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cg_effects.cpp
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cg_effects.cpp
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/*
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.
*/
// cg_effects.c -- entity effects parsing and management
#include "cg_local.h"
/*
==============================================================
LIGHT STYLE MANAGEMENT
==============================================================
*/
typedef struct
{
int length;
float value[3];
float map[MAX_QPATH];
} cg_lightStyle_t;
cg_lightStyle_t cg_lightStyle[MAX_LIGHTSTYLES];
/*
* CG_ClearLightStyles
*/
void CG_ClearLightStyles( void )
{
memset( cg_lightStyle, 0, sizeof( cg_lightStyle ) );
}
/*
* CG_RunLightStyles
*/
void CG_RunLightStyles( void )
{
int i;
float f;
int ofs;
cg_lightStyle_t *ls;
f = cg.time / 100.0f;
ofs = (int)floor( f );
f = f - ofs;
for( i = 0, ls = cg_lightStyle; i < MAX_LIGHTSTYLES; i++, ls++ )
{
if( !ls->length )
{
ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
continue;
}
if( ls->length == 1 )
ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
else
ls->value[0] = ls->value[1] = ls->value[2] = ( ls->map[ofs % ls->length] * f + ( 1 - f ) * ls->map[( ofs-1 ) % ls->length] );
}
}
/*
* CG_SetLightStyle
*/
void CG_SetLightStyle( int i )
{
int j, k;
char *s;
s = cgs.configStrings[i+CS_LIGHTS];
j = strlen( s );
if( j >= MAX_QPATH )
CG_Error( "CL_SetLightstyle length = %i", j );
cg_lightStyle[i].length = j;
for( k = 0; k < j; k++ )
cg_lightStyle[i].map[k] = (float)( s[k]-'a' ) / (float)( 'm'-'a' );
}
/*
* CG_AddLightStyles
*/
void CG_AddLightStyles( void )
{
int i;
cg_lightStyle_t *ls;
for( i = 0, ls = cg_lightStyle; i < MAX_LIGHTSTYLES; i++, ls++ )
trap_R_AddLightStyleToScene( i, ls->value[0], ls->value[1], ls->value[2] );
}
/*
==============================================================
DLIGHT MANAGEMENT
==============================================================
*/
typedef struct cdlight_s
{
vec3_t color;
vec3_t origin;
float radius;
} cdlight_t;
static cdlight_t cg_dlights[MAX_DLIGHTS];
static int cg_numDlights;
/*
* CG_ClearDlights
*/
static void CG_ClearDlights( void )
{
memset( cg_dlights, 0, sizeof( cg_dlights ) );
cg_numDlights = 0;
}
/*
* CG_AllocDlight
*/
static void CG_AllocDlight( vec3_t origin, float radius, float r, float g, float b )
{
cdlight_t *dl;
if( radius <= 0 )
return;
if( cg_numDlights == MAX_DLIGHTS )
return;
dl = &cg_dlights[cg_numDlights++];
dl->radius = radius;
VectorCopy( origin, dl->origin );
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
void CG_AddLightToScene( vec3_t org, float radius, float r, float g, float b )
{
CG_AllocDlight( org, radius, r, g, b );
}
/*
* CG_AddDlights
*/
void CG_AddDlights( void )
{
int i;
cdlight_t *dl;
for( i = 0, dl = cg_dlights; i < cg_numDlights; i++, dl++ )
trap_R_AddLightToScene( dl->origin, dl->radius, dl->color[0], dl->color[1], dl->color[2] );
cg_numDlights = 0;
}
/*
