/* 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 #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/plist.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/skin.h" #include "QF/sys.h" #include "QF/va.h" #include "QF/plugin/vid_render.h" #include "QF/scene/entity.h" #include "QF/scene/scene.h" #include "compat.h" #include "client/effects.h" #include "client/temp_entities.h" #include "client/world.h" #include "client/chase.h" #include "nq/include/client.h" #include "nq/include/host.h" #include "nq/include/host.h" #include "nq/include/server.h" entity_t cl_entities[MAX_EDICTS]; double cl_msgtime[MAX_EDICTS]; static byte forcelink_bytes[SET_SIZE(MAX_EDICTS)]; #define alloc_forcelink(s) (set_bits_t *)forcelink_bytes set_t cl_forcelink = SET_STATIC_INIT (MAX_EDICTS, alloc_forcelink); #undef alloc_forcelink void CL_ClearEnts (void) { size_t i; for (i = 0; i < MAX_EDICTS; i++) { cl_entities[i] = nullentity; } // clear other arrays i = nq_entstates.num_frames * nq_entstates.num_entities; memset (nq_entstates.frame[0], 0, i * sizeof (entity_state_t)); memset (cl_msgtime, -1, sizeof (cl_msgtime)); set_empty (&cl_forcelink); } static entity_t CL_GetInvalidEntity (int num) { return cl_entities[num]; } entity_t CL_GetEntity (int num) { if (!Entity_Valid (cl_entities[num])) { cl_entities[num] = Scene_CreateEntity (cl_world.scene); CL_Init_Entity (cl_entities[num]); } return cl_entities[num]; } /* CL_LerpPoint Determines the fraction between the last two messages at which the objects should be put. */ static float CL_LerpPoint (void) { float f, frac; f = cl.mtime[0] - cl.mtime[1]; if (!f || cl_nolerp || 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; } static void set_entity_model (int ent_ind, int modelindex) { entity_t ent = cl_entities[ent_ind]; renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg); animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg); 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; } renderer->noshadows = renderer->model->shadow_alpha < 0.5; } // Changing the model can change the visibility of the entity and even // the model type SET_ADD (&cl_forcelink, ent_ind); animation->nolerp = 1; // don't try to lerp when the model has changed if (ent_ind <= cl.maxclients) { renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, ent_ind); } } void CL_RelinkEntities (void) { entity_t ent; entity_state_t *new, *old; float bobjrotate, frac, f; int i, j; int model_flags; // determine partial update time frac = CL_LerpPoint (); // interpolate player info cl.viewstate.velocity = cl.frameVelocity[1] + frac * (cl.frameVelocity[0] - cl.frameVelocity[1]); if (cls.demoplayback) { // interpolate the angles vec3_t d; VectorSubtract (cl.frameViewAngles[0], cl.frameViewAngles[1], d); for (j = 0; j < 3; j++) { if (d[j] > 180) { d[j] -= 360; } else if (d[j] < -180) { d[j] += 360; } } VectorMultAdd (cl.frameViewAngles[1], frac, d, cl.viewstate.player_angles); } bobjrotate = anglemod (100 * cl.time); // start on the entity after the world for (i = 1; i < cl.num_entities; i++) { new = &nq_entstates.frame[0 + cl.frameIndex][i]; old = &nq_entstates.frame[1 - cl.frameIndex][i]; ent = CL_GetInvalidEntity (i); // if the object wasn't included in the last packet, or the model // has been removed, remove the entity if (cl_msgtime[i] != cl.mtime[0] || !new->modelindex) { if (Entity_Valid (ent)) { Scene_DestroyEntity (cl_world.scene, ent); } continue; } if (!Entity_Valid (ent)) { ent = CL_GetEntity (i); SET_ADD (&cl_forcelink, i); } transform_t transform = Entity_Transform (ent); renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg); animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg); vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, ent.reg); if (SET_TEST_MEMBER (&cl_forcelink, i)) { *old = *new; } if (SET_TEST_MEMBER (&cl_forcelink, i) || new->modelindex != old->modelindex) { old->modelindex = new->modelindex; set_entity_model (i, new->modelindex); } animation->frame = new->frame; if (SET_TEST_MEMBER (&cl_forcelink, i) || new->colormap != old->colormap) { old->colormap = new->colormap; renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, new->colormap); } if (SET_TEST_MEMBER (&cl_forcelink, i) || new->skinnum != old->skinnum) { old->skinnum = new->skinnum; renderer->skinnum = new->skinnum; if (i <= cl.maxclients) { colormap_t colormap = { .top = cl.players[i - 1].topcolor, .bottom = cl.players[i - 1].bottomcolor, }; Ent_SetComponent (ent.id, scene_colormap, ent.reg, &colormap); renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, i); mod_funcs->Skin_SetTranslation (i, cl.players[i - 1].topcolor, cl.players[i - 1].bottomcolor); } } VectorCopy (ent_colormod[new->colormod], renderer->colormod); renderer->colormod[3] = ENTALPHA_DECODE (new->alpha); model_flags = 0; if (renderer->model) { model_flags = renderer->model->flags; } if (SET_TEST_MEMBER (&cl_forcelink, i)) { // The entity was not updated in the last message so move to the // final spot animation->pose1 = animation->pose2 = -1; CL_TransformEntity (ent, new->scale / 16.0, new->angles, new->origin); if (i != cl.viewentity || chase_active || cl_player_shadows) { R_AddEfrags (&cl_world.scene->worldmodel->brush, ent); } *old_origin = new->origin; } else { vec4f_t delta = new->origin - old->origin; f = frac; *old_origin = Transform_GetWorldPosition (transform); // 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 / 16.0, new->angles, new->origin); animation->pose1 = animation->pose2 = -1; } else { // interpolate the origin and angles vec3_t angles, d; vec4f_t origin = old->origin + f * delta; if (!(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, new->scale / 16.0, angles, origin); } if (i != cl.viewentity || chase_active || cl_player_shadows) { vec4f_t org = Transform_GetWorldPosition (transform); if (!VectorCompare (org, *old_origin)) {//FIXME R_AddEfrags (&cl_world.scene->worldmodel->brush, ent); } } } renderer->onlyshadows = (cl_player_shadows && i == cl.viewentity && !chase_active); // rotate binary objects locally if (model_flags & EF_ROTATE) { vec3_t angles; VectorCopy (new->angles, angles); angles[YAW] = bobjrotate; CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin); } CL_EntityEffects (ent, new, cl.time); vec4f_t org = Transform_GetWorldPosition (transform); int effects = new->effects; if (cl.maxclients == 1 && effects) { // Enable blue and red lights for quad and invulnerability, // but only for single-player as such information isn't provided // by the server for other players and thus it would probably be // confusing if the player could see the colored effects but not // for others. int it = cl.stats[STAT_ITEMS]; effects |= (it & IT_QUAD) >> (BITOP_LOG2(IT_QUAD) - BITOP_LOG2 (EF_BLUE)); effects |= (it & IT_INVULNERABILITY) >> (BITOP_LOG2(IT_INVULNERABILITY) - BITOP_LOG2 (EF_RED)); } CL_NewDlight (ent, org, effects, new->glow_size, new->glow_color, cl.time); if (VectorDistance_fast (old->origin, org) > (256 * 256)) { old->origin = org; } if (model_flags & ~EF_ROTATE) CL_ModelEffects (ent, new->glow_color, cl.time); SET_REMOVE (&cl_forcelink, i); } { entity_t player_entity = CL_GetEntity (cl.viewentity); transform_t transform = Entity_Transform (player_entity); cl.viewstate.player_entity = player_entity; cl.viewstate.player_origin = Transform_GetWorldPosition (transform); } }