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disabled lookup of unused multitexture function (glMultiTexCoord2f)
[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 #define MAX_PARTICLES                   16384   // default max # of particles at one time
24 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
25
26 typedef enum
27 {
28         pt_static, pt_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash, pt_stardust
29 }
30 ptype_t;
31
32 #define P_TEXNUM_FIRSTBIT 0
33 #define P_TEXNUM_BITS 6
34 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
35 #define P_ORIENTATION_BITS 2
36 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
37 #define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
38 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
39
40 typedef struct particle_s
41 {
42         ptype_t         type;
43         unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
44         vec3_t          org;
45         vec3_t          vel;
46         float           die;
47         float           scalex;
48         float           scaley;
49         float           alpha; // 0-255
50         float           time2; // used for various things (snow fluttering, for example)
51         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)
52         vec3_t          oldorg;
53         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
54         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
55         float           pressure; // if non-zero, apply pressure to other particles
56         qbyte           color[4];
57 }
58 particle_t;
59
60 static int particlepalette[256] =
61 {
62         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
63         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
64         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
65         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
66         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
67         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
68         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
69         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
70         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
71         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
72         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
73         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
74         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
75         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
76         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
77         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
78         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
79         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
80         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
81         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
82         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
83         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
84         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
85         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
86         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
87         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
88         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
89         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
90         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
91         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
92         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
93         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
94 };
95
96 static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
97 //static int explounderwatersparkramp[8] = {0x00074b, 0x000f6f, 0x071f93, 0x0f33b7, 0x2b63cf, 0x4f97e3, 0xb5e7ff, 0xffffff};
98
99 // these must match r_part.c's textures
100 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
101 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
102 static const int tex_particle = 24;
103 static const int tex_rain = 25;
104 static const int tex_bubble = 26;
105 //static const int tex_rocketglow = 27;
106
107 static int                      cl_maxparticles;
108 static int                      cl_numparticles;
109 static particle_t       *particles;
110 static particle_t       **freeparticles; // list used only in compacting particles array
111 //static renderparticle_t       *cl_renderparticles;
112
113 static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
114 static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
115 static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
116 static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
117 static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
118 static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
119 static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
120 static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
121 static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
122 static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
123 static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
124
125 static mempool_t *cl_part_mempool;
126
127 void CL_Particles_Clear(void)
128 {
129         cl_numparticles = 0;
130 }
131
132 /*
133 ===============
134 CL_InitParticles
135 ===============
136 */
137 void CL_ReadPointFile_f (void);
138 void CL_Particles_Init (void)
139 {
140         int             i;
141
142         i = COM_CheckParm ("-particles");
143
144         if (i)
145         {
146                 cl_maxparticles = (int)(atoi(com_argv[i+1]));
147                 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
148                         cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
149         }
150         else
151                 cl_maxparticles = MAX_PARTICLES;
152
153         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
154
155         Cvar_RegisterVariable (&cl_particles);
156         Cvar_RegisterVariable (&cl_particles_size);
157         Cvar_RegisterVariable (&cl_particles_bloodshowers);
158         Cvar_RegisterVariable (&cl_particles_blood);
159         Cvar_RegisterVariable (&cl_particles_blood_size_min);
160         Cvar_RegisterVariable (&cl_particles_blood_size_max);
161         Cvar_RegisterVariable (&cl_particles_blood_alpha);
162         Cvar_RegisterVariable (&cl_particles_smoke);
163         Cvar_RegisterVariable (&cl_particles_sparks);
164         Cvar_RegisterVariable (&cl_particles_bubbles);
165         Cvar_RegisterVariable (&cl_particles_explosions);
166
167         cl_part_mempool = Mem_AllocPool("CL_Part");
168         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
169         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
170         cl_numparticles = 0;
171
172         // FIXME: r_refdef stuff should be allocated somewhere else?
173         //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
174 }
175
176 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
177 {\
178         if (cl_numparticles >= cl_maxparticles)\
179                 return;\
180         {\
181                 particle_t      *part;\
182                 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
183                 unsigned int partflags;\
184                 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
185                 if (padditive)\
186                         partflags |= P_ADDITIVE;\
187                 if (plight)\
188                         partflags |= P_DYNLIGHT;\
189                 tempcolor = (pcolor1);\
190                 tempcolor2 = (pcolor2);\
191                 cr2 = ((tempcolor2) >> 16) & 0xFF;\
192                 cg2 = ((tempcolor2) >> 8) & 0xFF;\
193                 cb2 = (tempcolor2) & 0xFF;\
194                 if (tempcolor != tempcolor2)\
195                 {\
196                         cr1 = ((tempcolor) >> 16) & 0xFF;\
197                         cg1 = ((tempcolor) >> 8) & 0xFF;\
198                         cb1 = (tempcolor) & 0xFF;\
199                         tempcolor = rand() & 0xFF;\
200                         cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
201                         cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
202                         cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
203                 }\
204                 part = &particles[cl_numparticles++];\
205                 part->type = (ptype);\
206                 part->color[0] = cr2;\
207                 part->color[1] = cg2;\
208                 part->color[2] = cb2;\
209                 part->color[3] = 0xFF;\
210                 part->flags = partflags;\
211                 /*part->tex = (ptex);*/\
212                 /*part->orientation = (porientation);*/\
213                 /*part->dynlight = (plight);*/\
214                 /*part->additive = (padditive);*/\
215                 part->scalex = (pscalex);\
216                 part->scaley = (pscaley);\
217                 part->alpha = (palpha);\
218                 part->die = cl.time + (ptime);\
219                 part->bounce = (pbounce);\
220                 part->org[0] = (px);\
221                 part->org[1] = (py);\
222                 part->org[2] = (pz);\
223                 part->vel[0] = (pvx);\
224                 part->vel[1] = (pvy);\
225                 part->vel[2] = (pvz);\
226                 part->time2 = (ptime2);\
227                 part->vel2[0] = (pvx2);\
228                 part->vel2[1] = (pvy2);\
229                 part->vel2[2] = (pvz2);\
230                 part->friction = (pfriction);\
231                 part->pressure = (ppressure);\
232         }\
233 }
234
235 /*
236 ===============
237 CL_EntityParticles
238 ===============
239 */
240 void CL_EntityParticles (entity_t *ent)
241 {
242         int                     i;
243         float           angle;
244         float           sp, sy, cp, cy;
245         vec3_t          forward;
246         float           dist;
