split out RecursiveHullCheck and related code into collision.c (shared by client...
[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                   16384   // 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_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash, pt_stardust
30 }
31 ptype_t;
32
33 #define P_TEXNUM_FIRSTBIT 0
34 #define P_TEXNUM_BITS 6
35 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
36 #define P_ORIENTATION_BITS 2
37 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
38 #define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
39 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
40
41 typedef struct particle_s
42 {
43         ptype_t         type;
44         unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
45         vec3_t          org;
46         vec3_t          vel;
47         float           die;
48         float           scalex;
49         float           scaley;
50         float           alpha; // 0-255
51         float           time2; // used for various things (snow fluttering, for example)
52         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)
53         vec3_t          oldorg;
54         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
55         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
56         float           pressure; // if non-zero, apply pressure to other particles
57         qbyte           color[4];
58 }
59 particle_t;
60
61 static int particlepalette[256] =
62 {
63         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
64         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
65         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
66         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
67         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
68         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
69         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
70         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
71         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
72         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
73         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
74         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
75         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
76         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
77         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
78         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
79         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
80         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
81         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
82         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
83         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
84         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
85         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
86         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
87         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
88         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
89         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
90         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
91         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
92         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
93         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
94         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
95 };
96
97 static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
98 //static int explounderwatersparkramp[8] = {0x00074b, 0x000f6f, 0x071f93, 0x0f33b7, 0x2b63cf, 0x4f97e3, 0xb5e7ff, 0xffffff};
99
100 // these must match r_part.c's textures
101 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
102 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
103 static const int tex_particle = 24;
104 static const int tex_rain = 25;
105 static const int tex_bubble = 26;
106 //static const int tex_rocketglow = 27;
107
108 static int                      cl_maxparticles;
109 static int                      cl_numparticles;
110 static particle_t       *particles;
111 static particle_t       **freeparticles; // list used only in compacting particles array
112 //static renderparticle_t       *cl_renderparticles;
113
114 static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
115 static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
116 static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
117 static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
118 static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
119 static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
120 static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
121 static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
122 static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
123 static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
124 static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
125
126 static mempool_t *cl_part_mempool;
127
128 void CL_Particles_Clear(void)
129 {
130         cl_numparticles = 0;
131 }
132
133 /*
134 ===============
135 CL_InitParticles
136 ===============
137 */
138 void CL_ReadPointFile_f (void);
139 void CL_Particles_Init (void)
140 {
141         int             i;
142
143         i = COM_CheckParm ("-particles");
144
145         if (i)
146         {
147                 cl_maxparticles = (int)(atoi(com_argv[i+1]));
148                 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
149                         cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
150         }
151         else
152                 cl_maxparticles = MAX_PARTICLES;
153
154         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
155
156         Cvar_RegisterVariable (&cl_particles);
157         Cvar_RegisterVariable (&cl_particles_size);
158         Cvar_RegisterVariable (&cl_particles_bloodshowers);
159         Cvar_RegisterVariable (&cl_particles_blood);
160         Cvar_RegisterVariable (&cl_particles_blood_size_min);
161         Cvar_RegisterVariable (&cl_particles_blood_size_max);
162         Cvar_RegisterVariable (&cl_particles_blood_alpha);
163         Cvar_RegisterVariable (&cl_particles_smoke);
164         Cvar_RegisterVariable (&cl_particles_sparks);
165         Cvar_RegisterVariable (&cl_particles_bubbles);
166         Cvar_RegisterVariable (&cl_particles_explosions);
167
168         cl_part_mempool = Mem_AllocPool("CL_Part");
169         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
170         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
171         cl_numparticles = 0;
172
173         // FIXME: r_refdef stuff should be allocated somewhere else?
174         //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
175 }
176
177 #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)\
178 {\
179         if (cl_numparticles >= cl_maxparticles)\
180                 return;\
181         {\
182                 particle_t      *part;\
183                 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
184                 unsigned int partflags;\
185                 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
186                 if (padditive)\
187                         partflags |= P_ADDITIVE;\
188                 if (plight)\
189                         partflags |= P_DYNLIGHT;\
190                 tempcolor = (pcolor1);\
191                 tempcolor2 = (pcolor2);\
192                 cr2 = ((tempcolor2) >> 16) & 0xFF;\
193                 cg2 = ((tempcolor2) >> 8) & 0xFF;\
194                 cb2 = (tempcolor2) & 0xFF;\
195                 if (tempcolor != tempcolor2)\
196                 {\
197                         cr1 = ((tempcolor) >> 16) & 0xFF;\
198                         cg1 = ((tempcolor) >> 8) & 0xFF;\
199                         cb1 = (tempcolor) & 0xFF;\
200                         tempcolor = rand() & 0xFF;\
201                         cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
202                         cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
203                         cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
204                 }\
205                 part = &particles[cl_numparticles++];\
206                 part->type = (ptype);\
207                 part->color[0] = cr2;\
208                 part->color[1] = cg2;\
209                 part->color[2] = cb2;\
210                 part->color[3] = 0xFF;\
211                 part->flags = partflags;\
212                 /*part->tex = (ptex);*/\
213                 /*part->orientation = (porientation);*/\
214                 /*part->dynlight = (plight);*/\
215                 /*part->additive = (padditive);*/\
216                 part->scalex = (pscalex);\
217                 part->scaley = (pscaley);\
218                 part->alpha = (palpha);\
219                 part->die = cl.time + (ptime);\
220                 part->bounce = (pbounce);\
221                 part->org[0] = (px);\
222                 part->org[1] = (py);\
223                 part->org[2] = (pz);\
224                 part->vel[0] = (pvx);\
225                 part->vel[1] = (pvy);\
226                 part->vel[2] = (pvz);\
227                 part->time2 = (ptime2);\
228                 part->vel2[0] = (pvx2);\
229                 part->vel2[1] = (pvy2);\
230                 part->vel2[2] = (pvz2);\
231                 part->friction = (pfriction);\
