#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 16384 // 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_slowgrav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame/*, pt_decal*/, pt_blood, pt_oneframe, pt_lavasplash
+}
+ptype_t;
+
+typedef struct particle_s
+{
+ ptype_t type;
+ vec3_t org;
+ vec3_t vel;
+ rtexture_t *tex;
+ byte dynlight; // if set the particle will be dynamically lit (if r_dynamicparticles is on), used for smoke and blood
+ byte rendermode; // a TPOLYTYPE_ value
+ byte color;
+ byte pad2;
+ float die;
+ float scale;
+ float alpha; // 0-255
+ float time2; // used for various things (snow fluttering, for example)
+ float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
+ vec3_t oldorg;
+ vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
+// vec3_t direction; // used by decals
+// vec3_t decalright; // used by decals
+// vec3_t decalup; // used by decals
+}
+particle_t;
+
+float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
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 particletexture;
-int smokeparticletexture;
-int flareparticletexture;
-int rainparticletexture;
-int bloodcloudparticletexture;
-int bubbleparticletexture;
+int ramp3[8] = {0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01};
-particle_t *active_particles, *free_particles;
+rtexture_t *particletexture;
+rtexture_t *smokeparticletexture[8];
+rtexture_t *rainparticletexture;
+rtexture_t *bubbleparticletexture;
+rtexture_t *bulletholetexture[8];
+rtexture_t *rocketglowparticletexture;
particle_t *particles;
int r_numparticles;
vec3_t r_pright, r_pup, r_ppn;
-cvar_t r_particles = {"r_particles", "1", true};
-
-void fractalnoise(char *noise, int size);
-void fractalnoise_zeroedge(char *noise, int size);
+int numparticles;
+particle_t **freeparticles; // list used only in compacting particles array
-void R_InitParticleTexture (void)
+cvar_t r_particles = {"r_particles", "1", true};
+cvar_t r_drawparticles = {"r_drawparticles", "1"};
+cvar_t r_particles_lighting = {"r_particles_lighting", "1", true};
+cvar_t r_particles_bloodshowers = {"r_particles_bloodshowers", "1", true};
+cvar_t r_particles_blood = {"r_particles_blood", "1", true};
+cvar_t r_particles_smoke = {"r_particles_smoke", "1", true};
+cvar_t r_particles_sparks = {"r_particles_sparks", "1", true};
+cvar_t r_particles_bubbles = {"r_particles_bubbles", "1", true};
+
+byte shadebubble(float dx, float dy, vec3_t light)
{
- int x,y,d;
- float dx, dy, dz, f, dot;
- byte data[32][32][4], noise1[32][32], noise2[32][32];
- vec3_t normal, light;
-
- particletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, particletexture);
-
- for (x=0 ; x<32 ; x++)
+ float dz, f, dot;
+ vec3_t normal;
+ dz = 1 - (dx*dx+dy*dy);
+ if (dz > 0) // it does hit the sphere
{
- 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 = (255 - (dx*dx+dy*dy));
- if (d < 0) d = 0;
- data[y][x][3] = (byte) d;
- }
+ 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;
}
- 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);
+ else
+ return 0;
+}
+void R_InitParticleTexture (void)
+{
+ int x,y,d,i,m;
+ float dx, dy;
+ byte data[32][32][4], noise1[64][64], noise2[64][64];
+ vec3_t light;
- fractalnoise(&noise1[0][0], 32);
- fractalnoise(&noise2[0][0], 32);
for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
for (x = 0;x < 32;x++)
{
- data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
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;
+ d = (256 - (dx*dx+dy*dy));
+ d = bound(0, d, 255);
data[y][x][3] = (byte) d;
}
+ }
+ particletexture = R_LoadTexture ("particletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
- /*
- 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 (i = 0;i < 8;i++)
{
- for (y=0 ; y<32 ; y++)
+ do
{
- //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;
+ fractalnoise(&noise1[0][0], 64, 4);
+ fractalnoise(&noise2[0][0], 64, 8);
+ m = 0;
+ for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
+ {
+ d = (noise1[y][x] - 128) * 2 + 128;
+ d = bound(0, d, 255);
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
+ dx = x - 16;
+ d = (noise2[y][x] - 128) * 4 + 128;
+ if (d > 0)
+ d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+ d = bound(0, d, 255);
+ data[y][x][3] = (byte) d;
+ if (m < d)
+ m = d;
+ }
+ }
}
+ while (m < 224);
+
+ smokeparticletexture[i] = R_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
}
- */
- smokeparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, smokeparticletexture);
- 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);
-
- fractalnoise(&noise1[0][0], 32);
- fractalnoise(&noise2[0][0], 32);
+
+ light[0] = 1;light[1] = 1;light[2] = 1;
+ VectorNormalize(light);
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;
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ 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);
}
+ }
+ rainparticletexture = R_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
- 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++)
+ light[0] = 1;light[1] = 1;light[2] = 1;
+ VectorNormalize(light);
+ for (y = 0;y < 32;y++)
{
- for (y=0 ; y<32 ; y++)
+ for (x = 0;x < 32;x++)
{
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;
+ 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);
-
- 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);
+ bubbleparticletexture = R_LoadTexture ("bubbleparticletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
- for (x=0 ; x<32 ; x++)
+ for (i = 0;i < 8;i++)
{
- for (y=0 ; y<32 ; y++)
+ float p[32][32];
+ fractalnoise(&noise1[0][0], 64, 8);
+ for (y = 0;y < 32;y++)
+ for (x = 0;x < 32;x++)
+ p[y][x] = (noise1[y][x] / 8.0f) - 64.0f;
+ for (m = 0;m < 32;m++)
{
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- if (y < 24) // stretch the upper half to make a raindrop
+ int j;
+ float fx, fy, f;
+ fx = lhrandom(14, 18);
+ fy = lhrandom(14, 18);
+ do
{
- dx = (x - 16)*2;
- dy = (y - 24)*2/3;
- d = (255 - (dx*dx+dy*dy))/2;
+ dx = lhrandom(-1, 1);
+ dy = lhrandom(-1, 1);
