/* cl_effect.c Client side effect management Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2021 Bill Currie Author: Bill Currie Date: 2021/3/11 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/render.h" #include "QF/plugin/vid_render.h" //FIXME #include "QF/scene/entity.h" #include "QF/scene/scene.h" #include "client/entities.h" #include "client/effects.h" #include "client/particles.h" #include "client/world.h" void CL_NewDlight (int key, vec4f_t org, int effects, byte glow_size, byte glow_color, double time) { 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_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 = 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 = 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); } } } } void CL_ModelEffects (entity_t ent, int num, int glow_color, double time) { dlight_t *dl; transform_t transform = Entity_Transform (ent); renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg); model_t *model = renderer->model; vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, cl_world.scene->reg); vec4f_t ent_origin = Transform_GetWorldPosition (transform); // add automatic particle trails if (model->flags & EF_ROCKET) { dl = R_AllocDlight (num); if (dl) { VectorCopy (ent_origin, dl->origin); dl->radius = 200.0; dl->die = time + 0.1; //FIXME VectorCopy (r_firecolor, dl->color); VectorSet (0.9, 0.7, 0.0, dl->color); dl->color[3] = 0.7; } clp_funcs->RocketTrail (*old_origin, ent_origin); } else if (model->flags & EF_GRENADE) clp_funcs->GrenadeTrail (*old_origin, ent_origin); else if (model->flags & EF_GIB) clp_funcs->BloodTrail (*old_origin, ent_origin); else if (model->flags & EF_ZOMGIB) clp_funcs->SlightBloodTrail (*old_origin, ent_origin); else if (model->flags & EF_TRACER) clp_funcs->WizTrail (*old_origin, ent_origin); else if (model->flags & EF_TRACER2) clp_funcs->FlameTrail (*old_origin, ent_origin); else if (model->flags & EF_TRACER3) clp_funcs->VoorTrail (*old_origin, ent_origin); else if (model->flags & EF_GLOWTRAIL) clp_funcs->GlowTrail (*old_origin, ent_origin, glow_color); } void CL_MuzzleFlash (vec4f_t position, vec4f_t fv, float zoffset, int num, double time) { dlight_t *dl = R_AllocDlight (num); if (dl) { position += 18 * fv; VectorCopy (position, dl->origin); dl->origin[2] += zoffset; dl->radius = 200 + (rand () & 31); dl->die = time + 0.1; dl->minlight = 32; dl->color[0] = 0.2; dl->color[1] = 0.1; dl->color[2] = 0.05; dl->color[3] = 0.7; } } void CL_EntityEffects (int num, entity_t ent, entity_state_t *state, double time) { transform_t transform = Entity_Transform (ent); vec4f_t position = Transform_GetWorldPosition (transform); if (state->effects & EF_BRIGHTFIELD) clp_funcs->EntityParticles (position); if (state->effects & EF_MUZZLEFLASH) { vec4f_t fv = Transform_Forward (transform); CL_MuzzleFlash (position, fv, 16, num, time); } }