fteqw/engine/client/r_part.c
2005-03-18 06:14:07 +00:00

3396 lines
78 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
The aim of this particle system is to have as much as possible configurable.
Some parts still fail here, and are marked FIXME
Effects are flushed on new maps.
The engine has a few builtins.
*/
#include "quakedef.h"
#ifdef SWQUAKE
#include "r_local.h"
#endif
#ifdef RGLQUAKE
#include "glquake.h"//hack
#endif
#include "renderque.h"
#include "r_partset.h"
int pt_explosion,
pt_emp,
pt_pointfile,
pt_entityparticles,
pt_darkfield,
pt_blob,
pt_blood,
pt_lightningblood,
pt_gunshot,
pt_wizspike,
pt_knightspike,
pt_spike,
pt_superspike,
pt_lavasplash,
pt_teleportsplash,
pt_blasterparticles,
pt_superbullet,
pt_bullet,
pt_spark,
pt_plasma;
int pe_default,
pe_size2,
pe_size3;
int rt_blastertrail,
rt_railtrail,
rt_bubbletrail,
rt_rocket,
rt_grenade,
rt_gib,
rt_lightning1,
rt_lightning2,
rt_lightning3;
//triangle fan sparks use these.
static double sint[7] = {0.000000, 0.781832, 0.974928, 0.433884, -0.433884, -0.974928, -0.781832};
static double cost[7] = {1.000000, 0.623490, -0.222521, -0.900969, -0.900969, -0.222521, 0.623490};
#define crand() (rand()%32767/16383.5f-1)
void D_DrawParticleTrans (particle_t *pparticle);
void D_DrawSparkTrans (particle_t *pparticle, vec3_t src, vec3_t dest);
void P_ReadPointFile_f (void);
#define MAX_BEAMS 2048 // default max # of beam segments
#define MAX_PARTICLES 32768 // default max # of particles at one
// time
//int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
//int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
//int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3, 2, 1};
particle_t *free_particles;
particle_t *particles; //contains the initial list of alloced particles.
int r_numparticles;
beamseg_t *free_beams;
beamseg_t *beams;
int r_numbeams;
vec3_t r_pright, r_pup, r_ppn;
extern cvar_t r_bouncysparks;
extern cvar_t r_part_rain;
extern cvar_t gl_part_explosionheart, gl_part_emp;
extern cvar_t gl_part_trifansparks;
extern cvar_t r_bloodstains;
cvar_t r_particlesdesc = {"r_particlesdesc", "spikeset", NULL, CVAR_LATCH|CVAR_SEMICHEAT};
cvar_t r_part_rain_quantity = {"r_part_rain_quantity", "1"};
cvar_t r_rockettrail = {"r_rockettrail", "1"};
cvar_t r_grenadetrail = {"r_grenadetrail", "1"};
cvar_t gl_part_trifansparks = {"gl_part_trifansparks", "0"};
cvar_t r_particle_tracelimit = {"r_particle_tracelimit", "250"};
static float particletime;
typedef struct skytris_s {
struct skytris_s *next;
vec3_t org;
vec3_t x;
vec3_t y;
float area;
float nexttime;
msurface_t *face;
} skytris_t;
//these could be deltas or absolutes depending on ramping mode.
typedef struct {
vec3_t rgb;
float alpha;
float scale;
float rotation;
} ramp_t;
typedef struct part_type_s {
char name[MAX_QPATH];
char texname[MAX_QPATH];
vec3_t rgb;
vec3_t rgbchange;
vec3_t rgbrand;
int colorindex;
int colorrand;
qboolean citracer;
float rgbchangetime;
vec3_t rgbrandsync;
float scale, alpha;
float alphachange;
float die, randdie;
float randomvel, veladd;
float offsetspread;
float offsetspreadvert;
float randomvelvert;
float randscale;
qboolean isbeam;
enum {BM_MERGE, BM_ADD, BM_SUBTRACT} blendmode;
float rotationstartmin, rotationstartrand;
float rotationmin, rotationrand;
float scaledelta;
float count;
int texturenum;
int assoc;
int cliptype;
float clipcount;
int emit;
float emittime;
float emitrand;
float emitstart;
float areaspread;
float areaspreadvert;
float scalefactor;
float invscalefactor;
float offsetup; // make this into a vec3_t later with dir, possibly for mdls
enum {SM_BOX, SM_CIRCLE, SM_BALL, SM_SPIRAL, SM_TRACER, SM_TELEBOX, SM_LAVASPLASH, SM_UNICIRCLE, SM_FIELD} spawnmode;
//box = even spread within the area
//circle = around edge of a circle
//ball = filled sphere
//spiral = spiral trail
//tracer = tracer trail
//telebox = q1-style telebox
//lavasplash = q1-style lavasplash
//unicircle = uniform circle
//field = synced field (brightfield, etc)
float gravity;
vec3_t friction;
float clipbounce;
int stains;
enum {RAMP_NONE, RAMP_DELTA, RAMP_ABSOLUTE} rampmode;
int rampindexes;
ramp_t *ramp;
int loaded;
particle_t *particles;
beamseg_t *beams;
skytris_t *skytris;
} part_type_t;
int numparticletypes;
part_type_t *part_type;
static part_type_t *P_GetParticleType(char *name)
{
int i;
part_type_t *ptype;
for (i = 0; i < numparticletypes; i++)
{
ptype = &part_type[i];
if (!strcmp(ptype->name, name))
return ptype;
}
part_type = BZ_Realloc(part_type, sizeof(part_type_t)*(numparticletypes+1));
ptype = &part_type[numparticletypes++];
strcpy(ptype->name, name);
ptype->assoc=-1;
ptype->cliptype = -1;
ptype->emit = -1;
/*
Due to BZ_Realloc we can assume all of this anyway
ptype->loaded = 0;
ptype->ramp = NULL;
ptype->particles = NULL;
ptype->beams = NULL;
*/
return ptype;
}
int P_AllocateParticleType(char *name) //guarentees that the particle type exists, returning it's index.
{
return P_GetParticleType(name) - part_type;
}
int P_ParticleTypeForName(char *name)
{
int to;
to = P_GetParticleType(name) - part_type;
if (to < 0 || to >= numparticletypes)
{
return -1;
}
return to;
}
static int P_FindParticleType(char *name) //checks if particle description 'name' exists, returns -1 if not.
{
int i;
for (i = 0; i < numparticletypes; i++)
{
if (!strcmp(part_type[i].name, name))
return i;
}
return -1;
}
qboolean P_DescriptionIsLoaded(char *name)
{
int i = P_FindParticleType(name);
part_type_t *ptype;
if (i < 0)
return false;
ptype = &part_type[i];
return ptype->loaded;
}
static void P_SetModified(void) //called when the particle system changes (from console).
{
if (Cmd_FromServer())
return; //server stuffed particle descriptions don't count.
f_modified_particles = true;
if (care_f_modified)
{
care_f_modified = false;
Cbuf_AddText("say particles description has changed\n", RESTRICT_LOCAL);
}
}
static int CheckAssosiation(char *name, int from)
{
int to, orig;
orig = to = P_FindParticleType(name);
if (to < 0)
{
return -1;
}
while(to != -1)
{
if (to == from)
{
Con_Printf("Assosiation would cause infinate loop\n");
return -1;
}
to = part_type[to].assoc;
}
return orig;
}
//Uses FTE's multiline console stuff.
//This is the function that loads the effect descriptions (via console).
void P_ParticleEffect_f(void)
{
char *var, *value;
char *buf;
particle_t *parts;
beamseg_t *beamsegs;
skytris_t *st;
part_type_t *ptype;
int pnum, assoc;
if (Cmd_Argc()!=2)
{
Con_Printf("No name for particle effect\n");
return;
}
buf = Cbuf_GetNext(Cmd_ExecLevel);
while (*buf && *buf <= ' ')
buf++; //no whitespace please.
if (*buf != '{')
{
Cbuf_InsertText(buf, Cmd_ExecLevel);
Con_Printf("This is a multiline command and should be used within config files\n");
return;
}
ptype = P_GetParticleType(Cmd_Argv(1));
if (!ptype)
{
Con_Printf("Bad name\n");
return;
}
P_SetModified();
pnum = ptype-part_type;
st = ptype->skytris;
if (ptype->ramp)
BZ_Free(ptype->ramp);
while (ptype->particles) // empty particle list
{
parts = ptype->particles->next;
ptype->particles->next = free_particles;
free_particles = ptype->particles;
ptype->particles = parts;
}
// go with a lazy clear of list.. mark everything as DEAD and let
// the beam rendering handle removing nodes
beamsegs = ptype->beams;
while (beamsegs)
{
beamsegs->flags |= BS_DEAD;
beamsegs = beamsegs->next;
}
beamsegs = ptype->beams;
memset(ptype, 0, sizeof(*ptype));
// ptype->particles = parts;
ptype->beams = beamsegs;
ptype->skytris = st;
strcpy(ptype->name, Cmd_Argv(1));
ptype->assoc=-1;
ptype->cliptype = -1;
ptype->emit = -1;
ptype->alpha = 1;
ptype->alphachange = 1;
ptype->clipbounce = 0.8;
ptype->colorindex = -1;
ptype->rotationstartmin = -M_PI; //start with a random angle
ptype->rotationstartrand = M_PI-ptype->rotationstartmin;
ptype->rotationmin = 0; //but don't spin
ptype->rotationrand = 0;
while(1)
{
buf = Cbuf_GetNext(Cmd_ExecLevel);
while (*buf && *buf <= ' ')
buf++; //no whitespace please.