+ f = (dx * dx + dy * dy);
}
- else
+ while(f < 0.125f || f > 1.0f);
+ f = (m + 1) / 40.0f; //lhrandom(0.0f, 1.0);
+ dx *= 1.0f / 32.0f;
+ dy *= 1.0f / 32.0f;
+ for (j = 0;f > 0 && j < (32 * 14);j++)
{
- dx = (x - 16)*2;
- dy = (y - 24)*2;
- d = (255 - (dx*dx+dy*dy))/2;
+ y = fy;
+ x = fx;
+ fx += dx;
+ fy += dy;
+ p[y - 1][x - 1] += f * 0.125f;
+ p[y - 1][x ] += f * 0.25f;
+ p[y - 1][x + 1] += f * 0.125f;
+ p[y ][x - 1] += f * 0.25f;
+ p[y ][x ] += f;
+ p[y ][x + 1] += f * 0.25f;
+ p[y + 1][x - 1] += f * 0.125f;
+ p[y + 1][x ] += f * 0.25f;
+ p[y + 1][x + 1] += f * 0.125f;
+// f -= (0.5f / (32 * 16));
+ }
+ }
+ for (y = 0;y < 32;y++)
+ {
+ for (x = 0;x < 32;x++)
+ {
+ m = p[y][x];
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ data[y][x][3] = (byte) bound(0, m, 255);
}
- if (d < 0) d = 0;
- 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);
- bubbleparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
+ bulletholetexture[i] = R_LoadTexture (va("bulletholetexture%d", i), 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+ }
- light[0] = 1;light[1] = 1;light[2] = 1;
- VectorNormalize(light);
- for (x=0 ; x<32 ; x++)
+ for (y = 0;y < 32;y++)
{
- for (y=0 ; y<32 ; y++)
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
{
- 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;
+ dx = x - 16;
+ d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
+ data[y][x][0] = bound(0, d * 1.0f, 255);
+ data[y][x][1] = bound(0, d * 0.8f, 255);
+ data[y][x][2] = bound(0, d * 0.5f, 255);
+ data[y][x][3] = bound(0, d * 1.0f, 255);
}
}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ rocketglowparticletexture = R_LoadTexture ("glowparticletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+}
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+void r_part_start(void)
+{
+ particles = (particle_t *) qmalloc(r_numparticles * sizeof(particle_t));
+ freeparticles = (void *) qmalloc(r_numparticles * sizeof(particle_t *));
+ numparticles = 0;
+ R_InitParticleTexture ();
+}
+
+void r_part_shutdown(void)
+{
+ numparticles = 0;
+ qfree(particles);
+ qfree(freeparticles);
+}
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+void r_part_newmap(void)
+{
+ numparticles = 0;
}
/*
R_InitParticles
===============
*/
-void R_InitParticles (void)
+void R_ReadPointFile_f (void);
+void R_Particles_Init (void)
{
int i;
r_numparticles = MAX_PARTICLES;
}
- particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
+ Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
Cvar_RegisterVariable (&r_particles);
- R_InitParticleTexture ();
+ Cvar_RegisterVariable (&r_drawparticles);
+ Cvar_RegisterVariable (&r_particles_lighting);
+ Cvar_RegisterVariable (&r_particles_bloodshowers);
+ Cvar_RegisterVariable (&r_particles_blood);
+ Cvar_RegisterVariable (&r_particles_smoke);
+ Cvar_RegisterVariable (&r_particles_sparks);
+ Cvar_RegisterVariable (&r_particles_bubbles);
+
+ R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+}
+
+//void particle(int ptype, int pcolor, int ptex, int prendermode, int plight, float pscale, float palpha, float ptime, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz)
+#define particle(ptype, pcolor, ptex, prendermode, plight, pscale, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz)\
+{\
+ particle_t *part;\
+ if (numparticles >= r_numparticles)\
+ return;\
+ part = &particles[numparticles++];\
+ part->type = (ptype);\
+ part->color = (pcolor);\
+ part->tex = (ptex);\
+ part->dynlight = (plight);\
+ part->rendermode = (prendermode);\
+ part->scale = (pscale);\
+ part->alpha = (palpha);\
+ part->die = cl.time + (ptime);\
+ part->bounce = (pbounce);\
+ part->org[0] = (px);\
+ part->org[1] = (py);\
+ part->org[2] = (pz);\
+ part->vel[0] = (pvx);\
+ part->vel[1] = (pvy);\
+ part->vel[2] = (pvz);\
+ part->time2 = 0;\
+ part->vel2[0] = part->vel2[1] = part->vel2[2] = 0;\
+}
+/*
+#define particle2(ptype, pcolor, ptex, prendermode, plight, pscale, palpha, ptime, pbounce, pbase, poscale, pvscale)\
+{\
+ particle_t *part;\
+ if (numparticles >= r_numparticles)\
+ return;\
+ part = &particles[numparticles++];\
+ part->type = (ptype);\
+ part->color = (pcolor);\
+ part->tex = (ptex);\
+ part->dynlight = (plight);\
+ part->rendermode = (prendermode);\
+ part->scale = (pscale);\
+ part->alpha = (palpha);\
+ part->die = cl.time + (ptime);\
+ part->bounce = (pbounce);\
+ part->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
+ part->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
+ part->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
+ part->vel[0] = lhrandom(-(pvscale), (pvscale));\
+ part->vel[1] = lhrandom(-(pvscale), (pvscale));\
+ part->vel[2] = lhrandom(-(pvscale), (pvscale));\
+ part->time2 = 0;\
+ part->vel2[0] = part->vel2[1] = part->vel2[2] = 0;\
+}
+*/
+/*
+#define particle3(ptype, pcolor, ptex, prendermode, plight, pscale, palpha, ptime, pbounce, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
+{\
+ particle_t *part;\
+ if (numparticles >= r_numparticles)\
+ return;\
+ part = &particles[numparticles++];\
+ part->type = (ptype);\
+ part->color = (pcolor);\
+ part->tex = (ptex);\
+ part->dynlight = (plight);\
+ part->rendermode = (prendermode);\
+ part->scale = (pscale);\
+ part->alpha = (palpha);\
+ part->die = cl.time + (ptime);\
+ part->bounce = (pbounce);\
+ part->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
+ part->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
+ part->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
+ part->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
+ part->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
+ part->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
+ part->time2 = 0;\
+ part->vel2[0] = part->vel2[1] = part->vel2[2] = 0;\
+}
+*/
+#define particle4(ptype, pcolor, ptex, prendermode, plight, pscale, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2)\
+{\
+ particle_t *part;\
+ if (numparticles >= r_numparticles)\
+ return;\
+ part = &particles[numparticles++];\
+ part->type = (ptype);\
