fteqw/engine/client/cl_tent.c

3867 lines
96 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_tent.c -- client side temporary entities
#include "quakedef.h"
#include "particles.h"
entity_state_t *CL_FindPacketEntity(int num);
#ifdef Q2CLIENT
static const char *q2efnames[] =
{
"TEQ2_GUNSHOT",
"TEQ2_BLOOD",
"TEQ2_BLASTER",
"TEQ2_RAILTRAIL",
"TEQ2_SHOTGUN",
"TEQ2_EXPLOSION1",
"TEQ2_EXPLOSION2",
"TEQ2_ROCKET_EXPLOSION",
"TEQ2_GRENADE_EXPLOSION",
"TEQ2_SPARKS",
NULL,//"TEQ2_SPLASH",
"TEQ2_BUBBLETRAIL",
"TEQ2_SCREEN_SPARKS",
"TEQ2_SHIELD_SPARKS",
"TEQ2_BULLET_SPARKS",
NULL,//"TEQ2_LASER_SPARKS",
NULL,//"TEQ2_PARASITE_ATTACK",
"TEQ2_ROCKET_EXPLOSION_WATER",
"TEQ2_GRENADE_EXPLOSION_WATER",
NULL,//"TEQ2_MEDIC_CABLE_ATTACK",
"TEQ2_BFG_EXPLOSION",
"TEQ2_BFG_BIGEXPLOSION",
"TEQ2_BOSSTPORT",
NULL,//"TEQ2_BFG_LASER",
NULL,//"TEQ2_GRAPPLE_CABLE",
"TEQ2_WELDING_SPARKS",
"TEQ2_GREENBLOOD",
"TEQ2_BLUEHYPERBLASTER",
"TEQ2_PLASMA_EXPLOSION",
"TEQ2_TUNNEL_SPARKS",
"TEQ2_BLASTER2",
"TEQ2_RAILTRAIL2",
"TEQ2_FLAME",
NULL,//"TEQ2_LIGHTNING",
"TEQ2_DEBUGTRAIL",
"TEQ2_PLAIN_EXPLOSION",
"TEQ2_FLASHLIGHT",
"TEQ2_FORCEWALL",
NULL,//"TEQ2_HEATBEAM",
NULL,//"TEQ2_MONSTER_HEATBEAM",
NULL,//"TEQ2_STEAM",
"TEQ2_BUBBLETRAIL2",
"TEQ2_MOREBLOOD",
"TEQ2_HEATBEAM_SPARKS",
"TEQ2_HEATBEAM_STEAM",
"TEQ2_CHAINFIST_SMOKE",
"TEQ2_ELECTRIC_SPARKS",
"TEQ2_TRACKER_EXPLOSION",
"TEQ2_TELEPORT_EFFECT",
"TEQ2_DBALL_GOAL",
NULL,//"TEQ2_WIDOWBEAMOUT",
NULL,//"TEQ2_NUKEBLAST",
"TEQ2_WIDOWSPLASH",
"TEQ2_EXPLOSION1_BIG",
"TEQ2_EXPLOSION1_NP",
"TEQ2_FLECHETTE",
NULL,//"TEQ2_CR_LEADERBLASTER",
NULL,//"TEQ2_CR_BLASTER_MUZZLEFLASH",
NULL,//"TEQ2_CR_BLUE_MUZZLEFLASH",
NULL,//"TEQ2_CR_SMART_MUZZLEFLASH",
NULL,//"TEQ2_CR_LEADERFIELD",
NULL,//"TEQ2_CR_DEATHFIELD",
NULL,//"TEQ2_CR_BLASTERBEAM",
NULL,//"TEQ2_CR_STAIN",
NULL,//"TEQ2_CR_FIRE",
NULL,//"TEQ2_CR_CABLEGUT",
NULL,//"TEQ2_CR_SMOKE",
//the rest have no specific value meanings
//slashes block
"te_splashunknown",
"te_splashsparks",
"te_splashbluewater",
"te_splashbrownwater",
"te_splashslime",
"te_splashlava",
"te_splashblood",
"TR_BLASTERTRAIL",
"TR_BLASTERTRAIL2",
"TRQ2_GIB",
"TRQ2_GREENGIB",
"TRQ2_ROCKET",
"TRQ2_GRENADE",
"TR_TRAP",
"TR_FLAG1",
"TR_FLAG2",
"TR_TAGTRAIL",
"TR_TRACKER",
"TR_IONRIPPER",
"TR_PLASMA",
"EF_BFGPARTICLES",
"EF_FLIES",
"EF_TRAP",
"EF_TRACKERSHELL",
"ev_item_respawn",
"ev_player_teleport",
"ev_footstep",
};
int pt_q2[sizeof(q2efnames)/sizeof(q2efnames[0])];
#endif
int
pt_muzzleflash=P_INVALID,
pt_gunshot=P_INVALID,
ptdp_gunshotquad=P_INVALID,
pt_spike=P_INVALID,
ptdp_spikequad=P_INVALID,
pt_superspike=P_INVALID,
ptdp_superspikequad=P_INVALID,
pt_wizspike=P_INVALID,
pt_knightspike=P_INVALID,
pt_explosion=P_INVALID,
ptdp_explosionquad=P_INVALID,
pt_tarexplosion=P_INVALID,
pt_teleportsplash=P_INVALID,
pt_lavasplash=P_INVALID,
ptdp_smallflash=P_INVALID,
ptdp_flamejet=P_INVALID,
ptdp_flame=P_INVALID,
ptdp_blood=P_INVALID,
ptdp_spark=P_INVALID,
ptdp_plasmaburn=P_INVALID,
ptdp_tei_g3=P_INVALID,
ptdp_tei_smoke=P_INVALID,
ptdp_tei_bigexplosion=P_INVALID,
ptdp_tei_plasmahit=P_INVALID,
ptdp_stardust=P_INVALID,
rt_rocket=P_INVALID,
rt_grenade=P_INVALID,
rt_blood=P_INVALID,
rt_wizspike=P_INVALID,
rt_slightblood=P_INVALID,
rt_knightspike=P_INVALID,
rt_vorespike=P_INVALID,
rtdp_nexuizplasma=P_INVALID,
rtdp_glowtrail=P_INVALID,
ptqw_blood=P_INVALID,
ptqw_lightningblood=P_INVALID,
rtqw_railtrail=P_INVALID,
ptfte_bullet=P_INVALID,
ptfte_superbullet=P_INVALID;
typedef struct {
/*static stuff*/
char *modelname;
char *beamparticles;
char *beamimpactparticle;
int bflags;
/*cached stuff*/
model_t *model;
int ef_beam;
int ef_impact;
} tentmodels_t;
struct beam_s {
tentmodels_t *info;
int entity;
short tag;
// short pad;
// qbyte pad;
qbyte bflags;
qbyte type;
qbyte skin;
unsigned int rflags;
float endtime;
float alpha;
vec3_t start, end;
vec3_t offset; //when attached, this is the offset from the owning entity. probably only z is meaningful.
// int particlecolour; //some effects have specific colours. which is weird.
trailstate_t *trailstate;
trailstate_t *emitstate;
};
beam_t *cl_beams;
int cl_beams_max;
typedef struct
{
vec3_t origin;
vec3_t oldorigin;
vec3_t velocity;
int firstframe;
int numframes;
int type;
vec3_t angles;
vec3_t avel;
int flags;
float gravity;
float startalpha;
float endalpha;
float scale;
float start;
float framerate;
model_t *model;
int skinnum;
int traileffect;
trailstate_t *trailstate;
} explosion_t;
explosion_t *cl_explosions;
int cl_explosions_max;
static int explosions_running;
static int beams_running;
static tentmodels_t beamtypes[] =
{
{"progs/bolt.mdl", "TE_LIGHTNING1", "TE_LIGHTNING1_END"},
{"progs/bolt2.mdl", "TE_LIGHTNING2", "TE_LIGHTNING2_END"},
{"progs/bolt3.mdl", "TE_LIGHTNING3", "TE_LIGHTNING3_END"},
{"progs/beam.mdl", "te_beam", "te_beam_end"}, //a CTF addition, but has other potential uses, sadly.
{"models/monsters/parasite/segment/tris.md2","te_parasite_attack", "te_parasite_attack_end"},
{"models/ctf/segment/tris.md2", "te_grapple_cable", "te_grapple_cable_end"},
{"models/proj/beam/tris.md2", "te_heatbeam", "te_heatbeam_end"},
{"models/proj/lightning/tris.md2", "TE_LIGHTNING2", "TE_LIGHTNING2_END"},
{"models/stltng2.mdl", "te_stream_lightning_small", NULL},
{"models/stchain.mdl", "te_stream_chain", NULL},
{"models/stsunsf1.mdl", "te_stream_sunstaff1", NULL},
{"models/stsunsf2.mdl", NULL, NULL},
{"models/stsunsf1.mdl", "te_stream_sunstaff2", NULL},
{"models/stlghtng.mdl", "te_stream_lightning", NULL},
{"models/stclrbm.mdl", "te_stream_colorbeam", NULL},
{"models/stice.mdl", "te_stream_icechunks", NULL},
{"models/stmedgaz.mdl", "te_stream_gaze", NULL},
{"models/fambeam.mdl", "te_stream_famine", NULL},
};
sfx_t *cl_sfx_wizhit;
sfx_t *cl_sfx_knighthit;
sfx_t *cl_sfx_tink1;
sfx_t *cl_sfx_ric1;
sfx_t *cl_sfx_ric2;
sfx_t *cl_sfx_ric3;
sfx_t *cl_sfx_r_exp3;
cvar_t cl_expsprite = CVARFD("cl_expsprite", "0", CVAR_ARCHIVE, "Display a central sprite in explosion effects. QuakeWorld typically does so, NQ mods should not (which is problematic when played with the qw protocol).");
cvar_t r_explosionlight = CVARFC("r_explosionlight", "1", CVAR_ARCHIVE, Cvar_Limiter_ZeroToOne_Callback);
cvar_t cl_truelightning = CVARF("cl_truelightning", "0", CVAR_SEMICHEAT);
cvar_t cl_beam_trace = CVAR("cl_beam_trace", "0");
cvar_t cl_legacystains = CVARD("cl_legacystains", "1", "WARNING: this cvar will default to 0 and later removed at some point"); //FIXME: do as the description says!
