+
+static void QW_TranslateEffects(entity_state_t *s, int qweffects)
+{
+ s->effects = 0;
+ s->internaleffects = 0;
+ if (qweffects & QW_EF_BRIGHTFIELD)
+ s->effects |= EF_BRIGHTFIELD;
+ if (qweffects & QW_EF_MUZZLEFLASH)
+ s->effects |= EF_MUZZLEFLASH;
+ if (qweffects & QW_EF_FLAG1)
+ {
+ // mimic FTEQW's interpretation of EF_FLAG1 as EF_NODRAW on non-player entities
+ if (s->number > cl.maxclients)
+ s->effects |= EF_NODRAW;
+ else
+ s->internaleffects |= INTEF_FLAG1QW;
+ }
+ if (qweffects & QW_EF_FLAG2)
+ {
+ // mimic FTEQW's interpretation of EF_FLAG2 as EF_ADDITIVE on non-player entities
+ if (s->number > cl.maxclients)
+ s->effects |= EF_ADDITIVE;
+ else
+ s->internaleffects |= INTEF_FLAG2QW;
+ }
+ if (qweffects & QW_EF_RED)
+ {
+ if (qweffects & QW_EF_BLUE)
+ s->effects |= EF_RED | EF_BLUE;
+ else
+ s->effects |= EF_RED;
+ }
+ else if (qweffects & QW_EF_BLUE)
+ s->effects |= EF_BLUE;
+ else if (qweffects & QW_EF_BRIGHTLIGHT)
+ s->effects |= EF_BRIGHTLIGHT;
+ else if (qweffects & QW_EF_DIMLIGHT)
+ s->effects |= EF_DIMLIGHT;
+}
+
+void EntityStateQW_ReadPlayerUpdate(void)
+{
+ int slot = MSG_ReadByte(&cl_message);
+ int enumber = slot + 1;
+ int weaponframe;
+ int msec;
+ int playerflags;
+ int bits;
+ entity_state_t *s;
+ // look up the entity
+ entity_t *ent = cl.entities + enumber;
+ vec3_t viewangles;
+ vec3_t velocity;
+
+ // slide the current state into the previous
+ ent->state_previous = ent->state_current;
+
+ // read the update
+ s = &ent->state_current;
+ *s = defaultstate;
+ s->active = ACTIVE_NETWORK;
+ s->number = enumber;
+ s->colormap = enumber;
+ playerflags = MSG_ReadShort(&cl_message);
+ MSG_ReadVector(&cl_message, s->origin, cls.protocol);
+ s->frame = MSG_ReadByte(&cl_message);
+
+ VectorClear(viewangles);
+ VectorClear(velocity);
+
+ if (playerflags & QW_PF_MSEC)
+ {
+ // time difference between last update this player sent to the server,
+ // and last input we sent to the server (this packet is in response to
+ // our input, so msec is how long ago the last update of this player
+ // entity occurred, compared to our input being received)
+ msec = MSG_ReadByte(&cl_message);
+ }
+ else
+ msec = 0;
+ if (playerflags & QW_PF_COMMAND)
+ {
+ bits = MSG_ReadByte(&cl_message);
+ if (bits & QW_CM_ANGLE1)
+ viewangles[0] = MSG_ReadAngle16i(&cl_message); // cmd->angles[0]
+ if (bits & QW_CM_ANGLE2)
+ viewangles[1] = MSG_ReadAngle16i(&cl_message); // cmd->angles[1]
+ if (bits & QW_CM_ANGLE3)
+ viewangles[2] = MSG_ReadAngle16i(&cl_message); // cmd->angles[2]
+ if (bits & QW_CM_FORWARD)
+ MSG_ReadShort(&cl_message); // cmd->forwardmove
+ if (bits & QW_CM_SIDE)
+ MSG_ReadShort(&cl_message); // cmd->sidemove
+ if (bits & QW_CM_UP)
