added sparks and smoke to explosions
[xonotic/darkplaces.git] / cl_particles.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20
21 #include "quakedef.h"
22
23 #ifdef WORKINGLQUAKE
24 #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
25 #define NUMVERTEXNORMALS        162
26 siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
27 #define m_bytenormals r_avertexnormals
28 #define VectorNormalizeFast VectorNormalize
29 #define Mod_PointContents(v,m) (Mod_PointInLeaf(v,m)->contents)
30 typedef unsigned char qbyte;
31 #define cl_stainmaps.integer 0
32 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
33 {
34 }
35 #define CL_EntityParticles R_EntityParticles
36 #define CL_ReadPointFile_f R_ReadPointFile_f
37 #define CL_ParseParticleEffect R_ParseParticleEffect
38 #define CL_ParticleExplosion R_ParticleExplosion
39 #define CL_ParticleExplosion2 R_ParticleExplosion2
40 #define CL_BlobExplosion R_BlobExplosion
41 #define CL_RunParticleEffect R_RunParticleEffect
42 #define CL_LavaSplash R_LavaSplash
43 #define CL_RocketTrail2 R_RocketTrail2
44 void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
45 {
46         vec3_t right1, right2, diff, normal;
47
48         VectorSubtract (org2, org1, normal);
49         VectorNormalizeFast (normal);
50
51         // calculate 'right' vector for start
52         VectorSubtract (r_origin, org1, diff);
53         VectorNormalizeFast (diff);
54         CrossProduct (normal, diff, right1);
55
56         // calculate 'right' vector for end
57         VectorSubtract (r_origin, org2, diff);
58         VectorNormalizeFast (diff);
59         CrossProduct (normal, diff, right2);
60
61         vert[ 0] = org1[0] + width * right1[0];
62         vert[ 1] = org1[1] + width * right1[1];
63         vert[ 2] = org1[2] + width * right1[2];
64         vert[ 4] = org1[0] - width * right1[0];
65         vert[ 5] = org1[1] - width * right1[1];
66         vert[ 6] = org1[2] - width * right1[2];
67         vert[ 8] = org2[0] - width * right2[0];
68         vert[ 9] = org2[1] - width * right2[1];
69         vert[10] = org2[2] - width * right2[2];
70         vert[12] = org2[0] + width * right2[0];
71         vert[13] = org2[1] + width * right2[1];
72         vert[14] = org2[2] + width * right2[2];
73 }
74 #else
75 #include "cl_collision.h"
76 #endif
77
78 #define MAX_PARTICLES                   8192    // default max # of particles at one time
79 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
80
81 typedef enum
82 {
83         pt_static, pt_rain, pt_bubble, pt_blood
84 }
85 ptype_t;
86
87 #define PARTICLE_INVALID 0
88 #define PARTICLE_BILLBOARD 1
89 #define PARTICLE_BEAM 2
90 #define PARTICLE_ORIENTED_DOUBLESIDED 3
91
92 #define P_TEXNUM_FIRSTBIT 0
93 #define P_TEXNUM_BITS 6
94 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
95 #define P_ORIENTATION_BITS 2
96 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
97 //#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
98 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
99
100 typedef struct particle_s
101 {
102         ptype_t         type;
103         unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
104         vec3_t          org;
105         vec3_t          vel;
106         float           die;
107         float           scalex;
108         float           scaley;
109         float           alpha; // 0-255
110         float           alphafade; // how much alpha reduces per second
111         float           time2; // used for various things (snow fluttering, for example)
112         float           bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
113         float           gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
114         vec3_t          oldorg;
115         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
116         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
117         float           pressure; // if non-zero, apply pressure to other particles
118         qbyte           color[4];
119 }
120 particle_t;
121
122 static int particlepalette[256] =
123 {
124         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
125         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
126         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
127         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
128         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
129         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
130         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
131         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
132         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
133         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
134         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
135         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
136         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
137         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
138         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
139         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
140         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
141         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
142         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
143         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
144         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
145         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
146         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
147         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
148         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
149         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
150         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
151         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
152         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
153         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
154         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
155         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
156 };
157
158 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
159
160 // these must match r_part.c's textures
161 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
162 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
163 static const int tex_particle = 24;
164 static const int tex_rain = 25;
165 static const int tex_bubble = 26;
166
167 static int                      cl_maxparticles;
168 static int                      cl_numparticles;
169 static particle_t       *particles;
170 static particle_t       **freeparticles; // list used only in compacting particles array
171
172 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
173 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
174 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
175 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
176 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
177 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
178 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
179 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
180 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
181 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
182
183 #ifndef WORKINGLQUAKE
184 static mempool_t *cl_part_mempool;
185 #endif
186
187 void CL_Particles_Clear(void)
188 {
189         cl_numparticles = 0;
190 }
191
192 /*
193 ===============
194 CL_InitParticles
195 ===============
196 */
197 void CL_ReadPointFile_f (void);
198 void CL_Particles_Init (void)
199 {
200         int             i;
201
202         i = COM_CheckParm ("-particles");
203
204         if (i && i < com_argc - 1)
205         {
206                 cl_maxparticles = (int)(atoi(com_argv[i+1]));
207                 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
208                         cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
209         }
210         else
211                 cl_maxparticles = MAX_PARTICLES;
212
