1007 lines
26 KiB
C++
1007 lines
26 KiB
C++
//=======================================================================
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// Copyright XashXT Group 2008 ©
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// r_particle.cpp - famous Laurie Cheers Aurora system
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//=======================================================================
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#include "extdll.h"
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#include "utils.h"
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#include "triangle_api.h"
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#include "hud.h"
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#include "r_particle.h"
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ParticleSystemManager* g_pParticleSystems = NULL;
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void CreateAurora( int idx, char *file )
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{
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ParticleSystem *pSystem = new ParticleSystem( idx, file );
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g_pParticleSystems->AddSystem( pSystem );
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}
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ParticleSystemManager::ParticleSystemManager( void )
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{
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m_pFirstSystem = NULL;
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}
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ParticleSystemManager::~ParticleSystemManager( void )
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{
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ClearSystems();
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}
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void ParticleSystemManager::AddSystem( ParticleSystem* pNewSystem )
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{
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pNewSystem->m_pNextSystem = m_pFirstSystem;
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m_pFirstSystem = pNewSystem;
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}
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ParticleSystem *ParticleSystemManager::FindSystem( edict_t* pEntity )
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{
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for( ParticleSystem *pSys = m_pFirstSystem; pSys; pSys = pSys->m_pNextSystem )
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{
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if( pEntity->serialnumber == pSys->m_iEntIndex )
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return pSys;
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}
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return NULL;
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}
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// blended particles don't use the z-buffer, so we need to sort them before drawing.
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// for efficiency, only the systems are sorted - individual particles just get drawn in order of creation.
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// (this should actually make things look better - no ugly popping when one particle passes through another.)
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void ParticleSystemManager::SortSystems( void )
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{
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ParticleSystem* pSystem;
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ParticleSystem* pLast;
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ParticleSystem* pBeforeCompare, *pCompare;
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if (!m_pFirstSystem) return;
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// calculate how far away each system is from the viewer
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for( pSystem = m_pFirstSystem; pSystem; pSystem = pSystem->m_pNextSystem )
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pSystem->CalculateDistance();
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// do an insertion sort on the systems
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pLast = m_pFirstSystem;
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pSystem = pLast->m_pNextSystem;
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while ( pSystem )
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{
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if ( pLast->m_fViewerDist < pSystem->m_fViewerDist )
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{
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// pSystem is in the wrong place! First, let's unlink it from the list
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pLast->m_pNextSystem = pSystem->m_pNextSystem;
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// then find somewhere to insert it
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if (m_pFirstSystem == pLast || m_pFirstSystem->m_fViewerDist < pSystem->m_fViewerDist)
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{
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// pSystem comes before the first system, insert it there
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pSystem->m_pNextSystem = m_pFirstSystem;
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m_pFirstSystem = pSystem;
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}
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else
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{
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// insert pSystem somewhere within the sorted part of the list
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pBeforeCompare = m_pFirstSystem;
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pCompare = pBeforeCompare->m_pNextSystem;
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while (pCompare != pLast)
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{
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if (pCompare->m_fViewerDist < pSystem->m_fViewerDist)
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{
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// pSystem comes before pCompare. We've found where it belongs.
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break;
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}
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pBeforeCompare = pCompare;
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pCompare = pBeforeCompare->m_pNextSystem;
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}
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// we've found where pSystem belongs. Insert it between pBeforeCompare and pCompare.
