diff options
author | Paweł Redman <pawel.redman@gmail.com> | 2017-03-22 17:56:34 +0100 |
---|---|---|
committer | Paweł Redman <pawel.redman@gmail.com> | 2017-03-22 17:56:34 +0100 |
commit | 6a777afc079c2a8d3af3ecd2145fe8dd50567a39 (patch) | |
tree | 520f4489cebf8564ef6cb27064ceea45cbc005b3 /src/cgame/cg_trails.c |
Diffstat (limited to 'src/cgame/cg_trails.c')
-rw-r--r-- | src/cgame/cg_trails.c | 1500 |
1 files changed, 1500 insertions, 0 deletions
diff --git a/src/cgame/cg_trails.c b/src/cgame/cg_trails.c new file mode 100644 index 0000000..5d3ff03 --- /dev/null +++ b/src/cgame/cg_trails.c @@ -0,0 +1,1500 @@ +/*
+===========================================================================
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+// cg_trails.c -- the trail system
+
+
+#include "cg_local.h"
+
+static baseTrailSystem_t baseTrailSystems[ MAX_BASETRAIL_SYSTEMS ];
+static baseTrailBeam_t baseTrailBeams[ MAX_BASETRAIL_BEAMS ];
+static int numBaseTrailSystems = 0;
+static int numBaseTrailBeams = 0;
+
+static trailSystem_t trailSystems[ MAX_TRAIL_SYSTEMS ];
+static trailBeam_t trailBeams[ MAX_TRAIL_BEAMS ];
+
+/*
+===============
+CG_CalculateBeamNodeProperties
+
+Fills in trailBeamNode_t.textureCoord
+===============
+*/
+static void CG_CalculateBeamNodeProperties( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = NULL;
+ trailSystem_t *ts;
+ baseTrailBeam_t *btb;
+ float nodeDistances[ MAX_TRAIL_BEAM_NODES ];
+ float totalDistance = 0.0f, position = 0.0f;
+ int j, numNodes = 0;
+ float TCRange, widthRange, alphaRange;
+ vec3_t colorRange;
+ float fadeAlpha = 1.0f;
+
+ if( !tb || !tb->nodes )
+ return;
+
+ ts = tb->parent;
+ btb = tb->class;
+
+ if( ts->destroyTime > 0 && btb->fadeOutTime )
+ {
+ fadeAlpha -= ( cg.time - ts->destroyTime ) / btb->fadeOutTime;
+
+ if( fadeAlpha < 0.0f )
+ fadeAlpha = 0.0f;
+ }
+
+ TCRange = tb->class->backTextureCoord -
+ tb->class->frontTextureCoord;
+ widthRange = tb->class->backWidth -
+ tb->class->frontWidth;
+ alphaRange = tb->class->backAlpha -
+ tb->class->frontAlpha;
+ VectorSubtract( tb->class->backColor,
+ tb->class->frontColor, colorRange );
+
+ for( i = tb->nodes; i && i->next; i = i->next )
+ {
+ nodeDistances[ numNodes++ ] =
+ Distance( i->position, i->next->position );
+ }
+
+ for( j = 0; j < numNodes; j++ )
+ totalDistance += nodeDistances[ j ];
+
+ for( j = 0, i = tb->nodes; i; i = i->next, j++ )
+ {
+ if( tb->class->textureType == TBTT_STRETCH )
+ {
+ i->textureCoord = tb->class->frontTextureCoord +
+ ( ( position / totalDistance ) * TCRange );
+ }
+ else if( tb->class->textureType == TBTT_REPEAT )
+ {
+ if( tb->class->clampToBack )
+ i->textureCoord = ( totalDistance - position ) /
+ tb->class->repeatLength;
+ else
+ i->textureCoord = position / tb->class->repeatLength;
+ }
+
+ i->halfWidth = ( tb->class->frontWidth +
+ ( ( position / totalDistance ) * widthRange ) ) / 2.0f;
+ i->alpha = (byte)( (float)0xFF * ( tb->class->frontAlpha +
+ ( ( position / totalDistance ) * alphaRange ) ) * fadeAlpha );
+ VectorMA( tb->class->frontColor, ( position / totalDistance ),
+ colorRange, i->color );
+
+ position += nodeDistances[ j ];
+ }
+}
+
+/*
+===============
+CG_LightVertex
+
+Lights a particular vertex
+===============
+*/
+static void CG_LightVertex( vec3_t point, byte alpha, byte *rgba )
+{
+ int i;
+ vec3_t alight, dlight, lightdir;
+
+ trap_R_LightForPoint( point, alight, dlight, lightdir );
+ for( i = 0; i <= 2; i++ )
+ rgba[ i ] = (int)alight[ i ];
+
+ rgba[ 3 ] = alpha;
+}
+
+/*
+===============
+CG_RenderBeam
+
+Renders a beam
+===============
+*/
+static void CG_RenderBeam( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = NULL;
+ trailBeamNode_t *prev = NULL;
