Esempio n. 1
0
/*
==================
CL_ParseParticles

==================
*/
void CL_ParseParticles( sizebuf_t *msg )
{
	vec3_t		org, dir;
	int		i, count, color;
	float		life;
	
	BF_ReadVec3Coord( msg, org );	

	for( i = 0; i < 3; i++ )
		dir[i] = BF_ReadChar( msg ) * (1.0f / 16);

	count = BF_ReadByte( msg );
	color = BF_ReadByte( msg );
	if( count == 255 ) count = 1024;
	life = BF_ReadByte( msg ) * 0.125f;

	if( life != 0.0f && count == 1 )
	{
		particle_t	*p;

		p = CL_AllocParticle( NULL );
		if( !p ) return;

		p->die += life;
		p->color = color;
		p->type = pt_static;

		VectorCopy( org, p->org );
		VectorCopy( dir, p->vel );
	}
	else CL_RunParticleEffect( org, dir, color, count );
}
Esempio n. 2
0
/*
==================
CL_ParseSoundPacket

==================
*/
void CL_ParseSoundPacket( sizebuf_t *msg, qboolean is_ambient )
{
	vec3_t	pos;
	int 	chan, sound;
	float 	volume, attn;  
	int	flags, pitch, entnum;
	sound_t	handle = 0;

	flags = BF_ReadWord( msg );
	if( flags & SND_LARGE_INDEX )
		sound = BF_ReadWord( msg );
	else sound = BF_ReadByte( msg );
	chan = BF_ReadByte( msg );

	if( flags & SND_VOLUME )
		volume = (float)BF_ReadByte( msg ) / 255.0f;
	else volume = VOL_NORM;

	if( flags & SND_ATTENUATION )
		attn = (float)BF_ReadByte( msg ) / 64.0f;
	else attn = ATTN_NONE;	

	if( flags & SND_PITCH )
		pitch = BF_ReadByte( msg );
	else pitch = PITCH_NORM;

	// entity reletive
	entnum = BF_ReadWord( msg ); 

	// positioned in space
	BF_ReadVec3Coord( msg, pos );

	if( flags & SND_SENTENCE )
	{
		char	sentenceName[32];

		Q_snprintf( sentenceName, sizeof( sentenceName ), "!%i", sound );
		handle = S_RegisterSound( sentenceName );
	}
	else handle = cl.sound_index[sound];	// see precached sound

	if( !cl.audio_prepped )
		return; // too early

	if( is_ambient )
	{
		S_AmbientSound( pos, entnum, handle, volume, attn, pitch, flags );
	}
	else
	{
		S_StartSound( pos, entnum, chan, handle, volume, attn, pitch, flags );
	}
}
Esempio n. 3
0
/*
==================
CL_ParseSoundFade

==================
*/
void CL_ParseSoundFade( sizebuf_t *msg )
{
	float	fadePercent, fadeOutSeconds;
	float	holdTime, fadeInSeconds;

	fadePercent = (float)BF_ReadByte( msg );
	holdTime = (float)BF_ReadByte( msg );
	fadeOutSeconds = (float)BF_ReadByte( msg );
	fadeInSeconds = (float)BF_ReadByte( msg );

	S_FadeClientVolume( fadePercent, fadeOutSeconds, holdTime, fadeInSeconds );
}
Esempio n. 4
0
/*
================
CL_RegisterUserMessage

register new user message or update existing
================
*/
void CL_RegisterUserMessage( sizebuf_t *msg )
{
	char	*pszName;
	int	svc_num, size;
	
	svc_num = BF_ReadByte( msg );
	size = BF_ReadByte( msg );
	pszName = BF_ReadString( msg );

	// important stuff
	if( size == 0xFF ) size = -1;
	svc_num = bound( 0, svc_num, 255 );

	CL_LinkUserMessage( pszName, svc_num, size );
}
Esempio n. 5
0
/*
==============
CL_ParseDirector

spectator message (hltv)
==============
*/
void CL_ParseDirector( sizebuf_t *msg )
{
	byte	pbuf[256];
	int	iSize = BF_ReadByte( msg );

	// parse user message into buffer
	BF_ReadBytes( msg, pbuf, iSize );
	clgame.dllFuncs.pfnDirectorMessage( iSize, pbuf );
}
Esempio n. 6
0
/*
================
CL_ParseLightStyle
================
*/
void CL_ParseLightStyle( sizebuf_t *msg )
{
	int		style;
	const char	*s;

	style = BF_ReadByte( msg );
	s = BF_ReadString( msg );

	CL_SetLightstyle( style, s );
}
Esempio n. 7
0
/*
==============
CL_ParseScreenFade

