thirtyflightsofloving/game/g_reflect.c

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2019-03-13 19:20:07 +00:00
/*
===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code 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.
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Lazarus Quake 2 Mod source code 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.
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You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
2019-03-13 19:20:07 +00:00
*/
#include "g_local.h"
/* Func_reflect is adopted from psychospaz' original floor reflection code. See
psychospaz' stuff at http://modscape.telefragged.com
Chief differences:
1) The obvious - reflections work in 6 directions, not just the floor.
2) Uses a new entity rather than automatically doing reflections based on surface
or content properties of the floor.
3) Most TE_ effects are reflected, in addition to entities. This requires calls to
the appropriate ReflectXXXXX routine in several places scattered around the code.
4) Roll angle is correct.
You can have up to 16 func_reflects in one map. To increase that number change
MAX_MIRRORS below. The only reason to use a static limit is that the func_reflect
entity addresses get copied to g_mirror, which makes searching for func_reflects
much easier.
*/
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#define MAX_MIRRORS 16
edict_t *g_mirror[MAX_MIRRORS];
#define SF_REFLECT_OFF 1
#define SF_REFLECT_TOGGLE 2
void ReflectExplosion (int type, vec3_t origin)
{
int m;
edict_t *mirror;
vec3_t org;
if(!level.num_reflectors)
return;
for(m=0; m<level.num_reflectors; m++)
{
mirror = g_mirror[m];
if(!mirror->inuse)
continue;
if(mirror->spawnflags & SF_REFLECT_OFF)
continue;
// Don't reflect explosions (other than BFG) from floor or ceiling,
// 'cuz there's no way to do it right
if((mirror->style <= 1) && (type != TE_BFG_EXPLOSION) && (type != TE_BFG_BIGEXPLOSION))
continue;
VectorCopy(origin,org);
switch(mirror->style)
{
case 0: org[2] = 2*mirror->absmax[2] - origin[2] + mirror->moveinfo.distance - 2; break;
case 1: org[2] = 2*mirror->absmin[2] - origin[2] - mirror->moveinfo.distance + 2; break;
case 2: org[0] = 2*mirror->absmin[0] - origin[0] + mirror->moveinfo.distance + 2; break;
case 3: org[0] = 2*mirror->absmax[0] - origin[0] - mirror->moveinfo.distance - 2; break;
case 4: org[1] = 2*mirror->absmin[1] - origin[1] + mirror->moveinfo.distance + 2; break;
case 5: org[1] = 2*mirror->absmax[1] - origin[1] - mirror->moveinfo.distance - 2; break;
}
if(org[0] < mirror->absmin[0]) continue;
if(org[0] > mirror->absmax[0]) continue;
if(org[1] < mirror->absmin[1]) continue;
if(org[1] > mirror->absmax[1]) continue;
if(org[2] < mirror->absmin[2]) continue;
if(org[2] > mirror->absmax[2]) continue;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (type);
gi.WritePosition (org);
gi.multicast (org, MULTICAST_PVS);
}
}
void ReflectTrail (int type, vec3_t start, vec3_t end)
{
int m;
edict_t *mirror;
vec3_t p1, p2;
if(!level.num_reflectors)
return;
for(m=0; m<level.num_reflectors; m++)
{
mirror = g_mirror[m];
if(!mirror->inuse)
continue;
if(mirror->spawnflags & SF_REFLECT_OFF)
continue;
VectorCopy(start,p1);
VectorCopy(end, p2);
switch(mirror->style)
{
case 0:
p1[2] = 2*mirror->absmax[2] - start[2] + mirror->moveinfo.distance + 2;
p2[2] = 2*mirror->absmax[2] - end[2] + mirror->moveinfo.distance + 2;
break;
case 1:
p1[2] = 2*mirror->absmin[2] - start[2] - mirror->moveinfo.distance - 2;
p2[2] = 2*mirror->absmin[2] - end[2] - mirror->moveinfo.distance - 2;
break;
case 2:
p1[0] = 2*mirror->absmin[0] - start[0] + mirror->moveinfo.distance + 2;
p2[0] = 2*mirror->absmin[0] - end[0] + mirror->moveinfo.distance + 2;
break;
case 3:
p1[0] = 2*mirror->absmax[0] - start[0] - mirror->moveinfo.distance - 2;
p2[0] = 2*mirror->absmax[0] - end[0] - mirror->moveinfo.distance - 2;
break;
case 4:
p1[1] = 2*mirror->absmin[1] - start[1] + mirror->moveinfo.distance + 2;
p2[1] = 2*mirror->absmin[1] - end[1] + mirror->moveinfo.distance + 2;
break;
case 5:
p1[1] = 2*mirror->absmax[1] - start[1] - mirror->moveinfo.distance - 2;
p2[1] = 2*mirror->absmax[1] - end[1] - mirror->moveinfo.distance - 2;
break;
}
if(p1[0] < mirror->absmin[0]) continue;
if(p1[0] > mirror->absmax[0]) continue;
if(p1[1] < mirror->absmin[1]) continue;
if(p1[1] > mirror->absmax[1]) continue;
if(p1[2] < mirror->absmin[2]) continue;
if(p1[2] > mirror->absmax[2]) continue;
// If p1 is within func_reflect, we assume p2 is also. If map is constructed
// properly this should always be true.
