/* * CL_ents.java * Copyright (C) 2004 * * $Id: CL_ents.java,v 1.5 2004-07-12 20:47:01 hzi Exp $ */ /* 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. */ package jake2.client; import jake2.game.entity_state_t; import jake2.game.player_state_t; import jake2.qcommon.*; import jake2.render.model_t; /** * CL_ents */ // cl_ents.c -- entity parsing and management public class CL_ents extends CL_inv { /* ========================================================================= FRAME PARSING ========================================================================= */ /* ================= CL_ParseEntityBits Returns the entity number and the header bits ================= */ static int bitcounts[] = new int[32]; /// just for protocol profiling public static int ParseEntityBits(int bits[]) { int b, total; int i; int number; total = MSG.ReadByte(net_message); if ((total & U_MOREBITS1) != 0) { b = MSG.ReadByte(net_message); total |= b << 8; } if ((total & U_MOREBITS2) != 0) { b = MSG.ReadByte(net_message); total |= b << 16; } if ((total & U_MOREBITS3) != 0) { b = MSG.ReadByte(net_message); total |= b << 24; } // count the bits for net profiling for (i = 0; i < 32; i++) if ((total & (1 << i)) != 0) bitcounts[i]++; if ((total & U_NUMBER16) != 0) number = MSG.ReadShort(net_message); else number = MSG.ReadByte(net_message); bits[0] = total; return number; } /* ================== CL_ParseDelta Can go from either a baseline or a previous packet_entity ================== */ public static void ParseDelta(entity_state_t from, entity_state_t to, int number, int bits) { // set everything to the state we are delta'ing from to.set(from); VectorCopy(from.origin, to.old_origin); to.number = number; if ((bits & U_MODEL) != 0) to.modelindex = MSG.ReadByte(net_message); if ((bits & U_MODEL2) != 0) to.modelindex2 = MSG.ReadByte(net_message); if ((bits & U_MODEL3) != 0) to.modelindex3 = MSG.ReadByte(net_message); if ((bits & U_MODEL4) != 0) to.modelindex4 = MSG.ReadByte(net_message); if ((bits & U_FRAME8) != 0) to.frame = MSG.ReadByte(net_message); if ((bits & U_FRAME16) != 0) to.frame = MSG.ReadShort(net_message); if ((bits & U_SKIN8) != 0 && (bits & U_SKIN16) != 0) //used for laser colors to.skinnum = MSG.ReadLong(net_message); else if ((bits & U_SKIN8) != 0) to.skinnum = MSG.ReadByte(net_message); else if ((bits & U_SKIN16) != 0) 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) != 0) to.effects = MSG.ReadByte(net_message); else if ((bits & U_EFFECTS16) != 0) 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) != 0) to.renderfx = MSG.ReadByte(net_message); else if ((bits & U_RENDERFX16) != 0) to.renderfx = MSG.ReadShort(net_message); if ((bits & U_ORIGIN1) != 0) to.origin[0] = MSG.ReadCoord(net_message); if ((bits & U_ORIGIN2) != 0) to.origin[1] = MSG.ReadCoord(net_message); if ((bits & U_ORIGIN3) != 0) to.origin[2] = MSG.ReadCoord(net_message); if ((bits & U_ANGLE1) != 0) to.angles[0] = MSG.ReadAngle(net_message); if ((bits & U_ANGLE2) != 0) to.angles[1] = MSG.ReadAngle(net_message); if ((bits & U_ANGLE3) != 0) to.angles[2] = MSG.ReadAngle(net_message); if ((bits & U_OLDORIGIN) != 0) MSG.ReadPos(net_message, to.old_origin); if ((bits & U_SOUND) != 0) to.sound = MSG.ReadByte(net_message); if ((bits & U_EVENT) != 0) to.event = MSG.ReadByte(net_message); else to.event = 0; if ((bits & U_SOLID) != 0) to.solid = MSG.ReadShort(net_message); } /* ================== CL_DeltaEntity Parses deltas from the given base and adds the resulting entity to the current frame ================== */ public static void 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++; 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 || Math.abs(state.origin[0] - ent.current.origin[0]) > 512 || Math.abs(state.origin[1] - ent.current.origin[1]) > 512 || Math.