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Verschiebe generisches Lichthandling aus cl_fx.c in eine eigene Datei
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parent
0f8b8df645
commit
5708130e49
4 changed files with 205 additions and 165 deletions
4
Makefile
4
Makefile
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@ -171,6 +171,7 @@ CLIENT_OBJS = \
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build/client/cl_fx.o \
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build/client/cl_input.o \
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build/client/cl_inv.o \
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build/client/cl_lights.o \
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build/client/cl_main.o \
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build/client/cl_parse.o \
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build/client/cl_pred.o \
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@ -414,6 +415,9 @@ build/client/cl_input.o : src/client/cl_input.c
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build/client/cl_inv.o : src/client/cl_inv.c
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$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
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build/client/cl_lights.o : src/client/cl_lights.c
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$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
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build/client/cl_main.o : src/client/cl_main.c
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$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
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@ -16,6 +16,12 @@
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* this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* =======================================================================
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*
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* This file implements all specialized client side effects.
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* E.g. weapon effects, enemy effects, flash, etc.
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*
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* =======================================================================
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*/
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#include "header/client.h"
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@ -28,142 +34,11 @@ static vec3_t avelocities [NUMVERTEXNORMALS];
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extern struct model_s *cl_mod_smoke;
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extern struct model_s *cl_mod_flash;
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typedef struct {
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int length;
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float value[3];
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float map[MAX_QPATH];
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} clightstyle_t;
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clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
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int lastofs;
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cparticle_t *active_particles, *free_particles;
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cparticle_t particles[MAX_PARTICLES];
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int cl_numparticles = MAX_PARTICLES;
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void CL_ClearLightStyles (void) {
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memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
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lastofs = -1;
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}
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void CL_RunLightStyles (void) {
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int ofs;
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int i;
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clightstyle_t *ls;
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ofs = cl.time / 100;
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if (ofs == lastofs)
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return;
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lastofs = ofs;
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for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++) {
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if (!ls->length) {
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ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
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continue;
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}
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if (ls->length == 1)
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ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
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else
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ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs%ls->length];
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}
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}
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void CL_SetLightstyle (int i) {
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char *s;
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int j, k;
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s = cl.configstrings[i+CS_LIGHTS];
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j = (int)strlen (s);
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cl_lightstyle[i].length = j;
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for (k=0 ; k<j ; k++)
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cl_lightstyle[i].map[k] = (float)(s[k]-'a')/(float)('m'-'a');
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}
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void CL_AddLightStyles (void) {
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int i;
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clightstyle_t *ls;
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for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
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V_AddLightStyle (i, ls->value[0], ls->value[1], ls->value[2]);
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}
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cdlight_t cl_dlights[MAX_DLIGHTS];
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void CL_ClearDlights (void) {
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memset (cl_dlights, 0, sizeof(cl_dlights));
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}
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cdlight_t *CL_AllocDlight (int key) {
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int i;
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cdlight_t *dl;
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/* first look for an exact key match */
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if (key) {
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (dl->key == key) {
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dl->key = key;
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return dl;
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}
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}
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}
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/* then look for anything else */
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (dl->die < cl.time) {
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dl->key = key;
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return dl;
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}
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}
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dl = &cl_dlights[0];
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dl->key = key;
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return dl;
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}
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void CL_NewDlight (int key, float x, float y, float z, float radius, float time) {
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cdlight_t *dl;
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dl = CL_AllocDlight (key);
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dl->origin[0] = x;
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dl->origin[1] = y;
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dl->origin[2] = z;
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dl->radius = radius;
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dl->die = cl.time + time;
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}
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void CL_RunDLights (void) {
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int i;
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cdlight_t *dl;
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (!dl->radius)
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continue;
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if (dl->die < cl.time) {
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dl->radius = 0;
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return;
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}
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dl->radius -= cls.frametime*dl->decay;
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if (dl->radius < 0)
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dl->radius = 0;
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}
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}
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void CL_ParseMuzzleFlash (void) {
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vec3_t fv, rv;
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cdlight_t *dl;
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@ -815,40 +690,6 @@ void CL_ParseMuzzleFlash2 (void) {
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}
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}
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void CL_AddDLights (void) {
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int i;
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cdlight_t *dl;
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dl = cl_dlights;
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if(vidref_val == VIDREF_GL) {
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (!dl->radius)
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continue;
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V_AddLight (dl->origin, dl->radius,
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dl->color[0], dl->color[1], dl->color[2]);
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}
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} else {
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (!dl->radius)
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continue;
