fteqw/engine/client/r_part.c

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#include "quakedef.h"
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
void R_Rockettrail_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
model_t *mod;
extern model_t mod_known[];
extern int mod_numknown;
if (cls.state == ca_disconnected)
return; // don't bother parsing while disconnected
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->flags & EF_ROCKET)
P_DefaultTrail(mod);
}
}
void R_Grenadetrail_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
model_t *mod;
extern model_t mod_known[];
extern int mod_numknown;
if (cls.state == ca_disconnected)
return; // don't bother parsing while disconnected
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->flags & EF_GRENADE)
P_DefaultTrail(mod);
}
}
particleengine_t pe_null;
particleengine_t pe_classic;
particleengine_t pe_darkplaces;
particleengine_t pe_script;
particleengine_t *particlesystem[] =
{
&pe_script,
&pe_darkplaces,
&pe_classic,
&pe_null,
{NULL},
};
void R_ParticleSystem_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
if (pe)
pe->ShutdownParticles();
pe = NULL;
for (i = 0; particlesystem[i]; i++)
{
if ( (particlesystem[i]->name1 && !stricmp(var->string, particlesystem[i]->name1))
|| (particlesystem[i]->name2 && !stricmp(var->string, particlesystem[i]->name2)))
{
pe = particlesystem[i];
break;
}
if (!pe)
if (particlesystem[i]->name1)
pe = particlesystem[i];
}
if (!pe)
Sys_Error("No particle system available. Please recompile.");
pe->InitParticles();
pe->ClearParticles();
CL_RegisterParticles();
}
cvar_t r_rockettrail = SCVARFC("r_rockettrail", "1", CVAR_SEMICHEAT, R_Rockettrail_Callback);
cvar_t r_grenadetrail = SCVARFC("r_grenadetrail", "1", CVAR_SEMICHEAT, R_Grenadetrail_Callback);
#ifdef MINIMAL
//minimal builds get a different default.
cvar_t r_particlesystem = SCVARFC("r_particlesystem", "classic", CVAR_SEMICHEAT, R_ParticleSystem_Callback);
#else
cvar_t r_particlesystem = SCVARFC("r_particlesystem", "script", CVAR_SEMICHEAT, R_ParticleSystem_Callback);
#endif
cvar_t r_particlesdesc = SCVARF("r_particlesdesc", "spikeset tsshaft", CVAR_SEMICHEAT);
extern cvar_t r_bouncysparks;
extern cvar_t r_part_rain;
extern cvar_t r_bloodstains;
extern cvar_t gl_part_flame;
cvar_t r_part_rain_quantity = SCVAR("r_part_rain_quantity", "1");
cvar_t r_particle_tracelimit = SCVAR("r_particle_tracelimit", "250");
cvar_t r_part_sparks = SCVAR("r_part_sparks", "1");
cvar_t r_part_sparks_trifan = SCVAR("r_part_sparks_trifan", "1");
cvar_t r_part_sparks_textured = SCVAR("r_part_sparks_textured", "1");
cvar_t r_part_beams = SCVAR("r_part_beams", "1");
cvar_t r_part_beams_textured = SCVAR("r_part_beams_textured", "1");
cvar_t r_part_contentswitch = SCVAR("r_part_contentswitch", "1");
particleengine_t *pe;
void P_InitParticleSystem(void)
{
char *particlecvargroupname = "Particle effects";
Cvar_Register(&r_particlesystem, "Particles");
//particles
Cvar_Register(&r_particlesdesc, particlecvargroupname);
Cvar_Register(&r_bouncysparks, particlecvargroupname);
Cvar_Register(&r_part_rain, particlecvargroupname);
Cvar_Register(&r_part_rain_quantity, particlecvargroupname);
Cvar_Register(&r_particle_tracelimit, particlecvargroupname);
Cvar_Register(&r_part_sparks, particlecvargroupname);
Cvar_Register(&r_part_sparks_trifan, particlecvargroupname);
Cvar_Register(&r_part_sparks_textured, particlecvargroupname);
Cvar_Register(&r_part_beams, particlecvargroupname);
Cvar_Register(&r_part_beams_textured, particlecvargroupname);
