mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-12-01 16:42:42 +00:00
1925 lines
39 KiB
C
1925 lines
39 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.8 2006/04/14 18:16:31 makro
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// no message
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//
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// Revision 1.7 2003/03/29 18:53:41 jbravo
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// Fixed ammo bug when dropping bandolier. Added color to more errormessages
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//
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// Revision 1.6 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.5 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.4 2001/12/31 16:28:41 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Rafael particles
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// cg_particles.c
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#include "cg_local.h"
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#define BLOODRED 2
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#define EMISIVEFADE 3
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#define GREY75 4
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typedef struct particle_s {
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struct particle_s *next;
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float time;
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float endtime;
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vec3_t org;
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vec3_t vel;
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vec3_t accel;
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int color;
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float colorvel;
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float alpha;
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float alphavel;
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int type;
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qhandle_t pshader;
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float height;
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float width;
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float endheight;
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float endwidth;
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float start;
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float end;
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float startfade;
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qboolean rotate;
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int snum;
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qboolean link;
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// Ridah
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int shaderAnim;
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int roll;
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int accumroll;
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} cparticle_t;
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typedef enum {
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P_NONE,
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P_WEATHER,
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P_FLAT,
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P_SMOKE,
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P_ROTATE,
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P_WEATHER_TURBULENT,
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P_ANIM, // Ridah
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P_BAT,
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P_BLEED,
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P_FLAT_SCALEUP,
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P_FLAT_SCALEUP_FADE,
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P_WEATHER_FLURRY,
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P_SMOKE_IMPACT,
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P_BUBBLE,
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P_BUBBLE_TURBULENT,
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P_SPRITE
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} particle_type_t;
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#define MAX_SHADER_ANIMS 32
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#define MAX_SHADER_ANIM_FRAMES 64
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static char *shaderAnimNames[MAX_SHADER_ANIMS] = {
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"explode1",
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"blacksmokeanim",
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"twiltb2",
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"expblue",
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"blacksmokeanimb", // uses 'explode1' sequence
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"blood",
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NULL
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};
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static qhandle_t shaderAnims[MAX_SHADER_ANIMS][MAX_SHADER_ANIM_FRAMES];
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static int shaderAnimCounts[MAX_SHADER_ANIMS] = {
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23,
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25,
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45,
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25,
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23,
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5,
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};
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static float shaderAnimSTRatio[MAX_SHADER_ANIMS] = {
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1.405f,
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1.0f,
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1.0f,
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1.0f,
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1.0f,
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1.0f,
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};
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static int numShaderAnims;
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// done.
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#define PARTICLE_GRAVITY 40
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#define MAX_PARTICLES 1024 * 8
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cparticle_t *active_particles, *free_particles;
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cparticle_t particles[MAX_PARTICLES];
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int cl_numparticles = MAX_PARTICLES;
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qboolean initparticles = qfalse;
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vec3_t vforward, vright, vup;
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vec3_t rforward, rright, rup;
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float oldtime;
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/*
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===============
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CL_ClearParticles
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===============
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*/
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void CG_ClearParticles(void)
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{
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int i;
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memset(particles, 0, sizeof(particles));
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free_particles = &particles[0];
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active_particles = NULL;
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for (i = 0; i < cl_numparticles; i++) {
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particles[i].next = &particles[i + 1];
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particles[i].type = 0;
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}
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particles[cl_numparticles - 1].next = NULL;
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oldtime = cg.time;
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// Ridah, init the shaderAnims
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for (i = 0; shaderAnimNames[i]; i++) {
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int j;
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for (j = 0; j < shaderAnimCounts[i]; j++) {
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shaderAnims[i][j] = trap_R_RegisterShader(va("%s%i", shaderAnimNames[i], j + 1));
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}
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}
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numShaderAnims = i;
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// done.
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initparticles = qtrue;
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}
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/*
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=====================
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CG_AddParticleToScene
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=====================
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*/
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void CG_AddParticleToScene(cparticle_t * p, vec3_t org, float alpha)
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{
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vec3_t point;
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polyVert_t verts[4];
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float width;
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float height;
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float time, time2;
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float ratio;
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float invratio;
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vec3_t color;
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polyVert_t TRIverts[3];
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vec3_t rright2, rup2;
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if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY || p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) { // create a front facing polygon
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if (p->type != P_WEATHER_FLURRY) {
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if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) {
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if (org[2] > p->end) {
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p->time = cg.time;
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VectorCopy(org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground
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p->org[2] = (p->start + crandom() * 4);
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if (p->type == P_BUBBLE_TURBULENT) {
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p->vel[0] = crandom() * 4;
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p->vel[1] = crandom() * 4;
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}
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}
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} else {
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if (org[2] < p->end) {
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p->time = cg.time;
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VectorCopy(org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground
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while (p->org[2] < p->end) {
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p->org[2] += (p->start - p->end);
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}
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if (p->type == P_WEATHER_TURBULENT) {
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p->vel[0] = crandom() * 16;
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p->vel[1] = crandom() * 16;
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}
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}
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}
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// Rafael snow pvs check
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if (!p->link)
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return;
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p->alpha = 1;
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}
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// Ridah, had to do this or MAX_POLYS is being exceeded in village1.bsp
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if (Distance(cg.snap->ps.origin, org) > 1024) {
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return;
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}
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// done.
