quakeforge/qw/source/cl_ents.c
Bill Currie 8e91fb7bc1 Get the basics linking.
Still, nothing will work: no plugins are loaded and they're all broken
anyway.

glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
2012-04-11 14:58:53 +09:00

553 lines
14 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
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/locs.h"
#include "QF/msg.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "qw/msg_ucmd.h"
#include "qw/bothdefs.h"
#include "cl_cam.h"
#include "cl_ents.h"
#include "cl_main.h"
#include "cl_parse.h"
#include "cl_pred.h"
#include "cl_tent.h"
#include "compat.h"
#include "d_iface.h"
#include "host.h"
#include "qw/pmove.h"
#include "clview.h"
entity_t cl_player_ents[MAX_CLIENTS];
entity_t cl_flag_ents[MAX_CLIENTS];
entity_t cl_packet_ents[512]; // FIXME: magic number
void
CL_ClearEnts (void)
{
size_t i;
for (i = 0; i < sizeof (cl_packet_ents) / sizeof (cl_packet_ents[0]); i++)
CL_Init_Entity (&cl_packet_ents[i]);
for (i = 0; i < sizeof (cl_flag_ents) / sizeof (cl_flag_ents[0]); i++)
CL_Init_Entity (&cl_flag_ents[i]);
for (i = 0; i < sizeof (cl_player_ents) / sizeof (cl_player_ents[0]); i++)
CL_Init_Entity (&cl_player_ents[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);
}
}
}
}
// Hack hack hack
static inline int
is_dead_body (entity_state_t *s1)
{
int i = s1->frame;
if (s1->modelindex == cl_playerindex
&& (i == 49 || i == 60 || i == 69 || i == 84 || i == 93 || i == 102))
return 1;
return 0;
}
// Hack hack hack
static inline int
is_gib (entity_state_t *s1)
{
if (s1->modelindex == cl_h_playerindex || s1->modelindex == cl_gib1index
|| s1->modelindex == cl_gib2index || s1->modelindex == cl_gib3index)
return 1;
return 0;
}
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_LinkPacketEntities (void)
{
int pnum;
dlight_t *dl;
entity_t *ent;
entity_state_t *s1;
model_t *model;
packet_entities_t *pack;
pack = &cl.frames[cls.netchan.incoming_sequence &
UPDATE_MASK].packet_entities;
for (pnum = 0; pnum < pack->num_entities; pnum++) {
s1 = &pack->entities[pnum];
// spawn light flashes, even ones coming from invisible objects
CL_NewDlight (s1->number, s1->origin, s1->effects, s1->glow_size,
s1->glow_color);
ent = &cl_packet_ents[s1->number];
// if set to invisible, skip
if (!s1->modelindex
|| (cl_deadbodyfilter->int_val && is_dead_body (s1))
|| (cl_gibfilter->int_val && is_gib (s1))) {
if (ent->efrag)
r_funcs->R_RemoveEfrags (ent);
continue;
}
ent->model = model = cl.model_precache[s1->modelindex];
ent->min_light = 0;
ent->fullbright = 0;
if (s1->modelindex == cl_playerindex) {
ent->min_light = min (cl.fbskins, cl_fb_players->value);
if (ent->min_light >= 1.0)
ent->fullbright = 1;
}
// set colormap
ent->skin = s1->skin;
// LordHavoc: cleaned up Endy's coding style, and fixed Endy's bugs
// Ender: Extend (Colormod) [QSG - Begin]
// N.B: All messy code below is the sole fault of LordHavoc and
// his futile attempts to save bandwidth. :)
if (s1->colormod == 255) {
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1.0;
} else {
ent->colormod[0] = (float) ((s1->colormod >> 5) & 7) * (1.0 / 7.0);
ent->colormod[1] = (float) ((s1->colormod >> 2) & 7) * (1.0 / 7.0);
ent->colormod[2] = (float) (s1->colormod & 3) * (1.0 / 3.0);
}
ent->colormod[3] = s1->alpha / 255.0;
ent->scale = s1->scale / 16.0;
// Ender: Extend (Colormod) [QSG - End]
// set skin
ent->skinnum = s1->skinnum;
// set frame
ent->frame = s1->frame;
if (!ent->efrag) {
ent->pose1 = ent->pose2 = -1;
// No trail if new this frame
VectorCopy (s1->origin, ent->origin);
VectorCopy (ent->origin, ent->old_origin);
} else {
VectorCopy (ent->origin, ent->old_origin);
VectorCopy (s1->origin, ent->origin);
if (!VectorCompare (ent->origin, ent->old_origin)) {
// the entity moved, it must be relinked
r_funcs->R_RemoveEfrags (ent);
}
}
if (!ent->efrag)
r_funcs->R_AddEfrags (ent);
if (model->flags & EF_ROTATE) { // rotate binary objects locally
vec3_t ang;
ang[PITCH] = 0;
ang[YAW] = anglemod (100 * cl.time);
ang[ROLL] = 0;
CL_TransformEntity (ent, ang, false);
} else {
CL_TransformEntity (ent, s1->angles, false);
}
// add automatic particle trails
if (!model->flags)
continue;
if (model->flags & EF_ROCKET) {
dl = r_funcs->R_AllocDlight (-s1->number);
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, s1->glow_color);
}
}
/*
CL_AddFlagModels
Called when the CTF flags are set. Flags are effectively temp entities.
