rpg-x2/cgame/cg_ents.c

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2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_ents.c -- present snapshot entities, happens every single frame
#include "cg_local.h"
#include "fx_local.h"
static void CG_LaserSight( centity_t *cent ); // Laser
static void CG_Turbolift( centity_t *cent );
/*
======================
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
trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
1.0 - 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 ) {
int i;
orientation_t lerped;
vec3_t tempAxis[3];
//AxisClear( entity->axis );
// lerp the tag
trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
1.0 - 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( 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 );
trap_S_UpdateEntityPosition( cent->currentState.number, origin );
} else {
trap_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 ) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] );
}
// 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;
trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b );
}
}
/*
==================
CG_Useable
==================
*/
static void CG_Useable( centity_t *cent ) {
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// if set to invisible, skip
if (!s1->modelindex) {
return;
}
if (s1->modelindex == HI_SHIELD)
{ // The portable shield should go through a different rendering function.
FX_DrawPortableShield(cent);
return;
}
memset (&ent, 0, sizeof(ent));
// set frame
if (s1->eFlags & EF_ANIM_ALLFAST)
{
//ent.frame = (cg.time / 100);
ent.frame = (cg.time * 0.01);
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 = cg_items[s1->modelindex2].model;//cgs.useableModels[s1->modelindex];
// 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 );
{
// hack to keep dropped detpacks from rotating
vec3_t vecs[3];
AngleVectors(s1->angles, vecs[0], vecs[1], vecs[2]);
VectorNegate(vecs[1], vecs[1]);
if (s1->modelindex == HI_DETPACK) // as stated, HACK for detpack
{
VectorScale(vecs[0], .5, vecs[0]);
VectorScale(vecs[1], .5, vecs[1]);
VectorScale(vecs[2], .5, vecs[2]);
}
AxisCopy( vecs, ent.axis );
}
// add to refresh list
trap_R_AddRefEntityToScene (&ent);
}
/*
==================
CG_General
==================
*/
#define ITEM_SCALEUP_DIV 1.0/(float)ITEM_SCALEUP_TIME
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 )
{
ent.frame = s1->frame;
ent.renderfx|=RF_CAP_FRAMES;
}
else if (s1->eFlags & EF_ANIM_ALLFAST)
{
//ent.frame = (cg.time / 100);
ent.frame = (cg.time * 0.01);
ent.renderfx|=RF_WRAP_FRAMES;
}
else
{
ent.frame = s1->frame;
ent.renderfx|=RF_CAP_FRAMES;
}
ent.oldframe = ent.frame;
ent.backlerp = 0;
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.hModel = cgs.gameModels[s1->modelindex];
// 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 );
// add to refresh list
if ( s1->eFlags & EF_ITEMPLACEHOLDER ) // object is "spawning" in
{
int msec;
if ( !cent->miscTime )
{
cent->miscTime = cg.time;
}
msec = cg.time - cent->miscTime;
if ( msec < ITEM_SCALEUP_TIME )
{
float alpha;
int a;
alpha = (float)msec * ITEM_SCALEUP_DIV;
if ( s1->eventParm == 255 )
{
alpha = 1.0f-alpha;
}
a = alpha * 255.0;
if (a <= 0)
a=1;
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = 255;
ent.shaderRGBA[3] = a;
ent.renderfx |= RF_FORCE_ENT_ALPHA;
trap_R_AddRefEntityToScene(&ent);
ent.renderfx &= ~RF_FORCE_ENT_ALPHA;
// Now draw the static shader over it.
