/* Copyright (C) 1997-2001 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 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. */ // cl_fx.c -- entity effects parsing and management #include "client.h" void CL_LogoutEffect (vec3_t org, int type); void CL_ItemRespawnParticles (vec3_t org); static vec3_t avelocities [NUMVERTEXNORMALS]; extern struct model_s *cl_mod_smoke; extern struct model_s *cl_mod_flash; /* ============================================================== LIGHT STYLE MANAGEMENT ============================================================== */ typedef struct { int length; float value[3]; float map[MAX_QPATH]; } clightstyle_t; clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES]; int lastofs; /* ================ CL_ClearLightStyles ================ */ void CL_ClearLightStyles (void) { memset (cl_lightstyle, 0, sizeof(cl_lightstyle)); lastofs = -1; } /* ================ CL_RunLightStyles ================ */ void CL_RunLightStyles (void) { int ofs; int i; clightstyle_t *ls; ofs = cl.time / 100; if (ofs == lastofs) return; lastofs = ofs; for (i=0,ls=cl_lightstyle ; ilength) { ls->value[0] = ls->value[1] = ls->value[2] = 1.0; continue; } if (ls->length == 1) ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0]; else ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs%ls->length]; } } void CL_SetLightstyle (int i) { char *s; int j, k; s = cl.configstrings[i+CS_LIGHTS]; j = strlen (s); if (j >= MAX_QPATH) Com_Error (ERR_DROP, "svc_lightstyle length=%i", j); cl_lightstyle[i].length = j; for (k=0 ; kvalue[0], ls->value[1], ls->value[2]); } /* ============================================================== DLIGHT MANAGEMENT ============================================================== */ cdlight_t cl_dlights[MAX_DLIGHTS]; /* ================ CL_ClearDlights ================ */ void CL_ClearDlights (void) { memset (cl_dlights, 0, sizeof(cl_dlights)); } /* =============== CL_AllocDlight =============== */ cdlight_t *CL_AllocDlight (int key) { int i; cdlight_t *dl; // first look for an exact key match if (key) { dl = cl_dlights; for (i=0 ; ikey == key) { memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } } } // then look for anything else dl = cl_dlights; for (i=0 ; idie < cl.time) { memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } } dl = &cl_dlights[0]; memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } /* =============== CL_NewDlight =============== */ void CL_NewDlight (int key, float x, float y, float z, float radius, float time) { cdlight_t *dl; dl = CL_AllocDlight (key); dl->origin[0] = x; dl->origin[1] = y; dl->origin[2] = z; dl->radius = radius; dl->die = cl.time + time; } /* =============== CL_RunDLights =============== */ void CL_RunDLights (void) { int i; cdlight_t *dl; dl = cl_dlights; for (i=0 ; iradius) continue; if (dl->die < cl.time) { dl->radius = 0; return; } dl->radius -= cls.frametime*dl->decay; if (dl->radius < 0) dl->radius = 0; } } /* ============== CL_ParseMuzzleFlash ============== */ void CL_ParseMuzzleFlash (void) { vec3_t fv, rv; cdlight_t *dl; int i, weapon; centity_t *pl; int silenced; float volume; char soundname[64]; i = MSG_ReadShort (&net_message); if (i < 1 || i >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity"); weapon = MSG_ReadByte (&net_message); silenced = weapon & MZ_SILENCED; weapon &= ~MZ_SILENCED; pl = &cl_entities[i]; dl = CL_AllocDlight (i); VectorCopy (pl->current.origin, dl->origin); AngleVectors (pl->current.angles, fv, rv, NULL); VectorMA (dl->origin, 18, fv, dl->origin); VectorMA (dl->origin, 16, rv, dl->origin); if (silenced) dl->radius = 100 + (rand()&31); else dl->radius = 200 + (rand()&31); dl->minlight = 32; dl->die = cl.time; // + 0.1; if (silenced) volume = 0.2; else volume = 1; switch (weapon) { case MZ_BLASTER: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_BLUEHYPERBLASTER: dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_HYPERBLASTER: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_MACHINEGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_SSHOTGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN1: dl->radius = 200 + (rand()&31); dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0; Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN2: dl->radius = 225 + (rand()&31); dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; dl->die = cl.time + 0.1; // long delay Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05); break; case MZ_CHAINGUN3: dl->radius = 250 + (rand()&31); dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 0.1; // long delay Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066); break; case MZ_RAILGUN: dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_ROCKET: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_GRENADE: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_BFG: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0); break; case MZ_LOGIN: dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; case MZ_LOGOUT: dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0; dl->die = cl.time + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; case MZ_RESPAWN: dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; // RAFAEL case MZ_PHALANX: dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0); break; // RAFAEL case MZ_IONRIPPER: dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0); break; // ====================== // PGM case MZ_ETF_RIFLE: dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0); break; case MZ_HEATBEAM: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 100; // S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0); break; case MZ_BLASTER2: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; // FIXME - different sound for blaster2 ?? S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_TRACKER: // negative flashes handled the same in gl/soft until CL_AddDLights dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0); break; case MZ_NUKE1: dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0; dl->die = cl.time + 100; break; case MZ_NUKE2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 100; break; case MZ_NUKE4: dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1; dl->die = cl.time + 100; break; case MZ_NUKE8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1; dl->die = cl.time + 100; break; // PGM // ====================== } } /* ============== CL_ParseMuzzleFlash2 ============== */ void CL_ParseMuzzleFlash2 (void) { int ent; vec3_t origin; int flash_number; cdlight_t *dl; vec3_t forward, right; char soundname[64]; ent = MSG_ReadShort (&net_message); if (ent < 1 || ent >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity"); flash_number = MSG_ReadByte (&net_message); // locate the origin AngleVectors (cl_entities[ent].current.angles, forward, right, NULL); origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1]; origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1]; origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2]; dl = CL_AllocDlight (ent); VectorCopy (origin, dl->origin); dl->radius = 200 + (rand()&31); dl->minlight = 32; dl->die = cl.time; // + 0.1; switch (flash_number) { case MZ2_INFANTRY_MACHINEGUN_1: case MZ2_INFANTRY_MACHINEGUN_2: case MZ2_INFANTRY_MACHINEGUN_3: case MZ2_INFANTRY_MACHINEGUN_4: case MZ2_INFANTRY_MACHINEGUN_5: case MZ2_INFANTRY_MACHINEGUN_6: case MZ2_INFANTRY_MACHINEGUN_7: case MZ2_INFANTRY_MACHINEGUN_8: case MZ2_INFANTRY_MACHINEGUN_9: case MZ2_INFANTRY_MACHINEGUN_10: case MZ2_INFANTRY_MACHINEGUN_11: case MZ2_INFANTRY_MACHINEGUN_12: case MZ2_INFANTRY_MACHINEGUN_13: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_MACHINEGUN_1: case MZ2_SOLDIER_MACHINEGUN_2: case MZ2_SOLDIER_MACHINEGUN_3: case MZ2_SOLDIER_MACHINEGUN_4: case