cl_tent.c is merged - uquake still has some issues but they're smaller now

This commit is contained in:
Joseph Carter 2000-02-07 22:54:33 +00:00
parent 56c8badd2d
commit 7633189c91
3 changed files with 150 additions and 499 deletions

View File

@ -1,4 +1,5 @@
/* /*
cl_tent.c - client side temporary entities
Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors Please see the file "AUTHORS" for a list of contributors
@ -19,38 +20,38 @@ along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/ */
// cl_tent.c -- client side temporary entities
#include "qtypes.h" #include <qtypes.h>
#include "quakedef.h" #include <quakedef.h>
#include "model.h" #include <model.h>
#include "sound.h" #include <sound.h>
#include "client.h" #include <client.h>
#include "mathlib.h" #include <mathlib.h>
#include "console.h" #include <console.h>
#define MAX_BEAMS 8 // UQ originally 24
#define MAX_BEAMS 8
typedef struct typedef struct
{ {
int entity; int entity;
struct model_s *model; struct model_s *model;
float endtime; float endtime;
vec3_t start, end; vec3_t start, end;
} beam_t; } beam_t;
beam_t cl_beams[MAX_BEAMS];
#define MAX_EXPLOSIONS 8 #define MAX_EXPLOSIONS 8
typedef struct typedef struct
{ {
vec3_t origin; vec3_t origin;
float start; float start;
model_t *model; model_t *model;
} explosion_t; } explosion_t;
explosion_t cl_explosions[MAX_EXPLOSIONS]; explosion_t cl_explosions[MAX_EXPLOSIONS];
beam_t cl_beams[MAX_BEAMS];
// UQ used these
// int num_temp_entities;
// entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
sfx_t *cl_sfx_wizhit; sfx_t *cl_sfx_wizhit;
sfx_t *cl_sfx_knighthit; sfx_t *cl_sfx_knighthit;
@ -59,13 +60,17 @@ sfx_t *cl_sfx_ric1;
sfx_t *cl_sfx_ric2; sfx_t *cl_sfx_ric2;
sfx_t *cl_sfx_ric3; sfx_t *cl_sfx_ric3;
sfx_t *cl_sfx_r_exp3; sfx_t *cl_sfx_r_exp3;
#ifdef QUAKE2
sfx_t *cl_sfx_imp;
sfx_t *cl_sfx_rail;
#endif
/* /*
================= CL_InitTEnts
CL_ParseTEnts
=================
*/ */
void CL_InitTEnts (void) void
CL_InitTEnts (void)
{ {
cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav"); cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav"); cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
@ -74,28 +79,32 @@ void CL_InitTEnts (void)
cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav"); cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav"); cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.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
} }
/* /*
================= CL_ClearTEnts
CL_ClearTEnts
=================
*/ */
void CL_ClearTEnts (void) void
CL_ClearTEnts (void)
{ {
memset (cl_beams, 0, sizeof(cl_beams)); memset (cl_beams, 0, sizeof(cl_beams));
memset (cl_explosions, 0, sizeof(cl_explosions)); memset (cl_explosions, 0, sizeof(cl_explosions));
} }
/* /*
================= CL_AllocExplosion
CL_AllocExplosion
=================
*/ */
explosion_t *CL_AllocExplosion (void) explosion_t
*CL_AllocExplosion (void)
{ {
int i; int i;
float time; float time;
int index; int index;
for (i=0 ; i<MAX_EXPLOSIONS ; i++) for (i=0 ; i<MAX_EXPLOSIONS ; i++)
@ -106,24 +115,23 @@ explosion_t *CL_AllocExplosion (void)
index = 0; index = 0;
for (i=0 ; i<MAX_EXPLOSIONS ; i++) for (i=0 ; i<MAX_EXPLOSIONS ; i++)
if (cl_explosions[i].start < time) if (cl_explosions[i].start < time) {
{
time = cl_explosions[i].start; time = cl_explosions[i].start;
index = i; index = i;
} }
return &cl_explosions[index]; return &cl_explosions[index];
} }
/* /*
================= CL_ParseBeam
CL_ParseBeam
=================
*/ */
void CL_ParseBeam (model_t *m) void
CL_ParseBeam (model_t *m)
{ {
int ent; int ent;
vec3_t start, end; vec3_t start, end;
beam_t *b; beam_t *b;
int i; int i;
ent = MSG_ReadShort (); ent = MSG_ReadShort ();
@ -138,8 +146,7 @@ void CL_ParseBeam (model_t *m)
// override any beam with the same entity // override any beam with the same entity
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
if (b->entity == ent) if (b->entity == ent) {
{
b->entity = ent; b->entity = ent;
b->model = m; b->model = m;
b->endtime = cl.time + 0.2; b->endtime = cl.time + 0.2;
@ -149,10 +156,8 @@ void CL_ParseBeam (model_t *m)
} }
// find a free beam // find a free beam
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) {
{ if (!b->model || b->endtime < cl.time) {
if (!b->model || b->endtime < cl.time)
{
b->entity = ent; b->entity = ent;
b->model = m; b->model = m;
b->endtime = cl.time + 0.2; b->endtime = cl.time + 0.2;
@ -161,20 +166,25 @@ void CL_ParseBeam (model_t *m)
return; return;
} }
} }
Con_Printf ("beam list overflow!\n"); Con_Printf ("beam list overflow!\n");
} }
/* /*
================= CL_ParseTEnt
CL_ParseTEnt
=================
*/ */
void CL_ParseTEnt (void) void
CL_ParseTEnt (void)
{ {
int type; int type;
vec3_t pos; vec3_t pos;
#ifdef QUAKE2
vec3_t endpos;
#endif
dlight_t *dl; dlight_t *dl;
int rnd; int rnd;
// UQ used these
// int colorStart, colorLength;
explosion_t *ex; explosion_t *ex;
int cnt; int cnt;
@ -201,12 +211,14 @@ void CL_ParseTEnt (void)
pos[0] = MSG_ReadCoord (); pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord ();
#ifdef GLTEST
Test_Spawn (pos);
#else
R_RunParticleEffect (pos, vec3_origin, 0, 10); R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
if ( rand() % 5 ) if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else else {
