#include "quakedef.h"
-#define MAX_PARTICLES 4096 // default max # of particles at one
- // time
-#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
- // on the command line
+#define MAX_PARTICLES 4096 // default max # of particles at one time
+#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
+
+// LordHavoc: added dust, smoke, snow, bloodcloud, and many others
+typedef enum {
+ pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_rain, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud, pt_splash
+} ptype_t;
+
+typedef struct particle_s
+{
+ vec3_t org;
+ float color;
+ vec3_t vel;
+ float die;
+ ptype_t type;
+ float scale;
+ short texnum;
+ float alpha; // 0-255
+ float time2; // used for various things (snow fluttering, for example)
+ vec3_t oldorg;
+ vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
+} particle_t;
int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
-int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
+int ramp3[8] = {0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01};
int particletexture;
int smokeparticletexture[8];
-int flareparticletexture;
int rainparticletexture;
-int bloodcloudparticletexture;
int bubbleparticletexture;
-particle_t *active_particles, *free_particles;
-
particle_t *particles;
int r_numparticles;
vec3_t r_pright, r_pup, r_ppn;
-cvar_t r_particles = {"r_particles", "1", true};
+int numparticles;
+particle_t **freeparticles; // list used only in compacting particles array
-void fractalnoise(char *noise, int size);
-void fractalnoise_zeroedge(char *noise, int size);
+// LordHavoc: reduced duplicate code, and allow particle allocation system independence
+#define ALLOCPARTICLE \
+ if (numparticles >= r_numparticles)\
+ return;\
+ p = &particles[numparticles++];
+
+cvar_t r_particles = {"r_particles", "1"};
+cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
+
+byte shadebubble(float dx, float dy, vec3_t light)
+{
+ float dz, f, dot;
+ vec3_t normal;
+ if ((dx*dx+dy*dy) < 1) // it does hit the sphere
+ {
+ dz = 1 - (dx*dx+dy*dy);
+ f = 0;
+ // back side
+ normal[0] = dx;normal[1] = dy;normal[2] = dz;
+ VectorNormalize(normal);
+ dot = DotProduct(normal, light);
+ if (dot > 0.5) // interior reflection
+ f += ((dot * 2) - 1);
+ else if (dot < -0.5) // exterior reflection
+ f += ((dot * -2) - 1);
+ // front side
+ normal[0] = dx;normal[1] = dy;normal[2] = -dz;
+ VectorNormalize(normal);
+ dot = DotProduct(normal, light);
+ if (dot > 0.5) // interior reflection
+ f += ((dot * 2) - 1);
+ else if (dot < -0.5) // exterior reflection
+ f += ((dot * -2) - 1);
+ f *= 128;
+ f += 16; // just to give it a haze so you can see the outline
+ f = bound(0, f, 255);
+ return (byte) f;
+ }
+ else
+ return 0;
+}
void R_InitParticleTexture (void)
{
int x,y,d,i;
- float dx, dy, dz, f, dot;
+ float dx, dy;
byte data[32][32][4], noise1[32][32], noise2[32][32];
- vec3_t normal, light;
-
- particletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, particletexture);
+ vec3_t light;
for (x=0 ; x<32 ; x++)
{
data[y][x][3] = (byte) d;
}
}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
+ particletexture = GL_LoadTexture ("particletexture", 32, 32, &data[0][0][0], true, true, 4);
for (i = 0;i < 8;i++)
{
- fractalnoise(&noise1[0][0], 32);
- fractalnoise(&noise2[0][0], 32);
+ fractalnoise(&noise1[0][0], 32, 1);
+ fractalnoise(&noise2[0][0], 32, 8);
for (y = 0;y < 32;y++)
for (x = 0;x < 32;x++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
dx = x - 16;
dy = y - 16;
- d = noise2[y][x] * 4 - 512;
+ d = ((noise2[y][x] * 384) >> 8) - 128;
if (d > 0)
{
if (d > 255)
data[y][x][3] = 0;
}
- /*
- for (x=0 ; x<34 ; x+=2)
- for (y=0 ; y<34 ; y+=2)
- data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%32)+192;
- for (x=0 ; x<32 ; x+=2)
- for (y=0 ; y<32 ; y+=2)
- {
- 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;
- 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;
- 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;
- }
- for (x=0 ; x<32 ; x++)
- {
- for (y=0 ; y<32 ; y++)
- {
- //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+32;
- dx = x - 16;
- dy = y - 16;
- d = (255 - (dx*dx+dy*dy));
- if (d < 0) d = 0;
- data[y][x][3] = (byte) d;
- }
- }
- */
- smokeparticletexture[i] = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, smokeparticletexture[i]);
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
}
- fractalnoise(&noise1[0][0], 32);
