2 * $Logfile: /Freespace2/code/Particle/Particle.cpp $
7 * Code for particle system
10 * Revision 1.2 2002/05/07 03:16:48 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 11 7/21/99 8:10p Dave
18 * First run of supernova effect.
20 * 10 7/15/99 9:20a Andsager
21 * FS2_DEMO initial checkin
23 * 9 7/07/99 3:11p Dave
24 * Fix for uninitialized particle system data.
26 * 8 4/22/99 11:06p Dave
27 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
28 * now is to tweak and fix bugs as they come up. No new beam weapon
31 * 7 1/29/99 12:47a Dave
32 * Put in sounds for beam weapon. A bunch of interface screens (tech
35 * 6 1/28/99 9:10a Andsager
36 * Particles increased in width, life, number. Max particles increased
38 * 5 1/27/99 9:56a Dave
39 * Temporary checkin of beam weapons for Dan to make cool sounds.
41 * 4 1/24/99 11:37p Dave
42 * First full rev of beam weapons. Very customizable. Removed some bogus
43 * Int3()'s in low level net code.
45 * 3 1/21/99 2:06p Dave
46 * Final checkin for multiplayer testing.
48 * 2 10/07/98 10:53a Dave
51 * 1 10/07/98 10:50a Dave
53 * 28 5/13/98 3:25p John
54 * Added code to make explosion impacts not get removed by other
57 * 27 5/11/98 10:06a John
58 * Added new particle for Adam
60 * 26 4/30/98 11:31a Andsager
61 * Added particles to big ship explosions. Modified particle_emit() to
62 * take optional range to increase range at which pariticles are created.
64 * 25 4/17/98 1:42p Allender
65 * fixed NDEBUG build problems
67 * 24 4/17/98 6:58a John
68 * Made particles not reduce in low mem conditions.
70 * 23 4/15/98 4:21p John
71 * Made particles drop off with distance smoothly. Made old particles get
72 * deleted by new ones.
74 * 22 4/15/98 11:15a Adam
75 * upped MAX_PARTICLES to 1500 (from 800). Primary weapon hit sparks were
78 * 21 4/12/98 10:24a John
79 * Made particle drop off distance larger for larger detail levels.
81 * 20 4/09/98 7:58p John
82 * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
83 * Took out XPARENT flag settings in all the alpha-blended texture stuff.
85 * 19 4/02/98 11:40a Lawrance
86 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
88 * 18 4/01/98 9:21p John
89 * Made NDEBUG, optimized build with no warnings or errors.
91 * 17 4/01/98 10:57a Mike
92 * Reduce array sizes to save memory.
94 * 16 3/31/98 5:18p John
95 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
96 * bunch of debug stuff out of player file. Made model code be able to
97 * unload models and malloc out only however many models are needed.
100 * 15 3/30/98 4:02p John
101 * Made machines with < 32 MB of RAM use every other frame of certain
102 * bitmaps. Put in code to keep track of how much RAM we've malloc'd.
104 * 14 3/26/98 5:26p John
105 * added new paging code. nonfunctional.
107 * 13 3/22/98 11:02a John
108 * Made a bunch of the detail levels actually do something
110 * 12 2/13/98 5:01p John
111 * Made particles behind you not render
113 * 11 2/06/98 7:28p John
114 * Made debris and particles not get created if > 200 m from eye. Added
115 * max_velocity to asteroid's physics info for aiding in throwing out
118 * 10 2/05/98 9:21p John
119 * Some new Direct3D code. Added code to monitor a ton of stuff in the
122 * 9 1/29/98 11:48a John
123 * Added new counter measure rendering as model code. Made weapons be
124 * able to have impact explosion.
126 * 8 1/26/98 5:10p John
127 * Took particle use out of registry.
129 * 7 1/23/98 5:08p John
130 * Took L out of vertex structure used B (blue) instead. Took all small
131 * fireballs out of fireball types and used particles instead. Fixed some
132 * debris explosion things. Restructured fireball code. Restructured
133 * some lighting code. Made dynamic lighting on by default. Made groups
134 * of lasers only cast one light. Made fireballs not cast light.
