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;
345 p->texnum = flareparticletexture;
348 p->die = cl.time + 0.01;
350 p->type = pt_explode;
352 p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
353 p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
354 p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
364 void R_ClearParticles (void)
368 free_particles = &particles[0];
369 active_particles = NULL;
371 for (i=0 ;i<r_numparticles ; i++)
372 particles[i].next = &particles[i+1];
373 particles[r_numparticles-1].next = NULL;
377 void R_ReadPointFile_f (void)
384 char name[MAX_OSPATH];
386 sprintf (name,"maps/%s.pts", sv.name);
388 COM_FOpenFile (name, &f, false);
391 Con_Printf ("couldn't open %s\n", name);
395 Con_Printf ("Reading %s...\n", name);
399 r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
406 Con_Printf ("Not enough free particles\n");
410 free_particles = p->next;
411 p->next = active_particles;
412 active_particles = p;
414 p->texnum = particletexture;
420 VectorCopy (vec3_origin, p->vel);
421 VectorCopy (org, p->org);
425 Con_Printf ("%i points read\n", c);
430 R_ParseParticleEffect
432 Parse an effect out of the server message
435 void R_ParseParticleEffect (void)
438 int i, count, msgcount, color;
440 for (i=0 ; i<3 ; i++)
441 org[i] = MSG_ReadCoord ();
442 for (i=0 ; i<3 ; i++)
443 dir[i] = MSG_ReadChar () * (1.0/16);
444 msgcount = MSG_ReadByte ();
445 color = MSG_ReadByte ();
452 R_RunParticleEffect (org, dir, color, count);
461 void R_ParticleExplosion (vec3_t org, int smoke)
465 if (!r_particles.value) return; // LordHavoc: particles are optional
467 for (i=0 ; i<1024 ; i++)
472 free_particles = p->next;
473 p->next = active_particles;
474 active_particles = p;
476 p->texnum = smokeparticletexture[rand()&7];
477 p->scale = lhrandom(1,3);
478 p->alpha = rand()&255;
479 p->die = cl.time + 5;
481 p->ramp = lhrandom(0, 4);
483 // p->type = pt_explode;
485 // p->type = pt_explode2;
486 p->color = ramp1[rand()&7];
487 p->type = pt_fallfadespark;
488 for (j=0 ; j<3 ; j++)
490 p->org[j] = org[j] + ((rand()&15)-8);
491 p->vel[j] = lhrandom(-192, 192);
498 for (i=0 ; i<32 ; i++)
503 free_particles = p->next;
504 p->next = active_particles;
505 active_particles = p;
507 p->texnum = smokeparticletexture[rand()&7];
510 p->die = cl.time + 2;
512 p->color = (rand()&7) + 8;
513 for (j=0 ; j<3 ; j++)
515 p->org[j] = org[j] + ((rand()%96)-48);
516 p->vel[j] = (rand()&63)-32;
528 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
533 if (!r_particles.value) return; // LordHavoc: particles are optional
535 for (i=0; i<512; i++)
540 free_particles = p->next;
541 p->next = active_particles;
542 active_particles = p;
544 p->texnum = smokeparticletexture[rand()&7];
547 p->die = cl.time + 0.3;
548 p->color = colorStart + (colorMod % colorLength);
552 for (j=0 ; j<3 ; j++)
554 p->org[j] = org[j] + ((rand()&15)-8);
555 p->vel[j] = lhrandom(-128, 128);
566 void R_BlobExplosion (vec3_t org)
570 if (!r_particles.value) return; // LordHavoc: particles are optional
572 for (i=0 ; i<1024 ; i++)
577 free_particles = p->next;
578 p->next = active_particles;
579 active_particles = p;
581 p->texnum = smokeparticletexture[rand()&7];
584 p->die = cl.time + 1 + (rand()&8)*0.05;
589 p->color = 66 + rand()%6;
590 for (j=0 ; j<3 ; j++)
592 p->org[j] = org[j] + ((rand()%32)-16);
593 p->vel[j] = lhrandom(-128, 128);
599 p->color = 150 + rand()%6;
600 for (j=0 ; j<3 ; j++)
602 p->org[j] = org[j] + ((rand()%32)-16);
603 p->vel[j] = lhrandom(-128, 128);
617 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
