mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
db7f8a461e
While the libraries are probably getting a little out of hand, the separation into its own directory is probably a good thing as an ECS should not be tied to scenes. This should make the ECS more generally useful.
187 lines
4.9 KiB
C
187 lines
4.9 KiB
C
/*
|
|
cl_effect.c
|
|
|
|
Client side effect management
|
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
|
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
|
|
|
|
Author: Bill Currie <bill@taniwha.org>
|
|
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 <string.h>
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include <strings.h>
|
|
#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);
|
|
}
|
|
}
|