quakeforge/qw/source/cl_tent.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00

666 lines
14 KiB
C

/*
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>
#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;
}