/* 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 "studio.h" #include "wadfile.h" // acess decal size #include "sound.h" /* ============================================================== TEMPENTS MANAGEMENT ============================================================== */ #define FLASHLIGHT_DISTANCE 2000 // in units #define SHARD_VOLUME 12.0f // on shard ever n^3 units #define MAX_MUZZLEFLASH 3 TEMPENTITY *cl_active_tents; TEMPENTITY *cl_free_tents; TEMPENTITY *cl_tempents = NULL; // entities pool model_t *cl_sprite_muzzleflash[MAX_MUZZLEFLASH]; // muzzle flashes model_t *cl_sprite_dot = NULL; model_t *cl_sprite_ricochet = NULL; model_t *cl_sprite_shell = NULL; model_t *cl_sprite_glow = NULL; const char *cl_default_sprites[] = { // built-in sprites "sprites/muzzleflash1.spr", "sprites/muzzleflash2.spr", "sprites/muzzleflash3.spr", "sprites/dot.spr", "sprites/animglow01.spr", "sprites/richo1.spr", "sprites/shellchrome.spr", }; const char *cl_player_shell_sounds[] = { "player/pl_shell1.wav", "player/pl_shell2.wav", "player/pl_shell3.wav", }; const char *cl_weapon_shell_sounds[] = { "weapons/sshell1.wav", "weapons/sshell2.wav", "weapons/sshell3.wav", }; const char *cl_ricochet_sounds[] = { "weapons/ric1.wav", "weapons/ric2.wav", "weapons/ric3.wav", "weapons/ric4.wav", "weapons/ric5.wav", }; const char *cl_explode_sounds[] = { "weapons/explode3.wav", "weapons/explode4.wav", "weapons/explode5.wav", }; /* ================ CL_LoadClientSprites INTERNAL RESOURCE ================ */ void CL_LoadClientSprites( void ) { cl_sprite_muzzleflash[0] = CL_LoadClientSprite( cl_default_sprites[0] ); cl_sprite_muzzleflash[1] = CL_LoadClientSprite( cl_default_sprites[1] ); cl_sprite_muzzleflash[2] = CL_LoadClientSprite( cl_default_sprites[2] ); cl_sprite_dot = CL_LoadClientSprite( cl_default_sprites[3] ); cl_sprite_glow = CL_LoadClientSprite( cl_default_sprites[4] ); cl_sprite_ricochet = CL_LoadClientSprite( cl_default_sprites[5] ); cl_sprite_shell = CL_LoadClientSprite( cl_default_sprites[6] ); } /* ================ CL_AddClientResource add client-side resource to list ================ */ void CL_AddClientResource( const char *filename, int type ) { resource_t *p, *pResource; for( p = cl.resourcesneeded.pNext; p != &cl.resourcesneeded; p = p->pNext ) { if( !Q_stricmp( p->szFileName, filename )) break; } if( p != &cl.resourcesneeded ) return; // already in list? pResource = Mem_Calloc( cls.mempool, sizeof( resource_t )); Q_strncpy( pResource->szFileName, filename, sizeof( pResource->szFileName )); pResource->type = type; pResource->nIndex = -1; // client resource marker pResource->nDownloadSize = 1; pResource->ucFlags |= RES_WASMISSING; CL_AddToResourceList( pResource, &cl.resourcesneeded ); } /* ================ CL_AddClientResources client resources not precached by server ================ */ void CL_AddClientResources( void ) { char filepath[MAX_QPATH]; int i; // don't request resources from localhost or in quake-compatibility mode if( cl.maxclients <= 1 || Host_IsQuakeCompatible( )) return; // check sprites first for( i = 0; i < ARRAYSIZE( cl_default_sprites ); i++ ) { if( !FS_FileExists( cl_default_sprites[i], false )) CL_AddClientResource( cl_default_sprites[i], t_model ); } // then check sounds for( i = 0; i < ARRAYSIZE( cl_player_shell_sounds ); i++ ) { Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_player_shell_sounds[i] ); if( !FS_FileExists( filepath, false )) CL_AddClientResource( cl_player_shell_sounds[i], t_sound ); } for( i = 0; i < ARRAYSIZE( cl_weapon_shell_sounds ); i++ ) { Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_weapon_shell_sounds[i] ); if( !FS_FileExists( filepath, false )) CL_AddClientResource( cl_weapon_shell_sounds[i], t_sound ); } for( i = 0; i < ARRAYSIZE( cl_explode_sounds ); i++ ) { Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_explode_sounds[i] ); if( !FS_FileExists( filepath, false )) CL_AddClientResource( cl_explode_sounds[i], t_sound ); } #if 0 // ric sounds was precached by server-side for( i = 0; i < ARRAYSIZE( cl_ricochet_sounds ); i++ ) { Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_ricochet_sounds[i] ); if( !FS_FileExists( filepath, false )) CL_AddClientResource( cl_ricochet_sounds[i], t_sound ); } #endif } /* ================ CL_InitTempents ================ */ void CL_InitTempEnts( void ) { cl_tempents = Mem_Calloc( cls.mempool, sizeof( TEMPENTITY ) * GI->max_tents ); CL_ClearTempEnts(); // load tempent sprites (glowshell, muzzleflashes etc) CL_LoadClientSprites (); } /* ================ 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[i].entity.trivial_accept = INVALID_HANDLE; } 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; int modelHandle = pTemp->entity.trivial_accept; memset( pTemp, 0, sizeof( *pTemp )); // use these to set per-frame and termination conditions / actions pTemp->entity.trivial_accept = modelHandle; // keep unchanged pTemp->flags = FTENT_NONE; pTemp->die = cl.time + 0.75f; if( pmodel ) frameCount = pmodel->numframes; 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 = Q_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_TempEntPlaySound play collide sound ============== */ void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp ) { float fvol; char soundname[32]; qboolean isshellcasing = false; int zvel; Assert( pTemp != NULL ); fvol = 0.8f; 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_strncpy( soundname, cl_ricochet_sounds[COM_RandomLong( 0, 4 )], sizeof( soundname ) ); break; case BOUNCE_SHOTSHELL: Q_strncpy( soundname, cl_weapon_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) ); isshellcasing = true; // shell casings have different playback parameters fvol = 0.5f; break; case BOUNCE_SHELL: Q_strncpy( soundname, cl_player_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) ); 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; } 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_TempEntAddEntity( cl_entity_t *pEntity ) { vec3_t mins, maxs; Assert( pEntity != NULL ); if( !pEntity->model ) return 0; VectorAdd( pEntity->origin, pEntity->model->mins, mins ); VectorAdd( pEntity->origin, pEntity->model->maxs, maxs ); // g-cont. just use PVS from previous frame if( TriBoxInPVS( mins, maxs )) { VectorCopy( pEntity->angles, pEntity->curstate.angles ); VectorCopy( pEntity->origin, pEntity->curstate.origin ); VectorCopy( pEntity->angles, pEntity->latched.prevangles ); VectorCopy( pEntity->origin, pEntity->latched.prevorigin ); // add to list CL_AddVisibleEntity( pEntity, ET_TEMPENTITY ); return 1; } return 0; } /* ============== CL_AddTempEnts temp-entities will be added on a user-side setup client callback ============== */ void CL_TempEntUpdate( 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_TempEntAddEntity, CL_TempEntPlaySound ); } /* ============== 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_TempEntAlloc alloc normal\low priority tempentity ============== */ TEMPENTITY *CL_TempEntAlloc( const vec3_t org, model_t *pmodel ) { TEMPENTITY *pTemp; if( !cl_free_tents ) { Con_DPrintf( "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. Con_DPrintf( "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 * GAME_EXPORT 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; pTemp->die = cl.time; } return pTemp; } /* ============================================================== EFFECTS BASED ON TEMPENTS (presets) ============================================================== */ /* ============== R_FizzEffect Create a fizz effect ============== */ void GAME_EXPORT R_FizzEffect( cl_entity_t *pent, int modelIndex, int density ) { TEMPENTITY *pTemp; int i, width, depth, count; float angle, maxHeight, speed; float xspeed, yspeed, zspeed; vec3_t origin; model_t *mod; if( !pent || pent->curstate.modelindex <= 0 ) return; if(( mod = CL_ModelHandle( pent->curstate.modelindex )) == NULL ) return; count = density + 1; density = count * 3 + 6; maxHeight = mod->maxs[2] - mod->mins[2]; width = mod->maxs[0] - mod->mins[0]; depth = mod->maxs[1] - mod->mins[1]; speed = ( pent->curstate.rendercolor.r<<8 | pent->curstate.rendercolor.g ); if( pent->curstate.rendercolor.b ) speed = -speed; angle = DEG2RAD( pent->angles[YAW] ); SinCos( angle, &yspeed, &xspeed ); xspeed *= speed; yspeed *= speed; for( i = 0; i < count; i++ ) { origin[0] = mod->mins[0] + COM_RandomLong( 0, width - 1 ); origin[1] = mod->mins[1] + COM_RandomLong( 0, depth - 1 ); origin[2] = mod->mins[2]; pTemp = CL_TempEntAlloc( origin, CL_ModelHandle( 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, pTemp->frameMax ); // Set sprite scale pTemp->entity.curstate.scale = 1.0f / COM_RandomFloat( 2.0f, 5.0f ); pTemp->entity.curstate.rendermode = kRenderTransAlpha; pTemp->entity.curstate.renderamt = 255; } } /* ============== R_Bubbles Create bubbles ============== */ void GAME_EXPORT R_Bubbles( const vec3_t mins, const vec3_t maxs, float height, int modelIndex, int count, float speed ) { TEMPENTITY *pTemp; float sine, cosine; float angle, zspeed; vec3_t origin; model_t *mod; int i; if(( mod = CL_ModelHandle( modelIndex )) == NULL ) return; 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 ); if( !pTemp ) return; pTemp->flags |= FTENT_SINEWAVE; pTemp->x = origin[0]; pTemp->y = origin[1]; angle = COM_RandomFloat( -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, pTemp->frameMax ); // Set sprite scale pTemp->entity.curstate.scale = 1.0f / COM_RandomFloat( 2.0f, 5.0f ); pTemp->entity.curstate.rendermode = kRenderTransAlpha; pTemp->entity.curstate.renderamt = 255; } } /* ============== R_BubbleTrail Create bubble trail ============== */ void GAME_EXPORT R_BubbleTrail( const vec3_t start, const vec3_t end, float height, int modelIndex, int count, float speed ) { TEMPENTITY *pTemp; float sine, cosine, zspeed; float dist, angle; vec3_t origin; model_t *mod; int i; if(( mod = CL_ModelHandle( modelIndex )) == NULL ) return; for( i = 0; i < count; i++ ) { dist = COM_RandomFloat( 0, 1.0 ); VectorLerp( start, dist, end, origin ); pTemp = CL_TempEntAlloc( origin, mod ); if( !pTemp ) return; pTemp->flags |= FTENT_SINEWAVE; pTemp->x = origin[0]; pTemp->y = origin[1]; angle = COM_RandomFloat( -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] - start[2])) / zspeed) - 0.1f; pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); // Set sprite scale pTemp->entity.curstate.scale = 1.0f / COM_RandomFloat( 2.0f, 5.0f ); pTemp->entity.curstate.rendermode = kRenderTransAlpha; pTemp->entity.curstate.renderamt = 255; } } /* ============== R_AttachTentToPlayer Attaches entity to player ============== */ void GAME_EXPORT R_AttachTentToPlayer( int client, int modelIndex, float zoffset, float life ) { TEMPENTITY *pTemp; vec3_t position; cl_entity_t *pClient; model_t *pModel; if( client <= 0 || client > cl.maxclients ) return; pClient = CL_GetEntityByIndex( client ); if( !pClient || pClient->curstate.messagenum != cl.parsecount ) return; if(( pModel = CL_ModelHandle( modelIndex )) == NULL ) return; VectorCopy( pClient->origin, position ); position[2] += zoffset; pTemp = CL_TempEntAllocHigh( position, pModel ); if( !pTemp ) return; pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; pTemp->entity.curstate.framerate = 1; 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( pModel->type == 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; } /* ============== R_KillAttachedTents Detach entity from player ============== */ void GAME_EXPORT R_KillAttachedTents( int client ) { int i; if( client <= 0 || client > cl.maxclients ) return; for( i = 0; i < GI->max_tents; i++ ) { TEMPENTITY *pTemp = &cl_tempents[i]; if( !FBitSet( pTemp->flags, FTENT_PLYRATTACHMENT )) continue; // this TEMPENTITY is player attached. // if it is attached to this client, set it to die instantly. if( pTemp->clientIndex == client ) { // good enough, it will die on next tent update. pTemp->die = cl.time; } } } /* ============== R_RicochetSprite Create ricochet sprite ============== */ void GAME_EXPORT R_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] = 45.0f * COM_RandomLong( 0, 7 ); } /* ============== R_RocketFlare Create rocket flare ============== */ void GAME_EXPORT R_RocketFlare( const vec3_t pos ) { TEMPENTITY *pTemp; if( !cl_sprite_glow ) return; pTemp = CL_TempEntAlloc( pos, cl_sprite_glow ); if ( !pTemp ) return; 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, pTemp->frameMax ); pTemp->entity.curstate.scale = 1.0; pTemp->die = cl.time + 0.01f; // when 100 fps die at next frame pTemp->entity.curstate.effects = EF_NOINTERP; } /* ============== R_MuzzleFlash Do muzzleflash ============== */ void GAME_EXPORT R_MuzzleFlash( const vec3_t pos, int type ) { TEMPENTITY *pTemp; int index; float scale; index = ( type % 10 ) % MAX_MUZZLEFLASH; scale = ( type / 10 ) * 0.1f; if( scale == 0.0f ) scale = 0.5f; if( !cl_sprite_muzzleflash[index] ) return; // must set position for right culling on render pTemp = CL_TempEntAllocHigh( pos, cl_sprite_muzzleflash[index] ); 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, pTemp->frameMax ); pTemp->flags |= FTENT_SPRANIMATE|FTENT_SPRANIMATELOOP; pTemp->entity.curstate.scale = scale; if( index == 0 ) pTemp->entity.angles[2] = COM_RandomLong( 0, 20 ); // rifle flash else pTemp->entity.angles[2] = COM_RandomLong( 0, 359 ); CL_TempEntAddEntity( &pTemp->entity ); } /* ============== R_BloodSprite Create a high priority blood sprite and some blood drops. This is high-priority tent ============== */ void GAME_EXPORT R_BloodSprite( const vec3_t org, int colorIndex, int modelIndex, int modelIndex2, float size ) { model_t *pModel, *pModel2; int impactindex; int spatterindex; int i, splatter; TEMPENTITY *pTemp; vec3_t pos; colorIndex += COM_RandomLong( 1, 3 ); impactindex = colorIndex; spatterindex = colorIndex - 1; // validate the model first if(( pModel = CL_ModelHandle( modelIndex )) != NULL ) { VectorCopy( org, pos ); pos[2] += COM_RandomFloat( 2.0f, 4.0f ); // make offset from ground (snarks issues) // large, single blood sprite is a high-priority tent if(( pTemp = CL_TempEntAllocHigh( pos, pModel )) != NULL ) { 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 = clgame.palette[impactindex]; pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 250; pTemp->entity.curstate.framerate = pTemp->frameMax * 