Okay, the big whitespace reformat. There is some silliness (case

statements, variable declarations), but all in all it's not bad.
This commit is contained in:
Jeff Teunissen 2000-12-08 06:51:37 +00:00
parent b62d75a774
commit 54e2a4d9d3
172 changed files with 26949 additions and 26640 deletions

View file

@ -27,7 +27,7 @@
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
# include "config.h"
#endif
#include "cmd.h"
#include "console.h"
@ -38,8 +38,8 @@
#define MAX_FIRES 128 // rocket flames
static fire_t r_fires[MAX_FIRES];
extern cvar_t *gl_fires;
static fire_t r_fires[MAX_FIRES];
extern cvar_t *gl_fires;
/*
R_AddFire
@ -47,39 +47,38 @@ extern cvar_t *gl_fires;
Nifty ball of fire GL effect. Kinda a meshing of the dlight and
particle engine code.
*/
float r_firecolor[3] = {0.9, 0.4, 0};
float r_firecolor[3] = { 0.9, 0.4, 0 };
void
R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
{
float len;
fire_t *f;
dlight_t *dl;
vec3_t vec;
int key;
float len;
fire_t *f;
dlight_t *dl;
vec3_t vec;
int key;
if (!gl_fires->int_val)
return;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
key = ent-cl_visedicts+1;
key = ent - cl_visedicts + 1;
if (len)
{
if (len) {
f = R_AllocFire (key);
VectorCopy (end, f->origin);
VectorCopy (start, f->owner);
f->size = 20;
f->die = cl.time + 0.5;
f->decay = -1;
f->color=r_firecolor;
f->color = r_firecolor;
dl = CL_AllocDlight (key);
VectorCopy (end, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.5;
dl->color=r_firecolor;
dl->color = r_firecolor;
}
}
@ -88,30 +87,29 @@ R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
Clears out and returns a new fireball
*/
fire_t *
fire_t *
R_AllocFire (int key)
{
int i;
fire_t *f;
if (key) // first try to find/reuse a keyed spot
int i;
fire_t *f;
if (key) // first try to find/reuse a keyed
// spot
{
f = r_fires;
for (i = 0; i < MAX_FIRES; i++, f++)
if (f->key == key)
{
memset (f, 0, sizeof(*f));
if (f->key == key) {
memset (f, 0, sizeof (*f));
f->key = key;
f->color = f->_color;
return f;
}
}
f = r_fires; // no match, look for a free spot
for (i = 0; i < MAX_FIRES; i++, f++)
{
if (f->die < cl.time)
{
memset (f, 0, sizeof(*f));
f = r_fires; // no match, look for a free spot
for (i = 0; i < MAX_FIRES; i++, f++) {
if (f->die < cl.time) {
memset (f, 0, sizeof (*f));
f->key = key;
f->color = f->_color;
return f;
@ -119,10 +117,10 @@ R_AllocFire (int key)
}
f = &r_fires[0];
memset (f, 0, sizeof(*f));
memset (f, 0, sizeof (*f));
f->key = key;
f->color = f->_color;
return f;
return f;
}
/*
@ -133,10 +131,10 @@ R_AllocFire (int key)
void
R_DrawFire (fire_t *f)
{
int i, j;
vec3_t vec,vec2;
float radius;
float *b_sin, *b_cos;
int i, j;
vec3_t vec, vec2;
float radius;
float *b_sin, *b_cos;
b_sin = bubble_sintable;
b_cos = bubble_costable;
@ -145,40 +143,37 @@ R_DrawFire (fire_t *f)
// figure out if we're inside the area of effect
VectorSubtract (f->origin, r_origin, vec);
if (Length (vec) < radius)
{
if (Length (vec) < radius) {
AddLightBlend (1, 0.5, 0, f->size * 0.0003); // we are
return;
}
// we're not - draw it
glBegin (GL_TRIANGLE_FAN);
if (lighthalf)
glColor3f(f->color[0]*0.5,f->color[1]*0.5,f->color[2]*0.5);
glColor3f (f->color[0] * 0.5, f->color[1] * 0.5, f->color[2] * 0.5);
else
glColor3fv(f->color);
for (i=0 ; i<3 ; i++)
glColor3fv (f->color);
for (i = 0; i < 3; i++)
vec[i] = f->origin[i] - vpn[i] * radius;
glVertex3fv (vec);
glColor3f (0.0, 0.0, 0.0);
// don't panic, this just draws a bubble...
for (i=16 ; i>=0 ; i--)
{
for (j=0 ; j<3 ; j++) {
for (i = 16; i >= 0; i--) {
for (j = 0; j < 3; j++) {
vec[j] = f->origin[j] + (*b_cos * vright[j]
+ vup[j]*(*b_sin)) * radius;
+ vup[j] * (*b_sin)) * radius;
vec2[j] = f->owner[j] + (*b_cos * vright[j]
+ vup[j]*(*b_sin)) * radius;
+ vup[j] * (*b_sin)) * radius;
}
glVertex3fv (vec);
glVertex3fv (vec2);
b_sin+=2;
b_cos+=2;
b_sin += 2;
b_cos += 2;
}
glEnd ();
glColor3ubv(lighthalf_v);
glColor3ubv (lighthalf_v);
}
/*
@ -189,19 +184,18 @@ R_DrawFire (fire_t *f)
void
R_UpdateFires (void)
{
int i;
fire_t *f;
int i;
fire_t *f;
if (!gl_fires->int_val)
return;
glDepthMask(GL_FALSE);
glDepthMask (GL_FALSE);
glDisable (GL_TEXTURE_2D);
glBlendFunc (GL_ONE, GL_ONE);
f = r_fires;
for (i = 0; i < MAX_FIRES; i++, f++)
{
for (i = 0; i < MAX_FIRES; i++, f++) {
if (f->die < cl.time || !f->size)
continue;
f->size += f->decay;
@ -210,28 +204,27 @@ R_UpdateFires (void)
glEnable (GL_TEXTURE_2D);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_TRUE);
glDepthMask (GL_TRUE);
}
void
R_FireColor_f (void)
{
int i;
int i;
if (Cmd_Argc() == 1) {
if (Cmd_Argc () == 1) {
Con_Printf ("r_firecolor %g %g %g\n",
r_firecolor[0],
r_firecolor[1],
r_firecolor[2]);
r_firecolor[0], r_firecolor[1], r_firecolor[2]);
return;
}
if (Cmd_Argc() == 5 || Cmd_Argc() == 6) {
Con_Printf ("Warning: obsolete 4th and 5th parameters to r_firecolor ignored\n");
} else if (Cmd_Argc() !=4) {
if (Cmd_Argc () == 5 || Cmd_Argc () == 6) {
Con_Printf
("Warning: obsolete 4th and 5th parameters to r_firecolor ignored\n");
} else if (Cmd_Argc () != 4) {
Con_Printf ("Usage r_firecolor R G B\n");
return;
}
for (i=0; i<4; i++) {
r_firecolor[i]=atof(Cmd_Argv(i+1));
for (i = 0; i < 4; i++) {
r_firecolor[i] = atof (Cmd_Argv (i + 1));
}
}