most of Q2's keyboard handling ported over - what this means: keypad is now separatel...
[divverent/darkplaces.git] / cl_particles.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20
21 #include "quakedef.h"
22
23 #ifdef WORKINGLQUAKE
24 #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
25 #define NUMVERTEXNORMALS        162
26 siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
27 #define m_bytenormals r_avertexnormals
28 #define VectorNormalizeFast VectorNormalize
29 #define Mod_PointContents(v,m) (Mod_PointInLeaf(v,m)->contents)
30 typedef unsigned char qbyte;
31 #define cl_stainmaps.integer 0
32 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
33 {
34 }
35 #define CL_EntityParticles R_EntityParticles
36 #define CL_ReadPointFile_f R_ReadPointFile_f
37 #define CL_ParseParticleEffect R_ParseParticleEffect
38 #define CL_ParticleExplosion R_ParticleExplosion
39 #define CL_ParticleExplosion2 R_ParticleExplosion2
40 #define CL_BlobExplosion R_BlobExplosion
41 #define CL_RunParticleEffect R_RunParticleEffect
42 #define CL_LavaSplash R_LavaSplash
43 #define CL_RocketTrail2 R_RocketTrail2
44 void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
45 {
46         vec3_t right1, right2, diff, normal;
47
48         VectorSubtract (org2, org1, normal);
49         VectorNormalizeFast (normal);
50
51         // calculate 'right' vector for start
52         VectorSubtract (r_origin, org1, diff);
53         VectorNormalizeFast (diff);
54         CrossProduct (normal, diff, right1);
55
56         // calculate 'right' vector for end
57         VectorSubtract (r_origin, org2, diff);
58         VectorNormalizeFast (diff);
59         CrossProduct (normal, diff, right2);
60
61         vert[ 0] = org1[0] + width * right1[0];
62         vert[ 1] = org1[1] + width * right1[1];
63         vert[ 2] = org1[2] + width * right1[2];
64         vert[ 4] = org1[0] - width * right1[0];
65         vert[ 5] = org1[1] - width * right1[1];
66         vert[ 6] = org1[2] - width * right1[2];
67         vert[ 8] = org2[0] - width * right2[0];
68         vert[ 9] = org2[1] - width * right2[1];
69         vert[10] = org2[2] - width * right2[2];
70         vert[12] = org2[0] + width * right2[0];
71         vert[13] = org2[1] + width * right2[1];
72         vert[14] = org2[2] + width * right2[2];
73 }
74 void fractalnoise(qbyte *noise, int size, int startgrid)
75 {
76         int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
77         int *noisebuf;
78 #define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
79
80         for (sizepower = 0;(1 << sizepower) < size;sizepower++);
81         if (size != (1 << sizepower))
82                 Sys_Error("fractalnoise: size must be power of 2\n");
83
84         for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
85         if (startgrid != (1 << gridpower))
86                 Sys_Error("fractalnoise: grid must be power of 2\n");
87
88         startgrid = bound(0, startgrid, size);
89
90         amplitude = 0xFFFF; // this gets halved before use
91         noisebuf = malloc(size*size*sizeof(int));
92         memset(noisebuf, 0, size*size*sizeof(int));
93
94         for (g2 = startgrid;g2;g2 >>= 1)
95         {
96                 // brownian motion (at every smaller level there is random behavior)
97                 amplitude >>= 1;
98                 for (y = 0;y < size;y += g2)
99                         for (x = 0;x < size;x += g2)
100                                 n(x,y) += (rand()&amplitude);
101
102                 g = g2 >> 1;
103                 if (g)
104                 {
105                         // subdivide, diamond-square algorithm (really this has little to do with squares)
106                         // diamond
107                         for (y = 0;y < size;y += g2)
108                                 for (x = 0;x < size;x += g2)
109                                         n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
110                         // square
111                         for (y = 0;y < size;y += g2)
112                                 for (x = 0;x < size;x += g2)
113                                 {
114                                         n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
115                                         n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
116                                 }
117                 }
118         }
119         // find range of noise values
120         min = max = 0;
121         for (y = 0;y < size;y++)
122                 for (x = 0;x < size;x++)
123                 {
124                         if (n(x,y) < min) min = n(x,y);
125                         if (n(x,y) > max) max = n(x,y);
126                 }
127         max -= min;
128         max++;
129         // normalize noise and copy to output
130         for (y = 0;y < size;y++)
131                 for (x = 0;x < size;x++)
132                         *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
133         free(noisebuf);
134 #undef n
135 }
136 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
137 {
138         float d;
139
140         right[0] = forward[2];
141         right[1] = -forward[0];
142         right[2] = forward[1];
143
144         d = DotProduct(forward, right);
145         right[0] -= d * forward[0];
146         right[1] -= d * forward[1];
147         right[2] -= d * forward[2];
148         VectorNormalizeFast(right);
149         CrossProduct(right, forward, up);
150 }
151 #else
152 #include "cl_collision.h"
153 #endif
154
155 #define MAX_PARTICLES                   8192    // default max # of particles at one time
156 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
157
158 typedef enum
159 {
160         pt_static, pt_rain, pt_bubble, pt_blood, pt_grow
161 }
162 ptype_t;
163
164 #define PARTICLE_INVALID 0
165 #define PARTICLE_BILLBOARD 1
166 #define PARTICLE_SPARK 2
167 #define PARTICLE_ORIENTED_DOUBLESIDED 3
168 #define PARTICLE_BEAM 4
169
170 typedef struct particle_s
171 {
172         ptype_t         type;
173         int                     orientation;
174         int                     texnum;
175         int                     additive;
176         vec3_t          org;
177         vec3_t          vel;
178         float           die;
179         float           scalex;
180         float           scaley;
181         float           alpha; // 0-255
182         float           alphafade; // how much alpha reduces per second
183         float           time2; // used for various things (snow fluttering, for example)
184         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)
185         float           gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
186         vec3_t          oldorg;
187         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
188         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
189         float           pressure; // if non-zero, apply pressure to other particles
190         qbyte           color[4];
191 }
192 particle_t;
193
194 static int particlepalette[256] =
195 {
196         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
197         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
198         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
199         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
200         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
201         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
202         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
203         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
204         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
205         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
206         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
207         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
208         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
209         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
210         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
211         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
212         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
213         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
214         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
215         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
216         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
217         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
218         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
219         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