+ part->color = (pcolor);\
+ part->tex = (ptex);\
+ part->dynlight = (plight);\
+ part->rendermode = (prendermode);\
+ part->scale = (pscale);\
+ part->alpha = (palpha);\
+ part->die = cl.time + (ptime);\
+ part->bounce = (pbounce);\
+ part->org[0] = (px);\
+ part->org[1] = (py);\
+ part->org[2] = (pz);\
+ part->vel[0] = (pvx);\
+ part->vel[1] = (pvy);\
+ part->vel[2] = (pvz);\
+ part->time2 = (ptime2);\
+ part->vel2[0] = (pvx2);\
+ part->vel2[1] = (pvy2);\
+ part->vel2[2] = (pvz2);\
}
/*
R_EntityParticles
===============
*/
-
-#define NUMVERTEXNORMALS 162
-extern float r_avertexnormals[NUMVERTEXNORMALS][3];
-vec3_t avelocities[NUMVERTEXNORMALS];
-float beamlength = 16;
-vec3_t avelocity = {23, 7, 3};
-float partstep = 0.01;
-float timescale = 0.01;
-
void R_EntityParticles (entity_t *ent)
{
- 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;
+ float beamlength;
+ static vec3_t avelocities[NUMVERTEXNORMALS];
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;
-}
+ beamlength = 16;
+ 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->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_oneframe, 0x6f, particletexture, TPOLYTYPE_ALPHA, false, 2, 255, 9999, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0);
}
}
-/*
-===============
-R_ClearParticles
-===============
-*/
-void R_ClearParticles (void)
-{
- 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;
-}
-
-
void R_ReadPointFile_f (void)
{
- FILE *f;
+ QFile *f;
vec3_t org;
int r;
int c;
- particle_t *p;
char name[MAX_OSPATH];
sprintf (name,"maps/%s.pts", sv.name);
- COM_FOpenFile (name, &f, false);
+ COM_FOpenFile (name, &f, false, true);
if (!f)
{
Con_Printf ("couldn't open %s\n", name);
Con_Printf ("Reading %s...\n", name);
c = 0;
- for ( ;; )
+ for (;;)
{
- r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
+ char *str = Qgetline (f);
+ r = sscanf (str,"%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->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, TPOLYTYPE_ALPHA, false, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0);
}
- fclose (f);
+ Qclose (f);
Con_Printf ("%i points read\n", c);
}
*/
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<1024 ; i++)
+
+// particle(pt_smoke, (rand()&7) + 8, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 30, 255, 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->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()&63)-32);
- p->vel[j] = (rand()&511)-256;
- }
- p->vel[j] += 200;
+ for (i = 0;i < 128;i++)
+ particle(pt_bubble, 254, bubbleparticletexture, TPOLYTYPE_ADD, false, lhrandom(1, 2), 255, 9999, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96));
}
-
- if (smoke)
+ else
+ R_NewExplosion(org);
+ /*
+ else
{
- for (i=0 ; i<32 ; i++)
+ int j;
+// int color;
+ float f, forg[3], fvel[3], fvel2[3];
+// for (i = 0;i < 256;i++)
+// particle(pt_fallfadespark, ramp3[rand()%6], particletexture, TPOLYTYPE_ALPHA, false, 1.5, lhrandom(128, 255), 5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(0, 384));
+// for (i = 0;i < 256;i++)
+// particle(pt_fallfadespark, ramp3[rand()%6], particletexture, TPOLYTYPE_ALPHA, false, 1.5, lhrandom(128, 255), 5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-150, 150), lhrandom(-150, 150), lhrandom(-150, 150));
+ 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->texnum = smokeparticletexture;
- 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++)
+ fvel[0] = lhrandom(-150, 150);
+ fvel[1] = lhrandom(-150, 150);
+ fvel[2] = lhrandom(-150, 150) + 80;
+// particle(pt_flamefall, 106 + (rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 3, 255, 5, forg[0] + lhrandom(-5, 5), forg[1] + lhrandom(-5, 5), forg[2] + lhrandom(-5, 5), fvel2[0], fvel2[1], fvel2[2]);
+ for (j = 0;j < 64;j++)
{
- p->org[j] = org[j] + ((rand()%96)-48);
- p->vel[j] = (rand()&63)-32;
+ forg[0] = lhrandom(-20, 20) + org[0];
+ forg[1] = lhrandom(-20, 20) + org[1];
+ forg[2] = lhrandom(-20, 20) + org[2];
+ fvel2[0] = fvel[0] + lhrandom(-30, 30);
+ fvel2[1] = fvel[1] + lhrandom(-30, 30);
+ fvel2[2] = fvel[2] + lhrandom(-30, 30);
+ f = lhrandom(0.2, 1);
+ fvel2[0] *= f;
+ fvel2[1] *= f;
+ fvel2[2] *= f;
+ particle(pt_flamefall, 106 + (rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 5, lhrandom(96, 192), 5, forg[0], forg[1], forg[2], fvel2[0], fvel2[1], fvel2[2]);
}
}
+// for (i = 0;i < 16;i++)
+// particle(pt_smoke, 12+(rand()&3), smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 20, 192, 99, org[0] + lhrandom(-20, 20), org[1] + lhrandom(-20, 20), org[2] + lhrandom(-20, 20), 0, 0, 0);
+// for (i = 0;i < 50;i++)
+// particle(pt_flamingdebris, ramp3[rand()%6], particletexture, TPOLYTYPE_ALPHA, false, 3, 255, 99, org[0] + lhrandom(-10, 10), org[1] + lhrandom(-10, 10), org[2] + lhrandom(-10, 10), lhrandom(-200, 200), lhrandom(-200, 200), lhrandom(-200, 200));
+// for (i = 0;i < 30;i++)
+// particle(pt_smokingdebris, 10 + (rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 2, 255, 99, org[0] + lhrandom(-10, 10), org[1] + lhrandom(-10, 10), org[2] + lhrandom(-10, 10), lhrandom(-100, 100), lhrandom(-100, 100), lhrandom(-100, 100));
}
+ */
}
/*
*/
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->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()%32)-16);
- p->vel[j] = (rand()%512)-256;
- }
- }
+ for (i = 0;i < 512;i++)
+ particle(pt_fade, colorStart + (i % colorLength), particletexture, TPOLYTYPE_ALPHA, false, 1.5, 255, 0.3, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192));
}
/*
*/
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->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 < 256;i++)
+ particle(pt_blob, 66+(rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128));
+ for (i = 0;i < 256;i++)
+ particle(pt_blob2, 150+(rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 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;
-
- 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;
}
+ while (count--)
+ particle(pt_fade, color + (rand()&7), particletexture, TPOLYTYPE_ALPHA, false, 1, 128, 9999, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15));