Set screen fade
==============
*/
void CL_ParseScreenFade( sizebuf_t *msg )
{
	float		duration, holdTime;
	screenfade_t	*sf = &clgame.fade;

	duration = (float)(word)BF_ReadShort( msg ) * (1.0f / (float)(1U << 12));
	holdTime = (float)(word)BF_ReadShort( msg ) * (1.0f / (float)(1U << 12));
	sf->fadeFlags = BF_ReadShort( msg );

	sf->fader = BF_ReadByte( msg );
	sf->fadeg = BF_ReadByte( msg );
	sf->fadeb = BF_ReadByte( msg );
	sf->fadealpha = BF_ReadByte( msg );
	sf->fadeSpeed = 0.0f;
	sf->fadeEnd = duration;
	sf->fadeReset = holdTime;

	// calc fade speed
	if( duration > 0 )
	{
		if( sf->fadeFlags & FFADE_OUT )
		{
			if( sf->fadeEnd )
			{
				sf->fadeSpeed = -(float)sf->fadealpha / sf->fadeEnd;
			}

			sf->fadeEnd += cl.time;
			sf->fadeReset += sf->fadeEnd;
		}
		else
		{
			if( sf->fadeEnd )
			{
				sf->fadeSpeed = (float)sf->fadealpha / sf->fadeEnd;
			}

			sf->fadeReset += cl.time;
			sf->fadeEnd += sf->fadeReset;
		}
	}
}
Esempio n. 8
0
/*
==================
CL_ParseStaticDecal

==================
*/
void CL_ParseStaticDecal( sizebuf_t *msg )
{
	vec3_t	origin;
	int	decalIndex, entityIndex, modelIndex;
	int	flags;

	BF_ReadBitVec3Coord( msg, origin );
	decalIndex = BF_ReadWord( msg );
	entityIndex = BF_ReadShort( msg );

	if( entityIndex > 0 )
		modelIndex = BF_ReadWord( msg );
	else modelIndex = 0;
	flags = BF_ReadByte( msg );

	CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, origin, flags );
}
Esempio n. 9
0
/*
==============
CL_ParseStudioDecal

Studio Decal message. Used by engine in case
we need save\restore decals
==============
*/
void CL_ParseStudioDecal( sizebuf_t *msg )
{
	modelstate_t	state;
	vec3_t		start, pos;
	int		decalIndex, entityIndex;
	int		modelIndex = 0;
	int		flags;

	BF_ReadVec3Coord( msg, pos );
	BF_ReadVec3Coord( msg, start );
	decalIndex = BF_ReadWord( msg );
	entityIndex = BF_ReadWord( msg );
	flags = BF_ReadByte( msg );

	state.sequence = BF_ReadShort( msg );
	state.frame = BF_ReadShort( msg );
	state.blending[0] = BF_ReadByte( msg );
	state.blending[1] = BF_ReadByte( msg );
	state.controller[0] = BF_ReadByte( msg );
	state.controller[1] = BF_ReadByte( msg );
	state.controller[2] = BF_ReadByte( msg );
	state.controller[3] = BF_ReadByte( msg );
	modelIndex = BF_ReadWord( msg );
	state.body = BF_ReadByte( msg );
	state.skin = BF_ReadByte( msg );

	if( clgame.drawFuncs.R_StudioDecalShoot != NULL )
	{
		int decalTexture = CL_DecalIndex( decalIndex );
		cl_entity_t *ent = CL_GetEntityByIndex( entityIndex );

		if( ent && !ent->model && modelIndex != 0 )
			ent->model = Mod_Handle( modelIndex );

		clgame.drawFuncs.R_StudioDecalShoot( decalTexture, ent, start, pos, flags, &state );
	}
}
Esempio n. 10
0
/*
==============
CL_ParseStudioDecal

Studio Decal message. Used by engine in case
we need save\restore decals
==============
*/
void CL_ParseStudioDecal( sizebuf_t *msg )
{
	modelstate_t	state;
	vec3_t		start, pos;
	int		decalIndex, entityIndex;
	int		modelIndex = 0;
	int		flags;

	pos[0] = BF_ReadCoord( msg );
	pos[1] = BF_ReadCoord( msg );
	pos[2] = BF_ReadCoord( msg );
	start[0] = BF_ReadCoord( msg );
	start[1] = BF_ReadCoord( msg );
	start[2] = BF_ReadCoord( msg );
	decalIndex = BF_ReadShort( msg );
	entityIndex = BF_ReadShort( msg );
	flags = BF_ReadByte( msg );

	state.sequence = BF_ReadShort( msg );
	state.frame = BF_ReadShort( msg );
	state.blending[0] = BF_ReadByte( msg );
	state.blending[1] = BF_ReadByte( msg );
	state.controller[0] = BF_ReadByte( msg );
	state.controller[1] = BF_ReadByte( msg );
	state.controller[2] = BF_ReadByte( msg );
	state.controller[3] = BF_ReadByte( msg );

