cl_newfx.c auf andere Dateien verteilt und entfernt

This commit is contained in:
Yamagi Burmeister 2010-06-18 16:28:25 +00:00
parent ca2cbd5da6
commit 974aeeea41
7 changed files with 930 additions and 967 deletions

View file

@ -181,7 +181,6 @@ CLIENT_OBJS = \
build/client/cl_tent.o \
build/client/cl_scrn.o \
build/client/cl_view.o \
build/client/cl_newfx.o \
build/client/console/console.o \
build/client/input/keys.o \
build/client/menu/menu.o \
@ -448,9 +447,6 @@ build/client/cl_scrn.o : src/client/cl_scrn.c
build/client/cl_view.o : src/client/cl_view.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
build/client/cl_newfx.o : src/client/cl_newfx.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<
build/client/console/console.o : src/client/console/console.c
$(CC) $(CFLAGS_CLIENT) -o $@ -c $<

View file

@ -36,7 +36,7 @@ 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;
extern cparticle_t *active_particles, *free_particles;
void CL_ParseMuzzleFlash (void) {
vec3_t fv, rv;
@ -1746,3 +1746,854 @@ void CL_ClearEffects (void) {
CL_ClearLightStyles ();
}
void CL_Flashlight (int ent, vec3_t pos) {
cdlight_t *dl;
dl = CL_AllocDlight (ent);
VectorCopy (pos, dl->origin);
dl->radius = 400;
dl->minlight = 250;
dl->die = cl.time + 100;
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 1;
}
void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, float b) {
cdlight_t *dl;
if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0))) {
intensity = -intensity;
r = -r;
g = -g;
b = -b;
}
dl = CL_AllocDlight (ent);
VectorCopy (pos, dl->origin);
dl->radius = intensity;
dl->minlight = 250;
dl->die = cl.time + 100;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
void CL_DebugTrail (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
float len;
cparticle_t *p;
float dec;
vec3_t right, up;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
MakeNormalVectors (vec, right, up);
dec = 3;
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;
p->time = (float)cl.time;
VectorClear (p->accel);
VectorClear (p->vel);
p->alpha = 1.0;
p->alphavel = -0.1f;
p->color = 0x74 + (rand()&7);
VectorCopy (move, p->org);
VectorAdd (move, vec, move);
}
}
void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing) {
vec3_t move;
vec3_t vec;
float len, time;
int j;
cparticle_t *p;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorScale (vec, spacing, vec);
time = (float)cl.time;
while (len > 0) {
len -= spacing;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (1+frand()*0.5f);
p->color = colorStart + (float)(rand() % colorRun);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*3;
p->accel[j] = 0;
}
p->vel[2] = 20 + crand()*5;
VectorAdd (move, vec, move);
}
}
void CL_ForceWall (vec3_t start, vec3_t end, int color8) {
vec3_t move;
vec3_t vec;
int j;
cparticle_t *p;
float len, time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorScale (vec, 4, vec);
time = (float)cl.time;
while (len > 0) {
len -= 4;
if (!free_particles)
return;
if (frand() > 0.3) {
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (3.0+frand()*0.5f);
p->color = color8;
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*3;
p->accel[j] = 0;
}
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = -40 - (crand()*10);
}
VectorAdd (move, vec, move);
}
}
/*
* CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns)
*/
void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist) {
vec3_t move;
vec3_t vec;
float len, time;
int i;
int j;
cparticle_t *p;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorScale (vec, dist, vec);
for (i=0 ; i<len ; i+=dist) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (1+frand()*0.1f);
p->color = 4 + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*2;
p->vel[j] = crand()*10;
}
p->org[2] -= 4;
p->vel[2] += 20;
VectorAdd (move, vec, move);
}
}
void CL_Heatbeam (vec3_t start, vec3_t forward) {
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
vec3_t right, up;
float i;
float c, s;
vec3_t dir;
float ltime;
float step = 32.0, rstep;
float start_pt;
float rot;
float variance;
float time;
vec3_t end;
VectorMA (start, 4096, forward, end);
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorCopy (cl.v_right, right);
VectorCopy (cl.v_up, up);
if (vidref_val == VIDREF_GL) {
VectorMA (move, -0.5, right, move);
VectorMA (move, -0.5, up, move);
}
time = (float)cl.time;
ltime = (float) cl.time/1000.0f;
start_pt = (float)fmod(ltime*96.0f,step);
VectorMA (move, start_pt, vec, move);
VectorScale (vec, step, vec);
rstep = M_PI/10.0f;
for (i=start_pt ; i<len ; i+=step) {
if (i>step*5) /* don't bother after the 5th ring */
break;
for (rot = 0; rot < M_PI*2; rot += rstep) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
VectorClear (p->accel);
variance = 0.5;
c = (float)cos(rot)*variance;
s = (float)sin(rot)*variance;
/* trim it so it looks like it's starting at the origin */
if (i < 10) {
VectorScale (right, c*(i/10.0f), dir);
VectorMA (dir, s*(i/10.0f), up, dir);
} else {
VectorScale (right, c, dir);
VectorMA (dir, s, up, dir);
}
p->alpha = 0.5;
p->alphavel = -1000.0;
p->color = 223 - (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + dir[j]*3;
p->vel[j] = 0;
}
}
VectorAdd (move, vec, move);
}
}
/*
*Puffs with velocity along direction, with some randomness thrown in
*/
