2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #define MAX_PARTICLES 4096 // default max # of particles at one time
24 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
26 // LordHavoc: added dust, smoke, snow, bloodcloud, and many others
28 pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_rain, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud, pt_splash
31 typedef struct particle_s
41 float time2; // used for various things (snow fluttering, for example)
43 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
46 int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
47 int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
48 int ramp3[8] = {0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01};
51 int smokeparticletexture[8];
52 int rainparticletexture;
53 int bubbleparticletexture;
55 particle_t *particles;
58 vec3_t r_pright, r_pup, r_ppn;
61 particle_t **freeparticles; // list used only in compacting particles array
63 // LordHavoc: reduced duplicate code, and allow particle allocation system independence
64 #define ALLOCPARTICLE \
65 if (numparticles >= r_numparticles)\
67 p = &particles[numparticles++];
69 cvar_t r_particles = {"r_particles", "1"};
70 cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
72 byte shadebubble(float dx, float dy, vec3_t light)
76 if ((dx*dx+dy*dy) < 1) // it does hit the sphere
78 dz = 1 - (dx*dx+dy*dy);
81 normal[0] = dx;normal[1] = dy;normal[2] = dz;
82 VectorNormalize(normal);
83 dot = DotProduct(normal, light);
84 if (dot > 0.5) // interior reflection
86 else if (dot < -0.5) // exterior reflection
87 f += ((dot * -2) - 1);
89 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
90 VectorNormalize(normal);
91 dot = DotProduct(normal, light);
92 if (dot > 0.5) // interior reflection
94 else if (dot < -0.5) // exterior reflection
95 f += ((dot * -2) - 1);
97 f += 16; // just to give it a haze so you can see the outline
105 void R_InitParticleTexture (void)
109 byte data[32][32][4], noise1[32][32], noise2[32][32];
112 for (y = 0;y < 32;y++)
115 for (x = 0;x < 32;x++)
117 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
119 d = (255 - (dx*dx+dy*dy));
121 data[y][x][3] = (byte) d;
124 particletexture = GL_LoadTexture ("particletexture", 32, 32, &data[0][0][0], true, true, 4);
126 for (i = 0;i < 8;i++)
130 fractalnoise(&noise1[0][0], 32, 1);
131 fractalnoise(&noise2[0][0], 32, 8);
133 for (y = 0;y < 32;y++)
136 for (x = 0;x < 32;x++)
138 data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
140 d = ((noise2[y][x] * 384) >> 8) - 128;
145 d = (d * (255 - (int) (dx*dx+dy*dy))) >> 7;
147 if (d > 255) d = 255;
148 data[y][x][3] = (byte) d;
159 smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
162 light[0] = 1;light[1] = 1;light[2] = 1;
163 VectorNormalize(light);
164 for (x=0 ; x<32 ; x++)
166 for (y=0 ; y<32 ; y++)
168 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
169 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);
172 rainparticletexture = GL_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], true, true, 4);
174 light[0] = 1;light[1] = 1;light[2] = 1;
175 VectorNormalize(light);
176 for (x=0 ; x<32 ; x++)
178 for (y=0 ; y<32 ; y++)
180 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
181 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
184 bubbleparticletexture = GL_LoadTexture ("bubbleparticletexture", 32, 32, &data[0][0][0], true, true, 4);
189 particles = (particle_t *) malloc (r_numparticles * sizeof(particle_t));
190 freeparticles = (void *) malloc (r_numparticles * sizeof(particle_t *));
191 R_InitParticleTexture ();
194 void r_part_shutdown()
205 void R_Particles_Init (void)
209 i = COM_CheckParm ("-particles");
213 r_numparticles = (int)(atoi(com_argv[i+1]));
214 if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
215 r_numparticles = ABSOLUTE_MIN_PARTICLES;
219 r_numparticles = MAX_PARTICLES;
222 Cvar_RegisterVariable (&r_particles);
223 Cvar_RegisterVariable (&r_dynamicparticles);
225 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown);
228 #define particle(ptype, pcolor, ptex, pscale, palpha, ptime, px, py, pz, pvx, pvy, pvz)\
233 p->color = (pcolor);\
235 p->scale = (pscale);\
236 p->alpha = (palpha);\
237 p->die = cl.time + (ptime);\
245 #define particle2(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, poscale, pvscale)\
250 p->color = (pcolor);\
252 p->scale = (pscale);\
253 p->alpha = (palpha);\
