2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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)
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)
46 vec3_t right1, right2, diff, normal;
48 VectorSubtract (org2, org1, normal);
49 VectorNormalizeFast (normal);
51 // calculate 'right' vector for start
52 VectorSubtract (r_origin, org1, diff);
53 VectorNormalizeFast (diff);
54 CrossProduct (normal, diff, right1);
56 // calculate 'right' vector for end
57 VectorSubtract (r_origin, org2, diff);
58 VectorNormalizeFast (diff);
59 CrossProduct (normal, diff, right2);
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];
74 void fractalnoise(qbyte *noise, int size, int startgrid)
76 int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
78 #define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
80 for (sizepower = 0;(1 << sizepower) < size;sizepower++);
81 if (size != (1 << sizepower))
82 Sys_Error("fractalnoise: size must be power of 2\n");
84 for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
85 if (startgrid != (1 << gridpower))
86 Sys_Error("fractalnoise: grid must be power of 2\n");
88 startgrid = bound(0, startgrid, size);
90 amplitude = 0xFFFF; // this gets halved before use
91 noisebuf = malloc(size*size*sizeof(int));
92 memset(noisebuf, 0, size*size*sizeof(int));
94 for (g2 = startgrid;g2;g2 >>= 1)
96 // brownian motion (at every smaller level there is random behavior)
98 for (y = 0;y < size;y += g2)
99 for (x = 0;x < size;x += g2)
100 n(x,y) += (rand()&litude);
105 // subdivide, diamond-square algorithm (really this has little to do with squares)
107 for (y = 0;y < size;y += g2)
108 for (x = 0;x < size;x += g2)
109 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
111 for (y = 0;y < size;y += g2)
112 for (x = 0;x < size;x += g2)
114 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
115 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
119 // find range of noise values
121 for (y = 0;y < size;y++)
122 for (x = 0;x < size;x++)
124 if (n(x,y) < min) min = n(x,y);
125 if (n(x,y) > max) max = n(x,y);
129 // normalize noise and copy to output
130 for (y = 0;y < size;y++)
131 for (x = 0;x < size;x++)
132 *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
136 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
140 right[0] = forward[2];
141 right[1] = -forward[0];
142 right[2] = forward[1];
144 d = DotProduct(forward, right);
145 right[0] -= d * forward[0];
146 right[1] -= d * forward[1];
147 right[2] -= d * forward[2];
148 VectorNormalizeFast(right);
149 CrossProduct(right, forward, up);
153 extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
155 float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels, void **hitent)
162 vec3_t start_l, end_l;
163 memset (&trace, 0, sizeof(trace));
165 VectorCopy (end, trace.endpos);
167 PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start_l, end_l, &trace);
169 RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start_l, end_l, &trace);
171 VectorCopy(trace.endpos, impact);
172 VectorCopy(trace.plane.normal, normal);
173 return trace.fraction;
176 #include "cl_collision.h"
179 #define MAX_PARTICLES 32768 // default max # of particles at one time
180 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
184 pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal
188 #define PARTICLE_INVALID 0
189 #define PARTICLE_BILLBOARD 1
190 #define PARTICLE_SPARK 2
191 #define PARTICLE_ORIENTED_DOUBLESIDED 3
192 #define PARTICLE_BEAM 4
194 #define PBLEND_ALPHA 0
198 typedef struct particle_s
209 float alpha; // 0-255
210 float alphafade; // how much alpha reduces per second
211 float time2; // used for various things (snow fluttering, for example)
212 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)
213 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
215 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
216 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
217 float pressure; // if non-zero, apply pressure to other particles
222 static int particlepalette[256] =
224 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
225 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
226 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
227 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
228 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
229 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
230 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
231 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
232 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
233 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
234 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
235 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
236 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
237 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
238 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
239 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
240 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
241 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
242 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
243 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
244 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
245 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
246 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
247 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
248 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
249 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
250 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
251 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
252 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
253 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
254 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
255 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
258 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
260 // texture numbers in particle font
261 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
