gzdoom/src/p_effect.cpp

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/*
** 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 "actor.h"
#include "m_argv.h"
#include "p_effect.h"
#include "p_local.h"
#include "r_defs.h"
#include "gi.h"
#include "d_player.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include "vm.h"
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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))
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// [RH] particle globals
uint16_t NumParticles;
uint16_t ActiveParticles;
uint16_t InactiveParticles;
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particle_t *Particles;
TArray<uint16_t> ParticlesInSubsec;
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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;
uint8_t r, g, b;
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} 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 = uint16_t(result - Particles);
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}
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;
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if ((i = Args->CheckValue ("-numparticles")))
num = atoi (i);
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// [BC] Use r_maxparticles now.
else
num = r_maxparticles;
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// This should be good, but eh...
NumParticles = (uint16_t)clamp<int>(num, 100, 65535);
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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() < level.subsectors.Size())
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{
ParticlesInSubsec.Reserve (level.subsectors.Size() - ParticlesInSubsec.Size());
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}
fillshort (&ParticlesInSubsec[0], level.subsectors.Size(), NO_PARTICLE);
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if (!r_particles)
{
return;
}
for (uint16_t i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext)
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{
// 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 = Particles[i].subsector->Index();
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Particles[i].snext = ParticlesInSubsec[ssnum];
ParticlesInSubsec[ssnum] = i;
}
}
static TMap<int, int> ColorSaver;
static uint32_t ParticleColor(int rgb)
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{
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_t ParticleColor(int r, int g, int b)
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{
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 (particle->alpha <= 0 || oldtrans < particle->alpha || --particle->ttl <= 0 || (particle->size <= 0))
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{ // 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))
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{
if (particle->Pos.Z > s->GetPortalPlaneZ(sector_t::ceiling))
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{
particle->Pos += s->GetPortalDisplacement(sector_t::ceiling);
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particle->subsector = NULL;
}
}
else if (!s->PortalBlocksMovement(sector_t::floor))
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{
if (particle->Pos.Z < s->GetPortalPlaneZ(sector_t::floor))
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{
particle->Pos += s->GetPortalDisplacement(sector_t::floor);
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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)
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{
particle_t *particle = NewParticle();
if (particle)
{
particle->Pos = pos;
particle->Vel = vel;
particle->Acc = accel;
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particle->color = ParticleColor(color);
particle->alpha = float(startalpha);
if (fadestep < 0) particle->fadestep = FADEFROMTTL(lifetime);
else particle->fadestep = float(fadestep);
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particle->ttl = lifetime;
particle->bright = !!(flags & PS_FULLBRIGHT);
particle->size = size;
particle->sizestep = sizestep;
particle->notimefreeze = !!(flags & PS_NOTIMEFREEZE);
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}
}
//
// 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();
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AActor *actor;
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) )
{
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if (actor->effects || actor->fountaincolor)
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{
// Only run the effect if the actor is potentially visible
int rnum = pnum + actor->Sector->Index();
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if (level.rejectmatrix.Size() == 0 || !(level.rejectmatrix[rnum>>3] & (1 << (rnum & 7))))
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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);
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// Set initial accelerations
for (i = 3; i; i--)
particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift);
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particle->alpha = 1.f; // fully opaque
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particle->ttl = ttl;
particle->fadestep = FADEFROMTTL(ttl);
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}
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;
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else
particle->Vel.Z += 3;
particle->Acc.Z -= 1./11;
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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();
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particle_t *particle;
int i;
if ((effects & FX_ROCKET) && (cl_rockettrails & 1))
{
// Rocket trail
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double backx = -actor->radius * 2 * moveangle.Cos();
double backy = -actor->radius * 2 * moveangle.Sin();
double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8);
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DAngle an = moveangle + 90.;
double speed;
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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;
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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;
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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));
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P_DrawSplash2 (6, pos, moveangle + 180, 2, 2);
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}
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if (actor->fountaincolor)
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{
// Particle fountain
static const int *fountainColors[16] =
{ &black, &black,
&red, &red1,
&green, &green1,
&blue, &blue1,
&yellow, &yellow1,
&purple, &purple1,
&black, &grey3,
&grey4, &white
};
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int color = actor->fountaincolor*2;
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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;
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particle->color = *protectColors[M_Random() & 1];
particle->Vel.Z = 1;
particle->Acc.Z = M_Random () / 512.;
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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;
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}
}
}
}
}
void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind)
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{
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();
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}
}
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)
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{
int color1, color2, zadd;
double zvel, zspread;
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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;
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for (; count; count--)
{
particle_t *p = NewParticle ();
DAngle an;
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if (!p)
break;
p->ttl = 12;
p->fadestep = FADEFROMTTL(12);
p->alpha = 1.f;
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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.;
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}
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;
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}
}
struct TrailSegment
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{
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, DAngle pitch)
{
double length = 0;
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int steps, i;
TArray<TrailSegment> trail;
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TAngle<double> deg;
DVector3 pos;
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bool fullbright;
unsigned segment;
double lencount;
for (unsigned i = 0; i < portalhits.Size() - 1; i++)
{
TrailSegment seg;
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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);
}
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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)
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{ // 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, r_viewpoint.Pos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM);
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}
}
}
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;
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int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity);
segment = 0;
lencount = trail[0].length;
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color1 = color1 == 0 ? -1 : ParticleColor(color1);
pos = trail[0].start;
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deg = (double)SpiralOffset;
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for (i = spiral_steps; i; i--)
{
particle_t *p = NewParticle ();
DVector3 tempvec;
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if (!p)
return;
int spiralduration = (duration == 0) ? 35 : duration;
p->alpha = 1.f;
p->ttl = spiralduration;
p->fadestep = FADEFROMTTL(spiralduration);
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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;
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deg += double(r_rail_spiralsparsity * 14);
lencount -= stepsize;
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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;
}
}
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}
}
// Create the inner trail.
if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
{
double stepsize = 3 * r_rail_trailsparsity * sparsity;
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int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
color2 = color2 == 0 ? -1 : ParticleColor(color2);
DVector3 diff(0, 0, 0);
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pos = trail[0].start;
lencount = trail[0].length;
segment = 0;
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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;
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p->size = 2;
p->Pos = postmp;
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if (color1 != -1)
p->Acc.Z -= 1./4096;
pos += trail[segment].dir * stepsize;
lencount -= stepsize;
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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;
}
}
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}
}
// create actors
if (spawnclass != NULL)
{
if (sparsity < 1)
sparsity = 32;
double stepsize = sparsity;
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int trail_steps = (int)((steps * 3) / sparsity);
DVector3 diff(0, 0, 0);
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pos = trail[0].start;
lencount = trail[0].length;
segment = 0;
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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);
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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;
}
}
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}
}
}
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;
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p->color = M_Random() < 128 ? maroon1 : maroon2;
p->size = 4;
}
}