/* * R_DrawSkyportal */ static void R_DrawSkyportal( const entity_t *e, skyportal_t *skyportal ) { if( !R_PushRefInst() ) { return; } rn.renderFlags = ( rn.renderFlags | RF_PORTALVIEW ); //rn.renderFlags &= ~RF_SOFT_PARTICLES; VectorCopy( skyportal->vieworg, rn.pvsOrigin ); rn.nearClip = Z_NEAR; rn.farClip = R_DefaultFarClip(); rn.polygonFactor = POLYOFFSET_FACTOR; rn.polygonUnits = POLYOFFSET_UNITS; rn.clipFlags = 15; rn.meshlist = &r_skyportallist; rn.portalmasklist = NULL; rn.rtLight = NULL; //Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h ); if( skyportal->noEnts ) { rn.renderFlags |= RF_ENVVIEW; } if( skyportal->scale ) { vec3_t centre, diff; VectorAdd( rsh.worldModel->mins, rsh.worldModel->maxs, centre ); VectorScale( centre, 0.5f, centre ); VectorSubtract( centre, rn.viewOrigin, diff ); VectorMA( skyportal->vieworg, -skyportal->scale, diff, rn.refdef.vieworg ); } else { VectorCopy( skyportal->vieworg, rn.refdef.vieworg ); } // FIXME if( !VectorCompare( skyportal->viewanglesOffset, vec3_origin ) ) { vec3_t angles; mat3_t axis; Matrix3_Copy( rn.refdef.viewaxis, axis ); VectorInverse( &axis[AXIS_RIGHT] ); Matrix3_ToAngles( axis, angles ); VectorAdd( angles, skyportal->viewanglesOffset, angles ); AnglesToAxis( angles, axis ); Matrix3_Copy( axis, rn.refdef.viewaxis ); } rn.refdef.rdflags &= ~( RDF_UNDERWATER | RDF_CROSSINGWATER | RDF_SKYPORTALINVIEW ); if( skyportal->fov ) { rn.refdef.fov_y = WidescreenFov( skyportal->fov ); rn.refdef.fov_x = CalcHorizontalFov( rn.refdef.fov_y, rn.refdef.width, rn.refdef.height ); } R_SetupViewMatrices( &rn.refdef ); R_SetupFrustum( &rn.refdef, rn.nearClip, rn.farClip, rn.frustum, rn.frustumCorners ); R_SetupPVS( &rn.refdef ); R_RenderView( &rn.refdef ); // restore modelview and projection matrices, scissoring, etc for the main view R_PopRefInst(); }
/* ======================== RB_CalcDeformVertexes ======================== */ void RB_CalcDeformVertexes( deformStage_t *ds ) { int i; vec3_t offset; float scale; float *xyz = ( float * ) tess.xyz; float *normal = ( float * ) tess.normal; float *table; // Ridah if ( ds->deformationWave.frequency < 0 ) { qboolean inverse = qfalse; vec3_t worldUp; //static vec3_t up = {0,0,1}; if ( VectorCompare( backEnd.currentEntity->e.fireRiseDir, vec3_origin ) ) { VectorSet( backEnd.currentEntity->e.fireRiseDir, 0, 0, 1 ); } // get the world up vector in local coordinates if ( backEnd.currentEntity->e.hModel ) { // world surfaces dont have an axis VectorRotate( backEnd.currentEntity->e.fireRiseDir, backEnd.currentEntity->e.axis, worldUp ); } else { VectorCopy( backEnd.currentEntity->e.fireRiseDir, worldUp ); } // don't go so far if sideways, since they must be moving VectorScale( worldUp, 0.4 + 0.6 * fabs( backEnd.currentEntity->e.fireRiseDir[2] ), worldUp ); ds->deformationWave.frequency *= -1; if ( ds->deformationWave.frequency > 999 ) { // hack for negative Z deformation (ack) inverse = qtrue; ds->deformationWave.frequency -= 999; } table = TableForFunc( ds->deformationWave.func ); for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) { float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread; float dot; scale = WAVEVALUE( table, ds->deformationWave.base, ds->deformationWave.amplitude, ds->deformationWave.phase + off, ds->deformationWave.frequency ); dot = DotProduct( worldUp, normal ); if ( dot * scale > 0 ) { if ( inverse ) { scale *= -1; } VectorMA( xyz, dot * scale, worldUp, xyz ); } } if ( inverse ) { ds->deformationWave.frequency += 999; } ds->deformationWave.frequency *= -1; } // done. else if ( ds->deformationWave.frequency == 0 ) { scale = EvalWaveForm( &ds->deformationWave ); for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) { VectorScale( normal, scale, offset ); xyz[0] += offset[0]; xyz[1] += offset[1]; xyz[2] += offset[2]; } } else { table = TableForFunc( ds->deformationWave.func ); for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) { float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread; scale = WAVEVALUE( table, ds->deformationWave.base, ds->deformationWave.amplitude, ds->deformationWave.phase + off, ds->deformationWave.frequency ); VectorScale( normal, scale, offset ); xyz[0] += offset[0]; xyz[1] += offset[1]; xyz[2] += offset[2]; } } }
static void GM_CheckFireState( void ) { if ( enemyCS4 ) {//if have a clear shot, always try return; } if ( !VectorCompare( NPC->client->ps.velocity, vec3_origin ) ) {//if moving at all, don't do this return; } //See if we should continue to fire on their last position if ( !hitAlly4 && NPCInfo->enemyLastSeenTime > 0 ) { if ( level.time - NPCInfo->enemyLastSeenTime < 10000 ) { if ( !Q_irand( 0, 10 ) ) { //Fire on the last known position vec3_t muzzle, dir, angles; qboolean tooClose = qfalse; qboolean tooFar = qfalse; float distThreshold; float dist; CalcEntitySpot( NPC, SPOT_HEAD, muzzle ); if ( VectorCompare( impactPos4, vec3_origin ) ) {//never checked ShotEntity this frame, so must do a trace... trace_t tr; //vec3_t mins = {-2,-2,-2}, maxs = {2,2,2}; vec3_t forward, end; AngleVectors( NPC->client->ps.viewangles, forward, NULL, NULL ); VectorMA( muzzle, 8192, forward, end ); trap_Trace( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT ); VectorCopy( tr.endpos, impactPos4 ); } //see if impact would be too close to me distThreshold = 16384/*128*128*/;//default if ( NPC->s.weapon == WP_REPEATER ) { if ( NPCInfo->scriptFlags&SCF_ALT_FIRE ) { distThreshold = 65536/*256*256*/; } } dist = DistanceSquared( impactPos4, muzzle ); if ( dist < distThreshold ) {//impact would be too close to me tooClose = qtrue; } else if ( level.time - NPCInfo->enemyLastSeenTime > 5000 ) {//we've haven't seen them in the last 5 seconds //see if it's too far from where he is distThreshold = 65536/*256*256*/;//default if ( NPC->s.weapon == WP_REPEATER ) { if ( NPCInfo->scriptFlags&SCF_ALT_FIRE ) { distThreshold = 262144/*512*512*/; } } dist = DistanceSquared( impactPos4, NPCInfo->enemyLastSeenLocation ); if ( dist > distThreshold ) {//impact would be too far from enemy tooFar = qtrue; } } if ( !tooClose && !tooFar ) {//okay too shoot at last pos VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir ); VectorNormalize( dir ); vectoangles( dir, angles ); NPCInfo->desiredYaw = angles[YAW]; NPCInfo->desiredPitch = angles[PITCH]; shoot4 = qtrue; faceEnemy4 = qfalse; return; } } } } }
/* =============== ComputeColors =============== */ static void ComputeColors( shaderStage_t *pStage ) { int i; // // rgbGen // switch ( pStage->rgbGen ) { case CGEN_IDENTITY: memset( tess.svars.colors, 0xff, tess.numVertexes * 4 ); break; default: case CGEN_IDENTITY_LIGHTING: memset( tess.svars.colors, tr.identityLightByte, tess.numVertexes * 4 ); break; case CGEN_LIGHTING_DIFFUSE: RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors ); break; case CGEN_EXACT_VERTEX: memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) ); break; case CGEN_CONST: for ( i = 0; i < tess.numVertexes; i++ ) { *(int *)tess.svars.colors[i] = *(int *)pStage->constantColor; } break; case CGEN_VERTEX: if ( tr.identityLight == 1 ) { memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) ); } else { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i][0] = tess.vertexColors[i][0] * tr.identityLight; tess.svars.colors[i][1] = tess.vertexColors[i][1] * tr.identityLight; tess.svars.colors[i][2] = tess.vertexColors[i][2] * tr.identityLight; tess.svars.colors[i][3] = tess.vertexColors[i][3]; } } break; case CGEN_ONE_MINUS_VERTEX: if ( tr.identityLight == 1 ) { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i][0] = 255 - tess.vertexColors[i][0]; tess.svars.colors[i][1] = 255 - tess.vertexColors[i][1]; tess.svars.colors[i][2] = 255 - tess.vertexColors[i][2]; } } else { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i][0] = ( 255 - tess.vertexColors[i][0] ) * tr.identityLight; tess.svars.colors[i][1] = ( 255 - tess.vertexColors[i][1] ) * tr.identityLight; tess.svars.colors[i][2] = ( 255 - tess.vertexColors[i][2] ) * tr.identityLight; } } break; case CGEN_FOG: { fog_t *fog; fog = tr.world->fogs + tess.fogNum; for ( i = 0; i < tess.numVertexes; i++ ) { *( int * )&tess.svars.colors[i] = fog->colorInt; } } break; case CGEN_WAVEFORM: RB_CalcWaveColor( &pStage->rgbWave, ( unsigned char * ) tess.svars.colors ); break; case CGEN_ENTITY: RB_CalcColorFromEntity( ( unsigned char * ) tess.svars.colors ); break; case CGEN_ONE_MINUS_ENTITY: RB_CalcColorFromOneMinusEntity( ( unsigned char * ) tess.svars.colors ); break; } // // alphaGen // switch ( pStage->alphaGen ) { case AGEN_SKIP: break; case AGEN_IDENTITY: if ( pStage->rgbGen != CGEN_IDENTITY ) { if ( ( pStage->rgbGen == CGEN_VERTEX && tr.identityLight != 1 ) || pStage->rgbGen != CGEN_VERTEX ) { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i][3] = 0xff; } } } break; case AGEN_CONST: if ( pStage->rgbGen != CGEN_CONST ) { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i][3] = pStage->constantColor[3]; } } break; case AGEN_WAVEFORM: RB_CalcWaveAlpha( &pStage->alphaWave, ( unsigned char * ) tess.svars.colors ); break; case AGEN_LIGHTING_SPECULAR: RB_CalcSpecularAlpha( ( unsigned char * ) tess.svars.colors ); break; case AGEN_ENTITY: RB_CalcAlphaFromEntity( ( unsigned char * ) tess.svars.colors ); break; case AGEN_ONE_MINUS_ENTITY: RB_CalcAlphaFromOneMinusEntity( ( unsigned char * ) tess.svars.colors ); break; // Ridah case AGEN_NORMALZFADE: { float alpha, range, lowest, highest, dot; vec3_t worldUp; qboolean zombieEffect = qfalse; if ( VectorCompare( backEnd.currentEntity->e.fireRiseDir, vec3_origin ) ) { VectorSet( backEnd.currentEntity->e.fireRiseDir, 0, 0, 1 ); } if ( backEnd.currentEntity->e.hModel ) { // world surfaces dont have an axis VectorRotate( backEnd.currentEntity->e.fireRiseDir, backEnd.currentEntity->e.axis, worldUp ); } else { VectorCopy( backEnd.currentEntity->e.fireRiseDir, worldUp ); } lowest = pStage->zFadeBounds[0]; if ( lowest == -1000 ) { // use entity alpha lowest = backEnd.currentEntity->e.shaderTime; zombieEffect = qtrue; } highest = pStage->zFadeBounds[1]; if ( highest == -1000 ) { // use entity alpha highest = backEnd.currentEntity->e.shaderTime; zombieEffect = qtrue; } range = highest - lowest; for ( i = 0; i < tess.numVertexes; i++ ) { dot = DotProduct( tess.normal[i], worldUp ); // special handling for Zombie fade effect if ( zombieEffect ) { alpha = (float)backEnd.currentEntity->e.shaderRGBA[3] * ( dot + 1.0 ) / 2.0; alpha += ( 2.0 * (float)backEnd.currentEntity->e.shaderRGBA[3] ) * ( 1.0 - ( dot + 1.0 ) / 2.0 ); if ( alpha > 255.0 ) { alpha = 255.0; } else if ( alpha < 0.0 ) { alpha = 0.0; } tess.svars.colors[i][3] = (byte)( alpha ); continue; } if ( dot < highest ) { if ( dot > lowest ) { if ( dot < lowest + range / 2 ) { alpha = ( (float)pStage->constantColor[3] * ( ( dot - lowest ) / ( range / 2 ) ) ); } else { alpha = ( (float)pStage->constantColor[3] * ( 1.0 - ( ( dot - lowest - range / 2 ) / ( range / 2 ) ) ) ); } if ( alpha > 255.0 ) { alpha = 255.0; } else if ( alpha < 0.0 ) { alpha = 0.0; } // finally, scale according to the entity's alpha if ( backEnd.currentEntity->e.hModel ) { alpha *= (float)backEnd.currentEntity->e.shaderRGBA[3] / 255.0; } tess.svars.colors[i][3] = (byte)( alpha ); } else { tess.svars.colors[i][3] = 0; } } else { tess.svars.colors[i][3] = 0; } } } break; // done. case AGEN_VERTEX: if ( pStage->rgbGen != CGEN_VERTEX ) { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i][3] = tess.vertexColors[i][3]; } } break; case AGEN_ONE_MINUS_VERTEX: for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i][3] = 255 - tess.vertexColors[i][3]; } break; case AGEN_PORTAL: { unsigned char alpha; for ( i = 0; i < tess.numVertexes; i++ ) { float len; vec3_t v; VectorSubtract( tess.xyz[i], backEnd.viewParms.or.origin, v ); len = VectorLength( v ); len /= tess.shader->portalRange; if ( len < 0 ) { alpha = 0; } else if ( len > 1 ) { alpha = 0xff; } else { alpha = len * 0xff; } tess.svars.colors[i][3] = alpha; } } break; } // // fog adjustment for colors to fade out as fog increases // if ( tess.fogNum ) { switch ( pStage->adjustColorsForFog ) { case ACFF_MODULATE_RGB: RB_CalcModulateColorsByFog( ( unsigned char * ) tess.svars.colors ); break; case ACFF_MODULATE_ALPHA: RB_CalcModulateAlphasByFog( ( unsigned char * ) tess.svars.colors ); break; case ACFF_MODULATE_RGBA: RB_CalcModulateRGBAsByFog( ( unsigned char * ) tess.svars.colors ); break; case ACFF_NONE: break; } } }
/* ================= fire_lead This is an internal support routine used for bullet/pellet based weapons. ================= */ static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod) { trace_t tr; vec3_t dir; vec3_t forward, right, up; vec3_t end; float r; float u; vec3_t water_start; qboolean water = false; int content_mask = MASK_SHOT | MASK_WATER; tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT); if (!(tr.fraction < 1.0)) { vectoangles (aimdir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread; u = crandom()*vspread; VectorMA (start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); if (gi.pointcontents (start) & MASK_WATER) { water = true; VectorCopy (start, water_start); content_mask &= ~MASK_WATER; } tr = gi.trace (start, NULL, NULL, end, self, content_mask); // see if we hit water if (tr.contents & MASK_WATER) { int color; water = true; VectorCopy (tr.endpos, water_start); if (!VectorCompare (start, tr.endpos)) { if (tr.contents & CONTENTS_WATER) { if (strcmp(tr.surface->name, "*brwater") == 0) color = SPLASH_BROWN_WATER; else color = SPLASH_BLUE_WATER; } else if (tr.contents & CONTENTS_SLIME) color = SPLASH_SLIME; else if (tr.contents & CONTENTS_LAVA) color = SPLASH_LAVA; else color = SPLASH_UNKNOWN; if (color != SPLASH_UNKNOWN) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SPLASH); gi.WriteByte (8); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (color); gi.multicast (tr.endpos, MULTICAST_PVS); } // change bullet's course when it enters water VectorSubtract (end, start, dir); vectoangles (dir, dir); AngleVectors (dir, forward, right, up); r = crandom()*hspread*2; u = crandom()*vspread*2; VectorMA (water_start, 8192, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); } // re-trace ignoring water this time tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT); } } // send gun puff / flash if (!((tr.surface) && (tr.surface->flags & SURF_SKY))) { if (tr.fraction < 1.0) { if (tr.ent->takedamage) { T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod); } else { if (strncmp (tr.surface->name, "sky", 3) != 0) { gi.WriteByte (svc_temp_entity); gi.WriteByte (te_impact); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.multicast (tr.endpos, MULTICAST_PVS); if (self->client) PlayerNoise(self, tr.endpos, PNOISE_IMPACT); } } } } // if went through water, determine where the end and make a bubble trail if (water) { vec3_t pos; VectorSubtract (tr.endpos, water_start, dir); VectorNormalize (dir); VectorMA (tr.endpos, -2, dir, pos); if (gi.pointcontents (pos) & MASK_WATER) VectorCopy (pos, tr.endpos); else tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER); VectorAdd (water_start, tr.endpos, pos); VectorScale (pos, 0.5, pos); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BUBBLETRAIL); gi.WritePosition (water_start); gi.WritePosition (tr.endpos); gi.multicast (pos, MULTICAST_PVS); } }
void WriteSurfaceExtraFile( const char *path ) { char srfPath[ 1024 ]; FILE *sf; surfaceExtra_t *se; int i; /* dummy check */ if( path == NULL || path[ 0 ] == '\0' ) return; /* note it */ Sys_Printf( "--- WriteSurfaceExtraFile ---\n" ); /* open the file */ strcpy( srfPath, path ); StripExtension( srfPath ); strcat( srfPath, ".srf" ); Sys_Printf( "Writing %s\n", srfPath ); sf = fopen( srfPath, "w" ); if( sf == NULL ) Error( "Error opening %s for writing", srfPath ); /* lap through the extras list */ for( i = -1; i < numSurfaceExtras; i++ ) { /* get extra */ se = GetSurfaceExtra( i ); /* default or surface num? */ if( i < 0 ) fprintf( sf, "default" ); else fprintf( sf, "%d", i ); /* valid map drawsurf? */ if( se->mds == NULL ) fprintf( sf, "\n" ); else { fprintf( sf, " // %s V: %d I: %d %s\n", surfaceTypes[ se->mds->type ], se->mds->numVerts, se->mds->numIndexes, (se->mds->planar ? "planar" : "") ); } /* open braces */ fprintf( sf, "{\n" ); /* shader */ if( se->si != NULL ) fprintf( sf, "\tshader %s\n", se->si->shader ); /* parent surface number */ if( se->parentSurfaceNum != seDefault.parentSurfaceNum ) fprintf( sf, "\tparent %d\n", se->parentSurfaceNum ); /* entity number */ if( se->entityNum != seDefault.entityNum ) fprintf( sf, "\tentity %d\n", se->entityNum ); /* cast shadows */ if( se->castShadows != seDefault.castShadows || se == &seDefault ) fprintf( sf, "\tcastShadows %d\n", se->castShadows ); /* recv shadows */ if( se->recvShadows != seDefault.recvShadows || se == &seDefault ) fprintf( sf, "\treceiveShadows %d\n", se->recvShadows ); /* lightmap sample size */ if( se->sampleSize != seDefault.sampleSize || se == &seDefault ) fprintf( sf, "\tsampleSize %d\n", se->sampleSize ); /* longest curve */ if( se->longestCurve != seDefault.longestCurve || se == &seDefault ) fprintf( sf, "\tlongestCurve %f\n", se->longestCurve ); /* lightmap axis vector */ if( VectorCompare( se->lightmapAxis, seDefault.lightmapAxis ) == qfalse ) fprintf( sf, "\tlightmapAxis ( %f %f %f )\n", se->lightmapAxis[ 0 ], se->lightmapAxis[ 1 ], se->lightmapAxis[ 2 ] ); /* close braces */ fprintf( sf, "}\n\n" ); } /* close the file */ fclose( sf ); }
void PM_VehicleImpact(bgEntity_t *pEnt, trace_t *trace) { // See if the vehicle has crashed into the ground. Vehicle_t *pSelfVeh = pEnt->m_pVehicle; float magnitude = VectorLength( pm->ps->velocity ) * pSelfVeh->m_pVehicleInfo->mass / 50.0f; qboolean forceSurfDestruction = qfalse; #ifdef QAGAME gentity_t *hitEnt = trace!=NULL?&g_entities[trace->entityNum]:NULL; if (!hitEnt || (pSelfVeh && pSelfVeh->m_pPilot && hitEnt && hitEnt->s.eType == ET_MISSILE && hitEnt->inuse && hitEnt->r.ownerNum == pSelfVeh->m_pPilot->s.number) ) { return; } if ( pSelfVeh//I have a vehicle struct && pSelfVeh->m_iRemovedSurfaces )//vehicle has bits removed {//spiralling to our deaths, explode on any solid impact if ( hitEnt->s.NPC_class == CLASS_VEHICLE ) {//hit another vehicle, explode! //Give credit to whoever got me into this death spiral state gentity_t *parent = (gentity_t *)pSelfVeh->m_pParentEntity; gentity_t *killer = NULL; if (parent->client->ps.otherKiller < ENTITYNUM_WORLD && parent->client->ps.otherKillerTime > level.time) { gentity_t *potentialKiller = &g_entities[parent->client->ps.otherKiller]; if (potentialKiller->inuse && potentialKiller->client) { //he's valid I guess killer = potentialKiller; } } //FIXME: damage hitEnt, some, too? Our explosion should hurt them some, but... G_Damage( (gentity_t *)pEnt, killer, killer, NULL, pm->ps->origin, 999999, DAMAGE_NO_ARMOR, MOD_FALLING );//FIXME: MOD_IMPACT return; } else if ( !VectorCompare( trace->plane.normal, vec3_origin ) && (trace->entityNum == ENTITYNUM_WORLD || hitEnt->r.bmodel ) ) {//have a valid hit plane and we hit a solid brush vec3_t moveDir; float impactDot; VectorCopy( pm->ps->velocity, moveDir ); VectorNormalize( moveDir ); impactDot = DotProduct( moveDir, trace->plane.normal ); if ( impactDot <= -0.7f )//hit rather head-on and hard {// Just DIE now //Give credit to whoever got me into this death spiral state gentity_t *parent = (gentity_t *)pSelfVeh->m_pParentEntity; gentity_t *killer = NULL; if (parent->client->ps.otherKiller < ENTITYNUM_WORLD && parent->client->ps.otherKillerTime > level.time) { gentity_t *potentialKiller = &g_entities[parent->client->ps.otherKiller]; if (potentialKiller->inuse && potentialKiller->client) { //he's valid I guess killer = potentialKiller; } } G_Damage( (gentity_t *)pEnt, killer, killer, NULL, pm->ps->origin, 999999, DAMAGE_NO_ARMOR, MOD_FALLING );//FIXME: MOD_IMPACT return; } } } if ( trace->entityNum < ENTITYNUM_WORLD && hitEnt->s.eType == ET_MOVER && hitEnt->s.apos.trType != TR_STATIONARY//rotating && (hitEnt->spawnflags&16) //IMPACT && Q_stricmp( "func_rotating", hitEnt->classname ) == 0 ) {//hit a func_rotating that is supposed to destroy anything it touches! //guarantee the hit will happen, thereby taking off a piece of the ship forceSurfDestruction = qtrue; } else if ( (fabs(pm->ps->velocity[0])+fabs(pm->ps->velocity[1])) < 100.0f && pm->ps->velocity[2] > -100.0f ) #else if ( (fabs(pm->ps->velocity[0])+fabs(pm->ps->velocity[1])) < 100.0f && pm->ps->velocity[2] > -100.0f ) #endif /* if ( (pSelfVeh->m_ulFlags&VEH_GEARSOPEN) && trace->plane.normal[2] > 0.7f && fabs(pSelfVeh->m_vOrientation[PITCH]) < 0.2f && fabs(pSelfVeh->m_vOrientation[ROLL]) < 0.2f )*/ {//we're landing, we're cool //this was annoying me -rww //FIXME: this shouldn't even be getting called when the vehicle is at rest! #ifdef QAGAME if (hitEnt && (hitEnt->s.eType == ET_PLAYER || hitEnt->s.eType == ET_NPC) && pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER) { //always smack players } else #endif { return; } } if ( pSelfVeh && (pSelfVeh->m_pVehicleInfo->type == VH_SPEEDER || pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER) && //this is kind of weird on tauntauns and atst's.. (magnitude >= 100||forceSurfDestruction) ) { if ( pEnt->m_pVehicle->m_iHitDebounce < pm->cmd.serverTime || forceSurfDestruction ) {//a bit of a hack, may conflict with getting shot, but... //FIXME: impact sound and effect should be gotten from g_vehicleInfo...? //FIXME: should pass in trace.endpos and trace.plane.normal vec3_t vehUp; #ifndef QAGAME bgEntity_t *hitEnt; #endif if ( trace && !pSelfVeh->m_iRemovedSurfaces && !forceSurfDestruction ) { qboolean turnFromImpact = qfalse, turnHitEnt = qfalse; float l = pm->ps->speed*0.5f; vec3_t bounceDir; #ifndef QAGAME bgEntity_t *hitEnt = PM_BGEntForNum(trace->entityNum); #endif if ( (trace->entityNum == ENTITYNUM_WORLD || hitEnt->s.solid == SOLID_BMODEL)//bounce off any brush && !VectorCompare(trace->plane.normal, vec3_origin) )//have a valid plane to bounce off of { //bounce off in the opposite direction of the impact if (pSelfVeh->m_pVehicleInfo->type == VH_SPEEDER) { pm->ps->speed *= pml.frametime; VectorCopy(trace->plane.normal, bounceDir); } else if ( trace->plane.normal[2] >= MIN_LANDING_SLOPE//flat enough to land on && pSelfVeh->m_LandTrace.fraction < 1.0f //ground present && pm->ps->speed <= MIN_LANDING_SPEED ) {//could land here, don't bounce off, in fact, return altogether! return; } else { if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER) { turnFromImpact = qtrue; } VectorCopy(trace->plane.normal, bounceDir); } } else if ( pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER ) {//check for impact with another fighter #ifndef QAGAME bgEntity_t *hitEnt = PM_BGEntForNum(trace->entityNum); #endif if ( hitEnt->s.NPC_class == CLASS_VEHICLE && hitEnt->m_pVehicle && hitEnt->m_pVehicle->m_pVehicleInfo && hitEnt->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER ) {//two vehicles hit each other, turn away from the impact turnFromImpact = qtrue; turnHitEnt = qtrue; #ifndef QAGAME VectorSubtract( pm->ps->origin, hitEnt->s.origin, bounceDir ); #else VectorSubtract( pm->ps->origin, hitEnt->r.currentOrigin, bounceDir ); #endif VectorNormalize( bounceDir ); } } if ( turnFromImpact ) {//bounce off impact surf and turn away vec3_t pushDir={0}, turnAwayAngles, turnDelta; float turnStrength, pitchTurnStrength, yawTurnStrength; vec3_t moveDir; float bounceDot, turnDivider; //bounce if ( !turnHitEnt ) {//hit wall VectorScale(bounceDir, (pm->ps->speed*0.25f/pSelfVeh->m_pVehicleInfo->mass), pushDir); } else {//hit another fighter #ifndef QAGAME VectorScale( bounceDir, (pm->ps->speed+hitEnt->s.speed)*0.5f, bounceDir ); #else if ( hitEnt->client ) { VectorScale( bounceDir, (pm->ps->speed+hitEnt->client->ps.speed)*0.5f, pushDir ); } else { VectorScale( bounceDir, (pm->ps->speed+hitEnt->s.speed)*0.5f, pushDir ); } #endif VectorScale(pushDir, (l/pSelfVeh->m_pVehicleInfo->mass), pushDir); VectorScale(pushDir, 0.1f, pushDir); } VectorNormalize2( pm->ps->velocity, moveDir ); bounceDot = DotProduct( moveDir, bounceDir )*-1; if ( bounceDot < 0.1f ) { bounceDot = 0.1f; } VectorScale( pushDir, bounceDot, pushDir ); VectorAdd(pm->ps->velocity, pushDir, pm->ps->velocity); //turn turnDivider = (pSelfVeh->m_pVehicleInfo->mass/400.0f); if ( turnHitEnt ) {//don't turn as much when hit another ship turnDivider *= 4.0f; } if ( turnDivider < 0.5f ) { turnDivider = 0.5f; } turnStrength = (magnitude/2000.0f); if ( turnStrength < 0.1f ) { turnStrength = 0.1f; } else if ( turnStrength > 2.0f ) { turnStrength = 2.0f; } //get the angles we are going to turn towards vectoangles( bounceDir, turnAwayAngles ); //get the delta from our current angles to those new angles AnglesSubtract( turnAwayAngles, pSelfVeh->m_vOrientation, turnDelta ); //now do pitch if ( !bounceDir[2] ) {//shouldn't be any pitch } else { pitchTurnStrength = turnStrength*turnDelta[PITCH]; if ( pitchTurnStrength > MAX_IMPACT_TURN_ANGLE ) { pitchTurnStrength = MAX_IMPACT_TURN_ANGLE; } else if ( pitchTurnStrength < -MAX_IMPACT_TURN_ANGLE ) { pitchTurnStrength = -MAX_IMPACT_TURN_ANGLE; } pSelfVeh->m_vFullAngleVelocity[PITCH] = AngleNormalize180(pSelfVeh->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier); } //now do yaw if ( !bounceDir[0] && !bounceDir[1] ) {//shouldn't be any yaw } else { yawTurnStrength = turnStrength*turnDelta[YAW]; if ( yawTurnStrength > MAX_IMPACT_TURN_ANGLE ) { yawTurnStrength = MAX_IMPACT_TURN_ANGLE; } else if ( yawTurnStrength < -MAX_IMPACT_TURN_ANGLE ) { yawTurnStrength = -MAX_IMPACT_TURN_ANGLE; } pSelfVeh->m_vFullAngleVelocity[ROLL] = AngleNormalize180(pSelfVeh->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier); } #ifdef QAGAME//server-side, turn the guy we hit away from us, too if ( turnHitEnt//make the other guy turn and get pushed && hitEnt->client //must be a valid client && !FighterIsLanded( hitEnt->m_pVehicle, &hitEnt->client->ps )//but not if landed && !(hitEnt->spawnflags&2) )//and not if suspended { l = hitEnt->client->ps.speed; //now bounce *them* away and turn them //flip the bounceDir VectorScale( bounceDir, -1, bounceDir ); //do bounce VectorScale( bounceDir, (pm->ps->speed+l)*0.5f, pushDir ); VectorScale(pushDir, (l*0.5f/hitEnt->m_pVehicle->m_pVehicleInfo->mass), pushDir); VectorNormalize2( hitEnt->client->ps.velocity, moveDir ); bounceDot = DotProduct( moveDir, bounceDir )*-1; if ( bounceDot < 0.1f ) { bounceDot = 0.1f; } VectorScale( pushDir, bounceDot, pushDir ); VectorAdd(hitEnt->client->ps.velocity, pushDir, hitEnt->client->ps.velocity); //turn turnDivider = (hitEnt->m_pVehicle->m_pVehicleInfo->mass/400.0f); if ( turnHitEnt ) {//don't turn as much when hit another ship turnDivider *= 4.0f; } if ( turnDivider < 0.5f ) { turnDivider = 0.5f; } //get the angles we are going to turn towards vectoangles( bounceDir, turnAwayAngles ); //get the delta from our current angles to those new angles AnglesSubtract( turnAwayAngles, hitEnt->m_pVehicle->m_vOrientation, turnDelta ); //now do pitch if ( !bounceDir[2] ) {//shouldn't be any pitch } else { pitchTurnStrength = turnStrength*turnDelta[PITCH]; if ( pitchTurnStrength > MAX_IMPACT_TURN_ANGLE ) { pitchTurnStrength = MAX_IMPACT_TURN_ANGLE; } else if ( pitchTurnStrength < -MAX_IMPACT_TURN_ANGLE ) { pitchTurnStrength = -MAX_IMPACT_TURN_ANGLE; } hitEnt->m_pVehicle->m_vFullAngleVelocity[PITCH] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier); } //now do yaw if ( !bounceDir[0] && !bounceDir[1] ) {//shouldn't be any yaw } else { yawTurnStrength = turnStrength*turnDelta[YAW]; if ( yawTurnStrength > MAX_IMPACT_TURN_ANGLE ) { yawTurnStrength = MAX_IMPACT_TURN_ANGLE; } else if ( yawTurnStrength < -MAX_IMPACT_TURN_ANGLE ) { yawTurnStrength = -MAX_IMPACT_TURN_ANGLE; } hitEnt->m_pVehicle->m_vFullAngleVelocity[ROLL] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier); } //NOTE: will these angle changes stick or will they be stomped // when the vehicle goes through its own update and re-grabs // its angles from its pilot...? Should we do a // SetClientViewAngles on the pilot? } #endif } } #ifdef QAGAME if (!hitEnt) { return; } AngleVectors( pSelfVeh->m_vOrientation, NULL, NULL, vehUp ); if ( pSelfVeh->m_pVehicleInfo->iImpactFX ) { //tempent use bad! G_AddEvent((gentity_t *)pEnt, EV_PLAY_EFFECT_ID, pSelfVeh->m_pVehicleInfo->iImpactFX); } pEnt->m_pVehicle->m_iHitDebounce = pm->cmd.serverTime + 200; magnitude /= pSelfVeh->m_pVehicleInfo->toughness * 50.0f; if (hitEnt && (hitEnt->s.eType != ET_TERRAIN || !(hitEnt->spawnflags & 1) || pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)) { //don't damage the vehicle from terrain that doesn't want to damage vehicles if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER) { //increase the damage... float mult = (pSelfVeh->m_vOrientation[PITCH]*0.1f); if (mult < 1.0f) { mult = 1.0f; } if (hitEnt->inuse && hitEnt->takedamage) { //if the other guy takes damage, don't hurt us a lot for ramming him //unless it's a vehicle, then we get 1.5 times damage if (hitEnt->s.eType == ET_NPC && hitEnt->s.NPC_class == CLASS_VEHICLE && hitEnt->m_pVehicle) { mult = 1.5f; } else { mult = 0.5f; } } magnitude *= mult; } pSelfVeh->m_iLastImpactDmg = magnitude; //FIXME: what about proper death credit to the guy who shot you down? //FIXME: actually damage part of the ship that impacted? G_Damage( (gentity_t *)pEnt, NULL, NULL, NULL, pm->ps->origin, magnitude*5, DAMAGE_NO_ARMOR, MOD_FALLING );//FIXME: MOD_IMPACT if (pSelfVeh->m_pVehicleInfo->surfDestruction) { G_FlyVehicleSurfaceDestruction((gentity_t *)pEnt, trace, magnitude, forceSurfDestruction ); } pSelfVeh->m_ulFlags |= VEH_CRASHING; } if (hitEnt && hitEnt->inuse && hitEnt->takedamage) { //damage this guy because we hit him float pmult = 1.0f; int finalD; gentity_t *attackEnt; if ( (hitEnt->s.eType == ET_PLAYER && hitEnt->s.number < MAX_CLIENTS) || (hitEnt->s.eType == ET_NPC && hitEnt->s.NPC_class != CLASS_VEHICLE) ) { //probably a humanoid, or something if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER) { //player die good.. if me fighter pmult = 2000.0f; } else { pmult = 40.0f; } if (hitEnt->client && BG_KnockDownable(&hitEnt->client->ps) && G_CanBeEnemy((gentity_t *)pEnt, hitEnt)) { //smash! if (hitEnt->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN) { hitEnt->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN; hitEnt->client->ps.forceHandExtendTime = pm->cmd.serverTime + 1100; hitEnt->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim } hitEnt->client->ps.otherKiller = pEnt->s.number; hitEnt->client->ps.otherKillerTime = pm->cmd.serverTime + 5000; hitEnt->client->ps.otherKillerDebounceTime = pm->cmd.serverTime + 100; //add my velocity into his to force him along in the correct direction from impact VectorAdd(hitEnt->client->ps.velocity, pm->ps->velocity, hitEnt->client->ps.velocity); //upward thrust hitEnt->client->ps.velocity[2] += 200.0f; } } if (pSelfVeh->m_pPilot) { attackEnt = (gentity_t *)pSelfVeh->m_pPilot; } else { attackEnt = (gentity_t *)pEnt; } finalD = magnitude*pmult; if (finalD < 1) { finalD = 1; } G_Damage( hitEnt, attackEnt, attackEnt, NULL, pm->ps->origin, finalD, 0, MOD_MELEE );//FIXME: MOD_IMPACT } #else //this is gonna result in "double effects" for the client doing the prediction. //it doesn't look bad though. could just use predicted events, but I'm too lazy. hitEnt = PM_BGEntForNum(trace->entityNum); if (!hitEnt || hitEnt->s.owner != pEnt->s.number) { //don't hit your own missiles! AngleVectors( pSelfVeh->m_vOrientation, NULL, NULL, vehUp ); pEnt->m_pVehicle->m_iHitDebounce = pm->cmd.serverTime + 200; trap_FX_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, vehUp, -1, -1 ); pSelfVeh->m_ulFlags |= VEH_CRASHING; } #endif } } }
/* ================= RE_AddDecal Adds a single decal to the decal list ================= */ void RE_GL_AddDecal (vec3_t origin, vec3_t dir, vec4_t color, float size, int type, int flags, float angle) { int i, j, numfragments; vec3_t verts[MAX_DECAL_VERTS], shade, temp; markFragment_t *fr, fragments[MAX_FRAGMENTS_PER_DECAL]; vec3_t axis[3]; cdecal_t *d; float lightspot[3]; if (!gl_decals->value) return; // invalid decal size if (size <= 0) return; // a hack to produce decals from explosions etc if (VectorCompare(dir, vec3_origin)) { float scale = 1.5 * size; trace_t trace; vec3_t end, dirs[6] = { { 1.0, 0.0, 0.0 }, { -1.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 } }; for (i = 0; i < 6; i++) { VectorMA(origin, scale, dirs[i], end); trace = CL_Trace(origin, end, 0, MASK_SOLID); if (trace.fraction != 1.0) RE_GL_AddDecal(origin, trace.plane.normal, color, size, type, flags, angle); } return; } // calculate orientation matrix VectorNormalize2(dir, axis[0]); PerpendicularVector(axis[1], axis[0]); RotatePointAroundVector(axis[2], axis[0], axis[1], angle); CrossProduct(axis[0], axis[2], axis[1]); // clip it against the world numfragments = R_GetClippedFragments(origin, axis, size, MAX_DECAL_VERTS, verts, MAX_FRAGMENTS_PER_DECAL, fragments); if (!numfragments) return; // no valid fragments // store out vertex data size = 0.5f / size; VectorScale(axis[1], size, axis[1]); VectorScale(axis[2], size, axis[2]); for (i = 0, fr = fragments; i < numfragments; i++, fr++) { // check if we have hit the max if (fr->numPoints > MAX_DECAL_VERTS) fr->numPoints = MAX_DECAL_VERTS; else if (fr->numPoints <= 0) continue; d = R_AllocDecal(); d->time = r_newrefdef.time; d->node = fr->node; VectorCopy(fr->surf->plane->normal, d->direction); if (!(fr->surf->flags & SURF_PLANEBACK)) VectorNegate(d->direction, d->direction); // reverse direction Vector4Set(d->color, color[0], color[1], color[2], color[3]); VectorCopy(origin, d->org); //if (flags & DF_SHADE) { R_LightPoint(origin, shade, lightspot); for (j = 0; j < 3; j++) d->color[j] = (d->color[j] * shade[j] * 0.6) + (d->color[j] * 0.4); } d->type = type; d->flags = flags; // make the decal vert d->numverts = fr->numPoints; for (j = 0; j < fr->numPoints && j < MAX_VERTS_PER_FRAGMENT; j++) { // xyz VectorCopy(verts[fr->firstPoint + j], d->verts[j]); // st VectorSubtract(d->verts[j], origin, temp); d->stcoords[j][0] = DotProduct(temp, axis[1]) + 0.5f; d->stcoords[j][1] = DotProduct(temp, axis[2]) + 0.5f; } } }
void Winding::RemoveColinearPoints() { unsigned int i; unsigned int nump; int j; vec3_t v1, v2; vec3_t p[128]; //JK: Did the optimizations... if (m_NumPoints>1) { VectorSubtract(m_Points[0], m_Points[m_NumPoints - 1], v2); VectorNormalize(v2); } nump=0; for (i = 0; i < m_NumPoints; i++) { j = (i + 1) % m_NumPoints; // i + 1 VectorSubtract(m_Points[i], m_Points[j], v1); VectorNormalize(v1); VectorAdd(v1, v2, v2); if (!VectorCompare(v2, vec3_origin)) { VectorCopy(m_Points[i], p[nump]); nump++; } #if 0 else { Log("v3 was (%4.3f %4.3f %4.3f)\n", v2[0], v2[1], v2[2]); } #endif //Set v2 for next round v2[0]=-v1[0]; v2[1]=-v1[1]; v2[2]=-v1[2]; } if (nump == m_NumPoints) { return; } #if 0 Warning("RemoveColinearPoints: Removed %u points, from %u to %u\n", m_NumPoints - nump, m_NumPoints, nump); Warning("Before :\n"); Print(); #endif m_NumPoints = nump; memcpy(m_Points, p, nump * sizeof(vec3_t)); #if 0 Warning("After :\n"); Print(); Warning("==========\n"); #endif }
TEST_F(GameTest, InventoryWithTwoDiedAliensOnTheSameGridTile) { const char* mapName = "test_game"; ASSERT_NE(-1, FS_CheckFile("maps/%s.bsp", mapName)) << "Map resource '" << mapName << ".bsp' for test is missing."; Actor* diedEnt; Actor* diedEnt2; Actor* actor; Edict* floorItems; Item* invlist; int count; SV_Map(true, mapName, nullptr); level.activeTeam = TEAM_ALIEN; /* first alien that should die and drop its inventory */ diedEnt = G_EdictsGetNextLivingActorOfTeam(nullptr, TEAM_ALIEN); ASSERT_TRUE(nullptr != diedEnt) << "No living actor in the alien team"; diedEnt->HP = 0; G_ActorDieOrStun(diedEnt, nullptr); ASSERT_TRUE(diedEnt->isDead()) << "Actor is not dead"; /* second alien that should die and drop its inventory */ diedEnt2 = G_EdictsGetNextLivingActorOfTeam(nullptr, TEAM_ALIEN); ASSERT_TRUE(nullptr != diedEnt2) << "No living actor in the alien team"; /* move to the location of the first died alien to drop the inventory into the same floor container */ Player& player = diedEnt2->getPlayer(); ASSERT_TRUE(G_IsAIPlayer(&player)); G_ClientMove(player, 0, diedEnt2, diedEnt->pos); ASSERT_TRUE(VectorCompare(diedEnt2->pos, diedEnt->pos)); diedEnt2->HP = 0; G_ActorDieOrStun(diedEnt2, nullptr); ASSERT_TRUE(diedEnt2->isDead()) << "Actor is not dead"; /* now try to collect the inventory with a third alien */ actor = G_EdictsGetNextLivingActorOfTeam(nullptr, TEAM_ALIEN); ASSERT_TRUE(nullptr != actor) << "No living actor in the alien team"; player = actor->getPlayer(); ASSERT_TRUE(G_IsAIPlayer(&player)) << "Player is not ai controlled"; G_ClientMove(player, 0, actor, diedEnt->pos); ASSERT_TRUE(VectorCompare(actor->pos, diedEnt->pos)) << "Actor is not at the same position as the died entity"; floorItems = G_GetFloorItems(actor); ASSERT_TRUE(nullptr != floorItems); ASSERT_EQ(floorItems->getFloor(), actor->getFloor()); /* drop everything to floor to make sure we have space in the backpack */ G_InventoryToFloor(actor); ASSERT_EQ(0, GAMETEST_GetItemCount(actor, CID_BACKPACK)); invlist = actor->getContainer(CID_BACKPACK); ASSERT_TRUE(nullptr == invlist); count = GAMETEST_GetItemCount(actor, CID_FLOOR); if (count > 0) { Item* entryToMove = actor->getFloor(); int tx, ty; actor->chr.inv.findSpace(INVDEF(CID_BACKPACK), entryToMove, &tx, &ty, entryToMove); if (tx == NONE) return; Com_Printf("trying to move item %s from floor into backpack to pos %i:%i\n", entryToMove->def()->name, tx, ty); ASSERT_TRUE(G_ActorInvMove(actor, INVDEF(CID_FLOOR), entryToMove, INVDEF(CID_BACKPACK), tx, ty, false)); ASSERT_EQ(GAMETEST_GetItemCount(actor, CID_FLOOR), count - 1) << "item " << entryToMove->def()->name << " could not get moved successfully from floor into backpack"; Com_Printf("item %s was removed from floor\n", entryToMove->def()->name); ASSERT_EQ(GAMETEST_GetItemCount(actor, CID_BACKPACK), 1) << "item " << entryToMove->def()->name << " could not get moved successfully from floor into backpack"; Com_Printf("item %s was moved successfully into the backpack\n", entryToMove->def()->name); invlist = actor->getContainer(CID_BACKPACK); ASSERT_TRUE(nullptr != invlist); } }
void SV_LinkEntity(sharedEntity_t *gEnt) { worldSector_t *node; int leafs[MAX_TOTAL_ENT_LEAFS]; int cluster; int num_leafs; int i, j, k; int area; int lastLeaf; float *origin, *angles; svEntity_t *ent; ent = SV_SvEntityForGentity(gEnt); // Ridah, sanity check for possible currentOrigin being reset bug if(!gEnt->r.bmodel && VectorCompare(gEnt->r.currentOrigin, vec3_origin)) { Com_DPrintf("WARNING: BBOX entity is being linked at world origin, this is probably a bug\n"); } if(ent->worldSector) { SV_UnlinkEntity(gEnt); // unlink from old position } // encode the size into the entityState_t for client prediction if(gEnt->r.bmodel) { gEnt->s.solid = SOLID_BMODEL; // a solid_box will never create this value } else if(gEnt->r.contents & (CONTENTS_SOLID | CONTENTS_BODY)) { // assume that x/y are equal and symetric i = gEnt->r.maxs[0]; if(i < 1) { i = 1; } if(i > 255) { i = 255; } // z is not symetric j = (-gEnt->r.mins[2]); if(j < 1) { j = 1; } if(j > 255) { j = 255; } // and z maxs can be negative... k = (gEnt->r.maxs[2] + 32); if(k < 1) { k = 1; } if(k > 255) { k = 255; } gEnt->s.solid = (k << 16) | (j << 8) | i; } else { gEnt->s.solid = 0; } // get the position origin = gEnt->r.currentOrigin; angles = gEnt->r.currentAngles; // set the abs box if(gEnt->r.bmodel && (angles[0] || angles[1] || angles[2])) { // expand for rotation float max; int i; max = RadiusFromBounds(gEnt->r.mins, gEnt->r.maxs); for(i = 0 ; i < 3 ; i++) { gEnt->r.absmin[i] = origin[i] - max; gEnt->r.absmax[i] = origin[i] + max; } } else { // normal VectorAdd(origin, gEnt->r.mins, gEnt->r.absmin); VectorAdd(origin, gEnt->r.maxs, gEnt->r.absmax); } // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch gEnt->r.absmin[0] -= 1; gEnt->r.absmin[1] -= 1; gEnt->r.absmin[2] -= 1; gEnt->r.absmax[0] += 1; gEnt->r.absmax[1] += 1; gEnt->r.absmax[2] += 1; // link to PVS leafs ent->numClusters = 0; ent->lastCluster = 0; ent->areanum = -1; ent->areanum2 = -1; //get all leafs, including solids num_leafs = CM_BoxLeafnums(gEnt->r.absmin, gEnt->r.absmax, leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf); // if none of the leafs were inside the map, the // entity is outside the world and can be considered unlinked if(!num_leafs) { return; } // set areas, even from clusters that don't fit in the entity array for(i = 0 ; i < num_leafs ; i++) { area = CM_LeafArea(leafs[i]); if(area != -1) { // doors may legally straggle two areas, // but nothing should evern need more than that if(ent->areanum != -1 && ent->areanum != area) { if(ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) { Com_DPrintf("Object %i touching 3 areas at %f %f %f\n", gEnt->s.number, gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]); } ent->areanum2 = area; } else { ent->areanum = area; } } } // store as many explicit clusters as we can ent->numClusters = 0; for(i = 0 ; i < num_leafs ; i++) { cluster = CM_LeafCluster(leafs[i]); if(cluster != -1) { ent->clusternums[ent->numClusters++] = cluster; if(ent->numClusters == MAX_ENT_CLUSTERS) { break; } } } // store off a last cluster if we need to if(i != num_leafs) { ent->lastCluster = CM_LeafCluster(lastLeaf); } gEnt->r.linkcount++; // find the first world sector node that the ent's box crosses node = sv_worldSectors; while(1) { if(node->axis == -1) { break; } if(gEnt->r.absmin[node->axis] > node->dist) { node = node->children[0]; } else if(gEnt->r.absmax[node->axis] < node->dist) { node = node->children[1]; } else { break; // crosses the node } } // link it in ent->worldSector = node; ent->nextEntityInWorldSector = node->entities; node->entities = ent; gEnt->r.linked = qtrue; }
