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[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
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;
44         //int                   orientation; // typically PARTICLE_BILLBOARD
45         vec3_t          org;
46         vec3_t          vel;
47         //int                   additive;
48         //int                   tex;
49         float           die;
50         float           scalex;
51         float           scaley;
52         float           alpha; // 0-255
53         float           time2; // used for various things (snow fluttering, for example)
54         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)
55         vec3_t          oldorg;
56         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
57         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
58         float           pressure; // if non-zero, apply pressure to other particles
59         //int                   dynlight; // if set the particle will be dynamically lit (if cl_dynamicparticles is on), used for smoke and blood
60         qbyte           color[4];
61 }
62 particle_t;
63
64 static int particlepalette[256] =
65 {
66         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
67         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
68         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
69         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
70         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
71         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
72         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
73         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
74         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
75         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
76         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
77         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
78         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
79         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
80         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
81         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
82         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
83         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
84         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
85         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
86         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
87         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
88         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
89         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
90         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
91         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
92         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
93         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
94         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
95         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
96         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
97         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
98 };
99
100 static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
101 //static int explounderwatersparkramp[8] = {0x00074b, 0x000f6f, 0x071f93, 0x0f33b7, 0x2b63cf, 0x4f97e3, 0xb5e7ff, 0xffffff};
102
103 // these must match r_part.c's textures
104 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
105 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
106 static const int tex_particle = 24;
107 static const int tex_rain = 25;
108 static const int tex_bubble = 26;
109 //static const int tex_rocketglow = 27;
110
111 static int                      cl_maxparticles;
112 static int                      cl_numparticles;
113 static particle_t       *particles;
114 static particle_t       **freeparticles; // list used only in compacting particles array
115 //static renderparticle_t       *cl_renderparticles;
116
117 static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
118 static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
119 static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
120 static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
121 static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
122 static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
123 static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
124 static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
125 static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
126 static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
127 static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
128
129 static mempool_t *cl_part_mempool;
130
131 void CL_Particles_Clear(void)
132 {
133         cl_numparticles = 0;
134 }
135
136 /*
137 ===============
138 CL_InitParticles
139 ===============
140 */
141 void CL_ReadPointFile_f (void);
142 void CL_Particles_Init (void)
143 {
144         int             i;
145
146         i = COM_CheckParm ("-particles");
147
148         if (i)
149         {
150                 cl_maxparticles = (int)(atoi(com_argv[i+1]));
151                 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
152                         cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
153         }
154         else
155                 cl_maxparticles = MAX_PARTICLES;
156
157         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
158
159         Cvar_RegisterVariable (&cl_particles);
160         Cvar_RegisterVariable (&cl_particles_size);
161         Cvar_RegisterVariable (&cl_particles_bloodshowers);
162         Cvar_RegisterVariable (&cl_particles_blood);
163         Cvar_RegisterVariable (&cl_particles_blood_size_min);
164         Cvar_RegisterVariable (&cl_particles_blood_size_max);
165         Cvar_RegisterVariable (&cl_particles_blood_alpha);
166         Cvar_RegisterVariable (&cl_particles_smoke);
167         Cvar_RegisterVariable (&cl_particles_sparks);
168         Cvar_RegisterVariable (&cl_particles_bubbles);
169         Cvar_RegisterVariable (&cl_particles_explosions);
170
171         cl_part_mempool = Mem_AllocPool("CL_Part");
172         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
173         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
174         cl_numparticles = 0;
175
176         // FIXME: r_refdef stuff should be allocated somewhere else?
177         //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
178 }
179
180 #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)\
181 {\
182         if (cl_numparticles >= cl_maxparticles)\
183                 return;\
184         {\
185                 particle_t      *part;\
186                 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
187                 unsigned int partflags;\
188                 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
189                 if (padditive)\
190                         partflags |= P_ADDITIVE;\
191                 if (plight)\
192                         partflags |= P_DYNLIGHT;\
193                 tempcolor = (pcolor1);\
194                 tempcolor2 = (pcolor2);\
195                 cr2 = ((tempcolor2) >> 16) & 0xFF;\
196                 cg2 = ((tempcolor2) >> 8) & 0xFF;\
197                 cb2 = (tempcolor2) & 0xFF;\
198                 if (tempcolor != tempcolor2)\
199                 {\
200                         cr1 = ((tempcolor) >> 16) & 0xFF;\
201                         cg1 = ((tempcolor) >> 8) & 0xFF;\
202                         cb1 = (tempcolor) & 0xFF;\
203                         tempcolor = rand() & 0xFF;\
204                         cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
205                         cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
206                         cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
207                 }\
208                 part = &particles[cl_numparticles++];\
209                 part->type = (ptype);\
210                 part->color[0] = cr2;\
211                 part->color[1] = cg2;\
212                 part->color[2] = cb2;\
213                 part->color[3] = 0xFF;\
214                 part->flags = partflags;\
215                 /*part->tex = (ptex);*/\
216                 /*part->orientation = (porientation);*/\
217                 /*part->dynlight = (plight);*/\
218                 /*part->additive = (padditive);*/\
219                 part->scalex = (pscalex);\
220                 part->scaley = (pscaley);\
221                 part->alpha = (palpha);\
222                 part->die = cl.time + (ptime);\
223                 part->bounce = (pbounce);\
224                 part->org[0] = (px);\
225                 part->org[1] = (py);\
226                 part->org[2] = (pz);\
227                 part->vel[0] = (pvx);\
228                 part->vel[1] = (pvy);\
229                 part->vel[2] = (pvz);\
230                 part->time2 = (ptime2);\
231                 part->vel2[0] = (pvx2);\
232                 part->vel2[1] = (pvy2);\
233                 part->vel2[2] = (pvz2);\
234                 part->friction = (pfriction);\
235                 part->pressure = (ppressure);\
236         }\
237 }
238
239 /*
240 ===============
241 CL_EntityParticles
242 ===============
243 */
244 void CL_EntityParticles (entity_t *ent)
245 {
246         int                     i;
247         float           angle;
248         float           sp, sy, cp, cy;
249         vec3_t          forward;
250         float           dist;
251         float           beamlength;
252         static vec3_t avelocities[NUMVERTEXNORMALS];
253         if (!cl_particles.integer) return;
254
255         dist = 64;
256         beamlength = 16;
257
258         if (!avelocities[0][0])
