2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #define MAX_PARTICLES 4096 // default max # of particles at one
25 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
26 // on the command line
28 int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
29 int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
30 int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
33 int smokeparticletexture[8];
34 int flareparticletexture;
35 int rainparticletexture;
36 int bloodcloudparticletexture;
37 int bubbleparticletexture;
39 particle_t *active_particles, *free_particles;
41 particle_t *particles;
44 vec3_t r_pright, r_pup, r_ppn;
46 cvar_t r_particles = {"r_particles", "1", true};
48 void fractalnoise(char *noise, int size);
49 void fractalnoise_zeroedge(char *noise, int size);
51 void R_InitParticleTexture (void)
54 float dx, dy, dz, f, dot;
55 byte data[32][32][4], noise1[32][32], noise2[32][32];
58 particletexture = texture_extension_number++;
59 glBindTexture(GL_TEXTURE_2D, particletexture);
61 for (x=0 ; x<32 ; x++)
63 for (y=0 ; y<32 ; y++)
65 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
68 d = (255 - (dx*dx+dy*dy));
70 data[y][x][3] = (byte) d;
73 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
75 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
77 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
78 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
83 fractalnoise(&noise1[0][0], 32);
84 fractalnoise(&noise2[0][0], 32);
85 for (y = 0;y < 32;y++)
86 for (x = 0;x < 32;x++)
88 data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
91 d = noise2[y][x] * 4 - 512;
96 d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
99 data[y][x][3] = (byte) d;
106 for (x=0 ; x<34 ; x+=2)
107 for (y=0 ; y<34 ; y+=2)
108 data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%32)+192;
109 for (x=0 ; x<32 ; x+=2)
110 for (y=0 ; y<32 ; y+=2)
112 data[y ][x+1][0] = data[y ][x+1][1] = data[y ][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0]) >> 1;
113 data[y+1][x ][0] = data[y+1][x ][1] = data[y+1][x ][2] = (int) (data[y ][x ][0] + data[y+2][x ][0]) >> 1;
114 data[y+1][x+1][0] = data[y+1][x+1][1] = data[y+1][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0] + data[y+2][x ][0] + data[y+2][x+2][0]) >> 2;
116 for (x=0 ; x<32 ; x++)
118 for (y=0 ; y<32 ; y++)
120 //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+32;
123 d = (255 - (dx*dx+dy*dy));
125 data[y][x][3] = (byte) d;
129 smokeparticletexture[i] = texture_extension_number++;
130 glBindTexture(GL_TEXTURE_2D, smokeparticletexture[i]);
131 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
132 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
133 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
134 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
137 fractalnoise(&noise1[0][0], 32);
138 fractalnoise(&noise2[0][0], 32);
139 for (y = 0;y < 32;y++)
140 for (x = 0;x < 32;x++)
142 data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
145 d = (noise2[y][x] * (255 - (dx*dx+dy*dy))) * (1.0f / 255.0f);
147 if (d > 255) d = 255;
148 data[y][x][3] = (byte) d;
151 bloodcloudparticletexture = texture_extension_number++;
152 glBindTexture(GL_TEXTURE_2D, bloodcloudparticletexture);
153 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
154 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
155 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
156 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
158 flareparticletexture = texture_extension_number++;
159 glBindTexture(GL_TEXTURE_2D, flareparticletexture);
