]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_particles.c
added support for GAME_GOODVSBAD2
[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_CalcBeam_Vertex3f (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[ 3] = org1[0] - width * right1[0];
65         vert[ 4] = org1[1] - width * right1[1];
66         vert[ 5] = org1[2] - width * right1[2];
67         vert[ 6] = org2[0] - width * right2[0];
68         vert[ 7] = org2[1] - width * right2[1];
69         vert[ 8] = org2[2] - width * right2[2];
70         vert[ 9] = org2[0] + width * right2[0];
71         vert[10] = org2[1] + width * right2[1];
72         vert[11] = 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 #if QW
152 #include "pmove.h"
153 extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
154 #endif
155 float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels, void **hitent)
156 {
157 #if QW
158         pmtrace_t trace;
159 #else
160         trace_t trace;
161 #endif
162         memset (&trace, 0, sizeof(trace));
163         trace.fraction = 1;
164         VectorCopy (end, trace.endpos);
165 #if QW
166         PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace);
167 #else
168         RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
169 #endif
170         VectorCopy(trace.endpos, impact);
171         VectorCopy(trace.plane.normal, normal);
172         return trace.fraction;
173 }
174 #else
175 #include "cl_collision.h"
176 #endif
177
178 #define MAX_PARTICLES                   32768   // default max # of particles at one time
179 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
180
181 typedef enum
182 {
183         pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal
184 }
185 ptype_t;
186
187 #define PARTICLE_INVALID 0
188 #define PARTICLE_BILLBOARD 1
189 #define PARTICLE_SPARK 2
190 #define PARTICLE_ORIENTED_DOUBLESIDED 3
191 #define PARTICLE_BEAM 4
192
193 #define PBLEND_ALPHA 0
194 #define PBLEND_ADD 1
195 #define PBLEND_MOD 2
196
197 typedef struct particle_s
198 {
199         ptype_t         type;
200         int                     orientation;
201         int                     texnum;
202         int                     blendmode;
203         vec3_t          org;
204         vec3_t          vel;
205         float           die;
206         float           scalex;
207         float           scaley;
208         float           alpha; // 0-255
209         float           alphafade; // how much alpha reduces per second
210         float           time2; // used for various things (snow fluttering, for example)
211         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)
212         float           gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
213         vec3_t          oldorg;
214         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
215         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
216         float           pressure; // if non-zero, apply pressure to other particles
217         qbyte           color[4];
218 #ifndef WORKINGLQUAKE
219         entity_render_t *owner; // decal stuck to this entity
220         model_t         *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
221         vec3_t          relativeorigin; // decal at this location in entity's coordinate space
222         vec3_t          relativedirection; // decal oriented this way relative to entity's coordinate space
223 #endif
224 }
225 particle_t;
226
227 static int particlepalette[256] =
228 {
229         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
230         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
231         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
232         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
233         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
234         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
235         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
236         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
237         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
238         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
239         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
240         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
241         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
242         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
243         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
244         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
245         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
246         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
247         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
248         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
249         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
250         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
251         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
252         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
253         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
254         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
255         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
256         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
257         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
258         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
259         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
260         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
261 };
262
263 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
264
265 // texture numbers in particle font
266 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
267 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
268 static const int tex_particle = 24;
269 static const int tex_raindrop = 25;
270 static const int tex_bubble = 26;
271 static const int tex_beam = 27;
272 static const int tex_blooddecal[8] = {32, 33, 34, 35, 36, 37, 38, 39};
273
274 static int                      cl_maxparticles;
275 static int                      cl_numparticles;
276 static particle_t       *particles;
277 static particle_t       **freeparticles; // list used only in compacting particles array
278
279 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
280 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
281 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
282 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
283 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
284 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
285 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
286 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
287 cvar_t cl_particles_smoke_size = {CVAR_SAVE, "cl_particles_smoke_size", "7"};
288 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"};
289 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55"};
290 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
291 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
292 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
293 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
294 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
295
296 #ifndef WORKINGLQUAKE
297 static mempool_t *cl_part_mempool;
298 #endif
299
300 void CL_Particles_Clear(void)
301 {
302         cl_numparticles = 0;
303 }
304
305 /*
306 ===============
307 CL_InitParticles
308 ===============
309 */
310 void CL_ReadPointFile_f (void);
311 void CL_Particles_Init (void)
312 {
313         int             i;
314
315         i = COM_CheckParm ("-particles");
316
317         if (i && i < com_argc - 1)
318         {
319                 cl_maxparticles = (int)(atoi(com_argv[i+1]));
320                 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
321                         cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
322         }
323         else
324                 cl_maxparticles = MAX_PARTICLES;
325
326         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
327
328         Cvar_RegisterVariable (&cl_particles);
329         Cvar_RegisterVariable (&cl_particles_size);
330         Cvar_RegisterVariable (&cl_particles_bloodshowers);
331         Cvar_RegisterVariable (&cl_particles_blood);
332         Cvar_RegisterVariable (&cl_particles_blood_size);
333         Cvar_RegisterVariable (&cl_particles_blood_alpha);
334         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
335         Cvar_RegisterVariable (&cl_particles_smoke);
336         Cvar_RegisterVariable (&cl_particles_smoke_size);
337         Cvar_RegisterVariable (&cl_particles_smoke_alpha);
338         Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
339         Cvar_RegisterVariable (&cl_particles_sparks);
340         Cvar_RegisterVariable (&cl_particles_bubbles);
341         Cvar_RegisterVariable (&cl_decals);
342         Cvar_RegisterVariable (&cl_decals_time);
343         Cvar_RegisterVariable (&cl_decals_fadetime);
344
345 #ifdef WORKINGLQUAKE
346         particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
347         freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
