mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-11-10 23:31:42 +00:00
1324 lines
24 KiB
C
1324 lines
24 KiB
C
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_newfx.c -- MORE entity effects parsing and management
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#include "client.h"
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extern cparticle_t *active_particles, *free_particles;
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extern cparticle_t particles[MAX_PARTICLES];
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extern int cl_numparticles;
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extern cvar_t *vid_ref;
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extern void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);
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/*
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======
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vectoangles2 - this is duplicated in the game DLL, but I need it here.
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======
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*/
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void vectoangles2 (vec3_t value1, vec3_t angles)
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{
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float forward;
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float yaw, pitch;
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if (value1[1] == 0 && value1[0] == 0)
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{
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yaw = 0;
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if (value1[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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}
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else
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{
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// PMM - fixed to correct for pitch of 0
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if (value1[0])
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yaw = (atan2(value1[1], value1[0]) * 180 / M_PI);
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else if (value1[1] > 0)
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yaw = 90;
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else
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yaw = 270;
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
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pitch = (atan2(value1[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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angles[PITCH] = -pitch;
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angles[YAW] = yaw;
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angles[ROLL] = 0;
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}
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//=============
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//=============
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void CL_Flashlight (int ent, vec3_t pos)
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{
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cdlight_t *dl;
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dl = CL_AllocDlight (ent);
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VectorCopy (pos, dl->origin);
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dl->radius = 400;
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dl->minlight = 250;
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dl->die = cl.time + 100;
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dl->color[0] = 1;
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dl->color[1] = 1;
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dl->color[2] = 1;
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}
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/*
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======
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CL_ColorFlash - flash of light
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======
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*/
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void CL_ColorFlash (vec3_t pos, int ent, int intensity, float r, float g, float b)
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{
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cdlight_t *dl;
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if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0)))
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{
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intensity = -intensity;
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r = -r;
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g = -g;
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b = -b;
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}
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dl = CL_AllocDlight (ent);
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VectorCopy (pos, dl->origin);
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dl->radius = intensity;
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dl->minlight = 250;
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dl->die = cl.time + 100;
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dl->color[0] = r;
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dl->color[1] = g;
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dl->color[2] = b;
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}
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/*
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======
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CL_DebugTrail
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======
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*/
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void CL_DebugTrail (vec3_t start, vec3_t end)
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{
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vec3_t move;
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vec3_t vec;
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float len;
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// int j;
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cparticle_t *p;
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float dec;
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vec3_t right, up;
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// int i;
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// float d, c, s;
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// vec3_t dir;
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VectorCopy (start, move);
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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MakeNormalVectors (vec, right, up);
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// VectorScale(vec, RT2_SKIP, vec);
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// dec = 1.0;
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// dec = 0.75;
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dec = 3;
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VectorScale (vec, dec, vec);
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VectorCopy (start, move);
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while (len > 0)
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{
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len -= dec;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = cl.time;
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VectorClear (p->accel);
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VectorClear (p->vel);
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p->alpha = 1.0;
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p->alphavel = -0.1;
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// p->alphavel = 0;
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p->color = 0x74 + (rand()&7);
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VectorCopy (move, p->org);
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/*
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = move[j] + crand()*2;
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p->vel[j] = crand()*3;
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p->accel[j] = 0;
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}
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*/
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VectorAdd (move, vec, move);
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}
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}
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/*
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===============
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CL_SmokeTrail
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===============
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*/
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void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing)
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{
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vec3_t move;
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vec3_t vec;
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float len;
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int j;
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cparticle_t *p;
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VectorCopy (start, move);
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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VectorScale (vec, spacing, vec);
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// FIXME: this is a really silly way to have a loop
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while (len > 0)
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{
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len -= spacing;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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VectorClear (p->accel);
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p->time = cl.time;
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p->alpha = 1.0;
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p->alphavel = -1.0 / (1+frand()*0.5);
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p->color = colorStart + (rand() % colorRun);
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = move[j] + crand()*3;
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p->accel[j] = 0;
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}
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p->vel[2] = 20 + crand()*5;
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VectorAdd (move, vec, move);
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}
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}
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void CL_ForceWall (vec3_t start, vec3_t end, int color)
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{
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vec3_t move;
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vec3_t vec;
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float len;
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int j;
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cparticle_t *p;
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VectorCopy (start, move);
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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VectorScale (vec, 4, vec);
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// FIXME: this is a really silly way to have a loop
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while (len > 0)
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{
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len -= 4;
