yquake2remaster/src/client/cl_tempentities.c

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/*
* Copyright (C) 1997-2001 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 the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* This file implements all temporary (dynamic created) entities
*
* =======================================================================
*/
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#include "header/client.h"
typedef enum {
ex_free, ex_explosion, ex_misc, ex_flash, ex_mflash, ex_poly, ex_poly2
} exptype_t;
typedef struct {
exptype_t type;
entity_t ent;
int frames;
float light;
vec3_t lightcolor;
float start;
int baseframe;
} explosion_t;
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#define MAX_EXPLOSIONS 64
#define MAX_BEAMS 64
#define MAX_LASERS 64
explosion_t cl_explosions[MAX_EXPLOSIONS];
typedef struct {
int entity;
int dest_entity;
struct model_s *model;
int endtime;
vec3_t offset;
vec3_t start, end;
} beam_t;
beam_t cl_beams[MAX_BEAMS];
beam_t cl_playerbeams[MAX_BEAMS];
typedef struct {
entity_t ent;
int endtime;
} laser_t;
laser_t cl_lasers[MAX_LASERS];
cl_sustain_t cl_sustains[MAX_SUSTAINS];
extern void CL_TeleportParticles (vec3_t org);
void CL_BlasterParticles (vec3_t org, vec3_t dir);
void CL_BFGExplosionParticles (vec3_t org);
void CL_BlueBlasterParticles (vec3_t org, vec3_t dir);
void CL_ExplosionParticles (vec3_t org);
void CL_Explosion_Particle (vec3_t org, float size, qboolean large, qboolean rocket);
#define EXPLOSION_PARTICLES(x) CL_ExplosionParticles((x));
struct sfx_s *cl_sfx_ric1;
struct sfx_s *cl_sfx_ric2;
struct sfx_s *cl_sfx_ric3;
struct sfx_s *cl_sfx_lashit;
struct sfx_s *cl_sfx_spark5;
struct sfx_s *cl_sfx_spark6;
struct sfx_s *cl_sfx_spark7;
struct sfx_s *cl_sfx_railg;
struct sfx_s *cl_sfx_rockexp;
struct sfx_s *cl_sfx_grenexp;
struct sfx_s *cl_sfx_watrexp;
struct sfx_s *cl_sfx_plasexp;
struct sfx_s *cl_sfx_footsteps[4];
struct model_s *cl_mod_explode;
struct model_s *cl_mod_smoke;
struct model_s *cl_mod_flash;
struct model_s *cl_mod_parasite_segment;
struct model_s *cl_mod_grapple_cable;
struct model_s *cl_mod_parasite_tip;
struct model_s *cl_mod_explo4;
struct model_s *cl_mod_bfg_explo;
struct model_s *cl_mod_powerscreen;
struct model_s *cl_mod_plasmaexplo;
struct sfx_s *cl_sfx_lightning;
struct sfx_s *cl_sfx_disrexp;
struct model_s *cl_mod_lightning;
struct model_s *cl_mod_heatbeam;
struct model_s *cl_mod_monster_heatbeam;
struct model_s *cl_mod_explo4_big;
void CL_RegisterTEntSounds (void) {
int i;
char name[MAX_QPATH];
cl_sfx_ric1 = S_RegisterSound ("world/ric1.wav");
cl_sfx_ric2 = S_RegisterSound ("world/ric2.wav");
cl_sfx_ric3 = S_RegisterSound ("world/ric3.wav");
cl_sfx_lashit = S_RegisterSound("weapons/lashit.wav");
cl_sfx_spark5 = S_RegisterSound ("world/spark5.wav");
cl_sfx_spark6 = S_RegisterSound ("world/spark6.wav");
cl_sfx_spark7 = S_RegisterSound ("world/spark7.wav");
cl_sfx_railg = S_RegisterSound ("weapons/railgf1a.wav");
cl_sfx_rockexp = S_RegisterSound ("weapons/rocklx1a.wav");
cl_sfx_grenexp = S_RegisterSound ("weapons/grenlx1a.wav");
cl_sfx_watrexp = S_RegisterSound ("weapons/xpld_wat.wav");
S_RegisterSound ("player/land1.wav");
S_RegisterSound ("player/fall2.wav");
S_RegisterSound ("player/fall1.wav");
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/step%i.wav", i+1);
cl_sfx_footsteps[i] = S_RegisterSound (name);
}
cl_sfx_lightning = S_RegisterSound ("weapons/tesla.wav");
cl_sfx_disrexp = S_RegisterSound ("weapons/disrupthit.wav");
}
void CL_RegisterTEntModels (void) {
cl_mod_explode = re.RegisterModel ("models/objects/explode/tris.md2");
cl_mod_smoke = re.RegisterModel ("models/objects/smoke/tris.md2");
cl_mod_flash = re.RegisterModel ("models/objects/flash/tris.md2");
cl_mod_parasite_segment = re.RegisterModel ("models/monsters/parasite/segment/tris.md2");
cl_mod_grapple_cable = re.RegisterModel ("models/ctf/segment/tris.md2");
cl_mod_parasite_tip = re.RegisterModel ("models/monsters/parasite/tip/tris.md2");
cl_mod_explo4 = re.RegisterModel ("models/objects/r_explode/tris.md2");
