mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-26 22:11:30 +00:00
13bd5ce012
Also broke up client.h into a lot of smaller headers. Oh, software rendering works again. And yes, this does hit a hell of a lot of files.
481 lines
9.6 KiB
C
481 lines
9.6 KiB
C
/*
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cl_tent.c
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client side temporary entities
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "quakedef.h" // Host_EndGame
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#include "sys.h"
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#include "ctype.h"
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#include "render.h"
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#include "protocol.h"
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#include "client.h"
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#include "msg.h"
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#include "console.h"
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#include "r_dynamic.h"
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#include "cl_main.h"
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#include <math.h>
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#include <stdlib.h>
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#ifdef HAVE_STRING_H
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#include <string.h>
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#endif
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#define MAX_BEAMS 8
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typedef struct
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{
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int entity;
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struct model_s *model;
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float endtime;
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vec3_t start, end;
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} beam_t;
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beam_t cl_beams[MAX_BEAMS];
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#define MAX_EXPLOSIONS 8
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typedef struct
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{
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vec3_t origin;
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float start;
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model_t *model;
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} explosion_t;
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explosion_t cl_explosions[MAX_EXPLOSIONS];
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sfx_t *cl_sfx_wizhit;
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sfx_t *cl_sfx_knighthit;
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sfx_t *cl_sfx_tink1;
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sfx_t *cl_sfx_ric1;
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sfx_t *cl_sfx_ric2;
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sfx_t *cl_sfx_ric3;
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sfx_t *cl_sfx_r_exp3;
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/*
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=================
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CL_ParseTEnts
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=================
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*/
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void CL_TEnts_Init (void)
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{
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cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
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cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
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cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
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cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
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cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
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cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
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cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.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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memset (&cl_beams, 0, sizeof(cl_beams));
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memset (&cl_explosions, 0, sizeof(cl_explosions));
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}
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/*
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=================
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CL_AllocExplosion
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=================
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*/
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explosion_t *CL_AllocExplosion (void)
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{
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int i;
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float time;
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int index;
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for (i=0 ; i<MAX_EXPLOSIONS ; i++)
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if (!cl_explosions[i].model)
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return &cl_explosions[i];
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// find the oldest explosion
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time = cl.time;
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index = 0;
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for (i=0 ; i<MAX_EXPLOSIONS ; i++)
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if (cl_explosions[i].start < time)
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{
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time = cl_explosions[i].start;
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index = i;
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}
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return &cl_explosions[index];
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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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// 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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/*
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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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byte 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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explosion_t *ex;
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int cnt = -1;
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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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R_RunSpikeEffect (pos, type);
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//R_RunParticleEffect (pos, 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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R_RunSpikeEffect (pos, type);
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//R_RunParticleEffect (pos, 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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R_RunSpikeEffect (pos, type);
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//R_RunParticleEffect (pos, 0, 10);
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if ( rand() % 5 )
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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else
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{
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rnd = rand() & 3;
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if (rnd == 1)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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else if (rnd == 2)
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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else
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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}
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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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R_RunSpikeEffect (pos, type);
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//R_RunParticleEffect (pos, 0, 20);
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if ( rand() % 5 )
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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else
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{
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rnd = rand() & 3;
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if (rnd == 1)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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else if (rnd == 2)
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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else
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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}
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break;
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case TE_EXPLOSION: // rocket explosion
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// particles
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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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// light
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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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dl->color[0] = 0.86;
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dl->color[1] = 0.31;
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dl->color[2] = 0.24;
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// sound
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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// sprite
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ex = CL_AllocExplosion ();
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VectorCopy (pos, ex->origin);
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ex->start = cl.time;
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ex->model = Mod_ForName ("progs/s_explod.spr", true);
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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("progs/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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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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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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R_TeleportSplash (pos);
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break;
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case TE_GUNSHOT: // bullet hitting wall
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case TE_BLOOD: // bullets hitting body
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cnt = MSG_ReadByte ();
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case TE_LIGHTNINGBLOOD: // lightning hitting body
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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_RunPuffEffect (pos, type, cnt);
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//R_RunParticleEffect (pos, 0, 20*cnt);
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break;
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default:
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// Sys_Error ("CL_ParseTEnt: bad type");
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Host_EndGame ("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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ent = &cl_visedicts[cl_numvisedicts];
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cl_numvisedicts++;
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ent->keynum = 0;
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memset (ent, 0, sizeof(*ent));
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ent->colormap = vid.colormap;
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// LordHavoc: Endy had neglected to do this as part of the QSG VERSION 2 stuff
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ent->glowsize = 0;
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ent->glowcolor = 254;
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ent->alpha = 1;
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ent->scale = 1;
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ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
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return ent;
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}
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/*
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=================
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CL_UpdateBeams
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=================
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*/
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void CL_UpdateBeams (void)
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{
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int i,j;
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beam_t *b;
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vec3_t dist, org;
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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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// 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.playernum+1) // entity 0 is the world
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{
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VectorCopy (cl.simorg, b->start);
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// b->start[2] -= 22; // adjust for view height
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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) (atan2(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 = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
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pitch = (int) (atan2(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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d = VectorNormalize(dist);
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while (d > 0)
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{
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ent = CL_NewTempEntity ();
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if (!ent)
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return;
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VectorCopy (org, ent->origin);
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ent->model = b->model;
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ent->angles[0] = pitch;
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ent->angles[1] = yaw;
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ent->angles[2] = rand()%360;
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for (j=0 ; j<3 ; j++)
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org[j] += dist[j]*30;
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d -= 30;
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}
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}
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}
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/*
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=================
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CL_UpdateExplosions
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=================
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*/
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void CL_UpdateExplosions (void)
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{
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int i;
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int f;
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explosion_t *ex;
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entity_t *ent;
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for (i=0, ex=cl_explosions ; i< MAX_EXPLOSIONS ; i++, ex++)
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{
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if (!ex->model)
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continue;
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f = 10*(cl.time - ex->start);
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if (f >= ex->model->numframes)
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{
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ex->model = NULL;
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continue;
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}
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ent = CL_NewTempEntity ();
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if (!ent)
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return;
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VectorCopy (ex->origin, ent->origin);
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ent->model = ex->model;
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ent->frame = f;
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}
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}
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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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CL_UpdateBeams ();
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CL_UpdateExplosions ();
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}
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