]> icculus.org git repositories - taylor/freespace2.git/blob - src/particle/particle.cpp
fix compiling issues with lang changes
[taylor/freespace2.git] / src / particle / particle.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Particle/Particle.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Code for particle system
16  *
17  * $Log$
18  * Revision 1.7  2004/09/20 01:31:44  theoddone33
19  * GCC 3.4 fixes.
20  *
21  * Revision 1.6  2003/05/25 02:30:43  taylor
22  * Freespace 1 support
23  *
24  * Revision 1.5  2002/06/17 06:33:10  relnev
25  * ryan's struct patch for gcc 2.95
26  *
27  * Revision 1.4  2002/06/09 04:41:25  relnev
28  * added copyright header
29  *
30  * Revision 1.3  2002/06/09 03:16:04  relnev
31  * added _splitpath.
32  *
33  * removed unneeded asm, old sdl 2d setup.
34  *
35  * fixed crash caused by opengl_get_region.
36  *
37  * Revision 1.2  2002/05/07 03:16:48  theoddone33
38  * The Great Newline Fix
39  *
40  * Revision 1.1.1.1  2002/05/03 03:28:10  root
41  * Initial import.
42  *
43  * 
44  * 11    7/21/99 8:10p Dave
45  * First run of supernova effect.
46  * 
47  * 10    7/15/99 9:20a Andsager
48  * FS2_DEMO initial checkin
49  * 
50  * 9     7/07/99 3:11p Dave
51  * Fix for uninitialized particle system data.
52  * 
53  * 8     4/22/99 11:06p Dave
54  * Final pass at beam weapons. Solidified a lot of stuff. All that remains
55  * now is to tweak and fix bugs as they come up. No new beam weapon
56  * features.
57  * 
58  * 7     1/29/99 12:47a Dave
59  * Put in sounds for beam weapon. A bunch of interface screens (tech
60  * database stuff).
61  * 
62  * 6     1/28/99 9:10a Andsager
63  * Particles increased in width, life, number.  Max particles increased
64  * 
65  * 5     1/27/99 9:56a Dave
66  * Temporary checkin of beam weapons for Dan to make cool sounds.
67  * 
68  * 4     1/24/99 11:37p Dave
69  * First full rev of beam weapons. Very customizable. Removed some bogus
70  * Int3()'s in low level net code.
71  * 
72  * 3     1/21/99 2:06p Dave
73  * Final checkin for multiplayer testing.
74  * 
75  * 2     10/07/98 10:53a Dave
76  * Initial checkin.
77  * 
78  * 1     10/07/98 10:50a Dave
79  * 
80  * 28    5/13/98 3:25p John
81  * Added code to make explosion impacts not get removed by other
82  * particles.
83  * 
84  * 27    5/11/98 10:06a John
85  * Added new particle for Adam
86  * 
87  * 26    4/30/98 11:31a Andsager
88  * Added particles to big ship explosions.  Modified particle_emit() to
89  * take optional range to increase range at which pariticles are created.
90  * 
91  * 25    4/17/98 1:42p Allender
92  * fixed NDEBUG build problems
93  * 
94  * 24    4/17/98 6:58a John
95  * Made particles not reduce in low mem conditions.
96  * 
97  * 23    4/15/98 4:21p John
98  * Made particles drop off with distance smoothly.  Made old particles get
99  * deleted by new ones.
100  * 
101  * 22    4/15/98 11:15a Adam
102  * upped MAX_PARTICLES to 1500 (from 800).  Primary weapon hit sparks were
103  * not finding slots.
104  * 
105  * 21    4/12/98 10:24a John
106  * Made particle drop off distance larger for larger detail levels.
107  * 
108  * 20    4/09/98 7:58p John
109  * Cleaned up tmapper code a bit.   Put NDEBUG around some ndebug stuff.
110  * Took out XPARENT flag settings in all the alpha-blended texture stuff.
