quakeforge/nq/source/cl_ents.c
Bill Currie 66ef8e16c1 Fix the ghost entities in demo playback.
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
2012-07-05 19:06:35 +09:00

432 lines
11 KiB
C

/*
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 "chase.h"
#include "client.h"
#include "compat.h"
#include "host.h"
#include "host.h"
#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;
vec3_t delta;
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
if (cl_msgtime[i] != cl.mtime[0] || !new->modelindex) {
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);
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 (!(ent->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 (!(ent->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 (!(ent->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 (ent->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 (ent->model->flags & ~EF_ROTATE)
CL_ModelEffects (ent, i, new->glow_color);
cl_forcelink[i] = false;
}
}