+ trailBeamNode_t *next = NULL;
+ vec3_t up;
+ polyVert_t verts[ ( MAX_TRAIL_BEAM_NODES - 1 ) * 4 ];
+ int numVerts = 0;
+ baseTrailBeam_t *btb;
+ trailSystem_t *ts;
+ baseTrailSystem_t *bts;
+
+ if( !tb || !tb->nodes )
+ return;
+
+ btb = tb->class;
+ ts = tb->parent;
+ bts = ts->class;
+
+ if( bts->thirdPersonOnly &&
+ ( CG_AttachmentCentNum( &ts->frontAttachment ) == cg.snap->ps.clientNum ||
+ CG_AttachmentCentNum( &ts->backAttachment ) == cg.snap->ps.clientNum ) &&
+ !cg.renderingThirdPerson )
+ return;
+
+ CG_CalculateBeamNodeProperties( tb );
+
+ i = tb->nodes;
+
+ do
+ {
+ prev = i->prev;
+ next = i->next;
+
+ if( prev && next )
+ {
+ //this node has two neighbours
+ GetPerpendicularViewVector( cg.refdef.vieworg, next->position, prev->position, up );
+ }
+ else if( !prev && next )
+ {
+ //this is the front
+ GetPerpendicularViewVector( cg.refdef.vieworg, next->position, i->position, up );
+ }
+ else if( prev && !next )
+ {
+ //this is the back
+ GetPerpendicularViewVector( cg.refdef.vieworg, i->position, prev->position, up );
+ }
+ else
+ break;
+
+ if( prev )
+ {
+ VectorMA( i->position, i->halfWidth, up, verts[ numVerts ].xyz );
+ verts[ numVerts ].st[ 0 ] = i->textureCoord;
+ verts[ numVerts ].st[ 1 ] = 1.0f;
+
+ if( btb->realLight )
+ CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate );
+ else
+ {
+ VectorCopy( i->color, verts[ numVerts ].modulate );
+ verts[ numVerts ].modulate[ 3 ] = i->alpha;
+ }
+
+ numVerts++;
+
+ VectorMA( i->position, -i->halfWidth, up, verts[ numVerts ].xyz );
+ verts[ numVerts ].st[ 0 ] = i->textureCoord;
+ verts[ numVerts ].st[ 1 ] = 0.0f;
+
+ if( btb->realLight )
+ CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate );
+ else
+ {
+ VectorCopy( i->color, verts[ numVerts ].modulate );
+ verts[ numVerts ].modulate[ 3 ] = i->alpha;
+ }
+
+ numVerts++;
+ }
+
+ if( next )
+ {
+ VectorMA( i->position, -i->halfWidth, up, verts[ numVerts ].xyz );
+ verts[ numVerts ].st[ 0 ] = i->textureCoord;
+ verts[ numVerts ].st[ 1 ] = 0.0f;
+
+ if( btb->realLight )
+ CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate );
+ else
+ {
+ VectorCopy( i->color, verts[ numVerts ].modulate );
+ verts[ numVerts ].modulate[ 3 ] = i->alpha;
+ }
+
+ numVerts++;
+
+ VectorMA( i->position, i->halfWidth, up, verts[ numVerts ].xyz );
+ verts[ numVerts ].st[ 0 ] = i->textureCoord;
+ verts[ numVerts ].st[ 1 ] = 1.0f;
+
+ if( btb->realLight )
+ CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate );
+ else
+ {
+ VectorCopy( i->color, verts[ numVerts ].modulate );
+ verts[ numVerts ].modulate[ 3 ] = i->alpha;
+ }
+
+ numVerts++;
+ }
+
+ i = i->next;
+ } while( i );
+
+ trap_R_AddPolysToScene( tb->class->shader, 4, &verts[ 0 ], numVerts / 4 );
+}
+
+/*
+===============
+CG_AllocateBeamNode
+
+Allocates a trailBeamNode_t from a trailBeam_t's nodePool
+===============
+*/
+static trailBeamNode_t *CG_AllocateBeamNode( trailBeam_t *tb )
+{
+ baseTrailBeam_t *btb = tb->class;
+ int i;
+ trailBeamNode_t *tbn;
+
+ for( i = 0; i < MAX_TRAIL_BEAM_NODES; i++ )
+ {
+ tbn = &tb->nodePool[ i ];
+ if( !tbn->used )
+ {
+ tbn->timeLeft = btb->segmentTime;
+ tbn->prev = NULL;
+ tbn->next = NULL;
+ tbn->used = qtrue;
+ return tbn;
+ }
+ }
+
+ // no space left
+ return NULL;
+}
+
+/*
+===============
+CG_DestroyBeamNode
+
+Removes a node from a beam
+Returns the new head
+===============
+*/
+static trailBeamNode_t *CG_DestroyBeamNode( trailBeamNode_t *tbn )
+{
+ trailBeamNode_t *newHead = NULL;
+
+ if( tbn->prev )
+ {
+ if( tbn->next )
+ {
+ // node is in the middle
+ tbn->prev->next = tbn->next;
+ tbn->next->prev = tbn->prev;
+ }
+ else // node is at the back
+ tbn->prev->next = NULL;
+
+ // find the new head (shouldn't have changed)
+ newHead = tbn->prev;