348 #else
349         cl_part_mempool = Mem_AllocPool("CL_Part");
350         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
351         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
352 #endif
353         cl_numparticles = 0;
354 }
355
356 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, pblendmode, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
357 {\
358         if (cl_numparticles < cl_maxparticles)\
359         {\
360                 particle_t      *part;\
361                 int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;\
362                 ptempcolor = (pcolor1);\
363                 ptempcolor2 = (pcolor2);\
364                 pcr2 = ((ptempcolor2) >> 16) & 0xFF;\
365                 pcg2 = ((ptempcolor2) >> 8) & 0xFF;\
366                 pcb2 = (ptempcolor2) & 0xFF;\
367                 if (ptempcolor != ptempcolor2)\
368                 {\
369                         pcr1 = ((ptempcolor) >> 16) & 0xFF;\
370                         pcg1 = ((ptempcolor) >> 8) & 0xFF;\
371                         pcb1 = (ptempcolor) & 0xFF;\
372                         ptempcolor = rand() & 0xFF;\
373                         pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;\
374                         pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;\
375                         pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;\
376                 }\
377                 part = &particles[cl_numparticles++];\
378                 memset(part, 0, sizeof(*part));\
379                 part->type = (ptype);\
380                 part->color[0] = pcr2;\
381                 part->color[1] = pcg2;\
382                 part->color[2] = pcb2;\
383                 part->color[3] = 0xFF;\
384                 part->orientation = porientation;\
385                 part->texnum = ptex;\
386                 part->blendmode = pblendmode;\
387                 part->scalex = (pscalex);\
388                 part->scaley = (pscaley);\
389                 part->alpha = (palpha);\
390                 part->alphafade = (palphafade);\
391                 part->die = cl.time + (ptime);\
392                 part->gravity = (pgravity);\
393                 part->bounce = (pbounce);\
394                 part->org[0] = (px);\
395                 part->org[1] = (py);\
396                 part->org[2] = (pz);\
397                 part->vel[0] = (pvx);\
398                 part->vel[1] = (pvy);\
399                 part->vel[2] = (pvz);\
400                 part->time2 = (ptime2);\
401                 part->vel2[0] = (pvx2);\
402                 part->vel2[1] = (pvy2);\
403                 part->vel2[2] = (pvz2);\
404                 part->friction = (pfriction);\
405                 part->pressure = (ppressure);\
406         }\
407 }
408
409 /*
410 ===============
411 CL_EntityParticles
412 ===============
413 */
414 void CL_EntityParticles (entity_t *ent)
415 {
416         int                     i;
417         float           angle;
418         float           sp, sy, cp, cy;
419         vec3_t          forward;
420         float           dist;
421         float           beamlength;
422         static vec3_t avelocities[NUMVERTEXNORMALS];
423         if (!cl_particles.integer) return;
424
425         dist = 64;
426         beamlength = 16;
427
428         if (!avelocities[0][0])
429                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
430                         avelocities[0][i] = (rand()&255) * 0.01;
431
432         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
433         {
434                 angle = cl.time * avelocities[i][0];
435                 sy = sin(angle);
436                 cy = cos(angle);
437                 angle = cl.time * avelocities[i][1];
438                 sp = sin(angle);
439                 cp = cos(angle);
440
441                 forward[0] = cp*cy;
442                 forward[1] = cp*sy;
443                 forward[2] = -sp;
444
445 #ifdef WORKINGLQUAKE
446                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 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);
447 #else
448                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 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);
449 #endif
450         }
451 }
452
453
454 void CL_ReadPointFile_f (void)
455 {
456         vec3_t org, leakorg;
457         int r, c, s;
458         char *pointfile = NULL, *pointfilepos, *t, tchar;
459         char name[MAX_OSPATH];
460
461         FS_StripExtension(cl.worldmodel->name, name);
462         strcat(name, ".pts");
463 #if WORKINGLQUAKE
464         pointfile = COM_LoadTempFile (name);
465 #else
466         pointfile = FS_LoadFile(name, true);
467 #endif
468         if (!pointfile)
469         {
470                 Con_Printf ("Could not open %s\n", name);
471                 return;
472         }
473
474         Con_Printf ("Reading %s...\n", name);
475         c = 0;
476         s = 0;
477         pointfilepos = pointfile;
478         while (*pointfilepos)
479         {
480                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
481                         pointfilepos++;
482                 if (!*pointfilepos)
483                         break;
484                 t = pointfilepos;
485                 while (*t && *t != '\n' && *t != '\r')
486                         t++;
487                 tchar = *t;
488                 *t = 0;
489                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
490                 *t = tchar;
491                 pointfilepos = t;
492                 if (r != 3)
493                         break;
494                 if (c == 0)
495                         VectorCopy(org, leakorg);
496                 c++;
497
498                 if (cl_numparticles < cl_maxparticles - 3)
499                 {
500                         s++;
501                         particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
502                 }
503         }
504 #ifndef WORKINGLQUAKE
505         Mem_Free(pointfile);
506 #endif
507         VectorCopy(leakorg, org);
508         Con_Printf ("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
509
510         particle(pt_static, PARTICLE_BEAM, 0xFF0000, 0xFF0000, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0] - 4096, org[1], org[2], 0, 0, 0, 0, org[0] + 4096, org[1], org[2], 0, 0);
511         particle(pt_static, PARTICLE_BEAM, 0x00FF00, 0x00FF00, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1] - 4096, org[2], 0, 0, 0, 0, org[0], org[1] + 4096, org[2], 0, 0);
512         particle(pt_static, PARTICLE_BEAM, 0x0000FF, 0x0000FF, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1], org[2] - 4096, 0, 0, 0, 0, org[0], org[1], org[2] + 4096, 0, 0);
513 }
514
515 /*
516 ===============
517 CL_ParseParticleEffect
518
519 Parse an effect out of the server message
520 ===============
521 */
522 void CL_ParseParticleEffect (void)
523 {
524         vec3_t org, dir;
525         int i, count, msgcount, color;
526
527         for (i=0 ; i<3 ; i++)
528                 org[i] = MSG_ReadCoord ();
529         for (i=0 ; i<3 ; i++)
530                 dir[i] = MSG_ReadChar () * (1.0/16);
531         msgcount = MSG_ReadByte ();
532         color = MSG_ReadByte ();
533
534         if (msgcount == 255)
535                 count = 1024;
536         else
537                 count = msgcount;
538
539         CL_RunParticleEffect (org, dir, color, count);
540 }
541
542 /*
543 ===============
544 CL_ParticleExplosion
545
546 ===============
547 */
548 void CL_ParticleExplosion (vec3_t org)
549 {
550         int i, k;
551         //vec3_t v;
552         //vec3_t v2;
553         if (cl_stainmaps.integer)
554                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
555
556         i = cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, org) : CONTENTS_EMPTY;
557         if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
558         {
559                 for (i = 0;i < 128;i++)
560                 {
561                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 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);
562                 }
563         }
564         else
565         {
566                 /*
567                 // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
568                 // smoke puff
569                 if (cl_particles.integer && cl_particles_smoke.integer)
570                 {
571                         for (i = 0;i < 64;i++)
572                         {
573 #ifdef WORKINGLQUAKE
574                                 v2[0] = lhrandom(-64, 64);
575                                 v2[1] = lhrandom(-64, 64);
576                                 v2[2] = lhrandom(-8, 24);
577 #else
578                                 for (k = 0;k < 16;k++)
579                                 {
580                                         v[0] = org[0] + lhrandom(-64, 64);
581                                         v[1] = org[1] + lhrandom(-64, 64);
582                                         v[2] = org[2] + lhrandom(-8, 24);
583                                         if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
