quakeforge/qw/source/cl_tent.c
2001-07-15 00:21:48 +00:00

535 lines
12 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
$Id$
*/
#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 "cl_ents.h"
#include "cl_main.h"
#include "cl_tent.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
model_t *cl_mod_bolt;
model_t *cl_mod_bolt2;
model_t *cl_mod_bolt3;
model_t *cl_spr_explod;
static const particle_effect_t prot_to_rend[]={
PE_SPIKE, // TE_SPIKE
PE_SUPERSPIKE, // TE_SUPERSPIKE
PE_GUNSHOT, // TE_GUNSHOT
PE_UNKNOWN, // TE_EXPLOSION
PE_UNKNOWN, // TE_TAREXPLOSION
PE_UNKNOWN, // TE_LIGHTNING1
PE_UNKNOWN, // TE_LIGHTNING2
PE_WIZSPIKE, // TE_WIZSPIKE
PE_KNIGHTSPIKE, // TE_KNIGHTSPIKE
PE_UNKNOWN, // TE_LIGHTNING3
PE_UNKNOWN, // TE_LAVASPLASH
PE_UNKNOWN, // TE_TELEPORT
PE_BLOOD, // TE_BLOOD
PE_LIGHTNINGBLOOD, // TE_LIGHTNINGBLOOD
PE_UNKNOWN, // TE_IMPLOSION
PE_UNKNOWN, // TE_RAILTRAIL
PE_UNKNOWN, // TE_EXPLOSION2
PE_UNKNOWN, // TE_BEAM
};
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
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);
}
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);
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, prot_to_rend[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, prot_to_rend[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, prot_to_rend[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, prot_to_rend[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 = R_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 = cl_spr_explod;
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 (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 (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 = R_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
cnt = MSG_ReadByte (net_message);
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, prot_to_rend[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 = R_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.simorg, 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 ();
}