}
// 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;
- if (type == 0) // sparks
- {
- p->texnum = smokeparticletexture;
- p->scale = 10;
- 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
+ R_Decal(org, bulletholetexture[rand()&7], 16, 0, 0, 0, 255);
+
+ // smoke puff
+ if (r_particles_smoke.value)
+ particle(pt_bulletsmoke, 10, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 5, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16));
+
+ if (r_particles_sparks.value)
{
- 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;
+ // sparks
+ while(count--)
+ particle(pt_spark, ramp3[rand()%6], particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(0, 255), 9999, 1.5, org[0], org[1], org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(0, 128));
}
- for (i=0 ; i<count ; i++)
+}
+
+void R_BloodPuff (vec3_t org, vec3_t vel, int count)
+{
+ // bloodcount is used to accumulate counts too small to cause a blood particle
+ static int bloodcount = 0;
+ if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles_blood.value) return;
+
+ if (count > 100)
+ count = 100;
+ bloodcount += count;
+ while(bloodcount >= 10)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- 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;
- }
- }
- */
+ particle(pt_blood, 68+(rand()&3), smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 24, 255, 9999, -1, org[0], org[1], org[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64));
+ bloodcount -= 10;
}
}
void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
{
- int i, j;
- particle_t *p;
vec3_t diff;
vec3_t center;
vec3_t velscale;
if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles_bloodshowers.value) return;
+ if (!r_particles_blood.value) return;
VectorSubtract(maxs, mins, diff);
center[0] = (mins[0] + maxs[0]) * 0.5;
center[1] = (mins[1] + maxs[1]) * 0.5;
center[2] = (mins[2] + maxs[2]) * 0.5;
+ // FIXME: change velspeed back to 2.0x after fixing mod
velscale[0] = velspeed * 2.0 / diff[0];
velscale[1] = velspeed * 2.0 / diff[1];
velscale[2] = velspeed * 2.0 / 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->texnum = bloodcloudparticletexture;
- p->scale = 12;
- p->alpha = 96 + (rand()&63);
- p->die = cl.time + 2; //0.015625 * (rand()%128);
- p->type = pt_fadespark;
- 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];
- p->vel[j] = (p->org[j] - center[j]) * velscale[j];
- }
+ vec3_t org, vel;
+ org[0] = lhrandom(mins[0], maxs[0]);
+ org[1] = lhrandom(mins[1], maxs[1]);
+ org[2] = lhrandom(mins[2], maxs[2]);
+ vel[0] = (org[0] - center[0]) * velscale[0];
+ vel[1] = (org[1] - center[1]) * velscale[1];
+ vel[2] = (org[2] - center[2]) * velscale[2];
+ particle(pt_blood, 68+(rand()&3), smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 24, 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2]);
}
}
void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
{
- int i, j;
- particle_t *p;
- vec3_t diff;
float t;
if (!r_particles.value) return; // LordHavoc: particles are optional
if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
- VectorSubtract(maxs, mins, diff);
-
- 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->texnum = flareparticletexture;
- p->scale = 6;
- p->alpha = 255;
- p->die = cl.time + 1 + (rand()&15)*0.0625;
- if (gravity)
- p->type = pt_grav;
- else
- p->type = pt_static;
- p->color = colorbase + (rand()&3);
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j];
- if (randomvel)
- p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5);
- else
- p->vel[j] = 0;
- }
- }
+ while (count--)
+ particle(gravity ? pt_grav : pt_static, colorbase + (rand()&3), particletexture, TPOLYTYPE_ALPHA, false, 2, 255, lhrandom(1, 2), 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel));
}
void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
{
- int i;
- particle_t *p;
- vec3_t diff;
- vec3_t org;
vec3_t vel;
float t, z;
if (!r_particles.value) return; // LordHavoc: particles are optional
}
if (t < 0 || t > 2) // sanity check
t = 2;
- t += cl.time;
- VectorSubtract(maxs, mins, diff);
-
- for (i=0 ; i<count ; i++)
+ switch(type)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- vel[0] = dir[0] + (rand()&31) - 16;
- vel[1] = dir[1] + (rand()&31) - 16;
- vel[2] = dir[2] + (rand()&63) - 32;
- org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0];
- org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
- org[2] = z;
-
- p->scale = 1.5;
- p->alpha = 255;
- p->die = t;
- if (type == 1)
+ case 0:
+ while(count--)
{
- p->texnum = particletexture;
- p->type = pt_snow;
+ vel[0] = dir[0] + lhrandom(-16, 16);
+ vel[1] = dir[1] + lhrandom(-16, 16);
+ vel[2] = dir[2] + lhrandom(-32, 32);
+ particle4(pt_rain, colorbase + (rand()&3), rainparticletexture, TPOLYTYPE_ALPHA, true, 3, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2]);
}
- else // 0
+ break;
+ case 1:
+ while(count--)
{
- p->texnum = rainparticletexture;
- p->type = pt_static;
+ vel[0] = dir[0] + lhrandom(-16, 16);
+ vel[1] = dir[1] + lhrandom(-16, 16);
+ vel[2] = dir[2] + lhrandom(-32, 32);
+ particle4(pt_snow, colorbase + (rand()&3), particletexture, TPOLYTYPE_ALPHA, false, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2]);
}
- p->color = colorbase + (rand()&3);
- VectorCopy(org, p->org);
- VectorCopy(vel, p->vel);
- VectorCopy(vel, p->vel2);
+ break;
+ default:
+ Host_Error("R_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
}
}
+void R_FlameCube (vec3_t mins, vec3_t maxs, int count)
+{
+ float t;
+ if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
+ if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
+ if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
+
+ while (count--)
+ particle(pt_flame, 224 + (rand()&15), smokeparticletexture[rand()&7], TPOLYTYPE_ADD, false, 8, 255, 9999, 1.1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(-32, 64));
+}
+
+void R_Flames (vec3_t org, vec3_t vel, int count)
+{
+ if (!r_particles.value) return; // LordHavoc: particles are optional
