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cl_effect_H2.c
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2447 lines (2182 loc) · 71.1 KB
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#include "quakedef.h"
#ifdef HEXEN2_SUPPORT
#define CE_NONE 0
#define CE_RAIN 1
#define CE_FOUNTAIN 2
#define CE_QUAKE 3
#define CE_WHITE_SMOKE 4 // whtsmk1.spr
#define CE_BLUESPARK 5 // bspark.spr
#define CE_YELLOWSPARK 6 // spark.spr
#define CE_SM_CIRCLE_EXP 7 // fcircle.spr
#define CE_BG_CIRCLE_EXP 8 // fcircle.spr
#define CE_SM_WHITE_FLASH 9 // sm_white.spr
#define CE_WHITE_FLASH 10 // gryspt.spr
#define CE_YELLOWRED_FLASH 11 // yr_flash.spr
#define CE_BLUE_FLASH 12 // bluflash.spr
#define CE_SM_BLUE_FLASH 13 // bluflash.spr
#define CE_RED_FLASH 14 // redspt.spr
#define CE_SM_EXPLOSION 15 // sm_expld.spr
#define CE_LG_EXPLOSION 16 // bg_expld.spr
#define CE_FLOOR_EXPLOSION 17 // fl_expld.spr
#define CE_RIDER_DEATH 18
#define CE_BLUE_EXPLOSION 19 // xpspblue.spr
#define CE_GREEN_SMOKE 20 // grnsmk1.spr
#define CE_GREY_SMOKE 21 // grysmk1.spr
#define CE_RED_SMOKE 22 // redsmk1.spr
#define CE_SLOW_WHITE_SMOKE 23 // whtsmk1.spr
#define CE_REDSPARK 24 // rspark.spr
#define CE_GREENSPARK 25 // gspark.spr
#define CE_TELESMK1 26 // telesmk1.spr
#define CE_TELESMK2 27 // telesmk2.spr
#define CE_ICEHIT 28 // icehit.spr
#define CE_MEDUSA_HIT 29 // medhit.spr
#define CE_MEZZO_REFLECT 30 // mezzoref.spr
#define CE_FLOOR_EXPLOSION2 31 // flrexpl2.spr
#define CE_XBOW_EXPLOSION 32 // xbowexpl.spr
#define CE_NEW_EXPLOSION 33 // gen_expl.spr
#define CE_MAGIC_MISSILE_EXPLOSION 34 // mm_expld.spr
#define CE_GHOST 35 // ghost.spr
#define CE_BONE_EXPLOSION 36
#define CE_REDCLOUD 37
#define CE_TELEPORTERPUFFS 38
#define CE_TELEPORTERBODY 39
#define CE_BONESHARD 40
#define CE_BONESHRAPNEL 41
#define CE_FLAMESTREAM 42 //Flamethrower
#define CE_SNOW 43
#define CE_GRAVITYWELL 44
#define CE_BLDRN_EXPL 45
#define CE_ACID_MUZZFL 46
#define CE_ACID_HIT 47
#define CE_FIREWALL_SMALL 48
#define CE_FIREWALL_MEDIUM 49
#define CE_FIREWALL_LARGE 50
#define CE_LBALL_EXPL 51
#define CE_ACID_SPLAT 52
#define CE_ACID_EXPL 53
#define CE_FBOOM 54
#define CE_CHUNK 55
#define CE_BOMB 56
#define CE_BRN_BOUNCE 57
#define CE_LSHOCK 58
#define CE_FLAMEWALL 59
#define CE_FLAMEWALL2 60
#define CE_FLOOR_EXPLOSION3 61
#define CE_ONFIRE 62
extern cvar_t sv_ce_scale;
#ifndef RQM_SV_ONLY
#define MAX_EFFECT_ENTITIES 256
static entity_t EffectEntities[MAX_EFFECT_ENTITIES];
static qboolean EntityUsed[MAX_EFFECT_ENTITIES];
static int EffectEntityCount;
static int NewEffectEntity(void);
static void FreeEffectEntity(int index);
void CL_ClearEffects(void)
{
memset(cl.effects, 0, sizeof(cl.effects));
memset(EntityUsed, 0, sizeof(EntityUsed));
EffectEntityCount = 0;
}
#endif //#ifndef RQM_SV_ONLY
// All changes need to be in SV_SendEffect(), SV_ParseEffect(),
// SV_SaveEffects(), SV_LoadEffects(), CL_ParseEffect()
void SV_SendEffect(sizebuf_t *sb, int index)
{
qboolean DoTest;
struct effect_t *effect;
vec3_t TestO1/*, Diff*/;
float /*Size,*/ TestDistance;
int i,count;
DoTest = ((sb == &sv.reliable_datagram) && (sv_ce_scale.value > 0));
VectorCopy(vec3_origin, TestO1);
TestDistance = 0;
effect = &sv.effects[index];
switch (effect->type)
{
case CE_RAIN:
case CE_SNOW:
case CE_FOUNTAIN:
DoTest = false;
break;
case CE_QUAKE:
VectorCopy(effect->Quake.origin, TestO1);
TestDistance = 700;
break;
case CE_WHITE_SMOKE:
case CE_GREEN_SMOKE:
case CE_GREY_SMOKE:
case CE_RED_SMOKE:
case CE_SLOW_WHITE_SMOKE:
case CE_TELESMK1:
case CE_TELESMK2:
case CE_GHOST:
case CE_REDCLOUD:
case CE_FLAMESTREAM:
case CE_ACID_MUZZFL:
case CE_FLAMEWALL:
case CE_FLAMEWALL2:
case CE_ONFIRE:
case CE_SM_WHITE_FLASH:
case CE_YELLOWRED_FLASH:
case CE_BLUESPARK:
case CE_YELLOWSPARK:
case CE_SM_CIRCLE_EXP:
case CE_BG_CIRCLE_EXP:
case CE_SM_EXPLOSION:
case CE_LG_EXPLOSION:
case CE_FLOOR_EXPLOSION:
case CE_BLUE_EXPLOSION:
case CE_REDSPARK:
case CE_GREENSPARK:
case CE_ICEHIT:
case CE_MEDUSA_HIT:
case CE_MEZZO_REFLECT:
case CE_FLOOR_EXPLOSION2:
case CE_XBOW_EXPLOSION:
case CE_NEW_EXPLOSION:
case CE_MAGIC_MISSILE_EXPLOSION:
case CE_BONE_EXPLOSION:
case CE_BLDRN_EXPL:
case CE_ACID_HIT:
case CE_LBALL_EXPL:
case CE_FIREWALL_SMALL:
case CE_FIREWALL_MEDIUM:
case CE_FIREWALL_LARGE:
case CE_ACID_SPLAT:
case CE_ACID_EXPL:
case CE_FBOOM:
case CE_BRN_BOUNCE:
case CE_LSHOCK:
case CE_BOMB:
case CE_FLOOR_EXPLOSION3:
case CE_WHITE_FLASH:
case CE_BLUE_FLASH:
case CE_SM_BLUE_FLASH:
case CE_RED_FLASH:
VectorCopy(effect->Smoke.origin, TestO1);
TestDistance = 250;
break;
case CE_RIDER_DEATH:
case CE_GRAVITYWELL:
DoTest = false;
break;
case CE_TELEPORTERPUFFS:
case CE_TELEPORTERBODY:
VectorCopy(effect->Teleporter.origin, TestO1);
TestDistance = 350;
break;
case CE_BONESHARD:
case CE_BONESHRAPNEL:
VectorCopy(effect->Missile.origin, TestO1);
TestDistance = 600;
break;
case CE_CHUNK:
VectorCopy(effect->Chunk.origin, TestO1);
TestDistance = 600;
break;
default:
// Sys_Error ("SV_SendEffect: bad type");
PR_RunError ("SV_SendEffect: bad type");
break;
}
if (!DoTest)
count = 1;
else
{
count = svs.maxclients;
TestDistance = (float)TestDistance * sv_ce_scale.value;
TestDistance *= TestDistance;
}
for (i = 0; i < count; i++)
{
/*************JDH************
if (DoTest)
{
if (svs.clients[i].active)
{
sb = &svs.clients[i].datagram;
VectorSubtract(svs.clients[i].edict->v.origin,TestO1,Diff);
Size = (Diff[0]*Diff[0]) + (Diff[1]*Diff[1]) + (Diff[2]*Diff[2]);
if (Size > TestDistance)
continue;
if (sv_ce_max_size.value > 0 && sb->cursize > sv_ce_max_size.value)
continue;
}
else continue;
}*/
MSG_WriteByte (sb, svc_start_effect);
MSG_WriteByte (sb, index);
MSG_WriteByte (sb, effect->type);
switch (effect->type)
{
case CE_RAIN:
MSG_WriteCoord(sb, effect->Rain.min_org[0]);
MSG_WriteCoord(sb, effect->Rain.min_org[1]);
MSG_WriteCoord(sb, effect->Rain.min_org[2]);
MSG_WriteCoord(sb, effect->Rain.max_org[0]);
MSG_WriteCoord(sb, effect->Rain.max_org[1]);
MSG_WriteCoord(sb, effect->Rain.max_org[2]);
MSG_WriteCoord(sb, effect->Rain.e_size[0]);
MSG_WriteCoord(sb, effect->Rain.e_size[1]);
MSG_WriteCoord(sb, effect->Rain.e_size[2]);
MSG_WriteCoord(sb, effect->Rain.dir[0]);
MSG_WriteCoord(sb, effect->Rain.dir[1]);
MSG_WriteCoord(sb, effect->Rain.dir[2]);
MSG_WriteShort(sb, effect->Rain.color);
MSG_WriteShort(sb, effect->Rain.count);
MSG_WriteFloat(sb, effect->Rain.wait);
break;
case CE_SNOW:
MSG_WriteCoord(sb, effect->Rain.min_org[0]);
MSG_WriteCoord(sb, effect->Rain.min_org[1]);
MSG_WriteCoord(sb, effect->Rain.min_org[2]);
MSG_WriteCoord(sb, effect->Rain.max_org[0]);
MSG_WriteCoord(sb, effect->Rain.max_org[1]);
MSG_WriteCoord(sb, effect->Rain.max_org[2]);
MSG_WriteByte(sb, effect->Rain.flags);
