/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/msg.h" #include "QF/render.h" #include "QF/skin.h" #include "QF/sys.h" #include "QF/scene/entity.h" #include "QF/scene/scene.h" #include "compat.h" #include "client/effects.h" #include "client/locs.h" #include "client/temp_entities.h" #include "client/view.h" #include "client/world.h" #include "qw/bothdefs.h" #include "qw/msg_ucmd.h" #include "qw/pmove.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_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; for (i = 0; i < MAX_CLIENTS; i++) { if (cl_flag_ents[i]) { Scene_DestroyEntity (cl_world.scene, cl_flag_ents[i]); cl_flag_ents[i] = 0; } } for (i = 0; i < 512; i++) { if (cl_entities[i]) { Scene_DestroyEntity (cl_world.scene, cl_entities[i]); cl_entities[i] = 0; } } 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)); } entity_t * CL_GetEntity (int num) { if (!cl_entities[num]) { cl_entities[num] = Scene_CreateEntity (cl_world.scene); CL_Init_Entity (cl_entities[num]); } return cl_entities[num]; } // 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_world.models.a[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; frac = 1; for (i = MAX_CLIENTS + 1; 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_GetEntity (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_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 && is_dead_body (new)) || (cl_gibfilter && is_gib (new))) { if (ent->visibility.efrag) { 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); } } 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); if (renderer->min_light >= 1.0) { renderer->fullbright = 1; } } ent->old_origin = Transform_GetWorldPosition (ent->transform); if (forcelink) { animation->pose1 = animation->pose2 = -1; CL_TransformEntity (ent, new->scale / 16, new->angles, new->origin); if (i != cl.viewentity || chase_active) { if (ent->visibility.efrag) { R_RemoveEfrags (ent); } R_AddEfrags (&cl_world.scene->worldmodel->brush, ent); } } else { vec4f_t delta = new->origin - old->origin; f = frac; // 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 CL_TransformEntity (ent, new->scale / 16, new->angles, new->origin); animation->pose1 = animation->pose2 = -1; } else if (!(renderer->model->flags & EF_ROTATE)) { vec3_t angles, d; vec4f_t origin = old->origin + f * delta; // interpolate the origin and angles 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, new->scale / 16.0, angles, origin); } if (i != cl.viewentity || chase_active) { if (ent->visibility.efrag) { vec4f_t org = Transform_GetWorldPosition (ent->transform); if (!VectorCompare (org, ent->old_origin)) {//FIXME R_RemoveEfrags (ent); R_AddEfrags (&cl_world.scene->worldmodel->brush, ent); } } else { R_AddEfrags (&cl_world.scene->worldmodel->brush, ent); } } } if (!ent->visibility.efrag) { R_AddEfrags (&cl_world.scene->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, new->scale / 16.0, angles, new->origin); } //CL_EntityEffects (i, ent, new); //CL_NewDlight (i, ent->origin, new->effects, 0, 0, cl.time); vec4f_t org = Transform_GetWorldPosition (ent->transform); if (VectorDistance_fast (old->origin, org) > (256 * 256)) old->origin = org; if (renderer->model->flags & ~EF_ROTATE) { CL_ModelEffects (ent, -new->number, new->glow_color, cl.time); } } } static void CL_UpdateFlagModels (entity_t *ent, 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 (!fent->active) { return; } 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 scale = { 1, 1, 1, 1 }; // -45 degree roll (x is forward) vec4f_t rotation = { -0.382683432, 0, 0, 0.923879533 }; vec4f_t position = { -f, -22, 0, 1}; Transform_SetLocalPosition (fent->transform, position); Transform_SetLocalTransform (fent->transform, scale, rotation, position); position = Transform_GetWorldPosition (fent->transform); position[3] -= 16; Transform_SetWorldPosition (fent->transform, position); } static entity_t * CL_AddFlagModels (entity_t *ent, int team, int key) { entity_t *fent; fent = cl_flag_ents[key]; if (cl_flagindex == -1) { fent->active = 0; return 0; } fent->active = 1; if (!Transform_GetParent (fent->transform)) { Transform_SetParent (fent->transform, ent->transform); } CL_UpdateFlagModels (ent, key); fent->renderer.model = cl_world.models.a[cl_flagindex]; fent->renderer.skinnum = team; return fent; } static void CL_RemoveFlagModels (int key) { entity_t *fent; fent = cl_flag_ents[key]; fent->active = 0; Transform_SetParent (fent->transform, 0); } /* CL_LinkPlayers Create visible entities in the correct position for all current players */ static void CL_LinkPlayers (void) { double playertime; int msec, oldphysent, j; entity_t *ent; frame_t *frame; player_info_t *player; 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, player = cl.players, state = frame->playerstate; j < MAX_CLIENTS; j++, player++, state++) { ent = CL_GetEntity (j + 1); if (ent->visibility.efrag) R_RemoveEfrags (ent); if (player->flag_ent && player->flag_ent->visibility.efrag) { R_RemoveEfrags (player->flag_ent); } if (state->messagenum != cl.parsecount) continue; // not present this frame if (!player->name || !player->name->value[0]) continue; // spawn light flashes, even ones coming from invisible objects if (j == cl.playernum) { org = cl.viewstate.player_origin; cl.viewstate.player_entity = ent; clientplayer = true; } else { org = state->pls.es.origin; clientplayer = false; } if (player->chat && player->chat->value[0] != '0') { dlight_t *dl = 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 && 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) || cls.demoplayback2) { Sys_Printf("a\n"); exact.pls.es.origin = state->pls.es.origin; } else { // predict players movement state->pls.cmd.msec = msec = min (msec, 255); oldphysent = pmove.numphysent; CL_SetSolidPlayers (j); exact.pls.es.origin[3] = 1;//FIXME should be done by prediction CL_PredictUsercmd (state, &exact, &state->pls.cmd, clientplayer); pmove.numphysent = oldphysent; } // angles if (j == cl.playernum) { ang[PITCH] = -cl.viewstate.player_angles[PITCH] / 3.0; ang[YAW] = cl.viewstate.player_angles[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; if (ent->renderer.model != cl_world.models.a[state->pls.es.modelindex]) { ent->renderer.model = cl_world.models.a[state->pls.es.modelindex]; ent->animation.nolerp = 1; } ent->animation.frame = state->pls.es.frame; ent->renderer.skinnum = state->pls.es.skinnum; //FIXME scale CL_TransformEntity (ent, 1, ang, exact.pls.es.origin); ent->renderer.min_light = 0; ent->renderer.fullbright = 0; if (state->pls.es.modelindex == cl_playerindex) { //XXX // use custom skin ent->renderer.skin = player->skin; ent->renderer.min_light = min (cl.fbskins, cl_fb_players); if (ent->renderer.min_light >= 1.0) { ent->renderer.fullbright = 1; } } else { // FIXME no team colors on nonstandard player models ent->renderer.skin = 0; } int flag_state = state->pls.es.effects & (EF_FLAG1 | EF_FLAG2); if (player->flag_ent && !flag_state) { CL_RemoveFlagModels (j); player->flag_ent = 0; } else if (!player->flag_ent && flag_state) { if (flag_state & EF_FLAG1) player->flag_ent = CL_AddFlagModels (ent, 0, j); else if (flag_state & EF_FLAG2) player->flag_ent = CL_AddFlagModels (ent, 1, j); } // stuff entity in map R_AddEfrags (&cl_world.scene->worldmodel->brush, ent); if (player->flag_ent) { CL_UpdateFlagModels (ent, j); R_AddEfrags (&cl_world.scene->worldmodel->brush, player->flag_ent); } } } /* 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 = { cl.viewstate.player_origin, cl.viewentity }; CL_LinkPlayers (); CL_LinkPacketEntities (); CL_UpdateTEnts (cl.time, &tentCtx); if (cl_draw_locs) { locs_draw (cl.time, cl.viewstate.player_origin); } } void CL_Ents_Init (void) { }