cl_mod_bfg_explo = re.RegisterModel ("sprites/s_bfg2.sp2");
cl_mod_powerscreen = re.RegisterModel ("models/items/armor/effect/tris.md2");
re.RegisterModel ("models/objects/laser/tris.md2");
re.RegisterModel ("models/objects/grenade2/tris.md2");
re.RegisterModel ("models/weapons/v_machn/tris.md2");
re.RegisterModel ("models/weapons/v_handgr/tris.md2");
re.RegisterModel ("models/weapons/v_shotg2/tris.md2");
re.RegisterModel ("models/objects/gibs/bone/tris.md2");
re.RegisterModel ("models/objects/gibs/sm_meat/tris.md2");
re.RegisterModel ("models/objects/gibs/bone2/tris.md2");
re.RegisterPic ("w_machinegun");
re.RegisterPic ("a_bullets");
re.RegisterPic ("i_health");
re.RegisterPic ("a_grenades");
cl_mod_explo4_big = re.RegisterModel ("models/objects/r_explode2/tris.md2");
cl_mod_lightning = re.RegisterModel ("models/proj/lightning/tris.md2");
cl_mod_heatbeam = re.RegisterModel ("models/proj/beam/tris.md2");
cl_mod_monster_heatbeam = re.RegisterModel ("models/proj/widowbeam/tris.md2");
}
void CL_ClearTEnts (void) {
memset (cl_beams, 0, sizeof(cl_beams));
memset (cl_explosions, 0, sizeof(cl_explosions));
memset (cl_lasers, 0, sizeof(cl_lasers));
memset (cl_playerbeams, 0, sizeof(cl_playerbeams));
memset (cl_sustains, 0, sizeof(cl_sustains));
}
explosion_t *CL_AllocExplosion (void) {
int i;
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float time;
int index;
for (i=0 ; i<MAX_EXPLOSIONS ; i++) {
if (cl_explosions[i].type == ex_free) {
memset (&cl_explosions[i], 0, sizeof (cl_explosions[i]));
return &cl_explosions[i];
}
}
/* find the oldest explosion */
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time = (float)cl.time;
index = 0;
for (i=0 ; i<MAX_EXPLOSIONS ; i++)
if (cl_explosions[i].start < time) {
time = cl_explosions[i].start;
index = i;
}
memset (&cl_explosions[index], 0, sizeof (cl_explosions[index]));
return &cl_explosions[index];
}
void CL_SmokeAndFlash(vec3_t origin) {
explosion_t *ex;
ex = CL_AllocExplosion ();
VectorCopy (origin, ex->ent.origin);
ex->type = ex_misc;
ex->frames = 4;
ex->ent.flags = RF_TRANSLUCENT;
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ex->start = cl.frame.servertime - 100.0f;
ex->ent.model = cl_mod_smoke;
ex = CL_AllocExplosion ();
VectorCopy (origin, ex->ent.origin);
ex->type = ex_flash;
ex->ent.flags = RF_FULLBRIGHT;
ex->frames = 2;
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ex->start = cl.frame.servertime - 100.0f;
ex->ent.model = cl_mod_flash;
}
void CL_ParseParticles (void) {
int color, count;
vec3_t pos, dir;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = MSG_ReadByte (&net_message);
count = MSG_ReadByte (&net_message);
CL_ParticleEffect (pos, dir, color, count);
}
void CL_ParseBeam (struct model_s *model) {
int ent;
vec3_t start, end;
beam_t *b;
int i;
ent = MSG_ReadShort (&net_message);
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
/* 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 = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorClear (b->offset);
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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 = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorClear (b->offset);
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return;
}
}
Com_Printf ("beam list overflow!\n");
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return;
}
void CL_ParseBeam2 (struct model_s *model) {
int ent;
vec3_t start, end, offset;
beam_t *b;
int i;
ent = MSG_ReadShort (&net_message);
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
MSG_ReadPos (&net_message, offset);
/* 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 = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorCopy (offset, b->offset);
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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 = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorCopy (offset, b->offset);
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return;
}
}
Com_Printf ("beam list overflow!\n");
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return;
