/* ** p_effect.cpp ** Particle effects ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** If particles used real sprites instead of blocks, they could be much ** more useful. */ #include "doomtype.h" #include "doomstat.h" #include "i_system.h" #include "c_cvars.h" #include "actor.h" #include "m_argv.h" #include "p_effect.h" #include "p_local.h" #include "g_level.h" #include "v_video.h" #include "m_random.h" #include "r_defs.h" #include "s_sound.h" #include "templates.h" #include "gi.h" #include "v_palette.h" #include "colormatcher.h" #include "d_player.h" #include "r_utility.h" #include "g_levellocals.h" CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE); CVAR (Bool, r_rail_smartspiral, 0, CVAR_ARCHIVE); CVAR (Int, r_rail_spiralsparsity, 1, CVAR_ARCHIVE); CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE); CVAR (Bool, r_particles, true, 0); FRandom pr_railtrail("RailTrail"); #define FADEFROMTTL(a) (1.f/(a)) // [RH] particle globals WORD NumParticles; WORD ActiveParticles; WORD InactiveParticles; particle_t *Particles; TArray ParticlesInSubsec; static int grey1, grey2, grey3, grey4, red, green, blue, yellow, black, red1, green1, blue1, yellow1, purple, purple1, white, rblue1, rblue2, rblue3, rblue4, orange, yorange, dred, grey5, maroon1, maroon2, blood1, blood2; static const struct ColorList { int *color; BYTE r, g, b; } Colors[] = { {&grey1, 85, 85, 85 }, {&grey2, 171, 171, 171}, {&grey3, 50, 50, 50 }, {&grey4, 210, 210, 210}, {&grey5, 128, 128, 128}, {&red, 255, 0, 0 }, {&green, 0, 200, 0 }, {&blue, 0, 0, 255}, {&yellow, 255, 255, 0 }, {&black, 0, 0, 0 }, {&red1, 255, 127, 127}, {&green1, 127, 255, 127}, {&blue1, 127, 127, 255}, {&yellow1, 255, 255, 180}, {&purple, 120, 0, 160}, {&purple1, 200, 30, 255}, {&white, 255, 255, 255}, {&rblue1, 81, 81, 255}, {&rblue2, 0, 0, 227}, {&rblue3, 0, 0, 130}, {&rblue4, 0, 0, 80 }, {&orange, 255, 120, 0 }, {&yorange, 255, 170, 0 }, {&dred, 80, 0, 0 }, {&maroon1, 154, 49, 49 }, {&maroon2, 125, 24, 24 }, {NULL, 0, 0, 0 } }; inline particle_t *NewParticle (void) { particle_t *result = NULL; if (InactiveParticles != NO_PARTICLE) { result = Particles + InactiveParticles; InactiveParticles = result->tnext; result->tnext = ActiveParticles; ActiveParticles = WORD(result - Particles); } return result; } // // [RH] Particle functions // void P_InitParticles (); void P_DeinitParticles (); // [BC] Allow the maximum number of particles to be specified by a cvar (so people // with lots of nice hardware can have lots of particles!). CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE ) { if ( self == 0 ) self = 4000; else if (self > 65535) self = 65535; else if (self < 100) self = 100; if ( gamestate != GS_STARTUP ) { P_DeinitParticles( ); P_InitParticles( ); } } void P_InitParticles () { const char *i; int num; if ((i = Args->CheckValue ("-numparticles"))) num = atoi (i); // [BC] Use r_maxparticles now. else num = r_maxparticles; // This should be good, but eh... NumParticles = (WORD)clamp(num, 100, 65535); P_DeinitParticles(); Particles = new particle_t[NumParticles]; P_ClearParticles (); atterm (P_DeinitParticles); } void P_DeinitParticles() { if (Particles != NULL) { delete[] Particles; Particles = NULL; } } void P_ClearParticles () { int i; memset (Particles, 0, NumParticles * sizeof(particle_t)); ActiveParticles = NO_PARTICLE; InactiveParticles = 0; for (i = 0; i < NumParticles-1; i++) Particles[i].tnext = i + 1; Particles[i].tnext = NO_PARTICLE; } // Group particles by subsectors. Because particles are always // in motion, there is little benefit to caching this information // from one frame to the next. void P_FindParticleSubsectors () { if (ParticlesInSubsec.Size() < (size_t)numsubsectors) { ParticlesInSubsec.Reserve (numsubsectors - ParticlesInSubsec.Size()); } fillshort (&ParticlesInSubsec[0], numsubsectors, NO_PARTICLE); if (!r_particles) { return; } for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext) { // Try to reuse the subsector from the last portal check, if still valid. if (Particles[i].subsector == NULL) Particles[i].subsector = R_PointInSubsector(Particles[i].Pos); int ssnum = int(Particles[i].subsector - subsectors); Particles[i].snext = ParticlesInSubsec[ssnum]; ParticlesInSubsec[ssnum] = i; } } static TMap ColorSaver; static uint32 ParticleColor(int rgb) { int *val; int stuff; val = ColorSaver.CheckKey(rgb); if (val != NULL) { return *val; } stuff = rgb | (ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb)) << 24); ColorSaver[rgb] = stuff; return stuff; } static uint32 ParticleColor(int r, int g, int b) { return ParticleColor(MAKERGB(r, g, b)); } void P_InitEffects () { const struct ColorList *color = Colors; P_InitParticles(); while (color->color) { *(color->color) = ParticleColor(color->r, color->g, color->b); color++; } int kind = gameinfo.defaultbloodparticlecolor; blood1 = ParticleColor(kind); blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3); } void P_ThinkParticles () { int i; particle_t *particle, *prev; i = ActiveParticles; prev = NULL; while (i != NO_PARTICLE) { particle = Particles + i; i = particle->tnext; if (!particle->notimefreeze && ((bglobal.freeze) || (level.flags2 & LEVEL2_FROZEN))) { prev = particle; continue; } auto oldtrans = particle->alpha; particle->alpha -= particle->fadestep; particle->size += particle->sizestep; if (oldtrans < particle->alpha || --particle->ttl <= 0 || (particle->size <= 0)) { // The particle has expired, so free it memset (particle, 0, sizeof(particle_t)); if (prev) prev->tnext = i; else ActiveParticles = i; particle->tnext = InactiveParticles; InactiveParticles = (int)(particle - Particles); continue; } // Handle crossing a line portal DVector2 newxy = P_GetOffsetPosition(particle->Pos.X, particle->Pos.Y, particle->Vel.X, particle->Vel.Y); particle->Pos.X = newxy.X; particle->Pos.Y = newxy.Y; particle->Pos.Z += particle->Vel.Z; particle->Vel += particle->Acc; particle->subsector = R_PointInSubsector(particle->Pos); sector_t *s = particle->subsector->sector; // Handle crossing a sector portal. if (!s->PortalBlocksMovement(sector_t::ceiling)) { if (particle->Pos.Z > s->GetPortalPlaneZ(sector_t::ceiling)) { particle->Pos += s->GetPortalDisplacement(sector_t::ceiling); particle->subsector = NULL; } } else if (!s->PortalBlocksMovement(sector_t::floor)) { if (particle->Pos.Z < s->GetPortalPlaneZ(sector_t::floor)) { particle->Pos += s->GetPortalDisplacement(sector_t::floor); particle->subsector = NULL; } } prev = particle; } } enum PSFlag { PS_FULLBRIGHT = 1, PS_NOTIMEFREEZE = 1 << 5, }; void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags) { particle_t *particle = NewParticle(); if (particle) { particle->Pos = pos; particle->Vel = vel; particle->Acc = accel; particle->color = ParticleColor(color); particle->alpha = float(startalpha); if (fadestep < 0) particle->fadestep = FADEFROMTTL(lifetime); else particle->fadestep = float(fadestep); particle->ttl = lifetime; particle->bright = !!(flags & PS_FULLBRIGHT); particle->size = size; particle->sizestep = sizestep; particle->notimefreeze = !!(flags & PS_NOTIMEFREEZE); } } // // P_RunEffects // // Run effects on all actors in the world // void P_RunEffects () { if (players[consoleplayer].camera == NULL) return; int pnum = players[consoleplayer].camera->Sector->Index() * level.sectors.Size(); AActor *actor; TThinkerIterator iterator; while ( (actor = iterator.Next ()) ) { if (actor->effects) { // Only run the effect if the actor is potentially visible int rnum = pnum + actor->Sector->Index(); if (rejectmatrix == NULL || !(rejectmatrix[rnum>>3] & (1 << (rnum & 7)))) P_RunEffect (actor, actor->effects); } } } // // JitterParticle // // Creates a particle with "jitter" // particle_t *JitterParticle (int ttl) { return JitterParticle (ttl, 1.0); } // [XA] Added "drift speed" multiplier setting for enhanced railgun stuffs. particle_t *JitterParticle (int ttl, double drift) { particle_t *particle = NewParticle (); if (particle) { int i; // Set initial velocities for (i = 3; i; i--) particle->Vel[i] = ((1./4096) * (M_Random () - 128) * drift); // Set initial accelerations for (i = 3; i; i--) particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift); particle->alpha = 1.f; // fully opaque particle->ttl = ttl; particle->fadestep = FADEFROMTTL(ttl); } return particle; } static void MakeFountain (AActor *actor, int color1, int color2) { particle_t *particle; if (!