262 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
263 static const int tex_particle = 24;
264 static const int tex_raindrop = 25;
265 static const int tex_bubble = 26;
266 static const int tex_beam = 27;
267 static const int tex_blooddecal[8] = {32, 33, 34, 35, 36, 37, 38, 39};
269 static int cl_maxparticles;
270 static int cl_numparticles;
271 static particle_t *particles;
272 static particle_t **freeparticles; // list used only in compacting particles array
274 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
275 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
276 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
277 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
278 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
279 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
280 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
281 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
282 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
283 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
284 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
285 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
286 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
288 #ifndef WORKINGLQUAKE
289 static mempool_t *cl_part_mempool;
292 void CL_Particles_Clear(void)
302 void CL_ReadPointFile_f (void);
303 void CL_Particles_Init (void)
307 i = COM_CheckParm ("-particles");
309 if (i && i < com_argc - 1)
311 cl_maxparticles = (int)(atoi(com_argv[i+1]));
312 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
313 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
316 cl_maxparticles = MAX_PARTICLES;
318 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
320 Cvar_RegisterVariable (&cl_particles);
321 Cvar_RegisterVariable (&cl_particles_size);
322 Cvar_RegisterVariable (&cl_particles_bloodshowers);
323 Cvar_RegisterVariable (&cl_particles_blood);
324 Cvar_RegisterVariable (&cl_particles_blood_size);
325 Cvar_RegisterVariable (&cl_particles_blood_alpha);
326 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
327 Cvar_RegisterVariable (&cl_particles_smoke);
328 Cvar_RegisterVariable (&cl_particles_sparks);
329 Cvar_RegisterVariable (&cl_particles_bubbles);
330 Cvar_RegisterVariable (&cl_decals);
331 Cvar_RegisterVariable (&cl_decals_time);
332 Cvar_RegisterVariable (&cl_decals_fadetime);
335 particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
336 freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
338 cl_part_mempool = Mem_AllocPool("CL_Part");
339 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
340 freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
345 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, pblendmode, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
347 if (cl_numparticles < cl_maxparticles)\
350 int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;\
351 ptempcolor = (pcolor1);\
352 ptempcolor2 = (pcolor2);\
353 pcr2 = ((ptempcolor2) >> 16) & 0xFF;\
354 pcg2 = ((ptempcolor2) >> 8) & 0xFF;\
355 pcb2 = (ptempcolor2) & 0xFF;\
356 if (ptempcolor != ptempcolor2)\
358 pcr1 = ((ptempcolor) >> 16) & 0xFF;\
359 pcg1 = ((ptempcolor) >> 8) & 0xFF;\
360 pcb1 = (ptempcolor) & 0xFF;\
361 ptempcolor = rand() & 0xFF;\
362 pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;\
363 pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;\
364 pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;\
366 part = &particles[cl_numparticles++];\
367 part->type = (ptype);\
368 part->color[0] = pcr2;\
369 part->color[1] = pcg2;\
370 part->color[2] = pcb2;\
371 part->color[3] = 0xFF;\
372 part->orientation = porientation;\
373 part->texnum = ptex;\
374 part->blendmode = pblendmode;\
375 part->scalex = (pscalex);\
376 part->scaley = (pscaley);\
377 part->alpha = (palpha);\
378 part->alphafade = (palphafade);\
379 part->die = cl.time + (ptime);\
380 part->gravity = (pgravity);\
381 part->bounce = (pbounce);\
382 part->org[0] = (px);\
383 part->org[1] = (py);\
384 part->org[2] = (pz);\
385 part->vel[0] = (pvx);\
386 part->vel[1] = (pvy);\
387 part->vel[2] = (pvz);\
388 part->time2 = (ptime2);\
389 part->vel2[0] = (pvx2);\
390 part->vel2[1] = (pvy2);\
391 part->vel2[2] = (pvz2);\
392 part->friction = (pfriction);\
393 part->pressure = (ppressure);\
402 void CL_EntityParticles (entity_t *ent)
406 float sp, sy, cp, cy;
410 static vec3_t avelocities[NUMVERTEXNORMALS];
411 if (!cl_particles.integer) return;
416 if (!avelocities[0][0])
417 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
418 avelocities[0][i] = (rand()&255) * 0.01;
420 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
422 angle = cl.time * avelocities[i][0];
425 angle = cl.time * avelocities[i][1];
434 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ALPHA, 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);
436 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ALPHA, 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);
442 void CL_ReadPointFile_f (void)
446 char *pointfile = NULL, *pointfilepos, *t, tchar;
448 char name[MAX_OSPATH];
450 sprintf (name,"maps/%s.pts", cl.worldmodel->name);
451 COM_FOpenFile (name, &f);
455 fseek(f, 0, SEEK_END);
456 pointfilelength = ftell(f);
457 fseek(f, 0, SEEK_SET);
458 pointfile = malloc(pointfilelength + 1);
459 fread(pointfile, 1, pointfilelength, f);
460 pointfile[pointfilelength] = 0;
464 pointfile = COM_LoadFile(va("maps/%s.pts", cl.worldmodel->name), true);
468 Con_Printf ("couldn't open %s.pts\n", cl.worldmodel->name);
472 Con_Printf ("Reading %s.pts...\n", cl.worldmodel->name);
474 pointfilepos = pointfile;
475 while (*pointfilepos)
477 while (*pointfilepos == '\n' || *pointfilepos == '\r')
482 while (*t && *t != '\n' && *t != '\r')
486 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
493 if (cl_numparticles >= cl_maxparticles)
495 Con_Printf ("Not enough free particles\n");
498 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
506 Con_Printf ("%i points read\n", c);
511 CL_ParseParticleEffect
513 Parse an effect out of the server message
516 void CL_ParseParticleEffect (void)
