mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-27 06:32:27 +00:00
736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
476 lines
11 KiB
C++
476 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/math/Vector.h"
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#include "framework/Common.h"
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#include "renderer/ModelManager.h"
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#include "framework/DeclFX.h"
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/*
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=================
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idDeclFX::Size
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=================
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*/
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size_t idDeclFX::Size( void ) const {
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return sizeof( idDeclFX );
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}
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/*
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===============
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idDeclFX::Print
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===============
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*/
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void idDeclFX::Print( void ) const {
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const idDeclFX *list = this;
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common->Printf("%d events\n", list->events.Num() );
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for( int i = 0; i < list->events.Num(); i++ ) {
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switch( list->events[i].type ) {
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case FX_LIGHT:
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common->Printf("FX_LIGHT %s\n", list->events[i].data.c_str());
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break;
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case FX_PARTICLE:
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common->Printf("FX_PARTICLE %s\n", list->events[i].data.c_str());
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break;
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case FX_MODEL:
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common->Printf("FX_MODEL %s\n", list->events[i].data.c_str());
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break;
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case FX_SOUND:
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common->Printf("FX_SOUND %s\n", list->events[i].data.c_str());
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break;
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case FX_DECAL:
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common->Printf("FX_DECAL %s\n", list->events[i].data.c_str());
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break;
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case FX_SHAKE:
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common->Printf("FX_SHAKE %s\n", list->events[i].data.c_str());
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break;
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case FX_ATTACHLIGHT:
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common->Printf("FX_ATTACHLIGHT %s\n", list->events[i].data.c_str());
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break;
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case FX_ATTACHENTITY:
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common->Printf("FX_ATTACHENTITY %s\n", list->events[i].data.c_str());
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break;
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case FX_LAUNCH:
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common->Printf("FX_LAUNCH %s\n", list->events[i].data.c_str());
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break;
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case FX_SHOCKWAVE:
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common->Printf("FX_SHOCKWAVE %s\n", list->events[i].data.c_str());
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break;
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}
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}
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}
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/*
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===============
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idDeclFX::List
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===============
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*/
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void idDeclFX::List( void ) const {
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common->Printf("%s, %d stages\n", GetName(), events.Num() );
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}
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/*
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================
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idDeclFX::ParseSingleFXAction
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================
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*/
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void idDeclFX::ParseSingleFXAction( idLexer &src, idFXSingleAction& FXAction ) {
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idToken token;
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FXAction.type = -1;
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FXAction.sibling = -1;
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FXAction.data = "<none>";
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FXAction.name = "<none>";
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FXAction.fire = "<none>";
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FXAction.delay = 0.0f;
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FXAction.duration = 0.0f;
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FXAction.restart = 0.0f;
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FXAction.size = 0.0f;
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FXAction.fadeInTime = 0.0f;
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FXAction.fadeOutTime = 0.0f;
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FXAction.shakeTime = 0.0f;
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FXAction.shakeAmplitude = 0.0f;
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FXAction.shakeDistance = 0.0f;
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FXAction.shakeFalloff = false;
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FXAction.shakeImpulse = 0.0f;
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FXAction.shakeIgnoreMaster = false;
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FXAction.lightRadius = 0.0f;
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FXAction.rotate = 0.0f;
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FXAction.random1 = 0.0f;
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FXAction.random2 = 0.0f;
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FXAction.lightColor = vec3_origin;
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FXAction.offset = vec3_origin;
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FXAction.axis = mat3_identity;
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FXAction.bindParticles = false;
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FXAction.explicitAxis = false;
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FXAction.noshadows = false;
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FXAction.particleTrackVelocity = false;
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FXAction.trackOrigin = false;
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FXAction.soundStarted = false;
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while (1) {
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if ( !src.ReadToken( &token ) ) {
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break;
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}
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if ( !token.Icmp( "}" ) ) {
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break;
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}
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if ( !token.Icmp( "shake" ) ) {
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FXAction.type = FX_SHAKE;
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FXAction.shakeTime = src.ParseFloat();
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src.ExpectTokenString(",");
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FXAction.shakeAmplitude = src.ParseFloat();
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src.ExpectTokenString(",");
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FXAction.shakeDistance = src.ParseFloat();
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src.ExpectTokenString(",");
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FXAction.shakeFalloff = src.ParseBool();
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src.ExpectTokenString(",");
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FXAction.shakeImpulse = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "noshadows" ) ) {
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FXAction.noshadows = true;
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continue;
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}
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if ( !token.Icmp( "name" ) ) {
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src.ReadToken( &token );
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FXAction.name = token;
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continue;
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}
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if ( !token.Icmp( "fire") ) {
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src.ReadToken( &token );
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FXAction.fire = token;
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continue;
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}
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if ( !token.Icmp( "random" ) ) {
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FXAction.random1 = src.ParseFloat();
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src.ExpectTokenString( "," );
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FXAction.random2 = src.ParseFloat();
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FXAction.delay = 0.0f; // check random
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continue;
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}
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if ( !token.Icmp( "delay" ) ) {
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FXAction.delay = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "rotate" ) ) {
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FXAction.rotate = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "duration" ) ) {
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FXAction.duration = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "trackorigin" ) ) {
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FXAction.trackOrigin = src.ParseBool();
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continue;
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}
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if (!token.Icmp("restart")) {
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FXAction.restart = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "fadeIn" ) ) {
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FXAction.fadeInTime = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "fadeOut" ) ) {
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FXAction.fadeOutTime = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "size" ) ) {
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FXAction.size = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "offset" ) ) {
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FXAction.offset.x = src.ParseFloat();
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src.ExpectTokenString( "," );
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FXAction.offset.y = src.ParseFloat();
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src.ExpectTokenString( "," );
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FXAction.offset.z = src.ParseFloat();
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continue;
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}
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if ( !token.Icmp( "axis" ) ) {
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idVec3 v;
