quakeforge/libs/client/cl_temp_entities.c
Bill Currie 410fecd67b [client] Fix the transform memory leak
The transforms aren't actually freed at the end (more work), but at
least they aren't lost any more, though one is still lost for the
viewent (weapon). The obvious fix didn't work.
2021-03-21 23:05:13 +09:00

726 lines
17 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/entity.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 "client/entities.h"
#include "client/temp_entities.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];
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_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;
}
}
void
CL_TEnts_Init (void)
{
QFS_GamedirCallback (CL_TEnts_Precache);
CL_TEnts_Precache (1);
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)
{
if (ent->transform) {
Transform_Delete (ent->transform);
}
memset (ent, 0, sizeof (*ent));
ent->transform = Transform_New (0);
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.transform = 0;
tent->next = 0;
CL_Init_Entity (&tent->ent);
return tent;
}
static void
free_temp_entities (tent_t *tents)
{
tent_t **t = &tents;
while (*t) {
Transform_Delete ((*t)->ent.transform);//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_funcs->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_funcs->R_AddEfrags (&ctx->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, &start[0]);//FIXME
MSG_ReadCoordV (net_message, &end[0]);//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;
vec3_t position;
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, position);
r_funcs->particles->R_BloodPuffEffect (position, count);
break;
case TE_Explosion:
MSG_ReadCoordV (net_message, position);
// particles
r_funcs->particles->R_ParticleExplosion (position);
// light
dl = r_funcs->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, position);
colorStart = MSG_ReadByte (net_message);
colorLength = MSG_ReadByte (net_message);
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
r_funcs->particles->R_ParticleExplosion2 (position, colorStart,
colorLength);
dl = r_funcs->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, position);
MSG_ReadCoordV (net_message, color); // OUCH!
color[3] = 0.7;
r_funcs->particles->R_ParticleExplosion (position);
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
dl = r_funcs->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, position);
r_funcs->particles->R_GunshotEffect (position, 20);
break;
case TE_Gunshot2:
count = MSG_ReadByte (net_message) * 20;
MSG_ReadCoordV (net_message, position);
r_funcs->particles->R_GunshotEffect (position, count);
break;
case TE_KnightSpike:
MSG_ReadCoordV (net_message, position);
r_funcs->particles->R_KnightSpikeEffect (position);
S_StartSound (-1, 0, cl_sfx_knighthit, position, 1, 1);
break;
case TE_LavaSplash:
MSG_ReadCoordV (net_message, position);
r_funcs->particles->R_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, position);
// light
dl = r_funcs->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);
}
r_funcs->particles->R_LightningBloodEffect (position);
break;
case TE_Spike:
MSG_ReadCoordV (net_message, position);
r_funcs->particles->R_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, position);
r_funcs->particles->R_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, position);
r_funcs->particles->R_BlobExplosion (position);
S_StartSound (-1, 0, cl_sfx_r_exp3, position, 1, 1);
break;
case TE_Teleport:
MSG_ReadCoordV (net_message, position);
r_funcs->particles->R_TeleportSplash (position);
break;
case TE_WizSpike:
MSG_ReadCoordV (net_message, position);
r_funcs->particles->R_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_funcs->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_funcs->R_AddEfrags (&ctx->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;
vec3_t org, dir;
MSG_ReadCoordV (net_message, org);
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)
r_funcs->particles->R_ParticleExplosion (org);
else
r_funcs->particles->R_RunParticleEffect (org, dir, color, count);
}
void
CL_ClearProjectiles (void)
{
tent_t *tent;
for (tent = cl_projectiles; tent; tent = tent->next) {
r_funcs->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_funcs->R_AddEfrags (&ctx->worldModel->brush, &tent->ent);
}
*tail = cl_projectiles;
cl_projectiles = head;
}