sparks and rain are now beam particles
[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 #include "cl_collision.h"
23
24 #define MAX_PARTICLES                   8192    // default max # of particles at one time
25 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
26
27 typedef enum
28 {
29         pt_static, pt_rain, pt_bubble, pt_blood
30 }
31 ptype_t;
32
33 #define PARTICLE_INVALID 0
34 #define PARTICLE_BILLBOARD 1
35 #define PARTICLE_BEAM 2
36 #define PARTICLE_ORIENTED_DOUBLESIDED 3
37
38 #define P_TEXNUM_FIRSTBIT 0
39 #define P_TEXNUM_BITS 6
40 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
41 #define P_ORIENTATION_BITS 2
42 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
43 //#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
44 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
45
46 typedef struct particle_s
47 {
48         ptype_t         type;
49         unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
50         vec3_t          org;
51         vec3_t          vel;
52         float           die;
53         float           scalex;
54         float           scaley;
55         float           alpha; // 0-255
56         float           alphafade; // how much alpha reduces per second
57         float           time2; // used for various things (snow fluttering, for example)
58         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)
59         float           gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
60         vec3_t          oldorg;
61         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
62         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
63         float           pressure; // if non-zero, apply pressure to other particles
64         qbyte           color[4];
65 }
66 particle_t;
67
68 static int particlepalette[256] =
69 {
70         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
71         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
72         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
73         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
74         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
75         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
76         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
77         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
78         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
79         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
80         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
81         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
82         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
83         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
84         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
85         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
86         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
87         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
88         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
89         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
90         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
91         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
92         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
93         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
94         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
95         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
96         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
97         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
98         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
99         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
100         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
101         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
102 };
103
104 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
105
106 // these must match r_part.c's textures
107 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
108 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
109 static const int tex_particle = 24;
110 static const int tex_rain = 25;
111 static const int tex_bubble = 26;
112
113 static int                      cl_maxparticles;
114 static int                      cl_numparticles;
115 static particle_t       *particles;
116 static particle_t       **freeparticles; // list used only in compacting particles array
117
118 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
119 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
120 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
121 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
122 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
123 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
124 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
125 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
126 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
127 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
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 && i < com_argc - 1)
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);
164         Cvar_RegisterVariable (&cl_particles_blood_alpha);
165         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
166         Cvar_RegisterVariable (&cl_particles_smoke);
167         Cvar_RegisterVariable (&cl_particles_sparks);
168         Cvar_RegisterVariable (&cl_particles_bubbles);
169
170         cl_part_mempool = Mem_AllocPool("CL_Part");
171         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
172         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
173         cl_numparticles = 0;
174 }
175
176 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
177 {\
178         if (cl_numparticles >= cl_maxparticles)\
179                 return;\
180         {\
181                 particle_t      *part;\
182                 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
183                 unsigned int partflags;\
184                 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
185                 if (padditive)\
186                         partflags |= P_ADDITIVE;\
187                 /*if (plight)*/\
188                 /*      partflags |= P_DYNLIGHT;*/\
