mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 00:24:12 +00:00
7294a77356
Dynamic lights can't go directly on visible entities as one or the other will fail to be queued. In addition, the number of lights on an entity needs to be limited. For now, one general purpose light for various effects (eg, quad damage etc) and one for the muzzle flash.
796 lines
20 KiB
C
796 lines
20 KiB
C
/*
|
|
cl_temp_entities.c
|
|
|
|
Client side temporary entity management
|
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
|
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
|
|
|
|
Author: Bill Currie <bill@taniwha.org>
|
|
Date: 2021/3/10
|
|
|
|
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 "QF/darray.h"
|
|
#include "QF/msg.h"
|
|
#include "QF/progs.h" // for PR_RESMAP
|
|
#include "QF/quakefs.h"
|
|
#include "QF/render.h"
|
|
#include "QF/sound.h"
|
|
|
|
#include "QF/plugin/vid_render.h" //FIXME
|
|
//
|
|
#include "QF/scene/entity.h"
|
|
#include "QF/scene/light.h"
|
|
#include "QF/scene/scene.h"
|
|
|
|
#include "client/effects.h"
|
|
#include "client/entities.h"
|
|
#include "client/particles.h"
|
|
#include "client/temp_entities.h"
|
|
#include "client/world.h"
|
|
|
|
typedef struct tent_s {
|
|
struct tent_s *next;
|
|
entity_t ent;
|
|
} tent_t;
|
|
|
|
typedef struct {
|
|
int entity;
|
|
struct model_s *model;
|
|
float endtime;
|
|
vec4f_t start, end;
|
|
vec4f_t rotation;
|
|
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 PR_RESMAP (tent_t) temp_entities;
|
|
static PR_RESMAP (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_r_exp3;
|
|
static sfx_t *cl_sfx_ric[4];
|
|
|
|
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 model_t *cl_spike;
|
|
|
|
static vec4f_t beam_rolls[360];
|
|
|
|
void
|
|
CL_TEnts_Precache (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_ric[3] = S_PrecacheSound ("weapons/ric1.wav");
|
|
cl_sfx_ric[2] = S_PrecacheSound ("weapons/ric2.wav");
|
|
cl_sfx_ric[1] = S_PrecacheSound ("weapons/ric3.wav");
|
|
cl_sfx_ric[0] = cl_sfx_ric[1];
|
|
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);
|
|
cl_spike = Mod_ForName ("progs/spike.mdl", false);
|
|
|
|
if (!cl_mod_beam) {
|
|
cl_mod_beam = cl_mod_bolt;
|
|
}
|
|
S_SetAmbient (AMBIENT_WATER, S_PrecacheSound ("ambience/water1.wav"));
|
|
S_SetAmbient (AMBIENT_SKY, S_PrecacheSound ("ambience/wind2.wav"));
|
|
}
|
|
|
|
static void
|
|
cl_tents_precache (int phase, void *data)
|
|
{
|
|
if (!phase) {
|
|
return;
|
|
}
|
|
CL_TEnts_Precache ();
|
|
}
|
|
|
|
void
|
|
CL_TEnts_Init (void)
|
|
{
|
|
QFS_GamedirCallback (cl_tents_precache, 0);
|
|
for (int i = 0; i < 360; i++) {
|
|
float ang = i * M_PI / 360;
|
|
beam_rolls[i] = (vec4f_t) { sin (ang), 0, 0, cos (ang) };
|
|
}
|
|
}
|
|
|
|
void
|
|
CL_Init_Entity (entity_t ent)
|
|
{
|
|
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
|
|
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
|
|
byte *active = Ent_GetComponent (ent.id, scene_active, cl_world.scene->reg);
|
|
vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, cl_world.scene->reg);
|
|
memset (animation, 0, sizeof (*animation));
|
|
memset (renderer, 0, sizeof (*renderer));
|
|
*active = 1;
|
|
*old_origin = (vec4f_t) {0, 0, 0, 1};
|
|
|
|
renderer->skin = 0;
|
|
QuatSet (1.0, 1.0, 1.0, 1.0, renderer->colormod);
|
|
animation->pose1 = animation->pose2 = -1;
|
|
}
|
|
|
|
static tent_t *
|
|
new_temp_entity (void)
|
|
{
|
|
tent_t *tent = PR_RESNEW_NC (temp_entities);
|
|
tent->ent = Scene_CreateEntity (cl_world.scene);
|
|
tent->next = 0;
|
|
CL_Init_Entity (tent->ent);
|
|
return tent;
|
|
}
|
|
|
|
static void
|
|
free_temp_entities (tent_t *tents)
|
|
{
|
|
tent_t **t = &tents;
|
|
|
|
while (*t) {
|
|
Scene_DestroyEntity (cl_world.scene, (*t)->ent);//FIXME reuse?