254 p->die = cl.time + (ptime);\
255 p->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
256 p->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
257 p->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
258 p->vel[0] = lhrandom(-(pvscale), (pvscale));\
259 p->vel[1] = lhrandom(-(pvscale), (pvscale));\
260 p->vel[2] = lhrandom(-(pvscale), (pvscale));\
262 #define particle3(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
267 p->color = (pcolor);\
269 p->scale = (pscale);\
270 p->alpha = (palpha);\
271 p->die = cl.time + (ptime);\
272 p->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
273 p->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
274 p->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
275 p->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
276 p->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
277 p->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
280 void particle(int type, int color, int tex, float scale, int alpha, float time, float x, float y, float z, float vx, float vy, float vz)
290 p->die = cl.time + time;
298 void particle2(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float oscale, float vscale)
308 p->die = cl.time + time;
309 p->org[0] = lhrandom(-oscale, oscale) + base[0];
310 p->org[1] = lhrandom(-oscale, oscale) + base[1];
311 p->org[2] = lhrandom(-oscale, oscale) + base[2];
312 p->vel[0] = lhrandom(-vscale, vscale);
313 p->vel[1] = lhrandom(-vscale, vscale);
314 p->vel[2] = lhrandom(-vscale, vscale);
316 void particle3(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float scalex, float scaley, float scalez, float vscalex, float vscaley, float vscalez)
326 p->die = cl.time + time;
327 p->org[0] = lhrandom(-scalex, scalex) + base[0];
328 p->org[1] = lhrandom(-scaley, scaley) + base[1];
329 p->org[2] = lhrandom(-scalez, scalez) + base[2];
330 p->vel[0] = lhrandom(-vscalex, vscalex);
331 p->vel[1] = lhrandom(-vscaley, vscaley);
332 p->vel[2] = lhrandom(-vscalez, vscalez);
342 #define NUMVERTEXNORMALS 162
343 extern float r_avertexnormals[NUMVERTEXNORMALS][3];
344 vec3_t avelocities[NUMVERTEXNORMALS];
345 float beamlength = 16;
346 vec3_t avelocity = {23, 7, 3};
347 float partstep = 0.01;
348 float timescale = 0.01;
350 void R_EntityParticles (entity_t *ent)
355 float sp, sy, cp, cy;
358 if (!r_particles.value) return; // LordHavoc: particles are optional
363 if (!avelocities[0][0])
364 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
365 avelocities[0][i] = (rand()&255) * 0.01;
367 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
369 angle = cl.time * avelocities[i][0];
372 angle = cl.time * avelocities[i][1];
380 particle(pt_static, 0x6f, particletexture, 2, 255, 0, ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0);
390 void R_ClearParticles (void)
393 // free_particles = &particles[0];
394 // active_particles = NULL;
396 // for (i=0 ;i<r_numparticles ; i++)
397 // particles[i].next = &particles[i+1];
398 // particles[r_numparticles-1].next = NULL;
404 void R_ReadPointFile_f (void)
410 char name[MAX_OSPATH];
412 sprintf (name,"maps/%s.pts", sv.name);
414 COM_FOpenFile (name, &f, false);
417 Con_Printf ("couldn't open %s\n", name);
421 Con_Printf ("Reading %s...\n", name);
425 r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
430 if (numparticles >= r_numparticles)
432 Con_Printf ("Not enough free particles\n");
435 particle(pt_static, (-c)&15, particletexture, 2, 255, 99999, org[0], org[1], org[2], 0, 0, 0);
439 Con_Printf ("%i points read\n", c);
444 R_ParseParticleEffect
446 Parse an effect out of the server message
449 void R_ParseParticleEffect (void)
452 int i, count, msgcount, color;
454 for (i=0 ; i<3 ; i++)
455 org[i] = MSG_ReadCoord ();
456 for (i=0 ; i<3 ; i++)
457 dir[i] = MSG_ReadChar () * (1.0/16);
458 msgcount = MSG_ReadByte ();
459 color = MSG_ReadByte ();
466 R_RunParticleEffect (org, dir, color, count);
475 void R_ParticleExplosion (vec3_t org, int smoke)
478 if (!r_particles.value) return; // LordHavoc: particles are optional
480 particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 160, 2, org[0], org[1], org[2], 0, 0, 0);
482 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
483 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
485 for (i=0 ; i<128 ; i++)
486 particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 96);
490 for (i = 0;i < 256;i++)
