mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 23:32:09 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
444 lines
11 KiB
C
444 lines
11 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/qfplist.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 "compat.h"
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#include "nq/include/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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byte cl_forcelink[MAX_EDICTS];
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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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// clear other arrays
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memset (cl_entities, 0, sizeof (cl_entities));
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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, 0, sizeof (cl_msgtime));
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memset (cl_forcelink, 0, sizeof (cl_forcelink));
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for (i = 0; i < MAX_EDICTS; i++)
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CL_Init_Entity (cl_entities + i);
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}
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static void
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CL_NewDlight (int key, vec3_t org, int effects, byte glow_size,
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byte glow_color)
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{
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float radius;
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dlight_t *dl;
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static quat_t normal = {0.4, 0.2, 0.05, 0.7};
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static quat_t red = {0.5, 0.05, 0.05, 0.7};
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static quat_t blue = {0.05, 0.05, 0.5, 0.7};
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static quat_t purple = {0.5, 0.05, 0.5, 0.7};
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effects &= EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT;
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if (!effects) {
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if (!glow_size)
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return;
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}
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dl = r_funcs->R_AllocDlight (key);
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if (!dl)
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return;
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VectorCopy (org, dl->origin);
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if (effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) {
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radius = 200 + (rand () & 31);
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if (effects & EF_BRIGHTLIGHT) {
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radius += 200;
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dl->origin[2] += 16;
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}
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if (effects & EF_DIMLIGHT)
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if (effects & ~EF_DIMLIGHT)
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radius -= 100;
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dl->radius = radius;
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dl->die = cl.time + 0.1;
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switch (effects & (EF_RED | EF_BLUE)) {
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case EF_RED | EF_BLUE:
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QuatCopy (purple, dl->color);
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break;
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case EF_RED:
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QuatCopy (red, dl->color);
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break;
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case EF_BLUE:
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QuatCopy (blue, dl->color);
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break;
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default:
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QuatCopy (normal, dl->color);
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break;
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}
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}
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if (glow_size) {
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dl->radius += glow_size < 128 ? glow_size * 8.0 :
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(glow_size - 256) * 8.0;
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dl->die = cl.time + 0.1;
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if (glow_color) {
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if (glow_color == 255) {
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dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
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} else {
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byte *tempcolor;
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tempcolor = (byte *) &d_8to24table[glow_color];
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VectorScale (tempcolor, 1 / 255.0, dl->color);
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}
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}
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}
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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->int_val || 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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void
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CL_TransformEntity (entity_t *ent, const vec3_t angles, qboolean force)
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{
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vec3_t ang;
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vec_t *forward, *left, *up;
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if (VectorIsZero (angles)) {
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VectorSet (1, 0, 0, ent->transform + 0);
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VectorSet (0, 1, 0, ent->transform + 4);
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VectorSet (0, 0, 1, ent->transform + 8);
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} else if (force || !VectorCompare (angles, ent->angles)) {
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forward = ent->transform + 0;
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left = ent->transform + 4;
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up = ent->transform + 8;
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VectorCopy (angles, ang);
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if (ent->model && ent->model->type == mod_alias) {
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// stupid quake bug
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// why, oh, why, do alias models pitch in the opposite direction
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// to everything else?
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ang[PITCH] = -ang[PITCH];
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}
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AngleVectors (ang, forward, left, up);
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VectorNegate (left, left); // AngleVectors is right-handed
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}
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VectorCopy (angles, ent->angles);
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ent->transform[3] = 0;
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ent->transform[7] = 0;
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ent->transform[11] = 0;
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VectorCopy (ent->origin, ent->transform + 12);
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ent->transform[15] = 1;
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}
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static void
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CL_ModelEffects (entity_t *ent, int num, int glow_color)
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{
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dlight_t *dl;
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model_t *model = ent->model;
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if (model->flags & EF_ROCKET) {
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dl = r_funcs->R_AllocDlight (num);
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if (dl) {
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200.0;
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dl->die = cl.time + 0.1;
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//FIXME VectorCopy (r_firecolor->vec, dl->color);
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VectorSet (0.9, 0.7, 0.0, dl->color);
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dl->color[3] = 0.7;
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}
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r_funcs->particles->R_RocketTrail (ent);
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} else if (model->flags & EF_GRENADE)
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r_funcs->particles->R_GrenadeTrail (ent);
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else if (model->flags & EF_GIB)
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r_funcs->particles->R_BloodTrail (ent);
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else if (model->flags & EF_ZOMGIB)
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r_funcs->particles->R_SlightBloodTrail (ent);
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else if (model->flags & EF_TRACER)
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r_funcs->particles->R_WizTrail (ent);
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else if (model->flags & EF_TRACER2)
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r_funcs->particles->R_FlameTrail (ent);
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else if (model->flags & EF_TRACER3)
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r_funcs->particles->R_VoorTrail (ent);
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else if (model->flags & EF_GLOWTRAIL)
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if (r_funcs->particles->R_GlowTrail)
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r_funcs->particles->R_GlowTrail (ent, glow_color);
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}
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static void
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CL_EntityEffects (int num, entity_t *ent, entity_state_t *state)
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{
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dlight_t *dl;
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if (state->effects & EF_BRIGHTFIELD)