136 * 6 1/13/98 8:09p John
137 * Removed the old collision system that checked all pairs. Added code
138 * to disable collisions and particles.
140 * 5 1/02/98 5:04p John
141 * Several explosion related changes. Made fireballs not be used as
142 * ani's. Made ship spark system expell particles. Took away impact
143 * explosion for weapon hitting ship... this needs to get added to weapon
144 * info and makes shield hit more obvious. Only make sparks when hit
147 * 4 12/30/97 6:44p John
148 * Made g3_Draw_bitmap functions account for aspect of bitmap.
150 * 3 12/26/97 5:42p Adam
152 * 2 12/23/97 3:58p John
153 * Second rev of particles
155 * 1 12/23/97 8:26a John
161 #include "freespace.h"
162 #include "linklist.h"
165 #include "particle.h"
170 typedef struct particle {
172 vector pos; // position
173 vector velocity; // velocity
174 float age; // How long it's been alive
175 float max_life; // How much life we had
176 float radius; // radius
177 int type; // type // -1 = None
178 uint optional_data; // depends on type
179 int nframes; // If an ani, how many frames?
182 float tracer_length; // if this is set, draw as a rod to simulate a "tracer" effect
183 short attached_objnum; // if this is set, pos is relative to the attached object. velocity is ignored
184 int attached_sig; // to check for dead/nonexistent objects
185 ubyte reverse; // play any animations in reverse
189 #define MAX_PARTICLES 500
191 #define MAX_PARTICLES 2000 // Reduced from 2000 to 800 by MK on 4/1/98. Most I ever saw was 400 and the system recovers
192 // gracefully from running out of slots.
193 // AP: Put it to 1500 on 4/15/98. Primary hit sparks weren't finding open slots.
194 // Made todo item for John to force oldest smoke particles to give up their slots.
197 int Num_particles = 0;
198 particle Particles[MAX_PARTICLES];
199 int Next_particle = 0;
201 int Anim_bitmap_id_fire = -1;
202 int Anim_num_frames_fire = -1;
204 int Anim_bitmap_id_smoke = -1;
205 int Anim_num_frames_smoke = -1;
207 int Anim_bitmap_id_smoke2 = -1;
208 int Anim_num_frames_smoke2 = -1;
210 static int Particles_enabled = 1;
212 // Reset everything between levels
217 // Particles_enabled = os_config_read_uint( NULL, "UseParticles", 0 );
222 for (i=0; i<MAX_PARTICLES; i++ ) {
223 Particles[i].type = -1;
226 if ( Anim_bitmap_id_fire == -1 ) {
228 Anim_bitmap_id_fire = bm_load_animation( "particleexp01", &Anim_num_frames_fire, &fps, 0 );
230 //Anim_bitmap_id = bm_load( "particleglow01" );
231 //Anim_num_frames = 1;
233 if ( Anim_bitmap_id_smoke == -1 ) {
235 Anim_bitmap_id_smoke = bm_load_animation( "particlesmoke01", &Anim_num_frames_smoke, &fps, 0 );
238 if ( Anim_bitmap_id_smoke2 == -1 ) {
240 Anim_bitmap_id_smoke2 = bm_load_animation( "particlesmoke02", &Anim_num_frames_smoke2, &fps, 0 );
245 void particle_page_in()
249 for (i=0; i<MAX_PARTICLES; i++ ) {
250 Particles[i].type = -1;
253 for (i=0; i<Anim_num_frames_fire; i++ ) {
254 bm_page_in_texture( Anim_bitmap_id_fire + i );
257 for (i=0; i<Anim_num_frames_smoke; i++ ) {
258 bm_page_in_texture( Anim_bitmap_id_smoke + i );
261 for (i=0; i<Anim_num_frames_smoke2; i++ ) {
262 bm_page_in_texture( Anim_bitmap_id_smoke2 + i );
266 DCF(particles,"Turns particles on/off")
269 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
270 if ( Dc_arg_type & ARG_TRUE ) Particles_enabled = 1;
271 else if ( Dc_arg_type & ARG_FALSE ) Particles_enabled = 0;
272 else if ( Dc_arg_type & ARG_NONE ) Particles_enabled ^= 1;
274 if ( Dc_help ) dc_printf( "Usage: particles [bool]\nTurns particle system on/off. If nothing passed, then toggles it.\n" );
275 if ( Dc_status ) dc_printf( "particles are %s\n", (Particles_enabled?"ON":"OFF") );
277 // os_config_write_uint( NULL, "UseParticles", Particles_enabled );
281 //mprintf(( "%s\n", text ));
283 int Num_particles_hwm = 0;
286 int Total_requested = 0;
287 int Total_killed = 0;
288 int next_message = -1;
291 // Creates a single particle. See the PARTICLE_?? defines for types.
