Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
2000-01-08 04:50:26 +00:00
|
|
|
Portions Copyright (C) 1999,2000 Nelson Rush.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2000-02-04 13:40:04 +00:00
|
|
|
#include <quakedef.h>
|
|
|
|
#include <r_local.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <mathlib.h>
|
|
|
|
#include <lib_replace.h>
|
|
|
|
#include <console.h>
|
2000-02-04 13:40:04 +00:00
|
|
|
#include <server.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
#define MAX_PARTICLES 2048 // default max # of particles at one
|
|
|
|
// time
|
|
|
|
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
|
|
|
|
// on the command line
|
|
|
|
|
|
|
|
int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
|
|
|
|
int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
|
|
|
|
int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
|
|
|
|
|
|
|
|
particle_t *active_particles, *free_particles;
|
|
|
|
|
|
|
|
particle_t *particles;
|
|
|
|
int r_numparticles;
|
|
|
|
|
|
|
|
vec3_t r_pright, r_pup, r_ppn;
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_InitParticles
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_InitParticles (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
i = COM_CheckParm ("-particles");
|
|
|
|
|
|
|
|
if (i)
|
|
|
|
{
|
|
|
|
r_numparticles = (int)(Q_atoi(com_argv[i+1]));
|
|
|
|
if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
|
|
|
|
r_numparticles = ABSOLUTE_MIN_PARTICLES;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r_numparticles = MAX_PARTICLES;
|
|
|
|
}
|
|
|
|
|
|
|
|
particles = (particle_t *)
|
|
|
|
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef QUAKE2
|
|
|
|
void R_DarkFieldParticles (entity_t *ent)
|
|
|
|
{
|
|
|
|
int i, j, k;
|
|
|
|
particle_t *p;
|
|
|
|
float vel;
|
|
|
|
vec3_t dir;
|
|
|
|
vec3_t org;
|
|
|
|
|
|
|
|
org[0] = ent->origin[0];
|
|
|
|
org[1] = ent->origin[1];
|
|
|
|
org[2] = ent->origin[2];
|
|
|
|
for (i=-16 ; i<16 ; i+=8)
|
|
|
|
for (j=-16 ; j<16 ; j+=8)
|
|
|
|
for (k=0 ; k<32 ; k+=8)
|
|
|
|
{
|
|
|
|
if (!free_particles)
|
|
|
|
return;
|
|
|
|
p = free_particles;
|
|
|
|
free_particles = p->next;
|
|
|
|
p->next = active_particles;
|
|
|
|
active_particles = p;
|
|
|
|
|
|
|
|
p->die = cl.time + 0.2 + (rand()&7) * 0.02;
|
|
|
|
p->color = 150 + rand()%6;
|
|
|
|
p->type = pt_slowgrav;
|
|
|
|
|
|
|
|
dir[0] = j*8;
|
|
|
|
dir[1] = i*8;
|
|
|
|
dir[2] = k*8;
|
|
|
|
|
|
|
|
p->org[0] = org[0] + i + (rand()&3);
|
|
|
|
p->org[1] = org[1] + j + (rand()&3);
|
|
|
|
p->org[2] = org[2] + k + (rand()&3);
|
|
|
|
|
|
|
|
VectorNormalize (dir);
|
|
|
|
vel = 50 + (rand()&63);
|
|
|
|
VectorScale (dir, vel, p->vel);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_EntityParticles
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define NUMVERTEXNORMALS 162
|
|
|
|
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
|
|
|
|
vec3_t avelocities[NUMVERTEXNORMALS];
|
|
|
|
float beamlength = 16;
|
|
|
|
vec3_t avelocity = {23, 7, 3};
|
|
|
|
float partstep = 0.01;
|
|
|
|
float timescale = 0.01;
|
|
|
|
|
|
|
|
void R_EntityParticles (entity_t *ent)
|
|
|
|
{
|
|
|
|
int count;
|
|
|
|
int i;
|
|
|
|
particle_t *p;
|
|
|
|
float angle;
|
|
|
|
float sr, sp, sy, cr, cp, cy;
|
|
|
|
vec3_t forward;
|
|
|
|
float dist;
|
|
|
|
|
|
|
|
dist = 64;
|
|
|
|
count = 50;
|
|
|
|
|
|
|
|
if (!avelocities[0][0])
|
|
|
|
{
|
|
|
|
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
|
|
|
|
avelocities[0][i] = (rand()&255) * 0.01;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
|
|
|
|
{
|
|
|
|
angle = cl.time * avelocities[i][0];
|
|
|
|
sy = sin(angle);
|
|
|
|
cy = cos(angle);
|
|
|
|
angle = cl.time * avelocities[i][1];
|
|
|
|
sp = sin(angle);
|
|
|
|
cp = cos(angle);
|
|
|
|
angle = cl.time * avelocities[i][2];
|
|
|
|
sr = sin(angle);
|
|
|
|
cr = cos(angle);
|
|
|
|
|
|
|
|
forward[0] = cp*cy;
|
|
|
|
forward[1] = cp*sy;
|
|
|
|
forward[2] = -sp;
|
|
|
|
|
|
|
|
if (!free_particles)
|
|
|
|
return;
|
|
|
|
p = free_particles;
|
|
|
|
free_particles = p->next;
|
|
|
|
p->next = active_particles;
|
|
|
|
active_particles = p;
|
|
|
|
|
|
|
|
p->die = cl.time + 0.01;
|
|
|
|
p->color = 0x6f;
|
|
|
|
p->type = pt_explode;
|
|
|
|
|
|
|
|
p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
|
|
|
|
p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
|
|
|
|
p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_ClearParticles