gi.WriteByte (svc_temp_entity);
gi.WriteByte (type);
gi.WritePosition (p1);
gi.WritePosition (p2);
gi.multicast (p1, MULTICAST_PVS);
}
}
void ReflectSteam (vec3_t origin,vec3_t movedir,int count,int sounds,int speed, int wait, int nextid)
{
int m;
edict_t *mirror;
vec3_t org, dir;
if(!level.num_reflectors)
return;
for(m=0; m<level.num_reflectors; m++)
{
mirror = g_mirror[m];
if(!mirror->inuse)
continue;
if(mirror->spawnflags & SF_REFLECT_OFF)
continue;
VectorCopy(origin,org);
VectorCopy(movedir,dir);
switch(mirror->style)
{
case 0:
org[2] = 2*mirror->absmax[2] - origin[2] + mirror->moveinfo.distance + 2;
dir[2] = -dir[2];
break;
case 1:
org[2] = 2*mirror->absmin[2] - origin[2] - mirror->moveinfo.distance - 2;
dir[2] = -dir[2];
break;
case 2:
org[0] = 2*mirror->absmin[0] - origin[0] + mirror->moveinfo.distance + 2;
dir[0] = -dir[0];
break;
case 3:
org[0] = 2*mirror->absmax[0] - origin[0] - mirror->moveinfo.distance - 2;
dir[0] = -dir[0];
break;
case 4:
org[1] = 2*mirror->absmin[1] - origin[1] + mirror->moveinfo.distance + 2;
dir[1] = -dir[1];
break;
case 5:
org[1] = 2*mirror->absmax[1] - origin[1] - mirror->moveinfo.distance - 2;
dir[1] = -dir[1];
break;
}
if(org[0] < mirror->absmin[0]) continue;
if(org[0] > mirror->absmax[0]) continue;
if(org[1] < mirror->absmin[1]) continue;
if(org[1] > mirror->absmax[1]) continue;
if(org[2] < mirror->absmin[2]) continue;
if(org[2] > mirror->absmax[2]) continue;
// If p1 is within func_reflect, we assume p2 is also. If map is constructed
// properly this should always be true.
