spingle/source/cl_tent.c

365 lines
9.1 KiB
C

/*
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;
}
}
}