stvoy-sp-sdk/cgame/cg_ents.cpp

1402 lines
36 KiB
C++

// cg_ents.c -- present snapshot entities, happens every single frame
#include "cg_local.h"
#include "fx_public.h"
#include "..\game\g_functions.h"
#include "..\game\boltOns.h"
extern qboolean CG_ApplyBoltOnToRefEnt (refEntity_t *newBoltOn, boltOn_t *boltOn, boltOnInfo_t *bOInfo, const vec3_t org, refEntity_t *targModel);
extern void CG_AssimilationTubules( vec3_t start, vec3_t end, vec3_t up, float scale );
/*
======================
CG_PositionEntityOnTag
Modifies the entities position and axis by the given
tag location
======================
*/
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName ) {
int i;
orientation_t lerped;
// lerp the tag
cgi_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
1.0f - parent->backlerp, tagName );
// FIXME: allow origin offsets along tag?
VectorCopy( parent->origin, entity->origin );
for ( i = 0 ; i < 3 ; i++ )
{
VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
}
// had to cast away the const to avoid compiler problems...
MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
entity->backlerp = parent->backlerp;
}
/*
======================
CG_PositionRotatedEntityOnTag
Modifies the entities position and axis by the given
tag location
======================
*/
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName, orientation_t *tagOrient ) {
int i;
orientation_t lerped;
vec3_t tempAxis[3];
// lerp the tag
cgi_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
1.0f - parent->backlerp, tagName );
if ( tagOrient )
{
VectorCopy( lerped.origin, tagOrient->origin );
for ( i = 0 ; i < 3 ; i++ )
{
VectorCopy( lerped.axis[i], tagOrient->axis[i] );
}
}
// FIXME: allow origin offsets along tag?
VectorCopy( parent->origin, entity->origin );
for ( i = 0 ; i < 3 ; i++ ) {
VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
}
MatrixMultiply( entity->axis, lerped.axis, tempAxis );
MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
}
/*
==========================================================================
FUNCTIONS CALLED EACH FRAME
==========================================================================
*/
/*
======================
CG_SetEntitySoundPosition
Also called by event processing code
======================
*/
void CG_SetEntitySoundPosition( centity_t *cent ) {
if ( cent->currentState.solid == SOLID_BMODEL ) {
vec3_t origin;
float *v;
v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
VectorAdd( cent->lerpOrigin, v, origin );
cgi_S_UpdateEntityPosition( cent->currentState.number, origin );
} else {
cgi_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
}
}
/*
==================
CG_EntityEffects
Add continuous entity effects, like local entity emission and lighting
==================
*/
static void CG_EntityEffects( centity_t *cent ) {
// update sound origins
CG_SetEntitySoundPosition( cent );
// add loop sound
if ( cent->currentState.loopSound )
{
sfxHandle_t sfx = ( cent->currentState.eType == ET_MOVER ) ? cent->currentState.loopSound : cgs.sound_precache[ cent->currentState.loopSound ];
cgi_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, sfx );
}
// constant light glow
if ( cent->currentState.constantLight ) {
int cl;
int i, r, g, b;
cl = cent->currentState.constantLight;
r = cl & 255;
g = ( cl >> 8 ) & 255;
b = ( cl >> 16 ) & 255;
i = ( ( cl >> 24 ) & 255 ) * 4;
cgi_R_AddLightToScene( cent->lerpOrigin, (float)i, (float)r, (float)g, (float)b );
}
}
void CG_AddBoltOns( centity_t *cent, refEntity_t *refEnt )
{
if ( !refEnt->hModel )
{
return;
}
if ( !cent->gent )
{
return;
}
if ( cent->gent->boltOn.index < 0 || cent->gent->boltOn.index >= numBoltOns )
{//No boltOn
return;
}
refEntity_t boltOnRefEnt;
if ( CG_ApplyBoltOnToRefEnt( &boltOnRefEnt, &knownBoltOns[cent->gent->boltOn.index], &cent->gent->boltOn, cent->lerpOrigin, refEnt ) )
{
cgi_R_AddRefEntityToScene( &boltOnRefEnt );
}
}
void CG_AddRefEntWithTransportEffect ( centity_t *cent, refEntity_t *ent, qboolean boltOns )
{
//NOTE: This WILL NOT work on BMODELS!!! BMODELS cannot take custom shaders
if ( cent->currentState.solid != SOLID_BMODEL && ((cent->gent->s.eFlags & EF_BEAM_IN) || (cent->gent->s.eFlags & EF_BEAM_OUT) || (cent->gent->s.eFlags & EF_SCAV_BEAM_OUT) || (cent->gent->s.eFlags & EF_DISINTEGRATION)) )
{
if ( cent->gent->s.eFlags & EF_BEAM_OUT && cent->gent->delay > cg.time + 2000 )
{
cgi_R_AddRefEntityToScene (ent);
if ( boltOns )
{
CG_AddBoltOns( cent, ent );
}
}
else if ( cent->gent->s.eFlags & EF_BEAM_IN && cent->gent->delay > 0 && cent->gent->delay < cg.time + 2000 )
{
cgi_R_AddRefEntityToScene (ent);
if ( boltOns )
{
CG_AddBoltOns( cent, ent );
}
}
// Clear the flags if necessary
if ( cent->gent->s.eFlags & EF_BEAM_IN && cent->gent->delay < cg.time )
{
cent->gent->s.eFlags &= ~EF_BEAM_IN;
}
if ( cent->gent->s.eFlags & EF_BEAM_OUT && cent->gent->delay < cg.time )
{
cent->gent->s.eFlags &= ~EF_BEAM_OUT;
}
// We are beaming in or out, so it's ok to add in the beaming effect
if ( cent->gent->s.eFlags & EF_DISINTEGRATION )
{
ent->customShader = cgs.media.disruptorShader;
}
else if ( cent->gent->s.eFlags & EF_SCAV_BEAM_OUT )
{
ent->customShader = cgs.media.scavTransportShader;
}
else
{
ent->customShader = cgs.media.transportShader;
}
ent->shaderTime = cent->gent->fx_time / 1000.0f;
cgi_R_AddRefEntityToScene( ent );
if ( boltOns )
{
CG_AddBoltOns( cent, ent );
}
}
else
{
// We are a normal thing....
