22bb395305
Fixed svc_setangles and sv_bigcoords. Model code is now responsible for transforming traces instead of it being generic. This fixes rotating things getting stuck in players in hexen2. The renderer now generates a list of surfaces to draw. Backend now performs rotations/scaling per entity. This fixes sorting order, at least when not using realtime lights. Hidden items in the hexen2 inventory that you do not have. Added colourmapping for hexen2. Should be easier to click on menu items for hexen2. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3602 fc73d0e0-1445-4013-8a0c-d673dee63da5
437 lines
11 KiB
C
437 lines
11 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the included (GNU.txt) 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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void R_Rockettrail_Callback(struct cvar_s *var, char *oldvalue)
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{
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int i;
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model_t *mod;
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extern model_t mod_known[];
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extern int mod_numknown;
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if (cls.state == ca_disconnected)
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return; // don't bother parsing while disconnected
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for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
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{
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if (mod->flags & EF_ROCKET)
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P_DefaultTrail(mod);
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}
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}
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void R_Grenadetrail_Callback(struct cvar_s *var, char *oldvalue)
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{
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int i;
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model_t *mod;
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extern model_t mod_known[];
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extern int mod_numknown;
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if (cls.state == ca_disconnected)
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return; // don't bother parsing while disconnected
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for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
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{
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if (mod->flags & EF_GRENADE)
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P_DefaultTrail(mod);
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}
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}
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particleengine_t pe_null;
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particleengine_t pe_classic;
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particleengine_t pe_darkplaces;
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particleengine_t pe_qmb;
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particleengine_t pe_script;
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particleengine_t *particlesystem[] =
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{
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&pe_script,
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&pe_darkplaces,
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&pe_qmb,
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&pe_classic,
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&pe_null,
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NULL,
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};
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void R_ParticleSystem_Callback(struct cvar_s *var, char *oldvalue)
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{
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int i;
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if (pe)
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{
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pe->ShutdownParticles();
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}
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if (!qrenderer)
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{
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pe = &pe_null;
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}
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else
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{
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pe = NULL;
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for (i = 0; particlesystem[i]; i++)
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{
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if ( (particlesystem[i]->name1 && !stricmp(var->string, particlesystem[i]->name1))
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|| (particlesystem[i]->name2 && !stricmp(var->string, particlesystem[i]->name2)))
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{
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pe = particlesystem[i];
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break;
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}
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if (!pe)
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if (particlesystem[i]->name1)
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pe = particlesystem[i];
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}
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}
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if (!pe)
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Sys_Error("No particle system available. Please recompile.");
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if (!pe->InitParticles())
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{
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Con_Printf("Particlesystem %s failed to init\n", pe->name1);
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pe = &pe_null;
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pe->InitParticles();
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}
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pe->ClearParticles();
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CL_RegisterParticles();
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}
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cvar_t r_rockettrail = CVARFC("r_rockettrail", "1", CVAR_SEMICHEAT, R_Rockettrail_Callback);
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cvar_t r_grenadetrail = CVARFC("r_grenadetrail", "1", CVAR_SEMICHEAT, R_Grenadetrail_Callback);
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cvar_t r_particlesystem = CVARFC("r_particlesystem", IFMINIMAL("classic", "script"), CVAR_SEMICHEAT, R_ParticleSystem_Callback);
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cvar_t r_particlesdesc = CVARF("r_particlesdesc", "spikeset tsshaft", CVAR_SEMICHEAT);
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extern cvar_t r_bouncysparks;
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extern cvar_t r_part_rain;
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extern cvar_t r_bloodstains;
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extern cvar_t gl_part_flame;
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cvar_t r_part_rain_quantity = CVAR("r_part_rain_quantity", "1");
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cvar_t r_particle_tracelimit = CVAR("r_particle_tracelimit", "250");
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cvar_t r_part_sparks = CVAR("r_part_sparks", "1");
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cvar_t r_part_sparks_trifan = CVAR("r_part_sparks_trifan", "1");
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cvar_t r_part_sparks_textured = CVAR("r_part_sparks_textured", "1");
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cvar_t r_part_beams = CVAR("r_part_beams", "1");
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cvar_t r_part_contentswitch = CVAR("r_part_contentswitch", "1");
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particleengine_t *pe;
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void P_InitParticleSystem(void)
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{
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char *particlecvargroupname = "Particle effects";
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Cvar_Register(&r_particlesystem, "Particles");
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//particles
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Cvar_Register(&r_particlesdesc, particlecvargroupname);
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Cvar_Register(&r_bouncysparks, particlecvargroupname);
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Cvar_Register(&r_part_rain, particlecvargroupname);
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Cvar_Register(&r_part_rain_quantity, particlecvargroupname);
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Cvar_Register(&r_particle_tracelimit, particlecvargroupname);
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Cvar_Register(&r_part_sparks, particlecvargroupname);
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Cvar_Register(&r_part_sparks_trifan, particlecvargroupname);
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Cvar_Register(&r_part_sparks_textured, particlecvargroupname);
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Cvar_Register(&r_part_beams, particlecvargroupname);
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Cvar_Register(&r_part_contentswitch, particlecvargroupname);
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Cvar_Register (&gl_part_flame, particlecvargroupname);
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}
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#ifdef Q2BSPS
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qboolean Q2TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
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{
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vec3_t nul = {0,0,0};
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trace_t trace = CM_BoxTrace(pmove.physents[0].model, start, end, nul, nul, MASK_SOLID);
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if (trace.fraction < 1)
