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937 lines
23 KiB
C++
937 lines
23 KiB
C++
/*
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** p_effect.cpp
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** Particle effects
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** If particles used real sprites instead of blocks, they could be much
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** more useful.
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*/
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#include "doomtype.h"
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#include "doomstat.h"
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#include "i_system.h"
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#include "c_cvars.h"
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#include "actor.h"
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#include "m_argv.h"
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#include "p_effect.h"
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#include "p_local.h"
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#include "g_level.h"
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#include "v_video.h"
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#include "m_random.h"
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#include "r_defs.h"
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#include "s_sound.h"
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#include "templates.h"
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#include "gi.h"
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#include "v_palette.h"
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#include "colormatcher.h"
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#include "d_player.h"
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#include "r_utility.h"
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CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
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CVAR (Bool, r_rail_smartspiral, 0, CVAR_ARCHIVE);
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CVAR (Int, r_rail_spiralsparsity, 1, CVAR_ARCHIVE);
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CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE);
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CVAR (Bool, r_particles, true, 0);
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FRandom pr_railtrail("RailTrail");
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#define FADEFROMTTL(a) (255/(a))
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// [RH] particle globals
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WORD NumParticles;
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WORD ActiveParticles;
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WORD InactiveParticles;
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particle_t *Particles;
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TArray<WORD> ParticlesInSubsec;
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static int grey1, grey2, grey3, grey4, red, green, blue, yellow, black,
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red1, green1, blue1, yellow1, purple, purple1, white,
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rblue1, rblue2, rblue3, rblue4, orange, yorange, dred, grey5,
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maroon1, maroon2, blood1, blood2;
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static const struct ColorList {
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int *color;
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BYTE r, g, b;
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} Colors[] = {
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{&grey1, 85, 85, 85 },
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{&grey2, 171, 171, 171},
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{&grey3, 50, 50, 50 },
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{&grey4, 210, 210, 210},
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{&grey5, 128, 128, 128},
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{&red, 255, 0, 0 },
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{&green, 0, 200, 0 },
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{&blue, 0, 0, 255},
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{&yellow, 255, 255, 0 },
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{&black, 0, 0, 0 },
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{&red1, 255, 127, 127},
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{&green1, 127, 255, 127},
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{&blue1, 127, 127, 255},
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{&yellow1, 255, 255, 180},
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{&purple, 120, 0, 160},
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{&purple1, 200, 30, 255},
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{&white, 255, 255, 255},
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{&rblue1, 81, 81, 255},
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{&rblue2, 0, 0, 227},
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{&rblue3, 0, 0, 130},
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{&rblue4, 0, 0, 80 },
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{&orange, 255, 120, 0 },
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{&yorange, 255, 170, 0 },
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{&dred, 80, 0, 0 },
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{&maroon1, 154, 49, 49 },
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{&maroon2, 125, 24, 24 },
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{NULL, 0, 0, 0 }
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};
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inline particle_t *NewParticle (void)
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{
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particle_t *result = NULL;
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if (InactiveParticles != NO_PARTICLE)
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{
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result = Particles + InactiveParticles;
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InactiveParticles = result->tnext;
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result->tnext = ActiveParticles;
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ActiveParticles = WORD(result - Particles);
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}
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return result;
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}
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//
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// [RH] Particle functions
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//
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void P_InitParticles ();
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void P_DeinitParticles ();
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// [BC] Allow the maximum number of particles to be specified by a cvar (so people
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// with lots of nice hardware can have lots of particles!).
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CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE )
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{
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if ( self == 0 )
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self = 4000;
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else if (self > 65535)
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self = 65535;
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else if (self < 100)
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self = 100;
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if ( gamestate != GS_STARTUP )
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{
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P_DeinitParticles( );
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P_InitParticles( );
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}
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}
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void P_InitParticles ()
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{
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const char *i;
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int num;
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if ((i = Args->CheckValue ("-numparticles")))
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num = atoi (i);
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// [BC] Use r_maxparticles now.