189                 tempcolor = (pcolor1);\
190                 tempcolor2 = (pcolor2);\
191                 cr2 = ((tempcolor2) >> 16) & 0xFF;\
192                 cg2 = ((tempcolor2) >> 8) & 0xFF;\
193                 cb2 = (tempcolor2) & 0xFF;\
194                 if (tempcolor != tempcolor2)\
195                 {\
196                         cr1 = ((tempcolor) >> 16) & 0xFF;\
197                         cg1 = ((tempcolor) >> 8) & 0xFF;\
198                         cb1 = (tempcolor) & 0xFF;\
199                         tempcolor = rand() & 0xFF;\
200                         cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
201                         cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
202                         cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
203                 }\
204                 part = &particles[cl_numparticles++];\
205                 part->type = (ptype);\
206                 part->color[0] = cr2;\
207                 part->color[1] = cg2;\
208                 part->color[2] = cb2;\
209                 part->color[3] = 0xFF;\
210                 part->flags = partflags;\
211                 part->scalex = (pscalex);\
212                 part->scaley = (pscaley);\
213                 part->alpha = (palpha);\
214                 part->alphafade = (palphafade);\
215                 part->die = cl.time + (ptime);\
216                 part->gravity = (pgravity);\
217                 part->bounce = (pbounce);\
218                 part->org[0] = (px);\
219                 part->org[1] = (py);\
220                 part->org[2] = (pz);\
221                 part->vel[0] = (pvx);\
222                 part->vel[1] = (pvy);\
223                 part->vel[2] = (pvz);\
224                 part->time2 = (ptime2);\
225                 part->vel2[0] = (pvx2);\
226                 part->vel2[1] = (pvy2);\
227                 part->vel2[2] = (pvz2);\
228                 part->friction = (pfriction);\
229                 part->pressure = (ppressure);\
230         }\
231 }
232
233 /*
234 ===============
235 CL_EntityParticles
236 ===============
237 */
238 void CL_EntityParticles (entity_t *ent)
239 {
240         int                     i;
241         float           angle;
242         float           sp, sy, cp, cy;
243         vec3_t          forward;
244         float           dist;
245         float           beamlength;
246         static vec3_t avelocities[NUMVERTEXNORMALS];
247         if (!cl_particles.integer) return;
248
249         dist = 64;
250         beamlength = 16;
251
252         if (!avelocities[0][0])
253                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
254                         avelocities[0][i] = (rand()&255) * 0.01;
255
256         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
257         {
258                 angle = cl.time * avelocities[i][0];
259                 sy = sin(angle);
260                 cy = cos(angle);
261                 angle = cl.time * avelocities[i][1];
262                 sp = sin(angle);
263                 cp = cos(angle);
264
265                 forward[0] = cp*cy;
266                 forward[1] = cp*sy;
267                 forward[2] = -sp;
268
269                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
270         }
271 }
272
273
274 void CL_ReadPointFile_f (void)
275 {
276         vec3_t  org;
277         int             r, c;
278         char    *pointfile, *pointfilepos, *t, tchar;
279
280         pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
281         if (!pointfile)
282         {
283                 Con_Printf ("couldn't open %s.pts\n", sv.name);
284                 return;
285         }
286
287         Con_Printf ("Reading %s.pts...\n", sv.name);
288         c = 0;
289         pointfilepos = pointfile;
290         while (*pointfilepos)
291         {
292                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
293                         pointfilepos++;
294                 if (!*pointfilepos)
295                         break;
296                 t = pointfilepos;
297                 while (*t && *t != '\n' && *t != '\r')
298                         t++;
299                 tchar = *t;
300                 *t = 0;
301                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
302                 *t = tchar;
303                 pointfilepos = t;
304                 if (r != 3)
305                         break;
306                 c++;
307
308                 if (cl_numparticles >= cl_maxparticles)
309                 {
310                         Con_Printf ("Not enough free particles\n");
311                         break;
312                 }
313                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
314         }
315
316         Mem_Free(pointfile);
317         Con_Printf ("%i points read\n", c);
318 }
319
320 /*
321 ===============
322 CL_ParseParticleEffect
323
324 Parse an effect out of the server message
325 ===============
326 */
327 void CL_ParseParticleEffect (void)
328 {
329         vec3_t          org, dir;
330         int                     i, count, msgcount, color;
331
332         for (i=0 ; i<3 ; i++)
333                 org[i] = MSG_ReadCoord ();
334         for (i=0 ; i<3 ; i++)
335                 dir[i] = MSG_ReadChar () * (1.0/16);
336         msgcount = MSG_ReadByte ();
337         color = MSG_ReadByte ();
338
339         if (msgcount == 255)
340                 count = 1024;
341         else
342                 count = msgcount;
343
344         CL_RunParticleEffect (org, dir, color, count);
345 }
346
347 /*
348 ===============
349 CL_ParticleExplosion
350
351 ===============
352 */
353 void CL_ParticleExplosion (vec3_t org, int smoke)
354 {
355         int i;
356         if (cl_stainmaps.integer)
357                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
358
359         i = Mod_PointContents(org, cl.worldmodel);
360         if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
361         {
362                 for (i = 0;i < 128;i++)
363                 {
364                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
365                 }
366         }
367
368         if (cl_explosions.integer)
369                 R_NewExplosion(org);
370 }
371
372 /*
373 ===============
374 CL_ParticleExplosion2
