2 * $Logfile: /Freespace2/code/Particle/Particle.cpp $
7 * Code for particle system
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 11 7/21/99 8:10p Dave
15 * First run of supernova effect.
17 * 10 7/15/99 9:20a Andsager
18 * FS2_DEMO initial checkin
20 * 9 7/07/99 3:11p Dave
21 * Fix for uninitialized particle system data.
23 * 8 4/22/99 11:06p Dave
24 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
25 * now is to tweak and fix bugs as they come up. No new beam weapon
28 * 7 1/29/99 12:47a Dave
29 * Put in sounds for beam weapon. A bunch of interface screens (tech
32 * 6 1/28/99 9:10a Andsager
33 * Particles increased in width, life, number. Max particles increased
35 * 5 1/27/99 9:56a Dave
36 * Temporary checkin of beam weapons for Dan to make cool sounds.
38 * 4 1/24/99 11:37p Dave
39 * First full rev of beam weapons. Very customizable. Removed some bogus
40 * Int3()'s in low level net code.
42 * 3 1/21/99 2:06p Dave
43 * Final checkin for multiplayer testing.
45 * 2 10/07/98 10:53a Dave
48 * 1 10/07/98 10:50a Dave
50 * 28 5/13/98 3:25p John
51 * Added code to make explosion impacts not get removed by other
54 * 27 5/11/98 10:06a John
55 * Added new particle for Adam
57 * 26 4/30/98 11:31a Andsager
58 * Added particles to big ship explosions. Modified particle_emit() to
59 * take optional range to increase range at which pariticles are created.
61 * 25 4/17/98 1:42p Allender
62 * fixed NDEBUG build problems
64 * 24 4/17/98 6:58a John
65 * Made particles not reduce in low mem conditions.
67 * 23 4/15/98 4:21p John
68 * Made particles drop off with distance smoothly. Made old particles get
69 * deleted by new ones.
71 * 22 4/15/98 11:15a Adam
72 * upped MAX_PARTICLES to 1500 (from 800). Primary weapon hit sparks were
75 * 21 4/12/98 10:24a John
76 * Made particle drop off distance larger for larger detail levels.
78 * 20 4/09/98 7:58p John
79 * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
80 * Took out XPARENT flag settings in all the alpha-blended texture stuff.
82 * 19 4/02/98 11:40a Lawrance
83 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
85 * 18 4/01/98 9:21p John
86 * Made NDEBUG, optimized build with no warnings or errors.
88 * 17 4/01/98 10:57a Mike
89 * Reduce array sizes to save memory.
91 * 16 3/31/98 5:18p John
92 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
93 * bunch of debug stuff out of player file. Made model code be able to
94 * unload models and malloc out only however many models are needed.
97 * 15 3/30/98 4:02p John
98 * Made machines with < 32 MB of RAM use every other frame of certain
99 * bitmaps. Put in code to keep track of how much RAM we've malloc'd.
101 * 14 3/26/98 5:26p John
102 * added new paging code. nonfunctional.
104 * 13 3/22/98 11:02a John
105 * Made a bunch of the detail levels actually do something
107 * 12 2/13/98 5:01p John
108 * Made particles behind you not render
110 * 11 2/06/98 7:28p John
111 * Made debris and particles not get created if > 200 m from eye. Added
112 * max_velocity to asteroid's physics info for aiding in throwing out
115 * 10 2/05/98 9:21p John
116 * Some new Direct3D code. Added code to monitor a ton of stuff in the
119 * 9 1/29/98 11:48a John
120 * Added new counter measure rendering as model code. Made weapons be
121 * able to have impact explosion.
123 * 8 1/26/98 5:10p John
124 * Took particle use out of registry.
126 * 7 1/23/98 5:08p John
127 * Took L out of vertex structure used B (blue) instead. Took all small
128 * fireballs out of fireball types and used particles instead. Fixed some
129 * debris explosion things. Restructured fireball code. Restructured
130 * some lighting code. Made dynamic lighting on by default. Made groups
131 * of lasers only cast one light. Made fireballs not cast light.