/* ================= R_LoadMD5 ================= */ qboolean R_LoadMD5( model_t *mod, void *buffer, int bufferSize, const char *modName ) { int i, j, k; md5Model_t *md5; md5Bone_t *bone; md5Surface_t *surf; md5Triangle_t *tri; md5Vertex_t *v; md5Weight_t *weight; int version; shader_t *sh; char *buf_p; char *token; vec3_t boneOrigin; quat_t boneQuat; matrix_t boneMat; buf_p = ( char * ) buffer; // skip MD5Version indent string COM_ParseExt2( &buf_p, qfalse ); // check version token = COM_ParseExt2( &buf_p, qfalse ); version = atoi( token ); if ( version != MD5_VERSION ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: %s has wrong version (%i should be %i)\n", modName, version, MD5_VERSION ); return qfalse; } mod->type = MOD_MD5; mod->dataSize += sizeof( md5Model_t ); md5 = mod->model.md5 = ri.Hunk_Alloc( sizeof( md5Model_t ), h_low ); // skip commandline <arguments string> token = COM_ParseExt2( &buf_p, qtrue ); token = COM_ParseExt2( &buf_p, qtrue ); // ri.Printf(PRINT_ALL, "%s\n", token); // parse numJoints <number> token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "numJoints" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'numJoints' found '%s' in model '%s'\n", token, modName ); return qfalse; } token = COM_ParseExt2( &buf_p, qfalse ); md5->numBones = atoi( token ); // parse numMeshes <number> token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "numMeshes" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'numMeshes' found '%s' in model '%s'\n", token, modName ); return qfalse; } token = COM_ParseExt2( &buf_p, qfalse ); md5->numSurfaces = atoi( token ); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has %i surfaces\n", modName, md5->numSurfaces); if ( md5->numBones < 1 ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: '%s' has no bones\n", modName ); return qfalse; } if ( md5->numBones > MAX_BONES ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: '%s' has more than %i bones (%i)\n", modName, MAX_BONES, md5->numBones ); return qfalse; } //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has %i bones\n", modName, md5->numBones); // parse all the bones md5->bones = ri.Hunk_Alloc( sizeof( *bone ) * md5->numBones, h_low ); // parse joints { token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "joints" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'joints' found '%s' in model '%s'\n", token, modName ); return qfalse; } token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, "{" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '{' found '%s' in model '%s'\n", token, modName ); return qfalse; } for ( i = 0, bone = md5->bones; i < md5->numBones; i++, bone++ ) { token = COM_ParseExt2( &buf_p, qtrue ); Q_strncpyz( bone->name, token, sizeof( bone->name ) ); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has bone '%s'\n", modName, bone->name); token = COM_ParseExt2( &buf_p, qfalse ); bone->parentIndex = atoi( token ); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has bone '%s' with parent index %i\n", modName, bone->name, bone->parentIndex); if ( bone->parentIndex >= md5->numBones ) { ri.Error( ERR_DROP, "R_LoadMD5: '%s' has bone '%s' with bad parent index %i while numBones is %i\n", modName, bone->name, bone->parentIndex, md5->numBones ); } // skip ( token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, "(" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName ); return qfalse; } for ( j = 0; j < 3; j++ ) { token = COM_ParseExt2( &buf_p, qfalse ); boneOrigin[ j ] = atof( token ); } // skip ) token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, ")" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected ')' found '%s' in model '%s'\n", token, modName ); return qfalse; } // skip ( token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, "(" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName ); return qfalse; } for ( j = 0; j < 3; j++ ) { token = COM_ParseExt2( &buf_p, qfalse ); boneQuat[ j ] = atof( token ); } QuatCalcW( boneQuat ); MatrixFromQuat( boneMat, boneQuat ); VectorCopy( boneOrigin, bone->origin ); QuatCopy( boneQuat, bone->rotation ); MatrixSetupTransformFromQuat( bone->inverseTransform, boneQuat, boneOrigin ); MatrixInverse( bone->inverseTransform ); // skip ) token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, ")" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName ); return qfalse; } } // parse } token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "}" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '}' found '%s' in model '%s'\n", token, modName ); return qfalse; } // parse all the surfaces if ( md5->numSurfaces < 1 ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: '%s' has no surfaces\n", modName ); return qfalse; } //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has %i surfaces\n", modName, md5->numSurfaces); md5->surfaces = ri.Hunk_Alloc( sizeof( *surf ) * md5->numSurfaces, h_low ); for ( i = 0, surf = md5->surfaces; i < md5->numSurfaces; i++, surf++ ) { // parse mesh { token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "mesh" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'mesh' found '%s' in model '%s'\n", token, modName ); return qfalse; } token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, "{" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '{' found '%s' in model '%s'\n", token, modName ); return qfalse; } // change to surface identifier surf->surfaceType = SF_MD5; // give pointer to model for Tess_SurfaceMD5 surf->model = md5; // parse shader <name> token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "shader" ) ) { Q_strncpyz( surf->shader, "<default>", sizeof( surf->shader ) ); surf->shaderIndex = 0; } else { token = COM_ParseExt2( &buf_p, qfalse ); Q_strncpyz( surf->shader, token, sizeof( surf->shader ) ); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' uses shader '%s'\n", modName, surf->shader); // FIXME .md5mesh meshes don't have surface names // lowercase the surface name so skin compares are faster //Q_strlwr(surf->name); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has surface '%s'\n", modName, surf->name); // register the shaders sh = R_FindShader( surf->shader, LIGHTMAP_NONE, qtrue ); if ( sh->defaultShader ) { surf->shaderIndex = 0; } else { surf->shaderIndex = sh->index; } token = COM_ParseExt2( &buf_p, qtrue ); } // parse numVerts <number> if ( Q_stricmp( token, "numVerts" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'numVerts' found '%s' in model '%s'\n", token, modName ); return qfalse; } token = COM_ParseExt2( &buf_p, qfalse ); surf->numVerts = atoi( token ); if ( surf->numVerts > SHADER_MAX_VERTEXES ) { ri.Error( ERR_DROP, "R_LoadMD5: '%s' has more than %i verts on a surface (%i)", modName, SHADER_MAX_VERTEXES, surf->numVerts ); } surf->verts = ri.Hunk_Alloc( sizeof( *v ) * surf->numVerts, h_low ); for ( j = 0, v = surf->verts; j < surf->numVerts; j++, v++ ) { // skip vert <number> token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "vert" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'vert' found '%s' in model '%s'\n", token, modName ); return qfalse; } COM_ParseExt2( &buf_p, qfalse ); // skip ( token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, "(" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName ); return qfalse; } for ( k = 0; k < 2; k++ ) { token = COM_ParseExt2( &buf_p, qfalse ); v->texCoords[ k ] = atof( token ); } // skip ) token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, ")" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected ')' found '%s' in model '%s'\n", token, modName ); return qfalse; } token = COM_ParseExt2( &buf_p, qfalse ); v->firstWeight = atoi( token ); token = COM_ParseExt2( &buf_p, qfalse ); v->numWeights = atoi( token ); if ( v->numWeights > MAX_WEIGHTS ) { ri.Error( ERR_DROP, "R_LoadMD5: vertex %i requires more than %i weights on surface (%i) in model '%s'", j, MAX_WEIGHTS, i, modName ); } } // parse numTris <number> token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "numTris" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'numTris' found '%s' in model '%s'\n", token, modName ); return qfalse; } token = COM_ParseExt2( &buf_p, qfalse ); surf->numTriangles = atoi( token ); if ( surf->numTriangles > SHADER_MAX_TRIANGLES ) { ri.Error( ERR_DROP, "R_LoadMD5: '%s' has more than %i triangles on a surface (%i)", modName, SHADER_MAX_TRIANGLES, surf->numTriangles ); } surf->triangles = ri.Hunk_Alloc( sizeof( *tri ) * surf->numTriangles, h_low ); for ( j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++ ) { // skip tri <number> token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "tri" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'tri' found '%s' in model '%s'\n", token, modName ); return qfalse; } COM_ParseExt2( &buf_p, qfalse ); for ( k = 0; k < 3; k++ ) { token = COM_ParseExt2( &buf_p, qfalse ); tri->indexes[ k ] = atoi( token ); } } // parse numWeights <number> token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "numWeights" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'numWeights' found '%s' in model '%s'\n", token, modName ); return qfalse; } token = COM_ParseExt2( &buf_p, qfalse ); surf->numWeights = atoi( token ); surf->weights = ri.Hunk_Alloc( sizeof( *weight ) * surf->numWeights, h_low ); for ( j = 0, weight = surf->weights; j < surf->numWeights; j++, weight++ ) { // skip weight <number> token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "weight" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected 'weight' found '%s' in model '%s'\n", token, modName ); return qfalse; } COM_ParseExt2( &buf_p, qfalse ); token = COM_ParseExt2( &buf_p, qfalse ); weight->boneIndex = atoi( token ); token = COM_ParseExt2( &buf_p, qfalse ); weight->boneWeight = atof( token ); // skip ( token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, "(" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName ); return qfalse; } for ( k = 0; k < 3; k++ ) { token = COM_ParseExt2( &buf_p, qfalse ); weight->offset[ k ] = atof( token ); } // skip ) token = COM_ParseExt2( &buf_p, qfalse ); if ( Q_stricmp( token, ")" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected ')' found '%s' in model '%s'\n", token, modName ); return qfalse; } } // parse } token = COM_ParseExt2( &buf_p, qtrue ); if ( Q_stricmp( token, "}" ) ) { ri.Printf( PRINT_WARNING, "R_LoadMD5: expected '}' found '%s' in model '%s'\n", token, modName ); return qfalse; } // loop trough all vertices and set up the vertex weights for ( j = 0, v = surf->verts; j < surf->numVerts; j++, v++ ) { v->weights = ri.Hunk_Alloc( sizeof( *v->weights ) * v->numWeights, h_low ); for ( k = 0; k < v->numWeights; k++ ) { v->weights[ k ] = surf->weights + ( v->firstWeight + k ); } } } // loading is done now calculate the bounding box and tangent spaces ClearBounds( md5->bounds[ 0 ], md5->bounds[ 1 ] ); for ( i = 0, surf = md5->surfaces; i < md5->numSurfaces; i++, surf++ ) { for ( j = 0, v = surf->verts; j < surf->numVerts; j++, v++ ) { vec3_t tmpVert; md5Weight_t *w; VectorClear( tmpVert ); for ( k = 0, w = v->weights[ 0 ]; k < v->numWeights; k++, w++ ) { vec3_t offsetVec; bone = &md5->bones[ w->boneIndex ]; QuatTransformVector( bone->rotation, w->offset, offsetVec ); VectorAdd( bone->origin, offsetVec, offsetVec ); VectorMA( tmpVert, w->boneWeight, offsetVec, tmpVert ); } VectorCopy( tmpVert, v->position ); AddPointToBounds( tmpVert, md5->bounds[ 0 ], md5->bounds[ 1 ] ); } // calc normals { const float *v0, *v1, *v2; const float *t0, *t1, *t2; vec3_t normal; for ( j = 0, v = surf->verts; j < surf->numVerts; j++, v++ ) { VectorClear( v->tangent ); VectorClear( v->binormal ); VectorClear( v->normal ); } for ( j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++ ) { v0 = surf->verts[ tri->indexes[ 0 ] ].position; v1 = surf->verts[ tri->indexes[ 1 ] ].position; v2 = surf->verts[ tri->indexes[ 2 ] ].position; t0 = surf->verts[ tri->indexes[ 0 ] ].texCoords; t1 = surf->verts[ tri->indexes[ 1 ] ].texCoords; t2 = surf->verts[ tri->indexes[ 2 ] ].texCoords; R_CalcNormalForTriangle( normal, v0, v1, v2 ); for ( k = 0; k < 3; k++ ) { float *v; v = surf->verts[ tri->indexes[ k ] ].normal; VectorAdd( v, normal, v ); } } for ( j = 0, v = surf->verts; j < surf->numVerts; j++, v++ ) { VectorNormalize( v->normal ); } } #if 0 // do another extra smoothing for normals to avoid flat shading for ( j = 0; j < surf->numVerts; j++ ) { for ( k = 0; k < surf->numVerts; k++ ) { if ( j == k ) { continue; } if ( VectorCompare( surf->verts[ j ].position, surf->verts[ k ].position ) ) { VectorAdd( surf->verts[ j ].normal, surf->verts[ k ].normal, surf->verts[ j ].normal ); } } VectorNormalize( surf->verts[ j ].normal ); } #endif } return qtrue; }
void G_RunMissile( gentity_t *ent ) { vec3_t oldOrg; trace_t tr; int trHitLoc=HL_NONE; if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) ) {//in a sand creature's mouth if ( ent->activator ) { mdxaBone_t boltMatrix; // Getting the bolt here //in hand vec3_t scAngles = {0}; scAngles[YAW] = ent->activator->currentAngles[YAW]; gi.G2API_GetBoltMatrix( ent->activator->ghoul2, ent->activator->playerModel, ent->activator->gutBolt, &boltMatrix, scAngles, ent->activator->currentOrigin, (cg.time?cg.time:level.time), NULL, ent->activator->s.modelScale ); // Storing ent position, bolt position, and bolt axis gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->currentOrigin ); G_SetOrigin( ent, ent->currentOrigin ); } // check think function G_RunThink( ent ); return; } VectorCopy( ent->currentOrigin, oldOrg ); // get current position if ( ent->s.pos.trType == TR_INTERPOLATE ) {//rolling missile? //FIXME: WTF?!! Sticks to stick missiles? //FIXME: they stick inside the player G_RollMissile( ent ); if ( ent->s.eType != ET_GENERAL ) {//didn't explode VectorCopy( ent->currentOrigin, ent->s.pos.trBase ); gi.trace( &tr, oldOrg, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, ent->clipmask, G2_RETURNONHIT, 10 ); if ( VectorCompare( ent->s.pos.trDelta, vec3_origin ) ) { //VectorCopy( ent->currentAngles, ent->s.apos.trBase ); VectorClear( ent->s.apos.trDelta ); } else { vec3_t ang, fwdDir, rtDir; float speed; ent->s.apos.trType = TR_INTERPOLATE; VectorSet( ang, 0, ent->s.apos.trBase[1], 0 ); AngleVectors( ang, fwdDir, rtDir, NULL ); speed = VectorLength( ent->s.pos.trDelta )*4; //HMM, this works along an axis-aligned dir, but not along diagonals //This is because when roll gets to 90, pitch becomes yaw, and vice-versa //Maybe need to just set the angles directly? ent->s.apos.trDelta[0] = DotProduct( fwdDir, ent->s.pos.trDelta ); ent->s.apos.trDelta[1] = 0;//never spin! ent->s.apos.trDelta[2] = DotProduct( rtDir, ent->s.pos.trDelta ); VectorNormalize( ent->s.apos.trDelta ); VectorScale( ent->s.apos.trDelta, speed, ent->s.apos.trDelta ); ent->s.apos.trTime = level.previousTime; } } } else { vec3_t origin; EvaluateTrajectory( &ent->s.pos, level.time, origin ); // trace a line from the previous position to the current position, // ignoring interactions with the missile owner gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask, G2_COLLIDE, 10 ); if ( tr.entityNum != ENTITYNUM_NONE ) { gentity_t *other = &g_entities[tr.entityNum]; // check for hitting a lightsaber if ( other->contents & CONTENTS_LIGHTSABER ) {//hit a lightsaber bbox if ( other->owner && other->owner->client && !other->owner->client->ps.saberInFlight && ( Q_irand( 0, (other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]*other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) ) == 0 || !InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) ) )//other->owner->s.number == 0 && {//Jedi cannot block shots from behind! //re-trace from here, ignoring the lightsaber gi.trace( &tr, tr.endpos, ent->mins, ent->maxs, origin, tr.entityNum, ent->clipmask, G2_RETURNONHIT, 10 ); } } } VectorCopy( tr.endpos, ent->currentOrigin ); } // get current angles VectorMA( ent->s.apos.trBase, (level.time - ent->s.apos.trTime) * 0.001, ent->s.apos.trDelta, ent->s.apos.trBase ); //FIXME: Rolling things hitting G2 polys is weird /////////////////////////////////////////////////////// //? if ( tr.fraction != 1 ) { // did we hit or go near a Ghoul2 model? // qboolean hitModel = qfalse; for (int i=0; i < MAX_G2_COLLISIONS; i++) { if (tr.G2CollisionMap[i].mEntityNum == -1) { break; } CCollisionRecord &coll = tr.G2CollisionMap[i]; gentity_t *hitEnt = &g_entities[coll.mEntityNum]; // process collision records here... // make sure we only do this once, not for all the entrance wounds we might generate if ((coll.mFlags & G2_FRONTFACE)/* && !(hitModel)*/ && hitEnt->health) { if (trHitLoc==HL_NONE) { G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &trHitLoc, coll.mCollisionPosition, NULL, NULL, ent->methodOfDeath ); } break; // NOTE: the way this whole section was working, it would only get inside of this IF once anyway, might as well break out now } } } ///////////////////////////////////////////////////////// if ( tr.startsolid ) { tr.fraction = 0; } gi.linkentity( ent ); if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) ) {//stuck missiles should check some special stuff G_RunStuckMissile( ent ); return; } // check think function G_RunThink( ent ); if ( ent->s.eType != ET_MISSILE ) { return; // exploded } if ( ent->mass ) { G_MoverTouchPushTriggers( ent, oldOrg ); } /* if ( !(ent->s.eFlags & EF_TELEPORT_BIT) ) { G_MoverTouchTeleportTriggers( ent, oldOrg ); if ( ent->s.eFlags & EF_TELEPORT_BIT ) {//was teleported return; } } else { ent->s.eFlags &= ~EF_TELEPORT_BIT; } */ AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED, 75 );//wakes them up when see a shot passes in front of them if ( !Q_irand( 0, 10 ) ) {//not so often... if ( ent->splashDamage && ent->splashRadius ) {//I'm an exploder, let people around me know danger is coming if ( ent->s.weapon == WP_TRIP_MINE ) {//??? } else { if ( ent->s.weapon == WP_ROCKET_LAUNCHER && ent->e_ThinkFunc == thinkF_rocketThink ) {//homing rocket- run like hell! AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER_GREAT, 50 ); } else { AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER, 50 ); } AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER ); } } else {//makes them run from near misses AddSightEvent( ent->owner, ent->currentOrigin, 48, AEL_DANGER, 50 ); } } if ( tr.fraction == 1 ) { if ( ent->s.weapon == WP_THERMAL && ent->s.pos.trType == TR_INTERPOLATE ) {//a rolling thermal that didn't hit anything G_MissileAddAlerts( ent ); } return; } // never explode or bounce on sky if ( tr.surfaceFlags & SURF_NOIMPACT ) { G_FreeEntity( ent ); return; } G_MissileImpact( ent, &tr, trHitLoc ); }
