mirror of
https://git.code.sf.net/p/quake/quakeforge
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561 lines
13 KiB
C
561 lines
13 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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$Id$
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*/
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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 "client.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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} 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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#ifdef QUAKE2
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sfx_t *cl_sfx_imp;
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sfx_t *cl_sfx_rail;
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#endif
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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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#ifdef QUAKE2
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cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
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cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
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#endif
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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.colormap;
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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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int i;
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float time;
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int index;
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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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int ent;
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vec3_t start, end;
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beam_t *b;
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int i;
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ent = MSG_ReadShort (net_message);
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start[0] = MSG_ReadCoord (net_message);
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start[1] = MSG_ReadCoord (net_message);
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start[2] = MSG_ReadCoord (net_message);
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end[0] = MSG_ReadCoord (net_message);
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end[1] = MSG_ReadCoord (net_message);
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end[2] = MSG_ReadCoord (net_message);
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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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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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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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vec3_t pos;
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#ifdef QUAKE2
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vec3_t endpos;
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#endif
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dlight_t *dl;
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int rnd;
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int colorStart, colorLength;
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explosion_t *ex;
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int cnt = -1;
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type = MSG_ReadByte (net_message);
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//XXX FIXME this is to get around an nq/qw protocol colission
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if (1) {
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if (type == TE_BLOOD)
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type = TE_EXPLOSION2;
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else if (type == TE_LIGHTNINGBLOOD)
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type = TE_BEAM;
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}
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switch (type) {
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case TE_WIZSPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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R_RunSpikeEffect (pos, prot_to_rend[type]);
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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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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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R_RunSpikeEffect (pos, prot_to_rend[type]);
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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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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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R_RunSpikeEffect (pos, prot_to_rend[type]);
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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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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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R_RunSpikeEffect (pos, prot_to_rend[type]);
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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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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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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 = Mod_ForName ("progs/s_explod.spr", true);
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break;
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case TE_TAREXPLOSION: // tarbaby explosion
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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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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 (Mod_ForName ("progs/bolt.mdl", true));
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break;
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case TE_LIGHTNING2: // lightning bolts
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CL_ParseBeam (Mod_ForName ("progs/bolt2.mdl", true));
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break;
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case TE_LIGHTNING3: // lightning bolts
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CL_ParseBeam (Mod_ForName ("progs/bolt3.mdl", true));
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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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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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R_LavaSplash (pos);
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break;
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case TE_TELEPORT:
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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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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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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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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] = 0.86;
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dl->color[1] = 0.31;
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dl->color[2] = 0.24;
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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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case TE_BLOOD: // bullets hitting body
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if (type == TE_GUNSHOT) {
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cnt = 20;
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} else {
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cnt = MSG_ReadByte (net_message);
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}
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/* FALLTHROUGH */
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case TE_LIGHTNINGBLOOD: // lightning hitting body
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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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R_RunPuffEffect (pos, prot_to_rend[type], cnt);
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break;
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#ifdef QUAKE2
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case TE_IMPLOSION:
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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
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break;
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case TE_RAILTRAIL:
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pos[0] = MSG_ReadCoord (net_message);
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pos[1] = MSG_ReadCoord (net_message);
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pos[2] = MSG_ReadCoord (net_message);
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endpos[0] = MSG_ReadCoord (net_message);
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endpos[1] = MSG_ReadCoord (net_message);
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endpos[2] = MSG_ReadCoord (net_message);
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S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
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S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
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/* Need updating to new Particle API
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R_RocketTrail (pos, endpos, 0 + 128);
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R_ParticleExplosion (endpos);
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*/
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dl = R_AllocDlight (-1);
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VectorCopy (endpos, 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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break;
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#endif
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default:
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Sys_Error ("CL_ParseTEnt: bad type");
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}
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}
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void
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CL_UpdateBeams (void)
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{
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int i;
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beam_t *b;
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vec3_t dist, org;
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float d;
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entity_t **ent;
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float yaw, pitch;
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float forward;
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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_entities[cl.viewentity].origin, 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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// 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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b->ent_count = 0;
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while (d > 0 && b->ent_count < MAX_BEAM_ENTS) {
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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[b->ent_count++];
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VectorCopy (org, (*ent)->origin);
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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] = rand () % 360;
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VectorMA(org, 30, dist, org);
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d -= 30;
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}
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}
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}
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|
|
|
|
|
void
|
|
CL_UpdateExplosions (void)
|
|
{
|
|
int i;
|
|
int f;
|
|
explosion_t *ex;
|
|
entity_t **ent;
|
|
|
|
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) {
|
|
ex->ent.model = NULL;
|
|
continue;
|
|
}
|
|
|
|
ent = R_NewEntity ();
|
|
if (!ent)
|
|
return;
|
|
ex->ent.frame = f;
|
|
*ent = &ex->ent;
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
CL_UpdateTEnts (void)
|
|
{
|
|
CL_UpdateBeams ();
|
|
CL_UpdateExplosions ();
|
|
}
|
|
|
|
|
|
/*
|
|
CL_ParseParticleEffect
|
|
|
|
Parse an effect out of the server message
|
|
*/
|
|
void
|
|
CL_ParseParticleEffect (void)
|
|
{
|
|
vec3_t org, dir;
|
|
int i, count, msgcount, color;
|
|
|
|
for (i = 0; i < 3; i++)
|
|
org[i] = MSG_ReadCoord (net_message);
|
|
for (i = 0; i < 3; i++)
|
|
dir[i] = MSG_ReadChar (net_message) * (1.0 / 16);
|
|
msgcount = MSG_ReadByte (net_message);
|
|
color = MSG_ReadByte (net_message);
|
|
|
|
if (msgcount == 255)
|
|
count = 1024;
|
|
else
|
|
count = msgcount;
|
|
|
|
R_RunParticleEffect (org, color, count);
|
|
}
|