|
|
t = &(*t)->next;
|
|
}
|
|
*t = temp_entities._free;
|
|
temp_entities._free = tents;
|
|
}
|
|
|
|
static tent_obj_t *
|
|
new_tent_object (void)
|
|
{
|
|
tent_obj_t *tobj = PR_RESNEW_NC (tent_objects);
|
|
tobj->next = 0;
|
|
return tobj;
|
|
}
|
|
|
|
static void
|
|
free_tent_object (tent_obj_t *tobj)
|
|
{
|
|
tobj->next = tent_objects._free;
|
|
tent_objects._free = tobj;
|
|
}
|
|
|
|
void
|
|
CL_ClearTEnts (void)
|
|
{
|
|
PR_RESRESET (temp_entities);
|
|
PR_RESRESET (tent_objects);
|
|
cl_beams = 0;
|
|
cl_explosions = 0;
|
|
}
|
|
|
|
static inline void
|
|
beam_clear (beam_t *b)
|
|
{
|
|
if (b->tents) {
|
|
free_temp_entities (b->tents);
|
|
b->tents = 0;
|
|
}
|
|
}
|
|
|
|
static inline void
|
|
beam_setup (beam_t *b, bool settransform, double time, TEntContext_t *ctx)
|
|
{
|
|
tent_t *tent;
|
|
float d;
|
|
int ent_count;
|
|
vec4f_t dist, org;
|
|
vec4f_t rotation;
|
|
vec4f_t scale = { 1, 1, 1, 1 };
|
|
unsigned seed;
|
|
|
|
// calculate pitch and yaw
|
|
dist = b->end - b->start;
|
|
|
|
// FIXME interpolation may be off when passing through the -x axis
|
|
if (dist[0] < 0 && dist[1] == 0 && dist[2] == 0) {
|
|
// anti-parallel with the +x axis, so assome 180 degree rotation around
|
|
// the z-axis
|
|
rotation = (vec4f_t) { 0, 0, 1, 0 };
|
|
} else {
|
|
rotation = qrotf ((vec4f_t) { 1, 0, 0, 0 }, dist);
|
|
}
|
|
b->rotation = rotation;
|
|
|
|
// add new entities for the lightning
|
|
org = b->start;
|
|
d = magnitudef (dist)[0];
|
|
dist = normalf (dist) * 30;
|
|
ent_count = ceil (d / 30);
|
|
d = 0;
|
|
|
|
seed = b->seed + ((int) (time * BEAM_SEED_INTERVAL) % BEAM_SEED_INTERVAL);
|
|
|
|
while (ent_count--) {
|
|
tent = new_temp_entity ();
|
|
tent->next = b->tents;
|
|
b->tents = tent;
|
|
|
|
vec4f_t position = org + d * dist;
|
|
d += 1.0;
|
|
transform_t transform = Entity_Transform (tent->ent);
|
|
renderer_t *renderer = Ent_GetComponent (tent->ent.id, scene_renderer, cl_world.scene->reg);
|
|
renderer->model = b->model;
|
|
if (settransform) {
|
|
seed = seed * BEAM_SEED_PRIME;
|
|
Transform_SetLocalTransform (transform, scale,
|
|
qmulf (rotation,
|
|
beam_rolls[seed % 360]),
|
|
position);
|
|
} else {
|
|
Transform_SetLocalPosition (transform, position);
|
|
}
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, tent->ent);
|
|
}
|
|
}
|
|
|
|
static void
|
|
CL_ParseBeam (qmsg_t *net_message, model_t *m, double time, TEntContext_t *ctx)
|
|
{
|
|
tent_obj_t *to;
|
|
beam_t *b;
|
|
int ent;
|
|
vec4f_t start, end;
|
|
|
|
ent = MSG_ReadShort (net_message);
|
|
|
|
MSG_ReadCoordV (net_message, (vec_t*)&start);//FIXME
|
|
MSG_ReadCoordV (net_message, (vec_t*)&end);//FIXME
|
|
start[3] = end[3] = 1;//FIXME
|
|
|
|
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 = time + 0.2;
|
|
b->seed = rand ();
|
|
b->end = end;
|
|
if (b->entity != ctx->playerEntity) {
|
|
// this will be done in CL_UpdateBeams
|
|
b->start = start;
|
|
beam_setup (b, true, time, ctx);
|
|
}
|
|
}
|
|
|
|
typedef struct tempent_s DARRAY_TYPE (entity_t) tempent_t;
|
|
static tempent_t light_entities = DARRAY_STATIC_INIT (32);
|
|
|
|
static void
|
|
free_stale_entities (void)
|
|
{
|
|
size_t i, j;
|
|
