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Xash3DArchive/engine/client/cl_fx.c

2069 lines
43 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_fx.c -- entity effects parsing and management
#include "client.h"
void CL_LogoutEffect (vec3_t org, int type);
void CL_ItemRespawnParticles (vec3_t org);
static vec3_t avelocities [NUMVERTEXNORMALS];
extern model_t *cl_mod_smoke;
extern model_t *cl_mod_flash;
/*
==============================================================
LIGHT STYLE MANAGEMENT
==============================================================
*/
typedef struct
{
int length;
float value[3];
float map[MAX_QPATH];
} clightstyle_t;
clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
int lastofs;
/*
================
CL_ClearLightStyles
================
*/
void CL_ClearLightStyles (void)
{
memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
lastofs = -1;
}
/*
================
CL_RunLightStyles
================
*/
void CL_RunLightStyles (void)
{
int ofs;
int i;
clightstyle_t *ls;
ofs = cl.time / 100;
if (ofs == lastofs)
return;
lastofs = ofs;
for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
{
if (!ls->length)
{
ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
continue;
}
if (ls->length == 1)
ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
else
ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs%ls->length];
}
}
void CL_SetLightstyle (int i)
{
char *s;
int j, k;
s = cl.configstrings[i+CS_LIGHTS];
j = strlen (s);
if (j >= MAX_QPATH)
Com_Error (ERR_DROP, "svc_lightstyle length=%i", j);
cl_lightstyle[i].length = j;
for (k=0 ; k<j ; k++)
cl_lightstyle[i].map[k] = (float)(s[k]-'a')/(float)('m'-'a');
}
/*
================
CL_AddLightStyles
================
*/
void CL_AddLightStyles (void)
{
int i;
clightstyle_t *ls;
for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
V_AddLightStyle (i, ls->value[0], ls->value[1], ls->value[2]);
}
/*
==============================================================
DLIGHT MANAGEMENT
==============================================================
*/
cdlight_t cl_dlights[MAX_DLIGHTS];
/*
================
CL_ClearDlights
================
*/
void CL_ClearDlights (void)
{
memset (cl_dlights, 0, sizeof(cl_dlights));
}
/*
===============
CL_AllocDlight
===============
*/
cdlight_t *CL_AllocDlight (int key)
{
int i;
cdlight_t *dl;
// first look for an exact key match
if (key)
{
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->key == key)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
}
}
// then look for anything else
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->die < cl.time)
{
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
}
dl = &cl_dlights[0];
memset (dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
/*
===============
CL_NewDlight
===============
*/
void CL_NewDlight (int key, float x, float y, float z, float radius, float time)
{
cdlight_t *dl;
dl = CL_AllocDlight (key);
dl->origin[0] = x;
dl->origin[1] = y;
dl->origin[2] = z;
dl->radius = radius;
dl->die = cl.time + time;
}
/*
===============
CL_RunDLights
===============
*/
void CL_RunDLights (void)
{
int i;
cdlight_t *dl;
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (!dl->radius)
continue;
if (dl->die < cl.time)
{
dl->radius = 0;
return;
}
dl->radius -= cls.frametime*dl->decay;
if (dl->radius < 0)
dl->radius = 0;
}
}
/*
==============
CL_ParseMuzzleFlash
==============
*/
void CL_ParseMuzzleFlash (void)
{
vec3_t fv, rv;
cdlight_t *dl;
int i, weapon;
centity_t *pl;
int silenced;
float volume;
char soundname[64];
i = MSG_ReadShort (&net_message);
if (i < 1 || i >= MAX_EDICTS)
Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");
weapon = MSG_ReadByte (&net_message);
silenced = weapon & MZ_SILENCED;
weapon &= ~MZ_SILENCED;
pl = &cl_entities[i];
dl = CL_AllocDlight (i);
VectorCopy (pl->current.origin, dl->origin);
AngleVectors (pl->current.angles, fv, rv, NULL);
VectorMA (dl->origin, 18, fv, dl->origin);
VectorMA (dl->origin, 16, rv, dl->origin);
if (silenced)
dl->radius = 100 + (rand()&31);
else