4.0f; // Finish in 0.250 seconds pTemp->die = cl.time + (pTemp->frameMax / pTemp->entity.curstate.framerate ); // play the whole thing once pTemp->entity.curstate.frame = 0; pTemp->bounceFactor = 0; pTemp->entity.angles[2] = COM_RandomLong( 0, 360 ); } } // validate the model first if(( pModel2 = CL_ModelHandle( modelIndex2 )) != NULL ) { splatter = size + ( COM_RandomLong( 1, 8 ) + COM_RandomLong( 1, 8 )); for( i = 0; i < splatter; i++ ) { // create blood drips if(( pTemp = CL_TempEntAlloc( org, pModel2 )) != NULL ) { pTemp->entity.curstate.rendermode = kRenderTransTexture; pTemp->entity.curstate.renderfx = kRenderFxClampMinScale; pTemp->entity.curstate.scale = COM_RandomFloat( size / 15.0f, size / 25.0f ); pTemp->flags = FTENT_ROTATE | FTENT_SLOWGRAVITY | FTENT_COLLIDEWORLD; pTemp->entity.curstate.rendercolor = clgame.palette[spatterindex]; pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 250; pTemp->entity.baseline.origin[0] = COM_RandomFloat( -96.0f, 95.0f ); pTemp->entity.baseline.origin[1] = COM_RandomFloat( -96.0f, 95.0f ); pTemp->entity.baseline.origin[2] = COM_RandomFloat( -32.0f, 95.0f ); pTemp->entity.baseline.angles[0] = COM_RandomFloat( -256.0f, -255.0f ); pTemp->entity.baseline.angles[1] = COM_RandomFloat( -256.0f, -255.0f ); pTemp->entity.baseline.angles[2] = COM_RandomFloat( -256.0f, -255.0f ); pTemp->die = cl.time + COM_RandomFloat( 1.0f, 3.0f ); pTemp->entity.curstate.frame = COM_RandomLong( 1, pTemp->frameMax ); if( pTemp->entity.curstate.frame > 8.0f ) pTemp->entity.curstate.frame = pTemp->frameMax; pTemp->entity.baseline.origin[2] += COM_RandomFloat( 4.0f, 16.0f ) * size; pTemp->entity.angles[2] = COM_RandomFloat( 0.0f, 360.0f ); pTemp->bounceFactor = 0.0f; } } } } /* ============== R_BreakModel Create a shards ============== */ void GAME_EXPORT R_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t dir, float random, float life, int count, int modelIndex, char flags ) { TEMPENTITY *pTemp; model_t *pmodel; char type; int i, j; if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) return; type = flags & BREAK_TYPEMASK; 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); } // limit to 100 pieces if( count > 100 ) count = 100; for( i = 0; i < count; i++ ) { vec3_t vecSpot; for( j = 0; j < 32; j++ ) { // 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 ) break; // valid spot } if( j == 32 ) continue; // a piece completely stuck in the wall, ignore it pTemp = CL_TempEntAlloc( vecSpot, pmodel ); if( !pTemp ) return; // keep track of break_type, so we know how to play sound on collision pTemp->hitSound = type; if( pmodel->type == mod_sprite ) pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); else if( pmodel->type == mod_studio ) pTemp->entity.curstate.body = COM_RandomLong( 0, pTemp->frameMax ); 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 ) && FBitSet( flags, BREAK_SMOKE )) pTemp->flags |= FTENT_SMOKETRAIL; if(( type == BREAK_GLASS ) || FBitSet( 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 } } /* ============== R_TempModel Create a temp model with gravity, sounds and fadeout ============== */ TEMPENTITY *R_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; model_t *pmodel; if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) return NULL; pTemp = CL_TempEntAlloc( pos, pmodel ); if( !pTemp ) return NULL; pTemp->flags = (FTENT_COLLIDEWORLD|FTENT_GRAVITY); VectorCopy( dir, pTemp->entity.baseline.origin ); VectorCopy( angles, pTemp->entity.angles ); // keep track of shell type switch( soundtype ) { case TE_BOUNCE_SHELL: pTemp->hitSound = BOUNCE_SHELL; pTemp->entity.baseline.angles[0] = COM_RandomFloat( -512, 511 ); pTemp->entity.baseline.angles[1] = COM_RandomFloat( -255, 255 ); pTemp->entity.baseline.angles[2] = COM_RandomFloat( -255, 255 ); pTemp->flags |= FTENT_ROTATE; break; case TE_BOUNCE_SHOTSHELL: pTemp->hitSound = BOUNCE_SHOTSHELL; pTemp->entity.baseline.angles[0] = COM_RandomFloat( -512, 511 ); pTemp->entity.baseline.angles[1] = COM_RandomFloat( -255, 255 ); pTemp->entity.baseline.angles[2] = COM_RandomFloat( -255, 255 ); pTemp->flags |= FTENT_ROTATE|FTENT_SLOWGRAVITY; break; } if( pmodel->type == mod_sprite ) pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); else pTemp->entity.curstate.body = COM_RandomLong( 0, pTemp->frameMax ); pTemp->die = cl.time + life; return pTemp; } /* ============== R_DefaultSprite Create an animated sprite ============== */ TEMPENTITY *R_DefaultSprite( const vec3_t pos, int spriteIndex, float framerate ) { TEMPENTITY *pTemp; model_t *psprite; // don't spawn while paused if( cl.time == cl.oldtime ) return NULL; if(( psprite = CL_ModelHandle( spriteIndex )) == NULL || psprite->type != mod_sprite ) { Con_Reportf( "No Sprite %d!\n", spriteIndex ); return NULL; } pTemp = CL_TempEntAlloc( pos, psprite ); if( !pTemp ) return NULL; 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)pTemp->frameMax / framerate; pTemp->entity.curstate.frame = 0; return pTemp; } /* =============== R_SparkShower Create an animated moving sprite =============== */ void GAME_EXPORT R_SparkShower( const vec3_t pos ) { TEMPENTITY *pTemp; pTemp = CL_TempEntAllocNoModel( pos ); if( !pTemp ) return; pTemp->entity.baseline.origin[0] = COM_RandomFloat( -300.0f, 300.0f ); pTemp->entity.baseline.origin[1] = COM_RandomFloat( -300.0f, 300.0f ); pTemp->entity.baseline.origin[2] = COM_RandomFloat( -200.0f, 200.0f ); pTemp->flags |= FTENT_SLOWGRAVITY | FTENT_COLLIDEWORLD | FTENT_SPARKSHOWER; pTemp->entity.curstate.framerate = COM_RandomFloat( 0.5f, 1.5f ); pTemp->entity.curstate.scale = cl.time; pTemp->die = cl.time + 0.5; } /* =============== R_TempSprite Create an animated moving sprite =============== */ TEMPENTITY *R_TempSprite( vec3_t pos, const vec3_t dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags ) { TEMPENTITY *pTemp; model_t *pmodel; if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) { Con_Reportf( S_ERROR "No model %d!\n", modelIndex ); return NULL; } pTemp = CL_TempEntAlloc( pos, pmodel ); if( !pTemp ) return NULL; 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( dir, pTemp->entity.baseline.origin ); if( life ) pTemp->die = cl.time + life; else pTemp->die = cl.time + ( pTemp->frameMax * 0.1f ) + 1.0f; pTemp->entity.curstate.frame = 0; return pTemp; } /* =============== R_Sprite_Explode apply params for exploding sprite =============== */ void GAME_EXPORT R_Sprite_Explode( TEMPENTITY *pTemp, float scale, int flags ) { if( !pTemp ) return; if( FBitSet( flags, TE_EXPLFLAG_NOADDITIVE )) { // solid sprite pTemp->entity.curstate.rendermode = kRenderNormal; pTemp->entity.curstate.renderamt = 255; } else if( FBitSet( 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 = 180; } if( FBitSet( 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; } /* =============== R_Sprite_Smoke apply params for smoke sprite =============== */ void GAME_EXPORT R_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; } /* =============== R_Spray Throws a shower of sprites or models =============== */ void GAME_EXPORT R_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int spread, int rendermode ) { TEMPENTITY *pTemp; float noise; float znoise; model_t *pmodel; int i; if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) { Con_Reportf( "No model %d!