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mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-24 10:50:58 +01:00
xash3d-fwgs/engine/client/cl_efx.c

2169 lines
45 KiB
C

#include "common.h"
#include "client.h"
#include "customentity.h"
#include "r_efx.h"
#include "cl_tent.h"
#include "pm_local.h"
#define PART_SIZE Q_max( 0.5f, cl_draw_particles.value )
/*
==============================================================
PARTICLES MANAGEMENT
==============================================================
*/
// particle ramps
static int ramp1[8] = { 0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61 };
static int ramp2[8] = { 0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66 };
static int ramp3[6] = { 0x6d, 0x6b, 6, 5, 4, 3 };
static int gSparkRamp[9] = { 0xfe, 0xfd, 0xfc, 0x6f, 0x6e, 0x6d, 0x6c, 0x67, 0x60 };
static CVAR_DEFINE_AUTO( tracerspeed, "6000", 0, "tracer speed" );
static CVAR_DEFINE_AUTO( tracerlength, "0.8", 0, "tracer length factor" );
static CVAR_DEFINE_AUTO( traceroffset, "30", 0, "tracer starting offset" );
particle_t *cl_active_particles;
particle_t *cl_active_tracers;
particle_t *cl_free_particles;
particle_t *cl_particles = NULL; // particle pool
static vec3_t cl_avelocities[NUMVERTEXNORMALS];
static float cl_lasttimewarn = 0.0f;
/*
================
R_LookupColor
find nearest color in particle palette
================
*/
short GAME_EXPORT R_LookupColor( byte r, byte g, byte b )
{
int i, best;
float diff, bestdiff;
float rf, gf, bf;
bestdiff = 999999;
best = -1;
for( i = 0; i < 256; i++ )
{
rf = r - clgame.palette[i].r;
gf = g - clgame.palette[i].g;
bf = b - clgame.palette[i].b;
// convert color to monochrome
diff = rf * (rf * 0.2f) + gf * (gf * 0.5f) + bf * (bf * 0.3f);
if ( diff < bestdiff )
{
bestdiff = diff;
best = i;
}
}
return best;
}
/*
================
R_GetPackedColor
in hardware mode does nothing
================
*/
void GAME_EXPORT R_GetPackedColor( short *packed, short color )
{
if( packed ) *packed = 0;
}
/*
================
CL_InitParticles
================
*/
void CL_InitParticles( void )
{
int i;
cl_particles = Mem_Calloc( cls.mempool, sizeof( particle_t ) * GI->max_particles );
CL_ClearParticles ();
// this is used for EF_BRIGHTFIELD
for( i = 0; i < NUMVERTEXNORMALS; i++ )
{
cl_avelocities[i][0] = COM_RandomFloat( 0.0f, 2.55f );
cl_avelocities[i][1] = COM_RandomFloat( 0.0f, 2.55f );
cl_avelocities[i][2] = COM_RandomFloat( 0.0f, 2.55f );
}
Cvar_RegisterVariable( &tracerspeed );
Cvar_RegisterVariable( &tracerlength );
Cvar_RegisterVariable( &traceroffset );
}
/*
================
CL_ClearParticles
================
*/
void CL_ClearParticles( void )
{
int i;
if( !cl_particles ) return;
cl_free_particles = cl_particles;
cl_active_particles = NULL;
cl_active_tracers = NULL;
for( i = 0; i < GI->max_particles - 1; i++ )
cl_particles[i].next = &cl_particles[i+1];
cl_particles[GI->max_particles-1].next = NULL;
}
/*
================
CL_FreeParticles
================
*/
void CL_FreeParticles( void )
{
if( cl_particles )
Mem_Free( cl_particles );
cl_particles = NULL;
}
/*
================
CL_AllocParticleFast
unconditionally give new particle pointer from cl_free_particles
================
*/
particle_t *CL_AllocParticleFast( void )
{
particle_t *p = NULL;
if( cl_free_particles )
{
p = cl_free_particles;
cl_free_particles = p->next;
}
return p;
}
/*
================
R_AllocParticle
can return NULL if particles is out
================
*/
particle_t * GAME_EXPORT R_AllocParticle( void (*callback)( particle_t*, float ))
{
particle_t *p;
if( !cl_draw_particles.value )
return NULL;
// never alloc particles when we not in game
// if( tr.frametime == 0.0 ) return NULL;
if( !cl_free_particles )
{
if( cl_lasttimewarn < host.realtime )
{
// don't spam about overflow
Con_DPrintf( S_ERROR "Overflow %d particles\n", GI->max_particles );
cl_lasttimewarn = host.realtime + 1.0f;
}
return NULL;
}
p = cl_free_particles;
cl_free_particles = p->next;
p->next = cl_active_particles;
cl_active_particles = p;
// clear old particle
p->type = pt_static;
VectorClear( p->vel );
VectorClear( p->org );
p->packedColor = 0;
p->die = cl.time;
p->color = 0;
p->ramp = 0;
if( callback )
{
p->type = pt_clientcustom;
p->callback = callback;
}
return p;
}
/*
================
R_AllocTracer
can return NULL if particles is out
================
*/
particle_t *R_AllocTracer( const vec3_t org, const vec3_t vel, float life )
{
particle_t *p;
if( !cl_draw_tracers.value )
return NULL;
// never alloc particles when we not in game
//if( tr.frametime == 0.0 ) return NULL;
if( !cl_free_particles )
{
if( cl_lasttimewarn < host.realtime )
{
// don't spam about overflow
Con_DPrintf( S_ERROR "Overflow %d tracers\n", GI->max_particles );
cl_lasttimewarn = host.realtime + 1.0f;
}
return NULL;
}
p = cl_free_particles;
cl_free_particles = p->next;
p->next = cl_active_tracers;
cl_active_tracers = p;
// clear old particle
p->type = pt_static;
VectorCopy( org, p->org );
VectorCopy( vel, p->vel );
p->die = cl.time + life;
p->ramp = tracerlength.value;
p->color = 4; // select custom color
p->packedColor = 255; // alpha
return p;
}
/*
==============================================================
VIEWBEAMS MANAGEMENT
==============================================================
*/
BEAM *cl_active_beams;
BEAM *cl_free_beams;
BEAM *cl_viewbeams = NULL; // beams pool
/*
==============================================================
BEAM ALLOCATE & PROCESSING
==============================================================
*/
/*
==============
R_BeamSetAttributes
set beam attributes
==============
*/
static void R_BeamSetAttributes( BEAM *pbeam, float r, float g, float b, float framerate, int startFrame )
{
pbeam->frame = (float)startFrame;
pbeam->frameRate = framerate;
pbeam->r = r;
pbeam->g = g;
pbeam->b = b;
}
/*
==============
R_BeamAlloc
==============
*/
BEAM *R_BeamAlloc( void )
{
BEAM *pBeam;
if( !cl_free_beams )
return NULL;
pBeam = cl_free_beams;
cl_free_beams = pBeam->next;
memset( pBeam, 0, sizeof( *pBeam ));
pBeam->next = cl_active_beams;
cl_active_beams = pBeam;
pBeam->die = cl.time;
return pBeam;
}
/*
==============
R_BeamFree
==============
*/
void R_BeamFree( BEAM *pBeam )
{
// free particles that have died off.