void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) {
int i, j;
cparticle_t *p;
float d, time;
vec3_t r, u;
time = (float)cl.time;
MakeNormalVectors (dir, r, u);
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + magnitude*0.1f*crand();
}
VectorScale (dir, magnitude, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY/2;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
void CL_ParticleSteamEffect2 (cl_sustain_t *self) {
int i, j;
cparticle_t *p;
float d;
vec3_t r, u;
vec3_t dir;
VectorCopy (self->dir, dir);
MakeNormalVectors (dir, r, u);
for (i=0 ; i<self->count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = self->color + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = self->org[j] + self->magnitude*0.1*crand();
}
VectorScale (dir, self->magnitude, p->vel);
d = crand()*self->magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*self->magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY/2;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
self->nextthink += self->thinkinterval;
}
void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor) {
vec3_t move;
vec3_t vec;
vec3_t forward,right,up,angle_dir;
float len;
int j;
cparticle_t *p;
int dec;
float dist;
float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorCopy(vec, forward);
AngleVectors2 (forward, angle_dir);
AngleVectors (angle_dir, forward, right, up);
dec = 3;
VectorScale (vec, 3, 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);
p->time = time;
p->alpha = 1.0;
p->alphavel = -2.0;
p->color = particleColor;
dist = DotProduct(move, forward);
VectorMA(move, 8 * cos(dist), up, p->org);
for (j=0 ; j<3 ; j++) {
p->vel[j] = 0;
p->accel[j] = 0;
}
p->vel[2] = 5;
VectorAdd (move, vec, move);
}
}
void CL_Tracker_Shell(vec3_t origin) {
vec3_t dir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = 0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(origin, 40, dir, p->org);
}
}
void CL_MonsterPlasma_Shell(vec3_t origin) {
vec3_t dir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
for(i=0; i<40; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = 0xe0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(origin, 10, dir, p->org);
}
}
void CL_Widowbeamout (cl_sustain_t *self) {
vec3_t dir;
int i;
cparticle_t *p;
static int colortable[4] = {2*8,13*8,21*8,18*8};
float ratio;
float time;
ratio = 1.0f - (((float)self->endtime - (float)cl.time)/2100.0f);
time = (float)cl.time;
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(self->org, (45.0 * ratio), dir, p->org);
}
}
void CL_Nukeblast (cl_sustain_t *self) {
vec3_t dir;
int i;
cparticle_t *p;
static int colortable[4] = {110, 112, 114, 116};
float ratio;
float time;
ratio = 1.0f - (((float)self->endtime - (float)cl.time)/1000.0f);
time = (float)cl.time;
for(i=0; i<700; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(self->org, (200.0 * ratio), dir, p->org);
}
}
void CL_WidowSplash (vec3_t org) {
static int colortable[4] = {2*8,13*8,21*8,18*8};
int i;
cparticle_t *p;
vec3_t dir;
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;
p->time = time;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(org, 45.0, dir, p->org);
VectorMA(vec3_origin, 40.0, dir, p->vel);
p->accel[0] = p->accel[1] = 0;
p->alpha = 1.0;
p->alphavel = -0.8f / (0.5f + frand()*0.3f);
}
}
void CL_Tracker_Explode(vec3_t origin) {
vec3_t dir, backdir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0;
p->color = 0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorScale(dir, -1, backdir);
VectorMA(origin, 64, dir, p->org);
VectorScale(backdir, 64, p->vel);
}
}
void CL_TagTrail (vec3_t start, vec3_t end, int color) {
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = 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);
p->time = time;
p->alpha = 1.0;
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_ColorExplosionParticles (vec3_t org, int color, int run) {
int i;
int j;
cparticle_t *p;
float time;
time = (float)cl.time;
for (i=0 ; i<128 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (rand() % run);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%256)-128;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.4f / (0.6f + frand()*0.2f);
}
}
/*
* Like the steam effect, but unaffected by gravity
*/
void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) {
int i, j;
cparticle_t *p;
float d;
vec3_t r, u;
float time;
time = (float)cl.time;
MakeNormalVectors (dir, r, u);
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + magnitude*0.1f*crand();
}
VectorScale (dir, magnitude, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = p->accel[2] = 0;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
/*
* Wall impact puffs (Green)
*/
void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color) {
int i, j;
cparticle_t *p;
float d;
int count;
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;
p->time = time;
p->color = color + (rand()&7);
d = (float)(rand()&15);
for (j=0 ; j<3 ; j++) {
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;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
/*
* Green!
*/
void CL_BlasterTrail2 (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = 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);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (float)(0.3f+frand()*0.2f);
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);
}
}

