quakeforge/qw/source/cl_ents.c
Bill Currie 765b9ebb65 Split up the qw entity handling code.
More pre-merge organization.
2011-09-04 09:58:11 +09:00

544 lines
13 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 "r_cvar.h"
#include "r_dynamic.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 ()
{
unsigned int 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_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 {
unsigned char *tempcolor;
tempcolor = (byte *) &d_8to24table[glow_color];
dl->color[0] = tempcolor[0] / 255.0;
dl->color[1] = tempcolor[1] / 255.0;
dl->color[2] = tempcolor[2] / 255.0;
}
}
}
}
// 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;
}
static void
CL_LinkPacketEntities (void)
{
int pnum, i;
dlight_t *dl;
entity_t *ent;
entity_state_t *s1;
model_t *model;
packet_entities_t *pack;
player_info_t *info;
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_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
if (s1->colormap && (s1->colormap <= MAX_CLIENTS)
&& cl.players[s1->colormap - 1].name[0]
&& !strcmp (ent->model->name, "progs/player.mdl")) {
ent->colormap = cl.players[s1->colormap - 1].translations;
info = &cl.players[s1->colormap - 1];
} else {
ent->colormap = vid.colormap8;
info = NULL;
}
if (info && info->skinname && !info->skin)
Skin_Find (info);
if (info && info->skin) {
ent->skin = Skin_NewTempSkin ();
if (ent->skin) {
i = s1->colormap - 1;
CL_NewTranslation (i, ent->skin);
}
} else {
ent->skin = NULL;
}
// 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->lerpflags |= LERP_RESETMOVE|LERP_RESETANIM;
// 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_RemoveEfrags (ent);
}
}
if (!ent->efrag)
R_AddEfrags (ent);
if (model->flags & EF_ROTATE) { // rotate binary objects locally
ent->angles[0] = 0;
ent->angles[1] = anglemod (100 * cl.time);
ent->angles[2] = 0;
} else {
VectorCopy (s1->angles, ent->angles);
}
// add automatic particle trails
if (!model->flags)
continue;
if (model->flags & EF_ROCKET) {
dl = R_AllocDlight (-s1->number);
if (dl) {
VectorCopy (ent->origin, dl->origin);
dl->radius = 200.0;
dl->die = cl.time + 0.1;
VectorCopy (r_firecolor->vec, dl->color);
dl->color[3] = 0.7;
}
R_RocketTrail (ent);
} else if (model->flags & EF_GRENADE)
R_GrenadeTrail (ent);
else if (model->flags & EF_GIB)
R_BloodTrail (ent);
else if (model->flags & EF_ZOMGIB)
R_SlightBloodTrail (ent);
else if (model->flags & EF_TRACER)
R_WizTrail (ent);
else if (model->flags & EF_TRACER2)
R_FlameTrail (ent);
else if (model->flags & EF_TRACER3)
R_VoorTrail (ent);
else if (model->flags & EF_GLOWTRAIL)
R_GlowTrail (ent, s1->glow_color);
}
}
/*
CL_AddFlagModels
Called when the CTF flags are set. Flags are effectively temp entities.
*/
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;
vec3_t v_forward, v_right, v_up;
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;
AngleVectors (ent->angles, v_forward, v_right, v_up);
v_forward[2] = -v_forward[2]; // reverse z component
VectorMultAdd (ent->origin, -f, v_forward, fent->origin);
VectorMultAdd (fent->origin, 22, v_right, fent->origin);
fent->origin[2] -= 16.0;
VectorCopy (ent->angles, fent->angles);
fent->angles[2] -= 45.0;
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;
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_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_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)
{
ent->angles[PITCH] = -cl.viewangles[PITCH] / 3.0;
ent->angles[YAW] = cl.viewangles[YAW];
} else {
ent->angles[PITCH] = -state->viewangles[PITCH] / 3.0;
ent->angles[YAW] = state->viewangles[YAW];
}
ent->angles[ROLL] = V_CalcRoll (ent->angles,
state->pls.velocity) * 4.0;
ent->model = cl.model_precache[state->pls.modelindex];
ent->frame = state->pls.frame;
ent->colormap = info->translations;
ent->skinnum = state->pls.skinnum;
ent->min_light = 0;
ent->fullbright = 0;
if (state->pls.modelindex == cl_playerindex) { //XXX
// use custom skin
if (!info->skin)
Skin_Find (info);
if (info && info->skin) {
ent->skin = Skin_NewTempSkin ();
if (ent->skin) {
CL_NewTranslation (j, ent->skin);
}
} else {
ent->skin = NULL;
}
ent->min_light = min (cl.fbskins, cl_fb_players->value);
if (ent->min_light >= 1.0)
ent->fullbright = 1;
} else {
ent->skin = NULL;
}
// stuff entity in map
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;
Skin_ClearTempSkins ();
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_UpdateTEnts ();
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_AllocDlight (4096);
if (dl) {
VectorCopy (nearloc->loc, dl->origin);
dl->radius = 200;
dl->die = r_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_Particle_New (pt_smokecloud, part_tex_smoke, trueloc, 2.0,
vec3_origin, r_realtime + 9.0, 254,
0.25 + qfrandom (0.125), 0.0);
for (i = 0; i < 15; i++)
R_Particle_NewRandom (pt_fallfade, part_tex_dot, trueloc, 12,
0.7, 96, r_realtime + 5.0,
104 + (rand () & 7), 1.0, 0.0);
}
}
}
void
CL_Ents_Init (void)
{
r_view_model = &cl.viewent;
}