MSG_WriteCoord(sb, effect->Rain.dir[0]);
MSG_WriteCoord(sb, effect->Rain.dir[1]);
MSG_WriteCoord(sb, effect->Rain.dir[2]);
MSG_WriteByte(sb, effect->Rain.count);
//MSG_WriteShort(sb, effect->Rain.veer);
break;
case CE_FOUNTAIN:
MSG_WriteCoord(sb, effect->Fountain.pos[0]);
MSG_WriteCoord(sb, effect->Fountain.pos[1]);
MSG_WriteCoord(sb, effect->Fountain.pos[2]);
MSG_WriteAngle(sb, effect->Fountain.angle[0]);
MSG_WriteAngle(sb, effect->Fountain.angle[1]);
MSG_WriteAngle(sb, effect->Fountain.angle[2]);
MSG_WriteCoord(sb, effect->Fountain.movedir[0]);
MSG_WriteCoord(sb, effect->Fountain.movedir[1]);
MSG_WriteCoord(sb, effect->Fountain.movedir[2]);
MSG_WriteShort(sb, effect->Fountain.color);
MSG_WriteByte(sb, effect->Fountain.cnt);
break;
case CE_QUAKE:
MSG_WriteCoord(sb, effect->Quake.origin[0]);
MSG_WriteCoord(sb, effect->Quake.origin[1]);
MSG_WriteCoord(sb, effect->Quake.origin[2]);
MSG_WriteFloat(sb, effect->Quake.radius);
break;
case CE_WHITE_SMOKE:
case CE_GREEN_SMOKE:
case CE_GREY_SMOKE:
case CE_RED_SMOKE:
case CE_SLOW_WHITE_SMOKE:
case CE_TELESMK1:
case CE_TELESMK2:
case CE_GHOST:
case CE_REDCLOUD:
case CE_FLAMESTREAM:
case CE_ACID_MUZZFL:
case CE_FLAMEWALL:
case CE_FLAMEWALL2:
case CE_ONFIRE:
MSG_WriteCoord(sb, effect->Smoke.origin[0]);
MSG_WriteCoord(sb, effect->Smoke.origin[1]);
MSG_WriteCoord(sb, effect->Smoke.origin[2]);
MSG_WriteFloat(sb, effect->Smoke.velocity[0]);
MSG_WriteFloat(sb, effect->Smoke.velocity[1]);
MSG_WriteFloat(sb, effect->Smoke.velocity[2]);
MSG_WriteFloat(sb, effect->Smoke.framelength);
MSG_WriteFloat(sb, effect->Smoke.frame);
break;
case CE_SM_WHITE_FLASH:
case CE_YELLOWRED_FLASH:
case CE_BLUESPARK:
case CE_YELLOWSPARK:
case CE_SM_CIRCLE_EXP:
case CE_BG_CIRCLE_EXP:
case CE_SM_EXPLOSION:
case CE_LG_EXPLOSION:
case CE_FLOOR_EXPLOSION:
case CE_FLOOR_EXPLOSION3:
case CE_BLUE_EXPLOSION:
case CE_REDSPARK:
case CE_GREENSPARK:
case CE_ICEHIT:
case CE_MEDUSA_HIT:
case CE_MEZZO_REFLECT:
case CE_FLOOR_EXPLOSION2:
case CE_XBOW_EXPLOSION:
case CE_NEW_EXPLOSION:
case CE_MAGIC_MISSILE_EXPLOSION:
case CE_BONE_EXPLOSION:
case CE_BLDRN_EXPL:
case CE_ACID_HIT:
case CE_ACID_SPLAT:
case CE_ACID_EXPL:
case CE_LBALL_EXPL:
case CE_FIREWALL_SMALL:
case CE_FIREWALL_MEDIUM:
case CE_FIREWALL_LARGE:
case CE_FBOOM:
case CE_BOMB:
case CE_BRN_BOUNCE:
case CE_LSHOCK:
case CE_WHITE_FLASH:
case CE_BLUE_FLASH:
case CE_SM_BLUE_FLASH:
case CE_RED_FLASH:
MSG_WriteCoord(sb, effect->Smoke.origin[0]);
MSG_WriteCoord(sb, effect->Smoke.origin[1]);
MSG_WriteCoord(sb, effect->Smoke.origin[2]);
break;
case CE_RIDER_DEATH:
MSG_WriteCoord(sb, effect->RD.origin[0]);
MSG_WriteCoord(sb, effect->RD.origin[1]);
MSG_WriteCoord(sb, effect->RD.origin[2]);
break;
case CE_TELEPORTERPUFFS:
MSG_WriteCoord(sb, effect->Teleporter.origin[0]);
MSG_WriteCoord(sb, effect->Teleporter.origin[1]);
MSG_WriteCoord(sb, effect->Teleporter.origin[2]);
break;
case CE_TELEPORTERBODY:
MSG_WriteCoord(sb, effect->Teleporter.origin[0]);
MSG_WriteCoord(sb, effect->Teleporter.origin[1]);
MSG_WriteCoord(sb, effect->Teleporter.origin[2]);
MSG_WriteFloat(sb, effect->Teleporter.velocity[0][0]);
MSG_WriteFloat(sb, effect->Teleporter.velocity[0][1]);
MSG_WriteFloat(sb, effect->Teleporter.velocity[0][2]);
MSG_WriteFloat(sb, effect->Teleporter.skinnum);
break;
case CE_BONESHARD:
case CE_BONESHRAPNEL:
MSG_WriteCoord(sb, effect->Missile.origin[0]);
