quakeforge/tools/qflight/source/entities.c

444 lines
11 KiB
C

/*
trace.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2002 Colin Thompson
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_IO_H
# include <io.h>
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#ifdef HAVE_UNISTD_H
# include <unistd.h>
#endif
#include <stdlib.h>
#include "QF/bspfile.h"
#include "QF/dstring.h"
#include "QF/mathlib.h"
#include "QF/progs.h"
#include "QF/qfplist.h"
#include "QF/qtypes.h"
#include "QF/quakefs.h"
#include "QF/script.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "light.h"
#include "threads.h"
#include "entities.h"
#include "options.h"
#include "properties.h"
entity_t *entities;
int num_entities;
entity_t *world_entity;
/*
ENTITY FILE PARSING
If a light has a targetname, generate a unique style in the 32-63 range
*/
int numlighttargets;
const char *lighttargets[32];
static int
LightStyleForTargetname (const char *targetname, qboolean alloc)
{
int i;
for (i = 0; i < numlighttargets; i++)
if (!strcmp (lighttargets[i], targetname))
return 32 + i;
if (!alloc)
return -1;
lighttargets[i] = targetname;
numlighttargets++;
return numlighttargets - 1 + 32;
}
static void
MatchTargets (void)
{
int i, j;
for (i = 0; i < num_entities; i++) {
if (!entities[i].target || !entities[i].target[0])
continue;
for (j = 0; j < num_entities; j++)
if (entities[j].targetname
&& !strcmp (entities[j].targetname, entities[i].target)) {
entities[i].targetent = &entities[j];
// set up spotlight values for lighting code to use
VectorSubtract (entities[i].targetent->origin,
entities[i].origin, entities[i].spotdir);
VectorNormalize (entities[i].spotdir);
if (!entities[i].angle)
entities[i].spotcone = -cos(20 * M_PI / 180);
else
entities[i].spotcone = -cos(entities[i].angle * M_PI / 360);
break;
}
if (j == num_entities) {
printf ("WARNING: entity at (%i,%i,%i) (%s) has unmatched "
"target\n",
(int) entities[i].origin[0], (int) entities[i].origin[1],
(int) entities[i].origin[2], entities[i].classname);
continue;
}
// set the style on the source ent for switchable lights
if (entities[j].style) {
entities[i].style = entities[j].style;
SetKeyValue (&entities[i], "style", va ("%i", entities[i].style));
}
if (entities[i].spotcone >= 0) {
VectorZero (entities[i].spotdir);
entities[i].spotcone = 0;
}
}
}
static void
WriteLights (void)
{
int i;
FILE *f;
entity_t *e;
if (!options.lightsfilename)
return;
printf ("building .lights file\n");
f = fopen (options.lightsfilename, "wb");
for (i = 0; i < num_entities; i++) {
e = entities + i;
if (e->light)
fprintf(f, "%f %f %f %f %f %f %f %f %f %f %f %f %f %d\n",
e->origin[0], e->origin[1], e->origin[2],
e->falloff,
e->color[0], e->color[1], e->color[2],
e->subbrightness,
e->spotdir[0], e->spotdir[1], e->spotdir[2],
e->spotcone, e->lightoffset, e->style);
}
fclose (f);
}
void
LoadEntities (void)
{
double vec[4];
entity_t *entity;
float cutoff_range;
float intensity;
plitem_t *dict;
plitem_t *entity_list;
plitem_t *keys;
int count;
script_t *script;
const char *field_name;
const char *value;
int i, j;
script = Script_New ();
Script_Start (script, "ent data", bsp->entdata);
entity_list = ED_ConvertToPlist (script, 1);
Script_Delete (script);
// start parsing
num_entities = PL_A_NumObjects (entity_list);
entities = malloc (num_entities * sizeof (entity_t));;
// go through all the entities
for (i = 0; i < num_entities; i++) {
entity = &entities[i];
memset (entity, 0, sizeof (*entity));
VectorSet (1, 1, 1, entity->color);
VectorCopy (entity->color, entity->color2);
entity->falloff = DEFAULTFALLOFF * DEFAULTFALLOFF;
entity->lightradius = 0;
entity->lightoffset = LIGHTDISTBIAS;
entity->attenuation = options.attenuation;
entity->sun_light[0] = -1;
entity->sun_light[1] = -1;
VectorSet (1, 1, 1, entity->sun_color[0]);
VectorSet (1, 1, 1, entity->sun_color[1]);
entity->num_suns = 1 + NUMHSUNS * NUMVSUNS;
for (j = 0; j < entity->num_suns; j++) {
// default to straight down
VectorSet (0, 0, 1, entity->sun_dir[j]);
}
entity->dict = PL_ObjectAtIndex (entity_list, i);
dict = PL_NewDictionary ();
// go through all the keys in this entity
keys = PL_D_AllKeys (entity->dict);
count = PL_A_NumObjects (keys);
while (count-- > 0) {
field_name = PL_String (PL_ObjectAtIndex (keys, count));
value = PL_String (PL_ObjectForKey (entity->dict, field_name));
if (!strcmp (field_name, "classname"))
entity->classname = value;
else if (!strcmp (field_name, "target"))
entity->target = value;
else if (!strcmp (field_name, "targetname"))
entity->targetname = value;
else if (!strcmp (field_name, "origin")) {
// scan into doubles, then assign
// which makes it vec_t size independent
if (sscanf (value, "%lf %lf %lf",
&vec[0], &vec[1], &vec[2]) != 3)
fprintf (stderr, "LoadEntities: not 3 values for origin");
