예제 #1
0
        /// <summary>
        /// PF_checkclient
        /// Returns a client (or object that has a client enemy) that would be a
        /// valid target.
        ///
        /// If there are more than one valid options, they are cycled each frame
        ///
        /// If (self.origin + self.viewofs) is not in the PVS of the current target,
        /// it is not returned at all.
        ///
        /// name checkclient ()
        /// </summary>
        static void PF_checkclient()
        {
            // find a new check if on a new frame
            if (Server.sv.time - Server.sv.lastchecktime >= 0.1)
            {
                Server.sv.lastcheck     = PF_newcheckclient(Server.sv.lastcheck);
                Server.sv.lastchecktime = Server.sv.time;
            }

            // return check if it might be visible
            edict_t ent = Server.EdictNum(Server.sv.lastcheck);

            if (ent.free || ent.v.health <= 0)
            {
                ReturnEdict(Server.sv.edicts[0]);
                return;
            }

            // if current entity can't possibly see the check entity, return 0
            edict_t self = Server.ProgToEdict(Progs.GlobalStruct.self);
            Vector3 view = Common.ToVector(ref self.v.origin) + Common.ToVector(ref self.v.view_ofs);
            mleaf_t leaf = Mod.PointInLeaf(ref view, Server.sv.worldmodel);
            int     l    = Array.IndexOf(Server.sv.worldmodel.leafs, leaf) - 1;

            if ((l < 0) || (_CheckPvs[l >> 3] & (1 << (l & 7))) == 0)
            {
                _NotVisCount++;
                ReturnEdict(Server.sv.edicts[0]);
                return;
            }

            // might be able to see it
            _InVisCount++;
            ReturnEdict(ent);
        }
예제 #2
0
        // S_UpdateAmbientSounds
        static void UpdateAmbientSounds()
        {
            if (!_Ambient)
            {
                return;
            }

            // calc ambient sound levels
            if (Client.cl.worldmodel == null)
            {
                return;
            }

            mleaf_t l = Mod.PointInLeaf(ref _ListenerOrigin, Client.cl.worldmodel);

            if (l == null || _AmbientLevel.Value == 0)
            {
                for (int i = 0; i < Ambients.NUM_AMBIENTS; i++)
                {
                    _Channels[i].sfx = null;
                }
                return;
            }

            for (int i = 0; i < Ambients.NUM_AMBIENTS; i++)
            {
                channel_t chan = _Channels[i];
                chan.sfx = _AmbientSfx[i];

                float vol = _AmbientLevel.Value * l.ambient_sound_level[i];
                if (vol < 8)
                {
                    vol = 0;
                }

                // don't adjust volume too fast
                if (chan.master_vol < vol)
                {
                    chan.master_vol += (int)(Host.FrameTime * _AmbientFade.Value);
                    if (chan.master_vol > vol)
                    {
                        chan.master_vol = (int)vol;
                    }
                }
                else if (chan.master_vol > vol)
                {
                    chan.master_vol -= (int)(Host.FrameTime * _AmbientFade.Value);
                    if (chan.master_vol < vol)
                    {
                        chan.master_vol = (int)vol;
                    }
                }

                chan.leftvol = chan.rightvol = chan.master_vol;
            }
        }
예제 #3
0
        /// <summary>
        /// SV_FindTouchedLeafs
        /// </summary>
        static void FindTouchedLeafs(edict_t ent, mnodebase_t node)
        {
            if (node.contents == Contents.CONTENTS_SOLID)
            {
                return;
            }

            // add an efrag if the node is a leaf

            if (node.contents < 0)
            {
                if (ent.num_leafs == Progs.MAX_ENT_LEAFS)
                {
                    return;
                }

                mleaf_t leaf    = (mleaf_t)node;
                int     leafnum = Array.IndexOf(sv.worldmodel.leafs, leaf) - 1;

                ent.leafnums[ent.num_leafs] = (short)leafnum;
                ent.num_leafs++;
                return;
            }

            // NODE_MIXED
            mnode_t  n          = (mnode_t)node;
            mplane_t splitplane = n.plane;
            int      sides      = Mathlib.BoxOnPlaneSide(ref ent.v.absmin, ref ent.v.absmax, splitplane);

            // recurse down the contacted sides
            if ((sides & 1) != 0)
            {
                FindTouchedLeafs(ent, n.children[0]);
            }

            if ((sides & 2) != 0)
            {
                FindTouchedLeafs(ent, n.children[1]);
            }
        }
예제 #4
0
        static int PF_newcheckclient(int check)
        {
            // cycle to the next one

            if (check < 1)
            {
                check = 1;
            }
            if (check > Server.svs.maxclients)
            {
                check = Server.svs.maxclients;
            }

            int i = check + 1;

            if (check == Server.svs.maxclients)
            {
                i = 1;
            }

            edict_t ent;

            for (; ; i++)
            {
                if (i == Server.svs.maxclients + 1)
                {
                    i = 1;
                }

                ent = Server.EdictNum(i);

                if (i == check)
                {
                    break;      // didn't find anything else
                }
                if (ent.free)
                {
                    continue;
                }
                if (ent.v.health <= 0)
                {
                    continue;
                }
                if (((int)ent.v.flags & EdictFlags.FL_NOTARGET) != 0)
                {
                    continue;
                }

                // anything that is a client, or has a client as an enemy
                break;
            }

