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fteqw/engine/client/p_classic.c
Spoike cd97d1fff3 cmake now builds botlib (as a shared object)
fix q3 looping sounds
fix q3sv bug that was kicking clients on map changes
attempt to resize q3ui if the window changes size
added some more disconnect reasons (for menuqc/q3ui to report).
reworked particle count/step arguments for better compat with DP. particles that used count for trails were already broken...
drawtextfield builtin will report line numbers shown, so qc can finally tell how much text there actually was
added some more items to 'fps_preset dp', stuff needed for the 'quake15' mod.
added dpcompat_noretouchground cvar for people wanting to mimic dp's bugs.
added 'r_netgraph 2' setting, which will show packet sizes per svc, in part to highlight wasteful mods.
added cvar to disable the q1mdl floodfill, which caused problems for yet another person.
internal editor now attempts to support debugging asm, if no source is available.
fix 64bit icon bug in x11.
FINALLY fix high's te_teleport effect.
load with no arguments will scan for the most recent a#/s#/quick savedgame instead of using just quick.
load command will chose between fte and vanilla savedgame formats based on modification time, if both exist in the same package/dir.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5394 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-01-29 07:18:07 +00:00

1182 lines
28 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 included (GNU.txt) GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#ifdef PSET_CLASSIC
#include "glquake.h"
#include "shader.h"
#include "renderque.h"
#define POLYS
#ifdef FTE_TARGET_WEB
#define rand myrand //emscripten's libc is doing a terrible job of this.
static int rand(void)
{ //ripped from glibc
static int state = 0xdeadbeef;
int val = ((state * 1103515245) + 12345) & 0x7fffffff;
state = val;
return val;
}
#endif
typedef enum {
DODGY,
ROCKET_TRAIL,
ALT_ROCKET_TRAIL,
BLOOD_TRAIL,
GRENADE_TRAIL,
BIG_BLOOD_TRAIL,
TRACER1_TRAIL,
TRACER2_TRAIL,
VOOR_TRAIL,
BRIGHTFIELD_POINT,
BLOBEXPLOSION_POINT,
LAVASPLASH_POINT,
EXPLOSION_POINT,
EXPLOSION2_POINT,
TELEPORTSPLASH_POINT,
MUZZLEFLASH_POINT,
QWGUNSHOT_POINT, //not actually the same as nq, to deal with higher counts better
QWSTDBLOOD_POINT, //same
QWLGBLOOD_POINT, //same
EFFECTTYPE_MAX
} effect_type_t;
typedef struct cparticle_s
{
avec3_t org;
float die;
avec3_t vel;
float ramp;
enum
{
pt_static,
pt_fire,
pt_explode,
pt_explode2,
pt_blob,
pt_blob2,
pt_grav,
pt_slowgrav,
pt_oneframe
} type;
unsigned int rgb;
struct cparticle_s *next;
} cparticle_t;
#define DEFAULT_NUM_PARTICLES 2048
#define ABSOLUTE_MIN_PARTICLES 512
#define ABSOLUTE_MAX_PARTICLES 8192
static int r_numparticles;
static cparticle_t *particles, *active_particles, *free_particles;
extern cvar_t r_part_density, r_part_classic_expgrav, r_part_classic_opaque;
static unsigned int particleframe;
static int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
static int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
static int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
#ifndef POLYS
#define BUFFERVERTS 2048*3
static vecV_t classicverts[BUFFERVERTS];
static union c
{
byte_vec4_t b;
unsigned int i;
} classiccolours[BUFFERVERTS];
static vec2_t classictexcoords[BUFFERVERTS];
static index_t classicindexes[BUFFERVERTS];
static mesh_t classicmesh;
#endif
static shader_t *classicshader;
//obtains an index for the name, even if it is unknown (one can be loaded after. will only fail if the effect limit is reached)
//technically this function is not meant to fail often, but thats fine so long as the other functions are meant to safely reject invalid effect numbers.