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_STEAM);
gi.WriteShort (nextid);
gi.WriteByte (count);
gi.WritePosition (org);
gi.WriteDir (dir);
gi.WriteByte (sounds&0xff);
gi.WriteShort (speed);
gi.WriteLong (wait);
gi.multicast (org, MULTICAST_PVS);
}
}
void ReflectSparks (int type,vec3_t origin,vec3_t movedir)
{
int m;
edict_t *mirror;
vec3_t org, dir;
if(!level.num_reflectors)
return;
for(m=0; m<level.num_reflectors; m++)
{
mirror = g_mirror[m];
if(!mirror->inuse)
continue;
if(mirror->spawnflags & SF_REFLECT_OFF)
continue;
// Don't reflect in floor or ceiling because sparks are affected by
// gravity
if(mirror->style <= 1)
continue;
VectorCopy(origin,org);
VectorCopy(movedir,dir);
switch(mirror->style)
{
case 0:
org[2] = 2*mirror->absmax[2] - origin[2] + mirror->moveinfo.distance + 2;
dir[2] = -dir[2];
break;
case 1:
org[2] = 2*mirror->absmin[2] - origin[2] - mirror->moveinfo.distance - 2;
dir[2] = -dir[2];
break;
case 2:
org[0] = 2*mirror->absmin[0] - origin[0] + mirror->moveinfo.distance + 2;
dir[0] = -dir[0];
break;
case 3:
org[0] = 2*mirror->absmax[0] - origin[0] - mirror->moveinfo.distance - 2;
dir[0] = -dir[0];
break;
case 4:
org[1] = 2*mirror->absmin[1] - origin[1] + mirror->moveinfo.distance + 2;
dir[1] = -dir[1];
break;
case 5:
org[1] = 2*mirror->absmax[1] - origin[1] - mirror->moveinfo.distance - 2;
dir[1] = -dir[1];
break;
}
if(org[0] < mirror->absmin[0]) continue;
if(org[0] > mirror->absmax[0]) continue;
if(org[1] < mirror->absmin[1]) continue;
if(org[1] > mirror->absmax[1]) continue;
if(org[2] < mirror->absmin[2]) continue;
if(org[2] > mirror->absmax[2]) continue;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(type);
gi.WritePosition(org);
if(type != TE_CHAINFIST_SMOKE)
gi.WriteDir(dir);
gi.multicast(org, MULTICAST_PVS);
}
}
void DeleteReflection (edict_t *ent, int index)
{
edict_t *r;
if(index < 0)
{
int i;
for(i=0; i<6; i++)
{
r = ent->reflection[i];
if(r)
{
if(r->client)
gi.TagFree(r->client);
memset (r, 0, sizeof(*r));
r->classname = "freed";
r->freetime = level.time;
r->inuse = false;
}
ent->reflection[i] = NULL;
}
}
else
{
r = ent->reflection[index];
if(r)
{
if(r->client)
gi.TagFree(r->client);
memset (r, 0, sizeof(*r));
r->classname = "freed";
r->freetime = level.time;
r->inuse = false;
ent->reflection[index] = NULL;
}
}
}
void AddReflection (edict_t *ent)
{
gclient_t *cl;
edict_t *mirror;
float roll;
int i, m;
qboolean is_reflected;
vec3_t forward;
vec3_t org;
for(i=0; i<6; i++)
{
is_reflected = false;
for(m=0; m<level.num_reflectors && !is_reflected; m++)
{
mirror = g_mirror[m];
if(!mirror->inuse)
continue;
if(mirror->spawnflags & SF_REFLECT_OFF)
continue;
if(mirror->style != i)
continue;
VectorCopy(ent->s.origin,org);
switch(i)
{
case 0: org[2] = 2*mirror->absmax[2] - ent->s.origin[2] - mirror->moveinfo.distance - 2; break;
case 1: org[2] = 2*mirror->absmin[2] - ent->s.origin[2] + mirror->moveinfo.distance + 2; break;
case 2: org[0] = 2*mirror->absmin[0] - ent->s.origin[0] + mirror->moveinfo.distance + 2; break;
case 3: org[0] = 2*mirror->absmax[0] - ent->s.origin[0] - mirror->moveinfo.distance - 2; break;
case 4: org[1] = 2*mirror->absmin[1] - ent->s.origin[1] + mirror->moveinfo.distance + 2; break;
case 5: org[1] = 2*mirror->absmax[1] - ent->s.origin[1] - mirror->moveinfo.distance - 2; break;
}
if(org[0] < mirror->absmin[0]) continue;
if(org[0] > mirror->absmax[0]) continue;
if(org[1] < mirror->absmin[1]) continue;
if(org[1] > mirror->absmax[1]) continue;
if(org[2] < mirror->absmin[2]) continue;
if(org[2] > mirror->absmax[2]) continue;
is_reflected = true;
}
if(is_reflected)
{
if (!ent->reflection[i])
{
ent->reflection[i] = G_Spawn();
if(ent->s.effects & EF_ROTATE)
{
ent->s.effects &= ~EF_ROTATE;
gi.linkentity(ent);
}
ent->reflection[i]->movetype = MOVETYPE_NONE;
ent->reflection[i]->solid = SOLID_NOT;
ent->reflection[i]->classname = "reflection";
ent->reflection[i]->flags = FL_REFLECT;
ent->reflection[i]->takedamage = DAMAGE_NO;
}
if (ent->client && !ent->reflection[i]->client)
{
cl = (gclient_t *)gi.TagMalloc(sizeof(gclient_t), TAG_LEVEL);
ent->reflection[i]->client = cl;
}
if (ent->client && ent->reflection[i]->client)
{
// Lazarus: Hmm.. this crashes when loading saved game.