+ MSG_ReadShort(&cl_message); // cmd->upmove
+ if (bits & QW_CM_BUTTONS)
+ (void) MSG_ReadByte(&cl_message); // cmd->buttons
+ if (bits & QW_CM_IMPULSE)
+ (void) MSG_ReadByte(&cl_message); // cmd->impulse
+ (void) MSG_ReadByte(&cl_message); // cmd->msec
+ }
+ if (playerflags & QW_PF_VELOCITY1)
+ velocity[0] = MSG_ReadShort(&cl_message);
+ if (playerflags & QW_PF_VELOCITY2)
+ velocity[1] = MSG_ReadShort(&cl_message);
+ if (playerflags & QW_PF_VELOCITY3)
+ velocity[2] = MSG_ReadShort(&cl_message);
+ if (playerflags & QW_PF_MODEL)
+ s->modelindex = MSG_ReadByte(&cl_message);
+ else
+ s->modelindex = cl.qw_modelindex_player;
+ if (playerflags & QW_PF_SKINNUM)
+ s->skin = MSG_ReadByte(&cl_message);
+ if (playerflags & QW_PF_EFFECTS)
+ QW_TranslateEffects(s, MSG_ReadByte(&cl_message));
+ if (playerflags & QW_PF_WEAPONFRAME)
+ weaponframe = MSG_ReadByte(&cl_message);
+ else
+ weaponframe = 0;
+
+ if (enumber == cl.playerentity)
+ {
+ // if this is an update on our player, update the angles
+ VectorCopy(cl.viewangles, viewangles);
+ }
+
+ // calculate the entity angles from the viewangles
+ s->angles[0] = viewangles[0] * -0.0333;
+ s->angles[1] = viewangles[1];
+ s->angles[2] = 0;
+ s->angles[2] = V_CalcRoll(s->angles, velocity)*4;
+
+ // if this is an update on our player, update interpolation state
+ if (enumber == cl.playerentity)
+ {
+ VectorCopy (cl.mpunchangle[0], cl.mpunchangle[1]);
+ VectorCopy (cl.mpunchvector[0], cl.mpunchvector[1]);
+ VectorCopy (cl.mvelocity[0], cl.mvelocity[1]);
+ cl.mviewzoom[1] = cl.mviewzoom[0];
+
+ cl.idealpitch = 0;
+ cl.mpunchangle[0][0] = 0;
+ cl.mpunchangle[0][1] = 0;
+ cl.mpunchangle[0][2] = 0;
+ cl.mpunchvector[0][0] = 0;
+ cl.mpunchvector[0][1] = 0;
+ cl.mpunchvector[0][2] = 0;
+ cl.mvelocity[0][0] = 0;
+ cl.mvelocity[0][1] = 0;
+ cl.mvelocity[0][2] = 0;
+ cl.mviewzoom[0] = 1;
+
+ VectorCopy(velocity, cl.mvelocity[0]);
+ cl.stats[STAT_WEAPONFRAME] = weaponframe;
+ if (playerflags & QW_PF_GIB)
+ cl.stats[STAT_VIEWHEIGHT] = 8;
+ else if (playerflags & QW_PF_DEAD)
+ cl.stats[STAT_VIEWHEIGHT] = -16;
+ else
+ cl.stats[STAT_VIEWHEIGHT] = 22;
+ }
+
+ // set the cl.entities_active flag
+ cl.entities_active[enumber] = (s->active == ACTIVE_NETWORK);
+ // set the update time
+ s->time = cl.mtime[0] - msec * 0.001; // qw has no clock
+ // check if we need to update the lerp stuff
+ if (s->active == ACTIVE_NETWORK)
+ CL_MoveLerpEntityStates(&cl.entities[enumber]);
+}
+
+static void EntityStateQW_ReadEntityUpdate(entity_state_t *s, int bits)
+{
+ int qweffects = 0;
+ s->active = ACTIVE_NETWORK;
+ s->number = bits & 511;
+ bits &= ~511;
+ if (bits & QW_U_MOREBITS)
+ bits |= MSG_ReadByte(&cl_message);
+
+ // store the QW_U_SOLID bit here?
