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#include "common.h"
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#include "client.h"
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#include "customentity.h"
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#include "r_efx.h"
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#include "cl_tent.h"
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#include "pm_local.h"
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#define PART_SIZE Q_max( 0.5f, cl_draw_particles.value )
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/*
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==============================================================
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PARTICLES MANAGEMENT
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==============================================================
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*/
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// particle ramps
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static int ramp1[8] = { 0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61 };
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static int ramp2[8] = { 0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66 };
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static int ramp3[6] = { 0x6d, 0x6b, 6, 5, 4, 3 };
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static int gSparkRamp[9] = { 0xfe, 0xfd, 0xfc, 0x6f, 0x6e, 0x6d, 0x6c, 0x67, 0x60 };
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static CVAR_DEFINE_AUTO( tracerspeed, "6000", 0, "tracer speed" );
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static CVAR_DEFINE_AUTO( tracerlength, "0.8", 0, "tracer length factor" );
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static CVAR_DEFINE_AUTO( traceroffset, "30", 0, "tracer starting offset" );
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particle_t *cl_active_particles;
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particle_t *cl_active_tracers;
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particle_t *cl_free_particles;
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particle_t *cl_particles = NULL; // particle pool
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static vec3_t cl_avelocities[NUMVERTEXNORMALS];
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static float cl_lasttimewarn = 0.0f;
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/*
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================
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R_LookupColor
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find nearest color in particle palette
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================
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*/
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short GAME_EXPORT R_LookupColor( byte r, byte g, byte b )
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{
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int i, best;
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float diff, bestdiff;
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float rf, gf, bf;
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bestdiff = 999999;
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best = -1;
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for( i = 0; i < 256; i++ )
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{
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rf = r - clgame.palette[i].r;
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gf = g - clgame.palette[i].g;
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bf = b - clgame.palette[i].b;
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// convert color to monochrome
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diff = rf * (rf * 0.2f) + gf * (gf * 0.5f) + bf * (bf * 0.3f);
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if ( diff < bestdiff )
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{
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bestdiff = diff;
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best = i;
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}
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}
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return best;
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}
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/*
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================
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R_GetPackedColor
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in hardware mode does nothing
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================
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*/
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void GAME_EXPORT R_GetPackedColor( short *packed, short color )
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{
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if( packed ) *packed = 0;
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}
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/*
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================
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CL_InitParticles
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================
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*/
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void CL_InitParticles( void )
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{
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int i;
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cl_particles = Mem_Calloc( cls.mempool, sizeof( particle_t ) * GI->max_particles );
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CL_ClearParticles ();
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// this is used for EF_BRIGHTFIELD
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for( i = 0; i < NUMVERTEXNORMALS; i++ )
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{
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cl_avelocities[i][0] = COM_RandomFloat( 0.0f, 2.55f );
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cl_avelocities[i][1] = COM_RandomFloat( 0.0f, 2.55f );
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cl_avelocities[i][2] = COM_RandomFloat( 0.0f, 2.55f );
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}
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Cvar_RegisterVariable( &tracerspeed );
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Cvar_RegisterVariable( &tracerlength );
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Cvar_RegisterVariable( &traceroffset );
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}
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/*
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================
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CL_ClearParticles
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================
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*/
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void CL_ClearParticles( void )
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{
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int i;
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if( !cl_particles ) return;
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cl_free_particles = cl_particles;
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cl_active_particles = NULL;
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cl_active_tracers = NULL;
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for( i = 0; i < GI->max_particles - 1; i++ )
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cl_particles[i].next = &cl_particles[i+1];
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cl_particles[GI->max_particles-1].next = NULL;
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}
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/*
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================
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CL_FreeParticles
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================
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*/
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void CL_FreeParticles( void )
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{
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if( cl_particles )
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Mem_Free( cl_particles );
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cl_particles = NULL;
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}
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/*
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================
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CL_AllocParticleFast
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unconditionally give new particle pointer from cl_free_particles
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================
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*/
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particle_t *CL_AllocParticleFast( void )
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{
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particle_t *p = NULL;
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if( cl_free_particles )
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{
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p = cl_free_particles;
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cl_free_particles = p->next;
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}
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return p;
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}
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/*
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================
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R_AllocParticle
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can return NULL if particles is out
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================
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*/
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particle_t * GAME_EXPORT R_AllocParticle( void (*callback)( particle_t*, float ))
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{
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particle_t *p;
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if( !cl_draw_particles.value )
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return NULL;
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// never alloc particles when we not in game
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if( cl_clientframetime() == 0.0 ) return NULL;
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if( !cl_free_particles )
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{
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if( cl_lasttimewarn < host.realtime )
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{
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// don't spam about overflow
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Con_DPrintf( S_ERROR "Overflow %d particles\n", GI->max_particles );
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cl_lasttimewarn = host.realtime + 1.0f;
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}
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return NULL;
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}
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p = cl_free_particles;
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cl_free_particles = p->next;
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p->next = cl_active_particles;
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cl_active_particles = p;
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// clear old particle
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p->type = pt_static;
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VectorClear( p->vel );
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VectorClear( p->org );
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p->packedColor = 0;
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p->die = cl.time;
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p->color = 0;
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p->ramp = 0;
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if( callback )
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{
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p->type = pt_clientcustom;
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p->callback = callback;
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}
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return p;
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}
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/*
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================
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R_AllocTracer
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can return NULL if particles is out
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================
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*/
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particle_t *R_AllocTracer( const vec3_t org, const vec3_t vel, float life )
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{
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particle_t *p;
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if( !cl_draw_tracers.value )
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return NULL;
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// never alloc particles when we not in game
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if( cl_clientframetime() == 0.0 ) return NULL;
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if( !cl_free_particles )
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{
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if( cl_lasttimewarn < host.realtime )
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{
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// don't spam about overflow
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Con_DPrintf( S_ERROR "Overflow %d tracers\n", GI->max_particles );
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cl_lasttimewarn = host.realtime + 1.0f;
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}
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return NULL;
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}
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p = cl_free_particles;
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cl_free_particles = p->next;
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p->next = cl_active_tracers;
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cl_active_tracers = p;
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// clear old particle
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p->type = pt_static;
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VectorCopy( org, p->org );
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VectorCopy( vel, p->vel );
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p->die = cl.time + life;
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p->ramp = tracerlength.value;
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p->color = 4; // select custom color
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p->packedColor = 255; // alpha
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return p;
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}
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/*
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==============================================================
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VIEWBEAMS MANAGEMENT
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==============================================================
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*/
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BEAM *cl_active_beams;
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BEAM *cl_free_beams;
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BEAM *cl_viewbeams = NULL; // beams pool
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/*
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==============================================================
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BEAM ALLOCATE & PROCESSING
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==============================================================
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*/
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/*
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==============
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R_BeamSetAttributes
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set beam attributes
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==============
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*/
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static void R_BeamSetAttributes( BEAM *pbeam, float r, float g, float b, float framerate, int startFrame )
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{
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pbeam->frame = (float)startFrame;
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pbeam->frameRate = framerate;
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pbeam->r = r;
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pbeam->g = g;
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pbeam->b = b;
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}
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/*
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==============
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R_BeamAlloc
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==============
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*/
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BEAM *R_BeamAlloc( void )
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{
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BEAM *pBeam;
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if( !cl_free_beams )
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return NULL;
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pBeam = cl_free_beams;
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cl_free_beams = pBeam->next;
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memset( pBeam, 0, sizeof( *pBeam ));
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pBeam->next = cl_active_beams;
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cl_active_beams = pBeam;
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pBeam->die = cl.time;
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return pBeam;
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}
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/*
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==============
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R_BeamFree
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==============
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*/
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void R_BeamFree( BEAM *pBeam )
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{
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// free particles that have died off.