220         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
221         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
222         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
223         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
224         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
225         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
226         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
227         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
228 };
229
230 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
231
232 // texture numbers in particle font
233 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
234 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
235 static const int tex_particle = 24;
236 static const int tex_raindrop = 25;
237 static const int tex_bubble = 26;
238 static const int tex_beam = 27;
239
240 static int                      cl_maxparticles;
241 static int                      cl_numparticles;
242 static particle_t       *particles;
243 static particle_t       **freeparticles; // list used only in compacting particles array
244
245 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
246 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
247 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
248 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
249 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
250 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
251 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
252 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
253 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
254 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
255
256 #ifndef WORKINGLQUAKE
257 static mempool_t *cl_part_mempool;
258 #endif
259
260 void CL_Particles_Clear(void)
261 {
262         cl_numparticles = 0;
263 }
264
265 /*
266 ===============
267 CL_InitParticles
268 ===============
269 */
270 void CL_ReadPointFile_f (void);
271 void CL_Particles_Init (void)
272 {
273         int             i;
274
275         i = COM_CheckParm ("-particles");
276
277         if (i && i < com_argc - 1)
278         {
279                 cl_maxparticles = (int)(atoi(com_argv[i+1]));
280                 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
281                         cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
282         }
283         else
284                 cl_maxparticles = MAX_PARTICLES;
285
286         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
287
288         Cvar_RegisterVariable (&cl_particles);
289         Cvar_RegisterVariable (&cl_particles_size);
290         Cvar_RegisterVariable (&cl_particles_bloodshowers);
291         Cvar_RegisterVariable (&cl_particles_blood);
292         Cvar_RegisterVariable (&cl_particles_blood_size);
293         Cvar_RegisterVariable (&cl_particles_blood_alpha);
294         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
295         Cvar_RegisterVariable (&cl_particles_smoke);
296         Cvar_RegisterVariable (&cl_particles_sparks);
297         Cvar_RegisterVariable (&cl_particles_bubbles);
298
299 #ifdef WORKINGLQUAKE
300         particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
301         freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
302 #else
303         cl_part_mempool = Mem_AllocPool("CL_Part");
304         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
305         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
306 #endif
307         cl_numparticles = 0;
308 }
309
310 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
311 {\
312         if (cl_numparticles >= cl_maxparticles)\
313                 return;\
314         {\
315                 particle_t      *part;\
316                 int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;\
317                 ptempcolor = (pcolor1);\
318                 ptempcolor2 = (pcolor2);\
319                 pcr2 = ((ptempcolor2) >> 16) & 0xFF;\
320                 pcg2 = ((ptempcolor2) >> 8) & 0xFF;\
321                 pcb2 = (ptempcolor2) & 0xFF;\
322                 if (ptempcolor != ptempcolor2)\
323                 {\
324                         pcr1 = ((ptempcolor) >> 16) & 0xFF;\
325                         pcg1 = ((ptempcolor) >> 8) & 0xFF;\
326                         pcb1 = (ptempcolor) & 0xFF;\
327                         ptempcolor = rand() & 0xFF;\
328                         pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;\
329                         pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;\
330                         pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;\
331                 }\
332                 part = &particles[cl_numparticles++];\
333                 part->type = (ptype);\
334                 part->color[0] = pcr2;\
335                 part->color[1] = pcg2;\
336                 part->color[2] = pcb2;\
337                 part->color[3] = 0xFF;\
338                 part->orientation = porientation;\
339                 part->texnum = ptex;\
340                 part->additive = padditive;\
341                 part->scalex = (pscalex);\
342                 part->scaley = (pscaley);\
343                 part->alpha = (palpha);\
344                 part->alphafade = (palphafade);\
345                 part->die = cl.time + (ptime);\
346                 part->gravity = (pgravity);\
347                 part->bounce = (pbounce);\
348                 part->org[0] = (px);\
349                 part->org[1] = (py);\
350                 part->org[2] = (pz);\
351                 part->vel[0] = (pvx);\
352                 part->vel[1] = (pvy);\
353                 part->vel[2] = (pvz);\
354                 part->time2 = (ptime2);\
355                 part->vel2[0] = (pvx2);\
356                 part->vel2[1] = (pvy2);\
357                 part->vel2[2] = (pvz2);\
358                 part->friction = (pfriction);\
359                 part->pressure = (ppressure);\
360         }\
361 }
362
363 /*
364 ===============
365 CL_EntityParticles
366 ===============
367 */
368 void CL_EntityParticles (entity_t *ent)
369 {
370         int                     i;
371         float           angle;
372         float           sp, sy, cp, cy;
373         vec3_t          forward;
374         float           dist;
375         float           beamlength;
376         static vec3_t avelocities[NUMVERTEXNORMALS];
377         if (!cl_particles.integer) return;
378
379         dist = 64;
380         beamlength = 16;
381
382         if (!avelocities[0][0])
383                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
384                         avelocities[0][i] = (rand()&255) * 0.01;
385
386         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
387         {
388                 angle = cl.time * avelocities[i][0];
389                 sy = sin(angle);
390                 cy = cos(angle);
391                 angle = cl.time * avelocities[i][1];
392                 sp = sin(angle);
393                 cp = cos(angle);
394
395                 forward[0] = cp*cy;
396                 forward[1] = cp*sy;
397                 forward[2] = -sp;
398
399 #ifdef WORKINGLQUAKE
400                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
401 #else
402                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0);
403 #endif
404         }
405 }
406
407
408 void CL_ReadPointFile_f (void)
409 {
410         vec3_t  org;
411         int             r, c;
412         char    *pointfile = NULL, *pointfilepos, *t, tchar;
413 #if WORKINGLQUAKE
414         char    name[MAX_OSPATH];
415         
416         sprintf (name,"maps/%s.pts", cl.worldmodel->name);
417         COM_FOpenFile (name, &f);
418         if (f)
419         {
420                 int pointfilelength;
421                 fseek(f, 0, SEEK_END);
422                 pointfilelength = ftell(f);
423                 fseek(f, 0, SEEK_SET);
424                 pointfile = malloc(pointfilelength + 1);
425                 fread(pointfile, 1, pointfilelength, f);
426                 pointfile[pointfilelength] = 0;
427                 fclose(f);
428         }
429 #else
430         pointfile = COM_LoadFile(va("maps/%s.pts", cl.worldmodel->name), true);
431 #endif
432         if (!pointfile)
433         {
434                 Con_Printf ("couldn't open %s.pts\n", cl.worldmodel->name);
435                 return;
436         }
437
438         Con_Printf ("Reading %s.pts...\n", cl.worldmodel->name);
439         c = 0;
440         pointfilepos = pointfile;
441         while (*pointfilepos)
