quakeforge/qw/source/cl_ents.c

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/*
cl_ents.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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
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#include "QF/cvar.h"
#include "QF/entity.h"
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#include "QF/msg.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sys.h"
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#include "compat.h"
#include "d_iface.h"
#include "client/effects.h"
#include "client/locs.h"
#include "client/temp_entities.h"
#include "client/view.h"
#include "qw/bothdefs.h"
#include "qw/msg_ucmd.h"
#include "qw/pmove.h"
#include "qw/include/chase.h"
#include "qw/include/cl_cam.h"
#include "qw/include/cl_ents.h"
#include "qw/include/cl_main.h"
#include "qw/include/cl_parse.h"
#include "qw/include/cl_pred.h"
#include "qw/include/host.h"
entity_t cl_player_ents[MAX_CLIENTS];
entity_t cl_flag_ents[MAX_CLIENTS];
entity_t cl_entities[512]; // FIXME: magic number
byte cl_entity_valid[2][512];
void
CL_ClearEnts (void)
{
size_t i;
i = qw_entstates.num_frames * qw_entstates.num_entities;
memset (qw_entstates.frame[0], 0, i * sizeof (entity_state_t));
memset (cl_entity_valid, 0, sizeof (cl_entity_valid));
for (i = 0; i < sizeof (cl_entities) / sizeof (cl_entities[0]); i++)
CL_Init_Entity (&cl_entities[i]);
for (i = 0; i < sizeof (cl_flag_ents) / sizeof (cl_flag_ents[0]); i++)
CL_Init_Entity (&cl_flag_ents[i]);
for (i = 0; i < sizeof (cl_player_ents) / sizeof (cl_player_ents[0]); i++)
CL_Init_Entity (&cl_player_ents[i]);
}
// Hack hack hack
static inline int
is_dead_body (entity_state_t *s1)
{
int i = s1->frame;
if (s1->modelindex == cl_playerindex
&& (i == 49 || i == 60 || i == 69 || i == 84 || i == 93 || i == 102))
return 1;
return 0;
}
// Hack hack hack
static inline int
is_gib (entity_state_t *s1)
{
if (s1->modelindex == cl_h_playerindex || s1->modelindex == cl_gib1index
|| s1->modelindex == cl_gib2index || s1->modelindex == cl_gib3index)
return 1;
return 0;
}
static void
set_entity_model (entity_t *ent, int modelindex)
{
renderer_t *renderer = &ent->renderer;
animation_t *animation = &ent->animation;
renderer->model = cl.model_precache[modelindex];
// automatic animation (torches, etc) can be either all together
// or randomized
if (renderer->model) {
if (renderer->model->synctype == ST_RAND) {
animation->syncbase = (float) (rand () & 0x7fff) / 0x7fff;
} else {
animation->syncbase = 0.0;
}
}
animation->nolerp = 1; // don't try to lerp when the model has changed
}
static void
CL_LinkPacketEntities (void)
{
int i, j, forcelink;
float frac, f;
entity_t *ent;
entity_state_t *new, *old;
renderer_t *renderer;
animation_t *animation;
vec3_t delta;
frac = 1;
for (i = 0; i < 512; i++) {
new = &qw_entstates.frame[cl.link_sequence & UPDATE_MASK][i];
old = &qw_entstates.frame[cl.prev_sequence & UPDATE_MASK][i];
ent = &cl_entities[i];
renderer = &ent->renderer;
animation = &ent->animation;
forcelink = cl_entity_valid[0][i] != cl_entity_valid[1][i];
cl_entity_valid[1][i] = cl_entity_valid[0][i];
// if the object wasn't included in the last packet, remove it
if (!cl_entity_valid[0][i]) {
renderer->model = NULL;
animation->pose1 = animation->pose2 = -1;
if (ent->visibility.efrag) {
r_funcs->R_RemoveEfrags (ent); // just became empty
}
continue;
}
// spawn light flashes, even ones coming from invisible objects
CL_NewDlight (i, new->origin, new->effects, new->glow_size,
new->glow_color, cl.time);
// if set to invisible, skip
if (!new->modelindex
|| (cl_deadbodyfilter->int_val && is_dead_body (new))
