quakeforge/qw/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

534 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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/msg.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "compat.h"
#include "d_iface.h"
#include "client/effects.h"
#include "client/locs.h"
#include "client/temp_entities.h"
#include "client/view.h"
#include "qw/bothdefs.h"
#include "qw/msg_ucmd.h"
#include "qw/pmove.h"
#include "qw/include/cl_cam.h"
#include "qw/include/cl_ents.h"
#include "qw/include/cl_main.h"
#include "qw/include/cl_parse.h"
#include "qw/include/cl_pred.h"
#include "qw/include/host.h"
entity_t cl_player_ents[MAX_CLIENTS];
entity_t cl_flag_ents[MAX_CLIENTS];
entity_t cl_entities[512]; // FIXME: magic number
byte cl_entity_valid[2][512];
void
CL_ClearEnts (void)
{
size_t i;
i = qw_entstates.num_frames * qw_entstates.num_entities;
memset (qw_entstates.frame[0], 0, i * sizeof (entity_state_t));
memset (cl_entity_valid, 0, sizeof (cl_entity_valid));
for (i = 0; i < sizeof (cl_entities) / sizeof (cl_entities[0]); i++)
CL_Init_Entity (&cl_entities[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]);
}
// 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
set_entity_model (entity_t *ent, int modelindex)
{
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;
}
}
animation->nolerp = 1; // don't try to lerp when the model has changed
}
static void
CL_LinkPacketEntities (void)
{
int i, j, forcelink;
float frac, f;
entity_t *ent;
entity_state_t *new, *old;
renderer_t *renderer;
animation_t *animation;
frac = 1;
for (i = 0; i < 512; i++) {
new = &qw_entstates.frame[cl.link_sequence & UPDATE_MASK][i];
old = &qw_entstates.frame[cl.prev_sequence & UPDATE_MASK][i];
ent = &cl_entities[i];
renderer = &ent->renderer;
animation = &ent->animation;
forcelink = cl_entity_valid[0][i] != cl_entity_valid[1][i];
cl_entity_valid[1][i] = cl_entity_valid[0][i];
// if the object wasn't included in the last packet, remove it
if (!cl_entity_valid[0][i]) {
renderer->model = NULL;
animation->pose1 = animation->pose2 = -1;
if (ent->visibility.efrag) {
r_funcs->R_RemoveEfrags (ent); // just became empty
}
continue;
}
// spawn light flashes, even ones coming from invisible objects
CL_NewDlight (i, new->origin, new->effects, new->glow_size,
new->glow_color, cl.time);
// if set to invisible, skip
if (!new->modelindex
|| (cl_deadbodyfilter->int_val && is_dead_body (new))
|| (cl_gibfilter->int_val && is_gib (new))) {
if (ent->visibility.efrag) {
r_funcs->R_RemoveEfrags (ent);
}
continue;
}
if (forcelink)
*old = *new;
if (forcelink || new->modelindex != old->modelindex) {
old->modelindex = new->modelindex;
set_entity_model (ent, new->modelindex);
}
animation->frame = new->frame;
if (forcelink || new->colormap != old->colormap
|| new->skinnum != old->skinnum) {
old->skinnum = new->skinnum;
renderer->skinnum = new->skinnum;
old->colormap = new->colormap;
if (new->colormap && (new->colormap <= MAX_CLIENTS)
&& cl.players[new->colormap - 1].name
&& cl.players[new->colormap - 1].name->value[0]
&& new->modelindex == cl_playerindex) {
player_info_t *player = &cl.players[new->colormap - 1];
renderer->skin
= mod_funcs->Skin_SetSkin (renderer->skin, new->colormap,
player->skinname->value);
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
new->colormap);
} else {
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
0);
}
}
VectorCopy (ent_colormod[new->colormod], renderer->colormod);
renderer->colormod[3] = new->alpha / 255.0;
renderer->min_light = 0;
renderer->fullbright = 0;
if (new->modelindex == cl_playerindex) {
renderer->min_light = min (cl.fbskins, cl_fb_players->value);
if (renderer->min_light >= 1.0) {
renderer->fullbright = 1;
}
}
ent->old_origin = Transform_GetWorldPosition (ent->transform);
if (forcelink) {
animation->pose1 = animation->pose2 = -1;
CL_TransformEntity (ent, new->scale / 16, 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);
}
} else {
