yquake2remaster/src/client/cl_effects.c

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/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* 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 the Free Software Foundation, Inc., 59
* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* =======================================================================
*
* This file implements all specialized client side effects.
* E.g. weapon effects, enemy effects, flash, etc.
*
* =======================================================================
*/
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#include "header/client.h"
void CL_LogoutEffect (vec3_t org, int type);
void CL_ItemRespawnParticles (vec3_t org);
void CL_ClearLightStyles (void);
void CL_ClearDlights (void);
void CL_ClearParticles (void);
static vec3_t avelocities [NUMVERTEXNORMALS];
extern struct model_s *cl_mod_smoke;
extern struct model_s *cl_mod_flash;
cparticle_t *active_particles, *free_particles;
void CL_ParseMuzzleFlash (void) {
vec3_t fv, rv;
cdlight_t *dl;
int i, weapon;
centity_t *pl;
int silenced;
float volume;
char soundname[64];
i = MSG_ReadShort (&net_message);
if (i < 1 || i >= MAX_EDICTS)
Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");
weapon = MSG_ReadByte (&net_message);
silenced = weapon & MZ_SILENCED;
weapon &= ~MZ_SILENCED;
pl = &cl_entities[i];
dl = CL_AllocDlight (i);
VectorCopy (pl->current.origin, dl->origin);
AngleVectors (pl->current.angles, fv, rv, NULL);
VectorMA (dl->origin, 18, fv, dl->origin);
VectorMA (dl->origin, 16, rv, dl->origin);
if (silenced)
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dl->radius = 100.0f + (rand()&31);
else
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dl->radius = 200.0f + (rand()&31);
dl->minlight = 32;
dl->die = cl.time;
if (silenced)
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volume = 0.2f;
else
volume = 1;
switch (weapon) {
case MZ_BLASTER:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_BLUEHYPERBLASTER:
dl->color[0] = 0;
dl->color[1] = 0;
dl->color[2] = 1;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_HYPERBLASTER:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_MACHINEGUN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
break;
case MZ_SHOTGUN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1f);
break;
case MZ_SSHOTGUN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
break;
case MZ_CHAINGUN1:
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dl->radius = 200.0f + (rand()&31);
dl->color[0] = 1;
dl->color[1] = 0.25;
dl->color[2] = 0;
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
break;
case MZ_CHAINGUN2:
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dl->radius = 225.0f + (rand()&31);
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0;
dl->die = cl.time + 0.1; /* long delay */
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
break;
case MZ_CHAINGUN3:
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dl->radius = 250.0f + (rand()&31);
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 0.1; /* long delay */
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033f);
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066f);
break;
case MZ_RAILGUN:
dl->color[0] = 0.5;
dl->color[1] = 0.5;
dl->color[2] = 1.0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_ROCKET:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0.2;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1f);
break;
case MZ_GRENADE:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1f);
break;
case MZ_BFG:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
break;
case MZ_LOGIN:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 1;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect (pl->current.origin, weapon);
break;
case MZ_LOGOUT:
dl->color[0] = 1;
dl->color[1] = 0;
dl->color[2] = 0;
dl->die = cl.time + 1;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect (pl->current.origin, weapon);
break;
case MZ_RESPAWN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 1.0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect (pl->current.origin, weapon);
break;
case MZ_PHALANX:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0.5;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
break;
case MZ_IONRIPPER:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0.5;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
break;