View file

@ -418,12 +418,6 @@ int precache_model_skin;
byte *precache_model;
#define PLAYER_MULT 5
/* ENV_CNT is map load, ENV_CNT+1 is first env map */
#define ENV_CNT (CS_PLAYERSKINS + MAX_CLIENTS * PLAYER_MULT)
#define TEXTURE_CNT (ENV_CNT+13)
/*
* The server will send this command right
* before allowing the client into the server
@ -840,3 +834,4 @@ void CL_Shutdown(void)
IN_Shutdown ();
VID_Shutdown();
}

View file

@ -1,956 +0,0 @@
/*
* 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.
*
*/
#include "header/client.h"
extern cparticle_t *active_particles, *free_particles;
extern cparticle_t particles[MAX_PARTICLES];
extern int cl_numparticles;
extern cvar_t *vid_ref;
extern void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);
void vectoangles2 (vec3_t value1, vec3_t angles) {
float forward;
float yaw, pitch;
if (value1[1] == 0 && value1[0] == 0) {
yaw = 0;
if (value1[2] > 0)
pitch = 90;
else
pitch = 270;
} else {
if (value1[0])
yaw = ((float)atan2(value1[1], value1[0]) * 180 / M_PI);
else if (value1[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
forward = (float)sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
pitch = ((float)atan2(value1[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
angles[PITCH] = -pitch;
angles[YAW] = yaw;
angles[ROLL] = 0;
}
void CL_Flashlight (int ent, vec3_t pos) {
cdlight_t *dl;
dl = CL_AllocDlight (ent);
VectorCopy (pos, dl->origin);
dl->radius = 400;
dl->minlight = 250;
dl->die = cl.time + 100;
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 1;
}
void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, float b) {
cdlight_t *dl;
if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0))) {
intensity = -intensity;
r = -r;
g = -g;
b = -b;
}
dl = CL_AllocDlight (ent);
VectorCopy (pos, dl->origin);
dl->radius = intensity;
dl->minlight = 250;
dl->die = cl.time + 100;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
void CL_DebugTrail (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
float len;
cparticle_t *p;
float dec;
vec3_t right, up;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
MakeNormalVectors (vec, right, up);
dec = 3;
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;
p->time = (float)cl.time;
VectorClear (p->accel);
VectorClear (p->vel);
p->alpha = 1.0;
p->alphavel = -0.1f;
p->color = 0x74 + (rand()&7);
VectorCopy (move, p->org);
VectorAdd (move, vec, move);
}
}
void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing) {
vec3_t move;
vec3_t vec;
float len, time;
int j;
cparticle_t *p;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorScale (vec, spacing, vec);
time = (float)cl.time;
while (len > 0) {
len -= spacing;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (1+frand()*0.5f);
p->color = colorStart + (float)(rand() % colorRun);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*3;
p->accel[j] = 0;
}
p->vel[2] = 20 + crand()*5;
VectorAdd (move, vec, move);
}
}
void CL_ForceWall (vec3_t start, vec3_t end, int color8) {
vec3_t move;
vec3_t vec;
int j;
cparticle_t *p;
float len, time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorScale (vec, 4, vec);
time = (float)cl.time;
while (len > 0) {
len -= 4;
if (!free_particles)
return;
if (frand() > 0.3) {
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (3.0+frand()*0.5f);
p->color = color8;
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*3;
p->accel[j] = 0;
}
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = -40 - (crand()*10);
}
VectorAdd (move, vec, move);
}
}
void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel) {
int i, j;
cparticle_t *p;
float d;
float time;
time = (float)cl.time;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
if (numcolors > 1)
p->color = color + (rand() & numcolors);
else
p->color = color;
d = (float)(rand() & dirspread);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*alphavel);
}
}
/*
* CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns)
*/
void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist) {
vec3_t move;
vec3_t vec;
float len, time;
int i;
int j;
cparticle_t *p;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorScale (vec, dist, vec);
for (i=0 ; i<len ; i+=dist) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (1+frand()*0.1f);