621 if (!r_particles.value) return; // LordHavoc: particles are optional
625 R_ParticleExplosion(org, false);
633 free_particles = p->next;
634 p->next = active_particles;
635 active_particles = p;
638 p->alpha = (count & 3) * 16 + (rand()&15);
647 p->texnum = particletexture;
649 p->die = cl.time + 1; //lhrandom(0.1, 0.5);
650 p->color = (color&~7) + (rand()&7);
651 p->type = pt_fade; //static; //slowgrav;
652 for (j=0 ; j<3 ; j++)
654 p->org[j] = org[j] + ((rand()&15)-8);
655 p->vel[j] = dir[j]*15;// + (rand()%300)-150;
660 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
667 void R_SparkShower (vec3_t org, vec3_t dir, int count, int type)
671 if (!r_particles.value) return; // LordHavoc: particles are optional
676 free_particles = p->next;
677 p->next = active_particles;
678 active_particles = p;
679 if (type == 0) // sparks
681 p->texnum = smokeparticletexture[rand()&7];
684 p->color = (rand()&3)+12;
685 p->type = pt_bulletpuff;
686 p->die = cl.time + 1;
687 VectorCopy(org, p->org);
688 p->vel[0] = p->vel[1] = p->vel[2] = 0;
692 p->texnum = smokeparticletexture[rand()&7];
695 p->color = (rand()&3)+68;
696 p->type = pt_bloodcloud;
697 p->die = cl.time + 0.5;
698 VectorCopy(org, p->org);
699 p->vel[0] = p->vel[1] = p->vel[2] = 0;
702 for (i=0 ; i<count ; i++)
707 free_particles = p->next;
708 p->next = active_particles;
709 active_particles = p;
711 p->texnum = flareparticletexture;
714 p->die = cl.time + 0.0625 * (rand()&15);
716 if (type == 0) // sparks
720 p->ramp = (rand()&3);
721 p->color = ramp1[(int)p->ramp];
722 for (j=0 ; j<3 ; j++)
724 p->org[j] = org[j] + ((rand()&7)-4);
725 p->vel[j] = dir[j] + (rand()%192)-96;
731 p->type = pt_fadespark2;
732 p->color = 67 + (rand()&3);
733 for (j=0 ; j<3 ; j++)
735 p->org[j] = org[j] + (rand()&7)-4;
736 p->vel[j] = dir[j] + (rand()&63)-32;
743 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
750 if (!r_particles.value) return; // LordHavoc: particles are optional
752 VectorSubtract(maxs, mins, diff);
753 center[0] = (mins[0] + maxs[0]) * 0.5;
754 center[1] = (mins[1] + maxs[1]) * 0.5;
755 center[2] = (mins[2] + maxs[2]) * 0.5;
756 velscale[0] = velspeed * 2.0 / diff[0];
757 velscale[1] = velspeed * 2.0 / diff[1];
758 velscale[2] = velspeed * 2.0 / diff[2];
760 for (i=0 ; i<count ; i++)
765 free_particles = p->next;
766 p->next = active_particles;
767 active_particles = p;
769 p->texnum = bloodcloudparticletexture;
771 p->alpha = 96 + (rand()&63);
772 p->die = cl.time + 2; //0.015625 * (rand()%128);
773 p->type = pt_fadespark;
774 p->color = (rand()&3)+68;
775 // p->color = 67 + (rand()&3);
776 for (j=0 ; j<3 ; j++)
778 p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
779 p->vel[j] = (p->org[j] - center[j]) * velscale[j];
784 void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
790 if (!r_particles.value) return; // LordHavoc: particles are optional
791 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
792 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
793 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
795 VectorSubtract(maxs, mins, diff);
797 for (i=0 ; i<count ; i++)
802 free_particles = p->next;
803 p->next = active_particles;
804 active_particles = p;
806 p->texnum = flareparticletexture;
809 p->die = cl.time + 1 + (rand()&15)*0.0625;
814 p->color = colorbase + (rand()&3);
815 for (j=0 ; j<3 ; j++)
817 p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j];
819 p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5);
826 void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
