/* Copyright (C) 1996-1997 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. */ // cl_tent.c -- client side temporary entities #include "quakedef.h" int num_temp_entities; entity_t cl_temp_entities[MAX_TEMP_ENTITIES]; beam_t cl_beams[MAX_BEAMS]; static vec3_t playerbeam_end; float ExploColor[3]; // joe: for color mapped explosions model_t *cl_bolt1_mod, *cl_bolt2_mod, *cl_bolt3_mod, *cl_beam_mod; model_t *cl_q3gunshot_mod, *cl_q3teleport_mod; sfx_t *cl_sfx_wizhit, *cl_sfx_knighthit, *cl_sfx_tink1; sfx_t *cl_sfx_ric1, *cl_sfx_ric2, *cl_sfx_ric3, *cl_sfx_r_exp3; /* ================= CL_InitTEnts ================= */ 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_ClearTEnts ================= */ void CL_ClearTEnts (void) { cl_bolt1_mod = cl_bolt2_mod = cl_bolt3_mod = cl_beam_mod = NULL; cl_q3gunshot_mod = cl_q3teleport_mod = NULL; memset (&cl_beams, 0, sizeof(cl_beams)); } /* ================= CL_ParseBeam ================= */ void CL_ParseBeam (model_t *m) { int i, ent; vec3_t start, end; beam_t *b; ent = MSG_ReadShort (); start[0] = MSG_ReadCoord (); start[1] = MSG_ReadCoord (); start[2] = MSG_ReadCoord (); end[0] = MSG_ReadCoord (); end[1] = MSG_ReadCoord (); end[2] = MSG_ReadCoord (); if (ent == cl.viewentity) VectorCopy (end, playerbeam_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 = 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; } } Con_Printf ("beam list overflow!\n"); } #define SetCommonExploStuff \ do { \ dl = CL_AllocDlight (0); \ VectorCopy (pos, dl->origin); \ dl->radius = 150 + 200 * bound(0, r_explosionlight.value, 1); \ dl->die = cl.time + 0.5; \ dl->decay = 300; \ } while(0) /* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type, rnd, colorStart, colorLength; vec3_t pos; dlight_t *dl; #ifdef GLQUAKE byte *colorByte; #endif type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef GLQUAKE if (gl_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); #endif 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 (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef GLQUAKE if (gl_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); #endif 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 (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef GLQUAKE if (gl_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); // joe: they put the ventillator's wind effect to "10" in Nehahra. sigh. if (nehahra) R_RunParticleEffect (pos, vec3_origin, 0, 9); else #endif 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 (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef GLQUAKE if (gl_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); #endif 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 (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef GLQUAKE if (gl_part_gunshots.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); #endif R_RunParticleEffect (pos, vec3_origin, 0, 21); break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_explosiontype.value == 3) R_RunParticleEffect (pos, vec3_origin, 225, 50); else R_ParticleExplosion (pos); if (r_explosionlight.value) { SetCommonExploStuff; #ifdef GLQUAKE dl->type = SetDlightColor (r_explosionlightcolor.value, lt_explosion, true); #endif } S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts if (!cl_bolt1_mod) cl_bolt1_mod = Mod_ForName ("progs/bolt.mdl", true); CL_ParseBeam (cl_bolt1_mod); break; case TE_LIGHTNING2: // lightning bolts if (!cl_bolt2_mod) cl_bolt2_mod = Mod_ForName ("progs/bolt2.mdl", true); CL_ParseBeam (cl_bolt2_mod); break; case TE_LIGHTNING3: // lightning bolts if (!cl_bolt3_mod) cl_bolt3_mod = Mod_ForName ("progs/bolt3.mdl", true); CL_ParseBeam (cl_bolt3_mod); break; // nehahra support case TE_LIGHTNING4: // lightning bolts CL_ParseBeam (Mod_ForName(MSG_ReadString(), true)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam if (!cl_beam_mod) cl_beam_mod = Mod_ForName ("progs/beam.mdl", true); CL_ParseBeam (cl_beam_mod); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_LavaSplash (pos); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef GLQUAKE if (gl_part_telesplash.value == 2 && !cl_q3teleport_mod) cl_q3teleport_mod = Mod_ForName ("progs/telep.md3", true); #endif R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); if (r_explosiontype.value == 3) R_RunParticleEffect (pos, vec3_origin, 225, 50); else R_ColorMappedExplosion (pos, colorStart, colorLength); if (r_explosionlight.value) { SetCommonExploStuff; #ifdef GLQUAKE colorByte = (byte *)&d_8to24table[colorStart]; ExploColor[0] = ((float)colorByte[0]) / (2.0 * 255.0); ExploColor[1] = ((float)colorByte[1]) / (2.0 * 255.0); ExploColor[2] = ((float)colorByte[2]) / (2.0 * 255.0); dl->type = lt_explosion2; #endif } S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; // nehahra support case TE_EXPLOSION3: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); ExploColor[0] = MSG_ReadCoord () / 2; ExploColor[1] = MSG_ReadCoord () / 2; ExploColor[2] = MSG_ReadCoord () / 2; if (r_explosiontype.value == 3) R_RunParticleEffect (pos, vec3_origin, 225, 50); else R_ParticleExplosion (pos); if (r_explosionlight.value) { SetCommonExploStuff; #ifdef GLQUAKE dl->type = lt_explosion3; #endif } 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 || 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; ent->colormap = vid.colormap; #ifdef GLQUAKE if (!ent->transparency) ent->transparency = 1; #endif return ent; } qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal) { trace_t trace; memset (&trace, 0, sizeof(trace)); if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, start, end, &trace)) { if (trace.fraction < 1) { VectorCopy (trace.endpos, impact); if (normal) VectorCopy (trace.plane.normal, normal); return true; } } return false; } /* ================= CL_UpdateBeams ================= */ void CL_UpdateBeams (void) { int i; float d; beam_t *b; vec3_t dist, org, beamstart, ang; entity_t *ent; #ifdef GLQUAKE int j; vec3_t beamend; #endif // 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); b->start[2] += cl.crouch; if (cl_truelightning.value) { vec3_t forward, v, org, ang; float f, delta; f = max(0, min(1, cl_truelightning.value)); VectorSubtract (playerbeam_end, cl_entities[cl.viewentity].origin, v); v[2] -= DEFAULT_VIEWHEIGHT; // adjust for view height vectoangles (v, ang); // lerp pitch ang[0] = -ang[0]; if (ang[0] < -180) ang[0] += 360; ang[0] += (cl.viewangles[0] - ang[0]) * f; // lerp yaw delta = cl.viewangles[1] - ang[1]; if (delta > 180) delta -= 360; if (delta < -180) delta += 360; ang[1] += delta * f; AngleVectors (ang, forward, NULL, NULL); VectorScale (forward, 600, forward); VectorCopy (cl_entities[cl.viewentity].origin, org); org[2] += 16; VectorAdd (org, forward, b->end); TraceLineN (org, b->end, b->end, NULL); } } // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); vectoangles (dist, ang); // add new entities for the lightning VectorCopy (b->start, org); VectorCopy (b->start, beamstart); d = VectorNormalize (dist); VectorScale (dist, 30, dist); for ( ; d > 0 ; d -= 30) { #ifdef GLQUAKE if (qmb_initialized && gl_part_lightning.value) { VectorAdd (org, dist, beamend); for (j=0 ; j<3 ; j++) beamend[j] += (b->entity != cl.viewentity) ? (rand() % 40) - 20 : (rand() % 16) - 8; QMB_LightningBeam (beamstart, beamend); VectorCopy (beamend, beamstart); } else #endif { if (!(ent = CL_NewTempEntity())) return; VectorCopy (org, ent->origin); ent->model = b->model; ent->angles[0] = ang[0]; ent->angles[1] = ang[1]; ent->angles[2] = rand() % 360; } VectorAdd (org, dist, org); } } } /* ================= CL_UpdateTEnts ================= */ void CL_UpdateTEnts (void) { num_temp_entities = 0; CL_UpdateBeams (); }