213         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
214
215         Cvar_RegisterVariable (&cl_particles);
216         Cvar_RegisterVariable (&cl_particles_size);
217         Cvar_RegisterVariable (&cl_particles_bloodshowers);
218         Cvar_RegisterVariable (&cl_particles_blood);
219         Cvar_RegisterVariable (&cl_particles_blood_size);
220         Cvar_RegisterVariable (&cl_particles_blood_alpha);
221         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
222         Cvar_RegisterVariable (&cl_particles_smoke);
223         Cvar_RegisterVariable (&cl_particles_sparks);
224         Cvar_RegisterVariable (&cl_particles_bubbles);
225
226 #ifdef WORKINGLQUAKE
227         particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
228         freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
229 #else
230         cl_part_mempool = Mem_AllocPool("CL_Part");
231         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
232         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
233 #endif
234         cl_numparticles = 0;
235 }
236
237 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
238 {\
239         if (cl_numparticles >= cl_maxparticles)\
240                 return;\
241         {\
242                 particle_t      *part;\
243                 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
244                 unsigned int partflags;\
245                 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
246                 if (padditive)\
247                         partflags |= P_ADDITIVE;\
248                 /*if (plight)*/\
249                 /*      partflags |= P_DYNLIGHT;*/\
250                 tempcolor = (pcolor1);\
251                 tempcolor2 = (pcolor2);\
252                 cr2 = ((tempcolor2) >> 16) & 0xFF;\
253                 cg2 = ((tempcolor2) >> 8) & 0xFF;\
254                 cb2 = (tempcolor2) & 0xFF;\
255                 if (tempcolor != tempcolor2)\
256                 {\
257                         cr1 = ((tempcolor) >> 16) & 0xFF;\
258                         cg1 = ((tempcolor) >> 8) & 0xFF;\
259                         cb1 = (tempcolor) & 0xFF;\
260                         tempcolor = rand() & 0xFF;\
261                         cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
262                         cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
263                         cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
264                 }\
265                 part = &particles[cl_numparticles++];\
266                 part->type = (ptype);\
267                 part->color[0] = cr2;\
268                 part->color[1] = cg2;\
269                 part->color[2] = cb2;\
270                 part->color[3] = 0xFF;\
271                 part->flags = partflags;\
272                 part->scalex = (pscalex);\
273                 part->scaley = (pscaley);\
274                 part->alpha = (palpha);\
275                 part->alphafade = (palphafade);\
276                 part->die = cl.time + (ptime);\
277                 part->gravity = (pgravity);\
278                 part->bounce = (pbounce);\
279                 part->org[0] = (px);\
280                 part->org[1] = (py);\
281                 part->org[2] = (pz);\
282                 part->vel[0] = (pvx);\
283                 part->vel[1] = (pvy);\
284                 part->vel[2] = (pvz);\
285                 part->time2 = (ptime2);\
286                 part->vel2[0] = (pvx2);\
287                 part->vel2[1] = (pvy2);\
288                 part->vel2[2] = (pvz2);\
289                 part->friction = (pfriction);\
290                 part->pressure = (ppressure);\
291         }\
292 }
293
294 /*
295 ===============
296 CL_EntityParticles
297 ===============
298 */
299 void CL_EntityParticles (entity_t *ent)
300 {
301         int                     i;
302         float           angle;
303         float           sp, sy, cp, cy;
304         vec3_t          forward;
305         float           dist;
306         float           beamlength;
307         static vec3_t avelocities[NUMVERTEXNORMALS];
308         if (!cl_particles.integer) return;
309
310         dist = 64;
311         beamlength = 16;
312
313         if (!avelocities[0][0])
314                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
315                         avelocities[0][i] = (rand()&255) * 0.01;
316
317         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
318         {
319                 angle = cl.time * avelocities[i][0];
320                 sy = sin(angle);
321                 cy = cos(angle);
322                 angle = cl.time * avelocities[i][1];
323                 sp = sin(angle);
324                 cp = cos(angle);
325
326                 forward[0] = cp*cy;
327                 forward[1] = cp*sy;
328                 forward[2] = -sp;
329
330 #ifdef WORKINGLQUAKE
331                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
332 #else
333                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
334 #endif
335         }
336 }
337
338
339 void CL_ReadPointFile_f (void)
340 {
341         vec3_t  org;
342         int             r, c;
343         char    *pointfile = NULL, *pointfilepos, *t, tchar;
344 #if WORKINGLQUAKE
345         char    name[MAX_OSPATH];
346         
347         sprintf (name,"maps/%s.pts", cl.worldmodel->name);
348         COM_FOpenFile (name, &f);
349         if (f)
350         {
351                 int pointfilelength;
352                 fseek(f, 0, SEEK_END);
353                 pointfilelength = ftell(f);
354                 fseek(f, 0, SEEK_SET);
355                 pointfile = malloc(pointfilelength + 1);
356                 fread(pointfile, 1, pointfilelength, f);
357                 pointfile[pointfilelength] = 0;
358                 fclose(f);
359         }
360 #else
361         pointfile = COM_LoadFile(va("maps/%s.pts", cl.worldmodel->name), true);
362 #endif
363         if (!pointfile)
364         {
365                 Con_Printf ("couldn't open %s.pts\n", cl.worldmodel->name);
366                 return;
367         }
368
369         Con_Printf ("Reading %s.pts...\n", cl.worldmodel->name);
370         c = 0;
371         pointfilepos = pointfile;
372         while (*pointfilepos)
373         {
374                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
375                         pointfilepos++;
376                 if (!*pointfilepos)
377                         break;
378                 t = pointfilepos;
379                 while (*t && *t != '\n' && *t != '\r')
380                         t++;
381                 tchar = *t;
382                 *t = 0;
383                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
384                 *t = tchar;
385                 pointfilepos = t;
386                 if (r != 3)
387                         break;
388                 c++;
389
390                 if (cl_numparticles >= cl_maxparticles)
391                 {
392                         Con_Printf ("Not enough free particles\n");
393                         break;
394                 }
395                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
396         }
397
398 #ifdef WORKINGLQUAKE
399         free(pointfile);
400 #else
401         Mem_Free(pointfile);
402 #endif
403         Con_Printf ("%i points read\n", c);
404 }
405
406 /*
407 ===============
408 CL_ParseParticleEffect
409
410 Parse an effect out of the server message
411 ===============
412 */
413 void CL_ParseParticleEffect (void)
414 {
415         vec3_t org, dir;
416         int i, count, msgcount, color;
417
418         for (i=0 ; i<3 ; i++)
419                 org[i] = MSG_ReadCoord ();
420         for (i=0 ; i<3 ; i++)
421                 dir[i] = MSG_ReadChar () * (1.0/16);
422         msgcount = MSG_ReadByte ();
423         color = MSG_ReadByte ();
424
425         if (msgcount == 255)
426                 count = 1024;
427         else
428                 count = msgcount;
429
430         CL_RunParticleEffect (org, dir, color, count);
431 }
432
433 /*
434 ===============
435 CL_ParticleExplosion