232                 part->pressure = (ppressure);\
233         }\
234 }
235
236 /*
237 ===============
238 CL_EntityParticles
239 ===============
240 */
241 void CL_EntityParticles (entity_t *ent)
242 {
243         int                     i;
244         float           angle;
245         float           sp, sy, cp, cy;
246         vec3_t          forward;
247         float           dist;
248         float           beamlength;
249         static vec3_t avelocities[NUMVERTEXNORMALS];
250         if (!cl_particles.integer) return;
251
252         dist = 64;
253         beamlength = 16;
254
255         if (!avelocities[0][0])
256                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
257                         avelocities[0][i] = (rand()&255) * 0.01;
258
259         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
260         {
261                 angle = cl.time * avelocities[i][0];
262                 sy = sin(angle);
263                 cy = cos(angle);
264                 angle = cl.time * avelocities[i][1];
265                 sp = sin(angle);
266                 cp = cos(angle);
267
268                 forward[0] = cp*cy;
269                 forward[1] = cp*sy;
270                 forward[2] = -sp;
271
272                 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);
273         }
274 }
275
276
277 void CL_ReadPointFile_f (void)
278 {
279         vec3_t  org;
280         int             r, c;
281         char    *pointfile, *pointfilepos, *t, tchar;
282
283         pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
284         if (!pointfile)
285         {
286                 Con_Printf ("couldn't open %s.pts\n", sv.name);
287                 return;
288         }
289
290         Con_Printf ("Reading %s.pts...\n", sv.name);
291         c = 0;
292         pointfilepos = pointfile;
293         while (*pointfilepos)
294         {
295                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
296                         pointfilepos++;
297                 if (!*pointfilepos)
298                         break;
299                 t = pointfilepos;
300                 while (*t && *t != '\n' && *t != '\r')
301                         t++;
302                 tchar = *t;
303                 *t = 0;
304                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
305                 *t = tchar;
306                 pointfilepos = t;
307                 if (r != 3)
308                         break;
309                 c++;
310
311                 if (cl_numparticles >= cl_maxparticles)
312                 {
313                         Con_Printf ("Not enough free particles\n");
314                         break;
315                 }
316                 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);
317         }
318
319         Mem_Free(pointfile);
320         Con_Printf ("%i points read\n", c);
321 }
322
323 /*
324 ===============
325 CL_ParseParticleEffect
326
327 Parse an effect out of the server message
328 ===============
329 */
330 void CL_ParseParticleEffect (void)
331 {
332         vec3_t          org, dir;
333         int                     i, count, msgcount, color;
334
335         for (i=0 ; i<3 ; i++)
336                 org[i] = MSG_ReadCoord ();
337         for (i=0 ; i<3 ; i++)
338                 dir[i] = MSG_ReadChar () * (1.0/16);
339         msgcount = MSG_ReadByte ();
340         color = MSG_ReadByte ();
341
342         if (msgcount == 255)
343                 count = 1024;
344         else
345                 count = msgcount;
346
347         CL_RunParticleEffect (org, dir, color, count);
348 }
349
350 /*
351 ===============
352 CL_ParticleExplosion
353
354 ===============
355 */
356 void CL_ParticleExplosion (vec3_t org, int smoke)
357 {
358         int i;
359         R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
360
361         i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
362         if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
363                 for (i = 0;i < 128;i++)
364                         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);
365
366         if (cl_particles.integer && cl_particles_explosions.integer)
367         {
368                 int j, k;
369                 float f;
370                 vec3_t v, end, ang;
371                 qbyte noise1[32*32], noise2[32*32];
372
373                 VectorClear(end); // hush MSVC
374                 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
375                 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
376                 {
377                         //for (i = 0;i < 128;i++)
378                         //      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);
379
380                         ang[2] = lhrandom(0, 360);
381                         fractalnoisequick(noise1, 32, 4);
382                         fractalnoisequick(noise2, 32, 8);
383                         for (i = 0;i < 32;i++)
384                         {
385                                 for (j = 0;j < 32;j++)
386                                 {
387                                         VectorRandom(v);
388                                         VectorMA(org, 16, v, v);
389                                         CL_TraceLine(org, v, end, NULL, 0, true);
390                                         ang[0] = (j + 0.5f) * (360.0f / 32.0f);
391                                         ang[1] = (i + 0.5f) * (360.0f / 32.0f);
392                                         AngleVectors(ang, v, NULL, NULL);
393                                         f = noise1[j*32+i] * 1.5f;
394                                         VectorScale(v, f, v);
395                                         k = noise2[j*32+i] * 0x010101;
396                                         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);
397                                         VectorScale(v, 0.75, v);
398                                         k = explosparkramp[(noise2[j*32+i] >> 5)];
399                                         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);
400                                 }
401                         }
402                 }
403                 else
404                 {
405                         ang[2] = lhrandom(0, 360);
406                         fractalnoisequick(noise1, 32, 4);
407                         fractalnoisequick(noise2, 32, 8);
408                         for (i = 0;i < 32;i++)
409                         {
410                                 for (j = 0;j < 32;j++)
411                                 {
412                                         VectorRandom(v);
413                                         VectorMA(org, 16, v, v);
414                                         CL_TraceLine(org, v, end, NULL, 0, true);
415                                         ang[0] = (j + 0.5f) * (360.0f / 32.0f);
416                                         ang[1] = (i + 0.5f) * (360.0f / 32.0f);
417                                         AngleVectors(ang, v, NULL, NULL);
418                                         f = noise1[j*32+i] * 1.5f;
419                                         VectorScale(v, f, v);
420                                         k = noise2[j*32+i] * 0x010101;
421                                         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);
422                                         VectorScale(v, 0.75, v);
423                                         k = explosparkramp[(noise2[j*32+i] >> 5)];
424                                         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);
425                                 //      VectorRandom(v);
426                                 //      VectorScale(v, 384, v);
427                                 //      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);
428                                 }
429                         }
430                 }
431         }
432         else
433         {
434                 /*
435                 int i;
436                 vec3_t v;
437                 for (i = 0;i < 256;i++)
438                 {
439                         do
440                         {
441                                 VectorRandom(v);
442                         }
443                         while(DotProduct(v,v) < 0.75);
444                         VectorScale(v, 512, v);
445                         k = explosparkramp[rand()&7];
446                         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);
447                 }
448                 */
449                 R_NewExplosion(org);
450         }
451 }
452
453 /*
454 ===============
455 CL_ParticleExplosion2
456
457 ===============
458 */
459 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
460 {
461         int i, k;
462         if (!cl_particles.integer) return;
463
464         for (i = 0;i < 512;i++)
465         {
466                 k = particlepalette[colorStart + (i % colorLength)];
467                 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);
468         }
469 }
470
471 /*
472 ===============
473 CL_BlobExplosion
474
475 ===============
476 */
477 void CL_BlobExplosion (vec3_t org)
478 {
479         //int i;
480         if (!cl_particles.integer) return;
481
482         R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
483         //R_Stain(org, 96, 96, 64, 96, 128, 160, 128, 160, 128);
484
485         R_NewExplosion(org);
486
487         //for (i = 0;i < 256;i++)