case MZ_ETF_RIFLE:
dl->color[0] = 0.9f;
dl->color[1] = 0.7f;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
break;
case MZ_SHOTGUN2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
break;
case MZ_HEATBEAM:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case MZ_BLASTER2:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_TRACKER:
/* negative flashes handled the same in gl/soft until CL_AddDLights */
dl->color[0] = -1;
dl->color[1] = -1;
dl->color[2] = -1;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
break;
case MZ_NUKE1:
dl->color[0] = 1;
dl->color[1] = 0;
dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case MZ_NUKE2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case MZ_NUKE4:
dl->color[0] = 0;
dl->color[1] = 0;
dl->color[2] = 1;
dl->die = cl.time + 100;
break;
case MZ_NUKE8:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 1;
dl->die = cl.time + 100;
break;
}
}
void CL_ParseMuzzleFlash2 (void) {
int ent;
vec3_t origin;
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unsigned flash_number;
cdlight_t *dl;
vec3_t forward, right;
char soundname[64];
ent = MSG_ReadShort (&net_message);
if (ent < 1 || ent >= MAX_EDICTS)
Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity");
flash_number = MSG_ReadByte (&net_message);
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if (flash_number > 210)
Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad offset");
/* locate the origin */
AngleVectors (cl_entities[ent].current.angles, forward, right, NULL);
origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1];
origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1];
origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2];
dl = CL_AllocDlight (ent);
VectorCopy (origin, dl->origin);
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dl->radius = 200.0f + (rand()&31);
dl->minlight = 32;
dl->die = cl.time;
switch (flash_number) {
case MZ2_INFANTRY_MACHINEGUN_1:
case MZ2_INFANTRY_MACHINEGUN_2:
case MZ2_INFANTRY_MACHINEGUN_3:
case MZ2_INFANTRY_MACHINEGUN_4:
case MZ2_INFANTRY_MACHINEGUN_5:
case MZ2_INFANTRY_MACHINEGUN_6:
case MZ2_INFANTRY_MACHINEGUN_7:
case MZ2_INFANTRY_MACHINEGUN_8:
case MZ2_INFANTRY_MACHINEGUN_9:
case MZ2_INFANTRY_MACHINEGUN_10:
case MZ2_INFANTRY_MACHINEGUN_11:
case MZ2_INFANTRY_MACHINEGUN_12:
case MZ2_INFANTRY_MACHINEGUN_13:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SOLDIER_MACHINEGUN_1:
case MZ2_SOLDIER_MACHINEGUN_2:
case MZ2_SOLDIER_MACHINEGUN_3:
case MZ2_SOLDIER_MACHINEGUN_4:
case MZ2_SOLDIER_MACHINEGUN_5:
case MZ2_SOLDIER_MACHINEGUN_6:
case MZ2_SOLDIER_MACHINEGUN_7:
case MZ2_SOLDIER_MACHINEGUN_8:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GUNNER_MACHINEGUN_1:
case MZ2_GUNNER_MACHINEGUN_2:
case MZ2_GUNNER_MACHINEGUN_3:
case MZ2_GUNNER_MACHINEGUN_4:
case MZ2_GUNNER_MACHINEGUN_5:
case MZ2_GUNNER_MACHINEGUN_6:
case MZ2_GUNNER_MACHINEGUN_7:
case MZ2_GUNNER_MACHINEGUN_8:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_ACTOR_MACHINEGUN_1:
case MZ2_SUPERTANK_MACHINEGUN_1:
case MZ2_SUPERTANK_MACHINEGUN_2:
case MZ2_SUPERTANK_MACHINEGUN_3:
case MZ2_SUPERTANK_MACHINEGUN_4:
case MZ2_SUPERTANK_MACHINEGUN_5:
case MZ2_SUPERTANK_MACHINEGUN_6:
case MZ2_TURRET_MACHINEGUN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_BOSS2_MACHINEGUN_L1:
case MZ2_BOSS2_MACHINEGUN_L2:
case MZ2_BOSS2_MACHINEGUN_L3:
case MZ2_BOSS2_MACHINEGUN_L4:
case MZ2_BOSS2_MACHINEGUN_L5:
case MZ2_CARRIER_MACHINEGUN_L1:
case MZ2_CARRIER_MACHINEGUN_L2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
break;
case MZ2_SOLDIER_BLASTER_1:
case MZ2_SOLDIER_BLASTER_2:
case MZ2_SOLDIER_BLASTER_3:
case MZ2_SOLDIER_BLASTER_4:
case MZ2_SOLDIER_BLASTER_5:
case MZ2_SOLDIER_BLASTER_6:
case MZ2_SOLDIER_BLASTER_7:
case MZ2_SOLDIER_BLASTER_8:
case MZ2_TURRET_BLASTER:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_FLYER_BLASTER_1:
case MZ2_FLYER_BLASTER_2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_MEDIC_BLASTER_1:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_HOVER_BLASTER_1:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_FLOAT_BLASTER_1:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SOLDIER_SHOTGUN_1:
case MZ2_SOLDIER_SHOTGUN_2:
case MZ2_SOLDIER_SHOTGUN_3:
case MZ2_SOLDIER_SHOTGUN_4:
case MZ2_SOLDIER_SHOTGUN_5:
case MZ2_SOLDIER_SHOTGUN_6:
case MZ2_SOLDIER_SHOTGUN_7:
case MZ2_SOLDIER_SHOTGUN_8:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_BLASTER_1:
