ref: 762a13333eba9d50e5b186e7047f77d541d34d1a
dir: /client/cl_ents.c/
/* Copyright (C) 1997-2001 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 <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" extern struct model_s *cl_mod_powerscreen; //PGM int vidref_val; //PGM /* ========================================================================= FRAME PARSING ========================================================================= */ /* the following are commented out in release typedef struct { int modelindex; int num; // entity number int effects; vec3_t origin; vec3_t oldorigin; vec3_t angles; qboolean present; } projectile_t; #define MAX_PROJECTILES 64 projectile_t cl_projectiles[MAX_PROJECTILES]; void CL_ClearProjectiles (void) { int i; for (i = 0; i < MAX_PROJECTILES; i++) { // if (cl_projectiles[i].present) // Com_DPrintf("PROJ: %d CLEARED\n", cl_projectiles[i].num); cl_projectiles[i].present = false; } } */ /* ===================== CL_ParseProjectiles Flechettes are passed as efficient temporary entities ===================== */ /* void CL_ParseProjectiles (void) { int i, c, j; byte bits[8]; byte b; projectile_t pr; int lastempty = -1; qboolean old = false; c = MSG_ReadByte (&net_message); for (i=0 ; i<c ; i++) { bits[0] = MSG_ReadByte (&net_message); bits[1] = MSG_ReadByte (&net_message); bits[2] = MSG_ReadByte (&net_message); bits[3] = MSG_ReadByte (&net_message); bits[4] = MSG_ReadByte (&net_message); 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; VectorCopy(pr.origin, pr.oldorigin); if (bits[4] & 64) pr.effects = EF_BLASTER; else pr.effects = 0; if (bits[4] & 128) { old = true; bits[0] = MSG_ReadByte (&net_message); bits[1] = MSG_ReadByte (&net_message); bits[2] = MSG_ReadByte (&net_message); bits[3] = MSG_ReadByte (&net_message); bits[4] = MSG_ReadByte (&net_message); pr.oldorigin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096; pr.oldorigin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096; pr.oldorigin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096; } bits[0] = MSG_ReadByte (&net_message); bits[1] = MSG_ReadByte (&net_message); bits[2] = MSG_ReadByte (&net_message); pr.angles[0] = 360*bits[0]/256; pr.angles[1] = 360*bits[1]/256; pr.modelindex = bits[2]; b = MSG_ReadByte (&net_message); pr.num = (b & 0x7f); if (b & 128) // extra entity number byte pr.num |= (MSG_ReadByte (&net_message) << 7); pr.present = true; // find if this projectile already exists from previous frame for (j = 0; j < MAX_PROJECTILES; j++) { if (cl_projectiles[j].modelindex) { if (cl_projectiles[j].num == pr.num) { // already present, set up oldorigin for interpolation if (!old) VectorCopy(cl_projectiles[j].origin, pr.oldorigin); cl_projectiles[j] = pr; break; } } else lastempty = j; } // not present previous frame, add it if (j == MAX_PROJECTILES) { if (lastempty != -1) { cl_projectiles[lastempty] = pr; } } } } */ /* ============= CL_LinkProjectiles ============= */ /* void CL_AddProjectiles (void) { int i, j; projectile_t *pr; entity_t ent; memset (&ent, 0, sizeof(ent)); for (i=0, pr=cl_projectiles ; i < MAX_PROJECTILES ; i++, pr++) { // grab an entity to fill in if (pr->modelindex < 1) continue; if (!pr->present) { pr->modelindex = 0; continue; // not present this frame (it was in the previous frame) } ent.model = cl.model_draw[pr->modelindex]; // interpolate origin for (j=0 ; j<3 ; j++) { ent.origin[j] = ent.oldorigin[j] = pr->oldorigin[j] + cl.lerpfrac * (pr->origin[j] - pr->oldorigin[j]); } if (pr->effects & EF_BLASTER) CL_BlasterTrail (pr->oldorigin, ent.origin); V_AddLight (pr->origin, 200, 1, 1, 0); VectorCopy (pr->angles, ent.angles); V_AddEntity (&ent); } } */ /* ================= CL_ParseEntityBits Returns the entity number and the header bits ================= */ int bitcounts[32]; /// just for protocol profiling int CL_ParseEntityBits (int *bits) { unsigned b, total; int i; int number; total = MSG_ReadByte (&net_message); if (total & U_MOREBITS1) { b = MSG_ReadByte (&net_message); total |= b<<8; } if (total & U_MOREBITS2) { b = MSG_ReadByte (&net_message); total |= b<<16; } if (total & U_MOREBITS3) { b = MSG_ReadByte (&net_message); total |= b<<24; } // count the bits for net profiling for (i=0 ; i<32 ; i++) if (total&(1<<i)) bitcounts[i]++; if (total & U_NUMBER16) number = MSG_ReadShort (&net_message); else number = MSG_ReadByte (&net_message); *bits = total; return number; } /* ================== CL_ParseDelta Can go from either a baseline or a previous packet_entity ================== */ void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int number, int bits) { // set everything to the state we are delta'ing from *to = *from; VectorCopy (from->origin, to->old_origin); to->number = number; if (bits & U_MODEL) to->modelindex = MSG_ReadByte (&net_message); if (bits & U_MODEL2) to->modelindex2 = MSG_ReadByte (&net_message); if (bits & U_MODEL3) to->modelindex3 = MSG_ReadByte (&net_message); if (bits & U_MODEL4) to->modelindex4 = MSG_ReadByte (&net_message); if (bits & U_FRAME8) to->frame = MSG_ReadByte (&net_message); if (bits & U_FRAME16) to->frame = MSG_ReadShort (&net_message); if ((bits & U_SKIN8) && (bits & U_SKIN16)) //used for laser colors to->skinnum = MSG_ReadLong(&net_message); else if (bits & U_SKIN8) to->skinnum = MSG_ReadByte(&net_message); else if (bits & U_SKIN16) to->skinnum = MSG_ReadShort(&net_message); if ( (bits & (U_EFFECTS8|U_EFFECTS16)) == (U_EFFECTS8|U_EFFECTS16) ) to->effects = MSG_ReadLong(&net_message); else if (bits & U_EFFECTS8) to->effects = MSG_ReadByte(&net_message); else if (bits & U_EFFECTS16) to->effects = MSG_ReadShort(&net_message); if ( (bits & (U_RENDERFX8|U_RENDERFX16)) == (U_RENDERFX8|U_RENDERFX16) ) to->renderfx = MSG_ReadLong(&net_message); else if (bits & U_RENDERFX8) to->renderfx = MSG_ReadByte(&net_message); else if (bits & U_RENDERFX16) to->renderfx = MSG_ReadShort(&net_message); if (bits & U_ORIGIN1) to->origin[0] = MSG_ReadCoord (&net_message); if (bits & U_ORIGIN2) to->origin[1] = MSG_ReadCoord (&net_message); if (bits & U_ORIGIN3) to->origin[2] = MSG_ReadCoord (&net_message); if (bits & U_ANGLE1) to->angles[0] = MSG_ReadAngle(&net_message); if (bits & U_ANGLE2) to->angles[1] = MSG_ReadAngle(&net_message); if (bits & U_ANGLE3) to->angles[2] = MSG_ReadAngle(&net_message); if (bits & U_OLDORIGIN) MSG_ReadPos (&net_message, to->old_origin); if (bits & U_SOUND) to->sound = MSG_ReadByte (&net_message); if (bits & U_EVENT) to->event = MSG_ReadByte (&net_message); else to->event = 0; if (bits & U_SOLID) to->solid = MSG_ReadShort (&net_message); } /* ================== CL_DeltaEntity Parses deltas from the given base and adds the resulting entity to the current frame ================== */ void CL_DeltaEntity (frame_t *frame, int newnum, entity_state_t *old, int bits) { centity_t *ent; entity_state_t *state; ent = &cl_entities[newnum]; state = &cl_parse_entities[cl.parse_entities & (MAX_PARSE_ENTITIES-1)]; cl.parse_entities++; frame->num_entities++; CL_ParseDelta (old, state, newnum, bits); // some data changes will force no lerping if (state->modelindex != ent->current.modelindex || state->modelindex2 != ent->current.modelindex2 || state->modelindex3 != ent->current.modelindex3 || state->modelindex4 != ent->current.modelindex4 || abs(state->origin[0] - ent->current.origin[0]) > 512 || abs(state->origin[1] - ent->current.origin[1]) > 512 || abs(state->origin[2] - ent->current.origin[2]) > 512 || state->event == EV_PLAYER_TELEPORT || state->event == EV_OTHER_TELEPORT ) { ent->serverframe = -99; } if (ent->serverframe != cl.frame.serverframe - 1) { // wasn't in last update, so initialize some things ent->trailcount = 1024; // for diminishing rocket / grenade trails // duplicate the current state so lerping doesn't hurt anything ent->prev = *state; if (state->event == EV_OTHER_TELEPORT) { VectorCopy (state->origin, ent->prev.origin); VectorCopy (state->origin, ent->lerp_origin); } else { VectorCopy (state->old_origin, ent->prev.origin); VectorCopy (state->old_origin, ent->lerp_origin); } } else { // shuffle the last state to previous ent->prev = ent->current; } ent->serverframe = cl.frame.serverframe; ent->current = *state; } /* ================== CL_ParsePacketEntities An svc_packetentities has just been parsed, deal with the rest of the data stream. ================== */ void CL_ParsePacketEntities (frame_t *oldframe, frame_t *newframe) { int newnum; int bits; entity_state_t *oldstate = nil; int oldindex, oldnum; newframe->parse_entities = cl.parse_entities; newframe->num_entities = 0; // delta from the entities present in oldframe oldindex = 0; if (!oldframe) oldnum = 99999; else { if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } while (1) { newnum = CL_ParseEntityBits (&bits); if (newnum >= MAX_EDICTS) Com_Error (ERR_DROP,"CL_ParsePacketEntities: bad number:%i", newnum); if (net_message.readcount > net_message.cursize) Com_Error (ERR_DROP,"CL_ParsePacketEntities: end of message"); if (!newnum) break; while (oldnum < newnum) { // one or more entities from the old packet are unchanged if (cl_shownet->value == 3) Com_Printf (" unchanged: %i\n", oldnum); CL_DeltaEntity (newframe, oldnum, oldstate, 0); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } if (bits & U_REMOVE) { // the entity present in oldframe is not in the current frame if (cl_shownet->value == 3) Com_Printf (" remove: %i\n", newnum); if (oldnum != newnum) Com_Printf ("U_REMOVE: oldnum != newnum\n"); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } continue; } if (oldnum == newnum) { // delta from previous state if (cl_shownet->value == 3) Com_Printf (" delta: %i\n", newnum); CL_DeltaEntity (newframe, newnum, oldstate, bits); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } continue; } if (oldnum > newnum) { // delta from baseline if (cl_shownet->value == 3) Com_Printf (" baseline: %i\n", newnum); CL_DeltaEntity (newframe, newnum, &cl_entities[newnum].baseline, bits); continue; } } // any remaining entities in the old frame are copied over while (oldnum != 99999) { // one or more entities from the old packet are unchanged if (cl_shownet->value == 3) Com_Printf (" unchanged: %i\n", oldnum); CL_DeltaEntity (newframe, oldnum, oldstate, 0); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } } /* =================== CL_ParsePlayerstate =================== */ void CL_ParsePlayerstate (frame_t *oldframe, frame_t *newframe) { int flags; player_state_t *state; int i; int statbits; state = &newframe->playerstate; // clear to old value before delta parsing if (oldframe) *state = oldframe->playerstate; else memset (state, 0, sizeof(*state)); flags = MSG_ReadShort (&net_message); // // parse the pmove_state_t // if (flags & PS_M_TYPE) state->pmove.pm_type = MSG_ReadByte (&net_message); if (flags & PS_M_ORIGIN) { state->pmove.origin[0] = MSG_ReadShort (&net_message); state->pmove.origin[1] = MSG_ReadShort (&net_message); state->pmove.origin[2] = MSG_ReadShort (&net_message); } if (flags & PS_M_VELOCITY) { state->pmove.velocity[0] = MSG_ReadShort (&net_message); state->pmove.velocity[1] = MSG_ReadShort (&net_message); state->pmove.velocity[2] = MSG_ReadShort (&net_message); } if (flags & PS_M_TIME) state->pmove.pm_time = MSG_ReadByte (&net_message); if (flags & PS_M_FLAGS) state->pmove.pm_flags = MSG_ReadByte (&net_message); if (flags & PS_M_GRAVITY) state->pmove.gravity = MSG_ReadShort (&net_message); if (flags & PS_M_DELTA_ANGLES) { state->pmove.delta_angles[0] = MSG_ReadShort (&net_message); state->pmove.delta_angles[1] = MSG_ReadShort (&net_message); state->pmove.delta_angles[2] = MSG_ReadShort (&net_message); } if (cl.attractloop) state->pmove.pm_type = PM_FREEZE; // demo playback // // parse the rest of the player_state_t // if (flags & PS_VIEWOFFSET) { state->viewoffset[0] = MSG_ReadChar (&net_message) * 0.25; state->viewoffset[1] = MSG_ReadChar (&net_message) * 0.25; state->viewoffset[2] = MSG_ReadChar (&net_message) * 0.25; } if (flags & PS_VIEWANGLES) { state->viewangles[0] = MSG_ReadAngle16 (&net_message); state->viewangles[1] = MSG_ReadAngle16 (&net_message); state->viewangles[2] = MSG_ReadAngle16 (&net_message); } if (flags & PS_KICKANGLES) { state->kick_angles[0] = MSG_ReadChar (&net_message) * 