vec4f_t delta = new->origin - old->origin;
f = frac;
// 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, new->angles,
new->origin);
animation->pose1 = animation->pose2 = -1;
} else if (!(renderer->model->flags & EF_ROTATE)) {
vec3_t angles, d;
vec4f_t origin = old->origin + f * delta;
// interpolate the origin and angles
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);
}
}
}
if (!ent->visibility.efrag) {
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
}
// rotate binary objects locally
if (renderer->model->flags & EF_ROTATE) {
vec3_t angles;
angles[PITCH] = 0;
angles[YAW] = anglemod (100 * cl.time);
angles[ROLL] = 0;
CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin);
}
//CL_EntityEffects (i, ent, new);
//CL_NewDlight (i, ent->origin, new->effects, 0, 0, cl.time);
vec4f_t org = Transform_GetWorldPosition (ent->transform);
if (VectorDistance_fast (old->origin, org) > (256 * 256))
old->origin = org;
if (renderer->model->flags & ~EF_ROTATE) {
CL_ModelEffects (ent, -new->number, new->glow_color, cl.time);
}
}
}
static void
CL_UpdateFlagModels (entity_t *ent, 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;
fent = &cl_flag_ents[key];
if (!fent->active) {
return;
}
f = 14.0;
if (ent->animation.frame >= 29 && ent->animation.frame <= 40) {
f = flag_offsets[ent->animation.frame - 29];
} else if (ent->animation.frame >= 103 && ent->animation.frame <= 118) {
if (ent->animation.frame <= 106) { // 103-104 nailattack
f = 20.0; // 105-106 light
} else { // 107-112 rocketattack
f = 21.0; // 112-118 shotattack
}
}
vec4f_t scale = { 1, 1, 1, 1 };
// -45 degree roll (x is forward)
vec4f_t rotation = { -0.382683432, 0, 0, 0.923879533 };
vec4f_t position = { -f, -22, 0, 1};
Transform_SetLocalPosition (fent->transform, position);
Transform_SetLocalTransform (fent->transform, scale, rotation, position);
position = Transform_GetWorldPosition (fent->transform);
position[3] -= 16;
Transform_SetWorldPosition (fent->transform, position);
}
static entity_t *
CL_AddFlagModels (entity_t *ent, int team, int key)
{
entity_t *fent;
fent = &cl_flag_ents[key];
if (cl_flagindex == -1) {
fent->active = 0;
return 0;
}
fent->active = 1;
if (!Transform_GetParent (fent->transform)) {
Transform_SetParent (fent->transform, ent->transform);
}
CL_UpdateFlagModels (ent, key);
fent->renderer.model = cl.model_precache[cl_flagindex];
fent->renderer.skinnum = team;
return fent;
}
static void
CL_RemoveFlagModels (int key)
{
entity_t *fent;
fent = &cl_flag_ents[key];
fent->active = 0;
Transform_SetParent (fent->transform, 0);
}
/*
CL_LinkPlayers
Create visible entities in the correct position
for all current players
*/
static void
CL_LinkPlayers (void)
{
double playertime;
int msec, oldphysent, j;
entity_t *ent;
frame_t *frame;
player_info_t *player;
player_state_t exact;
player_state_t *state;
qboolean clientplayer;
vec3_t ang = {0, 0, 0};
vec4f_t org;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
for (j = 0, player = cl.players, state = frame->playerstate;
j < MAX_CLIENTS; j++, player++, state++) {
ent = &cl_player_ents[j];
if (ent->visibility.efrag)
r_funcs->R_RemoveEfrags (ent);
if (player->flag_ent && player->flag_ent->visibility.efrag) {
r_funcs->R_RemoveEfrags (player->flag_ent);
}
if (state->messagenum != cl.parsecount)
continue; // not present this frame
if (!player->name || !player->name->value[0])
continue;
// spawn light flashes, even ones coming from invisible objects
if (j == cl.playernum) {
org = cl.viewstate.origin;
r_data->player_entity = &cl_player_ents[j];
clientplayer = true;
} else {
org = state->pls.es.origin;
clientplayer = false;
}
if (player->chat && player->chat->value[0] != '0') {
dlight_t *dl = r_funcs->R_AllocDlight (j + 1);
VectorCopy (org, dl->origin);
dl->radius = 100;
dl->die = cl.time + 0.1;
QuatSet (0.0, 1.0, 0.0, 1.0, dl->color);
} else {
CL_NewDlight (j + 1, org, state->pls.es.effects,
state->pls.es.glow_size, state->pls.es.glow_color,
cl.time);
}
// Draw player?