247         float           beamlength;
248         static vec3_t avelocities[NUMVERTEXNORMALS];
249         if (!cl_particles.integer) return;
250
251         dist = 64;
252         beamlength = 16;
253
254         if (!avelocities[0][0])
255                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
256                         avelocities[0][i] = (rand()&255) * 0.01;
257
258         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
259         {
260                 angle = cl.time * avelocities[i][0];
261                 sy = sin(angle);
262                 cy = cos(angle);
263                 angle = cl.time * avelocities[i][1];
264                 sp = sin(angle);
265                 cp = cos(angle);
266
267                 forward[0] = cp*cy;
268                 forward[1] = cp*sy;
269                 forward[2] = -sp;
270
271                 particle(pt_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 9999, 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);
272         }
273 }
274
275
276 void CL_ReadPointFile_f (void)
277 {
278         vec3_t  org;
279         int             r, c;
280         char    *pointfile, *pointfilepos, *t, tchar;
281
282         pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
283         if (!pointfile)
284         {
285                 Con_Printf ("couldn't open %s.pts\n", sv.name);
286                 return;
287         }
288
289         Con_Printf ("Reading %s.pts...\n", sv.name);
290         c = 0;
291         pointfilepos = pointfile;
292         while (*pointfilepos)
293         {
294                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
295                         pointfilepos++;
296                 if (!*pointfilepos)
297                         break;
298                 t = pointfilepos;
299                 while (*t && *t != '\n' && *t != '\r')
300                         t++;
301                 tchar = *t;
302                 *t = 0;
303                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
304                 *t = tchar;
305                 pointfilepos = t;
306                 if (r != 3)
307                         break;
308                 c++;
309
310                 if (cl_numparticles >= cl_maxparticles)
311                 {
312                         Con_Printf ("Not enough free particles\n");
313                         break;
314                 }
315                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
316         }
317
318         Mem_Free(pointfile);
319         Con_Printf ("%i points read\n", c);
320 }
321
322 /*
323 ===============
324 CL_ParseParticleEffect
325
326 Parse an effect out of the server message
327 ===============
328 */
329 void CL_ParseParticleEffect (void)
330 {
331         vec3_t          org, dir;
332         int                     i, count, msgcount, color;
333
334         for (i=0 ; i<3 ; i++)
335                 org[i] = MSG_ReadCoord ();
336         for (i=0 ; i<3 ; i++)
337                 dir[i] = MSG_ReadChar () * (1.0/16);
338         msgcount = MSG_ReadByte ();
339         color = MSG_ReadByte ();
340
341         if (msgcount == 255)
342                 count = 1024;
343         else
344                 count = msgcount;
345
346         CL_RunParticleEffect (org, dir, color, count);
347 }
348
349 /*
350 ===============
351 CL_ParticleExplosion
352
353 ===============
354 */
355 void CL_ParticleExplosion (vec3_t org, int smoke)
356 {
357         int i;
358         R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
359
360         i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
361         if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
362                 for (i = 0;i < 128;i++)
363                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 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, 0, 0);
364
365         if (cl_particles.integer && cl_particles_explosions.integer)
366         {
367                 int j, k;
368                 float f;
369                 vec3_t v, end, ang;
370                 qbyte noise1[32*32], noise2[32*32];
371
372                 VectorClear(end); // hush MSVC
373                 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
374                 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
375                 {
376                         //for (i = 0;i < 128;i++)
377                         //      particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 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, 0, 0);
378
379                         ang[2] = lhrandom(0, 360);
380                         fractalnoisequick(noise1, 32, 4);
381                         fractalnoisequick(noise2, 32, 8);
382                         for (i = 0;i < 32;i++)
383                         {
384                                 for (j = 0;j < 32;j++)
385                                 {
386                                         VectorRandom(v);
387                                         VectorMA(org, 16, v, v);
388                                         TraceLine(org, v, end, NULL, 0, true);
389                                         ang[0] = (j + 0.5f) * (360.0f / 32.0f);
390                                         ang[1] = (i + 0.5f) * (360.0f / 32.0f);
391                                         AngleVectors(ang, v, NULL, NULL);
392                                         f = noise1[j*32+i] * 1.5f;
393                                         VectorScale(v, f, v);
394                                         k = noise2[j*32+i] * 0x010101;
395                                         particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
396                                         VectorScale(v, 0.75, v);
397                                         k = explosparkramp[(noise2[j*32+i] >> 5)];
398                                         particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
399                                 }
400                         }
401                 }
402                 else
403                 {
404                         ang[2] = lhrandom(0, 360);
405                         fractalnoisequick(noise1, 32, 4);
406                         fractalnoisequick(noise2, 32, 8);
407                         for (i = 0;i < 32;i++)
408                         {
409                                 for (j = 0;j < 32;j++)
410                                 {
411                                         VectorRandom(v);
412                                         VectorMA(org, 16, v, v);
413                                         TraceLine(org, v, end, NULL, 0, true);
414                                         ang[0] = (j + 0.5f) * (360.0f / 32.0f);
415                                         ang[1] = (i + 0.5f) * (360.0f / 32.0f);
416                                         AngleVectors(ang, v, NULL, NULL);
417                                         f = noise1[j*32+i] * 1.5f;
418                                         VectorScale(v, f, v);
419                                         k = noise2[j*32+i] * 0x010101;
420                                         particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
421                                         VectorScale(v, 0.75, v);
422                                         k = explosparkramp[(noise2[j*32+i] >> 5)];
423                                         particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
424                                 //      VectorRandom(v);
425                                 //      VectorScale(v, 384, v);
426                                 //      particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[rand()&7], tex_particle, false, true, 2, 2, lhrandom(16, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
427                                 }
428                         }
429                 }
430         }
431         else
432         {
433                 /*
434                 int i;
435                 vec3_t v;
436                 for (i = 0;i < 256;i++)
437                 {
438                         do
439                         {
440                                 VectorRandom(v);
441                         }
442                         while(DotProduct(v,v) < 0.75);
443                         VectorScale(v, 512, v);
444                         k = explosparkramp[rand()&7];
445                         particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, 255, 9999, 1.5, org[0], org[1], org[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
446                 }
447                 */
448                 R_NewExplosion(org);
449         }
450 }
451
452 /*
453 ===============
454 CL_ParticleExplosion2
455
456 ===============
457 */
458 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
459 {
460         int i, k;
461         if (!cl_particles.integer) return;
462
463         for (i = 0;i < 512;i++)
464         {
465                 k = particlepalette[colorStart + (i % colorLength)];
466                 particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 0.3, 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), 384, 0, 0, 0, 1, 0);
467         }
468 }
469
470 /*
471 ===============
472 CL_BlobExplosion
473
474 ===============
475 */
476 void CL_BlobExplosion (vec3_t org)
477 {
478         //int i;
479         if (!cl_particles.integer) return;
480
481         R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
482         //R_Stain(org, 96, 96, 64, 96, 128, 160, 128, 160, 128);
483
484         R_NewExplosion(org);
485
486         //for (i = 0;i < 256;i++)
487         //      particle(pt_blob , PARTICLE_BILLBOARD, particlepalette[ 66+(rand()%6)], tex_particle, false, true, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
488         //for (i = 0;i < 256;i++)
489         //      particle(pt_blob2, PARTICLE_BILLBOARD, particlepalette[150+(rand()%6)], tex_particle, false, true, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
490 }
491
492 /*
493 ===============
494 CL_RunParticleEffect
495
496 ===============
