Beispiel #1
0
    public static void R_LavaSplash(ref Vector3 org)
    {
        Vector3 dir;

        for (int i = -16; i < 16; i++)
        {
            for (int j = -16; j < 16; j++)
            {
                for (int k = 0; k < 1; k++)
                {
                    particle_t p = AllocParticle();
                    if (p == null)
                    {
                        return;
                    }

                    p.die   = (float)(cl.time + 2 + (Random() & 31) * 0.02);
                    p.color = 224 + (Random() & 7);
                    p.type  = ptype_t.pt_slowgrav;

                    dir.X = j * 8 + (Random() & 7);
                    dir.Y = i * 8 + (Random() & 7);
                    dir.Z = 256;

                    p.org    = org + dir;
                    p.org.Z += Random() & 63;

                    Mathlib.Normalize(ref dir);
                    float vel = 50 + (Random() & 63);
                    p.vel = dir * vel;
                }
            }
        }
    }
Beispiel #2
0
    public static void SV_AirAccelerate(Vector3 wishveloc)
    {
        float wishspd = Mathlib.Normalize(ref wishveloc);

        if (wishspd > 30)
        {
            wishspd = 30;
        }
        float currentspeed = Vector3.Dot(ToVector(ref sv_player.v.velocity), wishveloc);
        float addspeed     = wishspd - currentspeed;

        if (addspeed <= 0)
        {
            return;
        }
        float accelspeed = (float)(sv_accelerate.value * wishspeed * host_framtime);

        if (accelspeed > addspeed)
        {
            accelspeed = addspeed;
        }

        wishveloc *= accelspeed;
        sv_player.v.velocity.x += wishveloc.X;
        sv_player.v.velocity.y += wishveloc.Y;
        sv_player.v.velocity.z += wishveloc.Z;
    }
Beispiel #3
0
    public static void R_TeleportSplash(ref Vector3 org)
    {
        for (int i = -16; i < 16; i += 4)
        {
            for (int j = -16; j < 16; j += 4)
            {
                for (int k = -24; k < 32; k += 4)
                {
                    particle_t p = AllocParticle();
                    if (p == null)
                    {
                        return;
                    }

                    p.die   = (float)(cl.time + 0.2 + (Random() & 7) * 0.02);
                    p.color = 7 + (Random() & 7);
                    p.type  = ptype_t.pt_slowgrav;

                    Vector3 dir = new Vector3(j * 8, i * 8, k * 8);

                    p.org = org + new Vector3(i + (Random() & 3), j + (Random() & 3), k + (Random() & 3));

                    Mathlib.Normalize(ref dir);
                    float vel = 50 + (Random() & 63);
                    p.vel = dir * vel;
                }
            }
        }
    }
Beispiel #4
0
    static unsafe void PF_normalize()
    {
        float * value1 = G_VECTOR(q_shared.OFS_PARM0);
        Vector3 tmp;

        Copy(value1, out tmp);
        Mathlib.Normalize(ref tmp);

        G_VECTOR(ref tmp);
    }
Beispiel #5
0
    public static void DropPunchAngle()
    {
        Vector3 v   = ToVector(ref sv_player.v.punchangle);
        double  len = Mathlib.Normalize(ref v) - 10 * host_framtime;

        if (len < 0)
        {
            len = 0;
        }
        v *= (float)len;
        Mathlib.Copy(ref v, out sv_player.v.punchangle);
    }
Beispiel #6
0
    public static bool IsCollinear(float[] prev, float[] cur, float[] next)
    {
        Vector3 v1 = new Vector3(cur[0] - prev[0], cur[1] - prev[1], cur[2] - prev[2]);

        Mathlib.Normalize(ref v1);
        Vector3 v2 = new Vector3(next[0] - prev[0], next[1] - prev[1], next[2] - prev[2]);

        Mathlib.Normalize(ref v2);
        v1 -= v2;
        return((Math.Abs(v1.X) <= q_shared.COLINEAR_EPSILON) &&
               (Math.Abs(v1.Y) <= q_shared.COLINEAR_EPSILON) &&
               (Math.Abs(v1.Z) <= q_shared.COLINEAR_EPSILON));
    }
Beispiel #7
0
    public static void SV_AirMove()
    {
        Vector3 pangles = ToVector(ref sv_player.v.angles);

        Mathlib.AngleVectors(ref pangles, out forward, out right, out up);

        float fmove = cmd.forwardmove;
        float smove = cmd.sidemove;

        // hack to not let you back into teleporter
        if (sv.time < sv_player.v.teleport_time && fmove < 0)
        {
            fmove = 0;
        }