for (i = 0, j = 0; i < light_entities.size; i++) {
|
|
auto ent = light_entities.a[i];
|
|
if (Ent_HasComponent (ent.id, scene_dynlight, ent.reg)) {
|
|
if (j != i) {
|
|
light_entities.a[j] = ent;
|
|
}
|
|
j++;
|
|
} else {
|
|
ECS_DelEntity (ent.reg, ent.id);
|
|
}
|
|
}
|
|
light_entities.size = j;
|
|
}
|
|
|
|
static void
|
|
spawn_light (vec4f_t position, vec4f_t color, float radius, float die,
|
|
float decay)
|
|
{
|
|
entity_t ent = {
|
|
.reg = cl_world.scene->reg,
|
|
.id = ECS_NewEntity (cl_world.scene->reg),
|
|
};
|
|
DARRAY_APPEND (&light_entities, ent);
|
|
|
|
Ent_SetComponent (ent.id, scene_dynlight, ent.reg, &(dlight_t) {
|
|
.origin = position,
|
|
.color = color,
|
|
.radius = radius,
|
|
.die = die,
|
|
.decay = decay,
|
|
});
|
|
Light_LinkLight (cl_world.scene->lights, ent.id);
|
|
}
|
|
|
|
static void
|
|
parse_tent (qmsg_t *net_message, double time, TEntContext_t *ctx,
|
|
TE_Effect type)
|
|
{
|
|
tent_obj_t *to;
|
|
explosion_t *ex;
|
|
int colorStart, colorLength;
|
|
vec4f_t color;
|
|
vec4f_t position = {0, 0, 0, 1};
|
|
int count;
|
|
const char *name;
|
|
|
|
switch (type) {
|
|
case TE_NoEffect:
|
|
// invalid mapping, can't do anything
|
|
break;
|
|
case TE_Beam:
|
|
CL_ParseBeam (net_message, cl_mod_beam, time, ctx);
|
|
break;
|
|
case TE_Blood:
|
|
count = MSG_ReadByte (net_message) * 20;
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->BloodPuffEffect (position, count);
|
|
break;
|
|
case TE_Explosion1:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
|
|
// sprite
|
|
to = new_tent_object ();
|
|
to->next = cl_explosions;
|
|
cl_explosions = to;
|
|
ex = &to->to.ex;
|
|
ex->tent = new_temp_entity ();
|
|
|
|
ex->start = time;
|
|
//FIXME need better model management
|
|
if (!cl_spr_explod->cache.data) {
|
|
cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
|
|
}
|
|
transform_t transform = Entity_Transform (ex->tent->ent);
|
|
renderer_t *renderer = Ent_GetComponent (ex->tent->ent.id, scene_renderer, cl_world.scene->reg);
|
|
renderer->model = cl_spr_explod;
|
|
Transform_SetLocalPosition (transform, position);
|
|
color = (vec4f_t) {0.86, 0.31, 0.24, 0.7};
|
|
goto TE_Explosion_no_sprite;
|
|
case TE_Explosion:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
color = (vec4f_t) {1.0, 0.5, 0.25, 0.7};
|
|
TE_Explosion_no_sprite:
|
|
// particles
|
|
clp_funcs->ParticleExplosion (position);
|
|
|
|
spawn_light (position, color, 250, time + 0.5, 300);
|
|
|
|
// sound
|
|
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
|
|
break;
|
|
case TE_Explosion2:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
colorStart = MSG_ReadByte (net_message);
|
|
colorLength = MSG_ReadByte (net_message);
|
|
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
|
|
clp_funcs->ParticleExplosion2 (position, colorStart, colorLength);
|
|
|
|
colorStart = (colorStart + (rand () % colorLength)) * 3;
|
|
VectorScale (&r_data->vid->palette[colorStart], 1.0 / 255.0, color);
|
|
color[3] = 0.7;
|
|
spawn_light (position, color, 350, time + 0.5, 300);
|
|
break;
|
|
case TE_Explosion3:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
MSG_ReadCoordV (net_message, (vec_t*)&color); //FIXME OUCH!