259                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
260                         avelocities[0][i] = (rand()&255) * 0.01;
261
262         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
263         {
264                 angle = cl.time * avelocities[i][0];
265                 sy = sin(angle);
266                 cy = cos(angle);
267                 angle = cl.time * avelocities[i][1];
268                 sp = sin(angle);
269                 cp = cos(angle);
270
271                 forward[0] = cp*cy;
272                 forward[1] = cp*sy;
273                 forward[2] = -sp;
274
275                 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);
276         }
277 }
278
279
280 void CL_ReadPointFile_f (void)
281 {
282         vec3_t  org;
283         int             r, c;
284         char    *pointfile, *pointfilepos, *t, tchar;
285
286         pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
287         if (!pointfile)
288         {
289                 Con_Printf ("couldn't open %s.pts\n", sv.name);
290                 return;
291         }
292
293         Con_Printf ("Reading %s.pts...\n", sv.name);
294         c = 0;
295         pointfilepos = pointfile;
296         while (*pointfilepos)
297         {
298                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
299                         pointfilepos++;
300                 if (!*pointfilepos)
301                         break;
302                 t = pointfilepos;
303                 while (*t && *t != '\n' && *t != '\r')
304                         t++;
305                 tchar = *t;
306                 *t = 0;
307                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
308                 *t = tchar;
309                 pointfilepos = t;
310                 if (r != 3)
311                         break;
312                 c++;
313
314                 if (cl_numparticles >= cl_maxparticles)
315                 {
316                         Con_Printf ("Not enough free particles\n");
317                         break;
318                 }
319                 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);
320         }
321
322         Mem_Free(pointfile);
323         Con_Printf ("%i points read\n", c);
324 }
325
326 /*
327 ===============
328 CL_ParseParticleEffect
329
330 Parse an effect out of the server message
331 ===============
332 */
333 void CL_ParseParticleEffect (void)
334 {
335         vec3_t          org, dir;
336         int                     i, count, msgcount, color;
337
338         for (i=0 ; i<3 ; i++)
339                 org[i] = MSG_ReadCoord ();
340         for (i=0 ; i<3 ; i++)
341                 dir[i] = MSG_ReadChar () * (1.0/16);
342         msgcount = MSG_ReadByte ();
343         color = MSG_ReadByte ();
344
345         if (msgcount == 255)
346                 count = 1024;
347         else
348                 count = msgcount;
349
350         CL_RunParticleEffect (org, dir, color, count);
351 }
352
353 /*
354 ===============
355 CL_ParticleExplosion
356
357 ===============
358 */
359 void CL_ParticleExplosion (vec3_t org, int smoke)
360 {
361         int i;
362         R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
363
364         i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
365         if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
366                 for (i = 0;i < 128;i++)
367                         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);
368
369         if (cl_particles.integer && cl_particles_explosions.integer)
370         {
371                 int j, k;
372                 float f;
373                 vec3_t v, end, ang;
374                 qbyte noise1[32*32], noise2[32*32];
375
376                 VectorClear(end); // hush MSVC
377                 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
378                 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
379                 {
380                         //for (i = 0;i < 128;i++)
381                         //      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);
382
383                         ang[2] = lhrandom(0, 360);
384                         fractalnoisequick(noise1, 32, 4);
385                         fractalnoisequick(noise2, 32, 8);
386                         for (i = 0;i < 32;i++)
387                         {
388                                 for (j = 0;j < 32;j++)
389                                 {
390                                         VectorRandom(v);
391                                         VectorMA(org, 16, v, v);
392                                         TraceLine(org, v, end, NULL, 0, true);
393                                         ang[0] = (j + 0.5f) * (360.0f / 32.0f);
394                                         ang[1] = (i + 0.5f) * (360.0f / 32.0f);
395                                         AngleVectors(ang, v, NULL, NULL);
396                                         f = noise1[j*32+i] * 1.5f;
397                                         VectorScale(v, f, v);
398                                         k = noise2[j*32+i] * 0x010101;
399                                         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);
400                                         VectorScale(v, 0.75, v);
401                                         k = explosparkramp[(noise2[j*32+i] >> 5)];
402                                         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);
403                                 }
404                         }
405                 }
406                 else
407                 {
408                         ang[2] = lhrandom(0, 360);
409                         fractalnoisequick(noise1, 32, 4);
410                         fractalnoisequick(noise2, 32, 8);
411                         for (i = 0;i < 32;i++)
412                         {
413                                 for (j = 0;j < 32;j++)
414                                 {
415                                         VectorRandom(v);
416                                         VectorMA(org, 16, v, v);
417                                         TraceLine(org, v, end, NULL, 0, true);
418                                         ang[0] = (j + 0.5f) * (360.0f / 32.0f);
419                                         ang[1] = (i + 0.5f) * (360.0f / 32.0f);
420                                         AngleVectors(ang, v, NULL, NULL);
421                                         f = noise1[j*32+i] * 1.5f;
422                                         VectorScale(v, f, v);
423                                         k = noise2[j*32+i] * 0x010101;
424                                         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);
425                                         VectorScale(v, 0.75, v);
426                                         k = explosparkramp[(noise2[j*32+i] >> 5)];
427                                         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);
428                                 //      VectorRandom(v);
429                                 //      VectorScale(v, 384, v);
430                                 //      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);
431                                 }
432                         }
433                 }
434         }
435         else
436         {
437                 /*
438                 int i;
439                 vec3_t v;
440                 for (i = 0;i < 256;i++)
441                 {
442                         do
443                         {
444                                 VectorRandom(v);
445                         }
446                         while(DotProduct(v,v) < 0.75);
447                         VectorScale(v, 512, v);
448                         k = explosparkramp[rand()&7];
449                         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);
450                 }
451                 */
452                 R_NewExplosion(org);
453         }
454 }
455
456 /*
457 ===============
458 CL_ParticleExplosion2
459
460 ===============
461 */
462 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
463 {
464         int i, k;
465         if (!cl_particles.integer) return;
466
467         for (i = 0;i < 512;i++)
468         {
469                 k = particlepalette[colorStart + (i % colorLength)];
470                 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);
471         }
472 }
473
474 /*
475 ===============
476 CL_BlobExplosion
477
478 ===============
479 */
480 void CL_BlobExplosion (vec3_t org)
481 {
482         //int i;
483         if (!cl_particles.integer) return;
484
485         R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
486         //R_Stain(org, 96, 96, 64, 96, 128, 160, 128, 160, 128);
487
488         R_NewExplosion(org);
489
490         //for (i = 0;i < 256;i++)
491         //      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);
492         //for (i = 0;i < 256;i++)
493         //      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);
494 }
495
496 /*
497 ===============
498 CL_RunParticleEffect
499
500 ===============
501 */
502 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
503 {
504         int k;
505         if (!cl_particles.integer) return;
506
507         if (count == 1024)
508         {
509                 CL_ParticleExplosion(org, false);
510                 return;
511         }
512         while (count--)
513         {
514                 k = particlepalette[color + (rand()&7)];
515                 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);
516         }
517 }
518
519 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
520 /*
521 ===============
522 CL_SparkShower
523 ===============
524 */
525 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
526 {
527         int k;
528         if (!cl_particles.integer) return;