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pBeforeCompare->m_pNextSystem = pSystem;
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pSystem->m_pNextSystem = pCompare;
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}
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}
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else
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{
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//pSystem is in the right place, move on
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pLast = pSystem;
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}
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pSystem = pLast->m_pNextSystem;
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}
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}
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void ParticleSystemManager::UpdateSystems( void )
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{
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static float fOldTime, fTime;
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fOldTime = fTime;
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fTime = GetClientTime();
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float frametime = fTime - fOldTime;
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ParticleSystem* pSystem;
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ParticleSystem* pLast = NULL;
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ParticleSystem*pLastSorted = NULL;
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// SortSystems();
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pSystem = m_pFirstSystem;
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while( pSystem )
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{
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if( pSystem->UpdateSystem( frametime ))
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{
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pSystem->DrawSystem();
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pLast = pSystem;
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pSystem = pSystem->m_pNextSystem;
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}
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else // delete this system
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{
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if (pLast)
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{
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pLast->m_pNextSystem = pSystem->m_pNextSystem;
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delete pSystem;
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pSystem = pLast->m_pNextSystem;
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}
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else // deleting the first system
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{
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m_pFirstSystem = pSystem->m_pNextSystem;
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delete pSystem;
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pSystem = m_pFirstSystem;
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}
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}
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}
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g_engfuncs.pTriAPI->RenderMode(kRenderNormal);
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}
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void ParticleSystemManager::ClearSystems( void )
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{
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ParticleSystem* pSystem = m_pFirstSystem;
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ParticleSystem* pTemp;
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while( pSystem )
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{
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pTemp = pSystem->m_pNextSystem;
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delete pSystem;
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pSystem = pTemp;
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}
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m_pFirstSystem = NULL;
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}
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float ParticleSystem::c_fCosTable[360 + 90];
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bool ParticleSystem::c_bCosTableInit = false;
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ParticleType::ParticleType( ParticleType *pNext )
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{
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m_pSprayType = m_pOverlayType = NULL;
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m_StartAngle = RandomRange(45);
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m_hSprite = 0;
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m_pNext = pNext;
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m_szName[0] = 0;
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m_StartRed = m_StartGreen = m_StartBlue = m_StartAlpha = RandomRange(1);
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m_EndRed = m_EndGreen = m_EndBlue = m_EndAlpha = RandomRange(1);
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m_iRenderMode = kRenderTransAdd;
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m_iDrawCond = 0;
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m_bEndFrame = false;
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m_bIsDefined = false;
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m_iCollision = 0;
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}
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particle* ParticleType::CreateParticle(ParticleSystem *pSys)//particle *pPart)
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{
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if (!pSys) return NULL;
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particle *pPart = pSys->ActivateParticle();
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if (!pPart) return NULL;
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pPart->age = 0.0;
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pPart->age_death = m_Life.GetInstance();
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InitParticle(pPart, pSys);
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return pPart;
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}
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void ParticleType::InitParticle(particle *pPart, ParticleSystem *pSys)
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{
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float fLifeRecip = 1/pPart->age_death;
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particle *pOverlay = NULL;
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if (m_pOverlayType)
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{
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// create an overlay for this particle
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pOverlay = pSys->ActivateParticle();
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if (pOverlay)
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{
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pOverlay->age = pPart->age;
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pOverlay->age_death = pPart->age_death;
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m_pOverlayType->InitParticle(pOverlay, pSys);
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}
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}
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pPart->m_pOverlay = pOverlay;
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pPart->pType = this;
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pPart->velocity[0] = pPart->velocity[1] = pPart->velocity[2] = 0;