519 int i, count, msgcount, color;
521 for (i=0 ; i<3 ; i++)
522 org[i] = MSG_ReadCoord ();
523 for (i=0 ; i<3 ; i++)
524 dir[i] = MSG_ReadChar () * (1.0/16);
525 msgcount = MSG_ReadByte ();
526 color = MSG_ReadByte ();
533 CL_RunParticleEffect (org, dir, color, count);
542 void CL_ParticleExplosion (vec3_t org)
547 if (cl_stainmaps.integer)
548 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
550 i = Mod_PointContents(org, cl.worldmodel);
551 if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
553 for (i = 0;i < 128;i++)
555 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 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);
561 // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
563 if (cl_particles_smoke.integer)
565 for (i = 0;i < 64;i++)
568 v2[0] = lhrandom(-64, 64);
569 v2[1] = lhrandom(-64, 64);
570 v2[2] = lhrandom(-8, 24);
572 for (k = 0;k < 16;k++)
574 v[0] = org[0] + lhrandom(-64, 64);
575 v[1] = org[1] + lhrandom(-64, 64);
576 v[2] = org[2] + lhrandom(-8, 24);
577 if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
580 VectorSubtract(v2, org, v2);
582 VectorScale(v2, 2.0f, v2);
583 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 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);
588 if (cl_particles_sparks.integer)
591 for (i = 0;i < 256;i++)
593 k = particlepalette[0x68 + (rand() & 7)];
594 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 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);
599 if (cl_explosions.integer)
605 CL_ParticleExplosion2
609 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
612 if (!cl_particles.integer) return;
614 for (i = 0;i < 512;i++)
616 k = particlepalette[colorStart + (i % colorLength)];
617 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 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);
627 void CL_BlobExplosion (vec3_t org)
629 if (cl_stainmaps.integer)
630 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
632 if (cl_explosions.integer)
642 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
648 CL_ParticleExplosion(org);
651 if (!cl_particles.integer) return;
654 k = particlepalette[color + (rand()&7)];
655 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 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);
659 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
665 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
668 if (!cl_particles.integer) return;
670 if (cl_stainmaps.integer)
671 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
673 if (cl_particles_bulletimpacts.integer)
676 if (cl_particles_smoke.integer)
681 particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, 255, 1024, 9999, -0.2, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
685 if (cl_particles_sparks.integer)
690 k = particlepalette[0x68 + (rand() & 7)];
691 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 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);
697 void CL_PlasmaBurn (vec3_t org)
699 if (cl_stainmaps.integer)
700 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
703 static float bloodcount = 0;
704 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
707 // bloodcount is used to accumulate counts too small to cause a blood particle
708 if (!cl_particles.integer) return;
709 if (!cl_particles_blood.integer) return;
716 r = cl_particles_blood_size.value;
717 a = cl_particles_blood_alpha.value * 255;
718 while(bloodcount > 0)
720 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, r, r, a * 3, a * 1.5, 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);
721 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, PBLEND_ALPHA, 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);
726 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
730 vec3_t diff, center, velscale;
731 if (!cl_particles.integer) return;
732 if (!cl_particles_bloodshowers.integer) return;
733 if (!cl_particles_blood.integer) return;
735 VectorSubtract(maxs, mins, diff);
736 center[0] = (mins[0] + maxs[0]) * 0.5;
737 center[1] = (mins[1] + maxs[1]) * 0.5;
738 center[2] = (mins[2] + maxs[2]) * 0.5;
739 // FIXME: change velspeed back to 2.0x after fixing mod
740 velscale[0] = velspeed * 2.0 / diff[0];
741 velscale[1] = velspeed * 2.0 / diff[1];
742 velscale[2] = velspeed * 2.0 / diff[2];
744 bloodcount += count * 5.0f;
745 r = cl_particles_blood_size.value;
746 a = cl_particles_blood_alpha.value * 255;
747 while (bloodcount > 0)
750 org[0] = lhrandom(mins[0], maxs[0]);
751 org[1] = lhrandom(mins[1], maxs[1]);
752 org[2] = lhrandom(mins[2], maxs[2]);
753 vel[0] = (org[0] - center[0]) * velscale[0];
754 vel[1] = (org[1] - center[1]) * velscale[1];
755 vel[2] = (org[2] - center[2]) * velscale[2];
757 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, r, r, a * 3, a * 1.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
758 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, PBLEND_ALPHA, 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);
762 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
766 if (!cl_particles.integer) return;
767 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
768 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
769 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
773 k = particlepalette[colorbase + (rand()&3)];
774 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 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);
778 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
781 float t, z, minz, maxz;
782 if (!cl_particles.integer) return;
783 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
784 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
785 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
786 if (dir[2] < 0) // falling
788 t = (maxs[2] - mins[2]) / -dir[2];
793 t = (maxs[2] - mins[2]) / dir[2];
796 if (t < 0 || t > 2) // sanity check
799 minz = z - fabs(dir[2]) * 0.1;
800 maxz = z + fabs(dir[2]) * 0.1;
801 minz = bound(mins[2], minz, maxs[2]);
802 maxz = bound(mins[2], maxz, maxs[2]);
807 count *= 4; // ick, this should be in the mod or maps?
