newtree/source/cl_tent.c

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/*
cl_tent.c
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client side temporary entities
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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#ifdef HAVE_CONFIG_H
# include "config.h"
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#endif
#include "host.h"
#include "sys.h"
#include "ctype.h"
#include "render.h"
#include "protocol.h"
#include "client.h"
#include "msg.h"
#include "console.h"
#include "r_dynamic.h"
#include "cl_main.h"
#include <math.h>
#include <stdlib.h>
#ifdef HAVE_STRING_H
#include <string.h>
#endif
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#define MAX_BEAMS 8
typedef struct {
int entity;
struct model_s *model;
float endtime;
vec3_t start, end;
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} beam_t;
beam_t cl_beams[MAX_BEAMS];
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#define MAX_EXPLOSIONS 8
typedef struct {
vec3_t origin;
float start;
model_t *model;
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} explosion_t;
explosion_t cl_explosions[MAX_EXPLOSIONS];
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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;
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/*
=================
CL_ParseTEnts
=================
*/
void
CL_TEnts_Init (void)
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{
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_ClearTEnts
=================
*/
void
CL_ClearTEnts (void)
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{
memset (&cl_beams, 0, sizeof (cl_beams));
memset (&cl_explosions, 0, sizeof (cl_explosions));
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}
/*
=================
CL_AllocExplosion
=================
*/
explosion_t *
CL_AllocExplosion (void)
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{
int i;
float time;
int index;
for (i = 0; i < MAX_EXPLOSIONS; i++)
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if (!cl_explosions[i].model)
return &cl_explosions[i];
// find the oldest explosion
time = cl.time;
index = 0;
for (i = 0; i < MAX_EXPLOSIONS; i++)
if (cl_explosions[i].start < time) {
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time = cl_explosions[i].start;
index = i;
}
return &cl_explosions[index];
}
/*
=================
CL_ParseBeam
=================
*/
void
CL_ParseBeam (model_t *m)
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{
int ent;
vec3_t start, end;
beam_t *b;
int i;
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ent = MSG_ReadShort ();
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start[0] = MSG_ReadCoord ();
start[1] = MSG_ReadCoord ();
start[2] = MSG_ReadCoord ();
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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) {
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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) {
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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");
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}
/*
=================
CL_ParseTEnt
=================
*/
void
CL_ParseTEnt (void)
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{
byte type;
vec3_t pos;
dlight_t *dl;
int rnd;
explosion_t *ex;
int cnt = -1;
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type = MSG_ReadByte ();
switch (type) {
case TE_WIZSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunSpikeEffect (pos, type);
// R_RunParticleEffect (pos, 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_RunSpikeEffect (pos, type);
// R_RunParticleEffect (pos, 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 ();
R_RunSpikeEffect (pos, type);
// R_RunParticleEffect (pos, 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_RunSpikeEffect (pos, type);
// R_RunParticleEffect (pos, 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;
case TE_EXPLOSION: // rocket explosion
// particles
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_ParticleExplosion (pos);
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 0.86;
dl->color[1] = 0.31;
dl->color[2] = 0.24;
// sound
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
// sprite
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin);
ex->start = cl.time;
ex->model = Mod_ForName ("progs/s_explod.spr", true);
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;
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_GUNSHOT: // bullet hitting wall
case TE_BLOOD: // bullets hitting body
cnt = MSG_ReadByte ();
case TE_LIGHTNINGBLOOD: // lightning hitting body
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunPuffEffect (pos, type, cnt);
// R_RunParticleEffect (pos, 0, 20*cnt);
break;
default:
// Sys_Error ("CL_ParseTEnt: bad type");
Host_EndGame ("CL_ParseTEnt: bad type");
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}
}
/*
=================
CL_NewTempEntity
=================
*/
entity_t *
CL_NewTempEntity (void)
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{
entity_t *ent;
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if (cl_numvisedicts == MAX_VISEDICTS)
return NULL;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = 0;
memset (ent, 0, sizeof (*ent));
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ent->colormap = vid.colormap;
// LordHavoc: Endy had neglected to do this as part of the QSG VERSION 2
// stuff
ent->glowsize = 0;
ent->glowcolor = 254;
ent->alpha = 1;
ent->scale = 1;
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
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return ent;
}
/*
=================
CL_UpdateBeams
=================
*/
void
CL_UpdateBeams (void)
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{
int i, j;
beam_t *b;
vec3_t dist, org;
float d;
entity_t *ent;
float yaw, pitch;
float forward;
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// update lightning
for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) {
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if (!b->model || b->endtime < cl.time)
continue;
// if coming from the player, update the start position
if (b->entity == cl.playernum + 1) // entity 0 is the world
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{
VectorCopy (cl.simorg, b->start);
// b->start[2] -= 22; // adjust for view height
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}
// calculate pitch and yaw
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VectorSubtract (b->end, b->start, dist);
if (dist[1] == 0 && dist[0] == 0) {
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yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
} else {
yaw = (int) (atan2 (dist[1], dist[0]) * 180 / M_PI);
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if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0] * dist[0] + dist[1] * dist[1]);
pitch = (int) (atan2 (dist[2], forward) * 180 / M_PI);
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if (pitch < 0)
pitch += 360;
}
// add new entities for the lightning
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VectorCopy (b->start, org);
d = VectorNormalize (dist);
while (d > 0) {
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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;
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for (j = 0; j < 3; j++)
org[j] += dist[j] * 30;
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d -= 30;
}
}
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}
/*
=================
CL_UpdateExplosions
=================
*/
void
CL_UpdateExplosions (void)
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{
int i;
int f;
explosion_t *ex;
entity_t *ent;
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for (i = 0, ex = cl_explosions; i < MAX_EXPLOSIONS; i++, ex++) {
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if (!ex->model)
continue;
f = 10 * (cl.time - ex->start);
if (f >= ex->model->numframes) {
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ex->model = NULL;
continue;
}
ent = CL_NewTempEntity ();
if (!ent)
return;
VectorCopy (ex->origin, ent->origin);
ent->model = ex->model;
ent->frame = f;
}
}
/*
=================
CL_UpdateTEnts
=================
*/
void
CL_UpdateTEnts (void)
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{
CL_UpdateBeams ();
CL_UpdateExplosions ();
}