- fractalnoise(&noise2[0][0], 32);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
- dx = x - 16;
- dy = y - 16;
- d = (noise2[y][x] * (255 - (dx*dx+dy*dy))) * (1.0f / 255.0f);
- if (d < 0) d = 0;
- if (d > 255) d = 255;
- data[y][x][3] = (byte) d;
- }
-
- bloodcloudparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, bloodcloudparticletexture);
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- flareparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, flareparticletexture);
-
- for (x=0 ; x<32 ; x++)
- {
- for (y=0 ; y<32 ; y++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- dx = x - 16;
- dy = y - 16;
- d = 2048 / (dx*dx+dy*dy+1) - 32;
- d = bound(0, d, 255);
- data[y][x][3] = (byte) d;
- }
- }
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- rainparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, rainparticletexture);
-
+ light[0] = 1;light[1] = 1;light[2] = 1;
+ VectorNormalize(light);
for (x=0 ; x<32 ; x++)
{
for (y=0 ; y<32 ; y++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- if (y < 24) // stretch the upper half to make a raindrop
- {
- dx = (x - 16)*2;
- dy = (y - 24)*2/3;
- d = (255 - (dx*dx+dy*dy))/2;
- }
- else
- {
- dx = (x - 16)*2;
- dy = (y - 24)*2;
- d = (255 - (dx*dx+dy*dy))/2;
- }
- if (d < 0) d = 0;
- data[y][x][3] = (byte) d;
+ 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);
}
}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- bubbleparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
+ rainparticletexture = GL_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], true, true, 4);
light[0] = 1;light[1] = 1;light[2] = 1;
VectorNormalize(light);
for (y=0 ; y<32 ; y++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- dx = x * (1.0 / 16.0) - 1.0;
- dy = y * (1.0 / 16.0) - 1.0;
- if (dx*dx+dy*dy < 1) // it does hit the sphere
- {
- dz = 1 - (dx*dx+dy*dy);
- f = 0;
- // back side
- normal[0] = dx;normal[1] = dy;normal[2] = dz;
- VectorNormalize(normal);
- dot = DotProduct(normal, light);
- if (dot > 0.5) // interior reflection
- f += ((dot * 2) - 1);
- else if (dot < -0.5) // exterior reflection
- f += ((dot * -2) - 1);
- // front side
- normal[0] = dx;normal[1] = dy;normal[2] = -dz;
- VectorNormalize(normal);
- dot = DotProduct(normal, light);
- if (dot > 0.5) // interior reflection
- f += ((dot * 2) - 1);
- else if (dot < -0.5) // exterior reflection
- f += ((dot * -2) - 1);
- f *= 64;
- f = bound(0, f, 255);
- data[y][x][3] = (byte) f;
- }
- else
- data[y][x][3] = 0;
+ data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
}
}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ bubbleparticletexture = GL_LoadTexture ("bubbleparticletexture", 32, 32, &data[0][0][0], true, true, 4);
+}
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+void r_part_start()
+{
+ particles = (particle_t *) malloc (r_numparticles * sizeof(particle_t));
+ freeparticles = (void *) malloc (r_numparticles * sizeof(particle_t *));
+ R_InitParticleTexture ();
+}
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+void r_part_shutdown()
+{
+ free(particles);
+ free(freeparticles);
}
/*
R_InitParticles
===============
*/
-void R_InitParticles (void)
+void R_Particles_Init (void)
{
int i;
r_numparticles = MAX_PARTICLES;
}
- particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
-
Cvar_RegisterVariable (&r_particles);
- R_InitParticleTexture ();
+ Cvar_RegisterVariable (&r_dynamicparticles);
+
+ R_RegisterModule("R_Particles", r_part_start, r_part_shutdown);
+}
+
+#define particle(ptype, pcolor, ptex, pscale, palpha, ptime, px, py, pz, pvx, pvy, pvz)\
+{\
+ particle_t *p;\
+ ALLOCPARTICLE\
+ p->type = (ptype);\
+ p->color = (pcolor);\
+ p->texnum = (ptex);\
+ p->scale = (pscale);\
+ p->alpha = (palpha);\
+ p->die = cl.time + (ptime);\
+ p->org[0] = (px);\
+ p->org[1] = (py);\
+ p->org[2] = (pz);\
+ p->vel[0] = (pvx);\
+ p->vel[1] = (pvy);\
+ p->vel[2] = (pvz);\
+}
+#define particle2(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, poscale, pvscale)\
+{\
+ particle_t *p;\
+ ALLOCPARTICLE\
+ p->type = (ptype);\
+ p->color = (pcolor);\
+ p->texnum = (ptex);\
+ p->scale = (pscale);\
+ p->alpha = (palpha);\
+ p->die = cl.time + (ptime);\
+ p->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
+ p->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
+ p->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
+ p->vel[0] = lhrandom(-(pvscale), (pvscale));\
+ p->vel[1] = lhrandom(-(pvscale), (pvscale));\
+ p->vel[2] = lhrandom(-(pvscale), (pvscale));\