        Vector3 wishvel = forward * fmove + right * smove;

        if ((int)sv_player.v.movetype != q_shared.MOVETYPE_WALK)
        {
            wishvel.Z = cmd.upmove;
        }
        else
        {
            wishvel.Z = 0;
        }

        wishdir   = wishvel;
        wishspeed = Mathlib.Normalize(ref wishdir);
        if (wishspeed > sv_maxspeed.value)
        {
            wishvel  *= sv_maxspeed.value / wishspeed;
            wishspeed = sv_maxspeed.value;
        }

        if (sv_player.v.movetype == q_shared.MOVETYPE_NOCLIP)
        {
            // noclip
            Mathlib.Copy(ref wishvel, out sv_player.v.velocity);
        }
        else if (onground)
        {
            SV_UserFriction();
            SV_Accelerate();
        }
        else
        {   // not on ground, so little effect on velocity
            SV_AirAccelerate(wishvel);
        }
    }
Beispiel #8
0
    static void SND_Spatialize(channel_t ch)
    {
        // anything coming from the view entity will allways be full volume
        if (ch.entnum == cl.viewentity)
        {
            ch.leftvol  = ch.master_vol;
            ch.rightvol = ch.master_vol;
            return;
        }

        // calculate stereo seperation and distance attenuation
        sfx_t   snd        = ch.sfx;
        Vector3 source_vec = ch.origin - listener_origin;

        float dist = Mathlib.Normalize(ref source_vec) * ch.dist_mult;
        float dot  = Vector3.Dot(listener_right, source_vec);

        float rscale, lscale;

        if (shm.channels == 1)
        {
            rscale = 1.0f;
            lscale = 1.0f;
        }
        else
        {
            rscale = 1.0f + dot;
            lscale = 1.0f - dot;
        }

        // add in distance effect
        float scale = (1.0f - dist) * rscale;

        ch.rightvol = (int)(ch.master_vol * scale);
        if (ch.rightvol < 0)
        {
            ch.rightvol = 0;
        }

        scale      = (1.0f - dist) * lscale;
        ch.leftvol = (int)(ch.master_vol * scale);
        if (ch.leftvol < 0)
        {
            ch.leftvol = 0;
        }
    }
Beispiel #9
0
    public static void V_ParseDamage()
    {
        int     armor = Reader.MSG_ReadByte();
        int     blood = Reader.MSG_ReadByte();
        Vector3 from  = Reader.ReadCoords();

        float count = blood * 0.5f + armor * 0.5f;

        if (count < 10)
        {
            count = 10;
        }

        cl.faceanimtime = (float)cl.time + 0.2f; // put sbar face into pain frame

        cl.cshifts[q_shared.CSHIFT_DAMAGE].percent += (int)(3 * count);
        if (cl.cshifts[q_shared.CSHIFT_DAMAGE].percent < 0)
        {
            cl.cshifts[q_shared.CSHIFT_DAMAGE].percent = 0;
        }
        if (cl.cshifts[q_shared.CSHIFT_DAMAGE].percent > 150)
        {
            cl.cshifts[q_shared.CSHIFT_DAMAGE].percent = 150;
        }

        if (armor > blood)
        {
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[0] = 200;
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[1] = 100;
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[2] = 100;
        }
        else if (armor != 0)
        {
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[0] = 220;
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[1] = 50;
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[2] = 50;
        }
        else
        {
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[0] = 255;
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[1] = 0;
            cl.cshifts[q_shared.CSHIFT_DAMAGE].destcolor[2] = 0;
        }

        //
        // calculate view angle kicks
        //
        entity_t ent = cl_entities[cl.viewentity];

        from -= ent.origin; //  VectorSubtract (from, ent->origin, from);
        Mathlib.Normalize(ref from);

        Vector3 forward, right, up;

        Mathlib.AngleVectors(ref ent.angles, out forward, out right, out up);

        float side = Vector3.Dot(from, right);

        v_dmg_roll = count * side * v_kickroll.value;

        side        = Vector3.Dot(from, forward);
        v_dmg_pitch = count * side * v_kickpitch.value;

        v_dmg_time = v_kicktime.value;
    }
Beispiel #10
0
    static void PF_aim()
    {
        edict_t ent   = G_EDICT(q_shared.OFS_PARM0);
        float   speed = G_FLOAT(q_shared.OFS_PARM1);

        Vector3 start = ToVector(ref ent.v.origin);

        start.Z += 20;

        // try sending a trace straight
        Vector3 dir;