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else
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num = r_maxparticles;
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// This should be good, but eh...
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NumParticles = (WORD)clamp<int>(num, 100, 65535);
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P_DeinitParticles();
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Particles = new particle_t[NumParticles];
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P_ClearParticles ();
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atterm (P_DeinitParticles);
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}
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void P_DeinitParticles()
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{
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if (Particles != NULL)
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{
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delete[] Particles;
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Particles = NULL;
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}
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}
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void P_ClearParticles ()
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{
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int i;
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memset (Particles, 0, NumParticles * sizeof(particle_t));
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ActiveParticles = NO_PARTICLE;
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InactiveParticles = 0;
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for (i = 0; i < NumParticles-1; i++)
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Particles[i].tnext = i + 1;
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Particles[i].tnext = NO_PARTICLE;
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}
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// Group particles by subsectors. Because particles are always
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// in motion, there is little benefit to caching this information
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// from one frame to the next.
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void P_FindParticleSubsectors ()
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{
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if (ParticlesInSubsec.Size() < (size_t)numsubsectors)
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{
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ParticlesInSubsec.Reserve (numsubsectors - ParticlesInSubsec.Size());
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}
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clearbufshort (&ParticlesInSubsec[0], numsubsectors, NO_PARTICLE);
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if (!r_particles)
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{
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return;
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}
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for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext)
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{
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// Try to reuse the subsector from the last portal check, if still valid.
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if (Particles[i].subsector == NULL) Particles[i].subsector = R_PointInSubsector(Particles[i].Pos);
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int ssnum = int(Particles[i].subsector - subsectors);
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Particles[i].snext = ParticlesInSubsec[ssnum];
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ParticlesInSubsec[ssnum] = i;
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}
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}
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static TMap<int, int> ColorSaver;
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static uint32 ParticleColor(int rgb)
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{
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int *val;
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int stuff;
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val = ColorSaver.CheckKey(rgb);
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if (val != NULL)
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{
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return *val;
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}
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stuff = rgb | (ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb)) << 24);
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ColorSaver[rgb] = stuff;
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return stuff;
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}
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static uint32 ParticleColor(int r, int g, int b)
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{
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return ParticleColor(MAKERGB(r, g, b));
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}
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void P_InitEffects ()
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{
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const struct ColorList *color = Colors;
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P_InitParticles();
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while (color->color)
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{
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*(color->color) = ParticleColor(color->r, color->g, color->b);
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color++;
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}
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int kind = gameinfo.defaultbloodparticlecolor;
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blood1 = ParticleColor(kind);
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blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
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}
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void P_ThinkParticles ()
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{
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int i;
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particle_t *particle, *prev;
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i = ActiveParticles;
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prev = NULL;
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while (i != NO_PARTICLE)
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{
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BYTE oldtrans;
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particle = Particles + i;
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i = particle->tnext;
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oldtrans = particle->trans;
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particle->trans -= particle->fade;
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if (oldtrans < particle->trans || --particle->ttl == 0)
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{ // The particle has expired, so free it
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memset (particle, 0, sizeof(particle_t));
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if (prev)
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prev->tnext = i;
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else
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ActiveParticles = i;
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particle->tnext = InactiveParticles;
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InactiveParticles = (int)(particle - Particles);
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continue;
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}
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// Handle crossing a line portal
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DVector2 newxy = P_GetOffsetPosition(particle->Pos.X, particle->Pos.Y, particle->Vel.X, particle->Vel.Y);
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particle->Pos.X = newxy.X;
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particle->Pos.Y = newxy.Y;
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particle->Pos.Z += particle->Vel.Z;
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particle->Vel += particle->Acc;
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particle->subsector = R_PointInSubsector(particle->Pos);
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sector_t *s = particle->subsector->sector;
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// Handle crossing a sector portal.