436
437 ===============
438 */
439 void CL_ParticleExplosion (vec3_t org)
440 {
441         int i, k;
442         vec3_t v;
443         vec3_t v2;
444         if (cl_stainmaps.integer)
445                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
446
447         i = Mod_PointContents(org, cl.worldmodel);
448         if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
449         {
450                 for (i = 0;i < 128;i++)
451                 {
452                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
453                 }
454         }
455         else
456         {
457                 // smoke puff
458                 if (cl_particles_smoke.integer)
459                 {
460                         for (i = 0;i < 64;i++)
461                         {
462                                 for (k = 0;k < 16;k++)
463                                 {
464                                         v[0] = org[0] + lhrandom(-64, 64);
465                                         v[1] = org[1] + lhrandom(-64, 64);
466                                         v[2] = org[2] + lhrandom(-8, 24);
467                                         if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
468                                                 break;
469                                 }
470                                 VectorSubtract(v2, org, v2);
471                                 VectorScale(v2, 2.0f, v2);
472                                 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, true, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
473                         }
474                 }
475
476                 if (cl_particles_sparks.integer)
477                 {
478                         // sparks
479                         for (i = 0;i < 256;i++)
480                         {
481                                 k = particlepalette[0x68 + (rand() & 7)];
482                                 particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 1.5f, 0.05f, lhrandom(0, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
483                         }
484                 }
485         }
486
487         if (cl_explosions.integer)
488                 R_NewExplosion(org);
489 }
490
491 /*
492 ===============
493 CL_ParticleExplosion2
494
495 ===============
496 */
497 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
498 {
499         int i, k;
500         if (!cl_particles.integer) return;
501
502         for (i = 0;i < 512;i++)
503         {
504                 k = particlepalette[colorStart + (i % colorLength)];
505                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
506         }
507 }
508
509 /*
510 ===============
511 CL_BlobExplosion
512
513 ===============
514 */
515 void CL_BlobExplosion (vec3_t org)
516 {
517         if (cl_stainmaps.integer)
518                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
519
520         if (cl_explosions.integer)
521                 R_NewExplosion(org);
522 }
523
524 /*
525 ===============
526 CL_RunParticleEffect
527
528 ===============
529 */
530 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
531 {
532         int k;
533
534         if (count == 1024)
535         {
536                 CL_ParticleExplosion(org);
537                 return;
538         }
539         if (!cl_particles.integer) return;
540         while (count--)
541         {
542                 k = particlepalette[color + (rand()&7)];
543                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
544         }
545 }
546
547 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
548 /*
549 ===============
550 CL_SparkShower
551 ===============
552 */
553 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
554 {
555         int k;
556         if (!cl_particles.integer) return;
557
558         if (cl_stainmaps.integer)
559                 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
560
561         if (cl_particles_bulletimpacts.integer)
562         {
563                 // smoke puff
564                 if (cl_particles_smoke.integer)
565                         particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
566
567                 if (cl_particles_sparks.integer)
568                 {
569                         // sparks
570                         while(count--)
571                         {
572                                 k = particlepalette[0x68 + (rand() & 7)];
573                                 particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
574                         }
575                 }
576         }
577 }
578
579 void CL_PlasmaBurn (vec3_t org)
580 {
581         if (cl_stainmaps.integer)
582                 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
583 }
584
585 static float bloodcount = 0;
586 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
587 {
588         float s, r, a;
589         // bloodcount is used to accumulate counts too small to cause a blood particle
590         if (!cl_particles.integer) return;
591         if (!cl_particles_blood.integer) return;
592
593         s = count + 32.0f;
594         count *= 5.0f;
595         if (count > 1000)
596                 count = 1000;
597         bloodcount += count;
598         r = cl_particles_blood_size.value;
599         a = cl_particles_blood_alpha.value * 255;
600         while(bloodcount > 0)
601         {
602                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
603                 bloodcount -= r;
604         }
605 }
606
607 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
608 {
609         float r;
610         float a;
611         vec3_t diff, center, velscale;
612         if (!cl_particles.integer) return;
613         if (!cl_particles_bloodshowers.integer) return;
614         if (!cl_particles_blood.integer) return;
615
616         VectorSubtract(maxs, mins, diff);
617         center[0] = (mins[0] + maxs[0]) * 0.5;
618         center[1] = (mins[1] + maxs[1]) * 0.5;
619         center[2] = (mins[2] + maxs[2]) * 0.5;
620         // FIXME: change velspeed back to 2.0x after fixing mod
621         velscale[0] = velspeed * 2.0 / diff[0];
622         velscale[1] = velspeed * 2.0 / diff[1];
623         velscale[2] = velspeed * 2.0 / diff[2];
624
625         bloodcount += count * 5.0f;
626         r = cl_particles_blood_size.value;
627         a = cl_particles_blood_alpha.value * 255;
628         while (bloodcount > 0)
629         {
630                 vec3_t org, vel;
631                 org[0] = lhrandom(mins[0], maxs[0]);
632                 org[1] = lhrandom(mins[1], maxs[1]);
633                 org[2] = lhrandom(mins[2], maxs[2]);
634                 vel[0] = (org[0] - center[0]) * velscale[0];
635                 vel[1] = (org[1] - center[1]) * velscale[1];
636                 vel[2] = (org[2] - center[2]) * velscale[2];
637                 bloodcount -= r;
638                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
639         }
640 }
641
642 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
643 {
644         int k;
645         float t;
646         if (!cl_particles.integer) return;
647         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
648         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
649         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
650
651         while (count--)
652         {
653                 k = particlepalette[colorbase + (rand()&3)];
654                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
655         }
656 }
657
658 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
659 {
660         int k;
661         float t, z, minz, maxz;
662         if (!cl_particles.integer) return;
663         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
664         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
665         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
666         if (dir[2] < 0) // falling
667         {
668                 t = (maxs[2] - mins[2]) / -dir[2];
669                 z = maxs[2];
670         }
671         else // rising??