// Not sure what use pers is anyhow?
// ent->reflection[i]->client->pers = ent->client->pers;
ent->reflection[i]->s = ent->s;
}
ent->reflection[i]->s.number = ent->reflection[i] - g_edicts;
ent->reflection[i]->s.modelindex = ent->s.modelindex;
ent->reflection[i]->s.modelindex2 = ent->s.modelindex2;
ent->reflection[i]->s.modelindex3 = ent->s.modelindex3;
ent->reflection[i]->s.modelindex4 = ent->s.modelindex4;
#ifdef KMQUAKE2_ENGINE_MOD
ent->reflection[i]->s.modelindex5 = ent->s.modelindex5;
ent->reflection[i]->s.modelindex6 = ent->s.modelindex6;
ent->reflection[i]->s.alpha = ent->s.alpha;
#endif
ent->reflection[i]->s.skinnum = ent->s.skinnum;
ent->reflection[i]->s.frame = ent->s.frame;
ent->reflection[i]->s.effects = ent->s.effects;
ent->reflection[i]->s.renderfx = ent->s.renderfx;
ent->reflection[i]->s.renderfx &= ~RF_IR_VISIBLE;
#ifdef KMQUAKE2_ENGINE_MOD
// Don't flip if left handed player model
if ( !(ent->s.modelindex == (MAX_MODELS-1) && hand->value == 1) )
ent->reflection[i]->s.renderfx |= RF_MIRRORMODEL; // Knightmare added- flip reflected models
#endif
VectorCopy (ent->s.angles, ent->reflection[i]->s.angles);
switch(i)
{
case 0:
case 1:
ent->reflection[i]->s.angles[0]+=180;
ent->reflection[i]->s.angles[1]+=180;
ent->reflection[i]->s.angles[2]=360-ent->reflection[i]->s.angles[2];
break;
case 2:
case 3:
AngleVectors(ent->reflection[i]->s.angles,forward,NULL,NULL);
roll = ent->reflection[i]->s.angles[2];
forward[0] = -forward[0];
vectoangles(forward,ent->reflection[i]->s.angles);
ent->reflection[i]->s.angles[2] = 360-roll;
break;
case 4:
case 5:
AngleVectors(ent->reflection[i]->s.angles,forward,NULL,NULL);
roll = ent->reflection[i]->s.angles[2];
forward[1] = -forward[1];
vectoangles(forward,ent->reflection[i]->s.angles);
ent->reflection[i]->s.angles[2] = 360-roll;
}
VectorCopy (org, ent->reflection[i]->s.origin);
if(ent->s.renderfx & RF_BEAM)
{
vec3_t delta;
VectorSubtract(ent->reflection[i]->s.origin,ent->s.origin,delta);
VectorAdd(ent->s.old_origin,delta,ent->reflection[i]->s.old_origin);
}
else
VectorCopy(ent->reflection[i]->s.origin, ent->reflection[i]->s.old_origin);
gi.linkentity (ent->reflection[i]);
}
else if (ent->reflection[i])
{
DeleteReflection(ent,i);
}
}
}
void use_func_reflect (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & SF_REFLECT_OFF)
{
// was off, turn it on
self->spawnflags &= ~SF_REFLECT_OFF;
}
else
{
// was on, turn it off
self->spawnflags |= SF_REFLECT_OFF;
}
if (!(self->spawnflags & SF_REFLECT_TOGGLE))
self->use = NULL;
}
void SP_func_reflect (edict_t *self)
{
if(level.num_reflectors >= MAX_MIRRORS)
{
gi.dprintf("Max number of func_reflect's (%d) exceeded.\n",MAX_MIRRORS);
G_FreeEdict(self);
return;
}
self->class_id = ENTITY_FUNC_REFLECT;
gi.setmodel (self, self->model);
self->svflags = SVF_NOCLIENT;
g_mirror[level.num_reflectors] = self;
if(!st.lip)
st.lip = 2;
self->moveinfo.distance = st.lip;
self->use = use_func_reflect;
level.num_reflectors++;
}