442         {
443                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
444                         pointfilepos++;
445                 if (!*pointfilepos)
446                         break;
447                 t = pointfilepos;
448                 while (*t && *t != '\n' && *t != '\r')
449                         t++;
450                 tchar = *t;
451                 *t = 0;
452                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
453                 *t = tchar;
454                 pointfilepos = t;
455                 if (r != 3)
456                         break;
457                 c++;
458
459                 if (cl_numparticles >= cl_maxparticles)
460                 {
461                         Con_Printf ("Not enough free particles\n");
462                         break;
463                 }
464                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
465         }
466
467 #ifdef WORKINGLQUAKE
468         free(pointfile);
469 #else
470         Mem_Free(pointfile);
471 #endif
472         Con_Printf ("%i points read\n", c);
473 }
474
475 /*
476 ===============
477 CL_ParseParticleEffect
478
479 Parse an effect out of the server message
480 ===============
481 */
482 void CL_ParseParticleEffect (void)
483 {
484         vec3_t org, dir;
485         int i, count, msgcount, color;
486
487         for (i=0 ; i<3 ; i++)
488                 org[i] = MSG_ReadCoord ();
489         for (i=0 ; i<3 ; i++)
490                 dir[i] = MSG_ReadChar () * (1.0/16);
491         msgcount = MSG_ReadByte ();
492         color = MSG_ReadByte ();
493
494         if (msgcount == 255)
495                 count = 1024;
496         else
497                 count = msgcount;
498
499         CL_RunParticleEffect (org, dir, color, count);
500 }
501
502 /*
503 ===============
504 CL_ParticleExplosion
505
506 ===============
507 */
508 void CL_ParticleExplosion (vec3_t org)
509 {
510         int i, k;
511         //vec3_t v;
512         //vec3_t v2;
513         if (cl_stainmaps.integer)
514                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
515
516         i = Mod_PointContents(org, cl.worldmodel);
517         if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
518         {
519                 for (i = 0;i < 128;i++)
520                 {
521                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 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), 0, 0, 0, 0, (1.0 / 16.0), 0);
522                 }
523         }
524         else
525         {
526                 /*
527                 // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
528                 // smoke puff
529                 if (cl_particles_smoke.integer)
530                 {
531                         for (i = 0;i < 64;i++)
532                         {
533 #ifdef WORKINGLQUAKE
534                                 v2[0] = lhrandom(-64, 64);
535                                 v2[1] = lhrandom(-64, 64);
536                                 v2[2] = lhrandom(-8, 24);
537 #else
538                                 for (k = 0;k < 16;k++)
539                                 {
540                                         v[0] = org[0] + lhrandom(-64, 64);
541                                         v[1] = org[1] + lhrandom(-64, 64);
542                                         v[2] = org[2] + lhrandom(-8, 24);
543                                         if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
544                                                 break;
545                                 }
546                                 VectorSubtract(v2, org, v2);
547 #endif
548                                 VectorScale(v2, 2.0f, v2);
549                                 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, true, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
550                         }
551                 }
552                 */
553
554                 if (cl_particles_sparks.integer)
555                 {
556                         // sparks
557                         for (i = 0;i < 256;i++)
558                         {
559                                 k = particlepalette[0x68 + (rand() & 7)];
560                                 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, true, 1.5f, 0.05f, lhrandom(0, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
561                         }
562                 }
563         }
564
565         if (cl_explosions.integer)
566                 R_NewExplosion(org);
567 }
568
569 /*
570 ===============
571 CL_ParticleExplosion2
572
573 ===============
574 */
575 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
576 {
577         int i, k;
578         if (!cl_particles.integer) return;
579
580         for (i = 0;i < 512;i++)
581         {
582                 k = particlepalette[colorStart + (i % colorLength)];
583                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 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), 0, 0, 0, 0, 1, 0);
584         }
585 }
586
587 /*
588 ===============
589 CL_BlobExplosion
590
591 ===============
592 */
593 void CL_BlobExplosion (vec3_t org)
594 {
595         if (cl_stainmaps.integer)
596                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
597
598         if (cl_explosions.integer)
599                 R_NewExplosion(org);
600 }
601
602 /*
603 ===============
604 CL_RunParticleEffect
605
606 ===============
607 */
608 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
609 {
610         int k;
611
612         if (count == 1024)
613         {
614                 CL_ParticleExplosion(org);
615                 return;
616         }
617         if (!cl_particles.integer) return;
618         while (count--)
619         {
620                 k = particlepalette[color + (rand()&7)];
621                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 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), 0, 0, 0, 0, 0, 0);
622         }
623 }
624
625 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
626 /*
627 ===============
628 CL_SparkShower
629 ===============
630 */
631 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
632 {
633         int k;
634         if (!cl_particles.integer) return;
635
636         if (cl_stainmaps.integer)
637                 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
638
639         if (cl_particles_bulletimpacts.integer)
640         {
641                 // smoke puff
642                 if (cl_particles_smoke.integer)
643                 {
644                         k = count / 4;
645                         while(k--)
646                         {
647                                 particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, true, 3, 3, 255, 1024, 9999, -0.2, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
648                         }
649                 }
650
651                 if (cl_particles_sparks.integer)
652                 {
653                         // sparks
654                         while(count--)
655                         {
656                                 k = particlepalette[0x68 + (rand() & 7)];
657                                 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
658                         }
659                 }
660         }
661 }
662
663 void CL_PlasmaBurn (vec3_t org)
664 {
665         if (cl_stainmaps.integer)
666                 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
667 }
668
669 static float bloodcount = 0;
670 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
671 {
672         float s, r, a;
673         // bloodcount is used to accumulate counts too small to cause a blood particle
674         if (!cl_particles.integer) return;
675         if (!cl_particles_blood.integer) return;
676
677         s = count + 32.0f;
678         count *= 5.0f;
679         if (count > 1000)
680                 count = 1000;
681         bloodcount += count;
682         r = cl_particles_blood_size.value;
683         a = cl_particles_blood_alpha.value * 255;
684         while(bloodcount > 0)
685         {
686                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
687                 bloodcount -= r;
688         }
689 }
690
691 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
692 {
693         float r;
694         float a;
695         vec3_t diff, center, velscale;
696         if (!cl_particles.integer) return;
697         if (!cl_particles_bloodshowers.integer) return;
698         if (!cl_particles_blood.integer) return;
699
700         VectorSubtract(maxs, mins, diff);