case MZ2_TANK_BLASTER_2:
case MZ2_TANK_BLASTER_3:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_MACHINEGUN_1:
case MZ2_TANK_MACHINEGUN_2:
case MZ2_TANK_MACHINEGUN_3:
case MZ2_TANK_MACHINEGUN_4:
case MZ2_TANK_MACHINEGUN_5:
case MZ2_TANK_MACHINEGUN_6:
case MZ2_TANK_MACHINEGUN_7:
case MZ2_TANK_MACHINEGUN_8:
case MZ2_TANK_MACHINEGUN_9:
case MZ2_TANK_MACHINEGUN_10:
case MZ2_TANK_MACHINEGUN_11:
case MZ2_TANK_MACHINEGUN_12:
case MZ2_TANK_MACHINEGUN_13:
case MZ2_TANK_MACHINEGUN_14:
case MZ2_TANK_MACHINEGUN_15:
case MZ2_TANK_MACHINEGUN_16:
case MZ2_TANK_MACHINEGUN_17:
case MZ2_TANK_MACHINEGUN_18:
case MZ2_TANK_MACHINEGUN_19:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
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Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + (char) (rand() % 5));
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0);
break;
case MZ2_CHICK_ROCKET_1:
case MZ2_TURRET_ROCKET:
dl->color[0] = 1;
dl->color[1] = 0.5f;
dl->color[2] = 0.2f;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_ROCKET_1:
case MZ2_TANK_ROCKET_2:
case MZ2_TANK_ROCKET_3:
dl->color[0] = 1;
dl->color[1] = 0.5f;
dl->color[2] = 0.2f;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SUPERTANK_ROCKET_1:
case MZ2_SUPERTANK_ROCKET_2:
case MZ2_SUPERTANK_ROCKET_3:
case MZ2_BOSS2_ROCKET_1:
case MZ2_BOSS2_ROCKET_2:
case MZ2_BOSS2_ROCKET_3:
case MZ2_BOSS2_ROCKET_4:
case MZ2_CARRIER_ROCKET_1:
dl->color[0] = 1;
dl->color[1] = 0.5f;
dl->color[2] = 0.2f;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GUNNER_GRENADE_1:
case MZ2_GUNNER_GRENADE_2:
case MZ2_GUNNER_GRENADE_3:
case MZ2_GUNNER_GRENADE_4:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GLADIATOR_RAILGUN_1:
case MZ2_CARRIER_RAILGUN:
case MZ2_WIDOW_RAIL:
dl->color[0] = 0.5;
dl->color[1] = 0.5;
dl->color[2] = 1.0;
break;
case MZ2_MAKRON_BFG:
dl->color[0] = 0.5;
dl->color[1] = 1 ;
dl->color[2] = 0.5;
break;
case MZ2_MAKRON_BLASTER_1:
case MZ2_MAKRON_BLASTER_2:
case MZ2_MAKRON_BLASTER_3:
case MZ2_MAKRON_BLASTER_4:
case MZ2_MAKRON_BLASTER_5:
case MZ2_MAKRON_BLASTER_6:
case MZ2_MAKRON_BLASTER_7:
case MZ2_MAKRON_BLASTER_8:
case MZ2_MAKRON_BLASTER_9:
case MZ2_MAKRON_BLASTER_10:
case MZ2_MAKRON_BLASTER_11:
case MZ2_MAKRON_BLASTER_12:
case MZ2_MAKRON_BLASTER_13:
case MZ2_MAKRON_BLASTER_14:
case MZ2_MAKRON_BLASTER_15:
case MZ2_MAKRON_BLASTER_16:
case MZ2_MAKRON_BLASTER_17:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_JORG_MACHINEGUN_L1:
case MZ2_JORG_MACHINEGUN_L2:
case MZ2_JORG_MACHINEGUN_L3:
case MZ2_JORG_MACHINEGUN_L4:
case MZ2_JORG_MACHINEGUN_L5:
case MZ2_JORG_MACHINEGUN_L6:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_JORG_MACHINEGUN_R1:
case MZ2_JORG_MACHINEGUN_R2:
case MZ2_JORG_MACHINEGUN_R3:
case MZ2_JORG_MACHINEGUN_R4:
case MZ2_JORG_MACHINEGUN_R5:
case MZ2_JORG_MACHINEGUN_R6:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
case MZ2_JORG_BFG_1:
dl->color[0] = 0.5;
dl->color[1] = 1 ;
dl->color[2] = 0.5;
break;
case MZ2_BOSS2_MACHINEGUN_R1:
case MZ2_BOSS2_MACHINEGUN_R2:
case MZ2_BOSS2_MACHINEGUN_R3:
case MZ2_BOSS2_MACHINEGUN_R4:
case MZ2_BOSS2_MACHINEGUN_R5:
case MZ2_CARRIER_MACHINEGUN_R1:
case MZ2_CARRIER_MACHINEGUN_R2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
case MZ2_STALKER_BLASTER:
case MZ2_DAEDALUS_BLASTER:
case MZ2_MEDIC_BLASTER_2:
case MZ2_WIDOW_BLASTER:
case MZ2_WIDOW_BLASTER_SWEEP1:
case MZ2_WIDOW_BLASTER_SWEEP2:
case MZ2_WIDOW_BLASTER_SWEEP3:
case MZ2_WIDOW_BLASTER_SWEEP4:
case MZ2_WIDOW_BLASTER_SWEEP5:
case MZ2_WIDOW_BLASTER_SWEEP6:
case MZ2_WIDOW_BLASTER_SWEEP7:
case MZ2_WIDOW_BLASTER_SWEEP8:
case MZ2_WIDOW_BLASTER_SWEEP9:
case MZ2_WIDOW_BLASTER_100:
case MZ2_WIDOW_BLASTER_90:
case MZ2_WIDOW_BLASTER_80:
case MZ2_WIDOW_BLASTER_70:
case MZ2_WIDOW_BLASTER_60:
case MZ2_WIDOW_BLASTER_50:
case MZ2_WIDOW_BLASTER_40:
case MZ2_WIDOW_BLASTER_30:
case MZ2_WIDOW_BLASTER_20:
case MZ2_WIDOW_BLASTER_10:
case MZ2_WIDOW_BLASTER_0:
case MZ2_WIDOW_BLASTER_10L:
case MZ2_WIDOW_BLASTER_20L:
case MZ2_WIDOW_BLASTER_30L:
case MZ2_WIDOW_BLASTER_40L:
case MZ2_WIDOW_BLASTER_50L:
case MZ2_WIDOW_BLASTER_60L:
case MZ2_WIDOW_BLASTER_70L:
case MZ2_WIDOW_RUN_1:
case MZ2_WIDOW_RUN_2:
case MZ2_WIDOW_RUN_3:
case MZ2_WIDOW_RUN_4:
case MZ2_WIDOW_RUN_5:
case MZ2_WIDOW_RUN_6:
case MZ2_WIDOW_RUN_7:
case MZ2_WIDOW_RUN_8:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_WIDOW_DISRUPTOR:
dl->color[0] = -1;
dl->color[1] = -1;
dl->color[2] = -1;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_WIDOW_PLASMABEAM:
case MZ2_WIDOW2_BEAMER_1:
case MZ2_WIDOW2_BEAMER_2:
case MZ2_WIDOW2_BEAMER_3:
case MZ2_WIDOW2_BEAMER_4:
case MZ2_WIDOW2_BEAMER_5:
case MZ2_WIDOW2_BEAM_SWEEP_1:
case MZ2_WIDOW2_BEAM_SWEEP_2:
case MZ2_WIDOW2_BEAM_SWEEP_3:
case MZ2_WIDOW2_BEAM_SWEEP_4:
case MZ2_WIDOW2_BEAM_SWEEP_5:
case MZ2_WIDOW2_BEAM_SWEEP_6:
case MZ2_WIDOW2_BEAM_SWEEP_7:
case MZ2_WIDOW2_BEAM_SWEEP_8:
case MZ2_WIDOW2_BEAM_SWEEP_9:
case MZ2_WIDOW2_BEAM_SWEEP_10:
case MZ2_WIDOW2_BEAM_SWEEP_11:
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dl->radius = 300.0f + (rand()&100);
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 200;
break;
}
}
void CL_TeleporterParticles (entity_state_t *ent) {
int i, j;
cparticle_t *p;
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float time;
time = (float)cl.time;
for (i=0 ; i<8 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
p->color = 0xdb;
for (j=0 ; j<2 ; j++) {
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p->org[j] = ent->origin[j] - 16 + (rand()&31);
p->vel[j] = crand()*14;
}
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p->org[2] = ent->origin[2] - 8 + (rand()&7);
p->vel[2] = 80 + (rand()&7);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.5;
}
}
void CL_LogoutEffect (vec3_t org, int type) {
int i, j;
cparticle_t *p;
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float time;
time = (float)cl.time;
for (i=0 ; i<500 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
if (type == MZ_LOGIN)
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p->color = 0xd0 + (rand()&7);
else if (type == MZ_LOGOUT)
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p->color = 0x40 + (rand()&7);
else
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p->color = 0xe0 + (rand()&7);
p->org[0] = org[0] - 16 + frand()*32;
p->org[1] = org[1] - 16 + frand()*32;
p->org[2] = org[2] - 24 + frand()*56;
for (j=0 ; j<3 ; j++)
p->vel[j] = crand()*20;
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0 / (1.0 + frand()*0.3);
}
}
void CL_ItemRespawnParticles (vec3_t org) {
int i, j;
cparticle_t *p;
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float time;
time = (float)cl.time;
for (i=0 ; i<64 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
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p->color = 0xd4 + (rand()&3);
p->org[0] = org[0] + crand()*8;
p->org[1] = org[1] + crand()*8;
p->org[2] = org[2] + crand()*8;
for (j=0 ; j<3 ; j++)
p->vel[j] = crand()*8;
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY*0.2;
p->alpha = 1.0;
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p->alphavel = -1.0f / (1.0f + frand()*0.3f);
}
}
void CL_ExplosionParticles (vec3_t org) {
int i, j;
cparticle_t *p;
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float time;
time = (float)cl.time;
for (i=0 ; i<256 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
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p->color = 0xe0 + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%384)-192;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
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p->alphavel = -0.8f / (0.5f + frand()*0.3f);
}
}
void CL_BigTeleportParticles (vec3_t org) {
int i;
cparticle_t *p;
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float time;
time = (float)cl.time;
float angle, dist;
static int colortable[4] = {2*8,13*8,21*8,18*8};
for (i=0 ; i<4096 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
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p->color = colortable[rand()&3];
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angle = M_PI*2*(rand()&1023)/1023.0f;
dist = (float)(rand()&31);
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p->org[0] = org[0] + (float)cos(angle)*dist;
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p->vel[0] = (float)cos(angle)*(70+(rand()&63));
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p->accel[0] = -(float)cos(angle)*100;
p->org[1] = org[1] + (float)sin(angle)*dist;
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p->vel[1] = (float)sin(angle)*(70+(rand()&63));
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p->accel[1] = -(float)sin(angle)*100;
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p->org[2] = org[2] + 8 + (rand()%90);
p->vel[2] = -100 + (rand()&31);
p->accel[2] = PARTICLE_GRAVITY*4;
p->alpha = 1.0;