672         {
673                 t = (maxs[2] - mins[2]) / dir[2];
674                 z = mins[2];
675         }
676         if (t < 0 || t > 2) // sanity check
677                 t = 2;
678
679         minz = z - fabs(dir[2]) * 0.1;
680         maxz = z + fabs(dir[2]) * 0.1;
681         minz = bound(mins[2], minz, maxs[2]);
682         maxz = bound(mins[2], maxz, maxs[2]);
683
684         switch(type)
685         {
686         case 0:
687                 count *= 4; // ick, this should be in the mod or maps?
688
689                 while(count--)
690                 {
691                         k = particlepalette[colorbase + (rand()&3)];
692                         particle(pt_rain, PARTICLE_BEAM, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
693                 }
694                 break;
695         case 1:
696                 while(count--)
697                 {
698                         k = particlepalette[colorbase + (rand()&3)];
699                         particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
700                 }
701                 break;
702         default:
703                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
704         }
705 }
706
707 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
708 {
709         int k;
710         float t;
711         vec3_t o, v, center;
712         if (!cl_particles.integer) return;
713
714         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
715         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
716         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
717
718         center[0] = (mins[0] + maxs[0]) * 0.5f;
719         center[1] = (mins[1] + maxs[1]) * 0.5f;
720         center[2] = (mins[2] + maxs[2]) * 0.5f;
721
722         while (count--)
723         {
724                 k = particlepalette[224 + (rand()&15)];
725                 o[0] = lhrandom(mins[0], maxs[0]);
726                 o[1] = lhrandom(mins[1], maxs[1]);
727                 o[2] = lhrandom(mins[2], maxs[2]);
728                 VectorSubtract(o, center, v);
729                 VectorNormalizeFast(v);
730                 VectorScale(v, 100, v);
731                 v[2] += sv_gravity.value * 0.15f;
732                 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
733         }
734 }
735
736 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
737 {
738         int k;
739         float t;
740         if (!cl_particles.integer) return;
741         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
742         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
743         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
744
745         while (count--)
746         {
747                 k = particlepalette[224 + (rand()&15)];
748                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
749                 if (count & 1)
750                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
751         }
752 }
753
754 void CL_Flames (vec3_t org, vec3_t vel, int count)
755 {
756         int k;
757         if (!cl_particles.integer) return;
758
759         while (count--)
760         {
761                 k = particlepalette[224 + (rand()&15)];
762                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
763         }
764 }
765
766
767
768 /*
769 ===============
770 CL_LavaSplash
771
772 ===============
773 */
774 void CL_LavaSplash (vec3_t origin)
775 {
776         int                     i, j, k;
777         float           vel;
778         vec3_t          dir, org;
779         if (!cl_particles.integer) return;
780
781         for (i=-128 ; i<128 ; i+=16)
782         {
783                 for (j=-128 ; j<128 ; j+=16)
784                 {
785                         dir[0] = j + lhrandom(0, 8);
786                         dir[1] = i + lhrandom(0, 8);
787                         dir[2] = 256;
788                         org[0] = origin[0] + dir[0];
789                         org[1] = origin[1] + dir[1];
790                         org[2] = origin[2] + lhrandom(0, 64);
791                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
792                         k = particlepalette[224 + (rand()&7)];
793                         particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
794                 }
795         }
796 }
797
798 /*
799 ===============
800 CL_TeleportSplash
801
802 ===============
803 */
804 #if WORKINGLQUAKE
805 void R_TeleportSplash (vec3_t org)
806 {
807         int i, j, k;
808         if (!cl_particles.integer) return;
809
810         for (i=-16 ; i<16 ; i+=8)
811                 for (j=-16 ; j<16 ; j+=8)
812                         for (k=-24 ; k<32 ; k+=8)
813                                 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
814 }
815 #endif
816
817 #ifdef WORKINGLQUAKE
818 void R_RocketTrail (vec3_t start, vec3_t end, int type)
819 #else
820 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
821 #endif
822 {
823         vec3_t vec, dir, vel, pos;
824         float len, dec, speed, r;
825         int contents, smoke, blood, bubbles;
826
827         VectorSubtract(end, start, dir);
828         VectorNormalize(dir);
829
830         VectorSubtract (end, start, vec);
831 #ifdef WORKINGLQUAKE
832         len = VectorNormalize (vec);
833         dec = 0;
834         speed = 1.0f / (cl.time - cl.oldtime);
835         VectorSubtract(end, start, vel);
836 #else
837         len = VectorNormalizeLength (vec);
838         dec = -ent->persistent.trail_time;
839         ent->persistent.trail_time += len;
840         if (ent->persistent.trail_time < 0.01f)
841                 return;
842
843         // if we skip out, leave it reset
844         ent->persistent.trail_time = 0.0f;
845
846         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
847         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
848 #endif
849         VectorScale(vel, speed, vel);
850
851         // advance into this frame to reach the first puff location
852         VectorMA(start, dec, vec, pos);
