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3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
93 lines
2.8 KiB
C
93 lines
2.8 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_noise.c
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qfiles.h"
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#include "../qcommon/qcommon.h"
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#define NOISE_SIZE 256
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#define NOISE_MASK ( NOISE_SIZE - 1 )
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#define VAL( a ) s_noise_perm[ ( a ) & ( NOISE_MASK )]
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#define INDEX( x, y, z, t ) VAL( x + VAL( y + VAL( z + VAL( t ) ) ) )
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static float s_noise_table[NOISE_SIZE];
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static int s_noise_perm[NOISE_SIZE];
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static float GetNoiseValue( int x, int y, int z, int t )
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{
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int index = INDEX( ( int ) x, ( int ) y, ( int ) z, ( int ) t );
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return s_noise_table[index];
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}
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void R_NoiseInit( void )
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{
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int i;
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for ( i = 0; i < NOISE_SIZE; i++ )
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{
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s_noise_table[i] = ( float ) ( ( ( rand() / ( float ) RAND_MAX ) * 2.0 - 1.0 ) );
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s_noise_perm[i] = ( unsigned char ) ( rand() / ( float ) RAND_MAX * 255 );
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}
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}
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float R_NoiseGet4f( float x, float y, float z, float t )
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{
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int i;
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int ix, iy, iz, it;
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float fx, fy, fz, ft;
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float front[4];
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float back[4];
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float fvalue, bvalue, value[2], finalvalue;
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ix = ( int ) floor( x );
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fx = x - ix;
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iy = ( int ) floor( y );
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fy = y - iy;
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iz = ( int ) floor( z );
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fz = z - iz;
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it = ( int ) floor( t );
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ft = t - it;
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for ( i = 0; i < 2; i++ )
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{
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front[0] = GetNoiseValue( ix, iy, iz, it + i );
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front[1] = GetNoiseValue( ix+1, iy, iz, it + i );
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front[2] = GetNoiseValue( ix, iy+1, iz, it + i );
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front[3] = GetNoiseValue( ix+1, iy+1, iz, it + i );
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back[0] = GetNoiseValue( ix, iy, iz + 1, it + i );
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back[1] = GetNoiseValue( ix+1, iy, iz + 1, it + i );
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back[2] = GetNoiseValue( ix, iy+1, iz + 1, it + i );
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back[3] = GetNoiseValue( ix+1, iy+1, iz + 1, it + i );
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fvalue = LERP( LERP( front[0], front[1], fx ), LERP( front[2], front[3], fx ), fy );
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bvalue = LERP( LERP( back[0], back[1], fx ), LERP( back[2], back[3], fx ), fy );
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value[i] = LERP( fvalue, bvalue, fz );
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}
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finalvalue = LERP( value[0], value[1], ft );
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return finalvalue;
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}
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