375
376 ===============
377 */
378 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
379 {
380         int i, k;
381         if (!cl_particles.integer) return;
382
383         for (i = 0;i < 512;i++)
384         {
385                 k = particlepalette[colorStart + (i % colorLength)];
386                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
387         }
388 }
389
390 /*
391 ===============
392 CL_BlobExplosion
393
394 ===============
395 */
396 void CL_BlobExplosion (vec3_t org)
397 {
398         if (cl_stainmaps.integer)
399                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
400
401         if (cl_explosions.integer)
402                 R_NewExplosion(org);
403 }
404
405 /*
406 ===============
407 CL_RunParticleEffect
408
409 ===============
410 */
411 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
412 {
413         int k;
414
415         if (count == 1024)
416         {
417                 CL_ParticleExplosion(org, false);
418                 return;
419         }
420         if (!cl_particles.integer) return;
421         while (count--)
422         {
423                 k = particlepalette[color + (rand()&7)];
424                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
425         }
426 }
427
428 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
429 /*
430 ===============
431 CL_SparkShower
432 ===============
433 */
434 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
435 {
436         int k;
437         if (!cl_particles.integer) return;
438
439         if (cl_stainmaps.integer)
440                 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
441
442         if (cl_particles_bulletimpacts.integer)
443         {
444                 // smoke puff
445                 if (cl_particles_smoke.integer)
446                         particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
447
448                 if (cl_particles_sparks.integer)
449                 {
450                         // sparks
451                         while(count--)
452                         {
453                                 k = particlepalette[0x68 + (rand() & 7)];
454                                 particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
455                         }
456                 }
457         }
458 }
459
460 void CL_PlasmaBurn (vec3_t org)
461 {
462         if (cl_stainmaps.integer)
463                 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
464 }
465
466 static float bloodcount = 0;
467 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
468 {
469         float s, r, a;
470         // bloodcount is used to accumulate counts too small to cause a blood particle
471         if (!cl_particles.integer) return;
472         if (!cl_particles_blood.integer) return;
473
474         s = count + 32.0f;
475         count *= 5.0f;
476         if (count > 1000)
477                 count = 1000;
478         bloodcount += count;
479         r = cl_particles_blood_size.value;
480         a = cl_particles_blood_alpha.value * 255;
481         while(bloodcount > 0)
482         {
483                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
484                 bloodcount -= r;
485         }
486 }
487
488 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
489 {
490         float r;
491         float a;
492         vec3_t diff, center, velscale;
493         if (!cl_particles.integer) return;
494         if (!cl_particles_bloodshowers.integer) return;
495         if (!cl_particles_blood.integer) return;
496
497         VectorSubtract(maxs, mins, diff);
498         center[0] = (mins[0] + maxs[0]) * 0.5;
499         center[1] = (mins[1] + maxs[1]) * 0.5;
500         center[2] = (mins[2] + maxs[2]) * 0.5;
501         // FIXME: change velspeed back to 2.0x after fixing mod
502         velscale[0] = velspeed * 2.0 / diff[0];
503         velscale[1] = velspeed * 2.0 / diff[1];
504         velscale[2] = velspeed * 2.0 / diff[2];
505
506         bloodcount += count * 5.0f;
507         r = cl_particles_blood_size.value;
508         a = cl_particles_blood_alpha.value * 255;
509         while (bloodcount > 0)
510         {
511                 vec3_t org, vel;
512                 org[0] = lhrandom(mins[0], maxs[0]);
513                 org[1] = lhrandom(mins[1], maxs[1]);
514                 org[2] = lhrandom(mins[2], maxs[2]);
515                 vel[0] = (org[0] - center[0]) * velscale[0];
516                 vel[1] = (org[1] - center[1]) * velscale[1];
517                 vel[2] = (org[2] - center[2]) * velscale[2];
518                 bloodcount -= r;
519                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
520         }
521 }
522
523 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
524 {
525         int k;
526         float t;
527         if (!cl_particles.integer) return;
528         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
529         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
530         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
531
532         while (count--)
533         {
534                 k = particlepalette[colorbase + (rand()&3)];
535                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
536         }
537 }
538
539 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
540 {
541         int k;
542         float t, z, minz, maxz;
543         if (!cl_particles.integer) return;
544         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
545         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
546         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
547         if (dir[2] < 0) // falling
548         {
549                 t = (maxs[2] - mins[2]) / -dir[2];
550                 z = maxs[2];
551         }
552         else // rising??
553         {
554                 t = (maxs[2] - mins[2]) / dir[2];
555                 z = mins[2];
556         }
557         if (t < 0 || t > 2) // sanity check
558                 t = 2;
559
560         minz = z - fabs(dir[2]) * 0.1;
561         maxz = z + fabs(dir[2]) * 0.1;
562         minz = bound(mins[2], minz, maxs[2]);
563         maxz = bound(mins[2], maxz, maxs[2]);
564
565         switch(type)
566         {
567         case 0:
568                 count *= 4; // ick, this should be in the mod or maps?