+
+ while( newHead->prev )
+ newHead = newHead->prev;
+ }
+ else if( tbn->next )
+ {
+ //node is at the front
+ tbn->next->prev = NULL;
+ newHead = tbn->next;
+ }
+
+ tbn->prev = NULL;
+ tbn->next = NULL;
+ tbn->used = qfalse;
+
+ return newHead;
+}
+
+/*
+===============
+CG_FindLastBeamNode
+
+Returns the last beam node in a beam
+===============
+*/
+static trailBeamNode_t *CG_FindLastBeamNode( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = tb->nodes;
+
+ while( i && i->next )
+ i = i->next;
+
+ return i;
+}
+
+/*
+===============
+CG_CountBeamNodes
+
+Returns the number of nodes in a beam
+===============
+*/
+static int CG_CountBeamNodes( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = tb->nodes;
+ int numNodes = 0;
+
+ while( i )
+ {
+ numNodes++;
+ i = i->next;
+ }
+
+ return numNodes;
+}
+
+/*
+===============
+CG_PrependBeamNode
+
+Prepend a new beam node to the front of a beam
+Returns the new node
+===============
+*/
+static trailBeamNode_t *CG_PrependBeamNode( trailBeam_t *tb )
+{
+ trailBeamNode_t *i;
+
+ if( tb->nodes )
+ {
+ // prepend another node
+ i = CG_AllocateBeamNode( tb );
+
+ if( i )
+ {
+ i->next = tb->nodes;
+ tb->nodes->prev = i;
+ tb->nodes = i;
+ }
+ }
+ else //add first node
+ {
+ i = CG_AllocateBeamNode( tb );
+
+ if( i )
+ tb->nodes = i;
+ }
+
+ return i;
+}
+
+/*
+===============
+CG_AppendBeamNode
+
+Append a new beam node to the back of a beam
+Returns the new node
+===============
+*/
+static trailBeamNode_t *CG_AppendBeamNode( trailBeam_t *tb )
+{
+ trailBeamNode_t *last, *i;
+
+ if( tb->nodes )
+ {
+ // append another node
+ last = CG_FindLastBeamNode( tb );
+ i = CG_AllocateBeamNode( tb );
+
+ if( i )
+ {
+ last->next = i;
+ i->prev = last;
+ i->next = NULL;
+ }
+ }
+ else //add first node
+ {
+ i = CG_AllocateBeamNode( tb );
+
+ if( i )
+ tb->nodes = i;
+ }
+
+ return i;
+}
+
+/*
+===============
+CG_ApplyJitters
+===============
+*/
+static void CG_ApplyJitters( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = NULL;
+ int j;
+ baseTrailBeam_t *btb;
+ trailSystem_t *ts;
+ trailBeamNode_t *start;
+ trailBeamNode_t *end;
+
+ if( !tb || !tb->nodes )
+ return;
+
+ btb = tb->class;
+ ts = tb->parent;
+
+ for( j = 0; j < btb->numJitters; j++ )
+ {
+ if( tb->nextJitterTimes[ j ] <= cg.time )
+ {
+ for( i = tb->nodes; i; i = i->next )
+ {
+ i->jitters[ j ][ 0 ] = ( crandom( ) * btb->jitters[ j ].magnitude );
+ i->jitters[ j ][ 1 ] = ( crandom( ) * btb->jitters[ j ].magnitude );
+ }
+
+ tb->nextJitterTimes[ j ] = cg.time + btb->jitters[ j ].period;
+ }
+ }
+
+ start = tb->nodes;
+ end = CG_FindLastBeamNode( tb );
+
+ if( !btb->jitterAttachments )
+ {
+ if( CG_Attached( &ts->frontAttachment ) && start->next )
+ start = start->next;
+
+ if( CG_Attached( &ts->backAttachment ) && end->prev )
+ end = end->prev;
+ }
+
+ for( i = start; i; i = i->next )
+ {
+ vec3_t forward, right, up;
+ trailBeamNode_t *prev;
+ trailBeamNode_t *next;
+ float upJitter = 0.0f, rightJitter = 0.0f;
+
+ prev = i->prev;
+ next = i->next;
+
+ if( prev && next )
+ {
+ //this node has two neighbours
+ GetPerpendicularViewVector( cg.refdef.vieworg, next->position, prev->position, up );
+ VectorSubtract( next->position, prev->position, forward );
+ }
+ else if( !prev && next )
+ {
+ //this is the front
+ GetPerpendicularViewVector( cg.refdef.vieworg, next->position, i->position, up );
+ VectorSubtract( next->position, i->position, forward );
+ }
+ else if( prev && !next )
+ {
+ //this is the back
+ GetPerpendicularViewVector( cg.refdef.vieworg, i->position, prev->position, up );
+ VectorSubtract( i->position, prev->position, forward );
+ }
+
+ VectorNormalize( forward );
+ CrossProduct( forward, up, right );
