mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-25 22:01:33 +00:00
35ec2ebb4c
While the insertion of dlights into the BSP might wind up being overly expensive, the automatic management of the component pool cleans up the various loops in the renderers. Unfortunately, (current bug) lights on entities cause the entity to disappear due to how the entity queue system works, and the doubled efrag chain causes crashes when changing maps, meaning lights should be on their own entities, not additional components on entities with visible models. Also, the vulkan renderer segfaults on dlights (fix incoming, along with shadows for dlights).
344 lines
9.5 KiB
C
344 lines
9.5 KiB
C
/*
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cl_ents.c
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entity parsing and management
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cbuf.h"
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/keys.h"
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#include "QF/msg.h"
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#include "QF/plist.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "compat.h"
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#include "client/effects.h"
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#include "client/temp_entities.h"
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#include "client/world.h"
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#include "client/chase.h"
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#include "nq/include/client.h"
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#include "nq/include/host.h"
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#include "nq/include/host.h"
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#include "nq/include/server.h"
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entity_t cl_entities[MAX_EDICTS];
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double cl_msgtime[MAX_EDICTS];
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static byte forcelink_bytes[SET_SIZE(MAX_EDICTS)];
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#define alloc_forcelink(s) (set_bits_t *)forcelink_bytes
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set_t cl_forcelink = SET_STATIC_INIT (MAX_EDICTS, alloc_forcelink);
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#undef alloc_forcelink
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void
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CL_ClearEnts (void)
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{
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size_t i;
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for (i = 0; i < MAX_EDICTS; i++) {
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cl_entities[i] = nullentity;
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}
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// clear other arrays
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i = nq_entstates.num_frames * nq_entstates.num_entities;
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memset (nq_entstates.frame[0], 0, i * sizeof (entity_state_t));
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memset (cl_msgtime, -1, sizeof (cl_msgtime));
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set_empty (&cl_forcelink);
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}
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static entity_t
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CL_GetInvalidEntity (int num)
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{
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return cl_entities[num];
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}
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entity_t
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CL_GetEntity (int num)
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{
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if (!Entity_Valid (cl_entities[num])) {
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cl_entities[num] = Scene_CreateEntity (cl_world.scene);
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CL_Init_Entity (cl_entities[num]);
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}
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return cl_entities[num];
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}
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/*
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CL_LerpPoint
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Determines the fraction between the last two messages at which the
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objects should be put.
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*/
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static float
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CL_LerpPoint (void)
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{
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float f, frac;
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f = cl.mtime[0] - cl.mtime[1];
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if (!f || cl_nolerp || cls.timedemo || sv.active) {
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cl.time = cl.mtime[0];
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return 1;
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}
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if (f > 0.1) { // dropped packet, or start of demo
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cl.mtime[1] = cl.mtime[0] - 0.1;
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f = 0.1;
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}
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frac = (cl.time - cl.mtime[1]) / f;
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if (frac < 0) {
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if (frac < -0.01)
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cl.time = cl.mtime[1];
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frac = 0;
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} else if (frac > 1) {
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if (frac > 1.01)
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cl.time = cl.mtime[0];
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frac = 1;
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}
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return frac;
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}
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static void
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set_entity_model (int ent_ind, int modelindex)
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{
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entity_t ent = cl_entities[ent_ind];
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg);
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renderer->model = cl_world.models.a[modelindex];
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// automatic animation (torches, etc) can be either all together
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// or randomized
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if (renderer->model) {
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if (renderer->model->synctype == ST_RAND) {
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animation->syncbase = (float) (rand () & 0x7fff) / 0x7fff;
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} else {
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animation->syncbase = 0.0;
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}
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}
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// Changing the model can change the visibility of the entity and even
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// the model type
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SET_ADD (&cl_forcelink, ent_ind);
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animation->nolerp = 1; // don't try to lerp when the model has changed
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if (ent_ind <= cl.maxclients) {
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, ent_ind);
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}
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}
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void
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CL_RelinkEntities (void)
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{
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entity_t ent;
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entity_state_t *new, *old;
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float bobjrotate, frac, f;
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int i, j;
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int model_flags;
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// determine partial update time
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frac = CL_LerpPoint ();
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// interpolate player info
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cl.viewstate.velocity = cl.frameVelocity[1]
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+ frac * (cl.frameVelocity[0] - cl.frameVelocity[1]);
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if (cls.demoplayback) {
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// interpolate the angles
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vec3_t d;
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VectorSubtract (cl.frameViewAngles[0], cl.frameViewAngles[1], d);
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for (j = 0; j < 3; j++) {
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if (d[j] > 180) {
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d[j] -= 360;
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} else if (d[j] < -180) {
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d[j] += 360;
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}
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}
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VectorMultAdd (cl.frameViewAngles[1], frac, d,
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cl.viewstate.player_angles);
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}
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bobjrotate = anglemod (100 * cl.time);
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// start on the entity after the world
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for (i = 1; i < cl.num_entities; i++) {
