thirtyflightsofloving/game/g_fog.c

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2019-03-13 19:20:07 +00:00
/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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.
*/
#include "g_local.h"
/*
//#ifdef KMQUAKE2_ENGINE_MOD
//#define NEW_FOGSYS
//#endif
*/
// Fog is sent to engine like this:
// gi.WriteByte (svc_fog); // svc_fog = 21
// gi.WriteByte (fog_enable); // 1 = on, 0 = off
// gi.WriteByte (fog_model); // 0, 1, or 2
// gi.WriteByte (fog_density); // 1-100
// gi.WriteShort (fog_near); // >0, <fog_far
// gi.WriteShort (fog_far); // >fog_near-64, < 5000
// gi.WriteByte (fog_red); // 0-255
// gi.WriteByte (fog_green); // 0-255
// gi.WriteByte (fog_blue); // 0-255
// gi.unicast (player_ent, true);
#ifdef DISABLE_FOG
void Fog_Init (void) {}
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void Fog (edict_t *ent) {}
void Fog_Off (qboolean gameShutdown) {}
void Fog_ConsoleFog (void) {}
void GLFog (void) {}
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void trig_fog_fade (edict_t *self) {}
void init_trigger_fog_delay (edict_t *self) {}
void fog_fade (edict_t *self) {}
void target_fog_use (edict_t *self, edict_t *other, edict_t *activator) {}
void trigger_fog_use (edict_t *self, edict_t *other, edict_t *activator) {}
void SP_trigger_fog (edict_t *self)
{
G_FreeEdict(self);
}
void SP_trigger_fog_bbox (edict_t *self)
{
G_FreeEdict(self);
}
void SP_target_fog (edict_t *self)
{
G_FreeEdict(self);
}
void Cmd_Fog_f (edict_t *ent) {}
#else // DISABLE_FOG
#ifdef NEW_FOGSYS // new multi-client fog code here
/*
=================================================
NEW FOG SYSTEM
=================================================
*/
void Client_Fog_Off (edict_t *player_ent)
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{
if (!player_ent->client || player_ent->is_bot)
return;
gi.WriteByte (svc_fog); // svc_fog = 21
gi.WriteByte (0); // disable message, remaining paramaters are ignored
gi.WriteByte (0); // 0, 1, or 2
gi.WriteByte (0); // 1-100
gi.WriteShort (0); // >0, <fog_far
gi.WriteShort (0); // >fog_near-64, < 5000
gi.WriteByte (0); // 0-255
gi.WriteByte (0); // 0-255
gi.WriteByte (0); // 0-255
gi.unicast (player_ent, true);
}
#else // NEW_FOGSYS
/*
=================================================
OLD FOG SYSTEM
=================================================
*/
#ifdef KMQUAKE2_ENGINE_MOD // engine fog
#define GL_LINEAR 0x2601
#define GL_EXP 0x0800
#define GL_EXP2 0x0801
#else // old sever-side fog
#include <windows.h>
#define __MSC__
#include <gl/gl.h>
#endif // KMQUAKE2_ENGINE_MOD
fog_t gfogs[MAX_FOGS];
fog_t trig_fade_fog;
fog_t fade_fog;
fog_t *pfog;
qboolean InTriggerFog;
float last_software_frame;
float last_opengl_frame;
int GLModels[3] = {GL_LINEAR, GL_EXP, GL_EXP2};
#ifdef KMQUAKE2_ENGINE_MOD // engine fog
int last_fog_model, last_fog_density, last_fog_near, last_fog_far, last_fog_color[3];
#else // old sever-side fog
HMODULE hOpenGL;
typedef void (WINAPI *GLCLEARCOLOR) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
typedef void (WINAPI *GLDISABLE) (GLenum cap);
typedef void (WINAPI *GLENABLE) (GLenum cap);
typedef void (WINAPI *GLFOGF) (GLenum pname, GLfloat param);
typedef void (WINAPI *GLFOGFV) (GLenum pname, const GLfloat *params);
typedef void (WINAPI *GLFOGI) (GLenum pname, GLint param);
typedef void (WINAPI *GLHINT) (GLenum target, GLenum mode);
GLCLEARCOLOR GL_glClearColor;
GLDISABLE GL_glDisable;
GLENABLE GL_glEnable;
GLFOGF GL_glFogf;
GLFOGFV GL_glFogfv;
GLFOGI GL_glFogi;
GLHINT GL_glHint;
#endif // KMQUAKE2_ENGINE_MOD
#define FOG_ON 1
#define FOG_TOGGLE 2
#define FOG_TURNOFF 4
#define FOG_STARTOFF 8
#define COLOR(r,g,b) ((((BYTE)(b)|((WORD)((BYTE)(g))<<8))|(((DWORD)(BYTE)(r))<<16)))
void fog_fade (edict_t *self);
void Fog_ConsoleFog (void)
{
// This routine is ONLY called for console fog commands
if(deathmatch->value || coop->value)
return;
if(!level.active_fog) return;
memcpy(&level.fog,&gfogs[0],sizeof(fog_t));
pfog = &level.fog;
// Force sensible values for linear:
if(pfog->Model==0 && pfog->Near==0. && pfog->Far==0.)
