*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@915 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -2,12 +2,12 @@
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#include "cube.h"
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#define MAXPARTYPES 7
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#define MAXPARTYPES 8
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struct particle { vec o, d; int fade, type; int millis; particle *next; };
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particle *parlist[MAXPARTYPES], *parempty = NULL;
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static Texture *parttex[3];
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static Texture *parttex[4];
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void particleinit()
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{
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@@ -16,7 +16,8 @@ void particleinit()
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parttex[0] = textureload("packages/misc/base.png");
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parttex[1] = textureload("packages/misc/smoke.png");
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parttex[2] = textureload("packages/misc/explosion.jpg");
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parttex[3] = textureload("packages/misc/hole.png");
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GLUquadricObj *qsphere = gluNewQuadric();
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if(!qsphere) fatal("glu sphere");
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gluQuadricDrawStyle(qsphere, GLU_FILL);
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@@ -69,7 +70,8 @@ enum
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{
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PT_PART = 0,
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PT_FIREBALL,
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PT_SHOTLINE
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PT_SHOTLINE,
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PT_DECAL
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};
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static struct parttype { int type; float r, g, b; int gr, tex; float sz; } parttypes[] =
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@@ -80,7 +82,8 @@ static struct parttype { int type; float r, g, b; int gr, tex; float sz; } partt
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{ 0, 1.0f, 0.1f, 0.1f, 1, 1, 0.06f }, // red: blood spats
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{ 0, 1.0f, 0.1f, 0.1f, 0, 1, 0.2f }, // red: demotrack
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{ PT_FIREBALL, 1.0f, 1.0f, 1.0f, 0, 2, 7.0f }, // explosion fireball
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{ PT_SHOTLINE, 1.0f, 1.0f, 0.7f, 0, -1, 0.0f } // yellow: shotline
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{ PT_SHOTLINE, 1.0f, 1.0f, 0.7f, 0, -1, 0.0f }, // yellow: shotline
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{ PT_DECAL, 1.0f, 1.0f, 1.0f, 0, 3, 0.07f }, // hole decal
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};
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VAR(demotracking, 0, 0, 1);
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@@ -127,6 +130,11 @@ void render_particles(int time)
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glColor4f(pt.r, pt.g, pt.b, 0.5f);
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glBegin(GL_LINES);
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break;
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case PT_DECAL:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBegin(GL_QUADS);
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break;
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}
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for(particle *p, **pp = &parlist[i]; (p = *pp);)
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@@ -134,10 +142,10 @@ void render_particles(int time)
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switch(pt.type)
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{
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case PT_PART:
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glTexCoord2i(0, 1); glVertex3f(p->o.x+(-camright.x+camup.x)*sz, p->o.z+(-camright.y+camup.y)*sz, p->o.y+(-camright.z+camup.z)*sz);
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glTexCoord2i(1, 1); glVertex3f(p->o.x+( camright.x+camup.x)*sz, p->o.z+( camright.y+camup.y)*sz, p->o.y+( camright.z+camup.z)*sz);
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glTexCoord2i(1, 0); glVertex3f(p->o.x+( camright.x-camup.x)*sz, p->o.z+( camright.y-camup.y)*sz, p->o.y+( camright.z-camup.z)*sz);
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glTexCoord2i(0, 0); glVertex3f(p->o.x+(-camright.x-camup.x)*sz, p->o.z+(-camright.y-camup.y)*sz, p->o.y+(-camright.z-camup.z)*sz);
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glTexCoord2i(0, 1); glVertex3f(p->o.x+(-camright.x+camup.x)*sz, p->o.z+(-camright.z+camup.z)*sz, p->o.y+(-camright.y+camup.y)*sz);
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glTexCoord2i(1, 1); glVertex3f(p->o.x+( camright.x+camup.x)*sz, p->o.z+( camright.z+camup.z)*sz, p->o.y+( camright.y+camup.y)*sz);