static int PClassic_FindParticleType(const char *name)
{
if (!stricmp("tr_rocket", name))
return ROCKET_TRAIL;
if (!stricmp("tr_altrocket", name))
return ALT_ROCKET_TRAIL;
if (!stricmp("tr_slightblood", name))
return BLOOD_TRAIL;
if (!stricmp("tr_grenade", name))
return GRENADE_TRAIL;
if (!stricmp("tr_blood", name))
return BIG_BLOOD_TRAIL;
if (!stricmp("tr_wizspike", name))
return TRACER1_TRAIL;
if (!stricmp("tr_knightspike", name))
return TRACER2_TRAIL;
if (!stricmp("tr_vorespike", name))
return VOOR_TRAIL;
if (!stricmp("te_tarexplosion", name))
return BLOBEXPLOSION_POINT;
if (!stricmp("te_lavasplash", name))
return LAVASPLASH_POINT;
if (!stricmp("te_explosion", name))
return EXPLOSION_POINT;
if (!strnicmp("te_explosion2_", name, 14))
{
char *e;
int start = strtoul(name+14, &e, 10);
int len = strtoul((*e == '_')?e+1:e, &e, 10);
if (!*e && start >= 0 && start <= 255 && len >= 0 && len <= 255)
return EXPLOSION2_POINT | (start<<8)|(len<<16);
}
if (!stricmp("te_teleport", name))
return TELEPORTSPLASH_POINT;
if (!stricmp("te_muzzleflash", name))
return MUZZLEFLASH_POINT;
if (!stricmp("ef_brightfield", name))
return BRIGHTFIELD_POINT;
if (!stricmp("te_qwgunshot", name))
return QWGUNSHOT_POINT;
if (!stricmp("te_qwblood", name))
return QWSTDBLOOD_POINT;
if (!stricmp("te_lightningblood", name))
return QWLGBLOOD_POINT;
return P_INVALID;
}
static qboolean PClassic_Query(int type, int body, char *outstr, int outstrlen)
{
char *n = NULL;
switch(type&0xff)
{
case ROCKET_TRAIL:
n = "tr_rocket";
break;
case ALT_ROCKET_TRAIL:
n = "tr_altrocket";
break;
case BLOOD_TRAIL:
n = "tr_slightblood";
break;
case GRENADE_TRAIL:
n = "tr_grenade";
break;
case BIG_BLOOD_TRAIL:
n = "tr_blood";
break;
case TRACER1_TRAIL:
n = "tr_wizspike";
break;
case TRACER2_TRAIL:
n = "tr_knightspike";
break;
case VOOR_TRAIL:
n = "tr_vorespike";
break;
case BLOBEXPLOSION_POINT:
n = "te_tarexplosion";
break;
case LAVASPLASH_POINT:
n = "te_lavasplash";
break;
case EXPLOSION_POINT:
n = "te_explosion";
break;
case EXPLOSION2_POINT:
n = va("te_explosion2_%i_%i", (type>>8)&0xff, (type>>16)&0xff);
break;
case TELEPORTSPLASH_POINT:
n = "te_teleport";
break;
case BRIGHTFIELD_POINT:
n = "ef_brightfield";
break;
}
if (!n)
return false;
if (body == 0)
{
Q_strncpyz(outstr, n, outstrlen);
return true;
}
return false;
}
//a convienience function.
static int PClassic_RunParticleEffectTypeString (vec3_t org, vec3_t dir, float count, char *name)
{
int efnum = P_FindParticleType(name);
return P_RunParticleEffectState(org, dir, count, efnum, NULL);
}
//DP extension: add particles within a box that look like rain or snow.
static void PClassic_RunParticleWeather(vec3_t minb, vec3_t maxb, vec3_t dir, float count, int colour, char *efname)
{
}
//DP extension: add particles within a box.
static void PClassic_RunParticleCube(int ptype, vec3_t minb, vec3_t maxb, vec3_t dir_min, vec3_t dir_max, float count, int colour, qboolean gravity, float jitter)
{
}
//hexen2 support: add particles flying out from a point with a randomized speed
static void PClassic_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count)
{
}
//hexen2 support: add particles within a box.
static void PClassic_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count)
{
}
//hexen2 support: add particles around the spot in a radius. no idea what the 'effect' field is.
static void PClassic_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count)
{
}
//this function is used as a fallback in case a trail effect is unknown.
static void PClassic_ParticleTrailIndex (vec3_t start, vec3_t end, int type, float timestep, int color, int crnd, trailstate_t **tsk)
{
}
//the one-time initialisation function, called no mater which renderer is active.