cgi_R_AddRefEntityToScene (ent);
if ( boltOns )
{
CG_AddBoltOns( cent, ent );
}
}
}
void CG_AddBorgEyeBeam( centity_t *cent, refEntity_t *ent )
{
trace_t trace;
vec3_t beamOrg, beamEnd, rgb = {1.0f,0.0f,0.0f};
refEntity_t temp;
float alpha;
CG_PositionEntityOnTag( &temp, ent, ent->hModel, "tag_eye");
VectorCopy( temp.origin, beamOrg );
VectorMA( beamOrg, 1024, temp.axis[0], beamEnd);//forward to end
cgi_CM_BoxTrace( &trace, beamOrg, beamEnd, NULL, NULL, 0, MASK_SHOT );
VectorCopy(trace.endpos, beamEnd);
alpha = 1.0f - (random() * 0.5);
FX_AddLine( beamOrg, beamEnd, 1.0f, 0.35f + ( crandom() * 0.1 ), 0.0f, alpha, alpha, rgb,rgb,1.0f, cgs.media.whiteLaserShader );
VectorMA(beamOrg, 0.5, ent->axis[0], beamOrg);//forward
FX_AddSprite( beamOrg, NULL, NULL, 1.0f + (random() * 2.0f), 0.0f, 0.9f, 0.9f, 0.0f, 0.0f, 0.0f, cgs.media.borgEyeFlareShader );
FX_AddQuad( beamEnd, trace.plane.normal, NULL, NULL, 2.0f + (crandom() * 1.0f), 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, cgs.media.borgEyeFlareShader );
}
/*
==================
CG_General
==================
*/
static void CG_General( centity_t *cent )
{
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// if set to invisible, skip
if ( !s1->modelindex )
{
return;
}
memset (&ent, 0, sizeof(ent));
// set frame
if ( s1->eFlags & EF_ANIM_ONCE )
{
//s1->frame++;
//ent.frame = s1->frame;
ent.frame = cent->gent->s.frame;
ent.renderfx|=RF_CAP_FRAMES;
}
else if ( s1->eFlags & EF_ANIM_ALLFAST )
{
ent.frame = (cg.time / 100);
ent.renderfx|=RF_WRAP_FRAMES;
}
else
{
ent.frame = s1->frame;
}
ent.oldframe = ent.frame;
ent.backlerp = 0;
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.hModel = cgs.model_draw[s1->modelindex];
if ( s1->eFlags & EF_AUTO_SIZE && cent->gent )
{
cgi_R_ModelBounds( ent.hModel, cent->gent->mins, cent->gent->maxs );
//Only do this once
cent->gent->s.eFlags &= ~EF_AUTO_SIZE;
}
// player model
if (s1->number == cg.snap->ps.clientNum)
{
ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
}
// convert angles to axis
AnglesToAxis( cent->lerpAngles, ent.axis );
if ( cent->gent->s.eFlags & EF_SCALE_UP )
{
for ( int i = 0; i < 3; i++ )
{
VectorScale( ent.axis[i], sin((cg.time - cent->gent->attackDebounceTime + 300) * 0.004f) * 0.2f + 1.0f, ent.axis[i] );
}
}
CG_AddRefEntWithTransportEffect( cent, &ent, qtrue );
// See if we are damaged and in the process of being fixed by a "fixit"
if ( cent->gent->s.eFlags & EF_FIXING )
{
// The whole shader animation cycle lasts 4 seconds, though the model should be fixed after 2 secs.