111  * 
112  * 19    4/02/98 11:40a Lawrance
113  * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
114  * 
115  * 18    4/01/98 9:21p John
116  * Made NDEBUG, optimized build with no warnings or errors.
117  * 
118  * 17    4/01/98 10:57a Mike
119  * Reduce array sizes to save memory.
120  * 
121  * 16    3/31/98 5:18p John
122  * Removed demo/save/restore.  Made NDEBUG defined compile.  Removed a
123  * bunch of debug stuff out of player file.  Made model code be able to
124  * unload models and malloc out only however many models are needed.
125  *  
126  * 
127  * 15    3/30/98 4:02p John
128  * Made machines with < 32 MB of RAM use every other frame of certain
129  * bitmaps.   Put in code to keep track of how much RAM we've malloc'd.
130  * 
131  * 14    3/26/98 5:26p John
132  * added new paging code. nonfunctional.
133  * 
134  * 13    3/22/98 11:02a John
135  * Made a bunch of the detail levels actually do something
136  * 
137  * 12    2/13/98 5:01p John
138  * Made particles behind you not render
139  * 
140  * 11    2/06/98 7:28p John
141  * Made debris and particles not get created if > 200 m from eye.   Added
142  * max_velocity to asteroid's physics info for aiding in throwing out
143  * collision pairs.
144  * 
145  * 10    2/05/98 9:21p John
146  * Some new Direct3D code.   Added code to monitor a ton of stuff in the
147  * game.
148  * 
149  * 9     1/29/98 11:48a John
150  * Added new counter measure rendering as model code.   Made weapons be
151  * able to have impact explosion.
152  * 
153  * 8     1/26/98 5:10p John
154  * Took particle use out of registry.
155  * 
156  * 7     1/23/98 5:08p John
157  * Took L out of vertex structure used B (blue) instead.   Took all small
158  * fireballs out of fireball types and used particles instead.  Fixed some
159  * debris explosion things.  Restructured fireball code.   Restructured
160  * some lighting code.   Made dynamic lighting on by default. Made groups
161  * of lasers only cast one light.  Made fireballs not cast light.
162  * 
163  * 6     1/13/98 8:09p John
164  * Removed the old collision system that checked all pairs.   Added code
165  * to disable collisions and particles.
166  * 
167  * 5     1/02/98 5:04p John
168  * Several explosion related changes.  Made fireballs not be used as
169  * ani's.  Made ship spark system expell particles.  Took away impact
170  * explosion for weapon hitting ship... this needs to get added to weapon
171  * info and makes shield hit more obvious.  Only make sparks when hit
172  * hull, not shields.
173  * 
174  * 4     12/30/97 6:44p John
175  * Made g3_Draw_bitmap functions account for aspect of bitmap.
176  * 
177  * 3     12/26/97 5:42p Adam
178  * 
179  * 2     12/23/97 3:58p John
180  * Second rev of particles
181  * 
182  * 1     12/23/97 8:26a John
183  *
184  * $NoKeywords: $
185  */
186
187 #include "pstypes.h"
188 #include "freespace.h"
189 #include "linklist.h"
190 #include "3d.h" 
191 #include "bmpman.h"
192 #include "particle.h"
193 #include "osapi.h"
194 #include "object.h"
195 #include "timer.h"
196
197 typedef struct particle {
198         // old style data
199         vector  pos;                                    // position
200         vector  velocity;                       // velocity
201         float           age;                                    // How long it's been alive
202         float           max_life;                       // How much life we had
203         float           radius;                         // radius
204         int             type;                                   // type                                                                         // -1 = None
205         uint            optional_data;          // depends on type
206         int             nframes;                                // If an ani, how many frames?  
207
208         // new style data
209         float           tracer_length;          // if this is set, draw as a rod to simulate a "tracer" effect
210         short           attached_objnum;        // if this is set, pos is relative to the attached object. velocity is ignored
211         int             attached_sig;           // to check for dead/nonexistent objects
212         ubyte           reverse;                                // play any animations in reverse
213 } particle;
214
215 #if defined(FS2_DEMO) || defined(FS1_DEMO)
216         #define MAX_PARTICLES   500
217 #else
218         #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
219                                                                                         //      gracefully from running out of slots.
