quakeforge/libs/video/renderer/r_main.c
2001-09-28 06:26:31 +00:00

142 lines
2.7 KiB
C

/*
#FILENAME#
#DESCRIPTION#
Copyright (C) 2001 #AUTHOR#
Author: #AUTHOR#
Date: #DATE#
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
#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;
entity_t *r_view_model;
entity_t *r_player_entity;
int r_lineadj;
qboolean r_active;
float r_time1;
byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
fire_t r_fires[MAX_FIRES];
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;
}