vkdoom_m/src/playsim/p_effect.cpp
MajorCooke 210ee1780e Added particle rendering to VisualThinkers.
To activate, use `SetParticleType(int type)`. To deactivate, use `DisableParticle()`.

Types are:
- PT_DEFAULT (default value; uses `gl_particles_style`)
- PT_SQUARE
- PT_ROUND
- PT_SMOOTH

While in this mode:
- `Texture` & `Translation` are ignored
- `Scale.X` sets the size
- `SColor` sets the color

Misc changes:
- Removed warning on textureless destruction
2025-03-09 16:17:07 -03:00

1393 lines
35 KiB
C++

/*
** p_effect.cpp
** Particle effects
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** If particles used real sprites instead of blocks, they could be much
** more useful.
*/
#include "doomtype.h"
#include "doomstat.h"
#include "actor.h"
#include "m_argv.h"
#include "p_effect.h"
#include "p_local.h"
#include "r_defs.h"
#include "gi.h"
#include "d_player.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include "vm.h"
#include "actorinlines.h"
#include "g_game.h"
#include "serializer_doom.h"
#include "p_visualthinker.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#ifdef _MSC_VER
#pragma warning(disable: 6011) // dereference null pointer in thinker iterator
#endif
CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
CVAR (Bool, r_rail_smartspiral, false, CVAR_ARCHIVE);
CVAR (Int, r_rail_spiralsparsity, 1, CVAR_ARCHIVE);
CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE);
CVAR (Bool, r_particles, true, 0);
EXTERN_CVAR(Int, r_maxparticles);
FCRandom pr_railtrail("RailTrail");
#define FADEFROMTTL(a) (1.f/(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, blood1, blood2;
static const struct ColorList {
int *color;
uint8_t 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 },
{NULL, 0, 0, 0 }
};
static void FreeParticle(FLevelLocals* Level, particle_t* particle)
{
auto prev = particle->tprev == NO_PARTICLE? nullptr : &Level->Particles[particle->tprev];
int pindex = (int)(particle - Level->Particles.Data());
auto tnext = particle->tnext;
assert(!prev || (prev->tnext == pindex));
if (prev)
prev->tnext = tnext;
else
Level->ActiveParticles = tnext;
if (tnext != NO_PARTICLE)
{
particle_t* next = &Level->Particles[tnext];
assert(next->tprev == pindex);
next->tprev = particle->tprev;
}
if (Level->OldestParticle == pindex)
{
assert(tnext == NO_PARTICLE);
Level->OldestParticle = particle->tprev;
}
memset(particle, 0, sizeof(particle_t));
particle->tnext = Level->InactiveParticles;
Level->InactiveParticles = pindex;
}
static particle_t *NewParticle (FLevelLocals *Level, bool replace = false)
{
// Array's filled up
if (Level->InactiveParticles == NO_PARTICLE && Level->OldestParticle != NO_PARTICLE)
{
if (!replace) return nullptr;
FreeParticle(Level, &Level->Particles[Level->OldestParticle]);
}
// Array isn't full.
uint32_t current = Level->ActiveParticles;
auto result = &Level->Particles[Level->InactiveParticles];
Level->InactiveParticles = result->tnext;
result->tnext = current;
result->tprev = NO_PARTICLE;
Level->ActiveParticles = uint32_t(result - Level->Particles.Data());
if (current != NO_PARTICLE) // More than one active particles
{
particle_t* next = &Level->Particles[current];
next->tprev = Level->ActiveParticles;
}
else // Just one active particle
{
Level->OldestParticle = Level->ActiveParticles;
}
return result;
}
//
// [RH] Particle functions
//
void P_InitParticles (FLevelLocals *);
void P_InitParticles (FLevelLocals *Level)
{
const char *i;
int num;
if ((i = Args->CheckValue ("-numparticles")))
num = atoi (i);
// [BC] Use r_maxparticles now.
else
num = r_maxparticles;
// This should be good, but eh...
int NumParticles = clamp<int>(num, 100, 65535);
Level->Particles.Resize(NumParticles);
P_ClearParticles (Level);
}
void P_ClearParticles (FLevelLocals *Level)
{
int i = 0;
Level->OldestParticle = NO_PARTICLE;
Level->ActiveParticles = NO_PARTICLE;
Level->InactiveParticles = 0;
for (auto &p : Level->Particles)
{
p = {};
p.tprev = i - 1;
p.tnext = ++i;
}
Level->Particles.Last().tnext = NO_PARTICLE;
Level->Particles.Data()->tprev = NO_PARTICLE;
}
// Group particles by subsectors. Because particles are always
// in motion, there is little benefit to caching this information
// from one frame to the next.