0.25; state->kick_angles[1] = MSG_ReadChar (&net_message) * 0.25; state->kick_angles[2] = MSG_ReadChar (&net_message) * 0.25; } if (flags & PS_WEAPONINDEX) { state->gunindex = MSG_ReadByte (&net_message); } if (flags & PS_WEAPONFRAME) { state->gunframe = MSG_ReadByte (&net_message); state->gunoffset[0] = MSG_ReadChar (&net_message)*0.25; state->gunoffset[1] = MSG_ReadChar (&net_message)*0.25; state->gunoffset[2] = MSG_ReadChar (&net_message)*0.25; state->gunangles[0] = MSG_ReadChar (&net_message)*0.25; state->gunangles[1] = MSG_ReadChar (&net_message)*0.25; state->gunangles[2] = MSG_ReadChar (&net_message)*0.25; } if (flags & PS_BLEND) { state->blend[0] = MSG_ReadByte (&net_message)/255.0; state->blend[1] = MSG_ReadByte (&net_message)/255.0; state->blend[2] = MSG_ReadByte (&net_message)/255.0; state->blend[3] = MSG_ReadByte (&net_message)/255.0; } if (flags & PS_FOV) state->fov = MSG_ReadByte (&net_message); if (flags & PS_RDFLAGS) state->rdflags = MSG_ReadByte (&net_message); // parse stats statbits = MSG_ReadLong (&net_message); for (i=0 ; i<MAX_STATS ; i++) if (statbits & (1<<i) ) state->stats[i] = MSG_ReadShort(&net_message); } /* ================== CL_FireEntityEvents ================== */ void CL_FireEntityEvents (frame_t *frame) { entity_state_t *s1; int pnum, num; for (pnum = 0 ; pnum<frame->num_entities ; pnum++) { num = (frame->parse_entities + pnum)&(MAX_PARSE_ENTITIES-1); s1 = &cl_parse_entities[num]; if (s1->event) CL_EntityEvent (s1); // EF_TELEPORTER acts like an event, but is not cleared each frame if (s1->effects & EF_TELEPORTER) CL_TeleporterParticles (s1); } } /* ================ CL_ParseFrame ================ */ void CL_ParseFrame (void) { int cmd; int len; frame_t *old; memset (&cl.frame, 0, sizeof(cl.frame)); /* CL_ClearProjectiles(); // clear projectiles for new frame */ cl.frame.serverframe = MSG_ReadLong (&net_message); cl.frame.deltaframe = MSG_ReadLong (&net_message); cl.frame.servertime = cl.frame.serverframe*100; // BIG HACK to let old demos continue to work if (cls.serverProtocol != 26) cl.surpressCount = MSG_ReadByte (&net_message); if (cl_shownet->value == 3) Com_Printf (" frame:%i delta:%i\n", cl.frame.serverframe, cl.frame.deltaframe); // If the frame is delta compressed from data that we // no longer have available, we must suck up the rest of // the frame, but not use it, then ask for a non-compressed // message if (cl.frame.deltaframe <= 0) { cl.frame.valid = true; // uncompressed frame old = NULL; cls.demowaiting = false; // we can start recording now } else { old = &cl.frames[cl.frame.deltaframe & UPDATE_MASK]; if (!old->valid) { // should never happen Com_Printf ("Delta from invalid frame (not supposed to happen!).\n"); } if (old->serverframe != cl.frame.deltaframe) { // The frame that the server did the delta from // is too old, so we can't reconstruct it properly. Com_Printf ("Delta frame too old.\n"); } else if (cl.parse_entities - old->parse_entities > MAX_PARSE_ENTITIES-128) { Com_Printf ("Delta parse_entities too old.\n"); } else cl.frame.valid = true; // valid delta parse } // clamp time if (cl.time > cl.frame.servertime) cl.time = cl.frame.servertime; else if (cl.time < cl.frame.servertime - 100) cl.time = cl.frame.servertime - 100; // read areabits len = MSG_ReadByte (&net_message); MSG_ReadData (&net_message, cl.frame.areabits, len); // read playerinfo cmd = MSG_ReadByte (&net_message); SHOWNET(svc_strings[cmd]); if (cmd != svc_playerinfo) Com_Error (ERR_DROP, "CL_ParseFrame: not playerinfo"); CL_ParsePlayerstate (old, &cl.frame); // read packet entities cmd = MSG_ReadByte (&net_message); SHOWNET(svc_strings[cmd]); if (cmd != svc_packetentities) Com_Error (ERR_DROP, "CL_ParseFrame: not packetentities"); CL_ParsePacketEntities (old, &cl.frame); /* if (cmd == svc_packetentities2) CL_ParseProjectiles(); */ // save the frame off in the backup array for later delta comparisons cl.frames[cl.frame.serverframe & UPDATE_MASK] = cl.frame; if (cl.frame.valid) { // getting a valid frame message ends the connection process if (cls.state != ca_active) { cls.state = ca_active; cl.force_refdef = true; cl.predicted_origin[0] = cl.frame.playerstate.pmove.origin[0]*0.125; cl.predicted_origin[1] = cl.frame.playerstate.pmove.origin[1]*0.125; cl.predicted_origin[2] = cl.frame.playerstate.pmove.origin[2]*0.125; VectorCopy (cl.frame.playerstate.viewangles, cl.predicted_angles); if (cls.disable_servercount != cl.servercount && cl.refresh_prepped) SCR_EndLoadingPlaque (); // get rid of loading plaque } cl.sound_prepped = true; // can start mixing ambient sounds // fire entity events CL_FireEntityEvents (&cl.frame); CL_CheckPredictionError (); } } /* ========================================================================== INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS ========================================================================== */ struct model_s *S_RegisterSexedModel (entity_state_t *ent, char *base) { int n; char *p; struct model_s *mdl; char model[MAX_QPATH]; char buffer[MAX_QPATH]; // determine what model the client is using model[0] = 0; n = CS_PLAYERSKINS + ent->number - 1; if (cl.configstrings[n][0]) { p = strchr(cl.configstrings[n], '\\'); if (p) { p += 1; strcpy(model, p); p = strchr(model, '/'); if (p) *p = 0; } } // if we can't figure it out, they're male if (!model[0]) strcpy(model, "male"); Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", model, base+1); mdl = re.RegisterModel(buffer); if (!mdl) { // not found, try default weapon model Com_sprintf (buffer, sizeof(buffer), "players/%s/weapon.md2", model); mdl = re.RegisterModel(buffer); if (!mdl) { // no, revert to the male model Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", "male", base+1); mdl = re.RegisterModel(buffer); if (!mdl) { // last try, default male weapon.md2 Com_sprintf (buffer, sizeof(buffer), "players/male/weapon.md2"); mdl = re.RegisterModel(buffer); } } } return mdl; } /* =============== CL_AddPacketEntities =============== */ void CL_AddPacketEntities (frame_t *frame) { entity_t ent; entity_state_t *s1; float autorotate; int i; int pnum; centity_t *cent; int autoanim; clientinfo_t *ci; unsigned int effects, renderfx; // bonus items rotate at a fixed rate autorotate = anglemod(cl.time/10); // brush models can auto animate their frames autoanim = 2*cl.time/1000; memset (&ent, 0, sizeof(ent)); for (pnum = 0 ; pnum<frame->num_entities ; pnum++) { s1 = &cl_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)]; cent = &cl_entities[s1->number]; effects = s1->effects; renderfx = s1->renderfx; // set frame if (effects & EF_ANIM01) ent.frame = autoanim & 1; else if (effects & EF_ANIM23) ent.frame = 2 + (autoanim & 1); else if (effects & EF_ANIM_ALL) ent.frame = autoanim; else if (effects & EF_ANIM_ALLFAST) ent.frame = cl.time / 100; else ent.frame = s1->frame; // quad and pent can do different things on client if (effects & EF_PENT) { effects &= ~EF_PENT; effects |= EF_COLOR_SHELL; renderfx |= RF_SHELL_RED; } if (effects & EF_QUAD) { effects &= ~EF_QUAD; effects |= EF_COLOR_SHELL; renderfx |= RF_SHELL_BLUE; } //====== // PMM if (effects & EF_DOUBLE) { effects &= ~EF_DOUBLE; effects |= EF_COLOR_SHELL; renderfx |= RF_SHELL_DOUBLE; } if (effects & EF_HALF_DAMAGE) { effects &= ~EF_HALF_DAMAGE; effects |= EF_COLOR_SHELL; renderfx |= RF_SHELL_HALF_DAM; } // pmm //====== ent.oldframe = cent->prev.frame; ent.backlerp = 1.0 - cl.lerpfrac; if (renderfx & (RF_FRAMELERP|RF_BEAM)) { // step origin discretely, because the frames // do the animation properly VectorCopy (cent->current.origin, ent.origin); VectorCopy (cent->current.old_origin, ent.oldorigin); } else { // interpolate origin for (i=0 ; i<3 ; i++) { ent.origin[i] = ent.oldorigin[i] = cent->prev.origin[i] + cl.lerpfrac * (cent->current.origin[i] - cent->prev.origin[i]); } } // create a new entity // tweak the color of beams if ( renderfx & RF_BEAM ) { // the four beam colors are encoded in 32 bits of skinnum (hack) ent.alpha = 0.30; ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff; ent.model = NULL; } else { // set skin if (s1->modelindex == 255) { // use custom player skin ent.skinnum = 0; ci = &cl.clientinfo[s1->skinnum & 0xff]; ent.skin = ci->skin; ent.model = ci->model; if (!ent.skin || !ent.model) { ent.skin = cl.baseclientinfo.skin; ent.model = cl.baseclientinfo.model; } //============ //PGM if (renderfx & RF_USE_DISGUISE) { if(!strncmp((char *)ent.skin, "players/male", 12)) { ent.skin = re.RegisterSkin ("players/male/disguise.pcx"); ent.model = re.RegisterModel ("players/male/tris.md2"); } else if(!strncmp((char *)ent.skin, "players/female", 14)) { ent.skin = re.RegisterSkin ("players/female/disguise.pcx"); ent.model = re.RegisterModel ("players/female/tris.md2"); } else if(!strncmp((char *)ent.skin, "players/cyborg", 14)) { ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx"); ent.model = re.RegisterModel ("players/cyborg/tris.md2"); } } //PGM //============ } else { ent.skinnum = s1->skinnum; ent.skin = NULL; ent.model = cl.model_draw[s1->modelindex]; } } // only used for black hole model right now, FIXME: do better if (renderfx == RF_TRANSLUCENT) ent.alpha = 0.70; // render effects (fullbright, translucent, etc) if ((effects & EF_COLOR_SHELL)) ent.flags = 0; // renderfx go on color shell entity else ent.flags = renderfx; // calculate angles if (effects & EF_ROTATE) { // some bonus items auto-rotate ent.angles[0] = 0; ent.angles[1] = autorotate; ent.angles[2] = 0; } // RAFAEL else if (effects & EF_SPINNINGLIGHTS) { ent.angles[0] = 0; ent.angles[1] = anglemod(cl.time/2) + s1->angles[1]; ent.angles[2] = 180; { vec3_t forward; vec3_t start; AngleVectors (ent.angles, forward, NULL, NULL); VectorMA (ent.origin, 64, forward, start); V_AddLight (start, 100, 1, 0, 0); } } else { // interpolate angles float a1, a2; for (i=0 ; i<3 ; i++) { a1 = cent->current.angles[i]; a2 = cent->prev.angles[i]; ent.angles[i] = LerpAngle (a2, a1, cl.lerpfrac); } } if (s1->number == cl.playernum+1) { ent.flags |= RF_VIEWERMODEL; // only draw from mirrors // FIXME: still pass to refresh if (effects & EF_FLAG1) V_AddLight (ent.origin, 225, 1.0, 0.1, 0.1); else if (effects & EF_FLAG2) V_AddLight (ent.origin, 225, 0.1, 0.1, 1.0); else if (effects & EF_TAGTRAIL) //PGM V_AddLight (ent.origin, 225, 1.0, 1.0, 0.0); //PGM else if (effects & EF_TRACKERTRAIL) //PGM V_AddLight (ent.origin, 225, -1.0, -1.0, -1.0); //PGM continue; } // if set to invisible, skip if (!s1->modelindex) continue; if (effects & EF_BFG) { ent.flags |= RF_TRANSLUCENT; ent.alpha = 0.30; } // RAFAEL if (effects & EF_PLASMA) { ent.flags |= RF_TRANSLUCENT; ent.alpha = 0.6; } if (effects & EF_SPHERETRANS) { ent.flags |= RF_TRANSLUCENT; // PMM - *sigh* yet more EF overloading if (effects & EF_TRACKERTRAIL) ent.alpha = 0.6; else ent.alpha = 0.3; } //pmm // add to refresh list V_AddEntity (&ent); // color shells generate a seperate entity for the main model if (effects & EF_COLOR_SHELL) { ent.flags = renderfx | RF_TRANSLUCENT; ent.alpha = 0.30; V_AddEntity (&ent); } ent.skin = NULL; // never use a custom skin on others ent.skinnum = 0; ent.flags = 0; ent.alpha = 0; // duplicate for linked models if (s1->modelindex2) { if (s1->modelindex2 == 255) { // custom weapon ci = &cl.clientinfo[s1->skinnum & 0xff]; i = (s1->skinnum >> 8); // 0 is default weapon model if (!cl_vwep->value || i > MAX_CLIENTWEAPONMODELS - 1) i = 0; ent.model = ci->weaponmodel[i]; if (!ent.model) { if (i != 0) ent.model = ci->weaponmodel[0]; if (!ent.model) ent.model = cl.baseclientinfo.weaponmodel[0]; } } //PGM - hack to allow translucent linked models (defender sphere's shell) // set the high bit 0x80 on modelindex2 to enable translucency else if(s1->modelindex2 & 0x80) { ent.model = cl.model_draw[s1->modelindex2 & 0x7F]; ent.alpha = 0.32; ent.flags = RF_TRANSLUCENT; } //PGM else ent.model = cl.model_draw[s1->modelindex2]; V_AddEntity (&ent); //PGM - make sure these get reset. ent.flags = 0; ent.alpha = 0; //PGM } if (s1->modelindex3) { ent.model = cl.model_draw[s1->modelindex3]; V_AddEntity (&ent); } if (s1->modelindex4) { ent.model = cl.model_draw[s1->modelindex4]; V_AddEntity (&ent); } if ( effects & EF_POWERSCREEN ) { ent.model = cl_mod_powerscreen; ent.oldframe = 0; ent.frame = 0; ent.flags |= (RF_TRANSLUCENT | RF_SHELL_GREEN); ent.alpha = 0.30; V_AddEntity (&ent); } // add automatic particle trails if ( (effects&~EF_ROTATE) ) { if (effects & EF_ROCKET) { CL_RocketTrail (cent->lerp_origin, ent.origin, cent); V_AddLight (ent.origin, 200, 1, 1, 0); } // PGM - Do not reorder EF_BLASTER and EF_HYPERBLASTER. // EF_BLASTER | EF_TRACKER is a special case for EF_BLASTER2... Cheese! else if (effects & EF_BLASTER) { // CL_BlasterTrail (cent->lerp_origin, ent.origin); //PGM if (effects & EF_TRACKER) // lame... problematic? { CL_BlasterTrail2 (cent->lerp_origin, ent.origin); V_AddLight (ent.origin, 200, 0, 1, 0); } else { CL_BlasterTrail (cent->lerp_origin, ent.origin); V_AddLight (ent.origin, 200, 1, 1, 0); } //PGM } else if (effects & EF_HYPERBLASTER) { if (effects & EF_TRACKER) // PGM overloaded for blaster2. V_AddLight (ent.origin, 200, 0, 1, 0); // PGM else // PGM V_AddLight (ent.origin, 200, 1, 1, 0); } else if (effects & EF_GIB) { CL_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects); } else if (effects & EF_GRENADE) { CL_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects); } else if (effects & EF_FLIES) { CL_FlyEffect (cent, ent.origin); } else if (effects & EF_BFG) { static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75}; if (effects & EF_ANIM_ALLFAST) { CL_BfgParticles (&ent); i = 200; } else { i = bfg_lightramp[s1->frame]; } V_AddLight (ent.origin, i, 0, 1, 0); } // RAFAEL else if (effects & EF_TRAP) { ent.origin[2] += 32; CL_TrapParticles (&ent); i = (rand()%100) + 100; V_AddLight (ent.origin, i, 1, 0.8, 0.1); } else if (effects & EF_FLAG1) { CL_FlagTrail (cent->lerp_origin, ent.origin, 242); V_AddLight (ent.origin, 225, 1, 0.1, 0.1); } else if (effects & EF_FLAG2) { CL_FlagTrail (cent->lerp_origin, ent.origin, 115); V_AddLight (ent.origin, 225, 0.1, 0.1, 1); } //====== //ROGUE else if (effects & EF_TAGTRAIL) { CL_TagTrail (cent->lerp_origin, ent.origin, 220); V_AddLight (ent.origin, 225, 1.0, 1.0, 0.0); } else if (effects & EF_TRACKERTRAIL) { if (effects & EF_TRACKER) { float intensity; intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0)); // FIXME - check out this effect in rendition if(vidref_val == VIDREF_GL) V_AddLight (ent.origin, intensity, -1.0, -1.0, -1.0); else V_AddLight (ent.origin, -1.0 * intensity, 1.0, 1.0, 1.0); } else { CL_Tracker_Shell (cent->lerp_origin); V_AddLight (ent.origin, 155, -1.0, -1.0, -1.0); } } else if (effects & EF_TRACKER) { CL_TrackerTrail (cent->lerp_origin, ent.origin, 0); // FIXME - check out this effect in rendition if(vidref_val == VIDREF_GL) V_AddLight (ent.origin, 200, -1, -1, -1); else V_AddLight (ent.origin, -200, 1, 1, 1); } //ROGUE //====== // RAFAEL else if (effects & EF_GREENGIB) { CL_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects); } // RAFAEL else if (effects & EF_IONRIPPER) { CL_IonripperTrail (cent->lerp_origin, ent.origin); V_AddLight (ent.origin, 100, 1, 0.5, 0.5); } // RAFAEL else if (effects & EF_BLUEHYPERBLASTER) { V_AddLight (ent.origin, 200, 0, 0, 1); } // RAFAEL else if (effects & EF_PLASMA) { if (effects & EF_ANIM_ALLFAST) { CL_BlasterTrail (cent->lerp_origin, ent.origin); } V_AddLight (ent.origin, 130, 1, 0.5, 0.5); } } VectorCopy (ent.origin, cent->lerp_origin); } } /* ============== CL_AddViewWeapon ============== */ void CL_AddViewWeapon (player_state_t *ps, player_state_t *ops) { entity_t gun; // view model int i; // allow the gun to be completely removed if (!cl_gun->value) return; // don't draw gun if in wide angle view if (ps->fov > 90) return; memset (&gun, 0, sizeof(gun)); if (gun_model) gun.model = gun_model; // development tool else gun.model = cl.model_draw[ps->gunindex]; if (!gun.model) return; // set up gun position for (i=0 ; i<3 ; i++) { gun.origin[i] = cl.refdef.vieworg[i] + ops->gunoffset[i] + cl.lerpfrac * (ps->gunoffset[i] - ops->gunoffset[i]); gun.angles[i] = cl.refdef.viewangles[i] + LerpAngle (ops->gunangles[i], ps->gunangles[i], cl.lerpfrac); } if (gun_frame) { gun.frame = gun_frame; // development tool gun.oldframe = gun_frame; // development tool } else { gun.frame = ps->gunframe; if (gun.frame == 0) gun.oldframe = 0; // just changed weapons, don't lerp from old else gun.oldframe = ops->gunframe; } gun.flags = RF_MINLIGHT | RF_DEPTHHACK | RF_WEAPONMODEL; gun.backlerp = 1.0 - cl.lerpfrac; VectorCopy (gun.origin, gun.oldorigin); // don't lerp at all V_AddEntity (&gun); } /* =============== CL_CalcViewValues Sets cl.refdef view values =============== */ void CL_CalcViewValues (void) { int i; float lerp, backlerp; frame_t *oldframe; player_state_t *ps, *ops; // find the previous frame to interpolate from ps = &cl.frame.playerstate; i = (cl.frame.serverframe - 1) & UPDATE_MASK; oldframe = &cl.frames[i]; if (oldframe->serverframe != cl.frame.serverframe-1 || !oldframe->valid) oldframe = &cl.frame; // previous frame was dropped or involid ops = &oldframe->playerstate; // see if the player entity was teleported this frame if ( fabs(ops->pmove.origin[0] - ps->pmove.origin[0]) > 256*8 || abs(ops->pmove.origin[1] - ps->pmove.origin[1]) > 256*8 || abs(ops->pmove.origin[2] - ps->pmove.origin[2]) > 256*8) ops = ps; // don't interpolate lerp = cl.lerpfrac; // calculate the origin if ((cl_predict->value) && !(cl.frame.playerstate.pmove.pm_flags & PMF_NO_PREDICTION)) { // use predicted values unsigned delta; backlerp = 1.0 - lerp; for (i=0 ; i<3 ; i++) { cl.refdef.vieworg[i] = cl.predicted_origin[i] + ops->viewoffset[i] + cl.lerpfrac * (ps->viewoffset[i] - ops->viewoffset[i]) - backlerp * cl.prediction_error[i]; } // smooth out stair climbing delta = cls.realtime - cl.predicted_step_time; if (delta < 100) cl.refdef.vieworg[2] -= cl.predicted_step * (100 - delta) * 0.01; } else { // just use interpolated values for (i=0 ; i<3 ; i++) cl.refdef.vieworg[i] = ops->pmove.origin[i]*0.125 + ops->viewoffset[i] + lerp * (ps->pmove.origin[i]*0.125 + ps->viewoffset[i] - (ops->pmove.origin[i]*0.125 + ops->viewoffset[i]) ); } // if not running a demo or on a locked frame, add the local angle movement if ( cl.frame.playerstate.pmove.pm_type < PM_DEAD ) { // use predicted values for (i=0 ; i<3 ; i++) cl.refdef.viewangles[i] = cl.predicted_angles[i]; } else { // just use interpolated values for (i=0 ; i<3 ; i++) cl.refdef.viewangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp); } for (i=0 ; i<3 ; i++) cl.refdef.viewangles[i] += LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp); AngleVectors (cl.refdef.viewangles, cl.v_forward, cl.v_right, cl.v_up); // interpolate field of view cl.refdef.fov_x = ops->fov + lerp * (ps->fov - ops->fov); // don't interpolate blend color for (i=0 ; i<4 ; i++) cl.refdef.blend[i] = ps->blend[i]; // add the weapon CL_AddViewWeapon (ps, ops); } /* =============== CL_AddEntities Emits all entities, particles, and lights to the refresh =============== */ void CL_AddEntities (void) { if (cls.state != ca_active) return; if (cl.time > cl.frame.servertime) { if (cl_showclamp->value) Com_Printf ("high clamp %i\n", cl.time - cl.frame.servertime); cl.time = cl.frame.servertime; cl.lerpfrac = 1.0; } else if (cl.time < cl.frame.servertime - 100) { if (cl_showclamp->value) Com_Printf ("low clamp %i\n", cl.frame.servertime-100 - cl.time); cl.time = cl.frame.servertime - 100; cl.lerpfrac = 0; } else cl.lerpfrac = 1.0 - (cl.frame.servertime - cl.time) * 0.01; if (cl_timedemo->value) cl.lerpfrac = 1.0; // CL_AddPacketEntities (&cl.frame); // CL_AddTEnts (); // CL_AddParticles (); // CL_AddDLights (); // CL_AddLightStyles (); CL_CalcViewValues (); // PMM - moved this here so the heat beam has the right values for the vieworg, and can lock the beam to the gun CL_AddPacketEntities (&cl.frame); /* CL_AddProjectiles (); */ CL_AddTEnts (); CL_AddParticles (); CL_AddDLights (); CL_AddLightStyles (); } /* =============== CL_GetEntitySoundOrigin Called to get the sound spatialization origin =============== */ void CL_GetEntitySoundOrigin (int ent, vec3_t org) { centity_t *old; if (ent < 0 || ent >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_GetEntitySoundOrigin: bad ent"); old = &cl_entities[ent]; VectorCopy (old->lerp_origin, org); // FIXME: bmodel issues... }