static qboolean PClassic_InitParticles (void)
{
int i;
if ((i = COM_CheckParm ("-particles")) && i + 1 < com_argc)
{
r_numparticles = (int) (Q_atoi(com_argv[i + 1]));
r_numparticles = bound(ABSOLUTE_MIN_PARTICLES, r_numparticles, ABSOLUTE_MAX_PARTICLES);
}
else
{
r_numparticles = DEFAULT_NUM_PARTICLES;
}
particles = (cparticle_t *) BZ_Malloc (r_numparticles * sizeof(cparticle_t));
#ifndef POLYS
for (i = 0; i < BUFFERVERTS; i += 3)
{
classictexcoords[i+1][0] = 1;
classictexcoords[i+2][1] = 1;
classicindexes[i+0] = i+0;
classicindexes[i+1] = i+1;
classicindexes[i+2] = i+2;
}
classicmesh.xyz_array = classicverts;
classicmesh.st_array = classictexcoords;
classicmesh.colors4b_array = (byte_vec4_t*)classiccolours;
classicmesh.indexes = classicindexes;
#endif
classicshader = R_RegisterShader("particles_classic", SUF_NONE,
"{\n"
"program defaultsprite\n"
"nomipmaps\n"
"surfaceparm nodlight\n"
"{\n"
"if r_part_classic_square\n"
"clampmap classicparticle_square\n"
"else\n"
"clampmap classicparticle\n"
"endif\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
return true;
}
static void PClassic_ShutdownParticles(void)
{
BZ_Free(particles);
particles = NULL;
}
// a classic trailstate is really just a float stored in a pointer variable...
// assuming float alignment/size is more strict than pointer
static float Classic_GetLeftover(trailstate_t **tsk)
{
float *f = (float *)tsk;
if (!f)
return 0;
return *f;
}
static void Classic_SetLeftover(trailstate_t **tsk, float leftover)
{
float *f = (float *)tsk;
if (f)
*f = leftover;
}
//called when an entity is removed from the world, taking its trailstate with it.
static void PClassic_DelinkTrailstate(trailstate_t **tsk)
{
*tsk = NULL;
}
//wipes all the particles ready for the next map.
static void PClassic_ClearParticles (void)
{
int i;
free_particles = &particles[0];
active_particles = NULL;
for (i = 0;i < r_numparticles; i++)
particles[i].next = &particles[i+1];
particles[r_numparticles - 1].next = NULL;
}
//some particles (brightfield) must last only one frame
static void PClassic_ClearPerFrame(void)
{
if (particleframe != -1 && particleframe != cl_framecount)
{
cparticle_t **link, *kill;
for (link = &active_particles; *link; )
{
if ((*link)->type == pt_oneframe)
{
kill = *link;
*link = kill->next;
kill->next = free_particles;
free_particles = kill;
}
else
link = &(*link)->next;
}
}
}
//draws all the active particles.
static void PClassic_DrawParticles(void)
{
cparticle_t *p, *kill;
int i;
float time2, time3, time1, dvel, frametime, grav;
vec3_t up, right;
float dist, scale, r_partscale=0;
#ifdef POLYS
scenetris_t *scenetri;
#else
union c usecolours;
#endif
static float oldtime;
RSpeedMark();
if (!active_particles)
{
oldtime = cl.time;
return;
}
if (particleframe != -1 && particleframe != cl_framecount)
{
PClassic_ClearPerFrame();
particleframe = -1;
}
if (r_refdef.useperspective)
r_partscale = 0.004 * tan (r_refdef.fov_x * (M_PI / 180) * 0.5f);
else
r_partscale = 0;
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
frametime = cl.time - oldtime;
oldtime = cl.time;
frametime = bound(0, frametime, 1);
if (cl.paused || r_secondaryview || r_refdef.recurse)
frametime = 0;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * 800 * 0.05;
dvel = 4 * frametime;
#ifdef POLYS
// if (cl_numstris && cl_stris[cl_numstris-1].shader == classicshader && cl_stris[cl_numstris-1].numvert + 8 <= MAX_INDICIES)
// scenetri = &cl_stris[cl_numstris-1];
// else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris+=8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
scenetri = &cl_stris[cl_numstris++];
scenetri->shader = classicshader;
scenetri->flags = BEF_NODLIGHT|BEF_NOSHADOWS;
scenetri->firstidx = cl_numstrisidx;
scenetri->firstvert = cl_numstrisvert;
scenetri->numvert = 0;
scenetri->numidx = 0;
}
#endif
while(1)
{
kill = active_particles;
if (kill && kill->die < cl.time)
{
active_particles = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
for (p = active_particles; p ; p = p->next)
