/* * Copyright(c) 1997-2001 Id Software, Inc. * Copyright(c) 2002 The Quakeforge Project. * Copyright(c) 2006 Quetoo. * * 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. */ #include "client.h" extern cvar_t *cl_railtrailcolor; void CL_LogoutEffect(vec3_t org, int type); void CL_ItemRespawnParticles(vec3_t org); static vec3_t avelocities [NUMVERTEXNORMALS]; /* CL_ParseMuzzleFlash */ void CL_ParseMuzzleFlash(void){ int i, weapon, silenced; centity_t *pl; float volume; char soundname[64]; i = MSG_ReadShort(&net_message); if(i < 1 || i >= MAX_EDICTS){ Com_Printf("CL_ParseMuzzleFlash: bad entity\n"); return; } weapon = MSG_ReadByte(&net_message); silenced = weapon & MZ_SILENCED; weapon &= ~MZ_SILENCED; pl = &cl_entities[i]; if(silenced) volume = 0.2f; else volume = 1.0f; switch(weapon){ case MZ_BLASTER: S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_HYPERBLASTER: S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_MACHINEGUN: 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: 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: S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN1: 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: 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: 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: S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_ROCKET: 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: 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: S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0); break; case MZ_LOGIN: 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: 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: S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect(pl->current.origin, weapon); break; default: break; } } /* CL_ParseMuzzleFlash2 */ void CL_ParseMuzzleFlash2(void){ int ent; vec3_t origin; int flash_number; vec3_t forward, right; char soundname[64]; ent = MSG_ReadShort(&net_message); if(ent < 1 || ent >= MAX_EDICTS){ Com_Printf("CL_ParseMuzzleFlash2: bad entity"); return; } 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]; //FIXME is this right? 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: CL_ParticleEffect(origin, vec3_origin, 0, 40); 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: CL_ParticleEffect(origin, vec3_origin, 0, 40); 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: CL_ParticleEffect(origin, vec3_origin, 0, 40); 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: CL_ParticleEffect(origin, vec3_origin, 0, 40); 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: CL_ParticleEffect(origin, vec3_origin, 0, 40); 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: 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: S_StartSound(NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_MEDIC_BLASTER_1: S_StartSound(NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_HOVER_BLASTER_1: S_StartSound(NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLOAT_BLASTER_1: 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: 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: 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: CL_ParticleEffect(origin, vec3_origin, 0, 40); 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: 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: 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: 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: S_StartSound(NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.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: 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: CL_ParticleEffect(origin, vec3_origin, 0, 40); S_StartSound(NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfive.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: CL_ParticleEffect(origin, vec3_origin, 0, 40); 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: CL_ParticleEffect(origin, vec3_origin, 0, 40); break; } } /* PARTICLE MANAGEMENT */ cparticle_t *active_particles, *free_particles; cparticle_t particles[MAX_PARTICLES]; int cl_numparticles = MAX_PARTICLES; /* CL_ClearParticles */ void CL_ClearParticles(void){ int i; free_particles = &particles[0]; active_particles = NULL; for(i = 0;i < cl_numparticles; i++) particles[i].next = &particles[i + 1]; particles[cl_numparticles - 1].next = NULL; } /* CL_ParticleEffect Wall impact puffs */ void CL_ParticleEffect(vec3_t org, vec3_t dir, int color, int count){ int i, j; cparticle_t *p; float d; for(i = 0; i < count; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color +(rand() & 7); d = rand() & 31; for(j = 0; j < 3; j++){ p->org[j] = org[j] +((rand() & 7) - 4) + d * dir[j]; p->vel[j] = crand() * 20; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -1.0 /(0.5 + frand() * 0.3); } } /* CL_ParticleEffect2 */ void CL_ParticleEffect2(vec3_t org, vec3_t dir, int color, int count){ int i, j; cparticle_t *p; float d; for(i = 0; i < count; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color; d = rand() & 7; for(j = 0; j < 3; j++){ p->org[j] = org[j] +((rand() & 7) - 4) + d * dir[j]; p->vel[j] = crand() * 20; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -1.0 /(0.5 + frand() * 0.3); } } // RAFAEL /* CL_ParticleEffect3 */ void CL_ParticleEffect3(vec3_t org, vec3_t dir, int color, int count){ int i, j; cparticle_t *p; float d; for(i = 0; i < count; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color; d = rand() & 7; for(j = 0; j < 3; j++){ p->org[j] = org[j] + ((rand() & 7) - 4) + d * dir[j]; p->vel[j] = crand() * 20; } p->accel[0] = p->accel[1] = 0; p->accel[2] = PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -1.0 / (0.5 + frand() * 0.3); } } /* CL_TeleporterParticles */ void CL_TeleporterParticles(entity_state_t *ent){ int i, j; cparticle_t *p; for(i = 0; i < 8; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 0xdb; for(j = 0; j < 2; j++){ p->org[j] = ent->origin[j] - 16 + (rand() & 31); p->vel[j] = crand() * 14; } p->org[2] = ent->origin[2] - 8 + (rand() & 7); p->vel[2] = 80 + (rand() & 7); p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -0.5; } } /* CL_LogoutEffect */ void CL_LogoutEffect(vec3_t org, int type){ int i, j; cparticle_t *p; for(i = 0; i < 500; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; if(type == MZ_LOGIN) p->color = 0xd0 +(rand() & 7); // green else if(type == MZ_LOGOUT) p->color = 0x40 +(rand() & 7); // red else p->color = 0xe0 +(rand() & 7); // yellow p->org[0] = org[0] - 16 + frand() * 32; p->org[1] = org[1] - 16 + frand() * 32; p->org[2] = org[2] - 24 + frand() * 56; for(j = 0; j < 3; j++) p->vel[j] = crand() * 20; p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -1.0 /(1.0 + frand() * 0.3); } } /* CL_ItemRespawnParticles */ void CL_ItemRespawnParticles(vec3_t org){ int i, j; cparticle_t *p; for(i = 0; i < 64; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 0xd4 +(rand() & 3); // green p->org[0] = org[0] + crand() * 8; p->org[1] = org[1] + crand() * 8; p->org[2] = org[2] + crand() * 8; for(j = 0; j < 3; j++) p->vel[j] = crand() * 8; p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY * 0.2; p->alpha = 1.0; p->alphavel = -1.0 /(1.0 + frand() * 0.3); } } /* CL_ExplosionParticles */ void CL_ExplosionParticles(vec3_t org){ int i, j; cparticle_t *p; for(i = 0; i < 256; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 0xe0 +(rand() & 7); for(j = 0; j < 3; j++){ p->org[j] = org[j] +((rand() % 32) - 16); p->vel[j] =(rand() % 384) - 192; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -0.8 /(0.5 + frand() * 0.3); } } /* CL_BigTeleportParticles */ void CL_BigTeleportParticles(vec3_t org){ int i; cparticle_t *p; float angle, dist; static int