2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #define MAX_PARTICLES 4096 // default max # of particles at one
25 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
26 // on the command line
28 int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
29 int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
30 int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
33 int smokeparticletexture[8];
34 int flareparticletexture;
35 int rainparticletexture;
36 int bloodcloudparticletexture;
37 int bubbleparticletexture;
39 particle_t *active_particles, *free_particles;
41 particle_t *particles;
44 vec3_t r_pright, r_pup, r_ppn;
46 cvar_t r_particles = {"r_particles", "1", true};
48 void fractalnoise(char *noise, int size);
49 void fractalnoise_zeroedge(char *noise, int size);
51 void R_InitParticleTexture (void)
54 float dx, dy, dz, f, dot;
55 byte data[32][32][4], noise1[32][32], noise2[32][32];
58 particletexture = texture_extension_number++;
59 glBindTexture(GL_TEXTURE_2D, particletexture);
61 for (x=0 ; x<32 ; x++)
63 for (y=0 ; y<32 ; y++)
65 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
68 d = (255 - (dx*dx+dy*dy));
70 data[y][x][3] = (byte) d;
73 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
75 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
77 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
78 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
83 fractalnoise(&noise1[0][0], 32);
84 fractalnoise(&noise2[0][0], 32);
85 for (y = 0;y < 32;y++)
86 for (x = 0;x < 32;x++)
88 data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
91 d = noise2[y][x] * 4 - 512;
96 d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
99 data[y][x][3] = (byte) d;
106 for (x=0 ; x<34 ; x+=2)
107 for (y=0 ; y<34 ; y+=2)
108 data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%32)+192;
109 for (x=0 ; x<32 ; x+=2)
110 for (y=0 ; y<32 ; y+=2)
112 data[y ][x+1][0] = data[y ][x+1][1] = data[y ][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0]) >> 1;
113 data[y+1][x ][0] = data[y+1][x ][1] = data[y+1][x ][2] = (int) (data[y ][x ][0] + data[y+2][x ][0]) >> 1;
114 data[y+1][x+1][0] = data[y+1][x+1][1] = data[y+1][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0] + data[y+2][x ][0] + data[y+2][x+2][0]) >> 2;
116 for (x=0 ; x<32 ; x++)
118 for (y=0 ; y<32 ; y++)
120 //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+32;
123 d = (255 - (dx*dx+dy*dy));
125 data[y][x][3] = (byte) d;
129 smokeparticletexture[i] = texture_extension_number++;
130 glBindTexture(GL_TEXTURE_2D, smokeparticletexture[i]);
131 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
132 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
133 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
134 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
137 fractalnoise(&noise1[0][0], 32);
138 fractalnoise(&noise2[0][0], 32);
139 for (y = 0;y < 32;y++)
140 for (x = 0;x < 32;x++)
142 data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
145 d = (noise2[y][x] * (255 - (dx*dx+dy*dy))) * (1.0f / 255.0f);
147 if (d > 255) d = 255;
148 data[y][x][3] = (byte) d;
151 bloodcloudparticletexture = texture_extension_number++;
152 glBindTexture(GL_TEXTURE_2D, bloodcloudparticletexture);
153 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
154 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
155 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
156 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
158 flareparticletexture = texture_extension_number++;
159 glBindTexture(GL_TEXTURE_2D, flareparticletexture);