|| (cl_gibfilter->int_val && is_gib (new))) {
if (ent->visibility.efrag) {
r_funcs->R_RemoveEfrags (ent);
}
continue;
}
if (forcelink)
*old = *new;
if (forcelink || new->modelindex != old->modelindex) {
old->modelindex = new->modelindex;
set_entity_model (ent, new->modelindex);
}
animation->frame = new->frame;
if (forcelink || new->colormap != old->colormap
|| new->skinnum != old->skinnum) {
old->skinnum = new->skinnum;
renderer->skinnum = new->skinnum;
old->colormap = new->colormap;
if (new->colormap && (new->colormap <= MAX_CLIENTS)
&& cl.players[new->colormap - 1].name
&& cl.players[new->colormap - 1].name->value[0]
&& new->modelindex == cl_playerindex) {
player_info_t *player = &cl.players[new->colormap - 1];
renderer->skin
= mod_funcs->Skin_SetSkin (renderer->skin, new->colormap,
player->skinname->value);
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
new->colormap);
} else {
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
0);
}
}
ent->scale = new->scale / 16.0;
VectorCopy (ent_colormod[new->colormod], renderer->colormod);
renderer->colormod[3] = new->alpha / 255.0;
renderer->min_light = 0;
renderer->fullbright = 0;
if (new->modelindex == cl_playerindex) {
renderer->min_light = min (cl.fbskins, cl_fb_players->value);
if (renderer->min_light >= 1.0) {
renderer->fullbright = 1;
}
}
if (forcelink) {
animation->pose1 = animation->pose2 = -1;
VectorCopy (new->origin, ent->origin);
if (!(renderer->model->flags & EF_ROTATE))
CL_TransformEntity (ent, new->angles);
if (i != cl.viewentity || chase_active->int_val) {
if (ent->visibility.efrag) {
r_funcs->R_RemoveEfrags (ent);
}
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
}
VectorCopy (ent->origin, ent->old_origin);
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} else {
f = frac;
VectorCopy (ent->origin, ent->old_origin);
VectorSubtract (new->origin, old->origin, delta);
// If the delta is large, assume a teleport and don't lerp
if (fabs (delta[0]) > 100 || fabs (delta[1] > 100)
|| fabs (delta[2]) > 100) {
// assume a teleportation, not a motion
VectorCopy (new->origin, ent->origin);
if (!(renderer->model->flags & EF_ROTATE)) {
CL_TransformEntity (ent, new->angles);
}
animation->pose1 = animation->pose2 = -1;
} else {
vec3_t angles, d;
// interpolate the origin and angles
VectorMultAdd (old->origin, f, delta, ent->origin);
if (!(renderer->model->flags & EF_ROTATE)) {
VectorSubtract (new->angles, old->angles, d);
for (j = 0; j < 3; j++) {
if (d[j] > 180)
d[j] -= 360;
else if (d[j] < -180)
d[j] += 360;
}
VectorMultAdd (old->angles, f, d, angles);
CL_TransformEntity (ent, angles);
}
}
if (i != cl.viewentity || chase_active->int_val) {
if (ent->visibility.efrag) {
if (!VectorCompare (ent->origin, ent->old_origin)) {
r_funcs->R_RemoveEfrags (ent);
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
}
} else {
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
}
}
}
if (!ent->visibility.efrag) {
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
}
// rotate binary objects locally
if (renderer->model->flags & EF_ROTATE) {
vec3_t angles;
angles[PITCH] = 0;
angles[YAW] = anglemod (100 * cl.time);
angles[ROLL] = 0;
CL_TransformEntity (ent, angles);
}
//CL_EntityEffects (i, ent, new);
//CL_NewDlight (i, ent->origin, new->effects, 0, 0, cl.time);
if (VectorDistance_fast (old->origin, ent->origin) > (256 * 256))
VectorCopy (ent->origin, old->origin);
if (renderer->model->flags & ~EF_ROTATE) {
CL_ModelEffects (ent, -new->number, new->glow_color, cl.time);
}
}
}
/*
CL_AddFlagModels
Called when the CTF flags are set. Flags are effectively temp entities.
