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548 lines
15 KiB
C++
548 lines
15 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Weapon/Trails.cpp $
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* $Revision: 2.25 $
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* $Date: 2005-04-05 05:53:25 $
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* $Author: taylor $
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*
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* Code for missile trails
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.24 2005/02/20 23:11:51 wmcoolmon
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* Fix0r3d trails
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*
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* Revision 2.23 2005/02/20 08:24:19 wmcoolmon
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* More trails updating goodness
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*
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* Revision 2.22 2005/02/20 07:39:14 wmcoolmon
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* Trails update: Better, faster, stronger, but not much more reliable
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*
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* Revision 2.21 2005/02/19 07:54:33 wmcoolmon
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* Removed trails limit
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*
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* Revision 2.20 2004/10/31 22:02:47 taylor
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* little cleanup
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*
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* Revision 2.19 2004/07/26 20:47:56 Kazan
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* remove MCD complete
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*
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* Revision 2.18 2004/07/12 16:33:09 Kazan
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* MCD - define _MCD_CHECK to use memory tracking
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*
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* Revision 2.17 2004/03/17 04:07:32 bobboau
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* new fighter beam code
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* fixed old after burner trails
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* had to bump a few limits, working on some dynamic solutions
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* a few fixed to background POF rendering
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* fixing asorted bugs
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*
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* Revision 2.16 2004/03/05 09:01:54 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.15 2004/02/20 04:29:57 bobboau
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* pluged memory leaks,
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* 3D HTL lasers (they work perfictly)
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* and posably fixed Turnsky's shinemap bug
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*
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* Revision 2.14 2004/02/16 11:47:34 randomtiger
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* Removed a lot of files that we dont need anymore.
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* Changed htl to be on by default, command now -nohtl
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* Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
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* Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
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* Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
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*
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* Revision 2.13 2004/02/14 00:18:37 randomtiger
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* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
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* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
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* Removal of many files from project.
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* Removal of meanless Gr_bitmap_poly variable.
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* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
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* Removal of redundant Fred paths that arent needed for Fred OGL.
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* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
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* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
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* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
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*
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* Revision 2.12 2004/02/04 09:02:42 Goober5000
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* got rid of unnecessary double semicolons
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* --Goober5000
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*
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* Revision 2.11 2003/11/19 20:37:25 randomtiger
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* Almost fully working 32 bit pcx, use -pcx32 flag to activate.
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* Made some commandline variables fit the naming standard.
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* Changed timerbar system not to run pushes and pops if its not in use.
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* Put in a note about not uncommenting asserts.
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* Fixed up a lot of missing POP's on early returns?
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* Perhaps the motivation for Assert functionality getting commented out?
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* Fixed up some bad asserts.
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* Changed nebula poofs to render in 2D in htl, it makes it look how it used to in non htl. (neb.cpp,1248)
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* Before the poofs were creating a nasty stripe effect where they intersected with ships hulls.
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* Put in a special check for the signs of that D3D init bug I need to lock down.
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*
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* Revision 2.10 2003/11/17 04:25:58 bobboau
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* made the poly list dynamicly alocated,
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* started work on fixing the node model not rendering,
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* but most of that got commented out so I wouldn't have to deal with it
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* while mucking about with the polylist
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*
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* Revision 2.9 2003/11/16 04:09:20 Goober5000
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* language
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*
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* Revision 2.8 2003/11/11 03:56:13 bobboau
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* lots of bug fixing, much of it in nebula and bitmap drawing
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*
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* Revision 2.7 2003/11/09 06:31:40 Kazan
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* a couple of htl functions being called in nonhtl (ie NULL functions) problems fixed
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* conflicts in cmdline and timerbar.h log entries
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* cvs stopped acting like it was on crack obviously
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*
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* Revision 2.6 2003/11/02 05:50:08 bobboau
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* modified trails to render with tristrips now rather than with stinky old trifans,
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* MUCH faster now, at least one order of magnatude.
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*
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* Revision 2.5 2003/10/23 18:03:25 randomtiger
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* Bobs changes (take 2)
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*
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* Revision 2.4 2003/08/21 15:04:17 phreak
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* zeroed out the specular fields since they caused some flickering
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*
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* Revision 2.3 2003/07/15 16:07:12 phreak
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* trails now properly alphablend in ogl as it does in d3d
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*
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* Revision 2.2 2003/05/04 20:50:06 phreak
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* bumped MAX_TRAILS to 500 because of afterburner trails
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*
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* Revision 2.1 2002/08/01 01:41:11 penguin
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* The big include file move
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*
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* Revision 2.0 2002/06/03 04:02:29 penguin
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* Warpcore CVS sync
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*
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* Revision 1.2 2002/05/04 04:52:22 mharris
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* 1st draft at porting
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*
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* Revision 1.1 2002/05/02 18:03:13 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 7 6/23/99 2:23p Mattk
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* Fixed detail level trail rendering problem.
