mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-01 16:42:37 +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).
598 lines
16 KiB
C
598 lines
16 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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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/msg.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/light.h"
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#include "compat.h"
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#include "client/effects.h"
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#include "client/locs.h"
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#include "client/temp_entities.h"
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#include "client/view.h"
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#include "client/world.h"
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#include "qw/bothdefs.h"
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#include "qw/msg_ucmd.h"
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#include "qw/pmove.h"
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#include "qw/include/cl_cam.h"
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#include "qw/include/cl_ents.h"
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#include "qw/include/cl_main.h"
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#include "qw/include/cl_parse.h"
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#include "qw/include/cl_pred.h"
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#include "qw/include/host.h"
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entity_t cl_flag_ents[MAX_CLIENTS];
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entity_t cl_entities[512]; // FIXME: magic number
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byte cl_entity_valid[2][512];
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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_CLIENTS; i++) {
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cl_flag_ents[i] = nullentity;
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}
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for (i = 0; i < 512; i++) {
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if (Entity_Valid (cl_entities[i])) {
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Scene_DestroyEntity (cl_world.scene, cl_entities[i]);
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cl_entities[i] = nullentity;
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}
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}
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i = qw_entstates.num_frames * qw_entstates.num_entities;
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memset (qw_entstates.frame[0], 0, i * sizeof (entity_state_t));
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memset (cl_entity_valid, 0, sizeof (cl_entity_valid));
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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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static entity_t
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CL_GetFlagEnt (int key)
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{
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if (!Entity_Valid (cl_flag_ents[key])) {
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cl_flag_ents[key] = Scene_CreateEntity (cl_world.scene);
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CL_Init_Entity (cl_flag_ents[key]);
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}
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return cl_flag_ents[key];
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}
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// Hack hack hack
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static inline int
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is_dead_body (entity_state_t *s1)
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{
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int i = s1->frame;
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if (s1->modelindex == cl_playerindex
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&& (i == 49 || i == 60 || i == 69 || i == 84 || i == 93 || i == 102))
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return 1;
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return 0;
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}
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// Hack hack hack
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static inline int
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is_gib (entity_state_t *s1)
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{
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if (s1->modelindex == cl_h_playerindex || s1->modelindex == cl_gib1index
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|| s1->modelindex == cl_gib2index || s1->modelindex == cl_gib3index)
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return 1;
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return 0;
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}
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static void
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set_entity_model (entity_t ent, int modelindex)
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{
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
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cl_world.scene->reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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cl_world.scene->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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animation->nolerp = 1; // don't try to lerp when the model has changed
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}
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static void
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CL_LinkPacketEntities (void)
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{
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int i, j, forcelink;
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float frac, f;
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entity_t ent;
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entity_state_t *new, *old;
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frac = 1;
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for (i = MAX_CLIENTS + 1; i < 512; i++) {
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new = &qw_entstates.frame[cl.link_sequence & UPDATE_MASK][i];
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old = &qw_entstates.frame[cl.prev_sequence & UPDATE_MASK][i];
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ent = CL_GetInvalidEntity (i);
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forcelink = cl_entity_valid[0][i] != cl_entity_valid[1][i];
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cl_entity_valid[1][i] = cl_entity_valid[0][i];
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// if the object wasn't included in the last packet, or set
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// to invisible, remove it
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if (!cl_entity_valid[0][i]
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|| !new->modelindex
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|| (cl_deadbodyfilter && is_dead_body (new))
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|| (cl_gibfilter && is_gib (new))) {
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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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forcelink = true;
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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,
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ent.reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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ent.reg);
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin,
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ent.reg);
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// spawn light flashes, even ones coming from invisible objects
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CL_NewDlight (ent, new->origin, new->effects, new->glow_size,
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new->glow_color, cl.time);
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if (forcelink)
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*old = *new;
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if (forcelink || new->modelindex != old->modelindex) {
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old->modelindex = new->modelindex;
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set_entity_model (ent, new->modelindex);
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}
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animation->frame = new->frame;
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if (forcelink || new->colormap != old->colormap
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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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old->colormap = new->colormap;
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if (new->colormap && (new->colormap <= MAX_CLIENTS)