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.set(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 // Copy ! ent.prev.set(ent.current); } ent.serverframe = cl.frame.serverframe; // Copy ! ent.current.set(state); } /* ================== CL_ParsePacketEntities An svc_packetentities has just been parsed, deal with the rest of the data stream. ================== */ public static void ParsePacketEntities(frame_t oldframe, frame_t newframe) { int newnum; int bits=0; entity_state_t oldstate=null; int oldnum; newframe.parse_entities = cl.parse_entities; newframe.num_entities = 0; // delta from the entities present in oldframe int oldindex = 0; if (oldframe == null) oldnum = 99999; else { // oldindex == 0. hoz // if (oldindex >= oldframe.num_entities) // oldnum = 99999; // else { oldstate = cl_parse_entities[(oldframe.parse_entities + oldindex) & (MAX_PARSE_ENTITIES - 1)]; oldnum = oldstate.number; // } } while (true) { int iw[] = {bits}; newnum = ParseEntityBits(iw); bits = iw[0]; if (newnum >= MAX_EDICTS) Com.Error(ERR_DROP, "CL_ParsePacketEntities: bad number:" + newnum); if (net_message.readcount > net_message.cursize) Com.Error(ERR_DROP, "CL_ParsePacketEntities: end of message"); if (0 == newnum) break; while (oldnum < newnum) { // one or more entities from the old packet are unchanged if (cl_shownet.value == 3) Com.Printf(" unchanged: " + oldnum + "\n"); 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) != 0) { // the entity present in oldframe is not in the current frame if (cl_shownet.value == 3) Com.Printf(" remove: " + newnum + "\n"); 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: " + newnum + "\n"); 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: " + newnum + "\n"); 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: " + oldnum + "\n"); 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 =================== */ public static void 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 != null) state.set(oldframe.playerstate); else //memset (state, 0, sizeof(*state)); state.clear(); flags = MSG.ReadShort(net_message); // // parse the pmove_state_t // if ((flags & PS_M_TYPE) != 0) state.pmove.pm_type = MSG.ReadByte(net_message); if ((flags & PS_M_ORIGIN) != 0) { 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) != 0) { 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) != 0) { state.pmove.pm_time = (byte) MSG.ReadByte(net_message); } if ((flags & PS_M_FLAGS) != 0) state.pmove.pm_flags = (byte) MSG.ReadByte(net_message); if ((flags & PS_M_GRAVITY) != 0) state.pmove.gravity = MSG.ReadShort(net_message); if ((flags & PS_M_DELTA_ANGLES) != 0) { 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) != 0) { state.viewoffset[0] = MSG.ReadChar(net_message) * 0.25f; state.viewoffset[1] = MSG.ReadChar(net_message) * 0.25f; state.viewoffset[2] = MSG.ReadChar(net_message) * 0.25f; } if ((flags & PS_VIEWANGLES) != 0) { 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) != 0) { state.kick_angles[0] = MSG.ReadChar(net_message) * 0.25f; state.kick_angles[1] = MSG.ReadChar(net_message) * 0.25f; state.kick_angles[2] = MSG.ReadChar(net_message) * 0.25f; } if ((flags & PS_WEAPONINDEX) != 0) { state.gunindex = MSG.ReadByte(net_message); } if ((flags & PS_WEAPONFRAME) != 0) { state.gunframe = MSG.ReadByte(net_message); state.gunoffset[0] = MSG.ReadChar(net_message) * 0.25f; state.gunoffset[1] = MSG.ReadChar(net_message) * 0.25f; state.gunoffset[2] = MSG.ReadChar(net_message) * 0.25f; state.gunangles[0] = MSG.ReadChar(net_message) * 0.25f; state.gunangles[1] = MSG.ReadChar(net_message) * 0.25f; state.gunangles[2] = MSG.ReadChar(net_message) * 0.25f; } if ((flags & PS_BLEND) != 0) { state.blend[0] = MSG.ReadByte(net_message) / 255.0f; state.blend[1] = MSG.ReadByte(net_message) / 255.0f; state.blend[2] = MSG.ReadByte(net_message) / 255.0f; state.blend[3] = MSG.ReadByte(net_message) / 255.0f; } if ((flags & PS_FOV) != 0) state.fov = MSG.ReadByte(net_message); if ((flags & PS_RDFLAGS) != 0) state.rdflags = MSG.ReadByte(net_message); // parse stats statbits = MSG.ReadLong(net_message); for (i = 0; i < MAX_STATS; i++) if ((statbits & (1 << i))!