/* 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 #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 "compat.h" #include "qw/include/cl_ents.h" #include "qw/include/cl_main.h" #include "qw/include/cl_parse.h" #include "qw/include/cl_tent.h" #include "qw/include/client.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; 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->skin = 0; 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); } 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; 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; 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; 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; 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_funcs->particles->R_LavaSplash (pos); break; case TE_TELEPORT: MSG_ReadCoordV (net_message, pos); r_funcs->particles->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_funcs->particles->R_ParticleExplosion2 (pos, colorStart, colorLength); dl = r_funcs->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; VectorScale (&r_data->vid->palette[colorStart], 1.0 / 255.0, dl->color); dl->color[3] = 0.7; break; 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; 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; 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; 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; if (!b->endtime) continue; if (!b->model || b->endtime < cl.time) { tent_obj_t *_to; 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) % 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; 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; }