2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
24 #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
25 #define NUMVERTEXNORMALS 162
26 siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
27 #define m_bytenormals r_avertexnormals
28 #define VectorNormalizeFast VectorNormalize
29 #define Mod_PointContents(v,m) (Mod_PointInLeaf(v,m)->contents)
30 typedef unsigned char qbyte;
31 #define cl_stainmaps.integer 0
32 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
35 #define CL_EntityParticles R_EntityParticles
36 #define CL_ReadPointFile_f R_ReadPointFile_f
37 #define CL_ParseParticleEffect R_ParseParticleEffect
38 #define CL_ParticleExplosion R_ParticleExplosion
39 #define CL_ParticleExplosion2 R_ParticleExplosion2
40 #define CL_BlobExplosion R_BlobExplosion
41 #define CL_RunParticleEffect R_RunParticleEffect
42 #define CL_LavaSplash R_LavaSplash
43 #define CL_RocketTrail2 R_RocketTrail2
44 void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
46 vec3_t right1, right2, diff, normal;
48 VectorSubtract (org2, org1, normal);
49 VectorNormalizeFast (normal);
51 // calculate 'right' vector for start
52 VectorSubtract (r_origin, org1, diff);
53 VectorNormalizeFast (diff);
54 CrossProduct (normal, diff, right1);
56 // calculate 'right' vector for end
57 VectorSubtract (r_origin, org2, diff);
58 VectorNormalizeFast (diff);
59 CrossProduct (normal, diff, right2);
61 vert[ 0] = org1[0] + width * right1[0];
62 vert[ 1] = org1[1] + width * right1[1];
63 vert[ 2] = org1[2] + width * right1[2];
64 vert[ 4] = org1[0] - width * right1[0];
65 vert[ 5] = org1[1] - width * right1[1];
66 vert[ 6] = org1[2] - width * right1[2];
67 vert[ 8] = org2[0] - width * right2[0];
68 vert[ 9] = org2[1] - width * right2[1];
69 vert[10] = org2[2] - width * right2[2];
70 vert[12] = org2[0] + width * right2[0];
71 vert[13] = org2[1] + width * right2[1];
72 vert[14] = org2[2] + width * right2[2];
74 void fractalnoise(qbyte *noise, int size, int startgrid)
76 int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
78 #define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
80 for (sizepower = 0;(1 << sizepower) < size;sizepower++);
81 if (size != (1 << sizepower))
82 Sys_Error("fractalnoise: size must be power of 2\n");
84 for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
85 if (startgrid != (1 << gridpower))
86 Sys_Error("fractalnoise: grid must be power of 2\n");
88 startgrid = bound(0, startgrid, size);
90 amplitude = 0xFFFF; // this gets halved before use
91 noisebuf = malloc(size*size*sizeof(int));
92 memset(noisebuf, 0, size*size*sizeof(int));
94 for (g2 = startgrid;g2;g2 >>= 1)
96 // brownian motion (at every smaller level there is random behavior)
98 for (y = 0;y < size;y += g2)
99 for (x = 0;x < size;x += g2)
100 n(x,y) += (rand()&litude);
105 // subdivide, diamond-square algorithm (really this has little to do with squares)
107 for (y = 0;y < size;y += g2)
108 for (x = 0;x < size;x += g2)
109 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
111 for (y = 0;y < size;y += g2)
112 for (x = 0;x < size;x += g2)
114 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
115 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
119 // find range of noise values
121 for (y = 0;y < size;y++)
122 for (x = 0;x < size;x++)
124 if (n(x,y) < min) min = n(x,y);
125 if (n(x,y) > max) max = n(x,y);
129 // normalize noise and copy to output
130 for (y = 0;y < size;y++)
131 for (x = 0;x < size;x++)
132 *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
136 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
140 right[0] = forward[2];
141 right[1] = -forward[0];
142 right[2] = forward[1];
144 d = DotProduct(forward, right);
145 right[0] -= d * forward[0];
146 right[1] -= d * forward[1];
147 right[2] -= d * forward[2];
148 VectorNormalizeFast(right);
149 CrossProduct(right, forward, up);
152 #include "cl_collision.h"
155 #define MAX_PARTICLES 32768 // default max # of particles at one time
156 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
160 pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal
164 #define PARTICLE_INVALID 0
165 #define PARTICLE_BILLBOARD 1
166 #define PARTICLE_SPARK 2
167 #define PARTICLE_ORIENTED_DOUBLESIDED 3
168 #define PARTICLE_BEAM 4
170 #define PBLEND_ALPHA 0
174 typedef struct particle_s
185 float alpha; // 0-255
186 float alphafade; // how much alpha reduces per second
187 float time2; // used for various things (snow fluttering, for example)
188 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)
189 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
191 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
192 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
193 float pressure; // if non-zero, apply pressure to other particles
198 static int particlepalette[256] =
200 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
201 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
202 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
203 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
204 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
205 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
206 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
207 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
