quakeforge/nq/source/cl_ents.c

440 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;
int entvalid;
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
entvalid = cl_msgtime[i] == cl.mtime[0];
if (entvalid && !new->modelindex) {
VectorCopy (new->origin, ent->origin);
VectorCopy (new->angles, ent->angles);
entvalid = 0;
}
if (!entvalid) {
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;
}
}