|
|
color[3] = 0.7;
|
|
clp_funcs->ParticleExplosion (position);
|
|
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
|
|
|
|
spawn_light (position, color, 350, time + 0.5, 300);
|
|
break;
|
|
case TE_Gunshot1:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->GunshotEffect (position, 20);
|
|
break;
|
|
case TE_Gunshot2:
|
|
count = MSG_ReadByte (net_message) * 20;
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->GunshotEffect (position, count);
|
|
break;
|
|
case TE_KnightSpike:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->KnightSpikeEffect (position);
|
|
S_StartSound (-1, 0, cl_sfx_knighthit, position, 1, 1);
|
|
break;
|
|
case TE_LavaSplash:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->LavaSplash (position);
|
|
break;
|
|
case TE_Lightning1:
|
|
CL_ParseBeam (net_message, cl_mod_bolt, time, ctx);
|
|
break;
|
|
case TE_Lightning2:
|
|
CL_ParseBeam (net_message, cl_mod_bolt2, time, ctx);
|
|
break;
|
|
case TE_Lightning3:
|
|
CL_ParseBeam (net_message, cl_mod_bolt3, time, ctx);
|
|
break;
|
|
case TE_Lightning4:
|
|
name = MSG_ReadString (net_message);
|
|
CL_ParseBeam (net_message, Mod_ForName (name, true), time, ctx);
|
|
break;
|
|
case TE_LightningBlood:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
|
|
color = (vec4f_t) {0.25, 0.40, 0.65, 1};
|
|
spawn_light (position, color, 150, time + 0.1, 200);
|
|
|
|
clp_funcs->LightningBloodEffect (position);
|
|
break;
|
|
case TE_Spike:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->SpikeEffect (position);
|
|
{
|
|
int i;
|
|
sfx_t *sound;
|
|
|
|
i = (rand () % 20) - 16;
|
|
if (i >= 0) {
|
|
sound = cl_sfx_ric[i];
|
|
} else {
|
|
sound = cl_sfx_tink1;
|
|
}
|
|
S_StartSound (-1, 0, sound, position, 1, 1);
|
|
}
|
|
break;
|
|
case TE_SuperSpike:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->SuperSpikeEffect (position);
|
|
{
|
|
int i;
|
|
sfx_t *sound;
|
|
|
|
i = (rand () % 20) - 16;
|
|
if (i >= 0) {
|
|
sound = cl_sfx_ric[i];
|
|
} else {
|
|
sound = cl_sfx_tink1;
|
|
}
|
|
S_StartSound (-1, 0, sound, position, 1, 1);
|
|
}
|
|
break;
|
|
case TE_TarExplosion:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->BlobExplosion (position);
|
|
|
|
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
|
|
break;
|
|
case TE_Teleport:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->TeleportSplash (position);
|
|
break;
|
|
case TE_WizSpike:
|
|
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
|
|
clp_funcs->WizSpikeEffect (position);
|
|
S_StartSound (-1, 0, cl_sfx_wizhit, position, 1, 1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// the effect type is a byte so a max of 256 values
|
|
static const TE_Effect nqEffects[256] = {
|
|
[TE_nqSpike] = TE_Spike,
|
|
[TE_nqSuperSpike] = TE_SuperSpike,
|
|
[TE_nqGunshot] = TE_Gunshot1,
|
|
[TE_nqExplosion] = TE_Explosion,
|
|
[TE_nqTarExplosion] = TE_TarExplosion,
|
|
[TE_nqLightning1] = TE_Lightning1,
|
|
[TE_nqLightning2] = TE_Lightning2,
|
|
[TE_nqWizSpike] = TE_WizSpike,
|
|