\n", modelIndex ); return; } noise = (float)spread / 100.0f; // more vertical displacement znoise = Q_min( 1.0f, noise * 1.5f ); for( i = 0; i < count; i++ ) { pTemp = CL_TempEntAlloc( pos, pmodel ); if( !pTemp ) return; pTemp->entity.curstate.rendermode = rendermode; pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 255; pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; if( rendermode != kRenderGlow ) { // spray pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_SLOWGRAVITY; if( pTemp->frameMax > 1 ) { pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_SLOWGRAVITY | FTENT_SPRANIMATE; pTemp->die = cl.time + (pTemp->frameMax * 0.1f); pTemp->entity.curstate.framerate = 10; } else pTemp->die = cl.time + 0.35f; } else { // sprite spray pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); pTemp->flags |= FTENT_FADEOUT | FTENT_SLOWGRAVITY; pTemp->entity.curstate.framerate = 0.5; pTemp->die = cl.time + 0.35f; pTemp->fadeSpeed = 2.0; } // make the spittle fly the direction indicated, but mix in some noise. pTemp->entity.baseline.origin[0] = dir[0] + COM_RandomFloat( -noise, noise ); pTemp->entity.baseline.origin[1] = dir[1] + COM_RandomFloat( -noise, noise ); pTemp->entity.baseline.origin[2] = dir[2] + COM_RandomFloat( 0, znoise ); VectorScale( pTemp->entity.baseline.origin, COM_RandomFloat(( speed * 0.8f ), ( speed * 1.2f )), pTemp->entity.baseline.origin ); } } /* =============== R_Sprite_Spray Spray of alpha sprites =============== */ void GAME_EXPORT R_Sprite_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int spread ) { R_Spray( pos, dir, modelIndex, count, speed, spread, kRenderGlow ); } /* =============== R_Sprite_Trail Line of moving glow sprites with gravity, fadeout, and collisions =============== */ void GAME_EXPORT R_Sprite_Trail( int type, vec3_t start, vec3_t end, int modelIndex, int count, float life, float size, float amp, int renderamt, float speed ) { TEMPENTITY *pTemp; vec3_t delta, dir; model_t *pmodel; int i; if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) return; VectorSubtract( end, start, delta ); VectorNormalize2( delta, dir ); amp /= 256.0f; for( i = 0; i < count; i++ ) { vec3_t pos, vel; // Be careful of divide by 0 when using 'count' here... if( i == 0 ) VectorCopy( start, pos ); else VectorMA( start, ( i / ( count - 1.0f )), delta, pos ); pTemp = CL_TempEntAlloc( pos, pmodel ); if( !pTemp ) return; pTemp->flags = (FTENT_COLLIDEWORLD|FTENT_SPRCYCLE|FTENT_FADEOUT|FTENT_SLOWGRAVITY); VectorScale( dir, speed, vel ); vel[0] += COM_RandomFloat( -127.0f, 128.0f ) * amp; vel[1] += COM_RandomFloat( -127.0f, 128.0f ) * amp; vel[2] += COM_RandomFloat( -127.0f, 128.0f ) * amp; VectorCopy( vel, pTemp->entity.baseline.origin ); VectorCopy( pos, pTemp->entity.origin ); pTemp->entity.curstate.scale = size; pTemp->entity.curstate.rendermode = kRenderGlow; pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = renderamt; pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); pTemp->die = cl.time + life + COM_RandomFloat( 0.0f, 4.0f ); } } /* =============== R_FunnelSprite Create a funnel effect with custom sprite =============== */ void GAME_EXPORT R_FunnelSprite( const vec3_t org, int modelIndex, int reverse ) { TEMPENTITY *pTemp; vec3_t dir, dest; float dist, vel; model_t *pmodel; int i, j; if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) { Con_Reportf( S_ERROR "no model %d!\n", modelIndex ); return; } for( i = -8; i < 8; i++ ) { for( j = -8; j < 8; j++ ) { pTemp = CL_TempEntAlloc( org, pmodel ); if( !pTemp ) return; dest[0] = (i * 32.0f) + org[0]; dest[1] = (j * 32.0f) + org[1]; dest[2] = org[2] + COM_RandomFloat( 100.0f, 800.0f ); if( reverse ) { VectorCopy( org, pTemp->entity.origin ); VectorSubtract( dest, pTemp->entity.origin, dir ); } else { VectorCopy( dest, pTemp->entity.origin ); VectorSubtract( org, pTemp->entity.origin, dir ); } pTemp->entity.curstate.rendermode = kRenderGlow; pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 200; pTemp->entity.baseline.angles[2] = COM_RandomFloat( -100.0f, 100.0f ); pTemp->entity.curstate.framerate = COM_RandomFloat( 0.1f, 0.4f ); pTemp->flags = FTENT_ROTATE|FTENT_FADEOUT; pTemp->entity.curstate.framerate = 10; vel = dest[2] / 8.0f; if( vel < 64.0f ) vel = 64.0f; dist = VectorNormalizeLength( dir ); vel += COM_RandomFloat( 64.0f, 128.0f ); VectorScale( dir, vel, pTemp->entity.baseline.origin ); pTemp->die = cl.time + (dist / vel) - 0.5f; pTemp->fadeSpeed = 2.0f; } } } /* =============== R_SparkEffect Create a streaks + richochet sprite =============== */ void GAME_EXPORT R_SparkEffect( const vec3_t pos, int count, int velocityMin, int velocityMax ) { R_RicochetSprite( pos, cl_sprite_ricochet, 0.1f, COM_RandomFloat( 0.5f, 1.0f )); R_SparkStreaks( pos, count, velocityMin, velocityMax ); } /* ============== R_RicochetSound Make a random ricochet sound ============== */ void GAME_EXPORT R_RicochetSound( const vec3_t pos ) { int iPitch = COM_RandomLong( 90, 105 ); float fvol = COM_RandomFloat( 0.7f, 0.9f ); char soundpath[32]; sound_t handle; Q_strncpy( soundpath, cl_ricochet_sounds[COM_RandomLong( 0, 4 )], sizeof( soundpath ) ); handle = S_RegisterSound( soundpath ); S_StartSound( pos, 0, CHAN_AUTO, handle, fvol, ATTN_NORM, iPitch, 0 ); } /* ============== R_Projectile Create an projectile entity ============== */ void GAME_EXPORT R_Projectile( const vec3_t origin, const vec3_t velocity, int modelIndex, int life, int owner, void (*hitcallback)( TEMPENTITY*, pmtrace_t* )) { TEMPENTITY *pTemp; model_t *pmodel; vec3_t dir; if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) return; pTemp = CL_TempEntAllocHigh( origin, pmodel ); if( !pTemp ) return; VectorCopy( velocity, pTemp->entity.baseline.origin ); if( pmodel->type == mod_sprite ) { SetBits( pTemp->flags, FTENT_SPRANIMATE ); if( pTemp->frameMax < 10 ) { SetBits( pTemp->flags, FTENT_SPRANIMATE|FTENT_SPRANIMATELOOP ); pTemp->entity.curstate.framerate = 10; } else { pTemp->entity.curstate.framerate = pTemp->frameMax / life; } } else { pTemp->frameMax = 0; VectorNormalize2( velocity, dir ); VectorAngles( dir, pTemp->entity.angles ); } pTemp->flags |= FTENT_COLLIDEALL|FTENT_PERSIST|FTENT_COLLIDEKILL; pTemp->clientIndex = bound( 1, owner, cl.maxclients ); pTemp->entity.baseline.renderamt = 255; pTemp->hitcallback = hitcallback; pTemp->die = cl.time + life; } /* ============== R_TempSphereModel Spherical shower of models, picks from set ============== */ void GAME_EXPORT R_TempSphereModel( const vec3_t pos, float speed, float life, int count, int modelIndex ) { TEMPENTITY *pTemp; int i; // create temp models for( i = 0; i < count; i++ ) { pTemp = CL_TempEntAlloc( pos, CL_ModelHandle( modelIndex )); if( !pTemp ) return; pTemp->entity.curstate.body = COM_RandomLong( 0, pTemp->frameMax ); if( COM_RandomLong( 0, 255 ) < 10 ) pTemp->flags |= FTENT_SLOWGRAVITY; else pTemp->flags |= FTENT_GRAVITY; if( COM_RandomLong( 0, 255 ) < 200 ) { pTemp->flags |= FTENT_ROTATE; pTemp->entity.baseline.angles[0] = COM_RandomFloat( -256.0f, -255.0f ); pTemp->entity.baseline.angles[1] = COM_RandomFloat( -256.0f, -255.0f ); pTemp->entity.baseline.angles[2] = COM_RandomFloat( -256.0f, -255.0f ); } if( COM_RandomLong( 0, 255 ) < 100 ) pTemp->flags |= FTENT_SMOKETRAIL; pTemp->flags |= FTENT_FLICKER | FTENT_COLLIDEWORLD; pTemp->entity.curstate.rendermode = kRenderNormal; pTemp->entity.curstate.effects = i & 31; pTemp->entity.baseline.origin[0] = COM_RandomFloat( -1.0f, 1.0f ); pTemp->entity.baseline.origin[1] = COM_RandomFloat( -1.0f, 1.0f ); pTemp->entity.baseline.origin[2] = COM_RandomFloat( -1.0f, 1.0f ); VectorNormalize( pTemp->entity.baseline.origin ); VectorScale( pTemp->entity.baseline.origin, speed, pTemp->entity.baseline.origin ); pTemp->die = cl.time + life; } } /* ============== R_Explosion Create an explosion (scale is magnitude) ============== */ void GAME_EXPORT R_Explosion( vec3_t pos, int model, float scale, float framerate, int flags ) { sound_t hSound; if( scale != 0.0f ) { // create explosion sprite R_Sprite_Explode( R_DefaultSprite( pos, model, framerate ), scale, flags ); if( !FBitSet( flags, TE_EXPLFLAG_NOPARTICLES )) R_FlickerParticles( pos ); if( !FBitSet( flags, TE_EXPLFLAG_NODLIGHTS )) { dlight_t *dl; // big flash dl = CL_AllocDlight( 0 ); VectorCopy( pos, dl->origin ); dl->radius = 200; dl->color.r = 250; dl->color.g = 250; dl->color.b = 150; dl->die = cl.time + 0.01f; dl->decay = 80; // 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( !FBitSet( flags, TE_EXPLFLAG_NOSOUND )) { hSound = S_RegisterSound( cl_explode_sounds[COM_RandomLong( 0, 2 )] ); S_StartSound( pos, 0, CHAN_STATIC, hSound, VOL_NORM, 0.3f, PITCH_NORM, 0 ); } } /* ============== R_PlayerSprites Create a particle smoke around player ============== */ void GAME_EXPORT R_PlayerSprites( int client, int modelIndex, int count, int size ) { TEMPENTITY *pTemp; cl_entity_t *pEnt; vec3_t position; vec3_t dir; float vel; int i; pEnt = CL_GetEntityByIndex( client ); if( !pEnt || !pEnt->player ) return; vel = 128; for( i = 0; i < count; i++ ) { VectorCopy( pEnt->origin, position ); position[0] += COM_RandomFloat( -10.0f, 10.0f ); position[1] += COM_RandomFloat( -10.0f, 10.0f ); position[2] += COM_RandomFloat( -20.0f, 36.0f ); pTemp = CL_TempEntAlloc( position, CL_ModelHandle( modelIndex )); if( !pTemp ) return; VectorSubtract( pTemp->entity.origin, pEnt->origin, pTemp->tentOffset ); if ( i != 0 ) { pTemp->flags |= FTENT_PLYRATTACHMENT; pTemp->clientIndex = client; } else { VectorSubtract( position, pEnt->origin, dir ); VectorNormalize( dir ); VectorScale( dir, 60, dir ); VectorCopy( dir, pTemp->entity.baseline.origin ); pTemp->entity.baseline.origin[1] = COM_RandomFloat( 20.0f, 60.0f ); } pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; pTemp->entity.curstate.framerate = COM_RandomFloat( 1.0f - (size / 100.0f ), 1.0f ); if( pTemp->frameMax > 1 ) { pTemp->flags |= FTENT_SPRANIMATE; pTemp->entity.curstate.framerate = 20.0f; pTemp->die = cl.time + (pTemp->frameMax * 0.05f); } else { pTemp->die = cl.time + 0.35f; } } } /* ============== R_FireField Makes a field of fire ============== */ void GAME_EXPORT R_FireField( float *org, int radius, int modelIndex, int count, int flags, float life ) { TEMPENTITY *pTemp; model_t *pmodel; float time; vec3_t pos; int i; if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) return; for( i = 0; i < count; i++ ) { VectorCopy( org, pos ); pos[0] += COM_RandomFloat( -radius, radius ); pos[1] += COM_RandomFloat( -radius, radius ); if( !FBitSet( flags, TEFIRE_FLAG_PLANAR )) pos[2] += COM_RandomFloat( -radius, radius ); pTemp = CL_TempEntAlloc( pos, pmodel ); if( !pTemp ) return; if( FBitSet( flags, TEFIRE_FLAG_ALPHA )) { pTemp->entity.curstate.rendermode = kRenderTransAlpha; pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 128; } else if( FBitSet( flags, TEFIRE_FLAG_ADDITIVE )) { pTemp->entity.curstate.rendermode = kRenderTransAdd; pTemp->entity.curstate.renderamt = 80; } else { pTemp->entity.curstate.rendermode = kRenderNormal; pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 255; } pTemp->entity.curstate.framerate = COM_RandomFloat( 0.75f, 1.25f ); time = life + COM_RandomFloat( -0.25f, 0.5f ); pTemp->die = cl.time + time; if( pTemp->frameMax > 1 ) { pTemp->flags |= FTENT_SPRANIMATE; if( FBitSet( flags, TEFIRE_FLAG_LOOP )) { pTemp->entity.curstate.framerate = 15.0f; pTemp->flags |= FTENT_SPRANIMATELOOP; } else { pTemp->entity.curstate.framerate = pTemp->frameMax / time; } } if( FBitSet( flags, TEFIRE_FLAG_ALLFLOAT ) || ( FBitSet( flags, TEFIRE_FLAG_SOMEFLOAT ) && !COM_RandomLong( 0, 1 ))) { // drift sprite upward pTemp->entity.baseline.origin[2] = COM_RandomFloat( 10.0f, 30.0f ); } } } /* ============== R_MultiGunshot Client version of shotgun shot ============== */ void GAME_EXPORT R_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 = 0; 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[j] + x * noise[0] * right[j] + y * noise[1] * up[j]; vecEnd[j] = vecSrc[j] + 4096.0f * vecDir[j]; } trace = CL_TraceLine( vecSrc, vecEnd, PM_STUDIO_IGNORE ); // paint decals if( trace.fraction != 1.0f ) { physent_t *pe = NULL; if( i & 2 ) R_RicochetSound( trace.endpos ); R_BulletImpactParticles( trace.endpos ); 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 ); } } } } /* ============== R_Sprite_WallPuff Create a wallpuff ============== */ void GAME_EXPORT R_Sprite_WallPuff( TEMPENTITY *pTemp, float scale ) { if( !pTemp ) return; pTemp->entity.curstate.renderamt = 255; pTemp->entity.curstate.rendermode = kRenderTransAlpha; pTemp->entity.angles[ROLL] = COM_RandomLong( 0, 359 ); pTemp->entity.baseline.origin[2] = 30; pTemp->entity.curstate.scale = scale; pTemp->die = cl.time + 0.01f; } /* ============== CL_ParseTempEntity handle temp-entity messages ============== */ void CL_ParseTempEntity( sizebuf_t *msg ) { sizebuf_t buf; byte pbuf[256]; int iSize; 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; if( cls.legacymode ) iSize = MSG_ReadByte( msg ); else iSize = MSG_ReadWord( msg ); decalIndex = modelIndex = entityIndex = 0; // parse user message into buffer MSG_ReadBytes( msg, pbuf, iSize ); // init a safe tempbuffer MSG_Init( &buf, "TempEntity", pbuf, iSize ); type = MSG_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] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); R_RicochetSound( pos ); R_RunParticleEffect( pos, vec3_origin, 0, 20 ); break; case TE_EXPLOSION: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); scale = (float)(MSG_ReadByte( &buf ) * 0.1f); frameRate = MSG_ReadByte( &buf ); flags = MSG_ReadByte( &buf ); R_Explosion( pos, modelIndex, scale, frameRate, flags ); break; case TE_TAREXPLOSION: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); R_BlobExplosion( pos ); break; case TE_SMOKE: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); scale = (float)(MSG_ReadByte( &buf ) * 0.1f); frameRate = MSG_ReadByte( &buf ); pTemp = R_DefaultSprite( pos, modelIndex, frameRate ); R_Sprite_Smoke( pTemp, scale ); break; case TE_TRACER: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); R_TracerEffect( pos, pos2 ); break; case TE_SPARKS: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); R_SparkShower( pos ); break; case TE_LAVASPLASH: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); R_LavaSplash( pos ); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); R_TeleportSplash( pos ); break; case TE_EXPLOSION2: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); color = MSG_ReadByte( &buf ); count = MSG_ReadByte( &buf ); R_ParticleExplosion2( pos, color, count ); break; case TE_BSPDECAL: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); decalIndex = MSG_ReadShort( &buf ); entityIndex = MSG_ReadShort( &buf ); if( entityIndex ) modelIndex = MSG_ReadShort( &buf ); CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, pos, FDECAL_PERMANENT ); break; case TE_IMPLOSION: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); scale = MSG_ReadByte( &buf ); count = MSG_ReadByte( &buf ); life = (float)(MSG_ReadByte( &buf ) * 0.1f); R_Implosion( pos, scale, count, life ); break; case TE_SPRITETRAIL: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); count = MSG_ReadByte( &buf ); life = (float)(MSG_ReadByte( &buf ) * 0.1f); scale = (float)(MSG_ReadByte( &buf ) * 0.1f); vel = (float)MSG_ReadByte( &buf ); random = (float)MSG_ReadByte( &buf ); R_Sprite_Trail( type, pos, pos2, modelIndex, count, life, scale, random, 255, vel ); break; case TE_SPRITE: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); scale = (float)(MSG_ReadByte( &buf ) * 0.1f); brightness = (float)MSG_ReadByte( &buf ); if(( pTemp = R_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] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); life = (float)(MSG_ReadByte( &buf ) * 0.1f); scale = (float)(MSG_ReadByte( &buf ) * 0.1f); brightness = (float)MSG_ReadByte( &buf ); if(( pTemp = R_DefaultSprite( pos, modelIndex, 0 )) != NULL ) { pTemp->entity.curstate.scale = scale; pTemp->entity.curstate.rendermode = kRenderGlow; pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; pTemp->entity.baseline.renderamt = brightness; pTemp->entity.curstate.renderamt = brightness; pTemp->flags = FTENT_FADEOUT; pTemp->die = cl.time + life; } break; case TE_STREAK_SPLASH: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); color = MSG_ReadByte( &buf ); count = MSG_ReadShort( &buf ); vel = (float)MSG_ReadShort( &buf ); random = (float)MSG_ReadShort( &buf ); R_StreakSplash( pos, pos2, color, count, vel, -random, random ); break; case TE_DLIGHT: dl = CL_AllocDlight( 0 ); dl->origin[0] = MSG_ReadCoord( &buf ); dl->origin[1] = MSG_ReadCoord( &buf ); dl->origin[2] = MSG_ReadCoord( &buf ); dl->radius = (float)(MSG_ReadByte( &buf ) * 10.0f); dl->color.r = MSG_ReadByte( &buf ); dl->color.g = MSG_ReadByte( &buf ); dl->color.b = MSG_ReadByte( &buf ); dl->die = cl.time + (float)(MSG_ReadByte( &buf ) * 0.1f); dl->decay = (float)(MSG_ReadByte( &buf ) * 10.0f); break; case TE_ELIGHT: dl = CL_AllocElight( MSG_ReadShort( &buf )); dl->origin[0] = MSG_ReadCoord( &buf ); dl->origin[1] = MSG_ReadCoord( &buf ); dl->origin[2] = MSG_ReadCoord( &buf ); dl->radius = MSG_ReadCoord( &buf ); dl->color.r = MSG_ReadByte( &buf ); dl->color.g = MSG_ReadByte( &buf ); dl->color.b = MSG_ReadByte( &buf ); life = (float)MSG_ReadByte( &buf ) * 0.1f; dl->die = cl.time + life; dl->decay = MSG_ReadCoord( &buf ); if( life != 0 ) dl->decay /= life; break; case TE_TEXTMESSAGE: CL_ParseTextMessage( &buf ); break; case TE_LINE: case TE_BOX: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); life = (float)(MSG_ReadShort( &buf ) * 0.1f); r = MSG_ReadByte( &buf ); g = MSG_ReadByte( &buf ); b = MSG_ReadByte( &buf ); if( type == TE_LINE ) R_ParticleLine( pos, pos2, r, g, b, life ); else R_ParticleBox( pos, pos2, r, g, b, life ); break; case TE_LARGEFUNNEL: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); flags = MSG_ReadShort( &buf ); R_LargeFunnel( pos, flags ); R_FunnelSprite( pos, modelIndex, flags ); break; case TE_BLOODSTREAM: case TE_BLOOD: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); color = MSG_ReadByte( &buf ); count = MSG_ReadByte( &buf ); if( type == TE_BLOOD ) R_Blood( pos, pos2, color, count ); else R_BloodStream( pos, pos2, color, count ); break; case TE_SHOWLINE: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); R_ShowLine( pos, pos2 ); break; case TE_DECAL: case TE_DECALHIGH: case TE_WORLDDECAL: case TE_WORLDDECALHIGH: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); decalIndex = MSG_ReadByte( &buf ); if( type == TE_DECAL || type == TE_DECALHIGH ) entityIndex = MSG_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 = MSG_ReadShort( &buf ); modelIndex = MSG_ReadShort( &buf ); scale = MSG_ReadByte( &buf ); // same as density pEnt = CL_GetEntityByIndex( entityIndex ); R_FizzEffect( pEnt, modelIndex, scale ); break; case TE_MODEL: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); ang[0] = 0.0f; ang[1] = MSG_ReadAngle( &buf ); // yaw angle ang[2] = 0.0f; modelIndex = MSG_ReadShort( &buf ); flags = MSG_ReadByte( &buf ); // sound flags life = (float)(MSG_ReadByte( &buf ) * 0.1f); R_TempModel( pos, pos2, ang, life, modelIndex, flags ); break; case TE_EXPLODEMODEL: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); vel = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); count = MSG_ReadShort( &buf ); life = (float)(MSG_ReadByte( &buf ) * 0.1f); R_TempSphereModel( pos, vel, life, count, modelIndex ); break; case TE_BREAKMODEL: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); ang[0] = MSG_ReadCoord( &buf ); ang[1] = MSG_ReadCoord( &buf ); ang[2] = MSG_ReadCoord( &buf ); random = (float)MSG_ReadByte( &buf ) * 10.0f; modelIndex = MSG_ReadShort( &buf ); count = MSG_ReadByte( &buf ); life = (float)(MSG_ReadByte( &buf ) * 0.1f); flags = MSG_ReadByte( &buf ); R_BreakModel( pos, pos2, ang, random, life, count, modelIndex, (char)flags ); break; case TE_GUNSHOTDECAL: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); entityIndex = MSG_ReadShort( &buf ); decalIndex = MSG_ReadByte( &buf ); pEnt = CL_GetEntityByIndex( entityIndex ); CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, 0, pos, 0 ); R_BulletImpactParticles( pos ); R_RicochetSound( pos ); break; case TE_SPRAY: case TE_SPRITE_SPRAY: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); count = MSG_ReadByte( &buf ); vel = (float)MSG_ReadByte( &buf ); random = (float)MSG_ReadByte( &buf ); if( type == TE_SPRAY ) { flags = MSG_ReadByte( &buf ); // rendermode R_Spray( pos, pos2, modelIndex, count, vel, random, flags ); } else R_Sprite_Spray( pos, pos2, modelIndex, count, vel * 2.0f, random ); break; case TE_ARMOR_RICOCHET: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); scale = (float)(MSG_ReadByte( &buf ) * 0.1f); R_RicochetSprite( pos, cl_sprite_ricochet, 0.1f, scale ); R_RicochetSound( pos ); break; case TE_PLAYERDECAL: color = MSG_ReadByte( &buf ) - 1; // playernum pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); entityIndex = MSG_ReadShort( &buf ); decalIndex = MSG_ReadByte( &buf ); CL_PlayerDecal( color, decalIndex, entityIndex, pos ); break; case TE_BUBBLES: case TE_BUBBLETRAIL: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); scale = MSG_ReadCoord( &buf ); // water height modelIndex = MSG_ReadShort( &buf ); count = MSG_ReadByte( &buf ); vel = MSG_ReadCoord( &buf ); if( type == TE_BUBBLES ) R_Bubbles( pos, pos2, scale, modelIndex, count, vel ); else R_BubbleTrail( pos, pos2, scale, modelIndex, count, vel ); break; case TE_BLOODSPRITE: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); // sprite #1 decalIndex = MSG_ReadShort( &buf ); // sprite #2 color = MSG_ReadByte( &buf ); scale = (float)MSG_ReadByte( &buf ); R_BloodSprite( pos, color, modelIndex, decalIndex, scale ); break; case TE_PROJECTILE: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); modelIndex = MSG_ReadShort( &buf ); life = MSG_ReadByte( &buf ); color = MSG_ReadByte( &buf ); // playernum R_Projectile( pos, pos2, modelIndex, life, color, NULL ); break; case TE_PLAYERSPRITES: color = MSG_ReadShort( &buf ); // entitynum modelIndex = MSG_ReadShort( &buf ); count = MSG_ReadByte( &buf ); random = (float)MSG_ReadByte( &buf ); R_PlayerSprites( color, modelIndex, count, random ); break; case TE_PARTICLEBURST: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); scale = (float)MSG_ReadShort( &buf ); color = MSG_ReadByte( &buf ); life = (float)(MSG_ReadByte( &buf ) * 0.1f); R_ParticleBurst( pos, scale, color, life ); break; case TE_FIREFIELD: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); scale = (float)MSG_ReadShort( &buf ); modelIndex = MSG_ReadShort( &buf ); count = MSG_ReadByte( &buf ); flags = MSG_ReadByte( &buf ); life = (float)(MSG_ReadByte( &buf ) * 0.1f); R_FireField( pos, scale, modelIndex, count, flags, life ); break; case TE_PLAYERATTACHMENT: color = MSG_ReadByte( &buf ); // playernum scale = MSG_ReadCoord( &buf ); // height modelIndex = MSG_ReadShort( &buf ); life = (float)(MSG_ReadShort( &buf ) * 0.1f); R_AttachTentToPlayer( color, modelIndex, scale, life ); break; case TE_KILLPLAYERATTACHMENTS: color = MSG_ReadByte( &buf ); // playernum R_KillAttachedTents( color ); break; case TE_MULTIGUNSHOT: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ) * 0.1f; pos2[1] = MSG_ReadCoord( &buf ) * 0.1f; pos2[2] = MSG_ReadCoord( &buf ) * 0.1f; ang[0] = MSG_ReadCoord( &buf ) * 0.01f; ang[1] = MSG_ReadCoord( &buf ) * 0.01f; ang[2] = 0.0f; count = MSG_ReadByte( &buf ); decalIndices[0] = MSG_ReadByte( &buf ); R_MultiGunshot( pos, pos2, ang, count, 1, decalIndices ); break; case TE_USERTRACER: pos[0] = MSG_ReadCoord( &buf ); pos[1] = MSG_ReadCoord( &buf ); pos[2] = MSG_ReadCoord( &buf ); pos2[0] = MSG_ReadCoord( &buf ); pos2[1] = MSG_ReadCoord( &buf ); pos2[2] = MSG_ReadCoord( &buf ); life = (float)(MSG_ReadByte( &buf ) * 0.1f); color = MSG_ReadByte( &buf ); scale = (float)(MSG_ReadByte( &buf ) * 0.1f); R_UserTracerParticle( pos, pos2, life, color, scale, 0, NULL ); break; default: Con_DPrintf( S_ERROR "ParseTempEntity: illegible TE message %i\n", type ); break; } // throw warning if( MSG_CheckOverflow( &buf )) Con_DPrintf( S_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 ) { memset( cl.lightstyles, 0, sizeof( cl.lightstyles )); } void CL_SetLightstyle( int style, const char *s, float f ) { int i, k; lightstyle_t *ls; float val1, val2; Assert( s != NULL ); Assert( style >= 0 && style < MAX_LIGHTSTYLES ); ls = &cl.lightstyles[style]; Q_strncpy( ls->pattern, s, sizeof( ls->pattern )); ls->length = Q_strlen( s ); ls->time = f; // set local time for( i = 0; i < ls->length; i++ ) ls->map[i] = (float)(s[i] - 'a'); ls->interp = (ls->length <= 1) ? false : true; // check for allow interpolate // NOTE: fast flickering styles looks ugly when interpolation is running for( k = 0; k < (ls->length - 1); 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; } } Con_Reportf( "Lightstyle %i (%s), interp %s\n", style, ls->pattern, ls->interp ? "Yes" : "No" ); } /* ============================================================== DLIGHT MANAGEMENT ============================================================== */ dlight_t cl_dlights[MAX_DLIGHTS]; dlight_t cl_elights[MAX_ELIGHTS]; /* ================ CL_ClearDlights ================ */ void CL_ClearDlights( void ) { memset( cl_dlights, 0, sizeof( cl_dlights )); 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 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 ) { memset( dl, 0, sizeof( *dl )); dl->key = key; return dl; } } // otherwise grab first dlight dl = &cl_dlights[0]; 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 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 ) { memset( dl, 0, sizeof( *dl )); dl->key = key; return dl; } } // otherwise grab first dlight dl = &cl_elights[0]; 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 ) 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 ) memset( dl, 0, sizeof( *dl )); } } dlight_t *CL_GetDynamicLight( int number ) { Assert( number >= 0 && number < MAX_DLIGHTS ); return &cl_dlights[number]; } dlight_t *CL_GetEntityLight( int number ) { Assert( number >= 0 && number < MAX_ELIGHTS ); return &cl_elights[number]; } /* ================ CL_UpdateFlashlight update client flashlight ================ */ void CL_UpdateFlashlight( cl_entity_t *ent ) { vec3_t forward, view_ofs; vec3_t vecSrc, vecEnd; float falloff; pmtrace_t *trace; cl_entity_t *hit; dlight_t *dl; if( ent->index == ( cl.playernum + 1 )) { // local player case AngleVectors( cl.viewangles, forward, NULL, NULL ); VectorCopy( cl.viewheight, view_ofs ); } else // non-local player case { vec3_t v_angle; // NOTE: pitch divided by 3.0 twice. So we need apply 3^2 = 9 v_angle[PITCH] = ent->curstate.angles[PITCH] * 9.0f; v_angle[YAW] = ent->angles[YAW]; v_angle[ROLL] = 0.0f; // roll not used AngleVectors( v_angle, forward, NULL, NULL ); view_ofs[0] = view_ofs[1] = 0.0f; // FIXME: these values are hardcoded ... if( ent->curstate.usehull == 1 ) view_ofs[2] = 12.0f; // VEC_DUCK_VIEW; else view_ofs[2] = 28.0f; // DEFAULT_VIEWHEIGHT } VectorAdd( ent->origin, view_ofs, vecSrc ); VectorMA( vecSrc, FLASHLIGHT_DISTANCE, forward, vecEnd ); trace = CL_VisTraceLine( vecSrc, vecEnd, PM_STUDIO_BOX ); // update flashlight endpos dl = CL_AllocDlight( ent->index ); #if 1 hit = CL_GetEntityByIndex( clgame.pmove->visents[trace->ent].info ); if( hit && hit->model && ( hit->model->type == mod_alias || hit->model->type == mod_studio )) VectorCopy( hit->origin, dl->origin ); else VectorCopy( trace->endpos, dl->origin ); #else VectorCopy( trace->endpos, dl->origin ); #endif // compute falloff falloff = trace->fraction * FLASHLIGHT_DISTANCE; if( falloff < 500.0f ) falloff = 1.0f; else falloff = 500.0f / falloff; falloff *= falloff; // apply brigthness to dlight dl->color.r = bound( 0, falloff * 255, 255 ); dl->color.g = bound( 0, falloff * 255, 255 ); dl->color.b = bound( 0, falloff * 255, 255 ); dl->die = cl.time + 0.01f; // die on next frame dl->radius = 80; } /* ================ CL_AddEntityEffects apply various effects to entity origin or attachment ================ */ void CL_AddEntityEffects( cl_entity_t *ent ) { // yellow flies effect 'monster stuck in the wall' if( FBitSet( ent->curstate.effects, EF_BRIGHTFIELD )) R_EntityParticles( ent ); if( FBitSet( ent->curstate.effects, EF_DIMLIGHT )) { if( ent->player && !Host_IsQuakeCompatible( )) { CL_UpdateFlashlight( ent ); } else { dlight_t *dl = CL_AllocDlight( ent->index ); dl->color.r = dl->color.g = dl->color.b = 100; dl->radius = COM_RandomFloat( 200, 231 ); VectorCopy( ent->origin, dl->origin ); dl->die = cl.time + 0.001; } } if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT )) { dlight_t *dl = CL_AllocDlight( ent->index ); dl->color.r = dl->color.g = dl->color.b = 250; if( ent->player ) dl->radius = 400; // don't flickering else dl->radius = COM_RandomFloat( 400, 431 ); VectorCopy( ent->origin, dl->origin ); dl->die = cl.time + 0.001; dl->origin[2] += 16.0f; } // add light effect if( FBitSet( ent->curstate.effects, EF_LIGHT )) { dlight_t *dl = CL_AllocDlight( ent->index ); dl->color.r = dl->color.g = dl->color.b = 100; VectorCopy( ent->origin, dl->origin ); R_RocketFlare( ent->origin ); dl->die = cl.time + 0.001; dl->radius = 200; } // studio models are handle muzzleflashes difference if( FBitSet( ent->curstate.effects, EF_MUZZLEFLASH ) && Mod_AliasExtradata( ent->model )) { dlight_t *dl = CL_AllocDlight( ent->index ); vec3_t fv; ClearBits( ent->curstate.effects, EF_MUZZLEFLASH ); dl->color.r = dl->color.g = dl->color.b = 100; VectorCopy( ent->origin, dl->origin ); AngleVectors( ent->angles, fv, NULL, NULL ); dl->origin[2] += 16.0f; VectorMA( dl->origin, 18, fv, dl->origin ); dl->radius = COM_RandomFloat( 200, 231 ); dl->die = cl.time + 0.1; dl->minlight = 32; } } /* ================ CL_AddModelEffects these effects will be enable by flag in model header ================ */ void CL_AddModelEffects( cl_entity_t *ent ) { vec3_t neworigin; vec3_t oldorigin; if( !ent->model ) return; switch( ent->model->type ) { case mod_alias: case mod_studio: break; default: return; } if( cls.demoplayback == DEMO_QUAKE1 ) { VectorCopy( ent->baseline.vuser1, oldorigin ); VectorCopy( ent->origin, ent->baseline.vuser1 ); VectorCopy( ent->origin, neworigin ); } else { VectorCopy( ent->prevstate.origin, oldorigin ); VectorCopy( ent->curstate.origin, neworigin ); } // NOTE: this completely over control about angles and don't broke interpolation if( FBitSet( ent->model->flags, STUDIO_ROTATE )) ent->angles[1] = anglemod( 100.0f * cl.time ); if( FBitSet( ent->model->flags, STUDIO_GIB )) R_RocketTrail( oldorigin, neworigin, 2 ); if( FBitSet( ent->model->flags, STUDIO_ZOMGIB )) R_RocketTrail( oldorigin, neworigin, 4 ); if( FBitSet( ent->model->flags, STUDIO_TRACER )) R_RocketTrail( oldorigin, neworigin, 3 ); if( FBitSet( ent->model->flags, STUDIO_TRACER2 )) R_RocketTrail( oldorigin, neworigin, 5 ); if( FBitSet( ent->model->flags, STUDIO_ROCKET )) { dlight_t *dl = CL_AllocDlight( ent->index ); dl->color.r = dl->color.g = dl->color.b = 200; VectorCopy( ent->origin, dl->origin ); // XASH SPECIFIC: get radius from head entity if( ent->curstate.rendermode != kRenderNormal ) dl->radius = Q_max( 0, ent->curstate.renderamt - 55 ); else dl->radius = 200; dl->die = cl.time + 0.01f; R_RocketTrail( oldorigin, neworigin, 0 ); } if( FBitSet( ent->model->flags, STUDIO_GRENADE )) R_RocketTrail( oldorigin, neworigin, 1 ); if( FBitSet( ent->model->flags, STUDIO_TRACER3 )) R_RocketTrail( oldorigin, neworigin, 6 ); } /* ================ CL_TestLights if cl_testlights is set, create 32 lights models ================ */ void CL_TestLights( void ) { int i, j, numLights; vec3_t forward, right; float f, r; dlight_t *dl; if( !CVAR_TO_BOOL( cl_testlights )) return; numLights = bound( 1, cl_testlights->value, MAX_DLIGHTS ); AngleVectors( cl.viewangles, forward, right, NULL ); for( i = 0; i < numLights; 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.simorg[j] + forward[j] * f + 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->radius = Q_max( 64, 200 - 5 * numLights ); dl->die = cl.time + host.frametime; } } /* ============================================================== DECAL MANAGEMENT ============================================================== */ /* =============== CL_FireCustomDecal custom temporary decal =============== */ void GAME_EXPORT CL_FireCustomDecal( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags, float scale ) { ref.dllFuncs.R_DecalShoot( textureIndex, entityIndex, modelIndex, pos, flags, scale ); } /* =============== CL_DecalShoot normal temporary decal =============== */ void GAME_EXPORT CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags ) { CL_FireCustomDecal( textureIndex, entityIndex, modelIndex, pos, flags, 1.0f ); } /* =============== CL_PlayerDecal spray custom colored decal (clan logo etc) =============== */ void CL_PlayerDecal( int playernum, int customIndex, int entityIndex, float *pos ) { int textureIndex = 0; customization_t *pCust = NULL; if( playernum < MAX_CLIENTS ) pCust = cl.players[playernum].customdata.pNext; if( pCust != NULL && pCust->pBuffer != NULL && pCust->pInfo != NULL ) { if( FBitSet( pCust->resource.ucFlags, RES_CUSTOM ) && pCust->resource.type == t_decal && pCust->bTranslated ) { if( !pCust->nUserData1 && pCust->pInfo != NULL ) { const char *decalname = va( "player%dlogo%d", playernum, customIndex ); pCust->nUserData1 = GL_LoadTextureInternal( decalname, pCust->pInfo, TF_DECAL ); } textureIndex = pCust->nUserData1; } } CL_DecalShoot( textureIndex, entityIndex, 0, pos, FDECAL_CUSTOM ); } /* =============== CL_DecalIndexFromName get decal global index from decalname =============== */ int GAME_EXPORT CL_DecalIndexFromName( const char *name ) { int i; if( !COM_CheckString( name )) return 0; // look through the loaded sprite name list for SpriteName for( i = 1; i < MAX_DECALS && host.draw_decals[i][0]; i++ ) { if( !Q_stricmp( name, host.draw_decals[i] )) return i; } return 0; // invalid decal } /* =============== CL_DecalIndex get texture index from decal global index =============== */ int GAME_EXPORT CL_DecalIndex( int id ) { id = bound( 0, id, MAX_DECALS - 1 ); if( cl.decal_index[id] == 0 ) { Image_SetForceFlags( IL_LOAD_DECAL ); cl.decal_index[id] = ref.dllFuncs.GL_LoadTexture( host.draw_decals[id], NULL, 0, TF_DECAL ); Image_ClearForceFlags(); } return cl.decal_index[id]; } /* =============== CL_DecalRemoveAll remove all decals with specified texture =============== */ void GAME_EXPORT CL_DecalRemoveAll( int textureIndex ) { int id = bound( 0, textureIndex, MAX_DECALS - 1 ); ref.dllFuncs.R_DecalRemoveAll( cl.decal_index[id] ); } /* ============================================================== EFRAGS MANAGEMENT ============================================================== */ efrag_t cl_efrags[MAX_EFRAGS]; /* ============== CL_ClearEfrags ============== */ void CL_ClearEfrags( void ) { int i; 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; } /* ======================= R_ClearStaticEntities e.g. by demo request ======================= */ void CL_ClearStaticEntities( void ) { int i; if( host.type == HOST_DEDICATED ) return; // clear out efrags in case the level hasn't been reloaded for( i = 0; i < cl.worldmodel->numleafs; i++ ) cl.worldmodel->leafs[i+1].efrags = NULL; clgame.numStatics = 0; CL_ClearEfrags (); } /* ============== CL_ClearEffects ============== */ void CL_ClearEffects( void ) { CL_ClearEfrags (); CL_ClearDlights (); CL_ClearTempEnts (); CL_ClearViewBeams (); CL_ClearParticles (); CL_ClearLightStyles (); }