{
rnd = rand() & 3; rnd = rand() & 3;
if (rnd == 1) if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
@ -216,6 +228,7 @@ void CL_ParseTEnt (void)
S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
} }
break; break;
case TE_SUPERSPIKE: // super spike hitting wall case TE_SUPERSPIKE: // super spike hitting wall
pos[0] = MSG_ReadCoord (); pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord ();
@ -224,8 +237,7 @@ void CL_ParseTEnt (void)
if ( rand() % 5 ) if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else else {
{
rnd = rand() & 3; rnd = rand() & 3;
if (rnd == 1) if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
@ -242,7 +254,7 @@ void CL_ParseTEnt (void)
pos[1] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord ();
R_ParticleExplosion (pos); R_ParticleExplosion (pos);
// light // light
dl = CL_AllocDlight (0); dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin); VectorCopy (pos, dl->origin);
@ -253,10 +265,10 @@ void CL_ParseTEnt (void)
dl->color[1] = 0.1; dl->color[1] = 0.1;
dl->color[2] = 0.05; dl->color[2] = 0.05;
dl->color[3] = 0.7; dl->color[3] = 0.7;
// sound // sound
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
// sprite // sprite
ex = CL_AllocExplosion (); ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin); VectorCopy (pos, ex->origin);
@ -264,6 +276,7 @@ void CL_ParseTEnt (void)
ex->model = Mod_ForName ("progs/s_explod.spr", true); ex->model = Mod_ForName ("progs/s_explod.spr", true);
break; break;
case TE_TAREXPLOSION: // tarbaby explosion case TE_TAREXPLOSION: // tarbaby explosion
pos[0] = MSG_ReadCoord (); pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord ();
@ -298,15 +311,15 @@ void CL_ParseTEnt (void)
pos[2] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord ();
R_TeleportSplash (pos); R_TeleportSplash (pos);
break; break;
case TE_GUNSHOT: // bullet hitting wall case TE_GUNSHOT: // bullet hitting wall
cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord (); pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 0, 20*cnt); R_RunParticleEffect (pos, vec3_origin, 0, 20);
break; break;
#ifdef QUAKEWORLD
case TE_BLOOD: // bullets hitting body case TE_BLOOD: // bullets hitting body
cnt = MSG_ReadByte (); cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord (); pos[0] = MSG_ReadCoord ();
@ -321,6 +334,57 @@ void CL_ParseTEnt (void)
pos[2] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 225, 50); R_RunParticleEffect (pos, vec3_origin, 225, 50);
break; break;
#endif // QUAKEWORLD
#ifdef UQUAKE
// 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
default: default:
Sys_Error ("CL_ParseTEnt: bad type"); Sys_Error ("CL_ParseTEnt: bad type");
@ -329,16 +393,16 @@ void CL_ParseTEnt (void)
/* /*
================= CL_NewTempEntity
CL_NewTempEntity
=================
*/ */
entity_t *CL_NewTempEntity (void) entity_t
*CL_NewTempEntity (void)
{ {
entity_t *ent; entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS) if (cl_numvisedicts == MAX_VISEDICTS)
return NULL; return NULL;
ent = &cl_visedicts[cl_numvisedicts]; ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++; cl_numvisedicts++;
ent->keynum = 0; ent->keynum = 0;
@ -351,11 +415,10 @@ entity_t *CL_NewTempEntity (void)
/* /*
================= CL_UpdateBeams
CL_UpdateBeams
=================
*/ */
void CL_UpdateBeams (void) void
CL_UpdateBeams (void)
{ {
int i; int i;
beam_t *b; beam_t *b;
@ -372,25 +435,25 @@ void CL_UpdateBeams (void)
continue; continue;
// if coming from the player, update the start position // if coming from the player, update the start position
if (b->entity == cl.playernum+1) // entity 0 is the world if (b->entity == cl.playernum + 1) {
{ #ifdef QUAKEWORLD
VectorCopy (cl.simorg, b->start); VectorCopy (cl.simorg, b->start);
// b->start[2] -= 22; // adjust for view height #elif UQUAKE
VectorCopy (cl_entities[cl.playernum + 1].origin,
b->start);
#endif
} }
// calculate pitch and yaw // calculate pitch and yaw
VectorSubtract (b->end, b->start, dist); VectorSubtract (b->end, b->start, dist);
if (dist[1] == 0 && dist[0] == 0) if (dist[1] == 0 && dist[0] == 0) {
{
yaw = 0; yaw = 0;
if (dist[2] > 0) if (dist[2] > 0)
pitch = 90; pitch = 90;
else else
pitch = 270; pitch = 270;
} } else {
else
{
yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
if (yaw < 0) if (yaw < 0)
yaw += 360; yaw += 360;
@ -404,8 +467,7 @@ void CL_UpdateBeams (void)
// add new entities for the lightning // add new entities for the lightning
VectorCopy (b->start, org); VectorCopy (b->start, org);
d = VectorNormalize(dist); d = VectorNormalize(dist);
while (d > 0) while (d > 0) {
{
ent = CL_NewTempEntity (); ent = CL_NewTempEntity ();
if (!ent) if (!ent)
return; return;
@ -420,15 +482,14 @@ void CL_UpdateBeams (void)
d -= 30; d -= 30;
} }
} }
} }
/* /*
================= CL_UpdateExplosions
CL_UpdateExplosions
=================
*/ */
void CL_UpdateExplosions (void) void
CL_UpdateExplosions (void)
{ {
int i; int i;
int f; int f;
@ -455,12 +516,12 @@ void CL_UpdateExplosions (void)
} }
} }
/* /*
================= CL_UpdateTEnts
CL_UpdateTEnts
=================
*/ */
void CL_UpdateTEnts (void) void
CL_UpdateTEnts (void)
{ {
CL_UpdateBeams (); CL_UpdateBeams ();
CL_UpdateExplosions (); CL_UpdateExplosions ();