+ VectorNormalize( right );
+
+ for( j = 0; j < btb->numJitters; j++ )
+ {
+ upJitter += i->jitters[ j ][ 0 ];
+ rightJitter += i->jitters[ j ][ 1 ];
+ }
+
+ VectorMA( i->position, upJitter, up, i->position );
+ VectorMA( i->position, rightJitter, right, i->position );
+
+ if( i == end )
+ break;
+ }
+}
+
+/*
+===============
+CG_UpdateBeam
+
+Updates a beam
+===============
+*/
+static void CG_UpdateBeam( trailBeam_t *tb )
+{
+ baseTrailBeam_t *btb;
+ trailSystem_t *ts;
+ trailBeamNode_t *i;
+ int deltaTime;
+ int nodesToAdd;
+ int j;
+ int numNodes;
+
+ if( !tb )
+ return;
+
+ btb = tb->class;
+ ts = tb->parent;
+
+ deltaTime = cg.time - tb->lastEvalTime;
+ tb->lastEvalTime = cg.time;
+
+ // first make sure this beam has enough nodes
+ if( ts->destroyTime <= 0 )
+ {
+ nodesToAdd = btb->numSegments - CG_CountBeamNodes( tb ) + 1;
+
+ while( nodesToAdd-- )
+ {
+ i = CG_AppendBeamNode( tb );
+
+ if( !tb->nodes->next && CG_Attached( &ts->frontAttachment ) )
+ {
+ // this is the first node to be added
+ if( !CG_AttachmentPoint( &ts->frontAttachment, i->refPosition ) )
+ CG_DestroyTrailSystem( &ts );
+ }
+ else
+ VectorCopy( i->prev->refPosition, i->refPosition );
+ }
+ }
+
+ numNodes = CG_CountBeamNodes( tb );
+
+ for( i = tb->nodes; i; i = i->next )
+ VectorCopy( i->refPosition, i->position );
+
+ if( CG_Attached( &ts->frontAttachment ) && CG_Attached( &ts->backAttachment ) )
+ {
+ // beam between two attachments
+ vec3_t dir, front, back;
+
+ if( ts->destroyTime > 0 && ( cg.time - ts->destroyTime ) >= btb->fadeOutTime )
+ {
+ tb->valid = qfalse;
+ return;
+ }
+
+ if( !CG_AttachmentPoint( &ts->frontAttachment, front ) )
+ CG_DestroyTrailSystem( &ts );
+
+ if( !CG_AttachmentPoint( &ts->backAttachment, back ) )
+ CG_DestroyTrailSystem( &ts );
+
+ VectorSubtract( back, front, dir );
+
+ for( j = 0, i = tb->nodes; i; i = i->next, j++ )
+ {
+ float scale = (float)j / (float)( numNodes - 1 );
+
+ VectorMA( front, scale, dir, i->position );
+ }
+ }
+ else if( CG_Attached( &ts->frontAttachment ) )
+ {
+ // beam from one attachment
+
+ // cull the trail tail
+ i = CG_FindLastBeamNode( tb );
+
+ if( i && i->timeLeft >= 0 )
+ {
+ i->timeLeft -= deltaTime;
+
+ if( i->timeLeft < 0 )
+ {
+ tb->nodes = CG_DestroyBeamNode( i );
+
+ if( !tb->nodes )
+ {
+ tb->valid = qfalse;
+ return;
+ }
+
+ // if the ts has been destroyed, stop creating new nodes
+ if( ts->destroyTime <= 0 )
+ CG_PrependBeamNode( tb );
+ }
+ else if( i->timeLeft >= 0 && i->prev )
+ {
+ vec3_t dir;
+ float length;
+
+ VectorSubtract( i->refPosition, i->prev->refPosition, dir );
+ length = VectorNormalize( dir ) *
+ ( (float)i->timeLeft / (float)tb->class->segmentTime );
+
+ VectorMA( i->prev->refPosition, length, dir, i->position );
+ }
+ }
+
+ if( tb->nodes )
+ {
+ if( !CG_AttachmentPoint( &ts->frontAttachment, tb->nodes->refPosition ) )
+ CG_DestroyTrailSystem( &ts );
+
+ VectorCopy( tb->nodes->refPosition, tb->nodes->position );
+ }
+ }
+
+ CG_ApplyJitters( tb );
+}
+
+/*
+===============
+CG_ParseTrailBeamColor
+===============
+*/
+static qboolean CG_ParseTrailBeamColor( byte *c, char **text_p )
+{
+ char *token;
+ int i;
+
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) );
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_ParseTrailBeam
+
+Parse a trail beam
+===============
+*/
+static qboolean CG_ParseTrailBeam( baseTrailBeam_t *btb, char **text_p )
+{
+ char *token;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ if( !Q_stricmp( token, "segments" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->numSegments = atoi_neg( token, qfalse );
+
+ if( btb->numSegments >= MAX_TRAIL_BEAM_NODES )
+ {
+ btb->numSegments = MAX_TRAIL_BEAM_NODES - 1;
+ CG_Printf( S_COLOR_YELLOW "WARNING: too many segments in trail beam\n" );