497 */
498 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
499 {
500         int k;
501         if (!cl_particles.integer) return;
502
503         if (count == 1024)
504         {
505                 CL_ParticleExplosion(org, false);
506                 return;
507         }
508         while (count--)
509         {
510                 k = particlepalette[color + (rand()&7)];
511                 particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 128, 9999, 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), 384, 0, 0, 0, 0, 0);
512         }
513 }
514
515 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
516 /*
517 ===============
518 CL_SparkShower
519 ===============
520 */
521 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
522 {
523         int k;
524         if (!cl_particles.integer) return;
525
526         R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
527
528         // smoke puff
529         if (cl_particles_smoke.integer)
530                 particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_smoke[rand()&7], true, true, 2, 2, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
531
532         if (cl_particles_sparks.integer)
533         {
534                 // sparks
535                 while(count--)
536                 {
537                         k = particlepalette[0x68 + (rand() & 7)];
538                         particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 9999, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 480, 0, 0, 0, 1, 0);
539                 }
540         }
541 }
542
543 void CL_PlasmaBurn (vec3_t org)
544 {
545         if (!cl_particles.integer) return;
546
547         R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
548 }
549
550 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
551 {
552         float r, s;
553         // bloodcount is used to accumulate counts too small to cause a blood particle
554         static int bloodcount = 0;
555         if (!cl_particles.integer) return;
556         if (!cl_particles_blood.integer) return;
557
558         s = count + 32.0f;
559         count *= 5.0f;
560         if (count > 1000)
561                 count = 1000;
562         bloodcount += count;
563         while(bloodcount > 0)
564         {
565                 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
566                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -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);
567                 bloodcount -= r;
568         }
569 }
570
571 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
572 {
573         float c;
574         float r;
575         vec3_t diff, center, velscale;
576         if (!cl_particles.integer) return;
577         if (!cl_particles_bloodshowers.integer) return;
578         if (!cl_particles_blood.integer) return;
579
580         VectorSubtract(maxs, mins, diff);
581         center[0] = (mins[0] + maxs[0]) * 0.5;
582         center[1] = (mins[1] + maxs[1]) * 0.5;
583         center[2] = (mins[2] + maxs[2]) * 0.5;
584         // FIXME: change velspeed back to 2.0x after fixing mod
585         velscale[0] = velspeed * 2.0 / diff[0];
586         velscale[1] = velspeed * 2.0 / diff[1];
587         velscale[2] = velspeed * 2.0 / diff[2];
588
589         c = count * 5;
590         while (c > 0)
591         {
592                 vec3_t org, vel;
593                 org[0] = lhrandom(mins[0], maxs[0]);
594                 org[1] = lhrandom(mins[1], maxs[1]);
595                 org[2] = lhrandom(mins[2], maxs[2]);
596                 vel[0] = (org[0] - center[0]) * velscale[0];
597                 vel[1] = (org[1] - center[1]) * velscale[1];
598                 vel[2] = (org[2] - center[2]) * velscale[2];
599                 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
600                 c -= r;
601                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
602         }
603 }
604
605 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
606 {
607         int k;
608         float t;
609         if (!cl_particles.integer) return;
610         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
611         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
612         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
613
614         while (count--)
615         {
616                 k = particlepalette[colorbase + (rand()&3)];
617                 particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, lhrandom(1, 2), 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);
618         }
619 }
620
621 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
622 {
623         int k;
624         vec3_t vel;
625         float t, z;
626         if (!cl_particles.integer) return;
627         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
628         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
629         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
630         if (dir[2] < 0) // falling
631         {
632                 t = (maxs[2] - mins[2]) / -dir[2];
633                 z = maxs[2];
634         }
635         else // rising??
636         {
637                 t = (maxs[2] - mins[2]) / dir[2];
638                 z = mins[2];
639         }
640         if (t < 0 || t > 2) // sanity check
641                 t = 2;
642
643         switch(type)
644         {
645         case 0:
646                 count *= 4; // ick, this should be in the mod or maps?
647
648                 while(count--)
649                 {
650                         vel[0] = dir[0] + lhrandom(-16, 16);
651                         vel[1] = dir[1] + lhrandom(-16, 16);
652                         vel[2] = dir[2] + lhrandom(-32, 32);
653                         k = particlepalette[colorbase + (rand()&3)];
654                         particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
655                 }
656                 break;
657         case 1:
658                 while(count--)
659                 {
660                         vel[0] = dir[0] + lhrandom(-16, 16);
661                         vel[1] = dir[1] + lhrandom(-16, 16);
662                         vel[2] = dir[2] + lhrandom(-32, 32);
663                         k = particlepalette[colorbase + (rand()&3)];
664                         particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 2, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
665                 }
666                 break;
667         default:
668                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
669         }
670 }
671
672 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
673 {
674         int k;
675         float t;
676         vec3_t o, v, center;
677         //Con_Printf("CL_Stardust ('%f %f %f', '%f %f %f', %d);\n", mins[0], mins[1], mins[2], maxs[0], maxs[1], maxs[2], count);
678         if (!cl_particles.integer) return;
679
680         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
681         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
682         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
683
684         center[0] = (mins[0] + maxs[0]) * 0.5f;
685         center[1] = (mins[1] + maxs[1]) * 0.5f;
686         center[2] = (mins[2] + maxs[2]) * 0.5f;
687
688         while (count--)
689         {
690                 k = particlepalette[224 + (rand()&15)];
691                 o[0] = lhrandom(mins[0], maxs[0]);
692                 o[1] = lhrandom(mins[1], maxs[1]);
693                 o[2] = lhrandom(mins[2], maxs[2]);
694                 VectorSubtract(o, center, v);
695                 VectorNormalizeFast(v);
696                 VectorScale(v, 100, v);
697                 v[2] += sv_gravity.value * 0.15f;
698                 particle(pt_stardust, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
699         }
700 }
701
702 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
703 {
704         int k;
705         float t;
706         if (!cl_particles.integer) return;
707         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
708         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
709         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
710
711         while (count--)
712         {
713                 k = particlepalette[224 + (rand()&15)];
714                 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 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);
715         }
716 }
717
718 void CL_Flames (vec3_t org, vec3_t vel, int count)
719 {
720         int k;
721         if (!cl_particles.integer) return;
722
723         while (count--)
724         {
725                 k = particlepalette[224 + (rand()&15)];
726                 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 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);
727         }
728 }
729
730
731
732 /*
733 ===============
734 CL_LavaSplash
735
736 ===============
737 */
738 void CL_LavaSplash (vec3_t origin)
739 {
740         int                     i, j, k;
741         float           vel;
742         vec3_t          dir, org;
743         if (!cl_particles.integer) return;
744
745         for (i=-128 ; i<128 ; i+=16)
746         {
747                 for (j=-128 ; j<128 ; j+=16)
748                 {
749                         dir[0] = j + lhrandom(0, 8);
750                         dir[1] = i + lhrandom(0, 8);
751                         dir[2] = 256;
752                         org[0] = origin[0] + dir[0];
753                         org[1] = origin[1] + dir[1];
754                         org[2] = origin[2] + lhrandom(0, 64);
755                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
756                         k = particlepalette[224 + (rand()&7)];
757                         particle(pt_lavasplash, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
758                 }
759         }
760 }
761
762 /*
763 ===============
764 CL_TeleportSplash
765
766 ===============
767 */
768 void CL_TeleportSplash (vec3_t org)
769 {
770         int                     i, j, k;
771         if (!cl_particles.integer) return;