cvar_t cl_shaftlight = {"gl_shaftlight", "0.8"};
typedef struct {
sfx_t **sfx;
char *efname;
} tentsfx_t;
tentsfx_t tentsfx[] =
{
{&cl_sfx_wizhit, "wizard/hit.wav"},
{&cl_sfx_knighthit, "hknight/hit.wav"},
{&cl_sfx_tink1, "weapons/tink1.wav"},
{&cl_sfx_ric1, "weapons/ric1.wav"},
{&cl_sfx_ric2, "weapons/ric2.wav"},
{&cl_sfx_ric3, "weapons/ric3.wav"},
{&cl_sfx_r_exp3, "weapons/r_exp3.wav"}
};
vec3_t playerbeam_end[MAX_SPLITS];
typedef struct associatedeffect_s
{
struct associatedeffect_s *next;
char mname[MAX_QPATH];
char pname[MAX_QPATH];
enum
{
AE_TRAIL,
AE_EMIT,
} type;
unsigned int meflags;
} associatedeffect_t;
associatedeffect_t *associatedeffect;
void CL_AssociateEffect_f(void)
{
char *modelname = Cmd_Argv(1);
char *effectname = Cmd_Argv(2);
int type, i;
unsigned int flags = 0;
struct associatedeffect_s *ae;
if (!strcmp(Cmd_Argv(0), "r_trail"))
type = AE_TRAIL;
else
{
type = AE_EMIT;
for (i = 3; i < Cmd_Argc(); i++)
{
const char *fn = Cmd_Argv(i);
if (!strcmp(fn, "replace") || !strcmp(fn, "1"))
flags |= MDLF_EMITREPLACE;
else if (!strcmp(fn, "forwards") || !strcmp(fn, "forward"))
flags |= MDLF_EMITFORWARDS;
else if (!strcmp(fn, "0"))
; //1 or 0 are legacy, meaning replace or not
else
Con_DPrintf("%s %s: unknown flag %s\n", Cmd_Argv(0), modelname, fn);
}
}
if (
strstr(modelname, "player") ||
strstr(modelname, "eyes") ||
strstr(modelname, "flag") ||
strstr(modelname, "tf_stan") ||
strstr(modelname, ".bsp") ||
strstr(modelname, "turr"))
{
Con_Printf("Sorry: Not allowed to attach effects to model \"%s\"\n", modelname);
return;
}
if (strlen (modelname) >= MAX_QPATH || strlen(effectname) >= MAX_QPATH)
return;
/*replace the old one if it exists*/
for(ae = associatedeffect; ae; ae = ae->next)
{
if (!strcmp(ae->mname, modelname))
if ((ae->type==AE_TRAIL) == (type==AE_TRAIL))
break;
}
if (!ae)
{
ae = Z_Malloc(sizeof(*ae));
strcpy(ae->mname, modelname);
ae->next = associatedeffect;
associatedeffect = ae;
}
ae->type = type;
ae->meflags = flags;
strcpy(ae->pname, effectname);
if (pe)
CL_RegisterParticles();
}
void CL_InitTEntSounds (void)
{
int i;
for (i = 0; i < sizeof(tentsfx)/sizeof(tentsfx[0]); i++)
{
if (COM_FCheckExists(va("sound/%s", tentsfx[i].efname)))
*tentsfx[i].sfx = S_PrecacheSound (tentsfx[i].efname);
else
*tentsfx[i].sfx = NULL;
}
}
/*
=================
CL_ParseTEnts
=================
*/
void CL_InitTEnts (void)
{
int i;
for (i = 0; i < sizeof(tentsfx)/sizeof(tentsfx[0]); i++)
*tentsfx[i].sfx = NULL;
Cmd_AddCommand("r_effect", CL_AssociateEffect_f);
Cmd_AddCommand("r_trail", CL_AssociateEffect_f);
Cvar_Register (&cl_expsprite, "Temporary entity control");
Cvar_Register (&cl_truelightning, "Temporary entity control");
Cvar_Register (&cl_beam_trace, "Temporary entity control");
Cvar_Register (&r_explosionlight, "Temporary entity control");
Cvar_Register (&cl_legacystains, "Temporary entity control");
Cvar_Register (&cl_shaftlight, "Temporary entity control");
}
void CL_ShutdownTEnts (void)
{
struct associatedeffect_s *ae;
while(associatedeffect)
{
ae = associatedeffect;
associatedeffect = ae->next;
BZ_Free(ae);
}
}
void CL_ClearTEntParticleState (void)
{
int i;
for (i = 0; i < cl_beams_max; i++)
{
if (cl_beams[i].trailstate)
P_DelinkTrailstate(&(cl_beams[i].trailstate));
if (cl_beams[i].emitstate)
P_DelinkTrailstate(&(cl_beams[i].emitstate));
}
}
void P_LoadedModel(model_t *mod)
{
struct associatedeffect_s *ae;
mod->particleeffect = P_INVALID;
mod->particletrail = P_INVALID;
mod->engineflags &= ~(MDLF_EMITREPLACE|MDLF_EMITFORWARDS);
mod->engineflags |= MDLF_RECALCULATERAIN;
for(ae = associatedeffect; ae; ae = ae->next)
{
if (!strcmp(ae->mname, mod->name))
{
switch(ae->type)
{
case AE_TRAIL:
mod->particletrail = P_FindParticleType(ae->pname);
break;
case AE_EMIT:
mod->particleeffect = P_FindParticleType(ae->pname);
mod->engineflags |= ae->meflags;
break;
}
}
}
if (mod->particletrail == P_INVALID)
P_DefaultTrail(0, mod->flags, &mod->particletrail, &mod->traildefaultindex);
}
void CL_RefreshCustomTEnts(void);
void CL_RegisterParticles(void)
{
model_t *mod;
extern model_t *mod_known;
extern int mod_numknown;
int i;
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->loadstate == MLS_LOADED)
{
P_LoadedModel(mod);
}
}
pt_muzzleflash = P_FindParticleType("TE_MUZZLEFLASH");
pt_gunshot = P_FindParticleType("TE_GUNSHOT"); /*shotgun*/
ptdp_gunshotquad = P_FindParticleType("TE_GUNSHOTQUAD"); /*DP: quadded shotgun*/
pt_spike = P_FindParticleType("TE_SPIKE"); /*nailgun*/
ptdp_spikequad = P_FindParticleType("TE_SPIKEQUAD"); /*DP: quadded nailgun*/
pt_superspike = P_FindParticleType("TE_SUPERSPIKE"); /*nailgun*/
ptdp_superspikequad = P_FindParticleType("TE_SUPERSPIKEQUAD"); /*DP: quadded nailgun*/
pt_wizspike = P_FindParticleType("TE_WIZSPIKE"); //scrag missile impact
pt_knightspike = P_FindParticleType("TE_KNIGHTSPIKE"); //hellknight missile impact
pt_explosion = P_FindParticleType("TE_EXPLOSION");/*rocket/grenade launcher impacts/far too many things*/
ptdp_explosionquad = P_FindParticleType("TE_EXPLOSIONQUAD"); /*nailgun*/
pt_tarexplosion = P_FindParticleType("TE_TAREXPLOSION");//tarbaby/spawn dying.
pt_teleportsplash = P_FindParticleType("TE_TELEPORT");/*teleporters*/
pt_lavasplash = P_FindParticleType("TE_LAVASPLASH"); //e1m7 boss dying.
ptdp_smallflash = P_FindParticleType("TE_SMALLFLASH"); //DP:
ptdp_flamejet = P_FindParticleType("TE_FLAMEJET"); //DP:
ptdp_flame = P_FindParticleType("EF_FLAME"); //DP:
ptdp_blood = P_FindParticleType("TE_BLOOD"); /*when you hit something with the shotgun/axe/nailgun - nq uses the general particle builtin*/
ptdp_spark = P_FindParticleType("TE_SPARK");//DPTE_SPARK
ptdp_plasmaburn = P_FindParticleType("TE_PLASMABURN");
ptdp_tei_g3 = P_FindParticleType("TE_TEI_G3");
ptdp_tei_smoke = P_FindParticleType("TE_TEI_SMOKE");
ptdp_tei_bigexplosion = P_FindParticleType("TE_TEI_BIGEXPLOSION");
ptdp_tei_plasmahit = P_FindParticleType("TE_TEI_PLASMAHIT");
ptdp_stardust = P_FindParticleType("EF_STARDUST");
rt_rocket = P_FindParticleType("TR_ROCKET"); /*rocket trail*/
rt_grenade = P_FindParticleType("TR_GRENADE"); /*grenade trail*/
rt_blood = P_FindParticleType("TR_BLOOD"); /*blood trail*/
rt_wizspike = P_FindParticleType("TR_WIZSPIKE");
rt_slightblood = P_FindParticleType("TR_SLIGHTBLOOD");
rt_knightspike = P_FindParticleType("TR_KNIGHTSPIKE");
rt_vorespike = P_FindParticleType("TR_VORESPIKE");
//rtdp_neharasmoke = P_FindParticleType("TR_NEHAHRASMOKE");
rtdp_nexuizplasma = P_FindParticleType("TR_NEXUIZPLASMA");
rtdp_glowtrail = P_FindParticleType("TR_GLOWTRAIL");
/*internal to psystem*/ P_FindParticleType("SVC_PARTICLE");
ptqw_blood = P_FindParticleType("TE_BLOOD");
ptqw_lightningblood = P_FindParticleType("TE_LIGHTNINGBLOOD");
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
for (i = 0; i < sizeof(pt_q2)/sizeof(pt_q2[0]); i++)
{
if (!q2efnames[i])
{
pt_q2[i] = P_INVALID;
continue;
}
pt_q2[i] = P_FindParticleType(va("q2part.%s", q2efnames[i]));
#ifdef _DEBUG
if (pt_q2[i] == P_INVALID && pt_q2[0] != P_INVALID)
Con_Printf("effect q2part.%s was not declared\n", q2efnames[i]);
#endif
}
/*ptq2_blood = P_FindParticleType("q2part.TEQ2_BLOOD");
rtq2_railtrail = P_FindParticleType("q2part.TR_RAILTRAIL");
rtq2_blastertrail = P_FindParticleType("q2part.TR_BLASTERTRAIL");
ptq2_blasterparticles = P_FindParticleType("q2part.TE_BLASTERPARTICLES");
rtq2_bubbletrail = P_FindParticleType("q2part.TE_BUBBLETRAIL");
rtq2_gib = P_FindParticleType("q2part.TR_GIB");
rtq2_rocket = P_FindParticleType("q2part.TR_ROCKET");
rtq2_grenade = P_FindParticleType("q2part.TR_GRENADE");
ptq2_bfgparticles = P_FindParticleType("q2part.TR_BFGPARTICLES");
ptq2_flies = P_FindParticleType("q2part.TR_FLIES");
ptq2_trap = P_FindParticleType("q2part.TR_TRAP");
ptq2_trackershell = P_FindParticleType("q2part.TR_TRACKERSHELL");*/
}
else
{
for (i = 0; i < sizeof(pt_q2)/sizeof(pt_q2[0]); i++)
pt_q2[i] = P_INVALID;
}
#endif
rtqw_railtrail = P_FindParticleType("TE_RAILTRAIL");
ptfte_bullet = P_FindParticleType("TE_BULLET");
ptfte_superbullet = P_FindParticleType("TE_SUPERBULLET");
CL_RefreshCustomTEnts();
for (i = 0; i < countof(beamtypes); i++)
{
//we can normally expect the server to have precache_modeled these models, so any lookups should be just a lookup, and thus relatively cheap.
beamtypes[i].model = NULL;
beamtypes[i].ef_beam = beamtypes[i].beamparticles?P_FindParticleType(beamtypes[i].beamparticles):P_INVALID;
beamtypes[i].ef_impact = beamtypes[i].beamimpactparticle?P_FindParticleType(beamtypes[i].beamimpactparticle):P_INVALID;
}
//FIXME
for (i = 0; i < cl_explosions_max; i++)
cl_explosions[i].model = NULL;
}
#ifdef Q2CLIENT
enum {
q2cl_mod_explode,
q2cl_mod_smoke,
q2cl_mod_flash,
q2cl_mod_parasite_tip,
q2cl_mod_explo4,
q2cl_mod_bfg_explo,
q2cl_mod_powerscreen,
q2cl_mod_max
};
tentmodels_t q2tentmodels[q2cl_mod_max] = {
{"models/objects/explode/tris.md2"},
{"models/objects/smoke/tris.md2"},
{"models/objects/flash/tris.md2"},
{"models/monsters/parasite/tip/tris.md2"},
{"models/objects/r_explode/tris.md2"},
{"sprites/s_bfg2.sp2"},
{"models/items/armor/effect/tris.md2"}
};
int CLQ2_RegisterTEntModels (void)
{
// int i;
// for (i = 0; i < q2cl_mod_max; i++)
// if (!CL_CheckOrDownloadFile(q2tentmodels[i].modelname, false))
// return false;
return true;
}
#endif
static void CL_ClearExplosion(explosion_t *exp, vec3_t org)
{
exp->endalpha = 0;
exp->startalpha = 1;
exp->scale = 1;
exp->gravity = 0;
exp->flags = 0;
exp->model = NULL;
exp->firstframe = -1;
exp->framerate = 10;
VectorClear(exp->velocity);
VectorClear(exp->angles);
VectorClear(exp->avel);
if (pe)
P_DelinkTrailstate(&(exp->trailstate));
exp->traileffect = P_INVALID;
VectorCopy(org, exp->origin);
VectorCopy(org, exp->oldorigin);
}
/*
=================
CL_ClearTEnts
=================
*/
void CL_ClearTEnts (void)
{
int i;
CL_ClearTEntParticleState();
CL_ShutdownTEnts();
cl_beams_max = 0;
BZ_Free(cl_beams);
cl_beams = NULL;
beams_running = 0;
for (i = 0; i < cl_explosions_max; i++)
CL_ClearExplosion(cl_explosions+i, vec3_origin);
cl_explosions_max = 0;
BZ_Free(cl_explosions);
cl_explosions = NULL;
explosions_running = 0;
}
/*
=================
CL_AllocExplosion
=================
*/
explosion_t *CL_AllocExplosion (vec3_t org)
{
int i;
float time;
int index;
for (i=0; i < explosions_running; i++)
{
if (!cl_explosions[i].model)
{
CL_ClearExplosion(&cl_explosions[i], org);
return &cl_explosions[i];
}
}
// if (i == explosions_running && i < cl_maxexplosions.ival)
{
if (i == cl_explosions_max)
{
cl_explosions_max = (i+1)*2;
cl_explosions = BZ_Realloc(cl_explosions, sizeof(*cl_explosions)*cl_explosions_max);
memset(cl_explosions + i, 0, sizeof(*cl_explosions)*(cl_explosions_max-i));
}
explosions_running++;
CL_ClearExplosion(&cl_explosions[i], org);
return &cl_explosions[i];
}
// find the oldest explosion
time = cl.time;
index = 0;
for (i=0 ; i<cl_explosions_max ; i++)
if (cl_explosions[i].start < time)
{
time = cl_explosions[i].start;
index = i;
}
CL_ClearExplosion(&cl_explosions[index], org);
return &cl_explosions[index];
}
/*
=================
CL_ParseBeam
=================
*/
beam_t *CL_NewBeam (int entity, int tag, tentmodels_t *btype)
{
beam_t *b;
int i;
// override any beam with the same entity (unless they used world)
if (entity)
{
for (i=0, b=cl_beams; i < beams_running; i++, b++)
if (b->entity == entity && b->tag == tag)
{
b->info = btype;
return b;
}
}
// find a free beam
for (i=0, b=cl_beams; i < beams_running; i++, b++)
{
if (!b->info)
{
b->info = btype;
return b;
}
}
// if (i == beams_running && i < cl_maxbeams.ival)
{
if (i == cl_beams_max)
{
int nm = (i+1)*2;
CL_ClearTEntParticleState();
cl_beams = BZ_Realloc(cl_beams, nm*sizeof(*cl_beams));
memset(cl_beams + cl_beams_max, 0, sizeof(*cl_beams)*(nm-cl_beams_max));
cl_beams_max = nm;
}
beams_running++;
cl_beams[i].info = btype;
return &cl_beams[i];
}
return NULL;
}
#define STREAM_ATTACHED 16
#define STREAM_TRANSLUCENT 32
beam_t *CL_AddBeam (enum beamtype_e tent, int ent, vec3_t start, vec3_t end) //fixme: use TE_ numbers instead of 0 - 5
{
beam_t *b;
model_t *m;
int btype, etype;
int i;
vec3_t impact, normal;
vec3_t extra;
//zquake compat requires some parsing weirdness.
switch(tent)
{
case BT_Q1LIGHTNING1:
if (ent < 0 && ent >= -512) //a zquake concept. ent between -1 and -maxplayers is to be taken to be a railtrail from a particular player instead of a beam.
