// 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 = ¢->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 = ¢->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 = ¢->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 = ¢->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( ¢->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( ¢->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, ¢->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 = ¢->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 = ¢->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 = ¢->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( ¢->currentState.pos, fromTime, oldOrigin ); BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles ); BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin ); BG_EvaluateTrajectory( ¢->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( ¢->currentState.pos, cg.snap->serverTime, current ); BG_EvaluateTrajectory( ¢->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( ¢->currentState.apos, cg.snap->serverTime, current ); BG_EvaluateTrajectory( ¢->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( ¢->currentState.pos, cg.time, cent->lerpOrigin ); BG_EvaluateTrajectory( ¢->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; } }*/