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p->alphavel = -0.3f / (0.5f + frand()*0.3f);
}
}
void CL_BlasterParticles (vec3_t org, vec3_t dir) {
int i, j;
cparticle_t *p;
float d;
int count;
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float time;
time = (float)cl.time;
count = 40;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
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p->color = 0xe0 + (rand()&7);
d = rand()&15;
for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = dir[j] * 30 + crand()*40;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
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p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
void CL_BlasterTrail (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
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int len;
int j;
cparticle_t *p;
int dec;
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float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
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len = (int)VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len > 0) {
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
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p->time = time;
p->alpha = 1.0;
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p->alphavel = -1.0f / (0.3f+frand()*0.2f);
p->color = 0xe0;
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand();
p->vel[j] = crand()*5;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
void CL_QuadTrail (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
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int len;
int j;
cparticle_t *p;
int dec;
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float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
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len = (int)VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len > 0) {
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
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p->time = time;
p->alpha = 1.0;
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p->alphavel = -1.0f / (0.8f+frand()*0.2f);
p->color = 115;
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*16;
p->vel[j] = crand()*5;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
void CL_FlagTrail (vec3_t start, vec3_t end, int color) {
vec3_t move;
vec3_t vec;
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int len;
int j;
cparticle_t *p;
int dec;
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float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
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len = (int)VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len > 0) {
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
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p->time = time;
p->alpha = 1.0;
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p->alphavel = -1.0f / (0.8f+frand()*0.2f);
p->color = color;
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*16;
p->vel[j] = crand()*5;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags) {
vec3_t move;
vec3_t vec;
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int len;
int j;
cparticle_t *p;
float dec;
float orgscale;
float velscale;
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float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 0.5;
VectorScale (vec, dec, vec);
if (old->trailcount > 900) {
orgscale = 4;
velscale = 15;
} else if (old->trailcount > 800) {
orgscale = 2;
velscale = 10;
} else {
orgscale = 1;
velscale = 5;
}
while (len > 0) {
len -= dec;
if (!free_particles)
return;
/* drop less particles as it flies */
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if ((rand()&1023) < old->trailcount) {
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
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p->time = time;
if (flags & EF_GIB) {
p->alpha = 1.0;
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p->alphavel = -1.0f / (1+frand()*0.4f);
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p->color = 0xe8 + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*orgscale;
p->vel[j] = crand()*velscale;
p->accel[j] = 0;
}
p->vel[2] -= PARTICLE_GRAVITY;
} else if (flags & EF_GREENGIB) {
p->alpha = 1.0;
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p->alphavel = -1.0f / (1+frand()*0.4f);
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p->color = 0xdb + (rand()&7);