161 for (x=0 ; x<32 ; x++)
163 for (y=0 ; y<32 ; y++)
165 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
168 d = 2048 / (dx*dx+dy*dy+1) - 32;
169 d = bound(0, d, 255);
170 data[y][x][3] = (byte) d;
173 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
175 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
177 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
178 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
180 rainparticletexture = texture_extension_number++;
181 glBindTexture(GL_TEXTURE_2D, rainparticletexture);
183 for (x=0 ; x<32 ; x++)
185 for (y=0 ; y<32 ; y++)
187 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
188 if (y < 24) // stretch the upper half to make a raindrop
192 d = (255 - (dx*dx+dy*dy))/2;
198 d = (255 - (dx*dx+dy*dy))/2;
201 data[y][x][3] = (byte) d;
204 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
206 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
208 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
209 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
211 bubbleparticletexture = texture_extension_number++;
212 glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
214 light[0] = 1;light[1] = 1;light[2] = 1;
215 VectorNormalize(light);
216 for (x=0 ; x<32 ; x++)
218 for (y=0 ; y<32 ; y++)
220 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
221 dx = x * (1.0 / 16.0) - 1.0;
222 dy = y * (1.0 / 16.0) - 1.0;
223 if (dx*dx+dy*dy < 1) // it does hit the sphere
225 dz = 1 - (dx*dx+dy*dy);
228 normal[0] = dx;normal[1] = dy;normal[2] = dz;
229 VectorNormalize(normal);
230 dot = DotProduct(normal, light);
231 if (dot > 0.5) // interior reflection
232 f += ((dot * 2) - 1);
233 else if (dot < -0.5) // exterior reflection
234 f += ((dot * -2) - 1);
236 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
237 VectorNormalize(normal);
238 dot = DotProduct(normal, light);
239 if (dot > 0.5) // interior reflection
240 f += ((dot * 2) - 1);
241 else if (dot < -0.5) // exterior reflection
242 f += ((dot * -2) - 1);
244 f = bound(0, f, 255);
245 data[y][x][3] = (byte) f;
251 glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
253 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
255 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
256 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
264 void R_InitParticles (void)
268 i = COM_CheckParm ("-particles");
272 r_numparticles = (int)(atoi(com_argv[i+1]));
273 if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
274 r_numparticles = ABSOLUTE_MIN_PARTICLES;
278 r_numparticles = MAX_PARTICLES;
281 particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
283 Cvar_RegisterVariable (&r_particles);
284 R_InitParticleTexture ();
293 #define NUMVERTEXNORMALS 162
294 extern float r_avertexnormals[NUMVERTEXNORMALS][3];
295 vec3_t avelocities[NUMVERTEXNORMALS];
296 float beamlength = 16;
297 vec3_t avelocity = {23, 7, 3};
298 float partstep = 0.01;
299 float timescale = 0.01;
301 void R_EntityParticles (entity_t *ent)
307 float sr, sp, sy, cr, cp, cy;
310 if (!r_particles.value) return; // LordHavoc: particles are optional
315 if (!avelocities[0][0])
317 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
318 avelocities[0][i] = (rand()&255) * 0.01;
322 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
324 angle = cl.time * avelocities[i][0];
327 angle = cl.time * avelocities[i][1];
330 angle = cl.time * avelocities[i][2];
341 free_particles = p->next;
342 p->next = active_particles;
343 active_particles = p;
346 p->texnum = flareparticletexture;
349 p->die = cl.time + 0.01;
351 p->type = pt_explode;
