quakeforge/qw/source/cl_tent.c

529 lines
11 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
static __attribute__ ((unused)) const char rcsid[] =
"$Id$";
#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 "compat.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;
int seed;
} 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;
model_t *cl_mod_beam;
model_t *cl_mod_bolt;
model_t *cl_mod_bolt2;
model_t *cl_mod_bolt3;
model_t *cl_spr_explod;
static 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_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 ();
}
void
CL_Init_Entity (entity_t *ent)
{
memset (ent, 0, sizeof (*ent));
ent->colormap = vid.colormap8;
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] =
ent->colormod[3] = 1.0;
ent->scale = 1.0;
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);
}
}
static explosion_t *
CL_AllocExplosion (void)
{
float time;
int index, i;
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];
}
static beam_t *
beam_alloc (int ent)
{
int i;
beam_t *b;
// override any beam with the same entity
for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
if (b->entity == ent)
return b;
// find a free beam
for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++)
if (!b->model || b->endtime < cl.time)
return b;
Con_Printf ("beam list overflow!\n");
return 0;
}
static inline void
beam_clear (beam_t *b)
{
if (b->ent_count) {
entity_t *e = b->ent_list + b->ent_count;
while (e != b->ent_list)
R_RemoveEfrags (e-- - 1);
b->ent_count = 0;
}
}
static inline void
beam_setup (beam_t *b)
{
entity_t *ent;
float forward, pitch, yaw, d;
int ent_count;
vec3_t dist, org;
// 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);
ent_count = min (ent_count, MAX_BEAM_ENTS);
b->ent_count = ent_count;
d = 0;
while (ent_count--) {
ent = &b->ent_list[ent_count];
VectorMultAdd (org, d, dist, ent->origin);
d += 1.0;
ent->model = b->model;
ent->angles[0] = pitch;
ent->angles[1] = yaw;
if (!ent->efrag)
R_AddEfrags (ent);
}
}
static void
CL_ParseBeam (model_t *m)
{
beam_t *b;
int ent;
vec3_t start, end;
ent = MSG_ReadShort (net_message);
MSG_ReadCoordV (net_message, start);
MSG_ReadCoordV (net_message, end);
if ((b = beam_alloc (ent))) {
beam_clear (b);
b->entity = ent;
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);
}
}
}
void
CL_ParseTEnt (void)
{
byte type;
dlight_t *dl;
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_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_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_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_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_ParticleExplosion (pos);
// light
dl = R_AllocDlight (0);
if (dl) {
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;
dl->color[3] = 0.7;
}
// sound
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
// sprite
ex = CL_AllocExplosion ();
if (ex->ent.efrag)
R_RemoveEfrags (&ex->ent);
VectorCopy (pos, ex->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->ent.model = cl_spr_explod;
break;
case TE_TAREXPLOSION: // tarbaby explosion
MSG_ReadCoordV (net_message, pos);
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_LavaSplash (pos);
break;
case TE_TELEPORT:
MSG_ReadCoordV (net_message, pos);
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_ParticleExplosion2 (pos, colorStart, colorLength);
dl = 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;
dl->color[0] = vid.palette[colorStart] * (1.0 / 255.0);
dl->color[1] = vid.palette[colorStart + 1] * (1.0 / 255.0);
dl->color[2] = vid.palette[colorStart + 2] * (1.0 / 255.0);
dl->color[3] = 0.7;
break;
case TE_GUNSHOT: // bullet hitting wall
cnt = MSG_ReadByte (net_message) * 20;
MSG_ReadCoordV (net_message, pos);
R_GunshotEffect (pos, cnt);
break;
case TE_BLOOD: // bullet hitting body
cnt = MSG_ReadByte (net_message) * 20;
MSG_ReadCoordV (net_message, pos);
R_BloodPuffEffect (pos, cnt);
break;
case TE_LIGHTNINGBLOOD: // lightning hitting body
MSG_ReadCoordV (net_message, pos);
// light
dl = R_AllocDlight (0);
if (dl) {
VectorCopy (pos, dl->origin);
dl->radius = 150;
dl->die = cl.time + 0.1;
dl->decay = 200;
dl->color[0] = 0.25;
dl->color[1] = 0.40;
dl->color[2] = 0.65;
dl->color[3] = 1;
}
R_LightningBloodEffect (pos);
break;
default:
Sys_Error ("CL_ParseTEnt: bad type %d", type);
}
}
#define BEAM_SEED_INTERVAL 72
#define BEAM_SEED_PRIME 3191
static void
CL_UpdateBeams (void)
{
beam_t *b;
int i, ent_count;
unsigned seed;
// update lightning
for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) {
if (!b->endtime)
continue;
if (!b->model || b->endtime < cl.time) {
b->endtime = 0;
beam_clear (b);
continue;
}
// 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);
}
seed = b->seed + ((int) (cl.time * BEAM_SEED_INTERVAL) %
BEAM_SEED_INTERVAL);
// add new entities for the lightning
ent_count = b->ent_count;
while (ent_count--) {
seed = seed * BEAM_SEED_PRIME;
b->ent_list[ent_count].angles[2] = seed % 360;
}
}
}
static void
CL_UpdateExplosions (void)
{
int f, i;
explosion_t *ex;
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) {
R_RemoveEfrags (&ex->ent);
ex->ent.model = NULL;
continue;
}
ex->ent.frame = f;
if (!ex->ent.efrag)
R_AddEfrags (&ex->ent);
}
}
void
CL_UpdateTEnts (void)
{
CL_UpdateBeams ();
CL_UpdateExplosions ();
}