// This is done so that the shader covers up as much of the popping between models as possible.
if ( cent->gent->fx_time + 3000 < cg.time )
{
cent->gent->s.eFlags &= ~EF_FIXING;
return;
}
// Add the custom shader onto what the undamaged model would be...heh heh.
ent.hModel = cgi_R_RegisterModel( cent->gent->model );
ent.customShader = cgs.media.fixitEffectShader;
ent.shaderTime = cent->gent->fx_time / 1000.0f;
cgi_R_AddRefEntityToScene (&ent);
}
if( cent->currentState.eFlags&EF_EYEBEAM )
{
CG_AddBorgEyeBeam( cent, &ent );
}
}
/*
==================
CG_Speaker
Speaker entities can automatically play sounds
==================
*/
static void CG_Speaker( centity_t *cent ) {
if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum...
return; // not auto triggering
}
if ( cg.time < cent->miscTime ) {
return;
}
cgi_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.sound_precache[cent->currentState.eventParm] );
// ent->s.frame = ent->wait * 10;
// ent->s.clientNum = ent->random * 10;
cent->miscTime = (int)(cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom());
}
/*
==================
CG_Item
==================
*/
static void CG_Item( centity_t *cent )
{
refEntity_t ent;
entityState_t *es;
gitem_t *item;
// int msec;
// float frac;
// float scale;
es = &cent->currentState;
if ( es->modelindex >= bg_numItems )
{
CG_Error( "Bad item index %i on entity", es->modelindex );
}
// if set to invisible, skip
if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) )
{
return;
}
item = &bg_itemlist[ es->modelindex ];
if ( cg_simpleItems.integer )
{
memset( &ent, 0, sizeof( ent ) );
ent.reType = RT_SPRITE;
VectorCopy( cent->lerpOrigin, ent.origin );
ent.radius = 14;
ent.customShader = cg_items[es->modelindex].icon;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
ent.shaderRGBA[3] = 255;
cgi_R_AddRefEntityToScene(&ent);
return;
}
// items bob up and down continuously
// scale = 0.005f + cent->currentState.number * 0.00001f;
// cent->lerpOrigin[2] += (float)(4 + cos( ( cg.time + 1000 ) * scale ) * 4);
memset (&ent, 0, sizeof(ent));
// autorotate at one of two speeds
// if ( item->giType == IT_HEALTH ) {
// VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
// AxisCopy( cg.autoAxisFast, ent.axis );
// } else {
// VectorCopy( cg.autoAngles, cent->lerpAngles );
// AxisCopy( cg.autoAxis, ent.axis );
// }
// the weapons have their origin where they attatch to player
// models, so we need to offset them or they will rotate
// eccentricly
// if ( item->giType == IT_WEAPON ) {
// weaponInfo_t *wi;
//
// wi = &cg_weapons[item->giTag];
// cent->lerpOrigin[0] -=
// wi->weaponMidpoint[0] * ent.axis[0][0] +
// wi->weaponMidpoint[1] * ent.axis[1][0] +
// wi->weaponMidpoint[2] * ent.axis[2][0];
// cent->lerpOrigin[1] -=
// wi->weaponMidpoint[0] * ent.axis[0][1] +
// wi->weaponMidpoint[1] * ent.axis[1][1] +
// wi->weaponMidpoint[2] * ent.axis[2][1];
// cent->lerpOrigin[2] -=
// wi->weaponMidpoint[0] * ent.axis[0][2] +
// wi->weaponMidpoint[1] * ent.axis[1][2] +
// wi->weaponMidpoint[2] * ent.axis[2][2];
// cent->lerpOrigin[2] += 8; // an extra height boost
// }
vec3_t spinAngles;
//AxisClear( ent.axis );
VectorCopy( cent->gent->s.angles, spinAngles );
ent.hModel = cg_items[es->modelindex].models;
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.nonNormalizedAxes = qfalse;
// lovely...this is for weapons that should be oriented vertically. For weapons lockers and such.