=0) state.stats[i] = MSG.ReadShort(net_message); } /* ================== CL_FireEntityEvents ================== */ public static void 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!=0) EntityEvent(s1); // EF_TELEPORTER acts like an event, but is not cleared each frame if ((s1.effects & EF_TELEPORTER)!=0) CL_fx.TeleporterParticles(s1); } } /* ================ CL_ParseFrame ================ */ public static void ParseFrame() { int cmd; int len; frame_t old; //memset( cl.frame, 0, sizeof(cl.frame)); cl.frame.reset(); 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:" + cl.frame.serverframe + " delta:" + cl.frame.deltaframe + "\n"); // 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); CL_parse.SHOWNET(CL_parse.svc_strings[cmd]); if (cmd != svc_playerinfo) Com.Error(ERR_DROP, "CL_ParseFrame: not playerinfo"); ParsePlayerstate(old, cl.frame); // read packet entities cmd = MSG.ReadByte(net_message); CL_parse.SHOWNET(CL_parse.svc_strings[cmd]); if (cmd != svc_packetentities) Com.Error(ERR_DROP, "CL_ParseFrame: not packetentities"); ParsePacketEntities(old, cl.frame); // save the frame off in the backup array for later delta comparisons cl.frames[cl.frame.serverframe & UPDATE_MASK].set(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] * 0.125f; cl.predicted_origin[1] = cl.frame.playerstate.pmove.origin[1] * 0.125f; cl.predicted_origin[2] = cl.frame.playerstate.pmove.origin[2] * 0.125f; 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 FireEntityEvents(cl.frame); CL_pred.CheckPredictionError(); } } /* ========================================================================== INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS ========================================================================== */ public static model_t S_RegisterSexedModel(entity_state_t ent, String base) { int n; model_t mdl; String model; String buffer; // determine what model the client is using model = ""; n = CS_PLAYERSKINS + ent.number - 1; if (cl.configstrings[n].length() >0) { int pos = cl.configstrings[n].indexOf('\\'); if (pos!=-1) { pos++; model = cl.configstrings[n].substring(pos); pos = model.indexOf('/'); if (pos !=-1) model = model.substring(0,pos); } } // if we can't figure it out, they're male if (model.length()==0) model = "male"; buffer= "players/" + model + "/" + base + 1; mdl = re.RegisterModel(buffer); if (mdl==null) { // not found, try default weapon model buffer = "players/" + model + "/weapon.md2"; mdl = re.RegisterModel(buffer); if (mdl==null) { // no, revert to the male model buffer="players/male/" + base + 1; mdl = re.RegisterModel(buffer); if (mdl==null) { // last try, default male weapon.md2 buffer = "players/male/weapon.md2"; mdl = re.RegisterModel(buffer); } } } return mdl; } // PMM - used in shell code /* =============== CL_AddPacketEntities =============== */ static int bfg_lightramp[] = { 300, 400, 600, 300, 150, 75 }; static void 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; 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)); ent = new entity_t(); 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)!=0) ent.frame = autoanim & 1; else if ((effects & EF_ANIM23)!=0) ent.frame = 2 + (autoanim & 1); else if ((effects & EF_ANIM_ALL)!=0) ent.frame = autoanim; else if ((effects & EF_ANIM_ALLFAST)!