133 * 6 1/13/98 8:09p John
134 * Removed the old collision system that checked all pairs. Added code
135 * to disable collisions and particles.
137 * 5 1/02/98 5:04p John
138 * Several explosion related changes. Made fireballs not be used as
139 * ani's. Made ship spark system expell particles. Took away impact
140 * explosion for weapon hitting ship... this needs to get added to weapon
141 * info and makes shield hit more obvious. Only make sparks when hit
144 * 4 12/30/97 6:44p John
145 * Made g3_Draw_bitmap functions account for aspect of bitmap.
147 * 3 12/26/97 5:42p Adam
149 * 2 12/23/97 3:58p John
150 * Second rev of particles
152 * 1 12/23/97 8:26a John
158 #include "freespace.h"
159 #include "linklist.h"
162 #include "particle.h"
167 typedef struct particle {
169 vector pos; // position
170 vector velocity; // velocity
171 float age; // How long it's been alive
172 float max_life; // How much life we had
173 float radius; // radius
174 int type; // type // -1 = None
175 uint optional_data; // depends on type
176 int nframes; // If an ani, how many frames?
179 float tracer_length; // if this is set, draw as a rod to simulate a "tracer" effect
180 short attached_objnum; // if this is set, pos is relative to the attached object. velocity is ignored
181 int attached_sig; // to check for dead/nonexistent objects
182 ubyte reverse; // play any animations in reverse
186 #define MAX_PARTICLES 500
188 #define MAX_PARTICLES 2000 // Reduced from 2000 to 800 by MK on 4/1/98. Most I ever saw was 400 and the system recovers
189 // gracefully from running out of slots.
190 // AP: Put it to 1500 on 4/15/98. Primary hit sparks weren't finding open slots.
191 // Made todo item for John to force oldest smoke particles to give up their slots.
194 int Num_particles = 0;
195 particle Particles[MAX_PARTICLES];
196 int Next_particle = 0;
198 int Anim_bitmap_id_fire = -1;
199 int Anim_num_frames_fire = -1;
201 int Anim_bitmap_id_smoke = -1;
202 int Anim_num_frames_smoke = -1;
204 int Anim_bitmap_id_smoke2 = -1;
205 int Anim_num_frames_smoke2 = -1;
207 static int Particles_enabled = 1;
209 // Reset everything between levels
214 // Particles_enabled = os_config_read_uint( NULL, "UseParticles", 0 );
219 for (i=0; i<MAX_PARTICLES; i++ ) {
220 Particles[i].type = -1;
223 if ( Anim_bitmap_id_fire == -1 ) {
225 Anim_bitmap_id_fire = bm_load_animation( "particleexp01", &Anim_num_frames_fire, &fps, 0 );
227 //Anim_bitmap_id = bm_load( "particleglow01" );
228 //Anim_num_frames = 1;
230 if ( Anim_bitmap_id_smoke == -1 ) {
232 Anim_bitmap_id_smoke = bm_load_animation( "particlesmoke01", &Anim_num_frames_smoke, &fps, 0 );
235 if ( Anim_bitmap_id_smoke2 == -1 ) {
237 Anim_bitmap_id_smoke2 = bm_load_animation( "particlesmoke02", &Anim_num_frames_smoke2, &fps, 0 );
242 void particle_page_in()
246 for (i=0; i<MAX_PARTICLES; i++ ) {
247 Particles[i].type = -1;
250 for (i=0; i<Anim_num_frames_fire; i++ ) {
251 bm_page_in_texture( Anim_bitmap_id_fire + i );
254 for (i=0; i<Anim_num_frames_smoke; i++ ) {
255 bm_page_in_texture( Anim_bitmap_id_smoke + i );
258 for (i=0; i<Anim_num_frames_smoke2; i++ ) {
259 bm_page_in_texture( Anim_bitmap_id_smoke2 + i );
263 DCF(particles,"Turns particles on/off")
266 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
267 if ( Dc_arg_type & ARG_TRUE ) Particles_enabled = 1;
268 else if ( Dc_arg_type & ARG_FALSE ) Particles_enabled = 0;
269 else if ( Dc_arg_type & ARG_NONE ) Particles_enabled ^= 1;
271 if ( Dc_help ) dc_printf( "Usage: particles [bool]\nTurns particle system on/off. If nothing passed, then toggles it.\n" );
272 if ( Dc_status ) dc_printf( "particles are %s\n", (Particles_enabled?"ON":"OFF") );
274 // os_config_write_uint( NULL, "UseParticles", Particles_enabled );
278 //mprintf(( "%s\n", text ));
280 int Num_particles_hwm = 0;
283 int Total_requested = 0;
284 int Total_killed = 0;
285 int next_message = -1;
288 // Creates a single particle. See the PARTICLE_?? defines for types.
