.protocol == CP_QUAKEWORLD && (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)) { nolerp = false; } else { nolerp = !CL_MayLerp() && cls.demoplayback != DPB_MVD && cls.demoplayback != DPB_EZTV; } //force our emulated time to as late as we can, if we're not using interpolation, which has the effect of disabling all interpolation if (nolerp) servertime = cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities.servertime; else servertime = cl.servertime; // servertime -= 0.1; /*make sure we have some info for it, on failure keep the info from the last frame (its possible that the frame data can be changed by a network packet, but mneh, but chances are if there's no info then there are NO packets at all)*/ if (!CL_ChooseInterpolationFrames(&newf, &oldf, servertime)) return; newff = newf; newf&=UPDATE_MASK; oldf&=UPDATE_MASK; /*transition the ents and stuff*/ packnew = &cl.frames[newf].packet_entities; packold = &cl.frames[oldf].packet_entities; CL_TransitionPacketEntities(newff, packnew, packold, servertime); cl.currentpacktime = servertime; cl.currentpackentities = packnew; /*and transition players too*/ { float frac, a1, a2; int i, p; vec3_t move; lerpents_t *le; player_state_t *pnew, *pold; if (!cl_lerp_players.ival && !(cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)) { 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.frames[newf].playerstate[0]; pold = &cl.frames[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) { entity_t *ent; packet_entities_t *pack; entity_state_t *state; lerpents_t *le; model_t *model; vec3_t old_origin; float autorotate; int i; int newpnum; //, spnum; dlight_t *dl; vec3_t angles; static int flickertime; static int flicker; int trailef; pack = cl.currentpackentities; if (!pack) return; i = cl.currentpacktime*20; if (flickertime != i) { flickertime = i; flicker = rand(); } autorotate = anglemod(100*cl.currentpacktime); #ifdef CSQC_DAT CSQC_DeltaStart(cl.currentpacktime); #endif for (newpnum=0 ; newpnumnum_entities ; newpnum++) { state = &pack->entities[newpnum]; if (cl_numvisedicts == MAX_VISEDICTS) { Con_Printf("Too many visible entities\n"); break; } #ifdef CSQC_DAT if (CSQC_DeltaUpdate(state)) continue; #endif ent = &cl_visedicts[cl_numvisedicts]; ent->light_known = 0; ent->forcedshader = NULL; le = &cl.lerpents[state->number]; memset(&ent->framestate, 0, sizeof(ent->framestate)); VectorCopy(le->origin, ent->origin); //bots or powerup glows. items always glow, bots can be disabled if (state->modelindex != cl_playerindex || r_powerupglow.ival) if (state->effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) { vec3_t colour; float radius; colour[0] = 0; colour[1] = 0; colour[2] = 0; radius = 0; if (state->effects & EF_BRIGHTLIGHT) { radius = max(radius,400); colour[0] += 2.0; colour[1] += 1.0; colour[2] += 0.5; } if (state->effects & EF_DIMLIGHT) { radius = max(radius,200); colour[0] += 2.0; colour[1] += 1.0; colour[2] += 0.5; } if (state->effects & EF_BLUE) { radius = max(radius,200); colour[0] += 0.5; colour[1] += 0.5; colour[2] += 3.0; } if (state->effects & EF_RED) { radius = max(radius,200); colour[0] += 3.0; colour[1] += 0.5; colour[2] += 0.5; } if (radius) { radius += r_lightflicker.value?((flicker + state->number)&31):0; CL_NewDlight(state->number, state->origin, radius, 0.1, colour[0], colour[1], colour[2]); } } if (state->lightpflags & PFLAGS_FULLDYNAMIC) { vec3_t colour; if (!state->light[0] && !state->light[1] && !state->light[2]) { colour[0] = colour[1] = colour[2] = 1; } else { colour[0] = state->light[0]/1024.0f; colour[1] = state->light[1]/1024.0f; colour[2] = state->light[2]/1024.0f; } dl = CL_NewDlight(state->number, state->origin, state->light[3]?state->light[3]:350, 0.1, colour[0], colour[1], colour[2]); dl->corona = (state->lightpflags & PFLAGS_CORONA)?1:0; dl->coronascale = 0.25; dl->flags &= ~LFLAG_FLASHBLEND; dl->flags |= (state->lightpflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0; if (state->skinnum) { VectorCopy(angles, ent->angles); angles[0]*=-1; //pflags matches alias models. AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]); VectorInverse(dl->axis[1]); snprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", state->skinnum); dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP); } } // if set to invisible, skip if (state->modelindex<1) continue; // create a new entity if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full if (CL_FilterModelindex(state->modelindex, state->frame)) continue; model = cl.model_precache[state->modelindex]; if (!model) { Con_DPrintf("Bad modelindex (%i)\n", state->modelindex); continue; } cl_numvisedicts++; ent->externalmodelview = 0; ent->forcedshader = NULL; ent->visframe = 0; ent->keynum = state->number; if (cl_r2g.value && state->modelindex == cl_rocketindex && cl_rocketindex && cl_grenadeindex) ent->model = cl.model_precache[cl_grenadeindex]; else ent->model = model; ent->flags = state->flags; if (state->effects & NQEF_ADDITIVE) ent->flags |= Q2RF_ADDITIVE; if (state->effects & EF_NODEPTHTEST) ent->flags |= RF_NODEPTHTEST; if (state->effects & DPEF_NOSHADOW) ent->flags |= RF_NOSHADOW; if (state->trans != 0xff) ent->flags |= Q2RF_TRANSLUCENT; /*FIXME: pay attention to tags instead, so nexuiz can work with splitscreen*/ if (ent->flags & Q2RF_EXTERNALMODEL) ent->externalmodelview = ~0; /* 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->colormap && (state->colormap <= MAX_CLIENTS) && (gl_nocolors.value == -1 || (ent->model/* && state->modelindex == cl_playerindex*/))) { // TODO: DP colormap/colormod extension? ent->scoreboard = &cl.players[state->colormap-1]; } else { ent->scoreboard = NULL; } // set skin ent->skinnum = state->skinnum; ent->abslight = state->abslight; ent->drawflags = state->hexen2flags; CL_LerpNetFrameState(FS_REG, &ent->framestate, le); #ifdef PEXT_SCALE //set scale ent->scale = state->scale/16.0; #endif ent->shaderRGBAf[0] = (state->colormod[0]*8.0f)/256; ent->shaderRGBAf[1] = (state->colormod[1]*8.0f)/256; ent->shaderRGBAf[2] = (state->colormod[2]*8.0f)/256; ent->shaderRGBAf[3] = state->trans/255.0f; #ifdef PEXT_FATNESS //set trans ent->fatness = state->fatness/16.0; #endif // rotate binary objects locally if (model && model->flags & 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 && model->type == mod_alias) angles[0]*=-1; //carmack screwed up when he added alias models - they pitch the wrong way. AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); /*if this entity is in a player's slot...*/ if (ent->keynum <= cl.allocated_client_slots) { if (!cl.nolocalplayer[0]) ent->keynum += MAX_EDICTS; } if (state->tagentity) { //ent is attached to a tag, rotate this ent accordingly. CL_RotateAroundTag(ent, state->number, state->tagentity, state->tagindex); } CLQ1_AddShadow(ent); CLQ1_AddPowerupShell(ent, false, state->effects); // add automatic particle trails if (!model || (!(model->flags&~MF_ROTATE) && model->particletrail<0 && model->particleeffect<0 && state->u.q1.traileffectnum==0)) continue; if (!cls.allow_anyparticles && !(model->flags & ~MF_ROTATE)) continue; if (le->isnew) { le->isnew = false; pe->DelinkTrailstate(&(cl.lerpents[state->number].trailstate)); pe->DelinkTrailstate(&(cl.lerpents[state->number].emitstate)); continue; // not in last message } VectorCopy(le->lastorigin, old_origin); for (i=0 ; i<3 ; i++) { if ( abs(old_origin[i] - ent->origin[i]) > 128) { // no trail if too far VectorCopy (ent->origin, old_origin); break; } } trailef = model->particletrail; if (state->u.q1.traileffectnum) trailef = CL_TranslateParticleFromServer(state->u.q1.traileffectnum); if (trailef == P_INVALID || pe->ParticleTrail (old_origin, ent->origin, trailef, ent->keynum, &(le->trailstate))) if (model->traildefaultindex >= 0) pe->ParticleTrailIndex(old_origin, ent->origin, model->traildefaultindex, 0, &(le->trailstate)); { extern cvar_t gl_part_flame; if (model->particleeffect != P_INVALID && cls.allow_anyparticles && gl_part_flame.ival) { P_EmitEffect (ent->origin, model->particleeffect, &(le->emitstate)); } } //dlights are not so customisable. if (r_rocketlight.value) { float rad = 0; vec3_t dclr; dclr[0] = 2.0; dclr[1] = 1.0; dclr[2] = 0.25; if (model->flags & MF_ROCKET) { #ifdef warningmsg #pragma warningmsg("Replace this flag on load for hexen2 models") #endif if (strncmp(model->name, "models/sflesh", 13)) { //hmm. hexen spider gibs... rad = 200; rad += r_lightflicker.value?((flicker + state->number)&31):0; } } else if (model->flags & MFH2_FIREBALL) { rad = 120 - (rand() % 20); } else if (model->flags & MFH2_ACIDBALL) { rad = 120 - (rand() % 20); dclr[0] = 0.1; dclr[1] = 0.2; } else if (model->flags & MFH2_SPIT) { // as far as I can tell this effect inverses the light... dclr[0] = -dclr[0]; dclr[0] = -dclr[1]; dclr[0] = -dclr[2]; rad = 120 - (rand() % 20); } if (rad) { dl = CL_AllocDlight (state->number); memcpy(dl->axis, ent->axis, sizeof(dl->axis)); VectorCopy (ent->origin, dl->origin); dl->die = (float)cl.time; if (model->flags & MF_ROCKET) dl->origin[2] += 1; // is this even necessary dl->radius = rad * r_rocketlight.value; VectorCopy(dclr, dl->color); } } } #ifdef CSQC_DAT CSQC_DeltaEnd(); #endif CLQ1_AddVisibleBBoxes(); } /* ========================================================================= PROJECTILE PARSING / LINKING ========================================================================= */ typedef struct { int modelindex; vec3_t origin; vec3_t angles; } projectile_t; #define MAX_PROJECTILES 32 projectile_t cl_projectiles[MAX_PROJECTILES]; int cl_num_projectiles; extern int cl_spikeindex; void CL_ClearProjectiles (void) { cl_num_projectiles = 0; } /* ===================== CL_ParseProjectiles Nails are passed as efficient temporary entities ===================== */ void CL_ParseProjectiles (int modelindex, qboolean nails2) { int i, c, j; qbyte bits[6]; projectile_t *pr; c = MSG_ReadByte (); for (i=0 ; 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 ; ilight_known = 0; ent->keynum = 0; if (pr->modelindex < 1) continue; ent->forcedshader = NULL; ent->model = cl.model_precache[pr->modelindex]; ent->skinnum = 0; memset(&ent->framestate, 0, sizeof(ent->framestate)); ent->flags = 0; ent->scoreboard = NULL; #ifdef PEXT_SCALE ent->scale = 1; #endif ent->shaderRGBAf[0] = 1; ent->shaderRGBAf[1] = 1; ent->shaderRGBAf[2] = 1; ent->shaderRGBAf[3] = 1; VectorCopy (pr->origin, ent->origin); VectorCopy (pr->angles, ent->angles); ent->angles[0]*=-1; AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); ent->angles[0]*=-1; } } //======================================== extern int cl_spikeindex, cl_playerindex, cl_flagindex, cl_rocketindex, cl_grenadeindex; entity_t *CL_NewTempEntity (void); #define DF_ORIGIN 1 #define DF_ANGLES (1<<3) #define DF_EFFECTS (1<<6) #define DF_SKINNUM (1<<7) #define DF_DEAD (1<<8) #define DF_GIB (1<<9) #define DF_WEAPONFRAME (1<<10) #define DF_MODEL (1<<11) static int MVD_TranslateFlags(int src) { int dst = 0; if (src & DF_EFFECTS) dst |= PF_EFFECTS; if (src & DF_SKINNUM) dst |= PF_SKINNUM; if (src & DF_DEAD) dst |= PF_DEAD; if (src & DF_GIB) dst |= PF_GIB; if (src & DF_WEAPONFRAME) dst |= PF_WEAPONFRAME; if (src & DF_MODEL) dst |= PF_MODEL; return dst; } /* =================== CL_ParsePlayerinfo =================== */ extern int parsecountmod, oldparsecountmod; extern double parsecounttime; int lastplayerinfo; void CL_ParseClientdata (void); void CL_MVDUpdateSpectator(void) { player_state_t *self, *oldself; int s; for (s = 0; s < cl.splitclients; s++) { self = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[cl.playernum[s]]; oldself = &cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].playerstate[cl.playernum[s]]; // cl.frames[cl.parsecount & UPDATE_MASK].senttime = cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].senttime; // self->messagenum = cl.parsecount; // VectorCopy(oldself->origin, self->origin); // VectorCopy(oldself->velocity, self->velocity); // VectorCopy(oldself->viewangles, self->viewangles); } CL_ParseClientdata(); } void CL_ParsePlayerinfo (void) { int msec; unsigned int flags; player_info_t *info; player_state_t *state, *oldstate; int num; int i; int newf; vec3_t org, dist; lastplayerinfo = num = MSG_ReadByte (); if (num >= MAX_CLIENTS) Host_EndGame ("CL_ParsePlayerinfo: bad num"); info = &cl.players[num]; oldstate = &cl.frames[oldparsecountmod].playerstate[num]; state = &cl.frames[parsecountmod].playerstate[num]; if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) { player_state_t *prevstate, dummy; if (!cl.parsecount || info->prevcount > cl.parsecount || cl.parsecount - info->prevcount >= UPDATE_BACKUP - 1) { memset(&dummy, 0, sizeof(dummy)); prevstate = &dummy; } else { prevstate = &cl.frames[info->prevcount & UPDATE_MASK].playerstate[num]; } memcpy(state, prevstate, sizeof(player_state_t)); info->prevcount = cl.parsecount; if (cls.findtrack && info->stats[STAT_HEALTH] > 0) { // extern int ideal_track; autocam[0] = CAM_TRACK; Cam_Lock(0, num); // ideal_track = num; cls.findtrack = false; } flags = MSG_ReadShort (); state->flags = MVD_TranslateFlags(flags); state->messagenum = cl.parsecount; state->command.msec = 0; state->frame = MSG_ReadByte (); state->state_time = parsecounttime; state->command.msec = 0; for (i = 0; i < 3; i++) { if (flags & (DF_ORIGIN << i)) state->origin[i] = MSG_ReadCoord (); } VectorSubtract(state->origin, prevstate->origin, dist); VectorScale(dist, 1/(cl.frames[parsecountmod].packet_entities.servertime - cl.frames[oldparsecountmod].packet_entities.servertime), state->velocity); VectorCopy (state->origin, state->predorigin); for (i = 0; i < 3; i++) { if (flags & (DF_ANGLES << i)) { state->command.angles[i] = MSG_ReadShort(); } state->viewangles[i] = state->command.angles[i] * (360.0/65536); } if (flags & DF_MODEL) state->modelindex = MSG_ReadByte (); if (flags & DF_SKINNUM) state->skinnum = MSG_ReadByte (); if (flags & DF_EFFECTS) state->effects = MSG_ReadByte (); if (flags & DF_WEAPONFRAME) state->weaponframe = MSG_ReadByte (); VectorSet(state->szmins, -16, -16, -24); VectorSet(state->szmaxs, 16, 16, 32); state->scale = 1; state->alpha = 255; state->fatness = 0; state->colourmod[0] = 32; state->colourmod[1] = 32; state->colourmod[2] = 32; state->gravitydir[0] = 0; state->gravitydir[1] = 0; state->gravitydir[2] = -1; state->pm_type = PM_NORMAL; TP_ParsePlayerInfo(oldstate, state, info); cl.players[num].stats[STAT_WEAPONFRAME] = state->weaponframe; cl.players[num].statsf[STAT_WEAPONFRAME] = state->weaponframe; for (i = 0; i < cl.splitclients; i++) { if (cl.playernum[i] == num) { cl.playerview[i].stats[STAT_WEAPONFRAME] = state->weaponframe; cl.playerview[i].statsf[STAT_WEAPONFRAME] = state->weaponframe; } } if (cl.splitclients < MAX_SPLITS) { extern cvar_t cl_splitscreen; if (cl.splitclients < cl_splitscreen.value+1) { for (i = 0; i < cl.splitclients; i++) if (autocam[i] && spec_track[i] == num) return; if (i == cl.splitclients) { autocam[cl.splitclients] = CAM_TRACK; spec_track[cl.splitclients] = num; cl.splitclients++; } } } return; } flags = (unsigned short)MSG_ReadShort (); if (cls.fteprotocolextensions & (PEXT_HULLSIZE|PEXT_TRANS|PEXT_SCALE|PEXT_FATNESS)) if (flags & PF_EXTRA_PFS) flags |= MSG_ReadByte()<<16; state->flags = flags; state->messagenum = cl.parsecount; org[0] = MSG_ReadCoord (); org[1] = MSG_ReadCoord (); org[2] = MSG_ReadCoord (); VectorCopy(org, state->origin); newf = MSG_ReadByte (); if (state->frame != newf) { // state->lerpstarttime = realtime; state->frame = newf; } // the other player's last move was likely some time // before the packet was sent out, so accurately track // the exact time it was valid at if (flags & PF_MSEC) { msec = MSG_ReadByte (); state->state_time = parsecounttime - msec*0.001; } else { msec = 0; state->state_time = parsecounttime; } if (flags & PF_COMMAND) { MSG_ReadDeltaUsercmd (&nullcmd, &state->command); state->viewangles[0] = state->command.angles[0] * (360.0/65536); state->viewangles[1] = state->command.angles[1] * (360.0/65536); state->viewangles[2] = state->command.angles[2] * (360.0/65536); if (!(cls.z_ext & Z_EXT_VWEP)) state->command.impulse = 0; } for (i=0 ; i<3 ; i++) { if (flags & (PF_VELOCITY1<velocity[i] = MSG_ReadShort(); else state->velocity[i] = 0; } if (flags & PF_MODEL) state->modelindex = MSG_ReadByte (); else state->modelindex = cl_playerindex; if (flags & PF_SKINNUM) { state->skinnum = MSG_ReadByte (); if (state->skinnum & (1<<7) && (flags & PF_MODEL)) { state->modelindex+=256; state->skinnum -= (1<<7); } } else state->skinnum = 0; if (flags & PF_EFFECTS) state->effects = MSG_ReadByte (); else state->effects = 0; if (flags & PF_WEAPONFRAME) state->weaponframe = MSG_ReadByte (); else state->weaponframe = 0; VectorSet(state->szmins, -16, -16, -24); VectorSet(state->szmaxs, 16, 16, 32); state->scale = 1; state->alpha = 255; state->fatness = 0; state->gravitydir[0] = 0; state->gravitydir[1] = 0; state->gravitydir[2] = -1; #ifdef PEXT_SCALE if (flags & PF_SCALE && cls.fteprotocolextensions & PEXT_SCALE) state->scale = (float)MSG_ReadByte()/50; #endif #ifdef PEXT_TRANS if (flags & PF_TRANS && cls.fteprotocolextensions & PEXT_TRANS) state->alpha = MSG_ReadByte(); #endif #ifdef PEXT_FATNESS if (flags & PF_FATNESS && cls.fteprotocolextensions & PEXT_FATNESS) state->fatness = (float)MSG_ReadChar(); #endif #ifdef PEXT_HULLSIZE if ((cls.fteprotocolextensions & PEXT_HULLSIZE) && (flags & PF_HULLSIZE_Z)) { int num; num = MSG_ReadByte(); if (!cl.worldmodel || cl.worldmodel->fromgame != fg_quake) { VectorScale(state->szmins, num/56.0f, state->szmins); VectorScale(state->szmaxs, num/56.0f, state->szmaxs); } else { VectorCopy(cl.worldmodel->hulls[num&(MAX_MAP_HULLSM-1)].clip_mins, state->szmins); VectorCopy(cl.worldmodel->hulls[num&(MAX_MAP_HULLSM-1)].clip_maxs, state->szmaxs); } if (num & 128) { //this hack is for hexen2. state->szmaxs[2] -= state->szmins[2]; state->szmins[2] = 0; } } //should be passed to player move func. #endif if (cls.fteprotocolextensions & PEXT_COLOURMOD && (flags & PF_COLOURMOD)) { state->colourmod[0] = MSG_ReadByte(); state->colourmod[1] = MSG_ReadByte(); state->colourmod[2] = MSG_ReadByte(); } else { state->colourmod[0] = 32; state->colourmod[1] = 32; state->colourmod[2] = 32; } if (cls.z_ext & Z_EXT_PM_TYPE) { int pm_code; pm_code = (flags&PF_PMC_MASK) >> PF_PMC_SHIFT; if (pm_code == PMC_NORMAL || pm_code == PMC_NORMAL_JUMP_HELD) { if (flags & PF_DEAD) state->pm_type = PM_DEAD; else { state->pm_type = PM_NORMAL; state->jump_held = (pm_code == PMC_NORMAL_JUMP_HELD); } } else if (pm_code == PMC_OLD_SPECTATOR) state->pm_type = PM_OLD_SPECTATOR; else { if (cls.z_ext & Z_EXT_PM_TYPE_NEW) { if (pm_code == PMC_SPECTATOR) state->pm_type = PM_SPECTATOR; else if (pm_code == PMC_FLY) state->pm_type = PM_FLY; else if (pm_code == PMC_NONE) state->pm_type = PM_NONE; else if (pm_code == PMC_FREEZE) state->pm_type = PM_FREEZE; else if (pm_code == PMC_WALLWALK) state->pm_type = PM_WALLWALK; else { // future extension? goto guess_pm_type; } } else { // future extension? goto guess_pm_type; } } } else { guess_pm_type: if (cl.players[num].spectator) state->pm_type = PM_OLD_SPECTATOR; else if (flags & PF_DEAD) state->pm_type = PM_DEAD; else state->pm_type = PM_NORMAL; } TP_ParsePlayerInfo(oldstate, state, info); for (i = 0; i < cl.splitclients; i++) { if (cl.playernum[i] == num) { cl.playerview[i].stats[STAT_WEAPONFRAME] = state->weaponframe; cl.playerview[i].statsf[STAT_WEAPONFRAME] = state->weaponframe; } } if (cl.worldmodel && cl_lerp_players.ival) { player_state_t exact; msec += cls.latency*1000; // msec = 1000*((realtime - cls.latency + 0.02) - state->state_time); // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; 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 < 2; i++) { f = 14; if (ent->framestate.g[FS_REG].frame[i] >= 29 && ent->framestate.g[FS_REG].frame[i] <= 40) { if (ent->framestate.g[FS_REG].frame[i] >= 29 && ent->framestate.g[FS_REG].frame[i] <= 34) { //axpain if (ent->framestate.g[FS_REG].frame[i] == 29) f = f + 2; else if (ent->framestate.g[FS_REG].frame[i] == 30) f = f + 8; else if (ent->framestate.g[FS_REG].frame[i] == 31) f = f + 12; else if (ent->framestate.g[FS_REG].frame[i] == 32) f = f + 11; else if (ent->framestate.g[FS_REG].frame[i] == 33) f = f + 10; else if (ent->framestate.g[FS_REG].frame[i] == 34) f = f + 4; } else if (ent->framestate.g[FS_REG].frame[i] >= 35 && ent->framestate.g[FS_REG].frame[i] <= 40) { // pain if (ent->framestate.g[FS_REG].frame[i] == 35) f = f + 2; else if (ent->framestate.g[FS_REG].frame[i] == 36) f = f + 10; else if (ent->framestate.g[FS_REG].frame[i] == 37) f = f + 10; else if (ent->framestate.g[FS_REG].frame[i] == 38) f = f + 8; else if (ent->framestate.g[FS_REG].frame[i] == 39) f = f + 4; else if (ent->framestate.g[FS_REG].frame[i] == 40) f = f + 2; } } else if (ent->framestate.g[FS_REG].frame[i] >= 103 && ent->framestate.g[FS_REG].frame[i] <= 118) { if (ent->framestate.g[FS_REG].frame[i] >= 103 && ent->framestate.g[FS_REG].frame[i] <= 104) f = f + 6; //nailattack else if (ent->framestate.g[FS_REG].frame[i] >= 105 && ent->framestate.g[FS_REG].frame[i] <= 106) f = f + 6; //light else if (ent->framestate.g[FS_REG].frame[i] >= 107 && ent->framestate.g[FS_REG].frame[i] <= 112) f = f + 7; //rocketattack else if (ent->framestate.g[FS_REG].frame[i] >= 112 && ent->framestate.g[FS_REG].frame[i] <= 118) f = f + 7; //shotattack } offs += f + ((i==0)?(ent->framestate.g[FS_REG].lerpfrac):(1-ent->framestate.g[FS_REG].lerpfrac)); } newent = CL_NewTempEntity (); newent->model = cl.model_precache[cl_flagindex]; newent->skinnum = team; AngleVectors (ent->angles, v_forward, v_right, v_up); v_forward[2] = -v_forward[2]; // reverse z component for (i=0 ; i<3 ; i++) newent->origin[i] = ent->origin[i] - offs*v_forward[i] + 22*v_right[i]; newent->origin[2] -= 16; VectorCopy (ent->angles, newent->angles); newent->angles[2] -= 45; VectorCopy(newent->angles, angles); angles[0]*=-1; AngleVectors(angles, newent->axis[0], newent->axis[1], newent->axis[2]); VectorInverse(newent->axis[1]); } void CL_AddVWeapModel(entity_t *player, model_t *model) { entity_t *newent; vec3_t angles; if (!model) return; newent = CL_NewTempEntity (); newent->keynum = player->keynum; VectorCopy(player->origin, newent->origin); VectorCopy(player->angles, newent->angles); newent->skinnum = player->skinnum; newent->model = model; newent->framestate = player->framestate; VectorCopy(newent->angles, angles); angles[0]*=-1; AngleVectors(angles, newent->axis[0], newent->axis[1], newent->axis[2]); VectorInverse(newent->axis[1]); } /* ============= CL_LinkPlayers Create visible entities in the correct position for all current players ============= */ vec3_t nametagorg[MAX_CLIENTS]; qboolean nametagseen[MAX_CLIENTS]; void CL_LinkPlayers (void) { int pnum; int j; player_info_t *info; player_state_t *state; player_state_t exact; double playertime; entity_t *ent; int msec; frame_t *frame; frame_t *fromf; int oldphysent; vec3_t angles; qboolean predictplayers; model_t *model; static int flickertime; static int flicker; float predictmsmult = 1000*cl_predict_players_frac.value; if (!cl.worldmodel || cl.worldmodel->needload) return; playertime = realtime - cls.latency + 0.02; if (playertime > realtime) playertime = realtime; frame = &cl.frames[cl.validsequence&UPDATE_MASK]; fromf = &cl.frames[cl.oldvalidsequence&UPDATE_MASK]; predictplayers = cl_predict_players.ival; if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV) predictplayers = false; for (j=0, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS ; j++, info++, state++) { nametagseen[j] = false; if (state->messagenum != cl.validsequence) { #ifdef CSQC_DAT CSQC_DeltaPlayer(j, NULL); #endif continue; // not present this frame } CL_UpdateNetFrameLerpState(false, state->frame, &cl.lerpplayers[j]); #ifdef CSQC_DAT if (CSQC_DeltaPlayer(j, state)) continue; #endif if (info->spectator) continue; //the extra modelindex check is to stop lame mods from using vweps with rings if (state->command.impulse && cl.model_precache_vwep[0] && state->modelindex == cl_playerindex) model = cl.model_precache_vwep[0]; else model = cl.model_precache[state->modelindex]; // spawn light flashes, even ones coming from invisible objects if (r_powerupglow.value && !(r_powerupglow.value == 2 && j == cl.playernum[0]) && (state->effects & (EF_BLUE|EF_RED|EF_BRIGHTLIGHT|EF_DIMLIGHT))) { vec3_t colour; float radius; colour[0] = 0; colour[1] = 0; colour[2] = 0; radius = 0; if (state->effects & EF_BRIGHTLIGHT) { radius = max(radius,400); colour[0] += 0.2; colour[1] += 0.1; colour[2] += 0.05; } if (state->effects & EF_DIMLIGHT) { radius = max(radius,200); colour[0] += 2.0; colour[1] += 1.0; colour[2] += 0.5; } if (state->effects & EF_BLUE) { radius = max(radius,200); colour[0] += 0.5; colour[1] += 0.5; colour[2] += 3.0; } if (state->effects & EF_RED) { radius = max(radius,200); colour[0] += 5.0; colour[1] += 0.5; colour[2] += 0.5; } if (radius) { vec3_t org; VectorCopy(state->origin, org); for (pnum = 0; pnum < cl.splitclients; pnum++) if (cl.playernum[pnum] == 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 == MAX_VISEDICTS) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->light_known = 0; ent->keynum = j+1; ent->flags = 0; ent->model = model; ent->forcedshader = NULL; ent->skinnum = state->skinnum; CL_LerpNetFrameState(FS_REG, &ent->framestate, &cl.lerpplayers[j]); // if (state->modelindex == cl_playerindex) ent->scoreboard = info; // use custom skin // else // ent->scoreboard = NULL; #ifdef PEXT_SCALE ent->scale = state->scale; #endif ent->shaderRGBAf[0] = state->colourmod[0]/32.0f; ent->shaderRGBAf[1] = state->colourmod[1]/32.0f; ent->shaderRGBAf[2] = state->colourmod[2]/32.0f; ent->shaderRGBAf[3] = state->alpha/255.0f; if (state->alpha != 255) ent->flags |= Q2RF_TRANSLUCENT; ent->fatness = state->fatness; // // angles // angles[PITCH] = -state->viewangles[PITCH]/3; angles[YAW] = state->viewangles[YAW]; angles[ROLL] = 0; angles[ROLL] = V_CalcRoll (angles, state->velocity)*4; ent->externalmodelview = 0; // the player object gets added with flags | 2 for (pnum = 0; pnum < cl.splitclients; pnum++) { if (j == (cl.viewentity[pnum]?cl.viewentity[pnum]:cl.playernum[pnum])) { ent->flags |= Q2RF_EXTERNALMODEL; ent->externalmodelview |= (1<origin[0] = cl.playerview[pnum].simorg[0]; ent->origin[1] = cl.playerview[pnum].simorg[1]; ent->origin[2] = cl.playerview[pnum].simorg[2]+cl.crouch[pnum]; break; } } VectorCopy(angles, ent->angles); angles[0]*=-1; AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); // only predict half the move to minimize overruns msec = predictmsmult*(playertime - state->state_time); if (pnum < cl.splitclients) { //this is a local player } else if (cl_lerp_players.ival || (cls.demoplayback==DPB_MVD || cls.demoplayback == DPB_EZTV)) { lerpents_t *le = &cl.lerpplayers[j]; VectorCopy (le->origin, ent->origin); VectorCopy(le->angles, ent->angles); ent->angles[0] /= 3; AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); } else if (msec <= 0 || (!predictplayers)) { VectorCopy (state->origin, ent->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 250) msec = 250; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); oldphysent = pmove.numphysent; CL_SetSolidPlayers (); CL_PredictUsercmd (0, j+1, state, &exact, &state->command); //uses player 0's maxspeed/grav... pmove.numphysent = oldphysent; VectorCopy (exact.origin, ent->origin); } VectorCopy(ent->origin, nametagorg[j]); nametagseen[j] = true; if (state->effects & QWEF_FLAG1) CL_AddFlagModels (ent, 0); else if (state->effects & QWEF_FLAG2) CL_AddFlagModels (ent, 1); if (info->vweapindex) CL_AddVWeapModel (ent, cl.model_precache[info->vweapindex]); else if (state->command.impulse) CL_AddVWeapModel (ent, cl.model_precache_vwep[state->command.impulse]); CLQ1_AddShadow(ent); CLQ1_AddPowerupShell(ent, false, state->effects); if (r_torch.ival) { dlight_t *dl; dl = CL_NewDlight(j+1, ent->origin, 300, r_torch.ival, 0.5, 0.5, 0.2); dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND; dl->fov = 60; angles[0] *= 3; angles[1] += sin(realtime)*8; angles[0] += cos(realtime*1.13)*5; AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]); } } } void CL_LinkViewModel(void) { entity_t ent; unsigned int plnum; player_state_t *plstate; static struct model_s *oldmodel[MAX_SPLITS]; static float lerptime[MAX_SPLITS]; static float frameduration[MAX_SPLITS]; static int prevframe[MAX_SPLITS]; static int oldframe[MAX_SPLITS]; float alpha; extern cvar_t cl_gunx, cl_guny, cl_gunz; extern cvar_t cl_gunanglex, cl_gunangley, cl_gunanglez; #ifdef SIDEVIEWS extern qboolean r_secondaryview; if (r_secondaryview==1) return; #endif if (r_drawviewmodel.value <= 0 || !Cam_DrawViewModel(r_refdef.currentplayernum)) return; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) return; #endif if (!r_drawentities.ival) return; if ((cl.playerview[r_refdef.currentplayernum].stats[STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value <= 0) return; if (cl.playerview[r_refdef.currentplayernum].stats[STAT_HEALTH] <= 0) return; if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1) alpha = r_drawviewmodel.value; else alpha = 1; if ((cl.playerview[r_refdef.currentplayernum].stats[STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value > 0 && r_drawviewmodelinvis.value < 1) alpha *= r_drawviewmodelinvis.value; if (alpha <= 0) return; memset(&ent, 0, sizeof(ent)); ent.model = cl.viewent[r_refdef.currentplayernum].model; if (!ent.model) return; #ifdef PEXT_SCALE ent.scale = 1; #endif ent.origin[0] = cl_gunz.value; ent.origin[1] = -cl_gunx.value; ent.origin[2] = -cl_guny.value; ent.angles[0] = cl_gunanglex.value; ent.angles[1] = cl_gunangley.value; ent.angles[2] = cl_gunanglez.value; ent.shaderRGBAf[0] = 1; ent.shaderRGBAf[1] = 1; ent.shaderRGBAf[2] = 1; ent.shaderRGBAf[3] = alpha; if (alpha != 1) { ent.flags |= Q2RF_TRANSLUCENT; } #ifdef HLCLIENT if (!CLHL_AnimateViewEntity(&ent)) #endif { ent.framestate.g[FS_REG].frame[0] = cl.viewent[r_refdef.currentplayernum].framestate.g[FS_REG].frame[0]; ent.framestate.g[FS_REG].frame[1] = oldframe[r_refdef.currentplayernum]; if (ent.framestate.g[FS_REG].frame[0] != prevframe[r_refdef.currentplayernum]) { oldframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[1] = prevframe[r_refdef.currentplayernum]; frameduration[r_refdef.currentplayernum] = (realtime - lerptime[r_refdef.currentplayernum]); if (frameduration[r_refdef.currentplayernum] < 0.01)//no faster than 100 times a second... to avoid divide by zero frameduration[r_refdef.currentplayernum] = 0.01; if (frameduration[r_refdef.currentplayernum] > 0.2) //no slower than 5 times a second frameduration[r_refdef.currentplayernum] = 0.2; lerptime[r_refdef.currentplayernum] = realtime; } prevframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[0]; if (ent.model != oldmodel[r_refdef.currentplayernum]) { oldmodel[r_refdef.currentplayernum] = ent.model; oldframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[1] = ent.framestate.g[FS_REG].frame[0]; frameduration[r_refdef.currentplayernum] = 0.1; lerptime[r_refdef.currentplayernum] = realtime; } ent.framestate.g[FS_REG].lerpfrac = 1-(realtime-lerptime[r_refdef.currentplayernum])/frameduration[r_refdef.currentplayernum]; ent.framestate.g[FS_REG].lerpfrac = bound(0, ent.framestate.g[FS_REG].lerpfrac, 1); } ent.flags |= Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK|RF_NOSHADOW; plnum = -1; if (cl.spectator) plnum = Cam_TrackNum(r_refdef.currentplayernum); if (plnum == -1) plnum = cl.playernum[r_refdef.currentplayernum]; plstate = &cl.frames[parsecountmod].playerstate[plnum]; CLQ1_AddPowerupShell(V_AddEntity(&ent), true, plstate?plstate->effects:0); } //====================================================================== /* =============== CL_SetSolid Builds all the pmove physents for the current frame =============== */ void CL_SetSolidEntities (void) { int i; frame_t *frame; packet_entities_t *pak; entity_state_t *state; physent_t *pent; memset(&pmove.physents[0], 0, sizeof(physent_t)); pmove.physents[0].model = cl.worldmodel; VectorClear (pmove.physents[0].origin); pmove.physents[0].info = 0; pmove.numphysent = 1; frame = &cl.frames[parsecountmod]; pak = &frame->packet_entities; for (i=0 ; inum_entities ; i++) { state = &pak->entities[i]; if (!state->solid && !state->skinnum) continue; if (state->solid == ES_SOLID_BSP) { /*bsp model size*/ if (state->modelindex <= 0) continue; if (!cl.model_precache[state->modelindex]) continue; /*this makes non-inline bsp objects non-solid for prediction*/ if ((*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels) && cl.model_precache[state->modelindex]->hulls[1].firstclipnode) { pent = &pmove.physents[pmove.numphysent]; memset(pent, 0, sizeof(physent_t)); pent->model = cl.model_precache[state->modelindex]; VectorCopy (state->angles, pent->angles); pent->angles[0]*=-1; } else continue; } else { pent = &pmove.physents[pmove.numphysent]; memset(pent, 0, sizeof(physent_t)); pent->info = state->number; /*don't bother with angles*/ pent->maxs[0] = pent->maxs[1] = 8*(state->solid & 31); pent->mins[0] = pent->mins[1] = -pent->maxs[0]; pent->mins[2] = -8*((state->solid>>5) & 31); pent->maxs[2] = 8*((state->solid>>10) & 63) - 32; } if (++pmove.numphysent == MAX_PHYSENTS) break; VectorCopy(state->origin, pent->origin); pent->info = state->number; switch((int)state->skinnum) { case 0: break; case Q1CONTENTS_LADDER: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_LADDER; break; case Q1CONTENTS_SKY: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_SKY; break; case Q1CONTENTS_LAVA: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_LAVA; break; case Q1CONTENTS_SLIME: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_SLIME; break; case Q1CONTENTS_WATER: pent->nonsolid = true; pent->forcecontentsmask = FTECONTENTS_WATER; break; } } } /* === Calculate the new position of players, without other player clipping We do this to set up real player prediction. Players are predicted twice, first without clipping other players, then with clipping against them. This sets up the first phase. === */ void CL_SetUpPlayerPrediction(qboolean dopred) { int j; player_state_t *state; player_state_t exact; double playertime; int msec; frame_t *frame; struct predicted_player *pplayer; extern cvar_t cl_nopred; float predictmsmult = 1000*cl_predict_players_frac.value; int s; playertime = realtime - cls.latency + 0.02; if (playertime > realtime) playertime = realtime; if (cl_nopred.value || /*cls.demoplayback ||*/ cl.paused) return; frame = &cl.frames[cl.parsecount&UPDATE_MASK]; for (j=0, pplayer = predicted_players, state=frame->playerstate; j < MAX_CLIENTS; j++, pplayer++, state++) { pplayer->active = false; if (state->messagenum != cl.parsecount) continue; // not present this frame if (!state->modelindex) continue; pplayer->active = true; pplayer->flags = state->flags; // note that the local player is special, since he moves locally // we use his last predicted postition for (s = 0; s < cl.splitclients; s++) { if (j == cl.playernum[s]) { VectorCopy(cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playernum[s]].origin, pplayer->origin); break; } } if (s == cl.splitclients) { // only predict half the move to minimize overruns msec = predictmsmult*(playertime - state->state_time); if (msec <= 0 || !cl_predict_players.ival || !dopred) { VectorCopy (state->origin, pplayer->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 250) msec = 250; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); CL_PredictUsercmd (0, j+1, state, &exact, &state->command); VectorCopy (exact.origin, pplayer->origin); } if (cl.spectator) { // if (!Cam_DrawPlayer(0, j)) // VectorCopy(pplayer->origin, cl.simorg[0]); } } } } /* =============== CL_SetSolid Builds all the pmove physents for the current frame Note that CL_SetUpPlayerPrediction() must be called first! pmove must be setup with world and solid entity hulls before calling (via CL_PredictMove) =============== */ void CL_SetSolidPlayers (void) { int j; extern vec3_t player_mins; extern vec3_t player_maxs; struct predicted_player *pplayer; physent_t *pent; if (!cl_solid_players.ival) return; pent = pmove.physents + pmove.numphysent; if (pmove.numphysent == MAX_PHYSENTS) //too many. return; for (j=0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) { if (!pplayer->active) continue; // not present this frame if (pplayer->flags & PF_DEAD) continue; // dead players aren't solid memset(pent, 0, sizeof(physent_t)); VectorCopy(pplayer->origin, pent->origin); pent->info = j+1; VectorCopy(player_mins, pent->mins); VectorCopy(player_maxs, pent->maxs); if (++pmove.numphysent == MAX_PHYSENTS) //we just hit 88 miles per hour. break; pent++; } } /* =============== CL_EmitEntities Builds the visedicts array for cl.time Made up of: clients, packet_entities, nails, and tents =============== */ void CL_SwapEntityLists(void) { cl_numvisedicts = 0; cl_numstrisidx = 0; cl_numstrisvert = 0; cl_numstris = 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) { CLQ2_AddEntities(); return; } #endif if (!cl.validsequence) return; CL_SwapEntityLists(); CL_LinkPlayers (); CL_LinkPacketEntities (); CL_LinkProjectiles (); CL_UpdateTEnts (); // CL_WaterSplashes(); } void CL_ClearPredict(void) { memset(predicted_players, 0, sizeof(predicted_players)); }