	if( cls.state == ca_connected )
	{
		// this message came on restore.
		// read modelindex in case client models are not linked with entities
		// because first client frame has not yet received
		modelIndex = BF_ReadShort( msg );
	}

	if( clgame.drawFuncs.R_StudioDecalShoot )
	{
		int decalTexture = CL_DecalIndex( decalIndex );
		cl_entity_t *ent = CL_GetEntityByIndex( entityIndex );

		if( ent && !ent->model && modelIndex != 0 )
			ent->model = Mod_Handle( modelIndex );

		clgame.drawFuncs.R_StudioDecalShoot( decalTexture, ent, start, pos, flags, &state );
	}
}
Esempio n. 11
0
/*
==================
CL_ParseRestoreSoundPacket

==================
*/
void CL_ParseRestoreSoundPacket( sizebuf_t *msg )
{
	vec3_t	pos;
	int 	chan, sound;
	float 	volume, attn;  
	int	flags, pitch, entnum;
	double	samplePos, forcedEnd;
	int	wordIndex;
	sound_t	handle = 0;

	flags = BF_ReadWord( msg );
	if( flags & SND_LARGE_INDEX )
		sound = BF_ReadWord( msg );
	else sound = BF_ReadByte( msg );
	chan = BF_ReadByte( msg );

	if( flags & SND_VOLUME )
		volume = (float)BF_ReadByte( msg ) / 255.0f;
	else volume = VOL_NORM;

	if( flags & SND_ATTENUATION )
		attn = (float)BF_ReadByte( msg ) / 64.0f;
	else attn = ATTN_NONE;	

	if( flags & SND_PITCH )
		pitch = BF_ReadByte( msg );
	else pitch = PITCH_NORM;

	if( flags & SND_SENTENCE )
	{
		char	sentenceName[32];

		Q_snprintf( sentenceName, sizeof( sentenceName ), "!%i", sound );
		handle = S_RegisterSound( sentenceName );
	}
	else handle = cl.sound_index[sound]; // see precached sound

	// entity reletive
	entnum = BF_ReadWord( msg ); 

	// positioned in space
	BF_ReadVec3Coord( msg, pos );
	wordIndex = BF_ReadByte( msg );

	// 16 bytes here
	BF_ReadBytes( msg, &samplePos, sizeof( samplePos ));
	BF_ReadBytes( msg, &forcedEnd, sizeof( forcedEnd ));

	S_RestoreSound( pos, entnum, chan, handle, volume, attn, pitch, flags, samplePos, forcedEnd, wordIndex );
}
Esempio n. 12
0
/*
==================
CL_ParseStaticDecal

==================
*/
void CL_ParseStaticDecal( sizebuf_t *msg )
{
	vec3_t		origin;
	int		decalIndex, entityIndex, modelIndex;
	cl_entity_t	*ent = NULL;
	float		scale;
	int		flags;

	BF_ReadVec3Coord( msg, origin );
	decalIndex = BF_ReadWord( msg );
	entityIndex = BF_ReadShort( msg );

	if( entityIndex > 0 )
		modelIndex = BF_ReadWord( msg );
	else modelIndex = 0;
	flags = BF_ReadByte( msg );
	scale = (float)BF_ReadWord( msg ) / 4096.0f;

	CL_FireCustomDecal( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, origin, flags, scale );
}
Esempio n. 13
0
/*
==================
CL_ParsePacketEntities

An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
void CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
{
	frame_t		*newframe, *oldframe;
	int		oldindex, newnum, oldnum;
	int		oldpacket, newpacket;
	cl_entity_t	*player;
	entity_state_t	*oldent;
	int		i, count;

	// save first uncompressed packet as timestamp
	if( cls.changelevel && !delta && cls.demorecording )
		CL_WriteDemoJumpTime();

	// first, allocate packet for new frame
	count = BF_ReadWord( msg );

	newpacket = cl.parsecountmod;
	newframe = &cl.frames[newpacket];

	// allocate parse entities
	newframe->first_entity = cls.next_client_entities;
	newframe->num_entities = 0;
	newframe->valid = true; // assume valid

	if( delta )
	{
		int	subtracted;

		oldpacket = BF_ReadByte( msg );
		subtracted = ((( cls.netchan.incoming_sequence & 0xFF ) - oldpacket ) & 0xFF );

		if( subtracted == 0 )
		{
			Host_Error( "CL_DeltaPacketEntities: update too old, connection dropped.\n" );
			return;
		}

		if( subtracted >= CL_UPDATE_MASK )
		{	
			// we can't use this, it is too old
			Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" );
			CL_FlushEntityPacket( msg );
			return;
		}

		oldframe = &cl.frames[oldpacket & CL_UPDATE_MASK];

		if(( cls.next_client_entities - oldframe->first_entity ) > ( cls.num_client_entities - 128 ))
		{
			Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" );
			CL_FlushEntityPacket( msg );
			return;
		}
	}
	else
	{
		// this is a full update that we can start delta compressing from now
		oldframe = NULL;
		oldpacket = -1;		// delta too old or is initial message
		cl.force_send_usercmd = true;	// send reply
		cls.demowaiting = false;	// we can start recording now
	}

