/* * 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" #ifdef QMAX void addParticleLight(cparticle_t * p, float light, float lightvel, float lcol0, float lcol1, float lcol2); void CL_GunSmokeEffect(vec3_t org, vec3_t dir, float size); #endif void CL_LogoutEffect(vec3_t org, int type); void CL_ItemRespawnParticles(vec3_t org); trace_t CL_Trace(vec3_t start, vec3_t end, float size, int contentmask); static vec3_t avelocities[NUMVERTEXNORMALS]; extern struct model_s *cl_mod_smoke; extern struct model_s *cl_mod_flash; /* * ============================================================== * * PARTICLE MANAGEMENT * * ============================================================== */ cparticle_t *active_particles, *free_particles; cparticle_t particles[MAX_PARTICLES]; int cl_numparticles = MAX_PARTICLES; #ifdef QMAX /* here i convert old 256 color to RGB -- hax0r l337 */ const byte default_pal[768] = { 0, 0, 0, 15, 15, 15, 31, 31, 31, 47, 47, 47, 63, 63, 63, 75, 75, 75, 91, 91, 91, 107, 107, 107, 123, 123, 123, 139, 139, 139, 155, 155, 155, 171, 171, 171, 187, 187, 187, 203, 203, 203, 219, 219, 219, 235, 235, 235, 99, 75, 35, 91, 67, 31, 83, 63, 31, 79, 59, 27, 71, 55, 27, 63, 47, 23, 59, 43, 23, 51, 39, 19, 47, 35, 19, 43, 31, 19, 39, 27, 15, 35, 23, 15, 27, 19, 11, 23, 15, 11, 19, 15, 7, 15, 11, 7, 95, 95, 111, 91, 91, 103, 91, 83, 95, 87, 79, 91, 83, 75, 83, 79, 71, 75, 71, 63, 67, 63, 59, 59, 59, 55, 55, 51, 47, 47, 47, 43, 43, 39, 39, 39, 35, 35, 35, 27, 27, 27, 23, 23, 23, 19, 19, 19, 143, 119, 83, 123, 99, 67, 115, 91, 59, 103, 79, 47, 207, 151, 75, 167, 123, 59, 139, 103, 47, 111, 83, 39, 235, 159, 39, 203, 139, 35, 175, 119, 31, 147, 99, 27, 119, 79, 23, 91, 59, 15, 63, 39, 11, 35, 23, 7, 167, 59, 43, 159, 47, 35, 151, 43, 27, 139, 39, 19, 127, 31, 15, 115, 23, 11, 103, 23, 7, 87, 19, 0, 75, 15, 0, 67, 15, 0, 59, 15, 0, 51, 11, 0, 43, 11, 0, 35, 11, 0, 27, 7, 0, 19, 7, 0, 123, 95, 75, 115, 87, 67, 107, 83, 63, 103, 79, 59, 95, 71, 55, 87, 67, 51, 83, 63, 47, 75, 55, 43, 67, 51, 39, 63, 47, 35, 55, 39, 27, 47, 35, 23, 39, 27, 19, 31, 23, 15, 23, 15, 11, 15, 11, 7, 111, 59, 23, 95, 55, 23, 83, 47, 23, 67, 43, 23, 55, 35, 19, 39, 27, 15, 27, 19, 11, 15, 11, 7, 179, 91, 79, 191, 123, 111, 203, 155, 147, 215, 187, 183, 203, 215, 223, 179, 199, 211, 159, 183, 195, 135, 167, 183, 115, 151, 167, 91, 135, 155, 71, 119, 139, 47, 103, 127, 23, 83, 111, 19, 75, 103, 15, 67, 91, 11, 63, 83, 7, 55, 75, 7, 47, 63, 7, 39, 51, 0, 31, 43, 0, 23, 31, 0, 15, 19, 0, 7, 11, 0, 0, 0, 139, 87, 87, 131, 79, 79, 123, 71, 71, 115, 67, 67, 107, 59, 59, 99, 51, 51, 91, 47, 47, 87, 43, 43, 75, 35, 35, 63, 31, 31, 51, 27, 27, 43, 19, 19, 31, 15, 15, 19, 11, 11, 11, 7, 7, 0, 0, 0, 151, 159, 123, 143, 151, 115, 135, 139, 107, 127, 131, 99, 119, 123, 95, 115, 115, 87, 107, 107, 79, 99, 99, 71, 91, 91, 67, 79, 79, 59, 67, 67, 51, 55, 55, 43, 47, 47, 35, 35, 35, 27, 23, 23, 19, 15, 15, 11, 159, 75, 63, 147, 67, 55, 139, 59, 47, 127, 55, 39, 119, 47, 35, 107, 43, 27, 99, 35, 23, 87, 31, 19, 79, 27, 15, 67, 23, 11, 55, 19, 11, 43, 15, 7, 31, 11, 7, 23, 7, 0, 11, 0, 0, 0, 0, 0, 119, 123, 207, 111, 115, 195, 103, 107, 183, 99, 99, 167, 91, 91, 155, 83, 87, 143, 75, 79, 127, 71, 71, 115, 63, 63, 103, 55, 55, 87, 47, 47, 75, 39, 39, 63, 35, 31, 47, 27, 23, 35, 19, 15, 23, 11, 7, 7, 155, 171, 123, 143, 159, 111, 135, 151, 99, 123, 139, 87, 115, 131, 75, 103, 119, 67, 95, 111, 59, 87, 103, 51, 75, 91, 39, 63, 79, 27, 55, 67, 19, 47, 59, 11, 35, 47, 7, 27, 35, 0, 19, 23, 0, 11, 15, 0, 0, 255, 0, 35, 231, 15, 63, 211, 27, 83, 187, 39, 95, 167, 47, 95, 143, 51, 95, 123, 51, 255, 255, 255, 255, 255, 211, 255, 255, 167, 255, 255, 127, 255, 255, 83, 255, 255, 39, 255, 235, 31, 255, 215, 23, 255, 191, 15, 255, 171, 7, 255, 147, 0, 239, 127, 0, 227, 107, 0, 211, 87, 0, 199, 71, 0, 183, 59, 0, 171, 43, 0, 155, 31, 0, 143, 23, 0, 127, 15, 0, 115, 7, 0, 95, 0, 0, 71, 0, 0, 47, 0, 0, 27, 0, 0, 239, 0, 0, 55, 55, 255, 255, 0, 0, 0, 0, 255, 43, 43, 35, 27, 27, 23, 19, 19, 15, 235, 151, 127, 195, 115, 83, 159, 87, 51, 123, 63, 27, 235, 211, 199, 199, 171, 155, 167, 139, 119, 135, 107, 87, 159, 91, 83 }; /* this initializes all particle images - mods play with this... */ void SetParticleImages(void) { re.SetParticlePicture(particle_generic, "particles/basic.png"); re.SetParticlePicture(particle_smoke, "particles/smoke.png"); re.SetParticlePicture(particle_blood, "particles/blood.png"); re.SetParticlePicture(particle_blooddrop, "particles/blood_drop.png"); re.SetParticlePicture(particle_blooddrip, "particles/blood_drip.png"); re.SetParticlePicture(particle_redblood, "particles/blood_red.png"); re.SetParticlePicture(particle_bubble, "particles/bubble.png"); re.SetParticlePicture(particle_lensflare, "particles/lensflare.png"); re.SetParticlePicture(particle_inferno, "particles/inferno.png"); re.SetParticlePicture(particle_footprint, "particles/footprint.png"); re.SetParticlePicture(particle_blaster, "particles/blaster.png"); re.SetParticlePicture(particle_beam, "particles/beam.png"); re.SetParticlePicture(particle_lightning, "particles/lightning.png"); re.SetParticlePicture(particle_lightflare, "particles/lightflare.png"); /* animations */ /* explosion */ re.SetParticlePicture(particle_rexplosion1, "particles/r_explod_1.png"); re.SetParticlePicture(particle_rexplosion2, "particles/r_explod_2.png"); re.SetParticlePicture(particle_rexplosion3, "particles/r_explod_3.png"); re.SetParticlePicture(particle_rexplosion4, "particles/r_explod_4.png"); re.SetParticlePicture(particle_rexplosion5, "particles/r_explod_5.png"); re.SetParticlePicture(particle_rexplosion6, "particles/r_explod_6.png"); re.SetParticlePicture(particle_rexplosion7, "particles/r_explod_7.png"); re.SetParticlePicture(particle_dexplosion1, "particles/d_explod_1.png"); re.SetParticlePicture(particle_dexplosion2, "particles/d_explod_2.png"); re.SetParticlePicture(particle_dexplosion3, "particles/d_explod_3.png"); re.SetParticlePicture(particle_splash, "particles/splash.png"); re.SetParticlePicture(particle_bubblesplash, "particles/bubble_splash.png"); } void pRotateThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time); int color8red(int color8) { return (default_pal[color8 * 3 + 0]); } int color8green(int color8) { return (default_pal[color8 * 3 + 1]);; } int color8blue(int color8) { return (default_pal[color8 * 3 + 2]);; } void vectoanglerolled(vec3_t value1, float angleyaw, vec3_t angles) { float forward, yaw, pitch; yaw = (int)(atan2(value1[1], value1[0]) * 180 / M_PI); forward = sqrt(value1[0] * value1[0] + value1[1] * value1[1]); pitch = (int)(atan2(value1[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = -angleyaw; } float newParticleTime() { float lerpedTime; lerpedTime = cl.time; return lerpedTime; } cparticle_t * setupParticle( float angle0, float angle1, float angle2, float org0, float org1, float org2, float vel0, float vel1, float vel2, float accel0, float accel1, float accel2, float color0, float color1, float color2, float colorvel0, float colorvel1, float colorvel2, float alpha, float alphavel, int blendfunc_src, int blendfunc_dst, float size, float sizevel, int image, int flags, void (*think) (cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time), qboolean thinknext) { int j; cparticle_t *p = NULL; if (!free_particles) return NULL; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->start = p->time = cl.time; p->angle[0] = angle0; p->angle[1] = angle1; p->angle[2] = angle2; p->org[0] = org0; p->org[1] = org1; p->org[2] = org2; p->vel[0] = vel0; p->vel[1] = vel1; p->vel[2] = vel2; p->accel[0] = accel0; p->accel[1] = accel1; p->accel[2] = accel2; p->color[0] = color0; p->color[1] = color1; p->color[2] = color2; p->colorvel[0] = colorvel0; p->colorvel[1] = colorvel1; p->colorvel[2] = colorvel2; p->blendfunc_src = blendfunc_src; p->blendfunc_dst = blendfunc_dst; p->alpha = alpha; p->alphavel = alphavel; p->size = size; p->sizevel = sizevel; p->image = image; p->flags = flags; p->src_ent = 0; p->dst_ent = 0; if (think) p->think = think; else p->think = NULL; p->thinknext = thinknext; for (j = 0; j < P_LIGHTS_MAX; j++) { cplight_t *plight = &p->lights[j]; plight->isactive = false; plight->light = 0; plight->lightvel = 0; plight->lightcol[0] = 0; plight->lightcol[1] = 0; plight->lightcol[2] = 0; } return p; } void addParticleLight(cparticle_t * p, float light, float lightvel, float lcol0, float lcol1, float lcol2) { int i; for (i = 0; i < P_LIGHTS_MAX; i++) { cplight_t *plight = &p->lights[i]; if (!plight->isactive) { plight->isactive = true; plight->light = light; plight->lightvel = lightvel; plight->lightcol[0] = lcol0; plight->lightcol[1] = lcol1; plight->lightcol[2] = lcol2; return; } } } #endif /* * ============================================================== * * 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; } #ifdef QMAX /* * =============== * * CL_CL_AllocFreeDlight * * =============== */ cdlight_t * CL_AllocFreeDlight() { int i; cdlight_t *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 = -1; return dl; } } dl = &cl_dlights[0]; memset(dl, 0, sizeof(*dl)); dl->key = -1; return dl; } #endif /* * =============== 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: #ifdef QMAX dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.5; #else dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #endif S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_MACHINEGUN: #ifdef QMAX dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.5; #else dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #endif Com_sprintf(soundname, sizeof(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: #ifdef QMAX dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.5; #else dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #endif 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: #ifdef QMAX dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.5; #else dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #endif S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN1: dl->radius = 200 + (rand() & 31); #ifdef QMAX dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.25; #else dl->color[0] = 1; dl->color[1] = 0.25; dl->color[2] = 0; #endif Com_sprintf(soundname, sizeof(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); #ifdef QMAX dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.1; #else dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0; #endif dl->die = cl.time + 0.1; /* long delay */ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(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); #ifdef QMAX dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.25; #else dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #endif dl->die = cl.time + 0.1; /* long delay */ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033); Com_sprintf(soundname, sizeof(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: #ifdef QMAX dl->color[0] = cl_railred->value / 255; dl->color[1] = cl_railgreen->value / 255; dl->color[2] = cl_railblue->value / 