834 if (!r_particles.value) return; // LordHavoc: particles are optional
835 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
836 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
837 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
838 if (dir[2] < 0) // falling
840 t = (maxs[2] - mins[2]) / -dir[2];
845 t = (maxs[2] - mins[2]) / dir[2];
848 if (t < 0 || t > 2) // sanity check
852 VectorSubtract(maxs, mins, diff);
854 for (i=0 ; i<count ; i++)
859 free_particles = p->next;
860 p->next = active_particles;
861 active_particles = p;
863 vel[0] = dir[0] + (rand()&31) - 16;
864 vel[1] = dir[1] + (rand()&31) - 16;
865 vel[2] = dir[2] + (rand()&63) - 32;
866 org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0];
867 org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
875 p->texnum = particletexture;
880 p->texnum = rainparticletexture;
883 p->color = colorbase + (rand()&3);
884 VectorCopy(org, p->org);
885 VectorCopy(vel, p->vel);
886 VectorCopy(vel, p->vel2);
897 void R_LavaSplash (vec3_t org)
903 if (!r_particles.value) return; // LordHavoc: particles are optional
905 for (i=-16 ; i<16 ; i+=2)
906 for (j=-16 ; j<16 ; j+=2)
907 for (k=0 ; k<1 ; k++)
912 free_particles = p->next;
913 p->next = active_particles;
914 active_particles = p;
916 p->texnum = flareparticletexture;
919 p->die = cl.time + 2 + (rand()&31) * 0.02;
920 p->color = 224 + (rand()&7);
921 p->type = pt_slowgrav;
923 dir[0] = j*8 + (rand()&7);
924 dir[1] = i*8 + (rand()&7);
927 p->org[0] = org[0] + dir[0];
928 p->org[1] = org[1] + dir[1];
929 p->org[2] = org[2] + (rand()&63);
931 VectorNormalize (dir);
932 vel = 50 + (rand()&63);
933 VectorScale (dir, vel, p->vel);
943 void R_TeleportSplash (vec3_t org)
948 if (!r_particles.value) return; // LordHavoc: particles are optional
951 for (i=-16 ; i<16 ; i+=4)
952 for (j=-16 ; j<16 ; j+=4)
953 for (k=-24 ; k<32 ; k+=4)
958 free_particles = p->next;
959 p->next = active_particles;
960 active_particles = p;
963 p->texnum = particletexture;
966 p->die = cl.time + 0.2 + (rand()&7) * 0.02;
967 p->color = 7 + (rand()&7);
968 p->type = pt_slowgrav;
974 p->org[0] = org[0] + i + (rand()&3);
975 p->org[1] = org[1] + j + (rand()&3);
976 p->org[2] = org[2] + k + (rand()&3);
978 VectorNormalize (dir);
979 vel = 50 + (rand()&63);
980 VectorScale (dir, vel, p->vel);
984 for (i=-24 ; i<24 ; i+=8)
985 for (j=-24 ; j<24 ; j+=8)
986 for (k=-24 ; k<32 ; k+=8)
991 free_particles = p->next;
992 p->next = active_particles;
993 active_particles = p;
995 p->texnum = flareparticletexture;
997 p->alpha = lhrandom(32,256);
998 p->die = cl.time + 5;
999 p->color = 254; //8 + (rand()&7);
1000 p->type = pt_fadespark;
1002 p->org[0] = org[0] + i + (rand()&7);
1003 p->org[1] = org[1] + j + (rand()&7);
1004 p->org[2] = org[2] + k + (rand()&7);
1006 p->vel[0] = i*2 + (rand()%25) - 12;
1007 p->vel[1] = j*2 + (rand()%25) - 12;
1008 p->vel[2] = k*2 + (rand()%25) - 12 + 40;
1012 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
1015 float len, dec = 0, t, nt, speed;
1016 int j, contents, bubbles;
1018 static int tracercount;
1019 if (!r_particles.value) return; // LordHavoc: particles are optional
1023 if (ent->trail_leftover < 0)
1024 ent->trail_leftover = 0;
1025 t += ent->trail_leftover;
1026 ent->trail_leftover -= (cl.time - cl.oldtime);
1030 contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
1031 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
1034 VectorSubtract (end, start, vec);
1035 len = VectorNormalizeLength (vec);
1038 speed = len / (nt - t);
1040 bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