488         //      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);
489         //for (i = 0;i < 256;i++)
490         //      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);
491 }
492
493 /*
494 ===============
495 CL_RunParticleEffect
496
497 ===============
498 */
499 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
500 {
501         int k;
502         if (!cl_particles.integer) return;
503
504         if (count == 1024)
505         {
506                 CL_ParticleExplosion(org, false);
507                 return;
508         }
509         while (count--)
510         {
511                 k = particlepalette[color + (rand()&7)];
512                 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);
513         }
514 }
515
516 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
517 /*
518 ===============
519 CL_SparkShower
520 ===============
521 */
522 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
523 {
524         int k;
525         if (!cl_particles.integer) return;
526
527         R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
528
529         // smoke puff
530         if (cl_particles_smoke.integer)
531                 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);
532
533         if (cl_particles_sparks.integer)
534         {
535                 // sparks
536                 while(count--)
537                 {
538                         k = particlepalette[0x68 + (rand() & 7)];
539                         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);
540                 }
541         }
542 }
543
544 void CL_PlasmaBurn (vec3_t org)
545 {
546         if (!cl_particles.integer) return;
547
548         R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
549 }
550
551 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
552 {
553         float r, s;
554         // bloodcount is used to accumulate counts too small to cause a blood particle
555         static int bloodcount = 0;
556         if (!cl_particles.integer) return;
557         if (!cl_particles_blood.integer) return;
558
559         s = count + 32.0f;
560         count *= 5.0f;
561         if (count > 1000)
562                 count = 1000;
563         bloodcount += count;
564         while(bloodcount > 0)
565         {
566                 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
567                 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);
568                 bloodcount -= r;
569         }
570 }
571
572 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
573 {
574         float c;
575         float r;
576         vec3_t diff, center, velscale;
577         if (!cl_particles.integer) return;
578         if (!cl_particles_bloodshowers.integer) return;
579         if (!cl_particles_blood.integer) return;
580
581         VectorSubtract(maxs, mins, diff);
582         center[0] = (mins[0] + maxs[0]) * 0.5;
583         center[1] = (mins[1] + maxs[1]) * 0.5;
584         center[2] = (mins[2] + maxs[2]) * 0.5;
585         // FIXME: change velspeed back to 2.0x after fixing mod
586         velscale[0] = velspeed * 2.0 / diff[0];
587         velscale[1] = velspeed * 2.0 / diff[1];
588         velscale[2] = velspeed * 2.0 / diff[2];
589
590         c = count * 5;
591         while (c > 0)
592         {
593                 vec3_t org, vel;
594                 org[0] = lhrandom(mins[0], maxs[0]);
595                 org[1] = lhrandom(mins[1], maxs[1]);
596                 org[2] = lhrandom(mins[2], maxs[2]);
597                 vel[0] = (org[0] - center[0]) * velscale[0];
598                 vel[1] = (org[1] - center[1]) * velscale[1];
599                 vel[2] = (org[2] - center[2]) * velscale[2];
600                 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
601                 c -= r;
602                 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);
603         }
604 }
605
606 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
607 {
608         int k;
609         float t;
610         if (!cl_particles.integer) return;
611         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
612         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
613         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
614
615         while (count--)
616         {
617                 k = particlepalette[colorbase + (rand()&3)];
618                 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);
619         }
620 }
621
622 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
623 {
624         int k;
625         vec3_t vel;
626         float t, z;
627         if (!cl_particles.integer) return;
628         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
629         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
630         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
631         if (dir[2] < 0) // falling
632         {
633                 t = (maxs[2] - mins[2]) / -dir[2];
634                 z = maxs[2];
635         }
636         else // rising??
637         {
638                 t = (maxs[2] - mins[2]) / dir[2];
639                 z = mins[2];
640         }
641         if (t < 0 || t > 2) // sanity check
642                 t = 2;
643
644         switch(type)
645         {
646         case 0:
647                 count *= 4; // ick, this should be in the mod or maps?
648
649                 while(count--)
650                 {
651                         vel[0] = dir[0] + lhrandom(-16, 16);
652                         vel[1] = dir[1] + lhrandom(-16, 16);
653                         vel[2] = dir[2] + lhrandom(-32, 32);
654                         k = particlepalette[colorbase + (rand()&3)];
655                         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);
656                 }
657                 break;
658         case 1:
659                 while(count--)
660                 {
661                         vel[0] = dir[0] + lhrandom(-16, 16);
662                         vel[1] = dir[1] + lhrandom(-16, 16);
663                         vel[2] = dir[2] + lhrandom(-32, 32);
664                         k = particlepalette[colorbase + (rand()&3)];
665                         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);
666                 }
667                 break;
668         default:
669                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
670         }
671 }
672
673 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
674 {
675         int k;
676         float t;
677         vec3_t o, v, center;
678         //Con_Printf("CL_Stardust ('%f %f %f', '%f %f %f', %d);\n", mins[0], mins[1], mins[2], maxs[0], maxs[1], maxs[2], count);
679         if (!cl_particles.integer) return;
680
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         center[0] = (mins[0] + maxs[0]) * 0.5f;
686         center[1] = (mins[1] + maxs[1]) * 0.5f;
687         center[2] = (mins[2] + maxs[2]) * 0.5f;
688
689         while (count--)
690         {
691                 k = particlepalette[224 + (rand()&15)];
692                 o[0] = lhrandom(mins[0], maxs[0]);
693                 o[1] = lhrandom(mins[1], maxs[1]);
694                 o[2] = lhrandom(mins[2], maxs[2]);
695                 VectorSubtract(o, center, v);
696                 VectorNormalizeFast(v);
697                 VectorScale(v, 100, v);
698                 v[2] += sv_gravity.value * 0.15f;
699                 particle(pt_stardust, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
700         }
701 }
702
703 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
704 {
705         int k;
706         float t;
707         if (!cl_particles.integer) return;
708         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
709         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
710         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
711
712         while (count--)
713         {
714                 k = particlepalette[224 + (rand()&15)];
715                 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
716         }
717 }
718
719 void CL_Flames (vec3_t org, vec3_t vel, int count)
720 {
721         int k;
722         if (!cl_particles.integer) return;
723
724         while (count--)
725         {
726                 k = particlepalette[224 + (rand()&15)];
727                 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
728         }
729 }
730
731
732
733 /*
734 ===============
735 CL_LavaSplash
736
737 ===============
738 */
739 void CL_LavaSplash (vec3_t origin)
740 {
741         int                     i, j, k;
742         float           vel;
743         vec3_t          dir, org;
744         if (!cl_particles.integer) return;
745
746         for (i=-128 ; i<128 ; i+=16)
747         {
748                 for (j=-128 ; j<128 ; j+=16)
749                 {
750                         dir[0] = j + lhrandom(0, 8);
751                         dir[1] = i + lhrandom(0, 8);
752                         dir[2] = 256;
753                         org[0] = origin[0] + dir[0];
754                         org[1] = origin[1] + dir[1];
755                         org[2] = origin[2] + lhrandom(0, 64);
756                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
757                         k = particlepalette[224 + (rand()&7)];
758                         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);
759                 }
760         }
761 }
762
763 /*
764 ===============
765 CL_TeleportSplash
766
767 ===============
768 */
769 void CL_TeleportSplash (vec3_t org)
770 {
771         int                     i, j, k;