584                                                 break;
585                                 }
586                                 VectorSubtract(v2, org, v2);
587 #endif
588                                 VectorScale(v2, 2.0f, v2);
589                                 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 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);
590                         }
591                 }
592                 */
593
594                 if (cl_particles.integer && cl_particles_sparks.integer)
595                 {
596                         // sparks
597                         for (i = 0;i < 256;i++)
598                         {
599                                 k = particlepalette[0x68 + (rand() & 7)];
600                                 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 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);
601                         }
602                 }
603         }
604
605         if (cl_explosions.integer)
606                 R_NewExplosion(org);
607 }
608
609 /*
610 ===============
611 CL_ParticleExplosion2
612
613 ===============
614 */
615 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
616 {
617         int i, k;
618         if (!cl_particles.integer) return;
619
620         for (i = 0;i < 512;i++)
621         {
622                 k = particlepalette[colorStart + (i % colorLength)];
623                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 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);
624         }
625 }
626
627 /*
628 ===============
629 CL_BlobExplosion
630
631 ===============
632 */
633 void CL_BlobExplosion (vec3_t org)
634 {
635         if (cl_stainmaps.integer)
636                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
637
638         if (cl_explosions.integer)
639                 R_NewExplosion(org);
640 }
641
642 /*
643 ===============
644 CL_RunParticleEffect
645
646 ===============
647 */
648 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
649 {
650         int k;
651
652         if (count == 1024)
653         {
654                 CL_ParticleExplosion(org);
655                 return;
656         }
657         if (!cl_particles.integer) return;
658         while (count--)
659         {
660                 k = particlepalette[color + (rand()&7)];
661                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 5, 5, 255, 300, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 0, 0, 0, 0, 0, 0);
662         }
663 }
664
665 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
666 /*
667 ===============
668 CL_SparkShower
669 ===============
670 */
671 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
672 {
673         vec3_t org2, org3;
674         int k;
675
676         if (cl_stainmaps.integer)
677                 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
678
679         if (!cl_particles.integer) return;
680
681         if (cl_particles_bulletimpacts.integer)
682         {
683                 // smoke puff
684                 if (cl_particles_smoke.integer)
685                 {
686                         k = count / 4;
687                         while(k--)
688                         {
689                                 org2[0] = org[0] + 0.125f * lhrandom(-count, count);
690                                 org2[1] = org[1] + 0.125f * lhrandom(-count, count);
691                                 org2[2] = org[2] + 0.125f * lhrandom(-count, count);
692                                 CL_TraceLine(org, org2, org3, NULL, 0, true, NULL);
693                                 particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, 255, 1024, 9999, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
694                         }
695                 }
696
697                 if (cl_particles_sparks.integer)
698                 {
699                         // sparks
700                         while(count--)
701                         {
702                                 k = particlepalette[0x68 + (rand() & 7)];
703                                 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 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);
704                         }
705                 }
706         }
707 }
708
709 void CL_PlasmaBurn (vec3_t org)
710 {
711         if (cl_stainmaps.integer)
712                 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
713 }
714
715 static float bloodcount = 0;
716 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
717 {
718         float s, r, a;
719         vec3_t org2, org3;
720         // bloodcount is used to accumulate counts too small to cause a blood particle
721         if (!cl_particles.integer) return;
722         if (!cl_particles_blood.integer) return;
723
724         s = count + 32.0f;
725         count *= 5.0f;
726         if (count > 1000)
727                 count = 1000;
728         bloodcount += count;
729         r = cl_particles_blood_size.value;
730         a = cl_particles_blood_alpha.value * 255;
731         while(bloodcount > 0)
732         {
733                 org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
734                 org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
735                 org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
736                 CL_TraceLine(org, org2, org3, NULL, 0, true, NULL);
737                 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, r, r, a * 3, a * 1.5, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
738                 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, PBLEND_ALPHA, r, r, a, a * 0.5, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
739                 bloodcount -= r;
740         }
741 }
742
743 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
744 {
745         float r;
746         float a;
747         vec3_t diff, center, velscale;
748         if (!cl_particles.integer) return;
749         if (!cl_particles_bloodshowers.integer) return;
750         if (!cl_particles_blood.integer) return;
751
752         VectorSubtract(maxs, mins, diff);
753         center[0] = (mins[0] + maxs[0]) * 0.5;
754         center[1] = (mins[1] + maxs[1]) * 0.5;
755         center[2] = (mins[2] + maxs[2]) * 0.5;
756         // FIXME: change velspeed back to 2.0x after fixing mod
757         velscale[0] = velspeed * 2.0 / diff[0];
758         velscale[1] = velspeed * 2.0 / diff[1];
759         velscale[2] = velspeed * 2.0 / diff[2];
760
761         bloodcount += count * 5.0f;
762         r = cl_particles_blood_size.value;
763         a = cl_particles_blood_alpha.value * 255;
764         while (bloodcount > 0)
765         {
766                 vec3_t org, vel;
767                 org[0] = lhrandom(mins[0], maxs[0]);
768                 org[1] = lhrandom(mins[1], maxs[1]);
769                 org[2] = lhrandom(mins[2], maxs[2]);
770                 vel[0] = (org[0] - center[0]) * velscale[0];
771                 vel[1] = (org[1] - center[1]) * velscale[1];
772                 vel[2] = (org[2] - center[2]) * velscale[2];
773                 bloodcount -= r;
774                 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, r, r, a * 3, a * 1.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
775                 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, PBLEND_ALPHA, 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);
776         }
777 }
778
779 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
780 {
781         int k;
782         float t;
783         if (!cl_particles.integer) return;
784         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
785         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
786         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
787
788         while (count--)
789         {
790                 k = particlepalette[colorbase + (rand()&3)];
791                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 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);
792         }
793 }
794
795 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
796 {
797         int k;
798         float t, z, minz, maxz;
799         if (!cl_particles.integer) return;
800         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
801         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
802         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
803         if (dir[2] < 0) // falling
804         {
805                 t = (maxs[2] - mins[2]) / -dir[2];
806                 z = maxs[2];
807         }
808         else // rising??
809         {
810                 t = (maxs[2] - mins[2]) / dir[2];
811                 z = mins[2];
812         }
813         if (t < 0 || t > 2) // sanity check
814                 t = 2;
815
816         minz = z - fabs(dir[2]) * 0.1;
817         maxz = z + fabs(dir[2]) * 0.1;
818         minz = bound(mins[2], minz, maxs[2]);
819         maxz = bound(mins[2], maxz, maxs[2]);
820
821         switch(type)
822         {
823         case 0:
824                 count *= 4; // ick, this should be in the mod or maps?