{
pfog->Near=64;
pfog->Far=1024;
}
}
void Cmd_Say_f (edict_t *ent, qboolean team, qboolean arg0);
void Cmd_Fog_f (edict_t *ent)
{
char *cmd;
char *parm;
fog_t *fog;
fog = &gfogs[0];
cmd = gi.argv(0);
if(gi.argc() < 2)
parm = NULL;
else
parm = gi.argv(1);
if (Q_stricmp (cmd, "fog_help") == 0 )
{
gi.dprintf("Fog parameters for console only.\n"
"Use fog_active to see parameters for currently active fog.\n");
gi.dprintf("\nUse \"fog [0/1]\" to turn fog off/on (currently %s)\n"
"Current GL driver is %s\n",(level.active_fog > 0 ? "on" : "off"), gl_driver->string);
gi.dprintf("Fog_Red = red component (0-1)\n"
"Fog_Grn = green component (0-1)\n"
"Fog_Blu = blue component (0-1)\n"
"Fog_Model 0=linear, 1=exponential, 2=exponential squared\n\n"
"Linear parameters:\n"
"Fog_Near = fog start distance (>0 and < Fog_Far)\n"
"Fog_Far = distance where objects are completely obscured\n"
" (<5000 and > Fog_Near)\n"
"Exponential parameters:\n"
"Fog_Density Best results with values < 100\n\n"
"Command without a value will show current setting\n");
}
else if(Q_stricmp (cmd, "fog_active") == 0 )
{
if(level.active_fog)
{
gi.dprintf("Active fog:\n"
" Color: %f, %f, %f\n"
" Model: %s\n",
level.fog.Color[0],level.fog.Color[1],level.fog.Color[2],
(level.fog.Model==1 ? "Exp" : (level.fog.Model==2 ? "Exp2" : "Linear")));
if(level.fog.Model)
gi.dprintf("Density: %f\n",level.fog.Density);
else
{
gi.dprintf(" Near: %f\n",level.fog.Near);
gi.dprintf(" Far: %f\n",level.fog.Far);
}
}
else
gi.dprintf("No fogs currently active\n");
}
else if(Q_stricmp (cmd, "fog_stuff") == 0 )
{
gi.dprintf("active_fog=%d, last_active_fog=%d\n",level.active_fog,level.last_active_fog);
}
else if(Q_stricmp (cmd, "fog") == 0 )
{
if(parm)
{
int on;
on = atoi(parm);
level.active_fog = level.active_target_fog = (on ? 1 : 0);
Fog_ConsoleFog();
}
gi.dprintf("fog is %s\n",(level.active_fog ? "on" : "off"));
}
else if(Q_stricmp (cmd, "Fog_Red") == 0 )
{
if(!parm)
gi.dprintf("%s = %f\n",cmd,fog->Color[0]);
else
{
level.active_fog = level.active_target_fog = 1;
fog->Color[0] = max(0.0f,min(1.0f,(float)atof(parm)));
Fog_ConsoleFog();
}
}
else if(Q_stricmp (cmd, "Fog_Grn") == 0 )
{
if(!parm)
gi.dprintf("%s = %f\n",cmd,fog->Color[1]);
else
{
level.active_fog = level.active_target_fog = 1;
fog->Color[1] = max(0.0f,min(1.0f,(float)atof(parm)));
Fog_ConsoleFog();
}
}
else if(Q_stricmp (cmd, "Fog_Blu") == 0 )
{
if(!parm)
gi.dprintf("%s = %f\n",cmd,fog->Color[2]);
else
{
level.active_fog = level.active_target_fog = 1;
fog->Color[2] = max(0.0f,min(1.0f,(float)atof(parm)));
Fog_ConsoleFog();
}
}
else if(Q_stricmp (cmd, "Fog_Near") == 0 )
{
if(!parm)
gi.dprintf("%s = %f\n",cmd,fog->Near);
else
{
level.active_fog = level.active_target_fog = 1;
fog->Near = (float)atof(parm);
Fog_ConsoleFog();
}
}
else if(Q_stricmp (cmd, "Fog_Far") == 0 )
{
if(!parm)
gi.dprintf("%s = %f\n",cmd,fog->Far);
else
{
level.active_fog = level.active_target_fog = 1;
fog->Far = (float)atof(parm);
Fog_ConsoleFog();
}
}
else if(Q_stricmp (cmd, "Fog_Model") == 0 )
{
if(!parm)
gi.dprintf("%s = %d\n0=Linear\n1=Exp\n2=Exp2\n",cmd,fog->Model);