{
// TODO: add support for those finnicky colored railtrails...
if (P_ParticleTrail(start, end, rtqw_railtrail, -ent, NULL, NULL))
P_ParticleTrailIndex(start, end, 208, 8, NULL);
return NULL;
}
break;
case BT_Q1LIGHTNING2:
if (ent < 0 && ent >= -MAX_CLIENTS) //based on the railgun concept - this adds a rogue style TE_BEAM effect.
tent = BT_Q1BEAM;
break;
default:
break;
}
btype = beamtypes[tent].ef_beam;
etype = beamtypes[tent].ef_impact;
/*don't bother loading the model if we have a particle effect for it instead*/
if (ruleset_allow_particle_lightning.ival && btype >= 0)
m = NULL;
else
{
m = beamtypes[tent].model;
if (!m)
m = beamtypes[tent].model = Mod_ForName(beamtypes[tent].modelname, MLV_WARN);
}
if (m && m->loadstate != MLS_LOADED)
CL_CheckOrEnqueDownloadFile(m->name, NULL, 0);
// save end position for truelightning
if (ent)
{
for (i = 0; i < cl.splitclients; i++)
{
playerview_t *pv = &cl.playerview[i];
if (ent == ((pv->cam_state == CAM_EYECAM)?(pv->cam_spec_track+1):(pv->playernum+1)))
{
VectorCopy(end, playerbeam_end[i]);
break;
}
}
}
if (etype >= 0 && cls.state == ca_active && etype != P_INVALID)
{
if (cl_beam_trace.ival)
{
VectorSubtract(end, start, normal);
VectorNormalize(normal);
VectorMA(end, 4, normal, extra); //extend the end-point by four
if (CL_TraceLine(start, extra, impact, normal, NULL)>=1)
etype = -1;
}
else
{
VectorCopy(end, impact);
normal[0] = normal[1] = normal[2] = 0;
}
}
b = CL_NewBeam(ent, -1, &beamtypes[tent]);
if (!b)
{
Con_Printf ("beam list overflow!\n");
return NULL;
}
b->rflags = RF_NOSHADOW;
b->entity = ent;
b->info = &beamtypes[tent];
b->tag = -1;
b->bflags |= /*STREAM_ATTACHED|*/1;
b->endtime = cl.time + 0.2;
b->alpha = 1;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
if (etype >= 0)
{
P_RunParticleEffectState (impact, normal, 1, etype, &(b->emitstate));
if (cl_legacystains.ival) Surf_AddStain(end, -10, -10, -10, 20);
}
return b;
}
void CL_ParseBeamOffset (enum beamtype_e tent)
{
int ent;
vec3_t start, end, offset;
beam_t *b;
ent = MSGCL_ReadEntity ();
start[0] = MSG_ReadCoord ();
start[1] = MSG_ReadCoord ();
start[2] = MSG_ReadCoord ();
end[0] = MSG_ReadCoord ();
end[1] = MSG_ReadCoord ();
end[2] = MSG_ReadCoord ();
MSG_ReadPos(offset);
b = CL_AddBeam(tent, ent, start, end);
if (b)
VectorCopy(offset, b->offset);
}
beam_t *CL_ParseBeam (enum beamtype_e tent)
{
int ent;
vec3_t start, end;
ent = MSGCL_ReadEntity ();
start[0] = MSG_ReadCoord ();
start[1] = MSG_ReadCoord ();
start[2] = MSG_ReadCoord ();
end[0] = MSG_ReadCoord ();
end[1] = MSG_ReadCoord ();
end[2] = MSG_ReadCoord ();
return CL_AddBeam(tent, ent, start, end);
}
//finds the latest non-lerped position
float *CL_FindLatestEntityOrigin(int entnum)
{
int i;
packet_entities_t *pe;
int framenum = cl.validsequence & UPDATE_MASK;
pe = &cl.inframes[framenum].packet_entities;
for (i = 0; i < pe->num_entities; i++)
{
if (pe->entities[i].number == entnum)
return pe->entities[i].origin;
}
if (entnum > 0 && entnum <= MAX_CLIENTS)
{
entnum--;
if (cl.inframes[framenum].playerstate[entnum].messagenum == cl.parsecount)
return cl.inframes[framenum].playerstate[entnum].origin;
}
return NULL;
}
void CL_ParseStream (int type)
{
int ent;
vec3_t start, end;
beam_t *b, *b2;
int flags;
int tag;
float duration;
int skin;
tentmodels_t *info;
ent = MSGCL_ReadEntity();
flags = MSG_ReadByte();
tag = flags&15;
flags-=tag;
duration = (float)MSG_ReadByte()*0.05;
skin = 0;
if(type == TEH2_STREAM_COLORBEAM)
{
skin = MSG_ReadByte();
}
start[0] = MSG_ReadCoord();
start[1] = MSG_ReadCoord();
start[2] = MSG_ReadCoord();
end[0] = MSG_ReadCoord();
end[1] = MSG_ReadCoord();
end[2] = MSG_ReadCoord();
switch(type)
{
case TEH2_STREAM_LIGHTNING_SMALL:
info = &beamtypes[BT_H2LIGHTNING_SMALL];
flags |= 2;
break;
case TEH2_STREAM_LIGHTNING:
info = &beamtypes[BT_H2LIGHTNING];
flags |= 2;
break;
case TEH2_STREAM_ICECHUNKS:
info = &beamtypes[BT_H2ICECHUNKS];
flags |= 2;
if (cl_legacystains.ival) Surf_AddStain(end, -10, -10, 0, 20);
break;
case TEH2_STREAM_SUNSTAFF1:
info = &beamtypes[BT_H2SUNSTAFF1];
break;
case TEH2_STREAM_SUNSTAFF2:
info = &beamtypes[BT_H2SUNSTAFF2];
if (cl_legacystains.ival) Surf_AddStain(end, -10, -10, -10, 20);
break;
case TEH2_STREAM_COLORBEAM:
info = &beamtypes[BT_H2COLORBEAM];
break;
case TEH2_STREAM_GAZE:
info = &beamtypes[BT_H2GAZE];
break;
case TEH2_STREAM_FAMINE:
info = &beamtypes[BT_H2FAMINE];
break;
case TEH2_STREAM_CHAIN:
info = &beamtypes[BT_H2CHAIN];
break;
default:
Con_Printf("CL_ParseStream: type %i\n", type);
info = &beamtypes[BT_H2LIGHTNING];
break;
}
b = CL_NewBeam(ent, tag, info);
if (!b)
{
Con_Printf ("beam list overflow!\n");
return;
}
b->rflags = RF_NOSHADOW;
b->entity = ent;
b->tag = tag;
b->bflags = flags;
b->endtime = cl.time + duration;
b->alpha = 1;
b->skin = skin;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
if (b->bflags & STREAM_ATTACHED)
{
float *entorg = CL_FindLatestEntityOrigin(ent);
if (!entorg)
b->bflags &= ~STREAM_ATTACHED; //not found, attached isn't valid.
else
{
VectorSubtract(b->start, entorg, b->offset);
}
}
//special handling...
switch(type)
{
case TEH2_STREAM_SUNSTAFF1:
if (info->ef_beam == P_INVALID)
{
b2 = CL_NewBeam(ent, tag+128, &beamtypes[BT_H2SUNSTAFF1_SUB]);
if (b2)
{
P_DelinkTrailstate(&b2->trailstate);
P_DelinkTrailstate(&b2->emitstate);
memcpy(b2, b, sizeof(*b2));
b2->trailstate = NULL;
b2->emitstate = NULL;
b2->alpha = 0.5;
b2->rflags = RF_TRANSLUCENT|RF_NOSHADOW;
}
}
//FIXME: we don't add the blob corners+smoke
break;
}
}
/*
=================
CL_ParseTEnt
=================
*/
#ifdef NQPROT
void CL_ParseTEnt (qboolean nqprot)
#else
void CL_ParseTEnt (void)
#endif
{
#ifndef NQPROT
#define nqprot false //it's easier
#endif
int type;
vec3_t pos, pos2;
dlight_t *dl;
int rnd;
// explosion_t *ex;
int cnt, colour;
#ifdef CSQC_DAT
//I know I'm going to regret this.
if (CSQC_ParseTempEntity())
return;
#endif
type = MSG_ReadByte ();
if (nqprot)
{
//easiest way to handle these
//should probably also do qwgunshot ones with nq protocols or something
switch(type)
{
case TENQ_EXPLOSION2:
type = TEQW_EXPLOSION2;
break;
case TENQ_BEAM:
type = TEQW_BEAM;
break;
case TE_EXPLOSION:
type = TEQW_EXPLOSIONNOSPRITE;
break;
case TE_GUNSHOT:
type = TE_GUNSHOT_NQCOMPAT;
break;
case TE_GUNSHOT_NQCOMPAT:
type = TE_GUNSHOT;
break;
default:
break;
}
}
//right, nq vs qw doesn't matter now, supposedly.
if (cl_shownet.ival >= 2)
{
static char *te_names[] = {
"spike", "superspike", "qwgunshot", "qwexplosion",
"tarexplosion", "lightning1", "lightning2", "wizspike",
"knightspike", "lightning3", "lavasplash", "teleport",
"blood", "lightningblood", "bullet", "superbullet", //bullets deprecated
"railtrail", "beam", "explosion2", "nqexplosion",
"nqgunshot", "?", "?", "?",
#ifdef HEXEN2
"h2lightsml", "h2chain", "h2sunstf1", "h2sunstf2",
"h2light", "h2cb", "h2ic", "h2gaze",
"h2famine", "h2partexp"
#endif
};
if (type < countof(te_names))
Con_Printf(" te_%s\n", te_names[type]);
else
Con_Printf(" te_%i\n", type);
}
switch (type)
{
case TE_WIZSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, 0, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_wizspike))
P_RunParticleEffect (pos, vec3_origin, 20, 30);
S_StartSound (0, 0, cl_sfx_wizhit, pos, NULL, 1, 1, 0, 0, 0);
break;
case TE_KNIGHTSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_knightspike))
P_RunParticleEffect (pos, vec3_origin, 226, 20);
S_StartSound (0, 0, cl_sfx_knighthit, pos, NULL, 1, 1, 0, 0, 0);
break;
case TEDP_SPIKEQUAD:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_spikequad))
if (P_RunParticleEffectType(pos, NULL, 1, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TE_SPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TEDP_SUPERSPIKEQUAD: // super spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_superspikequad))
if (P_RunParticleEffectType(pos, NULL, 1, pt_superspike))
if (P_RunParticleEffectType(pos, NULL, 2, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TE_SUPERSPIKE: // super spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_superspike))
if (P_RunParticleEffectType(pos, NULL, 2, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
#ifdef PEXT_TE_BULLET
case TE_BULLET:
if (!(cls.fteprotocolextensions & PEXT_TE_BULLET))
Host_EndGame("Thought PEXT_TE_BULLET was disabled");
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptfte_bullet))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TE_SUPERBULLET:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptfte_superbullet))
if (P_RunParticleEffectType(pos, NULL, 2, ptfte_bullet))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
#endif
case TEDP_EXPLOSIONQUAD: // rocket explosion
// particles
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_explosionquad))
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 107, 1024); // should be 97-111
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
// light
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 1;
dl->decay = 300;
dl->color[0] = 4.0;
dl->color[1] = 2.0;
dl->color[2] = 0.5;
dl->channelfade[0] = 0.196;
dl->channelfade[1] = 0.23;
dl->channelfade[2] = 0.12;
}
// sound
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
// sprite
if (cl_expsprite.ival) // temp hopefully
{
explosion_t *ex = CL_AllocExplosion (pos);
ex->start = cl.time;
ex->model = Mod_ForName ("progs/s_explod.spr", MLV_WARN);
ex->endalpha = ex->startalpha; //don't fade out
}
break;
case TEQW_EXPLOSIONNOSPRITE: //nq-style, no sprite
case TE_EXPLOSION: //qw-style, with (optional) sprite
// particles
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 107, 1024); // should be 97-111
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
// light
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 0.75;
dl->decay = dl->radius*2;
dl->color[0] = 4.0;
dl->color[1] = 2.0;
dl->color[2] = 0.5;
dl->channelfade[0] = 0.784;
dl->channelfade[1] = 0.92;
dl->channelfade[2] = 0.48;
}
// sound
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
// sprite
if (type == TE_EXPLOSION && cl_expsprite.ival) // temp hopefully
{
explosion_t *ex = CL_AllocExplosion (pos);
ex->start = cl.time;
ex->model = Mod_ForName ("progs/s_explod.spr", MLV_WARN);
}
break;
case TEQW_EXPLOSION2:
{
int colorStart;
int colorLength;
int ef;
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
