/* r_part.c @description@ Copyright (C) 1996-1997 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "QF/console.h" #include "QF/cvar.h" #include "QF/qargs.h" #include "QF/render.h" #include "compat.h" #include "r_local.h" unsigned int r_maxparticles, numparticles; particle_t *active_particles, *free_particles, *particles, **freeparticles; vec3_t r_pright, r_pup, r_ppn; void (*R_RocketTrail) (struct entity_s *ent); void (*R_GrenadeTrail) (struct entity_s *ent); void (*R_BloodTrail) (struct entity_s *ent); void (*R_SlightBloodTrail) (struct entity_s *ent); void (*R_WizTrail) (struct entity_s *ent); void (*R_FlameTrail) (struct entity_s *ent); void (*R_VoorTrail) (struct entity_s *ent); void (*R_RunParticleEffect) (vec3_t org, vec3_t dir, int color, int count); void (*R_BloodPuffEffect) (vec3_t org, int count); void (*R_GunshotEffect) (vec3_t org, int count); void (*R_LightningBloodEffect) (vec3_t org); void (*R_SpikeEffect) (vec3_t org); void (*R_KnightSpikeEffect) (vec3_t org); void (*R_SuperSpikeEffect) (vec3_t org); void (*R_WizSpikeEffect) (vec3_t org); void (*R_BlobExplosion) (vec3_t org); void (*R_ParticleExplosion) (vec3_t org); void (*R_ParticleExplosion2) (vec3_t org, int colorStart, int colorLength); void (*R_LavaSplash) (vec3_t org); void (*R_TeleportSplash) (vec3_t org); /* R_MaxParticlesCheck Misty-chan: Dynamically change the maximum amount of particles on the fly. Thanks to a LOT of help from Taniwha, Deek, Mercury, Lordhavoc, and lots of others. */ void R_MaxParticlesCheck (cvar_t *r_particles, cvar_t *r_particles_max) { /* Catchall. If the user changed the setting to a number less than zero *or* if we had a wacky cfg get past the init code check, this will make sure we don't have problems. Also note that grabbing the var->int_val is IMPORTANT: Prevents a segfault since if we grabbed the int_val of r_particles_max we'd sig11 right here at startup. */ if (r_particles && r_particles->int_val) r_maxparticles = r_particles_max ? r_particles_max->int_val : 0; else r_maxparticles = 0; /* Be very careful the next time we do something like this. calloc/free are IMPORTANT and the compiler doesn't know when we do bad things with them. */ if (particles) free (particles); if (freeparticles) free (freeparticles); particles = 0; freeparticles = 0; if (r_maxparticles) { particles = (particle_t *) calloc (r_maxparticles, sizeof (particle_t)); freeparticles = (particle_t **) calloc (r_maxparticles, sizeof (particle_t *)); } R_ClearParticles (); if (r_init) R_InitParticles (); } void R_DarkFieldParticles (entity_t *ent) { int i, j, k; float vel; particle_t *p; vec3_t dir, 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 = r_realtime + 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); } } static float beamlength = 16; static vec3_t avelocities[NUMVERTEXNORMALS]; void R_EntityParticles (entity_t *ent) { int count, i; float angle, dist, sp, sy, cp, cy; // cr, sr particle_t *p; vec3_t forward; 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 = r_realtime * avelocities[i][0]; sy = sin (angle); cy = cos (angle); angle = r_realtime * avelocities[i][1]; sp = sin (angle); cp = cos (angle); // Next 3 lines results aren't currently used, may be in future. --Despair // angle = r_realtime * 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 = r_realtime + 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; } }