529
530         R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
531
532         // smoke puff
533         if (cl_particles_smoke.integer)
534                 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);
535
536         if (cl_particles_sparks.integer)
537         {
538                 // sparks
539                 while(count--)
540                 {
541                         k = particlepalette[0x68 + (rand() & 7)];
542                         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);
543                 }
544         }
545 }
546
547 void CL_PlasmaBurn (vec3_t org)
548 {
549         if (!cl_particles.integer) return;
550
551         R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
552 }
553
554 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
555 {
556         float r, s;
557         // bloodcount is used to accumulate counts too small to cause a blood particle
558         static int bloodcount = 0;
559         if (!cl_particles.integer) return;
560         if (!cl_particles_blood.integer) return;
561
562         s = count + 32.0f;
563         count *= 5.0f;
564         if (count > 1000)
565                 count = 1000;
566         bloodcount += count;
567         while(bloodcount > 0)
568         {
569                 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
570                 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);
571                 bloodcount -= r;
572         }
573 }
574
575 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
576 {
577         float c;
578         float r;
579         vec3_t diff, center, velscale;
580         if (!cl_particles.integer) return;
581         if (!cl_particles_bloodshowers.integer) return;
582         if (!cl_particles_blood.integer) return;
583
584         VectorSubtract(maxs, mins, diff);
585         center[0] = (mins[0] + maxs[0]) * 0.5;
586         center[1] = (mins[1] + maxs[1]) * 0.5;
587         center[2] = (mins[2] + maxs[2]) * 0.5;
588         // FIXME: change velspeed back to 2.0x after fixing mod
589         velscale[0] = velspeed * 2.0 / diff[0];
590         velscale[1] = velspeed * 2.0 / diff[1];
591         velscale[2] = velspeed * 2.0 / diff[2];
592
593         c = count * 5;
594         while (c > 0)
595         {
596                 vec3_t org, vel;
597                 org[0] = lhrandom(mins[0], maxs[0]);
598                 org[1] = lhrandom(mins[1], maxs[1]);
599                 org[2] = lhrandom(mins[2], maxs[2]);
600                 vel[0] = (org[0] - center[0]) * velscale[0];
601                 vel[1] = (org[1] - center[1]) * velscale[1];
602                 vel[2] = (org[2] - center[2]) * velscale[2];
603                 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
604                 c -= r;
605                 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);
606         }
607 }
608
609 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
610 {
611         int k;
612         float t;
613         if (!cl_particles.integer) return;
614         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
615         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
616         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
617
618         while (count--)
619         {
620                 k = particlepalette[colorbase + (rand()&3)];
621                 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);
622         }
623 }
624
625 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
626 {
627         int k;
628         vec3_t vel;
629         float t, z;
630         if (!cl_particles.integer) return;
631         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
632         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
633         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
634         if (dir[2] < 0) // falling
635         {
636                 t = (maxs[2] - mins[2]) / -dir[2];
637                 z = maxs[2];
638         }
639         else // rising??
640         {
641                 t = (maxs[2] - mins[2]) / dir[2];
642                 z = mins[2];
643         }
644         if (t < 0 || t > 2) // sanity check
645                 t = 2;
646
647         switch(type)
648         {
649         case 0:
650                 count *= 4; // ick, this should be in the mod or maps?
651
652                 while(count--)
653                 {
654                         vel[0] = dir[0] + lhrandom(-16, 16);
655                         vel[1] = dir[1] + lhrandom(-16, 16);
656                         vel[2] = dir[2] + lhrandom(-32, 32);
657                         k = particlepalette[colorbase + (rand()&3)];
658                         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);
659                 }
660                 break;
661         case 1:
662                 while(count--)
663                 {
664                         vel[0] = dir[0] + lhrandom(-16, 16);
665                         vel[1] = dir[1] + lhrandom(-16, 16);
666                         vel[2] = dir[2] + lhrandom(-32, 32);
667                         k = particlepalette[colorbase + (rand()&3)];
668                         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);
669                 }
670                 break;
671         default:
672                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
673         }
674 }
675
676 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
677 {
678         int k;
679         float t;
680         if (!cl_particles.integer) return;
681         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
682         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
683         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
684
685         while (count--)
686         {
687                 k = particlepalette[224 + (rand()&15)];
688                 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 8, 8, 255, 9999, 1.1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(-32, 64), 0, 0, 0, 0, 1, 0);
689         }
690 }
691
692 void CL_Flames (vec3_t org, vec3_t vel, int count)
693 {
694         int k;
695         if (!cl_particles.integer) return;
696
697         while (count--)
698         {
699                 k = particlepalette[224 + (rand()&15)];
700                 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 8, 8, 255, 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);
701         }
702 }
703
704
705
706 /*
707 ===============
708 CL_LavaSplash
709
710 ===============
711 */
712 void CL_LavaSplash (vec3_t origin)
713 {
714         int                     i, j, k;
715         float           vel;
716         vec3_t          dir, org;
717         if (!cl_particles.integer) return;
718
719         for (i=-128 ; i<128 ; i+=16)
720         {
721                 for (j=-128 ; j<128 ; j+=16)
722                 {
723                         dir[0] = j + lhrandom(0, 8);
724                         dir[1] = i + lhrandom(0, 8);
725                         dir[2] = 256;
726                         org[0] = origin[0] + dir[0];
727                         org[1] = origin[1] + dir[1];
728                         org[2] = origin[2] + lhrandom(0, 64);
729                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
730                         k = particlepalette[224 + (rand()&7)];
731                         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);
732                 }
733         }
734 }
735
736 /*
737 ===============
738 CL_TeleportSplash
739
740 ===============
741 */
742 void CL_TeleportSplash (vec3_t org)
743 {
744         int                     i, j, k;
745         if (!cl_particles.integer) return;
746
747         for (i=-16 ; i<16 ; i+=8)
748                 for (j=-16 ; j<16 ; j+=8)
749                         for (k=-24 ; k<32 ; k+=8)
750                                 //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);
751                                 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);
752 }
753
754 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
755 {
756         vec3_t          vec, dir, vel, pos;
757         float           len, dec, speed;
758         int                     contents, bubbles;
759         if (!cl_particles.integer) return;
760
761         VectorSubtract(end, start, dir);
762         VectorNormalize(dir);
763
764         //if (type == 0 && host_frametime != 0) // rocket glow
765         //      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);
766
767         VectorSubtract (end, start, vec);
768         len = VectorNormalizeLength (vec);
769         dec = -ent->persistent.trail_time;
770         ent->persistent.trail_time += len;
771         if (ent->persistent.trail_time < 0.01f)
772                 return;
773
774         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
775         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
776         VectorScale(vel, speed, vel);
777
778         // advance into this frame to reach the first puff location
779         VectorMA(start, dec, vec, pos);
780         len -= dec;
781
782         // if we skip out, leave it reset
783         ent->persistent.trail_time = 0.0f;
784
785         contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
786         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
787                 return;
788
789         bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
790
791         while (len >= 0)
792         {
793                 switch (type)
794                 {
795                         case 0: // rocket trail
796                                 if (!cl_particles_smoke.integer)
797                                         return;
798                                 //dec = 5;
799                                 //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);
800                                 dec = 6;