255; dl->die += 10000; dl->decay = 100; #else dl->color[0] = 0.5; dl->color[1] = 0.5; dl->color[2] = 1.0; #endif 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; /* ====================== */ /* PGM */ case MZ_ETF_RIFLE: dl->color[0] = 0.9; dl->color[1] = 0.7; dl->color[2] = 0; S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN2: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0); break; case MZ_HEATBEAM: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 100; /* * S_StartSound (NULL, i, CHAN_WEAPON, * S_RegisterSound("weapons/bfg__l1a.wav"), volume, * ATTN_NORM, 0); */ break; case MZ_BLASTER2: dl->color[0] = 0; dl->color[1] = 1; dl->color[2] = 0; /* FIXME - different sound for blaster2 ?? */ S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_TRACKER: /* * negative flashes handled the same in gl/soft until * CL_AddDLights */ dl->color[0] = -1; dl->color[1] = -1; dl->color[2] = -1; S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0); break; case MZ_NUKE1: dl->color[0] = 1; dl->color[1] = 0; dl->color[2] = 0; dl->die = cl.time + 100; break; case MZ_NUKE2: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 100; break; case MZ_NUKE4: dl->color[0] = 0; dl->color[1] = 0; dl->color[2] = 1; dl->die = cl.time + 100; break; case MZ_NUKE8: dl->color[0] = 0; dl->color[1] = 1; dl->color[2] = 1; dl->die = cl.time + 100; break; /* PGM */ /* ====================== */ } } /* * ============== 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] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1]; origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1]; origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][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; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 0.5); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif 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; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 0.75); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif 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; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 1); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif 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: case MZ2_TURRET_MACHINEGUN: /* PGM */ dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 2); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif 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: case MZ2_CARRIER_MACHINEGUN_L1: /* PMM */ case MZ2_CARRIER_MACHINEGUN_L2: /* PMM */ dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 2); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif 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: case MZ2_TURRET_BLASTER: /* PGM */ 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; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 0.75); #else CL_SmokeAndFlash(origin); #endif 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; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 2); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif Com_sprintf(soundname, sizeof(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: case MZ2_TURRET_ROCKET:/* PGM */ 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: case MZ2_CARRIER_ROCKET_1: /* case MZ2_CARRIER_ROCKET_2: */ /* case MZ2_CARRIER_ROCKET_3: */ /* case MZ2_CARRIER_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: /* PMM */ case MZ2_CARRIER_RAILGUN: case MZ2_WIDOW_RAIL: /* pmm */ dl->color[0] = 0.5; dl->color[1] = 0.5; dl->color[2] = 1.0; break; /* --- Xian's shit starts --- */ case MZ2_MAKRON_BFG: dl->color[0] = 0.5; dl->color[1] = 1; dl->color[2] = 0.5; /* * S_StartSound (NULL, ent, CHAN_WEAPON, * S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); */ break; case MZ2_MAKRON_BLASTER_1: case MZ2_MAKRON_BLASTER_2: case MZ2_MAKRON_BLASTER_3: case MZ2_MAKRON_BLASTER_4: case MZ2_MAKRON_BLASTER_5: case MZ2_MAKRON_BLASTER_6: case MZ2_MAKRON_BLASTER_7: case MZ2_MAKRON_BLASTER_8: case MZ2_MAKRON_BLASTER_9: case MZ2_MAKRON_BLASTER_10: case MZ2_MAKRON_BLASTER_11: case MZ2_MAKRON_BLASTER_12: case MZ2_MAKRON_BLASTER_13: case MZ2_MAKRON_BLASTER_14: case MZ2_MAKRON_BLASTER_15: case MZ2_MAKRON_BLASTER_16: case MZ2_MAKRON_BLASTER_17: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound(NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_L1: case MZ2_JORG_MACHINEGUN_L2: case MZ2_JORG_MACHINEGUN_L3: case MZ2_JORG_MACHINEGUN_L4: case MZ2_JORG_MACHINEGUN_L5: case MZ2_JORG_MACHINEGUN_L6: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 3); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif S_StartSound(NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_R1: case MZ2_JORG_MACHINEGUN_R2: case MZ2_JORG_MACHINEGUN_R3: case MZ2_JORG_MACHINEGUN_R4: case MZ2_JORG_MACHINEGUN_R5: case MZ2_JORG_MACHINEGUN_R6: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 3); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif break; case MZ2_JORG_BFG_1: dl->color[0] = 0.5; dl->color[1] = 1; dl->color[2] = 0.5; break; case MZ2_BOSS2_MACHINEGUN_R1: case MZ2_BOSS2_MACHINEGUN_R2: case MZ2_BOSS2_MACHINEGUN_R3: case MZ2_BOSS2_MACHINEGUN_R4: case MZ2_BOSS2_MACHINEGUN_R5: case MZ2_CARRIER_MACHINEGUN_R1: /* PMM */ case MZ2_CARRIER_MACHINEGUN_R2: /* PMM */ dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; #ifdef QMAX CL_GunSmokeEffect(origin, vec3_origin, 3); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif break; /* ====== */ /* ROGUE */ case MZ2_STALKER_BLASTER: case MZ2_DAEDALUS_BLASTER: case MZ2_MEDIC_BLASTER_2: case MZ2_WIDOW_BLASTER: case MZ2_WIDOW_BLASTER_SWEEP1: case MZ2_WIDOW_BLASTER_SWEEP2: case MZ2_WIDOW_BLASTER_SWEEP3: case MZ2_WIDOW_BLASTER_SWEEP4: case MZ2_WIDOW_BLASTER_SWEEP5: case MZ2_WIDOW_BLASTER_SWEEP6: case MZ2_WIDOW_BLASTER_SWEEP7: case MZ2_WIDOW_BLASTER_SWEEP8: case MZ2_WIDOW_BLASTER_SWEEP9: case MZ2_WIDOW_BLASTER_100: case MZ2_WIDOW_BLASTER_90: case MZ2_WIDOW_BLASTER_80: case MZ2_WIDOW_BLASTER_70: case MZ2_WIDOW_BLASTER_60: case MZ2_WIDOW_BLASTER_50: case MZ2_WIDOW_BLASTER_40: case MZ2_WIDOW_BLASTER_30: case MZ2_WIDOW_BLASTER_20: case MZ2_WIDOW_BLASTER_10: case MZ2_WIDOW_BLASTER_0: case MZ2_WIDOW_BLASTER_10L: case MZ2_WIDOW_BLASTER_20L: case MZ2_WIDOW_BLASTER_30L: case MZ2_WIDOW_BLASTER_40L: case MZ2_WIDOW_BLASTER_50L: case MZ2_WIDOW_BLASTER_60L: case MZ2_WIDOW_BLASTER_70L: case MZ2_WIDOW_RUN_1: case MZ2_WIDOW_RUN_2: case MZ2_WIDOW_RUN_3: case MZ2_WIDOW_RUN_4: case MZ2_WIDOW_RUN_5: case MZ2_WIDOW_RUN_6: case MZ2_WIDOW_RUN_7: case MZ2_WIDOW_RUN_8: dl->color[0] = 0; 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_WIDOW_DISRUPTOR: dl->color[0] = -1; dl->color[1] = -1; dl->color[2] = -1; S_StartSound(NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_PLASMABEAM: case MZ2_WIDOW2_BEAMER_1: case MZ2_WIDOW2_BEAMER_2: case MZ2_WIDOW2_BEAMER_3: case MZ2_WIDOW2_BEAMER_4: case MZ2_WIDOW2_BEAMER_5: case MZ2_WIDOW2_BEAM_SWEEP_1: case MZ2_WIDOW2_BEAM_SWEEP_2: case MZ2_WIDOW2_BEAM_SWEEP_3: case MZ2_WIDOW2_BEAM_SWEEP_4: case MZ2_WIDOW2_BEAM_SWEEP_5: case MZ2_WIDOW2_BEAM_SWEEP_6: case MZ2_WIDOW2_BEAM_SWEEP_7: case MZ2_WIDOW2_BEAM_SWEEP_8: case MZ2_WIDOW2_BEAM_SWEEP_9: case MZ2_WIDOW2_BEAM_SWEEP_10: case MZ2_WIDOW2_BEAM_SWEEP_11: dl->radius = 300 + (rand() & 100); dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 200; break; /* ROGUE */ /* ====== */ /* --- Xian's shit ends --- */ } } /* * =============== CL_AddDLights * * =============== */ void CL_AddDLights(void) { int i; cdlight_t *dl; dl = cl_dlights; /* ===== */ /* PGM */ 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]); } /* PGM */ /* ===== */ } #ifdef QMAX extern int r_numdlights; extern int r_numentities; extern entity_t r_entities[MAX_ENTITIES]; void CL_AddHeatDLights(void) { float timesin = 0.5 * (1 + sin(anglemod(cl.time * 0.005))); int i; entity_t *ent; ent = r_entities; for (i = 0; i < r_numentities; i++, ent++) { if (!ent || !(ent->flags & RF_IR_VISIBLE)) continue; V_AddLight(ent->origin, 100 + 75 * timesin, 1, 1, 1); } } #endif /* * =============== 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; } #ifdef QMAX /* * =============== CL_ParticleEffectSplash * * Water Splashing =============== */ #define SplashSize 10 #define colorAdd 25 #define WaterSplashSize 3 void calcPartVelocity(cparticle_t * p, float scale, float *time, vec3_t velocity); void pWaterSplashThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { float len; calcPartVelocity(p, 1, time, angle); VectorNormalize(angle); len = *alpha * WaterSplashSize; if (len < 1) len = 1; VectorScale(angle, len, angle); p->thinknext = true; } void pSplashThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { float len; calcPartVelocity(p, 1, time, angle); VectorNormalize(angle); len = *alpha * SplashSize; if (len < 1) len = 1; VectorScale(angle, len, angle); p->thinknext = true; } void CL_ParticleWaterEffectSplash(vec3_t org, vec3_t dir, int color8, int count, int r) { int i, shaded = PART_SHADED; float scale; vec3_t angle , end, dirscaled, color = {color8red(color8), color8green(color8), color8blue(color8)}; scale = random() * 0.25 + 0.75; vectoanglerolled(dir, rand() % 360, angle); VectorScale(dir, scale, dirscaled); for (i = 0; i < count * 0.75; i++) { end[0] = org[0] + dirscaled[0] * 10 + crand() * 5; end[1] = org[1] + dirscaled[1] * 10 + crand() * 5; end[2] = org[2] + dirscaled[2] * 10 + crand() * 5; setupParticle( end[0], end[1], end[2], org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, 1, -1.5 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, scale * 10, 10, particle_splash, PART_BEAM | shaded, NULL, 0); } for (i = 0; i < count; i++) { VectorSet(angle, dirscaled[0] * 65 + crand() * 25, dirscaled[1] * 65 + crand() * 25, dirscaled[2] * 65 + crand() * 25); setupParticle( 0, 0, 0, org[0] + angle[0] * 0.25, org[1] + angle[1] * 0.25, org[2] + angle[2] * 0.25, angle[0], angle[1], angle[2], 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, 1, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, scale * (4 + random() * 1.75), 1, particle_bubblesplash, PART_DIRECTION | PART_GRAVITY, pWaterSplashThink, true); } } void CL_ParticleEffectSplash(vec3_t org, vec3_t dir, int color8, int count) { int i, flags = PART_GRAVITY | PART_DIRECTION; float d; vec3_t color = {color8red(color8), color8green(color8), color8blue(color8)}; for (i = 0; i < count; i++) { d = rand() & 5; setupParticle( org[0], org[1], org[2], org[0] + d * dir[0], org[1] + d * dir[1], org[2] + d * dir[2], dir[0] * 40 + crand() * 10, dir[1] * 40 + crand() * 10, dir[2] * 40 + crand() * 10, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, 1, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 1 - random() * 0.25, 0, particle_generic, flags, pSplashThink, true); } } void pExplosionBubbleThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { if (CM_PointContents(org, 0) & MASK_WATER) p->thinknext = true; else { p->think = NULL; p->alpha = 0; } } /* * =============== GENERIC PARTICLE THINKING ROUTINES =============== */ #define STOP_EPSILON 0.1 void calcPartVelocity(cparticle_t * p, float scale, float *time, vec3_t velocity) { float time1 = *time; float time2 = time1 * time1; velocity[0] = scale * (p->vel[0] * time1 + (p->accel[0]) * time2); velocity[1] = scale * (p->vel[1] * time1 + (p->accel[1]) * time2); if (p->flags & PART_GRAVITY) velocity[2] = scale * (p->vel[2] * time1 + (p->accel[2] - (PARTICLE_GRAVITY)) * time2); else velocity[2] = scale * (p->vel[2] * time1 + (p->accel[2]) * time2); } void ClipVelocity(vec3_t in, vec3_t normal, vec3_t out) { float backoff, change; int i; backoff = VectorLength(in) * 0.25 + DotProduct(in, normal) * 3.0; for (i = 0; i < 3; i++) { change = normal[i] * backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } } void pBounceThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { float clipsize; trace_t tr; vec3_t velocity; clipsize = *size * 0.5; if (clipsize < 0.25) clipsize = 0.25; tr = CL_Trace(p->oldorg, org, clipsize, 1); if (tr.fraction < 1) { calcPartVelocity(p, 1, time, velocity); ClipVelocity(velocity, tr.plane.normal, p->vel); VectorCopy(vec3_origin, p->accel); VectorCopy(tr.endpos, p->org); VectorCopy(p->org, org); VectorCopy(p->org, p->oldorg); p->alpha = *alpha; p->size = *size; p->start = p->time = newParticleTime(); if (p->flags & PART_GRAVITY && VectorLength(p->vel) < 2) p->flags &= ~PART_GRAVITY; } p->thinknext = true; } /* * =============== SWQ SPECIFIC STUFF... =============== */ void CL_SpeedTrail(vec3_t start, vec3_t end) { cparticle_t *p; vec3_t move; vec3_t vec; float len, dec, frac; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = 4; VectorScale(vec, dec, vec); frac = len / 100; if (frac > 1) frac = 1; while (len > 0) { len -= dec; p = setupParticle( random() * 360, random() * 15, 0, move[0] + crandom() * 5.0, move[1] + crandom() * 5.0, move[2] + crandom() * 5.0, 0, 0, 0, 0, 0, 0, 100, 175, 255, 0, 0, 0, frac * 0.5, -1.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 15.0 + random() * 15, -5 + random() * 2.5, particle_smoke, PART_SHADED, pRotateThink, true); VectorAdd(move, vec, move); } } void pStunRotateThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { vec3_t angleVel; VectorSubtract(org, p->org, angleVel); VectorAdd(angle, angleVel, angle); VectorCopy(p->org, org); angle[YAW] = sin(angle[YAW]) * 30; angle[PITCH] = cos(angle[PITCH]) * 30; p->thinknext = true; } void CL_StunBlast(vec3_t pos, vec3_t color, float size) { int i; for (i = 0; i < 8; i++) { setupParticle( 0, 0, 0, pos[0], pos[1], pos[2], crandom() * size, crandom() * size, crandom() * size, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, .5, -1 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, size, 0, particle_generic, 0, 0, false); } setupParticle( crandom() * 360, crandom() * 360, crandom() * 360, pos[0], pos[1], pos[2], 75, 300, 75, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, .75, -1 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, size, size * 3, particle_smoke, PART_ANGLED, pStunRotateThink, true); } void CL_LaserStun(vec3_t pos, vec3_t direction, vec3_t color, float size) { vec3_t dir, angles; int i; for (i = 0; i < 16; i++) { vectoangles2(direction, angles); angles[PITCH] += crandom() * 15; angles[YAW] += crandom() * 15; AngleVectors(angles, dir, NULL, NULL); setupParticle( dir[0] * 5, dir[1] * 5, dir[2] * 5, pos[0], pos[1], pos[2], dir[0] * 10 * size, dir[1] * 10 * size, dir[2] * 10 * size, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, .5, -2.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, size / 5.0, 0, particle_generic, PART_DIRECTION, 0, false); } } void CL_ForceTrail(vec3_t start, vec3_t end, qboolean light, float size) { cparticle_t *p; vec3_t move; vec3_t vec; float len, dec, length, frac; int i = 0; VectorCopy(start, move); VectorSubtract(end, start, vec); length = len = VectorNormalize(vec); dec = 1 + size / 5; VectorScale(vec, dec, vec); while (len > 0) { len -= dec; i++; frac = len / length; if (light) p = setupParticle( random() * 360, random() * 15, 0, move[0], move[1], move[2], 0, 0, 0, 0, 0, 0, 150, 200, 255, 0, 0, 0, 1, -2.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, size, size, particle_smoke, 0, pRotateThink, true); else p = setupParticle( random() * 360, random() * 15, 0, move[0], move[1], move[2], 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1, -2.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, size, size, particle_inferno, 0, pRotateThink, true); VectorAdd(move, vec, move); } } /* * =============== CL_FlameTrail -- DDAY SPECIFIC STUFF... =============== */ void CL_Tracer(vec3_t origin, vec3_t angle, int red, int green, int blue, float len, float size) { vec3_t dir; AngleVectors(angle, dir, NULL, NULL); VectorScale(dir, len, dir); setupParticle( dir[0], dir[1], dir[2], origin[0], origin[1], origin[2], 0, 0, 0, 0, 0, 0, red, green, blue, 0, 0, 0, 1, 0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, size, 0, particle_generic, PART_DIRECTION | PART_INSTANT, NULL, 0); } void CL_BlueFlameTrail(vec3_t start, vec3_t end) { cparticle_t *p; vec3_t move; vec3_t vec; float len, dec, length, frac; int i = 0; VectorCopy(start, move); VectorSubtract(end, start, vec); length = len = VectorNormalize(vec); dec = 1; VectorScale(vec, dec, vec); while (len > 0) { len -= dec; i++; frac = len / length; p = setupParticle( random() * 360, random() * 10, 0, move[0], move[1], move[2], 0, 0, 0, 0, 0, 0, 40 + 50 * frac, 50, 255 - 255 * frac, 0, 0, 0, 0.5, -2.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 3.0 + 3.0 * frac, 0, particle_inferno, 0, pRotateThink, true); VectorAdd(move, vec, move); } } void CL_InfernoTrail(vec3_t start, vec3_t end, float size) { vec3_t move; vec3_t vec; float len, dec, size2 = size * size; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = (20.0 * size2 + 1); VectorScale(vec, dec, vec); while (len > 0) { len -= dec; setupParticle( random() * 360, random() * 45, 0, move[0], move[1], move[2], 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, -100, -200, 1, -1.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, /* 1 + 50.0*size2*(random()*0.25 + .75), 0, */ 1 + 20.0 * size2, 5 + 50.0 * size2, particle_inferno, 0, pRotateThink, true); VectorAdd(move, vec, move); } } void CL_FlameTrail(vec3_t start, vec3_t end, float size, float grow, qboolean light) { cparticle_t *p; vec3_t move; vec3_t vec; float len, dec; int i = 0; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = (0.75 * size); VectorScale(vec, dec, vec); if (light) V_AddLight(start, 50 + (size / 10.0) * 75, 0.5 + random() * 0.5, 0.5, 0.1); while (len > 0) { len -= dec; i++; p = setupParticle( random() * 360, random() * 15, 0, move[0] + crand() * 3, move[1] + crand() * 3, move[2] + crand() * 3, crand() * size, crand() * size, crand() * size, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1, -2.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, size, grow, particle_inferno, 0, pRotateThink, true); VectorAdd(move, vec, move); } } void CL_GloomFlameTrail(vec3_t start, vec3_t end, float size, float grow, qboolean light) { cparticle_t *p; vec3_t move; vec3_t vec; float len, dec; int i = 0; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = (0.75 * size); VectorScale(vec, dec, vec); if (light) V_AddLight(start, 50 + (size / 10.0) * 75, 0.5 + random() * 0.5, 0.5, 0.1); while (len > 0) { len -= dec; i++; p = setupParticle( random() * 360, random() * 15, 0, move[0] + crand() * 3, move[1] + crand() * 3, move[2] + crand() * 3, crand() * size, crand() * size, crand() * size, 0, 0, 0, 50, 235, 50, 0, 0, 0, 1, -2.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, size, grow, particle_inferno, 0, pRotateThink, true); VectorAdd(move, vec, move); } } void CL_Flame(vec3_t start, qboolean light) { cparticle_t *p; p = setupParticle( random() * 360, random() * 15, 0, start[0], start[1], start[2], crand() * 10.0, crand() * 10.0, random() * 100.0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1, -2.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 10, -10, particle_inferno, 0, pRotateThink, true); if (light) { if (p) addParticleLight(p, 20 + random() * 20.0, 0, 0.5 + random() * 0.5, 0.5, 0.1); /* weak big */ if (p) addParticleLight(p, 250.0, 0, 0.01, 0.01, 0.01); } } void CL_GloomFlame(vec3_t start, qboolean light) { cparticle_t *p; p = setupParticle( random() * 360, random() * 15, 0, start[0], start[1], start[2], crand() * 10.0, crand() * 10.0, random() * 100.0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1, -2.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 50, -10, particle_inferno, 0, pRotateThink, true); if (light) { if (p) addParticleLight(p, 20 + random() * 20.0, 0, 0.5 + random() * 0.5, 0.5, 0.1); /* weak big */ if (p) addParticleLight(p, 250.0, 0, 0.01, 0.01, 0.01); } } /* * =============== CL_LightningBeam =============== */ void CL_LightningBeam(vec3_t start, vec3_t end, int srcEnt, int dstEnt, float size) { cparticle_t *list; cparticle_t *p = NULL; for (list = active_particles; list; list = list->next) if (list->src_ent == srcEnt && list->dst_ent == dstEnt && list->image == particle_lightning) { p = list; /* p->start = */ p->time = cl.time; VectorCopy(start, p->angle); VectorCopy(end, p->org); return; } p = setupParticle( start[0], start[1], start[2], end[0], end[1], end[2], 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1, -2, GL_SRC_ALPHA, GL_ONE, size, 0, particle_lightning, PART_LIGHTNING, 0, false); if (!p) return; p->src_ent = srcEnt; p->dst_ent = dstEnt; } void CL_LightningFlare(vec3_t start, int srcEnt, int dstEnt) { cparticle_t *list; cparticle_t *p = NULL; for (list = active_particles; list; list = list->next) if (list->src_ent == srcEnt && list->dst_ent == dstEnt && list->image == particle_lightflare) { p = list; p->start = p->time = cl.time; VectorCopy(start, p->org); return; } p = setupParticle( 0, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1, -2.5, GL_SRC_ALPHA, GL_ONE, 15, 0, particle_lightflare, 0, 0, false); if (!p) return; p->src_ent = srcEnt; p->dst_ent = dstEnt; } /* * =============== CL_Explosion_Particle * * BOOM! =============== */ void pExplosionThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { if (*alpha > .85) *image = particle_rexplosion1; else if (*alpha > .7) *image = particle_rexplosion2; else if (*alpha > .5) *image = particle_rexplosion3; else if (*alpha > .4) *image = particle_rexplosion4; else if (*alpha > .25) *image = particle_rexplosion5; else if (*alpha > .1) *image = particle_rexplosion6; else *image = particle_rexplosion7; *alpha *= 3.0; if (*alpha > 1.0) *alpha = 1; p->thinknext = true; } #define EXPLODESTAININTESITY 75 void CL_Explosion_Particle(vec3_t org, float size, qboolean large, qboolean rocket) { float scale; cparticle_t *p; scale = cl_explosion_scale->value; if (scale < 1) scale = 1; size *= scale; if (large) { p = setupParticle( 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1, (0.5 + random() * 0.5) * (rocket) ? -2 : -1.5, GL_SRC_ALPHA, GL_ONE, (size != 0) ? size : (150 - (!rocket) ? 75 : 0), 0, particle_rexplosion1, /* whatever :p */ PART_DEPTHHACK_SHORT, pExplosionThink, true); if (p) { /* smooth color blend :D */ float lightsize = (large) ? 