NOTE: this must be called /after/ the entity has been transformed as it
uses the entity's transform matrix to get the frame vectors
*/
static void
CL_AddFlagModels (entity_t *ent, int team, int key)
{
static float flag_offsets[] = {
16.0, 22.0, 26.0, 25.0, 24.0, 18.0, // 29-34 axpain
16.0, 24.0, 24.0, 22.0, 18.0, 16.0, // 35-40 pain
};
float f;
entity_t *fent;
vec_t *v_forward, *v_left;
vec3_t ang;
if (cl_flagindex == -1)
return;
f = 14.0;
if (ent->frame >= 29 && ent->frame <= 40) {
f = flag_offsets[ent->frame - 29];
} else if (ent->frame >= 103 && ent->frame <= 118) {
if (ent->frame <= 106) // 103-104 nailattack
f = 20.0; // 105-106 light
else // 107-112 rocketattack
f = 21.0; // 112-118 shotattack
}
fent = &cl_flag_ents[key];
fent->model = cl.model_precache[cl_flagindex];
fent->skinnum = team;
v_forward = ent->transform + 0;
v_left = ent->transform + 4;
VectorMultAdd (ent->origin, -f, v_forward, fent->origin);
VectorMultAdd (fent->origin, -22, v_left, fent->origin);
fent->origin[2] -= 16.0;
VectorCopy (ent->angles, ang);
ang[2] -= 45.0;
CL_TransformEntity (fent, ang, false);
r_funcs->R_EnqueueEntity (fent);//FIXME should use efrag (needs smarter
// handling //in the player code)
}
/*
CL_LinkPlayers
Create visible entities in the correct position
for all current players
*/
static void
CL_LinkPlayers (void)
{
double playertime;
int msec, oldphysent, i, j;
entity_t *ent;
frame_t *frame;
player_info_t *info;
player_state_t exact;
player_state_t *state;
qboolean clientplayer;
vec3_t org, ang;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
for (j = 0, info = cl.players, state = frame->playerstate; j < MAX_CLIENTS;
j++, info++, state++) {
ent = &cl_player_ents[j];
if (ent->efrag)
r_funcs->R_RemoveEfrags (ent);
if (state->messagenum != cl.parsecount)
continue; // not present this frame
if (!info->name[0])
continue;
// spawn light flashes, even ones coming from invisible objects
if (j == cl.playernum) {
VectorCopy (cl.simorg, org);
r_data->player_entity = &cl_player_ents[j];
clientplayer = true;
} else {
VectorCopy (state->pls.origin, org);
clientplayer = false;
}
CL_NewDlight (j + 1, org, state->pls.effects, state->pls.glow_size,
state->pls.glow_color);
// Draw player?
if (!Cam_DrawPlayer (j))
continue;
if (!state->pls.modelindex)
continue;
// Hack hack hack
if (cl_deadbodyfilter->int_val
&& state->pls.modelindex == cl_playerindex
&& ((i = state->pls.frame) == 49 || i == 60 || i == 69 || i == 84
|| i == 93 || i == 102))
continue;
// predict only half the move to minimize overruns
msec = 500 * (playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players->int_val) || cls.demoplayback2) {
VectorCopy (state->pls.origin, ent->origin);
} else { // predict players movement
state->pls.cmd.msec = msec = min (msec, 255);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (j);
CL_PredictUsercmd (state, &exact, &state->pls.cmd, clientplayer);
pmove.numphysent = oldphysent;
VectorCopy (exact.pls.origin, ent->origin);
}
// angles
if (j == cl.playernum)
{
ang[PITCH] = -cl.viewangles[PITCH] / 3.0;
ang[YAW] = cl.viewangles[YAW];
} else {
ang[PITCH] = -state->viewangles[PITCH] / 3.0;
ang[YAW] = state->viewangles[YAW];
}
ang[ROLL] = V_CalcRoll (ang, state->pls.velocity) * 4.0;
ent->model = cl.model_precache[state->pls.modelindex];
ent->frame = state->pls.frame;
ent->skinnum = state->pls.skinnum;
CL_TransformEntity (ent, ang, false);
ent->min_light = 0;
ent->fullbright = 0;
if (state->pls.modelindex == cl_playerindex) { //XXX
// use custom skin
ent->skin = info->skin;
ent->min_light = min (cl.fbskins, cl_fb_players->value);
if (ent->min_light >= 1.0)
ent->fullbright = 1;
} else {
// FIXME no team colors on nonstandard player models
ent->skin = 0;
}
// stuff entity in map
r_funcs->R_AddEfrags (ent);
if (state->pls.effects & EF_FLAG1)
CL_AddFlagModels (ent, 0, j);
else if (state->pls.effects & EF_FLAG2)
CL_AddFlagModels (ent, 1, j);
}
}
/*
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;
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_UpdateTEnts ();
#if 0 //FIXME
if (!r_drawentities->int_val) {
dlight_t *dl;
location_t *nearloc;
vec3_t trueloc;
int i;
nearloc = locs_find (r_origin);
if (nearloc) {
dl = r_funcs->R_AllocDlight (4096);
if (dl) {
VectorCopy (nearloc->loc, dl->origin);
dl->radius = 200;
dl->die = r_data->realtime + 0.1;
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
dl->color[3] = 0.7;
}
VectorCopy (nearloc->loc, trueloc);
r_funcs->particles->R_Particle_New (pt_smokecloud, part_tex_smoke,
trueloc, 2.0,
vec3_origin, r_data->realtime + 9.0, 254,
0.25 + qfrandom (0.125), 0.0);
for (i = 0; i < 15; i++)
r_funcs->particles->R_Particle_NewRandom (pt_fallfade,
part_tex_dot, trueloc, 12,
0.7, 96, r_data->realtime + 5.0,
104 + (rand () & 7), 1.0, 0.0);
}
}
#endif
}
void
CL_Ents_Init (void)
{
r_data->view_model = &cl.viewent;
}