==============================================================
BLOB SHADOWS MANAGEMENT
==============================================================
*/
#define MAX_CGSHADEBOXES 128
#define MAX_BLOBSHADOW_VERTS 128
#define MAX_BLOBSHADOW_FRAGMENTS 64
typedef struct
{
vec3_t origin;
vec3_t mins, maxs;
int entNum;
struct shader_s *shader;
vec4_t verts[MAX_BLOBSHADOW_VERTS];
vec4_t norms[MAX_BLOBSHADOW_VERTS];
vec2_t stcoords[MAX_BLOBSHADOW_VERTS];
byte_vec4_t colors[MAX_BLOBSHADOW_VERTS];
} cgshadebox_t;
cgshadebox_t cg_shadeBoxes[MAX_CGSHADEBOXES];
static int cg_numShadeBoxes = 0; // cleared each frame
/*
* CG_AddBlobShadow
*
* Ok, to not use decals space we need these arrays to store the
* polygons info. We do not need the linked list nor registration
*/
static void CG_AddBlobShadow( vec3_t origin, vec3_t dir, float orient, float radius,
float r, float g, float b, float a, cgshadebox_t *shadeBox )
{
int i, j, c, nverts;
vec3_t axis[3];
byte_vec4_t color;
fragment_t *fr, fragments[MAX_BLOBSHADOW_FRAGMENTS];
int numfragments;
poly_t poly;
vec4_t verts[MAX_BLOBSHADOW_VERTS];
if( radius <= 0 || VectorCompare( dir, vec3_origin ) )
return; // invalid
// calculate orientation matrix
VectorNormalize2( dir, axis[0] );
PerpendicularVector( axis[1], axis[0] );
RotatePointAroundVector( axis[2], axis[0], axis[1], orient );
CrossProduct( axis[0], axis[2], axis[1] );
numfragments = trap_R_GetClippedFragments( origin, radius, axis, // clip it
MAX_BLOBSHADOW_VERTS, verts, MAX_BLOBSHADOW_FRAGMENTS, fragments );
// no valid fragments
if( !numfragments )
return;
// clamp and scale colors
if( r < 0 ) r = 0;else if( r > 1 ) r = 255;else r *= 255;
if( g < 0 ) g = 0;else if( g > 1 ) g = 255;else g *= 255;
if( b < 0 ) b = 0;else if( b > 1 ) b = 255;else b *= 255;
if( a < 0 ) a = 0;else if( a > 1 ) a = 255;else a *= 255;
color[0] = ( uint8_t )( r );
color[1] = ( uint8_t )( g );
color[2] = ( uint8_t )( b );
color[3] = ( uint8_t )( a );
c = *( int * )color;
radius = 0.5f / radius;
VectorScale( axis[1], radius, axis[1] );
VectorScale( axis[2], radius, axis[2] );
memset( &poly, 0, sizeof( poly ) );
for( i = 0, nverts = 0, fr = fragments; i < numfragments; i++, fr++ )
{
if( nverts+fr->numverts > MAX_BLOBSHADOW_VERTS )
return;
if( fr->numverts <= 0 )
continue;
poly.shader = shadeBox->shader;
poly.verts = &shadeBox->verts[nverts];
poly.normals = &shadeBox->norms[nverts];
poly.stcoords = &shadeBox->stcoords[nverts];
poly.colors = &shadeBox->colors[nverts];
poly.numverts = fr->numverts;
poly.fognum = fr->fognum;
nverts += fr->numverts;
for( j = 0; j < fr->numverts; j++ )
{
vec3_t v;
Vector4Copy( verts[fr->firstvert+j], poly.verts[j] );
VectorCopy( axis[0], poly.normals[j] ); poly.normals[j][3] = 0;
VectorSubtract( poly.verts[j], origin, v );
poly.stcoords[j][0] = DotProduct( v, axis[1] ) + 0.5f;
poly.stcoords[j][1] = DotProduct( v, axis[2] ) + 0.5f;
*( int * )poly.colors[j] = c;
}
trap_R_AddPolyToScene( &poly );
}
}
/*
* CG_ClearShadeBoxes
*/
static void CG_ClearShadeBoxes( void )
{
