/* Copyright (C) 2015 Marco "eukara" Hladik Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_tent.c -- client side temporary entities #include "globaldef.h" int num_temp_entities; // 2001-09-20 Configurable entity limits by Maddes start //entity_t cl_temp_entities[MAX_TEMP_ENTITIES]; entity_t *cl_temp_entities; // 2001-09-20 Configurable entity limits by Maddes end beam_t cl_beams[MAX_BEAMS]; sfx_t *cl_sfx_wizhit; sfx_t *cl_sfx_knighthit; sfx_t *cl_sfx_tink1; sfx_t *cl_sfx_ric1; sfx_t *cl_sfx_ric2; sfx_t *cl_sfx_ric3; sfx_t *cl_sfx_r_exp3; sfx_t *cl_sfx_imp; sfx_t *cl_sfx_rail; sfx_t *cl_sfx_bloodhit1; sfx_t *cl_sfx_bloodhit2; sfx_t *cl_sfx_bloodhit3; /* ================= CL_ParseTEnt ================= */ void CL_InitTEnts (void) { cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav"); cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav"); cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav"); cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav"); cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav"); cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav"); cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav"); cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav"); cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav"); cl_sfx_bloodhit1 = S_PrecacheSound ("player/tornoff2.wav"); cl_sfx_bloodhit2 = S_PrecacheSound ("demon/dhit2.wav"); cl_sfx_bloodhit3 = S_PrecacheSound ("zombie/z_miss.wav"); } extern cvar_t *r_flares; /* ================= CL_ParseBeam ================= */ void CL_ParseBeam (model_t *m) { int ent; vec3_t start, end; beam_t *b; int i; ent = MSG_ReadShort (); start[0] = MSG_ReadCoord (); start[1] = MSG_ReadCoord (); start[2] = MSG_ReadCoord (); end[0] = MSG_ReadCoord (); end[1] = MSG_ReadCoord (); end[2] = MSG_ReadCoord (); // override any beam with the same entity for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) if (b->entity == ent) { b->entity = ent; b->model = m; b->endtime = cl.time + 0.2; VectorCopy (start, b->start); VectorCopy (end, b->end); return; } // find a free beam for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) { if (!b->model || b->endtime < cl.time) { b->entity = ent; b->model = m; b->endtime = cl.time + 0.2; VectorCopy (start, b->start); VectorCopy (end, b->end); return; } } Con_Printf ("beam list overflow!\n"); } extern cvar_t *r_coloreddyns; /* ================= CL_ParseTEnt ================= */ extern int particleset; extern void R_Decal (vec3_t org, int decframe, int blend, float sceel, int splat); void CL_ParseTEnt (void) { int type; vec3_t pos; vec3_t pos2; vec3_t vel; vec3_t dir; vec3_t mins; vec3_t maxs; vec3_t vel1; vec3_t vel2; int count; int thecol; int speed; vec3_t endpos; int amount; dlight_t *dl; int rnd; int colorStart, colorLength; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (particleset == 7){ //R_FlareTest (pos, 1, 255, 0, 0); R_FlareTest (pos, 1, rand()&255, rand()&255, rand()&255, 0, NULL); // tseting random colored flares with nails } else R_RunParticleEffect (pos, vec3_origin, 0, 10); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; // TomazQuake code case TE_SNOW: pos[0] = MSG_ReadCoord (); // mins pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); pos2[0] = MSG_ReadCoord (); // maxs pos2[1] = MSG_ReadCoord (); pos2[2] = MSG_ReadCoord (); amount = MSG_ReadShort (); R_Snow(pos, pos2, amount); break; case TE_RAIN: pos[0] = MSG_ReadCoord (); // mins pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); pos2[0] = MSG_ReadCoord (); // maxs pos2[1] = MSG_ReadCoord (); pos2[2] = MSG_ReadCoord (); amount = MSG_ReadShort (); R_Rain(pos, pos2, amount); break; // TomazQuake code case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (particleset == 2){ R_Smoke (pos, vec3_origin, 0, 20); R_Decal (pos, 4, 6, 0, 0); } else R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); if (particleset == 2){ // R_Smoke (pos, vec3_origin, 0, 20); R_ParticleExplosionSpritey (pos, 13, 6, 2); R_Decal (pos, 13, 6, 2, 0); } else R_ParticleExplosion (pos); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 4.0f; dl->color[1] = 2.0f; dl->color[2] = 0.5f; // TODO: get avg color from model } VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; // 2000-05-02 NVS SVC_TE te_explosion by Maddes start // 