1044 if (!free_particles)
1047 free_particles = p->next;
1048 p->next = active_particles;
1049 active_particles = p;
1051 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1052 p->die = cl.time + 2;
1056 case 0: // rocket trail
1057 case 1: // grenade trail
1061 p->texnum = bubbleparticletexture;
1062 p->scale = lhrandom(1,2);
1064 p->color = (rand()&3)+12;
1065 p->type = pt_bubble;
1066 p->die = cl.time + 2;
1067 for (j=0 ; j<3 ; j++)
1069 p->vel[j] = (rand()&31)-16;
1070 p->org[j] = start[j] + ((rand()&3)-2);
1076 p->texnum = smokeparticletexture[rand()&7];
1077 p->scale = lhrandom(6, 10);
1078 p->alpha = 64 + (rand()&31);
1079 p->color = (rand()&3)+12;
1081 p->die = cl.time + 10000;
1082 VectorCopy(start, p->org);
1087 case 1: // smoke smoke
1089 p->texnum = smokeparticletexture;
1090 p->scale = lhrandom(6,9);
1092 if (r_smokecolor.value)
1093 p->color = r_smokecolor.value;
1095 p->color = (rand()&3)+12;
1097 p->die = cl.time + 1;
1098 VectorCopy(start, p->org);
1104 p->texnum = smokeparticletexture[rand()&7];
1105 p->scale = lhrandom(6, 8);
1107 p->color = (rand()&3)+68;
1108 p->type = pt_bloodcloud;
1109 p->die = cl.time + 2;
1110 for (j=0 ; j<3 ; j++)
1112 p->vel[j] = (rand()&15)-8;
1113 p->org[j] = start[j] + ((rand()&3)-2);
1120 p->texnum = flareparticletexture;
1123 p->die = cl.time + 0.2; //5;
1124 p->type = pt_static;
1126 p->color = 52 + ((tracercount&4)<<1);
1128 p->color = 230 + ((tracercount&4)<<1);
1132 VectorCopy (start, p->org);
1133 if (tracercount & 1)
1135 p->vel[0] = 30*vec[1];
1136 p->vel[1] = 30*-vec[0];
1140 p->vel[0] = 30*-vec[1];
1141 p->vel[1] = 30*vec[0];
1145 case 4: // slight blood
1146 dec = 0.025f; // sparse trail
1147 p->texnum = smokeparticletexture[rand()&7];
1148 p->scale = lhrandom(6, 8);
1150 p->color = (rand()&3)+68;
1151 p->type = pt_fadespark2;
1152 p->die = cl.time + 2;
1153 for (j=0 ; j<3 ; j++)
1155 p->vel[j] = (rand()&15)-8;
1156 p->org[j] = start[j] + ((rand()&3)-2);
1160 case 6: // voor trail
1161 dec = 0.05f; // sparse trail
1162 p->texnum = smokeparticletexture[rand()&7];
1163 p->scale = lhrandom(3, 5);
1165 p->color = 9*16 + 8 + (rand()&3);
1166 p->type = pt_fadespark2;
1167 p->die = cl.time + 2;
1168 for (j=0 ; j<3 ; j++)
1170 p->vel[j] = (rand()&15)-8;
1171 p->org[j] = start[j] + ((rand()&3)-2);
1175 case 7: // Nehahra smoke tracer
1177 p->texnum = smokeparticletexture[rand()&7];
1178 p->scale = lhrandom(8, 12);
1180 p->color = (rand()&3)+12;
1182 p->die = cl.time + 10000;
1183 for (j=0 ; j<3 ; j++)
1184 p->org[j] = start[j] + ((rand()&3)-2);
1190 VectorMA (start, dec, vec, start);
1192 ent->trail_leftover = t - cl.time;
1195 void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1200 if (!r_particles.value) return; // LordHavoc: particles are optional
1202 VectorSubtract (end, start, vec);
1203 len = VectorNormalizeLength (vec);
1208 if (!free_particles)
1211 free_particles = p->next;
1212 p->next = active_particles;
1213 active_particles = p;
1215 VectorCopy (vec3_origin, p->vel);
1217 p->texnum = flareparticletexture;
1222 p->die = cl.time + 1;
1223 VectorCopy(start, p->org);
1224 // for (j=0 ; j<3 ; j++)
1225 // p->org[j] = start[j] + ((rand()&15)-8);
1227 VectorAdd (start, vec, start);
1232 extern qboolean lighthalf;
1239 extern cvar_t sv_gravity;
1241 void R_DrawParticles (void)
1243 particle_t *p, *kill;
1245 float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
1247 vec3_t up, right, uprightangles, forward2, up2, right2, v;
1249 // LordHavoc: early out condition
1250 if (!active_particles)