772         if (!cl_particles.integer) return;
773
774         for (i=-16 ; i<16 ; i+=8)
775                 for (j=-16 ; j<16 ; j+=8)
776                         for (k=-24 ; k<32 ; k+=8)
777                                 //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);
778                                 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);
779 }
780
781 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
782 {
783         vec3_t          vec, dir, vel, pos;
784         float           len, dec, speed;
785         int                     contents, bubbles;
786         if (!cl_particles.integer) return;
787
788         VectorSubtract(end, start, dir);
789         VectorNormalize(dir);
790
791         //if (type == 0 && host_frametime != 0) // rocket glow
792         //      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);
793
794         VectorSubtract (end, start, vec);
795         len = VectorNormalizeLength (vec);
796         dec = -ent->persistent.trail_time;
797         ent->persistent.trail_time += len;
798         if (ent->persistent.trail_time < 0.01f)
799                 return;
800
801         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
802         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
803         VectorScale(vel, speed, vel);
804
805         // advance into this frame to reach the first puff location
806         VectorMA(start, dec, vec, pos);
807         len -= dec;
808
809         // if we skip out, leave it reset
810         ent->persistent.trail_time = 0.0f;
811
812         contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
813         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
814                 return;
815
816         bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
817
818         while (len >= 0)
819         {
820                 switch (type)
821                 {
822                         case 0: // rocket trail
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, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 64.0f, 0, 0, 0, 0, 0);
829                                 //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);
830                                 //dec = 10;
831                                 //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);
832                                 if (bubbles && cl_particles_bubbles.integer)
833                                 {
834                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
835                                         //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);
836                                 }
837                                 else
838                                 {
839                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
840                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 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);
841                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
842                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
843                                         //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
844                                         //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);
845                                 }
846                                 break;
847
848                         case 1: // grenade trail
849                                 // FIXME: make it gradually stop smoking
850                                 if (!cl_particles_smoke.integer)
851                                         return;
852                                 //dec = 5;
853                                 //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);
854                                 dec = 6;
855                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 128.0f, 0, 0, 0, 0, 0);
856                                 //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);
857                                 if (bubbles && cl_particles_bubbles.integer)
858                                 {
859                                         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);
860                                         //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);
861                                 }
862                                 break;
863
864
865                         case 2: // blood
866                                 if (!cl_particles_blood.integer)
867                                         return;
868                                 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
869                                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], 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);
870                                 //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);
871                                 //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);
872                                 break;
873
874                         case 4: // slight blood
875                                 if (!cl_particles_blood.integer)
876                                         return;
877                                 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
878                                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
879                                 //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);
880                                 //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);
881                                 break;
882
883                         case 3: // green tracer
884                                 dec = 6;
885                                 //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);
886                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
887                                 break;
888
889                         case 5: // flame tracer
890                                 dec = 6;
891                                 //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);
892                                 particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
893                                 break;
894
895                         case 6: // voor trail
896                                 dec = 6;
897                                 //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);
898                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
899                                 break;
900
901                         case 7: // Nehahra smoke tracer
902                                 if (!cl_particles_smoke.integer)
903                                         return;
904                                 dec = 10;
905                                 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);
906                                 break;
907                 }
908
909                 // advance to next time and position
910                 len -= dec;
911                 VectorMA (pos, dec, vec, pos);
912         }
913         ent->persistent.trail_time = len;
914 }
915
916 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
917 {
918         vec3_t          vec, pos;
919         int                     len;
920         if (!cl_particles.integer) return;
921         if (!cl_particles_smoke.integer) return;
922
923         VectorCopy(start, pos);
924         VectorSubtract (end, start, vec);
925         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
926         VectorScale(vec, 3, vec);
927         color = particlepalette[color];
928         while (len--)
929         {
930                 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);
931                 VectorAdd (pos, vec, pos);
932         }
933 }
934
935
936 /*
937 ===============
938 CL_MoveParticles
939 ===============
940 */
941 void CL_MoveParticles (void)
942 {
943         particle_t *p;
944         //renderparticle_t *r, *rend;
945         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
946         float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
947
948         // LordHavoc: early out condition
949         if (!cl_numparticles)
950         {
951                 //r_refdef.numparticles = 0;
952                 return;
953         }
954
955         frametime = cl.time - cl.oldtime;
956         if (!frametime)
957                 return; // if absolutely still, don't update particles
958         gravity = frametime * sv_gravity.value;
959         dvel = 1+4*frametime;
960
961         activeparticles = 0;
962         maxparticle = -1;
963         j = 0;
964         for (i = 0, p = particles/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
965         {
966                 if (p->die < cl.time)
967                 {
968                         freeparticles[j++] = p;
969                         continue;
970                 }
971
972                 content = 0;
973                 VectorCopy(p->org, p->oldorg);
974                 VectorMA(p->org, frametime, p->vel, p->org);
975                 VectorCopy(p->org, org);
976                 if (p->bounce)
977                 {
978                         if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
979                         {
980                                 VectorCopy(v, p->org);
981                                 if (p->bounce < 0)
982                                 {
983                                         // assume it's blood (lame, but...)