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r_funcs->particles->R_EntityParticles (ent);
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if (state->effects & EF_MUZZLEFLASH) {
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vec_t *fv = ent->transform;
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dl = r_funcs->R_AllocDlight (num);
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if (dl) {
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VectorMultAdd (ent->origin, 18, fv, dl->origin);
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dl->origin[2] += 16;
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dl->radius = 200 + (rand () & 31);
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dl->die = cl.time + 0.1;
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dl->minlight = 32;
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dl->color[0] = 0.2;
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dl->color[1] = 0.1;
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dl->color[2] = 0.05;
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dl->color[3] = 0.7;
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}
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}
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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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int i = ent - cl_entities;
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ent->model = cl.model_precache[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 (ent->model) {
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if (ent->model->synctype == ST_RAND)
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ent->syncbase = (float) (rand () & 0x7fff) / 0x7fff;
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else
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ent->syncbase = 0.0;
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} else {
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cl_forcelink[i] = true; // hack to make null model players work
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}
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if (i <= cl.maxclients)
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ent->skin = mod_funcs->Skin_SetColormap (ent->skin, i);
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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, d;
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int i, j;
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int entvalid;
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vec3_t delta;
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int model_flags;
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r_data->player_entity = &cl_entities[cl.viewentity];
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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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for (i = 0; i < 3; i++)
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cl.velocity[i] = cl.mvelocity[1][i] +
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frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
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if (cls.demoplayback) {
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// interpolate the angles
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for (j = 0; j < 3; j++) {
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d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
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if (d > 180)
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d -= 360;
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else if (d < -180)
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d += 360;
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cl.viewangles[j] = cl.mviewangles[1][j] + frac * d;
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}
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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.mindex][i];
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old = &nq_entstates.frame[1 - cl.mindex][i];
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ent = &cl_entities[i];
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// if the object wasn't included in the last packet, remove it
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entvalid = cl_msgtime[i] == cl.mtime[0];
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if (entvalid && !new->modelindex) {
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VectorCopy (new->origin, ent->origin);
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VectorCopy (new->angles, ent->angles);
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entvalid = 0;
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}
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if (!entvalid) {
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ent->model = NULL;
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ent->pose1 = ent->pose2 = -1;
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if (ent->efrag)
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r_funcs->R_RemoveEfrags (ent); // just became empty
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continue;
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}
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if (cl_forcelink[i])
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*old = *new;
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if (cl_forcelink[i] || 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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ent->frame = new->frame;
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if (cl_forcelink[i] || new->colormap != old->colormap) {
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old->colormap = new->colormap;
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ent->skin = mod_funcs->Skin_SetColormap (ent->skin, new->colormap);
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}
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if (cl_forcelink[i] || new->skinnum != old->skinnum) {
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old->skinnum = new->skinnum;
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ent->skinnum = new->skinnum;
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if (i <= cl.maxclients) {
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ent->skin = mod_funcs->Skin_SetColormap (ent->skin, i);
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mod_funcs->Skin_SetTranslation (i, cl.scores[i - 1].topcolor,
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cl.scores[i - 1].bottomcolor);
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}
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}
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ent->scale = new->scale / 16.0;
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VectorCopy (ent_colormod[new->colormod], ent->colormod);
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ent->colormod[3] = ENTALPHA_DECODE (new->alpha);
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model_flags = 0;
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if (ent->model)
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model_flags = ent->model->flags;
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if (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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ent->pose1 = ent->pose2 = -1;
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VectorCopy (new->origin, ent->origin);
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if (!(model_flags & EF_ROTATE))
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CL_TransformEntity (ent, new->angles, true);
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if (i != cl.viewentity || chase_active->int_val) {
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if (ent->efrag)
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r_funcs->R_RemoveEfrags (ent);
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r_funcs->R_AddEfrags (ent);
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}
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VectorCopy (ent->origin, ent->old_origin);
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} else {
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f = frac;
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VectorCopy (ent->origin, ent->old_origin);
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VectorSubtract (new->origin, old->origin, delta);
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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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VectorCopy (new->origin, ent->origin);
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if (!(model_flags & EF_ROTATE))
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CL_TransformEntity (ent, new->angles, true);
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ent->pose1 = ent->pose2 = -1;
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} else {
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vec3_t angles, d;
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// interpolate the origin and angles
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VectorMultAdd (old->origin, f, delta, ent->origin);
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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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CL_TransformEntity (ent, angles, false);
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}
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}
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if (i != cl.viewentity || chase_active->int_val) {
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if (ent->efrag) {
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if (!VectorCompare (ent->origin, ent->old_origin)) {
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r_funcs->R_RemoveEfrags (ent);
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r_funcs->R_AddEfrags (ent);
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}
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} else {
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r_funcs->R_AddEfrags (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, angles, false);
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}
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CL_EntityEffects (i, ent, new);
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CL_NewDlight (i, ent->origin, new->effects, new->glow_size,
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new->glow_color);
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if (VectorDistance_fast (old->origin, ent->origin) > (256 * 256))
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VectorCopy (ent->origin, old->origin);
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if (model_flags & ~EF_ROTATE)
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CL_ModelEffects (ent, i, new->glow_color);
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cl_forcelink[i] = false;
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}
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}
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