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if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) {
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VectorMA(org, -p->height, vup, point);
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VectorMA(point, -p->width, vright, point);
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VectorCopy(point, verts[0].xyz);
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verts[0].st[0] = 0;
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verts[0].st[1] = 0;
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verts[0].modulate[0] = 255;
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verts[0].modulate[1] = 255;
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verts[0].modulate[2] = 255;
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verts[0].modulate[3] = 255 * p->alpha;
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VectorMA(org, -p->height, vup, point);
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VectorMA(point, p->width, vright, point);
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VectorCopy(point, verts[1].xyz);
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verts[1].st[0] = 0;
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verts[1].st[1] = 1;
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verts[1].modulate[0] = 255;
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verts[1].modulate[1] = 255;
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verts[1].modulate[2] = 255;
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verts[1].modulate[3] = 255 * p->alpha;
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VectorMA(org, p->height, vup, point);
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VectorMA(point, p->width, vright, point);
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VectorCopy(point, verts[2].xyz);
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verts[2].st[0] = 1;
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verts[2].st[1] = 1;
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verts[2].modulate[0] = 255;
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verts[2].modulate[1] = 255;
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verts[2].modulate[2] = 255;
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verts[2].modulate[3] = 255 * p->alpha;
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VectorMA(org, p->height, vup, point);
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VectorMA(point, -p->width, vright, point);
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VectorCopy(point, verts[3].xyz);
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verts[3].st[0] = 1;
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verts[3].st[1] = 0;
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verts[3].modulate[0] = 255;
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verts[3].modulate[1] = 255;
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verts[3].modulate[2] = 255;
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verts[3].modulate[3] = 255 * p->alpha;
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} else {
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VectorMA(org, -p->height, vup, point);
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VectorMA(point, -p->width, vright, point);
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VectorCopy(point, TRIverts[0].xyz);
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TRIverts[0].st[0] = 1;
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TRIverts[0].st[1] = 0;
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TRIverts[0].modulate[0] = 255;
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TRIverts[0].modulate[1] = 255;
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TRIverts[0].modulate[2] = 255;
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TRIverts[0].modulate[3] = 255 * p->alpha;
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VectorMA(org, p->height, vup, point);
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VectorMA(point, -p->width, vright, point);
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VectorCopy(point, TRIverts[1].xyz);
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TRIverts[1].st[0] = 0;
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TRIverts[1].st[1] = 0;
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TRIverts[1].modulate[0] = 255;
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TRIverts[1].modulate[1] = 255;
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TRIverts[1].modulate[2] = 255;
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TRIverts[1].modulate[3] = 255 * p->alpha;
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VectorMA(org, p->height, vup, point);
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VectorMA(point, p->width, vright, point);
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VectorCopy(point, TRIverts[2].xyz);
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TRIverts[2].st[0] = 0;
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TRIverts[2].st[1] = 1;
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TRIverts[2].modulate[0] = 255;
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TRIverts[2].modulate[1] = 255;
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TRIverts[2].modulate[2] = 255;
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TRIverts[2].modulate[3] = 255 * p->alpha;
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}
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} else if (p->type == P_SPRITE) {
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vec3_t rr, ru;
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vec3_t rotate_ang;
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VectorSet(color, 1.0, 1.0, 1.0);
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time = cg.time - p->time;
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time2 = p->endtime - p->time;
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ratio = time / time2;
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width = p->width + (ratio * (p->endwidth - p->width));
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height = p->height + (ratio * (p->endheight - p->height));
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if (p->roll) {
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vectoangles(cg.refdef.viewaxis[0], rotate_ang);
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rotate_ang[ROLL] += p->roll;
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AngleVectors(rotate_ang, NULL, rr, ru);
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}
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if (p->roll) {
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VectorMA(org, -height, ru, point);
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VectorMA(point, -width, rr, point);
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} else {
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VectorMA(org, -height, vup, point);
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VectorMA(point, -width, vright, point);
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}
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VectorCopy(point, verts[0].xyz);
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verts[0].st[0] = 0;
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verts[0].st[1] = 0;
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verts[0].modulate[0] = 255;