569
570                 while(count--)
571                 {
572                         k = particlepalette[colorbase + (rand()&3)];
573                         particle(pt_rain, PARTICLE_BEAM, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
574                 }
575                 break;
576         case 1:
577                 while(count--)
578                 {
579                         k = particlepalette[colorbase + (rand()&3)];
580                         particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
581                 }
582                 break;
583         default:
584                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
585         }
586 }
587
588 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
589 {
590         int k;
591         float t;
592         vec3_t o, v, center;
593         if (!cl_particles.integer) return;
594
595         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
596         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
597         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
598
599         center[0] = (mins[0] + maxs[0]) * 0.5f;
600         center[1] = (mins[1] + maxs[1]) * 0.5f;
601         center[2] = (mins[2] + maxs[2]) * 0.5f;
602
603         while (count--)
604         {
605                 k = particlepalette[224 + (rand()&15)];
606                 o[0] = lhrandom(mins[0], maxs[0]);
607                 o[1] = lhrandom(mins[1], maxs[1]);
608                 o[2] = lhrandom(mins[2], maxs[2]);
609                 VectorSubtract(o, center, v);
610                 VectorNormalizeFast(v);
611                 VectorScale(v, 100, v);
612                 v[2] += sv_gravity.value * 0.15f;
613                 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
614         }
615 }
616
617 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
618 {
619         int k;
620         float t;
621         if (!cl_particles.integer) return;
622         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
623         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
624         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
625
626         while (count--)
627         {
628                 k = particlepalette[224 + (rand()&15)];
629                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
630                 if (count & 1)
631                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
632         }
633 }
634
635 void CL_Flames (vec3_t org, vec3_t vel, int count)
636 {
637         int k;
638         if (!cl_particles.integer) return;
639
640         while (count--)
641         {
642                 k = particlepalette[224 + (rand()&15)];
643                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
644         }
645 }
646
647
648
649 /*
650 ===============
651 CL_LavaSplash
652
653 ===============
654 */
655 void CL_LavaSplash (vec3_t origin)
656 {
657         int                     i, j, k;
658         float           vel;
659         vec3_t          dir, org;
660         if (!cl_particles.integer) return;
661
662         for (i=-128 ; i<128 ; i+=16)
663         {
664                 for (j=-128 ; j<128 ; j+=16)
665                 {
666                         dir[0] = j + lhrandom(0, 8);
667                         dir[1] = i + lhrandom(0, 8);
668                         dir[2] = 256;
669                         org[0] = origin[0] + dir[0];
670                         org[1] = origin[1] + dir[1];
671                         org[2] = origin[2] + lhrandom(0, 64);
672                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
673                         k = particlepalette[224 + (rand()&7)];
674                         particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
675                 }
676         }
677 }
678
679 /*
680 ===============
681 CL_TeleportSplash
682
683 ===============
684 */
685 /*
686 void CL_TeleportSplash (vec3_t org)
687 {
688         int i, j, k;
689         if (!cl_particles.integer) return;
690
691         for (i=-16 ; i<16 ; i+=8)
692                 for (j=-16 ; j<16 ; j+=8)
693                         for (k=-24 ; k<32 ; k+=8)
694                                 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
695 }
696 */
697
698 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
699 {
700         vec3_t vec, dir, vel, pos;
701         float len, dec, speed, r;
702         int contents, smoke, blood, bubbles;
703
704         VectorSubtract(end, start, dir);
705         VectorNormalize(dir);
706
707         VectorSubtract (end, start, vec);
708         len = VectorNormalizeLength (vec);
709         dec = -ent->persistent.trail_time;
710         ent->persistent.trail_time += len;
711         if (ent->persistent.trail_time < 0.01f)
712                 return;
713
714         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
715         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
716         VectorScale(vel, speed, vel);
717
718         // advance into this frame to reach the first puff location
719         VectorMA(start, dec, vec, pos);
720         len -= dec;
721
722         // if we skip out, leave it reset
723         ent->persistent.trail_time = 0.0f;
724
725         contents = Mod_PointContents(pos, cl.worldmodel);
726         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
727                 return;
728
729         smoke = cl_particles.integer && cl_particles_smoke.integer;
730         blood = cl_particles.integer && cl_particles_blood.integer;
731         bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
732
733         while (len >= 0)
734         {
735                 switch (type)
736                 {
737                         case 0: // rocket trail
738                                 dec = 3;
739                                 if (smoke)
740                                 {
741                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
742                                         particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
743                                 }
744                                 if (bubbles)
745                                 {
