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Xash3DArchive/engine/client/cl_tent.c

2732 lines
70 KiB
C

/*
cl_tent.c - temp entity effects management
Copyright (C) 2009 Uncle Mike
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 3 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.
*/
#include "common.h"
#include "client.h"
#include "r_efx.h"
#include "entity_types.h"
#include "triangleapi.h"
#include "cl_tent.h"
#include "pm_local.h"
#include "gl_local.h"
#include "studio.h"
#include "wadfile.h" // acess decal size
#include "sound.h"
/*
==============================================================
TEMPENTS MANAGEMENT
==============================================================
*/
#define MAX_MUZZLEFLASH 4
#define SHARD_VOLUME 12.0f // on shard ever n^3 units
#define SF_FUNNEL_REVERSE 1
TEMPENTITY *cl_active_tents;
TEMPENTITY *cl_free_tents;
TEMPENTITY *cl_tempents = NULL; // entities pool
int cl_muzzleflash[MAX_MUZZLEFLASH]; // muzzle flashes
/*
================
CL_InitTempents
================
*/
void CL_InitTempEnts( void )
{
cl_tempents = Mem_Alloc( cls.mempool, sizeof( TEMPENTITY ) * GI->max_tents );
CL_ClearTempEnts();
}
/*
================
CL_RegisterMuzzleFlashes
================
*/
void CL_RegisterMuzzleFlashes( void )
{
// update muzzleflash indexes
cl_muzzleflash[0] = CL_FindModelIndex( "sprites/muzzleflash1.spr" );
cl_muzzleflash[1] = CL_FindModelIndex( "sprites/muzzleflash2.spr" );
cl_muzzleflash[2] = CL_FindModelIndex( "sprites/muzzleflash3.spr" );
cl_muzzleflash[3] = CL_FindModelIndex( "sprites/muzzleflash.spr" );
// update registration for shellchrome
cls.hChromeSprite = pfnSPR_Load( "sprites/shellchrome.spr" );
}
/*
================
CL_ClearTempEnts
================
*/
void CL_ClearTempEnts( void )
{
int i;
if( !cl_tempents ) return;
for( i = 0; i < GI->max_tents - 1; i++ )
cl_tempents[i].next = &cl_tempents[i+1];
cl_tempents[GI->max_tents-1].next = NULL;
cl_free_tents = cl_tempents;
cl_active_tents = NULL;
}
/*
================
CL_FreeTempEnts
================
*/
void CL_FreeTempEnts( void )
{
if( cl_tempents )
Mem_Free( cl_tempents );
cl_tempents = NULL;
}
/*
==============
CL_PrepareTEnt
set default values
==============
*/
void CL_PrepareTEnt( TEMPENTITY *pTemp, model_t *pmodel )
{
int frameCount = 0;
int modelIndex = 0;
Q_memset( pTemp, 0, sizeof( *pTemp ));
// use these to set per-frame and termination conditions / actions
pTemp->flags = FTENT_NONE;
pTemp->die = cl.time + 0.75f;
if( pmodel )
{
modelIndex = CL_FindModelIndex( pmodel->name );
Mod_GetFrames( modelIndex, &frameCount );
}
else
{
pTemp->flags |= FTENT_NOMODEL;
}
pTemp->entity.curstate.modelindex = modelIndex;
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.curstate.renderfx = kRenderFxNone;
pTemp->entity.curstate.rendercolor.r = 255;
pTemp->entity.curstate.rendercolor.g = 255;
pTemp->entity.curstate.rendercolor.b = 255;
pTemp->frameMax = max( 0, frameCount - 1 );
pTemp->entity.curstate.renderamt = 255;
pTemp->entity.curstate.body = 0;
pTemp->entity.curstate.skin = 0;
pTemp->entity.model = pmodel;
pTemp->fadeSpeed = 0.5f;
pTemp->hitSound = 0;
pTemp->clientIndex = 0;
pTemp->bounceFactor = 1;
pTemp->entity.curstate.scale = 1.0f;
}
/*
==============
CL_TEntPlaySound
play collide sound
==============
*/
void CL_TEntPlaySound( TEMPENTITY *pTemp, float damp )
{
float fvol;
char soundname[32];
qboolean isshellcasing = false;
int zvel;
ASSERT( pTemp != NULL );
switch( pTemp->hitSound )
{
case BOUNCE_GLASS:
Q_snprintf( soundname, sizeof( soundname ), "debris/glass%i.wav", Com_RandomLong( 1, 4 ));
break;
case BOUNCE_METAL:
Q_snprintf( soundname, sizeof( soundname ), "debris/metal%i.wav", Com_RandomLong( 1, 6 ));
break;
case BOUNCE_FLESH:
Q_snprintf( soundname, sizeof( soundname ), "debris/flesh%i.wav", Com_RandomLong( 1, 7 ));
break;
case BOUNCE_WOOD:
Q_snprintf( soundname, sizeof( soundname ), "debris/wood%i.wav", Com_RandomLong( 1, 4 ));
break;
case BOUNCE_SHRAP:
Q_snprintf( soundname, sizeof( soundname ), "weapons/ric%i.wav", Com_RandomLong( 1, 5 ));
break;
case BOUNCE_SHOTSHELL:
Q_snprintf( soundname, sizeof( soundname ), "weapons/sshell%i.wav", Com_RandomLong( 1, 3 ));
isshellcasing = true; // shell casings have different playback parameters
break;
case BOUNCE_SHELL:
Q_snprintf( soundname, sizeof( soundname ), "player/pl_shell%i.wav", Com_RandomLong( 1, 3 ));
isshellcasing = true; // shell casings have different playback parameters
break;
case BOUNCE_CONCRETE:
Q_snprintf( soundname, sizeof( soundname ), "debris/concrete%i.wav", Com_RandomLong( 1, 3 ));
break;
default: // null sound
return;
}
zvel = abs( pTemp->entity.baseline.origin[2] );
// only play one out of every n
if( isshellcasing )
{
// play first bounce, then 1 out of 3
if( zvel < 200 && Com_RandomLong( 0, 3 ))
return;
}
else
{
if( Com_RandomLong( 0, 5 ))
return;
}
fvol = 1.0f;
if( damp > 0.0f )
{
int pitch;
sound_t handle;
if( isshellcasing )
fvol *= min ( 1.0f, ((float)zvel) / 350.0f );
else fvol *= min ( 1.0f, ((float)zvel) / 450.0f );
if( !Com_RandomLong( 0, 3 ) && !isshellcasing )
pitch = Com_RandomLong( 95, 105 );
else pitch = PITCH_NORM;
handle = S_RegisterSound( soundname );
S_StartSound( pTemp->entity.origin, -(pTemp - cl_tempents), CHAN_BODY, handle, fvol, ATTN_NORM, pitch, SND_STOP_LOOPING );
}
}
/*
==============
CL_TEntAddEntity
add entity to renderlist
==============
*/
int CL_TEntAddEntity( cl_entity_t *pEntity )
{
ASSERT( pEntity != NULL );
r_stats.c_active_tents_count++;
return CL_AddVisibleEntity( pEntity, ET_TEMPENTITY );
}
/*
==============
CL_TEntAddEntity
free the first low priority tempent it finds.
==============
*/
qboolean CL_FreeLowPriorityTempEnt( void )
{
TEMPENTITY *pActive = cl_active_tents;
TEMPENTITY *pPrev = NULL;
while( pActive )
{
if( pActive->priority == TENTPRIORITY_LOW )
{
// remove from the active list.
if( pPrev ) pPrev->next = pActive->next;
else cl_active_tents = pActive->next;
// add to the free list.
pActive->next = cl_free_tents;
cl_free_tents = pActive;
return true;
}
pPrev = pActive;
pActive = pActive->next;
}
return false;
}
/*
==============
CL_AddTempEnts
temp-entities will be added on a user-side
setup client callback
==============
*/
void CL_AddTempEnts( void )
{
double ft = cl.time - cl.oldtime;
float gravity = clgame.movevars.gravity;
clgame.dllFuncs.pfnTempEntUpdate( ft, cl.time, gravity, &cl_free_tents, &cl_active_tents, CL_TEntAddEntity, CL_TEntPlaySound ); // callbacks
}
/*
==============
CL_TempEntAlloc
alloc normal\low priority tempentity
==============
*/
TEMPENTITY *CL_TempEntAlloc( const vec3_t org, model_t *pmodel )
{
TEMPENTITY *pTemp;
if( !cl_free_tents )
{
MsgDev( D_INFO, "Overflow %d temporary ents!\n", GI->max_tents );
return NULL;
}
pTemp = cl_free_tents;
cl_free_tents = pTemp->next;
CL_PrepareTEnt( pTemp, pmodel );
pTemp->priority = TENTPRIORITY_LOW;
if( org ) VectorCopy( org, pTemp->entity.origin );
pTemp->next = cl_active_tents;
cl_active_tents = pTemp;
return pTemp;
}
/*
==============
CL_TempEntAllocHigh
alloc high priority tempentity
==============
*/
TEMPENTITY *CL_TempEntAllocHigh( const vec3_t org, model_t *pmodel )
{
TEMPENTITY *pTemp;
if( !cl_free_tents )
{
// no temporary ents free, so find the first active low-priority temp ent
// and overwrite it.
CL_FreeLowPriorityTempEnt();
}
if( !cl_free_tents )
{
// didn't find anything? The tent list is either full of high-priority tents
// or all tents in the list are still due to live for > 10 seconds.