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&& cl.players[new->colormap - 1].name
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&& cl.players[new->colormap - 1].name->value[0]
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&& new->modelindex == cl_playerindex) {
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player_info_t *player = &cl.players[new->colormap - 1];
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colormap_t colormap = {
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.top = player->topcolor,
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.bottom = player->bottomcolor,
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};
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Ent_SetComponent (ent.id, scene_colormap, ent.reg, &colormap);
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renderer->skin
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= mod_funcs->Skin_SetSkin (renderer->skin, new->colormap,
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player->skinname->value);
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
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new->colormap);
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} else {
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
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0);
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Ent_RemoveComponent (ent.id, scene_colormap, ent.reg);
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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] = new->alpha / 255.0;
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renderer->min_light = 0;
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renderer->fullbright = 0;
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if (new->modelindex == cl_playerindex) {
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renderer->min_light = min (cl.fbskins, cl_fb_players);
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if (renderer->min_light >= 1.0) {
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renderer->fullbright = 1;
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}
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}
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*old_origin = Transform_GetWorldPosition (transform);
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if (forcelink) {
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animation->pose1 = animation->pose2 = -1;
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CL_TransformEntity (ent, new->scale / 16, 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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} else {
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vec4f_t delta = new->origin - old->origin;
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f = frac;
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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, new->angles,
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new->origin);
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animation->pose1 = animation->pose2 = -1;
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} else if (!(renderer->model->flags & EF_ROTATE)) {
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vec3_t angles, d;
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vec4f_t origin = old->origin + f * delta;
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// interpolate the origin and angles
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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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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 (renderer->model->flags & EF_ROTATE) {
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vec3_t angles;
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angles[PITCH] = 0;
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angles[YAW] = anglemod (100 * cl.time);
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angles[ROLL] = 0;
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CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin);
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}
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//CL_EntityEffects (i, ent, new);
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//CL_NewDlight (i, ent->origin, new->effects, 0, 0, cl.time);
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vec4f_t org = Transform_GetWorldPosition (transform);
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if (VectorDistance_fast (old->origin, org) > (256 * 256))
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old->origin = org;
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if (renderer->model->flags & ~EF_ROTATE) {
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CL_ModelEffects (ent, new->glow_color, cl.time);
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}
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}
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}
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static void
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CL_UpdateFlagModels (entity_t ent, int key)
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{
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static float flag_offsets[] = {
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16.0, 22.0, 26.0, 25.0, 24.0, 18.0, // 29-34 axpain
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16.0, 24.0, 24.0, 22.0, 18.0, 16.0, // 35-40 pain
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};
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float f;
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entity_t fent = CL_GetFlagEnt (key);
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byte *active = Ent_GetComponent (fent.id, scene_active,
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cl_world.scene->reg);
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if (!*active) {
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return;
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}
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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cl_world.scene->reg);
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f = 14.0;
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if (animation->frame >= 29 && animation->frame <= 40) {
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f = flag_offsets[animation->frame - 29];
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} else if (animation->frame >= 103 && animation->frame <= 118) {
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if (animation->frame <= 106) { // 103-104 nailattack
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f = 20.0; // 105-106 light
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} else { // 107-112 rocketattack
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f = 21.0; // 112-118 shotattack
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}
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}
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vec4f_t scale = { 1, 1, 1, 1 };
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// -45 degree roll (x is forward)
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vec4f_t rotation = { -0.382683432, 0, 0, 0.923879533 };
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vec4f_t position = { -f, -22, -16, 1};
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transform_t transform = Entity_Transform (fent);
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Transform_SetLocalTransform (transform, scale, rotation, position);
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}
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static entity_t
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CL_AddFlagModels (entity_t ent, int team, int key)
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{
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entity_t fent;
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fent = CL_GetFlagEnt (key);
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byte *active = Ent_GetComponent (fent.id, scene_active,
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cl_world.scene->reg);
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if (cl_flagindex == -1) {
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*active = 0;
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return nullentity;
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}
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*active = 1;
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transform_t ftransform = Entity_Transform (fent);
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transform_t transform = Entity_Transform (ent);
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if (!Transform_Valid (Transform_GetParent (ftransform))) {
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Transform_SetParent (ftransform, transform);
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}
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CL_UpdateFlagModels (ent, key);
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renderer_t *renderer = Ent_GetComponent (fent.id, scene_renderer,