MZ2_SOLDIER_MACHINEGUN_5: case MZ2_SOLDIER_MACHINEGUN_6: case MZ2_SOLDIER_MACHINEGUN_7: case MZ2_SOLDIER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_MACHINEGUN_1: case MZ2_GUNNER_MACHINEGUN_2: case MZ2_GUNNER_MACHINEGUN_3: case MZ2_GUNNER_MACHINEGUN_4: case MZ2_GUNNER_MACHINEGUN_5: case MZ2_GUNNER_MACHINEGUN_6: case MZ2_GUNNER_MACHINEGUN_7: case MZ2_GUNNER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_ACTOR_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_2: case MZ2_SUPERTANK_MACHINEGUN_3: case MZ2_SUPERTANK_MACHINEGUN_4: case MZ2_SUPERTANK_MACHINEGUN_5: case MZ2_SUPERTANK_MACHINEGUN_6: case MZ2_TURRET_MACHINEGUN: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_BOSS2_MACHINEGUN_L1: case MZ2_BOSS2_MACHINEGUN_L2: case MZ2_BOSS2_MACHINEGUN_L3: case MZ2_BOSS2_MACHINEGUN_L4: case MZ2_BOSS2_MACHINEGUN_L5: case MZ2_CARRIER_MACHINEGUN_L1: // PMM case MZ2_CARRIER_MACHINEGUN_L2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0); break; case MZ2_SOLDIER_BLASTER_1: case MZ2_SOLDIER_BLASTER_2: case MZ2_SOLDIER_BLASTER_3: case MZ2_SOLDIER_BLASTER_4: case MZ2_SOLDIER_BLASTER_5: case MZ2_SOLDIER_BLASTER_6: case MZ2_SOLDIER_BLASTER_7: case MZ2_SOLDIER_BLASTER_8: case MZ2_TURRET_BLASTER: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLYER_BLASTER_1: case MZ2_FLYER_BLASTER_2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_MEDIC_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_HOVER_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLOAT_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_SHOTGUN_1: case MZ2_SOLDIER_SHOTGUN_2: case MZ2_SOLDIER_SHOTGUN_3: case MZ2_SOLDIER_SHOTGUN_4: case MZ2_SOLDIER_SHOTGUN_5: case MZ2_SOLDIER_SHOTGUN_6: case MZ2_SOLDIER_SHOTGUN_7: case MZ2_SOLDIER_SHOTGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_BLASTER_1: case MZ2_TANK_BLASTER_2: case MZ2_TANK_BLASTER_3: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_MACHINEGUN_1: case MZ2_TANK_MACHINEGUN_2: case MZ2_TANK_MACHINEGUN_3: case MZ2_TANK_MACHINEGUN_4: case MZ2_TANK_MACHINEGUN_5: case MZ2_TANK_MACHINEGUN_6: case MZ2_TANK_MACHINEGUN_7: case MZ2_TANK_MACHINEGUN_8: case MZ2_TANK_MACHINEGUN_9: case MZ2_TANK_MACHINEGUN_10: case MZ2_TANK_MACHINEGUN_11: case MZ2_TANK_MACHINEGUN_12: case MZ2_TANK_MACHINEGUN_13: case MZ2_TANK_MACHINEGUN_14: case MZ2_TANK_MACHINEGUN_15: case MZ2_TANK_MACHINEGUN_16: case MZ2_TANK_MACHINEGUN_17: case MZ2_TANK_MACHINEGUN_18: case MZ2_TANK_MACHINEGUN_19: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0); break; case MZ2_CHICK_ROCKET_1: case MZ2_TURRET_ROCKET: // PGM dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_ROCKET_1: case MZ2_TANK_ROCKET_2: case MZ2_TANK_ROCKET_3: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SUPERTANK_ROCKET_1: case MZ2_SUPERTANK_ROCKET_2: case MZ2_SUPERTANK_ROCKET_3: case MZ2_BOSS2_ROCKET_1: case MZ2_BOSS2_ROCKET_2: case MZ2_BOSS2_ROCKET_3: case MZ2_BOSS2_ROCKET_4: case MZ2_CARRIER_ROCKET_1: // case MZ2_CARRIER_ROCKET_2: // case MZ2_CARRIER_ROCKET_3: // case MZ2_CARRIER_ROCKET_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_GRENADE_1: case MZ2_GUNNER_GRENADE_2: case MZ2_GUNNER_GRENADE_3: case MZ2_GUNNER_GRENADE_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GLADIATOR_RAILGUN_1: // PMM case MZ2_CARRIER_RAILGUN: case MZ2_WIDOW_RAIL: // pmm dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0; break; // --- Xian's shit starts --- case MZ2_MAKRON_BFG: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; //S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); break; case MZ2_MAKRON_BLASTER_1: case MZ2_MAKRON_BLASTER_2: case MZ2_MAKRON_BLASTER_3: case MZ2_MAKRON_BLASTER_4: case MZ2_MAKRON_BLASTER_5: case MZ2_MAKRON_BLASTER_6: case MZ2_MAKRON_BLASTER_7: case MZ2_MAKRON_BLASTER_8: case MZ2_MAKRON_BLASTER_9: case MZ2_MAKRON_BLASTER_10: case MZ2_MAKRON_BLASTER_11: case MZ2_MAKRON_BLASTER_12: case MZ2_MAKRON_BLASTER_13: case MZ2_MAKRON_BLASTER_14: case MZ2_MAKRON_BLASTER_15: case MZ2_MAKRON_BLASTER_16: case MZ2_MAKRON_BLASTER_17: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_L1: case MZ2_JORG_MACHINEGUN_L2: case MZ2_JORG_MACHINEGUN_L3: case MZ2_JORG_MACHINEGUN_L4: case MZ2_JORG_MACHINEGUN_L5: case MZ2_JORG_MACHINEGUN_L6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_R1: case MZ2_JORG_MACHINEGUN_R2: case MZ2_JORG_MACHINEGUN_R3: case MZ2_JORG_MACHINEGUN_R4: case MZ2_JORG_MACHINEGUN_R5: case MZ2_JORG_MACHINEGUN_R6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; case MZ2_JORG_BFG_1: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; break; case MZ2_BOSS2_MACHINEGUN_R1: case MZ2_BOSS2_MACHINEGUN_R2: case MZ2_BOSS2_MACHINEGUN_R3: case MZ2_BOSS2_MACHINEGUN_R4: case MZ2_BOSS2_MACHINEGUN_R5: case MZ2_CARRIER_MACHINEGUN_R1: // PMM case MZ2_CARRIER_MACHINEGUN_R2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; // ====== // ROGUE case MZ2_STALKER_BLASTER: case MZ2_DAEDALUS_BLASTER: case MZ2_MEDIC_BLASTER_2: case MZ2_WIDOW_BLASTER: case MZ2_WIDOW_BLASTER_SWEEP1: case MZ2_WIDOW_BLASTER_SWEEP2: case MZ2_WIDOW_BLASTER_SWEEP3: case MZ2_WIDOW_BLASTER_SWEEP4: case MZ2_WIDOW_BLASTER_SWEEP5: case MZ2_WIDOW_BLASTER_SWEEP6: case MZ2_WIDOW_BLASTER_SWEEP7: case MZ2_WIDOW_BLASTER_SWEEP8: case MZ2_WIDOW_BLASTER_SWEEP9: case MZ2_WIDOW_BLASTER_100: case MZ2_WIDOW_BLASTER_90: case MZ2_WIDOW_BLASTER_80: case MZ2_WIDOW_BLASTER_70: case MZ2_WIDOW_BLASTER_60: case MZ2_WIDOW_BLASTER_50: case MZ2_WIDOW_BLASTER_40: case MZ2_WIDOW_BLASTER_30: case MZ2_WIDOW_BLASTER_20: case MZ2_WIDOW_BLASTER_10: case MZ2_WIDOW_BLASTER_0: case MZ2_WIDOW_BLASTER_10L: case MZ2_WIDOW_BLASTER_20L: case MZ2_WIDOW_BLASTER_30L: case MZ2_WIDOW_BLASTER_40L: case MZ2_WIDOW_BLASTER_50L: case MZ2_WIDOW_BLASTER_60L: case MZ2_WIDOW_BLASTER_70L: case MZ2_WIDOW_RUN_1: case MZ2_WIDOW_RUN_2: case MZ2_WIDOW_RUN_3: case MZ2_WIDOW_RUN_4: case MZ2_WIDOW_RUN_5: case MZ2_WIDOW_RUN_6: case MZ2_WIDOW_RUN_7: case MZ2_WIDOW_RUN_8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_DISRUPTOR: dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_PLASMABEAM: case MZ2_WIDOW2_BEAMER_1: case MZ2_WIDOW2_BEAMER_2: case MZ2_WIDOW2_BEAMER_3: case MZ2_WIDOW2_BEAMER_4: case MZ2_WIDOW2_BEAMER_5: case MZ2_WIDOW2_BEAM_SWEEP_1: case MZ2_WIDOW2_BEAM_SWEEP_2: case MZ2_WIDOW2_BEAM_SWEEP_3: case MZ2_WIDOW2_BEAM_SWEEP_4: case MZ2_WIDOW2_BEAM_SWEEP_5: case MZ2_WIDOW2_BEAM_SWEEP_6: case MZ2_WIDOW2_BEAM_SWEEP_7: case MZ2_WIDOW2_BEAM_SWEEP_8: case MZ2_WIDOW2_BEAM_SWEEP_9: case MZ2_WIDOW2_BEAM_SWEEP_10: case MZ2_WIDOW2_BEAM_SWEEP_11: dl->radius = 300 + (rand()&100); dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 200; break; // ROGUE // ====== // --- Xian's shit ends --- } } /* =============== CL_AddDLights =============== */ void CL_AddDLights (void) { int i; cdlight_t *dl; dl = cl_dlights; //===== //PGM if(vidref_val == VIDREF_GL) { for (i=0 ; iradius) continue; V_AddLight (dl->origin, dl->radius, dl->color[0], dl->color[1], dl->color[2]); } } else { for (i=0 ; iradius) continue; // negative light in software. only black allowed if ((dl->color[0] < 0) || (dl->color[1] < 0) || (dl->color[2] < 0)) { dl->radius = -(dl->radius); dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 1; } V_AddLight (dl->origin, dl->radius, dl->color[0], dl->color[1], dl->color[2]); } } //PGM //===== } /* ============================================================== PARTICLE MANAGEMENT ============================================================== */ /* // THIS HAS BEEN RELOCATED TO CLIENT.H typedef struct particle_s { struct particle_s *next; float time; vec3_t org; vec3_t vel; vec3_t accel; float color; float colorvel; float alpha; float alphavel; } cparticle_t; #define PARTICLE_GRAVITY 40 */ cparticle_t *active_particles, *free_particles; cparticle_t particles[MAX_PARTICLES]; int cl_numparticles = MAX_PARTICLES; /* =============== CL_ClearParticles =============== */ void CL_ClearParticles (void) { int i; free_particles = &particles[0]; active_particles = NULL; for (i=0 ;inext; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color + (rand()&7); d = rand()&31; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j]; p->vel[j] = crand()*20; } 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_ParticleEffect2 =============== */ void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count) { int i, j; cparticle_t *p; float d; for (i=0 ; inext; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color; d = rand()&7; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j]; p->vel[j] = crand()*20; } 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); } } // RAFAEL /* =============== CL_ParticleEffect3 =============== */ void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count) { int i, j; cparticle_t *p; float d; for (i=0 ; inext; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color; d = rand()&7; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j]; p->vel[j] = crand()*20; } 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_TeleporterParticles =============== */ void CL_TeleporterParticles (entity_state_t *ent) { int i, j; cparticle_t *p; 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; p->color = 0xdb; for (j=0 ; j<2 ; j++) { p->org[j] = ent->origin[j] - 16 + (rand()&31); p->vel[j] = crand()*14; } p->org[2] = ent->origin[2] - 8 + (rand()&7); p->vel[2] = 80 + (rand()&7); p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -0.5; } } /* =============== CL_LogoutEffect =============== */ void CL_LogoutEffect (vec3_t org, int type) { int i, j; cparticle_t *p; for (i=0 ; i<500 ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; if (type == MZ_LOGIN) p->color = 0xd0 + (rand()&7); // green else if (type == MZ_LOGOUT) p->color = 0x40 + (rand()&7); // red else p->color = 0xe0 + (rand()&7); // yellow p->org[0] = org[0] - 16 + frand()*32; p->org[1] = org[1] - 16 + frand()*32; p->org[2] = org[2] - 24 + frand()*56; for (j=0 ; j<3 ; j++) p->vel[j] = crand()*20; p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -1.0 / (1.0 + frand()*0.3); } } /* =============== CL_ItemRespawnParticles =============== */ void CL_ItemRespawnParticles (vec3_t org) { int i, j; cparticle_t *p; for (i=0 ; i<64 ; 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 = 0xd4 + (rand()&3); // green p->org[0] = org[0] + crand()*8; p->org[1] = org[1] + crand()*8; p->org[2] = org[2] + crand()*8; for (j=0 ; j<3 ; j++) p->vel[j] = crand()*8; p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY*0.2; p->alpha = 1.0; p->alphavel = -1.0 / (1.0 + frand()*0.3); } } /* =============== CL_ExplosionParticles =============== */ void CL_ExplosionParticles (vec3_t org) { int i, j; cparticle_t *p; 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 = 0xe0 + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()%32)-16); p->vel[j] = (rand()%384)-192; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -0.8 / (0.5 + frand()*0.3); } } /* =============== CL_BigTeleportParticles =============== */ void CL_BigTeleportParticles (vec3_t org) { int i; cparticle_t *p; float angle, dist; static int colortable[4] = {2*8,13*8,21*8,18*8}; for (i=0 ; i<4096 ; 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]; angle = M_PI*2*(rand()&1023)/1023.0; dist = rand()&31; p->org[0] = org[0] + cos(angle)*dist; p->vel[0] = cos(angle)*(70+(rand()&63)); p->accel[0] = -cos(angle)*100; p->org[1] = org[1] + sin(angle)*dist; p->vel[1] = sin(angle)*(70+(rand()&63)); p->accel[1] = -sin(angle)*100; p->org[2] = org[2] + 8 + (rand()%90); p->vel[2] = -100 + (rand()&31); p->accel[2] = PARTICLE_GRAVITY*4; p->alpha = 1.0; p->alphavel = -0.3 / (0.5 + frand()*0.3); } } /* =============== CL_BlasterParticles Wall impact puffs =============== */ void