quakeforge/nq/source/cl_ents.c
Bill Currie deff95f490 [client] Merge chase camera and much of input
Handling of view angles is a little hacky at the moment, but this gets
the chase camera code and most of the common input code into one place,
which will make cleaning up the camera code much easier.
2022-02-22 15:51:28 +09:00

309 lines
8.2 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 "compat.h"
#include "client/effects.h"
#include "client/temp_entities.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];
byte cl_forcelink[MAX_EDICTS];
void
CL_ClearEnts (void)
{
size_t i;
for (i = 0; i < MAX_EDICTS; i++) {
CL_Init_Entity (cl_entities + i);
}
// 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));
memset (cl_forcelink, 0, sizeof (cl_forcelink));
}
/*
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;
}
static void
set_entity_model (entity_t *ent, int modelindex)
{
int i = ent - cl_entities;
renderer_t *renderer = &ent->renderer;
animation_t *animation = &ent->animation;
renderer->model = cl.model_precache[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 {
cl_forcelink[i] = true; // hack to make null model players work
}
animation->nolerp = 1; // don't try to lerp when the model has changed
if (i <= cl.maxclients) {
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, i);
}
}
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;
r_data->player_entity = &cl_entities[cl.viewentity];
// 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.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_entities[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_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);
}
animation->frame = new->frame;
if (cl_forcelink[i] || new->colormap != old->colormap) {
old->colormap = new->colormap;
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
new->colormap);
}
if (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 (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->int_val) {
if (ent->visibility.efrag) {
r_funcs->R_RemoveEfrags (ent);
}
r_funcs->R_AddEfrags (&cl.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->int_val) {
if (ent->visibility.efrag) {
vec4f_t org
= Transform_GetWorldPosition (ent->transform);
if (!VectorCompare (org, ent->old_origin)) {//FIXME
r_funcs->R_RemoveEfrags (ent);
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
}
} else {
r_funcs->R_AddEfrags (&cl.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);
CL_NewDlight (i, org, new->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);
cl_forcelink[i] = false;
}
cl.viewstate.origin
= Transform_GetWorldPosition (cl_entities[cl.viewentity].transform);
}