mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
490 lines
11 KiB
C
490 lines
11 KiB
C
/*
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cl_tent.c
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client side temporary entities
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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static const char rcsid[] =
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"$Id$";
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdlib.h>
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#include "QF/console.h"
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#include "QF/model.h"
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#include "QF/msg.h"
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#include "QF/sound.h"
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#include "QF/sys.h"
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#include "cl_ents.h"
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#include "cl_main.h"
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#include "cl_tent.h"
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#include "client.h"
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#include "compat.h"
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#include "r_dynamic.h"
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#define MAX_BEAMS 8
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#define MAX_BEAM_ENTS 20
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typedef struct {
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int entity;
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struct model_s *model;
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float endtime;
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vec3_t start, end;
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entity_t ent_list[MAX_BEAM_ENTS];
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int ent_count;
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int seed;
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} beam_t;
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beam_t cl_beams[MAX_BEAMS];
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#define MAX_EXPLOSIONS 8
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typedef struct {
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float start;
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entity_t ent;
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} explosion_t;
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explosion_t cl_explosions[MAX_EXPLOSIONS];
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sfx_t *cl_sfx_wizhit;
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sfx_t *cl_sfx_knighthit;
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sfx_t *cl_sfx_tink1;
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sfx_t *cl_sfx_ric1;
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sfx_t *cl_sfx_ric2;
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sfx_t *cl_sfx_ric3;
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sfx_t *cl_sfx_r_exp3;
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model_t *cl_mod_bolt;
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model_t *cl_mod_bolt2;
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model_t *cl_mod_bolt3;
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model_t *cl_spr_explod;
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static const particle_effect_t prot_to_rend[]={
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PE_SPIKE, // TE_SPIKE
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PE_SUPERSPIKE, // TE_SUPERSPIKE
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PE_GUNSHOT, // TE_GUNSHOT
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PE_UNKNOWN, // TE_EXPLOSION
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PE_UNKNOWN, // TE_TAREXPLOSION
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PE_UNKNOWN, // TE_LIGHTNING1
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PE_UNKNOWN, // TE_LIGHTNING2
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PE_WIZSPIKE, // TE_WIZSPIKE
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PE_KNIGHTSPIKE, // TE_KNIGHTSPIKE
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PE_UNKNOWN, // TE_LIGHTNING3
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PE_UNKNOWN, // TE_LAVASPLASH
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PE_UNKNOWN, // TE_TELEPORT
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PE_BLOOD, // TE_BLOOD
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PE_LIGHTNINGBLOOD, // TE_LIGHTNINGBLOOD
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PE_UNKNOWN, // TE_IMPLOSION
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PE_UNKNOWN, // TE_RAILTRAIL
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PE_UNKNOWN, // TE_EXPLOSION2
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PE_UNKNOWN, // TE_BEAM
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};
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void
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CL_TEnts_Init (void)
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{
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cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
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cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
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cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
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cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
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cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
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cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
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cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
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cl_mod_bolt = Mod_ForName ("progs/bolt.mdl", true);
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cl_mod_bolt2 = Mod_ForName ("progs/bolt2.mdl", true);
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cl_mod_bolt3 = Mod_ForName ("progs/bolt3.mdl", true);
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cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
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}
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void
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CL_Init_Entity (entity_t *ent)
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{
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memset (ent, 0, sizeof (*ent));
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ent->colormap = vid.colormap8;
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ent->glow_size = 0;
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ent->glow_color = 254;
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ent->alpha = 1;
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ent->scale = 1;
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ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
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ent->pose1 = ent->pose2 = -1;
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}
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void
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CL_ClearTEnts (void)
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{
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int i;
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memset (&cl_beams, 0, sizeof (cl_beams));
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memset (&cl_explosions, 0, sizeof (cl_explosions));
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for (i = 0; i < MAX_BEAMS; i++) {
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int j;
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for (j = 0; j < MAX_BEAM_ENTS; j++) {
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CL_Init_Entity(&cl_beams[i].ent_list[j]);
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}
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}
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for (i = 0; i < MAX_EXPLOSIONS; i++) {
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CL_Init_Entity(&cl_explosions[i].ent);
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}
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}
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explosion_t *
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CL_AllocExplosion (void)
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{
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float time;
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int index, i;
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for (i = 0; i < MAX_EXPLOSIONS; i++)
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if (!cl_explosions[i].ent.model)
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return &cl_explosions[i];
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// find the oldest explosion
