mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-25 05:11:23 +00:00
b1e18056eb
new cvar, gl_fires. Default to 1, set to 0 if you hate the fire effect on the lavaball and coming off the rocket trail.
1038 lines
20 KiB
C
1038 lines
20 KiB
C
/*
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gl_rpart.c
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particle engine
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 Nelson Rush.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#include <quakedef.h>
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#include <r_local.h>
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#include <glquake.h>
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#include <mathlib.h>
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#include <lib_replace.h>
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#include <console.h>
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#include <server.h>
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#define MAX_PARTICLES 2048 // max particles at once
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#define ABSOLUTE_MIN_PARTICLES 512 // min particle clamp
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#define MAX_FIRES 128 // rocket flames
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int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
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int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
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int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
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particle_t *active_particles, *free_particles;
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particle_t *particles;
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int r_numparticles;
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vec3_t r_pright, r_pup, r_ppn;
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fire_t r_fires[MAX_FIRES];
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/*
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===============
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R_InitParticles
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===============
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*/
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void R_InitParticles (void)
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{
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int i;
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i = COM_CheckParm ("-particles");
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if (i)
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{
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r_numparticles = (int)(Q_atoi(com_argv[i+1]));
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if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
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r_numparticles = ABSOLUTE_MIN_PARTICLES;
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}
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else
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{
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r_numparticles = MAX_PARTICLES;
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}
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particles = (particle_t *)
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Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
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}
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#ifdef QUAKE2
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void R_DarkFieldParticles (entity_t *ent)
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{
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int i, j, k;
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particle_t *p;
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float vel;
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vec3_t dir;
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vec3_t org;
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org[0] = ent->origin[0];
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org[1] = ent->origin[1];
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org[2] = ent->origin[2];
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for (i=-16 ; i<16 ; i+=8)
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for (j=-16 ; j<16 ; j+=8)
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for (k=0 ; k<32 ; k+=8)
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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 + 0.2 + (rand()&7) * 0.02;
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p->color = 150 + rand()%6;
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p->type = pt_slowgrav;
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dir[0] = j*8;
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dir[1] = i*8;
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dir[2] = k*8;
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p->org[0] = org[0] + i + (rand()&3);
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p->org[1] = org[1] + j + (rand()&3);
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p->org[2] = org[2] + k + (rand()&3);
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VectorNormalize (dir);
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vel = 50 + (rand()&63);
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VectorScale (dir, vel, p->vel);
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}
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}
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#endif
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/*
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===============
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R_EntityParticles
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===============
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*/
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#define NUMVERTEXNORMALS 162
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extern float r_avertexnormals[NUMVERTEXNORMALS][3];
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vec3_t avelocities[NUMVERTEXNORMALS];
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float beamlength = 16;
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vec3_t avelocity = {23, 7, 3};
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float partstep = 0.01;
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float timescale = 0.01;
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void R_EntityParticles (entity_t *ent)
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{
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int count;
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int i;
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particle_t *p;
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float angle;
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float sr, sp, sy, cr, cp, cy;
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vec3_t forward;
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float dist;
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dist = 64;
