quakeforge/nq/source/cl_ents.c

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/*
cl_main.c
entity parsing and management
Copyright (C) 1996-1997 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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] =
"$Id$";
#include "QF/cbuf.h"
#include "QF/cmd.h"
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/plugin.h"
#include "QF/qfplist.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "chase.h"
#include "client.h"
#include "compat.h"
#include "host.h"
#include "host.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "server.h"
// FIXME: put these on hunk?
entity_t cl_entities[MAX_EDICTS];
cl_entity_state_t cl_baselines[MAX_EDICTS];
void
CL_ClearEnts (void)
{
int i;
// clear other arrays
memset (cl_entities, 0, sizeof (cl_entities));
memset (cl_baselines, 0, sizeof (cl_baselines));
memset (r_lightstyle, 0, sizeof (r_lightstyle));
for (i = 0; i < MAX_EDICTS; i++) {
cl_baselines[i].ent = &cl_entities[i];
CL_Init_Entity (cl_entities + i);
}
}
static void
CL_NewDlight (int key, vec3_t org, int effects)
{
float radius;
float time = 0.1;
dlight_t *dl;
static quat_t normal = {0.4, 0.2, 0.05, 0.7};
static quat_t red = {0.5, 0.05, 0.05, 0.7};
static quat_t blue = {0.05, 0.05, 0.5, 0.7};
static quat_t purple = {0.5, 0.05, 0.5, 0.7};
if (!(effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)))
return;
dl = R_AllocDlight (key);
if (!dl)
return;
VectorCopy (org, dl->origin);
radius = 200 + (rand () & 31);
if (effects & EF_BRIGHTLIGHT) {
radius += 200;
dl->origin[2] += 16;
}
if (effects & EF_DIMLIGHT)
if (effects & ~EF_DIMLIGHT)
radius -= 100;
dl->radius = radius;
dl->die = cl.time + time;
switch (effects & (EF_BLUE | EF_RED)) {
case EF_RED | EF_BLUE:
QuatCopy (purple, dl->color);
break;
case EF_RED:
QuatCopy (red, dl->color);
break;
case EF_BLUE:
QuatCopy (blue, dl->color);
break;
default:
QuatCopy (normal, dl->color);
break;
}
}
/*
CL_LerpPoint
Determines the fraction between the last two messages that the objects
should be put at.
*/
static float
CL_LerpPoint (void)
{
float f, frac;
f = cl.mtime[0] - cl.mtime[1];
if (!f || cl_nolerp->int_val || cls.timedemo || sv.active) {
cl.time = cl.mtime[0];
return 1;
}
if (f > 0.1) { // dropped packet, or start of demo
cl.mtime[1] = cl.mtime[0] - 0.1;
f = 0.1;
}
frac = (cl.time - cl.mtime[1]) / f;
if (frac < 0) {
if (frac < -0.01)
cl.time = cl.mtime[1];
frac = 0;
} else if (frac > 1) {
if (frac > 1.01)
cl.time = cl.mtime[0];
frac = 1;
}
return frac;
}
void
CL_RelinkEntities (void)
{
entity_t *ent;
cl_entity_state_t *state;
dlight_t *dl;
float bobjrotate, frac, f, d;
int i, j;
vec3_t delta;
r_player_entity = &cl_entities[cl.viewentity];
// determine partial update time
frac = CL_LerpPoint ();
// interpolate player info
for (i = 0; i < 3; i++)
cl.velocity[i] = cl.mvelocity[1][i] +
frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
if (cls.demoplayback) {
// interpolate the angles
for (j = 0; j < 3; j++) {
d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
cl.viewangles[j] = cl.mviewangles[1][j] + frac * d;
}
}
bobjrotate = anglemod (100 * cl.time);
// start on the entity after the world
for (i = 1, state = cl_baselines + 1; i < cl.num_entities; i++, state++) {
ent = state->ent;
if (!ent->model) { // empty slot
if (ent->efrag)
R_RemoveEfrags (ent); // just became empty
continue;
}