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verts[0].modulate[1] = 255;
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verts[0].modulate[2] = 255;
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verts[0].modulate[3] = 255;
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if (p->roll) {
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VectorMA(point, 2 * height, ru, point);
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} else {
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VectorMA(point, 2 * height, vup, point);
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}
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VectorCopy(point, verts[1].xyz);
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verts[1].st[0] = 0;
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verts[1].st[1] = 1;
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verts[1].modulate[0] = 255;
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verts[1].modulate[1] = 255;
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verts[1].modulate[2] = 255;
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verts[1].modulate[3] = 255;
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if (p->roll) {
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VectorMA(point, 2 * width, rr, point);
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} else {
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VectorMA(point, 2 * width, vright, point);
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}
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VectorCopy(point, verts[2].xyz);
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verts[2].st[0] = 1;
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verts[2].st[1] = 1;
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verts[2].modulate[0] = 255;
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verts[2].modulate[1] = 255;
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verts[2].modulate[2] = 255;
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verts[2].modulate[3] = 255;
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if (p->roll) {
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VectorMA(point, -2 * height, ru, point);
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} else {
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VectorMA(point, -2 * height, vup, point);
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}
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VectorCopy(point, verts[3].xyz);
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verts[3].st[0] = 1;
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verts[3].st[1] = 0;
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verts[3].modulate[0] = 255;
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verts[3].modulate[1] = 255;
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verts[3].modulate[2] = 255;
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verts[3].modulate[3] = 255;
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} else if (p->type == P_SMOKE || p->type == P_SMOKE_IMPACT) { // create a front rotating facing polygon
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if (p->type == P_SMOKE_IMPACT && Distance(cg.snap->ps.origin, org) > 1024) {
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return;
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}
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if (p->color == BLOODRED)
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VectorSet(color, 0.22f, 0.0f, 0.0f);
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else if (p->color == GREY75) {
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float len;
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float greyit;
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float val;
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len = Distance(cg.snap->ps.origin, org);
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if (!len)
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len = 1;
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val = 4096 / len;
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greyit = 0.25 * val;
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if (greyit > 0.5)
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greyit = 0.5;
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VectorSet(color, greyit, greyit, greyit);
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} else
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VectorSet(color, 1.0, 1.0, 1.0);
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time = cg.time - p->time;
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time2 = p->endtime - p->time;
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ratio = time / time2;
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if (cg.time > p->startfade) {
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invratio = 1 - ((cg.time - p->startfade) / (p->endtime - p->startfade));
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if (p->color == EMISIVEFADE) {
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float fval;
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fval = (invratio * invratio);
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if (fval < 0)
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fval = 0;
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VectorSet(color, fval, fval, fval);
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}
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invratio *= p->alpha;
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} else
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invratio = 1 * p->alpha;
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if (cgs.glconfig.hardwareType == GLHW_RAGEPRO)
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invratio = 1;
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if (invratio > 1)
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invratio = 1;
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width = p->width + (ratio * (p->endwidth - p->width));
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height = p->height + (ratio * (p->endheight - p->height));
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if (p->type != P_SMOKE_IMPACT) {
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vec3_t temp;
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vectoangles(rforward, temp);
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p->accumroll += p->roll;
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temp[ROLL] += p->accumroll * 0.1;
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AngleVectors(temp, NULL, rright2, rup2);
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} else {
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VectorCopy(rright, rright2);
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VectorCopy(rup, rup2);
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}
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if (p->rotate) {
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VectorMA(org, -height, rup2, point);
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VectorMA(point, -width, rright2, point);
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} else {
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VectorMA(org, -p->height, vup, point);
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VectorMA(point, -p->width, vright, point);
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}