// Alpha in over half the time, out over half.
alpha = sin(M_PI*alpha);
a = alpha * 255.0;
if (a <= 0)
a=1;
ent.customShader = cgs.media.rezOutShader;
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = a;
trap_R_AddRefEntityToScene( &ent );
}
else
{
trap_R_AddRefEntityToScene (&ent);
}
}
else
{
cent->miscTime = 0;
trap_R_AddRefEntityToScene (&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;
}
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );
// ent->s.frame = ent->wait * 10;
// ent->s.clientNum = ent->random * 10;
cent->miscTime = 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 scale;
// RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008
const vec3_t weaponangles[WP_NUM_WEAPONS] = {
{ 0, 0, 0 }, // WP_NONE
{ 0, 0, 0 }, // WP_NULL_HAND
{ 52, 280, 18 }, // WP_TRICORDER
{ 48, 26, 33 }, // WP_PADD
{ 335, 210, 347 }, // WP_COFFEE
{ 15, 160, 65 }, // WP_PHASER
{ 5, 10, 70 }, // WP_COMPRESSION_RIFLE
{ 5, 6, 70 }, // WP_TR116
{ 5, 17, 70 }, // WP_GRENADE_LAUNCHER
{ 350, 23, 70 }, // WP_QUANTUM_BURST
{ 15, 187, 80 }, // WP_DISRUPTOR
{ 0, 270, 86 }, // WP_MEDKIT
{ 0, 247, 90 }, // WP_VOYAGER_HYPO
{ 36, 190, 40 }, // WP_DERMAL_REGEN
{ 0, 0, 105 }, // WP_TOOLKIT
{ 0, 210, 90 } // WP_HYPERSPANNER
};
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 && item->giType != IT_TEAM ) {
memset( &ent, 0, sizeof( ent ) );
ent.reType = RT_SPRITE;
VectorCopy( cent->lerpOrigin, ent.origin );
ent.data.sprite.radius = 14;
ent.customShader = cg_items[es->modelindex].icon;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
if ( es->eFlags & EF_ITEMPLACEHOLDER )
{
ent.renderfx |= RF_FORCE_ENT_ALPHA;
ent.shaderRGBA[3] = 50 + sin(cg.time*0.01)*30;
}
else
{
ent.shaderRGBA[3] = 255;
}
trap_R_AddRefEntityToScene(&ent);
return;
}
// items bob up and down continuously
// scale = 0.005 + cent->currentState.number * 0.00001;
// cent->lerpOrigin[2] += 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 if (item->giType != IT_TEAM) // RPG-X | Marcin | 05/12/2008
{
//VectorCopy( cg.autoAngles, cent->lerpAngles );
//AxisCopy( cg.autoAxis, ent.axis );
VectorCopy( weaponangles[item->giTag], cent->lerpAngles );
AnglesToAxis( weaponangles[item->giTag], ent.axis);
}
else
{ // Flags don't rotate at all...
float frame;
vec3_t vecs[3];
// ...but they do animate.
//frame = (cg.time / 100.0);
frame = (cg.time * 0.01);
ent.renderfx|=RF_WRAP_FRAMES;
ent.oldframe = (int)frame;
ent.frame = (int)frame+1;
ent.backlerp = (float)(ent.frame) - frame;
// and they are scaled too
if (1)
{
AngleVectors(es->angles, vecs[0], vecs[1], vecs[2]);
VectorScale( vecs[0], 1.6, vecs[0] );
VectorScale( vecs[1], 1.6, vecs[1] );
VectorScale( vecs[2], 1.6, vecs[2] );
AxisCopy( vecs, ent.axis );
}
else
{
AnglesToAxis(cent->lerpAngles, ent.axis);
VectorScale( ent.axis[0], 1.6, ent.axis[0] );
VectorScale( ent.axis[1], 1.6, ent.axis[1] );
VectorScale( ent.axis[2], 1.6, ent.axis[2] );
ent.nonNormalizedAxes = qtrue;
}
if (item->giTag == PW_BORG_ADAPT)
{
//ent.customShader = cgs.media.blueFlagShader[3];
}
else
{
ent.customShader = cgs.media.redFlagShader[3];
}
}
// 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] -= 14; // an extra height boost
// RPG-X | Marcin | 03/12/2008
// (Was += 8)
}
ent.hModel = cg_items[es->modelindex].model;
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.nonNormalizedAxes = qfalse;
if ( es->eFlags & EF_ITEMPLACEHOLDER ) // item has been picked up
{
if ( es->eFlags & EF_DEAD ) // if item had been droped, don't show at all
return;
ent.customShader = cgs.media.weaponPlaceholderShader;
}
// RPG-X | Marcin | 06/12/2008
// increase the size of the weapons when they are presented as items - DON'T!