208 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
209 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
210 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
211 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
212 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
213 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
214 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
215 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
216 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
217 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
218 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
219 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
220 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
221 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
222 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
223 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
224 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
225 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
226 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
227 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
228 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
229 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
230 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
231 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
234 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
236 // texture numbers in particle font
237 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
238 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
239 static const int tex_particle = 24;
240 static const int tex_raindrop = 25;
241 static const int tex_bubble = 26;
242 static const int tex_beam = 27;
243 static const int tex_blooddecal[8] = {32, 33, 34, 35, 36, 37, 38, 39};
245 static int cl_maxparticles;
246 static int cl_numparticles;
247 static particle_t *particles;
248 static particle_t **freeparticles; // list used only in compacting particles array
250 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
251 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
252 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
253 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
254 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
255 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
256 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
257 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
258 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
259 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
260 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
261 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
262 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
264 #ifndef WORKINGLQUAKE
265 static mempool_t *cl_part_mempool;
268 void CL_Particles_Clear(void)
278 void CL_ReadPointFile_f (void);
279 void CL_Particles_Init (void)
283 i = COM_CheckParm ("-particles");
285 if (i && i < com_argc - 1)
287 cl_maxparticles = (int)(atoi(com_argv[i+1]));
288 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
289 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
292 cl_maxparticles = MAX_PARTICLES;
294 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
296 Cvar_RegisterVariable (&cl_particles);
297 Cvar_RegisterVariable (&cl_particles_size);
298 Cvar_RegisterVariable (&cl_particles_bloodshowers);
299 Cvar_RegisterVariable (&cl_particles_blood);
300 Cvar_RegisterVariable (&cl_particles_blood_size);
301 Cvar_RegisterVariable (&cl_particles_blood_alpha);
302 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
303 Cvar_RegisterVariable (&cl_particles_smoke);
304 Cvar_RegisterVariable (&cl_particles_sparks);
305 Cvar_RegisterVariable (&cl_particles_bubbles);
306 Cvar_RegisterVariable (&cl_decals);
307 Cvar_RegisterVariable (&cl_decals_time);
308 Cvar_RegisterVariable (&cl_decals_fadetime);
311 particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
312 freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
314 cl_part_mempool = Mem_AllocPool("CL_Part");
315 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
316 freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
321 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, pblendmode, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
323 if (cl_numparticles < cl_maxparticles)\
326 int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;\
327 ptempcolor = (pcolor1);\
328 ptempcolor2 = (pcolor2);\
329 pcr2 = ((ptempcolor2) >> 16) & 0xFF;\
330 pcg2 = ((ptempcolor2) >> 8) & 0xFF;\
331 pcb2 = (ptempcolor2) & 0xFF;\
332 if (ptempcolor != ptempcolor2)\
334 pcr1 = ((ptempcolor) >> 16) & 0xFF;\
335 pcg1 = ((ptempcolor) >> 8) & 0xFF;\
336 pcb1 = (ptempcolor) & 0xFF;\
337 ptempcolor = rand() & 0xFF;\
338 pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;\
339 pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;\
340 pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;\
342 part = &particles[cl_numparticles++];\
343 part->type = (ptype);\
344 part->color[0] = pcr2;\
345 part->color[1] = pcg2;\
346 part->color[2] = pcb2;\
347 part->color[3] = 0xFF;\
348 part->orientation = porientation;\
349 part->texnum = ptex;\
350 part->blendmode = pblendmode;\