if (!Cam_DrawPlayer (j))
continue;
if (!state->pls.es.modelindex)
continue;
// Hack hack hack
if (cl_deadbodyfilter->int_val
&& state->pls.es.modelindex == cl_playerindex
&& is_dead_body (&state->pls.es))
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) {
Sys_Printf("a\n");
exact.pls.es.origin = state->pls.es.origin;
} else { // predict players movement
state->pls.cmd.msec = msec = min (msec, 255);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (j);
exact.pls.es.origin[3] = 1;//FIXME should be done by prediction
CL_PredictUsercmd (state, &exact, &state->pls.cmd, clientplayer);
pmove.numphysent = oldphysent;
}
// angles
if (j == cl.playernum)
{
ang[PITCH] = -cl.viewstate.angles[PITCH] / 3.0;
ang[YAW] = cl.viewstate.angles[YAW];
} else {
ang[PITCH] = -state->viewangles[PITCH] / 3.0;
ang[YAW] = state->viewangles[YAW];
}
ang[ROLL] = V_CalcRoll (ang, state->pls.es.velocity) * 4.0;
if (ent->renderer.model
!= cl.model_precache[state->pls.es.modelindex]) {
ent->renderer.model = cl.model_precache[state->pls.es.modelindex];
ent->animation.nolerp = 1;
}
ent->animation.frame = state->pls.es.frame;
ent->renderer.skinnum = state->pls.es.skinnum;
//FIXME scale
CL_TransformEntity (ent, 1, ang, exact.pls.es.origin);
ent->renderer.min_light = 0;
ent->renderer.fullbright = 0;
if (state->pls.es.modelindex == cl_playerindex) { //XXX
// use custom skin
ent->renderer.skin = player->skin;
ent->renderer.min_light = min (cl.fbskins, cl_fb_players->value);
if (ent->renderer.min_light >= 1.0) {
ent->renderer.fullbright = 1;
}
} else {
// FIXME no team colors on nonstandard player models
ent->renderer.skin = 0;
}
int flag_state = state->pls.es.effects & (EF_FLAG1 | EF_FLAG2);
if (player->flag_ent && !flag_state) {
CL_RemoveFlagModels (j);
player->flag_ent = 0;
} else if (!player->flag_ent && flag_state) {
if (flag_state & EF_FLAG1)
player->flag_ent = CL_AddFlagModels (ent, 0, j);
else if (flag_state & EF_FLAG2)
player->flag_ent = CL_AddFlagModels (ent, 1, j);
}
// stuff entity in map
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
if (player->flag_ent) {
CL_UpdateFlagModels (ent, j);
r_funcs->R_AddEfrags (&cl.worldmodel->brush, player->flag_ent);
}
}
}
/*
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;
TEntContext_t tentCtx = {
cl.viewstate.origin, cl.worldmodel, cl.viewentity
};
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_UpdateTEnts (cl.time, &tentCtx);
if (cl_draw_locs->int_val) {
locs_draw (cl.viewstate.origin);
}
}
void
CL_Ents_Init (void)
{
r_data->view_model = &cl.viewent;
}