984                                         R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
985                                         p->die = -1;
986                                         freeparticles[j++] = p;
987                                         continue;
988                                 }
989                                 else
990                                 {
991                                         dist = DotProduct(p->vel, normal) * -p->bounce;
992                                         VectorMA(p->vel, dist, normal, p->vel);
993                                         if (DotProduct(p->vel, p->vel) < 0.03)
994                                                 VectorClear(p->vel);
995                                 }
996                         }
997                 }
998                 if (p->friction)
999                 {
1000                         f = p->friction * frametime;
1001                         if (!content)
1002                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1003                         if (content != CONTENTS_EMPTY)
1004                                 f *= 4;
1005                         f = 1.0f - f;
1006                         VectorScale(p->vel, f, p->vel);
1007                 }
1008
1009                 switch (p->type)
1010                 {
1011                 case pt_static:
1012                         break;
1013
1014                         // LordHavoc: drop-through because of shared code
1015                 case pt_blob:
1016                         p->vel[2] *= dvel;
1017                 case pt_blob2:
1018                         p->vel[0] *= dvel;
1019                         p->vel[1] *= dvel;
1020                         p->alpha -= frametime * 256;
1021                         if (p->alpha < 1)
1022                                 p->die = -1;
1023                         break;
1024
1025                 case pt_grav:
1026                         p->vel[2] -= gravity;
1027                         break;
1028                 case pt_lavasplash:
1029                         p->vel[2] -= gravity * 0.05;
1030                         p->alpha -= frametime * 192;
1031                         if (p->alpha < 1)
1032                                 p->die = -1;
1033                         break;
1034                 case pt_snow:
1035                         if (cl.time > p->time2)
1036                         {
1037                                 p->time2 = cl.time + (rand() & 3) * 0.1;
1038                                 p->vel[0] = (rand()&63)-32 + p->vel2[0];
1039                                 p->vel[1] = (rand()&63)-32 + p->vel2[1];
1040                                 p->vel[2] = (rand()&63)-32 + p->vel2[2];
1041                         }
1042                         if (!content)
1043                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1044                         a = content;
1045                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1046                         {
1047                                 p->die = -1;
1048                                 /*
1049                                 if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
1050                                         break; // still in solid
1051                                 p->die = cl.time + 1000;
1052                                 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1053                                 switch (a)
1054                                 {
1055                                 case CONTENTS_LAVA:
1056                                 case CONTENTS_SLIME:
1057                                         p->tex = tex_smoke[rand()&7];
1058                                         p->orientation = PARTICLE_BILLBOARD;
1059                                         p->type = pt_steam;
1060                                         p->alpha = 96;
1061                                         p->scalex = 5;
1062                                         p->scaley = 5;
1063                                         p->vel[2] = 96;
1064                                         break;
1065                                 case CONTENTS_WATER:
1066                                         p->tex = tex_smoke[rand()&7];
1067                                         p->orientation = PARTICLE_BILLBOARD;
1068                                         p->type = pt_splash;
1069                                         p->alpha = 96;
1070                                         p->scalex = 5;
1071                                         p->scaley = 5;
1072                                         p->vel[2] = 96;
1073                                         break;
1074                                 default: // CONTENTS_SOLID and any others
1075                                         TraceLine(p->oldorg, p->org, v, normal, 0, true);
1076                                         VectorCopy(v, p->org);
1077                                         p->tex = tex_smoke[rand()&7];
1078                                         p->orientation = PARTICLE_BILLBOARD;
1079                                         p->type = pt_fade;
1080                                         p->time2 = 384.0f;
1081                                         p->scalex = 5;
1082                                         p->scaley = 5;
1083                                         VectorClear(p->vel);
1084                                         break;
1085                                 }
1086                                 */
1087                         }
1088                         break;
1089                 case pt_blood:
1090                         p->friction = 1;
1091                         if (!content)
1092                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1093                         a = content;
1094                         if (a != CONTENTS_EMPTY)
1095                         {
1096                                 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1097                                 {
1098                                         //p->friction = 5;
1099                                         p->scalex += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
1100                                         p->scaley += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
1101                                         p->alpha -= frametime * max(cl_particles_blood_alpha.value, 0.01f) * 128.0f;
1102                                         //p->vel[2] += gravity * 0.25f;
1103                                         if (p->alpha < 1)
1104                                                 p->die = -1;
1105                                 }
1106                                 else
1107                                         p->die = -1;
1108                         }
1109                         else
1110                                 p->vel[2] -= gravity;
1111                         break;
1112                 case pt_spark:
1113                         p->alpha -= frametime * p->time2;
1114                         p->vel[2] -= gravity;
1115                         if (p->alpha < 1)
1116                                 p->die = -1;
1117                         else
1118                         {
1119                                 if (!content)
1120                                         content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1121                                 if (content != CONTENTS_EMPTY)
1122                                         p->die = -1;
1123                         }
1124                         break;
1125                 case pt_explosionsplash:
1126                         if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
1127                                 p->vel[2] -= gravity;
1128                         else
1129                                 p->alpha = 0;
1130                         p->scalex += frametime * 64.0f;
1131                         p->scaley += frametime * 64.0f;
1132                         p->alpha -= frametime * 1024.0f;
1133                         if (p->alpha < 1)
1134                                 p->die = -1;
1135                         break;
1136                 case pt_fade:
1137                         p->alpha -= frametime * p->time2;
1138                         if (p->alpha < 1)
1139                                 p->die = -1;
1140                         break;
1141                 case pt_bubble:
1142                         if (!content)
1143                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1144                         if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1145                         {
1146                                 p->die = -1;
1147                                 break;
1148                                 /*
1149                                 p->tex = tex_smoke[rand()&7];
1150                                 p->orientation = PARTICLE_BILLBOARD;
1151                                 p->type = pt_splashpuff;
1152                                 p->scalex = 4;
1153                                 p->scaley = 4;
1154                                 p->vel[0] = p->vel[1] = p->vel[2] = 0;
1155                                 break;
1156                                 */
1157                         }
1158                         p->vel[0] *= (1 - (frametime * 0.0625));
1159                         p->vel[1] *= (1 - (frametime * 0.0625));
1160                         p->vel[2] = (p->vel[2] + gravity * 0.25) * (1 - (frametime * 0.0625));
1161                         if (cl.time > p->time2)
1162                         {
1163                                 p->time2 = cl.time + lhrandom(0, 0.5);
1164                                 p->vel[0] += lhrandom(-32,32);
1165                                 p->vel[1] += lhrandom(-32,32);
1166                                 p->vel[2] += lhrandom(-32,32);
1167                         }
1168                         p->alpha -= frametime * 256;
1169                         if (p->alpha < 1)
1170                                 p->die = -1;
1171                         break;
1172                 case pt_bulletsmoke:
1173                         p->scalex += frametime * 16;
1174                         p->scaley += frametime * 16;
1175                         p->alpha -= frametime * 1024;
1176                         p->vel[2] += gravity * 0.2;