/* ================= CG_PredictPlayerState Generates cg.cur_lc->predictedPlayerState for the current cg.time cg.cur_lc->predictedPlayerState is guaranteed to be valid after exiting. For demo playback, this will be an interpolation between two valid playerState_t. For normal gameplay, it will be the result of predicted usercmd_t on top of the most recent playerState_t received from the server. Each new snapshot will usually have one or more new usercmd over the last, but we simulate all unacknowledged commands each time, not just the new ones. This means that on an internet connection, quite a few pmoves may be issued each frame. OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t differs from the predicted one. Would require saving all intermediate playerState_t during prediction. We detect prediction errors and allow them to be decayed off over several frames to ease the jerk. ================= */ void CG_PredictPlayerState( void ) { int cmdNum, current; playerState_t oldPlayerState; qboolean moved; usercmd_t oldestCmd; usercmd_t latestCmd; cg.cur_lc->hyperspace = qfalse; // will be set if touching a trigger_teleport // if this is the first frame we must guarantee // predictedPlayerState is valid even if there is some // other error condition if ( !cg.cur_lc->validPPS ) { cg.cur_lc->validPPS = qtrue; cg.cur_lc->predictedPlayerState = *cg.cur_ps; } // demo playback just copies the moves if ( cg.demoPlayback || (cg.cur_ps->pm_flags & PMF_FOLLOW) ) { CG_InterpolatePlayerState( qfalse ); return; } // non-predicting local movement will grab the latest angles if ( cg_nopredict.integer || cg_synchronousClients.integer ) { CG_InterpolatePlayerState( qtrue ); return; } // prepare for pmove cg_pmove.ps = &cg.cur_lc->predictedPlayerState; if (cg.cur_lc->predictedPlayerState.capsule) { cg_pmove.trace = CG_TraceCapsule; } else { cg_pmove.trace = CG_Trace; } cg_pmove.pointcontents = CG_PointContents; if ( cg_pmove.ps->pm_type == PM_DEAD ) { cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; } else { cg_pmove.tracemask = MASK_PLAYERSOLID; } if ( cg.cur_ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) { cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies } cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0; // save the state before the pmove so we can detect transitions oldPlayerState = cg.cur_lc->predictedPlayerState; current = trap_GetCurrentCmdNumber(); // if we don't have the commands right after the snapshot, we // can't accurately predict a current position, so just freeze at // the last good position we had cmdNum = current - CMD_BACKUP + 1; trap_GetUserCmd( cmdNum, &oldestCmd, cg.cur_localClientNum ); if ( oldestCmd.serverTime > cg.cur_ps->commandTime && oldestCmd.serverTime < cg.time ) { // special check for map_restart if ( cg_showmiss.integer ) { CG_Printf ("exceeded PACKET_BACKUP on commands\n"); } return; } // get the latest command so we can know which commands are from previous map_restarts trap_GetUserCmd( current, &latestCmd, cg.cur_localClientNum ); // get the most recent information we have, even if // the server time is beyond our current cg.time, // because predicted player positions are going to // be ahead of everything else anyway if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport && cg.nextSnap->lcIndex[cg.cur_localClientNum] != -1) { cg.cur_lc->predictedPlayerState = cg.nextSnap->pss[cg.nextSnap->lcIndex[cg.cur_localClientNum]]; cg.physicsTime = cg.nextSnap->serverTime; } else { cg.cur_lc->predictedPlayerState = *cg.cur_ps; cg.physicsTime = cg.snap->serverTime; } if ( pmove_msec.integer < 8 ) { trap_Cvar_Set("pmove_msec", "8"); } else if (pmove_msec.integer > 33) { trap_Cvar_Set("pmove_msec", "33"); } cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer; cg_pmove.pmove_msec = pmove_msec.integer; // run cmds moved = qfalse; for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) { // get the command trap_GetUserCmd( cmdNum, &cg_pmove.cmd, cg.cur_localClientNum ); if ( cg_pmove.pmove_fixed ) { PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd ); } // don't do anything if the time is before the snapshot player time if ( cg_pmove.cmd.serverTime <= cg.cur_lc->predictedPlayerState.commandTime ) { continue; } // don't do anything if the command was from a previous map_restart if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) { continue; } // check for a prediction error from last frame // on a lan, this will often be the exact value // from the snapshot, but on a wan we will have // to predict several commands to get to the point // we want to compare if ( cg.cur_lc->predictedPlayerState.commandTime == oldPlayerState.commandTime ) { vec3_t delta; float len; if ( cg.thisFrameTeleport ) { // a teleport will not cause an error decay VectorClear( cg.cur_lc->predictedError ); if ( cg_showmiss.integer ) { CG_Printf( "PredictionTeleport\n" ); } cg.thisFrameTeleport = qfalse; } else { vec3_t adjusted, new_angles; CG_AdjustPositionForMover( cg.cur_lc->predictedPlayerState.origin, cg.cur_lc->predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.cur_lc->predictedPlayerState.viewangles, new_angles); if ( cg_showmiss.integer ) { if (!VectorCompare( oldPlayerState.origin, adjusted )) { CG_Printf("prediction error\n"); } } VectorSubtract( oldPlayerState.origin, adjusted, delta ); len = VectorLength( delta ); if ( len > 0.1 ) { if ( cg_showmiss.integer ) { CG_Printf("Prediction miss: %f\n", len); } if ( cg_errorDecay.integer ) { int t; float f; t = cg.time - cg.cur_lc->predictedErrorTime; f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; if ( f < 0 ) { f = 0; } if ( f > 0 && cg_showmiss.integer ) { CG_Printf("Double prediction decay: %f\n", f); } VectorScale( cg.cur_lc->predictedError, f, cg.cur_lc->predictedError ); } else { VectorClear( cg.cur_lc->predictedError ); } VectorAdd( delta, cg.cur_lc->predictedError, cg.cur_lc->predictedError ); cg.cur_lc->predictedErrorTime = cg.oldTime; } } } // don't predict gauntlet firing, which is only supposed to happen // when it actually inflicts damage cg_pmove.gauntletHit = qfalse; if ( cg_pmove.pmove_fixed ) { cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; } Pmove (&cg_pmove); moved = qtrue; // add push trigger movement effects CG_TouchTriggerPrediction(); // check for predictable events that changed from previous predictions //CG_CheckChangedPredictableEvents(&cg.cur_lc->predictedPlayerState); } if ( cg_showmiss.integer > 1 ) { CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time ); } if ( !moved ) { if ( cg_showmiss.integer ) { CG_Printf( "not moved\n" ); } return; } // adjust for the movement of the groundentity CG_AdjustPositionForMover( cg.cur_lc->predictedPlayerState.origin, cg.cur_lc->predictedPlayerState.groundEntityNum, cg.physicsTime, cg.time, cg.cur_lc->predictedPlayerState.origin, cg.cur_lc->predictedPlayerState.viewangles,cg.cur_lc->predictedPlayerState.viewangles); if ( cg_showmiss.integer ) { if (cg.cur_lc->predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) { CG_Printf("WARNING: dropped event\n"); } } // fire events and other transition triggered things CG_TransitionPlayerState( &cg.cur_lc->predictedPlayerState, &oldPlayerState ); if ( cg_showmiss.integer ) { if (cg.cur_lc->eventSequence > cg.cur_lc->predictedPlayerState.eventSequence) { CG_Printf("WARNING: double event\n"); cg.cur_lc->eventSequence = cg.cur_lc->predictedPlayerState.eventSequence; } } }
/* ================= R_LoadPSK ================= */ qboolean R_LoadPSK(model_t * mod, byte *buffer, int bufferSize, const char *modName) { int i, j, k; memStream_t *stream; axChunkHeader_t chunkHeader; int numPoints; axPoint_t *point; axPoint_t *points; int numVertexes; axVertex_t *vertex; axVertex_t *vertexes; //int numSmoothGroups; int numTriangles; axTriangle_t *triangle; axTriangle_t *triangles; int numMaterials; axMaterial_t *material; axMaterial_t *materials; int numReferenceBones; axReferenceBone_t *refBone; axReferenceBone_t *refBones; int numWeights; axBoneWeight_t *axWeight; axBoneWeight_t *axWeights; md5Model_t *md5; md5Bone_t *md5Bone; md5Weight_t *weight; vec3_t boneOrigin; quat_t boneQuat; //matrix_t boneMat; int materialIndex, oldMaterialIndex; int numRemaining; growList_t sortedTriangles; growList_t vboVertexes; growList_t vboTriangles; growList_t vboSurfaces; int numBoneReferences; int boneReferences[MAX_BONES]; matrix_t unrealToQuake; //MatrixSetupScale(unrealToQuake, 1, -1, 1); MatrixFromAngles(unrealToQuake, 0, 90, 0); stream = AllocMemStream(buffer, bufferSize); GetChunkHeader(stream, &chunkHeader); // check indent again if(Q_stricmpn(chunkHeader.ident, "ACTRHEAD", 8)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk indent ('%s' should be '%s')\n", modName, chunkHeader.ident, "ACTRHEAD"); FreeMemStream(stream); return qfalse; } PrintChunkHeader(&chunkHeader); mod->type = MOD_MD5; mod->dataSize += sizeof(md5Model_t); md5 = mod->md5 = (md5Model_t*)ri.Hunk_Alloc(sizeof(md5Model_t), h_low); // read points GetChunkHeader(stream, &chunkHeader); if(Q_stricmpn(chunkHeader.ident, "PNTS0000", 8)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk indent ('%s' should be '%s')\n", modName, chunkHeader.ident, "PNTS0000"); FreeMemStream(stream); return qfalse; } if(chunkHeader.dataSize != sizeof(axPoint_t)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk dataSize ('%i' should be '%i')\n", modName, chunkHeader.dataSize, sizeof(axPoint_t)); FreeMemStream(stream); return qfalse; } PrintChunkHeader(&chunkHeader); numPoints = chunkHeader.numData; points = (axPoint_t*)Com_Allocate(numPoints * sizeof(axPoint_t)); for(i = 0, point = points; i < numPoints; i++, point++) { point->point[0] = MemStreamGetFloat(stream); point->point[1] = MemStreamGetFloat(stream); point->point[2] = MemStreamGetFloat(stream); #if 0 // Tr3B: HACK convert from Unreal coordinate system to the Quake one MatrixTransformPoint2(unrealToQuake, point->point); #endif } // read vertices GetChunkHeader(stream, &chunkHeader); if(Q_stricmpn(chunkHeader.ident, "VTXW0000", 8)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk indent ('%s' should be '%s')\n", modName, chunkHeader.ident, "VTXW0000"); FreeMemStream(stream); Com_Dealloc(points); return qfalse; } if(chunkHeader.dataSize != sizeof(axVertex_t)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk dataSize ('%i' should be '%i')\n", modName, chunkHeader.dataSize, sizeof(axVertex_t)); FreeMemStream(stream); Com_Dealloc(points); return qfalse; } PrintChunkHeader(&chunkHeader); numVertexes = chunkHeader.numData; vertexes = (axVertex_t*)Com_Allocate(numVertexes * sizeof(axVertex_t)); for(i = 0, vertex = vertexes; i < numVertexes; i++, vertex++) { vertex->pointIndex = MemStreamGetShort(stream); if(vertex->pointIndex < 0 || vertex->pointIndex >= numPoints) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has vertex with point index out of range (%i while max %i)\n", modName, vertex->pointIndex, numPoints); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); return qfalse; } vertex->unknownA = MemStreamGetShort(stream); vertex->st[0] = MemStreamGetFloat(stream); vertex->st[1] = MemStreamGetFloat(stream); vertex->materialIndex = MemStreamGetC(stream); vertex->reserved = MemStreamGetC(stream); vertex->unknownB = MemStreamGetShort(stream); #if 0 ri.Printf(PRINT_ALL, "R_LoadPSK: axVertex_t(%i):\n" "axVertex:pointIndex: %i\n" "axVertex:unknownA: %i\n" "axVertex::st: %f %f\n" "axVertex:materialIndex: %i\n" "axVertex:reserved: %d\n" "axVertex:unknownB: %d\n", i, vertex->pointIndex, vertex->unknownA, vertex->st[0], vertex->st[1], vertex->materialIndex, vertex->reserved, vertex->unknownB); #endif } // read triangles GetChunkHeader(stream, &chunkHeader); if(Q_stricmpn(chunkHeader.ident, "FACE0000", 8)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk indent ('%s' should be '%s')\n", modName, chunkHeader.ident, "FACE0000"); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); return qfalse; } if(chunkHeader.dataSize != sizeof(axTriangle_t)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk dataSize ('%i' should be '%i')\n", modName, chunkHeader.dataSize, sizeof(axTriangle_t)); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); return qfalse; } PrintChunkHeader(&chunkHeader); numTriangles = chunkHeader.numData; triangles = (axTriangle_t*)Com_Allocate(numTriangles * sizeof(axTriangle_t)); for(i = 0, triangle = triangles; i < numTriangles; i++, triangle++) { for(j = 0; j < 3; j++) //for(j = 2; j >= 0; j--) { triangle->indexes[j] = MemStreamGetShort(stream); if(triangle->indexes[j] < 0 || triangle->indexes[j] >= numVertexes) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has triangle with vertex index out of range (%i while max %i)\n", modName, triangle->indexes[j], numVertexes); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); return qfalse; } } triangle->materialIndex = MemStreamGetC(stream); triangle->materialIndex2 = MemStreamGetC(stream); triangle->smoothingGroups = MemStreamGetLong(stream); } // read materials GetChunkHeader(stream, &chunkHeader); if(Q_stricmpn(chunkHeader.ident, "MATT0000", 8)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk indent ('%s' should be '%s')\n", modName, chunkHeader.ident, "MATT0000"); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); return qfalse; } if(chunkHeader.dataSize != sizeof(axMaterial_t)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk dataSize ('%i' should be '%i')\n", modName, chunkHeader.dataSize, sizeof(axMaterial_t)); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); return qfalse; } PrintChunkHeader(&chunkHeader); numMaterials = chunkHeader.numData; materials = (axMaterial_t*)Com_Allocate(numMaterials * sizeof(axMaterial_t)); for(i = 0, material = materials; i < numMaterials; i++, material++) { MemStreamRead(stream, material->name, sizeof(material->name)); ri.Printf(PRINT_ALL, "R_LoadPSK: material name: '%s'\n", material->name); material->shaderIndex = MemStreamGetLong(stream); material->polyFlags = MemStreamGetLong(stream); material->auxMaterial = MemStreamGetLong(stream); material->auxFlags = MemStreamGetLong(stream); material->lodBias = MemStreamGetLong(stream); material->lodStyle = MemStreamGetLong(stream); } for(i = 0, vertex = vertexes; i < numVertexes; i++, vertex++) { if(vertex->materialIndex < 0 || vertex->materialIndex >= numMaterials) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has vertex with material index out of range (%i while max %i)\n", modName, vertex->materialIndex, numMaterials); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); return qfalse; } } for(i = 0, triangle = triangles; i < numTriangles; i++, triangle++) { if(triangle->materialIndex < 0 || triangle->materialIndex >= numMaterials) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has triangle with material index out of range (%i while max %i)\n", modName, triangle->materialIndex, numMaterials); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); return qfalse; } } // read reference bones GetChunkHeader(stream, &chunkHeader); if(Q_stricmpn(chunkHeader.ident, "REFSKELT", 8)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk indent ('%s' should be '%s')\n", modName, chunkHeader.ident, "REFSKELT"); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); return qfalse; } if(chunkHeader.dataSize != sizeof(axReferenceBone_t)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk dataSize ('%i' should be '%i')\n", modName, chunkHeader.dataSize, sizeof(axReferenceBone_t)); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); return qfalse; } PrintChunkHeader(&chunkHeader); numReferenceBones = chunkHeader.numData; refBones = (axReferenceBone_t*)Com_Allocate(numReferenceBones * sizeof(axReferenceBone_t)); for(i = 0, refBone = refBones; i < numReferenceBones; i++, refBone++) { MemStreamRead(stream, refBone->name, sizeof(refBone->name)); //ri.Printf(PRINT_ALL, "R_LoadPSK: reference bone name: '%s'\n", refBone->name); refBone->flags = MemStreamGetLong(stream); refBone->numChildren = MemStreamGetLong(stream); refBone->parentIndex = MemStreamGetLong(stream); GetBone(stream, &refBone->bone); #if 0 ri.Printf(PRINT_ALL, "R_LoadPSK: axReferenceBone_t(%i):\n" "axReferenceBone_t::name: '%s'\n" "axReferenceBone_t::flags: %i\n" "axReferenceBone_t::numChildren %i\n" "axReferenceBone_t::parentIndex: %i\n" "axReferenceBone_t::quat: %f %f %f %f\n" "axReferenceBone_t::position: %f %f %f\n" "axReferenceBone_t::length: %f\n" "axReferenceBone_t::xSize: %f\n" "axReferenceBone_t::ySize: %f\n" "axReferenceBone_t::zSize: %f\n", i, refBone->name, refBone->flags, refBone->numChildren, refBone->parentIndex, refBone->bone.quat[0], refBone->bone.quat[1], refBone->bone.quat[2], refBone->bone.quat[3], refBone->bone.position[0], refBone->bone.position[1], refBone->bone.position[2], refBone->bone.length, refBone->bone.xSize, refBone->bone.ySize, refBone->bone.zSize); #endif } // read bone weights GetChunkHeader(stream, &chunkHeader); if(Q_stricmpn(chunkHeader.ident, "RAWWEIGHTS", 10)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk indent ('%s' should be '%s')\n", modName, chunkHeader.ident, "RAWWEIGHTS"); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); Com_Dealloc(refBones); return qfalse; } if(chunkHeader.dataSize != sizeof(axBoneWeight_t)) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has wrong chunk dataSize ('%i' should be '%i')\n", modName, chunkHeader.dataSize, sizeof(axBoneWeight_t)); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); Com_Dealloc(refBones); return qfalse; } PrintChunkHeader(&chunkHeader); numWeights = chunkHeader.numData; axWeights = (axBoneWeight_t*)Com_Allocate(numWeights * sizeof(axBoneWeight_t)); for(i = 0, axWeight = axWeights; i < numWeights; i++, axWeight++) { axWeight->weight = MemStreamGetFloat(stream); axWeight->pointIndex = MemStreamGetLong(stream); axWeight->boneIndex = MemStreamGetLong(stream); #if 0 ri.Printf(PRINT_ALL, "R_LoadPSK: axBoneWeight_t(%i):\n" "axBoneWeight_t::weight: %f\n" "axBoneWeight_t::pointIndex %i\n" "axBoneWeight_t::boneIndex: %i\n", i, axWeight->weight, axWeight->pointIndex, axWeight->boneIndex); #endif } // // convert the model to an internal MD5 representation // md5->numBones = numReferenceBones; // calc numMeshes <number> /* numSmoothGroups = 0; for(i = 0, triangle = triangles; i < numTriangles; i++, triangle++) { if(triangle->smoothingGroups) { } } */ if(md5->numBones < 1) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has no bones\n", modName); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); Com_Dealloc(refBones); Com_Dealloc(axWeights); return qfalse; } if(md5->numBones > MAX_BONES) { ri.Printf(PRINT_WARNING, "R_LoadPSK: '%s' has more than %i bones (%i)\n", modName, MAX_BONES, md5->numBones); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); Com_Dealloc(refBones); Com_Dealloc(axWeights); return qfalse; } //ri.Printf(PRINT_ALL, "R_LoadPSK: '%s' has %i bones\n", modName, md5->numBones); // copy all reference bones md5->bones = (md5Bone_t*)ri.Hunk_Alloc(sizeof(*md5Bone) * md5->numBones, h_low); for(i = 0, md5Bone = md5->bones, refBone = refBones; i < md5->numBones; i++, md5Bone++, refBone++) { Q_strncpyz(md5Bone->name, refBone->name, sizeof(md5Bone->name)); if(i == 0) { md5Bone->parentIndex = refBone->parentIndex -1; } else { md5Bone->parentIndex = refBone->parentIndex; } //ri.Printf(PRINT_ALL, "R_LoadPSK: '%s' has bone '%s' with parent index %i\n", modName, md5Bone->name, md5Bone->parentIndex); if(md5Bone->parentIndex >= md5->numBones) { ri.Error(ERR_DROP, "R_LoadPSK: '%s' has bone '%s' with bad parent index %i while numBones is %i\n", modName, md5Bone->name, md5Bone->parentIndex, md5->numBones); } for(j = 0; j < 3; j++) { boneOrigin[j] = refBone->bone.position[j]; } // Tr3B: I have really no idea why the .psk format stores the first quaternion with inverted quats. // Furthermore only the X and Z components of the first quat are inverted ?!?! if(i == 0) { boneQuat[0] = refBone->bone.quat[0]; boneQuat[1] = -refBone->bone.quat[1]; boneQuat[2] = refBone->bone.quat[2]; boneQuat[3] = refBone->bone.quat[3]; } else { boneQuat[0] = -refBone->bone.quat[0]; boneQuat[1] = -refBone->bone.quat[1]; boneQuat[2] = -refBone->bone.quat[2]; boneQuat[3] = refBone->bone.quat[3]; } VectorCopy(boneOrigin, md5Bone->origin); //MatrixTransformPoint(unrealToQuake, boneOrigin, md5Bone->origin); QuatCopy(boneQuat, md5Bone->rotation); //QuatClear(md5Bone->rotation); #if 0 ri.Printf(PRINT_ALL, "R_LoadPSK: md5Bone_t(%i):\n" "md5Bone_t::name: '%s'\n" "md5Bone_t::parentIndex: %i\n" "md5Bone_t::quat: %f %f %f %f\n" "md5bone_t::position: %f %f %f\n", i, md5Bone->name, md5Bone->parentIndex, md5Bone->rotation[0], md5Bone->rotation[1], md5Bone->rotation[2], md5Bone->rotation[3], md5Bone->origin[0], md5Bone->origin[1], md5Bone->origin[2]); #endif if(md5Bone->parentIndex >= 0) { vec3_t rotated; quat_t quat; md5Bone_t *parent; parent = &md5->bones[md5Bone->parentIndex]; QuatTransformVector(parent->rotation, md5Bone->origin, rotated); //QuatTransformVector(md5Bone->rotation, md5Bone->origin, rotated); VectorAdd(parent->origin, rotated, md5Bone->origin); QuatMultiply1(parent->rotation, md5Bone->rotation, quat); QuatCopy(quat, md5Bone->rotation); } MatrixSetupTransformFromQuat(md5Bone->inverseTransform, md5Bone->rotation, md5Bone->origin); MatrixInverse(md5Bone->inverseTransform); #if 0 ri.Printf(PRINT_ALL, "R_LoadPSK: md5Bone_t(%i):\n" "md5Bone_t::name: '%s'\n" "md5Bone_t::parentIndex: %i\n" "md5Bone_t::quat: %f %f %f %f\n" "md5bone_t::position: %f %f %f\n", i, md5Bone->name, md5Bone->parentIndex, md5Bone->rotation[0], md5Bone->rotation[1], md5Bone->rotation[2], md5Bone->rotation[3], md5Bone->origin[0], md5Bone->origin[1], md5Bone->origin[2]); #endif } Com_InitGrowList(&vboVertexes, 10000); for(i = 0, vertex = vertexes; i < numVertexes; i++, vertex++) { md5Vertex_t *vboVert = (md5Vertex_t*)Com_Allocate(sizeof(*vboVert)); for(j = 0; j < 3; j++) { vboVert->position[j] = points[vertex->pointIndex].point[j]; } vboVert->texCoords[0] = vertex->st[0]; vboVert->texCoords[1] = vertex->st[1]; // find number of associated weights vboVert->numWeights = 0; for(j = 0, axWeight = axWeights; j < numWeights; j++, axWeight++) { if(axWeight->pointIndex == vertex->pointIndex && axWeight->weight > 0.0f) { vboVert->numWeights++; } } if(vboVert->numWeights > MAX_WEIGHTS) { ri.Error(ERR_DROP, "R_LoadPSK: vertex %i requires more weights %i than the maximum of %i in model '%s'", i, vboVert->numWeights, MAX_WEIGHTS, modName); //ri.Printf(PRINT_WARNING, "R_LoadPSK: vertex %i requires more weights %i than the maximum of %i in model '%s'\n", i, vboVert->numWeights, MAX_WEIGHTS, modName); } vboVert->weights = (md5Weight_t**)ri.Hunk_Alloc(sizeof(*vboVert->weights) * vboVert->numWeights, h_low); for(j = 0, axWeight = axWeights, k = 0; j < numWeights; j++, axWeight++) { if(axWeight->pointIndex == vertex->pointIndex && axWeight->weight > 0.0f) { weight = (md5Weight_t*)ri.Hunk_Alloc(sizeof(*weight), h_low); weight->boneIndex = axWeight->boneIndex; weight->boneWeight = axWeight->weight; // FIXME? weight->offset[0] = refBones[axWeight->boneIndex].bone.xSize; weight->offset[1] = refBones[axWeight->boneIndex].bone.ySize; weight->offset[2] = refBones[axWeight->boneIndex].bone.zSize; vboVert->weights[k++] = weight; } } Com_AddToGrowList(&vboVertexes, vboVert); } ClearBounds(md5->bounds[0], md5->bounds[1]); for(i = 0, vertex = vertexes; i < numVertexes; i++, vertex++) { AddPointToBounds(points[vertex->pointIndex].point, md5->bounds[0], md5->bounds[1]); } #if 0 ri.Printf(PRINT_ALL, "R_LoadPSK: AABB (%i %i %i) (%i %i %i)\n", (int)md5->bounds[0][0], (int)md5->bounds[0][1], (int)md5->bounds[0][2], (int)md5->bounds[1][0], (int)md5->bounds[1][1], (int)md5->bounds[1][2]); #endif // sort triangles qsort(triangles, numTriangles, sizeof(axTriangle_t), CompareTrianglesByMaterialIndex); Com_InitGrowList(&sortedTriangles, 1000); for(i = 0, triangle = triangles; i < numTriangles; i++, triangle++) { skelTriangle_t *sortTri = (skelTriangle_t*)Com_Allocate(sizeof(*sortTri)); for(j = 0; j < 3; j++) { sortTri->indexes[j] = triangle->indexes[j]; sortTri->vertexes[j] = (md5Vertex_t*)Com_GrowListElement(&vboVertexes, triangle->indexes[j]); } sortTri->referenced = qfalse; Com_AddToGrowList(&sortedTriangles, sortTri); } // calc tangent spaces #if 1 { md5Vertex_t *v0, *v1, *v2; const float *p0, *p1, *p2; const float *t0, *t1, *t2; vec3_t