hexen2/H2MP/code/Cl_parse.c
2000-11-10 00:00:00 +00:00

2261 lines
53 KiB
C

// cl_parse.c -- parse a message received from the server
/*
* $Header: /H2 Mission Pack/Cl_parse.c 25 3/20/98 3:45p Jmonroe $
*/
#include "quakedef.h"
#include "r_shared.h"
#include <windows.h>
extern cvar_t sv_flypitch;
extern cvar_t sv_walkpitch;
extern cvar_t bgmtype;
model_t *player_models[NUM_CLASSES];
char *svc_strings[] =
{
"svc_bad",
"svc_nop",
"svc_disconnect",
"svc_updatestat",
"svc_version", // [long] server version
"svc_setview", // [short] entity number
"svc_sound", // <see code>
"svc_time", // [float] server time
"svc_print", // [string] null terminated string
"svc_stufftext", // [string] stuffed into client's console buffer
// the string should be \n terminated
"svc_setangle", // [vec3] set the view angle to this absolute value
"svc_serverinfo", // [long] version
// [string] signon string
// [string]..[0]model cache [string]...[0]sounds cache
// [string]..[0]item cache
"svc_lightstyle", // [byte] [string]
"svc_updatename", // [byte] [string]
"svc_updatefrags", // [byte] [short]
"svc_clientdata", // <shortbits + data>
"svc_stopsound", // <see code>
"svc_updatecolors", // [byte] [byte]
"svc_particle", // [vec3] <variable>
"svc_damage", // [byte] impact [byte] blood [vec3] from
"svc_spawnstatic",
"svc_raineffect",
"svc_spawnbaseline",
"svc_temp_entity", // <variable>
"svc_setpause",
"svc_signonnum",
"svc_centerprint",
"svc_killedmonster",
"svc_foundsecret",
"svc_spawnstaticsound",
"svc_intermission",
"svc_finale", // [string] music [string] text
"svc_cdtrack", // [byte] track [byte] looptrack
"svc_sellscreen",
"svc_particle2", // [vec3] <variable>
"svc_cutscene",
"svc_midi_name",
"svc_updateclass", // [byte] client [byte] class
"svc_particle3",
"svc_particle4",
"svc_set_view_flags",
"svc_clear_view_flags",
"svc_start_effect",
"svc_end_effect",
"svc_plaque",
"svc_particle_explosion",
"svc_set_view_tint",
"svc_reference",
"svc_clear_edicts",
"svc_update_inv",
"svc_setangle_interpolate",
"svc_update_kingofhill",
"svc_toggle_statbar"
};
char *puzzle_strings;
int LastServerMessageSize;
extern cvar_t precache;
//=============================================================================
/*
===============
CL_EntityNum
This error checks and tracks the total number of entities
===============
*/
entity_t *CL_EntityNum (int num)
{
if (num >= cl.num_entities)
{
if (num >= MAX_EDICTS)
Host_Error ("CL_EntityNum: %i is an invalid number",num);
while (cl.num_entities<=num)
{
cl_entities[cl.num_entities].colormap = vid.colormap;
cl.num_entities++;
}
}
return &cl_entities[num];
}
/*
==================
CL_ParseStartSoundPacket
==================
*/
void CL_ParseStartSoundPacket(void)
{
vec3_t pos;
int channel, ent;
int sound_num;
int volume;
int field_mask;
float attenuation;
int i;
field_mask = MSG_ReadByte();
if (field_mask & SND_VOLUME)
volume = MSG_ReadByte ();
else
volume = DEFAULT_SOUND_PACKET_VOLUME;
if (field_mask & SND_ATTENUATION)
attenuation = MSG_ReadByte () / 64.0;
else
attenuation = DEFAULT_SOUND_PACKET_ATTENUATION;
channel = MSG_ReadShort ();
sound_num = MSG_ReadByte ();
if (field_mask & SND_OVERFLOW)
sound_num += 255;
ent = channel >> 3;
channel &= 7;
if (ent > MAX_EDICTS)
Host_Error ("CL_ParseStartSoundPacket: ent = %i", ent);
for (i=0 ; i<3 ; i++)
pos[i] = MSG_ReadCoord ();
S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation);
}
/*
==================
CL_KeepaliveMessage
When the client is taking a long time to load stuff, send keepalive messages
so the server doesn't disconnect.
==================
*/
void CL_KeepaliveMessage (void)
{
float time;
static float lastmsg;
int ret;
sizebuf_t old;
byte olddata[NET_MAXMESSAGE];
if (sv.active)
return; // no need if server is local
if (cls.demoplayback)
return;
// read messages from server, should just be nops
old = net_message;
memcpy (olddata, net_message.data, net_message.cursize);
do
{
ret = CL_GetMessage ();
switch (ret)
{
default:
Host_Error ("CL_KeepaliveMessage: CL_GetMessage failed");
case 0:
break; // nothing waiting
case 1:
Host_Error ("CL_KeepaliveMessage: received a message");
break;
case 2:
if (MSG_ReadByte() != svc_nop)
Host_Error ("CL_KeepaliveMessage: datagram wasn't a nop");
break;
}
} while (ret);
net_message = old;
memcpy (net_message.data, olddata, net_message.cursize);
// check time
time = Sys_FloatTime ();
if (time - lastmsg < 5)
return;
lastmsg = time;
// write out a nop
Con_Printf ("--> client to server keepalive\n");
MSG_WriteByte (&cls.message, clc_nop);
NET_SendMessage (cls.netcon, &cls.message);
SZ_Clear (&cls.message);
}
/*
==================
CL_ParseServerInfo
==================
*/
void CL_ParseServerInfo (void)
{
char *str;
int i;
int nummodels, numsounds;
char model_precache[MAX_MODELS][MAX_QPATH];
char sound_precache[MAX_SOUNDS][MAX_QPATH];
// rjr edict_t *ent;
Con_DPrintf ("Serverinfo packet received.\n");
//
// wipe the client_state_t struct
//
CL_ClearState ();
// parse protocol version number
i = MSG_ReadLong ();
if (i != PROTOCOL_VERSION)
{
Con_Printf ("Server returned version %i, not %i", i, PROTOCOL_VERSION);
return;
}
// parse maxclients
cl.maxclients = MSG_ReadByte ();
if (cl.maxclients < 1 || cl.maxclients > MAX_SCOREBOARD)
{
Con_Printf("Bad maxclients (%u) from server\n", cl.maxclients);
return;
}
cl.scores = Hunk_AllocName (cl.maxclients*sizeof(*cl.scores), "scores");
// parse gametype
cl.gametype = MSG_ReadByte ();
if (cl.gametype == GAME_DEATHMATCH)
sv_kingofhill = MSG_ReadShort ();
// parse signon message
str = MSG_ReadString ();
strncpy (cl.levelname, str, sizeof(cl.levelname)-1);
// seperate the printfs so the server message can have a color
Con_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
Con_Printf ("%c%s\n", 2, str);
//
// first we go through and touch all of the precache data that still
// happens to be in the cache, so precaching something else doesn't
// needlessly purge it
//
// precache models
memset (cl.model_precache, 0, sizeof(cl.model_precache));
for (nummodels=1 ; ; nummodels++)
{
str = MSG_ReadString ();
if (!str[0])
break;
if (nummodels==MAX_MODELS)
{
Con_Printf ("Server sent too many model precaches\n");
return;
}
strcpy (model_precache[nummodels], str);
Mod_TouchModel (str);
}
// precache sounds
memset (cl.sound_precache, 0, sizeof(cl.sound_precache));
for (numsounds=1 ; ; numsounds++)
{
str = MSG_ReadString ();
if (!str[0])
break;
if (numsounds==MAX_SOUNDS)
{
Con_Printf ("Server sent too many sound precaches\n");
return;
}
strcpy (sound_precache[numsounds], str);
S_TouchSound (str);
}
//
// now we try to load everything else until a cache allocation fails
//
if (precache.value)
{
total_loading_size = nummodels + numsounds;
current_loading_size = 1;
loading_stage = 2;
}
//always precache the world!!!