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time; // + 0.1;
if (silenced)
volume = 0.2;
else
volume = 1;
switch (weapon)
{
case MZ_BLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_BLUEHYPERBLASTER:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_HYPERBLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_MACHINEGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
sprintf(soundname, "weapons/machgf%ib.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
break;
case MZ_SHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case MZ_SSHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
break;
case MZ_CHAINGUN1:
dl->radius = 200 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
sprintf(soundname, "weapons/machgf%ib.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
break;
case MZ_CHAINGUN2:
dl->radius = 225 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
sprintf(soundname, "weapons/machgf%ib.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
sprintf(soundname, "weapons/machgf%ib.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
break;
case MZ_CHAINGUN3:
dl->radius = 250 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
sprintf(soundname, "weapons/machgf%ib.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
sprintf(soundname, "weapons/machgf%ib.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033);
sprintf(soundname, "weapons/machgf%ib.wav", (rand() % 5) + 1);
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066);
break;
case MZ_RAILGUN:
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_ROCKET:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case MZ_GRENADE:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case MZ_BFG:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
break;
case MZ_LOGIN:
dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect (pl->current.origin, weapon);
break;
case MZ_LOGOUT:
dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
dl->die = cl.time + 1.0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect (pl->current.origin, weapon);
break;
case MZ_RESPAWN:
dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect (pl->current.origin, weapon);
break;
// RAFAEL
case MZ_PHALANX:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
break;
// RAFAEL
case MZ_IONRIPPER:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
break;
}
}
/*
==============
CL_ParseMuzzleFlash2
==============
*/
void CL_ParseMuzzleFlash2 (void)
{
int ent;
vec3_t origin;
int flash_number;
cdlight_t *dl;
vec3_t forward, right;
char soundname[64];
ent = MSG_ReadShort (&net_message);
if (ent < 1 || ent >= MAX_EDICTS)
Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity");
flash_number = MSG_ReadByte (&net_message);
// locate the origin
AngleVectors (cl_entities[ent].current.angles, forward, right, NULL);
origin[0] = cl_entities[ent].current.origin[0] + forward[0] + right[0];
origin[1] = cl_entities[ent].current.origin[1] + forward[1] + right[1];
origin[2] = cl_entities[ent].current.origin[2] + forward[2] + right[2];
dl = CL_AllocDlight (ent);
VectorCopy (origin, dl->origin);
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time; // + 0.1;
switch (flash_number)
{
case MZ2_INFANTRY_MACHINEGUN_1:
case MZ2_INFANTRY_MACHINEGUN_2:
case MZ2_INFANTRY_MACHINEGUN_3:
case MZ2_INFANTRY_MACHINEGUN_4:
case MZ2_INFANTRY_MACHINEGUN_5:
case MZ2_INFANTRY_MACHINEGUN_6:
case MZ2_INFANTRY_MACHINEGUN_7:
case MZ2_INFANTRY_MACHINEGUN_8:
case MZ2_INFANTRY_MACHINEGUN_9:
case MZ2_INFANTRY_MACHINEGUN_10:
case MZ2_INFANTRY_MACHINEGUN_11:
case MZ2_INFANTRY_MACHINEGUN_12:
case MZ2_INFANTRY_MACHINEGUN_13:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SOLDIER_MACHINEGUN_1:
case MZ2_SOLDIER_MACHINEGUN_2:
case MZ2_SOLDIER_MACHINEGUN_3:
case MZ2_SOLDIER_MACHINEGUN_4:
case MZ2_SOLDIER_MACHINEGUN_5:
case MZ2_SOLDIER_MACHINEGUN_6:
case MZ2_SOLDIER_MACHINEGUN_7:
case MZ2_SOLDIER_MACHINEGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GUNNER_MACHINEGUN_1:
case MZ2_GUNNER_MACHINEGUN_2:
case MZ2_GUNNER_MACHINEGUN_3:
case MZ2_GUNNER_MACHINEGUN_4:
case MZ2_GUNNER_MACHINEGUN_5:
case MZ2_GUNNER_MACHINEGUN_6:
case MZ2_GUNNER_MACHINEGUN_7:
case MZ2_GUNNER_MACHINEGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_ACTOR_MACHINEGUN_1:
case MZ2_SUPERTANK_MACHINEGUN_1:
case MZ2_SUPERTANK_MACHINEGUN_2:
case MZ2_SUPERTANK_MACHINEGUN_3:
case MZ2_SUPERTANK_MACHINEGUN_4:
case MZ2_SUPERTANK_MACHINEGUN_5:
case MZ2_SUPERTANK_MACHINEGUN_6:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_BOSS2_MACHINEGUN_L1:
case MZ2_BOSS2_MACHINEGUN_L2:
case MZ2_BOSS2_MACHINEGUN_L3:
case MZ2_BOSS2_MACHINEGUN_L4:
case MZ2_BOSS2_MACHINEGUN_L5:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
break;
case MZ2_SOLDIER_BLASTER_1:
case MZ2_SOLDIER_BLASTER_2:
case MZ2_SOLDIER_BLASTER_3:
case MZ2_SOLDIER_BLASTER_4:
case MZ2_SOLDIER_BLASTER_5:
case MZ2_SOLDIER_BLASTER_6:
case MZ2_SOLDIER_BLASTER_7:
case MZ2_SOLDIER_BLASTER_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_FLYER_BLASTER_1:
case MZ2_FLYER_BLASTER_2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_MEDIC_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_HOVER_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_FLOAT_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SOLDIER_SHOTGUN_1:
case MZ2_SOLDIER_SHOTGUN_2:
case MZ2_SOLDIER_SHOTGUN_3:
case MZ2_SOLDIER_SHOTGUN_4:
case MZ2_SOLDIER_SHOTGUN_5:
case MZ2_SOLDIER_SHOTGUN_6:
case MZ2_SOLDIER_SHOTGUN_7:
case MZ2_SOLDIER_SHOTGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_SmokeAndFlash(origin);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_BLASTER_1:
case MZ2_TANK_BLASTER_2:
case MZ2_TANK_BLASTER_3:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_MACHINEGUN_1:
case MZ2_TANK_MACHINEGUN_2:
case MZ2_TANK_MACHINEGUN_3:
case MZ2_TANK_MACHINEGUN_4:
case MZ2_TANK_MACHINEGUN_5:
case MZ2_TANK_MACHINEGUN_6:
case MZ2_TANK_MACHINEGUN_7:
case MZ2_TANK_MACHINEGUN_8:
case MZ2_TANK_MACHINEGUN_9:
case MZ2_TANK_MACHINEGUN_10:
case MZ2_TANK_MACHINEGUN_11:
case MZ2_TANK_MACHINEGUN_12:
case MZ2_TANK_MACHINEGUN_13:
case MZ2_TANK_MACHINEGUN_14:
case MZ2_TANK_MACHINEGUN_15:
case MZ2_TANK_MACHINEGUN_16:
case MZ2_TANK_MACHINEGUN_17:
case MZ2_TANK_MACHINEGUN_18:
case MZ2_TANK_MACHINEGUN_19:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_ParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
sprintf(soundname, "tank/tnkatk2%c.wav", 'a' + rand() % 5);
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0);
break;
case MZ2_CHICK_ROCKET_1:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_ROCKET_1:
case MZ2_TANK_ROCKET_2:
case MZ2_TANK_ROCKET_3:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SUPERTANK_ROCKET_1:
case MZ2_SUPERTANK_ROCKET_2:
case MZ2_SUPERTANK_ROCKET_3:
case MZ2_BOSS2_ROCKET_1:
case MZ2_BOSS2_ROCKET_2:
case MZ2_BOSS2_ROCKET_3:
case MZ2_BOSS2_ROCKET_4:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GUNNER_GRENADE_1:
case MZ2_GUNNER_GRENADE_2:
case MZ2_GUNNER_GRENADE_3:
case MZ2_GUNNER_GRENADE_4:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GLADIATOR_RAILGUN_1:
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
break;
}
}
/*
===============
CL_AddDLights
===============
*/
void CL_AddDLights (void)
{
int i;
cdlight_t *dl;
dl = cl_dlights;
for (i = 0; i < MAX_DLIGHTS; i++, dl++)
{
if (!dl->radius) continue;
V_AddLight (dl->origin, dl->radius, dl->color[0], dl->color[1], dl->color[2]);
}
}
/*
==============================================================
PARTICLE MANAGEMENT
==============================================================
*/
/*
// THIS HAS BEEN RELOCATED TO CLIENT.H
typedef struct cparticle_s
{
struct cparticle_s *next;
float time;
vec3_t org;
vec3_t vel;
vec3_t accel;
float color;
float colorvel;
float alpha;
float alphavel;
} cparticle_t;
#define PARTICLE_GRAVITY 40
*/
cparticle_t *active_particles, *free_particles;
cparticle_t particles[MAX_PARTICLES];
int cl_numparticles = MAX_PARTICLES;
/*
===============
CL_ClearParticles
===============
*/
void CL_ClearParticles (void)
{
int i;
free_particles = &particles[0];
active_particles = NULL;
for (i=0 ;i<cl_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[cl_numparticles-1].next = NULL;