R_FreeDeadParticles( &pBeam->particles );
// now link into free list;
pBeam->next = cl_free_beams;
cl_free_beams = pBeam;
}
/*
================
CL_InitViewBeams
================
*/
void CL_InitViewBeams( void )
{
cl_viewbeams = Mem_Calloc( cls.mempool, sizeof( BEAM ) * GI->max_beams );
CL_ClearViewBeams();
}
/*
================
CL_ClearViewBeams
================
*/
void CL_ClearViewBeams( void )
{
int i;
if( !cl_viewbeams ) return;
// clear beams
cl_free_beams = cl_viewbeams;
cl_active_beams = NULL;
for( i = 0; i < GI->max_beams - 1; i++ )
cl_viewbeams[i].next = &cl_viewbeams[i+1];
cl_viewbeams[GI->max_beams - 1].next = NULL;
}
/*
================
CL_FreeViewBeams
================
*/
void CL_FreeViewBeams( void )
{
if( cl_viewbeams )
Mem_Free( cl_viewbeams );
cl_viewbeams = NULL;
}
/*
==============
R_BeamGetEntity
extract entity number from index
handle user entities
==============
*/
cl_entity_t *R_BeamGetEntity( int index )
{
if( index < 0 )
return clgame.dllFuncs.pfnGetUserEntity( BEAMENT_ENTITY( -index ));
return CL_GetEntityByIndex( BEAMENT_ENTITY( index ));
}
/*
==============
CL_KillDeadBeams
==============
*/
void CL_KillDeadBeams( cl_entity_t *pDeadEntity )
{
BEAM *pbeam;
BEAM *pnewlist;
BEAM *pnext;
particle_t *pHead; // build a new list to replace cl_active_beams.
pbeam = cl_active_beams; // old list.
pnewlist = NULL; // new list.
while( pbeam )
{
cl_entity_t *beament;
pnext = pbeam->next;
// link into new list.
if( R_BeamGetEntity( pbeam->startEntity ) != pDeadEntity )
{
pbeam->next = pnewlist;
pnewlist = pbeam;
pbeam = pnext;
continue;
}
pbeam->flags &= ~(FBEAM_STARTENTITY | FBEAM_ENDENTITY);
if( pbeam->type != TE_BEAMFOLLOW )
{
// remove beam
pbeam->die = cl.time - 0.1f;
// kill off particles
pHead = pbeam->particles;
while( pHead )
{
pHead->die = cl.time - 0.1f;
pHead = pHead->next;
}
// free the beam
R_BeamFree( pbeam );
}
else
{
// stay active
pbeam->next = pnewlist;
pnewlist = pbeam;
}
pbeam = pnext;
}
// We now have a new list with the bogus stuff released.
cl_active_beams = pnewlist;
}
/*
===============
CL_ReadLineFile_f
Optimized version of pointfile - use beams instead of particles
===============
*/
void CL_ReadLineFile_f( void )
{
byte *afile;
char *pfile;
vec3_t p1, p2;
int count, modelIndex;
char filename[MAX_QPATH];
model_t *model;
string token;
Q_snprintf( filename, sizeof( filename ), "maps/%s.lin", clgame.mapname );
afile = FS_LoadFile( filename, NULL, false );
if( !afile )
{
Con_Printf( S_ERROR "couldn't open %s\n", filename );
return;
}
Con_Printf( "Reading %s...\n", filename );
count = 0;
pfile = (char *)afile;
model = CL_LoadModel( DEFAULT_LASERBEAM_PATH, &modelIndex );
while( 1 )
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p1[0] = Q_atof( token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p1[1] = Q_atof( token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p1[2] = Q_atof( token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
if( token[0] != '-' )
{
Con_Printf( S_ERROR "%s is corrupted\n", filename );
break;
}
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p2[0] = Q_atof( token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p2[1] = Q_atof( token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p2[2] = Q_atof( token );
count++;
if( !R_BeamPoints( p1, p2, modelIndex, 0, 2, 0, 255, 0, 0, 0, 255.0f, 0.0f, 0.0f ))
{
if( !model || model->type != mod_sprite )
Con_Printf( S_ERROR "failed to load \"%s\"!\n", DEFAULT_LASERBEAM_PATH );
else Con_Printf( S_ERROR "not enough free beams!\n" );
break;
}
}
Mem_Free( afile );
if( count ) Con_Printf( "%i lines read\n", count );
else Con_Printf( "map %s has no leaks!\n", clgame.mapname );
}
/*
==============
R_BeamSprite
Create a beam with sprite at the end
Valve legacy
==============
*/
static void CL_BeamSprite( vec3_t start, vec3_t end, int beamIndex, int spriteIndex )
{
R_BeamPoints( start, end, beamIndex, 0.01f, 0.4f, 0, COM_RandomFloat( 0.5f, 0.655f ), 5.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f );
R_TempSprite( end, vec3_origin, 0.1f, spriteIndex, kRenderTransAdd, kRenderFxNone, 0.35f, 0.01f, 0.0f );
}
/*
==============
R_BeamSetup
generic function. all beams must be
passed through this
==============
*/
static void R_BeamSetup( BEAM *pbeam, vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
{
model_t *sprite = CL_ModelHandle( modelIndex );
if( !sprite ) return;
pbeam->type = BEAM_POINTS;
pbeam->modelIndex = modelIndex;
pbeam->frame = 0;
pbeam->frameRate = 0;
pbeam->frameCount = sprite->numframes;
VectorCopy( start, pbeam->source );
VectorCopy( end, pbeam->target );
VectorSubtract( end, start, pbeam->delta );
pbeam->freq = speed * cl.time;
pbeam->die = life + cl.time;
pbeam->amplitude = amplitude;
pbeam->brightness = brightness;
pbeam->width = width;
pbeam->speed = speed;
if( amplitude >= 0.50f )
pbeam->segments = VectorLength( pbeam->delta ) * 0.25f + 3.0f; // one per 4 pixels
else pbeam->segments = VectorLength( pbeam->delta ) * 0.075f + 3.0f; // one per 16 pixels
pbeam->pFollowModel = NULL;
pbeam->flags = 0;
}
/*
==============
CL_BeamAttemptToDie
Check for expired beams
==============
*/
qboolean CL_BeamAttemptToDie( BEAM *pBeam )
{
Assert( pBeam != NULL );