289 void particle_create( particle_info *pinfo )
295 if ( next_message == -1 ) {
296 next_message = timestamp(10000);
299 if ( timestamp_elapsed(next_message)) {
300 next_message = timestamp(10000);
301 if ( Total_requested > 1 ) {
302 nprintf(( "Particles", "Particles: Killed off %d%% of the particles\n", (Total_killed*100/Total_requested) ));
309 if ( !Particles_enabled ) return;
316 int FirstParticleFound = Next_particle;
318 p = &Particles[Next_particle++];
319 if ( Next_particle >= MAX_PARTICLES ) {
323 if ( p->type > -1 ) {
324 // Only remove non-persistent ones
325 if ( p->type != PARTICLE_BITMAP_PERSISTENT ) {
333 // Keep trying to find a non-persistent one until we searched through 1/3 the slots.
334 if ( RetryCount < MAX_PARTICLES/3 ) {
337 // Couldn't find any non-persistent ones to remove, so just remove the
338 // first one we would have removed.
339 mprintf(( "DELETING A PERSISTENT PARTICLE!!! This is ok if this only happens rarely. Get John if not.\n" ));
340 Next_particle = FirstParticleFound;
341 p = &Particles[Next_particle++];
342 if ( Next_particle >= MAX_PARTICLES ) {
350 if (Num_particles > Num_particles_hwm) {
351 Num_particles_hwm = Num_particles;
353 if ( Num_particles_hwm == MAX_PARTICLES ) {
354 mprintf(( "All particle slots filled!\n" ));
356 //mprintf(( "Num_particles high water mark = %i\n", Num_particles_hwm));
360 particle_num = p-Particles;
362 // Init the particle data
364 p->velocity = pinfo->vel;
366 p->max_life = pinfo->lifetime;
367 p->radius = pinfo->rad;
368 p->type = pinfo->type;
369 p->optional_data = pinfo->optional_data;
370 p->tracer_length = pinfo->tracer_length;
371 p->attached_objnum = pinfo->attached_objnum;
372 p->attached_sig = pinfo->attached_sig;
373 p->reverse = pinfo->reverse;
375 if ( (p->type == PARTICLE_BITMAP) || (p->type == PARTICLE_BITMAP_PERSISTENT) ) {
377 bm_get_info( p->optional_data,NULL, NULL, NULL, &p->nframes, &fps );
378 if ( p->nframes > 1 ) {
379 // Recalculate max life for ani's
380 p->max_life = i2fl(p->nframes) / i2fl(fps);
387 void particle_create( vector *pos, vector *vel, float lifetime, float rad, int type, uint optional_data )
394 pinfo.lifetime = lifetime;
397 pinfo.optional_data = optional_data;
400 pinfo.tracer_length = -1.0f;
401 pinfo.attached_objnum = -1;
402 pinfo.attached_sig = -1;
405 // lower level function
406 particle_create(&pinfo);
409 MONITOR( NumParticles );
411 void particle_move_all(float frametime)
415 MONITOR_INC( NumParticles, Num_particles );
417 if ( !Particles_enabled ) return;
422 for ( i=0; i<MAX_PARTICLES; i++, p++ ) {
424 if ( p->type == -1 ) {
428 // bogus attached objnum
429 if(p->attached_objnum >= MAX_OBJECTS){
435 Assert(Num_particles >= 0);
439 // if the vector is attached to an object which has become invalid, kill if
440 if(p->attached_objnum >= 0){
441 // if the signature has changed, kill it
442 if(p->attached_sig != Objects[p->attached_objnum].signature){
448 Assert(Num_particles >= 0);
452 // move as a regular particle
455 vm_vec_scale_add2( &p->pos, &p->velocity, frametime );
460 if ( p->age > p->max_life ) {
462 // If it's time expired, remove it from the used list and
463 // into the free list
469 Assert(Num_particles >= 0);
474 // kill all active particles
475 void particle_kill_all()
479 // kill all active particles