491 particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1.5, lhrandom(0, 255), 5, lhrandom(-16, 16) + org[0], lhrandom(-16, 16) + org[1], lhrandom(-16, 16) + org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 192);
502 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
505 if (!r_particles.value) return; // LordHavoc: particles are optional
507 for (i = 0;i < 512;i++)
508 particle2(pt_fade, colorStart + (i % colorLength), particletexture, 1.5, 255, 0.3, org, 8, 192);
517 void R_BlobExplosion (vec3_t org)
520 if (!r_particles.value) return; // LordHavoc: particles are optional
522 for (i=0 ; i<512 ; i++)
523 particle3(pt_blob, 66+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
524 for (i=0 ; i<512 ; i++)
525 particle3(pt_blob2, 150+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
534 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
536 if (!r_particles.value) return; // LordHavoc: particles are optional
540 R_ParticleExplosion(org, false);
546 particle2(pt_fade, color + (rand()&7), particletexture, 6, (count & 7) * 16 + (rand()&15), 1, org, 8, 15);
551 particle2(pt_fade, color + (rand()&7), particletexture, 6, 128, 1, org, 8, 15);
554 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
560 void R_SparkShower (vec3_t org, vec3_t dir, int count)
562 if (!r_particles.value) return; // LordHavoc: particles are optional
565 particle(pt_smokecloud, 12+(rand()&3), smokeparticletexture[rand()&7], 8, 64, 99, org[0], org[1], org[2], 0, 0, 0);
568 // particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
569 particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, lhrandom(-4, 4) + org[0], lhrandom(-4, 4) + org[1], lhrandom(-4, 4) + org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64) + 64);
572 void R_BloodPuff (vec3_t org)
574 if (!r_particles.value) return; // LordHavoc: particles are optional
576 particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
577 particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 10, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
578 particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 8, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
581 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
588 if (!r_particles.value) return; // LordHavoc: particles are optional
590 VectorSubtract(maxs, mins, diff);
591 center[0] = (mins[0] + maxs[0]) * 0.5;
592 center[1] = (mins[1] + maxs[1]) * 0.5;
593 center[2] = (mins[2] + maxs[2]) * 0.5;
594 // FIXME: change velspeed back to 2.0x after fixing mod
595 velscale[0] = velspeed * 0.5 / diff[0];
596 velscale[1] = velspeed * 0.5 / diff[1];
597 velscale[2] = velspeed * 0.5 / diff[2];
603 p->texnum = smokeparticletexture[rand()&7];
604 p->scale = lhrandom(4, 6);
605 p->alpha = 96 + (rand()&63);
606 p->die = cl.time + 2;
607 p->type = pt_bloodcloud;
608 p->color = (rand()&3)+68;
609 for (j=0 ; j<3 ; j++)
611 p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
612 p->vel[j] = (p->org[j] - center[j]) * velscale[j];
617 void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
623 if (!r_particles.value) return; // LordHavoc: particles are optional
624 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
625 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
626 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
628 VectorSubtract(maxs, mins, diff);
634 p->texnum = particletexture;
637 p->die = cl.time + 1 + (rand()&15)*0.0625;
642 p->color = colorbase + (rand()&3);
643 for (j=0 ; j<3 ; j++)
645 p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j];
647 p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5);
654 void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
662 if (!r_particles.value) return; // LordHavoc: particles are optional
663 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
664 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
665 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
666 if (dir[2] < 0) // falling
668 t = (maxs[2] - mins[2]) / -dir[2];
673 t = (maxs[2] - mins[2]) / dir[2];
676 if (t < 0 || t > 2) // sanity check
680 VectorSubtract(maxs, mins, diff);
682 for (i=0 ; i<count ; i++)
686 vel[0] = dir[0] + (rand()&31) - 16;
687 vel[1] = dir[1] + (rand()&31) - 16;
688 vel[2] = dir[2] + (rand()&63) - 32;
689 org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0];
690 org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
698 p->texnum = particletexture;
704 p->texnum = rainparticletexture;
707 p->color = colorbase + (rand()&3);