811 k = particlepalette[colorbase + (rand()&3)];
812 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 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);
818 k = particlepalette[colorbase + (rand()&3)];
819 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 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);
823 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
827 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
832 if (!cl_particles.integer) return;
834 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
835 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
836 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
838 center[0] = (mins[0] + maxs[0]) * 0.5f;
839 center[1] = (mins[1] + maxs[1]) * 0.5f;
840 center[2] = (mins[2] + maxs[2]) * 0.5f;
844 k = particlepalette[224 + (rand()&15)];
845 o[0] = lhrandom(mins[0], maxs[0]);
846 o[1] = lhrandom(mins[1], maxs[1]);
847 o[2] = lhrandom(mins[2], maxs[2]);
848 VectorSubtract(o, center, v);
849 VectorNormalizeFast(v);
850 VectorScale(v, 100, v);
851 v[2] += sv_gravity.value * 0.15f;
852 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 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);
856 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
860 if (!cl_particles.integer) return;
861 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
862 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
863 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
867 k = particlepalette[224 + (rand()&15)];
868 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 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);
870 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 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);
874 void CL_Flames (vec3_t org, vec3_t vel, int count)
877 if (!cl_particles.integer) return;
881 k = particlepalette[224 + (rand()&15)];
882 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 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);
894 void CL_LavaSplash (vec3_t origin)
899 if (!cl_particles.integer) return;
901 for (i=-128 ; i<128 ; i+=16)
903 for (j=-128 ; j<128 ; j+=16)
905 dir[0] = j + lhrandom(0, 8);
906 dir[1] = i + lhrandom(0, 8);
908 org[0] = origin[0] + dir[0];
909 org[1] = origin[1] + dir[1];
910 org[2] = origin[2] + lhrandom(0, 64);
911 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
912 k = particlepalette[224 + (rand()&7)];
913 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 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);
925 void R_TeleportSplash (vec3_t org)
928 if (!cl_particles.integer) return;
930 for (i=-16 ; i<16 ; i+=8)
931 for (j=-16 ; j<16 ; j+=8)
932 for (k=-24 ; k<32 ; k+=8)
933 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 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);
938 void R_RocketTrail (vec3_t start, vec3_t end, int type)
940 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
943 vec3_t vec, dir, vel, pos;
944 float len, dec, speed, r;
945 int contents, smoke, blood, bubbles;
947 VectorSubtract(end, start, dir);
948 VectorNormalize(dir);
950 VectorSubtract (end, start, vec);
952 len = VectorNormalize (vec);
954 speed = 1.0f / cl.frametime;
955 VectorSubtract(end, start, vel);
957 len = VectorNormalizeLength (vec);
958 dec = -ent->persistent.trail_time;
959 ent->persistent.trail_time += len;
960 if (ent->persistent.trail_time < 0.01f)
963 // if we skip out, leave it reset
964 ent->persistent.trail_time = 0.0f;
966 speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
967 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
969 VectorScale(vel, speed, vel);
971 // advance into this frame to reach the first puff location
972 VectorMA(start, dec, vec, pos);
975 contents = Mod_PointContents(pos, cl.worldmodel);
976 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
979 smoke = cl_particles.integer && cl_particles_smoke.integer;
980 blood = cl_particles.integer && cl_particles_blood.integer;
981 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
987 case 0: // rocket trail
991 particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 6, 0, 0, 0, 0, 0);
992 particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, 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);
997 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 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);
1001 case 1: // grenade trail
1002 // FIXME: make it gradually stop smoking
1004 if (cl_particles.integer && cl_particles_smoke.integer)
1006 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 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);