=0) ent.frame = cl.time / 100; else ent.frame = s1.frame; // quad and pent can do different things on client if ((effects & EF_PENT)!=0) { effects &= ~EF_PENT; effects |= EF_COLOR_SHELL; renderfx |= RF_SHELL_RED; } if ((effects & EF_QUAD)!=0) { effects &= ~EF_QUAD; effects |= EF_COLOR_SHELL; renderfx |= RF_SHELL_BLUE; } // ====== // PMM if ((effects & EF_DOUBLE)!=0) { effects &= ~EF_DOUBLE; effects |= EF_COLOR_SHELL; renderfx |= RF_SHELL_DOUBLE; } if ((effects & EF_HALF_DAMAGE) !=0){ effects &= ~EF_HALF_DAMAGE; effects |= EF_COLOR_SHELL; renderfx |= RF_SHELL_HALF_DAM; } // pmm // ====== ent.oldframe = cent.prev.frame; ent.backlerp = 1.0f - cl.lerpfrac; if ((renderfx & (RF_FRAMELERP | RF_BEAM))!=0) { // 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)!=0) { // the four beam colors are encoded in 32 bits of skinnum (hack) ent.alpha = 0.30f; ent.skinnum = (s1.skinnum >> ((rnd.nextInt(4)) * 8)) & 0xff; Math.random(); 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 (null==ent.skin || null==ent.model) { ent.skin = cl.baseclientinfo.skin; ent.model = cl.baseclientinfo.model; } // ============ // PGM if ((renderfx & RF_USE_DISGUISE)!=0) { if (ent.skin.name.startsWith("players/male")) { ent.skin = re.RegisterSkin("players/male/disguise.pcx"); ent.model = re.RegisterModel("players/male/tris.md2"); } else if (ent.skin.name.startsWith( "players/female")) { ent.skin = re.RegisterSkin("players/female/disguise.pcx"); ent.model = re.RegisterModel("players/female/tris.md2"); } else if (ent.skin.name.startsWith("players/cyborg")) { 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 = 0.70f; // render effects (fullbright, translucent, etc) if ((effects & EF_COLOR_SHELL)!=0) ent.flags = 0; // renderfx go on color shell entity else ent.flags = renderfx; // calculate angles if ((effects & EF_ROTATE)!=0) { // some bonus items auto-rotate ent.angles[0] = 0; ent.angles[1] = autorotate; ent.angles[2] = 0; } // RAFAEL else if ((effects & EF_SPINNINGLIGHTS)!=0) { ent.angles[0] = 0; ent.angles[1] = anglemod(cl.time / 2) + s1.angles[1]; ent.angles[2] = 180; { float[] forward={0,0,0}; float[] start={0,0,0}; 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)!=0) V.AddLight(ent.origin, 225, 1.0f, 0.1f, 0.1f); else if ((effects & EF_FLAG2)!=0) V.AddLight(ent.origin, 225, 0.1f, 0.1f, 1.0f); else if ((effects & EF_TAGTRAIL)!=0) //PGM V.AddLight(ent.origin, 225, 1.0f, 1.0f, 0.0f); //PGM else if ((effects & EF_TRACKERTRAIL)!=0) //PGM V.AddLight(ent.origin, 225, -1.0f, -1.0f, -1.0f); //PGM continue; } // if set to invisible, skip if (s1.modelindex==0) continue; if ((effects & EF_BFG)!=0) { ent.flags |= RF_TRANSLUCENT; ent.alpha = 0.30f; } // RAFAEL if ((effects & EF_PLASMA)!=0) { ent.flags |= RF_TRANSLUCENT; ent.alpha = 0.6f; } if ((effects & EF_SPHERETRANS)!=0) { ent.flags |= RF_TRANSLUCENT; // PMM - *sigh* yet more EF overloading if ((effects & EF_TRACKERTRAIL)!=0) ent.alpha = 0.6f; else ent.alpha = 0.3f; } // pmm // add to refresh list V.AddEntity( ent); // color shells generate a seperate entity for the main model if ((effects & EF_COLOR_SHELL)!=0) { /* PMM - at this point, all of the shells have been handled if we're in the rogue pack, set up the custom mixing, otherwise just keep going if(Developer_searchpath(2) == 2) { all of the solo colors are fine. we need to catch any of the combinations that look bad (double & half) and turn them into the appropriate color, and make double/quad something special */ if ((renderfx & RF_SHELL_HALF_DAM)!=0) { if (FS.Developer_searchpath(2) == 2) { // ditch the half damage shell if any of red, blue, or double are on if ((renderfx & (RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE))!