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_ClearParticles (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
free_particles = &particles[0];
|
|
|
|
active_particles = NULL;
|
|
|
|
|
|
|
|
for (i=0 ;i<r_numparticles ; i++)
|
|
|
|
particles[i].next = &particles[i+1];
|
|
|
|
particles[r_numparticles-1].next = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void R_ReadPointFile_f (void)
|
|
|
|
{
|
2000-02-08 05:06:58 +00:00
|
|
|
QFile *f;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
vec3_t org;
|
|
|
|
int r;
|
|
|
|
int c;
|
|
|
|
particle_t *p;
|
|
|
|
char name[MAX_OSPATH];
|
2000-02-03 00:34:12 +00:00
|
|
|
char buf[256];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(name, sizeof(name),"maps/%s.pts", sv.name);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
COM_FOpenFile (name, &f);
|
|
|
|
if (!f)
|
|
|
|
{
|
|
|
|
Con_Printf ("couldn't open %s\n", name);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Con_Printf ("Reading %s...\n", name);
|
|
|
|
c = 0;
|
|
|
|
for ( ;; )
|
|
|
|
{
|
2000-02-08 05:06:58 +00:00
|
|
|
if (!Qgets(f,buf,sizeof(buf)))
|
2000-02-03 00:34:12 +00:00
|
|
|
break;
|
|
|
|
r = sscanf (buf,"%f %f %f\n", &org[0], &org[1], &org[2]);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (r != 3)
|
|
|
|
break;
|
|
|
|
c++;
|
|
|
|
|
|
|
|
if (!free_particles)
|
|
|
|
{
|
|
|
|
Con_Printf ("Not enough free particles\n");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
p = free_particles;
|
|
|
|
free_particles = p->next;
|
|
|
|
p->next = active_particles;
|
|
|
|
active_particles = p;
|
|
|
|
|
|
|
|
p->die = 99999;
|
|
|
|
p->color = (-c)&15;
|
|
|
|
p->type = pt_static;
|
|
|
|
VectorCopy (vec3_origin, p->vel);
|
|
|
|
VectorCopy (org, p->org);
|
|
|
|
}
|
|
|
|
|
2000-02-08 05:06:58 +00:00
|
|
|
Qclose (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("%i points read\n", c);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_ParseParticleEffect
|
|
|
|
|
|
|
|
Parse an effect out of the server message
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_ParseParticleEffect (void)
|
|
|
|
{
|
|
|
|
vec3_t org, dir;
|
|
|
|
int i, count, msgcount, color;
|
|
|
|
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
org[i] = MSG_ReadCoord ();
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
dir[i] = MSG_ReadChar () * (1.0/16);
|
|
|
|
msgcount = MSG_ReadByte ();
|
|
|
|
color = MSG_ReadByte ();
|
|
|
|
|
|
|
|
if (msgcount == 255)
|
|
|
|
count = 1024;
|
|
|
|
else
|
|
|
|
count = msgcount;
|
|
|
|
|
|
|
|
R_RunParticleEffect (org, dir, color, count);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_ParticleExplosion
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_ParticleExplosion (vec3_t org)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
particle_t *p;
|
|
|
|
|
|
|
|
for (i=0 ; i<1024 ; i++)
|
|
|
|
{
|
|
|
|
if (!free_particles)
|
|
|
|
return;
|
|
|
|
p = free_particles;
|
|
|
|
free_particles = p->next;
|
|
|
|
p->next = active_particles;
|
|
|
|
active_particles = p;
|
|
|
|
|
|
|
|
p->die = cl.time + 5;
|
|
|
|
p->color = ramp1[0];
|
|
|
|
p->ramp = rand()&3;
|
|
|
|
if (i & 1)
|
|
|
|
{
|
|
|
|
p->type = pt_explode;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
{
|
|
|
|
p->org[j] = org[j] + ((rand()%32)-16);
|
|
|
|
p->vel[j] = (rand()%512)-256;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p->type = pt_explode2;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
{
|
|
|
|
p->org[j] = org[j] + ((rand()%32)-16);
|
|
|
|
p->vel[j] = (rand()%512)-256;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_ParticleExplosion2
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
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void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
|
|
|
|
{
|
|
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|
int i, j;
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particle_t *p;
|
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|
|
int colorMod = 0;
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for (i=0; i<512; 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->die = cl.time + 0.3;
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p->color = colorStart + (colorMod % colorLength);
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colorMod++;
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p->type = pt_blob;
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = org[j] + ((rand()%32)-16);
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p->vel[j] = (rand()%512)-256;