if (*buf == '}')
break;
if (!*buf)
{
Con_Printf("Unexpected End Of Buffer\n");
return;
}
Cmd_TokenizeString(buf, true, true);
var = Cmd_Argv(0);
value = Cmd_Argv(1);
if (!strcmp(var, "texture"))
Q_strncpyz(ptype->texname, value, sizeof(ptype->texname));
else if (!strcmp(var, "rotationstart"))
{
ptype->rotationstartmin = atof(value)*M_PI/180;
if (Cmd_Argc()>2)
ptype->rotationstartrand = atof(Cmd_Argv(2))*M_PI/180-ptype->rotationstartmin;
else
ptype->rotationstartrand = 0;
}
else if (!strcmp(var, "rotationspeed"))
{
ptype->rotationmin = atof(value)*M_PI/180;
if (Cmd_Argc()>2)
ptype->rotationrand = atof(Cmd_Argv(2))*M_PI/180-ptype->rotationmin;
else
ptype->rotationrand = 0;
}
else if (!strcmp(var, "scale"))
ptype->scale = atof(value);
else if (!strcmp(var, "scalerand"))
ptype->randscale = atof(value);
else if (!strcmp(var, "scalefactor"))
ptype->scalefactor = atof(value);
else if (!strcmp(var, "scaledelta"))
ptype->scaledelta = atof(value);
else if (!strcmp(var, "step"))
ptype->count = 1/atof(value);
else if (!strcmp(var, "count"))
ptype->count = atof(value);
else if (!strcmp(var, "alpha"))
ptype->alpha = atof(value);
else if (!strcmp(var, "alphachange"))
ptype->alphachange = atof(value);
else if (!strcmp(var, "die"))
ptype->die = atof(value);
else if (!strcmp(var, "diesubrand"))
ptype->randdie = atof(value);
else if (!strcmp(var, "randomvel"))
{
ptype->randomvel = atof(value);
if (Cmd_Argc()>2)
ptype->randomvelvert = atof(Cmd_Argv(2));
else
ptype->randomvelvert = ptype->randomvel;
}
else if (!strcmp(var, "veladd"))
ptype->veladd = atof(value);
else if (!strcmp(var, "friction"))
{
ptype->friction[2] = ptype->friction[1] = ptype->friction[0] = atof(value);
if (Cmd_Argc()>3)
{
ptype->friction[2] = atof(Cmd_Argv(3));
ptype->friction[1] = atof(Cmd_Argv(2));
}
else if (Cmd_Argc()>2)
{
ptype->friction[2] = atof(Cmd_Argv(2));
}
}
else if (!strcmp(var, "gravity"))
ptype->gravity = atof(value);
else if (!strcmp(var, "clipbounce"))
ptype->clipbounce = atof(value);
else if (!strcmp(var, "assoc"))
{
assoc = CheckAssosiation(value, pnum); //careful - this can realloc all the particle types
ptype = &part_type[pnum];
ptype->assoc = assoc;
}
else if (!strcmp(var, "colorindex"))
ptype->colorindex = atoi(value);
else if (!strcmp(var, "colorrand"))
ptype->colorrand = atoi(value);
else if (!strcmp(var, "citracer"))
ptype->citracer = true;
else if (!strcmp(var, "red"))
ptype->rgb[0] = atof(value)/255;
else if (!strcmp(var, "green"))
ptype->rgb[1] = atof(value)/255;
else if (!strcmp(var, "blue"))
ptype->rgb[2] = atof(value)/255;
else if (!strcmp(var, "reddelta"))
{
ptype->rgbchange[0] = atof(value)/255;
if (!ptype->rgbchangetime)
ptype->rgbchangetime = ptype->die;
}
else if (!strcmp(var, "greendelta"))
{
ptype->rgbchange[1] = atof(value)/255;
if (!ptype->rgbchangetime)
ptype->rgbchangetime = ptype->die;
}
else if (!strcmp(var, "bluedelta"))
{
ptype->rgbchange[2] = atof(value)/255;
if (!ptype->rgbchangetime)
ptype->rgbchangetime = ptype->die;
}
else if (!strcmp(var, "rgbdeltatime"))
ptype->rgbchangetime = atof(value);
else if (!strcmp(var, "redrand"))
ptype->rgbrand[0] = atof(value)/255;
else if (!strcmp(var, "greenrand"))
ptype->rgbrand[1] = atof(value)/255;
else if (!strcmp(var, "bluerand"))
ptype->rgbrand[2] = atof(value)/255;
else if (!strcmp(var, "rgbrandsync"))
ptype->rgbrandsync[0] = ptype->rgbrandsync[1] = ptype->rgbrandsync[2] = atof(value);
else if (!strcmp(var, "redrandsync"))
ptype->rgbrandsync[0] = atof(value);
else if (!strcmp(var, "greenrandsync"))
ptype->rgbrandsync[1] = atof(value);
else if (!strcmp(var, "bluerandsync"))
ptype->rgbrandsync[2] = atof(value);
else if (!strcmp(var, "stains"))
ptype->stains = atoi(value);
else if (!strcmp(var, "blend"))
{
if (!strcmp(value, "add"))
ptype->blendmode = BM_ADD;
else if (!strcmp(value, "subtract"))
ptype->blendmode = BM_SUBTRACT;
else
ptype->blendmode = BM_MERGE;
}
else if (!strcmp(var, "spawnmode"))
{
if (!strcmp(value, "circle"))
ptype->spawnmode = SM_CIRCLE;
else if (!strcmp(value, "ball"))
ptype->spawnmode = SM_BALL;
else if (!strcmp(value, "spiral"))
ptype->spawnmode = SM_SPIRAL;
else if (!strcmp(value, "tracer"))
ptype->spawnmode = SM_TRACER;
else if (!strcmp(value, "telebox"))
ptype->spawnmode = SM_TELEBOX;
else if (!strcmp(value, "lavasplash"))
ptype->spawnmode = SM_LAVASPLASH;
else if (!strcmp(value, "uniformcircle"))
ptype->spawnmode = SM_UNICIRCLE;
else if (!strcmp(value, "syncfield"))
ptype->spawnmode = SM_FIELD;
else
ptype->spawnmode = SM_BOX;
}
else if (!strcmp(var, "isbeam"))
ptype->isbeam = true;
else if (!strcmp(var, "cliptype"))
{
assoc = P_ParticleTypeForName(value);//careful - this can realloc all the particle types
ptype = &part_type[pnum];
ptype->cliptype = assoc;
}
else if (!strcmp(var, "clipcount"))
ptype->clipcount = atof(value);
else if (!strcmp(var, "emit"))
{
assoc = P_ParticleTypeForName(value);//careful - this can realloc all the particle types
ptype = &part_type[pnum];
ptype->emit = assoc;
}
else if (!strcmp(var, "emitinterval"))
ptype->emittime = atof(value);
else if (!strcmp(var, "emitintervalrand"))
ptype->emitrand = atof(value);
else if (!strcmp(var, "emitstart"))
ptype->emitstart = atof(value);
else if (!strcmp(var, "areaspread"))
ptype->areaspread = atof(value);
else if (!strcmp(var, "areaspreadvert"))
ptype->areaspreadvert = atof(value);
else if (!strcmp(var, "offsetspread"))
ptype->offsetspread = atof(value);
else if (!strcmp(var, "offsetspreadvert"))
ptype->offsetspreadvert = atof(value);
else if (!strcmp(var, "up"))
ptype->offsetup = atof(value);
else if (!strcmp(var, "rampmode"))
{
if (!strcmp(value, "none"))
ptype->rampmode = RAMP_NONE;
else if (!strcmp(value, "absolute"))
ptype->rampmode = RAMP_ABSOLUTE;
else //if (!strcmp(value, "delta"))
ptype->rampmode = RAMP_DELTA;
}
else if (!strcmp(var, "rampindexlist"))
{ // better not use this with delta ramps...
int cidx, i;
i = 1;
while (i <= Cmd_Argc())
{
ptype->ramp = BZ_Realloc(ptype->ramp, sizeof(ramp_t)*(ptype->rampindexes+1));
cidx = atoi(Cmd_Argv(i));
ptype->ramp[ptype->rampindexes].alpha = cidx > 255 ? 0.5 : 1;
cidx = d_8to24rgbtable[cidx];
ptype->ramp[ptype->rampindexes].rgb[0] = (cidx & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[1] = (cidx >> 8 & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[2] = (cidx >> 16 & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].scale = ptype->scale;
ptype->rampindexes++;
i++;
}
}
else if (!strcmp(var, "rampindex"))
{
int cidx;
ptype->ramp = BZ_Realloc(ptype->ramp, sizeof(ramp_t)*(ptype->rampindexes+1));
cidx = atoi(value);
ptype->ramp[ptype->rampindexes].alpha = cidx > 255 ? 0.5 : 1;
if (Cmd_Argc() > 2) // they gave alpha
ptype->ramp[ptype->rampindexes].alpha *= atof(Cmd_Argv(2));
cidx = d_8to24rgbtable[cidx];
ptype->ramp[ptype->rampindexes].rgb[0] = (cidx & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[1] = (cidx >> 8 & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[2] = (cidx >> 16 & 0xff) * (1/255.0);
if (Cmd_Argc() > 3) // they gave scale
ptype->ramp[ptype->rampindexes].scale = atof(Cmd_Argv(3));
else
ptype->ramp[ptype->rampindexes].scale = ptype->scale;
ptype->rampindexes++;
}
else if (!strcmp(var, "ramp"))
{
ptype->ramp = BZ_Realloc(ptype->ramp, sizeof(ramp_t)*(ptype->rampindexes+1));
ptype->ramp[ptype->rampindexes].rgb[0] = atof(value)/255;
if (Cmd_Argc()>3) //seperate rgb
{
ptype->ramp[ptype->rampindexes].rgb[1] = atof(Cmd_Argv(2))/255;
ptype->ramp[ptype->rampindexes].rgb[2] = atof(Cmd_Argv(3))/255;
if (Cmd_Argc()>4) //have we alpha and scale changes?
{
ptype->ramp[ptype->rampindexes].alpha = atof(Cmd_Argv(4));
if (Cmd_Argc()>4) //have we scale changes?
ptype->ramp[ptype->rampindexes].scale = atof(Cmd_Argv(5));
else
ptype->ramp[ptype->rampindexes].scale = ptype->scaledelta;
}
else
{
ptype->ramp[ptype->rampindexes].alpha = ptype->alpha;
ptype->ramp[ptype->rampindexes].scale = ptype->scaledelta;
}
}
else //they only gave one value
{
ptype->ramp[ptype->rampindexes].rgb[1] = ptype->ramp[ptype->rampindexes].rgb[0];
ptype->ramp[ptype->rampindexes].rgb[2] = ptype->ramp[ptype->rampindexes].rgb[0];
ptype->ramp[ptype->rampindexes].alpha = ptype->alpha;
ptype->ramp[ptype->rampindexes].scale = ptype->scaledelta;
}
ptype->rampindexes++;
}
else
Con_DPrintf("%s is not a recognised particle type field\n", var);
}
ptype->invscalefactor = 1-ptype->scalefactor;
ptype->loaded = 1;
if (ptype->rampmode && !ptype->ramp)
{
ptype->rampmode = RAMP_NONE;
Con_Printf("Particle type %s has a ramp mode but no ramp\n", ptype->name);
}
else if (ptype->ramp && !ptype->rampmode)
{
Con_Printf("Particle type %s has a ramp but no ramp mode\n", ptype->name);
}
#ifdef RGLQUAKE
if (qrenderer == QR_OPENGL)
{
ptype->texturenum = Mod_LoadHiResTexture(ptype->texname, true, true, true);
if (!ptype->texturenum)
ptype->texturenum = explosiontexture;
}
#endif
}
//assosiate a point effect with a model.
//the effect will be spawned every frame with count*frametime
//has the capability to hide models.
void P_AssosiateEffect_f (void)
{
char *modelname = Cmd_Argv(1);
char *effectname = Cmd_Argv(2);
int effectnum;
model_t *model;
if (!cls.demoplayback && (
strstr(modelname, "player") ||
strstr(modelname, "eyes") ||
strstr(modelname, "flag") ||
strstr(modelname, "tf_stan") ||
strstr(modelname, ".bsp") ||
strstr(modelname, "turr")))
{
Con_Printf("Sorry: Not allowed to attach effects to model \"%s\"\n", modelname);
return;
}
model = Mod_FindName(modelname);
if (!cls.demoplayback && (model->flags & EF_ROTATE))
{
Con_Printf("Sorry: You may not assosiate effects with item model \"%s\"\n", modelname);
return;
}
effectnum = P_AllocateParticleType(effectname);
model->particleeffect = effectnum;
model->particleengulphs = atoi(Cmd_Argv(3));
P_SetModified(); //make it appear in f_modified.