161 for (x=0 ; x<32 ; x++)
163 for (y=0 ; y<32 ; y++)
165 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
168 d = 2048 / (dx*dx+dy*dy+1) - 32;
169 d = bound(0, d, 255);
170 data[y][x][3] = (byte) d;
173 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
175 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
177 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
178 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
180 rainparticletexture = texture_extension_number++;
181 glBindTexture(GL_TEXTURE_2D, rainparticletexture);
183 for (x=0 ; x<32 ; x++)
185 for (y=0 ; y<32 ; y++)
187 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
188 if (y < 24) // stretch the upper half to make a raindrop
192 d = (255 - (dx*dx+dy*dy))/2;
198 d = (255 - (dx*dx+dy*dy))/2;
201 data[y][x][3] = (byte) d;
204 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
206 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
208 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
209 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
211 bubbleparticletexture = texture_extension_number++;
212 glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
214 light[0] = 1;light[1] = 1;light[2] = 1;
215 VectorNormalize(light);
216 for (x=0 ; x<32 ; x++)
218 for (y=0 ; y<32 ; y++)
220 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
221 dx = x * (1.0 / 16.0) - 1.0;
222 dy = y * (1.0 / 16.0) - 1.0;
223 if (dx*dx+dy*dy < 1) // it does hit the sphere
225 dz = 1 - (dx*dx+dy*dy);
228 normal[0] = dx;normal[1] = dy;normal[2] = dz;
229 VectorNormalize(normal);
230 dot = DotProduct(normal, light);
231 if (dot > 0.5) // interior reflection
232 f += ((dot * 2) - 1);
233 else if (dot < -0.5) // exterior reflection
234 f += ((dot * -2) - 1);
236 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
237 VectorNormalize(normal);
238 dot = DotProduct(normal, light);
239 if (dot > 0.5) // interior reflection
240 f += ((dot * 2) - 1);
241 else if (dot < -0.5) // exterior reflection
242 f += ((dot * -2) - 1);
244 f = bound(0, f, 255);
245 data[y][x][3] = (byte) f;
251 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
253 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
255 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
256 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
264 void R_InitParticles (void)
268 i = COM_CheckParm ("-particles");
272 r_numparticles = (int)(atoi(com_argv[i+1]));
273 if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
274 r_numparticles = ABSOLUTE_MIN_PARTICLES;
278 r_numparticles = MAX_PARTICLES;
281 particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
283 Cvar_RegisterVariable (&r_particles);
284 R_InitParticleTexture ();
293 #define NUMVERTEXNORMALS 162
294 extern float r_avertexnormals[NUMVERTEXNORMALS][3];
295 vec3_t avelocities[NUMVERTEXNORMALS];
296 float beamlength = 16;
297 vec3_t avelocity = {23, 7, 3};
298 float partstep = 0.01;
299 float timescale = 0.01;
301 void R_EntityParticles (entity_t *ent)
307 float sr, sp, sy, cr, cp, cy;
310 if (!r_particles.value) return; // LordHavoc: particles are optional
315 if (!avelocities[0][0])
317 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
318 avelocities[0][i] = (rand()&255) * 0.01;
322 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
324 angle = cl.time * avelocities[i][0];
327 angle = cl.time * avelocities[i][1];
330 angle = cl.time * avelocities[i][2];
341 free_particles = p->next;
342 p->next = active_particles;
343 active_particles = p;
346 p->texnum = flareparticletexture;
349 p->die = cl.time + 0.01;
351 p->type = pt_explode;