351 part->scalex = (pscalex);\
352 part->scaley = (pscaley);\
353 part->alpha = (palpha);\
354 part->alphafade = (palphafade);\
355 part->die = cl.time + (ptime);\
356 part->gravity = (pgravity);\
357 part->bounce = (pbounce);\
358 part->org[0] = (px);\
359 part->org[1] = (py);\
360 part->org[2] = (pz);\
361 part->vel[0] = (pvx);\
362 part->vel[1] = (pvy);\
363 part->vel[2] = (pvz);\
364 part->time2 = (ptime2);\
365 part->vel2[0] = (pvx2);\
366 part->vel2[1] = (pvy2);\
367 part->vel2[2] = (pvz2);\
368 part->friction = (pfriction);\
369 part->pressure = (ppressure);\
378 void CL_EntityParticles (entity_t *ent)
382 float sp, sy, cp, cy;
386 static vec3_t avelocities[NUMVERTEXNORMALS];
387 if (!cl_particles.integer) return;
392 if (!avelocities[0][0])
393 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
394 avelocities[0][i] = (rand()&255) * 0.01;
396 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
398 angle = cl.time * avelocities[i][0];
401 angle = cl.time * avelocities[i][1];
410 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
412 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
418 void CL_ReadPointFile_f (void)
422 char *pointfile = NULL, *pointfilepos, *t, tchar;
424 char name[MAX_OSPATH];
426 sprintf (name,"maps/%s.pts", cl.worldmodel->name);
427 COM_FOpenFile (name, &f);
431 fseek(f, 0, SEEK_END);
432 pointfilelength = ftell(f);
433 fseek(f, 0, SEEK_SET);
434 pointfile = malloc(pointfilelength + 1);
435 fread(pointfile, 1, pointfilelength, f);
436 pointfile[pointfilelength] = 0;
440 pointfile = COM_LoadFile(va("maps/%s.pts", cl.worldmodel->name), true);
444 Con_Printf ("couldn't open %s.pts\n", cl.worldmodel->name);
448 Con_Printf ("Reading %s.pts...\n", cl.worldmodel->name);
450 pointfilepos = pointfile;
451 while (*pointfilepos)
453 while (*pointfilepos == '\n' || *pointfilepos == '\r')
458 while (*t && *t != '\n' && *t != '\r')
462 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
469 if (cl_numparticles >= cl_maxparticles)
471 Con_Printf ("Not enough free particles\n");
474 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
482 Con_Printf ("%i points read\n", c);
487 CL_ParseParticleEffect
489 Parse an effect out of the server message
492 void CL_ParseParticleEffect (void)
495 int i, count, msgcount, color;
497 for (i=0 ; i<3 ; i++)
498 org[i] = MSG_ReadCoord ();
499 for (i=0 ; i<3 ; i++)
500 dir[i] = MSG_ReadChar () * (1.0/16);
501 msgcount = MSG_ReadByte ();
502 color = MSG_ReadByte ();
509 CL_RunParticleEffect (org, dir, color, count);
518 void CL_ParticleExplosion (vec3_t org)
523 if (cl_stainmaps.integer)
524 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
526 i = Mod_PointContents(org, cl.worldmodel);
527 if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
529 for (i = 0;i < 128;i++)
531 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
537 // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
539 if (cl_particles_smoke.integer)
541 for (i = 0;i < 64;i++)
544 v2[0] = lhrandom(-64, 64);
545 v2[1] = lhrandom(-64, 64);
546 v2[2] = lhrandom(-8, 24);
548 for (k = 0;k < 16;k++)
550 v[0] = org[0] + lhrandom(-64, 64);
551 v[1] = org[1] + lhrandom(-64, 64);
552 v[2] = org[2] + lhrandom(-8, 24);
553 if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
556 VectorSubtract(v2, org, v2);
558 VectorScale(v2, 2.0f, v2);
559 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
564 if (cl_particles_sparks.integer)
567 for (i = 0;i < 256;i++)
569 k = particlepalette[0x68 + (rand() & 7)];
570 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, lhrandom(0, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
575 if (cl_explosions.integer)
581 CL_ParticleExplosion2
585 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
588 if (!cl_particles.integer) return;
590 for (i = 0;i < 512;i++)
592 k = particlepalette[colorStart + (i % colorLength)];
593 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
603 void CL_BlobExplosion (vec3_t org)
605 if (cl_stainmaps.integer)
606 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
608 if (cl_explosions.integer)
618 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
624 CL_ParticleExplosion(org);
627 if (!cl_particles.integer) return;
630 k = particlepalette[color + (rand()&7)];
631 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
635 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
641 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
644 if (!cl_particles.integer) return;
646 if (cl_stainmaps.integer)
647 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
649 if (cl_particles_bulletimpacts.integer)
652 if (cl_particles_smoke.integer)
657 particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, 255, 1024, 9999, -0.2, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
661 if (cl_particles_sparks.integer)
666 k = particlepalette[0x68 + (rand() & 7)];
667 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
673 void CL_PlasmaBurn (vec3_t org)
675 if (cl_stainmaps.integer)
676 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
679 static float bloodcount = 0;
680 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
683 // bloodcount is used to accumulate counts too small to cause a blood particle
684 if (!cl_particles.integer) return;
685 if (!cl_particles_blood.integer) return;
