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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code 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.
- Quake III Arena source code 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 Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- //
- // cg_ents.c -- present snapshot entities, happens every single frame
- #include "cg_local.h"
- /*
- ======================
- 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 ) {
- if (cent->currentState.eType != ET_SPEAKER) {
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
- cgs.gameSounds[ cent->currentState.loopSound ] );
- } else {
- trap_S_AddRealLoopingSound( 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_General
- ==================
- */
- 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
- ent.frame = s1->frame;
- 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
- 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 frac;
- float scale;
- weaponInfo_t *wi;
- 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.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;
- 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 {
- VectorCopy( cg.autoAngles, cent->lerpAngles );
- AxisCopy( cg.autoAxis, ent.axis );
- }
- wi = NULL;
- // 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 ) {
- 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
- }
- ent.hModel = cg_items[es->modelindex].models[0];
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
- ent.nonNormalizedAxes = qfalse;
- // if just respawned, slowly scale up
- msec = cg.time - cent->miscTime;
- if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) {
- frac = (float)msec / ITEM_SCALEUP_TIME;
- VectorScale( ent.axis[0], frac, ent.axis[0] );
- VectorScale( ent.axis[1], frac, ent.axis[1] );
- VectorScale( ent.axis[2], frac, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- } else {
- frac = 1.0;
- }
- // 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], 1.5, ent.axis[0] );
- VectorScale( ent.axis[1], 1.5, ent.axis[1] );
- VectorScale( ent.axis[2], 1.5, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- #ifdef MISSIONPACK
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.weaponHoverSound );
- #endif
- }
- #ifdef MISSIONPACK
- if ( item->giType == IT_HOLDABLE && item->giTag == HI_KAMIKAZE ) {
- VectorScale( ent.axis[0], 2, ent.axis[0] );
- VectorScale( ent.axis[1], 2, ent.axis[1] );
- VectorScale( ent.axis[2], 2, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- }
- #endif
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
- #ifdef MISSIONPACK
- if ( item->giType == IT_WEAPON && wi->barrelModel ) {
- refEntity_t barrel;
- memset( &barrel, 0, sizeof( barrel ) );
- barrel.hModel = wi->barrelModel;
- VectorCopy( ent.lightingOrigin, barrel.lightingOrigin );
- barrel.shadowPlane = ent.shadowPlane;
- barrel.renderfx = ent.renderfx;
- CG_PositionRotatedEntityOnTag( &barrel, &ent, wi->weaponModel, "tag_barrel" );
- AxisCopy( ent.axis, barrel.axis );
- barrel.nonNormalizedAxes = ent.nonNormalizedAxes;
- trap_R_AddRefEntityToScene( &barrel );
- }
- #endif
- // accompanying rings / spheres for powerups
- if ( !cg_simpleItems.integer )
- {
- vec3_t spinAngles;
- VectorClear( spinAngles );
- if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP )
- {
- if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 )
- {
- if ( item->giType == IT_POWERUP )
- {
- ent.origin[2] += 12;
- spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f;
- }
- AnglesToAxis( spinAngles, ent.axis );
-
- // scale up if respawning
- if ( frac != 1.0 ) {
- VectorScale( ent.axis[0], frac, ent.axis[0] );
- VectorScale( ent.axis[1], frac, ent.axis[1] );
- VectorScale( ent.axis[2], frac, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- }
- trap_R_AddRefEntityToScene( &ent );
- }
- }
- }
- }
- //============================================================================
- /*
- ===============
- CG_Missile
- ===============
- */
- static void CG_Missile( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *s1;
- const weaponInfo_t *weapon;
- // int col;
- s1 = ¢->currentState;
- if ( s1->weapon > WP_NUM_WEAPONS ) {
- s1->weapon = 0;
- }
