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work around gcc lacking support for no-size arrays in structures
[xonotic/darkplaces.git] / r_part.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 #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
25
26 // LordHavoc: added dust, smoke, snow, bloodcloud, and many others
27 typedef enum {
28         pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud
29 } ptype_t;
30
31 typedef struct particle_s
32 {
33         vec3_t          org;
34         float           color;
35         vec3_t          vel;
36         float           die;
37         ptype_t         type;
38         // LordHavoc: added for improved particle effects
39         float           scale;
40         short           texnum;
41         float           alpha; // 0-255
42         float           time2; // used for various things (snow fluttering, for example)
43         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
44 } particle_t;
45
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};
49
50 int             particletexture;
51 int             smokeparticletexture[8];
52 int             rainparticletexture;
53 int             bubbleparticletexture;
54
55 particle_t      *particles;
56 int                     r_numparticles;
57
58 vec3_t                  r_pright, r_pup, r_ppn;
59
60 int                     numparticles;
61 particle_t      **freeparticles; // list used only in compacting particles array
62
63 // LordHavoc: reduced duplicate code, and allow particle allocation system independence
64 #define ALLOCPARTICLE \
65         if (numparticles >= r_numparticles)\
66                 return;\
67         p = &particles[numparticles++];
68
69 cvar_t r_particles = {"r_particles", "1"};
70 cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
71
72 void R_InitParticleTexture (void)
73 {
74         int             x,y,d,i;
75         float   dx, dy, dz, f, dot;
76         byte    data[32][32][4], noise1[32][32], noise2[32][32];
77         vec3_t  normal, light;
78
79         for (x=0 ; x<32 ; x++)
80         {
81                 for (y=0 ; y<32 ; y++)
82                 {
83                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
84                         dx = x - 16;
85                         dy = y - 16;
86                         d = (255 - (dx*dx+dy*dy));
87                         if (d < 0) d = 0;
88                         data[y][x][3] = (byte) d;
89                 }
90         }
91         particletexture = GL_LoadTexture ("particletexture", 32, 32, &data[0][0][0], true, true, 4);
92
93         for (i = 0;i < 8;i++)
94         {
95                 fractalnoise(&noise1[0][0], 32);
96                 fractalnoise(&noise2[0][0], 32);
97                 for (y = 0;y < 32;y++)
98                         for (x = 0;x < 32;x++)
99                         {
100                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
101                                 dx = x - 16;
102                                 dy = y - 16;
103                                 d = noise2[y][x] * 4 - 512;
104                                 if (d > 0)
105                                 {
106                                         if (d > 255)
107                                                 d = 255;
108                                         d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
109                                         if (d < 0) d = 0;
110                                         if (d > 255) d = 255;
111                                         data[y][x][3] = (byte) d;
112                                 }
113                                 else
114                                         data[y][x][3] = 0;
115                         }
116
117                 smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
118         }
119
120         for (x=0 ; x<32 ; x++)
121         {
122                 for (y=0 ; y<32 ; y++)
123                 {
124                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
125                         if (y < 24) // stretch the upper half to make a raindrop
126                         {
127                                 dx = (x - 16)*2;
128                                 dy = (y - 24)*2/3;
129                                 d = (255 - (dx*dx+dy*dy))/2;
130                         }
131                         else
132                         {
133                                 dx = (x - 16)*2;
134                                 dy = (y - 24)*2;
135                                 d = (255 - (dx*dx+dy*dy))/2;
136                         }
137                         if (d < 0) d = 0;
138                         data[y][x][3] = (byte) d;
139                 }
140         }
141         rainparticletexture = GL_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], true, true, 4);
142
143         light[0] = 1;light[1] = 1;light[2] = 1;
144         VectorNormalize(light);
145         for (x=0 ; x<32 ; x++)
146         {
147                 for (y=0 ; y<32 ; y++)
148                 {
149                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
150                         dx = x * (1.0 / 16.0) - 1.0;
151                         dy = y * (1.0 / 16.0) - 1.0;
152                         if (dx*dx+dy*dy < 1) // it does hit the sphere
153                         {