}
/*
* adds to the cl_playerbeam array instead of the cl_beams array
*/
void CL_ParsePlayerBeam (struct model_s *model) {
int ent;
vec3_t start, end, offset;
beam_t *b;
int i;
ent = MSG_ReadShort (&net_message);
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
/* network optimization */
if (model == cl_mod_heatbeam)
VectorSet(offset, 2, 7, -3);
else if (model == cl_mod_monster_heatbeam) {
model = cl_mod_heatbeam;
VectorSet(offset, 0, 0, 0);
} else
MSG_ReadPos (&net_message, offset);
/* Override any beam with the same entity
For player beams, we only want one per player (entity) so... */
for (i=0, b=cl_playerbeams ; i< MAX_BEAMS ; i++, b++) {
if (b->entity == ent) {
b->entity = ent;
b->model = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorCopy (offset, b->offset);
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return;
}
}
/* find a free beam */
for (i=0, b=cl_playerbeams ; i< MAX_BEAMS ; i++, b++) {
if (!b->model || b->endtime < cl.time) {
b->entity = ent;
b->model = model;
b->endtime = cl.time + 100; /* this needs to be 100 to prevent multiple heatbeams */
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorCopy (offset, b->offset);
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return;
}
}
Com_Printf ("beam list overflow!\n");
return;
}
int CL_ParseLightning (struct model_s *model) {
int srcEnt, destEnt;
vec3_t start, end;
beam_t *b;
int i;
srcEnt = MSG_ReadShort (&net_message);
destEnt = MSG_ReadShort (&net_message);
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
/* override any beam with the same
source AND destination entities */
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
if (b->entity == srcEnt && b->dest_entity == destEnt) {
b->entity = srcEnt;
b->dest_entity = destEnt;
b->model = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorClear (b->offset);
return srcEnt;
}
/* find a free beam */
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) {
if (!b->model || b->endtime < cl.time) {
b->entity = srcEnt;
b->dest_entity = destEnt;
b->model = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorClear (b->offset);
return srcEnt;
}
}
Com_Printf ("beam list overflow!\n");
return srcEnt;
}
void CL_ParseLaser (int colors) {
vec3_t start;
vec3_t end;
laser_t *l;
int i;
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
for (i=0, l=cl_lasers ; i< MAX_LASERS ; i++, l++) {
if (l->endtime < cl.time) {
l->ent.flags = RF_TRANSLUCENT | RF_BEAM;
VectorCopy (start, l->ent.origin);
VectorCopy (end, l->ent.oldorigin);
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l->ent.alpha = 0.30f;
l->ent.skinnum = (colors >> ((randk() % 4)*8)) & 0xff;
l->ent.model = NULL;
l->ent.frame = 4;
l->endtime = cl.time + 100;
return;
}
}
}
void CL_ParseSteam (void) {
vec3_t pos, dir;
int id, i;
int r;
int cnt;
int color;
int magnitude;
cl_sustain_t *s, *free_sustain;
id = MSG_ReadShort (&net_message); /* an id of -1 is an instant effect */
if (id != -1) { /* sustains */
free_sustain = NULL;
for (i=0, s=cl_sustains; i<MAX_SUSTAINS; i++, s++) {
if (s->id == 0) {
free_sustain = s;
break;
}
}
if (free_sustain) {
s->id = id;
s->count = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, s->org);
MSG_ReadDir (&net_message, s->dir);
r = MSG_ReadByte (&net_message);
s->color = r & 0xff;
s->magnitude = MSG_ReadShort (&net_message);
s->endtime = cl.time + MSG_ReadLong (&net_message);
s->think = CL_ParticleSteamEffect2;
s->thinkinterval = 100;
s->nextthink = cl.time;
} else {
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MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
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MSG_ReadByte (&net_message);
MSG_ReadShort (&net_message);
MSG_ReadLong (&net_message); /* really interval */
}
} else {
/* instant */
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
r = MSG_ReadByte (&net_message);
magnitude = MSG_ReadShort (&net_message);
color = r & 0xff;
CL_ParticleSteamEffect (pos, dir, color, cnt, magnitude);
}
}
void CL_ParseWidow (void) {
vec3_t pos;
int id, i;
cl_sustain_t *s, *free_sustain;
id = MSG_ReadShort (&net_message);