353 p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
354 p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
355 p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
365 void R_ClearParticles (void)
369 free_particles = &particles[0];
370 active_particles = NULL;
372 for (i=0 ;i<r_numparticles ; i++)
373 particles[i].next = &particles[i+1];
374 particles[r_numparticles-1].next = NULL;
378 void R_ReadPointFile_f (void)
385 char name[MAX_OSPATH];
387 sprintf (name,"maps/%s.pts", sv.name);
389 COM_FOpenFile (name, &f, false);
392 Con_Printf ("couldn't open %s\n", name);
396 Con_Printf ("Reading %s...\n", name);
400 r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
407 Con_Printf ("Not enough free particles\n");
411 free_particles = p->next;
412 p->next = active_particles;
413 active_particles = p;
416 p->texnum = particletexture;
422 VectorCopy (vec3_origin, p->vel);
423 VectorCopy (org, p->org);
427 Con_Printf ("%i points read\n", c);
432 R_ParseParticleEffect
434 Parse an effect out of the server message
437 void R_ParseParticleEffect (void)
440 int i, count, msgcount, color;
442 for (i=0 ; i<3 ; i++)
443 org[i] = MSG_ReadCoord ();
444 for (i=0 ; i<3 ; i++)
445 dir[i] = MSG_ReadChar () * (1.0/16);
446 msgcount = MSG_ReadByte ();
447 color = MSG_ReadByte ();
454 R_RunParticleEffect (org, dir, color, count);
463 void R_ParticleExplosion (vec3_t org, int smoke)
467 if (!r_particles.value) return; // LordHavoc: particles are optional
469 for (i=0 ; i<2048 ; i++)
474 free_particles = p->next;
475 p->next = active_particles;
476 active_particles = p;
479 p->texnum = flareparticletexture;
480 p->scale = lhrandom(2,5);
481 p->alpha = rand()&255;
482 p->die = cl.time + 5;
487 p->type = pt_explode;
489 p->type = pt_explode2;
491 p->color = ramp1[rand()&7];
492 p->type = pt_fallfadespark;
493 for (j=0 ; j<3 ; j++)
495 p->org[j] = org[j] + ((rand()&15)-8);
496 p->vel[j] = (rand()&511)-256;
503 for (i=0 ; i<32 ; i++)
508 free_particles = p->next;
509 p->next = active_particles;
510 active_particles = p;
513 p->texnum = smokeparticletexture[rand()&7];
516 p->die = cl.time + 2;
518 p->color = (rand()&7) + 8;
519 for (j=0 ; j<3 ; j++)
521 p->org[j] = org[j] + ((rand()%96)-48);
522 p->vel[j] = (rand()&63)-32;
534 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
539 if (!r_particles.value) return; // LordHavoc: particles are optional
541 for (i=0; i<512; i++)
546 free_particles = p->next;
547 p->next = active_particles;
548 active_particles = p;
551 p->texnum = flareparticletexture;
554 p->die = cl.time + 0.3;
555 p->color = colorStart + (colorMod % colorLength);
559 for (j=0 ; j<3 ; j++)
561 p->org[j] = org[j] + ((rand()&15)-8);
562 p->vel[j] = (rand()%512)-256;
573 void R_BlobExplosion (vec3_t org)
577 if (!r_particles.value) return; // LordHavoc: particles are optional
579 for (i=0 ; i<1024 ; i++)
584 free_particles = p->next;
585 p->next = active_particles;
586 active_particles = p;
589 p->texnum = flareparticletexture;
592 p->die = cl.time + 1 + (rand()&8)*0.05;
597 p->color = 66 + rand()%6;
598 for (j=0 ; j<3 ; j++)
600 p->org[j] = org[j] + ((rand()%32)-16);
601 p->vel[j] = (rand()%512)-256;
607 p->color = 150 + rand()%6;
608 for (j=0 ; j<3 ; j++)
610 p->org[j] = org[j] + ((rand()%32)-16);
611 p->vel[j] = (rand()%512)-256;
623 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
627 if (!r_particles.value) return; // LordHavoc: particles are optional
629 for (i=0 ; i<count ; i++)
634 free_particles = p->next;
635 p->next = active_particles;
636 active_particles = p;
640 { // rocket explosion
641 p->texnum = flareparticletexture;