853         len -= dec;
854
855         contents = Mod_PointContents(pos, cl.worldmodel);
856         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
857                 return;
858
859         smoke = cl_particles.integer && cl_particles_smoke.integer;
860         blood = cl_particles.integer && cl_particles_blood.integer;
861         bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
862
863         while (len >= 0)
864         {
865                 switch (type)
866                 {
867                         case 0: // rocket trail
868                                 dec = 3;
869                                 if (smoke)
870                                 {
871                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
872                                         particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
873                                 }
874                                 if (bubbles)
875                                 {
876                                         r = lhrandom(1, 2);
877                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
878                                 }
879                                 break;
880
881                         case 1: // grenade trail
882                                 // FIXME: make it gradually stop smoking
883                                 dec = 3;
884                                 if (cl_particles.integer && cl_particles_smoke.integer)
885                                 {
886                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
887                                 }
888                                 break;
889
890
891                         case 2: // blood
892                         case 4: // slight blood
893                                 dec = cl_particles_blood_size.value;
894                                 if (blood)
895                                 {
896                                         particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
897                                 }
898                                 break;
899
900                         case 3: // green tracer
901                                 dec = 6;
902                                 if (smoke)
903                                 {
904                                         particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
905                                 }
906                                 break;
907
908                         case 5: // flame tracer
909                                 dec = 6;
910                                 if (smoke)
911                                 {
912                                         particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
913                                 }
914                                 break;
915
916                         case 6: // voor trail
917                                 dec = 6;
918                                 if (smoke)
919                                 {
920                                         particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
921                                 }
922                                 break;
923
924                         case 7: // Nehahra smoke tracer
925                                 dec = 7;
926                                 if (smoke)
927                                 {
928                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
929                                 }
930                                 break;
931                 }
932
933                 // advance to next time and position
934                 len -= dec;
935                 VectorMA (pos, dec, vec, pos);
936         }
937 #ifndef WORKINGLQUAKE
938         ent->persistent.trail_time = len;
939 #endif
940 }
941
942 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
943 {
944         vec3_t vec, pos;
945         int len;
946         if (!cl_particles.integer) return;
947         if (!cl_particles_smoke.integer) return;
948
949         VectorCopy(start, pos);
950         VectorSubtract (end, start, vec);
951 #ifdef WORKINGLQUAKE
952         len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
953 #else
954         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
955 #endif
956         VectorScale(vec, 3, vec);
957         color = particlepalette[color];
958         while (len--)
959         {
960                 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
961                 VectorAdd (pos, vec, pos);
962         }
963 }
964
965
966 /*
967 ===============
968 CL_MoveParticles
969 ===============
970 */
971 void CL_MoveParticles (void)
972 {
973         particle_t *p;
974         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
975         float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
976
977         // LordHavoc: early out condition
978         if (!cl_numparticles)
979                 return;
980
981 #ifdef WORKINGLQUAKE
982         frametime = cl.frametime;
983 #else
984         frametime = cl.time - cl.oldtime;
985 #endif
986         gravity = frametime * sv_gravity.value;
987         dvel = 1+4*frametime;
988         bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
989
990         activeparticles = 0;
991         maxparticle = -1;
992         j = 0;
993         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
994         {
995                 content = 0;
996                 VectorCopy(p->org, p->oldorg);
997                 VectorMA(p->org, frametime, p->vel, p->org);
998                 VectorCopy(p->org, org);
999 #ifndef WORKINGLQUAKE
1000                 if (p->bounce)
1001                 {
1002                         if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, NULL) < 1)
1003                         {
1004                                 VectorCopy(v, p->org);
1005                                 if (p->bounce < 0)
1006                                 {
1007                                         // assume it's blood (lame, but...)