+ }
+ continue;
+ }
+ else if( !Q_stricmp( token, "width" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->frontWidth = atof_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ btb->backWidth = btb->frontWidth;
+ else
+ btb->backWidth = atof_neg( token, qfalse );
+ continue;
+ }
+ else if( !Q_stricmp( token, "alpha" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->frontAlpha = atof_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ btb->backAlpha = btb->frontAlpha;
+ else
+ btb->backAlpha = atof_neg( token, qfalse );
+ continue;
+ }
+ else if( !Q_stricmp( token, "color" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( !CG_ParseTrailBeamColor( btb->frontColor, text_p ) )
+ break;
+
+ token = COM_Parse( text_p );
+ if( Q_stricmp( token, "}" ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" );
+ break;
+ }
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ {
+ btb->backColor[ 0 ] = btb->frontColor[ 0 ];
+ btb->backColor[ 1 ] = btb->frontColor[ 1 ];
+ btb->backColor[ 2 ] = btb->frontColor[ 2 ];
+ }
+ else if( !Q_stricmp( token, "{" ) )
+ {
+ if( !CG_ParseTrailBeamColor( btb->backColor, text_p ) )
+ break;
+
+ token = COM_Parse( text_p );
+ if( Q_stricmp( token, "}" ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" );
+ break;
+ }
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" );
+ break;
+ }
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" );
+ break;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "segmentTime" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->segmentTime = atoi_neg( token, qfalse );
+ continue;
+ }
+ else if( !Q_stricmp( token, "fadeOutTime" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->fadeOutTime = atoi_neg( token, qfalse );
+ continue;
+ }
+ else if( !Q_stricmp( token, "shader" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ Q_strncpyz( btb->shaderName, token, MAX_QPATH );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "textureType" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "stretch" ) )
+ {
+ btb->textureType = TBTT_STRETCH;
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->frontTextureCoord = atof_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->backTextureCoord = atof_neg( token, qfalse );
+ }
+ else if( !Q_stricmp( token, "repeat" ) )
+ {
+ btb->textureType = TBTT_REPEAT;
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "front" ) )
+ btb->clampToBack = qfalse;
+ else if( !Q_stricmp( token, "back" ) )
+ btb->clampToBack = qtrue;
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown textureType clamp \"%s\"\n", token );
+ break;
+ }
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->repeatLength = atof_neg( token, qfalse );
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown textureType \"%s\"\n", token );
+ break;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "realLight" ) )
+ {
+ btb->realLight = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "jitter" ) )
+ {
+ if( btb->numJitters == MAX_TRAIL_BEAM_JITTERS )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: too many jitters\n", token );
+ break;
+ }
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->jitters[ btb->numJitters ].magnitude = atof_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->jitters[ btb->numJitters ].period = atoi_neg( token, qfalse );
+
+ btb->numJitters++;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "jitterAttachments" ) )
+ {
+ btb->jitterAttachments = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "}" ) )
+ return qtrue; //reached the end of this trail beam
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in trail beam\n", token );