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glTexCoord2i(1, 0); glVertex3f(p->o.x+( camright.x-camup.x)*sz, p->o.z+( camright.z-camup.z)*sz, p->o.y+( camright.y-camup.y)*sz);
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glTexCoord2i(0, 0); glVertex3f(p->o.x+(-camright.x-camup.x)*sz, p->o.z+(-camright.z-camup.z)*sz, p->o.y+(-camright.y-camup.y)*sz);
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xtraverts += 4;
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break;
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@@ -160,6 +168,20 @@ void render_particles(int time)
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glVertex3f(p->d.x, p->d.z, p->d.y);
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xtraverts += 2;
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break;
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case PT_DECAL:
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{
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sqr *s = S((int)p->o.x, (int)p->o.y);
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glColor4f(s->r/127.5f, s->g/127.5f, s->b/127.5, max(0, min((p->millis+p->fade - lastmillis)/1000.0f, 0.7f)));
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vec dx(0, 0, 0), dy(0, 0, 0);
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loopk(3) if(p->d[k]) { dx[(k+1)%3] = -1; dy[(k+2)%3] = p->d[k]; break; }
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glTexCoord2i(0, 1); glVertex3f(p->o.x+(-dx.x+dy.x)*pt.sz, p->o.z+(-dx.z+dy.z)*pt.sz, p->o.y+(-dx.y+dy.y)*pt.sz);
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glTexCoord2i(1, 1); glVertex3f(p->o.x+( dx.x+dy.x)*pt.sz, p->o.z+( dx.z+dy.z)*pt.sz, p->o.y+( dx.y+dy.y)*pt.sz);
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glTexCoord2i(1, 0); glVertex3f(p->o.x+( dx.x-dy.x)*pt.sz, p->o.z+( dx.z-dy.z)*pt.sz, p->o.y+( dx.y-dy.y)*pt.sz);
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glTexCoord2i(0, 0); glVertex3f(p->o.x+(-dx.x-dy.x)*pt.sz, p->o.z+(-dx.z-dy.z)*pt.sz, p->o.y+(-dx.y-dy.y)*pt.sz);
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xtraverts += 4;
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break;
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}
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}
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if(lastmillis-p->millis>p->fade)
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@@ -171,12 +193,12 @@ void render_particles(int time)
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else
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{
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if(pt.gr) p->o.z -= ((lastmillis-p->millis)/3.0f)*time/(pt.gr*10000);
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if(pt.type!=PT_SHOTLINE) p->o.add(vec(p->d).mul(time/20000.0f));
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if(pt.type==PT_PART) p->o.add(vec(p->d).mul(time/20000.0f));
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pp = &p->next;
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}
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}
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if(pt.type==PT_PART || pt.type==PT_SHOTLINE) glEnd();
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if(pt.type==PT_PART || pt.type==PT_SHOTLINE || pt.type==PT_DECAL) glEnd();
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if(pt.tex<0) glEnable(GL_TEXTURE_2D);
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}
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@@ -226,6 +248,23 @@ void particle_fireball(int type, vec &o)
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newparticle(o, vec(0, 0, 0), (int)((parttypes[type].sz-1.0f)*100.0f), type);
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}
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VARP(holettl, 0, 10000, 30000);
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bool addbullethole(vec &from, vec &to, float radius)
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{
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if(!holettl) return false;
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vec surface, ray(to);
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ray.sub(from);
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ray.normalize();
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float dist = raycube(from, ray, surface), mag = to.dist(from);
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if(surface.iszero() || (radius>0 && (dist < mag-radius || dist > mag+radius))) return false;
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vec o(from);
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o.add(ray.mul(dist));
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o.add(vec(surface).mul(0.005f));
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newparticle(o, surface, holettl, 7);
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return true;
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}
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void addshotline(dynent *pl, vec &from, vec &to)
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{
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if(pl == player1) return;
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