mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-02 00:42:08 +00:00
b774fed93e
This code was ported from the 2005 floating point version, at one point it replaced 128 with 0.5, but 128 as a fixed point value needs to be 1/512. as a floating point value.
872 lines
21 KiB
C++
872 lines
21 KiB
C++
/*
|
|
** 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"
|
|
|
|
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) (255/(a))
|
|
|
|
// [RH] particle globals
|
|
WORD NumParticles;
|
|
WORD ActiveParticles;
|
|
WORD InactiveParticles;
|
|
particle_t *Particles;
|
|
TArray<WORD> 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<int>(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());
|
|
}
|
|
|
|
clearbufshort (&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<int, int> 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)
|
|
{
|
|
BYTE oldtrans;
|
|
|
|
particle = Particles + i;
|
|
i = particle->tnext;
|
|
oldtrans = particle->trans;
|
|
particle->trans -= particle->fade;
|
|
if (oldtrans < particle->trans || --particle->ttl == 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);
|
|
// Handle crossing a sector portal.
|
|
if (!particle->subsector->sector->PortalBlocksMovement(sector_t::ceiling))
|
|
{
|
|
AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::ceiling];
|
|
if (particle->Pos.Z > skybox->specialf1)
|
|
{
|
|
particle->Pos += skybox->Scale;
|
|
particle->subsector = NULL;
|
|
}
|
|
}
|
|
else if (!particle->subsector->sector->PortalBlocksMovement(sector_t::floor))
|
|
{
|
|
AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::floor];
|
|
if (particle->Pos.Z < skybox->specialf1)
|
|
{
|
|
particle->Pos += skybox->Scale;
|
|
particle->subsector = NULL;
|
|
}
|
|
}
|
|
prev = particle;
|
|
}
|
|
}
|
|
|
|
|
|
void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, bool fullbright, double startalpha, int lifetime, WORD size, double fadestep)
|
|
{
|
|
particle_t *particle = NewParticle();
|
|
|
|
if (particle)
|
|
{
|
|
particle->Pos = pos;
|
|
particle->Vel = vel;
|
|
particle->Acc = accel;
|
|
particle->color = ParticleColor(color);
|
|
particle->trans = BYTE(startalpha*255);
|
|
if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime);
|
|
else particle->fade = int(fadestep * 255);
|
|
particle->ttl = lifetime;
|
|
particle->bright = fullbright;
|
|
particle->size = (WORD)size;
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_RunEffects
|
|
//
|
|
// Run effects on all actors in the world
|
|
//
|
|
void P_RunEffects ()
|
|
{
|
|
if (players[consoleplayer].camera == NULL) return;
|
|
|
|
int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors;
|
|
|
|
AActor *actor;
|
|
TThinkerIterator<AActor> iterator;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->effects)
|
|
{
|
|
// Only run the effect if the actor is potentially visible
|
|
int rnum = pnum + int(actor->Sector - sectors);
|
|
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->trans = 255; // fully opaque
|
|
particle->ttl = ttl;
|
|
particle->fade = 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();
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, DAngle angle, int duration, double sparsity, double drift, int SpiralOffset)
|
|
{
|
|
double length, lengthsquared;
|
|
int steps, i;
|
|
TAngle<double> deg;
|
|
DVector3 step, dir, pos, extend;
|
|
bool fullbright;
|
|
float maxdiff = (float)maxdiff_d;
|
|
|
|
|
|
dir = end - start;
|
|
lengthsquared = dir | dir;
|
|
length = g_sqrt(lengthsquared);
|
|
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;
|
|
DVector3 point;
|
|
double r;
|
|
double dirz;
|
|
|
|
if (fabs(mo->X() - start.X) < 20
|
|
&& fabs(mo->Y() - start.Y) < 20)
|
|
{ // This player (probably) fired the railgun
|
|
S_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
|
|
// Only consider sound in 2D (for now, anyway)
|
|
// [BB] You have to divide by lengthsquared here, not multiply with it.
|
|
|
|
r = ((start.Y - mo->Y()) * (-dir.Y) - (start.X - mo->X()) * (dir.X)) / lengthsquared;
|
|
r = clamp<double>(r, 0., 1.);
|
|
|
|
dirz = dir.Z;
|
|
dir.Z = 0;
|
|
point = start + r * dir;
|
|
dir.Z = dirz;
|
|
|
|
S_Sound (DVector3(point.X, point.Y, ViewPos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// line is 0 length, so nothing to do
|
|
return;
|
|
}
|
|
|
|
dir /= length;
|
|
|
|
//Calculate PerpendicularVector (extend, dir):
|
|
double minelem = 1;
|
|
int epos;
|
|
for (epos = 0, i = 0; i < 3; ++i)
|
|
{
|
|
if (fabs(dir[i]) < minelem)
|
|
{
|
|
epos = i;
|
|
minelem = fabs(dir[i]);
|
|
}
|
|
}
|
|
DVector3 tempvec(0, 0, 0);
|
|
tempvec[epos] = 1;
|
|
extend = tempvec - (dir | tempvec) * dir;
|
|
//
|
|
|
|
extend *= 3;
|
|
step = dir * 3;
|
|
|
|
// Create the outer spiral.
|
|
if (color1 != -1 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL))
|
|
{
|
|
DVector3 spiral_step = step * r_rail_spiralsparsity * sparsity;
|
|
int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity);
|
|
|
|
color1 = color1 == 0 ? -1 : ParticleColor(color1);
|
|
pos = 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(dir, deg) * extend;
|
|
p->Vel = tempvec * drift / 16.;
|
|
p->Pos = tempvec + pos;
|
|
pos += spiral_step;
|
|
deg += double(r_rail_spiralsparsity * 14);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create the inner trail.
|
|
if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
|
|
{
|
|
DVector3 trail_step = step * r_rail_trailsparsity * sparsity;
|
|
int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
|
|
|
|
color2 = color2 == 0 ? -1 : ParticleColor(color2);
|
|
DVector3 diff(0, 0, 0);
|
|
|
|
pos = start;
|
|
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_step;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
// create actors
|
|
if (spawnclass != NULL)
|
|
{
|
|
if (sparsity < 1)
|
|
sparsity = 32;
|
|
|
|
DVector3 trail_step = (step / 3) * sparsity;
|
|
int trail_steps = (int)((steps * 3) / sparsity);
|
|
DVector3 diff(0, 0, 0);
|
|
|
|
pos = start;
|
|
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_step;
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|