/*if ( item->giType == IT_WEAPON ) {
VectorScale( ent.axis[0], 1.5, ent.axis[0] );
VectorScale( ent.axis[1], 1.5, ent.axis[1] );
VectorScale( ent.axis[2], 1.5, ent.axis[2] );
ent.nonNormalizedAxes = qtrue;
}*/
msec = cg.time - cent->miscTime; // Count from last respawn.
/*if (cg.predictedPlayerState.introTime > cg.time)
{ // The stuff is "holodecking in".
int dtime;
dtime = cg.predictedPlayerState.introTime - cg.time;
if (dtime < TIME_FADE_DUR)
{ // "rez" in.
float alpha;
int a;
alpha = 1.0 - ((float)dtime / (float)TIME_FADE_DUR);
a = alpha * 255.0;
if (a <= 0)
a=1;
ent.shaderRGBA[3] = a;
ent.renderfx |= RF_FORCE_ENT_ALPHA;
trap_R_AddRefEntityToScene(&ent);
ent.renderfx &= ~RF_FORCE_ENT_ALPHA;
// Now draw the static shader over it.
// Alpha in over half the time, out over half.
alpha = sin(M_PI*alpha);
a = alpha * 255.0;
if (a <= 0)
a=1;
ent.customShader = cgs.media.rezOutShader;
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = a;
trap_R_AddRefEntityToScene( &ent );
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = 255;
}
}
else*/ if (item->giType != IT_TEAM && msec >= 0 && msec < ITEM_SCALEUP_TIME && !(es->eFlags & EF_ITEMPLACEHOLDER))
{ // if just respawned, fade in, but don't do this for flags.
float alpha;
int a;
alpha = (float)msec * ITEM_SCALEUP_DIV;
a = alpha * 255.0;
if (a <= 0)
a=1;
ent.shaderRGBA[3] = a;
ent.renderfx |= RF_FORCE_ENT_ALPHA;
trap_R_AddRefEntityToScene(&ent);
ent.renderfx &= ~RF_FORCE_ENT_ALPHA;
// Now draw the static shader over it.
// Alpha in over half the time, out over half.
alpha = sin(M_PI*alpha);
a = alpha * 255.0;
if (a <= 0)
a=1;
ent.customShader = cgs.media.rezOutShader;
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = a;
trap_R_AddRefEntityToScene( &ent );
//what is the point of this next bit???
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = 255;
}
else
{ // add to refresh list -- normal item
trap_R_AddRefEntityToScene(&ent);
}
}
//============================================================================
/*
===============
CG_Missile
===============
*/
static void CG_Missile( centity_t *cent, qboolean altfire ) {
refEntity_t ent;
entityState_t *s1;
qhandle_t missile = 0;
const weaponInfo_t *weapon;
int rpg_tripmines;
const char *info;
s1 = &cent->currentState;
if ( s1->weapon > WP_NUM_WEAPONS ) {
s1->weapon = 0;
}
weapon = &cg_weapons[s1->weapon];
// calculate the axis
VectorCopy( s1->angles, cent->lerpAngles);
// if (cent->currentState.eFlags & EF_ALT_FIRING)
if (altfire)
{
// add trails
if ( weapon->alt_missileTrailFunc )
{
weapon->alt_missileTrailFunc( cent, weapon );
}
// add dynamic light
if ( weapon->alt_missileDlight ) {
trap_R_AddLightToScene(cent->lerpOrigin, weapon->alt_missileDlight,
weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
}
// add missile sound
if ( weapon->alt_missileSound )
{
vec3_t velocity;
BG_EvaluateTrajectoryDelta( &cent->currentState.pos, cg.time, velocity );
if (velocity[0] || velocity[1] || velocity[2])
{
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->alt_missileSound );
}
}
//RPG-X: RedTechie - non-admin see no tripmines! But first by popular demand check CVAR
info = CG_ConfigString( CS_SERVERINFO );
rpg_tripmines = atoi( Info_ValueForKey( info, "rpg_invisibletripmines" ) );
if (!weapon->alt_missileModel || (!cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN*/ && rpg_tripmines == 1)) {
//if there is no missile then we're done
return;
}
missile = weapon->alt_missileModel;
}
else
{
if (cent->thinkFlag)
{ // we already grabbed info that was stored on the game side, so use what's already in cent->rawAngles
//and cent->rawOrigin
}
else
{
// kef -- get out some info we stored in a very unfortunate manner on the game side