// premanent beams never die automatically
if( FBitSet( pBeam->flags, FBEAM_FOREVER ))
return false;
if( pBeam->type == TE_BEAMFOLLOW && pBeam->particles )
{
// wait for all trails are dead
return false;
}
// other beams
if( pBeam->die > cl.time )
return false;
return true;
}
/*
==============
R_BeamKill
Remove beam attached to specified entity
and all particle trails (if this is a beamfollow)
==============
*/
void GAME_EXPORT R_BeamKill( int deadEntity )
{
cl_entity_t *pDeadEntity;
pDeadEntity = R_BeamGetEntity( deadEntity );
if( !pDeadEntity ) return;
CL_KillDeadBeams( pDeadEntity );
}
/*
==============
CL_ParseViewBeam
handle beam messages
==============
*/
void CL_ParseViewBeam( sizebuf_t *msg, int beamType )
{
vec3_t start, end;
int modelIndex, startFrame;
float frameRate, life, width;
int startEnt, endEnt;
float noise, speed;
float r, g, b, a;
switch( beamType )
{
case TE_BEAMPOINTS:
case TE_BEAMENTPOINT:
case TE_BEAMENTS:
if( beamType == TE_BEAMENTS )
{
startEnt = MSG_ReadShort( msg );
endEnt = MSG_ReadShort( msg );
}
else
{
if( beamType == TE_BEAMENTPOINT )
{
startEnt = MSG_ReadShort( msg );
}
else
{
start[0] = MSG_ReadCoord( msg );
start[1] = MSG_ReadCoord( msg );
start[2] = MSG_ReadCoord( msg );
}
end[0] = MSG_ReadCoord( msg );
end[1] = MSG_ReadCoord( msg );
end[2] = MSG_ReadCoord( msg );
}
modelIndex = MSG_ReadShort( msg );
startFrame = MSG_ReadByte( msg );
frameRate = (float)MSG_ReadByte( msg ) * 0.1f;
life = (float)MSG_ReadByte( msg ) * 0.1f;
width = (float)MSG_ReadByte( msg ) * 0.1f;
noise = (float)MSG_ReadByte( msg ) * 0.01f;
r = (float)MSG_ReadByte( msg ) / 255.0f;
g = (float)MSG_ReadByte( msg ) / 255.0f;
b = (float)MSG_ReadByte( msg ) / 255.0f;
a = (float)MSG_ReadByte( msg ) / 255.0f;
speed = (float)MSG_ReadByte( msg ) * 0.1f;
if( beamType == TE_BEAMENTS )
R_BeamEnts( startEnt, endEnt, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
else if( beamType == TE_BEAMENTPOINT )
R_BeamEntPoint( startEnt, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
else
R_BeamPoints( start, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
break;
case TE_LIGHTNING:
start[0] = MSG_ReadCoord( msg );
start[1] = MSG_ReadCoord( msg );
start[2] = MSG_ReadCoord( msg );
end[0] = MSG_ReadCoord( msg );
end[1] = MSG_ReadCoord( msg );
end[2] = MSG_ReadCoord( msg );
life = (float)MSG_ReadByte( msg ) * 0.1f;
width = (float)MSG_ReadByte( msg ) * 0.1f;
noise = (float)MSG_ReadByte( msg ) * 0.01f;
modelIndex = MSG_ReadShort( msg );
R_BeamLightning( start, end, modelIndex, life, width, noise, 0.6f, 3.5f );
break;
case TE_BEAM:
break;
case TE_BEAMSPRITE:
start[0] = MSG_ReadCoord( msg );
start[1] = MSG_ReadCoord( msg );
start[2] = MSG_ReadCoord( msg );
end[0] = MSG_ReadCoord( msg );
end[1] = MSG_ReadCoord( msg );
end[2] = MSG_ReadCoord( msg );
modelIndex = MSG_ReadShort( msg ); // beam model
startFrame = MSG_ReadShort( msg ); // sprite model
CL_BeamSprite( start, end, modelIndex, startFrame );
break;
case TE_BEAMTORUS:
case TE_BEAMDISK:
case TE_BEAMCYLINDER:
start[0] = MSG_ReadCoord( msg );
start[1] = MSG_ReadCoord( msg );
start[2] = MSG_ReadCoord( msg );
end[0] = MSG_ReadCoord( msg );
end[1] = MSG_ReadCoord( msg );
end[2] = MSG_ReadCoord( msg );
modelIndex = MSG_ReadShort( msg );
startFrame = MSG_ReadByte( msg );
frameRate = (float)MSG_ReadByte( msg ) * 0.1f;
life = (float)MSG_ReadByte( msg ) * 0.1f;
width = (float)MSG_ReadByte( msg );
noise = (float)MSG_ReadByte( msg ) * 0.01f;
r = (float)MSG_ReadByte( msg ) / 255.0f;
g = (float)MSG_ReadByte( msg ) / 255.0f;
b = (float)MSG_ReadByte( msg ) / 255.0f;
a = (float)MSG_ReadByte( msg ) / 255.0f;
speed = (float)MSG_ReadByte( msg ) * 0.1f;
R_BeamCirclePoints( beamType, start, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
break;
case TE_BEAMFOLLOW:
startEnt = MSG_ReadShort( msg );
modelIndex = MSG_ReadShort( msg );
life = (float)MSG_ReadByte( msg ) * 0.1f;
width = (float)MSG_ReadByte( msg );
r = (float)MSG_ReadByte( msg ) / 255.0f;
g = (float)MSG_ReadByte( msg ) / 255.0f;
b = (float)MSG_ReadByte( msg ) / 255.0f;
a = (float)MSG_ReadByte( msg ) / 255.0f;
R_BeamFollow( startEnt, modelIndex, life, width, r, g, b, a );
break;
case TE_BEAMRING:
startEnt = MSG_ReadShort( msg );
endEnt = MSG_ReadShort( msg );
modelIndex = MSG_ReadShort( msg );
startFrame = MSG_ReadByte( msg );
frameRate = (float)MSG_ReadByte( msg ) * 0.1f;
life = (float)MSG_ReadByte( msg ) * 0.1f;
width = (float)MSG_ReadByte( msg ) * 0.1f;
noise = (float)MSG_ReadByte( msg ) * 0.01f;
r = (float)MSG_ReadByte( msg ) / 255.0f;
g = (float)MSG_ReadByte( msg ) / 255.0f;
b = (float)MSG_ReadByte( msg ) / 255.0f;
a = (float)MSG_ReadByte( msg ) / 255.0f;
speed = (float)MSG_ReadByte( msg ) * 0.1f;
R_BeamRing( startEnt, endEnt, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
break;
case TE_BEAMHOSE:
break;
case TE_KILLBEAM:
startEnt = MSG_ReadShort( msg );
R_BeamKill( startEnt );
break;
}
}
/*
==============
R_BeamEnts
Create beam between two ents
==============
*/
BEAM * GAME_EXPORT R_BeamEnts( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
float speed, int startFrame, float framerate, float r, float g, float b )
{
cl_entity_t *start, *end;
BEAM *pbeam;
model_t *mod;
mod = CL_ModelHandle( modelIndex );
// need a valid model.