// [MC] VisualThinkers hitches a ride here
void P_FindParticleSubsectors (FLevelLocals *Level)
{
// [MC] Hitch a ride on particle subsectors since VisualThinkers are effectively using the same kind of system.
for (uint32_t i = 0; i < Level->subsectors.Size(); i++)
{
Level->subsectors[i].sprites.Clear();
}
auto sp = Level->VisualThinkerHead;
while (sp != nullptr)
{
if (!sp->PT.subsector) sp->PT.subsector = Level->PointInRenderSubsector(sp->PT.Pos);
sp->PT.subsector->sprites.Push(sp);
sp = sp->GetNext();
}
// End VisualThinker hitching. Now onto the particles.
if (Level->ParticlesInSubsec.Size() < Level->subsectors.Size())
{
Level->ParticlesInSubsec.Reserve (Level->subsectors.Size() - Level->ParticlesInSubsec.Size());
}
fillshort (&Level->ParticlesInSubsec[0], Level->subsectors.Size(), NO_PARTICLE);
if (!r_particles)
{
return;
}
for (uint16_t i = Level->ActiveParticles; i != NO_PARTICLE; i = Level->Particles[i].tnext)
{
// Try to reuse the subsector from the last portal check, if still valid.
if (Level->Particles[i].subsector == nullptr) Level->Particles[i].subsector = Level->PointInRenderSubsector(Level->Particles[i].Pos);
int ssnum = Level->Particles[i].subsector->Index();
Level->Particles[i].snext = Level->ParticlesInSubsec[ssnum];
Level->ParticlesInSubsec[ssnum] = i;
}
}
static TMap<int, int> ColorSaver;
static uint32_t ParticleColor(int rgb)
{
int *val;
int stuff;
val = ColorSaver.CheckKey(rgb);
if (val != NULL)
{
return *val;
}
stuff = rgb | (ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb)) << 24);
ColorSaver[rgb] = stuff;
return stuff;
}
static uint32_t ParticleColor(int r, int g, int b)
{
return ParticleColor(MAKERGB(r, g, b));
}
void P_InitEffects ()
{
const struct ColorList *color = Colors;
while (color->color)
{
*(color->color) = ParticleColor(color->r, color->g, color->b);
color++;
}
int kind = gameinfo.defaultbloodparticlecolor;
blood1 = ParticleColor(kind);
blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
}
void P_ThinkParticles (FLevelLocals *Level)
{
int i = Level->ActiveParticles;
particle_t *particle = nullptr, *prev = nullptr;
while (i != NO_PARTICLE)
{
particle = &Level->Particles[i];
i = particle->tnext;
if (Level->isFrozen() && !(particle->flags &SPF_NOTIMEFREEZE))
{
if(particle->flags & SPF_LOCAL_ANIM)
{
particle->animData.SwitchTic++;
}
prev = particle;
continue;
}
particle->alpha -= particle->fadestep;
particle->size += particle->sizestep;
if (particle->alpha <= 0 || --particle->ttl <= 0 || (particle->size <= 0))
{ // The particle has expired, so free it
FreeParticle(Level, particle);
continue;
}
// Handle crossing a line portal
DVector2 newxy = Level->GetPortalOffsetPosition(particle->Pos.X, particle->Pos.Y, particle->Vel.X, particle->Vel.Y);
particle->Pos.X = newxy.X;
particle->Pos.Y = newxy.Y;
particle->Pos.Z += particle->Vel.Z;
particle->Vel += particle->Acc;
if(particle->flags & SPF_ROLL)
{
particle->Roll += particle->RollVel;
particle->RollVel += particle->RollAcc;
}
particle->subsector = Level->PointInRenderSubsector(particle->Pos);
sector_t *s = particle->subsector->sector;
// Handle crossing a sector portal.
if (!s->PortalBlocksMovement(sector_t::ceiling))
{
if (particle->Pos.Z > s->GetPortalPlaneZ(sector_t::ceiling))
{
particle->Pos += s->GetPortalDisplacement(sector_t::ceiling);
particle->subsector = NULL;
}
}
else if (!s->PortalBlocksMovement(sector_t::floor))
{
if (particle->Pos.Z < s->GetPortalPlaneZ(sector_t::floor))
{
particle->Pos += s->GetPortalDisplacement(sector_t::floor);
particle->subsector = NULL;
}
}
prev = particle;
}
}
void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size,
double fadestep, double sizestep, int flags, FTextureID texture, ERenderStyle style, double startroll, double rollvel, double rollacc)
{
particle_t *particle = NewParticle(Level, !!(flags & SPF_REPLACE));
if (particle)
{
particle->Pos = pos;
particle->Vel = FVector3(vel);
particle->Acc = FVector3(accel);
particle->color = ParticleColor(color);
particle->alpha = float(startalpha);
if ((fadestep < 0 && !(flags & SPF_NEGATIVE_FADESTEP)) || fadestep <= -1.0) particle->fadestep = FADEFROMTTL(lifetime);
else particle->fadestep = float(fadestep);
particle->ttl = lifetime;
particle->size = size;
particle->sizestep = sizestep;
particle->texture = texture;
particle->style = style;
particle->Roll = (float)startroll;
particle->RollVel = (float)rollvel;
particle->RollAcc = (float)rollacc;
particle->flags = flags;
if(flags & SPF_LOCAL_ANIM)
{
TexAnim.InitStandaloneAnimation(particle->animData, texture, Level->maptime);
}
}
}
//
// JitterParticle
//
// Creates a particle with "jitter"
//
particle_t *JitterParticle (FLevelLocals *Level, int ttl)
{
return JitterParticle (Level, ttl, 1.0);
}
// [XA] Added "drift speed" multiplier setting for enhanced railgun stuffs.