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pPart->accel[0] = pPart->accel[1] = 0;
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pPart->accel[2] = m_Gravity.GetInstance();
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pPart->m_iEntIndex = 0;
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if (m_pSprayType)
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{
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pPart->age_spray = 1/m_SprayRate.GetInstance();
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}
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else
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{
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pPart->age_spray = 0.0f;
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}
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pPart->m_fSize = m_StartSize.GetInstance();
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if (m_EndSize.IsDefined())
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pPart->m_fSizeStep = m_EndSize.GetOffset(pPart->m_fSize) * fLifeRecip;
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else
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pPart->m_fSizeStep = m_SizeDelta.GetInstance();
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//pPart->m_fSizeStep = m_EndSize.GetOffset(pPart->m_fSize) * fLifeRecip;
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pPart->frame = m_StartFrame.GetInstance();
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if (m_EndFrame.IsDefined())
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pPart->m_fFrameStep = m_EndFrame.GetOffset(pPart->frame) * fLifeRecip;
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else pPart->m_fFrameStep = m_FrameRate.GetInstance();
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pPart->m_fAlpha = m_StartAlpha.GetInstance();
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pPart->m_fAlphaStep = m_EndAlpha.GetOffset(pPart->m_fAlpha) * fLifeRecip;
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pPart->m_fRed = m_StartRed.GetInstance();
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pPart->m_fRedStep = m_EndRed.GetOffset(pPart->m_fRed) * fLifeRecip;
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pPart->m_fGreen = m_StartGreen.GetInstance();
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pPart->m_fGreenStep = m_EndGreen.GetOffset(pPart->m_fGreen) * fLifeRecip;
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pPart->m_fBlue = m_StartBlue.GetInstance();
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pPart->m_fBlueStep = m_EndBlue.GetOffset(pPart->m_fBlue) * fLifeRecip;
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pPart->m_fAngle = m_StartAngle.GetInstance();
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pPart->m_fAngleStep = m_AngleDelta.GetInstance();
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pPart->m_fDrag = m_Drag.GetInstance();
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float fWindStrength = m_WindStrength.GetInstance();
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float fWindYaw = m_WindYaw.GetInstance();
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pPart->m_vecWind.x = fWindStrength*ParticleSystem::CosLookup(fWindYaw);
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pPart->m_vecWind.y = fWindStrength*ParticleSystem::SinLookup(fWindYaw);
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pPart->m_vecWind.z = 0;
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}
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//============================================
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RandomRange::RandomRange( char *szToken )
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{
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char *cOneDot = NULL;
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m_bDefined = true;
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for( char *c = szToken; *c; c++ )
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{
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if (*c == '.')
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{
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if (cOneDot != NULL)
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{
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// found two dots in a row - it's a range
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*cOneDot = 0; // null terminate the first number
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m_fMin = atof( szToken ); // parse the first number
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*cOneDot = '.'; // change it back, just in case
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c++;
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m_fMax = atof( c ); // parse the second number
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return;
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}
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else
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{
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cOneDot = c;
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}
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}
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else
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{
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cOneDot = NULL;
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}
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}
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// no range, just record the number
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m_fMin = m_fMax = atof( szToken );
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}
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//============================================
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ParticleSystem::ParticleSystem( int iEntIndex, char *szFilename )
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{
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int iParticles = 100; // default
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m_iEntIndex = iEntIndex;
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m_pNextSystem = NULL;
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m_pFirstType = NULL;
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if ( !c_bCosTableInit )
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{
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for ( int i = 0; i < 360 + 90; i++ )
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{
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c_fCosTable[i] = cos( i * M_PI / 180.0 );
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}
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c_bCosTableInit = true;
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}
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const char *memFile;
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const char *szFile = (char *)LOAD_FILE( szFilename, NULL );
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char *szToken;
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if( !szFile )
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{
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ALERT( at_error, "particle %s not found.\n", szFilename );
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return;
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}
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else
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{
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memFile = szFile;
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szToken = COM_ParseToken( &szFile );
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while ( szToken )
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{
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if ( !stricmp( szToken, "particles" ) )
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{