}
//assosiate a particle trail with a model.
//the effect will be spawned between two points when an entity with the model moves.
void P_AssosiateTrail_f (void)
{
char *modelname = Cmd_Argv(1);
char *effectname = Cmd_Argv(2);
int effectnum;
model_t *model;
if (!cls.demoplayback && (
strstr(modelname, "player") ||
strstr(modelname, "eyes") ||
strstr(modelname, "flag") ||
strstr(modelname, "tf_stan")))
{
Con_Printf("Sorry, you can't assosiate trails with model \"%s\"\n", modelname);
return;
}
model = Mod_FindName(modelname);
effectnum = P_AllocateParticleType(effectname);
model->particletrail = effectnum;
model->nodefaulttrail = true; //we could have assigned the trail to a model that wasn't loaded.
P_SetModified(); //make it appear in f_modified.
}
void P_DefaultTrail (model_t *model)
{
if (model->nodefaulttrail == true)
return;
if (model->flags & EF_ROCKET)
{
switch((int)r_rockettrail.value)
{
case 0:
model->particletrail = P_AllocateParticleType("t_null");
break;
case 1:
default:
model->particletrail = rt_rocket;//q2 models do this without flags.
break;
case 2:
model->particletrail = rt_grenade;
break;
case 3:
model->particletrail = P_AllocateParticleType("t_altrocket");
break;
case 4:
model->particletrail = rt_gib;
break;
case 5:
model->particletrail = P_AllocateParticleType("t_zomgib");
break;
case 6:
model->particletrail = P_AllocateParticleType("t_tracer");
break;
case 7:
model->particletrail = P_AllocateParticleType("t_tracer2");
break;
case 8:
model->particletrail = P_AllocateParticleType("t_tracer3");
break;
}
}
else if (model->flags & EF_GRENADE)
{
if (r_grenadetrail.value)
model->particletrail = rt_grenade;
else
model->particletrail = P_AllocateParticleType("t_null");
}
else if (model->flags & EF_GIB)
model->particletrail = rt_gib;
else if (model->flags & EF_TRACER)
model->particletrail = P_AllocateParticleType("t_tracer");
else if (model->flags & EF_ZOMGIB)
model->particletrail = P_AllocateParticleType("t_zomgib");
else if (model->flags & EF_TRACER2)
model->particletrail = P_AllocateParticleType("t_tracer2");
else if (model->flags & EF_TRACER3)
model->particletrail = P_AllocateParticleType("t_tracer3");
else if (model->flags & EF_BLOODSHOT) //these are the hexen2 ones.
model->particletrail = P_AllocateParticleType("t_bloodshot");
else if (model->flags & EF_FIREBALL)
model->particletrail = P_AllocateParticleType("t_fireball");
else if (model->flags & EF_ACIDBALL)
model->particletrail = P_AllocateParticleType("t_acidball");
else if (model->flags & EF_ICE)
model->particletrail = P_AllocateParticleType("t_ice");
else if (model->flags & EF_SPIT)
model->particletrail = P_AllocateParticleType("t_spit");
else if (model->flags & EF_SPELL)
model->particletrail = P_AllocateParticleType("t_spell");
else if (model->flags & EF_VORP_MISSILE)
model->particletrail = P_AllocateParticleType("t_vorpmissile");
else if (model->flags & EF_SET_STAFF)
model->particletrail = P_AllocateParticleType("t_setstaff");
else if (model->flags & EF_MAGICMISSILE)
model->particletrail = P_AllocateParticleType("t_magicmissile");
else if (model->flags & EF_BONESHARD)
model->particletrail = P_AllocateParticleType("t_boneshard");
else if (model->flags & EF_SCARAB)
model->particletrail = P_AllocateParticleType("t_scarab");
else
model->particletrail = -1;
}
#if _DEBUG
// R_BeamInfo_f - debug junk
void P_BeamInfo_f (void)
{
beamseg_t *bs;
int i, j, k, l, m;
i = 0;
for (bs = free_beams; bs; bs = bs->next)
i++;
Con_Printf("%i free beams\n", i);
for (i = 0; i < numparticletypes; i++)
{
m = l = k = j = 0;
for (bs = part_type[i].beams; bs; bs = bs->next)
{
if (!bs->p)
k++;
if (bs->flags & BS_DEAD)
l++;
if (bs->flags & BS_LASTSEG)
m++;
j++;
}
if (j)
Con_Printf("Type %i = %i NULL p, %i DEAD, %i LASTSEG, %i total\n", i, k, l, m, j);
}
}
void P_PartInfo_f (void)
{
particle_t *p;
int i, j;
i = 0;
for (p = free_particles; p; p = p->next)
i++;
Con_Printf("%i free particles\n", i);
for (i = 0; i < numparticletypes; i++)
{
j = 0;
for (p = part_type[i].particles; p; p = p->next)
j++;
if (j)
Con_Printf("Type %s = %i total\n", part_type[i].name, j);
}
}
#endif
/*
===============
R_InitParticles
===============
*/
void P_InitParticles (void)
{
char *particlecvargroupname = "Particle effects";
int i;
if (r_numparticles) //already inited
return;
i = COM_CheckParm ("-particles");
if (i)
{
r_numparticles = (int)(Q_atoi(com_argv[i+1]));
}
else
{
r_numparticles = MAX_PARTICLES;
}
r_numbeams = MAX_BEAMS;
particles = (particle_t *)
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
beams = (beamseg_t *)
Hunk_AllocName (r_numbeams * sizeof(beamseg_t), "beams");
Cmd_AddCommand("pointfile", P_ReadPointFile_f); //load the leak info produced from qbsp into the particle system to show a line. :)
Cmd_AddCommand("r_part", P_ParticleEffect_f);
Cmd_AddCommand("r_effect", P_AssosiateEffect_f);
Cmd_AddCommand("r_trail", P_AssosiateTrail_f);
#if _DEBUG
Cmd_AddCommand("r_partinfo", P_PartInfo_f);
Cmd_AddCommand("r_beaminfo", P_BeamInfo_f);
#endif
//particles
Cvar_Register(&r_particlesdesc, particlecvargroupname);
Cvar_Register(&r_bouncysparks, particlecvargroupname);
Cvar_Register(&r_part_rain, particlecvargroupname);
Cvar_Register(&r_part_rain_quantity, particlecvargroupname);
Cvar_Register(&gl_part_trifansparks, particlecvargroupname);
Cvar_Register(&r_particle_tracelimit, particlecvargroupname);
Cvar_Register(&r_rockettrail, particlecvargroupname);
Cvar_Register(&r_grenadetrail, particlecvargroupname);
pt_explosion = P_AllocateParticleType("te_explosion");
pt_emp = P_AllocateParticleType("te_emp");
pt_pointfile = P_AllocateParticleType("te_pointfile");
pt_entityparticles = P_AllocateParticleType("ef_entityparticles");
pt_darkfield = P_AllocateParticleType("ef_darkfield");
pt_blob = P_AllocateParticleType("te_blob");
pt_blood = P_AllocateParticleType("te_blood");
pt_lightningblood = P_AllocateParticleType("te_lightningblood");
pt_gunshot = P_AllocateParticleType("te_gunshot");
pt_lavasplash = P_AllocateParticleType("te_lavasplash");
pt_teleportsplash = P_AllocateParticleType("te_teleportsplash");
pt_superbullet = P_AllocateParticleType("te_superbullet");
pt_bullet = P_AllocateParticleType("te_bullet");
pt_blasterparticles = P_AllocateParticleType("te_blasterparticles");
pt_wizspike = P_AllocateParticleType("te_wizspike");
pt_knightspike = P_AllocateParticleType("te_knightspike");
pt_spike = P_AllocateParticleType("te_spike");
pt_superspike = P_AllocateParticleType("te_superspike");
rt_railtrail = P_AllocateParticleType("t_railtrail");
rt_blastertrail = P_AllocateParticleType("t_blastertrail");
rt_bubbletrail = P_AllocateParticleType("t_bubbletrail");
rt_rocket = P_AllocateParticleType("t_rocket");
rt_grenade = P_AllocateParticleType("t_grenade");
rt_gib = P_AllocateParticleType("t_gib");
rt_lightning1 = P_AllocateParticleType("t_lightning1");
rt_lightning2 = P_AllocateParticleType("t_lightning2");
rt_lightning3 = P_AllocateParticleType("t_lightning3");
pt_spark = P_AllocateParticleType("pe_spark");
pt_plasma = P_AllocateParticleType("pe_plasma");
pe_default = P_AllocateParticleType("pe_default");
pe_size2 = P_AllocateParticleType("pe_size2");
pe_size3 = P_AllocateParticleType("pe_size3");
pt_spark = P_AllocateParticleType("pe_spark");
pt_plasma = P_AllocateParticleType("pe_plasma");
rt_gib = P_AllocateParticleType("t_gib");
rt_grenade = P_AllocateParticleType("t_grenade");
}
/*
===============
P_ClearParticles
===============
*/
void P_ClearParticles (void)
{
int i;
free_particles = &particles[0];
for (i=0 ;i<r_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[r_numparticles-1].next = NULL;
free_beams = &beams[0];
for (i=0 ;i<r_numbeams ; i++)
{
beams[i].p = NULL;
beams[i].flags = BS_DEAD;
beams[i].next = &beams[i+1];
}
beams[r_numbeams-1].next = NULL;
particletime = cl.time;
#ifdef RGLQUAKE
if (qrenderer == QR_OPENGL)
{
for (i = 0; i < numparticletypes; i++)
{
if (*part_type[i].texname)
{
part_type[i].texturenum = Mod_LoadHiResTexture(part_type[i].texname, true, true, true);
if (!part_type[i].texturenum)
part_type[i].texturenum = explosiontexture;
}
}
}
#endif
for (i = 0; i < numparticletypes; i++)
{
part_type[i].particles = NULL;
part_type[i].beams = NULL;
part_type[i].skytris = NULL;
}
}
void P_NewServer(void)
{
extern model_t mod_known[];
extern int mod_numknown;
model_t *mod;
int i;
for (i = 0; i < numparticletypes; i++)
{
*part_type[i].texname = '\0';
part_type[i].scale = 0;
part_type[i].loaded = 0;
if (part_type->ramp)
BZ_Free(part_type->ramp);
part_type->ramp = NULL;
}
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
mod->particleeffect = -1;
mod->particletrail = -1;
mod->nodefaulttrail = false;
P_DefaultTrail(mod);
}
f_modified_particles = false;
//particle descriptions submitted by the server are deemed to not be cheats but game configs.
if (!stricmp(r_particlesdesc.string, "none"))
return;
else if (!stricmp(r_particlesdesc.string, "faithful") || !*r_particlesdesc.string)
Cbuf_AddText(particle_set_faithful, RESTRICT_SERVER);
else if (!stricmp(r_particlesdesc.string, "spikeset"))
Cbuf_AddText(particle_set_spikeset, RESTRICT_SERVER);
else if (!stricmp(r_particlesdesc.string, "highfps"))
Cbuf_AddText(particle_set_highfps, RESTRICT_SERVER);
else
{
Cbuf_AddText(va("exec %s.cfg\n", r_particlesdesc.string), RESTRICT_LOCAL);
/*#if defined(_DEBUG) && defined(WIN32) //expand the particles cfg into a C style quoted string, and copy to clipboard so I can paste it in.