+}
+#define particle3(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
+{\
+ particle_t *p;\
+ ALLOCPARTICLE\
+ p->type = (ptype);\
+ p->color = (pcolor);\
+ p->texnum = (ptex);\
+ p->scale = (pscale);\
+ p->alpha = (palpha);\
+ p->die = cl.time + (ptime);\
+ p->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
+ p->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
+ p->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
+ p->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
+ p->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
+ p->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
+}
+/*
+void particle(int type, int color, int tex, float scale, int alpha, float time, float x, float y, float z, float vx, float vy, float vz)
+{
+ particle_t *p;
+ ALLOCPARTICLE
+
+ p->type = type;
+ p->color = color;
+ p->texnum = tex;
+ p->scale = scale;
+ p->alpha = alpha;
+ p->die = cl.time + time;
+ p->org[0] = x;
+ p->org[1] = y;
+ p->org[2] = z;
+ p->vel[0] = vx;
+ p->vel[1] = vy;
+ p->vel[2] = vz;
+}
+void particle2(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float oscale, float vscale)
+{
+ particle_t *p;
+ ALLOCPARTICLE
+
+ p->type = type;
+ p->color = color;
+ p->texnum = tex;
+ p->scale = scale;
+ p->alpha = alpha;
+ p->die = cl.time + time;
+ p->org[0] = lhrandom(-oscale, oscale) + base[0];
+ p->org[1] = lhrandom(-oscale, oscale) + base[1];
+ p->org[2] = lhrandom(-oscale, oscale) + base[2];
+ p->vel[0] = lhrandom(-vscale, vscale);
+ p->vel[1] = lhrandom(-vscale, vscale);
+ p->vel[2] = lhrandom(-vscale, vscale);
+}
+void particle3(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float scalex, float scaley, float scalez, float vscalex, float vscaley, float vscalez)
+{
+ particle_t *p;
+ ALLOCPARTICLE
+
+ p->type = type;
+ p->color = color;
+ p->texnum = tex;
+ p->scale = scale;
+ p->alpha = alpha;
+ p->die = cl.time + time;
+ p->org[0] = lhrandom(-scalex, scalex) + base[0];
+ p->org[1] = lhrandom(-scaley, scaley) + base[1];
+ p->org[2] = lhrandom(-scalez, scalez) + base[2];
+ p->vel[0] = lhrandom(-vscalex, vscalex);
+ p->vel[1] = lhrandom(-vscaley, vscaley);
+ p->vel[2] = lhrandom(-vscalez, vscalez);
}
+*/
/*
===============
{
int count;
int i;
- particle_t *p;
float angle;
- float sr, sp, sy, cr, cp, cy;
+ float sp, sy, cp, cy;
vec3_t forward;
float dist;
if (!r_particles.value) return; // LordHavoc: particles are optional
dist = 64;
count = 50;
-if (!avelocities[0][0])
-{
-for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
-avelocities[0][i] = (rand()&255) * 0.01;
-}
-
+ if (!avelocities[0][0])
+ for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
+ avelocities[0][i] = (rand()&255) * 0.01;
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
angle = cl.time * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
- angle = cl.time * avelocities[i][2];
- sr = sin(angle);
- cr = cos(angle);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = flareparticletexture;
- p->scale = 2;
- p->alpha = 255;
- p->die = cl.time + 0.01;
- p->color = 0x6f;
- p->type = pt_explode;
-
- p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
- p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
- p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
+ particle(pt_static, 0x6f, particletexture, 2, 255, 0, ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0);
}
}
*/
void R_ClearParticles (void)
{
- int i;
-
- free_particles = &particles[0];
- active_particles = NULL;
+// int i;
+// free_particles = &particles[0];
+// active_particles = NULL;
+
+// for (i=0 ;i<r_numparticles ; i++)
+// particles[i].next = &particles[i+1];
+// particles[r_numparticles-1].next = NULL;
- for (i=0 ;i<r_numparticles ; i++)
- particles[i].next = &particles[i+1];
- particles[r_numparticles-1].next = NULL;
+ numparticles = 0;
}
vec3_t org;
int r;
int c;
- particle_t *p;
char name[MAX_OSPATH];
sprintf (name,"maps/%s.pts", sv.name);
Con_Printf ("Reading %s...\n", name);
c = 0;
- for ( ;; )
+ for (;;)
{
r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
if (r != 3)
break;
c++;
- if (!free_particles)
+ if (numparticles >= r_numparticles)
{
Con_Printf ("Not enough free particles\n");
break;
}
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = particletexture;
- p->scale = 2;
- p->alpha = 255;
- p->die = 99999;
- p->color = (-c)&15;
- p->type = pt_static;
- VectorCopy (vec3_origin, p->vel);
- VectorCopy (org, p->org);
