/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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. */ // cl_tent.c -- client side temporary entities #include "q_defs.h" entity_t *cl_temp_entities; int32_t num_temp_entities; int32_t max_temp_entities; beam_t *cl_beams; int32_t max_beams; sfx_t *cl_sfx_wizhit; sfx_t *cl_sfx_knighthit; sfx_t *cl_sfx_tink1; sfx_t *cl_sfx_ric1; sfx_t *cl_sfx_ric2; sfx_t *cl_sfx_ric3; sfx_t *cl_sfx_r_exp3; /* ================= CL_ParseTEnt ================= */ void CL_InitTEnts(void) { cl_sfx_wizhit = S_PrecacheSound("wizard/hit.wav"); cl_sfx_knighthit = S_PrecacheSound("hknight/hit.wav"); cl_sfx_tink1 = S_PrecacheSound("weapons/tink1.wav"); cl_sfx_ric1 = S_PrecacheSound("weapons/ric1.wav"); cl_sfx_ric2 = S_PrecacheSound("weapons/ric2.wav"); cl_sfx_ric3 = S_PrecacheSound("weapons/ric3.wav"); cl_sfx_r_exp3 = S_PrecacheSound("weapons/r_exp3.wav"); } /* ================= CL_ParseBeam ================= */ void CL_ParseBeam(qmodel_t *m) { int32_t ent; vec3_t start, end; beam_t *b; int32_t i; ent = MSG_ReadShort(); start[0] = MSG_ReadCoord(cl.protocolflags); start[1] = MSG_ReadCoord(cl.protocolflags); start[2] = MSG_ReadCoord(cl.protocolflags); end[0] = MSG_ReadCoord(cl.protocolflags); end[1] = MSG_ReadCoord(cl.protocolflags); end[2] = MSG_ReadCoord(cl.protocolflags); // override any beam with the same entity for(i = 0, b = cl_beams ; i < max_beams ; i++, b++) if(b->entity == ent) { b->entity = ent; b->model = m; b->endtime = cl.time + 0.2; VectorCopy(start, b->start); VectorCopy(end, b->end); return; } // find a free beam for(i = 0, b = cl_beams ; i < max_beams ; i++, b++) { if(!b->model || b->endtime < cl.time) { b->entity = ent; b->model = m; b->endtime = cl.time + 0.2; VectorCopy(start, b->start); VectorCopy(end, b->end); return; } } //johnfitz -- less spammy overflow message if(!dev_overflows.beams || dev_overflows.beams + CONSOLE_RESPAM_TIME < realtime) { Con_Printf("Beam list overflow!\n"); dev_overflows.beams = realtime; } //johnfitz } /* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt(void) { int32_t type; vec3_t pos; dlight_t *dl; int32_t rnd; int32_t colorStart, colorLength; type = MSG_ReadByte(); switch(type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_RunParticleEffect(pos, vec3_origin, 20, 30); S_StartSound(-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_RunParticleEffect(pos, vec3_origin, 226, 20); S_StartSound(-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_RunParticleEffect(pos, vec3_origin, 0, 10); if(rand() % 5) S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if(rnd == 1) S_StartSound(-1, 0, cl_sfx_ric1, pos, 1, 1); else if(rnd == 2) S_StartSound(-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound(-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_RunParticleEffect(pos, vec3_origin, 0, 20); if(rand() % 5) S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if(rnd == 1) S_StartSound(-1, 0, cl_sfx_ric1, pos, 1, 1); else if(rnd == 2) S_StartSound(-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound(-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_RunParticleEffect(pos, vec3_origin, 0, 20); break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_ParticleExplosion(pos); dl = CL_AllocDlight(0); VectorCopy(pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_BlobExplosion(pos); S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam(Mod_ForName("progs/bolt.mdl", true)); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam(Mod_ForName("progs/bolt2.mdl", true)); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam(Mod_ForName("progs/bolt3.mdl", true)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam(Mod_ForName("progs/beam.mdl", true)); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_LavaSplash(pos); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); R_TeleportSplash(pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord(cl.protocolflags); pos[1] = MSG_ReadCoord(cl.protocolflags); pos[2] = MSG_ReadCoord(cl.protocolflags); colorStart = MSG_ReadByte(); colorLength = MSG_ReadByte(); R_ParticleExplosion2(pos, colorStart, colorLength); dl = CL_AllocDlight(0); VectorCopy(pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; default: Sys_Error("CL_ParseTEnt: bad type"); } } /* ================= CL_NewTempEntity ================= */ entity_t *CL_NewTempEntity(void) { entity_t *ent; if(cl_numvisedicts == max_visedicts) return NULL; if(num_temp_entities == max_temp_entities) return NULL; ent = &cl_temp_entities[num_temp_entities]; memset(ent, 0, sizeof(*ent)); num_temp_entities++; cl_visedicts[cl_numvisedicts] = ent; cl_numvisedicts++; ent->colormap = vid.colormap; return ent; } /* ================= CL_UpdateTEnts ================= */ void CL_UpdateTEnts(void) { int32_t i, j; //johnfitz -- use j instead of using i twice, so we don't corrupt memory beam_t *b; vec3_t dist, org; float d; entity_t *ent; float yaw, pitch; float forward; num_temp_entities = 0; srand((int32_t)(cl.time * 1000)); //johnfitz -- freeze beams when paused // update lightning for(i = 0, b = cl_beams ; i < max_beams ; i++, b++) { if(!b->model || b->endtime < cl.time) continue; // if coming from the player, update the start position if(b->entity == cl.viewentity) { VectorCopy(cl_entities[cl.viewentity].origin, b->start); } // calculate pitch and yaw VectorSubtract(b->end, b->start, dist); if(dist[1] == 0 && dist[0] == 0) { yaw = 0; if(dist[2] > 0) pitch = 90; else pitch = 270; } else { yaw = (int32_t)(atan2(dist[1], dist[0]) * 180 / PI); if(yaw < 0) yaw += 360; forward = sqrt(dist[0] * dist[0] + dist[1] * dist[1]); pitch = (int32_t)(atan2(dist[2], forward) * 180 / PI); if(pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy(b->start, org); d = VectorNormalize(dist); while(d > 0) { ent = CL_NewTempEntity(); if(!ent) return; VectorCopy(org, ent->origin); ent->model = b->model; ent->angles[0] = pitch; ent->angles[1] = yaw; ent->angles[2] = rand() % 360; //johnfitz -- use j instead of using i twice, so we don't corrupt memory for(j = 0 ; j < 3 ; j++) org[j] += dist[j] * 30; d -= 30; } } }