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3098b5d3f7
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.
212 lines
5.6 KiB
C
212 lines
5.6 KiB
C
/*
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cl_effect.c
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Client side effect management
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/3/11
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/ecs.h"
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#include "QF/render.h"
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#include "QF/plugin/vid_render.h" //FIXME
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#include "QF/scene/entity.h"
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#include "QF/scene/light.h"
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#include "QF/scene/scene.h"
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#include "client/entities.h"
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#include "client/effects.h"
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#include "client/particles.h"
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#include "client/world.h"
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ecs_system_t effect_system;
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const component_t effect_components[effect_comp_count] = {
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[effect_light] = {
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.size = sizeof (uint32_t),
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.name = "effect light",
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},
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[effect_muzzleflash] = {
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.size = sizeof (uint32_t),
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.name = "muzzle flash",
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},
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};
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#define c_light (effect_system.base + effect_light)
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static bool
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has_light (entity_t ent)
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{
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return Ent_HasComponent (ent.id, c_light, ent.reg);
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}
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static uint32_t
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get_light (entity_t ent)
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{
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return *(uint32_t *) Ent_GetComponent (ent.id, c_light, ent.reg);
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}
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static void
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set_light (entity_t ent, uint32_t light)
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{
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Ent_SetComponent (ent.id, c_light, ent.reg, &light);
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}
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static uint32_t
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attach_light_ent (entity_t ent)
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{
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uint32_t light = nullent;
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if (has_light (ent)) {
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light = get_light (ent);
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}
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if (!ECS_EntValid (light, ent.reg)) {
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light = ECS_NewEntity (ent.reg);
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set_light (ent, light);
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}
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return light;
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}
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void
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CL_NewDlight (entity_t ent, vec4f_t org, int effects, byte glow_size,
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byte glow_color, double time)
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{
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static vec4f_t normal = {0.4, 0.2, 0.05, 0.7};
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static vec4f_t red = {0.5, 0.05, 0.05, 0.7};
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static vec4f_t blue = {0.05, 0.05, 0.5, 0.7};
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static vec4f_t purple = {0.5, 0.05, 0.5, 0.7};
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effects &= EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT;
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if (!effects) {
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if (!glow_size)
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return;
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}
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float radius = 0;
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float die = time + 0.1;
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vec4f_t color = normal;
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if (effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT)) {
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radius = 200 + (rand () & 31);
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if (effects & EF_BRIGHTLIGHT) {
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radius += 200;
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org[2] += 16;
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}
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if (effects & EF_DIMLIGHT)
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if (effects & ~EF_DIMLIGHT)
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radius -= 100;
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switch (effects & (EF_RED | EF_BLUE)) {
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case EF_RED | EF_BLUE: color = purple; break;
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case EF_RED: color = red; break;
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case EF_BLUE: color = blue; break;
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default: color = normal; break;
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}
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}
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if (glow_size) {
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radius += glow_size < 128 ? glow_size * 8.0 : (glow_size - 256) * 8.0;
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if (glow_color) {
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if (glow_color == 255) {
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color = (vec4f_t) { 1, 1, 1, 0.7 };
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} else {
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byte *tempcolor;
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tempcolor = (byte *) &d_8to24table[glow_color];
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VectorScale (tempcolor, 1 / 255.0, color);
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color[3] = 0.7;
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}
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}
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}
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uint32_t light = attach_light_ent (ent);
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Ent_SetComponent (light, scene_dynlight, ent.reg, &(dlight_t) {
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.origin = org,
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.color = color,
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.radius = radius,
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.die = die,
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});
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Light_LinkLight (cl_world.scene->lights, light);
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}
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void
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CL_ModelEffects (entity_t ent, int glow_color, double time)
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{
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transform_t transform = Entity_Transform (ent);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, cl_world.scene->reg);
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model_t *model = renderer->model;
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vec4f_t *old_origin = Ent_GetComponent (ent.id, scene_old_origin, cl_world.scene->reg);
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vec4f_t ent_origin = Transform_GetWorldPosition (transform);
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// add automatic particle trails
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if (model->flags & EF_ROCKET) {
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uint32_t light = attach_light_ent (ent);
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Ent_SetComponent (light, scene_dynlight, ent.reg, &(dlight_t) {
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.origin = ent_origin,
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//FIXME VectorCopy (r_firecolor, dl->color);
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.color = { 0.9, 0.7, 0.0, 0.7 },
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.radius = 200,
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.die = time + 0.1,
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});
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Light_LinkLight (cl_world.scene->lights, light);
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clp_funcs->RocketTrail (*old_origin, ent_origin);
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renderer->noshadows = 1;
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} else if (model->flags & EF_GRENADE)
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clp_funcs->GrenadeTrail (*old_origin, ent_origin);
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else if (model->flags & EF_GIB)
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clp_funcs->BloodTrail (*old_origin, ent_origin);
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else if (model->flags & EF_ZOMGIB)
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clp_funcs->SlightBloodTrail (*old_origin, ent_origin);
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else if (model->flags & EF_TRACER)
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clp_funcs->WizTrail (*old_origin, ent_origin);
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else if (model->flags & EF_TRACER2)
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clp_funcs->FlameTrail (*old_origin, ent_origin);
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else if (model->flags & EF_TRACER3)
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clp_funcs->VoorTrail (*old_origin, ent_origin);
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else if (model->flags & EF_GLOWTRAIL)
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clp_funcs->GlowTrail (*old_origin, ent_origin, glow_color);
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}
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void
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CL_EntityEffects (entity_t ent, entity_state_t *state, double time)
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{
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transform_t transform = Entity_Transform (ent);
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vec4f_t position = Transform_GetWorldPosition (transform);
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if (state->effects & EF_BRIGHTFIELD)
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clp_funcs->EntityParticles (position);
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if (state->effects & EF_MUZZLEFLASH) {
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vec4f_t fv = Transform_Forward (transform);
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CL_MuzzleFlash (ent, position, fv, 16, time);
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}
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}
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