        Mathlib.Copy(ref pr_global_struct.v_forward, out dir);
        Vector3 end = start + dir * 2048;
        trace_t tr  = SV_Move(ref start, ref q_shared.ZeroVector, ref q_shared.ZeroVector, ref end, 0, ent);

        if (tr.ent != null && tr.ent.v.takedamage == q_shared.DAMAGE_AIM &&
            (teamplay.value == 0 || ent.v.team <= 0 || ent.v.team != tr.ent.v.team))
        {
            G_VECTOR(ref pr_global_struct.v_forward);
            return;
        }

        // try all possible entities
        Vector3 bestdir  = dir;
        float   bestdist = sv_aim.value;
        edict_t bestent  = null;

        for (int i = 1; i < sv.num_edicts; i++)
        {
            edict_t check = sv.edicts[i];
            if (check.v.takedamage != q_shared.DAMAGE_AIM)
            {
                continue;
            }
            if (check == ent)
            {
                continue;
            }
            if (teamplay.value != 0 && ent.v.team > 0 && ent.v.team == check.v.team)
            {
                continue;       // don't aim at teammate
            }
            v3f tmp;
            Mathlib.VectorAdd(ref check.v.mins, ref check.v.maxs, out tmp);
            Mathlib.VectorMA(ref check.v.origin, 0.5f, ref tmp, out tmp);
            Mathlib.Copy(ref tmp, out end);

            dir = end - start;
            Mathlib.Normalize(ref dir);
            float dist = Vector3.Dot(dir, ToVector(ref pr_global_struct.v_forward));
            if (dist < bestdist)
            {
                continue;       // to far to turn
            }
            tr = SV_Move(ref start, ref q_shared.ZeroVector, ref q_shared.ZeroVector, ref end, 0, ent);
            if (tr.ent == check)
            {   // can shoot at this one
                bestdist = dist;
                bestent  = check;
            }
        }

        if (bestent != null)
        {
            v3f dir2, end2;
            Mathlib.VectorSubtract(ref bestent.v.origin, ref ent.v.origin, out dir2);
            float dist = Mathlib.DotProduct(ref dir2, ref pr_global_struct.v_forward);
            Mathlib.VectorScale(ref pr_global_struct.v_forward, dist, out end2);
            end2.z = dir2.z;
            Mathlib.Normalize(ref end2);
            G_VECTOR(ref end2);
        }
        else
        {
            G_VECTOR(ref bestdir);
        }
    }
Beispiel #11
0
    public static void R_RocketTrail(ref Vector3 start, ref Vector3 end, int type)
    {
        Vector3 vec = end - start;
        float   len = Mathlib.Normalize(ref vec);
        int     dec;

        if (type < 128)
        {
            dec = 3;
        }
        else
        {
            dec   = 1;
            type -= 128;
        }

        while (len > 0)
        {
            len -= dec;

            particle_t p = AllocParticle();
            if (p == null)
            {
                return;
            }

            p.vel = Vector3.Zero;
            p.die = (float)cl.time + 2;

            switch (type)
            {
            case 0:     // rocket trail
                p.ramp  = (Random() & 3);
                p.color = _Ramp3[(int)p.ramp];
                p.type  = ptype_t.pt_fire;
                p.org   = new Vector3(start.X + ((Random() % 6) - 3),
                                      start.Y + ((Random() % 6) - 3), start.Z + ((Random() % 6) - 3));
                break;

            case 1:     // smoke smoke
                p.ramp  = (Random() & 3) + 2;
                p.color = _Ramp3[(int)p.ramp];
                p.type  = ptype_t.pt_fire;
                p.org   = new Vector3(start.X + ((Random() % 6) - 3),
                                      start.Y + ((Random() % 6) - 3), start.Z + ((Random() % 6) - 3));
                break;

            case 2:     // blood
                p.type  = ptype_t.pt_grav;
                p.color = 67 + (Random() & 3);
                p.org   = new Vector3(start.X + ((Random() % 6) - 3),
                                      start.Y + ((Random() % 6) - 3), start.Z + ((Random() % 6) - 3));
                break;

            case 3:
            case 5:     // tracer
                p.die  = (float)cl.time + 0.5f;
                p.type = ptype_t.pt_static;
                if (type == 3)
                {
                    p.color = 52 + ((_TracerCount & 4) << 1);
                }
                else
                {
                    p.color = 230 + ((_TracerCount & 4) << 1);
                }