if ( cent->gent->spawnflags & 16 )
{ //VectorClear( spinAngles );
spinAngles[PITCH] = -80;
}
AnglesToAxis( spinAngles, ent.axis );
// items without glow textures need to keep a minimum light value
// so they are always visible
if (( item->giType == IT_WEAPON ) || ( item->giType == IT_ARMOR ))
{
ent.renderfx |= RF_MINLIGHT;
}
// increase the size of the weapons when they are presented as items
// if ( item->giType == IT_WEAPON ) {
// VectorScale( ent.axis[0], 1.5f, ent.axis[0] );
// VectorScale( ent.axis[1], 1.5f, ent.axis[1] );
// VectorScale( ent.axis[2], 1.5f, ent.axis[2] );
// ent.nonNormalizedAxes = qtrue;
// }
// add to refresh list
cgi_R_AddRefEntityToScene(&ent);
}
//============================================================================
/*
===============
CG_Missile
===============
*/
static void CG_Missile( centity_t *cent ) {
refEntity_t ent;
entityState_t *s1;
const weaponInfo_t *weapon;
const weaponData_t *wData;
if ( !cent->gent->inuse )
return;
s1 = &cent->currentState;
if ( s1->weapon >= WP_NUM_WEAPONS ) {
s1->weapon = 0;
}
weapon = &cg_weapons[s1->weapon];
wData = &weaponData[s1->weapon];
// calculate the axis
VectorCopy( s1->angles, cent->lerpAngles);
if ( cent->gent->alt_fire )
{
// add trails
if ( weapon->alt_missileTrailFunc )
weapon->alt_missileTrailFunc( cent, weapon );
// add dynamic light
if ( wData->alt_missileDlight )
cgi_R_AddLightToScene(cent->lerpOrigin, wData->alt_missileDlight,
wData->alt_missileDlightColor[0], wData->alt_missileDlightColor[1], wData->alt_missileDlightColor[2] );
// add missile sound
if ( weapon->alt_missileSound )
cgi_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->alt_missileSound );
//Don't draw something without a model
if ( weapon->alt_missileModel == NULL )
return;
}
else
{
// add trails
if ( weapon->missileTrailFunc )
weapon->missileTrailFunc( cent, weapon );
// add dynamic light
if ( wData->missileDlight )
cgi_R_AddLightToScene(cent->lerpOrigin, wData->missileDlight,
wData->missileDlightColor[0], wData->missileDlightColor[1], wData->missileDlightColor[2] );
// add missile sound
if ( weapon->missileSound )
cgi_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound );
//Don't draw something without a model
if ( weapon->missileModel == NULL )
return;
}
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
// flicker between two skins
ent.skinNum = cg.clientFrame & 1;
ent.renderfx = /*weapon->missileRenderfx | */RF_NOSHADOW;
if ( cent->gent->alt_fire )
ent.hModel = weapon->alt_missileModel;
else
ent.hModel = weapon->missileModel;
// convert direction of travel into axis
if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
ent.axis[0][2] = 1;
}
// spin as it moves
if ( s1->pos.trType != TR_STATIONARY )
{
if ( s1->eFlags & EF_MISSILE_STICK )
RotateAroundDirection( ent.axis, cg.time * 0.5f );//Did this so regular missiles don't get broken
else
RotateAroundDirection( ent.axis, cg.time * 0.25f );//JFM:FLOAT FIX
}
else
{
if ( s1->eFlags & EF_MISSILE_STICK )
RotateAroundDirection( ent.axis, (float)s1->pos.trTime * 0.5f );
else
RotateAroundDirection( ent.axis, (float)s1->time );
}
// add to refresh list, possibly with quad glow
CG_AddRefEntityWithPowerups( &ent, s1->powerups, NULL );
}
/*
===============
CG_Mover
NOTE: Using customShader, can we have triggerable/scripted shader changes on brushes?
===============
*/
#define DOOR_OPENING 1
#define DOOR_CLOSING 2
#define DOOR_OPEN 3
#define DOOR_CLOSED 4
static void CG_Mover( centity_t *cent ) {
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// create the render entity
memset (&ent, 0, sizeof(ent));
//FIXME: why are these always 0, 0, 0???!
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
AnglesToAxis( cent->lerpAngles, ent.axis );
ent.renderfx = RF_NOSHADOW;
// flicker between two skins (FIXME?)
ent.skinNum = ( cg.time >> 6 ) & 1;
// get the model, either as a bmodel or a modelindex
if ( s1->solid == SOLID_BMODEL ) {
ent.hModel = cgs.inlineDrawModel[s1->modelindex];
} else {
ent.hModel = cgs.model_draw[s1->modelindex];
}
// If there isn't an hModel for this mover, an RGB axis model will get drawn.