701         center[0] = (mins[0] + maxs[0]) * 0.5;
702         center[1] = (mins[1] + maxs[1]) * 0.5;
703         center[2] = (mins[2] + maxs[2]) * 0.5;
704         // FIXME: change velspeed back to 2.0x after fixing mod
705         velscale[0] = velspeed * 2.0 / diff[0];
706         velscale[1] = velspeed * 2.0 / diff[1];
707         velscale[2] = velspeed * 2.0 / diff[2];
708
709         bloodcount += count * 5.0f;
710         r = cl_particles_blood_size.value;
711         a = cl_particles_blood_alpha.value * 255;
712         while (bloodcount > 0)
713         {
714                 vec3_t org, vel;
715                 org[0] = lhrandom(mins[0], maxs[0]);
716                 org[1] = lhrandom(mins[1], maxs[1]);
717                 org[2] = lhrandom(mins[2], maxs[2]);
718                 vel[0] = (org[0] - center[0]) * velscale[0];
719                 vel[1] = (org[1] - center[1]) * velscale[1];
720                 vel[2] = (org[2] - center[2]) * velscale[2];
721                 bloodcount -= r;
722                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
723         }
724 }
725
726 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
727 {
728         int k;
729         float t;
730         if (!cl_particles.integer) return;
731         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
732         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
733         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
734
735         while (count--)
736         {
737                 k = particlepalette[colorbase + (rand()&3)];
738                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 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), 0, 0, 0, 0, 0, 0);
739         }
740 }
741
742 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
743 {
744         int k;
745         float t, z, minz, maxz;
746         if (!cl_particles.integer) return;
747         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
748         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
749         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
750         if (dir[2] < 0) // falling
751         {
752                 t = (maxs[2] - mins[2]) / -dir[2];
753                 z = maxs[2];
754         }
755         else // rising??
756         {
757                 t = (maxs[2] - mins[2]) / dir[2];
758                 z = mins[2];
759         }
760         if (t < 0 || t > 2) // sanity check
761                 t = 2;
762
763         minz = z - fabs(dir[2]) * 0.1;
764         maxz = z + fabs(dir[2]) * 0.1;
765         minz = bound(mins[2], minz, maxs[2]);
766         maxz = bound(mins[2], maxz, maxs[2]);
767
768         switch(type)
769         {
770         case 0:
771                 count *= 4; // ick, this should be in the mod or maps?
772
773                 while(count--)
774                 {
775                         k = particlepalette[colorbase + (rand()&3)];
776                         particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
777                 }
778                 break;
779         case 1:
780                 while(count--)
781                 {
782                         k = particlepalette[colorbase + (rand()&3)];
783                         particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
784                 }
785                 break;
786         default:
787                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
788         }
789 }
790
791 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
792 {
793         int k;
794         float t;
795         vec3_t o, v, center;
796         if (!cl_particles.integer) return;
797
798         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
799         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
800         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
801
802         center[0] = (mins[0] + maxs[0]) * 0.5f;
803         center[1] = (mins[1] + maxs[1]) * 0.5f;
804         center[2] = (mins[2] + maxs[2]) * 0.5f;
805
806         while (count--)
807         {
808                 k = particlepalette[224 + (rand()&15)];
809                 o[0] = lhrandom(mins[0], maxs[0]);
810                 o[1] = lhrandom(mins[1], maxs[1]);
811                 o[2] = lhrandom(mins[2], maxs[2]);
812                 VectorSubtract(o, center, v);
813                 VectorNormalizeFast(v);
814                 VectorScale(v, 100, v);
815                 v[2] += sv_gravity.value * 0.15f;
816                 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
817         }
818 }
819
820 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
821 {
822         int k;
823         float t;
824         if (!cl_particles.integer) return;
825         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
826         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
827         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
828
829         while (count--)
830         {
831                 k = particlepalette[224 + (rand()&15)];
832                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
833                 if (count & 1)
834                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
835         }
836 }
837
838 void CL_Flames (vec3_t org, vec3_t vel, int count)
839 {
840         int k;
841         if (!cl_particles.integer) return;
842
843         while (count--)
844         {
845                 k = particlepalette[224 + (rand()&15)];
846                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
847         }
848 }
849
850
851
852 /*
853 ===============
854 CL_LavaSplash
855
856 ===============
857 */
858 void CL_LavaSplash (vec3_t origin)
859 {
860         int                     i, j, k;
861         float           vel;
862         vec3_t          dir, org;
863         if (!cl_particles.integer) return;
864
865         for (i=-128 ; i<128 ; i+=16)
866         {
867                 for (j=-128 ; j<128 ; j+=16)
868                 {
869                         dir[0] = j + lhrandom(0, 8);
870                         dir[1] = i + lhrandom(0, 8);
871                         dir[2] = 256;
872                         org[0] = origin[0] + dir[0];
873                         org[1] = origin[1] + dir[1];
874                         org[2] = origin[2] + lhrandom(0, 64);
875                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
876                         k = particlepalette[224 + (rand()&7)];
877                         particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
878                 }
879         }
880 }
881
882 /*
883 ===============
884 CL_TeleportSplash
885
886 ===============
887 */
888 #if WORKINGLQUAKE
889 void R_TeleportSplash (vec3_t org)
890 {
891         int i, j, k;
892         if (!cl_particles.integer) return;
893
894         for (i=-16 ; i<16 ; i+=8)
895                 for (j=-16 ; j<16 ; j+=8)
896                         for (k=-24 ; k<32 ; k+=8)
897                                 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
898 }
899 #endif
900
901 #ifdef WORKINGLQUAKE
902 void R_RocketTrail (vec3_t start, vec3_t end, int type)
903 #else
904 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
905 #endif
906 {
907         vec3_t vec, dir, vel, pos;
908         float len, dec, speed, r;
909         int contents, smoke, blood, bubbles;
910
911         VectorSubtract(end, start, dir);
912         VectorNormalize(dir);
913
914         VectorSubtract (end, start, vec);
915 #ifdef WORKINGLQUAKE
916         len = VectorNormalize (vec);
917         dec = 0;
918         speed = 1.0f / cl.frametime;
919         VectorSubtract(end, start, vel);
920 #else
921         len = VectorNormalizeLength (vec);
922         dec = -ent->persistent.trail_time;
923         ent->persistent.trail_time += len;
924         if (ent->persistent.trail_time < 0.01f)
925                 return;
926
927         // if we skip out, leave it reset
928         ent->persistent.trail_time = 0.0f;
929
930         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
931         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
932 #endif
933         VectorScale(vel, speed, vel);
934
935         // advance into this frame to reach the first puff location
936         VectorMA(start, dec, vec, pos);
937         len -= dec;
938
939         contents = Mod_PointContents(pos, cl.worldmodel);
940         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
941                 return;
942
943         smoke = cl_particles.integer && cl_particles_smoke.integer;
944         blood = cl_particles.integer && cl_particles_blood.integer;
