libretro-tyrquake/NQ/r_part.c
2006-09-10 19:02:51 +09:30

743 lines
14 KiB
C

/*
Copyright (C) 1996-1997 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.
*/
#include "console.h"
#include "quakedef.h"
#include "server.h"
#ifdef GLQUAKE
#include "glquake.h"
#else
#include "r_local.h"
#endif
#define MAX_PARTICLES 2048 // default max # of particles at one
// time
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
// on the command line
int ramp1[8] = { 0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61 };
int ramp2[8] = { 0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66 };
int ramp3[8] = { 0x6d, 0x6b, 6, 5, 4, 3 };
particle_t *active_particles, *free_particles;
particle_t *particles;
int r_numparticles;
vec3_t r_pright, r_pup, r_ppn;
/*
===============
R_InitParticles
===============
*/
void
R_InitParticles(void)
{
int i;
i = COM_CheckParm("-particles");
if (i) {
r_numparticles = (int)(Q_atoi(com_argv[i + 1]));
if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
r_numparticles = ABSOLUTE_MIN_PARTICLES;
} else {
r_numparticles = MAX_PARTICLES;
}
particles = (particle_t *)
Hunk_AllocName(r_numparticles * sizeof(particle_t), "particles");
}
/*
===============
R_EntityParticles
===============
*/
#define NUMVERTEXNORMALS 162
vec3_t avelocities[NUMVERTEXNORMALS];
float beamlength = 16;
vec3_t avelocity = { 23, 7, 3 };
float partstep = 0.01;
float timescale = 0.01;
void
R_EntityParticles(entity_t *ent)
{
int count;
int i;
particle_t *p;
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist;
dist = 64;
count = 50;
if (!avelocities[0][0]) {
for (i = 0; i < NUMVERTEXNORMALS * 3; i++)
avelocities[0][i] = (rand() & 255) * 0.01;
}
for (i = 0; i < NUMVERTEXNORMALS; i++) {
angle = cl.time * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = cl.time * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = cl.time * 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->die = cl.time + 0.01;
p->color = 0x6f;
p->type = pt_explode;
p->org[0] =
ent->origin[0] + r_avertexnormals[i][0] * dist +
forward[0] * beamlength;
p->org[1] =
ent->origin[1] + r_avertexnormals[i][1] * dist +
forward[1] * beamlength;
p->org[2] =
ent->origin[2] + r_avertexnormals[i][2] * dist +
forward[2] * beamlength;
}
}
/*
===============
R_ClearParticles
===============
*/
void
R_ClearParticles(void)
{
int i;
free_particles = &particles[0];
active_particles = NULL;
for (i = 0; i < r_numparticles; i++)
particles[i].next = &particles[i + 1];
particles[r_numparticles - 1].next = NULL;
}
void
R_ReadPointFile_f(void)
{
FILE *f;
vec3_t org;
int r;
int c;
particle_t *p;
char name[MAX_OSPATH];
sprintf(name, "maps/%s.pts", sv.name);
COM_FOpenFile(name, &f);
if (!f) {
Con_Printf("couldn't open %s\n", name);
return;
}
Con_Printf("Reading %s...\n", name);
c = 0;
for (;;) {
r = fscanf(f, "%f %f %f\n", &org[0], &org[1], &org[2]);
if (r != 3)
break;
c++;
if (!free_particles) {
Con_Printf("Not enough free particles\n");
break;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = 99999;
p->color = (-c) & 15;
p->type = pt_static;
VectorCopy(vec3_origin, p->vel);
VectorCopy(org, p->org);
}
fclose(f);
Con_Printf("%i points read\n", c);
}
/*
===============
R_ParseParticleEffect
Parse an effect out of the server message
===============
*/
void
R_ParseParticleEffect(void)
{
vec3_t org, dir;
int i, count, msgcount, color;
for (i = 0; i < 3; i++)
org[i] = MSG_ReadCoord();
for (i = 0; i < 3; i++)
dir[i] = MSG_ReadChar() * (1.0 / 16);
msgcount = MSG_ReadByte();
color = MSG_ReadByte();
if (msgcount == 255)
count = 1024;
else
count = msgcount;
R_RunParticleEffect(org, dir, color, count);
}
/*
===============
R_ParticleExplosion
===============
*/
void
R_ParticleExplosion(vec3_t org)
{
int i, j;
particle_t *p;
for (i = 0; i < 1024; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 5;