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if (!free_particles)
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return;
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if (frand() > 0.3)
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{
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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VectorClear (p->accel);
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p->time = cl.time;
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p->alpha = 1.0;
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p->alphavel = -1.0 / (3.0+frand()*0.5);
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p->color = color;
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = move[j] + crand()*3;
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p->accel[j] = 0;
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}
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p->vel[0] = 0;
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p->vel[1] = 0;
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p->vel[2] = -40 - (crand()*10);
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}
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VectorAdd (move, vec, move);
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}
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}
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void CL_FlameEffects (centity_t *ent, vec3_t origin)
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{
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int n, count;
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int j;
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cparticle_t *p;
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count = rand() & 0xF;
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for(n=0;n<count;n++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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VectorClear (p->accel);
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p->time = cl.time;
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p->alpha = 1.0;
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p->alphavel = -1.0 / (1+frand()*0.2);
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p->color = 226 + (rand() % 4);
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = origin[j] + crand()*5;
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p->vel[j] = crand()*5;
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}
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p->vel[2] = crand() * -10;
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p->accel[2] = -PARTICLE_GRAVITY;
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}
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count = rand() & 0x7;
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for(n=0;n<count;n++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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VectorClear (p->accel);
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p->time = cl.time;
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p->alpha = 1.0;
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p->alphavel = -1.0 / (1+frand()*0.5);
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p->color = 0 + (rand() % 4);
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = origin[j] + crand()*3;
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}
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p->vel[2] = 20 + crand()*5;
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}
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}
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/*
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===============
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CL_GenericParticleEffect
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===============
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*/
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void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel)
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{
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int i, j;
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cparticle_t *p;
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float d;
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for (i=0 ; i<count ; i++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = cl.time;
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if (numcolors > 1)
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p->color = color + (rand() & numcolors);
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else
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p->color = color;
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d = rand() & dirspread;
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
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p->vel[j] = crand()*20;
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}
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p->accel[0] = p->accel[1] = 0;
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p->accel[2] = -PARTICLE_GRAVITY;
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// VectorCopy (accel, p->accel);
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p->alpha = 1.0;
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p->alphavel = -1.0 / (0.5 + frand()*alphavel);
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// p->alphavel = alphavel;
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}
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}
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/*
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===============
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CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns)
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===============
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*/
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void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist)
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{
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vec3_t move;
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vec3_t vec;
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float len;
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int i, j;
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cparticle_t *p;
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float dec;
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VectorCopy (start, move);
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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dec = dist;
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VectorScale (vec, dec, vec);
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for (i=0 ; i<len ; i+=dec)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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VectorClear (p->accel);
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p->time = cl.time;
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p->alpha = 1.0;
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p->alphavel = -1.0 / (1+frand()*0.1);
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p->color = 4 + (rand()&7);
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = move[j] + crand()*2;
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p->vel[j] = crand()*10;
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}
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p->org[2] -= 4;
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// p->vel[2] += 6;
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p->vel[2] += 20;
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VectorAdd (move, vec, move);
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}
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}
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//#define CORKSCREW 1
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//#define DOUBLE_SCREW 1
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||
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#define RINGS 1
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//#define SPRAY 1
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||
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#ifdef CORKSCREW
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||
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void CL_Heatbeam (vec3_t start, vec3_t end)
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||
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{
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||
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vec3_t move;
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||
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vec3_t vec;
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||
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float len;
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||
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int j,k;
|
||
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cparticle_t *p;
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||
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vec3_t right, up;
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||
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int i;
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||
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float d, c, s;
|
||
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vec3_t dir;
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||
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float ltime;
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||
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float step = 5.0;
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||
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||
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VectorCopy (start, move);
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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||
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|
||
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// MakeNormalVectors (vec, right, up);
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||
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VectorCopy (cl.v_right, right);
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||
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VectorCopy (cl.v_up, up);
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||
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VectorMA (move, -1, right, move);
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||
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VectorMA (move, -1, up, move);
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||
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VectorScale (vec, step, vec);
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||
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ltime = (float) cl.time/1000.0;
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||
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||
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// for (i=0 ; i<len ; i++)
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||
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for (i=0 ; i<len ; i+=step)
|
||
|
{
|
||
|
d = i * 0.1 - fmod(ltime,16.0)*M_PI;
|
||
|
c = cos(d)/1.75;
|
||
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s = sin(d)/1.75;
|
||
|
#ifdef DOUBLE_SCREW
|
||
|
for (k=-1; k<2; k+=2)
|
||
|
{
|
||
|
#else
|
||
|
k=1;
|
||
|
#endif
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->alpha = 0.5;
|
||
|
// p->alphavel = -1.0 / (1+frand()*0.2);
|
||
|
// only last one frame!
