quakeforge/qw/source/cl_tent.c

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/*
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdlib.h>
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#include "QF/console.h"
#include "QF/model.h"
#include "QF/msg.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "cl_ents.h"
#include "cl_main.h"
#include "cl_parse.h"
#include "cl_tent.h"
#include "client.h"
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#include "compat.h"
typedef struct tent_s {
struct tent_s *next;
entity_t ent;
} tent_t;
#define TEMP_BATCH 64
static tent_t *temp_entities = 0;
typedef struct {
int entity;
struct model_s *model;
float endtime;
vec3_t start, end;
tent_t *tents;
int seed;
} beam_t;
#define BEAM_SEED_INTERVAL 72
#define BEAM_SEED_PRIME 3191
typedef struct {
float start;
tent_t *tent;
} explosion_t;
typedef struct tent_obj_s {
struct tent_obj_s *next;
union {
beam_t beam;
explosion_t ex;
} to;
} tent_obj_t;
static tent_obj_t *tent_objects;
static tent_obj_t *cl_beams;
static tent_obj_t *cl_explosions;
static tent_t *cl_projectiles;
static sfx_t *cl_sfx_wizhit;
static sfx_t *cl_sfx_knighthit;
static sfx_t *cl_sfx_tink1;
static sfx_t *cl_sfx_ric1;
static sfx_t *cl_sfx_ric2;
static sfx_t *cl_sfx_ric3;
static sfx_t *cl_sfx_r_exp3;
static model_t *cl_mod_beam;
static model_t *cl_mod_bolt;
static model_t *cl_mod_bolt2;
static model_t *cl_mod_bolt3;
static model_t *cl_spr_explod;
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static void
CL_TEnts_Precache (int phase)
{
if (!phase)
return;
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");
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cl_mod_bolt = Mod_ForName ("progs/bolt.mdl", true);
cl_mod_bolt2 = Mod_ForName ("progs/bolt2.mdl", true);
cl_mod_bolt3 = Mod_ForName ("progs/bolt3.mdl", true);
cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
cl_mod_beam = Mod_ForName ("progs/beam.mdl", false);
if (!cl_mod_beam)
cl_mod_beam = cl_mod_bolt;
}
void
CL_TEnts_Init (void)
{
QFS_GamedirCallback (CL_TEnts_Precache);
CL_TEnts_Precache (1);
}
void
CL_Init_Entity (entity_t *ent)
{
memset (ent, 0, sizeof (*ent));
ent->skin = 0;
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QuatSet (1.0, 1.0, 1.0, 1.0, ent->colormod);
ent->scale = 1.0;
ent->pose1 = ent->pose2 = -1;
}
static tent_t *
new_temp_entity (void)
{
tent_t *tent;
if (!temp_entities) {
int i;
temp_entities = malloc (TEMP_BATCH * sizeof (tent_t));
for (i = 0; i < TEMP_BATCH - 1; i++) {
temp_entities[i].next = &temp_entities[i + 1];
}
temp_entities[i].next = 0;
}
tent = temp_entities;
temp_entities = tent->next;
tent->next = 0;
CL_Init_Entity (&tent->ent);
return tent;
}
static void
free_temp_entities (tent_t *tents)
{
tent_t **t = &tents;
while (*t)
t = &(*t)->next;
*t = temp_entities;
temp_entities = tents;
}
static tent_obj_t *
new_tent_object (void)
{
tent_obj_t *tobj;
if (!tent_objects) {
int i;
tent_objects = malloc (TEMP_BATCH * sizeof (tent_obj_t));
for (i = 0; i < TEMP_BATCH - 1; i++)
tent_objects[i].next = &tent_objects[i + 1];
tent_objects[i].next = 0;
}
tobj = tent_objects;
tent_objects = tobj->next;
tobj->next = 0;
return tobj;
}
static void
free_tent_objects (tent_obj_t *tobjs)
{
tent_obj_t **t = &tobjs;
while (*t)
t = &(*t)->next;
*t = tent_objects;
tent_objects = tobjs;
}
void
CL_ClearTEnts (void)
{
tent_t *t;
tent_obj_t *to;
for (to = cl_beams; to; to = to->next) {
for (t = to->to.beam.tents; t; t = t->next)
t->ent.efrag = 0;
free_temp_entities (to->to.beam.tents);
}
free_tent_objects (cl_beams);
cl_beams = 0;
for (to = cl_explosions; to; to = to->next) {
for (t = to->to.ex.tent; t; t = t->next)
t->ent.efrag = 0;
free_temp_entities (to->to.ex.tent);
}
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free_tent_objects (cl_explosions);
cl_explosions = 0;
}
static inline void
beam_clear (beam_t *b)
{
if (b->tents) {
tent_t *t;
for (t = b->tents; t; t = t->next) {
r_funcs->R_RemoveEfrags (&t->ent);
t->ent.efrag = 0;
}
free_temp_entities (b->tents);
b->tents = 0;
}
}
static inline void
beam_setup (beam_t *b, qboolean transform)
{
tent_t *tent;
float forward, pitch, yaw, d;
int ent_count;
vec3_t dist, org, ang;
unsigned seed;
// 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);
VectorScale (dist, 30, dist);
ent_count = ceil (d / 30);
d = 0;
seed = b->seed + ((int) (cl.time * BEAM_SEED_INTERVAL) %
BEAM_SEED_INTERVAL);