692 r = cl_particles_blood_size.value;
693 a = cl_particles_blood_alpha.value * 255;
694 while(bloodcount > 0)
696 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, r, r, a * 3, a * 1.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
697 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, PBLEND_ALPHA, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
702 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
706 vec3_t diff, center, velscale;
707 if (!cl_particles.integer) return;
708 if (!cl_particles_bloodshowers.integer) return;
709 if (!cl_particles_blood.integer) return;
711 VectorSubtract(maxs, mins, diff);
712 center[0] = (mins[0] + maxs[0]) * 0.5;
713 center[1] = (mins[1] + maxs[1]) * 0.5;
714 center[2] = (mins[2] + maxs[2]) * 0.5;
715 // FIXME: change velspeed back to 2.0x after fixing mod
716 velscale[0] = velspeed * 2.0 / diff[0];
717 velscale[1] = velspeed * 2.0 / diff[1];
718 velscale[2] = velspeed * 2.0 / diff[2];
720 bloodcount += count * 5.0f;
721 r = cl_particles_blood_size.value;
722 a = cl_particles_blood_alpha.value * 255;
723 while (bloodcount > 0)
726 org[0] = lhrandom(mins[0], maxs[0]);
727 org[1] = lhrandom(mins[1], maxs[1]);
728 org[2] = lhrandom(mins[2], maxs[2]);
729 vel[0] = (org[0] - center[0]) * velscale[0];
730 vel[1] = (org[1] - center[1]) * velscale[1];
731 vel[2] = (org[2] - center[2]) * velscale[2];
733 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, r, r, a * 3, a * 1.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
734 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, PBLEND_ALPHA, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
738 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
742 if (!cl_particles.integer) return;
743 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
744 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
745 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
749 k = particlepalette[colorbase + (rand()&3)];
750 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
754 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
757 float t, z, minz, maxz;
758 if (!cl_particles.integer) return;
759 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
760 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
761 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
762 if (dir[2] < 0) // falling
764 t = (maxs[2] - mins[2]) / -dir[2];
769 t = (maxs[2] - mins[2]) / dir[2];
772 if (t < 0 || t > 2) // sanity check
775 minz = z - fabs(dir[2]) * 0.1;
776 maxz = z + fabs(dir[2]) * 0.1;
777 minz = bound(mins[2], minz, maxs[2]);
778 maxz = bound(mins[2], maxz, maxs[2]);
783 count *= 4; // ick, this should be in the mod or maps?
787 k = particlepalette[colorbase + (rand()&3)];
788 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
794 k = particlepalette[colorbase + (rand()&3)];
795 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
799 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
803 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
808 if (!cl_particles.integer) return;
810 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
811 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
812 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
814 center[0] = (mins[0] + maxs[0]) * 0.5f;
815 center[1] = (mins[1] + maxs[1]) * 0.5f;
816 center[2] = (mins[2] + maxs[2]) * 0.5f;
820 k = particlepalette[224 + (rand()&15)];
821 o[0] = lhrandom(mins[0], maxs[0]);
822 o[1] = lhrandom(mins[1], maxs[1]);
823 o[2] = lhrandom(mins[2], maxs[2]);
824 VectorSubtract(o, center, v);
825 VectorNormalizeFast(v);
826 VectorScale(v, 100, v);
827 v[2] += sv_gravity.value * 0.15f;
828 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
832 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
836 if (!cl_particles.integer) return;
837 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
838 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
839 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
843 k = particlepalette[224 + (rand()&15)];
844 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
846 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
850 void CL_Flames (vec3_t org, vec3_t vel, int count)
853 if (!cl_particles.integer) return;
857 k = particlepalette[224 + (rand()&15)];
858 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
870 void CL_LavaSplash (vec3_t origin)
875 if (!cl_particles.integer) return;
877 for (i=-128 ; i<128 ; i+=16)
879 for (j=-128 ; j<128 ; j+=16)
881 dir[0] = j + lhrandom(0, 8);
882 dir[1] = i + lhrandom(0, 8);
884 org[0] = origin[0] + dir[0];
885 org[1] = origin[1] + dir[1];
886 org[2] = origin[2] + lhrandom(0, 64);
887 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
888 k = particlepalette[224 + (rand()&7)];
889 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
901 void R_TeleportSplash (vec3_t org)
904 if (!cl_particles.integer) return;
906 for (i=-16 ; i<16 ; i+=8)
907 for (j=-16 ; j<16 ; j+=8)
908 for (k=-24 ; k<32 ; k+=8)
909 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
914 void R_RocketTrail (vec3_t start, vec3_t end, int type)
916 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
919 vec3_t vec, dir, vel, pos;
920 float len, dec, speed, r;
921 int contents, smoke, blood, bubbles;