colortable[4] = {2 * 8, 13 * 8, 21 * 8, 18 * 8}; for(i = 0; i < 4096; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = colortable[rand() & 3]; angle = M_PI * 2 *(rand() & 1023) / 1023.0; dist = rand() & 31; p->org[0] = org[0] + cos(angle) * dist; p->vel[0] = cos(angle) *(70 +(rand() & 63)); p->accel[0] = -cos(angle) * 100; p->org[1] = org[1] + sin(angle) * dist; p->vel[1] = sin(angle) *(70 +(rand() & 63)); p->accel[1] = -sin(angle) * 100; p->org[2] = org[2] + 8 +(rand() % 90); p->vel[2] = -100 +(rand() & 31); p->accel[2] = PARTICLE_GRAVITY * 4; p->alpha = 1.0; p->alphavel = -0.3 /(0.5 + frand() * 0.3); } } /* CL_BlasterParticles Wall impact puffs */ void CL_BlasterParticles(vec3_t org, vec3_t dir){ int i, j; cparticle_t *p; float d; int count; count = 40; for(i = 0; i < count; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 0xe0 + (rand() & 7); d = rand() & 15; for(j = 0; j < 3; j++){ p->org[j] = org[j] + ((rand() & 7) - 4) + d * dir[j]; p->vel[j] = dir[j] * 30 + crand() * 40; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -1.0 / (0.5 + frand() * 0.3); } } /* CL_BlasterTrail */ void CL_BlasterTrail(vec3_t start, vec3_t end){ vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; int dec; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec) / 10; dec = 100; VectorScale(vec, 5, vec); // FIXME: this is a really silly way to have a loop while(len > 0){ len -= dec; if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear(p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 /(0.3 + frand() * 0.2); p->color = 0xe0; for(j = 0; j < 3; j++){ p->org[j] = move[j] + crand(); p->vel[j] = crand() * 5; p->accel[j] = 0; } VectorAdd(move, vec, move); } } /* CL_QuadTrail */ void CL_QuadTrail(vec3_t start, vec3_t end){ vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; int dec; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = 5; VectorScale(vec, 5, vec); while(len > 0){ len -= dec; if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear(p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 /(0.8 + frand() * 0.2); p->color = 115; for(j = 0; j < 3; j++){ p->org[j] = move[j] + crand() * 16; p->vel[j] = crand() * 5; p->accel[j] = 0; } VectorAdd(move, vec, move); } } /* CL_FlagTrail */ void CL_FlagTrail(vec3_t start, vec3_t end, float color){ vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; int dec; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = 5; VectorScale(vec, 5, vec); while(len > 0){ len -= dec; if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear(p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 /(0.8 + frand() * 0.2); p->color = color; for(j = 0; j < 3; j++){ p->org[j] = move[j] + crand() * 16; p->vel[j] = crand() * 5; p->accel[j] = 0; } VectorAdd(move, vec, move); } } /* CL_DiminishingTrail */ void CL_DiminishingTrail(vec3_t start, vec3_t end, centity_t *old, int flags){ vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; float dec; float orgscale; float velscale; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = 0.5; VectorScale(vec, dec, vec); if(old->trailcount > 900){ orgscale = 4; velscale = 15; } else if(old->trailcount > 800){ orgscale = 2; velscale = 10; } else { orgscale = 1; velscale = 5; } while(len > 0){ len -= dec; if(!free_particles) return; // drop less particles as it flies if((rand() & 1023) < old->trailcount){ p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear(p->accel); p->time = cl.time; if(flags & EF_GIB){ p->alpha = 1.0; p->alphavel = -1.0 / (1 + frand() * 0.4); p->color = 0xe8 + (rand() & 7); for(j = 0; j < 3; j++){ p->org[j] = move[j] + crand() * orgscale; p->vel[j] = crand() * velscale; p->accel[j] = 0; } p->vel[2] -= PARTICLE_GRAVITY; } else { p->alpha = 1.0; p->alphavel = -1.0 / (1 + frand() * 0.2); p->color = 4 + (rand() & 7); for(j = 0; j < 3; j++){ p->org[j] = move[j] + crand() * orgscale; p->vel[j] = crand() * velscale; } p->accel[2] = 20; } } old->trailcount -= 5; if(old->trailcount < 100) old->trailcount = 100; VectorAdd(move, vec, move); } } void MakeNormalVectors(vec3_t forward, vec3_t right, vec3_t up){ float d; // this rotate and negat guarantees a vector // not colinear with the original right[1] = -forward[0]; right[2] = forward[1]; right[0] = forward[2]; d = DotProduct(right, forward); VectorMA(right, -d, forward, right); VectorNormalize(right); CrossProduct(right, forward, up); } /* CL_RocketTrail */ void CL_RocketTrail(vec3_t start, vec3_t end, centity_t *old){ CL_DiminishingTrail(start, end, old, EF_ROCKET); } /* CL_RailTrail */ void CL_RailTrail(vec3_t start, vec3_t end){ vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; vec3_t right, up; int i; float d, c, s; vec3_t dir; static byte clr = 0x34; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); MakeNormalVectors(vec, right, up); if (cl_railtrailcolor->modified) { if (!strcmp(cl_railtrailcolor->string, "blue")) clr = 0x74; /* vanilla q2 color */ else if (!strcmp(cl_railtrailcolor->string, "tan")) clr = 0x34; /* quetoo default one */ else /* unrecognized values are either numbers or zero if it was string (but none of the above), so it is safe to assign numeric here. hex numbers are already taken care of automagically for us */ clr = cl_railtrailcolor->value; cl_railtrailcolor->modified = false; } for(i = 0; i < len; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; VectorClear(p->accel); d = i * 0.1; c = cos(d); s = sin(d); VectorScale(right, c, dir); VectorMA(dir, s, up, dir); p->alpha = 1.0; p->alphavel = -1.0 / (1 + frand() * 0.2); p->color = clr + (rand() & 7); for(j = 0; j < 3; j++){ p->org[j] = move[j] + dir[j] * 3; p->vel[j] = dir[j] * 6; } VectorAdd(move, vec, move); } } /* CL_BubbleTrail */ void CL_BubbleTrail(vec3_t start, vec3_t end){ vec3_t move; vec3_t vec; float len; int i, j; cparticle_t *p; float dec; VectorCopy(start, move); VectorSubtract(end, start, vec); len = VectorNormalize(vec); dec = 32; VectorScale(vec, dec, vec); for(i = 0; i < len; i += dec){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear(p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (1 + frand() * 0.2); p->color = 4 + (rand() & 7); for(j = 0; j < 3; j++){ p->org[j] = move[j] + crand() * 2; p->vel[j] = crand() * 5; } p->vel[2] += 6; VectorAdd(move, vec, move); } } /* CL_FlyParticles */ #define BEAMLENGTH 16 void CL_FlyParticles(vec3_t origin, int count){ int i; cparticle_t *p; float angle; float sr, sp, sy, cr, cp, cy; vec3_t forward; float dist = 64; float ltime; if(count > NUMVERTEXNORMALS) count = NUMVERTEXNORMALS; if(!avelocities[0][0]){ for(i = 0; i < NUMVERTEXNORMALS * 3; i++) avelocities[0][i] = (rand() & 255) * 0.01; } ltime = (float)cl.time / 1000.0; for(i = 0; i < count; i += 2){ angle = ltime * avelocities[i][0]; sy = sin(angle); cy = cos(angle); angle = ltime * avelocities[i][1]; sp = sin(angle); cp = cos(angle); angle = ltime * avelocities[i][2]; sr = sin(angle); cr = cos(angle); forward[0] = cp * cy; forward[1] = cp * sy; forward[2] = -sp; if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; dist = sin(ltime + i) * 64; p->org[0] = origin[0] + bytedirs[i][0] * dist + forward[0] * BEAMLENGTH; p->org[1] = origin[1] + bytedirs[i][1] * dist + forward[1] * BEAMLENGTH; p->org[2] = origin[2] + bytedirs[i][2] * dist + forward[2] * BEAMLENGTH; VectorClear(p->vel); VectorClear(p->accel); p->color = 0; p->colorvel = 0; p->alpha = 1; p->alphavel = -100; } } void CL_FlyEffect(centity_t *ent, vec3_t origin){ int n; int count; int starttime; if(ent->fly_stoptime < cl.time){ starttime = cl.time; ent->fly_stoptime = cl.time + 60000; } else { starttime = ent->fly_stoptime - 60000; } n = cl.time - starttime; if(n < 20000) count = n * 162 / 