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R_FreeDeadParticles( &pBeam->particles );
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// now link into free list;
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pBeam->next = cl_free_beams;
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cl_free_beams = pBeam;
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}
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/*
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================
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CL_InitViewBeams
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================
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*/
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void CL_InitViewBeams( void )
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{
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cl_viewbeams = Mem_Calloc( cls.mempool, sizeof( BEAM ) * GI->max_beams );
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CL_ClearViewBeams();
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}
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/*
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================
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CL_ClearViewBeams
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================
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*/
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void CL_ClearViewBeams( void )
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{
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int i;
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if( !cl_viewbeams ) return;
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// clear beams
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cl_free_beams = cl_viewbeams;
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cl_active_beams = NULL;
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for( i = 0; i < GI->max_beams - 1; i++ )
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cl_viewbeams[i].next = &cl_viewbeams[i+1];
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cl_viewbeams[GI->max_beams - 1].next = NULL;
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}
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/*
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================
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CL_FreeViewBeams
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================
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*/
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void CL_FreeViewBeams( void )
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{
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if( cl_viewbeams )
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Mem_Free( cl_viewbeams );
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cl_viewbeams = NULL;
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}
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/*
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==============
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R_BeamGetEntity
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extract entity number from index
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handle user entities
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==============
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*/
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cl_entity_t *R_BeamGetEntity( int index )
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{
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if( index < 0 )
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return clgame.dllFuncs.pfnGetUserEntity( BEAMENT_ENTITY( -index ));
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return CL_GetEntityByIndex( BEAMENT_ENTITY( index ));
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}
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/*
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==============
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CL_KillDeadBeams
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==============
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*/
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void CL_KillDeadBeams( cl_entity_t *pDeadEntity )
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{
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BEAM *pbeam;
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BEAM *pnewlist;
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BEAM *pnext;
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particle_t *pHead; // build a new list to replace cl_active_beams.
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pbeam = cl_active_beams; // old list.
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pnewlist = NULL; // new list.
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while( pbeam )
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{
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cl_entity_t *beament;
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pnext = pbeam->next;
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// link into new list.
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if( R_BeamGetEntity( pbeam->startEntity ) != pDeadEntity )
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|
{
|
|
|
|
pbeam->next = pnewlist;
|
|
|
|
pnewlist = pbeam;
|
|
|
|
|
|
|
|
pbeam = pnext;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
pbeam->flags &= ~(FBEAM_STARTENTITY | FBEAM_ENDENTITY);
|
|
|
|
|
|
|
|
if( pbeam->type != TE_BEAMFOLLOW )
|
|
|
|
{
|
|
|
|
// remove beam
|
|
|
|
pbeam->die = cl.time - 0.1f;
|
|
|
|
|
|
|
|
// kill off particles
|
|
|
|
pHead = pbeam->particles;
|
|
|
|
while( pHead )
|
|
|
|
{
|
|
|
|
pHead->die = cl.time - 0.1f;
|
|
|
|
pHead = pHead->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
// free the beam
|
|
|
|
R_BeamFree( pbeam );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// stay active
|
|
|
|
pbeam->next = pnewlist;
|
|
|
|
pnewlist = pbeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
pbeam = pnext;
|
|
|
|
}
|
|
|
|
|
|
|
|
// We now have a new list with the bogus stuff released.
|
|
|
|
cl_active_beams = pnewlist;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CL_ReadLineFile_f
|
|
|
|
|
|
|
|
Optimized version of pointfile - use beams instead of particles
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CL_ReadLineFile_f( void )
|
|
|
|
{
|
|
|
|
byte *afile;
|
|
|
|
char *pfile;
|
|
|
|
vec3_t p1, p2;
|
|
|
|
int count, modelIndex;
|
|
|
|
char filename[MAX_QPATH];
|
|
|
|
model_t *model;
|
|
|
|
string token;
|
|
|
|
|
|
|
|
Q_snprintf( filename, sizeof( filename ), "maps/%s.lin", clgame.mapname );
|
|
|
|
afile = FS_LoadFile( filename, NULL, false );
|
|
|
|
|
|
|
|
if( !afile )
|
|
|
|
{
|
|
|
|
Con_Printf( S_ERROR "couldn't open %s\n", filename );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Con_Printf( "Reading %s...\n", filename );
|
|
|
|
|
|
|
|
count = 0;
|
|
|
|
pfile = (char *)afile;
|
|
|
|
model = CL_LoadModel( DEFAULT_LASERBEAM_PATH, &modelIndex );
|
|
|
|
|
|
|
|
while( 1 )
|
|
|
|
{
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
p1[0] = Q_atof( token );
|
|
|
|
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
p1[1] = Q_atof( token );
|
|
|
|
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
p1[2] = Q_atof( token );
|
|
|
|
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
|
|
|
|
if( token[0] != '-' )
|
|
|
|
{
|
|
|
|
Con_Printf( S_ERROR "%s is corrupted\n", filename );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
p2[0] = Q_atof( token );
|
|
|
|
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
p2[1] = Q_atof( token );
|
|
|
|
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
p2[2] = Q_atof( token );
|
|
|
|
|
|
|
|
count++;
|
|
|
|
|
|
|
|
if( !R_BeamPoints( p1, p2, modelIndex, 0, 2, 0, 255, 0, 0, 0, 255.0f, 0.0f, 0.0f ))
|
|
|
|
{
|
|
|
|
if( !model || model->type != mod_sprite )
|
|
|
|
Con_Printf( S_ERROR "failed to load \"%s\"!\n", DEFAULT_LASERBEAM_PATH );
|
|
|
|
else Con_Printf( S_ERROR "not enough free beams!\n" );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Mem_Free( afile );
|
|
|
|
|
|
|
|
if( count ) Con_Printf( "%i lines read\n", count );