}
/*
===============
CL_ParticleEffect
Wall impact puffs
===============
*/
void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
int i, j;
cparticle_t *p;
float d;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color + (rand()&7);
d = rand()&31;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
/*
===============
CL_ParticleEffect2
===============
*/
void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count)
{
int i, j;
cparticle_t *p;
float d;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color;
d = rand()&7;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
// RAFAEL
/*
===============
CL_ParticleEffect3
===============
*/
void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count)
{
int i, j;
cparticle_t *p;
float d;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color;
d = rand()&7;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
/*
===============
CL_TeleporterParticles
===============
*/
void CL_TeleporterParticles (entity_state_t *ent)
{
int i, j;
cparticle_t *p;
for (i=0 ; i<8 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = 0xdb;
for (j=0 ; j<2 ; j++)
{
p->org[j] = ent->origin[j] - 16 + (rand()&31);
p->vel[j] = crand()*14;
}
p->org[2] = ent->origin[2] - 8 + (rand()&7);
p->vel[2] = 80 + (rand()&7);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.5;
}
}
/*
===============
CL_LogoutEffect
===============
*/
void CL_LogoutEffect (vec3_t org, int type)
{
int i, j;
cparticle_t *p;
for (i=0 ; i<500 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
if (type == MZ_LOGIN)
p->color = 0xd0 + (rand()&7); // green
else if (type == MZ_LOGOUT)
p->color = 0x40 + (rand()&7); // red
else
p->color = 0xe0 + (rand()&7); // yellow
p->org[0] = org[0] - 16 + frand()*32;
p->org[1] = org[1] - 16 + frand()*32;
p->org[2] = org[2] - 24 + frand()*56;
for (j=0 ; j<3 ; j++)
p->vel[j] = crand()*20;
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0 / (1.0 + frand()*0.3);
}
}
/*
===============
CL_ItemRespawnParticles
===============
*/
void CL_ItemRespawnParticles (vec3_t org)
{
int i, j;
cparticle_t *p;
for (i=0 ; i<64 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = 0xd4 + (rand()&3); // green
p->org[0] = org[0] + crand()*8;
p->org[1] = org[1] + crand()*8;
p->org[2] = org[2] + crand()*8;
for (j=0 ; j<3 ; j++)
p->vel[j] = crand()*8;
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY*0.2;
p->alpha = 1.0;
p->alphavel = -1.0 / (1.0 + frand()*0.3);
}
}
/*
===============
CL_ExplosionParticles
===============
*/
void CL_ExplosionParticles (vec3_t org)
{
int i, j;
cparticle_t *p;
for (i=0 ; i<256 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = 0xe0 + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%384)-192;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.8 / (0.5 + frand()*0.3);
}
}
/*
===============
CL_BigTeleportParticles
===============
*/
void CL_BigTeleportParticles (vec3_t org)
{
int i;
cparticle_t *p;
float angle, dist;
static int colortable[4] = {2*8,13*8,21*8,18*8};
for (i=0 ; i<4096 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = colortable[rand()&3];
angle = M_PI*2*(rand()&1023)/1023.0;
dist = rand()&31;
p->org[0] = org[0] + cos(angle)*dist;
p->vel[0] = cos(angle)*(70+(rand()&63));
p->accel[0] = -cos(angle)*100;
p->org[1] = org[1] + sin(angle)*dist;
p->vel[1] = sin(angle)*(70+(rand()&63));
p->accel[1] = -sin(angle)*100;
p->org[2] = org[2] + 8 + (rand()%90);
p->vel[2] = -100 + (rand()&31);
p->accel[2] = PARTICLE_GRAVITY*4;
p->alpha = 1.0;
p->alphavel = -0.3 / (0.5 + frand()*0.3);
}
}
/*
===============
CL_BlasterParticles
Wall impact puffs
===============
*/
void CL_BlasterParticles (vec3_t org, vec3_t dir)
{
int i, j;
cparticle_t *p;
float d;
int count;
count = 40;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = 0xe0 + (rand()&7);
d = rand()&15;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = dir[j] * 30 + crand()*40;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
/*
===============
CL_BlasterTrail
===============
*/
void CL_BlasterTrail (vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