MSG_WriteCoord(sb, effect->Missile.origin[1]);
MSG_WriteCoord(sb, effect->Missile.origin[2]);
MSG_WriteFloat(sb, effect->Missile.velocity[0]);
MSG_WriteFloat(sb, effect->Missile.velocity[1]);
MSG_WriteFloat(sb, effect->Missile.velocity[2]);
MSG_WriteFloat(sb, effect->Missile.angle[0]);
MSG_WriteFloat(sb, effect->Missile.angle[1]);
MSG_WriteFloat(sb, effect->Missile.angle[2]);
MSG_WriteFloat(sb, effect->Missile.avelocity[0]);
MSG_WriteFloat(sb, effect->Missile.avelocity[1]);
MSG_WriteFloat(sb, effect->Missile.avelocity[2]);
break;
case CE_GRAVITYWELL:
MSG_WriteCoord(sb, effect->RD.origin[0]);
MSG_WriteCoord(sb, effect->RD.origin[1]);
MSG_WriteCoord(sb, effect->RD.origin[2]);
MSG_WriteShort(sb, effect->RD.color);
MSG_WriteFloat(sb, effect->RD.lifetime);
break;
case CE_CHUNK:
MSG_WriteCoord(sb, effect->Chunk.origin[0]);
MSG_WriteCoord(sb, effect->Chunk.origin[1]);
MSG_WriteCoord(sb, effect->Chunk.origin[2]);
MSG_WriteByte (sb, effect->Chunk.type);
MSG_WriteCoord(sb, effect->Chunk.srcVel[0]);
MSG_WriteCoord(sb, effect->Chunk.srcVel[1]);
MSG_WriteCoord(sb, effect->Chunk.srcVel[2]);
MSG_WriteByte (sb, effect->Chunk.numChunks);
//Con_Printf("Adding %d chunks on server...\n",sv.effects[index].Chunk.numChunks);
break;
default:
// Sys_Error ("SV_SendEffect: bad type");
PR_RunError ("SV_SendEffect: bad type");
break;
}
}
}
void SV_UpdateEffects(sizebuf_t *sb)
{
int index;
for(index=0;index<MAX_EFFECTS;index++)
if (sv.effects[index].type)
SV_SendEffect(sb,index);
}
void SV_ParseEffect(sizebuf_t *sb)
{
int index;
byte type;
struct effect_t *effect;
type = G_FLOAT(OFS_PARM0);
for (index = 0; index < MAX_EFFECTS; index++)
{
effect = &sv.effects[index];
if (!effect->type || (effect->expire_time && (effect->expire_time <= sv.time)))
break;
}
if (index >= MAX_EFFECTS)
{
PR_RunError ("MAX_EFFECTS reached");
return;
}
// Con_Printf("Effect #%d\n",index);
memset(effect, 0, sizeof(struct effect_t));
effect->type = type;
G_FLOAT(OFS_RETURN) = index;
switch(type)
{
case CE_RAIN:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Rain.min_org);
VectorCopy(G_VECTOR(OFS_PARM2), effect->Rain.max_org);
VectorCopy(G_VECTOR(OFS_PARM3), effect->Rain.e_size);
VectorCopy(G_VECTOR(OFS_PARM4), effect->Rain.dir);
effect->Rain.color = G_FLOAT(OFS_PARM5);
effect->Rain.count = G_FLOAT(OFS_PARM6);
effect->Rain.wait = G_FLOAT(OFS_PARM7);
effect->Rain.next_time = 0;
break;
case CE_SNOW:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Rain.min_org);
VectorCopy(G_VECTOR(OFS_PARM2), effect->Rain.max_org);
effect->Rain.flags = G_FLOAT(OFS_PARM3);
VectorCopy(G_VECTOR(OFS_PARM4), effect->Rain.dir);
effect->Rain.count = G_FLOAT(OFS_PARM5);
effect->Rain.next_time = 0;
break;
case CE_FOUNTAIN:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Fountain.pos);
VectorCopy(G_VECTOR(OFS_PARM2), effect->Fountain.angle);
VectorCopy(G_VECTOR(OFS_PARM3), effect->Fountain.movedir);
effect->Fountain.color = G_FLOAT(OFS_PARM4);
effect->Fountain.cnt = G_FLOAT(OFS_PARM5);
break;
case CE_QUAKE:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Quake.origin);
effect->Quake.radius = G_FLOAT(OFS_PARM2);
break;
case CE_WHITE_SMOKE:
case CE_GREEN_SMOKE:
case CE_GREY_SMOKE:
case CE_RED_SMOKE:
case CE_SLOW_WHITE_SMOKE:
case CE_TELESMK1:
case CE_TELESMK2:
case CE_GHOST:
case CE_REDCLOUD:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Smoke.origin);