else
{
level.active_fog = level.active_target_fog = 1;
//fog->Model = max(0,min(2,atoi(parm)));
fog->Model = max(0,min(3,atoi(parm)));
if(fog->Model == 3)
fog->GL_Model = GLModels[2];
else
fog->GL_Model = GLModels[fog->Model];
Fog_ConsoleFog();
}
}
else if(Q_stricmp (cmd, "Fog_Density") == 0 )
{
if(!parm)
gi.dprintf("%s = %f\n",cmd,fog->Density);
else
{
level.active_fog = level.active_target_fog = 1;
fog->Density = fog->Density1 = fog->Density2 = (float)atof(parm);
Fog_ConsoleFog();
}
}
else if(Q_stricmp (cmd, "Fog_List") == 0 )
{
int i;
gi.dprintf("level.fogs=%d\n",level.fogs);
gi.dprintf("level.trigger_fogs=%d\n",level.trigger_fogs);
for(i=0; i<level.fogs; i++)
{
pfog = &gfogs[i];
gi.dprintf("Fog #%d\n",i+1);
gi.dprintf("Trigger=%s\n",(pfog->Trigger ? "true" : "false"));
gi.dprintf("Model=%d, Near=%g, Far=%g, Density=%g\n",
pfog->Model, pfog->Near, pfog->Far, pfog->Density);
gi.dprintf("Color=%g,%g,%g\n",pfog->Color[0],pfog->Color[1],pfog->Color[2]);
gi.dprintf("Targetname=%s\n",(pfog->ent ? pfog->ent->targetname : "no ent"));
}
}
else
Cmd_Say_f (ent, false, true);
}
/*
void SoftwareFog (void)
{
edict_t *player = &g_edicts[1];
player->client->fadein = level.framenum - 1;
player->client->fadehold = level.framenum + 2;
player->client->fadeout = 0;
player->client->fadecolor[0] = pfog->Color[0];
player->client->fadecolor[1] = pfog->Color[1];
player->client->fadecolor[2] = pfog->Color[2];
if(pfog->Model == 0)
player->client->fadealpha = pfog->Far/256.;
else if(pfog->Model == 1)
player->client->fadealpha = pfog->Density/30;
else
player->client->fadealpha = pfog->Density/15;
if(player->client->fadealpha > 0.9)
player->client->fadealpha = 0.9;
last_software_frame = level.framenum;
}
*/
void GLFog (void)
{
#ifdef KMQUAKE2_ENGINE_MOD // engine fog
edict_t *player_ent = &g_edicts[1];
int fog_model, fog_density, fog_near, fog_far, fog_color[3];
if (!player_ent->client || player_ent->is_bot)
return;
if (pfog->GL_Model == GL_EXP)
fog_model = 1;
else if (pfog->GL_Model == GL_EXP2)
fog_model = 2;
else // GL_LINEAR
fog_model = 0;
fog_density = (int)(pfog->Density);
fog_near = (int)(pfog->Near);
fog_far = (int)(pfog->Far);
fog_color[0] = (int)(pfog->Color[0]*255);
fog_color[1] = (int)(pfog->Color[1]*255);
fog_color[2] = (int)(pfog->Color[2]*255);
// check for change in fog state before updating
if ( fog_model == last_fog_model &&
fog_density == last_fog_density &&
fog_near == last_fog_near &&
fog_far == last_fog_far &&
fog_color[0] == last_fog_color[0] &&
fog_color[1] == last_fog_color[1] &&
fog_color[2] == last_fog_color[2] )
return;
gi.WriteByte (svc_fog); // svc_fog = 21
gi.WriteByte (1); // enable message
gi.WriteByte (fog_model); // model 0, 1, or 2
gi.WriteByte (fog_density); // density 1-100
gi.WriteShort (fog_near); // near >0, <fog_far
gi.WriteShort (fog_far); // far >fog_near-64, < 5000
gi.WriteByte (fog_color[0]); // red 0-255
gi.WriteByte (fog_color[1]); // green 0-255
gi.WriteByte (fog_color[2]); // blue 0-255
gi.unicast (player_ent, true);
// write to last fog state
last_fog_model = fog_model;
last_fog_density = fog_density;
