og-odamex/common/c_effect.cpp

474 lines
10 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id$
//
// Copyright (C) 1998-2006 by Randy Heit (ZDoom).
// Copyright (C) 2006-2026 by The Odamex Team.
//
// 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.
//
// DESCRIPTION:
// COMMON Particle effect thinkers
//
//-----------------------------------------------------------------------------
#include "odamex.h"
#include "actor.h"
#include "c_effect.h"
#include "p_local.h"
#include "v_video.h"
#include "m_random.h"
#include "r_things.h"
#include "s_sound.h"
#include "w_wad.h"
// [RH] particle globals
int NumParticles;
int ActiveParticles;
int InactiveParticles;
particle_t *Particles;
#define FADEFROMTTL(a) (255/(a))
static int grey1, grey2, grey3, grey4, red, green, blue, yellow, black,
red1, green1, blue1, yellow1, purple, purple1, white,
rblue1, rblue2, rblue3, rblue4, orange, yorange, dred, grey5,
maroon1, maroon2, pink;
static const struct ColorList {
int *color, r, g, b;
} Colors[] = {
{&grey1, 85, 85, 85 },
{&grey2, 171, 171, 171},
{&grey3, 50, 50, 50 },
{&grey4, 210, 210, 210},
{&grey5, 128, 128, 128},
{&red, 255, 0, 0 },
{&green, 0, 200, 0 },
{&blue, 0, 0, 255},
{&yellow, 255, 255, 0 },
{&black, 0, 0, 0 },
{&red1, 255, 127, 127},
{&green1, 127, 255, 127},
{&blue1, 127, 127, 255},
{&yellow1, 255, 255, 180},
{&purple, 120, 0, 160},
{&purple1, 200, 30, 255},
{&white, 255, 255, 255},
{&rblue1, 81, 81, 255},
{&rblue2, 0, 0, 227},
{&rblue3, 0, 0, 130},
{&rblue4, 0, 0, 80 },
{&orange, 255, 120, 0 },
{&yorange, 255, 170, 0 },
{&dred, 80, 0, 0 },
{&maroon1, 154, 49, 49 },
{&maroon2, 125, 24, 24 },
{&pink, 255, 112, 185 },
{NULL, 0, 0, 0}
};
void P_InitEffects()
{
const struct ColorList* color = Colors;
const argb_t* palette_colors = V_GetDefaultPalette()->basecolors;
while (color->color)
{
*(color->color) = V_BestColor(palette_colors, color->r, color->g, color->b);
color++;
}
}
void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind)
{
if (!clientside)
return;
int color1, color2;
switch (kind) {
case 1: // Spark
color1 = orange;
color2 = yorange;
break;
default:
return;
}
for (; count; count--) {
particle_t *p = JitterParticle (10);
angle_t an;
if (!p)
break;
p->size = 2;
p->color = M_Random() & 0x80 ? color1 : color2;
p->velz -= M_Random () * 512;
p->accz -= FRACUNIT/8;
p->accx += (M_Random () - 128) * 8;
p->accy += (M_Random () - 128) * 8;
p->z = z - M_Random () * 1024;
an = (angle + (M_Random() << 21)) >> ANGLETOFINESHIFT;
p->x = x + (M_Random () & 15)*finecosine[an];
p->y = y + (M_Random () & 15)*finesine[an];
}
}
void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind)
{
}
//
// [RH] Particle functions
//
static void MakeFountain (const AActor *actor, int color1, int color2)
{
if (!clientside)
return;
particle_t *particle;
if (!(level.time & 1))
return;
particle = JitterParticle (51);
if (particle) {
angle_t an = M_Random()<<(24-ANGLETOFINESHIFT);
fixed_t out = FixedMul (actor->radius, M_Random()<<8);
particle->x = actor->x + FixedMul (out, finecosine[an]);
particle->y = actor->y + FixedMul (out, finesine[an]);
particle->z = actor->z + actor->height + FRACUNIT;
if (out < actor->radius/8)
particle->velz += FRACUNIT*10/3;
else
particle->velz += FRACUNIT*3;
particle->accz -= FRACUNIT/11;
if (M_Random() < 30) {
particle->size = 4;
particle->color = color2;
} else {
particle->size = 6;
particle->color = color1;
}
}
}
static void MakeHearts(const AActor* actor)
{
if (!clientside)
return;