Cvar_Register(&r_part_contentswitch, particlecvargroupname);
Cvar_Register (&gl_part_flame, particlecvargroupname);
}
#ifdef Q2BSPS
qboolean Q2TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
vec3_t nul = {0,0,0};
trace_t trace = CM_BoxTrace(pmove.physents[0].model, start, end, nul, nul, MASK_SOLID);
if (trace.fraction < 1)
{
VectorCopy (trace.plane.normal, normal);
VectorCopy (trace.endpos, impact);
return true;
}
return false;
}
#endif
qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
trace_t trace;
float len, bestlen;
int i;
vec3_t delta, ts, te;
physent_t *pe;
qboolean clipped=false;
memset (&trace, 0, sizeof(trace));
VectorSubtract(end, start, delta);
bestlen = Length(delta);
VectorCopy (end, impact);
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
if (pe->nonsolid)
continue;
if (pe->model)
{
VectorSubtract(start, pe->origin, ts);
VectorSubtract(end, pe->origin, te);
pe->model->funcs.Trace(pe->model, 0, 0, ts, te, vec3_origin, vec3_origin, &trace);
if (trace.fraction<1)
{
VectorSubtract(trace.endpos, ts, delta);
len = Length(delta);
if (len < bestlen)
{
bestlen = len;
VectorCopy (trace.plane.normal, normal);
VectorAdd (pe->origin, trace.endpos, impact);
}
clipped=true;
}
if (trace.startsolid)
{
VectorNormalize(delta);
normal[0] = -delta[0];
normal[1] = -delta[1];
normal[2] = -delta[2];
VectorCopy (start, impact);
return true;
}
}
}
if (clipped)
{
return true;
}
else
{
return false;
}
}
//handy utility...
void P_EmitEffect (vec3_t pos, int type, trailstate_t **tsk)
{
if (cl.paused)
return;
pe->RunParticleEffectState(pos, NULL, host_frametime, type, tsk);
}
// P_SelectableTrail: given default/opposite effects, model pointer, and a user selection cvar
// changes model to the appropriate trail effect and default trail index
void P_SelectableTrail(model_t *model, cvar_t *selection, int mdleffect, int mdlcidx, int oppeffect, int oppcidx)
{
int select = (int)(selection->value);
switch (select)
{
case 0: // check for string, otherwise no trail
if (selection->string[0] == '0')
{
model->particletrail = P_INVALID;
break;
}
else
{
int effect = P_FindParticleType(selection->string);
if (effect >= 0)
{
model->particletrail = effect;
model->traildefaultindex = mdlcidx;
break;
}
}
// fall through to default (so semicheat will work properly)
case 1: // default model effect
default:
model->particletrail = mdleffect;
model->traildefaultindex = mdlcidx;
break;
case 2: // opposite effect
model->particletrail = oppeffect;
model->traildefaultindex= oppcidx;
break;
case 3: // alt rocket effect
model->particletrail = P_ParticleTypeForName("TR_ALTROCKET");
model->traildefaultindex = 107;
break;
case 4: // gib
model->particletrail = P_ParticleTypeForName("TR_BLOOD");
model->traildefaultindex = 70;
break;
case 5: // zombie gib
model->particletrail = P_ParticleTypeForName("TR_SLIGHTBLOOD");
model->traildefaultindex = 70;
break;
case 6: // Scrag tracer
model->particletrail = P_ParticleTypeForName("TR_WIZSPIKE");
model->traildefaultindex = 60;
break;
case 7: // Knight tracer
model->particletrail = P_ParticleTypeForName("TR_KNIGHTSPIKE");
model->traildefaultindex = 238;
break;
case 8: // Vore tracer
model->particletrail = P_ParticleTypeForName("TR_VORESPIKE");
model->traildefaultindex = 154;
break;
case 9: // rail trail
model->particletrail = P_ParticleTypeForName("TR_RAILTRAIL");
model->traildefaultindex = 15;
break;
}
}
//figure out which particle trail to use for the given model, filling in its values as required.