particle_t *JitterParticle (FLevelLocals *Level, int ttl, double drift)
{
particle_t *particle = NewParticle (Level);
if (particle) {
int i;
// Set initial velocities
for (i = 3; i; i--)
particle->Vel[i] = ((1./4096) * (M_Random () - 128) * drift);
// Set initial accelerations
for (i = 3; i; i--)
particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift);
particle->alpha = 1.f; // fully opaque
particle->ttl = ttl;
particle->fadestep = FADEFROMTTL(ttl);
}
return particle;
}
static void MakeFountain (AActor *actor, int color1, int color2)
{
particle_t *particle;
if (!(actor->Level->time & 1))
return;
particle = JitterParticle (actor->Level, 51);
if (particle)
{
DAngle an = DAngle::fromDeg(M_Random() * (360. / 256));
double out = actor->radius * M_Random() / 256.;
particle->Pos = actor->Vec3Angle(out, an, actor->Height + 1);
if (out < actor->radius/8)
particle->Vel.Z += 10.f/3;
else
particle->Vel.Z += 3;
particle->Acc.Z -= 1.f/11;
if (M_Random() < 30) {
particle->size = 4;
particle->color = color2;
} else {
particle->size = 6;
particle->color = color1;
}
}
}
void P_RunEffect (AActor *actor, int effects)
{
DAngle moveangle = actor->Vel.Angle();
particle_t *particle;
int i;
if ((effects & FX_ROCKET) && (cl_rockettrails & 1))
{
// Rocket trail
double backx = -actor->radius * 2 * moveangle.Cos();
double backy = -actor->radius * 2 * moveangle.Sin();
double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8);
DAngle an = moveangle + DAngle::fromDeg(90.);
double speed;
particle = JitterParticle (actor->Level, 3 + (M_Random() & 31));
if (particle) {
double pathdist = M_Random() / 256.;
DVector3 pos = actor->Vec3Offset(
backx - actor->Vel.X * pathdist,
backy - actor->Vel.Y * pathdist,
backz - actor->Vel.Z * pathdist);
particle->Pos = pos;
speed = (M_Random () - 128) * (1./200);
particle->Vel.X += speed * an.Cos();
particle->Vel.Y += speed * an.Sin();
particle->Vel.Z -= 1.f/36;
particle->Acc.Z -= 1.f/20;
particle->color = yellow;
particle->size = 2;
}
for (i = 6; i; i--) {
particle_t *particle = JitterParticle (actor->Level, 3 + (M_Random() & 31));
if (particle) {
double pathdist = M_Random() / 256.;
DVector3 pos = actor->Vec3Offset(
backx - actor->Vel.X * pathdist,
backy - actor->Vel.Y * pathdist,
backz - actor->Vel.Z * pathdist + (M_Random() / 64.));
particle->Pos = pos;
speed = (M_Random () - 128) * (1./200);
particle->Vel.X += speed * an.Cos();
particle->Vel.Y += speed * an.Sin();
particle->Vel.Z += 1.f / 80;
particle->Acc.Z += 1.f / 40;
if (M_Random () & 7)
particle->color = grey2;
else
particle->color = grey1;
particle->size = 3;
} else
break;
}
}
if ((effects & FX_GRENADE) && (cl_rockettrails & 1))
{
// Grenade trail
DVector3 pos = actor->Vec3Angle(-actor->radius * 2, moveangle, -actor->Height * actor->Vel.Z / 8 + actor->Height * (2. / 3));
P_DrawSplash2 (actor->Level, 6, pos, moveangle + DAngle::fromDeg(180), 2, 2);
}
if (actor->fountaincolor)
{
// 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 = actor->fountaincolor*2;
if (color < 0 || color >= 16) color = 0;
MakeFountain (actor, *fountainColors[color], *fountainColors[color+1]);
}
if (effects & FX_RESPAWNINVUL)
{
// Respawn protection
static const int *protectColors[2] = { &yellow1, &white };
for (i = 3; i > 0; i--)
{
particle = JitterParticle (actor->Level, 16);
if (particle != NULL)
{
DAngle ang = DAngle::fromDeg(M_Random() * (360 / 256.));
DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0);
particle->Pos = pos;