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*
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* 6 6/22/99 7:03p Dave
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* New detail options screen.
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*
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* 5 2/23/99 8:11p Dave
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* Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing.
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* Small pass over todolist items.
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*
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* 4 2/17/99 2:11p Dave
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* First full run of squad war. All freespace and tracker side stuff
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* works.
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*
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* 3 11/14/98 5:33p Dave
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* Lots of nebula work. Put in ship contrails.
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*
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* 2 10/07/98 10:54a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:51a Dave
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*
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* 9 5/13/98 3:10p John
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* made detail slider for weapon rendering change the distance that lasers
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* become non-textured. The lowest setting turns off missile trail
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* rendering.
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*
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* 8 5/08/98 7:09p Dave
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* Lots of UI tweaking.
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*
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* 7 4/10/98 5:20p John
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* Changed RGB in lighting structure to be ubytes. Removed old
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* not-necessary 24 bpp software stuff.
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*
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* 6 3/31/98 5:19p John
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* Removed demo/save/restore. Made NDEBUG defined compile. Removed a
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* bunch of debug stuff out of player file. Made model code be able to
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* unload models and malloc out only however many models are needed.
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*
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*
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* 5 3/23/98 5:00p John
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* Improved missile trails. Made smooth alpha under hardware. Made end
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* taper. Made trail touch weapon.
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*
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* 4 1/23/98 5:08p John
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* Took L out of vertex structure used B (blue) instead. Took all small
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* fireballs out of fireball types and used particles instead. Fixed some
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* debris explosion things. Restructured fireball code. Restructured
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* some lighting code. Made dynamic lighting on by default. Made groups
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* of lasers only cast one light. Made fireballs not cast light.
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*
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* 3 1/15/98 11:13a John
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* Added code for specifying weapon trail bitmaps in weapons.tbl
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*
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* 2 12/21/97 6:15p John
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* Made a seperate system for missile trails
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*
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* 1 12/21/97 5:30p John
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* Initial version
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*
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* $NoKeywords: $
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*/
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#include "weapon/trails.h"
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#include "globalincs/systemvars.h"
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#include "render/3d.h"
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#include "io/timer.h"
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#include "ship/ship.h"
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int Num_trails;
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trail Trails;
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// Reset everything between levels
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void trail_level_init()
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{
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Num_trails = 0;
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Trails.next = &Trails;
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}
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void trail_level_close()
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{
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trail *nextp;
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for(trail *trailp = Trails.next; trailp != &Trails; trailp = nextp)
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{
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nextp = trailp->next;
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//Now we can delete it
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delete trailp;
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}
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Num_trails=0;
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}
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//returns the number of a free trail
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//returns -1 if no free trails
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trail *trail_create(trail_info *info)
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{
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// standalone server should never create trails
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// No trails at slot 0
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if((Game_mode & GM_STANDALONE_SERVER) || !Detail.weapon_extras)
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return NULL;
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// Make a new trail
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trail *trailp = new trail;
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// increment counter
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Num_trails++;
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// Init the trail data
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trailp->info = *info;
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trailp->tail = 0;
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trailp->head = 0;
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trailp->object_died = false;
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trailp->trail_stamp = timestamp(trailp->info.stamp);
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//Add it to the front of the list
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//This is quickest since there are no prev vars
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trailp->next = Trails.next;
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Trails.next = trailp;
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return trailp;
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}
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// output top and bottom vectors
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// fvec == forward vector (eye viewpoint basically. in world coords)
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// pos == world coordinate of the point we're calculating "around"
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// w == width of the diff between top and bottom around pos
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void trail_calc_facing_pts( vec3d *top, vec3d *bot, vec3d *fvec, vec3d *pos, float w )
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{
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vec3d uvec, rvec;
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vm_vec_sub( &rvec, &Eye_position, pos );
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vm_vec_normalize( &rvec );
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vm_vec_crossprod(&uvec,fvec,&rvec);
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vm_vec_normalize(&uvec);
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vm_vec_scale_add( top, pos, &uvec, w/2.0f );
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vm_vec_scale_add( bot, pos, &uvec, -w/2.0f );
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}
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// trail is on ship
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int trail_is_on_ship(trail *trailp, ship *shipp)
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{
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if(trailp == NULL)
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return 0;
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for(int idx=0; idx<MAX_SHIP_CONTRAILS; idx++){
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if(shipp->trail_ptr[idx] == trailp){
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return 1;
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}
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}
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// nope
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return 0;
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}
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// Render the trail behind a missile.