1177                         if (p->alpha < 1)
1178                                 p->die = -1;
1179                         break;
1180                 case pt_smoke:
1181                         p->scalex += frametime * 16;
1182                         p->scaley += frametime * 16;
1183                         p->alpha -= frametime * 320;
1184                         //p->vel[2] += gravity * 0.2;
1185                         if (p->alpha < 1)
1186                                 p->die = -1;
1187                         break;
1188                 case pt_steam:
1189                         p->scalex += frametime * 48;
1190                         p->scaley += frametime * 48;
1191                         p->alpha -= frametime * 512;
1192                         p->vel[2] += gravity * 0.05;
1193                         if (p->alpha < 1)
1194                                 p->die = -1;
1195                         break;
1196                 case pt_splashpuff:
1197                         p->alpha -= frametime * 1024;
1198                         if (p->alpha < 1)
1199                                 p->die = -1;
1200                         break;
1201                 case pt_rain:
1202                         if (!content)
1203                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1204                         a = content;
1205                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1206                                 p->die = -1;
1207                         /*
1208                         f = 0;
1209                         b = Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents;
1210                         VectorCopy(p->oldorg, o);
1211                         while (f < 1)
1212                         {
1213                                 a = b;
1214                                 f = TraceLine(o, p->org, v, normal, a, true);
1215                                 b = cl_traceline_endcontents;
1216                                 if (f < 1 && b != CONTENTS_EMPTY && b != CONTENTS_SKY)
1217                                 {
1218                                         #if 1
1219                                         p->die = -1;
1220                                         #else
1221                                         p->die = cl.time + 1000;
1222                                         p->vel[0] = p->vel[1] = p->vel[2] = 0;
1223                                         VectorCopy(v, p->org);
1224                                         switch (b)
1225                                         {
1226                                         case CONTENTS_LAVA:
1227                                         case CONTENTS_SLIME:
1228                                                 p->tex = tex_smoke[rand()&7];
1229                                                 p->orientation = PARTICLE_BILLBOARD;
1230                                                 p->type = pt_steam;
1231                                                 p->scalex = 3;
1232                                                 p->scaley = 3;
1233                                                 p->vel[2] = 96;
1234                                                 break;
1235                                         default: // water, solid, and anything else
1236                                                 p->tex = tex_rainsplash[0];
1237                                                 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1238                                                 p->time2 = 0;
1239                                                 VectorCopy(normal, p->vel2);
1240                                         //      VectorAdd(p->org, normal, p->org);
1241                                                 p->type = pt_raindropsplash;
1242                                                 p->scalex = 8;
1243                                                 p->scaley = 8;
1244                                                 break;
1245                                         }
1246                                         #endif
1247                                         break;
1248                                 }
1249                         }
1250                         */
1251                         break;
1252                         /*
1253                 case pt_raindropsplash:
1254                         p->time2 += frametime * 64.0f;
1255                         if (p->time2 >= 16.0f)
1256                         {
1257                                 p->die = -1;
1258                                 break;
1259                         }
1260                         p->tex = tex_rainsplash[(int) p->time2];
1261                         p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1262                         break;
1263                         */
1264                 case pt_flame:
1265                         p->alpha -= frametime * 384;
1266                         p->vel[2] += gravity;
1267                         if (p->alpha < 16)
1268                                 p->die = -1;
1269                         break;
1270                 case pt_oneframe:
1271                         if (p->time2)
1272                                 p->die = -1;
1273                         p->time2 = 1;
1274                         break;
1275                 case pt_stardust:
1276                         p->alpha -= frametime * 128;
1277                         p->vel[2] -= gravity;
1278                         if (p->alpha < 16)
1279                                 p->die = -1;
1280                         break;
1281                 default:
1282                         printf("unknown particle type %i\n", p->type);
1283                         p->die = -1;
1284                         break;
1285                 }
1286
1287                 // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
1288                 if (p->die < cl.time)
1289                         freeparticles[j++] = p;
1290                 else
1291                 {
1292                         maxparticle = i;
1293                         activeparticles++;
1294                         if (p->pressure)
1295                                 pressureused = true;
1296
1297                         /*
1298                         // build renderparticle for renderer to use
1299                         r->orientation = p->orientation;
1300                         r->additive = p->additive;
1301                         r->dir[0] = p->vel2[0];
1302                         r->dir[1] = p->vel2[1];
1303                         r->dir[2] = p->vel2[2];
1304                         r->org[0] = p->org[0];
1305                         r->org[1] = p->org[1];
1306                         r->org[2] = p->org[2];
1307                         r->tex = p->tex;
1308                         r->scalex = p->scalex * cl_particles_size.value;
1309                         r->scaley = p->scaley * cl_particles_size.value;
1310                         r->dynlight = p->dynlight;
1311                         r->color[0] = p->color[0] * (1.0f / 255.0f);
1312                         r->color[1] = p->color[1] * (1.0f / 255.0f);
1313                         r->color[2] = p->color[2] * (1.0f / 255.0f);
1314                         r->color[3] = p->alpha * (1.0f / 255.0f);
1315                         r++;
1316                         */
1317                 }
1318         }
1319         //r_refdef.numparticles = r - r_refdef.particles;
1320         // fill in gaps to compact the array
1321         i = 0;
1322         while (maxparticle >= activeparticles)
1323         {
1324                 *freeparticles[i++] = particles[maxparticle--];
1325                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1326                         maxparticle--;
1327         }
1328         cl_numparticles = activeparticles;
1329
1330         if (pressureused)
1331         {
1332                 activeparticles = 0;
1333                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1334                         if (p->pressure)
1335                                 freeparticles[activeparticles++] = p;
1336
1337                 if (activeparticles)
1338                 {
1339                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1340                         {
1341                                 for (j = 0;j < activeparticles;j++)
1342                                 {
1343                                         if (freeparticles[j] != p)
1344                                         {
1345                                                 float dist, diff[3];
1346                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
1347                                                 dist = DotProduct(diff, diff);
1348                                                 if (dist < 4096 && dist >= 1)
1349                                                 {
1350                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1351                                                         VectorMA(p->vel, dist, diff, p->vel);
1352                                                         //dist = freeparticles[j]->scalex * 4.0f * frametime / dist;
1353                                                         //VectorMA(p->vel, dist, freeparticles[j]->vel, p->vel);
1354                                                 }
1355                                         }
1356                                 }
1357                         }
1358                 }
1359         }
1360 }
1361
1362 static rtexturepool_t *particletexturepool;
1363
1364 static rtexture_t *particlefonttexture;
1365 // [0] is normal, [1] is fog, they may be the same
1366 static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
1367
1368 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1369 static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
1370
1371 static qbyte shadebubble(float dx, float dy, vec3_t light)
1372 {
1373         float   dz, f, dot;
1374         vec3_t  normal;
1375         dz = 1 - (dx*dx+dy*dy);
1376         if (dz > 0) // it does hit the sphere
1377         {
1378                 f = 0;
1379                 // back side
1380                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1381                 VectorNormalize(normal);
1382                 dot = DotProduct(normal, light);
1383                 if (dot > 0.5) // interior reflection
