mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
bc1b483525
It's pretty useless in git.
373 lines
9.4 KiB
C
373 lines
9.4 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/qfplist.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 "chase.h"
|
|
#include "client.h"
|
|
#include "compat.h"
|
|
#include "host.h"
|
|
#include "host.h"
|
|
#include "server.h"
|
|
|
|
// FIXME: put these on hunk?
|
|
entity_t cl_entities[MAX_EDICTS];
|
|
cl_entity_state_t cl_baselines[MAX_EDICTS];
|
|
|
|
|
|
void
|
|
CL_ClearEnts (void)
|
|
{
|
|
size_t i;
|
|
|
|
// clear other arrays
|
|
memset (cl_entities, 0, sizeof (cl_entities));
|
|
memset (cl_baselines, 0, sizeof (cl_baselines));
|
|
|
|
for (i = 0; i < MAX_EDICTS; i++) {
|
|
cl_baselines[i].ent = &cl_entities[i];
|
|
CL_Init_Entity (cl_entities + 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_funcs->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 {
|
|
byte *tempcolor;
|
|
|
|
tempcolor = (byte *) &d_8to24table[glow_color];
|
|
VectorScale (tempcolor, 1 / 255.0, dl->color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
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;
|
|
}
|
|
|
|
void
|
|
CL_TransformEntity (entity_t *ent, const vec3_t angles, qboolean force)
|
|
{
|
|
vec3_t ang;
|
|
vec_t *forward, *left, *up;
|
|
|
|
if (VectorIsZero (angles)) {
|
|
VectorSet (1, 0, 0, ent->transform + 0);
|
|
VectorSet (0, 1, 0, ent->transform + 4);
|
|
VectorSet (0, 0, 1, ent->transform + 8);
|
|
} else if (force || !VectorCompare (angles, ent->angles)) {
|
|
forward = ent->transform + 0;
|
|
left = ent->transform + 4;
|
|
up = ent->transform + 8;
|
|
VectorCopy (angles, ang);
|
|
if (ent->model && ent->model->type == mod_alias) {
|
|
// stupid quake bug
|
|
// why, oh, why, do alias models pitch in the opposite direction
|
|
// to everything else?
|
|
ang[PITCH] = -ang[PITCH];
|
|
}
|
|
AngleVectors (ang, forward, left, up);
|
|
VectorNegate (left, left); // AngleVectors is right-handed
|
|
}
|
|
VectorCopy (angles, ent->angles);
|
|
ent->transform[3] = 0;
|
|
ent->transform[7] = 0;
|
|
ent->transform[11] = 0;
|
|
VectorCopy (ent->origin, ent->transform + 12);
|
|
ent->transform[15] = 1;
|
|
}
|
|
|
|
void
|
|
CL_RelinkEntities (void)
|
|
{
|
|
entity_t *ent;
|
|
cl_entity_state_t *state;
|
|
dlight_t *dl;
|
|
float bobjrotate, frac, f, d;
|
|
int i, j;
|
|
vec3_t delta;
|
|
|
|
r_data->player_entity = &cl_entities[cl.viewentity];
|
|
|
|
// determine partial update time
|
|
frac = CL_LerpPoint ();
|
|
|
|
// interpolate player info
|
|
for (i = 0; i < 3; i++)
|
|
cl.velocity[i] = cl.mvelocity[1][i] +
|
|
frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
|
|
|
|
if (cls.demoplayback) {
|
|
// interpolate the angles
|
|
for (j = 0; j < 3; j++) {
|
|
d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
|
|
if (d > 180)
|
|
d -= 360;
|
|
else if (d < -180)
|
|
d += 360;
|
|
cl.viewangles[j] = cl.mviewangles[1][j] + frac * d;
|
|
}
|
|
}
|
|
|
|
bobjrotate = anglemod (100 * cl.time);
|
|
|
|
// start on the entity after the world
|
|
for (i = 1, state = cl_baselines + 1; i < cl.num_entities; i++, state++) {
|
|
ent = state->ent;
|
|
if (!ent->model) { // empty slot
|
|
if (ent->efrag)
|
|
r_funcs->R_RemoveEfrags (ent); // just became empty
|
|
continue;
|
|
}
|
|
// if the object wasn't included in the last packet, remove it
|
|
if (state->msgtime != cl.mtime[0]) {
|
|
ent->model = NULL;
|
|
ent->pose1 = ent->pose2 = -1;
|
|
if (ent->efrag)
|
|
r_funcs->R_RemoveEfrags (ent); // just became empty
|
|
continue;
|
|
}
|
|
|
|
ent->colormod[3] = ENTALPHA_DECODE (state->alpha);
