quakeforge/libs/client/cl_effects.c
Th3T3chn0G1t 3098b5d3f7 Implement clang support
Fixing a load of issues related to autoconf and some small source-level issues to re-add clang support.
autoconf feature detection probably needs some addressing - partially as -Werror is applied late.
2023-08-11 14:25:01 +09:00

212 lines
5.6 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/ecs.h"
#include "QF/render.h"
#include "QF/plugin/vid_render.h" //FIXME
#include "QF/scene/entity.h"
#include "QF/scene/light.h"
#include "QF/scene/scene.h"
#include "client/entities.h"
#include "client/effects.h"
#include "client/particles.h"
#include "client/world.h"
ecs_system_t effect_system;
const component_t effect_components[effect_comp_count] = {
[effect_light] = {
.size = sizeof (uint32_t),
.name = "effect light",
},
[effect_muzzleflash] = {
.size = sizeof (uint32_t),
.name = "muzzle flash",
},
};
#define c_light (effect_system.base + effect_light)
static bool
has_light (entity_t ent)
{
return Ent_HasComponent (ent.id, c_light, ent.reg);
}
static uint32_t
get_light (entity_t ent)
{
return *(uint32_t *) Ent_GetComponent (ent.id, c_light, ent.reg);
}
static void
set_light (entity_t ent, uint32_t light)
{
Ent_SetComponent (ent.id, c_light, ent.reg, &light);
}
static uint32_t
attach_light_ent (entity_t ent)
{
uint32_t light = nullent;
if (has_light (ent)) {
light = get_light (ent);
}
if (!ECS_EntValid (light, ent.reg)) {
light = ECS_NewEntity (ent.reg);
set_light (ent, light);
}
return light;
}
void
CL_NewDlight (entity_t ent, vec4f_t org, int effects, byte glow_size,
byte glow_color, double time)
{
static vec4f_t normal = {0.4, 0.2, 0.05, 0.7};
static vec4f_t red = {0.5, 0.05, 0.05, 0.7};
static vec4f_t blue = {0.05, 0.05, 0.5, 0.7};
static vec4f_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;
}
float radius = 0;
float die = time + 0.1;
vec4f_t color = normal;
if (effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) {
radius = 200 + (rand () & 31);
if (effects & EF_BRIGHTLIGHT) {
radius += 200;
org[2] += 16;
}
if (effects & EF_DIMLIGHT)
if (effects & ~EF_DIMLIGHT)
radius -= 100;
switch (effects & (EF_RED | EF_BLUE)) {
case EF_RED | EF_BLUE: color = purple; break;
case EF_RED: color = red; break;
case EF_BLUE: color = blue; break;
default: color = normal; break;
}
}
if (glow_size) {
radius += glow_size < 128 ? glow_size * 8.0 : (glow_size - 256) * 8.0;
if (glow_color) {
if (glow_color == 255) {
color = (vec4f_t) { 1, 1, 1, 0.7 };
} else {
byte *tempcolor;
tempcolor = (byte *) &d_8to24table[glow_color];
VectorScale (tempcolor, 1 / 255.0, color);
color[3] = 0.7;
}
}
}
uint32_t light = attach_light_ent (ent);
Ent_SetComponent (light, scene_dynlight, ent.reg, &(dlight_t) {
.origin = org,
.color = color,
.radius = radius,
.die = die,
});
Light_LinkLight (cl_world.scene->lights, light);
}
void
CL_ModelEffects (entity_t ent, int glow_color, double time)
{
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) {
uint32_t light = attach_light_ent (ent);
Ent_SetComponent (light, scene_dynlight, ent.reg, &(dlight_t) {
.origin = ent_origin,
//FIXME VectorCopy (r_firecolor, dl->color);
.color = { 0.9, 0.7, 0.0, 0.7 },
.radius = 200,
.die = time + 0.1,
});
Light_LinkLight (cl_world.scene->lights, light);
clp_funcs->RocketTrail (*old_origin, ent_origin);
renderer->noshadows = 1;
} 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_EntityEffects (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 (ent, position, fv, 16, time);
}
}