1008                                         if (cl_stainmaps.integer)
1009                                                 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
1010                                         p->die = -1;
1011                                         freeparticles[j++] = p;
1012                                         continue;
1013                                 }
1014                                 else
1015                                 {
1016                                         dist = DotProduct(p->vel, normal) * -p->bounce;
1017                                         VectorMA(p->vel, dist, normal, p->vel);
1018                                         if (DotProduct(p->vel, p->vel) < 0.03)
1019                                                 VectorClear(p->vel);
1020                                 }
1021                         }
1022                 }
1023 #endif
1024                 p->vel[2] -= p->gravity * gravity;
1025                 p->alpha -= p->alphafade * frametime;
1026                 if (p->friction)
1027                 {
1028                         f = p->friction * frametime;
1029                         if (!content)
1030                                 content = Mod_PointContents(p->org, cl.worldmodel);
1031                         if (content != CONTENTS_EMPTY)
1032                                 f *= 4;
1033                         f = 1.0f - f;
1034                         VectorScale(p->vel, f, p->vel);
1035                 }
1036
1037                 if (p->type != pt_static)
1038                 {
1039                         switch (p->type)
1040                         {
1041                         case pt_blood:
1042                                 if (!content)
1043                                         content = Mod_PointContents(p->org, cl.worldmodel);
1044                                 a = content;
1045                                 if (a != CONTENTS_EMPTY)
1046                                 {
1047                                         if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1048                                         {
1049                                                 p->scalex += frametime * cl_particles_blood_size.value;
1050                                                 p->scaley += frametime * cl_particles_blood_size.value;
1051                                                 //p->alpha -= bloodwaterfade;
1052                                         }
1053                                         else
1054                                                 p->die = -1;
1055                                 }
1056                                 else
1057                                         p->vel[2] -= gravity;
1058                                 break;
1059                         case pt_bubble:
1060                                 if (!content)
1061                                         content = Mod_PointContents(p->org, cl.worldmodel);
1062                                 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1063                                 {
1064                                         p->die = -1;
1065                                         break;
1066                                 }
1067                                 break;
1068                         case pt_rain:
1069                                 if (cl.time > p->time2)
1070                                 {
1071                                         // snow flutter
1072                                         p->time2 = cl.time + (rand() & 3) * 0.1;
1073                                         p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1074                                         p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1075                                         p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1076                                 }
1077                                 if (!content)
1078                                         content = Mod_PointContents(p->org, cl.worldmodel);
1079                                 a = content;
1080                                 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1081                                         p->die = -1;
1082                                 break;
1083                         default:
1084                                 printf("unknown particle type %i\n", p->type);
1085                                 p->die = -1;
1086                                 break;
1087                         }
1088                 }
1089
1090                 // remove dead particles
1091                 if (p->alpha < 1 || p->die < cl.time)
1092                         freeparticles[j++] = p;
1093                 else
1094                 {
1095                         maxparticle = i;
1096                         activeparticles++;
1097                         if (p->pressure)
1098                                 pressureused = true;
1099                 }
1100         }
1101         // fill in gaps to compact the array
1102         i = 0;
1103         while (maxparticle >= activeparticles)
1104         {
1105                 *freeparticles[i++] = particles[maxparticle--];
1106                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1107                         maxparticle--;
1108         }
1109         cl_numparticles = activeparticles;
1110
1111         if (pressureused)
1112         {
1113                 activeparticles = 0;
1114                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1115                         if (p->pressure)
1116                                 freeparticles[activeparticles++] = p;
1117
1118                 if (activeparticles)
1119                 {
1120                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1121                         {
1122                                 for (j = 0;j < activeparticles;j++)
1123                                 {
1124                                         if (freeparticles[j] != p)
1125                                         {
1126                                                 float dist, diff[3];
1127                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
1128                                                 dist = DotProduct(diff, diff);
1129                                                 if (dist < 4096 && dist >= 1)
1130                                                 {
1131                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1132                                                         VectorMA(p->vel, dist, diff, p->vel);
1133                                                 }
1134                                         }
1135                                 }
1136                         }
1137                 }
1138         }
1139 }
1140
1141 #define MAX_PARTICLETEXTURES 64
1142 // particletexture_t is a rectangle in the particlefonttexture
1143 typedef struct
1144 {
1145         float s1, t1, s2, t2;
1146 }
1147 particletexture_t;
1148
1149 #if WORKINGLQUAKE
1150 static int particlefonttexture;
1151 #else
1152 static rtexturepool_t *particletexturepool;
1153 static rtexture_t *particlefonttexture;
1154 #endif
1155 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1156
1157 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1158
1159 static qbyte shadebubble(float dx, float dy, vec3_t light)
