quakeforge/libs/client/cl_world.c
Bill Currie 6892dc1422 [scene] Add flags for finer rendering control
This takes care of rockets and lava balls casting shadows when they
shouldn't (rockets more because the shadow doesn't look that nice, lava
balls because they glow and thus shouldn't cast shadows). Same for
flames, though the small torches lost their cool sconce shadows (need to
split up the model into flame and sconce parts and mark each
separately).
2023-08-05 18:09:20 +09:00

245 lines
5.5 KiB
C

/*
cl_entities.c
Client side entity management
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/6/28
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/cbuf.h"
#include "QF/cmd.h"
#include "QF/idparse.h"
#include "QF/quakefs.h"
#include "QF/plist.h"
#include "QF/scene/light.h"
#include "QF/plugin/vid_render.h" //FIXME
#include "client/effects.h"
#include "client/entities.h"
#include "client/temp_entities.h"
#include "client/world.h"
worldscene_t cl_world = {
.models = DARRAY_STATIC_INIT (32),
};
void
CL_World_Init (void)
{
scene_system_t extra_systems[] = {
{ .system = &effect_system,
.components = effect_components,
.component_count = effect_comp_count },
{}
};
cl_world.scene = Scene_NewScene (extra_systems);
cl_world.scene->lights = Light_CreateLightingData (cl_world.scene);
}
void
CL_ParseBaseline (qmsg_t *msg, entity_state_t *baseline, int version)
{
int bits = 0;
if (version == 2)
bits = MSG_ReadByte (msg);
if (bits & B_LARGEMODEL)
baseline->modelindex = MSG_ReadShort (msg);
else
baseline->modelindex = MSG_ReadByte (msg);
if (bits & B_LARGEFRAME)
baseline->frame = MSG_ReadShort (msg);
else
baseline->frame = MSG_ReadByte (msg);
baseline->colormap = MSG_ReadByte (msg);
baseline->skinnum = MSG_ReadByte (msg);
MSG_ReadCoordAngleV (msg, (vec_t*)&baseline->origin, baseline->angles);//FIXME
baseline->origin[3] = 1;//FIXME
if (bits & B_ALPHA)
baseline->alpha = MSG_ReadByte (msg);
else
baseline->alpha = 255;//FIXME alpha
baseline->scale = 16;
baseline->glow_size = 0;
baseline->glow_color = 254;
baseline->colormod = 255;
}
void
CL_ParseStatic (qmsg_t *msg, int version)
{
entity_t ent;
entity_state_t es;
ent = Scene_CreateEntity (cl_world.scene);
CL_Init_Entity (ent);
CL_ParseBaseline (msg, &es, version);
DARRAY_APPEND (&cl_static_entities, es);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation, cl_world.scene->reg);
// copy it to the current state
renderer->model = cl_world.models.a[es.modelindex];
renderer->noshadows = renderer->model->shadow_alpha < 0.5;
animation->frame = es.frame;
renderer->skinnum = es.skinnum;
CL_TransformEntity (ent, es.scale / 16.0, es.angles, es.origin);
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
}
static void
map_cfg (const char *mapname, int all)
{
char *name = malloc (strlen (mapname) + 4 + 1);
cbuf_t *cbuf = Cbuf_New (&id_interp);
QFile *f;
QFS_StripExtension (mapname, name);
strcat (name, ".cfg");
f = QFS_FOpenFile (name);
if (f) {
Qclose (f);
Cmd_Exec_File (cbuf, name, 1);
} else {
Cmd_Exec_File (cbuf, "maps_default.cfg", 1);
}
if (all) {
Cbuf_Execute_Stack (cbuf);
} else {
Cbuf_Execute_Sets (cbuf);
}
free (name);
Cbuf_Delete (cbuf);
}
void
CL_MapCfg (const char *mapname)
{
map_cfg (mapname, 0);
}
static plitem_t *
map_ent (const char *mapname)
{
static progs_t edpr;
char *name = malloc (strlen (mapname) + 4 + 1);
char *buf;
plitem_t *edicts = 0;
QFile *ent_file;
QFS_StripExtension (mapname, name);
strcat (name, ".ent");
ent_file = QFS_VOpenFile (name, 0, cl_world.models.a[1]->vpath);
if ((buf = (char *) QFS_LoadFile (ent_file, 0))) {
edicts = ED_Parse (&edpr, buf);
free (buf);
} else {
edicts = ED_Parse (&edpr, cl_world.models.a[1]->brush.entities);
}
free (name);
return edicts;
}
static void
CL_LoadSky (const char *name)
{
plitem_t *worldspawn = cl_world.worldspawn;
plitem_t *item;
static const char *sky_keys[] = {
"sky", // Q2/DarkPlaces
"skyname", // old QF
"qlsky", // QuakeLives
0
};
if (!name) {
if (!worldspawn) {
r_funcs->R_LoadSkys (0);
return;
}
for (const char **key = sky_keys; *key; key++) {
if ((item = PL_ObjectForKey (cl_world.worldspawn, *key))) {
name = PL_String (item);
break;
}
}
}
r_funcs->R_LoadSkys (name);
}
void
CL_World_NewMap (const char *mapname, const char *skyname)
{
model_t *worldmodel = cl_world.models.a[1];
cl_world.scene->worldmodel = worldmodel;
cl_static_entities.size = 0;
if (cl_world.models.a[1] && cl_world.models.a[1]->brush.entities) {
if (cl_world.edicts) {
PL_Release (cl_world.edicts);
}
cl_world.edicts = map_ent (mapname);
if (cl_world.edicts) {
cl_world.worldspawn = PL_ObjectAtIndex (cl_world.edicts, 0);
CL_LoadSky (skyname);
Fog_ParseWorldspawn (cl_world.worldspawn);
}
}
CL_LoadLights (cl_world.edicts, cl_world.scene);
cl_world.scene->models = cl_world.models.a;
cl_world.scene->num_models = cl_world.models.size;
SCR_NewScene (cl_world.scene);
map_cfg (mapname, 1);
}
void
CL_World_Clear (void)
{
Scene_FreeAllEntities (cl_world.scene);
CL_ClearTEnts ();
}