free_sustain = NULL;
for (i=0, s=cl_sustains; i<MAX_SUSTAINS; i++, s++) {
if (s->id == 0) {
free_sustain = s;
break;
}
}
if (free_sustain) {
s->id = id;
MSG_ReadPos (&net_message, s->org);
s->endtime = cl.time + 2100;
s->think = CL_Widowbeamout;
s->thinkinterval = 1;
s->nextthink = cl.time;
} else {
/* no free sustains */
MSG_ReadPos (&net_message, pos);
}
}
void CL_ParseNuke (void) {
vec3_t pos;
int i;
cl_sustain_t *s, *free_sustain;
free_sustain = NULL;
for (i=0, s=cl_sustains; i<MAX_SUSTAINS; i++, s++) {
if (s->id == 0) {
free_sustain = s;
break;
}
}
if (free_sustain) {
s->id = 21000;
MSG_ReadPos (&net_message, s->org);
s->endtime = cl.time + 1000;
s->think = CL_Nukeblast;
s->thinkinterval = 1;
s->nextthink = cl.time;
} else {
/* no free sustains */
MSG_ReadPos (&net_message, pos);
}
}
static byte splash_color[] = {0x00, 0xe0, 0xb0, 0x50, 0xd0, 0xe0, 0xe8};
void CL_ParseTEnt (void) {
int type;
vec3_t pos, pos2, dir;
explosion_t *ex;
int cnt;
int color;
int r;
int ent;
int magnitude;
type = MSG_ReadByte (&net_message);
switch (type) {
case TE_BLOOD: /* bullet hitting flesh */
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
CL_ParticleEffect (pos, dir, 0xe8, 60);
break;
case TE_GUNSHOT: /* bullet hitting wall */
case TE_SPARKS:
case TE_BULLET_SPARKS:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
if (type == TE_GUNSHOT)
CL_ParticleEffect (pos, dir, 0, 40);
else
CL_ParticleEffect (pos, dir, 0xe0, 6);
if (type != TE_SPARKS) {
CL_SmokeAndFlash(pos);
/* impact sound */
cnt = randk()&15;
if (cnt == 1)
S_StartSound (pos, 0, 0, cl_sfx_ric1, 1, ATTN_NORM, 0);
else if (cnt == 2)
S_StartSound (pos, 0, 0, cl_sfx_ric2, 1, ATTN_NORM, 0);
else if (cnt == 3)
S_StartSound (pos, 0, 0, cl_sfx_ric3, 1, ATTN_NORM, 0);
}
break;
case TE_SCREEN_SPARKS:
case TE_SHIELD_SPARKS:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
if (type == TE_SCREEN_SPARKS)
CL_ParticleEffect (pos, dir, 0xd0, 40);
else
CL_ParticleEffect (pos, dir, 0xb0, 40);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_SHOTGUN: /* bullet hitting wall */
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
CL_ParticleEffect (pos, dir, 0, 20);
CL_SmokeAndFlash(pos);
break;
case TE_SPLASH: /* bullet hitting water */
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
r = MSG_ReadByte (&net_message);
if (r > 6)
color = 0x00;
else
color = splash_color[r];
CL_ParticleEffect (pos, dir, color, cnt);
if (r == SPLASH_SPARKS) {
r = randk() & 3;
if (r == 0)
S_StartSound (pos, 0, 0, cl_sfx_spark5, 1, ATTN_STATIC, 0);
else if (r == 1)
S_StartSound (pos, 0, 0, cl_sfx_spark6, 1, ATTN_STATIC, 0);
else
S_StartSound (pos, 0, 0, cl_sfx_spark7, 1, ATTN_STATIC, 0);
}
break;
case TE_LASER_SPARKS:
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = MSG_ReadByte (&net_message);
CL_ParticleEffect2 (pos, dir, color, cnt);
break;
case TE_BLUEHYPERBLASTER:
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, dir);
CL_BlasterParticles (pos, dir);
break;
case TE_BLASTER: /* blaster hitting wall */
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
CL_BlasterParticles (pos, dir);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->ent.angles[0] = (float)acos(dir[2])/M_PI*180;
if (dir[0])
ex->ent.angles[1] = (float)atan2(dir[1], dir[0])/M_PI*180;
else if (dir[1] > 0)
ex->ent.angles[1] = 90;
else if (dir[1] < 0)
ex->ent.angles[1] = 270;
else
ex->ent.angles[1] = 0;
ex->type = ex_misc;
ex->ent.flags = 0.3;
ex->start = cl.frame.servertime - 100.0f;
ex->light = 150;
ex->lightcolor[0] = 1;
ex->lightcolor[1] = 1;
ex->ent.model = cl_mod_explode;
ex->frames = 4;
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_RAILTRAIL: /* railgun effect */
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_RailTrail (pos, pos2);
S_StartSound (pos2, 0, 0, cl_sfx_railg, 1, ATTN_NORM, 0);
break;
case TE_EXPLOSION2:
case TE_GRENADE_EXPLOSION:
case TE_GRENADE_EXPLOSION_WATER:
MSG_ReadPos (&net_message, pos);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.frame.servertime - 100.0f;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.model = cl_mod_explo4;