NOTE: this must be called /after/ the entity has been transformed as it
uses the entity's transform matrix to get the frame vectors
*/
static void
CL_AddFlagModels (entity_t *ent, int team, int key)
{
static float flag_offsets[] = {
16.0, 22.0, 26.0, 25.0, 24.0, 18.0, // 29-34 axpain
16.0, 24.0, 24.0, 22.0, 18.0, 16.0, // 35-40 pain
};
float f;
entity_t *fent;
fent = &cl_flag_ents[key];
if (cl_flagindex == -1) {
fent->active = 0;
return;
}
fent->active = 1;
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f = 14.0;
if (ent->animation.frame >= 29 && ent->animation.frame <= 40) {
f = flag_offsets[ent->animation.frame - 29];
} else if (ent->animation.frame >= 103 && ent->animation.frame <= 118) {
if (ent->animation.frame <= 106) { // 103-104 nailattack
f = 20.0; // 105-106 light
} else { // 107-112 rocketattack
f = 21.0; // 112-118 shotattack
}
}
vec4f_t position = { 22, -f, -16, 1};
if (!Transform_GetParent (fent->transform)) {
vec4f_t scale = { 1, 1, 1, 1 };
// -45 degree roll (x is forward)
vec4f_t rotation = { -0.382683432, 0, 0, 0.923879533 };
Transform_SetParent (fent->transform, ent->transform);
Transform_SetLocalTransform (fent->transform, scale, rotation,
position);
} else {
Transform_SetLocalPosition (fent->transform, position);
}
fent->renderer.model = cl.model_precache[cl_flagindex];
fent->renderer.skinnum = team;
r_funcs->R_EnqueueEntity (fent);//FIXME should use efrag (needs smarter
// handling //in the player code)
}
/*
CL_LinkPlayers
Create visible entities in the correct position
for all current players
*/
static void
CL_LinkPlayers (void)
{
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double playertime;
int msec, oldphysent, j;
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entity_t *ent;
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frame_t *frame;
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player_info_t *info;
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player_state_t exact;
player_state_t *state;
qboolean clientplayer;
vec3_t ang = {0, 0, 0};
vec4f_t org;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
for (j = 0, info = cl.players, state = frame->playerstate; j < MAX_CLIENTS;
j++, info++, state++) {
ent = &cl_player_ents[j];
if (ent->visibility.efrag)
r_funcs->R_RemoveEfrags (ent);
if (state->messagenum != cl.parsecount)
continue; // not present this frame
if (!info->name || !info->name->value[0])
continue;
// spawn light flashes, even ones coming from invisible objects
if (j == cl.playernum) {
org = cl.simorg;
r_data->player_entity = &cl_player_ents[j];
clientplayer = true;
} else {
org = state->pls.es.origin;
clientplayer = false;
}
if (info->chat && info->chat->value[0] != '0') {
dlight_t *dl = r_funcs->R_AllocDlight (j + 1);
VectorCopy (org, dl->origin);
dl->radius = 100;
dl->die = cl.time + 0.1;
QuatSet (0.0, 1.0, 0.0, 1.0, dl->color);
} else {
CL_NewDlight (j + 1, org, state->pls.es.effects,
state->pls.es.glow_size, state->pls.es.glow_color,
cl.time);
}
// Draw player?
if (!Cam_DrawPlayer (j))
continue;
if (!state->pls.es.modelindex)
continue;
// Hack hack hack
if (cl_deadbodyfilter->int_val
&& state->pls.es.modelindex == cl_playerindex
&& is_dead_body (&state->pls.es))
continue;
// predict only half the move to minimize overruns
msec = 500 * (playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players->int_val) || cls.demoplayback2) {
VectorCopy (state->pls.es.origin, ent->origin);
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} else { // predict players movement
state->pls.cmd.msec = msec = min (msec, 255);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (j);
CL_PredictUsercmd (state, &exact, &state->pls.cmd, clientplayer);
pmove.numphysent = oldphysent;
VectorCopy (exact.pls.es.origin, ent->origin);
}
// angles
if (j == cl.playernum)
{
ang[PITCH] = -cl.viewangles[PITCH] / 3.0;
ang[YAW] = cl.viewangles[YAW];
} else {
ang[PITCH] = -state->viewangles[PITCH] / 3.0;
ang[YAW] = state->viewangles[YAW];
}
ang[ROLL] = V_CalcRoll (ang, state->pls.es.velocity) * 4.0;
ent->renderer.model = cl.model_precache[state->pls.es.modelindex];
ent->animation.frame = state->pls.es.frame;
ent->renderer.skinnum = state->pls.es.skinnum;
CL_TransformEntity (ent, ang);
ent->renderer.min_light = 0;
ent->renderer.fullbright = 0;
if (state->pls.es.modelindex == cl_playerindex) { //XXX
// use custom skin
ent->renderer.skin = info->skin;
ent->renderer.min_light = min (cl.fbskins, cl_fb_players->value);
if (ent->renderer.min_light >= 1.0) {
ent->renderer.fullbright = 1;
}
} else {
// FIXME no team colors on nonstandard player models
ent->renderer.skin = 0;
}
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// stuff entity in map
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
if (state->pls.es.effects & EF_FLAG1)
CL_AddFlagModels (ent, 0, j);
else if (state->pls.es.effects & EF_FLAG2)
CL_AddFlagModels (ent, 1, j);
}
}
/*
CL_EmitEntities
Builds the visedicts array for cl.time
Made up of: clients, packet_entities, nails, and tents
*/
void
CL_EmitEntities (void)
{
if (cls.state != ca_active)
return;
if (!cl.validsequence)
return;
TEntContext_t tentCtx = {
{VectorExpand (cl.simorg), 1}, cl.worldmodel, cl.viewentity
};
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_UpdateTEnts (cl.time, &tentCtx);
if (cl_draw_locs->int_val) {
locs_draw (cl.simorg);
}
}
void
CL_Ents_Init (void)
{
r_data->view_model = &cl.viewent;
}