+
+ while (count--)
+ particle(pt_flame, 224 + (rand()&15), smokeparticletexture[rand()&7], TPOLYTYPE_ADD, false, 8, 255, 9999, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128));
+}
+
+
/*
===============
===============
*/
-void R_LavaSplash (vec3_t org)
+void R_LavaSplash (vec3_t origin)
{
- int i, j, k;
- particle_t *p;
+ int i, j;
float vel;
- vec3_t dir;
+ vec3_t dir, org;
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;
-
- 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);
- }
+ for (i=-128 ; i<128 ; i+=16)
+ {
+ for (j=-128 ; j<128 ; j+=16)
+ {
+ dir[0] = j + lhrandom(0, 8);
+ dir[1] = i + lhrandom(0, 8);
+ dir[2] = 256;
+ org[0] = origin[0] + dir[0];
+ org[1] = origin[1] + dir[1];
+ org[2] = origin[2] + lhrandom(0, 64);
+ vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
+ particle(pt_lavasplash, 224 + (rand()&7), particletexture, TPOLYTYPE_ALPHA, false, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel);
+// particle(pt_lavasplash, 224 + (rand()&7), particletexture, TPOLYTYPE_ALPHA, false, 7, 255, 9999, 0, origin[0] + i, origin[1] + j, origin[2] + lhrandom(0, 63), i * lhrandom(0.125, 0.25), j * lhrandom(0.125, 0.25), lhrandom(64, 128));
+ }
+ }
}
/*
void R_TeleportSplash (vec3_t org)
{
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->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;
-
- p->texnum = flareparticletexture;
- p->scale = 4;
- p->alpha = (1 + rand()&7) * 32;
- p->die = cl.time + 5;
- p->color = 254; //8 + (rand()&7);
- p->type = pt_fadespark;
-
- p->org[0] = org[0] + i + (rand()&7);
- p->org[1] = org[1] + j + (rand()&7);
- p->org[2] = org[2] + k + (rand()&7);
-
- p->vel[0] = i*2 + (rand()%25) - 12;
- p->vel[1] = j*2 + (rand()%25) - 12;
- p->vel[2] = k*2 + (rand()%25) - 12 + 40;
- }
+ particle(pt_fade, 254, particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), i*2 + lhrandom(-12.5, 12.5), j*2 + lhrandom(-12.5, 12.5), k*2 + lhrandom(27.5, 52.5));
}
void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
{
- vec3_t vec;
- float len, dec, t, nt, speed;
- int j, contents, bubbles;
- particle_t *p;
- static int tracercount;
+ vec3_t vec, dir, vel;
+ float len, dec = 0, speed;
+ int contents, bubbles, polytype;
+ double t;
if (!r_particles.value) return; // LordHavoc: particles are optional
- t = cl.oldtime;
- nt = cl.time;
- if (ent->trail_leftover < 0)
- ent->trail_leftover = 0;
- t += ent->trail_leftover;
- ent->trail_leftover -= (cl.time - cl.oldtime);
+ VectorSubtract(end, start, dir);
+ VectorNormalize(dir);
+
+ if (type == 0 && host_frametime != 0) // rocket glow
+ particle(pt_oneframe, 254, rocketglowparticletexture, TPOLYTYPE_ADD, false, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0);
+
+ t = ent->render.trail_time;
if (t >= cl.time)
- return;
+ return; // no particles to spawn this frame (sparse trail)
- contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
- if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
- return;
+ if (t < cl.oldtime)
+ t = cl.oldtime;
VectorSubtract (end, start, vec);
len = VectorNormalizeLength (vec);
if (len <= 0.01f)
+ {
+ // advance the trail time
+ ent->render.trail_time = cl.time;
return;
- speed = len / (nt - t);
+ }
+ speed = len / (cl.time - cl.oldtime);
+ VectorScale(vec, speed, vel);
- bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+ // advance into this frame to reach the first puff location
+ dec = t - cl.oldtime;
+ dec *= speed;
+ VectorMA(start, dec, vec, start);
- while (t < nt)
+ contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
+ if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
- p->die = cl.time + 2;
+ // advance the trail time
+ ent->render.trail_time = cl.time;
+ return;
+ }
+
+ bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+
+ polytype = TPOLYTYPE_ALPHA;
+ if (ent->render.effects & EF_ADDITIVE)
+ polytype = TPOLYTYPE_ADD;
+ while (t < cl.time)
+ {
switch (type)
{
case 0: // rocket trail
- case 1: // grenade trail
- if (bubbles)
+ if (!r_particles_smoke.value)
+ dec = cl.time - t;
+ else if (bubbles && r_particles_bubbles.value)
{
- dec = 0.005f;
- p->texnum = bubbleparticletexture;
- p->scale = lhrandom(1,2);
- p->alpha = 255;
- p->color = (rand()&3)+12;
- p->type = pt_bubble;
- p->die = cl.time + 2;
- for (j=0 ; j<3 ; j++)
- {
- p->vel[j] = (rand()&31)-16;
- p->org[j] = start[j] + ((rand()&3)-2);
- }
+ dec = 0.01f;
+ particle(pt_bubble, 254, bubbleparticletexture, polytype, false, lhrandom(1, 2), 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16));
+ particle(pt_bubble, 254, bubbleparticletexture, polytype, false, lhrandom(1, 2), 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16));
+ particle(pt_smoke, 254, smokeparticletexture[rand()&7], polytype, false, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
}
else
{
- dec = 0.02f;
- p->texnum = smokeparticletexture;
- p->scale = lhrandom(4, 7);
- p->alpha = 64 + (rand()&31);
- p->color = (rand()&3)+12;
- p->type = pt_smoke;
- p->die = cl.time + 10000;
- VectorCopy(start, p->org);
+ dec = 0.01f;
+ particle(pt_smoke, 12, smokeparticletexture[rand()&7], polytype, true, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+// particle(pt_spark, 0x68 + (rand() & 7), particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.25, lhrandom(-64, 64) - vel[1] * 0.25, lhrandom(-64, 64) - vel[2] * 0.25);
+// particle(pt_spark, 0x68 + (rand() & 7), particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.25, lhrandom(-64, 64) - vel[1] * 0.25, lhrandom(-64, 64) - vel[2] * 0.25);
+// particle(pt_spark, 0x68 + (rand() & 7), particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.25, lhrandom(-64, 64) - vel[1] * 0.25, lhrandom(-64, 64) - vel[2] * 0.25);
+// particle(pt_spark, 0x68 + (rand() & 7), particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.25, lhrandom(-64, 64) - vel[1] * 0.25, lhrandom(-64, 64) - vel[2] * 0.25);
}
break;
- /*
- case 1: // smoke smoke
- dec = 0.016f;
- p->texnum = smokeparticletexture;
- p->scale = lhrandom(6,9);
- p->alpha = 64;
