mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 14:12:25 +00:00
dce284811e
Q3 clients can connect to q1 gamecode (sv_listen_q3). hacked support for SendFlags. It'll work compatibly, just not efficiently. Unified shared qc builtins. fteqcc supports int |= float, more params in macros, &~= operator. Additional recent DP QC extensions. Particle system abstraction. 'r_particlesystem classic' (vs null or script) will revert to truly classic particles. Nexuiz might run again. Network address revamp (sv_port and sv_port_ipv6 can both be used to specify an ipv4 address:port and both corrently accept clients). localhost now properly favours ipv4 (use ::1 for ipv6 localhost). Download system revamp. Numerous other changes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3051 fc73d0e0-1445-4013-8a0c-d673dee63da5
753 lines
17 KiB
C
753 lines
17 KiB
C
#include "quakedef.h"
|
|
|
|
#ifdef PSET_CLASSIC
|
|
|
|
#include "glquake.h"
|
|
|
|
void D_DrawParticleTrans (vec3_t porg, float palpha, float pscale, unsigned int pcolour, blendmode_t blendmode);
|
|
|
|
|
|
|
|
cvar_t gl_solidparticles = SCVAR("gl_solidparticles", "0");
|
|
|
|
|
|
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 {
|
|
enum {
|
|
pt_static,
|
|
pt_fire,
|
|
pt_explode,
|
|
pt_explode2,
|
|
pt_blob,
|
|
pt_blob2,
|
|
pt_grav,
|
|
pt_slowgrav
|
|
} type;
|
|
float die;
|
|
vec3_t org;
|
|
vec3_t vel;
|
|
float ramp;
|
|
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};
|
|
|
|
|
|
//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_ParticleTypeForName(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_FindParticleType(char *name)
|
|
{
|
|
return P_ParticleTypeForName(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 void 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), "classic:particles");
|
|
|
|
CL_RegisterParticles();
|
|
}
|
|
|
|
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)
|
|
{
|
|
RSpeedLocals();
|
|
|
|
cparticle_t *p, *kill;
|
|
int i;
|
|
float time2, time3, time1, dvel, frametime, grav;
|
|
#ifdef RGLQUAKE
|
|
unsigned char *at, theAlpha;
|
|
vec3_t up, right;
|
|
float dist, scale, r_partscale;
|
|
#endif
|
|
|
|
if (!active_particles)
|
|
return;
|
|
|
|
switch(qrenderer)
|
|
{
|
|
#ifdef RGLQUAKE
|
|
case QR_OPENGL:
|
|
r_partscale = 0.004 * tan (r_refdef.fov_x * (M_PI / 180) * 0.5f);
|
|
|
|
GL_Bind(particlecqtexture);
|
|
|
|
qglEnable (GL_BLEND);
|
|
if (!gl_solidparticles.value)
|
|
qglDepthMask (GL_FALSE);
|
|
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
qglBegin (GL_TRIANGLES);
|
|
|
|
VectorScale (vup, 1.5, up);
|
|
VectorScale (vright, 1.5, right);
|
|
break;
|
|
#endif
|
|
#ifdef SWQUAKE
|
|
case QR_SOFTWARE:
|
|
VectorScale (vright, xscaleshrink, r_pright);
|
|
VectorScale (vup, yscaleshrink, r_pup);
|
|
VectorCopy (vpn, r_ppn);
|
|
break;
|
|
#endif
|
|
default:
|
|
return;
|
|
}
|
|
|
|
frametime = host_frametime;
|
|
if (cl.paused)
|
|
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;
|
|
}
|
|
|
|
switch(qrenderer)
|
|
{
|
|
#ifdef RGLQUAKE
|
|
case QR_OPENGL:
|
|
// 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;
|
|
|
|
at = (qbyte *) &d_8to24rgbtable[(int)p->color];
|
|
if (p->type == pt_fire)
|
|
theAlpha = 255 * (6 - p->ramp) / 6;
|
|
else
|
|
theAlpha = 255;
|
|
qglColor4ub (*at, *(at + 1), *(at + 2), theAlpha);
|
|
qglTexCoord2f (0, 0); qglVertex3fv (p->org);
|
|
qglTexCoord2f (1, 0); qglVertex3f (p->org[0] + up[0] * scale, p->org[1] + up[1] * scale, p->org[2] + up[2] * scale);
|
|
qglTexCoord2f (0, 1); qglVertex3f (p->org[0] + right[0] * scale, p->org[1] + right[1] * scale, p->org[2] + right[2] * scale);
|
|
break;
|
|
#endif
|
|
#ifdef SWQUAKE
|
|
case QR_SOFTWARE:
|
|
D_DrawParticleTrans (p->org, 1, 1, p->color, BM_BLEND);
|
|
break;
|
|
#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_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;
|
|
}
|
|
}
|
|
|
|
switch(qrenderer)
|
|
{
|
|
#ifdef RGLQUAKE
|
|
case QR_OPENGL:
|
|
qglEnd ();
|
|
qglDisable (GL_BLEND);
|
|
qglDepthMask (GL_TRUE);
|
|
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
qglColor3ub (255, 255, 255);
|
|
break;
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//this... is hard to explain.
|
|
//please don't make me do so.
|
|
#ifdef RGLQUAKE
|
|
RSpeedRemark();
|
|
qglBegin(GL_QUADS);
|
|
RQ_RenderDistAndClear();
|
|
qglEnd();
|
|
RSpeedEnd(RSPEED_PARTICLESDRAW);
|
|
#endif
|
|
}
|
|
|
|
//called to set up the rendering state (opengl)
|
|
static void PClassic_FlushRenderer(void)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
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,
|
|
PClassic_FlushRenderer
|
|
};
|
|
|
|
#endif
|