MsgDev( D_INFO, "Couldn't alloc a high priority TENT!\n" );
return NULL;
}
// Move out of the free list and into the active list.
pTemp = cl_free_tents;
cl_free_tents = pTemp->next;
CL_PrepareTEnt( pTemp, pmodel );
pTemp->priority = TENTPRIORITY_HIGH;
if( org ) VectorCopy( org, pTemp->entity.origin );
pTemp->next = cl_active_tents;
cl_active_tents = pTemp;
return pTemp;
}
/*
==============
CL_TempEntAlloc
alloc normal priority tempentity with no model
==============
*/
TEMPENTITY *CL_TempEntAllocNoModel( const vec3_t org )
{
return CL_TempEntAlloc( org, NULL );
}
/*
==============
CL_TempEntAlloc
custom tempentity allocation
==============
*/
TEMPENTITY *CL_TempEntAllocCustom( const vec3_t org, model_t *model, int high, void (*pfn)( TEMPENTITY*, float, float ))
{
TEMPENTITY *pTemp;
if( high )
{
pTemp = CL_TempEntAllocHigh( org, model );
}
else
{
pTemp = CL_TempEntAlloc( org, model );
}
if( pTemp && pfn )
{
pTemp->flags |= FTENT_CLIENTCUSTOM;
pTemp->callback = pfn;
}
return pTemp;
}
/*
==============================================================
EFFECTS BASED ON TEMPENTS (presets)
==============================================================
*/
/*
==============
CL_FizzEffect
Create a fizz effect
==============
*/
void CL_FizzEffect( cl_entity_t *pent, int modelIndex, int density )
{
TEMPENTITY *pTemp;
int i, width, depth, count, frameCount;
float angle, maxHeight, speed;
float xspeed, yspeed, zspeed;
vec3_t origin, mins, maxs;
if( !pent || Mod_GetType( modelIndex ) == mod_bad )
return;
count = density + 1;
density = count * 3 + 6;
Mod_GetBounds( pent->curstate.modelindex, mins, maxs );
maxHeight = maxs[2] - mins[2];
width = maxs[0] - mins[0];
depth = maxs[1] - mins[1];
speed = ( pent->curstate.rendercolor.r<<8 | pent->curstate.rendercolor.g );
if( pent->curstate.rendercolor.b ) speed = -speed;
if( speed == 0.0f ) speed = 100.0f; // apply default value
if( pent->angles[YAW] != 0.0f )
{
angle = pent->angles[YAW] * M_PI / 180;
yspeed = sin( angle );
xspeed = cos( angle );
xspeed *= speed;
yspeed *= speed;
}
else xspeed = yspeed = 0.0f; // z only
Mod_GetFrames( modelIndex, &frameCount );
for( i = 0; i < count; i++ )
{
origin[0] = mins[0] + Com_RandomLong( 0, width - 1 );
origin[1] = mins[1] + Com_RandomLong( 0, depth - 1 );
origin[2] = mins[2];
pTemp = CL_TempEntAlloc( origin, Mod_Handle( modelIndex ));
if ( !pTemp ) return;
pTemp->flags |= FTENT_SINEWAVE;
pTemp->x = origin[0];
pTemp->y = origin[1];
zspeed = Com_RandomLong( 80, 140 );
VectorSet( pTemp->entity.baseline.origin, xspeed, yspeed, zspeed );
pTemp->die = cl.time + ( maxHeight / zspeed ) - 0.1f;
pTemp->entity.curstate.frame = Com_RandomLong( 0, frameCount - 1 );
// Set sprite scale
pTemp->entity.curstate.scale = 1.0f / Com_RandomFloat( 2.0f, 5.0f );
pTemp->entity.curstate.rendermode = kRenderTransAlpha;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 255;
}
}
/*
==============
CL_Bubbles
Create bubbles
==============
*/
void CL_Bubbles( const vec3_t mins, const vec3_t maxs, float height, int modelIndex, int count, float speed )
{
TEMPENTITY *pTemp;
int i, frameCount;
float sine, cosine, zspeed;
float angle;
vec3_t origin;
if( Mod_GetType( modelIndex ) == mod_bad )
return;
Mod_GetFrames( modelIndex, &frameCount );
for ( i = 0; i < count; i++ )
{
origin[0] = Com_RandomLong( mins[0], maxs[0] );
origin[1] = Com_RandomLong( mins[1], maxs[1] );
origin[2] = Com_RandomLong( mins[2], maxs[2] );
pTemp = CL_TempEntAlloc( origin, Mod_Handle( modelIndex ));
if( !pTemp ) return;
pTemp->flags |= FTENT_SINEWAVE;
pTemp->x = origin[0];
pTemp->y = origin[1];
angle = Com_RandomLong( -M_PI, M_PI );
SinCos( angle, &sine, &cosine );
zspeed = Com_RandomLong( 80, 140 );
VectorSet( pTemp->entity.baseline.origin, speed * cosine, speed * sine, zspeed );
pTemp->die = cl.time + ((height - (origin[2] - mins[2])) / zspeed) - 0.1f;
pTemp->entity.curstate.frame = Com_RandomLong( 0, frameCount - 1 );
// Set sprite scale
pTemp->entity.curstate.scale = 1.0f / Com_RandomFloat( 4.0f, 16.0f );
pTemp->entity.curstate.rendermode = kRenderTransAlpha;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 192; // g-cont. why difference with FizzEffect ???
}
}
/*
==============
CL_BubbleTrail
Create bubble trail
==============
*/
void CL_BubbleTrail( const vec3_t start, const vec3_t end, float flWaterZ, int modelIndex, int count, float speed )
{
TEMPENTITY *pTemp;
int i, frameCount;
float dist, angle, zspeed;
vec3_t origin;
if( Mod_GetType( modelIndex ) == mod_bad )
return;
Mod_GetFrames( modelIndex, &frameCount );
for( i = 0; i < count; i++ )
{
dist = Com_RandomFloat( 0, 1.0 );
VectorLerp( start, dist, end, origin );
pTemp = CL_TempEntAlloc( origin, Mod_Handle( modelIndex ));
if( !pTemp ) return;
pTemp->flags |= FTENT_SINEWAVE;
pTemp->x = origin[0];
pTemp->y = origin[1];
angle = Com_RandomLong( -M_PI, M_PI );
zspeed = Com_RandomLong( 80, 140 );
VectorSet( pTemp->entity.baseline.origin, speed * cos( angle ), speed * sin( angle ), zspeed );
pTemp->die = cl.time + ((flWaterZ - (origin[2] - start[2])) / zspeed) - 0.1f;
pTemp->entity.curstate.frame = Com_RandomLong( 0, frameCount - 1 );
// Set sprite scale
pTemp->entity.curstate.scale = 1.0 / Com_RandomFloat( 4, 8 );
pTemp->entity.curstate.rendermode = kRenderTransAlpha;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 192;
}
}
/*
==============
CL_AttachTentToPlayer
Attaches entity to player
==============
*/
void CL_AttachTentToPlayer( int client, int modelIndex, float zoffset, float life )
{
TEMPENTITY *pTemp;
vec3_t position;
cl_entity_t *pClient;
if( client <= 0 || client > cl.maxclients )
{
MsgDev( D_ERROR, "Bad client %i in AttachTentToPlayer()!\n", client );
return;
}
pClient = CL_GetEntityByIndex( client );
if( !pClient )
{
MsgDev( D_INFO, "Couldn't get ClientEntity for %i\n", client );
return;
}
if( Mod_GetType( modelIndex ) == mod_bad )
{
MsgDev( D_INFO, "No model %d!\n", modelIndex );
return;
}
VectorCopy( pClient->origin, position );
position[2] += zoffset;
pTemp = CL_TempEntAllocHigh( position, Mod_Handle( modelIndex ));
if( !pTemp )
{
MsgDev( D_INFO, "No temp ent.\n" );
return;
}
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 192;
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation;
pTemp->clientIndex = client;
pTemp->tentOffset[0] = 0;
pTemp->tentOffset[1] = 0;
pTemp->tentOffset[2] = zoffset;
pTemp->die = cl.time + life;
pTemp->flags |= FTENT_PLYRATTACHMENT|FTENT_PERSIST;
// is the model a sprite?
if( Mod_GetType( pTemp->entity.curstate.modelindex ) == mod_sprite )
{
pTemp->flags |= FTENT_SPRANIMATE|FTENT_SPRANIMATELOOP;
pTemp->entity.curstate.framerate = 10;
}
else
{
// no animation support for attached clientside studio models.
pTemp->frameMax = 0;
}
pTemp->entity.curstate.frame = 0;
}
/*
==============
CL_KillAttachedTents
Detach entity from player
==============
*/
void CL_KillAttachedTents( int client )
{
int i;
if( client <= 0 || client > cl.maxclients )
{
MsgDev( D_ERROR, "Bad client %i in KillAttachedTents()!\n", client );
return;
}
for( i = 0; i < GI->max_tents; i++ )
{
TEMPENTITY *pTemp = &cl_tempents[i];
if( pTemp->flags & FTENT_PLYRATTACHMENT )
{
// this TEMPENTITY is player attached.
// if it is attached to this client, set it to die instantly.
if( pTemp->clientIndex == client )
{
pTemp->die = cl.time; // good enough, it will die on next tent update.