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time = cl.time;
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index = 0;
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for (i = 0; i < MAX_EXPLOSIONS; i++)
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if (cl_explosions[i].start < time) {
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time = cl_explosions[i].start;
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index = i;
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}
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return &cl_explosions[index];
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}
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void
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CL_ParseBeam (model_t *m)
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{
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beam_t *b;
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int ent, i;
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vec3_t start, end;
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ent = MSG_ReadShort (net_message);
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MSG_ReadCoordV (net_message, start);
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MSG_ReadCoordV (net_message, end);
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// override any beam with the same entity
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
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if (b->entity == ent) {
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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b->seed = rand();
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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}
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// find a free beam
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) {
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if (!b->model || b->endtime < cl.time) {
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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b->seed = rand();
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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}
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}
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Con_Printf ("beam list overflow!\n");
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}
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void
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CL_ParseTEnt (void)
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{
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byte type;
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dlight_t *dl;
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explosion_t *ex;
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int colorStart, colorLength, rnd;
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int cnt = -1;
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vec3_t pos;
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type = MSG_ReadByte (net_message);
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switch (type) {
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case TE_WIZSPIKE: // spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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R_WizSpikeEffect (pos);
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S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
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break;
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case TE_KNIGHTSPIKE: // spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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R_KnightSpikeEffect (pos);
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S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
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break;
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case TE_SPIKE: // spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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R_SpikeEffect (pos);
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if (rand () % 5)
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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else {
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rnd = rand () & 3;
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if (rnd == 1)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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else if (rnd == 2)
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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else
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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}
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break;
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case TE_SUPERSPIKE: // super spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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R_SuperSpikeEffect (pos);
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if (rand () % 5)
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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else {
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rnd = rand () & 3;
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if (rnd == 1)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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else if (rnd == 2)
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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else
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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}
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break;
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case TE_EXPLOSION: // rocket explosion
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// particles
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MSG_ReadCoordV (net_message, pos);
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R_ParticleExplosion (pos);
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// light
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dl = R_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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dl->color[0] = 0.86;
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dl->color[1] = 0.31;
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dl->color[2] = 0.24;
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// sound
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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// sprite
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ex = CL_AllocExplosion ();
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VectorCopy (pos, ex->ent.origin);
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ex->start = cl.time;
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ex->ent.model = cl_spr_explod;
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break;
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case TE_TAREXPLOSION: // tarbaby explosion
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MSG_ReadCoordV (net_message, pos);
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R_BlobExplosion (pos);
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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break;
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case TE_LIGHTNING1: // lightning bolts
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CL_ParseBeam (cl_mod_bolt);
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break;
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case TE_LIGHTNING2: // lightning bolts
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CL_ParseBeam (cl_mod_bolt2);
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break;
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case TE_LIGHTNING3: // lightning bolts
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CL_ParseBeam (cl_mod_bolt3);
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break;
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// PGM 01/21/97
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case TE_BEAM: // grappling hook beam
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CL_ParseBeam (Mod_ForName ("progs/beam.mdl", true));
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break;
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// PGM 01/21/97
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case TE_LAVASPLASH:
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MSG_ReadCoordV (net_message, pos);
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R_LavaSplash (pos);
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break;
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case TE_TELEPORT:
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MSG_ReadCoordV (net_message, pos);
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R_TeleportSplash (pos);
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break;