825
826                 while(count--)
827                 {
828                         k = particlepalette[colorbase + (rand()&3)];
829                         if (gamemode == GAME_GOODVSBAD2)
830                         {
831                                 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, 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);
832                         }
833                         else
834                         {
835                                 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 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);
836                         }
837                 }
838                 break;
839         case 1:
840                 while(count--)
841                 {
842                         k = particlepalette[colorbase + (rand()&3)];
843                         if (gamemode == GAME_GOODVSBAD2)
844                         {
845                                 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, 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);
846                         }
847                         else
848                         {
849                                 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 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);
850                         }
851                 }
852                 break;
853         default:
854                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
855         }
856 }
857
858 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
859 {
860         int k;
861         float t;
862         vec3_t o, v, center;
863         if (!cl_particles.integer) return;
864
865         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
866         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
867         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
868
869         center[0] = (mins[0] + maxs[0]) * 0.5f;
870         center[1] = (mins[1] + maxs[1]) * 0.5f;
871         center[2] = (mins[2] + maxs[2]) * 0.5f;
872
873         while (count--)
874         {
875                 k = particlepalette[224 + (rand()&15)];
876                 o[0] = lhrandom(mins[0], maxs[0]);
877                 o[1] = lhrandom(mins[1], maxs[1]);
878                 o[2] = lhrandom(mins[2], maxs[2]);
879                 VectorSubtract(o, center, v);
880                 VectorNormalizeFast(v);
881                 VectorScale(v, 100, v);
882                 v[2] += sv_gravity.value * 0.15f;
883                 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 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);
884         }
885 }
886
887 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
888 {
889         int k;
890         float t;
891         if (!cl_particles.integer) return;
892         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
893         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
894         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
895
896         while (count--)
897         {
898                 k = particlepalette[224 + (rand()&15)];
899                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 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);
900                 if (count & 1)
901                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 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);
902         }
903 }
904
905 void CL_Flames (vec3_t org, vec3_t vel, int count)
906 {
907         int k;
908         if (!cl_particles.integer) return;
909
910         while (count--)
911         {
912                 k = particlepalette[224 + (rand()&15)];
913                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 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);
914         }
915 }
916
917
918
919 /*
920 ===============
921 CL_LavaSplash
922
923 ===============
924 */
925 void CL_LavaSplash (vec3_t origin)
926 {
927         int                     i, j, k, l, inc;
928         float           vel;
929         vec3_t          dir, org;
930         if (!cl_particles.integer) return;
931
932         inc = 32;
933         for (i = -128;i < 128;i += inc)
934         {
935                 for (j = -128;j < 128;j += inc)
936                 {
937                         dir[0] = j + lhrandom(0, 8);
938                         dir[1] = i + lhrandom(0, 8);
939                         dir[2] = 256;
940                         org[0] = origin[0] + dir[0];
941                         org[1] = origin[1] + dir[1];
942                         org[2] = origin[2] + lhrandom(0, 64);
943                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
944                         if (gamemode == GAME_GOODVSBAD2)
945                         {
946                                 k = particlepalette[0 + (rand()&255)];
947                                 l = particlepalette[0 + (rand()&255)];
948                                 particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, 255, 240, 9999, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
949                         }
950                         else
951                         {
952                                 k = l = particlepalette[224 + (rand()&7)];
953                                 particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, 255, 240, 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);
954                         }
955                 }
956         }
957 }
958
959 /*
960 ===============
961 CL_TeleportSplash
962
963 ===============
964 */
965 #if WORKINGLQUAKE
966 void R_TeleportSplash (vec3_t org)
967 {
968         int i, j, k;
969         if (!cl_particles.integer) return;
970
971         for (i=-16 ; i<16 ; i+=8)
972                 for (j=-16 ; j<16 ; j+=8)
973                         for (k=-24 ; k<32 ; k+=8)
974                                 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 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);
975 }
976 #endif
977
978 #ifdef WORKINGLQUAKE
979 void R_RocketTrail (vec3_t start, vec3_t end, int type)
980 #else
981 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
982 #endif
983 {
984         vec3_t vec, dir, vel, pos;
985         float len, dec, speed, r;
986         int contents, smoke, blood, bubbles;
987
988         if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
989                 return;
990
991         VectorSubtract(end, start, dir);
992         VectorNormalize(dir);
993
994         VectorSubtract (end, start, vec);
995 #ifdef WORKINGLQUAKE
996         len = VectorNormalize (vec);
997         dec = 0;
998         speed = 1.0f / cl.frametime;
999         VectorSubtract(end, start, vel);
1000 #else
1001         len = VectorNormalizeLength (vec);
1002         dec = -ent->persistent.trail_time;
1003         ent->persistent.trail_time += len;
1004         if (ent->persistent.trail_time < 0.01f)
1005                 return;
1006
1007         // if we skip out, leave it reset
1008         ent->persistent.trail_time = 0.0f;
1009
1010         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
1011         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
1012 #endif
1013         VectorScale(vel, speed, vel);
1014
1015         // advance into this frame to reach the first puff location
1016         VectorMA(start, dec, vec, pos);
1017         len -= dec;
1018
1019         contents = cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, pos) : CONTENTS_EMPTY;
1020         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
1021                 return;
1022
1023         smoke = cl_particles.integer && cl_particles_smoke.integer;
1024         blood = cl_particles.integer && cl_particles_blood.integer;
1025         bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
1026
1027         while (len >= 0)
1028         {
1029                 switch (type)
1030                 {
1031                         case 0: // rocket trail
1032                                 dec = 3;
1033                                 if (smoke)
1034                                 {
1035                                         particle(pt_grow,   PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, cl_particles_smoke_alpha.value*125, cl_particles_smoke_alphafade.value*125, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), cl_particles_smoke_size.value, 0, 0, 0, 0, 0);
1036                                         particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, cl_particles_smoke_alpha.value*288, cl_particles_smoke_alphafade.value*1400, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
1037                                 }
1038                                 if (bubbles)
1039                                 {
1040                                         r = lhrandom(1, 2);
1041                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 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);
1042                                 }
1043                                 break;
1044
1045                         case 1: // grenade trail
1046                                 // FIXME: make it gradually stop smoking