ex->frames = 19;
ex->baseframe = 30;
ex->ent.angles[1] = (float)(randk() % 360);
EXPLOSION_PARTICLES (pos);
if (type == TE_GRENADE_EXPLOSION_WATER)
S_StartSound (pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
else
S_StartSound (pos, 0, 0, cl_sfx_grenexp, 1, ATTN_NORM, 0);
break;
case TE_PLASMA_EXPLOSION:
MSG_ReadPos (&net_message, pos);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.frame.servertime - 100.0f;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = (float)(randk() % 360);
ex->ent.model = cl_mod_explo4;
if (frandk() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
EXPLOSION_PARTICLES (pos);
S_StartSound (pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
break;
case TE_EXPLOSION1_BIG:
case TE_EXPLOSION1_NP:
case TE_EXPLOSION1:
case TE_ROCKET_EXPLOSION:
case TE_ROCKET_EXPLOSION_WATER:
MSG_ReadPos (&net_message, pos);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.frame.servertime - 100.0f;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = (float)(randk() % 360);
if (type != TE_EXPLOSION1_BIG)
ex->ent.model = cl_mod_explo4;
else
ex->ent.model = cl_mod_explo4_big;
if (frandk() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
if ((type != TE_EXPLOSION1_BIG) && (type != TE_EXPLOSION1_NP))
EXPLOSION_PARTICLES (pos);
if (type == TE_ROCKET_EXPLOSION_WATER)
S_StartSound (pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
else
S_StartSound (pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
break;
case TE_BFG_EXPLOSION:
MSG_ReadPos (&net_message, pos);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.frame.servertime - 100.0f;
ex->light = 350;
ex->lightcolor[0] = 0.0;
ex->lightcolor[1] = 1.0;
ex->lightcolor[2] = 0.0;
ex->ent.model = cl_mod_bfg_explo;
ex->ent.flags |= RF_TRANSLUCENT;
ex->ent.alpha = 0.30f;
ex->frames = 4;
break;
case TE_BFG_BIGEXPLOSION:
MSG_ReadPos (&net_message, pos);
CL_BFGExplosionParticles (pos);
break;
case TE_BFG_LASER:
CL_ParseLaser (0xd0d1d2d3);
break;
case TE_BUBBLETRAIL:
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_BubbleTrail (pos, pos2);
break;
case TE_PARASITE_ATTACK:
case TE_MEDIC_CABLE_ATTACK:
CL_ParseBeam (cl_mod_parasite_segment);
break;
case TE_BOSSTPORT: /* boss teleporting to station */
MSG_ReadPos (&net_message, pos);
CL_BigTeleportParticles (pos);
S_StartSound (pos, 0, 0, S_RegisterSound ("misc/bigtele.wav"), 1, ATTN_NONE, 0);
break;
case TE_GRAPPLE_CABLE:
CL_ParseBeam2 (cl_mod_grapple_cable);
break;
case TE_WELDING_SPARKS:
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = MSG_ReadByte (&net_message);
CL_ParticleEffect2 (pos, dir, color, cnt);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_flash;
ex->ent.flags = RF_BEAM;
ex->start = cl.frame.servertime - 0.1f;
ex->light = 100 + (float)(randk()%75);
ex->lightcolor[0] = 1.0f;
ex->lightcolor[1] = 1.0f;
ex->lightcolor[2] = 0.3f;
ex->ent.model = cl_mod_flash;
ex->frames = 2;
break;
case TE_GREENBLOOD:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
CL_ParticleEffect2 (pos, dir, 0xdf, 30);
break;
case TE_TUNNEL_SPARKS:
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = MSG_ReadByte (&net_message);
CL_ParticleEffect3 (pos, dir, color, cnt);
break;
case TE_BLASTER2:
case TE_FLECHETTE:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
if (type == TE_BLASTER2)
CL_BlasterParticles2 (pos, dir, 0xd0);
else
CL_BlasterParticles2 (pos, dir, 0x6f);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->ent.angles[0] = (float)acos(dir[2])/M_PI*180;
if (dir[0])
ex->ent.angles[1] = (float)atan2(dir[1], dir[0])/M_PI*180;
else if (dir[1] > 0)
ex->ent.angles[1] = 90;
else if (dir[1] < 0)
ex->ent.angles[1] = 270;
else
ex->ent.angles[1] = 0;
ex->type = ex_misc;
ex->ent.flags = RF_FULLBRIGHT|RF_TRANSLUCENT;
if (type == TE_BLASTER2)
ex->ent.skinnum = 1;
else /* flechette */
ex->ent.skinnum = 2;
ex->start = cl.frame.servertime - 100.0f;
ex->light = 150;
if (type == TE_BLASTER2)
ex->lightcolor[1] = 1;
else {
/* flechette */
ex->lightcolor[0] = 0.19f;
ex->lightcolor[1] = 0.41f;
ex->lightcolor[2] = 0.75f;
}
ex->ent.model = cl_mod_explode;