1.0 : 0.75; addParticleLight(p, lightsize * 250, 0, 1, 1, 1); addParticleLight(p, lightsize * 265, 0, 1, 0.75, 0); addParticleLight(p, lightsize * 285, 0, 1, 0.25, 0); /* addParticleLight (p, */ /* lightsize*300, 0, */ /* 1, 0, 0); */ } } } void pDisruptExplosionThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { if (*alpha > .66666) *image = particle_dexplosion1; else if (*alpha > .33333) *image = particle_dexplosion2; else *image = particle_dexplosion3; *alpha *= 3.0; if (*alpha > 1.0) *alpha = 1; p->thinknext = true; } cparticle_t *p; void CL_Disruptor_Explosion_Particle(vec3_t org, float size) { float alphastart = 1, alphadecel = -5; int i; float scale; scale = cl_explosion_scale->value; if (scale < 1) scale = 1; size *= scale; /* now add main sprite */ /* now add main sprite */ if (!cl_explosion->value) { p = setupParticle( 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 0, 0, alphastart, alphadecel, GL_SRC_ALPHA, GL_ONE, size, 0, particle_dexplosion1, PART_DEPTHHACK_SHORT, pDisruptExplosionThink, true); } else { for (i = 0; i < (8 + sqrt(size) * 0.5); i++) { vec3_t origin = { org[0] + crandom() * size * 0.15, org[1] + crandom() * size * 0.15, org[2] + crandom() * size * 0.15 }; trace_t trace = CL_Trace(org, origin, 0, 1); p = setupParticle( random() * 360, crandom() * 90, 0, trace.endpos[0], trace.endpos[1], trace.endpos[2], 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1, -1.3 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, size * 0.75, -scale * 1.5, particle_dexplosion2, 0, pRotateThink, true); } } if (p) { /* float lightsize = size/150.0; */ addParticleLight(p, size * 1.0, 0, 1, 1, 1); addParticleLight(p, size * 1.25, 0, 0.75, 0, 1); addParticleLight(p, size * 1.65, 0, 0.25, 0, 1); addParticleLight(p, size * 1.9, 0, 0, 0, 1); } } /* * =============== CL_WeatherFx * * weather effects =============== */ void pBubbleThink (cparticle_t *p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { if (CM_PointContents(org,0) & MASK_WATER) { if (*size>2) *size = 2; org[0] = org[0] + sin((org[0] + *time) * 0.05) * *size; org[1] = org[1] + cos((org[1] + *time) * 0.05) * *size; p->thinknext = true; pRotateThink (p, org, angle, alpha, size, image, time); } else { p->think = NULL; p->alpha = 0; } } void pRainSplashThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { /* NO THINK!!!! */ } void pWeatherFXThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { float length; int i; vec3_t len; VectorSubtract(p->angle, org, len); { float time1 , time2; time1 = *time; time2 = time1 * time1; for (i = 0; i < 2; i++) angle[i] = 0.2 * (p->vel[i] * time1 + (p->accel[i]) * time2); angle[2] = 0.2 * (p->vel[2] * time1 + (p->accel[2] - PARTICLE_GRAVITY) * time2); length = VectorNormalize(angle); if (length > *size * 10.0) length = *size * 10.0; VectorScale(angle, length, angle); } /* now to trace for impact... */ { trace_t trace = CL_Trace(p->oldorg, org, 0.1, 1); if (trace.fraction < 1.0) { /* delete and stain... */ switch ((int)p->temp) { case 0:/* RAIN */ /* PARTICLE RECONSTRUCTION */ { vectoanglerolled(trace.plane.normal, rand() % 360, p->angle); VectorCopy(trace.endpos, p->org); VectorClear(p->vel); VectorClear(p->accel); p->image = particle_smoke; p->flags = PART_SHADED | PART_ANGLED; p->alpha = *alpha; p->alphavel = -0.5; p->start = cl.time; p->think = pRainSplashThink; p->size = *size; p->sizevel = 10 + 10 * random(); } break; case 1:/* SNOW */ default: /* kill this particle */ p->alpha = 0; *alpha = 0; *size = 0; break; } } } VectorCopy(org, p->oldorg); p->thinknext = true; } void CL_WeatherFx(vec3_t org, vec3_t vec, vec3_t color, int type, float size, float time) { cparticle_t *p; int image, flags = 0; switch (type) { case 0: /* RAIN */ image = particle_generic; flags = PART_SHADED | PART_DIRECTION | PART_GRAVITY; break; case 1: /* SNOW */ image = particle_generic; break; default: image = particle_generic; flags = PART_TRANS | PART_SHADED | PART_DIRECTION | PART_GRAVITY; break; } p = setupParticle( 0, 0, 0, org[0], org[1], org[2], vec[0], vec[1], vec[2], 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, 1.0, -1 / (1 + time), GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, size, 0, image, flags, pWeatherFXThink, true); if (p) p->temp = type; } /* * =============== CL_BloodHit * * blood spray =============== */ #define MAXBLEEDSIZE 5 /* drop of blood */ void pBloodThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { float length; int i; vec3_t len; VectorSubtract(p->angle, org, len); { float time1 , time2; time1 = *time; time2 = time1 * time1; for (i = 0; i < 2; i++) angle[i] = 0.2 * (p->vel[i] * time1 + (p->accel[i]) * time2); angle[2] = 0.2 * (p->vel[2] * time1 + (p->accel[2] - PARTICLE_GRAVITY) * time2); length = VectorNormalize(angle); if (length > MAXBLEEDSIZE) length = MAXBLEEDSIZE; VectorScale(angle, length, angle); } /* now to trace for impact... */ { trace_t trace = CL_Trace(p->oldorg, org, length * 0.5, 1); if (trace.fraction < 1.0) { /* delete and stain... */ /* * re.AddStain(org, 5+*alpha*10, 0, -50**alpha * ,-50**alpha); */ *alpha = 0; *size = 0; p->alpha = 0; } } VectorCopy(org, p->oldorg); p->thinknext = true; } void CL_BloodSmack(vec3_t org, vec3_t dir) { setupParticle( crand() * 180, crand() * 100, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1.0, -0.5 / (0.5 + frand() * 0.3), GL_ZERO, GL_ONE_MINUS_SRC_COLOR, 10, 0, particle_redblood, PART_TRANS | PART_SHADED, pRotateThink, true); } void CL_BloodBleed(vec3_t org, vec3_t pos, vec3_t dir) { setupParticle( org[0], org[1], org[2], org[0] + ((rand() & 7) - 4) + dir[0], org[1] + ((rand() & 7) - 4) + dir[1], org[2] + ((rand() & 7) - 4) + dir[2], pos[0] * (random() * 3 + 5) * 1.0, pos[1] * (random() * 3 + 5) * 1.0, pos[2] * (random() * 3 + 5) * 1.0, 0, 0, 0, 255, 255, 255, 0, 0, 0, 1.0, -0.25 / (0.5 + frand() * 0.3), GL_ZERO, GL_ONE_MINUS_SRC_COLOR, MAXBLEEDSIZE * 0.5, 0, particle_blooddrip, PART_TRANS | PART_SHADED | PART_DIRECTION | PART_GRAVITY, pBloodThink, true); } void CL_BloodPuff(vec3_t org, vec3_t dir) { int i; float d; for (i = 0; i < 5; i++) { d = rand() & 31; setupParticle( crand() * 180, crand() * 100, 0, org[0] + ((rand() & 7) - 4) + d * dir[0], org[1] + ((rand() & 7) - 4) + d * dir[1], org[2] + ((rand() & 7) - 4) + d * dir[2], dir[0] * (crand() * 3 + 5), dir[1] * (crand() * 3 + 5), dir[2] * (crand() * 3 + 5), 0, 0, -100, 255, 0, 0, 0, 0, 0, 1.0, -1.0, GL_SRC_ALPHA, GL_ONE, 10, 0, particle_blood, PART_SHADED, pRotateThink, true); } } void CL_GreenBloodHit(vec3_t org, vec3_t dir) { int i; float d; for (i = 0; i < 5; i++) { d = rand() & 31; setupParticle( crand() * 180, crand() * 100, 0, org[0] + ((rand() & 7) - 4) + d * dir[0], org[1] + ((rand() & 7) - 4) + d * dir[1], org[2] + ((rand() & 7) - 4) + d * dir[2], dir[0] * (crand() * 3 + 5), dir[1] * (crand() * 3 + 5), dir[2] * (crand() * 3 + 5), 0, 0, -100, 220, 140, 50, 0, 0, 0, 1.0, -1.0, GL_SRC_ALPHA, GL_ONE, 10, 0, particle_blood, PART_SHADED, pRotateThink, true); } } void CL_BloodHit(vec3_t org, vec3_t dir) { if (cl_blood->value == 1) CL_BloodSmack(org, dir); if (cl_blood->value == 2 || cl_blood->value == 3) { vec3_t move; int i , j; if (cl_blood->value == 2) j = 6; else j = 16; VectorScale(dir, 10, move); for (i = 0; i < j; i++) { VectorSet(move, dir[0] + random() * (cl_blood->value - 1) * 0.01, dir[1] + random() * (cl_blood->value - 1) * 0.01, dir[2] + random() * (cl_blood->value - 1) * 0.01); VectorScale(move, 10 + (cl_blood->value - 1) * 0.0001 * random(), move); CL_BloodBleed(org, move, dir); } } } #endif /* * =============== CL_ParticleEffect * * Wall impact puffs =============== */ #ifdef QMAX void CL_ParticleEffect(vec3_t org, vec3_t dir, int color8, int count) { int i; float d, size; vec3_t color = {color8red(color8), color8green(color8), color8blue(color8)}; particle_type particleType; if (cl_particles_type->value == 2) { size = 5.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 1.5; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } for (i = 0; i < count; i++) { d = rand() & 31; setupParticle( 0, 0, 0, org[0] + ((rand() & 7) - 4) + d * dir[0], org[1] + ((rand() & 7) - 4) + d * dir[1], org[2] + ((rand() & 7) - 4) + d * dir[2], crand() * 20, crand() * 20, crand() * 20, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, 1.0, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, size, 0, particleType, PART_GRAVITY, NULL, 0); } } #else 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); } } #endif /* * =============== CL_ParticleEffect2 =============== */ #ifdef QMAX #define colorAdd 25 void CL_ParticleEffect2(vec3_t org, vec3_t dir, int color8, int count) { int i; float d, size; vec3_t color = {color8red(color8), color8green(color8), color8blue(color8)}; particle_type particleType; if (cl_particles_type->value == 2) { size = 5.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 1.0; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } for (i = 0; i < count; i++) { d = rand() & 7; setupParticle( 0, 0, 0, org[0] + ((rand() & 7) - 4) + d * dir[0], org[1] + ((rand() & 7) - 4) + d * dir[1], org[2] + ((rand() & 7) - 4) + d * dir[2], crand() * 20, crand() * 20, crand() * 20, 0, 0, 0, color[0] + colorAdd, color[1] + colorAdd, color[2] + colorAdd, 0, 0, 0, 1, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, size, 0, particleType, PART_GRAVITY, NULL, 0); } } #else 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); } } #endif /* RAFAEL */ /* * =============== CL_ParticleEffect3 =============== */ #ifdef QMAX void CL_ParticleEffect3(vec3_t org, vec3_t dir, int color8, int count) { int i; float d, size; vec3_t color = {color8red(color8), color8green(color8), color8blue(color8)}; particle_type particleType; if (cl_particles_type->value == 2) { size = 5.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 1.5; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } for (i = 0; i < count; i++) { d = rand() & 7; setupParticle( 0, 0, 0, org[0] + ((rand() & 7) - 4) + d * dir[0], org[1] + ((rand() & 7) - 4) + d * dir[1], org[2] + ((rand() & 7) - 4) + d * dir[2], crand() * 20, crand() * 20, crand() * 20, 0, 0, 0, color[0] + colorAdd, color[1] + colorAdd, color[2] + colorAdd, 0, 0, 0, 1, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, size, 0, particleType, PART_GRAVITY, NULL, false); } } #else 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); } } #endif #ifdef QMAX /* * =============== CL_ParticleEffectSparks =============== */ void pSparksThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { int i; /* setting up angle for sparks */ { float time1 , time2; time1 = *time; time2 = time1 * time1; for (i = 0; i < 2; i++) angle[i] = 0.75 * (p->vel[i] * time1 + (p->accel[i]) * time2); angle[2] = 0.75 * (p->vel[2] * time1 + (p->accel[2] - PARTICLE_GRAVITY) * time2); } p->thinknext = true; } cparticle_t *p; void CL_ParticleEffectSparks(vec3_t org, vec3_t dir, vec3_t color, int count) { int i; float d; for (i = 0; i < count; i++) { d = rand() & 7; setupParticle( 0, 0, 0, org[0] + ((rand() & 3) - 2), org[1] + ((rand() & 3) - 2), org[2] + ((rand() & 3) - 2), crand() * 40 + dir[0] * 100, crand() * 40 + dir[1] * 100, crand() * 40 + dir[2] * 100, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, 0.9, -2.5 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 0.5, 0, particle_generic, PART_GRAVITY | PART_DIRECTION | PART_SPARK, pSparksThink, true); } /* if (p) // added light effect */ /* * addParticleLight (p, (count>8)?130:65, 0, color[0]/255, * color[1]/255, color[2]/255); */ } /* * =============== CL_ParticleFootPrint =============== */ void CL_ParticleFootPrint(vec3_t org, vec3_t angle, float size, vec3_t color) { float alpha = DIV254BY255; setupParticle( angle[0], angle[1], angle[2], org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, alpha, -.002, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA, size, 0, particle_footprint, PART_TRANS | PART_ANGLED | PART_SHADED, NULL, false); } #endif /* * =============== CL_TeleporterParticles =============== */ #ifdef QMAX void CL_TeleporterParticles(entity_state_t * ent) { int i; particle_type particleType; float size; if (cl_particles_type->value == 2) { size = 5.