353 p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
354 p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
355 p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
365 void R_ClearParticles (void)
369 free_particles = &particles[0];
370 active_particles = NULL;
372 for (i=0 ;i<r_numparticles ; i++)
373 particles[i].next = &particles[i+1];
374 particles[r_numparticles-1].next = NULL;
378 void R_ReadPointFile_f (void)
385 char name[MAX_OSPATH];
387 sprintf (name,"maps/%s.pts", sv.name);
389 COM_FOpenFile (name, &f, false);
392 Con_Printf ("couldn't open %s\n", name);
396 Con_Printf ("Reading %s...\n", name);
400 r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
407 Con_Printf ("Not enough free particles\n");
411 free_particles = p->next;
412 p->next = active_particles;
413 active_particles = p;
416 p->texnum = particletexture;
422 VectorCopy (vec3_origin, p->vel);
423 VectorCopy (org, p->org);
427 Con_Printf ("%i points read\n", c);
432 R_ParseParticleEffect
434 Parse an effect out of the server message
437 void R_ParseParticleEffect (void)
440 int i, count, msgcount, color;
442 for (i=0 ; i<3 ; i++)
443 org[i] = MSG_ReadCoord ();
444 for (i=0 ; i<3 ; i++)
445 dir[i] = MSG_ReadChar () * (1.0/16);
446 msgcount = MSG_ReadByte ();
447 color = MSG_ReadByte ();
454 R_RunParticleEffect (org, dir, color, count);
464 void R_ParticleExplosion (vec3_t org, int smoke)
468 if (!r_particles.value) return; // LordHavoc: particles are optional
470 for (i=0 ; i<2048 ; i++)
475 free_particles = p->next;
476 p->next = active_particles;
477 active_particles = p;
480 p->texnum = flareparticletexture;
481 p->scale = lhrandom(2,5);
482 p->alpha = rand()&255;
483 p->die = cl.time + 5;
487 // p->type = pt_explode;
489 // p->type = pt_explode2;
490 p->color = ramp1[rand()&7];
491 p->type = pt_fallfadespark;
492 for (j=0 ; j<3 ; j++)
494 p->org[j] = org[j] + ((rand()&15)-8);
495 p->vel[j] = (rand()&511)-256;
502 for (i=0 ; i<32 ; i++)
507 free_particles = p->next;
508 p->next = active_particles;
509 active_particles = p;
512 p->texnum = smokeparticletexture[rand()&7];
515 p->die = cl.time + 2;
517 p->color = (rand()&7) + 8;
518 for (j=0 ; j<3 ; j++)
520 p->org[j] = org[j] + ((rand()%96)-48);
521 p->vel[j] = (rand()&63)-32;
535 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
540 if (!r_particles.value) return; // LordHavoc: particles are optional
542 for (i=0; i<512; i++)
547 free_particles = p->next;
548 p->next = active_particles;
549 active_particles = p;
552 p->texnum = flareparticletexture;
555 p->die = cl.time + 0.3;
556 p->color = colorStart + (colorMod % colorLength);
560 for (j=0 ; j<3 ; j++)
562 p->org[j] = org[j] + ((rand()&15)-8);
563 p->vel[j] = (rand()%512)-256;
576 void R_BlobExplosion (vec3_t org)
580 if (!r_particles.value) return; // LordHavoc: particles are optional
582 for (i=0 ; i<1024 ; i++)
587 free_particles = p->next;
588 p->next = active_particles;
589 active_particles = p;
592 p->texnum = flareparticletexture;
595 p->die = cl.time + 1 + (rand()&8)*0.05;
600 p->color = 66 + rand()%6;
601 for (j=0 ; j<3 ; j++)
603 p->org[j] = org[j] + ((rand()%32)-16);
604 p->vel[j] = (rand()%512)-256;
610 p->color = 150 + rand()%6;
611 for (j=0 ; j<3 ; j++)
613 p->org[j] = org[j] + ((rand()%32)-16);
614 p->vel[j] = (rand()%512)-256;
627 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
631 if (!r_particles.value) return; // LordHavoc: particles are optional
633 for (i=0 ; i<count ; i++)
638 free_particles = p->next;
639 p->next = active_particles;
640 active_particles = p;
644 { // rocket explosion