last_fog_near = fog_near;
last_fog_far = fog_far;
VectorCopy (fog_color, last_fog_color);
#else // old sever-side fog
GLfloat fogColor[4];
if(!hOpenGL) return;
fogColor[0] = pfog->Color[0];
fogColor[1] = pfog->Color[1];
fogColor[2] = pfog->Color[2];
fogColor[3] = 1.0;
GL_glEnable (GL_FOG); // turn on fog, otherwise you won't see any
GL_glClearColor ( fogColor[0], fogColor[1], fogColor[2], fogColor[3]); // Clear the background color to the fog color
GL_glFogi (GL_FOG_MODE, pfog->GL_Model);
GL_glFogfv (GL_FOG_COLOR, fogColor);
if(pfog->GL_Model == GL_LINEAR)
{
GL_glFogf (GL_FOG_START, pfog->Near);
GL_glFogf (GL_FOG_END, pfog->Far);
}
else
GL_glFogf (GL_FOG_DENSITY, pfog->Density/10000.f);
GL_glHint (GL_FOG_HINT, GL_NICEST);
#endif // KMQUAKE2_ENGINE_MOD
last_opengl_frame = level.framenum;
}
void trig_fog_fade (edict_t *self)
{
float frames;
int index;
if(!InTriggerFog)
{
self->nextthink = 0;
return;
}
if(level.framenum <= self->goal_frame)
{
index = self->fog_index-1;
frames = self->goal_frame - level.framenum + 1;
if(trig_fade_fog.Model == 0)
{
trig_fade_fog.Near += (gfogs[index].Near - trig_fade_fog.Near)/frames;
trig_fade_fog.Far += (gfogs[index].Far - trig_fade_fog.Far )/frames;
}
else
{
trig_fade_fog.Density += (gfogs[index].Density - trig_fade_fog.Density) /frames;
trig_fade_fog.Density1 += (gfogs[index].Density1 - trig_fade_fog.Density1)/frames;
trig_fade_fog.Density2 += (gfogs[index].Density2 - trig_fade_fog.Density2)/frames;
}
trig_fade_fog.Color[0] += (gfogs[index].Color[0] - trig_fade_fog.Color[0])/frames;
trig_fade_fog.Color[1] += (gfogs[index].Color[1] - trig_fade_fog.Color[1])/frames;
trig_fade_fog.Color[2] += (gfogs[index].Color[2] - trig_fade_fog.Color[2])/frames;
trig_fade_fog.GL_Model = GLModels[trig_fade_fog.Model];
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
}
void init_trigger_fog_delay (edict_t *self)
{
int i;
int index;
edict_t *e;
index = self->fog_index-1;
// scan for other trigger_fog's that are currently "thinking", iow
// the trigger_fog has a delay and is ramping. If found, stop the ramp for those fogs
for(i=1, e=g_edicts+i; i<globals.num_edicts; i++, e++)
{
if(!e->inuse) continue;
if(e == self) continue;
if(e->think == trig_fog_fade || e->think == fog_fade)
{
e->think = NULL;
e->nextthink = 0;
gi.linkentity(e);
}
}
self->spawnflags |= FOG_ON;
if(!level.active_fog)
{
// Fog isn't currently on
memcpy(&level.fog,&gfogs[index],sizeof(fog_t));
level.fog.Near = 4999.;
level.fog.Far = 5000.;
level.fog.Density = 0.0;
level.fog.Density1 = 0.0;
level.fog.Density2 = 0.0;
}
VectorCopy(self->fog_color,gfogs[index].Color);
gfogs[index].Near = self->fog_near;
gfogs[index].Far = self->fog_far;
gfogs[index].Density = self->fog_density;
gfogs[index].Density1 = self->fog_density;
gfogs[index].Density2 = self->density;
self->goal_frame = level.framenum + self->delay*10 + 1;
self->think = trig_fog_fade;
self->nextthink = level.time + FRAMETIME;
memcpy(&trig_fade_fog,&level.fog,sizeof(fog_t));
level.active_fog = self->fog_index;
}
void Fog (edict_t *ent) //vec3_t viewpoint)
{
edict_t *triggerfog;