else
VectorCopy (vec, entity->origin);
}
// the leading _ is so the engine doesn't search for the field,
// but it's not wanted in the properties dictionary
if (*field_name == '_')
field_name++;
PL_D_AddObject (dict, field_name, PL_NewString (value));
}
if (options.verbosity > 1 && entity->targetname)
printf ("%s %d %d\n", entity->targetname, entity->light,
entity->style);
// all fields have been parsed
if (entity->classname) {
if (!strcmp (entity->classname, "worldspawn")) {
int hsuns = NUMHSUNS;
if (world_entity)
Sys_Error ("More than one worldspawn entity");
set_sun_properties (entity, dict);
if (options.extrabit == 1)
hsuns = 6;
else if (options.extrabit == 2)
hsuns = 16;
entity->num_suns = 1 + hsuns * NUMVSUNS;
if (entity->sun_light[1] <= 0)
entity->num_suns = 1;
if (entity->sun_light[0] <= 0)
entity->num_suns = 0;
world_entity = entity;
} else {
entity->num_suns = 0;
}
if (!strncmp (entity->classname, "light", 5)) {
set_properties (entity, dict);
if (!entity->light)
entity->light = DEFAULTLIGHTLEVEL;
if (!entity->noise)
entity->noise = options.noise;
if (!entity->persistence)
entity->persistence = 1;
}
}
PL_Free (dict);
if (entity->light) {
// convert to subtraction to the brightness for the whole light,
// so it will fade nicely, rather than being clipped off
VectorScale (entity->color2,
entity->light * 16384.0 * options.globallightscale,
entity->color2);
entity->color[0] *= entity->color2[0];
entity->color[1] *= entity->color2[1];
entity->color[2] *= entity->color2[2];
if (entity->lightradius)
entity->subbrightness = 1.0 / (entity->lightradius
* entity->lightradius
* entity->falloff
+ LIGHTDISTBIAS);
if (entity->subbrightness < (1.0 / 1048576.0))
entity->subbrightness = (1.0 / 1048576.0);
intensity = entity->light;
if (intensity < 0)
intensity = -intensity;
switch (entity->attenuation) {
case LIGHT_RADIUS:
// default radius is intensity (same as LIGHT_LINEAR)
if (!entity->radius)
entity->radius = intensity;
break;
case LIGHT_LINEAR:
// don't allow radius to be greater than intensity
if (entity->radius > intensity || entity->radius == 0)
entity->radius = intensity;
break;
case LIGHT_REALISTIC:
if (options.cutoff) {
// approximate limit for faster lighting
cutoff_range = sqrt (intensity / options.cutoff);
if (!entity->radius || cutoff_range < entity->radius)
entity->radius = cutoff_range;
}
break;
case LIGHT_INVERSE:
if (options.cutoff) {
// approximate limit for faster lighting
cutoff_range = intensity / options.cutoff;
if (!entity->radius || cutoff_range < entity->radius)
entity->radius = cutoff_range;
}
break;
case LIGHT_NO_ATTEN:
break;
case LIGHT_LH:
break;
}
}
if (entity->classname && !strcmp (entity->classname, "light")) {
if (entity->targetname && entity->targetname[0]
&& !entity->style) {
char s[16];
entity->style = LightStyleForTargetname (entity->targetname,
true);
sprintf (s, "%i", entity->style);
SetKeyValue (entity, "style", s);
}
}
}
if (!world_entity)
Sys_Error ("no worldspawn entity");
if (options.verbosity >= 0)
printf ("%d entities read\n", num_entities);
MatchTargets ();
WriteLights();
novislights = (entity_t **)calloc (num_entities, sizeof (entity_t *));
}
const char *
ValueForKey (entity_t *ent, const char *key)
{
plitem_t *obj = PL_ObjectForKey (ent->dict, key);
const char *val;
if (!obj)
return "";
val = PL_String (obj);
if (!val)
return "";
return val;
}
void
SetKeyValue (entity_t *ent, const char *key, const char *value)
{
plitem_t *obj;
obj = PL_NewString (value);
PL_D_AddObject (ent->dict, key, obj);
}
entity_t *
FindEntityWithKeyPair (const char *key, const char *value)
{
int i;
entity_t *ent;
plitem_t *obj;
const char *val;
for (i = 0; i < num_entities; i++) {
ent = &entities[i];
obj = PL_ObjectForKey (ent->dict, key);
if (!obj)
continue;
val = PL_String (obj);
if (!val)
break;
if (!strcmp (val, value))
return ent;
}
return 0;
}
void
GetVectorForKey (entity_t *ent, const char *key, vec3_t vec)
{
const char *k;
k = ValueForKey (ent, key);
sscanf (k, "%f %f %f", &vec[0], &vec[1], &vec[2]);
}
void
WriteEntitiesToString (void)
{
dstring_t *buf;
int i;
plitem_t *keys;
int count;
const char *field_name;
const char *value;
buf = dstring_newstr ();
if (options.verbosity >= 0)
printf ("%i switchable light styles\n", numlighttargets);
for (i = 0; i < num_entities; i++) {
if (!entities[i].dict)
continue; // ent got removed
dstring_appendstr (buf, "{\n");
keys = PL_D_AllKeys (entities[i].dict);
count = PL_A_NumObjects (keys);
while (count-- > 0) {
field_name = PL_String (PL_ObjectAtIndex (keys, count));
value = PL_String (PL_ObjectForKey (entities[i].dict, field_name));
dasprintf (buf, "\"%s\" \"%s\"\n", field_name, value);
}
dstring_appendstr (buf, "}\n");
}
BSP_AddEntities (bsp, buf->str, buf->size);
}