2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
23 #define MAX_PARTICLES 4096 // default max # of particles at one time
24 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
26 // LordHavoc: added dust, smoke, snow, bloodcloud, and many others
28 pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_rain, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud, pt_splash
31 typedef struct particle_s
41 float time2; // used for various things (snow fluttering, for example)
43 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
46 int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
47 int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
48 int ramp3[8] = {0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01};
51 int smokeparticletexture[8];
52 int rainparticletexture;
53 int bubbleparticletexture;
55 particle_t *particles;
58 vec3_t r_pright, r_pup, r_ppn;
61 particle_t **freeparticles; // list used only in compacting particles array
63 // LordHavoc: reduced duplicate code, and allow particle allocation system independence
64 #define ALLOCPARTICLE \
65 if (numparticles >= r_numparticles)\
67 p = &particles[numparticles++];
69 cvar_t r_particles = {"r_particles", "1"};
70 cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
72 byte shadebubble(float dx, float dy, vec3_t light)
76 if ((dx*dx+dy*dy) < 1) // it does hit the sphere
78 dz = 1 - (dx*dx+dy*dy);
81 normal[0] = dx;normal[1] = dy;normal[2] = dz;
82 VectorNormalize(normal);
83 dot = DotProduct(normal, light);
84 if (dot > 0.5) // interior reflection
86 else if (dot < -0.5) // exterior reflection
87 f += ((dot * -2) - 1);
89 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
90 VectorNormalize(normal);
91 dot = DotProduct(normal, light);
92 if (dot > 0.5) // interior reflection
94 else if (dot < -0.5) // exterior reflection
95 f += ((dot * -2) - 1);
97 f += 16; // just to give it a haze so you can see the outline
105 void R_InitParticleTexture (void)
109 byte data[32][32][4], noise1[128][128], noise2[128][128];
112 for (y = 0;y < 32;y++)
115 for (x = 0;x < 32;x++)
117 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
119 d = (255 - (dx*dx+dy*dy));
121 data[y][x][3] = (byte) d;
124 particletexture = GL_LoadTexture ("particletexture", 32, 32, &data[0][0][0], true, true, 4);
126 for (i = 0;i < 8;i++)
130 fractalnoise(&noise1[0][0], 128, 8);
131 fractalnoise(&noise2[0][0], 128, 16);
133 for (y = 0;y < 32;y++)
136 for (x = 0;x < 32;x++)
139 j = (noise1[y][x] - 128) * 2 + 128;
141 if (j > 255) j = 255;
142 data[y][x][0] = data[y][x][1] = data[y][x][2] = j;
144 d = (noise2[y][x] - 128) * 4 + 128;
147 d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
148 //j = (sqrt(dx*dx+dy*dy) * 2.0f - 16.0f);
150 // d = (d * (255 - j*j)) >> 8;
152 if (d > 255) d = 255;
153 data[y][x][3] = (byte) d;
162 smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
165 light[0] = 1;light[1] = 1;light[2] = 1;
166 VectorNormalize(light);
167 for (x=0 ; x<32 ; x++)
169 for (y=0 ; y<32 ; y++)
171 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
172 data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
175 rainparticletexture = GL_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], true, true, 4);
177 light[0] = 1;light[1] = 1;light[2] = 1;
178 VectorNormalize(light);
179 for (x=0 ; x<32 ; x++)
181 for (y=0 ; y<32 ; y++)
183 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
184 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
187 bubbleparticletexture = GL_LoadTexture ("bubbleparticletexture", 32, 32, &data[0][0][0], true, true, 4);
192 particles = (particle_t *) malloc (r_numparticles * sizeof(particle_t));
193 freeparticles = (void *) malloc (r_numparticles * sizeof(particle_t *));
194 R_InitParticleTexture ();
197 void r_part_shutdown()
208 void R_Particles_Init (void)
212 i = COM_CheckParm ("-particles");
216 r_numparticles = (int)(atoi(com_argv[i+1]));
217 if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
218 r_numparticles = ABSOLUTE_MIN_PARTICLES;