|
||
|
p->alphavel = INSTANT_PARTICLE;
|
||
|
// p->color = 0x74 + (rand()&7);
|
||
|
// p->color = 223 - (rand()&7);
|
||
|
p->color = 223;
|
||
|
// p->color = 240;
|
||
|
|
||
|
// trim it so it looks like it's starting at the origin
|
||
|
if (i < 10)
|
||
|
{
|
||
|
VectorScale (right, c*(i/10.0)*k, dir);
|
||
|
VectorMA (dir, s*(i/10.0)*k, up, dir);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorScale (right, c*k, dir);
|
||
|
VectorMA (dir, s*k, up, dir);
|
||
|
}
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + dir[j]*3;
|
||
|
// p->vel[j] = dir[j]*6;
|
||
|
p->vel[j] = 0;
|
||
|
}
|
||
|
#ifdef DOUBLE_SCREW
|
||
|
}
|
||
|
#endif
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
#ifdef RINGS
|
||
|
//void CL_Heatbeam (vec3_t start, vec3_t end)
|
||
|
void CL_Heatbeam (vec3_t start, vec3_t forward)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
vec3_t right, up;
|
||
|
int i;
|
||
|
float c, s;
|
||
|
vec3_t dir;
|
||
|
float ltime;
|
||
|
float step = 32.0, rstep;
|
||
|
float start_pt;
|
||
|
float rot;
|
||
|
float variance;
|
||
|
vec3_t end;
|
||
|
|
||
|
VectorMA (start, 4096, forward, end);
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
// FIXME - pmm - these might end up using old values?
|
||
|
// MakeNormalVectors (vec, right, up);
|
||
|
VectorCopy (cl.v_right, right);
|
||
|
VectorCopy (cl.v_up, up);
|
||
|
if (vidref_val == VIDREF_GL)
|
||
|
{ // GL mode
|
||
|
VectorMA (move, -0.5, right, move);
|
||
|
VectorMA (move, -0.5, up, move);
|
||
|
}
|
||
|
// otherwise assume SOFT
|
||
|
|
||
|
ltime = (float) cl.time/1000.0;
|
||
|
start_pt = fmod(ltime*96.0,step);
|
||
|
VectorMA (move, start_pt, vec, move);
|
||
|
|
||
|
VectorScale (vec, step, vec);
|
||
|
|
||
|
// Com_Printf ("%f\n", ltime);
|
||
|
rstep = M_PI/10.0;
|
||
|
for (i=start_pt ; i<len ; i+=step)
|
||
|
{
|
||
|
if (i>step*5) // don't bother after the 5th ring
|
||
|
break;
|
||
|
|
||
|
for (rot = 0; rot < M_PI*2; rot += rstep)
|
||
|
{
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
VectorClear (p->accel);
|
||
|
// rot+= fmod(ltime, 12.0)*M_PI;
|
||
|
// c = cos(rot)/2.0;
|
||
|
// s = sin(rot)/2.0;
|
||
|
// variance = 0.4 + ((float)rand()/(float)RAND_MAX) *0.2;
|
||
|
variance = 0.5;
|
||
|
c = cos(rot)*variance;
|
||
|
s = sin(rot)*variance;
|
||
|
|
||
|
// trim it so it looks like it's starting at the origin
|
||
|
if (i < 10)
|
||
|
{
|
||
|
VectorScale (right, c*(i/10.0), dir);
|
||
|
VectorMA (dir, s*(i/10.0), up, dir);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorScale (right, c, dir);
|
||
|
VectorMA (dir, s, up, dir);
|
||
|
}
|
||
|
|
||
|
p->alpha = 0.5;
|
||
|
// p->alphavel = -1.0 / (1+frand()*0.2);
|
||
|
p->alphavel = -1000.0;
|
||
|
// p->color = 0x74 + (rand()&7);
|
||
|
p->color = 223 - (rand()&7);
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + dir[j]*3;
|
||
|
// p->vel[j] = dir[j]*6;
|
||
|
p->vel[j] = 0;
|
||
|
}
|
||
|
}
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
#ifdef SPRAY
|
||
|
void CL_Heatbeam (vec3_t start, vec3_t end)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
vec3_t forward, right, up;
|
||
|
int i;
|
||
|
float d, c, s;
|
||
|
vec3_t dir;
|
||
|
float ltime;
|
||
|
float step = 32.0, rstep;
|
||
|
float start_pt;
|
||
|
float rot;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
// MakeNormalVectors (vec, right, up);
|
||
|
VectorCopy (cl.v_forward, forward);
|
||
|
VectorCopy (cl.v_right, right);
|
||
|
VectorCopy (cl.v_up, up);
|
||
|
VectorMA (move, -0.5, right, move);
|
||
|
VectorMA (move, -0.5, up, move);
|
||
|
|
||
|