1047                                 dec = 3;
1048                                 if (smoke)
1049                                 {
1050                                         particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, cl_particles_smoke_alpha.value*100, cl_particles_smoke_alphafade.value*100, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), cl_particles_smoke_size.value, 0, 0, 0, 0, 0);
1051                                 }
1052                                 break;
1053
1054
1055                         case 2: // blood
1056                         case 4: // slight blood
1057                                 dec = cl_particles_blood_size.value;
1058                                 if (blood)
1059                                 {
1060                                         particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, dec, dec, cl_particles_blood_alpha.value * 255.0f * 3.0f, cl_particles_blood_alpha.value * 255.0f * 0.5f * 1.5f, 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);
1061                                         //particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, PBLEND_ALPHA, 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);
1062                                 }
1063                                 break;
1064
1065                         case 3: // green tracer
1066                                 dec = 6;
1067                                 if (smoke)
1068                                 {
1069                                         if (gamemode == GAME_GOODVSBAD2)
1070                                         {
1071                                                 particle(pt_static, PARTICLE_BILLBOARD, 0x00002E, 0x000030, tex_particle, false, PBLEND_ADD, 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);
1072                                         }
1073                                         else
1074                                         {
1075                                                 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, 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);
1076                                         }
1077                                 }
1078                                 break;
1079
1080                         case 5: // flame tracer
1081                                 dec = 6;
1082                                 if (smoke)
1083                                 {
1084                                         particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, 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);
1085                                 }
1086                                 break;
1087
1088                         case 6: // voor trail
1089                                 dec = 6;
1090                                 if (smoke)
1091                                 {
1092                                         if (gamemode == GAME_GOODVSBAD2)
1093                                         {
1094                                                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, dec, dec, 255, 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);
1095                                         }
1096                                         else
1097                                         {
1098                                                 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, 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);
1099                                         }
1100                                 }
1101                                 break;
1102
1103                         case 7: // Nehahra smoke tracer
1104                                 dec = 7;
1105                                 if (smoke)
1106                                 {
1107                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, 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);
1108                                 }
1109                                 break;
1110                         case 8: // Nexuiz plasma trail
1111                                 dec = 4;
1112                                 if (smoke)
1113                                 {
1114                                         //particle(pt_static, PARTICLE_BILLBOARD, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 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);
1115                                         particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, dec, dec, 255, 1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1116                                 }
1117                 }
1118
1119                 // advance to next time and position
1120                 len -= dec;
1121                 VectorMA (pos, dec, vec, pos);
1122         }
1123 #ifndef WORKINGLQUAKE
1124         ent->persistent.trail_time = len;
1125 #endif
1126 }
1127
1128 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1129 {
1130         vec3_t vec, pos;
1131         int len;
1132         if (!cl_particles.integer) return;
1133         if (!cl_particles_smoke.integer) return;
1134
1135         VectorCopy(start, pos);
1136         VectorSubtract (end, start, vec);
1137 #ifdef WORKINGLQUAKE
1138         len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
1139 #else
1140         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
1141 #endif
1142         VectorScale(vec, 3, vec);
1143         color = particlepalette[color];
1144         while (len--)
1145         {
1146                 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1147                 VectorAdd (pos, vec, pos);
1148         }
1149 }
1150
1151 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
1152 {
1153         int tempcolor2, cr, cg, cb;
1154         cr = red * 255;
1155         cg = green * 255;
1156         cb = blue * 255;
1157         tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
1158         particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, 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);
1159 }
1160
1161 void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
1162 {
1163         int k;
1164         if (!cl_particles.integer) return;
1165
1166         // smoke puff
1167         if (cl_particles_smoke.integer)
1168         {
1169                 k = count / 4;
1170                 while(k--)
1171                 {
1172                         particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 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);
1173                 }
1174         }
1175 }
1176
1177 void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
1178 {
1179         int k;
1180         if (!cl_particles.integer) return;
1181
1182         if (cl_stainmaps.integer)
1183                 R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
1184
1185         // smoke puff
1186         if (cl_particles_smoke.integer)
1187         {
1188                 k = count / 4;
1189                 while(k--)
1190                 {
1191                         particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 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);
1192                 }
1193         }
1194
1195         if (cl_particles_sparks.integer)
1196         {
1197                 // sparks
1198                 while(count--)
1199                 {
1200                         particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 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);
1201                 }
1202         }
1203 }
1204
1205 /*
1206 ===============
1207 CL_MoveParticles
1208 ===============
1209 */
1210 void CL_MoveParticles (void)
1211 {
1212         particle_t *p;
1213         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
1214         float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
1215 #ifdef WORKINGLQUAKE
1216         void *hitent;
1217 #else
1218         entity_render_t *hitent;
1219 #endif
1220
1221         // LordHavoc: early out condition
1222         if (!cl_numparticles)
1223                 return;
1224
1225 #ifdef WORKINGLQUAKE
1226         frametime = cl.frametime;
1227 #else
1228         frametime = cl.time - cl.oldtime;
1229 #endif
1230         gravity = frametime * sv_gravity.value;
1231         dvel = 1+4*frametime;
1232         bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
1233
1234         activeparticles = 0;
1235         maxparticle = -1;
1236         j = 0;
1237         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1238         {
1239                 content = 0;
1240                 VectorCopy(p->org, p->oldorg);
1241                 VectorMA(p->org, frametime, p->vel, p->org);
1242                 VectorCopy(p->org, org);
1243                 if (p->bounce)
1244                 {
1245                         if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, &hitent) < 1)
1246                         {
1247                                 VectorCopy(v, p->org);
1248                                 if (p->bounce < 0)
1249                                 {
1250                                         // assume it's blood (lame, but...)