particle_t* particle;
if (!(level.time % 5 == 0))
return;
particle = JitterParticle(51);
if (particle)
{
angle_t an = M_Random() << (24 - ANGLETOFINESHIFT);
fixed_t out = FixedMul(actor->radius, M_Random() << 8);
particle->x = actor->x + FixedMul(out, finecosine[an]);
particle->y = actor->y + FixedMul(out, finesine[an]);
particle->z = actor->z + actor->height + FRACUNIT;
if (out < actor->radius / 8)
particle->velz += FRACUNIT * 10 / 3;
else
particle->velz += FRACUNIT * 3;
particle->accz -= FRACUNIT / 15;
particle->sprite = W_GetNumForName("FRNDHRT");
}
}
//
// AddParticle
//
// Creates a particle with "jitter"
//
particle_t *JitterParticle (int ttl)
{
if (!clientside)
return NULL;
particle_t *particle = NewParticle ();
if (particle) {
fixed_t *val = &particle->velx;
int i;
// Set initial velocities
for (i = 3; i; i--, val++)
*val = (FRACUNIT/4096) * (M_Random () - 128);
// Set initial accelerations
for (i = 3; i; i--, val++)
*val = (FRACUNIT/16384) * (M_Random () - 128);
particle->trans = 255; // fully opaque
particle->ttl = ttl;
particle->fade = FADEFROMTTL(ttl);
particle->sprite = NO_PARTICLE;
}
return particle;
}
//
// P_RunEffects
//
// Run effects on all mobjs in world
//
void P_RunEffects (void)
{
if (!clientside)
return;
AActor *actor;
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) )
{
if (actor->effects)
P_RunEffect (actor, actor->effects);
}
}
void P_RunEffect (const AActor *actor, int effects)
{
if (!actor || !clientside)
return;
if (effects & FX_FOUNTAINMASK) {
// Particle fountain
static const int *fountainColors[16] =
{ &black, &black,
&red, &red1,
&green, &green1,
&blue, &blue1,
&yellow, &yellow1,
&purple, &purple1,
&black, &grey3,
&grey4, &white
};
int color = (effects & FX_FOUNTAINMASK) >> 15;
MakeFountain (actor, *fountainColors[color], *fountainColors[color+1]);
}
if (effects & FX_FRIENDHEARTS)
{
// Friend hearts
MakeHearts(actor);
}
}
void P_ThinkParticles (void)
{
if (!clientside)
return;
int i = ActiveParticles;
particle_t *particle = nullptr, *prev = nullptr;
while (i != NO_PARTICLE) {
byte oldtrans;
particle = Particles + i;
i = particle->next;
oldtrans = particle->trans;
particle->trans -= particle->fade;
if (oldtrans < particle->trans || --particle->ttl == 0) {
memset (particle, 0, sizeof(particle_t));
if (prev)
prev->next = i;
else
ActiveParticles = i;
particle->next = InactiveParticles;
InactiveParticles = particle - Particles;
continue;
}
particle->x += particle->velx;
particle->y += particle->vely;
particle->z += particle->velz;
if (particle->sprite)
{
int timefrac = ::level.time % 35;
if (timefrac > 16)
{
particle->accx += FixedMul(-timefrac, FRACUNIT * M_RandomInt(9));
particle->accy += FixedMul(-timefrac, FRACUNIT * M_RandomInt(9));
}
else
{
particle->accx -= FixedMul(timefrac, FRACUNIT * M_RandomInt(9));
particle->accy -= FixedMul(timefrac, FRACUNIT * M_RandomInt(9));
}
}
particle->velx += particle->accx;
particle->vely += particle->accy;
particle->velz += particle->accz;
prev = particle;
}
}
void P_DrawRailTrail(const v3double_t &start, const v3double_t &end)
{
if (!clientside)
return;
v3double_t step, dir, pos, extend, point;
M_SubVec3(&dir, &end, &start);
double length = M_LengthVec3(dir);
int steps = (int)(length*0.3333);
if (!length) // line is 0 length, so nothing to do
return;
// [jsd] fix null reference bug:
if (!clientside)
return;
// The railgun's sound is a special case. It gets played from the
// point on the slug's trail that is closest to the hearing player.