}
}
}
}
/*
==============
CL_RicochetSprite
Create ricochet sprite
==============
*/
void CL_RicochetSprite( const vec3_t pos, model_t *pmodel, float duration, float scale )
{
TEMPENTITY *pTemp;
pTemp = CL_TempEntAlloc( pos, pmodel );
if( !pTemp ) return;
pTemp->entity.curstate.rendermode = kRenderGlow;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 200;
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation;
pTemp->entity.curstate.scale = scale;
pTemp->die = cl.time + duration;
pTemp->flags = FTENT_FADEOUT;
pTemp->fadeSpeed = 8;
pTemp->entity.curstate.frame = 0;
pTemp->entity.angles[ROLL] = 45 * Com_RandomLong( 0, 7 );
}
/*
==============
CL_RocketFlare
Create rocket flare
==============
*/
void CL_RocketFlare( const vec3_t pos )
{
TEMPENTITY *pTemp;
model_t *pmodel;
int modelIndex;
int nframeCount;
modelIndex = CL_FindModelIndex( "sprites/animglow01.spr" );
pmodel = Mod_Handle( modelIndex );
if( !pmodel ) return;
Mod_GetFrames( modelIndex, &nframeCount );
pTemp = CL_TempEntAlloc( pos, pmodel );
if ( !pTemp ) return;
pTemp->frameMax = nframeCount - 1;
pTemp->entity.curstate.rendermode = kRenderGlow;
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation;
pTemp->entity.curstate.renderamt = 200;
pTemp->entity.curstate.framerate = 1.0;
pTemp->entity.curstate.frame = Com_RandomLong( 0, nframeCount - 1 );
pTemp->entity.curstate.scale = 1.0;
pTemp->die = cl.time + 0.01f; // when 100 fps die at next frame
pTemp->flags |= FTENT_SPRANIMATE;
}
/*
==============
CL_MuzzleFlash
Do muzzleflash
==============
*/
void CL_MuzzleFlash( const vec3_t pos, int type )
{
TEMPENTITY *pTemp;
int index, modelIndex, frameCount;
float scale;
index = bound( 0, type % 5, MAX_MUZZLEFLASH - 1 );
scale = (type / 5) * 0.1f;
if( scale == 0.0f ) scale = 0.5f;
modelIndex = cl_muzzleflash[index];
if( !modelIndex ) return;
Mod_GetFrames( modelIndex, &frameCount );
// must set position for right culling on render
pTemp = CL_TempEntAllocHigh( pos, Mod_Handle( modelIndex ));
if( !pTemp ) return;
pTemp->entity.curstate.rendermode = kRenderTransAdd;
pTemp->entity.curstate.renderamt = 255;
pTemp->entity.curstate.framerate = 10;
pTemp->entity.curstate.renderfx = 0;
pTemp->die = cl.time + 0.01; // die at next frame
pTemp->entity.curstate.frame = Com_RandomLong( 0, frameCount - 1 );
pTemp->flags |= FTENT_SPRANIMATE|FTENT_SPRANIMATELOOP;
pTemp->frameMax = frameCount - 1;
if( index == 0 )
{
// Rifle flash
pTemp->entity.curstate.scale = scale * Com_RandomFloat( 0.5f, 0.6f );
pTemp->entity.angles[2] = 90 * Com_RandomLong( 0, 3 );
}
else
{
pTemp->entity.curstate.scale = scale;
pTemp->entity.angles[2] = Com_RandomLong( 0, 359 );
}
CL_TEntAddEntity( &pTemp->entity );
}
/*
==============
CL_BloodSprite
Create a high priority blood sprite
and some blood drops. This is high-priority tent
==============
*/
void CL_BloodSprite( const vec3_t org, int colorIndex, int modelIndex, int modelIndex2, float size )
{
TEMPENTITY *pTemp;
if( Mod_GetType( modelIndex ) == mod_bad )
return;
// large, single blood sprite is a high-priority tent
if(( pTemp = CL_TempEntAllocHigh( org, Mod_Handle( modelIndex ))) != NULL )
{
int i, frameCount;
vec3_t offset, dir;
vec3_t forward, right, up;
colorIndex = bound( 0, colorIndex, 256 );
Mod_GetFrames( modelIndex, &frameCount );
pTemp->entity.curstate.rendermode = kRenderTransTexture;
pTemp->entity.curstate.renderfx = kRenderFxClampMinScale;
pTemp->entity.curstate.scale = Com_RandomFloat(( size / 25.0f ), ( size / 35.0f ));
pTemp->flags = FTENT_SPRANIMATE;
pTemp->entity.curstate.rendercolor.r = clgame.palette[colorIndex][0];
pTemp->entity.curstate.rendercolor.g = clgame.palette[colorIndex][1];
pTemp->entity.curstate.rendercolor.b = clgame.palette[colorIndex][2];
pTemp->entity.curstate.framerate = frameCount * 4; // Finish in 0.250 seconds
// play the whole thing once
pTemp->die = cl.time + (frameCount / pTemp->entity.curstate.framerate);
pTemp->entity.angles[2] = Com_RandomLong( 0, 360 );
pTemp->bounceFactor = 0;
VectorSet( forward, 0.0f, 0.0f, 1.0f ); // up-vector
VectorVectors( forward, right, up );
Mod_GetFrames( modelIndex2, &frameCount );
// create blood drops
for( i = 0; i < 14; i++ )
{
// originate from within a circle 'scale' inches in diameter.
VectorCopy( org, offset );
VectorMA( offset, Com_RandomFloat( -0.5f, 0.5f ) * size, right, offset );
VectorMA( offset, Com_RandomFloat( -0.5f, 0.5f ) * size, up, offset );
pTemp = CL_TempEntAlloc( org, Mod_Handle( modelIndex2 ));
if( !pTemp ) return;
pTemp->flags = FTENT_COLLIDEWORLD|FTENT_SLOWGRAVITY;
pTemp->entity.curstate.rendermode = kRenderTransTexture;
pTemp->entity.curstate.renderfx = kRenderFxClampMinScale;
pTemp->entity.curstate.scale = Com_RandomFloat(( size / 25.0f), ( size / 35.0f ));
pTemp->entity.curstate.rendercolor.r = clgame.palette[colorIndex][0];
pTemp->entity.curstate.rendercolor.g = clgame.palette[colorIndex][1];
pTemp->entity.curstate.rendercolor.b = clgame.palette[colorIndex][2];
pTemp->entity.curstate.frame = Com_RandomLong( 0, frameCount - 1 );
pTemp->die = cl.time + Com_RandomFloat( 1.0f, 3.0f );
pTemp->entity.angles[2] = Com_RandomLong( 0, 360 );
pTemp->bounceFactor = 0;
dir[0] = forward[0] + Com_RandomFloat( -0.8f, 0.8f );
dir[1] = forward[1] + Com_RandomFloat( -0.8f, 0.8f );
dir[2] = forward[2];
VectorScale( dir, Com_RandomFloat( 8.0f * size, 20.0f * size ), pTemp->entity.baseline.origin );
pTemp->entity.baseline.origin[2] += Com_RandomFloat( 4.0f, 16.0f ) * size;
}
}
}
/*
==============
CL_BreakModel
Create a shards
==============
*/
void CL_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t direction, float random, float life, int count, int modelIndex, char flags )
{
int i, frameCount;
TEMPENTITY *pTemp;
char type;
vec3_t dir;
if( !modelIndex ) return;
type = flags & BREAK_TYPEMASK;
if( Mod_GetType( modelIndex ) == mod_bad )
return;
Mod_GetFrames( modelIndex, &frameCount );
if( count == 0 )
{
// assume surface (not volume)
count = (size[0] * size[1] + size[1] * size[2] + size[2] * size[0]) / (3 * SHARD_VOLUME * SHARD_VOLUME);
}
VectorCopy( direction, dir );
// limit to 100 pieces
if( count > 100 ) count = 100;
if( VectorIsNull( direction ))
random *= 10;
for( i = 0; i < count; i++ )
{
vec3_t vecSpot;
if( VectorIsNull( direction ))
{
// random direction for each piece
dir[0] = Com_RandomFloat( -1.0f, 1.0f );
dir[1] = Com_RandomFloat( -1.0f, 1.0f );
dir[2] = Com_RandomFloat( -1.0f, 1.0f );
VectorNormalize( dir );
}
// fill up the box with stuff
vecSpot[0] = pos[0] + Com_RandomFloat( -0.5f, 0.5f ) * size[0];
vecSpot[1] = pos[1] + Com_RandomFloat( -0.5f, 0.5f ) * size[1];
vecSpot[2] = pos[2] + Com_RandomFloat( -0.5f, 0.5f ) * size[2];
if( CL_PointContents( vecSpot ) == CONTENTS_SOLID )
continue; // a piece stuck in the wall, ignore it
pTemp = CL_TempEntAlloc( vecSpot, Mod_Handle( modelIndex ));
if( !pTemp ) return;
// keep track of break_type, so we know how to play sound on collision
pTemp->hitSound = type;
if( Mod_GetType( modelIndex ) == mod_sprite )
pTemp->entity.curstate.frame = Com_RandomLong( 0, frameCount - 1 );
else if( Mod_GetType( modelIndex ) == mod_studio )
pTemp->entity.curstate.body = Com_RandomLong( 0, frameCount - 1 );
pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_SLOWGRAVITY;
if ( Com_RandomLong( 0, 255 ) < 200 )
{
pTemp->flags |= FTENT_ROTATE;
pTemp->entity.baseline.angles[0] = Com_RandomFloat( -256, 255 );
pTemp->entity.baseline.angles[1] = Com_RandomFloat( -256, 255 );