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cl_world.scene->reg);
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renderer->model = cl_world.models.a[cl_flagindex];
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renderer->skinnum = team;
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return fent;
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}
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static void
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CL_RemoveFlagModels (int key)
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{
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entity_t fent;
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fent = CL_GetFlagEnt (key);
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byte *active = Ent_GetComponent (fent.id, scene_active,
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cl_world.scene->reg);
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transform_t transform = Entity_Transform (fent);
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*active = 0;
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Transform_SetParent (transform, nulltransform);
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}
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static void
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muzzle_flash (entity_t ent, player_state_t *state, bool is_player)
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{
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vec3_t f, r, u;
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vec4f_t position = { 0, 0, 0, 1}, fv = {};
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if (is_player)
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AngleVectors (cl.viewstate.player_angles, f, r, u);
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else
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AngleVectors (state->viewangles, f, r, u);
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VectorCopy (f, fv);
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VectorCopy (state->pls.es.origin, position);
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CL_MuzzleFlash (ent, position, fv, 0, cl.time);
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}
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/*
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CL_LinkPlayers
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Create visible entities in the correct position
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for all current players
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*/
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static void
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CL_LinkPlayers (void)
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{
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double playertime;
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int msec, oldphysent, j;
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entity_t ent;
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frame_t *frame;
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player_info_t *player;
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player_state_t exact;
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player_state_t *state;
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bool clientplayer;
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vec3_t ang = {0, 0, 0};
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vec4f_t org;
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playertime = realtime - cls.latency + 0.02;
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if (playertime > realtime)
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playertime = realtime;
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frame = &cl.frames[cl.parsecount & UPDATE_MASK];
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for (j = 0, player = cl.players, state = frame->playerstate;
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j < MAX_CLIENTS; j++, player++, state++) {
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ent = CL_GetInvalidEntity (j + 1);
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if (state->messagenum != cl.parsecount
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|| !player->name || !player->name->value[0]) {
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// not present this frame
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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 (j + 1);
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}
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer,
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cl_world.scene->reg);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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cl_world.scene->reg);
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// spawn light flashes, even ones coming from invisible objects
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if (j == cl.playernum) {
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org = cl.viewstate.player_origin;
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cl.viewstate.player_entity = ent;
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clientplayer = true;
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} else {
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org = state->pls.es.origin;
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clientplayer = false;
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}
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if (player->chat && player->chat->value[0] != '0') {
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Ent_SetComponent (ent.id, scene_dynlight, ent.reg, &(dlight_t) {
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.origin = org,
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.color = {0.0, 1.0, 0.0, 1.0},
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.radius = 100,
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.die = cl.time + 0.1,
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});
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Light_LinkLight (cl_world.scene->lights, ent.id);
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} else {
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CL_NewDlight (ent, org, state->pls.es.effects,
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state->pls.es.glow_size, state->pls.es.glow_color,
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cl.time);
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}
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muzzle_flash (ent, state, j == cl.playernum);
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// Draw player?
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if (!Cam_DrawPlayer (j))
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continue;
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if (!state->pls.es.modelindex)
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continue;
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// Hack hack hack
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if (cl_deadbodyfilter
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&& state->pls.es.modelindex == cl_playerindex
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&& is_dead_body (&state->pls.es))
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continue;
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colormap_t colormap = {
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.top = player->topcolor,
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.bottom = player->bottomcolor,
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};
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Ent_SetComponent (ent.id, scene_colormap, ent.reg, &colormap);
|
|
|
|
// 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 (renderer->model
|
|
!= cl_world.models.a[state->pls.es.modelindex]) {
|
|
renderer->model = cl_world.models.a[state->pls.es.modelindex];
|
|
animation->nolerp = 1;
|
|
}
|
|
animation->frame = state->pls.es.frame;
|
|
renderer->skinnum = state->pls.es.skinnum;
|
|
|
|
//FIXME scale
|
|
CL_TransformEntity (ent, 1, ang, exact.pls.es.origin);
|
|
|
|
renderer->min_light = 0;
|
|
renderer->fullbright = 0;
|
|
|
|
if (state->pls.es.modelindex == cl_playerindex) { //XXX
|
|
// use custom skin
|
|
renderer->skin = player->skin;
|
|
|
|
renderer->min_light = min (cl.fbskins, cl_fb_players);
|
|
|
|
if (renderer->min_light >= 1.0) {
|
|
renderer->fullbright = 1;
|
|
}
|
|
} else {
|
|
// FIXME no team colors on nonstandard player models
|
|
renderer->skin = 0;
|
|
}
|
|
|
|
int flag_state = state->pls.es.effects & (EF_FLAG1 | EF_FLAG2);
|
|
if (Entity_Valid (player->flag_ent) && !flag_state) {
|
|
CL_RemoveFlagModels (j);
|
|
player->flag_ent = (entity_t) nullentity;
|
|
} else if (!Entity_Valid (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 (Entity_Valid (player->flag_ent)) {
|
|
CL_UpdateFlagModels (ent, j);
|
|
entity_t fent = player->flag_ent;
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, fent);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
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)
|
|
{
|
|
}
|