mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
5b054dd98b
Removes one more set of hard codings from particle types.
311 lines
6.6 KiB
C
311 lines
6.6 KiB
C
/*
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r_part.c
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Interface for particles
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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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cvar.h"
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#include "QF/qargs.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "compat.h"
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#include "r_internal.h"
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unsigned int r_maxparticles, numparticles;
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particle_t *active_particles, *free_particles, *particles, **freeparticles;
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vec3_t r_pright, r_pup, r_ppn;
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/*
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R_MaxParticlesCheck
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Misty-chan: Dynamically change the maximum amount of particles on the fly.
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Thanks to a LOT of help from Taniwha, Deek, Mercury, Lordhavoc, and lots of
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others.
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*/
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void
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R_MaxParticlesCheck (cvar_t *r_particles, cvar_t *r_particles_max)
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{
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/*
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Catchall. If the user changed the setting to a number less than zero *or*
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if we had a wacky cfg get past the init code check, this will make sure we
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don't have problems. Also note that grabbing the var->int_val is IMPORTANT:
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Prevents a segfault since if we grabbed the int_val of r_particles_max
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we'd sig11 right here at startup.
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*/
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if (r_particles && r_particles->int_val)
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r_maxparticles = r_particles_max ? r_particles_max->int_val : 0;
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else
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r_maxparticles = 0;
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/*
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Be very careful the next time we do something like this. calloc/free are
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IMPORTANT and the compiler doesn't know when we do bad things with them.
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*/
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if (particles)
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free (particles);
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if (freeparticles)
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free (freeparticles);
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particles = 0;
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freeparticles = 0;
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if (r_maxparticles) {
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particles = (particle_t *) calloc (r_maxparticles, sizeof (particle_t));
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freeparticles = (particle_t **) calloc (r_maxparticles,
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sizeof (particle_t *));
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}
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vr_funcs->R_ClearParticles ();
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if (r_init)
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vr_funcs->R_InitParticles ();
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}
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static int ramp1[8] = { 0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61 };
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static int ramp2[8] = { 0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66 };
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static int ramp3[8] = { 0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01 };
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static inline float
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slow_grav (void)
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{
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return -vr_data.frametime * vr_data.gravity * 0.0375;
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}
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static inline float
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grav (void)
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{
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return -vr_data.frametime * vr_data.gravity * 0.05;
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}
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static inline float
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fast_grav (void)
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{
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return -vr_data.frametime * vr_data.gravity;
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}
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static inline void
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add_vel (particle_t *part)
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{
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VectorMultAdd (part->org, vr_data.frametime, part->vel, part->org);
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}
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static inline void
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sub_slowgrav (particle_t *part)
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{
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part->vel[2] -= slow_grav ();
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}
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static inline void
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add_grav (particle_t *part)
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{
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part->vel[2] += grav ();
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}
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static inline void
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sub_grav (particle_t *part)
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{
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part->vel[2] -= grav ();
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}
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static inline void
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add_fastgrav (particle_t *part)
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{
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part->vel[2] += fast_grav ();
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}
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static inline qboolean
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add_ramp (particle_t *part, float time, int max)
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{
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part->ramp += vr_data.frametime * time;
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if (part->ramp >= max) {
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part->die = -1;
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return true;
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}
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return false;
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}
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static inline qboolean
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fade_alpha (particle_t *part, float time)
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{
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part->alpha -= vr_data.frametime * time;
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if (part->alpha <= 0.0) {
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part->die = -1;
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return true;
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}
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return false;
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}
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static void
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part_phys_static (particle_t *part)
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{
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add_vel (part);
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}
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static void
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part_phys_grav (particle_t *part)
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{
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add_vel (part);
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add_grav (part);
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}
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static void
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part_phys_fire (particle_t *part)
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{
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if (add_ramp (part, 5.0, 6))
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return;
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add_vel (part);
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part->color = ramp3[(int) part->ramp];
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part->alpha = (6.0 - part->ramp) / 6.0;
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sub_grav (part);
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}
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static void
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part_phys_explode (particle_t *part)
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{
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if (add_ramp (part, 10.0, 8))
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return;
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add_vel (part);
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part->color = ramp1[(int) part->ramp];
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VectorMultAdd (part->vel, vr_data.frametime * 4.0, part->vel, part->vel);
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add_grav (part);
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}
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static void
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part_phys_explode2 (particle_t *part)
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{
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if (add_ramp (part, 15.0, 8))
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return;
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add_vel (part);
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part->color = ramp2[(int) part->ramp];
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VectorMultAdd (part->vel, vr_data.frametime, part->vel, part->vel);
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add_grav (part);
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}
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static void
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part_phys_blob (particle_t *part)
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{
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add_vel (part);
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VectorMultAdd (part->vel, vr_data.frametime * 4.0, part->vel, part->vel);
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add_grav (part);
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}
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static void
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part_phys_blob2 (particle_t *part)
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{
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add_vel (part);
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part->vel[0] -= part->vel[0] * vr_data.frametime * 4.0;
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part->vel[1] -= part->vel[1] * vr_data.frametime * 4.0;
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add_grav (part);
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}
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static void
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part_phys_smoke (particle_t *part)
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{
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if (fade_alpha (part, 0.4))
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return;
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add_vel (part);
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part->scale += vr_data.frametime * 4.0;
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//sub_slowgrav (part);
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}
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static void
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part_phys_smokecloud (particle_t *part)
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{
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if (fade_alpha (part, 0.55))
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return;
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add_vel (part);
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part->scale += vr_data.frametime * 50.0;
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sub_slowgrav (part);
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}
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static void
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part_phys_bloodcloud (particle_t *part)
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{
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if (fade_alpha (part, 0.25))
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return;
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add_vel (part);
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part->scale += vr_data.frametime * 4.0;
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add_grav (part);
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}
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static void
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part_phys_fallfade (particle_t *part)
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{
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if (fade_alpha (part, 1.0))
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return;
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add_vel (part);
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add_fastgrav (part);
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}
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static void
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part_phys_fallfadespark (particle_t *part)
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{
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if (add_ramp (part, 15.0, 8))
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return;
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if (fade_alpha (part, 1.0))
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return;
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part->color = ramp1[(int) part->ramp];
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add_vel (part);
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add_fastgrav (part);
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}
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static void
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part_phys_flame (particle_t *part)
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{
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if (fade_alpha (part, 0.125))
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return;
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add_vel (part);
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part->scale -= vr_data.frametime * 2.0;
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}
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static pt_phys_func part_phys[] = {
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part_phys_static, // pt_static
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part_phys_grav, // pt_grav
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part_phys_grav, // pt_slowgrav
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part_phys_fire, // pt_fire
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part_phys_explode, // pt_explode
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part_phys_explode2, // pt_explode2
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part_phys_blob, // pt_blob
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part_phys_blob2, // pt_blob2
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part_phys_smoke, // pt_smoke
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part_phys_smokecloud, // pt_smokecloud
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part_phys_bloodcloud, // pt_bloodcloud
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part_phys_static, // pt_fadespark
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part_phys_static, // pt_fadespark2
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part_phys_fallfade, // pt_fallfade
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part_phys_fallfadespark,// pt_fallfadespark
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part_phys_flame, // pt_flame
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};
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pt_phys_func
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R_ParticlePhysics (ptype_t type)
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{
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if (type < pt_static || type > pt_flame)
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Sys_Error ("R_ParticlePhysics: invalid particle type");
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return part_phys[type];
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}
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