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}
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}
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}
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/*
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|
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|
===============
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|
R_BlobExplosion
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|
|
|
|
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|
===============
|
|
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|
*/
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void R_BlobExplosion (vec3_t org)
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{
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int i, j;
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particle_t *p;
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for (i=0 ; i<1024 ; 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->die = cl.time + 1 + (rand()&8)*0.05;
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if (i & 1)
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{
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p->type = pt_blob;
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p->color = 66 + rand()%6;
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for (j=0 ; j<3 ; j++)
|
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|
{
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p->org[j] = org[j] + ((rand()%32)-16);
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p->vel[j] = (rand()%512)-256;
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|
}
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}
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else
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|
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|
{
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|
p->type = pt_blob2;
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|
p->color = 150 + rand()%6;
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for (j=0 ; j<3 ; j++)
|
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|
{
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|
p->org[j] = org[j] + ((rand()%32)-16);
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|
p->vel[j] = (rand()%512)-256;
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|
}
|
|
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|
}
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|
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|
}
|
|
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|
}
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|
|
|
|
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/*
|
|
|
|
===============
|
|
|
|
R_RunParticleEffect
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
|
|
|
|
{
|
|
|
|
int i, j;
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|
|
particle_t *p;
|
|
|
|
|
|
|
|
for (i=0 ; i<count ; i++)
|
|
|
|
{
|
|
|
|
if (!free_particles)
|
|
|
|
return;
|
|
|
|
p = free_particles;
|
|
|
|
free_particles = p->next;
|
|
|
|
p->next = active_particles;
|
|
|
|
active_particles = p;
|
|
|
|
|
|
|
|
if (count == 1024)
|
|
|
|
{ // rocket explosion
|
|
|
|
p->die = cl.time + 5;
|
|
|
|
p->color = ramp1[0];
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|
|
|
p->ramp = rand()&3;
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|
|
|
if (i & 1)
|
|
|
|
{
|
|
|
|
p->type = pt_explode;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
{
|
|
|
|
p->org[j] = org[j] + ((rand()%32)-16);
|
|
|
|
p->vel[j] = (rand()%512)-256;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p->type = pt_explode2;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
{
|
|
|
|
p->org[j] = org[j] + ((rand()%32)-16);
|
|
|
|
p->vel[j] = (rand()%512)-256;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p->die = cl.time + 0.1*(rand()%5);
|
|
|
|
p->color = (color&~7) + (rand()&7);
|
|
|
|
p->type = pt_slowgrav;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
{
|
|
|
|
p->org[j] = org[j] + ((rand()&15)-8);
|
|
|
|
p->vel[j] = dir[j]*15;// + (rand()%300)-150;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_LavaSplash
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_LavaSplash (vec3_t org)
|
|
|
|
{
|
|
|
|
int i, j, k;
|
|
|
|
particle_t *p;
|
|
|
|
float vel;
|
|
|
|
vec3_t dir;
|
|
|
|
|