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 2.0; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } for (i = 0; i < 8; i++) { setupParticle( 0, 0, 0, ent->origin[0] - 16 + (rand() & 31), ent->origin[1] - 16 + (rand() & 31), ent->origin[2] - 16 + (rand() & 31), crand() * 14, crand() * 14, crand() * 14, 0, 0, 0, 200 + rand() * 50, 200 + rand() * 50, 200 + rand() * 50, 0, 0, 0, 1, -0.5, GL_SRC_ALPHA, GL_ONE, size, 0, particleType, PART_GRAVITY, NULL, 0); } } #else 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; } } #endif /* * =============== CL_LogoutEffect * * =============== */ #ifdef QMAX void CL_LogoutEffect(vec3_t org, int type) { int i; vec3_t color; particle_type particleType; float size; if (cl_particles_type->value == 2) { size = 3.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 1.5; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } for (i = 0; i < 500; i++) { if (type == MZ_LOGIN) { /* green */ color[0] = 20; color[1] = 200; color[2] = 20; } else if (type == MZ_LOGOUT) { /* red */ color[0] = 200; color[1] = 20; color[2] = 20; } else { /* yellow */ color[0] = 200; color[1] = 200; color[2] = 20; } setupParticle( 0, 0, 0, org[0] - 16 + frand() * 32, org[1] - 16 + frand() * 32, org[2] - 24 + frand() * 56, crand() * 20, crand() * 20, crand() * 20, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, 1, -1.0 / (1.0 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, size, 0, particleType, PART_GRAVITY, NULL, 0); } } #else 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); } } #endif /* * =============== CL_ItemRespawnParticles * * =============== */ #ifdef QMAX void CL_ItemRespawnParticles(vec3_t org) { int i; particle_type particleType; float size; if (cl_particles_type->value == 2) { size = 3.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 1.4; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } for (i = 0; i < 64; i++) { setupParticle( 0, 0, 0, org[0] + crand() * 8, org[1] + crand() * 8, org[2] + crand() * 8, crand() * 8, crand() * 8, crand() * 8, 0, 0, PARTICLE_GRAVITY * 0.2, 0, 150 + rand() * 25, 0, 0, 0, 0, 1, -1.0 / (1.0 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, size, 0, particleType, PART_GRAVITY, NULL, 0); } } #else 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); } } #endif /* * =============== CL_ExplosionParticles =============== */ #ifdef QMAX void pExplosionSparksThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { int i; /* setting up angle for sparks */ { float time1 , time2; time1 = *time; time2 = time1 * time1; for (i = 0; i < 2; i++) angle[i] = 0.25 * (p->vel[i] * time1 + (p->accel[i]) * time2); angle[2] = 0.25 * (p->vel[2] * time1 + (p->accel[2] - PARTICLE_GRAVITY) * time2); } p->thinknext = true; } void CL_Explosion_Sparks(vec3_t org, int size) { int i; for (i = 0; i < 128; i++) { /* was 256 */ setupParticle( 0, 0, 0, org[0] + ((rand() % size) - 16), org[1] + ((rand() % size) - 16), org[2] + ((rand() % size) - 16), (rand() % 150) - 75, (rand() % 150) - 75, (rand() % 150) - 75, 0, 0, 0, 255, 100, 25, 0, 0, 0, 1, -0.8 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 4, -6, /* was 2, -3 */ particle_blaster, PART_GRAVITY | PART_SPARK, pExplosionSparksThink, true); } } /* * =============== CL_ExplosionParticles =============== */ void CL_ExplosionParticles_Old(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[0] = 255; p->color[1] = 0; p->color[2] = 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); } } #if 0 void CL_ExplosionParticles(vec3_t org, int size) { int i; for (i = 0; i < 256; i++) { setupParticle( 0, 0, 0, org[0] + ((rand() % size) - 16), org[1] + ((rand() % size) - 16), org[2] + ((rand() % size) - 16), (rand() % 150) - 75, (rand() % 150) - 75, (rand() % 150) - 75, 0, 0, 0, 255, 100, 25, 0, 0, 0, 1, -0.8 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 2, -3, particle_blaster, PART_GRAVITY | PART_SPARK, pExplosionSparksThink, true); } } #else void CL_ExplosionParticles (vec3_t org, float scale, int water) { vec3_t vel; int i, flags, img, blend[2], colorvel[3], amount; float size, sizevel, speed, alphavel, veladd; void *think; if (water) { img = particle_bubble; flags = PART_SHADED; size = (rand()%2 + 2)*0.333; sizevel = 3; blend[0] = GL_SRC_ALPHA; blend[1] = GL_ONE_MINUS_SRC_ALPHA; colorvel[0] = colorvel[1] = colorvel[2] = 0; alphavel = -0.1 / (0.5 + frand()*0.3); speed = 25; veladd = 10; amount = 4; think = pBubbleThink; } else { img = particle_blaster; flags = PART_DIRECTION|PART_GRAVITY; size = scale*0.75; sizevel = -scale*0.5; blend[0] = GL_SRC_ALPHA; blend[1] = GL_ONE; colorvel[0] = 0; colorvel[1] = -200; colorvel[2] = -400; alphavel = -1.0 / (0.5 + frand()*0.3); speed = 250; veladd = 0; amount = 2; think = pExplosionSparksThink; } for (i=0 ; i<256 ; i++) { if (i%amount!=0) continue; VectorSet(vel, crandom(), crandom(), crandom()); VectorNormalize(vel); VectorScale(vel, scale*speed, vel); setupParticle ( crand()*360, 0, 0, org[0] + ((rand()%32)-16), org[1] + ((rand()%32)-16), org[2] + ((rand()%32)-16), vel[0], vel[1], vel[2] + veladd, 0, 0, 0, 255, 255, 255, colorvel[0], colorvel[1], colorvel[2], 1, alphavel, blend[0], blend[1], size, sizevel, img, flags, think, true); } } #endif #else 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); } } #endif /* * =============== CL_BigTeleportParticles =============== */ #ifdef QMAX void CL_BigTeleportParticles(vec3_t org) { int i, index; float angle, dist, size; static int colortable0[4] = {10, 50, 150, 50}; static int colortable1[4] = {150, 150, 50, 10}; static int colortable2[4] = {50, 10, 10, 150}; particle_type particleType; if (cl_particles_type->value == 2) { size = 3.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 1.5; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } for (i = 0; i < 4096; i++) { index = rand() & 3; angle = M_PI * 2 * (rand() & 1023) / 1023.0; dist = rand() & 31; setupParticle( 0, 0, 0, org[0] + cos(angle) * dist, org[1] + sin(angle) * dist, org[2] + 8 + (rand() % 90), cos(angle) * (70 + (rand() & 63)), sin(angle) * (70 + (rand() & 63)), -100 + (rand() & 31), -cos(angle) * 100, -sin(angle) * 100, PARTICLE_GRAVITY * 4, colortable0[index], colortable1[index], colortable2[index], 0, 0, 0, 1, -0.3 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, size, 0.3 / (0.5 + frand() * 0.3), particleType, 0, NULL, 0); } } #else 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); } } #endif /* * =============== CL_BlasterParticles * * Wall impact puffs =============== */ #ifdef QMAX #define pBlasterMaxSize 5 void pBlasterThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { vec3_t len; VectorSubtract(p->angle, org, len); *size *= (float)(pBlasterMaxSize / VectorLength(len)) * 1.0 / ((4 - *size)); if (*size > pBlasterMaxSize) *size = pBlasterMaxSize; p->thinknext = true; } void CL_BlasterParticles(vec3_t org, vec3_t dir, int count) { int i; float d; float speed = .75; for (i = 0; i < count; i++) { d = rand() & 5; setupParticle( org[0], org[1], org[2], org[0] + ((rand() & 5) - 2) + d * dir[0], org[1] + ((rand() & 5) - 2) + d * dir[1], org[2] + ((rand() & 5) - 2) + d * dir[2], (dir[0] * 75 + crand() * 20) * speed, (dir[1] * 75 + crand() * 20) * speed, (dir[2] * 75 + crand() * 20) * speed, 0, 0, 0, 255, 150, 50, 0, -90, -30, 1, -1 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 3.5, -0.75, particle_generic, PART_GRAVITY, pBlasterThink, true); } } /* * =============== CL_BlasterParticlesColor * * Wall impact puffs =============== */ void CL_BlasterParticlesColor(vec3_t org, vec3_t dir, int count, int red, int green, int blue, int reddelta, int greendelta, int bluedelta) { int i; float speed = .75; cparticle_t *p; vec3_t origin; for (i = 0; i < count; i++) { VectorSet(origin, org[0] + dir[0] * (1 + random() * 3 + pBlasterMaxSize / 2.0), org[1] + dir[1] * (1 + random() * 3 + pBlasterMaxSize / 2.0), org[2] + dir[2] * (1 + random() * 3 + pBlasterMaxSize / 2.0) ); if (cl_blaster_type->value == 1 || ((cl_blaster_type->value == 2) && (cl.refdef.rdflags & RDF_UNDERWATER))) p = setupParticle( org[0], org[1], org[2], origin[0], origin[1], origin[2], (dir[0] * 75 + crand() * 40) * speed, (dir[1] * 75 + crand() * 40) * speed, (dir[2] * 75 + crand() * 40) * speed, 0, 0, 0, red, green, blue, reddelta, greendelta, bluedelta, 1, -0.5 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 3.5, -0.75, particle_bubble, PART_GRAVITY, pBlasterThink, true); else p = setupParticle( org[0], org[1], org[2], origin[0], origin[1], origin[2], (dir[0] * 75 + crand() * 40) * speed, (dir[1] * 75 + crand() * 40) * speed, (dir[2] * 75 + crand() * 40) * speed, 0, 0, 0, red, green, blue, reddelta, greendelta, bluedelta, 1, -0.5 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 3.5, -0.75, particle_generic, PART_GRAVITY, pBlasterThink, true); } } #else 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); } } #endif /* * =============== CL_BlasterTrail * * =============== */ #ifdef QMAX void CL_BlasterTrail(vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; int dec; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = 4; VectorScale(vec, dec, vec); /* FIXME: this is a really silly way to have a loop */ while (len > 0) { len -= dec; if (cl_blaster_type->value == 1 || ((cl_blaster_type->value == 2) && (cl.refdef.rdflags & RDF_UNDERWATER))) setupParticle( 0, 0, 0, move[0] + crand(), move[1] + crand(), move[2] + crand(), crand() * 5, crand() * 5, crand() * 5, 0, 0, 0, 255, 150, 50, 0, -90, -30, 1, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 4, -6, particle_bubble, 0, NULL, 0); else setupParticle( 0, 0, 0, move[0] + crand(), move[1] + crand(), move[2] + crand(), crand() * 5, crand() * 5, crand() * 5, 0, 0, 0, 255, 150, 50, 0, -90, -30, 1, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 4, -6, particle_generic, 0, NULL, 0); VectorAdd(move, vec, move); } } /* * =============== CL_BlasterTrailColor * * Hyperblaster particle glow effect =============== */ void CL_BlasterTrailColor(vec3_t start, vec3_t end, int red, int green, int blue, int reddelta, int greendelta, int bluedelta) { vec3_t move; vec3_t vec; float len; int dec; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = 4; VectorScale(vec, dec, vec); /* FIXME: this is a really silly way to have a loop */ while (len > 0) { len -= dec; if (cl_blaster_type->value == 1 || ((cl_blaster_type->value == 2) && (cl.refdef.rdflags & RDF_UNDERWATER))) setupParticle( 0, 0, 0, move[0] + crand(), move[1] + crand(), move[2] + crand(), crand() * 5, crand() * 5, crand() * 5, 0, 0, 0, red, green, blue, reddelta, greendelta, bluedelta, 1, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 4, -6, particle_bubble, 0, NULL, 0); else setupParticle( 0, 0, 0, move[0] + crand(), move[1] + crand(), move[2] + crand(), crand() * 5, crand() * 5, crand() * 5, 0, 0, 0, red, green, blue, reddelta, greendelta, bluedelta, 1, -1.