	// mark current delta state
	cl.validsequence = cls.netchan.incoming_sequence;

	oldent = NULL;
	oldindex = 0;

	if( !oldframe )
	{
		oldnum = MAX_ENTNUMBER;
	}
	else
	{
		if( oldindex >= oldframe->num_entities )
		{
			oldnum = MAX_ENTNUMBER;
		}
		else
		{
			oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
			oldnum = oldent->number;
		}
	}

	while( 1 )
	{
		newnum = BF_ReadWord( msg );
		if( !newnum ) break; // end of packet entities

		if( BF_CheckOverflow( msg ))
			Host_Error( "CL_ParsePacketEntities: read overflow\n" );

		while( oldnum < newnum )
		{	
			// one or more entities from the old packet are unchanged
			CL_DeltaEntity( msg, newframe, oldnum, oldent, true );
			
			oldindex++;

			if( oldindex >= oldframe->num_entities )
			{
				oldnum = MAX_ENTNUMBER;
			}
			else
			{
				oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
				oldnum = oldent->number;
			}
		}

		if( oldnum == newnum )
		{	
			// delta from previous state
			CL_DeltaEntity( msg, newframe, newnum, oldent, false );
			oldindex++;

			if( oldindex >= oldframe->num_entities )
			{
				oldnum = MAX_ENTNUMBER;
			}
			else
			{
				oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
				oldnum = oldent->number;
			}
			continue;
		}

		if( oldnum > newnum )
		{	
			// delta from baseline ?
			CL_DeltaEntity( msg, newframe, newnum, NULL, false );
			continue;
		}
	}

	// any remaining entities in the old frame are copied over
	while( oldnum != MAX_ENTNUMBER )
	{	
		// one or more entities from the old packet are unchanged
		CL_DeltaEntity( msg, newframe, oldnum, oldent, true );
		oldindex++;

		if( oldindex >= oldframe->num_entities )
		{
			oldnum = MAX_ENTNUMBER;
		}
		else
		{
			oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
			oldnum = oldent->number;
		}
	}

	cl.frame = *newframe;

	if( !cl.frame.valid ) return;

	player = CL_GetLocalPlayer();
		
	if( cls.state != ca_active )
	{
		// client entered the game
		cls.state = ca_active;
		cl.force_refdef = true;
		cls.changelevel = false;		// changelevel is done
		cls.changedemo = false;		// changedemo is done

		SCR_MakeLevelShot();		// make levelshot if needs
		Cvar_SetFloat( "scr_loading", 0.0f );	// reset progress bar	

		if(( cls.demoplayback || cls.disable_servercount != cl.servercount ) && cl.video_prepped )
			SCR_EndLoadingPlaque(); // get rid of loading plaque
	}

	// update local player states
	clgame.dllFuncs.pfnTxferLocalOverrides( &player->curstate, &newframe->local.client );

	// update state for all players
	for( i = 0; i < cl.maxclients; i++ )
	{
		cl_entity_t *ent = CL_GetEntityByIndex( i + 1 );
		if( !ent ) continue;
		clgame.dllFuncs.pfnProcessPlayerState( &newframe->playerstate[i], &ent->curstate );
		newframe->playerstate[i].number = ent->index;
	}

	cl.frame = *newframe;
}
Esempio n. 14
0
/*
==============
CL_ParseUserMessage

handles all user messages
==============
*/
void CL_ParseUserMessage( sizebuf_t *msg, int svc_num )
{
	int	i, iSize;
	byte	pbuf[256]; // message can't be larger than 255 bytes

	// NOTE: any user message parse on engine, not in client.dll
	if( svc_num < svc_lastmsg || svc_num >= ( MAX_USER_MESSAGES + svc_lastmsg ))
	{
		// out or range
		MsgDev( D_ERROR, "CL_ParseUserMessage: illegible server message %d (out or range)\n", svc_num );
		return;
	}

	for( i = 0; i < MAX_USER_MESSAGES; i++ )
	{
		// search for user message
		if( clgame.msg[i].number == svc_num )
			break;
	}

	if( i == MAX_USER_MESSAGES ) // probably unregistered
	{
		MsgDev( D_ERROR, "CL_ParseUserMessage: illegible server message %d (probably unregistered)\n", svc_num );
		return;
	}