1251 #ifndef WORKINGLQUAKE
1252                                         if (cl_stainmaps.integer)
1253                                                 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));
1254 #endif
1255                                         if (cl_decals.integer)
1256                                         {
1257                                                 p->type = pt_decal;
1258                                                 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1259 #ifndef WORKINGLQUAKE
1260                                                 p->owner = hitent;
1261                                                 p->ownermodel = hitent->model;
1262                                                 Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
1263                                                 Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
1264                                                 VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
1265 #endif
1266                                                 p->time2 = cl.time + cl_decals_time.value;
1267                                                 p->die = p->time2 + cl_decals_fadetime.value;
1268                                                 p->alphafade = 0;
1269                                                 VectorCopy(normal, p->vel2);
1270                                                 VectorClear(p->vel);
1271                                                 VectorAdd(p->org, normal, p->org);
1272                                                 p->bounce = 0;
1273                                                 p->friction = 0;
1274                                                 p->gravity = 0;
1275                                                 p->scalex *= 1.25f;
1276                                                 p->scaley *= 1.25f;
1277                                         }
1278                                         else
1279                                         {
1280                                                 p->die = -1;
1281                                                 freeparticles[j++] = p;
1282                                                 continue;
1283                                         }
1284                                 }
1285                                 else
1286                                 {
1287                                         dist = DotProduct(p->vel, normal) * -p->bounce;
1288                                         VectorMA(p->vel, dist, normal, p->vel);
1289                                         if (DotProduct(p->vel, p->vel) < 0.03)
1290                                                 VectorClear(p->vel);
1291                                 }
1292                         }
1293                 }
1294                 p->vel[2] -= p->gravity * gravity;
1295                 p->alpha -= p->alphafade * frametime;
1296                 if (p->friction)
1297                 {
1298                         f = p->friction * frametime;
1299                         if (!content)
1300                                 content = cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, p->org) : CONTENTS_EMPTY;
1301                         if (content != CONTENTS_EMPTY)
1302                                 f *= 4;
1303                         f = 1.0f - f;
1304                         VectorScale(p->vel, f, p->vel);
1305                 }
1306
1307                 if (p->type != pt_static)
1308                 {
1309                         switch (p->type)
1310                         {
1311                         case pt_blood:
1312                                 if (!content)
1313                                         content = cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, p->org) : CONTENTS_EMPTY;
1314                                 a = content;
1315                                 if (a != CONTENTS_EMPTY)
1316                                 {
1317                                         if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1318                                         {
1319                                                 p->scalex += frametime * cl_particles_blood_size.value;
1320                                                 p->scaley += frametime * cl_particles_blood_size.value;
1321                                                 //p->alpha -= bloodwaterfade;
1322                                         }
1323                                         else
1324                                                 p->die = -1;
1325                                 }
1326                                 else
1327                                         p->vel[2] -= gravity;
1328                                 break;
1329                         case pt_bubble:
1330                                 if (!content)
1331                                         content = cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, p->org) : CONTENTS_EMPTY;
1332                                 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1333                                 {
1334                                         p->die = -1;
1335                                         break;
1336                                 }
1337                                 break;
1338                         case pt_rain:
1339                                 if (cl.time > p->time2)
1340                                 {
1341                                         // snow flutter
1342                                         p->time2 = cl.time + (rand() & 3) * 0.1;
1343                                         p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1344                                         p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1345                                         p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1346                                 }
1347                                 if (!content)
1348                                         content = cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, p->org) : CONTENTS_EMPTY;
1349                                 a = content;
1350                                 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1351                                         p->die = -1;
1352                                 break;
1353                         case pt_grow:
1354                                 p->scalex += frametime * p->time2;
1355                                 p->scaley += frametime * p->time2;
1356                                 break;
1357                         case pt_decal:
1358 #ifndef WORKINGLQUAKE
1359                                 if (p->owner->model == p->ownermodel)
1360                                 {
1361                                         Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
1362                                         Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
1363                                 }
1364                                 else
1365                                         p->die = -1;
1366 #endif
1367                                 if (cl.time > p->time2)
1368                                 {
1369                                         p->alphafade = p->alpha / (p->die - cl.time);
1370                                         p->time2 += 10000;
1371                                 }
1372                                 break;
1373                         default:
1374                                 Con_Printf("unknown particle type %i\n", p->type);
1375                                 p->die = -1;
1376                                 break;
1377                         }
1378                 }
1379
1380                 // remove dead particles
1381                 if (p->alpha < 1 || p->die < cl.time)
1382                         freeparticles[j++] = p;
1383                 else
1384                 {
1385                         maxparticle = i;
1386                         activeparticles++;
1387                         if (p->pressure)
1388                                 pressureused = true;
1389                 }
1390         }
1391         // fill in gaps to compact the array
1392         i = 0;
1393         while (maxparticle >= activeparticles)
1394         {
1395                 *freeparticles[i++] = particles[maxparticle--];
1396                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1397                         maxparticle--;
1398         }
1399         cl_numparticles = activeparticles;
1400
1401         if (pressureused)
1402         {
1403                 activeparticles = 0;
1404                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1405                         if (p->pressure)
1406                                 freeparticles[activeparticles++] = p;
1407
1408                 if (activeparticles)
1409                 {
1410                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1411                         {
1412                                 for (j = 0;j < activeparticles;j++)
1413                                 {
1414                                         if (freeparticles[j] != p)
1415                                         {
1416                                                 float dist, diff[3];
1417                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
1418                                                 dist = DotProduct(diff, diff);
1419                                                 if (dist < 4096 && dist >= 1)
1420                                                 {
1421                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1422                                                         VectorMA(p->vel, dist, diff, p->vel);