VectorCopy(G_VECTOR(OFS_PARM2), effect->Smoke.velocity);
effect->Smoke.framelength = G_FLOAT(OFS_PARM3);
effect->Smoke.frame = 0;
effect->expire_time = sv.time + 1;
break;
case CE_ACID_MUZZFL:
case CE_FLAMESTREAM:
case CE_FLAMEWALL:
case CE_FLAMEWALL2:
case CE_ONFIRE:
VectorCopy(G_VECTOR(OFS_PARM2), effect->Smoke.velocity);
effect->Smoke.framelength = HX_FRAME_TIME;
effect->Smoke.frame = G_FLOAT(OFS_PARM3);
case CE_SM_WHITE_FLASH:
case CE_YELLOWRED_FLASH:
case CE_BLUESPARK:
case CE_YELLOWSPARK:
case CE_SM_CIRCLE_EXP:
case CE_BG_CIRCLE_EXP:
case CE_SM_EXPLOSION:
case CE_LG_EXPLOSION:
case CE_FLOOR_EXPLOSION:
case CE_FLOOR_EXPLOSION3:
case CE_BLUE_EXPLOSION:
case CE_REDSPARK:
case CE_GREENSPARK:
case CE_ICEHIT:
case CE_MEDUSA_HIT:
case CE_MEZZO_REFLECT:
case CE_FLOOR_EXPLOSION2:
case CE_XBOW_EXPLOSION:
case CE_NEW_EXPLOSION:
case CE_MAGIC_MISSILE_EXPLOSION:
case CE_BONE_EXPLOSION:
case CE_BLDRN_EXPL:
case CE_ACID_HIT:
case CE_ACID_SPLAT:
case CE_ACID_EXPL:
case CE_LBALL_EXPL:
case CE_FIREWALL_SMALL:
case CE_FIREWALL_MEDIUM:
case CE_FIREWALL_LARGE:
case CE_FBOOM:
case CE_BOMB:
case CE_BRN_BOUNCE:
case CE_LSHOCK:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Smoke.origin);
effect->expire_time = sv.time + 1;
break;
case CE_WHITE_FLASH:
case CE_BLUE_FLASH:
case CE_SM_BLUE_FLASH:
case CE_RED_FLASH:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Flash.origin);
effect->expire_time = sv.time + 1;
break;
case CE_GRAVITYWELL:
effect->RD.color = G_FLOAT(OFS_PARM2);
effect->RD.lifetime = G_FLOAT(OFS_PARM3);
case CE_RIDER_DEATH:
VectorCopy(G_VECTOR(OFS_PARM1), effect->RD.origin);
break;
case CE_TELEPORTERBODY:
VectorCopy(G_VECTOR(OFS_PARM2), effect->Teleporter.velocity[0]);
effect->Teleporter.skinnum = G_FLOAT(OFS_PARM3);
case CE_TELEPORTERPUFFS:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Teleporter.origin);
effect->expire_time = sv.time + 1;
break;
case CE_BONESHARD:
case CE_BONESHRAPNEL:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Missile.origin);
VectorCopy(G_VECTOR(OFS_PARM2), effect->Missile.velocity);
VectorCopy(G_VECTOR(OFS_PARM3), effect->Missile.angle);
VectorCopy(G_VECTOR(OFS_PARM2), effect->Missile.avelocity);
effect->expire_time = sv.time + 10;
break;
case CE_CHUNK:
VectorCopy(G_VECTOR(OFS_PARM1), effect->Chunk.origin);
effect->Chunk.type = G_FLOAT(OFS_PARM2);
VectorCopy(G_VECTOR(OFS_PARM3), effect->Chunk.srcVel);
effect->Chunk.numChunks = G_FLOAT(OFS_PARM4);
effect->expire_time = sv.time + 3;
break;
default:
// Sys_Error ("SV_ParseEffect: bad type");
PR_RunError ("SV_SendEffect: bad type");
}
SV_SendEffect(sb, index);
}
void SV_SaveEffects(FILE *FH)
{
int index, count;
struct effect_t *effect;
for (index = count = 0; index < MAX_EFFECTS; index++)
{
if (sv.effects[index].type)
count++;
}
fprintf(FH, "Effects: %d\n", count);
for (index = count = 0; index < MAX_EFFECTS; index++)
{
effect = &sv.effects[index];
if (effect->type)
{
fprintf(FH,"Effect: %d %d %f: ",index,effect->type,effect->expire_time);
switch(effect->type)
{
case CE_RAIN:
fprintf(FH, "%f ", effect->Rain.min_org[0]);
fprintf(FH, "%f ", effect->Rain.min_org[1]);
fprintf(FH, "%f ", effect->Rain.min_org[2]);
fprintf(FH, "%f ", effect->Rain.max_org[0]);
fprintf(FH, "%f ", effect->Rain.max_org[1]);
fprintf(FH, "%f ", effect->Rain.max_org[2]);
fprintf(FH, "%f ", effect->Rain.e_size[0]);