ef = P_FindParticleType(va("TE_EXPLOSION2_%i_%i", colorStart, colorLength));
if (ef == P_INVALID)
ef = pt_explosion;
P_RunParticleEffectType(pos, NULL, 1, ef);
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
}
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TEDP_EXPLOSIONRGB:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 107, 1024); // should be 97-111
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
// light
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 0.4f*MSG_ReadByte()/255.0f;
dl->color[1] = 0.4f*MSG_ReadByte()/255.0f;
dl->color[2] = 0.4f*MSG_ReadByte()/255.0f;
dl->channelfade[0] = 0;
dl->channelfade[1] = 0;
dl->channelfade[2] = 0;
}
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
break;
case TEDP_TEI_BIGEXPLOSION:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_tei_bigexplosion))
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 107, 1024); // should be 97-111
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
// light
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
// no point in doing this the fuh/ez way
dl->radius = 500*r_explosionlight.value;
dl->die = cl.time + 1;
dl->decay = 500;
dl->color[0] = 2.0f;
dl->color[1] = 1.5f;
dl->color[2] = 0.75f;
dl->channelfade[0] = 0;
dl->channelfade[1] = 0;
dl->channelfade[2] = 0;
}
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
break;
case TE_TAREXPLOSION: // tarbaby explosion
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_RunParticleEffectType(pos, NULL, 1, pt_tarexplosion);
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
break;
case TE_LIGHTNING1: // lightning bolts
CL_ParseBeam (BT_Q1LIGHTNING1);
break;
case TE_LIGHTNING2: // lightning bolts
CL_ParseBeam (BT_Q1LIGHTNING2);
break;
case TE_LIGHTNING3: // lightning bolts
CL_ParseBeam (BT_Q1LIGHTNING3);
break;
case TE_LAVASPLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_RunParticleEffectType(pos, NULL, 1, pt_lavasplash);
break;
case TE_TELEPORT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_RunParticleEffectType(pos, NULL, 1, pt_teleportsplash);
break;
case TEDP_GUNSHOTQUAD: // bullet hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_gunshotquad))
if (P_RunParticleEffectType(pos, NULL, 1, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
case TE_GUNSHOT: // bullet hitting wall
case TE_GUNSHOT_NQCOMPAT:
if (type == TE_GUNSHOT_NQCOMPAT)
cnt = 1;
else
cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, cnt, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20*cnt);
break;
case TEQW_BLOOD: // bullets hitting body
cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, 0, -10, -10, 40);
if (P_RunParticleEffectType(pos, NULL, cnt, ptqw_blood))
if (P_RunParticleEffectType(pos, NULL, cnt, ptdp_blood))
P_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
break;
case TEQW_LIGHTNINGBLOOD: // lightning hitting body
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, 1, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptqw_lightningblood))
P_RunParticleEffect (pos, vec3_origin, 225, 50);
break;
case TEQW_BEAM:
CL_ParseBeam (BT_Q1BEAM);
break;
case TE_RAILTRAIL:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
if (P_ParticleTrail(pos, pos2, rtqw_railtrail, 0, NULL, NULL))
P_ParticleTrailIndex(pos, pos2, 208, 8, NULL);
break;
case TEH2_STREAM_LIGHTNING_SMALL:
case TEH2_STREAM_CHAIN:
case TEH2_STREAM_SUNSTAFF1:
case TEH2_STREAM_SUNSTAFF2:
case TEH2_STREAM_LIGHTNING:
case TEH2_STREAM_COLORBEAM:
case TEH2_STREAM_ICECHUNKS:
case TEH2_STREAM_GAZE:
case TEH2_STREAM_FAMINE:
CL_ParseStream (type);
break;
case TEDP_BLOOD:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadChar ();
pos2[1] = MSG_ReadChar ();
pos2[2] = MSG_ReadChar ();
cnt = MSG_ReadByte ();
P_RunParticleEffectType(pos, pos2, cnt, ptdp_blood);
break;
case TEDP_SPARK:
pos[0] = MSG_ReadCoord (); //org
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadChar (); //vel
pos2[1] = MSG_ReadChar ();
pos2[2] = MSG_ReadChar ();
cnt = MSG_ReadByte ();
{
P_RunParticleEffectType(pos, pos2, cnt, ptdp_spark);
}
break;
case TEDP_BLOODSHOWER:
{
vec3_t vel = {0,0,0};
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
vel[2] = -MSG_ReadCoord ();
cnt = MSG_ReadShort ();
P_RunParticleCube(P_FindParticleType("te_bloodshower"), pos, pos2, vel, vel, cnt, 0, false, 0);
}
break;
case TEDP_SMALLFLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->decay = 1000;
dl->die = cl.time + 0.2;
dl->color[0] = 2.0;
dl->color[1] = 2.0;
dl->color[2] = 2.0;
break;
case TEDP_CUSTOMFLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = MSG_ReadByte()*8;
pos2[0] = (MSG_ReadByte() + 1) * (1.0 / 256.0);
dl->die = cl.time + pos2[0];
dl->decay = dl->radius / pos2[0];
dl->color[0] = MSG_ReadByte()*(1.0f/127.0f);
dl->color[1] = MSG_ReadByte()*(1.0f/127.5f);
dl->color[2] = MSG_ReadByte()*(1.0f/127.0f);
break;
case TEDP_FLAMEJET:
// origin
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// velocity
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
// count
cnt = MSG_ReadByte ();
if (P_RunParticleEffectType(pos, pos2, cnt, ptdp_flamejet))
P_RunParticleEffect (pos, pos2, 232, cnt);
break;
case TEDP_PLASMABURN:
// origin
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// stain (Hopefully this is close to how DP does it)
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 30);
if (P_RunParticleEffectType(pos, NULL, 1, P_FindParticleType("te_plasmaburn")))
P_RunParticleEffect(pos, vec3_origin, 15, 50);
break;
case TEDP_TEI_G3: //nexuiz's nex beam
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
//sigh...
MSG_ReadCoord ();
MSG_ReadCoord ();
MSG_ReadCoord ();
if (P_ParticleTrail(pos, pos2, P_FindParticleType("te_nexbeam"), 0, NULL, NULL))
P_ParticleTrailIndex(pos, pos2, 15, 0, NULL);
break;
case TEDP_SMOKE:
//org
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
//dir
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
//count
cnt = MSG_ReadByte ();
{
P_RunParticleEffectType(pos, pos2, cnt, ptdp_tei_smoke);
}
break;
case TEDP_TEI_PLASMAHIT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
//dir
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
cnt = MSG_ReadByte ();
{
P_RunParticleEffectType(pos, pos2, cnt, ptdp_tei_plasmahit);
}
break;
case TEDP_PARTICLECUBE:
{
vec3_t dir;
int jitter;
int gravity;
//min
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
//max
pos2[0] = MSG_ReadCoord();
pos2[1] = MSG_ReadCoord();
pos2[2] = MSG_ReadCoord();
//dir
dir[0] = MSG_ReadCoord();
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
cnt = MSG_ReadShort(); //count
colour = MSG_ReadByte (); //colour
gravity = MSG_ReadByte (); //gravity flag
jitter = MSG_ReadCoord(); //jitter
P_RunParticleCube(P_INVALID, pos, pos2, dir, dir, cnt, colour, gravity, jitter);
}
break;
case TEDP_PARTICLERAIN:
{
vec3_t dir;
//min
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
//max
pos2[0] = MSG_ReadCoord();
pos2[1] = MSG_ReadCoord();
pos2[2] = MSG_ReadCoord();
//dir
dir[0] = MSG_ReadCoord();
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
cnt = (unsigned short)MSG_ReadShort(); //count
colour = MSG_ReadByte (); //colour
P_RunParticleWeather(pos, pos2, dir, cnt, colour, "rain");
}
break;
case TEDP_PARTICLESNOW:
{
vec3_t dir;
//min
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
//max
pos2[0] = MSG_ReadCoord();
pos2[1] = MSG_ReadCoord();
pos2[2] = MSG_ReadCoord();
//dir
dir[0] = MSG_ReadCoord();
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
cnt = (unsigned short)MSG_ReadShort(); //count
colour = MSG_ReadByte (); //colour
P_RunParticleWeather(pos, pos2, dir, cnt, colour, "snow");
}
break;
default:
Host_EndGame ("CL_ParseTEnt: bad type - %i", type);
}
}
void MSG_ReadPos (vec3_t pos);
void MSG_ReadDir (vec3_t dir);
typedef struct {
char name[64];
int netstyle;
int particleeffecttype;
char stain[3];
qbyte radius;
vec3_t dlightrgb;
float dlightradius;
float dlighttime;
vec3_t dlightcfade;
} clcustomtents_t;
typedef struct custtentinst_s
{
struct custtentinst_s *next;
clcustomtents_t *type;
int id;
vec3_t pos;
vec3_t pos2;
vec3_t dir;
int count;
} custtentinst_t;
custtentinst_t *activepcusttents;
void CL_SpawnCustomTEnt(custtentinst_t *info)
{
clcustomtents_t *t = info->type;
qboolean failed;
if (t->netstyle & CTE_ISBEAM)
{
if (t->netstyle & (CTE_CUSTOMVELOCITY|CTE_CUSTOMDIRECTION))
{
vec3_t org;
int i, j;
//FIXME: pvs cull
if (t->particleeffecttype == -1)
failed = true;
else
{
failed = false;
for (i=0 ; i<info->count ; i++)
{
for (j=0 ; j<3 ; j++)
{
org[j] = info->pos[j] + (info->pos2[j] - info->pos[j])*frandom();
}
failed |= P_RunParticleEffectType(org, info->dir, 1, t->particleeffecttype);
}
}
}
else
failed = P_ParticleTrail(info->pos, info->pos2, t->particleeffecttype, 0, NULL, NULL);
}
else
{
if (t->netstyle & (CTE_CUSTOMVELOCITY|CTE_CUSTOMDIRECTION))
failed = P_RunParticleEffectType(info->pos, info->dir, info->count, t->particleeffecttype);
else
failed = P_RunParticleEffectType(info->pos, NULL, info->count, t->particleeffecttype);
}
if (failed)
Con_DPrintf("Failed to create effect %s\n", t->name);
if (t->netstyle & CTE_STAINS)
{ //added at pos2 - end of trail
Surf_AddStain(info->pos2, t->stain[0], t->stain[1], t->stain[2], 40);
}
if (t->netstyle & CTE_GLOWS)
{ //added at pos1 firer's end.
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (info->pos, dl->origin);
dl->radius = t->dlightradius*4;
dl->die = cl.time + t->dlighttime;
dl->decay = t->radius/t->dlighttime;
dl->color[0] = t->dlightrgb[0];
dl->color[1] = t->dlightrgb[1];
dl->color[2] = t->dlightrgb[2];
if (t->netstyle & CTE_CHANNELFADE)
{
dl->channelfade[0] = t->dlightcfade[0];
dl->channelfade[1] = t->dlightcfade[1];
dl->channelfade[2] = t->dlightcfade[2];
}
/*
if (dl->color[0] < 0)
dl->channelfade[0] = 0;
else
dl->channelfade[0] = dl->color[0]/t->dlighttime;
if (dl->color[1] < 0)
dl->channelfade[1] = 0;
else
dl->channelfade[1] = dl->color[0]/t->dlighttime;
if (dl->color[2] < 0)
dl->channelfade[2] = 0;
else
dl->channelfade[2] = dl->color[0]/t->dlighttime;
*/
}
}
void CL_RunPCustomTEnts(void)
{
custtentinst_t *ef;
static float lasttime;
float since = cl.time - lasttime;
if (since < 0)
lasttime = cl.time;
else if (since < 1/60.0)
return;
lasttime = cl.time;
for (ef = activepcusttents; ef; ef = ef->next)
{
CL_SpawnCustomTEnt(ef);
}
}
clcustomtents_t customtenttype[255]; //network based.