|
|
|
|
VectorCopy (ent->origin, ent->old_origin);
|
|
|
|
if (state->forcelink) {
|
|
// The entity was not updated in the last message so move to the
|
|
// final spot
|
|
if (i != cl.viewentity || chase_active->int_val) {
|
|
if (ent->efrag)
|
|
r_funcs->R_RemoveEfrags (ent);
|
|
r_funcs->R_AddEfrags (ent);
|
|
}
|
|
} else {
|
|
// If the delta is large, assume a teleport and don't lerp
|
|
f = frac;
|
|
VectorSubtract (state->msg_origins[0],
|
|
state->msg_origins[1], delta);
|
|
if (fabs (delta[0]) > 100 || fabs (delta[1] > 100)
|
|
|| fabs (delta[2]) > 100) {
|
|
// assume a teleportation, not a motion
|
|
VectorCopy (state->msg_origins[0], ent->origin);
|
|
if (!(ent->model->flags & EF_ROTATE))
|
|
CL_TransformEntity (ent, state->msg_angles[0], true);
|
|
ent->pose1 = ent->pose2 = -1;
|
|
} else {
|
|
vec3_t angles, d;
|
|
// interpolate the origin and angles
|
|
VectorMultAdd (state->msg_origins[1], f, delta, ent->origin);
|
|
if (!(ent->model->flags & EF_ROTATE)) {
|
|
VectorSubtract (state->msg_angles[0],
|
|
state->msg_angles[1], d);
|
|
for (j = 0; j < 3; j++) {
|
|
if (d[j] > 180)
|
|
d[j] -= 360;
|
|
else if (d[j] < -180)
|
|
d[j] += 360;
|
|
}
|
|
VectorMultAdd (state->msg_angles[1], f, d, angles);
|
|
CL_TransformEntity (ent, angles, false);
|
|
}
|
|
}
|
|
if (i != cl.viewentity || chase_active->int_val) {
|
|
if (ent->efrag) {
|
|
if (!VectorCompare (ent->origin, ent->old_origin)) {
|
|
r_funcs->R_RemoveEfrags (ent);
|
|
r_funcs->R_AddEfrags (ent);
|
|
}
|
|
} else {
|
|
r_funcs->R_AddEfrags (ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
// rotate binary objects locally
|
|
if (ent->model->flags & EF_ROTATE) {
|
|
vec3_t angles;
|
|
VectorCopy (state->msg_angles[0], angles);
|
|
angles[YAW] = bobjrotate;
|
|
CL_TransformEntity (ent, angles, false);
|
|
}
|
|
|
|
if (state->effects & EF_BRIGHTFIELD)
|
|
r_funcs->particles->R_EntityParticles (ent);
|
|
if (state->effects & EF_MUZZLEFLASH) {
|
|
vec_t *fv = ent->transform;
|
|
|
|
dl = r_funcs->R_AllocDlight (i);
|
|
if (dl) {
|
|
VectorMultAdd (ent->origin, 18, fv, dl->origin);
|
|
dl->origin[2] += 16;
|
|
dl->radius = 200 + (rand () & 31);
|
|
dl->die = cl.time + 0.1;
|
|
dl->minlight = 32;
|
|
dl->color[0] = 0.2;
|
|
dl->color[1] = 0.1;
|
|
dl->color[2] = 0.05;
|
|
dl->color[3] = 0.7;
|
|
}
|
|
}
|
|
CL_NewDlight (i, ent->origin, state->effects, 0, 0);
|
|
if (VectorDistance_fast (state->msg_origins[1], ent->origin)
|
|
> (256 * 256))
|
|
VectorCopy (ent->origin, state->msg_origins[1]);
|
|
if (ent->model->flags & EF_ROCKET) {
|
|
dl = r_funcs->R_AllocDlight (i);
|
|
if (dl) {
|
|
VectorCopy (ent->origin, dl->origin);
|
|
dl->radius = 200;
|
|
dl->die = cl.time + 0.1;
|
|
//FIXME VectorCopy (r_firecolor->vec, dl->color);
|
|
VectorSet (0.9, 0.7, 0.0, dl->color);
|
|
dl->color[3] = 0.7;
|
|
}
|
|
r_funcs->particles->R_RocketTrail (ent);
|
|
} else if (ent->model->flags & EF_GRENADE)
|
|
r_funcs->particles->R_GrenadeTrail (ent);
|
|
else if (ent->model->flags & EF_GIB)
|
|
r_funcs->particles->R_BloodTrail (ent);
|
|
else if (ent->model->flags & EF_ZOMGIB)
|
|
r_funcs->particles->R_SlightBloodTrail (ent);
|
|
else if (ent->model->flags & EF_TRACER)
|
|
r_funcs->particles->R_WizTrail (ent);
|
|
else if (ent->model->flags & EF_TRACER2)
|
|
r_funcs->particles->R_FlameTrail (ent);
|
|
else if (ent->model->flags & EF_TRACER3)
|
|
r_funcs->particles->R_VoorTrail (ent);
|
|
else if (ent->model->flags & EF_GLOWTRAIL)
|
|
if (r_funcs->particles->R_GlowTrail)
|
|
r_funcs->particles->R_GlowTrail (ent, state->glow_color);
|
|
|
|
state->forcelink = false;
|
|
}
|
|
}
|