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📄 cl_fx.c

📁 著名游戏quake2原代码最新版本(vc6.0可以编译的)
💻 C
📖 第 1 页 / 共 4 页
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/*
===============
CL_ExplosionParticles
===============
*/
void CL_ExplosionParticles (vec3_t org)
{
	int			i, j;
	cparticle_t	*p;

	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 = 0xe0 + (rand()&7);

		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = org[j] + ((rand()%32)-16);
			p->vel[j] = (rand()%384)-192;
		}

		p->accel[0] = p->accel[1] = 0;
		p->accel[2] = -PARTICLE_GRAVITY;
		p->alpha = 1.0;

		p->alphavel = -0.8 / (0.5 + frand()*0.3);
	}
}


/*
===============
CL_BigTeleportParticles
===============
*/
void CL_BigTeleportParticles (vec3_t org)
{
	int			i;
	cparticle_t	*p;
	float		angle, dist;
	static int colortable[4] = {2*8,13*8,21*8,18*8};

	for (i=0 ; i<4096 ; 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];

		angle = M_PI*2*(rand()&1023)/1023.0;
		dist = rand()&31;
		p->org[0] = org[0] + cos(angle)*dist;
		p->vel[0] = cos(angle)*(70+(rand()&63));
		p->accel[0] = -cos(angle)*100;

		p->org[1] = org[1] + sin(angle)*dist;
		p->vel[1] = sin(angle)*(70+(rand()&63));
		p->accel[1] = -sin(angle)*100;

		p->org[2] = org[2] + 8 + (rand()%90);
		p->vel[2] = -100 + (rand()&31);
		p->accel[2] = PARTICLE_GRAVITY*4;
		p->alpha = 1.0;

		p->alphavel = -0.3 / (0.5 + frand()*0.3);
	}
}


/*
===============
CL_BlasterParticles

Wall impact puffs
===============
*/
void CL_BlasterParticles (vec3_t org, vec3_t dir)
{
	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 = 0xe0 + (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 + frand()*0.3);
	}
}


/*
===============
CL_BlasterTrail

===============
*/
void CL_BlasterTrail (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+frand()*0.2);
		p->color = 0xe0;
		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);
	}
}

/*
===============
CL_QuadTrail

===============
*/
void CL_QuadTrail (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);

	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+frand()*0.2);
		p->color = 115;
		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_FlagTrail

===============
*/
void CL_FlagTrail (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+frand()*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_DiminishingTrail

===============
*/
void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			j;
	cparticle_t	*p;
	float		dec;
	float		orgscale;
	float		velscale;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	dec = 0.5;
	VectorScale (vec, dec, vec);

	if (old->trailcount > 900)
	{
		orgscale = 4;
		velscale = 15;
	}
	else if (old->trailcount > 800)
	{
		orgscale = 2;
		velscale = 10;
	}
	else
	{
		orgscale = 1;
		velscale = 5;
	}

	while (len > 0)
	{
		len -= dec;

		if (!free_particles)
			return;

		// drop less particles as it flies
		if ((rand()&1023) < old->trailcount)
		{
			p = free_particles;
			free_particles = p->next;
			p->next = active_particles;
			active_particles = p;
			VectorClear (p->accel);
		
			p->time = cl.time;

			if (flags & EF_GIB)
			{
				p->alpha = 1.0;
				p->alphavel = -1.0 / (1+frand()*0.4);
				p->color = 0xe8 + (rand()&7);
				for (j=0 ; j<3 ; j++)
				{
					p->org[j] = move[j] + crand()*orgscale;
					p->vel[j] = crand()*velscale;
					p->accel[j] = 0;
				}
				p->vel[2] -= PARTICLE_GRAVITY;
			}
			else if (flags & EF_GREENGIB)
			{
				p->alpha = 1.0;
				p->alphavel = -1.0 / (1+frand()*0.4);
				p->color = 0xdb + (rand()&7);
				for (j=0; j< 3; j++)
				{
					p->org[j] = move[j] + crand()*orgscale;
					p->vel[j] = crand()*velscale;
					p->accel[j] = 0;
				}
				p->vel[2] -= PARTICLE_GRAVITY;
			}
			else
			{
				p->alpha = 1.0;
				p->alphavel = -1.0 / (1+frand()*0.2);
				p->color = 4 + (rand()&7);
				for (j=0 ; j<3 ; j++)
				{
					p->org[j] = move[j] + crand()*orgscale;
					p->vel[j] = crand()*velscale;
				}
				p->accel[2] = 20;
			}
		}

		old->trailcount -= 5;
		if (old->trailcount < 100)
			old->trailcount = 100;
		VectorAdd (move, vec, move);
	}
}

void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
{
	float		d;

	// this rotate and negat guarantees a vector
	// not colinear with the original
	right[1] = -forward[0];
	right[2] = forward[1];
	right[0] = forward[2];

	d = DotProduct (right, forward);
	VectorMA (right, -d, forward, right);
	VectorNormalize (right);
	CrossProduct (right, forward, up);
}

/*
===============
CL_RocketTrail

===============
*/
void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			j;
	cparticle_t	*p;
	float		dec;

	// smoke
	CL_DiminishingTrail (start, end, old, EF_ROCKET);

	// fire
	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	dec = 1;
	VectorScale (vec, dec, vec);

	while (len > 0)
	{
		len -= dec;

		if (!free_particles)
			return;

		if ( (rand()&7) == 0)
		{
			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+frand()*0.2);
			p->color = 0xdc + (rand()&3);
			for (j=0 ; j<3 ; j++)
			{
				p->org[j] = move[j] + crand()*5;
				p->vel[j] = crand()*20;
			}
			p->accel[2] = -PARTICLE_GRAVITY;
		}
		VectorAdd (move, vec, move);
	}
}

/*
===============
CL_RailTrail

===============
*/
void CL_RailTrail (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;
	byte		clr = 0x74;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	MakeNormalVectors (vec, right, up);

	for (i=0 ; i<len ; 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 = i * 0.1;
		c = cos(d);
		s = sin(d);

		VectorScale (right, c, dir);
		VectorMA (dir, s, up, dir);

		p->alpha = 1.0;
		p->alphavel = -1.0 / (1+frand()*0.2);
		p->color = clr + (rand()&7);
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = move[j] + dir[j]*3;
			p->vel[j] = dir[j]*6;
		}

		VectorAdd (move, vec, move);
	}

	dec = 0.75;
	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);

		p->alpha = 1.0;
		p->alphavel = -1.0 / (0.6+frand()*0.2);
		p->color = 0x0 + rand()&15;

		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = move[j] + crand()*3;
			p->vel[j] = crand()*3;
			p->accel[j] = 0;
		}

		VectorAdd (move, vec, move);
	}
}

// RAFAEL
/*
===============
CL_IonripperTrail
===============
*/
void CL_IonripperTrail (vec3_t start, vec3_t ent)
{
	vec3_t	move;
	vec3_t	vec;
	float	len;
	int		j;
	cparticle_t *p;
	int		dec;
	int     left = 0;

	VectorCopy (start, move);
	VectorSubtract (ent, start, vec);
	len = VectorNormalize (vec);

	dec = 5;
	VectorScale (vec, 5, vec);

	while (len > 0)
	{
		len -= dec;

		if (!free_particles)

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