222 r_numparticles = MAX_PARTICLES;
225 Cvar_RegisterVariable (&r_particles);
226 Cvar_RegisterVariable (&r_dynamicparticles);
228 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown);
231 #define particle(ptype, pcolor, ptex, pscale, palpha, ptime, px, py, pz, pvx, pvy, pvz)\
236 p->color = (pcolor);\
238 p->scale = (pscale);\
239 p->alpha = (palpha);\
240 p->die = cl.time + (ptime);\
248 #define particle2(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, poscale, pvscale)\
253 p->color = (pcolor);\
255 p->scale = (pscale);\
256 p->alpha = (palpha);\
257 p->die = cl.time + (ptime);\
258 p->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
259 p->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
260 p->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
261 p->vel[0] = lhrandom(-(pvscale), (pvscale));\
262 p->vel[1] = lhrandom(-(pvscale), (pvscale));\
263 p->vel[2] = lhrandom(-(pvscale), (pvscale));\
265 #define particle3(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
270 p->color = (pcolor);\
272 p->scale = (pscale);\
273 p->alpha = (palpha);\
274 p->die = cl.time + (ptime);\
275 p->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
276 p->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
277 p->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
278 p->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
279 p->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
280 p->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
283 void particle(int type, int color, int tex, float scale, int alpha, float time, float x, float y, float z, float vx, float vy, float vz)
293 p->die = cl.time + time;
301 void particle2(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float oscale, float vscale)
311 p->die = cl.time + time;
312 p->org[0] = lhrandom(-oscale, oscale) + base[0];
313 p->org[1] = lhrandom(-oscale, oscale) + base[1];
314 p->org[2] = lhrandom(-oscale, oscale) + base[2];
315 p->vel[0] = lhrandom(-vscale, vscale);
316 p->vel[1] = lhrandom(-vscale, vscale);
317 p->vel[2] = lhrandom(-vscale, vscale);
319 void particle3(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float scalex, float scaley, float scalez, float vscalex, float vscaley, float vscalez)
329 p->die = cl.time + time;
330 p->org[0] = lhrandom(-scalex, scalex) + base[0];
331 p->org[1] = lhrandom(-scaley, scaley) + base[1];
332 p->org[2] = lhrandom(-scalez, scalez) + base[2];
333 p->vel[0] = lhrandom(-vscalex, vscalex);
334 p->vel[1] = lhrandom(-vscaley, vscaley);
335 p->vel[2] = lhrandom(-vscalez, vscalez);
345 #define NUMVERTEXNORMALS 162
346 extern float r_avertexnormals[NUMVERTEXNORMALS][3];
347 vec3_t avelocities[NUMVERTEXNORMALS];
348 float beamlength = 16;
349 vec3_t avelocity = {23, 7, 3};
350 float partstep = 0.01;
351 float timescale = 0.01;
353 void R_EntityParticles (entity_t *ent)
358 float sp, sy, cp, cy;
361 if (!r_particles.value) return; // LordHavoc: particles are optional
366 if (!avelocities[0][0])
367 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
368 avelocities[0][i] = (rand()&255) * 0.01;
370 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
372 angle = cl.time * avelocities[i][0];
375 angle = cl.time * avelocities[i][1];
383 particle(pt_static, 0x6f, particletexture, 2, 255, 0, ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0);
393 void R_ClearParticles (void)
396 // free_particles = &particles[0];
397 // active_particles = NULL;
399 // for (i=0 ;i<r_numparticles ; i++)
400 // particles[i].next = &particles[i+1];
401 // particles[r_numparticles-1].next = NULL;
407 void R_ReadPointFile_f (void)
413 char name[MAX_OSPATH];
415 sprintf (name,"maps/%s.pts", sv.name);
417 COM_FOpenFile (name, &f, false);
420 Con_Printf ("couldn't open %s\n", name);
424 Con_Printf ("Reading %s...\n", name);
428 r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
433 if (numparticles >= r_numparticles)
435 Con_Printf ("Not enough free particles\n");
