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|
// 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 OSML - Open Source Modification License v1.0 as
* described in the file COPYING which is distributed with this source
* code.
*
* 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.
*/
#include "cg_local.h"
/*
======================
CG_DrawBoxFace
Draws a bounding box face
======================
*/
static void CG_DrawBoxFace( vec3_t a, vec3_t b, vec3_t c, vec3_t d )
{
polyVert_t verts[ 4 ];
vec4_t color = { 255.0f, 0.0f, 0.0f, 128.0f };
VectorCopy( d, verts[ 0 ].xyz );
verts[ 0 ].st[ 0 ] = 1;
verts[ 0 ].st[ 1 ] = 1;
Vector4Copy( color, verts[ 0 ].modulate );
VectorCopy( c, verts[ 1 ].xyz );
verts[ 1 ].st[ 0 ] = 1;
verts[ 1 ].st[ 1 ] = 0;
Vector4Copy( color, verts[ 1 ].modulate );
VectorCopy( b, verts[ 2 ].xyz );
verts[ 2 ].st[ 0 ] = 0;
verts[ 2 ].st[ 1 ] = 0;
Vector4Copy( color, verts[ 2 ].modulate );
VectorCopy( a, verts[ 3 ].xyz );
verts[ 3 ].st[ 0 ] = 0;
verts[ 3 ].st[ 1 ] = 1;
Vector4Copy( color, verts[ 3 ].modulate );
trap_R_AddPolyToScene( cgs.media.outlineShader, 4, verts );
}
/*
======================
CG_DrawBoundingBox
Draws a bounding box
======================
*/
void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs )
{
vec3_t ppp, mpp, mmp, pmp;
vec3_t mmm, pmm, ppm, mpm;
ppp[ 0 ] = origin[ 0 ] + maxs[ 0 ];
ppp[ 1 ] = origin[ 1 ] + maxs[ 1 ];
ppp[ 2 ] = origin[ 2 ] + maxs[ 2 ];
mpp[ 0 ] = origin[ 0 ] + mins[ 0 ];
mpp[ 1 ] = origin[ 1 ] + maxs[ 1 ];
mpp[ 2 ] = origin[ 2 ] + maxs[ 2 ];
mmp[ 0 ] = origin[ 0 ] + mins[ 0 ];
mmp[ 1 ] = origin[ 1 ] + mins[ 1 ];
mmp[ 2 ] = origin[ 2 ] + maxs[ 2 ];
pmp[ 0 ] = origin[ 0 ] + maxs[ 0 ];
pmp[ 1 ] = origin[ 1 ] + mins[ 1 ];
pmp[ 2 ] = origin[ 2 ] + maxs[ 2 ];
ppm[ 0 ] = origin[ 0 ] + maxs[ 0 ];
ppm[ 1 ] = origin[ 1 ] + maxs[ 1 ];
ppm[ 2 ] = origin[ 2 ] + mins[ 2 ];
mpm[ 0 ] = origin[ 0 ] + mins[ 0 ];
mpm[ 1 ] = origin[ 1 ] + maxs[ 1 ];
mpm[ 2 ] = origin[ 2 ] + mins[ 2 ];
mmm[ 0 ] = origin[ 0 ] + mins[ 0 ];
mmm[ 1 ] = origin[ 1 ] + mins[ 1 ];
mmm[ 2 ] = origin[ 2 ] + mins[ 2 ];
pmm[ 0 ] = origin[ 0 ] + maxs[ 0 ];
pmm[ 1 ] = origin[ 1 ] + mins[ 1 ];
pmm[ 2 ] = origin[ 2 ] + mins[ 2 ];
//phew!
