siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
#define m_bytenormals r_avertexnormals
#define VectorNormalizeFast VectorNormalize
-#define CL_PointContents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
+#define CL_PointQ1Contents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
typedef unsigned char qbyte;
#define cl_stainmaps.integer 0
void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
VectorNormalizeFast (normal);
// calculate 'right' vector for start
- VectorSubtract (r_origin, org1, diff);
+ VectorSubtract (r_vieworigin, org1, diff);
VectorNormalizeFast (diff);
CrossProduct (normal, diff, right1);
// calculate 'right' vector for end
- VectorSubtract (r_origin, org2, diff);
+ VectorSubtract (r_vieworigin, org2, diff);
VectorNormalizeFast (diff);
CrossProduct (normal, diff, right2);
#include "pmove.h"
extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
#endif
-float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels, void **hitent)
+float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int hitbmodels, void **hitent, int hitsupercontentsmask)
{
#if QW
pmtrace_t trace;
trace.fraction = 1;
VectorCopy (end, trace.endpos);
#if QW
- PM_RecursiveHullCheck (cl.model_precache[1]->brushq1.hulls, 0, 0, 1, start, end, &trace);
+ PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace);
#else
- RecursiveHullCheck (cl.worldmodel->brushq1.hulls, 0, 0, 1, start, end, &trace);
+ RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
#endif
VectorCopy(trace.endpos, impact);
VectorCopy(trace.plane.normal, normal);
}
ptype_t;
-#define PARTICLE_INVALID 0
-#define PARTICLE_BILLBOARD 1
-#define PARTICLE_SPARK 2
-#define PARTICLE_ORIENTED_DOUBLESIDED 3
-#define PARTICLE_BEAM 4
+typedef enum
+{
+ PARTICLE_BILLBOARD = 0,
+ PARTICLE_SPARK = 1,
+ PARTICLE_ORIENTED_DOUBLESIDED = 2,
+ PARTICLE_BEAM = 3
+}
+porientation_t;
-#define PBLEND_ALPHA 0
-#define PBLEND_ADD 1
-#define PBLEND_MOD 2
+typedef enum
+{
+ PBLEND_ALPHA = 0,
+ PBLEND_ADD = 1,
+ PBLEND_MOD = 2
+}
+pblend_t;
typedef struct particle_s
{
cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
+cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1"};
cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"};
Cvar_RegisterVariable (&cl_particles_bloodshowers);
Cvar_RegisterVariable (&cl_particles_blood);
Cvar_RegisterVariable (&cl_particles_blood_alpha);
+ Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
Cvar_RegisterVariable (&cl_particles_bulletimpacts);
Cvar_RegisterVariable (&cl_particles_smoke);
Cvar_RegisterVariable (&cl_particles_smoke_alpha);
cl_numparticles = 0;
}
-particle_t *particle(int ptype, int porientation, int pcolor1, int pcolor2, int ptex, int plight, int pblendmode, float pscalex, float pscaley, float palpha, float palphafade, float ptime, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float ptime2, float pvx2, float pvy2, float pvz2, float pfriction, float ppressure)
+// list of all 26 parameters:
+// ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
+// porientation - PARTICLE_ enum values (PARTICLE_BILLBOARD, PARTICLE_SPARK, etc)
+// pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
+// ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
+// plight - no longer used (this used to turn on particle lighting)
+// pblendmode - PBLEND_ enum values (PBLEND_ALPHA, PBLEND_ADD, etc)
+// pscalex,pscaley - width and height of particle (according to orientation), these are normally the same except when making sparks and beams
+// palpha - opacity of particle as 0-255 (can be more than 255)
+// palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
+// ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
+// pgravity - how much effect gravity has on the particle (0-1)
+// pbounce - how much bounce the particle has when it hits a surface (0-1), -1 makes a blood splat when it hits a surface, 0 does not even check for collisions
+// px,py,pz - starting origin of particle
+// pvx,pvy,pvz - starting velocity of particle
+// ptime2 - extra time parameter for certain particle types (pt_decal delayed fades and pt_rain snowflutter use this)
+// pvx2,pvy2,pvz2 - for PARTICLE_ORIENTED_DOUBLESIDED this is the surface normal of the orientation (forward vector), pt_rain uses this for snow fluttering
+// pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
+// ppressure - pushes other particles away if they are within 64 units distance, the force is based on scalex, this feature is supported but not currently used
+particle_t *particle(ptype_t ptype, porientation_t porientation, int pcolor1, int pcolor2, int ptex, int plight, pblend_t pblendmode, float pscalex, float pscaley, float palpha, float palphafade, float ptime, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float ptime2, float pvx2, float pvy2, float pvz2, float pfriction, float ppressure)
{
if (cl_numparticles < cl_maxparticles)
{
int i;
float bestfrac, bestorg[3], bestnormal[3];
float frac, v[3], normal[3], org2[3];
- void *besthitent;
#ifdef WORKINGLQUAKE
- void *hitent;
+ void *besthitent = NULL, *hitent;