p->color = 4 + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*2;
p->vel[j] = crand()*10;
}
p->org[2] -= 4;
p->vel[2] += 20;
VectorAdd (move, vec, move);
}
}
void CL_Heatbeam (vec3_t start, vec3_t forward) {
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
vec3_t right, up;
float i;
float c, s;
vec3_t dir;
float ltime;
float step = 32.0, rstep;
float start_pt;
float rot;
float variance;
float time;
vec3_t end;
VectorMA (start, 4096, forward, end);
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorCopy (cl.v_right, right);
VectorCopy (cl.v_up, up);
if (vidref_val == VIDREF_GL) {
VectorMA (move, -0.5, right, move);
VectorMA (move, -0.5, up, move);
}
time = (float)cl.time;
ltime = (float) cl.time/1000.0f;
start_pt = (float)fmod(ltime*96.0f,step);
VectorMA (move, start_pt, vec, move);
VectorScale (vec, step, vec);
rstep = M_PI/10.0f;
for (i=start_pt ; i<len ; i+=step) {
if (i>step*5) /* don't bother after the 5th ring */
break;
for (rot = 0; rot < M_PI*2; rot += rstep) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
VectorClear (p->accel);
variance = 0.5;
c = (float)cos(rot)*variance;
s = (float)sin(rot)*variance;
/* trim it so it looks like it's starting at the origin */
if (i < 10) {
VectorScale (right, c*(i/10.0f), dir);
VectorMA (dir, s*(i/10.0f), up, dir);
} else {
VectorScale (right, c, dir);
VectorMA (dir, s, up, dir);
}
p->alpha = 0.5;
p->alphavel = -1000.0;
p->color = 223 - (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + dir[j]*3;
p->vel[j] = 0;
}
}
VectorAdd (move, vec, move);
}
}
/*
*Puffs with velocity along direction, with some randomness thrown in
*/
void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) {
int i, j;
cparticle_t *p;
float d, time;
vec3_t r, u;
time = (float)cl.time;
MakeNormalVectors (dir, r, u);
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + magnitude*0.1f*crand();
}
VectorScale (dir, magnitude, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY/2;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
void CL_ParticleSteamEffect2 (cl_sustain_t *self) {
int i, j;
cparticle_t *p;
float d;
vec3_t r, u;
vec3_t dir;
VectorCopy (self->dir, dir);
MakeNormalVectors (dir, r, u);
for (i=0 ; i<self->count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = self->color + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = self->org[j] + self->magnitude*0.1*crand();
}
VectorScale (dir, self->magnitude, p->vel);
d = crand()*self->magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*self->magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY/2;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
self->nextthink += self->thinkinterval;
}
void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor) {
vec3_t move;
vec3_t vec;
vec3_t forward,right,up,angle_dir;
float len;
int j;
cparticle_t *p;
int dec;
float dist;
float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorCopy(vec, forward);
vectoangles2 (forward, angle_dir);
AngleVectors (angle_dir, forward, right, up);
dec = 3;
VectorScale (vec, 3, 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);
p->time = time;
p->alpha = 1.0;
p->alphavel = -2.0;
p->color = particleColor;
dist = DotProduct(move, forward);
VectorMA(move, 8 * cos(dist), up, p->org);
for (j=0 ; j<3 ; j++) {
p->vel[j] = 0;
p->accel[j] = 0;
}
p->vel[2] = 5;
VectorAdd (move, vec, move);
}
}
void CL_Tracker_Shell(vec3_t origin) {
vec3_t dir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = 0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(origin, 40, dir, p->org);
}
}
void CL_MonsterPlasma_Shell(vec3_t origin) {
vec3_t dir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
for(i=0; i<40; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = 0xe0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(origin, 10, dir, p->org);
}
}
void CL_Widowbeamout (cl_sustain_t *self) {
vec3_t dir;
int i;
cparticle_t *p;
static int colortable[4] = {2*8,13*8,21*8,18*8};
float ratio;
float time;
ratio = 1.0f - (((float)self->endtime - (float)cl.time)/2100.0f);
time = (float)cl.time;
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(self->org, (45.0 * ratio), dir, p->org);
}
}
void CL_Nukeblast (cl_sustain_t *self) {
vec3_t dir;
int i;
cparticle_t *p;