1423                                                 }
1424                                         }
1425                                 }
1426                         }
1427                 }
1428         }
1429 }
1430
1431 #define MAX_PARTICLETEXTURES 64
1432 // particletexture_t is a rectangle in the particlefonttexture
1433 typedef struct
1434 {
1435         rtexture_t *texture;
1436         float s1, t1, s2, t2;
1437 }
1438 particletexture_t;
1439
1440 #if WORKINGLQUAKE
1441 static int particlefonttexture;
1442 #else
1443 static rtexturepool_t *particletexturepool;
1444 static rtexture_t *particlefonttexture;
1445 #endif
1446 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1447
1448 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1449
1450 static qbyte shadebubble(float dx, float dy, vec3_t light)
1451 {
1452         float dz, f, dot;
1453         vec3_t normal;
1454         dz = 1 - (dx*dx+dy*dy);
1455         if (dz > 0) // it does hit the sphere
1456         {
1457                 f = 0;
1458                 // back side
1459                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1460                 VectorNormalize(normal);
1461                 dot = DotProduct(normal, light);
1462                 if (dot > 0.5) // interior reflection
1463                         f += ((dot *  2) - 1);
1464                 else if (dot < -0.5) // exterior reflection
1465                         f += ((dot * -2) - 1);
1466                 // front side
1467                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1468                 VectorNormalize(normal);
1469                 dot = DotProduct(normal, light);
1470                 if (dot > 0.5) // interior reflection
1471                         f += ((dot *  2) - 1);
1472                 else if (dot < -0.5) // exterior reflection
1473                         f += ((dot * -2) - 1);
1474                 f *= 128;
1475                 f += 16; // just to give it a haze so you can see the outline
1476                 f = bound(0, f, 255);
1477                 return (qbyte) f;
1478         }
1479         else
1480                 return 0;
1481 }
1482
1483 static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
1484 {
1485         int basex, basey, y;
1486         basex = ((texnum >> 0) & 7) * 32;
1487         basey = ((texnum >> 3) & 7) * 32;
1488         particletexture[texnum].s1 = (basex + 1) / 256.0f;
1489         particletexture[texnum].t1 = (basey + 1) / 256.0f;
1490         particletexture[texnum].s2 = (basex + 31) / 256.0f;
1491         particletexture[texnum].t2 = (basey + 31) / 256.0f;
1492         for (y = 0;y < 32;y++)
1493                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1494 }
1495
1496 static void R_InitParticleTexture (void)
1497 {
1498         int x, y, d, i, j, k, m;
1499         float cx, cy, dx, dy, radius, f, f2;
1500         qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
1501         vec3_t light;
1502         qbyte particletexturedata[256*256*4];
1503
1504         memset(particletexturedata, 255, sizeof(particletexturedata));
1505
1506         // smoke/blood
1507         for (i = 0;i < 8;i++)
1508         {
1509                 do
1510                 {
1511                         fractalnoise(&noise1[0][0], 64, 4);
1512                         fractalnoise(&noise2[0][0], 64, 8);
1513                         m = 0;
1514                         for (y = 0;y < 32;y++)
1515                         {
1516                                 dy = y - 16;
1517                                 for (x = 0;x < 32;x++)
1518                                 {
1519                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1520                                         dx = x - 16;
1521                                         d = (noise2[y][x] - 128) * 3 + 192;
1522                                         if (d > 0)
1523                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1524                                         d = (d * noise1[y][x]) >> 7;
1525                                         d = bound(0, d, 255);
1526                                         data[y][x][3] = (qbyte) d;
1527                                         if (m < d)
1528                                                 m = d;
1529                                 }
1530                         }
1531                 }
1532                 while (m < 224);
1533
1534                 setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1535         }
1536
1537         // rain splash
1538         for (i = 0;i < 16;i++)
1539         {
1540                 radius = i * 3.0f / 16.0f;
1541                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1542                 for (y = 0;y < 32;y++)
1543                 {
1544                         dy = (y - 16) * 0.25f;
1545                         for (x = 0;x < 32;x++)
1546                         {
1547                                 dx = (x - 16) * 0.25f;
1548                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1549                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1550                                 f = bound(0.0f, f, 255.0f);
1551                                 data[y][x][3] = (int) f;
1552                         }
1553                 }
1554                 setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
1555         }
1556
1557         // normal particle
1558         for (y = 0;y < 32;y++)
1559         {
1560                 dy = y - 16;
1561                 for (x = 0;x < 32;x++)
1562                 {
1563                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1564                         dx = x - 16;
1565                         d = (256 - (dx*dx+dy*dy));
1566                         d = bound(0, d, 255);
1567                         data[y][x][3] = (qbyte) d;
1568                 }
1569         }
1570         setuptex(tex_particle, &data[0][0][0], particletexturedata);
1571
1572         // rain
1573         light[0] = 1;light[1] = 1;light[2] = 1;
1574         VectorNormalize(light);
1575         for (y = 0;y < 32;y++)
1576         {
1577                 for (x = 0;x < 32;x++)
1578                 {
1579                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1580                         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);
1581                 }
1582         }
1583         setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1584
1585         // bubble
1586         light[0] = 1;light[1] = 1;light[2] = 1;
1587         VectorNormalize(light);
1588         for (y = 0;y < 32;y++)
1589         {
1590                 for (x = 0;x < 32;x++)
1591                 {
1592                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1593                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1594                 }
1595         }
1596         setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1597
1598         // smoke/blood
1599         for (i = 0;i < 8;i++)
1600         {
1601                 memset(&data[0][0][0], 255, sizeof(data));
1602                 for (j = 1;j < 8;j++)
1603                 {
1604                         for (k = 0;k < 3;k++)
1605                         {
1606                                 cx = lhrandom(j + 1, 30 - j);
1607                                 cy = lhrandom(j + 1, 30 - j);
1608                                 for (y = 0;y < 32;y++)
1609                                 {
1610                                         for (x = 0;x < 32;x++)
1611                                         {
1612                                                 dx = (x - cx);
1613                                                 dy = (y - cy);
1614                                                 f = 1.0f - sqrt(dx * dx + dy * dy) / j;
1615                                                 if (f > 0)
1616                                                 {
1617                                                         data[y][x][0] = data[y][x][0] + f * 0.5 * ( 160 - data[y][x][0]);
1618                                                         data[y][x][1] = data[y][x][1] + f * 0.5 * ( 32 - data[y][x][1]);
1619                                                         data[y][x][2] = data[y][x][2] + f * 0.5 * ( 32 - data[y][x][2]);
1620                                                 }
1621                                         }
1622                                 }
1623                         }
1624                 }
1625                 // use inverted colors so we can scale them later using glColor and use an inverse blend
1626                 for (y = 0;y < 32;y++)
1627                 {
1628                         for (x = 0;x < 32;x++)
1629                         {
1630                                 data[y][x][0] = 255 - data[y][x][0];
1631                                 data[y][x][1] = 255 - data[y][x][1];
1632                                 data[y][x][2] = 255 - data[y][x][2];
1633                         }
1634                 }
1635                 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1636         }
1637
1638 #if WORKINGLQUAKE
1639         glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1640         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1641         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1642 #else
1643         particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1644         for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1645                 particletexture[i].texture = particlefonttexture;
1646
1647         // beam
1648         fractalnoise(&noise1[0][0], 64, 4);
1649         m = 0;
1650         for (y = 0;y < 64;y++)