772
773         for (i=-16 ; i<16 ; i+=8)
774                 for (j=-16 ; j<16 ; j+=8)
775                         for (k=-24 ; k<32 ; k+=8)
776                                 //particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), i*2 + lhrandom(-12.5, 12.5), j*2 + lhrandom(-12.5, 12.5), k*2 + lhrandom(27.5, 52.5), 384.0f, 0, 0, 0, 1, 0);
777                                 particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 9999, 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), 256.0f, 0, 0, 0, 1, 0);
778 }
779
780 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
781 {
782         vec3_t          vec, dir, vel, pos;
783         float           len, dec, speed;
784         int                     contents, bubbles;
785         if (!cl_particles.integer) return;
786
787         VectorSubtract(end, start, dir);
788         VectorNormalize(dir);
789
790         //if (type == 0 && host_frametime != 0) // rocket glow
791         //      particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_rocketglow, false, true, 24, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
792
793         VectorSubtract (end, start, vec);
794         len = VectorNormalizeLength (vec);
795         dec = -ent->persistent.trail_time;
796         ent->persistent.trail_time += len;
797         if (ent->persistent.trail_time < 0.01f)
798                 return;
799
800         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
801         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
802         VectorScale(vel, speed, vel);
803
804         // advance into this frame to reach the first puff location
805         VectorMA(start, dec, vec, pos);
806         len -= dec;
807
808         // if we skip out, leave it reset
809         ent->persistent.trail_time = 0.0f;
810
811         contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
812         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
813                 return;
814
815         bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
816
817         while (len >= 0)
818         {
819                 switch (type)
820                 {
821                         case 0: // rocket trail
822                                 if (!cl_particles_smoke.integer)
823                                         return;
824                                 //dec = 5;
825                                 //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
826                                 dec = 6;
827                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 64.0f, 0, 0, 0, 0, 0);
828                                 //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 128.0f, 0, 0, 0, 0, 0);
829                                 //dec = 10;
830                                 //particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
831                                 if (bubbles && cl_particles_bubbles.integer)
832                                 {
833                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
834                                         //particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
835                                 }
836                                 else
837                                 {
838                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
839                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
840                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
841                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
842                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
843                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
844                                 }
845                                 break;
846
847                         case 1: // grenade trail
848                                 // FIXME: make it gradually stop smoking
849                                 if (!cl_particles_smoke.integer)
850                                         return;
851                                 //dec = 5;
852                                 //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
853                                 dec = 6;
854                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 128.0f, 0, 0, 0, 0, 0);
855                                 //particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
856                                 if (bubbles && cl_particles_bubbles.integer)
857                                 {
858                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
859                                         //particle(pt_bubble, PARTICLE_BILLBOARD, c * 2, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
860                                 }
861                                 break;
862
863
864                         case 2: // blood
865                                 if (!cl_particles_blood.integer)
866                                         return;
867                                 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
868                                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -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);
869                                 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
870                                 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
871                                 break;
872
873                         case 4: // slight blood
874                                 if (!cl_particles_blood.integer)
875                                         return;
876                                 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
877                                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -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);
878                                 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
879                                 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
880                                 break;
881
882                         case 3: // green tracer
883                                 dec = 6;
884                                 //particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
885                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
886                                 break;
887
888                         case 5: // flame tracer
889                                 dec = 6;
890                                 //particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
891                                 particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
892                                 break;
893
894                         case 6: // voor trail
895                                 dec = 6;
896                                 //particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
897                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
898                                 break;
899
900                         case 7: // Nehahra smoke tracer
901                                 if (!cl_particles_smoke.integer)
902                                         return;
903                                 dec = 10;
904                                 particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
905                                 break;
906                 }
907
908                 // advance to next time and position
909                 len -= dec;
910                 VectorMA (pos, dec, vec, pos);
911         }
912         ent->persistent.trail_time = len;
913 }
914
915 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
916 {
917         vec3_t          vec, pos;
918         int                     len;
919         if (!cl_particles.integer) return;
920         if (!cl_particles_smoke.integer) return;
921
922         VectorCopy(start, pos);
923         VectorSubtract (end, start, vec);
924         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
925         VectorScale(vec, 3, vec);
926         color = particlepalette[color];
927         while (len--)
928         {
929                 particle(pt_smoke, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
930                 VectorAdd (pos, vec, pos);
931         }
932 }
933
934
935 /*
936 ===============
937 CL_MoveParticles
938 ===============
939 */
940 void CL_MoveParticles (void)
941 {
942         particle_t *p;
943         //renderparticle_t *r, *rend;
944         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
945         float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
946
947         // LordHavoc: early out condition
948         if (!cl_numparticles)
949         {
950                 //r_refdef.numparticles = 0;
951                 return;
952         }
953
954         frametime = cl.time - cl.oldtime;
955         if (!frametime)
956                 return; // if absolutely still, don't update particles
957         gravity = frametime * sv_gravity.value;
958         dvel = 1+4*frametime;
959
960         activeparticles = 0;
961         maxparticle = -1;
962         j = 0;
963         for (i = 0, p = particles/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
964         {
965                 if (p->die < cl.time)
966                 {
967                         freeparticles[j++] = p;
968                         continue;
969                 }
970
971                 content = 0;
972                 VectorCopy(p->org, p->oldorg);
973                 VectorMA(p->org, frametime, p->vel, p->org);
974                 VectorCopy(p->org, org);
975                 if (p->bounce)
976                 {
977                         if (TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
978                         {
979                                 VectorCopy(v, p->org);
980                                 if (p->bounce < 0)
981                                 {
982                                         // assume it's blood (lame, but...)