|
|
|
|
else Con_Printf( "map %s has no leaks!\n", clgame.mapname );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamSprite
|
|
|
|
|
|
|
|
Create a beam with sprite at the end
|
|
|
|
Valve legacy
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
static void CL_BeamSprite( vec3_t start, vec3_t end, int beamIndex, int spriteIndex )
|
|
|
|
{
|
|
|
|
R_BeamPoints( start, end, beamIndex, 0.01f, 0.4f, 0, COM_RandomFloat( 0.5f, 0.655f ), 5.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f );
|
|
|
|
R_TempSprite( end, vec3_origin, 0.1f, spriteIndex, kRenderTransAdd, kRenderFxNone, 0.35f, 0.01f, 0.0f );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamSetup
|
|
|
|
|
|
|
|
generic function. all beams must be
|
|
|
|
passed through this
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
static void R_BeamSetup( BEAM *pbeam, vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
|
|
|
|
{
|
|
|
|
model_t *sprite = CL_ModelHandle( modelIndex );
|
|
|
|
|
|
|
|
if( !sprite ) return;
|
|
|
|
|
|
|
|
pbeam->type = BEAM_POINTS;
|
|
|
|
pbeam->modelIndex = modelIndex;
|
|
|
|
pbeam->frame = 0;
|
|
|
|
pbeam->frameRate = 0;
|
|
|
|
pbeam->frameCount = sprite->numframes;
|
|
|
|
|
|
|
|
VectorCopy( start, pbeam->source );
|
|
|
|
VectorCopy( end, pbeam->target );
|
|
|
|
VectorSubtract( end, start, pbeam->delta );
|
|
|
|
|
|
|
|
pbeam->freq = speed * cl.time;
|
|
|
|
pbeam->die = life + cl.time;
|
|
|
|
pbeam->amplitude = amplitude;
|
|
|
|
pbeam->brightness = brightness;
|
|
|
|
pbeam->width = width;
|
|
|
|
pbeam->speed = speed;
|
|
|
|
|
|
|
|
if( amplitude >= 0.50f )
|
|
|
|
pbeam->segments = VectorLength( pbeam->delta ) * 0.25f + 3.0f; // one per 4 pixels
|
|
|
|
else pbeam->segments = VectorLength( pbeam->delta ) * 0.075f + 3.0f; // one per 16 pixels
|
|
|
|
|
|
|
|
pbeam->pFollowModel = NULL;
|
|
|
|
pbeam->flags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
CL_BeamAttemptToDie
|
|
|
|
|
|
|
|
Check for expired beams
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
qboolean CL_BeamAttemptToDie( BEAM *pBeam )
|
|
|
|
{
|
|
|
|
Assert( pBeam != NULL );
|
|
|
|
|
|
|
|
// premanent beams never die automatically
|
|
|
|
if( FBitSet( pBeam->flags, FBEAM_FOREVER ))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if( pBeam->type == TE_BEAMFOLLOW && pBeam->particles )
|
|
|
|
{
|
|
|
|
// wait for all trails are dead
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// other beams
|
|
|
|
if( pBeam->die > cl.time )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamKill
|
|
|
|
|
|
|
|
Remove beam attached to specified entity
|
|
|
|
and all particle trails (if this is a beamfollow)
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_BeamKill( int deadEntity )
|
|
|
|
{
|
|
|
|
cl_entity_t *pDeadEntity;
|
|
|
|
|
|
|
|
pDeadEntity = R_BeamGetEntity( deadEntity );
|
|
|
|
if( !pDeadEntity ) return;
|
|
|
|
|
|
|
|
CL_KillDeadBeams( pDeadEntity );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
CL_ParseViewBeam
|
|
|
|
|
|
|
|
handle beam messages
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void CL_ParseViewBeam( sizebuf_t *msg, int beamType )
|
|
|
|
{
|
|
|
|
vec3_t start, end;
|
|
|
|
int modelIndex, startFrame;
|
|
|
|
float frameRate, life, width;
|
|
|
|
int startEnt, endEnt;
|
|
|
|
float noise, speed;
|
|
|
|
float r, g, b, a;
|
|
|
|
|
|
|
|
switch( beamType )
|
|
|
|
{
|
|
|
|
case TE_BEAMPOINTS:
|
|
|
|
case TE_BEAMENTPOINT:
|
|
|
|
case TE_BEAMENTS:
|
|
|
|
if( beamType == TE_BEAMENTS )
|
|
|
|
{
|
|
|
|
startEnt = MSG_ReadShort( msg );
|
|
|
|
endEnt = MSG_ReadShort( msg );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( beamType == TE_BEAMENTPOINT )
|
|
|
|
{
|
|
|
|
startEnt = MSG_ReadShort( msg );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
start[0] = MSG_ReadCoord( msg );
|
|
|
|
start[1] = MSG_ReadCoord( msg );
|
|
|
|
start[2] = MSG_ReadCoord( msg );
|
|
|
|
}
|
|
|
|
end[0] = MSG_ReadCoord( msg );
|
|
|
|
end[1] = MSG_ReadCoord( msg );
|
|
|
|
end[2] = MSG_ReadCoord( msg );
|
|
|
|
}
|
|
|
|
modelIndex = MSG_ReadShort( msg );
|
|
|
|
startFrame = MSG_ReadByte( msg );
|
|
|
|
frameRate = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
life = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
width = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
noise = (float)MSG_ReadByte( msg ) * 0.01f;
|
|
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
speed = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
if( beamType == TE_BEAMENTS )
|
|
|
|
R_BeamEnts( startEnt, endEnt, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
|
|
else if( beamType == TE_BEAMENTPOINT )
|
|
|
|
R_BeamEntPoint( startEnt, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
|
|
else
|
|
|
|
R_BeamPoints( start, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
|
|
break;
|
|
|
|
case TE_LIGHTNING:
|
|
|
|
start[0] = MSG_ReadCoord( msg );
|
|
|
|
start[1] = MSG_ReadCoord( msg );
|
|
|
|
start[2] = MSG_ReadCoord( msg );
|
|
|
|
end[0] = MSG_ReadCoord( msg );
|
|
|
|
end[1] = MSG_ReadCoord( msg );
|
|
|
|
end[2] = MSG_ReadCoord( msg );
|
|
|
|
life = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
width = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
noise = (float)MSG_ReadByte( msg ) * 0.01f;
|
|
|
|
modelIndex = MSG_ReadShort( msg );
|
|
|
|
R_BeamLightning( start, end, modelIndex, life, width, noise, 0.6f, 3.5f );
|
|
|
|
break;
|
|
|
|
case TE_BEAM:
|
|
|
|
break;
|
|
|
|
case TE_BEAMSPRITE:
|
|
|
|
start[0] = MSG_ReadCoord( msg );
|
|
|
|
start[1] = MSG_ReadCoord( msg );
|
|
|
|
start[2] = MSG_ReadCoord( msg );
|
|
|
|
end[0] = MSG_ReadCoord( msg );
|
|
|
|
end[1] = MSG_ReadCoord( msg );
|
|
|
|
end[2] = MSG_ReadCoord( msg );
|
|
|
|
modelIndex = MSG_ReadShort( msg ); // beam model
|
|
|
|
startFrame = MSG_ReadShort( msg ); // sprite model
|
|
|
|
CL_BeamSprite( start, end, modelIndex, startFrame );
|
|
|
|
break;
|
|
|
|
case TE_BEAMTORUS:
|
|
|
|
case TE_BEAMDISK:
|
|
|
|
case TE_BEAMCYLINDER:
|
|
|
|
start[0] = MSG_ReadCoord( msg );
|
|
|
|
start[1] = MSG_ReadCoord( msg );
|
|
|
|
start[2] = MSG_ReadCoord( msg );
|
|
|
|
end[0] = MSG_ReadCoord( msg );
|
|
|
|
end[1] = MSG_ReadCoord( msg );
|
|
|
|
end[2] = MSG_ReadCoord( msg );
|
|
|
|
modelIndex = MSG_ReadShort( msg );
|
|
|
|
startFrame = MSG_ReadByte( msg );
|
|
|
|
frameRate = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
life = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
width = (float)MSG_ReadByte( msg );
|
|
|
|
noise = (float)MSG_ReadByte( msg ) * 0.01f;
|
|
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
speed = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
R_BeamCirclePoints( beamType, start, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
|
|
break;
|
|
|
|
case TE_BEAMFOLLOW:
|
|
|
|
startEnt = MSG_ReadShort( msg );
|
|
|
|
modelIndex = MSG_ReadShort( msg );
|
|
|
|
life = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
width = (float)MSG_ReadByte( msg );
|
|
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
R_BeamFollow( startEnt, modelIndex, life, width, r, g, b, a );
|
|
|
|
break;
|
|
|
|
case TE_BEAMRING:
|
|
|
|
startEnt = MSG_ReadShort( msg );
|
|
|
|
endEnt = MSG_ReadShort( msg );
|
|
|
|
modelIndex = MSG_ReadShort( msg );
|
|
|
|
startFrame = MSG_ReadByte( msg );
|
|
|
|
frameRate = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
life = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
width = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
noise = (float)MSG_ReadByte( msg ) * 0.01f;
|
|
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
|
|
speed = (float)MSG_ReadByte( msg ) * 0.1f;
|
|
|
|
R_BeamRing( startEnt, endEnt, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
|
|
break;
|
|
|
|
case TE_BEAMHOSE:
|
|
|
|
break;
|
|
|
|
case TE_KILLBEAM:
|
|
|
|
startEnt = MSG_ReadShort( msg );
|
|
|
|
R_BeamKill( startEnt );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamEnts
|
|
|
|
|
|
|
|
Create beam between two ents
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
BEAM * GAME_EXPORT R_BeamEnts( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
|
|
|
|
float speed, int startFrame, float framerate, float r, float g, float b )
|
|
|
|
{
|
|
|
|
cl_entity_t *start, *end;
|
|
|
|
BEAM *pbeam;
|
|
|
|
model_t *mod;
|
|
|
|
|
|
|
|
mod = CL_ModelHandle( modelIndex );
|
|
|
|
|
|
|
|
// need a valid model.