	// NOTE: some user messages handled into engine
	if( !Q_strcmp( clgame.msg[i].name, "ScreenShake" ))
	{
		CL_ParseScreenShake( msg );
		return;
	}
	else if( !Q_strcmp( clgame.msg[i].name, "ScreenFade" ))
	{
		CL_ParseScreenFade( msg );
		return;
	}

	iSize = clgame.msg[i].size;

	// message with variable sizes receive an actual size as first byte
	if( iSize == -1 ) iSize = BF_ReadByte( msg );

	// parse user message into buffer
	BF_ReadBytes( msg, pbuf, iSize );

	if( clgame.msg[i].func )
	{
		clgame.msg[i].func( clgame.msg[i].name, iSize, pbuf );

		// HACKHACK: run final credits for Half-Life
		// because hl1 doesn't have call END_SECTION
		if( !Q_stricmp( clgame.msg[i].name, "HudText" ) && !Q_stricmp( GI->gamefolder, "valve" ))
		{
			// it's a end, so we should run credits
			if( !Q_strcmp( (char *)pbuf, "END3" ))
				Host_Credits();
		}
	}
	else
	{
		MsgDev( D_ERROR, "CL_ParseUserMessage: %s not hooked\n", clgame.msg[i].name );
		clgame.msg[i].func = CL_UserMsgStub; // throw warning only once
	}
}
Esempio n. 15
0
/*
===================
CL_ParseClientData
===================
*/
void CL_ParseClientData( sizebuf_t *msg )
{
	int		i, j;
	clientdata_t	*from_cd, *to_cd;
	weapon_data_t	*from_wd, *to_wd;
	weapon_data_t	nullwd[32];
	clientdata_t	nullcd;
	frame_t		*frame;
	int		idx;

	// this is the frame update that this message corresponds to
	i = cls.netchan.incoming_sequence;

	// did we drop some frames?
	if( i > cl.last_incoming_sequence + 1 )
	{
		// mark as dropped
		for( j = cl.last_incoming_sequence + 1; j < i; j++ )
		{
			if( cl.frames[j & CL_UPDATE_MASK].receivedtime >= 0.0 )
			{
				cl.frames[j & CL_UPDATE_MASK].receivedtime = -1;
				cl.frames[j & CL_UPDATE_MASK].latency = 0;
			}
		}
	}

	cl.parsecount = i;					// ack'd incoming messages.  
	cl.parsecountmod = cl.parsecount & CL_UPDATE_MASK;	// index into window.     
	frame = &cl.frames[cl.parsecountmod];			// frame at index.

	frame->time = cl.mtime[0];				// mark network received time
	frame->receivedtime = host.realtime;			// time now that we are parsing.  

	if( cl.last_command_ack != -1 )
	{
		int last_predicted;
		entity_state_t * ps;
		entity_state_t * pps;
		clientdata_t * pcd;
		clientdata_t * ppcd;
		weapon_data_t * wd;
		weapon_data_t * pwd;

		last_predicted = ( cl.last_incoming_sequence + (
							   cls.netchan.incoming_acknowledged - cl.last_command_ack)) & CL_UPDATE_MASK;

		pps = &cl.predict[last_predicted].playerstate;
		ppcd = &cl.predict[last_predicted].client;
		pwd = cl.predict[last_predicted].weapondata;

		ps = &frame->playerstate[cl.playernum];
		pcd = &frame->local.client;
		wd = frame->local.weapondata;

		clgame.dllFuncs.pfnTxferPredictionData( ps, pps, pcd, ppcd, wd, pwd );
	}

	// do this after all packets read for this frame?
	cl.last_command_ack = cls.netchan.incoming_acknowledged;
	cl.last_incoming_sequence = cls.netchan.incoming_sequence;

	if( hltv->integer ) return;	// clientdata for spectators ends here
	
	to_cd = &frame->local.client;
	to_wd = frame->local.weapondata;

	// clear to old value before delta parsing
	if( !BF_ReadOneBit( msg ))
	{
		Q_memset( &nullcd, 0, sizeof( nullcd ));
		Q_memset( nullwd, 0, sizeof( nullwd ));
		from_cd = &nullcd;
		from_wd = nullwd;
	}
	else
	{
		int	delta_sequence = BF_ReadByte( msg );

		from_cd = &cl.frames[delta_sequence & CL_UPDATE_MASK].local.client;
		from_wd = cl.frames[delta_sequence & CL_UPDATE_MASK].local.weapondata;
	}

	MSG_ReadClientData( msg, from_cd, to_cd, cl.mtime[0] );

	for( i = 0; i < MAX_WEAPONS; i++ )
	{
		// check for end of weapondata (and clientdata_t message)
		if( !BF_ReadOneBit( msg )) break;

		// read the weapon idx
		idx = BF_ReadUBitLong( msg, MAX_WEAPON_BITS );