983                                         R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
984                                         p->die = -1;
985                                         freeparticles[j++] = p;
986                                         continue;
987                                 }
988                                 else
989                                 {
990                                         dist = DotProduct(p->vel, normal) * -p->bounce;
991                                         VectorMA(p->vel, dist, normal, p->vel);
992                                         if (DotProduct(p->vel, p->vel) < 0.03)
993                                                 VectorClear(p->vel);
994                                 }
995                         }
996                 }
997                 if (p->friction)
998                 {
999                         f = p->friction * frametime;
1000                         if (!content)
1001                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1002                         if (content != CONTENTS_EMPTY)
1003                                 f *= 4;
1004                         f = 1.0f - f;
1005                         VectorScale(p->vel, f, p->vel);
1006                 }
1007
1008                 switch (p->type)
1009                 {
1010                 case pt_static:
1011                         break;
1012
1013                         // LordHavoc: drop-through because of shared code
1014                 case pt_blob:
1015                         p->vel[2] *= dvel;
1016                 case pt_blob2:
1017                         p->vel[0] *= dvel;
1018                         p->vel[1] *= dvel;
1019                         p->alpha -= frametime * 256;
1020                         if (p->alpha < 1)
1021                                 p->die = -1;
1022                         break;
1023
1024                 case pt_grav:
1025                         p->vel[2] -= gravity;
1026                         break;
1027                 case pt_lavasplash:
1028                         p->vel[2] -= gravity * 0.05;
1029                         p->alpha -= frametime * 192;
1030                         if (p->alpha < 1)
1031                                 p->die = -1;
1032                         break;
1033                 case pt_snow:
1034                         if (cl.time > p->time2)
1035                         {
1036                                 p->time2 = cl.time + (rand() & 3) * 0.1;
1037                                 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1038                                 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1039                                 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1040                         }
1041                         if (!content)
1042                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1043                         a = content;
1044                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1045                         {
1046                                 p->die = -1;
1047                                 /*
1048                                 if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
1049                                         break; // still in solid
1050                                 p->die = cl.time + 1000;
1051                                 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1052                                 switch (a)
1053                                 {
1054                                 case CONTENTS_LAVA:
1055                                 case CONTENTS_SLIME:
1056                                         p->tex = tex_smoke[rand()&7];
1057                                         p->orientation = PARTICLE_BILLBOARD;
1058                                         p->type = pt_steam;
1059                                         p->alpha = 96;
1060                                         p->scalex = 5;
1061                                         p->scaley = 5;
1062                                         p->vel[2] = 96;
1063                                         break;
1064                                 case CONTENTS_WATER:
1065                                         p->tex = tex_smoke[rand()&7];
1066                                         p->orientation = PARTICLE_BILLBOARD;
1067                                         p->type = pt_splash;
1068                                         p->alpha = 96;
1069                                         p->scalex = 5;
1070                                         p->scaley = 5;
1071                                         p->vel[2] = 96;
1072                                         break;
1073                                 default: // CONTENTS_SOLID and any others
1074                                         TraceLine(p->oldorg, p->org, v, normal, 0, true);
1075                                         VectorCopy(v, p->org);
1076                                         p->tex = tex_smoke[rand()&7];
1077                                         p->orientation = PARTICLE_BILLBOARD;
1078                                         p->type = pt_fade;
1079                                         p->time2 = 384.0f;
1080                                         p->scalex = 5;
1081                                         p->scaley = 5;
1082                                         VectorClear(p->vel);
1083                                         break;
1084                                 }
1085                                 */
1086                         }
1087                         break;
1088                 case pt_blood:
1089                         p->friction = 1;
1090                         if (!content)
1091                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1092                         a = content;
1093                         if (a != CONTENTS_EMPTY)
1094                         {
1095                                 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1096                                 {
1097                                         //p->friction = 5;
1098                                         p->scalex += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
1099                                         p->scaley += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
1100                                         p->alpha -= frametime * max(cl_particles_blood_alpha.value, 0.01f) * 128.0f;
1101                                         //p->vel[2] += gravity * 0.25f;
1102                                         if (p->alpha < 1)
1103                                                 p->die = -1;
1104                                 }
1105                                 else
1106                                         p->die = -1;
1107                         }
1108                         else
1109                                 p->vel[2] -= gravity;
1110                         break;
1111                 case pt_spark:
1112                         p->alpha -= frametime * p->time2;
1113                         p->vel[2] -= gravity;
1114                         if (p->alpha < 1)
1115                                 p->die = -1;
1116                         else
1117                         {
1118                                 if (!content)
1119                                         content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1120                                 if (content != CONTENTS_EMPTY)
1121                                         p->die = -1;
1122                         }
1123                         break;
1124                 case pt_explosionsplash:
1125                         if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
1126                                 p->vel[2] -= gravity;
1127                         else
1128                                 p->alpha = 0;
1129                         p->scalex += frametime * 64.0f;
1130                         p->scaley += frametime * 64.0f;
1131                         p->alpha -= frametime * 1024.0f;
1132                         if (p->alpha < 1)
1133                                 p->die = -1;
1134                         break;
1135                 case pt_fade:
1136                         p->alpha -= frametime * p->time2;
1137                         if (p->alpha < 1)
1138                                 p->die = -1;
1139                         break;
1140                 case pt_bubble:
1141                         if (!content)
1142                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1143                         if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1144                         {
1145                                 p->die = -1;
1146                                 break;
1147                                 /*
1148                                 p->tex = tex_smoke[rand()&7];
1149                                 p->orientation = PARTICLE_BILLBOARD;
1150                                 p->type = pt_splashpuff;
1151                                 p->scalex = 4;
1152                                 p->scaley = 4;
1153                                 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1154                                 break;
1155                                 */
1156                         }
1157                         p->vel[0] *= (1 - (frametime * 0.0625));
1158                         p->vel[1] *= (1 - (frametime * 0.0625));
1159                         p->vel[2] = (p->vel[2] + gravity * 0.25) * (1 - (frametime * 0.0625));
1160                         if (cl.time > p->time2)
1161                         {
1162                                 p->time2 = cl.time + lhrandom(0, 0.5);
1163                                 p->vel[0] += lhrandom(-32,32);
1164                                 p->vel[1] += lhrandom(-32,32);
1165                                 p->vel[2] += lhrandom(-32,32);
1166                         }
1167                         p->alpha -= frametime * 256;
1168                         if (p->alpha < 1)
1169                                 p->die = -1;
1170                         break;
1171                 case pt_bulletsmoke:
1172                         p->scalex += frametime * 16;
1173                         p->scaley += frametime * 16;
1174                         p->alpha -= frametime * 1024;
1175                         p->vel[2] += gravity * 0.2;
1176                         if (p->alpha < 1)