for (i=0; i<8; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
d = crand()*M_PI;
|
||
|
c = cos(d)*30;
|
||
|
s = sin(d)*30;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -5.0 / (1+frand());
|
||
|
p->color = 223 - (rand()&7);
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j];
|
||
|
}
|
||
|
VectorScale (vec, 450, p->vel);
|
||
|
VectorMA (p->vel, c, right, p->vel);
|
||
|
VectorMA (p->vel, s, up, p->vel);
|
||
|
}
|
||
|
/*
|
||
|
|
||
|
ltime = (float) cl.time/1000.0;
|
||
|
start_pt = fmod(ltime*16.0,step);
|
||
|
VectorMA (move, start_pt, vec, move);
|
||
|
|
||
|
VectorScale (vec, step, vec);
|
||
|
|
||
|
// Com_Printf ("%f\n", ltime);
|
||
|
rstep = M_PI/12.0;
|
||
|
for (i=start_pt ; i<len ; i+=step)
|
||
|
{
|
||
|
if (i>step*5) // don't bother after the 5th ring
|
||
|
break;
|
||
|
|
||
|
for (rot = 0; rot < M_PI*2; rot += rstep)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
VectorClear (p->accel);
|
||
|
// rot+= fmod(ltime, 12.0)*M_PI;
|
||
|
// c = cos(rot)/2.0;
|
||
|
// s = sin(rot)/2.0;
|
||
|
c = cos(rot)/1.5;
|
||
|
s = sin(rot)/1.5;
|
||
|
|
||
|
// trim it so it looks like it's starting at the origin
|
||
|
if (i < 10)
|
||
|
{
|
||
|
VectorScale (right, c*(i/10.0), dir);
|
||
|
VectorMA (dir, s*(i/10.0), up, dir);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorScale (right, c, dir);
|
||
|
VectorMA (dir, s, up, dir);
|
||
|
}
|
||
|
|
||
|
p->alpha = 0.5;
|
||
|
// p->alphavel = -1.0 / (1+frand()*0.2);
|
||
|
p->alphavel = -1000.0;
|
||
|
// p->color = 0x74 + (rand()&7);
|
||
|
p->color = 223 - (rand()&7);
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + dir[j]*3;
|
||
|
// p->vel[j] = dir[j]*6;
|
||
|
p->vel[j] = 0;
|
||
|
}
|
||
|
}
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_ParticleSteamEffect
|
||
|
|
||
|
Puffs with velocity along direction, with some randomness thrown in
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float d;
|
||
|
vec3_t r, u;
|
||
|
|
||
|
// vectoangles2 (dir, angle_dir);
|
||
|
// AngleVectors (angle_dir, f, r, u);
|
||
|
|
||
|
MakeNormalVectors (dir, r, u);
|
||
|
|
||
|
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->time = cl.time;
|
||
|
p->color = color + (rand()&7);
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + magnitude*0.1*crand();
|
||
|
// p->vel[j] = dir[j]*magnitude;
|
||
|
}
|
||
|
VectorScale (dir, magnitude, p->vel);
|
||
|
d = crand()*magnitude/3;
|
||
|
VectorMA (p->vel, d, r, p->vel);
|
||
|
d = crand()*magnitude/3;
|
||
|
VectorMA (p->vel, d, u, p->vel);
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY/2;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CL_ParticleSteamEffect2 (cl_sustain_t *self)
|
||
|
//vec3_t org, vec3_t dir, int color, int count, int magnitude)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float d;
|
||
|
vec3_t r, u;
|
||
|
vec3_t dir;
|
||
|
|
||
|
// vectoangles2 (dir, angle_dir);
|
||
|
// AngleVectors (angle_dir, f, r, u);
|
||
|
|
||
|
VectorCopy (self->dir, dir);
|
||
|
MakeNormalVectors (dir, r, u);
|
||
|
|
||
|
for (i=0 ; i<self->count ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = self->color + (rand()&7);
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = self->org[j] + self->magnitude*0.1*crand();
|
||
|
// p->vel[j] = dir[j]*magnitude;
|
||
|
}
|
||
|
VectorScale (dir, self->magnitude, p->vel);
|
||
|
d = crand()*self->magnitude/3;
|
||
|
VectorMA (p->vel, d, r, p->vel);
|
||
|
d = crand()*self->magnitude/3;
|
||
|
VectorMA (p->vel, d, u, p->vel);
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY/2;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