cl.model_precache[1] = Mod_ForName (model_precache[1], false);
for (i=2 ; i<nummodels ; i++)
{
if (precache.value)
{
cl.model_precache[i] = Mod_ForName (model_precache[i], false);
current_loading_size++;
D_ShowLoadingSize();
}
else
cl.model_precache[i] = (model_t *)Mod_FindName (model_precache[i]);
if (cl.model_precache[i] == NULL)
{
Con_Printf("Model %s not found\n", model_precache[i]);
return;
}
CL_KeepaliveMessage ();
}
player_models[0] = (model_t *)Mod_FindName ("models/paladin.mdl");
player_models[1] = (model_t *)Mod_FindName ("models/crusader.mdl");
player_models[2] = (model_t *)Mod_FindName ("models/necro.mdl");
player_models[3] = (model_t *)Mod_FindName ("models/assassin.mdl");
player_models[4] = (model_t *)Mod_FindName ("models/succubus.mdl");
S_BeginPrecaching ();
for (i=1 ; i<numsounds ; i++)
{
cl.sound_precache[i] = S_PrecacheSound (sound_precache[i]);
if (precache.value)
{
current_loading_size++;
D_ShowLoadingSize();
}
CL_KeepaliveMessage ();
}
S_EndPrecaching ();
total_loading_size = 0;
loading_stage = 0;
// local state
cl_entities[0].model = cl.worldmodel = cl.model_precache[1];
/* rjr experimental client side physics - suspect memory is caching out
if (!sv.active)
{
sv.worldmodel = cl.worldmodel;
sv.models[1] = sv.worldmodel;
// load progs to get entity field count
PR_LoadProgs ();
// allocate server memory
sv.max_edicts = MAX_EDICTS;
sv.edicts = Hunk_AllocName (sv.max_edicts*pr_edict_size, "edicts");
sv.num_edicts = 1;
sv.models[1] = sv.worldmodel;
//
// clear world interaction links
//
SV_ClearWorld ();
ent = EDICT_NUM(0);
memset (&ent->v, 0, progs->entityfields * 4);
ent->free = false;
ent->v.model = sv.worldmodel->name - pr_strings;
ent->v.modelindex = 1; // world model
ent->v.solid = SOLID_BSP;
ent->v.movetype = MOVETYPE_PUSH;
}
*/
R_NewMap ();
/* if (!sv.active)
{
PR_LoadStrings();
PR_LoadInfoStrings();
}*/
puzzle_strings = (char *)COM_LoadHunkFile ("puzzles.txt");
Hunk_Check (); // make sure nothing is hurt
noclip_anglehack = false; // noclip is turned off at start
}
/*
==================
CL_ParseUpdate
Parse an entity update message from the server
If an entities model or origin changes from frame to frame, it must be
relinked. Other attributes can change without relinking.
==================
*/
//int bitcounts[16];
/*
void CL_ParseUpdate (int bits)
{
int i;
model_t *model;
int modnum;
qboolean forcelink;
entity_t *ent;
int num;
if (cls.signon == SIGNONS - 1)
{ // first update is the final signon stage
cls.signon = SIGNONS;
CL_SignonReply ();
}
if (bits & U_MOREBITS)
{
i = MSG_ReadByte ();
bits |= (i<<8);
}
#if RJNET
if (bits & U_MOREBITS2)
{
i = MSG_ReadByte ();
bits |= (i<<16);
}
#endif
if (bits & U_LONGENTITY)
num = MSG_ReadShort ();
else
num = MSG_ReadByte ();
ent = CL_EntityNum (num);
#if RJNET
if (bits & U_CLEAR_ENT)
memset(ent, 0, sizeof(entity_t));
#endif
// for (i=0 ; i<16 ; i++)
// if (bits&(1<<i))
// bitcounts[i]++;
if (ent->msgtime != cl.mtime[1])
forcelink = true; // no previous frame to lerp from
else
forcelink = false;
ent->msgtime = cl.mtime[0];
if (bits & U_MODEL)
{
#if RJNET
ent->baseline.modelindex =
#endif
modnum = MSG_ReadShort ();
if (modnum >= MAX_MODELS)
Host_Error ("CL_ParseModel: bad modnum");
}
else
modnum = ent->baseline.modelindex;
model = cl.model_precache[modnum];
if (model != ent->model)
{
ent->model = model;
// automatic animation (torches, etc) can be either all together
// or randomized
if (model)
{
if (model->synctype == ST_RAND)
ent->syncbase = (float)(rand()&0x7fff) / 0x7fff;
else
ent->syncbase = 0.0;
}
else
forcelink = true; // hack to make null model players work
#ifdef GLQUAKE
if (num > 0 && num <= cl.maxclients)
R_TranslatePlayerSkin (num - 1);
#endif
}
if (bits & U_FRAME)
#if RJNET
ent->baseline.frame =
#endif
ent->frame = MSG_ReadByte ();
else
ent->frame = ent->baseline.frame;
if (bits & U_COLORMAP)
#if RJNET
ent->baseline.colormap =
#endif
i = MSG_ReadByte();
else
i = ent->baseline.colormap;
if (num && num <= cl.maxclients)
ent->colormap = ent->sourcecolormap = cl.scores[num-1].translations;
else
ent->sourcecolormap = vid.colormap;
#ifdef GLQUAKE
ent->colormap = vid.colormap;
#endif
if (!i)
{
ent->colorshade = i;
ent->colormap = ent->sourcecolormap;
}
else
{
ent->colorshade = i;
#ifdef GLQUAKE
ent->colormap = vid.colormap;
#else
ent->colormap = globalcolormap;
#endif
}
if(bits & U_SKIN)
{
#if RJNET
ent->baseline.skin =
#endif
ent->skinnum = MSG_ReadByte();
#if RJNET
ent->baseline.drawflags =
#endif
ent->drawflags = MSG_ReadByte();
}
else
{
ent->skinnum = ent->baseline.skin;
ent->drawflags = ent->baseline.drawflags;
}
if (bits & U_EFFECTS)
#if RJNET
ent->baseline.effects =
#endif
ent->effects = MSG_ReadByte();
else
ent->effects = ent->baseline.effects;
// shift the known values for interpolation
VectorCopy (ent->msg_origins[0], ent->msg_origins[1]);
VectorCopy (ent->msg_angles[0], ent->msg_angles[1]);
if (bits & U_ORIGIN1)
#if RJNET
ent->baseline.origin[0] =
#endif
ent->msg_origins[0][0] = MSG_ReadCoord ();
else
ent->msg_origins[0][0] = ent->baseline.origin[0];
if (bits & U_ANGLE1)
#if RJNET
ent->baseline.angles[0] =
#endif
ent->msg_angles[0][0] = MSG_ReadAngle();
else
ent->msg_angles[0][0] = ent->baseline.angles[0];
if (bits & U_ORIGIN2)
#if RJNET
ent->baseline.origin[1] =
#endif
ent->msg_origins[0][1] = MSG_ReadCoord ();
else
ent->msg_origins[0][1] = ent->baseline.origin[1];
if (bits & U_ANGLE2)
#if RJNET
ent->baseline.angles[1] =
#endif
ent->msg_angles[0][1] = MSG_ReadAngle();
else
ent->msg_angles[0][1] = ent->baseline.angles[1];
if (bits & U_ORIGIN3)
#if RJNET
ent->baseline.origin[2] =
#endif
ent->msg_origins[0][2] = MSG_ReadCoord ();
else
ent->msg_origins[0][2] = ent->baseline.origin[2];
if (bits & U_ANGLE3)
#if RJNET
ent->baseline.angles[2] =
#endif
ent->msg_angles[0][2] = MSG_ReadAngle();
else
ent->msg_angles[0][2] = ent->baseline.angles[2];
if(bits&U_SCALE)
{
#if RJNET
ent->baseline.scale =
#endif
ent->scale = MSG_ReadByte();
#if RJNET
ent->baseline.abslight =
#endif
ent->abslight = MSG_ReadByte();
}
else
{
ent->scale = ent->baseline.scale;
ent->abslight = ent->baseline.abslight;
}
#if RJNET
if (bits & U_ENT_ON)
ent->baseline.flags |= BASE_ENT_ON;
if (bits & U_ENT_OFF)
ent->baseline.flags &= ~BASE_ENT_ON;
#endif
if ( bits & U_NOLERP )
ent->forcelink = true;
if ( forcelink )
{ // didn't have an update last message
VectorCopy (ent->msg_origins[0], ent->msg_origins[1]);
VectorCopy (ent->msg_origins[0], ent->origin);
VectorCopy (ent->msg_angles[0], ent->msg_angles[1]);
VectorCopy (ent->msg_angles[0], ent->angles);
ent->forcelink = true;
}
}
*/
void CL_ParseUpdate (int bits)
{
int i;
float f;
model_t *model;
int modnum;
qboolean forcelink;
entity_t *ent;
int num;
entity_state2_t *ref_ent,*set_ent,build_ent,dummy;
if (cls.signon == SIGNONS - 1)
{ // first update is the final signon stage
cls.signon = SIGNONS;
CL_SignonReply ();