|
|
|
|
if( !mod || mod->type != mod_sprite )
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
start = R_BeamGetEntity( startEnt );
|
|
|
|
end = R_BeamGetEntity( endEnt );
|
|
|
|
|
|
|
|
if( !start || !end )
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
// don't start temporary beams out of the PVS
|
|
|
|
if( life != 0 && ( !start->model || !end->model ))
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
pbeam = R_BeamLightning( vec3_origin, vec3_origin, modelIndex, life, width, amplitude, brightness, speed );
|
|
|
|
if( !pbeam ) return NULL;
|
|
|
|
|
|
|
|
pbeam->type = TE_BEAMPOINTS;
|
|
|
|
SetBits( pbeam->flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY );
|
|
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
|
|
|
|
|
|
pbeam->startEntity = startEnt;
|
|
|
|
pbeam->endEntity = endEnt;
|
|
|
|
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
|
|
|
|
return pbeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamPoints
|
|
|
|
|
|
|
|
Create beam between two points
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
BEAM * GAME_EXPORT R_BeamPoints( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude,
|
|
|
|
float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
|
|
|
|
{
|
|
|
|
BEAM *pbeam;
|
|
|
|
|
|
|
|
if( life != 0 && ref.dllFuncs.R_BeamCull( start, end, true ))
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
pbeam = R_BeamAlloc();
|
|
|
|
if( !pbeam ) return NULL;
|
|
|
|
|
|
|
|
pbeam->die = cl.time;
|
|
|
|
|
|
|
|
if( modelIndex < 0 )
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
R_BeamSetup( pbeam, start, end, modelIndex, life, width, amplitude, brightness, speed );
|
|
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
|
|
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
|
|
|
|
return pbeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamCirclePoints
|
|
|
|
|
|
|
|
Create beam cicrle
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
BEAM * GAME_EXPORT R_BeamCirclePoints( int type, vec3_t start, vec3_t end, int modelIndex, float life, float width,
|
|
|
|
float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
|
|
|
|
{
|
|
|
|
BEAM *pbeam = R_BeamLightning( start, end, modelIndex, life, width, amplitude, brightness, speed );
|
|
|
|
|
|
|
|
if( !pbeam ) return NULL;
|
|
|
|
pbeam->type = type;
|
|
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
|
|
|
|
return pbeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamEntPoint
|
|
|
|
|
|
|
|
Create beam between entity and point
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
BEAM *GAME_EXPORT R_BeamEntPoint( int startEnt, vec3_t end, int modelIndex, float life, float width, float amplitude,
|
|
|
|
float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
|
|
|
|
{
|
|
|
|
BEAM *pbeam;
|
|
|
|
cl_entity_t *start;
|
|
|
|
|
|
|
|
start = R_BeamGetEntity( startEnt );
|
|
|
|
|
|
|
|
if( !start ) return NULL;
|
|
|
|
|
|
|
|
if( life == 0 && !start->model )
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
pbeam = R_BeamAlloc();
|
|
|
|
if ( !pbeam ) return NULL;
|
|
|
|
|
|
|
|
pbeam->die = cl.time;
|
|
|
|
if( modelIndex < 0 )
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
R_BeamSetup( pbeam, vec3_origin, end, modelIndex, life, width, amplitude, brightness, speed );
|
|
|
|
|
|
|
|
pbeam->type = TE_BEAMPOINTS;
|
|
|
|
SetBits( pbeam->flags, FBEAM_STARTENTITY );
|
|
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
|
|
pbeam->startEntity = startEnt;
|
|
|
|
pbeam->endEntity = 0;
|
|
|
|
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
|
|
|
|
return pbeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamRing
|
|
|
|
|
|
|
|
Create beam between two ents
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
BEAM * GAME_EXPORT R_BeamRing( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
|
|
|
|
float speed, int startFrame, float framerate, float r, float g, float b )
|
|
|
|
{
|
|
|
|
BEAM *pbeam;
|
|
|
|
cl_entity_t *start, *end;
|
|
|
|
|
|
|
|
start = R_BeamGetEntity( startEnt );
|
|
|
|
end = R_BeamGetEntity( endEnt );
|
|
|
|
|
|
|
|
if( !start || !end )
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
if( life != 0 && ( !start->model || !end->model ))
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
pbeam = R_BeamLightning( vec3_origin, vec3_origin, modelIndex, life, width, amplitude, brightness, speed );
|
|
|
|
if( !pbeam ) return NULL;
|
|
|
|
|
|
|
|
pbeam->type = TE_BEAMRING;
|
|
|
|
SetBits( pbeam->flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY );
|
|
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
|
|
pbeam->startEntity = startEnt;
|
|
|
|
pbeam->endEntity = endEnt;
|
|
|
|
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
|
|
|
|
return pbeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamFollow
|
|
|
|
|
|
|
|
Create beam following with entity
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
BEAM *GAME_EXPORT R_BeamFollow( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness )
|
|
|
|
{
|
|
|
|
BEAM *pbeam = R_BeamAlloc();
|
|
|
|
|
|
|
|
if( !pbeam ) return NULL;
|
|
|
|
pbeam->die = cl.time;
|
|
|
|
|
|
|
|
if( modelIndex < 0 )
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
R_BeamSetup( pbeam, vec3_origin, vec3_origin, modelIndex, life, width, life, brightness, 1.0f );
|
|
|
|
|
|
|
|
pbeam->type = TE_BEAMFOLLOW;
|
|
|
|
SetBits( pbeam->flags, FBEAM_STARTENTITY );
|
|
|
|
pbeam->startEntity = startEnt;
|
|
|
|
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, 1.0f, 0 );
|
|
|
|
|
|
|
|
return pbeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_BeamLightning
|
|
|
|
|
|
|
|
template for new beams
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
BEAM *GAME_EXPORT R_BeamLightning( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
|
|
|
|
{
|
|
|
|
BEAM *pbeam = R_BeamAlloc();
|
|
|
|
|
|
|
|
if( !pbeam ) return NULL;
|
|
|
|
pbeam->die = cl.time;
|
|
|
|
|
|
|
|
if( modelIndex < 0 )
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
R_BeamSetup( pbeam, start, end, modelIndex, life, width, amplitude, brightness, speed );
|
|
|
|
|
|
|
|
return pbeam;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_EntityParticles
|
|
|
|
|
|
|
|
set EF_BRIGHTFIELD effect
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_EntityParticles( cl_entity_t *ent )
|
|
|
|
{
|
|
|
|
float angle;
|
|
|
|
float sr, sp, sy, cr, cp, cy;
|
|
|
|
vec3_t forward;
|
|
|
|
particle_t *p;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for( i = 0; i < NUMVERTEXNORMALS; i++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
angle = cl.time * cl_avelocities[i][0];
|
|
|
|
SinCos( angle, &sy, &cy );
|
|
|
|
angle = cl.time * cl_avelocities[i][1];
|
|
|
|
SinCos( angle, &sp, &cp );
|
|
|
|
angle = cl.time * cl_avelocities[i][2];
|
|
|
|
SinCos( angle, &sr, &cr );
|
|
|
|
|
|
|
|
VectorSet( forward, cp * cy, cp * sy, -sp );
|
|
|
|
|
|
|
|
p->die = cl.time + 0.001f;
|
|
|
|
p->color = 111; // yellow
|
|
|
|
|
|
|
|
