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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20
21 #include "quakedef.h"
22 #include "cl_collision.h"
23
24 #define MAX_EXPLOSIONS 64
25 #define EXPLOSIONGRID 8
26 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
27 #define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
28 #define EXPLOSIONSTARTVELOCITY (256.0f)
29 #define EXPLOSIONFADESTART (1.5f)
30 #define EXPLOSIONFADERATE (3.0f)
31
32 float explosiontexcoord2f[EXPLOSIONVERTS][2];
33 int explosiontris[EXPLOSIONTRIS][3];
34 int explosionnoiseindex[EXPLOSIONVERTS];
35 vec3_t explosionpoint[EXPLOSIONVERTS];
36 vec3_t explosionspherevertvel[EXPLOSIONVERTS];
37
38 typedef struct explosion_s
39 {
40         float starttime;
41         float time;
42         float alpha;
43         vec3_t origin;
44         vec3_t vert[EXPLOSIONVERTS];
45         vec3_t vertvel[EXPLOSIONVERTS];
46 }
47 explosion_t;
48
49 explosion_t explosion[MAX_EXPLOSIONS];
50
51 rtexture_t      *explosiontexture;
52 rtexture_t      *explosiontexturefog;
53
54 rtexturepool_t  *explosiontexturepool;
55
56 cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
57 cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
58
59 void r_explosion_start(void)
60 {
61         int x, y;
62         qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
63         explosiontexturepool = R_AllocTexturePool();
64         fractalnoise(&noise1[0][0], 128, 32);
65         fractalnoise(&noise2[0][0], 128, 4);
66         fractalnoise(&noise3[0][0], 128, 4);
67         for (y = 0;y < 128;y++)
68         {
69                 for (x = 0;x < 128;x++)
70                 {
71                         int j, r, g, b, a;
72                         j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
73                         r = (j * 512) / 256;
74                         g = (j * 256) / 256;
75                         b = (j * 128) / 256;
76                         a = noise3[y][x] * 3 - 128;
77                         data[y][x][0] = bound(0, r, 255);
78                         data[y][x][1] = bound(0, g, 255);
79                         data[y][x][2] = bound(0, b, 255);
80                         data[y][x][3] = bound(0, a, 255);
81                 }
82         }
83         explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
84         for (y = 0;y < 128;y++)
85                 for (x = 0;x < 128;x++)
86                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
87         explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
88         // note that explosions survive the restart
89 }
90
91 void r_explosion_shutdown(void)
92 {
93         R_FreeTexturePool(&explosiontexturepool);
94 }
95
96 void r_explosion_newmap(void)
97 {
98         memset(explosion, 0, sizeof(explosion));
99 }
100
101 int R_ExplosionVert(int column, int row)
102 {
103         int i;
104         float yaw, pitch;
105         // top and bottom rows are all one position...