if( !mod || mod->type != mod_sprite )
return NULL;
start = R_BeamGetEntity( startEnt );
end = R_BeamGetEntity( endEnt );
if( !start || !end )
return NULL;
// don't start temporary beams out of the PVS
if( life != 0 && ( !start->model || !end->model ))
return NULL;
pbeam = R_BeamLightning( vec3_origin, vec3_origin, modelIndex, life, width, amplitude, brightness, speed );
if( !pbeam ) return NULL;
pbeam->type = TE_BEAMPOINTS;
SetBits( pbeam->flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY );
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
pbeam->startEntity = startEnt;
pbeam->endEntity = endEnt;
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
return pbeam;
}
/*
==============
R_BeamPoints
Create beam between two points
==============
*/
BEAM * GAME_EXPORT R_BeamPoints( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude,
float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
{
BEAM *pbeam;
if( life != 0 && ref.dllFuncs.R_BeamCull( start, end, true ))
return NULL;
pbeam = R_BeamAlloc();
if( !pbeam ) return NULL;
pbeam->die = cl.time;
if( modelIndex < 0 )
return NULL;
R_BeamSetup( pbeam, start, end, modelIndex, life, width, amplitude, brightness, speed );
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
return pbeam;
}
/*
==============
R_BeamCirclePoints
Create beam cicrle
==============
*/
BEAM * GAME_EXPORT R_BeamCirclePoints( int type, vec3_t start, vec3_t end, int modelIndex, float life, float width,
float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
{
BEAM *pbeam = R_BeamLightning( start, end, modelIndex, life, width, amplitude, brightness, speed );
if( !pbeam ) return NULL;
pbeam->type = type;
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
return pbeam;
}
/*
==============
R_BeamEntPoint
Create beam between entity and point
==============
*/
BEAM *GAME_EXPORT R_BeamEntPoint( int startEnt, vec3_t end, int modelIndex, float life, float width, float amplitude,
float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
{
BEAM *pbeam;
cl_entity_t *start;
start = R_BeamGetEntity( startEnt );
if( !start ) return NULL;
if( life == 0 && !start->model )
return NULL;
pbeam = R_BeamAlloc();
if ( !pbeam ) return NULL;
pbeam->die = cl.time;
if( modelIndex < 0 )
return NULL;
R_BeamSetup( pbeam, vec3_origin, end, modelIndex, life, width, amplitude, brightness, speed );
pbeam->type = TE_BEAMPOINTS;
SetBits( pbeam->flags, FBEAM_STARTENTITY );
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
pbeam->startEntity = startEnt;
pbeam->endEntity = 0;
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
return pbeam;
}
/*
==============
R_BeamRing
Create beam between two ents
==============
*/
BEAM * GAME_EXPORT R_BeamRing( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
float speed, int startFrame, float framerate, float r, float g, float b )
{
BEAM *pbeam;
cl_entity_t *start, *end;
start = R_BeamGetEntity( startEnt );
end = R_BeamGetEntity( endEnt );
if( !start || !end )
return NULL;
if( life != 0 && ( !start->model || !end->model ))
return NULL;
pbeam = R_BeamLightning( vec3_origin, vec3_origin, modelIndex, life, width, amplitude, brightness, speed );
if( !pbeam ) return NULL;
pbeam->type = TE_BEAMRING;
SetBits( pbeam->flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY );
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
pbeam->startEntity = startEnt;
pbeam->endEntity = endEnt;
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
return pbeam;
}
/*
==============
R_BeamFollow
Create beam following with entity
==============
*/
BEAM *GAME_EXPORT R_BeamFollow( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness )
{
BEAM *pbeam = R_BeamAlloc();
if( !pbeam ) return NULL;
pbeam->die = cl.time;
if( modelIndex < 0 )
return NULL;
R_BeamSetup( pbeam, vec3_origin, vec3_origin, modelIndex, life, width, life, brightness, 1.0f );
pbeam->type = TE_BEAMFOLLOW;
SetBits( pbeam->flags, FBEAM_STARTENTITY );
pbeam->startEntity = startEnt;
R_BeamSetAttributes( pbeam, r, g, b, 1.0f, 0 );
return pbeam;
}
/*
==============
R_BeamLightning
template for new beams
==============
*/
BEAM *GAME_EXPORT R_BeamLightning( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
{
BEAM *pbeam = R_BeamAlloc();
if( !pbeam ) return NULL;
pbeam->die = cl.time;
if( modelIndex < 0 )
return NULL;
R_BeamSetup( pbeam, start, end, modelIndex, life, width, amplitude, brightness, speed );
return pbeam;
}
/*
===============
R_EntityParticles
set EF_BRIGHTFIELD effect
===============
*/
void GAME_EXPORT R_EntityParticles( cl_entity_t *ent )
{
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
particle_t *p;
int i;
for( i = 0; i < NUMVERTEXNORMALS; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
angle = cl.time * cl_avelocities[i][0];
SinCos( angle, &sy, &cy );
angle = cl.time * cl_avelocities[i][1];
SinCos( angle, &sp, &cp );
angle = cl.time * cl_avelocities[i][2];
SinCos( angle, &sr, &cr );
VectorSet( forward, cp * cy, cp * sy, -sp );
p->die = cl.time + 0.001f;
p->color = 111; // yellow
