yquake2remaster/src/client/cl_tempentities.c

1867 lines
38 KiB
C

/*
* 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
*
* =======================================================================
*/
#include "header/client.h"
#include "sound/header/local.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;
#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 = R_RegisterModel("models/objects/explode/tris.md2");
cl_mod_smoke = R_RegisterModel("models/objects/smoke/tris.md2");
cl_mod_flash = R_RegisterModel("models/objects/flash/tris.md2");
cl_mod_parasite_segment = R_RegisterModel("models/monsters/parasite/segment/tris.md2");
cl_mod_grapple_cable = R_RegisterModel("models/ctf/segment/tris.md2");
cl_mod_parasite_tip = R_RegisterModel("models/monsters/parasite/tip/tris.md2");
cl_mod_explo4 = R_RegisterModel("models/objects/r_explode/tris.md2");
cl_mod_bfg_explo = R_RegisterModel("sprites/s_bfg2.sp2");
cl_mod_powerscreen = R_RegisterModel("models/items/armor/effect/tris.md2");
R_RegisterModel("models/objects/laser/tris.md2");
R_RegisterModel("models/objects/grenade2/tris.md2");
R_RegisterModel("models/weapons/v_machn/tris.md2");
R_RegisterModel("models/weapons/v_handgr/tris.md2");
R_RegisterModel("models/weapons/v_shotg2/tris.md2");
R_RegisterModel("models/objects/gibs/bone/tris.md2");
R_RegisterModel("models/objects/gibs/sm_meat/tris.md2");
R_RegisterModel("models/objects/gibs/bone2/tris.md2");
Draw_FindPic("w_machinegun");
Draw_FindPic("a_bullets");
Draw_FindPic("i_health");
Draw_FindPic("a_grenades");
cl_mod_explo4_big = R_RegisterModel("models/objects/r_explode2/tris.md2");
cl_mod_lightning = R_RegisterModel("models/proj/lightning/tris.md2");
cl_mod_heatbeam = R_RegisterModel("models/proj/beam/tris.md2");
cl_mod_monster_heatbeam = R_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;
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 */
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;
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;
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);
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);
return;
}
}
Com_Printf("beam list overflow!\n");
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);
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);
return;
}
}
Com_Printf("beam list overflow!\n");
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);
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);
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)
{
float alpha = cl_laseralpha->value;
if (alpha < 0.0f)
{
alpha = 0.0f;
}
else if (alpha > 1.0f)
{
alpha = 1.0f;
}
l->ent.flags = RF_TRANSLUCENT | RF_BEAM;
VectorCopy(start, l->ent.origin);
VectorCopy(end, l->ent.oldorigin);
l->ent.alpha = alpha;
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
{
MSG_ReadByte(&net_message);
MSG_ReadPos(&net_message, pos);
MSG_ReadDir(&net_message, dir);
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);
}
if (cl_limitsparksounds->value)
{
num_power_sounds++;
/* If too many of these sounds are started in one frame
* (for example if the player shoots with the super
* shotgun into the power screen of a Brain) things get
* too loud and OpenAL is forced to scale the volume of
* several other sounds and the background music down.
* That leads to a noticable and annoying drop in the
* overall volume.
*
* Work around that by limiting the number of sounds
* started.
* 16 was choosen by empirical testing.
*
* This was fixed in openal-soft 0.19.0. We're keeping
* the work around hidden behind a cvar and no longer
* limited to OpenAL because a) some Linux distros may
* still ship older openal-soft versions and b) some
* player may like the changed behavior.
*/
if (num_power_sounds < 16)
{
S_StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
}
}
else
{
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;
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;
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])
{
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 = (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;
}
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;
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])
{
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]);
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;
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|RF_WEAPONMODEL; // DG: fix rogue heatbeam high FOV rendering
ent.angles[0] = -pitch;
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;
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;
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;
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();
}