1384                         f += ((dot *  2) - 1);
1385                 else if (dot < -0.5) // exterior reflection
1386                         f += ((dot * -2) - 1);
1387                 // front side
1388                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1389                 VectorNormalize(normal);
1390                 dot = DotProduct(normal, light);
1391                 if (dot > 0.5) // interior reflection
1392                         f += ((dot *  2) - 1);
1393                 else if (dot < -0.5) // exterior reflection
1394                         f += ((dot * -2) - 1);
1395                 f *= 128;
1396                 f += 16; // just to give it a haze so you can see the outline
1397                 f = bound(0, f, 255);
1398                 return (qbyte) f;
1399         }
1400         else
1401                 return 0;
1402 }
1403
1404 static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
1405 {
1406         int basex, basey, y;
1407         basex = ((rtexnum >> 0) & 7) * 32;
1408         basey = ((rtexnum >> 3) & 7) * 32;
1409         particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
1410         particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
1411         particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
1412         particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
1413         for (y = 0;y < 32;y++)
1414                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1415 }
1416
1417 static void R_InitParticleTexture (void)
1418 {
1419         int             x,y,d,i,m;
1420         float   dx, dy, radius, f, f2;
1421         qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
1422         vec3_t  light;
1423         qbyte   particletexturedata[256*256*4];
1424
1425         memset(particletexturedata, 255, sizeof(particletexturedata));
1426
1427         // the particletexture[][] array numbers must match the cl_part.c textures
1428         // smoke/blood
1429         for (i = 0;i < 8;i++)
1430         {
1431                 do
1432                 {
1433                         fractalnoise(&noise1[0][0], 64, 4);
1434                         fractalnoise(&noise2[0][0], 64, 8);
1435                         m = 0;
1436                         for (y = 0;y < 32;y++)
1437                         {
1438                                 dy = y - 16;
1439                                 for (x = 0;x < 32;x++)
1440                                 {
1441                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
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 = (d * noise1[y][x]) >> 7;
1447                                         d = bound(0, d, 255);
1448                                         data[y][x][3] = (qbyte) d;
1449                                         if (m < d)
1450                                                 m = d;
1451                                 }
1452                         }
1453                 }
1454                 while (m < 224);
1455
1456                 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1457                 setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
1458         }
1459         /*
1460         for (i = 0;i < 8;i++)
1461         {
1462                 do
1463                 {
1464                         fractalnoise(&noise1[0][0], 64, 4);
1465                         fractalnoise(&noise2[0][0], 64, 8);
1466                         m = 0;
1467                         for (y = 0;y < 32;y++)
1468                         {
1469                                 dy = y - 16;
1470                                 for (x = 0;x < 32;x++)
1471                                 {
1472                                         d = (noise1[y][x] - 128) * 2 + 128;
1473                                         d = bound(0, d, 255);
1474                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
1475                                         dx = x - 16;
1476                                         d = (noise2[y][x] - 128) * 3 + 192;
1477                                         if (d > 0)
1478                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1479                                         d = bound(0, d, 255);
1480                                         data[y][x][3] = (qbyte) d;
1481                                         if (m < d)
1482                                                 m = d;
1483                                 }
1484                         }
1485                 }
1486                 while (m < 224);
1487
1488                 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1489                 for (y = 0;y < 32;y++)
1490                         for (x = 0;x < 32;x++)
1491                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1492                 setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
1493         }
1494         */
1495
1496         // rain splash
1497         for (i = 0;i < 16;i++)
1498         {
1499                 radius = i * 3.0f / 16.0f;
1500                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1501                 for (y = 0;y < 32;y++)
1502                 {
1503                         dy = (y - 16) * 0.25f;
1504                         for (x = 0;x < 32;x++)
1505                         {
1506                                 dx = (x - 16) * 0.25f;
1507                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1508                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1509                                 f = bound(0.0f, f, 255.0f);
1510                                 data[y][x][3] = (int) f;
1511                         }
1512                 }
1513                 setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
1514                 setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
1515         }
1516
1517         // normal particle
1518         for (y = 0;y < 32;y++)
1519         {
1520                 dy = y - 16;
1521                 for (x = 0;x < 32;x++)
1522                 {
1523                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1524                         dx = x - 16;
1525                         d = (256 - (dx*dx+dy*dy));
1526                         d = bound(0, d, 255);
1527                         data[y][x][3] = (qbyte) d;
1528                 }
1529         }
1530         setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
1531         setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
1532
1533         // rain
1534         light[0] = 1;light[1] = 1;light[2] = 1;
1535         VectorNormalize(light);
1536         for (y = 0;y < 32;y++)
1537         {
1538                 for (x = 0;x < 32;x++)
1539                 {
1540                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1541                         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);
1542                 }
1543         }
1544         setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
1545         setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
1546
1547         // bubble
1548         light[0] = 1;light[1] = 1;light[2] = 1;
1549         VectorNormalize(light);
1550         for (y = 0;y < 32;y++)
1551         {
1552                 for (x = 0;x < 32;x++)
1553                 {
1554                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1555                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1556                 }
1557         }
1558         setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
1559         setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
1560
1561         // rocket flare
1562         /*
1563         for (y = 0;y < 32;y++)
1564         {
1565                 dy = y - 16;
1566                 for (x = 0;x < 32;x++)
1567                 {
1568                         dx = x - 16;
1569                         d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
1570                         data[y][x][0] = bound(0, d * 1.0f, 255);
1571                         data[y][x][1] = bound(0, d * 0.8f, 255);
1572                         data[y][x][2] = bound(0, d * 0.5f, 255);
1573                         data[y][x][3] = bound(0, d * 1.0f, 255);
1574                 }
1575         }
1576         setuptex(27, 0, 35, &data[0][0][0], particletexturedata);
1577         for (y = 0;y < 32;y++)
1578                 for (x = 0;x < 32;x++)
1579                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1580         setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
1581         */
1582
1583         particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1584 }
1585
1586 static void r_part_start(void)
1587 {
1588         particletexturepool = R_AllocTexturePool();
1589         R_InitParticleTexture ();
1590 }
1591
1592 static void r_part_shutdown(void)
1593 {
1594         R_FreeTexturePool(&particletexturepool);
1595 }
1596
1597 static void r_part_newmap(void)
1598 {
1599 }
1600
1601 void R_Particles_Init (void)
1602 {
1603         Cvar_RegisterVariable(&r_drawparticles);
1604         Cvar_RegisterVariable(&r_particles_lighting);
1605         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1606 }
1607
1608 int partindexarray[6] = {0, 1, 2, 0, 2, 3};
1609
1610 void R_DrawParticles (void)
1611 {
1612         //renderparticle_t *r;
1613         int i, lighting, dynlight, additive, texnum, orientation;
1614         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];
1615         mleaf_t *leaf;
1616         particletexture_t *tex, *texfog;
1617         rmeshinfo_t m;
1618         particle_t *p;
1619
1620         // LordHavoc: early out conditions
1621         //if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
1622         if ((!cl_numparticles) || (!r_drawparticles.integer))
1623                 return;
1624
1625         lighting = r_particles_lighting.integer;
1626         if (!r_dynamic.integer)
1627                 lighting = 0;
1628
1629         c_particles += cl_numparticles; //r_refdef.numparticles;
1630
1631         uprightangles[0] = 0;
1632         uprightangles[1] = r_refdef.viewangles[1];
1633         uprightangles[2] = 0;
1634         AngleVectors (uprightangles, NULL, right2, up2);
1635
1636         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1637
1638         // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
1639         // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
