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|
/*
* CL_ents.java
* Copyright (C) 2004
*
* $Id: CL_ents.java,v 1.3.2.1 2004-07-09 08:38:24 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 oldindex, oldnum;
newframe.parse_entities = cl.parse_entities;
newframe.num_entities = 0;
// delta from the entities present in oldframe
oldindex = 0;
if (oldframe == null)
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 (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...
}
}
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