mirror of
https://github.com/nzp-team/dquakeplus.git
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548 lines
13 KiB
C
548 lines
13 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_tent.c -- client side temporary entities
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#include "quakedef.h"
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static vec3_t playerbeam_end; // added by joe
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int num_temp_entities;
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entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
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beam_t cl_beams[MAX_BEAMS];
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model_t *cl_q3gunshot_mod, *cl_q3teleport_mod;
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sfx_t *cl_sfx_r_exp3;
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extern sfx_t *cl_sfx_step[4];
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/*
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=================
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CL_ParseTEnt
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=================
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*/
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void CL_InitTEnts (void)
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{
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cl_sfx_r_exp3 = S_PrecacheSound ("sounds/weapons/r_exp3.wav");
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cl_sfx_step[0] = S_PrecacheSound ("sounds/player/steps/step_1.wav");
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cl_sfx_step[1] = S_PrecacheSound ("sounds/player/steps/step_2.wav");
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cl_sfx_step[2] = S_PrecacheSound ("sounds/player/steps/step_3.wav");
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cl_sfx_step[3] = S_PrecacheSound ("sounds/player/steps/step_4.wav");
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}
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/*
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=================
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CL_ClearTEnts
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=================
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*/
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void CL_ClearTEnts (void)
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{
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//cl_bolt1_mod = cl_bolt2_mod = cl_bolt3_mod = cl_beam_mod = NULL;
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cl_q3gunshot_mod = cl_q3teleport_mod = NULL;
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memset (&cl_beams, 0, sizeof(cl_beams));
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}
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/*
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=================
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CL_ParseBeam
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=================
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*/
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void CL_ParseBeam (model_t *m)
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{
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int ent;
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vec3_t start, end;
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beam_t *b;
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int i;
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ent = MSG_ReadShort ();
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start[0] = MSG_ReadCoord ();
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start[1] = MSG_ReadCoord ();
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start[2] = MSG_ReadCoord ();
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end[0] = MSG_ReadCoord ();
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end[1] = MSG_ReadCoord ();
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end[2] = MSG_ReadCoord ();
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if (ent == cl.viewentity)
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VectorCopy(end, playerbeam_end); // for cl_truelightning
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// override any beam with the same entity
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for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
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if (b->entity == ent)
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{
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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}
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// find a free beam
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for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
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{
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if (!b->model || b->endtime < cl.time)
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{
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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}
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}
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Con_Printf ("beam list overflow!\n");
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}
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enum
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{
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DECAL_NONE,
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DECAL_BULLTMRK,
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DECAL_BLOODMRK1,
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DECAL_BLOODMRK2,
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DECAL_BLOODMRK3,
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DECAL_EXPLOMRK
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};
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//==============================================================================
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extern cvar_t r_decal_bullets;
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extern cvar_t r_decal_explosions;
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extern int decal_blood1, decal_blood2, decal_blood3, decal_burn, decal_mark, decal_glow;
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//==============================================================================
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/*
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=================
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CL_ParseTEnt
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=================
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*/
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void CL_ParseTEnt (void)
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{
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int type;
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vec3_t pos;
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dlight_t *dl;
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//int rnd;
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int colorStart, colorLength;
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type = MSG_ReadByte ();
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switch (type)
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{
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case TE_WIZSPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
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cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
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R_RunParticleEffect (pos, vec3_origin, 20, 30);
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//S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
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break;
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case TE_KNIGHTSPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
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cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
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R_RunParticleEffect (pos, vec3_origin, 226, 20);
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//S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
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break;
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case TE_SPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
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cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
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//R00k--start
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if (r_decal_bullets.value)
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{
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R_SpawnDecalStatic(pos, decal_mark, 8);
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}
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//R00k--end
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R_RunParticleEffect (pos, vec3_origin, 0, 10);
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break;
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case TE_SUPERSPIKE: // super spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
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cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
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R_RunParticleEffect (pos, vec3_origin, 0, 20);
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//R00k--start
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if (r_decal_bullets.value)
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{
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R_SpawnDecalStatic(pos, decal_mark, 10);
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}
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//R00k--end
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break;
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case TE_GUNSHOT: // bullet hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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if (r_part_gunshots.value == 2 && !cl_q3gunshot_mod)
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cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
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//R00k--start
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if (r_decal_bullets.value)
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{
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R_SpawnDecalStatic(pos, decal_mark, 8);
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}
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//R00k--end
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R_RunParticleEffect (pos, vec3_origin, 0, 20);
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break;
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case TE_EXPLOSION: // rocket explosion
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_ParticleExplosion (pos);
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if (r_decal_explosions.value)
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{
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R_SpawnDecalStatic(pos, decal_burn, 100);
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}
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 0.5);
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break;
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case TE_RAYSPLASHGREEN:
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 65;
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dl->die = cl.time + 0.3;
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dl->decay = 300;
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dl->color[0] = 0;
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dl->color[1] = 255;
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dl->color[2] = 0;
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R_RunParticleEffect (pos, vec3_origin, 0, 256);
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//S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 0.5); // NZPFIXME - add raygun hum
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break;
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case TE_RAYSPLASHRED:
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 65;
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dl->die = cl.time + 0.3;
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dl->decay = 300;
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dl->color[0] = 255;
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dl->color[1] = 0;
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dl->color[2] = 0;
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R_RunParticleEffect (pos, vec3_origin, 0, 512);
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//S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 0.5); // NZPFIXME - add raygun hum
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break;
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case TE_TAREXPLOSION: // tarbaby explosion
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_BlobExplosion (pos);
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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break;
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case TE_LIGHTNING1: // lightning bolts
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CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
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break;
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case TE_LIGHTNING2: // lightning bolts