1177                                 p->die = -1;
1178                         break;
1179                 case pt_smoke:
1180                         p->scalex += frametime * 16;
1181                         p->scaley += frametime * 16;
1182                         p->alpha -= frametime * 320;
1183                         //p->vel[2] += gravity * 0.2;
1184                         if (p->alpha < 1)
1185                                 p->die = -1;
1186                         break;
1187                 case pt_steam:
1188                         p->scalex += frametime * 48;
1189                         p->scaley += frametime * 48;
1190                         p->alpha -= frametime * 512;
1191                         p->vel[2] += gravity * 0.05;
1192                         if (p->alpha < 1)
1193                                 p->die = -1;
1194                         break;
1195                 case pt_splashpuff:
1196                         p->alpha -= frametime * 1024;
1197                         if (p->alpha < 1)
1198                                 p->die = -1;
1199                         break;
1200                 case pt_rain:
1201                         if (!content)
1202                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1203                         a = content;
1204                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1205                                 p->die = -1;
1206                         /*
1207                         f = 0;
1208                         b = Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents;
1209                         VectorCopy(p->oldorg, o);
1210                         while (f < 1)
1211                         {
1212                                 a = b;
1213                                 f = TraceLine(o, p->org, v, normal, a, true);
1214                                 b = traceline_endcontents;
1215                                 if (f < 1 && b != CONTENTS_EMPTY && b != CONTENTS_SKY)
1216                                 {
1217                                         #if 1
1218                                         p->die = -1;
1219                                         #else
1220                                         p->die = cl.time + 1000;
1221                                         p->vel[0] = p->vel[1] = p->vel[2] = 0;
1222                                         VectorCopy(v, p->org);
1223                                         switch (b)
1224                                         {
1225                                         case CONTENTS_LAVA:
1226                                         case CONTENTS_SLIME:
1227                                                 p->tex = tex_smoke[rand()&7];
1228                                                 p->orientation = PARTICLE_BILLBOARD;
1229                                                 p->type = pt_steam;
1230                                                 p->scalex = 3;
1231                                                 p->scaley = 3;
1232                                                 p->vel[2] = 96;
1233                                                 break;
1234                                         default: // water, solid, and anything else
1235                                                 p->tex = tex_rainsplash[0];
1236                                                 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1237                                                 p->time2 = 0;
1238                                                 VectorCopy(normal, p->vel2);
1239                                         //      VectorAdd(p->org, normal, p->org);
1240                                                 p->type = pt_raindropsplash;
1241                                                 p->scalex = 8;
1242                                                 p->scaley = 8;
1243                                                 break;
1244                                         }
1245                                         #endif
1246                                         break;
1247                                 }
1248                         }
1249                         */
1250                         break;
1251                         /*
1252                 case pt_raindropsplash:
1253                         p->time2 += frametime * 64.0f;
1254                         if (p->time2 >= 16.0f)
1255                         {
1256                                 p->die = -1;
1257                                 break;
1258                         }
1259                         p->tex = tex_rainsplash[(int) p->time2];
1260                         p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1261                         break;
1262                         */
1263                 case pt_flame:
1264                         p->alpha -= frametime * 384;
1265                         p->vel[2] += gravity;
1266                         if (p->alpha < 16)
1267                                 p->die = -1;
1268                         break;
1269                 case pt_oneframe:
1270                         if (p->time2)
1271                                 p->die = -1;
1272                         p->time2 = 1;
1273                         break;
1274                 case pt_stardust:
1275                         p->alpha -= frametime * 128;
1276                         p->vel[2] -= gravity;
1277                         if (p->alpha < 16)
1278                                 p->die = -1;
1279                         break;
1280                 default:
1281                         printf("unknown particle type %i\n", p->type);
1282                         p->die = -1;
1283                         break;
1284                 }
1285
1286                 // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
1287                 if (p->die < cl.time)
1288                         freeparticles[j++] = p;
1289                 else
1290                 {
1291                         maxparticle = i;
1292                         activeparticles++;
1293                         if (p->pressure)
1294                                 pressureused = true;
1295
1296                         /*
1297                         // build renderparticle for renderer to use
1298                         r->orientation = p->orientation;
1299                         r->additive = p->additive;
1300                         r->dir[0] = p->vel2[0];
1301                         r->dir[1] = p->vel2[1];
1302                         r->dir[2] = p->vel2[2];
1303                         r->org[0] = p->org[0];
1304                         r->org[1] = p->org[1];
1305                         r->org[2] = p->org[2];
1306                         r->tex = p->tex;
1307                         r->scalex = p->scalex * cl_particles_size.value;
1308                         r->scaley = p->scaley * cl_particles_size.value;
1309                         r->dynlight = p->dynlight;
1310                         r->color[0] = p->color[0] * (1.0f / 255.0f);
1311                         r->color[1] = p->color[1] * (1.0f / 255.0f);
1312                         r->color[2] = p->color[2] * (1.0f / 255.0f);
1313                         r->color[3] = p->alpha * (1.0f / 255.0f);
1314                         r++;
1315                         */
1316                 }
1317         }
1318         //r_refdef.numparticles = r - r_refdef.particles;
1319         // fill in gaps to compact the array
1320         i = 0;
1321         while (maxparticle >= activeparticles)
1322         {
1323                 *freeparticles[i++] = particles[maxparticle--];
1324                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1325                         maxparticle--;
1326         }
1327         cl_numparticles = activeparticles;
1328
1329         if (pressureused)
1330         {
1331                 activeparticles = 0;
1332                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1333                         if (p->pressure)
1334                                 freeparticles[activeparticles++] = p;
1335
1336                 if (activeparticles)
1337                 {
1338                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1339                         {
1340                                 for (j = 0;j < activeparticles;j++)
1341                                 {
1342                                         if (freeparticles[j] != p)
1343                                         {
1344                                                 float dist, diff[3];
1345                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
1346                                                 dist = DotProduct(diff, diff);
1347                                                 if (dist < 4096 && dist >= 1)
1348                                                 {
1349                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1350                                                         VectorMA(p->vel, dist, diff, p->vel);
1351                                                         //dist = freeparticles[j]->scalex * 4.0f * frametime / dist;
1352                                                         //VectorMA(p->vel, dist, freeparticles[j]->vel, p->vel);
1353                                                 }
1354                                         }
1355                                 }
1356                         }
1357                 }
1358         }
1359 }
1360
1361 static rtexturepool_t *particletexturepool;
1362
1363 static rtexture_t *particlefonttexture;
1364 // [0] is normal, [1] is fog, they may be the same
1365 static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
1366
1367 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1368 static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
1369
1370 static qbyte shadebubble(float dx, float dy, vec3_t light)
1371 {
1372         float   dz, f, dot;
1373         vec3_t  normal;
1374         dz = 1 - (dx*dx+dy*dy);
1375         if (dz > 0) // it does hit the sphere
1376         {
1377                 f = 0;
1378                 // back side
1379                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1380                 VectorNormalize(normal);
1381                 dot = DotProduct(normal, light);
1382                 if (dot > 0.5) // interior reflection
1383                         f += ((dot *  2) - 1);
1384                 else if (dot < -0.5) // exterior reflection