// FIXME: this is a really silly way to have a loop
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.3+frand()*0.2);
p->color = 0xe0;
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand();
p->vel[j] = crand()*5;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
/*
===============
CL_QuadTrail
===============
*/
void CL_QuadTrail (vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.8+frand()*0.2);
p->color = 115;
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*16;
p->vel[j] = crand()*5;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
/*
===============
CL_FlagTrail
===============
*/
void CL_FlagTrail (vec3_t start, vec3_t end, float color)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.8+frand()*0.2);
p->color = color;
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*16;
p->vel[j] = crand()*5;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
/*
===============
CL_DiminishingTrail
===============
*/
void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
float dec;
float orgscale;
float velscale;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 0.5;
VectorScale (vec, dec, vec);
if (old->trailcount > 900)
{
orgscale = 4;
velscale = 15;
}
else if (old->trailcount > 800)
{
orgscale = 2;
velscale = 10;
}
else
{
orgscale = 1;
velscale = 5;
}
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
// drop less particles as it flies
if ((rand()&1023) < old->trailcount)
{
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
if (flags & EF_GIB)
{
p->alpha = 1.0;
p->alphavel = -1.0 / (1+frand()*0.4);
p->color = 0xe8 + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*orgscale;
p->vel[j] = crand()*velscale;
p->accel[j] = 0;
}
p->vel[2] -= PARTICLE_GRAVITY;
}
else if (flags & EF_GREENGIB)
{
p->alpha = 1.0;
p->alphavel = -1.0 / (1+frand()*0.4);
p->color = 0xdb + (rand()&7);
for (j=0; j< 3; j++)
{
p->org[j] = move[j] + crand()*orgscale;
p->vel[j] = crand()*velscale;
p->accel[j] = 0;
}
p->vel[2] -= PARTICLE_GRAVITY;
}
else
{
p->alpha = 1.0;
p->alphavel = -1.0 / (1+frand()*0.2);
p->color = 4 + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*orgscale;
p->vel[j] = crand()*velscale;
}
p->accel[2] = 20;
}
}
old->trailcount -= 5;
if (old->trailcount < 100)
old->trailcount = 100;
VectorAdd (move, vec, move);
}
}
void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
{
float d;
// this rotate and negat guarantees a vector
// not colinear with the original
right[1] = -forward[0];
right[2] = forward[1];
right[0] = forward[2];
d = DotProduct (right, forward);
VectorMA (right, -d, forward, right);
VectorNormalize (right);
CrossProduct (right, forward, up);
}
/*
===============
CL_RocketTrail
===============
*/
void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
float dec;
// smoke
CL_DiminishingTrail (start, end, old, EF_ROCKET);
// fire
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 1;
VectorScale (vec, dec, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
if ( (rand()&7) == 0)
{
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0 / (1+frand()*0.2);
p->color = 0xdc + (rand()&3);
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*5;
p->vel[j] = crand()*20;
}
p->accel[2] = -PARTICLE_GRAVITY;
}
VectorAdd (move, vec, move);
}
}
/*
===============
CL_RailTrail
===============
*/
void CL_RailTrail (vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
float dec;
vec3_t right, up;
int i;
float d, c, s;
vec3_t dir;
byte clr = 0x74;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
MakeNormalVectors (vec, right, up);
for (i=0 ; i<len ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
VectorClear (p->accel);
d = i * 0.1;
c = cos(d);
s = sin(d);
VectorScale (right, c, dir);
VectorMA (dir, s, up, dir);
p->alpha = 1.0;
p->alphavel = -1.0 / (1+frand()*0.2);
p->color = clr + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + dir[j]*3;
p->vel[j] = dir[j]*6;
}
VectorAdd (move, vec, move);
}
dec = 0.75;
VectorScale (vec, dec, vec);
VectorCopy (start, move);
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
VectorClear (p->accel);
