/* 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 static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #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_tent.h" #include "client.h" #include "compat.h" #include "r_dynamic.h" typedef struct tent_s { struct tent_s *next; entity_t ent; } tent_t; #define TEMP_ENTITY_BATCH 64 static tent_t *temp_entities = 0; #define MAX_BEAMS 8 typedef struct { int entity; struct model_s *model; float endtime; vec3_t start, end; tent_t *tents; int seed; } beam_t; beam_t cl_beams[MAX_BEAMS]; #define MAX_EXPLOSIONS 8 typedef struct { float start; tent_t *tent; } explosion_t; explosion_t cl_explosions[MAX_EXPLOSIONS]; 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; model_t *cl_mod_beam; model_t *cl_mod_bolt; model_t *cl_mod_bolt2; model_t *cl_mod_bolt3; model_t *cl_spr_explod; 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"); 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->colormap = vid.colormap8; ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = ent->colormod[3] = 1.0; 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_ENTITY_BATCH * sizeof (tent_t)); for (i = 0; i < TEMP_ENTITY_BATCH - 1; i++) { temp_entities[i].next = &temp_entities[i + 1]; CL_Init_Entity (&temp_entities[i].ent); } temp_entities[i].next = 0; CL_Init_Entity (&temp_entities[i].ent); } tent = temp_entities; temp_entities = tent->next; tent->next = 0; 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; } void CL_ClearTEnts (void) { int i; tent_t *t; for (i = 0; i < MAX_BEAMS; i++) { for (t = cl_beams[i].tents; t; t = t->next) t->ent.efrag = 0; free_temp_entities (cl_beams[i].tents); memset (&cl_beams[i], 0, sizeof (cl_beams[i])); } for (i = 0; i < MAX_EXPLOSIONS; i++) { for (t = cl_explosions[i].tent; t; t = t->next) t->ent.efrag = 0; free_temp_entities (cl_explosions[i].tent); memset (&cl_explosions[i], 0, sizeof (cl_explosions[i])); } } static explosion_t * CL_AllocExplosion (void) { float time; int index, i; for (i = 0; i < MAX_EXPLOSIONS; i++) if (!cl_explosions[i].tent) { cl_explosions[i].tent = new_temp_entity (); 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) { time = cl_explosions[i].start; index = i; } return &cl_explosions[index]; } static beam_t * beam_alloc (int ent) { int i; beam_t *b; // override any beam with the same entity for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) if (b->entity == ent) return b; // find a free beam for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) if (!b->model || b->endtime < cl.time) return b; Con_Printf ("beam list overflow!\n"); return 0; } static inline void beam_clear (beam_t *b) { if (b->tents) { tent_t *t; for (t = b->tents; t; t = t->next) { R_RemoveEfrags (&t->ent); t->ent.efrag = 0; } free_temp_entities (b->tents); b->tents = 0; } } static inline void beam_setup (beam_t *b) { tent_t *tent; float forward, pitch, yaw, d; int ent_count; vec3_t dist, org; // 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; 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; tent->ent.angles[0] = pitch; tent->ent.angles[1] = yaw; R_AddEfrags (&tent->ent); } } static void CL_ParseBeam (model_t *m) { beam_t *b; int ent; vec3_t start, end; ent = MSG_ReadShort (net_message); MSG_ReadCoordV (net_message, start); MSG_ReadCoordV (net_message, end); if ((b = beam_alloc (ent))) { beam_clear (b); b->entity = ent; 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); } } } void CL_ParseTEnt (void) { byte type; dlight_t *dl; 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_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_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_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; case TE_SUPERSPIKE: // super spike hitting wall MSG_ReadCoordV (net_message, pos); 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_ParticleExplosion (pos); // light dl = R_AllocDlight (0); if (dl) { 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; dl->color[3] = 0.7; } // sound S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); // sprite ex = CL_AllocExplosion (); 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; break; case TE_TAREXPLOSION: // tarbaby explosion MSG_ReadCoordV (net_message, pos); R_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam (cl_mod_bolt); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam (cl_mod_bolt2); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam (cl_mod_bolt3); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam (cl_mod_beam); break; // PGM 01/21/97 case TE_LAVASPLASH: MSG_ReadCoordV (net_message, pos); R_LavaSplash (pos); break; case TE_TELEPORT: MSG_ReadCoordV (net_message, pos); R_TeleportSplash (pos); break; 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_ParticleExplosion2 (pos, colorStart, colorLength); dl = R_AllocDlight (0); if (!dl) break; VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; colorStart = (colorStart + (rand () % colorLength)) * 3; dl->color[0] = vid.palette[colorStart] * (1.0 / 255.0); dl->color[1] = vid.palette[colorStart + 1] * (1.0 / 255.0); dl->color[2] = vid.palette[colorStart + 2] * (1.0 / 255.0); dl->color[3] = 0.7; break; case TE_GUNSHOT: // bullet hitting wall cnt = MSG_ReadByte (net_message) * 20; MSG_ReadCoordV (net_message, pos); R_GunshotEffect (pos, cnt); break; case TE_BLOOD: // bullet hitting body cnt = MSG_ReadByte (net_message) * 20; MSG_ReadCoordV (net_message, pos); R_BloodPuffEffect (pos, cnt); break; case TE_LIGHTNINGBLOOD: // lightning hitting body MSG_ReadCoordV (net_message, pos); // light dl = R_AllocDlight (0); if (dl) { VectorCopy (pos, dl->origin); dl->radius = 150; dl->die = cl.time + 0.1; dl->decay = 200; dl->color[0] = 0.25; dl->color[1] = 0.40; dl->color[2] = 0.65; dl->color[3] = 1; } R_LightningBloodEffect (pos); break; default: Sys_Error ("CL_ParseTEnt: bad type %d", type); } } #define BEAM_SEED_INTERVAL 72 #define BEAM_SEED_PRIME 3191 static void CL_UpdateBeams (void) { beam_t *b; int i; unsigned seed; tent_t *t; // update lightning for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) { if (!b->endtime) continue; if (!b->model || b->endtime < cl.time) { b->endtime = 0; beam_clear (b); continue; } // 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); } seed = b->seed + ((int) (cl.time * BEAM_SEED_INTERVAL) % 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[2] = seed % 360; } } } static void CL_UpdateExplosions (void) { int f, i; explosion_t *ex; for (i = 0, ex = cl_explosions; i < MAX_EXPLOSIONS; i++, ex++) { entity_t *ent; if (!ex->tent) continue; ent = &ex->tent->ent; f = 10 * (cl.time - ex->start); if (f >= ent->model->numframes) { R_RemoveEfrags (ent); ent->efrag = 0; free_temp_entities (ex->tent); continue; } ent->frame = f; if (!ent->efrag) R_AddEfrags (ent); } } void CL_UpdateTEnts (void) { CL_UpdateBeams (); CL_UpdateExplosions (); }