(level.time & 1)) return; particle = JitterParticle (51); if (particle) { DAngle an = M_Random() * (360. / 256); double out = actor->radius * M_Random() / 256.; particle->Pos = actor->Vec3Angle(out, an, actor->Height + 1); if (out < actor->radius/8) particle->Vel.Z += 10./3; else particle->Vel.Z += 3; particle->Acc.Z -= 1./11; if (M_Random() < 30) { particle->size = 4; particle->color = color2; } else { particle->size = 6; particle->color = color1; } } } void P_RunEffect (AActor *actor, int effects) { DAngle moveangle = actor->Vel.Angle(); particle_t *particle; int i; if ((effects & FX_ROCKET) && (cl_rockettrails & 1)) { // Rocket trail double backx = -actor->radius * 2 * moveangle.Cos(); double backy = -actor->radius * 2 * moveangle.Sin(); double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8); DAngle an = moveangle + 90.; double speed; particle = JitterParticle (3 + (M_Random() & 31)); if (particle) { double pathdist = M_Random() / 256.; DVector3 pos = actor->Vec3Offset( backx - actor->Vel.X * pathdist, backy - actor->Vel.Y * pathdist, backz - actor->Vel.Z * pathdist); particle->Pos = pos; speed = (M_Random () - 128) * (1./200); particle->Vel.X += speed * an.Cos(); particle->Vel.Y += speed * an.Sin(); particle->Vel.Z -= 1./36; particle->Acc.Z -= 1./20; particle->color = yellow; particle->size = 2; } for (i = 6; i; i--) { particle_t *particle = JitterParticle (3 + (M_Random() & 31)); if (particle) { double pathdist = M_Random() / 256.; DVector3 pos = actor->Vec3Offset( backx - actor->Vel.X * pathdist, backy - actor->Vel.Y * pathdist, backz - actor->Vel.Z * pathdist + (M_Random() / 64.)); particle->Pos = pos; speed = (M_Random () - 128) * (1./200); particle->Vel.X += speed * an.Cos(); particle->Vel.Y += speed * an.Sin(); particle->Vel.Z += 1. / 80; particle->Acc.Z += 1. / 40; if (M_Random () & 7) particle->color = grey2; else particle->color = grey1; particle->size = 3; } else break; } } if ((effects & FX_GRENADE) && (cl_rockettrails & 1)) { // Grenade trail DVector3 pos = actor->Vec3Angle(-actor->radius * 2, moveangle, -actor->Height * actor->Vel.Z / 8 + actor->Height * (2. / 3)); P_DrawSplash2 (6, pos, moveangle + 180, 2, 2); } if (effects & FX_FOUNTAINMASK) { // Particle fountain static const int *fountainColors[16] = { &black, &black, &red, &red1, &green, &green1, &blue, &blue1, &yellow, &yellow1, &purple, &purple1, &black, &grey3, &grey4, &white }; int color = (effects & FX_FOUNTAINMASK) >> 15; MakeFountain (actor, *fountainColors[color], *fountainColors[color+1]); } if (effects & FX_RESPAWNINVUL) { // Respawn protection static const int *protectColors[2] = { &yellow1, &white }; for (i = 3; i > 0; i--) { particle = JitterParticle (16); if (particle != NULL) { DAngle ang = M_Random() * (360 / 256.); DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0); particle->Pos = pos; particle->color = *protectColors[M_Random() & 1]; particle->Vel.Z = 1; particle->Acc.Z = M_Random () / 512.; particle->size = 1; if (M_Random () < 128) { // make particle fall from top of actor particle->Pos.Z += actor->Height; particle->Vel.Z = -particle->Vel.Z; particle->Acc.Z = -particle->Acc.Z; } } } } } void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind) { int color1, color2; switch (kind) { case 1: // Spark color1 = orange; color2 = yorange; break; default: return; } for (; count; count--) { particle_t *p = JitterParticle (10); if (!p) break; p->size = 2; p->color = M_Random() & 0x80 ? color1 : color2; p->Vel.Z -= M_Random () / 128.; p->Acc.Z -= 1./8; p->Acc.X += (M_Random () - 128) / 8192.; p->Acc.Y += (M_Random () - 128) / 8192.; p->Pos.Z = pos.Z - M_Random () / 64.; angle += M_Random() * (45./256); p->Pos.X = pos.X + (M_Random() & 15)*angle.Cos(); p->Pos.Y = pos.Y + (M_Random() & 