                _TracerCount++;

                p.org = start;
                if ((_TracerCount & 1) != 0)
                {
                    p.vel.X = 30 * vec.Y;     // Uze: why???
                    p.vel.Y = 30 * -vec.X;
                }
                else
                {
                    p.vel.X = 30 * -vec.Y;
                    p.vel.Y = 30 * vec.X;
                }
                break;

            case 4:     // slight blood
                p.type  = ptype_t.pt_grav;
                p.color = 67 + (Random() & 3);
                p.org   = new Vector3(start.X + ((Random() % 6) - 3),
                                      start.Y + ((Random() % 6) - 3), start.Z + ((Random() % 6) - 3));
                len -= 3;
                break;

            case 6:     // voor trail
                p.color = 9 * 16 + 8 + (Random() & 3);
                p.type  = ptype_t.pt_static;
                p.die   = (float)cl.time + 0.3f;
                p.org   = new Vector3(start.X + ((Random() % 15) - 8),
                                      start.Y + ((Random() % 15) - 8), start.Z + ((Random() % 15) - 8));
                break;
            }

            start += vec;
        }
    }
Beispiel #12
0
    public static void CL_UpdateTEnts()
    {
        num_temp_entities = 0;

        // update lightning
        for (int i = 0; i < q_shared.MAX_BEAMS; i++)
        {
            beam_t b = cl_beams[i];
            if (b.model == null || b.endtime < cl.time)
            {
                continue;
            }

            // if coming from the player, update the start position
            if (b.entity == cl.viewentity)
            {
                b.start = cl_entities[cl.viewentity].origin;
            }

            // calculate pitch and yaw
            Vector3 dist = b.end - b.start;
            float   yaw, pitch, forward;

            if (dist.Y == 0 && dist.X == 0)
            {
                yaw = 0;
                if (dist.Z > 0)
                {
                    pitch = 90;
                }
                else
                {
                    pitch = 270;
                }
            }
            else
            {
                yaw = (int)(Math.Atan2(dist.Y, dist.X) * 180 / Math.PI);
                if (yaw < 0)
                {
                    yaw += 360;
                }

                forward = (float)Math.Sqrt(dist.X * dist.X + dist.Y * dist.Y);
                pitch   = (int)(Math.Atan2(dist.Z, forward) * 180 / Math.PI);
                if (pitch < 0)
                {
                    pitch += 360;
                }
            }

            // add new entities for the lightning
            Vector3 org = b.start;
            float   d   = Mathlib.Normalize(ref dist);
            while (d > 0)
            {
                entity_t ent = CL_NewTempEntity();
                if (ent == null)
                {
                    return;
                }

                ent.origin   = org;
                ent.model    = b.model;
                ent.angles.X = pitch;
                ent.angles.Y = yaw;
                ent.angles.Z = Random() % 360;

                org += dist * 30;
                // Uze: is this code bug (i is outer loop variable!!!) or what??????????????
                //for (i=0 ; i<3 ; i++)
                //    org[i] += dist[i]*30;
                d -= 30;
            }
        }
    }
Beispiel #13
0
    public static void R_DrawAliasModel(entity_t e)
    {
        model_t clmodel = currententity.model;
        Vector3 mins    = currententity.origin + clmodel.mins;
        Vector3 maxs    = currententity.origin + clmodel.maxs;

        if (R_CullBox(ref mins, ref maxs))
        {
            return;
        }

        r_entorigin = currententity.origin;
        modelorg    = r_origin - r_entorigin;

        //
        // get lighting information
        //

        ambientlight = shadelight = R_LightPoint(ref currententity.origin);

        // allways give the gun some light
        if (e == cl.viewent && ambientlight < 24)
        {
            ambientlight = shadelight = 24;
        }

        for (int lnum = 0; lnum < q_shared.MAX_DLIGHTS; lnum++)
        {
            if (cl_dlights[lnum].die >= cl.time)
            {
                Vector3 dist = currententity.origin - cl_dlights[lnum].origin;
                float   add  = cl_dlights[lnum].radius - dist.Length;
                if (add > 0)
                {
                    ambientlight += add;
                    //ZOID models should be affected by dlights as well
                    shadelight += add;
                }
            }
        }

        // clamp lighting so it doesn't overbright as much
        if (ambientlight > 128)
        {
            ambientlight = 128;
        }
        if (ambientlight + shadelight > 192)
        {
            shadelight = 192 - ambientlight;
        }

        // ZOID: never allow players to go totally black
        int playernum = Array.IndexOf(cl_entities, currententity, 0, cl.maxclients);

        if (playernum >= 1)// && i <= cl.maxclients)
        {
            if (ambientlight < 8)
            {
                ambientlight = shadelight = 8;
            }
        }