cg_numShadeBoxes = 0;
memset( cg_shadeBoxes, 0, sizeof( cg_shadeBoxes ) );
}
/*
* CG_AllocShadeBox
*/
void CG_AllocShadeBox( int entNum, const vec3_t origin, const vec3_t mins, const vec3_t maxs, struct shader_s *shader )
{
float dist;
vec3_t dir;
cgshadebox_t *sb;
if( !cg_shadows->integer )
return;
if( cg_numShadeBoxes == MAX_CGSHADEBOXES )
return;
// Kill if behind the view or if too far away
VectorSubtract( origin, cg.view.origin, dir );
dist = VectorNormalize2( dir, dir ) * cg.view.fracDistFOV;
if( dist > 1024 )
return;
if( DotProduct( dir, &cg.view.axis[AXIS_FORWARD] ) < 0 )
return;
sb = &cg_shadeBoxes[cg_numShadeBoxes++];
VectorCopy( origin, sb->origin );
VectorCopy( mins, sb->mins );
VectorCopy( maxs, sb->maxs );
sb->entNum = entNum;
sb->shader = shader;
if( !sb->shader )
sb->shader = CG_MediaShader( cgs.media.shaderPlayerShadow );
}
/*
* CG_AddShadeBoxes - Which in reality means CalcBlobShadows
* Note: This function should be called after every dynamic light has been added to the rendering list.
* ShadeBoxes exist for the solely reason of waiting until all dlights are sent before doing the shadows.
*/
#define SHADOW_PROJECTION_DISTANCE 96
#define SHADOW_MAX_SIZE 100
#define SHADOW_MIN_SIZE 24
void CG_AddShadeBoxes( void )
{
// ok, what we have to do here is finding the light direction of each of the shadeboxes origins
int i;
cgshadebox_t *sb;
vec3_t lightdir, end, sborigin;
trace_t trace;
if( !cg_shadows->integer )
return;
for( i = 0, sb = cg_shadeBoxes; i < cg_numShadeBoxes; i++, sb++ )
{
VectorClear( lightdir );
trap_R_LightForOrigin( sb->origin, lightdir, NULL, NULL, RadiusFromBounds( sb->mins, sb->maxs ) );
// move the point we will project close to the bottom of the bbox (so shadow doesn't dance much to the sides)
VectorSet( sborigin, sb->origin[0], sb->origin[1], sb->origin[2] + sb->mins[2] + 8 );
VectorMA( sborigin, -SHADOW_PROJECTION_DISTANCE, lightdir, end );
//CG_DrawTestLine( sb->origin, end ); // lightdir testline
CG_Trace( &trace, sborigin, vec3_origin, vec3_origin, end, sb->entNum, MASK_OPAQUE );
if( trace.fraction < 1.0f )
{ // we have a shadow
float blobradius;
float alpha, maxalpha = 0.95f;
vec3_t shangles;
VecToAngles( lightdir, shangles );
blobradius = SHADOW_MIN_SIZE + trace.fraction * ( SHADOW_MAX_SIZE-SHADOW_MIN_SIZE );
alpha = ( 1.0f - trace.fraction ) * maxalpha;
CG_AddBlobShadow( trace.endpos, trace.plane.normal, shangles[YAW], blobradius,
1, 1, 1, alpha, sb );
}
}
// clean up the polygons list from old frames
cg_numShadeBoxes = 0;
}
/*
==============================================================
TEMPORARY (ONE-FRAME) DECALS
==============================================================
*/
#define MAX_TEMPDECALS 32 // in fact, a semi-random multiplier
#define MAX_TEMPDECAL_VERTS 128
#define MAX_TEMPDECAL_FRAGMENTS 64
static unsigned int cg_numDecalVerts = 0;
/*
* CG_ClearFragmentedDecals
*/
void CG_ClearFragmentedDecals( void )
{
cg_numDecalVerts = 0;
}
/*
* CG_AddFragmentedDecal
*/