[TE_nqKnightSpike] = TE_KnightSpike,
|
|
[TE_nqLightning3] = TE_Lightning3,
|
|
[TE_nqLavaSplash] = TE_LavaSplash,
|
|
[TE_nqTeleport] = TE_Teleport,
|
|
[TE_nqExplosion2] = TE_Explosion2,
|
|
[TE_nqBeam] = TE_Beam,
|
|
[TE_nqExplosion3] = TE_Explosion3,
|
|
[TE_nqLightning4] = TE_Lightning4,
|
|
};
|
|
|
|
void
|
|
CL_ParseTEnt_nq (qmsg_t *net_message, double time, TEntContext_t *ctx)
|
|
{
|
|
byte type = MSG_ReadByte (net_message);
|
|
parse_tent (net_message, time, ctx, nqEffects[type]);
|
|
}
|
|
|
|
// the effect type is a byte so a max of 256 values
|
|
static const TE_Effect qwEffects[256] = {
|
|
[TE_qwSpike] = TE_Spike,
|
|
[TE_qwSuperSpike] = TE_SuperSpike,
|
|
[TE_qwGunshot] = TE_Gunshot2,
|
|
[TE_qwExplosion] = TE_Explosion1,
|
|
[TE_qwTarExplosion] = TE_TarExplosion,
|
|
[TE_qwLightning1] = TE_Lightning1,
|
|
[TE_qwLightning2] = TE_Lightning2,
|
|
[TE_qwWizSpike] = TE_WizSpike,
|
|
[TE_qwKnightSpike] = TE_KnightSpike,
|
|
[TE_qwLightning3] = TE_Lightning3,
|
|
[TE_qwLavaSplash] = TE_LavaSplash,
|
|
[TE_qwTeleport] = TE_Teleport,
|
|
[TE_qwBlood] = TE_Blood,
|
|
[TE_qwLightningBlood] = TE_LightningBlood,
|
|
[TE_qwExplosion2] = TE_Explosion2,
|
|
[TE_qwBeam] = TE_Beam,
|
|
};
|
|
|
|
void
|
|
CL_ParseTEnt_qw (qmsg_t *net_message, double time, TEntContext_t *ctx)
|
|
{
|
|
byte type = MSG_ReadByte (net_message);
|
|
parse_tent (net_message, time, ctx, qwEffects[type]);
|
|
}
|
|
|
|
static void
|
|
CL_UpdateBeams (double time, TEntContext_t *ctx)
|
|
{
|
|
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 < time) {
|
|
tent_obj_t *_to;
|
|
b->endtime = 0;
|
|
beam_clear (b);
|
|
_to = *to;
|
|
*to = _to->next;
|
|
free_tent_object (_to);
|
|
continue;
|
|
}
|
|
to = &(*to)->next;
|
|
|
|
// if coming from the player, update the start position
|
|
if (b->entity == ctx->playerEntity) {
|
|
beam_clear (b);
|
|
b->start = ctx->simorg;
|
|
beam_setup (b, false, time, ctx);
|
|
}
|
|
|
|
seed = b->seed + ((int) (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;
|
|
transform_t transform = Entity_Transform (t->ent);
|
|
Transform_SetLocalRotation (transform,
|
|
qmulf (b->rotation,
|
|
beam_rolls[seed % 360]));
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
CL_UpdateExplosions (double time, TEntContext_t *ctx)
|
|
{
|
|
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 * (time - ex->start);
|
|
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
|
|
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
|
|
if (f >= renderer->model->numframes) {
|
|
tent_obj_t *_to;
|
|
free_temp_entities (ex->tent);
|
|
_to = *to;
|
|
*to = _to->next;
|
|
free_tent_object (_to);
|
|
continue;
|
|
}
|
|
to = &(*to)->next;
|
|
|
|
animation->frame = f;
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
|
|
}
|
|
}
|
|
|
|
void
|
|
CL_UpdateTEnts (double time, TEntContext_t *ctx)
|
|
{
|
|
free_stale_entities ();
|
|
CL_UpdateBeams (time, ctx);
|
|
CL_UpdateExplosions (time, ctx);
|
|
}
|
|
|
|
/*
|
|
CL_ParseParticleEffect
|
|
|
|
Parse an effect out of the server message