945         bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
946
947         while (len >= 0)
948         {
949                 switch (type)
950                 {
951                         case 0: // rocket trail
952                                 dec = 3;
953                                 if (smoke)
954                                 {
955                                         particle(pt_grow,   PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 6, 0, 0, 0, 0, 0);
956                                         particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
957                                 }
958                                 if (bubbles)
959                                 {
960                                         r = lhrandom(1, 2);
961                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
962                                 }
963                                 break;
964
965                         case 1: // grenade trail
966                                 // FIXME: make it gradually stop smoking
967                                 dec = 3;
968                                 if (cl_particles.integer && cl_particles_smoke.integer)
969                                 {
970                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
971                                 }
972                                 break;
973
974
975                         case 2: // blood
976                         case 4: // slight blood
977                                 dec = cl_particles_blood_size.value;
978                                 if (blood)
979                                 {
980                                         particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
981                                 }
982                                 break;
983
984                         case 3: // green tracer
985                                 dec = 6;
986                                 if (smoke)
987                                 {
988                                         particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
989                                 }
990                                 break;
991
992                         case 5: // flame tracer
993                                 dec = 6;
994                                 if (smoke)
995                                 {
996                                         particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
997                                 }
998                                 break;
999
1000                         case 6: // voor trail
1001                                 dec = 6;
1002                                 if (smoke)
1003                                 {
1004                                         particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1005                                 }
1006                                 break;
1007
1008                         case 7: // Nehahra smoke tracer
1009                                 dec = 7;
1010                                 if (smoke)
1011                                 {
1012                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
1013                                 }
1014                                 break;
1015                         case 8: // Nexiuz plasma trail
1016                                 dec = 4;
1017                                 if (smoke)
1018                                 {
1019                                         //particle(pt_static, PARTICLE_BILLBOARD, 0x2030FF, 0x80C0FF, tex_particle, false, true, 3.0f, 3.0f, lhrandom(64, 255), 512, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-32, 32) + dir[0] * -64.0f, lhrandom(-32, 32) + dir[1] * -64.0f, lhrandom(-32, 32) + dir[2] * -64.0f, 0, 0, 0, 0, 0, 0);
1020                                         particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, true, dec, dec, 255, 1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1021                                 }
1022                 }
1023
1024                 // advance to next time and position
1025                 len -= dec;
1026                 VectorMA (pos, dec, vec, pos);
1027         }
1028 #ifndef WORKINGLQUAKE
1029         ent->persistent.trail_time = len;
1030 #endif
1031 }
1032
1033 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1034 {
1035         vec3_t vec, pos;
1036         int len;
1037         if (!cl_particles.integer) return;
1038         if (!cl_particles_smoke.integer) return;
1039
1040         VectorCopy(start, pos);
1041         VectorSubtract (end, start, vec);
1042 #ifdef WORKINGLQUAKE
1043         len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
1044 #else
1045         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
1046 #endif
1047         VectorScale(vec, 3, vec);
1048         color = particlepalette[color];
1049         while (len--)
1050         {
1051                 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1052                 VectorAdd (pos, vec, pos);
1053         }
1054 }
1055
1056 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
1057 {
1058         int tempcolor2, cr, cg, cb;
1059         cr = red * 255;
1060         cg = green * 255;
1061         cb = blue * 255;
1062         tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
1063         particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, true, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0);
1064 }
1065
1066 void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
1067 {
1068         int k;
1069         if (!cl_particles.integer) return;
1070
1071         // smoke puff
1072         if (cl_particles_smoke.integer)
1073         {
1074                 k = count / 4;
1075                 while(k--)
1076                 {
1077                         particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, 5, 5, 255, 512, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 15, 0, 0, 0, 0, 0);
1078                 }
1079         }
1080 }
1081
1082 void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
1083 {
1084         int k;
1085         if (!cl_particles.integer) return;
1086
1087         if (cl_stainmaps.integer)
1088                 R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
1089
1090         // smoke puff
1091         if (cl_particles_smoke.integer)
1092         {
1093                 k = count / 4;
1094                 while(k--)
1095                 {
1096                         particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, 5, 5, 255, 512, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 15, 0, 0, 0, 0, 0);
1097                 }
1098         }
1099
1100         if (cl_particles_sparks.integer)
1101         {
1102                 // sparks
1103                 while(count--)
1104                 {
1105                         particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, true, 2.0f, 0.1f, lhrandom(64, 255), 512, 9999, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0, 0, 0, 0, 0, 0);
1106                 }
1107         }
1108 }
1109
1110 /*
1111 ===============
1112 CL_MoveParticles
1113 ===============
1114 */
1115 void CL_MoveParticles (void)
1116 {
1117         particle_t *p;
1118         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
1119         float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
1120
1121         // LordHavoc: early out condition
1122         if (!cl_numparticles)
1123                 return;
1124
1125 #ifdef WORKINGLQUAKE
1126         frametime = cl.frametime;
1127 #else
1128         frametime = cl.time - cl.oldtime;
1129 #endif
1130         gravity = frametime * sv_gravity.value;
1131         dvel = 1+4*frametime;
1132         bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
1133
1134         activeparticles = 0;
1135         maxparticle = -1;
1136         j = 0;
1137         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1138         {
1139                 content = 0;
1140                 VectorCopy(p->org, p->oldorg);
1141                 VectorMA(p->org, frametime, p->vel, p->org);
1142                 VectorCopy(p->org, org);
1143 #ifndef WORKINGLQUAKE
1144                 if (p->bounce)
1145                 {
1146                         if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, NULL) < 1)
1147                         {
1148                                 VectorCopy(v, p->org);
1149                                 if (p->bounce < 0)
1150                                 {
1151                                         // assume it's blood (lame, but...)
