/* 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 "quakedef.h" static vec3_t playerbeam_end; // added by joe int num_temp_entities; entity_t cl_temp_entities[MAX_TEMP_ENTITIES]; beam_t cl_beams[MAX_BEAMS]; model_t *cl_q3gunshot_mod, *cl_q3teleport_mod; sfx_t *cl_sfx_r_exp3; extern sfx_t *cl_sfx_step[4]; /* ================= CL_ParseTEnt ================= */ void CL_InitTEnts (void) { cl_sfx_r_exp3 = S_PrecacheSound ("sounds/weapons/r_exp3.wav"); cl_sfx_step[0] = S_PrecacheSound ("sounds/player/footstep1.wav"); #ifdef SLIM cl_sfx_step[1] = S_PrecacheSound ("sounds/player/footstep2.wav"); cl_sfx_step[2] = S_PrecacheSound ("sounds/player/footstep3.wav"); cl_sfx_step[3] = S_PrecacheSound ("sounds/player/footstep4.wav"); #else cl_sfx_step[1] = S_PrecacheSound ("sounds/player/footstep1.wav"); cl_sfx_step[2] = S_PrecacheSound ("sounds/player/footstep1.wav"); cl_sfx_step[3] = S_PrecacheSound ("sounds/player/footstep1.wav"); #endif // SLIM } /* ================= CL_ClearTEnts ================= */ void CL_ClearTEnts (void) { //cl_bolt1_mod = cl_bolt2_mod = cl_bolt3_mod = cl_beam_mod = NULL; cl_q3gunshot_mod = cl_q3teleport_mod = NULL; memset (&cl_beams, 0, sizeof(cl_beams)); } /* ================= 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 (); if (ent == cl.viewentity) VectorCopy(end, playerbeam_end); // for cl_truelightning // 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"); } enum { DECAL_NONE, DECAL_BULLTMRK, DECAL_BLOODMRK1, DECAL_BLOODMRK2, DECAL_BLOODMRK3, DECAL_EXPLOMRK }; //============================================================================== extern cvar_t r_decal_bullets; extern cvar_t r_decal_explosions; extern int decal_blood1, decal_blood2, decal_blood3, decal_burn, decal_mark, decal_glow; //============================================================================== /* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; 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 (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); 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 (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); 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 (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 8); } //R00k--end R_RunParticleEffect (pos, vec3_origin, 0, 10); break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); R_RunParticleEffect (pos, vec3_origin, 0, 20); //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 10); } //R00k--end break; case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_gunshots.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 8); } //R00k--end 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 (); R_ParticleExplosion (pos); if (r_decal_explosions.value) { R_SpawnDecalStatic(pos, decal_burn, 100); } 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, 0.5); break; case TE_RAYSPLASHGREEN: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 65; dl->die = cl.time + 0.3; dl->decay = 300; dl->color[0] = 0; dl->color[1] = 255; dl->color[2] = 0; R_RunParticleEffect (pos, vec3_origin, 0, 256); //S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 0.5); // NZPFIXME - add raygun hum break; case TE_RAYSPLASHRED: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 65; dl->die = cl.time + 0.3; dl->decay = 300; dl->color[0] = 255; dl->color[1] = 0; dl->color[2] = 0; R_RunParticleEffect (pos, vec3_origin, 0, 512); //S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 0.5); // NZPFIXME - add raygun hum 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("models/misc/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); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 150; dl->die = cl.time + 0.75; dl->decay = 200; break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_telesplash.value == 2 && !cl_q3teleport_mod) cl_q3teleport_mod = Mod_ForName ("progs/telep.md3", true); 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); if (r_decal_explosions.value) { R_SpawnDecalStatic(pos, decal_burn, 100); } 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; default: Sys_Error ("CL_ParseTEnt: bad type"); } } /* ================= CL_NewTempEntity ================= */ entity_t *CL_NewTempEntity (void) { entity_t *ent; if (cl_numvisedicts == MAX_VISEDICTS) return NULL; if (num_temp_entities == MAX_TEMP_ENTITIES) 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; } /* ================= TraceLineN ================= */ qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal) { trace_t trace; memset (&trace, 0, sizeof(trace)); if (!SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, start, end, &trace)) { if (trace.fraction < 1) { VectorCopy (trace.endpos, impact); if (normal) VectorCopy (trace.plane.normal, normal); return true; } } return false; } void QMB_Lightning_Splash (vec3_t org); extern cvar_t scr_ofsy; /* ================= CL_UpdateTEnts ================= */ void CL_UpdateTEnts (void) { int i; beam_t *b; vec3_t dist, org, beamstart; float d; entity_t *ent; float yaw, pitch; float forward; int j; vec3_t beamend; // qboolean sparks = false; 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); b->start[2] += cl.crouch + bound(-7, scr_ofsy.value, 4); b->start[2] += bound(0, cl_lightning_zadjust.value, 20);//progs.dat aims from 20 for traceline if (cl_truelightning.value) { vec3_t forward, v, org, ang; float f, delta; trace_t trace; f = fmax(0, fmin(1, cl_truelightning.value)); VectorSubtract (playerbeam_end, cl_entities[cl.viewentity].origin, v); //v[2] -= 22; // adjust for view height v[2] -= cl.crouch; // v[2] -= bound(0, cl_lightning_zadjust.value, 20); vectoangles (v, ang); // lerp pitch ang[0] = -ang[0]; if (ang[0] < -180) ang[0] += 360; ang[0] += (cl.viewangles[0] - ang[0]) * f; // lerp yaw delta = cl.viewangles[1] - ang[1]; if (delta > 180) delta -= 360; if (delta < -180) delta += 360; ang[1] += delta * f; ang[2] = 0; AngleVectors (ang, forward, NULLVEC, NULLVEC); VectorScale(forward, 600, forward); VectorCopy(cl_entities[cl.viewentity].origin, org); org[2] += bound(0, cl_lightning_zadjust.value, 20);//progs.dat aims from 20 for teaceline VectorAdd(org, forward, b->end); memset (&trace, 0, sizeof(trace_t)); if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, org, b->end, &trace)) VectorCopy(trace.endpos, b->end); } } /* // 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) (atan2f(dist[1], dist[0]) * 180 / M_PI); if (yaw < 0) yaw += 360; forward = sqrtf (dist[0]*dist[0] + dist[1]*dist[1]); pitch = (int) (atan2f(dist[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy(b->start, org); VectorCopy(b->start, beamstart); d = VectorNormalize (dist); VectorScale (dist, 30, dist); if (key_dest == key_game) { for ( ; d > 0 ; d -= 30) { if ((qmb_initialized && r_part_lightning.value) && (!cl.paused)) { VectorAdd(org, dist, beamend); for (j=0 ; j<3 ; j++) beamend[j] += ((rand()%10)-5); QMB_LightningBeam (beamstart, beamend); //if ((r_glowlg.value) && (r_dynamic.value)) // CL_NewDlight (i, beamstart, 100, 0.1, lt_blue); VectorCopy(beamend, beamstart); } else { if (!(ent = CL_NewTempEntity())) return; VectorCopy(org, ent->origin); ent->model = b->model; ent->angles[0] = pitch; ent->angles[1] = yaw; ent->angles[2] = rand() % 360; } VectorAdd(org, dist, org); } } /* // 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; for (i=0 ; i<3 ; i++) org[i] += dist[i]*30; d -= 30; } */ } }