#else
- entity_render_t *hitent;
+ entity_render_t *besthitent = NULL, *hitent;
#endif
bestfrac = 10;
for (i = 0;i < 32;i++)
{
VectorRandom(org2);
VectorMA(org, maxdist, org2, org2);
- frac = CL_TraceLine(org, org2, v, normal, 0, true, &hitent);
+ frac = CL_TraceLine(org, org2, v, normal, true, &hitent, SUPERCONTENTS_SOLID);
if (bestfrac > frac)
{
bestfrac = frac;
if (!cl.worldmodel)
return;
- FS_StripExtension(cl.worldmodel->name, name);
- strcat(name, ".pts");
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".pts", sizeof (name));
#if WORKINGLQUAKE
pointfile = COM_LoadTempFile (name);
#else
else
count = msgcount;
+ if (cl_particles_blood_bloodhack.integer)
+ {
+ if (color == 73)
+ {
+ // regular blood
+ CL_BloodPuff(org, dir, count / 2);
+ return;
+ }
+ if (color == 225)
+ {
+ // lightning blood
+ CL_BloodPuff(org, dir, count / 2);
+ return;
+ }
+ }
CL_RunParticleEffect (org, dir, color, count);
}
R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
- i = CL_PointContents(org);
+ i = CL_PointQ1Contents(org);
if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
{
for (i = 0;i < 128 * cl_particles_quality.value;i++)
v[0] = org[0] + lhrandom(-64, 64);
v[1] = org[1] + lhrandom(-64, 64);
v[2] = org[2] + lhrandom(-8, 24);
- if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
+ if (CL_TraceLine(org, v, v2, NULL, true, NULL, SUPERCONTENTS_SOLID) >= 0.1)
break;
}
VectorSubtract(v2, org, v2);
org2[0] = org[0] + 0.125f * lhrandom(-count, count);
org2[1] = org[1] + 0.125f * lhrandom(-count, count);
org2[2] = org[2] + 0.125f * lhrandom(-count, count);
- CL_TraceLine(org, org2, org3, NULL, 0, true, NULL);
+ CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 9999, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
}
}
if (!cl_particles.integer) return;
if (!cl_particles_blood.integer) return;
- s = count + 32.0f;
+ s = count + 64.0f;
count *= 5.0f;
if (count > 1000)
count = 1000;
org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
- CL_TraceLine(org, org2, org3, NULL, 0, true, NULL);
+ CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
bloodcount -= 16 / cl_particles_quality.value;
}
VectorMA(start, dec, vec, pos);
len -= dec;
- contents = CL_PointContents(pos);
+ contents = CL_PointQ1Contents(pos);
if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
return;
VectorCopy(p->org, org);
if (p->bounce)
{
- if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, &hitent) < 1)
+ if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
{
VectorCopy(v, p->org);
if (p->bounce < 0)
{
f = p->friction * frametime;
if (!content)
- content = CL_PointContents(p->org);
+ content = CL_PointQ1Contents(p->org);
if (content != CONTENTS_EMPTY)
f *= 4;
f = 1.0f - f;
{
case pt_blood:
if (!content)
- content = CL_PointContents(p->org);
+ content = CL_PointQ1Contents(p->org);
a = content;
if (a != CONTENTS_EMPTY)
{
break;
case pt_bubble:
if (!content)
- content = CL_PointContents(p->org);
+ content = CL_PointQ1Contents(p->org);
if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
{
p->die = -1;
p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
}
if (!content)
- content = CL_PointContents(p->org);
+ content = CL_PointQ1Contents(p->org);
a = content;
if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
p->die = -1;
#ifndef WORKINGLQUAKE
if (fogenabled && p->blendmode != PBLEND_MOD)
{
- VectorSubtract(org, r_origin, fogvec);
+ VectorSubtract(org, r_vieworigin, fogvec);
fog = exp(fogdensity/DotProduct(fogvec,fogvec));
ifog = 1 - fog;
cr = cr * ifog;
cb += fogcolor[2] * fog;
}
}
- cr *= r_colorscale;
- cg *= r_colorscale;
- cb *= r_colorscale;
GL_Color(cr, cg, cb, ca);
if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
{
// double-sided
- if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
+ if (DotProduct(p->vel2, r_vieworigin) > DotProduct(p->vel2, org))
{
VectorNegate(p->vel2, v);
VectorVectors(v, right, up);
}
else
{
- VectorScale(vright, p->scalex, right);
- VectorScale(vup, p->scaley, up);
+ VectorScale(r_viewleft, -p->scalex, right);
+ VectorScale(r_viewup, p->scaley, up);
}
particle_vertex3f[ 0] = org[0] - right[0] - up[0];
particle_vertex3f[ 1] = org[1] - right[1] - up[1];
if ((!cl_numparticles) || (!r_drawparticles.integer))
return;
- minparticledist = DotProduct(r_origin, vpn) + 4.0f;
+ minparticledist = DotProduct(r_vieworigin, r_viewforward) + 4.0f;
#ifdef WORKINGLQUAKE
glBindTexture(GL_TEXTURE_2D, particlefonttexture);
glDepthMask(0);
// LordHavoc: only render if not too close
for (i = 0, p = particles;i < cl_numparticles;i++, p++)
- if (DotProduct(p->org, vpn) >= minparticledist)
+ if (DotProduct(p->org, r_viewforward) >= minparticledist)
R_DrawParticle(p);
glDepthMask(1);
glDisable(GL_BLEND);
// LordHavoc: only render if not too close
c_particles += cl_numparticles;
for (i = 0, p = particles;i < cl_numparticles;i++, p++)
- if (DotProduct(p->org, vpn) >= minparticledist || p->orientation == PARTICLE_BEAM)
+ if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM)
R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
#endif
}