ang[ROLL] = 0;
while (ent_count--) {
tent = new_temp_entity ();
tent->next = b->tents;
b->tents = tent;
VectorMultAdd (org, d, dist, tent->ent.origin);
d += 1.0;
tent->ent.model = b->model;
ang[PITCH] = pitch;
ang[YAW] = yaw;
if (transform) {
seed = seed * BEAM_SEED_PRIME;
ang[ROLL] = seed % 360;
CL_TransformEntity (&tent->ent, ang, true);
}
VectorCopy (ang, tent->ent.angles);
r_funcs->R_AddEfrags (&tent->ent);
}
}
static void
CL_ParseBeam (model_t *m)
{
tent_obj_t *to;
beam_t *b;
int ent;
vec3_t start, end;
ent = MSG_ReadShort (net_message);
MSG_ReadCoordV (net_message, start);
MSG_ReadCoordV (net_message, end);
to = 0;
if (ent) {
for (to = cl_beams; to; to = to->next)
if (to->to.beam.entity == ent)
break;
}
if (!to) {
to = new_tent_object ();
to->next = cl_beams;
cl_beams = to;
to->to.beam.tents = 0;
to->to.beam.entity = ent;
}
b = &to->to.beam;
beam_clear (b);
b->model = m;
b->endtime = cl.time + 0.2;
b->seed = rand ();
VectorCopy (end, b->end);
if (b->entity != cl.viewentity) {
// this will be done in CL_UpdateBeams
VectorCopy (start, b->start);
beam_setup (b, true);
}
}
void
CL_ParseTEnt (void)
{
byte type;
dlight_t *dl;
tent_obj_t *to;
explosion_t *ex;
int colorStart, colorLength;
int cnt = -1;
vec3_t pos;
sfx_t *spike_sound[] = {
cl_sfx_ric3, cl_sfx_ric3, cl_sfx_ric2, cl_sfx_ric1,
};
type = MSG_ReadByte (net_message);
switch (type) {
case TE_WIZSPIKE: // spike hitting wall
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_WizSpikeEffect (pos);
S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
break;
case TE_KNIGHTSPIKE: // spike hitting wall
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_KnightSpikeEffect (pos);
S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
break;
case TE_SPIKE: // spike hitting wall
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_SpikeEffect (pos);
{
int i;
sfx_t *sound;
i = (rand () % 20) - 16;
if (i >= 0)
sound = spike_sound[i];
else
sound = cl_sfx_tink1;
S_StartSound (-1, 0, sound, pos, 1, 1);
}
break;
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case TE_SUPERSPIKE: // super spike hitting wall
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_SuperSpikeEffect (pos);
{
int i;
sfx_t *sound;
i = (rand () % 20) - 16;
if (i >= 0)
sound = spike_sound[i];
else
sound = cl_sfx_tink1;
S_StartSound (-1, 0, sound, pos, 1, 1);
}
break;
case TE_EXPLOSION: // rocket explosion
// particles
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_ParticleExplosion (pos);
// light
dl = r_funcs->R_AllocDlight (0);
if (dl) {
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
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QuatSet (0.86, 0.31, 0.24, 0.7, dl->color);
}
// sound
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
// sprite
to = new_tent_object ();
to->next = cl_explosions;
cl_explosions = to;
ex = &to->to.ex;
ex->tent = new_temp_entity ();
VectorCopy (pos, ex->tent->ent.origin);
ex->start = cl.time;
//FIXME need better model management
if (!cl_spr_explod->cache.data)
cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
ex->tent->ent.model = cl_spr_explod;
CL_TransformEntity (&ex->tent->ent, ex->tent->ent.angles, true);
break;
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case TE_TAREXPLOSION: // tarbaby explosion
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_BlobExplosion (pos);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
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case TE_LIGHTNING1: // lightning bolts
CL_ParseBeam (cl_mod_bolt);
break;
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case TE_LIGHTNING2: // lightning bolts
CL_ParseBeam (cl_mod_bolt2);
break;
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case TE_LIGHTNING3: // lightning bolts
CL_ParseBeam (cl_mod_bolt3);
break;
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// PGM 01/21/97
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case TE_BEAM: // grappling hook beam
CL_ParseBeam (cl_mod_beam);
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break;
// PGM 01/21/97
case TE_LAVASPLASH:
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_LavaSplash (pos);
break;
case TE_TELEPORT:
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_TeleportSplash (pos);
break;
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case TE_EXPLOSION2: // color mapped explosion
MSG_ReadCoordV (net_message, pos);