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start if ((nvs_current_csvc->value >= 0.50) && (cls.signon > 1)) { dl->flashcolor[0] = dl->color[0] = MSG_ReadCoord(); dl->flashcolor[1] = dl->color[1] = MSG_ReadCoord(); dl->flashcolor[2] = dl->color[2] = MSG_ReadCoord(); dl->flashcolor[3] = MSG_ReadCoord(); } // 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end // 2000-05-02 NVS SVC_TE te_explosion by Maddes end S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true)); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true)); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam (Mod_ForName("progs/beam.mdl", true)); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_LavaSplash (pos); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; // case TE_IMPLOSION: // pos[0] = MSG_ReadCoord (); // pos[1] = MSG_ReadCoord (); // pos[2] = MSG_ReadCoord (); // S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); // break; case TE_RAILTRAIL: // Straight out of Quake2! pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); endpos[0] = MSG_ReadCoord (); endpos[1] = MSG_ReadCoord (); endpos[2] = MSG_ReadCoord (); vel[0] = MSG_ReadCoord (); vel[1] = MSG_ReadCoord (); vel[2] = MSG_ReadCoord (); R_RailTrail (pos, endpos); // R_RocketTrail (pos, endpos, 7); break; case TE_BLOOD: pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); vel[0] = (float)MSG_ReadChar(); vel[1] = (float)MSG_ReadChar(); vel[2] = (float)MSG_ReadChar(); count = MSG_ReadByte(); R_Blood(count, pos, pos, vel, vel); break; case TE_BLOODSHOWER: mins[0] = MSG_ReadCoord(); mins[1] = MSG_ReadCoord(); mins[2] = MSG_ReadCoord(); maxs[0] = MSG_ReadCoord(); maxs[1] = MSG_ReadCoord(); maxs[2] = MSG_ReadCoord(); speed = MSG_ReadCoord(); count = MSG_ReadShort(); vel1[0] = -speed; vel1[1] = -speed; vel1[2] = -speed; vel2[0] = speed; vel2[1] = speed; vel2[2] = speed; R_Blood(count, mins, maxs, vel1, vel2); break; case TE_PLASMABURN: // plasma burn pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); // all thius is, is just a quick white flash dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 250; dl->die = cl.time + 0.2; dl->decay = 1500; break; case TE_TEI_SMOKE: // makes some puff of smoke // the direction doesn't do much in DP // but we do it anyway pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); vel[0] = MSG_ReadCoord (); vel[1] = MSG_ReadCoord (); vel[2] = MSG_ReadCoord (); count = MSG_ReadByte(); R_Smoke (pos, vel, 0, count * 4); break; case TE_TEI_BIGEXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); R_ParticleExplosion (pos); // in dp, this is just a explosion with a //much much much much bigger dynamic light. Why? don't ask. dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.6f; dl->color[1] = 0.5f; dl->color[2] = 0.1f; // TODO: get avg color from model } VectorCopy (pos, dl->origin); dl->radius = 850; dl->die = cl.time + 1; dl->decay = 800; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; // Darkplaces QUAD DAMAGE TE's case TE_GUNSHOTQUAD: // bullet hitting wall... one that does 4x damage pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;} VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1500; break; case TE_SPIKEQUAD: // spike hitting wall WITH A BLUE FLASH of QUAD DAMAGE POWER! pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 10); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;} VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1500; if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKEQUAD: // THE INFAMOUSLY REDUNDANT SPIKE FUNCTION GETS FLASH TOO pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;} VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1500; if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_EXPLOSIONQUAD: // one explosion no one wants to be part of pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); R_ParticleExplosion (pos); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.1f; dl->color[1] = 0.1f; dl->color[2] = 1.0f; } VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; // --------------------------------------------------------- // Weird Teitei effects implemented by Leilei // --------------------------------------------------------- case TE_TEI_G3: // This was used for the Nex weapon in // super old (2002) Nexuiz alphas pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); endpos[0] = MSG_ReadCoord (); endpos[1] = MSG_ReadCoord (); endpos[2] = MSG_ReadCoord (); vel[0] = MSG_ReadCoord () * 0.25; // NONSTANDARD NOTE - this is "Angles" in the spec vel[1] = MSG_ReadCoord () * 0.25;; // but in DP the angles aren't actually used vel[2] = MSG_ReadCoord () * 0.25;; // for *ANYTHING* so we'll use them for color instead! // LH, can you 'color' the angles too? // vel[0] is inner colorindex // vel[1] is outer colorindex // vel[2] might tell it how to blend // thecol = FindColorNoFB((int)vel[0],(int)vel[1],(int)vel[2]); if (vel[0] > 63) vel[0] = 63; if (vel[1] > 63) vel[1] = 63; if (vel[2] > 63) vel[2] = 63; if (vel[0] < 0) vel[0] = 0; if (vel[1] < 0) vel[1] = 0; if (vel[2] < 0) vel[2] = 0; //thecol = BestColor((int)vel[0],(int)vel[1],(int)vel[2]); thecol = palmap2[(int)vel[0]][(int)vel[1]][(int)vel[2]]; R_BeamBeam (pos, endpos, thecol, 1); break; case TE_TEI_PLASMAHIT: // Nexuiz electro explosion! pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); vel[0] = MSG_ReadCoord (); // in dp, angle/dir isn't really used vel[1] = MSG_ReadCoord (); vel[2] = MSG_ReadCoord (); // tei is messy :( count = MSG_ReadByte(); R_PlasmaExplosion (pos, 40, 7, count); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.2f; dl->color[1] = 0.2f; dl->color[2] = 1.0f; } VectorCopy (pos, dl->origin); dl->radius = 250; dl->die = cl.time + 0.3; dl->decay = 800; break; default: // 2001-12-16 Various crashes changed to host errors by Maddes start // Sys_Error ("CL_ParseTEnt: bad type"); Host_Error ("CL_ParseTEnt: bad type %i", type); break; // 2001-12-16 Various crashes changed to host errors by Maddes end } } /* ================= CL_NewTempEntity ================= */ entity_t *CL_NewTempEntity (void) { entity_t *ent; // 2001-09-20 Configurable entity limits by Maddes start if (!cl_temp_entities) { Cvar_Set(cl_entities_min_temp, cl_entities_min_temp->string); // do rangecheck if (cl.max_temp_edicts < cl_entities_min_temp->value) { cl.max_temp_edicts = cl_entities_min_temp->value; } Con_DPrintf("Allocating memory for %i temp entities.\n", cl.max_temp_edicts); cl_temp_entities = Hunk_AllocName (cl.max_temp_edicts*sizeof(entity_t), "cl_ed_temp"); memset (cl_temp_entities, 0, cl.max_temp_edicts*sizeof(entity_t)); } // 2001-09-20 Configurable entity limits by Maddes end if (cl_numvisedicts == MAX_VISEDICTS) return NULL; // 2001-09-20 Configurable entity limits by Maddes start // if (num_temp_entities == MAX_TEMP_ENTITIES) if (num_temp_entities >= cl.max_temp_edicts) // 2001-09-20 Configurable entity limits by Maddes end return NULL; ent = &cl_temp_entities[num_temp_entities]; memset (ent, 0, sizeof(*ent)); num_temp_entities++; cl_visedicts[cl_numvisedicts] = ent; cl_numvisedicts++; ent->colormap = vid.colormap; return ent; } /* ================= CL_UpdateTEnts ================= */ void CL_UpdateTEnts (void) { int i; beam_t *b; vec3_t dist, org; float d; entity_t *ent; float yaw, pitch; float forward; num_temp_entities = 0; // update lightning for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) { if (!b->model || b->endtime < cl.time) continue; // if coming from the player, update the start position if (b->entity == cl.viewentity) { VectorCopy (cl_entities[cl.viewentity].origin, b->start); } // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); if (dist[1] == 0 && dist[0] == 0) { yaw = 0; if (dist[2] > 0) pitch = 90; else pitch = 270; } else { yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); if (yaw < 0) yaw += 360; forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); pitch = (int) (atan2(dist[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } if (particleset == 7){ VectorCopy (b->start, org); d = VectorNormalize(dist); // leilei - an electric beam... //R_BeamBeam (org, b->end, 211, 3); R_LightningBeam (b->start, b->end, 6); } else { // add new entities for the lightning VectorCopy (b->start, org); d = VectorNormalize(dist); while (d > 0) { ent = CL_NewTempEntity (); if (!ent) return; VectorCopy (org, ent->origin); ent->model = b->model; ent->angles[0] = pitch; ent->angles[1] = yaw; ent->angles[2] = rand()%360; #ifdef SCALEE ent->scale2 = 1.0f; // makaqu #endif // leilei - unrolled org[0] += dist[0]*30; org[1] += dist[1]*30; org[2] += dist[2]*30; d -= 30; //if (r_flares->value > 2) // R_FlareTest(ent->origin,12,7,15,36,0,ent); } } } }