void CG_AddFragmentedDecal( vec3_t origin, vec3_t dir, float orient, float radius,
float r, float g, float b, float a, struct shader_s *shader )
{
int i, j, c;
vec3_t axis[3];
byte_vec4_t color;
fragment_t *fr, fragments[MAX_TEMPDECAL_FRAGMENTS];
int numfragments;
poly_t poly;
vec4_t verts[MAX_BLOBSHADOW_VERTS];
static vec4_t t_verts[MAX_TEMPDECAL_VERTS*MAX_TEMPDECALS];
static vec4_t t_norms[MAX_TEMPDECAL_VERTS*MAX_TEMPDECALS];
static vec2_t t_stcoords[MAX_TEMPDECAL_VERTS*MAX_TEMPDECALS];
static byte_vec4_t t_colors[MAX_TEMPDECAL_VERTS*MAX_TEMPDECALS];
if( radius <= 0 || VectorCompare( dir, vec3_origin ) )
return; // invalid
// calculate orientation matrix
VectorNormalize2( dir, axis[0] );
PerpendicularVector( axis[1], axis[0] );
RotatePointAroundVector( axis[2], axis[0], axis[1], orient );
CrossProduct( axis[0], axis[2], axis[1] );
numfragments = trap_R_GetClippedFragments( origin, radius, axis, // clip it
MAX_BLOBSHADOW_VERTS, verts, MAX_TEMPDECAL_FRAGMENTS, fragments );
// no valid fragments
if( !numfragments )
return;
// clamp and scale colors
if( r < 0 ) r = 0;else if( r > 1 ) r = 255;else r *= 255;
if( g < 0 ) g = 0;else if( g > 1 ) g = 255;else g *= 255;
if( b < 0 ) b = 0;else if( b > 1 ) b = 255;else b *= 255;
if( a < 0 ) a = 0;else if( a > 1 ) a = 255;else a *= 255;
color[0] = ( uint8_t )( r );
color[1] = ( uint8_t )( g );
color[2] = ( uint8_t )( b );
color[3] = ( uint8_t )( a );
c = *( int * )color;
radius = 0.5f / radius;
VectorScale( axis[1], radius, axis[1] );
VectorScale( axis[2], radius, axis[2] );
memset( &poly, 0, sizeof( poly ) );
for( i = 0, fr = fragments; i < numfragments; i++, fr++ )
{
if( fr->numverts <= 0 )
continue;
if( cg_numDecalVerts+(unsigned)fr->numverts > sizeof( t_verts ) / sizeof( t_verts[0] ) )
return;
poly.shader = shader;
poly.verts = &t_verts[cg_numDecalVerts];
poly.normals = &t_norms[cg_numDecalVerts];
poly.stcoords = &t_stcoords[cg_numDecalVerts];
poly.colors = &t_colors[cg_numDecalVerts];
poly.numverts = fr->numverts;
poly.fognum = fr->fognum;
cg_numDecalVerts += (unsigned)fr->numverts;
for( j = 0; j < fr->numverts; j++ )
{
vec3_t v;
Vector4Copy( verts[fr->firstvert+j], poly.verts[j] );
VectorCopy( axis[0], poly.normals[j] ); poly.normals[j][3] = 0;
VectorSubtract( poly.verts[j], origin, v );
poly.stcoords[j][0] = DotProduct( v, axis[1] ) + 0.5f;
poly.stcoords[j][1] = DotProduct( v, axis[2] ) + 0.5f;
*( int * )poly.colors[j] = c;
}
trap_R_AddPolyToScene( &poly );
}
}
/*
==============================================================
PARTICLE MANAGEMENT
==============================================================
*/
typedef struct particle_s
{
float time;
vec3_t org;
vec3_t vel;
vec3_t accel;
vec3_t color;
float alpha;
float alphavel;
float scale;
bool fog;
poly_t poly;
vec4_t pVerts[4];
vec2_t pStcoords[4];
byte_vec4_t pColor[4];
struct shader_s *shader;
} cparticle_t;
#define PARTICLE_GRAVITY 500
#define MAX_PARTICLES 2048
static vec3_t avelocities[NUMVERTEXNORMALS];
cparticle_t particles[MAX_PARTICLES];