+ particle(pt_static, (-c)&15, particletexture, 2, 255, 99999, org[0], org[1], org[2], 0, 0, 0);
}
fclose (f);
*/
void R_ParticleExplosion (vec3_t org, int smoke)
{
- int i, j;
- particle_t *p;
+ int i;
if (!r_particles.value) return; // LordHavoc: particles are optional
-
- for (i=0 ; i<2048 ; i++)
+
+ particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 160, 2, org[0], org[1], org[2], 0, 0, 0);
+
+ i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
+ if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = flareparticletexture;
- p->scale = lhrandom(2,5);
- p->alpha = rand()&255;
- p->die = cl.time + 5;
- p->color = ramp1[0];
- p->ramp = rand()&3;
- /*
- if (i & 1)
- p->type = pt_explode;
- else
- p->type = pt_explode2;
- */
- p->color = ramp1[rand()&7];
- p->type = pt_fallfadespark;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()&15)-8);
- p->vel[j] = (rand()&511)-256;
- }
- p->vel[j] += 200;
+ for (i=0 ; i<128 ; i++)
+ particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 96);
}
-
- if (smoke)
+ else
{
- for (i=0 ; i<32 ; i++)
- {
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = smokeparticletexture[rand()&7];
- p->scale = 12;
- p->alpha = 80;
- p->die = cl.time + 2;
- p->type = pt_smoke;
- p->color = (rand()&7) + 8;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()%96)-48);
- p->vel[j] = (rand()&63)-32;
- }
- }
+ for (i = 0;i < 256;i++)
+ particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1.5, lhrandom(0, 255), 5, lhrandom(-16, 16) + org[0], lhrandom(-16, 16) + org[1], lhrandom(-16, 16) + org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 192);
}
+
}
/*
*/
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
{
- int i, j;
- particle_t *p;
- int colorMod = 0;
+ int i;
if (!r_particles.value) return; // LordHavoc: particles are optional
- for (i=0; i<512; i++)
- {
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = flareparticletexture;
- p->scale = 4;
- p->alpha = 255;
- p->die = cl.time + 0.3;
- p->color = colorStart + (colorMod % colorLength);
- colorMod++;
-
- p->type = pt_blob;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()&15)-8);
- p->vel[j] = (rand()%512)-256;
- }
- }
+ for (i = 0;i < 512;i++)
+ particle2(pt_fade, colorStart + (i % colorLength), particletexture, 1.5, 255, 0.3, org, 8, 192);
}
/*
*/
void R_BlobExplosion (vec3_t org)
{
- int i, j;
- particle_t *p;
+ int i;
if (!r_particles.value) return; // LordHavoc: particles are optional
- for (i=0 ; i<1024 ; i++)
- {
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = flareparticletexture;
- p->scale = 4;
- p->alpha = 255;
- p->die = cl.time + 1 + (rand()&8)*0.05;
-
- if (i & 1)
- {
- p->type = pt_blob;
- p->color = 66 + rand()%6;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
- }
- }
- else
- {
- p->type = pt_blob2;
- p->color = 150 + rand()%6;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
- }
- }
- }
+ for (i=0 ; i<512 ; i++)
+ particle3(pt_blob, 66+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
+ for (i=0 ; i<512 ; i++)
+ particle3(pt_blob2, 150+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
}
/*
*/
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
- int i, j;
- particle_t *p;
if (!r_particles.value) return; // LordHavoc: particles are optional
- for (i=0 ; i<count ; i++)
+ if (count == 1024)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- if (count == 1024)
- { // rocket explosion
- p->texnum = flareparticletexture;
- p->scale = 4;
- p->alpha = 255;
- p->die = cl.time + 5;
- p->color = ramp1[0];
- p->ramp = rand()&3;
- if (i & 1)
- {
- p->type = pt_explode;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
- }
- }
- else
- {
- p->type = pt_explode2;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
- }
- }
- }
- else
- {
- p->texnum = flareparticletexture;
- p->scale = 4;
- p->alpha = 255;
- p->die = cl.time + 0.1*(rand()%5);
- p->color = (color&~7) + (rand()&7);
- p->type = pt_static; //slowgrav;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()&15)-8);
- p->vel[j] = dir[j]*15;// + (rand()%300)-150;
- }
- }
+ R_ParticleExplosion(org, false);
+ return;
+ }
+ color &= ~7;
+ if (count & 7)
+ {
+ particle2(pt_fade, color + (rand()&7), particletexture, 6, (count & 7) * 16 + (rand()&15), 1, org, 8, 15);
+ count &= ~7;
}
+ count >>= 3;
+ while (count--)
+ particle2(pt_fade, color + (rand()&7), particletexture, 6, 128, 1, org, 8, 15);
}
// LordHavoc: added this for spawning sparks/dust (which have strong gravity)