=0) renderfx &= ~RF_SHELL_HALF_DAM; } } if ((renderfx & RF_SHELL_DOUBLE)!=0) { if (FS.Developer_searchpath(2) == 2) { // lose the yellow shell if we have a red, blue, or green shell if ((renderfx & (RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_GREEN))!=0) renderfx &= ~RF_SHELL_DOUBLE; // if we have a red shell, turn it to purple by adding blue if ((renderfx & RF_SHELL_RED)!=0) renderfx |= RF_SHELL_BLUE; // if we have a blue shell (and not a red shell), turn it to cyan by adding green else if ((renderfx & RF_SHELL_BLUE)!=0) // go to green if it's on already, otherwise do cyan (flash green) if ((renderfx & RF_SHELL_GREEN)!=0) renderfx &= ~RF_SHELL_BLUE; else renderfx |= RF_SHELL_GREEN; } } // } // pmm ent.flags = renderfx | RF_TRANSLUCENT; ent.alpha = 0.30f; 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!=0) { if (s1.modelindex2 == 255) { // custom weapon ci = cl.clientinfo[s1.skinnum & 0xff]; i = (s1.skinnum >> 8); // 0 is default weapon model if (0==cl_vwep.value || i > MAX_CLIENTWEAPONMODELS - 1) i = 0; ent.model = ci.weaponmodel[i]; if (null==ent.model) { if (i != 0) ent.model = ci.weaponmodel[0]; if (null==ent.model) ent.model = cl.baseclientinfo.weaponmodel[0]; } } else ent.model = cl.model_draw[s1.modelindex2]; // PMM - check for the defender sphere shell .. make it translucent // replaces the previous version which used the high bit on modelindex2 to determine transparency if (cl.configstrings[CS_MODELS + (s1.modelindex2)].equalsIgnoreCase( "models/items/shell/tris.md2")) { ent.alpha = 0.32f; ent.flags = RF_TRANSLUCENT; } // pmm V.AddEntity( ent); //PGM - make sure these get reset. ent.flags = 0; ent.alpha = 0; //PGM } if (s1.modelindex3!=0) { ent.model = cl.model_draw[s1.modelindex3]; V.AddEntity( ent); } if (s1.modelindex4!=0) { ent.model = cl.model_draw[s1.modelindex4]; V.AddEntity( ent); } if ((effects & EF_POWERSCREEN)!=0) { ent.model = CL_tent.cl_mod_powerscreen; ent.oldframe = 0; ent.frame = 0; ent.flags |= (RF_TRANSLUCENT | RF_SHELL_GREEN); ent.alpha = 0.30f; V.AddEntity( ent); } // add automatic particle trails if ((effects & ~EF_ROTATE)!=0) { if ((effects & EF_ROCKET)!=0) { 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)!=0) { // CL_BlasterTrail (cent.lerp_origin, ent.origin); // PGM if ((effects & EF_TRACKER)!=0) // lame... problematic? { CL_newfx.BlasterTrail2(cent.lerp_origin, ent.origin); V.AddLight(ent.origin, 200, 0, 1, 0); } else { BlasterTrail(cent.lerp_origin, ent.origin); V.AddLight(ent.origin, 200, 1, 1, 0); } // PGM } else if ((effects & EF_HYPERBLASTER)!=0) { if ((effects & EF_TRACKER)!=0) // 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)!=0) { DiminishingTrail(cent.lerp_origin, ent.origin, cent, effects); } else if ((effects & EF_GRENADE)!=0) { DiminishingTrail(cent.lerp_origin, ent.origin, cent, effects); } else if ((effects & EF_FLIES)!=0) { FlyEffect(cent, ent.origin); } else if ((effects & EF_BFG)!=0) { if ((effects & EF_ANIM_ALLFAST)!=0) { BfgParticles( ent); i = 200; } else { i = bfg_lightramp[s1.frame]; } V.AddLight(ent.origin, i, 0, 1, 0); } // RAFAEL else if ((effects & EF_TRAP)!=0) { ent.origin[2] += 32; TrapParticles( ent); i = (rnd.nextInt(100)) + 100; V.AddLight(ent.origin, i, 1, 0.8f, 0.1f); } else if ((effects & EF_FLAG1)!=0) { FlagTrail(cent.lerp_origin, ent.origin, 242); V.AddLight(ent.origin, 225, 1, 0.1f, 0.1f); } else if ((effects & EF_FLAG2)!=0) { FlagTrail(cent.lerp_origin, ent.origin, 115); V.AddLight(ent.origin, 225, 0.1f, 0.1f, 1); } // ====== // ROGUE else if ((effects & EF_TAGTRAIL)!=0) { CL_newfx.TagTrail(cent.lerp_origin, ent.origin, 220); V.AddLight(ent.origin, 225, 1.0f, 1.0f, 0.0f); } else if ((effects & EF_TRACKERTRAIL)!=0) { if ((effects & EF_TRACKER)!