292 void particle_create( particle_info *pinfo )
298 if ( next_message == -1 ) {
299 next_message = timestamp(10000);
302 if ( timestamp_elapsed(next_message)) {
303 next_message = timestamp(10000);
304 if ( Total_requested > 1 ) {
305 nprintf(( "Particles", "Particles: Killed off %d%% of the particles\n", (Total_killed*100/Total_requested) ));
312 if ( !Particles_enabled ) return;
319 int FirstParticleFound = Next_particle;
321 p = &Particles[Next_particle++];
322 if ( Next_particle >= MAX_PARTICLES ) {
326 if ( p->type > -1 ) {
327 // Only remove non-persistent ones
328 if ( p->type != PARTICLE_BITMAP_PERSISTENT ) {
336 // Keep trying to find a non-persistent one until we searched through 1/3 the slots.
337 if ( RetryCount < MAX_PARTICLES/3 ) {
340 // Couldn't find any non-persistent ones to remove, so just remove the
341 // first one we would have removed.
342 mprintf(( "DELETING A PERSISTENT PARTICLE!!! This is ok if this only happens rarely. Get John if not.\n" ));
343 Next_particle = FirstParticleFound;
344 p = &Particles[Next_particle++];
345 if ( Next_particle >= MAX_PARTICLES ) {
353 if (Num_particles > Num_particles_hwm) {
354 Num_particles_hwm = Num_particles;
356 if ( Num_particles_hwm == MAX_PARTICLES ) {
357 mprintf(( "All particle slots filled!\n" ));
359 //mprintf(( "Num_particles high water mark = %i\n", Num_particles_hwm));
363 particle_num = p-Particles;
365 // Init the particle data
367 p->velocity = pinfo->vel;
369 p->max_life = pinfo->lifetime;
370 p->radius = pinfo->rad;
371 p->type = pinfo->type;
372 p->optional_data = pinfo->optional_data;
373 p->tracer_length = pinfo->tracer_length;
374 p->attached_objnum = pinfo->attached_objnum;
375 p->attached_sig = pinfo->attached_sig;
376 p->reverse = pinfo->reverse;
378 if ( (p->type == PARTICLE_BITMAP) || (p->type == PARTICLE_BITMAP_PERSISTENT) ) {
380 bm_get_info( p->optional_data,NULL, NULL, NULL, &p->nframes, &fps );
381 if ( p->nframes > 1 ) {
382 // Recalculate max life for ani's
383 p->max_life = i2fl(p->nframes) / i2fl(fps);
390 void particle_create( vector *pos, vector *vel, float lifetime, float rad, int type, uint optional_data )
397 pinfo.lifetime = lifetime;
400 pinfo.optional_data = optional_data;
403 pinfo.tracer_length = -1.0f;
404 pinfo.attached_objnum = -1;
405 pinfo.attached_sig = -1;
408 // lower level function
409 particle_create(&pinfo);
412 MONITOR( NumParticles );
414 void particle_move_all(float frametime)
418 MONITOR_INC( NumParticles, Num_particles );
420 if ( !Particles_enabled ) return;
425 for ( i=0; i<MAX_PARTICLES; i++, p++ ) {
427 if ( p->type == -1 ) {
431 // bogus attached objnum
432 if(p->attached_objnum >= MAX_OBJECTS){
438 Assert(Num_particles >= 0);
442 // if the vector is attached to an object which has become invalid, kill if
443 if(p->attached_objnum >= 0){
444 // if the signature has changed, kill it
445 if(p->attached_sig != Objects[p->attached_objnum].signature){
451 Assert(Num_particles >= 0);
455 // move as a regular particle
458 vm_vec_scale_add2( &p->pos, &p->velocity, frametime );
463 if ( p->age > p->max_life ) {
465 // If it's time expired, remove it from the used list and
466 // into the free list
472 Assert(Num_particles >= 0);
477 // kill all active particles
478 void particle_kill_all()
482 // kill all active particles