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count = 50;
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if (!avelocities[0][0])
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{
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for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
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avelocities[0][i] = (rand()&255) * 0.01;
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}
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for (i=0 ; i<NUMVERTEXNORMALS ; i++)
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{
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angle = cl.time * avelocities[i][0];
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sy = sin(angle);
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cy = cos(angle);
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angle = cl.time * avelocities[i][1];
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sp = sin(angle);
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cp = cos(angle);
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angle = cl.time * avelocities[i][2];
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sr = sin(angle);
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cr = cos(angle);
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forward[0] = cp*cy;
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forward[1] = cp*sy;
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forward[2] = -sp;
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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 + 0.01;
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p->color = 0x6f;
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p->type = pt_explode;
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p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
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p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
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p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
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}
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}
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/*
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===============
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R_ClearParticles
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===============
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*/
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void R_ClearParticles (void)
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{
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int i;
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free_particles = &particles[0];
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active_particles = NULL;
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for (i=0 ;i<r_numparticles ; i++)
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particles[i].next = &particles[i+1];
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particles[r_numparticles-1].next = NULL;
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}
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void R_ReadPointFile_f (void)
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{
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QFile *f;
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vec3_t org;
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int r;
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int c;
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particle_t *p;
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char name[MAX_OSPATH];
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char buf[256];
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// FIXME snprintf(name, sizeof(name),"maps/%s.pts", sv.name);
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COM_FOpenFile (name, &f);
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if (!f)
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{
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Con_Printf ("couldn't open %s\n", name);
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return;
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}
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Con_Printf ("Reading %s...\n", name);
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c = 0;
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for ( ;; )
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{
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if (!Qgets(f,buf,sizeof(buf)))
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break;
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r = sscanf (buf,"%f %f %f\n", &org[0], &org[1], &org[2]);
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if (r != 3)
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break;
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c++;
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if (!free_particles)
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{
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Con_Printf ("Not enough free particles\n");
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break;
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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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p->die = 99999;
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p->color = (-c)&15;
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p->type = pt_static;
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VectorCopy (vec3_origin, p->vel);
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VectorCopy (org, p->org);
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}
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Qclose (f);
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Con_Printf ("%i points read\n", c);
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}
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/*
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===============
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R_ParseParticleEffect
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Parse an effect out of the server message
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===============
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*/
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void R_ParseParticleEffect (void)
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{
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vec3_t org, dir;
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int i, count, msgcount, color;
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for (i=0 ; i<3 ; i++)
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org[i] = MSG_ReadCoord ();
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for (i=0 ; i<3 ; i++)
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dir[i] = MSG_ReadChar () * (1.0/16);
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msgcount = MSG_ReadByte ();
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color = MSG_ReadByte ();
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if (msgcount == 255)