}
if (bits & U_MOREBITS)
{
i = MSG_ReadByte ();
bits |= (i<<8);
}
if (bits & U_MOREBITS2)
{
i = MSG_ReadByte ();
bits |= (i<<16);
}
if (bits & U_LONGENTITY)
num = MSG_ReadShort ();
else
num = MSG_ReadByte ();
ent = CL_EntityNum (num);
ent->baseline.flags |= BE_ON;
/* if (num == 2)
{
FH = fopen("c.txt","r+");
fseek(FH,0,SEEK_END);
}
*/
ref_ent = NULL;
for(i=0;i<cl.frames[0].count;i++)
if (cl.frames[0].states[i].index == num)
{
ref_ent = &cl.frames[0].states[i];
// if (num == 2) fprintf(FH,"Found Reference\n");
break;
}
if (!ref_ent)
{
ref_ent = &build_ent;
build_ent.index = num;
build_ent.origin[0] = ent->baseline.origin[0];
build_ent.origin[1] = ent->baseline.origin[1];
build_ent.origin[2] = ent->baseline.origin[2];
build_ent.angles[0] = ent->baseline.angles[0];
build_ent.angles[1] = ent->baseline.angles[1];
build_ent.angles[2] = ent->baseline.angles[2];
build_ent.modelindex = ent->baseline.modelindex;
build_ent.frame = ent->baseline.frame;
build_ent.colormap = ent->baseline.colormap;
build_ent.skin = ent->baseline.skin;
build_ent.effects = ent->baseline.effects;
build_ent.scale = ent->baseline.scale;
build_ent.drawflags = ent->baseline.drawflags;
build_ent.abslight = ent->baseline.abslight;
}
if (cl.need_build)
{ // new sequence, first valid frame
set_ent = &cl.frames[1].states[cl.frames[1].count];
cl.frames[1].count++;
}
else
set_ent = &dummy;
if (bits & U_CLEAR_ENT)
{
memset(ent, 0, sizeof(entity_t));
memset(ref_ent, 0, sizeof(*ref_ent));
ref_ent->index = num;
}
*set_ent = *ref_ent;
if (ent->msgtime != cl.mtime[1])
forcelink = true; // no previous frame to lerp from
else
forcelink = false;
ent->msgtime = cl.mtime[0];
if (bits & U_MODEL)
{
modnum = MSG_ReadShort ();
if (modnum >= MAX_MODELS)
Host_Error ("CL_ParseModel: bad modnum");
}
else
modnum = ref_ent->modelindex;
model = cl.model_precache[modnum];
set_ent->modelindex = modnum;
if (model != ent->model)
{
ent->model = model;
// automatic animation (torches, etc) can be either all together
// or randomized
if (model)
{
if (model->synctype == ST_RAND)
ent->syncbase = rand()*(1.0/RAND_MAX);//(float)(rand()&0x7fff) / 0x7fff;
else
ent->syncbase = 0.0;
}
else
forcelink = true; // hack to make null model players work
#ifdef GLQUAKE
if (num > 0 && num <= cl.maxclients)
R_TranslatePlayerSkin (num - 1);
#endif
}
if (bits & U_FRAME)
set_ent->frame = ent->frame = MSG_ReadByte ();
else
ent->frame = ref_ent->frame;
if (bits & U_COLORMAP)
set_ent->colormap = i = MSG_ReadByte();
else
i = ref_ent->colormap;
if (num && num <= cl.maxclients)
ent->colormap = ent->sourcecolormap = cl.scores[num-1].translations;
else
ent->sourcecolormap = vid.colormap;
#ifdef GLQUAKE
// ent->colormap = vid.colormap;
#endif
if (!i)
{
ent->colorshade = i;
ent->colormap = ent->sourcecolormap;
}
else
{
ent->colorshade = i;
#ifdef GLQUAKE
// ent->colormap = vid.colormap;
ent->colormap = globalcolormap;
#else
ent->colormap = globalcolormap;
#endif
}
if(bits & U_SKIN)
{
set_ent->skin = ent->skinnum = MSG_ReadByte();
set_ent->drawflags = ent->drawflags = MSG_ReadByte();
}
else
{
ent->skinnum = ref_ent->skin;
ent->drawflags = ref_ent->drawflags;
}
if (bits & U_EFFECTS)
{
set_ent->effects = ent->effects = MSG_ReadByte();
// if (num == 2) fprintf(FH,"Read effects %d\n",set_ent->effects);
}
else
{
ent->effects = ref_ent->effects;
//if (num == 2) fprintf(FH,"restored effects %d\n",ref_ent->effects);
}
// shift the known values for interpolation
VectorCopy (ent->msg_origins[0], ent->msg_origins[1]);
VectorCopy (ent->msg_angles[0], ent->msg_angles[1]);
if (bits & U_ORIGIN1)
{
set_ent->origin[0] = ent->msg_origins[0][0] = MSG_ReadCoord ();
//if (num == 2) fprintf(FH,"Read origin[0] %f\n",set_ent->angles[0]);
}
else
{
ent->msg_origins[0][0] = ref_ent->origin[0];
//if (num == 2) fprintf(FH,"Restored origin[0] %f\n",ref_ent->angles[0]);
}
if (bits & U_ANGLE1)
set_ent->angles[0] = ent->msg_angles[0][0] = MSG_ReadAngle();
else
ent->msg_angles[0][0] = ref_ent->angles[0];
if (bits & U_ORIGIN2)
set_ent->origin[1] = ent->msg_origins[0][1] = MSG_ReadCoord ();
else
ent->msg_origins[0][1] = ref_ent->origin[1];
if (bits & U_ANGLE2)
set_ent->angles[1] = ent->msg_angles[0][1] = MSG_ReadAngle();
else
ent->msg_angles[0][1] = ref_ent->angles[1];
if (bits & U_ORIGIN3)
set_ent->origin[2] = ent->msg_origins[0][2] = MSG_ReadCoord ();
else
ent->msg_origins[0][2] = ref_ent->origin[2];
if (bits & U_ANGLE3)
set_ent->angles[2] = ent->msg_angles[0][2] = MSG_ReadAngle();
else
ent->msg_angles[0][2] = ref_ent->angles[2];
if(bits&U_SCALE)
{
set_ent->scale = ent->scale = MSG_ReadByte();
set_ent->abslight = ent->abslight = MSG_ReadByte();
}
else
{
ent->scale = ref_ent->scale;
ent->abslight = ref_ent->abslight;
}
if ( bits & U_NOLERP )
ent->forcelink = true;
if ( forcelink )
{ // didn't have an update last message
VectorCopy (ent->msg_origins[0], ent->msg_origins[1]);
VectorCopy (ent->msg_origins[0], ent->origin);
VectorCopy (ent->msg_angles[0], ent->msg_angles[1]);
VectorCopy (ent->msg_angles[0], ent->angles);
ent->forcelink = true;
}
// if (sv.active || num != 2)
// return;
}
void CL_ParseUpdate2 (int bits)
{
int i;
model_t *model;
int modnum;
qboolean forcelink;
entity_t *ent;
int num;
entity_state2_t *ref_ent,*set_ent,build_ent,dummy;
if (bits & U_MOREBITS)
{
i = MSG_ReadByte ();
bits |= (i<<8);
}
if (bits & U_MOREBITS2)
{
i = MSG_ReadByte ();
bits |= (i<<16);
}
if (bits & U_LONGENTITY)
MSG_ReadShort ();
else
MSG_ReadByte ();
if (bits & U_MODEL)
{
MSG_ReadShort ();
}
if (bits & U_FRAME)
MSG_ReadByte ();
if (bits & U_COLORMAP)
MSG_ReadByte();
if(bits & U_SKIN)
{
MSG_ReadByte();
MSG_ReadByte();
}
if (bits & U_EFFECTS)
MSG_ReadByte();
if (bits & U_ORIGIN1)
MSG_ReadCoord ();
if (bits & U_ANGLE1)
MSG_ReadAngle();
if (bits & U_ORIGIN2)
MSG_ReadCoord ();
if (bits & U_ANGLE2)
MSG_ReadAngle();
if (bits & U_ORIGIN3)
MSG_ReadCoord ();
if (bits & U_ANGLE3)
MSG_ReadAngle();
if(bits&U_SCALE)
{
MSG_ReadByte();
MSG_ReadByte();
}
}
/*
==================
CL_ParseBaseline
==================
*/
void CL_ParseBaseline (entity_t *ent)
{
int i;
ent->baseline.modelindex = MSG_ReadShort ();
ent->baseline.frame = MSG_ReadByte ();
ent->baseline.colormap = MSG_ReadByte();
ent->baseline.skin = MSG_ReadByte();
ent->baseline.scale = MSG_ReadByte();
ent->baseline.drawflags = MSG_ReadByte();
ent->baseline.abslight = MSG_ReadByte();
for (i=0 ; i<3 ; i++)
{
ent->baseline.origin[i] = MSG_ReadCoord ();
ent->baseline.angles[i] = MSG_ReadAngle ();
}
}
/*
==================
CL_ParseClientdata
Server information pertaining to this client only
==================
*/
void CL_ParseClientdata (int bits)
{
int i, j;
int max_order;
if (bits & SU_VIEWHEIGHT)
cl.viewheight = MSG_ReadChar ();
//rjr else
//rjr cl.viewheight = DEFAULT_VIEWHEIGHT;
if (bits & SU_IDEALPITCH)
cl.idealpitch = MSG_ReadChar ();
else
{
//rjr is sv_flypitch useable on the client's end?