{
char *TL_ExpandToCString(char *in);
extern HWND mainwindow;
char *file = COM_LoadTempFile(va("%s.cfg", r_particlesdesc.string));
char *lptstrCopy, *buf, temp;
int len;
HANDLE hglbCopy = GlobalAlloc(GMEM_MOVEABLE,
com_filesize*2);
lptstrCopy = GlobalLock(hglbCopy);
while(file && *file)
{
len = strlen(file)+1;
if (len > 1024)
len = 1024;
temp = file[len-1];
file[len-1] = '\0';
buf = TL_ExpandToCString(file);
file[len-1] = temp;
len-=1;
com_filesize -= len;
file+=len;
len = strlen(buf);
memcpy(lptstrCopy, buf, len);
lptstrCopy+=len;
}
*lptstrCopy = '\0';
GlobalUnlock(hglbCopy);
if (!OpenClipboard(mainwindow))
return;
EmptyClipboard();
SetClipboardData(CF_TEXT, hglbCopy);
CloseClipboard();
}
#endif*/
}
}
void P_ReadPointFile_f (void)
{
FILE *f;
vec3_t org;
int r;
int c;
char name[MAX_OSPATH];
COM_StripExtension(cl.worldmodel->name, name);
strcat(name, ".pts");
COM_FOpenFile (name, &f);
if (!f)
{
Con_Printf ("couldn't open %s\n", name);
return;
}
P_ClearParticles(); //so overflows arn't as bad.
Con_Printf ("Reading %s...\n", name);
c = 0;
for ( ;; )
{
r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
if (r != 3)
break;
c++;
if (c%8)
continue;
if (!free_particles)
{
Con_Printf ("Not enough free particles\n");
break;
}
P_RunParticleEffectType(org, NULL, 1, pt_pointfile);
}
fclose (f);
Con_Printf ("%i points read\n", c);
}
void P_AddRainParticles(void)
{
float x;
float y;
static float skipped;
static float lastrendered;
int ptype;
vec3_t org, vdist;
skytris_t *st;
if (!r_part_rain.value || !r_part_rain_quantity.value)
{
skipped = true;
return;
}
if (lastrendered < particletime - 0.5)
skipped = true; //we've gone for half a sec without any new rain. This would cause some strange effects, so reset times.
if (skipped)
{
for (ptype = 0; ptype<numparticletypes; ptype++)
{
for (st = part_type[ptype].skytris; st; st = st->next)
{
st->nexttime = particletime;
}
}
}
skipped = false;
lastrendered = particletime;
/*
{
int i;
glDisable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLES);
st = skytris;
for (i = 0; i < r_part_rain_quantity.value; i++)
st = st->next;
glVertex3f(st->org[0], st->org[1], st->org[2]);
glVertex3f(st->org[0]+st->x[0], st->org[1]+st->x[1], st->org[2]+st->x[2]);
glVertex3f(st->org[0]+st->y[0], st->org[1]+st->y[1], st->org[2]+st->y[2]);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_POINTS);
for (i = 0; i < 1000; i++)
{
x = frandom()*frandom();
y = frandom() * (1-x);
VectorMA(st->org, x, st->x, org);
VectorMA(org, y, st->y, org);
glVertex3f(org[0], org[1], org[2]);
}
glEnd();
glEnable(GL_DEPTH_TEST);
}
*/
for (ptype = 0; ptype<numparticletypes; ptype++)
{
if (!part_type[ptype].loaded) //woo, batch skipping.
continue;
for (st = part_type[ptype].skytris; st; st = st->next)
{
// if (st->face->visframe != r_framecount)
// continue;
if (st->face->visframe != r_framecount)
{
st->nexttime = particletime;
continue;
}
while (st->nexttime < particletime)
{
if (!free_particles)
return;
st->nexttime += 10000/(st->area*r_part_rain_quantity.value);
x = frandom()*frandom();
y = frandom() * (1-x);
VectorMA(st->org, x, st->x, org);
VectorMA(org, y, st->y, org);
VectorSubtract(org, r_refdef.vieworg, vdist);
if (Length(vdist) > (1024+512)*frandom())
continue;
VectorMA(org, 0.5, st->face->normal, org);
if (!(cl.worldmodel->hulls->funcs.HullPointContents(cl.worldmodel->hulls, org) & FTECONTENTS_SOLID))
{
if (st->face->flags & SURF_PLANEBACK)
{
vdist[0] = -st->face->plane->normal[0];
vdist[1] = -st->face->plane->normal[1];
vdist[2] = -st->face->plane->normal[2];
P_RunParticleEffectType(org, vdist, 1, ptype);
}
else
P_RunParticleEffectType(org, st->face->plane->normal, 1, ptype);
}
}
}
}
}
void R_Part_SkyTri(float *v1, float *v2, float *v3, msurface_t *surf)
{
float dot;
float xm;
float ym;
float theta;
vec3_t xd;
vec3_t yd;
skytris_t *st;
st = Hunk_Alloc(sizeof(skytris_t));
st->next = part_type[surf->texinfo->texture->parttype].skytris;
VectorCopy(v1, st->org);
VectorSubtract(v2, st->org, st->x);
VectorSubtract(v3, st->org, st->y);
VectorCopy(st->x, xd);
VectorCopy(st->y, yd);
/*
xd[2] = 0; //prevent area from being valid on vertical surfaces
yd[2] = 0;
*/
xm = Length(xd);
ym = Length(yd);
dot = DotProduct(xd, yd);
theta = acos(dot/(xm*ym));
st->area = sin(theta)*xm*ym;
st->nexttime = particletime;
st->face = surf;
if (st->area<=0)
return;//bummer.
part_type[surf->texinfo->texture->parttype].skytris = st;
}
void P_EmitSkyEffectTris(model_t *mod, msurface_t *fa)
{
vec3_t verts[64];
int v1;
int v2;
int v3;
int numverts;
int i, lindex;
float *vec;
//
// convert edges back to a normal polygon
//
numverts = 0;
for (i=0 ; i<fa->numedges ; i++)
{
lindex = mod->surfedges[fa->firstedge + i];
if (lindex > 0)
vec = mod->vertexes[mod->edges[lindex].v[0]].position;
else
vec = mod->vertexes[mod->edges[-lindex].v[1]].position;
VectorCopy (vec, verts[numverts]);
numverts++;
if (numverts>=64)
{
Con_Printf("Too many verts on sky surface\n");
return;
}
}
v1 = 0;
v2 = 1;
for (v3 = 2; v3 < numverts; v3++)
{
R_Part_SkyTri(verts[v1], verts[v2], verts[v3], fa);
v2 = v3;
}
}
//FIXME!
void P_DarkFieldParticles (float *org, qbyte colour)
{
int i, j, k;
vec3_t dir, norg;
for (i=-16 ; i<16 ; i+=8)
for (j=-16 ; j<16 ; j+=8)
for (k=0 ; k<32 ; k+=8)
{
if (!free_particles)
return;
norg[0] = org[0] + i + (rand()&3);
norg[1] = org[1] + j + (rand()&3);
norg[2] = org[2] + k + (rand()&3);
dir[0] = j;
dir[1] = i;
dir[2] = k;
P_RunParticleEffectType(norg, dir, 1, pt_darkfield);
}
}
/*
===============
R_EntityParticles
===============
*/
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
vec2_t avelocities[NUMVERTEXNORMALS];
#define BEAMLENGTH 16
// vec3_t avelocity = {23, 7, 3};
// float partstep = 0.01;
// float timescale = 0.01;
void P_EntityParticles (float *org, qbyte colour, float *radius)
{
part_type[pt_entityparticles].areaspread = radius[0]*0.5 + radius[1]*0.5;
part_type[pt_entityparticles].areaspreadvert = radius[2];
part_type[pt_entityparticles].colorindex = colour;
P_RunParticleEffectType(org, NULL, 1, pt_entityparticles);
}
/*
===============
R_ParticleExplosion
===============
*/
void P_ParticleExplosion (vec3_t org)
{
// int i, j;
// particle_t *p;
P_RunParticleEffectType(org, NULL, 1, pt_explosion);
R_AddStain(org, -1, -1, -1, 100);
/*
for (i=0 ; i<r_particles_in_explosion.value ; i++)
{
if (!free_particles)
return;
if ((rand()&3)==3)
{
p = free_particles;
free_particles = p->next;
p->next = active_sparks;
active_sparks = p;
p->scale = 1;
p->alpha = 0.8 + (rand()&15)/(15.0*5);
p->die = particletime + 7;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = st_shrapnal;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j];// + ((rand()%32)-16);
p->vel[j] = ((rand()%512)-256)*r_particle_explosion_speed.value;
}
}
else
{
p->type = pt_grav;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j];// + ((rand()%32)-16);
p->vel[j] = ((rand()%512)-256)*r_particle_explosion_speed.value;
}
}
}
else
{
p = free_particles;
free_particles = p->next;
p->next = active_sparks;
active_sparks = p;
p->scale = 1;
p->alpha = 0.8;
p->die = particletime + 7;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = st_shrapnal;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j];// + ((rand()%32)-16);
p->vel[j] = ((rand()%512)-256)*r_particle_explosion_speed.value;
}
}
else
{
p->type = st_shrapnal;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j];// + ((rand()%32)-16);
p->vel[j] = ((rand()%512)-256)*r_particle_explosion_speed.value;
}
}
}
}*/
}
/*
===============
R_BlobExplosion
===============
*/
void P_BlobExplosion (vec3_t org)
{
P_RunParticleEffectType(org, NULL, 1, pt_blob);
}
int P_RunParticleEffectTypeString (vec3_t org, vec3_t dir, float count, char *name)
{
int type = P_FindParticleType(name);
if (type < 0)
return 1;
return P_RunParticleEffectType(org, dir, count, type);
}
int P_RunParticleEffectType (vec3_t org, vec3_t dir, float count, int typenum)
{
part_type_t *ptype = &part_type[typenum];
int i, j, k, l;
float m;
particle_t *p;
beamseg_t *b, *bfirst;
vec3_t ofsvec, arsvec; // offsetspread vec, areaspread vec
if (typenum < 0)
return 1;
if (!ptype->loaded)
return 1;
// get msvc to shut up
j = k = l = 0;
m = 0;
while(ptype)
{
// init spawn specific variables
b = bfirst = NULL;
switch (ptype->spawnmode)
{
case SM_UNICIRCLE:
m = (count*ptype->count);
if (ptype->isbeam)
m--;
if (m < 1)
m = 0;
else
m = (M_PI*2)/m;
break;
case SM_TELEBOX:
l = -ptype->areaspreadvert;
case SM_LAVASPLASH:
j = k = -ptype->areaspread;
break;
case SM_FIELD:
if (!avelocities[0][0])
{
for (j=0 ; j<NUMVERTEXNORMALS*2 ; j++)
avelocities[0][j] = (rand()&255) * 0.01;
}
j = 0;
m = 0;
break;
default: //others don't need intitialisation
break;
}
// particle spawning loop
for (i = 0; i < count*ptype->count; i++)
{
if (!free_particles)
break;
p = free_particles;
if (ptype->isbeam)
{
if (!free_beams)
break;
if (b)
{
b = b->next = free_beams;
free_beams = free_beams->next;
}
else
{
b = bfirst = free_beams;
free_beams = free_beams->next;
}
b->texture_s = i; // TODO: FIX THIS NUMBER
b->flags = 0;
b->p = p;
VectorClear(b->dir);
}
free_particles = p->next;
p->next = ptype->particles;
ptype->particles = p;
p->die = ptype->randdie*frandom();
p->scale = ptype->scale+ptype->randscale*frandom();
if (ptype->die)
p->alpha = ptype->alpha-p->die*(ptype->alpha/ptype->die)*ptype->alphachange;
else
