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foxbox/apps/plugins/sdl/progs/quake/r_part.c
Franklin Wei 5d05b9d3e9 Quake!
This ports id Software's Quake to run on the SDL plugin runtime. The
source code originated from id under the GPLv2 license. I used
https://github.com/ahefner/sdlquake as the base of my port.

Performance is, unsurprisingly, not on par with what you're probably
used to on PC. I average about 10FPS on ipod6g, but it's still
playable.

Sound works well enough, but in-game music is not supported. I've
written ARM assembly routines for the inner sound loop. Make sure you
turn the "brightness" all the way down, or colors will look funky.

To run, extract Quake's data files to /.rockbox/quake. Have fun!

Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
2019-07-19 22:37:40 -04:00

802 lines
15 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include "r_local.h"
#define MAX_PARTICLES 2048 // default max # of particles at one
// time
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
// on the command line
int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
particle_t *active_particles, *free_particles;
particle_t *particles;
int r_numparticles;
vec3_t r_pright, r_pup, r_ppn;
/*
===============
R_InitParticles
===============
*/
void R_InitParticles (void)
{
int i;
i = COM_CheckParm ("-particles");
if (i)
{
r_numparticles = (int)(Q_atoi(com_argv[i+1]));
if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
r_numparticles = ABSOLUTE_MIN_PARTICLES;
}
else
{
r_numparticles = MAX_PARTICLES;
}
particles = (particle_t *)
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
}
#ifdef QUAKE2
void R_DarkFieldParticles (entity_t *ent)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
vec3_t org;
org[0] = ent->origin[0];
org[1] = ent->origin[1];
org[2] = ent->origin[2];
for (i=-16 ; i<16 ; i+=8)
for (j=-16 ; j<16 ; j+=8)
for (k=0 ; k<32 ; k+=8)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.2 + (rand()&7) * 0.02;
p->color = 150 + rand()%6;
p->type = pt_slowgrav;
dir[0] = j*8;
dir[1] = i*8;
dir[2] = k*8;
p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
VectorNormalizeNoRet (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
#endif
/*
===============
R_EntityParticles
===============
*/
#define NUMVERTEXNORMALS 162
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
vec3_t avelocities[NUMVERTEXNORMALS];
float beamlength = 16;
vec3_t avelocity = {23, 7, 3};
float partstep = 0.01;
float timescale = 0.01;
void R_EntityParticles (entity_t *ent)
{
int count;
int i;
particle_t *p;
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist;
dist = 64;
count = 50;
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
avelocities[0][i] = (rand()&255) * 0.01;
}
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
angle = cl.time * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = cl.time * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = cl.time * 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->die = cl.time + 0.01;
p->color = 0x6f;
p->type = pt_explode;
p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
}
}
/*
===============
R_ClearParticles
===============
*/
void R_ClearParticles (void)
{
int i;
free_particles = &particles[0];
active_particles = NULL;
for (i=0 ;i<r_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[r_numparticles-1].next = NULL;
}
void R_ReadPointFile_f (void)
{
FILE *f;
vec3_t org;
int r;
int c;
particle_t *p;
char name[MAX_OSPATH];
sprintf (name,"maps/%s.pts", sv.name);
COM_FOpenFile (name, &f);
if (!f)
{
Con_Printf ("couldn't open %s\n", name);
return;
}
Con_Printf ("Reading %s...\n", name);
c = 0;
for ( ;; )
{
r = fscanf (f,"%f ", &org[0]);
r += fscanf (f,"%f ", &org[1]);
r += fscanf (f,"%f\n", &org[2]);
if (r != 3)
break;
c++;
if (!free_particles)
{
Con_Printf ("Not enough free particles\n");
break;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = 99999;
p->color = (-c)&15;
p->type = pt_static;
VectorCopy (vec3_origin, p->vel);
VectorCopy (org, p->org);
}
fclose (f);
Con_Printf ("%i points read\n", c);
}
/*
===============
R_ParseParticleEffect
Parse an effect out of the server message
===============
*/
void R_ParseParticleEffect (void)
{
vec3_t org, dir;
int i, count, msgcount, color;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dir[i] = MSG_ReadChar () * (1.0/16);
msgcount = MSG_ReadByte ();
color = MSG_ReadByte ();
if (msgcount == 255)
count = 1024;
else
count = msgcount;
R_RunParticleEffect (org, dir, color, count);
}
/*
===============
R_ParticleExplosion
===============
*/
void R_ParticleExplosion (vec3_t org)
{
int i, j;
particle_t *p;
for (i=0 ; i<1024 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 5;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = pt_explode;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_explode2;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
}
/*
===============
R_ParticleExplosion2
===============
*/
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
{
int i, j;
particle_t *p;
int colorMod = 0;
for (i=0; i<512; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.3;
p->color = colorStart + (colorMod % colorLength);
colorMod++;
p->type = pt_blob;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
/*
===============
R_BlobExplosion
===============
*/
void R_BlobExplosion (vec3_t org)
{
int i, j;
particle_t *p;
for (i=0 ; i<1024 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 1 + (rand()&8)*0.05;
if (i & 1)
{
p->type = pt_blob;
p->color = 66 + rand()%6;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_blob2;