p->color = ramp1[0];
p->ramp = rand() & 3;
if (i & 1) {
p->type = pt_explode;
for (j = 0; j < 3; j++) {
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
} else {
p->type = pt_explode2;
for (j = 0; j < 3; j++) {
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
}
}
}
/*
===============
R_ParticleExplosion2
===============
*/
void
R_ParticleExplosion2(vec3_t org, int colorStart, int colorLength)
{
int i, j;
particle_t *p;
int colorMod = 0;
for (i = 0; i < 512; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.3;
p->color = colorStart + (colorMod % colorLength);
colorMod++;
p->type = pt_blob;
for (j = 0; j < 3; j++) {
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
}
}
/*
===============
R_BlobExplosion
===============
*/
void
R_BlobExplosion(vec3_t org)
{
int i, j;
particle_t *p;
for (i = 0; i < 1024; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 1 + (rand() & 8) * 0.05;
if (i & 1) {
p->type = pt_blob;
p->color = 66 + rand() % 6;
for (j = 0; j < 3; j++) {
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
} else {
p->type = pt_blob2;
p->color = 150 + rand() % 6;
for (j = 0; j < 3; j++) {
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
}
}
}
/*
===============
R_RunParticleEffect
===============
*/
void
R_RunParticleEffect(vec3_t org, vec3_t dir, int color, int count)
{
int i, j;
particle_t *p;
for (i = 0; i < count; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
if (count == 1024) { // rocket explosion
p->die = cl.time + 5;
p->color = ramp1[0];
p->ramp = rand() & 3;
if (i & 1) {
p->type = pt_explode;
for (j = 0; j < 3; j++) {
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
} else {
p->type = pt_explode2;
for (j = 0; j < 3; j++) {
p->org[j] = org[j] + ((rand() % 32) - 16);
p->vel[j] = (rand() % 512) - 256;
}
}
} else {
p->die = cl.time + 0.1 * (rand() % 5);
p->color = (color & ~7) + (rand() & 7);
p->type = pt_slowgrav;
for (j = 0; j < 3; j++) {
p->org[j] = org[j] + ((rand() & 15) - 8);
p->vel[j] = dir[j] * 15; // + (rand()%300)-150;
}
}
}
}
/*
===============
R_LavaSplash
===============
*/
void
R_LavaSplash(vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
for (i = -16; i < 16; i++)
for (j = -16; j < 16; j++)
for (k = 0; k < 1; k++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 2 + (rand() & 31) * 0.02;
p->color = 224 + (rand() & 7);
p->type = pt_slowgrav;
dir[0] = j * 8 + (rand() & 7);
dir[1] = i * 8 + (rand() & 7);
dir[2] = 256;
p->org[0] = org[0] + dir[0];
p->org[1] = org[1] + dir[1];
p->org[2] = org[2] + (rand() & 63);
VectorNormalize(dir);
vel = 50 + (rand() & 63);
VectorScale(dir, vel, p->vel);
}
}
/*
===============
R_TeleportSplash
===============
*/
void
R_TeleportSplash(vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
for (i = -16; i < 16; i += 4)
for (j = -16; j < 16; j += 4)
for (k = -24; k < 32; k += 4) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.2 + (rand() & 7) * 0.02;
p->color = 7 + (rand() & 7);
p->type = pt_slowgrav;
dir[0] = j * 8;
dir[1] = i * 8;
dir[2] = k * 8;
p->org[0] = org[0] + i + (rand() & 3);
p->org[1] = org[1] + j + (rand() & 3);
p->org[2] = org[2] + k + (rand() & 3);
VectorNormalize(dir);
vel = 50 + (rand() & 63);
VectorScale(dir, vel, p->vel);
}
}
void
R_RocketTrail(vec3_t start, vec3_t end, int type)
{
vec3_t vec;
float len;
int j;
particle_t *p;
int dec;
static int tracercount;
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
if (type < 128)
dec = 3;
else {
dec = 1;
type -= 128;
}
while (len > 0) {
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorCopy(vec3_origin, p->vel);
p->die = cl.time + 2;
switch (type) {
case 0: // rocket trail
p->ramp = (rand() & 3);
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
for (j = 0; j < 3; j++)
p->org[j] = start[j] + ((rand() % 6) - 3);