15)*angle.Sin(); } } DEFINE_ACTION_FUNCTION(AActor, DrawSplash) { PARAM_SELF_PROLOGUE(AActor); PARAM_INT(count); PARAM_FLOAT(angle); PARAM_INT(kind); P_DrawSplash(count, self->Pos(), angle, kind); return 0; } void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind) { int color1, color2, zadd; double zvel, zspread; switch (kind) { case 0: // Blood color1 = blood1; color2 = blood2; break; case 1: // Gunshot color1 = grey3; color2 = grey5; break; case 2: // Smoke color1 = grey3; color2 = grey1; break; default: // colorized blood color1 = ParticleColor(kind); color2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3); break; } zvel = -1./512.; zspread = updown ? -6000 / 65536. : 6000 / 65536.; zadd = (updown == 2) ? -128 : 0; for (; count; count--) { particle_t *p = NewParticle (); DAngle an; if (!p) break; p->ttl = 12; p->fadestep = FADEFROMTTL(12); p->alpha = 1.f; p->size = 4; p->color = M_Random() & 0x80 ? color1 : color2; p->Vel.Z = M_Random() * zvel; p->Acc.Z = -1 / 22.; if (kind) { an = angle + ((M_Random() - 128) * (180 / 256.)); p->Vel.X = M_Random() * an.Cos() / 2048.; p->Vel.Y = M_Random() * an.Sin() / 2048.; p->Acc.X = p->Vel.X / 16.; p->Acc.Y = p->Vel.Y / 16.; } an = angle + ((M_Random() - 128) * (90 / 256.)); p->Pos.X = pos.X + ((M_Random() & 31) - 15) * an.Cos(); p->Pos.Y = pos.Y + ((M_Random() & 31) - 15) * an.Sin(); p->Pos.Z = pos.Z + (M_Random() + zadd - 128) * zspread; } } struct TrailSegment { DVector3 start; DVector3 dir; DVector3 extend; DVector2 soundpos; double length; double sounddist; }; void P_DrawRailTrail(AActor *source, TArray &portalhits, int color1, int color2, double maxdiff, int flags, PClassActor *spawnclass, DAngle angle, int duration, double sparsity, double drift, int SpiralOffset, DAngle pitch) { double length = 0; int steps, i; TArray trail; TAngle deg; DVector3 pos; bool fullbright; unsigned segment; double lencount; for (unsigned i = 0; i < portalhits.Size() - 1; i++) { TrailSegment seg; seg.start = portalhits[i].ContPos; seg.dir = portalhits[i].OutDir; seg.length = (portalhits[i + 1].HitPos - seg.start).Length(); //Calculate PerpendicularVector (extend, dir): double minelem = 1; int epos; int ii; for (epos = 0, ii = 0; ii < 3; ++ii) { if (fabs(seg.dir[ii]) < minelem) { epos = ii; minelem = fabs(seg.dir[ii]); } } DVector3 tempvec(0, 0, 0); tempvec[epos] = 1; seg.extend = (tempvec - (seg.dir | tempvec) * seg.dir) * 3; length += seg.length; // Only consider sound in 2D (for now, anyway) // [BB] You have to divide by lengthsquared here, not multiply with it. AActor *mo = players[consoleplayer].camera; double r = ((seg.start.Y - mo->Y()) * (-seg.dir.Y) - (seg.start.X - mo->X()) * (seg.dir.X)) / (seg.length * seg.length); r = clamp(r, 0., 1.); seg.soundpos = seg.start + r * seg.dir; seg.sounddist = (seg.soundpos - mo->Pos()).LengthSquared(); trail.Push(seg); } steps = xs_FloorToInt(length / 3); fullbright = !!(flags & RAF_FULLBRIGHT); if (steps) { if (!(flags & RAF_SILENT)) { FSoundID sound; // Allow other sounds than 'weapons/railgf'! if (!source->player) sound = source->AttackSound; else if (source->player->ReadyWeapon) sound = source->player->ReadyWeapon->AttackSound; else sound = 0; if (!sound) sound = "weapons/railgf"; // The railgun's sound is special. It gets played from the // point on the slug's trail that is closest to the hearing player. AActor *mo = players[consoleplayer].camera; if (fabs(mo->X() - trail[0].start.X) < 20 && fabs(mo->Y() - trail[0].start.Y) < 20) { // This player (probably) fired the railgun S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM); } else { TrailSegment *shortest = NULL; for (auto &seg : trail) { if (shortest == NULL || shortest->sounddist > seg.sounddist) shortest = &seg; } S_Sound (DVector3(shortest->soundpos, ViewPos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM); } } } else { // line is 0 length, so nothing to do return; } // Create the outer spiral. if (color1 != -1 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL)) { double stepsize = 3 * r_rail_spiralsparsity * sparsity; int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity); segment = 0; lencount = trail[0].length; color1 = color1 == 0 ? -1 : ParticleColor(color1); pos = trail[0].start; deg = (double)SpiralOffset; for (i = spiral_steps; i; i--) { particle_t *p = NewParticle (); DVector3 tempvec; if (!p) return; int spiralduration = (duration == 0) ? 