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// Basically a queue of points that face the viewer
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extern int Cmdline_nohtl;
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#define MAX_TRAIL_POLYS ((NUM_TRAIL_SECTIONS*2)+1)
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void trail_render( trail * trailp )
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{
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// if(!Cmdline_nohtl)gr_set_lighting(false,false);//this shouldn't need to be here but it does need to be here, WHY!!!!!!!?-Bobboau
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if ( trailp->tail == trailp->head )
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{
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return;
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}
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// if this trail is on the player ship, and he's in any padlock view except rear view, don't draw
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if((Player_ship != NULL) && trail_is_on_ship(trailp, Player_ship) && (Viewer_mode & (VM_PADLOCK_UP | VM_PADLOCK_LEFT | VM_PADLOCK_RIGHT)) ){
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return;
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}
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Assert(trailp->info.bitmap != -1);
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trail_info *ti = &trailp->info;
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int sections[NUM_TRAIL_SECTIONS];
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int num_sections = 0;
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int n = trailp->tail;
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do {
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n--;
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if ( n < 0 ) n = NUM_TRAIL_SECTIONS-1;
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if ( trailp->val[n] > 1.0f ) {
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break;
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}
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sections[num_sections++] = n;
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} while ( n != trailp->head );
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int i;
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vec3d topv, botv, *fvec, last_pos, tmp_fvec;
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vertex top, bot;
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vertex *vlist[MAX_TRAIL_POLYS];
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vertex v_list[MAX_TRAIL_POLYS];
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int nv = 0;
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float w;
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ubyte l;
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vec3d centerv;
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for (i=0; i<num_sections; i++ ) {
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if(nv>MAX_TRAIL_POLYS-3)Error( LOCATION, "too many verts in trail render\n" );
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n = sections[i];
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w = trailp->val[n]*(ti->w_end - ti->w_start) + ti->w_start;
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l = (ubyte)fl2i((trailp->val[n]*(ti->a_end - ti->a_start) + ti->a_start)*255.0f);
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vec3d pos;
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pos = trailp->pos[n];
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if ( i == 0 ) {
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//fvec =
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//&objp->orient.fvec;
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if ( num_sections > 1 ) {
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vm_vec_sub(&tmp_fvec, &pos, &trailp->pos[sections[i+1]] );
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vm_vec_normalize_safe(&tmp_fvec);
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fvec = &tmp_fvec;
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} else {
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fvec = &tmp_fvec;
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fvec->xyz.x = 0.0f;
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fvec->xyz.y = 0.0f;
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fvec->xyz.z = 1.0f;
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}
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} else {
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vm_vec_sub(&tmp_fvec, &last_pos, &pos );
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vm_vec_normalize_safe(&tmp_fvec);
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fvec = &tmp_fvec;
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}
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trail_calc_facing_pts( &topv, &botv, fvec, &pos, w );
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if(!Cmdline_nohtl){
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g3_transfer_vertex( &top, &topv );
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g3_transfer_vertex( &bot, &botv );
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}else{
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g3_rotate_vertex( &top, &topv );
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g3_rotate_vertex( &bot, &botv );
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}
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top.a = bot.a = l;
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if ( i > 0 ) {
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if ( i == num_sections-1 ) {
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// Last one...