- weapon = &cg_weapons[s1->weapon];
- // calculate the axis
- VectorCopy( s1->angles, cent->lerpAngles);
- // add trails
- if ( weapon->missileTrailFunc )
- {
- weapon->missileTrailFunc( cent, weapon );
- }
- /*
- if ( cent->currentState.modelindex == TEAM_RED ) {
- col = 1;
- }
- else if ( cent->currentState.modelindex == TEAM_BLUE ) {
- col = 2;
- }
- else {
- col = 0;
- }
- // add dynamic light
- if ( weapon->missileDlight ) {
- trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
- weapon->missileDlightColor[col][0], weapon->missileDlightColor[col][1], weapon->missileDlightColor[col][2] );
- }
- */
- // 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 );
- }
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
- if ( cent->currentState.weapon == WP_PLASMAGUN ) {
- ent.reType = RT_SPRITE;
- ent.radius = 16;
- ent.rotation = 0;
- ent.customShader = cgs.media.plasmaBallShader;
- trap_R_AddRefEntityToScene( &ent );
- return;
- }
- // flicker between two skins
- ent.skinNum = cg.clientFrame & 1;
- ent.hModel = weapon->missileModel;
- ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
- #ifdef MISSIONPACK
- if ( cent->currentState.weapon == WP_PROX_LAUNCHER ) {
- if (s1->generic1 == TEAM_BLUE) {
- ent.hModel = cgs.media.blueProxMine;
- }
- }
- #endif
- // 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 ) {
- RotateAroundDirection( ent.axis, cg.time / 4 );
- } else {
- #ifdef MISSIONPACK
- if ( s1->weapon == WP_PROX_LAUNCHER ) {
- AnglesToAxis( cent->lerpAngles, ent.axis );
- }
- else
- #endif
- {
- RotateAroundDirection( ent.axis, s1->time );
- }
- }
- // add to refresh list, possibly with quad glow
- CG_AddRefEntityWithPowerups( &ent, s1, TEAM_FREE );
- }
- /*
- ===============
- CG_Grapple
- This is called when the grapple is sitting up against the wall
- ===============
- */
- static void CG_Grapple( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *s1;
- const weaponInfo_t *weapon;
- 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 0 // FIXME add grapple pull sound here..?
- // add missile sound
- if ( weapon->missileSound ) {
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound );
- }
- #endif
- // Will draw cable if needed
- CG_GrappleTrail ( cent, weapon );
- // 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.hModel = weapon->missileModel;
- ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
- // convert direction of travel into axis
- if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
- ent.axis[0][2] = 1;
- }
- trap_R_AddRefEntityToScene( &ent );
- }
- /*
- ===============
- 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);
- }
- /*
- ===============
- 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.oldframe = s1->powerups;
- ent.frame = s1->frame; // rotation speed
- ent.skinNum = s1->clientNum/256.0 * 360; // roll offset
- // 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 ) {
- 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 this player does not want to see extrapolated players
- if ( !cg_smoothClients.integer ) {
- // make sure the clients use TR_INTERPOLATE
- if ( cent->currentState.number < MAX_CLIENTS ) {
- cent->currentState.pos.trType = TR_INTERPOLATE;
- cent->nextState.pos.trType = TR_INTERPOLATE;
- }
- }
- if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
- CG_InterpolateEntityPosition( cent );
- return;
- }
- // first see if we can interpolate between two snaps for
- // linear extrapolated clients
- if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP &&
- cent->currentState.number < MAX_CLIENTS) {
- 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_TeamBase
- ===============
- */
- static void CG_TeamBase( centity_t *cent ) {
- refEntity_t model;
- #ifdef MISSIONPACK
- vec3_t angles;
- int t, h;
- float c;
- if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF ) {
- #else
- if ( cgs.gametype == GT_CTF) {
- #endif
- // show the flag base
- memset(&model, 0, sizeof(model));
- model.reType = RT_MODEL;
- VectorCopy( cent->lerpOrigin, model.lightingOrigin );
- VectorCopy( cent->lerpOrigin, model.origin );
- AnglesToAxis( cent->currentState.angles, model.axis );
- if ( cent->currentState.modelindex == TEAM_RED ) {
- model.hModel = cgs.media.redFlagBaseModel;
