ref: 7b8303673d908898d40ef36f03976c68c1bac489
dir: /code/cgame/cg_marks.c/
/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // cg_marks.c -- wall marks #include "cg_local.h" /* =================================================================== MARK POLYS =================================================================== */ markPoly_t cg_activeMarkPolys; // double linked list markPoly_t *cg_freeMarkPolys; // single linked list markPoly_t cg_markPolys[MAX_MARK_POLYS]; static int markTotal; /* =================== CG_InitMarkPolys This is called at startup and for tournement restarts =================== */ void CG_InitMarkPolys( void ) { int i; memset( cg_markPolys, 0, sizeof(cg_markPolys) ); cg_activeMarkPolys.nextMark = &cg_activeMarkPolys; cg_activeMarkPolys.prevMark = &cg_activeMarkPolys; cg_freeMarkPolys = cg_markPolys; for ( i = 0 ; i < MAX_MARK_POLYS - 1 ; i++ ) { cg_markPolys[i].nextMark = &cg_markPolys[i+1]; } } /* ================== CG_FreeMarkPoly ================== */ void CG_FreeMarkPoly( markPoly_t *le ) { if ( !le->prevMark ) { CG_Error( "CG_FreeLocalEntity: not active" ); } // remove from the doubly linked active list le->prevMark->nextMark = le->nextMark; le->nextMark->prevMark = le->prevMark; // the free list is only singly linked le->nextMark = cg_freeMarkPolys; cg_freeMarkPolys = le; } /* =================== CG_AllocMark Will allways succeed, even if it requires freeing an old active mark =================== */ markPoly_t *CG_AllocMark( void ) { markPoly_t *le; int time; if ( !cg_freeMarkPolys ) { // no free entities, so free the one at the end of the chain // remove the oldest active entity time = cg_activeMarkPolys.prevMark->time; while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) { CG_FreeMarkPoly( cg_activeMarkPolys.prevMark ); } } le = cg_freeMarkPolys; cg_freeMarkPolys = cg_freeMarkPolys->nextMark; memset( le, 0, sizeof( *le ) ); // link into the active list le->nextMark = cg_activeMarkPolys.nextMark; le->prevMark = &cg_activeMarkPolys; cg_activeMarkPolys.nextMark->prevMark = le; cg_activeMarkPolys.nextMark = le; return le; } /* ================= CG_ImpactMark origin should be a point within a unit of the plane dir should be the plane normal temporary marks will not be stored or randomly oriented, but immediately passed to the renderer. ================= */ #define MAX_MARK_FRAGMENTS 128 #define MAX_MARK_POINTS 384 void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, float orientation, float red, float green, float blue, float alpha, qboolean alphaFade, float radius, qboolean temporary ) { vec3_t axis[3]; float texCoordScale; vec3_t originalPoints[4]; byte colors[4]; int i, j; int numFragments; markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf; vec3_t markPoints[MAX_MARK_POINTS]; vec3_t projection; if ( !cg_addMarks.integer ) { return; } if ( radius <= 0 ) { CG_Error( "CG_ImpactMark called with <= 0 radius" ); } //if ( markTotal >= MAX_MARK_POLYS ) { // return; //} // create the texture axis VectorNormalize2( dir, axis[0] ); PerpendicularVector( axis[1], axis[0] ); RotatePointAroundVector( axis[2], axis[0], axis[1], orientation ); CrossProduct( axis[0], axis[2], axis[1] ); texCoordScale = 0.5 * 1.0 / radius; // create the full polygon for ( i = 0 ; i < 3 ; i++ ) { originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i]; originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i]; originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i]; originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i]; } // get the fragments VectorScale( dir, -20, projection ); numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints, projection, MAX_MARK_POINTS, markPoints[0], MAX_MARK_FRAGMENTS, markFragments ); colors[0] = red * 255; colors[1] = green * 255; colors[2] = blue * 255; colors[3] = alpha * 255; for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) { polyVert_t *v; polyVert_t verts[MAX_VERTS_ON_POLY]; markPoly_t *mark; // we have an upper limit on the complexity of polygons // that we store persistantly if ( mf->numPoints > MAX_VERTS_ON_POLY ) { mf->numPoints = MAX_VERTS_ON_POLY; } for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) { vec3_t delta; VectorCopy( markPoints[mf->firstPoint + j], v->xyz ); VectorSubtract( v->xyz, origin, delta ); v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale; v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale; *(int *)v->modulate = *(int *)colors; } // if it is a temporary (shadow) mark, add it immediately and forget about it if ( temporary ) { trap_R_AddPolyToScene( markShader, mf->numPoints, verts ); continue; } // otherwise save it persistantly mark = CG_AllocMark(); mark->time = cg.time; mark->alphaFade = alphaFade; mark->markShader = markShader; mark->poly.numVerts = mf->numPoints; mark->color[0] = red; mark->color[1] = green; mark->color[2] = blue; mark->color[3] = alpha; memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) ); markTotal++; } } /* =============== CG_AddMarks =============== */ #define MARK_TOTAL_TIME 10000 #define MARK_FADE_TIME 