/*
===============
R_SparkShower
-
===============
*/
-void R_SparkShower (vec3_t org, vec3_t dir, int count, int type)
+void R_SparkShower (vec3_t org, vec3_t dir, int count)
{
- int i, j;
- particle_t *p;
if (!r_particles.value) return; // LordHavoc: particles are optional
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
- p->contents = 0;
- if (type == 0) // sparks
- {
- p->texnum = smokeparticletexture[rand()&7];
- p->scale = 15;
- p->alpha = 64;
- p->color = (rand()&3)+12;
- p->type = pt_bulletpuff;
- p->die = cl.time + 1;
- VectorCopy(org, p->org);
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
- }
- else // blood
- {
- p->texnum = bloodcloudparticletexture;
- p->scale = 12;
- p->alpha = 128;
- p->color = (rand()&3)+68;
- p->type = pt_bloodcloud;
- p->die = cl.time + 0.5;
- VectorCopy(org, p->org);
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
- return;
- }
- for (i=0 ; i<count ; i++)
- {
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = flareparticletexture;
- p->scale = 2;
- p->alpha = 255;
- p->die = cl.time + 0.0625 * (rand()&15);
- /*
- if (type == 0) // sparks
- {
- */
- p->type = pt_dust;
- p->ramp = (rand()&3);
- p->color = ramp1[(int)p->ramp];
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()&7)-4);
- p->vel[j] = dir[j] + (rand()%192)-96;
- }
- /*
- }
- else // blood
- {
- p->type = pt_fadespark2;
- p->color = 67 + (rand()&3);
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + (rand()&7)-4;
- p->vel[j] = dir[j] + (rand()&63)-32;
- }
- }
- */
- }
+ // smoke puff
+ particle(pt_smokecloud, 12+(rand()&3), smokeparticletexture[rand()&7], 8, 64, 99, org[0], org[1], org[2], 0, 0, 0);
+ // sparks
+ while(count--)
+// particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
+ particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, lhrandom(-4, 4) + org[0], lhrandom(-4, 4) + org[1], lhrandom(-4, 4) + org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64) + 64);
+}
+
+void R_BloodPuff (vec3_t org)
+{
+ if (!r_particles.value) return; // LordHavoc: particles are optional
+
+ particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
}
void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
{
- int i, j;
+ int j;
particle_t *p;
vec3_t diff;
vec3_t center;
center[0] = (mins[0] + maxs[0]) * 0.5;
center[1] = (mins[1] + maxs[1]) * 0.5;
center[2] = (mins[2] + maxs[2]) * 0.5;
- velscale[0] = velspeed * 2.0 / diff[0];
- velscale[1] = velspeed * 2.0 / diff[1];
- velscale[2] = velspeed * 2.0 / diff[2];
+ // FIXME: change velspeed back to 2.0x after fixing mod
+ velscale[0] = velspeed * 0.5 / diff[0];
+ velscale[1] = velspeed * 0.5 / diff[1];
+ velscale[2] = velspeed * 0.5 / diff[2];
- for (i=0 ; i<count ; i++)
+ while (count--)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = bloodcloudparticletexture;
- p->scale = 12;
+ ALLOCPARTICLE
+
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = lhrandom(6, 8);
p->alpha = 96 + (rand()&63);
- p->die = cl.time + 2; //0.015625 * (rand()%128);
- p->type = pt_fadespark;
+ p->die = cl.time + 2;
+ p->type = pt_bloodcloud;
p->color = (rand()&3)+68;
-// p->color = 67 + (rand()&3);
for (j=0 ; j<3 ; j++)
{
p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
{
- int i, j;
+ int j;
particle_t *p;
vec3_t diff;
float t;
VectorSubtract(maxs, mins, diff);
- for (i=0 ; i<count ; i++)
+ while (count--)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = flareparticletexture;
+ ALLOCPARTICLE
+
+ p->texnum = particletexture;
p->scale = 6;
p->alpha = 255;
p->die = cl.time + 1 + (rand()&15)*0.0625;
for (i=0 ; i<count ; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
vel[0] = dir[0] + (rand()&31) - 16;
vel[1] = dir[1] + (rand()&31) - 16;
org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
org[2] = z;
- p->contents = 0;
- p->scale = 1.5;
p->alpha = 255;
p->die = t;
if (type == 1)
{
+ p->scale = 2;
p->texnum = particletexture;
p->type = pt_snow;
}
else // 0
{
+ p->scale = 3;
p->texnum = rainparticletexture;
- p->type = pt_static;
+ p->type = pt_rain;
}
p->color = colorbase + (rand()&3);
VectorCopy(org, p->org);
*/
void R_LavaSplash (vec3_t org)
{
- int i, j, k;
+ int i, j;
particle_t *p;
float vel;
vec3_t dir;
if (!r_particles.value) return; // LordHavoc: particles are optional
- for (i=-16 ; i<16 ; i+=2)
- for (j=-16 ; j<16 ; j+=2)
- for (k=0 ; k<1 ; k++)
- {
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ for (i=-128 ; i<128 ; i+=16)
+ for (j=-128 ; j<128 ; j+=16)
+ {