154                                 dz = 1 - (dx*dx+dy*dy);
155                                 f = 0;
156                                 // back side
157                                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
158                                 VectorNormalize(normal);
159                                 dot = DotProduct(normal, light);
160                                 if (dot > 0.5) // interior reflection
161                                         f += ((dot *  2) - 1);
162                                 else if (dot < -0.5) // exterior reflection
163                                         f += ((dot * -2) - 1);
164                                 // front side
165                                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
166                                 VectorNormalize(normal);
167                                 dot = DotProduct(normal, light);
168                                 if (dot > 0.5) // interior reflection
169                                         f += ((dot *  2) - 1);
170                                 else if (dot < -0.5) // exterior reflection
171                                         f += ((dot * -2) - 1);
172                                 f *= 64;
173                                 f = bound(0, f, 255);
174                                 data[y][x][3] = (byte) f;
175                         }
176                         else
177                                 data[y][x][3] = 0;
178                 }
179         }
180         bubbleparticletexture = GL_LoadTexture ("bubbleparticletexture", 32, 32, &data[0][0][0], true, true, 4);
181 }
182
183 void r_part_start()
184 {
185         particles = (particle_t *) malloc (r_numparticles * sizeof(particle_t));
186         freeparticles = (void *) malloc (r_numparticles * sizeof(particle_t *));
187         R_InitParticleTexture ();
188 }
189
190 void r_part_shutdown()
191 {
192         free(particles);
193         free(freeparticles);
194 }
195
196 /*
197 ===============
198 R_InitParticles
199 ===============
200 */
201 void R_Particles_Init (void)
202 {
203         int             i;
204
205         i = COM_CheckParm ("-particles");
206
207         if (i)
208         {
209                 r_numparticles = (int)(atoi(com_argv[i+1]));
210                 if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
211                         r_numparticles = ABSOLUTE_MIN_PARTICLES;
212         }
213         else
214         {
215                 r_numparticles = MAX_PARTICLES;
216         }
217
218         Cvar_RegisterVariable (&r_particles);
219         Cvar_RegisterVariable (&r_dynamicparticles);
220
221         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown);
222 }
223
224 #define particle(ptype, pcolor, ptex, pscale, palpha, ptime, px, py, pz, pvx, pvy, pvz)\
225 {\
226         particle_t      *p;\
227         ALLOCPARTICLE\
228         p->type = (ptype);\
229         p->color = (pcolor);\
230         p->texnum = (ptex);\
231         p->scale = (pscale);\
232         p->alpha = (palpha);\
233         p->die = cl.time + (ptime);\
234         p->org[0] = (px);\
235         p->org[1] = (py);\
236         p->org[2] = (pz);\
237         p->vel[0] = (pvx);\
238         p->vel[1] = (pvy);\
239         p->vel[2] = (pvz);\
240 }
241 #define particle2(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, poscale, pvscale)\
242 {\
243         particle_t      *p;\
244         ALLOCPARTICLE\
245         p->type = (ptype);\
246         p->color = (pcolor);\
247         p->texnum = (ptex);\
248         p->scale = (pscale);\
249         p->alpha = (palpha);\
250         p->die = cl.time + (ptime);\
251         p->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
252         p->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
253         p->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
254         p->vel[0] = lhrandom(-(pvscale), (pvscale));\
255         p->vel[1] = lhrandom(-(pvscale), (pvscale));\
256         p->vel[2] = lhrandom(-(pvscale), (pvscale));\
257 }
258 #define particle3(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
259 {\
260         particle_t      *p;\
261         ALLOCPARTICLE\
262         p->type = (ptype);\
263         p->color = (pcolor);\
264         p->texnum = (ptex);\
265         p->scale = (pscale);\
266         p->alpha = (palpha);\
267         p->die = cl.time + (ptime);\
268         p->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
269         p->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
270         p->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
271         p->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
272         p->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
273         p->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
274 }
275 /*
276 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)
277 {
278         particle_t      *p;
279         ALLOCPARTICLE
280
281         p->type = type;
282         p->color = color;
283         p->texnum = tex;
284         p->scale = scale;
285         p->alpha = alpha;
286         p->die = cl.time + time;
287         p->org[0] = x;
288         p->org[1] = y;
289         p->org[2] = z;
290         p->vel[0] = vx;
291         p->vel[1] = vy;
292         p->vel[2] = vz;
293 }