1000 void CG_AddMarks( void ) { int j; markPoly_t *mp, *next; int t; int fade; if ( !cg_addMarks.integer ) { return; } mp = cg_activeMarkPolys.nextMark; for ( ; mp != &cg_activeMarkPolys ; mp = next ) { // grab next now, so if the local entity is freed we // still have it next = mp->nextMark; // see if it is time to completely remove it if ( cg.time > mp->time + MARK_TOTAL_TIME ) { CG_FreeMarkPoly( mp ); continue; } // fade out the energy bursts if ( mp->markShader == cgs.media.energyMarkShader ) { fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 ); if ( fade < 255 ) { if ( fade < 0 ) { fade = 0; } if ( mp->verts[0].modulate[0] != 0 ) { for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { mp->verts[j].modulate[0] = mp->color[0] * fade; mp->verts[j].modulate[1] = mp->color[1] * fade; mp->verts[j].modulate[2] = mp->color[2] * fade; } } } } // fade all marks out with time t = mp->time + MARK_TOTAL_TIME - cg.time; if ( t < MARK_FADE_TIME ) { fade = 255 * t / MARK_FADE_TIME; if ( mp->alphaFade ) { for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { mp->verts[j].modulate[3] = fade; } } else { for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { mp->verts[j].modulate[0] = mp->color[0] * fade; mp->verts[j].modulate[1] = mp->color[1] * fade; mp->verts[j].modulate[2] = mp->color[2] * fade; } } } trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts ); } } // cg_particles.c #define BLOODRED 2 #define EMISIVEFADE 3 #define GREY75 4 typedef struct particle_s { struct particle_s *next; float time; float endtime; vec3_t org; vec3_t vel; vec3_t accel; int color; float colorvel; float alpha; float alphavel; int type; qhandle_t pshader; float height; float width; float endheight; float endwidth; float start; float end; float startfade; qboolean rotate; int snum; qboolean link; // Ridah int shaderAnim; int roll; int accumroll; } cparticle_t; typedef enum { P_NONE, P_WEATHER, P_FLAT, P_SMOKE, P_ROTATE, P_WEATHER_TURBULENT, P_ANIM, // Ridah P_BAT, P_BLEED, P_FLAT_SCALEUP, P_FLAT_SCALEUP_FADE, P_WEATHER_FLURRY, P_SMOKE_IMPACT, P_BUBBLE, P_BUBBLE_TURBULENT, P_SPRITE } particle_type_t; #define MAX_SHADER_ANIMS 32 #define MAX_SHADER_ANIM_FRAMES 64 static char *shaderAnimNames[MAX_SHADER_ANIMS] = { "explode1", NULL }; static qhandle_t shaderAnims[MAX_SHADER_ANIMS][MAX_SHADER_ANIM_FRAMES]; static int shaderAnimCounts[MAX_SHADER_ANIMS] = { 23 }; static float shaderAnimSTRatio[MAX_SHADER_ANIMS] = { 1.0f }; static int numShaderAnims; // done. #define PARTICLE_GRAVITY 40 #define MAX_PARTICLES 1024 cparticle_t *active_particles, *free_particles; cparticle_t particles[MAX_PARTICLES]; int cl_numparticles = MAX_PARTICLES; qboolean initparticles = qfalse; vec3_t pvforward, pvright, pvup; vec3_t rforward, rright, rup; float oldtime; /* =============== CL_ClearParticles =============== */ void CG_ClearParticles (void) { int i; memset( particles, 0, sizeof(particles) ); free_particles = &particles[0]; active_particles = NULL; for (i=0 ;i<cl_numparticles ; i++) { particles[i].next = &particles[i+1]; particles[i].type = 0; } particles[cl_numparticles-1].next = NULL; oldtime = cg.time; // Ridah, init the shaderAnims for (i=0; shaderAnimNames[i]; i++) { int j; for (j=0; j<shaderAnimCounts[i]; j++) { shaderAnims[i][j] = trap_R_RegisterShader( va("%s%i", shaderAnimNames[i], j+1) ); } } numShaderAnims = i; // done. initparticles = qtrue; } /* ===================== CG_AddParticleToScene ===================== */ void CG_AddParticleToScene (cparticle_t *p, vec3_t org, float alpha) { vec3_t point; polyVert_t verts[4]; float width; float height; float time, time2; float ratio; float invratio; vec3_t color; polyVert_t TRIverts[3]; vec3_t rright2, rup2; if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY || p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) {// create a front facing polygon if (p->type != P_WEATHER_FLURRY) { if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) { if (org[2] > p->end) { p->time = cg.time; VectorCopy (org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground p->org[2] = ( p->start + crandom () * 4 ); if (p->type == P_BUBBLE_TURBULENT) { p->vel[0] = crandom() * 4; p->vel[1] = crandom() * 4; } } } else { if (org[2] < p->end) { p->time = cg.time; VectorCopy (org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground while (p->org[2] < p->end) { p->org[2] += (p->start - p->end); } if (p->type == P_WEATHER_TURBULENT) { p->vel[0] = crandom() * 16; p->vel[1] = crandom() * 16; } } } // Rafael snow pvs check if (!p->link) return; p->alpha = 1; } // Ridah, had to do this or MAX_POLYS is being exceeded in village1.bsp if (Distance( cg.snap->ps.origin, org ) > 1024) { return; } // done. if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) { VectorMA (org, -p->height, pvup, point); VectorMA (point, -p->width, pvright, point); VectorCopy (point, verts[0].xyz); verts[0].st[0] = 0; verts[0].st[1] = 0; verts[0].modulate[0] = 255; verts[0].modulate[1] = 255; verts[0].modulate[2] = 255; verts[0].modulate[3] = 255 * p->alpha; VectorMA (org, -p->height, pvup, point); VectorMA (point, p->width, pvright, point); VectorCopy (point, verts[1].xyz); verts[1].st[0] = 0; verts[1].st[1] = 1; verts[1].modulate[0] = 255; verts[1].modulate[1] = 255; verts[1].modulate[2] = 255; verts[1].modulate[3] = 255 * p->alpha; VectorMA (org, p->height, pvup, point); VectorMA (point, p->width, pvright, point); VectorCopy (point, verts[2].xyz); verts[2].st[0] = 1; verts[2].st[1] = 1; verts[2].modulate[0] = 255; verts[2].modulate[1] = 255; verts[2].modulate[2] = 255; verts[2].modulate[3] = 255 * p->alpha; VectorMA (org, p->height, pvup, point); VectorMA (point, -p->width, pvright, point); VectorCopy (point, verts[3].xyz); verts[3].st[0] = 1; verts[3].st[1] = 0; verts[3].modulate[0] = 255; verts[3].modulate[1] = 255; verts[3].modulate[2] = 255; verts[3].modulate[3] = 255 * p->alpha; } else { VectorMA (org, -p->height, pvup, point); VectorMA (point, -p->width, pvright, point); VectorCopy( point, TRIverts[0].xyz ); TRIverts[0].st[0] = 1; TRIverts[0].st[1] = 0; TRIverts[0].modulate[0] = 255; TRIverts[0].modulate[1] = 255; TRIverts[0].modulate[2] = 255; TRIverts[0].modulate[3] = 255 * p->alpha; VectorMA (org, p->height, pvup, point); VectorMA (point, -p->width, pvright, point); VectorCopy (point, TRIverts[1].xyz); TRIverts[1].st[0] = 0; TRIverts[1].st[1] = 0; TRIverts[1].modulate[0] = 255; TRIverts[1].modulate[1] = 255; TRIverts[1].modulate[2] = 255; TRIverts[1].modulate[3] = 255 * p->alpha; VectorMA (org, p->height, pvup, point); VectorMA (point, p->width, pvright, point); VectorCopy (point, TRIverts[2].xyz); TRIverts[2].st[0] = 0; TRIverts[2].st[1] = 1; TRIverts[2].modulate[0] = 255; TRIverts[2].modulate[1] = 255; TRIverts[2].modulate[2] = 255; TRIverts[2].modulate[3] = 255 * p->alpha; } } else if (p->type == P_SPRITE) { vec3_t rr, ru; vec3_t rotate_ang; VectorSet (color, 1.0, 1.0, 0.5); time = cg.time - p->time; time2 = p->endtime - p->time; ratio = time / time2; width = p->width + ( ratio * ( p->endwidth - p->width) ); height = p->height + ( ratio * ( p->endheight - p->height) ); if (p->roll) { vectoangles( cg.refdef.viewaxis[0], rotate_ang ); rotate_ang[ROLL] += p->roll; AngleVectors ( rotate_ang, NULL, rr, ru); } if (p->roll) { VectorMA (org, -height, ru, point); VectorMA (point, -width, rr, point); } else { VectorMA (org, -height, pvup, point); VectorMA (point, -width, pvright, point); } VectorCopy (point, verts[0].xyz); verts[0].st[0] = 0; verts[0].st[1] = 0; verts[0].modulate[0] = 255; verts[0].modulate[1] = 255; verts[0].modulate[2] = 255; verts[0].modulate[3] = 255; if (p->roll) { VectorMA (point, 2*height, ru, point); } else { VectorMA (point, 2*height, pvup, point); } VectorCopy (point, verts[1].xyz); verts[1].st[0] = 0; verts[1].st[1] = 1; verts[1].modulate[0] = 255; verts[1].modulate[1] = 255; verts[1].modulate[2] = 255; verts[1].modulate[3] = 255; if (p->roll) { VectorMA (point, 2*width, rr, point); } else { VectorMA (point, 2*width, pvright, point); } VectorCopy (point, verts[2].xyz); verts[2].st[0] = 1; verts[2].st[1] = 1; verts[2].modulate[0] = 255; verts[2].modulate[1] = 255; verts[2].modulate[2] = 255; verts[2].modulate[3] = 255; if (p->roll) { VectorMA (point, -2*height, ru, point); } else { VectorMA (point, -2*height, pvup, point); } VectorCopy (point, verts[3].xyz); verts[3].st[0] = 1; verts[3].st[1] = 0; verts[3].modulate[0] = 255; verts[3].modulate[1] = 255; verts[3].modulate[2] = 255; verts[3].modulate[3] = 255; } else if (p->type == P_SMOKE || p->type == P_SMOKE_IMPACT) {// create a front rotating facing polygon if ( p->type == P_SMOKE_IMPACT && Distance( cg.snap->ps.origin, org ) > 1024) { return; } if (p->color == BLOODRED) VectorSet (color, 0.22f, 0.0f, 0.0f); else if (p->color == GREY75) { float len; float greyit; float val; len = Distance (cg.snap->ps.origin, org); if (!len) len = 1; val = 4096/len; greyit = 0.25 * val; if (greyit > 0.5) greyit = 0.5; VectorSet (color, greyit, greyit, greyit); } else VectorSet (color, 1.0, 1.0, 1.0); time = cg.time - p->time; time2 = p->endtime - p->time; ratio = time / time2; if (cg.time > p->startfade) { invratio = 1 - ( (cg.time - p->startfade) / (p->endtime - p->startfade) ); if (p->color == EMISIVEFADE) { float fval; fval = (invratio * invratio); if (fval < 0) fval = 0; VectorSet (color, fval , fval , fval ); } invratio *= p->alpha; } else invratio = 1 * p->alpha; if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) invratio = 1; if (invratio > 1) invratio = 1; width = p->width + ( ratio * ( p->endwidth - p->width) ); height = p->height + ( ratio * ( p->endheight - p->height) ); if (p->type != P_SMOKE_IMPACT) { vec3_t temp; vectoangles (rforward, temp); p->accumroll += p->roll; temp[ROLL] += p->accumroll * 0.1; AngleVectors ( temp, NULL, rright2, rup2); } else { VectorCopy (rright, rright2); VectorCopy (rup, rup2); } if (p->rotate) { VectorMA (org, -height, rup2, point); VectorMA (point, -width, rright2, point); } else { VectorMA (org, -p->height, pvup, point); VectorMA (point, -p->width, pvright, point); } VectorCopy (point, verts[0].xyz); verts[0].st[0] = 0; verts[0].st[1] = 0; verts[0].modulate[0] = 