edict_t *player = ent; //&g_edicts[1];
vec3_t viewpoint;
if (!gl_driver || !vid_ref)
return;
if (deathmatch->value || coop->value)
return;
if (!player->client || player->is_bot)
return;
VectorCopy(player->s.origin, viewpoint);
viewpoint[2] += ent->viewheight;
if(Q_stricmp(vid_ref->string,"gl"))
{
last_software_frame = level.framenum;
level.active_fog = 0;
return;
}
InTriggerFog = false;
if(level.trigger_fogs)
{
int i;
int trigger;
trigger=0;
for(i=1; i<level.fogs; i++)
{
if(!gfogs[i].Trigger) continue;
if(!gfogs[i].ent->inuse) continue;
if(!(gfogs[i].ent->spawnflags & FOG_ON)) continue;
if(viewpoint[0] < gfogs[i].ent->absmin[0]) continue;
if(viewpoint[0] > gfogs[i].ent->absmax[0]) continue;
if(viewpoint[1] < gfogs[i].ent->absmin[1]) continue;
if(viewpoint[1] > gfogs[i].ent->absmax[1]) continue;
if(viewpoint[2] < gfogs[i].ent->absmin[2]) continue;
if(viewpoint[2] > gfogs[i].ent->absmax[2]) continue;
trigger = i;
break;
}
if(trigger)
{
InTriggerFog = true;
triggerfog = gfogs[trigger].ent;
if(level.last_active_fog != trigger+1)
{
if(triggerfog->delay)
init_trigger_fog_delay(triggerfog);
else
memcpy(&level.fog,&gfogs[trigger],sizeof(fog_t));
level.active_fog = trigger+1;
}
else if(triggerfog->delay)
memcpy(&level.fog,&trig_fade_fog,sizeof(fog_t));
}
else
{
InTriggerFog = false;
level.active_fog = level.active_target_fog;
// if we are just coming out of a trigger_fog, force
// level.fog to last active target_fog values
if(level.active_fog && level.last_active_fog && gfogs[level.last_active_fog-1].Trigger)
{
edict_t *ent = gfogs[level.active_fog-1].ent;
if(ent && (ent->think == fog_fade))
ent->think(ent);
else
memcpy(&level.fog,&gfogs[level.active_fog-1],sizeof(fog_t));
}
}
}
if (!level.active_fog)
{
if (level.last_active_fog)
Fog_Off (false);
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level.last_active_fog = 0;
return;
}
pfog = &level.fog;
if((pfog->Density1 != pfog->Density2) && (game.maxclients == 1) && (pfog->Model))
{
float density;
float dp;
vec3_t vp;
AngleVectors(player->client->ps.viewangles,vp,0,0);
dp = DotProduct(pfog->Dir,vp) + 1.0;
density = ((pfog->Density1*dp) + (pfog->Density2*(2.0-dp)))/2.;
if(pfog->Density != density)
{
pfog->Density = density;
}
}
GLFog();
level.last_active_fog = level.active_fog;
}
void Fog_Off (qboolean gameShutdown)
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{
if (deathmatch->value || coop->value)
return;
#ifdef KMQUAKE2_ENGINE_MOD // engine fog
// If game is shutting down, g_edicts will likely be invalid
// and the client will clear the fog automatically
if (gameShutdown)
return;
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{
edict_t *player_ent = &g_edicts[1];
if (!player_ent->client || player_ent->is_bot)
return;
gi.WriteByte (svc_fog); // svc_fog = 21
gi.WriteByte (0); // disable message, remaining paramaters are ignored
gi.WriteByte (0); // 0, 1, or 2
gi.WriteByte (0); // 1-100
gi.WriteShort (0); // >0, <fog_far
gi.WriteShort (0); // >fog_near-64, < 5000
gi.WriteByte (0); // 0-255
gi.WriteByte (0); // 0-255
gi.WriteByte (0); // 0-255
gi.unicast (player_ent, true);