VectorMAMAM( 1.0f, ent->origin, 64.0f, m_bytenormals[i], 16.0f, forward, p->org );
}
}
/*
===============
R_ParticleExplosion
===============
*/
void GAME_EXPORT R_ParticleExplosion( const vec3_t org )
{
particle_t *p;
int i, j;
for( i = 0; i < 1024; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 5.0f;
p->ramp = COM_RandomLong( 0, 3 );
p->color = ramp1[0];
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
}
if( i & 1 ) p->type = pt_explode;
else p->type = pt_explode2;
}
}
/*
===============
R_ParticleExplosion2
===============
*/
void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength )
{
int i, j;
int colorMod = 0, packedColor;
particle_t *p;
if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
packedColor = 255; // use old code for blob particles
else packedColor = 0;
for( i = 0; i < 512; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 0.3f;
p->color = colorStart + ( colorMod % colorLength );
p->packedColor = packedColor;
colorMod++;
p->type = pt_blob;
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
}
}
}
/*
===============
R_BlobExplosion
===============
*/
void GAME_EXPORT R_BlobExplosion( const vec3_t org )
{
particle_t *p;
int i, j, packedColor;
if( FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
packedColor = 255; // use old code for blob particles
else packedColor = 0;
for( i = 0; i < 1024; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + COM_RandomFloat( 1.0f, 1.4f );
p->packedColor = packedColor;
if( i & 1 )
{
p->type = pt_blob;
p->color = COM_RandomLong( 66, 71 );
}
else
{
p->type = pt_blob2;
p->color = COM_RandomLong( 150, 155 );
}
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
}
}
}
/*
===============
ParticleEffect
PARTICLE_EFFECT on server
===============
*/
void GAME_EXPORT R_RunParticleEffect( const vec3_t org, const vec3_t dir, int color, int count )
{
particle_t *p;
int i;
if( count == 1024 )
{
// rocket explosion
R_ParticleExplosion( org );
return;
}
for( i = 0; i < count; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->color = (color & ~7) + COM_RandomLong( 0, 7 );
p->die = cl.time + COM_RandomFloat( 0.1f, 0.4f );
p->type = pt_slowgrav;
VectorAddScalar( org, COM_RandomFloat( -8.0f, 8.0f ), p->org );
VectorScale( dir, 15.0f, p->vel );
}
}
/*
===============
R_Blood
particle spray
===============
*/
void GAME_EXPORT R_Blood( const vec3_t org, const vec3_t ndir, int pcolor, int speed )
{
vec3_t pos, dir, vec;
float pspeed = speed * 3.0f;
int i, j;
particle_t *p;
VectorNormalize2( ndir, dir );
for( i = 0; i < (speed / 2); i++ )
{
VectorAddScalar( org, COM_RandomFloat( -3.0f, 3.0f ), pos );
VectorAddScalar( dir, COM_RandomFloat( -0.06f, 0.06f ), vec );
for( j = 0; j < 7; j++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 1.5f;
p->color = pcolor + COM_RandomLong( 0, 9 );
p->type = pt_vox_grav;
VectorAddScalar( pos, COM_RandomFloat( -1.0f, 1.0f ), p->org );
VectorScale( vec, pspeed, p->vel );
}
}
}
/*
===============
R_BloodStream
particle spray 2
===============
*/
void GAME_EXPORT R_BloodStream( const vec3_t org, const vec3_t dir, int pcolor, int speed )
{
particle_t *p;
int i, j;
float arc;
int accel = speed; // must be integer due to bug in GoldSrc
for( arc = 0.05f, i = 0; i < 100; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 2.0f;
p->type = pt_vox_grav;
p->color = pcolor + COM_RandomLong( 0, 9 );
VectorCopy( org, p->org );
VectorCopy( dir, p->vel );
p->vel[2] -= arc;
arc -= 0.005f;
VectorScale( p->vel, accel, p->vel );
accel -= 0.00001f; // so last few will drip
}
for( arc = 0.075f, i = 0; i < ( speed / 5 ); i++ )
{
float num;
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 3.0f;
p->color = pcolor + COM_RandomLong( 0, 9 );
p->type = pt_vox_slowgrav;
VectorCopy( org, p->org );
VectorCopy( dir, p->vel );
p->vel[2] -= arc;
arc -= 0.005f;
num = COM_RandomFloat( 0.0f, 1.0f );
accel = speed * num;
num *= 1.7f;
VectorScale( p->vel, num, p->vel );
VectorScale( p->vel, accel, p->vel );
for( j = 0; j < 2; j++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 3.0f;
p->color = pcolor + COM_RandomLong( 0, 9 );
p->type = pt_vox_slowgrav;
p->org[0] = org[0] + COM_RandomFloat( -1.0f, 1.0f );
p->org[1] = org[1] + COM_RandomFloat( -1.0f, 1.0f );
p->org[2] = org[2] + COM_RandomFloat( -1.0f, 1.0f );
VectorCopy( dir, p->vel );
p->vel[2] -= arc;
VectorScale( p->vel, num, p->vel );
VectorScale( p->vel, accel, p->vel );
}
}
}
/*
===============
R_LavaSplash
===============
*/
void GAME_EXPORT R_LavaSplash( const vec3_t org )
{
particle_t *p;
float vel;
vec3_t dir;
int i, j, k;
for( i = -16; i < 16; i++ )
{
for( j = -16; j <16; j++ )
{
for( k = 0; k < 1; k++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + COM_RandomFloat( 2.0f, 2.62f );
p->color = COM_RandomLong( 224, 231 );
p->type = pt_slowgrav;
dir[0] = j * 8.0f + COM_RandomFloat( 0.0f, 7.0f );
dir[1] = i * 8.0f + COM_RandomFloat( 0.0f, 7.0f );
dir[2] = 256.0f;
p->org[0] = org[0] + dir[0];
p->org[1] = org[1] + dir[1];
p->org[2] = org[2] + COM_RandomFloat( 0.0f, 63.0f );