255 * color[0]; verts[0].modulate[1] = 255 * color[1]; verts[0].modulate[2] = 255 * color[2]; verts[0].modulate[3] = 255 * invratio; if (p->rotate) { VectorMA (org, -height, rup2, point); VectorMA (point, width, rright2, point); } else { VectorMA (org, -p->height, pvup, point); VectorMA (point, p->width, pvright, point); } VectorCopy (point, verts[1].xyz); verts[1].st[0] = 0; verts[1].st[1] = 1; verts[1].modulate[0] = 255 * color[0]; verts[1].modulate[1] = 255 * color[1]; verts[1].modulate[2] = 255 * color[2]; verts[1].modulate[3] = 255 * invratio; if (p->rotate) { VectorMA (org, height, rup2, point); VectorMA (point, width, rright2, point); } else { VectorMA (org, p->height, pvup, point); VectorMA (point, p->width, pvright, point); } VectorCopy (point, verts[2].xyz); verts[2].st[0] = 1; verts[2].st[1] = 1; verts[2].modulate[0] = 255 * color[0]; verts[2].modulate[1] = 255 * color[1]; verts[2].modulate[2] = 255 * color[2]; verts[2].modulate[3] = 255 * invratio; if (p->rotate) { VectorMA (org, height, rup2, point); VectorMA (point, -width, rright2, point); } else { VectorMA (org, p->height, pvup, point); VectorMA (point, -p->width, pvright, point); } VectorCopy (point, verts[3].xyz); verts[3].st[0] = 1; verts[3].st[1] = 0; verts[3].modulate[0] = 255 * color[0]; verts[3].modulate[1] = 255 * color[1]; verts[3].modulate[2] = 255 * color[2]; verts[3].modulate[3] = 255 * invratio; } else if (p->type == P_BLEED) { vec3_t rr, ru; vec3_t rotate_ang; float alpha; alpha = p->alpha; if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) alpha = 1; if (p->roll) { vectoangles( cg.refdef.viewaxis[0], rotate_ang ); rotate_ang[ROLL] += p->roll; AngleVectors ( rotate_ang, NULL, rr, ru); } else { VectorCopy (pvup, ru); VectorCopy (pvright, rr); } VectorMA (org, -p->height, ru, point); VectorMA (point, -p->width, rr, point); VectorCopy (point, verts[0].xyz); verts[0].st[0] = 0; verts[0].st[1] = 0; verts[0].modulate[0] = 111; verts[0].modulate[1] = 19; verts[0].modulate[2] = 9; verts[0].modulate[3] = 255 * alpha; VectorMA (org, -p->height, ru, point); VectorMA (point, p->width, rr, point); VectorCopy (point, verts[1].xyz); verts[1].st[0] = 0; verts[1].st[1] = 1; verts[1].modulate[0] = 111; verts[1].modulate[1] = 19; verts[1].modulate[2] = 9; verts[1].modulate[3] = 255 * alpha; VectorMA (org, p->height, ru, point); VectorMA (point, p->width, rr, point); VectorCopy (point, verts[2].xyz); verts[2].st[0] = 1; verts[2].st[1] = 1; verts[2].modulate[0] = 111; verts[2].modulate[1] = 19; verts[2].modulate[2] = 9; verts[2].modulate[3] = 255 * alpha; VectorMA (org, p->height, ru, point); VectorMA (point, -p->width, rr, point); VectorCopy (point, verts[3].xyz); verts[3].st[0] = 1; verts[3].st[1] = 0; verts[3].modulate[0] = 111; verts[3].modulate[1] = 19; verts[3].modulate[2] = 9; verts[3].modulate[3] = 255 * alpha; } else if (p->type == P_FLAT_SCALEUP) { float width, height; float sinR, cosR; if (p->color == BLOODRED) VectorSet (color, 1, 1, 1); else VectorSet (color, 0.5, 0.5, 0.5); time = cg.time - p->time; time2 = p->endtime - p->time; ratio = time / time2; width = p->width + ( ratio * ( p->endwidth - p->width) ); height = p->height + ( ratio * ( p->endheight - p->height) ); if (width > p->endwidth) width = p->endwidth; if (height > p->endheight) height = p->endheight; sinR = height * sin(DEG2RAD(p->roll)) * sqrt(2); cosR = width * cos(DEG2RAD(p->roll)) * sqrt(2); VectorCopy (org, verts[0].xyz); verts[0].xyz[0] -= sinR; verts[0].xyz[1] -= cosR; verts[0].st[0] = 0; verts[0].st[1] = 0; verts[0].modulate[0] = 255 * color[0]; verts[0].modulate[1] = 255 * color[1]; verts[0].modulate[2] = 255 * color[2]; verts[0].modulate[3] = 255; VectorCopy (org, verts[1].xyz); verts[1].xyz[0] -= cosR; verts[1].xyz[1] += sinR; verts[1].st[0] = 0; verts[1].st[1] = 1; verts[1].modulate[0] = 255 * color[0]; verts[1].modulate[1] = 255 * color[1]; verts[1].modulate[2] = 255 * color[2]; verts[1].modulate[3] = 255; VectorCopy (org, verts[2].xyz); verts[2].xyz[0] += sinR; verts[2].xyz[1] += cosR; verts[2].st[0] = 1; verts[2].st[1] = 1; verts[2].modulate[0] = 255 * color[0]; verts[2].modulate[1] = 255 * color[1]; verts[2].modulate[2] = 255 * color[2]; verts[2].modulate[3] = 255; VectorCopy (org, verts[3].xyz); verts[3].xyz[0] += cosR; verts[3].xyz[1] -= sinR; verts[3].st[0] = 1; verts[3].st[1] = 0; verts[3].modulate[0] = 255 * color[0]; verts[3].modulate[1] = 255 * color[1]; verts[3].modulate[2] = 255 * color[2]; verts[3].modulate[3] = 255; } else if (p->type == P_FLAT) { VectorCopy (org, verts[0].xyz); verts[0].xyz[0] -= p->height; verts[0].xyz[1] -= p->width; verts[0].st[0] = 0; verts[0].st[1] = 0; verts[0].modulate[0] = 255; verts[0].modulate[1] = 255; verts[0].modulate[2] = 255; verts[0].modulate[3] = 255; VectorCopy (org, verts[1].xyz); verts[1].xyz[0] -= p->height; verts[1].xyz[1] += p->width; verts[1].st[0] = 0; verts[1].st[1] = 1; verts[1].modulate[0] = 255; verts[1].modulate[1] = 255; verts[1].modulate[2] = 255; verts[1].modulate[3] = 255; VectorCopy (org, verts[2].xyz); verts[2].xyz[0] += p->height; verts[2].xyz[1] += p->width; verts[2].st[0] = 