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 4, -6, particle_generic, 0, NULL, 0); VectorAdd(move, vec, move); } } /* * =============== CL_HyperBlasterTrail * * Hyperblaster particle glow effect =============== */ void CL_HyperBlasterTrail(vec3_t start, vec3_t end, int red, int green, int blue, int reddelta, int greendelta, int bluedelta) { vec3_t move; vec3_t vec; float len; int dec; int i; VectorCopy(start, move); VectorSubtract(end, start, vec); VectorMA(move, 0.5, vec, move); len = VectorNormalize(vec); dec = 1; VectorScale(vec, dec, vec); for (i = 0; i < 18; i++) { len -= dec; if (cl_hyperblaster_particles_type->value == 1 || ((cl_hyperblaster_particles_type->value == 2) && (cl.refdef.rdflags & RDF_UNDERWATER))) setupParticle( 0, 0, 0, move[0] + crand(), move[1] + crand(), move[2] + crand(), crand() * 5, crand() * 5, crand() * 5, 0, 0, 0, red, green, blue, reddelta, greendelta, bluedelta, 1, -16.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 3, -36, particle_bubble, 0, NULL, 0); else setupParticle( 0, 0, 0, move[0] + crand(), move[1] + crand(), move[2] + crand(), crand() * 5, crand() * 5, crand() * 5, 0, 0, 0, red, green, blue, reddelta, greendelta, bluedelta, 1, -16.0 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 3, -36, particle_generic, 0, NULL, 0); VectorAdd(move, vec, move); } } /* * =============== CL_BlasterTracer =============== */ void CL_BlasterTracer(vec3_t origin, vec3_t angle, int red, int green, int blue, float len, float size) { int i; vec3_t dir; AngleVectors(angle, dir, NULL, NULL); VectorScale(dir, len, dir); if (cl_hyperblaster_particles_type->value == 1 || ((cl_hyperblaster_particles_type->value == 2) && (cl.refdef.rdflags & RDF_UNDERWATER))) for (i = 0; i < 3; i++) setupParticle( dir[0], dir[1], dir[2], origin[0], origin[1], origin[2], 0, 0, 0, 0, 0, 0, red, green, blue, 0, 0, 0, 1, INSTANT_PARTICLE, GL_SRC_ALPHA, GL_ONE, size, 0, particle_bubble, PART_DIRECTION, NULL, 0); else for (i = 0; i < 3; i++) setupParticle( dir[0], dir[1], dir[2], origin[0], origin[1], origin[2], 0, 0, 0, 0, 0, 0, red, green, blue, 0, 0, 0, 1, INSTANT_PARTICLE, GL_SRC_ALPHA, GL_ONE, size, 0, particle_generic, PART_DIRECTION, NULL, 0); } void CL_HyperBlasterEffect(vec3_t start, vec3_t end, vec3_t angle, int red, int green, int blue, int reddelta, int greendelta, int bluedelta, float len, float size) { if (cl_hyperblaster_particles->value) CL_HyperBlasterTrail(start, end, red, green, blue, reddelta, greendelta, bluedelta); else CL_BlasterTracer(end, angle, red, green, blue, len, size); } #else 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); } } #endif /* * =============== CL_QuadTrail * * =============== */ #ifdef QMAX void CL_QuadTrail(vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; int dec; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = 5; VectorScale(vec, 5, vec); while (len > 0) { len -= dec; setupParticle( 0, 0, 0, move[0] + crand() * 16, move[1] + crand() * 16, move[2] + crand() * 16, crand() * 5, crand() * 5, crand() * 5, 0, 0, 0, 0, 0, 200, 0, 0, 0, 1, -1.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 1, 0, particle_generic, 0, NULL, 0); VectorAdd(move, vec, move); } } #else 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); } } #endif /* * =============== CL_FlagTrail * * =============== */ #ifdef QMAX void CL_FlagTrail(vec3_t start, vec3_t end, qboolean isred, qboolean isgreen) { vec3_t move; vec3_t vec; float len, size; int dec; particle_type particleType; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); if (cl_particles_type->value == 2) { size = 3.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 2.0; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } dec = 5; VectorScale(vec, 5, vec); while (len > 0) { len -= dec; setupParticle( 0, 0, 0, move[0] + crand() * 16, move[1] + crand() * 16, move[2] + crand() * 16, crand() * 5, crand() * 5, crand() * 5, 0, 0, 0, (isred) ? 255 : 0, (isgreen) ? 255 : 0, (!isred && !isgreen) ? 255 : 0, 0, 0, 0, 1.5, -1.0 / (0.8 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, size, 0, particleType, 0, NULL, 0); VectorAdd(move, vec, move); } } #else 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); } } #endif /* * =============== CL_DiminishingTrail * * =============== */ #ifdef QMAX void CL_DiminishingTrail(vec3_t start, vec3_t end, centity_t * old, int flags) { vec3_t move; vec3_t vec; float len; float dec; float orgscale; float velscale; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = (flags & EF_ROCKET) ? 10 : 2; 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; if (flags & EF_ROCKET) { if (cl_explosion->value && CM_PointContents(move, 0) & MASK_WATER) { setupParticle( 0, 0, crand() * 360, move[0], move[1], move[2], crand() * 9, crand() * 9, crand() * 9 + 5, 0, 0, 0, 255, 255, 255, 0, 0, 0, 0.75, -0.2 / (1 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1 + random() * 3, 1, particle_bubble, PART_SHADED, pExplosionBubbleThink, true); } else { setupParticle( crand() * 180, crand() * 100, 0, move[0], move[1], move[2], crand() * 5, crand() * 5, crand() * 5, 0, 0, 5, 150, 150, 150, 100, 100, 100, 0.5, -0.25, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1, 10, particle_smoke, PART_TRANS | PART_SHADED, pRotateThink, true); } } else { /* drop less particles as it flies */ if ((rand() & 1023) < old->trailcount) { if (flags & EF_GIB) { setupParticle( 0, 0, random() * 360, move[0] + crand() * orgscale, move[1] + crand() * orgscale, move[2] + crand() * orgscale, crand() * velscale, crand() * velscale, crand() * velscale, 0, 0, 0, 255, 255, 255, 0, 0, 0, 0.75, -0.75 / (1 + frand() * 0.4), GL_SRC_ALPHA, GL_ONE, 1 + 3 * frand(), -1, particle_redblood, PART_TRANS | PART_GRAVITY | PART_SHADED, NULL, 0); } else if (flags & EF_GREENGIB) { setupParticle( 0, 0, 0, move[0] + crand() * orgscale, move[1] + crand() * orgscale, move[2] + crand() * orgscale, crand() * velscale, crand() * velscale, crand() * velscale, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0, -1.0 / (1 + frand() * 0.4), GL_SRC_ALPHA, GL_ONE, 5, -1, particle_redblood, PART_GRAVITY | PART_SHADED, NULL, 0); } else if (flags & EF_GRENADE) { /* no overbrights on * grenade trails */ setupParticle( crand() * 180, crand() * 50, 0, move[0] + crand() * orgscale, move[1] + crand() * orgscale, move[2] + crand() * orgscale, crand() * velscale, crand() * velscale, crand() * velscale, 0, 0, 20, 255, 255, 255, 0, 0, 0, 0.5, -0.5, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 5, 5, particle_smoke, PART_TRANS | PART_SHADED, pRotateThink, true); } else { setupParticle( crand() * 180, crand() * 50, 0, move[0] + crand() * orgscale, move[1] + crand() * orgscale, move[2] + crand() * orgscale, crand() * velscale, crand() * velscale, crand() * velscale, 0, 0, 20, 255, 255, 255, 0, 0, 0, 0.5, -0.5, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 5, 5, particle_smoke, PART_TRANS | PART_SHADED, pRotateThink, true); } } old->trailcount -= 5; if (old->trailcount < 100) old->trailcount = 100; } VectorAdd(move, vec, move); } } #else 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); } } #endif 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 * * =============== */ #ifdef QMAX void CL_RocketTrail(vec3_t start, vec3_t end, centity_t * old) { vec3_t move; vec3_t vec; float len, totallen; float dec; /* smoke */ CL_DiminishingTrail(start, end, old, EF_ROCKET); /* fire */ VectorCopy(start, move); VectorSubtract(end, start, vec); totallen = len = VectorNormalize(vec); dec = 1; VectorScale(vec, dec, vec); while (len > 0) { len -= dec; if (!free_particles) return; /* flame from rocket */ setupParticle( 0, 0, 0, move[0], move[1], move[2], vec[0], vec[1], vec[2], 0, 0, 0, 255, 200, 100, 0, 0, -200, 1, -15, GL_SRC_ALPHA, GL_ONE, 2.0 * (2 - len / totallen), -15, particle_generic, 0, NULL, 0); /* falling particles */ if ((rand() & 7) == 0) { setupParticle( 0, 0, 0, move[0] + crand() * 5, move[1] + crand() * 5, move[2] + crand() * 5, crand() * 20, crand() * 20, crand() * 20, 0, 0, 20, 255, 255, 255, 0, -100, -200, 1, -1.0 / (1 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 1.5, -3, particle_blaster, PART_GRAVITY, NULL, 0); } VectorAdd(move, vec, move); } VectorCopy(start, move); VectorSubtract(end, start, vec); totallen = len = VectorNormalize(vec); dec = 1.5; VectorScale(vec, dec, vec); while (len > 0) { len -= dec; /* flame */ setupParticle( crand() * 180, crand() * 100, 0, move[0], move[1], move[2], crand() * 5, crand() * 5, crand() * 5, 0, 0, 5, 255, 225, 200, -50, -50, -50, 0.75, -3, GL_SRC_ALPHA, GL_ONE, 5, 5, particle_inferno, 0, pRotateThink, true); VectorAdd(move, vec, move); } } #else 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); } } #endif /* * =============== CL_RailTrail * * =============== */ #ifdef QMAX #define RAILSPACE 1.0 #define DEVRAILSTEPS 2 #define RAILTRAILSPACE 15 /* =============== FartherPoint Returns true if the first vector is farther from the viewpoint. =============== */ qboolean FartherPoint (vec3_t pt1, vec3_t pt2) { vec3_t distance1, distance2; VectorSubtract(pt1, cl.refdef.vieworg, distance1); VectorSubtract(pt2, cl.refdef.vieworg, distance2); return (VectorLength(distance1) > VectorLength(distance2)); } void CL_RailSprial(vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; vec3_t right, up; int i; float d, c, s; vec3_t dir; // Draw from closest point if (FartherPoint(start, end)) { VectorCopy (end, move); VectorSubtract (start, end, vec); } else { VectorCopy (start, move); VectorSubtract (end, start, vec); } len = VectorNormalize(vec); MakeNormalVectors(vec, right, up); VectorScale(vec, RAILSPACE, vec); for (i = 0; i < len; i += RAILSPACE) { d = i * 0.1; c = cos(d); s = sin(d); VectorScale(right, c, dir); VectorMA(dir, s, up, dir); setupParticle( 0, 0, 0, move[0] + dir[0] * 3, move[1] + dir[1] * 3, move[2] + dir[2] * 3, dir[0] * 6, dir[1] * 6, dir[2] * 6, 0, 0, 0, cl_railred->value, cl_railgreen->value, cl_railblue->value, 0, 0, 0, 1, -1.0, GL_SRC_ALPHA, GL_ONE, 3 * RAILSPACE, 0, particle_generic, 