VectorMAMAM( 1.0f, ent->origin, 64.0f, m_bytenormals[i], 16.0f, forward, p->org );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_ParticleExplosion
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_ParticleExplosion( const vec3_t org )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
for( i = 0; i < 1024; i++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + 5.0f;
|
|
|
|
p->ramp = COM_RandomLong( 0, 3 );
|
|
|
|
p->color = ramp1[0];
|
|
|
|
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
|
|
{
|
|
|
|
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
|
|
|
|
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( i & 1 ) p->type = pt_explode;
|
|
|
|
else p->type = pt_explode2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_ParticleExplosion2
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength )
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
int colorMod = 0, packedColor;
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
|
|
|
|
packedColor = 255; // use old code for blob particles
|
|
|
|
else packedColor = 0;
|
|
|
|
|
|
|
|
for( i = 0; i < 512; i++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + 0.3f;
|
|
|
|
p->color = colorStart + ( colorMod % colorLength );
|
|
|
|
p->packedColor = packedColor;
|
|
|
|
colorMod++;
|
|
|
|
|
|
|
|
p->type = pt_blob;
|
|
|
|
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
|
|
{
|
|
|
|
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
|
|
|
|
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_BlobExplosion
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_BlobExplosion( const vec3_t org )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
int i, j, packedColor;
|
|
|
|
|
|
|
|
if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
|
|
|
|
packedColor = 255; // use old code for blob particles
|
|
|
|
else packedColor = 0;
|
|
|
|
|
|
|
|
for( i = 0; i < 1024; i++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + COM_RandomFloat( 1.0f, 1.4f );
|
|
|
|
p->packedColor = packedColor;
|
|
|
|
|
|
|
|
if( i & 1 )
|
|
|
|
{
|
|
|
|
p->type = pt_blob;
|
|
|
|
p->color = COM_RandomLong( 66, 71 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p->type = pt_blob2;
|
|
|
|
p->color = COM_RandomLong( 150, 155 );
|
|
|
|
}
|
|
|
|
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
|
|
{
|
|
|
|
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
|
|
|
|
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
ParticleEffect
|
|
|
|
|
|
|
|
PARTICLE_EFFECT on server
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_RunParticleEffect( const vec3_t org, const vec3_t dir, int color, int count )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if( count == 1024 )
|
|
|
|
{
|
|
|
|
// rocket explosion
|
|
|
|
R_ParticleExplosion( org );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for( i = 0; i < count; i++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->color = (color & ~7) + COM_RandomLong( 0, 7 );
|
|
|
|
p->die = cl.time + COM_RandomFloat( 0.1f, 0.4f );
|
|
|
|
p->type = pt_slowgrav;
|
|
|
|
|
|
|
|
VectorAddScalar( org, COM_RandomFloat( -8.0f, 8.0f ), p->org );
|
|
|
|
VectorScale( dir, 15.0f, p->vel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_Blood
|
|
|
|
|
|
|
|
particle spray
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_Blood( const vec3_t org, const vec3_t ndir, int pcolor, int speed )
|
|
|
|
{
|
|
|
|
vec3_t pos, dir, vec;
|
|
|
|
float pspeed = speed * 3.0f;
|
|
|
|
int i, j;
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
VectorNormalize2( ndir, dir );
|
|
|
|
|
|
|
|
for( i = 0; i < (speed / 2); i++ )
|
|
|
|
{
|
|
|
|
VectorAddScalar( org, COM_RandomFloat( -3.0f, 3.0f ), pos );
|
|
|
|
VectorAddScalar( dir, COM_RandomFloat( -0.06f, 0.06f ), vec );
|
|
|
|
|
|
|
|
for( j = 0; j < 7; j++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + 1.5f;
|
|
|
|
p->color = pcolor + COM_RandomLong( 0, 9 );
|
|
|
|
p->type = pt_vox_grav;
|
|
|
|
|
|
|
|
VectorAddScalar( pos, COM_RandomFloat( -1.0f, 1.0f ), p->org );
|
|
|
|
VectorScale( vec, pspeed, p->vel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_BloodStream
|
|
|
|
|
|
|
|
particle spray 2
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_BloodStream( const vec3_t org, const vec3_t ndir, int pcolor, int speed )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
int i, j;
|
|
|
|
float arc;
|
|
|
|
int accel = speed; // must be integer due to bug in GoldSrc
|
|
|
|
vec3_t dir;
|
|
|
|
|
|
|
|
VectorNormalize2( ndir, dir );
|
|
|
|
|
|
|
|
for( arc = 0.05f, i = 0; i < 100; i++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + 2.0f;
|
|
|
|
p->type = pt_vox_grav;
|
|
|
|
p->color = pcolor + COM_RandomLong( 0, 9 );
|
|
|
|
|
|
|
|
VectorCopy( org, p->org );
|
|
|
|
VectorCopy( dir, p->vel );
|
|
|
|
|
|
|
|
p->vel[2] -= arc;
|
|
|
|
arc -= 0.005f;
|
|
|
|
VectorScale( p->vel, accel, p->vel );
|
|
|
|
accel -= 0.00001f; // so last few will drip
|
|
|
|
}
|
|
|
|
|
|
|
|
for( arc = 0.075f, i = 0; i < ( speed / 5 ); i++ )
|
|
|
|
{
|
|
|
|
float num;
|
|
|
|
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + 3.0f;
|
|
|
|
p->color = pcolor + COM_RandomLong( 0, 9 );
|
|
|
|
p->type = pt_vox_slowgrav;
|
|
|
|
|
|
|
|
VectorCopy( org, p->org );
|
|
|
|
VectorCopy( dir, p->vel );
|
|
|
|
|
|
|
|
p->vel[2] -= arc;
|
|
|
|
arc -= 0.005f;
|
|
|
|
|
|
|
|
num = COM_RandomFloat( 0.0f, 1.0f );
|
|
|
|
accel = speed * num;
|
|
|
|
num *= 1.7f;
|
|
|
|
|
|
|
|
VectorScale( p->vel, num, p->vel );
|
|
|
|
VectorScale( p->vel, accel, p->vel );
|
|
|
|
|
|
|
|
for( j = 0; j < 2; j++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + 3.0f;
|
|
|
|
p->color = pcolor + COM_RandomLong( 0, 9 );
|
|
|
|
p->type = pt_vox_slowgrav;
|
|
|
|
|
|
|
|
p->org[0] = org[0] + COM_RandomFloat( -1.0f, 1.0f );
|
|
|
|
p->org[1] = org[1] + COM_RandomFloat( -1.0f, 1.0f );
|
|
|
|
p->org[2] = org[2] + COM_RandomFloat( -1.0f, 1.0f );
|
|
|
|
|
|
|
|
VectorCopy( dir, p->vel );
|
|
|
|
p->vel[2] -= arc;
|
|
|
|
|
|
|
|
VectorScale( p->vel, num, p->vel );
|
|
|
|
VectorScale( p->vel, accel, p->vel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_LavaSplash
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_LavaSplash( const vec3_t org )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
float vel;
|
|
|
|
vec3_t dir;
|
|
|
|
int i, j, k;
|
|
|
|
|
|
|
|
for( i = -16; i < 16; i++ )
|
|
|
|
{
|
|
|
|
for( j = -16; j <16; j++ )
|
|
|
|
{
|
|
|
|
for( k = 0; k < 1; k++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + COM_RandomFloat( 2.0f, 2.62f );
|
|
|
|
p->color = COM_RandomLong( 224, 231 );
|
|
|
|
p->type = pt_slowgrav;
|
|
|
|
|
|
|
|
dir[0] = j * 8.0f + COM_RandomFloat( 0.0f, 7.0f );
|
|
|
|
dir[1] = i * 8.0f + COM_RandomFloat( 0.0f, 7.0f );
|
|
|
|
dir[2] = 256.0f;
|
|
|
|
|
|
|
|
p->org[0] = org[0] + dir[0];
|
|
|
|
p->org[1] = org[1] + dir[1];
|
|
|
|
p->org[2] = org[2] + COM_RandomFloat( 0.0f, 63.0f );
|
|
|
|
|
|
|
|
VectorNormalize( dir );
|
|
|
|
vel = COM_RandomFloat( 50.0f, 113.0f );
|
|
|
|
VectorScale( dir, vel, p->vel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_ParticleBurst