CG_DrawBoxFace( ppp, mpp, mmp, pmp );
CG_DrawBoxFace( ppp, pmp, pmm, ppm );
CG_DrawBoxFace( mpp, ppp, ppm, mpm );
CG_DrawBoxFace( mmp, mpp, mpm, mmm );
CG_DrawBoxFace( pmp, mmp, mmm, pmm );
CG_DrawBoxFace( mmm, mpm, ppm, pmm );
}
/*
======================
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_LaunchMissile
===============
*/
static void CG_LaunchMissile( centity_t *cent )
{
entityState_t *es;
const weaponInfo_t *wi;
particleSystem_t *ps;
weapon_t weapon;
weaponMode_t weaponMode;
es = ¢->currentState;
weapon = es->weapon;
if( weapon > WP_NUM_WEAPONS )
weapon = WP_NONE;
wi = &cg_weapons[ weapon ];
weaponMode = es->generic1;
if( wi->wim[ weaponMode ].missileParticleSystem )
{
ps = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].missileParticleSystem );
CG_SetParticleSystemCent( ps, cent );
CG_AttachParticleSystemToCent( ps );
}
}
/*
===============
CG_Missile
===============
*/
static void CG_Missile( centity_t *cent )
{
refEntity_t ent;
entityState_t *es;
const weaponInfo_t *wi;
weapon_t weapon;
weaponMode_t weaponMode;
const weaponInfoMode_t *wim;
es = ¢->currentState;
weapon = es->weapon;
if( weapon > WP_NUM_WEAPONS )
weapon = WP_NONE;
wi = &cg_weapons[ weapon ];
weaponMode = es->generic1;
wim = &wi->wim[ weaponMode ];
// calculate the axis
VectorCopy( es->angles, cent->lerpAngles );
// add dynamic light
if( wim->missileDlight )
{
trap_R_AddLightToScene( cent->lerpOrigin, wim->missileDlight,
wim->missileDlightColor[ 0 ],
wim->missileDlightColor[ 1 ],
wim->missileDlightColor[ 2 ] );
}
// add missile sound
if( wim->missileSound )
{
vec3_t velocity;
BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity );
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, wim->missileSound );
}
// create the render entity
memset( &ent, 0, sizeof( ent ) );
VectorCopy( cent->lerpOrigin, ent.origin );
VectorCopy( cent->lerpOrigin, ent.oldorigin );
if( wim->usesSpriteMissle )
{
ent.reType = RT_SPRITE;
ent.radius = wim->missileSpriteSize;
ent.rotation = 0;
ent.customShader = wim->missileSprite;
ent.shaderRGBA[ 0 ] = 0xFF;
ent.shaderRGBA[ 1 ] = 0xFF;
ent.shaderRGBA[ 2 ] = 0xFF;
ent.shaderRGBA[ 3 ] = 0xFF;
}
else
{
ent.hModel = wim->missileModel;
ent.renderfx = wim->missileRenderfx | RF_NOSHADOW;
// convert direction of travel into axis
if( VectorNormalize2( es->pos.trDelta, ent.axis[ 0 ] ) == 0 )
ent.axis[ 0 ][ 2 ] = 1;
// spin as it moves
if( es->pos.trType != TR_STATIONARY && wim->missileRotates )
RotateAroundDirection( ent.axis, cg.time / 4 );
else
RotateAroundDirection( ent.axis, es->time );
if( wim->missileAnimates )
{
int timeSinceStart = cg.time - es->time;
if( wim->missileAnimLooping )
{
ent.frame = wim->missileAnimStartFrame +
(int)( ( timeSinceStart / 1000.0f ) * wim->missileAnimFrameRate ) %
wim->missileAnimNumFrames;
}
else
{
ent.frame = wim->missileAnimStartFrame +
(int)( ( timeSinceStart / 1000.0f ) * wim->missileAnimFrameRate );
if( ent.frame > ( wim->missileAnimStartFrame + wim->missileAnimNumFrames ) )
ent.frame = wim->missileAnimStartFrame + wim->missileAnimNumFrames;
}
}
}
//only refresh if there is something to display
if( wim->missileSprite || wim->missileModel )
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 );
}
//============================================================================
#define SETBOUNDS(v1,v2,r) ((v1)[0]=(-r/2),(v1)[1]=(-r/2),(v1)[2]=(-r/2),\
(v2)[0]=(r/2),(v2)[1]=(r/2),(v2)[2]=(r/2))
#define RADIUSSTEP 0.5f
#define FLARE_OFF 0
#define FLARE_NOFADE 1
#define FLARE_TIMEFADE 2
#define FLARE_REALFADE 3
/*
=========================
CG_LightFlare