fprintf(FH, "%f ", effect->Rain.e_size[1]);
fprintf(FH, "%f ", effect->Rain.e_size[2]);
fprintf(FH, "%f ", effect->Rain.dir[0]);
fprintf(FH, "%f ", effect->Rain.dir[1]);
fprintf(FH, "%f ", effect->Rain.dir[2]);
fprintf(FH, "%d ", effect->Rain.color);
fprintf(FH, "%d ", effect->Rain.count);
fprintf(FH, "%f\n", effect->Rain.wait);
break;
case CE_SNOW:
fprintf(FH, "%f ", effect->Rain.min_org[0]);
fprintf(FH, "%f ", effect->Rain.min_org[1]);
fprintf(FH, "%f ", effect->Rain.min_org[2]);
fprintf(FH, "%f ", effect->Rain.max_org[0]);
fprintf(FH, "%f ", effect->Rain.max_org[1]);
fprintf(FH, "%f ", effect->Rain.max_org[2]);
fprintf(FH, "%d ", effect->Rain.flags);
fprintf(FH, "%f ", effect->Rain.dir[0]);
fprintf(FH, "%f ", effect->Rain.dir[1]);
fprintf(FH, "%f ", effect->Rain.dir[2]);
fprintf(FH, "%d ", effect->Rain.count);
//fprintf(FH, "%d ", effect->Rain.veer);
break;
case CE_FOUNTAIN:
fprintf(FH, "%f ", effect->Fountain.pos[0]);
fprintf(FH, "%f ", effect->Fountain.pos[1]);
fprintf(FH, "%f ", effect->Fountain.pos[2]);
fprintf(FH, "%f ", effect->Fountain.angle[0]);
fprintf(FH, "%f ", effect->Fountain.angle[1]);
fprintf(FH, "%f ", effect->Fountain.angle[2]);
fprintf(FH, "%f ", effect->Fountain.movedir[0]);
fprintf(FH, "%f ", effect->Fountain.movedir[1]);
fprintf(FH, "%f ", effect->Fountain.movedir[2]);
fprintf(FH, "%d ", effect->Fountain.color);
fprintf(FH, "%d\n", effect->Fountain.cnt);
break;
case CE_QUAKE:
fprintf(FH, "%f ", effect->Quake.origin[0]);
fprintf(FH, "%f ", effect->Quake.origin[1]);
fprintf(FH, "%f ", effect->Quake.origin[2]);
fprintf(FH, "%f\n", effect->Quake.radius);
break;
case CE_WHITE_SMOKE:
case CE_GREEN_SMOKE:
case CE_GREY_SMOKE:
case CE_RED_SMOKE:
case CE_SLOW_WHITE_SMOKE:
case CE_TELESMK1:
case CE_TELESMK2:
case CE_GHOST:
case CE_REDCLOUD:
case CE_ACID_MUZZFL:
case CE_FLAMESTREAM:
case CE_FLAMEWALL:
case CE_FLAMEWALL2:
case CE_ONFIRE:
fprintf(FH, "%f ", effect->Smoke.origin[0]);
fprintf(FH, "%f ", effect->Smoke.origin[1]);
fprintf(FH, "%f ", effect->Smoke.origin[2]);
fprintf(FH, "%f ", effect->Smoke.velocity[0]);
fprintf(FH, "%f ", effect->Smoke.velocity[1]);
fprintf(FH, "%f ", effect->Smoke.velocity[2]);
fprintf(FH, "%f ", effect->Smoke.framelength);
fprintf(FH, "%f\n", effect->Smoke.frame);
break;
case CE_SM_WHITE_FLASH:
case CE_YELLOWRED_FLASH:
case CE_BLUESPARK:
case CE_YELLOWSPARK:
case CE_SM_CIRCLE_EXP:
case CE_BG_CIRCLE_EXP:
case CE_SM_EXPLOSION:
case CE_LG_EXPLOSION:
case CE_FLOOR_EXPLOSION:
case CE_FLOOR_EXPLOSION3:
case CE_BLUE_EXPLOSION:
case CE_REDSPARK:
case CE_GREENSPARK:
case CE_ICEHIT:
case CE_MEDUSA_HIT:
case CE_MEZZO_REFLECT:
case CE_FLOOR_EXPLOSION2:
case CE_XBOW_EXPLOSION:
case CE_NEW_EXPLOSION:
case CE_MAGIC_MISSILE_EXPLOSION:
case CE_BONE_EXPLOSION:
case CE_BLDRN_EXPL:
case CE_BRN_BOUNCE:
case CE_LSHOCK:
case CE_ACID_HIT:
case CE_ACID_SPLAT:
case CE_ACID_EXPL:
case CE_LBALL_EXPL:
case CE_FIREWALL_SMALL:
case CE_FIREWALL_MEDIUM:
case CE_FIREWALL_LARGE:
case CE_FBOOM:
case CE_BOMB:
fprintf(FH, "%f ", effect->Smoke.origin[0]);
fprintf(FH, "%f ", effect->Smoke.origin[1]);
fprintf(FH, "%f\n", effect->Smoke.origin[2]);
break;
case CE_WHITE_FLASH:
case CE_BLUE_FLASH:
case CE_SM_BLUE_FLASH:
case CE_RED_FLASH:
fprintf(FH, "%f ", effect->Flash.origin[0]);
fprintf(FH, "%f ", effect->Flash.origin[1]);
fprintf(FH, "%f\n", effect->Flash.origin[2]);
