quakeforge-old/common/cl_tent.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.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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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.
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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.
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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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*/
#include <qtypes.h>
#include <quakedef.h>
#include <model.h>
#include <sound.h>
#include <client.h>
#include <mathlib.h>
#include <console.h>
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#define MAX_BEAMS 32
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typedef struct
{
int entity;
struct model_s *model;
float endtime;
vec3_t start, end;
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} beam_t;
#define MAX_EXPLOSIONS 32
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typedef struct
{
vec3_t origin;
float start;
model_t *model;
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} explosion_t;
explosion_t cl_explosions[MAX_EXPLOSIONS];
beam_t cl_beams[MAX_BEAMS];
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// UQ used these
// int num_temp_entities;
// entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
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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;
#ifdef QUAKE2
sfx_t *cl_sfx_imp;
sfx_t *cl_sfx_rail;
#endif
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/*
CL_InitTEnts
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*/
void
CL_InitTEnts ( 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");
#ifdef QUAKE2
cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
#endif
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}
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/*
CL_ClearTEnts
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*/
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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}
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/*
CL_AllocExplosion
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*/
explosion_t *
CL_AllocExplosion ( void )
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{
int i;
float time;
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int index;
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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) {
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time = cl_explosions[i].start;
index = i;
}
return &cl_explosions[index];
}
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/*
CL_ParseBeam
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*/
void
CL_ParseBeam ( model_t *m )
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{
int ent;
vec3_t start, end;
beam_t *b;
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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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}
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/*
CL_ParseTEnt
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*/
void
CL_ParseTEnt ( void )
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{
int type;
vec3_t pos;
#ifdef QUAKE2
vec3_t endpos;
#endif
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dlight_t *dl;
int rnd;
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#ifdef UQUAKE
int colorStart, colorLength;
#endif
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explosion_t *ex;
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#ifdef QUAKEWORLD
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int cnt;
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#endif
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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_RunParticleEffect (pos, vec3_origin, 20, 30);
S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
break;
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case TE_KNIGHTSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 226, 20);
S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
break;
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case TE_SPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
#ifdef GLTEST
Test_Spawn (pos);
#else
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R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
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if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else {
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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;
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case TE_SUPERSPIKE: // super spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else {
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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;
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case TE_EXPLOSION: // rocket explosion
// particles
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_ParticleExplosion (pos);
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// 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;
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dl->color[3] = 0.7;
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// sound
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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// sprite
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin);
ex->start = cl.time;
ex->model = Mod_ForName ("progs/s_explod.spr", true);
break;
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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;
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case TE_LIGHTNING2: // lightning bolts
CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
break;
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case TE_LIGHTNING3: // lightning bolts
CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
break;
case TE_LAVASPLASH:
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pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_LavaSplash (pos);
break;
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case TE_TELEPORT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_TeleportSplash (pos);
break;
#ifdef QUAKEWORLD
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case TE_GUNSHOT: // bullet hitting wall
cnt = MSG_ReadByte ();
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pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 0, 20 * cnt);
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break;
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case TE_BLOOD: // bullets hitting body
cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
break;
case TE_LIGHTNINGBLOOD: // lightning hitting body
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 225, 50);
break;
#endif // QUAKEWORLD
#ifdef UQUAKE
case TE_GUNSHOT: // bullet hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 0, 20);
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_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);
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;
#endif // UQUAKE
#ifdef QUAKE2
case TE_IMPLOSION:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
break;
case TE_RAILTRAIL:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
endpos[0] = MSG_ReadCoord ();
endpos[1] = MSG_ReadCoord ();
endpos[2] = MSG_ReadCoord ();
S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
R_RocketTrail (pos, endpos, 0+128);
R_ParticleExplosion (endpos);
dl = CL_AllocDlight (-1);
VectorCopy (endpos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
break;
#endif
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default:
Sys_Error ("CL_ParseTEnt: bad type");
}
}
/*
CL_NewTempEntity
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*/
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entity_t *
CL_NewTempEntity ( void )
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{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
return NULL;
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ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
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memset (ent, 0, sizeof(*ent));
ent->colormap = vid.colormap;
return ent;
}
/*
CL_UpdateBeams
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*/
void
CL_UpdateBeams ( void )
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{
int i,j;
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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) {
#ifdef QUAKEWORLD
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VectorCopy (cl.simorg, b->start);
#elif UQUAKE
VectorCopy (cl_entities[cl.playernum + 1].origin,
b->start);
#endif
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}
// calculate pitch and yaw
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 {
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yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
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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) {
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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;
for (j=0 ; j<3 ; j++)
org[j] += dist[j]*30;
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d -= 30;
}
}
}
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/*
CL_UpdateExplosions
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*/
void
CL_UpdateExplosions ( void )
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{
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;
}
}
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/*
CL_UpdateTEnts
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*/
void
CL_UpdateTEnts ( void )
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{
CL_UpdateBeams ();
CL_UpdateExplosions ();
}