1012 case 4: // slight blood
1013 dec = cl_particles_blood_size.value;
1016 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, dec, dec, cl_particles_blood_alpha.value * 255.0f * 3.0f, cl_particles_blood_alpha.value * 255.0f * 0.5f * 1.5f, 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);
1017 //particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, PBLEND_ALPHA, 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);
1021 case 3: // green tracer
1025 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, 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);
1029 case 5: // flame tracer
1033 particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, 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);
1037 case 6: // voor trail
1041 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, 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);
1045 case 7: // Nehahra smoke tracer
1049 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, 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);
1052 case 8: // Nexiuz plasma trail
1056 //particle(pt_static, PARTICLE_BILLBOARD, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 3.0f, 3.0f, lhrandom(64, 255), 512, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-32, 32) + dir[0] * -64.0f, lhrandom(-32, 32) + dir[1] * -64.0f, lhrandom(-32, 32) + dir[2] * -64.0f, 0, 0, 0, 0, 0, 0);
1057 particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, dec, dec, 255, 1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1061 // advance to next time and position
1063 VectorMA (pos, dec, vec, pos);
1065 #ifndef WORKINGLQUAKE
1066 ent->persistent.trail_time = len;
1070 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1074 if (!cl_particles.integer) return;
1075 if (!cl_particles_smoke.integer) return;
1077 VectorCopy(start, pos);
1078 VectorSubtract (end, start, vec);
1079 #ifdef WORKINGLQUAKE
1080 len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
1082 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
1084 VectorScale(vec, 3, vec);
1085 color = particlepalette[color];
1088 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1089 VectorAdd (pos, vec, pos);
1093 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
1095 int tempcolor2, cr, cg, cb;
1099 tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
1100 particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0);
1103 void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
1106 if (!cl_particles.integer) return;
1109 if (cl_particles_smoke.integer)
1114 particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255, 512, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 15, 0, 0, 0, 0, 0);
1119 void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
1122 if (!cl_particles.integer) return;
1124 if (cl_stainmaps.integer)
1125 R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
1128 if (cl_particles_smoke.integer)
1133 particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255, 512, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 15, 0, 0, 0, 0, 0);
1137 if (cl_particles_sparks.integer)
1142 particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 2.0f, 0.1f, lhrandom(64, 255), 512, 9999, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0, 0, 0, 0, 0, 0);
1152 void CL_MoveParticles (void)
1155 int i, activeparticles, maxparticle, j, a, pressureused = false, content;
1156 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
1158 // LordHavoc: early out condition
1159 if (!cl_numparticles)
1162 #ifdef WORKINGLQUAKE
1163 frametime = cl.frametime;
1165 frametime = cl.time - cl.oldtime;
1167 gravity = frametime * sv_gravity.value;
1168 dvel = 1+4*frametime;
1169 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
1171 activeparticles = 0;
1174 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1177 VectorCopy(p->org, p->oldorg);
1178 VectorMA(p->org, frametime, p->vel, p->org);
1179 VectorCopy(p->org, org);
1182 if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, NULL) < 1)
1184 VectorCopy(v, p->org);
1187 // assume it's blood (lame, but...)
1188 #ifndef WORKINGLQUAKE
1189 if (cl_stainmaps.integer)
1190 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));
1192 if (cl_decals.integer)
1195 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1196 p->time2 = cl.time + cl_decals_time.value;
1197 p->die = p->time2 + cl_decals_fadetime.value;
1199 VectorCopy(normal, p->vel2);
1200 VectorClear(p->vel);
1201 VectorAdd(p->org, normal, p->org);
1211 freeparticles[j++] = p;
1217 dist = DotProduct(p->vel, normal) * -p->bounce;
1218 VectorMA(p->vel, dist, normal, p->vel);
1219 if (DotProduct(p->vel, p->vel) < 0.03)