220                                                                                         // AP: Put it to 1500 on 4/15/98.  Primary hit sparks weren't finding open slots.  
221                                                                                         // Made todo item for John to force oldest smoke particles to give up their slots.
222 #endif
223
224 int Num_particles = 0;
225 particle Particles[MAX_PARTICLES];
226 int Next_particle = 0;
227
228 int Anim_bitmap_id_fire = -1;
229 int Anim_num_frames_fire = -1;
230
231 int Anim_bitmap_id_smoke = -1;
232 int Anim_num_frames_smoke = -1;
233
234 int Anim_bitmap_id_smoke2 = -1;
235 int Anim_num_frames_smoke2 = -1;
236
237 static int Particles_enabled = 1;
238
239 // Reset everything between levels
240 void particle_init()
241 {
242         int i;
243
244 //      Particles_enabled = os_config_read_uint( NULL, "UseParticles", 0 );
245
246         Num_particles = 0;
247         Next_particle = 0;
248
249         for (i=0; i<MAX_PARTICLES; i++ )        {
250                 Particles[i].type = -1;
251         }
252
253         if ( Anim_bitmap_id_fire == -1 )        {
254                 int fps;
255                 Anim_bitmap_id_fire = bm_load_animation( "particleexp01", &Anim_num_frames_fire, &fps, 1 );
256         }
257                 //Anim_bitmap_id = bm_load( "particleglow01" );
258                 //Anim_num_frames = 1;
259
260         if ( Anim_bitmap_id_smoke == -1 )       {
261                 int fps;
262                 Anim_bitmap_id_smoke = bm_load_animation( "particlesmoke01", &Anim_num_frames_smoke, &fps, 1 );
263         }
264
265         if ( Anim_bitmap_id_smoke2 == -1 )      {
266                 int fps;
267                 Anim_bitmap_id_smoke2 = bm_load_animation( "particlesmoke02", &Anim_num_frames_smoke2, &fps, 1 );
268         }
269
270 }
271
272 void particle_page_in()
273 {
274         int i;
275
276         for (i=0; i<MAX_PARTICLES; i++ )        {
277                 Particles[i].type = -1;
278         }
279
280         for (i=0; i<Anim_num_frames_fire; i++ ) {
281                 bm_page_in_texture( Anim_bitmap_id_fire + i );
282         }
283
284         for (i=0; i<Anim_num_frames_smoke; i++ )        {
285                 bm_page_in_texture( Anim_bitmap_id_smoke + i );
286         }
287
288         for (i=0; i<Anim_num_frames_smoke2; i++ )       {
289                 bm_page_in_texture( Anim_bitmap_id_smoke2 + i );
290         }
291 }
292
293 DCF(particles,"Turns particles on/off")
294 {
295         if ( Dc_command )       {       
296                 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);                
297                 if ( Dc_arg_type & ARG_TRUE )   Particles_enabled = 1;  
298                 else if ( Dc_arg_type & ARG_FALSE ) Particles_enabled = 0;      
299                 else if ( Dc_arg_type & ARG_NONE ) Particles_enabled ^= 1;      
300         }       
301         if ( Dc_help )  dc_printf( "Usage: particles [bool]\nTurns particle system on/off.  If nothing passed, then toggles it.\n" );   
302         if ( Dc_status )        dc_printf( "particles are %s\n", (Particles_enabled?"ON":"OFF") );      
303
304 //      os_config_write_uint( NULL, "UseParticles", Particles_enabled );
305 }
306
307
308                 //mprintf(( "%s\n", text ));
309
310 int Num_particles_hwm = 0;
311
312 #ifndef NDEBUG
313 int Total_requested = 0;
314 int Total_killed = 0;
315 int next_message = -1;
316 #endif
317
318 // Creates a single particle. See the PARTICLE_?? defines for types.