438 particle(pt_static, (-c)&15, particletexture, 2, 255, 99999, org[0], org[1], org[2], 0, 0, 0);
442 Con_Printf ("%i points read\n", c);
447 R_ParseParticleEffect
449 Parse an effect out of the server message
452 void R_ParseParticleEffect (void)
455 int i, count, msgcount, color;
457 for (i=0 ; i<3 ; i++)
458 org[i] = MSG_ReadCoord ();
459 for (i=0 ; i<3 ; i++)
460 dir[i] = MSG_ReadChar () * (1.0/16);
461 msgcount = MSG_ReadByte ();
462 color = MSG_ReadByte ();
469 R_RunParticleEffect (org, dir, color, count);
478 void R_ParticleExplosion (vec3_t org, int smoke)
481 if (!r_particles.value) return; // LordHavoc: particles are optional
483 particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 255, 2, org[0], org[1], org[2], 0, 0, 0);
485 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
486 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
488 for (i=0 ; i<128 ; i++)
489 particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 96);
493 for (i = 0;i < 256;i++)
494 particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1.5, lhrandom(128, 255), 5, lhrandom(-16, 16) + org[0], lhrandom(-16, 16) + org[1], lhrandom(-16, 16) + org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 192);
505 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
508 if (!r_particles.value) return; // LordHavoc: particles are optional
510 for (i = 0;i < 512;i++)
511 particle2(pt_fade, colorStart + (i % colorLength), particletexture, 1.5, 255, 0.3, org, 8, 192);
520 void R_BlobExplosion (vec3_t org)
523 if (!r_particles.value) return; // LordHavoc: particles are optional
525 for (i=0 ; i<512 ; i++)
526 particle3(pt_blob, 66+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
527 for (i=0 ; i<512 ; i++)
528 particle3(pt_blob2, 150+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
537 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
539 if (!r_particles.value) return; // LordHavoc: particles are optional
543 R_ParticleExplosion(org, false);
549 particle2(pt_fade, color + (rand()&7), particletexture, 6, (count & 7) * 16 + (rand()&15), 1, org, 8, 15);
554 particle2(pt_fade, color + (rand()&7), particletexture, 6, 128, 1, org, 8, 15);
557 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
563 void R_SparkShower (vec3_t org, vec3_t dir, int count)
565 if (!r_particles.value) return; // LordHavoc: particles are optional
568 particle(pt_smoke, 12+(rand()&3), smokeparticletexture[rand()&7], 8, 160, 99, org[0], org[1], org[2], 0, 0, 0);
571 // particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
572 particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, lhrandom(-4, 4) + org[0], lhrandom(-4, 4) + org[1], lhrandom(-4, 4) + org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64) + 64);
575 void R_BloodPuff (vec3_t org)
577 if (!r_particles.value) return; // LordHavoc: particles are optional
579 particle(pt_bloodcloud, 251 /*68+(rand()&3)*/, smokeparticletexture[rand()&7], 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
580 particle(pt_bloodcloud, 251 /*68+(rand()&3)*/, smokeparticletexture[rand()&7], 10, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
581 particle(pt_bloodcloud, 251 /*68+(rand()&3)*/, smokeparticletexture[rand()&7], 8, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
584 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
591 if (!r_particles.value) return; // LordHavoc: particles are optional
593 VectorSubtract(maxs, mins, diff);
594 center[0] = (mins[0] + maxs[0]) * 0.5;
595 center[1] = (mins[1] + maxs[1]) * 0.5;
596 center[2] = (mins[2] + maxs[2]) * 0.5;
597 // FIXME: change velspeed back to 2.0x after fixing mod
598 velscale[0] = velspeed * 0.5 / diff[0];
599 velscale[1] = velspeed * 0.5 / diff[1];
600 velscale[2] = velspeed * 0.5 / diff[2];
606 p->texnum = smokeparticletexture[rand()&7];
607 p->scale = lhrandom(4, 6);
608 p->alpha = 96 + (rand()&63);
609 p->die = cl.time + 2;
610 p->type = pt_bloodcloud;
611 p->color = 251; //(rand()&3)+68;
612 for (j=0 ; j<3 ; j++)
614 p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
