mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
f78b973978
target specific files that I don't build won't compile yet. just put QF/ infront of the offending headers. Also move ver_check into libqfutils
205 lines
3.9 KiB
C
205 lines
3.9 KiB
C
/*
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r_part.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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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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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "cl_main.h"
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "glquake.h"
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#define MAX_FIRES 128 // rocket flames
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static fire_t r_fires[MAX_FIRES];
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extern cvar_t *gl_fires;
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extern cvar_t *r_firecolor;
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/*
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R_AddFire
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Nifty ball of fire GL effect. Kinda a meshing of the dlight and
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particle engine code.
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*/
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void
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R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
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{
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float len;
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fire_t *f;
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vec3_t vec;
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int key;
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if (!gl_fires->int_val)
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return;
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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key = ent->keynum;
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if (len) {
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f = R_AllocFire (key);
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VectorCopy (end, f->origin);
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VectorCopy (start, f->owner);
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f->size = 10;
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f->die = cl.time + 0.5;
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f->decay = 1;
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VectorCopy (r_firecolor->vec, f->color);
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}
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}
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/*
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R_AllocFire
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Clears out and returns a new fireball
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*/
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fire_t *
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R_AllocFire (int key)
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{
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int i;
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fire_t *f;
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if (key) // first try to find/reuse a keyed
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// spot
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{
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f = r_fires;
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for (i = 0; i < MAX_FIRES; i++, f++)
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if (f->key == key) {
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memset (f, 0, sizeof (*f));
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f->key = key;
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return f;
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}
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}
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f = r_fires; // no match, look for a free spot
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for (i = 0; i < MAX_FIRES; i++, f++) {
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if (f->die < cl.time) {
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memset (f, 0, sizeof (*f));
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f->key = key;
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return f;
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}
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}
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f = &r_fires[0];
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memset (f, 0, sizeof (*f));
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f->key = key;
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return f;
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}
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/*
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R_DrawFire
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draws one fireball - probably never need to call this directly
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*/
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void
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R_DrawFire (fire_t *f)
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{
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int i, j;
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vec3_t vec, vec2;
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float radius;
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float *b_sin, *b_cos;
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b_sin = bubble_sintable;
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b_cos = bubble_costable;
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radius = f->size - 0.5;
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// figure out if we're inside the area of effect
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VectorSubtract (f->origin, r_origin, vec);
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if (Length (vec) < radius) {
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AddLightBlend (f->color[0], f->color[1], f->color[2], f->size * 0.0003); // we are
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return;
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}
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// we're not - draw it
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glBegin (GL_TRIANGLE_FAN);
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if (lighthalf)
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glColor3f (f->color[0] * 0.5, f->color[1] * 0.5, f->color[2] * 0.5);
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else
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glColor3fv (f->color);
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for (i = 0; i < 3; i++)
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vec[i] = f->origin[i] - vpn[i] * radius;
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glVertex3fv (vec);
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glColor3f (0.0, 0.0, 0.0);
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// don't panic, this just draws a bubble...
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for (i = 16; i >= 0; i--) {
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for (j = 0; j < 3; j++) {
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vec[j] = f->origin[j] + (*b_cos * vright[j]
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+ vup[j] * (*b_sin)) * radius;
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vec2[j] = f->owner[j] + (*b_cos * vright[j]
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+ vup[j] * (*b_sin)) * radius;
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}
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glVertex3fv (vec);
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glVertex3fv (vec2);
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b_sin += 2;
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b_cos += 2;
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}
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glEnd ();
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glColor3ubv (lighthalf_v);
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}
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/*
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R_UpdateFires
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Draws each fireball in sequence
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*/
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void
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R_UpdateFires (void)
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{
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int i;
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fire_t *f;
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if (!gl_fires->int_val)
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return;
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glDepthMask (GL_FALSE);
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glDisable (GL_TEXTURE_2D);
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glBlendFunc (GL_ONE, GL_ONE);
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f = r_fires;
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for (i = 0; i < MAX_FIRES; i++, f++) {
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if (f->die < cl.time || !f->size)
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continue;
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f->size += f->decay;
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R_DrawFire (f);
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}
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (GL_TRUE);
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}
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