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szToken = COM_ParseToken( &szFile );
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iParticles = atof(szToken);
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}
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else if ( !stricmp( szToken, "maintype" ) )
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{
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szToken = COM_ParseToken( &szFile );
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m_pMainType = AddPlaceholderType(szToken);
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}
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else if ( !stricmp( szToken, "attachment" ) )
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{
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szToken = COM_ParseToken( &szFile );
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m_iEntAttachment = atof(szToken);
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}
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else if ( !stricmp( szToken, "killcondition" ) )
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{
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szToken = COM_ParseToken( &szFile );
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if ( !stricmp( szToken, "empty" ) )
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{
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m_iKillCondition = CONTENTS_EMPTY;
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}
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else if ( !stricmp( szToken, "water" ) )
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{
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m_iKillCondition = CONTENTS_WATER;
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}
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else if ( !stricmp( szToken, "solid" ) )
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{
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m_iKillCondition = CONTENTS_SOLID;
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}
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}
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else if ( !stricmp( szToken, "{" ) )
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{
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// parse new type
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this->ParseType( &szFile ); // parses the type, moves the file pointer
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}
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szToken = COM_ParseToken( &szFile );
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}
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}
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FREE_FILE( (void *)memFile );
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AllocateParticles( iParticles );
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}
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void ParticleSystem::AllocateParticles( int iParticles )
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{
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m_pAllParticles = new particle[iParticles];
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m_pFreeParticle = m_pAllParticles;
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m_pActiveParticle = NULL;
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m_pMainParticle = NULL;
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// initialise the linked list
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particle *pLast = m_pAllParticles;
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particle *pParticle = pLast+1;
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for( int i = 1; i < iParticles; i++ )
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{
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pLast->nextpart = pParticle;
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pLast = pParticle;
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pParticle++;
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}
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pLast->nextpart = NULL;
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}
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ParticleSystem::~ParticleSystem( void )
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{
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delete[] m_pAllParticles;
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ParticleType *pType = m_pFirstType;
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ParticleType *pNext;
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while (pType)
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{
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pNext = pType->m_pNext;
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delete pType;
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pType = pNext;
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}
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}
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// returns the ParticleType with the given name, if there is one
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ParticleType *ParticleSystem::GetType( const char *szName )
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{
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for (ParticleType *pType = m_pFirstType; pType; pType = pType->m_pNext)
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{
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if (!stricmp(pType->m_szName, szName))
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return pType;
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}
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return NULL;
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}
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ParticleType *ParticleSystem::AddPlaceholderType( const char *szName )
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{
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m_pFirstType = new ParticleType( m_pFirstType );
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strncpy(m_pFirstType->m_szName, szName, sizeof(m_pFirstType->m_szName) );
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return m_pFirstType;
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}
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// creates a new particletype from the given file
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// NB: this changes the value of szFile.
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ParticleType *ParticleSystem::ParseType( const char **szFile )
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{
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ParticleType *pType = new ParticleType();
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// parse the .aur file
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char *szToken;
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szToken = COM_ParseToken( szFile );
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while ( stricmp( szToken, "}" ) )
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{
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if (!szFile)
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break;
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if ( !stricmp( szToken, "name" ) )
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{
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szToken = COM_ParseToken( szFile );
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strncpy(pType->m_szName, szToken, sizeof(pType->m_szName) );
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ParticleType *pTemp = GetType(szToken);
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if (pTemp)
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{
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// there's already a type with this name