923 VectorSubtract(end, start, dir);
924 VectorNormalize(dir);
926 VectorSubtract (end, start, vec);
928 len = VectorNormalize (vec);
930 speed = 1.0f / cl.frametime;
931 VectorSubtract(end, start, vel);
933 len = VectorNormalizeLength (vec);
934 dec = -ent->persistent.trail_time;
935 ent->persistent.trail_time += len;
936 if (ent->persistent.trail_time < 0.01f)
939 // if we skip out, leave it reset
940 ent->persistent.trail_time = 0.0f;
942 speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
943 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
945 VectorScale(vel, speed, vel);
947 // advance into this frame to reach the first puff location
948 VectorMA(start, dec, vec, pos);
951 contents = Mod_PointContents(pos, cl.worldmodel);
952 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
955 smoke = cl_particles.integer && cl_particles_smoke.integer;
956 blood = cl_particles.integer && cl_particles_blood.integer;
957 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
963 case 0: // rocket trail
967 particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 6, 0, 0, 0, 0, 0);
968 particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
973 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
977 case 1: // grenade trail
978 // FIXME: make it gradually stop smoking
980 if (cl_particles.integer && cl_particles_smoke.integer)
982 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
988 case 4: // slight blood
989 dec = cl_particles_blood_size.value;
992 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, dec, dec, cl_particles_blood_alpha.value * 255.0f * 3.0f, cl_particles_blood_alpha.value * 255.0f * 0.5f * 1.5f, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
993 //particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, PBLEND_ALPHA, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
997 case 3: // green tracer
1001 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1005 case 5: // flame tracer
1009 particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1013 case 6: // voor trail
1017 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1021 case 7: // Nehahra smoke tracer
1025 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
1028 case 8: // Nexiuz plasma trail
1032 //particle(pt_static, PARTICLE_BILLBOARD, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 3.0f, 3.0f, lhrandom(64, 255), 512, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-32, 32) + dir[0] * -64.0f, lhrandom(-32, 32) + dir[1] * -64.0f, lhrandom(-32, 32) + dir[2] * -64.0f, 0, 0, 0, 0, 0, 0);
1033 particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, dec, dec, 255, 1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1037 // advance to next time and position
1039 VectorMA (pos, dec, vec, pos);
1041 #ifndef WORKINGLQUAKE
1042 ent->persistent.trail_time = len;
1046 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1050 if (!cl_particles.integer) return;
1051 if (!cl_particles_smoke.integer) return;
1053 VectorCopy(start, pos);
1054 VectorSubtract (end, start, vec);
1055 #ifdef WORKINGLQUAKE
1056 len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
1058 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
1060 VectorScale(vec, 3, vec);
1061 color = particlepalette[color];
1064 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1065 VectorAdd (pos, vec, pos);
1069 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
1071 int tempcolor2, cr, cg, cb;
1075 tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
1076 particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0);
1079 void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
1082 if (!cl_particles.integer) return;
1085 if (cl_particles_smoke.integer)
1090 particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255, 512, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 15, 0, 0, 0, 0, 0);
1095 void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
1098 if (!cl_particles.integer) return;
1100 if (cl_stainmaps.integer)
1101 R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
1104 if (cl_particles_smoke.integer)
1109 particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255, 512, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 15, 0, 0, 0, 0, 0);
1113 if (cl_particles_sparks.integer)
1118 particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 2.0f, 0.1f, lhrandom(64, 255), 512, 9999, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0, 0, 0, 0, 0, 0);
1128 void CL_MoveParticles (void)
1131 int i, activeparticles, maxparticle, j, a, pressureused = false, content;
1132 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
1134 // LordHavoc: early out condition
1135 if (!cl_numparticles)
1138 #ifdef WORKINGLQUAKE
1139 frametime = cl.frametime;
1141 frametime = cl.time - cl.oldtime;
1143 gravity = frametime * sv_gravity.value;
1144 dvel = 1+4*frametime;
1145 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
1147 activeparticles = 0;
1150 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1153 VectorCopy(p->org, p->oldorg);
1154 VectorMA(p->org, frametime, p->vel, p->org);
1155 VectorCopy(p->org, org);
1156 #ifndef WORKINGLQUAKE
1159 if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, NULL) < 1)
1161 VectorCopy(v, p->org);
1164 // assume it's blood (lame, but...)