1253 VectorScale (vup, 1.5, up);
1254 VectorScale (vright, 1.5, right);
1256 uprightangles[0] = 0;
1257 uprightangles[1] = r_refdef.viewangles[1];
1258 uprightangles[2] = 0;
1259 AngleVectors (uprightangles, forward2, right2, up2);
1261 frametime = cl.time - cl.oldtime;
1262 time3 = frametime * 15;
1263 time2 = frametime * 10; // 15;
1264 time1 = frametime * 5;
1265 grav = (grav1 = frametime * sv_gravity.value) * 0.05;
1266 dvel = 1+4*frametime;
1270 kill = active_particles;
1271 if (kill && kill->die < cl.time)
1273 active_particles = kill->next;
1274 kill->next = free_particles;
1275 free_particles = kill;
1281 for (p=active_particles ; p ; p=p->next)
1286 if (kill && kill->die < cl.time)
1288 p->next = kill->next;
1289 kill->next = free_particles;
1290 free_particles = kill;
1295 // LordHavoc: 'removed last in list' condition
1299 VectorSubtract(p->org, r_refdef.vieworg, v);
1300 if (DotProduct(v, v) >= 256.0f)
1302 scale = p->scale * -0.5;scale2 = p->scale * 0.5;
1303 color24 = (byte *) &d_8to24table[(int)p->color];
1314 transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
1315 if (p->texnum == rainparticletexture) // rain streak
1317 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);
1318 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);
1319 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);
1320 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);
1324 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);
1325 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);
1326 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);
1327 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);
1332 p->org[0] += p->vel[0]*frametime;
1333 p->org[1] += p->vel[1]*frametime;
1334 p->org[2] += p->vel[2]*frametime;
1345 p->color = ramp3[(int)p->ramp];
1354 p->color = ramp1[(int)p->ramp];
1355 // p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
1356 for (i=0 ; i<3 ; i++)
1358 // p->vel[2] -= grav;
1366 p->color = ramp2[(int)p->ramp];
1367 // p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
1368 for (i=0 ; i<3 ; i++)
1369 // p->vel[i] -= p->vel[i]*frametime;
1371 //// p->vel[2] -= grav;
1375 for (i=0 ; i<3 ; i++)
1376 p->vel[i] += p->vel[i]*dvel;
1381 for (i=0 ; i<2 ; i++)
1382 p->vel[i] -= p->vel[i]*dvel;
1392 // LordHavoc: gunshot spark showers
1395 p->scale -= frametime * 4;
1396 if (p->ramp >= 8 || p->scale <= 0)
1399 p->color = ramp3[(int)p->ramp];
1402 // LordHavoc: for smoke trails
1404 p->scale += frametime * 4;
1405 p->alpha -= frametime * 48;
1406 // p->vel[2] += grav;
1411 if (cl.time > p->time2)
1413 p->time2 = cl.time + (rand() & 3) * 0.1;
1414 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1415 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1416 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1420 p->scale -= frametime * 64;
1421 p->alpha -= frametime * 1024;
1423 if (p->alpha < 1 || p->scale < 1)
1427 p->scale += frametime * 4;
1428 p->alpha -= frametime * 64;
1430 if (p->alpha < 1 || p->scale < 1)
1434 p->alpha -= frametime * 256;
1440 p->alpha -= frametime * 512;
1445 case pt_fallfadespark:
1446 p->alpha -= frametime * 256;
1451 case pt_fallfadespark2:
1452 p->alpha -= frametime * 512;
1458 p->alpha -= frametime * 512;
1463 if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
1465 p->vel[2] += grav1 * 2;
1466 if (p->vel[2] >= 200)
1467 p->vel[2] = lhrandom(130, 200);
1468 if (cl.time > p->time2)
1470 p->time2 = cl.time + lhrandom(0, 0.5);
1471 p->vel[0] = lhrandom(-32,32);
1472 p->vel[1] = lhrandom(-32,32);
1474 p->alpha -= frametime * 64;