708 VectorCopy(org, p->org);
709 VectorCopy(vel, p->vel);
710 VectorCopy(vel, p->vel2);
721 void R_LavaSplash (vec3_t org)
727 if (!r_particles.value) return; // LordHavoc: particles are optional
729 for (i=-128 ; i<128 ; i+=16)
730 for (j=-128 ; j<128 ; j+=16)
734 p->texnum = particletexture;
737 p->die = cl.time + 2 + (rand()&31) * 0.02;
738 p->color = 224 + (rand()&7);
741 dir[0] = j + (rand()&7);
742 dir[1] = i + (rand()&7);
745 p->org[0] = org[0] + dir[0];
746 p->org[1] = org[1] + dir[1];
747 p->org[2] = org[2] + (rand()&63);
749 VectorNormalize (dir);
750 vel = 50 + (rand()&63);
751 VectorScale (dir, vel, p->vel);
761 void R_TeleportSplash (vec3_t org)
765 if (!r_particles.value) return; // LordHavoc: particles are optional
767 for (i=-16 ; i<16 ; i+=8)
768 for (j=-16 ; j<16 ; j+=8)
769 for (k=-24 ; k<32 ; k+=8)
773 p->texnum = particletexture;
775 p->alpha = lhrandom(32,128);
776 p->die = cl.time + 5;
780 p->org[0] = org[0] + i + (rand()&7);
781 p->org[1] = org[1] + j + (rand()&7);
782 p->org[2] = org[2] + k + (rand()&7);
784 p->vel[0] = i*2 + (rand()%25) - 12;
785 p->vel[1] = j*2 + (rand()%25) - 12;
786 p->vel[2] = k*2 + (rand()%25) - 12 + 40;
790 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
793 float len, dec = 0, t, nt, speed;
794 int j, contents, bubbles;
796 if (!r_particles.value) return; // LordHavoc: particles are optional
800 if (ent->trail_leftover < 0)
801 ent->trail_leftover = 0;
802 t += ent->trail_leftover;
803 ent->trail_leftover -= (cl.time - cl.oldtime);
807 contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
808 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
811 VectorSubtract (end, start, vec);
812 len = VectorNormalizeLength (vec);
815 speed = len / (nt - t);
817 bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
823 p->vel[0] = p->vel[1] = p->vel[2] = 0;
824 p->die = cl.time + 2;
828 case 0: // rocket trail
829 case 1: // grenade trail
833 p->texnum = bubbleparticletexture;
834 p->scale = lhrandom(1,2);
836 p->color = (rand()&3)+12;
838 p->die = cl.time + 2;
839 for (j=0 ; j<3 ; j++)
841 p->vel[j] = (rand()&31)-16;
842 p->org[j] = start[j] + ((rand()&3)-2);
848 p->texnum = smokeparticletexture[rand()&7];
849 p->scale = lhrandom(8, 12);
850 p->alpha = 64 + (rand()&31);
851 p->color = (rand()&3)+12;
853 p->die = cl.time + 10000;
854 VectorCopy(start, p->org);
859 case 1: // smoke smoke
861 p->texnum = smokeparticletexture;
862 p->scale = lhrandom(6,9);
864 if (r_smokecolor.value)
865 p->color = r_smokecolor.value;
867 p->color = (rand()&3)+12;
869 p->die = cl.time + 1;
870 VectorCopy(start, p->org);
875 case 4: // slight blood
877 p->texnum = smokeparticletexture[rand()&7];
878 p->scale = lhrandom(4, 6);
879 p->alpha = type == 4 ? 192 : 255;
880 p->color = (rand()&3)+68;
881 p->type = pt_bloodcloud;
882 p->die = cl.time + 9999;
883 for (j=0 ; j<3 ; j++)
885 p->vel[j] = (rand()&15)-8;
886 p->org[j] = start[j] + ((rand()&3)-2);
893 p->texnum = smokeparticletexture[rand()&7];
895 p->alpha = 64 + (rand()&31);
896 p->color = type == 3 ? 56 : 234;
898 p->die = cl.time + 10000;
899 VectorCopy(start, p->org);
902 case 6: // voor trail
903 dec = 0.05f; // sparse trail
904 p->texnum = smokeparticletexture[rand()&7];
905 p->scale = lhrandom(3, 5);
907 p->color = 9*16 + 8 + (rand()&3);
909 p->die = cl.time + 2;
910 for (j=0 ; j<3 ; j++)
912 p->vel[j] = (rand()&15)-8;
913 p->org[j] = start[j] + ((rand()&3)-2);
917 case 7: // Nehahra smoke tracer
919 p->texnum = smokeparticletexture[rand()&7];
920 p->scale = lhrandom(8, 12);
922 p->color = (rand()&3)+12;
924 p->die = cl.time + 10000;
925 for (j=0 ; j<3 ; j++)
926 p->org[j] = start[j] + ((rand()&3)-2);
932 VectorMA (start, dec, vec, start);
934 ent->trail_leftover = t - cl.time;
937 void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
941 if (!r_particles.value) return; // LordHavoc: particles are optional
943 VectorSubtract (end, start, vec);
944 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
945 VectorScale(vec, 3, vec);
948 particle(pt_smoke, color, particletexture, 8, 192, 99, start[0], start[1], start[2], 0, 0, 0);
949 VectorAdd (start, vec, start);
959 extern cvar_t sv_gravity;
960 void R_CompleteLightPoint (vec3_t color, vec3_t p);
962 void TraceLine (vec3_t start, vec3_t end, vec3_t impact);
964 void R_DrawParticles (void)
968 float gravity, dvel, frametime, scale, scale2, minparticledist;
970 vec3_t up, right, uprightangles, forward2, up2, right2, tempcolor, v;
