quakeforge/nq/source/cl_ents.c
Bill Currie 7abdfc421e [nq] Enable blue and red lights for quad and invulnerability
I got tired of being disappointed that nq didn't have colored lights for
the power-ups (especially when I'd waste time thinking it was a bug).
The problem is that the server (progs code) specifies only DIMLIGHT (qw
adds in the colors). Another problem is that the server tells us only
our own stats, so the colors are disabled for multiplayer otherwise it
might be confusing.
2022-05-18 11:06:39 +09:00

346 lines
9.3 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/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++) {
if (cl_entities[i]) {
mod_funcs->Skin_Free (cl_entities[i]->renderer.skin);
Scene_DestroyEntity (cl_world.scene, cl_entities[i]);
cl_entities[i] = 0;
}
}
// 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, 0, sizeof (cl_msgtime));
set_empty (&cl_forcelink);
}
entity_t *
CL_GetEntity (int num)
{
if (!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->renderer;
animation_t *animation = &ent->animation;
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;
}
} else {
// hack to make null model players work
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;
renderer_t *renderer;
animation_t *animation;
float bobjrotate, frac, f;
int i, j;
int entvalid;
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_GetEntity (i);
renderer = &ent->renderer;
animation = &ent->animation;
// if the object wasn't included in the last packet, remove it
entvalid = cl_msgtime[i] == cl.mtime[0];
if (entvalid && !new->modelindex) {
CL_TransformEntity (ent, new->scale / 16.0, new->angles,
new->origin);
entvalid = 0;
}
if (!entvalid) {
renderer->model = NULL;
animation->pose1 = animation->pose2 = -1;
if (ent->visibility.efrag) {
R_RemoveEfrags (ent); // just became empty
}
continue;
}
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) {
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) {
if (ent->visibility.efrag) {
R_RemoveEfrags (ent);
}
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
ent->old_origin = new->origin;
} else {
vec4f_t delta = new->origin - old->origin;
f = frac;
ent->old_origin = Transform_GetWorldPosition (ent->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) {
if (ent->visibility.efrag) {
vec4f_t org
= Transform_GetWorldPosition (ent->transform);
if (!VectorCompare (org, ent->old_origin)) {//FIXME
R_RemoveEfrags (ent);
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
} else {
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
}
}
// 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 (i, ent, new, cl.time);
vec4f_t org = Transform_GetWorldPosition (ent->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 (i, 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, i, new->glow_color, cl.time);
SET_REMOVE (&cl_forcelink, i);
}
cl.viewstate.player_entity = CL_GetEntity (cl.viewentity);
cl.viewstate.player_origin
= Transform_GetWorldPosition (cl.viewstate.player_entity->transform);
}