ex->frames = 4;
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_LIGHTNING:
ent = CL_ParseLightning (cl_mod_lightning);
S_StartSound (NULL, ent, CHAN_WEAPON, cl_sfx_lightning, 1, ATTN_NORM, 0);
break;
case TE_DEBUGTRAIL:
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_DebugTrail (pos, pos2);
break;
case TE_PLAIN_EXPLOSION:
MSG_ReadPos (&net_message, pos);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.frame.servertime - 100.0f;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = randk() % 360;
ex->ent.model = cl_mod_explo4;
if (frandk() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
if (type == TE_ROCKET_EXPLOSION_WATER)
S_StartSound (pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
else
S_StartSound (pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
break;
case TE_FLASHLIGHT:
MSG_ReadPos(&net_message, pos);
ent = MSG_ReadShort(&net_message);
CL_Flashlight(ent, pos);
break;
case TE_FORCEWALL:
MSG_ReadPos(&net_message, pos);
MSG_ReadPos(&net_message, pos2);
color = MSG_ReadByte (&net_message);
CL_ForceWall(pos, pos2, color);
break;
case TE_HEATBEAM:
CL_ParsePlayerBeam (cl_mod_heatbeam);
break;
case TE_MONSTER_HEATBEAM:
CL_ParsePlayerBeam (cl_mod_monster_heatbeam);
break;
case TE_HEATBEAM_SPARKS:
cnt = 50;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
r = 8;
magnitude = 60;
color = r & 0xff;
CL_ParticleSteamEffect (pos, dir, color, cnt, magnitude);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_HEATBEAM_STEAM:
cnt = 20;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = 0xe0;
magnitude = 60;
CL_ParticleSteamEffect (pos, dir, color, cnt, magnitude);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_STEAM:
CL_ParseSteam();
break;
case TE_BUBBLETRAIL2:
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_BubbleTrail2 (pos, pos2, 8);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_MOREBLOOD:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
CL_ParticleEffect (pos, dir, 0xe8, 250);
break;
case TE_CHAINFIST_SMOKE:
dir[0]=0;
dir[1]=0;
dir[2]=1;
MSG_ReadPos(&net_message, pos);
CL_ParticleSmokeEffect (pos, dir, 0, 20, 20);
break;
case TE_ELECTRIC_SPARKS:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
CL_ParticleEffect (pos, dir, 0x75, 40);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_TRACKER_EXPLOSION:
MSG_ReadPos (&net_message, pos);
CL_ColorFlash (pos, 0, 150, -1, -1, -1);
CL_ColorExplosionParticles (pos, 0, 1);
S_StartSound (pos, 0, 0, cl_sfx_disrexp, 1, ATTN_NORM, 0);
break;
case TE_TELEPORT_EFFECT:
case TE_DBALL_GOAL:
MSG_ReadPos (&net_message, pos);
CL_TeleportParticles (pos);
break;
case TE_WIDOWBEAMOUT:
CL_ParseWidow ();
break;
case TE_NUKEBLAST:
CL_ParseNuke ();
break;
case TE_WIDOWSPLASH:
MSG_ReadPos (&net_message, pos);
CL_WidowSplash (pos);
break;
default:
Com_Error (ERR_DROP, "CL_ParseTEnt: bad type");
}
}
void CL_AddBeams (void) {
int i,j;
beam_t *b;
vec3_t dist, org;
float d;
entity_t ent;
float yaw, pitch;
float forward;
float len, steps;
float model_length;
/* update beams */
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.playernum+1) { /* entity 0 is the world */
VectorCopy (cl.refdef.vieworg, b->start);
b->start[2] -= 22; /* adjust for view height */
}
VectorAdd (b->start, b->offset, org);
/* calculate pitch and yaw */
VectorSubtract (b->end, org, dist);
if (dist[1] == 0 && dist[0] == 0) {
yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
} else {
if (dist[0])
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yaw = ((float)atan2(dist[1], dist[0]) * 180 / M_PI);
else if (dist[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
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forward = (float)sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
pitch = ((float)atan2(dist[2], forward) * -180.0 / M_PI);
if (pitch < 0)
pitch += 360.0;
}
/* add new entities for the beams */
d = VectorNormalize(dist);
memset (&ent, 0, sizeof(ent));
if (b->model == cl_mod_lightning) {
model_length = 35.0;
d-= 20.0; /* correction so it doesn't end in middle of tesla */
} else {
model_length = 30.0;
}