qboolean CL_WriteCustomTEnt(sizebuf_t *buf, int id)
{
clcustomtents_t *t;
if ((unsigned)id >= 255u)
return false;
t = &customtenttype[id];
if (*t->name)
{
MSG_WriteByte(buf, svcfte_customtempent);
MSG_WriteByte(buf, 255);
MSG_WriteByte(buf, id);
MSG_WriteByte(buf, t->netstyle);
MSG_WriteString(buf, t->name);
if (t->netstyle & CTE_STAINS)
{
MSG_WriteChar(buf, t->stain[0]);
MSG_WriteChar(buf, t->stain[1]);
MSG_WriteChar(buf, t->stain[2]);
MSG_WriteByte(buf, t->radius);
}
if (t->netstyle & CTE_GLOWS)
{
MSG_WriteByte(buf, t->dlightrgb[0]*255);
MSG_WriteByte(buf, t->dlightrgb[1]*255);
MSG_WriteByte(buf, t->dlightrgb[2]*255);
MSG_WriteByte(buf, t->dlightradius);
MSG_WriteByte(buf, t->dlighttime*16);
if (t->netstyle & CTE_CHANNELFADE)
{
MSG_WriteByte(buf, t->dlightcfade[0]*64);
MSG_WriteByte(buf, t->dlightcfade[1]*64);
MSG_WriteByte(buf, t->dlightcfade[2]*64);
}
}
}
return true;
}
void CL_ParseCustomTEnt(void)
{
char *str;
clcustomtents_t *t;
int type = MSG_ReadByte();
custtentinst_t info;
if (type == 255) //255 is register
{
type = MSG_ReadByte();
if (type == 255)
Host_EndGame("Custom temp type 255 isn't valid\n");
t = &customtenttype[type];
t->netstyle = MSG_ReadByte();
str = MSG_ReadString();
Q_strncpyz(t->name, str, sizeof(t->name));
t->particleeffecttype = P_FindParticleType(str);
if (cl_shownet.ival >= 3)
Con_Printf("\tdefine \"%s\" (%x)\n", t->name, t->netstyle);
if (t->netstyle & CTE_STAINS)
{
t->stain[0] = MSG_ReadChar();
t->stain[1] = MSG_ReadChar();
t->stain[2] = MSG_ReadChar();
t->radius = MSG_ReadByte();
}
else
t->radius = 0;
if (t->netstyle & CTE_GLOWS)
{
t->dlightrgb[0] = MSG_ReadByte()/255.0f;
t->dlightrgb[1] = MSG_ReadByte()/255.0f;
t->dlightrgb[2] = MSG_ReadByte()/255.0f;
t->dlightradius = MSG_ReadByte();
t->dlighttime = MSG_ReadByte()/16.0f;
if (t->netstyle & CTE_CHANNELFADE)
{
t->dlightcfade[0] = MSG_ReadByte()/64.0f;
t->dlightcfade[1] = MSG_ReadByte()/64.0f;
t->dlightcfade[2] = MSG_ReadByte()/64.0f;
}
}
else
t->dlighttime = 0;
return;
}
t = &customtenttype[type];
if (cl_shownet.ival >= 3)
Con_Printf("\tspawn \"%s\" (%x)\n", t->name, t->netstyle);
info.type = t;
if (t->netstyle & CTE_PERSISTANT)
{
info.id = MSG_ReadShort();
}
else
info.id = 0;
if (info.id & 0x8000)
{
VectorClear(info.pos);
VectorClear(info.pos2);
info.count = 0;
VectorClear(info.dir);
}
else
{
MSG_ReadPos (info.pos);
if (t->netstyle & CTE_ISBEAM)
MSG_ReadPos (info.pos2);
else
VectorCopy(info.pos, info.pos2);
if (t->netstyle & CTE_CUSTOMCOUNT)
info.count = MSG_ReadByte();
else
info.count = 1;
if (t->netstyle & CTE_CUSTOMVELOCITY)
{
info.dir[0] = MSG_ReadCoord();
info.dir[1] = MSG_ReadCoord();
info.dir[2] = MSG_ReadCoord();
}
else if (t->netstyle & CTE_CUSTOMDIRECTION)
MSG_ReadDir (info.dir);
else
VectorClear(info.dir);
}
if (t->netstyle & CTE_PERSISTANT)
{
if (info.id & 0x8000)
{
custtentinst_t **link, *o;
for (link = &activepcusttents; *link; )
{
o = *link;
if (o->id == info.id)
{
*link = o->next;
Z_Free(o);
}
else
link = &(*link)->next;
}
}
else
{
//heap fragmentation is going to suck here.
custtentinst_t *n = Z_Malloc(sizeof(*n));
info.next = activepcusttents;
*n = info;
activepcusttents = n;
}
}
else
CL_SpawnCustomTEnt(&info);
}
void CL_RefreshCustomTEnts(void)
{
int i;
for (i = 0; i < sizeof(customtenttype)/sizeof(customtenttype[0]); i++)
{
customtenttype[i].particleeffecttype = (!*customtenttype[i].name)?-1:P_FindParticleType(customtenttype[i].name);
// if (customtenttype[i].particleeffecttype == P_INVALID && *customtenttype[i].name)
// Con_DPrintf("%s was not loaded\n", customtenttype[i].name);
}
if (cl.particle_ssprecaches)
{
for (i = 0; i < MAX_SSPARTICLESPRE; i++)
{
if (cl.particle_ssname[i])
cl.particle_ssprecache[i] = P_FindParticleType(cl.particle_ssname[i]);
else
cl.particle_ssprecache[i] = P_INVALID;
}
}
if (cl.particle_csprecaches)
{
for (i = 0; i < MAX_CSPARTICLESPRE; i++)
{
if (cl.particle_csname[i])
cl.particle_csprecache[i] = P_FindParticleType(cl.particle_csname[i]);
else
cl.particle_csprecache[i] = P_INVALID;
}
}
#ifdef CSQC_DAT
CSQC_ResetTrails();
#endif
}
void CL_ClearCustomTEnts(void)
{
int i;
custtentinst_t *p;
while(activepcusttents)
{
p = activepcusttents;
activepcusttents = p->next;
Z_Free(p);
}
for (i = 0; i < sizeof(customtenttype)/sizeof(customtenttype[0]); i++)
{
*customtenttype[i].name = 0;
customtenttype[i].particleeffecttype = -1;
}
}
int CL_TranslateParticleFromServer(int qceffect)
{
if (cl.particle_ssprecaches && qceffect >= 0 && qceffect < MAX_SSPARTICLESPRE)
{
/*proper precaches*/
return cl.particle_ssprecache[qceffect];
}
else if (-qceffect >= 0 && -qceffect < MAX_CSPARTICLESPRE)
{
qceffect = -qceffect;
return cl.particle_csprecache[qceffect];
}
else
return P_INVALID;
}
void CL_ParseTrailParticles(void)
{
int entityindex;
int effectindex;
vec3_t start, end;
trailstate_t **ts;
entityindex = MSGCL_ReadEntity();
effectindex = (unsigned short)MSG_ReadShort();
start[0] = MSG_ReadCoord();
start[1] = MSG_ReadCoord();
start[2] = MSG_ReadCoord();
end[0] = MSG_ReadCoord();
end[1] = MSG_ReadCoord();
end[2] = MSG_ReadCoord();
effectindex = CL_TranslateParticleFromServer(effectindex);
if (entityindex && (unsigned int)entityindex < MAX_EDICTS)
ts = &cl.lerpents[entityindex].trailstate;
else
ts = NULL;
if (P_ParticleTrail(start, end, effectindex, entityindex, NULL, ts))
P_ParticleTrail(start, end, rt_blood, entityindex, NULL, ts);
}
void CL_ParsePointParticles(qboolean compact)
{
vec3_t org, dir;
unsigned int count, effectindex;
effectindex = (unsigned short)MSG_ReadShort();
org[0] = MSG_ReadCoord();
org[1] = MSG_ReadCoord();
org[2] = MSG_ReadCoord();
if (compact)
{
dir[0] = dir[1] = dir[2] = 0;
count = 1;
}
else
{
dir[0] = MSG_ReadCoord();
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
count = (unsigned short)MSG_ReadShort();
}
effectindex = CL_TranslateParticleFromServer(effectindex);
if (P_RunParticleEffectType(org, dir, count, effectindex))
P_RunParticleEffect (org, dir, 15, 15);
}
void CLNQ_ParseParticleEffect (void)
{
vec3_t org, dir;
int i, msgcount, color;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dir[i] = MSG_ReadChar () * (1.0/16);
msgcount = MSG_ReadByte ();
color = MSG_ReadByte ();
if (msgcount == 255)
{
// treat as spriteless explosion (qtest/some mods require this)
if (P_RunParticleEffectType(org, NULL, 1, pt_explosion))
P_RunParticleEffect(org, NULL, 107, 1024); // should be 97-111
}
else
P_RunParticleEffect (org, dir, color, msgcount);
}
void CL_ParseParticleEffect2 (void)
{
vec3_t org, dmin, dmax;
int i, msgcount, color, effect;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dmin[i] = MSG_ReadFloat ();
for (i=0 ; i<3 ; i++)
dmax[i] = MSG_ReadFloat ();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect2 (org, dmin, dmax, color, effect, msgcount);
}
void CL_ParseParticleEffect3 (void)
{
vec3_t org, box;
int i, msgcount, color, effect;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
box[i] = MSG_ReadByte ();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect3 (org, box, color, effect, msgcount);
}
void CL_ParseParticleEffect4 (void)
{
vec3_t org;
int i, msgcount, color, effect;
float radius;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
radius = MSG_ReadByte();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect4 (org, radius, color, effect, msgcount);
}
void CL_SpawnSpriteEffect(vec3_t org, vec3_t dir, vec3_t orientationup, model_t *model, int startframe, int framecount, float framerate, float alpha, float scale, float randspin, float gravity, int traileffect, unsigned int renderflags, int skinnum)
{
explosion_t *ex;
ex = CL_AllocExplosion (org);
ex->start = cl.time;
ex->model = model;
ex->firstframe = startframe;
ex->numframes = framecount;
ex->framerate = framerate;
ex->skinnum = skinnum;
ex->traileffect = traileffect;
ex->scale = scale;
ex->flags |= renderflags;
//sprites always use a fixed alpha. models can too if the alpha is < 0
if (model->type == mod_sprite || alpha < 0)
ex->endalpha = fabs(alpha);
ex->startalpha = fabs(alpha);
if (ex->endalpha < 1 || ex->startalpha < 1)
ex->flags |= RF_TRANSLUCENT;
if (randspin)
{
ex->angles[0] = frandom()*360;
ex->angles[1] = frandom()*360;
ex->angles[2] = frandom()*360;
ex->avel[0] = crandom()*randspin;
ex->avel[1] = crandom()*randspin;
ex->avel[2] = crandom()*randspin;
}
ex->gravity = gravity;
if (orientationup)
{
ex->angles[0] = acos(orientationup[2])/M_PI*180;
if (orientationup[0])
ex->angles[1] = atan2(orientationup[1], orientationup[0])/M_PI*180;
else if (orientationup[1] > 0)
ex->angles[1] = 90;
else if (orientationup[1] < 0)
ex->angles[1] = 270;
else
ex->angles[1] = 0;
ex->angles[0]*=-1;
}
if (dir)
{
// vec3_t spos;
// float dlen;
// dlen = -10/VectorLength(dir);
// VectorMA(ex->origin, dlen, dir, spos);
// TraceLineN(spos, org, ex->origin, NULL);
VectorCopy(dir, ex->velocity);
}
else
VectorClear(ex->velocity);
}
// [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
// [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
void CL_ParseEffect (qboolean effect2)
{
vec3_t org;
int modelindex;
int startframe;
int framecount;
int framerate;
model_t *mod;
org[0] = MSG_ReadCoord();
org[1] = MSG_ReadCoord();
org[2] = MSG_ReadCoord();
if (effect2)
modelindex = MSG_ReadShort();
else
modelindex = MSG_ReadByte();
if (effect2)
startframe = MSG_ReadShort();
else
startframe = MSG_ReadByte();
framecount = MSG_ReadByte();
framerate = MSG_ReadByte();
mod = cl.model_precache[modelindex];
CL_SpawnSpriteEffect(org, NULL, NULL, mod, startframe, framecount, framerate, mod->type==mod_sprite?-1:1, 1, 0, 0, P_INVALID, 0, 0);
}
#ifdef Q2CLIENT
void CL_SmokeAndFlash(vec3_t origin)
{
explosion_t *ex;
ex = CL_AllocExplosion (origin);
VectorClear(ex->angles);
// ex->type = ex_misc;
ex->numframes = 4;
ex->flags = RF_TRANSLUCENT;
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_smoke].modelname, MLV_WARN);
ex = CL_AllocExplosion (origin);
VectorClear(ex->angles);
// ex->type = ex_flash;
ex->flags = Q2RF_FULLBRIGHT;
ex->numframes = 2;
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_flash].modelname, MLV_WARN);
}
void CL_Laser (vec3_t start, vec3_t end, int colors)
{
explosion_t *ex = CL_AllocExplosion(start);
ex->firstframe = 0;
ex->numframes = 10;
ex->startalpha = 0.33f;
ex->endalpha = 0;
ex->model = NULL;
ex->skinnum = (colors >> ((rand() % 4)*8)) & 0xff;
VectorCopy (start, ex->origin);
VectorCopy (end, ex->oldorigin);
ex->flags = RF_TRANSLUCENT | Q2RF_BEAM;
ex->start = cl.time;
ex->framerate = 100; // smoother fading
}
void CLQ2_ParseSteam(void)
{
vec3_t pos, dir;
/*qbyte colour;
short magnitude;
unsigned int duration;*/
signed int id = MSG_ReadShort();
/*qbyte count =*/ MSG_ReadByte();
MSG_ReadPos(pos);
MSG_ReadPos(dir);
/*colour =*/ MSG_ReadByte();
/*magnitude =*/ MSG_ReadShort();
if (id == -1)
/*duration =*/ MSG_ReadLong();
else
/*duration = 0;*/
Con_Printf("FIXME: CLQ2_ParseSteam: stub\n");
}
static struct{
qbyte colour;
char *name;
} q2splash_info[] =
{
{0x00, "q2part.te_splashunknown"},
{0xe0, "q2part.te_splashsparks"},
{0xb0, "q2part.te_splashbluewater"},
{0x50, "q2part.te_splashbrownwater"},
{0xd0, "q2part.te_splashslime"},
{0xe0, "q2part.te_splashlava"},
{0xe8, "q2part.te_splashblood"}
};
#define ATTN_NONE 0
#define ATTN_NORM 1
#define ATTN_STATIC 1
void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float delay)
{
S_StartSound(entnum, entchannel, sfx, origin, NULL, fvol, attenuation, -delay, 0, 0);
}
void CLQ2_ParseTEnt (void)
{
beam_t *b;
int type;
int pt;
vec3_t pos, pos2, dir;
explosion_t *ex;
int cnt;
int color;
int r;
int ent;
// int magnitude;
type = MSG_ReadByte ();
if (type <= Q2TE_MAX)
{
pt = pt_q2[type];
if (pt == P_INVALID && q2efnames[type])
{
Con_Printf("Q2TE legacy code: te %i\n", type);
goto fixme;
}
}
else
pt = P_INVALID;
switch (type)
{
case Q2TE_GUNSHOT: //grey tall thing with smoke+sparks
case Q2TE_BLOOD: //red tall thing
case Q2TE_SPARKS: //orange tall thing (with not many particles)
case Q2TE_BLASTER: //regular blaster
case Q2TE_SHOTGUN: //gunshot with less particles
case Q2TE_SCREEN_SPARKS://green+grey tall
case Q2TE_SHIELD_SPARKS://blue+grey tall
case Q2TE_BULLET_SPARKS://orange+grey tall+smoke
case Q2TE_GREENBLOOD: //yellow...