p->alpha = ptype->alpha;
p->color = 0;
p->nextemit = particletime + ptype->emitstart - p->die;
p->rotationspeed = ptype->rotationmin + frandom()*ptype->rotationrand;
p->angle = ptype->rotationstartmin + frandom()*ptype->rotationstartrand;
if (ptype->colorindex >= 0)
{
int cidx;
cidx = ptype->colorrand > 0 ? rand() % ptype->colorrand : 0;
cidx = ptype->colorindex + cidx;
if (cidx > 255)
p->alpha = p->alpha / 2; // Hexen 2 style transparency
cidx = d_8to24rgbtable[cidx & 0xff];
p->rgb[0] = (cidx & 0xff) * (1/255.0);
p->rgb[1] = (cidx >> 8 & 0xff) * (1/255.0);
p->rgb[2] = (cidx >> 16 & 0xff) * (1/255.0);
}
else
VectorCopy(ptype->rgb, p->rgb);
// use org temporarily for rgbsync
p->org[2] = frandom();
p->org[0] = p->org[2]*ptype->rgbrandsync[0] + frandom()*(1-ptype->rgbrandsync[0]);
p->org[1] = p->org[2]*ptype->rgbrandsync[1] + frandom()*(1-ptype->rgbrandsync[1]);
p->org[2] = p->org[2]*ptype->rgbrandsync[2] + frandom()*(1-ptype->rgbrandsync[2]);
p->rgb[0] += p->org[0]*ptype->rgbrand[0] + ptype->rgbchange[0]*p->die;
p->rgb[1] += p->org[1]*ptype->rgbrand[1] + ptype->rgbchange[1]*p->die;
p->rgb[2] += p->org[2]*ptype->rgbrand[2] + ptype->rgbchange[2]*p->die;
// randomvel
p->vel[0] = crandom()*ptype->randomvel;
p->vel[1] = crandom()*ptype->randomvel;
p->vel[2] = crandom()*ptype->randomvelvert;
// handle spawn modes (org/vel)
switch (ptype->spawnmode)
{
case SM_BOX:
ofsvec[0] = crandom();
ofsvec[1] = crandom();
ofsvec[2] = crandom();
arsvec[0] = ofsvec[0]*ptype->areaspread;
arsvec[1] = ofsvec[1]*ptype->areaspread;
arsvec[2] = ofsvec[2]*ptype->areaspreadvert;
break;
case SM_TELEBOX:
ofsvec[0] = k;
ofsvec[1] = j;
ofsvec[2] = l+4;
VectorNormalize(ofsvec);
VectorScale(ofsvec, 1.0-(frandom())*0.55752, ofsvec);
// org is just like the original
arsvec[0] = j + (rand()&3);
arsvec[1] = k + (rand()&3);
arsvec[2] = l + (rand()&3);
// advance telebox loop
j += 4;
if (j >= ptype->areaspread)
{
j = -ptype->areaspread;
k += 4;
if (k >= ptype->areaspread)
{
k = -ptype->areaspread;
l += 4;
if (l >= ptype->areaspreadvert)
l = -ptype->areaspreadvert;
}
}
break;
case SM_LAVASPLASH:
// calc directions, org with temp vector
ofsvec[0] = k*8 + (rand()&7);
ofsvec[1] = j*8 + (rand()&7);
ofsvec[2] = 256;
arsvec[0] = ofsvec[0];
arsvec[1] = ofsvec[1];
arsvec[2] = frandom()*ptype->areaspreadvert;
VectorNormalize(ofsvec);
VectorScale(ofsvec, 1.0-(frandom())*0.55752, ofsvec);
// advance splash loop
j++;
if (j >= ptype->areaspread)
{
j = -ptype->areaspread;
k++;
if (k >= ptype->areaspread)
k = -ptype->areaspread;
}
break;
case SM_UNICIRCLE:
ofsvec[0] = cos(m*i);
ofsvec[1] = sin(m*i);
ofsvec[2] = 0;
VectorScale(ofsvec, ptype->areaspread, arsvec);
break;
case SM_FIELD:
arsvec[0] = cl.time * (avelocities[i][0] + m);
arsvec[1] = cl.time * (avelocities[i][1] + m);
arsvec[2] = cos(arsvec[1]);
ofsvec[0] = arsvec[2]*cos(arsvec[0]);
ofsvec[1] = arsvec[2]*sin(arsvec[0]);
ofsvec[2] = -sin(arsvec[1]);
arsvec[0] = r_avertexnormals[j][0]*ptype->areaspread + ofsvec[0]*BEAMLENGTH;
arsvec[1] = r_avertexnormals[j][1]*ptype->areaspread + ofsvec[1]*BEAMLENGTH;
arsvec[2] = r_avertexnormals[j][2]*ptype->areaspreadvert + ofsvec[2]*BEAMLENGTH;
VectorNormalize(ofsvec);
j++;
if (j >= NUMVERTEXNORMALS)
{
j = 0;
m += 0.1762891; // some BS number to try to "randomize" things
}
break;
default: // SM_BALL, SM_CIRCLE
ofsvec[0] = hrandom();
ofsvec[1] = hrandom();
if (ptype->areaspreadvert)
ofsvec[2] = hrandom();
else
ofsvec[2] = 0;
VectorNormalize(ofsvec);
if (ptype->spawnmode != SM_CIRCLE)
VectorScale(ofsvec, frandom(), ofsvec);
arsvec[0] = ofsvec[0]*ptype->areaspread;
arsvec[1] = ofsvec[1]*ptype->areaspread;
arsvec[2] = ofsvec[2]*ptype->areaspreadvert;
break;
}
// apply arsvec+ofsvec
if (dir)
{
p->vel[0] += dir[0]*ptype->veladd+ofsvec[0]*ptype->offsetspread;
p->vel[1] += dir[1]*ptype->veladd+ofsvec[1]*ptype->offsetspread;
p->vel[2] += dir[2]*ptype->veladd+ofsvec[2]*ptype->offsetspreadvert;
}
else
{
p->vel[0] += ofsvec[0]*ptype->offsetspread;
p->vel[1] += ofsvec[1]*ptype->offsetspread;
p->vel[2] += ofsvec[2]*ptype->offsetspreadvert - ptype->veladd;
}
p->org[0] = org[0] + arsvec[0];
p->org[1] = org[1] + arsvec[1];
p->org[2] = org[2] + arsvec[2] + ptype->offsetup;
p->die = particletime + ptype->die - p->die;
}
// update beam list
if (ptype->isbeam)
{
if (b)
{
// update dir for bfirst for certain modes since it will never get updated
switch (ptype->spawnmode)
{
case SM_UNICIRCLE:
// kinda hackish here, assuming ofsvec contains the point at i-1
arsvec[0] = cos(m*(i-2));
arsvec[1] = sin(m*(i-2));
arsvec[2] = 0;
VectorSubtract(ofsvec, arsvec, bfirst->dir);
VectorNormalize(bfirst->dir);
break;
default:
break;
}
b->flags |= BS_NODRAW;
b->next = ptype->beams;
ptype->beams = bfirst;
}
}
// go to next associated effect
if (ptype->assoc < 0)
break;
ptype = &part_type[ptype->assoc];
}
return 0;
}
/*
===============
R_RunParticleEffect
===============
*/
void P_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
int ptype;
ptype = P_FindParticleType(va("pe_%i", color));
if (P_RunParticleEffectType(org, dir, count, ptype))
{
color &= ~0x7;
if (count > 130 && part_type[pe_size3].loaded)
{
part_type[pe_size3].colorindex = color;
part_type[pe_size3].colorrand = 8;
P_RunParticleEffectType(org, dir, count, pe_size3);
return;
}
if (count > 20 && part_type[pe_size2].loaded)
{
part_type[pe_size2].colorindex = color;
part_type[pe_size2].colorrand = 8;
P_RunParticleEffectType(org, dir, count, pe_size2);
return;
}
part_type[pe_default].colorindex = color;
part_type[pe_default].colorrand = 8;
P_RunParticleEffectType(org, dir, count, pe_default);
return;
}
}
//h2 stylie
void P_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count)
{
int i, j;
float num;
float invcount;
vec3_t nvel;
int ptype = P_FindParticleType(va("pe2_%i_%i", effect, color));
if (ptype < 0)
{
ptype = P_FindParticleType(va("pe2_%i", effect));
if (ptype < 0)
ptype = pe_default;
part_type[ptype].colorindex = color;
}
invcount = 1/part_type[ptype].count; // using this to get R_RPET to always spawn 1
count = count * part_type[ptype].count;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
for (j=0 ; j<3 ; j++)
{
num = rand() / (float)RAND_MAX;
nvel[j] = dmin[j] + ((dmax[j] - dmin[j]) * num);
}
P_RunParticleEffectType(org, nvel, invcount, ptype);
}
}
/*
===============
R_RunParticleEffect3
===============
*/
//h2 stylie
void P_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count)
{
int i, j;
vec3_t nvel;
float num;
float invcount;
int ptype = P_FindParticleType(va("pe3_%i_%i", effect, color));
if (ptype < 0)
{
ptype = P_FindParticleType(va("pe3_%i", effect));
if (ptype < 0)
ptype = pe_default;
part_type[ptype].colorindex = color;
}
invcount = 1/part_type[ptype].count; // using this to get R_RPET to always spawn 1
count = count * part_type[ptype].count;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
for (j=0 ; j<3 ; j++)
{
num = rand() / (float)RAND_MAX;
nvel[j] = (box[j] * num * 2) - box[j];
}
P_RunParticleEffectType(org, nvel, invcount, ptype);
}
}
/*
===============
R_RunParticleEffect4
===============
*/
//h2 stylie
void P_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count)
{
int i, j;
vec3_t nvel;
float num;
float invcount;
int ptype = P_FindParticleType(va("pe4_%i_%i", effect, color));
if (ptype < 0)
{
ptype = P_FindParticleType(va("pe4_%i", effect));
if (ptype < 0)
ptype = pe_default;
part_type[ptype].colorindex = color;
}
invcount = 1/part_type[ptype].count; // using this to get R_RPET to always spawn 1
count = count * part_type[ptype].count;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
for (j=0 ; j<3 ; j++)
{
num = rand() / (float)RAND_MAX;
nvel[j] = (radius * num * 2) - radius;
}
P_RunParticleEffectType(org, nvel, invcount, ptype);
}
}
/*
===============
R_LavaSplash
===============
*/
void P_LavaSplash (vec3_t org)
{
P_RunParticleEffectType(org, NULL, 1, pt_lavasplash);
}
/*
===============
R_TeleportSplash
===============
*/
void CLQ2_BlasterTrail (vec3_t start, vec3_t end)
{
P_ParticleTrail(start, end, rt_blastertrail, NULL);
}
void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
{
float d;
// this rotate and negat guarantees a vector
// not colinear with the original
right[1] = -forward[0];
right[2] = forward[1];
right[0] = forward[2];
d = DotProduct (right, forward);
VectorMA (right, -d, forward, right);
VectorNormalize (right);
CrossProduct (right, forward, up);
}
void CLQ2_RailTrail (vec3_t start, vec3_t end)
{
P_ParticleTrail(start, end, rt_railtrail, NULL);
}
int P_ParticleTrail (vec3_t start, vec3_t end, int type, trailstate_t *ts)
{
vec3_t vec, right, up;
float len;
int tcount;
particle_t *p;
part_type_t *ptype = &part_type[type];
beamseg_t *b;
beamseg_t *bfirst;
float veladd = -ptype->veladd;
float randvel = ptype->randomvel;
float step;
float stop;
if (!ptype->loaded)
return 1;
if (ptype->assoc>=0)
{
VectorCopy(start, vec);
if (ts)
{
trailstate_t nts;
memcpy(&nts, ts, sizeof(nts));
P_ParticleTrail(vec, end, ptype->assoc, &nts);
}
else
P_ParticleTrail(vec, end, ptype->assoc, NULL);
}
else if (!ptype->die)
ts = NULL;
step = 1/ptype->count;
if (step < 0.01)
step = 0.01;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
// add offset
start[2] += ptype->offsetup;
if (ptype->spawnmode == SM_SPIRAL)
{
VectorVectors(vec, right, up);
//nice idea, stops areaspread/offsetspread being so seperate.