VectorNormalize( dir );
vel = COM_RandomFloat( 50.0f, 113.0f );
VectorScale( dir, vel, p->vel );
}
}
}
}
/*
===============
R_ParticleBurst
===============
*/
void GAME_EXPORT R_ParticleBurst( const vec3_t org, int size, int color, float life )
{
particle_t *p;
vec3_t dir, dest;
int i, j;
float dist;
for( i = 0; i < 32; i++ )
{
for( j = 0; j < 32; j++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + life + COM_RandomFloat( -0.5f, 0.5f );
p->color = color + COM_RandomLong( 0, 10 );
p->ramp = 1.0f;
VectorCopy( org, p->org );
VectorAddScalar( org, COM_RandomFloat( -size, size ), dest );
VectorSubtract( dest, p->org, dir );
dist = VectorNormalizeLength( dir );
VectorScale( dir, ( dist / life ), p->vel );
}
}
}
/*
===============
R_LargeFunnel
===============
*/
void GAME_EXPORT R_LargeFunnel( const vec3_t org, int reverse )
{
particle_t *p;
float vel, dist;
vec3_t dir, dest;
int i, j;
for( i = -8; i < 8; i++ )
{
for( j = -8; j < 8; j++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
dest[0] = (i * 32.0f) + org[0];
dest[1] = (j * 32.0f) + org[1];
dest[2] = org[2] + COM_RandomFloat( 100.0f, 800.0f );
if( reverse )
{
VectorCopy( org, p->org );
VectorSubtract( dest, p->org, dir );
}
else
{
VectorCopy( dest, p->org );
VectorSubtract( org, p->org, dir );
}
vel = dest[2] / 8.0f;
if( vel < 64.0f ) vel = 64.0f;
dist = VectorNormalizeLength( dir );
vel += COM_RandomFloat( 64.0f, 128.0f );
VectorScale( dir, vel, p->vel );
p->die = cl.time + (dist / vel );
p->color = 244; // green color
}
}
}
/*
===============
R_TeleportSplash
===============
*/
void GAME_EXPORT R_TeleportSplash( const vec3_t org )
{
particle_t *p;
vec3_t dir;
float vel;
int i, j, k;
for( i = -16; i < 16; i += 4 )
{
for( j = -16; j < 16; j += 4 )
{
for( k = -24; k < 32; k += 4 )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + COM_RandomFloat( 0.2f, 0.34f );
p->color = COM_RandomLong( 7, 14 );
p->type = pt_slowgrav;
dir[0] = j * 8.0f;
dir[1] = i * 8.0f;
dir[2] = k * 8.0f;
p->org[0] = org[0] + i + COM_RandomFloat( 0.0f, 3.0f );
p->org[1] = org[1] + j + COM_RandomFloat( 0.0f, 3.0f );
p->org[2] = org[2] + k + COM_RandomFloat( 0.0f, 3.0f );
VectorNormalize( dir );
vel = COM_RandomFloat( 50.0f, 113.0f );
VectorScale( dir, vel, p->vel );
}
}
}
}
/*
===============
R_RocketTrail
===============
*/
void GAME_EXPORT R_RocketTrail( vec3_t start, vec3_t end, int type )
{
vec3_t vec, right, up;
static int tracercount;
float s, c, x, y;
float len, dec;
particle_t *p;
VectorSubtract( end, start, vec );
len = VectorNormalizeLength( vec );
if( type == 7 )
{
VectorVectors( vec, right, up );
}
if( type < 128 )
{
dec = 3.0f;
}
else
{
dec = 1.0f;
type -= 128;
}
VectorScale( vec, dec, vec );
while( len > 0 )
{
len -= dec;
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 2.0f;
switch( type )
{
case 0: // rocket trail
p->ramp = COM_RandomLong( 0, 3 );
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
break;
case 1: // smoke smoke
p->ramp = COM_RandomLong( 2, 5 );
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
break;
case 2: // blood
p->type = pt_grav;
p->color = COM_RandomLong( 67, 74 );
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
break;
case 3:
case 5: // tracer
p->die = cl.time + 0.5f;
if( type == 3 ) p->color = 52 + (( tracercount & 4 )<<1 );
else p->color = 230 + (( tracercount & 4 )<<1 );
VectorCopy( start, p->org );
tracercount++;
if( FBitSet( tracercount, 1 ))
{
p->vel[0] = 30.0f * vec[1];
p->vel[1] = 30.0f * -vec[0];
}
else
{
p->vel[0] = 30.0f * -vec[1];
p->vel[1] = 30.0f * vec[0];
}
break;
case 4: // slight blood
p->type = pt_grav;
p->color = COM_RandomLong( 67, 70 );
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
len -= 3.0f;
break;
case 6: // voor trail
p->color = COM_RandomLong( 152, 155 );
p->die += 0.3f;
VectorAddScalar( start, COM_RandomFloat( -8.0f, 8.0f ), p->org );
break;
case 7: // explosion tracer
x = COM_RandomLong( 0, 65535 );
y = COM_RandomLong( 8, 16 );
SinCos( x, &s, &c );
s *= y;
c *= y;
VectorMAMAM( 1.0f, start, s, right, c, up, p->org );
VectorSubtract( start, p->org, p->vel );
VectorScale( p->vel, 2.0f, p->vel );
VectorMA( p->vel, COM_RandomFloat( 96.0f, 111.0f ), vec, p->vel );
p->ramp = COM_RandomLong( 0, 3 );
p->color = ramp3[(int)p->ramp];
p->type = pt_explode2;
break;
default:
// just build line to show error
VectorCopy( start, p->org );
break;
}
VectorAdd( start, vec, start );
}
}
/*
================
R_ParticleLine
================
*/
void GAME_EXPORT R_ParticleLine( const vec3_t start, const vec3_t end, byte r, byte g, byte b, float life )
{
int pcolor;
pcolor = R_LookupColor( r, g, b );
PM_ParticleLine( start, end, pcolor, life, 0 );
}
/*
================
R_ParticleBox
================
*/
void GAME_EXPORT R_ParticleBox( const vec3_t absmin, const vec3_t absmax, byte r, byte g, byte b, float life )
{
vec3_t mins, maxs;
vec3_t origin;
int pcolor;
pcolor = R_LookupColor( r, g, b );
VectorAverage( absmax, absmin, origin );
VectorSubtract( absmax, origin, maxs );
VectorSubtract( absmin, origin, mins );