615 p->vel[j] = (p->org[j] - center[j]) * velscale[j];
620 void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
626 if (!r_particles.value) return; // LordHavoc: particles are optional
627 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
628 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
629 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
631 VectorSubtract(maxs, mins, diff);
637 p->texnum = particletexture;
640 p->die = cl.time + 1 + (rand()&15)*0.0625;
645 p->color = colorbase + (rand()&3);
646 for (j=0 ; j<3 ; j++)
648 p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j];
650 p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5);
657 void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
665 if (!r_particles.value) return; // LordHavoc: particles are optional
666 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
667 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
668 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
669 if (dir[2] < 0) // falling
671 t = (maxs[2] - mins[2]) / -dir[2];
676 t = (maxs[2] - mins[2]) / dir[2];
679 if (t < 0 || t > 2) // sanity check
683 VectorSubtract(maxs, mins, diff);
685 for (i=0 ; i<count ; i++)
689 vel[0] = dir[0] + (rand()&31) - 16;
690 vel[1] = dir[1] + (rand()&31) - 16;
691 vel[2] = dir[2] + (rand()&63) - 32;
692 org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0];
693 org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
701 p->texnum = particletexture;
707 p->texnum = rainparticletexture;
710 p->color = colorbase + (rand()&3);
711 VectorCopy(org, p->org);
712 VectorCopy(vel, p->vel);
713 VectorCopy(vel, p->vel2);
724 void R_LavaSplash (vec3_t org)
730 if (!r_particles.value) return; // LordHavoc: particles are optional
732 for (i=-128 ; i<128 ; i+=16)
733 for (j=-128 ; j<128 ; j+=16)
737 p->texnum = particletexture;
740 p->die = cl.time + 2 + (rand()&31) * 0.02;
741 p->color = 224 + (rand()&7);
744 dir[0] = j + (rand()&7);
745 dir[1] = i + (rand()&7);
748 p->org[0] = org[0] + dir[0];
749 p->org[1] = org[1] + dir[1];
750 p->org[2] = org[2] + (rand()&63);
752 VectorNormalize (dir);
753 vel = 50 + (rand()&63);
754 VectorScale (dir, vel, p->vel);
764 void R_TeleportSplash (vec3_t org)
768 if (!r_particles.value) return; // LordHavoc: particles are optional
770 for (i=-16 ; i<16 ; i+=8)
771 for (j=-16 ; j<16 ; j+=8)
772 for (k=-24 ; k<32 ; k+=8)
776 p->texnum = particletexture;
778 p->alpha = lhrandom(32,128);
779 p->die = cl.time + 5;
783 p->org[0] = org[0] + i + (rand()&7);
784 p->org[1] = org[1] + j + (rand()&7);
785 p->org[2] = org[2] + k + (rand()&7);
787 p->vel[0] = i*2 + (rand()%25) - 12;
788 p->vel[1] = j*2 + (rand()%25) - 12;
789 p->vel[2] = k*2 + (rand()%25) - 12 + 40;
793 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
796 float len, dec = 0, t, nt, speed;
797 int j, contents, bubbles;
799 if (!r_particles.value) return; // LordHavoc: particles are optional
803 if (ent->trail_leftover < 0)
804 ent->trail_leftover = 0;
805 t += ent->trail_leftover;
806 ent->trail_leftover -= (cl.time - cl.oldtime);
810 contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
811 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
814 VectorSubtract (end, start, vec);
815 len = VectorNormalizeLength (vec);
818 speed = len / (nt - t);
820 bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
826 p->vel[0] = p->vel[1] = p->vel[2] = 0;
827 p->die = cl.time + 2;
831 case 0: // rocket trail
832 case 1: // grenade trail
835 dec = type == 0 ? 0.01f : 0.02f;
836 p->texnum = bubbleparticletexture;
837 p->scale = lhrandom(1,2);
841 p->die = cl.time + 2;
842 for (j=0 ; j<3 ; j++)
844 p->vel[j] = (rand()&31)-16;
845 p->org[j] = start[j] + ((rand()&3)-2);
850 dec = type == 0 ? 0.01f : 0.02f;
851 p->texnum = smokeparticletexture[rand()&7];
852 p->scale = lhrandom(4, 8);
853 p->alpha = 160; //128 + (rand()&63);
856 p->die = cl.time + 10000;
857 VectorCopy(start, p->org);