case Q2TE_BLASTER2: //green version of te_blaster
case Q2TE_MOREBLOOD: //te_blood*2
case Q2TE_HEATBEAM_SPARKS://white outwards puffs
case Q2TE_HEATBEAM_STEAM://orange outwards puffs
case Q2TE_ELECTRIC_SPARKS://blue tall
case Q2TE_FLECHETTE: //grey version of te_blaster
MSG_ReadPos (pos);
MSG_ReadDir (dir);
P_RunParticleEffectType(pos, dir, 1, pt);
break;
case Q2TE_BFG_LASER:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
CL_Laser(pos, pos2, 0xd0d1d2d3);
break;
case Q2TE_RAILTRAIL: //blue spiral, grey particles
case Q2TE_BUBBLETRAIL: //grey sparse trail, slow riser
// case Q2TE_BFG_LASER: //green laser
case Q2TE_DEBUGTRAIL: //long lived blue trail
case Q2TE_BUBBLETRAIL2: //grey rising trail
case Q2TE_BLUEHYPERBLASTER: //TE_BLASTER without model+light
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
P_ParticleTrail(pos, pos2, pt, 0, NULL, NULL);
break;
case Q2TE_EXPLOSION1: //column
case Q2TE_EXPLOSION2: //splits
case Q2TE_ROCKET_EXPLOSION://top blob/column
case Q2TE_GRENADE_EXPLOSION://indistinguishable from TE_EXPLOSION2
case Q2TE_ROCKET_EXPLOSION_WATER://rocket but with different sound
case Q2TE_GRENADE_EXPLOSION_WATER://different sound
case Q2TE_BFG_EXPLOSION://green light+sprite
case Q2TE_BFG_BIGEXPLOSION://green+white fast particles
case Q2TE_BOSSTPORT://splitting+merging+upwards particles.
case Q2TE_PLASMA_EXPLOSION://looks like rocket explosion to me
case Q2TE_PLAIN_EXPLOSION://looks like rocket explosion to me
case Q2TE_CHAINFIST_SMOKE://small smoke
case Q2TE_TRACKER_EXPLOSION://black light, slow particles
case Q2TE_TELEPORT_EFFECT://q1-style teleport
case Q2TE_DBALL_GOAL://q1-style teleport
case Q2TE_NUKEBLAST://dome expansion (blue/white particles)
case Q2TE_WIDOWSPLASH://dome (orange+gravity)
case Q2TE_EXPLOSION1_BIG://buggy model
case Q2TE_EXPLOSION1_NP://looks like a rocket explosion to me
MSG_ReadPos (pos);
P_RunParticleEffectType(pos, NULL, 1, pt);
break;
case Q2TE_SPLASH:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
r = MSG_ReadByte () + Q2SPLASH_UNKNOWN;
if (r > Q2SPLASH_MAX)
r = Q2SPLASH_UNKNOWN;
pt = pt_q2[r];
P_RunParticleEffectType(pos, NULL, 1, pt);
break;
case Q2TE_PARASITE_ATTACK:
case Q2TE_MEDIC_CABLE_ATTACK:
CL_ParseBeam (BT_Q2PARASITE);
break;
case Q2TE_HEATBEAM:
b = CL_ParseBeam (BT_Q2HEATBEAM); //2, 7, -3
if (b)
{
b->bflags |= STREAM_ATTACHED;
VectorSet(b->offset, 2, 7, -3);
}
break;
case Q2TE_MONSTER_HEATBEAM:
b = CL_ParseBeam (BT_Q2HEATBEAM);
if (b)
b->bflags |= STREAM_ATTACHED;
break;
case Q2TE_GRAPPLE_CABLE:
CL_ParseBeamOffset (BT_Q2GRAPPLE);
break;
case Q2TE_LIGHTNING:
ent = MSGCL_ReadEntity ();
/*toent =*/ MSGCL_ReadEntity (); //ident only.
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
CL_AddBeam(BT_Q2LIGHTNING, ent, pos, pos2);
break;
case Q2TE_LASER_SPARKS:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
color = MSG_ReadByte ();
P_RunParticleEffectPalette("q2part.TEQ2_LASER_SPARKS", pos, dir, color, cnt);
break;
/*
case Q2TE_LASER_SPARKS:
case Q2TE_WELDING_SPARKS:
case Q2TE_TUNNEL_SPARKS:
break;
//Q2TE_RAILTRAIL2, ?
//Q2TE_FLAME, ?
case Q2TE_FLASHLIGHT:
break;
case Q2TE_FORCEWALL:
break;
case Q2TE_WIDOWBEAMOUT:
break;
*/
case Q2TE_STEAM:
CLQ2_ParseSteam();
break;
default:
// Con_Printf("CLQ2_ParseTEnt: bad/non-implemented type %i\n", type);
goto fixme;
// Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
// break;
}
return;
fixme:
Con_DPrintf("Q2TE legacy code: te %i\n", type);
switch(type)
{
case Q2TE_BLOOD: // bullet hitting flesh
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (P_RunParticleEffectType(pos, dir, 1, pt_q2[Q2TE_BLOOD]))
if (P_RunParticleEffectType(pos, dir, 1, ptqw_blood))
P_RunParticleEffect(pos, dir, 0xe8, 60);
if (cl_legacystains.ival) Surf_AddStain(pos, 0, -10, -10, 40);
break;
case Q2TE_GUNSHOT: // bullet hitting wall
case Q2TE_SPARKS:
case Q2TE_BULLET_SPARKS:
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (type == Q2TE_GUNSHOT)
P_RunParticleEffect (pos, dir, 0, 40);
else
P_RunParticleEffect (pos, dir, 0xe0, 6);
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (type != Q2TE_SPARKS)
{
CL_SmokeAndFlash(pos);
// impact sound (nope, not the same as Q1...)
cnt = rand()&15;
if (cnt == 1)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/ric1.wav"), 1, ATTN_NORM, 0);
else if (cnt == 2)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/ric2.wav"), 1, ATTN_NORM, 0);
else if (cnt == 3)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/ric3.wav"), 1, ATTN_NORM, 0);
}
break;
case Q2TE_SCREEN_SPARKS:
case Q2TE_SHIELD_SPARKS:
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (type == Q2TE_SCREEN_SPARKS)
P_RunParticleEffect (pos, dir, 0xd0, 40);
else
P_RunParticleEffect (pos, dir, 0xb0, 40);
//FIXME : replace or remove this sound
S_StartSound (0, 0, S_PrecacheSound ("weapons/lashit.wav"), pos, NULL, 1, 1, 0, 0, 0);
break;
case Q2TE_SHOTGUN: // bullet hitting wall
MSG_ReadPos (pos);
MSG_ReadDir (dir);
P_RunParticleEffect (pos, dir, 0, 20);
CL_SmokeAndFlash(pos);
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
break;
case Q2TE_SPLASH: // bullet hitting water
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
r = MSG_ReadByte ();
if (r > sizeof(q2splash_info)/sizeof(q2splash_info[0]))
r = 0;
if (P_RunParticleEffectType(pos, dir, cnt, pt_q2[Q2SPLASH_UNKNOWN+r]))
P_RunParticleEffect (pos, dir, q2splash_info[r].colour, cnt);
if (r == Q2SPLASH_SPARKS)
{
r = rand() & 3;
if (r == 1)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/spark5.wav"), 1, ATTN_NORM, 0);
else if (r == 2)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/spark6.wav"), 1, ATTN_NORM, 0);
else
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/spark7.wav"), 1, ATTN_NORM, 0);
}
break;
case Q2TE_LASER_SPARKS:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
color = MSG_ReadByte ();
P_RunParticleEffect (pos, dir, color, cnt);
break;
// RAFAEL
case Q2TE_BLUEHYPERBLASTER:
MSG_ReadPos (pos);
MSG_ReadPos (dir);
if (P_RunParticleEffectType(pos, dir, 1, pt_q2[Q2TE_BLUEHYPERBLASTER]))
if (P_RunParticleEffectType(pos, dir, 1, pt_q2[Q2TE_BLASTER]))
P_RunParticleEffect (pos, dir, 0xe0, 40);
break;
case Q2TE_BLASTER: // blaster hitting wall
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (P_RunParticleEffectType(pos, dir, 1, pt_q2[Q2TE_BLASTER]))
P_RunParticleEffect (pos, dir, 0xe0, 40);
if (cl_legacystains.ival) Surf_AddStain(pos, 0, -5, -10, 20);
ex = CL_AllocExplosion (pos);
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explode].modelname, MLV_WARN);
ex->firstframe = 0;
ex->numframes = 4;
ex->flags = Q2RF_FULLBRIGHT|RF_ADDITIVE|RF_NOSHADOW|RF_TRANSLUCENT;
ex->angles[0] = acos(dir[2])/M_PI*180;
// PMM - fixed to correct for pitch of 0
if (dir[0])
ex->angles[1] = atan2(dir[1], dir[0])/M_PI*180;
else if (dir[1] > 0)
ex->angles[1] = 90;
else if (dir[1] < 0)
ex->angles[1] = 270;
else
ex->angles[1] = 0;
ex->angles[0]*=-1;
S_StartSound (0, 0, S_PrecacheSound ("weapons/lashit.wav"), pos, NULL, 1, 1, 0, 0, 0);
// light
if (r_explosionlight.value)
{
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 * r_explosionlight.value;
dl->die = cl.time + 0.4;
dl->decay = 400;
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0.0;
dl->channelfade[0] = 0.5;
dl->channelfade[1] = 0.51;
dl->channelfade[2] = 0.0;
}
break;
case Q2TE_RAILTRAIL: // railgun effect
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
if (P_ParticleTrail(pos, pos2, pt_q2[Q2TE_RAILTRAIL], 0, NULL, NULL))
P_ParticleTrailIndex(pos, pos2, 0x74, 8, NULL);
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("weapons/railgf1a.wav"), 1, ATTN_NORM, 0);
break;
case Q2TE_EXPLOSION2:
case Q2TE_GRENADE_EXPLOSION:
case Q2TE_GRENADE_EXPLOSION_WATER:
MSG_ReadPos (pos);
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 0xe0, 256);
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
// light
if (r_explosionlight.value)
{
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 1.0;
dl->color[1] = 0.5;
dl->color[2] = 0.5;
dl->channelfade[0] = 0.36;
dl->channelfade[1] = 0.19;
dl->channelfade[2] = 0.19;
}
// sound
if (type == Q2TE_GRENADE_EXPLOSION_WATER)
S_StartSound (0, 0, S_PrecacheSound ("weapons/xpld_wat.wav"), pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, S_PrecacheSound ("weapons/grenlx1a.wav"), pos, NULL, 1, 1, 0, 0, 0);
// sprite
// if (!R_ParticleExplosionHeart(pos))
{
ex = CL_AllocExplosion (pos);
VectorClear(ex->angles);
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explo4].modelname, MLV_WARN);
ex->firstframe = 30;
ex->flags |= RF_TRANSLUCENT;
ex->numframes = 19;
ex->skinnum = -1;
}
break;
/*
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT;
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.model = cl_mod_explo4;
ex->frames = 19;
ex->baseframe = 30;
ex->ent.angles[1] = rand() % 360;
CL_ExplosionParticles (pos);
if (type == TE_GRENADE_EXPLOSION_WATER)
Q2S_StartSound (pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
else
Q2S_StartSound (pos, 0, 0, cl_sfx_grenexp, 1, ATTN_NORM, 0);
break;
*/
// RAFAEL
case Q2TE_PLASMA_EXPLOSION:
MSG_ReadPos (pos);
/* ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT;
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = rand() % 360;
ex->ent.model = cl_mod_explo4;
if (frand() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
CL_ExplosionParticles (pos);
Q2S_StartSound (pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
*/ break;
case Q2TE_EXPLOSION1:
case Q2TE_EXPLOSION1_BIG: // PMM
case Q2TE_ROCKET_EXPLOSION:
case Q2TE_ROCKET_EXPLOSION_WATER:
case Q2TE_EXPLOSION1_NP: // PMM
MSG_ReadPos (pos);
// particle effect
if (type != Q2TE_EXPLOSION1_BIG && type != Q2TE_EXPLOSION1_NP)
{
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 0xe0, 256);
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
}
// light
if (r_explosionlight.value)
{
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 1.0;
dl->color[1] = 0.5;
dl->color[2] = 0.4;
dl->channelfade[0] = 0.36;
dl->channelfade[1] = 0.19;
dl->channelfade[2] = 0.19;
}
// sound
if (type == Q2TE_ROCKET_EXPLOSION_WATER)
S_StartSound (0, 0, S_PrecacheSound ("weapons/xpld_wat.wav"), pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, S_PrecacheSound ("weapons/rocklx1a.wav"), pos, NULL, 1, 1, 0, 0, 0);
// sprite
// if (!R_ParticleExplosionHeart(pos))
{
ex = CL_AllocExplosion (pos);
VectorClear(ex->angles);
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explo4].modelname, MLV_WARN);
ex->flags |= RF_TRANSLUCENT;
if (rand()&1)
ex->firstframe = 15;
else
ex->firstframe = 0;
ex->numframes = 15;
ex->skinnum = -1;
}
break;
/*
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT;