485 Num_particles_hwm = 0;
486 for(idx=0; idx<MAX_PARTICLES; idx++){
487 Particles[idx].type = -1;
491 MONITOR( NumParticlesRend );
493 void particle_render_all()
503 if ( !Particles_enabled ) return;
505 MONITOR_INC( NumParticlesRend, Num_particles );
513 for ( i=0; i<MAX_PARTICLES; i++, p++ ) {
515 if ( p->type == -1 ) {
521 // pct complete for the particle
522 pct_complete = p->age / p->max_life;
524 // calculate the alpha to draw at
527 // if this is a tracer style particle, calculate tracer vectors
528 if(p->tracer_length > 0.0f){
531 vm_vec_normalize_quick(&temp);
532 vm_vec_scale_add(&te, &ts, &temp, p->tracer_length);
534 // don't bother rotating
537 // if this is an "attached" particle. move it
538 else if(p->attached_objnum >= 0){
539 // offset the vector, and transform to view coords
540 // vm_vec_add(&te, &Objects[p->attached_objnum].pos, &p->pos);
541 vm_vec_unrotate(&temp, &p->pos, &Objects[p->attached_objnum].orient);
542 vm_vec_add2(&temp, &Objects[p->attached_objnum].pos);
544 flags = g3_rotate_vertex(&pos, &temp);
550 // don't bother rotating again
556 flags = g3_rotate_vertex( &pos, &p->pos );
565 case PARTICLE_DEBUG: // A red sphere, no optional data required
566 gr_set_color( 255, 0, 0 );
567 g3_draw_sphere_ez( &p->pos, p->radius );
570 case PARTICLE_BITMAP:
571 case PARTICLE_BITMAP_PERSISTENT:
572 { // A bitmap, optional data is the bitmap number
573 int framenum = p->optional_data;
575 if ( p->nframes > 1 ) {
576 int n = fl2i(pct_complete * p->nframes + 0.5);
579 else if ( n > p->nframes-1 ) n = p->nframes-1;
585 gr_set_bitmap( framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
587 // if this is a tracer style particle
588 if(p->tracer_length > 0.0f){
589 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
591 // draw as a regular bitmap
593 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
598 case PARTICLE_FIRE: {
599 int framenum = fl2i(pct_complete * Anim_num_frames_fire + 0.5);
601 if ( framenum < 0 ) framenum = 0;
602 else if ( framenum > Anim_num_frames_fire-1 ) framenum = Anim_num_frames_fire-1;
606 flags = g3_rotate_vertex( &pos, &p->pos );
614 gr_set_bitmap(p->reverse ? Anim_bitmap_id_fire+(Anim_num_frames_fire - framenum - 1) : Anim_bitmap_id_fire+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
616 // if this is a tracer style particle
617 if(p->tracer_length > 0.0f){
618 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
620 // draw as a regular bitmap
622 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
627 case PARTICLE_SMOKE: {
628 int framenum = fl2i(pct_complete * Anim_num_frames_smoke + 0.5);
630 if ( framenum < 0 ) framenum = 0;
631 else if ( framenum > Anim_num_frames_smoke-1 ) framenum = Anim_num_frames_smoke-1;
635 flags = g3_rotate_vertex( &pos, &p->pos );
643 gr_set_bitmap(p->reverse ? Anim_bitmap_id_smoke+(Anim_num_frames_smoke - framenum - 1) : Anim_bitmap_id_smoke+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
645 // if this is a tracer style particle
646 if(p->tracer_length > 0.0f){
647 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
649 // draw as a regular bitmap
651 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
656 case PARTICLE_SMOKE2: {
657 int framenum = fl2i(pct_complete * Anim_num_frames_smoke2 + 0.5);
659 if ( framenum < 0 ) framenum = 0;