801                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
802                                 //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);
803                                 //dec = 10;
804                                 //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);
805                                 if (bubbles && cl_particles_bubbles.integer)
806                                 {
807                                         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);
808                                         //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);
809                                 }
810                                 else
811                                 {
812                                         //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);
813                                         //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);
814                                         //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);
815                                         //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);
816                                         //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);
817                                         //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);
818                                 }
819                                 break;
820
821                         case 1: // grenade trail
822                                 // FIXME: make it gradually stop smoking
823                                 if (!cl_particles_smoke.integer)
824                                         return;
825                                 //dec = 5;
826                                 //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);
827                                 dec = 6;
828                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
829                                 //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);
830                                 if (bubbles && cl_particles_bubbles.integer)
831                                 {
832                                         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);
833                                         //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);
834                                 }
835                                 break;
836
837
838                         case 2: // blood
839                                 if (!cl_particles_blood.integer)
840                                         return;
841                                 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
842                                 //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] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
843                                 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);
844                                 //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);
845                                 break;
846
847                         case 4: // slight blood
848                                 if (!cl_particles_blood.integer)
849                                         return;
850                                 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
851                                 //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], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
852                                 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);
853                                 //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);
854                                 break;
855
856                         case 3: // green tracer
857                                 dec = 6;
858                                 //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);
859                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, true, 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);
860                                 break;
861
862                         case 5: // flame tracer
863                                 dec = 6;
864                                 //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);
865                                 particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, true, 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);
866                                 break;
867
868                         case 6: // voor trail
869                                 dec = 6;
870                                 //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);
871                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, true, 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);
872                                 break;
873
874                         case 7: // Nehahra smoke tracer
875                                 if (!cl_particles_smoke.integer)
876                                         return;
877                                 dec = 10;
878                                 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);
879                                 break;
880                 }
881
882                 // advance to next time and position
883                 len -= dec;
884                 VectorMA (pos, dec, vec, pos);
885         }
886         ent->persistent.trail_time = len;
887 }
888
889 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
890 {
891         vec3_t          vec, pos;
892         int                     len;
893         if (!cl_particles.integer) return;
894         if (!cl_particles_smoke.integer) return;
895
896         VectorCopy(start, pos);
897         VectorSubtract (end, start, vec);
898         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
899         VectorScale(vec, 3, vec);
900         color = particlepalette[color];
901         while (len--)
902         {
903                 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);
904                 VectorAdd (pos, vec, pos);
905         }
906 }
907
908
909 /*
910 ===============
911 CL_MoveParticles
912 ===============
913 */
914 void CL_MoveParticles (void)
915 {
916         particle_t *p;
917         //renderparticle_t *r, *rend;
918         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
919         float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
920
921         // LordHavoc: early out condition
922         if (!cl_numparticles)
923         {
924                 //r_refdef.numparticles = 0;
925                 return;
926         }
927
928         frametime = cl.time - cl.oldtime;
929         if (!frametime)
930                 return; // if absolutely still, don't update particles
931         gravity = frametime * sv_gravity.value;
932         dvel = 1+4*frametime;
933
934         activeparticles = 0;
935         maxparticle = -1;
936         j = 0;
937         for (i = 0, p = particles/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
938         {
939                 if (p->die < cl.time)
940                 {
941                         freeparticles[j++] = p;
942                         continue;
943                 }
944
945                 content = 0;
946                 VectorCopy(p->org, p->oldorg);
947                 VectorMA(p->org, frametime, p->vel, p->org);
948                 VectorCopy(p->org, org);
949                 if (p->bounce)
950                 {
951                         if (TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
952                         {
953                                 VectorCopy(v, p->org);
954                                 if (p->bounce < 0)
955                                 {
956                                         // assume it's blood (lame, but...)
957                                         R_Stain(v, 48, 64, 24, 24, p->alpha * p->scalex * p->scaley * (1.0f / 2048.0f), 192, 48, 48, p->alpha * p->scalex * p->scaley * (1.0f / 2048.0f));
958                                         p->die = -1;
959                                         freeparticles[j++] = p;
960                                         continue;
961                                 }
962                                 else
963                                 {
964                                         dist = DotProduct(p->vel, normal) * -p->bounce;
965                                         VectorMA(p->vel, dist, normal, p->vel);
966                                         if (DotProduct(p->vel, p->vel) < 0.03)
967                                                 VectorClear(p->vel);
968                                 }
969                         }
970                 }
971                 if (p->friction)
972                 {
973                         f = p->friction * frametime;
974                         if (!content)
975                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
976                         if (content != CONTENTS_EMPTY)
977                                 f *= 4;
978                         f = 1.0f - f;
979                         VectorScale(p->vel, f, p->vel);
980                 }
981
982                 switch (p->type)
983                 {
984                 case pt_static:
985                         break;
986
987                         // LordHavoc: drop-through because of shared code
988                 case pt_blob:
989                         p->vel[2] *= dvel;
990                 case pt_blob2:
991                         p->vel[0] *= dvel;
992                         p->vel[1] *= dvel;
993                         p->alpha -= frametime * 256;
994                         if (p->alpha < 1)
995                                 p->die = -1;
996                         break;
997
998                 case pt_grav:
999                         p->vel[2] -= gravity;
1000                         break;
1001                 case pt_lavasplash:
1002                         p->vel[2] -= gravity * 0.05;
1003                         p->alpha -= frametime * 192;
1004                         if (p->alpha < 1)
1005                                 p->die = -1;
1006                         break;
1007                 case pt_snow:
1008                         if (cl.time > p->time2)
1009                         {
1010                                 p->time2 = cl.time + (rand() & 3) * 0.1;
1011                                 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1012                                 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1013                                 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1014                         }
1015                         if (!content)
1016                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1017                         a = content;
1018                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1019                         {
1020                                 p->die = -1;
1021                                 /*
1022                                 if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
1023                                         break; // still in solid
1024                                 p->die = cl.time + 1000;
1025                                 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1026                                 switch (a)
1027                                 {
1028                                 case CONTENTS_LAVA:
1029                                 case CONTENTS_SLIME:
1030                                         p->tex = tex_smoke[rand()&7];
1031                                         p->orientation = PARTICLE_BILLBOARD;
1032                                         p->type = pt_steam;
1033                                         p->alpha = 96;
1034                                         p->scalex = 5;
1035                                         p->scaley = 5;
1036                                         p->vel[2] = 96;
1037                                         break;
1038                                 case CONTENTS_WATER:
1039                                         p->tex = tex_smoke[rand()&7];
1040                                         p->orientation = PARTICLE_BILLBOARD;
1041                                         p->type = pt_splash;
1042                                         p->alpha = 96;
1043                                         p->scalex = 5;
1044                                         p->scaley = 5;
1045                                         p->vel[2] = 96;
1046                                         break;
1047                                 default: // CONTENTS_SOLID and any others
1048                                         TraceLine(p->oldorg, p->org, v, normal, 0, true);
1049                                         VectorCopy(v, p->org);
1050                                         p->tex = tex_smoke[rand()&7];
1051                                         p->orientation = PARTICLE_BILLBOARD;
1052                                         p->type = pt_fade;
1053                                         p->time2 = 384.0f;
1054                                         p->scalex = 5;
1055                                         p->scaley = 5;
1056                                         VectorClear(p->vel);
1057                                         break;
1058                                 }
1059                                 */
1060                         }
1061                         break;
1062                 case pt_blood:
1063                         p->friction = 1;
1064                         if (!content)
1065                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1066                         a = content;
1067                         if (a != CONTENTS_EMPTY)
1068                         {
1069                                 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1070                                 {
1071                                         //p->friction = 5;
1072                                         p->scalex += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
1073                                         p->scaley += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
1074                                         p->alpha -= frametime * max(cl_particles_blood_alpha.value, 0.01f) * 128.0f;
1075                                         //p->vel[2] += gravity * 0.25f;
1076                                         if (p->alpha < 1)
1077                                                 p->die = -1;
1078                                 }
1079                                 else
1080                                         p->die = -1;
1081                         }
1082                         else
1083                                 p->vel[2] -= gravity;
1084                         break;
1085                 case pt_spark:
1086                         p->alpha -= frametime * p->time2;
1087                         p->vel[2] -= gravity;
1088                         if (p->alpha < 1)
1089                                 p->die = -1;
1090                         else
1091                         {
1092                                 if (!content)
1093                                         content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1094                                 if (content != CONTENTS_EMPTY)
1095                                         p->die = -1;
1096                         }
1097                         break;
1098                 case pt_explosionsplash:
1099                         if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
1100                                 p->vel[2] -= gravity;
1101                         else
1102                                 p->alpha = 0;
1103                         p->scalex += frametime * 64.0f;
1104                         p->scaley += frametime * 64.0f;
1105                         p->alpha -= frametime * 1024.0f;
1106                         if (p->alpha < 1)
1107                                 p->die = -1;
1108                         break;
1109                 case pt_fade:
1110                         p->alpha -= frametime * p->time2;
1111                         if (p->alpha < 1)
1112                                 p->die = -1;
1113                         break;
1114                 case pt_bubble:
1115                         if (!content)
1116                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1117                         if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1118                         {
1119                                 p->die = -1;
1120                                 break;
1121                                 /*
1122                                 p->tex = tex_smoke[rand()&7];
1123                                 p->orientation = PARTICLE_BILLBOARD;
1124                                 p->type = pt_splashpuff;
1125                                 p->scalex = 4;
1126                                 p->scaley = 4;
1127                                 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1128                                 break;
1129                                 */
1130                         }
1131                         p->vel[0] *= (1 - (frametime * 0.0625));
1132                         p->vel[1] *= (1 - (frametime * 0.0625));
1133                         p->vel[2] = (p->vel[2] + gravity * 0.25) * (1 - (frametime * 0.0625));
1134                         if (cl.time > p->time2)
1135                         {
1136                                 p->time2 = cl.time + lhrandom(0, 0.5);
1137                                 p->vel[0] += lhrandom(-32,32);
1138                                 p->vel[1] += lhrandom(-32,32);
1139                                 p->vel[2] += lhrandom(-32,32);
1140                         }
1141                         p->alpha -= frametime * 256;
1142                         if (p->alpha < 1)
1143                                 p->die = -1;
1144                         break;
1145                 case pt_bulletsmoke:
1146                         p->scalex += frametime * 16;
1147                         p->scaley += frametime * 16;
1148                         p->alpha -= frametime * 1024;
1149                         p->vel[2] += gravity * 0.2;
1150                         if (p->alpha < 1)
1151                                 p->die = -1;
1152                         break;
1153                 case pt_smoke:
1154                         p->scalex += frametime * 16;
1155                         p->scaley += frametime * 16;
1156                         p->alpha -= frametime * 320;
1157                         //p->vel[2] += gravity * 0.2;
1158                         if (p->alpha < 1)
1159                                 p->die = -1;
1160                         break;
1161                 case pt_steam:
1162                         p->scalex += frametime * 48;
1163                         p->scaley += frametime * 48;
1164                         p->alpha -= frametime * 512;
1165                         p->vel[2] += gravity * 0.05;
1166                         if (p->alpha < 1)
1167                                 p->die = -1;
1168                         break;
1169                 case pt_splashpuff:
1170                         p->alpha -= frametime * 1024;
1171                         if (p->alpha < 1)
1172                                 p->die = -1;
1173                         break;
1174                 case pt_rain:
1175                         if (!content)
1176                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1177                         a = content;