294 void particle2(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float oscale, float vscale)
295 {
296         particle_t      *p;
297         ALLOCPARTICLE
298
299         p->type = type;
300         p->color = color;
301         p->texnum = tex;
302         p->scale = scale;
303         p->alpha = alpha;
304         p->die = cl.time + time;
305         p->org[0] = lhrandom(-oscale, oscale) + base[0];
306         p->org[1] = lhrandom(-oscale, oscale) + base[1];
307         p->org[2] = lhrandom(-oscale, oscale) + base[2];
308         p->vel[0] = lhrandom(-vscale, vscale);
309         p->vel[1] = lhrandom(-vscale, vscale);
310         p->vel[2] = lhrandom(-vscale, vscale);
311 }
312 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)
313 {
314         particle_t      *p;
315         ALLOCPARTICLE
316
317         p->type = type;
318         p->color = color;
319         p->texnum = tex;
320         p->scale = scale;
321         p->alpha = alpha;
322         p->die = cl.time + time;
323         p->org[0] = lhrandom(-scalex, scalex) + base[0];
324         p->org[1] = lhrandom(-scaley, scaley) + base[1];
325         p->org[2] = lhrandom(-scalez, scalez) + base[2];
326         p->vel[0] = lhrandom(-vscalex, vscalex);
327         p->vel[1] = lhrandom(-vscaley, vscaley);
328         p->vel[2] = lhrandom(-vscalez, vscalez);
329 }
330 */
331
332 /*
333 ===============
334 R_EntityParticles
335 ===============
336 */
337
338 #define NUMVERTEXNORMALS        162
339 extern  float   r_avertexnormals[NUMVERTEXNORMALS][3];
340 vec3_t  avelocities[NUMVERTEXNORMALS];
341 float   beamlength = 16;
342 vec3_t  avelocity = {23, 7, 3};
343 float   partstep = 0.01;
344 float   timescale = 0.01;
345
346 void R_EntityParticles (entity_t *ent)
347 {
348         int                     count;
349         int                     i;
350         float           angle;
351         float           sp, sy, cp, cy;
352         vec3_t          forward;
353         float           dist;
354         if (!r_particles.value) return; // LordHavoc: particles are optional
355         
356         dist = 64;
357         count = 50;
358
359         if (!avelocities[0][0])
360                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
361                         avelocities[0][i] = (rand()&255) * 0.01;
362
363         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
364         {
365                 angle = cl.time * avelocities[i][0];
366                 sy = sin(angle);
367                 cy = cos(angle);
368                 angle = cl.time * avelocities[i][1];
369                 sp = sin(angle);
370                 cp = cos(angle);
371         
372                 forward[0] = cp*cy;
373                 forward[1] = cp*sy;
374                 forward[2] = -sp;
375
376                 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);
377         }
378 }
379
380
381 /*
382 ===============
383 R_ClearParticles
384 ===============
385 */
386 void R_ClearParticles (void)
387 {
388 //      int             i;
389 //      free_particles = &particles[0];
390 //      active_particles = NULL;
391
392 //      for (i=0 ;i<r_numparticles ; i++)
393 //              particles[i].next = &particles[i+1];
394 //      particles[r_numparticles-1].next = NULL;
395
396         numparticles = 0;
397 }
398
399
400 void R_ReadPointFile_f (void)
401 {
402         FILE    *f;
403         vec3_t  org;
404         int             r;
405         int             c;
406         char    name[MAX_OSPATH];
407         
408         sprintf (name,"maps/%s.pts", sv.name);
409
410         COM_FOpenFile (name, &f, false);
411         if (!f)
412         {
413                 Con_Printf ("couldn't open %s\n", name);
414                 return;
415         }
416         
417         Con_Printf ("Reading %s...\n", name);
418         c = 0;
419         for (;;)
420         {
421                 r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
422                 if (r != 3)
423                         break;
424                 c++;
425                 
426                 if (numparticles >= r_numparticles)
427                 {
428                         Con_Printf ("Not enough free particles\n");
429                         break;
430                 }
431                 particle(pt_static, (-c)&15, particletexture, 2, 255, 99999, org[0], org[1], org[2], 0, 0, 0);
432         }
433
434         fclose (f);
435         Con_Printf ("%i points read\n", c);
436 }
437
438 /*
439 ===============
440 R_ParseParticleEffect
441
442 Parse an effect out of the server message
443 ===============
444 */
445 void R_ParseParticleEffect (void)
446 {
447         vec3_t          org, dir;
448         int                     i, count, msgcount, color;
449         
450         for (i=0 ; i<3 ; i++)
451                 org[i] = MSG_ReadCoord ();
452         for (i=0 ; i<3 ; i++)
453                 dir[i] = MSG_ReadChar () * (1.0/16);
454         msgcount = MSG_ReadByte ();
455         color = MSG_ReadByte ();
456
457 if (msgcount == 255)
458         count = 1024;
459 else
460         count = msgcount;
461         
462         R_RunParticleEffect (org, dir, color, count);
463 }
464         
465 /*
466 ===============
467 R_ParticleExplosion
468
469 ===============
470 */
471 void R_ParticleExplosion (vec3_t org, int smoke)
472 {
473         int                     i;