pTemp->entity.baseline.angles[2] = Com_RandomFloat( -256, 255 );
}
if (( Com_RandomLong( 0, 255 ) < 100 ) && ( flags & BREAK_SMOKE ))
pTemp->flags |= FTENT_SMOKETRAIL;
if (( type == BREAK_GLASS ) || ( flags & BREAK_TRANS ))
{
pTemp->entity.curstate.rendermode = kRenderTransTexture;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 128;
}
else
{
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 255; // set this for fadeout
}
pTemp->entity.baseline.origin[0] = dir[0] + Com_RandomFloat( -random, random );
pTemp->entity.baseline.origin[1] = dir[1] + Com_RandomFloat( -random, random );
pTemp->entity.baseline.origin[2] = dir[2] + Com_RandomFloat( 0, random );
pTemp->die = cl.time + life + Com_RandomFloat( 0.0f, 1.0f ); // Add an extra 0-1 secs of life
}
}
/*
==============
CL_TempModel
Create a temp model with gravity, sounds and fadeout
==============
*/
TEMPENTITY *CL_TempModel( const vec3_t pos, const vec3_t dir, const vec3_t angles, float life, int modelIndex, int soundtype )
{
// alloc a new tempent
TEMPENTITY *pTemp;
pTemp = CL_TempEntAlloc( pos, Mod_Handle( modelIndex ));
if( !pTemp ) return NULL;
// keep track of shell type
switch( soundtype )
{
case TE_BOUNCE_SHELL:
pTemp->hitSound = BOUNCE_SHELL;
break;
case TE_BOUNCE_SHOTSHELL:
pTemp->hitSound = BOUNCE_SHOTSHELL;
break;
}
VectorCopy( pos, pTemp->entity.origin );
VectorCopy( angles, pTemp->entity.angles );
VectorCopy( dir, pTemp->entity.baseline.origin );
pTemp->entity.curstate.body = 0;
pTemp->flags = (FTENT_COLLIDEWORLD|FTENT_GRAVITY|FTENT_ROTATE);
pTemp->entity.baseline.angles[0] = Com_RandomFloat( -255, 255 );
pTemp->entity.baseline.angles[1] = Com_RandomFloat( -255, 255 );
pTemp->entity.baseline.angles[2] = Com_RandomFloat( -255, 255 );
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.baseline.renderamt = 255;
pTemp->die = cl.time + life;
return pTemp;
}
/*
==============
CL_DefaultSprite
Create an animated sprite
==============
*/
TEMPENTITY *CL_DefaultSprite( const vec3_t pos, int spriteIndex, float framerate )
{
TEMPENTITY *pTemp;
int frameCount;
if( !spriteIndex || Mod_GetType( spriteIndex ) != mod_sprite )
{
MsgDev( D_INFO, "No Sprite %d!\n", spriteIndex );
return NULL;
}
Mod_GetFrames( spriteIndex, &frameCount );
pTemp = CL_TempEntAlloc( pos, Mod_Handle( spriteIndex ));
if( !pTemp ) return NULL;
pTemp->frameMax = frameCount - 1;
pTemp->entity.curstate.scale = 1.0f;
pTemp->flags |= FTENT_SPRANIMATE;
if( framerate == 0 ) framerate = 10;
pTemp->entity.curstate.framerate = framerate;
pTemp->die = cl.time + (float)frameCount / framerate;
pTemp->entity.curstate.frame = 0;
return pTemp;
}
/*
===============
CL_TempSprite
Create an animated moving sprite
===============
*/
TEMPENTITY *CL_TempSprite( const vec3_t pos, const vec3_t dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags )
{
TEMPENTITY *pTemp;
int frameCount;
if( !modelIndex )
return NULL;
if( Mod_GetType( modelIndex ) == mod_bad )
{
MsgDev( D_INFO, "No model %d!\n", modelIndex );
return NULL;
}
Mod_GetFrames( modelIndex, &frameCount );
pTemp = CL_TempEntAlloc( pos, Mod_Handle( modelIndex ));
if( !pTemp ) return NULL;
pTemp->frameMax = frameCount - 1;
pTemp->entity.curstate.framerate = 10;
pTemp->entity.curstate.rendermode = rendermode;
pTemp->entity.curstate.renderfx = renderfx;
pTemp->entity.curstate.scale = scale;
pTemp->entity.baseline.renderamt = a * 255;
pTemp->entity.curstate.renderamt = a * 255;
pTemp->flags |= flags;
VectorCopy( pos, pTemp->entity.origin );
VectorCopy( dir, pTemp->entity.baseline.origin );
if( life ) pTemp->die = cl.time + life;
else pTemp->die = cl.time + ( frameCount * 0.1f ) + 1.0f;
pTemp->entity.curstate.frame = 0;
return pTemp;
}
/*
===============
CL_Sprite_Explode
apply params for exploding sprite
===============
*/
void CL_Sprite_Explode( TEMPENTITY *pTemp, float scale, int flags )
{
if( !pTemp ) return;
if( flags & TE_EXPLFLAG_NOADDITIVE )
{
// solid sprite
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.curstate.renderamt = 255;
}
else if( flags & TE_EXPLFLAG_DRAWALPHA )
{
// alpha sprite (came from hl2)
pTemp->entity.curstate.rendermode = kRenderTransAlpha;
pTemp->entity.curstate.renderamt = 180;
}
else
{
// additive sprite
pTemp->entity.curstate.rendermode = kRenderTransAdd;
pTemp->entity.curstate.renderamt = 120;
}
if( flags & TE_EXPLFLAG_ROTATE )
{
// came from hl2
pTemp->entity.angles[2] = Com_RandomLong( 0, 360 );
}
pTemp->entity.curstate.renderfx = kRenderFxNone;
pTemp->entity.baseline.origin[2] = 8;
pTemp->entity.origin[2] += 10;
pTemp->entity.curstate.scale = scale;
}
/*
===============
CL_Sprite_Smoke
apply params for smoke sprite
===============
*/
void CL_Sprite_Smoke( TEMPENTITY *pTemp, float scale )
{
int iColor;
if( !pTemp ) return;
iColor = Com_RandomLong( 20, 35 );
pTemp->entity.curstate.rendermode = kRenderTransAlpha;
pTemp->entity.curstate.renderfx = kRenderFxNone;
pTemp->entity.baseline.origin[2] = 30;
pTemp->entity.curstate.rendercolor.r = iColor;
pTemp->entity.curstate.rendercolor.g = iColor;
pTemp->entity.curstate.rendercolor.b = iColor;
pTemp->entity.origin[2] += 20;
pTemp->entity.curstate.scale = scale;
}
/*
===============
CL_Spray
Throws a shower of sprites or models
===============
*/
void CL_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int iRand, int renderMode )
{
TEMPENTITY *pTemp;
float noise;
float znoise;
int i, frameCount;
noise = (float)iRand / 100;
// more vertical displacement
znoise = noise * 1.5f;
if( znoise > 1 ) znoise = 1;
if( Mod_GetType( modelIndex ) == mod_bad )
{
MsgDev( D_INFO, "No model %d!\n", modelIndex );
return;
}
Mod_GetFrames( modelIndex, &frameCount );
for( i = 0; i < count; i++ )
{
vec3_t velocity;
float scale;
pTemp = CL_TempEntAlloc( pos, Mod_Handle( modelIndex ));
if( !pTemp ) return;
pTemp->entity.curstate.rendermode = renderMode;
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation;
pTemp->entity.curstate.scale = 0.5f;
pTemp->entity.baseline.renderamt = 255;
pTemp->flags |= FTENT_FADEOUT|FTENT_SLOWGRAVITY;
pTemp->fadeSpeed = 2.0f;
// make the spittle fly the direction indicated, but mix in some noise.
velocity[0] = dir[0] + Com_RandomFloat( -noise, noise );
velocity[1] = dir[1] + Com_RandomFloat( -noise, noise );
velocity[2] = dir[2] + Com_RandomFloat( 0, znoise );
scale = Com_RandomFloat(( speed * 0.8f ), ( speed * 1.2f ));
VectorScale( velocity, scale, pTemp->entity.baseline.origin );
pTemp->die = cl.time + 0.35f;
pTemp->entity.curstate.frame = Com_RandomLong( 0, frameCount - 1 );
}
}
/*
===============
CL_Sprite_Spray
Spray of alpha sprites
===============
*/
void CL_Sprite_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int iRand )
{
CL_Spray( pos, dir, modelIndex, count, speed, iRand, kRenderTransAlpha );
}
/*
===============
CL_Sprite_Trail
Line of moving glow sprites with gravity,
fadeout, and collisions
===============
*/
void CL_Sprite_Trail( int type, const vec3_t vecStart, const vec3_t vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed )
{
TEMPENTITY *pTemp;
vec3_t vecDelta, vecDir;
int i, flFrameCount;
if( Mod_GetType( modelIndex ) == mod_bad )
{
MsgDev( D_INFO, "No model %d!\n", modelIndex );
return;
}
Mod_GetFrames( modelIndex, &flFrameCount );
VectorSubtract( vecEnd, vecStart, vecDelta );
VectorNormalize2( vecDelta, vecDir );
flAmplitude /= 256.0f;
for( i = 0; i < nCount; i++ )
{
vec3_t vecPos, vecVel;
// Be careful of divide by 0 when using 'count' here...