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count = 1024;
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else
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count = msgcount;
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R_RunParticleEffect (org, dir, color, count);
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}
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/*
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===============
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R_ParticleExplosion
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===============
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*/
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void R_ParticleExplosion (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 + 5;
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p->color = ramp1[0];
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p->ramp = rand()&3;
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if (i & 1)
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{
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p->type = pt_explode;
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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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p->type = pt_explode2;
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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_ParticleExplosion2
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===============
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*/
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void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
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{
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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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R_BlobExplosion
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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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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
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===============
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*/
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void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
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{
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int i, j;
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particle_t *p;
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#ifdef QUAKEWORLD
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int scale;
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if (count > 130)
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scale = 3;
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else if (count > 20)
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scale = 2;
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else
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scale = 1;
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#endif
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for (i=0 ; i<count ; i++) {
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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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#ifdef QUAKEWORLD
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p->die = cl.time + 0.1*(rand()%5);
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p->color = (color&~7) + (rand()&7);
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p->type = pt_grav;
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + scale*((rand()&15)-8);
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p->vel[j] = dir[j]*15;// + (rand()%300)-150;
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}
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#elif UQUAKE
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if (count == 1024) {
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// rocket explosion
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p->die = cl.time + 5;
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p->color = ramp1[0];
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p->ramp = rand()&3;
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if (i & 1) {
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p->type = pt_explode;
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for (j=0 ; j<3 ; j++) {
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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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} else {
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p->type = pt_explode2;
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for (j=0 ; j<3 ; j++) {
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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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p->die = cl.time + 0.1*(rand()%5);
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p->color = (color&~7) + (rand()&7);
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p->type = pt_slowgrav;
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()&15)-8);
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p->vel[j] = dir[j]*15;// + (rand()%300)-150;
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}
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}
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#endif
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}
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}
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/*
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===============
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R_LavaSplash
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===============
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*/
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void R_LavaSplash (vec3_t org)
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{
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int i, j, k;
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particle_t *p;
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float vel;
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vec3_t dir;
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for (i=-16 ; i<16 ; i++)
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for (j=-16 ; j<16 ; j++)
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for (k=0 ; k<1 ; k++)
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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 + 2 + (rand()&31) * 0.02;
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p->color = 224 + (rand()&7);
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#ifdef QUAKEWORLD
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p->type = pt_grav;
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#else
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p->type = pt_slowgrav;
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#endif
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dir[0] = j*8 + (rand()&7);
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dir[1] = i*8 + (rand()&7);
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dir[2] = 256;