//rjr if (cl.v.movetype==MOVETYPE_FLY)
//rjr cl.idealpitch = sv_flypitch.value;
//rjr else
//rjr cl.idealpitch = sv_walkpitch.value;
}
if (bits & SU_IDEALROLL)
cl.idealroll = MSG_ReadChar ();
//rjr else
//rjr cl.idealroll = 0;
VectorCopy (cl.mvelocity[0], cl.mvelocity[1]);
for (i=0 ; i<3 ; i++)
{
if (bits & (SU_PUNCH1<<i) )
cl.punchangle[i] = MSG_ReadChar();
//rjr else
//rjr cl.punchangle[i] = 0;
if (bits & (SU_VELOCITY1<<i) )
cl.mvelocity[0][i] = MSG_ReadChar()*16;
//rjr else
//rjr cl.mvelocity[0][i] = 0;
}
/* if (bits & SU_ITEMS)
i = MSG_ReadLong ();
*/
if (cl.items != i)
{ // set flash times
SB_Changed();
for (j=0 ; j<32 ; j++)
if ( (i & (1<<j)) && !(cl.items & (1<<j)))
cl.item_gettime[j] = cl.time;
cl.items = i;
}
cl.onground = (bits & SU_ONGROUND) != 0;
cl.inwater = (bits & SU_INWATER) != 0;
if (bits & SU_WEAPONFRAME)
cl.stats[STAT_WEAPONFRAME] = MSG_ReadByte ();
//rjr else
//rjr cl.stats[STAT_WEAPONFRAME] = 0;
if (bits & SU_ARMOR)
{
cl.stats[STAT_ARMOR] = MSG_ReadByte ();
SB_Changed();
}
if (bits & SU_WEAPON)
{
cl.stats[STAT_WEAPON] = MSG_ReadShort ();
SB_Changed();
}
/* sc1 = sc2 = 0;
if (bits & SU_SC1)
sc1 = MSG_ReadLong ();
if (bits & SU_SC2)
sc2 = MSG_ReadLong ();
if (sc1 & SC1_HEALTH)
cl.v.health = MSG_ReadShort();
if (sc1 & SC1_LEVEL)
cl.v.level = MSG_ReadByte();
if (sc1 & SC1_INTELLIGENCE)
cl.v.intelligence = MSG_ReadByte();
if (sc1 & SC1_WISDOM)
cl.v.wisdom = MSG_ReadByte();
if (sc1 & SC1_STRENGTH)
cl.v.strength = MSG_ReadByte();
if (sc1 & SC1_DEXTERITY)
cl.v.dexterity = MSG_ReadByte();
if (sc1 & SC1_WEAPON)
cl.v.weapon = MSG_ReadByte();
if (sc1 & SC1_BLUEMANA)
cl.v.bluemana = MSG_ReadByte();
if (sc1 & SC1_GREENMANA)
cl.v.greenmana = MSG_ReadByte();
if (sc1 & SC1_EXPERIENCE)
cl.v.experience = MSG_ReadLong();
if (sc1 & SC1_CNT_TORCH)
cl.v.cnt_torch = MSG_ReadByte();
if (sc1 & SC1_CNT_H_BOOST)
cl.v.cnt_h_boost = MSG_ReadByte();
if (sc1 & SC1_CNT_SH_BOOST)
cl.v.cnt_sh_boost = MSG_ReadByte();
if (sc1 & SC1_CNT_MANA_BOOST)
cl.v.cnt_mana_boost = MSG_ReadByte();
if (sc1 & SC1_CNT_TELEPORT)
cl.v.cnt_teleport = MSG_ReadByte();
if (sc1 & SC1_CNT_TOME)
cl.v.cnt_tome = MSG_ReadByte();
if (sc1 & SC1_CNT_SUMMON)
cl.v.cnt_summon = MSG_ReadByte();
if (sc1 & SC1_CNT_INVISIBILITY)
cl.v.cnt_invisibility = MSG_ReadByte();
if (sc1 & SC1_CNT_GLYPH)
cl.v.cnt_glyph = MSG_ReadByte();
if (sc1 & SC1_CNT_HASTE)
cl.v.cnt_haste = MSG_ReadByte();
if (sc1 & SC1_CNT_BLAST)
cl.v.cnt_blast = MSG_ReadByte();
if (sc1 & SC1_CNT_POLYMORPH)
cl.v.cnt_polymorph = MSG_ReadByte();
if (sc1 & SC1_CNT_FLIGHT)
cl.v.cnt_flight = MSG_ReadByte();
if (sc1 & SC1_CNT_CUBEOFFORCE)
cl.v.cnt_cubeofforce = MSG_ReadByte();
if (sc1 & SC1_CNT_INVINCIBILITY)
cl.v.cnt_invincibility = MSG_ReadByte();
if (sc1 & SC1_ARTIFACT_ACTIVE)
cl.v.artifact_active = MSG_ReadFloat();
if (sc1 & SC1_ARTIFACT_LOW)
cl.v.artifact_low = MSG_ReadFloat();
if (sc1 & SC1_MOVETYPE)
cl.v.movetype = MSG_ReadByte();
if (sc1 & SC1_CAMERAMODE)
cl.v.cameramode = MSG_ReadByte();
if (sc1 & SC1_HASTED)
cl.v.hasted = MSG_ReadFloat();
if (sc1 & SC1_INVENTORY)
cl.v.inventory = MSG_ReadByte();
if (sc1 & SC1_RINGS_ACTIVE)
cl.v.rings_active = MSG_ReadFloat();
if (sc2 & SC2_RINGS_LOW)
cl.v.rings_low = MSG_ReadFloat();
if (sc2 & SC2_AMULET)
cl.v.armor_amulet = MSG_ReadByte();
if (sc2 & SC2_BRACER)
cl.v.armor_bracer = MSG_ReadByte();
if (sc2 & SC2_BREASTPLATE)
cl.v.armor_breastplate = MSG_ReadByte();
if (sc2 & SC2_HELMET)
cl.v.armor_helmet = MSG_ReadByte();
if (sc2 & SC2_FLIGHT_T)
cl.v.ring_flight = MSG_ReadByte();
if (sc2 & SC2_WATER_T)
cl.v.ring_water = MSG_ReadByte();
if (sc2 & SC2_TURNING_T)
cl.v.ring_turning = MSG_ReadByte();
if (sc2 & SC2_REGEN_T)
cl.v.ring_regeneration = MSG_ReadByte();
if (sc2 & SC2_HASTE_T)
cl.v.haste_time = MSG_ReadFloat();
if (sc2 & SC2_TOME_T)
cl.v.tome_time = MSG_ReadFloat();
if (sc2 & SC2_PUZZLE1)
sprintf(cl.puzzle_pieces[0], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE2)
sprintf(cl.puzzle_pieces[1], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE3)
sprintf(cl.puzzle_pieces[2], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE4)
sprintf(cl.puzzle_pieces[3], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE5)
sprintf(cl.puzzle_pieces[4], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE6)
sprintf(cl.puzzle_pieces[5], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE7)
sprintf(cl.puzzle_pieces[6], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE8)
sprintf(cl.puzzle_pieces[7], "%.9s", MSG_ReadString());
if (sc2 & SC2_MAXHEALTH)
cl.v.max_health = MSG_ReadShort();
if (sc2 & SC2_MAXMANA)
cl.v.max_mana = MSG_ReadByte();
if (sc2 & SC2_FLAGS)
cl.v.flags = MSG_ReadFloat();
if ((sc1 & SC1_STAT_BAR) || (sc2 & SC2_STAT_BAR))
SB_Changed();
if ((sc1 & SC1_INV) || (sc2 & SC2_INV))
SB_InvChanged();*/
}
int color_offsets[NUM_CLASSES] =
{
2*14*256,
0,
1*14*256,
2*14*256,
2*14*256
};
/*
=====================
CL_NewTranslation
=====================
*/
void CL_NewTranslation (int slot)
{
int i, j;
int top, bottom;
byte *dest, *source, *sourceA, *sourceB, *colorA, *colorB;
if (slot > cl.maxclients)
Sys_Error ("CL_NewTranslation: slot > cl.maxclients");
if (!cl.scores[slot].playerclass)
return;
#ifdef GLQUAKE
R_TranslatePlayerSkin (slot);
return;
#endif
dest = cl.scores[slot].translations;
source = vid.colormap;
memcpy (dest, vid.colormap, sizeof(cl.scores[slot].translations));
top = (cl.scores[slot].colors & 0xf0) >> 4;
bottom = (cl.scores[slot].colors & 15);
if (top > 11 || bottom > 11)
{
Con_Printf("Invalid Player Color: %d,%d\n",top,bottom);
}
if (top > 10) top = 0;
if (bottom > 10) bottom = 0;
top -= 1;
bottom -= 1;
// Con_Printf("Class is %d for slot %d\n",(int)cl.scores[slot].playerclass,slot);