746                                         r = lhrandom(1, 2);
747                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
748                                 }
749                                 break;
750
751                         case 1: // grenade trail
752                                 // FIXME: make it gradually stop smoking
753                                 dec = 3;
754                                 if (cl_particles.integer && cl_particles_smoke.integer)
755                                 {
756                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
757                                 }
758                                 break;
759
760
761                         case 2: // blood
762                         case 4: // slight blood
763                                 dec = cl_particles_blood_size.value;
764                                 if (blood)
765                                 {
766                                         particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
767                                 }
768                                 break;
769
770                         case 3: // green tracer
771                                 dec = 6;
772                                 if (smoke)
773                                 {
774                                         particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
775                                 }
776                                 break;
777
778                         case 5: // flame tracer
779                                 dec = 6;
780                                 if (smoke)
781                                 {
782                                         particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
783                                 }
784                                 break;
785
786                         case 6: // voor trail
787                                 dec = 6;
788                                 if (smoke)
789                                 {
790                                         particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
791                                 }
792                                 break;
793
794                         case 7: // Nehahra smoke tracer
795                                 dec = 7;
796                                 if (smoke)
797                                 {
798                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
799                                 }
800                                 break;
801                 }
802
803                 // advance to next time and position
804                 len -= dec;
805                 VectorMA (pos, dec, vec, pos);
806         }
807         ent->persistent.trail_time = len;
808 }
809
810 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
811 {
812         vec3_t vec, pos;
813         int len;
814         if (!cl_particles.integer) return;
815         if (!cl_particles_smoke.integer) return;
816
817         VectorCopy(start, pos);
818         VectorSubtract (end, start, vec);
819         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
820         VectorScale(vec, 3, vec);
821         color = particlepalette[color];
822         while (len--)
823         {
824                 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
825                 VectorAdd (pos, vec, pos);
826         }
827 }
828
829
830 /*
831 ===============
832 CL_MoveParticles
833 ===============
834 */
835 void CL_MoveParticles (void)
836 {
837         particle_t *p;
838         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
839         float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
840
841         // LordHavoc: early out condition
842         if (!cl_numparticles)
843                 return;
844
845         frametime = cl.time - cl.oldtime;
846         gravity = frametime * sv_gravity.value;
847         dvel = 1+4*frametime;
848         bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
849
850         activeparticles = 0;
851         maxparticle = -1;
852         j = 0;
853         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
854         {
855                 content = 0;
856                 VectorCopy(p->org, p->oldorg);
857                 VectorMA(p->org, frametime, p->vel, p->org);
858                 VectorCopy(p->org, org);
859                 if (p->bounce)
860                 {
861                         if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
862                         {
863                                 VectorCopy(v, p->org);
864                                 if (p->bounce < 0)
865                                 {
866                                         // assume it's blood (lame, but...)
867                                         if (cl_stainmaps.integer)
868                                                 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
869                                         p->die = -1;
870                                         freeparticles[j++] = p;
871                                         continue;
872                                 }
873                                 else
874                                 {
875                                         dist = DotProduct(p->vel, normal) * -p->bounce;
876                                         VectorMA(p->vel, dist, normal, p->vel);
877                                         if (DotProduct(p->vel, p->vel) < 0.03)
878                                                 VectorClear(p->vel);
879                                 }
880                         }
881                 }
882                 p->vel[2] -= p->gravity * gravity;
883                 p->alpha -= p->alphafade * frametime;
884                 if (p->friction)
885                 {
886                         f = p->friction * frametime;
887                         if (!content)
888                                 content = Mod_PointContents(p->org, cl.worldmodel);
889                         if (content != CONTENTS_EMPTY)
890                                 f *= 4;
891                         f = 1.0f - f;
892                         VectorScale(p->vel, f, p->vel);