- if (r_smokecolor.value)
- p->color = r_smokecolor.value;
+ case 1: // grenade trail
+ // FIXME: make it gradually stop smoking
+ if (!r_particles_smoke.value)
+ dec = cl.time - t;
+ else if (bubbles && r_particles_bubbles.value)
+ {
+ dec = 0.02f;
+ particle(pt_bubble, 254, bubbleparticletexture, polytype, false, lhrandom(1, 2), 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16));
+ particle(pt_bubble, 254, bubbleparticletexture, polytype, false, lhrandom(1, 2), 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16));
+ particle(pt_smoke, 254, smokeparticletexture[rand()&7], polytype, false, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+ }
else
- p->color = (rand()&3)+12;
- p->type = pt_smoke;
- p->die = cl.time + 1;
- VectorCopy(start, p->org);
- break;
- */
-
- case 2: // blood
- dec = 0.03f;
- p->texnum = bloodcloudparticletexture;
- p->scale = lhrandom(8, 12);
- p->alpha = 255;
- p->color = (rand()&3)+68;
- p->type = pt_bloodcloud;
- 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;
+ particle(pt_smoke, 8, smokeparticletexture[rand()&7], polytype, true, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
}
break;
- 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];
- }
+ case 2: // blood
+ if (!r_particles_blood.value)
+ dec = cl.time - t;
else
{
- p->vel[0] = 30*-vec[1];
- p->vel[1] = 30*vec[0];
+ dec = 0.2f;
+ particle(pt_blood, 67+(rand()&3), smokeparticletexture[rand()&7], polytype, true, 24, 255, 9999, -1, start[0], start[1], start[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64));
}
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++)
+ if (!r_particles_blood.value)
+ dec = cl.time - t;
+ else
{
- p->vel[j] = (rand()&15)-8;
- p->org[j] = start[j] + ((rand()&3)-2);
+ dec = 0.3f;
+ particle(pt_blood, 67+(rand()&3), smokeparticletexture[rand()&7], polytype, true, 24, 255, 9999, -1, start[0], start[1], start[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64));
}
break;
+ case 3: // green tracer
+ dec = 0.02f;
+ particle(pt_fade, 56, smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+ break;
+
+ case 5: // flame tracer
+ dec = 0.02f;
+ particle(pt_fade, 234, smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+ break;
+
case 6: // voor trail
dec = 0.05f; // sparse trail
- p->texnum = flareparticletexture;
- p->scale = lhrandom(4, 8);
- p->alpha = 255;
- p->color = 9*16 + 8 + (rand()&3);
- 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);
- }
+ particle(pt_fade, 152 + (rand()&3), smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
break;
case 7: // Nehahra smoke tracer
- dec = 0.14f;
- p->texnum = smokeparticletexture;
- p->scale = lhrandom(6, 10);
- p->alpha = 64;
- p->color = (rand()&3)+12;
- p->type = pt_smoke;
- p->die = cl.time + 10000;
- for (j=0 ; j<3 ; j++)
- p->org[j] = start[j] + ((rand()&3)-2);
+ if (!r_particles_smoke.value)
+ dec = cl.time - t;
+ else
+ {
+ dec = 0.14f;
+ particle(pt_smoke, 12, smokeparticletexture[rand()&7], polytype, true, 10, 64, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+ }
break;
}
-
+
+ // advance to next time and position
t += dec;
dec *= speed;
VectorMA (start, dec, vec, start);
}
- ent->trail_leftover = t - cl.time;
+ ent->render.trail_time = t;
}
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
+ if (!r_particles_smoke.value) return;
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->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, TPOLYTYPE_ALPHA, false, 8, 192, 9999, 0, 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_DrawParticles (void)
+void R_MoveParticles (void)
{
- particle_t *p, *kill;
- int i, r,g,b,a;
- float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
- byte *color24;
- vec3_t up, right, uprightangles, forward2, up2, right2, v;
+ particle_t *p;
+ int i, activeparticles, maxparticle, j, a;
+ vec3_t v;
+ float gravity, dvel, frametime;
// LordHavoc: early out condition
- if (!active_particles)
+ if (!numparticles)
return;
- VectorScale (vup, 1.5, up);
- VectorScale (vright, 1.5, right);
-
- uprightangles[0] = 0;
- uprightangles[1] = r_refdef.viewangles[1];
- uprightangles[2] = 0;
- 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;
+ if (!frametime)
+ return; // if absolutely still, don't update particles
+ gravity = frametime * sv_gravity.value;
dvel = 1+4*frametime;
- for ( ;; )
+ activeparticles = 0;
+ maxparticle = -1;
+ j = 0;
+ for (i = 0, p = particles;i < numparticles;i++, p++)
{
- kill = active_particles;
- if (kill && kill->die < cl.time)
+ if (p->die < cl.time)
{
- active_particles = kill->next;
- kill->next = free_particles;
- free_particles = kill;
+ freeparticles[j++] = p;
continue;
}
- break;
- }
-
- for (p=active_particles ; p ; p=p->next)
- {
- 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;
- VectorSubtract(p->org, r_refdef.vieworg, v);
- if (DotProduct(v, v) >= 256.0f)
+ 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;
+ if (p->bounce)
{
- 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)
- {
- r >>= 1;
- g >>= 1;
- b >>= 1;
- }
- transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
- if (p->texnum == rainparticletexture) // rain streak
+ vec3_t normal;
+ float dist;
+ if (TraceLine(p->oldorg, p->org, v, normal) < 1)
{
- 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);
- 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);
- 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);
- 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);
- }
- else
- {
- 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);
- 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);
- 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);
- 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);
+ VectorCopy(v, p->org);
+ if (p->bounce < 0)
+ {
+ byte *color24 = (byte *) &d_8to24table[(int)p->color];
+ R_Decal(v, p->tex, p->scale, color24[0], color24[1], color24[2], p->alpha);
+ p->die = -1;
+ freeparticles[j++] = p;
+ continue;
+ /*
+ VectorClear(p->vel);
+ p->type = pt_decal;
+ // have to negate the direction (why?)