for (i=0 ; i<VID_GRADES ; i++, dest += 256, source+=256)
{
colorA = playerTranslation + 256 + color_offsets[(int)cl.scores[slot].playerclass-1];
colorB = colorA + 256;
sourceA = colorB + 256 + (top * 256);
sourceB = colorB + 256 + (bottom * 256);
for(j=0;j<256;j++,colorA++,colorB++,sourceA++,sourceB++)
{
if (top >= 0 && (*colorA != 255))
dest[j] = source[*sourceA];
if (bottom >= 0 && (*colorB != 255))
dest[j] = source[*sourceB];
}
}
}
/*
=====================
CL_ParseStatic
=====================
*/
void CL_ParseStatic (void)
{
entity_t *ent;
int i;
i = cl.num_statics;
if (i >= MAX_STATIC_ENTITIES)
Host_Error ("Too many static entities");
ent = &cl_static_entities[i];
cl.num_statics++;
CL_ParseBaseline (ent);
// copy it to the current state
ent->model = cl.model_precache[ent->baseline.modelindex];
ent->frame = ent->baseline.frame;
ent->colormap = vid.colormap;
ent->skinnum = ent->baseline.skin;
ent->scale = ent->baseline.scale;
ent->effects = ent->baseline.effects;
ent->drawflags = ent->baseline.drawflags;
ent->abslight = ent->baseline.abslight;
VectorCopy (ent->baseline.origin, ent->origin);
VectorCopy (ent->baseline.angles, ent->angles);
R_AddEfrags (ent);
}
/*
===================
CL_ParseStaticSound
===================
*/
void CL_ParseStaticSound (void)
{
vec3_t org;
int sound_num, vol, atten;
int i;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
sound_num = MSG_ReadShort ();
vol = MSG_ReadByte ();
atten = MSG_ReadByte ();
S_StaticSound (cl.sound_precache[sound_num], org, vol, atten);
}
void CL_Plaque(void)
{
int index;
index = MSG_ReadShort ();
if (index > 0 && index <= pr_string_count)
plaquemessage = &pr_global_strings[pr_string_index[index-1]];
else
plaquemessage = "";
}
void CL_ParticleExplosion(void)
{
vec3_t org;
short color, radius, counter;
org[0] = MSG_ReadCoord();
org[1] = MSG_ReadCoord();
org[2] = MSG_ReadCoord();
color = MSG_ReadShort();
radius = MSG_ReadShort();
counter = MSG_ReadShort();
R_ColoredParticleExplosion(org,color,radius,counter);
}
void CL_ParseRainEffect(void)
{
vec3_t org, e_size;
short color,count;
int x_dir, y_dir;
org[0] = MSG_ReadCoord();
org[1] = MSG_ReadCoord();
org[2] = MSG_ReadCoord();
e_size[0] = MSG_ReadCoord();
e_size[1] = MSG_ReadCoord();
e_size[2] = MSG_ReadCoord();
x_dir = MSG_ReadAngle();
y_dir = MSG_ReadAngle();
color = MSG_ReadShort();
count = MSG_ReadShort();
R_RainEffect(org,e_size,x_dir,y_dir,color,count);
}
#define SHOWNET(x) if(cl_shownet.value==2)Con_Printf ("%3i:%s\n", msg_readcount-1, x);
/*
=====================
CL_ParseServerMessage
=====================
*/
void CL_ParseServerMessage (void)
{
int cmd;
int i,j,k;
int EntityCount = 0;
int EntitySize = 0;
int before;
static double lasttime;
static qboolean packet_loss = false;
entity_t *ent;
short RemovePlace, OrigPlace, NewPlace, AddedIndex;
int sc1, sc2;
byte test;
float x,y,z,dx,dy,dz;
float compangles[2][3];
vec3_t deltaangles;
//
// if recording demos, copy the message out
//
if(net_message.cursize > LastServerMessageSize)
{
LastServerMessageSize = net_message.cursize;
}
if (cl_shownet.value == 1)
{
Con_Printf ("Time: %2.2f Pck: %i ",host_time-lasttime,net_message.cursize);
lasttime = host_time;
}
else if (cl_shownet.value == 2)
Con_Printf ("------------------\n");
cl.onground = false; // unless the server says otherwise
//
// parse the message
//
MSG_BeginReading ();
while (1)
{
if (msg_badread)
Host_Error ("CL_ParseServerMessage: Bad server message");
cmd = MSG_ReadByte ();
if (cmd == -1)
{
if (cl_shownet.value == 1)
Con_Printf ("Ent: %i (%i bytes)",EntityCount,EntitySize);
SHOWNET("END OF MESSAGE");
return; // end of message
}
// if the high bit of the command byte is set, it is a fast update
if (cmd & 128)
{
before = msg_readcount;
SHOWNET("fast update");
if (packet_loss)
CL_ParseUpdate2 (cmd&127);
else
CL_ParseUpdate (cmd&127);
EntityCount++;
EntitySize += msg_readcount - before + 1;
continue;
}
SHOWNET(svc_strings[cmd]);
// other commands
switch (cmd)
{
default:
Host_Error ("CL_ParseServerMessage: Illegible server message\n");
break;
case svc_nop:
// Con_Printf ("svc_nop\n");
break;
case svc_time:
cl.mtime[1] = cl.mtime[0];
cl.mtime[0] = MSG_ReadFloat ();
break;
case svc_clientdata:
i = MSG_ReadShort ();
CL_ParseClientdata (i);
break;
case svc_version:
i = MSG_ReadLong ();
if (i != PROTOCOL_VERSION)
Host_Error ("CL_ParseServerMessage: Server is protocol %i instead of %i\n", i, PROTOCOL_VERSION);
break;
case svc_disconnect:
Host_EndGame ("Server disconnected\n");
case svc_print:
if(intro_playing)
MSG_ReadString ();
else
Con_Printf ("%s", MSG_ReadString ());
break;
case svc_centerprint:
//Bottom_Plaque_Draw(MSG_ReadString(),true);
SCR_CenterPrint (MSG_ReadString ());
break;
case svc_stufftext:
Cbuf_AddText (MSG_ReadString ());
break;
case svc_damage:
V_ParseDamage ();
break;
case svc_serverinfo:
CL_ParseServerInfo ();
vid.recalc_refdef = true; // leave intermission full screen
break;
case svc_setangle:
for (i=0 ; i<3 ; i++)
cl.viewangles[i] = MSG_ReadAngle ();
break;
case svc_setangle_interpolate:
compangles[0][0] = MSG_ReadAngle();
compangles[0][1] = MSG_ReadAngle();
compangles[0][2] = MSG_ReadAngle();
for (i=0 ; i<3 ; i++)
{
compangles[1][i] = cl.viewangles[i];
for (j=0 ; j<2 ; j++)
{//standardize both old and new angles to +-180
if(compangles[j][i]>=360)
compangles[j][i] -= 360*((int)(compangles[j][i]/360));
else if(compangles[j][i]<=360)
compangles[j][i] += 360*(1+(int)(-compangles[j][i]/360));
if(compangles[j][i]>180)
compangles[j][i]=-360 + compangles[j][i];
else if(compangles[j][i]<-180)
compangles[j][i]=360 + compangles[j][i];
}
//get delta
deltaangles[i] = compangles[0][i] - compangles[1][i];
//cap delta to <=180,>=-180
if(deltaangles[i]>180)
deltaangles[i]+=-360;