1178                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1179                                 p->die = -1;
1180                         /*
1181                         f = 0;
1182                         b = Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents;
1183                         VectorCopy(p->oldorg, o);
1184                         while (f < 1)
1185                         {
1186                                 a = b;
1187                                 f = TraceLine(o, p->org, v, normal, a, true);
1188                                 b = traceline_endcontents;
1189                                 if (f < 1 && b != CONTENTS_EMPTY && b != CONTENTS_SKY)
1190                                 {
1191                                         #if 1
1192                                         p->die = -1;
1193                                         #else
1194                                         p->die = cl.time + 1000;
1195                                         p->vel[0] = p->vel[1] = p->vel[2] = 0;
1196                                         VectorCopy(v, p->org);
1197                                         switch (b)
1198                                         {
1199                                         case CONTENTS_LAVA:
1200                                         case CONTENTS_SLIME:
1201                                                 p->tex = tex_smoke[rand()&7];
1202                                                 p->orientation = PARTICLE_BILLBOARD;
1203                                                 p->type = pt_steam;
1204                                                 p->scalex = 3;
1205                                                 p->scaley = 3;
1206                                                 p->vel[2] = 96;
1207                                                 break;
1208                                         default: // water, solid, and anything else
1209                                                 p->tex = tex_rainsplash[0];
1210                                                 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1211                                                 p->time2 = 0;
1212                                                 VectorCopy(normal, p->vel2);
1213                                         //      VectorAdd(p->org, normal, p->org);
1214                                                 p->type = pt_raindropsplash;
1215                                                 p->scalex = 8;
1216                                                 p->scaley = 8;
1217                                                 break;
1218                                         }
1219                                         #endif
1220                                         break;
1221                                 }
1222                         }
1223                         */
1224                         break;
1225                         /*
1226                 case pt_raindropsplash:
1227                         p->time2 += frametime * 64.0f;
1228                         if (p->time2 >= 16.0f)
1229                         {
1230                                 p->die = -1;
1231                                 break;
1232                         }
1233                         p->tex = tex_rainsplash[(int) p->time2];
1234                         p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1235                         break;
1236                         */
1237                 case pt_flame:
1238                         p->alpha -= frametime * 512;
1239                         p->vel[2] += gravity;
1240                         if (p->alpha < 16)
1241                                 p->die = -1;
1242                         break;
1243                 case pt_oneframe:
1244                         if (p->time2)
1245                                 p->die = -1;
1246                         p->time2 = 1;
1247                         break;
1248                 default:
1249                         printf("unknown particle type %i\n", p->type);
1250                         p->die = -1;
1251                         break;
1252                 }
1253
1254                 // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
1255                 if (p->die < cl.time)
1256                         freeparticles[j++] = p;
1257                 else
1258                 {
1259                         maxparticle = i;
1260                         activeparticles++;
1261                         if (p->pressure)
1262                                 pressureused = true;
1263
1264                         /*
1265                         // build renderparticle for renderer to use
1266                         r->orientation = p->orientation;
1267                         r->additive = p->additive;
1268                         r->dir[0] = p->vel2[0];
1269                         r->dir[1] = p->vel2[1];
1270                         r->dir[2] = p->vel2[2];
1271                         r->org[0] = p->org[0];
1272                         r->org[1] = p->org[1];
1273                         r->org[2] = p->org[2];
1274                         r->tex = p->tex;
1275                         r->scalex = p->scalex * cl_particles_size.value;
1276                         r->scaley = p->scaley * cl_particles_size.value;
1277                         r->dynlight = p->dynlight;
1278                         r->color[0] = p->color[0] * (1.0f / 255.0f);
1279                         r->color[1] = p->color[1] * (1.0f / 255.0f);
1280                         r->color[2] = p->color[2] * (1.0f / 255.0f);
1281                         r->color[3] = p->alpha * (1.0f / 255.0f);
1282                         r++;
1283                         */
1284                 }
1285         }
1286         //r_refdef.numparticles = r - r_refdef.particles;
1287         // fill in gaps to compact the array
1288         i = 0;
1289         while (maxparticle >= activeparticles)
1290         {
1291                 *freeparticles[i++] = particles[maxparticle--];
1292                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1293                         maxparticle--;
1294         }
1295         cl_numparticles = activeparticles;
1296
1297         if (pressureused)
1298         {
1299                 activeparticles = 0;
1300                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1301                         if (p->pressure)
1302                                 freeparticles[activeparticles++] = p;
1303
1304                 if (activeparticles)
1305                 {
1306                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1307                         {
1308                                 for (j = 0;j < activeparticles;j++)
1309                                 {
1310                                         if (freeparticles[j] != p)
1311                                         {
1312                                                 float dist, diff[3];
1313                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
1314                                                 dist = DotProduct(diff, diff);
1315                                                 if (dist < 4096 && dist >= 1)
1316                                                 {
1317                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1318                                                         VectorMA(p->vel, dist, diff, p->vel);
1319                                                         //dist = freeparticles[j]->scalex * 4.0f * frametime / dist;
1320                                                         //VectorMA(p->vel, dist, freeparticles[j]->vel, p->vel);
1321                                                 }
1322                                         }
1323                                 }
1324                         }
1325                 }
1326         }
1327 }
1328
1329 static rtexturepool_t *particletexturepool;
1330
1331 static rtexture_t *particlefonttexture;
1332 // [0] is normal, [1] is fog, they may be the same
1333 static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
1334
1335 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1336 static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
1337
1338 static qbyte shadebubble(float dx, float dy, vec3_t light)
1339 {
1340         float   dz, f, dot;
1341         vec3_t  normal;
1342         dz = 1 - (dx*dx+dy*dy);
1343         if (dz > 0) // it does hit the sphere
1344         {
1345                 f = 0;
1346                 // back side
1347                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1348                 VectorNormalize(normal);
1349                 dot = DotProduct(normal, light);
1350                 if (dot > 0.5) // interior reflection
1351                         f += ((dot *  2) - 1);
1352                 else if (dot < -0.5) // exterior reflection
1353                         f += ((dot * -2) - 1);
1354                 // front side
1355                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1356                 VectorNormalize(normal);
1357                 dot = DotProduct(normal, light);
1358                 if (dot > 0.5) // interior reflection
1359                         f += ((dot *  2) - 1);
1360                 else if (dot < -0.5) // exterior reflection
1361                         f += ((dot * -2) - 1);
1362                 f *= 128;
1363                 f += 16; // just to give it a haze so you can see the outline
1364                 f = bound(0, f, 255);
1365                 return (qbyte) f;
1366         }
1367         else
1368                 return 0;
1369 }
1370
1371 static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
1372 {
1373         int basex, basey, y;
1374         basex = ((rtexnum >> 0) & 7) * 32;