644 p->die = cl.time + 5;
649 p->type = pt_explode;
650 for (j=0 ; j<3 ; j++)
652 p->org[j] = org[j] + ((rand()%32)-16);
653 p->vel[j] = (rand()%512)-256;
658 p->type = pt_explode2;
659 for (j=0 ; j<3 ; j++)
661 p->org[j] = org[j] + ((rand()%32)-16);
662 p->vel[j] = (rand()%512)-256;
668 p->texnum = flareparticletexture;
671 p->die = cl.time + 0.1*(rand()%5);
672 p->color = (color&~7) + (rand()&7);
673 p->type = pt_static; //slowgrav;
674 for (j=0 ; j<3 ; j++)
676 p->org[j] = org[j] + ((rand()&15)-8);
677 p->vel[j] = dir[j]*15;// + (rand()%300)-150;
683 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
690 void R_SparkShower (vec3_t org, vec3_t dir, int count, int type)
694 if (!r_particles.value) return; // LordHavoc: particles are optional
699 free_particles = p->next;
700 p->next = active_particles;
701 active_particles = p;
703 if (type == 0) // sparks
705 p->texnum = smokeparticletexture[rand()&7];
708 p->color = (rand()&3)+12;
709 p->type = pt_bulletpuff;
710 p->die = cl.time + 1;
711 VectorCopy(org, p->org);
712 p->vel[0] = p->vel[1] = p->vel[2] = 0;
716 p->texnum = bloodcloudparticletexture;
719 p->color = (rand()&3)+68;
720 p->type = pt_bloodcloud;
721 p->die = cl.time + 0.5;
722 VectorCopy(org, p->org);
723 p->vel[0] = p->vel[1] = p->vel[2] = 0;
726 for (i=0 ; i<count ; i++)
731 free_particles = p->next;
732 p->next = active_particles;
733 active_particles = p;
736 p->texnum = flareparticletexture;
739 p->die = cl.time + 0.0625 * (rand()&15);
741 if (type == 0) // sparks
745 p->ramp = (rand()&3);
746 p->color = ramp1[(int)p->ramp];
747 for (j=0 ; j<3 ; j++)
749 p->org[j] = org[j] + ((rand()&7)-4);
750 p->vel[j] = dir[j] + (rand()%192)-96;
756 p->type = pt_fadespark2;
757 p->color = 67 + (rand()&3);
758 for (j=0 ; j<3 ; j++)
760 p->org[j] = org[j] + (rand()&7)-4;
761 p->vel[j] = dir[j] + (rand()&63)-32;
768 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
775 if (!r_particles.value) return; // LordHavoc: particles are optional
777 VectorSubtract(maxs, mins, diff);
778 center[0] = (mins[0] + maxs[0]) * 0.5;
779 center[1] = (mins[1] + maxs[1]) * 0.5;
780 center[2] = (mins[2] + maxs[2]) * 0.5;
781 velscale[0] = velspeed * 2.0 / diff[0];
782 velscale[1] = velspeed * 2.0 / diff[1];
783 velscale[2] = velspeed * 2.0 / diff[2];
785 for (i=0 ; i<count ; i++)
790 free_particles = p->next;
791 p->next = active_particles;
792 active_particles = p;
795 p->texnum = bloodcloudparticletexture;
797 p->alpha = 96 + (rand()&63);
798 p->die = cl.time + 2; //0.015625 * (rand()%128);
799 p->type = pt_fadespark;
800 p->color = (rand()&3)+68;
801 // p->color = 67 + (rand()&3);
802 for (j=0 ; j<3 ; j++)
804 p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
805 p->vel[j] = (p->org[j] - center[j]) * velscale[j];
810 void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
816 if (!r_particles.value) return; // LordHavoc: particles are optional
817 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
818 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
819 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
821 VectorSubtract(maxs, mins, diff);
823 for (i=0 ; i<count ; i++)
828 free_particles = p->next;
829 p->next = active_particles;
830 active_particles = p;
833 p->texnum = flareparticletexture;
836 p->die = cl.time + 1 + (rand()&15)*0.0625;
841 p->color = colorbase + (rand()&3);
842 for (j=0 ; j<3 ; j++)
844 p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j];
846 p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5);
853 void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