else if(deltaangles[i]<-180)
deltaangles[i]+=360;
//add the delta
cl.viewangles[i]+=(deltaangles[i]/8);//8 step interpolation
//cap newangles to +-180
if(cl.viewangles[i]>=360)
cl.viewangles[i] -= 360*((int)(cl.viewangles[i]/360));
else if(cl.viewangles[i]<=360)
cl.viewangles[i] += 360*(1+(int)(-cl.viewangles[i]/360));
if(cl.viewangles[i]>180)
cl.viewangles[i]+=-360;
else if(cl.viewangles[i]<-180)
cl.viewangles[i]+=360;
}
break;
case svc_setview:
cl.viewentity = MSG_ReadShort ();
break;
case svc_lightstyle:
i = MSG_ReadByte ();
if (i >= MAX_LIGHTSTYLES)
Sys_Error ("svc_lightstyle > MAX_LIGHTSTYLES");
strcpy (cl_lightstyle[i].map, MSG_ReadString());
cl_lightstyle[i].length = strlen(cl_lightstyle[i].map);
break;
case svc_sound:
CL_ParseStartSoundPacket();
break;
case svc_sound_update_pos:
{//FIXME: put a field on the entity that lists the channels
//it should update when it moves- if a certain flag
//is on the ent, this update_channels field could
//be set automatically by each sound and stopSound
//called for this ent?
vec3_t pos;
int channel, ent;
channel = MSG_ReadShort ();
ent = channel >> 3;
channel &= 7;
if (ent > MAX_EDICTS)
Host_Error ("svc_sound_update_pos: ent = %i", ent);
for (i=0 ; i<3 ; i++)
pos[i] = MSG_ReadCoord ();
S_UpdateSoundPos (ent, channel, pos);
}
break;
case svc_stopsound:
i = MSG_ReadShort();
S_StopSound(i>>3, i&7);
break;
case svc_updatename:
SB_Changed();
i = MSG_ReadByte ();
if (i >= cl.maxclients)
Host_Error ("CL_ParseServerMessage: svc_updatename > MAX_SCOREBOARD");
strcpy (cl.scores[i].name, MSG_ReadString ());
break;
case svc_updateclass:
SB_Changed();
i = MSG_ReadByte ();
if (i >= cl.maxclients)
Host_Error ("CL_ParseServerMessage: svc_updateclass > MAX_SCOREBOARD");
cl.scores[i].playerclass = (float)MSG_ReadByte();
CL_NewTranslation(i); // update the color
break;
case svc_updatefrags:
SB_Changed();
i = MSG_ReadByte ();
if (i >= cl.maxclients)
Host_Error ("CL_ParseServerMessage: svc_updatefrags > MAX_SCOREBOARD");
cl.scores[i].frags = MSG_ReadShort ();
break;
case svc_update_kingofhill:
sv_kingofhill = MSG_ReadShort() - 1;
break;
case svc_updatecolors:
SB_Changed();
i = MSG_ReadByte ();
if (i >= cl.maxclients)
Host_Error ("CL_ParseServerMessage: svc_updatecolors > MAX_SCOREBOARD");
cl.scores[i].colors = MSG_ReadByte ();
CL_NewTranslation (i);
break;
case svc_particle:
R_ParseParticleEffect ();
break;
case svc_particle2:
R_ParseParticleEffect2 ();
break;
case svc_particle3:
R_ParseParticleEffect3 ();
break;
case svc_particle4:
R_ParseParticleEffect4 ();
break;
case svc_spawnbaseline:
i = MSG_ReadShort ();
// must use CL_EntityNum() to force cl.num_entities up
CL_ParseBaseline (CL_EntityNum(i));
break;
case svc_spawnstatic:
CL_ParseStatic ();
break;
case svc_raineffect:
CL_ParseRainEffect();
break;
case svc_temp_entity:
CL_ParseTEnt ();
break;
case svc_setpause:
{
cl.paused = MSG_ReadByte ();
if (cl.paused)
{
CDAudio_Pause ();
#ifdef _WIN32
VID_HandlePause (true);
#endif
}
else
{
CDAudio_Resume ();
#ifdef _WIN32
VID_HandlePause (false);
#endif
}
}
break;
case svc_signonnum:
i = MSG_ReadByte ();
if (i <= cls.signon)
Host_Error ("Received signon %i when at %i", i, cls.signon);
cls.signon = i;
CL_SignonReply ();
break;
case svc_killedmonster:
cl.stats[STAT_MONSTERS]++;
break;
case svc_foundsecret:
cl.stats[STAT_SECRETS]++;
break;
case svc_updatestat:
i = MSG_ReadByte ();
if (i < 0 || i >= MAX_CL_STATS)
Sys_Error ("svc_updatestat: %i is invalid", i);
cl.stats[i] = MSG_ReadLong ();;
break;
case svc_spawnstaticsound:
CL_ParseStaticSound ();
break;
case svc_cdtrack:
cl.cdtrack = MSG_ReadByte ();
cl.looptrack = MSG_ReadByte ();
if (strcmpi(bgmtype.string,"cd") == 0)
{
if ( (cls.demoplayback || cls.demorecording) && (cls.forcetrack != -1) )
CDAudio_Play ((byte)cls.forcetrack, true);
else
CDAudio_Play ((byte)cl.cdtrack, true);
}
else
CDAudio_Stop();
break;
case svc_midi_name:
strcpy(cl.midi_name,MSG_ReadString ());
if (strcmpi(bgmtype.string,"midi") == 0)
MIDI_Play(cl.midi_name);
else
MIDI_Stop();
break;
case svc_toggle_statbar:
break;
case svc_intermission:
cl.intermission = MSG_ReadByte();
cl.completed_time = cl.time;
vid.recalc_refdef = true; // go to full screen
if (oem.value && cl.intermission == 1)
{
cl.intermission = 9;
}
break;
/* case svc_finale:
cl.intermission = 2;
cl.completed_time = cl.time;
vid.recalc_refdef = true; // go to full screen
SCR_CenterPrint (MSG_ReadString ());
break;
case svc_cutscene:
cl.intermission = 3;
cl.completed_time = cl.time;
vid.recalc_refdef = true; // go to full screen
SCR_CenterPrint (MSG_ReadString ());
break;
case svc_sellscreen:
Cmd_ExecuteString ("help", src_command);
break;*/
case svc_set_view_flags:
cl.viewent.drawflags |= MSG_ReadByte();
break;
case svc_clear_view_flags:
cl.viewent.drawflags &= ~MSG_ReadByte();
break;
case svc_start_effect:
CL_ParseEffect();
break;
case svc_end_effect:
CL_EndEffect();
break;
case svc_plaque:
CL_Plaque();
break;
case svc_particle_explosion:
CL_ParticleExplosion();
break;
case svc_set_view_tint:
i = MSG_ReadByte();
cl.viewent.colorshade = i;
break;
case svc_reference:
packet_loss = false;
cl.last_frame = cl.current_frame;
cl.last_sequence = cl.current_sequence;
cl.current_frame = MSG_ReadByte();
cl.current_sequence = MSG_ReadByte();
if (cl.need_build == 2)
{
// Con_Printf("CL: NB2 CL(%d,%d) R(%d)\n", cl.current_sequence, cl.current_frame,cl.reference_frame);
cl.frames[0].count = cl.frames[1].count = cl.frames[2].count = 0;
cl.need_build = 1;
cl.reference_frame = cl.current_frame;
}
else if (cl.last_sequence != cl.current_sequence)
{
// Con_Printf("CL: Sequence CL(%d,%d) R(%d)\n", cl.current_sequence, cl.current_frame,cl.reference_frame);
if (cl.reference_frame >= 1 && cl.reference_frame <= MAX_FRAMES)