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steps = (float)ceil(d/model_length);
len = (d-model_length)/(steps-1);
/* special case for lightning model .. if the real length is shorter than the model,
flip it around & draw it from the end to the start. This prevents the model from going
through the tesla mine (instead it goes through the target) */
if ((b->model == cl_mod_lightning) && (d <= model_length)) {
VectorCopy (b->end, ent.origin);
ent.model = b->model;
ent.flags = RF_FULLBRIGHT;
ent.angles[0] = pitch;
ent.angles[1] = yaw;
ent.angles[2] = (float)(randk()%360);
V_AddEntity (&ent);
return;
}
while (d > 0) {
VectorCopy (org, ent.origin);
ent.model = b->model;
if (b->model == cl_mod_lightning) {
ent.flags = RF_FULLBRIGHT;
ent.angles[0] = -pitch;
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ent.angles[1] = yaw + 180.0f;
ent.angles[2] = (float)(randk()%360);
} else {
ent.angles[0] = pitch;
ent.angles[1] = yaw;
ent.angles[2] = (float)(randk()%360);
}
V_AddEntity (&ent);
for (j=0 ; j<3 ; j++)
org[j] += dist[j]*len;
d -= model_length;
}
}
}
extern cvar_t *hand;
void CL_AddPlayerBeams (void) {
int i,j;
beam_t *b;
vec3_t dist, org;
float d;
entity_t ent;
float yaw, pitch;
float forward;
float len, steps;
int framenum;
float model_length;
float hand_multiplier;
frame_t *oldframe;
player_state_t *ps, *ops;
framenum = 0;
if (hand) {
if (hand->value == 2)
hand_multiplier = 0;
else if (hand->value == 1)
hand_multiplier = -1;
else
hand_multiplier = 1;
} else {
hand_multiplier = 1;
}
/* update beams */
for (i=0, b=cl_playerbeams ; i< MAX_BEAMS ; i++, b++) {
vec3_t f,r,u;
if (!b->model || b->endtime < cl.time)
continue;
if(cl_mod_heatbeam && (b->model == cl_mod_heatbeam)) {
/* if coming from the player, update the start position */
if (b->entity == cl.playernum+1) {
/* set up gun position */
ps = &cl.frame.playerstate;
j = (cl.frame.serverframe - 1) & UPDATE_MASK;
oldframe = &cl.frames[j];
if (oldframe->serverframe != cl.frame.serverframe-1 || !oldframe->valid)
oldframe = &cl.frame; /* previous frame was dropped or invalid */
ops = &oldframe->playerstate;
for (j=0 ; j<3 ; j++) {
b->start[j] = cl.refdef.vieworg[j] + ops->gunoffset[j]
+ cl.lerpfrac * (ps->gunoffset[j] - ops->gunoffset[j]);
}
VectorMA (b->start, (hand_multiplier * b->offset[0]), cl.v_right, org);
VectorMA ( org, b->offset[1], cl.v_forward, org);
VectorMA ( org, b->offset[2], cl.v_up, org);
if ((hand) && (hand->value == 2)) {
VectorMA (org, -1, cl.v_up, org);
}
VectorCopy (cl.v_right, r);
VectorCopy (cl.v_forward, f);
VectorCopy (cl.v_up, u);
} else
VectorCopy (b->start, org);
} else {
/* if coming from the player, update the start position */
if (b->entity == cl.playernum+1) { /* entity 0 is the world */
VectorCopy (cl.refdef.vieworg, b->start);
b->start[2] -= 22; /* adjust for view height */
}
VectorAdd (b->start, b->offset, org);
}
/* calculate pitch and yaw */
VectorSubtract (b->end, org, dist);
if(cl_mod_heatbeam && (b->model == cl_mod_heatbeam) && (b->entity == cl.playernum+1)) {
vec_t len;
len = VectorLength (dist);
VectorScale (f, len, dist);
VectorMA (dist, (hand_multiplier * b->offset[0]), r, dist);
VectorMA (dist, b->offset[1], f, dist);
VectorMA (dist, b->offset[2], u, dist);
if ((hand) && (hand->value == 2)) {
VectorMA (org, -1, cl.v_up, org);
}
}
if (dist[1] == 0 && dist[0] == 0) {
yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
} else {
if (dist[0])
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yaw = ((float)atan2(dist[1], dist[0]) * 180 / M_PI);
else if (dist[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
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pitch = ((float)atan2(dist[2], forward) * -180.0 / M_PI);
if (pitch < 0)
pitch += 360.0;
}
if (cl_mod_heatbeam && (b->model == cl_mod_heatbeam)) {
if (b->entity != cl.playernum+1) {
framenum = 2;
ent.angles[0] = -pitch;
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ent.angles[1] = yaw + 180.0f;
ent.angles[2] = 0;
AngleVectors(ent.angles, f, r, u);
/* if it's a non-origin offset, it's a player, so use the hardcoded player offset */
