ref: db47532c3fa9080a1422fcc097f565da453d6cbe
dir: /client/cl_newfx.c/
/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_newfx.c -- MORE entity effects parsing and management #include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" extern cparticle_t *active_particles, *free_particles; extern cparticle_t particles[MAX_PARTICLES]; extern int cl_numparticles; extern cvar_t *vid_ref; extern void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up); /* ====== vectoangles2 - this is duplicated in the game DLL, but I need it here. ====== */ void vectoangles2 (vec3_t value1, vec3_t angles) { float forward; float yaw, pitch; if (value1[1] == 0 && value1[0] == 0) { yaw = 0; if (value1[2] > 0) pitch = 90; else pitch = 270; } else { // PMM - fixed to correct for pitch of 0 if (value1[0]) yaw = (atan2(value1[1], value1[0]) * 180 / M_PI); else if (value1[1] > 0) yaw = 90; else yaw = 270; if (yaw < 0) yaw += 360; forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]); pitch = (atan2(value1[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = 0; } //============= //============= void CL_Flashlight (int ent, vec3_t pos) { cdlight_t *dl; dl = CL_AllocDlight (ent); VectorCopy (pos, dl->origin); dl->radius = 400; dl->minlight = 250; dl->die = cl.time + 100; dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 1; } /* ====== CL_ColorFlash - flash of light ====== */ void CL_ColorFlash (vec3_t pos, int ent, int intensity, float r, float g, float b) { cdlight_t *dl; if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0))) { intensity = -intensity; r = -r; g = -g; b = -b; } dl = CL_AllocDlight (ent); VectorCopy (pos, dl->origin); dl->radius = intensity; dl->minlight = 250; dl->die = cl.time + 100; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; } /* ====== CL_DebugTrail ====== */ void CL_DebugTrail (vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; // int j; cparticle_t *p; float dec; vec3_t right, up; // int i; // float d, c, s; // vec3_t dir; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); MakeNormalVectors (vec, right, up); // VectorScale(vec, RT2_SKIP, vec); // dec = 1.0; // dec = 0.75; dec = 3; VectorScale (vec, dec, vec); VectorCopy (start, move); while (len > 0) { len -= dec; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; VectorClear (p->accel); VectorClear (p->vel); p->alpha = 1.0; p->alphavel = -0.1; // p->alphavel = 0; p->color = 0x74 + (rand()&7); VectorCopy (move, p->org); /* for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*2; p->vel[j] = crand()*3; p->accel[j] = 0; } */ VectorAdd (move, vec, move); } } /* =============== CL_SmokeTrail =============== */ void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); VectorScale (vec, spacing, vec); // FIXME: this is a really silly way to have a loop while (len > 0) { len -= spacing; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (1+qfrand()*0.5); p->color = colorStart + (rand() % colorRun); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*3; p->accel[j] = 0; } p->vel[2] = 20 + crand()*5; VectorAdd (move, vec, move); } } void CL_ForceWall (vec3_t start, vec3_t end, int color) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); VectorScale (vec, 4, vec); // FIXME: this is a really silly way to have a loop while (len > 0) { len -= 4; if (!free_particles) return; if (qfrand() > 0.3) { p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (3.0+qfrand()*0.5); p->color = color; for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*3; p->accel[j] = 0; } p->vel[0] = 0; p->vel[1] = 0; p->vel[2] = -40 - (crand()*10); } VectorAdd (move, vec, move); } } void CL_FlameEffects (centity_t */*ent*/, vec3_t origin) { int n, count; int j; cparticle_t *p; count = rand() & 0xF; for(n=0;n<count;n++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (1+qfrand()*0.2); p->color = 226 + (rand() % 4); for (j=0 ; j<3 ; j++) { p->org[j] = origin[j] + crand()*5; p->vel[j] = crand()*5; } p->vel[2] = crand() * -10; p->accel[2] = -PARTICLE_GRAVITY; } count = rand() & 0x7; for(n=0;n<count;n++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (1+qfrand()*0.5); p->color = 0 + (rand() % 4); for (j=0 ; j<3 ; j++) { p->org[j] = origin[j] + crand()*3; } p->vel[2] = 20 + crand()*5; } } /* =============== CL_GenericParticleEffect =============== */ void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel) { int i, j; cparticle_t *p; float d; for (i=0 ; i<count ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; if (numcolors > 1) p->color = color + (rand() & numcolors); else p->color = color; d = rand() & dirspread; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j]; p->vel[j] = crand()*20; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; // VectorCopy (accel, p->accel); p->alpha = 1.0; p->alphavel = -1.0 / (0.5 + qfrand()*alphavel); // p->alphavel = alphavel; } } /* =============== CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns) =============== */ void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist) { vec3_t move; vec3_t vec; float len; int i, j; cparticle_t *p; float dec; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); dec = dist; VectorScale (vec, dec, vec); for (i=0 ; i<len ; i+=dec) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (1+qfrand()*0.1); p->color = 4 + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*2; p->vel[j] = crand()*10; } p->org[2] -= 4; // p->vel[2] += 6; p->vel[2] += 20; VectorAdd (move, vec, move); } } //#define CORKSCREW 1 //#define DOUBLE_SCREW 1 #define RINGS 1 //#define SPRAY 1 #ifdef CORKSCREW void CL_Heatbeam (vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; int j,k; cparticle_t *p; vec3_t right, up; int i; float d, c, s; vec3_t dir; float ltime; float step = 5.0; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); // MakeNormalVectors (vec, right, up); VectorCopy (cl.v_right, right); VectorCopy (cl.v_up, up); VectorMA (move, -1, right, move); VectorMA (move, -1, up, move); VectorScale (vec, step, vec); ltime = (float) cl.time/1000.0; // for (i=0 ; i<len ; i++) for (i=0 ; i<len ; i+=step) { d = i * 0.1 - fmod(ltime,16.0)*M_PI; c = cos(d)/1.75; s = sin(d)/1.75; #ifdef DOUBLE_SCREW for (k=-1; k<2; k+=2) { #else k=1; #endif if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; VectorClear (p->accel); p->alpha = 0.5; // p->alphavel = -1.0 / (1+qfrand()*0.2); // only last one frame! p->alphavel = INSTANT_PARTICLE; // p->color = 0x74 + (rand()&7); // p->color = 223 - (rand()&7); p->color = 223; // p->color = 240; // trim it so it looks like it's starting at the origin if (i < 10) { VectorScale (right, c*(i/10.0)*k, dir); VectorMA (dir, s*(i/10.0)*k, up, dir); } else { VectorScale (right, c*k, dir); VectorMA (dir, s*k, up, dir); } for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + dir[j]*3; // p->vel[j] = dir[j]*6; p->vel[j] = 0; } #ifdef DOUBLE_SCREW } #endif VectorAdd (move, vec, move); } } #endif #ifdef RINGS //void CL_Heatbeam (vec3_t start, vec3_t end) void CL_Heatbeam (vec3_t start, vec3_t forward) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; vec3_t right, up; int i; float c, s; vec3_t dir; float ltime; float step = 32.0, rstep; float start_pt; float rot; float variance; vec3_t end; VectorMA (start, 4096, forward, end); VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); // FIXME - pmm - these might end up using old values? // MakeNormalVectors (vec, right, up); VectorCopy (cl.v_right, right); VectorCopy (cl.v_up, up); if (vidref_val == VIDREF_GL) { // GL mode VectorMA (move, -0.5, right, move); VectorMA (move, -0.5, up, move); } // otherwise assume SOFT ltime = (float) cl.time/1000.0; start_pt = fmod(ltime*96.0,step); VectorMA (move, start_pt, vec, move); VectorScale (vec, step, vec); // Com_Printf ("%f\n", ltime); rstep = M_PI/10.0; for (i=start_pt ; i<len ; i+=step) { if (i>step*5) // don't bother after the 5th ring break; for (rot = 0; rot < M_PI*2; rot += rstep) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; VectorClear (p->accel); // rot+= fmod(ltime, 12.0)*M_PI; // c = cos(rot)/2.0; // s = sin(rot)/2.0; // variance = 0.4 + ((float)rand()/(float)RAND_MAX) *0.2; variance = 0.5; c = cos(rot)*variance; s = sin(rot)*variance; // trim it so it looks like it's starting at the origin if (i < 10) { VectorScale (right, c*(i/10.0), dir); VectorMA (dir, s*(i/10.0), up, dir); } else { VectorScale (right, c, dir); VectorMA (dir, s, up, dir); } p->alpha = 0.5; // p->alphavel = -1.0 / (1+qfrand()*0.2); p->alphavel = -1000.0; // p->color = 0x74 + (rand()&7); p->color = 223 - (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + dir[j]*3; // p->vel[j] = dir[j]*6; p->vel[j] = 0; } } VectorAdd (move, vec, move); } } #endif #ifdef SPRAY void CL_Heatbeam (vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; vec3_t forward, right, up; int i; float d, c, s; vec3_t dir; float ltime; float step = 32.0, rstep; float start_pt; float rot; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); // MakeNormalVectors (vec, right, up); VectorCopy (cl.v_forward, forward); VectorCopy (cl.v_right, right); VectorCopy (cl.v_up, up); VectorMA (move, -0.5, right, move); VectorMA (move, -0.5, up, move); for (i=0; i<8; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; VectorClear (p->accel); d = crand()*M_PI; c = cos(d)*30; s = sin(d)*30; p->alpha = 1.0; p->alphavel = -5.0 / (1+qfrand()); p->color = 223 - (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = move[j]; } VectorScale (vec, 450, p->vel); VectorMA (p->vel, c, right, p->vel); VectorMA (p->vel, s, up, p->vel); } /* ltime = (float) cl.time/1000.0; start_pt = fmod(ltime*16.0,step); VectorMA (move, start_pt, vec, move); VectorScale (vec, step, vec); // Com_Printf ("%f\n", ltime); rstep = M_PI/12.0; for (i=start_pt ; i<len ; i+=step) { if (i>step*5) // don't bother after the 5th ring break; for (rot = 0; rot < M_PI*2; rot += rstep) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; VectorClear (p->accel); // rot+= fmod(ltime, 12.0)*M_PI; // c = cos(rot)/2.0; // s = sin(rot)/2.0; c = cos(rot)/1.5; s = sin(rot)/1.5; // trim it so it looks like it's starting at the origin if (i < 10) { VectorScale (right, c*(i/10.0), dir); VectorMA (dir, s*(i/10.0), up, dir); } else { VectorScale (right, c, dir); VectorMA (dir, s, up, dir); } p->alpha = 0.5; // p->alphavel = -1.0 / (1+qfrand()*0.2); p->alphavel = -1000.0; // p->color = 0x74 + (rand()&7); p->color = 223 - (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + dir[j]*3; // p->vel[j] = dir[j]*6; p->vel[j] = 0; } } VectorAdd (move, vec, move); } */ } #endif /* =============== CL_ParticleSteamEffect Puffs with velocity along direction, with some randomness thrown in =============== */ void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) { int i, j; cparticle_t *p; float d; vec3_t r, u; // vectoangles2 (dir, angle_dir); // AngleVectors (angle_dir, f, r, u); MakeNormalVectors (dir, r, u); for (i=0 ; i<count ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + magnitude*0.1*crand(); // p->vel[j] = dir[j]*magnitude; } VectorScale (dir, magnitude, p->vel); d = crand()*magnitude/3; VectorMA (p->vel, d, r, p->vel); d = crand()*magnitude/3; VectorMA (p->vel, d, u, p->vel); p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY/2; p->alpha = 1.0; p->alphavel = -1.0 / (0.5 + qfrand()*0.3); } } void CL_ParticleSteamEffect2 (cl_sustain_t *self) //vec3_t org, vec3_t dir, int color, int count, int magnitude) { int i, j; cparticle_t *p; float d; vec3_t r, u; vec3_t dir; // vectoangles2 (dir, angle_dir); // AngleVectors (angle_dir, f, r, u); VectorCopy (self->dir, dir); MakeNormalVectors (dir, r, u); for (i=0 ; i<self->count ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = self->color + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = self->org[j] + self->magnitude*0.1*crand(); // p->vel[j] = dir[j]*magnitude; } VectorScale (dir, self->magnitude, p->vel); d = crand()*self->magnitude/3; VectorMA (p->vel, d, r, p->vel); d = crand()*self->magnitude/3; VectorMA (p->vel, d, u, p->vel); p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY/2; p->alpha = 1.0; p->alphavel = -1.0 / (0.5 + qfrand()*0.3); } self->nextthink += self->thinkinterval; } /* =============== CL_TrackerTrail =============== */ void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor) { vec3_t move; vec3_t vec; vec3_t forward,right,up,angle_dir; float len; int j; cparticle_t *p; int dec; float dist; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); VectorCopy(vec, forward); vectoangles2 (forward, angle_dir); AngleVectors (angle_dir, forward, right, up); dec = 3; VectorScale (vec, 3, vec); // FIXME: this is a really silly way to have a loop while (len > 0) { len -= dec; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -2.0; p->color = particleColor; dist = DotProduct(move, forward); VectorMA(move, 8 * cos(dist), up, p->org); for (j=0 ; j<3 ; j++) { // p->org[j] = move[j] + crand(); p->vel[j] = 0; p->accel[j] = 0; } p->vel[2] = 5; VectorAdd (move, vec, move); } } void CL_Tracker_Shell(vec3_t origin) { vec3_t dir; int i; cparticle_t *p; for(i=0;i<300;i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = INSTANT_PARTICLE; p->color = 0; dir[0] = crand(); dir[1] = crand(); dir[2] = crand(); VectorNormalize(dir); VectorMA(origin, 40, dir, p->org); } } void CL_MonsterPlasma_Shell(vec3_t origin) { vec3_t dir; int i; cparticle_t *p; for(i=0;i<40;i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = INSTANT_PARTICLE; p->color = 0xe0; dir[0] = crand(); dir[1] = crand(); dir[2] = crand(); VectorNormalize(dir); VectorMA(origin, 10, dir, p->org); // VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org); } } void CL_Widowbeamout (cl_sustain_t *self) { vec3_t dir; int i; cparticle_t *p; static int colortable[4] = {2*8,13*8,21*8,18*8}; float ratio; ratio = 1.0 - (((float)self->endtime - (float)cl.time)/2100.0); for(i=0;i<300;i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = INSTANT_PARTICLE; p->color = colortable[rand()&3]; dir[0] = crand(); dir[1] = crand(); dir[2] = crand(); VectorNormalize(dir); VectorMA(self->org, (45.0 * ratio), dir, p->org); // VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org); } } void CL_Nukeblast (cl_sustain_t *self) { vec3_t dir; int i; cparticle_t *p; static int colortable[4] = {110, 112, 114, 116}; float ratio; ratio = 1.0 - (((float)self->endtime - (float)cl.time)/1000.0); for(i=0;i<700;i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = INSTANT_PARTICLE; p->color = colortable[rand()&3]; dir[0] = crand(); dir[1] = crand(); dir[2] = crand(); VectorNormalize(dir); VectorMA(self->org, (200.0 * ratio), dir, p->org); // VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org); } } void CL_WidowSplash (vec3_t org) { static int colortable[4] = {2*8,13*8,21*8,18*8}; int i; cparticle_t *p; vec3_t dir; for (i=0 ; i<256 ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = colortable[rand()&3]; dir[0] = crand(); dir[1] = crand(); dir[2] = crand(); VectorNormalize(dir); VectorMA(org, 45.0, dir, p->org); VectorMA(vec3_origin, 40.0, dir, p->vel); p->accel[0] = p->accel[1] = 0; p->alpha = 1.0; p->alphavel = -0.8 / (0.5 + qfrand()*0.3); } } void CL_Tracker_Explode(vec3_t origin) { vec3_t dir, backdir; int i; cparticle_t *p; for(i=0;i<300;i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0; p->color = 0; dir[0] = crand(); dir[1] = crand(); dir[2] = crand(); VectorNormalize(dir); VectorScale(dir, -1, backdir); VectorMA(origin, 64, dir, p->org); VectorScale(backdir, 64, p->vel); } } /* =============== CL_TagTrail =============== */ void CL_TagTrail (vec3_t start, vec3_t end, float color) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; int dec; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); dec = 5; VectorScale (vec, 5, vec); while (len >= 0) { len -= dec; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (0.8+qfrand()*0.2); p->color = color; for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand()*16; p->vel[j] = crand()*5; p->accel[j] = 0; } VectorAdd (move, vec, move); } } /* =============== CL_ColorExplosionParticles =============== */ void CL_ColorExplosionParticles (vec3_t org, int color, int run) { int i, j; cparticle_t *p; for (i=0 ; i<128 ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color + (rand() % run); for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()%32)-16); p->vel[j] = (rand()%256)-128; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -0.4 / (0.6 + qfrand()*0.2); } } /* =============== CL_ParticleSmokeEffect - like the steam effect, but unaffected by gravity =============== */ void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) { int i, j; cparticle_t *p; float d; vec3_t r, u; MakeNormalVectors (dir, r, u); for (i=0 ; i<count ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color + (rand()&7); for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + magnitude*0.1*crand(); // p->vel[j] = dir[j]*magnitude; } VectorScale (dir, magnitude, p->vel); d = crand()*magnitude/3; VectorMA (p->vel, d, r, p->vel); d = crand()*magnitude/3; VectorMA (p->vel, d, u, p->vel); p->accel[0] = p->accel[1] = p->accel[2] = 0; p->alpha = 1.0; p->alphavel = -1.0 / (0.5 + qfrand()*0.3); } } /* =============== CL_BlasterParticles2 Wall impact puffs (Green) =============== */ void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color) { int i, j; cparticle_t *p; float d; int count; count = 40; for (i=0 ; i<count ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->time = cl.time; p->color = color + (rand()&7); d = rand()&15; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j]; p->vel[j] = dir[j] * 30 + crand()*40; } p->accel[0] = p->accel[1] = 0; p->accel[2] = -PARTICLE_GRAVITY; p->alpha = 1.0; p->alphavel = -1.0 / (0.5 + qfrand()*0.3); } } /* =============== CL_BlasterTrail2 Green! =============== */ void CL_BlasterTrail2 (vec3_t start, vec3_t end) { vec3_t move; vec3_t vec; float len; int j; cparticle_t *p; int dec; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); dec = 5; VectorScale (vec, 5, vec); // FIXME: this is a really silly way to have a loop while (len > 0) { len -= dec; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->accel); p->time = cl.time; p->alpha = 1.0; p->alphavel = -1.0 / (0.3+qfrand()*0.2); p->color = 0xd0; for (j=0 ; j<3 ; j++) { p->org[j] = move[j] + crand(); p->vel[j] = crand()*5; p->accel[j] = 0; } VectorAdd (move, vec, move); } }