+ VectorNegate(normal, p->direction);
+ VectorVectors(p->direction, p->decalright, p->decalup);
+ VectorSubtract(p->org, p->direction, p->org); // push off the surface a bit so it doesn't flicker
+ p->bounce = 0;
+ p->time2 = cl.time + 30;
+ */
+ }
+ else
+ {
+ dist = DotProduct(p->vel, normal) * -p->bounce;
+ VectorMAQuick(p->vel, dist, normal, p->vel);
+ if (DotProduct(p->vel, p->vel) < 0.03)
+ VectorClear(p->vel);
+ }
}
- transpolyend();
}
-
- p->org[0] += p->vel[0]*frametime;
- p->org[1] += p->vel[1]*frametime;
- p->org[2] += p->vel[2]*frametime;
switch (p->type)
{
case pt_static:
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
- 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;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
- 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 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- 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;
+ // LordHavoc: drop-through because of shared code
case pt_blob:
- for (i=0 ; i<3 ; i++)
- p->vel[i] += p->vel[i]*dvel;
- p->vel[2] -= grav;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
- break;
-
+ p->vel[2] *= dvel;
case pt_blob2:
- for (i=0 ; i<2 ; i++)
- p->vel[i] -= p->vel[i]*dvel;
- p->vel[2] -= grav;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->vel[0] *= dvel;
+ p->vel[1] *= dvel;
+ p->alpha -= frametime * 256;
+ if (p->alpha < 1)
p->die = -1;
break;
case pt_grav:
- p->vel[2] -= grav1;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
+ p->vel[2] -= gravity;
break;
case pt_slowgrav:
- p->vel[2] -= grav;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
+ p->vel[2] -= gravity * 0.05;
break;
-// LordHavoc: gunshot spark showers
- case pt_dust:
- p->ramp += time1;
- p->scale -= frametime * 4;
- if (p->ramp >= 8 || p->scale <= 0 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
- else
- p->color = ramp3[(int)p->ramp];
- p->vel[2] -= grav1;
- break;
-// LordHavoc: for smoke trails
- case pt_smoke:
- p->scale += frametime * 4;
- p->alpha -= frametime * 48;
-// p->vel[2] += grav;
+ case pt_lavasplash:
+ p->vel[2] -= gravity * 0.05;
+ p->alpha -= frametime * 192;
if (p->alpha < 1)
p->die = -1;
break;
p->vel[0] = (rand()&63)-32 + p->vel2[0];
p->vel[1] = (rand()&63)-32 + p->vel2[1];
p->vel[2] = (rand()&63)-32 + p->vel2[2];
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
- p->die = -1;
+ }
+ a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+ {
+ vec3_t normal;
+ if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
+ break; // still in solid
+ p->die = cl.time + 1000;
+ p->vel[0] = p->vel[1] = p->vel[2] = 0;
+ switch (a)
+ {
+ case CONTENTS_LAVA:
+ case CONTENTS_SLIME:
+ p->tex = smokeparticletexture[rand()&7];
+ p->type = pt_steam;
+ p->alpha = 96;
+ p->scale = 5;
+ p->vel[2] = 96;
+ break;
+ case CONTENTS_WATER:
+ p->tex = smokeparticletexture[rand()&7];
+ p->type = pt_splash;
+ p->alpha = 96;
+ p->scale = 5;
+ p->vel[2] = 96;
+ break;
+ default: // CONTENTS_SOLID and any others
+ TraceLine(p->oldorg, p->org, v, normal);
+ VectorCopy(v, p->org);
+ p->tex = smokeparticletexture[rand()&7];
+ p->type = pt_fade;
+ VectorClear(p->vel);
+ break;
+ }
}
break;
- case pt_bulletpuff:
- p->scale -= frametime * 64;
- p->alpha -= frametime * 1024;
- p->vel[2] -= grav;
- if (p->alpha < 1 || p->scale < 1)
+ case pt_blood:
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+ {
p->die = -1;
+ break;
+ }
+ p->vel[2] -= gravity * 0.5;
break;
- case pt_bloodcloud:
- p->scale -= frametime * 24;
- p->alpha -= frametime * 128;
- p->vel[2] -= grav;
- if (p->alpha < 1 || p->scale < 1)
+ case pt_spark:
+ p->alpha -= frametime * 512;
+ p->vel[2] -= gravity;
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_fade:
+ p->alpha -= frametime * 512;
+ if (p->alpha < 1)
p->die = -1;
break;
- case pt_fadespark:
+ case pt_bubble:
+ a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
+ {
+ p->tex = smokeparticletexture[rand()&7];
+ p->type = pt_splashpuff;
+ p->scale = 4;
+ p->vel[0] = p->vel[1] = p->vel[2] = 0;
+ break;
+ }
+ 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 + 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 * 256;
- p->vel[2] -= grav;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_bulletsmoke:
+ p->scale += frametime * 16;
+ p->alpha -= frametime * 1024;
+ p->vel[2] += gravity * 0.05;
+ if (p->alpha < 1)
p->die = -1;
break;
- case pt_fadespark2:
+ case pt_smoke:
+ p->scale += frametime * 32;
p->alpha -= frametime * 512;
- p->vel[2] -= grav;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->vel[2] += gravity * 0.05;
+ if (p->alpha < 1)
p->die = -1;
break;
- case pt_fallfadespark:
- p->alpha -= frametime * 256;
- p->vel[2] -= grav1;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ case pt_steam:
+ p->scale += frametime * 48;
+ p->alpha -= frametime * 512;
+ p->vel[2] += gravity * 0.05;
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_splashpuff:
+// p->scale += frametime * 24;
+ p->alpha -= frametime * 1024;
+ if (p->alpha < 1)
p->die = -1;
break;
- case pt_fallfadespark2:
+ case pt_rain:
+ a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+ {
+ vec3_t normal;
+ if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
+ break; // still in solid
+ p->die = cl.time + 1000;
+ p->vel[0] = p->vel[1] = p->vel[2] = 0;
+ switch (a)
+ {
+ case CONTENTS_LAVA:
+ case CONTENTS_SLIME:
+ p->tex = smokeparticletexture[rand()&7];
+ p->type = pt_steam;
+ p->scale = 3;
+ p->vel[2] = 96;
+ break;
+ case CONTENTS_WATER:
+ p->tex = smokeparticletexture[rand()&7];
+ p->type = pt_splashpuff;
+ p->scale = 4;
+ break;
+ default: // CONTENTS_SOLID and any others
+ TraceLine(p->oldorg, p->org, v, normal);
+ VectorCopy(v, p->org);
+ p->tex = smokeparticletexture[rand()&7];
+ p->type = pt_splashpuff;
+ p->scale = 4;
+ break;
+ }
+ }
+ break;
+ case pt_flame:
p->alpha -= frametime * 512;
- p->vel[2] -= grav1;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->vel[2] += gravity;
+// p->scale -= frametime * 16;