=========================
*/
static void CG_LightFlare( centity_t *cent )
{
refEntity_t flare;
entityState_t *es;
vec3_t forward, delta;
float len;
trace_t tr;
float maxAngle;
vec3_t mins, maxs, start, end;
float srcRadius, srLocal, ratio = 1.0f;
int entityNum;
es = ¢->currentState;
if( cg.renderingThirdPerson )
entityNum = MAGIC_TRACE_HACK;
else
entityNum = cg.predictedPlayerState.clientNum;
//don't draw light flares
if( cg_lightFlare.integer == FLARE_OFF )
return;
//flare is "off"
if( es->eFlags & EF_NODRAW )
return;
CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, es->angles2,
entityNum, MASK_SHOT );
//if there is no los between the view and the flare source
//it definately cannot be seen
if( tr.fraction < 1.0f || tr.allsolid )
return;
memset( &flare, 0, sizeof( flare ) );
flare.reType = RT_SPRITE;
flare.customShader = cgs.gameShaders[ es->modelindex ];
flare.shaderRGBA[ 0 ] = 0xFF;
flare.shaderRGBA[ 1 ] = 0xFF;
flare.shaderRGBA[ 2 ] = 0xFF;
flare.shaderRGBA[ 3 ] = 0xFF;
//flares always drawn before the rest of the scene
flare.renderfx |= RF_DEPTHHACK;
//bunch of geometry
AngleVectors( es->angles, forward, NULL, NULL );
VectorCopy( cent->lerpOrigin, flare.origin );
VectorSubtract( flare.origin, cg.refdef.vieworg, delta );
len = VectorLength( delta );
VectorNormalize( delta );
//flare is too close to camera to be drawn
if( len < es->generic1 )
return;
//don't bother for flares behind the view plane
if( DotProduct( delta, cg.refdef.viewaxis[ 0 ] ) < 0.0 )
return;
//only recalculate radius and ratio every three frames
if( !( cg.clientFrame % 2 ) )
{
//can only see the flare when in front of it
flare.radius = len / es->origin2[ 0 ];
if( es->origin2[ 2 ] == 0 )
srcRadius = srLocal = flare.radius / 2.0f;
else
srcRadius = srLocal = len / es->origin2[ 2 ];
maxAngle = es->origin2[ 1 ];
if( maxAngle > 0.0f )
{
float radiusMod = 1.0f - ( 180.0f - RAD2DEG(
acos( DotProduct( delta, forward ) ) ) ) / maxAngle;
if( es->eFlags & EF_NODRAW )
flare.radius *= radiusMod;
else if( radiusMod < 0.0f )
flare.radius = 0.0f;
}
if( flare.radius < 0.0f )
flare.radius = 0.0f;
VectorMA( flare.origin, -flare.radius, delta, end );
VectorMA( cg.refdef.vieworg, flare.radius, delta, start );
if( cg_lightFlare.integer == FLARE_REALFADE )
{
//draw "correct" albeit inefficient flares
srLocal = cent->lfs.lastSrcRadius;
//flare radius is likely to be the same as last frame so start with it
do
{
srLocal += RADIUSSTEP;
SETBOUNDS( mins, maxs, srLocal );
CG_Trace( &tr, start, mins, maxs, end,
entityNum, MASK_SHOT );
} while( ( tr.fraction == 1.0f && !tr.startsolid ) && ( srLocal < srcRadius ) );
srLocal -= RADIUSSTEP;
//shink the flare until there is a los
do
{
SETBOUNDS( mins, maxs, srLocal );
CG_Trace( &tr, start, mins, maxs, end,
entityNum, MASK_SHOT );
srLocal -= RADIUSSTEP;
} while( ( tr.fraction < 1.0f || tr.startsolid ) && ( srLocal > 0.0f ) );
ratio = srLocal / srcRadius;
cent->lfs.lastSrcRadius = srLocal;
}
else if( cg_lightFlare.integer == FLARE_TIMEFADE )
{
//draw timed flares
SETBOUNDS( mins, maxs, srcRadius );
CG_Trace( &tr, start, mins, maxs, end,
entityNum, MASK_SHOT );
if( ( tr.fraction < 1.0f || tr.startsolid ) && cent->lfs.status )
{
cent->lfs.status = qfalse;
cent->lfs.lastTime = cg.time;
}
else if( ( tr.fraction == 1.0f && !tr.startsolid ) && !cent->lfs.status )
{
cent->lfs.status = qtrue;
cent->lfs.lastTime = cg.time;
}
//fade flare up
if( cent->lfs.status )
{
if( cent->lfs.lastTime + es->time > cg.time )
ratio = (float)( cg.time - cent->lfs.lastTime ) / es->time;
}
//fade flare down
if( !cent->lfs.status )
