/* 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 $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #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 "client.h" #include "r_dynamic.h" #define MAX_BEAMS 8 #define MAX_BEAM_ENTS 20 typedef struct { int entity; struct model_s *model; float endtime; vec3_t start, end; entity_t ent_list[MAX_BEAM_ENTS]; int ent_count; } beam_t; beam_t cl_beams[MAX_BEAMS]; #define MAX_EXPLOSIONS 8 typedef struct { float start; entity_t ent; } 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; #ifdef QUAKE2 sfx_t *cl_sfx_imp; sfx_t *cl_sfx_rail; #endif void CL_TEnts_Init (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 } void CL_Init_Entity (entity_t *ent) { memset (ent, 0, sizeof (*ent)); ent->colormap = vid.colormap; ent->glow_size = 0; ent->glow_color = 254; ent->alpha = 1; ent->scale = 1; ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1; ent->pose1 = ent->pose2 = -1; } void CL_ClearTEnts (void) { int i; memset (&cl_beams, 0, sizeof (cl_beams)); memset (&cl_explosions, 0, sizeof (cl_explosions)); for (i = 0; i < MAX_BEAMS; i++) { int j; for (j = 0; j < MAX_BEAM_ENTS; j++) { CL_Init_Entity(&cl_beams[i].ent_list[j]); } } for (i = 0; i < MAX_EXPLOSIONS; i++) { CL_Init_Entity(&cl_explosions[i].ent); } } explosion_t * CL_AllocExplosion (void) { int i; float time; int index; for (i = 0; i < MAX_EXPLOSIONS; i++) if (!cl_explosions[i].ent.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) { time = cl_explosions[i].start; index = i; } return &cl_explosions[index]; } void CL_ParseBeam (model_t *m) { int ent; vec3_t start, end; beam_t *b; int i; ent = MSG_ReadShort (net_message); start[0] = MSG_ReadCoord (net_message); start[1] = MSG_ReadCoord (net_message); start[2] = MSG_ReadCoord (net_message); end[0] = MSG_ReadCoord (net_message); end[1] = MSG_ReadCoord (net_message); end[2] = MSG_ReadCoord (net_message); // 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"); } void CL_ParseTEnt (void) { byte type; vec3_t pos; #ifdef QUAKE2 vec3_t endpos; #endif dlight_t *dl; int rnd; int colorStart, colorLength; explosion_t *ex; int cnt = -1; type = MSG_ReadByte (net_message); //XXX FIXME this is to get around an nq/qw protocol colission if (1) { if (type == TE_BLOOD) type = TE_EXPLOSION2; else if (type == TE_LIGHTNINGBLOOD) type = TE_BEAM; } switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); R_RunSpikeEffect (pos, type); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); R_RunSpikeEffect (pos, type); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); R_RunSpikeEffect (pos, type); 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 (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); R_RunSpikeEffect (pos, type); 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 (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); 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] = 0.86; dl->color[1] = 0.31; dl->color[2] = 0.24; // sound S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); // sprite ex = CL_AllocExplosion (); VectorCopy (pos, ex->ent.origin); ex->start = cl.time; ex->ent.model = Mod_ForName ("progs/s_explod.spr", true); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); 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 (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); R_LavaSplash (pos); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); colorStart = MSG_ReadByte (net_message); colorLength = MSG_ReadByte (net_message); 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; dl->color[0] = 0.86; dl->color[1] = 0.31; dl->color[2] = 0.24; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_GUNSHOT: // bullet hitting wall case TE_BLOOD: // bullets hitting body if (type == TE_GUNSHOT) { cnt = 20; } else { cnt = MSG_ReadByte (net_message); } /* FALLTHROUGH */ case TE_LIGHTNINGBLOOD: // lightning hitting body pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); R_RunPuffEffect (pos, type, cnt); break; #ifdef QUAKE2 case TE_IMPLOSION: pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1); break; case TE_RAILTRAIL: pos[0] = MSG_ReadCoord (net_message); pos[1] = MSG_ReadCoord (net_message); pos[2] = MSG_ReadCoord (net_message); endpos[0] = MSG_ReadCoord (net_message); endpos[1] = MSG_ReadCoord (net_message); endpos[2] = MSG_ReadCoord (net_message); S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1); S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1); /* Need updating to new Particle API 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; dl->color[0] = 0.86; dl->color[1] = 0.31; dl->color[2] = 0.24; break; #endif default: Sys_Error ("CL_ParseTEnt: bad type"); } } 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.viewentity) { VectorCopy (cl_entities[cl.viewentity].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); b->ent_count = 0; while (d > 0 && b->ent_count < MAX_BEAM_ENTS) { ent = R_NewEntity (); if (!ent) return; *ent = &b->ent_list[b->ent_count++]; VectorCopy (org, (*ent)->origin); (*ent)->model = b->model; (*ent)->angles[0] = pitch; (*ent)->angles[1] = yaw; (*ent)->angles[2] = rand () % 360; VectorMA(org, 30, dist, org); d -= 30; } } } 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->ent.model) continue; f = 10 * (cl.time - ex->start); if (f >= ex->ent.model->numframes) { ex->ent.model = NULL; continue; } ent = R_NewEntity (); if (!ent) return; ex->ent.frame = f; *ent = &ex->ent; } } void CL_UpdateTEnts (void) { CL_UpdateBeams (); CL_UpdateExplosions (); } /* CL_ParseParticleEffect Parse an effect out of the server message */ void CL_ParseParticleEffect (void) { vec3_t org, dir; int i, count, msgcount, color; for (i = 0; i < 3; i++) org[i] = MSG_ReadCoord (net_message); for (i = 0; i < 3; i++) dir[i] = MSG_ReadChar (net_message) * (1.0 / 16); msgcount = MSG_ReadByte (net_message); color = MSG_ReadByte (net_message); if (msgcount == 255) count = 1024; else count = msgcount; R_RunParticleEffect (org, color, count); }