1375         basey = ((rtexnum >> 3) & 7) * 32;
1376         particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
1377         particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
1378         particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
1379         particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
1380         for (y = 0;y < 32;y++)
1381                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1382 }
1383
1384 static void R_InitParticleTexture (void)
1385 {
1386         int             x,y,d,i,m;
1387         float   dx, dy, radius, f, f2;
1388         qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
1389         vec3_t  light;
1390         qbyte   particletexturedata[256*256*4];
1391
1392         memset(particletexturedata, 255, sizeof(particletexturedata));
1393
1394         // the particletexture[][] array numbers must match the cl_part.c textures
1395         // smoke/blood
1396         for (i = 0;i < 8;i++)
1397         {
1398                 do
1399                 {
1400                         fractalnoise(&noise1[0][0], 64, 4);
1401                         fractalnoise(&noise2[0][0], 64, 8);
1402                         m = 0;
1403                         for (y = 0;y < 32;y++)
1404                         {
1405                                 dy = y - 16;
1406                                 for (x = 0;x < 32;x++)
1407                                 {
1408                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1409                                         dx = x - 16;
1410                                         d = (noise2[y][x] - 128) * 3 + 192;
1411                                         if (d > 0)
1412                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1413                                         d = (d * noise1[y][x]) >> 7;
1414                                         d = bound(0, d, 255);
1415                                         data[y][x][3] = (qbyte) d;
1416                                         if (m < d)
1417                                                 m = d;
1418                                 }
1419                         }
1420                 }
1421                 while (m < 224);
1422
1423                 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1424                 setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
1425         }
1426         /*
1427         for (i = 0;i < 8;i++)
1428         {
1429                 do
1430                 {
1431                         fractalnoise(&noise1[0][0], 64, 4);
1432                         fractalnoise(&noise2[0][0], 64, 8);
1433                         m = 0;
1434                         for (y = 0;y < 32;y++)
1435                         {
1436                                 dy = y - 16;
1437                                 for (x = 0;x < 32;x++)
1438                                 {
1439                                         d = (noise1[y][x] - 128) * 2 + 128;
1440                                         d = bound(0, d, 255);
1441                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
1442                                         dx = x - 16;
1443                                         d = (noise2[y][x] - 128) * 3 + 192;
1444                                         if (d > 0)
1445                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
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                 for (y = 0;y < 32;y++)
1457                         for (x = 0;x < 32;x++)
1458                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1459                 setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
1460         }
1461         */
1462
1463         // rain splash
1464         for (i = 0;i < 16;i++)
1465         {
1466                 radius = i * 3.0f / 16.0f;
1467                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1468                 for (y = 0;y < 32;y++)
1469                 {
1470                         dy = (y - 16) * 0.25f;
1471                         for (x = 0;x < 32;x++)
1472                         {
1473                                 dx = (x - 16) * 0.25f;
1474                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1475                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1476                                 f = bound(0.0f, f, 255.0f);
1477                                 data[y][x][3] = (int) f;
1478                         }
1479                 }
1480                 setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
1481                 setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
1482         }
1483
1484         // normal particle
1485         for (y = 0;y < 32;y++)
1486         {
1487                 dy = y - 16;
1488                 for (x = 0;x < 32;x++)
1489                 {
1490                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1491                         dx = x - 16;
1492                         d = (256 - (dx*dx+dy*dy));
1493                         d = bound(0, d, 255);
1494                         data[y][x][3] = (qbyte) d;
1495                 }
1496         }
1497         setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
1498         setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
1499
1500         // rain
1501         light[0] = 1;light[1] = 1;light[2] = 1;
1502         VectorNormalize(light);
1503         for (y = 0;y < 32;y++)
1504         {
1505                 for (x = 0;x < 32;x++)
1506                 {
1507                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1508                         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);
1509                 }
1510         }
1511         setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
1512         setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
1513
1514         // bubble
1515         light[0] = 1;light[1] = 1;light[2] = 1;
1516         VectorNormalize(light);
1517         for (y = 0;y < 32;y++)
1518         {
1519                 for (x = 0;x < 32;x++)
1520                 {
1521                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1522                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1523                 }
1524         }
1525         setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
1526         setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
1527
1528         // rocket flare
1529         /*
1530         for (y = 0;y < 32;y++)
1531         {
1532                 dy = y - 16;
1533                 for (x = 0;x < 32;x++)
1534                 {
1535                         dx = x - 16;
1536                         d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
1537                         data[y][x][0] = bound(0, d * 1.0f, 255);
1538                         data[y][x][1] = bound(0, d * 0.8f, 255);
1539                         data[y][x][2] = bound(0, d * 0.5f, 255);
1540                         data[y][x][3] = bound(0, d * 1.0f, 255);
1541                 }
1542         }
1543         setuptex(27, 0, 35, &data[0][0][0], particletexturedata);
1544         for (y = 0;y < 32;y++)
1545                 for (x = 0;x < 32;x++)
1546                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1547         setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
1548         */
1549
1550         particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1551 }
1552
1553 static void r_part_start(void)
1554 {
1555         particletexturepool = R_AllocTexturePool();
1556         R_InitParticleTexture ();
1557 }
1558
1559 static void r_part_shutdown(void)
1560 {
1561         R_FreeTexturePool(&particletexturepool);
1562 }
1563
1564 static void r_part_newmap(void)
1565 {
1566 }
1567
1568 void R_Particles_Init (void)
1569 {
1570         Cvar_RegisterVariable(&r_drawparticles);
1571         Cvar_RegisterVariable(&r_particles_lighting);
1572         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1573 }
1574
1575 int partindexarray[6] = {0, 1, 2, 0, 2, 3};
1576
1577 void R_DrawParticles (void)
1578 {
1579         //renderparticle_t *r;
1580         int i, lighting, dynlight, additive, texnum, orientation;
1581         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];
1582         mleaf_t *leaf;
1583         particletexture_t *tex, *texfog;
1584         rmeshinfo_t m;
1585         particle_t *p;
1586
1587         // LordHavoc: early out conditions
1588         //if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
1589         if ((!cl_numparticles) || (!r_drawparticles.integer))
1590                 return;
1591
1592         lighting = r_particles_lighting.integer;
1593         if (!r_dynamic.integer)
1594                 lighting = 0;
1595
1596         c_particles += cl_numparticles; //r_refdef.numparticles;
1597
1598         uprightangles[0] = 0;
1599         uprightangles[1] = r_refdef.viewangles[1];
1600         uprightangles[2] = 0;
1601         AngleVectors (uprightangles, NULL, right2, up2);
1602
1603         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1604
1605         // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
1606         // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
1607         memset(&m, 0, sizeof(m));
1608         m.transparent = true;
1609         m.blendfunc1 = GL_SRC_ALPHA;
1610         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1611         m.numtriangles = 2;
1612         m.index = partindexarray;
1613         m.numverts = 4;
1614         m.vertex = &tvxyz[0][0];
1615         m.vertexstep = sizeof(float[4]);
1616         m.tex[0] = R_GetTexture(particlefonttexture);
1617         m.texcoords[0] = &tvst[0][0];
1618         m.texcoordstep[0] = sizeof(float[2]);
1619
1620         for (i = 0/*, r = r_refdef.particles*/, p = particles;i < /*r_refdef.numparticles*/cl_numparticles;i++, p++)