		MSG_ReadWeaponData( msg, &from_wd[idx], &to_wd[idx], cl.mtime[0] );
	}
}
Esempio n. 16
0
/*
==================
CL_ParseServerData
==================
*/
void CL_ParseServerData( sizebuf_t *msg )
{
	string	gamefolder;
	qboolean	background;
	int	i;

	MsgDev( D_NOTE, "Serverdata packet received.\n" );

	cls.demowaiting = false;	// server is changed
	clgame.load_sequence++;	// now all hud sprites are invalid

	// wipe the client_t struct
	if( !cls.changelevel && !cls.changedemo )
		CL_ClearState ();
	cls.state = ca_connected;

	// parse protocol version number
	i = BF_ReadLong( msg );
	cls.serverProtocol = i;

	if( i != PROTOCOL_VERSION )
		Host_Error( "Server uses invalid protocol (%i should be %i)\n", i, PROTOCOL_VERSION );

	cl.servercount = BF_ReadLong( msg );
	cl.checksum = BF_ReadLong( msg );
	cl.playernum = BF_ReadByte( msg );
	cl.maxclients = BF_ReadByte( msg );
	clgame.maxEntities = BF_ReadWord( msg );
	clgame.maxEntities = bound( 600, clgame.maxEntities, 4096 );
	Q_strncpy( clgame.mapname, BF_ReadString( msg ), MAX_STRING );
	Q_strncpy( clgame.maptitle, BF_ReadString( msg ), MAX_STRING );
	background = BF_ReadOneBit( msg );
	Q_strncpy( gamefolder, BF_ReadString( msg ), MAX_STRING );
	host.features = (uint)BF_ReadLong( msg );

	if( cl.maxclients > 1 && host.developer < 1 )
		host.developer++;

	// set the background state
	if( cls.demoplayback && ( cls.demonum != -1 ))
	{
		// re-init mouse
		host.mouse_visible = false;
		cl.background = true;
	}
	else cl.background = background;

	if( cl.background )	// tell the game parts about background state
		Cvar_FullSet( "cl_background", "1", CVAR_READ_ONLY );
	else Cvar_FullSet( "cl_background", "0", CVAR_READ_ONLY );

	if( !cls.changelevel ) 
	{
		// continue playing if we are changing level
		S_StopBackgroundTrack ();
	}
#if 0
	// NOTE: this is not tested as well. Use with precaution
	CL_ChangeGame( gamefolder, false );
#endif
	if( !cls.changedemo )
		UI_SetActiveMenu( cl.background );

	cl.refdef.viewentity = cl.playernum + 1; // always keep viewent an actual

	menu.globals->maxClients = cl.maxclients;
	Q_strncpy( menu.globals->maptitle, clgame.maptitle, sizeof( menu.globals->maptitle ));

	if( cl.maxclients > 1 && r_decals->value > mp_decals->value )
		Cvar_SetFloat( "r_decals", mp_decals->value );

	if( !cls.changelevel && !cls.changedemo )
		CL_InitEdicts (); // re-arrange edicts

	// get splash name
	if( cls.demoplayback && ( cls.demonum != -1 ))
		Cvar_Set( "cl_levelshot_name", va( "levelshots/%s_%s", cls.demoname, glState.wideScreen ? "16x9" : "4x3" ));
	else Cvar_Set( "cl_levelshot_name", va( "levelshots/%s_%s", clgame.mapname, glState.wideScreen ? "16x9" : "4x3" ));
	Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar

	if(( cl_allow_levelshots->integer && !cls.changelevel ) || cl.background )
	{
		if( !FS_FileExists( va( "%s.bmp", cl_levelshot_name->string ), true )) 
			Cvar_Set( "cl_levelshot_name", "*black" ); // render a black screen
		cls.scrshot_request = scrshot_plaque; // request levelshot even if exist (check filetime)
	}

	if( scr_dark->integer )
	{
		screenfade_t		*sf = &clgame.fade;
		client_textmessage_t	*title;

		title = CL_TextMessageGet( "GAMETITLE" );

		if( title )
		{
			// get settings from titles.txt
			sf->fadeEnd = title->holdtime + title->fadeout;
			sf->fadeReset = title->fadeout;
		}
		else sf->fadeEnd = sf->fadeReset = 4.0f;
	
		sf->fadeFlags = FFADE_IN;
		sf->fader = sf->fadeg = sf->fadeb = 0;
		sf->fadealpha = 255;
		sf->fadeSpeed = (float)sf->fadealpha / sf->fadeReset;
		sf->fadeReset += cl.time;
		sf->fadeEnd += sf->fadeReset;
		
		Cvar_SetFloat( "v_dark", 0.0f );
	}

	// need to prep refresh at next oportunity
	cl.video_prepped = false;
	cl.audio_prepped = false;