int cg_numparticles;
/*
* CG_ClearParticles
*/
static void CG_ClearParticles( void )
{
int i;
cparticle_t *p;
cg_numparticles = 0;
memset( particles, 0, sizeof( cparticle_t ) * MAX_PARTICLES );
for( i = 0, p = particles; i < MAX_PARTICLES; i++, p++ )
{
p->pStcoords[0][0] = 0; p->pStcoords[0][1] = 1;
p->pStcoords[1][0] = 0; p->pStcoords[1][1] = 0;
p->pStcoords[2][0] = 1; p->pStcoords[2][1] = 0;
p->pStcoords[3][0] = 1; p->pStcoords[3][1] = 1;
}
}
#define CG_InitParticle( p, s, a, r, g, b, h ) \
( \
( p )->time = cg.time, \
( p )->scale = ( s ), \
( p )->alpha = ( a ), \
( p )->color[0] = ( r ), \
( p )->color[1] = ( g ), \
( p )->color[2] = ( b ), \
( p )->shader = ( h ), \
( p )->fog = true \
)
extern cvar_t *cg_playerTrailsColor;
void CG_AddLinearTrail( centity_t *cent, float lifetime )
{
cparticle_t *p;
float r, g, b;
if( cg_numparticles + 1 > MAX_PARTICLES )
return;
if( cg_playerTrailsColor->string != NULL && sscanf( cg_playerTrailsColor->string, "%f %f %f", &r, &g, &b ) == 3 ) {
if( r < 0.0f )
r = 0.0f;
clamp( r, 0.0f, 1.0f );
clamp( g, 0.0f, 1.0f );
clamp( b, 0.0f, 1.0f );
if( r > 1.0f )
r = 1.0f;
if( g < 0.0f )
g = 0.0f;
if( g > 1.0f )
g = 1.0f;
if( b < 0.0f )
b = 0.0f;
if( b > 1.0f )
b = 1.0f;
} else {
r = 0.0f;
g = 1.0f;
b = 0.0f;
}
p = &particles[cg_numparticles++];
CG_InitParticle( p, 1.0f, 1.0f, r, g, b, NULL );
VectorCopy( cent->ent.origin, p->org );
p->alphavel = -( 1.0f / lifetime );
}
/*
* CG_ParticleEffect
*
* Wall impact puffs
*/
void CG_ParticleEffect( const vec3_t org, const vec3_t dir, float r, float g, float b, int count )
{
int j;
cparticle_t *p;
float d;
if( !cg_particles->integer )
return;
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, 0.75, 1, r + random()*0.1, g + random()*0.1, b + random()*0.1, NULL );
d = rand() & 31;
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + ( ( rand()&7 ) - 4 ) + d * dir[j];
p->vel[j] = crandom() * 20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alphavel = -1.0 / ( 0.5 + random() * 0.3 );
}
}
/*
* CG_ParticleEffect2
*/
void CG_ParticleEffect2( const vec3_t org, const vec3_t dir, float r, float g, float b, int count )
{
int j;
float d;
cparticle_t *p;
if( !cg_particles->integer )
return;
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, 0.75, 1, r, g, b, NULL );
d = rand()&7;
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + ( ( rand()&7 ) - 4 ) + d * dir[j];
p->vel[j] = crandom() * 20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alphavel = -1.0 / ( 0.5 + random() * 0.3 );
}
}
/*
* CG_ParticleExplosionEffect
*/
void CG_ParticleExplosionEffect( const vec3_t org, const vec3_t dir, float r, float g, float b, int count )
{
int j;
cparticle_t *p;
float d;
if( !cg_particles->integer )
return;
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, 0.75, 1, r + random()*0.1, g + random()*0.1, b + random()*0.1, NULL );
d = rand() & 31;
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + ( ( rand()&7 ) - 4 ) + d * dir[j];
p->vel[j] = crandom() * 400;