particle->color = *protectColors[M_Random() & 1];
particle->Vel.Z = 1;
particle->Acc.Z = M_Random () / 512.;
particle->size = 1;
if (M_Random () < 128)
{ // make particle fall from top of actor
particle->Pos.Z += actor->Height;
particle->Vel.Z = -particle->Vel.Z;
particle->Acc.Z = -particle->Acc.Z;
}
}
}
}
}
void P_DrawSplash (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int kind)
{
int color1, color2;
switch (kind)
{
case 1: // Spark
color1 = orange;
color2 = yorange;
break;
default:
return;
}
for (; count; count--)
{
particle_t *p = JitterParticle (Level, 10);
if (!p)
break;
p->size = 2;
p->color = M_Random() & 0x80 ? color1 : color2;
p->Vel.Z -= M_Random () / 128.;
p->Acc.Z -= 1./8;
p->Acc.X += (M_Random () - 128) / 8192.;
p->Acc.Y += (M_Random () - 128) / 8192.;
p->Pos.Z = pos.Z - M_Random () / 64.;
angle += DAngle::fromDeg(M_Random() * (45./256));
p->Pos.X = pos.X + (M_Random() & 15)*angle.Cos();
p->Pos.Y = pos.Y + (M_Random() & 15)*angle.Sin();
}
}
void P_DrawSplash2 (FLevelLocals *Level, int count, const DVector3 &pos, DAngle angle, int updown, int kind)
{
int color1, color2, zadd;
double zvel, zspread;
switch (kind)
{
case 0: // Blood
color1 = blood1;
color2 = blood2;
break;
case 1: // Gunshot
color1 = grey3;
color2 = grey5;
break;
case 2: // Smoke
color1 = grey3;
color2 = grey1;
break;
default: // colorized blood
color1 = ParticleColor(kind);
color2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
break;
}
zvel = -1./512.;
zspread = updown ? -6000 / 65536. : 6000 / 65536.;
zadd = (updown == 2) ? -128 : 0;
for (; count; count--)
{
particle_t *p = NewParticle (Level);
DAngle an;
if (!p)
break;
p->ttl = 12;
p->fadestep = FADEFROMTTL(12);
p->alpha = 1.f;
p->size = 4;
p->color = M_Random() & 0x80 ? color1 : color2;
p->Vel.Z = M_Random() * zvel;
p->Acc.Z = -1 / 22.f;
if (kind)
{
an = angle + DAngle::fromDeg((M_Random() - 128) * (180 / 256.));
p->Vel.X = M_Random() * an.Cos() / 2048.;
p->Vel.Y = M_Random() * an.Sin() / 2048.;
p->Acc.X = p->Vel.X / 16.;
p->Acc.Y = p->Vel.Y / 16.;
}
an = angle + DAngle::fromDeg((M_Random() - 128) * (90 / 256.));
p->Pos.X = pos.X + ((M_Random() & 31) - 15) * an.Cos();
p->Pos.Y = pos.Y + ((M_Random() & 31) - 15) * an.Sin();
p->Pos.Z = pos.Z + (M_Random() + zadd - 128) * zspread;
}
}
struct TrailSegment
{
DVector3 start;
DVector3 dir;
DVector3 extend;
DVector2 soundpos;
double length;
double sounddist;
};
void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1, int color2, double maxdiff, int flags, PClassActor *spawnclass, DAngle angle, int duration, double sparsity, double drift, int SpiralOffset, DAngle pitch)
{
double length = 0;
int steps, i;
TArray<TrailSegment> trail;
TAngle<double> deg;
DVector3 pos;
bool fullbright;
unsigned segment;
double lencount;
for (unsigned i = 0; i < portalhits.Size() - 1; i++)
{
TrailSegment seg;
seg.start = portalhits[i].ContPos;
seg.dir = portalhits[i].OutDir;
seg.length = (portalhits[i + 1].HitPos - seg.start).Length();
//Calculate PerpendicularVector (extend, dir):
double minelem = 1;
int epos;
int ii;
for (epos = 0, ii = 0; ii < 3; ++ii)
{
if (fabs(seg.dir[ii]) < minelem)
{
epos = ii;
minelem = fabs(seg.dir[ii]);
}
}
DVector3 tempvec(0, 0, 0);
tempvec[epos] = 1;
seg.extend = (tempvec - (seg.dir | tempvec) * seg.dir) * 3;
length += seg.length;
auto player = source->Level->GetConsolePlayer();
if (player)
{
// Only consider sound in 2D (for now, anyway)
// [BB] You have to divide by lengthsquared here, not multiply with it.