	Q_memset( &clgame.movevars, 0, sizeof( clgame.movevars ));
	Q_memset( &clgame.oldmovevars, 0, sizeof( clgame.oldmovevars ));
}
Esempio n. 17
0
/*
=====================
CL_ParseServerMessage
=====================
*/
void CL_ParseServerMessage( sizebuf_t *msg )
{
	char	*s;
	int	i, j, cmd;
	int	param1, param2;
	int	bufStart;

	cls_message_debug.parsing = true;		// begin parsing
	starting_count = BF_GetNumBytesRead( msg );	// updates each frame
	
	// parse the message
	while( 1 )
	{
		if( BF_CheckOverflow( msg ))
		{
			Host_Error( "CL_ParseServerMessage: overflow!\n" );
			return;
		}

		// mark start position
		bufStart = BF_GetNumBytesRead( msg );

		// end of message
		if( BF_GetNumBitsLeft( msg ) < 8 )
			break;		

		cmd = BF_ReadByte( msg );

		// record command for debugging spew on parse problem
		CL_Parse_RecordCommand( cmd, bufStart );

		// other commands
		switch( cmd )
		{
		case svc_bad:
			Host_Error( "svc_bad\n" );
			break;
		case svc_nop:
			// this does nothing
			break;
		case svc_disconnect:
			MsgDev( D_INFO, "Disconnected from server\n" );
			CL_Drop ();
			Host_AbortCurrentFrame ();
			break;
		case svc_changing:
			if( BF_ReadOneBit( msg ))
			{
				cls.changelevel = true;
				S_StopAllSounds();

				if( cls.demoplayback )
				{
					SCR_BeginLoadingPlaque( cl.background );
					cls.changedemo = true;
				}
			}
			else MsgDev( D_INFO, "Server disconnected, reconnecting\n" );

			CL_ClearState ();
			CL_InitEdicts (); // re-arrange edicts

			if( cls.demoplayback )
			{
				cl.background = (cls.demonum != -1) ? true : false;
				cls.state = ca_connected;
			}
			else cls.state = ca_connecting;
			cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately
			break;
		case svc_setview:
			cl.refdef.viewentity = BF_ReadWord( msg );
			break;
		case svc_sound:
			CL_ParseSoundPacket( msg, false );
			break;
		case svc_time:
			// shuffle timestamps
			cl.mtime[1] = cl.mtime[0];
			cl.mtime[0] = BF_ReadFloat( msg );			
			break;
		case svc_print:
			i = BF_ReadByte( msg );
			MsgDev( D_INFO, "^6%s", BF_ReadString( msg ));
			if( i == PRINT_CHAT ) S_StartLocalSound( "common/menu2.wav", VOL_NORM, false );
			break;
		case svc_stufftext:
			CL_ParseStuffText( msg );
			break;
		case svc_lightstyle:
			CL_ParseLightStyle( msg );
			break;
		case svc_setangle:
			CL_ParseSetAngle( msg );
			break;
		case svc_serverdata:
			Cbuf_Execute(); // make sure any stuffed commands are done
			CL_ParseServerData( msg );
			break;
		case svc_addangle:
			CL_ParseAddAngle( msg );
			break;
		case svc_clientdata:
			CL_ParseClientData( msg );
			break;
		case svc_packetentities:
			CL_ParsePacketEntities( msg, false );
			break;
		case svc_deltapacketentities:
			CL_ParsePacketEntities( msg, true );
			break;
		case svc_updatepings:
			CL_UpdateUserPings( msg );
			break;
		case svc_usermessage:
			CL_RegisterUserMessage( msg );
			break;
		case svc_particle:
			CL_ParseParticles( msg );
			break;
		case svc_restoresound:
			CL_ParseRestoreSoundPacket( msg );
			break;
		case svc_spawnstatic:
			CL_ParseStaticEntity( msg );
			break;
		case svc_ambientsound:
			CL_ParseSoundPacket( msg, true );
			break;
		case svc_crosshairangle:
			CL_ParseCrosshairAngle( msg );
			break;
		case svc_spawnbaseline:
			CL_ParseBaseline( msg );
			break;
		case svc_temp_entity:
			CL_ParseTempEntity( msg );
			break;
		case svc_setpause:
			cl.refdef.paused = ( BF_ReadOneBit( msg ) != 0 );
			break;
		case svc_deltamovevars:
			CL_ParseMovevars( msg );
			break;
		case svc_customization:
			CL_ParseCustomization( msg );
			break;
		case svc_centerprint:
			CL_CenterPrint( BF_ReadString( msg ), 0.25f );
			break;
		case svc_event:
			CL_ParseEvent( msg );
			break;
		case svc_event_reliable:
			CL_ParseReliableEvent( msg );
			break;
		case svc_updateuserinfo:
			CL_UpdateUserinfo( msg );
			break;
		case svc_intermission:
			cl.refdef.intermission = true;
			break;
		case svc_modelindex:
			CL_PrecacheModel( msg );
			break;
		case svc_soundindex:
			CL_PrecacheSound( msg );
			break;
		case svc_soundfade:
			CL_ParseSoundFade( msg );
			break;
		case svc_cdtrack:
			param1 = BF_ReadByte( msg );
			param1 = bound( 1, param1, MAX_CDTRACKS ); // tracknum
			param2 = BF_ReadByte( msg );
			param2 = bound( 1, param2, MAX_CDTRACKS ); // loopnum
			S_StartBackgroundTrack( clgame.cdtracks[param1-1], clgame.cdtracks[param2-1], 0 );
			break;
		case svc_serverinfo:
			CL_ServerInfo( msg );
			break;
		case svc_eventindex:
			CL_PrecacheEvent( msg );
			break;
		case svc_deltatable:
			Delta_ParseTableField( msg );
			break;
		case svc_weaponanim:
			param1 = BF_ReadByte( msg );	// iAnim
			param2 = BF_ReadByte( msg );	// body
			CL_WeaponAnim( param1, param2 );
			break;
		case svc_bspdecal:
			CL_ParseStaticDecal( msg );
			break;
		case svc_roomtype:
			param1 = BF_ReadShort( msg );
			Cvar_SetFloat( "room_type", param1 );
			break;
		case svc_chokecount:
			i = BF_ReadByte( msg );
			j = cls.netchan.incoming_acknowledged - 1;
			for( ; i > 0 && j > cls.netchan.outgoing_sequence - CL_UPDATE_BACKUP; j-- )
			{
				if( cl.frames[j & CL_UPDATE_MASK].receivedtime != -3.0 )
				{
					cl.frames[j & CL_UPDATE_MASK].receivedtime = -2.0;
					i--;
				}
			}
			break;
		case svc_resourcelist:
			CL_ParseResourceList( msg );
			break;
		case svc_director:
			CL_ParseDirector( msg );
			break;
		case svc_studiodecal:
			CL_ParseStudioDecal( msg );
			break;
		case svc_querycvarvalue:
			CL_ParseCvarValue( msg );
			break;
		case svc_querycvarvalue2:
			CL_ParseCvarValue2( msg );
			break;
		default:
			CL_ParseUserMessage( msg, cmd );
			break;
		}
	}