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VectorCopy(point, verts[0].xyz);
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verts[0].st[0] = 0;
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verts[0].st[1] = 0;
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verts[0].modulate[0] = 255 * color[0];
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verts[0].modulate[1] = 255 * color[1];
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verts[0].modulate[2] = 255 * color[2];
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verts[0].modulate[3] = 255 * invratio;
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if (p->rotate) {
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VectorMA(org, -height, rup2, point);
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VectorMA(point, width, rright2, point);
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} else {
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VectorMA(org, -p->height, vup, point);
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VectorMA(point, p->width, vright, point);
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}
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VectorCopy(point, verts[1].xyz);
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verts[1].st[0] = 0;
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verts[1].st[1] = 1;
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verts[1].modulate[0] = 255 * color[0];
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verts[1].modulate[1] = 255 * color[1];
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verts[1].modulate[2] = 255 * color[2];
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verts[1].modulate[3] = 255 * invratio;
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if (p->rotate) {
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VectorMA(org, height, rup2, point);
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VectorMA(point, width, rright2, point);
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} else {
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VectorMA(org, p->height, vup, point);
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VectorMA(point, p->width, vright, point);
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}
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VectorCopy(point, verts[2].xyz);
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verts[2].st[0] = 1;
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verts[2].st[1] = 1;
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verts[2].modulate[0] = 255 * color[0];
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verts[2].modulate[1] = 255 * color[1];
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verts[2].modulate[2] = 255 * color[2];
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verts[2].modulate[3] = 255 * invratio;
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if (p->rotate) {
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VectorMA(org, height, rup2, point);
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VectorMA(point, -width, rright2, point);
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} else {
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VectorMA(org, p->height, vup, point);
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VectorMA(point, -p->width, vright, point);
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}
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VectorCopy(point, verts[3].xyz);
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verts[3].st[0] = 1;
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verts[3].st[1] = 0;
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verts[3].modulate[0] = 255 * color[0];
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verts[3].modulate[1] = 255 * color[1];
|
|
verts[3].modulate[2] = 255 * color[2];
|
|
verts[3].modulate[3] = 255 * invratio;
|
|
|
|
} else if (p->type == P_BLEED) {
|
|
vec3_t rr, ru;
|
|
vec3_t rotate_ang;
|
|
float alpha;
|
|
|
|
alpha = p->alpha;
|
|
|
|
if (cgs.glconfig.hardwareType == GLHW_RAGEPRO)
|
|
alpha = 1;
|
|
|
|
if (p->roll) {
|
|
vectoangles(cg.refdef.viewaxis[0], rotate_ang);
|
|
rotate_ang[ROLL] += p->roll;
|
|
AngleVectors(rotate_ang, NULL, rr, ru);
|
|
} else {
|
|
VectorCopy(vup, ru);
|
|
VectorCopy(vright, rr);
|
|
}
|
|
|
|
VectorMA(org, -p->height, ru, point);
|
|
VectorMA(point, -p->width, rr, point);
|
|
VectorCopy(point, verts[0].xyz);
|
|
verts[0].st[0] = 0;
|
|
verts[0].st[1] = 0;
|
|
verts[0].modulate[0] = 111;
|
|
verts[0].modulate[1] = 19;
|
|
verts[0].modulate[2] = 9;
|
|
verts[0].modulate[3] = 255 * alpha;
|
|
|
|
VectorMA(org, -p->height, ru, point);
|
|
VectorMA(point, p->width, rr, point);
|
|
VectorCopy(point, verts[1].xyz);
|
|
verts[1].st[0] = 0;
|
|
verts[1].st[1] = 1;
|
|
verts[1].modulate[0] = 111;
|
|
verts[1].modulate[1] = 19;
|
|
verts[1].modulate[2] = 9;
|
|
verts[1].modulate[3] = 255 * alpha;
|
|
|
|
VectorMA(org, p->height, ru, point);
|
|
VectorMA(point, p->width, rr, point);
|
|
VectorCopy(point, verts[2].xyz);
|
|
verts[2].st[0] = 1;
|
|
verts[2].st[1] = 1;
|
|
verts[2].modulate[0] = 111;
|
|
verts[2].modulate[1] = 19;
|
|
verts[2].modulate[2] = 9;
|
|
verts[2].modulate[3] = 255 * alpha;
|
|
|
|
VectorMA(org, p->height, ru, point);
|
|
VectorMA(point, -p->width, rr, point);
|
|
VectorCopy(point, verts[3].xyz);
|
|
verts[3].st[0] = 1;
|
|
verts[3].st[1] = 0;
|
|
verts[3].modulate[0] = 111;
|
|
verts[3].modulate[1] = 19;
|
|
verts[3].modulate[2] = 9;
|
|
verts[3].modulate[3] = 255 * alpha;
|
|
|
|
} else if (p->type == P_FLAT_SCALEUP) {
|
|
float width, height;
|
|
float sinR, cosR;
|
|
|
|
if (p->color == BLOODRED)
|
|
VectorSet(color, 1, 1, 1);
|
|
else
|
|
VectorSet(color, 0.5, 0.5, 0.5);
|
|
|
|
time = cg.time - p->time;
|
|
time2 = p->endtime - p->time;
|
|
ratio = time / time2;
|
|
|
|
width = p->width + (ratio * (p->endwidth - p->width));
|
|
height = p->height + (ratio * (p->endheight - p->height));
|
|
|
|
if (width > p->endwidth)
|
|
width = p->endwidth;
|
|
|
|
if (height > p->endheight)
|
|
height = p->endheight;
|
|
|
|
sinR = height * sin(DEG2RAD(p->roll)) * sqrt(2);
|
|
cosR = width * cos(DEG2RAD(p->roll)) * sqrt(2);
|
|
|
|
VectorCopy(org, verts[0].xyz);
|
|
verts[0].xyz[0] -= sinR;
|
|
verts[0].xyz[1] -= cosR;
|
|
verts[0].st[0] = 0;
|
|
verts[0].st[1] = 0;
|
|
verts[0].modulate[0] = 255 * color[0];
|
|
verts[0].modulate[1] = 255 * color[1];
|
|
verts[0].modulate[2] = 255 * color[2];
|
|
verts[0].modulate[3] = 255;
|
|
|
|
VectorCopy(org, verts[1].xyz);
|
|
verts[1].xyz[0] -= cosR;
|
|
verts[1].xyz[1] += sinR;
|
|
verts[1].st[0] = 0;
|
|
verts[1].st[1] = 1;
|
|
verts[1].modulate[0] = 255 * color[0];
|
|
verts[1].modulate[1] = 255 * color[1];
|
|
verts[1].modulate[2] = 255 * color[2];
|
|
verts[1].modulate[3] = 255;
|
|
|
|
VectorCopy(org, verts[2].xyz);
|
|
verts[2].xyz[0] += sinR;
|
|
verts[2].xyz[1] += cosR;
|
|
verts[2].st[0] = 1;
|
|
verts[2].st[1] = 1;
|
|
verts[2].modulate[0] = 255 * color[0];
|
|
verts[2].modulate[1] = 255 * color[1];
|
|
verts[2].modulate[2] = 255 * color[2];
|
|
verts[2].modulate[3] = 255;
|
|
|
|
VectorCopy(org, verts[3].xyz);
|
|
verts[3].xyz[0] += cosR;
|
|
verts[3].xyz[1] -= sinR;
|
|
verts[3].st[0] = 1;
|
|
verts[3].st[1] = 0;
|
|
verts[3].modulate[0] = 255 * color[0];
|
|
verts[3].modulate[1] = 255 * color[1];
|
|
verts[3].modulate[2] = 255 * color[2];
|
|
verts[3].modulate[3] = 255;
|
|
} else if (p->type == P_FLAT) {
|
|
|
|
VectorCopy(org, verts[0].xyz);
|
|