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_ParticleBurst( const vec3_t org, int size, int color, float life )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
vec3_t dir, dest;
|
|
|
|
int i, j;
|
|
|
|
float dist;
|
|
|
|
|
|
|
|
for( i = 0; i < 32; i++ )
|
|
|
|
{
|
|
|
|
for( j = 0; j < 32; j++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + life + COM_RandomFloat( -0.5f, 0.5f );
|
|
|
|
p->color = color + COM_RandomLong( 0, 10 );
|
|
|
|
p->ramp = 1.0f;
|
|
|
|
|
|
|
|
VectorCopy( org, p->org );
|
|
|
|
VectorAddScalar( org, COM_RandomFloat( -size, size ), dest );
|
|
|
|
VectorSubtract( dest, p->org, dir );
|
|
|
|
dist = VectorNormalizeLength( dir );
|
|
|
|
VectorScale( dir, ( dist / life ), p->vel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_LargeFunnel
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_LargeFunnel( const vec3_t org, int reverse )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
float vel, dist;
|
|
|
|
vec3_t dir, dest;
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
for( i = -8; i < 8; i++ )
|
|
|
|
{
|
|
|
|
for( j = -8; j < 8; j++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
dest[0] = (i * 32.0f) + org[0];
|
|
|
|
dest[1] = (j * 32.0f) + org[1];
|
|
|
|
dest[2] = org[2] + COM_RandomFloat( 100.0f, 800.0f );
|
|
|
|
|
|
|
|
if( reverse )
|
|
|
|
{
|
|
|
|
VectorCopy( org, p->org );
|
|
|
|
VectorSubtract( dest, p->org, dir );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
VectorCopy( dest, p->org );
|
|
|
|
VectorSubtract( org, p->org, dir );
|
|
|
|
}
|
|
|
|
|
|
|
|
vel = dest[2] / 8.0f;
|
|
|
|
if( vel < 64.0f ) vel = 64.0f;
|
|
|
|
|
|
|
|
dist = VectorNormalizeLength( dir );
|
|
|
|
vel += COM_RandomFloat( 64.0f, 128.0f );
|
|
|
|
VectorScale( dir, vel, p->vel );
|
|
|
|
p->die = cl.time + (dist / vel );
|
|
|
|
p->color = 244; // green color
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_TeleportSplash
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_TeleportSplash( const vec3_t org )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
vec3_t dir;
|
|
|
|
float vel;
|
|
|
|
int i, j, k;
|
|
|
|
|
|
|
|
for( i = -16; i < 16; i += 4 )
|
|
|
|
{
|
|
|
|
for( j = -16; j < 16; j += 4 )
|
|
|
|
{
|
|
|
|
for( k = -24; k < 32; k += 4 )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + COM_RandomFloat( 0.2f, 0.34f );
|
|
|
|
p->color = COM_RandomLong( 7, 14 );
|
|
|
|
p->type = pt_slowgrav;
|
|
|
|
|
|
|
|
dir[0] = j * 8.0f;
|
|
|
|
dir[1] = i * 8.0f;
|
|
|
|
dir[2] = k * 8.0f;
|
|
|
|
|
|
|
|
p->org[0] = org[0] + i + COM_RandomFloat( 0.0f, 3.0f );
|
|
|
|
p->org[1] = org[1] + j + COM_RandomFloat( 0.0f, 3.0f );
|
|
|
|
p->org[2] = org[2] + k + COM_RandomFloat( 0.0f, 3.0f );
|
|
|
|
|
|
|
|
VectorNormalize( dir );
|
|
|
|
vel = COM_RandomFloat( 50.0f, 113.0f );
|
|
|
|
VectorScale( dir, vel, p->vel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_RocketTrail
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_RocketTrail( vec3_t start, vec3_t end, int type )
|
|
|
|
{
|
|
|
|
vec3_t vec, right, up;
|
|
|
|
static int tracercount;
|
|
|
|
float s, c, x, y;
|
|
|
|
float len, dec;
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
VectorSubtract( end, start, vec );
|
|
|
|
len = VectorNormalizeLength( vec );
|
|
|
|
|
|
|
|
if( type == 7 )
|
|
|
|
{
|
|
|
|
VectorVectors( vec, right, up );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( type < 128 )
|
|
|
|
{
|
|
|
|
dec = 3.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dec = 1.0f;
|
|
|
|
type -= 128;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorScale( vec, dec, vec );
|
|
|
|
|
|
|
|
while( len > 0 )
|
|
|
|
{
|
|
|
|
len -= dec;
|
|
|
|
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + 2.0f;
|
|
|
|
|
|
|
|
switch( type )
|
|
|
|
{
|
|
|
|
case 0: // rocket trail
|
|
|
|
p->ramp = COM_RandomLong( 0, 3 );
|
|
|
|
p->color = ramp3[(int)p->ramp];
|
|
|
|
p->type = pt_fire;
|
|
|
|
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
|
|
|
|
break;
|
|
|
|
case 1: // smoke smoke
|
|
|
|
p->ramp = COM_RandomLong( 2, 5 );
|
|
|
|
p->color = ramp3[(int)p->ramp];
|
|
|
|
p->type = pt_fire;
|
|
|
|
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
|
|
|
|
break;
|
|
|
|
case 2: // blood
|
|
|
|
p->type = pt_grav;
|
|
|
|
p->color = COM_RandomLong( 67, 74 );
|
|
|
|
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
case 5: // tracer
|
|
|
|
p->die = cl.time + 0.5f;
|
|
|
|
|
|
|
|
if( type == 3 ) p->color = 52 + (( tracercount & 4 )<<1 );
|
|
|
|
else p->color = 230 + (( tracercount & 4 )<<1 );
|
|
|
|
|
|
|
|
VectorCopy( start, p->org );
|
|
|
|
tracercount++;
|
|
|
|
|
|
|
|
if( FBitSet( tracercount, 1 ))
|
|
|
|
{
|
|
|
|
p->vel[0] = 30.0f * vec[1];
|
|
|
|
p->vel[1] = 30.0f * -vec[0];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p->vel[0] = 30.0f * -vec[1];
|
|
|
|
p->vel[1] = 30.0f * vec[0];
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 4: // slight blood
|
|
|
|
p->type = pt_grav;
|
|
|
|
p->color = COM_RandomLong( 67, 70 );
|
|
|
|
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
|
|
|
|
len -= 3.0f;
|
|
|
|
break;
|
|
|
|
case 6: // voor trail
|
|
|
|
p->color = COM_RandomLong( 152, 155 );
|
|
|
|
p->die += 0.3f;
|
|
|
|
VectorAddScalar( start, COM_RandomFloat( -8.0f, 8.0f ), p->org );
|
|
|
|
break;
|
|
|
|
case 7: // explosion tracer
|
|
|
|
x = COM_RandomLong( 0, 65535 );
|
|
|
|
y = COM_RandomLong( 8, 16 );
|
|
|
|
SinCos( x, &s, &c );
|
|
|
|
s *= y;
|
|
|
|
c *= y;
|
|
|
|
|
|
|
|
VectorMAMAM( 1.0f, start, s, right, c, up, p->org );
|
|
|
|
VectorSubtract( start, p->org, p->vel );
|
|
|
|
VectorScale( p->vel, 2.0f, p->vel );
|
|
|
|
VectorMA( p->vel, COM_RandomFloat( 96.0f, 111.0f ), vec, p->vel );
|
|
|
|
p->ramp = COM_RandomLong( 0, 3 );
|
|
|
|
p->color = ramp3[(int)p->ramp];
|
|
|
|
p->type = pt_explode2;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
// just build line to show error
|
|
|
|
VectorCopy( start, p->org );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorAdd( start, vec, start );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_ParticleLine
|
|
|
|
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_ParticleLine( const vec3_t start, const vec3_t end, byte r, byte g, byte b, float life )
|
|
|
|
{
|
|
|
|
int pcolor;
|
|
|
|
|
|
|
|
pcolor = R_LookupColor( r, g, b );
|
|
|
|
PM_ParticleLine( start, end, pcolor, life, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_ParticleBox
|
|
|
|
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_ParticleBox( const vec3_t absmin, const vec3_t absmax, byte r, byte g, byte b, float life )
|
|
|
|
{
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
vec3_t origin;
|
|
|
|
int pcolor;
|
|
|
|
|
|
|
|
pcolor = R_LookupColor( r, g, b );
|
|
|
|
|
|
|
|
VectorAverage( absmax, absmin, origin );
|
|
|
|
VectorSubtract( absmax, origin, maxs );
|
|
|
|
VectorSubtract( absmin, origin, mins );
|
|
|
|
|
|
|
|
PM_DrawBBox( mins, maxs, origin, pcolor, life );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_ShowLine