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+CG_InitialiseBaseTrailBeam
+===============
+*/
+static void CG_InitialiseBaseTrailBeam( baseTrailBeam_t *btb )
+{
+ memset( btb, 0, sizeof( baseTrailBeam_t ) );
+
+ btb->numSegments = 1;
+ btb->frontWidth = btb->backWidth = 1.0f;
+ btb->frontAlpha = btb->backAlpha = 1.0f;
+ memset( btb->frontColor, 0xFF, sizeof( btb->frontColor ) );
+ memset( btb->backColor, 0xFF, sizeof( btb->backColor ) );
+
+ btb->segmentTime = 100;
+
+ btb->textureType = TBTT_STRETCH;
+ btb->frontTextureCoord = 0.0f;
+ btb->backTextureCoord = 1.0f;
+}
+
+/*
+===============
+CG_ParseTrailSystem
+
+Parse a trail system section
+===============
+*/
+static qboolean CG_ParseTrailSystem( baseTrailSystem_t *bts, char **text_p, const char *name )
+{
+ char *token;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ CG_InitialiseBaseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ] );
+
+ if( !CG_ParseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ], text_p ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: failed to parse trail beam\n" );
+ return qfalse;
+ }
+
+ if( bts->numBeams == MAX_BEAMS_PER_SYSTEM )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: trail system has > %d beams\n", MAX_BEAMS_PER_SYSTEM );
+ return qfalse;
+ }
+ else if( numBaseTrailBeams == MAX_BASETRAIL_BEAMS )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: maximum number of trail beams (%d) reached\n",
+ MAX_BASETRAIL_BEAMS );
+ return qfalse;
+ }
+ else
+ {
+ //start parsing beams again
+ bts->beams[ bts->numBeams ] = &baseTrailBeams[ numBaseTrailBeams ];
+ bts->numBeams++;
+ numBaseTrailBeams++;
+ }
+ continue;
+ }
+ else if( !Q_stricmp( token, "thirdPersonOnly" ) )
+ bts->thirdPersonOnly = qtrue;
+ else if( !Q_stricmp( token, "beam" ) ) //acceptable text
+ continue;
+ else if( !Q_stricmp( token, "}" ) )
+ {
+ if( cg_debugTrails.integer >= 1 )
+ CG_Printf( "Parsed trail system %s\n", name );
+
+ return qtrue; //reached the end of this trail system
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in trail system %s\n", token, bts->name );
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+CG_ParseTrailFile
+
+Load the trail systems from a trail file
+===============
+*/
+static qboolean CG_ParseTrailFile( const char *fileName )
+{
+ char *text_p;
+ int i;
+ int len;
+ char *token;
+ char text[ 32000 ];
+ char tsName[ MAX_QPATH ];
+ qboolean tsNameSet = qfalse;
+ fileHandle_t f;
+
+ // load the file
+ len = trap_FS_FOpenFile( fileName, &f, FS_READ );
+ if( len <= 0 )
+ return qfalse;
+
+ if( len >= sizeof( text ) - 1 )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: trail file %s too long\n", fileName );
+ return qfalse;
+ }
+
+ trap_FS_Read( text, len, f );
+ text[ len ] = 0;
+ trap_FS_FCloseFile( f );
+
+ // parse the text
+ text_p = text;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( tsNameSet )
+ {
+ //check for name space clashes
+ for( i = 0; i < numBaseTrailSystems; i++ )
+ {
+ if( !Q_stricmp( baseTrailSystems[ i ].name, tsName ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a trail system is already named %s\n", tsName );
+ return qfalse;
+ }
+ }
+
+ Q_strncpyz( baseTrailSystems[ numBaseTrailSystems ].name, tsName, MAX_QPATH );
+
+ if( !CG_ParseTrailSystem( &baseTrailSystems[ numBaseTrailSystems ], &text_p, tsName ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: %s: failed to parse trail system %s\n", fileName, tsName );
+ return qfalse;
+ }
+
+ //start parsing trail systems again
+ tsNameSet = qfalse;
+
+ if( numBaseTrailSystems == MAX_BASETRAIL_SYSTEMS )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: maximum number of trail systems (%d) reached\n",
+ MAX_BASETRAIL_SYSTEMS );
+ return qfalse;
+ }
+ else
