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Xash3DArchive/engine/client/cl_tent.c

588 lines
12 KiB
C

//=======================================================================
// Copyright XashXT Group 2009 ©
// cl_tent.c - temp entity effects management
//=======================================================================
#include "common.h"
#include "client.h"
#include "r_efx.h"
#include "event_flags.h"
#include "entity_types.h"
#include "studio.h"
/*
==============================================================
TEMPENTS MANAGEMENT
==============================================================
*/
void CL_WeaponAnim( int iAnim, int body )
{
cl_entity_t *view = &clgame.viewent;
// anim is changed. update latchedvars
if( iAnim != view->curstate.sequence )
{
int i;
// save current blends to right lerping from last sequence
for( i = 0; i < 2; i++ )
view->latched.prevseqblending[i] = view->curstate.blending[i];
view->latched.prevsequence = view->curstate.sequence; // save old sequence
// save animtime
view->latched.prevanimtime = view->curstate.animtime;
}
view->curstate.entityType = ET_VIEWENTITY;
view->curstate.animtime = cl_time(); // start immediately
view->curstate.framerate = 1.0f;
view->curstate.sequence = iAnim;
view->latched.prevframe = 0.0f;
view->curstate.scale = 1.0f;
view->curstate.frame = 0.0f;
view->curstate.body = body;
}
/*
==============================================================
LIGHT STYLE MANAGEMENT
==============================================================
*/
typedef struct
{
int length;
float value[3];
float map[MAX_STRING];
} cl_lightstyle_t;
cl_lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
static int lastofs;
/*
================
CL_ClearLightStyles
================
*/
void CL_ClearLightStyles( void )
{
Mem_Set( cl_lightstyle, 0, sizeof( cl_lightstyle ));
lastofs = -1;
}
/*
================
CL_RunLightStyles
light animations
'm' is normal light, 'a' is no light, 'z' is double bright
================
*/
void CL_RunLightStyles( void )
{
int i, ofs;
cl_lightstyle_t *ls;
float l;
if( cls.state != ca_active ) return;
ofs = (cl.time * 10);
if( ofs == lastofs ) return;
lastofs = ofs;
for( i = 0, ls = cl_lightstyle; i < MAX_LIGHTSTYLES; i++, ls++ )
{
if( ls->length == 0 ) l = 0.0f;
else if( ls->length == 1 ) l = ls->map[0];
else l = ls->map[ofs%ls->length];
VectorSet( ls->value, l, l, l );
}
}
void CL_SetLightstyle( int i )
{
char *s;
int j, k;
s = cl.configstrings[i+CS_LIGHTSTYLES];
j = com.strlen( s );
if( j >= MAX_STRING )
Host_Error("CL_SetLightStyle: lightstyle %s is too long\n", s );
cl_lightstyle[i].length = j;
for( k = 0; k < j; k++ )
cl_lightstyle[i].map[k] = (float)(s[k]-'a') / (float)('m'-'a');
}
/*
================
CL_AddLightStyles
================
*/
void CL_AddLightStyles( void )
{
int i;
cl_lightstyle_t *ls;
for( i = 0, ls = cl_lightstyle; i < MAX_LIGHTSTYLES; i++, ls++ )
re->AddLightStyle( i, ls->value );
}
/*
==============================================================
DLIGHT MANAGEMENT
==============================================================
*/
dlight_t cl_dlights[MAX_DLIGHTS];
/*
================
CL_ClearDlights
================
*/
void CL_ClearDlights( void )
{
Mem_Set( cl_dlights, 0, sizeof( cl_dlights ));
}
/*
===============
CL_AllocDlight
===============
*/
dlight_t *CL_AllocDlight( int key )
{
dlight_t *dl;
int i;
// first look for an exact key match
if( key )
{
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ )
{
if( dl->key == key )
{
// reuse this light
Mem_Set( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
}
}
// then look for anything else
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ )
{
if( dl->die < cl.time )
{
Mem_Set( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
}
// otherwise grab first dlight
dl = &cl_dlights[0];
Mem_Set( dl, 0, sizeof( *dl ));
dl->key = key;
return dl;
}
/*
===============