// VectorScale(right, ptype->offsetspread, right);
// VectorScale(up, ptype->offsetspread, up);
}
if (ts)
{
stop = ts->lastdist + len; //when to stop
len = ts->lastdist;
if (!len)
{
len = particletime;
stop += len;
}
}
else
{
stop = len;
len = 0;
}
// len = ts->lastdist/step;
// len = (len - (int)len)*step;
// VectorMA (start, -len, vec, start);
b = bfirst = NULL;
while (len < stop)
{
len += step;
if (!free_particles)
{
len = stop;
break;
}
p = free_particles;
if (ptype->isbeam)
{
if (!free_beams)
{
len = stop;
break;
}
if (b)
{
b = b->next = free_beams;
free_beams = free_beams->next;
}
else
{
b = bfirst = free_beams;
free_beams = free_beams->next;
}
b->texture_s = len; // not sure how to calc this
b->flags = 0;
b->p = p;
VectorCopy(vec, b->dir);
}
free_particles = p->next;
p->next = ptype->particles;
ptype->particles = p;
p->die = ptype->randdie*frandom();
p->scale = ptype->scale+ptype->randscale*frandom();
if (ptype->die)
p->alpha = ptype->alpha-p->die*(ptype->alpha/ptype->die)*ptype->alphachange;
else
p->alpha = ptype->alpha;
p->color = 0;
// if (ptype->spawnmode == SM_TRACER)
tcount = (int)(len * ptype->count);
if (ptype->colorindex >= 0)
{
int cidx;
cidx = ptype->colorrand > 0 ? rand() % ptype->colorrand : 0;
if (ptype->citracer) // colorindex behavior as per tracers in std Q1
cidx += ((tcount & 4) << 1);
cidx = ptype->colorindex + cidx;
if (cidx > 255)
p->alpha = p->alpha / 2;
cidx = d_8to24rgbtable[cidx & 0xff];
p->rgb[0] = (cidx & 0xff) * (1/255.0);
p->rgb[1] = (cidx >> 8 & 0xff) * (1/255.0);
p->rgb[2] = (cidx >> 16 & 0xff) * (1/255.0);
}
else
VectorCopy(ptype->rgb, p->rgb);
// use org temporarily for rgbsync
p->org[2] = frandom();
p->org[0] = p->org[2]*ptype->rgbrandsync[0] + frandom()*(1-ptype->rgbrandsync[0]);
p->org[1] = p->org[2]*ptype->rgbrandsync[1] + frandom()*(1-ptype->rgbrandsync[1]);
p->org[2] = p->org[2]*ptype->rgbrandsync[2] + frandom()*(1-ptype->rgbrandsync[2]);
p->rgb[0] += p->org[0]*ptype->rgbrand[0] + ptype->rgbchange[0]*p->die;
p->rgb[1] += p->org[1]*ptype->rgbrand[1] + ptype->rgbchange[1]*p->die;
p->rgb[2] += p->org[2]*ptype->rgbrand[2] + ptype->rgbchange[2]*p->die;
VectorCopy (vec3_origin, p->vel);
p->nextemit = particletime + ptype->emitstart - p->die;
p->rotationspeed = ptype->rotationmin + frandom()*ptype->rotationrand;
p->angle = ptype->rotationstartmin + frandom()*ptype->rotationstartrand;
switch(ptype->spawnmode)
{
case SM_TRACER:
if (tcount & 1)
{
p->vel[0] = vec[1]*ptype->offsetspread;
p->vel[1] = -vec[0]*ptype->offsetspread;
p->org[0] = vec[1]*ptype->areaspread;
p->org[1] = -vec[0]*ptype->areaspread;
}
else
{
p->vel[0] = -vec[1]*ptype->offsetspread;
p->vel[1] = vec[0]*ptype->offsetspread;
p->org[0] = -vec[1]*ptype->areaspread;
p->org[1] = vec[0]*ptype->areaspread;
}
p->vel[0] += vec[0]*veladd+crandom()*randvel;
p->vel[1] += vec[1]*veladd+crandom()*randvel;
p->vel[2] = vec[2]*veladd+crandom()*randvel;
p->org[0] += start[0];
p->org[1] += start[1];
p->org[2] = start[2];
break;
case SM_SPIRAL:
{
float tsin, tcos;
tcos = cos(len/50)*ptype->areaspread;
tsin = sin(len/50)*ptype->areaspread;
p->org[0] = start[0] + right[0]*tcos + up[0]*tsin;
p->org[1] = start[1] + right[1]*tcos + up[1]*tsin;
p->org[2] = start[2] + right[2]*tcos + up[2]*tsin;
tcos = cos(len/50)*ptype->offsetspread;
tsin = sin(len/50)*ptype->offsetspread;
p->vel[0] = vec[0]*veladd+crandom()*randvel + right[0]*tcos + up[0]*tsin;
p->vel[1] = vec[1]*veladd+crandom()*randvel + right[1]*tcos + up[1]*tsin;
p->vel[2] = vec[2]*veladd+crandom()*randvel + right[2]*tcos + up[2]*tsin;
}
break;
default:
p->org[0] = crandom();
p->org[1] = crandom();
p->org[2] = crandom();
p->vel[0] = vec[0]*veladd+crandom()*randvel + p->org[0]*ptype->offsetspread;
p->vel[1] = vec[1]*veladd+crandom()*randvel + p->org[1]*ptype->offsetspread;
p->vel[2] = vec[2]*veladd+crandom()*randvel + p->org[2]*ptype->offsetspreadvert;
p->org[0] = p->org[0]*ptype->areaspread + start[0];
p->org[1] = p->org[1]*ptype->areaspread + start[1];
p->org[2] = p->org[2]*ptype->areaspreadvert + start[2];
break;
}
VectorMA (start, step, vec, start);
p->die = particletime + ptype->die - p->die;
}
if (ts)
{
ts->lastdist = len;
// update beamseg list
if (ptype->isbeam)
{
if (b)
{
if (ptype->beams)
{
if (ts->lastbeam)
{
b->next = ts->lastbeam->next;
ts->lastbeam->next = bfirst;
ts->lastbeam->flags &= ~BS_LASTSEG;
}
else
{
b->next = ptype->beams;
ptype->beams = bfirst;
}
}
else
{
ptype->beams = bfirst;
b->next = NULL;
}
b->flags |= BS_LASTSEG;
ts->lastbeam = b;
}
if ((!free_particles || !free_beams) && ts->lastbeam)
{
ts->lastbeam->flags &= ~BS_LASTSEG;
ts->lastbeam->flags |= BS_NODRAW;
ts->lastbeam = NULL;
}
}
}
else if (ptype->isbeam)
{
if (b)
{
b->flags |= BS_NODRAW;
b->next = ptype->beams;
ptype->beams = bfirst;
}
}
return 0;
}
void P_TorchEffect (vec3_t pos, int type)
{
#ifdef SIDEVIEWS
if (r_secondaryview) //this is called when the models are actually drawn.
return;
#endif
if (cl.paused)
return;
P_RunParticleEffectType(pos, NULL, host_frametime, type);
}
void CLQ2_BubbleTrail (vec3_t start, vec3_t end)
{
P_ParticleTrail(start, end, rt_bubbletrail, NULL);
}
#ifdef Q2BSPS
qboolean Q2TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
vec3_t nul = {0,0,0};
trace_t trace = CM_BoxTrace(start, end, nul, nul, pmove.physents[0].model->hulls[0].firstclipnode, MASK_SOLID);
if (trace.fraction < 1)
{
VectorCopy (trace.plane.normal, normal);
VectorCopy (trace.endpos, impact);
return true;
}
return false;
}
#endif
qboolean DoomTraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
return false;
}
#if 1 //extra code to make em bounce of doors.
qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
trace_t trace;
float len, bestlen;
int i;
vec3_t delta, ts, te;
physent_t *pe;
hull_t *hull;
qboolean clipped=false;
memset (&trace, 0, sizeof(trace));
VectorSubtract(end, start, delta);
bestlen = Length(delta);
VectorCopy (end, impact);
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
if (pe->model)
{
hull = &pe->model->hulls[0];
memset (&trace, 0, sizeof(trace));
VectorSubtract(start, pe->origin, ts);
VectorSubtract(end, pe->origin, te);
if (!hull->funcs.RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, ts, te, &trace))
{
VectorSubtract(trace.endpos, ts, delta);
len = Length(delta);
if (len < bestlen)
{
bestlen = len;
VectorCopy (trace.plane.normal, normal);
VectorAdd (pe->origin, trace.endpos, impact);
}
clipped=true;
}
if (trace.startsolid)
{
VectorNormalize(delta);
normal[0] = -delta[0];
normal[1] = -delta[1];
normal[2] = -delta[2];
VectorCopy (start, impact);
return true;
}
}
}
if (clipped)
{
return true;
}
else
{
return false;
}
}
#else //basic (faster)
qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
pmtrace_t trace;
memset (&trace, 0, sizeof(trace));
trace.fraction = 1;
if (cl.worldmodel->hulls->funcs.RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace))
return false;
if (trace.startsolid)
return true;
VectorCopy (trace.endpos, impact);
VectorCopy (trace.plane.normal, normal);
return true;
}
#endif
part_type_t *lasttype;
static vec3_t pright, pup;
float pframetime;
#ifdef RGLQUAKE
void GL_DrawTexturedParticle(particle_t *p, part_type_t *type)
{
float x,y;
float scale;
if (lasttype != type)
{
if (type-part_type>=numparticletypes||type-part_type<0) //FIXME:! Work out why this is needed...