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{
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VectorCopy (trace.plane.normal, normal);
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VectorCopy (trace.endpos, impact);
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return true;
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}
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return false;
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}
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#endif
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qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
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{
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trace_t trace;
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float len, bestlen;
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int i;
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vec3_t delta, ts, te;
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physent_t *pe;
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qboolean clipped=false;
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vec3_t axis[3];
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memset (&trace, 0, sizeof(trace));
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VectorSubtract(end, start, delta);
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bestlen = Length(delta);
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VectorCopy (end, impact);
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for (i=0 ; i< pmove.numphysent ; i++)
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{
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pe = &pmove.physents[i];
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if (pe->nonsolid)
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continue;
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if (pe->model)
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{
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VectorSubtract(start, pe->origin, ts);
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VectorSubtract(end, pe->origin, te);
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if (pe->angles[0] || pe->angles[1] || pe->angles[2])
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{
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AngleVectors(pe->angles, axis[0], axis[1], axis[2]);
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VectorNegate(axis[1], axis[1]);
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pe->model->funcs.Trace(pe->model, 0, 0, axis, ts, te, vec3_origin, vec3_origin, &trace);
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}
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else
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pe->model->funcs.Trace(pe->model, 0, 0, NULL, ts, te, vec3_origin, vec3_origin, &trace);
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if (trace.fraction<1)
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{
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VectorSubtract(trace.endpos, ts, delta);
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len = Length(delta);
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if (len < bestlen)
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{
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bestlen = len;
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if (normal)
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VectorCopy (trace.plane.normal, normal);
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VectorAdd (pe->origin, trace.endpos, impact);
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}
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clipped=true;
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}
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if (trace.startsolid)
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{
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VectorNormalize(delta);
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if (normal)
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{
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normal[0] = -delta[0];
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normal[1] = -delta[1];
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normal[2] = -delta[2];
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}
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VectorCopy (start, impact);
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return true;
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}
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}
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}
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if (clipped)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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//handy utility...
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void P_EmitEffect (vec3_t pos, int type, trailstate_t **tsk)
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{
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if (cl.paused)
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return;
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pe->RunParticleEffectState(pos, NULL, ((host_frametime>0.1)?0.1:host_frametime), type, tsk);
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}
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// P_SelectableTrail: given default/opposite effects, model pointer, and a user selection cvar
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// changes model to the appropriate trail effect and default trail index
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void P_SelectableTrail(model_t *model, cvar_t *selection, int mdleffect, int mdlcidx, int oppeffect, int oppcidx)
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{
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int select = (int)(selection->value);
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switch (select)
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{
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case 0: // check for string, otherwise no trail
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if (selection->string[0] == '0')
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{
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model->particletrail = P_INVALID;
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break;
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}
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else
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{
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int effect = P_FindParticleType(selection->string);
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if (effect >= 0)
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{
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model->particletrail = effect;
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model->traildefaultindex = mdlcidx;
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break;
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}
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}
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// fall through to default (so semicheat will work properly)
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case 1: // default model effect
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default:
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model->particletrail = mdleffect;
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model->traildefaultindex = mdlcidx;
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break;
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case 2: // opposite effect
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model->particletrail = oppeffect;
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model->traildefaultindex= oppcidx;
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break;
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case 3: // alt rocket effect
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model->particletrail = P_ParticleTypeForName("TR_ALTROCKET");
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model->traildefaultindex = 107;
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break;
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case 4: // gib
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model->particletrail = P_ParticleTypeForName("TR_BLOOD");
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model->traildefaultindex = 70;
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break;
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case 5: // zombie gib
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model->particletrail = P_ParticleTypeForName("TR_SLIGHTBLOOD");
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model->traildefaultindex = 70;
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break;
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case 6: // Scrag tracer
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model->particletrail = P_ParticleTypeForName("TR_WIZSPIKE");
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model->traildefaultindex = 60;
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break;
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case 7: // Knight tracer
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model->particletrail = P_ParticleTypeForName("TR_KNIGHTSPIKE");
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model->traildefaultindex = 238;
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break;
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case 8: // Vore tracer
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model->particletrail = P_ParticleTypeForName("TR_VORESPIKE");
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model->traildefaultindex = 154;
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break;
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case 9: // rail trail
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model->particletrail = P_ParticleTypeForName("TR_RAILTRAIL");
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model->traildefaultindex = 15;
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break;
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}
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}
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//figure out which particle trail to use for the given model, filling in its values as required.