|
|
|
|
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_ShowLine( const vec3_t start, const vec3_t end )
|
|
|
|
{
|
|
|
|
vec3_t dir, org;
|
|
|
|
float len;
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
VectorSubtract( end, start, dir );
|
|
|
|
len = VectorNormalizeLength( dir );
|
|
|
|
VectorScale( dir, 5.0f, dir );
|
|
|
|
VectorCopy( start, org );
|
|
|
|
|
|
|
|
while( len > 0 )
|
|
|
|
{
|
|
|
|
len -= 5.0f;
|
|
|
|
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->die = cl.time + 30;
|
|
|
|
p->color = 75;
|
|
|
|
|
|
|
|
VectorCopy( org, p->org );
|
|
|
|
VectorAdd( org, dir, org );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_BulletImpactParticles
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_BulletImpactParticles( const vec3_t pos )
|
|
|
|
{
|
|
|
|
int i, quantity;
|
|
|
|
int color;
|
|
|
|
float dist;
|
|
|
|
vec3_t dir;
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
VectorSubtract( pos, refState.vieworg, dir );
|
|
|
|
dist = VectorLength( dir );
|
|
|
|
if( dist > 1000.0f ) dist = 1000.0f;
|
|
|
|
|
|
|
|
quantity = (1000.0f - dist) / 100.0f;
|
|
|
|
if( quantity == 0 ) quantity = 1;
|
|
|
|
|
|
|
|
color = 3 - ((30 * quantity) / 100 );
|
|
|
|
R_SparkStreaks( pos, 2, -200, 200 );
|
|
|
|
|
|
|
|
for( i = 0; i < quantity * 4; i++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
VectorCopy( pos, p->org);
|
|
|
|
|
|
|
|
p->vel[0] = COM_RandomFloat( -1.0f, 1.0f );
|
|
|
|
p->vel[1] = COM_RandomFloat( -1.0f, 1.0f );
|
|
|
|
p->vel[2] = COM_RandomFloat( -1.0f, 1.0f );
|
|
|
|
VectorScale( p->vel, COM_RandomFloat( 50.0f, 100.0f ), p->vel );
|
|
|
|
|
|
|
|
p->die = cl.time + 0.5;
|
|
|
|
p->color = 3 - color;
|
|
|
|
p->type = pt_grav;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_FlickerParticles
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_FlickerParticles( const vec3_t org )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for( i = 0; i < 15; i++ )
|
|
|
|
{
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
VectorCopy( org, p->org );
|
|
|
|
p->vel[0] = COM_RandomFloat( -32.0f, 32.0f );
|
|
|
|
p->vel[1] = COM_RandomFloat( -32.0f, 32.0f );
|
|
|
|
p->vel[2] = COM_RandomFloat( 80.0f, 143.0f );
|
|
|
|
|
|
|
|
p->die = cl.time + 2.0f;
|
|
|
|
p->type = pt_blob2;
|
|
|
|
p->color = 254;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_StreakSplash
|
|
|
|
|
|
|
|
create a splash of streaks
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_StreakSplash( const vec3_t pos, const vec3_t dir, int color, int count, float speed, int velocityMin, int velocityMax )
|
|
|
|
{
|
|
|
|
vec3_t vel, vel2;
|
|
|
|
particle_t *p;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
VectorScale( dir, speed, vel );
|
|
|
|
|
|
|
|
for( i = 0; i < count; i++ )
|
|
|
|
{
|
|
|
|
VectorAddScalar( vel, COM_RandomFloat( velocityMin, velocityMax ), vel2 );
|
|
|
|
p = R_AllocTracer( pos, vel2, COM_RandomFloat( 0.1f, 0.5f ));
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->type = pt_grav;
|
|
|
|
p->color = color;
|
|
|
|
p->ramp = 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_DebugParticle
|
|
|
|
|
|
|
|
just for debug purposes
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_DebugParticle( const vec3_t pos, byte r, byte g, byte b )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
VectorCopy( pos, p->org );
|
|
|
|
p->color = R_LookupColor( r, g, b );
|
|
|
|
p->die = cl.time + 0.01f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CL_Particle
|
|
|
|
|
|
|
|
pmove debugging particle
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CL_Particle( const vec3_t org, int color, float life, int zpos, int zvel )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
p = R_AllocParticle( NULL );
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
if( org ) VectorCopy( org, p->org );
|
|
|
|
p->die = cl.time + life;
|
|
|
|
p->vel[2] += zvel; // ???
|
|
|
|
p->color = color;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_TracerEffect
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_TracerEffect( const vec3_t start, const vec3_t end )
|
|
|
|
{
|
|
|
|
vec3_t pos, vel, dir;
|
|
|
|
float len, speed;
|
|
|
|
float offset;
|
|
|
|
|
|
|
|
speed = Q_max( tracerspeed.value, 3.0f );
|
|
|
|
|
|
|
|
VectorSubtract( end, start, dir );
|
|
|
|
len = VectorLength( dir );
|
|
|
|
if( len == 0.0f ) return;
|
|
|
|
|
|
|
|
VectorScale( dir, 1.0f / len, dir ); // normalize
|
|
|
|
offset = COM_RandomFloat( -10.0f, 9.0f ) + traceroffset.value;
|
|
|
|
VectorScale( dir, offset, vel );
|
|
|
|
VectorAdd( start, vel, pos );
|
|
|
|
VectorScale( dir, speed, vel );
|
|
|
|
|
|
|
|
R_AllocTracer( pos, vel, len / speed );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_UserTracerParticle
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_UserTracerParticle( float *org, float *vel, float life, int colorIndex, float length, byte deathcontext, void (*deathfunc)( particle_t *p ))
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
if( colorIndex < 0 )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if(( p = R_AllocTracer( org, vel, life )) != NULL )
|
|
|
|
{
|
|
|
|
p->context = deathcontext;
|
|
|
|
p->deathfunc = deathfunc;
|
|
|
|
p->color = colorIndex;
|
|
|
|
p->ramp = length;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_TracerParticles
|
|
|
|
|
|
|
|
allow more customization
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
particle_t *R_TracerParticles( float *org, float *vel, float life )
|
|
|
|
{
|
|
|
|
return R_AllocTracer( org, vel, life );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_SparkStreaks
|
|
|
|
|
|
|
|
create a streak tracers
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_SparkStreaks( const vec3_t pos, int count, int velocityMin, int velocityMax )
|
|
|
|
{
|
|
|
|
particle_t *p;
|
|
|
|
vec3_t vel;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for( i = 0; i<count; i++ )
|
|
|
|
{
|
|
|
|
vel[0] = COM_RandomFloat( velocityMin, velocityMax );
|
|
|
|
vel[1] = COM_RandomFloat( velocityMin, velocityMax );
|
|
|
|
vel[2] = COM_RandomFloat( velocityMin, velocityMax );
|
|
|
|
|
|
|
|
p = R_AllocTracer( pos, vel, COM_RandomFloat( 0.1f, 0.5f ));
|
|
|
|
if( !p ) return;
|
|
|
|
|
|
|
|
p->color = 5;
|
|
|
|
p->type = pt_grav;
|
|
|
|
p->ramp = 0.5f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_Implosion
|
|
|
|
|
|
|
|
make implosion tracers
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GAME_EXPORT R_Implosion( const vec3_t end, float radius, int count, float life )
|
|
|
|
{
|
|
|
|
float dist = ( radius / 100.0f );
|
|
|
|
vec3_t start, temp, vel;
|
|
|
|
float factor;
|
|
|
|
particle_t *p;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if( life <= 0.0f ) life = 0.1f; // to avoid divide by zero
|
|
|
|
factor = -1.0 / life;
|
|
|
|
|
|
|
|
for ( i = 0; i < count; i++ )
|
|
|
|
{
|
|
|
|
temp[0] = dist * COM_RandomFloat( -100.0f, 100.0f );
|
|
|
|
temp[1] = dist * COM_RandomFloat( -100.0f, 100.0f );
|
|
|
|