{
Con_Printf("Serious bug alert\n");
return;
}
lasttype = type;
qglEnd();
qglEnable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_FLAT);
qglBegin(GL_QUADS);
}
scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
+ (p->org[2] - r_origin[2])*vpn[2];
scale = (scale*p->scale)*(type->invscalefactor) + p->scale * (type->scalefactor*250);
if (scale < 20)
scale = 0.25;
else
scale = 0.25 + scale * 0.001;
qglColor4f (p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
if (p->angle)
{
x = sin(p->angle)*scale;
y = cos(p->angle)*scale;
}
else
{
x = 0;
y = scale;
}
qglTexCoord2f(0,0);
qglVertex3f (p->org[0] - x*pright[0] - y*pup[0], p->org[1] - x*pright[1] - y*pup[1], p->org[2] - x*pright[2] - y*pup[2]);
qglTexCoord2f(0,1);
qglVertex3f (p->org[0] - y*pright[0] + x*pup[0], p->org[1] - y*pright[1] + x*pup[1], p->org[2] - y*pright[2] + x*pup[2]);
qglTexCoord2f(1,1);
qglVertex3f (p->org[0] + x*pright[0] + y*pup[0], p->org[1] + x*pright[1] + y*pup[1], p->org[2] + x*pright[2] + y*pup[2]);
qglTexCoord2f(1,0);
qglVertex3f (p->org[0] + y*pright[0] - x*pup[0], p->org[1] + y*pright[1] - x*pup[1], p->org[2] + y*pright[2] - x*pup[2]);
}
void GL_DrawSketchParticle(particle_t *p, part_type_t *type)
{
float x,y;
float scale;
int quant;
if (lasttype != type)
{
lasttype = type;
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
// if (type->blendmode == BM_ADD) //addative
// glBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// else
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_SMOOTH);
qglBegin(GL_LINES);
}
scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
+ (p->org[2] - r_origin[2])*vpn[2];
scale = (scale*p->scale)*(type->invscalefactor) + p->scale * (type->scalefactor*250);
if (scale < 20)
scale = 0.25;
else
scale = 0.25 + scale * 0.001;
qglColor4f (p->rgb[0]/2,
p->rgb[1]/2,
p->rgb[2]/2,
p->alpha*2);
quant = scale;
if (p->angle)
{
x = sin(p->angle)*scale;
y = cos(p->angle)*scale;
}
else
{
x = 0;
y = scale;
}
qglVertex3f (p->org[0] - x*pright[0] - y*pup[0], p->org[1] - x*pright[1] - y*pup[1], p->org[2] - x*pright[2] - y*pup[2]);
qglVertex3f (p->org[0] + x*pright[0] + y*pup[0], p->org[1] + x*pright[1] + y*pup[1], p->org[2] + x*pright[2] + y*pup[2]);
qglVertex3f (p->org[0] + y*pright[0] - x*pup[0], p->org[1] + y*pright[1] - x*pup[1], p->org[2] + y*pright[2] - x*pup[2]);
qglVertex3f (p->org[0] - y*pright[0] + x*pup[0], p->org[1] - y*pright[1] + x*pup[1], p->org[2] - y*pright[2] + x*pup[2]);
}
void GL_DrawTrifanParticle(particle_t *p, part_type_t *type)
{
int i;
vec3_t v;
float scale;
qglEnd();
if (lasttype != type)
{
lasttype = type;
qglDisable(GL_TEXTURE_2D);
if (type->blendmode == BM_ADD) //addative
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_SMOOTH);
}
scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
+ (p->org[2] - r_origin[2])*vpn[2];
scale = (scale*p->scale)*(type->invscalefactor) + p->scale * (type->scalefactor*250);
if (scale < 20)
scale = 0.05;
else
scale = 0.05 + scale * 0.0002;
/*
if ((p->vel[0]*p->vel[0]+p->vel[1]*p->vel[1]+p->vel[2]*p->vel[2])*2*scale > 30*30)
scale = 1+1/30/Length(p->vel)*2;*/
qglBegin (GL_TRIANGLE_FAN);
qglColor4f (p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
qglVertex3fv (p->org);
qglColor4f (p->rgb[0]/2,
p->rgb[1]/2,
p->rgb[2]/2,
0);
for (i=7 ; i>=0 ; i--)
{
v[0] = p->org[0] - p->vel[0]*scale + vright[0]*cost[i%7]*p->scale + vup[0]*sint[i%7]*p->scale;
v[1] = p->org[1] - p->vel[1]*scale + vright[1]*cost[i%7]*p->scale + vup[1]*sint[i%7]*p->scale;
v[2] = p->org[2] - p->vel[2]*scale + vright[2]*cost[i%7]*p->scale + vup[2]*sint[i%7]*p->scale;
qglVertex3fv (v);
}
qglEnd ();
qglBegin (GL_LINES);
}
void GL_DrawSparkedParticle(particle_t *p, part_type_t *type)
{
if (lasttype != type)
{
lasttype = type;
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_SMOOTH);
qglBegin(GL_LINES);
}
qglColor4f (p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
qglVertex3f (p->org[0], p->org[1], p->org[2]);
qglColor4f (p->rgb[0],
p->rgb[1],
p->rgb[2],
0);
qglVertex3f (p->org[0]-p->vel[0]/10, p->org[1]-p->vel[1]/10, p->org[2]-p->vel[2]/10);
}
void GL_DrawSketchSparkParticle(particle_t *p, part_type_t *type)
{
if (lasttype != type)
{
lasttype = type;
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_SMOOTH);
qglBegin(GL_LINES);
}
qglColor4f (p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
qglVertex3f (p->org[0], p->org[1], p->org[2]);
qglColor4f (p->rgb[0],
p->rgb[1],
p->rgb[2],
0);
qglVertex3f (p->org[0]-p->vel[0]/10, p->org[1]-p->vel[1]/10, p->org[2]-p->vel[2]/10);
}
void GL_DrawParticleBeam_Textured(beamseg_t *b, part_type_t *type)
{
vec3_t v, point;
vec3_t cr;
beamseg_t *c;
particle_t *p;
particle_t *q;
float ts;
// if (!b->next)
// return;
c = b->next;
q = c->p;
// if (!q)
// return;
p = b->p;
// if (!p)
// return;
if (lasttype != type)
{
lasttype = type;
qglEnd();
qglEnable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_SMOOTH);
qglBegin(GL_QUADS);
}
qglColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
q->alpha);
// qglBegin(GL_LINE_LOOP);
VectorSubtract(r_refdef.vieworg, q->org, v);
VectorNormalize(v);
CrossProduct(c->dir, v, cr);
ts = (c->texture_s*type->rotationstartmin + particletime*type->rotationmin)/754;
VectorMA(q->org, -q->scale, cr, point);
qglTexCoord2f(ts, 0);
qglVertex3fv(point);
VectorMA(q->org, q->scale, cr, point);
qglTexCoord2f(ts, 1);
qglVertex3fv(point);
qglColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
VectorSubtract(r_refdef.vieworg, p->org, v);
VectorNormalize(v);
CrossProduct(b->dir, v, cr); // replace with old p->dir?
ts = (b->texture_s*type->rotationstartmin + particletime*type->rotationmin)/754;
VectorMA(p->org, p->scale, cr, point);
qglTexCoord2f(ts, 1);
qglVertex3fv(point);
VectorMA(p->org, -p->scale, cr, point);
qglTexCoord2f(ts, 0);
qglVertex3fv(point);
// qglEnd();
}
void GL_DrawParticleBeam_Untextured(beamseg_t *b, part_type_t *type)
{
vec3_t v;
vec3_t cr;
beamseg_t *c;
particle_t *p;
particle_t *q;
vec3_t point[4];
// if (!b->next)
// return;
c = b->next;
q = c->p;
// if (!q)
// return;
p = b->p;
// if (!p)
// return;
if (lasttype != type)
{
lasttype = type;
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglShadeModel(GL_SMOOTH);
qglBegin(GL_QUADS);
}
// qglBegin(GL_LINE_LOOP);
VectorSubtract(r_refdef.vieworg, q->org, v);
VectorNormalize(v);
CrossProduct(c->dir, v, cr);
VectorMA(q->org, -q->scale, cr, point[0]);
VectorMA(q->org, q->scale, cr, point[1]);
VectorSubtract(r_refdef.vieworg, p->org, v);
VectorNormalize(v);
CrossProduct(b->dir, v, cr); // replace with old p->dir?