}
//p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alphavel = -1.0 / ( 0.7 + random() * 0.25 );
}
}
/*
* CG_BlasterTrail
*/
void CG_BlasterTrail( const vec3_t start, const vec3_t end )
{
int j, count;
vec3_t move, vec;
float len;
//const float dec = 5.0f;
const float dec = 3.0f;
cparticle_t *p;
if( !cg_particles->integer )
return;
VectorCopy( start, move );
VectorSubtract( end, start, vec );
len = VectorNormalize( vec );
VectorScale( vec, dec, vec );
count = (int)( len / dec ) + 1;
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, 2.5f, 0.25f, 1.0f, 0.85f, 0, NULL );
p->alphavel = -1.0 / ( 0.1 + random() * 0.2 );
for( j = 0; j < 3; j++ )
{
p->org[j] = move[j] + crandom();
p->vel[j] = crandom() * 5;
}
VectorClear( p->accel );
VectorAdd( move, vec, move );
}
}
/*
* CG_ElectroWeakTrail
*/
void CG_ElectroWeakTrail( const vec3_t start, const vec3_t end, const vec4_t color )
{
int j, count;
vec3_t move, vec;
float len;
const float dec = 5;
cparticle_t *p;
vec4_t ucolor = { 1.0f, 1.0f, 1.0f, 0.8f };
if( color )
VectorCopy( color, ucolor );
if( !cg_particles->integer )
return;
VectorCopy( start, move );
VectorSubtract( end, start, vec );
len = VectorNormalize( vec );
VectorScale( vec, dec, vec );
count = (int)( len / dec ) + 1;
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
//CG_InitParticle( p, 2.0f, 0.8f, 1.0f, 1.0f, 1.0f, NULL );
CG_InitParticle( p, 2.0f, ucolor[3], ucolor[0], ucolor[1], ucolor[2], NULL );
p->alphavel = -1.0 / ( 0.2 + random() * 0.1 );
for( j = 0; j < 3; j++ )
{
p->org[j] = move[j] + random();/* + crandom();*/
p->vel[j] = crandom() * 2;
}
VectorClear( p->accel );
VectorAdd( move, vec, move );
}
}
/*
* CG_ImpactPuffParticles
* Wall impact puffs
*/
void CG_ImpactPuffParticles( const vec3_t org, const vec3_t dir, int count, float scale, float r, float g, float b, float a, struct shader_s *shader )
{
int j;
float d;
cparticle_t *p;
if( !cg_particles->integer )
return;
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, scale, a, r, g, b, shader );
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] * 90 + crandom() * 40;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alphavel = -1.0 / ( 0.5 + random() * 0.3 );
}
}
/*
* CG_HighVelImpactPuffParticles
* High velocity wall impact puffs
*/
void CG_HighVelImpactPuffParticles( const vec3_t org, const vec3_t dir, int count, float scale, float r, float g, float b, float a, struct shader_s *shader )
{
int j;
float d;
cparticle_t *p;
if( !cg_particles->integer )
return;
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, scale, a, r, g, b, shader );
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] * 180 + crandom() * 40;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY * 2;
p->alphavel = -5.0 / ( 0.5 + random() * 0.3 );
}
}
/*
* CG_ElectroIonsTrail
*/
void CG_ElectroIonsTrail( const vec3_t start, const vec3_t end, const vec4_t color )
{
#define MAX_BOLT_IONS 48
int i, count;
vec3_t move, vec;
float len;
float dec2 = 24.0f;