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if (pTemp->m_bIsDefined)
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ALERT( at_warning, "Particle type %s is defined more than once!\n", szToken);
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// copy all our data into the existing type, throw away the type we were making
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*pTemp = *pType;
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delete pType;
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pType = pTemp;
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pType->m_bIsDefined = true; // record the fact that it's defined, so we won't need to add it to the list
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}
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}
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else if ( !stricmp( szToken, "gravity" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_Gravity = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "windyaw" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_WindYaw = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "windstrength" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_WindStrength = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "sprite" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_hSprite = TEX_Load( szToken );
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}
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else if ( !stricmp( szToken, "startalpha" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_StartAlpha = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "endalpha" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_EndAlpha = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "startred" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_StartRed = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "endred" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_EndRed = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "startgreen" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_StartGreen = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "endgreen" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_EndGreen = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "startblue" ) )
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{
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szToken = COM_ParseToken( szFile );
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pType->m_StartBlue = RandomRange( szToken );
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}
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else if ( !stricmp( szToken, "endblue" ) )
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{
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szToken = COM_ParseToken( szFile );
|
|
pType->m_EndBlue = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "startsize" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_StartSize = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "sizedelta" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_SizeDelta = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "endsize" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_EndSize = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "startangle" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_StartAngle = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "angledelta" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_AngleDelta = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "startframe" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_StartFrame = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "endframe" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_EndFrame = RandomRange( szToken );
|
|
pType->m_bEndFrame = true;
|
|
}
|
|
else if ( !stricmp( szToken, "framerate" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_FrameRate = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "lifetime" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_Life = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "spraytype" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
ParticleType *pTemp = GetType(szToken);
|
|
|
|
if (pTemp) pType->m_pSprayType = pTemp;
|
|
else pType->m_pSprayType = AddPlaceholderType(szToken);
|
|
}
|
|
else if ( !stricmp( szToken, "overlaytype" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
ParticleType *pTemp = GetType(szToken);
|
|
|
|
if (pTemp) pType->m_pOverlayType = pTemp;
|
|
else pType->m_pOverlayType = AddPlaceholderType(szToken);
|
|
}
|
|
else if ( !stricmp( szToken, "sprayrate" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_SprayRate = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "sprayforce" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_SprayForce = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "spraypitch" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_SprayPitch = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "sprayyaw" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_SprayYaw = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "drag" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_Drag = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "bounce" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_Bounce = RandomRange( szToken );
|
|
if (pType->m_Bounce.m_fMin != 0 || pType->m_Bounce.m_fMax != 0)
|
|
pType->m_bBouncing = true;
|
|
}
|
|
else if ( !stricmp( szToken, "bouncefriction" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
pType->m_BounceFriction = RandomRange( szToken );
|
|
}
|
|
else if ( !stricmp( szToken, "rendermode" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
if ( !stricmp( szToken, "additive" ) )
|
|
{
|
|
pType->m_iRenderMode = kRenderTransAdd;
|
|
}
|
|
else if ( !stricmp( szToken, "solid" ) )
|
|
{
|
|
pType->m_iRenderMode = kRenderTransAlpha;
|
|
}
|
|
else if ( !stricmp( szToken, "texture" ) )
|
|
{
|
|
pType->m_iRenderMode = kRenderTransTexture;
|
|
}
|
|
else if ( !stricmp( szToken, "color" ) )
|
|
{
|
|
pType->m_iRenderMode = kRenderTransColor;
|
|
}
|
|
}
|
|
else if ( !stricmp( szToken, "drawcondition" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
if ( !stricmp( szToken, "empty" ) )
|
|
{
|
|
pType->m_iDrawCond = CONTENTS_EMPTY;
|
|
}
|
|
else if ( !stricmp( szToken, "water" ) )
|
|
{
|
|
pType->m_iDrawCond = CONTENTS_WATER;
|
|
}
|
|
else if ( !stricmp( szToken, "solid" ) )
|
|
{
|
|
pType->m_iDrawCond = CONTENTS_SOLID;
|
|
}
|
|
}
|
|
else if ( !stricmp( szToken, "collision" ) )
|
|
{
|
|
szToken = COM_ParseToken( szFile );
|
|
if ( !stricmp( szToken, "none" ) )
|
|
{
|
|
pType->m_iCollision = COLLISION_NONE;
|
|
}
|
|
else if ( !stricmp( szToken, "die" ) )
|
|
{
|
|
pType->m_iCollision = COLLISION_DIE;
|
|
}
|
|
else if ( !stricmp( szToken, "bounce" ) )
|
|
{
|
|
pType->m_iCollision = COLLISION_BOUNCE;
|
|
}
|
|
}
|
|
// get the next token
|
|
szToken = COM_ParseToken( szFile );
|
|
}
|
|
|
|
if (!pType->m_bIsDefined)
|
|
{
|
|
// if this is a newly-defined type, we need to add it to the list
|
|
pType->m_pNext = m_pFirstType;
|
|
m_pFirstType = pType;
|
|
pType->m_bIsDefined = true;
|
|
}
|
|
|
|
return pType;
|
|
}
|
|
|
|
particle *ParticleSystem::ActivateParticle()
|
|
{
|
|
particle* pActivated = m_pFreeParticle;
|
|
if (pActivated)
|
|
{
|
|
m_pFreeParticle = pActivated->nextpart;
|
|
pActivated->nextpart = m_pActiveParticle;
|
|
m_pActiveParticle = pActivated;
|
|
}
|
|
return pActivated;
|
|
}
|
|
|
|
extern Vector v_origin;
|
|
|
|
void ParticleSystem::CalculateDistance()
|
|
{
|
|
if (!m_pActiveParticle)
|
|
return;
|
|
|
|
Vector offset = v_origin - m_pActiveParticle->origin; // just pick one
|
|
m_fViewerDist = offset[0]*offset[0] + offset[1]*offset[1] + offset[2]*offset[2];
|
|
}
|
|
|
|
|
|
bool ParticleSystem::UpdateSystem( float frametime )
|
|
{
|
|
// the entity emitting this system
|
|
edict_t *source = GetEntityByIndex( m_iEntIndex );
|
|
|
|
if( !source ) return false;
|
|
|
|
// Don't update if the system is outside the player's PVS.