break;
case CE_RIDER_DEATH:
fprintf(FH, "%f ", effect->RD.origin[0]);
fprintf(FH, "%f ", effect->RD.origin[1]);
fprintf(FH, "%f\n", effect->RD.origin[2]);
break;
case CE_GRAVITYWELL:
fprintf(FH, "%f ", effect->RD.origin[0]);
fprintf(FH, "%f ", effect->RD.origin[1]);
fprintf(FH, "%f", effect->RD.origin[2]);
fprintf(FH, "%d", effect->RD.color);
fprintf(FH, "%f\n", effect->RD.lifetime);
break;
case CE_TELEPORTERPUFFS:
fprintf(FH, "%f ", effect->Teleporter.origin[0]);
fprintf(FH, "%f ", effect->Teleporter.origin[1]);
fprintf(FH, "%f\n", effect->Teleporter.origin[2]);
break;
case CE_TELEPORTERBODY:
fprintf(FH, "%f ", effect->Teleporter.origin[0]);
fprintf(FH, "%f ", effect->Teleporter.origin[1]);
fprintf(FH, "%f\n", effect->Teleporter.origin[2]);
break;
case CE_BONESHARD:
case CE_BONESHRAPNEL:
fprintf(FH, "%f ", effect->Missile.origin[0]);
fprintf(FH, "%f ", effect->Missile.origin[1]);
fprintf(FH, "%f ", effect->Missile.origin[2]);
fprintf(FH, "%f ", effect->Missile.velocity[0]);
fprintf(FH, "%f ", effect->Missile.velocity[1]);
fprintf(FH, "%f ", effect->Missile.velocity[2]);
fprintf(FH, "%f ", effect->Missile.angle[0]);
fprintf(FH, "%f ", effect->Missile.angle[1]);
fprintf(FH, "%f ", effect->Missile.angle[2]);
fprintf(FH, "%f ", effect->Missile.avelocity[0]);
fprintf(FH, "%f ", effect->Missile.avelocity[1]);
fprintf(FH, "%f ", effect->Missile.avelocity[2]);
break;
case CE_CHUNK:
fprintf(FH, "%f ", effect->Chunk.origin[0]);
fprintf(FH, "%f ", effect->Chunk.origin[1]);
fprintf(FH, "%f ", effect->Chunk.origin[2]);
fprintf(FH, "%d ", effect->Chunk.type);
fprintf(FH, "%f ", effect->Chunk.srcVel[0]);
fprintf(FH, "%f ", effect->Chunk.srcVel[1]);
fprintf(FH, "%f ", effect->Chunk.srcVel[2]);
fprintf(FH, "%d ", effect->Chunk.numChunks);
break;
default:
PR_RunError ("SV_SaveEffect: bad type");
break;
}
}
}
}
/*
===============
SV_ClearEffects
===============
*/
void SV_ClearEffects(void)
{
memset(sv.effects, 0, sizeof(sv.effects));
}
/*
===============
SV_LoadEffects
===============
*/
void SV_LoadEffects(FILE *FH)
{
int index, total, count;
struct effect_t *effect;
// Since the map is freshly loaded, clear out any effects as a result of
// the loading
SV_ClearEffects();
fscanf(FH, "Effects: %d\n", &total);
for (count = 0; count < total; count++)
{
fscanf(FH, "Effect: %d ", &index);
effect = &sv.effects[index];
fscanf(FH, "%d %f: ", &effect->type, &effect->expire_time);
switch (effect->type)
{
case CE_RAIN:
fscanf(FH, "%f ", &effect->Rain.min_org[0]);
fscanf(FH, "%f ", &effect->Rain.min_org[1]);
fscanf(FH, "%f ", &effect->Rain.min_org[2]);
fscanf(FH, "%f ", &effect->Rain.max_org[0]);
fscanf(FH, "%f ", &effect->Rain.max_org[1]);
fscanf(FH, "%f ", &effect->Rain.max_org[2]);
fscanf(FH, "%f ", &effect->Rain.e_size[0]);
fscanf(FH, "%f ", &effect->Rain.e_size[1]);
fscanf(FH, "%f ", &effect->Rain.e_size[2]);
fscanf(FH, "%f ", &effect->Rain.dir[0]);
fscanf(FH, "%f ", &effect->Rain.dir[1]);
fscanf(FH, "%f ", &effect->Rain.dir[2]);
fscanf(FH, "%d ", &effect->Rain.color);
fscanf(FH, "%d ", &effect->Rain.count);
fscanf(FH, "%f\n", &effect->Rain.wait);
break;
case CE_SNOW:
fscanf(FH, "%f ", &effect->Rain.min_org[0]);
fscanf(FH, "%f ", &effect->Rain.min_org[1]);
fscanf(FH, "%f ", &effect->Rain.min_org[2]);
fscanf(FH, "%f ", &effect->Rain.max_org[0]);
fscanf(FH, "%f ", &effect->Rain.max_org[1]);