self->nextthink += self->thinkinterval;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_TrackerTrail
|
||
|
===============
|
||
|
*/
|
||
|
void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
vec3_t forward,right,up,angle_dir;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
int dec;
|
||
|
float dist;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
VectorCopy(vec, forward);
|
||
|
vectoangles2 (forward, angle_dir);
|
||
|
AngleVectors (angle_dir, forward, right, up);
|
||
|
|
||
|
dec = 3;
|
||
|
VectorScale (vec, 3, vec);
|
||
|
|
||
|
// FIXME: this is a really silly way to have a loop
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -2.0;
|
||
|
p->color = particleColor;
|
||
|
dist = DotProduct(move, forward);
|
||
|
VectorMA(move, 8 * cos(dist), up, p->org);
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
// p->org[j] = move[j] + crand();
|
||
|
p->vel[j] = 0;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
p->vel[2] = 5;
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CL_Tracker_Shell(vec3_t origin)
|
||
|
{
|
||
|
vec3_t dir;
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for(i=0;i<300;i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = INSTANT_PARTICLE;
|
||
|
p->color = 0;
|
||
|
|
||
|
dir[0] = crand();
|
||
|
dir[1] = crand();
|
||
|
dir[2] = crand();
|
||
|
VectorNormalize(dir);
|
||
|
|
||
|
VectorMA(origin, 40, dir, p->org);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CL_MonsterPlasma_Shell(vec3_t origin)
|
||
|
{
|
||
|
vec3_t dir;
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for(i=0;i<40;i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = INSTANT_PARTICLE;
|
||
|
p->color = 0xe0;
|
||
|
|
||
|
dir[0] = crand();
|
||
|
dir[1] = crand();
|
||
|
dir[2] = crand();
|
||
|
VectorNormalize(dir);
|
||
|
|
||
|
VectorMA(origin, 10, dir, p->org);
|
||
|
// VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CL_Widowbeamout (cl_sustain_t *self)
|
||
|
{
|
||
|
vec3_t dir;
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
static int colortable[4] = {2*8,13*8,21*8,18*8};
|
||
|
float ratio;
|
||
|
|
||
|
ratio = 1.0 - (((float)self->endtime - (float)cl.time)/2100.0);
|
||
|
|
||
|
for(i=0;i<300;i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = INSTANT_PARTICLE;
|
||
|
p->color = colortable[rand()&3];
|
||
|
|
||
|
dir[0] = crand();
|
||
|
dir[1] = crand();
|
||
|
dir[2] = crand();
|
||
|
VectorNormalize(dir);
|
||
|
|
||
|
VectorMA(self->org, (45.0 * ratio), dir, p->org);
|
||
|
// VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CL_Nukeblast (cl_sustain_t *self)
|
||
|
{
|
||
|
vec3_t dir;
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
static int colortable[4] = {110, 112, 114, 116};
|
||
|
float ratio;
|
||
|
|
||
|
ratio = 1.0 - (((float)self->endtime - (float)cl.time)/1000.0);
|
||
|
|
||
|
for(i=0;i<700;i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = INSTANT_PARTICLE;
|
||
|
p->color = colortable[rand()&3];
|
||
|
|
||
|
dir[0] = crand();
|
||
|
dir[1] = crand();
|
||
|
dir[2] = crand();
|
||
|
VectorNormalize(dir);
|
||
|
|
||
|
VectorMA(self->org, (200.0 * ratio), dir, p->org);
|
||
|
// VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CL_WidowSplash (vec3_t org)
|
||
|
{
|
||
|
static int colortable[4] = {2*8,13*8,21*8,18*8};
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
vec3_t dir;
|
||
|
|
||
|
for (i=0 ; i<256 ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = colortable[rand()&3];
|
||
|
|
||
|
dir[0] = crand();
|
||
|
dir[1] = crand();
|
||
|
dir[2] = crand();
|
||
|
VectorNormalize(dir);
|
||
|