// write to last fog state
last_fog_model = last_fog_density = last_fog_near = last_fog_far = 0;
VectorSet (last_fog_color, 255, 255, 255);
}
#else // old sever-side fog
if (gl_driver && vid_ref)
{
if (!strcmp(vid_ref->string,"gl"))
{
if (hOpenGL) GL_glDisable (GL_FOG);
}
else
{
edict_t *player;
player = &g_edicts[1];
player->client->fadein = 0;
}
}
#endif // KMQUAKE2_ENGINE_MOD
}
void Fog_Init (void)
{
#ifndef KMQUAKE2_ENGINE_MOD
char GL_Lib[64];
if (gl_driver_fog && strlen(gl_driver_fog->string))
// strncpy(GL_Lib, gl_driver_fog->string);
Q_strncpyz(GL_Lib, gl_driver_fog->string, sizeof(GL_Lib));
else
// strncpy(GL_Lib, "opengl32");
Q_strncpyz(GL_Lib, "opengl32", sizeof(GL_Lib));
// strncat(GL_Lib,".dll");
Q_strncatz(GL_Lib,".dll", sizeof(GL_Lib));
hOpenGL = LoadLibrary(GL_Lib);
if (hOpenGL)
{
GL_glClearColor = (GLCLEARCOLOR)GetProcAddress(hOpenGL,"glClearColor");
GL_glDisable = (GLDISABLE)GetProcAddress(hOpenGL,"glDisable");
GL_glEnable = (GLENABLE)GetProcAddress(hOpenGL,"glEnable");
GL_glFogf = (GLFOGF)GetProcAddress(hOpenGL,"glFogf");
GL_glFogfv = (GLFOGFV)GetProcAddress(hOpenGL,"glFogfv");
GL_glFogi = (GLFOGI)GetProcAddress(hOpenGL,"glFogi");
GL_glHint = (GLHINT)GetProcAddress(hOpenGL,"glHint");
}
#endif // KMQUAKE2_ENGINE_MOD
gfogs[0].Color[0] = gfogs[0].Color[1] = gfogs[0].Color[2] = 0.5;
gfogs[0].Model = 1;
gfogs[0].GL_Model = GLModels[1];
gfogs[0].Density = 20.;
gfogs[0].Trigger = false;
#ifdef KMQUAKE2_ENGINE_MOD // engine fog
// write to last fog state
last_fog_model = last_fog_density = last_fog_near = last_fog_far = 0;
VectorSet (last_fog_color, 255, 255, 255);
#endif // KMQUAKE2_ENGINE_MOD
}
void fog_fade (edict_t *self)
{
float frames;
int index;
if(level.framenum <= self->goal_frame)
{
index = self->fog_index-1;
frames = self->goal_frame - level.framenum + 1;
if(fade_fog.Model == 0)
{
fade_fog.Near += (gfogs[index].Near - fade_fog.Near)/frames;
fade_fog.Far += (gfogs[index].Far - fade_fog.Far )/frames;
}
else
{
fade_fog.Density += (gfogs[index].Density - fade_fog.Density) /frames;
fade_fog.Density1 += (gfogs[index].Density1 - fade_fog.Density1)/frames;
fade_fog.Density2 += (gfogs[index].Density2 - fade_fog.Density2)/frames;
}
fade_fog.Color[0] += (gfogs[index].Color[0] - fade_fog.Color[0])/frames;
fade_fog.Color[1] += (gfogs[index].Color[1] - fade_fog.Color[1])/frames;
fade_fog.Color[2] += (gfogs[index].Color[2] - fade_fog.Color[2])/frames;
fade_fog.GL_Model = GLModels[fade_fog.Model];
self->nextthink = level.time + FRAMETIME;
if(!InTriggerFog)
memcpy(&level.fog,&fade_fog,sizeof(fog_t));
gi.linkentity(self);
}
else
{
// if(!(self->spawnflags & FOG_ON))
if(self->spawnflags & FOG_TURNOFF)
level.active_fog = level.active_target_fog = 0;
}
}
#endif // NEW_FOGSYS
// The fog entity code works for both systems
/*QUAKED target_fog (1 0 0) (-8 -8 -8) (8 8 8) ADDITIVE NEGATIVE
Change the fog effects.
ADDITIVE : adds the target_fog settings to the current settings
NEGATIVE : subtracts the target_fog settings from the current settings
fog_color : The colour of the fog, the colour picker box can (and should IMO) be used.