	cls_message_debug.parsing = false;	// done

	// we don't know if it is ok to save a demo message until
	// after we have parsed the frame
	if( !cls.demoplayback )
	{
		if( cls.demorecording && !cls.demowaiting )
		{
			CL_WriteDemoMessage( false, starting_count, msg );
		}
		else if( cls.state != ca_active )
		{
			CL_WriteDemoMessage( true, starting_count, msg );
		}
	}
}
Esempio n. 18
0
/*
==================
CL_ParseStaticEntity

static client entity
==================
*/
void CL_ParseStaticEntity( sizebuf_t *msg )
{
	entity_state_t	state;
	cl_entity_t	*ent;
	int		i;

	Q_memset( &state, 0, sizeof( state ));

	state.modelindex = BF_ReadShort( msg );
	state.sequence = BF_ReadByte( msg );
	state.frame = BF_ReadByte( msg );
	state.colormap = BF_ReadWord( msg );
	state.skin = BF_ReadByte( msg );

	for( i = 0; i < 3; i++ )
	{
		state.origin[i] = BF_ReadCoord( msg );
		state.angles[i] = BF_ReadBitAngle( msg, 16 );
	}

	state.rendermode = BF_ReadByte( msg );

	if( state.rendermode != kRenderNormal )
	{
		state.renderamt = BF_ReadByte( msg );
		state.rendercolor.r = BF_ReadByte( msg );
		state.rendercolor.g = BF_ReadByte( msg );
		state.rendercolor.b = BF_ReadByte( msg );
		state.renderfx = BF_ReadByte( msg );
	}

	i = clgame.numStatics;
	if( i >= MAX_STATIC_ENTITIES )
	{
		MsgDev( D_ERROR, "CL_ParseStaticEntity: static entities limit exceeded!\n" );
		return;
	}

	ent = &clgame.static_entities[i];
	clgame.numStatics++;

	ent->index = 0; // ???
	ent->baseline = state;
	ent->curstate = state;
	ent->prevstate = state;

	// statics may be respawned in game e.g. for demo recording
	if( cls.state == ca_connected )
		ent->trivial_accept = INVALID_HANDLE;

	// setup the new static entity
	CL_UpdateEntityFields( ent );

	if( Mod_GetType( state.modelindex ) == mod_studio )
	{
		CL_UpdateStudioVars( ent, &state, true );

		// animate studio model
		ent->curstate.animtime = cl.time;
		ent->curstate.framerate = 1.0f;
		ent->latched.prevframe = 0.0f;
	}

	R_AddEfrags( ent );	// add link
}