- }
- else if ( cent->currentState.modelindex == TEAM_BLUE ) {
- model.hModel = cgs.media.blueFlagBaseModel;
- }
- else {
- model.hModel = cgs.media.neutralFlagBaseModel;
- }
- trap_R_AddRefEntityToScene( &model );
- }
- #ifdef MISSIONPACK
- else if ( cgs.gametype == GT_OBELISK ) {
- // show the obelisk
- memset(&model, 0, sizeof(model));
- model.reType = RT_MODEL;
- VectorCopy( cent->lerpOrigin, model.lightingOrigin );
- VectorCopy( cent->lerpOrigin, model.origin );
- AnglesToAxis( cent->currentState.angles, model.axis );
- model.hModel = cgs.media.overloadBaseModel;
- trap_R_AddRefEntityToScene( &model );
- // if hit
- if ( cent->currentState.frame == 1) {
- // show hit model
- // modelindex2 is the health value of the obelisk
- c = cent->currentState.modelindex2;
- model.shaderRGBA[0] = 0xff;
- model.shaderRGBA[1] = c;
- model.shaderRGBA[2] = c;
- model.shaderRGBA[3] = 0xff;
- //
- model.hModel = cgs.media.overloadEnergyModel;
- trap_R_AddRefEntityToScene( &model );
- }
- // if respawning
- if ( cent->currentState.frame == 2) {
- if ( !cent->miscTime ) {
- cent->miscTime = cg.time;
- }
- t = cg.time - cent->miscTime;
- h = (cg_obeliskRespawnDelay.integer - 5) * 1000;
- //
- if (t > h) {
- c = (float) (t - h) / h;
- if (c > 1)
- c = 1;
- }
- else {
- c = 0;
- }
- // show the lights
- AnglesToAxis( cent->currentState.angles, model.axis );
- //
- model.shaderRGBA[0] = c * 0xff;
- model.shaderRGBA[1] = c * 0xff;
- model.shaderRGBA[2] = c * 0xff;
- model.shaderRGBA[3] = c * 0xff;
- model.hModel = cgs.media.overloadLightsModel;
- trap_R_AddRefEntityToScene( &model );
- // show the target
- if (t > h) {
- if ( !cent->muzzleFlashTime ) {
- trap_S_StartSound (cent->lerpOrigin, ENTITYNUM_NONE, CHAN_BODY, cgs.media.obeliskRespawnSound);
- cent->muzzleFlashTime = 1;
- }
- VectorCopy(cent->currentState.angles, angles);
- angles[YAW] += (float) 16 * acos(1-c) * 180 / M_PI;
- AnglesToAxis( angles, model.axis );
- VectorScale( model.axis[0], c, model.axis[0]);
- VectorScale( model.axis[1], c, model.axis[1]);
- VectorScale( model.axis[2], c, model.axis[2]);
- model.shaderRGBA[0] = 0xff;
- model.shaderRGBA[1] = 0xff;
- model.shaderRGBA[2] = 0xff;
- model.shaderRGBA[3] = 0xff;
- //
- model.origin[2] += 56;
- model.hModel = cgs.media.overloadTargetModel;
- trap_R_AddRefEntityToScene( &model );
- }
- else {
- //FIXME: show animated smoke
- }
- }
- else {
- cent->miscTime = 0;
- cent->muzzleFlashTime = 0;
- // modelindex2 is the health value of the obelisk
- c = cent->currentState.modelindex2;
- model.shaderRGBA[0] = 0xff;
- model.shaderRGBA[1] = c;
- model.shaderRGBA[2] = c;
- model.shaderRGBA[3] = 0xff;
- // show the lights
- model.hModel = cgs.media.overloadLightsModel;
- trap_R_AddRefEntityToScene( &model );
- // show the target
- model.origin[2] += 56;
- model.hModel = cgs.media.overloadTargetModel;
- trap_R_AddRefEntityToScene( &model );
- }
- }
- else if ( cgs.gametype == GT_HARVESTER ) {
- // show harvester model
- memset(&model, 0, sizeof(model));
- model.reType = RT_MODEL;
- VectorCopy( cent->lerpOrigin, model.lightingOrigin );
- VectorCopy( cent->lerpOrigin, model.origin );
- AnglesToAxis( cent->currentState.angles, model.axis );
- if ( cent->currentState.modelindex == TEAM_RED ) {
- model.hModel = cgs.media.harvesterModel;
- model.customSkin = cgs.media.harvesterRedSkin;
- }
- else if ( cent->currentState.modelindex == TEAM_BLUE ) {
- model.hModel = cgs.media.harvesterModel;
- model.customSkin = cgs.media.harvesterBlueSkin;
- }
- else {
- model.hModel = cgs.media.harvesterNeutralModel;
- model.customSkin = 0;
- }
- trap_R_AddRefEntityToScene( &model );
- }
- #endif
- }
- /*
- ===============
- 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_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 );
- break;
- case ET_PORTAL:
- CG_Portal( cent );
- break;
- case ET_SPEAKER:
- CG_Speaker( cent );
- break;
- case ET_GRAPPLE:
- CG_Grapple( cent );
- break;
- case ET_TEAM:
- CG_TeamBase( 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 / 2048.0;
- 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.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 );
- }
- }
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