1621         {
1622                 // LordHavoc: only render if not too close
1623                 if (DotProduct(p->org, vpn) < minparticledist)
1624                         continue;
1625
1626                 // LordHavoc: check if it's in a visible leaf
1627                 leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
1628                 if (leaf->visframe != r_framecount)
1629                         continue;
1630
1631                 VectorCopy(p->org, org);
1632                 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1633                 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1634                 dynlight = p->flags & P_DYNLIGHT;
1635                 additive = p->flags & P_ADDITIVE;
1636                 if (orientation == PARTICLE_BILLBOARD)
1637                 {
1638                         VectorScale(vright, p->scalex, right);
1639                         VectorScale(vup, p->scaley, up);
1640                 }
1641                 else if (orientation == PARTICLE_UPRIGHT_FACING)
1642                 {
1643                         VectorScale(right2, p->scalex, right);
1644                         VectorScale(up2, p->scaley, up);
1645                 }
1646                 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1647                 {
1648                         // double-sided
1649                         if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1650                         {
1651                                 VectorNegate(p->vel2, v);
1652                                 VectorVectors(v, right, up);
1653                         }
1654                         else
1655                                 VectorVectors(p->vel2, right, up);
1656                         VectorScale(right, p->scalex, right);
1657                         VectorScale(up, p->scaley, up);
1658                 }
1659                 else
1660                         Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1661
1662                 m.cr = p->color[0] * (1.0f / 255.0f);
1663                 m.cg = p->color[1] * (1.0f / 255.0f);
1664                 m.cb = p->color[2] * (1.0f / 255.0f);
1665                 m.ca = p->alpha * (1.0f / 255.0f);
1666                 if (lighting >= 1 && (dynlight || lighting >= 2))
1667                 {
1668                         R_CompleteLightPoint(v, org, true, leaf);
1669                         m.cr *= v[0];
1670                         m.cg *= v[1];
1671                         m.cb *= v[2];
1672                 }
1673
1674                 tex = &particletexture[texnum][0];
1675
1676                 tvxyz[0][0] = org[0] - right[0] - up[0];
1677                 tvxyz[0][1] = org[1] - right[1] - up[1];
1678                 tvxyz[0][2] = org[2] - right[2] - up[2];
1679                 tvxyz[1][0] = org[0] - right[0] + up[0];
1680                 tvxyz[1][1] = org[1] - right[1] + up[1];
1681                 tvxyz[1][2] = org[2] - right[2] + up[2];
1682                 tvxyz[2][0] = org[0] + right[0] + up[0];
1683                 tvxyz[2][1] = org[1] + right[1] + up[1];
1684                 tvxyz[2][2] = org[2] + right[2] + up[2];
1685                 tvxyz[3][0] = org[0] + right[0] - up[0];
1686                 tvxyz[3][1] = org[1] + right[1] - up[1];
1687                 tvxyz[3][2] = org[2] + right[2] - up[2];
1688                 tvst[0][0] = tex->s1;
1689                 tvst[0][1] = tex->t1;
1690                 tvst[1][0] = tex->s1;
1691                 tvst[1][1] = tex->t2;
1692                 tvst[2][0] = tex->s2;
1693                 tvst[2][1] = tex->t2;
1694                 tvst[3][0] = tex->s2;
1695                 tvst[3][1] = tex->t1;
1696
1697                 if (additive)
1698                 {
1699                         m.blendfunc2 = GL_ONE;
1700                         fog = 0;
1701                         if (fogenabled)
1702                         {
1703                                 texfog = &particletexture[texnum][1];
1704                                 VectorSubtract(org, r_origin, fogvec);
1705                                 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1706                                 if (ifog < (1.0f - (1.0f / 64.0f)))
1707                                 {
1708                                         if (ifog >= (1.0f / 64.0f))
1709                                         {
1710                                                 // partially fogged, darken it
1711                                                 m.cr *= ifog;
1712                                                 m.cg *= ifog;
1713                                                 m.cb *= ifog;
1714                                                 R_Mesh_Draw(&m);
1715                                         }
1716                                 }
1717                                 else
1718                                         R_Mesh_Draw(&m);
1719                         }
1720                         else
1721                                 R_Mesh_Draw(&m);
1722                 }
1723                 else
1724                 {
1725                         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1726                         fog = 0;
1727                         if (fogenabled)
1728                         {
1729                                 texfog = &particletexture[texnum][1];
1730                                 VectorSubtract(org, r_origin, fogvec);
1731                                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1732                                 if (fog >= (1.0f / 64.0f))
1733                                 {
1734                                         if (fog >= (1.0f - (1.0f / 64.0f)))
1735                                         {
1736                                                 // fully fogged, just use the fog texture and render as alpha
1737                                                 m.cr = fogcolor[0];
1738                                                 m.cg = fogcolor[1];
1739                                                 m.cb = fogcolor[2];
1740                                                 tvst[0][0] = texfog->s1;
1741                                                 tvst[0][1] = texfog->t1;
1742                                                 tvst[1][0] = texfog->s1;
1743                                                 tvst[1][1] = texfog->t2;
1744                                                 tvst[2][0] = texfog->s2;
1745                                                 tvst[2][1] = texfog->t2;
1746                                                 tvst[3][0] = texfog->s2;
1747                                                 tvst[3][1] = texfog->t1;
1748                                                 R_Mesh_Draw(&m);
1749                                         }
1750                                         else
1751                                         {
1752                                                 // partially fogged, darken the first pass
1753                                                 ifog = 1 - fog;
1754                                                 m.cr *= ifog;
1755                                                 m.cg *= ifog;
1756                                                 m.cb *= ifog;
1757                                                 if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
1758                                                 {
1759                                                         // fog texture is the same as the base, just change the color
1760                                                         m.cr += fogcolor[0] * fog;
1761                                                         m.cg += fogcolor[1] * fog;
1762                                                         m.cb += fogcolor[2] * fog;
1763                                                         R_Mesh_Draw(&m);
1764                                                 }
1765                                                 else
1766                                                 {
1767                                                         // render the first pass (alpha), then do additive fog
1768                                                         R_Mesh_Draw(&m);
1769
1770                                                         m.blendfunc2 = GL_ONE;
1771                                                         m.cr = fogcolor[0] * fog;
1772                                                         m.cg = fogcolor[1] * fog;
1773                                                         m.cb = fogcolor[2] * fog;
1774                                                         tvst[0][0] = texfog->s1;
1775                                                         tvst[0][1] = texfog->t1;
1776                                                         tvst[1][0] = texfog->s1;
1777                                                         tvst[1][1] = texfog->t2;
1778                                                         tvst[2][0] = texfog->s2;
1779                                                         tvst[2][1] = texfog->t2;
1780                                                         tvst[3][0] = texfog->s2;
1781                                                         tvst[3][1] = texfog->t1;
1782                                                         R_Mesh_Draw(&m);
1783                                                 }
1784                                         }
1785                                 }
1786                                 else
1787                                         R_Mesh_Draw(&m);
1788                         }
1789                         else
1790                                 R_Mesh_Draw(&m);
1791                 }
1792         }
1793 }