|
|
|
for (i=-16 ; i<16 ; i++)
|
|
|
|
for (j=-16 ; j<16 ; j++)
|
|
|
|
for (k=0 ; k<1 ; k++)
|
|
|
|
{
|
|
|
|
if (!free_particles)
|
|
|
|
return;
|
|
|
|
p = free_particles;
|
|
|
|
free_particles = p->next;
|
|
|
|
p->next = active_particles;
|
|
|
|
active_particles = p;
|
|
|
|
|
|
|
|
p->die = cl.time + 2 + (rand()&31) * 0.02;
|
|
|
|
p->color = 224 + (rand()&7);
|
|
|
|
p->type = pt_slowgrav;
|
|
|
|
|
|
|
|
dir[0] = j*8 + (rand()&7);
|
|
|
|
dir[1] = i*8 + (rand()&7);
|
|
|
|
dir[2] = 256;
|
|
|
|
|
|
|
|
p->org[0] = org[0] + dir[0];
|
|
|
|
p->org[1] = org[1] + dir[1];
|
|
|
|
p->org[2] = org[2] + (rand()&63);
|
|
|
|
|
|
|
|
VectorNormalize (dir);
|
|
|
|
vel = 50 + (rand()&63);
|
|
|
|
VectorScale (dir, vel, p->vel);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_TeleportSplash
|
|
|
|
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_TeleportSplash (vec3_t org)
|
|
|
|
{
|
|
|
|
int i, j, k;
|
|
|
|
particle_t *p;
|
|
|
|
float vel;
|
|
|
|
vec3_t dir;
|
|
|
|
|
|
|
|
for (i=-16 ; i<16 ; i+=4)
|
|
|
|
for (j=-16 ; j<16 ; j+=4)
|
|
|
|
for (k=-24 ; k<32 ; k+=4)
|
|
|
|
{
|
|
|
|
if (!free_particles)
|
|
|
|
return;
|
|
|
|
p = free_particles;
|
|
|
|
free_particles = p->next;
|
|
|
|
p->next = active_particles;
|
|
|
|
active_particles = p;
|
|
|
|
|
|
|
|
p->die = cl.time + 0.2 + (rand()&7) * 0.02;
|
|
|
|
p->color = 7 + (rand()&7);
|
|
|
|
p->type = pt_slowgrav;
|
|
|
|
|
|
|
|
dir[0] = j*8;
|
|
|
|
dir[1] = i*8;
|
|
|
|
dir[2] = k*8;
|
|
|
|
|
|
|
|
p->org[0] = org[0] + i + (rand()&3);
|
|
|
|
p->org[1] = org[1] + j + (rand()&3);
|
|
|
|
p->org[2] = org[2] + k + (rand()&3);
|
|
|
|
|
|
|
|
VectorNormalize (dir);
|
|
|
|
vel = 50 + (rand()&63);
|
|
|
|
VectorScale (dir, vel, p->vel);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_RocketTrail (vec3_t start, vec3_t end, int type)
|
|
|
|
{
|
|
|
|
vec3_t vec;
|
|
|
|
float len;
|
|
|
|
int j;
|
|
|
|
particle_t *p;
|
|
|
|
int dec;
|
|
|
|
static int tracercount;
|
|
|
|
|
|
|
|
VectorSubtract (end, start, vec);
|
|
|
|
len = VectorNormalize (vec);
|
|
|
|
if (type < 128)
|
|
|
|
dec = 3;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dec = 1;
|
|
|
|
type -= 128;
|
|
|
|
}
|
|
|
|
|
|
|
|
while (len > 0)
|
|
|
|
{
|
|
|
|
len -= dec;
|
|
|
|
|
|
|
|
if (!free_particles)
|
|
|
|
return;
|
|
|
|
p = free_particles;
|
|
|
|
free_particles = p->next;
|
|
|
|
p->next = active_particles;
|
|
|
|
active_particles = p;
|
|
|
|
|
|
|
|
VectorCopy (vec3_origin, p->vel);
|
|
|
|
p->die = cl.time + 2;
|
|
|
|
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case 0: // rocket trail
|
|
|
|
p->ramp = (rand()&3);
|
|
|
|
p->color = ramp3[(int)p->ramp];
|
|
|
|
p->type = pt_fire;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
p->org[j] = start[j] + ((rand()%6)-3);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 1: // smoke smoke
|
|
|
|
p->ramp = (rand()&3) + 2;
|
|
|
|
p->color = ramp3[(int)p->ramp];
|
|
|
|
p->type = pt_fire;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
p->org[j] = start[j] + ((rand()%6)-3);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2: // blood
|
|
|
|
p->type = pt_grav;
|
|
|
|
p->color = 67 + (rand()&3);
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
p->org[j] = start[j] + ((rand()%6)-3);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 3:
|
|
|
|
case 5: // tracer
|
|
|
|
p->die = cl.time + 0.5;
|
|
|
|
p->type = pt_static;
|
|
|
|
if (type == 3)
|
|
|
|
p->color = 52 + ((tracercount&4)<<1);
|
|
|
|
else
|
|
|
|
p->color = 230 + ((tracercount&4)<<1);
|
|
|
|
|
|
|
|
tracercount++;
|
|
|
|
|
|
|
|
VectorCopy (start, p->org);
|
|
|
|
if (tracercount & 1)
|
|
|
|
{
|
|
|
|
p->vel[0] = 30*vec[1];
|
|
|
|
p->vel[1] = 30*-vec[0];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p->vel[0] = 30*-vec[1];
|
|
|
|
p->vel[1] = 30*vec[0];
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 4: // slight blood
|
|
|
|
p->type = pt_grav;
|
|
|
|
p->color = 67 + (rand()&3);
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
p->org[j] = start[j] + ((rand()%6)-3);
|
|
|
|
len -= 3;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 6: // voor trail
|
|
|
|
p->color = 9*16 + 8 + (rand()&3);
|
|
|
|
p->type = pt_static;
|
|
|
|
p->die = cl.time + 0.3;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
p->org[j] = start[j] + ((rand()&15)-8);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
VectorAdd (start, vec, start);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|