+ ALLOCPARTICLE
- p->contents = 0;
- p->texnum = flareparticletexture;
- p->scale = 10;
- p->alpha = 128;
- p->die = cl.time + 2 + (rand()&31) * 0.02;
- p->color = 224 + (rand()&7);
- p->type = pt_slowgrav;
-
- dir[0] = j*8 + (rand()&7);
- dir[1] = i*8 + (rand()&7);
- dir[2] = 256;
-
- p->org[0] = org[0] + dir[0];
- p->org[1] = org[1] + dir[1];
- p->org[2] = org[2] + (rand()&63);
-
- VectorNormalize (dir);
- vel = 50 + (rand()&63);
- VectorScale (dir, vel, p->vel);
- }
+ p->texnum = particletexture;
+ p->scale = 10;
+ p->alpha = 128;
+ p->die = cl.time + 2 + (rand()&31) * 0.02;
+ p->color = 224 + (rand()&7);
+ p->type = pt_grav;
+
+ dir[0] = j + (rand()&7);
+ dir[1] = i + (rand()&7);
+ dir[2] = 256;
+
+ p->org[0] = org[0] + dir[0];
+ p->org[1] = org[1] + dir[1];
+ p->org[2] = org[2] + (rand()&63);
+
+ VectorNormalize (dir);
+ vel = 50 + (rand()&63);
+ VectorScale (dir, vel, p->vel);
+ }
}
/*
{
int i, j, k;
particle_t *p;
-// vec3_t dir;
if (!r_particles.value) return; // LordHavoc: particles are optional
- /*
- for (i=-16 ; i<16 ; i+=4)
- for (j=-16 ; j<16 ; j+=4)
- for (k=-24 ; k<32 ; k+=4)
- {
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->contents = 0;
- p->texnum = particletexture;
- p->scale = 2;
- p->alpha = 255;
- p->die = cl.time + 0.2 + (rand()&7) * 0.02;
- p->color = 7 + (rand()&7);
- p->type = pt_slowgrav;
-
- dir[0] = j*8;
- dir[1] = i*8;
- dir[2] = k*8;
-
- p->org[0] = org[0] + i + (rand()&3);
- p->org[1] = org[1] + j + (rand()&3);
- p->org[2] = org[2] + k + (rand()&3);
-
- VectorNormalize (dir);
- vel = 50 + (rand()&63);
- VectorScale (dir, vel, p->vel);
- }
- */
-
- for (i=-24 ; i<24 ; i+=8)
- for (j=-24 ; j<24 ; j+=8)
+ for (i=-16 ; i<16 ; i+=8)
+ for (j=-16 ; j<16 ; j+=8)
for (k=-24 ; k<32 ; k+=8)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
- p->contents = 0;
- p->texnum = flareparticletexture;
- p->scale = 4;
- p->alpha = (1 + rand()&7) * 32;
+ p->texnum = particletexture;
+ p->scale = 1;
+ p->alpha = lhrandom(32,128);
p->die = cl.time + 5;
- p->color = 254; //8 + (rand()&7);
- p->type = pt_fadespark;
+ p->color = 254;
+ p->type = pt_fade;
p->org[0] = org[0] + i + (rand()&7);
p->org[1] = org[1] + j + (rand()&7);
void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
{
vec3_t vec;
- float len, dec, t, nt, speed;
+ float len, dec = 0, t, nt, speed;
int j, contents, bubbles;
particle_t *p;
- static int tracercount;
if (!r_particles.value) return; // LordHavoc: particles are optional
t = cl.oldtime;
while (t < nt)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
- p->contents = 0;
p->vel[0] = p->vel[1] = p->vel[2] = 0;
p->die = cl.time + 2;
if (bubbles)
{
dec = 0.005f;
- p->contents = contents;
p->texnum = bubbleparticletexture;
p->scale = lhrandom(1,2);
p->alpha = 255;
{
dec = 0.02f;
p->texnum = smokeparticletexture[rand()&7];
- p->scale = lhrandom(6, 10);
+ p->scale = lhrandom(8, 12);
p->alpha = 64 + (rand()&31);
p->color = (rand()&3)+12;
p->type = pt_smoke;
*/
case 2: // blood
- dec = 0.03f;
- p->texnum = bloodcloudparticletexture;
- p->scale = lhrandom(8, 12);
- p->alpha = 255;
+ case 4: // slight blood
+ dec = 0.025f;
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = lhrandom(6, 8);
+ p->alpha = type == 4 ? 192 : 255;
p->color = (rand()&3)+68;
p->type = pt_bloodcloud;
- p->die = cl.time + 2;
+ p->die = cl.time + 9999;
for (j=0 ; j<3 ; j++)
{
p->vel[j] = (rand()&15)-8;
case 3:
case 5: // tracer
- dec = 0.01f;
- p->texnum = flareparticletexture;
- p->scale = 2;
- p->alpha = 255;
- p->die = cl.time + 0.2; //5;
- p->type = pt_static;
- if (type == 3)
- p->color = 52 + ((tracercount&4)<<1);
- else
- p->color = 230 + ((tracercount&4)<<1);
-
- tracercount++;
-
- VectorCopy (start, p->org);
- if (tracercount & 1)
- {
- p->vel[0] = 30*vec[1];
- p->vel[1] = 30*-vec[0];
- }
- else
- {
- p->vel[0] = 30*-vec[1];
- p->vel[1] = 30*vec[0];
- }
- break;
-
- case 4: // slight blood
- dec = 0.03f; // sparse trail
- p->texnum = bloodcloudparticletexture;
- p->scale = lhrandom(8,12);
- p->alpha = 255;
- p->color = (rand()&3)+68;
- p->type = pt_fadespark2;
- p->die = cl.time + 2;
- for (j=0 ; j<3 ; j++)
- {
- p->vel[j] = (rand()&15)-8;
- p->org[j] = start[j] + ((rand()&3)-2);
- }
+ dec = 0.02f;
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = 4;
+ p->alpha = 64 + (rand()&31);
+ p->color = type == 3 ? 56 : 234;
+ p->type = pt_fade;
+ p->die = cl.time + 10000;
+ VectorCopy(start, p->org);
break;
case 6: // voor trail