0, NULL, 0); VectorAdd(move, vec, move); } } void pDevRailThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { int i; vec3_t len; VectorSubtract(p->angle, org, len); *size *= (float)(SplashSize / VectorLength(len)) * 0.5 / ((4 - *size)); if (*size > SplashSize) *size = SplashSize; /* setting up angle for sparks */ { float time1 , time2; time1 = *time; time2 = time1 * time1; for (i = 0; i < 2; i++) angle[i] = 3 * (p->vel[i] * time1 + (p->accel[i]) * time2); angle[2] = 3 * (p->vel[2] * time1 + (p->accel[2] - PARTICLE_GRAVITY) * time2); } p->thinknext = true; } void CL_DevRailTrail(vec3_t start, vec3_t end) { vec3_t move, last; vec3_t vec, point; float len; int dec, i = 0; // Draw from closest point if (FartherPoint(start, end)) { VectorCopy (end, move); VectorSubtract (start, end, vec); } else { VectorCopy (start, move); VectorSubtract (end, start, vec); } len = VectorNormalize(vec); VectorCopy(vec, point); dec = 4; VectorScale(vec, dec, vec); /* FIXME: this is a really silly way to have a loop */ while (len > 0) { len -= dec; i++; VectorCopy(move, last); VectorAdd(move, vec, move); if (i >= DEVRAILSTEPS) { for (i = 3; i > 0; i--) setupParticle( last[0], last[1], last[2], move[0], move[1], move[2], 0, 0, 0, 0, 0, 0, cl_railred->value, cl_railgreen->value, cl_railblue->value, 0, -90, -30, 0.50, -1, GL_SRC_ALPHA, GL_ONE, dec * DEVRAILSTEPS * TWOTHIRDS, 0, 0, PART_TRANS, NULL, 0); } setupParticle( 0, 0, 0, move[0], move[1], move[2], crand() * 10, crand() * 10, crand() * 10 + 20, 0, 0, 0, cl_railred->value, cl_railgreen->value, cl_railblue->value, 0, 0, 0, 1, -0.75 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, 2, -0.25, 0, PART_GRAVITY | PART_DIRECTION, pDevRailThink, true); setupParticle( crand() * 180, crand() * 100, 0, move[0], move[1], move[2], crand() * 10, crand() * 10, crand() * 10 + 20, 0, 0, 5, 255, 255, 255, 0, 0, 0, 0.25, -0.25, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 5, 10, particle_smoke, PART_TRANS | PART_GRAVITY, pRotateThink, true); } } void CL_RailTrail(vec3_t start, vec3_t end) { vec3_t move, last; vec3_t vec, point; /*int i; */ float len; vec3_t right, up; qboolean colored = (cl_railtype->value != 1); /*vec3_t pos, dir; */ // Draw from closest point if (FartherPoint(start, end)) { VectorCopy (end, move); VectorSubtract (start, end, vec); } else { VectorCopy (start, move); VectorSubtract (end, start, vec); } len = VectorNormalize(vec); VectorCopy(vec, point); MakeNormalVectors(vec, right, up); VectorScale(vec, (cl_railtype->value == 2) ? RAILTRAILSPACE : RAILSPACE, vec); VectorCopy(start, move); if (cl_railtype->value == 3) { CL_DevRailTrail(start, end); return; } while (len > 0) { VectorCopy(move, last); VectorAdd(move, vec, move); if (cl_railtype->value == 2) { for (; len>0; len -= RAILTRAILSPACE) { MakeNormalVectors (vec, right, up); VectorScale (vec, RAILTRAILSPACE, vec); VectorCopy (start, move); setupParticle( last[0], last[1], last[2], move[0], move[1], move[2], 0, 0, 0, 0, 0, 0, cl_railred->value, cl_railgreen->value, cl_railblue->value, 0, 0, 0, 1, -1, GL_SRC_ALPHA, GL_ONE, 10, 0, particle_beam, PART_BEAM, NULL,0); } setupParticle( start[0], start[1], start[2], end[0], end[1], end[2], 0, 0, 0, 0, 0, 0, cl_railred->value, cl_railgreen->value, cl_railblue->value, 0, 0, 0, 1, -1, GL_SRC_ALPHA, GL_ONE, 10, 0, particle_beam, PART_BEAM, NULL,0); } else { len -= RAILSPACE; setupParticle( 0, 0, 0, move[0], move[1], move[2], 0, 0, 0, 0, 0, 0, (colored) ? cl_railred->value : 255, (colored) ? cl_railgreen->value : 255, (colored) ? cl_railblue->value : 255, 0, 0, 0, 1, -1.0, GL_SRC_ALPHA, GL_ONE, 3 * RAILSPACE, 0, particle_generic, 0, NULL, 0); } } if (cl_railtype->value == 1) CL_RailSprial(start, end); } #else 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, vup; 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); if (cl_railstyle->value == 2) { VectorScale(vup, c, up); } 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); } if (cl_railstyle->value == 0) { 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); } } } #endif /* RAFAEL */ /* * =============== CL_IonripperTrail =============== */ #ifdef QMAX void CL_IonripperTrail(vec3_t ent, vec3_t start) { vec3_t move, last; vec3_t vec, aim; float len; float dec; float overlap; VectorCopy(start, move); VectorSubtract(ent, start, vec); len = VectorNormalize(vec); VectorCopy(vec, aim); dec = len * 0.2; if (dec < 1) dec = 1; overlap = dec * 5.0; VectorScale(vec, dec, vec); while (len > 0) { len -= dec; VectorCopy(move, last); VectorAdd(move, vec, move); setupParticle( last[0], last[1], last[2], move[0] + aim[0] * overlap, move[1] + aim[1] * overlap, move[2] + aim[2] * overlap, 0, 0, 0, 0, 0, 0, 255, 100, 0, 0, 0, 0, 0.5, -1.0 / (0.3 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 3, 3, particle_generic, PART_BEAM, NULL, 0); } setupParticle( 0, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 255, 100, 0, 0, 0, 0, 0.5, -1.0 / (0.3 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 3, 3, particle_generic, 0, NULL, 0); } #else 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); } } #endif /* * =============== CL_BubbleTrail * * =============== */ #ifdef QMAX void CL_BubbleTrail(vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; int i; 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) { setupParticle( 0, 0, 0, move[0] + crand() * 2, move[1] + crand() * 2, move[2] + crand() * 2, crand() * 5, crand() * 5, crand() * 5 + 6, 0, 0, 0, 255, 255, 255, 0, 0, 0, 0.75, -1.0 / (1 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, (frand() > 0.25) ? 1 : (frand() > 0.5) ? 2 : (frand() > 0.75) ? 3 : 4, 1, particle_bubble, PART_TRANS | PART_SHADED, NULL, 0); VectorAdd(move, vec, move); } } #else 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); } } #endif /* * =============== CL_FlyParticles =============== */ #define BEAMLENGTH 16 #ifdef QMAX void CL_FlyParticles(vec3_t origin, int count) { int i; 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; dist = sin(ltime + i) * 64; setupParticle( 0, 0, 0, origin[0] + bytedirs[i][0] * dist + forward[0] * BEAMLENGTH, origin[1] + bytedirs[i][1] * dist + forward[1] * BEAMLENGTH, origin[2] + bytedirs[i][2] * dist + forward[2] * BEAMLENGTH, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -100, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1 + sin(i + ltime), 1, particle_generic, PART_TRANS, NULL, 0); } } #else 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; } } #endif 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 =============== */ #ifdef QMAX void pBFGThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { vec3_t len; VectorSubtract(p->angle, p->org, len); *size = (float)((300 / VectorLength(len)) * 0.75); } 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, dist2; vec3_t v; float ltime, size; particle_type particleType; if (cl_particles_type->value == 2) { size = 5.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 1.5; particleType = particle_bubble; } else { size = 1.0; particleType = particle_generic; } 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; dist2 = dist; dist = sin(ltime + i) * 64; p = setupParticle( ent->origin[0], ent->origin[1], ent->origin[2], ent->origin[0] + bytedirs[i][0] * dist + forward[0] * BEAMLENGTH, ent->origin[1] + bytedirs[i][1] * dist + forward[1] * BEAMLENGTH, ent->origin[2] + bytedirs[i][2] * dist + forward[2] * BEAMLENGTH, 0, 0, 0, 0, 0, 0, 50, 200 * dist2, 20, 0, 0, 0, 1, -100, GL_SRC_ALPHA, GL_ONE, size, 1, particleType, 0, pBFGThink, true); if (!p) return; VectorSubtract(p->org, ent->origin, v); dist = VectorLength(v) / 90.0; } } #else 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; } } #endif /* * =============== CL_TrapParticles =============== */ /* RAFAEL */ #ifdef QMAX void CL_TrapParticles(entity_t * ent) { int colors[][3] = { {255, 200, 150}, {255, 200, 100}, {255, 200, 50}, {0, 0, 0} }; vec3_t move; vec3_t vec; vec3_t start, end; float len; int dec, index; 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 = 2.5; VectorScale(vec, dec, vec); /* FIXME: this is a really silly way to have a loop */ while (len > 0) { len -= dec; index = rand() & 3; setupParticle( 0, 0, 0, move[0] + crand(), move[1] + crand(), move[2] + crand(), crand() * 15, crand() * 15, crand() * 15, 0, 0, PARTICLE_GRAVITY, colors[index][0], colors[index][1], colors[index][2], 0, 0, 0, 1, -1.0 / (0.3 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 3, -5, particle_generic, 0, NULL, 0); VectorAdd(move, vec, move); } { int i, j, k; 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) { dir[0] = j * 8; dir[1] = i * 8; dir[2] = k * 8; VectorNormalize(dir); vel = 50 + (rand() & 63); index = rand() & 3; setupParticle( 0, 0, 0, org[0] + i + ((rand() & 23) * crand()), org[1] + j + ((rand() & 23) * crand()), org[2] + k + ((rand() & 23) * crand()), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, colors[index][0], colors[index][1], colors[index][2], 0, 0, 0, 1, -1.0 / (0.3 + frand() * 0.2), GL_SRC_ALPHA, GL_ONE, 3, -10, particle_generic, PART_GRAVITY, NULL, 0); } } } #else 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; } } } #endif /* * =============== CL_BFGExplosionParticles =============== */ /* FIXME combined with CL_ExplosionParticles */ #ifdef QMAX void CL_BFGExplosionParticles(vec3_t org) { int i; float size; particle_type particleType; if (cl_particles_type->value == 2) { size = 12.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 6.0; particleType = particle_bubble; } else { size = 10.0; particleType = particle_generic; } for (i = 0; i < 256; i++) { setupParticle( 0, 0, 0, org[0] + ((rand() % 32) - 16), org[1] + ((rand() % 32) - 16), org[2] + ((rand() % 32) - 16), (rand() % 150) - 75, (rand() % 150) - 75, (rand() % 150) - 75, 0, 0, 0, 200, 100 + rand() * 50, 0, 0, 0, 0, 1, -0.8 / (0.5 + frand() * 0.3), GL_SRC_ALPHA, GL_ONE, size, -10, particleType, PART_GRAVITY, NULL, 0); } } void CL_BFGExplosionParticles_2(vec3_t org) /* ECHON */ { int i; float randcolor, size; particle_type particleType; if (cl_particles_type->value == 2) { size = 8.0; particleType = particle_lensflare; } else if (cl_particles_type->value == 1) { size = 3.0; particleType = particle_bubble; } else { size = 6.0; particleType = particle_generic; } for (i=0 ; i<256 ; i++) { randcolor = (rand()&1) ? 