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/* negative light in software. only black allowed */
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if ((dl->color[0] < 0) || (dl->color[1] < 0) || (dl->color[2] < 0)) {
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dl->radius = -(dl->radius);
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dl->color[0] = 1;
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dl->color[1] = 1;
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dl->color[2] = 1;
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}
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V_AddLight (dl->origin, dl->radius,
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dl->color[0], dl->color[1], dl->color[2]);
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}
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}
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}
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void CL_ClearParticles (void) {
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int i;
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192
src/client/cl_lights.c
Normal file
192
src/client/cl_lights.c
Normal file
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@ -0,0 +1,192 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* =======================================================================
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*
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* This file implements all client side lighting
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*
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* =======================================================================
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*/
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#include "header/client.h"
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typedef struct {
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int length;
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float value[3];
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float map[MAX_QPATH];
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} clightstyle_t;
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clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
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int lastofs;
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void CL_ClearLightStyles (void) {
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memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
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lastofs = -1;
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}
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void CL_RunLightStyles (void) {
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int ofs;
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int i;
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clightstyle_t *ls;
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ofs = cl.time / 100;
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if (ofs == lastofs)
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return;
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lastofs = ofs;
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for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++) {
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if (!ls->length) {
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ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
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continue;
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}
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if (ls->length == 1)
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ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
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else
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ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs%ls->length];
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}
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}
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void CL_SetLightstyle (int i) {
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char *s;
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int j, k;
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s = cl.configstrings[i+CS_LIGHTS];
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j = (int)strlen (s);
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cl_lightstyle[i].length = j;
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for (k=0 ; k<j ; k++)
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cl_lightstyle[i].map[k] = (float)(s[k]-'a')/(float)('m'-'a');
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}
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void CL_AddLightStyles (void) {
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int i;
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clightstyle_t *ls;
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for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
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V_AddLightStyle (i, ls->value[0], ls->value[1], ls->value[2]);
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}
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cdlight_t cl_dlights[MAX_DLIGHTS];
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void CL_ClearDlights (void) {
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memset (cl_dlights, 0, sizeof(cl_dlights));
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}
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cdlight_t *CL_AllocDlight (int key) {
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int i;
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cdlight_t *dl;
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/* first look for an exact key match */
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if (key) {
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (dl->key == key) {
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dl->key = key;
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return dl;
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}
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}
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}
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/* then look for anything else */
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (dl->die < cl.time) {
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dl->key = key;
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return dl;
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}
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}
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dl = &cl_dlights[0];
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dl->key = key;
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return dl;
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}
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void CL_NewDlight (int key, float x, float y, float z, float radius, float time) {
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cdlight_t *dl;
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dl = CL_AllocDlight (key);
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dl->origin[0] = x;
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dl->origin[1] = y;
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dl->origin[2] = z;
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dl->radius = radius;
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dl->die = cl.time + time;
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}
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void CL_RunDLights (void) {
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int i;
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cdlight_t *dl;
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (!dl->radius)
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continue;
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if (dl->die < cl.time) {
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dl->radius = 0;
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return;
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}
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dl->radius -= cls.frametime*dl->decay;
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if (dl->radius < 0)
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dl->radius = 0;
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}
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}
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void CL_AddDLights (void) {
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int i;
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cdlight_t *dl;
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dl = cl_dlights;
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if(vidref_val == VIDREF_GL) {
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (!dl->radius)
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continue;
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V_AddLight (dl->origin, dl->radius,
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dl->color[0], dl->color[1], dl->color[2]);
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}
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} else {
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++) {
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if (!dl->radius)
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continue;
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/* negative light in software. only black allowed */
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if ((dl->color[0] < 0) || (dl->color[1] < 0) || (dl->color[2] < 0)) {
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dl->radius = -(dl->radius);
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dl->color[0] = 1;
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dl->color[1] = 1;
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dl->color[2] = 1;
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}
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V_AddLight (dl->origin, dl->radius,
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dl->color[0], dl->color[1], dl->color[2]);
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}
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}
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}
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@ -438,6 +438,9 @@ void CL_RunParticles (void);
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void CL_RunDLights (void);
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void CL_RunLightStyles (void);
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void CL_ClearLightStyles (void);
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void CL_ClearDlights (void);
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void CL_AddEntities (void);
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void CL_AddDLights (void);
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void CL_AddTEnts (void);
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