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vm_vec_avg( ¢erv, &topv, &botv );
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if(!Cmdline_nohtl){
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g3_transfer_vertex( &v_list[nv+2], ¢erv );
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}else{
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g3_rotate_vertex( &v_list[nv+2], ¢erv );
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}
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v_list[nv].a = l;
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vlist[nv] = &v_list[nv];
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vlist[nv]->u = float(i); vlist[nv]->v = 1.0f;
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vlist[nv]->r=vlist[nv]->g=vlist[nv]->b=l; vlist[nv]->spec_r=vlist[nv]->spec_g=vlist[nv]->spec_b=0;
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nv++;
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vlist[nv] = &v_list[nv];
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vlist[nv]->u = float(i); vlist[nv]->v = 0.0f;
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vlist[nv]->r=vlist[nv]->g=vlist[nv]->b=l; vlist[nv]->spec_r=vlist[nv]->spec_g=vlist[nv]->spec_b=0;
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nv++;
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vlist[nv] = &v_list[nv];
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vlist[nv]->u = float(i+1); vlist[nv]->v = 0.5f;
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vlist[nv]->r=vlist[nv]->g=vlist[nv]->b=0; vlist[nv]->spec_r=vlist[nv]->spec_g=vlist[nv]->spec_b=0;
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nv++;
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} else {
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vlist[nv] = &v_list[nv];
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vlist[nv]->u = float(i); vlist[nv]->v = 1.0f;
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vlist[nv]->r=vlist[nv]->g=vlist[nv]->b=l; vlist[nv]->spec_r=vlist[nv]->spec_g=vlist[nv]->spec_b=0;
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nv++;
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vlist[nv] = &v_list[nv];
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vlist[nv]->u = float(i); vlist[nv]->v = 0.0f;
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vlist[nv]->r=vlist[nv]->g=vlist[nv]->b=l; vlist[nv]->spec_r=vlist[nv]->spec_g=vlist[nv]->spec_b=0;
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nv++;
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}
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}
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last_pos = pos;
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v_list[nv] = top;
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v_list[nv+1] = bot;
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}
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if(!nv) {
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return;
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}
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if(nv<3)Error( LOCATION, "too few verts in trail render\n" );
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if(nv>MAX_TRAIL_POLYS-1)Error( LOCATION, "too many verts in trail render\n" );
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if(nv%2 != 1)Warning( LOCATION, "even number of verts verts in trail render\n" );//there should always be three virts in the last section and 2 everyware else, therefore there should always be an odd number of verts
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gr_set_bitmap(ti->bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f );
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if(Cmdline_nohtl) g3_draw_poly( nv, vlist, TMAP_FLAG_TEXTURED|TMAP_FLAG_ALPHA|TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_TRISTRIP );
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else g3_draw_poly( nv, vlist, TMAP_FLAG_TEXTURED|TMAP_FLAG_ALPHA|TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_HTL_3D_UNLIT | TMAP_FLAG_TRISTRIP );
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}
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void trail_add_segment( trail *trailp, vec3d *pos )
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{
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int next = trailp->tail;
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trailp->tail++;
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if ( trailp->tail >= NUM_TRAIL_SECTIONS )
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trailp->tail = 0;
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if ( trailp->head == trailp->tail ) {
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// wrapped!!
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trailp->head++;
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if ( trailp->head >= NUM_TRAIL_SECTIONS )
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trailp->head = 0;
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}
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trailp->pos[next] = *pos;
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trailp->val[next] = 0.0f;
|
|
}
|
|
|
|
void trail_set_segment( trail *trailp, vec3d *pos )
|
|
{
|
|
int next = trailp->tail-1;
|
|
if ( next < 0 ) {
|
|
next = NUM_TRAIL_SECTIONS-1;
|
|
}
|
|
|
|
trailp->pos[next] = *pos;
|
|
}
|
|
|
|
void trail_move_all(float frametime)
|
|
{
|
|
int num_alive_segments,n;
|
|
float time_delta;
|
|
trail *next_trail;
|
|
trail *prev_trail = &Trails;
|
|
|
|
for(trail *trailp = Trails.next; trailp != &Trails; trailp = next_trail)
|
|
{
|
|
next_trail = trailp->next;
|
|
|
|
num_alive_segments = 0;
|
|
|
|
if ( trailp->tail != trailp->head ) {
|
|
n = trailp->tail;
|
|
time_delta = frametime / trailp->info.max_life;
|
|
do {
|
|
n--;
|
|
if ( n < 0 ) n = NUM_TRAIL_SECTIONS-1;
|
|
|
|
trailp->val[n] += time_delta;
|
|
|
|
if ( trailp->val[n] <= 1.0f ) {
|
|
num_alive_segments++; // Record how many still alive.
|
|
}
|
|
|
|
} while ( n != trailp->head );
|
|
}
|
|
|
|
if ( (num_alive_segments < 1) && trailp->object_died)
|
|
{
|
|
prev_trail->next = trailp->next;
|
|
delete trailp;
|
|
|
|
// decrement counter
|
|
Num_trails--;
|
|
}
|
|
else
|
|
{
|
|
prev_trail = trailp;
|
|
}
|
|
}
|
|
}
|
|
|
|
void trail_object_died( trail *trailp )
|
|
{
|
|
trailp->object_died = true;
|
|
}
|
|
|
|
void trail_render_all()
|
|
{
|
|
// No trails at slot 0
|
|
if ( !Detail.weapon_extras )
|
|
return;
|
|
|
|
for(trail *trailp = Trails.next; trailp!=&Trails; trailp = trailp->next )
|
|
{
|
|
trail_render(trailp);
|
|
}
|
|
|
|
}
|
|
int trail_stamp_elapsed(trail *trailp)
|
|
{
|
|
return timestamp_elapsed(trailp->trail_stamp);
|
|
}
|
|
|
|
void trail_set_stamp(trail *trailp)
|
|
{
|
|
trailp->trail_stamp = timestamp(trailp->info.stamp);
|
|
}
|