X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=r_part.c;h=790a421859de5cd5c10306d391565b08626a50c8;hb=a90e84271f385438c9ce8bd45513d83a26f98180;hp=914e54ea029a5ea151e763526fa668bf259dcb4b;hpb=5c41d784306266a94c8caf92c6ea2680f98a5e01;p=xonotic%2Fdarkplaces.git diff --git a/r_part.c b/r_part.c index 914e54ea..790a4218 100644 --- a/r_part.c +++ b/r_part.c @@ -20,241 +20,266 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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 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; +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"}; -cvar_t r_dynamicparticles = {"r_dynamicparticles", "1"}; +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); +cvar_t r_particles = {CVAR_SAVE, "r_particles", "1"}; +cvar_t r_drawparticles = {0, "r_drawparticles", "1"}; +cvar_t r_particles_lighting = {CVAR_SAVE, "r_particles_lighting", "1"}; +cvar_t r_particles_bloodshowers = {CVAR_SAVE, "r_particles_bloodshowers", "1"}; +cvar_t r_particles_blood = {CVAR_SAVE, "r_particles_blood", "1"}; +cvar_t r_particles_smoke = {CVAR_SAVE, "r_particles_smoke", "1"}; +cvar_t r_particles_sparks = {CVAR_SAVE, "r_particles_sparks", "1"}; +cvar_t r_particles_bubbles = {CVAR_SAVE, "r_particles_bubbles", "1"}; -void R_InitParticleTexture (void) +byte shadebubble(float dx, float dy, vec3_t light) { - int x,y,d,i; - float dx, dy, dz, f, dot; - byte data[32][32][4], noise1[32][32], noise2[32][32]; - vec3_t normal, light; + float dz, f, dot; + vec3_t normal; + dz = 1 - (dx*dx+dy*dy); + if (dz > 0) // it does hit the sphere + { + 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; +} - particletexture = texture_extension_number++; - glBindTexture(GL_TEXTURE_2D, particletexture); +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; - 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 - 16; - dy = y - 16; - d = (255 - (dx*dx+dy*dy)); - if (d < 0) d = 0; + d = (256 - (dx*dx+dy*dy)); + 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); - + particletexture = R_LoadTexture ("particletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE); for (i = 0;i < 8;i++) { - fractalnoise(&noise1[0][0], 32); - fractalnoise(&noise2[0][0], 32); - for (y = 0;y < 32;y++) - for (x = 0;x < 32;x++) + do + { + fractalnoise(&noise1[0][0], 64, 4); + fractalnoise(&noise2[0][0], 64, 8); + m = 0; + for (y = 0;y < 32;y++) { - 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; - if (d > 0) + for (x = 0;x < 32;x++) { - if (d > 255) - d = 255; - d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8; - if (d < 0) d = 0; - if (d > 255) d = 255; + 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; } - else - 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); + 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); } - 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 (); +} - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +void r_part_shutdown(void) +{ + numparticles = 0; + qfree(particles); + qfree(freeparticles); +} + +void r_part_newmap(void) +{ + numparticles = 0; } /* @@ -262,7 +287,8 @@ void R_InitParticleTexture (void) R_InitParticles =============== */ -void R_InitParticles (void) +void R_ReadPointFile_f (void); +void R_Particles_Init (void) { int i; @@ -279,11 +305,122 @@ void R_InitParticles (void) 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); - Cvar_RegisterVariable (&r_dynamicparticles); - 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);\ } /* @@ -291,35 +428,23 @@ void R_InitParticles (void) 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 ; inext; - 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) { 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); } @@ -462,63 +538,58 @@ R_ParticleExplosion */ 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 = particletexture; - p->scale = lhrandom(1,3); - p->alpha = rand()&255; - p->die = cl.time + 5; - p->color = ramp1[0]; - p->ramp = lhrandom(0, 4); -// 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] = lhrandom(-192, 192); - } - p->vel[2] += 160; + 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[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++) + 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)); } + */ } /* @@ -529,34 +600,11 @@ R_ParticleExplosion2 */ 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 = smokeparticletexture[rand()&7]; - p->scale = 1.5; - 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] = lhrandom(-192, 192); - } - } + 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)); } /* @@ -567,47 +615,13 @@ R_BlobExplosion */ 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 = smokeparticletexture[rand()&7]; - p->scale = 2; - 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] = lhrandom(-128, 128); - } - } - 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] = lhrandom(-128, 128); - } - } - p->vel[0] *= 0.25; - p->vel[1] *= 0.25; - } + 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)); } /* @@ -618,8 +632,6 @@ R_RunParticleEffect */ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) { - int j; - particle_t *p; if (!r_particles.value) return; // LordHavoc: particles are