fog_density : The density of the fog, dens*10K (exp&exp2) Default=20
fog_model : Choices are:
0 :Linear (Default)
1 :Exponential
2 :Exponential2
fog_near : How close the player must get before he sees the fog. Default=64
fog_far : How far the player can see into the fog. Default=1024
density : Specifies how player see fog. Direction is in degrees. Default=0
delay : Ramp time in seconds
count : Number of times it can be used
*/
void target_fog_use (edict_t *self, edict_t *other, edict_t *activator)
{
int i;
int index;
edict_t *e;
self->count--;
if(self->count == 0)
{
self->think = G_FreeEdict;
self->nextthink = level.time + self->delay + 1;
}
if((self->spawnflags & FOG_ON) && (self->spawnflags & FOG_TOGGLE))
{
self->spawnflags &= ~FOG_ON;
return;
}
else
self->spawnflags |= FOG_ON;
index = self->fog_index-1;
InTriggerFog = false;
// scan for other target_fog's that are currently "thinking", iow
// the target_fog has a delay and is ramping. If found, stop the ramp for those fogs
for(i=1, e=g_edicts+i; i<globals.num_edicts; i++, e++)
{
if(!e->inuse) continue;
if(e->think == fog_fade)
{
e->nextthink = 0;
gi.linkentity(e);
}
}
if(self->spawnflags & FOG_TURNOFF)
{
// Fog is "turn off" only
if( self->delay && level.active_fog )
{
gfogs[index].Far = 5000.0;
gfogs[index].Near = 4999.0;
gfogs[index].Density = 0.0;
gfogs[index].Density1 = 0.0;
gfogs[index].Density2 = 0.0;
VectorCopy(level.fog.Color,gfogs[index].Color);
self->goal_frame = level.framenum + self->delay*10 + 1;
self->think = fog_fade;
self->nextthink = level.time + FRAMETIME;
level.active_fog = level.active_target_fog = self->fog_index;
memcpy(&fade_fog,&level.fog,sizeof(fog_t));
}
else
level.active_fog = level.active_target_fog = 0;
}
else
{
if(self->delay)
{
if(!level.active_fog)
{
// Fog isn't currently on
memcpy(&level.fog,&gfogs[index],sizeof(fog_t));
level.fog.Near = 4999.;
level.fog.Far = 5000.;
level.fog.Density = 0.0;
level.fog.Density1 = 0.0;
level.fog.Density2 = 0.0;
}
VectorCopy(self->fog_color,gfogs[index].Color);
gfogs[index].Near = self->fog_near;
gfogs[index].Far = self->fog_far;
gfogs[index].Density = self->fog_density;
gfogs[index].Density1 = self->fog_density;
gfogs[index].Density2 = self->density;
self->goal_frame = level.framenum + self->delay*10 + 1;
self->think = fog_fade;
self->nextthink = level.time + FRAMETIME;
memcpy(&fade_fog,&level.fog,sizeof(fog_t));
} else {
memcpy(&level.fog,&gfogs[index],sizeof(fog_t));
}
level.active_fog = level.active_target_fog = self->fog_index;
}
}
void SP_target_fog (edict_t *self)
{
fog_t *fog;
if ( !allow_fog->value )
{
G_FreeEdict(self);
return;
}
if (deathmatch->value || coop->value)
{
G_FreeEdict(self);
return;
}
self->class_id = ENTITY_TARGET_FOG;
if(!level.fogs) level.fogs = 1; // 1st fog reserved for console commands
if(level.fogs >= MAX_FOGS)
{
gi.dprintf("Maximum number of fogs exceeded!\n");
G_FreeEdict(self);
return;
}
if( self->delay < 0.)
self->delay = 0.;
self->fog_index = level.fogs+1;
fog = &gfogs[level.fogs];
fog->Trigger = false;
fog->Model = self->fog_model;
if(fog->Model < 0 || fog->Model > 2) fog->Model = 0;
fog->GL_Model = GLModels[fog->Model];
VectorCopy(self->fog_color,fog->Color);
if(self->spawnflags & FOG_TURNOFF)
{
fog->Near = 4999;
fog->Far = 5000;
fog->Density = 0;
fog->Density1 = 0;
fog->Density2 = 0;
}
else
{
fog->Near = self->fog_near;
fog->Far = self->fog_far;
fog->Density = self->fog_density;
fog->Density1 = self->fog_density;
if(self->density == 0.)
self->density = self->fog_density;
else if(self->density < 0.)