tangent; vec3_t binormal; vec3_t normal; for(j = 0; j < vboVertexes.currentElements; j++) { v0 = (md5Vertex_t*)Com_GrowListElement(&vboVertexes, j); VectorClear(v0->tangent); VectorClear(v0->binormal); VectorClear(v0->normal); } for(j = 0; j < sortedTriangles.currentElements; j++) { skelTriangle_t *tri = (skelTriangle_t*)Com_GrowListElement(&sortedTriangles, j); v0 = (md5Vertex_t*)Com_GrowListElement(&vboVertexes, tri->indexes[0]); v1 = (md5Vertex_t*)Com_GrowListElement(&vboVertexes, tri->indexes[1]); v2 = (md5Vertex_t*)Com_GrowListElement(&vboVertexes, tri->indexes[2]); p0 = v0->position; p1 = v1->position; p2 = v2->position; t0 = v0->texCoords; t1 = v1->texCoords; t2 = v2->texCoords; #if 1 R_CalcTangentSpace(tangent, binormal, normal, p0, p1, p2, t0, t1, t2); #else R_CalcNormalForTriangle(normal, p0, p1, p2); R_CalcTangentsForTriangle(tangent, binormal, p0, p1, p2, t0, t1, t2); #endif for(k = 0; k < 3; k++) { float *v; v0 = (md5Vertex_t*)Com_GrowListElement(&vboVertexes, tri->indexes[k]); v = v0->tangent; VectorAdd(v, tangent, v); v = v0->binormal; VectorAdd(v, binormal, v); v = v0->normal; VectorAdd(v, normal, v); } } for(j = 0; j < vboVertexes.currentElements; j++) { v0 = (md5Vertex_t*)Com_GrowListElement(&vboVertexes, j); VectorNormalize(v0->tangent); VectorNormalize(v0->binormal); VectorNormalize(v0->normal); } } #else { float bb, s, t; vec3_t bary; vec3_t faceNormal; md5Vertex_t *dv[3]; for(j = 0; j < sortedTriangles.currentElements; j++) { skelTriangle_t *tri = Com_GrowListElement(&sortedTriangles, j); dv[0] = Com_GrowListElement(&vboVertexes, tri->indexes[0]); dv[1] = Com_GrowListElement(&vboVertexes, tri->indexes[1]); dv[2] = Com_GrowListElement(&vboVertexes, tri->indexes[2]); R_CalcNormalForTriangle(faceNormal, dv[0]->position, dv[1]->position, dv[2]->position); // calculate barycentric basis for the triangle bb = (dv[1]->texCoords[0] - dv[0]->texCoords[0]) * (dv[2]->texCoords[1] - dv[0]->texCoords[1]) - (dv[2]->texCoords[0] - dv[0]->texCoords[0]) * (dv[1]->texCoords[1] - dv[0]->texCoords[1]); if(fabs(bb) < 0.00000001f) continue; // do each vertex for(k = 0; k < 3; k++) { // calculate s tangent vector s = dv[k]->texCoords[0] + 10.0f; t = dv[k]->texCoords[1]; bary[0] = ((dv[1]->texCoords[0] - s) * (dv[2]->texCoords[1] - t) - (dv[2]->texCoords[0] - s) * (dv[1]->texCoords[1] - t)) / bb; bary[1] = ((dv[2]->texCoords[0] - s) * (dv[0]->texCoords[1] - t) - (dv[0]->texCoords[0] - s) * (dv[2]->texCoords[1] - t)) / bb; bary[2] = ((dv[0]->texCoords[0] - s) * (dv[1]->texCoords[1] - t) - (dv[1]->texCoords[0] - s) * (dv[0]->texCoords[1] - t)) / bb; dv[k]->tangent[0] = bary[0] * dv[0]->position[0] + bary[1] * dv[1]->position[0] + bary[2] * dv[2]->position[0]; dv[k]->tangent[1] = bary[0] * dv[0]->position[1] + bary[1] * dv[1]->position[1] + bary[2] * dv[2]->position[1]; dv[k]->tangent[2] = bary[0] * dv[0]->position[2] + bary[1] * dv[1]->position[2] + bary[2] * dv[2]->position[2]; VectorSubtract(dv[k]->tangent, dv[k]->position, dv[k]->tangent); VectorNormalize(dv[k]->tangent); // calculate t tangent vector (binormal) s = dv[k]->texCoords[0]; t = dv[k]->texCoords[1] + 10.0f; bary[0] = ((dv[1]->texCoords[0] - s) * (dv[2]->texCoords[1] - t) - (dv[2]->texCoords[0] - s) * (dv[1]->texCoords[1] - t)) / bb; bary[1] = ((dv[2]->texCoords[0] - s) * (dv[0]->texCoords[1] - t) - (dv[0]->texCoords[0] - s) * (dv[2]->texCoords[1] - t)) / bb; bary[2] = ((dv[0]->texCoords[0] - s) * (dv[1]->texCoords[1] - t) - (dv[1]->texCoords[0] - s) * (dv[0]->texCoords[1] - t)) / bb; dv[k]->binormal[0] = bary[0] * dv[0]->position[0] + bary[1] * dv[1]->position[0] + bary[2] * dv[2]->position[0]; dv[k]->binormal[1] = bary[0] * dv[0]->position[1] + bary[1] * dv[1]->position[1] + bary[2] * dv[2]->position[1]; dv[k]->binormal[2] = bary[0] * dv[0]->position[2] + bary[1] * dv[1]->position[2] + bary[2] * dv[2]->position[2]; VectorSubtract(dv[k]->binormal, dv[k]->position, dv[k]->binormal); VectorNormalize(dv[k]->binormal); // calculate the normal as cross product N=TxB #if 0 CrossProduct(dv[k]->tangent, dv[k]->binormal, dv[k]->normal); VectorNormalize(dv[k]->normal); // Gram-Schmidt orthogonalization process for B // compute the cross product B=NxT to obtain // an orthogonal basis CrossProduct(dv[k]->normal, dv[k]->tangent, dv[k]->binormal); if(DotProduct(dv[k]->normal, faceNormal) < 0) { VectorInverse(dv[k]->normal); //VectorInverse(dv[k]->tangent); //VectorInverse(dv[k]->binormal); } #else VectorAdd(dv[k]->normal, faceNormal, dv[k]->normal); #endif } } #if 1 for(j = 0; j < vboVertexes.currentElements; j++) { dv[0] = Com_GrowListElement(&vboVertexes, j); //VectorNormalize(dv[0]->tangent); //VectorNormalize(dv[0]->binormal); VectorNormalize(dv[0]->normal); } #endif } #endif #if 0 { md5Vertex_t *v0, *v1; // do another extra smoothing for normals to avoid flat shading for(j = 0; j < vboVertexes.currentElements; j++) { v0 = Com_GrowListElement(&vboVertexes, j); for(k = 0; k < vboVertexes.currentElements; k++) { if(j == k) continue; v1 = Com_GrowListElement(&vboVertexes, k); if(VectorCompare(v0->position, v1->position)) { VectorAdd(v0->position, v1->normal, v0->normal); } } VectorNormalize(v0->normal); } } #endif // split the surfaces into VBO surfaces by the maximum number of GPU vertex skinning bones Com_InitGrowList(&vboSurfaces, 10); materialIndex = oldMaterialIndex = -1; for(i = 0; i < numTriangles; i++) { triangle = &triangles[i]; materialIndex = triangle->materialIndex; if(materialIndex != oldMaterialIndex) { oldMaterialIndex = materialIndex; numRemaining = sortedTriangles.currentElements - i; while(numRemaining) { numBoneReferences = 0; Com_Memset(boneReferences, 0, sizeof(boneReferences)); Com_InitGrowList(&vboTriangles, 1000); for(j = i; j < sortedTriangles.currentElements; j++) { skelTriangle_t *sortTri; triangle = &triangles[j]; materialIndex = triangle->materialIndex; if(materialIndex != oldMaterialIndex) continue; sortTri = (skelTriangle_t*)Com_GrowListElement(&sortedTriangles, j); if(sortTri->referenced) continue; if(AddTriangleToVBOTriangleList(&vboTriangles, sortTri, &numBoneReferences, boneReferences)) { sortTri->referenced = qtrue; } } for(j = 0; j < MAX_BONES; j++) { if(boneReferences[j] > 0) { ri.Printf(PRINT_ALL, "R_LoadPSK: referenced bone: '%s'\n", (j < numReferenceBones) ? refBones[j].name : NULL); } } if(!vboTriangles.currentElements) { ri.Printf(PRINT_WARNING, "R_LoadPSK: could not add triangles to a remaining VBO surface for model '%s'\n", modName); break; } // FIXME skinIndex AddSurfaceToVBOSurfacesList2(&vboSurfaces, &vboTriangles, &vboVertexes, md5, vboSurfaces.currentElements, materials[oldMaterialIndex].name, numBoneReferences, boneReferences); numRemaining -= vboTriangles.currentElements; Com_DestroyGrowList(&vboTriangles); } } } for(j = 0; j < sortedTriangles.currentElements; j++) { skelTriangle_t *sortTri = (skelTriangle_t*)Com_GrowListElement(&sortedTriangles, j); Com_Dealloc(sortTri); } Com_DestroyGrowList(&sortedTriangles); for(j = 0; j < vboVertexes.currentElements; j++) { md5Vertex_t *v = (md5Vertex_t*)Com_GrowListElement(&vboVertexes, j); Com_Dealloc(v); } Com_DestroyGrowList(&vboVertexes); // move VBO surfaces list to hunk md5->numVBOSurfaces = vboSurfaces.currentElements; md5->vboSurfaces = (srfVBOMD5Mesh_t**)ri.Hunk_Alloc(md5->numVBOSurfaces * sizeof(*md5->vboSurfaces), h_low); for(i = 0; i < md5->numVBOSurfaces; i++) { md5->vboSurfaces[i] = (srfVBOMD5Mesh_t *) Com_GrowListElement(&vboSurfaces, i); } Com_DestroyGrowList(&vboSurfaces); FreeMemStream(stream); Com_Dealloc(points); Com_Dealloc(vertexes); Com_Dealloc(triangles); Com_Dealloc(materials); Com_Dealloc(refBones); Com_Dealloc(axWeights); ri.Printf(PRINT_ALL, "%i VBO surfaces created for PSK model '%s'\n", md5->numVBOSurfaces, modName); return qtrue; }
// ================= void sphere_chase (edict_t *self, int stupidChase) { vec3_t dest; vec3_t dir; float dist; if(level.time >= self->wait || (self->enemy && self->enemy->health < 1)) { sphere_think_explode(self); return; } VectorCopy (self->enemy->s.origin, dest); if(self->enemy->client) dest[2] += self->enemy->viewheight; if(visible(self, self->enemy) || stupidChase) { // if moving, hunter sphere uses active sound if(!stupidChase) self->s.sound = gi.soundindex ("spheres/h_active.wav"); VectorSubtract (dest, self->s.origin, dir); VectorNormalize (dir); vectoangles2(dir, self->s.angles); VectorScale (dir, 500, self->velocity); VectorCopy(dest, self->monsterinfo.saved_goal); } else if (VectorCompare (self->monsterinfo.saved_goal, vec3_origin)) { VectorSubtract(self->enemy->s.origin, self->s.origin, dir); vectoangles2(dir, self->s.angles); // if lurking, hunter sphere uses lurking sound self->s.sound = gi.soundindex ("spheres/h_lurk.wav"); VectorClear (self->velocity); } else { VectorSubtract(self->monsterinfo.saved_goal, self->s.origin, dir); dist = VectorNormalize(dir); if(dist > 1) { vectoangles2(dir, self->s.angles); if(dist > 500) VectorScale(dir, 500, self->velocity); else if (dist < 20) VectorScale(dir, (dist / FRAMETIME), self->velocity); else VectorScale(dir, dist, self->velocity); // if moving, hunter sphere uses active sound if(!stupidChase) self->s.sound = gi.soundindex ("spheres/h_active.wav"); } else { VectorSubtract(self->enemy->s.origin, self->s.origin, dir); vectoangles2(dir, self->s.angles); // if not moving, hunter sphere uses lurk sound if(!stupidChase) self->s.sound = gi.soundindex ("spheres/h_lurk.wav"); VectorClear(self->velocity); } } }
qboolean R_LoadMD5(model_t *mod, void *buffer, int bufferSize, const char *modName) { int i, j, k; md5Model_t *md5; md5Bone_t *bone; md5Surface_t *surf; srfTriangle_t *tri; md5Vertex_t *v; md5Weight_t *weight; int version; shader_t *sh; char *buf_p; char *token; vec3_t boneOrigin; quat_t boneQuat; matrix_t boneMat; int numRemaining; growList_t sortedTriangles; growList_t vboTriangles; growList_t vboSurfaces; int numBoneReferences; int boneReferences[MAX_BONES]; buf_p = ( char * ) buffer; // skip MD5Version indent string COM_ParseExt2(&buf_p, qfalse); // check version token = COM_ParseExt2(&buf_p, qfalse); version = atoi(token); if (version != MD5_VERSION) { ri.Printf(PRINT_WARNING, "R_LoadMD5: %s has wrong version (%i should be %i)\n", modName, version, MD5_VERSION); return qfalse; } mod->type = MOD_MD5; mod->dataSize += sizeof(md5Model_t); md5 = mod->md5 = ri.Hunk_Alloc(sizeof(md5Model_t), h_low); // skip commandline <arguments string> token = COM_ParseExt2(&buf_p, qtrue); token = COM_ParseExt2(&buf_p, qtrue); // ri.Printf(PRINT_ALL, "%s\n", token); // parse numJoints <number> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "numJoints")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'numJoints' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); md5->numBones = atoi(token); // parse numMeshes <number> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "numMeshes")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'numMeshes' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); md5->numSurfaces = atoi(token); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has %i surfaces\n", modName, md5->numSurfaces); if (md5->numBones < 1) { ri.Printf(PRINT_WARNING, "R_LoadMD5: '%s' has no bones\n", modName); return qfalse; } if (md5->numBones > MAX_BONES) { ri.Printf(PRINT_WARNING, "R_LoadMD5: '%s' has more than %i bones (%i)\n", modName, MAX_BONES, md5->numBones); return qfalse; } //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has %i bones\n", modName, md5->numBones); // parse all the bones md5->bones = ri.Hunk_Alloc(sizeof(*bone) * md5->numBones, h_low); // parse joints { token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "joints")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'joints' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, "{")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '{' found '%s' in model '%s'\n", token, modName); return qfalse; } for (i = 0, bone = md5->bones; i < md5->numBones; i++, bone++) { token = COM_ParseExt2(&buf_p, qtrue); Q_strncpyz(bone->name, token, sizeof(bone->name)); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has bone '%s'\n", modName, bone->name); token = COM_ParseExt2(&buf_p, qfalse); bone->parentIndex = atoi(token); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has bone '%s' with parent index %i\n", modName, bone->name, bone->parentIndex); if (bone->parentIndex >= md5->numBones) { ri.Error(ERR_DROP, "R_LoadMD5: '%s' has bone '%s' with bad parent index %i while numBones is %i", modName, bone->name, bone->parentIndex, md5->numBones); } // skip ( token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, "(")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName); return qfalse; } for (j = 0; j < 3; j++) { token = COM_ParseExt2(&buf_p, qfalse); boneOrigin[j] = atof(token); } // skip ) token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, ")")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected ')' found '%s' in model '%s'\n", token, modName); return qfalse; } // skip ( token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, "(")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName); return qfalse; } for (j = 0; j < 3; j++) { token = COM_ParseExt2(&buf_p, qfalse); boneQuat[j] = atof(token); } QuatCalcW(boneQuat); MatrixFromQuat(boneMat, boneQuat); VectorCopy(boneOrigin, bone->origin); QuatCopy(boneQuat, bone->rotation); MatrixSetupTransformFromQuat(bone->inverseTransform, boneQuat, boneOrigin); MatrixInverse(bone->inverseTransform); // skip ) token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, ")")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName); return qfalse; } } // parse } token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "}")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '}' found '%s' in model '%s'\n", token, modName); return qfalse; } // parse all the surfaces if (md5->numSurfaces < 1) { ri.Printf(PRINT_WARNING, "R_LoadMD5: '%s' has no surfaces\n", modName); return qfalse; } //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has %i surfaces\n", modName, md5->numSurfaces); md5->surfaces = ri.Hunk_Alloc(sizeof(*surf) * md5->numSurfaces, h_low); for (i = 0, surf = md5->surfaces; i < md5->numSurfaces; i++, surf++) { // parse mesh { token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "mesh")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'mesh' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, "{")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '{' found '%s' in model '%s'\n", token, modName); return qfalse; } // change to surface identifier surf->surfaceType = SF_MD5; // give pointer to model for Tess_SurfaceMD5 surf->model = md5; // parse shader <name> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "shader")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'shader' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); Q_strncpyz(surf->shader, token, sizeof(surf->shader)); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' uses shader '%s'\n", modName, surf->shader); // FIXME .md5mesh meshes don't have surface names // lowercase the surface name so skin compares are faster //Q_strlwr(surf->name); //ri.Printf(PRINT_ALL, "R_LoadMD5: '%s' has surface '%s'\n", modName, surf->name); // register the shaders sh = R_FindShader(surf->shader, SHADER_3D_DYNAMIC, qtrue); if (sh->defaultShader) { surf->shaderIndex = 0; } else { surf->shaderIndex = sh->index; } // parse numVerts <number> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "numVerts")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'numVerts' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); surf->numVerts = atoi(token); if (surf->numVerts > SHADER_MAX_VERTEXES) { ri.Error(ERR_DROP, "R_LoadMD5: '%s' has more than %i verts on a surface (%i)", modName, SHADER_MAX_VERTEXES, surf->numVerts); } surf->verts = ri.Hunk_Alloc(sizeof(*v) * surf->numVerts, h_low); for (j = 0, v = surf->verts; j < surf->numVerts; j++, v++) { // skip vert <number> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "vert")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'vert' found '%s' in model '%s'\n", token, modName); return qfalse; } COM_ParseExt2(&buf_p, qfalse); // skip ( token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, "(")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName); return qfalse; } for (k = 0; k < 2; k++) { token = COM_ParseExt2(&buf_p, qfalse); v->texCoords[k] = atof(token); } // skip ) token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, ")")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected ')' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); v->firstWeight = atoi(token); token = COM_ParseExt2(&buf_p, qfalse); v->numWeights = atoi(token); if (v->numWeights > MAX_WEIGHTS) { ri.Error(ERR_DROP, "R_LoadMD5: vertex %i requires more than %i weights on surface (%i) in model '%s'", j, MAX_WEIGHTS, i, modName); } } // parse numTris <number> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "numTris")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'numTris' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); surf->numTriangles = atoi(token); if (surf->numTriangles > SHADER_MAX_TRIANGLES) { ri.Error(ERR_DROP, "R_LoadMD5: '%s' has more than %i triangles on a surface (%i)", modName, SHADER_MAX_TRIANGLES, surf->numTriangles); } surf->triangles = ri.Hunk_Alloc(sizeof(*tri) * surf->numTriangles, h_low); for (j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++) { // skip tri <number> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "tri")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'tri' found '%s' in model '%s'\n", token, modName); return qfalse; } COM_ParseExt2(&buf_p, qfalse); for (k = 0; k < 3; k++) { token = COM_ParseExt2(&buf_p, qfalse); tri->indexes[k] = atoi(token); } } // parse numWeights <number> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "numWeights")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'numWeights' found '%s' in model '%s'\n", token, modName); return qfalse; } token = COM_ParseExt2(&buf_p, qfalse); surf->numWeights = atoi(token); surf->weights = ri.Hunk_Alloc(sizeof(*weight) * surf->numWeights, h_low); for (j = 0, weight = surf->weights; j < surf->numWeights; j++, weight++) { // skip weight <number> token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "weight")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected 'weight' found '%s' in model '%s'\n", token, modName); return qfalse; } COM_ParseExt2(&buf_p, qfalse); token = COM_ParseExt2(&buf_p, qfalse); weight->boneIndex = atoi(token); token = COM_ParseExt2(&buf_p, qfalse); weight->boneWeight = atof(token); // skip ( token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, "(")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '(' found '%s' in model '%s'\n", token, modName); return qfalse; } for (k = 0; k < 3; k++) { token = COM_ParseExt2(&buf_p, qfalse); weight->offset[k] = atof(token); } // skip ) token = COM_ParseExt2(&buf_p, qfalse); if (Q_stricmp(token, ")")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected ')' found '%s' in model '%s'\n", token, modName); return qfalse; } } // parse } token = COM_ParseExt2(&buf_p, qtrue); if (Q_stricmp(token, "}")) { ri.Printf(PRINT_WARNING, "R_LoadMD5: expected '}' found '%s' in model '%s'\n", token, modName); return qfalse; } // loop trough all vertices and set up the vertex weights for (j = 0, v = surf->verts; j < surf->numVerts; j++, v++) { v->weights = ri.Hunk_Alloc(sizeof(*v->weights) * v->numWeights, h_low); for (k = 0; k < v->numWeights; k++) { v->weights[k] = surf->weights + (v->firstWeight + k); } } } // loading is done now calculate the bounding box and tangent spaces ClearBounds(md5->bounds[0], md5->bounds[1]); for (i = 0, surf = md5->surfaces; i < md5->numSurfaces; i++, surf++) { for (j = 0, v = surf->verts; j < surf->numVerts; j++, v++) { vec3_t tmpVert; md5Weight_t *w; VectorClear(tmpVert); for (k = 0, w = v->weights[0]; k < v->numWeights; k++, w++) { vec3_t offsetVec; bone = &md5->bones[w->boneIndex]; QuatTransformVector(bone->rotation, w->offset, offsetVec); VectorAdd(bone->origin, offsetVec, offsetVec); VectorMA(tmpVert, w->boneWeight, offsetVec, tmpVert); } VectorCopy(tmpVert, v->position); AddPointToBounds(tmpVert, md5->bounds[0], md5->bounds[1]); } // calc tangent spaces #if 1 { const float *v0, *v1, *v2; const float *t0, *t1, *t2; vec3_t tangent; vec3_t binormal; vec3_t normal; for (j = 0, v = surf->verts; j < surf->numVerts; j++, v++) { VectorClear(v->tangent); VectorClear(v->binormal); VectorClear(v->normal); } for (j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++) { v0 = surf->verts[tri->indexes[0]].position; v1 = surf->verts[tri->indexes[1]].position; v2 = surf->verts[tri->indexes[2]].position; t0 = surf->verts[tri->indexes[0]].texCoords; t1 = surf->verts[tri->indexes[1]].texCoords; t2 = surf->verts[tri->indexes[2]].texCoords; #if 1 R_CalcTangentSpace(tangent, binormal, normal, v0, v1, v2, t0, t1, t2); #else R_CalcNormalForTriangle(normal, v0, v1, v2); R_CalcTangentsForTriangle(tangent, binormal, v0, v1, v2, t0, t1, t2); #endif for (k = 0; k < 3; k++) { float *v; v = surf->verts[tri->indexes[k]].tangent; VectorAdd(v, tangent, v); v = surf->verts[tri->indexes[k]].binormal; VectorAdd(v, binormal, v); v = surf->verts[tri->indexes[k]].normal; VectorAdd(v, normal, v); } } for (j = 0, v = surf->verts; j < surf->numVerts; j++, v++) { VectorNormalize(v->tangent); VectorNormalize(v->binormal); VectorNormalize(v->normal); } } #else { int k; float bb, s, t; vec3_t bary; vec3_t faceNormal; md5Vertex_t *dv[3]; for (j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++) { dv[0] = &surf->verts[tri->indexes[0]]; dv[1] = &surf->verts[tri->indexes[1]]; dv[2] = &surf->verts[tri->indexes[2]]; R_CalcNormalForTriangle(faceNormal, dv[0]->position, dv[1]->position, dv[2]->position); // calculate barycentric basis for the triangle bb = (dv[1]->texCoords[0] - dv[0]->texCoords[0]) * (dv[2]->texCoords[1] - dv[0]->texCoords[1]) - (dv[2]->texCoords[0] - dv[0]->texCoords[0]) * (dv[1]->texCoords[1] - dv[0]->texCoords[1]); if (fabs(bb) < 0.00000001f) { continue; } // do each vertex for (k = 0; k < 3; k++) { // calculate s tangent vector s = dv[k]->texCoords[0] + 10.0f; t = dv[k]->texCoords[1]; bary[0] = ((dv[1]->texCoords[0] - s) * (dv[2]->texCoords[1] - t) - (dv[2]->texCoords[0] - s) * (dv[1]->texCoords[1] - t)) / bb; bary[1] = ((dv[2]->texCoords[0] - s) * (dv[0]->texCoords[1] - t) - (dv[0]->texCoords[0] - s) * (dv[2]->texCoords[1] - t)) / bb; bary[2] = ((dv[0]->texCoords[0] - s) * (dv[1]->texCoords[1] - t) - (dv[1]->texCoords[0] - s) * (dv[0]->texCoords[1] - t)) / bb; dv[k]->tangent[0] = bary[0] * dv[0]->position[0] + bary[1] * dv[1]->position[0] + bary[2] * dv[2]->position[0]; dv[k]->tangent[1] = bary[0] * dv[0]->position[1] + bary[1] * dv[1]->position[1] + bary[2] * dv[2]->position[1]; dv[k]->tangent[2] = bary[0] * dv[0]->position[2] + bary[1] * dv[1]->position[2] + bary[2] * dv[2]->position[2]; VectorSubtract(dv[k]->tangent, dv[k]->position, dv[k]->tangent); VectorNormalize(dv[k]->tangent); // calculate t tangent vector (binormal) s = dv[k]->texCoords[0]; t = dv[k]->texCoords[1] + 10.0f; bary[0] = ((dv[1]->texCoords[0] - s) * (dv[2]->texCoords[1] - t) - (dv[2]->texCoords[0] - s) * (dv[1]->texCoords[1] - t)) / bb; bary[1] = ((dv[2]->texCoords[0] - s) * (dv[0]->texCoords[1] - t) - (dv[0]->texCoords[0] - s) * (dv[2]->texCoords[1] - t)) / bb; bary[2] = ((dv[0]->texCoords[0] - s) * (dv[1]->texCoords[1] - t) - (dv[1]->texCoords[0] - s) * (dv[0]->texCoords[1] - t)) / bb; dv[k]->binormal[0] = bary[0] * dv[0]->position[0] + bary[1] * dv[1]->position[0] + bary[2] * dv[2]->position[0]; dv[k]->binormal[1] = bary[0] * dv[0]->position[1] + bary[1] * dv[1]->position[1] + bary[2] * dv[2]->position[1]; dv[k]->binormal[2] = bary[0] * dv[0]->position[2] + bary[1] * dv[1]->position[2] + bary[2] * dv[2]->position[2]; VectorSubtract(dv[k]->binormal, dv[k]->position, dv[k]->binormal); VectorNormalize(dv[k]->binormal); // calculate the normal as cross product N=TxB #if 0 CrossProduct(dv[k]->tangent, dv[k]->binormal, dv[k]->normal); VectorNormalize(dv[k]->normal); // Gram-Schmidt orthogonalization process for B // compute the cross product B=NxT to obtain // an orthogonal basis CrossProduct(dv[k]->normal, dv[k]->tangent, dv[k]->binormal); if (DotProduct(dv[k]->normal, faceNormal) < 0) { VectorInverse(dv[k]->normal); //VectorInverse(dv[k]->tangent); //VectorInverse(dv[k]->binormal); } #else VectorAdd(dv[k]->normal, faceNormal, dv[k]->normal); #endif } } #if 1 for (j = 0, v = surf->verts; j < surf->numVerts; j++, v++) { //VectorNormalize(v->tangent); //VectorNormalize(v->binormal); VectorNormalize(v->normal); } #endif } #endif #if 0 // do another extra smoothing for normals to avoid flat shading for (j = 0; j < surf->numVerts; j++) { for (k = 0; k < surf->numVerts; k++) { if (j == k) { continue; } if (VectorCompare(surf->verts[j].position, surf->verts[k].position)) { VectorAdd(surf->verts[j].normal, surf->verts[k].normal, surf->verts[j].normal); } } VectorNormalize(surf->verts[j].normal); } #endif } // split the surfaces into VBO surfaces by the maximum number of GPU vertex skinning bones Com_InitGrowList(&vboSurfaces, 10); for (i = 0, surf = md5->surfaces; i < md5->numSurfaces; i++, surf++) { // sort triangles Com_InitGrowList(&sortedTriangles, 1000); for (j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++) { skelTriangle_t *sortTri = Com_Allocate(sizeof(*sortTri)); for (k = 0; k < 3; k++) { sortTri->indexes[k] = tri->indexes[k]; sortTri->vertexes[k] = &surf->verts[tri->indexes[k]]; } sortTri->referenced = qfalse; Com_AddToGrowList(&sortedTriangles, sortTri); } //qsort(sortedTriangles.elements, sortedTriangles.currentElements, sizeof(void *), CompareTrianglesByBoneReferences); #if 0 for (j = 0; j < sortedTriangles.currentElements; j++) { int b[MAX_WEIGHTS * 3]; skelTriangle_t *sortTri = Com_GrowListElement(&sortedTriangles, j); for (k = 0; k < 3; k++) { v = sortTri->vertexes[k]; for (l = 0; l < MAX_WEIGHTS; l++) { b[k * 3 + l] = (l < v->numWeights) ? v->weights[l]->boneIndex : 9999; } qsort(b, MAX_WEIGHTS * 3, sizeof(int), CompareBoneIndices); //ri.Printf(PRINT_ALL, "bone indices: %i %i %i %i\n", b[k * 3 + 0], b[k * 3 + 1], b[k * 3 + 2], b[k * 3 + 3]); } } #endif numRemaining = sortedTriangles.currentElements; while (numRemaining) { numBoneReferences = 0; Com_Memset(boneReferences, 0, sizeof(boneReferences)); Com_InitGrowList(&vboTriangles, 1000); for (j = 0; j < sortedTriangles.currentElements; j++) { skelTriangle_t *sortTri = Com_GrowListElement(&sortedTriangles, j); if (sortTri->referenced) { continue; } if (AddTriangleToVBOTriangleList(&vboTriangles, sortTri, &numBoneReferences, boneReferences)) { sortTri->referenced = qtrue; } } if (!vboTriangles.currentElements) { ri.Printf(PRINT_WARNING, "R_LoadMD5: could not add triangles to a remaining VBO surfaces for model '%s'\n", modName); Com_DestroyGrowList(&vboTriangles); break; } AddSurfaceToVBOSurfacesList(&vboSurfaces, &vboTriangles, md5, surf, i, numBoneReferences, boneReferences); numRemaining -= vboTriangles.currentElements; Com_DestroyGrowList(&vboTriangles); } for (j = 0; j < sortedTriangles.currentElements; j++) { skelTriangle_t *sortTri = Com_GrowListElement(&sortedTriangles, j); Com_Dealloc(sortTri); } Com_DestroyGrowList(&sortedTriangles); } // move VBO surfaces list to hunk md5->numVBOSurfaces = vboSurfaces.currentElements; md5->vboSurfaces = ri.Hunk_Alloc(md5->numVBOSurfaces * sizeof(*md5->vboSurfaces), h_low); for (i = 0; i < md5->numVBOSurfaces; i++) { md5->vboSurfaces[i] = ( srfVBOMD5Mesh_t * ) Com_GrowListElement(&vboSurfaces, i); } Com_DestroyGrowList(&vboSurfaces); return qtrue; }
/* ================ R_DrawMirrors Draw all viewpasess from mirror position Mirror textures will be drawn in normal pass ================ */ void R_DrawMirrors( void ) { ref_instance_t oldRI; mplane_t plane; msurface_t *surf, *surf2; int i, oldframecount; mextrasurf_t *es, *tmp, *mirrorchain; vec3_t forward, right, up; vec3_t origin, angles; matrix4x4 mirrormatrix; cl_entity_t *e; model_t *m; float d; if( !tr.num_mirror_entities ) return; // mo mirrors for this frame oldRI = RI; // make refinst backup oldframecount = tr.framecount; for( i = 0; i < tr.num_mirror_entities; i++ ) { mirrorchain = tr.mirror_entities[i].chain; for( es = mirrorchain; es != NULL; es = es->mirrorchain ) { RI.currententity = e = tr.mirror_entities[i].ent; RI.currentmodel = m = RI.currententity->model; surf = INFO_SURF( es, m ); ASSERT( RI.currententity != NULL ); ASSERT( RI.currentmodel != NULL ); // NOTE: copy mirrortexture and mirrormatrix from another surfaces // from this entity\world that has same planes and reduce number of viewpasses // make sure what we have one pass at least if( es != mirrorchain ) { for( tmp = mirrorchain; tmp != es; tmp = tmp->mirrorchain ) { surf2 = INFO_SURF( tmp, m ); if( !tmp->mirrortexturenum ) continue; // not filled? if( surf->plane->dist != surf2->plane->dist ) continue; if( !VectorCompare( surf->plane->normal, surf2->plane->normal )) continue; // found surface with same plane! break; } if( tmp != es && tmp && tmp->mirrortexturenum ) { // just copy reflection texture from surface with same plane Matrix4x4_Copy( es->mirrormatrix, tmp->mirrormatrix ); es->mirrortexturenum = tmp->mirrortexturenum; continue; // pass skiped } } R_PlaneForMirror( surf, &plane, mirrormatrix ); d = -2.0f * ( DotProduct( RI.vieworg, plane.normal ) - plane.dist ); VectorMA( RI.vieworg, d, plane.normal, origin ); d = -2.0f * DotProduct( RI.vforward, plane.normal ); VectorMA( RI.vforward, d, plane.normal, forward ); VectorNormalize( forward ); d = -2.0f * DotProduct( RI.vright, plane.normal ); VectorMA( RI.vright, d, plane.normal, right ); VectorNormalize( right ); d = -2.0f * DotProduct( RI.vup, plane.normal ); VectorMA( RI.vup, d, plane.normal, up ); VectorNormalize( up ); VectorsAngles( forward, right, up, angles ); angles[ROLL] = -angles[ROLL]; RI.params = RP_MIRRORVIEW|RP_CLIPPLANE|RP_OLDVIEWLEAF; RI.clipPlane = plane; RI.clipFlags |= ( 1<<5 ); RI.frustum[5] = plane; RI.frustum[5].signbits = SignbitsForPlane( RI.frustum[5].normal ); RI.frustum[5].type = PLANE_NONAXIAL; RI.refdef.viewangles[0] = anglemod( angles[0] ); RI.refdef.viewangles[1] = anglemod( angles[1] ); RI.refdef.viewangles[2] = anglemod( angles[2] ); VectorCopy( origin, RI.refdef.vieworg ); VectorCopy( origin, RI.cullorigin ); // put pvsorigin before the mirror plane to avoid get full visibility on world mirrors if( RI.currententity == clgame.entities ) { VectorMA( es->origin, 1.0f, plane.normal, origin ); } else { Matrix4x4_VectorTransform( mirrormatrix, es->origin, origin ); VectorMA( origin, 1.0f, plane.normal, origin ); } VectorCopy( origin, RI.pvsorigin ); // combine two leafs from client and mirror views r_viewleaf = Mod_PointInLeaf( oldRI.pvsorigin, cl.worldmodel->nodes ); r_viewleaf2 = Mod_PointInLeaf( RI.pvsorigin, cl.worldmodel->nodes ); if( GL_Support( GL_ARB_TEXTURE_NPOT_EXT )) { // allow screen size RI.viewport[2] = bound( 96, RI.viewport[2], 1024 ); RI.viewport[3] = bound( 72, RI.viewport[3], 768 ); } else { RI.viewport[2] = NearestPOW( RI.viewport[2], true ); RI.viewport[3] = NearestPOW( RI.viewport[3], true ); RI.viewport[2] = bound( 128, RI.viewport[2], 1024 ); RI.viewport[3] = bound( 64, RI.viewport[3], 512 ); } tr.framecount++; R_RenderScene( &RI.refdef ); r_stats.c_mirror_passes++; es->mirrortexturenum = R_AllocateMirrorTexture(); // create personal projection matrix for mirror if( VectorIsNull( e->origin ) && VectorIsNull( e->angles )) { Matrix4x4_Copy( es->mirrormatrix, RI.worldviewProjectionMatrix ); } else { Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, mirrormatrix ); Matrix4x4_Concat( es->mirrormatrix, RI.projectionMatrix, RI.modelviewMatrix ); } RI = oldRI; // restore ref instance } // clear chain for this entity for( es = mirrorchain; es != NULL; ) { tmp = es->mirrorchain; es->mirrorchain = NULL; es = tmp; } tr.mirror_entities[i].chain = NULL; // done tr.mirror_entities[i].ent = NULL; } r_oldviewleaf = r_viewleaf = NULL; // force markleafs next frame tr.framecount = oldframecount; // restore real framecount tr.num_mirror_entities = 0; tr.num_mirrors_used = 0; }
//[/KnockdownSys] gentity_t *G_KickTrace( gentity_t *ent, vec3_t kickDir, float kickDist, vec3_t kickEnd, int kickDamage, float kickPush ) { vec3_t traceOrg, traceEnd, kickMins, kickMaxs; trace_t trace; gentity_t *hitEnt = NULL; VectorSet(kickMins, -2.0f, -2.0f, -2.0f); VectorSet(kickMaxs, 2.0f, 2.0f, 2.0f); //FIXME: variable kick height? if ( kickEnd && !VectorCompare( kickEnd, vec3_origin ) ) {//they passed us the end point of the trace, just use that //this makes the trace flat VectorSet( traceOrg, ent->r.currentOrigin[0], ent->r.currentOrigin[1], kickEnd[2] ); VectorCopy( kickEnd, traceEnd ); } else {//extrude VectorSet( traceOrg, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2]+ent->r.maxs[2]*0.5f ); VectorMA( traceOrg, kickDist, kickDir, traceEnd ); } if (d_saberKickTweak.integer) { trap_G2Trace( &trace, traceOrg, kickMins, kickMaxs, traceEnd, ent->s.number, MASK_SHOT, G2TRFLAG_DOGHOULTRACE|G2TRFLAG_GETSURFINDEX|G2TRFLAG_THICK|G2TRFLAG_HITCORPSES, g_g2TraceLod.integer ); } else { trap_Trace( &trace, traceOrg, kickMins, kickMaxs, traceEnd, ent->s.number, MASK_SHOT ); } //G_TestLine(traceOrg, traceEnd, 0x0000ff, 5000); if ( trace.fraction < 1.0f && !trace.startsolid && !trace.allsolid ) { if (ent->client->jediKickTime > level.time) { if (trace.entityNum == ent->client->jediKickIndex) { //we are hitting the same ent we last hit in this same anim, don't hit it again return NULL; } } ent->client->jediKickIndex = trace.entityNum; ent->client->jediKickTime = level.time + ent->client->ps.legsTimer; hitEnt = &g_entities[trace.entityNum]; //FIXME: regardless of what we hit, do kick hit sound and impact effect //G_PlayEffect( "misc/kickHit", trace.endpos, trace.plane.normal ); if ( ent->client->ps.torsoAnim == BOTH_A7_HILT ) { G_Sound( ent, CHAN_AUTO, G_SoundIndex( "sound/movers/objects/saber_slam" ) ); } else { G_Sound( ent, CHAN_AUTO, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) ); } if ( hitEnt->inuse ) {//we hit an entity //FIXME: don't hit same ent more than once per kick if ( hitEnt->takedamage ) {//hurt it if (hitEnt->client) { hitEnt->client->ps.otherKiller = ent->s.number; hitEnt->client->ps.otherKillerDebounceTime = level.time + 10000; hitEnt->client->ps.otherKillerTime = level.time + 10000; } if (d_saberKickTweak.integer) { G_Damage( hitEnt, ent, ent, kickDir, trace.endpos, kickDamage*0.2f, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); } else { G_Damage( hitEnt, ent, ent, kickDir, trace.endpos, kickDamage, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); } } if ( hitEnt->client && !(hitEnt->client->ps.pm_flags&PMF_TIME_KNOCKBACK) //not already flying through air? Intended to stop multiple hits, but... && G_CanBeEnemy(ent, hitEnt) ) {//FIXME: this should not always work if ( hitEnt->health <= 0 ) {//we kicked a dead guy //throw harder - FIXME: no matter how hard I push them, they don't go anywhere... corpses use less physics??? // G_Throw( hitEnt, kickDir, kickPush*4 ); //see if we should play a better looking death on them // G_ThrownDeathAnimForDeathAnim( hitEnt, trace.endpos ); //[KnockdownSys] //reenabled SP code since the knockdown code now based on the SP code again. G_Throw( hitEnt, kickDir, kickPush*4 ); //see if we should play a better looking death on them G_ThrownDeathAnimForDeathAnim( hitEnt, trace.endpos ); //G_TossTheMofo(hitEnt, kickDir, kickPush*4.0f); //[/KnockdownSys] } else { G_Throw( hitEnt, kickDir, kickPush ); if ( kickPush >= 75.0f && !Q_irand( 0, 2 ) ) { G_Knockdown( hitEnt, ent, kickDir, 300, qtrue ); } else { G_Knockdown( hitEnt, ent, kickDir, kickPush, qtrue ); } } } } } return (hitEnt); }
int SV_FlyMove (edict_t *ent, float time, int mask) { edict_t *hit; int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; if (!ent) { return 0; } numbumps = 4; blocked = 0; VectorCopy(ent->velocity, original_velocity); VectorCopy(ent->velocity, primal_velocity); numplanes = 0; time_left = time; ent->groundentity = NULL; for (bumpcount = 0; bumpcount < numbumps; bumpcount++) { for (i = 0; i < 3; i++) { end[i] = ent->s.origin[i] + time_left * ent->velocity[i]; } trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, end, ent, mask); if (trace.allsolid) { /* entity is trapped in another solid */ VectorCopy(vec3_origin, ent->velocity); return 3; } if (trace.fraction > 0) { /* actually covered some distance */ VectorCopy(trace.endpos, ent->s.origin); VectorCopy(ent->velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) { break; /* moved the entire distance */ } hit = trace.ent; if (trace.plane.normal[2] > 0.7) { blocked |= 1; /* floor */ if (hit->solid == SOLID_BSP) { ent->groundentity = hit; ent->groundentity_linkcount = hit->linkcount; } } if (!trace.plane.normal[2]) { blocked |= 2; /* step */ } /* run the impact function */ SV_Impact(ent, &trace); if (!ent->inuse) { break; /* removed by the impact function */ } time_left -= time_left * trace.fraction; /* cliped to another plane */ if (numplanes >= MAX_CLIP_PLANES) { /* this shouldn't really happen */ VectorCopy(vec3_origin, ent->velocity); return 3; } VectorCopy(trace.plane.normal, planes[numplanes]); numplanes++; /* modify original_velocity so it parallels all of the clip planes */ for (i = 0; i < numplanes; i++) { ClipVelocity(original_velocity, planes[i], new_velocity, 1); for (j = 0; j < numplanes; j++) { if ((j != i) && !VectorCompare(planes[i], planes[j])) { if (DotProduct(new_velocity, planes[j]) < 0) { break; /* not ok */ } } } if (j == numplanes) { break; } } if (i != numplanes) { /* go along this plane */ VectorCopy(new_velocity, ent->velocity); } else { /* go along the crease */ if (numplanes != 2) { VectorCopy(vec3_origin, ent->velocity); return 7; } CrossProduct(planes[0], planes[1], dir); d = DotProduct(dir, ent->velocity); VectorScale(dir, d, ent->velocity); } /* If original velocity is against the original velocity, stop dead to avoid tiny occilations in sloping corners */ if (DotProduct(ent->velocity, primal_velocity) <= 0) { VectorCopy(vec3_origin, ent->velocity); return blocked; } } return blocked; }
qboolean PM_SlideMove( qboolean gravity ) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t normal, planes[MAX_CLIP_PLANES]; vec3_t primal_velocity; vec3_t clipVelocity; int i, j, k; trace_t trace; vec3_t end; float time_left; float into; vec3_t endVelocity; vec3_t endClipVelocity; numbumps = 4; VectorCopy (pm->ps->velocity, primal_velocity); if ( gravity ) { VectorCopy( pm->ps->velocity, endVelocity ); endVelocity[2] -= pm->ps->gravity * pml.frametime; pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5; primal_velocity[2] = endVelocity[2]; if ( pml.groundPlane ) { if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) ) {// slide along the ground plane PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP ); } } } time_left = pml.frametime; // never turn against the ground plane if ( pml.groundPlane ) { numplanes = 1; VectorCopy( pml.groundTrace.plane.normal, planes[0] ); if ( !PM_GroundSlideOkay( planes[0][2] ) ) { planes[0][2] = 0; VectorNormalize( planes[0] ); } } else { numplanes = 0; } // never turn against original velocity VectorNormalize2( pm->ps->velocity, planes[numplanes] ); numplanes++; for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) { // calculate position we are trying to move to VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end ); // see if we can make it there pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask); if (trace.allsolid) { // entity is completely trapped in another solid pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration return qtrue; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, pm->ps->origin); } if (trace.fraction == 1) { break; // moved the entire distance } // save entity for contact PM_AddTouchEnt( trace.entityNum ); if (pm->debugLevel){ Com_Printf("PM_SlideMove entity %i touches entity %i\n",pm->ps->clientNum,trace.entityNum); Com_Printf("PM_SlideMove trace called with parameters %i,(%.3f,%.3f,%.3f),(%.3f,%.3f,%.3f),(%.3f,%.3f,%.3f),(%.3f,%.3f,%.3f),%i,%i\n", &trace, pm->ps->origin[0],pm->ps->origin[1], pm->ps->origin[2], pm->mins[0],pm->mins[1], pm->mins[2], pm->maxs[0],pm->maxs[1], pm->maxs[2], end[0],end[1], end[2], pm->ps->clientNum, pm->tracemask); } if (pm->ps->clientNum >= MAX_CLIENTS) { bgEntity_t *pEnt = pm_entSelf; if (pEnt && pEnt->s.eType == ET_NPC && pEnt->s.NPC_class == CLASS_VEHICLE && pEnt->m_pVehicle) { //do vehicle impact stuff then PM_VehicleImpact(pEnt, &trace); } } #ifdef QAGAME else { if ( PM_ClientImpact( &trace ) ) { continue; } } #endif time_left -= time_left * trace.fraction; if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear( pm->ps->velocity ); return qtrue; } VectorCopy( trace.plane.normal, normal ); if ( !PM_GroundSlideOkay( normal[2] ) ) {//wall-running //never push up off a sloped wall normal[2] = 0; VectorNormalize( normal ); } // // if this is the same plane we hit before, nudge velocity // out along it, which fixes some epsilon issues with // non-axial planes // if ( !(pm->ps->pm_flags&PMF_STUCK_TO_WALL) ) {//no sliding if stuck to wall! for ( i = 0 ; i < numplanes ; i++ ) { if ( VectorCompare( normal, planes[i] ) ) {//DotProduct( normal, planes[i] ) > 0.99 ) { VectorAdd( normal, pm->ps->velocity, pm->ps->velocity ); break; } } if ( i < numplanes ) { continue; } } VectorCopy (normal, planes[numplanes]); numplanes++; // // modify velocity so it parallels all of the clip planes // // find a plane that it enters for ( i = 0 ; i < numplanes ; i++ ) { into = DotProduct( pm->ps->velocity, planes[i] ); if ( into >= 0.1 ) { continue; // move doesn't interact with the plane } // see how hard we are hitting things if ( -into > pml.impactSpeed ) { pml.impactSpeed = -into; } // slide along the plane PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP ); // slide along the plane PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP ); // see if there is a second plane that the new move enters for ( j = 0 ; j < numplanes ; j++ ) { if ( j == i ) { continue; } if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) { continue; // move doesn't interact with the plane } // try clipping the move to the plane PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP ); PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP ); // see if it goes back into the first clip plane if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) { continue; } // slide the original velocity along the crease CrossProduct (planes[i], planes[j], dir); VectorNormalize( dir ); d = DotProduct( dir, pm->ps->velocity ); VectorScale( dir, d, clipVelocity ); CrossProduct (planes[i], planes[j], dir); VectorNormalize( dir ); d = DotProduct( dir, endVelocity ); VectorScale( dir, d, endClipVelocity ); // see if there is a third plane the the new move enters for ( k = 0 ; k < numplanes ; k++ ) { if ( k == i || k == j ) { continue; } if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) { continue; // move doesn't interact with the plane } // stop dead at a triple plane interaction VectorClear( pm->ps->velocity ); return qtrue; } } // if we have fixed all interactions, try another move VectorCopy( clipVelocity, pm->ps->velocity ); VectorCopy( endClipVelocity, endVelocity ); break; } } if ( gravity ) { VectorCopy( endVelocity, pm->ps->velocity ); } // don't change velocity if in a timer (FIXME: is this correct?) if ( pm->ps->pm_time ) { VectorCopy( primal_velocity, pm->ps->velocity ); } return ( bumpcount != 0 ); }