645 p->texnum = flareparticletexture;
648 p->die = cl.time + 5;
653 p->type = pt_explode;
654 for (j=0 ; j<3 ; j++)
656 p->org[j] = org[j] + ((rand()%32)-16);
657 p->vel[j] = (rand()%512)-256;
662 p->type = pt_explode2;
663 for (j=0 ; j<3 ; j++)
665 p->org[j] = org[j] + ((rand()%32)-16);
666 p->vel[j] = (rand()%512)-256;
672 p->texnum = flareparticletexture;
675 p->die = cl.time + 0.1*(rand()%5);
676 p->color = (color&~7) + (rand()&7);
677 p->type = pt_static; //slowgrav;
678 for (j=0 ; j<3 ; j++)
680 p->org[j] = org[j] + ((rand()&15)-8);
681 p->vel[j] = dir[j]*15;// + (rand()%300)-150;
687 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
694 void R_SparkShower (vec3_t org, vec3_t dir, int count, int type)
698 if (!r_particles.value) return; // LordHavoc: particles are optional
703 free_particles = p->next;
704 p->next = active_particles;
705 active_particles = p;
707 if (type == 0) // sparks
709 p->texnum = smokeparticletexture[rand()&7];
712 p->color = (rand()&3)+12;
713 p->type = pt_bulletpuff;
714 p->die = cl.time + 1;
715 VectorCopy(org, p->org);
716 p->vel[0] = p->vel[1] = p->vel[2] = 0;
720 p->texnum = bloodcloudparticletexture;
723 p->color = (rand()&3)+68;
724 p->type = pt_bloodcloud;
725 p->die = cl.time + 0.5;
726 VectorCopy(org, p->org);
727 p->vel[0] = p->vel[1] = p->vel[2] = 0;
730 for (i=0 ; i<count ; i++)
735 free_particles = p->next;
736 p->next = active_particles;
737 active_particles = p;
740 p->texnum = flareparticletexture;
743 p->die = cl.time + 0.0625 * (rand()&15);
745 if (type == 0) // sparks
749 p->ramp = (rand()&3);
750 p->color = ramp1[(int)p->ramp];
751 for (j=0 ; j<3 ; j++)
753 p->org[j] = org[j] + ((rand()&7)-4);
754 p->vel[j] = dir[j] + (rand()%192)-96;
760 p->type = pt_fadespark2;
761 p->color = 67 + (rand()&3);
762 for (j=0 ; j<3 ; j++)
764 p->org[j] = org[j] + (rand()&7)-4;
765 p->vel[j] = dir[j] + (rand()&63)-32;
772 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
779 if (!r_particles.value) return; // LordHavoc: particles are optional
781 VectorSubtract(maxs, mins, diff);
782 center[0] = (mins[0] + maxs[0]) * 0.5;
783 center[1] = (mins[1] + maxs[1]) * 0.5;
784 center[2] = (mins[2] + maxs[2]) * 0.5;
785 velscale[0] = velspeed * 2.0 / diff[0];
786 velscale[1] = velspeed * 2.0 / diff[1];
787 velscale[2] = velspeed * 2.0 / diff[2];
789 for (i=0 ; i<count ; i++)
794 free_particles = p->next;
795 p->next = active_particles;
796 active_particles = p;
799 p->texnum = bloodcloudparticletexture;
801 p->alpha = 96 + (rand()&63);
802 p->die = cl.time + 2; //0.015625 * (rand()%128);
803 p->type = pt_fadespark;
804 p->color = (rand()&3)+68;
805 // p->color = 67 + (rand()&3);
806 for (j=0 ; j<3 ; j++)
808 p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
809 p->vel[j] = (p->org[j] - center[j]) * velscale[j];
814 void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
820 if (!r_particles.value) return; // LordHavoc: particles are optional
821 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
822 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
823 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
825 VectorSubtract(maxs, mins, diff);
827 for (i=0 ; i<count ; i++)
832 free_particles = p->next;
833 p->next = active_particles;
834 active_particles = p;
837 p->texnum = flareparticletexture;
840 p->die = cl.time + 1 + (rand()&15)*0.0625;
845 p->color = colorbase + (rand()&3);
846 for (j=0 ; j<3 ; j++)
848 p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j];
850 p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5);
857 void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