860 particle(pt_fallfadespark, 0x68 + (rand() & 7), particletexture, 1, lhrandom(64, 128), 5, start[0], start[1], start[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64));
861 particle(pt_fallfadespark, 0x68 + (rand() & 7), particletexture, 1, lhrandom(64, 128), 5, start[0], start[1], start[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64));
862 particle(pt_fallfadespark, 0x68 + (rand() & 7), particletexture, 1, lhrandom(64, 128), 5, start[0], start[1], start[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64));
863 particle(pt_fallfadespark, 0x68 + (rand() & 7), particletexture, 1, lhrandom(64, 128), 5, start[0], start[1], start[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64));
869 case 1: // smoke smoke
871 p->texnum = smokeparticletexture;
872 p->scale = lhrandom(6,9);
874 if (r_smokecolor.value)
875 p->color = r_smokecolor.value;
877 p->color = (rand()&3)+12;
879 p->die = cl.time + 1;
880 VectorCopy(start, p->org);
885 case 4: // slight blood
887 p->texnum = smokeparticletexture[rand()&7];
888 p->scale = lhrandom(4, 6);
889 p->alpha = type == 4 ? 192 : 255;
890 p->color = 251; //(rand()&3)+68;
891 p->type = pt_bloodcloud;
892 p->die = cl.time + 9999;
893 for (j=0 ; j<3 ; j++)
895 p->vel[j] = (rand()&15)-8;
896 p->org[j] = start[j] + ((rand()&3)-2);
903 p->texnum = smokeparticletexture[rand()&7];
905 p->alpha = 64 + (rand()&31);
906 p->color = type == 3 ? 56 : 234;
908 p->die = cl.time + 10000;
909 VectorCopy(start, p->org);
912 case 6: // voor trail
913 dec = 0.05f; // sparse trail
914 p->texnum = smokeparticletexture[rand()&7];
915 p->scale = lhrandom(3, 5);
917 p->color = 9*16 + 8 + (rand()&3);
919 p->die = cl.time + 2;
920 for (j=0 ; j<3 ; j++)
922 p->vel[j] = (rand()&15)-8;
923 p->org[j] = start[j] + ((rand()&3)-2);
927 case 7: // Nehahra smoke tracer
929 p->texnum = smokeparticletexture[rand()&7];
930 p->scale = lhrandom(8, 12);
932 p->color = (rand()&3)+12;
934 p->die = cl.time + 10000;
935 for (j=0 ; j<3 ; j++)
936 p->org[j] = start[j] + ((rand()&3)-2);
942 VectorMA (start, dec, vec, start);
944 ent->trail_leftover = t - cl.time;
947 void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
951 if (!r_particles.value) return; // LordHavoc: particles are optional
953 VectorSubtract (end, start, vec);
954 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
955 VectorScale(vec, 3, vec);
958 particle(pt_smoke, color, particletexture, 8, 192, 99, start[0], start[1], start[2], 0, 0, 0);
959 VectorAdd (start, vec, start);
969 extern cvar_t sv_gravity;
970 void R_CompleteLightPoint (vec3_t color, vec3_t p);
972 void TraceLine (vec3_t start, vec3_t end, vec3_t impact);
974 void R_DrawParticles (void)
978 float gravity, dvel, frametime, scale, scale2, minparticledist;
980 vec3_t up, right, uprightangles, forward2, up2, right2, tempcolor, v;
981 int activeparticles, maxparticle, j, k;
983 // LordHavoc: early out condition
987 VectorScale (vup, 1.5, up);
988 VectorScale (vright, 1.5, right);
990 uprightangles[0] = 0;
991 uprightangles[1] = r_refdef.viewangles[1];
992 uprightangles[2] = 0;
993 AngleVectors (uprightangles, forward2, right2, up2);
995 frametime = cl.time - cl.oldtime;
996 gravity = frametime * sv_gravity.value;
997 dvel = 1+4*frametime;
999 minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
1001 activeparticles = 0;
1004 for (k = 0, p = particles;k < numparticles;k++, p++)
1006 if (p->die < cl.time)
1008 freeparticles[j++] = p;
1014 // LordHavoc: only render if not too close
1015 if (DotProduct(p->org, vpn) >= minparticledist)
1017 color24 = (byte *) &d_8to24table[(int)p->color];
1022 if (r_dynamicparticles.value)
1024 R_CompleteLightPoint(tempcolor, p->org);
1025 r = (r * (int) tempcolor[0]) >> 7;
1026 g = (g * (int) tempcolor[1]) >> 7;
1027 b = (b * (int) tempcolor[2]) >> 7;
1029 transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
1030 scale = p->scale * -0.5;scale2 = p->scale * 0.5;
1031 if (p->texnum == rainparticletexture) // rain streak