{
while (1)
{
kill = p->next;
if (kill && kill->die < cl.time)
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
// hack a scale up to keep particles from disapearing
dist = (p->org[0] - r_origin[0]) * vpn[0] + (p->org[1] - r_origin[1]) * vpn[1] + (p->org[2] - r_origin[2]) * vpn[2];
scale = 1 + dist * r_partscale;
#ifdef POLYS
if (cl_numstrisvert+3 > cl_maxstrisvert)
{
cl_maxstrisvert+=1024*3;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert);
}
// Vector4Set(cl_strisvertc[cl_numstrisvert+0],1,1,1,1);
// Vector4Set(cl_strisvertc[cl_numstrisvert+1],1,1,1,1);
// Vector4Set(cl_strisvertc[cl_numstrisvert+2],1,1,1,1);
Vector4Set(cl_strisvertc[cl_numstrisvert+0], ((p->rgb&0xff)>>0)/255.0, ((p->rgb&0xff00)>>8)/255.0, ((p->rgb&0xff0000)>>16)/255.0, ((p->type == pt_fire && !r_part_classic_opaque.ival)?((6 - p->ramp) *0.166666):1.0));
Vector4Copy(cl_strisvertc[cl_numstrisvert+0], cl_strisvertc[cl_numstrisvert+1]);
Vector4Copy(cl_strisvertc[cl_numstrisvert+0], cl_strisvertc[cl_numstrisvert+2]);
Vector2Set(cl_strisvertt[cl_numstrisvert+0], 0, 0);
Vector2Set(cl_strisvertt[cl_numstrisvert+1], 1, 0);
Vector2Set(cl_strisvertt[cl_numstrisvert+2], 0, 1);
VectorCopy(p->org, cl_strisvertv[cl_numstrisvert+0]);
VectorMA(p->org, scale, up, cl_strisvertv[cl_numstrisvert+1]);
VectorMA(p->org, scale, right, cl_strisvertv[cl_numstrisvert+2]);
if (cl_numstrisidx+3 > cl_maxstrisidx)
{
cl_maxstrisidx += 1024*3;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
cl_strisidx[cl_numstrisidx++] = (cl_numstrisvert - scenetri->firstvert) + 0;
cl_strisidx[cl_numstrisidx++] = (cl_numstrisvert - scenetri->firstvert) + 1;
cl_strisidx[cl_numstrisidx++] = (cl_numstrisvert - scenetri->firstvert) + 2;
cl_numstrisvert += 3;
scenetri->numvert += 3;
scenetri->numidx += 3;
#else
if (classicmesh.numvertexes >= BUFFERVERTS-3)
{
classicmesh.numindexes = classicmesh.numvertexes;
BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures, 0);
classicmesh.numvertexes = 0;
}
usecolours.i = p->rgb;
if (p->type == pt_fire)
usecolours.b[3] = 255 * (6 - p->ramp) / 6;
else
usecolours.b[3] = 255;
classiccolours[classicmesh.numvertexes].i = usecolours.i;
VectorCopy(p->org, classicverts[classicmesh.numvertexes]);
classicmesh.numvertexes++;
classiccolours[classicmesh.numvertexes].i = usecolours.i;
VectorMA(p->org, scale, up, classicverts[classicmesh.numvertexes]);
classicmesh.numvertexes++;
classiccolours[classicmesh.numvertexes].i = usecolours.i;
VectorMA(p->org, scale, right, classicverts[classicmesh.numvertexes]);
classicmesh.numvertexes++;
#endif
p->org[0] += p->vel[0] * frametime;
p->org[1] += p->vel[1] * frametime;
p->org[2] += p->vel[2] * frametime;
switch (p->type)
{
case pt_oneframe:
case pt_static:
break;
case pt_fire:
p->ramp += time1;
if (p->ramp >= 6)
p->die = -1;
else
p->rgb = d_quaketo24srgbtable[ramp3[(int) p->ramp]];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if (p->ramp >=8)
p->die = -1;
else
p->rgb = d_quaketo24srgbtable[ramp1[(int) p->ramp]];
for (i = 0; i < 3; i++)
p->vel[i] += p->vel[i] * dvel;
p->vel[2] -= grav*r_part_classic_expgrav.value;
break;
case pt_explode2:
p->ramp += time3;
if (p->ramp >=8)
p->die = -1;
else
p->rgb = d_quaketo24srgbtable[ramp2[(int) p->ramp]];
for (i = 0; i < 3; i++)
p->vel[i] -= p->vel[i] * frametime;
p->vel[2] -= grav*r_part_classic_expgrav.value;
break;
case pt_blob:
for (i = 0; i < 3; i++)
p->vel[i] += p->vel[i] * dvel;
p->vel[2] -= grav;
break;
case pt_blob2:
for (i = 0; i < 2; i++)
p->vel[i] -= p->vel[i] * dvel;
p->vel[2] -= grav;
break;
case pt_slowgrav:
case pt_grav:
p->vel[2] -= grav;
break;
}
}
#ifndef POLYS
if (classicmesh.numvertexes)
{
classicmesh.numindexes = classicmesh.numvertexes;
BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures, 0);
classicmesh.numvertexes = 0;
}
#endif
RSpeedEnd(RSPEED_PARTICLESDRAW);
}
static void Classic_ParticleExplosion (vec3_t org)
{
int i, j;
cparticle_t *p;
int count;
count = 1024 * r_part_density.value;
for (i = 0; i < count; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 5;