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CL_ParseBeam (Mod_ForName("models/misc/bolt2.mdl", true));
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break;
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case TE_LIGHTNING3: // lightning bolts
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CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
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break;
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// PGM 01/21/97
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case TE_BEAM: // grappling hook beam
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CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
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break;
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// PGM 01/21/97
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case TE_LAVASPLASH:
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_LavaSplash (pos);
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 150;
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dl->die = cl.time + 0.75;
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dl->decay = 200;
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break;
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case TE_TELEPORT:
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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if (r_part_telesplash.value == 2 && !cl_q3teleport_mod)
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cl_q3teleport_mod = Mod_ForName ("progs/telep.md3", true);
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R_TeleportSplash (pos);
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break;
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case TE_EXPLOSION2: // color mapped explosion
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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colorStart = MSG_ReadByte ();
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colorLength = MSG_ReadByte ();
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R_ParticleExplosion2 (pos, colorStart, colorLength);
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if (r_decal_explosions.value)
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{
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R_SpawnDecalStatic(pos, decal_burn, 100);
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}
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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break;
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default:
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Sys_Error ("CL_ParseTEnt: bad type");
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}
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}
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/*
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=================
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CL_NewTempEntity
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=================
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*/
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entity_t *CL_NewTempEntity (void)
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{
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entity_t *ent;
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if (cl_numvisedicts == MAX_VISEDICTS)
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return NULL;
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if (num_temp_entities == MAX_TEMP_ENTITIES)
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return NULL;
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ent = &cl_temp_entities[num_temp_entities];
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memset (ent, 0, sizeof(*ent));
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num_temp_entities++;
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cl_visedicts[cl_numvisedicts] = ent;
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cl_numvisedicts++;
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ent->colormap = vid.colormap;
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return ent;
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}
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/*
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=================
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TraceLineN
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=================
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*/
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qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
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{
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trace_t trace;
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memset (&trace, 0, sizeof(trace));
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if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, start, end, &trace))
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{
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if (trace.fraction < 1)
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{
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VectorCopy (trace.endpos, impact);
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if (normal)
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VectorCopy (trace.plane.normal, normal);
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return true;
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}
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}
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return false;
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}
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void QMB_Lightning_Splash (vec3_t org);
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extern cvar_t scr_ofsy;
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/*
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=================
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CL_UpdateTEnts
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=================
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*/
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void CL_UpdateTEnts (void)
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{
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int i;
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beam_t *b;
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vec3_t dist, org, beamstart;
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float d;
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entity_t *ent;
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float yaw, pitch;
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float forward;
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int j;
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vec3_t beamend;
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// qboolean sparks = false;
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num_temp_entities = 0;
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// update lightning
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for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
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{
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if (!b->model || b->endtime < cl.time)
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continue;
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// if coming from the player, update the start position
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if (b->entity == cl.viewentity)
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{
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VectorCopy (cl_entities[cl.viewentity].origin, b->start);
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b->start[2] += cl.crouch + bound(-7, scr_ofsy.value, 4);
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b->start[2] += bound(0, cl_lightning_zadjust.value, 20);//progs.dat aims from 20 for traceline
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if (cl_truelightning.value)
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{
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vec3_t forward, v, org, ang;
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float f, delta;
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trace_t trace;
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f = fmax(0, fmin(1, cl_truelightning.value));
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VectorSubtract (playerbeam_end, cl_entities[cl.viewentity].origin, v);
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//v[2] -= 22; // adjust for view height
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v[2] -= cl.crouch; //
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v[2] -= bound(0, cl_lightning_zadjust.value, 20);
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vectoangles (v, ang);
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// lerp pitch
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ang[0] = -ang[0];
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if (ang[0] < -180)
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ang[0] += 360;
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ang[0] += (cl.viewangles[0] - ang[0]) * f;
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// lerp yaw
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delta = cl.viewangles[1] - ang[1];
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if (delta > 180)
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delta -= 360;
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if (delta < -180)
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delta += 360;
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ang[1] += delta * f;
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ang[2] = 0;
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AngleVectors (ang, forward, NULLVEC, NULLVEC);
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VectorScale(forward, 600, forward);
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VectorCopy(cl_entities[cl.viewentity].origin, org);
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org[2] += bound(0, cl_lightning_zadjust.value, 20);//progs.dat aims from 20 for teaceline
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VectorAdd(org, forward, b->end);
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memset (&trace, 0, sizeof(trace_t));
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if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, org, b->end, &trace))
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VectorCopy(trace.endpos, b->end);
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}
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}
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/*
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// if coming from the player, update the start position
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if (b->entity == cl.viewentity)
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{
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VectorCopy (cl_entities[cl.viewentity].origin, b->start);
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}
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*/
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// calculate pitch and yaw
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VectorSubtract (b->end, b->start, dist);
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if (dist[1] == 0 && dist[0] == 0)
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{
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yaw = 0;
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if (dist[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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}
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else
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{
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yaw = (int) (atan2f(dist[1], dist[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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forward = sqrtf (dist[0]*dist[0] + dist[1]*dist[1]);
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pitch = (int) (atan2f(dist[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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// add new entities for the lightning
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VectorCopy(b->start, org);
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VectorCopy(b->start, beamstart);
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d = VectorNormalize (dist);
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VectorScale (dist, 30, dist);
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if (key_dest == key_game)
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{
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for ( ; d > 0 ; d -= 30)
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{
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if ((qmb_initialized && r_part_lightning.value) && (!cl.paused))
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{
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VectorAdd(org, dist, beamend);
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for (j=0 ; j<3 ; j++)
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beamend[j] += ((rand()%10)-5);
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QMB_LightningBeam (beamstart, beamend);
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//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;
|
|
}
|
|
*/
|
|
}
|
|
|
|
}
|
|
|
|
|