|
|
enable = (source->v.renderfx == kRenderFxAurora);
|
|
|
|
// check for contents to remove
|
|
if( POINT_CONTENTS( source->v.origin ) & m_iKillCondition )
|
|
{
|
|
enable = 0;
|
|
}
|
|
|
|
if( m_pMainParticle == NULL )
|
|
{
|
|
if ( enable )
|
|
{
|
|
ParticleType *pType = m_pMainType;
|
|
if ( pType )
|
|
{
|
|
m_pMainParticle = pType->CreateParticle( this );
|
|
if ( m_pMainParticle )
|
|
{
|
|
m_pMainParticle->m_iEntIndex = m_iEntIndex;
|
|
m_pMainParticle->age_death = -1; // never die
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !enable )
|
|
{
|
|
m_pMainParticle->age_death = 0; // die now
|
|
m_pMainParticle = NULL;
|
|
}
|
|
|
|
particle* pParticle = m_pActiveParticle;
|
|
particle* pLast = NULL;
|
|
|
|
while( pParticle )
|
|
{
|
|
if ( UpdateParticle( pParticle, frametime ))
|
|
{
|
|
pLast = pParticle;
|
|
pParticle = pParticle->nextpart;
|
|
}
|
|
else // deactivate it
|
|
{
|
|
if ( pLast )
|
|
{
|
|
pLast->nextpart = pParticle->nextpart;
|
|
pParticle->nextpart = m_pFreeParticle;
|
|
m_pFreeParticle = pParticle;
|
|
pParticle = pLast->nextpart;
|
|
}
|
|
else // deactivate the first particle in the list
|
|
{
|
|
m_pActiveParticle = pParticle->nextpart;
|
|
pParticle->nextpart = m_pFreeParticle;
|
|
m_pFreeParticle = pParticle;
|
|
pParticle = m_pActiveParticle;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void ParticleSystem :: DrawSystem( void )
|
|
{
|
|
Vector normal, forward, right, up;
|
|
|
|
GetViewAngles( normal );
|
|
AngleVectors( normal, forward, right, up );
|
|
|
|
particle* pParticle = m_pActiveParticle;
|
|
for( pParticle = m_pActiveParticle; pParticle; pParticle = pParticle->nextpart )
|
|
{
|
|
DrawParticle( pParticle, right, up );
|
|
}
|
|
}
|
|
|
|
bool ParticleSystem::ParticleIsVisible( particle* part )
|
|
{
|
|
vec3_t normal, forward, right, up;
|
|
|
|
GetViewAngles( normal );
|
|
AngleVectors( normal, forward, right, up );
|
|
|
|
Vector vec = ( part->origin - v_origin );
|
|
Vector vecDir = vec.Normalize( );
|
|
float distance = vec.Length();
|
|
|
|
if ( DotProduct ( vecDir, forward ) < 0.0f )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
bool ParticleSystem::UpdateParticle( particle *part, float frametime )
|
|
{
|
|
if( frametime == 0 ) return true;
|
|
part->age += frametime;
|
|
|
|
edict_t *source = GetEntityByIndex( m_iEntIndex );
|
|
|
|
// is this particle bound to an entity?
