198 lines
5.1 KiB
C++
198 lines
5.1 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/lensflare.cpp $
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// $Revision:: 17 $
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// $Author:: Jimdose $
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// $Date:: 10/19/98 12:07a $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/lensflare.cpp $
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//
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// 17 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 16 10/09/98 8:58p Aldie
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// Lightstyle on lensflare from Lights
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//
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// 15 10/09/98 5:23p Aldie
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// Added some commands for lightstyle.
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//
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// 14 9/25/98 2:59p Aldie
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// More lensflare stuff. Added lightstyles
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//
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// 13 5/03/98 4:34p Jimdose
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// Changed Vector class
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//
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// 12 3/30/98 11:39p Markd
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// Added modelIndex stuff
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//
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// 11 3/23/98 1:31p Jimdose
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// Revamped event and command system
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//
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// 10 3/18/98 2:05p Aldie
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// Changed the filename of the sprite model extension to .spr
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//
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// 9 3/14/98 4:40p Aldie
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// Added scale to lensflare.
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//
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// 8 3/13/98 7:25p Aldie
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// Expanded lensflare to have color, dlights, and radius.
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//
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// 7 3/12/98 5:37p Markd
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// Changed model file for lensflare from sp3 file to def file
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//
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// 6 3/12/98 3:02p Aldie
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// Cleaned up lensflare.
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//
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// 5 3/12/98 2:42p Aldie
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// Random starting positions for lensflare rotation offset.
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//
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// 4 3/10/98 7:45p Aldie
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//
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// 3 3/07/98 5:16p Aldie
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// Added new sprite.
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//
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// 2 3/06/98 7:16p Aldie
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// First try at lensflare.
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//
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// DESCRIPTION:LensFlare effect
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//
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#include "g_local.h"
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#include "entity.h"
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#include "lensflare.h"
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#include "light.h"
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CLASS_DECLARATION( Trigger, LensFlare, "lensflare" );
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/*****************************************************************************/
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/*SINED lensflare (0 1 0) (-8 -8 -8) (8 8 8)
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"color" (r g b) 3 values between 0 and 1.0 (Default is 1.0 1.0 1.0)
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"light" If set,make the flare emit a dynamic light. (Default is not set)
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"radius" Radius of the dynamic light (Default is 200)
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"scale" Factor to scale the lensflare (Default is 0.5)
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"sprite" Sprite model to use for the flare (Default is sprites/glow.spr")
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"lightstyle" Lightstyle of the lensflare (Default is none)
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/*****************************************************************************/
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Event EV_LensFlare_Activate( "activate" );
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Event EV_LensFlare_Deactivate( "deactivate" );
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Event EV_LensFlare_Lightstyle( "lightstyle" );
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Event EV_LensFlare_SetLightstyle( "setlightstyle" );
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ResponseDef LensFlare::Responses[] =
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{
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{ &EV_LensFlare_Activate, ( Response )LensFlare::Activate },
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{ &EV_LensFlare_Deactivate, ( Response )LensFlare::Deactivate },
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{ &EV_LensFlare_Lightstyle, ( Response )LensFlare::Lightstyle },
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{ &EV_LensFlare_SetLightstyle, ( Response )LensFlare::SetLightstyle },
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{ NULL, NULL }
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};
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LensFlare::LensFlare( void )
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{
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Vector color;
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Vector def;
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int dlight,radius;
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float scale;
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int lightstyle;
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color = G_GetVectorArg("color",Vector(1,1,1));
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dlight = G_GetIntArg("light",0);
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radius = G_GetIntArg("radius",0);
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scale = G_GetFloatArg("scale", 0.5f);
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model = G_GetSpawnArg("sprite", "sprites/glow.spr" );
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lightstyle = G_GetIntArg("lightstyle", 255 );
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setModel( model );
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setMoveType( MOVETYPE_NONE );
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setSolidType( SOLID_NOT );
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edict->s.renderfx |= (RF_LENSFLARE);
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if (dlight)
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edict->s.renderfx |= (RF_DLIGHT);
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edict->s.angles[ROLL] = rand() % 360;
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edict->s.alpha = 1.0f;
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edict->s.color_r = color.x;
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edict->s.color_g = color.y;
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edict->s.color_b = color.z;
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edict->s.radius = radius;
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edict->s.scale = scale;
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edict->s.skinnum = lightstyle;
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PostEvent( EV_LensFlare_SetLightstyle, 0 );
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}
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void LensFlare::SetLightstyle
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(
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Event *ev
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)
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{
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int num;
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const char *name;
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Entity *ent;
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name = Target();
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if ( name && strcmp( name, "" ) )
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{
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num = 0;
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do
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{
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num = G_FindTarget( num, name );
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if ( !num )
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{
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break;
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}
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ent = G_GetEntity( num );
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assert( ent );
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if ( ent->isSubclassOf( Light ) )
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{
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Light *light;
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light = ( Light * )ent;
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edict->s.skinnum = light->GetStyle();
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}
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}
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while ( 1 );
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}
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}
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void LensFlare::Activate
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(
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Event *ev
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)
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{
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setSolidType( SOLID_BSP );
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showModel();
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}
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void LensFlare::Deactivate
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(
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Event *ev
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)
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{
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hideModel();
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}
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void LensFlare::Lightstyle
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(
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Event *ev
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)
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{
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edict->s.skinnum = ev->GetInteger( 1 );
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}
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