verts[0].xyz[0] -= p->height;
|
|
verts[0].xyz[1] -= p->width;
|
|
verts[0].st[0] = 0;
|
|
verts[0].st[1] = 0;
|
|
verts[0].modulate[0] = 255;
|
|
verts[0].modulate[1] = 255;
|
|
verts[0].modulate[2] = 255;
|
|
verts[0].modulate[3] = 255;
|
|
|
|
VectorCopy(org, verts[1].xyz);
|
|
verts[1].xyz[0] -= p->height;
|
|
verts[1].xyz[1] += p->width;
|
|
verts[1].st[0] = 0;
|
|
verts[1].st[1] = 1;
|
|
verts[1].modulate[0] = 255;
|
|
verts[1].modulate[1] = 255;
|
|
verts[1].modulate[2] = 255;
|
|
verts[1].modulate[3] = 255;
|
|
|
|
VectorCopy(org, verts[2].xyz);
|
|
verts[2].xyz[0] += p->height;
|
|
verts[2].xyz[1] += p->width;
|
|
verts[2].st[0] = 1;
|
|
verts[2].st[1] = 1;
|
|
verts[2].modulate[0] = 255;
|
|
verts[2].modulate[1] = 255;
|
|
verts[2].modulate[2] = 255;
|
|
verts[2].modulate[3] = 255;
|
|
|
|
VectorCopy(org, verts[3].xyz);
|
|
verts[3].xyz[0] += p->height;
|
|
verts[3].xyz[1] -= p->width;
|
|
verts[3].st[0] = 1;
|
|
verts[3].st[1] = 0;
|
|
verts[3].modulate[0] = 255;
|
|
verts[3].modulate[1] = 255;
|
|
verts[3].modulate[2] = 255;
|
|
verts[3].modulate[3] = 255;
|
|
|
|
}
|
|
// Ridah
|
|
else if (p->type == P_ANIM) {
|
|
vec3_t rr, ru;
|
|
vec3_t rotate_ang;
|
|
int i, j;
|
|
|
|
time = cg.time - p->time;
|
|
time2 = p->endtime - p->time;
|
|
ratio = time / time2;
|
|
if (ratio >= 1.0f) {
|
|
ratio = 0.9999f;
|
|
}
|
|
|
|
width = p->width + (ratio * (p->endwidth - p->width));
|
|
height = p->height + (ratio * (p->endheight - p->height));
|
|
|
|
// if we are "inside" this sprite, don't draw
|
|
if (Distance(cg.snap->ps.origin, org) < width / 1.5) {
|
|
return;
|
|
}
|
|
|
|
i = p->shaderAnim;
|
|
j = (int) floor(ratio * shaderAnimCounts[p->shaderAnim]);
|
|
p->pshader = shaderAnims[i][j];
|
|
|
|
if (p->roll) {
|
|
vectoangles(cg.refdef.viewaxis[0], rotate_ang);
|
|
rotate_ang[ROLL] += p->roll;
|
|
AngleVectors(rotate_ang, NULL, rr, ru);
|
|
}
|
|
|
|
if (p->roll) {
|
|
VectorMA(org, -height, ru, point);
|
|
VectorMA(point, -width, rr, point);
|
|
} else {
|
|
VectorMA(org, -height, vup, point);
|
|
VectorMA(point, -width, vright, point);
|
|
}
|
|
VectorCopy(point, verts[0].xyz);
|
|
verts[0].st[0] = 0;
|
|
verts[0].st[1] = 0;
|
|
verts[0].modulate[0] = 255;
|
|
verts[0].modulate[1] = 255;
|
|
verts[0].modulate[2] = 255;
|
|
verts[0].modulate[3] = 255;
|
|
|
|
if (p->roll) {
|
|
VectorMA(point, 2 * height, ru, point);
|
|
} else {
|
|
VectorMA(point, 2 * height, vup, point);
|
|
}
|
|
VectorCopy(point, verts[1].xyz);
|
|
verts[1].st[0] = 0;
|
|
verts[1].st[1] = 1;
|
|
verts[1].modulate[0] = 255;
|
|
verts[1].modulate[1] = 255;
|
|
verts[1].modulate[2] = 255;
|
|
verts[1].modulate[3] = 255;
|
|
|
|
if (p->roll) {
|
|
VectorMA(point, 2 * width, rr, point);
|
|
} else {
|
|
VectorMA(point, 2 * width, vright, point);
|
|
}
|
|
VectorCopy(point, verts[2].xyz);
|
|
verts[2].st[0] = 1;
|
|
verts[2].st[1] = 1;
|
|
verts[2].modulate[0] = 255;
|
|
verts[2].modulate[1] = 255;
|
|
verts[2].modulate[2] = 255;
|
|
verts[2].modulate[3] = 255;
|
|
|
|
if (p->roll) {
|
|
VectorMA(point, -2 * height, ru, point);
|
|
} else {
|
|
VectorMA(point, -2 * height, vup, point);
|
|
}
|
|
VectorCopy(point, verts[3].xyz);
|
|
verts[3].st[0] = 1;
|
|
verts[3].st[1] = 0;
|
|
verts[3].modulate[0] = 255;
|
|
verts[3].modulate[1] = 255;
|
|
verts[3].modulate[2] = 255;
|
|
verts[3].modulate[3] = 255;
|
|
}
|
|
// done.
|
|
|
|
if (!p->pshader) {
|
|
// (SA) temp commented out for DM
|
|
// CG_Printf ("CG_AddParticleToScene type %d p->pshader == ZERO\n", p->type);
|
|
return;
|
|
}
|
|
|
|
if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY)
|
|
trap_R_AddPolyToScene(p->pshader, 3, TRIverts);
|
|
else
|
|
trap_R_AddPolyToScene(p->pshader, 4, verts);
|
|
|
|
}
|
|
|
|
// Ridah, made this static so it doesn't interfere with other files
|
|
static float roll = 0.0;
|
|
|
|
/*
|
|
===============
|
|
CG_AddParticles
|
|
===============
|
|
*/
|
|
void CG_AddParticles(void)
|
|
{
|
|
cparticle_t *p, *next;
|
|
float alpha;
|
|
float time, time2;
|
|
vec3_t org;
|
|
// int color;
|
|
cparticle_t *active, *tail;
|
|
// int type;
|
|
vec3_t rotate_ang;
|
|
|
|
if (!initparticles)
|
|
CG_ClearParticles();
|
|
|
|
VectorCopy(cg.refdef.viewaxis[0], vforward);
|
|
VectorCopy(cg.refdef.viewaxis[1], vright);
|
|
VectorCopy(cg.refdef.viewaxis[2], vup);
|
|
|
|
vectoangles(cg.refdef.viewaxis[0], rotate_ang);
|
|
roll += ((cg.time - oldtime) * 0.1);
|
|
rotate_ang[ROLL] += (roll * 0.9);
|
|
AngleVectors(rotate_ang, rforward, rright, rup);
|
|
|
|
oldtime = cg.time;
|
|
|
|
active = NULL;
|
|
tail = NULL;
|
|
|
|
for (p = active_particles; p; p = next) {
|
|
|
|
next = p->next;
|
|
|
|
time = (cg.time - p->time) * 0.001;
|
|
|
|
alpha = p->alpha + time * p->alphavel;
|
|
if (alpha <= 0) { // faded out
|
|
p->next = free_particles;
|
|
free_particles = p;
|
|
p->type = 0;
|
|
p->color = 0;
|
|
p->alpha = 0;
|
|
continue;
|
|
}
|
|
|
|
if (p->type == P_SMOKE || p->type == P_ANIM || p->type == P_BLEED || p->type == P_SMOKE_IMPACT) {
|
|
if (cg.time > p->endtime) {
|
|
p->next = free_particles;
|
|
free_particles = p;
|
|
p->type = 0;
|
|
p->color = 0;
|
|
p->alpha = 0;
|
|
|
|
continue;
|
|
}
|
|
|
|
}
|
|
|
|
if (p->type == P_WEATHER_FLURRY) {
|
|
if (cg.time > p->endtime) {
|
|
p->next = free_particles;
|
|
free_particles = p;
|
|
p->type = 0;
|
|
p->color = 0;
|
|
p->alpha = 0;
|
|
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (p->type == P_FLAT_SCALEUP_FADE) {
|
|
if (cg.time > p->endtime) {
|
|
p->next = free_particles;
|
|
free_particles = p;
|
|
p->type = 0;
|
|
p->color = 0;
|
|
p->alpha = 0;
|
|
continue;
|
|
}
|
|
|
|
}
|
|
|
|
if ((p->type == P_BAT || p->type == P_SPRITE) && p->endtime < 0) {
|
|
// temporary sprite
|
|
CG_AddParticleToScene(p, p->org, alpha);
|
|
p->next = free_particles;
|
|
free_particles = p;
|
|
p->type = 0;
|
|
p->color = 0;
|
|
p->alpha = 0;
|
|
continue;
|
|
}
|
|
|
|
p->next = NULL;
|
|
if (!tail)
|
|
active = tail = p;
|
|
else {
|
|
tail->next = p;
|
|
tail = p;
|
|
}
|
|
|
|
if (alpha > 1.0)
|
|
alpha = 1;
|
|
|
|
// color = p->color;
|
|
|
|
time2 = time * time;
|
|
|
|
org[0] = p->org[0] + p->vel[0] * time + p->accel[0] * time2;
|
|
org[1] = p->org[1] + p->vel[1] * time + p->accel[1] * time2;
|
|
org[2] = p->org[2] + p->vel[2] * time + p->accel[2] * time2;
|
|
|
|
// type = p->type;
|
|
|
|
CG_AddParticleToScene(p, org, alpha);
|
|
}
|
|
|
|
active_particles = active;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_AddParticles
|
|
======================
|
|
*/
|
|
void CG_ParticleSnowFlurry(qhandle_t pshader, centity_t * cent)
|
|
{
|
|
cparticle_t *p;
|
|
qboolean turb = qtrue;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_ParticleSnowFlurry pshader == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
p->color = 0;
|
|
p->alpha = 0.90f;
|
|
p->alphavel = 0;
|
|
|
|
p->start = cent->currentState.origin2[0];
|
|
p->end = cent->currentState.origin2[1];
|
|
|
|
p->endtime = cg.time + cent->currentState.time;
|
|
p->startfade = cg.time + cent->currentState.time2;
|
|
|
|
p->pshader = pshader;
|
|
|
|
if (rand() % 100 > 90) {
|
|
p->height = 32;
|
|
p->width = 32;
|
|
p->alpha = 0.10f;
|
|
} else {
|
|
p->height = 1;
|
|
p->width = 1;
|
|
}
|
|
|
|
p->vel[2] = -20;
|
|
|
|
p->type = P_WEATHER_FLURRY;
|
|
|
|
if (turb)
|
|
p->vel[2] = -10;
|
|
|
|
VectorCopy(cent->currentState.origin, p->org);
|
|
|
|
p->org[0] = p->org[0];
|
|
p->org[1] = p->org[1];
|
|
p->org[2] = p->org[2];
|
|
|
|
p->vel[0] = p->vel[1] = 0;
|
|
|
|
p->accel[0] = p->accel[1] = p->accel[2] = 0;
|
|
|
|
p->vel[0] += cent->currentState.angles[0] * 32 + (crandom() * 16);
|
|