self->density = 0.;
fog->Density2= self->density;
}
AngleVectors(self->s.angles,fog->Dir,0,0);
fog->ent = self;
level.fogs++;
self->use = target_fog_use;
gi.linkentity(self);
if(self->spawnflags & FOG_ON)
{
self->spawnflags &= ~FOG_ON;
target_fog_use(self,NULL,NULL);
}
}
/*QUAKED trigger_fog (1 0 0) ? x Toggle x StartOff
Fog field
"fog_color" specify an RGB color: Default = .5 .5 .5
"fog_model" default = 1
0 :Linear
1 :Exp
2 :Exp2
"fog_near" Starting distance from player. Default = 64
"fog_far" How far the player can see into the fog. Default = 1024
"fog_density" Default = 20
"density" at 180 degrees; Default=0
"delay" ramp time in seconds
"count" number of times it can be used
*/
void trigger_fog_use (edict_t *self, edict_t *other, edict_t *activator)
{
if((self->spawnflags & FOG_ON) && (self->spawnflags & FOG_TOGGLE))
{
self->spawnflags &= ~FOG_ON;
self->count--;
if(self->count == 0)
{
self->think = G_FreeEdict;
self->nextthink = level.time + FRAMETIME;
}
}
else
{
self->spawnflags |= FOG_ON;
}
}
void SP_trigger_fog (edict_t *self)
{
fog_t *fog;
if( !allow_fog->value )
{
G_FreeEdict(self);
return;
}
if(deathmatch->value || coop->value)
{
G_FreeEdict(self);
return;
}
self->class_id = ENTITY_TRIGGER_FOG;
if(!level.fogs) level.fogs = 1; // 1st fog reserved for console commands
if(level.fogs >= MAX_FOGS)
{
gi.dprintf("Maximum number of fogs exceeded!\n");
G_FreeEdict(self);
return;
}
self->fog_index = level.fogs+1;
fog = &gfogs[level.fogs];
fog->Trigger = true;
fog->Model = self->fog_model;
if(fog->Model < 0 || fog->Model > 2) fog->Model = 0;
fog->GL_Model = GLModels[fog->Model];
VectorCopy(self->fog_color,fog->Color);
if(self->spawnflags & FOG_TURNOFF)
{
fog->Near = 4999;
fog->Far = 5000;
fog->Density = 0;
fog->Density1 = 0;
fog->Density2 = 0;
}
else
{
fog->Near = self->fog_near;
fog->Far = self->fog_far;
fog->Density = self->fog_density;
fog->Density1 = self->fog_density;
if(self->density == 0.)
self->density = self->fog_density;
else if(self->density < 0.)
self->density = 0.;
fog->Density2= self->density;
}
if(!(self->spawnflags & FOG_STARTOFF))
self->spawnflags |= FOG_ON;
AngleVectors(self->s.angles,fog->Dir,0,0);
VectorClear(self->s.angles);
fog->ent = self;
level.fogs++;
level.trigger_fogs++;
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
gi.setmodel (self, self->model);
gi.linkentity(self);
}
/*QUAKED trigger_fog_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) x Toggle x StartOff
Fog field
"fog_color" specify an RGB color: Default = .5 .5 .5
"fog_model" default = 1
0 :Linear
1 :Exp
2 :Exp2
"fog_near" Starting distance from player. Default = 64
"fog_far" How far the player can see into the fog. Default = 1024
"fog_density" Default = 20
"density" at 180 degrees; Default=0
"delay" ramp time in seconds
"count" number of times it can be used
bleft Min b-box coords XYZ. Default = -16 -16 -16
tright Max b-box coords XYZ. Default = 16 16 16
*/
void SP_trigger_fog_bbox (edict_t *self)
{
fog_t *fog;
if( !allow_fog->value )
{
G_FreeEdict(self);
return;
}
if(deathmatch->value || coop->value)
{
G_FreeEdict(self);
return;
}
self->class_id = ENTITY_TRIGGER_FOG;
if(!level.fogs) level.fogs = 1; // 1st fog reserved for console commands
if(level.fogs >= MAX_FOGS)
{
gi.dprintf("Maximum number of fogs exceeded!\n");
G_FreeEdict(self);
return;
}
self->fog_index = level.fogs+1;
fog = &gfogs[level.fogs];
fog->Trigger = true;
fog->Model = self->fog_model;
if(fog->Model < 0 || fog->Model > 2) fog->Model = 0;
fog->GL_Model = GLModels[fog->Model];
VectorCopy(self->fog_color,fog->Color);
if(self->spawnflags & FOG_TURNOFF)
{
fog->Near = 4999;
fog->Far = 5000;
fog->Density = 0;
fog->Density1 = 0;
fog->Density2 = 0;
}
else
{
fog->Near = self->fog_near;
fog->Far = self->fog_far;
fog->Density = self->fog_density;
fog->Density1 = self->fog_density;
if(self->density == 0.)
self->density = self->fog_density;
else if(self->density < 0.)
self->density = 0.;
fog->Density2= self->density;
}
if(!(self->spawnflags & FOG_STARTOFF))
self->spawnflags |= FOG_ON;
AngleVectors(self->s.angles,fog->Dir,0,0);
VectorClear(self->s.angles);
fog->ent = self;
level.fogs++;
level.trigger_fogs++;
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
if ( (!VectorLength(self->bleft)) && (!VectorLength(self->tright)) )
{
VectorSet(self->bleft, -16, -16, -16);
VectorSet(self->tright, 16, 16, 16);
}
VectorCopy (self->bleft, self->mins);
VectorCopy (self->tright, self->maxs);
gi.linkentity(self);
}
#endif // DISABLE_FOG