p->rgb = d_8to24srgbtable[ramp1[0]];
p->ramp = rand() & 3;
if (i & 1)
{
p->type = pt_explode;
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
}
else
{
p->type = pt_explode2;
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand()%512) - 256;
}
}
}
}
static void Classic_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
{
int i, j;
cparticle_t *p;
int colorMod = 0;
for (i=0; i<512; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.3;
p->rgb = d_8to24srgbtable[(colorStart + (colorMod % colorLength)) & 255];
colorMod++;
p->type = pt_blob;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
static void Classic_BlobExplosion (vec3_t org)
{
int i, j;
cparticle_t *p;
int count;
count = 1024 * r_part_density.value;
for (i = 0; i < count; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 1 + (rand() & 8) * 0.05;
if (i & 1)
{
p->type = pt_blob;
p->rgb = d_8to24srgbtable[66 + rand() % 6];
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
}
else
{
p->type = pt_blob2;
p->rgb = d_8to24srgbtable[150 + rand() % 6];
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
}
}
}
static void Classic_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count, qboolean qwstyle)
{
int i, j, scale;
cparticle_t *p;
if (!dir)
dir = vec3_origin;
if (qwstyle)
scale = (count > 130) ? 3 : (count > 20) ? 2 : 1; //QW
else
scale = 1; //NQ
count = ceil(count*r_part_density.value); //round-to-0 was resulting in blood being far too hard to see, especially when blood is often spawned with multiple points all rounded down
for (i = 0; i < count; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.1 * (rand() % 5);
p->rgb = d_8to24srgbtable[(color & ~7) + (rand() & 7)];
if (qwstyle)
p->type = pt_grav; //QW
else
p->type = pt_slowgrav; //NQ
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + scale * ((rand() & 15) - 8);
p->vel[j] = dir[j] * 15;
}
}
}
static void Classic_LavaSplash (vec3_t org)
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
for (i = -16; i < 16; i++)
{
for (j = -16; j < 16; j++)
{
for (k = 0; k < 1; k++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 2 + (rand() & 31) * 0.02;
p->rgb = d_8to24srgbtable[224 + (rand() & 7)];
p->type = pt_grav;
dir[0] = j * 8 + (rand() & 7);
dir[1] = i * 8 + (rand() & 7);
dir[2] = 256;
p->org[0] = org[0] + dir[0];
p->org[1] = org[1] + dir[1];
p->org[2] = org[2] + (rand() & 63);
VectorNormalizeFast (dir);
vel = 50 + (rand() & 63);
VectorScale (dir, vel, p->vel);
}
}
}
}
static void Classic_TeleportSplash (vec3_t org)
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
int st = 4 / r_part_density.value;
if (st == 0)
st = 1;
for (i = -16; i < 16; i += st)
{
for (j = -16; j < 16; j += st)
{
for (k = -24; k < 32; k += st)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.2 + (rand() & 7) * 0.02;
p->rgb = d_8to24srgbtable[7 + (rand() & 7)];
p->type = pt_grav;
dir[0] = j * 8;
dir[1] = i * 8;
dir[2] = k * 8;
p->org[0] = org[0] + i + (rand() & 3);
p->org[1] = org[1] + j + (rand() & 3);
p->org[2] = org[2] + k + (rand() & 3);
VectorNormalizeFast (dir);
vel = 50 + (rand() & 63);
VectorScale (dir, vel, p->vel);
}
}
}
}
#define NUMVERTEXNORMALS 162
//vec3_t avelocity = {23, 7, 3};
//float partstep = 0.01;
//float timescale = 0.01;
static vec3_t avelocities[NUMVERTEXNORMALS];
static void Classic_BrightField (vec3_t org)
{
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
float beamlength = 16;
int i;
cparticle_t *p;
float angle;
float sp, sy, cp, cy;
vec3_t forward;
float dist;
PClassic_ClearPerFrame();
particleframe = cl_framecount;
dist = 64;
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
avelocities[i][0] = (rand()&255) * 0.01;
avelocities[i][1] = (rand()&255) * 0.01;
avelocities[i][2] = (rand()&255) * 0.01;
}
}
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
angle = cl.time * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = cl.time * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
//fixme: is roll important?