660 else if ( framenum > Anim_num_frames_smoke2-1 ) framenum = Anim_num_frames_smoke2-1;
664 flags = g3_rotate_vertex( &pos, &p->pos );
672 gr_set_bitmap(p->reverse ? Anim_bitmap_id_smoke2+(Anim_num_frames_smoke2 - framenum - 1) : Anim_bitmap_id_smoke2+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
674 // if this is a tracer style particle
675 if(p->tracer_length > 0.0f){
676 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
678 // draw as a regular bitmap
680 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
686 // mprintf(( "NP=%d, NCP=%d\n", n, nclipped ));
692 //============================================================================
693 //============== HIGH-LEVEL PARTICLE SYSTEM CREATION CODE ====================
694 //============================================================================
696 // Use a structure rather than pass a ton of parameters to particle_emit
698 typedef struct particle_emitter {
699 int num_low; // Lowest number of particles to create
700 int num_high; // Highest number of particles to create
701 vector pos; // Where the particles emit from
702 vector vel; // Initial velocity of all the particles
703 float lifetime; // How long the particles live
704 vector normal; // What normal the particle emit arond
705 float normal_variance; // How close they stick to that normal 0=good, 1=360 degree
706 float min_vel; // How fast the slowest particle can move
707 float max_vel; // How fast the fastest particle can move
708 float min_rad; // Min radius
709 float max_rad; // Max radius
713 #if MAX_DETAIL_LEVEL != 4
714 #error Max details assumed to be 4 here
716 int detail_max_num[5] = { 0, 50, 75, 100, 125 };
718 // Creates a bunch of particles. You pass a structure
719 // rather than a bunch of parameters.
720 void particle_emit( particle_emitter *pe, int type, uint optional_data, float range )
724 if ( !Particles_enabled ) return;
728 // Account for detail
729 #if MAX_DETAIL_LEVEL != 4
730 #error Code in Particle.cpp assumes MAX_DETAIL_LEVEL == 4
733 int percent = detail_max_num[Detail.num_particles];
735 //Particle rendering drops out too soon. Seems to be around 150 m. Is it detail level controllable? I'd like it to be 500-1000
736 float min_dist = 125.0f;
737 float dist = vm_vec_dist_quick( &pe->pos, &Eye_position ) / range;
738 if ( dist > min_dist ) {
739 percent = fl2i( i2fl(percent)*min_dist / dist );
744 //mprintf(( "Dist = %.1f, percent = %d%%\n", dist, percent ));
746 n1 = (pe->num_low*percent)/100;
747 n2 = (pe->num_high*percent)/100;
750 n = (rand() % (n2-n1+1)) + n1;
755 for (i=0; i<n; i++ ) {
758 vector normal; // What normal the particle emit arond
760 float radius = (( pe->max_rad - pe->min_rad ) * frand()) + pe->min_rad;
762 float speed = (( pe->max_vel - pe->min_vel ) * frand()) + pe->min_vel;
764 float life = (( pe->max_life - pe->min_life ) * frand()) + pe->min_life;
766 normal.x = pe->normal.x + (frand()*2.0f - 1.0f)*pe->normal_variance;
767 normal.y = pe->normal.y + (frand()*2.0f - 1.0f)*pe->normal_variance;
768 normal.z = pe->normal.z + (frand()*2.0f - 1.0f)*pe->normal_variance;
769 vm_vec_normalize_safe( &normal );
770 vm_vec_scale_add( &tmp_vel, &pe->vel, &normal, speed );
772 particle_create( &pe->pos, &tmp_vel, life, radius, type, optional_data );