static int colortable[4] = {110, 112, 114, 116};
float ratio;
float time;
ratio = 1.0f - (((float)self->endtime - (float)cl.time)/1000.0f);
time = (float)cl.time;
for(i=0; i<700; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(self->org, (200.0 * ratio), dir, p->org);
}
}
void CL_WidowSplash (vec3_t org) {
static int colortable[4] = {2*8,13*8,21*8,18*8};
int i;
cparticle_t *p;
vec3_t dir;
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;
p->time = time;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(org, 45.0, dir, p->org);
VectorMA(vec3_origin, 40.0, dir, p->vel);
p->accel[0] = p->accel[1] = 0;
p->alpha = 1.0;
p->alphavel = -0.8f / (0.5f + frand()*0.3f);
}
}
void CL_Tracker_Explode(vec3_t origin) {
vec3_t dir, backdir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0;
p->color = 0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorScale(dir, -1, backdir);
VectorMA(origin, 64, dir, p->org);
VectorScale(backdir, 64, p->vel);
}
}
void CL_TagTrail (vec3_t start, vec3_t end, int color) {
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = 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);
p->time = time;
p->alpha = 1.0;
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_ColorExplosionParticles (vec3_t org, int color, int run) {
int i;
int j;
cparticle_t *p;
float time;
time = (float)cl.time;
for (i=0 ; i<128 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (rand() % run);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%256)-128;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.4f / (0.6f + frand()*0.2f);
}
}
/*
* Like the steam effect, but unaffected by gravity
*/
void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) {
int i, j;
cparticle_t *p;
float d;
vec3_t r, u;
float time;
time = (float)cl.time;
MakeNormalVectors (dir, r, u);
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (rand()&7);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + magnitude*0.1f*crand();
}
VectorScale (dir, magnitude, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = p->accel[2] = 0;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
/*
* Wall impact puffs (Green)
*/
void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color) {
int i, j;
cparticle_t *p;
float d;
int count;
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;
p->time = time;
p->color = color + (rand()&7);
d = (float)(rand()&15);
for (j=0 ; j<3 ; j++) {
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;
p->alphavel = -1.0f / (0.5f + frand()*0.3f);
}
}
/*
* Green!
*/
void CL_BlasterTrail2 (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = 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);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (float)(0.3f+frand()*0.2f);
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);
}
}

View file

@ -201,3 +201,42 @@ void CL_AddParticles (void) {
active_particles = active;
}
void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel) {
int i, j;
cparticle_t *p;
float d;
float time;
time = (float)cl.time;
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
if (numcolors > 1)
p->color = color + (rand() & numcolors);
else
p->color = color;
d = (float)(rand() & dirspread);
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frand()*alphavel);
}
}

View file

@ -116,6 +116,43 @@ void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
}
}
void AngleVectors2 (vec3_t value1, vec3_t angles) {
float forward;
float yaw, pitch;
if (value1[1] == 0 && value1[0] == 0) {
yaw = 0;
if (value1[2] > 0)
pitch = 90;
else
pitch = 270;
} else {
if (value1[0])
yaw = ((float)atan2(value1[1], value1[0]) * 180 / M_PI);
else if (value1[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
forward = (float)sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
pitch = ((float)atan2(value1[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
angles[PITCH] = -pitch;
angles[YAW] = yaw;
angles[ROLL] = 0;
}
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
{

View file

@ -155,6 +155,7 @@ void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void AngleVectors2 (vec3_t value1, vec3_t angles);
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
float anglemod(float a);
float LerpAngle (float a1, float a2, float frac);