if( i == 0 ) VectorCopy( vecStart, vecPos );
else VectorMA( vecStart, ( i / ( nCount - 1.0f )), vecDelta, vecPos );
pTemp = CL_TempEntAlloc( vecPos, Mod_Handle( modelIndex ));
if( !pTemp ) return;
pTemp->flags = (FTENT_COLLIDEWORLD|FTENT_SPRCYCLE|FTENT_FADEOUT|FTENT_SLOWGRAVITY);
VectorScale( vecDir, flSpeed, vecVel );
vecVel[0] += Com_RandomFloat( -127.0f, 128.0f ) * flAmplitude;
vecVel[1] += Com_RandomFloat( -127.0f, 128.0f ) * flAmplitude;
vecVel[2] += Com_RandomFloat( -127.0f, 128.0f ) * flAmplitude;
VectorCopy( vecVel, pTemp->entity.baseline.origin );
VectorCopy( vecPos, pTemp->entity.origin );
pTemp->entity.curstate.scale = flSize;
pTemp->entity.curstate.rendermode = kRenderGlow;
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation;
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = nRenderamt;
pTemp->entity.curstate.frame = Com_RandomLong( 0, flFrameCount - 1 );
pTemp->frameMax = flFrameCount - 1;
pTemp->die = cl.time + flLife + Com_RandomFloat( 0.0f, 4.0f );
}
}
/*
===============
CL_Large_Funnel
Create a funnel effect (particles only)
===============
*/
void CL_Large_Funnel( const vec3_t pos, int flags )
{
CL_FunnelSprite( pos, 0, flags );
}
/*
===============
CL_FunnelSprite
Create a funnel effect with custom sprite
===============
*/
void CL_FunnelSprite( const vec3_t pos, int spriteIndex, int flags )
{
TEMPENTITY *pTemp = NULL;
particle_t *pPart = NULL;
vec3_t dir, dest;
vec3_t m_vecPos;
float flDist, life, vel;
int i, j, colorIndex;
colorIndex = CL_LookupColor( 0, 255, 0 ); // green color
for( i = -256; i <= 256; i += 32 )
{
for( j = -256; j <= 256; j += 32 )
{
if( flags & SF_FUNNEL_REVERSE )
{
VectorCopy( pos, m_vecPos );
dest[0] = pos[0] + i;
dest[1] = pos[1] + j;
dest[2] = pos[2] + Com_RandomFloat( 100, 800 );
// send particle heading to dest at a random speed
VectorSubtract( dest, m_vecPos, dir );
// velocity based on how far particle has to travel away from org
vel = dest[2] / 8;
}
else
{
m_vecPos[0] = pos[0] + i;
m_vecPos[1] = pos[1] + j;
m_vecPos[2] = pos[2] + Com_RandomFloat( 100, 800 );
// send particle heading to org at a random speed
VectorSubtract( pos, m_vecPos, dir );
// velocity based on how far particle starts from org
vel = m_vecPos[2] / 8;
}
if( pPart && spriteIndex && CL_PointContents( m_vecPos ) == CONTENTS_EMPTY )
{
pTemp = CL_TempEntAlloc( pos, Mod_Handle( spriteIndex ));
pPart = NULL;
}
else
{
pPart = CL_AllocParticle( NULL );
pTemp = NULL;
}
if( pTemp || pPart )
{
flDist = VectorNormalizeLength( dir ); // save the distance
if( vel < 64 ) vel = 64;
vel += Com_RandomFloat( 64, 128 );
life = ( flDist / vel );
if( pTemp )
{
VectorCopy( m_vecPos, pTemp->entity.origin );
VectorScale( dir, vel, pTemp->entity.baseline.origin );
pTemp->entity.curstate.rendermode = kRenderTransAdd;
pTemp->flags |= FTENT_FADEOUT;
pTemp->fadeSpeed = 3.0f;
pTemp->die = cl.time + life - Com_RandomFloat( 0.5f, 0.6f );
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 255;
pTemp->entity.curstate.scale = 0.75f;
}
if( pPart )
{
VectorCopy( m_vecPos, pPart->org );
pPart->color = colorIndex;
pPart->type = pt_static;
VectorScale( dir, vel, pPart->vel );
// die right when you get there
pPart->die += life;
}
}
}
}
}
/*
===============
CL_SparkEffect
Create a custom sparkle effect
===============
*/
void CL_SparkEffect( const vec3_t pos, int count, int velocityMin, int velocityMax )
{
vec3_t m_vecDir;
model_t *pmodel;
float vel;
int i;
pmodel = Mod_Handle( CL_FindModelIndex( "sprites/richo1.spr" ));
CL_RicochetSprite( pos, pmodel, 0.0f, Com_RandomFloat( 0.4f, 0.6f ));
for( i = 0; i < Com_RandomLong( 1, count ); i++ )
{
m_vecDir[0] = Com_RandomFloat( velocityMin, velocityMax );
m_vecDir[1] = Com_RandomFloat( velocityMin, velocityMax );
m_vecDir[2] = Com_RandomFloat( velocityMin, velocityMax );
vel = VectorNormalizeLength( m_vecDir );
CL_SparkleTracer( pos, m_vecDir, vel );
}
}
/*
===============
CL_StreakSplash
Create a streak tracers
===============
*/
void CL_StreakSplash( const vec3_t pos, const vec3_t dir, int color, int count, float speed, int velMin, int velMax )
{
int i;
for( i = 0; i < count; i++ )
{
vec3_t vel;
vel[0] = (dir[0] * speed) + Com_RandomFloat( velMin, velMax );
vel[1] = (dir[1] * speed) + Com_RandomFloat( velMin, velMax );
vel[2] = (dir[2] * speed) + Com_RandomFloat( velMin, velMax );
CL_StreakTracer( pos, vel, color );
}
}
/*
===============
CL_StreakSplash
Create a sparks like streaks
===============
*/
void CL_SparkStreaks( const vec3_t pos, int count, int velocityMin, int velocityMax )
{
particle_t *p;
float speed;
int i, j;
for( i = 0; i < count; i++ )
{
vec3_t vel;
vel[0] = Com_RandomFloat( velocityMin, velocityMax );
vel[1] = Com_RandomFloat( velocityMin, velocityMax );
vel[2] = Com_RandomFloat( velocityMin, velocityMax );
speed = VectorNormalizeLength( vel );
CL_SparkleTracer( pos, vel, speed );
}
for( i = 0; i < 12; i++ )
{
p = CL_AllocParticle( NULL );
if( !p ) return;
p->die += 1.0f;
p->color = 0; // black
p->type = pt_grav;
for( j = 0; j < 3; j++ )
{
p->org[j] = pos[j] + Com_RandomFloat( -2.0f, 3.0f );
p->vel[j] = Com_RandomFloat( velocityMin, velocityMax );
}
}
}
/*
==============
CL_RicochetSound
Make a random ricochet sound
==============
*/
void CL_RicochetSound( const vec3_t pos )
{
char soundpath[32];
int iPitch = Com_RandomLong( 90, 105 );
float fvol = Com_RandomFloat( 0.7f, 0.9f );
sound_t handle;
Q_snprintf( soundpath, sizeof( soundpath ), "weapons/ric%i.wav", Com_RandomLong( 1, 5 ));
handle = S_RegisterSound( soundpath );
S_StartSound( pos, 0, CHAN_AUTO, handle, fvol, ATTN_NORM, iPitch, 0 );
}
/*
==============
CL_Projectile
Create an projectile entity
==============
*/
void CL_Projectile( const vec3_t origin, const vec3_t velocity, int modelIndex, int life, int owner, void (*hitcallback)( TEMPENTITY*, pmtrace_t* ))
{
// alloc a new tempent
TEMPENTITY *pTemp;
pTemp = CL_TempEntAlloc( origin, Mod_Handle( modelIndex ));
if( !pTemp ) return;
VectorAngles( velocity, pTemp->entity.angles );
VectorCopy( velocity, pTemp->entity.baseline.origin );
pTemp->entity.curstate.body = 0;
pTemp->flags = FTENT_COLLIDEALL|FTENT_COLLIDEKILL;
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.baseline.renderamt = 255;
pTemp->hitcallback = hitcallback;
pTemp->die = cl.time + life;
pTemp->clientIndex = owner;
}
/*
==============
CL_TempSphereModel
Spherical shower of models, picks from set
==============
*/
void CL_TempSphereModel( const vec3_t pos, float speed, float life, int count, int modelIndex )
{
vec3_t forward, dir;
TEMPENTITY *pTemp;
int i;
VectorSet( forward, 0.0f, 0.0f, -1.0f ); // down-vector
// create temp models
for( i = 0; i < count; i++ )
{
pTemp = CL_TempEntAlloc( pos, Mod_Handle( modelIndex ));
if( !pTemp ) return;
dir[0] = forward[0] + Com_RandomFloat( -0.3f, 0.3f );
dir[1] = forward[1] + Com_RandomFloat( -0.3f, 0.3f );
dir[2] = forward[2] + Com_RandomFloat( -0.3f, 0.3f );
VectorScale( dir, Com_RandomFloat( 30.0f, 40.0f ), pTemp->entity.baseline.origin );
pTemp->entity.curstate.body = 0;
pTemp->flags = (FTENT_COLLIDEWORLD|FTENT_SMOKETRAIL|FTENT_FLICKER|FTENT_GRAVITY|FTENT_ROTATE);
pTemp->entity.baseline.angles[0] = Com_RandomFloat( -255, 255 );
pTemp->entity.baseline.angles[1] = Com_RandomFloat( -255, 255 );
pTemp->entity.baseline.angles[2] = Com_RandomFloat( -255, 255 );
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.baseline.renderamt = 255;
pTemp->die = cl.time + life;
}
}
/*
==============
CL_Explosion
Create an explosion (scale is magnitude)
==============
*/
void CL_Explosion( vec3_t pos, int model, float scale, float framerate, int flags )
{
TEMPENTITY *pTemp;
sound_t hSound;
if( scale != 0.0f )
{
// create explosion sprite
pTemp = CL_DefaultSprite( pos, model, framerate );
CL_Sprite_Explode( pTemp, scale, flags );
if( !( flags & TE_EXPLFLAG_NODLIGHTS ))
{
dlight_t *dl;
// big flash
dl = CL_AllocDlight( 0 );
VectorCopy( pos, dl->origin );
dl->radius = 200;
dl->color.r = dl->color.g = 250;
dl->color.b = 150;
dl->die = cl.time + 0.25f;
dl->decay = 800;
// red glow
dl = CL_AllocDlight( 0 );
VectorCopy( pos, dl->origin );
dl->radius = 150;
dl->color.r = 255;
dl->color.g= 190;
dl->color.b = 40;
dl->die = cl.time + 1.0f;
dl->decay = 200;
}
}