482 Num_particles_hwm = 0;
483 for(idx=0; idx<MAX_PARTICLES; idx++){
484 Particles[idx].type = -1;
488 MONITOR( NumParticlesRend );
490 void particle_render_all()
500 if ( !Particles_enabled ) return;
502 MONITOR_INC( NumParticlesRend, Num_particles );
510 for ( i=0; i<MAX_PARTICLES; i++, p++ ) {
512 if ( p->type == -1 ) {
518 // pct complete for the particle
519 pct_complete = p->age / p->max_life;
521 // calculate the alpha to draw at
524 // if this is a tracer style particle, calculate tracer vectors
525 if(p->tracer_length > 0.0f){
528 vm_vec_normalize_quick(&temp);
529 vm_vec_scale_add(&te, &ts, &temp, p->tracer_length);
531 // don't bother rotating
534 // if this is an "attached" particle. move it
535 else if(p->attached_objnum >= 0){
536 // offset the vector, and transform to view coords
537 // vm_vec_add(&te, &Objects[p->attached_objnum].pos, &p->pos);
538 vm_vec_unrotate(&temp, &p->pos, &Objects[p->attached_objnum].orient);
539 vm_vec_add2(&temp, &Objects[p->attached_objnum].pos);
541 flags = g3_rotate_vertex(&pos, &temp);
547 // don't bother rotating again
553 flags = g3_rotate_vertex( &pos, &p->pos );
562 case PARTICLE_DEBUG: // A red sphere, no optional data required
563 gr_set_color( 255, 0, 0 );
564 g3_draw_sphere_ez( &p->pos, p->radius );
567 case PARTICLE_BITMAP:
568 case PARTICLE_BITMAP_PERSISTENT:
569 { // A bitmap, optional data is the bitmap number
570 int framenum = p->optional_data;
572 if ( p->nframes > 1 ) {
573 int n = fl2i(pct_complete * p->nframes + 0.5);
576 else if ( n > p->nframes-1 ) n = p->nframes-1;
582 gr_set_bitmap( framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
584 // if this is a tracer style particle
585 if(p->tracer_length > 0.0f){
586 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
588 // draw as a regular bitmap
590 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
595 case PARTICLE_FIRE: {
596 int framenum = fl2i(pct_complete * Anim_num_frames_fire + 0.5);
598 if ( framenum < 0 ) framenum = 0;
599 else if ( framenum > Anim_num_frames_fire-1 ) framenum = Anim_num_frames_fire-1;
603 flags = g3_rotate_vertex( &pos, &p->pos );
611 gr_set_bitmap(p->reverse ? Anim_bitmap_id_fire+(Anim_num_frames_fire - framenum - 1) : Anim_bitmap_id_fire+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
613 // if this is a tracer style particle
614 if(p->tracer_length > 0.0f){
615 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
617 // draw as a regular bitmap
619 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
624 case PARTICLE_SMOKE: {
625 int framenum = fl2i(pct_complete * Anim_num_frames_smoke + 0.5);
627 if ( framenum < 0 ) framenum = 0;
628 else if ( framenum > Anim_num_frames_smoke-1 ) framenum = Anim_num_frames_smoke-1;
632 flags = g3_rotate_vertex( &pos, &p->pos );
640 gr_set_bitmap(p->reverse ? Anim_bitmap_id_smoke+(Anim_num_frames_smoke - framenum - 1) : Anim_bitmap_id_smoke+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
642 // if this is a tracer style particle
643 if(p->tracer_length > 0.0f){
644 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
646 // draw as a regular bitmap
648 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
653 case PARTICLE_SMOKE2: {
654 int framenum = fl2i(pct_complete * Anim_num_frames_smoke2 + 0.5);
656 if ( framenum < 0 ) framenum = 0;