AActor *mo = consoleplayer().camera;
double ilength = 1.0 / length;
if (abs(mo->x - FLOAT2FIXED(start.x)) < 20 * FRACUNIT &&
abs(mo->y - FLOAT2FIXED(start.y)) < 20 * FRACUNIT)
{
// This player (probably) fired the railgun
S_Sound (mo, CHAN_WEAPON, "weapons/railgf", 1, ATTN_NORM);
}
else
{
// Only consider sound in 2D (for now, anyway)
double r = ((start.y - FIXED2FLOAT(mo->y)) * (-dir.y) -
(start.x - FIXED2FLOAT(mo->x)) * (dir.x)) * ilength * ilength;
M_ScaleVec3(&point, &dir, r);
M_AddVec3(&point, &start, &point);
point.z = start.z;
S_Sound (FLOAT2FIXED(point.x), FLOAT2FIXED(point.y),
CHAN_WEAPON, "weapons/railgf", 1, ATTN_NORM);
}
M_ScaleVec3(&dir, &dir, ilength);
M_PerpendicularVec3(&extend, &dir);
M_ScaleVec3(&extend, &extend, 3.0);
M_ScaleVec3(&step, &dir, 3.0);
pos = start;
float deg = 270.0f;
for (int i = steps; i; i--) {
particle_t *p = NewParticle ();
if (!p)
return;
p->sprite = NO_PARTICLE;
p->trans = 255;
p->ttl = 35;
p->fade = FADEFROMTTL(35);
p->size = 3;
v3double_t tempvec;
M_RotatePointAroundVector(&tempvec, &dir, &extend, deg);
p->velx = FLOAT2FIXED(tempvec.x)>>4;
p->vely = FLOAT2FIXED(tempvec.y)>>4;
p->velz = FLOAT2FIXED(tempvec.z)>>4;
M_AddVec3(&tempvec, &tempvec, &pos);
deg += 14;
if (deg >= 360)
deg -= 360;
p->x = FLOAT2FIXED(tempvec.x);
p->y = FLOAT2FIXED(tempvec.y);
p->z = FLOAT2FIXED(tempvec.z);
M_AddVec3(&pos, &pos, &step);
int rand = M_Random();
if (rand < 155)
p->color = rblue2;
else if (rand < 188)
p->color = rblue1;
else if (rand < 222)
p->color = rblue3;
else
p->color = rblue4;
}
pos = start;
for (int i = steps; i; i--) {
particle_t *p = JitterParticle (33);
if (!p)
return;
p->size = 2;
p->x = FLOAT2FIXED(pos.x);
p->y = FLOAT2FIXED(pos.y);
p->z = FLOAT2FIXED(pos.z);
p->accz -= FRACUNIT/4096;
M_AddVec3(&pos, &pos, &step);
int rand = M_Random();
if (rand < 85)
p->color = orange;
else if (rand < 170)
p->color = grey2;
else
p->color = yorange;
p->color = yellow;
}
}
void P_DisconnectEffect (const AActor *actor)
{
if (!actor || !clientside)
return;
for (int i = 64; i; i--) {
particle_t *p = JitterParticle (TICRATE*2);
if (!p)
break;
p->x = actor->x + ((M_Random()-128)<<9) * (actor->radius>>FRACBITS);
p->y = actor->y + ((M_Random()-128)<<9) * (actor->radius>>FRACBITS);
p->z = actor->z + (M_Random()<<8) * (actor->height>>FRACBITS);
p->accz -= FRACUNIT/4096;
p->color = M_Random() < 128 ? maroon1 : maroon2;
p->size = 4;
}
}
VERSION_CONTROL (p_effect_cpp, "$Id$")