=0) { float intensity; intensity = (float) (50 + (500 * (Math.sin(cl.time / 500.0) + 1.0))); // FIXME - check out this effect in rendition if (vidref_val == VIDREF_GL) V.AddLight(ent.origin, intensity, -1.0f, -1.0f, -1.0f); else V.AddLight(ent.origin, -1.0f * intensity, 1.0f, 1.0f, 1.0f); } else { CL_newfx.Tracker_Shell(cent.lerp_origin); V.AddLight(ent.origin, 155, -1.0f, -1.0f, -1.0f); } } else if ((effects & EF_TRACKER)!=0) { CL_newfx.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)!=0) { DiminishingTrail(cent.lerp_origin, ent.origin, cent, effects); } // RAFAEL else if ((effects & EF_IONRIPPER)!=0) { IonripperTrail(cent.lerp_origin, ent.origin); V.AddLight(ent.origin, 100, 1, 0.5f, 0.5f); } // RAFAEL else if ((effects & EF_BLUEHYPERBLASTER)!=0) { V.AddLight(ent.origin, 200, 0, 0, 1); } // RAFAEL else if ((effects & EF_PLASMA)!=0) { if ((effects & EF_ANIM_ALLFAST)!=0) { BlasterTrail(cent.lerp_origin, ent.origin); } V.AddLight(ent.origin, 130, 1, 0.5f, 0.5f); } } VectorCopy(ent.origin, cent.lerp_origin); } } /* ============== CL_AddViewWeapon ============== */ static void AddViewWeapon(player_state_t ps, player_state_t ops) { entity_t gun; // view model int i; // allow the gun to be completely removed if (0==cl_gun.value) return; // don't draw gun if in wide angle view if (ps.fov > 90) return; //memset( gun, 0, sizeof(gun)); gun = new entity_t(); if (gun_model!=null) gun.model = gun_model; // development tool else gun.model = cl.model_draw[ps.gunindex]; if (gun.model==null) 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!=0) { 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 = 1.0f - cl.lerpfrac; VectorCopy(gun.origin, gun.oldorigin); // don't lerp at all V.AddEntity( gun); } /* =============== CL_CalcViewValues Sets cl.refdef view values =============== */ static void CalcViewValues() { 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 (Math.abs(ops.pmove.origin[0] - ps.pmove.origin[0]) > 256 * 8 || Math.abs(ops.pmove.origin[1] - ps.pmove.origin[1]) > 256 * 8 || Math.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!=0) && 0==(cl.frame.playerstate.pmove.pm_flags & PMF_NO_PREDICTION)) { // use predicted values int delta; backlerp = 1.0f - 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 = (int) (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] * 0.125f + ops.viewoffset[i] + lerp * (ps.pmove.origin[i] * 0.125f + ps.viewoffset[i] - (ops.pmove.origin[i] * 0.125f + 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 AddViewWeapon(ps, ops); } /* =============== CL_AddEntities Emits all entities, particles, and lights to the refresh =============== */ static void AddEntities() { if (cls.state != ca_active) return; if (cl.time > cl.frame.servertime) { if (cl_showclamp.value!=0) Com.Printf("high clamp " + (cl.time - cl.frame.servertime) + "\n"); cl.time = cl.frame.servertime; cl.lerpfrac = 1.0f; } else if (cl.time < cl.frame.servertime - 100) { if (cl_showclamp.value!=0) Com.Printf("low clamp " + (cl.frame.servertime - 100 - cl.time)+"\n"); cl.time = cl.frame.servertime - 100; cl.lerpfrac = 0; } else cl.lerpfrac = 1.0f - (cl.frame.servertime - cl.time) * 0.01f; if (cl_timedemo.value!=0) cl.lerpfrac = 1.0f; /* is ok.. CL_AddPacketEntities (cl.frame); CL_AddTEnts (); CL_AddParticles (); CL_AddDLights (); CL_AddLightStyles (); */ CalcViewValues(); // PMM - moved this here so the heat beam has the right values for the vieworg, and can lock the beam to the gun AddPacketEntities( cl.frame); CL_tent.AddTEnts(); AddParticles(); CL_fx.AddDLights(); AddLightStyles(); } /* =============== CL_GetEntitySoundOrigin Called to get the sound spatialization origin =============== */ public static void GetEntitySoundOrigin(int ent, float[] 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... } }