break;
case 1: // smoke smoke
p->ramp = (rand() & 3) + 2;
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
for (j = 0; j < 3; j++)
p->org[j] = start[j] + ((rand() % 6) - 3);
break;
case 2: // blood
p->type = pt_grav;
p->color = 67 + (rand() & 3);
for (j = 0; j < 3; j++)
p->org[j] = start[j] + ((rand() % 6) - 3);
break;
case 3:
case 5: // tracer
p->die = cl.time + 0.5;
p->type = pt_static;
if (type == 3)
p->color = 52 + ((tracercount & 4) << 1);
else
p->color = 230 + ((tracercount & 4) << 1);
tracercount++;
VectorCopy(start, p->org);
if (tracercount & 1) {
p->vel[0] = 30 * vec[1];
p->vel[1] = 30 * -vec[0];
} else {
p->vel[0] = 30 * -vec[1];
p->vel[1] = 30 * vec[0];
}
break;
case 4: // slight blood
p->type = pt_grav;
p->color = 67 + (rand() & 3);
for (j = 0; j < 3; j++)
p->org[j] = start[j] + ((rand() % 6) - 3);
len -= 3;
break;
case 6: // voor trail
p->color = 9 * 16 + 8 + (rand() & 3);
p->type = pt_static;
p->die = cl.time + 0.3;
for (j = 0; j < 3; j++)
p->org[j] = start[j] + ((rand() & 15) - 8);
break;
}
VectorAdd(start, vec, start);
}
}
/*
===============
R_DrawParticles
===============
*/
void
R_DrawParticles(void)
{
particle_t *p, *kill;
float grav;
int i;
float time2, time3;
float time1;
float dvel;
float frametime;
#ifdef GLQUAKE
vec3_t up, right;
float scale;
/*
* FIXME - shouldn't need to do this, just get the caller to make sure
* multitexture is not enabled.
*/
GL_DisableMultitexture();
GL_Bind(particletexture);
glEnable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_TRIANGLES);
VectorScale(vup, 1.5, up);
VectorScale(vright, 1.5, right);
#else
D_StartParticles();
VectorScale(vright, xscaleshrink, r_pright);
VectorScale(vup, yscaleshrink, r_pup);
VectorCopy(vpn, r_ppn);
#endif
frametime = cl.time - cl.oldtime;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * sv_gravity.value * 0.05;
dvel = 4 * frametime;
for (;;) {
kill = active_particles;
if (kill && kill->die < cl.time) {
active_particles = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
for (p = active_particles; p; p = p->next) {
for (;;) {
kill = p->next;
if (kill && kill->die < cl.time) {
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
#ifdef GLQUAKE
// hack a scale up to keep particles from disapearing
scale =
(p->org[0] - r_origin[0]) * vpn[0] + (p->org[1] -
r_origin[1]) * vpn[1]
+ (p->org[2] - r_origin[2]) * vpn[2];
if (scale < 20)
scale = 1;
else
scale = 1 + scale * 0.004;
glColor3ubv((byte *)&d_8to24table[(int)p->color]);
glTexCoord2f(0, 0);
glVertex3fv(p->org);
glTexCoord2f(1, 0);
glVertex3f(p->org[0] + up[0] * scale, p->org[1] + up[1] * scale,
p->org[2] + up[2] * scale);
glTexCoord2f(0, 1);
glVertex3f(p->org[0] + right[0] * scale,
p->org[1] + right[1] * scale,
p->org[2] + right[2] * scale);
#else
D_DrawParticle(p);
#endif
p->org[0] += p->vel[0] * frametime;
p->org[1] += p->vel[1] * frametime;
p->org[2] += p->vel[2] * frametime;
switch (p->type) {
case pt_static:
break;
case pt_fire:
p->ramp += time1;
if (p->ramp >= 6)
p->die = -1;
else
p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if (p->ramp >= 8)
p->die = -1;
else
p->color = ramp1[(int)p->ramp];
for (i = 0; i < 3; i++)
p->vel[i] += p->vel[i] * dvel;
p->vel[2] -= grav;
break;
case pt_explode2:
p->ramp += time3;
if (p->ramp >= 8)
p->die = -1;
else
p->color = ramp2[(int)p->ramp];
for (i = 0; i < 3; i++)
p->vel[i] -= p->vel[i] * frametime;
p->vel[2] -= grav;
break;
case pt_blob:
for (i = 0; i < 3; i++)
p->vel[i] += p->vel[i] * dvel;
p->vel[2] -= grav;
break;
case pt_blob2:
for (i = 0; i < 2; i++)
p->vel[i] -= p->vel[i] * dvel;
p->vel[2] -= grav;
break;
case pt_grav:
case pt_slowgrav:
p->vel[2] -= grav;
break;
}
}
#ifdef GLQUAKE
glEnd();
glDisable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
#else
D_EndParticles();
#endif
}