AActor *mo = player->camera;
double r = ((seg.start.Y - mo->Y()) * (-seg.dir.Y) - (seg.start.X - mo->X()) * (seg.dir.X)) / (seg.length * seg.length);
r = clamp<double>(r, 0., 1.);
seg.soundpos = seg.start.XY() + r * seg.dir.XY();
seg.sounddist = (seg.soundpos - mo->Pos()).LengthSquared();
}
else
{
// Set to invalid for secondary levels.
seg.soundpos = {0,0};
seg.sounddist = -1;
}
trail.Push(seg);
}
steps = xs_FloorToInt(length / 3);
fullbright = !!(flags & RAF_FULLBRIGHT);
if (steps)
{
if (!(flags & RAF_SILENT))
{
auto player = source->Level->GetConsolePlayer();
if (player)
{
FSoundID sound;
// Allow other sounds than 'weapons/railgf'!
if (!source->player) sound = source->AttackSound;
else if (source->player->ReadyWeapon) sound = source->player->ReadyWeapon->AttackSound;
else sound = NO_SOUND;
if (!sound.isvalid()) sound = S_FindSound("weapons/railgf");
// The railgun's sound is special. It gets played from the
// point on the slug's trail that is closest to the hearing player.
AActor *mo = player->camera;
if (fabs(mo->X() - trail[0].start.X) < 20 && fabs(mo->Y() - trail[0].start.Y) < 20)
{ // This player (probably) fired the railgun
S_Sound (mo, CHAN_WEAPON, 0, sound, 1, ATTN_NORM);
}
else
{
TrailSegment *shortest = NULL;
for (auto &seg : trail)
{
if (shortest == NULL || shortest->sounddist > seg.sounddist) shortest = &seg;
}
S_Sound (source->Level, DVector3(shortest->soundpos, r_viewpoint.Pos.Z), CHAN_WEAPON, 0, sound, 1, ATTN_NORM);
}
}
}
}
else
{
// line is 0 length, so nothing to do
return;
}
// Create the outer spiral.
if (color1 != -1 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL))
{
double stepsize = 3 * r_rail_spiralsparsity * sparsity;
int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity);
segment = 0;
lencount = trail[0].length;
color1 = color1 == 0 ? -1 : ParticleColor(color1);
pos = trail[0].start;
deg = DAngle::fromDeg(SpiralOffset);
for (i = spiral_steps; i; i--)
{
particle_t *p = NewParticle (source->Level);
DVector3 tempvec;
if (!p)
return;
int spiralduration = (duration == 0) ? TICRATE : duration;
p->alpha = 1.f;
p->ttl = spiralduration;
p->fadestep = FADEFROMTTL(spiralduration);
p->size = 3;
if(fullbright)
{
p->flags |= SPF_FULLBRIGHT;
}
tempvec = DMatrix3x3(trail[segment].dir, deg) * trail[segment].extend;
p->Vel = FVector3(tempvec * drift / 16.);
p->Pos = tempvec + pos;
pos += trail[segment].dir * stepsize;
deg += DAngle::fromDeg(r_rail_spiralsparsity * 14);
lencount -= stepsize;
if (color1 == -1)
{
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;
}
else
{
p->color = color1;
}
if (lencount <= 0)
{
segment++;
if (segment < trail.Size())
{
pos = trail[segment].start - trail[segment].dir * lencount;
lencount += trail[segment].length;
}
else
{
// should never happen but if something goes wrong, just terminate the loop.
break;
}
}
}
}
// Create the inner trail.
if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
{
double stepsize = 3 * r_rail_trailsparsity * sparsity;
int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
color2 = color2 == 0 ? -1 : ParticleColor(color2);
DVector3 diff(0, 0, 0);
pos = trail[0].start;
lencount = trail[0].length;
segment = 0;
for (i = trail_steps; i; i--)
{
// [XA] inner trail uses a different default duration (33).
int innerduration = (duration == 0) ? 33 : duration;
particle_t *p = JitterParticle (source->Level, innerduration, (float)drift);
if (!p)
return;
if (maxdiff > 0)
{
int rnd = M_Random ();
if (rnd & 1)
diff.X = clamp<double>(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
if (rnd & 2)
diff.Y = clamp<double>(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
if (rnd & 4)
diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
}
DVector3 postmp = pos + diff;
p->size = 2;
p->Pos = postmp;
if (color1 != -1)
p->Acc.Z -= 1./4096;
pos += trail[segment].dir * stepsize;
lencount -= stepsize;
if(fullbright)
{
p->flags |= SPF_FULLBRIGHT;
}
if (color2 == -1)
{
int rand = M_Random();
if (rand < 85)
p->color = grey4;
else if (rand < 170)
p->color = grey2;
else
p->color = grey1;
}
else
{
p->color = color2;
}
if (lencount <= 0)
{
segment++;
if (segment < trail.Size())
{
pos = trail[segment].start - trail[segment].dir * lencount;
lencount += trail[segment].length;
}
else
{
// should never happen but if something goes wrong, just terminate the loop.