for (j=0; j< 3; j++) {
p->org[j] = move[j] + crand()*orgscale;
p->vel[j] = crand()*velscale;
p->accel[j] = 0;
}
p->vel[2] -= PARTICLE_GRAVITY;
} else {
p->alpha = 1.0;
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p->alphavel = -1.0f / (1+frand()*0.2f);
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p->color = 4 + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*orgscale;
p->vel[j] = crand()*velscale;
}
p->accel[2] = 20;
}
}
old->trailcount -= 5;
if (old->trailcount < 100)
old->trailcount = 100;
VectorAdd (move, vec, move);
}
}
void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up) {
float d;
/* this rotate and negate guarantees a vector
* not colinear with the original */
right[1] = -forward[0];
right[2] = forward[1];
right[0] = forward[2];
d = DotProduct (right, forward);
VectorMA (right, -d, forward, right);
VectorNormalize (right);
CrossProduct (right, forward, up);
}
void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old) {
vec3_t move;
vec3_t vec;
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int len;
int j;
cparticle_t *p;
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int dec;
float time;
time = (float)cl.time;
/* smoke */
CL_DiminishingTrail (start, end, old, EF_ROCKET);
/* fire */
VectorCopy (start, move);
VectorSubtract (end, start, vec);
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len = (int)VectorNormalize (vec);
dec = 1;
VectorScale (vec, dec, vec);
while (len > 0) {
len -= dec;
if (!free_particles)
return;
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if ( (rand()&7) == 0) {
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
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p->time = time;
p->alpha = 1.0;
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p->alphavel = -1.0f / (1+frand()*0.2f);
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p->color = 0xdc + (rand()&3);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*5;
p->vel[j] = crand()*20;
}
p->accel[2] = -PARTICLE_GRAVITY;
}
VectorAdd (move, vec, move);
}
}
void CL_RailTrail (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
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int len;
int j;
cparticle_t *p;
float dec;
vec3_t right, up;
int i;
float d, c, s;
vec3_t dir;
byte clr = 0x74;
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float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
MakeNormalVectors (vec, right, up);
for (i=0 ; i<len ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
VectorClear (p->accel);
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d = i * 0.1f;
c = (float)cos(d);
s = (float)sin(d);
VectorScale (right, c, dir);
VectorMA (dir, s, up, dir);
p->alpha = 1.0;
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p->alphavel = -1.0f / (1+frand()*0.2f);
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p->color = clr + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + dir[j]*3;
p->vel[j] = dir[j]*6;
}
VectorAdd (move, vec, move);
}
dec = 0.75;
VectorScale (vec, dec, vec);
VectorCopy (start, move);
while (len > 0) {
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
VectorClear (p->accel);
p->alpha = 1.0;
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p->alphavel = -1.0f / (0.6f+frand()*0.2f);
p->color = 0x0 + (rand()&15);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*3;
p->vel[j] = crand()*3;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
void CL_IonripperTrail (vec3_t start, vec3_t ent) {
vec3_t move;
vec3_t vec;
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int len;
int j;
cparticle_t *p;
int dec;
int left = 0;
float time;
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time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (ent, start, vec);
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len = (int)VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len > 0) {
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
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p->time = time;
p->alpha = 0.5;
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p->alphavel = -1.0f / (0.3f + frand() * 0.2f);
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p->color = 0xe4 + (rand()&3);
for (j=0; j<3; j++) {
p->org[j] = move[j];
p->accel[j] = 0;
}
if (left) {
left = 0;
p->vel[0] = 10;
} else {
left = 1;
p->vel[0] = -10;
}
p->vel[1] = 0;
p->vel[2] = 0;
VectorAdd (move, vec, move);
}
}