1165 if (cl_stainmaps.integer)
1166 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
1167 if (cl_decals.integer)
1170 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1171 p->time2 = cl.time + cl_decals_time.value;
1172 p->die = p->time2 + cl_decals_fadetime.value;
1174 VectorCopy(normal, p->vel2);
1175 VectorClear(p->vel);
1176 VectorAdd(p->org, normal, p->org);
1186 freeparticles[j++] = p;
1192 dist = DotProduct(p->vel, normal) * -p->bounce;
1193 VectorMA(p->vel, dist, normal, p->vel);
1194 if (DotProduct(p->vel, p->vel) < 0.03)
1195 VectorClear(p->vel);
1200 p->vel[2] -= p->gravity * gravity;
1201 p->alpha -= p->alphafade * frametime;
1204 f = p->friction * frametime;
1206 content = Mod_PointContents(p->org, cl.worldmodel);
1207 if (content != CONTENTS_EMPTY)
1210 VectorScale(p->vel, f, p->vel);
1213 if (p->type != pt_static)
1219 content = Mod_PointContents(p->org, cl.worldmodel);
1221 if (a != CONTENTS_EMPTY)
1223 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1225 p->scalex += frametime * cl_particles_blood_size.value;
1226 p->scaley += frametime * cl_particles_blood_size.value;
1227 //p->alpha -= bloodwaterfade;
1233 p->vel[2] -= gravity;
1237 content = Mod_PointContents(p->org, cl.worldmodel);
1238 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1245 if (cl.time > p->time2)
1248 p->time2 = cl.time + (rand() & 3) * 0.1;
1249 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1250 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1251 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1254 content = Mod_PointContents(p->org, cl.worldmodel);
1256 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1260 p->scalex += frametime * p->time2;
1261 p->scaley += frametime * p->time2;
1264 if (cl.time > p->time2)
1266 p->alphafade = p->alpha / (p->die - cl.time);
1271 printf("unknown particle type %i\n", p->type);
1277 // remove dead particles
1278 if (p->alpha < 1 || p->die < cl.time)
1279 freeparticles[j++] = p;
1285 pressureused = true;
1288 // fill in gaps to compact the array
1290 while (maxparticle >= activeparticles)
1292 *freeparticles[i++] = particles[maxparticle--];
1293 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1296 cl_numparticles = activeparticles;
1300 activeparticles = 0;
1301 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1303 freeparticles[activeparticles++] = p;
1305 if (activeparticles)
1307 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1309 for (j = 0;j < activeparticles;j++)
1311 if (freeparticles[j] != p)
1313 float dist, diff[3];
1314 VectorSubtract(p->org, freeparticles[j]->org, diff);
1315 dist = DotProduct(diff, diff);
1316 if (dist < 4096 && dist >= 1)
1318 dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1319 VectorMA(p->vel, dist, diff, p->vel);
1328 #define MAX_PARTICLETEXTURES 64
1329 // particletexture_t is a rectangle in the particlefonttexture
1332 rtexture_t *texture;
1333 float s1, t1, s2, t2;
1338 static int particlefonttexture;
1340 static rtexturepool_t *particletexturepool;
1341 static rtexture_t *particlefonttexture;
1343 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1345 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1347 static qbyte shadebubble(float dx, float dy, vec3_t light)
1351 dz = 1 - (dx*dx+dy*dy);
1352 if (dz > 0) // it does hit the sphere
1356 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1357 VectorNormalize(normal);
1358 dot = DotProduct(normal, light);
1359 if (dot > 0.5) // interior reflection
1360 f += ((dot * 2) - 1);
1361 else if (dot < -0.5) // exterior reflection
1362 f += ((dot * -2) - 1);
1364 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1365 VectorNormalize(normal);
1366 dot = DotProduct(normal, light);
1367 if (dot > 0.5) // interior reflection
1368 f += ((dot * 2) - 1);
1369 else if (dot < -0.5) // exterior reflection
1370 f += ((dot * -2) - 1);
1372 f += 16; // just to give it a haze so you can see the outline
1373 f = bound(0, f, 255);
1380 static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
1382 int basex, basey, y;
1383 basex = ((texnum >> 0) & 7) * 32;
1384 basey = ((texnum >> 3) & 7) * 32;
1385 particletexture[texnum].s1 = (basex + 1) / 256.0f;
1386 particletexture[texnum].t1 = (basey + 1) / 256.0f;
1387 particletexture[texnum].s2 = (basex + 31) / 256.0f;
1388 particletexture[texnum].t2 = (basey + 31) / 256.0f;
1389 for (y = 0;y < 32;y++)
1390 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1393 static void R_InitParticleTexture (void)
1395 int x, y, d, i, j, k, m;
1396 float cx, cy, dx, dy, radius, f, f2;
1397 qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
1399 qbyte particletexturedata[256*256*4];
1401 memset(particletexturedata, 255, sizeof(particletexturedata));
1404 for (i = 0;i < 8;i++)
1408 fractalnoise(&noise1[0][0], 64, 4);