319 void particle_create( particle_info *pinfo )
320 {
321         particle *p;
322
323 #ifndef NDEBUG
324         if ( next_message == -1 )       {
325                 next_message = timestamp(10000);
326         }
327
328         if ( timestamp_elapsed(next_message)) {
329                 next_message = timestamp(10000);
330                 if ( Total_requested > 1 )      {
331                         nprintf(( "Particles", "Particles: Killed off %d%% of the particles\n", (Total_killed*100/Total_requested) ));
332                 }
333                 Total_requested = 0;
334                 Total_killed = 0;
335         }
336 #endif
337
338         if ( !Particles_enabled ) return;
339
340         #ifndef NDEBUG
341         Total_requested++;
342         #endif
343
344         int RetryCount = 0;
345         int FirstParticleFound = Next_particle;
346 KillAnother:
347         p = &Particles[Next_particle++];
348         if ( Next_particle >= MAX_PARTICLES )   {
349                 Next_particle = 0;
350         }
351
352         if ( p->type > -1 )     {
353                 // Only remove non-persistent ones
354                 if ( p->type != PARTICLE_BITMAP_PERSISTENT )    {
355                         p->type = -1;
356                         Num_particles--;
357                         #ifndef NDEBUG
358                         Total_killed++;
359                         #endif
360                 } else {
361                         RetryCount++;
362                         // Keep trying to find a non-persistent one until we searched through 1/3 the slots.
363                         if ( RetryCount < MAX_PARTICLES/3 )     {
364                                 goto KillAnother;                       
365                         } 
366                         // Couldn't find any non-persistent ones to remove, so just remove the
367                         // first one we would have removed.
368                         mprintf(( "DELETING A PERSISTENT PARTICLE!!! This is ok if this only happens rarely. Get John if not.\n" ));
369                         Next_particle = FirstParticleFound;
370                         p = &Particles[Next_particle++];
371                         if ( Next_particle >= MAX_PARTICLES )   {
372                                 Next_particle = 0;
373                         }
374                 }
375         }
376
377         // increment counter
378         Num_particles++;
379         if (Num_particles > Num_particles_hwm) {
380                 Num_particles_hwm = Num_particles;
381
382                 if ( Num_particles_hwm == MAX_PARTICLES )       {
383                         mprintf(( "All particle slots filled!\n" ));
384                 }
385                 //mprintf(( "Num_particles high water mark = %i\n", Num_particles_hwm));
386         }
387
388         // Init the particle data
389         p->pos = pinfo->pos;
390         p->velocity = pinfo->vel;
391         p->age = 0.0f;
392         p->max_life = pinfo->lifetime;
393         p->radius = pinfo->rad;
394         p->type = pinfo->type;
395         p->optional_data = pinfo->optional_data;
396         p->tracer_length = pinfo->tracer_length;
397         p->attached_objnum = pinfo->attached_objnum;
398         p->attached_sig = pinfo->attached_sig;
399         p->reverse = pinfo->reverse;
400
401         if ( (p->type == PARTICLE_BITMAP) || (p->type == PARTICLE_BITMAP_PERSISTENT) )  {
402                 int fps;
403                 bm_get_info( p->optional_data,NULL, NULL, NULL, &p->nframes, &fps );
404                 if ( p->nframes > 1 )   {
405                         // Recalculate max life for ani's
406                         p->max_life = i2fl(p->nframes) / i2fl(fps);
407                 }
408         } else {
409                 p->nframes = 1;
410         }
411 }
412
413 void particle_create( vector *pos, vector *vel, float lifetime, float rad, int type, uint optional_data )
414 {
415         particle_info pinfo;
416
417         // setup old data
418         pinfo.pos = *pos;
419         pinfo.vel = *vel;
420         pinfo.lifetime = lifetime;
421         pinfo.rad = rad;
422         pinfo.type = type;
423         pinfo.optional_data = optional_data;    
424
425         // setup new data
426         pinfo.tracer_length = -1.0f;
427         pinfo.attached_objnum = -1;
428         pinfo.attached_sig = -1;
429         pinfo.reverse = 0;
430
431         // lower level function
432         particle_create(&pinfo);
433 }
434
435 MONITOR( NumParticles );        
436
437 void particle_move_all(float frametime)
438 {
439         particle *p;
440
441         MONITOR_INC( NumParticles, Num_particles );     
442
443         if ( !Particles_enabled ) return;
444
445         p = Particles;
446
447         int i;
448         for ( i=0; i<MAX_PARTICLES; i++, p++ )  {
449                 
450                 if ( p->type == -1 )    {
451                         continue;
452                 }
453
454                 // bogus attached objnum
455                 if(p->attached_objnum >= MAX_OBJECTS){
456                         p->type = -1;
457
458                         // decrement counter
459                         Num_particles--;
460         
461                         SDL_assert(Num_particles >= 0);