971 int activeparticles, maxparticle, j, k;
973 // LordHavoc: early out condition
977 VectorScale (vup, 1.5, up);
978 VectorScale (vright, 1.5, right);
980 uprightangles[0] = 0;
981 uprightangles[1] = r_refdef.viewangles[1];
982 uprightangles[2] = 0;
983 AngleVectors (uprightangles, forward2, right2, up2);
985 frametime = cl.time - cl.oldtime;
986 gravity = frametime * sv_gravity.value;
987 dvel = 1+4*frametime;
989 minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
994 for (k = 0, p = particles;k < numparticles;k++, p++)
996 if (p->die < cl.time)
998 freeparticles[j++] = p;
1004 // LordHavoc: only render if not too close
1005 if (DotProduct(p->org, vpn) >= minparticledist)
1007 color24 = (byte *) &d_8to24table[(int)p->color];
1012 if (r_dynamicparticles.value)
1014 R_CompleteLightPoint(tempcolor, p->org);
1015 r = (r * (int) tempcolor[0]) >> 7;
1016 g = (g * (int) tempcolor[1]) >> 7;
1017 b = (b * (int) tempcolor[2]) >> 7;
1019 transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
1020 scale = p->scale * -0.5;scale2 = p->scale * 0.5;
1021 if (p->texnum == rainparticletexture) // rain streak
1023 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);
1024 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);
1025 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);
1026 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);
1030 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);
1031 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);
1032 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);
1033 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);
1038 VectorCopy(p->org, p->oldorg);
1039 p->org[0] += p->vel[0]*frametime;
1040 p->org[1] += p->vel[1]*frametime;
1041 p->org[2] += p->vel[2]*frametime;
1049 for (i=0 ; i<3 ; i++)
1054 for (i=0 ; i<2 ; i++)
1059 p->vel[2] -= gravity;
1061 // LordHavoc: for smoke trails
1063 p->scale += frametime * 6;
1064 p->alpha -= frametime * 128;
1069 if (cl.time > p->time2)
1071 p->time2 = cl.time + (rand() & 3) * 0.1;
1072 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1073 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1074 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1078 // if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
1083 p->scale += frametime * 16;
1084 p->alpha -= frametime * 512;
1085 if (p->alpha < 1 || p->scale < 1)
1088 case pt_fallfadespark:
1089 p->alpha -= frametime * 256;
1090 p->vel[2] -= gravity;
1095 p->alpha -= frametime * 512;
1100 a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1101 if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
1103 p->texnum = smokeparticletexture[rand()&7];
1104 p->type = pt_splash;
1107 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1108 p->die = cl.time + 1000;
1111 p->vel[2] += gravity * 0.25;
1112 p->vel[0] *= (1 - (frametime * 0.0625));
1113 p->vel[1] *= (1 - (frametime * 0.0625));
1114 p->vel[2] *= (1 - (frametime * 0.0625));
1115 if (cl.time > p->time2)
1117 p->time2 = cl.time + lhrandom(0, 0.5);
1118 p->vel[0] += lhrandom(-32,32);
1119 p->vel[1] += lhrandom(-32,32);
1120 p->vel[2] += lhrandom(-32,32);
1122 p->alpha -= frametime * 64;
1127 p->scale += frametime * 60;
1128 p->alpha -= frametime * 96;
1133 p->scale += frametime * 24;
1134 p->alpha -= frametime * 256;
1139 a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1140 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1142 if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
1143 break; // still in solid
1144 p->die = cl.time + 1000;
1148 case CONTENTS_SLIME:
1149 p->texnum = smokeparticletexture[rand()&7];
1150 p->type = pt_smokecloud;
1154 case CONTENTS_WATER:
1155 p->texnum = smokeparticletexture[rand()&7];
1156 p->type = pt_splash;
1159 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1160 // p->texnum = bubbleparticletexture;
1161 // p->type = pt_bubble;
1162 // p->vel[2] *= 0.1;
1164 default: // CONTENTS_SOLID and any others
1165 TraceLine(p->oldorg, p->org, v);
1166 VectorCopy(v, p->org);
1167 p->texnum = smokeparticletexture[rand()&7];
1168 p->type = pt_splash;
1171 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1172 p->die = cl.time + 1000;
1179 // fill in gaps to compact the array
1181 while (maxparticle >= activeparticles)
1183 *freeparticles[i++] = particles[maxparticle--];
1184 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1187 numparticles = activeparticles;