colorStart = MSG_ReadByte (net_message);
colorLength = MSG_ReadByte (net_message);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
r_funcs->particles->R_ParticleExplosion2 (pos, colorStart,
colorLength);
dl = r_funcs->R_AllocDlight (0);
if (!dl)
break;
VectorCopy (pos, dl->origin);
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dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
colorStart = (colorStart + (rand () % colorLength)) * 3;
VectorScale (&r_data->vid->palette[colorStart], 1.0 / 255.0,
dl->color);
dl->color[3] = 0.7;
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break;
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case TE_GUNSHOT: // bullet hitting wall
cnt = MSG_ReadByte (net_message) * 20;
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_GunshotEffect (pos, cnt);
break;
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case TE_BLOOD: // bullet hitting body
cnt = MSG_ReadByte (net_message) * 20;
MSG_ReadCoordV (net_message, pos);
r_funcs->particles->R_BloodPuffEffect (pos, cnt);
break;
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case TE_LIGHTNINGBLOOD: // lightning hitting body
MSG_ReadCoordV (net_message, pos);
// light
dl = r_funcs->R_AllocDlight (0);
if (dl) {
VectorCopy (pos, dl->origin);
dl->radius = 150;
dl->die = cl.time + 0.1;
dl->decay = 200;
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QuatSet (0.25, 0.40, 0.65, 1, dl->color);
}
r_funcs->particles->R_LightningBloodEffect (pos);
break;
default:
Sys_Error ("CL_ParseTEnt: bad type %d", type);
}
}
static void
CL_UpdateBeams (void)
{
tent_obj_t **to;
beam_t *b;
unsigned seed;
tent_t *t;
// update lightning
for (to = &cl_beams; *to; ) {
b = &(*to)->to.beam;
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if (!b->endtime)
continue;
if (!b->model || b->endtime < cl.time) {
tent_obj_t *_to;
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b->endtime = 0;
beam_clear (b);
_to = *to;
*to = _to->next;
_to->next = tent_objects;
tent_objects = _to;
continue;
}
to = &(*to)->next;
// if coming from the player, update the start position
if (b->entity == cl.viewentity) {
beam_clear (b);
VectorCopy (cl.simorg, b->start);
beam_setup (b, false);
}
seed = b->seed + ((int) (cl.time * BEAM_SEED_INTERVAL) %
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BEAM_SEED_INTERVAL);
// add new entities for the lightning
for (t = b->tents; t; t = t->next) {
seed = seed * BEAM_SEED_PRIME;
t->ent.angles[ROLL] = seed % 360;
CL_TransformEntity (&t->ent, t->ent.angles, true);
}
}
}
static void
CL_UpdateExplosions (void)
{
int f;
tent_obj_t **to;
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explosion_t *ex;
entity_t *ent;
for (to = &cl_explosions; *to; ) {
ex = &(*to)->to.ex;
ent = &ex->tent->ent;
f = 10 * (cl.time - ex->start);
if (f >= ent->model->numframes) {
tent_obj_t *_to;
r_funcs->R_RemoveEfrags (ent);
ent->efrag = 0;
free_temp_entities (ex->tent);
_to = *to;
*to = _to->next;
_to->next = tent_objects;
tent_objects = _to;
continue;
}
to = &(*to)->next;
ent->frame = f;
if (!ent->efrag)
r_funcs->R_AddEfrags (ent);
}
}
void
CL_UpdateTEnts (void)
{
CL_UpdateBeams ();
CL_UpdateExplosions ();
}
void
CL_ClearProjectiles (void)
{
tent_t *tent;
for (tent = cl_projectiles; tent; tent = tent->next) {
r_funcs->R_RemoveEfrags (&tent->ent);
tent->ent.efrag = 0;
}
free_temp_entities (cl_projectiles);
cl_projectiles = 0;
}
/*
Nails are passed as efficient temporary entities
*/
void
CL_ParseProjectiles (qboolean nail2)
{
tent_t *tent;
tent_t *head = 0, **tail = &head;
byte bits[6];
int i, c, j, num;
entity_t *pr;
c = MSG_ReadByte (net_message);
for (i = 0; i < c; i++) {
if (nail2)
num = MSG_ReadByte (net_message);
else
num = 0;
(void) num; //FIXME
for (j = 0; j < 6; j++)
bits[j] = MSG_ReadByte (net_message);
tent = new_temp_entity ();
*tail = tent;
tail = &tent->next;
pr = &tent->ent;
pr->model = cl.model_precache[cl_spikeindex];
pr->skin = 0;
pr->origin[0] = ((bits[0] + ((bits[1] & 15) << 8)) << 1) - 4096;
pr->origin[1] = (((bits[1] >> 4) + (bits[2] << 4)) << 1) - 4096;
pr->origin[2] = ((bits[3] + ((bits[4] & 15) << 8)) << 1) - 4096;
pr->angles[0] = (bits[4] >> 4) * (360.0 / 16.0);
pr->angles[1] = bits[5] * (360.0 / 256.0);
pr->angles[2] = 0;
CL_TransformEntity (&tent->ent, tent->ent.angles, true);
r_funcs->R_AddEfrags (&tent->ent);
}
*tail = cl_projectiles;
cl_projectiles = head;
}