p->alpha = 1.0;
p->alphavel = -1.0 / (0.6+frand()*0.2);
p->color = 0x0 + rand()&15;
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*3;
p->vel[j] = crand()*3;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
// RAFAEL
/*
===============
CL_IonripperTrail
===============
*/
void CL_IonripperTrail (vec3_t start, vec3_t ent)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
int left = 0;
VectorCopy (start, move);
VectorSubtract (ent, start, vec);
len = VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 0.5;
p->alphavel = -1.0 / (0.3 + frand() * 0.2);
p->color = 0xe4 + (rand()&3);
for (j=0; j<3; j++)
{
p->org[j] = move[j];
p->accel[j] = 0;
}
if (left)
{
left = 0;
p->vel[0] = 10;
}
else
{
left = 1;
p->vel[0] = -10;
}
p->vel[1] = 0;
p->vel[2] = 0;
VectorAdd (move, vec, move);
}
}
/*
===============
CL_BubbleTrail
===============
*/
void CL_BubbleTrail (vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
float len;
int i, j;
cparticle_t *p;
float dec;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 32;
VectorScale (vec, dec, vec);
for (i=0 ; i<len ; i+=dec)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0 / (1+frand()*0.2);
p->color = 4 + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*2;
p->vel[j] = crand()*5;
}
p->vel[2] += 6;
VectorAdd (move, vec, move);
}
}
/*
===============
CL_FlyParticles
===============
*/
#define BEAMLENGTH 16
void CL_FlyParticles (vec3_t origin, int count)
{
int i;
cparticle_t *p;
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist = 64;
float ltime;
if (count > NUMVERTEXNORMALS)
count = NUMVERTEXNORMALS;
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
avelocities[0][i] = (rand()&255) * 0.01;
}
ltime = (float)cl.time / 1000.0;
for (i=0 ; i<count ; i+=2)
{
angle = ltime * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = ltime * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = ltime * avelocities[i][2];
sr = sin(angle);
cr = cos(angle);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
dist = sin(ltime + i)*64;
p->org[0] = origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
p->org[1] = origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
p->org[2] = origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
VectorClear (p->vel);
VectorClear (p->accel);
p->color = 0;
p->colorvel = 0;
p->alpha = 1;
p->alphavel = -100;
}
}
void CL_FlyEffect (centity_t *ent, vec3_t origin)
{
int n;
int count;
int starttime;
if (ent->fly_stoptime < cl.time)
{
starttime = cl.time;
ent->fly_stoptime = cl.time + 60000;
}
else
{
starttime = ent->fly_stoptime - 60000;
}
n = cl.time - starttime;
if (n < 20000)
count = n * 162 / 20000.0;
else
{
n = ent->fly_stoptime - cl.time;
if (n < 20000)
count = n * 162 / 20000.0;
else
count = 162;
}
CL_FlyParticles (origin, count);
}
/*
===============
CL_BfgParticles
===============
*/
#define BEAMLENGTH 16
void CL_BfgParticles (entity_t *ent)
{
int i;
cparticle_t *p;
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist = 64;
vec3_t v;
float ltime;
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
avelocities[0][i] = (rand()&255) * 0.01;
}
ltime = (float)cl.time / 1000.0;
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
angle = ltime * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = ltime * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = ltime * avelocities[i][2];
sr = sin(angle);
cr = cos(angle);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
dist = sin(ltime + i)*64;
p->org[0] = ent->origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
p->org[1] = ent->origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
p->org[2] = ent->origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
VectorClear (p->vel);
VectorClear (p->accel);
VectorSubtract (p->org, ent->origin, v);
dist = VectorLength(v) / 90.0;
p->color = floor (0xd0 + dist * 7);
p->colorvel = 0;
p->alpha = 1.0 - dist;
p->alphavel = -100;
}
}
/*
===============
CL_TrapParticles
===============
*/
// RAFAEL
void CL_TrapParticles (entity_t *ent)
{
vec3_t move;
vec3_t vec;
vec3_t start, end;
float len;