150 + (rand()%26) : 0.0f; setupParticle( 0, 0, 0, org[0] + (crand () * 20), org[1] + (crand () * 20), org[2] + (crand () * 20), crand () * 50, crand () * 50, crand () * 50, 0, 0, -40, randcolor, 75 + (rand()%150) + randcolor, (rand()%50) + randcolor, randcolor, 75 + (rand()%150) + randcolor, (rand()%50) + randcolor, 1.0f, -0.8f / (0.8f + (frand () * 0.3f)), GL_SRC_ALPHA, GL_ONE, size + (crand () * 5.5f), 0.6f + (crand () * 0.5f), particleType, PART_GRAVITY, pBounceThink, false); } } #else 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); } } #endif /* * =============== CL_TeleportParticles * * =============== */ #ifdef QMAX void CL_MakeTeleportParticles_Old (vec3_t org, float min, float max, float size, int red, int green, int blue, particle_type particleType) { cparticle_t *p; int i, j, k; float vel, resize = 1; vec3_t dir, temp; resize += size/10; for (i=-16 ; i<=16 ; i+=4) for (j=-16 ; j<=16 ; j+=4) for (k=min ; k<=max ; k+=4) { dir[0] = j*8; dir[1] = i*8; dir[2] = k*8; VectorNormalize (dir); vel = (rand()&63); p = setupParticle( 0, 0, 0, org[0]+ (i+(rand()&3))*resize, org[1]+(j+(rand()&3))*resize, org[2]+(k+(rand()&3))*resize, dir[0]*vel, dir[1]*vel, dir[2]*(25 + vel), 0, 0, 0, red, green, blue, 0, 0, 0, 1, -0.75 / (0.3 + (rand()&7) * 0.02), GL_SRC_ALPHA, GL_ONE, (random()*.25+.75)*size*resize, 0, particleType, PART_GRAVITY, NULL,0); if (!p) continue; VectorCopy(p->org, temp); temp[2] = org[2]; VectorSubtract(org, temp, p->vel); p->vel[2]+=25; VectorScale(p->vel, 3, p->accel); } } void CL_MakeTeleportParticles_Opt1(vec3_t org, float min, float max, float size, int red, int green, int blue, particle_type particleType) { cparticle_t *p; int i, j, k; float vel, resize = 1; vec3_t dir; resize += size/100; for (i=-16 ; i<=16 ; i+=4) for (j=-16 ; j<=16 ; j+=4) for (k=min ; k<=max ; k+=4) { dir[0] = j*16; dir[1] = i*16; dir[2] = k*16; VectorNormalize(dir); vel = 150 + (rand()&63); p = setupParticle( 0, 0, 0, org[0]+ (i+(rand()&3)) * resize, org[1]+(j+(rand()&3)) * resize, org[2]+(k+(rand()&3)) * resize, dir[0]*vel, dir[1]*vel, dir[2]*(25 + vel), 0, 0, 0, 200 + 55 * rand(), 200 + 55 * rand(), 200 + 55 * rand(), 0, 0, 0, 2.5 , -1 / (0.2 + (rand() & 7) * 0.01), GL_SRC_ALPHA, GL_ONE, (random()*.25+.75)*size*resize, 0, particleType, PART_GRAVITY, pRotateThink, 0); if (!p) continue; } } void CL_MakeTeleportParticles_Opt2(vec3_t org, float min, float max, float size, int red, int green, int blue, particle_type particleType) { int i, j, k; 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) { dir[0] = j*16; dir[1] = i*16; dir[2] = k*16; VectorNormalize (dir); vel = 150 + (rand()&63); setupParticle ( 0, 0, 0, org[0]+i+(rand()&3), org[1]+j+(rand()&3), org[2]+k+(rand()&3), dir[0]*vel, dir[1]*vel, dir[2]*vel, 0, 0, 0, 200 + 55*rand(), 200 + 55*rand(), 200 + 55*rand(), 0, 0, 0, 1, -1.0 / (0.3 + (rand()&7) * 0.02), GL_SRC_ALPHA, GL_ONE, 2, 3, particleType, PART_GRAVITY, NULL,0); } } void CL_MakeTeleportParticles_Rotating(vec3_t org, float min, float max, float size, float grow, int red, int green, int blue, particle_type particleType) { int i; vec3_t origin , vel; for (i = 0; i < 128; i++) { VectorSet(origin, org[0] + rand() % 30 - 15, org[1] + rand() % 30 - 15, org[2] + min + random() * (max - min)); VectorSubtract(org, origin, vel); VectorNormalize(vel); setupParticle( random() * 360, crandom() * 45, 0, origin[0], origin[1], origin[2], vel[0] * 5, vel[1] * 5, vel[2] * 5, vel[0] * 20, vel[1] * 20, vel[2] * 5, 200 + 55 * rand(), 200 + 55 * rand(), 200 + 55 * rand(), 0, 0, 0, 2, -0.25 / (1.0 + (rand() & 7) * 0.02), GL_SRC_ALPHA, GL_ONE, (random() * 1.0 + 1.0) * size, grow, particleType, PART_GRAVITY, pRotateThink, true); } } void CL_TeleportParticles(vec3_t org) { extern cvar_t *cl_teleport_particles; if (cl_teleport_particles->value == 4) { CL_MakeTeleportParticles_Rotating (org, -16, 32, 2.5, 0.0 , 255, 255, 200, particle_lensflare); } else if (cl_teleport_particles->value == 3) { CL_MakeTeleportParticles_Rotating (org, -16, 32, 0.8, 0.0 , 255, 255, 200, particle_bubble); } else if (cl_teleport_particles->value == 2) { CL_MakeTeleportParticles_Opt2(org, -16, 32, 3.0, 255, 255, 200, particle_lensflare); } else if (cl_teleport_particles->value == 1) { CL_MakeTeleportParticles_Opt1(org, -16, 32, 2.0, 255, 255, 200, particle_bubble); } else CL_MakeTeleportParticles_Old(org, -16, 32, 1.0, 200, 255, 255, particle_generic); } void CL_Disintegrate(vec3_t pos, int ent) { CL_MakeTeleportParticles_Old(pos, -16, 24, 7.5, 100, 100, 255, particle_smoke); } void CL_FlameBurst(vec3_t pos, float size) { CL_MakeTeleportParticles_Old(pos, -16, 24, size, 255, 255, 255, particle_inferno); } #else 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; } } #endif #ifdef QMAX void pLensFlareThink(cparticle_t * p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time) { angle[2] = anglemod(cl.refdef.viewangles[YAW]); p->thinknext = true; } void CL_LensFlare(vec3_t pos, vec3_t color, float size, float time) { setupParticle( 0, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, color[0], color[1], color[2], 0, 0, 0, 1, -2.0 / time, GL_SRC_ALPHA, GL_ONE, size, 0, particle_lensflare, PART_LENSFLARE, pLensFlareThink, true); } #endif /* * =============== CL_AddParticles =============== */ #ifdef QMAX void CL_AddParticles(void) { cparticle_t *p, *next; float alpha, size, light; float time = 0, time2 = 0; vec3_t org, color, angle; int i, image; 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) { /* this fixes jumpy particles */ if (cl.time > p->time) p->time = cl.time; time = (p->time - p->start) * 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; time2 = time * time; image = p->image; for (i = 0; i < 3; i++) { color[i] = p->color[i] + p->colorvel[i] * time; if (color[i] > 255) color[i] = 255; if (color[i] < 0) color[i] = 0; angle[i] = p->angle[i]; org[i] = p->org[i] + p->vel[i] * time + p->accel[i] * time2; } if (p->flags & PART_GRAVITY) org[2] += time2 * -PARTICLE_GRAVITY; size = p->size + p->sizevel * time; for (i = 0; i < P_LIGHTS_MAX; i++) { const cplight_t *plight = &p->lights[i]; if (plight->isactive) { light = plight->light * alpha + plight->lightvel * time; V_AddLight(org, light, plight->lightcol[0], plight->lightcol[1], plight->lightcol[2]); } } if (p->thinknext && p->think) { p->thinknext = false; p->think(p, org, angle, &alpha, &size, &image, &time); } V_AddParticle(org, angle, color, alpha, p->blendfunc_src, p->blendfunc_dst, size, image, p->flags); if (p->alphavel == INSTANT_PARTICLE) { p->alphavel = 0.0; p->alpha = 0.0; } } active_particles = active; } #else void CL_AddParticles(void) { cparticle_t *p, *next; float alpha; float time = 0, time2 = 0; 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 { time = 0.0; 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; } #endif /* * ============== 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]; // Knightmare- footstep definition stuff #define MAX_TEX_SURF 256 struct texsurf_s { int step_id; char tex[32]; }; typedef struct texsurf_s texsurf_t; texsurf_t tex_surf[MAX_TEX_SURF]; int num_texsurfs; //Knightmare- Lazarus footstep sounds extern struct sfx_s *cl_sfx_metal_footsteps[4]; extern struct sfx_s *cl_sfx_dirt_footsteps[4]; extern struct sfx_s *cl_sfx_vent_footsteps[4]; extern struct sfx_s *cl_sfx_grate_footsteps[4]; extern struct sfx_s *cl_sfx_tile_footsteps[4]; extern struct sfx_s *cl_sfx_grass_footsteps[4]; extern struct sfx_s *cl_sfx_snow_footsteps[4]; extern struct sfx_s *cl_sfx_carpet_footsteps[4]; extern struct sfx_s *cl_sfx_force_footsteps[4]; extern struct sfx_s *cl_sfx_gravel_footsteps[4]; extern struct sfx_s *cl_sfx_ice_footsteps[4]; extern struct sfx_s *cl_sfx_sand_footsteps[4]; extern struct sfx_s *cl_sfx_wood_footsteps[4]; extern struct sfx_s *cl_sfx_slosh[4]; extern struct sfx_s *cl_sfx_wade[4]; extern struct sfx_s *cl_sfx_ladder[4]; /* =============== ReadTextureSurfaceAssignments Reads in defintions for footsteps based on texture name. =============== */ qboolean buf_gets (char *dest, int destsize, char **f) { char *old = *f; *f = strchr (old, '\n'); if (!*f) { // no more new lines *f = old + strlen(old); if (!strlen(*f)) return false; // end of file, nothing else to grab } (*f)++; // advance past EOL Q_strncpyz(dest, old, min(destsize, (int)(*f-old))); return true; } void ReadTextureSurfaceAssignments() { char filename[MAX_OSPATH]; char *footstep_data; char *parsedata; char line[80]; num_texsurfs = 0; Com_sprintf (filename, sizeof(filename), "scripts/texsurfs.txt"); FS_LoadFile (filename, (void **)&footstep_data); parsedata = footstep_data; if (!footstep_data) return; while (buf_gets(line, sizeof(line), &parsedata) && num_texsurfs < MAX_TEX_SURF) { sscanf(line,"%d %s",&tex_surf[num_texsurfs].step_id,tex_surf[num_texsurfs].tex); /* Com_Printf("%d %s\n",tex_surf[num_texsurfs].step_id,tex_surf[num_texsurfs].tex); */ num_texsurfs++; } FS_FreeFile (footstep_data); } /* =============== CL_FootSteps Plays appropriate footstep sound depending on surface flags of the ground surface. Since this is a replacement for plain Jane EV_FOOTSTEP, we already know the player is definitely on the ground when this is called. =============== */ void CL_FootSteps (entity_state_t *ent, qboolean loud) { trace_t tr; vec3_t end; int r; int surface; struct sfx_s *stepsound = NULL; float volume = cl_footsteps_volume->value; r = (rand()&3); VectorCopy(ent->origin,end); end[2] -= 64; tr = CL_PMSurfaceTrace (ent->number, ent->origin,NULL,NULL,end,MASK_SOLID | MASK_WATER); if (!tr.surface) return; surface = tr.surface->flags & SURF_STEPMASK; switch (surface) { case SURF_METAL: stepsound = cl_sfx_metal_footsteps[r]; break; case SURF_DIRT: stepsound = cl_sfx_dirt_footsteps[r]; break; case SURF_VENT: stepsound = cl_sfx_vent_footsteps[r]; break; case SURF_GRATE: stepsound = cl_sfx_grate_footsteps[r]; break; case SURF_TILE: stepsound = cl_sfx_tile_footsteps[r]; break; case SURF_GRASS: stepsound = cl_sfx_grass_footsteps[r]; break; case SURF_SNOW: stepsound = cl_sfx_snow_footsteps[r]; break; case SURF_CARPET: stepsound = cl_sfx_carpet_footsteps[r]; break; case SURF_FORCE: stepsound = cl_sfx_force_footsteps[r]; break; case SURF_GRAVEL: stepsound = cl_sfx_gravel_footsteps[r]; break; case SURF_ICE: stepsound = cl_sfx_ice_footsteps[r]; break; case SURF_SAND: stepsound = cl_sfx_sand_footsteps[r]; break; case SURF_WOOD: stepsound = cl_sfx_wood_footsteps[r]; break; case SURF_STANDARD: stepsound = cl_sfx_footsteps[r]; volume = 1.0; break; default: if (cl_footsteps_override->value && num_texsurfs) { int i; for (i=0; iname,tex_surf[i].tex) && tex_surf[i].step_id > 0) { tr.surface->flags |= (SURF_METAL << (tex_surf[i].step_id - 1)); CL_FootSteps (ent, loud); // start over return; } } tr.surface->flags |= SURF_STANDARD; CL_FootSteps (ent, loud); // start over return; } if (loud) { if (volume == 1.0) S_StartSound (NULL, ent->number, CHAN_AUTO, stepsound, 1.0, ATTN_NORM, 0); else volume = 1.0; } S_StartSound (NULL, ent->number, CHAN_BODY, stepsound, volume, ATTN_NORM, 0); } //end Knightmare 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) CL_FootSteps (ent, false); break; case EV_LOUDSTEP: if (cl_footsteps->value) CL_FootSteps (ent, true); 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; case EV_SLOSH: S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_slosh[rand()&3], 0.5, ATTN_NORM, 0); break; case EV_WADE: S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_wade[rand()&3], 0.5, ATTN_NORM, 0); break; case EV_CLIMB_LADDER: S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_ladder[rand()&3], 0.5, ATTN_NORM, 0); break; } } /* * ============== CL_ClearEffects * * ============== */ void CL_ClearEffects(void) { CL_ClearParticles(); CL_ClearDlights(); CL_ClearLightStyles(); }