462                         continue;
463                 }
464
465                 // if the vector is attached to an object which has become invalid, kill if
466                 if(p->attached_objnum >= 0){
467                         // if the signature has changed, kill it
468                         if(p->attached_sig != Objects[p->attached_objnum].signature){
469                                 p->type = -1;
470
471                                 // decrement counter
472                                 Num_particles--;
473
474                                 SDL_assert(Num_particles >= 0);
475                                 continue;
476                         }
477                 }
478                 // move as a regular particle
479                 else {
480                         // Move the particle
481                         vm_vec_scale_add2( &p->pos, &p->velocity, frametime );          
482                 }
483
484                 p->age += frametime;
485         
486                 if ( p->age > p->max_life )     {
487
488                         // If it's time expired, remove it from the used list and 
489                         // into the free list
490                         p->type = -1;
491
492                         // decrement counter
493                         Num_particles--;
494
495                         SDL_assert(Num_particles >= 0);
496                 }
497         }
498 }
499
500 // kill all active particles
501 void particle_kill_all()
502 {
503         int idx;
504
505         // kill all active particles
506         Num_particles = 0;
507         Next_particle = 0;
508         Num_particles_hwm = 0;
509         for(idx=0; idx<MAX_PARTICLES; idx++){
510                 Particles[idx].type = -1;
511         }
512 }
513
514 MONITOR( NumParticlesRend );    
515
516 void particle_render_all()
517 {
518         particle *p;
519         ubyte flags;
520         float pct_complete;
521         float alpha;
522         vertex pos;
523         vector ts, te, temp;
524         int rotate = 1;
525
526         if ( !Particles_enabled ) return;
527
528         MONITOR_INC( NumParticlesRend, Num_particles ); 
529
530         int n = 0;
531         int nclipped = 0;
532
533         p = Particles;
534
535         int i;
536         for ( i=0; i<MAX_PARTICLES; i++, p++ )  {
537                 
538                 if ( p->type == -1 )    {
539                         continue;
540                 }
541
542                 n++;
543
544                 // pct complete for the particle
545                 pct_complete = p->age / p->max_life;
546
547                 // calculate the alpha to draw at
548                 alpha = 1.0f;   
549                         
550                 // if this is a tracer style particle, calculate tracer vectors
551                 if(p->tracer_length > 0.0f){                    
552                         ts = p->pos;
553                         temp = p->velocity;
554                         vm_vec_normalize_quick(&temp);
555                         vm_vec_scale_add(&te, &ts, &temp, p->tracer_length);
556
557                         // don't bother rotating
558                         rotate = 0;
559                 }
560                 // if this is an "attached" particle. move it
561                 else if(p->attached_objnum >= 0){
562                         // offset the vector, and transform to view coords
563                         // vm_vec_add(&te, &Objects[p->attached_objnum].pos, &p->pos);
564                         vm_vec_unrotate(&temp, &p->pos, &Objects[p->attached_objnum].orient);
565                         vm_vec_add2(&temp, &Objects[p->attached_objnum].pos);
566
567                         flags = g3_rotate_vertex(&pos, &temp);
568                         if(flags){                              
569                                 nclipped++;
570                                 continue;
571                         }
572                         
573                         // don't bother rotating again
574                         rotate = 0;
575                 }
576
577                 // rotate the vertex
578                 if(rotate){
579                         flags = g3_rotate_vertex( &pos, &p->pos );
580                         if ( flags )    {
581                                 nclipped++;
582                                 continue;
583                         }
584                 }
585
586                 switch( p->type )       {
587
588                         case PARTICLE_DEBUG:                            // A red sphere, no optional data required
589                                 gr_set_color( 255, 0, 0 );
590                                 g3_draw_sphere_ez( &p->pos, p->radius );
591                                 break;
592
593                         case PARTICLE_BITMAP:           
594                         case PARTICLE_BITMAP_PERSISTENT:
595                                 {       // A bitmap, optional data is the bitmap number                                 
596                                         int framenum = p->optional_data;
597
598                                         if ( p->nframes > 1 )   {