1; verts[2].st[1] = 1; verts[2].modulate[0] = 255; verts[2].modulate[1] = 255; verts[2].modulate[2] = 255; verts[2].modulate[3] = 255; VectorCopy (org, verts[3].xyz); verts[3].xyz[0] += p->height; verts[3].xyz[1] -= p->width; verts[3].st[0] = 1; verts[3].st[1] = 0; verts[3].modulate[0] = 255; verts[3].modulate[1] = 255; verts[3].modulate[2] = 255; verts[3].modulate[3] = 255; } // Ridah else if (p->type == P_ANIM) { vec3_t rr, ru; vec3_t rotate_ang; int i, j; time = cg.time - p->time; time2 = p->endtime - p->time; ratio = time / time2; if (ratio >= 1.0f) { ratio = 0.9999f; } width = p->width + ( ratio * ( p->endwidth - p->width) ); height = p->height + ( ratio * ( p->endheight - p->height) ); // if we are "inside" this sprite, don't draw if (Distance( cg.snap->ps.origin, org ) < width/1.5) { return; } i = p->shaderAnim; j = (int)floor(ratio * shaderAnimCounts[p->shaderAnim]); p->pshader = shaderAnims[i][j]; if (p->roll) { vectoangles( cg.refdef.viewaxis[0], rotate_ang ); rotate_ang[ROLL] += p->roll; AngleVectors ( rotate_ang, NULL, rr, ru); } if (p->roll) { VectorMA (org, -height, ru, point); VectorMA (point, -width, rr, point); } else { VectorMA (org, -height, pvup, point); VectorMA (point, -width, pvright, point); } VectorCopy (point, verts[0].xyz); verts[0].st[0] = 0; verts[0].st[1] = 0; verts[0].modulate[0] = 255; verts[0].modulate[1] = 255; verts[0].modulate[2] = 255; verts[0].modulate[3] = 255; if (p->roll) { VectorMA (point, 2*height, ru, point); } else { VectorMA (point, 2*height, pvup, point); } VectorCopy (point, verts[1].xyz); verts[1].st[0] = 0; verts[1].st[1] = 1; verts[1].modulate[0] = 255; verts[1].modulate[1] = 255; verts[1].modulate[2] = 255; verts[1].modulate[3] = 255; if (p->roll) { VectorMA (point, 2*width, rr, point); } else { VectorMA (point, 2*width, pvright, point); } VectorCopy (point, verts[2].xyz); verts[2].st[0] = 1; verts[2].st[1] = 1; verts[2].modulate[0] = 255; verts[2].modulate[1] = 255; verts[2].modulate[2] = 255; verts[2].modulate[3] = 255; if (p->roll) { VectorMA (point, -2*height, ru, point); } else { VectorMA (point, -2*height, pvup, point); } VectorCopy (point, verts[3].xyz); verts[3].st[0] = 1; verts[3].st[1] = 0; verts[3].modulate[0] = 255; verts[3].modulate[1] = 255; verts[3].modulate[2] = 255; verts[3].modulate[3] = 255; } // done. if (!p->pshader) { // (SA) temp commented out for DM // CG_Printf ("CG_AddParticleToScene type %d p->pshader == ZERO\n", p->type); return; } if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY) trap_R_AddPolyToScene( p->pshader, 3, TRIverts ); else trap_R_AddPolyToScene( p->pshader, 4, verts ); } // Ridah, made this static so it doesn't interfere with other files static float roll = 0.0; /* =============== CG_AddParticles =============== */ void CG_AddParticles (void) { cparticle_t *p, *next; float alpha; float time, time2; vec3_t org; int color; cparticle_t *active, *tail; int type; vec3_t rotate_ang; if (!initparticles) CG_ClearParticles (); VectorCopy( cg.refdef.viewaxis[0], pvforward ); VectorCopy( cg.refdef.viewaxis[1], pvright ); VectorCopy( cg.refdef.viewaxis[2], pvup ); vectoangles( cg.refdef.viewaxis[0], rotate_ang ); roll += ((cg.time - oldtime) * 0.1) ; rotate_ang[ROLL] += (roll*0.9); AngleVectors ( rotate_ang, rforward, rright, rup); oldtime = cg.time; active = NULL; tail = NULL; for (p=active_particles ; p ; p=next) { next = p->next; time = (cg.time - p->time)*0.001; alpha = p->alpha + time*p->alphavel; if (alpha <= 0) { // faded out p->next = free_particles; free_particles = p; p->type = 0; p->color = 0; p->alpha = 0; continue; } if (p->type == P_SMOKE || p->type == P_ANIM || p->type == P_BLEED || p->type == P_SMOKE_IMPACT) { if (cg.time > p->endtime) { p->next = free_particles; free_particles = p; p->type = 0; p->color = 0; p->alpha = 0; continue; } } if (p->type == P_WEATHER_FLURRY) { if (cg.time > p->endtime) { p->next = free_particles; free_particles = p; p->type = 0; p->color = 0; p->alpha = 0; continue; } } if (p->type == P_FLAT_SCALEUP_FADE) { if (cg.time > p->endtime) { p->next = free_particles; free_particles = p; p->type = 0; p->color = 0; p->alpha = 0; continue; } } if ((p->type == P_BAT || p->type == P_SPRITE) && p->endtime < 0) { // temporary sprite CG_AddParticleToScene (p, p->org, alpha); p->next = free_particles; free_particles = p; p->type = 0; p->color = 0; p->alpha = 0; 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; type = p->type; CG_AddParticleToScene (p, org, alpha); } active_particles = active; } /* ====================== CG_AddParticles ====================== */ void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent) { cparticle_t *p; qboolean turb = qtrue; if (!pshader) CG_Printf ("CG_ParticleSnowFlurry pshader == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->color = 0; p->alpha = 0.90f; p->alphavel = 0; p->start = cent->currentState.origin2[0]; p->end = cent->currentState.origin2[1]; p->endtime = cg.time + cent->currentState.time; p->startfade = cg.time + cent->currentState.time2; p->pshader = pshader; if (rand()%100 > 90) { p->height = 32; p->width = 32; p->alpha = 0.10f; } else { p->height = 1; p->width = 1; } p->vel[2] = -20; p->type = P_WEATHER_FLURRY; if (turb) p->vel[2] = -10; VectorCopy(cent->currentState.origin, p->org); p->org[0] = p->org[0]; p->org[1] = p->org[1]; p->org[2] = p->org[2]; p->vel[0] = p->vel[1] = 0; p->accel[0] = p->accel[1] = p->accel[2] = 0; p->vel[0] += cent->currentState.angles[0] * 32 + (crandom() * 16); p->vel[1] += cent->currentState.angles[1] * 32 + (crandom() * 16); p->vel[2] += cent->currentState.angles[2]; if (turb) { p->accel[0] = crandom () * 16; p->accel[1] = crandom () * 16; } } void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum) { cparticle_t *p; if (!pshader) CG_Printf ("CG_ParticleSnow pshader == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->color = 0; p->alpha = 0.40f; p->alphavel = 0; p->start = origin[2]; p->end = origin2[2]; p->pshader = pshader; p->height = 1; p->width = 1; p->vel[2] = -50; if (turb) { p->type = P_WEATHER_TURBULENT; p->vel[2] = -50 * 1.3; } else { p->type = P_WEATHER; } VectorCopy(origin, p->org); p->org[0] = p->org[0] + ( crandom() * range); p->org[1] = p->org[1] + ( crandom() * range); p->org[2] = p->org[2] + ( crandom() * (p->start - p->end)); p->vel[0] = p->vel[1] = 0; p->accel[0] = p->accel[1] = p->accel[2] = 0; if (turb) { p->vel[0] = crandom() * 16; p->vel[1] = crandom() * 16; } // Rafael snow pvs check p->snum = snum; p->link = qtrue; } void CG_ParticleBubble (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum) { cparticle_t *p; float randsize; if (!pshader) CG_Printf ("CG_ParticleSnow pshader == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->color = 0; p->alpha = 0.40f; p->alphavel = 0; p->start = origin[2]; p->end = origin2[2]; p->pshader = pshader; randsize = 1 + (crandom() * 0.5); p->height = randsize; p->width = randsize; p->vel[2] = 50 + ( crandom() * 10 ); if (turb) { p->type = P_BUBBLE_TURBULENT; p->vel[2] = 50 * 1.3; } else { p->type = P_BUBBLE; } VectorCopy(origin, p->org); p->org[0] = p->org[0] + ( crandom() * range); p->org[1] = p->org[1] + ( crandom() * range); p->org[2] = p->org[2] + ( crandom() * (p->start - p->end)); p->vel[0] = p->vel[1] = 0; p->accel[0] = p->accel[1] = p->accel[2] = 0; if (turb) { p->vel[0] = crandom() * 4; p->vel[1] = crandom() * 4; } // Rafael snow pvs check p->snum = snum; p->link = qtrue; } void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent) { // using cent->density = enttime // cent->frame = startfade cparticle_t *p; if (!pshader) CG_Printf ("CG_ParticleSmoke == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->endtime = cg.time + cent->currentState.time; p->startfade = cg.time + cent->currentState.time2; p->color = 0; p->alpha = 1.0; p->alphavel = 0; p->start = cent->currentState.origin[2]; p->end = cent->currentState.origin2[2]; p->pshader = pshader; p->rotate = qfalse; p->height = 8; p->width = 8; p->endheight = 32; p->endwidth = 32; p->type = P_SMOKE; VectorCopy(cent->currentState.origin, p->org); p->vel[0] = p->vel[1] = 0; p->accel[0] = p->accel[1] = p->accel[2] = 0; p->vel[2] = 5; if (cent->currentState.frame == 1)// reverse gravity p->vel[2] *= -1; p->roll = 8 + (crandom() * 4); } void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration) { cparticle_t *p; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->endtime = cg.time + duration; p->startfade = cg.time + duration/2; p->color = EMISIVEFADE; p->alpha = 1.0; p->alphavel = 0; p->height = 0.5; p->width = 0.5; p->endheight = 0.5; p->endwidth = 0.5; p->pshader = cgs.media.tracerShader; p->type = P_SMOKE; VectorCopy(org, p->org); p->vel[0] = vel[0]; p->vel[1] = vel[1]; p->vel[2] = vel[2]; p->accel[0] = p->accel[1] = p->accel[2] = 0; p->accel[2] = -60; p->vel[2] += -20; } /* ====================== CG_ParticleExplosion ====================== */ void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd) { cparticle_t *p; int anim; if (animStr < (char *)10) CG_Error( "CG_ParticleExplosion: animStr is probably an index rather than a string" ); // find the animation string for (anim=0; shaderAnimNames[anim]; anim++) { if (!Q_stricmp( animStr, shaderAnimNames[anim] )) break; } if (!shaderAnimNames[anim]) { CG_Error("CG_ParticleExplosion: unknown animation string: %s\n", animStr); return; } if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->alpha = 0.5; p->alphavel = 0; if (duration < 0) { duration *= -1; p->roll = 0; } else { p->roll = crandom()*179; } p->shaderAnim = anim; p->width = sizeStart; p->height = sizeStart*shaderAnimSTRatio[anim]; // for sprites that are stretch in either direction p->endheight = sizeEnd; p->endwidth = sizeEnd*shaderAnimSTRatio[anim]; p->endtime = cg.time + duration; p->type = P_ANIM; VectorCopy( origin, p->org ); VectorCopy( vel, p->vel ); VectorClear( p->accel ); } // Rafael Shrapnel void CG_AddParticleShrapnel (localEntity_t *le) { return; } // done. int CG_NewParticleArea (int num) { // const char *str; char *str; char *token; int type; vec3_t origin, origin2; int i; float range = 0; int turb; int numparticles; int snum; str = (char *) CG_ConfigString (num); if (!str[0]) return (0); // returns type 128 64 or 32 token = COM_Parse (&str); type = atoi (token); if (type == 1) range = 128; else if (type == 2) range = 64; else if (type == 3) range = 32; else if (type == 0) range = 256; else if (type == 4) range = 8; else if (type == 5) range = 16; else if (type == 6) range = 32; else if (type == 7) range = 64; for (i=0; i<3; i++) { token = COM_Parse (&str); origin[i] = atof (token); } for (i=0; i<3; i++) { token = COM_Parse (&str); origin2[i] = atof (token); } token = COM_Parse (&str); numparticles = atoi (token); token = COM_Parse (&str); turb = atoi (token); token = COM_Parse (&str); snum = atoi (token); for (i=0; i<numparticles; i++) { if (type >= 4) CG_ParticleBubble (cgs.media.waterBubbleShader, origin, origin2, turb, range, snum); else CG_ParticleSnow (cgs.media.waterBubbleShader, origin, origin2, turb, range, snum); } return (1); } void CG_SnowLink (centity_t *cent, qboolean particleOn) { cparticle_t *p, *next; int id; id = cent->currentState.frame; for (p=active_particles ; p ; p=next) { next = p->next; if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT) { if (p->snum == id) { if (particleOn) p->link = qtrue; else p->link = qfalse; } } } } void CG_ParticleImpactSmokePuff (qhandle_t pshader, vec3_t origin) { cparticle_t *p; if (!pshader) CG_Printf ("CG_ParticleImpactSmokePuff pshader == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->alpha = 0.25; p->alphavel = 0; p->roll = crandom()*179; p->pshader = pshader; p->endtime = cg.time + 1000; p->startfade = cg.time + 100; p->width = rand()%4 + 8; p->height = rand()%4 + 8; p->endheight = p->height *2; p->endwidth = p->width * 2; p->endtime = cg.time + 500; p->type = P_SMOKE_IMPACT; VectorCopy( origin, p->org ); VectorSet(p->vel, 0, 0, 20); VectorSet(p->accel, 0, 0, 20); p->rotate = qtrue; } void CG_Particle_Bleed (qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration) { cparticle_t *p; if (!pshader) CG_Printf ("CG_Particle_Bleed pshader == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->alpha = 1.0; p->alphavel = 0; p->roll = 0; p->pshader = pshader; p->endtime = cg.time + duration; if (fleshEntityNum) p->startfade = cg.time; else p->startfade = cg.time + 100; p->width = 4; p->height = 4; p->endheight = 4+rand()%3; p->endwidth = p->endheight; p->type = P_SMOKE; VectorCopy( start, p->org ); p->vel[0] = 0; p->vel[1] = 0; p->vel[2] = -20; VectorClear( p->accel ); p->rotate = qfalse; p->roll = rand()%179; p->color = BLOODRED; p->alpha = 0.75; } void CG_Particle_OilParticle (qhandle_t pshader, centity_t *cent) { cparticle_t *p; int time; int time2; float ratio; float duration = 1500; time = cg.time; time2 = cg.time + cent->currentState.time; ratio =(float)1 - ((float)time / (float)time2); if (!pshader) CG_Printf ("CG_Particle_OilParticle == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->alpha = 1.0; p->alphavel = 0; p->roll = 0; p->pshader = pshader; p->endtime = cg.time + duration; p->startfade = p->endtime; p->width = 1; p->height = 3; p->endheight = 3; p->endwidth = 1; p->type = P_SMOKE; VectorCopy(cent->currentState.origin, p->org ); p->vel[0] = (cent->currentState.origin2[0] * (16 * ratio)); p->vel[1] = (cent->currentState.origin2[1] * (16 * ratio)); p->vel[2] = (cent->currentState.origin2[2]); p->snum = 1.0f; VectorClear( p->accel ); p->accel[2] = -20; p->rotate = qfalse; p->roll = rand()%179; p->alpha = 0.75; } void CG_Particle_OilSlick (qhandle_t pshader, centity_t *cent) { cparticle_t *p; if (!pshader) CG_Printf ("CG_Particle_OilSlick == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; if (cent->currentState.angles2[2]) p->endtime = cg.time + cent->currentState.angles2[2]; else p->endtime = cg.time + 60000; p->startfade = p->endtime; p->alpha = 1.0; p->alphavel = 0; p->roll = 0; p->pshader = pshader; if (cent->currentState.angles2[0] || cent->currentState.angles2[1]) { p->width = cent->currentState.angles2[0]; p->height = cent->currentState.angles2[0]; p->endheight = cent->currentState.angles2[1]; p->endwidth = cent->currentState.angles2[1]; } else { p->width = 8; p->height = 8; p->endheight = 16; p->endwidth = 16; } p->type = P_FLAT_SCALEUP; p->snum = 1.0; VectorCopy(cent->currentState.origin, p->org ); p->org[2]+= 0.55 + (crandom() * 0.5); p->vel[0] = 0; p->vel[1] = 0; p->vel[2] = 0; VectorClear( p->accel ); p->rotate = qfalse; p->roll = rand()%179; p->alpha = 0.75; } void CG_OilSlickRemove (centity_t *cent) { cparticle_t *p, *next; int id; id = 1.0f; if (!id) CG_Printf ("CG_OilSlickRevove NULL id\n"); for (p=active_particles ; p ; p=next) { next = p->next; if (p->type == P_FLAT_SCALEUP) { if (p->snum == id) { p->endtime = cg.time + 100; p->startfade = p->endtime; p->type = P_FLAT_SCALEUP_FADE; } } } } qboolean ValidBloodPool (vec3_t start) { #define EXTRUDE_DIST 0.5 vec3_t angles; vec3_t right, up; vec3_t this_pos, x_pos, center_pos, end_pos; float x, y; float fwidth, fheight; trace_t trace; vec3_t normal; fwidth = 16; fheight = 16; VectorSet (normal, 0, 0, 1); vectoangles (normal, angles); AngleVectors (angles, NULL, right, up); VectorMA (start, EXTRUDE_DIST, normal, center_pos); for (x= -fwidth/2; x<fwidth; x+= fwidth) { VectorMA (center_pos, x, right, x_pos); for (y= -fheight/2; y<fheight; y+= fheight) { VectorMA (x_pos, y, up, this_pos); VectorMA (this_pos, -EXTRUDE_DIST*2, normal, end_pos); CG_Trace (&trace, this_pos, NULL, NULL, end_pos, -1, CONTENTS_SOLID); if (trace.entityNum < (MAX_ENTITIES - 1)) // may only land on world return qfalse; if (!