quakeforge/libs/client/cl_temp_entities.c
Bill Currie 94db9c8ab1 [quakefs] Add a data parameter to gamedir callbacks
While this didn't fix the problem for which I needed the data pointer,
having data pointers in callbacks is far too useful to throw out the
change.
2022-06-04 16:06:04 +09:00

734 lines
18 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/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/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;
}
}
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)
{
memset (&ent->animation, 0, sizeof (ent->animation));
memset (&ent->visibility, 0, sizeof (ent->visibility));
memset (&ent->renderer, 0, sizeof (ent->renderer));
ent->active = 1;
ent->old_origin = (vec4f_t) {};
ent->renderer.skin = 0;
QuatSet (1.0, 1.0, 1.0, 1.0, ent->renderer.colormod);
ent->animation.pose1 = ent->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) {
tent_t *t;
for (t = b->tents; t; t = t->next) {
R_RemoveEfrags (t->ent);
t->ent->visibility.efrag = 0;
}
free_temp_entities (b->tents);
b->tents = 0;
}
}
static inline void
beam_setup (beam_t *b, qboolean transform, 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;
tent->ent->renderer.model = b->model;
if (transform) {
seed = seed * BEAM_SEED_PRIME;
Transform_SetLocalTransform (tent->ent->transform, scale,
qmulf (rotation,
beam_rolls[seed % 360]),
position);
} else {
Transform_SetLocalPosition (tent->ent->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);
}
}
static void
parse_tent (qmsg_t *net_message, double time, TEntContext_t *ctx,
TE_Effect type)
{
dlight_t *dl;
tent_obj_t *to;
explosion_t *ex;
int colorStart, colorLength;
quat_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_Explosion:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
// particles
clp_funcs->ParticleExplosion (position);
// light
dl = R_AllocDlight (0);
if (dl) {
VectorCopy (position, dl->origin);
dl->radius = 350;
dl->die = time + 0.5;
dl->decay = 300;
QuatSet (0.86, 0.31, 0.24, 0.7, dl->color);
//FIXME? nq: QuatSet (1.0, 0.5, 0.25, 0.7, dl->color);
}
// sound
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
// 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);
}
ex->tent->ent->renderer.model = cl_spr_explod;
Transform_SetLocalPosition (ex->tent->ent->transform,//FIXME
(vec4f_t) {VectorExpand (position), 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);
dl = R_AllocDlight (0);
if (!dl)
break;
VectorCopy (position, dl->origin);
dl->radius = 350;
dl->die = 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_Explosion3:
MSG_ReadCoordV (net_message, (vec_t*)&position);//FIXME
MSG_ReadCoordV (net_message, color); // OUCH!
color[3] = 0.7;
clp_funcs->ParticleExplosion (position);
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
dl = R_AllocDlight (0);
if (dl) {
VectorCopy (position, dl->origin);
dl->radius = 350;
dl->die = time + 0.5;
dl->decay = 300;
QuatCopy (color, dl->color);
}
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
// light
dl = R_AllocDlight (0);
if (dl) {
VectorCopy (position, dl->origin);
dl->radius = 150;
dl->die = time + 0.1;
dl->decay = 200;
QuatSet (0.25, 0.40, 0.65, 1, dl->color);
}
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_Explosion,
[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_SetLocalRotation (t->ent->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);
if (f >= ent->renderer.model->numframes) {
tent_obj_t *_to;
R_RemoveEfrags (ent);
ent->visibility.efrag = 0;
free_temp_entities (ex->tent);
_to = *to;
*to = _to->next;
free_tent_object (_to);
continue;
}
to = &(*to)->next;
ent->animation.frame = f;
if (!ent->visibility.efrag) {
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
}
}
void
CL_UpdateTEnts (double time, TEntContext_t *ctx)
{
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)
{
tent_t *tent;
for (tent = cl_projectiles; tent; tent = tent->next) {
R_RemoveEfrags (tent->ent);
tent->ent->visibility.efrag = 0;
}
free_temp_entities (cl_projectiles);
cl_projectiles = 0;
}
/*
Nails are passed as efficient temporary entities
*/
void
CL_ParseProjectiles (qmsg_t *net_message, qboolean 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;
pr->renderer.model = cl_spike;
pr->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, tent->ent);
}
*tail = cl_projectiles;
cl_projectiles = head;
}