temp[2] = dist * COM_RandomFloat( 0.0f, 100.0f );
|
|
|
|
VectorScale( temp, factor, vel );
|
|
|
|
VectorAdd( temp, end, start );
|
|
|
|
|
|
|
|
if(( p = R_AllocTracer( start, vel, life )) == NULL )
|
|
|
|
return;
|
|
|
|
|
|
|
|
p->type = pt_explode;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============
|
|
|
|
R_FreeDeadParticles
|
|
|
|
|
|
|
|
Free particles that time has expired
|
|
|
|
==============
|
|
|
|
*/
|
|
|
|
void R_FreeDeadParticles( particle_t **ppparticles )
|
|
|
|
{
|
|
|
|
particle_t *p, *kill;
|
|
|
|
|
|
|
|
// kill all the ones hanging direcly off the base pointer
|
|
|
|
while( 1 )
|
|
|
|
{
|
|
|
|
kill = *ppparticles;
|
|
|
|
if( kill && kill->die < cl.time )
|
|
|
|
{
|
|
|
|
if( kill->deathfunc )
|
|
|
|
kill->deathfunc( kill );
|
|
|
|
kill->deathfunc = NULL;
|
|
|
|
*ppparticles = kill->next;
|
|
|
|
kill->next = cl_free_particles;
|
|
|
|
cl_free_particles = kill;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// kill off all the others
|
|
|
|
for( p = *ppparticles; p; p = p->next )
|
|
|
|
{
|
|
|
|
while( 1 )
|
|
|
|
{
|
|
|
|
kill = p->next;
|
|
|
|
if( kill && kill->die < cl.time )
|
|
|
|
{
|
|
|
|
if( kill->deathfunc )
|
|
|
|
kill->deathfunc( kill );
|
|
|
|
kill->deathfunc = NULL;
|
|
|
|
p->next = kill->next;
|
|
|
|
kill->next = cl_free_particles;
|
|
|
|
cl_free_particles = kill;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CL_ReadPointFile_f
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CL_ReadPointFile_f( void )
|
|
|
|
{
|
|
|
|
byte *afile;
|
|
|
|
char *pfile;
|
|
|
|
vec3_t org;
|
|
|
|
int count;
|
|
|
|
particle_t *p;
|
|
|
|
char filename[64];
|
|
|
|
string token;
|
|
|
|
|
|
|
|
Q_snprintf( filename, sizeof( filename ), "maps/%s.pts", clgame.mapname );
|
|
|
|
afile = FS_LoadFile( filename, NULL, false );
|
|
|
|
|
|
|
|
if( !afile )
|
|
|
|
{
|
|
|
|
Con_Printf( S_ERROR "couldn't open %s\n", filename );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Con_Printf( "Reading %s...\n", filename );
|
|
|
|
|
|
|
|
count = 0;
|
|
|
|
pfile = (char *)afile;
|
|
|
|
|
|
|
|
while( 1 )
|
|
|
|
{
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
org[0] = Q_atof( token );
|
|
|
|
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
org[1] = Q_atof( token );
|
|
|
|
|
|
|
|
pfile = COM_ParseFile( pfile, token, sizeof( token ));
|
|
|
|
if( !pfile ) break;
|
|
|
|
org[2] = Q_atof( token );
|
|
|
|
|
|
|
|
count++;
|
|
|
|
|
|
|
|
if( !cl_free_particles )
|
|
|
|
{
|
|
|
|
Con_Printf( S_ERROR "not enough free particles!\n" );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: can't use R_AllocParticle because this command
|
|
|
|
// may be executed from the console, while frametime is 0
|
|
|
|
p = cl_free_particles;
|
|
|
|
cl_free_particles = p->next;
|
|
|
|
p->next = cl_active_particles;
|
|
|
|
cl_active_particles = p;
|
|
|
|
|
|
|
|
p->ramp = 0;
|
|
|
|
p->type = pt_static;
|
|
|
|
p->die = cl.time + 99999;
|
|
|
|
p->color = (-count) & 15;
|
|
|
|
VectorCopy( org, p->org );
|
|
|
|
VectorClear( p->vel );
|
|
|
|
}
|
|
|
|
|
|
|
|
Mem_Free( afile );
|
|
|
|
|
|
|
|
if( count ) Con_Printf( "%i points read\n", count );
|
|
|
|
else Con_Printf( "map %s has no leaks!\n", clgame.mapname );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CL_FreeDeadBeams( void )
|
|
|
|
{
|
|
|
|
BEAM *pBeam, *pNext, *pPrev = NULL;
|
|
|
|
// draw temporary entity beams
|
|
|
|
for( pBeam = cl_active_beams; pBeam; pBeam = pNext )
|
|
|
|
{
|
|
|
|
// need to store the next one since we may delete this one
|
|
|
|
pNext = pBeam->next;
|
|
|
|
|
|
|
|
// retire old beams
|
|
|
|
if( CL_BeamAttemptToDie( pBeam ))
|
|
|
|
{
|
|
|
|
// reset links
|
|
|
|
if( pPrev ) pPrev->next = pNext;
|
|
|
|
else cl_active_beams = pNext;
|
|
|
|
|
|
|
|
// free the beam
|
|
|
|
R_BeamFree( pBeam );
|
|
|
|
|
|
|
|
pBeam = NULL;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
pPrev = pBeam;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CL_DrawEFX( float time, qboolean fTrans )
|
|
|
|
{
|
|
|
|
CL_FreeDeadBeams();
|
|
|
|
if( cl_draw_beams.value )
|
|
|
|
ref.dllFuncs.CL_DrawBeams( fTrans, cl_active_beams );
|
|
|
|
|
|
|
|
if( fTrans )
|
|
|
|
{
|
|
|
|
R_FreeDeadParticles( &cl_active_particles );
|
|
|
|
if( cl_draw_particles.value )
|
|
|
|
ref.dllFuncs.CL_DrawParticles( time, cl_active_particles, PART_SIZE );
|
|
|
|
R_FreeDeadParticles( &cl_active_tracers );
|
|
|
|
if( cl_draw_tracers.value )
|
|
|
|
ref.dllFuncs.CL_DrawTracers( time, cl_active_tracers );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CL_ThinkParticle( double frametime, particle_t *p )
|
|
|
|
{
|
|
|
|
float time3 = 15.0f * frametime;
|
|
|
|
float time2 = 10.0f * frametime;
|
|
|
|
float time1 = 5.0f * frametime;
|
|
|
|
float dvel = 4.0f * frametime;
|
|
|
|
float grav = frametime * clgame.movevars.gravity * 0.05f;
|
|
|
|
|
|
|
|
|
|
|
|
if( p->type != pt_clientcustom )
|
|
|
|
{
|
|
|
|
// update position.
|
|
|
|
VectorMA( p->org, frametime, p->vel, p->org );
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( p->type )
|
|
|
|
{
|
|
|
|
case pt_static:
|
|
|
|
break;
|
|
|
|
case pt_fire:
|
|
|
|
p->ramp += time1;
|
|
|
|
if( p->ramp >= 6.0f ) p->die = -1.0f;
|
|
|
|
else p->color = ramp3[(int)p->ramp];
|
|
|
|
p->vel[2] += grav;
|
|
|
|
break;
|
|
|
|
case pt_explode:
|
|
|
|
p->ramp += time2;
|
|
|
|
if( p->ramp >= 8.0f ) p->die = -1.0f;
|
|
|
|
else p->color = ramp1[(int)p->ramp];
|
|
|
|
VectorMA( p->vel, dvel, p->vel, p->vel );
|
|
|
|
p->vel[2] -= grav;
|
|
|
|
break;
|
|
|
|
case pt_explode2:
|
|
|
|
p->ramp += time3;
|
|
|
|
if( p->ramp >= 8.0f ) p->die = -1.0f;
|
|
|
|
else p->color = ramp2[(int)p->ramp];
|
|
|
|
VectorMA( p->vel,-frametime, p->vel, p->vel );
|
|
|
|
p->vel[2] -= grav;
|
|
|
|
break;
|
|
|
|
case pt_blob:
|
|
|
|
if( p->packedColor == 255 )
|
|
|
|
{
|
|
|
|
// normal blob explosion
|
|
|
|
VectorMA( p->vel, dvel, p->vel, p->vel );
|
|
|
|
p->vel[2] -= grav;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// intentionally fallthrough
|
|
|
|
case pt_blob2:
|
|
|
|
if( p->packedColor == 255 )
|
|
|
|
{
|
|
|
|
// normal blob explosion
|
|
|
|
p->vel[0] -= p->vel[0] * dvel;
|
|
|
|
p->vel[1] -= p->vel[1] * dvel;
|
|
|
|
p->vel[2] -= grav;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p->ramp += time2;
|
|
|
|
if( p->ramp >= 9.0f ) p->ramp = 0.0f;
|
|
|
|
p->color = gSparkRamp[(int)p->ramp];
|
|
|
|
VectorMA( p->vel, -frametime * 0.5f, p->vel, p->vel );
|
|
|
|
p->type = COM_RandomLong( 0, 3 ) ? pt_blob : pt_blob2;
|
|
|
|
p->vel[2] -= grav * 5.0f;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case pt_grav:
|
|
|
|
p->vel[2] -= grav * 20.0f;
|
|
|
|
break;
|
|
|
|
case pt_slowgrav:
|
|
|
|
p->vel[2] -= grav;
|
|
|
|
break;
|
|
|
|
case pt_vox_grav:
|
|
|
|
p->vel[2] -= grav * 8.0f;
|
|
|
|
break;
|
|
|
|
case pt_vox_slowgrav:
|
|
|
|
p->vel[2] -= grav * 4.0f;
|
|
|
|
break;
|
|
|
|
case pt_clientcustom:
|
|
|
|
if( p->callback )
|
|
|
|
p->callback( p, frametime );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|