1385                         f += ((dot * -2) - 1);
1386                 // front side
1387                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1388                 VectorNormalize(normal);
1389                 dot = DotProduct(normal, light);
1390                 if (dot > 0.5) // interior reflection
1391                         f += ((dot *  2) - 1);
1392                 else if (dot < -0.5) // exterior reflection
1393                         f += ((dot * -2) - 1);
1394                 f *= 128;
1395                 f += 16; // just to give it a haze so you can see the outline
1396                 f = bound(0, f, 255);
1397                 return (qbyte) f;
1398         }
1399         else
1400                 return 0;
1401 }
1402
1403 static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
1404 {
1405         int basex, basey, y;
1406         basex = ((rtexnum >> 0) & 7) * 32;
1407         basey = ((rtexnum >> 3) & 7) * 32;
1408         particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
1409         particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
1410         particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
1411         particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
1412         for (y = 0;y < 32;y++)
1413                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1414 }
1415
1416 static void R_InitParticleTexture (void)
1417 {
1418         int             x,y,d,i,m;
1419         float   dx, dy, radius, f, f2;
1420         qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
1421         vec3_t  light;
1422         qbyte   particletexturedata[256*256*4];
1423
1424         memset(particletexturedata, 255, sizeof(particletexturedata));
1425
1426         // the particletexture[][] array numbers must match the cl_part.c textures
1427         // smoke/blood
1428         for (i = 0;i < 8;i++)
1429         {
1430                 do
1431                 {
1432                         fractalnoise(&noise1[0][0], 64, 4);
1433                         fractalnoise(&noise2[0][0], 64, 8);
1434                         m = 0;
1435                         for (y = 0;y < 32;y++)
1436                         {
1437                                 dy = y - 16;
1438                                 for (x = 0;x < 32;x++)
1439                                 {
1440                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1441                                         dx = x - 16;
1442                                         d = (noise2[y][x] - 128) * 3 + 192;
1443                                         if (d > 0)
1444                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1445                                         d = (d * noise1[y][x]) >> 7;
1446                                         d = bound(0, d, 255);
1447                                         data[y][x][3] = (qbyte) d;
1448                                         if (m < d)
1449                                                 m = d;
1450                                 }
1451                         }
1452                 }
1453                 while (m < 224);
1454
1455                 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1456                 setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
1457         }
1458         /*
1459         for (i = 0;i < 8;i++)
1460         {
1461                 do
1462                 {
1463                         fractalnoise(&noise1[0][0], 64, 4);
1464                         fractalnoise(&noise2[0][0], 64, 8);
1465                         m = 0;
1466                         for (y = 0;y < 32;y++)
1467                         {
1468                                 dy = y - 16;
1469                                 for (x = 0;x < 32;x++)
1470                                 {
1471                                         d = (noise1[y][x] - 128) * 2 + 128;
1472                                         d = bound(0, d, 255);
1473                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
1474                                         dx = x - 16;
1475                                         d = (noise2[y][x] - 128) * 3 + 192;
1476                                         if (d > 0)
1477                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1478                                         d = bound(0, d, 255);
1479                                         data[y][x][3] = (qbyte) d;
1480                                         if (m < d)
1481                                                 m = d;
1482                                 }
1483                         }
1484                 }
1485                 while (m < 224);
1486
1487                 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1488                 for (y = 0;y < 32;y++)
1489                         for (x = 0;x < 32;x++)
1490                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1491                 setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
1492         }
1493         */
1494
1495         // rain splash
1496         for (i = 0;i < 16;i++)
1497         {
1498                 radius = i * 3.0f / 16.0f;
1499                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1500                 for (y = 0;y < 32;y++)
1501                 {
1502                         dy = (y - 16) * 0.25f;
1503                         for (x = 0;x < 32;x++)
1504                         {
1505                                 dx = (x - 16) * 0.25f;
1506                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1507                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1508                                 f = bound(0.0f, f, 255.0f);
1509                                 data[y][x][3] = (int) f;
1510                         }
1511                 }
1512                 setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
1513                 setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
1514         }
1515
1516         // normal particle
1517         for (y = 0;y < 32;y++)
1518         {
1519                 dy = y - 16;
1520                 for (x = 0;x < 32;x++)
1521                 {
1522                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1523                         dx = x - 16;
1524                         d = (256 - (dx*dx+dy*dy));
1525                         d = bound(0, d, 255);
1526                         data[y][x][3] = (qbyte) d;
1527                 }
1528         }
1529         setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
1530         setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
1531
1532         // rain
1533         light[0] = 1;light[1] = 1;light[2] = 1;
1534         VectorNormalize(light);
1535         for (y = 0;y < 32;y++)
1536         {
1537                 for (x = 0;x < 32;x++)
1538                 {
1539                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1540                         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);
1541                 }
1542         }
1543         setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
1544         setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
1545
1546         // bubble
1547         light[0] = 1;light[1] = 1;light[2] = 1;
1548         VectorNormalize(light);
1549         for (y = 0;y < 32;y++)
1550         {
1551                 for (x = 0;x < 32;x++)
1552                 {
1553                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1554                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1555                 }
1556         }
1557         setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
1558         setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
1559
1560         // rocket flare
1561         /*
1562         for (y = 0;y < 32;y++)
1563         {
1564                 dy = y - 16;
1565                 for (x = 0;x < 32;x++)
1566                 {
1567                         dx = x - 16;
1568                         d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
1569                         data[y][x][0] = bound(0, d * 1.0f, 255);
1570                         data[y][x][1] = bound(0, d * 0.8f, 255);
1571                         data[y][x][2] = bound(0, d * 0.5f, 255);
1572                         data[y][x][3] = bound(0, d * 1.0f, 255);
1573                 }
1574         }
1575         setuptex(27, 0, 35, &data[0][0][0], particletexturedata);
1576         for (y = 0;y < 32;y++)
1577                 for (x = 0;x < 32;x++)
1578                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1579         setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
1580         */
1581
1582         particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1583 }
1584
1585 static void r_part_start(void)
1586 {
1587         particletexturepool = R_AllocTexturePool();
1588         R_InitParticleTexture ();
1589 }
1590
1591 static void r_part_shutdown(void)
1592 {
1593         R_FreeTexturePool(&particletexturepool);
1594 }
1595
1596 static void r_part_newmap(void)
1597 {
1598 }
1599
1600 void R_Particles_Init (void)
1601 {
1602         Cvar_RegisterVariable(&r_drawparticles);
1603         Cvar_RegisterVariable(&r_particles_lighting);
1604         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1605 }
1606
1607 int partindexarray[6] = {0, 1, 2, 0, 2, 3};
1608
1609 void R_DrawParticles (void)
1610 {
1611         //renderparticle_t *r;
1612         int i, lighting, dynlight, additive, texnum, orientation;
1613         float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
1614         mleaf_t *leaf;
1615         particletexture_t *tex, *texfog;
1616         rmeshinfo_t m;
1617         particle_t *p;
1618
1619         // LordHavoc: early out conditions
1620         //if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
1621         if ((!cl_numparticles) || (!r_drawparticles.integer))
1622                 return;
1623
1624         lighting = r_particles_lighting.integer;
1625         if (!r_dynamic.integer)
1626                 lighting = 0;
1627
1628         c_particles += cl_numparticles; //r_refdef.numparticles;
1629
1630         uprightangles[0] = 0;
1631         uprightangles[1] = r_refdef.viewangles[1];
1632         uprightangles[2] = 0;
1633         AngleVectors (uprightangles, NULL, right2, up2);
1634
1635         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1636
1637         // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