if ( !ent.hModel )
{
return;
}
// add the secondary model
if ( s1->solid == SOLID_BMODEL && s1->modelindex2 )
{
vec3_t org;
if ( !(s1->eFlags & EF_NODRAW) )
{
// add to refresh list
CG_AddRefEntWithTransportEffect( cent, &ent, qfalse );
}
VectorAdd(cent->gent->absmin, cent->gent->absmax, org);
VectorScale(org, 0.5, org);
VectorCopy( org, ent.origin);
VectorCopy( org, ent.oldorigin);
if (s1->eFlags & EF_ANIM_ONCE)
{//FIXME: needs to anim at once per 100 ms
ent.frame = cent->gent->s.frame;
ent.renderfx|=RF_CAP_FRAMES;
}
else if (s1->eFlags & EF_ANIM_ALLFAST)
{
ent.frame = (cg.time / 100);
ent.renderfx|=RF_WRAP_FRAMES;
}
else
{
ent.frame = s1->frame;
}
ent.skinNum = 0;
ent.hModel = cgs.model_draw[s1->modelindex2];
// special case for fading out stasis doors
if ( cent->gent->svFlags & SVF_STASIS_DOOR )
{
// Open stasis doors never get added into the scene
if ( cent->gent->count != DOOR_OPEN )
{
int clr = 255;
if ( cent->gent->count == DOOR_CLOSING || cent->gent->count == DOOR_OPENING )
{
clr = (cent->gent->fx_time - cg.time) / 1000.0f * 255.0f;
// quick clamp
if ( clr < 0 )
clr = 0;
if ( clr > 255 )
clr = 255;
if ( cent->gent->count == DOOR_CLOSING )
{
// Fade in the opposite direction
clr = 255 - clr;
}
}
AnglesToAxis( cent->gent->s.angles, ent.axis );
ent.shaderRGBA[3] = clr;
cgi_R_AddRefEntityToScene(&ent);
if ( cent->gent->count == DOOR_CLOSING || cent->gent->count == DOOR_OPENING )
{
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = clr;
ent.shaderRGBA[3] = 255;
ent.customShader = cgs.media.fixitEffectShader;
// Nasty time hacking
if ( cent->gent->count == DOOR_CLOSING )
ent.shaderTime = (cent->gent->fx_time + 1800) * 0.001;
else
ent.shaderTime = (cent->gent->fx_time + 200) * 0.001;
cgi_R_AddRefEntityToScene(&ent);
}
}
}
else
{
CG_AddRefEntWithTransportEffect( cent, &ent, qtrue );
}
}
else
{//We're a normal model being moved, animate our model1
if (s1->eFlags & EF_ANIM_ONCE)
{//FIXME: needs to anim at once per 100 ms
ent.frame = cent->gent->s.frame;
ent.renderfx|=RF_CAP_FRAMES;
}
else if (s1->eFlags & EF_ANIM_ALLFAST)
{
ent.frame = (cg.time / 100);
ent.renderfx|=RF_WRAP_FRAMES;
}
else
{
ent.frame = s1->frame;
}
ent.skinNum = 0;
if ( !(s1->eFlags & EF_NODRAW) )
{
// add to refresh list
CG_AddRefEntWithTransportEffect( cent, &ent, qtrue );
}
}
}
/*
===============
CG_Beam
Also called as an event
===============
*/
void CG_Beam( centity_t *cent, int color ) {
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( s1->pos.trBase, ent.origin );
VectorCopy( s1->origin2, ent.oldorigin );
AxisClear( ent.axis );
ent.reType = RT_BEAM;
ent.skinNum = color;
ent.renderfx = RF_NOSHADOW;
// add to refresh list
cgi_R_AddRefEntityToScene(&ent);
}
/*
===============
CG_Cylinder
===============
*/
void CG_Cylinder( vec3_t start, vec3_t end, float radius, vec3_t color )
{
vec3_t dir;
float length;
VectorSubtract( end, start, dir );
length = VectorNormalize( dir );
FX_AddCylinder( start,
dir,
length,
0.0f,
radius,
0.0f,
radius,
0.0f,
1.0f,
1.0f,
color,
color,
100.0f,
cgs.media.waterDropShader );
}
void CG_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha )
{
vec3_t point1, point2, point3, point4;
int vec[3];
int axis, i;
for ( axis = 0, vec[0] = 0, vec[1] = 1, vec[2] = 2; axis < 3; axis++, vec[0]++, vec[1]++, vec[2]++ )
{
for ( i = 0; i < 3; i++ )
{
if ( vec[i] > 2 )
{
vec[i] = 0;
}
}
point1[vec[1]] = mins[vec[1]];
point1[vec[2]] = mins[vec[2]];
point2[vec[1]] = mins[vec[1]];
point2[vec[2]] = maxs[vec[2]];
point3[vec[1]] = maxs[vec[1]];
point3[vec[2]] = maxs[vec[2]];
point4[vec[1]] = maxs[vec[1]];
point4[vec[2]] = mins[vec[2]];
//- face
point1[vec[0]] = point2[vec[0]] = point3[vec[0]] = point4[vec[0]] = mins[vec[0]];
FX_AddTri(point1, point2, point3, alpha, alpha, color, color, 100, cgs.media.whiteShader, FXF_USE_ALPHA_CHAN );
FX_AddTri(point1, point4, point3, alpha, alpha, color, color, 100, cgs.media.whiteShader, FXF_USE_ALPHA_CHAN );
//+ face
point1[vec[0]] = point2[vec[0]] = point3[vec[0]] = point4[vec[0]] = maxs[vec[0]];
FX_AddTri(point1, point2, point3, alpha, alpha, color, color, 100, cgs.media.whiteShader, FXF_USE_ALPHA_CHAN );
FX_AddTri(point1, point4, point3, alpha, alpha, color, color, 100, cgs.media.whiteShader, FXF_USE_ALPHA_CHAN );
}
}
void CG_Line( vec3_t start, vec3_t end, vec3_t color, float alpha )
{
FX_AddLine( start,
end,
1.0f,
1.0,
1.0f,
alpha,
alpha,
color,
color,
100.0f,
cgs.media.whiteShader );
}
/*
===============
CG_Portal
===============
*/
static void CG_Portal( centity_t *cent ) {
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
//FIXME: this tends to give a bad axis[1], perhaps we
//should just do the VectorSubtraction here rather than
//on the game side. Would also allow camera to follow
//a moving target.
