/* 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" cvar_t r_glowinglightning = {CVAR_SAVE, "r_glowinglightning", "1"}; int num_temp_entities; entity_t cl_temp_entities[MAX_TEMP_ENTITIES]; beam_t cl_beams[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) { Cvar_RegisterVariable(&r_glowinglightning); 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 (model_t *m) { int ent; vec3_t start, end; beam_t *b; int i; ent = MSG_ReadShort (); MSG_ReadVector(start); MSG_ReadVector(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"); } //void R_BlastParticles(vec3_t org, vec_t radius, vec_t power); void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count); void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel); void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type); // attempts to find the nearest non-solid location, used for explosions mainly void FindNonSolidLocation(vec3_t pos) { if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; pos[0]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; pos[0]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; pos[0]-=1; pos[1]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; pos[1]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; pos[1]-=1; pos[2]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; pos[2]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; pos[2]-=1; } /* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; vec3_t dir; vec3_t pos2; int rnd; int colorStart, colorLength, count; float velspeed, radius; byte *tempcolor; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall MSG_ReadVector(pos); R_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall MSG_ReadVector(pos); R_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall MSG_ReadVector(pos); // LordHavoc: changed to spark shower R_SparkShower(pos, vec3_origin, 15); //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_SPIKEQUAD: // quad spike hitting wall MSG_ReadVector(pos); // LordHavoc: changed to spark shower R_SparkShower(pos, vec3_origin, 15); //R_RunParticleEffect (pos, vec3_origin, 0, 10); CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); 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 MSG_ReadVector(pos); // LordHavoc: changed to dust shower R_SparkShower(pos, vec3_origin, 30); //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_SUPERSPIKEQUAD: // quad super spike hitting wall MSG_ReadVector(pos); // LordHavoc: changed to dust shower R_SparkShower(pos, vec3_origin, 30); //R_RunParticleEffect (pos, vec3_origin, 0, 20); CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); 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; // LordHavoc: added for improved blood splatters case TE_BLOOD: // blood puff MSG_ReadVector(pos); dir[0] = MSG_ReadChar (); dir[1] = MSG_ReadChar (); dir[2] = MSG_ReadChar (); count = MSG_ReadByte (); // amount of particles R_BloodPuff(pos, dir, count); break; case TE_BLOOD2: // blood puff MSG_ReadVector(pos); R_BloodPuff(pos, vec3_origin, 10); break; case TE_SPARK: // spark shower MSG_ReadVector(pos); dir[0] = MSG_ReadChar (); dir[1] = MSG_ReadChar (); dir[2] = MSG_ReadChar (); count = MSG_ReadByte (); // amount of particles R_SparkShower(pos, dir, count); break; // LordHavoc: added for improved gore case TE_BLOODSHOWER: // vaporized body MSG_ReadVector(pos); // mins MSG_ReadVector(pos2); // maxs velspeed = MSG_ReadCoord (); // speed count = MSG_ReadShort (); // number of particles R_BloodShower(pos, pos2, velspeed, count); break; case TE_PARTICLECUBE: // general purpose particle effect MSG_ReadVector(pos); // mins MSG_ReadVector(pos2); // maxs MSG_ReadVector(dir); // dir count = MSG_ReadShort (); // number of particles colorStart = MSG_ReadByte (); // color colorLength = MSG_ReadByte (); // gravity (1 or 0) velspeed = MSG_ReadCoord (); // randomvel R_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed); break; case TE_PARTICLERAIN: // general purpose particle effect MSG_ReadVector(pos); // mins MSG_ReadVector(pos2); // maxs MSG_ReadVector(dir); // dir count = MSG_ReadShort (); // number of particles colorStart = MSG_ReadByte (); // color R_ParticleRain(pos, pos2, dir, count, colorStart, 0); break; case TE_PARTICLESNOW: // general purpose particle effect MSG_ReadVector(pos); // mins MSG_ReadVector(pos2); // maxs MSG_ReadVector(dir); // dir count = MSG_ReadShort (); // number of particles colorStart = MSG_ReadByte (); // color R_ParticleRain(pos, pos2, dir, count, colorStart, 1); break; case TE_GUNSHOT: // bullet hitting wall MSG_ReadVector(pos); // LordHavoc: changed to dust shower R_SparkShower(pos, vec3_origin, 15); //R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_GUNSHOTQUAD: // quad bullet hitting wall MSG_ReadVector(pos); R_SparkShower(pos, vec3_origin, 15); CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); break; case TE_EXPLOSION: // rocket explosion MSG_ReadVector(pos); FindNonSolidLocation(pos); R_ParticleExplosion (pos, false); // R_BlastParticles (pos, 120, 120); CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_EXPLOSIONQUAD: // quad rocket explosion MSG_ReadVector(pos); FindNonSolidLocation(pos); R_ParticleExplosion (pos, false); // R_BlastParticles (pos, 120, 480); CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; /* case TE_SMOKEEXPLOSION: // rocket explosion with a cloud of smoke MSG_ReadVector(pos); FindNonSolidLocation(pos); R_ParticleExplosion (pos, true); CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; */ case TE_EXPLOSION3: // Nehahra movie colored lighting explosion MSG_ReadVector(pos); FindNonSolidLocation(pos); R_ParticleExplosion (pos, false); // R_BlastParticles (pos, 120, 120); CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_EXPLOSIONRGB: // colored lighting explosion MSG_ReadVector(pos); FindNonSolidLocation(pos); R_ParticleExplosion (pos, false); // R_BlastParticles (pos, 120, 120); CL_AllocDlight (NULL, pos, 350, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion MSG_ReadVector(pos); FindNonSolidLocation(pos); R_BlobExplosion (pos); // R_BlastParticles (pos, 120, 120); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); CL_AllocDlight (NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_SMALLFLASH: MSG_ReadVector(pos); FindNonSolidLocation(pos); CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2); break; case TE_CUSTOMFLASH: MSG_ReadVector(pos); FindNonSolidLocation(pos); radius = MSG_ReadByte() * 8; velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0); CL_AllocDlight (NULL, pos, radius, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), radius / velspeed, velspeed); break; case TE_FLAMEJET: MSG_ReadVector(pos); MSG_ReadVector(dir); count = MSG_ReadByte(); R_Flames(pos, dir, count); 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 // LordHavoc: for compatibility with the Nehahra movie... case TE_LIGHTNING4NEH: CL_ParseBeam (Mod_ForName(MSG_ReadString(), true)); break; 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 (); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion MSG_ReadVector(pos); FindNonSolidLocation(pos); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); // R_BlastParticles (pos, 80, 80); tempcolor = (byte *)&d_8to24table[(rand()%colorLength) + colorStart]; CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; default: Host_Error ("CL_ParseTEnt: bad type %d", 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)); cl_visedicts[cl_numvisedicts++] = ent; ent->render.colormap = -1; // no special coloring ent->render.scale = 1; ent->render.alpha = 1; ent->render.colormod[0] = ent->render.colormod[1] = ent->render.colormod[2] = 1; return ent; } /* ================= CL_UpdateTEnts ================= */ void CL_UpdateTEnts (void) { int i; beam_t *b; vec3_t dist, org; float d; entity_t *ent; float yaw, pitch; float forward; num_temp_entities = 0; // 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].render.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 = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); if (yaw < 0) yaw += 360; forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); pitch = (int) (atan2(dist[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy (b->start, org); d = VectorNormalizeLength(dist); while (d > 0) { ent = CL_NewTempEntity (); if (!ent) return; VectorCopy (org, ent->render.origin); ent->render.model = b->model; ent->render.effects = EF_FULLBRIGHT; ent->render.angles[0] = pitch; ent->render.angles[1] = yaw; ent->render.angles[2] = rand()%360; if (r_glowinglightning.value > 0) CL_AllocDlight(ent, ent->render.origin, lhrandom(100, 120), r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, 0, 0); VectorMA(org, 30, dist, org); d -= 30; } } }