break;
}
}
}
}
// create actors
if (spawnclass != NULL)
{
if (sparsity < 1)
sparsity = 32;
double stepsize = sparsity;
int trail_steps = (int)((steps * 3) / sparsity);
DVector3 diff(0, 0, 0);
pos = trail[0].start;
lencount = trail[0].length;
segment = 0;
for (i = trail_steps; i; i--)
{
if (maxdiff > 0)
{
int rnd = pr_railtrail();
if (rnd & 1)
diff.X = clamp<double>(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
if (rnd & 2)
diff.Y = clamp<double>(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
if (rnd & 4)
diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
}
AActor *thing = Spawn (source->Level, spawnclass, pos + diff, ALLOW_REPLACE);
if (thing)
{
if (source) thing->target = source;
thing->Angles.Pitch = pitch;
thing->Angles.Yaw = angle;
}
pos += trail[segment].dir * stepsize;
lencount -= stepsize;
if (lencount <= 0)
{
segment++;
if (segment < trail.Size())
{
pos = trail[segment].start - trail[segment].dir * lencount;
lencount += trail[segment].length;
}
else
{
// should never happen but if something goes wrong, just terminate the loop.
break;
}
}
}
}
}
void P_DisconnectEffect (AActor *actor)
{
int i;
if (actor == NULL)
return;
for (i = 64; i; i--)
{
particle_t *p = JitterParticle (actor->Level, TICRATE*2);
if (!p)
break;
double xo = (M_Random() - 128)*actor->radius / 128;
double yo = (M_Random() - 128)*actor->radius / 128;
double zo = M_Random()*actor->Height / 256;
DVector3 pos = actor->Vec3Offset(xo, yo, zo);
p->Pos = pos;
p->Acc.Z -= 1./4096;
p->color = M_Random() < 128 ? maroon1 : maroon2;
p->size = 4;
}
}
//===========================================================================
//
// ZScript Sprite (DVisualThinker)
// Concept by Major Cooke
// Most code borrowed by Actor and particles above
//
//===========================================================================
void DVisualThinker::Construct()
{
PT = {};
PT.Pos = { 0,0,0 };
PT.Vel = { 0,0,0 };
Offset = { 0,0 };
Scale = { 1,1 };
PT.Roll = 0.0;
PT.alpha = 1.0;
LightLevel = -1;
PT.texture = FTextureID();
PT.style = STYLE_Normal;
PT.flags = 0;
Translation = NO_TRANSLATION;
PT.subsector = nullptr;
cursector = nullptr;
PT.color = 0xffffff;
AnimatedTexture.SetNull();
_prev = _next = nullptr;
if (Level->VisualThinkerHead != nullptr)
{
Level->VisualThinkerHead->_prev = this;
_next = Level->VisualThinkerHead;
}
Level->VisualThinkerHead = this;
}
void DVisualThinker::OnDestroy()
{
if (_prev != nullptr)
_prev->_next = _next;
if (_next != nullptr)
_next->_prev = _prev;
if (Level->VisualThinkerHead == this)
Level->VisualThinkerHead = _next;
PT.alpha = 0.0; // stops all rendering.
Super::OnDestroy();
}
DVisualThinker* DVisualThinker::GetNext() const
{
return _next;
}
DVisualThinker* DVisualThinker::NewVisualThinker(FLevelLocals* Level, PClass* type)
{
if (type == nullptr)
{
return nullptr;
}
else if (!type->IsDescendantOf(RUNTIME_CLASS(DVisualThinker)))
{
Printf("Attempt to spawn class not inherent to VisualThinker: %s\n", type->TypeName.GetChars());
return nullptr;
}
else if (type->bAbstract)
{
Printf("Attempt to spawn an instance of abstract VisualThinker class %s\n", type->TypeName.GetChars());
return nullptr;
}
auto zs = static_cast<DVisualThinker*>(Level->CreateThinker(type, DVisualThinker::DEFAULT_STAT));
zs->Construct();
IFOVERRIDENVIRTUALPTRNAME(zs, NAME_VisualThinker, BeginPlay)
{
VMValue params[] = { zs };
VMCall(func, params, 1, nullptr, 0);
if (zs->ObjectFlags & OF_EuthanizeMe)
return nullptr;
}
return zs;
}
static DVisualThinker* SpawnVisualThinker(FLevelLocals* Level, PClass* type)
{
return DVisualThinker::NewVisualThinker(Level, type);
}