void CL_BubbleTrail (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
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int len;
int i, j;
cparticle_t *p;
float dec;
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float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 32;
VectorScale (vec, dec, vec);
for (i=0 ; i<len ; i+=32) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
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p->time = time;
p->alpha = 1.0;
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p->alphavel = -1.0f / (1+frand()*0.2f);
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p->color = 4 + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*2;
p->vel[j] = crand()*5;
}
p->vel[2] += 6;
VectorAdd (move, vec, move);
}
}
void CL_FlyParticles (vec3_t origin, int count) {
int i;
cparticle_t *p;
float angle;
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float sp, sy, cp, cy;
vec3_t forward;
float dist = 64;
float ltime;
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float time;
time = (float)cl.time;
if (count > NUMVERTEXNORMALS)
count = NUMVERTEXNORMALS;
if (!avelocities[0][0]) {
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
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avelocities[0][i] = (rand()&255) * 0.01f;
}
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ltime = time / 1000.0f;
for (i=0 ; i<count ; i+=2) {
angle = ltime * avelocities[i][0];
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sy = (float)sin(angle);
cy = (float)cos(angle);
angle = ltime * avelocities[i][1];
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sp = (float)sin(angle);
cp = (float)cos(angle);
angle = ltime * avelocities[i][2];
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
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dist = (float)sin(ltime + i)*64;
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p->org[0] = origin[0] + bytedirs[i][0]*dist + forward[0] * 16;
p->org[1] = origin[1] + bytedirs[i][1]*dist + forward[1] * 16;
p->org[2] = origin[2] + bytedirs[i][2]*dist + forward[2] * 16;
VectorClear (p->vel);
VectorClear (p->accel);
p->color = 0;
p->colorvel = 0;
p->alpha = 1;
p->alphavel = -100;
}
}
void CL_FlyEffect (centity_t *ent, vec3_t origin) {
int n;
int count;
int starttime;
if (ent->fly_stoptime < cl.time) {
starttime = cl.time;
ent->fly_stoptime = cl.time + 60000;
} else {
starttime = ent->fly_stoptime - 60000;
}
n = cl.time - starttime;
if (n < 20000)
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count = (int)n * 162 / 20000.0;
else {
n = ent->fly_stoptime - cl.time;
if (n < 20000)
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count = (int)n * 162 / 20000.0;
else
count = 162;
}
CL_FlyParticles (origin, count);
}
void CL_BfgParticles (entity_t *ent) {
int i;
cparticle_t *p;
float angle;
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float sp, sy, cp, cy;
vec3_t forward;
float dist = 64;
vec3_t v;
float ltime;
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float time;
time = (float)cl.time;
if (!avelocities[0][0]) {
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
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avelocities[0][i] = (rand()&255) * 0.01f;
}
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ltime = time / 1000.0;
for (i=0 ; i<NUMVERTEXNORMALS ; i++) {
angle = ltime * avelocities[i][0];
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sy = (float)sin(angle);
cy = (float)cos(angle);
angle = ltime * avelocities[i][1];
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sp = (float)sin(angle);
cp = (float)cos(angle);
angle = ltime * avelocities[i][2];
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
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dist = (float)sin(ltime + i)*64;
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p->org[0] = ent->origin[0] + bytedirs[i][0]*dist + forward[0] * 16;
p->org[1] = ent->origin[1] + bytedirs[i][1]*dist + forward[1] * 16;
p->org[2] = ent->origin[2] + bytedirs[i][2]*dist + forward[2] * 16;
VectorClear (p->vel);
VectorClear (p->accel);
VectorSubtract (p->org, ent->origin, v);
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dist = VectorLength(v) / 90.0f;
p->color = (int)floor (0xd0 + dist * 7);
p->colorvel = 0;
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p->alpha = 1.0f - dist;
p->alphavel = -100;
}
}
void CL_TrapParticles (entity_t *ent) {
vec3_t move;