View File

@ -97,7 +97,7 @@ void CL_ClearState (void)
memset (cl_dlights, 0, sizeof(cl_dlights)); memset (cl_dlights, 0, sizeof(cl_dlights));
memset (cl_lightstyle, 0, sizeof(cl_lightstyle)); memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
memset (cl_temp_entities, 0, sizeof(cl_temp_entities)); memset (cl_temp_entities, 0, sizeof(cl_temp_entities));
memset (cl_beams, 0, sizeof(cl_beams)); CL_ClearTEnts ();
// //
// allocate the efrags and chain together into a free list // allocate the efrags and chain together into a free list

View File

@ -1,410 +0,0 @@
/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <quakedef.h>
#include <qtypes.h>
#include <sound.h>
#include <mathlib.h>
#include <protocol.h>
#include <console.h>
#include <sys.h>
#include <client.h>
#define MAX_BEAMS 24
typedef struct
{
int entity;
struct model_s *model;
float endtime;
vec3_t start, end;
} beam_t;
int num_temp_entities;
entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t cl_beams[MAX_BEAMS];
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
/*
=================
CL_ParseTEnt
=================
*/
void CL_InitTEnts (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");
#ifdef QUAKE2
cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
#endif
}
/*
=================
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)
{
int type;
vec3_t pos;
#ifdef QUAKE2
vec3_t endpos;
#endif
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 ();
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 ();
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 ();
#ifdef GLTEST
Test_Spawn (pos);
#else
R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
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_RunParticleEffect (pos, vec3_origin, 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_GUNSHOT: // bullet hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
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);
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;
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;
// 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);
break;
case TE_TELEPORT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
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);
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;
#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
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;
}
/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
int i;
beam_t *b;
vec3_t dist, org;
float d;
entity_t *ent;
float yaw, pitch;
float forward;
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.playernum + 1)
{
VectorCopy (cl_entities[cl.playernum + 1].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) (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 (i=0 ; i<3 ; i++)
org[i] += dist[i]*30;
d -= 30;
}
}
}