📄 cl_fx.c
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return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 0.5;
p->alphavel = -1.0 / (0.3 + frand() * 0.2);
p->color = 0xe4 + (rand()&3);
for (j=0; j<3; j++)
{
p->org[j] = move[j];
p->accel[j] = 0;
}
if (left)
{
left = 0;
p->vel[0] = 10;
}
else
{
left = 1;
p->vel[0] = -10;
}
p->vel[1] = 0;
p->vel[2] = 0;
VectorAdd (move, vec, move);
}
}
/*
===============
CL_BubbleTrail
===============
*/
void CL_BubbleTrail (vec3_t start, vec3_t end)
{
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 = 32;
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+frand()*0.2);
p->color = 4 + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*2;
p->vel[j] = crand()*5;
}
p->vel[2] += 6;
VectorAdd (move, vec, move);
}
}
/*
===============
CL_FlyParticles
===============
*/
#define BEAMLENGTH 16
void CL_FlyParticles (vec3_t origin, int count)
{
int i;
cparticle_t *p;
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist = 64;
float ltime;
if (count > NUMVERTEXNORMALS)
count = NUMVERTEXNORMALS;
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
avelocities[0][i] = (rand()&255) * 0.01;
}
ltime = (float)cl.time / 1000.0;
for (i=0 ; i<count ; i+=2)
{
angle = ltime * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = ltime * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = ltime * avelocities[i][2];
sr = sin(angle);
cr = cos(angle);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
dist = sin(ltime + i)*64;
p->org[0] = origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
p->org[1] = origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
p->org[2] = origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
VectorClear (p->vel);
VectorClear (p->accel);
p->color = 0;
p->colorvel = 0;
p->alpha = 1;
p->alphavel = -100;
}
}
void CL_FlyEffect (centity_t *ent, vec3_t origin)
{
int n;
int count;
int starttime;
if (ent->fly_stoptime < cl.time)
{
starttime = cl.time;
ent->fly_stoptime = cl.time + 60000;
}
else
{
starttime = ent->fly_stoptime - 60000;
}
n = cl.time - starttime;
if (n < 20000)
count = n * 162 / 20000.0;
else
{
n = ent->fly_stoptime - cl.time;
if (n < 20000)
count = n * 162 / 20000.0;
else
count = 162;
}
CL_FlyParticles (origin, count);
}
/*
===============
CL_BfgParticles
===============
*/
#define BEAMLENGTH 16
void CL_BfgParticles (entity_t *ent)
{
int i;
cparticle_t *p;
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist = 64;
vec3_t v;
float ltime;
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
avelocities[0][i] = (rand()&255) * 0.01;
}
ltime = (float)cl.time / 1000.0;
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
angle = ltime * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = ltime * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = ltime * avelocities[i][2];
sr = sin(angle);
cr = cos(angle);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
dist = sin(ltime + i)*64;
p->org[0] = ent->origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
p->org[1] = ent->origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
p->org[2] = ent->origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
VectorClear (p->vel);
VectorClear (p->accel);
VectorSubtract (p->org, ent->origin, v);
dist = VectorLength(v) / 90.0;
p->color = floor (0xd0 + dist * 7);
p->colorvel = 0;
p->alpha = 1.0 - dist;
p->alphavel = -100;
}
}
/*
===============
CL_TrapParticles
===============
*/
// RAFAEL
void CL_TrapParticles (entity_t *ent)
{
vec3_t move;
vec3_t vec;
vec3_t start, end;
float len;
int j;
cparticle_t *p;
int dec;
ent->origin[2]-=14;
VectorCopy (ent->origin, start);
VectorCopy (ent->origin, end);
end[2]+=64;
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()*15;
p->accel[j] = 0;
}
p->accel[2] = PARTICLE_GRAVITY;
VectorAdd (move, vec, move);
}
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
vec3_t org;
ent->origin[2]+=14;
VectorCopy (ent->origin, org);
for (i=-2 ; i<=2 ; i+=4)
for (j=-2 ; j<=2 ; j+=4)
for (k=-2 ; k<=4 ; k+=4)
{
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()&3);
p->alpha = 1.0;
p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
p->org[0] = org[0] + i + ((rand()&23) * crand());
p->org[1] = org[1] + j + ((rand()&23) * crand());
p->org[2] = org[2] + k + ((rand()&23) * crand());
dir[0] = j * 8;
dir[1] = i * 8;
dir[2] = k * 8;
VectorNormalize (dir);
vel = 50 + rand()&63;
VectorScale (dir, vel, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
}
}
}
/*
===============
CL_BFGExplosionParticles
===============
*/
//FIXME combined with CL_ExplosionParticles
void CL_BFGExplosionParticles (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 = 0xd0 + (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_TeleportParticles
===============
*/
void CL_TeleportParticles (vec3_t org)
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
for (i=-16 ; i<=16 ; i+=4)
for (j=-16 ; j<=16 ; j+=4)
for (k=-16 ; k<=32 ; k+=4)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = 7 + (rand()&7);
p->alpha = 1.0;
p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
dir[0] = j*8;
dir[1] = i*8;
dir[2] = k*8;
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
}
}
/*
===============
CL_AddParticles
===============
*/
void CL_AddParticles (void)
{
cparticle_t *p, *next;
float alpha;
float time, time2;
vec3_t org;
int color;
cparticle_t *active, *tail;
active = NULL;
tail = NULL;
for (p=active_particles ; p ; p=next)
{
next = p->next;
// PMM - added INSTANT_PARTICLE handling for heat beam
if (p->alphavel != INSTANT_PARTICLE)
{
time = (cl.time - p->time)*0.001;
alpha = p->alpha + time*p->alphavel;
if (alpha <= 0)
{ // faded out
p->next = free_particles;
free_particles = p;
continue;
}
}
else
{
alpha = p->alpha;
}
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;
V_AddParticle (org, color, alpha);
// PMM
if (p->alphavel == INSTANT_PARTICLE)
{
p->alphavel = 0.0;
p->alpha = 0.0;
}
}
active_particles = active;
}
/*
==============
CL_EntityEvent
An entity has just been parsed that has an event value
the female events are there for backwards compatability
==============
*/
extern struct sfx_s *cl_sfx_footsteps[4];
void CL_EntityEvent (entity_state_t *ent)
{
switch (ent->event)
{
case EV_ITEM_RESPAWN:
S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
CL_ItemRespawnParticles (ent->origin);
break;
case EV_PLAYER_TELEPORT:
S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
CL_TeleportParticles (ent->origin);
break;
case EV_FOOTSTEP:
if (cl_footsteps->value)
S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand()&3], 1, ATTN_NORM, 0);
break;
case EV_FALLSHORT:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("player/land1.wav"), 1, ATTN_NORM, 0);
break;
case EV_FALL:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall2.wav"), 1, ATTN_NORM, 0);
break;
case EV_FALLFAR:
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall1.wav"), 1, ATTN_NORM, 0);
break;
}
}
/*
==============
CL_ClearEffects
==============
*/
void CL_ClearEffects (void)
{
CL_ClearParticles ();
CL_ClearDlights ();
CL_ClearLightStyles ();
}
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