1033 transpolyvert(p->org[0] + up2[0]*scale + right2[0]*scale , p->org[1] + up2[1]*scale + right2[1]*scale , p->org[2] + up2[2]*scale + right2[2]*scale , 0,1,r,g,b,a);
1034 transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale , p->org[1] + up2[1]*scale2 + right2[1]*scale , p->org[2] + up2[2]*scale2 + right2[2]*scale , 0,0,r,g,b,a);
1035 transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale2, p->org[1] + up2[1]*scale2 + right2[1]*scale2, p->org[2] + up2[2]*scale2 + right2[2]*scale2, 1,0,r,g,b,a);
1036 transpolyvert(p->org[0] + up2[0]*scale + right2[0]*scale2, p->org[1] + up2[1]*scale + right2[1]*scale2, p->org[2] + up2[2]*scale + right2[2]*scale2, 1,1,r,g,b,a);
1040 transpolyvert(p->org[0] + up[0]*scale + right[0]*scale , p->org[1] + up[1]*scale + right[1]*scale , p->org[2] + up[2]*scale + right[2]*scale , 0,1,r,g,b,a);
1041 transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale , 0,0,r,g,b,a);
1042 transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale2, p->org[1] + up[1]*scale2 + right[1]*scale2, p->org[2] + up[2]*scale2 + right[2]*scale2, 1,0,r,g,b,a);
1043 transpolyvert(p->org[0] + up[0]*scale + right[0]*scale2, p->org[1] + up[1]*scale + right[1]*scale2, p->org[2] + up[2]*scale + right[2]*scale2, 1,1,r,g,b,a);
1048 VectorCopy(p->org, p->oldorg);
1049 p->org[0] += p->vel[0]*frametime;
1050 p->org[1] += p->vel[1]*frametime;
1051 p->org[2] += p->vel[2]*frametime;
1059 for (i=0 ; i<3 ; i++)
1064 for (i=0 ; i<2 ; i++)
1069 p->vel[2] -= gravity;
1072 if (cl.time > p->time2)
1074 p->time2 = cl.time + (rand() & 3) * 0.1;
1075 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1076 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1077 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1081 // if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
1086 p->scale += frametime * 16;
1087 p->alpha -= frametime * 512;
1088 if (p->alpha < 1 || p->scale < 1)
1091 case pt_fallfadespark:
1092 p->alpha -= frametime * 256;
1093 p->vel[2] -= gravity;
1098 p->alpha -= frametime * 512;
1103 a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1104 if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
1106 p->texnum = smokeparticletexture[rand()&7];
1107 p->type = pt_splash;
1110 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1111 p->die = cl.time + 1000;
1114 p->vel[2] += gravity * 0.25;
1115 p->vel[0] *= (1 - (frametime * 0.0625));
1116 p->vel[1] *= (1 - (frametime * 0.0625));
1117 p->vel[2] *= (1 - (frametime * 0.0625));
1118 if (cl.time > p->time2)
1120 p->time2 = cl.time + lhrandom(0, 0.5);
1121 p->vel[0] += lhrandom(-32,32);
1122 p->vel[1] += lhrandom(-32,32);
1123 p->vel[2] += lhrandom(-32,32);
1125 p->alpha -= frametime * 64;
1129 // LordHavoc: for smoke trails
1131 p->scale += frametime * 16;
1132 p->alpha -= frametime * 384;
1137 p->scale += frametime * 64;
1138 p->alpha -= frametime * 384;
1143 p->scale += frametime * 24;
1144 p->alpha -= frametime * 512;
1149 a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1150 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1152 if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
1153 break; // still in solid
1154 p->die = cl.time + 1000;
1158 case CONTENTS_SLIME:
1159 p->texnum = smokeparticletexture[rand()&7];
1160 p->type = pt_smokecloud;
1164 case CONTENTS_WATER:
1165 p->texnum = smokeparticletexture[rand()&7];
1166 p->type = pt_splash;
1169 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1170 // p->texnum = bubbleparticletexture;
1171 // p->type = pt_bubble;
1172 // p->vel[2] *= 0.1;
1174 default: // CONTENTS_SOLID and any others
1175 TraceLine(p->oldorg, p->org, v);
1176 VectorCopy(v, p->org);
1177 p->texnum = smokeparticletexture[rand()&7];
1178 p->type = pt_splash;
1181 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1182 p->die = cl.time + 1000;
1189 // fill in gaps to compact the array
1191 while (maxparticle >= activeparticles)
1193 *freeparticles[i++] = particles[maxparticle--];
1194 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1197 numparticles = activeparticles;