p->vel[1] += cent->currentState.angles[1] * 32 + (crandom() * 16);
|
|
p->vel[2] += cent->currentState.angles[2];
|
|
|
|
if (turb) {
|
|
p->accel[0] = crandom() * 16;
|
|
p->accel[1] = crandom() * 16;
|
|
}
|
|
|
|
}
|
|
|
|
void CG_ParticleSnow(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum)
|
|
{
|
|
cparticle_t *p;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_ParticleSnow pshader == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
p->color = 0;
|
|
p->alpha = 0.40f;
|
|
p->alphavel = 0;
|
|
p->start = origin[2];
|
|
p->end = origin2[2];
|
|
p->pshader = pshader;
|
|
p->height = 1;
|
|
p->width = 1;
|
|
|
|
p->vel[2] = -50;
|
|
|
|
if (turb) {
|
|
p->type = P_WEATHER_TURBULENT;
|
|
p->vel[2] = -50 * 1.3;
|
|
} else {
|
|
p->type = P_WEATHER;
|
|
}
|
|
|
|
VectorCopy(origin, p->org);
|
|
|
|
p->org[0] = p->org[0] + (crandom() * range);
|
|
p->org[1] = p->org[1] + (crandom() * range);
|
|
p->org[2] = p->org[2] + (crandom() * (p->start - p->end));
|
|
|
|
p->vel[0] = p->vel[1] = 0;
|
|
|
|
p->accel[0] = p->accel[1] = p->accel[2] = 0;
|
|
|
|
if (turb) {
|
|
p->vel[0] = crandom() * 16;
|
|
p->vel[1] = crandom() * 16;
|
|
}
|
|
// Rafael snow pvs check
|
|
p->snum = snum;
|
|
p->link = qtrue;
|
|
|
|
}
|
|
|
|
void CG_ParticleBubble(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum)
|
|
{
|
|
cparticle_t *p;
|
|
float randsize;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_ParticleSnow pshader == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
p->color = 0;
|
|
p->alpha = 0.40f;
|
|
p->alphavel = 0;
|
|
p->start = origin[2];
|
|
p->end = origin2[2];
|
|
p->pshader = pshader;
|
|
|
|
randsize = 1 + (crandom() * 0.5);
|
|
|
|
p->height = randsize;
|
|
p->width = randsize;
|
|
|
|
p->vel[2] = 50 + (crandom() * 10);
|
|
|
|
if (turb) {
|
|
p->type = P_BUBBLE_TURBULENT;
|
|
p->vel[2] = 50 * 1.3;
|
|
} else {
|
|
p->type = P_BUBBLE;
|
|
}
|
|
|
|
VectorCopy(origin, p->org);
|
|
|
|
p->org[0] = p->org[0] + (crandom() * range);
|
|
p->org[1] = p->org[1] + (crandom() * range);
|
|
p->org[2] = p->org[2] + (crandom() * (p->start - p->end));
|
|
|
|
p->vel[0] = p->vel[1] = 0;
|
|
|
|
p->accel[0] = p->accel[1] = p->accel[2] = 0;
|
|
|
|
if (turb) {
|
|
p->vel[0] = crandom() * 4;
|
|
p->vel[1] = crandom() * 4;
|
|
}
|
|
// Rafael snow pvs check
|
|
p->snum = snum;
|
|
p->link = qtrue;
|
|
|
|
}
|
|
|
|
void CG_ParticleSmoke(qhandle_t pshader, centity_t * cent)
|
|
{
|
|
|
|
// using cent->density = enttime
|
|
// cent->frame = startfade
|
|
cparticle_t *p;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_ParticleSmoke == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
|
|
p->endtime = cg.time + cent->currentState.time;
|
|
p->startfade = cg.time + cent->currentState.time2;
|
|
|
|
p->color = 0;
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
p->start = cent->currentState.origin[2];
|
|
p->end = cent->currentState.origin2[2];
|
|
p->pshader = pshader;
|
|
p->rotate = qfalse;
|
|
p->height = 8;
|
|
p->width = 8;
|
|
p->endheight = 32;
|
|
p->endwidth = 32;
|
|
p->type = P_SMOKE;
|
|
|
|
VectorCopy(cent->currentState.origin, p->org);
|
|
|
|
p->vel[0] = p->vel[1] = 0;
|
|
p->accel[0] = p->accel[1] = p->accel[2] = 0;
|
|
|
|
p->vel[2] = 5;
|
|
|
|
if (cent->currentState.frame == 1) // reverse gravity
|
|
p->vel[2] *= -1;
|
|
|
|
p->roll = 8 + (crandom() * 4);
|
|
}
|
|
|
|
void CG_ParticleBulletDebris(vec3_t org, vec3_t vel, int duration)
|
|
{
|
|
|
|
cparticle_t *p;
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
|
|
p->endtime = cg.time + duration;
|
|
p->startfade = cg.time + duration / 2;
|
|
|
|
p->color = EMISIVEFADE;
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
|
|
p->height = 0.5;
|
|
p->width = 0.5;
|
|
p->endheight = 0.5;
|
|
p->endwidth = 0.5;
|
|
|
|
p->pshader = cgs.media.tracerShader;
|
|
|
|
p->type = P_SMOKE;
|
|
|
|
VectorCopy(org, p->org);
|
|
|
|
p->vel[0] = vel[0];
|
|
p->vel[1] = vel[1];
|
|
p->vel[2] = vel[2];
|
|
p->accel[0] = p->accel[1] = p->accel[2] = 0;
|
|
|
|
p->accel[2] = -60;
|
|
p->vel[2] += -20;
|
|
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_ParticleExplosion
|
|
======================
|
|
*/
|
|
|
|
void CG_ParticleExplosion(char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd)
|
|
{
|
|
cparticle_t *p;
|
|
int anim;
|
|
|
|
if (animStr < (char *) 10)
|
|
CG_Error("CG_ParticleExplosion: animStr is probably an index rather than a string");
|
|
|
|
// find the animation string
|
|
for (anim = 0; shaderAnimNames[anim]; anim++) {
|
|
// JBravo - It was stricmp. Changed to Q_stricmp
|
|
if (!Q_stricmp(animStr, shaderAnimNames[anim]))
|
|
break;
|
|
}
|
|
if (!shaderAnimNames[anim]) {
|
|
CG_Error("CG_ParticleExplosion: unknown animation string: %s", animStr);
|
|
return;
|
|
}
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
|
|
if (duration < 0) {
|
|
duration *= -1;
|
|
p->roll = 0;
|
|
} else {
|
|
p->roll = crandom() * 179;
|
|
}
|
|
|
|
p->shaderAnim = anim;
|
|
|
|
p->width = sizeStart;
|
|
p->height = sizeStart * shaderAnimSTRatio[anim]; // for sprites that are stretch in either direction
|
|
|
|
p->endheight = sizeEnd;
|
|
p->endwidth = sizeEnd * shaderAnimSTRatio[anim];
|
|
|
|
p->endtime = cg.time + duration;
|
|
|
|
p->type = P_ANIM;
|
|
|
|
VectorCopy(origin, p->org);
|
|
VectorCopy(vel, p->vel);
|
|
VectorClear(p->accel);
|
|
|
|
}
|
|
|
|
// Rafael Shrapnel
|
|
void CG_AddParticleShrapnel(localEntity_t * le)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// done.
|
|
|
|
int CG_NewParticleArea(int num)
|
|
{
|
|
// const char *str;
|
|
char *str;
|
|
char *token;
|
|
int type;
|
|
vec3_t origin, origin2;
|
|
int i;
|
|
float range = 0;
|
|
int turb;
|
|
int numparticles;
|
|
int snum;
|
|
|
|
str = (char *) CG_ConfigString(num);
|
|
if (!str[0])
|
|
return (0);
|
|
|
|
// returns type 128 64 or 32
|
|
token = COM_Parse(&str);
|
|
type = atoi(token);
|
|
|
|
if (type == 1)
|
|
range = 128;
|
|
else if (type == 2)
|
|
range = 64;
|
|
else if (type == 3)
|
|
range = 32;
|
|
else if (type == 0)
|
|
range = 256;
|
|
else if (type == 4)
|
|
range = 8;
|
|
else if (type == 5)
|
|
range = 16;
|
|
else if (type == 6)
|
|
range = 32;
|
|
else if (type == 7)
|
|
range = 64;
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
token = COM_Parse(&str);
|
|
origin[i] = atof(token);
|
|
}
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
token = COM_Parse(&str);
|
|
origin2[i] = atof(token);
|
|
}
|
|
|
|
token = COM_Parse(&str);
|
|
numparticles = atoi(token);
|
|
|
|
token = COM_Parse(&str);
|
|
turb = atoi(token);
|
|
|
|
token = COM_Parse(&str);
|
|
snum = atoi(token);
|
|
|
|
for (i = 0; i < numparticles; i++) {
|
|
if (type >= 4)
|
|
CG_ParticleBubble(cgs.media.waterBubbleShader, origin, origin2, turb, range, snum);
|
|
else
|
|
CG_ParticleSnow(cgs.media.waterBubbleShader, origin, origin2, turb, range, snum);
|
|
}
|
|
|
|
return (1);
|
|
}
|
|
|
|
void CG_SnowLink(centity_t * cent, qboolean particleOn)
|
|
{
|
|
cparticle_t *p, *next;
|
|
int id;
|
|
|
|
id = cent->currentState.frame;
|
|
|
|
for (p = active_particles; p; p = next) {
|
|
next = p->next;
|
|
|
|
if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT) {
|
|
if (p->snum == id) {
|
|
if (particleOn)
|
|
p->link = qtrue;
|
|
else
|
|
p->link = qfalse;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void CG_ParticleImpactSmokePuff(qhandle_t pshader, vec3_t origin)
|
|
{
|
|
cparticle_t *p;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_ParticleImpactSmokePuff pshader == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
p->alpha = 0.25;
|
|
p->alphavel = 0;
|
|
p->roll = crandom() * 179;