// if the object wasn't included in the last packet, remove it
if (state->msgtime != cl.mtime[0]) {
ent->model = NULL;
//johnfitz -- next time this entity slot is reused, the lerp will
//need to be reset
ent->lerpflags |= LERP_RESETMOVE|LERP_RESETANIM;
if (ent->efrag)
R_RemoveEfrags (ent); // just became empty
continue;
}
ent->colormod[3] = ENTALPHA_DECODE (state->alpha);
VectorCopy (ent->origin, ent->old_origin);
if (state->forcelink) {
// The entity was not updated in the last message so move to the
// final spot
VectorCopy (state->msg_origins[0], ent->origin);
VectorCopy (state->msg_angles[0], ent->angles);
if (i != cl.viewentity || chase_active->int_val) {
if (ent->efrag)
R_RemoveEfrags (ent);
R_AddEfrags (ent);
}
} else {
// If the delta is large, assume a teleport and don't lerp
f = frac;
VectorSubtract (state->msg_origins[0],
state->msg_origins[1], delta);
if (fabs (delta[0]) > 100 || fabs (delta[1] > 100)
|| fabs (delta[2]) > 100) {
// assume a teleportation, not a motion
VectorCopy (state->msg_origins[0], ent->origin);
VectorCopy (state->msg_angles[0], ent->angles);
ent->lerpflags |= LERP_RESETMOVE;
} else {
// interpolate the origin and angles
// FIXME r_lerpmove.value &&
if (ent->lerpflags & LERP_MOVESTEP)
f = 1;
VectorMultAdd (state->msg_origins[1], f, delta, ent->origin);
for (j = 0; j < 3; j++) {
d = state->msg_angles[0][j] - state->msg_angles[1][j];
if (d > 180)
d -= 360;
else if (d < -180)
d += 360;
ent->angles[j] = state->msg_angles[1][j] + f * d;
}
}
if (i != cl.viewentity || chase_active->int_val) {
if (ent->efrag) {
if (!VectorCompare (ent->origin, ent->old_origin)) {
R_RemoveEfrags (ent);
R_AddEfrags (ent);
}
} else {
R_AddEfrags (ent);
}
}
}
// rotate binary objects locally
if (ent->model->flags & EF_ROTATE)
ent->angles[1] = bobjrotate;
if (state->effects & EF_BRIGHTFIELD)
R_EntityParticles (ent);
if (state->effects & EF_MUZZLEFLASH) {
vec3_t fv, rv, uv;
dl = R_AllocDlight (i);
if (dl) {
AngleVectors (ent->angles, fv, rv, uv);
VectorMultAdd (ent->origin, 18, fv, dl->origin);
dl->origin[2] += 16;
dl->radius = 200 + (rand () & 31);
dl->die = cl.time + 0.1;
dl->minlight = 32;
dl->color[0] = 0.2;
dl->color[1] = 0.1;
dl->color[2] = 0.05;
dl->color[3] = 0.7;
}
#if 0 //FIXME how much do we want this?
//johnfitz -- assume muzzle flash accompanied by muzzle flare,
//which looks bad when lerped
if (ent == &cl_entities[cl.viewentity])
cl.viewent.lerpflags |= LERP_RESETANIM | LERP_RESETANIM2;
else
ent->lerpflags |= LERP_RESETANIM | LERP_RESETANIM2;
#endif
}
CL_NewDlight (i, ent->origin, state->effects);
if (VectorDistance_fast (state->msg_origins[1], ent->origin)
> (256 * 256))
VectorCopy (ent->origin, state->msg_origins[1]);
if (ent->model->flags & EF_ROCKET) {
dl = R_AllocDlight (i);
if (dl) {
VectorCopy (ent->origin, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.1;
VectorCopy (r_firecolor->vec, dl->color);
dl->color[3] = 0.7;
}
R_RocketTrail (ent);
} else if (ent->model->flags & EF_GRENADE)
R_GrenadeTrail (ent);
else if (ent->model->flags & EF_GIB)
R_BloodTrail (ent);
else if (ent->model->flags & EF_ZOMGIB)
R_SlightBloodTrail (ent);
else if (ent->model->flags & EF_TRACER)
R_WizTrail (ent);
else if (ent->model->flags & EF_TRACER2)
R_FlameTrail (ent);
else if (ent->model->flags & EF_TRACER3)
R_VoorTrail (ent);
else if (ent->model->flags & EF_GLOWTRAIL)
R_GlowTrail (ent, state->glow_color);
state->forcelink = false;
}
}