599                                                 int f = fl2i(pct_complete * p->nframes + 0.5);
600
601                                                 if ( f < 0 ) f = 0;
602                                                 else if ( f > p->nframes-1 ) f = p->nframes-1;
603
604                                                 framenum += f;
605                                         }
606
607                                         // set the bitmap
608                                         gr_set_bitmap( framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha, -1, -1);
609
610                                         // if this is a tracer style particle
611                                         if(p->tracer_length > 0.0f){                                    
612                                                 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
613                                         }
614                                         // draw as a regular bitmap
615                                         else {
616                                                 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
617                                         }
618                                         break;
619                                 }
620
621                         case PARTICLE_FIRE:     {
622                                         int framenum = fl2i(pct_complete * Anim_num_frames_fire + 0.5);
623
624                                         if ( framenum < 0 ) framenum = 0;
625                                         else if ( framenum > Anim_num_frames_fire-1 ) framenum = Anim_num_frames_fire-1;
626
627                                         /*
628                                         vertex pos;
629                                         flags = g3_rotate_vertex( &pos, &p->pos );
630                                         if ( flags )    {
631                                                 nclipped++;
632                                                 break;
633                                         }
634                                         */
635
636                                         // set the bitmap
637                                         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, -1, -1);
638
639                                         // if this is a tracer style particle
640                                         if(p->tracer_length > 0.0f){                                    
641                                                 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
642                                         }
643                                         // draw as a regular bitmap
644                                         else {
645                                                 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
646                                         }
647                                         break;
648                                 }
649
650                         case PARTICLE_SMOKE:    {
651                                         int framenum = fl2i(pct_complete * Anim_num_frames_smoke + 0.5);
652
653                                         if ( framenum < 0 ) framenum = 0;
654                                         else if ( framenum > Anim_num_frames_smoke-1 ) framenum = Anim_num_frames_smoke-1;
655
656                                         /*
657                                         vertex pos;
658                                         flags = g3_rotate_vertex( &pos, &p->pos );
659                                         if ( flags )    {
660                                                 nclipped++;
661                                                 break;
662                                         }
663                                         */
664
665                                         // set the bitmap
666                                         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, -1, -1);
667
668                                         // if this is a tracer style particle
669                                         if(p->tracer_length > 0.0f){                    
670                                                 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
671                                         }
672                                         // draw as a regular bitmap
673                                         else {
674                                                 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
675                                         }
676                                         break;
677                                 }
678
679                         case PARTICLE_SMOKE2:   {
680                                         int framenum = fl2i(pct_complete * Anim_num_frames_smoke2 + 0.5);
681
682                                         if ( framenum < 0 ) framenum = 0;
683                                         else if ( framenum > Anim_num_frames_smoke2-1 ) framenum = Anim_num_frames_smoke2-1;
684
685                                         /*
686                                         vertex pos;
687                                         flags = g3_rotate_vertex( &pos, &p->pos );