865 if (!r_particles.value) return; // LordHavoc: particles are optional
866 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
867 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
868 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
869 if (dir[2] < 0) // falling
871 t = (maxs[2] - mins[2]) / -dir[2];
876 t = (maxs[2] - mins[2]) / dir[2];
879 if (t < 0 || t > 2) // sanity check
883 VectorSubtract(maxs, mins, diff);
885 for (i=0 ; i<count ; i++)
890 free_particles = p->next;
891 p->next = active_particles;
892 active_particles = p;
894 vel[0] = dir[0] + (rand()&31) - 16;
895 vel[1] = dir[1] + (rand()&31) - 16;
896 vel[2] = dir[2] + (rand()&63) - 32;
897 org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0];
898 org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
907 p->texnum = particletexture;
912 p->texnum = rainparticletexture;
915 p->color = colorbase + (rand()&3);
916 VectorCopy(org, p->org);
917 VectorCopy(vel, p->vel);
918 VectorCopy(vel, p->vel2);
929 void R_LavaSplash (vec3_t org)
935 if (!r_particles.value) return; // LordHavoc: particles are optional
937 for (i=-16 ; i<16 ; i+=2)
938 for (j=-16 ; j<16 ; j+=2)
939 for (k=0 ; k<1 ; k++)
944 free_particles = p->next;
945 p->next = active_particles;
946 active_particles = p;
949 p->texnum = flareparticletexture;
952 p->die = cl.time + 2 + (rand()&31) * 0.02;
953 p->color = 224 + (rand()&7);
954 p->type = pt_slowgrav;
956 dir[0] = j*8 + (rand()&7);
957 dir[1] = i*8 + (rand()&7);
960 p->org[0] = org[0] + dir[0];
961 p->org[1] = org[1] + dir[1];
962 p->org[2] = org[2] + (rand()&63);
964 VectorNormalize (dir);
965 vel = 50 + (rand()&63);
966 VectorScale (dir, vel, p->vel);
976 void R_TeleportSplash (vec3_t org)
981 if (!r_particles.value) return; // LordHavoc: particles are optional
984 for (i=-16 ; i<16 ; i+=4)
985 for (j=-16 ; j<16 ; j+=4)
986 for (k=-24 ; k<32 ; k+=4)
991 free_particles = p->next;
992 p->next = active_particles;
993 active_particles = p;
996 p->texnum = particletexture;
999 p->die = cl.time + 0.2 + (rand()&7) * 0.02;
1000 p->color = 7 + (rand()&7);
1001 p->type = pt_slowgrav;
1007 p->org[0] = org[0] + i + (rand()&3);
1008 p->org[1] = org[1] + j + (rand()&3);
1009 p->org[2] = org[2] + k + (rand()&3);
1011 VectorNormalize (dir);
1012 vel = 50 + (rand()&63);
1013 VectorScale (dir, vel, p->vel);
1017 for (i=-24 ; i<24 ; i+=8)
1018 for (j=-24 ; j<24 ; j+=8)
1019 for (k=-24 ; k<32 ; k+=8)
1021 if (!free_particles)
1024 free_particles = p->next;
1025 p->next = active_particles;
1026 active_particles = p;
1029 p->texnum = flareparticletexture;
1031 p->alpha = lhrandom(32,256);
1032 p->die = cl.time + 5;
1033 p->color = 254; //8 + (rand()&7);
1034 p->type = pt_fadespark;
1036 p->org[0] = org[0] + i + (rand()&7);
1037 p->org[1] = org[1] + j + (rand()&7);
1038 p->org[2] = org[2] + k + (rand()&7);
1040 p->vel[0] = i*2 + (rand()%25) - 12;
1041 p->vel[1] = j*2 + (rand()%25) - 12;
1042 p->vel[2] = k*2 + (rand()%25) - 12 + 40;
1046 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
1049 float len, dec = 0, t, nt, speed;
1050 int j, contents, bubbles;
1052 static int tracercount;
1053 if (!r_particles.value) return; // LordHavoc: particles are optional
1057 if (ent->trail_leftover < 0)
1058 ent->trail_leftover = 0;
1059 t += ent->trail_leftover;
1060 ent->trail_leftover -= (cl.time - cl.oldtime);
1064 contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
1065 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
1068 VectorSubtract (end, start, vec);
1069 len = VectorNormalizeLength (vec);
1072 speed = len / (nt - t);