(!trace.startsolid && trace.fraction < 1)) return qfalse; } } return qtrue; } void CG_BloodPool (localEntity_t *le, qhandle_t pshader, trace_t *tr) { cparticle_t *p; qboolean legit; vec3_t start; float rndSize; if (!pshader) CG_Printf ("CG_BloodPool pshader == ZERO!\n"); if (!free_particles) return; VectorCopy (tr->endpos, start); legit = ValidBloodPool (start); if (!legit) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->endtime = cg.time + 3000; p->startfade = p->endtime; p->alpha = 1.0; p->alphavel = 0; p->roll = 0; p->pshader = pshader; rndSize = 0.4 + random()*0.6; p->width = 8*rndSize; p->height = 8*rndSize; p->endheight = 16*rndSize; p->endwidth = 16*rndSize; p->type = P_FLAT_SCALEUP; VectorCopy(start, p->org ); p->vel[0] = 0; p->vel[1] = 0; p->vel[2] = 0; VectorClear( p->accel ); p->rotate = qfalse; p->roll = rand()%179; p->alpha = 0.75; p->color = BLOODRED; } #define NORMALSIZE 16 #define LARGESIZE 32 void CG_ParticleBloodCloud (centity_t *cent, vec3_t origin, vec3_t dir) { float length; float dist; float crittersize; vec3_t angles, forward; vec3_t point; cparticle_t *p; int i; dist = 0; length = VectorLength (dir); vectoangles (dir, angles); AngleVectors (angles, forward, NULL, NULL); crittersize = LARGESIZE; if (length) dist = length / crittersize; if (dist < 1) dist = 1; VectorCopy (origin, point); for (i=0; i<dist; i++) { VectorMA (point, crittersize, forward, point); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->alpha = 1.0; p->alphavel = 0; p->roll = 0; p->pshader = cgs.media.smokePuffShader; p->endtime = cg.time + 350 + (crandom() * 100); p->startfade = cg.time; p->width = LARGESIZE; p->height = LARGESIZE; p->endheight = LARGESIZE; p->endwidth = LARGESIZE; p->type = P_SMOKE; VectorCopy( origin, p->org ); p->vel[0] = 0; p->vel[1] = 0; p->vel[2] = -1; VectorClear( p->accel ); p->rotate = qfalse; p->roll = rand()%179; p->color = BLOODRED; p->alpha = 0.75; } } void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed) { cparticle_t *p; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->endtime = cg.time + duration; p->startfade = cg.time + duration/2; p->color = EMISIVEFADE; p->alpha = 0.4f; p->alphavel = 0; p->height = 0.5; p->width = 0.5; p->endheight = 0.5; p->endwidth = 0.5; p->pshader = cgs.media.tracerShader; p->type = P_SMOKE; VectorCopy(org, p->org); p->org[0] += (crandom() * x); p->org[1] += (crandom() * y); p->vel[0] = vel[0]; p->vel[1] = vel[1]; p->vel[2] = vel[2]; p->accel[0] = p->accel[1] = p->accel[2] = 0; p->vel[0] += (crandom() * 4); p->vel[1] += (crandom() * 4); p->vel[2] += (20 + (crandom() * 10)) * speed; p->accel[0] = crandom () * 4; p->accel[1] = crandom () * 4; } void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir) { float length; float dist; float crittersize; vec3_t angles, forward; vec3_t point; cparticle_t *p; int i; dist = 0; VectorNegate (dir, dir); length = VectorLength (dir); vectoangles (dir, angles); AngleVectors (angles, forward, NULL, NULL); crittersize = LARGESIZE; if (length) dist = length / crittersize; if (dist < 1) dist = 1; VectorCopy (origin, point); for (i=0; i<dist; i++) { VectorMA (point, crittersize, forward, point); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->alpha = 5.0; p->alphavel = 0; p->roll = 0; p->pshader = cgs.media.smokePuffShader; // RF, stay around for long enough to expand and dissipate naturally if (length) p->endtime = cg.time + 4500 + (crandom() * 3500); else p->endtime = cg.time + 750 + (crandom() * 500); p->startfade = cg.time; p->width = LARGESIZE; p->height = LARGESIZE; // RF, expand while falling p->endheight = LARGESIZE*3.0; p->endwidth = LARGESIZE*3.0; if (!length) { p->width *= 0.2f; p->height *= 0.2f; p->endheight = NORMALSIZE; p->endwidth = NORMALSIZE; } p->type = P_SMOKE; VectorCopy( point, p->org ); p->vel[0] = crandom()*6; p->vel[1] = crandom()*6; p->vel[2] = random()*20; // RF, add some gravity/randomness p->accel[0] = crandom()*3; p->accel[1] = crandom()*3; p->accel[2] = -PARTICLE_GRAVITY*0.4; VectorClear( p->accel ); p->rotate = qfalse; p->roll = rand()%179; p->alpha = 0.75; } } void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha) { cparticle_t *p; if (!pshader) CG_Printf ("CG_ParticleImpactSmokePuff pshader == ZERO!\n"); if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cg.time; p->alpha = 1.0; p->alphavel = 0; p->roll = rand()%179; p->pshader = pshader; if (duration > 0) p->endtime = cg.time + duration; else p->endtime = duration; p->startfade = cg.time; p->width = size; p->height = size; p->endheight = size; p->endwidth = size; p->type = P_SPRITE; VectorCopy( origin, p->org ); p->rotate = qfalse; }