mirror of
https://github.com/yquake2/yquake2remaster.git
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204 lines
4.2 KiB
C
204 lines
4.2 KiB
C
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* =======================================================================
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*
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* This file implements all generic particle stuff
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*
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* =======================================================================
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*/
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#include "header/client.h"
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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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void CL_ClearParticles (void) {
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int i;
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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[cl_numparticles-1].next = NULL;
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}
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void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count) {
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int i, j;
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cparticle_t *p;
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float d;
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for (i=0 ; i<count ; i++) {
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = cl.time;
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p->color = color + (rand()&7);
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d = rand()&31;
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
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p->vel[j] = crand()*20;
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}
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p->accel[0] = p->accel[1] = 0;
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p->accel[2] = -PARTICLE_GRAVITY+0.2f;
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p->alpha = 1.0;
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p->alphavel = -1.0 / (0.5 + frand()*0.3);
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}
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}
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void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count) {
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int i, j;
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cparticle_t *p;
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float d;
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float time;
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time = (float)cl.time;
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for (i=0 ; i<count ; i++) {
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = time;
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p->color = color + (rand()&7);
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d = rand()&7;
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
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p->vel[j] = crand()*20;
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}
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p->accel[0] = p->accel[1] = 0;
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p->accel[2] = -PARTICLE_GRAVITY;
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p->alpha = 1.0;
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p->alphavel = -1.0f / (0.5f + frand()*0.3f);
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}
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}
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void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count) {
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int i, j;
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cparticle_t *p;
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float d;
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float time;
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time = (float)cl.time;
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for (i=0 ; i<count ; i++) {
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = time;
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p->color = color;
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d = rand()&7;
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
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p->vel[j] = crand()*20;
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}
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p->accel[0] = p->accel[1] = 0;
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p->accel[2] = PARTICLE_GRAVITY;
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p->alpha = 1.0;
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p->alphavel = -1.0f / (0.5f + frand()*0.3f);
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}
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}
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void CL_AddParticles (void) {
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cparticle_t *p, *next;
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float alpha;
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float time, time2;
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vec3_t org;
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int color;
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cparticle_t *active, *tail;
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active = NULL;
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tail = NULL;
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for (p=active_particles ; p ; p=next) {
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next = p->next;
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if (p->alphavel != INSTANT_PARTICLE) {
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time = (cl.time - p->time)*0.001;
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alpha = p->alpha + time*p->alphavel;
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if (alpha <= 0) {
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/* faded out */
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p->next = free_particles;
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free_particles = p;
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continue;
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}
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} else {
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time = 0.0f;
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alpha = p->alpha;
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}
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p->next = NULL;
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if (!tail)
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active = tail = p;
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else {
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tail->next = p;
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tail = p;
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}
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if (alpha > 1.0f)
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alpha = 1;
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color = p->color;
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time2 = time*time;
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org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
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org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
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org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;
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V_AddParticle (org, color, alpha);
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if (p->alphavel == INSTANT_PARTICLE) {
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p->alphavel = 0.0;
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p->alpha = 0.0;
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}
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}
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active_particles = active;
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}
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