if(!( flags & TE_EXPLFLAG_NOPARTICLES ))
CL_FlickerParticles( pos );
if( flags & TE_EXPLFLAG_NOSOUND ) return;
hSound = S_RegisterSound( va( "weapons/explode%i.wav", Com_RandomLong( 3, 5 )));
S_StartSound( pos, 0, CHAN_AUTO, hSound, VOL_NORM, ATTN_NORM, PITCH_NORM, 0 );
}
/*
==============
CL_PlayerSprites
Create a particle smoke around player
==============
*/
void CL_PlayerSprites( int client, int modelIndex, int count, int size )
{
TEMPENTITY *pTemp;
cl_entity_t *pEnt;
float vel;
int i;
pEnt = CL_GetEntityByIndex( client );
if( !pEnt || !pEnt->player )
{
MsgDev( D_INFO, "Bad ent %i in R_PlayerSprites()!\n", client );
return;
}
vel = 128;
for( i = 0; i < count; i++ )
{
pTemp = CL_DefaultSprite( pEnt->origin, modelIndex, 15 );
if( !pTemp ) return;
pTemp->entity.curstate.rendermode = kRenderTransAlpha;
pTemp->entity.curstate.renderfx = kRenderFxNone;
pTemp->entity.baseline.origin[0] = Com_RandomFloat( -1.0f, 1.0f ) * vel;
pTemp->entity.baseline.origin[1] = Com_RandomFloat( -1.0f, 1.0f ) * vel;
pTemp->entity.baseline.origin[2] = Com_RandomFloat( 0.0f, 1.0f ) * vel;
pTemp->entity.curstate.rendercolor.r = 192;
pTemp->entity.curstate.rendercolor.g = 192;
pTemp->entity.curstate.rendercolor.b = 192;
pTemp->entity.curstate.renderamt = 64;
pTemp->entity.curstate.scale = size;
}
}
/*
==============
CL_FireField
Makes a field of fire
==============
*/
void CL_FireField( float *org, int radius, int modelIndex, int count, int flags, float life )
{
TEMPENTITY *pTemp;
float radius2;
vec3_t dir, m_vecPos;
int i;
for( i = 0; i < count; i++ )
{
dir[0] = Com_RandomFloat( -1.0f, 1.0f );
dir[1] = Com_RandomFloat( -1.0f, 1.0f );
if( flags & TEFIRE_FLAG_PLANAR ) dir[2] = 0.0f;
else dir[2] = Com_RandomFloat( -1.0f, 1.0f );
VectorNormalize( dir );
radius2 = Com_RandomFloat( 0.0f, radius );
VectorMA( org, -radius2, dir, m_vecPos );
pTemp = CL_DefaultSprite( m_vecPos, modelIndex, 0 );
if( !pTemp ) return;
if( flags & TEFIRE_FLAG_ALLFLOAT )
pTemp->entity.baseline.origin[2] = 30; // drift sprite upward
else if( flags & TEFIRE_FLAG_SOMEFLOAT && Com_RandomLong( 0, 1 ))
pTemp->entity.baseline.origin[2] = 30; // drift sprite upward
if( flags & TEFIRE_FLAG_LOOP )
{
pTemp->entity.curstate.framerate = 15;
pTemp->flags |= FTENT_SPRANIMATELOOP;
}
if( flags & TEFIRE_FLAG_ALPHA )
{
pTemp->entity.curstate.rendermode = kRenderTransTexture;
pTemp->entity.curstate.renderamt = 128;
}
pTemp->die += life;
}
}
/*
==============
CL_MultiGunshot
Client version of shotgun shot
==============
*/
void CL_MultiGunshot( const vec3_t org, const vec3_t dir, const vec3_t noise, int count, int decalCount, int *decalIndices )
{
pmtrace_t trace;
vec3_t right, up;
vec3_t vecSrc, vecDir, vecEnd;
int i, j, decalIndex;
VectorVectors( dir, right, up );
VectorCopy( org, vecSrc );
for( i = 1; i <= count; i++ )
{
// get circular gaussian spread
float x, y, z;
do {
x = Com_RandomFloat( -0.5f, 0.5f ) + Com_RandomFloat( -0.5f, 0.5f );
y = Com_RandomFloat( -0.5f, 0.5f ) + Com_RandomFloat( -0.5f, 0.5f );
z = x * x + y * y;
} while( z > 1.0f );
for( j = 0; j < 3; j++ )
{
vecDir[j] = dir[i] + x * noise[0] * right[j] + y * noise[1] * up[j];
vecEnd[j] = vecSrc[j] + 2048.0f * vecDir[j];
}
trace = CL_TraceLine( vecSrc, vecEnd, PM_STUDIO_BOX );
// paint decals
if( trace.fraction != 1.0f )
{
physent_t *pe = NULL;
if( trace.ent >= 0 && trace.ent < clgame.pmove->numphysent )
pe = &clgame.pmove->physents[trace.ent];
if( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ))
{
cl_entity_t *e = CL_GetEntityByIndex( pe->info );
decalIndex = CL_DecalIndex( decalIndices[Com_RandomLong( 0, decalCount-1 )] );
CL_DecalShoot( decalIndex, e->index, 0, trace.endpos, 0 );
}
}
}
}
/*
==============
CL_Sprite_WallPuff
Create a wallpuff
==============
*/
void CL_Sprite_WallPuff( TEMPENTITY *pTemp, float scale )
{
// UNDONE: g-cont. i'm dont know what this doing
Msg( "CL_Sprite_WallPuff: %g\n", scale );
}
/*
==============
CL_ParseTempEntity
handle temp-entity messages
==============
*/
void CL_ParseTempEntity( sizebuf_t *msg )
{
sizebuf_t buf;
byte pbuf[256];
int iSize = BF_ReadByte( msg );
int type, color, count, flags;
int decalIndex, modelIndex, entityIndex;
float scale, life, frameRate, vel, random;
float brightness, r, g, b;
vec3_t pos, pos2, ang;
int decalIndices[1]; // just stub
TEMPENTITY *pTemp;
cl_entity_t *pEnt;
dlight_t *dl;
decalIndex = modelIndex = entityIndex = 0;
// parse user message into buffer
BF_ReadBytes( msg, pbuf, iSize );
// init a safe tempbuffer
BF_Init( &buf, "TempEntity", pbuf, iSize );
type = BF_ReadByte( &buf );
switch( type )
{
case TE_BEAMPOINTS:
case TE_BEAMENTPOINT:
case TE_LIGHTNING:
case TE_BEAMENTS:
case TE_BEAM:
case TE_BEAMSPRITE:
case TE_BEAMTORUS:
case TE_BEAMDISK:
case TE_BEAMCYLINDER:
case TE_BEAMFOLLOW:
case TE_BEAMRING:
case TE_BEAMHOSE:
case TE_KILLBEAM:
CL_ParseViewBeam( &buf, type );
break;
case TE_GUNSHOT:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
CL_RicochetSound( pos );
CL_RunParticleEffect( pos, vec3_origin, 0, 20 );
break;
case TE_EXPLOSION:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
scale = (float)(BF_ReadByte( &buf ) * 0.1f);
frameRate = BF_ReadByte( &buf );
flags = BF_ReadByte( &buf );
CL_Explosion( pos, modelIndex, scale, frameRate, flags );
break;
case TE_TAREXPLOSION:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
CL_BlobExplosion( pos );
break;
case TE_SMOKE:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
scale = (float)(BF_ReadByte( &buf ) * 0.1f);
frameRate = BF_ReadByte( &buf );
pTemp = CL_DefaultSprite( pos, modelIndex, frameRate );
CL_Sprite_Smoke( pTemp, scale );
break;
case TE_TRACER:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
CL_TracerEffect( pos, pos2 );
break;
case TE_SPARKS:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
CL_SparkShower( pos );
break;
case TE_LAVASPLASH:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
CL_LavaSplash( pos );
break;
case TE_TELEPORT:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
CL_TeleportSplash( pos );
break;
case TE_EXPLOSION2:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
color = BF_ReadByte( &buf );
count = BF_ReadByte( &buf );
CL_ParticleExplosion2( pos, color, count );
break;
case TE_BSPDECAL:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
decalIndex = BF_ReadShort( &buf );
entityIndex = BF_ReadShort( &buf );
if( entityIndex ) modelIndex = BF_ReadShort( &buf );
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, pos, FDECAL_PERMANENT );
break;
case TE_IMPLOSION:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
scale = BF_ReadByte( &buf );
count = BF_ReadByte( &buf );
life = (float)(BF_ReadByte( &buf ) * 0.1f);
CL_Implosion( pos, scale, count, life );
break;
case TE_SPRITETRAIL:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
count = BF_ReadByte( &buf );
life = (float)(BF_ReadByte( &buf ) * 0.1f);
scale = (float)(BF_ReadByte( &buf ) * 0.1f);
vel = (float)BF_ReadByte( &buf );
random = (float)BF_ReadByte( &buf );
CL_Sprite_Trail( type, pos, pos2, modelIndex, count, life, scale, random, 255, vel );
break;
case TE_SPRITE:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
scale = (float)(BF_ReadByte( &buf ) * 0.1f);
brightness = (float)BF_ReadByte( &buf );
if(( pTemp = CL_DefaultSprite( pos, modelIndex, 0 )) != NULL )
{
pTemp->entity.curstate.scale = scale;
pTemp->entity.baseline.renderamt = brightness;
pTemp->entity.curstate.renderamt = brightness;
pTemp->entity.curstate.rendermode = kRenderTransAdd;
}
break;
case TE_GLOWSPRITE:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
scale = (float)(BF_ReadByte( &buf ) * 0.1f);
if(( pTemp = CL_DefaultSprite( pos, modelIndex, 0 )) != NULL )
{
pTemp->entity.curstate.scale = scale;
pTemp->entity.curstate.rendermode = kRenderGlow;
pTemp->entity.baseline.renderamt = 255;
pTemp->entity.curstate.renderamt = 255;
}
break;
case TE_STREAK_SPLASH:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
color = BF_ReadByte( &buf );
count = BF_ReadShort( &buf );
vel = (float)BF_ReadShort( &buf );
random = (float)BF_ReadShort( &buf );
CL_StreakSplash( pos, pos2, color, count, vel, -random, random );
break;
case TE_DLIGHT:
dl = CL_AllocDlight( 0 );
dl->origin[0] = BF_ReadCoord( &buf );
