#ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/qtypes.h" #include "QF/render.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" qboolean r_inhibit_viewmodel; qboolean r_force_fullscreen; qboolean r_paused; double r_realtime; double r_frametime; entity_t *r_view_model; entity_t *r_player_entity; int r_lineadj; qboolean r_active; float r_time1; byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set fire_t r_fires[MAX_FIRES]; void R_ClearFires (void) { memset (r_fires, 0, sizeof (r_fires)); } /* 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; vec3_t vec; int key; if (!gl_fires->int_val) return; VectorSubtract (end, start, vec); len = VectorNormalize (vec); key = ent->keynum; if (len) { f = R_AllocFire (key); VectorCopy (end, f->origin); VectorCopy (start, f->owner); f->size = 10; f->die = r_realtime + 0.5; f->decay = 1; VectorCopy (r_firecolor->vec, f->color); } } /* 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 < r_realtime) { memset (f, 0, sizeof (*f)); f->key = key; return f; } } f = &r_fires[0]; memset (f, 0, sizeof (*f)); f->key = key; return f; }