{
RemovePlace = OrigPlace = NewPlace = AddedIndex = 0;
for(i=0;i<cl.num_entities;i++)
{
if (RemovePlace >= cl.NumToRemove || cl.RemoveList[RemovePlace] != i)
{
if (NewPlace < cl.frames[1].count &&
cl.frames[1].states[NewPlace].index == i)
{
cl.frames[2].states[AddedIndex] = cl.frames[1].states[NewPlace];
AddedIndex++;
cl.frames[2].count++;
}
else if (OrigPlace < cl.frames[0].count &&
cl.frames[0].states[OrigPlace].index == i)
{
cl.frames[2].states[AddedIndex] = cl.frames[0].states[OrigPlace];
AddedIndex++;
cl.frames[2].count++;
}
}
else
RemovePlace++;
if (cl.frames[0].states[OrigPlace].index == i)
OrigPlace++;
if (cl.frames[1].states[NewPlace].index == i)
NewPlace++;
}
cl.frames[0] = cl.frames[2];
}
cl.frames[1].count = cl.frames[2].count = 0;
cl.need_build = 1;
cl.reference_frame = cl.current_frame;
}
else
{
// Con_Printf("CL: Normal CL(%d,%d) R(%d)\n", cl.current_sequence, cl.current_frame,cl.reference_frame);
cl.need_build = 0;
}
for (i=1,ent=cl_entities+1 ; i<cl.num_entities ; i++,ent++)
{
ent->baseline.flags &= ~BE_ON;
}
for(i=0;i<cl.frames[0].count;i++)
{
ent = CL_EntityNum (cl.frames[0].states[i].index);
ent->model = cl.model_precache[cl.frames[0].states[i].modelindex];
ent->baseline.flags |= BE_ON;
}
break;
case svc_clear_edicts:
j = MSG_ReadByte();
if (cl.need_build)
{
cl.NumToRemove = j;
}
for(i=0;i<j;i++)
{
k = MSG_ReadShort();
if (cl.need_build)
cl.RemoveList[i] = k;
ent = CL_EntityNum (k);
ent->baseline.flags &= ~BE_ON;
}
break;
case svc_update_inv:
sc1 = sc2 = 0;
test = MSG_ReadByte();
if (test & 1)
sc1 |= ((int)MSG_ReadByte());
if (test & 2)
sc1 |= ((int)MSG_ReadByte())<<8;
if (test & 4)
sc1 |= ((int)MSG_ReadByte())<<16;
if (test & 8)
sc1 |= ((int)MSG_ReadByte())<<24;
if (test & 16)
sc2 |= ((int)MSG_ReadByte());
if (test & 32)
sc2 |= ((int)MSG_ReadByte())<<8;
if (test & 64)
sc2 |= ((int)MSG_ReadByte())<<16;
if (test & 128)
sc2 |= ((int)MSG_ReadByte())<<24;
if (sc1 & SC1_HEALTH)
cl.v.health = MSG_ReadShort();
if (sc1 & SC1_LEVEL)
cl.v.level = MSG_ReadByte();
if (sc1 & SC1_INTELLIGENCE)
cl.v.intelligence = MSG_ReadByte();
if (sc1 & SC1_WISDOM)
cl.v.wisdom = MSG_ReadByte();
if (sc1 & SC1_STRENGTH)
cl.v.strength = MSG_ReadByte();
if (sc1 & SC1_DEXTERITY)
cl.v.dexterity = MSG_ReadByte();
if (sc1 & SC1_WEAPON)
cl.v.weapon = MSG_ReadByte();
if (sc1 & SC1_BLUEMANA)
cl.v.bluemana = MSG_ReadByte();
if (sc1 & SC1_GREENMANA)
cl.v.greenmana = MSG_ReadByte();
if (sc1 & SC1_EXPERIENCE)
cl.v.experience = MSG_ReadLong();
if (sc1 & SC1_CNT_TORCH)
cl.v.cnt_torch = MSG_ReadByte();
if (sc1 & SC1_CNT_H_BOOST)
cl.v.cnt_h_boost = MSG_ReadByte();
if (sc1 & SC1_CNT_SH_BOOST)
cl.v.cnt_sh_boost = MSG_ReadByte();
if (sc1 & SC1_CNT_MANA_BOOST)
cl.v.cnt_mana_boost = MSG_ReadByte();
if (sc1 & SC1_CNT_TELEPORT)
cl.v.cnt_teleport = MSG_ReadByte();
if (sc1 & SC1_CNT_TOME)
cl.v.cnt_tome = MSG_ReadByte();
if (sc1 & SC1_CNT_SUMMON)
cl.v.cnt_summon = MSG_ReadByte();
if (sc1 & SC1_CNT_INVISIBILITY)
cl.v.cnt_invisibility = MSG_ReadByte();
if (sc1 & SC1_CNT_GLYPH)
cl.v.cnt_glyph = MSG_ReadByte();
if (sc1 & SC1_CNT_HASTE)
cl.v.cnt_haste = MSG_ReadByte();
if (sc1 & SC1_CNT_BLAST)
cl.v.cnt_blast = MSG_ReadByte();
if (sc1 & SC1_CNT_POLYMORPH)
cl.v.cnt_polymorph = MSG_ReadByte();
if (sc1 & SC1_CNT_FLIGHT)
cl.v.cnt_flight = MSG_ReadByte();
if (sc1 & SC1_CNT_CUBEOFFORCE)
cl.v.cnt_cubeofforce = MSG_ReadByte();
if (sc1 & SC1_CNT_INVINCIBILITY)
cl.v.cnt_invincibility = MSG_ReadByte();
if (sc1 & SC1_ARTIFACT_ACTIVE)
cl.v.artifact_active = MSG_ReadFloat();
if (sc1 & SC1_ARTIFACT_LOW)
cl.v.artifact_low = MSG_ReadFloat();
if (sc1 & SC1_MOVETYPE)
cl.v.movetype = MSG_ReadByte();
if (sc1 & SC1_CAMERAMODE)
cl.v.cameramode = MSG_ReadByte();
if (sc1 & SC1_HASTED)
cl.v.hasted = MSG_ReadFloat();
if (sc1 & SC1_INVENTORY)
cl.v.inventory = MSG_ReadByte();
if (sc1 & SC1_RINGS_ACTIVE)
cl.v.rings_active = MSG_ReadFloat();
if (sc2 & SC2_RINGS_LOW)
cl.v.rings_low = MSG_ReadFloat();
if (sc2 & SC2_AMULET)
cl.v.armor_amulet = MSG_ReadByte();
if (sc2 & SC2_BRACER)
cl.v.armor_bracer = MSG_ReadByte();
if (sc2 & SC2_BREASTPLATE)
cl.v.armor_breastplate = MSG_ReadByte();
if (sc2 & SC2_HELMET)
cl.v.armor_helmet = MSG_ReadByte();
if (sc2 & SC2_FLIGHT_T)
cl.v.ring_flight = MSG_ReadByte();
if (sc2 & SC2_WATER_T)
cl.v.ring_water = MSG_ReadByte();
if (sc2 & SC2_TURNING_T)
cl.v.ring_turning = MSG_ReadByte();
if (sc2 & SC2_REGEN_T)
cl.v.ring_regeneration = MSG_ReadByte();
if (sc2 & SC2_HASTE_T)
cl.v.haste_time = MSG_ReadFloat();
if (sc2 & SC2_TOME_T)
cl.v.tome_time = MSG_ReadFloat();
if (sc2 & SC2_PUZZLE1)
sprintf(cl.puzzle_pieces[0], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE2)
sprintf(cl.puzzle_pieces[1], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE3)
sprintf(cl.puzzle_pieces[2], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE4)
sprintf(cl.puzzle_pieces[3], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE5)
sprintf(cl.puzzle_pieces[4], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE6)
sprintf(cl.puzzle_pieces[5], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE7)
sprintf(cl.puzzle_pieces[6], "%.9s", MSG_ReadString());
if (sc2 & SC2_PUZZLE8)
sprintf(cl.puzzle_pieces[7], "%.9s", MSG_ReadString());
if (sc2 & SC2_MAXHEALTH)
cl.v.max_health = MSG_ReadShort();
if (sc2 & SC2_MAXMANA)
cl.v.max_mana = MSG_ReadByte();
if (sc2 & SC2_FLAGS)
cl.v.flags = MSG_ReadFloat();
if (sc2 & SC2_OBJ)
cl.info_mask = MSG_ReadLong();
if (sc2 & SC2_OBJ2)
cl.info_mask2 = MSG_ReadLong();
if ((sc1 & SC1_STAT_BAR) || (sc2 & SC2_STAT_BAR))
SB_Changed();
if ((sc1 & SC1_INV) || (sc2 & SC2_INV))
SB_InvChanged();
break;
}
}
}
/*
* $Log: /H2 Mission Pack/Cl_parse.c $
*
* 25 3/20/98 3:45p Jmonroe
* fixed -nosound or precache 0 bugs!!!