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p->org[0] = org[0] + dir[0];
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p->org[1] = org[1] + dir[1];
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p->org[2] = org[2] + (rand()&63);
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VectorNormalize (dir);
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vel = 50 + (rand()&63);
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VectorScale (dir, vel, p->vel);
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}
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}
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/*
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===============
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R_TeleportSplash
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===============
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*/
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void R_TeleportSplash (vec3_t org)
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{
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int i, j, k;
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particle_t *p;
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float vel;
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vec3_t dir;
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for (i=-16 ; i<16 ; i+=4)
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for (j=-16 ; j<16 ; j+=4)
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for (k=-24 ; k<32 ; k+=4)
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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 + 0.2 + (rand()&7) * 0.02;
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p->color = 7 + (rand()&7);
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#ifdef QUAKEWORLD
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p->type = pt_grav;
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#else
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p->type = pt_slowgrav;
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#endif
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dir[0] = j*8;
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dir[1] = i*8;
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dir[2] = k*8;
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|
|
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);
|
|
}
|
|
}
|
|
|
|
/*
|
|
R_RocketTrail
|
|
*/
|
|
void
|
|
R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
|
|
{
|
|
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
|
|
R_AddFire (start, end, ent);
|
|
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
|
|
#ifdef QUAKEWORLD
|
|
p->type = pt_slowgrav;
|
|
#else
|
|
p->type = pt_grav;
|
|
#endif
|
|
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
|
|
#ifdef QUAKEWORLD
|
|
p->type = pt_slowgrav;
|
|
#else
|
|
p->type = pt_grav;
|
|
#endif
|
|
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);
|
|
}
|
|
}
|
|
|
|
#ifdef UQUAKE
|
|
extern cvar_t *sv_gravity;
|
|
#endif
|
|
|
|
/*
|
|
===============
|
|
R_DrawParticles
|
|
===============
|
|
*/
|
|
|
|
void R_DrawParticles (void)
|
|
{
|
|
particle_t *p, *kill;
|
|
float grav;
|
|
int i;
|
|
float time2, time3;
|
|
float time1;
|
|
float dvel;
|
|
float frametime;
|
|
unsigned char *at;
|
|
unsigned char theAlpha;
|
|
vec3_t up, right;
|
|
float scale;
|
|
qboolean alphaTestEnabled;
|
|
|
|
if (gl_particles->value)
|
|
{
|
|
GL_Bind(particletexture);
|
|
alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
|
|
|
|
if (alphaTestEnabled)
|
|
glDisable(GL_ALPHA_TEST);
|
|
glEnable (GL_BLEND);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glBegin (GL_TRIANGLES);
|
|
|
|
VectorScale (vup, 1.5, up);
|
|
VectorScale (vright, 1.5, right);
|
|
#ifdef UQUAKE
|
|
frametime = cl.time - cl.oldtime;
|
|
#else
|
|
frametime = host_frametime;
|
|
#endif
|
|
time3 = frametime * 15;
|
|
time2 = frametime * 10; // 15;
|
|
time1 = frametime * 5;
|
|
#ifdef UQUAKE
|
|
grav = frametime * sv_gravity->value * 0.05;
|
|
#else
|
|
grav = frametime * 800 * 0.05;
|
|
#endif
|
|
dvel = 4*frametime;
|
|
|
|
for ( ;; )
|
|
{
|
|
kill = active_particles;
|
|
if (kill && kill->die < cl.time)
|
|
{
|
|
active_particles = kill->next;
|
|
kill->next = free_particles;
|
|
free_particles = kill;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
|
|
for (p=active_particles ; p ; p=p->next)
|
|
{
|
|
for ( ;; )
|
|
{
|
|
kill = p->next;
|
|
if (kill && kill->die < cl.time)
|
|
{
|
|
p->next = kill->next;
|
|
kill->next = free_particles;
|
|
free_particles = kill;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// hack a scale up to keep particles from disapearing
|
|
scale = (p->org[0] - r_origin[0])*vpn[0]
|
|
+ (p->org[1] - r_origin[1])*vpn[1]
|
|
+ (p->org[2] - r_origin[2])*vpn[2];
|
|
if (scale < 20)
|
|
scale = gl_particles->value;
|
|
else
|
|
scale = gl_particles->value + scale * 0.004;
|
|
#if 0 // was in uquake, but give it a go
|
|
glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
|
|
#else
|
|
at = (byte *)&d_8to24table[(int)p->color];
|
|
if (p->type==pt_fire)
|
|
theAlpha = 255*(6-p->ramp)/6;
|
|
// theAlpha = 192;
|
|
// else if (p->type==pt_explode || p->type==pt_explode2)
|
|
// theAlpha = 255*(8-p->ramp)/8;
|
|
else
|
|
theAlpha = 255;
|
|
glColor4ub (*at, *(at+1), *(at+2), theAlpha);
|
|
// glColor3ubv (at);
|
|
// glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
|
|
#endif
|
|
glTexCoord2f (0,0);
|
|
glVertex3fv (p->org);
|
|
glTexCoord2f (1,0);
|
|
glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
|
|
glTexCoord2f (0,1);
|
|
glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
|
|
|
|
p->org[0] += p->vel[0]*frametime;
|
|
p->org[1] += p->vel[1]*frametime;
|
|
p->org[2] += p->vel[2]*frametime;
|
|
|
|
switch (p->type)
|
|
{
|
|
case pt_static:
|
|
break;
|
|
case pt_fire:
|
|
p->ramp += time1;
|
|
if (p->ramp >= 6)
|
|
p->die = -1;
|
|
else
|
|
p->color = ramp3[(int)p->ramp];
|
|
p->vel[2] += grav;
|
|
break;
|
|
|
|
case pt_explode:
|
|
p->ramp += time2;
|
|
if (p->ramp >=8)
|
|
p->die = -1;
|
|
else
|
|
p->color = ramp1[(int)p->ramp];
|
|
for (i=0 ; i<3 ; i++)
|
|
p->vel[i] += p->vel[i]*dvel;
|
|
p->vel[2] -= grav;
|
|
break;
|
|
|
|
case pt_explode2:
|
|
p->ramp += time3;
|
|
if (p->ramp >=8)
|
|
p->die = -1;
|
|
else
|
|
p->color = ramp2[(int)p->ramp];
|
|
for (i=0 ; i<3 ; i++)
|
|
p->vel[i] -= p->vel[i]*frametime;
|
|
p->vel[2] -= grav;
|
|
break;
|
|
|
|
case pt_blob:
|
|
for (i=0 ; i<3 ; i++)
|
|
p->vel[i] += p->vel[i]*dvel;
|
|
p->vel[2] -= grav;
|
|
break;
|
|
|
|
case pt_blob2:
|
|
for (i=0 ; i<2 ; i++)
|
|
p->vel[i] -= p->vel[i]*dvel;
|
|
p->vel[2] -= grav;
|
|
break;
|
|
case pt_grav:
|
|
// This causes some particles to fall to the
|
|
// ground. It's been reported as a bug,
|
|
// so for now it's being fixed.
|
|
// We can implement it as a feature, but it's
|
|
// not all that cool.
|
|
// p->vel[2] -= grav * 20;
|
|
// break;
|
|
case pt_slowgrav:
|
|
p->vel[2] -= grav;
|
|
break;
|
|
}
|
|
}
|
|
|
|
glEnd ();
|
|
glDisable (GL_BLEND);
|
|
if (alphaTestEnabled)
|
|
glEnable(GL_ALPHA_TEST);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
} // if (gl_particles->value)
|
|
}
|
|
|
|
|
|
/*
|
|
R_AddFire
|
|
|
|
Nifty ball of fire GL effect. Kinda a meshing of the dlight and
|
|
particle engine code.