474         if (!r_particles.value) return; // LordHavoc: particles are optional
475
476         particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 96, 2, org[0], org[1], org[2], 0, 0, 0);
477
478         i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
479         if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
480                 for (i=0 ; i<32 ; i++)
481                         particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 16);
482 }
483
484 /*
485 ===============
486 R_ParticleExplosion2
487
488 ===============
489 */
490 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
491 {
492         int                     i;
493         if (!r_particles.value) return; // LordHavoc: particles are optional
494
495         for (i = 0;i < 512;i++)
496                 particle2(pt_fade, colorStart + (i % colorLength), particletexture, 1.5, 255, 0.3, org, 8, 192);
497 }
498
499 /*
500 ===============
501 R_BlobExplosion
502
503 ===============
504 */
505 void R_BlobExplosion (vec3_t org)
506 {
507         int                     i;
508         if (!r_particles.value) return; // LordHavoc: particles are optional
509         
510         for (i=0 ; i<512 ; i++)
511                 particle3(pt_blob, 66+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
512         for (i=0 ; i<512 ; i++)
513                 particle3(pt_blob2, 150+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
514 }
515
516 /*
517 ===============
518 R_RunParticleEffect
519
520 ===============
521 */
522 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
523 {
524         if (!r_particles.value) return; // LordHavoc: particles are optional
525         
526         if (count == 1024)
527         {
528                 R_ParticleExplosion(org, false);
529                 return;
530         }
531         color &= ~7;
532         if (count & 7)
533         {
534                 particle2(pt_fade, color + (rand()&7), particletexture, 6, (count & 7) * 16 + (rand()&15), 1, org, 8, 15);
535                 count &= ~7;
536         }
537         count >>= 3;
538         while (count--)
539                 particle2(pt_fade, color + (rand()&7), particletexture, 6, 128, 1, org, 8, 15);
540 }
541
542 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
543 /*
544 ===============
545 R_SparkShower
546 ===============
547 */
548 void R_SparkShower (vec3_t org, vec3_t dir, int count)
549 {
550         if (!r_particles.value) return; // LordHavoc: particles are optional
551
552         // smoke puff
553         particle(pt_smokecloud, 12+(rand()&3), smokeparticletexture[rand()&7], 8, 64, 99, org[0], org[1], org[2], 0, 0, 0);
554         // sparks
555         while(count--)
556                 particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
557 }
558
559 void R_BloodPuff (vec3_t org)
560 {
561         if (!r_particles.value) return; // LordHavoc: particles are optional
562
563         particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
564 }
565
566 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
567 {
568         int                     j;
569         particle_t      *p;
570         vec3_t          diff;
571         vec3_t          center;
572         vec3_t          velscale;
573         if (!r_particles.value) return; // LordHavoc: particles are optional
574
575         VectorSubtract(maxs, mins, diff);
576         center[0] = (mins[0] + maxs[0]) * 0.5;
577         center[1] = (mins[1] + maxs[1]) * 0.5;
578         center[2] = (mins[2] + maxs[2]) * 0.5;
579         // FIXME: change velspeed back to 2.0x after fixing mod
580         velscale[0] = velspeed * 0.5 / diff[0];
581         velscale[1] = velspeed * 0.5 / diff[1];
582         velscale[2] = velspeed * 0.5 / diff[2];
583         
584         while (count--)
585         {
586                 ALLOCPARTICLE
587
588                 p->texnum = smokeparticletexture[rand()&7];
589                 p->scale = lhrandom(6, 8);
590                 p->alpha = 96 + (rand()&63);
591                 p->die = cl.time + 2;
592                 p->type = pt_bloodcloud;
593                 p->color = (rand()&3)+68;
594                 for (j=0 ; j<3 ; j++)
595                 {
596                         p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
597                         p->vel[j] = (p->org[j] - center[j]) * velscale[j];
598                 }
599         }
600 }
601
602 void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
603 {
604         int                     j;
605         particle_t      *p;
606         vec3_t          diff;
607         float           t;
608         if (!r_particles.value) return; // LordHavoc: particles are optional
609         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
610         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
611         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
612
613         VectorSubtract(maxs, mins, diff);
614         
615         while (count--)
616         {
617                 ALLOCPARTICLE
618
619                 p->texnum = particletexture;
620                 p->scale = 6;
621                 p->alpha = 255;
622                 p->die = cl.time + 1 + (rand()&15)*0.0625;
623                 if (gravity)
624                         p->type = pt_grav;
625                 else
626                         p->type = pt_static;