+
+ if (bits & QW_U_MODEL)
+ s->modelindex = MSG_ReadByte(&cl_message);
+ if (bits & QW_U_FRAME)
+ s->frame = MSG_ReadByte(&cl_message);
+ if (bits & QW_U_COLORMAP)
+ s->colormap = MSG_ReadByte(&cl_message);
+ if (bits & QW_U_SKIN)
+ s->skin = MSG_ReadByte(&cl_message);
+ if (bits & QW_U_EFFECTS)
+ QW_TranslateEffects(s, qweffects = MSG_ReadByte(&cl_message));
+ if (bits & QW_U_ORIGIN1)
+ s->origin[0] = MSG_ReadCoord13i(&cl_message);
+ if (bits & QW_U_ANGLE1)
+ s->angles[0] = MSG_ReadAngle8i(&cl_message);
+ if (bits & QW_U_ORIGIN2)
+ s->origin[1] = MSG_ReadCoord13i(&cl_message);
+ if (bits & QW_U_ANGLE2)
+ s->angles[1] = MSG_ReadAngle8i(&cl_message);
+ if (bits & QW_U_ORIGIN3)
+ s->origin[2] = MSG_ReadCoord13i(&cl_message);
+ if (bits & QW_U_ANGLE3)
+ s->angles[2] = MSG_ReadAngle8i(&cl_message);
+
+ if (developer_networkentities.integer >= 2)
+ {
+ Con_Printf("ReadFields e%i", s->number);
+ if (bits & QW_U_MODEL)
+ Con_Printf(" U_MODEL %i", s->modelindex);
+ if (bits & QW_U_FRAME)
+ Con_Printf(" U_FRAME %i", s->frame);
+ if (bits & QW_U_COLORMAP)
+ Con_Printf(" U_COLORMAP %i", s->colormap);
+ if (bits & QW_U_SKIN)
+ Con_Printf(" U_SKIN %i", s->skin);
+ if (bits & QW_U_EFFECTS)
+ Con_Printf(" U_EFFECTS %i", qweffects);
+ if (bits & QW_U_ORIGIN1)
+ Con_Printf(" U_ORIGIN1 %f", s->origin[0]);
+ if (bits & QW_U_ANGLE1)
+ Con_Printf(" U_ANGLE1 %f", s->angles[0]);
+ if (bits & QW_U_ORIGIN2)
+ Con_Printf(" U_ORIGIN2 %f", s->origin[1]);
+ if (bits & QW_U_ANGLE2)
+ Con_Printf(" U_ANGLE2 %f", s->angles[1]);
+ if (bits & QW_U_ORIGIN3)
+ Con_Printf(" U_ORIGIN3 %f", s->origin[2]);
+ if (bits & QW_U_ANGLE3)
+ Con_Printf(" U_ANGLE3 %f", s->angles[2]);
+ if (bits & QW_U_SOLID)
+ Con_Printf(" U_SOLID");
+ Con_Print("\n");
+ }
+}
+
+entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool)
+{
+ entityframeqw_database_t *d;
+ d = (entityframeqw_database_t *)Mem_Alloc(pool, sizeof(*d));
+ return d;
+}
+
+void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d)
+{
+ Mem_Free(d);
+}
+
+void EntityFrameQW_CL_ReadFrame(qboolean delta)
+{
+ qboolean invalid = false;
+ int number, oldsnapindex, newsnapindex, oldindex, newindex, oldnum, newnum;
+ entity_t *ent;
+ entityframeqw_database_t *d;
+ entityframeqw_snapshot_t *oldsnap, *newsnap;
+
+ if (!cl.entitydatabaseqw)
+ cl.entitydatabaseqw = EntityFrameQW_AllocDatabase(cls.levelmempool);
+ d = cl.entitydatabaseqw;
+
+ // there is no cls.netcon in demos, so this reading code can't access
+ // cls.netcon-> at all... so cls.qw_incoming_sequence and
+ // cls.qw_outgoing_sequence are updated every time the corresponding
+ // cls.netcon->qw. variables are updated
+ // read the number of this frame to echo back in next input packet
+ cl.qw_validsequence = cls.qw_incoming_sequence;
+ newsnapindex = cl.qw_validsequence & QW_UPDATE_MASK;
+ newsnap = d->snapshot + newsnapindex;
+ memset(newsnap, 0, sizeof(*newsnap));
+ oldsnap = NULL;
+ if (delta)
+ {
+ number = MSG_ReadByte(&cl_message);
+ oldsnapindex = cl.qw_deltasequence[newsnapindex];
+ if ((number & QW_UPDATE_MASK) != (oldsnapindex & QW_UPDATE_MASK))
+ Con_DPrintf("WARNING: from mismatch\n");
+ if (oldsnapindex != -1)
+ {
+ if (cls.qw_outgoing_sequence - oldsnapindex >= QW_UPDATE_BACKUP-1)
+ {
+ Con_DPrintf("delta update too old\n");