|
|
if( part->m_iEntIndex )
|
|
{
|
|
if ( enable )
|
|
{
|
|
if( m_iEntAttachment )
|
|
{
|
|
Vector pos = Vector( 0, 0, 0 );
|
|
|
|
GET_ATTACHMENT( source, m_iEntAttachment, pos, NULL );
|
|
part->velocity = (pos - part->origin ) / frametime;
|
|
part->origin = pos;
|
|
}
|
|
else
|
|
{
|
|
part->velocity = ( source->v.origin - part->origin ) / frametime;
|
|
part->origin = source->v.origin;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// entity is switched off, die
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// not tied to an entity, check whether it's time to die
|
|
if( part->age_death >= 0 && part->age > part->age_death )
|
|
return false;
|
|
|
|
// apply acceleration and velocity
|
|
Vector vecOldPos = part->origin;
|
|
if( part->m_fDrag )
|
|
part->velocity = part->velocity + (part->velocity - part->m_vecWind) * (-part->m_fDrag * frametime);
|
|
part->velocity = part->velocity + part->accel * frametime;
|
|
part->origin = part->origin + part->velocity * frametime;
|
|
|
|
if( part->pType->m_bBouncing )
|
|
{
|
|
Vector vecTarget = part->origin + part->velocity * frametime;
|
|
TraceResult tr;
|
|
TRACE_LINE( part->origin, part->origin + vecTarget * 1024, true, source, &tr );
|
|
|
|
if( tr.flFraction < 1.0f )
|
|
{
|
|
part->origin = tr.vecEndPos;
|
|
float bounceforce = DotProduct( tr.vecPlaneNormal, part->velocity );
|
|
float newspeed = (1.0f - part->pType->m_BounceFriction.GetInstance());
|
|
part->velocity = part->velocity * newspeed;
|
|
part->velocity = part->velocity + tr.vecPlaneNormal * ( -bounceforce * ( newspeed + part->pType->m_Bounce.GetInstance( )));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// spray children
|
|
if ( part->age_spray && part->age > part->age_spray )
|
|
{
|
|
part->age_spray = part->age + 1/part->pType->m_SprayRate.GetInstance();
|
|
|
|
// particle *pChild = ActivateParticle();
|
|
if (part->pType->m_pSprayType)
|
|
{
|
|
particle *pChild = part->pType->m_pSprayType->CreateParticle(this);
|
|
if (pChild)
|
|
{
|
|
pChild->origin = part->origin;
|
|
float fSprayForce = part->pType->m_SprayForce.GetInstance();
|
|
pChild->velocity = part->velocity;
|
|
if (fSprayForce)
|
|
{
|
|
float fSprayPitch = part->pType->m_SprayPitch.GetInstance() - source->v.angles.x;
|
|
float fSprayYaw = part->pType->m_SprayYaw.GetInstance() - source->v.angles.y;
|
|
float fSprayRoll = source->v.angles.z;
|
|
float fForceCosPitch = fSprayForce*CosLookup(fSprayPitch);
|
|
pChild->velocity.x += CosLookup(fSprayYaw) * fForceCosPitch;
|
|
pChild->velocity.y += SinLookup(fSprayYaw) * fForceCosPitch + SinLookup(fSprayYaw) * fSprayForce * SinLookup(fSprayRoll);
|
|
pChild->velocity.z -= SinLookup(fSprayPitch) * fSprayForce * CosLookup(fSprayRoll);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
part->m_fSize += part->m_fSizeStep * frametime;
|
|
part->m_fAlpha += part->m_fAlphaStep * frametime;
|
|
part->m_fRed += part->m_fRedStep * frametime;
|
|
part->m_fGreen += part->m_fGreenStep * frametime;
|
|
part->m_fBlue += part->m_fBlueStep * frametime;
|
|
part->frame += part->m_fFrameStep * frametime;
|
|
if ( part->m_fAngleStep )
|
|
{
|
|
part->m_fAngle += part->m_fAngleStep * frametime;
|
|
while ( part->m_fAngle < 0 ) part->m_fAngle += 360;
|
|
while ( part->m_fAngle > 360 ) part->m_fAngle -= 360;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void ParticleSystem::DrawParticle( particle *part, Vector &right, Vector &up )
|
|
{
|
|
float fSize = part->m_fSize;
|
|
Vector point1, point2, point3, point4;
|
|
Vector origin = part->origin;
|
|
|
|
// nothing to draw?