627                 p->color = colorbase + (rand()&3);
628                 for (j=0 ; j<3 ; j++)
629                 {
630                         p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j];
631                         if (randomvel)
632                                 p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5);
633                         else
634                                 p->vel[j] = 0;
635                 }
636         }
637 }
638
639 void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
640 {
641         int                     i;
642         particle_t      *p;
643         vec3_t          diff;
644         vec3_t          org;
645         vec3_t          vel;
646         float           t, z;
647         if (!r_particles.value) return; // LordHavoc: particles are optional
648         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
649         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
650         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
651         if (dir[2] < 0) // falling
652         {
653                 t = (maxs[2] - mins[2]) / -dir[2];
654                 z = maxs[2];
655         }
656         else // rising??
657         {
658                 t = (maxs[2] - mins[2]) / dir[2];
659                 z = mins[2];
660         }
661         if (t < 0 || t > 2) // sanity check
662                 t = 2;
663         t += cl.time;
664
665         VectorSubtract(maxs, mins, diff);
666         
667         for (i=0 ; i<count ; i++)
668         {
669                 ALLOCPARTICLE
670
671                 vel[0] = dir[0] + (rand()&31) - 16;
672                 vel[1] = dir[1] + (rand()&31) - 16;
673                 vel[2] = dir[2] + (rand()&63) - 32;
674                 org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0];
675                 org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
676                 org[2] = z;
677
678                 p->scale = 1.5;
679                 p->alpha = 255;
680                 p->die = t;
681                 if (type == 1)
682                 {
683                         p->texnum = particletexture;
684                         p->type = pt_snow;
685                 }
686                 else // 0
687                 {
688                         p->texnum = rainparticletexture;
689                         p->type = pt_static;
690                 }
691                 p->color = colorbase + (rand()&3);
692                 VectorCopy(org, p->org);
693                 VectorCopy(vel, p->vel);
694                 VectorCopy(vel, p->vel2);
695         }
696 }
697
698
699 /*
700 ===============
701 R_LavaSplash
702
703 ===============
704 */
705 void R_LavaSplash (vec3_t org)
706 {
707         int                     i, j;
708         particle_t      *p;
709         float           vel;
710         vec3_t          dir;
711         if (!r_particles.value) return; // LordHavoc: particles are optional
712
713         for (i=-128 ; i<128 ; i+=16)
714                 for (j=-128 ; j<128 ; j+=16)
715                 {
716                         ALLOCPARTICLE
717                 
718                         p->texnum = particletexture;
719                         p->scale = 10;
720                         p->alpha = 128;
721                         p->die = cl.time + 2 + (rand()&31) * 0.02;
722                         p->color = 224 + (rand()&7);
723                         p->type = pt_grav;
724                         
725                         dir[0] = j + (rand()&7);
726                         dir[1] = i + (rand()&7);
727                         dir[2] = 256;
728
729                         p->org[0] = org[0] + dir[0];
730                         p->org[1] = org[1] + dir[1];
731                         p->org[2] = org[2] + (rand()&63);
732
733                         VectorNormalize (dir);                                          
734                         vel = 50 + (rand()&63);
735                         VectorScale (dir, vel, p->vel);
736                 }
737 }
738
739 /*
740 ===============
741 R_TeleportSplash
742
743 ===============
744 */
745 void R_TeleportSplash (vec3_t org)
746 {
747         int                     i, j, k;
748         particle_t      *p;
749         if (!r_particles.value) return; // LordHavoc: particles are optional
750
751         for (i=-16 ; i<16 ; i+=8)
752                 for (j=-16 ; j<16 ; j+=8)
753                         for (k=-24 ; k<32 ; k+=8)
754                         {
755                                 ALLOCPARTICLE
756                 
757                                 p->texnum = particletexture;
758                                 p->scale = 1;
759                                 p->alpha = lhrandom(32,128);
760                                 p->die = cl.time + 5;
761                                 p->color = 254;
762                                 p->type = pt_fade;
763                                 
764                                 p->org[0] = org[0] + i + (rand()&7);
765                                 p->org[1] = org[1] + j + (rand()&7);
766                                 p->org[2] = org[2] + k + (rand()&7);
767         
768                                 p->vel[0] = i*2 + (rand()%25) - 12;
769                                 p->vel[1] = j*2 + (rand()%25) - 12;