CL_BlasterParticles (vec3_t org, vec3_t dir) { int i, j; cparticle_t *p; float d; int count; count = 40; for (i=0 ; inext; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 0xe0 + (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_BlasterTrail =============== */ void CL_BlasterTrail (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 = 0xe0; 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); } } /* =============== CL_QuadTrail =============== */ void CL_QuadTrail (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); 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 = 115; 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_FlagTrail =============== */ void CL_FlagTrail (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_DiminishingTrail =============== */ void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; float dec; float orgscale; float velscale; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); dec = 0.5; VectorScale (vec, dec, vec); if (old->trailcount > 900) { orgscale = 4; velscale = 15; } else if (old->trailcount > 800) { orgscale = 2; velscale = 10; } else { orgscale = 1; velscale = 5; } while (len > 0) { len -= dec; if (!free_particles) return; // drop less particles as it flies if ((rand()&1023) < old->trailcount) { p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; if (flags & EF_GIB) { p->alpha = 1.0; p->alphavel = -1.0 / (1+frand()*0.4); p->color = 0xe8 + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*orgscale; p->vel[j] = crand()*velscale; p->accel[j] = 0; } p->vel[2] -= PARTICLE_GRAVITY; } else if (flags & EF_GREENGIB) { p->alpha = 1.0; p->alphavel = -1.0 / (1+frand()*0.4); p->color = 0xdb + (rand()&7); for (j=0; j< 3; j++) { p->org[j] = move[j] + crand()*orgscale; p->vel[j] = crand()*velscale; p->accel[j] = 0; } p->vel[2] -= PARTICLE_GRAVITY; } else { p->alpha = 1.0; p->alphavel = -1.0 / (1+frand()*0.2); p->color = 4 + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*orgscale; p->vel[j] = crand()*velscale; } p->accel[2] = 20; } } old->trailcount -= 5; if (old->trailcount < 100) old->trailcount = 100; VectorAdd (move, vec, move); } } void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up) { float d; // this rotate and negat guarantees a vector // not colinear with the original right[1] = -forward[0]; right[2] = forward[1]; right[0] = forward[2]; d = DotProduct (right, forward); VectorMA (right, -d, forward, right); VectorNormalize (right); CrossProduct (right, forward, up); } /* =============== CL_RocketTrail =============== */ void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; float dec; // smoke CL_DiminishingTrail (start, end, old, EF_ROCKET); // fire VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); dec = 1; VectorScale (vec, dec, vec); while (len > 0) { len -= dec; if (!free_particles) return; if ( (rand()&7) == 0) { 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 / (1+frand()*0.2); p->color = 0xdc + (rand()&3); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*5; p->vel[j] = crand()*20; } p->accel[2] = -PARTICLE_GRAVITY; } VectorAdd (move, vec, move); } } /* =============== CL_RailTrail =============== */ void CL_RailTrail (vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; float dec; vec3_t right, up; int i; float d, c, s; vec3_t dir; byte clr = 0x74; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); MakeNormalVectors (vec, right, up); for (i=0 ; inext; p->next = active_particles; active_particles = p; p->time = cl.time; VectorClear (p->accel); d = i * 0.1; c = cos(d); s = sin(d); VectorScale (right, c, dir); VectorMA (dir, s, up, dir); p->alpha = 1.0; p->alphavel = -1.0 / (1+frand()*0.2); p->color = clr + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + dir[j]*3; p->vel[j] = dir[j]*6; } VectorAdd (move, vec, move); } dec = 0.75; VectorScale (vec, dec, vec); VectorCopy (start, move); while (len > 0) { len -= dec; 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 = 1.0; p->alphavel = -1.0 / (0.6+frand()*0.2); p->color = 0x0 + rand()&15; for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*3; p->vel[j] = crand()*3; p->accel[j] = 0; } VectorAdd (move, vec, move); } } // RAFAEL /* =============== CL_IonripperTrail =============== */ void CL_IonripperTrail (vec3_t start, vec3_t ent) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; int dec; int left = 0; VectorCopy (start, move); VectorSubtract (ent, 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 = 0.5; p->alphavel = -1.0 / (0.3 + frand() * 0.2); p->color = 0xe4 + (rand()&3); for (j=0; j<3; j++) { p->org[j] = move[j]; p->accel[j] = 0; } if (left) { left = 0; p->vel[0] = 10; } else { left = 1; p->vel[0] = -10; } p->vel[1] = 0; p->vel[2] = 0; VectorAdd (move, vec, move); } } /* =============== CL_BubbleTrail =============== */ void CL_BubbleTrail (vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; int i, j; cparticle_t *p; float dec; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); dec = 32; VectorScale (vec, dec, vec); for (i=0 ; inext; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (1+frand()*0.2); p->color = 4 + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*2; p->vel[j] = crand()*5; } p->vel[2] += 6; VectorAdd (move, vec, move); } } /* =============== CL_FlyParticles =============== */ #define BEAMLENGTH 16 void CL_FlyParticles (vec3_t origin, int count) { int i; cparticle_t *p; float angle; float sr, sp, sy, cr, cp, cy; vec3_t forward; float dist = 64; float ltime; if (count > NUMVERTEXNORMALS) count = NUMVERTEXNORMALS; if (!avelocities[0][0]) { for (i=0 ; inext; p->next = active_particles; active_particles = p; p->time = cl.time; dist = sin(ltime + i)*64; p->org[0] = origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH; p->org[1] = origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH; p->org[2] = origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH; VectorClear (p->vel); VectorClear (p->accel); p->color = 0; p->colorvel = 0; p->alpha = 1; p->alphavel = -100; } } void CL_FlyEffect (centity_t *ent, vec3_t origin) { int n; int count; int starttime; if (ent->fly_stoptime < cl.time) { starttime = cl.time; ent->fly_stoptime = cl.time + 60000; } else { starttime = ent->fly_stoptime - 60000; } n = cl.time - starttime; if (n < 20000) count = n * 162 / 20000.0; else { n = ent->fly_stoptime - cl.time; if (n < 20000) count = n * 162 / 20000.0; else count = 162; } CL_FlyParticles (origin, count); } /* =============== CL_BfgParticles =============== */ #define BEAMLENGTH 16 void CL_BfgParticles (entity_t *ent) { int i; cparticle_t *p; float angle; float sr, sp, sy, cr, cp, cy; vec3_t forward; float dist = 64; vec3_t v; float ltime; if (!avelocities[0][0]) { for (i=0 ; inext; p->next = active_particles; active_particles = p; p->time = cl.time; dist = sin(ltime + i)*64; p->org[0] = ent->origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH; p->org[1] = ent->origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH; p->org[2] = ent->origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH; VectorClear (p->vel); VectorClear (p->accel); VectorSubtract (p->org, ent->origin, v); dist = VectorLength(v) / 90.0; p->color = floor (0xd0 + dist * 7); p->colorvel = 0; p->alpha = 1.0 - dist; p->alphavel = -100; } } /* =============== CL_TrapParticles =============== */ // RAFAEL void CL_TrapParticles (entity_t *ent) { vec3_t move; vec3_t vec; vec3_t start, end; float len; int j; cparticle_t *p; int dec; ent->origin[2]-=14; VectorCopy (ent->origin, start); VectorCopy (ent->origin, end); end[2]+=64; 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 = 0xe0; for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand(); p->vel[j] = crand()*15; p->accel[j] = 0; } p->accel[2] = PARTICLE_GRAVITY; VectorAdd (move, vec, move); } { int i, j, k; cparticle_t *p; float vel; vec3_t dir; vec3_t org; ent->origin[2]+=14; VectorCopy (ent->origin, org); for (i=-2 ; i<=2 ; i+=4) for (j=-2 ; j<=2 ; j+=4) for (k=-2 ; k<=4 ; k+=4) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 0xe0 + (rand()&3); p->alpha = 1.0; p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02); p->org[0] = org[0] + i + ((rand()&23) * crand()); p->org[1] = org[1] + j + ((rand()&23) * crand()); p->org[2] = org[2] + k + ((rand()&23) * crand()); dir[0] = j * 8; dir[1] = i * 8; dir[2] = k * 8; VectorNormalize (dir); vel = 50 + rand()&63; VectorScale (dir, vel, p->vel); p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; } } } /* =============== CL_BFGExplosionParticles =============== */ //FIXME combined with CL_ExplosionParticles void CL_BFGExplosionParticles (vec3_t org) { int i, j; cparticle_t *p; 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 = 0xd0 + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()%32)-16); p->vel[j] = (rand()%384)-192; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -0.8 / (0.5 + frand()*0.3); } } /* =============== CL_TeleportParticles =============== */ void CL_TeleportParticles (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=-16 ; k<=32 ; k+=4) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 7 + (rand()&7); p->alpha = 1.0; p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02); p->org[0] = org[0] + i + (rand()&3); p->org[1] = org[1] + j + (rand()&3); p->org[2] = org[2] + k + (rand()&3); dir[0] = j*8; dir[1] = i*8; dir[2] = k*8; VectorNormalize (dir); vel = 50 + (rand()&63); VectorScale (dir, vel, p->vel); p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; } } /* =============== CL_AddParticles =============== */ void CL_AddParticles (void) { cparticle_t *p, *next; float alpha; float time, time2; vec3_t org; int color; cparticle_t *active, *tail; active = NULL; tail = NULL; for (p=active_particles ; p ; p=next) { next = p->next; // PMM - added INSTANT_PARTICLE handling for heat beam if (p->alphavel != INSTANT_PARTICLE) { time = (cl.time - p->time)*0.001; alpha = p->alpha + time*p->alphavel; if (alpha <= 0) { // faded out p->next = free_particles; free_particles = p; continue; } } else { alpha = p->alpha; } p->next = NULL; if (!tail) active = tail = p; else { tail->next = p; tail = p; } if (alpha > 1.0) alpha = 1; color = p->color; time2 = time*time; org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2; org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2; org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2; V_AddParticle (org, color, alpha); // PMM if (p->alphavel == INSTANT_PARTICLE) { p->alphavel = 0.0; p->alpha = 0.0; } } active_particles = active; } /* ============== CL_EntityEvent An entity has just been parsed that has an event value the female events are there for backwards compatability ============== */ extern struct sfx_s *cl_sfx_footsteps[4]; void CL_EntityEvent (entity_state_t *ent) { switch (ent->event) { case EV_ITEM_RESPAWN: S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0); CL_ItemRespawnParticles (ent->origin); break; case EV_PLAYER_TELEPORT: S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0); CL_TeleportParticles (ent->origin); break; case EV_FOOTSTEP: if (cl_footsteps->value) S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand()&3], 1, ATTN_NORM, 0); break; case EV_FALLSHORT: S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("player/land1.wav"), 1, ATTN_NORM, 0); break; case EV_FALL: S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall2.wav"), 1, ATTN_NORM, 0); break; case EV_FALLFAR: S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall1.wav"), 1, ATTN_NORM, 0); break; } } /* ============== CL_ClearEffects ============== */ void CL_ClearEffects (void) { CL_ClearParticles (); CL_ClearDlights (); CL_ClearLightStyles (); }