dec = 0.05f; // sparse trail
- p->texnum = flareparticletexture;
- p->scale = lhrandom(4, 8);
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = lhrandom(3, 5);
p->alpha = 255;
p->color = 9*16 + 8 + (rand()&3);
- p->type = pt_fadespark2;
+ p->type = pt_fade;
p->die = cl.time + 2;
for (j=0 ; j<3 ; j++)
{
void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
{
vec3_t vec;
- float len;
- particle_t *p;
- static int tracercount;
+ int len;
if (!r_particles.value) return; // LordHavoc: particles are optional
VectorSubtract (end, start, vec);
- len = VectorNormalizeLength (vec);
- while (len > 0)
+ len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
+ VectorScale(vec, 3, vec);
+ while (len--)
{
- len -= 3;
-
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- VectorCopy (vec3_origin, p->vel);
-
- p->contents = 0;
- p->texnum = flareparticletexture;
- p->scale = 8;
- p->alpha = 192;
- p->color = color;
- p->type = pt_smoke;
- p->die = cl.time + 1;
- VectorCopy(start, p->org);
-// for (j=0 ; j<3 ; j++)
-// p->org[j] = start[j] + ((rand()&15)-8);
-
+ particle(pt_smoke, color, particletexture, 8, 192, 99, start[0], start[1], start[2], 0, 0, 0);
VectorAdd (start, vec, start);
}
}
-extern qboolean lighthalf;
-
/*
===============
R_DrawParticles
===============
*/
extern cvar_t sv_gravity;
+void R_CompleteLightPoint (vec3_t color, vec3_t p);
+
+void TraceLine (vec3_t start, vec3_t end, vec3_t impact);
void R_DrawParticles (void)
{
- particle_t *p, *kill;
+ particle_t *p;
int i, r,g,b,a;
- float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
+ float gravity, dvel, frametime, scale, scale2, minparticledist;
byte *color24;
- vec3_t up, right, uprightangles, forward2, up2, right2, v;
+ vec3_t up, right, uprightangles, forward2, up2, right2, tempcolor, v;
+ int activeparticles, maxparticle, j, k;
// LordHavoc: early out condition
- if (!active_particles)
+ if (!numparticles)
return;
VectorScale (vup, 1.5, up);
AngleVectors (uprightangles, forward2, right2, up2);
frametime = cl.time - cl.oldtime;
- time3 = frametime * 15;
- time2 = frametime * 10; // 15;
- time1 = frametime * 5;
- grav = (grav1 = frametime * sv_gravity.value) * 0.05;
+ gravity = frametime * sv_gravity.value;
dvel = 1+4*frametime;
- for ( ;; )
- {
- kill = active_particles;
- if (kill && kill->die < cl.time)
- {
- active_particles = kill->next;
- kill->next = free_particles;
- free_particles = kill;
- continue;
- }
- break;
- }
+ minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
- for (p=active_particles ; p ; p=p->next)
+ activeparticles = 0;
+ maxparticle = -1;
+ j = 0;
+ for (k = 0, p = particles;k < numparticles;k++, p++)
{
- for ( ;; )
- {
- kill = p->next;
- if (kill && kill->die < cl.time)
- {
- p->next = kill->next;
- kill->next = free_particles;
- free_particles = kill;
- continue;
- }
- break;
- }
- // LordHavoc: 'removed last in list' condition
- if (!p)
- break;
-
- a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- if (a == CONTENTS_SOLID || p->contents && p->contents != a)
+ if (p->die < cl.time)
{
- p->die = -1;
+ freeparticles[j++] = p;
continue;
}
- VectorSubtract(p->org, r_refdef.vieworg, v);
- if (DotProduct(v, v) >= 256.0f)
+ maxparticle = k;
+ activeparticles++;
+
+ // LordHavoc: only render if not too close
+ if (DotProduct(p->org, vpn) >= minparticledist)
{
- scale = p->scale * -0.5;scale2 = p->scale * 0.5;
color24 = (byte *) &d_8to24table[(int)p->color];
r = color24[0];
g = color24[1];
b = color24[2];
a = p->alpha;
- if (lighthalf)
+ if (r_dynamicparticles.value)
{
- r >>= 1;
- g >>= 1;
- b >>= 1;
+ R_CompleteLightPoint(tempcolor, p->org);
+ r = (r * (int) tempcolor[0]) >> 7;
+ g = (g * (int) tempcolor[1]) >> 7;
+ b = (b * (int) tempcolor[2]) >> 7;
}
transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
+ scale = p->scale * -0.5;scale2 = p->scale * 0.5;
if (p->texnum == rainparticletexture) // rain streak
{
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);
transpolyend();
}
+ VectorCopy(p->org, p->oldorg);
p->org[0] += p->vel[0]*frametime;
p->org[1] += p->vel[1]*frametime;
p->org[2] += p->vel[2]*frametime;
{
case pt_static:
break;
- case pt_fire:
- p->ramp += time1;
- if (p->ramp >= 6)
- p->die = -1;
- else
- p->color = ramp3[(int)p->ramp];
- p->vel[2] += grav;
- break;
-
- case pt_explode:
- p->ramp += time2;
- if (p->ramp >=8)
- p->die = -1;
- else
- p->color = ramp1[(int)p->ramp];
-// p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
- for (i=0 ; i<3 ; i++)