1074 bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
1078 if (!free_particles)
1081 free_particles = p->next;
1082 p->next = active_particles;
1083 active_particles = p;
1086 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1087 p->die = cl.time + 2;
1091 case 0: // rocket trail
1092 case 1: // grenade trail
1096 p->contents = contents;
1097 p->texnum = bubbleparticletexture;
1098 p->scale = lhrandom(1,2);
1100 p->color = (rand()&3)+12;
1101 p->type = pt_bubble;
1102 p->die = cl.time + 2;
1103 for (j=0 ; j<3 ; j++)
1105 p->vel[j] = (rand()&31)-16;
1106 p->org[j] = start[j] + ((rand()&3)-2);
1112 p->texnum = smokeparticletexture[rand()&7];
1113 p->scale = lhrandom(6, 10);
1114 p->alpha = 64 + (rand()&31);
1115 p->color = (rand()&3)+12;
1117 p->die = cl.time + 10000;
1118 VectorCopy(start, p->org);
1123 case 1: // smoke smoke
1125 p->texnum = smokeparticletexture;
1126 p->scale = lhrandom(6,9);
1128 if (r_smokecolor.value)
1129 p->color = r_smokecolor.value;
1131 p->color = (rand()&3)+12;
1133 p->die = cl.time + 1;
1134 VectorCopy(start, p->org);
1140 p->texnum = bloodcloudparticletexture;
1141 p->scale = lhrandom(8, 12);
1143 p->color = (rand()&3)+68;
1144 p->type = pt_bloodcloud;
1145 p->die = cl.time + 2;
1146 for (j=0 ; j<3 ; j++)
1148 p->vel[j] = (rand()&15)-8;
1149 p->org[j] = start[j] + ((rand()&3)-2);
1156 p->texnum = flareparticletexture;
1159 p->die = cl.time + 0.2; //5;
1160 p->type = pt_static;
1162 p->color = 52 + ((tracercount&4)<<1);
1164 p->color = 230 + ((tracercount&4)<<1);
1168 VectorCopy (start, p->org);
1169 if (tracercount & 1)
1171 p->vel[0] = 30*vec[1];
1172 p->vel[1] = 30*-vec[0];
1176 p->vel[0] = 30*-vec[1];
1177 p->vel[1] = 30*vec[0];
1181 case 4: // slight blood
1182 dec = 0.03f; // sparse trail
1183 p->texnum = bloodcloudparticletexture;
1184 p->scale = lhrandom(8,12);
1186 p->color = (rand()&3)+68;
1187 p->type = pt_fadespark2;
1188 p->die = cl.time + 2;
1189 for (j=0 ; j<3 ; j++)
1191 p->vel[j] = (rand()&15)-8;
1192 p->org[j] = start[j] + ((rand()&3)-2);
1196 case 6: // voor trail
1197 dec = 0.05f; // sparse trail
1198 p->texnum = flareparticletexture;
1199 p->scale = lhrandom(4, 8);
1201 p->color = 9*16 + 8 + (rand()&3);
1202 p->type = pt_fadespark2;
1203 p->die = cl.time + 2;
1204 for (j=0 ; j<3 ; j++)
1206 p->vel[j] = (rand()&15)-8;
1207 p->org[j] = start[j] + ((rand()&3)-2);
1211 case 7: // Nehahra smoke tracer
1213 p->texnum = smokeparticletexture[rand()&7];
1214 p->scale = lhrandom(8, 12);
1216 p->color = (rand()&3)+12;
1218 p->die = cl.time + 10000;
1219 for (j=0 ; j<3 ; j++)
1220 p->org[j] = start[j] + ((rand()&3)-2);
1226 VectorMA (start, dec, vec, start);
1228 ent->trail_leftover = t - cl.time;
1231 void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1236 if (!r_particles.value) return; // LordHavoc: particles are optional
1238 VectorSubtract (end, start, vec);
1239 len = VectorNormalizeLength (vec);
1244 if (!free_particles)
1247 free_particles = p->next;
1248 p->next = active_particles;
1249 active_particles = p;
1251 VectorCopy (vec3_origin, p->vel);
1254 p->texnum = flareparticletexture;
1259 p->die = cl.time + 1;
1260 VectorCopy(start, p->org);
1261 // for (j=0 ; j<3 ; j++)
1262 // p->org[j] = start[j] + ((rand()&15)-8);
1264 VectorAdd (start, vec, start);
1269 extern qboolean lighthalf;
1276 extern cvar_t sv_gravity;
1278 void R_DrawParticles (void)
1280 particle_t *p, *kill;
1282 float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
1284 vec3_t up, right, uprightangles, forward2, up2, right2, v;
1286 // LordHavoc: early out condition
1287 if (!active_particles)
