mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 05:01:26 +00:00
110 lines
1.9 KiB
C
110 lines
1.9 KiB
C
#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 "QF/cvar.h"
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#include "QF/qtypes.h"
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#include "QF/render.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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qboolean r_inhibit_viewmodel;
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qboolean r_force_fullscreen;
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qboolean r_paused;
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double r_realtime;
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double r_frametime;
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entity_t *r_view_model;
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entity_t *r_player_entity;
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int r_lineadj;
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qboolean r_active;
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float r_time1;
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byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
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byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
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fire_t r_fires[MAX_FIRES];
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void
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R_ClearFires (void)
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{
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memset (r_fires, 0, sizeof (r_fires));
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}
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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 = r_realtime + 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 < r_realtime) {
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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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