- p->vel[i] *= dvel;
-// p->vel[2] -= grav;
- break;
-
- case pt_explode2:
- p->ramp += time3;
- if (p->ramp >= 8)
- p->die = -1;
- else
- p->color = ramp2[(int)p->ramp];
-// p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
- for (i=0 ; i<3 ; i++)
- p->vel[i] -= p->vel[i]*frametime;
-// p->vel[2] -= grav;
- break;
case pt_blob:
for (i=0 ; i<3 ; i++)
- p->vel[i] += p->vel[i]*dvel;
- p->vel[2] -= grav;
+ p->vel[i] *= dvel;
break;
case pt_blob2:
for (i=0 ; i<2 ; i++)
- p->vel[i] -= p->vel[i]*dvel;
- p->vel[2] -= grav;
+ p->vel[i] *= dvel;
break;
case pt_grav:
- p->vel[2] -= grav1;
- break;
- case pt_slowgrav:
- p->vel[2] -= grav;
- break;
-// LordHavoc: gunshot spark showers
- case pt_dust:
- p->ramp += time1;
- p->scale -= frametime * 4;
- if (p->ramp >= 8 || p->scale <= 0)
- p->die = -1;
- else
- p->color = ramp3[(int)p->ramp];
- p->vel[2] -= grav1;
+ p->vel[2] -= gravity;
break;
// LordHavoc: for smoke trails
case pt_smoke:
- p->scale += frametime * 4;
- p->alpha -= frametime * 48;
-// p->vel[2] += grav;
+ p->scale += frametime * 6;
+ p->alpha -= frametime * 128;
if (p->alpha < 1)
p->die = -1;
break;
p->vel[2] = (rand()&63)-32 + p->vel2[2];
}
break;
- case pt_bulletpuff:
- p->scale -= frametime * 64;
- p->alpha -= frametime * 1024;
- p->vel[2] -= grav;
- if (p->alpha < 1 || p->scale < 1)
- p->die = -1;
- break;
case pt_bloodcloud:
- p->scale -= frametime * 24;
- p->alpha -= frametime * 128;
- p->vel[2] -= grav;
+// if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+// {
+// p->die = -1;
+// break;
+// }
+ p->scale += frametime * 4;
+ p->alpha -= frametime * 64;
if (p->alpha < 1 || p->scale < 1)
p->die = -1;
break;
- case pt_fadespark:
- p->alpha -= frametime * 256;
- p->vel[2] -= grav;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_fadespark2:
- p->alpha -= frametime * 512;
- p->vel[2] -= grav;
- if (p->alpha < 1)
- p->die = -1;
- break;
case pt_fallfadespark:
p->alpha -= frametime * 256;
- p->vel[2] -= grav1;
+ p->vel[2] -= gravity;
if (p->alpha < 1)
p->die = -1;
break;
- case pt_fallfadespark2:
+ case pt_fade:
p->alpha -= frametime * 512;
- p->vel[2] -= grav1;
if (p->alpha < 1)
p->die = -1;
break;
case pt_bubble:
- p->vel[2] += grav1 * 2;
- if (p->vel[2] >= 200)
- p->vel[2] = 136+rand()&63;
+ a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
+ {
+ p->texnum = smokeparticletexture[rand()&7];
+ p->type = pt_splash;
+ p->alpha = 96;
+ p->scale = 5;
+ p->vel[0] = p->vel[1] = p->vel[2] = 0;
+ p->die = cl.time + 1000;
+// p->die = -1;
+ }
+ p->vel[2] += gravity * 0.25;
+ p->vel[0] *= (1 - (frametime * 0.0625));
+ p->vel[1] *= (1 - (frametime * 0.0625));
+ p->vel[2] *= (1 - (frametime * 0.0625));
if (cl.time > p->time2)
{
- p->time2 = cl.time + (rand()&7)*0.0625;
- p->vel[0] = (rand()&63)-32;
- p->vel[1] = (rand()&63)-32;
+ p->time2 = cl.time + lhrandom(0, 0.5);
+ p->vel[0] += lhrandom(-32,32);
+ p->vel[1] += lhrandom(-32,32);
+ p->vel[2] += lhrandom(-32,32);
}
p->alpha -= frametime * 64;
if (p->alpha < 1)
p->die = -1;
break;
+ case pt_smokecloud:
+ p->scale += frametime * 60;
+ p->alpha -= frametime * 96;
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_splash:
+ p->scale += frametime * 24;
+ p->alpha -= frametime * 256;
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_rain:
+ a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+ {
+ if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
+ break; // still in solid
+ p->die = cl.time + 1000;
+ switch (a)
+ {
+ case CONTENTS_LAVA:
+ case CONTENTS_SLIME:
+ p->texnum = smokeparticletexture[rand()&7];
+ p->type = pt_smokecloud;
+ p->alpha = 64;
+ p->vel[2] = 96;
+ break;
+ case CONTENTS_WATER:
+ p->texnum = smokeparticletexture[rand()&7];
+ p->type = pt_splash;
+ p->alpha = 96;
+ p->scale = 5;
+ p->vel[0] = p->vel[1] = p->vel[2] = 0;
+// p->texnum = bubbleparticletexture;
+// p->type = pt_bubble;
+// p->vel[2] *= 0.1;
+ break;
+ default: // CONTENTS_SOLID and any others
+ TraceLine(p->oldorg, p->org, v);
+ VectorCopy(v, p->org);
+ p->texnum = smokeparticletexture[rand()&7];
+ p->type = pt_splash;
+ p->alpha = 96;
+ p->scale = 5;
+ p->vel[0] = p->vel[1] = p->vel[2] = 0;
+ p->die = cl.time + 1000;
+ break;
+ }
+ }
+ break;
}
}
+ // fill in gaps to compact the array
+ i = 0;
+ while (maxparticle >= activeparticles)
+ {
+ *freeparticles[i++] = particles[maxparticle--];
+ while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
+ maxparticle--;
+ }
+ numparticles = activeparticles;
}