cparticle_t *p;
if( !cg_particles->integer )
return;
VectorSubtract( end, start, vec );
len = VectorNormalize( vec );
count = (int)( len / dec2 ) + 1;
if( count > MAX_BOLT_IONS )
{
count = MAX_BOLT_IONS;
dec2 = len / count;
}
VectorScale( vec, dec2, vec );
VectorCopy( start, move );
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, 0.65f, color[3], color[0] + crandom()*0.1, color[1] + crandom()*0.1, color[2] + crandom()*0.1, NULL );
for( i = 0; i < 3; i++ )
{
p->org[i] = move[i];
p->vel[i] = crandom()*4;
}
p->alphavel = -1.0 / ( 0.6 + random()*0.6 );
VectorClear( p->accel );
VectorAdd( move, vec, move );
}
}
void CG_ElectroIonsTrail2( const vec3_t start, const vec3_t end, const vec4_t color )
{
#define MAX_RING_IONS 96
int count;
vec3_t move, vec;
float len;
float dec2 = 8.0f;
cparticle_t *p;
if( !cg_particles->integer )
return;
VectorSubtract( end, start, vec );
len = VectorNormalize( vec );
count = (int)( len / dec2 ) + 1;
if( count > MAX_RING_IONS )
{
count = MAX_RING_IONS;
dec2 = len / count;
}
VectorScale( vec, dec2, vec );
VectorCopy( start, move );
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
// Ring rail eb particles
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, 0.65f, color[3], color[0] + crandom()*0.1, color[1] + crandom()*0.1, color[2] + crandom()*0.1, NULL );
p->alphavel = -1.0 / ( 0.6 + random()*0.6 );
VectorCopy( move, p->org );
VectorClear( p->accel );
VectorClear( p->vel );
VectorAdd( move, vec, move );
}
}
#define BEAMLENGTH 16
/*
* CG_FlyParticles
*/
static void CG_FlyParticles( const vec3_t origin, int count )
{
int i, j;
float angle, sp, sy, cp, cy;
vec3_t forward, dir;
float dist, ltime;
cparticle_t *p;
if( !cg_particles->integer )
return;
if( count > NUMVERTEXNORMALS )
count = NUMVERTEXNORMALS;
if( !avelocities[0][0] )
{
for( i = 0; i < NUMVERTEXNORMALS; i++ )
for( j = 0; j < 3; j++ )
avelocities[i][j] = ( rand()&255 ) * 0.01;
}
i = 0;
ltime = (float)cg.time / 1000.0;
count /= 2;
if( cg_numparticles + count > MAX_PARTICLES )
count = MAX_PARTICLES - cg_numparticles;
for( p = &particles[cg_numparticles], cg_numparticles += count; count > 0; count--, p++ )
{
CG_InitParticle( p, 1, 1, 0, 0, 0, NULL );
angle = ltime * avelocities[i][0];
sy = sin( angle );
cy = cos( angle );
angle = ltime * avelocities[i][1];
sp = sin( angle );
cp = cos( angle );
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
dist = sin( ltime + i ) * 64;
ByteToDir( i, dir );
p->org[0] = origin[0] + dir[0]*dist + forward[0]*BEAMLENGTH;
p->org[1] = origin[1] + dir[1]*dist + forward[1]*BEAMLENGTH;
p->org[2] = origin[2] + dir[2]*dist + forward[2]*BEAMLENGTH;
VectorClear( p->vel );
VectorClear( p->accel );
p->alphavel = -100;
i += 2;
}
}
/*
* CG_FlyEffect
*/
void CG_FlyEffect( centity_t *ent, const vec3_t origin )
{
int n;
int count;
int starttime;
if( !cg_particles->integer )
return;
if( ent->fly_stoptime < cg.time )
{
starttime = cg.time;
ent->fly_stoptime = cg.time + 60000;
}
else
{
starttime = ent->fly_stoptime - 60000;
}