1220 VectorClear(p->vel);
1224 p->vel[2] -= p->gravity * gravity;
1225 p->alpha -= p->alphafade * frametime;
1228 f = p->friction * frametime;
1230 content = Mod_PointContents(p->org, cl.worldmodel);
1231 if (content != CONTENTS_EMPTY)
1234 VectorScale(p->vel, f, p->vel);
1237 if (p->type != pt_static)
1243 content = Mod_PointContents(p->org, cl.worldmodel);
1245 if (a != CONTENTS_EMPTY)
1247 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1249 p->scalex += frametime * cl_particles_blood_size.value;
1250 p->scaley += frametime * cl_particles_blood_size.value;
1251 //p->alpha -= bloodwaterfade;
1257 p->vel[2] -= gravity;
1261 content = Mod_PointContents(p->org, cl.worldmodel);
1262 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1269 if (cl.time > p->time2)
1272 p->time2 = cl.time + (rand() & 3) * 0.1;
1273 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1274 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1275 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1278 content = Mod_PointContents(p->org, cl.worldmodel);
1280 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1284 p->scalex += frametime * p->time2;
1285 p->scaley += frametime * p->time2;
1288 if (cl.time > p->time2)
1290 p->alphafade = p->alpha / (p->die - cl.time);
1295 printf("unknown particle type %i\n", p->type);
1301 // remove dead particles
1302 if (p->alpha < 1 || p->die < cl.time)
1303 freeparticles[j++] = p;
1309 pressureused = true;
1312 // fill in gaps to compact the array
1314 while (maxparticle >= activeparticles)
1316 *freeparticles[i++] = particles[maxparticle--];
1317 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1320 cl_numparticles = activeparticles;
1324 activeparticles = 0;
1325 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1327 freeparticles[activeparticles++] = p;
1329 if (activeparticles)
1331 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1333 for (j = 0;j < activeparticles;j++)
1335 if (freeparticles[j] != p)
1337 float dist, diff[3];
1338 VectorSubtract(p->org, freeparticles[j]->org, diff);
1339 dist = DotProduct(diff, diff);
1340 if (dist < 4096 && dist >= 1)
1342 dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1343 VectorMA(p->vel, dist, diff, p->vel);
1352 #define MAX_PARTICLETEXTURES 64
1353 // particletexture_t is a rectangle in the particlefonttexture
1356 rtexture_t *texture;
1357 float s1, t1, s2, t2;
1362 static int particlefonttexture;
1364 static rtexturepool_t *particletexturepool;
1365 static rtexture_t *particlefonttexture;
1367 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1369 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1371 static qbyte shadebubble(float dx, float dy, vec3_t light)
1375 dz = 1 - (dx*dx+dy*dy);
1376 if (dz > 0) // it does hit the sphere
1380 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1381 VectorNormalize(normal);
1382 dot = DotProduct(normal, light);
1383 if (dot > 0.5) // interior reflection
1384 f += ((dot * 2) - 1);
1385 else if (dot < -0.5) // exterior reflection
1386 f += ((dot * -2) - 1);
1388 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1389 VectorNormalize(normal);
1390 dot = DotProduct(normal, light);
1391 if (dot > 0.5) // interior reflection
1392 f += ((dot * 2) - 1);
1393 else if (dot < -0.5) // exterior reflection
1394 f += ((dot * -2) - 1);
1396 f += 16; // just to give it a haze so you can see the outline
1397 f = bound(0, f, 255);
1404 static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
1406 int basex, basey, y;
1407 basex = ((texnum >> 0) & 7) * 32;
1408 basey = ((texnum >> 3) & 7) * 32;
1409 particletexture[texnum].s1 = (basex + 1) / 256.0f;
1410 particletexture[texnum].t1 = (basey + 1) / 256.0f;
1411 particletexture[texnum].s2 = (basex + 31) / 256.0f;
1412 particletexture[texnum].t2 = (basey + 31) / 256.0f;
1413 for (y = 0;y < 32;y++)
1414 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1417 static void R_InitParticleTexture (void)
1419 int x, y, d, i, j, k, m;
1420 float cx, cy, dx, dy, radius, f, f2;
1421 qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
1423 qbyte particletexturedata[256*256*4];
1425 memset(particletexturedata, 255, sizeof(particletexturedata));
1428 for (i = 0;i < 8;i++)
1432 fractalnoise(&noise1[0][0], 64, 4);
1433 fractalnoise(&noise2[0][0], 64, 8);
1435 for (y = 0;y < 32;y++)
1438 for (x = 0;x < 32;x++)
1440 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1442 d = (noise2[y][x] - 128) * 3 + 192;
1444 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1445 d = (d * noise1[y][x]) >> 7;
1446 d = bound(0, d, 255);
1447 data[y][x][3] = (qbyte) d;
