/* ============= CL_LinkPlayers Create visible entities in the correct position for all current players ============= */ static void CL_LinkPlayers(physent_stack_t *pestack) { int playernum; player_info_t *info; player_state_t *state; player_state_t exact; double playertime; entity_t *ent; int msec; frame_t *frame; int oldphysent; playertime = realtime - cls.latency + 0.02; if (playertime > realtime) playertime = realtime; frame = &cl.frames[cl.parsecount & UPDATE_MASK]; info = cl.players; state = frame->playerstate; for (playernum = 0; playernum < MAX_CLIENTS; playernum++, info++, state++) { if (state->messagenum != cl.parsecount) continue; // not present this frame // spawn light flashes, even ones coming from invisible objects #ifdef GLQUAKE if (!gl_flashblend.value || playernum != cl.playernum) { #endif if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED)) CL_NewDlight(playernum, state->origin[0], state->origin[1], state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_PURPLE); else if (state->effects & EF_BLUE) CL_NewDlight(playernum, state->origin[0], state->origin[1], state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_BLUE); else if (state->effects & EF_RED) CL_NewDlight(playernum, state->origin[0], state->origin[1], state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_RED); else if (state->effects & EF_BRIGHTLIGHT) CL_NewDlight(playernum, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + (rand() & 31), 0.1, DLIGHT_FLASH); else if (state->effects & EF_DIMLIGHT) CL_NewDlight(playernum, state->origin[0], state->origin[1], state->origin[2], 200 + (rand() & 31), 0.1, DLIGHT_FLASH); #ifdef GLQUAKE } #endif // the player object never gets added if (playernum == cl.playernum) continue; if (!state->modelindex) continue; if (!Cam_DrawPlayer(playernum)) continue; // grab an entity to fill in if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->keynum = 0; ent->model = cl.model_precache[state->modelindex]; ent->skinnum = state->skinnum; ent->frame = state->frame; ent->colormap = info->translations; if (state->modelindex == cl_playerindex) ent->scoreboard = info; // use custom skin else ent->scoreboard = NULL; // // angles // ent->angles[PITCH] = -state->viewangles[PITCH] / 3; ent->angles[YAW] = state->viewangles[YAW]; ent->angles[ROLL] = 0; ent->angles[ROLL] = V_CalcRoll(ent->angles, state->velocity) * 4; // only predict half the move to minimize overruns msec = 500 * (playertime - state->state_time); if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value)) { VectorCopy(state->origin, ent->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); oldphysent = pestack->numphysent; CL_SetSolidPlayers(pestack, playernum); CL_PredictUsercmd(state, &exact, &state->command, pestack, false); pestack->numphysent = oldphysent; VectorCopy(exact.origin, ent->origin); } if (state->effects & EF_FLAG1) CL_AddFlagModels(ent, 0); else if (state->effects & EF_FLAG2) CL_AddFlagModels(ent, 1); } }
/* =============== CL_LinkPacketEntities =============== */ void CL_LinkPacketEntities (void) { entity_t *ent; packet_entities_t *pack; entity_state_t *s1, *s2; float f; model_t *model; vec3_t old_origin; float autorotate; int i; int pnum; dlight_t *dl; pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; autorotate = anglemod(100*cl.time); f = 0; // FIXME: no interpolation right now for (pnum=0 ; pnum<pack->num_entities ; pnum++) { s1 = &pack->entities[pnum]; s2 = s1; // FIXME: no interpolation right now // spawn light flashes, even ones coming from invisible objects if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED)) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3); else if (s1->effects & EF_BLUE) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1); else if (s1->effects & EF_RED) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2); else if (s1->effects & EF_BRIGHTLIGHT) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0); else if (s1->effects & EF_DIMLIGHT) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0); // if set to invisible, skip if (!s1->modelindex) continue; // create a new entity if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->keynum = s1->number; ent->model = model = cl.model_precache[s1->modelindex]; // set colormap if (s1->colormap && (s1->colormap < MAX_CLIENTS) && !strcmp(ent->model->name,"progs/player.mdl") ) { ent->colormap = cl.players[s1->colormap-1].translations; ent->scoreboard = &cl.players[s1->colormap-1]; } else { ent->colormap = vid.colormap; ent->scoreboard = NULL; } // set skin ent->skinnum = s1->skinnum; // set frame ent->frame = s1->frame; // rotate binary objects locally if (model->flags & EF_ROTATE) { ent->angles[0] = 