1640         memset(&m, 0, sizeof(m));
1641         m.transparent = true;
1642         m.blendfunc1 = GL_SRC_ALPHA;
1643         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1644         m.numtriangles = 2;
1645         m.index = partindexarray;
1646         m.numverts = 4;
1647         m.vertex = &tvxyz[0][0];
1648         m.vertexstep = sizeof(float[4]);
1649         m.tex[0] = R_GetTexture(particlefonttexture);
1650         m.texcoords[0] = &tvst[0][0];
1651         m.texcoordstep[0] = sizeof(float[2]);
1652
1653         for (i = 0/*, r = r_refdef.particles*/, p = particles;i < /*r_refdef.numparticles*/cl_numparticles;i++, p++)
1654         {
1655                 // LordHavoc: only render if not too close
1656                 if (DotProduct(p->org, vpn) < minparticledist)
1657                         continue;
1658
1659                 // LordHavoc: check if it's in a visible leaf
1660                 leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
1661                 if (leaf->visframe != r_framecount)
1662                         continue;
1663
1664                 VectorCopy(p->org, org);
1665                 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1666                 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1667                 dynlight = p->flags & P_DYNLIGHT;
1668                 additive = p->flags & P_ADDITIVE;
1669                 if (orientation == PARTICLE_BILLBOARD)
1670                 {
1671                         VectorScale(vright, p->scalex, right);
1672                         VectorScale(vup, p->scaley, up);
1673                 }
1674                 else if (orientation == PARTICLE_UPRIGHT_FACING)
1675                 {
1676                         VectorScale(right2, p->scalex, right);
1677                         VectorScale(up2, p->scaley, up);
1678                 }
1679                 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1680                 {
1681                         // double-sided
1682                         if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1683                         {
1684                                 VectorNegate(p->vel2, v);
1685                                 VectorVectors(v, right, up);
1686                         }
1687                         else
1688                                 VectorVectors(p->vel2, right, up);
1689                         VectorScale(right, p->scalex, right);
1690                         VectorScale(up, p->scaley, up);
1691                 }
1692                 else
1693                         Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1694
1695                 m.cr = p->color[0] * (1.0f / 255.0f);
1696                 m.cg = p->color[1] * (1.0f / 255.0f);
1697                 m.cb = p->color[2] * (1.0f / 255.0f);
1698                 m.ca = p->alpha * (1.0f / 255.0f);
1699                 if (lighting >= 1 && (dynlight || lighting >= 2))
1700                 {
1701                         R_CompleteLightPoint(v, org, true, leaf);
1702                         m.cr *= v[0];
1703                         m.cg *= v[1];
1704                         m.cb *= v[2];
1705                 }
1706
1707                 tex = &particletexture[texnum][0];
1708
1709                 tvxyz[0][0] = org[0] - right[0] - up[0];
1710                 tvxyz[0][1] = org[1] - right[1] - up[1];
1711                 tvxyz[0][2] = org[2] - right[2] - up[2];
1712                 tvxyz[1][0] = org[0] - right[0] + up[0];
1713                 tvxyz[1][1] = org[1] - right[1] + up[1];
1714                 tvxyz[1][2] = org[2] - right[2] + up[2];
1715                 tvxyz[2][0] = org[0] + right[0] + up[0];
1716                 tvxyz[2][1] = org[1] + right[1] + up[1];
1717                 tvxyz[2][2] = org[2] + right[2] + up[2];
1718                 tvxyz[3][0] = org[0] + right[0] - up[0];
1719                 tvxyz[3][1] = org[1] + right[1] - up[1];
1720                 tvxyz[3][2] = org[2] + right[2] - up[2];
1721                 tvst[0][0] = tex->s1;
1722                 tvst[0][1] = tex->t1;
1723                 tvst[1][0] = tex->s1;
1724                 tvst[1][1] = tex->t2;
1725                 tvst[2][0] = tex->s2;
1726                 tvst[2][1] = tex->t2;
1727                 tvst[3][0] = tex->s2;
1728                 tvst[3][1] = tex->t1;
1729
1730                 if (additive)
1731                 {
1732                         m.blendfunc2 = GL_ONE;
1733                         fog = 0;
1734                         if (fogenabled)
1735                         {
1736                                 texfog = &particletexture[texnum][1];
1737                                 VectorSubtract(org, r_origin, fogvec);
1738                                 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1739                                 if (ifog < (1.0f - (1.0f / 64.0f)))
1740                                 {
1741                                         if (ifog >= (1.0f / 64.0f))
1742                                         {
1743                                                 // partially fogged, darken it
1744                                                 m.cr *= ifog;
1745                                                 m.cg *= ifog;
1746                                                 m.cb *= ifog;
1747                                                 R_Mesh_Draw(&m);
1748                                         }
1749                                 }
1750                                 else
1751                                         R_Mesh_Draw(&m);
1752                         }
1753                         else
1754                                 R_Mesh_Draw(&m);
1755                 }
1756                 else
1757                 {
1758                         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1759                         fog = 0;
1760                         if (fogenabled)
1761                         {
1762                                 texfog = &particletexture[texnum][1];
1763                                 VectorSubtract(org, r_origin, fogvec);
1764                                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1765                                 if (fog >= (1.0f / 64.0f))
1766                                 {
1767                                         if (fog >= (1.0f - (1.0f / 64.0f)))
1768                                         {
1769                                                 // fully fogged, just use the fog texture and render as alpha
1770                                                 m.cr = fogcolor[0];
1771                                                 m.cg = fogcolor[1];
1772                                                 m.cb = fogcolor[2];
1773                                                 tvst[0][0] = texfog->s1;
1774                                                 tvst[0][1] = texfog->t1;
1775                                                 tvst[1][0] = texfog->s1;
1776                                                 tvst[1][1] = texfog->t2;
1777                                                 tvst[2][0] = texfog->s2;
1778                                                 tvst[2][1] = texfog->t2;
1779                                                 tvst[3][0] = texfog->s2;
1780                                                 tvst[3][1] = texfog->t1;
1781                                                 R_Mesh_Draw(&m);
1782                                         }
1783                                         else
1784                                         {
1785                                                 // partially fogged, darken the first pass
1786                                                 ifog = 1 - fog;
1787                                                 m.cr *= ifog;
1788                                                 m.cg *= ifog;
1789                                                 m.cb *= ifog;
1790                                                 if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
1791                                                 {
1792                                                         // fog texture is the same as the base, just change the color
1793                                                         m.cr += fogcolor[0] * fog;
1794                                                         m.cg += fogcolor[1] * fog;
1795                                                         m.cb += fogcolor[2] * fog;
1796                                                         R_Mesh_Draw(&m);
1797                                                 }
1798                                                 else
1799                                                 {
1800                                                         // render the first pass (alpha), then do additive fog
1801                                                         R_Mesh_Draw(&m);
1802
1803                                                         m.blendfunc2 = GL_ONE;
1804                                                         m.cr = fogcolor[0] * fog;
1805                                                         m.cg = fogcolor[1] * fog;
1806                                                         m.cb = fogcolor[2] * fog;
1807                                                         tvst[0][0] = texfog->s1;
1808                                                         tvst[0][1] = texfog->t1;
1809                                                         tvst[1][0] = texfog->s1;
1810                                                         tvst[1][1] = texfog->t2;
1811                                                         tvst[2][0] = texfog->s2;
1812                                                         tvst[2][1] = texfog->t2;
1813                                                         tvst[3][0] = texfog->s2;
1814                                                         tvst[3][1] = texfog->t1;
1815                                                         R_Mesh_Draw(&m);
1816                                                 }
1817                                         }
1818                                 }
1819                                 else
1820                                         R_Mesh_Draw(&m);
1821                         }
1822                         else
1823                                 R_Mesh_Draw(&m);
1824                 }
1825         }
1826 }