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = rand() % 360;
if (type != TE_EXPLOSION1_BIG) // PMM
ex->ent.model = cl_mod_explo4; // PMM
else
ex->ent.model = cl_mod_explo4_big;
if (frand() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
if ((type != TE_EXPLOSION1_BIG) && (type != TE_EXPLOSION1_NP)) // PMM
CL_ExplosionParticles (pos); // PMM
if (type == TE_ROCKET_EXPLOSION_WATER)
Q2S_StartSound (pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
else
Q2S_StartSound (pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
break;
*/ case Q2TE_BFG_EXPLOSION:
MSG_ReadPos (pos);
/* ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->flags = RF_FULLBRIGHT;
ex->start = cl.q2frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 0.0;
ex->lightcolor[1] = 1.0;
ex->lightcolor[2] = 0.0;
ex->model = cl_mod_bfg_explo;
ex->flags |= RF_TRANSLUCENT;
ex->alpha = 0.30;
ex->frames = 4;
*/ break;
case Q2TE_BFG_BIGEXPLOSION:
MSG_ReadPos (pos);
// CL_BFGExplosionParticles (pos);
if (P_RunParticleEffectTypeString(pos, dir, 1, "te_bfg_bigexplosion"))
P_RunParticleEffect(pos, dir, 0xd0, 256); // TODO: x+(r%8) unstead of x&7+(r&7)
break;
case Q2TE_BFG_LASER:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
CL_Laser(pos, pos2, 0xd0d1d2d3);
break;
case Q2TE_BUBBLETRAIL:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
if (P_ParticleTrail(pos, pos2, pt_q2[Q2TE_BUBBLETRAIL], 0, NULL, NULL))
P_ParticleTrailIndex(pos, pos2, 4, 8, NULL);
break;
case Q2TE_PARASITE_ATTACK:
case Q2TE_MEDIC_CABLE_ATTACK:
CL_ParseBeam (BT_Q2PARASITE);
break;
case Q2TE_BOSSTPORT: // boss teleporting to station
MSG_ReadPos (pos);
/* CL_BigTeleportParticles (pos);
*/ Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("misc/bigtele.wav"), 1, ATTN_NONE, 0);
break;
case Q2TE_GRAPPLE_CABLE:
CL_ParseBeam (BT_Q2GRAPPLE);
MSG_ReadPos (pos);
break;
// RAFAEL
case Q2TE_WELDING_SPARKS:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
color = MSG_ReadByte ();
// TODO: fix to Q2's standards
P_RunParticleEffect(pos, dir, color, cnt);
/* CL_ParticleEffect2 (pos, dir, color, cnt);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_flash;
// note to self
// we need a better no draw flag
ex->ent.flags = RF_BEAM;
ex->start = cl.frame.servertime - 0.1;
ex->light = 100 + (rand()%75);
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 1.0;
ex->lightcolor[2] = 0.3;
ex->ent.model = cl_mod_flash;
ex->frames = 2;
*/ break;
case Q2TE_GREENBLOOD:
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (P_RunParticleEffectTypeString(pos, dir, 1, "te_greenblood"))
P_RunParticleEffect(pos, dir, 0xdf, 30); // TODO: x+(r%8) unstead of x&7+(r&7)
// CL_ParticleEffect2 (pos, dir, 0xdf, 30);
break;
// RAFAEL
case Q2TE_TUNNEL_SPARKS:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
color = MSG_ReadByte ();
// CL_ParticleEffect3 (pos, dir, color, cnt);
break;
//=============
//PGM
// PMM -following code integrated for flechette (different color)
case Q2TE_BLASTER2: // green blaster hitting wall
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (P_RunParticleEffectType(pos, dir, 1, pt_q2[Q2TE_BLASTER2]))
if (P_RunParticleEffectType(pos, dir, 1, pt_q2[Q2TE_BLASTER]))
P_RunParticleEffect (pos, dir, 0xd0, 40);
if (cl_legacystains.ival) Surf_AddStain(pos, -10, 0, -10, 20);
ex = CL_AllocExplosion (pos);
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explode].modelname, MLV_WARN);
ex->firstframe = 0;
ex->numframes = 4;
ex->flags = Q2RF_FULLBRIGHT|RF_NOSHADOW;
ex->angles[0] = acos(dir[2])/M_PI*180;
// PMM - fixed to correct for pitch of 0
if (dir[0])
ex->angles[1] = atan2(dir[1], dir[0])/M_PI*180;
else if (dir[1] > 0)
ex->angles[1] = 90;
else if (dir[1] < 0)
ex->angles[1] = 270;
else
ex->angles[1] = 0;
ex->angles[0]*=-1;
S_StartSound (0, 0, S_PrecacheSound ("weapons/lashit.wav"), pos, NULL, 1, 1, 0, 0, 0);
// light
if (r_explosionlight.value)
{
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 * r_explosionlight.value;
dl->die = cl.time + 0.4;
dl->decay = 400;
dl->color[0] = 0.05;
dl->color[1] = 1.0;
dl->color[2] = 0.05;
dl->channelfade[0] = 0.1;
dl->channelfade[1] = 0.5;
dl->channelfade[2] = 0.1;
}
break;
case Q2TE_FLECHETTE: // blue blaster effect
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (P_RunParticleEffectType(pos, dir, 1, pt_q2[Q2TE_FLECHETTE]))
if (P_RunParticleEffectType(pos, dir, 1, pt_q2[Q2TE_BLASTER]))
P_RunParticleEffect (pos, dir, 0x6f, 40);
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -2, 0, 20);
ex = CL_AllocExplosion (pos);
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explode].modelname, MLV_WARN);
ex->firstframe = 0;
ex->numframes = 4;
ex->flags = Q2RF_FULLBRIGHT|RF_NOSHADOW;
ex->angles[0] = acos(dir[2])/M_PI*180;
// PMM - fixed to correct for pitch of 0
if (dir[0])
ex->angles[1] = atan2(dir[1], dir[0])/M_PI*180;
else if (dir[1] > 0)
ex->angles[1] = 90;
else if (dir[1] < 0)
ex->angles[1] = 270;
else
ex->angles[1] = 0;
ex->angles[0]*=-1;
S_StartSound (0, 0, S_PrecacheSound ("weapons/lashit.wav"), pos, NULL, 1, 1, 0, 0, 0);
// light
if (r_explosionlight.value)
{
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 * r_explosionlight.value;
dl->die = cl.time + 0.4;
dl->decay = 400;
dl->color[0] = 0.19;
dl->color[1] = 0.41;
dl->color[2] = 0.75;
dl->channelfade[0] = 0.085;
dl->channelfade[1] = 0.180;
dl->channelfade[2] = 0.300;
}
break;
case Q2TE_LIGHTNING:
CL_ParseBeam(BT_Q1LIGHTNING1);
Q2S_StartSound (pos, 0, 0, S_PrecacheSound("weapons/tesla.wav"), 1, ATTN_NORM, 0);
break;
case Q2TE_DEBUGTRAIL:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
if (P_ParticleTrail(pos, pos2, P_FindParticleType("te_debugtrail"), 0, NULL, NULL))
P_ParticleTrailIndex(pos, pos2, 116, 8, NULL);
break;
case Q2TE_PLAIN_EXPLOSION:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
// ex->type = ex_poly;
ex->flags = Q2RF_FULLBRIGHT|RF_NOSHADOW;
ex->angles[1] = rand() % 360;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explo4].modelname, MLV_WARN);
if (rand() < RAND_MAX/2)
ex->firstframe = 15;
ex->numframes = 15;
Q2S_StartSound (pos, 0, 0, S_PrecacheSound("weapons/rocklx1a.wav"), 1, ATTN_NORM, 0);
// light
if (r_explosionlight.value)
{
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 1.0;
dl->color[1] = 0.5;
dl->color[2] = 0.4;
dl->channelfade[0] = 0.36;
dl->channelfade[1] = 0.19;
dl->channelfade[2] = 0.19;
}
break;
/*
case Q2TE_FLASHLIGHT:
MSG_ReadPos(&net_message, pos);
ent = MSG_ReadShort(&net_message);
CL_Flashlight(ent, pos);
break;
case Q2TE_FORCEWALL:
MSG_ReadPos(&net_message, pos);
MSG_ReadPos(&net_message, pos2);
color = MSG_ReadByte (&net_message);
CL_ForceWall(pos, pos2, color);
break;
*/
case Q2TE_HEATBEAM:
MSG_ReadPos(pos);
MSG_ReadPos(pos2);
// ent = CL_ParsePlayerBeam (cl_mod_heatbeam);
break;
/*
case Q2TE_MONSTER_HEATBEAM:
ent = CL_ParsePlayerBeam (cl_mod_monster_heatbeam);
break;
case Q2TE_HEATBEAM_SPARKS:
// cnt = MSG_ReadByte (&net_message);
cnt = 50;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// r = MSG_ReadByte (&net_message);
// magnitude = MSG_ReadShort (&net_message);
r = 8;
magnitude = 60;
color = r & 0xff;
CL_ParticleSteamEffect (pos, dir, color, cnt, magnitude);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case Q2TE_HEATBEAM_STEAM:
// cnt = MSG_ReadByte (&net_message);
cnt = 20;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// r = MSG_ReadByte (&net_message);
// magnitude = MSG_ReadShort (&net_message);
// color = r & 0xff;
color = 0xe0;
magnitude = 60;
CL_ParticleSteamEffect (pos, dir, color, cnt, magnitude);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case Q2TE_STEAM:
CL_ParseSteam();
break;
case Q2TE_BUBBLETRAIL2:
// cnt = MSG_ReadByte (&net_message);
cnt = 8;
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_BubbleTrail2 (pos, pos2, cnt);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
*/
case Q2TE_MOREBLOOD:
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (P_RunParticleEffectTypeString(pos, dir, 1, "te_moreblood"))
if (P_RunParticleEffectType(pos, dir, 4, ptqw_blood))
P_RunParticleEffect(pos, dir, 0xe8, 250);
break;
/*
case Q2TE_CHAINFIST_SMOKE:
dir[0]=0; dir[1]=0; dir[2]=1;
MSG_ReadPos(&net_message, pos);
CL_ParticleSmokeEffect (pos, dir, 0, 20, 20);
break;
case Q2TE_ELECTRIC_SPARKS:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// CL_ParticleEffect (pos, dir, 109, 40);
CL_ParticleEffect (pos, dir, 0x75, 40);
//FIXME : replace or remove this sound
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
*/
case Q2TE_TRACKER_EXPLOSION:
MSG_ReadPos (pos);
// effect
if (P_RunParticleEffectTypeString(pos, NULL, 1, "te_tracker_explosion"))
P_RunParticleEffect(pos, NULL, 0, 128); // TODO: needs to be nonrandom instead of 0+r%8
// light
// light
if (r_explosionlight.value)
{
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 * r_explosionlight.value;
dl->die = cl.time + 0.1;
dl->minlight = 250;
dl->color[0] = -1.0;
dl->color[1] = -1.0;
dl->color[2] = -1.0;
}
// sound
Q2S_StartSound (pos, 0, 0, S_PrecacheSound("weapons/disrupthit.wav"), 1, ATTN_NORM, 0);
break;
case Q2TE_TELEPORT_EFFECT:
case Q2TE_DBALL_GOAL:
MSG_ReadPos (pos);
if (P_RunParticleEffectType(pos, NULL, 1, pt_teleportsplash))
P_RunParticleEffect(pos, NULL, 8, 768);
// This effect won't match ---
// Color should be 7+(rand()%8)
// not 8&~7+(rand()%8)
break;
case Q2TE_WIDOWBEAMOUT:
// this one is really annoying, it's supposed to be a random choice
// between 2*8, 13*8, 21*8, 18*8, and it respreads every frame
// into a circle but it could be faked well enough, well except for
// the fact that these effects have ids associated with them
// sort of how beams have ents associated
MSG_ReadShort(); // id
if (P_RunParticleEffectTypeString(pos, NULL, 1, "te_widowbeamout"))
P_RunParticleEffect(pos, NULL, 13*8, 300);
break;
case Q2TE_NUKEBLAST:
// same problem as te_widowbeamout, but colors are a bit easier to manage
// and there's no id to read in
MSG_ReadPos (pos);
if (P_RunParticleEffectTypeString(pos, NULL, 1, "te_nukeblast"))
P_RunParticleEffect(pos, NULL, 110, 700);
break;
case Q2TE_WIDOWSPLASH:
// there's the color issue like with te_widowbeamout, but the particles
// are spawned in an immediate circle and not substained, so it's much
// easier to manage
MSG_ReadPos (pos);
if (P_RunParticleEffectTypeString(pos, NULL, 1, "te_widowsplash"))
P_RunParticleEffect(pos, NULL, 13*8, 256);
break;
//PGM
//==============
case CRTE_LEADERBLASTER:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_BLASTER_MUZZLEFLASH:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