1152                                         if (cl_stainmaps.integer)
1153                                                 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
1154                                         p->die = -1;
1155                                         freeparticles[j++] = p;
1156                                         continue;
1157                                 }
1158                                 else
1159                                 {
1160                                         dist = DotProduct(p->vel, normal) * -p->bounce;
1161                                         VectorMA(p->vel, dist, normal, p->vel);
1162                                         if (DotProduct(p->vel, p->vel) < 0.03)
1163                                                 VectorClear(p->vel);
1164                                 }
1165                         }
1166                 }
1167 #endif
1168                 p->vel[2] -= p->gravity * gravity;
1169                 p->alpha -= p->alphafade * frametime;
1170                 if (p->friction)
1171                 {
1172                         f = p->friction * frametime;
1173                         if (!content)
1174                                 content = Mod_PointContents(p->org, cl.worldmodel);
1175                         if (content != CONTENTS_EMPTY)
1176                                 f *= 4;
1177                         f = 1.0f - f;
1178                         VectorScale(p->vel, f, p->vel);
1179                 }
1180
1181                 if (p->type != pt_static)
1182                 {
1183                         switch (p->type)
1184                         {
1185                         case pt_blood:
1186                                 if (!content)
1187                                         content = Mod_PointContents(p->org, cl.worldmodel);
1188                                 a = content;
1189                                 if (a != CONTENTS_EMPTY)
1190                                 {
1191                                         if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1192                                         {
1193                                                 p->scalex += frametime * cl_particles_blood_size.value;
1194                                                 p->scaley += frametime * cl_particles_blood_size.value;
1195                                                 //p->alpha -= bloodwaterfade;
1196                                         }
1197                                         else
1198                                                 p->die = -1;
1199                                 }
1200                                 else
1201                                         p->vel[2] -= gravity;
1202                                 break;
1203                         case pt_bubble:
1204                                 if (!content)
1205                                         content = Mod_PointContents(p->org, cl.worldmodel);
1206                                 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1207                                 {
1208                                         p->die = -1;
1209                                         break;
1210                                 }
1211                                 break;
1212                         case pt_rain:
1213                                 if (cl.time > p->time2)
1214                                 {
1215                                         // snow flutter
1216                                         p->time2 = cl.time + (rand() & 3) * 0.1;
1217                                         p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1218                                         p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1219                                         p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1220                                 }
1221                                 if (!content)
1222                                         content = Mod_PointContents(p->org, cl.worldmodel);
1223                                 a = content;
1224                                 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1225                                         p->die = -1;
1226                                 break;
1227                         case pt_grow:
1228                                 p->scalex += frametime * p->time2;
1229                                 p->scaley += frametime * p->time2;
1230                                 break;
1231                         default:
1232                                 printf("unknown particle type %i\n", p->type);
1233                                 p->die = -1;
1234                                 break;
1235                         }
1236                 }
1237
1238                 // remove dead particles
1239                 if (p->alpha < 1 || p->die < cl.time)
1240                         freeparticles[j++] = p;
1241                 else
1242                 {
1243                         maxparticle = i;
1244                         activeparticles++;
1245                         if (p->pressure)
1246                                 pressureused = true;
1247                 }
1248         }
1249         // fill in gaps to compact the array
1250         i = 0;
1251         while (maxparticle >= activeparticles)
1252         {
1253                 *freeparticles[i++] = particles[maxparticle--];
1254                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1255                         maxparticle--;
1256         }
1257         cl_numparticles = activeparticles;
1258
1259         if (pressureused)
1260         {
1261                 activeparticles = 0;
1262                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1263                         if (p->pressure)
1264                                 freeparticles[activeparticles++] = p;
1265
1266                 if (activeparticles)
1267                 {
1268                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1269                         {
1270                                 for (j = 0;j < activeparticles;j++)
1271                                 {
1272                                         if (freeparticles[j] != p)
1273                                         {
1274                                                 float dist, diff[3];
1275                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
1276                                                 dist = DotProduct(diff, diff);
1277                                                 if (dist < 4096 && dist >= 1)
1278                                                 {
1279                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1280                                                         VectorMA(p->vel, dist, diff, p->vel);
1281                                                 }
1282                                         }
1283                                 }
1284                         }
1285                 }
1286         }
1287 }
1288
1289 #define MAX_PARTICLETEXTURES 64
1290 // particletexture_t is a rectangle in the particlefonttexture
1291 typedef struct
1292 {
1293         rtexture_t *texture;
1294         float s1, t1, s2, t2;
1295 }
1296 particletexture_t;
1297
1298 #if WORKINGLQUAKE
1299 static int particlefonttexture;
1300 #else
1301 static rtexturepool_t *particletexturepool;
1302 static rtexture_t *particlefonttexture;
1303 #endif
1304 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1305
1306 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1307
1308 static qbyte shadebubble(float dx, float dy, vec3_t light)
1309 {
1310         float dz, f, dot;
1311         vec3_t normal;
1312         dz = 1 - (dx*dx+dy*dy);
1313         if (dz > 0) // it does hit the sphere
1314         {
1315                 f = 0;
1316                 // back side
