quakeforge/nq/source/cl_tent.c
Bill Currie f78b973978 move the api headers into include/QF and clean up (most of) the resulting mess.
target specific files that I don't build won't compile yet. just put QF/
infront of the offending headers.

Also move ver_check into libqfutils
2001-03-27 20:33:07 +00:00

408 lines
9.7 KiB
C

/*
cl_tent.c
@description@
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
#include "protocol.h"
#include "client.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "QF/console.h"
int num_temp_entities;
entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t cl_beams[MAX_BEAMS];
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
/*
=================
CL_ParseTEnt
=================
*/
void
CL_InitTEnts (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_ParseBeam
=================
*/
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");
}
/*
=================
CL_ParseTEnt
=================
*/
void
CL_ParseTEnt (void)
{
int type;
vec3_t pos;
#ifdef QUAKE2
vec3_t endpos;
#endif
dlight_t *dl;
int rnd;
int colorStart, colorLength;
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_RunParticleEffect (pos, vec3_origin, 20, 30);
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_RunParticleEffect (pos, vec3_origin, 226, 20);
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);
#ifdef GLTEST
Test_Spawn (pos);
#else
R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
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_RunParticleEffect (pos, vec3_origin, 0, 20);
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_GUNSHOT: // bullet hitting wall
pos[0] = MSG_ReadCoord (net_message);
pos[1] = MSG_ReadCoord (net_message);
pos[2] = MSG_ReadCoord (net_message);
R_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
case TE_EXPLOSION: // rocket explosion
pos[0] = MSG_ReadCoord (net_message);
pos[1] = MSG_ReadCoord (net_message);
pos[2] = MSG_ReadCoord (net_message);
R_ParticleExplosion (pos);
dl = CL_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_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 (Mod_ForName ("progs/bolt.mdl", true));
break;
case TE_LIGHTNING2: // lightning bolts
CL_ParseBeam (Mod_ForName ("progs/bolt2.mdl", true));
break;
case TE_LIGHTNING3: // lightning bolts
CL_ParseBeam (Mod_ForName ("progs/bolt3.mdl", true));
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 = CL_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;
#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);
R_RocketTrail (pos, endpos, 0 + 128);
R_ParticleExplosion (endpos);
dl = CL_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");
}
}
/*
=================
CL_NewTempEntity
=================
*/
entity_t *
CL_NewTempEntity (void)
{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
return NULL;
if (num_temp_entities == MAX_TEMP_ENTITIES)
return NULL;
ent = &cl_temp_entities[num_temp_entities];
memset (ent, 0, sizeof (*ent));
num_temp_entities++;
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
ent->colormap = vid.colormap;
return ent;
}
/*
=================
CL_UpdateTEnts
=================
*/
void
CL_UpdateTEnts (void)
{
int i;
beam_t *b;
vec3_t dist, org;
float d;
entity_t *ent;
float yaw, pitch;
float forward;
num_temp_entities = 0;
// 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_entities[cl.viewentity].origin, 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);
while (d > 0) {
ent = CL_NewTempEntity ();
if (!ent)
return;
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;
}
}
}