vec3_t vec;
vec3_t start, end;
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int len;
int j;
cparticle_t *p;
int dec;
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float time;
time = (float)cl.time;
ent->origin[2]-=14;
VectorCopy (ent->origin, start);
VectorCopy (ent->origin, end);
end[2]+=64;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
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len = (int)VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len > 0) {
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
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p->time = time;
p->alpha = 1.0;
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p->alphavel = -1.0f / (0.3f+frand()*0.2f);
p->color = 0xe0;
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand();
p->vel[j] = crand()*15;
p->accel[j] = 0;
}
p->accel[2] = PARTICLE_GRAVITY;
VectorAdd (move, vec, move);
}
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
vec3_t org;
ent->origin[2]+=14;
VectorCopy (ent->origin, org);
for (i=-2 ; i<=2 ; i+=4)
for (j=-2 ; j<=2 ; j+=4)
for (k=-2 ; k<=4 ; k+=4) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
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p->color = 0xe0 + (rand()&3);
p->alpha = 1.0;
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p->alphavel = -1.0f / (0.3f + (rand()&7) * 0.02f);
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p->org[0] = org[0] + i + ((rand()&23) * crand());
p->org[1] = org[1] + j + ((rand()&23) * crand());
p->org[2] = org[2] + k + ((rand()&23) * crand());
dir[0] = j * 8.0f;
dir[1] = i * 8.0f;
dir[2] = k * 8.0f;
VectorNormalize (dir);
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vel = (float)(50 + (rand()&63));
VectorScale (dir, vel, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
}
}
}
void CL_BFGExplosionParticles (vec3_t org) {
int i, j;
cparticle_t *p;
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float time;
time = (float)cl.time;
for (i=0 ; i<256 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
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p->color = 0xd0 + (rand()&7);
for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%384)-192;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
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p->alphavel = -0.8f / (0.5f + frand()*0.3f);
}
}
void CL_TeleportParticles (vec3_t org) {
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
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float time;
time = (float)cl.time;
for (i=-16 ; i<=16 ; i+=4)
for (j=-16 ; j<=16 ; j+=4)
for (k=-16 ; k<=32 ; k+=4) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
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p->time = time;
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p->color = 7 + (rand()&7);
p->alpha = 1.0;
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p->alphavel = -1.0f / (0.3f + (rand()&7) * 0.02f);
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p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
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dir[0] = j*8.0f;
dir[1] = i*8.0f;
dir[2] = k*8.0f;
VectorNormalize (dir);
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vel = (float)(50 + (rand()&63));
VectorScale (dir, vel, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
}
}
/*
* An entity has just been parsed that has an event value the female
* events are there for backwards compatability
*/
extern struct sfx_s *cl_sfx_footsteps[4];
void CL_EntityEvent (entity_state_t *ent) {
switch (ent->event) {
case EV_ITEM_RESPAWN:
S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
CL_ItemRespawnParticles (ent->origin);
break;
case EV_PLAYER_TELEPORT:
S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
CL_TeleportParticles (ent->origin);
break;
case EV_FOOTSTEP:
if (cl_footsteps->value)
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S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand()&3], 1, ATTN_NORM, 0);
break;
case EV_FALLSHORT:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("player/land1.wav"), 1, ATTN_NORM, 0);
break;
case EV_FALL:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall2.wav"), 1, ATTN_NORM, 0);
break;
case EV_FALLFAR:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall1.wav"), 1, ATTN_NORM, 0);
break;
}
}
void CL_ClearEffects (void) {
CL_ClearParticles ();
CL_ClearDlights ();
CL_ClearLightStyles ();
}