/* cl_tent.c 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 $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #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 #include #ifdef HAVE_STRING_H #include #endif #define MAX_BEAMS 8 typedef struct { int entity; struct model_s *model; float endtime; vec3_t start, end; } beam_t; beam_t cl_beams[MAX_BEAMS]; #define MAX_EXPLOSIONS 8 typedef struct { vec3_t origin; float start; model_t *model; } explosion_t; explosion_t cl_explosions[MAX_EXPLOSIONS]; 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; /* ================= CL_ParseTEnts ================= */ void CL_TEnts_Init (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_ClearTEnts ================= */ void CL_ClearTEnts (void) { memset (&cl_beams, 0, sizeof (cl_beams)); memset (&cl_explosions, 0, sizeof (cl_explosions)); } /* ================= CL_AllocExplosion ================= */ explosion_t * CL_AllocExplosion (void) { int i; float time; int index; for (i = 0; i < MAX_EXPLOSIONS; i++) 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) { time = cl_explosions[i].start; index = i; } return &cl_explosions[index]; } /* ================= 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"); } /* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { byte type; vec3_t pos; dlight_t *dl; int rnd; explosion_t *ex; int cnt = -1; 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"); } } /* ================= CL_NewTempEntity ================= */ entity_t * CL_NewTempEntity (void) { entity_t *ent; if (cl_numvisedicts == MAX_VISEDICTS) return NULL; ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->keynum = 0; memset (ent, 0, sizeof (*ent)); 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; return ent; } /* ================= CL_UpdateBeams ================= */ void CL_UpdateBeams (void) { int i, j; beam_t *b; vec3_t dist, org; float d; entity_t *ent; float yaw, pitch; float forward; // 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.playernum + 1) // entity 0 is the world { VectorCopy (cl.simorg, b->start); // b->start[2] -= 22; // adjust for view height } // 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; } // 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 (j = 0; j < 3; j++) org[j] += dist[j] * 30; d -= 30; } } } /* ================= CL_UpdateExplosions ================= */ void CL_UpdateExplosions (void) { int i; int f; explosion_t *ex; entity_t *ent; for (i = 0, ex = cl_explosions; i < MAX_EXPLOSIONS; i++, ex++) { if (!ex->model) continue; f = 10 * (cl.time - ex->start); if (f >= ex->model->numframes) { 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) { CL_UpdateBeams (); CL_UpdateExplosions (); }