VectorCopy(cent->currentState.angles2,cent->rawAngles);
VectorCopy(cent->currentState.angles2,cent->rawOrigin);
cent->thinkFlag = 1;
}
// add trails
if ( weapon->missileTrailFunc )
{
weapon->missileTrailFunc( cent, weapon );
}
// add dynamic light
if ( weapon->missileDlight ) {
trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
}
// add missile sound
/* if ( weapon->missileSound ) {
vec3_t velocity;
BG_EvaluateTrajectoryDelta( &cent->currentState.pos, cg.time, velocity );
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound );
}
*/
if (!weapon->missileModel) { //if ther is no missile then we're done
return;
}
missile = weapon->missileModel;
}
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
if ( cent->currentState.weapon == WP_QUANTUM_BURST ) {
ent.reType = RT_SPRITE;
ent.data.sprite.radius = 16;
ent.data.sprite.rotation = 0;
trap_R_AddRefEntityToScene( &ent );
return;
}
// flicker between two skins
ent.skinNum = cg.clientFrame & 1;
ent.hModel = missile;
ent.renderfx = RF_NOSHADOW;
if ( s1->pos.trType == TR_STATIONARY )
{
AnglesToAxis( s1->angles, ent.axis );
}
else
{
// 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 && ( cent->currentState.weapon != WP_DISRUPTOR || cent->currentState.weapon != WP_DISRUPTOR ) ) { //RPG-X-TiM: Stop from spinning O_o I got dizzy
//RotateAroundDirection( ent.axis, cg.time / 4 );
RotateAroundDirection( ent.axis, cg.time * 0.25);
} else {
RotateAroundDirection( ent.axis, s1->time );
}
}
// add to refresh list, possibly with quad glow
CG_AddRefEntityWithPowerups( &ent, s1->powerups, s1->eFlags, &cent->beamData, cent->cloakTime, cent->decloakTime, qfalse );
if ( s1->eFlags & EF_FIRING )
{//special code for adding the beam to the attached tripwire mine
trace_t trace;
vec3_t beamOrg, beamEnd, rgb;
float alpha;
qhandle_t flareShader;
if ( s1->otherEntityNum2 == TEAM_BLUE )
{
VectorSet( rgb, 0.0f, 0.3f, 1.0f );
alpha = 1.0f - (random() * 0.2);
flareShader = cgs.media.blueParticleShader;
}
else
{
VectorSet( rgb, 1.0f, 0.0f, 0.0f );
alpha = 1.0f - (random() * 0.5);
flareShader = cgs.media.borgEyeFlareShader;
}
VectorCopy( ent.origin, beamOrg );
VectorMA( beamOrg, -2, ent.axis[0], beamOrg );//forward
VectorMA( beamOrg, -1022, ent.axis[0], beamEnd);//forward to end, have to reverse it because it actually faces other way
trap_CM_BoxTrace( &trace, beamOrg, beamEnd, NULL, NULL, 0, MASK_SHOT );
VectorCopy(trace.endpos, beamEnd);
FX_AddLine2( beamOrg, beamEnd, 1.0f, 0.35f + ( crandom() * 0.1 ), 0.0f, 0.35f + ( crandom() * 0.1 ), 0.0f, alpha, alpha, rgb, rgb,1.0f, cgs.media.whiteLaserShader );
//FX_AddSprite( beamOrg, NULL, qfalse, 1.0f + (random() * 2.0f), 0.0f, 0.9f, 0.9f, 0.0f, 0.0f, 0.0f, flareShader );
FX_AddQuad( beamOrg, ent.axis[0], 1.0f, 1.0f, 2.0f + (crandom() * 1.0f), 0.0f, 0.0f, 1.0f, flareShader );
FX_AddQuad( beamEnd, trace.plane.normal, 1.0f, 1.0f, 2.0f + (crandom() * 1.0f), 0.0f, 0.0f, 1.0f, flareShader );
}
}
/*
===============
CG_Mover
===============
*/
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));
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.gameModels[s1->modelindex];
}
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
// add the secondary model
if ( s1->modelindex2 ) {
ent.skinNum = 0;
ent.hModel = cgs.gameModels[s1->modelindex2];
trap_R_AddRefEntityToScene(&ent);
}
}
/*
===============
CG_Beam
Also called as an event
===============
*/
void CG_Beam( centity_t *cent ) {
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.renderfx = RF_NOSHADOW;
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
}
/*
RPG-X: RedTechie - FIXME: STILL FRICKEN SWAYS its not a sailing ship its a fricken star ship!
