fteqw/engine/client/p_classic.c
Spoike ca9028ef76 Lets see if this works in loonix.. ehehe.
Added win7 recently opened links, so rightclicking pinned icons gives recent servers. Perhaps not the best implementation (lol) but yay, only a little bit of horrible COM crap.
Hacked about with the scripted particle system. Classic is now the default set, but the scripted system is still active and can be used by mods or whatever if they wish.
Interpolation changes: should feel better on non-fte QW servers now. Not sure about other server types.
Added svc_setanglesdelta.
Fixed vwep+skins.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3682 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-12-05 02:46:07 +00:00

784 lines
19 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"
void D_DrawParticleTrans (vec3_t porg, float palpha, float pscale, unsigned int pcolour, blendmode_t blendmode);
typedef enum {
DODGY,
ROCKET_TRAIL,
ALT_ROCKET_TRAIL,
BLOOD_TRAIL,
GRENADE_TRAIL,
BIG_BLOOD_TRAIL,
TRACER1_TRAIL,
TRACER2_TRAIL,
VOOR_TRAIL,
BLOBEXPLOSION_POINT,
LAVASPLASH_POINT,
EXPLOSION_POINT,
TELEPORTSPLASH_POINT,
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
} type;
unsigned char color;
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;
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};
#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];
mesh_t classicmesh;
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(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_lavasplash", name))
return LAVASPLASH_POINT;
if (!stricmp("te_explosion", name))
return EXPLOSION_POINT;
if (!stricmp("te_teleport", name))
return TELEPORTSPLASH_POINT;
return P_INVALID;
}
//returns a valid effect if both its existance is known, and it is fully functional
static int PClassic_ParticleTypeForName(char *name)
{
return P_FindParticleType(name);
}
//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(vec3_t minb, vec3_t maxb, vec3_t dir, 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 color, int crnd, trailstate_t **tsk)
{
}
//this function is called to tell the particle system about surfaces that might emit particles at map startup.
static void PClassic_EmitSkyEffectTris(model_t *mod, msurface_t *fa)
{
}
//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));
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;
classicshader = R_RegisterShader("particles_classic",
"{\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
classicshader->defaulttextures.base = particlecqtexture;
return true;
}
static void PClassic_ShutdownParticles(void)
{
BZ_Free(particles);
}
//called when an entity is removed from the world, taking its trailstate with it.
static void PClassic_DelinkTrailstate(trailstate_t **tsk)
{
//classic has no concept of trail states.
}
//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;
}
//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;
union c usecolours;
unsigned int *palette;
RSpeedMark();
/*#ifdef D3DQUAKE
if (qrenderer == QR_DIRECT3D)
palette = d_8to24bgrtable;
else
#endif*/
palette = d_8to24rgbtable;
//make sure all ents are pushed through first
RQ_RenderBatchClear();
if (!active_particles)
{
return;
}
r_partscale = 0.004 * tan (r_refdef.fov_x * (M_PI / 180) * 0.5f);
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
frametime = host_frametime;
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;
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;
}
if (classicmesh.numvertexes >= BUFFERVERTS-3)
{
classicmesh.numindexes = classicmesh.numvertexes;
BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures);
classicmesh.numvertexes = 0;
}
// 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;
usecolours.i = palette[(int)p->color];
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++;
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_static:
break;
case pt_fire:
p->ramp += time1;
if (p->ramp >= 6)
p->die = -1;
else
p->color = ramp3[(int) p->ramp];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp1[(int) p->ramp];
for (i = 0; i < 3; i++)
p->vel[i] += p->vel[i] * dvel;
p->vel[2] -= grav * 30;
break;
case pt_explode2:
p->ramp += time3;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp2[(int) p->ramp];
for (i = 0; i < 3; i++)
p->vel[i] -= p->vel[i] * frametime;
p->vel[2] -= grav * 30;
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;
}
}
if (classicmesh.numvertexes)
{
classicmesh.numindexes = classicmesh.numvertexes;
BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures);
classicmesh.numvertexes = 0;
}
RSpeedEnd(RSPEED_PARTICLESDRAW);
}
static void Classic_ParticleExplosion (vec3_t org)
{
int i, j;
cparticle_t *p;
for (i = 0; i < 1024; 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->color = 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_BlobExplosion (vec3_t org)
{
int i, j;
cparticle_t *p;
for (i = 0; i < 1024; 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->color = 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->color = 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)
{
int i, j, scale;
cparticle_t *p;
if (!dir)
dir = vec3_origin;
scale = (count > 130) ? 3 : (count > 20) ? 2 : 1;
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->color = (color & ~7) + (rand() & 7);
p->type = pt_grav;
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->color = 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;
for (i = -16; i < 16; i += 4)
{
for (j = -16; j < 16; j += 4)
{
for (k = -24; k < 32; k += 4)
{
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->color = 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);
}
}
}
}
static void Classic_ParticleTrail (vec3_t start, vec3_t end, vec3_t *trail_origin, effect_type_t type)
{
vec3_t point, delta, dir;
float len;
int i, j, num_particles;
cparticle_t *p;
static int tracercount;
VectorCopy (start, point);
VectorSubtract (end, start, delta);
if (!(len = VectorLength (delta)))
goto done;
VectorScale(delta, 1 / len, dir); //unit vector in direction of trail
switch (type)
{
case ALT_ROCKET_TRAIL:
len /= 1.5; break;
case BLOOD_TRAIL:
len /= 6; break;
default:
len /= 3; break;
}
if (!(num_particles = (int) len))
goto done;
VectorScale (delta, 1.0 / num_particles, delta);
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->color = 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->color = 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->color = 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->color = 52 + ((tracercount & 4) << 1);
else
p->color = 230 + ((tracercount & 4) << 1);
tracercount++;
VectorCopy (point, p->org);
if (tracercount & 1)
{
p->vel[0] = 90 * dir[1];
p->vel[1] = 90 * -dir[0];
}
else
{
p->vel[0] = 90 * -dir[1];
p->vel[1] = 90 * dir[0];
}
break;
case VOOR_TRAIL:
p->color = 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->color = 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->color = 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, delta, point);
}
done:
if (trail_origin)
VectorCopy(point, *trail_origin);
}
//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, trailstate_t **tsk)
{
if (type == P_INVALID)
return 1;
Classic_ParticleTrail(startpos, end, NULL, type);
return 0;
}
//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)
{
case BLOBEXPLOSION_POINT:
Classic_BlobExplosion(org);
break;
case LAVASPLASH_POINT:
Classic_LavaSplash(org);
break;
case EXPLOSION_POINT:
Classic_ParticleExplosion(org);
break;
case TELEPORTSPLASH_POINT:
Classic_TeleportSplash(org);
break;
default:
return 1;
}
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);
}
particleengine_t pe_classic =
{
"Classic",
NULL,
PClassic_ParticleTypeForName,
PClassic_FindParticleType,
PClassic_RunParticleEffectTypeString,
PClassic_ParticleTrail,
PClassic_RunParticleEffectState,
PClassic_RunParticleWeather,
PClassic_RunParticleCube,
PClassic_RunParticleEffect,
PClassic_RunParticleEffect2,
PClassic_RunParticleEffect3,
PClassic_RunParticleEffect4,
PClassic_ParticleTrailIndex,
PClassic_EmitSkyEffectTris,
PClassic_InitParticles,
PClassic_ShutdownParticles,
PClassic_DelinkTrailstate,
PClassic_ClearParticles,
PClassic_DrawParticles
};
#endif