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v.x = src.ParseFloat();
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src.ExpectTokenString( "," );
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v.y = src.ParseFloat();
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src.ExpectTokenString( "," );
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v.z = src.ParseFloat();
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v.Normalize();
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FXAction.axis = v.ToMat3();
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FXAction.explicitAxis = true;
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continue;
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}
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if ( !token.Icmp( "angle" ) ) {
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idAngles a;
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a[0] = src.ParseFloat();
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src.ExpectTokenString( "," );
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a[1] = src.ParseFloat();
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src.ExpectTokenString( "," );
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a[2] = src.ParseFloat();
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FXAction.axis = a.ToMat3();
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FXAction.explicitAxis = true;
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continue;
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}
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if ( !token.Icmp( "uselight" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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for( int i = 0; i < events.Num(); i++ ) {
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if ( events[i].name.Icmp( FXAction.data ) == 0 ) {
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FXAction.sibling = i;
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FXAction.lightColor = events[i].lightColor;
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FXAction.lightRadius = events[i].lightRadius;
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}
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}
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FXAction.type = FX_LIGHT;
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// precache the light material
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declManager->FindMaterial( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "attachlight" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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FXAction.type = FX_ATTACHLIGHT;
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// precache it
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declManager->FindMaterial( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "attachentity" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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FXAction.type = FX_ATTACHENTITY;
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// precache the model
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renderModelManager->FindModel( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "launch" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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FXAction.type = FX_LAUNCH;
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// precache the entity def
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declManager->FindType( DECL_ENTITYDEF, FXAction.data );
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continue;
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}
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if ( !token.Icmp( "useModel" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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for( int i = 0; i < events.Num(); i++ ) {
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if ( events[i].name.Icmp( FXAction.data ) == 0 ) {
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FXAction.sibling = i;
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}
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}
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FXAction.type = FX_MODEL;
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// precache the model
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renderModelManager->FindModel( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "light" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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src.ExpectTokenString( "," );
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FXAction.lightColor[0] = src.ParseFloat();
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src.ExpectTokenString( "," );
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FXAction.lightColor[1] = src.ParseFloat();
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src.ExpectTokenString( "," );
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FXAction.lightColor[2] = src.ParseFloat();
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src.ExpectTokenString( "," );
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FXAction.lightRadius = src.ParseFloat();
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FXAction.type = FX_LIGHT;
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// precache the light material
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declManager->FindMaterial( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "model" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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FXAction.type = FX_MODEL;
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// precache it
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renderModelManager->FindModel( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "particle" ) ) { // FIXME: now the same as model
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src.ReadToken( &token );
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FXAction.data = token;
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FXAction.type = FX_PARTICLE;
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// precache it
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renderModelManager->FindModel( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "decal" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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FXAction.type = FX_DECAL;
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// precache it
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declManager->FindMaterial( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "particleTrackVelocity" ) ) {
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FXAction.particleTrackVelocity = true;
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continue;
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}
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if ( !token.Icmp( "sound" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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FXAction.type = FX_SOUND;
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// precache it
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declManager->FindSound( FXAction.data );
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continue;
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}
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if ( !token.Icmp( "ignoreMaster" ) ) {
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FXAction.shakeIgnoreMaster = true;
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continue;
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}
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if ( !token.Icmp( "shockwave" ) ) {
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src.ReadToken( &token );
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FXAction.data = token;
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FXAction.type = FX_SHOCKWAVE;
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// precache the entity def
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declManager->FindType( DECL_ENTITYDEF, FXAction.data );
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continue;
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}
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src.Warning( "FX File: bad token" );
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continue;
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}
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}
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/*
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================
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idDeclFX::Parse
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================
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*/
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bool idDeclFX::Parse( const char *text, const int textLength ) {
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idLexer src;
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idToken token;
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src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
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src.SetFlags( DECL_LEXER_FLAGS );
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src.SkipUntilString( "{" );
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// scan through, identifying each individual parameter
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while( 1 ) {
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if ( !src.ReadToken( &token ) ) {
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break;
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}
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if ( token == "}" ) {
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break;
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}
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if ( !token.Icmp( "bindto" ) ) {
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src.ReadToken( &token );
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joint = token;
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continue;
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}
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if ( !token.Icmp( "{" ) ) {
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idFXSingleAction action;
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ParseSingleFXAction( src, action );
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events.Append( action );
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continue;
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}
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}
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if ( src.HadError() ) {
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src.Warning( "FX decl '%s' had a parse error", GetName() );
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return false;
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}
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return true;
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}
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/*
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===================
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idDeclFX::DefaultDefinition
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===================
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*/
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const char *idDeclFX::DefaultDefinition( void ) const {
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return
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"{\n"
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"\t" "{\n"
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"\t\t" "duration\t5\n"
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"\t\t" "model\t\t_default\n"
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"\t" "}\n"
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"}";
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}
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/*
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===================
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idDeclFX::FreeData
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===================
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*/
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void idDeclFX::FreeData( void ) {
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events.Clear();
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}
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