|
|
*/
|
|
void
|
|
CL_ParseParticleEffect (qmsg_t *net_message)
|
|
{
|
|
int i, count, color;
|
|
vec4f_t org = {0, 0, 0, 1}, dir = {};
|
|
|
|
MSG_ReadCoordV (net_message, (vec_t*)&org);//FIXME
|
|
for (i = 0; i < 3; i++)
|
|
dir[i] = ((signed char) MSG_ReadByte (net_message)) * (15.0 / 16.0);
|
|
count = MSG_ReadByte (net_message);
|
|
color = MSG_ReadByte (net_message);
|
|
|
|
if (count == 255)
|
|
clp_funcs->ParticleExplosion (org);
|
|
else
|
|
clp_funcs->RunParticleEffect (org, dir, color, count);
|
|
}
|
|
|
|
void
|
|
CL_ClearProjectiles (void)
|
|
{
|
|
free_temp_entities (cl_projectiles);
|
|
cl_projectiles = 0;
|
|
}
|
|
|
|
/*
|
|
Nails are passed as efficient temporary entities
|
|
*/
|
|
void
|
|
CL_ParseProjectiles (qmsg_t *net_message, bool nail2, TEntContext_t *ctx)
|
|
{
|
|
tent_t *tent;
|
|
tent_t *head = 0, **tail = &head;
|
|
byte bits[6];
|
|
int i, c, j, num;
|
|
entity_t pr;
|
|
vec4f_t position = { 0, 0, 0, 1 };
|
|
vec3_t angles;
|
|
|
|
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;
|
|
renderer_t *renderer = Ent_GetComponent (pr.id, scene_renderer, cl_world.scene->reg);
|
|
renderer->model = cl_spike;
|
|
renderer->skin = 0;
|
|
position[0] = ((bits[0] + ((bits[1] & 15) << 8)) << 1) - 4096;
|
|
position[1] = (((bits[1] >> 4) + (bits[2] << 4)) << 1) - 4096;
|
|
position[2] = ((bits[3] + ((bits[4] & 15) << 8)) << 1) - 4096;
|
|
angles[0] = (bits[4] >> 4) * (360.0 / 16.0);
|
|
angles[1] = bits[5] * (360.0 / 256.0);
|
|
angles[2] = 0;
|
|
CL_TransformEntity (tent->ent, 1, angles, position);
|
|
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, pr);
|
|
}
|
|
|
|
*tail = cl_projectiles;
|
|
cl_projectiles = head;
|
|
}
|
|
|
|
#define c_muzzleflash (effect_system.base + effect_muzzleflash)
|
|
|
|
static bool
|
|
has_muzzleflash (entity_t ent)
|
|
{
|
|
return Ent_HasComponent (ent.id, c_muzzleflash, ent.reg);
|
|
}
|
|
|
|
static uint32_t
|
|
get_muzzleflash (entity_t ent)
|
|
{
|
|
return *(uint32_t *) Ent_GetComponent (ent.id, c_muzzleflash, ent.reg);
|
|
}
|
|
|
|
static void
|
|
set_muzzleflash (entity_t ent, uint32_t light)
|
|
{
|
|
Ent_SetComponent (ent.id, c_muzzleflash, ent.reg, &light);
|
|
}
|
|
|
|
void
|
|
CL_MuzzleFlash (entity_t ent, vec4f_t position, vec4f_t fv, float zoffset,
|
|
double time)
|
|
{
|
|
// spawn a new entity so the light doesn't mess with the owner
|
|
uint32_t light = nullent;
|
|
if (has_muzzleflash (ent)) {
|
|
light = get_muzzleflash (ent);
|
|
}
|
|
if (!ECS_EntValid (light, ent.reg)) {
|
|
light = ECS_NewEntity (ent.reg);
|
|
set_muzzleflash (ent, light);
|
|
}
|
|
DARRAY_APPEND (&light_entities, ((entity_t) {.reg = ent.reg, .id = light}));
|
|
|
|
Ent_SetComponent (light, scene_dynlight, ent.reg, &(dlight_t) {
|
|
.origin = position + 18 * fv + zoffset * (vec4f_t) {0, 0, 1, 0},
|
|
.color = { 0.2, 0.1, 0.05, 0.7 },
|
|
.radius = 200 + (rand () & 31),
|
|
.die = time + 0.1,
|
|
.minlight = 32,
|
|
});
|
|
Light_LinkLight (cl_world.scene->lights, light);
|
|
}
|