+ if (p->alpha < 16)
p->die = -1;
break;
- case pt_bubble:
- p->vel[2] += grav1 * 2;
- if (p->vel[2] >= 200)
- p->vel[2] = 136+rand()&63;
+ /*
+ case pt_flamingdebris:
+ if (cl.time >= p->time2)
+ {
+ p->time2 = cl.time + 0.01;
+ particle(pt_flame, p->color, particletexture, TPOLYTYPE_ADD, false, 4, p->alpha, 9999, 0, org[0], org[1], org[2], lhrandom(-50, 50), lhrandom(-50, 50), lhrandom(-50, 50));
+ }
+ p->alpha -= frametime * 512;
+ p->vel[2] -= gravity * 0.5f;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+ p->die = -1;
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_smokingdebris:
+ if (cl.time >= p->time2)
+ {
+ p->time2 = cl.time + 0.01;
+ particle2(pt_flame, 15, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, false, 4, p->alpha, 9999, 0, org[0], org[1], org[2], lhrandom(-50, 50), lhrandom(-50, 50), lhrandom(-50, 50));
+ }
+ p->alpha -= frametime * 512;
+ p->vel[2] -= gravity * 0.5f;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+ p->die = -1;
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_flamefall:
+ p->alpha -= frametime * 512;
+ p->vel[2] -= gravity * 0.5f;
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ */
+ /*
+ case pt_decal:
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->alpha -= frametime * 256;
+ if (p->alpha < 1)
+ p->die = -1;
}
- p->alpha -= frametime * 64;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
+ if (p->alpha < 64)
p->die = -1;
break;
+ */
+ case pt_oneframe:
+ if (p->time2)
+ p->die = -1;
+ p->time2 = 1;
+ break;
+ default:
+ printf("unknown particle type %i\n", p->type);
+ p->die = -1;
+ break;
+ }
+
+ // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
+ if (p->die < cl.time)
+ freeparticles[j++] = p;
+ else
+ {
+ maxparticle = i;
+ activeparticles++;
}
}
+ // 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;
}
+void R_DrawParticles (void)
+{
+ particle_t *p;
+ int i, dynamiclight, staticlight, r, g, b;
+ byte br, bg, bb, ba;
+ float scale, scale2, minparticledist;
+ byte *color24;
+ vec3_t uprightangles, up2, right2, tempcolor, corner;
+ mleaf_t *leaf;
+
+ // LordHavoc: early out condition
+ if ((!numparticles) || (!r_drawparticles.value))
+ return;
+
+ staticlight = dynamiclight = r_particles_lighting.value;
+ if (!r_dynamic.value)
+ dynamiclight = 0;
+ c_particles += numparticles;
+
+ uprightangles[0] = 0;
+ uprightangles[1] = r_refdef.viewangles[1];
+ uprightangles[2] = 0;
+ AngleVectors (uprightangles, NULL, right2, up2);
+
+ minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+
+ for (i = 0, p = particles;i < numparticles;i++, p++)
+ {
+ // LordHavoc: unnecessary (array was already compacted)
+// if (p->die < cl.time)
+// continue;
+
+ // LordHavoc: only render if not too close
+ if (DotProduct(p->org, vpn) < minparticledist)
+ continue;
+
+ // LordHavoc: check if it's in a visible leaf
+ leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
+ if (leaf->visframe != r_framecount)
+ continue;
+
+ /*
+ if (p->type == pt_decal)
+ {
+ VectorSubtract(p->org, r_origin, v);
+ if (DotProduct(p->direction, v) < 0)
+ continue;
+ }
+ */
+
+ color24 = (byte *) &d_8to24table[(int)p->color];
+ r = color24[0];
+ g = color24[1];
+ b = color24[2];
+ if (staticlight && (p->dynlight || staticlight >= 2)) // LordHavoc: only light blood and smoke
+ {
+ R_CompleteLightPoint(tempcolor, p->org, dynamiclight);
+ r = (r * (int) tempcolor[0]) >> 7;
+ g = (g * (int) tempcolor[1]) >> 7;
+ b = (b * (int) tempcolor[2]) >> 7;
+ }
+ br = (byte) min(r, 255);
+ bg = (byte) min(g, 255);
+ bb = (byte) min(b, 255);
+ ba = (byte) p->alpha;
+ transpolybegin(R_GetTexture(p->tex), 0, R_GetTexture(p->tex), p->rendermode);
+ scale = p->scale * -0.5;scale2 = p->scale;
+ /*
+ if (p->type == pt_decal)
+ {
+ corner[0] = p->org[0] + p->decalup[0]*scale + p->decalright[0]*scale;
+ corner[1] = p->org[1] + p->decalup[1]*scale + p->decalright[1]*scale;
+ corner[2] = p->org[2] + p->decalup[2]*scale + p->decalright[2]*scale;
+ transpolyvertub(corner[0] , corner[1] , corner[2] , 0,1,br,bg,bb,ba);
+ transpolyvertub(corner[0] + p->decalup[0]*scale2 , corner[1] + p->decalup[1]*scale2 , corner[2] + p->decalup[2]*scale2 , 0,0,br,bg,bb,ba);
+ transpolyvertub(corner[0] + p->decalup[0]*scale2 + p->decalright[0]*scale2, corner[1] + p->decalup[1]*scale2 + p->decalright[1]*scale2, corner[2] + p->decalup[2]*scale2 + p->decalright[2]*scale2, 1,0,br,bg,bb,ba);
+ transpolyvertub(corner[0] + p->decalright[0]*scale2, corner[1] + p->decalright[1]*scale2, corner[2] + p->decalright[2]*scale2, 1,1,br,bg,bb,ba);
+ }
+ else*/ if (p->tex == rainparticletexture) // rain streak
+ {
+ corner[0] = p->org[0] + up2[0]*scale + right2[0]*scale;
+ corner[1] = p->org[1] + up2[1]*scale + right2[1]*scale;
+ corner[2] = p->org[2] + up2[2]*scale + right2[2]*scale;
+ transpolyvertub(corner[0] , corner[1] , corner[2] , 0,1,br,bg,bb,ba);
+ transpolyvertub(corner[0] + up2[0]*scale2 , corner[1] + up2[1]*scale2 , corner[2] + up2[2]*scale2 , 0,0,br,bg,bb,ba);
+ transpolyvertub(corner[0] + up2[0]*scale2 + right2[0]*scale2, corner[1] + up2[1]*scale2 + right2[1]*scale2, corner[2] + up2[2]*scale2 + right2[2]*scale2, 1,0,br,bg,bb,ba);
+ transpolyvertub(corner[0] + right2[0]*scale2, corner[1] + right2[1]*scale2, corner[2] + right2[2]*scale2, 1,1,br,bg,bb,ba);
+ }
+ else
+ {
+ corner[0] = p->org[0] + vup[0]*scale + vright[0]*scale;
+ corner[1] = p->org[1] + vup[1]*scale + vright[1]*scale;
+ corner[2] = p->org[2] + vup[2]*scale + vright[2]*scale;
+ transpolyvertub(corner[0] , corner[1] , corner[2] , 0,1,br,bg,bb,ba);
+ transpolyvertub(corner[0] + vup[0]*scale2 , corner[1] + vup[1]*scale2 , corner[2] + vup[2]*scale2 , 0,0,br,bg,bb,ba);
+ transpolyvertub(corner[0] + vup[0]*scale2 + vright[0]*scale2, corner[1] + vup[1]*scale2 + vright[1]*scale2, corner[2] + vup[2]*scale2 + vright[2]*scale2, 1,0,br,bg,bb,ba);
+ transpolyvertub(corner[0] + vright[0]*scale2, corner[1] + vright[1]*scale2, corner[2] + vright[2]*scale2, 1,1,br,bg,bb,ba);
+ }
+ transpolyend();
+ }
+}