int j;
cparticle_t *p;
int dec;
ent->origin[2]-=14;
VectorCopy (ent->origin, start);
VectorCopy (ent->origin, end);
end[2]+=64;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
// FIXME: this is a really silly way to have a loop
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.3+frand()*0.2);
p->color = 0xe0;
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand();
p->vel[j] = crand()*15;
p->accel[j] = 0;
}
p->accel[2] = PARTICLE_GRAVITY;
VectorAdd (move, vec, move);
}
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
vec3_t org;
ent->origin[2]+=14;
VectorCopy (ent->origin, org);
for (i=-2 ; i<=2 ; i+=4)
for (j=-2 ; j<=2 ; j+=4)
for (k=-2 ; k<=4 ; k+=4)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = 0xe0 + (rand()&3);
p->alpha = 1.0;
p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
p->org[0] = org[0] + i + ((rand()&23) * crand());
p->org[1] = org[1] + j + ((rand()&23) * crand());
p->org[2] = org[2] + k + ((rand()&23) * crand());
dir[0] = j * 8;
dir[1] = i * 8;
dir[2] = k * 8;
VectorNormalize (dir);
vel = 50 + rand()&63;
VectorScale (dir, vel, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
}
}
}
/*
===============
CL_BFGExplosionParticles
===============
*/
//FIXME combined with CL_ExplosionParticles
void CL_BFGExplosionParticles (vec3_t org)
{
int i, j;
cparticle_t *p;
for (i=0 ; i<256 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = 0xd0 + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%384)-192;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.8 / (0.5 + frand()*0.3);
}
}
/*
===============
CL_TeleportParticles
===============
*/
void CL_TeleportParticles (vec3_t org)
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
for (i=-16 ; i<=16 ; i+=4)
for (j=-16 ; j<=16 ; j+=4)
for (k=-16 ; k<=32 ; k+=4)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = 7 + (rand()&7);
p->alpha = 1.0;
p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
dir[0] = j*8;
dir[1] = i*8;
dir[2] = k*8;
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
}
}
/*
===============
CL_AddParticles
===============
*/
void CL_AddParticles (void)
{
cparticle_t *p, *next;
float alpha;
float time, time2;
vec3_t org;
int color;
cparticle_t *active, *tail;
active = NULL;
tail = NULL;
for (p=active_particles ; p ; p=next)
{
next = p->next;
// PMM - added INSTANT_PARTICLE handling for heat beam
if (p->alphavel != INSTANT_PARTICLE)
{
time = (cl.time - p->time)*0.001;
alpha = p->alpha + time*p->alphavel;
if (alpha <= 0)
{ // faded out
p->next = free_particles;
free_particles = p;
continue;
}
}
else
{
alpha = p->alpha;
}
p->next = NULL;
if (!tail)
active = tail = p;
else
{
tail->next = p;
tail = p;
}
if (alpha > 1.0)
alpha = 1;
color = p->color;
time2 = time*time;
org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;
V_AddParticle (org, color, alpha);
// PMM
if (p->alphavel == INSTANT_PARTICLE)
{
p->alphavel = 0.0;
p->alpha = 0.0;
}
}
active_particles = active;
}
/*
==============
CL_EntityEvent
An entity has just been parsed that has an event value
the female events are there for backwards compatability
==============
*/
extern struct sfx_s *cl_sfx_footsteps[4];
void CL_EntityEvent (entity_state_t *ent)
{
switch (ent->event)
{
case EV_ITEM_RESPAWN:
S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
CL_ItemRespawnParticles (ent->origin);
break;
case EV_PLAYER_TELEPORT:
S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
CL_TeleportParticles (ent->origin);
break;
case EV_FOOTSTEP:
if (cl_footsteps->value)
S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand()&3], 1, ATTN_NORM, 0);
break;
case EV_FALLSHORT:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("player/land1.wav"), 1, ATTN_NORM, 0);
break;
case EV_FALL:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall2.wav"), 1, ATTN_NORM, 0);
break;
case EV_FALLFAR:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall1.wav"), 1, ATTN_NORM, 0);
break;
}
}
/*
==============
CL_ClearEffects
==============
*/
void CL_ClearEffects (void)
{
CL_ClearParticles ();
CL_ClearDlights ();
CL_ClearLightStyles ();
}