        // HACK HACK HACK -- no fullbright colors, so make torches full light
        if (clmodel.name == "progs/flame2.mdl" || clmodel.name == "progs/flame.mdl")
        {
            ambientlight = shadelight = 256;
        }

        shadedots  = anorm_dots[((int)(e.angles.Y * (q_shared.SHADEDOT_QUANT / 360.0))) & (q_shared.SHADEDOT_QUANT - 1)];
        shadelight = shadelight / 200.0f;

        double an = e.angles.Y / 180.0 * Math.PI;

        shadevector.X = (float)Math.Cos(-an);
        shadevector.Y = (float)Math.Sin(-an);
        shadevector.Z = 1;
        Mathlib.Normalize(ref shadevector);

        //
        // locate the proper data
        //
        aliashdr_t paliashdr = Mod_Extradata(currententity.model);

        c_alias_polys += paliashdr.numtris;

        //
        // draw all the triangles
        //

        GL_DisableMultitexture();

        GL.PushMatrix();
        R_RotateForEntity(e);
        if (clmodel.name == "progs/eyes.mdl" && gl_doubleeys.value != 0)
        {
            Vector3 v = paliashdr.scale_origin;
            v.Z -= (22 + 8);
            GL.Translate(v);
            // double size of eyes, since they are really hard to see in gl
            GL.Scale(paliashdr.scale * 2.0f);
        }
        else
        {
            GL.Translate(paliashdr.scale_origin);
            GL.Scale(paliashdr.scale);
        }

        int anim = (int)(cl.time * 10) & 3;

        GL_Bind(paliashdr.gl_texturenum[currententity.skinnum, anim]);

        // we can't dynamically colormap textures, so they are cached
        // seperately for the players.  Heads are just uncolored.
        if (currententity.colormap != vid.colormap && gl_nocolors.value == 0 && playernum >= 1)
        {
            GL_Bind(playertextures - 1 + playernum);
        }

        if (gl_smoothmodels.value != 0)
        {
            GL.ShadeModel(ShadingModel.Smooth);
        }

        GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Modulate);

        if (gl_affinemodels.value != 0)
        {
            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Fastest);
        }

        R_SetupAliasFrame(currententity.frame, paliashdr);

        GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Replace);

        GL.ShadeModel(ShadingModel.Flat);
        if (gl_affinemodels.value != 0)
        {
            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
        }

        GL.PopMatrix();

        if (r_shadows.value != 0)
        {
            GL.PushMatrix();
            R_RotateForEntity(e);
            GL.Disable(EnableCap.Texture2D);
            GL.Enable(EnableCap.Blend);
            GL.Color4(0, 0, 0, 0.5f);
            GL_DrawAliasShadow(paliashdr, lastposenum);
            GL.Enable(EnableCap.Texture2D);
            GL.Disable(EnableCap.Blend);
            GL.Color4(1f, 1, 1, 1);
            GL.PopMatrix();
        }
    }
Beispiel #14
0
    public static void SV_WaterMove()
    {
        //
        // user intentions
        //
        Vector3 pangle = ToVector(ref sv_player.v.v_angle);

        Mathlib.AngleVectors(ref pangle, out forward, out right, out up);
        Vector3 wishvel = forward * cmd.forwardmove + right * cmd.sidemove;

        if (cmd.forwardmove == 0 && cmd.sidemove == 0 && cmd.upmove == 0)
        {
            wishvel.Z -= 60;        // drift towards bottom
        }
        else
        {
            wishvel.Z += cmd.upmove;
        }

        float wishspeed = wishvel.Length;

        if (wishspeed > sv_maxspeed.value)
        {
            wishvel  *= sv_maxspeed.value / wishspeed;
            wishspeed = sv_maxspeed.value;
        }
        wishspeed *= 0.7f;

        //
        // water friction
        //
        float newspeed, speed = Mathlib.Length(ref sv_player.v.velocity);

        if (speed != 0)
        {
            newspeed = (float)(speed - host_framtime * speed * sv_friction.value);
            if (newspeed < 0)
            {
                newspeed = 0;
            }
            Mathlib.VectorScale(ref sv_player.v.velocity, newspeed / speed, out sv_player.v.velocity);
        }
        else
        {
            newspeed = 0;
        }

        //
        // water acceleration
        //
        if (wishspeed == 0)
        {
            return;
        }

        float addspeed = wishspeed - newspeed;

        if (addspeed <= 0)
        {
            return;
        }

        Mathlib.Normalize(ref wishvel);
        float accelspeed = (float)(sv_accelerate.value * wishspeed * host_framtime);

        if (accelspeed > addspeed)
        {
            accelspeed = addspeed;
        }

        wishvel *= accelspeed;
        sv_player.v.velocity.x += wishvel.X;
        sv_player.v.velocity.y += wishvel.Y;
        sv_player.v.velocity.z += wishvel.Z;
    }