|
|
if ( fSize == 0 ) return;
|
|
|
|
// frustrum visible check
|
|
if( !ParticleIsVisible( part )) return;
|
|
|
|
float fCosSize = CosLookup( part->m_fAngle ) * fSize;
|
|
float fSinSize = SinLookup( part->m_fAngle ) * fSize;
|
|
|
|
// calculate the four corners of the sprite
|
|
point1 = origin + up * fSinSize;
|
|
point1 = point1 + right * -fCosSize;
|
|
|
|
point2 = origin + up * fCosSize;
|
|
point2 = point2 + right * fSinSize;
|
|
|
|
point3 = origin + up * -fSinSize;
|
|
point3 = point3 + right * fCosSize;
|
|
|
|
point4 = origin + up * -fCosSize;
|
|
point4 = point4 + right * -fSinSize;
|
|
|
|
int iContents = 0;
|
|
|
|
g_engfuncs.pTriAPI->Enable( TRI_SHADER );
|
|
|
|
for ( particle *pDraw = part; pDraw; pDraw = pDraw->m_pOverlay )
|
|
{
|
|
if( pDraw->pType->m_hSprite == 0 )
|
|
continue;
|
|
|
|
if ( pDraw->pType->m_iDrawCond )
|
|
{
|
|
if ( iContents == 0 )
|
|
iContents = POINT_CONTENTS( origin );
|
|
|
|
if ( iContents != pDraw->pType->m_iDrawCond )
|
|
continue;
|
|
}
|
|
|
|
int numFrames = SPR_Frames( pDraw->pType->m_hSprite );
|
|
|
|
// ALERT( at_console, "UpdParticle %d: age %f, life %f, R:%f G:%f, B, %f \n", pDraw->pType->m_hSprite, part->age, part->age_death, pDraw->m_fRed, pDraw->m_fGreen, pDraw->m_fBlue);
|
|
|
|
// if we've reached the end of the sprite's frames, loop back
|
|
while ( pDraw->frame > numFrames )
|
|
pDraw->frame -= numFrames;
|
|
|
|
while ( pDraw->frame < 0 )
|
|
pDraw->frame += numFrames;
|
|
|
|
g_engfuncs.pTriAPI->RenderMode( pDraw->pType->m_iRenderMode );
|
|
g_engfuncs.pTriAPI->Color4f( pDraw->m_fRed, pDraw->m_fGreen, pDraw->m_fBlue, pDraw->m_fAlpha );
|
|
g_engfuncs.pTriAPI->Bind( pDraw->pType->m_hSprite, int( pDraw->frame ));
|
|
|
|
g_engfuncs.pTriAPI->Begin( TRI_QUADS );
|
|
g_engfuncs.pTriAPI->TexCoord2f ( 0, 0 );
|
|
g_engfuncs.pTriAPI->Vertex3fv( point1 );
|
|
|
|
g_engfuncs.pTriAPI->TexCoord2f ( 1, 0 );
|
|
g_engfuncs.pTriAPI->Vertex3fv ( point2 );
|
|
|
|
g_engfuncs.pTriAPI->TexCoord2f ( 1, 1 );
|
|
g_engfuncs.pTriAPI->Vertex3fv ( point3 );
|
|
|
|
g_engfuncs.pTriAPI->TexCoord2f ( 0, 1 );
|
|
g_engfuncs.pTriAPI->Vertex3fv ( point4 );
|
|
g_engfuncs.pTriAPI->End();
|
|
}
|
|
g_engfuncs.pTriAPI->Disable( TRI_SHADER );
|
|
} |