1638         // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
1639         memset(&m, 0, sizeof(m));
1640         m.transparent = true;
1641         m.blendfunc1 = GL_SRC_ALPHA;
1642         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1643         m.numtriangles = 2;
1644         m.index = partindexarray;
1645         m.numverts = 4;
1646         m.vertex = &tvxyz[0][0];
1647         m.vertexstep = sizeof(float[4]);
1648         m.tex[0] = R_GetTexture(particlefonttexture);
1649         m.texcoords[0] = &tvst[0][0];
1650         m.texcoordstep[0] = sizeof(float[2]);
1651
1652         for (i = 0/*, r = r_refdef.particles*/, p = particles;i < /*r_refdef.numparticles*/cl_numparticles;i++, p++)
1653         {
1654                 // LordHavoc: only render if not too close
1655                 if (DotProduct(p->org, vpn) < minparticledist)
1656                         continue;
1657
1658                 // LordHavoc: check if it's in a visible leaf
1659                 leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
1660                 if (leaf->visframe != r_framecount)
1661                         continue;
1662
1663                 VectorCopy(p->org, org);
1664                 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1665                 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1666                 dynlight = p->flags & P_DYNLIGHT;
1667                 additive = p->flags & P_ADDITIVE;
1668                 if (orientation == PARTICLE_BILLBOARD)
1669                 {
1670                         VectorScale(vright, p->scalex, right);
1671                         VectorScale(vup, p->scaley, up);
1672                 }
1673                 else if (orientation == PARTICLE_UPRIGHT_FACING)
1674                 {
1675                         VectorScale(right2, p->scalex, right);
1676                         VectorScale(up2, p->scaley, up);
1677                 }
1678                 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1679                 {
1680                         // double-sided
1681                         if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1682                         {
1683                                 VectorNegate(p->vel2, v);
1684                                 VectorVectors(v, right, up);
1685                         }
1686                         else
1687                                 VectorVectors(p->vel2, right, up);
1688                         VectorScale(right, p->scalex, right);
1689                         VectorScale(up, p->scaley, up);
1690                 }
1691                 else
1692                         Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1693
1694                 m.cr = p->color[0] * (1.0f / 255.0f);
1695                 m.cg = p->color[1] * (1.0f / 255.0f);
1696                 m.cb = p->color[2] * (1.0f / 255.0f);
1697                 m.ca = p->alpha * (1.0f / 255.0f);
1698                 if (lighting >= 1 && (dynlight || lighting >= 2))
1699                 {
1700                         R_CompleteLightPoint(v, org, true, leaf);
1701                         m.cr *= v[0];
1702                         m.cg *= v[1];
1703                         m.cb *= v[2];
1704                 }
1705
1706                 tex = &particletexture[texnum][0];
1707
1708                 tvxyz[0][0] = org[0] - right[0] - up[0];
1709                 tvxyz[0][1] = org[1] - right[1] - up[1];
1710                 tvxyz[0][2] = org[2] - right[2] - up[2];
1711                 tvxyz[1][0] = org[0] - right[0] + up[0];
1712                 tvxyz[1][1] = org[1] - right[1] + up[1];
1713                 tvxyz[1][2] = org[2] - right[2] + up[2];
1714                 tvxyz[2][0] = org[0] + right[0] + up[0];
1715                 tvxyz[2][1] = org[1] + right[1] + up[1];
1716                 tvxyz[2][2] = org[2] + right[2] + up[2];
1717                 tvxyz[3][0] = org[0] + right[0] - up[0];
1718                 tvxyz[3][1] = org[1] + right[1] - up[1];
1719                 tvxyz[3][2] = org[2] + right[2] - up[2];
1720                 tvst[0][0] = tex->s1;
1721                 tvst[0][1] = tex->t1;
1722                 tvst[1][0] = tex->s1;
1723                 tvst[1][1] = tex->t2;
1724                 tvst[2][0] = tex->s2;
1725                 tvst[2][1] = tex->t2;
1726                 tvst[3][0] = tex->s2;
1727                 tvst[3][1] = tex->t1;
1728
1729                 if (additive)
1730                 {
1731                         m.blendfunc2 = GL_ONE;
1732                         fog = 0;
1733                         if (fogenabled)
1734                         {
1735                                 texfog = &particletexture[texnum][1];
1736                                 VectorSubtract(org, r_origin, fogvec);
1737                                 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1738                                 if (ifog < (1.0f - (1.0f / 64.0f)))
1739                                 {
1740                                         if (ifog >= (1.0f / 64.0f))
1741                                         {
1742                                                 // partially fogged, darken it
1743                                                 m.cr *= ifog;
1744                                                 m.cg *= ifog;
1745                                                 m.cb *= ifog;
1746                                                 R_Mesh_Draw(&m);
1747                                         }
1748                                 }
1749                                 else
1750                                         R_Mesh_Draw(&m);
1751                         }
1752                         else
1753                                 R_Mesh_Draw(&m);
1754                 }
1755                 else
1756                 {
1757                         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1758                         fog = 0;
1759                         if (fogenabled)
1760                         {
1761                                 texfog = &particletexture[texnum][1];
1762                                 VectorSubtract(org, r_origin, fogvec);
1763                                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1764                                 if (fog >= (1.0f / 64.0f))
1765                                 {
1766                                         if (fog >= (1.0f - (1.0f / 64.0f)))
1767                                         {
1768                                                 // fully fogged, just use the fog texture and render as alpha
1769                                                 m.cr = fogcolor[0];
1770                                                 m.cg = fogcolor[1];
1771                                                 m.cb = fogcolor[2];
1772                                                 tvst[0][0] = texfog->s1;
1773                                                 tvst[0][1] = texfog->t1;
1774                                                 tvst[1][0] = texfog->s1;
1775                                                 tvst[1][1] = texfog->t2;
1776                                                 tvst[2][0] = texfog->s2;
1777                                                 tvst[2][1] = texfog->t2;
1778                                                 tvst[3][0] = texfog->s2;
1779                                                 tvst[3][1] = texfog->t1;
1780                                                 R_Mesh_Draw(&m);
1781                                         }
1782                                         else
1783                                         {
1784                                                 // partially fogged, darken the first pass
1785                                                 ifog = 1 - fog;
1786                                                 m.cr *= ifog;
1787                                                 m.cg *= ifog;
1788                                                 m.cb *= ifog;
1789                                                 if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
1790                                                 {
1791                                                         // fog texture is the same as the base, just change the color
1792                                                         m.cr += fogcolor[0] * fog;
1793                                                         m.cg += fogcolor[1] * fog;
1794                                                         m.cb += fogcolor[2] * fog;
1795                                                         R_Mesh_Draw(&m);
1796                                                 }
1797                                                 else
1798                                                 {
1799                                                         // render the first pass (alpha), then do additive fog
1800                                                         R_Mesh_Draw(&m);
1801
1802                                                         m.blendfunc2 = GL_ONE;
1803                                                         m.cr = fogcolor[0] * fog;
1804                                                         m.cg = fogcolor[1] * fog;
1805                                                         m.cb = fogcolor[2] * fog;
1806                                                         tvst[0][0] = texfog->s1;
1807                                                         tvst[0][1] = texfog->t1;
1808                                                         tvst[1][0] = texfog->s1;
1809                                                         tvst[1][1] = texfog->t2;
1810                                                         tvst[2][0] = texfog->s2;
1811                                                         tvst[2][1] = texfog->t2;
1812                                                         tvst[3][0] = texfog->s2;
1813                                                         tvst[3][1] = texfog->t1;
1814                                                         R_Mesh_Draw(&m);
1815                                                 }
1816                                         }
1817                                 }
1818                                 else
1819                                         R_Mesh_Draw(&m);
1820                         }
1821                         else
1822                                 R_Mesh_Draw(&m);
1823                 }
1824         }
1825 }