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
p->die = cl.time;// + 0.01;
p->rgb = d_8to24srgbtable[0x6f];
p->type = pt_oneframe;
p->org[0] = org[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
p->org[1] = org[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
p->org[2] = org[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
}
}
//svc_tempentity support: this is the function that handles 'special' point effects.
//use the trail state so fast/slow frames keep the correct particle counts on certain every-frame effects
static int PClassic_RunParticleEffectState (vec3_t org, vec3_t dir, float count, int typenum, trailstate_t **tsk)
{
switch(typenum&0xff)
{
case BRIGHTFIELD_POINT:
Classic_BrightField(org);
break;
case BLOBEXPLOSION_POINT:
Classic_BlobExplosion(org);
break;
case LAVASPLASH_POINT:
Classic_LavaSplash(org);
break;
case EXPLOSION_POINT:
Classic_ParticleExplosion(org);
break;
case EXPLOSION2_POINT:
Classic_ParticleExplosion2(org, (typenum>>8)&0xff, (typenum>>16)&0xff);
break;
case TELEPORTSPLASH_POINT:
Classic_TeleportSplash(org);
break;
case MUZZLEFLASH_POINT:
{
dlight_t *dl = CL_AllocDlight (0);
if (dir)
VectorCopy(dir, dl->axis[0]);
else
VectorSet(dl->axis[0], 0, 0, 1);
VectorVectors(dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
if (dir)
VectorMA (org, 15, dl->axis[0], dl->origin);
else
VectorCopy (org, dl->origin);
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time + 0.1;
dl->color[0] = 1.5;
dl->color[1] = 1.3;
dl->color[2] = 1.0;
dl->channelfade[0] = 1.5;
dl->channelfade[1] = 0.75;
dl->channelfade[2] = 0.375;
dl->decay = 1000;
#ifdef RTLIGHTS
dl->lightcolourscales[2] = 4;
#endif
}
break;
case QWGUNSHOT_POINT:
Classic_RunParticleEffect(org, dir, 0, count*20, true);
break;
case QWSTDBLOOD_POINT:
Classic_RunParticleEffect(org, dir, 73, count*20, true);
break;
case QWLGBLOOD_POINT:
Classic_RunParticleEffect(org, dir, 225, count*50, true);
break;
default:
return 1;
}
return 0;
}
static float Classic_ParticleTrail (vec3_t start, vec3_t end, float leftover, effect_type_t type)
{
vec3_t point, delta, dir, step;
float len, rlen, scale;
int i, j, num_particles;
cparticle_t *p;
static int tracercount;
if (type >= BRIGHTFIELD_POINT)
{
PClassic_RunParticleEffectState(end, vec3_origin, 1, type, NULL);
return 0;
}
VectorCopy (start, point);
VectorSubtract (end, start, delta);
if (!(len = VectorLength (delta)))
goto done;
VectorScale(delta, 1 / len, dir); //unit vector in direction of trail
VectorMA(point, -leftover, dir, point);
len += leftover;
rlen = len;
switch (type)
{
case ALT_ROCKET_TRAIL:
scale = 1.5; break;
case BLOOD_TRAIL:
scale = 6; break;
default:
scale = 3; break;
case TRACER1_TRAIL:
case TRACER2_TRAIL:
scale = (r_part_density.value < 0.5)?6*r_part_density.value:3;
break;
}
scale /= r_part_density.value;
VectorScale (dir, scale, step);
len /= scale;
leftover = rlen - ((int)(len) * scale);
num_particles = (int) len;
for (i = 0; i < num_particles && free_particles; i++)
{
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->vel);
p->die = cl.time + 2;
switch(type)
{
case GRENADE_TRAIL:
p->ramp = (rand() & 3) + 2;
p->rgb = d_8to24srgbtable[ramp3[(int) p->ramp]];
p->type = pt_fire;