1160 {
1161         float dz, f, dot;
1162         vec3_t normal;
1163         dz = 1 - (dx*dx+dy*dy);
1164         if (dz > 0) // it does hit the sphere
1165         {
1166                 f = 0;
1167                 // back side
1168                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1169                 VectorNormalize(normal);
1170                 dot = DotProduct(normal, light);
1171                 if (dot > 0.5) // interior reflection
1172                         f += ((dot *  2) - 1);
1173                 else if (dot < -0.5) // exterior reflection
1174                         f += ((dot * -2) - 1);
1175                 // front side
1176                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1177                 VectorNormalize(normal);
1178                 dot = DotProduct(normal, light);
1179                 if (dot > 0.5) // interior reflection
1180                         f += ((dot *  2) - 1);
1181                 else if (dot < -0.5) // exterior reflection
1182                         f += ((dot * -2) - 1);
1183                 f *= 128;
1184                 f += 16; // just to give it a haze so you can see the outline
1185                 f = bound(0, f, 255);
1186                 return (qbyte) f;
1187         }
1188         else
1189                 return 0;
1190 }
1191
1192 static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata)
1193 {
1194         int basex, basey, y;
1195         basex = ((rtexnum >> 0) & 7) * 32;
1196         basey = ((rtexnum >> 3) & 7) * 32;
1197         particletexture[cltexnum].s1 = (basex + 1) / 256.0f;
1198         particletexture[cltexnum].t1 = (basey + 1) / 256.0f;
1199         particletexture[cltexnum].s2 = (basex + 31) / 256.0f;
1200         particletexture[cltexnum].t2 = (basey + 31) / 256.0f;
1201         for (y = 0;y < 32;y++)
1202                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1203 }
1204
1205 static void R_InitParticleTexture (void)
1206 {
1207         int x,y,d,i,m;
1208         float dx, dy, radius, f, f2;
1209         qbyte data[32][32][4], noise1[64][64], noise2[64][64];
1210         vec3_t light;
1211         qbyte particletexturedata[256*256*4];
1212
1213         memset(particletexturedata, 255, sizeof(particletexturedata));
1214
1215         // the particletexture[][] array numbers must match the cl_part.c textures
1216         // smoke/blood
1217         for (i = 0;i < 8;i++)
1218         {
1219                 do
1220                 {
1221                         fractalnoise(&noise1[0][0], 64, 4);
1222                         fractalnoise(&noise2[0][0], 64, 8);
1223                         m = 0;
1224                         for (y = 0;y < 32;y++)
1225                         {
1226                                 dy = y - 16;
1227                                 for (x = 0;x < 32;x++)
1228                                 {
1229                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1230                                         dx = x - 16;
1231                                         d = (noise2[y][x] - 128) * 3 + 192;
1232                                         if (d > 0)
1233                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1234                                         d = (d * noise1[y][x]) >> 7;
1235                                         d = bound(0, d, 255);
1236                                         data[y][x][3] = (qbyte) d;
1237                                         if (m < d)
1238                                                 m = d;
1239                                 }
1240                         }
1241                 }
1242                 while (m < 224);
1243
1244                 setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata);
1245         }
1246
1247         // rain splash
1248         for (i = 0;i < 16;i++)
1249         {
1250                 radius = i * 3.0f / 16.0f;
1251                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1252                 for (y = 0;y < 32;y++)
1253                 {
1254                         dy = (y - 16) * 0.25f;
1255                         for (x = 0;x < 32;x++)
1256                         {
1257                                 dx = (x - 16) * 0.25f;
1258                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1259                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1260                                 f = bound(0.0f, f, 255.0f);
1261                                 data[y][x][3] = (int) f;
1262                         }
1263                 }
1264                 setuptex(i + 8, i + 16, &data[0][0][0], particletexturedata);
1265         }
1266
1267         // normal particle
1268         for (y = 0;y < 32;y++)
1269         {
1270                 dy = y - 16;
1271                 for (x = 0;x < 32;x++)
1272                 {
1273                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1274                         dx = x - 16;
1275                         d = (256 - (dx*dx+dy*dy));
1276                         d = bound(0, d, 255);
1277                         data[y][x][3] = (qbyte) d;
1278                 }
1279         }
1280         setuptex(24, 32, &data[0][0][0], particletexturedata);
1281
1282         // rain
1283         light[0] = 1;light[1] = 1;light[2] = 1;
1284         VectorNormalize(light);
1285         for (y = 0;y < 32;y++)
1286         {
1287                 for (x = 0;x < 32;x++)
1288                 {
1289                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1290                         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);
1291                 }
1292         }
1293         setuptex(25, 33, &data[0][0][0], particletexturedata);
1294
1295         // bubble
1296         light[0] = 1;light[1] = 1;light[2] = 1;
1297         VectorNormalize(light);
1298         for (y = 0;y < 32;y++)
1299         {
1300                 for (x = 0;x < 32;x++)
1301                 {
1302                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1303                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1304                 }
1305         }
1306         setuptex(26, 34, &data[0][0][0], particletexturedata);
1307
1308 #if WORKINGLQUAKE
1309         glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1310         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1311         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1312 #else
1313         particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1314 #endif
1315 }
1316
1317 static void r_part_start(void)
1318 {
1319         particletexturepool = R_AllocTexturePool();
1320         R_InitParticleTexture ();
1321 }
1322
1323 static void r_part_shutdown(void)
1324 {
1325         R_FreeTexturePool(&particletexturepool);
1326 }
1327
1328 static void r_part_newmap(void)
1329 {
1330 }
1331
1332 void R_Particles_Init (void)
1333 {
1334         Cvar_RegisterVariable(&r_drawparticles);
1335 #ifdef WORKINGLQUAKE
1336         r_part_start();
1337 #else
1338         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1339 #endif
1340 }
1341
1342 #ifdef WORKINGLQUAKE
1343 void R_InitParticles(void)
1344 {
1345         CL_Particles_Init();
1346         R_Particles_Init();
1347 }
1348
1349 float varray_vertex[16];
1350 #endif
1351
1352 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1353 {
1354         int additive, texnum, orientation;