+ numBaseTrailSystems++;
+
+ continue;
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unamed trail system\n" );
+ return qfalse;
+ }
+ }
+
+ if( !tsNameSet )
+ {
+ Q_strncpyz( tsName, token, sizeof( tsName ) );
+ tsNameSet = qtrue;
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: trail system already named\n" );
+ return qfalse;
+ }
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_LoadTrailSystems
+
+Load trail system templates
+===============
+*/
+void CG_LoadTrailSystems( void )
+{
+ int i, numFiles, fileLen;
+ char fileList[ MAX_TRAIL_FILES * MAX_QPATH ];
+ char fileName[ MAX_QPATH ];
+ char *filePtr;
+
+ //clear out the old
+ numBaseTrailSystems = 0;
+ numBaseTrailBeams = 0;
+
+ for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ )
+ {
+ baseTrailSystem_t *bts = &baseTrailSystems[ i ];
+ memset( bts, 0, sizeof( baseTrailSystem_t ) );
+ }
+
+ for( i = 0; i < MAX_BASETRAIL_BEAMS; i++ )
+ {
+ baseTrailBeam_t *btb = &baseTrailBeams[ i ];
+ memset( btb, 0, sizeof( baseTrailBeam_t ) );
+ }
+
+ //and bring in the new
+ numFiles = trap_FS_GetFileList( "scripts", ".trail",
+ fileList, MAX_TRAIL_FILES * MAX_QPATH );
+ filePtr = fileList;
+
+ for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 )
+ {
+ fileLen = strlen( filePtr );
+ strcpy( fileName, "scripts/" );
+ strcat( fileName, filePtr );
+ CG_Printf( "...loading '%s'\n", fileName );
+ CG_ParseTrailFile( fileName );
+ }
+}
+
+/*
+===============
+CG_RegisterTrailSystem
+
+Load the media that a trail system needs
+===============
+*/
+qhandle_t CG_RegisterTrailSystem( char *name )
+{
+ int i, j;
+ baseTrailSystem_t *bts;
+ baseTrailBeam_t *btb;
+
+ for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ )
+ {
+ bts = &baseTrailSystems[ i ];
+
+ if( !Q_stricmp( bts->name, name ) )
+ {
+ //already registered
+ if( bts->registered )
+ return i + 1;
+
+ for( j = 0; j < bts->numBeams; j++ )
+ {
+ btb = bts->beams[ j ];
+
+ btb->shader = trap_R_RegisterShader( btb->shaderName );
+ }
+
+ if( cg_debugTrails.integer >= 1 )
+ CG_Printf( "Registered trail system %s\n", name );
+
+ bts->registered = qtrue;
+
+ //avoid returning 0
+ return i + 1;
+ }
+ }
+
+ CG_Printf( S_COLOR_RED "ERROR: failed to register trail system %s\n", name );
+ return 0;
+}
+
+
+/*
+===============
+CG_SpawnNewTrailBeam
+
+Allocate a new trail beam
+===============
+*/
+static trailBeam_t *CG_SpawnNewTrailBeam( baseTrailBeam_t *btb,
+ trailSystem_t *parent )
+{
+ int i;
+ trailBeam_t *tb = NULL;
+ trailSystem_t *ts = parent;
+
+ for( i = 0; i < MAX_TRAIL_BEAMS; i++ )
+ {
+ tb = &trailBeams[ i ];
+
+ if( !tb->valid )
+ {
+ memset( tb, 0, sizeof( trailBeam_t ) );
+
+ //found a free slot
+ tb->class = btb;
+ tb->parent = ts;
+
+ tb->valid = qtrue;
+
+ if( cg_debugTrails.integer >= 1 )
+ CG_Printf( "TB %s created\n", ts->class->name );
+
+ break;
+ }
+ }
+
+ return tb;
+}
+
+
+/*
+===============
+CG_SpawnNewTrailSystem
+
+Spawns a new trail system
+===============
+*/
+trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle )
+{
+ int i, j;
+ trailSystem_t *ts = NULL;
+ baseTrailSystem_t *bts = &baseTrailSystems[ psHandle - 1 ];
+
+ if( !bts->registered )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a trail system has not been registered yet\n" );
+ return NULL;
+ }
+
+ for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ )
+ {
+ ts = &trailSystems[ i ];
+
+ if( !ts->valid )
+ {
+ memset( ts, 0, sizeof( trailSystem_t ) );
+
+ //found a free slot
+ ts->class = bts;
+
+ ts->valid = qtrue;
+ ts->destroyTime = -1;
+
+ for( j = 0; j < bts->numBeams; j++ )
+ CG_SpawnNewTrailBeam( bts->beams[ j ], ts );
+
+ if( cg_debugTrails.integer >= 1 )
+ CG_Printf( "TS %s created\n", bts->name );
+
+ break;
+ }
+ }