VectorMA(org, 45.0, dir, p->org);
|
||
|
VectorMA(vec3_origin, 40.0, dir, p->vel);
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -0.8 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void CL_Tracker_Explode(vec3_t origin)
|
||
|
{
|
||
|
vec3_t dir, backdir;
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for(i=0;i<300;i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0;
|
||
|
p->color = 0;
|
||
|
|
||
|
dir[0] = crand();
|
||
|
dir[1] = crand();
|
||
|
dir[2] = crand();
|
||
|
VectorNormalize(dir);
|
||
|
VectorScale(dir, -1, backdir);
|
||
|
|
||
|
VectorMA(origin, 64, dir, p->org);
|
||
|
VectorScale(backdir, 64, p->vel);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_TagTrail
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_TagTrail (vec3_t start, vec3_t end, float color)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
int dec;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 5;
|
||
|
VectorScale (vec, 5, vec);
|
||
|
|
||
|
while (len >= 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.8+frand()*0.2);
|
||
|
p->color = color;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*16;
|
||
|
p->vel[j] = crand()*5;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_ColorExplosionParticles
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ColorExplosionParticles (vec3_t org, int color, int run)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for (i=0 ; i<128 ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = color + (rand() % run);
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + ((rand()%32)-16);
|
||
|
p->vel[j] = (rand()%256)-128;
|
||
|
}
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -0.4 / (0.6 + frand()*0.2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_ParticleSmokeEffect - like the steam effect, but unaffected by gravity
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float d;
|
||
|
vec3_t r, u;
|
||
|
|
||
|
MakeNormalVectors (dir, r, u);
|
||
|
|
||
|
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->time = cl.time;
|
||
|
p->color = color + (rand()&7);
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + magnitude*0.1*crand();
|
||
|
// p->vel[j] = dir[j]*magnitude;
|
||
|
}
|
||
|
VectorScale (dir, magnitude, p->vel);
|
||
|
d = crand()*magnitude/3;
|
||
|
VectorMA (p->vel, d, r, p->vel);
|
||
|
d = crand()*magnitude/3;
|
||
|
VectorMA (p->vel, d, u, p->vel);
|
||
|
|
||
|
p->accel[0] = p->accel[1] = p->accel[2] = 0;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_BlasterParticles2
|
||
|
|
||
|
Wall impact puffs (Green)
|
||
|
===============
|
||
|
*/
|
||
|
void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float d;
|
||
|
int count;
|
||
|
|
||
|
count = 40;
|
||
|
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->time = cl.time;
|
||
|
p->color = color + (rand()&7);
|
||
|
|
||
|
d = rand()&15;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
|
||
|
p->vel[j] = dir[j] * 30 + crand()*40;
|
||
|
}
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_BlasterTrail2
|
||
|
|
||
|
Green!
|
||
|
===============
|
||
|
*/
|
||
|
void CL_BlasterTrail2 (vec3_t start, vec3_t end)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
int dec;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 5;
|
||
|
VectorScale (vec, 5, vec);
|
||
|
|
||
|
// FIXME: this is a really silly way to have a loop
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.3+frand()*0.2);
|
||
|
p->color = 0xd0;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand();
|
||
|
p->vel[j] = crand()*5;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|