1409 fractalnoise(&noise2[0][0], 64, 8);
1411 for (y = 0;y < 32;y++)
1414 for (x = 0;x < 32;x++)
1416 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1418 d = (noise2[y][x] - 128) * 3 + 192;
1420 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1421 d = (d * noise1[y][x]) >> 7;
1422 d = bound(0, d, 255);
1423 data[y][x][3] = (qbyte) d;
1431 setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1435 for (i = 0;i < 16;i++)
1437 radius = i * 3.0f / 16.0f;
1438 f2 = 255.0f * ((15.0f - i) / 15.0f);
1439 for (y = 0;y < 32;y++)
1441 dy = (y - 16) * 0.25f;
1442 for (x = 0;x < 32;x++)
1444 dx = (x - 16) * 0.25f;
1445 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1446 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1447 f = bound(0.0f, f, 255.0f);
1448 data[y][x][3] = (int) f;
1451 setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
1455 for (y = 0;y < 32;y++)
1458 for (x = 0;x < 32;x++)
1460 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1462 d = (256 - (dx*dx+dy*dy));
1463 d = bound(0, d, 255);
1464 data[y][x][3] = (qbyte) d;
1467 setuptex(tex_particle, &data[0][0][0], particletexturedata);
1470 light[0] = 1;light[1] = 1;light[2] = 1;
1471 VectorNormalize(light);
1472 for (y = 0;y < 32;y++)
1474 for (x = 0;x < 32;x++)
1476 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1477 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);
1480 setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1483 light[0] = 1;light[1] = 1;light[2] = 1;
1484 VectorNormalize(light);
1485 for (y = 0;y < 32;y++)
1487 for (x = 0;x < 32;x++)
1489 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1490 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1493 setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1496 for (i = 0;i < 8;i++)
1498 memset(&data[0][0][0], 255, sizeof(data));
1499 for (j = 1;j < 8;j++)
1501 for (k = 0;k < 3;k++)
1503 cx = lhrandom(j + 1, 30 - j);
1504 cy = lhrandom(j + 1, 30 - j);
1505 for (y = 0;y < 32;y++)
1507 for (x = 0;x < 32;x++)
1511 f = 1.0f - sqrt(dx * dx + dy * dy) / j;
1514 data[y][x][0] = data[y][x][0] + f * 0.5 * ( 160 - data[y][x][0]);
1515 data[y][x][1] = data[y][x][1] + f * 0.5 * ( 32 - data[y][x][1]);
1516 data[y][x][2] = data[y][x][2] + f * 0.5 * ( 32 - data[y][x][2]);
1522 // use inverted colors so we can scale them later using glColor and use an inverse blend
1523 for (y = 0;y < 32;y++)
1525 for (x = 0;x < 32;x++)
1527 data[y][x][0] = 255 - data[y][x][0];
1528 data[y][x][1] = 255 - data[y][x][1];
1529 data[y][x][2] = 255 - data[y][x][2];
1532 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1536 glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1537 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1538 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1540 particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1541 for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1542 particletexture[i].texture = particlefonttexture;
1545 fractalnoise(&noise1[0][0], 64, 4);
1547 for (y = 0;y < 64;y++)
1549 for (x = 0;x < 16;x++)
1555 d = d * d * noise1[y][x] / (7 * 7);
1556 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
1557 data2[y][x][3] = 255;
1561 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1562 particletexture[tex_beam].s1 = 0;
1563 particletexture[tex_beam].t1 = 0;
1564 particletexture[tex_beam].s2 = 1;
1565 particletexture[tex_beam].t2 = 1;
1569 static void r_part_start(void)
1571 particletexturepool = R_AllocTexturePool();
1572 R_InitParticleTexture ();
1575 static void r_part_shutdown(void)
1577 R_FreeTexturePool(&particletexturepool);
1580 static void r_part_newmap(void)
1582 cl_numparticles = 0;
1585 void R_Particles_Init (void)
1587 Cvar_RegisterVariable(&r_drawparticles);
1588 #ifdef WORKINGLQUAKE
1591 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1595 #ifdef WORKINGLQUAKE
1596 void R_InitParticles(void)
1598 CL_Particles_Init();
1602 float varray_vertex[16];
1605 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1607 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1608 particletexture_t *tex;
1609 #ifndef WORKINGLQUAKE
1612 const particle_t *p = calldata1;
1614 VectorCopy(p->org, org);
1616 if (p->orientation == PARTICLE_BILLBOARD)
1618 VectorScale(vright, p->scalex, right);
1619 VectorScale(vup, p->scaley, up);
1620 varray_vertex[ 0] = org[0] + right[0] - up[0];
1621 varray_vertex[ 1] = org[1] + right[1] - up[1];
1622 varray_vertex[ 2] = org[2] + right[2] - up[2];
1623 varray_vertex[ 4] = org[0] - right[0] - up[0];
1624 varray_vertex[ 5] = org[1] - right[1] - up[1];
1625 varray_vertex[ 6] = org[2] - right[2] - up[2];
1626 varray_vertex[ 8] = org[0] - right[0] + up[0];
1627 varray_vertex[ 9] = org[1] - right[1] + up[1];
1628 varray_vertex[10] = org[2] - right[2] + up[2];
1629 varray_vertex[12] = org[0] + right[0] + up[0];