+
+ return ts;
+}
+
+/*
+===============
+CG_DestroyTrailSystem
+
+Destroy a trail system
+===============
+*/
+void CG_DestroyTrailSystem( trailSystem_t **ts )
+{
+ (*ts)->destroyTime = cg.time;
+
+ if( CG_Attached( &(*ts)->frontAttachment ) &&
+ !CG_Attached( &(*ts)->backAttachment ) )
+ {
+ vec3_t v;
+
+ // attach the trail head to a static point
+ CG_AttachmentPoint( &(*ts)->frontAttachment, v );
+ CG_SetAttachmentPoint( &(*ts)->frontAttachment, v );
+ CG_AttachToPoint( &(*ts)->frontAttachment );
+
+ (*ts)->frontAttachment.centValid = qfalse; // a bit naughty
+ }
+
+ ts = NULL;
+}
+
+/*
+===============
+CG_IsTrailSystemValid
+
+Test a trail system for validity
+===============
+*/
+qboolean CG_IsTrailSystemValid( trailSystem_t **ts )
+{
+ if( *ts == NULL || ( *ts && !(*ts)->valid ) )
+ {
+ if( *ts && !(*ts)->valid )
+ *ts = NULL;
+
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_GarbageCollectTrailSystems
+
+Destroy inactive trail systems
+===============
+*/
+static void CG_GarbageCollectTrailSystems( void )
+{
+ int i, j, count;
+ trailSystem_t *ts;
+ trailBeam_t *tb;
+ int centNum;
+
+ for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ )
+ {
+ ts = &trailSystems[ i ];
+ count = 0;
+
+ //don't bother checking already invalid systems
+ if( !ts->valid )
+ continue;
+
+ for( j = 0; j < MAX_TRAIL_BEAMS; j++ )
+ {
+ tb = &trailBeams[ j ];
+
+ if( tb->valid && tb->parent == ts )
+ count++;
+ }
+
+ if( !count )
+ ts->valid = qfalse;
+
+ //check systems where the parent cent has left the PVS
+ //( local player entity is always valid )
+ if( ( centNum = CG_AttachmentCentNum( &ts->frontAttachment ) ) >= 0 &&
+ centNum != cg.snap->ps.clientNum )
+ {
+ trailSystem_t *tempTS = ts;
+
+ if( !cg_entities[ centNum ].valid )
+ CG_DestroyTrailSystem( &tempTS );
+ }
+
+ if( ( centNum = CG_AttachmentCentNum( &ts->backAttachment ) ) >= 0 &&
+ centNum != cg.snap->ps.clientNum )
+ {
+ trailSystem_t *tempTS = ts;
+
+ if( !cg_entities[ centNum ].valid )
+ CG_DestroyTrailSystem( &tempTS );
+ }
+
+ if( cg_debugTrails.integer >= 1 && !ts->valid )
+ CG_Printf( "TS %s garbage collected\n", ts->class->name );
+ }
+}
+
+/*
+===============
+CG_AddTrails
+
+Add trails to the scene
+===============
+*/
+void CG_AddTrails( void )
+{
+ int i;
+ trailBeam_t *tb;
+ int numTS = 0, numTB = 0;
+
+ //remove expired trail systems
+ CG_GarbageCollectTrailSystems( );
+
+ for( i = 0; i < MAX_TRAIL_BEAMS; i++ )
+ {
+ tb = &trailBeams[ i ];
+
+ if( tb->valid )
+ {
+ CG_UpdateBeam( tb );
+ CG_RenderBeam( tb );
+ }
+ }
+
+ if( cg_debugTrails.integer >= 2 )
+ {
+ for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ )
+ if( trailSystems[ i ].valid )
+ numTS++;
+
+ for( i = 0; i < MAX_TRAIL_BEAMS; i++ )
+ if( trailBeams[ i ].valid )
+ numTB++;
+
+ CG_Printf( "TS: %d TB: %d\n", numTS, numTB );
+ }
+}
+
+static trailSystem_t *testTS;
+static qhandle_t testTSHandle;
+
+/*
+===============
+CG_DestroyTestTS_f
+
+Destroy the test a trail system
+===============
+*/
+void CG_DestroyTestTS_f( void )
+{
+ if( CG_IsTrailSystemValid( &testTS ) )
+ CG_DestroyTrailSystem( &testTS );
+}
+
+/*
+===============
+CG_TestTS_f
+
+Test a trail system
+===============
+*/
+void CG_TestTS_f( void )
+{
+ char tsName[ MAX_QPATH ];
+
+ if( trap_Argc( ) < 2 )
+ return;
+
+ Q_strncpyz( tsName, CG_Argv( 1 ), MAX_QPATH );
+ testTSHandle = CG_RegisterTrailSystem( tsName );
+
+ if( testTSHandle )
+ {
+ CG_DestroyTestTS_f( );
+
+ testTS = CG_SpawnNewTrailSystem( testTSHandle );
+
+ if( CG_IsTrailSystemValid( &testTS ) )
+ {
+ CG_SetAttachmentCent( &testTS->frontAttachment, &cg_entities[ 0 ] );
+ CG_AttachToCent( &testTS->frontAttachment );
+ }
+ }
+}
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