1290 VectorScale (vup, 1.5, up);
1291 VectorScale (vright, 1.5, right);
1293 uprightangles[0] = 0;
1294 uprightangles[1] = r_refdef.viewangles[1];
1295 uprightangles[2] = 0;
1296 AngleVectors (uprightangles, forward2, right2, up2);
1298 frametime = cl.time - cl.oldtime;
1299 time3 = frametime * 15;
1300 time2 = frametime * 10; // 15;
1301 time1 = frametime * 5;
1302 grav = (grav1 = frametime * sv_gravity.value) * 0.05;
1303 dvel = 1+4*frametime;
1307 kill = active_particles;
1308 if (kill && kill->die < cl.time)
1310 active_particles = kill->next;
1311 kill->next = free_particles;
1312 free_particles = kill;
1318 for (p=active_particles ; p ; p=p->next)
1323 if (kill && kill->die < cl.time)
1325 p->next = kill->next;
1326 kill->next = free_particles;
1327 free_particles = kill;
1332 // LordHavoc: 'removed last in list' condition
1336 a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1337 if (a == CONTENTS_SOLID || (p->contents && p->contents != a))
1342 VectorSubtract(p->org, r_refdef.vieworg, v);
1343 if (DotProduct(v, v) >= 256.0f)
1345 scale = p->scale * -0.5;scale2 = p->scale * 0.5;
1346 color24 = (byte *) &d_8to24table[(int)p->color];
1357 transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
1358 if (p->texnum == rainparticletexture) // rain streak
1360 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);
1361 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);
1362 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);
1363 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);
1367 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);
1368 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);
1369 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);
1370 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);
1375 p->org[0] += p->vel[0]*frametime;
1376 p->org[1] += p->vel[1]*frametime;
1377 p->org[2] += p->vel[2]*frametime;
1388 p->color = ramp3[(int)p->ramp];
1397 p->color = ramp1[(int)p->ramp];
1398 // p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
1399 for (i=0 ; i<3 ; i++)
1401 // p->vel[2] -= grav;
1409 p->color = ramp2[(int)p->ramp];
1410 // p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
1411 for (i=0 ; i<3 ; i++)
1412 p->vel[i] -= p->vel[i]*frametime;
1413 // p->vel[2] -= grav;
1417 for (i=0 ; i<3 ; i++)
1418 p->vel[i] += p->vel[i]*dvel;
1423 for (i=0 ; i<2 ; i++)
1424 p->vel[i] -= p->vel[i]*dvel;
1434 // LordHavoc: gunshot spark showers
1437 p->scale -= frametime * 4;
1438 if (p->ramp >= 8 || p->scale <= 0)
1441 p->color = ramp3[(int)p->ramp];
1444 // LordHavoc: for smoke trails
1446 p->scale += frametime * 4;
1447 p->alpha -= frametime * 48;
1448 // p->vel[2] += grav;
1453 if (cl.time > p->time2)
1455 p->time2 = cl.time + (rand() & 3) * 0.1;
1456 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1457 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1458 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1462 p->scale -= frametime * 64;
1463 p->alpha -= frametime * 1024;
1465 if (p->alpha < 1 || p->scale < 1)
1469 p->scale -= frametime * 24;
1470 p->alpha -= frametime * 128;
1472 if (p->alpha < 1 || p->scale < 1)
1476 p->alpha -= frametime * 256;
1482 p->alpha -= frametime * 512;
1487 case pt_fallfadespark:
1488 p->alpha -= frametime * 256;
1493 case pt_fallfadespark2:
1494 p->alpha -= frametime * 512;
1500 p->vel[2] += grav1 * 2;
1501 if (p->vel[2] >= 200)
1502 p->vel[2] = lhrandom(130, 200);
1503 if (cl.time > p->time2)
1505 p->time2 = cl.time + lhrandom(0, 0.5);
1506 p->vel[0] = lhrandom(-32,32);
1507 p->vel[1] = lhrandom(-32,32);
1509 p->alpha -= frametime * 64;