mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
f61ca0e321
of gl_dyn_fires.c have been moved to r_main.c (for now).
169 lines
2.9 KiB
C
169 lines
2.9 KiB
C
#ifdef HAVE_CONFIG_H
|
|
# include "config.h"
|
|
#endif
|
|
#ifdef HAVE_STRING_H
|
|
# include <string.h>
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include <strings.h>
|
|
#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;
|
|
}
|