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Diffstat (limited to 'src/cgame/cg_ents.c')
-rw-r--r-- | src/cgame/cg_ents.c | 1016 |
1 files changed, 1016 insertions, 0 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c new file mode 100644 index 00000000..fc0783f7 --- /dev/null +++ b/src/cgame/cg_ents.c @@ -0,0 +1,1016 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_ents.c -- present snapshot entities, happens every single frame + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#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 && cent->currentState.eType != ET_TORCH ) + { + 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 ); + } + + // the weapons have their origin where they attatch to player + // models, so we need to offset them or they will rotate + // eccentricly + wi = NULL; + 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; + } + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); + + // 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_Buildable +================== +*/ +static void CG_Buildable( centity_t *cent ) { + refEntity_t ent; + refEntity_t ent2; + entityState_t *es; + gitem_t *item; + int msec; + float frac; + float scale; + + 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 ]; + + memset (&ent, 0, sizeof(ent)); + + VectorCopy( es->angles, cent->lerpAngles ); + AnglesToAxis( cent->lerpAngles, ent.axis ); + + 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; + } + + + //TA: might be useful later: + // 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; + }*/ + + //turret barrel bit + if( cg_items[ es->modelindex ].models[ 1 ] != 0 ) + { + vec3_t turretOrigin; + + memset( &ent2, 0, sizeof( ent2 ) ); + + AnglesToAxis( es->angles2, ent2.axis ); + + ent2.hModel = cg_items[ es->modelindex ].models[ 1 ]; + + VectorCopy( cent->lerpOrigin, turretOrigin ); + turretOrigin[ 2 ] += 5; + + VectorCopy( turretOrigin, ent2.origin ); + VectorCopy( turretOrigin, ent2.oldorigin ); + + ent2.nonNormalizedAxes = qfalse; + + trap_R_AddRefEntityToScene( &ent2 ); + } + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); +} + + +//============================================================================ + +/* +=============== +CG_Missile +=============== +*/ +static void CG_Missile( 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); + + // 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 ); + } + + // 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; + } + + if( cent->currentState.weapon == WP_FLAMER ) + { + ent.reType = RT_SPRITE; + ent.radius = ( ( cg.time - s1->pos.trTime ) * ( cg.time - s1->pos.trTime ) ) / 6000; + ent.rotation = 0; + ent.customShader = cgs.media.flameShader; + trap_R_AddRefEntityToScene( &ent ); + return; + } + + // 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; + } + + // spin as it moves + if ( s1->pos.trType != TR_STATIONARY ) { + RotateAroundDirection( ent.axis, cg.time / 4 ); + } else { + RotateAroundDirection( ent.axis, s1->time ); + } + + // add to refresh list, possibly with quad glow + CG_AddRefEntityWithPowerups( &ent, s1->powerups, 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_TorchLight +=============== +*/ +static void CG_TorchLight( centity_t *cent ) +{ + float r, g, b; + int i, j, k; + byte lum; + + r = ( (float)( cent->currentState.constantLight & 0xFF ) ) / 255.0; + g = ( (float)( ( cent->currentState.constantLight >> 8 ) & 0xFF ) ) / 255.0; + b = ( (float)( ( cent->currentState.constantLight >> 16 ) & 0xFF ) ) / 255.0; + i = ( cent->currentState.constantLight >> 24 ) & 0xFF; + + lum = CG_AmbientLight( cent->lerpOrigin ); + + if( lum > 32 ) + { + k = 1; + } + else if( lum <= 32 ) + { + k = 2; + r *= 1.0f - ( (float)lum / 64.0f ); + g *= 1.0f - ( (float)lum / 64.0f ); + b *= 1.0f - ( (float)lum / 64.0f ); + } + + for( j = 0; j <= k; j++ ) + trap_R_AddLightToScene(cent->lerpOrigin, i*2, r, g, b ); +} + +/* +========================= +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_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_CORPSE: + CG_Corpse( cent ); + break; + case ET_PLAYER: + CG_Player( cent ); + break; + case ET_ITEM: + CG_Item( cent ); + break; + case ET_BUILDABLE: + CG_Buildable( cent ); + break; + case ET_CREEP: + CG_Creep( cent ); + break; + case ET_MISSILE: + CG_Missile( cent ); + break; + case ET_TORCH: + CG_TorchLight( 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; + } +} + +/* +=============== +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 ] ); + + //TA: "empty" item position arrays + cgIP.numDroidItems = 0; + cgIP.numHumanItems = 0; + cgIP.numDroidClients = 0; + cgIP.numHumanClients = 0; + + for ( num = 0 ; num < cg.snap->numEntities ; num++ ) + { + cent = &cg_entities[ cg.snap->entities[ num ].number ]; + + if( cent->currentState.eType == ET_BUILDABLE ) + { + //TA: add to list of item positions (for creep) + if( cent->currentState.modelindex2 == BIT_DROIDS ) + { + VectorCopy( cent->lerpOrigin, cgIP.droidItemPositions[ cgIP.numDroidItems ] ); + cgIP.droidItemTimes[ cgIP.numDroidItems ] = cent->miscTime; + cgIP.numDroidItems++; + } + else if( cent->currentState.modelindex2 == BIT_HUMANS ) + { + VectorCopy( cent->lerpOrigin, cgIP.humanItemPositions[ cgIP.numHumanItems ] ); + cgIP.numHumanItems++; + } + } + + if( cent->currentState.eType == ET_PLAYER ) + { + int team = cent->currentState.powerups & 0x00FF; + int class = ( cent->currentState.powerups & 0xFF00 ) >> 8; + + if( team == PTE_DROIDS ) + { + VectorCopy( cent->lerpOrigin, cgIP.droidClientPositions[ cgIP.numDroidClients ] ); + cgIP.droidClientClass = class; + cgIP.numDroidClients++; + } + else if( team == PTE_HUMANS ) + { + VectorCopy( cent->lerpOrigin, cgIP.humanClientPositions[ cgIP.numHumanClients ] ); + cgIP.humanClientClass = class; + cgIP.numHumanClients++; + } + } + } + + //Com_Printf( "%d %d\n", cgIP.numDroidClients, cgIP.numHumanClients ); + + // 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 ); + } +} + |