CL_AllocElight
===============
*/
dlight_t *CL_AllocElight( int key )
{
dlight_t *dl;
dl = CL_AllocDlight( key );
dl->elight = true;
return dl;
}
/*
===============
CL_AddDlight
copy dlight to renderer
===============
*/
qboolean CL_AddDlight( dlight_t *dl )
{
int flags = 0;
qboolean add;
if( dl->dark ) flags |= DLIGHT_DARK;
if( dl->elight ) flags |= DLIGHT_ONLYENTS;
add = re->AddDLight( dl->origin, dl->color, dl->radius, flags );
return add;
}
/*
===============
CL_AddDLights
===============
*/
void CL_AddDLights( void )
{
dlight_t *dl;
float time;
int i;
time = cl.time - cl.oldtime;
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ )
{
if( dl->die < cl_time() || !dl->radius )
continue;
dl->radius -= time * dl->decay;
if( dl->radius < 0 ) dl->radius = 0;
CL_AddDlight( dl );
}
}
/*
================
CL_TestLights
if cl_testlights is set, create 32 lights models
================
*/
void CL_TestLights( void )
{
int i, j;
float f, r;
dlight_t dl;
if( !cl_testlights->integer ) return;
Mem_Set( &dl, 0, sizeof( dlight_t ));
for( i = 0; i < bound( 1, cl_testlights->integer, MAX_DLIGHTS ); i++ )
{
r = 64 * ((i % 4) - 1.5f );
f = 64 * ( i / 4) + 128;
for( j = 0; j < 3; j++ )
dl.origin[j] = cl.refdef.vieworg[j] + cl.refdef.forward[j] * f + cl.refdef.right[j] * r;
dl.color.r = ((((i % 6) + 1) & 1)>>0) * 255;
dl.color.g = ((((i % 6) + 1) & 2)>>1) * 255;
dl.color.b = ((((i % 6) + 1) & 4)>>2) * 255;
dl.radius = 200;
if( !CL_AddDlight( &dl ))
break;
}
}
/*
==============================================================
DECAL MANAGEMENT
==============================================================
*/
/*
===============
CL_DecalShoot
normal temporary decal
===============
*/
void CL_DecalShoot( HSPRITE hDecal, int entityIndex, int modelIndex, float *pos, int flags )
{
rgba_t color;
Vector4Set( color, 255, 255, 255, 255 ); // don't use custom colors
if( re ) re->DecalShoot( hDecal, entityIndex, modelIndex, pos, NULL, flags, color, 0.0f, 0.0f );
}
/*
===============
CL_PlayerDecal
spray custom colored decal (clan logo etc)
===============
*/
void CL_PlayerDecal( HSPRITE hDecal, int entityIndex, float *pos, byte *color )
{
cl_entity_t *pEnt;
int modelIndex = 0;
pEnt = CL_GetEntityByIndex( entityIndex );
if( pEnt ) modelIndex = pEnt->curstate.modelindex;
if( re ) re->DecalShoot( hDecal, entityIndex, modelIndex, pos, NULL, FDECAL_CUSTOM, color, 0.0f, 0.0f );
}
/*
===============
CL_LightForPoint
get lighting color for specified point
===============
*/
void CL_LightForPoint( const vec3_t point, vec3_t ambientLight )
{
if( re ) re->LightForPoint( point, ambientLight );
else VectorClear( ambientLight );
}
/*
===============
CL_ResetEvent
===============
*/
void CL_ResetEvent( event_info_t *ei )
{
Mem_Set( ei, 0, sizeof( *ei ));
}
word CL_PrecacheEvent( const char *name )
{
int i;
if( !name || !name[0] ) return 0;
for( i = 1; i < MAX_EVENTS && cl.configstrings[CS_EVENTS+i][0]; i++ )
if( !com.strcmp( cl.configstrings[CS_EVENTS+i], name ))
return i;
return 0;
}
qboolean CL_FireEvent( event_info_t *ei )
{
user_event_t *ev;
const char *name;
int i, idx;
if( !ei || !ei->index )
return false;
// get the func pointer
for( i = 0; i < MAX_EVENTS; i++ )
{
ev = clgame.events[i];
if( !ev )
{
idx = bound( CS_EVENTS, CS_EVENTS + ei->index, CS_EVENTS + MAX_EVENTS );
Msg( "CL_FireEvent: %s not precached\n", cl.configstrings[idx] );
break;
}
if( ev->index == ei->index )
{
if( ev->func )
{
ev->func( &ei->args );
return true;
}
name = cl.configstrings[CS_EVENTS+ei->index];
MsgDev( D_ERROR, "CL_FireEvent: %s not hooked\n", name );
break;
}
}
return false;
}
void CL_FireEvents( void )
{
int i;
event_state_t *es;
event_info_t *ei;
qboolean success;
es = &cl.events;
for( i = 0; i < MAX_EVENT_QUEUE; i++ )
{
ei = &es->ei[i];
if( ei->index == 0 )
continue;
if( cls.state == ca_disconnected )
{
CL_ResetEvent( ei );
continue;
}
// delayed event!