void DVisualThinker::UpdateSector(subsector_t * newSubsector)
{
assert(newSubsector);
if(PT.subsector != newSubsector)
{
PT.subsector = newSubsector;
cursector = newSubsector->sector;
}
}
void DVisualThinker::UpdateSector()
{
UpdateSector(Level->PointInRenderSubsector(PT.Pos));
}
static void UpdateSector(DVisualThinker * self)
{
self->UpdateSector();
}
DEFINE_ACTION_FUNCTION_NATIVE(DVisualThinker, UpdateSector, UpdateSector)
{
PARAM_SELF_PROLOGUE(DVisualThinker);
self->UpdateSector();
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, SpawnVisualThinker, SpawnVisualThinker)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_CLASS_NOT_NULL(type, DVisualThinker);
DVisualThinker* zs = SpawnVisualThinker(self, type);
ACTION_RETURN_OBJECT(zs);
}
void DVisualThinker::UpdateSpriteInfo()
{
PT.style = ERenderStyle(GetRenderStyle());
if ((PT.flags & SPF_LOCAL_ANIM) && PT.texture != AnimatedTexture)
{
AnimatedTexture = PT.texture;
TexAnim.InitStandaloneAnimation(PT.animData, PT.texture, Level->maptime);
}
}
static void UpdateSpriteInfo(DVisualThinker * self)
{
self->UpdateSpriteInfo();
}
DEFINE_ACTION_FUNCTION_NATIVE(DVisualThinker, UpdateSpriteInfo, UpdateSpriteInfo)
{
PARAM_SELF_PROLOGUE(DVisualThinker);
self->UpdateSpriteInfo();
return 0;
}
bool DVisualThinker::ValidTexture()
{
return ((flags & VTF_IsParticle) || PT.texture.isValid());
}
// This runs just like Actor's, make sure to call Super.Tick() in ZScript.
void DVisualThinker::Tick()
{
if (ObjectFlags & OF_EuthanizeMe)
return;
if (!ValidTexture())
{
Destroy();
return;
}
if (isFrozen())
{ // needed here because it won't retroactively update like actors do.
PT.subsector = Level->PointInRenderSubsector(PT.Pos);
cursector = PT.subsector->sector;
UpdateSpriteInfo();
return;
}
Prev = PT.Pos;
PrevRoll = PT.Roll;
// Handle crossing a line portal
DVector2 newxy = Level->GetPortalOffsetPosition(PT.Pos.X, PT.Pos.Y, PT.Vel.X, PT.Vel.Y);
PT.Pos.X = newxy.X;
PT.Pos.Y = newxy.Y;
PT.Pos.Z += PT.Vel.Z;
subsector_t * ss = Level->PointInRenderSubsector(PT.Pos);
// Handle crossing a sector portal.
if (!ss->sector->PortalBlocksMovement(sector_t::ceiling))
{
if (PT.Pos.Z > ss->sector->GetPortalPlaneZ(sector_t::ceiling))
{
PT.Pos += ss->sector->GetPortalDisplacement(sector_t::ceiling);
ss = Level->PointInRenderSubsector(PT.Pos);
}
}
else if (!ss->sector->PortalBlocksMovement(sector_t::floor))
{
if (PT.Pos.Z < ss->sector->GetPortalPlaneZ(sector_t::floor))
{
PT.Pos += ss->sector->GetPortalDisplacement(sector_t::floor);
ss = Level->PointInRenderSubsector(PT.Pos);
}
}
UpdateSector(ss);
UpdateSpriteInfo();
}
int DVisualThinker::GetLightLevel(sector_t* rendersector) const
{
int lightlevel = rendersector->GetSpriteLight();
if (flags & VTF_AddLightLevel)
{
lightlevel += LightLevel;
}
else if (LightLevel > -1)
{
lightlevel = LightLevel;
}
return lightlevel;
}
FVector3 DVisualThinker::InterpolatedPosition(double ticFrac) const
{
if (flags & VTF_DontInterpolate) return FVector3(PT.Pos);
DVector3 proc = Prev + (ticFrac * (PT.Pos - Prev));
return FVector3(proc);
}
float DVisualThinker::InterpolatedRoll(double ticFrac) const
{
if (flags & VTF_DontInterpolate) return PT.Roll;
return float(PrevRoll + (PT.Roll - PrevRoll) * ticFrac);
}
void DVisualThinker::SetTranslation(FName trname)
{
// There is no constant for the empty name...
if (trname.GetChars()[0] == 0)
{
// '' removes it
Translation = NO_TRANSLATION;
return;
}
auto tnum = R_FindCustomTranslation(trname);
if (tnum != INVALID_TRANSLATION)
{
Translation = tnum;
}
// silently ignore if the name does not exist, this would create some insane message spam otherwise.