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new = &nq_entstates.frame[0 + cl.frameIndex][i];
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old = &nq_entstates.frame[1 - cl.frameIndex][i];
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ent = CL_GetInvalidEntity (i);
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// if the object wasn't included in the last packet, or the model
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// has been removed, remove the entity
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if (cl_msgtime[i] != cl.mtime[0] || !new->modelindex) {
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if (Entity_Valid (ent)) {
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Scene_DestroyEntity (cl_world.scene, ent);
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}
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continue;
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}
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if (!Entity_Valid (ent)) {
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ent = CL_GetEntity (i);
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SET_ADD (&cl_forcelink, i);
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}
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transform_t transform = Entity_Transform (ent);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation, ent.reg);
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, ent.reg);
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if (SET_TEST_MEMBER (&cl_forcelink, i)) {
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*old = *new;
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->modelindex != old->modelindex) {
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old->modelindex = new->modelindex;
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set_entity_model (i, new->modelindex);
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}
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animation->frame = new->frame;
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->colormap != old->colormap) {
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old->colormap = new->colormap;
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
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new->colormap);
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->skinnum != old->skinnum) {
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old->skinnum = new->skinnum;
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renderer->skinnum = new->skinnum;
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if (i <= cl.maxclients) {
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colormap_t colormap = {
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.top = cl.players[i - 1].topcolor,
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.bottom = cl.players[i - 1].bottomcolor,
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};
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Ent_SetComponent (ent.id, scene_colormap, ent.reg, &colormap);
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
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i);
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mod_funcs->Skin_SetTranslation (i, cl.players[i - 1].topcolor,
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cl.players[i - 1].bottomcolor);
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}
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}
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VectorCopy (ent_colormod[new->colormod], renderer->colormod);
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renderer->colormod[3] = ENTALPHA_DECODE (new->alpha);
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model_flags = 0;
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if (renderer->model) {
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model_flags = renderer->model->flags;
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)) {
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// The entity was not updated in the last message so move to the
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// final spot
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animation->pose1 = animation->pose2 = -1;
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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if (i != cl.viewentity || chase_active) {
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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*old_origin = new->origin;
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} else {
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vec4f_t delta = new->origin - old->origin;
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f = frac;
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*old_origin = Transform_GetWorldPosition (transform);
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// If the delta is large, assume a teleport and don't lerp
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if (fabs (delta[0]) > 100 || fabs (delta[1]) > 100
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|| fabs (delta[2]) > 100) {
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// assume a teleportation, not a motion
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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animation->pose1 = animation->pose2 = -1;
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} else {
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// interpolate the origin and angles
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vec3_t angles, d;
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vec4f_t origin = old->origin + f * delta;
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if (!(model_flags & EF_ROTATE)) {
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VectorSubtract (new->angles, old->angles, d);
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for (j = 0; j < 3; j++) {
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if (d[j] > 180)
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d[j] -= 360;
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else if (d[j] < -180)
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d[j] += 360;
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}
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VectorMultAdd (old->angles, f, d, angles);
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}
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CL_TransformEntity (ent, new->scale / 16.0, angles, origin);
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}
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if (i != cl.viewentity || chase_active) {
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vec4f_t org = Transform_GetWorldPosition (transform);
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if (!VectorCompare (org, *old_origin)) {//FIXME
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R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
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}
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}
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}
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// rotate binary objects locally
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if (model_flags & EF_ROTATE) {
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vec3_t angles;
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VectorCopy (new->angles, angles);
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angles[YAW] = bobjrotate;
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CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin);
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}
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CL_EntityEffects (ent, new, cl.time);
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vec4f_t org = Transform_GetWorldPosition (transform);
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int effects = new->effects;
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if (cl.maxclients == 1 && effects) {
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// Enable blue and red lights for quad and invulnerability,
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// but only for single-player as such information isn't provided
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// by the server for other players and thus it would probably be
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// confusing if the player could see the colored effects but not
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// for others.
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int it = cl.stats[STAT_ITEMS];
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effects |= (it & IT_QUAD)
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>> (BITOP_LOG2(IT_QUAD) - BITOP_LOG2 (EF_BLUE));
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effects |= (it & IT_INVULNERABILITY)
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>> (BITOP_LOG2(IT_INVULNERABILITY) - BITOP_LOG2 (EF_RED));
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}
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CL_NewDlight (ent, org, effects, new->glow_size,
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new->glow_color, cl.time);
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if (VectorDistance_fast (old->origin, org) > (256 * 256)) {
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old->origin = org;
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}
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if (model_flags & ~EF_ROTATE)
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CL_ModelEffects (ent, new->glow_color, cl.time);
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SET_REMOVE (&cl_forcelink, i);
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}
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{
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entity_t player_entity = CL_GetEntity (cl.viewentity);
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transform_t transform = Entity_Transform (player_entity);
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cl.viewstate.player_entity = player_entity;
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cl.viewstate.player_origin = Transform_GetWorldPosition (transform);
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}
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}
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