|
|
|
|
p->pshader = pshader;
|
|
|
|
p->endtime = cg.time + 1000;
|
|
p->startfade = cg.time + 100;
|
|
|
|
p->width = rand() % 4 + 8;
|
|
p->height = rand() % 4 + 8;
|
|
|
|
p->endheight = p->height * 2;
|
|
p->endwidth = p->width * 2;
|
|
|
|
p->endtime = cg.time + 500;
|
|
|
|
p->type = P_SMOKE_IMPACT;
|
|
|
|
VectorCopy(origin, p->org);
|
|
VectorSet(p->vel, 0, 0, 20);
|
|
VectorSet(p->accel, 0, 0, 20);
|
|
|
|
p->rotate = qtrue;
|
|
}
|
|
|
|
void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration)
|
|
{
|
|
cparticle_t *p;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_Particle_Bleed pshader == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
p->roll = 0;
|
|
|
|
p->pshader = pshader;
|
|
|
|
p->endtime = cg.time + duration;
|
|
|
|
if (fleshEntityNum)
|
|
p->startfade = cg.time;
|
|
else
|
|
p->startfade = cg.time + 100;
|
|
|
|
p->width = 4;
|
|
p->height = 4;
|
|
|
|
p->endheight = 4 + rand() % 3;
|
|
p->endwidth = p->endheight;
|
|
|
|
p->type = P_SMOKE;
|
|
|
|
VectorCopy(start, p->org);
|
|
p->vel[0] = 0;
|
|
p->vel[1] = 0;
|
|
p->vel[2] = -20;
|
|
VectorClear(p->accel);
|
|
|
|
p->rotate = qfalse;
|
|
|
|
p->roll = rand() % 179;
|
|
|
|
p->color = BLOODRED;
|
|
p->alpha = 0.75;
|
|
|
|
}
|
|
|
|
void CG_Particle_OilParticle(qhandle_t pshader, centity_t * cent)
|
|
{
|
|
cparticle_t *p;
|
|
|
|
int time;
|
|
int time2;
|
|
float ratio;
|
|
|
|
float duration = 1500;
|
|
|
|
time = cg.time;
|
|
time2 = cg.time + cent->currentState.time;
|
|
|
|
ratio = (float) 1 - ((float) time / (float) time2);
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_Particle_OilParticle == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
p->roll = 0;
|
|
|
|
p->pshader = pshader;
|
|
|
|
p->endtime = cg.time + duration;
|
|
|
|
p->startfade = p->endtime;
|
|
|
|
p->width = 1;
|
|
p->height = 3;
|
|
|
|
p->endheight = 3;
|
|
p->endwidth = 1;
|
|
|
|
p->type = P_SMOKE;
|
|
|
|
VectorCopy(cent->currentState.origin, p->org);
|
|
|
|
p->vel[0] = (cent->currentState.origin2[0] * (16 * ratio));
|
|
p->vel[1] = (cent->currentState.origin2[1] * (16 * ratio));
|
|
p->vel[2] = (cent->currentState.origin2[2]);
|
|
|
|
p->snum = 1.0f;
|
|
|
|
VectorClear(p->accel);
|
|
|
|
p->accel[2] = -20;
|
|
|
|
p->rotate = qfalse;
|
|
|
|
p->roll = rand() % 179;
|
|
|
|
p->alpha = 0.75;
|
|
|
|
}
|
|
|
|
void CG_Particle_OilSlick(qhandle_t pshader, centity_t * cent)
|
|
{
|
|
cparticle_t *p;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_Particle_OilSlick == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
|
|
if (cent->currentState.angles2[2])
|
|
p->endtime = cg.time + cent->currentState.angles2[2];
|
|
else
|
|
p->endtime = cg.time + 60000;
|
|
|
|
p->startfade = p->endtime;
|
|
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
p->roll = 0;
|
|
|
|
p->pshader = pshader;
|
|
|
|
if (cent->currentState.angles2[0] || cent->currentState.angles2[1]) {
|
|
p->width = cent->currentState.angles2[0];
|
|
p->height = cent->currentState.angles2[0];
|
|
|
|
p->endheight = cent->currentState.angles2[1];
|
|
p->endwidth = cent->currentState.angles2[1];
|
|
} else {
|
|
p->width = 8;
|
|
p->height = 8;
|
|
|
|
p->endheight = 16;
|
|
p->endwidth = 16;
|
|
}
|
|
|
|
p->type = P_FLAT_SCALEUP;
|
|
|
|
p->snum = 1.0;
|
|
|
|
VectorCopy(cent->currentState.origin, p->org);
|
|
|
|
p->org[2] += 0.55 + (crandom() * 0.5);
|
|
|
|
p->vel[0] = 0;
|
|
p->vel[1] = 0;
|
|
p->vel[2] = 0;
|
|
VectorClear(p->accel);
|
|
|
|
p->rotate = qfalse;
|
|
|
|
p->roll = rand() % 179;
|
|
|
|
p->alpha = 0.75;
|
|
|
|
}
|
|
|
|
void CG_OilSlickRemove(centity_t * cent)
|
|
{
|
|
cparticle_t *p, *next;
|
|
int id;
|
|
|
|
id = 1.0f;
|
|
|
|
if (!id)
|
|
CG_Printf("^1CG_OilSlickRevove NULL id\n");
|
|
|
|
for (p = active_particles; p; p = next) {
|
|
next = p->next;
|
|
|
|
if (p->type == P_FLAT_SCALEUP) {
|
|
if (p->snum == id) {
|
|
p->endtime = cg.time + 100;
|
|
p->startfade = p->endtime;
|
|
p->type = P_FLAT_SCALEUP_FADE;
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
qboolean ValidBloodPool(vec3_t start)
|
|
{
|
|
#define EXTRUDE_DIST 0.5
|
|
|
|
vec3_t angles;
|
|
vec3_t right, up;
|
|
vec3_t this_pos, x_pos, center_pos, end_pos;
|
|
int x, y;
|
|
int fwidth, fheight;
|
|
trace_t trace;
|
|
vec3_t normal;
|
|
|
|
fwidth = 16;
|
|
fheight = 16;
|
|
|
|
VectorSet(normal, 0, 0, 1);
|
|
|
|
vectoangles(normal, angles);
|
|
AngleVectors(angles, NULL, right, up);
|
|
|
|
VectorMA(start, EXTRUDE_DIST, normal, center_pos);
|
|
|
|
for (x = -fwidth / 2; x < fwidth; x += fwidth) {
|
|
VectorMA(center_pos, x, right, x_pos);
|
|
|
|
for (y = -fheight / 2; y < fheight; y += fheight) {
|
|
VectorMA(x_pos, y, up, this_pos);
|
|
VectorMA(this_pos, -EXTRUDE_DIST * 2, normal, end_pos);
|
|
|
|
CG_Trace(&trace, this_pos, NULL, NULL, end_pos, -1, CONTENTS_SOLID);
|
|
|
|
if (trace.entityNum < ENTITYNUM_WORLD) // may only land on world
|
|
return qfalse;
|
|
|
|
if (!(!trace.startsolid && trace.fraction < 1))
|
|
return qfalse;
|
|
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
void CG_BloodPool(localEntity_t * le, qhandle_t pshader, trace_t * tr)
|
|
{
|
|
cparticle_t *p;
|
|
qboolean legit;
|
|
vec3_t start;
|
|
float rndSize;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_BloodPool pshader == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
|
|
VectorCopy(tr->endpos, start);
|
|
legit = ValidBloodPool(start);
|
|
|
|
if (!legit)
|
|
return;
|
|
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
|
|
p->endtime = cg.time + 3000;
|
|
p->startfade = p->endtime;
|
|
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
p->roll = 0;
|
|
|
|
p->pshader = pshader;
|
|
|
|
rndSize = 0.4 + random() * 0.6;
|
|
|
|
p->width = 8 * rndSize;
|
|
p->height = 8 * rndSize;
|
|
|
|
p->endheight = 16 * rndSize;
|
|
p->endwidth = 16 * rndSize;
|
|
|
|
p->type = P_FLAT_SCALEUP;
|
|
|
|
VectorCopy(start, p->org);
|
|
|
|
p->vel[0] = 0;
|
|
p->vel[1] = 0;
|
|
p->vel[2] = 0;
|
|
VectorClear(p->accel);
|
|
|
|
p->rotate = qfalse;
|
|
|
|
p->roll = rand() % 179;
|
|
|
|
p->alpha = 0.75;
|
|
|
|
p->color = BLOODRED;
|
|
}
|
|
|
|
#define NORMALSIZE 16
|
|
#define LARGESIZE 32
|
|
|
|
void CG_ParticleBloodCloud(centity_t * cent, vec3_t origin, vec3_t dir)
|
|
{
|
|
float length;
|
|
float dist;
|
|
float crittersize;
|
|
vec3_t angles, forward;
|
|
vec3_t point;
|
|
cparticle_t *p;
|
|
int i;
|
|
|
|
dist = 0;
|
|
|
|
length = VectorLength(dir);
|
|
vectoangles(dir, angles);
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
|
|
crittersize = LARGESIZE;
|
|
|
|
if (length)
|
|
dist = length / crittersize;
|
|
|
|
if (dist < 1)
|
|
dist = 1;
|
|
|
|
VectorCopy(origin, point);
|
|
|
|
for (i = 0; i < dist; i++) {
|
|
VectorMA(point, crittersize, forward, point);
|
|
|
|
if (!free_particles)
|
|
return;
|
|
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
|
|
p->time = cg.time;
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
p->roll = 0;
|
|
|
|
p->pshader = cgs.media.smokePuffShader;
|
|
|
|
p->endtime = cg.time + 350 + (crandom() * 100);
|
|
|
|
p->startfade = cg.time;
|
|
|
|
p->width = LARGESIZE;
|
|
p->height = LARGESIZE;
|
|
p->endheight = LARGESIZE;
|
|
p->endwidth = LARGESIZE;
|
|
|
|
p->type = P_SMOKE;
|
|
|
|
VectorCopy(origin, p->org);
|
|
|
|
p->vel[0] = 0;
|
|
p->vel[1] = 0;
|
|
p->vel[2] = -1;
|
|
|
|
VectorClear(p->accel);
|
|
|
|
p->rotate = qfalse;
|
|
|
|
p->roll = rand() % 179;
|
|
|
|
p->color = BLOODRED;
|
|
|
|
p->alpha = 0.75;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// JBravo - there was "float scale" missing from the declaration here. Caused errors under linux.