if (!VectorCompare (b->offset, vec3_origin)) {
VectorMA (org, -(b->offset[0])+1, r, org);
VectorMA (org, -(b->offset[1]), f, org);
VectorMA (org, -(b->offset[2])-10, u, org);
} else {
/* if it's a monster, do the particle effect */
CL_MonsterPlasma_Shell(b->start);
}
} else {
framenum = 1;
}
}
/* if it's the heatbeam, draw the particle effect */
if ((cl_mod_heatbeam && (b->model == cl_mod_heatbeam) && (b->entity == cl.playernum+1))) {
CL_Heatbeam (org, dist);
}
/* add new entities for the beams */
d = VectorNormalize(dist);
memset (&ent, 0, sizeof(ent));
if (b->model == cl_mod_heatbeam) {
model_length = 32.0;
} else if (b->model == cl_mod_lightning) {
model_length = 35.0;
d-= 20.0; /* correction so it doesn't end in middle of tesla */
} else {
model_length = 30.0;
}
steps = ceil(d/model_length);
len = (d-model_length)/(steps-1);
/* special case for lightning model .. if the real length is shorter than the model,
flip it around & draw it from the end to the start. This prevents the model from going
through the tesla mine (instead it goes through the target) */
if ((b->model == cl_mod_lightning) && (d <= model_length)) {
VectorCopy (b->end, ent.origin);
ent.model = b->model;
ent.flags = RF_FULLBRIGHT;
ent.angles[0] = pitch;
ent.angles[1] = yaw;
ent.angles[2] = (float)(randk()%360);
V_AddEntity (&ent);
return;
}
while (d > 0) {
VectorCopy (org, ent.origin);
ent.model = b->model;
if(cl_mod_heatbeam && (b->model == cl_mod_heatbeam)) {
ent.flags = RF_FULLBRIGHT;
ent.angles[0] = -pitch;
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ent.angles[1] = yaw + 180.0f;
ent.angles[2] = (float)((cl.time) % 360);
ent.frame = framenum;
} else if (b->model == cl_mod_lightning) {
ent.flags = RF_FULLBRIGHT;
ent.angles[0] = -pitch;
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ent.angles[1] = yaw + 180.0f;
ent.angles[2] = (float)(randk()%360);
} else {
ent.angles[0] = pitch;
ent.angles[1] = yaw;
ent.angles[2] = (float)(randk()%360);
}
V_AddEntity (&ent);
for (j=0 ; j<3 ; j++)
org[j] += dist[j]*len;
d -= model_length;
}
}
}
void CL_AddExplosions (void) {
entity_t *ent;
int i;
explosion_t *ex;
float frac;
int f;
memset (&ent, 0, sizeof(ent));
for (i=0, ex=cl_explosions ; i< MAX_EXPLOSIONS ; i++, ex++) {
if (ex->type == ex_free)
continue;
frac = (cl.time - ex->start)/100.0;
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f = (int)floor(frac);
ent = &ex->ent;
switch (ex->type) {
case ex_mflash:
if (f >= ex->frames-1)
ex->type = ex_free;
break;
case ex_misc:
if (f >= ex->frames-1) {
ex->type = ex_free;
break;
}
ent->alpha = 1.0f - frac/(ex->frames-1);
break;
case ex_flash:
if (f >= 1) {
ex->type = ex_free;
break;
}
ent->alpha = 1.0;
break;
case ex_poly:
if (f >= ex->frames-1) {
ex->type = ex_free;
break;
}
ent->alpha = (16.0f - (float)f)/16.0f;
if (f < 10) {
ent->skinnum = (f>>1);
if (ent->skinnum < 0)
ent->skinnum = 0;
} else {
ent->flags |= RF_TRANSLUCENT;
if (f < 13)
ent->skinnum = 5;
else
ent->skinnum = 6;
}
break;
case ex_poly2:
if (f >= ex->frames-1) {
ex->type = ex_free;
break;
}
ent->alpha = (5.0 - (float)f)/5.0;
ent->skinnum = 0;
ent->flags |= RF_TRANSLUCENT;
break;
default:
break;
}
if (ex->type == ex_free)
continue;
if (ex->light) {
V_AddLight (ent->origin, ex->light*ent->alpha,
ex->lightcolor[0], ex->lightcolor[1], ex->lightcolor[2]);
}
VectorCopy (ent->origin, ent->oldorigin);
if (f < 0)
f = 0;
ent->frame = ex->baseframe + f + 1;
ent->oldframe = ex->baseframe + f;
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ent->backlerp = 1.0f - cl.lerpfrac;
V_AddEntity (ent);
}
}
void CL_AddLasers (void) {
laser_t *l;
int i;
for (i=0, l=cl_lasers ; i< MAX_LASERS ; i++, l++) {
if (l->endtime >= cl.time)
V_AddEntity (&l->ent);
}
}
void CL_ProcessSustain () {
cl_sustain_t *s;
int i;
for (i=0, s=cl_sustains; i< MAX_SUSTAINS; i++, s++) {
if (s->id) {
if ((s->endtime >= cl.time) && (cl.time >= s->nextthink)) {
s->think (s);
} else if (s->endtime < cl.time)
s->id = 0;
}
}
}
void CL_AddTEnts (void) {
CL_AddBeams ();
CL_AddPlayerBeams ();
CL_AddExplosions ();
CL_AddLasers ();
CL_ProcessSustain();
}