|
|
*/
|
|
void
|
|
R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
|
|
{
|
|
float len;
|
|
fire_t *f;
|
|
dlight_t *dl;
|
|
vec3_t vec;
|
|
int key;
|
|
|
|
if (!gl_fires->value)
|
|
return;
|
|
|
|
VectorSubtract (end, start, vec);
|
|
len = VectorNormalize (vec);
|
|
key = ent-cl_entities+1;
|
|
|
|
if (len)
|
|
{
|
|
f = R_AllocFire (key);
|
|
VectorCopy (end, f->origin);
|
|
VectorCopy (start, f->owner);
|
|
f->size = 20;
|
|
f->die = cl.time + 0.5;
|
|
f->decay = -1;
|
|
f->color[0] = 0.9;
|
|
f->color[1] = 0.7;
|
|
f->color[2] = 0.3;
|
|
f->color[3] = 1.0;
|
|
|
|
dl = CL_AllocDlight (key);
|
|
VectorCopy (end, dl->origin);
|
|
dl->radius = 200;
|
|
dl->die = cl.time + 0.5;
|
|
dl->color[0] = 0.9;
|
|
dl->color[1] = 0.7;
|
|
dl->color[2] = 0.3;
|
|
dl->color[3] = 0.66;
|
|
}
|
|
}
|
|
|
|
/*
|
|
R_AllocFire
|
|
|
|
Clears out and returns a new fireball
|
|
*/
|
|
fire_t *
|
|
R_AllocFire (int key)
|
|
{
|
|
int i;
|
|
fire_t *f;
|
|
if (key) // first try to find/reuse a keyed spot
|
|
{
|
|
f = r_fires;
|
|
for (i = 0; i < MAX_FIRES; i++, f++)
|
|
if (f->key == key)
|
|
{
|
|
memset (f, 0, sizeof(*f));
|
|
f->key = key;
|
|
return f;
|
|
}
|
|
}
|
|
|
|
f = r_fires; // no match, look for a free spot
|
|
for (i = 0; i < MAX_FIRES; i++, f++)
|
|
{
|
|
if (f->die < cl.time)
|
|
{
|
|
memset (f, 0, sizeof(*f));
|
|
f->key = key;
|
|
return f;
|
|
}
|
|
}
|
|
|
|
f = &r_fires[0];
|
|
memset (f, 0, sizeof(*f));
|
|
f->key = key;
|
|
return f;
|
|
}
|
|
|
|
/*
|
|
R_DrawFire
|
|
|
|
draws one fireball - probably never need to call this directly
|
|
*/
|
|
void
|
|
R_DrawFire (fire_t *f)
|
|
{
|
|
int i, j;
|
|
vec3_t vec,vec2;
|
|
float radius;
|
|
float *b_sin, *b_cos;
|
|
|
|
b_sin = bubble_sintable;
|
|
b_cos = bubble_costable;
|
|
|
|
radius = f->size + 0.35;
|
|
|
|
// figure out if we're inside the area of effect
|
|
VectorSubtract (f->origin, r_origin, vec);
|
|
if (Length (vec) < radius)
|
|
{
|
|
AddLightBlend (1, 0.5, 0, f->size * 0.0003); // we are
|
|
return;
|
|
}
|
|
|
|
// we're not - draw it
|
|
glBegin (GL_TRIANGLE_FAN);
|
|
glColor4fv (f->color);
|
|
for (i=0 ; i<3 ; i++)
|
|
vec[i] = f->origin[i] - vpn[i] * radius;
|
|
glVertex3fv (vec);
|
|
glColor3f (0.0, 0.0, 0.0);
|
|
|
|
// don't panic, this just draws a bubble...
|
|
for (i=16 ; i>=0 ; i--)
|
|
{
|
|
for (j=0 ; j<3 ; j++) {
|
|
vec[j] = f->origin[j] + (*b_cos * vright[j]
|
|
+ vup[j]*(*b_sin)) * radius;
|
|
vec2[j] = f->owner[j] + (*b_cos * vright[j]
|
|
+ vup[j]*(*b_sin)) * radius;
|
|
}
|
|
glVertex3fv (vec);
|
|
glVertex3fv (vec2);
|
|
|
|
b_sin++;
|
|
b_cos++;
|
|
}
|
|
glEnd ();
|
|
}
|
|
|
|
/*
|
|
R_UpdateFires
|
|
|
|
Draws each fireball in sequence
|
|
*/
|
|
void
|
|
R_UpdateFires (void)
|
|
{
|
|
int i;
|
|
fire_t *f;
|
|
|
|
if (!gl_fires->value)
|
|
return;
|
|
|
|
glDepthMask (0);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glShadeModel (GL_SMOOTH);
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc (GL_ONE, GL_ONE);
|
|
|
|
f = r_fires;
|
|
for (i = 0; i < MAX_FIRES; i++, f++)
|
|
{
|
|
if (f->die < cl.time || !f->size)
|
|
continue;
|
|
f->size += f->decay;
|
|
f->color[3] /= 2.0;
|
|
R_DrawFire (f);
|
|
}
|
|
|
|
glColor3f (1.0, 1.0, 1.0);
|
|
glDisable (GL_BLEND);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthMask (1);
|
|
}
|
|
|