p->color = 150 + rand()%6;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
}
/*
===============
R_RunParticleEffect
===============
*/
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
int i, j;
particle_t *p;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
if (count == 1024)
{ // rocket explosion
p->die = cl.time + 5;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = pt_explode;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_explode2;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
else
{
p->die = cl.time + 0.1*(rand()%5);
p->color = (color&~7) + (rand()&7);
p->type = pt_slowgrav;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()&15)-8);
p->vel[j] = dir[j]*15;// + (rand()%300)-150;
}
}
}
}
/*
===============
R_LavaSplash
===============
*/
void R_LavaSplash (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
for (i=-16 ; i<16 ; i++)
for (j=-16 ; j<16 ; j++)
for (k=0 ; k<1 ; k++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 2 + (rand()&31) * 0.02;
p->color = 224 + (rand()&7);
p->type = pt_slowgrav;
dir[0] = j*8 + (rand()&7);
dir[1] = i*8 + (rand()&7);
dir[2] = 256;
p->org[0] = org[0] + dir[0];
p->org[1] = org[1] + dir[1];
p->org[2] = org[2] + (rand()&63);
VectorNormalizeNoRet (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
/*
===============
R_TeleportSplash
===============
*/
void R_TeleportSplash (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
for (i=-16 ; i<16 ; i+=4)
for (j=-16 ; j<16 ; j+=4)
for (k=-24 ; k<32 ; k+=4)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.2 + (rand()&7) * 0.02;
p->color = 7 + (rand()&7);
p->type = pt_slowgrav;
dir[0] = j*8;
dir[1] = i*8;
dir[2] = k*8;
p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
VectorNormalizeNoRet (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
void R_RocketTrail (vec3_t start, vec3_t end, int type)
{
vec3_t vec;
float len;
int j;
particle_t *p;
int dec;
static int tracercount;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
if (type < 128)
dec = 3;
else
{
dec = 1;
type -= 128;
}
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorCopy (vec3_origin, p->vel);
p->die = cl.time + 2;
switch (type)
{
case 0: // rocket trail
p->ramp = (rand()&3);
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case 1: // smoke smoke
p->ramp = (rand()&3) + 2;
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case 2: // blood
p->type = pt_grav;
p->color = 67 + (rand()&3);
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case 3:
case 5: // tracer
p->die = cl.time + 0.5;
p->type = pt_static;
if (type == 3)
p->color = 52 + ((tracercount&4)<<1);
else
p->color = 230 + ((tracercount&4)<<1);
tracercount++;
VectorCopy (start, p->org);
if (tracercount & 1)
{
p->vel[0] = 30*vec[1];
p->vel[1] = 30*-vec[0];
}
else
{
p->vel[0] = 30*-vec[1];
p->vel[1] = 30*vec[0];
}
break;
case 4: // slight blood
p->type = pt_grav;
p->color = 67 + (rand()&3);
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
len -= 3;
break;
case 6: // voor trail
p->color = 9*16 + 8 + (rand()&3);
p->type = pt_static;
p->die = cl.time + 0.3;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()&15)-8);
break;
}
VectorAdd (start, vec, start);
}
}
/*
===============
R_DrawParticles
===============
*/
extern cvar_t sv_gravity;
void R_DrawParticles (void)
{
particle_t *p, *kill;
float grav;
int i;
float time2, time3;
float time1;
float dvel;
float frametime;
#ifdef GLQUAKE
vec3_t up, right;
float scale;
GL_Bind(particletexture);
glEnable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin (GL_TRIANGLES);
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
#else
D_StartParticles ();
VectorScale (vright, xscaleshrink, r_pright);
VectorScale (vup, yscaleshrink, r_pup);
VectorCopy (vpn, r_ppn);
#endif
frametime = cl.time - cl.oldtime;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * sv_gravity.value * 0.05;
dvel = 4*frametime;
for ( ;; )
{
kill = active_particles;
if (kill && kill->die < cl.time)
{
active_particles = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
for (p=active_particles ; p ; p=p->next)
{
for ( ;; )
{
kill = p->next;
if (kill && kill->die < cl.time)
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
#ifdef GLQUAKE
// hack a scale up to keep particles from disapearing
scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
+ (p->org[2] - r_origin[2])*vpn[2];
if (scale < 20)
scale = 1;
else
scale = 1 + scale * 0.004;
glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
glTexCoord2f (0,0);
glVertex3fv (p->org);
glTexCoord2f (1,0);
glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
glTexCoord2f (0,1);
glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
#else
D_DrawParticle (p);
#endif
p->org[0] += p->vel[0]*frametime;
p->org[1] += p->vel[1]*frametime;
p->org[2] += p->vel[2]*frametime;
switch (p->type)
{
case pt_static:
break;
case pt_fire:
p->ramp += time1;
if (p->ramp >= 6)
p->die = -1;
else
p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp1[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_explode2:
p->ramp += time3;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp2[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] -= p->vel[i]*frametime;
p->vel[2] -= grav;
break;
case pt_blob:
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_blob2:
for (i=0 ; i<2 ; i++)
p->vel[i] -= p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_grav:
#ifdef QUAKE2
p->vel[2] -= grav * 20;
break;
#endif
case pt_slowgrav:
p->vel[2] -= grav;
break;
}
}
#ifdef GLQUAKE
glEnd ();
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
#else
D_EndParticles ();
#endif
}