#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; dlight_t r_dlights[MAX_DLIGHTS]; entity_t *r_view_model; entity_t *r_player_entity; lightstyle_t r_lightstyle[MAX_LIGHTSTYLES]; int r_lineadj; qboolean r_active; float r_time1; fire_t r_fires[MAX_FIRES]; dlight_t * R_AllocDlight (int key) { int i; dlight_t *dl; // first look for an exact key match if (key) { dl = r_dlights; for (i = 0; i < MAX_DLIGHTS; i++, dl++) { if (dl->key == key) { memset (dl, 0, sizeof (*dl)); dl->key = key; dl->color[0] = dl->color[1] = dl->color[2] = 1; return dl; } } } // then look for anything else dl = r_dlights; for (i = 0; i < MAX_DLIGHTS; i++, dl++) { if (dl->die < r_realtime) { memset (dl, 0, sizeof (*dl)); dl->key = key; dl->color[0] = dl->color[1] = dl->color[2] = 1; return dl; } } dl = &r_dlights[0]; memset (dl, 0, sizeof (*dl)); dl->key = key; return dl; } void R_DecayLights (double frametime) { int i; dlight_t *dl; dl = r_dlights; for (i = 0; i < MAX_DLIGHTS; i++, dl++) { if (dl->die < r_realtime || !dl->radius) continue; dl->radius -= frametime * dl->decay; if (dl->radius < 0) dl->radius = 0; } } void R_ClearDlights (void) { memset (r_dlights, 0, sizeof (r_dlights)); } 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; }