657 else if ( framenum > Anim_num_frames_smoke2-1 ) framenum = Anim_num_frames_smoke2-1;
661 flags = g3_rotate_vertex( &pos, &p->pos );
669 gr_set_bitmap(p->reverse ? Anim_bitmap_id_smoke2+(Anim_num_frames_smoke2 - framenum - 1) : Anim_bitmap_id_smoke2+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
671 // if this is a tracer style particle
672 if(p->tracer_length > 0.0f){
673 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
675 // draw as a regular bitmap
677 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
683 // mprintf(( "NP=%d, NCP=%d\n", n, nclipped ));
689 //============================================================================
690 //============== HIGH-LEVEL PARTICLE SYSTEM CREATION CODE ====================
691 //============================================================================
693 // Use a structure rather than pass a ton of parameters to particle_emit
695 typedef struct particle_emitter {
696 int num_low; // Lowest number of particles to create
697 int num_high; // Highest number of particles to create
698 vector pos; // Where the particles emit from
699 vector vel; // Initial velocity of all the particles
700 float lifetime; // How long the particles live
701 vector normal; // What normal the particle emit arond
702 float normal_variance; // How close they stick to that normal 0=good, 1=360 degree
703 float min_vel; // How fast the slowest particle can move
704 float max_vel; // How fast the fastest particle can move
705 float min_rad; // Min radius
706 float max_rad; // Max radius
710 #if MAX_DETAIL_LEVEL != 4
711 #error Max details assumed to be 4 here
713 int detail_max_num[5] = { 0, 50, 75, 100, 125 };
715 // Creates a bunch of particles. You pass a structure
716 // rather than a bunch of parameters.
717 void particle_emit( particle_emitter *pe, int type, uint optional_data, float range )
721 if ( !Particles_enabled ) return;
725 // Account for detail
726 #if MAX_DETAIL_LEVEL != 4
727 #error Code in Particle.cpp assumes MAX_DETAIL_LEVEL == 4
730 int percent = detail_max_num[Detail.num_particles];
732 //Particle rendering drops out too soon. Seems to be around 150 m. Is it detail level controllable? I'd like it to be 500-1000
733 float min_dist = 125.0f;
734 float dist = vm_vec_dist_quick( &pe->pos, &Eye_position ) / range;
735 if ( dist > min_dist ) {
736 percent = fl2i( i2fl(percent)*min_dist / dist );
741 //mprintf(( "Dist = %.1f, percent = %d%%\n", dist, percent ));
743 n1 = (pe->num_low*percent)/100;
744 n2 = (pe->num_high*percent)/100;
747 n = (rand() % (n2-n1+1)) + n1;
752 for (i=0; i<n; i++ ) {
755 vector normal; // What normal the particle emit arond
757 float radius = (( pe->max_rad - pe->min_rad ) * frand()) + pe->min_rad;
759 float speed = (( pe->max_vel - pe->min_vel ) * frand()) + pe->min_vel;
761 float life = (( pe->max_life - pe->min_life ) * frand()) + pe->min_life;
763 normal.x = pe->normal.x + (frand()*2.0f - 1.0f)*pe->normal_variance;
764 normal.y = pe->normal.y + (frand()*2.0f - 1.0f)*pe->normal_variance;
765 normal.z = pe->normal.z + (frand()*2.0f - 1.0f)*pe->normal_variance;
766 vm_vec_normalize_safe( &normal );
767 vm_vec_scale_add( &tmp_vel, &pe->vel, &normal, speed );
769 particle_create( &pe->pos, &tmp_vel, life, radius, type, optional_data );