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if (!s->PortalBlocksMovement(sector_t::ceiling))
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{
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if (particle->Pos.Z > s->GetPortalPlaneZ(sector_t::ceiling))
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{
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particle->Pos += s->GetPortalDisplacement(sector_t::ceiling);
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particle->subsector = NULL;
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}
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}
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else if (!s->PortalBlocksMovement(sector_t::floor))
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{
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if (particle->Pos.Z < s->GetPortalPlaneZ(sector_t::floor))
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{
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particle->Pos += s->GetPortalDisplacement(sector_t::floor);
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particle->subsector = NULL;
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}
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}
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prev = particle;
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}
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}
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void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, bool fullbright, double startalpha, int lifetime, WORD size, double fadestep)
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{
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particle_t *particle = NewParticle();
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if (particle)
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{
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particle->Pos = pos;
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particle->Vel = vel;
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particle->Acc = accel;
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particle->color = ParticleColor(color);
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particle->trans = BYTE(startalpha*255);
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if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime);
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else particle->fade = int(fadestep * 255);
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particle->ttl = lifetime;
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particle->bright = fullbright;
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particle->size = (WORD)size;
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}
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}
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//
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// P_RunEffects
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//
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// Run effects on all actors in the world
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//
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void P_RunEffects ()
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{
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if (players[consoleplayer].camera == NULL) return;
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int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors;
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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while ( (actor = iterator.Next ()) )
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{
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if (actor->effects)
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{
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// Only run the effect if the actor is potentially visible
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int rnum = pnum + int(actor->Sector - sectors);
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if (rejectmatrix == NULL || !(rejectmatrix[rnum>>3] & (1 << (rnum & 7))))
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P_RunEffect (actor, actor->effects);
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}
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}
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}
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//
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// JitterParticle
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//
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// Creates a particle with "jitter"
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//
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particle_t *JitterParticle (int ttl)
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{
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return JitterParticle (ttl, 1.0);
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}
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// [XA] Added "drift speed" multiplier setting for enhanced railgun stuffs.
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particle_t *JitterParticle (int ttl, double drift)
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{
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particle_t *particle = NewParticle ();
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if (particle) {
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int i;
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// Set initial velocities
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for (i = 3; i; i--)
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particle->Vel[i] = ((1./4096) * (M_Random () - 128) * drift);
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// Set initial accelerations
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for (i = 3; i; i--)
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particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift);
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particle->trans = 255; // fully opaque
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particle->ttl = ttl;
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particle->fade = FADEFROMTTL(ttl);
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}
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return particle;
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}
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static void MakeFountain (AActor *actor, int color1, int color2)
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{
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particle_t *particle;
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if (!(level.time & 1))
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return;
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particle = JitterParticle (51);
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if (particle)
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{
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DAngle an = M_Random() * (360. / 256);
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double out = actor->radius * M_Random() / 256.;
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particle->Pos = actor->Vec3Angle(out, an, actor->Height + 1);
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if (out < actor->radius/8)
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particle->Vel.Z += 10./3;
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else
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particle->Vel.Z += 3;
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particle->Acc.Z -= 1./11;
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if (M_Random() < 30) {
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particle->size = 4;
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particle->color = color2;
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} else {
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particle->size = 6;
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particle->color = color1;
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}
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}
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}
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void P_RunEffect (AActor *actor, int effects)
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{
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DAngle moveangle = actor->Vel.Angle();
