/* cl_tent.c client side temporary entities 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 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 $Id$ */ #include #include #include #include #include #include #include #define MAX_BEAMS 8 // UQ originally 24 typedef struct { int entity; struct model_s *model; float endtime; vec3_t start, end; } beam_t; #define MAX_EXPLOSIONS 8 typedef struct { vec3_t origin; float start; model_t *model; } explosion_t; 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_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_InitTEnts */ 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_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 ; ientity == 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; #ifdef UQUAKE int colorStart, colorLength; #endif explosion_t *ex; #ifdef QUAKEWORLD int cnt; #endif 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_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] = 0.2; dl->color[1] = 0.1; dl->color[2] = 0.05; dl->color[3] = 0.7; // 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; #ifdef QUAKEWORLD case TE_GUNSHOT: // bullet hitting wall cnt = MSG_ReadByte (); pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20 * cnt); break; 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 default: Sys_Error ("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; return ent; } /* CL_UpdateBeams */ void CL_UpdateBeams (void) { int i; 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 VectorCopy (cl.simorg, b->start); #elif UQUAKE VectorCopy (cl_entities[cl.playernum + 1].origin, b->start); #endif } // 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; } } } /* 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 (); }