1630 varray_vertex[13] = org[1] + right[1] + up[1];
1631 varray_vertex[14] = org[2] + right[2] + up[2];
1633 else if (p->orientation == PARTICLE_SPARK)
1635 VectorMA(p->org, -p->scaley, p->vel, v);
1636 VectorMA(p->org, p->scaley, p->vel, up2);
1637 R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
1639 else if (p->orientation == PARTICLE_BEAM)
1640 R_CalcBeamVerts(varray_vertex, p->org, p->vel2, p->scalex);
1641 else if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1644 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1646 VectorNegate(p->vel2, v);
1647 VectorVectors(v, right, up);
1650 VectorVectors(p->vel2, right, up);
1651 VectorScale(right, p->scalex, right);
1652 VectorScale(up, p->scaley, up);
1653 varray_vertex[ 0] = org[0] + right[0] - up[0];
1654 varray_vertex[ 1] = org[1] + right[1] - up[1];
1655 varray_vertex[ 2] = org[2] + right[2] - up[2];
1656 varray_vertex[ 4] = org[0] - right[0] - up[0];
1657 varray_vertex[ 5] = org[1] - right[1] - up[1];
1658 varray_vertex[ 6] = org[2] - right[2] - up[2];
1659 varray_vertex[ 8] = org[0] - right[0] + up[0];
1660 varray_vertex[ 9] = org[1] - right[1] + up[1];
1661 varray_vertex[10] = org[2] - right[2] + up[2];
1662 varray_vertex[12] = org[0] + right[0] + up[0];
1663 varray_vertex[13] = org[1] + right[1] + up[1];
1664 varray_vertex[14] = org[2] + right[2] + up[2];
1667 Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
1669 tex = &particletexture[p->texnum];
1670 cr = p->color[0] * (1.0f / 255.0f);
1671 cg = p->color[1] * (1.0f / 255.0f);
1672 cb = p->color[2] * (1.0f / 255.0f);
1673 ca = p->alpha * (1.0f / 255.0f);
1674 if (p->blendmode == PBLEND_MOD)
1686 if (p->blendmode == 0)
1687 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1688 else if (p->blendmode == 1)
1689 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1691 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1693 glColor4f(cr, cg, cb, ca);
1694 glTexCoord2f(tex->s2, tex->t1);glVertex3f(varray_vertex[ 0], varray_vertex[ 1], varray_vertex[ 2]);
1695 glTexCoord2f(tex->s1, tex->t1);glVertex3f(varray_vertex[ 4], varray_vertex[ 5], varray_vertex[ 6]);
1696 glTexCoord2f(tex->s1, tex->t2);glVertex3f(varray_vertex[ 8], varray_vertex[ 9], varray_vertex[10]);
1697 glTexCoord2f(tex->s2, tex->t2);glVertex3f(varray_vertex[12], varray_vertex[13], varray_vertex[14]);
1700 memset(&m, 0, sizeof(m));
1701 if (p->blendmode == 0)
1703 m.blendfunc1 = GL_SRC_ALPHA;
1704 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1706 else if (p->blendmode == 1)
1708 m.blendfunc1 = GL_SRC_ALPHA;
1709 m.blendfunc2 = GL_ONE;
1713 m.blendfunc1 = GL_ZERO;
1714 m.blendfunc2 = GL_ONE_MINUS_SRC_COLOR;
1716 m.tex[0] = R_GetTexture(tex->texture);
1717 R_Mesh_Matrix(&r_identitymatrix);
1720 if (fogenabled && p->blendmode != PBLEND_MOD)
1722 VectorSubtract(org, r_origin, fogvec);
1723 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1728 if (p->blendmode == 0)
1730 cr += fogcolor[0] * fog;
1731 cg += fogcolor[1] * fog;
1732 cb += fogcolor[2] * fog;
1739 if (p->orientation == PARTICLE_BEAM)
1741 VectorSubtract(p->vel2, p->org, up);
1742 VectorNormalizeFast(up);
1743 v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
1744 v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
1745 varray_texcoord[0][0] = 1;varray_texcoord[0][1] = v[0];
1746 varray_texcoord[0][4] = 0;varray_texcoord[0][5] = v[0];
1747 varray_texcoord[0][8] = 0;varray_texcoord[0][9] = v[1];
1748 varray_texcoord[0][12] = 1;varray_texcoord[0][13] = v[1];
1752 varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
1753 varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t1;
1754 varray_texcoord[0][8] = tex->s1;varray_texcoord[0][9] = tex->t2;
1755 varray_texcoord[0][12] = tex->s2;varray_texcoord[0][13] = tex->t2;
1758 GL_Color(cr, cg, cb, ca);
1759 R_Mesh_Draw(4, 2, polygonelements);
1763 void R_DrawParticles (void)
1766 float minparticledist;
1769 #ifdef WORKINGLQUAKE
1773 // LordHavoc: early out conditions
1774 if ((!cl_numparticles) || (!r_drawparticles.integer))
1777 minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1779 #ifdef WORKINGLQUAKE
1780 glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1782 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1784 // LordHavoc: only render if not too close
1785 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1786 if (DotProduct(p->org, vpn) >= minparticledist)
1787 R_DrawParticleCallback(p, 0);
1789 glDisable(GL_BLEND);
1790 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1792 // LordHavoc: only render if not too close
1793 c_particles += cl_numparticles;
1794 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1795 if (DotProduct(p->org, vpn) >= minparticledist || p->orientation == PARTICLE_BEAM)
1796 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);