*
* 24 3/16/98 5:33p Jweier
*
* 23 3/16/98 12:02a Jweier
*
* 22 3/15/98 10:27p Jweier
*
* 21 3/14/98 2:16p Jmonroe
*
* 20 3/13/98 3:30a Mgummelt
*
* 19 3/13/98 2:41a Jmonroe
* added updatesoundPos and stopsound builtins
*
* 18 3/12/98 8:39p Mgummelt
*
* 17 3/12/98 6:31p Mgummelt
*
* 16 3/11/98 6:20p Mgummelt
*
* 15 3/10/98 3:15p Jmonroe
*
* 14 3/09/98 8:08p Mgummelt
*
* 13 3/09/98 2:17p Jweier
*
* 12 3/06/98 4:55p Mgummelt
*
* 11 3/05/98 7:54p Jmonroe
* fixed startRain, optimized particle struct
*
* 10 3/03/98 12:02p Mgummelt
*
* 9 3/02/98 11:04p Jmonroe
* changed start sound back to byte, added stopsound, put in a hack fix
* for touchtriggers area getting removed
*
* 8 3/02/98 8:53p Jweier
*
* 7 3/02/98 6:09p Jweier
*
* 6 3/01/98 8:20p Jmonroe
* removed the slow "quake" version of common functions
*
* 5 3/01/98 7:30p Jweier
*
* 4 2/28/98 2:27a Jweier
*
* 3 2/27/98 11:53p Jweier
*
* 2 2/17/98 6:45p Jmonroe
* started work on the switch statements
*
* 76 10/28/97 6:11p Jheitzman
*
* 75 10/28/97 2:58p Jheitzman
*
* 73 9/25/97 11:56p Rjohnson
* Handles intermission for OEM version
*
* 72 9/23/97 9:47p Rjohnson
* Fix for dedicated gl server and color maps for sheeps
*
* 71 9/15/97 11:15a Rjohnson
* Updates
*
* 70 9/09/97 5:24p Rjohnson
* Play skin updates
*
* 69 9/04/97 4:44p Rjohnson
* Updates
*
* 68 9/02/97 12:24a Rjohnson
* Update
*
* 67 8/31/97 9:27p Rjohnson
* GL Updates
*
* 66 8/29/97 4:58p Rjohnson
* Shows puzzle inventory
*
* 65 8/29/97 2:49p Rjohnson
* Network updates
*
* 64 8/27/97 12:12p Rjohnson
* Reduced max entities
*
* 63 8/26/97 8:17a Rjohnson
* Just a few changes
*
* 62 8/21/97 11:11a Rjohnson
* Color map fix for gl version
*
* 61 8/18/97 12:03a Rjohnson
* Added loading progress
*
* 60 8/17/97 3:28p Rjohnson
* Fix for color selection
*
* 59 8/14/97 10:14p Rjohnson
* Menu Updates
*
* 58 8/11/97 6:47p Rjohnson
* Fix for color tinting of view model
*
* 57 8/08/97 4:56p Rjohnson
* Setting the tint of the view model
*
* 56 8/05/97 11:52a Rjohnson
* Update for end of hub
*
* 55 7/29/97 5:27p Rjohnson
* Fix for the keep alive messages
*
* 54 7/28/97 2:44p Rjohnson
* Fix for tinting
*
* 53 7/24/97 5:31p Rjohnson
* Updates to the gl version for color tinting
*
* 52 7/24/97 4:37p Rjohnson
* Color Tinting for models
*
* 51 7/24/97 12:10p Rjohnson
* Fix for player colors in network game
*
* 50 7/21/97 9:25p Rjohnson
* Reduces the amount of memory used by RJNET
*
* 49 7/21/97 11:48a Rjohnson
* Fixed for particleexplosion (network friendly) and spawn_temp
*
* 48 7/20/97 5:25p Rjohnson
* Improved networking
*
* 47 7/19/97 2:31a Bgokey
*
* 46 7/16/97 3:31p Rlove
*
* 45 7/15/97 6:21p Rjohnson
* Adjusted player color
*
* 44 7/15/97 5:53p Rjohnson
* Colors for multiple classes
*
* 43 7/15/97 4:31p Rjohnson
* Color 0 0 is now default
*
* 42 7/15/97 1:57p Bgokey
*
* 41 7/12/97 11:32a Rjohnson
* Fix for non-rjnet compiling
*
* 40 7/11/97 5:27p Rjohnson
* Removed the bit counts
*
* 39 7/11/97 5:21p Rjohnson
* RJNET Updates
*
* 38 7/09/97 2:23p Rjohnson
* Initial fix for crashing problem for color selection (I hope)
*
* 37 6/27/97 5:51p Bgokey
*
* 36 6/26/97 11:40a Bgokey
*
* 35 6/25/97 8:36p Rjohnson
* Made the plaque network friendly
*
* 34 6/25/97 12:49p Rjohnson
* Added a global text file
*
* 33 6/25/97 8:28a Rlove
* Added ring of turning
*
* 32 6/24/97 3:54p Rlove
* New ring system
*
* 31 6/16/97 7:51a Bgokey
*
* 30 6/13/97 11:56a Bgokey
*
* 29 5/20/97 10:38a Rjohnson
* Experimental client side physics
*
* 28 5/19/97 2:54p Rjohnson
* Added new client effects
*
* 27 5/18/97 4:44p Rjohnson
* Added two net commands to set/clear weapon draw flags
*
* 26 5/09/97 3:52p Rjohnson
* Change to allow more than 256 precache models
*
* 25 4/30/97 11:20p Bgokey
*
* 24 4/24/97 9:49p Bgokey
*
* 23 4/22/97 3:50p Rjohnson
* Added some more particle commands to cut back on the networking
*
* 22 4/20/97 5:05p Rjohnson
* Networking Update
*
* 21 4/16/97 7:59a Rlove
* Removed references to ammo_ fields
*
* 20 4/15/97 11:34p Rjohnson
* Added more info to the shownet command
*
* 19 4/15/97 9:01p Bgokey
*
* 18 4/09/97 2:34p Rjohnson
* Revised inventory
*
* 17 4/04/97 3:06p Rjohnson
* Networking updates and corrections
*
* 16 3/31/97 7:24p Rjohnson
* Added a playerclass field and made sure the server/clients handle it
* properly
*
* 15 3/28/97 5:28p Rjohnson
* Updates to the transparency for the models
*
* 14 3/03/97 4:03p Rjohnson
* Added cd specifications to the world-spawn entity
*/