optional if (count == 1024) @@ -627,210 +639,96 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) R_ParticleExplosion(org, false); return; } - while (count) - { - if (!free_particles) - return; - p = free_particles; - free_particles = p->next; - p->next = active_particles; - active_particles = p; - if (count & 7) - { - p->alpha = (count & 7) * 16 + (rand()&15); - count &= ~7; - } - else - { - p->alpha = 128; - count -= 8; - } - - p->texnum = particletexture; - p->scale = 6; - p->die = cl.time + 1; //lhrandom(0.1, 0.5); - p->color = (color&~7) + (rand()&7); - p->type = pt_fade; //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; - } - } + 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[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 + 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 = smokeparticletexture[rand()&7]; - 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 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 ; inext; - 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 ; inext; - 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 @@ -849,46 +747,53 @@ void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorb } if (t < 0 || t > 2) // sanity check t = 2; - t += cl.time; - VectorSubtract(maxs, mins, diff); - - for (i=0 ; inext; - 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)); +} + + /* =============== @@ -896,44 +801,28 @@ R_LavaSplash =============== */ -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)); + } + } } /* @@ -945,475 +834,278 @@ R_TeleportSplash 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->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; - - p->texnum = flareparticletexture; - p->scale = 4; - p->alpha = lhrandom(32,256); - 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 = 0, 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[rand()&7]; - p->scale = lhrandom(6, 10); - 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 = 0.025f; - p->texnum = smokeparticletexture[rand()&7]; - p->scale = lhrandom(6, 8); - 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 = 0.025f; // sparse trail - p->texnum = smokeparticletexture[rand()&7]; - p->scale = lhrandom(6, 8); - p->alpha = 192; - 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 = smokeparticletexture[rand()&7]; - p->scale = lhrandom(3, 5); - 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[rand()&7]; - p->scale = lhrandom(8, 12); - 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; + 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_CompleteLightPoint (vec3_t color, vec3_t p); - -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, tempcolor; + 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; - } - if (r_dynamicparticles.value) + vec3_t normal; + float dist; + if (TraceLine(p->oldorg, p->org, v, normal) < 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); - 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); - 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: 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[i] *= dvel; -//// 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; - 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; + 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; + p->vel[2] -= gravity; 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 * 0.05; 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; @@ -1425,67 +1117,327 @@ void R_DrawParticles (void) p->vel[1] = (rand()&63)-32 + p->vel2[1]; p->vel[2] = (rand()&63)-32 + p->vel2[2]; } + 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_spark: + p->alpha -= frametime * 512; + p->vel[2] -= gravity; + if (p->alpha < 1) p->die = -1; break; - case pt_bloodcloud: - p->scale += frametime * 4; - p->alpha -= frametime * 64; - p->vel[2] -= grav; - if (p->alpha < 1 || p->scale < 1) + 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) p->die = -1; break; - case pt_fadespark2: + 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_smoke: + p->scale += frametime * 32; p->alpha -= frametime * 512; - p->vel[2] -= grav; + 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; + 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_fallfadespark2: + case pt_splashpuff: +// p->scale += frametime * 24; + p->alpha -= frametime * 1024; + 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) + { + 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; + p->vel[2] += gravity; +// p->scale -= frametime * 16; + if (p->alpha < 16) + p->die = -1; + break; + /* + 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_fade: + 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_bubble: - if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY) + case pt_flamefall: + p->alpha -= frametime * 512; + p->vel[2] -= gravity * 0.5f; + if (p->alpha < 1) p->die = -1; - p->vel[2] += grav1 * 2; - if (p->vel[2] >= 200) - p->vel[2] = lhrandom(130, 200); + break; + */ + /* + case pt_decal: 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->alpha -= frametime * 256; + if (p->alpha < 1) + p->die = -1; } - p->alpha -= frametime * 64; - if (p->alpha < 1) + 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(); + } +}