/* 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/qfplist.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 "compat.h" #include "nq/include/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]; byte cl_forcelink[MAX_EDICTS]; void CL_ClearEnts (void) { size_t i; // clear other arrays memset (cl_entities, 0, sizeof (cl_entities)); i = nq_entstates.num_frames * nq_entstates.num_entities; memset (nq_entstates.frame[0], 0, i * sizeof (entity_state_t)); memset (cl_msgtime, 0, sizeof (cl_msgtime)); memset (cl_forcelink, 0, sizeof (cl_forcelink)); for (i = 0; i < MAX_EDICTS; i++) CL_Init_Entity (cl_entities + i); } static void CL_NewDlight (int key, vec3_t org, int effects, byte glow_size, byte glow_color) { float radius; 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}; effects &= EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT; if (!effects) { if (!glow_size) return; } dl = r_funcs->R_AllocDlight (key); if (!dl) return; VectorCopy (org, dl->origin); if (effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) { 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 + 0.1; switch (effects & (EF_RED | EF_BLUE)) { 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; } } if (glow_size) { dl->radius += glow_size < 128 ? glow_size * 8.0 : (glow_size - 256) * 8.0; dl->die = cl.time + 0.1; if (glow_color) { if (glow_color == 255) { dl->color[0] = dl->color[1] = dl->color[2] = 1.0; } else { byte *tempcolor; tempcolor = (byte *) &d_8to24table[glow_color]; VectorScale (tempcolor, 1 / 255.0, dl->color); } } } } /* 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->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_TransformEntity (entity_t *ent, const vec3_t angles, qboolean force) { vec3_t ang; vec_t *forward, *left, *up; if (VectorIsZero (angles)) { VectorSet (1, 0, 0, ent->transform + 0); VectorSet (0, 1, 0, ent->transform + 4); VectorSet (0, 0, 1, ent->transform + 8); } else if (force || !VectorCompare (angles, ent->angles)) { forward = ent->transform + 0; left = ent->transform + 4; up = ent->transform + 8; VectorCopy (angles, ang); if (ent->model && ent->model->type == mod_alias) { // stupid quake bug // why, oh, why, do alias models pitch in the opposite direction // to everything else? ang[PITCH] = -ang[PITCH]; } AngleVectors (ang, forward, left, up); VectorNegate (left, left); // AngleVectors is right-handed } VectorCopy (angles, ent->angles); ent->transform[3] = 0; ent->transform[7] = 0; ent->transform[11] = 0; VectorCopy (ent->origin, ent->transform + 12); ent->transform[15] = 1; } static void CL_ModelEffects (entity_t *ent, int num, int glow_color) { dlight_t *dl; model_t *model = ent->model; if (model->flags & EF_ROCKET) { dl = r_funcs->R_AllocDlight (num); if (dl) { VectorCopy (ent->origin, dl->origin); dl->radius = 200.0; dl->die = cl.time + 0.1; //FIXME VectorCopy (r_firecolor->vec, dl->color); VectorSet (0.9, 0.7, 0.0, dl->color); dl->color[3] = 0.7; } r_funcs->particles->R_RocketTrail (ent); } else if (model->flags & EF_GRENADE) r_funcs->particles->R_GrenadeTrail (ent); else if (model->flags & EF_GIB) r_funcs->particles->R_BloodTrail (ent); else if (model->flags & EF_ZOMGIB) r_funcs->particles->R_SlightBloodTrail (ent); else if (model->flags & EF_TRACER) r_funcs->particles->R_WizTrail (ent); else if (model->flags & EF_TRACER2) r_funcs->particles->R_FlameTrail (ent); else if (model->flags & EF_TRACER3) r_funcs->particles->R_VoorTrail (ent); else if (model->flags & EF_GLOWTRAIL) if (r_funcs->particles->R_GlowTrail) r_funcs->particles->R_GlowTrail (ent, glow_color); } static void CL_EntityEffects (int num, entity_t *ent, entity_state_t *state) { dlight_t *dl; if (state->effects & EF_BRIGHTFIELD) r_funcs->particles->R_EntityParticles (ent); if (state->effects & EF_MUZZLEFLASH) { vec_t *fv = ent->transform; dl = r_funcs->R_AllocDlight (num); if (dl) { 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; } } } static void set_entity_model (entity_t *ent, int modelindex) { int i = ent - cl_entities; ent->model = cl.model_precache[modelindex]; // automatic animation (torches, etc) can be either all together // or randomized if (ent->model) { if (ent->model->synctype == ST_RAND) ent->syncbase = (float) (rand () & 0x7fff) / 0x7fff; else ent->syncbase = 0.0; } else { cl_forcelink[i] = true; // hack to make null model players work } if (i <= cl.maxclients) ent->skin = mod_funcs->Skin_SetColormap (ent->skin, i); } void CL_RelinkEntities (void) { entity_t *ent; entity_state_t *new, *old; float bobjrotate, frac, f, d; int i, j; int entvalid; vec3_t delta; int model_flags; r_data->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; i < cl.num_entities; i++) { new = &nq_entstates.frame[0 + cl.mindex][i]; old = &nq_entstates.frame[1 - cl.mindex][i]; ent = &cl_entities[i]; // if the object wasn't included in the last packet, remove it entvalid = cl_msgtime[i] == cl.mtime[0]; if (entvalid && !new->modelindex) { VectorCopy (new->origin, ent->origin); VectorCopy (new->angles, ent->angles); entvalid = 0; } if (!entvalid) { ent->model = NULL; ent->pose1 = ent->pose2 = -1; if (ent->efrag) r_funcs->R_RemoveEfrags (ent); // just became empty continue; } if (cl_forcelink[i]) *old = *new; if (cl_forcelink[i] || new->modelindex != old->modelindex) { old->modelindex = new->modelindex; set_entity_model (ent, new->modelindex); } ent->frame = new->frame; if (cl_forcelink[i] || new->colormap != old->colormap) { old->colormap = new->colormap; ent->skin = mod_funcs->Skin_SetColormap (ent->skin, new->colormap); } if (cl_forcelink[i] || new->skinnum != old->skinnum) { old->skinnum = new->skinnum; ent->skinnum = new->skinnum; if (i <= cl.maxclients) { ent->skin = mod_funcs->Skin_SetColormap (ent->skin, i); mod_funcs->Skin_SetTranslation (i, cl.scores[i - 1].topcolor, cl.scores[i - 1].bottomcolor); } } ent->scale = new->scale / 16.0; VectorCopy (ent_colormod[new->colormod], ent->colormod); ent->colormod[3] = ENTALPHA_DECODE (new->alpha); model_flags = 0; if (ent->model) model_flags = ent->model->flags; if (cl_forcelink[i]) { // The entity was not updated in the last message so move to the // final spot ent->pose1 = ent->pose2 = -1; VectorCopy (new->origin, ent->origin); if (!(model_flags & EF_ROTATE)) CL_TransformEntity (ent, new->angles, true); if (i != cl.viewentity || chase_active->int_val) { if (ent->efrag) r_funcs->R_RemoveEfrags (ent); r_funcs->R_AddEfrags (ent); } VectorCopy (ent->origin, ent->old_origin); } 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 (!(model_flags & EF_ROTATE)) CL_TransformEntity (ent, new->angles, true); ent->pose1 = ent->pose2 = -1; } else { vec3_t angles, d; // interpolate the origin and angles VectorMultAdd (old->origin, f, delta, ent->origin); 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, angles, false); } } if (i != cl.viewentity || chase_active->int_val) { if (ent->efrag) { if (!VectorCompare (ent->origin, ent->old_origin)) { r_funcs->R_RemoveEfrags (ent); r_funcs->R_AddEfrags (ent); } } else { r_funcs->R_AddEfrags (ent); } } } // rotate binary objects locally if (model_flags & EF_ROTATE) { vec3_t angles; VectorCopy (new->angles, angles); angles[YAW] = bobjrotate; CL_TransformEntity (ent, angles, false); } CL_EntityEffects (i, ent, new); CL_NewDlight (i, ent->origin, new->effects, new->glow_size, new->glow_color); if (VectorDistance_fast (old->origin, ent->origin) > (256 * 256)) VectorCopy (ent->origin, old->origin); if (model_flags & ~EF_ROTATE) CL_ModelEffects (ent, i, new->glow_color); cl_forcelink[i] = false; } }