893                 }
894
895                 if (p->type != pt_static)
896                 {
897                         switch (p->type)
898                         {
899                         case pt_blood:
900                                 if (!content)
901                                         content = Mod_PointContents(p->org, cl.worldmodel);
902                                 a = content;
903                                 if (a != CONTENTS_EMPTY)
904                                 {
905                                         if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
906                                         {
907                                                 p->scalex += frametime * cl_particles_blood_size.value;
908                                                 p->scaley += frametime * cl_particles_blood_size.value;
909                                                 //p->alpha -= bloodwaterfade;
910                                         }
911                                         else
912                                                 p->die = -1;
913                                 }
914                                 else
915                                         p->vel[2] -= gravity;
916                                 break;
917                         case pt_bubble:
918                                 if (!content)
919                                         content = Mod_PointContents(p->org, cl.worldmodel);
920                                 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
921                                 {
922                                         p->die = -1;
923                                         break;
924                                 }
925                                 break;
926                         case pt_rain:
927                                 if (cl.time > p->time2)
928                                 {
929                                         // snow flutter
930                                         p->time2 = cl.time + (rand() & 3) * 0.1;
931                                         p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
932                                         p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
933                                         p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
934                                 }
935                                 if (!content)
936                                         content = Mod_PointContents(p->org, cl.worldmodel);
937                                 a = content;
938                                 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
939                                         p->die = -1;
940                                 break;
941                         default:
942                                 printf("unknown particle type %i\n", p->type);
943                                 p->die = -1;
944                                 break;
945                         }
946                 }
947
948                 // remove dead particles
949                 if (p->alpha < 1 || p->die < cl.time)
950                         freeparticles[j++] = p;
951                 else
952                 {
953                         maxparticle = i;
954                         activeparticles++;
955                         if (p->pressure)
956                                 pressureused = true;
957                 }
958         }
959         // fill in gaps to compact the array
960         i = 0;
961         while (maxparticle >= activeparticles)
962         {
963                 *freeparticles[i++] = particles[maxparticle--];
964                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
965                         maxparticle--;
966         }
967         cl_numparticles = activeparticles;
968
969         if (pressureused)
970         {
971                 activeparticles = 0;
972                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
973                         if (p->pressure)
974                                 freeparticles[activeparticles++] = p;
975
976                 if (activeparticles)
977                 {
978                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
979                         {
980                                 for (j = 0;j < activeparticles;j++)
981                                 {
982                                         if (freeparticles[j] != p)
983                                         {
984                                                 float dist, diff[3];
985                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
986                                                 dist = DotProduct(diff, diff);
987                                                 if (dist < 4096 && dist >= 1)
988                                                 {
989                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
990                                                         VectorMA(p->vel, dist, diff, p->vel);
991                                                 }
992                                         }
993                                 }
994                         }
995                 }
996         }
997 }
998
999 #define MAX_PARTICLETEXTURES 64
1000 // particletexture_t is a rectangle in the particlefonttexture
1001 typedef struct
1002 {
1003         float s1, t1, s2, t2;
1004 }
1005 particletexture_t;
1006
1007 static rtexturepool_t *particletexturepool;
1008
1009 static rtexture_t *particlefonttexture;
1010 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1011
1012 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1013
1014 static qbyte shadebubble(float dx, float dy, vec3_t light)
1015 {
1016         float   dz, f, dot;
1017         vec3_t  normal;
1018         dz = 1 - (dx*dx+dy*dy);
1019         if (dz > 0) // it does hit the sphere
1020         {
1021                 f = 0;
1022                 // back side
1023                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1024                 VectorNormalize(normal);
1025                 dot = DotProduct(normal, light);