861 if (!r_particles.value) return; // LordHavoc: particles are optional
862 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
863 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
864 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
865 if (dir[2] < 0) // falling
867 t = (maxs[2] - mins[2]) / -dir[2];
872 t = (maxs[2] - mins[2]) / dir[2];
875 if (t < 0 || t > 2) // sanity check
879 VectorSubtract(maxs, mins, diff);
881 for (i=0 ; i<count ; i++)
886 free_particles = p->next;
887 p->next = active_particles;
888 active_particles = p;
890 vel[0] = dir[0] + (rand()&31) - 16;
891 vel[1] = dir[1] + (rand()&31) - 16;
892 vel[2] = dir[2] + (rand()&63) - 32;
893 org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0];
894 org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
903 p->texnum = particletexture;
908 p->texnum = rainparticletexture;
911 p->color = colorbase + (rand()&3);
912 VectorCopy(org, p->org);
913 VectorCopy(vel, p->vel);
914 VectorCopy(vel, p->vel2);
925 void R_LavaSplash (vec3_t org)
931 if (!r_particles.value) return; // LordHavoc: particles are optional
933 for (i=-16 ; i<16 ; i+=2)
934 for (j=-16 ; j<16 ; j+=2)
935 for (k=0 ; k<1 ; k++)
940 free_particles = p->next;
941 p->next = active_particles;
942 active_particles = p;
945 p->texnum = flareparticletexture;
948 p->die = cl.time + 2 + (rand()&31) * 0.02;
949 p->color = 224 + (rand()&7);
950 p->type = pt_slowgrav;
952 dir[0] = j*8 + (rand()&7);
953 dir[1] = i*8 + (rand()&7);
956 p->org[0] = org[0] + dir[0];
957 p->org[1] = org[1] + dir[1];
958 p->org[2] = org[2] + (rand()&63);
960 VectorNormalize (dir);
961 vel = 50 + (rand()&63);
962 VectorScale (dir, vel, p->vel);
972 void R_TeleportSplash (vec3_t org)
977 if (!r_particles.value) return; // LordHavoc: particles are optional
980 for (i=-16 ; i<16 ; i+=4)
981 for (j=-16 ; j<16 ; j+=4)
982 for (k=-24 ; k<32 ; k+=4)
987 free_particles = p->next;
988 p->next = active_particles;
989 active_particles = p;
992 p->texnum = particletexture;
995 p->die = cl.time + 0.2 + (rand()&7) * 0.02;
996 p->color = 7 + (rand()&7);
997 p->type = pt_slowgrav;
1003 p->org[0] = org[0] + i + (rand()&3);
1004 p->org[1] = org[1] + j + (rand()&3);
1005 p->org[2] = org[2] + k + (rand()&3);
1007 VectorNormalize (dir);
1008 vel = 50 + (rand()&63);
1009 VectorScale (dir, vel, p->vel);
1013 for (i=-24 ; i<24 ; i+=8)
1014 for (j=-24 ; j<24 ; j+=8)
1015 for (k=-24 ; k<32 ; k+=8)
1017 if (!free_particles)
1020 free_particles = p->next;
1021 p->next = active_particles;
1022 active_particles = p;
1025 p->texnum = flareparticletexture;
1027 p->alpha = (1 + rand()&7) * 32;
1028 p->die = cl.time + 5;
1029 p->color = 254; //8 + (rand()&7);
1030 p->type = pt_fadespark;
1032 p->org[0] = org[0] + i + (rand()&7);
1033 p->org[1] = org[1] + j + (rand()&7);
1034 p->org[2] = org[2] + k + (rand()&7);
1036 p->vel[0] = i*2 + (rand()%25) - 12;
1037 p->vel[1] = j*2 + (rand()%25) - 12;
1038 p->vel[2] = k*2 + (rand()%25) - 12 + 40;
1042 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
1045 float len, dec, t, nt, speed;
1046 int j, contents, bubbles;
1048 static int tracercount;
1049 if (!r_particles.value) return; // LordHavoc: particles are optional
1053 if (ent->trail_leftover < 0)
1054 ent->trail_leftover = 0;
1055 t += ent->trail_leftover;
1056 ent->trail_leftover -= (cl.time - cl.oldtime);
1060 contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
1061 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
1064 VectorSubtract (end, start, vec);
1065 len = VectorNormalizeLength (vec);
1068 speed = len / (nt - t);
1070 bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