1455 setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1459 for (i = 0;i < 16;i++)
1461 radius = i * 3.0f / 16.0f;
1462 f2 = 255.0f * ((15.0f - i) / 15.0f);
1463 for (y = 0;y < 32;y++)
1465 dy = (y - 16) * 0.25f;
1466 for (x = 0;x < 32;x++)
1468 dx = (x - 16) * 0.25f;
1469 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1470 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1471 f = bound(0.0f, f, 255.0f);
1472 data[y][x][3] = (int) f;
1475 setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
1479 for (y = 0;y < 32;y++)
1482 for (x = 0;x < 32;x++)
1484 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1486 d = (256 - (dx*dx+dy*dy));
1487 d = bound(0, d, 255);
1488 data[y][x][3] = (qbyte) d;
1491 setuptex(tex_particle, &data[0][0][0], particletexturedata);
1494 light[0] = 1;light[1] = 1;light[2] = 1;
1495 VectorNormalize(light);
1496 for (y = 0;y < 32;y++)
1498 for (x = 0;x < 32;x++)
1500 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1501 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);
1504 setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1507 light[0] = 1;light[1] = 1;light[2] = 1;
1508 VectorNormalize(light);
1509 for (y = 0;y < 32;y++)
1511 for (x = 0;x < 32;x++)
1513 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1514 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1517 setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1520 for (i = 0;i < 8;i++)
1522 memset(&data[0][0][0], 255, sizeof(data));
1523 for (j = 1;j < 8;j++)
1525 for (k = 0;k < 3;k++)
1527 cx = lhrandom(j + 1, 30 - j);
1528 cy = lhrandom(j + 1, 30 - j);
1529 for (y = 0;y < 32;y++)
1531 for (x = 0;x < 32;x++)
1535 f = 1.0f - sqrt(dx * dx + dy * dy) / j;
1538 data[y][x][0] = data[y][x][0] + f * 0.5 * ( 160 - data[y][x][0]);
1539 data[y][x][1] = data[y][x][1] + f * 0.5 * ( 32 - data[y][x][1]);
1540 data[y][x][2] = data[y][x][2] + f * 0.5 * ( 32 - data[y][x][2]);
1546 // use inverted colors so we can scale them later using glColor and use an inverse blend
1547 for (y = 0;y < 32;y++)
1549 for (x = 0;x < 32;x++)
1551 data[y][x][0] = 255 - data[y][x][0];
1552 data[y][x][1] = 255 - data[y][x][1];
1553 data[y][x][2] = 255 - data[y][x][2];
1556 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1560 glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1561 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1562 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1564 particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1565 for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1566 particletexture[i].texture = particlefonttexture;
1569 fractalnoise(&noise1[0][0], 64, 4);
1571 for (y = 0;y < 64;y++)
1573 for (x = 0;x < 16;x++)
1579 d = d * d * noise1[y][x] / (7 * 7);
1580 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
1581 data2[y][x][3] = 255;
1585 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1586 particletexture[tex_beam].s1 = 0;
1587 particletexture[tex_beam].t1 = 0;
1588 particletexture[tex_beam].s2 = 1;
1589 particletexture[tex_beam].t2 = 1;
1593 static void r_part_start(void)
1595 particletexturepool = R_AllocTexturePool();
1596 R_InitParticleTexture ();
1599 static void r_part_shutdown(void)
1601 R_FreeTexturePool(&particletexturepool);
1604 static void r_part_newmap(void)
1606 cl_numparticles = 0;
1609 void R_Particles_Init (void)
1611 Cvar_RegisterVariable(&r_drawparticles);
1612 #ifdef WORKINGLQUAKE
1615 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1619 #ifdef WORKINGLQUAKE
1620 void R_InitParticles(void)
1622 CL_Particles_Init();
1626 float varray_vertex[16];
1629 #ifdef WORKINGLQUAKE
1630 void R_DrawParticle(particle_t *p)
1633 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1635 const particle_t *p = calldata1;
1638 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1639 particletexture_t *tex;
1641 VectorCopy(p->org, org);
1643 if (p->orientation == PARTICLE_BILLBOARD)
1645 VectorScale(vright, p->scalex, right);
1646 VectorScale(vup, p->scaley, up);
1647 varray_vertex[ 0] = org[0] + right[0] - up[0];
1648 varray_vertex[ 1] = org[1] + right[1] - up[1];
1649 varray_vertex[ 2] = org[2] + right[2] - up[2];
1650 varray_vertex[ 4] = org[0] - right[0] - up[0];
1651 varray_vertex[ 5] = org[1] - right[1] - up[1];
1652 varray_vertex[ 6] = org[2] - right[2] - up[2];
1653 varray_vertex[ 8] = org[0] - right[0] + up[0];
1654 varray_vertex[ 9] = org[1] - right[1] + up[1];
1655 varray_vertex[10] = org[2] - right[2] + up[2];
1656 varray_vertex[12] = org[0] + right[0] + up[0];
1657 varray_vertex[13] = org[1] + right[1] + up[1];
1658 varray_vertex[14] = org[2] + right[2] + up[2];
