//--------------------------------------------------------- //--------------------------------------------------------- //- --- //- clientlflammes.cpp --- //- --- //--------------------------------------------------------- //--------------------------------------------------------- //- code serveur du lance flammes --- //--------------------------------------------------------- //--------------------------------------------------------- //--------------------------------------------------------- //inclusions #include "hud.h" #include "cl_util.h" #include "const.h" #include "parsemsg.h" #include "triangleapi.h" #include "cl_entity.h" extern vec3_t v_angles, v_origin; // angles de la vue du joueur #define FLAMME_LIBRE 0 #define FLAMME_ATTACHEE 1 #define DETRUIT_FLAMME 2 #define FLAMME_DECO 3 #define FLAMME_DEAD 4 #define FLAMME_FLAMME 0 #define FLAMME_FUMEE 1 #define FLAMME_DYING 2 #define FLAMMES_SPRITE "sprites/lflammes02.spr" #define FRAMERATE 11 #define MAXFRAMES 33 #define MAXFRAMES_LOOP 21 #define SPRITE_START_WIDTH 4 #define SPRITEFXAMOUNT 180 #define MAX_ROTSPEED 100 #define SPRITE_FADE_TIME 2 #define FLAMME_DECO_WIDTH (SPRITE_START_WIDTH * 28)/2 #define SMOKERATE 0.1 #define FLAMME_DECO_LIFETIME 0.8 #define FLAMME_DECO_FRAMERATE 15 #define FUMEE_SPRITE "sprites/tank_smokeball.spr" #define FUMEE_MAXFRAMES 7 #define DEAD_LIFETIME 5 #define DEAD_SMOKERATE 0.2 //------------------------------------ // // d // gmsgLFlammes DECLARE_MESSAGE(m_LFlammes, LFlammes ); //------------------------------------ // // gestion des messages serveur int CHudLFlammes::MsgFunc_LFlammes( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int mode = READ_BYTE(); if ( mode == FLAMME_LIBRE || mode == FLAMME_ATTACHEE ) { int idx = (int)READ_COORD(); float time = READ_COORD(); // nouvelle flamme flammes_t *p = NULL; p = new flammes_t; // param p->index = idx; p->flBirthTime = time; p->bXdir = gEngfuncs.pfnRandomLong(0,1) ? true : false; p->bYdir = gEngfuncs.pfnRandomLong(0,1) ? true : false; p->angle = gEngfuncs.pfnRandomFloat ( 0,360 ); p->rotspeed = gEngfuncs.pfnRandomFloat ( -MAX_ROTSPEED, MAX_ROTSPEED ); p->imode = mode; p->offset.x = READ_COORD(); p->offset.y = READ_COORD(); p->offset.z = READ_COORD(); p->flag = FLAMME_FLAMME; // pointeur p->pNext = m_pFlammes; m_pFlammes = p; } else if ( mode == DETRUIT_FLAMME ) { int idx = (int)READ_COORD(); // destruction d'une flamme flammes_t *p = NULL; flammes_t *q = NULL; p = m_pFlammes; while ( p != NULL ) { if ( p->index == idx && p->imode != FLAMME_DECO ) { if ( q == NULL ) { // premi m_pFlammes = p->pNext, delete p; break; } else { q->pNext = p->pNext; delete p; break; } } q = p; p = p->pNext; } } else if ( mode == FLAMME_DEAD ) { int idx = (int)READ_COORD(); flammes_t *p = NULL; p = m_pFlammes; while ( p != NULL ) { if (p->index == idx && p->imode == FLAMME_ATTACHEE ) { p->flag = FLAMME_DYING; p->flBirthTime = gEngfuncs.GetClientTime(); cl_entity_t *ent = gEngfuncs.GetEntityByIndex(gEngfuncs.GetEntityByIndex( p->index )->curstate.aiment); p->offset = ent->origin; } p = p->pNext; } } return 1; } //------------------------------------ // // destruction du registre des flammes void CHudLFlammes :: ClearFlammes ( void ) { while ( m_pFlammes != NULL ) { flammes_t *p = NULL; p = m_pFlammes; m_pFlammes = m_pFlammes->pNext; delete p; } } //------------------------------------ // // rafraichissement de l'affichage int CHudLFlammes :: Draw ( float flTime ) { m_iFlags &= ~HUD_ACTIVE; return 1; } void CHudLFlammes :: DrawFlammes ( void ) { flammes_t *p = NULL; p = m_pFlammes; vec3_t v_forward, v_right, v_up; // initialisation triapi int modelindex; struct model_s *mod = gEngfuncs.CL_LoadModel( FUMEE_SPRITE , &modelindex ); gEngfuncs.pTriAPI->RenderMode( kRenderTransAlpha ); //mode de transparence gEngfuncs.pTriAPI->CullFace( TRI_NONE ); //(des)activer le face culling // premier cycle pour la fumee while ( p != NULL ) { if ( p->flag != FLAMME_FUMEE ) { p = p->pNext; continue; } float lifetime = gEngfuncs.GetClientTime()-p->flBirthTime; vec3_t vertex, vecPos; // position de la flamme vecPos = p->offset; // taille du sprite float fldist; fldist = FLAMME_DECO_WIDTH; fldist *= 0.5; // vecteurs de base AngleVectors ( v_angles + Vector(0.0f, 0.0f, p->angle ), v_forward, v_right, v_up ); vec3_t right = v_right * fldist * (p->bXdir==true?1:-1); vec3_t up = v_up * fldist * (p->bYdir==true?1:-1); p->angle += p->rotspeed * gHUD.m_flTimeDelta; // frame int frame; frame = (int)(lifetime*FLAMME_DECO_FRAMERATE) % FUMEE_MAXFRAMES; // transparence float flTrans; flTrans = 100 * (1- lifetime / FLAMME_DECO_LIFETIME) + 80; flTrans = flTrans / (float)255; // trac gEngfuncs.pTriAPI->Brightness( flTrans ); gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, flTrans ); gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)mod, frame ); gEngfuncs.pTriAPI->Begin( TRI_QUADS ); //d gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); //premier vertex vertex = vecPos - right + up; gEngfuncs.pTriAPI->Vertex3f( vertex.x, vertex.y, vertex.z ); gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); //deuxieme vertex vertex = vecPos + right + up; gEngfuncs.pTriAPI->Vertex3f( vertex.x, vertex.y, vertex.z ); gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); //troisieme vertex vertex = vecPos + right - up; gEngfuncs.pTriAPI->Vertex3f( vertex.x, vertex.y, vertex.z ); gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); //quatrieme vertex vertex = vecPos - right - up; gEngfuncs.pTriAPI->Vertex3f( vertex.x, vertex.y, vertex.z ); gEngfuncs.pTriAPI->End(); //fin du trac p = p->pNext; } // second cycle pour les flammes mod = gEngfuncs.CL_LoadModel( FLAMMES_SPRITE , &modelindex ); gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); //mode de transparence p = m_pFlammes; while ( p != NULL ) { float lifetime = gEngfuncs.GetClientTime()-p->flBirthTime; vec3_t vertex, vecPos; // destruction des flammes trop anciennes if ( (p->imode == FLAMME_DECO && lifetime > FLAMME_DECO_LIFETIME) /*|| (p->imode == FLAMME_ATTACHEE && p->flag == FLAMME_DYING && lifetime > DEAD_LIFETIME)*/ ) { flammes_t *r = NULL; flammes_t *q = NULL; r = m_pFlammes; while ( r != NULL ) { if ( r == p ) { if ( q == NULL ) { // premi m_pFlammes = p->pNext, delete p; break; } else { q->pNext = p->pNext; delete p; break; } } q = r; r = r->pNext; } } // application des vecteurs vitesse if ( p->imode == FLAMME_DECO ) { p->offset = p->offset + p->velocity * gHUD.m_flTimeDelta; } // position de la flamme AngleVectors ( v_angles + Vector(0.0f, 0.0f, p->angle ), Vector(0,0,0), v_right, v_up ); if ( p->imode == FLAMME_LIBRE ) vecPos = gEngfuncs.GetEntityByIndex( p->index )->origin; else if ( p->imode == FLAMME_ATTACHEE && p->flag == FLAMME_DYING ) { vecPos = p->offset; } else if ( p->imode == FLAMME_ATTACHEE ) { // movetype follow cl_entity_t *ent = gEngfuncs.GetEntityByIndex(gEngfuncs.GetEntityByIndex( p->index )->curstate.aiment); vecPos = ent->origin + p->offset; } else if ( p->imode == FLAMME_DECO ) vecPos = p->offset; // apparition des flammes deco if ( p->imode == FLAMME_ATTACHEE/* && p->flag != FLAMME_ATTACHDEAD*/ ) { int t1 = lifetime / SMOKERATE; int t2 = (lifetime-gHUD.m_flTimeDelta) / SMOKERATE; if ( t2 < t1 ) { for ( int i=0; i<2; i++ ) { // g flammes_t *Q = NULL; Q = new flammes_t; // param Q->index = p->index; Q->flBirthTime = gEngfuncs.GetClientTime (); Q->bXdir = gEngfuncs.pfnRandomLong(0,1) ? true : false; Q->bYdir = gEngfuncs.pfnRandomLong(0,1) ? true : false; Q->angle = gEngfuncs.pfnRandomFloat ( 0,360 ); Q->rotspeed = gEngfuncs.pfnRandomFloat ( -MAX_ROTSPEED, MAX_ROTSPEED ); Q->imode = FLAMME_DECO; if ( p->flag == FLAMME_DYING ) { if ( gEngfuncs.pfnRandomLong( 1, 5 ) == 1 ) Q->flag = FLAMME_FLAMME; else Q->flag = FLAMME_FUMEE; } else { if ( i == 0 ) Q->flag = FLAMME_FLAMME; else Q->flag = FLAMME_FUMEE; } // physique Q->offset = vecPos; Q->velocity = Vector ( gEngfuncs.pfnRandomFloat(-15,15), gEngfuncs.pfnRandomFloat(-15,15), 90.0f ); // pointeur /* if ( Q->offset == p->offset || Q->offset == vec3_t(0,0,0) || pent == NULL ) { delete Q; } else*/ { Q->pNext = m_pFlammes; m_pFlammes = Q; } } } } // stop pour la fumee if ( p->flag == FLAMME_FUMEE ) { p = p->pNext; continue; } // taille du sprite float fldist; if ( p->imode == FLAMME_LIBRE ) { // y = 0.0837 e (7.712 x ) fldist = lifetime < 0.725 ? SPRITE_START_WIDTH * ( 1 + 0.0837 * exp( 7.712 * lifetime )) * 32/24 : SPRITE_START_WIDTH * 28; } else if ( p->imode == FLAMME_ATTACHEE ) { fldist = SPRITE_START_WIDTH * 14; } else if ( p->imode == FLAMME_DECO ) { fldist = FLAMME_DECO_WIDTH; } fldist *= 0.5; // vecteurs de base vec3_t right = v_right * fldist * (p->bXdir==true?1:-1); vec3_t up = v_up * fldist * (p->bYdir==true?1:-1); p->angle += p->rotspeed * gHUD.m_flTimeDelta; // frame int frame; if ( p->imode == FLAMME_LIBRE ) { frame = (int)(lifetime*FRAMERATE); frame = frame >= MAXFRAMES ? MAXFRAMES-1 : frame; } else if ( p->imode == FLAMME_ATTACHEE ) frame = (int)(lifetime*FRAMERATE) % MAXFRAMES_LOOP; else if ( p->imode == FLAMME_DECO ) frame = (int)(lifetime*FLAMME_DECO_FRAMERATE) + (MAXFRAMES/FLAMME_DECO_FRAMERATE - FLAMME_DECO_LIFETIME)*FLAMME_DECO_FRAMERATE - 1; // transparence float flTrans; float flratio; if ( p->imode == FLAMME_ATTACHEE ) { flTrans = 180; } else if ( p->imode == FLAMME_LIBRE ) { if ( lifetime <= SPRITE_FADE_TIME ) flTrans = 180; else { flratio = (float)(1-(lifetime-(float)SPRITE_FADE_TIME)/(MAXFRAMES/FRAMERATE-SPRITE_FADE_TIME)); flTrans = 180.0; flTrans *= flratio; } } else if ( p->imode == FLAMME_DECO ) { flTrans = 100 * (1- lifetime / FLAMME_DECO_LIFETIME) + 80; } flTrans = flTrans / (float)255; // trac gEngfuncs.pTriAPI->Brightness( flTrans ); gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, flTrans ); gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)mod, frame ); gEngfuncs.pTriAPI->Begin( TRI_QUADS ); //d gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); //premier vertex vertex = vecPos - right + up; gEngfuncs.pTriAPI->Vertex3f( vertex.x, vertex.y, vertex.z ); gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); //deuxieme vertex vertex = vecPos + right + up; gEngfuncs.pTriAPI->Vertex3f( vertex.x, vertex.y, vertex.z ); gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); //troisieme vertex vertex = vecPos + right - up; gEngfuncs.pTriAPI->Vertex3f( vertex.x, vertex.y, vertex.z ); gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); //quatrieme vertex vertex = vecPos - right - up; gEngfuncs.pTriAPI->Vertex3f( vertex.x, vertex.y, vertex.z ); gEngfuncs.pTriAPI->End(); //fin du trac p = p->pNext; } } //------------------------------------ // // initialisation au chargement de la dll int CHudLFlammes :: Init( void ) { ClearFlammes (); HOOK_MESSAGE( LFlammes ); m_iFlags |= HUD_ACTIVE; gHUD.AddHudElem(this); return 1; } //------------------------------------ // // initialisation apr int CHudLFlammes :: VidInit( void ) { ClearFlammes (); HOOK_MESSAGE( LFlammes ); m_iFlags |= HUD_ACTIVE; gHUD.AddHudElem(this); return 1; }