dl->origin[1] = BF_ReadCoord( &buf );
dl->origin[2] = BF_ReadCoord( &buf );
dl->radius = (float)(BF_ReadByte( &buf ) * 10.0f);
dl->color.r = BF_ReadByte( &buf );
dl->color.g = BF_ReadByte( &buf );
dl->color.b = BF_ReadByte( &buf );
dl->die = cl.time + (float)(BF_ReadByte( &buf ) * 0.1f);
dl->decay = (float)(BF_ReadByte( &buf ) * 10.0f);
break;
case TE_ELIGHT:
dl = CL_AllocElight( 0 );
entityIndex = BF_ReadShort( &buf );
dl->origin[0] = BF_ReadCoord( &buf );
dl->origin[1] = BF_ReadCoord( &buf );
dl->origin[2] = BF_ReadCoord( &buf );
dl->radius = BF_ReadCoord( &buf );
dl->color.r = BF_ReadByte( &buf );
dl->color.g = BF_ReadByte( &buf );
dl->color.b = BF_ReadByte( &buf );
dl->die = cl.time + (float)(BF_ReadByte( &buf ) * 0.1f);
dl->decay = BF_ReadCoord( &buf );
break;
case TE_TEXTMESSAGE:
CL_ParseTextMessage( &buf );
break;
case TE_LINE:
case TE_BOX:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
life = (float)(BF_ReadShort( &buf ) * 0.1f);
r = BF_ReadByte( &buf );
g = BF_ReadByte( &buf );
b = BF_ReadByte( &buf );
if( type == TE_LINE ) CL_ParticleLine( pos, pos2, r, g, b, life );
else CL_ParticleBox( pos, pos2, r, g, b, life );
break;
case TE_LARGEFUNNEL:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
flags = BF_ReadShort( &buf );
CL_FunnelSprite( pos, modelIndex, flags );
break;
case TE_BLOODSTREAM:
case TE_BLOOD:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
color = BF_ReadByte( &buf );
vel = (float)BF_ReadByte( &buf );
if( type == TE_BLOOD ) CL_Blood( pos, pos2, color, vel );
else CL_BloodStream( pos, pos2, color, vel );
break;
case TE_SHOWLINE:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
CL_ShowLine( pos, pos2 );
break;
case TE_DECAL:
case TE_DECALHIGH:
case TE_WORLDDECAL:
case TE_WORLDDECALHIGH:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
decalIndex = BF_ReadByte( &buf );
if( type == TE_DECAL || type == TE_DECALHIGH )
entityIndex = BF_ReadShort( &buf );
else entityIndex = 0;
if( type == TE_DECALHIGH || type == TE_WORLDDECALHIGH )
decalIndex += 256;
pEnt = CL_GetEntityByIndex( entityIndex );
if( pEnt ) modelIndex = pEnt->curstate.modelindex;
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, pos, 0 );
break;
case TE_FIZZ:
entityIndex = BF_ReadShort( &buf );
modelIndex = BF_ReadShort( &buf );
scale = BF_ReadByte( &buf ); // same as density
pEnt = CL_GetEntityByIndex( entityIndex );
CL_FizzEffect( pEnt, modelIndex, scale );
break;
case TE_MODEL:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
VectorSet( ang, 0.0f, BF_ReadAngle( &buf ), 0.0f ); // yaw angle
modelIndex = BF_ReadShort( &buf );
flags = BF_ReadByte( &buf ); // sound flags
life = (float)(BF_ReadByte( &buf ) * 0.1f);
CL_TempModel( pos, pos2, ang, life, modelIndex, flags );
break;
case TE_EXPLODEMODEL:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
vel = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
count = BF_ReadShort( &buf );
life = (float)(BF_ReadByte( &buf ) * 0.1f);
CL_TempSphereModel( pos, vel, life, count, modelIndex );
break;
case TE_BREAKMODEL:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
ang[0] = BF_ReadCoord( &buf );
ang[1] = BF_ReadCoord( &buf );
ang[2] = BF_ReadCoord( &buf );
random = (float)BF_ReadByte( &buf );
modelIndex = BF_ReadShort( &buf );
count = BF_ReadByte( &buf );
life = (float)(BF_ReadByte( &buf ) * 0.1f);
flags = BF_ReadByte( &buf );
CL_BreakModel( pos, pos2, ang, random, life, count, modelIndex, (char)flags );
break;
case TE_GUNSHOTDECAL:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
entityIndex = BF_ReadShort( &buf );
decalIndex = BF_ReadByte( &buf );
pEnt = CL_GetEntityByIndex( entityIndex );
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, 0, pos, 0 );
CL_BulletImpactParticles( pos );
CL_RicochetSound( pos );
break;
case TE_SPRAY:
case TE_SPRITE_SPRAY:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
count = BF_ReadByte( &buf );
vel = (float)BF_ReadByte( &buf );
random = (float)BF_ReadByte( &buf );
if( type == TE_SPRAY )
{
flags = BF_ReadByte( &buf ); // rendermode
CL_Spray( pos, pos2, modelIndex, count, vel, random, flags );
}
else CL_Sprite_Spray( pos, pos2, modelIndex, count, vel, random );
break;
case TE_ARMOR_RICOCHET:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
scale = (float)(BF_ReadByte( &buf ) * 0.1f);
modelIndex = CL_FindModelIndex( "sprites/richo1.spr" );
CL_RicochetSprite( pos, Mod_Handle( modelIndex ), 0.0f, scale );
CL_RicochetSound( pos );
break;
case TE_PLAYERDECAL:
color = BF_ReadByte( &buf ); // playernum
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
entityIndex = BF_ReadShort( &buf );
decalIndex = BF_ReadByte( &buf );
CL_PlayerDecal( CL_DecalIndex( decalIndex ), entityIndex, pos );
break;
case TE_BUBBLES:
case TE_BUBBLETRAIL:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
scale = BF_ReadCoord( &buf ); // water height
modelIndex = BF_ReadShort( &buf );
count = BF_ReadByte( &buf );
vel = BF_ReadCoord( &buf );
if( type == TE_BUBBLES ) CL_Bubbles( pos, pos2, scale, modelIndex, count, vel );
else CL_BubbleTrail( pos, pos2, scale, modelIndex, count, vel );
break;
case TE_BLOODSPRITE:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf ); // sprite #1
decalIndex = BF_ReadShort( &buf ); // sprite #2
color = BF_ReadByte( &buf );
scale = (float)BF_ReadByte( &buf );
CL_BloodSprite( pos, color, modelIndex, decalIndex, scale );
break;
case TE_PROJECTILE:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
modelIndex = BF_ReadShort( &buf );
life = (float)(BF_ReadByte( &buf ) * 0.1f);
color = BF_ReadByte( &buf ); // playernum
CL_Projectile( pos, pos2, modelIndex, life, color, NULL );
break;
case TE_PLAYERSPRITES:
color = BF_ReadShort( &buf ); // entitynum
modelIndex = BF_ReadShort( &buf );
count = BF_ReadByte( &buf );
random = (float)BF_ReadByte( &buf );
CL_PlayerSprites( color, modelIndex, count, random );
break;
case TE_PARTICLEBURST:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
scale = (float)BF_ReadShort( &buf );
color = BF_ReadByte( &buf );
life = (float)(BF_ReadByte( &buf ) * 0.1f);
CL_ParticleBurst( pos, scale, color, life );
break;
case TE_FIREFIELD:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
scale = (float)BF_ReadShort( &buf );
modelIndex = BF_ReadShort( &buf );
count = BF_ReadByte( &buf );
flags = BF_ReadByte( &buf );
life = (float)(BF_ReadByte( &buf ) * 0.1f);
CL_FireField( pos, scale, modelIndex, count, flags, life );
break;
case TE_PLAYERATTACHMENT:
color = BF_ReadByte( &buf ); // playernum
scale = BF_ReadCoord( &buf ); // height
modelIndex = BF_ReadShort( &buf );
life = (float)(BF_ReadShort( &buf ) * 0.1f);
CL_AttachTentToPlayer( color, modelIndex, scale, life );
break;
case TE_KILLPLAYERATTACHMENTS:
color = BF_ReadByte( &buf ); // playernum
CL_KillAttachedTents( color );
break;
case TE_MULTIGUNSHOT:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
ang[0] = BF_ReadCoord( &buf ) * 0.01f;
ang[1] = BF_ReadCoord( &buf ) * 0.01f;
ang[2] = 0.0f;
count = BF_ReadByte( &buf );
decalIndices[0] = BF_ReadByte( &buf );
CL_MultiGunshot( pos, pos2, ang, count, 1, decalIndices );
break;
case TE_USERTRACER:
pos[0] = BF_ReadCoord( &buf );
pos[1] = BF_ReadCoord( &buf );
pos[2] = BF_ReadCoord( &buf );
pos2[0] = BF_ReadCoord( &buf );
pos2[1] = BF_ReadCoord( &buf );
pos2[2] = BF_ReadCoord( &buf );
life = (float)(BF_ReadByte( &buf ) * 0.1f);
color = BF_ReadByte( &buf );
scale = (float)(BF_ReadByte( &buf ) * 0.1f);
CL_UserTracerParticle( pos, pos2, life, color, scale, 0, NULL );
break;
default:
MsgDev( D_ERROR, "ParseTempEntity: illegible TE message %i\n", type );
break;
}
// throw warning
if( BF_CheckOverflow( &buf )) MsgDev( D_WARN, "ParseTempEntity: overflow TE message\n" );
}
/*
==============================================================
LIGHT STYLE MANAGEMENT
==============================================================
*/
#define STYLE_LERPING_THRESHOLD 3.0f // because we wan't interpolate fast sequences (like on\off)
/*
================
CL_ClearLightStyles
================
*/
void CL_ClearLightStyles( void )
{
Q_memset( cl.lightstyles, 0, sizeof( cl.lightstyles ));
}
void CL_SetLightstyle( int style, const char *s )
{
int i, k;
lightstyle_t *ls;
float val1, val2;
ASSERT( s );