            // get the PVS for the entity
            Vector3 org  = Common.ToVector(ref ent.v.origin) + Common.ToVector(ref ent.v.view_ofs);
            mleaf_t leaf = Mod.PointInLeaf(ref org, Server.sv.worldmodel);

            byte[] pvs = Mod.LeafPVS(leaf, Server.sv.worldmodel);
            Buffer.BlockCopy(pvs, 0, _CheckPvs, 0, pvs.Length);

            return(i);
        }
예제 #5
0
        /// <summary>
        /// R_RecursiveWorldNode
        /// </summary>
        static void RecursiveWorldNode(mnodebase_t node)
        {
            if (node.contents == Contents.CONTENTS_SOLID)
            {
                return;         // solid
            }
            if (node.visframe != _VisFrameCount)
            {
                return;
            }
            if (CullBox(ref node.mins, ref node.maxs))
            {
                return;
            }

            int c;

            // if a leaf node, draw stuff
            if (node.contents < 0)
            {
                mleaf_t      pleaf = (mleaf_t)node;
                msurface_t[] marks = pleaf.marksurfaces;
                int          mark  = pleaf.firstmarksurface;
                c = pleaf.nummarksurfaces;

                if (c != 0)
                {
                    do
                    {
                        marks[mark].visframe = _FrameCount;
                        mark++;
                    } while (--c != 0);
                }

                // deal with model fragments in this leaf
                if (pleaf.efrags != null)
                {
                    StoreEfrags(pleaf.efrags);
                }

                return;
            }

            // node is just a decision point, so go down the apropriate sides

            mnode_t n = (mnode_t)node;

            // find which side of the node we are on
            mplane_t plane = n.plane;
            double   dot;

            switch (plane.type)
            {
            case Planes.PLANE_X:
                dot = _ModelOrg.X - plane.dist;
                break;

            case Planes.PLANE_Y:
                dot = _ModelOrg.Y - plane.dist;
                break;

            case Planes.PLANE_Z:
                dot = _ModelOrg.Z - plane.dist;
                break;

            default:
                dot = Vector3.Dot(_ModelOrg, plane.normal) - plane.dist;
                break;
            }

            int side = (dot >= 0 ? 0 : 1);

            // recurse down the children, front side first
            RecursiveWorldNode(n.children[side]);

            // draw stuff
            c = n.numsurfaces;

            if (c != 0)
            {
                msurface_t[] surf   = Client.cl.worldmodel.surfaces;
                int          offset = n.firstsurface;

                if (dot < 0 - QDef.BACKFACE_EPSILON)
                {
                    side = Surf.SURF_PLANEBACK;
                }
                else if (dot > QDef.BACKFACE_EPSILON)
                {
                    side = 0;
                }

                for (; c != 0; c--, offset++)
                {
                    if (surf[offset].visframe != _FrameCount)
                    {
                        continue;
                    }

                    // don't backface underwater surfaces, because they warp
                    if ((surf[offset].flags & Surf.SURF_UNDERWATER) == 0 && ((dot < 0) ^ ((surf[offset].flags & Surf.SURF_PLANEBACK) != 0)))
                    {
                        continue;               // wrong side
                    }
                    // if sorting by texture, just store it out
                    if (_glTexSort.Value != 0)
                    {
                        if (!_IsMirror || surf[offset].texinfo.texture != Client.cl.worldmodel.textures[_MirrorTextureNum])
                        {
                            surf[offset].texturechain = surf[offset].texinfo.texture.texturechain;
                            surf[offset].texinfo.texture.texturechain = surf[offset];
                        }
                    }
                    else if ((surf[offset].flags & Surf.SURF_DRAWSKY) != 0)
                    {
                        surf[offset].texturechain = _SkyChain;
                        _SkyChain = surf[offset];
                    }
                    else if ((surf[offset].flags & Surf.SURF_DRAWTURB) != 0)
                    {
                        surf[offset].texturechain = _WaterChain;
                        _WaterChain = surf[offset];
                    }
                    else
                    {
                        DrawSequentialPoly(surf[offset]);
                    }
                }
            }

            // recurse down the back side
            RecursiveWorldNode(n.children[side == 0 ? 1 : 0]);
        }
예제 #6
0
파일: RenderEfrag.cs 프로젝트: Scrama/Quarp
        /// <summary>
        /// R_SplitEntityOnNode
        /// </summary>
        static void SplitEntityOnNode(mnodebase_t node)
        {
            if (node.contents == Contents.CONTENTS_SOLID)
                return;

            // add an efrag if the node is a leaf
            if (node.contents < 0)
            {
                if (_EfragTopNode == null)
                    _EfragTopNode = node as mnode_t;

                mleaf_t leaf = (mleaf_t)(object)node;

                // grab an efrag off the free list
                efrag_t ef = Client.cl.free_efrags;
                if (ef == null)
                {
                    Con.Print("Too many efrags!\n");
                    return;	// no free fragments...
                }
                Client.cl.free_efrags = Client.cl.free_efrags.entnext;

                ef.entity = _AddEnt;

                // add the entity link
                // *lastlink = ef;
                if (_LastObj is entity_t)
                {
                    ((entity_t)_LastObj).efrag = ef;
                }
                else
                {
                    ((efrag_t)_LastObj).entnext = ef;
                }
                _LastObj = ef; // lastlink = &ef->entnext;
                ef.entnext = null;

                // set the leaf links
                ef.leaf = leaf;
                ef.leafnext = leaf.efrags;
                leaf.efrags = ef;

                return;
            }

            // NODE_MIXED
            mnode_t n = node as mnode_t;
            if (n == null)
                return;
            
            mplane_t splitplane = n.plane;
            int sides = Mathlib.BoxOnPlaneSide(ref _EMins, ref _EMaxs, splitplane);

            if (sides == 3)
            {
                // split on this plane
                // if this is the first splitter of this bmodel, remember it
                if (_EfragTopNode == null)
                    _EfragTopNode = n;
            }

            // recurse down the contacted sides
            if ((sides & 1) != 0)
                SplitEntityOnNode(n.children[0]);

            if ((sides & 2) != 0)
                SplitEntityOnNode(n.children[1]);
        }