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( cent->lerpOrigin, ent.origin );
VectorCopy( s1->origin2, ent.oldorigin );
ByteToDir( s1->eventParm, ent.axis[0] );
PerpendicularVector( ent.axis[1], ent.axis[0] );
// negating this tends to get the directions like they want
// we really should have a camera roll value
VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );
CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
ent.reType = RT_PORTALSURFACE;
ent.frame = s1->frame; // rotation speed
ent.skinNum = (int)(s1->clientNum/256.0 * 360); // roll offset
// add to refresh list
cgi_R_AddRefEntityToScene(&ent);
}
/*
=========================
CG_AdjustPositionForMover
Also called by client movement prediction code
=========================
*/
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int atTime, vec3_t out ) {
centity_t *cent;
vec3_t oldOrigin, origin, deltaOrigin;
vec3_t oldAngles, angles, deltaAngles;
if ( moverNum <= 0 ) {
VectorCopy( in, out );
return;
}
cent = &cg_entities[ moverNum ];
if ( cent->currentState.eType != ET_MOVER ) {
VectorCopy( in, out );
return;
}
EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, oldOrigin );
EvaluateTrajectory( &cent->currentState.apos, cg.snap->serverTime, oldAngles );
EvaluateTrajectory( &cent->currentState.pos, atTime, origin );
EvaluateTrajectory( &cent->currentState.apos, atTime, angles );
VectorSubtract( origin, oldOrigin, deltaOrigin );
VectorSubtract( angles, oldAngles, deltaAngles );
VectorAdd( in, deltaOrigin, out );
// FIXME: origin change when on a rotating object
}
/*
===============
CG_CalcEntityLerpPositions
===============
*/
extern char *vtos( const vec3_t v );
void CG_CalcEntityLerpPositions( centity_t *cent ) {
if ( cent->currentState.number == cg.snap->ps.clientNum)
{
// if the player, take position from prediction
VectorCopy( cg.predicted_player_state.origin, cent->lerpOrigin );
VectorCopy( cg.predicted_player_state.viewangles, cent->lerpAngles );
return;
}
if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
// if the entity has a valid next state, interpolate a value between the frames
// unless it is a mover with a known start and stop
vec3_t current, next;
float f;
// it would be an internal error to find an entity that interpolates without
// a snapshot ahead of the current one
if ( cg.nextSnap == NULL ) {
CG_Error( "CG_AddCEntity: cg.nextSnap == NULL" );
}
f = cg.frameInterpolation;
// this will linearize a sine or parabolic curve, but it is important
// to not extrapolate player positions if more recent data is available
EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, current );
EvaluateTrajectory( &cent->nextState.pos, cg.nextSnap->serverTime, next );
cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
/*
if(cent->gent && cent->currentState.eFlags & EF_NPC && !VectorCompare(current, next))
{
Com_Printf("%s last/next/lerp pos %s/%s/%s, f = %4.2f\n", cent->gent->script_targetname, vtos(current), vtos(next), vtos(cent->lerpOrigin), f);
}
*/
EvaluateTrajectory( &cent->currentState.apos, cg.snap->serverTime, current );
EvaluateTrajectory( &cent->nextState.apos, cg.nextSnap->serverTime, next );
cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );
/*
if(cent->gent && cent->currentState.eFlags & EF_NPC && !VectorCompare(current, next))
{
Com_Printf("%s last/next/lerp apos %s/%s/%s, f = %4.2f\n", cent->gent->script_targetname, vtos(current), vtos(next), vtos(cent->lerpAngles), f);
}
*/
return;
}
// FIXME: if it's blocked, it wigs out, draws it in a predicted spot, but never
// makes it there - we need to predict it in the right place if this is happens...
// just use the current frame and evaluate as best we can
trajectory_t *posData = &cent->currentState.pos;
{
gentity_t *ent = &g_entities[cent->currentState.number];
if ( ent )
{
if ( ent->s.eFlags & EF_BLOCKED_MOVER || ent->s.pos.trType == TR_STATIONARY )
{//this mover has stopped moving and is going to wig out if we predict it
//based on last frame's info- cut across the network and use the currentOrigin
VectorCopy( ent->currentOrigin, cent->lerpOrigin );
posData = NULL;
}
else
{
posData = &ent->s.pos;
}
}
}
if ( posData )
{
EvaluateTrajectory( posData, cg.time, cent->lerpOrigin );
}
EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
// adjust for riding a mover
CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum, cg.time, cent->lerpOrigin );
// FIXME: perform general error decay?