{
if( cent->lfs.lastTime + es->time > cg.time )
{
ratio = (float)( cg.time - cent->lfs.lastTime ) / es->time;
ratio = 1.0f - ratio;
}
else
ratio = 0.0f;
}
}
else if( cg_lightFlare.integer == FLARE_NOFADE )
{
//draw nofade flares
SETBOUNDS( mins, maxs, srcRadius );
CG_Trace( &tr, start, mins, maxs, end,
entityNum, MASK_SHOT );
//flare source occluded
if( ( tr.fraction < 1.0f || tr.startsolid ) )
ratio = 0.0f;
}
}
else
{
ratio = cent->lfs.lastRatio;
flare.radius = cent->lfs.lastRadius;
}
cent->lfs.lastRatio = ratio;
cent->lfs.lastRadius = flare.radius;
if( ratio < 1.0f )
{
flare.radius *= ratio;
flare.shaderRGBA[ 3 ] = (byte)( (float)flare.shaderRGBA[ 3 ] * ratio );
}
if( flare.radius <= 0.0f )
return;
trap_R_AddRefEntityToScene( &flare );
}
/*
=========================
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_CEntityPVSEnter
===============
*/
static void CG_CEntityPVSEnter( centity_t *cent )
{
if( cg_debugPVS.integer )
CG_Printf( "Entity %d entered PVS\n", cent->currentState.number );
switch( cent->currentState.eType )
{
case ET_MISSILE:
CG_LaunchMissile( cent );
break;
}
//clear any particle systems from previous uses of this centity_t
cent->muzzlePS = NULL;
cent->muzzlePsTrigger = qfalse;
cent->jetPackPS = NULL;
cent->jetPackState = JPS_OFF;
cent->buildablePS = NULL;
cent->entityPS = NULL;
cent->entityPSMissing = qfalse;
//make sure that the buildable animations are in a consistent state
//when a buildable enters the PVS
cent->buildableAnim = BANIM_NONE;
}
/*
===============
CG_CEntityPVSLeave
===============
*/
static void CG_CEntityPVSLeave( centity_t *cent )
{
if( cg_debugPVS.integer )
CG_Printf( "Entity %d left PVS\n", cent->currentState.number );
}
/*
===============
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_BUILDABLE:
CG_Buildable( 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_PARTICLE_SYSTEM:
CG_ParticleSystemEntity( cent );
break;
case ET_ANIMMAPOBJ:
CG_animMapObj( cent );
break;
case ET_MODELDOOR:
CG_ModelDoor( cent );
break;
case ET_LIGHTFLARE:
CG_LightFlare( 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.predictedPlayerEntity.valid = qtrue;
CG_AddCEntity( &cg.predictedPlayerEntity );
// lerp the non-predicted value for lightning gun origins
CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
// scanner
CG_UpdateEntityPositions( );
for( num = 0; num < MAX_GENTITIES; num++ )
cg_entities[ num ].valid = qfalse;
// add each entity sent over by the server
for( num = 0; num < cg.snap->numEntities; num++ )
{
cent = &cg_entities[ cg.snap->entities[ num ].number ];
cent->valid = qtrue;
}
for( num = 0; num < MAX_GENTITIES; num++ )
{
cent = &cg_entities[ num ];
if( cent->valid && !cent->oldValid )
CG_CEntityPVSEnter( cent );
else if( !cent->valid && cent->oldValid )
CG_CEntityPVSLeave( cent );
cent->oldValid = cent->valid;
}
// 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 );
}
//make an attempt at drawing bounding boxes of selected entity types
if( cg_drawBBOX.integer )
{
for( num = 0; num < cg.snap->numEntities; num++ )
{
float x, zd, zu;
vec3_t mins, maxs;
entityState_t *es;
cent = &cg_entities[ cg.snap->entities[ num ].number ];
es = ¢->currentState;
switch( es->eType )
{
case ET_BUILDABLE:
case ET_MISSILE:
case ET_CORPSE:
x = ( es->solid & 255 );
zd = ( ( es->solid >> 8 ) & 255 );
zu = ( ( es->solid >> 16 ) & 255 ) - 32;
mins[ 0 ] = mins[ 1 ] = -x;
maxs[ 0 ] = maxs[ 1 ] = x;
mins[ 2 ] = -zd;
maxs[ 2 ] = zu;
CG_DrawBoundingBox( es->origin, mins, maxs );
break;
default:
break;
}
}
}
}
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