/* @@@@@@@@@@@@@@@@@@@@@ RE_RenderScene Draw a 3D view into a part of the window, then return to 2D drawing. Rendering a scene may require multiple views to be rendered to handle mirrors, @@@@@@@@@@@@@@@@@@@@@ */ void RE_RenderScene(const refdef_t *fd) { viewParms_t parms; int startTime; if (!tr.registered) { return; } GLimp_LogComment("====== RE_RenderScene =====\n"); if (r_norefresh->integer) { return; } startTime = ri.Milliseconds(); if (!tr.world && !(fd->rdflags & RDF_NOWORLDMODEL)) { ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel"); } RE_BeginScene(fd); // SmileTheory: playing with shadow mapping if (!(fd->rdflags & RDF_NOWORLDMODEL) && tr.refdef.num_dlights && r_dlightMode->integer >= 2) { R_RenderDlightCubemaps(fd); } /* playing with more shadows */ if(glRefConfig.framebufferObject && !(fd->rdflags & RDF_NOWORLDMODEL) && r_shadows->integer == 4) { R_RenderPshadowMaps(fd); } // playing with even more shadows if(glRefConfig.framebufferObject && r_sunlightMode->integer && !(fd->rdflags & RDF_NOWORLDMODEL) && (r_forceSun->integer || tr.sunShadows)) { if (r_shadowCascadeZFar != 0) { R_RenderSunShadowMaps(fd, 0); R_RenderSunShadowMaps(fd, 1); R_RenderSunShadowMaps(fd, 2); } else { Mat4Zero(tr.refdef.sunShadowMvp[0]); Mat4Zero(tr.refdef.sunShadowMvp[1]); Mat4Zero(tr.refdef.sunShadowMvp[2]); } // only rerender last cascade if sun has changed position if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection)) { VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection); R_RenderSunShadowMaps(fd, 3); Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp); } else { Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]); } } // playing with cube maps // this is where dynamic cubemaps would be rendered if (0) //(glRefConfig.framebufferObject && !(fd->rdflags & RDF_NOWORLDMODEL)) { int i, j; for (i = 0; i < tr.numCubemaps; i++) { for (j = 0; j < 6; j++) { R_RenderCubemapSide(i, j, qtrue); } } } // setup view parms for the initial view // // set up viewport // The refdef takes 0-at-the-top y coordinates, so // convert to GL's 0-at-the-bottom space // memset(&parms, 0, sizeof(parms)); parms.viewportX = tr.refdef.x; parms.viewportY = glConfig.vidHeight - (tr.refdef.y + tr.refdef.height); parms.viewportWidth = tr.refdef.width; parms.viewportHeight = tr.refdef.height; parms.isPortal = qfalse; parms.fovX = tr.refdef.fov_x; parms.fovY = tr.refdef.fov_y; parms.stereoFrame = tr.refdef.stereoFrame; VectorCopy(fd->vieworg, parms.or.origin); VectorCopy(fd->viewaxis[0], parms.or.axis[0]); VectorCopy(fd->viewaxis[1], parms.or.axis[1]); VectorCopy(fd->viewaxis[2], parms.or.axis[2]); VectorCopy(fd->vieworg, parms.pvsOrigin); if(!(fd->rdflags & RDF_NOWORLDMODEL) && r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows)) { parms.flags = VPF_USESUNLIGHT; } R_RenderView(&parms); if(!(fd->rdflags & RDF_NOWORLDMODEL)) R_AddPostProcessCmd(); RE_EndScene(); tr.frontEndMsec += ri.Milliseconds() - startTime; }
/* ================= Cmd_Base ================= */ void Cmd_Base (void) { triangle_t *ptri; int i, j, k; int time1; char file1[1024]; GetToken (false); if (g_skipmodel || g_release || g_archive) return; printf ("---------------------\n"); sprintf (file1, "%s/%s.%s", cdarchive, token, trifileext); printf ("%s\n", file1); ExpandPathAndArchive (file1); sprintf (file1, "%s/%s.%s", cddir, token, trifileext); time1 = FileTime (file1); if (time1 == -1) Error ("%s doesn't exist", file1); // // load the base triangles // if (do3ds) Load3DSTriangleList (file1, &ptri, &model.num_tris); else LoadTriangleList (file1, &ptri, &model.num_tris); // // get the ST values // BuildST (ptri, model.num_tris); // // run through all the base triangles, storing each unique vertex in the // base vertex list and setting the indirect triangles to point to the base // vertices // for (i=0 ; i<model.num_tris ; i++) { for (j=0 ; j<3 ; j++) { // get the xyz index for (k=0 ; k<model.num_xyz ; k++) if (VectorCompare (ptri[i].verts[j], base_xyz[k])) break; // this vertex is already in the base vertex list if (k == model.num_xyz) { // new index VectorCopy (ptri[i].verts[j], base_xyz[model.num_xyz]); model.num_xyz++; } triangles[i].index_xyz[j] = k; // get the st index for (k=0 ; k<model.num_st ; k++) if (triangle_st[i][j][0] == base_st[k].s && triangle_st[i][j][1] == base_st[k].t) break; // this vertex is already in the base vertex list if (k == model.num_st) { // new index base_st[model.num_st].s = triangle_st[i][j][0]; base_st[model.num_st].t = triangle_st[i][j][1]; model.num_st++; } triangles[i].index_st[j] = k; } } // build triangle strips / fans BuildGlCmds (); }
void Weapon_Sandbag_Fire (edict_t *ent) { edict_t *sandbag; ent->client->ps.gunframe++; if (ent->client->resp.team_on->index == 0) { if (allied_sandbags >= sandbaglimit->value) { safe_centerprintf(ent, "Your team is at the sandbag limit!\n"); return; } } else if (ent->client->resp.team_on->index == 1) { if (axis_sandbags >= sandbaglimit->value) { safe_centerprintf(ent, "Your team is at the sandbag limit!\n"); return; } } if (VectorCompare (ent->client->sandbag_pos , vec3_origin)) { safe_centerprintf(ent, "There's no space for sandbags there!\n"); return; } ent->client->pers.inventory[ITEM_INDEX(FindItem("Sandbags"))]--; sandbag = G_Spawn(); VectorCopy (ent->client->sandbag_preview->mins, sandbag->mins); VectorCopy (ent->client->sandbag_preview->maxs, sandbag->maxs); VectorCopy (ent->client->sandbag_preview->s.angles, sandbag->s.angles); sandbag->classnameb = SANDBAGS; sandbag->movetype = MOVETYPE_TOSS; sandbag->solid = SOLID_BBOX; sandbag->s.modelindex = gi.modelindex ("models/objects/sandbag/tris.md2"); sandbag->think = sandbag_think; sandbag->nextthink = level.time +.1; // ent->s.frame = rand() % 16; // ent->s.frame = 1; sandbag->mass = 300; sandbag->touch = sandbag_touch; sandbag->health = 2000; sandbag->takedamage = DAMAGE_YES; sandbag->die = sandbag_die; sandbag->s.skinnum = 0; sandbag->s.frame = 0; // VectorSet (sandbag->mins, -19, -9, -10); // VectorSet (sandbag->maxs, 19, 9, 8); VectorCopy (ent->client->sandbag_pos, sandbag->s.origin); sandbag->clipmask = MASK_SHOT; sandbag->spawnflags = 1; if (ent->client->resp.team_on) sandbag->obj_owner = ent->client->resp.team_on->index; if (ent->client->resp.team_on->index == 0) allied_sandbags++; else if (ent->client->resp.team_on->index == 1) axis_sandbags++; sandbag->obj_time = level.time; gi.linkentity (sandbag); if (ent->client->pers.inventory[ITEM_INDEX(FindItem("Sandbags"))] ==0) { ent->client->weaponstate=WEAPON_LOWER; ent->client->ps.gunframe = 20; Use_Weapon (ent, FindItem("fists")); return; } G_FreeEdict (ent->client->sandbag_preview); ent->client->sandbag_preview = NULL; }
/* ================= ParseBrush ================= */ void ParseBrush (void) { mbrush_t *b; mface_t *f, *f2; vec3_t planepts[3]; vec3_t t1, t2, t3, VAxis[2]; int i, j, Faces; texinfo_t tx; vec_t d; vec_t shift[2], rotate, scale[2]; qboolean ok, Valve220; ExtendArray(mapbrushes, nummapbrushes); b = &mapbrushes[nummapbrushes]; b->Line = scriptline; ok = GetToken (true); while (ok) { txcommand = 0; if (!strcmp (token, "}") ) { if (!options.onlyents) { if (InvalidBrush(b, &Faces)) { // Too few faces in brush or not closed; drop it DropBrush (b); nummapfaces -= Faces; // Note: texinfo array is not corrected here return; } } if (options.SortFace) SortFaces(b); break; } // read the three point plane definition for (i=0 ; i<3 ; i++) { if (i != 0) GetToken (true); if (strcmp (token, "(") ) Message (MSGERR, "Invalid brush plane format on line %d", scriptline); for (j=0 ; j<3 ; j++) { GetToken (false); planepts[i][j] = atof(token); // AR: atof } GetToken (false); if (strcmp (token, ")") ) Message (MSGERR, "Invalid brush plane format on line %d", scriptline); } // read the texturedef memset (&tx, 0, sizeof(tx)); GetToken (false); if (options.Q2Map) Q2ToQ1Tex (token); // Check texture name length if (strlen(token) > sizeof(char16) - 1) Message (MSGERR, "Texture name \"%s\" too long on line %d", token, scriptline); if (options.SolidMap && num_entities == 1 && token[0] == '*' || options.noents && num_entities > 1) { // No liquid worldbrushes or only worldbrushes allowed; drop brush DropBrush (b); while (GetToken(true) && strcmp(token, "}")) ; return; } Valve220 = false; tx.miptex = FindMiptex (token); GetToken (false); if (!strcmp (token, "[")) { // Valve 220 map import Valve220 = true; GetValveTex (VAxis[0]); } shift[0] = atoi(token); GetToken (false); if (Valve220) { // Skip ] GetToken (false); GetValveTex (VAxis[1]); } shift[1] = atoi(token); GetToken (false); if (Valve220) GetToken (false); // Skip ] rotate = atoi(token); GetToken (false); scale[0] = atof(token); GetToken (false); scale[1] = atof(token); if (options.Q2Map) { // Skip extra Q2 style face info GetToken (false); GetToken (false); GetToken (false); } ok = GetToken (true); // Note : scriptline normally gets advanced here // if the three points are all on a previous plane, it is a // duplicate plane for (f2 = b->faces ; f2 ; f2=f2->next) { for (i=0 ; i<3 ; i++) { d = DotProduct(planepts[i],f2->plane.normal) - f2->plane.dist; if (d < -ON_EPSILON || d > ON_EPSILON) break; } if (i==3) break; } if (f2) { Message (MSGWARN, "Brush with duplicate plane on line %d", scriptline - 1); continue; } f = AllocOther(sizeof(mface_t)); // convert to a vector / dist plane for (j=0 ; j<3 ; j++) { t1[j] = planepts[0][j] - planepts[1][j]; t2[j] = planepts[2][j] - planepts[1][j]; t3[j] = planepts[1][j]; } CrossProduct(t1,t2, f->plane.normal); if (VectorCompare (f->plane.normal, vec3_origin)) { Message (MSGWARN, "Brush plane with no normal on line %d", scriptline - 1); FreeOther (f); continue; } VectorNormalize (f->plane.normal); f->plane.dist = DotProduct (t3, f->plane.normal); f->next = b->faces; b->faces = f; if (txcommand=='1' || txcommand=='2') { // from QuArK, the texture vectors are given directly from the three points vec3_t TexPt[2]; int k; vec_t dot22, dot23, dot33, mdet, aa, bb, dd; k = txcommand-'0'; for (j=0; j<3; j++) TexPt[1][j] = (planepts[k][j] - planepts[0][j]) * ScaleCorrection; k = 3-k; for (j=0; j<3; j++) TexPt[0][j] = (planepts[k][j] - planepts[0][j]) * ScaleCorrection; dot22 = DotProduct (TexPt[0], TexPt[0]); dot23 = DotProduct (TexPt[0], TexPt[1]); dot33 = DotProduct (TexPt[1], TexPt[1]); mdet = dot22*dot33-dot23*dot23; if (mdet<1E-6 && mdet>-1E-6) { aa = bb = dd = 0; Message (MSGWARN, "Degenerate QuArK-style brush texture on line %d", scriptline - 1); } else { mdet = 1.0/mdet; aa = dot33*mdet; bb = -dot23*mdet; //cc = -dot23*mdet; // cc = bb dd = dot22*mdet; } for (j=0; j<3; j++) { tx.vecs[0][j] = aa * TexPt[0][j] + bb * TexPt[1][j]; tx.vecs[1][j] = -(/*cc*/ bb * TexPt[0][j] + dd * TexPt[1][j]); } tx.vecs[0][3] = -DotProduct(tx.vecs[0], planepts[0]); tx.vecs[1][3] = -DotProduct(tx.vecs[1], planepts[0]); } else if (Valve220) { // Valve 220 texturedef vec3_t vec; vec_t tscale; // Prevent division by zero if (!scale[0]) scale[0] = 1; if (!scale[1]) scale[1] = 1; // FIXME: If origin brushes are in use, this is where to fix their tex alignment!!! for (i = 0; i < 2; ++i) { tscale = 1 / scale[i]; VectorScale(VAxis[i], tscale, vec); for (j = 0; j < 3; ++j) tx.vecs[i][j] = (float)vec[j]; tx.vecs[i][3] = (float)shift[i] + DotProduct(vec3_origin, vec); } } else // // fake proper texture vectors from QuakeEd style // { vec3_t vecs[2]; int sv, tv; vec_t ang, sinv, cosv; vec_t ns, nt; TextureAxisFromPlane(&f->plane, vecs[0], vecs[1]); if (!scale[0]) scale[0] = 1; if (!scale[1]) scale[1] = 1; // rotate axis if (rotate == 0) { sinv = 0 ; cosv = 1; } else if (rotate == 90) { sinv = 1 ; cosv = 0; } else if (rotate == 180) { sinv = 0 ; cosv = -1; } else if (rotate == 270) { sinv = -1 ; cosv = 0; } else { ang = rotate / 180 * Q_PI; sinv = sin(ang); cosv = cos(ang); } if (vecs[0][0]) sv = 0; else if (vecs[0][1]) sv = 1; else sv = 2; if (vecs[1][0]) tv = 0; else if (vecs[1][1]) tv = 1; else tv = 2; for (i=0 ; i<2 ; i++) { ns = cosv * vecs[i][sv] - sinv * vecs[i][tv]; nt = sinv * vecs[i][sv] + cosv * vecs[i][tv]; vecs[i][sv] = ns; vecs[i][tv] = nt; } for (i=0 ; i<2 ; i++) for (j=0 ; j<3 ; j++) tx.vecs[i][j] = vecs[i][j] / scale[i]; tx.vecs[0][3] = shift[0]; tx.vecs[1][3] = shift[1]; } // unique the texinfo f->texinfo = FindTexinfo (&tx); nummapfaces++; }; nummapbrushes++; b->next = mapent->brushes; mapent->brushes = b; }
static qboolean NPC_Howler_Move( int randomJumpChance = 0 ) { if ( !TIMER_Done( NPC, "standing" ) ) {//standing around return qfalse; } if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//in air, don't do anything return qfalse; } if ( (!NPC->enemy&&TIMER_Done( NPC, "running" )) || !TIMER_Done( NPC, "walking" ) ) { ucmd.buttons |= BUTTON_WALKING; } if ( (!randomJumpChance||Q_irand( 0, randomJumpChance )) && NPC_MoveToGoal( qtrue ) ) { if ( VectorCompare( NPC->client->ps.moveDir, vec3_origin ) || !NPC->client->ps.speed ) {//uh.... wtf? Got there? if ( NPCInfo->goalEntity ) { NPC_FaceEntity( NPCInfo->goalEntity, qfalse ); } else { NPC_UpdateAngles( qfalse, qtrue ); } return qtrue; } //TEMP: don't want to strafe VectorClear( NPC->client->ps.moveDir ); ucmd.rightmove = 0.0f; // Com_Printf( "Howler moving %d\n",ucmd.forwardmove ); //if backing up, go slow... if ( ucmd.forwardmove < 0.0f ) { ucmd.buttons |= BUTTON_WALKING; //if ( NPC->client->ps.speed > NPCInfo->stats.walkSpeed ) {//don't walk faster than I'm allowed to NPC->client->ps.speed = NPCInfo->stats.walkSpeed; } } else { if ( (ucmd.buttons&BUTTON_WALKING) ) { NPC->client->ps.speed = NPCInfo->stats.walkSpeed; } else { NPC->client->ps.speed = NPCInfo->stats.runSpeed; } } NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW]; NPC_UpdateAngles( qfalse, qtrue ); } else if ( NPCInfo->goalEntity ) {//couldn't get where we wanted to go, try to jump there NPC_FaceEntity( NPCInfo->goalEntity, qfalse ); NPC_TryJump( NPCInfo->goalEntity, 400.0f, -256.0f ); } return qtrue; }
void target_laser_think (edict_t *self) { edict_t *ignore; vec3_t start; vec3_t end; trace_t tr; vec3_t point; vec3_t last_movedir; int count; if (self->spawnflags & 0x80000000) count = 8; else count = 4; if (self->enemy) { VectorCopy (self->movedir, last_movedir); VectorMA (self->enemy->absmin, 0.5, self->enemy->size, point); VectorSubtract (point, self->s.origin, self->movedir); VectorNormalize (self->movedir); if (!VectorCompare(self->movedir, last_movedir)) self->spawnflags |= 0x80000000; } ignore = self; VectorCopy (self->s.origin, start); VectorMA (start, 2048, self->movedir, end); while(1) { tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER); if (!tr.ent) break; // hurt it if we can if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER)) T_Damage (tr.ent, self, self->activator, self->movedir, tr.endpos, vec3_origin, self->dmg, 1, DAMAGE_ENERGY, MOD_TARGET_LASER); // if we hit something that's not a monster or player or is immune to lasers, we're done if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client)) { if (self->spawnflags & 0x80000000) { self->spawnflags &= ~0x80000000; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_LASER_SPARKS); gi.WriteByte (count); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); gi.WriteByte (self->s.skinnum); gi.multicast (tr.endpos, MULTICAST_PVS); } break; } ignore = tr.ent; VectorCopy (tr.endpos, start); } VectorCopy (tr.endpos, self->s.old_origin); self->nextthink = level.time + FRAMETIME; }
/* ==================== StudioCalcBoneQuaterion ==================== */ static void Mod_StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q ) { int j, k; vec4_t q1, q2; vec3_t angle1, angle2; mstudioanimvalue_t *panimvalue; for( j = 0; j < 3; j++ ) { if( panim->offset[j+3] == 0 ) { angle2[j] = angle1[j] = pbone->value[j+3]; // default; } else { panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]); k = frame; // debug if( panimvalue->num.total < panimvalue->num.valid ) k = 0; while( panimvalue->num.total <= k ) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; // DEBUG if( panimvalue->num.total < panimvalue->num.valid ) k = 0; } // Bah, missing blend! if( panimvalue->num.valid > k ) { angle1[j] = panimvalue[k+1].value; if( panimvalue->num.valid > k + 1 ) { angle2[j] = panimvalue[k+2].value; } else { if( panimvalue->num.total > k + 1 ) angle2[j] = angle1[j]; else angle2[j] = panimvalue[panimvalue->num.valid+2].value; } } else { angle1[j] = panimvalue[panimvalue->num.valid].value; if( panimvalue->num.total > k + 1 ) { angle2[j] = angle1[j]; } else { angle2[j] = panimvalue[panimvalue->num.valid + 2].value; } } angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j+3]; angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j+3]; } if( pbone->bonecontroller[j+3] != -1 ) { angle1[j] += adj[pbone->bonecontroller[j+3]]; angle2[j] += adj[pbone->bonecontroller[j+3]]; } } if( !VectorCompare( angle1, angle2 )) { AngleQuaternion( angle1, q1 ); AngleQuaternion( angle2, q2 ); QuaternionSlerp( q1, q2, s, q ); } else { AngleQuaternion( angle1, q ); } }