}
/*
===============
CG_AddLocalSet
===============
*/
static void CG_AddLocalSet( centity_t *cent )
{
cent->gent->setTime = cgi_S_AddLocalSet( cent->gent->soundSet, cg.refdef.vieworg, cent->lerpOrigin, cent->gent->s.number, cent->gent->setTime );
}
/*
-------------------------
CAS_GetBModelSound
-------------------------
*/
sfxHandle_t CAS_GetBModelSound( const char *name, int stage )
{
return cgi_AS_GetBModelSound( name, stage );
}
void CG_DLightThink ( centity_t *cent )
{
if(cent->gent)
{
float tDelta = cg.time - cent->gent->painDebounceTime;
float percentage = ( tDelta/((float)cent->gent->speed) );
vec3_t org;
vec4_t currentRGBA;
gentity_t *owner = NULL;
int i;
if ( percentage >= 1.0f )
{//We hit the end
percentage = 1.0f;
switch( cent->gent->pushDebounceTime )
{
case 0://Fading from start to final
if ( cent->gent->spawnflags & 8 )
{//PULSER
if ( tDelta - cent->gent->speed - cent->gent->wait >= 0 )
{//Time to start fading down
cent->gent->painDebounceTime = cg.time;
cent->gent->pushDebounceTime = 1;
percentage = 0.0f;
}
}
else
{//Stick on startRGBA
percentage = 0.0f;
}
break;
case 1://Fading from final to start
if ( tDelta - cent->gent->speed - cent->gent->radius >= 0 )
{//Time to start fading up
cent->gent->painDebounceTime = cg.time;
cent->gent->pushDebounceTime = 0;
percentage = 0.0f;
}
break;
case 2://Fading from 0 intensity to start intensity
//Time to start fading from start to final
cent->gent->painDebounceTime = cg.time;
cent->gent->pushDebounceTime = 0;
percentage = 0.0f;
break;
case 3://Fading from current intensity to 0 intensity
//Time to turn off
cent->gent->misc_dlight_active = qfalse;
cent->gent->e_clThinkFunc = clThinkF_NULL;
cent->gent->s.eType = ET_GENERAL;
cent->gent->svFlags &= ~SVF_BROADCAST;
return;
break;
default:
break;
}
}
switch( cent->gent->pushDebounceTime )
{
case 0://Fading from start to final
for ( i = 0; i < 4; i++ )
{
currentRGBA[i] = cent->gent->startRGBA[i] + ( (cent->gent->finalRGBA[i] - cent->gent->startRGBA[i]) * percentage );
}
break;
case 1://Fading from final to start
for ( i = 0; i < 4; i++ )
{
currentRGBA[i] = cent->gent->finalRGBA[i] + ( (cent->gent->startRGBA[i] - cent->gent->finalRGBA[i]) * percentage );
}
break;
case 2://Fading from 0 intensity to start
for ( i = 0; i < 3; i++ )
{
currentRGBA[i] = cent->gent->startRGBA[i];
}
currentRGBA[3] = cent->gent->startRGBA[3] * percentage;
break;
case 3://Fading from current intensity to 0
for ( i = 0; i < 3; i++ )
{//FIXME: use last
currentRGBA[i] = cent->gent->startRGBA[i];
}
currentRGBA[3] = cent->gent->startRGBA[3] - (cent->gent->startRGBA[3] * percentage);
break;
default:
return;
break;
}
if ( cent->gent->owner )
{
owner = cent->gent->owner;
}
else
{
owner = cent->gent;
}
if ( owner->s.pos.trType == TR_INTERPOLATE )
{
VectorCopy( cg_entities[owner->s.number].lerpOrigin, org );
}
else
{
VectorCopy( owner->currentOrigin, org );
}
cgi_R_AddLightToScene(org, currentRGBA[3]*10, currentRGBA[0], currentRGBA[1], currentRGBA[2] );
}
}
void CG_StasisFixitsThink ( centity_t *cent )
{
FX_StasisAmbientThings( cent );
}
/*
CG_StasisFlierAttack
Temp effect- copy of stasis projectiles
*/
void CG_StasisFlierAttackThink ( centity_t *cent )
{
if ( cent->gent == NULL )
{
return;
}
//FX_AddSprite( cent->lerpOrigin, NULL, NULL, 36.0f + ( random() * 16.0f ), 0.0f, 1.0f, 0.5f, 0, 0.0f, 25, cgs.media.blueParticleShader);
FX_AddSprite( cent->lerpOrigin, NULL, NULL, 12.0f + ( random() * 8.0f ), 0.0f, 1.0f, 0.5f, 0, 0.0f, 25, cgs.media.blueParticleShader);
vec3_t dir, end;
for ( int i = 0; i < 3; i++ )
{
if ( random() > 0.4 )
{
for ( int j = 0; j < 3; j++ )
dir[j] = crandom();
//VectorMA( cent->lerpOrigin, 56.0f + (random() * 16.0f), dir, end );
VectorMA( cent->lerpOrigin, 20.0f + (random() * 10.0f), dir, end );
FX_AddElectricity( cent->lerpOrigin, end, 1.0f, 1.0f + ( random() * 2.0f ), 0.0f, 0.7f, 0.0f, 50.0f,
cgs.media.stasisBoltShader, FXF_TAPER );
}
}
}
void CG_StasisFlierIdleThink ( centity_t *cent )
{
if ( cent->gent == NULL )
{
return;
}
// very simple effect for when the trailing orbs are chasing their parent