20000.0; else { n = ent->fly_stoptime - cl.time; if(n < 20000) count = n * 162 / 20000.0; else count = 162; } CL_FlyParticles(origin, count); } /* CL_BFGParticles */ #define BEAMLENGTH 16 void CL_BFGParticles(entity_t *ent){ int i; cparticle_t *p; float angle; float sr, sp, sy, cr, cp, cy; vec3_t forward; float dist = 64; vec3_t v; float ltime; if(!avelocities[0][0]){ for(i = 0; i < NUMVERTEXNORMALS * 3; i++) avelocities[0][i] = (rand() & 255) * 0.01; } ltime = (float)cl.time / 1000.0; for(i = 0; i < NUMVERTEXNORMALS; i++){ angle = ltime * avelocities[i][0]; sy = sin(angle); cy = cos(angle); angle = ltime * avelocities[i][1]; sp = sin(angle); cp = cos(angle); angle = ltime * avelocities[i][2]; sr = sin(angle); cr = cos(angle); forward[0] = cp * cy; forward[1] = cp * sy; forward[2] = -sp; if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; dist = sin(ltime + i) * 32; p->org[0] = ent->origin[0] + bytedirs[i][0] * dist + forward[0] * BEAMLENGTH; p->org[1] = ent->origin[1] + bytedirs[i][1] * dist + forward[1] * BEAMLENGTH; p->org[2] = ent->origin[2] + bytedirs[i][2] * dist + forward[2] * BEAMLENGTH; VectorClear(p->vel); VectorClear(p->accel); VectorSubtract(p->org, ent->origin, v); dist = VectorLength(v) / 90.0; p->color = floor(0xd0 + dist * 7); p->colorvel = 0; p->alpha = 1.0 - dist; p->alphavel = -100; } } /* CL_BFGExplosionParticles */ void CL_BFGExplosionParticles(vec3_t org){ int i, j; cparticle_t *p; for(i = 0; i < 128; i++){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 0xd0 + (rand() & 7); for(j = 0; j < 3; j++){ p->org[j] = org[j] + ((rand() % 32) - 16); p->vel[j] = (rand() % 384) - 192; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -0.8 / (0.5 + frand() * 0.3); } } /* CL_TeleportParticles */ void CL_TeleportParticles(vec3_t org){ int i, j, k; cparticle_t *p; float vel; vec3_t dir; for(i = -16; i <= 16; i += 4) for(j = -16; j <= 16; j += 4) for(k = -16; k <= 32; k += 4){ if(!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = 7 + (rand() & 7); p->alpha = 1.0; p->alphavel = -1.0 / (0.3 + (rand() & 7) * 0.02); p->org[0] = org[0] + i +(rand() & 3); p->org[1] = org[1] + j +(rand() & 3); p->org[2] = org[2] + k +(rand() & 3); dir[0] = j * 8; dir[1] = i * 8; dir[2] = k * 8; VectorNormalize(dir); vel = 50 +(rand() & 63); VectorScale(dir, vel, p->vel); p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; } } /* CL_AddParticles */ void CL_AddParticles(void){ cparticle_t *p, *next; float alpha; float time, time2; vec3_t org; int color; cparticle_t *active, *tail; active = NULL; tail = NULL; for(p = active_particles; p; p = next){ next = p->next; 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; } 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); } active_particles = active; } /* CL_EntityEvent An entity has just been parsed that has an event value the female events are there for backwards compatability */ extern struct sfx_s *cl_sfx_footsteps[4]; void CL_EntityEvent(entity_state_t *ent){ switch(ent->event){ case EV_ITEM_RESPAWN: S_StartSound(NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0); CL_ItemRespawnParticles(ent->origin); break; case EV_PLAYER_TELEPORT: S_StartSound(NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0); CL_TeleportParticles(ent->origin); break; case EV_FOOTSTEP: if(cl_footsteps->value) S_StartSound(NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand()&3], 1, ATTN_NORM, 0); break; case EV_FALLSHORT: S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("player/land1.wav"), 1, ATTN_NORM, 0); break; case EV_FALL: S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("*fall2.wav"), 1, ATTN_NORM, 0); break; case EV_FALLFAR: S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("*fall1.wav"), 1, ATTN_NORM, 0); break; } } /* CL_ClearEffects */ void CL_ClearEffects(void){ CL_ClearParticles(); }