[client] Merge nq/qw entity effects code

This commit is contained in:
Bill Currie 2021-03-11 11:25:04 +09:00
parent 51e8694195
commit b8267f2edd
6 changed files with 231 additions and 238 deletions

View file

@ -47,6 +47,7 @@
#include "clview.h"
#include "d_iface.h"
#include "client/effects.h"
#include "client/temp_entities.h"
#include "qw/bothdefs.h"
@ -82,73 +83,6 @@ CL_ClearEnts (void)
CL_Init_Entity (&cl_player_ents[i]);
}
static void
CL_NewDlight (int key, vec3_t org, int effects, byte glow_size,
byte glow_color)
{
float radius;
dlight_t *dl;
static quat_t normal = {0.4, 0.2, 0.05, 0.7};
static quat_t red = {0.5, 0.05, 0.05, 0.7};
static quat_t blue = {0.05, 0.05, 0.5, 0.7};
static quat_t purple = {0.5, 0.05, 0.5, 0.7};
effects &= EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT;
if (!effects) {
if (!glow_size)
return;
}
dl = r_funcs->R_AllocDlight (key);
if (!dl)
return;
VectorCopy (org, dl->origin);
if (effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) {
radius = 200 + (rand () & 31);
if (effects & EF_BRIGHTLIGHT) {
radius += 200;
dl->origin[2] += 16;
}
if (effects & EF_DIMLIGHT)
if (effects & ~EF_DIMLIGHT)
radius -= 100;
dl->radius = radius;
dl->die = cl.time + 0.1;
switch (effects & (EF_RED | EF_BLUE)) {
case EF_RED | EF_BLUE:
QuatCopy (purple, dl->color);
break;
case EF_RED:
QuatCopy (red, dl->color);
break;
case EF_BLUE:
QuatCopy (blue, dl->color);
break;
default:
QuatCopy (normal, dl->color);
break;
}
}
if (glow_size) {
dl->radius += glow_size < 128 ? glow_size * 8.0 :
(glow_size - 256) * 8.0;
dl->die = cl.time + 0.1;
if (glow_color) {
if (glow_color == 255) {
dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
} else {
byte *tempcolor;
tempcolor = (byte *) &d_8to24table[glow_color];
VectorScale (tempcolor, 1 / 255.0, dl->color);
}
}
}
}
// Hack hack hack
static inline int
is_dead_body (entity_state_t *s1)
@ -171,41 +105,6 @@ is_gib (entity_state_t *s1)
return 0;
}
static void
CL_ModelEffects (entity_t *ent, int num, int glow_color)
{
dlight_t *dl;
model_t *model = ent->renderer.model;
// add automatic particle trails
if (model->flags & EF_ROCKET) {
dl = r_funcs->R_AllocDlight (num);
if (dl) {
VectorCopy (ent->origin, dl->origin);
dl->radius = 200.0;
dl->die = cl.time + 0.1;
//FIXME VectorCopy (r_firecolor->vec, dl->color);
VectorSet (0.9, 0.7, 0.0, dl->color);
dl->color[3] = 0.7;
}
r_funcs->particles->R_RocketTrail (ent);
} else if (model->flags & EF_GRENADE)
r_funcs->particles->R_GrenadeTrail (ent);
else if (model->flags & EF_GIB)
r_funcs->particles->R_BloodTrail (ent);
else if (model->flags & EF_ZOMGIB)
r_funcs->particles->R_SlightBloodTrail (ent);
else if (model->flags & EF_TRACER)
r_funcs->particles->R_WizTrail (ent);
else if (model->flags & EF_TRACER2)
r_funcs->particles->R_FlameTrail (ent);
else if (model->flags & EF_TRACER3)
r_funcs->particles->R_VoorTrail (ent);
else if (model->flags & EF_GLOWTRAIL)
if (r_funcs->particles->R_GlowTrail)
r_funcs->particles->R_GlowTrail (ent, glow_color);
}
static void
set_entity_model (entity_t *ent, int modelindex)
{
@ -221,6 +120,7 @@ set_entity_model (entity_t *ent, int modelindex)
animation->syncbase = 0.0;
}
}
animation->nolerp = 1; // don't try to lerp when the model has changed
}
static void
@ -255,7 +155,7 @@ CL_LinkPacketEntities (void)
// spawn light flashes, even ones coming from invisible objects
CL_NewDlight (i, new->origin, new->effects, new->glow_size,
new->glow_color);
new->glow_color, cl.time);
// if set to invisible, skip
if (!new->modelindex
@ -374,11 +274,11 @@ CL_LinkPacketEntities (void)
CL_TransformEntity (ent, angles);
}
//CL_EntityEffects (i, ent, new);
//CL_NewDlight (i, ent->origin, new->effects, 0, 0);
//CL_NewDlight (i, ent->origin, new->effects, 0, 0, cl.time);
if (VectorDistance_fast (old->origin, ent->origin) > (256 * 256))
VectorCopy (ent->origin, old->origin);
if (renderer->model->flags & ~EF_ROTATE) {
CL_ModelEffects (ent, -new->number, new->glow_color);
CL_ModelEffects (ent, -new->number, new->glow_color, cl.time);
}
}
}
@ -492,7 +392,7 @@ CL_LinkPlayers (void)
QuatSet (0.0, 1.0, 0.0, 1.0, dl->color);
} else {
CL_NewDlight (j + 1, org, state->pls.effects, state->pls.glow_size,
state->pls.glow_color);
state->pls.glow_color, cl.time);
}
// Draw player?