35 : duration; p->alpha = 1.f; p->ttl = duration; p->fadestep = FADEFROMTTL(spiralduration); p->size = 3; p->bright = fullbright; tempvec = DMatrix3x3(trail[segment].dir, deg) * trail[segment].extend; p->Vel = tempvec * drift / 16.; p->Pos = tempvec + pos; pos += trail[segment].dir * stepsize; deg += double(r_rail_spiralsparsity * 14); lencount -= stepsize; if (color1 == -1) { int rand = M_Random(); if (rand < 155) p->color = rblue2; else if (rand < 188) p->color = rblue1; else if (rand < 222) p->color = rblue3; else p->color = rblue4; } else { p->color = color1; } if (lencount <= 0) { segment++; if (segment < trail.Size()) { pos = trail[segment].start - trail[segment].dir * lencount; lencount += trail[segment].length; } else { // should never happen but if something goes wrong, just terminate the loop. break; } } } } // Create the inner trail. if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL) { double stepsize = 3 * r_rail_spiralsparsity * sparsity; int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity); color2 = color2 == 0 ? -1 : ParticleColor(color2); DVector3 diff(0, 0, 0); pos = trail[0].start; lencount = trail[0].length; segment = 0; for (i = trail_steps; i; i--) { // [XA] inner trail uses a different default duration (33). int innerduration = (duration == 0) ? 33 : duration; particle_t *p = JitterParticle (innerduration, (float)drift); if (!p) return; if (maxdiff > 0) { int rnd = M_Random (); if (rnd & 1) diff.X = clamp(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff); if (rnd & 2) diff.Y = clamp(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff); if (rnd & 4) diff.Z = clamp(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff); } DVector3 postmp = pos + diff; p->size = 2; p->Pos = postmp; if (color1 != -1) p->Acc.Z -= 1./4096; pos += trail[segment].dir * stepsize; lencount -= stepsize; p->bright = fullbright; if (color2 == -1) { int rand = M_Random(); if (rand < 85) p->color = grey4; else if (rand < 170) p->color = grey2; else p->color = grey1; } else { p->color = color2; } if (lencount <= 0) { segment++; if (segment < trail.Size()) { pos = trail[segment].start - trail[segment].dir * lencount; lencount += trail[segment].length; } else { // should never happen but if something goes wrong, just terminate the loop. break; } } } } // create actors if (spawnclass != NULL) { if (sparsity < 1) sparsity = 32; double stepsize = 3 * r_rail_spiralsparsity * sparsity; int trail_steps = (int)((steps * 3) / sparsity); DVector3 diff(0, 0, 0); pos = trail[0].start; lencount = trail[0].length; segment = 0; for (i = trail_steps; i; i--) { if (maxdiff > 0) { int rnd = pr_railtrail(); if (rnd & 1) diff.X = clamp(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff); if (rnd & 2) diff.Y = clamp(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff); if (rnd & 4) diff.Z = clamp(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff); } AActor *thing = Spawn (spawnclass, pos + diff, ALLOW_REPLACE); if (thing) { if (source) thing->target = source; thing->Angles.Pitch = pitch; thing->Angles.Yaw = angle; } pos += trail[segment].dir * stepsize; lencount -= stepsize; if (lencount <= 0) { segment++; if (segment < trail.Size()) { pos = trail[segment].start - trail[segment].dir * lencount; lencount += trail[segment].length; } else { // should never happen but if something goes wrong, just terminate the loop. break; } } } } } void P_DisconnectEffect (AActor *actor) { int i; if (actor == NULL) return; for (i = 64; i; i--) { particle_t *p = JitterParticle (TICRATE*2); if (!p) break; double xo = (M_Random() - 128)*actor->radius / 128; double yo = (M_Random() - 128)*actor->radius / 128; double zo = M_Random()*actor->Height / 256; DVector3 pos = actor->Vec3Offset(xo, yo, zo); p->Pos = pos; p->Acc.Z -= 1./4096; p->color = M_Random() < 128 ? maroon1 : maroon2; p->size = 4; } }