1317                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1318                 VectorNormalize(normal);
1319                 dot = DotProduct(normal, light);
1320                 if (dot > 0.5) // interior reflection
1321                         f += ((dot *  2) - 1);
1322                 else if (dot < -0.5) // exterior reflection
1323                         f += ((dot * -2) - 1);
1324                 // front side
1325                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1326                 VectorNormalize(normal);
1327                 dot = DotProduct(normal, light);
1328                 if (dot > 0.5) // interior reflection
1329                         f += ((dot *  2) - 1);
1330                 else if (dot < -0.5) // exterior reflection
1331                         f += ((dot * -2) - 1);
1332                 f *= 128;
1333                 f += 16; // just to give it a haze so you can see the outline
1334                 f = bound(0, f, 255);
1335                 return (qbyte) f;
1336         }
1337         else
1338                 return 0;
1339 }
1340
1341 static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
1342 {
1343         int basex, basey, y;
1344         basex = ((texnum >> 0) & 7) * 32;
1345         basey = ((texnum >> 3) & 7) * 32;
1346         particletexture[texnum].s1 = (basex + 1) / 256.0f;
1347         particletexture[texnum].t1 = (basey + 1) / 256.0f;
1348         particletexture[texnum].s2 = (basex + 31) / 256.0f;
1349         particletexture[texnum].t2 = (basey + 31) / 256.0f;
1350         for (y = 0;y < 32;y++)
1351                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1352 }
1353
1354 static void R_InitParticleTexture (void)
1355 {
1356         int x,y,d,i,m;
1357         float dx, dy, radius, f, f2;
1358         qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
1359         vec3_t light;
1360         qbyte particletexturedata[256*256*4];
1361
1362         memset(particletexturedata, 255, sizeof(particletexturedata));
1363
1364         // the second setuptex parameter must match the tex_ numbers
1365         // smoke/blood
1366         for (i = 0;i < 8;i++)
1367         {
1368                 do
1369                 {
1370                         fractalnoise(&noise1[0][0], 64, 4);
1371                         fractalnoise(&noise2[0][0], 64, 8);
1372                         m = 0;
1373                         for (y = 0;y < 32;y++)
1374                         {
1375                                 dy = y - 16;
1376                                 for (x = 0;x < 32;x++)
1377                                 {
1378                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1379                                         dx = x - 16;
1380                                         d = (noise2[y][x] - 128) * 3 + 192;
1381                                         if (d > 0)
1382                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1383                                         d = (d * noise1[y][x]) >> 7;
1384                                         d = bound(0, d, 255);
1385                                         data[y][x][3] = (qbyte) d;
1386                                         if (m < d)
1387                                                 m = d;
1388                                 }
1389                         }
1390                 }
1391                 while (m < 224);
1392
1393                 setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1394         }
1395
1396         // rain splash
1397         for (i = 0;i < 16;i++)
1398         {
1399                 radius = i * 3.0f / 16.0f;
1400                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1401                 for (y = 0;y < 32;y++)
1402                 {
1403                         dy = (y - 16) * 0.25f;
1404                         for (x = 0;x < 32;x++)
1405                         {
1406                                 dx = (x - 16) * 0.25f;
1407                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1408                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1409                                 f = bound(0.0f, f, 255.0f);
1410                                 data[y][x][3] = (int) f;
1411                         }
1412                 }
1413                 setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
1414         }
1415
1416         // normal particle
1417         for (y = 0;y < 32;y++)
1418         {
1419                 dy = y - 16;
1420                 for (x = 0;x < 32;x++)
1421                 {
1422                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1423                         dx = x - 16;
1424                         d = (256 - (dx*dx+dy*dy));
1425                         d = bound(0, d, 255);
1426                         data[y][x][3] = (qbyte) d;
1427                 }
1428         }
1429         setuptex(tex_particle, &data[0][0][0], particletexturedata);
1430
1431         // rain
1432         light[0] = 1;light[1] = 1;light[2] = 1;
1433         VectorNormalize(light);
1434         for (y = 0;y < 32;y++)
1435         {
1436                 for (x = 0;x < 32;x++)
1437                 {
1438                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1439                         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);
1440                 }
1441         }
1442         setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1443
1444         // bubble
1445         light[0] = 1;light[1] = 1;light[2] = 1;
1446         VectorNormalize(light);
1447         for (y = 0;y < 32;y++)
1448         {
1449                 for (x = 0;x < 32;x++)
1450                 {
1451                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1452                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1453                 }
1454         }
1455         setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1456
1457 #if WORKINGLQUAKE
1458         glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1459         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1460         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1461 #else
1462         particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1463         for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1464                 particletexture[i].texture = particlefonttexture;
1465
1466         // beam
1467         fractalnoise(&noise1[0][0], 64, 4);
1468         m = 0;
1469         for (y = 0;y < 64;y++)
1470         {
1471                 for (x = 0;x < 16;x++)
1472                 {
1473                         if (x < 8)
1474                                 d = x;
1475                         else
1476                                 d = (15 - x);
1477                         d = d * d * noise1[y][x] / (7 * 7);
1478                         data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
1479                         data2[y][x][3] = 255;
1480                 }
1481         }
1482
1483         particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1484         particletexture[tex_beam].s1 = 0;
1485         particletexture[tex_beam].t1 = 0;
1486         particletexture[tex_beam].s2 = 1;
1487         particletexture[tex_beam].t2 = 1;
1488 #endif
1489 }
1490
1491 static void r_part_start(void)
1492 {
1493         particletexturepool = R_AllocTexturePool();
1494         R_InitParticleTexture ();
1495 }
1496
1497 static void r_part_shutdown(void)
1498 {
1499         R_FreeTexturePool(&particletexturepool);
1500 }
1501
1502 static void r_part_newmap(void)
1503 {
1504         cl_numparticles = 0;
1505 }
1506
1507 void R_Particles_Init (void)
1508 {
1509         Cvar_RegisterVariable(&r_drawparticles);
1510 #ifdef WORKINGLQUAKE
1511         r_part_start();
1512 #else
1513         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1514 #endif
1515 }
1516
1517 #ifdef WORKINGLQUAKE
1518 void R_InitParticles(void)
1519 {
1520         CL_Particles_Init();