}
void SetTranslation(DVisualThinker * self, int i_trans)
{
FName trans {ENamedName(i_trans)};
self->SetTranslation(trans);
}
DEFINE_ACTION_FUNCTION_NATIVE(DVisualThinker, SetTranslation, SetTranslation)
{
PARAM_SELF_PROLOGUE(DVisualThinker);
PARAM_NAME(trans);
self->SetTranslation(trans);
return 0;
}
int DVisualThinker::GetParticleType() const
{
int flag = (flags & VTF_IsParticle);
switch (flag)
{
case VTF_ParticleSquare:
return PT_SQUARE;
case VTF_ParticleRound:
return PT_ROUND;
case VTF_ParticleSmooth:
return PT_SMOOTH;
}
return PT_DEFAULT;
}
static int GetParticleType(DVisualThinker* self)
{
return self->GetParticleType();
}
DEFINE_ACTION_FUNCTION_NATIVE(DVisualThinker, GetParticleType, GetParticleType)
{
PARAM_SELF_PROLOGUE(DVisualThinker);
ACTION_RETURN_INT(self->GetParticleType());
}
static int IsFrozen(DVisualThinker* self)
{
return !!(self->Level->isFrozen() && !(self->PT.flags & SPF_NOTIMEFREEZE));
}
bool DVisualThinker::isFrozen()
{
return IsFrozen(this);
}
DEFINE_ACTION_FUNCTION_NATIVE(DVisualThinker, IsFrozen, IsFrozen)
{
PARAM_SELF_PROLOGUE(DVisualThinker);
ACTION_RETURN_BOOL(self->isFrozen());
}
static void SetRenderStyle(DVisualThinker *self, int mode)
{
if(mode >= 0 && mode < STYLE_Count)
{
self->PT.style = ERenderStyle(mode);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(DVisualThinker, SetRenderStyle, SetRenderStyle)
{
PARAM_SELF_PROLOGUE(DVisualThinker);
PARAM_INT(mode);
self->PT.style = ERenderStyle(mode);
return 0;
}
int DVisualThinker::GetRenderStyle() const
{
return PT.style;
}
static int GetRenderStyle(DVisualThinker* self)
{
return self->GetRenderStyle();
}
DEFINE_ACTION_FUNCTION_NATIVE(DVisualThinker, GetRenderStyle, GetRenderStyle)
{
PARAM_SELF_PROLOGUE(DVisualThinker);
ACTION_RETURN_INT(self->GetRenderStyle());
}
float DVisualThinker::GetOffset(bool y) const // Needed for the renderer.
{
if (y)
return (float)((flags & VTF_FlipOffsetY) ? Offset.Y : -Offset.Y);
else
return (float)((flags & VTF_FlipOffsetX) ? Offset.X : -Offset.X);
}
FSerializer& Serialize(FSerializer& arc, const char* key, FStandaloneAnimation& value, FStandaloneAnimation* defval)
{
arc.BeginObject(key);
arc("SwitchTic", value.SwitchTic);
arc("AnimIndex", value.AnimIndex);
arc("CurFrame", value.CurFrame);
arc("Ok", value.ok);
arc("AnimType", value.AnimType);
arc.EndObject();
return arc;
}
void DVisualThinker::Serialize(FSerializer& arc)
{
Super::Serialize(arc);
arc("pos", PT.Pos)
("vel", PT.Vel)
("prev", Prev)
("scale", Scale)
("roll", PT.Roll)
("prevroll", PrevRoll)
("offset", Offset)
("alpha", PT.alpha)
("texture", PT.texture)
("style", *reinterpret_cast<int*>(&PT.style))
("translation", Translation)
("cursector", cursector)
("scolor", PT.color)
("lightlevel", LightLevel)
("animData", PT.animData)
("flags", PT.flags)
("visualThinkerFlags", flags)
("next", _next)
("prev", _prev);
if(arc.isReading())
{
UpdateSector();
}
}
IMPLEMENT_CLASS(DVisualThinker, false, false);
DEFINE_FIELD_NAMED(DVisualThinker, PT.color, SColor);
DEFINE_FIELD_NAMED(DVisualThinker, PT.Pos, Pos);
DEFINE_FIELD_NAMED(DVisualThinker, PT.Vel, Vel);
DEFINE_FIELD_NAMED(DVisualThinker, PT.Roll, Roll);
DEFINE_FIELD_NAMED(DVisualThinker, PT.alpha, Alpha);
DEFINE_FIELD_NAMED(DVisualThinker, PT.texture, Texture);
DEFINE_FIELD_NAMED(DVisualThinker, PT.flags, Flags);
DEFINE_FIELD_NAMED(DVisualThinker, flags, VisualThinkerFlags);
DEFINE_FIELD(DVisualThinker, Prev);
DEFINE_FIELD(DVisualThinker, Scale);
DEFINE_FIELD(DVisualThinker, Offset);
DEFINE_FIELD(DVisualThinker, PrevRoll);
DEFINE_FIELD(DVisualThinker, Translation);
DEFINE_FIELD(DVisualThinker, LightLevel);
DEFINE_FIELD(DVisualThinker, cursector);