770                                 p->vel[2] = k*2 + (rand()%25) - 12 + 40;
771                         }
772 }
773
774 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
775 {
776         vec3_t          vec;
777         float           len, dec = 0, t, nt, speed;
778         int                     j, contents, bubbles;
779         particle_t      *p;
780         static int      tracercount;
781         if (!r_particles.value) return; // LordHavoc: particles are optional
782
783         t = cl.oldtime;
784         nt = cl.time;
785         if (ent->trail_leftover < 0)
786                 ent->trail_leftover = 0;
787         t += ent->trail_leftover;
788         ent->trail_leftover -= (cl.time - cl.oldtime);
789         if (t >= cl.time)
790                 return;
791
792         contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
793         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
794                 return;
795
796         VectorSubtract (end, start, vec);
797         len = VectorNormalizeLength (vec);
798         if (len <= 0.01f)
799                 return;
800         speed = len / (nt - t);
801
802         bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
803
804         while (t < nt)
805         {
806                 ALLOCPARTICLE
807                 
808                 p->vel[0] = p->vel[1] = p->vel[2] = 0;
809                 p->die = cl.time + 2;
810
811                 switch (type)
812                 {
813                         case 0: // rocket trail
814                         case 1: // grenade trail
815                                 if (bubbles)
816                                 {
817                                         dec = 0.005f;
818                                         p->texnum = bubbleparticletexture;
819                                         p->scale = lhrandom(1,2);
820                                         p->alpha = 255;
821                                         p->color = (rand()&3)+12;
822                                         p->type = pt_bubble;
823                                         p->die = cl.time + 2;
824                                         for (j=0 ; j<3 ; j++)
825                                         {
826                                                 p->vel[j] = (rand()&31)-16;
827                                                 p->org[j] = start[j] + ((rand()&3)-2);
828                                         }
829                                 }
830                                 else
831                                 {
832                                         dec = 0.02f;
833                                         p->texnum = smokeparticletexture[rand()&7];
834                                         p->scale = lhrandom(8, 12);
835                                         p->alpha = 64 + (rand()&31);
836                                         p->color = (rand()&3)+12;
837                                         p->type = pt_smoke;
838                                         p->die = cl.time + 10000;
839                                         VectorCopy(start, p->org);
840                                 }
841                                 break;
842
843                                 /*
844                         case 1: // smoke smoke
845                                 dec = 0.016f;
846                                 p->texnum = smokeparticletexture;
847                                 p->scale = lhrandom(6,9);
848                                 p->alpha = 64;
849                                 if (r_smokecolor.value)
850                                         p->color = r_smokecolor.value;
851                                 else
852                                         p->color = (rand()&3)+12;
853                                 p->type = pt_smoke;
854                                 p->die = cl.time + 1;
855                                 VectorCopy(start, p->org);
856                                 break;
857                                 */
858
859                         case 2: // blood
860                         case 4: // slight blood
861                                 dec = 0.025f;
862                                 p->texnum = smokeparticletexture[rand()&7];
863                                 p->scale = lhrandom(6, 8);
864                                 p->alpha = type == 4 ? 192 : 255;
865                                 p->color = (rand()&3)+68;
866                                 p->type = pt_bloodcloud;
867                                 p->die = cl.time + 9999;
868                                 for (j=0 ; j<3 ; j++)
869                                 {
870                                         p->vel[j] = (rand()&15)-8;
871                                         p->org[j] = start[j] + ((rand()&3)-2);
872                                 }
873                                 break;
874
875                         case 3:
876                         case 5: // tracer
877                                 dec = 0.02f;
878                                 p->texnum = smokeparticletexture[rand()&7];
879                                 p->scale = 4;
880                                 p->alpha = 64 + (rand()&31);
881                                 p->color = type == 3 ? 56 : 234;
882                                 p->type = pt_fade;