1521         R_Particles_Init();
1522 }
1523
1524 float varray_vertex[16];
1525 #endif
1526
1527 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1528 {
1529         float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1530         particletexture_t *tex;
1531 #ifndef WORKINGLQUAKE
1532         rmeshstate_t m;
1533 #endif
1534         const particle_t *p = calldata1;
1535
1536         VectorCopy(p->org, org);
1537
1538         if (p->orientation == PARTICLE_BILLBOARD)
1539         {
1540                 VectorScale(vright, p->scalex, right);
1541                 VectorScale(vup, p->scaley, up);
1542                 varray_vertex[ 0] = org[0] + right[0] - up[0];
1543                 varray_vertex[ 1] = org[1] + right[1] - up[1];
1544                 varray_vertex[ 2] = org[2] + right[2] - up[2];
1545                 varray_vertex[ 4] = org[0] - right[0] - up[0];
1546                 varray_vertex[ 5] = org[1] - right[1] - up[1];
1547                 varray_vertex[ 6] = org[2] - right[2] - up[2];
1548                 varray_vertex[ 8] = org[0] - right[0] + up[0];
1549                 varray_vertex[ 9] = org[1] - right[1] + up[1];
1550                 varray_vertex[10] = org[2] - right[2] + up[2];
1551                 varray_vertex[12] = org[0] + right[0] + up[0];
1552                 varray_vertex[13] = org[1] + right[1] + up[1];
1553                 varray_vertex[14] = org[2] + right[2] + up[2];
1554         }
1555         else if (p->orientation == PARTICLE_SPARK)
1556         {
1557                 VectorMA(p->org, -p->scaley, p->vel, v);
1558                 VectorMA(p->org, p->scaley, p->vel, up2);
1559                 R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
1560         }
1561         else if (p->orientation == PARTICLE_BEAM)
1562                 R_CalcBeamVerts(varray_vertex, p->org, p->vel2, p->scalex);
1563         else if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1564         {
1565                 // double-sided
1566                 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1567                 {
1568                         VectorNegate(p->vel2, v);
1569                         VectorVectors(v, right, up);
1570                 }
1571                 else
1572                         VectorVectors(p->vel2, right, up);
1573                 VectorScale(right, p->scalex, right);
1574                 VectorScale(up, p->scaley, up);
1575                 varray_vertex[ 0] = org[0] + right[0] - up[0];
1576                 varray_vertex[ 1] = org[1] + right[1] - up[1];
1577                 varray_vertex[ 2] = org[2] + right[2] - up[2];
1578                 varray_vertex[ 4] = org[0] - right[0] - up[0];
1579                 varray_vertex[ 5] = org[1] - right[1] - up[1];
1580                 varray_vertex[ 6] = org[2] - right[2] - up[2];
1581                 varray_vertex[ 8] = org[0] - right[0] + up[0];
1582                 varray_vertex[ 9] = org[1] - right[1] + up[1];
1583                 varray_vertex[10] = org[2] - right[2] + up[2];
1584                 varray_vertex[12] = org[0] + right[0] + up[0];
1585                 varray_vertex[13] = org[1] + right[1] + up[1];
1586                 varray_vertex[14] = org[2] + right[2] + up[2];
1587         }
1588         else
1589                 Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
1590
1591         tex = &particletexture[p->texnum];
1592         cr = p->color[0] * (1.0f / 255.0f);
1593         cg = p->color[1] * (1.0f / 255.0f);
1594         cb = p->color[2] * (1.0f / 255.0f);
1595         ca = p->alpha * (1.0f / 255.0f);
1596
1597 #if WORKINGLQUAKE
1598         if (p->additive)
1599                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1600         else
1601                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1602         glBegin(GL_QUADS);
1603         glColor4f(cr, cg, cb, ca);
1604         glTexCoord2f(tex->s2, tex->t1);glVertex3f(varray_vertex[ 0], varray_vertex[ 1], varray_vertex[ 2]);
1605         glTexCoord2f(tex->s1, tex->t1);glVertex3f(varray_vertex[ 4], varray_vertex[ 5], varray_vertex[ 6]);
1606         glTexCoord2f(tex->s1, tex->t2);glVertex3f(varray_vertex[ 8], varray_vertex[ 9], varray_vertex[10]);
1607         glTexCoord2f(tex->s2, tex->t2);glVertex3f(varray_vertex[12], varray_vertex[13], varray_vertex[14]);
1608         glEnd();
1609 #else
1610         memset(&m, 0, sizeof(m));
1611         m.blendfunc1 = GL_SRC_ALPHA;
1612         if (p->additive)
1613                 m.blendfunc2 = GL_ONE;
1614         else
1615                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1616         m.tex[0] = R_GetTexture(tex->texture);
1617         R_Mesh_Matrix(&r_identitymatrix);
1618         R_Mesh_State(&m);
1619
1620         if (fogenabled)
1621         {
1622                 VectorSubtract(org, r_origin, fogvec);
1623                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1624                 ifog = 1 - fog;
1625                 cr = cr * ifog;
1626                 cg = cg * ifog;
1627                 cb = cb * ifog;
1628                 if (!p->additive)
1629                 {
1630                         cr += fogcolor[0] * fog;
1631                         cg += fogcolor[1] * fog;
1632                         cb += fogcolor[2] * fog;
1633                 }
1634         }
1635         cr *= r_colorscale;
1636         cg *= r_colorscale;
1637         cb *= r_colorscale;
1638
1639         if (p->orientation == PARTICLE_BEAM)
1640         {
1641                 VectorSubtract(p->vel2, p->org, up);
1642                 VectorNormalizeFast(up);
1643                 v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
1644                 v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
1645                 varray_texcoord[0][0] = 1;varray_texcoord[0][1] = v[0];
1646                 varray_texcoord[0][4] = 0;varray_texcoord[0][5] = v[0];
1647                 varray_texcoord[0][8] = 0;varray_texcoord[0][9] = v[1];
1648                 varray_texcoord[0][12] = 1;varray_texcoord[0][13] = v[1];
1649         }
1650         else
1651         {
1652                 varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
1653                 varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t1;
1654                 varray_texcoord[0][8] = tex->s1;varray_texcoord[0][9] = tex->t2;
1655                 varray_texcoord[0][12] = tex->s2;varray_texcoord[0][13] = tex->t2;
1656         }
1657
1658         GL_Color(cr, cg, cb, ca);
1659         R_Mesh_Draw(4, 2, polygonelements);
1660 #endif
1661 }
1662
1663 void R_DrawParticles (void)
1664 {
1665         int i;
1666         float minparticledist;
1667         particle_t *p;
1668
1669 #ifdef WORKINGLQUAKE
1670         CL_MoveParticles();
1671 #endif
1672
1673         // LordHavoc: early out conditions
1674         if ((!cl_numparticles) || (!r_drawparticles.integer))
1675                 return;
1676
1677         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1678
1679 #ifdef WORKINGLQUAKE
1680         glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1681         glEnable(GL_BLEND);
1682         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1683         glDepthMask(0);
1684         // LordHavoc: only render if not too close
1685         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1686                 if (DotProduct(p->org, vpn) >= minparticledist)
1687                         R_DrawParticleCallback(p, 0);
1688         glDepthMask(1);
1689         glDisable(GL_BLEND);
1690         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1691 #else
1692         // LordHavoc: only render if not too close
1693         c_particles += cl_numparticles;
1694         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1695                 if (DotProduct(p->org, vpn) >= minparticledist || p->orientation == PARTICLE_BEAM)
1696                         R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
1697 #endif
1698 }
1699