fscanf(FH, "%f ", &effect->Rain.max_org[2]);
fscanf(FH, "%d ", &effect->Rain.flags);
fscanf(FH, "%f ", &effect->Rain.dir[0]);
fscanf(FH, "%f ", &effect->Rain.dir[1]);
fscanf(FH, "%f ", &effect->Rain.dir[2]);
fscanf(FH, "%d ", &effect->Rain.count);
//fscanf(FH, "%d ", &effect->Rain.veer);
break;
case CE_FOUNTAIN:
fscanf(FH, "%f ", &effect->Fountain.pos[0]);
fscanf(FH, "%f ", &effect->Fountain.pos[1]);
fscanf(FH, "%f ", &effect->Fountain.pos[2]);
fscanf(FH, "%f ", &effect->Fountain.angle[0]);
fscanf(FH, "%f ", &effect->Fountain.angle[1]);
fscanf(FH, "%f ", &effect->Fountain.angle[2]);
fscanf(FH, "%f ", &effect->Fountain.movedir[0]);
fscanf(FH, "%f ", &effect->Fountain.movedir[1]);
fscanf(FH, "%f ", &effect->Fountain.movedir[2]);
fscanf(FH, "%d ", &effect->Fountain.color);
fscanf(FH, "%d\n", &effect->Fountain.cnt);
break;
case CE_QUAKE:
fscanf(FH, "%f ", &effect->Quake.origin[0]);
fscanf(FH, "%f ", &effect->Quake.origin[1]);
fscanf(FH, "%f ", &effect->Quake.origin[2]);
fscanf(FH, "%f\n", &effect->Quake.radius);
break;
case CE_WHITE_SMOKE:
case CE_GREEN_SMOKE:
case CE_GREY_SMOKE:
case CE_RED_SMOKE:
case CE_SLOW_WHITE_SMOKE:
case CE_TELESMK1:
case CE_TELESMK2:
case CE_GHOST:
case CE_REDCLOUD:
case CE_ACID_MUZZFL:
case CE_FLAMESTREAM:
case CE_FLAMEWALL:
case CE_FLAMEWALL2:
case CE_ONFIRE:
fscanf(FH, "%f ", &effect->Smoke.origin[0]);
fscanf(FH, "%f ", &effect->Smoke.origin[1]);
fscanf(FH, "%f ", &effect->Smoke.origin[2]);
fscanf(FH, "%f ", &effect->Smoke.velocity[0]);
fscanf(FH, "%f ", &effect->Smoke.velocity[1]);
fscanf(FH, "%f ", &effect->Smoke.velocity[2]);
fscanf(FH, "%f ", &effect->Smoke.framelength);
fscanf(FH, "%f\n", &effect->Smoke.frame);
break;
case CE_SM_WHITE_FLASH:
case CE_YELLOWRED_FLASH:
case CE_BLUESPARK:
case CE_YELLOWSPARK:
case CE_SM_CIRCLE_EXP:
case CE_BG_CIRCLE_EXP:
case CE_SM_EXPLOSION:
case CE_LG_EXPLOSION:
case CE_FLOOR_EXPLOSION:
case CE_FLOOR_EXPLOSION3:
case CE_BLUE_EXPLOSION:
case CE_REDSPARK:
case CE_GREENSPARK:
case CE_ICEHIT:
case CE_MEDUSA_HIT:
case CE_MEZZO_REFLECT:
case CE_FLOOR_EXPLOSION2:
case CE_XBOW_EXPLOSION:
case CE_NEW_EXPLOSION:
case CE_MAGIC_MISSILE_EXPLOSION:
case CE_BONE_EXPLOSION:
case CE_BLDRN_EXPL:
case CE_BRN_BOUNCE:
case CE_LSHOCK:
case CE_ACID_HIT:
case CE_ACID_SPLAT:
case CE_ACID_EXPL:
case CE_LBALL_EXPL:
case CE_FBOOM:
case CE_FIREWALL_SMALL:
case CE_FIREWALL_MEDIUM:
case CE_FIREWALL_LARGE:
case CE_BOMB:
fscanf(FH, "%f ", &effect->Smoke.origin[0]);
fscanf(FH, "%f ", &effect->Smoke.origin[1]);
fscanf(FH, "%f\n", &effect->Smoke.origin[2]);
break;
case CE_WHITE_FLASH:
case CE_BLUE_FLASH:
case CE_SM_BLUE_FLASH:
case CE_RED_FLASH:
fscanf(FH, "%f ", &effect->Flash.origin[0]);
fscanf(FH, "%f ", &effect->Flash.origin[1]);
fscanf(FH, "%f\n", &effect->Flash.origin[2]);
break;
case CE_RIDER_DEATH:
fscanf(FH, "%f ", &effect->RD.origin[0]);
fscanf(FH, "%f ", &effect->RD.origin[1]);
fscanf(FH, "%f\n", &effect->RD.origin[2]);
break;
case CE_GRAVITYWELL:
fscanf(FH, "%f ", &effect->RD.origin[0]);
fscanf(FH, "%f ", &effect->RD.origin[1]);
fscanf(FH, "%f", &effect->RD.origin[2]);
fscanf(FH, "%d", &effect->RD.color);
fscanf(FH, "%f\n", &effect->RD.lifetime);
break;
case CE_TELEPORTERPUFFS:
fscanf(FH, "%f ", &effect->Teleporter.origin[0]);
fscanf(FH, "%f ", &effect->Teleporter.origin[1]);
fscanf(FH, "%f\n", &effect->Teleporter.origin[2]);
break;