106         if (row == 0 || row == EXPLOSIONGRID)
107                 column = 0;
108         i = row * (EXPLOSIONGRID + 1) + column;
109         yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
110         pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
111         explosionpoint[i][0] = cos(yaw) *  cos(pitch);
112         explosionpoint[i][1] = sin(yaw) *  cos(pitch);
113         explosionpoint[i][2] =        1 * -sin(pitch);
114         explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
115         explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
116         explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
117         explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
118         explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
119         explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
120         return i;
121 }
122
123 void R_Explosion_Init(void)
124 {
125         int i, x, y;
126         i = 0;
127         for (y = 0;y < EXPLOSIONGRID;y++)
128         {
129                 for (x = 0;x < EXPLOSIONGRID;x++)
130                 {
131                         explosiontris[i][0] = R_ExplosionVert(x    , y    );
132                         explosiontris[i][1] = R_ExplosionVert(x + 1, y    );
133                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
134                         i++;
135                         explosiontris[i][0] = R_ExplosionVert(x + 1, y    );
136                         explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
137                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
138                         i++;
139                 }
140         }
141
142         Cvar_RegisterVariable(&r_explosionclip);
143         Cvar_RegisterVariable(&r_drawexplosions);
144
145         R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
146 }
147
148 void R_NewExplosion(vec3_t org)
149 {
150         int i, j;
151         float dist;
152         qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
153         fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
154         for (i = 0;i < MAX_EXPLOSIONS;i++)
155         {
156                 if (explosion[i].alpha <= 0.01f)
157                 {
158                         explosion[i].starttime = cl.time;
159                         explosion[i].time = explosion[i].starttime - 0.1;
160                         explosion[i].alpha = EXPLOSIONFADESTART;
161                         VectorCopy(org, explosion[i].origin);
162                         for (j = 0;j < EXPLOSIONVERTS;j++)
163                         {
164                                 // calculate start
165                                 VectorCopy(explosion[i].origin, explosion[i].vert[j]);
166                                 // calculate velocity
167                                 dist = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
168                                 VectorScale(explosionspherevertvel[j], dist, explosion[i].vertvel[j]);
169                         }
170                         break;
171                 }
172         }
173 }
174
175 void R_DrawExplosionCallback(const void *calldata1, int calldata2)
176 {
177         int numtriangles, numverts;
178         float alpha;
179         rmeshstate_t m;
180         const explosion_t *e;
181         e = calldata1;
182
183         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
184         GL_DepthMask(false);
185         GL_DepthTest(true);
186         R_Mesh_Matrix(&r_identitymatrix);
187
188         numtriangles = EXPLOSIONTRIS;
189         numverts = EXPLOSIONVERTS;
190         alpha = e->alpha;
191         GL_Color(alpha, alpha, alpha, 1);
192         GL_VertexPointer(e->vert[0]);
193
194         memset(&m, 0, sizeof(m));
195         m.tex[0] = R_GetTexture(explosiontexture);
196         m.pointer_texcoord[0] = explosiontexcoord2f[0];
197         R_Mesh_State_Texture(&m);
198
199         R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
200 }
201
202 void R_MoveExplosion(explosion_t *e)
203 {
204         int i;
205         float dot, frictionscale, end[3], impact[3], normal[3], frametime;
206
207         frametime = cl.time - e->time;
208         e->time = cl.time;
209         e->alpha = EXPLOSIONFADESTART - (cl.time - e->starttime) * EXPLOSIONFADERATE;
210         if (e->alpha <= 0.01f)
211         {
212                 e->alpha = -1;
213                 return;
214         }
215         frictionscale = 1 - frametime;
216         frictionscale = bound(0, frictionscale, 1);
217         for (i = 0;i < EXPLOSIONVERTS;i++)
218         {
219                 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
220                 {
221                         VectorScale(e->vertvel[i], frictionscale, e->vertvel[i]);
222                         VectorMA(e->vert[i], frametime, e->vertvel[i], end);
223                         if (r_explosionclip.integer)
224                         {
225                                 if (CL_TraceLine(e->vert[i], end, impact, normal, true, NULL, SUPERCONTENTS_SOLID) < 1)
226                                 {
227                                         // clip velocity against the wall
228                                         dot = DotProduct(e->vertvel[i], normal) * -1.125f;
229                                         VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]);
230                                 }
231                                 VectorCopy(impact, e->vert[i]);
232                         }
233                         else
234                                 VectorCopy(end, e->vert[i]);
235                 }
236         }
237 }
238
239
240 void R_MoveExplosions(void)
241 {
242         int i;
243         float frametime;
244
245         frametime = cl.time - cl.oldtime;
246
247         for (i = 0;i < MAX_EXPLOSIONS;i++)
248                 if (explosion[i].alpha > 0.01f)
249                         R_MoveExplosion(&explosion[i]);
250 }
251
252 void R_DrawExplosions(void)
253 {
254         int i;
255
256         if (!r_drawexplosions.integer)
257                 return;
258         for (i = 0;i < MAX_EXPLOSIONS;i++)
259                 if (explosion[i].alpha > 0.01f)
260                         R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
261 }
262