|
|
void CG_ParticleSparks(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale)
|
|
{
|
|
cparticle_t *p;
|
|
|
|
if (!free_particles)
|
|
return;
|
|
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
|
|
p->endtime = cg.time + duration;
|
|
p->startfade = cg.time + duration / 2;
|
|
|
|
p->color = EMISIVEFADE;
|
|
p->alpha = 0.4f;
|
|
p->alphavel = 0;
|
|
|
|
p->height = 0.5;
|
|
p->width = 0.5;
|
|
p->endheight = 0.5;
|
|
p->endwidth = 0.5;
|
|
|
|
p->pshader = cgs.media.tracerShader;
|
|
|
|
p->type = P_SMOKE;
|
|
|
|
VectorCopy(org, p->org);
|
|
|
|
p->org[0] += (crandom() * x);
|
|
p->org[1] += (crandom() * y);
|
|
|
|
p->vel[0] = vel[0];
|
|
p->vel[1] = vel[1];
|
|
p->vel[2] = vel[2];
|
|
|
|
p->accel[0] = p->accel[1] = p->accel[2] = 0;
|
|
|
|
p->vel[0] += (crandom() * 4);
|
|
p->vel[1] += (crandom() * 4);
|
|
p->vel[2] += (20 + (crandom() * 10)) * speed;
|
|
|
|
p->accel[0] = crandom() * 4;
|
|
p->accel[1] = crandom() * 4;
|
|
}
|
|
|
|
void CG_ParticleDust(centity_t * cent, vec3_t origin, vec3_t dir)
|
|
{
|
|
float length;
|
|
float dist;
|
|
float crittersize;
|
|
vec3_t angles, forward;
|
|
vec3_t point;
|
|
cparticle_t *p;
|
|
int i;
|
|
|
|
dist = 0;
|
|
|
|
VectorNegate(dir, dir);
|
|
length = VectorLength(dir);
|
|
vectoangles(dir, angles);
|
|
AngleVectors(angles, forward, NULL, NULL);
|
|
|
|
crittersize = LARGESIZE;
|
|
|
|
if (length)
|
|
dist = length / crittersize;
|
|
|
|
if (dist < 1)
|
|
dist = 1;
|
|
|
|
VectorCopy(origin, point);
|
|
|
|
for (i = 0; i < dist; i++) {
|
|
VectorMA(point, crittersize, forward, point);
|
|
|
|
if (!free_particles)
|
|
return;
|
|
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
|
|
p->time = cg.time;
|
|
p->alpha = 5.0;
|
|
p->alphavel = 0;
|
|
p->roll = 0;
|
|
|
|
p->pshader = cgs.media.smokePuffShader;
|
|
|
|
// RF, stay around for long enough to expand and dissipate naturally
|
|
if (length)
|
|
p->endtime = cg.time + 4500 + (crandom() * 3500);
|
|
else
|
|
p->endtime = cg.time + 750 + (crandom() * 500);
|
|
|
|
p->startfade = cg.time;
|
|
|
|
p->width = LARGESIZE;
|
|
p->height = LARGESIZE;
|
|
|
|
// RF, expand while falling
|
|
p->endheight = LARGESIZE * 3.0;
|
|
p->endwidth = LARGESIZE * 3.0;
|
|
|
|
if (!length) {
|
|
p->width *= 0.2f;
|
|
p->height *= 0.2f;
|
|
|
|
p->endheight = NORMALSIZE;
|
|
p->endwidth = NORMALSIZE;
|
|
}
|
|
|
|
p->type = P_SMOKE;
|
|
|
|
VectorCopy(point, p->org);
|
|
|
|
p->vel[0] = crandom() * 6;
|
|
p->vel[1] = crandom() * 6;
|
|
p->vel[2] = random() * 20;
|
|
|
|
// RF, add some gravity/randomness
|
|
p->accel[0] = crandom() * 3;
|
|
p->accel[1] = crandom() * 3;
|
|
p->accel[2] = -PARTICLE_GRAVITY * 0.4;
|
|
|
|
VectorClear(p->accel);
|
|
|
|
p->rotate = qfalse;
|
|
|
|
p->roll = rand() % 179;
|
|
|
|
p->alpha = 0.75;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void CG_ParticleMisc(qhandle_t pshader, vec3_t origin, int size, int duration, float alpha)
|
|
{
|
|
cparticle_t *p;
|
|
|
|
if (!pshader)
|
|
CG_Printf("^1CG_ParticleImpactSmokePuff pshader == ZERO!\n");
|
|
|
|
if (!free_particles)
|
|
return;
|
|
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
p->time = cg.time;
|
|
p->alpha = 1.0;
|
|
p->alphavel = 0;
|
|
p->roll = rand() % 179;
|
|
|
|
p->pshader = pshader;
|
|
|
|
if (duration > 0)
|
|
p->endtime = cg.time + duration;
|
|
else
|
|
p->endtime = duration;
|
|
|
|
p->startfade = cg.time;
|
|
|
|
p->width = size;
|
|
p->height = size;
|
|
|
|
p->endheight = size;
|
|
p->endwidth = size;
|
|
|
|
p->type = P_SPRITE;
|
|
|
|
VectorCopy(origin, p->org);
|
|
|
|
p->rotate = qfalse;
|
|
}
|