1026                 if (dot > 0.5) // interior reflection
1027                         f += ((dot *  2) - 1);
1028                 else if (dot < -0.5) // exterior reflection
1029                         f += ((dot * -2) - 1);
1030                 // front side
1031                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1032                 VectorNormalize(normal);
1033                 dot = DotProduct(normal, light);
1034                 if (dot > 0.5) // interior reflection
1035                         f += ((dot *  2) - 1);
1036                 else if (dot < -0.5) // exterior reflection
1037                         f += ((dot * -2) - 1);
1038                 f *= 128;
1039                 f += 16; // just to give it a haze so you can see the outline
1040                 f = bound(0, f, 255);
1041                 return (qbyte) f;
1042         }
1043         else
1044                 return 0;
1045 }
1046
1047 static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata)
1048 {
1049         int basex, basey, y;
1050         basex = ((rtexnum >> 0) & 7) * 32;
1051         basey = ((rtexnum >> 3) & 7) * 32;
1052         particletexture[cltexnum].s1 = (basex + 1) / 256.0f;
1053         particletexture[cltexnum].t1 = (basey + 1) / 256.0f;
1054         particletexture[cltexnum].s2 = (basex + 31) / 256.0f;
1055         particletexture[cltexnum].t2 = (basey + 31) / 256.0f;
1056         for (y = 0;y < 32;y++)
1057                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1058 }
1059
1060 static void R_InitParticleTexture (void)
1061 {
1062         int             x,y,d,i,m;
1063         float   dx, dy, radius, f, f2;
1064         qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
1065         vec3_t  light;
1066         qbyte   particletexturedata[256*256*4];
1067
1068         memset(particletexturedata, 255, sizeof(particletexturedata));
1069
1070         // the particletexture[][] array numbers must match the cl_part.c textures
1071         // smoke/blood
1072         for (i = 0;i < 8;i++)
1073         {
1074                 do
1075                 {
1076                         fractalnoise(&noise1[0][0], 64, 4);
1077                         fractalnoise(&noise2[0][0], 64, 8);
1078                         m = 0;
1079                         for (y = 0;y < 32;y++)
1080                         {
1081                                 dy = y - 16;
1082                                 for (x = 0;x < 32;x++)
1083                                 {
1084                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1085                                         dx = x - 16;
1086                                         d = (noise2[y][x] - 128) * 3 + 192;
1087                                         if (d > 0)
1088                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1089                                         d = (d * noise1[y][x]) >> 7;
1090                                         d = bound(0, d, 255);
1091                                         data[y][x][3] = (qbyte) d;
1092                                         if (m < d)
1093                                                 m = d;
1094                                 }
1095                         }
1096                 }
1097                 while (m < 224);
1098
1099                 setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata);
1100         }
1101
1102         // rain splash
1103         for (i = 0;i < 16;i++)
1104         {
1105                 radius = i * 3.0f / 16.0f;
1106                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1107                 for (y = 0;y < 32;y++)
1108                 {
1109                         dy = (y - 16) * 0.25f;
1110                         for (x = 0;x < 32;x++)
1111                         {
1112                                 dx = (x - 16) * 0.25f;
1113                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1114                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1115                                 f = bound(0.0f, f, 255.0f);
1116                                 data[y][x][3] = (int) f;
1117                         }
1118                 }
1119                 setuptex(i + 8, i + 16, &data[0][0][0], particletexturedata);
1120         }
1121
1122         // normal particle
1123         for (y = 0;y < 32;y++)
1124         {
1125                 dy = y - 16;
1126                 for (x = 0;x < 32;x++)
1127                 {
1128                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1129                         dx = x - 16;
1130                         d = (256 - (dx*dx+dy*dy));
1131                         d = bound(0, d, 255);
1132                         data[y][x][3] = (qbyte) d;
1133                 }
1134         }
1135         setuptex(24, 32, &data[0][0][0], particletexturedata);
1136
1137         // rain
1138         light[0] = 1;light[1] = 1;light[2] = 1;
1139         VectorNormalize(light);
1140         for (y = 0;y < 32;y++)
1141         {
1142                 for (x = 0;x < 32;x++)
1143                 {
1144                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1145                         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);
1146                 }
1147         }
1148         setuptex(25, 33, &data[0][0][0], particletexturedata);
1149
1150         // bubble
1151         light[0] = 1;light[1] = 1;light[2] = 1;
1152         VectorNormalize(light);
1153         for (y = 0;y < 32;y++)
1154         {
1155                 for (x = 0;x < 32;x++)
1156                 {
1157                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1158                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1159                 }
1160         }
1161         setuptex(26, 34, &data[0][0][0], particletexturedata);
1162
1163         particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1164 }
1165
1166 static void r_part_start(void)
1167 {
1168         particletexturepool = R_AllocTexturePool();
1169         R_InitParticleTexture ();
1170 }
1171
1172 static void r_part_shutdown(void)
1173 {
1174         R_FreeTexturePool(&particletexturepool);
1175 }
1176
