mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
12c84046f3
This is an extremely extensive patch as it hits every cvar, and every usage of the cvars. Cvars no longer store the value they control, instead, they use a cexpr value object to reference the value and specify the value's type (currently, a null type is used for strings). Non-string cvars are passed through cexpr, allowing expressions in the cvars' settings. Also, cvars have returned to an enhanced version of the original (id quake) registration scheme. As a minor benefit, relevant code having direct access to the cvar-controlled variables is probably a slight optimization as it removed a pointer dereference, and the variables can be located for data locality. The static cvar descriptors are made private as an additional safety layer, though there's nothing stopping external modification via Cvar_FindVar (which is needed for adding listeners). While not used yet (partly due to working out the design), cvars can have a validation function. Registering a cvar allows a primary listener (and its data) to be specified: it will always be called first when the cvar is modified. The combination of proper listeners and direct access to the controlled variable greatly simplifies the more complex cvar interactions as much less null checking is required, and there's no need for one cvar's callback to call another's. nq-x11 is known to work at least well enough for the demos. More testing will come.
332 lines
8.7 KiB
C
332 lines
8.7 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/plist.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 "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "compat.h"
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#include "client/effects.h"
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#include "client/temp_entities.h"
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#include "client/world.h"
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#include "client/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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static byte forcelink_bytes[SET_SIZE(MAX_EDICTS)];
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#define alloc_forcelink(s) (set_bits_t *)forcelink_bytes
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set_t cl_forcelink = SET_STATIC_INIT (MAX_EDICTS, alloc_forcelink);
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#undef alloc_forcelink
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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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for (i = 0; i < MAX_EDICTS; i++) {
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if (cl_entities[i]) {
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Scene_DestroyEntity (cl_world.scene, cl_entities[i]);
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cl_entities[i] = 0;
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}
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}
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// clear other arrays
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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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set_empty (&cl_forcelink);
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}
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entity_t *
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CL_GetEntity (int num)
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{
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if (!cl_entities[num]) {
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cl_entities[num] = Scene_CreateEntity (cl_world.scene);
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CL_Init_Entity (cl_entities[num]);
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}
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return cl_entities[num];
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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 || 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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static void
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set_entity_model (int ent_ind, int modelindex)
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{
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entity_t *ent = cl_entities[ent_ind];
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renderer_t *renderer = &ent->renderer;
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animation_t *animation = &ent->animation;
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renderer->model = cl_world.models.a[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 (renderer->model) {
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if (renderer->model->synctype == ST_RAND) {
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animation->syncbase = (float) (rand () & 0x7fff) / 0x7fff;
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} else {
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animation->syncbase = 0.0;
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}
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} else {
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// hack to make null model players work
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SET_ADD (&cl_forcelink, ent_ind);
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}
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animation->nolerp = 1; // don't try to lerp when the model has changed
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if (ent_ind <= cl.maxclients) {
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin, ent_ind);
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}
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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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renderer_t *renderer;
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animation_t *animation;
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float bobjrotate, frac, f;
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int i, j;
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int entvalid;
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int model_flags;
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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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cl.viewstate.velocity = cl.frameVelocity[1]
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+ frac * (cl.frameVelocity[0] - cl.frameVelocity[1]);
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if (cls.demoplayback) {
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// interpolate the angles
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vec3_t d;
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VectorSubtract (cl.frameViewAngles[0], cl.frameViewAngles[1], 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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}
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VectorMultAdd (cl.frameViewAngles[1], frac, d,
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cl.viewstate.player_angles);
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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.frameIndex][i];
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old = &nq_entstates.frame[1 - cl.frameIndex][i];
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ent = CL_GetEntity (i);
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renderer = &ent->renderer;
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animation = &ent->animation;
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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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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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entvalid = 0;
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}
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if (!entvalid) {
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renderer->model = NULL;
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animation->pose1 = animation->pose2 = -1;
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if (ent->visibility.efrag) {
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R_RemoveEfrags (ent); // just became empty
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}
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continue;
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)) {
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*old = *new;
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->modelindex != old->modelindex) {
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old->modelindex = new->modelindex;
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set_entity_model (i, new->modelindex);
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}
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animation->frame = new->frame;
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->colormap != old->colormap) {
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old->colormap = new->colormap;
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
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new->colormap);
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}
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if (SET_TEST_MEMBER (&cl_forcelink, i)
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|| new->skinnum != old->skinnum) {
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old->skinnum = new->skinnum;
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renderer->skinnum = new->skinnum;
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if (i <= cl.maxclients) {
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renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
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i);
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mod_funcs->Skin_SetTranslation (i, cl.players[i - 1].topcolor,
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cl.players[i - 1].bottomcolor);
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}
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}
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VectorCopy (ent_colormod[new->colormod], renderer->colormod);
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renderer->colormod[3] = ENTALPHA_DECODE (new->alpha);
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model_flags = 0;
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if (renderer->model) {
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model_flags = renderer->model->flags;
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}
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if (SET_TEST_MEMBER (&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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animation->pose1 = animation->pose2 = -1;
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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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if (i != cl.viewentity || chase_active) {
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if (ent->visibility.efrag) {
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R_RemoveEfrags (ent);
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}
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R_AddEfrags (&cl_world.worldmodel->brush, ent);
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}
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ent->old_origin = new->origin;
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} else {
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vec4f_t delta = new->origin - old->origin;
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f = frac;
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ent->old_origin = Transform_GetWorldPosition (ent->transform);
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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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CL_TransformEntity (ent, new->scale / 16.0, new->angles,
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new->origin);
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animation->pose1 = animation->pose2 = -1;
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} else {
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// interpolate the origin and angles
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vec3_t angles, d;
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vec4f_t origin = old->origin + f * delta;
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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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}
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CL_TransformEntity (ent, new->scale / 16.0, angles, origin);
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}
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if (i != cl.viewentity || chase_active) {
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if (ent->visibility.efrag) {
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vec4f_t org
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= Transform_GetWorldPosition (ent->transform);
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if (!VectorCompare (org, ent->old_origin)) {//FIXME
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R_RemoveEfrags (ent);
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R_AddEfrags (&cl_world.worldmodel->brush, ent);
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}
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} else {
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R_AddEfrags (&cl_world.worldmodel->brush, 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, new->scale / 16.0, angles, new->origin);
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}
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CL_EntityEffects (i, ent, new, cl.time);
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vec4f_t org = Transform_GetWorldPosition (ent->transform);
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CL_NewDlight (i, org, new->effects, new->glow_size,
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new->glow_color, cl.time);
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if (VectorDistance_fast (old->origin, org) > (256 * 256)) {
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old->origin = org;
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}
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if (model_flags & ~EF_ROTATE)
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CL_ModelEffects (ent, i, new->glow_color, cl.time);
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SET_REMOVE (&cl_forcelink, i);
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}
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cl.viewstate.player_entity = CL_GetEntity (cl.viewentity);
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cl.viewstate.player_origin
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= Transform_GetWorldPosition (cl.viewstate.player_entity->transform);
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}
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