0; ent->angles[1] = autorotate; ent->angles[2] = 0; } else { float a1, a2; for (i=0 ; i<3 ; i++) { a1 = s1->angles[i]; a2 = s2->angles[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; ent->angles[i] = a2 + f * (a1 - a2); } } // calculate origin for (i=0 ; i<3 ; i++) ent->origin[i] = s2->origin[i] + f * (s1->origin[i] - s2->origin[i]); // add automatic particle trails if (!model->flags) continue; // scan the old entity display list for a matching for (i=0 ; i<cl_oldnumvisedicts ; i++) { if (cl_oldvisedicts[i].keynum == ent->keynum) { VectorCopy (cl_oldvisedicts[i].origin, old_origin); break; } } if (i == cl_oldnumvisedicts) continue; // not in last message for (i=0 ; i<3 ; i++) if ( abs(old_origin[i] - ent->origin[i]) > 128) { // no trail if too far VectorCopy (ent->origin, old_origin); break; } if (model->flags & EF_ROCKET) { R_RocketTrail (old_origin, ent->origin, 0); dl = CL_AllocDlight (s1->number); VectorCopy (ent->origin, dl->origin); dl->radius = 200; dl->die = cl.time + 0.1; } else if (model->flags & EF_GRENADE) R_RocketTrail (old_origin, ent->origin, 1); else if (model->flags & EF_GIB) R_RocketTrail (old_origin, ent->origin, 2); else if (model->flags & EF_ZOMGIB) R_RocketTrail (old_origin, ent->origin, 4); else if (model->flags & EF_TRACER) R_RocketTrail (old_origin, ent->origin, 3); else if (model->flags & EF_TRACER2) R_RocketTrail (old_origin, ent->origin, 5); else if (model->flags & EF_TRACER3) R_RocketTrail (old_origin, ent->origin, 6); } }
/* ================= CL_UpdateLightning ================= */ void CL_UpdateLightning (void) { int i, j; beam_t *b; vec3_t dist, org, beamstart, beamend; float d, yaw, pitch, forward; entity_t *ent; // qboolean sparks = false; num_temp_entities = 0; // update lightning for (i = 0, b = cl_beams ; i < MAX_BEAMS ; i++, b++) { if (!b->model || BEAM_INACTIVE(b)) continue; // if coming from the player, update the start position if (b->entity == cl.viewentity) { VectorCopy (cl_entities[cl.viewentity].origin, b->start); // joe: using koval's [sons]Quake code b->start[2] += cl.crouch; if (!cls.demorecording && cl_truelightning.value) { vec3_t forward, v, org, ang; float f, delta; trace_t trace; f = bound(0, cl_truelightning.value, 1); VectorSubtract (playerbeam_end, cl_entities[cl.viewentity].origin, v); // v[2] -= 22; // adjust for view height v[2] -= cl.viewheight; // adjust for view height vectoangles (v, ang); // lerp pitch ang[0] = -ang[0]; if (ang[0] < -180) ang[0] += 360; ang[0] += (cl.viewangles[0] - ang[0]) * f; // lerp yaw delta = cl.viewangles[1] - ang[1]; if (delta > 180) delta -= 360; if (delta < -180) delta += 360; ang[1] += delta * f; ang[2] = 0; AngleVectors (ang, forward, NULL, NULL); VectorScale (forward, 600, forward); VectorCopy (cl_entities[cl.viewentity].origin, org); org[2] += 16; VectorAdd(org, forward, b->end); memset (&trace, 0, sizeof(trace_t)); if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, org, b->end, &trace)) VectorCopy (trace.endpos, b->end); } } // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); if (!dist[1] && !dist[0]) { yaw = 0; pitch = (dist[2] > 0) ? 90 : 270; } else { yaw = atan2 (dist[1], dist[0]) * 180 / M_PI; if (yaw < 0) yaw += 360; forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); pitch = atan2 (dist[2], forward) * 180 / M_PI; if (pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy (b->start, org); VectorCopy (b->start, beamstart); d = VectorNormalize (dist); VectorScale (dist, 30, dist); for ( ; d > 0 ; d -= 30) { if (qmb_initialized && gl_part_lightning.value) { VectorAdd(org, dist, beamend); for (j=0 ; j<3 ; j++) beamend[j] += (b->entity != cl.viewentity) ? (rand() % 40) - 20 : (rand() % 16) - 8; QMB_LightningBeam (beamstart, beamend); // JT040905 - glowing lightning. CL_NewDlight (i, beamend, 200 + (rand() & 31), 0.1, lt_blue); CL_NewDlight (i, beamstart, 200 + (rand() & 31), 0.1, lt_blue); // end VectorCopy (beamend, beamstart); } else { if (!(ent = CL_NewTempEntity())) return; VectorCopy (org, ent->origin); ent->model = b->model; ent->angles[0] = pitch; ent->angles[1] = yaw; ent->angles[2] = rand() % 360; } #if 0 if (qmb_initialized && gl_part_lightning.value && !sparks) { trace_t trace; memset (&trace, 0, sizeof(trace_t)); if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, org, beamend, &trace)) { byte col[3] = {240, 150, 0}; // change color here 60, 100, 240 QMB_GenSparks (trace.endpos, col, 3, 300, 0.25); // // JT 041105 - add second spark color /* byte col[3] = {255, 204, 0}; // change color here QMB_GenSparks (trace.endpos, col, 2, 300, 0.25); */ // end QMB_Lightning_Splash (trace.endpos); sparks = true; } } #endif VectorAdd(org, dist, org); } } }