1177 static void r_part_newmap(void)
1178 {
1179 }
1180
1181 void R_Particles_Init (void)
1182 {
1183         Cvar_RegisterVariable(&r_drawparticles);
1184         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1185 }
1186
1187 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1188 {
1189         int additive, texnum, orientation;
1190         float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1191         particletexture_t *tex;
1192         rmeshstate_t m;
1193         const particle_t *p = calldata1;
1194
1195         VectorCopy(p->org, org);
1196         orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1197         texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1198         //dynlight = p->flags & P_DYNLIGHT;
1199         additive = p->flags & P_ADDITIVE;
1200
1201         memset(&m, 0, sizeof(m));
1202         m.blendfunc1 = GL_SRC_ALPHA;
1203         if (additive)
1204                 m.blendfunc2 = GL_ONE;
1205         else
1206                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1207         m.tex[0] = R_GetTexture(particlefonttexture);
1208         R_Mesh_Matrix(&r_identitymatrix);
1209         R_Mesh_State(&m);
1210
1211         tex = &particletexture[texnum];
1212         cr = p->color[0] * (1.0f / 255.0f);
1213         cg = p->color[1] * (1.0f / 255.0f);
1214         cb = p->color[2] * (1.0f / 255.0f);
1215         ca = p->alpha * (1.0f / 255.0f);
1216         if (fogenabled)
1217         {
1218                 VectorSubtract(org, r_origin, fogvec);
1219                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1220                 ifog = 1 - fog;
1221                 cr = cr * ifog;
1222                 cg = cg * ifog;
1223                 cb = cb * ifog;
1224                 if (!additive)
1225                 {
1226                         cr += fogcolor[0] * fog;
1227                         cg += fogcolor[1] * fog;
1228                         cb += fogcolor[2] * fog;
1229                 }
1230         }
1231         cr *= r_colorscale;
1232         cg *= r_colorscale;
1233         cb *= r_colorscale;
1234
1235         varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = cr;
1236         varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = cg;
1237         varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = cb;
1238         varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = ca;
1239         varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
1240         varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1;
1241         varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2;
1242         varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2;
1243
1244         if (orientation == PARTICLE_BEAM)
1245         {
1246                 VectorMA(p->org, -p->scaley, p->vel, v);
1247                 VectorMA(p->org, p->scaley, p->vel, up2);
1248                 R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
1249         }
1250         else if (orientation == PARTICLE_BILLBOARD)
1251         {
1252                 VectorScale(vright, p->scalex, right);
1253                 VectorScale(vup, p->scaley, up);
1254                 varray_vertex[ 0] = org[0] + right[0] - up[0];
1255                 varray_vertex[ 1] = org[1] + right[1] - up[1];
1256                 varray_vertex[ 2] = org[2] + right[2] - up[2];
1257                 varray_vertex[ 4] = org[0] - right[0] - up[0];
1258                 varray_vertex[ 5] = org[1] - right[1] - up[1];
1259                 varray_vertex[ 6] = org[2] - right[2] - up[2];
1260                 varray_vertex[ 8] = org[0] - right[0] + up[0];
1261                 varray_vertex[ 9] = org[1] - right[1] + up[1];
1262                 varray_vertex[10] = org[2] - right[2] + up[2];
1263                 varray_vertex[12] = org[0] + right[0] + up[0];
1264                 varray_vertex[13] = org[1] + right[1] + up[1];
1265                 varray_vertex[14] = org[2] + right[2] + up[2];
1266         }
1267         else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1268         {
1269                 // double-sided
1270                 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1271                 {
1272                         VectorNegate(p->vel2, v);
1273                         VectorVectors(v, right, up);
1274                 }
1275                 else
1276                         VectorVectors(p->vel2, right, up);
1277                 VectorScale(right, p->scalex, right);
1278                 VectorScale(up, p->scaley, up);
1279                 varray_vertex[ 0] = org[0] + right[0] - up[0];
1280                 varray_vertex[ 1] = org[1] + right[1] - up[1];
1281                 varray_vertex[ 2] = org[2] + right[2] - up[2];
1282                 varray_vertex[ 4] = org[0] - right[0] - up[0];
1283                 varray_vertex[ 5] = org[1] - right[1] - up[1];
1284                 varray_vertex[ 6] = org[2] - right[2] - up[2];
1285                 varray_vertex[ 8] = org[0] - right[0] + up[0];
1286                 varray_vertex[ 9] = org[1] - right[1] + up[1];
1287                 varray_vertex[10] = org[2] - right[2] + up[2];
1288                 varray_vertex[12] = org[0] + right[0] + up[0];
1289                 varray_vertex[13] = org[1] + right[1] + up[1];
1290                 varray_vertex[14] = org[2] + right[2] + up[2];
1291         }
1292         else
1293                 Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1294         R_Mesh_Draw(4, 2, polygonelements);
1295 }
1296
1297 void R_DrawParticles (void)
1298 {
1299         int i;
1300         float minparticledist;
1301         particle_t *p;
1302
1303         // LordHavoc: early out conditions
1304         if ((!cl_numparticles) || (!r_drawparticles.integer))
1305                 return;
1306
1307         c_particles += cl_numparticles;
1308
1309         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1310
1311         // LordHavoc: only render if not too close
1312         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1313                 if (DotProduct(p->org, vpn) >= minparticledist)
1314                         R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
1315 }
1316