1074 if (!free_particles)
1077 free_particles = p->next;
1078 p->next = active_particles;
1079 active_particles = p;
1082 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1083 p->die = cl.time + 2;
1087 case 0: // rocket trail
1088 case 1: // grenade trail
1092 p->contents = contents;
1093 p->texnum = bubbleparticletexture;
1094 p->scale = lhrandom(1,2);
1096 p->color = (rand()&3)+12;
1097 p->type = pt_bubble;
1098 p->die = cl.time + 2;
1099 for (j=0 ; j<3 ; j++)
1101 p->vel[j] = (rand()&31)-16;
1102 p->org[j] = start[j] + ((rand()&3)-2);
1108 p->texnum = smokeparticletexture[rand()&7];
1109 p->scale = lhrandom(6, 10);
1110 p->alpha = 64 + (rand()&31);
1111 p->color = (rand()&3)+12;
1113 p->die = cl.time + 10000;
1114 VectorCopy(start, p->org);
1119 case 1: // smoke smoke
1121 p->texnum = smokeparticletexture;
1122 p->scale = lhrandom(6,9);
1124 if (r_smokecolor.value)
1125 p->color = r_smokecolor.value;
1127 p->color = (rand()&3)+12;
1129 p->die = cl.time + 1;
1130 VectorCopy(start, p->org);
1136 p->texnum = bloodcloudparticletexture;
1137 p->scale = lhrandom(8, 12);
1139 p->color = (rand()&3)+68;
1140 p->type = pt_bloodcloud;
1141 p->die = cl.time + 2;
1142 for (j=0 ; j<3 ; j++)
1144 p->vel[j] = (rand()&15)-8;
1145 p->org[j] = start[j] + ((rand()&3)-2);
1152 p->texnum = flareparticletexture;
1155 p->die = cl.time + 0.2; //5;
1156 p->type = pt_static;
1158 p->color = 52 + ((tracercount&4)<<1);
1160 p->color = 230 + ((tracercount&4)<<1);
1164 VectorCopy (start, p->org);
1165 if (tracercount & 1)
1167 p->vel[0] = 30*vec[1];
1168 p->vel[1] = 30*-vec[0];
1172 p->vel[0] = 30*-vec[1];
1173 p->vel[1] = 30*vec[0];
1177 case 4: // slight blood
1178 dec = 0.03f; // sparse trail
1179 p->texnum = bloodcloudparticletexture;
1180 p->scale = lhrandom(8,12);
1182 p->color = (rand()&3)+68;
1183 p->type = pt_fadespark2;
1184 p->die = cl.time + 2;
1185 for (j=0 ; j<3 ; j++)
1187 p->vel[j] = (rand()&15)-8;
1188 p->org[j] = start[j] + ((rand()&3)-2);
1192 case 6: // voor trail
1193 dec = 0.05f; // sparse trail
1194 p->texnum = flareparticletexture;
1195 p->scale = lhrandom(4, 8);
1197 p->color = 9*16 + 8 + (rand()&3);
1198 p->type = pt_fadespark2;
1199 p->die = cl.time + 2;
1200 for (j=0 ; j<3 ; j++)
1202 p->vel[j] = (rand()&15)-8;
1203 p->org[j] = start[j] + ((rand()&3)-2);
1207 case 7: // Nehahra smoke tracer
1209 p->texnum = smokeparticletexture[rand()&7];
1210 p->scale = lhrandom(8, 12);
1212 p->color = (rand()&3)+12;
1214 p->die = cl.time + 10000;
1215 for (j=0 ; j<3 ; j++)
1216 p->org[j] = start[j] + ((rand()&3)-2);
1222 VectorMA (start, dec, vec, start);
1224 ent->trail_leftover = t - cl.time;
1227 void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1232 static int tracercount;
1233 if (!r_particles.value) return; // LordHavoc: particles are optional
1235 VectorSubtract (end, start, vec);
1236 len = VectorNormalizeLength (vec);
1241 if (!free_particles)
1244 free_particles = p->next;
1245 p->next = active_particles;
1246 active_particles = p;
1248 VectorCopy (vec3_origin, p->vel);
1251 p->texnum = flareparticletexture;
1256 p->die = cl.time + 1;
1257 VectorCopy(start, p->org);
1258 // for (j=0 ; j<3 ; j++)
1259 // p->org[j] = start[j] + ((rand()&15)-8);
1261 VectorAdd (start, vec, start);
1266 extern qboolean lighthalf;
1273 extern cvar_t sv_gravity;
1275 void R_DrawParticles (void)
1277 particle_t *p, *kill;
1279 float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
1281 vec3_t up, right, uprightangles, forward2, up2, right2, v;
1283 // LordHavoc: early out condition
1284 if (!active_particles)