FX_AddSprite( cent->lerpOrigin, NULL, NULL, 6.0f + ( random() * 4.0f ), 0.0f, 1.0f, 0.5f, 0, 0.0f, 25, cgs.media.blueParticleShader);
}
void CG_StasisFlierChildDeath ( vec3_t pos )
{
vec3_t spawnPosition;
float scale;
vec3_t vel = { 0, 0, 20 };
for ( int i = 0; i < 8; i++ )
{
VectorCopy( pos, spawnPosition );
for ( int j = 0; j < 3; j++ )
{
spawnPosition[j] += random() * 5.0f;
}
scale =3.0f + ( random() * 2.0f );
FX_AddSprite( spawnPosition, vel, NULL, scale, scale / -1.0f, 1.0f, 1.0f, 0, 0.0f, 1000, cgs.media.blueParticleShader);
}
}
void CG_Assimilator ( centity_t *cent )
{
vec3_t start1, start2, forward, right, targetSpot;
if ( !cent->gent->enemy || !cent->gent->enemy->client )
{
cent->gent->e_clThinkFunc = clThinkF_NULL;
return;
}
//find 2 points, draw the tubes to enemy
VectorCopy( cent->lerpOrigin, start1 );
AngleVectors( cent->lerpAngles, forward, right, NULL );
VectorMA( start1, -6, forward, start1 );
start1[2] -= 15;
VectorCopy( start1, start2 );
VectorMA( start1, 12, right, start1 );
VectorMA( start2, -12, right, start2 );
VectorCopy( cent->gent->enemy->client->renderInfo.headPoint, targetSpot );
targetSpot[2] -= 8;
VectorMA( targetSpot, 2, right, targetSpot );
CG_AssimilationTubules( start1, targetSpot, forward, 3.0f );
VectorMA( targetSpot, -4, right, targetSpot );
CG_AssimilationTubules( start2, targetSpot, forward, 3.0f );
}
static void CG_Think ( centity_t *cent )
{
if(!cent->gent)
{
return;
}
CEntity_ThinkFunc(cent); // cent->gent->clThink(cent);
}
/*
===============
CG_AddCEntity
===============
*/
static void CG_AddCEntity( centity_t *cent )
{
// event-only entities will have been dealt with already
if ( cent->currentState.eType >= ET_EVENTS ) {
return;
}
//we must have restarted the game
if (!cent->gent)
{
return;
}
// calculate the current origin
CG_CalcEntityLerpPositions( cent );
// add automatic effects
CG_EntityEffects( cent );
// add local sound set if any
if ( cent->gent && cent->gent->soundSet && cent->gent->soundSet[0] && cent->currentState.eType != ET_MOVER )
CG_AddLocalSet( cent );
switch ( cent->currentState.eType ) {
default:
CG_Error( "Bad entity type: %i\n", cent->currentState.eType );
break;
case ET_INVISIBLE:
case ET_PUSH_TRIGGER:
case ET_TELEPORT_TRIGGER:
break;
case ET_GENERAL:
CG_General( cent );
break;
case ET_PLAYER:
CG_Player( cent );
break;
case ET_ITEM:
CG_Item( cent );
break;
case ET_MISSILE:
CG_Missile( cent );
break;
case ET_MOVER:
CG_Mover( cent );
break;
case ET_BEAM:
CG_Beam( cent, 0 );
break;
case ET_PORTAL:
CG_Portal( cent );
break;
case ET_SPEAKER:
if ( cent->gent && cent->gent->soundSet && cent->gent->soundSet[0] )
{
break;
}
CG_Speaker( cent );
break;
case ET_THINKER:
CG_General( cent );
CG_Think( cent );
break;
}
}
/*
===============
CG_AddPacketEntities
===============
*/
void CG_AddPacketEntities( void ) {
int num;
centity_t *cent;
playerState_t *ps;
// set cg.frameInterpolation
if ( cg.nextSnap ) {
int delta;
delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
if ( delta == 0 ) {
cg.frameInterpolation = 0;
} else {
cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
}
} else {
cg.frameInterpolation = 0; // actually, it should never be used, because
// no entities should be marked as interpolating
}
// the auto-rotating items will all have the same axis
cg.autoAngles[0] = 0;
cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0f;
cg.autoAngles[2] = 0;
cg.autoAnglesFast[0] = 0;
cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
cg.autoAnglesFast[2] = 0;
AnglesToAxis( cg.autoAngles, cg.autoAxis );
AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
// generate and add the entity from the playerstate
ps = &cg.predicted_player_state;
PlayerStateToEntityState( ps, &cg_entities[ ps->clientNum ].currentState );
// cent = &cg_entities[ ps->clientNum ]; // not needed now that player is in the snap packet
// CG_AddCEntity( cent ); //
// add each entity sent over by the server
for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
cent = &cg_entities[ cg.snap->entities[ num ].number ];
CG_AddCEntity( cent );
}
}