+ newsnap->invalid = invalid = true; // too old
+ delta = false;
+ }
+ oldsnap = d->snapshot + (oldsnapindex & QW_UPDATE_MASK);
+ }
+ else
+ delta = false;
+ }
+
+ // if we can't decode this frame properly, report that to the server
+ if (invalid)
+ cl.qw_validsequence = 0;
+
+ // read entity numbers until we find a 0x0000
+ // (which would be an empty update on world entity, but is actually a terminator)
+ newsnap->num_entities = 0;
+ oldindex = 0;
+ for (;;)
+ {
+ int word = (unsigned short)MSG_ReadShort(&cl_message);
+ if (cl_message.badread)
+ return; // just return, the main parser will print an error
+ newnum = word == 0 ? 512 : (word & 511);
+ oldnum = delta ? (oldindex >= oldsnap->num_entities ? 9999 : oldsnap->entities[oldindex].number) : 9999;
+
+ // copy unmodified oldsnap entities
+ while (newnum > oldnum) // delta only
+ {
+ if (developer_networkentities.integer >= 2)
+ Con_Printf("copy %i\n", oldnum);
+ // copy one of the old entities
+ if (newsnap->num_entities >= QW_MAX_PACKET_ENTITIES)
+ Host_Error("EntityFrameQW_CL_ReadFrame: newsnap->num_entities == MAX_PACKETENTITIES");
+ newsnap->entities[newsnap->num_entities] = oldsnap->entities[oldindex++];
+ newsnap->num_entities++;
+ oldnum = oldindex >= oldsnap->num_entities ? 9999 : oldsnap->entities[oldindex].number;
+ }
+
+ if (word == 0)
+ break;
+
+ if (developer_networkentities.integer >= 2)
+ {
+ if (word & QW_U_REMOVE)
+ Con_Printf("remove %i\n", newnum);
+ else if (newnum == oldnum)
+ Con_Printf("delta %i\n", newnum);
+ else
+ Con_Printf("baseline %i\n", newnum);
+ }
+
+ if (word & QW_U_REMOVE)
+ {
+ if (newnum != oldnum && !delta && !invalid)
+ {
+ cl.qw_validsequence = 0;
+ Con_Printf("WARNING: U_REMOVE %i on full update\n", newnum);
+ }
+ }
+ else
+ {
+ if (newsnap->num_entities >= QW_MAX_PACKET_ENTITIES)
+ Host_Error("EntityFrameQW_CL_ReadFrame: newsnap->num_entities == MAX_PACKETENTITIES");
+ newsnap->entities[newsnap->num_entities] = (newnum == oldnum) ? oldsnap->entities[oldindex] : cl.entities[newnum].state_baseline;
+ EntityStateQW_ReadEntityUpdate(newsnap->entities + newsnap->num_entities, word);
+ newsnap->num_entities++;
+ }
+
+ if (newnum == oldnum)
+ oldindex++;
+ }
+
+ // expand cl.num_entities to include every entity we've seen this game
+ newnum = newsnap->num_entities ? newsnap->entities[newsnap->num_entities - 1].number : 1;
+ if (cl.num_entities <= newnum)
+ {
+ cl.num_entities = newnum + 1;
+ if (cl.max_entities < newnum + 1)
+ CL_ExpandEntities(newnum);
+ }
+
+ // now update the non-player entities from the snapshot states
+ number = cl.maxclients + 1;
+ for (newindex = 0;;newindex++)
+ {
+ newnum = newindex >= newsnap->num_entities ? cl.num_entities : newsnap->entities[newindex].number;
+ // kill any missing entities
+ for (;number < newnum;number++)
+ {
+ if (cl.entities_active[number])
+ {
+ cl.entities_active[number] = false;
+ cl.entities[number].state_current.active = ACTIVE_NOT;
+ }
+ }
+ if (number >= cl.num_entities)
+ break;
+ // update the entity
+ ent = &cl.entities[number];
+ ent->state_previous = ent->state_current;
+ ent->state_current = newsnap->entities[newindex];
+ ent->state_current.time = cl.mtime[0];
+ CL_MoveLerpEntityStates(ent);
+ // the entity lives again...
+ cl.entities_active[number] = true;
+ number++;
+ }
+}