void NPC_BSGM_Attack( void ) { //Don't do anything if we're hurt if ( NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } #if 0 //FIXME: if killed enemy, use victory anim if ( NPC->enemy && NPC->enemy->health <= 0 && !NPC->enemy->s.number ) {//my enemy is dead if ( NPC->client->ps.torsoAnim == BOTH_STAND2TO1 ) { if ( NPC->client->ps.torsoTimer <= 500 ) { G_AddVoiceEvent( NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsTimer += 500; NPC->client->ps.torsoTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1START ) { if ( NPC->client->ps.torsoTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STARTGESTURE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsTimer += 500; NPC->client->ps.torsoTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STARTGESTURE ) { if ( NPC->client->ps.torsoTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsTimer += 500; NPC->client->ps.torsoTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STOP ) { if ( NPC->client->ps.torsoTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsTimer = -1; NPC->client->ps.torsoTimer = -1; } } else if ( NPC->wait ) { if ( TIMER_Done( NPC, "gloatTime" ) ) { GM_StartGloat(); } else if ( DistanceHorizontalSquared( NPC->client->renderInfo.eyePoint, NPC->enemy->r.currentOrigin ) > 4096 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared { NPCInfo->goalEntity = NPC->enemy; GM_Move(); } else {//got there GM_StartGloat(); } } NPC_FaceEnemy( qtrue ); NPC_UpdateAngles( qtrue, qtrue ); return; } #endif //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse || !NPC->enemy ) { NPC->enemy = NULL; NPC_BSGM_Patrol(); return; } enemyLOS4 = enemyCS4 = qfalse; move4 = qtrue; faceEnemy4 = qfalse; shoot4 = qfalse; hitAlly4 = qfalse; VectorClear( impactPos4 ); enemyDist4 = DistanceSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); //if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 || // NPC->client->ps.torsoAnim == BOTH_ATTACK5 ) if (0) { shoot4 = qfalse; if ( TIMER_Done( NPC, "smackTime" ) && !NPCInfo->blockedDebounceTime ) {//time to smack //recheck enemyDist4 and InFront if ( enemyDist4 < MELEE_DIST_SQUARED && InFront( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 0.3f ) ) { vec3_t smackDir; VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); //hurt them G_Sound( NPC->enemy, CHAN_AUTO, G_SoundIndex( "sound/weapons/galak/skewerhit.wav" ) ); G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->r.currentOrigin, (g_spskill.integer+1)*Q_irand( 5, 10), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 ) {//smackdown int knockAnim = BOTH_KNOCKDOWN1; if ( BG_CrouchAnim( NPC->enemy->client->ps.legsAnim ) ) {//knockdown from crouch knockAnim = BOTH_KNOCKDOWN4; } //throw them smackDir[2] = 1; VectorNormalize( smackDir ); G_Throw( NPC->enemy, smackDir, 50 ); NPC_SetAnim( NPC->enemy, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } else {//uppercut //throw them G_Throw( NPC->enemy, smackDir, 100 ); //make them backflip NPC_SetAnim( NPC->enemy, SETANIM_BOTH, BOTH_KNOCKDOWN5, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } //done with the damage NPCInfo->blockedDebounceTime = 1; } } } else if ( NPC->lockCount ) //already shooting laser {//sometimes use the laser beam attack, but only after he's taken down our generator shoot4 = qfalse; if ( NPC->lockCount == 1 ) {//charging up if ( TIMER_Done( NPC, "beamDelay" ) ) {//time to start the beam int laserAnim; //if ( Q_irand( 0, 1 ) ) if (1) { laserAnim = BOTH_ATTACK2; } /* else { laserAnim = BOTH_ATTACK7; } */ NPC_SetAnim( NPC, SETANIM_BOTH, laserAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoTimer + Q_irand( 1000, 3000 ) ); //turn on beam effect NPC->lockCount = 2; G_PlayEffectID( G_EffectIndex("galak/trace_beam"), NPC->r.currentOrigin, vec3_origin ); NPC->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); if ( !NPCInfo->coverTarg ) {//for moving looping sound at end of trace NPCInfo->coverTarg = G_Spawn(); if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, NPC->client->renderInfo.muzzlePoint ); NPCInfo->coverTarg->r.svFlags |= SVF_BROADCAST; NPCInfo->coverTarg->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); } } } } else {//in the actual attack now if ( NPC->client->ps.torsoTimer <= 0 ) {//attack done! NPC->lockCount = 0; G_FreeEntity( NPCInfo->coverTarg ); NPC->s.loopSound = 0; #if 0 NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_DROPWEAP2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); #endif TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoTimer ); } else {//attack still going //do the trace and damage trace_t trace; vec3_t end, mins={-3,-3,-3}, maxs={3,3,3}; VectorMA( NPC->client->renderInfo.muzzlePoint, 1024, NPC->client->renderInfo.muzzleDir, end ); trap_Trace( &trace, NPC->client->renderInfo.muzzlePoint, mins, maxs, end, NPC->s.number, MASK_SHOT ); if ( trace.allsolid || trace.startsolid ) {//oops, in a wall if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, NPC->client->renderInfo.muzzlePoint ); } } else {//clear if ( trace.fraction < 1.0f ) {//hit something gentity_t *traceEnt = &g_entities[trace.entityNum]; if ( traceEnt && traceEnt->takedamage ) {//damage it G_SoundAtLoc( trace.endpos, CHAN_AUTO, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) ); G_Damage( traceEnt, NPC, NPC, NPC->client->renderInfo.muzzleDir, trace.endpos, 10, 0, MOD_UNKNOWN ); } } if ( NPCInfo->coverTarg ) { G_SetOrigin( NPCInfo->coverTarg, trace.endpos ); } if ( !Q_irand( 0, 5 ) ) { G_SoundAtLoc( trace.endpos, CHAN_AUTO, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) ); } } } } } else {//Okay, we're not in a special attack, see if we should switch weapons or start a special attack /* if ( NPC->s.weapon == WP_REPEATER && !(NPCInfo->scriptFlags & SCF_ALT_FIRE)//using rapid-fire && NPC->enemy->s.weapon == WP_SABER //enemy using saber && NPC->client && (NPC->client->ps.saberEventFlags&SEF_DEFLECTED) && !Q_irand( 0, 50 ) ) {//he's deflecting my shots, switch to the laser or the lob fire for a while TIMER_Set( NPC, "noRapid", Q_irand( 2000, 6000 ) ); NPCInfo->scriptFlags |= SCF_ALT_FIRE; NPC->alt_fire = qtrue; if ( NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH && (Q_irand( 0, 1 )||enemyDist4 < MAX_LOB_DIST_SQUARED) ) {//shield down, use laser NPC_GM_StartLaser(); } } else*/ if (// !NPC->client->ps.powerups[PW_GALAK_SHIELD] 1 //rwwFIXMEFIXME: just act like the shield is down til the effects and stuff are done && enemyDist4 < MELEE_DIST_SQUARED && InFront( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 0.3f ) && NPC->enemy->localAnimIndex <= 1 )//within 80 and in front {//our shield is down, and enemy within 80, if very close, use melee attack to slap away if ( TIMER_Done( NPC, "attackDelay" ) ) { //animate me int swingAnim = BOTH_ATTACK1; #if 0 if ( NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH ) {//generator down, use random melee swingAnim = Q_irand( BOTH_ATTACK4, BOTH_ATTACK5 );//smackdown or uppercut } else {//always knock-away swingAnim = BOTH_ATTACK5;//uppercut } #endif //FIXME: swing sound NPC_SetAnim( NPC, SETANIM_BOTH, swingAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoTimer + Q_irand( 1000, 3000 ) ); //delay the hurt until the proper point in the anim TIMER_Set( NPC, "smackTime", 600 ); NPCInfo->blockedDebounceTime = 0; //FIXME: say something? } } else if ( !NPC->lockCount && NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH && TIMER_Done( NPC, "attackDelay" ) && InFront( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 0.3f ) && ((!Q_irand( 0, 10*(2-g_spskill.integer))&& enemyDist4 > MIN_LOB_DIST_SQUARED&& enemyDist4 < MAX_LOB_DIST_SQUARED) ||(!TIMER_Done( NPC, "noLob" )&&!TIMER_Done( NPC, "noRapid" ))) && NPC->enemy->s.weapon != WP_TURRET ) {//sometimes use the laser beam attack, but only after he's taken down our generator shoot4 = qfalse; NPC_GM_StartLaser(); } else if ( enemyDist4 < MIN_LOB_DIST_SQUARED && (NPC->enemy->s.weapon != WP_TURRET || Q_stricmp( "PAS", NPC->enemy->classname )) && TIMER_Done( NPC, "noRapid" ) )//256 {//enemy within 256 if ( (NPC->client->ps.weapon == WP_REPEATER) && (NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//shooting an explosive, but enemy too close, switch to primary fire NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; NPC->alt_fire = qfalse; //FIXME: use weap raise & lower anims NPC_ChangeWeapon( WP_REPEATER ); } } else if ( (enemyDist4 > MAX_LOB_DIST_SQUARED || (NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ))) && TIMER_Done( NPC, "noLob" ) )//448 {//enemy more than 448 away and we are ready to try lob fire again if ( (NPC->client->ps.weapon == WP_REPEATER) && !(NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//enemy far enough away to use lobby explosives NPCInfo->scriptFlags |= SCF_ALT_FIRE; NPC->alt_fire = qtrue; //FIXME: use weap raise & lower anims NPC_ChangeWeapon( WP_REPEATER ); } } } //can we see our target? if ( NPC_ClearLOS4( NPC->enemy ) ) { NPCInfo->enemyLastSeenTime = level.time;//used here for aim debouncing, not always a clear LOS enemyLOS4 = qtrue; if ( NPC->client->ps.weapon == WP_NONE ) { enemyCS4 = qfalse;//not true, but should stop us from firing NPC_AimAdjust( -1 );//adjust aim worse longer we have no weapon } else {//can we shoot our target? if ( ((NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist4 < MIN_LOB_DIST_SQUARED )//256 { enemyCS4 = qfalse;//not true, but should stop us from firing hitAlly4 = qtrue;//us! //FIXME: if too close, run away! } else { int hit = NPC_ShotEntity( NPC->enemy, impactPos4 ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage ) ) {//can hit enemy or will hit glass or other breakable, so shoot anyway enemyCS4 = qtrue; NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation ); } else {//Hmm, have to get around this bastard NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam ) {//would hit an ally, don't fire!!! hitAlly4 = qtrue; } else {//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire } } } } } else if ( trap_InPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ) ) { int hit; gentity_t *hitEnt; if ( TIMER_Done( NPC, "talkDebounce" ) && !Q_irand( 0, 10 ) ) { if ( NPCInfo->enemyCheckDebounceTime < 8 ) { int speech = -1; switch( NPCInfo->enemyCheckDebounceTime ) { case 0: case 1: case 2: speech = EV_CHASE1 + NPCInfo->enemyCheckDebounceTime; break; case 3: case 4: case 5: speech = EV_COVER1 + NPCInfo->enemyCheckDebounceTime-3; break; case 6: case 7: speech = EV_ESCAPING1 + NPCInfo->enemyCheckDebounceTime-6; break; } NPCInfo->enemyCheckDebounceTime++; if ( speech != -1 ) { G_AddVoiceEvent( NPC, speech, Q_irand( 3000, 5000 ) ); TIMER_Set( NPC, "talkDebounce", Q_irand( 5000, 7000 ) ); } } } NPCInfo->enemyLastSeenTime = level.time; hit = NPC_ShotEntity( NPC->enemy, impactPos4 ); hitEnt = &g_entities[hit]; if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage ) ) {//can hit enemy or will hit glass or other breakable, so shoot anyway enemyCS4 = qtrue; } else { faceEnemy4 = qtrue; NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy } } if ( enemyLOS4 ) { faceEnemy4 = qtrue; } else { if ( !NPCInfo->goalEntity ) { NPCInfo->goalEntity = NPC->enemy; } if ( NPCInfo->goalEntity == NPC->enemy ) {//for now, always chase the enemy move4 = qtrue; } } if ( enemyCS4 ) { shoot4 = qtrue; //NPCInfo->enemyCheckDebounceTime = level.time;//actually used here as a last actual LOS } else { if ( !NPCInfo->goalEntity ) { NPCInfo->goalEntity = NPC->enemy; } if ( NPCInfo->goalEntity == NPC->enemy ) {//for now, always chase the enemy move4 = qtrue; } } //Check for movement to take care of GM_CheckMoveState(); //See if we should override shooting decision with any special considerations GM_CheckFireState(); if ( NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE) && shoot4 && TIMER_Done( NPC, "attackDelay" ) ) { vec3_t muzzle; vec3_t angles; vec3_t target; vec3_t velocity = {0,0,0}; vec3_t mins = {-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE}, maxs = {REPEATER_ALT_SIZE,REPEATER_ALT_SIZE,REPEATER_ALT_SIZE}; qboolean clearshot; CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); VectorCopy( NPC->enemy->r.currentOrigin, target ); target[0] += flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2); target[1] += flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2); target[2] += flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2); //Find the desired angles clearshot = WP_LobFire( NPC, muzzle, target, mins, maxs, MASK_SHOT|CONTENTS_LIGHTSABER, velocity, qtrue, NPC->s.number, NPC->enemy->s.number, 300, 1100, 1500, qtrue ); if ( VectorCompare( vec3_origin, velocity ) || (!clearshot&&enemyLOS4&&enemyCS4) ) {//no clear lob shot and no lob shot that will hit something breakable if ( enemyLOS4 && enemyCS4 && TIMER_Done( NPC, "noRapid" ) ) {//have a clear straight shot, so switch to primary NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; NPC->alt_fire = qfalse; NPC_ChangeWeapon( WP_REPEATER ); //keep this weap for a bit TIMER_Set( NPC, "noLob", Q_irand( 500, 1000 ) ); } else { shoot4 = qfalse; } } else { vectoangles( velocity, angles ); NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] ); NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] ); VectorCopy( velocity, NPC->client->hiddenDir ); NPC->client->hiddenDist = VectorNormalize ( NPC->client->hiddenDir ); } } else if ( faceEnemy4 ) {//face the enemy NPC_FaceEnemy( qtrue ); } if ( !TIMER_Done( NPC, "standTime" ) ) { move4 = qfalse; } if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) ) {//not supposed to chase my enemies if ( NPCInfo->goalEntity == NPC->enemy ) {//goal is my entity, so don't move move4 = qfalse; } } if ( move4 && !NPC->lockCount ) {//move toward goal if ( NPCInfo->goalEntity /*&& NPC->client->ps.legsAnim != BOTH_ALERT1 && NPC->client->ps.legsAnim != BOTH_ATTACK2 && NPC->client->ps.legsAnim != BOTH_ATTACK4 && NPC->client->ps.legsAnim != BOTH_ATTACK5 && NPC->client->ps.legsAnim != BOTH_ATTACK7*/ ) { move4 = GM_Move(); } else { move4 = qfalse; } } if ( !TIMER_Done( NPC, "flee" ) ) {//running away faceEnemy4 = qfalse; } //FIXME: check scf_face_move_dir here? if ( !faceEnemy4 ) {//we want to face in the dir we're running if ( !move4 ) {//if we haven't moved, we should look in the direction we last looked? VectorCopy( NPC->client->ps.viewangles, NPCInfo->lastPathAngles ); } if ( move4 ) {//don't run away and shoot NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW]; NPCInfo->desiredPitch = 0; shoot4 = qfalse; } } NPC_UpdateAngles( qtrue, qtrue ); if ( NPCInfo->scriptFlags & SCF_DONT_FIRE ) { shoot4 = qfalse; } if ( NPC->enemy && NPC->enemy->enemy ) { if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER ) {//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH) shoot4 = qfalse; } } //FIXME: don't shoot right away! if ( shoot4 ) {//try to shoot if it's time if ( TIMER_Done( NPC, "attackDelay" ) ) { if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here { WeaponThink( qtrue ); } } } //also: if ( NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ) ) {//crush turrets if ( G_BoundsOverlap( NPC->r.absmin, NPC->r.absmax, NPC->enemy->r.absmin, NPC->enemy->r.absmax ) ) {//have to do this test because placed turrets are not solid to NPCs (so they don't obstruct navigation) //if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) if (0) { NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME; G_Damage( NPC->enemy, NPC, NPC, NULL, NPC->r.currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN ); } else { G_Damage( NPC->enemy, NPC, NPC, NULL, NPC->r.currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); } } } else if ( NPCInfo->touchedByPlayer != NULL && NPCInfo->touchedByPlayer == NPC->enemy ) {//touched enemy //if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) if (0) {//zap him! vec3_t smackDir; //animate me #if 0 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK6, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); #endif TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoTimer ); TIMER_Set( NPC, "standTime", NPC->client->ps.legsTimer ); //FIXME: debounce this? NPCInfo->touchedByPlayer = NULL; //FIXME: some shield effect? NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME; VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->r.currentOrigin, (g_spskill.integer+1)*Q_irand( 5, 10), DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN ); //throw them G_Throw( NPC->enemy, smackDir, 100 ); //NPC->enemy->s.powerups |= ( 1 << PW_SHOCKED ); if ( NPC->enemy->client ) { // NPC->enemy->client->ps.powerups[PW_SHOCKED] = level.time + 1000; NPC->enemy->client->ps.electrifyTime = level.time + 1000; } //stop any attacks ucmd.buttons = 0; } } if ( NPCInfo->movementSpeech < 3 && NPCInfo->blockedSpeechDebounceTime <= level.time ) { if ( NPC->enemy && NPC->enemy->health > 0 && NPC->enemy->painDebounceTime > level.time ) { if ( NPC->enemy->health < 50 && NPCInfo->movementSpeech == 2 ) { G_AddVoiceEvent( NPC, EV_ANGER2, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 3; } else if ( NPC->enemy->health < 75 && NPCInfo->movementSpeech == 1 ) { G_AddVoiceEvent( NPC, EV_ANGER1, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 2; } else if ( NPC->enemy->health < 100 && NPCInfo->movementSpeech == 0 ) { G_AddVoiceEvent( NPC, EV_ANGER3, Q_irand( 2000, 4000 ) ); NPCInfo->movementSpeech = 1; } } } }
/* * R_DrawPortalSurface * * Renders the portal view and captures the results from framebuffer if * we need to do a $portalmap stage. Note that for $portalmaps we must * use a different viewport. */ static void R_DrawPortalSurface( portalSurface_t *portalSurface ) { unsigned int i; int x, y, w, h; float dist, d, best_d; vec3_t viewerOrigin; vec3_t origin; mat3_t axis; entity_t *ent, *best; cplane_t *portal_plane = &portalSurface->plane, *untransformed_plane = &portalSurface->untransformed_plane; const shader_t *shader = portalSurface->shader; vec_t *portal_centre = portalSurface->centre; bool mirror, refraction = false; image_t *captureTexture; int captureTextureId = -1; int prevRenderFlags = 0; bool prevFlipped; bool doReflection, doRefraction; image_t *portalTexures[2] = { NULL, NULL }; doReflection = doRefraction = true; if( shader->flags & SHADER_PORTAL_CAPTURE ) { shaderpass_t *pass; captureTexture = NULL; captureTextureId = 0; for( i = 0, pass = shader->passes; i < shader->numpasses; i++, pass++ ) { if( pass->program_type == GLSL_PROGRAM_TYPE_DISTORTION ) { if( ( pass->alphagen.type == ALPHA_GEN_CONST && pass->alphagen.args[0] == 1 ) ) { doRefraction = false; } else if( ( pass->alphagen.type == ALPHA_GEN_CONST && pass->alphagen.args[0] == 0 ) ) { doReflection = false; } break; } } } else { captureTexture = NULL; captureTextureId = -1; } x = y = 0; w = rn.refdef.width; h = rn.refdef.height; dist = PlaneDiff( rn.viewOrigin, portal_plane ); if( dist <= BACKFACE_EPSILON || !doReflection ) { if( !( shader->flags & SHADER_PORTAL_CAPTURE2 ) || !doRefraction ) { return; } // even if we're behind the portal, we still need to capture // the second portal image for refraction refraction = true; captureTexture = NULL; captureTextureId = 1; if( dist < 0 ) { VectorInverse( portal_plane->normal ); portal_plane->dist = -portal_plane->dist; } } mirror = true; // default to mirror view // it is stupid IMO that mirrors require a RT_PORTALSURFACE entity best = NULL; best_d = 100000000; for( i = 0; i < rn.numEntities; i++ ) { ent = R_NUM2ENT( rn.entities[i] ); if( ent->rtype != RT_PORTALSURFACE ) { continue; } d = PlaneDiff( ent->origin, untransformed_plane ); if( ( d >= -64 ) && ( d <= 64 ) ) { d = Distance( ent->origin, portal_centre ); if( d < best_d ) { best = ent; best_d = d; } } } if( best == NULL ) { if( captureTextureId < 0 ) { // still do a push&pop because to ensure the clean state if( R_PushRefInst() ) { R_PopRefInst(); } return; } } else { if( !VectorCompare( best->origin, best->origin2 ) ) { // portal mirror = false; } best->rtype = NUM_RTYPES; } prevRenderFlags = rn.renderFlags; prevFlipped = ( rn.refdef.rdflags & RDF_FLIPPED ) != 0; if( !R_PushRefInst() ) { return; } VectorCopy( rn.viewOrigin, viewerOrigin ); if( prevFlipped ) { VectorInverse( &rn.viewAxis[AXIS_RIGHT] ); } setup_and_render: if( refraction ) { VectorInverse( portal_plane->normal ); portal_plane->dist = -portal_plane->dist; CategorizePlane( portal_plane ); VectorCopy( rn.viewOrigin, origin ); Matrix3_Copy( rn.refdef.viewaxis, axis ); VectorCopy( viewerOrigin, rn.pvsOrigin ); rn.renderFlags |= RF_PORTALVIEW; if( prevFlipped ) { rn.renderFlags |= RF_FLIPFRONTFACE; } } else if( mirror ) { VectorReflect( rn.viewOrigin, portal_plane->normal, portal_plane->dist, origin ); VectorReflect( &rn.viewAxis[AXIS_FORWARD], portal_plane->normal, 0, &axis[AXIS_FORWARD] ); VectorReflect( &rn.viewAxis[AXIS_RIGHT], portal_plane->normal, 0, &axis[AXIS_RIGHT] ); VectorReflect( &rn.viewAxis[AXIS_UP], portal_plane->normal, 0, &axis[AXIS_UP] ); Matrix3_Normalize( axis ); VectorCopy( viewerOrigin, rn.pvsOrigin ); rn.renderFlags = ( prevRenderFlags ^ RF_FLIPFRONTFACE ) | RF_MIRRORVIEW; } else { vec3_t tvec; mat3_t A, B, C, rot; // build world-to-portal rotation matrix VectorNegate( portal_plane->normal, tvec ); NormalVectorToAxis( tvec, A ); // build portal_dest-to-world rotation matrix ByteToDir( best->frame, tvec ); NormalVectorToAxis( tvec, B ); Matrix3_Transpose( B, C ); // multiply to get world-to-world rotation matrix Matrix3_Multiply( C, A, rot ); // translate view origin VectorSubtract( rn.viewOrigin, best->origin, tvec ); Matrix3_TransformVector( rot, tvec, origin ); VectorAdd( origin, best->origin2, origin ); Matrix3_Transpose( A, B ); Matrix3_Multiply( rn.viewAxis, B, rot ); Matrix3_Multiply( best->axis, rot, B ); Matrix3_Transpose( C, A ); Matrix3_Multiply( B, A, axis ); // set up portal_plane VectorCopy( &axis[AXIS_FORWARD], portal_plane->normal ); portal_plane->dist = DotProduct( best->origin2, portal_plane->normal ); CategorizePlane( portal_plane ); // for portals, vis data is taken from portal origin, not // view origin, because the view point moves around and // might fly into (or behind) a wall VectorCopy( best->origin2, rn.pvsOrigin ); VectorCopy( best->origin2, rn.lodOrigin ); rn.renderFlags |= RF_PORTALVIEW; // ignore entities, if asked politely if( best->renderfx & RF_NOPORTALENTS ) { rn.renderFlags |= RF_ENVVIEW; } if( prevFlipped ) { rn.renderFlags |= RF_FLIPFRONTFACE; } } rn.refdef.rdflags &= ~( RDF_UNDERWATER | RDF_CROSSINGWATER | RDF_FLIPPED ); rn.meshlist = &r_portallist; rn.portalmasklist = NULL; rn.renderFlags |= RF_CLIPPLANE; rn.renderFlags &= ~RF_SOFT_PARTICLES; rn.clipPlane = *portal_plane; rn.nearClip = Z_NEAR; rn.farClip = R_DefaultFarClip(); rn.polygonFactor = POLYOFFSET_FACTOR; rn.polygonUnits = POLYOFFSET_UNITS; rn.clipFlags |= 16; rn.frustum[4] = *portal_plane; // nearclip CategorizePlane( &rn.frustum[4] ); // if we want to render to a texture, initialize texture // but do not try to render to it more than once if( captureTextureId >= 0 ) { int texFlags = shader->flags & SHADER_NO_TEX_FILTERING ? IT_NOFILTERING : 0; captureTexture = R_GetPortalTexture( rsc.refdef.width, rsc.refdef.height, texFlags, rsc.frameCount ); portalTexures[captureTextureId] = captureTexture; if( !captureTexture ) { // couldn't register a slot for this plane goto done; } x = y = 0; w = captureTexture->upload_width; h = captureTexture->upload_height; rn.refdef.width = w; rn.refdef.height = h; rn.refdef.x = 0; rn.refdef.y = 0; rn.renderTarget = captureTexture->fbo; rn.renderFlags |= RF_PORTAL_CAPTURE; Vector4Set( rn.viewport, rn.refdef.x + x, rn.refdef.y + y, w, h ); Vector4Set( rn.scissor, rn.refdef.x + x, rn.refdef.y + y, w, h ); } else { rn.renderFlags &= ~RF_PORTAL_CAPTURE; } VectorCopy( origin, rn.refdef.vieworg ); Matrix3_Copy( axis, rn.refdef.viewaxis ); R_SetupViewMatrices( &rn.refdef ); R_SetupFrustum( &rn.refdef, rn.nearClip, rn.farClip, rn.frustum, rn.frustumCorners ); R_SetupPVS( &rn.refdef ); R_RenderView( &rn.refdef ); if( doRefraction && !refraction && ( shader->flags & SHADER_PORTAL_CAPTURE2 ) ) { rn.renderFlags = prevRenderFlags; refraction = true; captureTexture = NULL; captureTextureId = 1; goto setup_and_render; } done: portalSurface->texures[0] = portalTexures[0]; portalSurface->texures[1] = portalTexures[1]; R_PopRefInst(); }