1355         float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1356         particletexture_t *tex;
1357 #ifndef WORKINGLQUAKE
1358         rmeshstate_t m;
1359 #endif
1360         const particle_t *p = calldata1;
1361
1362         VectorCopy(p->org, org);
1363         orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1364         texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1365         //dynlight = p->flags & P_DYNLIGHT;
1366         additive = p->flags & P_ADDITIVE;
1367
1368 #ifdef WORKINGLQUAKE
1369         if (additive)
1370                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1371         else
1372                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1373 #else
1374         memset(&m, 0, sizeof(m));
1375         m.blendfunc1 = GL_SRC_ALPHA;
1376         if (additive)
1377                 m.blendfunc2 = GL_ONE;
1378         else
1379                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1380         m.tex[0] = R_GetTexture(particlefonttexture);
1381         R_Mesh_Matrix(&r_identitymatrix);
1382         R_Mesh_State(&m);
1383 #endif
1384
1385         tex = &particletexture[texnum];
1386         cr = p->color[0] * (1.0f / 255.0f);
1387         cg = p->color[1] * (1.0f / 255.0f);
1388         cb = p->color[2] * (1.0f / 255.0f);
1389         ca = p->alpha * (1.0f / 255.0f);
1390 #ifndef WORKINGLQUAKE
1391         if (fogenabled)
1392         {
1393                 VectorSubtract(org, r_origin, fogvec);
1394                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1395                 ifog = 1 - fog;
1396                 cr = cr * ifog;
1397                 cg = cg * ifog;
1398                 cb = cb * ifog;
1399                 if (!additive)
1400                 {
1401                         cr += fogcolor[0] * fog;
1402                         cg += fogcolor[1] * fog;
1403                         cb += fogcolor[2] * fog;
1404                 }
1405         }
1406         cr *= r_colorscale;
1407         cg *= r_colorscale;
1408         cb *= r_colorscale;
1409
1410         varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = cr;
1411         varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = cg;
1412         varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = cb;
1413         varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = ca;
1414         varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
1415         varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1;
1416         varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2;
1417         varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2;
1418 #endif
1419
1420         if (orientation == PARTICLE_BEAM)
1421         {
1422                 VectorMA(p->org, -p->scaley, p->vel, v);
1423                 VectorMA(p->org, p->scaley, p->vel, up2);
1424                 R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
1425         }
1426         else if (orientation == PARTICLE_BILLBOARD)
1427         {
1428                 VectorScale(vright, p->scalex, right);
1429                 VectorScale(vup, p->scaley, up);
1430                 varray_vertex[ 0] = org[0] + right[0] - up[0];
1431                 varray_vertex[ 1] = org[1] + right[1] - up[1];
1432                 varray_vertex[ 2] = org[2] + right[2] - up[2];
1433                 varray_vertex[ 4] = org[0] - right[0] - up[0];
1434                 varray_vertex[ 5] = org[1] - right[1] - up[1];
1435                 varray_vertex[ 6] = org[2] - right[2] - up[2];
1436                 varray_vertex[ 8] = org[0] - right[0] + up[0];
1437                 varray_vertex[ 9] = org[1] - right[1] + up[1];
1438                 varray_vertex[10] = org[2] - right[2] + up[2];
1439                 varray_vertex[12] = org[0] + right[0] + up[0];
1440                 varray_vertex[13] = org[1] + right[1] + up[1];
1441                 varray_vertex[14] = org[2] + right[2] + up[2];
1442         }
1443         else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1444         {
1445                 // double-sided
1446                 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1447                 {
1448                         VectorNegate(p->vel2, v);
1449                         VectorVectors(v, right, up);
1450                 }
1451                 else
1452                         VectorVectors(p->vel2, right, up);
1453                 VectorScale(right, p->scalex, right);
1454                 VectorScale(up, p->scaley, up);
1455                 varray_vertex[ 0] = org[0] + right[0] - up[0];
1456                 varray_vertex[ 1] = org[1] + right[1] - up[1];
1457                 varray_vertex[ 2] = org[2] + right[2] - up[2];
1458                 varray_vertex[ 4] = org[0] - right[0] - up[0];
1459                 varray_vertex[ 5] = org[1] - right[1] - up[1];
1460                 varray_vertex[ 6] = org[2] - right[2] - up[2];
1461                 varray_vertex[ 8] = org[0] - right[0] + up[0];
1462                 varray_vertex[ 9] = org[1] - right[1] + up[1];
1463                 varray_vertex[10] = org[2] - right[2] + up[2];
1464                 varray_vertex[12] = org[0] + right[0] + up[0];
1465                 varray_vertex[13] = org[1] + right[1] + up[1];
1466                 varray_vertex[14] = org[2] + right[2] + up[2];
1467         }
1468         else
1469                 Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1470 #if WORKINGLQUAKE
1471         glBegin(GL_QUADS);
1472         glColor4f(cr, cg, cb, ca);
1473         glTexCoord2f(tex->s2, tex->t1);glVertex3f(varray_vertex[ 0], varray_vertex[ 1], varray_vertex[ 2]);
1474         glTexCoord2f(tex->s1, tex->t1);glVertex3f(varray_vertex[ 4], varray_vertex[ 5], varray_vertex[ 6]);
1475         glTexCoord2f(tex->s1, tex->t2);glVertex3f(varray_vertex[ 8], varray_vertex[ 9], varray_vertex[10]);
1476         glTexCoord2f(tex->s2, tex->t2);glVertex3f(varray_vertex[12], varray_vertex[13], varray_vertex[14]);
1477         glEnd();
1478 #else
1479         R_Mesh_Draw(4, 2, polygonelements);
1480 #endif
1481 }
1482
1483 void R_DrawParticles (void)
1484 {
1485         int i;
1486         float minparticledist;
1487         particle_t *p;
1488
1489         // LordHavoc: early out conditions
1490         if ((!cl_numparticles) || (!r_drawparticles.integer))
1491                 return;
1492
1493         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1494
1495 #ifdef WORKINGLQUAKE
1496         // helper code if anyone wants to port this to stock glquake engines
1497         glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1498         glEnable(GL_BLEND);
1499         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1500         // LordHavoc: only render if not too close
1501         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1502                 if (DotProduct(p->org, vpn) >= minparticledist)
1503                         R_DrawParticleCallback(p, 0);
1504         // helper code if anyone wants to port this to stock glquake engines
1505         glDisable(GL_BLEND);
1506 #else
1507         // LordHavoc: only render if not too close
1508         c_particles += cl_numparticles;
1509         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1510                 if (DotProduct(p->org, vpn) >= minparticledist)
1511                         R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
1512 #endif
1513 }
1514