if( ei->fire_time && ( ei->fire_time > cl_time() ))
continue;
success = CL_FireEvent( ei );
// zero out the remaining fields
CL_ResetEvent( ei );
}
}
event_info_t *CL_FindEmptyEvent( void )
{
int i;
event_state_t *es;
event_info_t *ei;
es = &cl.events;
// look for first slot where index is != 0
for( i = 0; i < MAX_EVENT_QUEUE; i++ )
{
ei = &es->ei[i];
if( ei->index != 0 )
continue;
return ei;
}
// no slots available
return NULL;
}
event_info_t *CL_FindUnreliableEvent( void )
{
int i;
event_state_t *es;
event_info_t *ei;
es = &cl.events;
for ( i = 0; i < MAX_EVENT_QUEUE; i++ )
{
ei = &es->ei[i];
if( ei->index != 0 )
{
// it's reliable, so skip it
if( ei->flags & FEV_RELIABLE )
continue;
}
return ei;
}
// this should never happen
return NULL;
}
void CL_QueueEvent( int flags, int index, float delay, event_args_t *args )
{
qboolean unreliable = (flags & FEV_RELIABLE) ? false : true;
event_info_t *ei;
// find a normal slot
ei = CL_FindEmptyEvent();
if( !ei && unreliable )
{
return;
}
// okay, so find any old unreliable slot
if( !ei )
{
ei = CL_FindUnreliableEvent();
if( !ei ) return;
}
ei->index = index;
ei->fire_time = delay ? (cl_time() + delay) : 0.0f;
ei->flags = flags;
// copy in args event data
Mem_Copy( &ei->args, args, sizeof( ei->args ));
}
/*
=============
CL_PlaybackEvent
=============
*/
void CL_PlaybackEvent( int flags, const edict_t *pInvoker, word eventindex, float delay, float *origin,
float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
{
event_args_t args;
int invokerIndex = 0;
// first check event for out of bounds
if( eventindex < 1 || eventindex > MAX_EVENTS )
{
MsgDev( D_ERROR, "CL_PlaybackEvent: invalid eventindex %i\n", eventindex );
return;
}
// check event for precached
if( !CL_PrecacheEvent( cl.configstrings[CS_EVENTS+eventindex] ))
{
MsgDev( D_ERROR, "CL_PlaybackEvent: event %i was not precached\n", eventindex );
return;
}
flags |= FEV_CLIENT; // it's a client event
flags &= ~(FEV_NOTHOST|FEV_HOSTONLY|FEV_GLOBAL);
if( delay < 0.0f )
delay = 0.0f; // fixup negative delays
if( pInvoker ) invokerIndex = NUM_FOR_EDICT( pInvoker );
args.flags = 0;
args.entindex = invokerIndex;
VectorCopy( origin, args.origin );
VectorCopy( angles, args.angles );
args.fparam1 = fparam1;
args.fparam2 = fparam2;
args.iparam1 = iparam1;
args.iparam2 = iparam2;
args.bparam1 = bparam1;
args.bparam2 = bparam2;
if( flags & FEV_RELIABLE )
{
args.ducking = 0;
VectorClear( args.velocity );
}
else if( invokerIndex )
{
// get up some info from invoker
if( VectorIsNull( args.origin ))
VectorCopy(((cl_entity_t *)&pInvoker)->curstate.origin, args.origin );
if( VectorIsNull( args.angles ))
VectorCopy(((cl_entity_t *)&pInvoker)->curstate.angles, args.angles );
VectorCopy(((cl_entity_t *)&pInvoker)->curstate.velocity, args.velocity );
args.ducking = ((cl_entity_t *)&pInvoker)->curstate.usehull;
}
CL_QueueEvent( flags, eventindex, delay, &args );
}
/*
==============
CL_ClearEffects
==============
*/
void CL_ClearEffects( void )
{
CL_ClearDlights ();
CL_ClearLightStyles ();
}