dquakeplus/source/cl_tent.c

561 lines
13 KiB
C

/*
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;
}
*/
}
}