for (j = 0; j < 3; j++)
p->org[j] = point[j] + ((rand() % 6) - 3);
break;
case BLOOD_TRAIL:
p->type = pt_slowgrav;
p->rgb = d_8to24srgbtable[67 + (rand() & 3)];
for (j = 0; j < 3; j++)
p->org[j] = point[j] + ((rand() % 6) - 3);
break;
case BIG_BLOOD_TRAIL:
p->type = pt_slowgrav;
p->rgb = d_8to24srgbtable[67 + (rand() & 3)];
for (j = 0; j < 3; j++)
p->org[j] = point[j] + ((rand() % 6) - 3);
break;
case TRACER1_TRAIL:
case TRACER2_TRAIL:
p->die = cl.time + 0.5;
p->type = pt_static;
if (type == TRACER1_TRAIL)
p->rgb = d_8to24srgbtable[52 + ((tracercount & 4) << 1)];
else
p->rgb = d_8to24srgbtable[230 + ((tracercount & 4) << 1)];
tracercount++;
VectorCopy (point, p->org);
if (tracercount & 1)
{ //the addition of /scale here counters dir being rescaled
p->vel[0] = 30 * dir[1];
p->vel[1] = 30 * -dir[0];
}
else
{
p->vel[0] = 30 * -dir[1];
p->vel[1] = 30 * dir[0];
}
break;
case VOOR_TRAIL:
p->rgb = d_8to24srgbtable[9 * 16 + 8 + (rand() & 3)];
p->type = pt_static;
p->die = cl.time + 0.3;
for (j = 0; j < 3; j++)
p->org[j] = point[j] + ((rand() & 15) - 8);
break;
case ALT_ROCKET_TRAIL:
p->ramp = (rand() & 3);
p->rgb = d_8to24srgbtable[ramp3[(int) p->ramp]];
p->type = pt_fire;
for (j = 0; j < 3; j++)
p->org[j] = point[j] + ((rand() % 6) - 3);
break;
case ROCKET_TRAIL:
default:
p->ramp = (rand() & 3);
p->rgb = d_8to24srgbtable[ramp3[(int) p->ramp]];
p->type = pt_fire;
for (j = 0; j < 3; j++)
p->org[j] = point[j] + ((rand() % 6) - 3);
break;
}
VectorAdd (point, step, point);
}
done:
return leftover;
}
int PClassic_PointFile(int c, vec3_t point)
{
cparticle_t *p;
if (!free_particles)
return 0;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->vel);
p->die = 99999;
p->rgb = d_8to24srgbtable[(-c) & 0xff];
p->type = pt_static;
VectorCopy(point, p->org);
return 1;
}
//builds a trail from here to there. The trail state can be used to remember how far you got last frame.
static int PClassic_ParticleTrail (vec3_t startpos, vec3_t end, int type, float timestep, int dlkey, vec3_t dlaxis[3], trailstate_t **tsk)
{
float leftover;
if (type == P_INVALID)
return 1;
leftover = Classic_ParticleTrail(startpos, end, Classic_GetLeftover(tsk), type);
Classic_SetLeftover(tsk, leftover);
return 0;
}
//svc_particle support: add X particles with the given colour, velocity, and aproximate origin.
static void PClassic_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
Classic_RunParticleEffect(org, dir, color, count, false);
}
static void PClassic_RunParticleEffectPalette (const char *nameprefix, vec3_t org, vec3_t dir, int color, int count)
{
Classic_RunParticleEffect(org, dir, color, count, false);
}
particleengine_t pe_classic =
{
"Classic",
NULL,
PClassic_FindParticleType,
PClassic_Query,
PClassic_RunParticleEffectTypeString,
PClassic_ParticleTrail,
PClassic_RunParticleEffectState,
PClassic_RunParticleWeather,
PClassic_RunParticleCube,
PClassic_RunParticleEffect,
PClassic_RunParticleEffect2,
PClassic_RunParticleEffect3,
PClassic_RunParticleEffect4,
PClassic_RunParticleEffectPalette,
PClassic_ParticleTrailIndex,
PClassic_InitParticles,
PClassic_ShutdownParticles,
PClassic_DelinkTrailstate,
PClassic_ClearParticles,
PClassic_DrawParticles
};
#endif