1651         {
1652                 for (x = 0;x < 16;x++)
1653                 {
1654                         if (x < 8)
1655                                 d = x;
1656                         else
1657                                 d = (15 - x);
1658                         d = d * d * noise1[y][x] / (7 * 7);
1659                         data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
1660                         data2[y][x][3] = 255;
1661                 }
1662         }
1663
1664         particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1665         particletexture[tex_beam].s1 = 0;
1666         particletexture[tex_beam].t1 = 0;
1667         particletexture[tex_beam].s2 = 1;
1668         particletexture[tex_beam].t2 = 1;
1669 #endif
1670 }
1671
1672 static void r_part_start(void)
1673 {
1674         particletexturepool = R_AllocTexturePool();
1675         R_InitParticleTexture ();
1676 }
1677
1678 static void r_part_shutdown(void)
1679 {
1680         R_FreeTexturePool(&particletexturepool);
1681 }
1682
1683 static void r_part_newmap(void)
1684 {
1685         cl_numparticles = 0;
1686 }
1687
1688 void R_Particles_Init (void)
1689 {
1690         Cvar_RegisterVariable(&r_drawparticles);
1691 #ifdef WORKINGLQUAKE
1692         r_part_start();
1693 #else
1694         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1695 #endif
1696 }
1697
1698 #ifdef WORKINGLQUAKE
1699 void R_InitParticles(void)
1700 {
1701         CL_Particles_Init();
1702         R_Particles_Init();
1703 }
1704 #endif
1705
1706 float particle_vertex3f[12], particle_texcoord2f[8];
1707
1708 #ifdef WORKINGLQUAKE
1709 void R_DrawParticle(particle_t *p)
1710 {
1711 #else
1712 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1713 {
1714         const particle_t *p = calldata1;
1715         rmeshstate_t m;
1716 #endif
1717         float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1718         particletexture_t *tex;
1719
1720         VectorCopy(p->org, org);
1721
1722         tex = &particletexture[p->texnum];
1723         cr = p->color[0] * (1.0f / 255.0f);
1724         cg = p->color[1] * (1.0f / 255.0f);
1725         cb = p->color[2] * (1.0f / 255.0f);
1726         ca = p->alpha * (1.0f / 255.0f);
1727         if (p->blendmode == PBLEND_MOD)
1728         {
1729                 cr *= ca;
1730                 cg *= ca;
1731                 cb *= ca;
1732                 cr = min(cr, 1);
1733                 cg = min(cg, 1);
1734                 cb = min(cb, 1);
1735                 ca = 1;
1736         }
1737
1738 #ifndef WORKINGLQUAKE
1739         if (fogenabled && p->blendmode != PBLEND_MOD)
1740         {
1741                 VectorSubtract(org, r_origin, fogvec);
1742                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1743                 ifog = 1 - fog;
1744                 cr = cr * ifog;
1745                 cg = cg * ifog;
1746                 cb = cb * ifog;
1747                 if (p->blendmode == 0)
1748                 {
1749                         cr += fogcolor[0] * fog;
1750                         cg += fogcolor[1] * fog;
1751                         cb += fogcolor[2] * fog;
1752                 }
1753         }
1754         cr *= r_colorscale;
1755         cg *= r_colorscale;
1756         cb *= r_colorscale;
1757
1758         GL_Color(cr, cg, cb, ca);
1759
1760         R_Mesh_Matrix(&r_identitymatrix);
1761
1762         memset(&m, 0, sizeof(m));
1763         m.tex[0] = R_GetTexture(tex->texture);
1764         m.pointer_texcoord[0] = particle_texcoord2f;
1765         R_Mesh_State_Texture(&m);
1766
1767         if (p->blendmode == 0)
1768                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1769         else if (p->blendmode == 1)
1770                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1771         else
1772                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1773         GL_DepthMask(false);
1774         GL_DepthTest(true);
1775         GL_VertexPointer(particle_vertex3f);
1776 #endif
1777         if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1778         {
1779                 if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1780                 {
1781                         // double-sided
1782                         if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1783                         {
1784                                 VectorNegate(p->vel2, v);
1785                                 VectorVectors(v, right, up);
1786                         }
1787                         else
1788                                 VectorVectors(p->vel2, right, up);
1789                         VectorScale(right, p->scalex, right);
1790                         VectorScale(up, p->scaley, up);
1791                 }
1792                 else
1793                 {
1794                         VectorScale(vright, p->scalex, right);
1795                         VectorScale(vup, p->scaley, up);
1796                 }
1797                 particle_vertex3f[ 0] = org[0] - right[0] - up[0];
1798                 particle_vertex3f[ 1] = org[1] - right[1] - up[1];
1799                 particle_vertex3f[ 2] = org[2] - right[2] - up[2];
1800                 particle_vertex3f[ 3] = org[0] - right[0] + up[0];
1801                 particle_vertex3f[ 4] = org[1] - right[1] + up[1];
1802                 particle_vertex3f[ 5] = org[2] - right[2] + up[2];
1803                 particle_vertex3f[ 6] = org[0] + right[0] + up[0];
1804                 particle_vertex3f[ 7] = org[1] + right[1] + up[1];
1805                 particle_vertex3f[ 8] = org[2] + right[2] + up[2];
1806                 particle_vertex3f[ 9] = org[0] + right[0] - up[0];
1807                 particle_vertex3f[10] = org[1] + right[1] - up[1];
1808                 particle_vertex3f[11] = org[2] + right[2] - up[2];
1809                 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1810                 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1811                 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1812                 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1813         }
1814         else if (p->orientation == PARTICLE_SPARK)
1815         {
1816                 VectorMA(p->org, -p->scaley, p->vel, v);
1817                 VectorMA(p->org, p->scaley, p->vel, up2);
1818                 R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex);
1819                 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1820                 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1821                 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1822                 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1823         }
1824         else if (p->orientation == PARTICLE_BEAM)
1825         {
1826                 R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex);
1827                 VectorSubtract(p->vel2, p->org, up);
1828                 VectorNormalizeFast(up);
1829                 v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
1830                 v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
1831                 particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
1832                 particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
1833                 particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
1834                 particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
1835         }
1836         else
1837                 Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
1838
1839 #if WORKINGLQUAKE
1840         if (p->blendmode == 0)
1841                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1842         else if (p->blendmode == 1)
1843                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1844         else
1845                 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1846         glColor4f(cr, cg, cb, ca);
1847         glBegin(GL_QUADS);
1848         glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]);
1849         glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]);
1850         glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]);
1851         glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]);
1852         glEnd();
1853 #else
1854         R_Mesh_Draw(4, 2, polygonelements);
1855 #endif
1856 }
1857
1858 void R_DrawParticles (void)
1859 {
1860         int i;
1861         float minparticledist;
1862         particle_t *p;
1863
1864 #ifdef WORKINGLQUAKE
1865         CL_MoveParticles();
1866 #endif
1867
1868         // LordHavoc: early out conditions
1869         if ((!cl_numparticles) || (!r_drawparticles.integer))
1870                 return;
1871
1872         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1873
1874 #ifdef WORKINGLQUAKE
1875         glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1876         glEnable(GL_BLEND);
1877         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1878         glDepthMask(0);
1879         // LordHavoc: only render if not too close
1880         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1881                 if (DotProduct(p->org, vpn) >= minparticledist)
1882                         R_DrawParticle(p);
1883         glDepthMask(1);
1884         glDisable(GL_BLEND);
1885         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1886 #else
1887         // LordHavoc: only render if not too close
1888         c_particles += cl_numparticles;
1889         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1890                 if (DotProduct(p->org, vpn) >= minparticledist || p->orientation == PARTICLE_BEAM)
1891                         R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
1892 #endif
1893 }
1894