PM_DrawBBox( mins, maxs, origin, pcolor, life );
}
/*
================
R_ShowLine
================
*/
void GAME_EXPORT R_ShowLine( const vec3_t start, const vec3_t end )
{
vec3_t dir, org;
float len;
particle_t *p;
VectorSubtract( end, start, dir );
len = VectorNormalizeLength( dir );
VectorScale( dir, 5.0f, dir );
VectorCopy( start, org );
while( len > 0 )
{
len -= 5.0f;
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 30;
p->color = 75;
VectorCopy( org, p->org );
VectorAdd( org, dir, org );
}
}
/*
===============
R_BulletImpactParticles
===============
*/
void GAME_EXPORT R_BulletImpactParticles( const vec3_t pos )
{
int i, quantity;
int color;
float dist;
vec3_t dir;
particle_t *p;
VectorSubtract( pos, refState.vieworg, dir );
dist = VectorLength( dir );
if( dist > 1000.0f ) dist = 1000.0f;
quantity = (1000.0f - dist) / 100.0f;
if( quantity == 0 ) quantity = 1;
color = 3 - ((30 * quantity) / 100 );
R_SparkStreaks( pos, 2, -200, 200 );
for( i = 0; i < quantity * 4; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
VectorCopy( pos, p->org);
p->vel[0] = COM_RandomFloat( -1.0f, 1.0f );
p->vel[1] = COM_RandomFloat( -1.0f, 1.0f );
p->vel[2] = COM_RandomFloat( -1.0f, 1.0f );
VectorScale( p->vel, COM_RandomFloat( 50.0f, 100.0f ), p->vel );
p->die = cl.time + 0.5;
p->color = 3 - color;
p->type = pt_grav;
}
}
/*
===============
R_FlickerParticles
===============
*/
void GAME_EXPORT R_FlickerParticles( const vec3_t org )
{
particle_t *p;
int i;
for( i = 0; i < 15; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
VectorCopy( org, p->org );
p->vel[0] = COM_RandomFloat( -32.0f, 32.0f );
p->vel[1] = COM_RandomFloat( -32.0f, 32.0f );
p->vel[2] = COM_RandomFloat( 80.0f, 143.0f );
p->die = cl.time + 2.0f;
p->type = pt_blob2;
p->color = 254;
}
}
/*
===============
R_StreakSplash
create a splash of streaks
===============
*/
void GAME_EXPORT R_StreakSplash( const vec3_t pos, const vec3_t dir, int color, int count, float speed, int velocityMin, int velocityMax )
{
vec3_t vel, vel2;
particle_t *p;
int i;
VectorScale( dir, speed, vel );
for( i = 0; i < count; i++ )
{
VectorAddScalar( vel, COM_RandomFloat( velocityMin, velocityMax ), vel2 );
p = R_AllocTracer( pos, vel2, COM_RandomFloat( 0.1f, 0.5f ));
if( !p ) return;
p->type = pt_grav;
p->color = color;
p->ramp = 1.0f;
}
}
/*
===============
R_DebugParticle
just for debug purposes
===============
*/
void R_DebugParticle( const vec3_t pos, byte r, byte g, byte b )
{
particle_t *p;
p = R_AllocParticle( NULL );
if( !p ) return;
VectorCopy( pos, p->org );
p->color = R_LookupColor( r, g, b );
p->die = cl.time + 0.01f;
}
/*
===============
CL_Particle
pmove debugging particle
===============
*/
void CL_Particle( const vec3_t org, int color, float life, int zpos, int zvel )
{
particle_t *p;
p = R_AllocParticle( NULL );
if( !p ) return;
if( org ) VectorCopy( org, p->org );
p->die = cl.time + life;
p->vel[2] += zvel; // ???
p->color = color;
}
/*
===============
R_TracerEffect
===============
*/
void GAME_EXPORT R_TracerEffect( const vec3_t start, const vec3_t end )
{
vec3_t pos, vel, dir;
float len, speed;
float offset;
speed = Q_max( tracerspeed.value, 3.0f );
VectorSubtract( end, start, dir );
len = VectorLength( dir );
if( len == 0.0f ) return;
VectorScale( dir, 1.0f / len, dir ); // normalize
offset = COM_RandomFloat( -10.0f, 9.0f ) + traceroffset.value;
VectorScale( dir, offset, vel );
VectorAdd( start, vel, pos );
VectorScale( dir, speed, vel );
R_AllocTracer( pos, vel, len / speed );
}
/*
===============
R_UserTracerParticle
===============
*/
void GAME_EXPORT R_UserTracerParticle( float *org, float *vel, float life, int colorIndex, float length, byte deathcontext, void (*deathfunc)( particle_t *p ))
{
particle_t *p;
if( colorIndex < 0 )
return;
if(( p = R_AllocTracer( org, vel, life )) != NULL )
{
p->context = deathcontext;
p->deathfunc = deathfunc;
p->color = colorIndex;
p->ramp = length;
}
}
/*
===============
R_TracerParticles
allow more customization
===============
*/
particle_t *R_TracerParticles( float *org, float *vel, float life )
{
return R_AllocTracer( org, vel, life );
}
/*
===============
R_SparkStreaks
create a streak tracers
===============
*/
void GAME_EXPORT R_SparkStreaks( const vec3_t pos, int count, int velocityMin, int velocityMax )
{
particle_t *p;
vec3_t vel;
int i;
for( i = 0; i<count; i++ )
{
vel[0] = COM_RandomFloat( velocityMin, velocityMax );
vel[1] = COM_RandomFloat( velocityMin, velocityMax );
vel[2] = COM_RandomFloat( velocityMin, velocityMax );
p = R_AllocTracer( pos, vel, COM_RandomFloat( 0.1f, 0.5f ));
if( !p ) return;
p->color = 5;
p->type = pt_grav;
p->ramp = 0.5f;
}
}
/*
===============
R_Implosion
make implosion tracers
===============
*/
void GAME_EXPORT R_Implosion( const vec3_t end, float radius, int count, float life )
{
float dist = ( radius / 100.0f );
vec3_t start, temp, vel;
float factor;
particle_t *p;
int i;
if( life <= 0.0f ) life = 0.1f; // to avoid divide by zero
factor = -1.0 / life;
for ( i = 0; i < count; i++ )