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void P_DefaultTrail (model_t *model)
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{
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// TODO: EF_BRIGHTFIELD should probably be handled in here somewhere
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// TODO: make trail default color into RGB values instead of indexes
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if (model->engineflags & MDLF_NODEFAULTTRAIL)
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return;
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if (model->flags & EF_ROCKET)
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P_SelectableTrail(model, &r_rockettrail, P_ParticleTypeForName("TR_ROCKET"), 109, P_ParticleTypeForName("TR_GRENADE"), 6);
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else if (model->flags & EF_GRENADE)
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P_SelectableTrail(model, &r_grenadetrail, P_ParticleTypeForName("TR_GRENADE"), 6, P_ParticleTypeForName("TR_ROCKET"), 109);
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else if (model->flags & EF_GIB)
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{
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model->particletrail = P_ParticleTypeForName("TR_BLOOD");
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model->traildefaultindex = 70;
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}
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else if (model->flags & EF_TRACER)
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{
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model->particletrail = P_ParticleTypeForName("TR_WIZSPIKE");
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model->traildefaultindex = 60;
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}
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else if (model->flags & EF_ZOMGIB)
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{
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model->particletrail = P_ParticleTypeForName("TR_SLIGHTBLOOD");
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model->traildefaultindex = 70;
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}
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else if (model->flags & EF_TRACER2)
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{
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model->particletrail = P_ParticleTypeForName("TR_KNIGHTSPIKE");
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model->traildefaultindex = 238;
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}
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else if (model->flags & EF_TRACER3)
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{
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model->particletrail = P_ParticleTypeForName("TR_VORESPIKE");
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model->traildefaultindex = 154;
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}
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else if (model->flags & EFH2_BLOODSHOT) //these are the hexen2 ones.
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{
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model->particletrail = P_ParticleTypeForName("t_bloodshot");
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model->traildefaultindex = 136;
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}
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else if (model->flags & EFH2_FIREBALL)
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{
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model->particletrail = P_ParticleTypeForName("t_fireball");
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model->traildefaultindex = 424;
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}
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else if (model->flags & EFH2_ACIDBALL)
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{
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model->particletrail = P_ParticleTypeForName("t_acidball");
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model->traildefaultindex = 440;
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}
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else if (model->flags & EFH2_ICE)
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{
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model->particletrail = P_ParticleTypeForName("t_ice");
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model->traildefaultindex = 408;
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}
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else if (model->flags & EFH2_SPIT)
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{
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model->particletrail = P_ParticleTypeForName("t_spit");
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model->traildefaultindex = 260;
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}
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else if (model->flags & EFH2_SPELL)
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{
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model->particletrail = P_ParticleTypeForName("t_spell");
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model->traildefaultindex = 260;
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}
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else if (model->flags & EFH2_VORP_MISSILE)
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{
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model->particletrail = P_ParticleTypeForName("t_vorpmissile");
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model->traildefaultindex = 302;
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}
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else if (model->flags & EFH2_SET_STAFF)
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{
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model->particletrail = P_ParticleTypeForName("t_setstaff");
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model->traildefaultindex = 424;
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}
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else if (model->flags & EFH2_MAGICMISSILE)
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{
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model->particletrail = P_ParticleTypeForName("t_magicmissile");
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model->traildefaultindex = 149;
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}
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else if (model->flags & EFH2_BONESHARD)
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{
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model->particletrail = P_ParticleTypeForName("t_boneshard");
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model->traildefaultindex = 384;
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}
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else if (model->flags & EFH2_SCARAB)
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{
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model->particletrail = P_ParticleTypeForName("t_scarab");
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model->traildefaultindex = 254;
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}
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else
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model->particletrail = P_INVALID;
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}
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