===============
CG_Portal
===============
*/
static void CG_Portal( centity_t *cent ) {
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// 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 - s1->frame
ent.skinNum = s1->clientNum / 256 * 360; // roll offset //RPG-X: RedTechie - ent.skinNum = s1->clientNum/256.0 * 360;
//ent.oldframe = 0;
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
}
/*
=========================
CG_AdjustPositionForMover
Also called by client movement prediction code
=========================
*/
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) {
centity_t *cent;
vec3_t oldOrigin, origin, deltaOrigin;
vec3_t oldAngles, angles, deltaAngles;
if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
VectorCopy( in, out );
return;
}
cent = &cg_entities[ moverNum ];
if ( cent->currentState.eType != ET_MOVER && cent->currentState.eType != ET_MOVER_STR ) { //RPG-X | GSIO01 | 13/05/2009
VectorCopy( in, out );
return;
}
BG_EvaluateTrajectory( &cent->currentState.pos, fromTime, oldOrigin );
BG_EvaluateTrajectory( &cent->currentState.apos, fromTime, oldAngles );
BG_EvaluateTrajectory( &cent->currentState.pos, toTime, origin );
BG_EvaluateTrajectory( &cent->currentState.apos, toTime, angles );
VectorSubtract( origin, oldOrigin, deltaOrigin );
VectorSubtract( angles, oldAngles, deltaAngles );
VectorAdd( in, deltaOrigin, out );
// FIXME: origin change when on a rotating object
}
/*
=============================
CG_InterpolateEntityPosition
=============================
*/
static void CG_InterpolateEntityPosition( centity_t *cent ) {
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_InterpoateEntityPosition: 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
BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, current );
BG_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] );
BG_EvaluateTrajectory( &cent->currentState.apos, cg.snap->serverTime, current );
BG_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 );
}
/*
===============
CG_CalcEntityLerpPositions
===============
*/
static void CG_CalcEntityLerpPositions( centity_t *cent ) {
if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
CG_InterpolateEntityPosition( cent );
return;
}
// just use the current frame and evaluate as best we can
BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
// adjust for riding a mover if it wasn't rolled into the predicted
// player state
if ( cent != &cg.predictedPlayerEntity ) {
CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
cg.snap->serverTime, cg.time, cent->lerpOrigin );
}
}
/*
===============
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;
}
// calculate the current origin
CG_CalcEntityLerpPositions( cent );
// add automatic effects
CG_EntityEffects( cent );
switch ( cent->currentState.eType ) {
default:
CG_Error( "Bad entity type: %i\n", cent->currentState.eType );
break;
case ET_TRIC_STRING:
case ET_INVISIBLE:
case ET_PUSH_TRIGGER:
case ET_TELEPORT_TRIGGER:
break;
case ET_USEABLE: // e.g. detpacks
CG_Useable( cent );
break;
case ET_GENERAL:
CG_General( cent );
break;
case ET_PLAYER:
CG_Player( cent );
break;
case ET_ITEM:
CG_Item( cent );
break;
case ET_ALT_MISSILE:
CG_Missile( cent, qtrue );
break;
case ET_MISSILE:
CG_Missile( cent, qfalse );
break;
case ET_MOVER:
case ET_MOVER_STR:
CG_Mover( cent );
break;
case ET_BEAM:
CG_Beam( cent );
break;
case ET_PORTAL:
CG_Portal( cent );
break;
case ET_SPEAKER:
CG_Speaker( cent );
break;
case ET_LASER:
CG_LaserSight( cent );
break;
case ET_TURBOLIFT:
CG_Turbolift( 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
// RPG-X | Marcin | 03/12/2008
// We don't want dropped weapons to rotate at all
// -- NOT USED ANY MORE THOUGH --
cg.autoAngles[0] = 0;
cg.autoAngles[1] = 0;
cg.autoAngles[2] = 68;
cg.autoAnglesFast[0] = 0;
cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024;
cg.autoAnglesFast[2] = 0;
AnglesToAxis( cg.autoAngles, cg.autoAxis );
AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
// generate and add the entity from the playerstate
ps = &cg.predictedPlayerState;
BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse );
CG_AddCEntity( &cg.predictedPlayerEntity );
// lerp the non-predicted value for lightning gun origins
CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
// 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 );
}
}
/*
==================
CG_LaserSight
Creates the laser
==================
*/
static void CG_LaserSight( centity_t *cent ) {
refEntity_t ent;
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
if (cent->currentState.eventParm == 1)
{
ent.reType = RT_SPRITE;
//ent.radius = 2;
//ent.rotation = 0;
ent.data.sprite.radius = 2;
ent.customShader = cgs.media.laserShader;
trap_R_AddRefEntityToScene( &ent );
}
else {
trap_R_AddLightToScene(ent.origin, 200, 1, 1, 1);
}
}
/*
==================
CG_Turbolift
A client complement
to the turbolift ent,
this plays the sound
FX whilst it is in action
==================
*/
static void CG_Turbolift( centity_t* cent )
{
int i;
centity_t *player;
//TiM - find all of the cents inside the lift, and make it so they orient to their view angles.
//Otherwise, when they teleport, the entire body snaps around, looking weird and/or painful.
if ( cent->currentState.time2 <= 0 )
return;
for ( i = 0; i < MAX_CLIENTS; i++ )
{
player = &cg_entities[i];
if ( !player )
continue;
if ( ( player->lerpOrigin[0] > cent->currentState.angles2[0] && player->lerpOrigin[0] < cent->currentState.origin2[0] )
&& ( player->lerpOrigin[1] > cent->currentState.angles2[1] && player->lerpOrigin[1] < cent->currentState.origin2[1] )
&& ( player->lerpOrigin[2] > cent->currentState.angles2[2] && player->lerpOrigin[2] < cent->currentState.origin2[2] ) )
{
//time2 = startTime+waittime
if ( cent->currentState.time2 > 0 )
{
cg_liftEnts[player->currentState.clientNum] = cent->currentState.time2;
}
else
{
cg_liftEnts[player->currentState.clientNum] = 0;
}
}
}
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, //cent->lerpOrigin
cgs.gameSounds[ cent->currentState.loopSound ] );
}
/*static void CG_Turbolift( centity_t* cent )
{
if ( cent->currentState.eventParm <= 0 )
{
cent->deathTime = 0;
cent->miscTime = 0;
return;
}
//Init sound
if ( cent->miscTime == 0 )
{
cent->miscTime = cg.time + cent->currentState.modelindex2; //set the end of the wait time
}
if ( cg.time < cent->miscTime )
{
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, //cent->lerpOrigin
cgs.gameSounds[ cent->currentState.loopSound ] );
return;
}
if ( cent->deathTime == 0 )
{
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.otherEntityNum2] );
cent->deathTime = 1;
}
}*/