883                                 p->die = cl.time + 10000;
884                                 VectorCopy(start, p->org);
885                                 break;
886
887                         case 6: // voor trail
888                                 dec = 0.05f; // sparse trail
889                                 p->texnum = smokeparticletexture[rand()&7];
890                                 p->scale = lhrandom(3, 5);
891                                 p->alpha = 255;
892                                 p->color = 9*16 + 8 + (rand()&3);
893                                 p->type = pt_fade;
894                                 p->die = cl.time + 2;
895                                 for (j=0 ; j<3 ; j++)
896                                 {
897                                         p->vel[j] = (rand()&15)-8;
898                                         p->org[j] = start[j] + ((rand()&3)-2);
899                                 }
900                                 break;
901
902                         case 7: // Nehahra smoke tracer
903                                 dec = 0.14f;
904                                 p->texnum = smokeparticletexture[rand()&7];
905                                 p->scale = lhrandom(8, 12);
906                                 p->alpha = 64;
907                                 p->color = (rand()&3)+12;
908                                 p->type = pt_smoke;
909                                 p->die = cl.time + 10000;
910                                 for (j=0 ; j<3 ; j++)
911                                         p->org[j] = start[j] + ((rand()&3)-2);
912                                 break;
913                 }
914                 
915                 t += dec;
916                 dec *= speed;
917                 VectorMA (start, dec, vec, start);
918         }
919         ent->trail_leftover = t - cl.time;
920 }
921
922 void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
923 {
924         vec3_t          vec;
925         int                     len;
926         if (!r_particles.value) return; // LordHavoc: particles are optional
927
928         VectorSubtract (end, start, vec);
929         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
930         VectorScale(vec, 3, vec);
931         while (len--)
932         {
933                 particle(pt_smoke, color, particletexture, 8, 192, 99, start[0], start[1], start[2], 0, 0, 0);
934                 VectorAdd (start, vec, start);
935         }
936 }
937
938
939 extern qboolean lighthalf;
940
941 /*
942 ===============
943 R_DrawParticles
944 ===============
945 */
946 extern  cvar_t  sv_gravity;
947 void R_CompleteLightPoint (vec3_t color, vec3_t p);
948
949 void R_DrawParticles (void)
950 {
951         particle_t              *p;
952         int                             i, r,g,b,a;
953         float                   gravity, dvel, frametime, scale, scale2, minparticledist;
954         byte                    *color24;
955         vec3_t                  up, right, uprightangles, forward2, up2, right2, tempcolor;
956         int                             activeparticles, maxparticle, j, k;
957
958         // LordHavoc: early out condition
959         if (!numparticles)
960                 return;
961
962         VectorScale (vup, 1.5, up);
963         VectorScale (vright, 1.5, right);
964
965         uprightangles[0] = 0;
966         uprightangles[1] = r_refdef.viewangles[1];
967         uprightangles[2] = 0;
968         AngleVectors (uprightangles, forward2, right2, up2);
969
970         frametime = cl.time - cl.oldtime;
971         gravity = frametime * sv_gravity.value;
972         dvel = 1+4*frametime;
973
974         minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
975
976         activeparticles = 0;
977         maxparticle = -1;
978         j = 0;
979         for (k = 0, p = particles;k < numparticles;k++, p++)
980         {
981                 if (p->die < cl.time)
982                 {
983                         freeparticles[j++] = p;
984                         continue;
985                 }
986                 maxparticle = k;
987                 activeparticles++;
988
989                 // LordHavoc: only render if not too close
990                 if (DotProduct(p->org, vpn) >= minparticledist)
991                 {
992                         color24 = (byte *) &d_8to24table[(int)p->color];
993                         r = color24[0];
994                         g = color24[1];
995                         b = color24[2];
996                         a = p->alpha;
997                         if (r_dynamicparticles.value)
998                         {
999                                 R_CompleteLightPoint(tempcolor, p->org);
1000                                 r = (r * (int) tempcolor[0]) >> 7;
1001                                 g = (g * (int) tempcolor[1]) >> 7;
1002                                 b = (b * (int) tempcolor[2]) >> 7;
1003                         }
1004                         transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
1005                         scale = p->scale * -0.5;scale2 = p->scale * 0.5;
1006                         if (p->texnum == rainparticletexture) // rain streak
1007                         {
1008                                 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);