1660 else if (p->orientation == PARTICLE_SPARK)
1662 VectorMA(p->org, -p->scaley, p->vel, v);
1663 VectorMA(p->org, p->scaley, p->vel, up2);
1664 R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
1666 else if (p->orientation == PARTICLE_BEAM)
1667 R_CalcBeamVerts(varray_vertex, p->org, p->vel2, p->scalex);
1668 else if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1671 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1673 VectorNegate(p->vel2, v);
1674 VectorVectors(v, right, up);
1677 VectorVectors(p->vel2, right, up);
1678 VectorScale(right, p->scalex, right);
1679 VectorScale(up, p->scaley, up);
1680 varray_vertex[ 0] = org[0] + right[0] - up[0];
1681 varray_vertex[ 1] = org[1] + right[1] - up[1];
1682 varray_vertex[ 2] = org[2] + right[2] - up[2];
1683 varray_vertex[ 4] = org[0] - right[0] - up[0];
1684 varray_vertex[ 5] = org[1] - right[1] - up[1];
1685 varray_vertex[ 6] = org[2] - right[2] - up[2];
1686 varray_vertex[ 8] = org[0] - right[0] + up[0];
1687 varray_vertex[ 9] = org[1] - right[1] + up[1];
1688 varray_vertex[10] = org[2] - right[2] + up[2];
1689 varray_vertex[12] = org[0] + right[0] + up[0];
1690 varray_vertex[13] = org[1] + right[1] + up[1];
1691 varray_vertex[14] = org[2] + right[2] + up[2];
1694 Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
1696 tex = &particletexture[p->texnum];
1697 cr = p->color[0] * (1.0f / 255.0f);
1698 cg = p->color[1] * (1.0f / 255.0f);
1699 cb = p->color[2] * (1.0f / 255.0f);
1700 ca = p->alpha * (1.0f / 255.0f);
1701 if (p->blendmode == PBLEND_MOD)
1713 if (p->blendmode == 0)
1714 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1715 else if (p->blendmode == 1)
1716 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1718 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1720 glColor4f(cr, cg, cb, ca);
1721 glTexCoord2f(tex->s2, tex->t1);glVertex3f(varray_vertex[ 0], varray_vertex[ 1], varray_vertex[ 2]);
1722 glTexCoord2f(tex->s1, tex->t1);glVertex3f(varray_vertex[ 4], varray_vertex[ 5], varray_vertex[ 6]);
1723 glTexCoord2f(tex->s1, tex->t2);glVertex3f(varray_vertex[ 8], varray_vertex[ 9], varray_vertex[10]);
1724 glTexCoord2f(tex->s2, tex->t2);glVertex3f(varray_vertex[12], varray_vertex[13], varray_vertex[14]);
1727 memset(&m, 0, sizeof(m));
1728 if (p->blendmode == 0)
1730 m.blendfunc1 = GL_SRC_ALPHA;
1731 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1733 else if (p->blendmode == 1)
1735 m.blendfunc1 = GL_SRC_ALPHA;
1736 m.blendfunc2 = GL_ONE;
1740 m.blendfunc1 = GL_ZERO;
1741 m.blendfunc2 = GL_ONE_MINUS_SRC_COLOR;
1743 m.tex[0] = R_GetTexture(tex->texture);
1744 R_Mesh_Matrix(&r_identitymatrix);
1747 if (fogenabled && p->blendmode != PBLEND_MOD)
1749 VectorSubtract(org, r_origin, fogvec);
1750 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1755 if (p->blendmode == 0)
1757 cr += fogcolor[0] * fog;
1758 cg += fogcolor[1] * fog;
1759 cb += fogcolor[2] * fog;
1766 if (p->orientation == PARTICLE_BEAM)
1768 VectorSubtract(p->vel2, p->org, up);
1769 VectorNormalizeFast(up);
1770 v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
1771 v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
1772 varray_texcoord[0][0] = 1;varray_texcoord[0][1] = v[0];
1773 varray_texcoord[0][4] = 0;varray_texcoord[0][5] = v[0];
1774 varray_texcoord[0][8] = 0;varray_texcoord[0][9] = v[1];
1775 varray_texcoord[0][12] = 1;varray_texcoord[0][13] = v[1];
1779 varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
1780 varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t1;
1781 varray_texcoord[0][8] = tex->s1;varray_texcoord[0][9] = tex->t2;
1782 varray_texcoord[0][12] = tex->s2;varray_texcoord[0][13] = tex->t2;
1785 GL_Color(cr, cg, cb, ca);
1786 R_Mesh_Draw(4, 2, polygonelements);
1790 void R_DrawParticles (void)
1793 float minparticledist;
1796 #ifdef WORKINGLQUAKE
1800 // LordHavoc: early out conditions
1801 if ((!cl_numparticles) || (!r_drawparticles.integer))
1804 minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1806 #ifdef WORKINGLQUAKE
1807 glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1809 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1811 // LordHavoc: only render if not too close
1812 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1813 if (DotProduct(p->org, vpn) >= minparticledist)
1816 glDisable(GL_BLEND);
1817 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1819 // LordHavoc: only render if not too close
1820 c_particles += cl_numparticles;
1821 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1822 if (DotProduct(p->org, vpn) >= minparticledist || p->orientation == PARTICLE_BEAM)
1823 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);