{
temp[0] = dist * COM_RandomFloat( -100.0f, 100.0f );
temp[1] = dist * COM_RandomFloat( -100.0f, 100.0f );
temp[2] = dist * COM_RandomFloat( 0.0f, 100.0f );
VectorScale( temp, factor, vel );
VectorAdd( temp, end, start );
if(( p = R_AllocTracer( start, vel, life )) == NULL )
return;
p->type = pt_explode;
}
}
/*
==============
R_FreeDeadParticles
Free particles that time has expired
==============
*/
void R_FreeDeadParticles( particle_t **ppparticles )
{
particle_t *p, *kill;
// kill all the ones hanging direcly off the base pointer
while( 1 )
{
kill = *ppparticles;
if( kill && kill->die < cl.time )
{
if( kill->deathfunc )
kill->deathfunc( kill );
kill->deathfunc = NULL;
*ppparticles = kill->next;
kill->next = cl_free_particles;
cl_free_particles = kill;
continue;
}
break;
}
// kill off all the others
for( p = *ppparticles; p; p = p->next )
{
while( 1 )
{
kill = p->next;
if( kill && kill->die < cl.time )
{
if( kill->deathfunc )
kill->deathfunc( kill );
kill->deathfunc = NULL;
p->next = kill->next;
kill->next = cl_free_particles;
cl_free_particles = kill;
continue;
}
break;
}
}
}
/*
===============
CL_ReadPointFile_f
===============
*/
void CL_ReadPointFile_f( void )
{
byte *afile;
char *pfile;
vec3_t org;
int count;
particle_t *p;
char filename[64];
string token;
Q_snprintf( filename, sizeof( filename ), "maps/%s.pts", clgame.mapname );
afile = FS_LoadFile( filename, NULL, false );
if( !afile )
{
Con_Printf( S_ERROR "couldn't open %s\n", filename );
return;
}
Con_Printf( "Reading %s...\n", filename );
count = 0;
pfile = (char *)afile;
while( 1 )
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
org[0] = Q_atof( token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
org[1] = Q_atof( token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
org[2] = Q_atof( token );
count++;
if( !cl_free_particles )
{
Con_Printf( S_ERROR "not enough free particles!\n" );
break;
}
// NOTE: can't use R_AllocParticle because this command
// may be executed from the console, while frametime is 0
p = cl_free_particles;
cl_free_particles = p->next;
p->next = cl_active_particles;
cl_active_particles = p;
p->ramp = 0;
p->type = pt_static;
p->die = cl.time + 99999;
p->color = (-count) & 15;
VectorCopy( org, p->org );
VectorClear( p->vel );
}
Mem_Free( afile );
if( count ) Con_Printf( "%i points read\n", count );
else Con_Printf( "map %s has no leaks!\n", clgame.mapname );
}
void CL_FreeDeadBeams( void )
{
BEAM *pBeam, *pNext, *pPrev = NULL;
// draw temporary entity beams
for( pBeam = cl_active_beams; pBeam; pBeam = pNext )
{
// need to store the next one since we may delete this one
pNext = pBeam->next;
// retire old beams
if( CL_BeamAttemptToDie( pBeam ))
{
// reset links
if( pPrev ) pPrev->next = pNext;
else cl_active_beams = pNext;
// free the beam
R_BeamFree( pBeam );
pBeam = NULL;
continue;
}
pPrev = pBeam;
}
}
void CL_DrawEFX( float time, qboolean fTrans )
{
CL_FreeDeadBeams();
if( cl_draw_beams.value )
ref.dllFuncs.CL_DrawBeams( fTrans, cl_active_beams );
if( fTrans )
{
R_FreeDeadParticles( &cl_active_particles );
if( cl_draw_particles.value )
ref.dllFuncs.CL_DrawParticles( time, cl_active_particles, PART_SIZE );
R_FreeDeadParticles( &cl_active_tracers );
if( cl_draw_tracers.value )
ref.dllFuncs.CL_DrawTracers( time, cl_active_tracers );
}
}
void CL_ThinkParticle( double frametime, particle_t *p )
{
float time3 = 15.0f * frametime;
float time2 = 10.0f * frametime;
float time1 = 5.0f * frametime;
float dvel = 4.0f * frametime;
float grav = frametime * clgame.movevars.gravity * 0.05f;
if( p->type != pt_clientcustom )
{
// update position.
VectorMA( p->org, frametime, p->vel, p->org );
}
switch( p->type )
{
case pt_static:
break;
case pt_fire:
p->ramp += time1;
if( p->ramp >= 6.0f ) p->die = -1.0f;
else p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if( p->ramp >= 8.0f ) p->die = -1.0f;
else p->color = ramp1[(int)p->ramp];
VectorMA( p->vel, dvel, p->vel, p->vel );
p->vel[2] -= grav;
break;
case pt_explode2:
p->ramp += time3;
if( p->ramp >= 8.0f ) p->die = -1.0f;
else p->color = ramp2[(int)p->ramp];
VectorMA( p->vel,-frametime, p->vel, p->vel );
p->vel[2] -= grav;
break;
case pt_blob:
if( p->packedColor == 255 )
{
// normal blob explosion
VectorMA( p->vel, dvel, p->vel, p->vel );
p->vel[2] -= grav;
break;
}
// intentionally fallthrough
case pt_blob2:
if( p->packedColor == 255 )
{
// normal blob explosion
p->vel[0] -= p->vel[0] * dvel;
p->vel[1] -= p->vel[1] * dvel;
p->vel[2] -= grav;
}
else
{
p->ramp += time2;
if( p->ramp >= 9.0f ) p->ramp = 0.0f;
p->color = gSparkRamp[(int)p->ramp];
VectorMA( p->vel, -frametime * 0.5f, p->vel, p->vel );
p->type = COM_RandomLong( 0, 3 ) ? pt_blob : pt_blob2;
p->vel[2] -= grav * 5.0f;
}
break;
case pt_grav:
p->vel[2] -= grav * 20.0f;
break;
case pt_slowgrav:
p->vel[2] -= grav;
break;
case pt_vox_grav:
p->vel[2] -= grav * 8.0f;
break;
case pt_vox_slowgrav:
p->vel[2] -= grav * 4.0f;
break;
case pt_clientcustom:
if( p->callback )
p->callback( p, frametime );
break;
}
}