forked from valve/halflife-sdk
119 lines
No EOL
2.9 KiB
C++
119 lines
No EOL
2.9 KiB
C++
/***
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*
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* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* The Wastes Project. All other use, distribution, or modification is prohibited
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* without written permission from The Wastes Project.
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*
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***/
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//
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// env_fog.cpp -> env_fog's are client side entities useful in manipulating
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// the fog code in HL for more useful purposes
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "ParseBspEnt.h"
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#include "ParseBsp.h"
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#include "tri.h"
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#include <vector>
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using namespace std;
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#define VectorLength(a) sqrt((double) ((double)((a)[0] * (a)[0]) + (double)( (a)[1] * (a)[1]) + (double)( (a)[2] * (a)[2])) )
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enum bsp_fogstate_e {
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FOGSTATE_OFF = 0,
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FOGSTATE_ON,
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FOGSTATE_MAPDEFAULT,
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};
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vector<CBspEnvFog> g_EnvFogList;
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CBspEnvFog *g_pActiveEnvFog = NULL;
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extern cvar_t *cl_enablefog;
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/*
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==============================
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EnvFog_RenderFog
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Return 0 to use worldspawn fog
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==============================
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*/
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int EnvFog_RenderFog(CBspEnvFog *pActive)
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{
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if(pActive == NULL)
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return 0;
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if(pActive->iFogState == FOGSTATE_MAPDEFAULT)
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return 0;
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R_SetFog(pActive->flFogcolor_r,
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pActive->flFogcolor_g,
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pActive->flFogcolor_b,
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pActive->flFog_start,
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pActive->flFog_end,
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(cl_enablefog->value && pActive->iFogState == FOGSTATE_ON) ? 1 : 0);
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return 1;
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}
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/*
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==============================
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EnvFog_SetFog
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==============================
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*/
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int EnvFog_SetFog()
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{
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// Find the nearest valid env_fog
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for( int i = 0;i < g_EnvFogList.size();i++ )
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{
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CBspEnvFog *pCurNode = &g_EnvFogList[i];
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vec3_t location = pCurNode->flOrigin;
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int radius = pCurNode->iRadius;
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double dist = VectorLength(location - gEngfuncs.GetLocalPlayer()->origin);
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// The player is inside this env_fog,
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// So compare against the current active
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// env_fog to fight for priority
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if(radius && dist <= radius)
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{
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if(g_pActiveEnvFog == NULL)
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{
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g_pActiveEnvFog = pCurNode;
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return EnvFog_RenderFog(g_pActiveEnvFog);
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}
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else
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{
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vec3_t activeloc = g_pActiveEnvFog->flOrigin;
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double activedist = VectorLength(activeloc - gEngfuncs.GetLocalPlayer()->origin);
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// See if this env_fog is better than the current
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// active fog entity.
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if(activedist <= radius)
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{
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if(dist < activedist)
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{
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g_pActiveEnvFog = pCurNode;
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return EnvFog_RenderFog(g_pActiveEnvFog);
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}
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}
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else
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{
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g_pActiveEnvFog = pCurNode;
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return EnvFog_RenderFog(g_pActiveEnvFog);
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}
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}
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}
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}
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return EnvFog_RenderFog(g_pActiveEnvFog);
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} |