ref: efe2b69f5701aa2b742247e444ca13052d71049c
dir: /cl_tent.c/
#include "quakedef.h" static int num_temp_entities; static entity_t cl_temp_entities[MAX_TEMP_ENTITIES]; beam_t cl_beams[MAX_BEAMS]; static Sfx *cl_Sfxink1; static Sfx *cl_sfx_wizhit; static Sfx *cl_sfx_knighthit; static Sfx *cl_sfx_ric1; static Sfx *cl_sfx_ric2; static Sfx *cl_sfx_ric3; static Sfx *cl_sfx_r_exp3; /* ================= CL_ParseTEnt ================= */ void CL_InitTEnts (void) { cl_sfx_wizhit = precachesfx ("wizard/hit.wav"); cl_sfx_knighthit = precachesfx ("hknight/hit.wav"); cl_Sfxink1 = precachesfx ("weapons/tink1.wav"); cl_sfx_ric1 = precachesfx ("weapons/ric1.wav"); cl_sfx_ric2 = precachesfx ("weapons/ric2.wav"); cl_sfx_ric3 = precachesfx ("weapons/ric3.wav"); cl_sfx_r_exp3 = precachesfx ("weapons/r_exp3.wav"); } /* ================= CL_ParseBeam ================= */ static void CL_ParseBeam (model_t *m) { int ent; vec3_t start, end; beam_t *b; int i; ent = MSG_ReadShort (); MSG_ReadVec(cl.protocol, start); MSG_ReadVec(cl.protocol, 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"); } /* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; dlight_t *dl; int rnd; int colorStart, colorLength; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall MSG_ReadVec(cl.protocol, pos); R_RunParticleEffect (pos, vec3_origin, 20, 30); startsfx (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall MSG_ReadVec(cl.protocol, pos); R_RunParticleEffect (pos, vec3_origin, 226, 20); startsfx (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall MSG_ReadVec(cl.protocol, pos); R_RunParticleEffect (pos, vec3_origin, 0, 10); if ( rand() % 5 ) startsfx (-1, 0, cl_Sfxink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) startsfx (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) startsfx (-1, 0, cl_sfx_ric2, pos, 1, 1); else startsfx (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall MSG_ReadVec(cl.protocol, pos); R_RunParticleEffect (pos, vec3_origin, 0, 20); if ( rand() % 5 ) startsfx (-1, 0, cl_Sfxink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) startsfx (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) startsfx (-1, 0, cl_sfx_ric2, pos, 1, 1); else startsfx (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_GUNSHOT: // bullet hitting wall MSG_ReadVec(cl.protocol, pos); R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_EXPLOSION: // rocket explosion MSG_ReadVec(cl.protocol, pos); R_ParticleExplosion (pos); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; startsfx (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion MSG_ReadVec(cl.protocol, pos); R_BlobExplosion (pos); startsfx (-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; case TE_BEAM: // grappling hook beam CL_ParseBeam (Mod_ForName("progs/beam.mdl", true)); break; case TE_LAVASPLASH: MSG_ReadVec(cl.protocol, pos); R_LavaSplash (pos); break; case TE_TELEPORT: MSG_ReadVec(cl.protocol, pos); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion MSG_ReadVec(cl.protocol, pos); 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; startsfx (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; default: fatal ("CL_ParseTEnt: bad type"); } } /* ================= CL_NewTempEntity ================= */ static entity_t *CL_NewTempEntity (void) { entity_t *ent; if (cl_numvisedicts == MAX_VISEDICTS) return nil; if (num_temp_entities == MAX_TEMP_ENTITIES) return nil; 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; } void CL_ResetTEnts(void) { memset(cl_temp_entities, 0, sizeof(cl_temp_entities)); num_temp_entities = 0; } /* ================= 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].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 = 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; for (i=0 ; i<3 ; i++) org[i] += dist[i]*30; d -= 30; } } }