/* 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]; 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 (model_t *m) { int ent; vec3_t start, end; beam_t *b; int i; 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 (); // 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_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); /* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; vec3_t dir; vec3_t pos2; dlight_t *dl; int rnd; int colorStart, colorLength, count; float velspeed; byte *tempcolor; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); 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 (); 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 (); // LordHavoc: changed to spark shower R_SparkShower(pos, vec3_origin, 15, 0); //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 pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); // LordHavoc: changed to spark shower R_SparkShower(pos, vec3_origin, 15, 0); //R_RunParticleEffect (pos, vec3_origin, 0, 10); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1000; dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8; 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 pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); // LordHavoc: changed to dust shower R_SparkShower(pos, vec3_origin, 30, 0); //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 pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); // LordHavoc: changed to dust shower R_SparkShower(pos, vec3_origin, 30, 0); //R_RunParticleEffect (pos, vec3_origin, 0, 20); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1000; dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8; 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 pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); dir[0] = MSG_ReadChar (); dir[1] = MSG_ReadChar (); dir[2] = MSG_ReadChar (); count = MSG_ReadByte (); // amount of particles R_SparkShower(pos, dir, count, 1); break; case TE_SPARK: // spark shower pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); dir[0] = MSG_ReadChar (); dir[1] = MSG_ReadChar (); dir[2] = MSG_ReadChar (); count = MSG_ReadByte (); // amount of particles R_SparkShower(pos, dir, count, 0); break; // LordHavoc: added for improved gore case TE_BLOODSHOWER: // vaporized body pos[0] = MSG_ReadCoord (); // mins pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); dir[0] = MSG_ReadCoord (); // maxs dir[1] = MSG_ReadCoord (); dir[2] = MSG_ReadCoord (); velspeed = MSG_ReadCoord (); // speed count = MSG_ReadShort (); // number of particles R_BloodShower(pos, dir, velspeed, count); break; case TE_PARTICLECUBE: // general purpose particle effect pos[0] = MSG_ReadCoord (); // mins pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); pos2[0] = MSG_ReadCoord (); // maxs pos2[1] = MSG_ReadCoord (); pos2[2] = MSG_ReadCoord (); dir[0] = MSG_ReadCoord (); // dir dir[1] = MSG_ReadCoord (); dir[2] = MSG_ReadCoord (); 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 pos[0] = MSG_ReadCoord (); // mins pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); pos2[0] = MSG_ReadCoord (); // maxs pos2[1] = MSG_ReadCoord (); pos2[2] = MSG_ReadCoord (); dir[0] = MSG_ReadCoord (); // dir dir[1] = MSG_ReadCoord (); dir[2] = MSG_ReadCoord (); 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 pos[0] = MSG_ReadCoord (); // mins pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); pos2[0] = MSG_ReadCoord (); // maxs pos2[1] = MSG_ReadCoord (); pos2[2] = MSG_ReadCoord (); dir[0] = MSG_ReadCoord (); // dir dir[1] = MSG_ReadCoord (); dir[2] = MSG_ReadCoord (); 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 pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); // LordHavoc: changed to dust shower R_SparkShower(pos, vec3_origin, 15, 0); //R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_GUNSHOTQUAD: // quad bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_SparkShower(pos, vec3_origin, 15, 0); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1000; dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8; break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos, false); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 700; dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_EXPLOSIONQUAD: // quad rocket explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos, false); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 600; dl->die = cl.time + 0.5; dl->decay = 1200; dl->color[0] = 0.5;dl->color[1] = 0.4;dl->color[2] = 1.0; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; /* case TE_SMOKEEXPLOSION: // rocket explosion with a cloud of smoke pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos, true); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; */ case TE_EXPLOSION3: // Nehahra movie colored lighting explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos, false); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 700; dl->color[0] = MSG_ReadCoord();dl->color[1] = MSG_ReadCoord();dl->color[2] = MSG_ReadCoord(); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_EXPLOSIONRGB: // colored lighting explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos, false); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 700; dl->color[0] = MSG_ReadByte() * (1.0 / 255.0);dl->color[1] = MSG_ReadByte() * (1.0 / 255.0);dl->color[2] = MSG_ReadByte() * (1.0 / 255.0); 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); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 600; dl->die = cl.time + 0.5; dl->decay = 1200; dl->color[0] = 0.8;dl->color[1] = 0.4;dl->color[2] = 1.0; 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 // LordHavoc: ONLY for compatibility with the Nehahra movie... hack hack hack 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 pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); 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 = 700; tempcolor = (byte *)&d_8to24table[(rand()%colorLength) + colorStart]; dl->color[0] = tempcolor[0] * (1.0f / 255.0f);dl->color[1] = tempcolor[1] * (1.0f / 255.0f);dl->color[2] = tempcolor[2] * (1.0f / 255.0f); 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)); num_temp_entities++; cl_visedicts[cl_numvisedicts] = ent; cl_numvisedicts++; // ent->colormap = vid.colormap; ent->colormap = 0; ent->scale = 1; ent->alpha = 1; ent->colormod[0] = ent->colormod[1] = ent->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; dlight_t *dl; 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].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->origin); ent->model = b->model; ent->effects = EF_FULLBRIGHT; ent->angles[0] = pitch; ent->angles[1] = yaw; ent->angles[2] = rand()%360; dl = CL_AllocDlight (0); VectorCopy (ent->origin, dl->origin); dl->radius = 100 + (rand()&31); dl->die = cl.time + 0.001; dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 1; VectorMA(org, 30, dist, org); d -= 30; } } }