1287 VectorScale (vup, 1.5, up);
1288 VectorScale (vright, 1.5, right);
1290 uprightangles[0] = 0;
1291 uprightangles[1] = r_refdef.viewangles[1];
1292 uprightangles[2] = 0;
1293 AngleVectors (uprightangles, forward2, right2, up2);
1295 frametime = cl.time - cl.oldtime;
1296 time3 = frametime * 15;
1297 time2 = frametime * 10; // 15;
1298 time1 = frametime * 5;
1299 grav = (grav1 = frametime * sv_gravity.value) * 0.05;
1300 dvel = 1+4*frametime;
1304 kill = active_particles;
1305 if (kill && kill->die < cl.time)
1307 active_particles = kill->next;
1308 kill->next = free_particles;
1309 free_particles = kill;
1315 for (p=active_particles ; p ; p=p->next)
1320 if (kill && kill->die < cl.time)
1322 p->next = kill->next;
1323 kill->next = free_particles;
1324 free_particles = kill;
1329 // LordHavoc: 'removed last in list' condition
1333 a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1334 if (a == CONTENTS_SOLID || p->contents && p->contents != a)
1339 VectorSubtract(p->org, r_refdef.vieworg, v);
1340 if (DotProduct(v, v) >= 256.0f)
1342 scale = p->scale * -0.5;scale2 = p->scale * 0.5;
1343 color24 = (byte *) &d_8to24table[(int)p->color];
1354 transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
1355 if (p->texnum == rainparticletexture) // rain streak
1357 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);
1358 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);
1359 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);
1360 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);
1364 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);
1365 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);
1366 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);
1367 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);
1372 p->org[0] += p->vel[0]*frametime;
1373 p->org[1] += p->vel[1]*frametime;
1374 p->org[2] += p->vel[2]*frametime;
1385 p->color = ramp3[(int)p->ramp];
1394 p->color = ramp1[(int)p->ramp];
1395 // p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
1396 for (i=0 ; i<3 ; i++)
1398 // p->vel[2] -= grav;
1406 p->color = ramp2[(int)p->ramp];
1407 // p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
1408 for (i=0 ; i<3 ; i++)
1409 p->vel[i] -= p->vel[i]*frametime;
1410 // p->vel[2] -= grav;
1414 for (i=0 ; i<3 ; i++)
1415 p->vel[i] += p->vel[i]*dvel;
1420 for (i=0 ; i<2 ; i++)
1421 p->vel[i] -= p->vel[i]*dvel;
1431 // LordHavoc: gunshot spark showers
1434 p->scale -= frametime * 4;
1435 if (p->ramp >= 8 || p->scale <= 0)
1438 p->color = ramp3[(int)p->ramp];
1441 // LordHavoc: for smoke trails
1443 p->scale += frametime * 4;
1444 p->alpha -= frametime * 48;
1445 // p->vel[2] += grav;
1450 if (cl.time > p->time2)
1452 p->time2 = cl.time + (rand() & 3) * 0.1;
1453 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1454 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1455 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1459 p->scale -= frametime * 64;
1460 p->alpha -= frametime * 1024;
1462 if (p->alpha < 1 || p->scale < 1)
1466 p->scale -= frametime * 24;
1467 p->alpha -= frametime * 128;
1469 if (p->alpha < 1 || p->scale < 1)
1473 p->alpha -= frametime * 256;
1479 p->alpha -= frametime * 512;
1484 case pt_fallfadespark:
1485 p->alpha -= frametime * 256;
1490 case pt_fallfadespark2:
1491 p->alpha -= frametime * 512;
1497 p->vel[2] += grav1 * 2;
1498 if (p->vel[2] >= 200)
1499 p->vel[2] = 136+rand()&63;
1500 if (cl.time > p->time2)
1502 p->time2 = cl.time + (rand()&7)*0.0625;
1503 p->vel[0] = (rand()&63)-32;
1504 p->vel[1] = (rand()&63)-32;
1506 p->alpha -= frametime * 64;