ASSERT( style >= 0 && style < MAX_LIGHTSTYLES );
ls = &cl.lightstyles[style];
Q_strncpy( ls->pattern, s, sizeof( ls->pattern ));
ls->length = Q_strlen( s );
for( i = 0; i < ls->length; i++ )
ls->map[i] = (float)(s[i] - 'a');
ls->interp = true;
// check for allow interpolate
// NOTE: fast flickering styles looks ugly when interpolation is running
for( k = 0; k < ls->length; k++ )
{
val1 = ls->map[(k+0) % ls->length];
val2 = ls->map[(k+1) % ls->length];
if( fabs( val1 - val2 ) > STYLE_LERPING_THRESHOLD )
{
ls->interp = false;
break;
}
}
}
/*
==============================================================
DLIGHT MANAGEMENT
==============================================================
*/
dlight_t cl_dlights[MAX_DLIGHTS];
dlight_t cl_elights[MAX_ELIGHTS];
/*
================
CL_ClearDlights
================
*/
void CL_ClearDlights( void )
{
Q_memset( cl_dlights, 0, sizeof( cl_dlights ));
Q_memset( cl_elights, 0, sizeof( cl_elights ));
}
/*
===============
CL_AllocDlight
===============
*/
dlight_t *CL_AllocDlight( int key )
{
dlight_t *dl;
int i;
// first look for an exact key match
if( key )
{
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ )
{
if( dl->key == key )
{
// reuse this light
Q_memset( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
}
}
// then look for anything else
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ )
{
if( dl->die < cl.time && dl->key == 0 )
{
Q_memset( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
}
// otherwise grab first dlight
dl = &cl_dlights[0];
Q_memset( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
/*
===============
CL_AllocElight
===============
*/
dlight_t *CL_AllocElight( int key )
{
dlight_t *dl;
int i;
// first look for an exact key match
if( key )
{
for( i = 0, dl = cl_elights; i < MAX_ELIGHTS; i++, dl++ )
{
if( dl->key == key )
{
// reuse this light
Q_memset( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
}
}
// then look for anything else
for( i = 0, dl = cl_elights; i < MAX_ELIGHTS; i++, dl++ )
{
if( dl->die < cl.time && dl->key == 0 )
{
Q_memset( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
}
// otherwise grab first dlight
dl = &cl_elights[0];
Q_memset( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights( void )
{
dlight_t *dl;
float time;
int i;
time = cl.time - cl.oldtime;
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ )
{
if( !dl->radius ) continue;
dl->radius -= time * dl->decay;
if( dl->radius < 0 ) dl->radius = 0;
if( dl->die < cl.time || !dl->radius )
Q_memset( dl, 0, sizeof( *dl ));
}
for( i = 0, dl = cl_elights; i < MAX_ELIGHTS; i++, dl++ )
{
if( !dl->radius ) continue;
dl->radius -= time * dl->decay;
if( dl->radius < 0 ) dl->radius = 0;
if( dl->die < cl.time || !dl->radius )
Q_memset( dl, 0, sizeof( *dl ));
}
}
#define FLASHLIGHT_DISTANCE 2048 // in units
/*
================
CL_UpdateFlashlight
update client flashlight
================
*/
void CL_UpdateFlashlight( cl_entity_t *pEnt )
{
int key, traceFlags;
vec3_t vecSrc, vecEnd;
vec3_t forward, view_ofs;
float falloff;
pmtrace_t trace;
dlight_t *dl;
if(( pEnt->index - 1 ) == cl.playernum )
{
// get the predicted angles
AngleVectors( cl.refdef.cl_viewangles, forward, NULL, NULL );
}
else
{
vec3_t v_angle;
// restore viewangles from angles
v_angle[PITCH] = -pEnt->angles[PITCH] * 3;
v_angle[YAW] = pEnt->angles[YAW];
v_angle[ROLL] = 0; // no roll
AngleVectors( v_angle, forward, NULL, NULL );
}
VectorClear( view_ofs );
if(( pEnt->index - 1 ) == cl.playernum )
VectorCopy( cl.refdef.viewheight, view_ofs );
VectorAdd( pEnt->origin, view_ofs, vecSrc );
VectorMA( vecSrc, FLASHLIGHT_DISTANCE, forward, vecEnd );
traceFlags = PM_STUDIO_BOX;
if( r_lighting_extended->integer < 2 )
traceFlags |= PM_GLASS_IGNORE;
trace = CL_TraceLine( vecSrc, vecEnd, traceFlags );
falloff = trace.fraction * FLASHLIGHT_DISTANCE;
if( falloff < 250.0f ) falloff = 1.0f;
else falloff = 250.0f / falloff;
falloff *= falloff;
if( cl.maxclients == 1 )
key = cl.playernum + 1;
else key = pEnt->index;
// update flashlight endpos
dl = CL_AllocDlight( key );
VectorCopy( trace.endpos, dl->origin );
dl->die = cl.time + 0.01f; // die on next frame
dl->color.r = bound( 0, 255 * falloff, 255 );
dl->color.g = bound( 0, 255 * falloff, 255 );
dl->color.b = bound( 0, 255 * falloff, 255 );
dl->radius = 72;
}
/*
================
CL_TestLights
if cl_testlights is set, create 32 lights models
================
*/
void CL_TestLights( void )
{
int i, j;
float f, r;
dlight_t *dl;
if( !cl_testlights->integer ) return;
for( i = 0; i < bound( 1, cl_testlights->integer, MAX_DLIGHTS ); i++ )
{
dl = &cl_dlights[i];
r = 64 * ((i % 4) - 1.5f );
f = 64 * ( i / 4) + 128;
for( j = 0; j < 3; j++ )
dl->origin[j] = cl.refdef.vieworg[j] + cl.refdef.forward[j] * f + cl.refdef.right[j] * r;
dl->color.r = ((((i % 6) + 1) & 1)>>0) * 255;
dl->color.g = ((((i % 6) + 1) & 2)>>1) * 255;
dl->color.b = ((((i % 6) + 1) & 4)>>2) * 255;
dl->die = cl.time + host.frametime;
dl->radius = 200;
}
}
/*
==============================================================
DECAL MANAGEMENT
==============================================================
*/
/*
===============
CL_DecalShoot
normal temporary decal
===============
*/
void CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags )
{
R_DecalShoot( textureIndex, entityIndex, modelIndex, pos, (flags|FDECAL_CLIPTEST), NULL );
}
/*
===============
CL_PlayerDecal
spray custom colored decal (clan logo etc)
===============
*/
void CL_PlayerDecal( int textureIndex, int entityIndex, float *pos )
{
R_DecalShoot( textureIndex, entityIndex, 0, pos, 0, NULL );
}
/*
===============
CL_DecalIndexFromName
get decal global index from decalname
===============
*/
int CL_DecalIndexFromName( const char *name )
{
int i;
if( !name || !name[0] )
return 0;
// look through the loaded sprite name list for SpriteName
for( i = 0; i < MAX_DECALS && host.draw_decals[i+1][0]; i++ )
{
if( !Q_stricmp( name, host.draw_decals[i+1] ))
return i+1;
}
return 0; // invalid decal
}
/*
===============
CL_DecalIndex
get texture index from decal global index
===============
*/
int CL_DecalIndex( int id )
{
id = bound( 0, id, MAX_DECALS - 1 );
host.decal_loading = true;
if( !cl.decal_index[id] )
{
qboolean load_external = false;
if( mod_allow_materials != NULL && mod_allow_materials->integer )
{
char decalname[64];
int gl_texturenum = 0;
Q_snprintf( decalname, sizeof( decalname ), "materials/decals/%s.tga", host.draw_decals[id] );
if( FS_FileExists( decalname, false ))
gl_texturenum = GL_LoadTexture( decalname, NULL, 0, TF_DECAL );
if( gl_texturenum )
{
byte *fin;
mip_t *mip;
// find real decal dimensions and store it into texture srcWidth\srcHeight
if(( fin = FS_LoadFile( va( "decals.wad/%s", host.draw_decals[id] ), NULL, false )) != NULL )
{
mip = (mip_t *)fin;
R_GetTexture( gl_texturenum )->srcWidth = mip->width;
R_GetTexture( gl_texturenum )->srcHeight = mip->height;
Mem_Free( fin ); // release low-quality decal
}
cl.decal_index[id] = gl_texturenum;
load_external = true; // sucessfully loaded
}
}
if( !load_external ) cl.decal_index[id] = GL_LoadTexture( host.draw_decals[id], NULL, 0, TF_DECAL );
}
host.decal_loading = false;
return cl.decal_index[id];
}
/*
===============
CL_DecalRemoveAll
remove all decals with specified texture
===============
*/
void CL_DecalRemoveAll( int textureIndex )
{
int id = bound( 0, textureIndex, MAX_DECALS - 1 );
R_DecalRemoveAll( cl.decal_index[id] );
}
/*
==============================================================
EFRAGS MANAGEMENT
==============================================================
*/
efrag_t cl_efrags[MAX_EFRAGS];
/*
==============
CL_ClearEfrags
==============
*/
void CL_ClearEfrags( void )
{
int i;
Q_memset( cl_efrags, 0, sizeof( cl_efrags ));
// allocate the efrags and chain together into a free list
clgame.free_efrags = cl_efrags;
for( i = 0; i < MAX_EFRAGS - 1; i++ )
clgame.free_efrags[i].entnext = &clgame.free_efrags[i+1];
clgame.free_efrags[i].entnext = NULL;
}
/*
==============
CL_ClearEffects
==============
*/
void CL_ClearEffects( void )
{
CL_ClearEfrags ();
CL_ClearDlights ();
CL_ClearTempEnts ();
CL_ClearViewBeams ();
CL_ClearParticles ();
CL_ClearLightStyles ();
}