1009                                 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);
1010                                 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);
1011                                 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);
1012                         }
1013                         else
1014                         {
1015                                 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);
1016                                 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);
1017                                 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);
1018                                 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);
1019                         }
1020                         transpolyend();
1021                 }
1022
1023                 p->org[0] += p->vel[0]*frametime;
1024                 p->org[1] += p->vel[1]*frametime;
1025                 p->org[2] += p->vel[2]*frametime;
1026                 
1027                 switch (p->type)
1028                 {
1029                 case pt_static:
1030                         break;
1031
1032                 case pt_blob:
1033                         for (i=0 ; i<3 ; i++)
1034                                 p->vel[i] *= dvel;
1035                         break;
1036
1037                 case pt_blob2:
1038                         for (i=0 ; i<2 ; i++)
1039                                 p->vel[i] *= dvel;
1040                         break;
1041
1042                 case pt_grav:
1043                         p->vel[2] -= gravity;
1044                         break;
1045 // LordHavoc: for smoke trails
1046                 case pt_smoke:
1047                         p->scale += frametime * 6;
1048                         p->alpha -= frametime * 128;
1049                         if (p->alpha < 1)
1050                                 p->die = -1;
1051                         break;
1052                 case pt_snow:
1053                         if (cl.time > p->time2)
1054                         {
1055                                 p->time2 = cl.time + (rand() & 3) * 0.1;
1056                                 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1057                                 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1058                                 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1059                         }
1060                         break;
1061                 case pt_bloodcloud:
1062                         if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
1063                         {
1064                                 p->die = -1;
1065                                 break;
1066                         }
1067                         p->scale += frametime * 4;
1068                         p->alpha -= frametime * 64;
1069                         if (p->alpha < 1 || p->scale < 1)
1070                                 p->die = -1;
1071                         break;
1072                 case pt_fallfadespark:
1073                         p->alpha -= frametime * 256;
1074                         p->vel[2] -= gravity;
1075                         if (p->alpha < 1)
1076                                 p->die = -1;
1077                         break;
1078                 case pt_fade:
1079                         p->alpha -= frametime * 512;
1080                         if (p->alpha < 1)
1081                                 p->die = -1;
1082                         break;
1083                 case pt_bubble:
1084                         a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1085                         if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
1086                                 p->die = -1;
1087                         p->vel[2] += gravity * 0.25;
1088                         p->vel[0] *= (1 - (frametime * 0.0625));
1089                         p->vel[1] *= (1 - (frametime * 0.0625));
1090                         p->vel[2] *= (1 - (frametime * 0.0625));
1091                         if (cl.time > p->time2)
1092                         {
1093                                 p->time2 = cl.time + lhrandom(0, 0.5);
1094                                 p->vel[0] += lhrandom(-32,32);
1095                                 p->vel[1] += lhrandom(-32,32);
1096                                 p->vel[2] += lhrandom(-32,32);
1097                         }
1098                         p->alpha -= frametime * 64;
1099                         if (p->alpha < 1)
1100                                 p->die = -1;
1101                         break;
1102                 case pt_smokecloud:
1103                         p->scale += frametime * 60;
1104                         p->alpha -= frametime * 96;
1105                         if (p->alpha < 1)
1106                                 p->die = -1;
1107                         break;
1108                 }
1109         }
1110         // fill in gaps to compact the array
1111         i = 0;
1112         while (maxparticle >= activeparticles)
1113         {
1114                 *freeparticles[i++] = particles[maxparticle--];
1115                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1116                         maxparticle--;
1117         }
1118         numparticles = activeparticles;
1119 }
1120