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case TE_EXPLOSION2: // color mapped explosion
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MSG_ReadCoordV (net_message, pos);
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colorStart = MSG_ReadByte (net_message);
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colorLength = MSG_ReadByte (net_message);
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R_ParticleExplosion2 (pos, colorStart, colorLength);
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dl = R_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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dl->color[0] = vid_basepal[(colorStart + (rand() % colorLength)) *
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3] * (1.0 / 255.0);
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dl->color[1] = vid_basepal[(colorStart + (rand() % colorLength)) *
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3 + 1] * (1.0 / 255.0);
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dl->color[2] = vid_basepal[(colorStart + (rand() % colorLength)) *
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3 + 2] * (1.0 / 255.0);
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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break;
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case TE_GUNSHOT: // bullet hitting wall
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cnt = MSG_ReadByte (net_message) * 20;
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MSG_ReadCoordV (net_message, pos);
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R_GunshotEffect (pos, cnt);
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break;
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case TE_BLOOD: // bullet hitting body
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cnt = MSG_ReadByte (net_message) * 20;
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MSG_ReadCoordV (net_message, pos);
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R_BloodPuffEffect (pos, cnt);
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break;
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case TE_LIGHTNINGBLOOD: // lightning hitting body
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MSG_ReadCoordV (net_message, pos);
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// light
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dl = R_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 150;
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dl->die = cl.time + 0.1;
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dl->decay = 200;
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dl->color[0] = 0.25;
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dl->color[1] = 0.40;
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dl->color[2] = 0.65;
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R_LightningBloodEffect (pos);
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break;
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default:
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Sys_Error ("CL_ParseTEnt: bad type %d", type);
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}
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}
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#define BEAM_SEED_INTERVAL 72
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#define BEAM_SEED_PRIME 3191
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void
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CL_UpdateBeams (void)
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{
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beam_t *b;
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entity_t **ent;
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float forward, pitch, yaw, d;
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int i, ent_count;
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vec3_t dist, org;
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unsigned seed;
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// update lightning
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) {
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if (!b->model || b->endtime < cl.time)
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continue;
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// if coming from the player, update the start position
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if (b->entity == cl.viewentity) {
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VectorCopy (cl.simorg, b->start);
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}
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// calculate pitch and yaw
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VectorSubtract (b->end, b->start, dist);
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if (dist[1] == 0 && dist[0] == 0) {
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yaw = 0;
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if (dist[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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} else {
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yaw = (int) (atan2 (dist[1], dist[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (dist[0] * dist[0] + dist[1] * dist[1]);
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pitch = (int) (atan2 (dist[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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seed = b->seed + ((int)(cl.time * BEAM_SEED_INTERVAL) %
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BEAM_SEED_INTERVAL);
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// add new entities for the lightning
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VectorCopy (b->start, org);
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d = VectorNormalize (dist);
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VectorScale (dist, 30, dist);
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ent_count = ceil (d / 30);
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ent_count = min (ent_count, MAX_BEAM_ENTS);
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b->ent_count = ent_count;
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d = 0;
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while (ent_count--) {
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ent = R_NewEntity ();
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if (!ent)
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return;
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*ent = &b->ent_list[ent_count];
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VectorMA (org, d, dist, (*ent)->origin);
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d += 1;
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(*ent)->model = b->model;
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(*ent)->angles[0] = pitch;
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(*ent)->angles[1] = yaw;
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(*ent)->angles[2] = (seed = seed * BEAM_SEED_PRIME) % 360;
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}
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}
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}
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void
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CL_UpdateExplosions (void)
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{
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int f, i;
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entity_t **ent;
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explosion_t *ex;
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for (i = 0, ex = cl_explosions; i < MAX_EXPLOSIONS; i++, ex++) {
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if (!ex->ent.model)
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continue;
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f = 10 * (cl.time - ex->start);
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if (f >= ex->ent.model->numframes) {
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ex->ent.model = NULL;
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continue;
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}
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ent = R_NewEntity ();
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if (!ent)
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return;
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ex->ent.frame = f;
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*ent = &ex->ent;
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}
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}
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void
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CL_UpdateTEnts (void)
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{
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CL_UpdateBeams ();
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CL_UpdateExplosions ();
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}
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