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particle_t *particle;
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int i;
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if ((effects & FX_ROCKET) && (cl_rockettrails & 1))
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{
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// Rocket trail
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double backx = -actor->radius * 2 * moveangle.Cos();
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double backy = -actor->radius * 2 * moveangle.Sin();
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double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8);
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DAngle an = moveangle + 90.;
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double speed;
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particle = JitterParticle (3 + (M_Random() & 31));
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if (particle) {
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double pathdist = M_Random() / 256.;
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DVector3 pos = actor->Vec3Offset(
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backx - actor->Vel.X * pathdist,
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backy - actor->Vel.Y * pathdist,
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backz - actor->Vel.Z * pathdist);
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particle->Pos = pos;
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speed = (M_Random () - 128) * (1./200);
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particle->Vel.X += speed * an.Cos();
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particle->Vel.Y += speed * an.Sin();
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particle->Vel.Z -= 1./36;
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particle->Acc.Z -= 1./20;
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particle->color = yellow;
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particle->size = 2;
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}
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for (i = 6; i; i--) {
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particle_t *particle = JitterParticle (3 + (M_Random() & 31));
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if (particle) {
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double pathdist = M_Random() / 256.;
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DVector3 pos = actor->Vec3Offset(
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backx - actor->Vel.X * pathdist,
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backy - actor->Vel.Y * pathdist,
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backz - actor->Vel.Z * pathdist + (M_Random() / 64.));
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particle->Pos = pos;
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speed = (M_Random () - 128) * (1./200);
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particle->Vel.X += speed * an.Cos();
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particle->Vel.Y += speed * an.Sin();
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particle->Vel.Z -= 1. / 80;
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particle->Acc.Z -= 1. / 40;
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if (M_Random () & 7)
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particle->color = grey2;
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else
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particle->color = grey1;
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particle->size = 3;
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} else
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break;
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}
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}
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if ((effects & FX_GRENADE) && (cl_rockettrails & 1))
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{
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// Grenade trail
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DVector3 pos = actor->Vec3Angle(-actor->radius * 2, moveangle, -actor->Height * actor->Vel.Z / 8 + actor->Height * (2. / 3));
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P_DrawSplash2 (6, pos, moveangle + 180, 2, 2);
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}
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if (effects & FX_FOUNTAINMASK)
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{
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// Particle fountain
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static const int *fountainColors[16] =
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{ &black, &black,
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&red, &red1,
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&green, &green1,
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&blue, &blue1,
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&yellow, &yellow1,
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&purple, &purple1,
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&black, &grey3,
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&grey4, &white
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};
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int color = (effects & FX_FOUNTAINMASK) >> 15;
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MakeFountain (actor, *fountainColors[color], *fountainColors[color+1]);
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}
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if (effects & FX_RESPAWNINVUL)
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{
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// Respawn protection
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static const int *protectColors[2] = { &yellow1, &white };
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for (i = 3; i > 0; i--)
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{
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particle = JitterParticle (16);
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if (particle != NULL)
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{
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DAngle ang = M_Random() * (360 / 256.);
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DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0);
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particle->Pos = pos;
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particle->color = *protectColors[M_Random() & 1];
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particle->Vel.Z = 1;
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particle->Acc.Z = M_Random () / 512.;
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particle->size = 1;
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if (M_Random () < 128)
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{ // make particle fall from top of actor
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particle->Pos.Z += actor->Height;
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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();
|
|
}
|
|
}
|
|
|
|
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->fade = FADEFROMTTL(12);
|
|
p->trans = 255;
|
|
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<SPortalHit> &portalhits, int color1, int color2, double maxdiff, int flags, PClassActor *spawnclass, DAngle angle, int duration, double sparsity, double drift, int SpiralOffset)
|
|
{
|
|
double length = 0;
|
|
int steps, i;
|
|
TArray<TrailSegment> trail;
|
|
TAngle<double> 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<double>(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->trans = 255;
|
|
p->ttl = duration;
|
|
p->fade = 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<double>(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
|
|
if (rnd & 2)
|
|
diff.Y = clamp<double>(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
|
|
if (rnd & 4)
|
|
diff.Z = clamp<double>(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<double>(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
|
|
if (rnd & 2)
|
|
diff.Y = clamp<double>(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
|
|
if (rnd & 4)
|
|
diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
|
|
}
|
|
AActor *thing = Spawn (spawnclass, pos + diff, ALLOW_REPLACE);
|
|
if (thing)
|
|
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;
|
|
}
|
|
}
|