ex->flags = Q2RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.q2frame.servertime - 100;
CL_NewDlight(0, pos, 350, 0.5, 0.2*5, 0.1*5, 0*5);
P_RunParticleEffectTypeString(pos, NULL, 1, "te_muzzleflash");
break;
case CRTE_BLUE_MUZZLEFLASH:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
ex->flags = Q2RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.q2frame.servertime - 100;
CL_NewDlight(0, pos, 350, 0.5, 0.2*5, 0.1*5, 0*5);
P_RunParticleEffectTypeString(pos, NULL, 1, "te_blue_muzzleflash");
break;
case CRTE_SMART_MUZZLEFLASH:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
ex->flags = Q2RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.q2frame.servertime - 100;
CL_NewDlight(0, pos, 350, 0.5, 0.2*5, 0*5, 0.2*5);
P_RunParticleEffectTypeString(pos, NULL, 1, "te_smart_muzzleflash");
break;
case CRTE_LEADERFIELD:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_DEATHFIELD:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
VectorCopy (pos, ex->origin);
ex->flags = Q2RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.q2frame.servertime - 100;
CL_NewDlight(0, pos, 350, 0.5, 0.2*5, 0*5, 0.2*5);
P_RunParticleEffectTypeString(pos, NULL, 1, "te_deathfield");
break;
case CRTE_BLASTERBEAM:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
P_ParticleTrail(pos, pos2, P_FindParticleType("q2part.TR_BLASTERTRAIL2"), 0, NULL, NULL);
break;
case CRTE_STAIN:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_FIRE:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_CABLEGUT:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_SMOKE:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
default:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
}
}
#endif
/*
=================
CL_NewTempEntity
=================
*/
entity_t *CL_NewTempEntity (void)
{
entity_t *ent;
if (cl_numvisedicts == cl_maxvisedicts)
return NULL;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = 0;
memset (ent, 0, sizeof(*ent));
ent->playerindex = -1;
ent->topcolour = TOP_DEFAULT;
ent->bottomcolour = BOTTOM_DEFAULT;
#ifdef PEXT_SCALE
ent->scale = 1;
#endif
ent->shaderRGBAf[0] = 1;
ent->shaderRGBAf[1] = 1;
ent->shaderRGBAf[2] = 1;
ent->shaderRGBAf[3] = 1;
return ent;
}
void CSQC_GetEntityOrigin(unsigned int csqcent, float *out);
/*
=================
CL_UpdateBeams
=================
*/
void CL_UpdateBeams (void)
{
int bnum;
int i, j;
beam_t *b;
vec3_t dist, org;
float *vieworg;
float d;
entity_t *ent;
entity_state_t *st;
float yaw, pitch;
float forward, offset;
int lastrunningbeam = -1;
tentmodels_t *type;
extern cvar_t cl_truelightning, v_viewheight;
// update lightning
for (bnum=0, b=cl_beams; bnum < beams_running; bnum++, b++)
{
type = b->info;
if (!type)
continue;
if (b->endtime < cl.time)
{
if (!cl.paused)
{ /*don't let lightning decay while paused*/
P_DelinkTrailstate(&b->trailstate);
P_DelinkTrailstate(&b->emitstate);
b->info = NULL;
continue;
}
}
lastrunningbeam = bnum;
// if coming from the player, update the start position
if ((b->bflags & 1) && b->entity > 0 && b->entity <= cl.allocated_client_slots)
{
for (j = 0; j < cl.splitclients; j++)
{
playerview_t *pv = &cl.playerview[j];
if (b->entity == ((pv->cam_state == CAM_EYECAM)?pv->cam_spec_track+1:(pv->playernum+1)))
{
// player_state_t *pl;
// VectorSubtract(cl.simorg, b->start, org);
// VectorAdd(b->end, org, b->end); //move the end point by simorg-start
// pl = &cl.inframes[cl.parsecount&UPDATE_MASK].playerstate[b->entity-1];
// if (pl->messagenum == cl.parsecount || cls.protocol == CP_NETQUAKE)
{
vec3_t fwd, org, ang, viewang;
float delta, f, len;
// if (cl.spectator && pv->cam_auto)
// { //if we're tracking someone, use their origin explicitly.
// vieworg = pl->origin;
// }
// else
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
vieworg = pv->predicted_origin;
else
#endif
vieworg = pv->simorg;
if (cl_truelightning.ival > 1 && cl.movesequence > cl_truelightning.ival)
{
outframe_t *frame = &cl.outframes[(cl.movesequence-cl_truelightning.ival)&UPDATE_MASK];
viewang[0] = SHORT2ANGLE(frame->cmd[j].angles[0]);
viewang[1] = SHORT2ANGLE(frame->cmd[j].angles[1]);
viewang[2] = SHORT2ANGLE(frame->cmd[j].angles[2]);
}
else
VectorCopy(pv->simangles, viewang);
VectorCopy (vieworg, b->start);
b->start[2] += pv->crouch + bound(-7, v_viewheight.value, 4);
f = bound(0, cl_truelightning.value, 1);
if (!f)
break;
VectorSubtract (playerbeam_end[j], vieworg, org);
len = VectorLength(org);
org[2] -= 22; // adjust for view height
VectorAngles (org, NULL, ang);
// lerp pitch
ang[0] = -ang[0];
if (ang[0] < -180)
ang[0] += 360;
ang[0] += (viewang[0] - ang[0]) * f;
// lerp yaw
delta = anglemod(viewang[1] - ang[1]);
if (delta > 180)
delta -= 360;
if (delta < -180)
delta += 360;
ang[1] += delta * f;
ang[2] = 0;
AngleVectors (ang, fwd, ang, ang);
VectorCopy(fwd, ang);
VectorScale (fwd, len, fwd);
VectorCopy (vieworg, org);
org[2] += 16;
VectorAdd (org, fwd, b->end);
if (cl_beam_trace.ival)
{
vec3_t normal;
VectorMA(org, len+4, ang, fwd);
if (CL_TraceLine(org, fwd, ang, normal, NULL) < 1)
VectorCopy (ang, b->end);
}
break;
}
}
}
VectorCopy (b->start, org);
}
#ifdef CSQC_DAT
else if ((b->bflags & 1) && b->entity > MAX_EDICTS)
{
CSQC_GetEntityOrigin(b->entity-MAX_EDICTS, org);
VectorCopy (b->start, org);
}
#endif
else if (b->bflags & STREAM_ATTACHED)
{
player_state_t *pl;
st = CL_FindPacketEntity(b->entity);
if (st)
{
VectorCopy(st->origin, b->start);
}
else if (b->entity <= cl.allocated_client_slots && b->entity > 0)
{
pl = &cl.inframes[cl.parsecount&UPDATE_MASK].playerstate[b->entity-1];
VectorCopy(pl->origin, b->start);
}
VectorCopy (b->start, org);
}
else
VectorCopy (b->start, org);
VectorAdd(org, b->offset, org);
// calculate pitch and yaw
VectorSubtract (b->end, org, dist);
if (dist[1] == 0 && dist[0] == 0)
{
yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
if (ruleset_allow_particle_lightning.ival || !type->modelname)
if (type->ef_beam >= 0 && !P_ParticleTrail(org, b->end, type->ef_beam, b->entity, NULL, &b->trailstate))
continue;
if (!type->model)
{
type->model = type->modelname?Mod_ForName(type->modelname, MLV_WARN):NULL;
if (!type->model)
continue;
}
// add new entities for the lightning
d = VectorNormalize(dist);
if(b->bflags & 2)
{
offset = (int)(cl.time*40)%30;
for(i = 0; i < 3; i++)
{
org[i] += dist[i]*offset;
}
}
while (d > 0)
{
ent = CL_NewTempEntity ();
if (!ent)
return;
VectorCopy (org, ent->origin);
ent->model = type->model;
ent->drawflags |= MLS_ABSLIGHT;
ent->abslight = 64 + 128 * bound(0, cl_shaftlight.value, 1);
ent->shaderRGBAf[3] = b->alpha;
ent->flags = b->rflags;
ent->angles[0] = -pitch;
ent->angles[1] = yaw;
ent->angles[2] = rand()%360;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
ent->angles[0] = pitch;
ent->framestate.g[FS_REG].lerpweight[0] = 1;
ent->framestate.g[FS_REG].frame[0] = 0;
ent->framestate.g[FS_REG].frametime[0] = cl.time - (b->endtime - 0.2);
for (i=0 ; i<3 ; i++)
org[i] += dist[i]*30;
d -= 30;
}
}
beams_running = lastrunningbeam+1;
}
/*
=================
CL_UpdateExplosions
=================
*/
void CL_UpdateExplosions (void)
{
int i;
float f;
int of;
int numframes;
int firstframe;
explosion_t *ex;
entity_t *ent;
int lastrunningexplosion = -1;
vec3_t pos, norm;
static float oldtime;
float scale;
float frametime = cl.time - oldtime;
if (frametime < 0 || frametime > 100)
frametime = 0;
oldtime = cl.time;
for (i=0, ex=cl_explosions; i < explosions_running; i++, ex++)
{
if (!ex->model && !(ex->flags&Q2RF_BEAM))
continue;
lastrunningexplosion = i;
if (ex->model)
{
if (ex->model->loadstate == MLS_LOADING)
continue;
if (ex->model->loadstate != MLS_LOADED)
{
ex->model = NULL;
ex->flags = 0;
P_DelinkTrailstate(&(ex->trailstate));
continue;
}
}
f = ex->framerate*(cl.time - ex->start);
if (ex->firstframe >= 0)
{
firstframe = ex->firstframe;
numframes = ex->numframes;
if (!numframes)
numframes = ex->model->numframes - firstframe;
}
else
{
firstframe = 0;
numframes = ex->model->numframes;
}
of = (int)f-1;
if (ex->endalpha && (int)f == numframes)
{
scale = 1-(f-(int)f); //if we have endalpha not 0, then there is a final 'bonus' frame where the model scales down to 0. use numframes+framerate to control how fast it fades.
f = of; //clamp it to the old frame
}
else if ((int)f >= numframes || (int)f < 0)
{
ex->model = NULL;
ex->flags = 0;
P_DelinkTrailstate(&(ex->trailstate));
continue;
}
else
scale = 1;
if (of < 0)
of = 0;
ent = CL_NewTempEntity ();
if (!ent)
return;
if (ex->gravity)
{
VectorMA(ex->origin, frametime, ex->velocity, pos);
if (ex->velocity[0] || ex->velocity[1] || ex->velocity[2])
{
VectorClear(norm);
if (CL_TraceLine(ex->origin, pos, ent->origin, norm, NULL) < 1)
{
float sc = DotProduct(ex->velocity, norm) * -1.5;
VectorMA(ex->velocity, sc, norm, ex->velocity);
VectorScale(ex->velocity, 0.9, ex->velocity);
if (norm[2] > 0.7 && DotProduct(ex->velocity, ex->velocity) < 100)
{
VectorClear(ex->velocity);
VectorClear(ex->avel);
}
}
else
ex->velocity[2] -= ex->gravity * frametime;
VectorCopy(ent->origin, ex->origin);
}
else
VectorCopy(ex->origin, ent->origin);
}
else
{
VectorMA (ex->origin, f, ex->velocity, ent->origin);
}
VectorMA(ex->angles, frametime, ex->avel, ex->angles);
VectorCopy (ex->oldorigin, ent->oldorigin);
VectorCopy (ex->angles, ent->angles);
ent->skinnum = ex->skinnum;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->model = ex->model;
ent->framestate.g[FS_REG].frame[1] = (int)f+firstframe;
ent->framestate.g[FS_REG].frame[0] = of+firstframe;
ent->framestate.g[FS_REG].lerpweight[1] = (f - (int)f);
ent->framestate.g[FS_REG].lerpweight[0] = 1-ent->framestate.g[FS_REG].lerpweight[1];
ent->shaderRGBAf[3] = (1.0 - f/(numframes))*(ex->startalpha-ex->endalpha) + ex->endalpha;
ent->flags = ex->flags;
ent->scale = scale*ex->scale;
ent->drawflags = SCALE_ORIGIN_ORIGIN;
if (ex->traileffect != P_INVALID)
pe->ParticleTrail(ent->oldorigin, ent->origin, ex->traileffect, 0, ent->axis, &(ex->trailstate));
if (!(ex->flags & Q2RF_BEAM))
VectorCopy(ent->origin, ex->oldorigin); //don't corrupt q2 beams
if (ex->flags & Q2RF_BEAM)
{
ent->rtype = RT_BEAM;
ent->shaderRGBAf[0] = ((d_8to24rgbtable[ex->skinnum & 0xFF] >> 0) & 0xFF)/255.0;
ent->shaderRGBAf[1] = ((d_8to24rgbtable[ex->skinnum & 0xFF] >> 8) & 0xFF)/255.0;
ent->shaderRGBAf[2] = ((d_8to24rgbtable[ex->skinnum & 0xFF] >> 16) & 0xFF)/255.0;
}
else if (ex->skinnum < 0)
{
ent->skinnum = 7*f/(numframes);
}
}
explosions_running = lastrunningexplosion + 1;
}
entity_state_t *CL_FindPacketEntity(int num);
/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
CL_UpdateBeams ();
CL_UpdateExplosions ();
CL_RunPCustomTEnts ();
}