688                                         if ( flags )    {
689                                                 nclipped++;
690                                                 break;
691                                         }
692                                         */
693
694                                         // set the bitmap
695                                         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, -1, -1);
696                                         
697                                         // if this is a tracer style particle
698                                         if(p->tracer_length > 0.0f){                                    
699                                                 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
700                                         }
701                                         // draw as a regular bitmap
702                                         else {                                          
703                                                 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
704                                         }
705                                         break;
706                                 }
707                 }
708         }
709 //      mprintf(( "NP=%d, NCP=%d\n", n, nclipped ));
710 }
711
712
713
714
715 //============================================================================
716 //============== HIGH-LEVEL PARTICLE SYSTEM CREATION CODE ====================
717 //============================================================================
718
719 // Use a structure rather than pass a ton of parameters to particle_emit
720 /*
721 typedef struct particle_emitter {
722         int             num_low;                                // Lowest number of particles to create
723         int             num_high;                       // Highest number of particles to create
724         vector  pos;                                    // Where the particles emit from
725         vector  vel;                                    // Initial velocity of all the particles
726         float           lifetime;                       // How long the particles live
727         vector  normal;                         // What normal the particle emit arond
728         float           normal_variance;        //      How close they stick to that normal 0=good, 1=360 degree
729         float           min_vel;                                // How fast the slowest particle can move
730         float           max_vel;                                // How fast the fastest particle can move
731         float           min_rad;                                // Min radius
732         float           max_rad;                                // Max radius
733 } particle_emitter;
734 */
735
736 #if MAX_DETAIL_LEVEL != 4
737 #error Max details assumed to be 4 here
738 #endif
739 int detail_max_num[5] = { 0, 50, 75, 100, 125 };
740
741 // Creates a bunch of particles. You pass a structure
742 // rather than a bunch of parameters.
743 void particle_emit( particle_emitter *pe, int type, uint optional_data, float range )
744 {
745         int i, n;
746
747         if ( !Particles_enabled ) return;
748
749         int n1, n2;
750
751         // Account for detail
752         #if MAX_DETAIL_LEVEL != 4 
753         #error Code in Particle.cpp assumes MAX_DETAIL_LEVEL == 4
754         #endif
755
756         int percent = detail_max_num[Detail.num_particles];
757
758         //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 
759         float min_dist = 125.0f;
760         float dist = vm_vec_dist_quick( &pe->pos, &Eye_position ) / range;
761         if ( dist > min_dist )  {
762                 percent = fl2i( i2fl(percent)*min_dist / dist );
763                 if ( percent < 1 ) {
764                         return;
765                 }
766         }
767         //mprintf(( "Dist = %.1f, percent = %d%%\n", dist, percent ));
768
769         n1 = (pe->num_low*percent)/100;
770         n2 = (pe->num_high*percent)/100;
771
772         // How many to emit?
773         n = (myrand() % (n2-n1+1)) + n1;
774         
775         if ( n < 1 ) return;
776
777
778         for (i=0; i<n; i++ )    {
779                 // Create a particle
780                 vector tmp_vel;
781                 vector normal;                          // What normal the particle emit arond
782
783                 float radius = (( pe->max_rad - pe->min_rad ) * frand()) + pe->min_rad;
784
785                 float speed = (( pe->max_vel - pe->min_vel ) * frand()) + pe->min_vel;
786
787                 float life = (( pe->max_life - pe->min_life ) * frand()) + pe->min_life;
788
789                 normal.xyz.x = pe->normal.xyz.x + (frand()*2.0f - 1.0f)*pe->normal_variance;
790                 normal.xyz.y = pe->normal.xyz.y + (frand()*2.0f - 1.0f)*pe->normal_variance;
791                 normal.xyz.z = pe->normal.xyz.z + (frand()*2.0f - 1.0f)*pe->normal_variance;
792                 vm_vec_normalize_safe( &normal );
793                 vm_vec_scale_add( &tmp_vel, &pe->vel, &normal, speed );
794
795                 particle_create( &pe->pos, &tmp_vel, life, radius, type, optional_data );
796         }
797 }