void P_DefaultTrail (model_t *model)
{
// TODO: EF_BRIGHTFIELD should probably be handled in here somewhere
// TODO: make trail default color into RGB values instead of indexes
if (model->engineflags & MDLF_NODEFAULTTRAIL)
return;
if (model->flags & EF_ROCKET)
P_SelectableTrail(model, &r_rockettrail, P_ParticleTypeForName("TR_ROCKET"), 109, P_ParticleTypeForName("TR_GRENADE"), 6);
else if (model->flags & EF_GRENADE)
P_SelectableTrail(model, &r_grenadetrail, P_ParticleTypeForName("TR_GRENADE"), 6, P_ParticleTypeForName("TR_ROCKET"), 109);
else if (model->flags & EF_GIB)
{
model->particletrail = P_ParticleTypeForName("TR_BLOOD");
model->traildefaultindex = 70;
}
else if (model->flags & EF_TRACER)
{
model->particletrail = P_ParticleTypeForName("TR_WIZSPIKE");
model->traildefaultindex = 60;
}
else if (model->flags & EF_ZOMGIB)
{
model->particletrail = P_ParticleTypeForName("TR_SLIGHTBLOOD");
model->traildefaultindex = 70;
}
else if (model->flags & EF_TRACER2)
{
model->particletrail = P_ParticleTypeForName("TR_KNIGHTSPIKE");
model->traildefaultindex = 238;
}
else if (model->flags & EF_TRACER3)
{
model->particletrail = P_ParticleTypeForName("TR_VORESPIKE");
model->traildefaultindex = 154;
}
else if (model->flags & EFH2_BLOODSHOT) //these are the hexen2 ones.
{
model->particletrail = P_ParticleTypeForName("t_bloodshot");
model->traildefaultindex = 136;
}
else if (model->flags & EFH2_FIREBALL)
{
model->particletrail = P_ParticleTypeForName("t_fireball");
model->traildefaultindex = 424;
}
else if (model->flags & EFH2_ACIDBALL)
{
model->particletrail = P_ParticleTypeForName("t_acidball");
model->traildefaultindex = 440;
}
else if (model->flags & EFH2_ICE)
{
model->particletrail = P_ParticleTypeForName("t_ice");
model->traildefaultindex = 408;
}
else if (model->flags & EFH2_SPIT)
{
model->particletrail = P_ParticleTypeForName("t_spit");
model->traildefaultindex = 260;
}
else if (model->flags & EFH2_SPELL)
{
model->particletrail = P_ParticleTypeForName("t_spell");
model->traildefaultindex = 260;
}
else if (model->flags & EFH2_VORP_MISSILE)
{
model->particletrail = P_ParticleTypeForName("t_vorpmissile");
model->traildefaultindex = 302;
}
else if (model->flags & EFH2_SET_STAFF)
{
model->particletrail = P_ParticleTypeForName("t_setstaff");
model->traildefaultindex = 424;
}
else if (model->flags & EFH2_MAGICMISSILE)
{
model->particletrail = P_ParticleTypeForName("t_magicmissile");
model->traildefaultindex = 149;
}
else if (model->flags & EFH2_BONESHARD)
{
model->particletrail = P_ParticleTypeForName("t_boneshard");
model->traildefaultindex = 384;
}
else if (model->flags & EFH2_SCARAB)
{
model->particletrail = P_ParticleTypeForName("t_scarab");
model->traildefaultindex = 254;
}
else
model->particletrail = P_INVALID;
}