VectorMA(p->org, p->scale, cr, point[2]);
VectorMA(p->org, -p->scale, cr, point[3]);
//one half
//back out
//back in
//front in
//front out
qglColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
0);
qglVertex3fv(point[0]);
qglColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
q->alpha);
qglVertex3fv(q->org);
qglColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
qglVertex3fv(p->org);
qglColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
0);
qglVertex3fv(point[3]);
//front out
//front in
//back in
//back out
qglColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
0);
qglVertex3fv(point[2]);
qglColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
qglVertex3fv(p->org);
qglColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
q->alpha);
qglVertex3fv(q->org);
qglColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
0);
qglVertex3fv(point[1]);
// qglEnd();
}
#endif
#ifdef SWQUAKE
void SWD_DrawParticleSpark(particle_t *p, part_type_t *type)
{
float speed;
vec3_t src, dest;
int r,g,b; //if you have a cpu with mmx, good for you...
r = p->rgb[0]*255;
if (r < 0)
r = 0;
else if (r > 255)
r = 255;
g = p->rgb[1]*255;
if (g < 0)
g = 0;
else if (g > 255)
g = 255;
b = p->rgb[2]*255;
if (b < 0)
b = 0;
else if (b > 255)
b = 255;
p->color = GetPalette(r, g, b);
speed = Length(p->vel);
if ((speed) < 1)
{
VectorCopy(p->org, src);
VectorCopy(p->org, dest);
}
else
{ //causes flickers with lower vels (due to bouncing in physics)
if (speed < 50)
speed *= 50/speed;
VectorMA(p->org, 2.5/(speed), p->vel, src);
VectorMA(p->org, -2.5/(speed), p->vel, dest);
}
D_DrawSparkTrans(p, src, dest);
}
void SWD_DrawParticleBlob(particle_t *p, part_type_t *type)
{
int r,g,b; //This really shouldn't be like this. Pitty the 32 bit renderer...
r = p->rgb[0]*255;
if (r < 0)
r = 0;
else if (r > 255)
r = 255;
g = p->rgb[1]*255;
if (g < 0)
g = 0;
else if (g > 255)
g = 255;
b = p->rgb[2]*255;
if (b < 0)
b = 0;
else if (b > 255)
b = 255;
p->color = GetPalette(r, g, b);
D_DrawParticleTrans(p);
}
void SWD_DrawParticleBeam(beamseg_t *beam, part_type_t *type)
{
int r,g,b; //if you have a cpu with mmx, good for you...
beamseg_t *c;
particle_t *p;
particle_t *q;
// if (!b->next)
// return;
c = beam->next;
q = c->p;
// if (!q)
// return;
p = beam->p;
r = p->rgb[0]*255;
if (r < 0)
r = 0;
else if (r > 255)
r = 255;
g = p->rgb[1]*255;
if (g < 0)
g = 0;
else if (g > 255)
g = 255;
b = p->rgb[2]*255;
if (b < 0)
b = 0;
else if (b > 255)
b = 255;
p->color = GetPalette(r, g, b);
D_DrawSparkTrans(p, p->org, q->org );
}
#endif
void DrawParticleTypes (void texturedparticles(particle_t *,part_type_t*), void sparkparticles(particle_t*,part_type_t*), void beamparticlest(beamseg_t*,part_type_t*), void beamparticlesut(beamseg_t*,part_type_t*))
{
RSpeedMark();
qboolean (*tr) (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
int i;
vec3_t oldorg;
vec3_t stop, normal;
part_type_t *type;
particle_t *p, *kill;
ramp_t *ramp;
float grav;
vec3_t friction;
float dist;
particle_t *kill_list, *kill_first;
beamseg_t *b, *bkill;
int traces=r_particle_tracelimit.value;
lasttype = NULL;
pframetime = host_frametime;
if (cl.paused || r_secondaryview)
pframetime = 0;
VectorScale (vup, 1.5, pup);
VectorScale (vright, 1.5, pright);
#ifdef SWQUAKE
VectorScale (vright, xscaleshrink, r_pright);
VectorScale (vup, yscaleshrink, r_pup);
VectorCopy (vpn, r_ppn);
#endif
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
tr = Q2TraceLineN;
else
#endif
tr = TraceLineN;
kill_list = kill_first = NULL;
for (i = 0; i < numparticletypes; i++)
{
type = &part_type[i];
if (!type->die)
{
while ((p=type->particles))
{
if (!type->isbeam)
{
if (*type->texname)
RQ_AddDistReorder((void*)texturedparticles, p, type, p->org);
else
RQ_AddDistReorder((void*)sparkparticles, p, type, p->org);
}
type->particles = p->next;
// p->next = free_particles;
// free_particles = p;
p->next = kill_list;
kill_list = p;
if (!kill_first) // branch here is probably faster than list traversal later
kill_first = p;
}
if (type->beams)
{
b = type->beams;
}
while ((b=type->beams) && (b->flags & BS_DEAD))
{
type->beams = b->next;
b->next = free_beams;
free_beams = b;
}
while (b)
{
if (!(b->flags & BS_NODRAW))
{
// no BS_NODRAW implies b->next != NULL
// BS_NODRAW should imply b->next == NULL or b->next->flags & BS_DEAD
VectorCopy(b->next->p->org, stop);
VectorCopy(b->p->org, oldorg);
VectorSubtract(stop, oldorg, b->next->dir);
VectorNormalize(b->next->dir);
VectorAdd(stop, oldorg, stop);
VectorScale(stop, 0.5, stop);
if (*type->texname)
RQ_AddDistReorder((void*)beamparticlest, b, type, stop);
else
RQ_AddDistReorder((void*)beamparticlesut, b, type, stop);
}
// clean up dead entries ahead of current
for ( ;; )
{
bkill = b->next;
if (bkill && (bkill->flags & BS_DEAD))
{
b->next = bkill->next;
bkill->next = free_beams;
free_beams = bkill;
continue;
}
break;
}
b->flags |= BS_DEAD;
b = b->next;
}
continue;
}
//kill off early ones.
for ( ;; )
{
kill = type->particles;
if (kill && kill->die < particletime)
{
type->particles = kill->next;
// kill->next = free_particles;
// free_particles = kill;
kill->next = kill_list;
kill_list = kill;
if (!kill_first)
kill_first = kill;
continue;
}
break;
}
grav = type->gravity*pframetime;
VectorScale(type->friction, pframetime, friction);
for (p=type->particles ; p ; p=p->next)
{
for ( ;; )
{
kill = p->next;
if (kill && kill->die < particletime)
{
p->next = kill->next;
// kill->next = free_particles;
// free_particles = kill;
kill->next = kill_list;
kill_list = kill;
if (!kill_first)
kill_first = kill;
continue;
}
break;
}
VectorCopy(p->org, oldorg);
p->org[0] += p->vel[0]*pframetime;
p->org[1] += p->vel[1]*pframetime;
p->org[2] += p->vel[2]*pframetime;
p->vel[0] -= friction[0]*p->vel[0];
p->vel[1] -= friction[1]*p->vel[1];
p->vel[2] -= friction[2]*p->vel[2];
p->vel[2] -= grav;
p->angle += p->rotationspeed*pframetime;
switch (type->rampmode)
{
case RAMP_ABSOLUTE:
ramp = type->ramp + (int)(type->rampindexes * (type->die - (p->die - particletime)) / type->die);
VectorCopy(ramp->rgb, p->rgb);
p->alpha = ramp->alpha;
p->scale = ramp->scale;
break;
case RAMP_DELTA: //particle ramps
ramp = type->ramp + (int)(type->rampindexes * (type->die - (p->die - particletime)) / type->die);
VectorMA(p->rgb, pframetime, ramp->rgb, p->rgb);
p->alpha -= pframetime*ramp->alpha;
p->scale += pframetime*ramp->scale;
break;
case RAMP_NONE: //particle changes acording to it's preset properties.
if (particletime < (p->die-type->die+type->rgbchangetime))
{
p->rgb[0] += pframetime*type->rgbchange[0];
p->rgb[1] += pframetime*type->rgbchange[1];
p->rgb[2] += pframetime*type->rgbchange[2];
}
p->alpha -= pframetime*(type->alpha/type->die)*type->alphachange;
p->scale += pframetime*type->scaledelta;
}
if (type->emit >= 0)
{
if (type->emittime < 0)
P_ParticleTrail(oldorg, p->org, type->emit, NULL);
else if (p->nextemit < particletime)
{
p->nextemit = particletime + type->emittime + frandom()*type->emitrand;
P_RunParticleEffectType(p->org, p->vel, 1, type->emit);
}
}
if (type->cliptype>=0 && r_bouncysparks.value)
{
if (traces-->0&&tr(oldorg, p->org, stop, normal))
{
if (type->stains && r_bloodstains.value)
R_AddStain(stop, p->rgb[1]*-10+p->rgb[2]*-10,
p->rgb[0]*-10+p->rgb[2]*-10,
p->rgb[0]*-10+p->rgb[1]*-10,
30*p->alpha);
if (type->cliptype == i)
{ //bounce
dist = DotProduct(p->vel, normal) * (-1-(rand()/(float)0x7fff)/2);
VectorMA(p->vel, dist, normal, p->vel);
VectorCopy(stop, p->org);
p->vel[0] *= type->clipbounce;
p->vel[1] *= type->clipbounce;
p->vel[2] *= type->clipbounce;
if (!*type->texname && Length(p->vel)<1000*pframetime && !type->isbeam)
p->die = -1;
}
else
{
p->die = -1;
VectorNormalize(p->vel);
P_RunParticleEffectType(stop, p->vel, type->clipcount/part_type[type->cliptype].count, type->cliptype);
}
continue;
}
}
else if (type->stains && r_bloodstains.value)
{
if (traces-->0&&tr(oldorg, p->org, stop, normal))
{
R_AddStain(stop, (p->rgb[1]*-10+p->rgb[2]*-10),
(p->rgb[0]*-10+p->rgb[2]*-10),
(p->rgb[0]*-10+p->rgb[1]*-10),
30*p->alpha*type->stains);
p->die = -1;
continue;
}
}
if (!type->isbeam)
{
if (*type->texname)
RQ_AddDistReorder((void*)texturedparticles, p, type, p->org);
else
RQ_AddDistReorder((void*)sparkparticles, p, type, p->org);
}
}
// beams are dealt with here
// kill early entries
for ( ;; )
{
bkill = type->beams;
if (bkill && (bkill->flags & BS_DEAD || bkill->p->die < particletime) && !(bkill->flags & BS_LASTSEG))
{
type->beams = bkill->next;
bkill->next = free_beams;
free_beams = bkill;
continue;
}
break;
}
b = type->beams;
if (!b)
continue;
for ( ;; )
{
if (b->next)
{
// mark dead entries
if (b->flags & (BS_LASTSEG|BS_DEAD|BS_NODRAW))
{
// kill some more dead entries
for ( ;; )
{
bkill = b->next;
if (bkill && (bkill->flags & BS_DEAD) && !(bkill->flags & BS_LASTSEG))
{
b->next = bkill->next;
bkill->next = free_beams;
free_beams = bkill;
continue;
}
break;
}
if (!bkill) // have to check so we don't hit NULL->next
continue;
}
else
{
if (!(b->next->flags & BS_DEAD))
{
VectorCopy(b->next->p->org, stop);
VectorCopy(b->p->org, oldorg);
VectorSubtract(stop, oldorg, b->next->dir);
VectorNormalize(b->next->dir);
VectorAdd(stop, oldorg, stop);
VectorScale(stop, 0.5, stop);
if (beamparticlest!=NULL)
{
if (*type->texname)
RQ_AddDistReorder((void*)beamparticlest, b, type, stop);
else
RQ_AddDistReorder((void*)beamparticlesut, b, type, stop);
}
}
// if (b->p->die < particletime)
// b->flags |= BS_DEAD;
}
}
else
{
if (b->p->die < particletime) // end of the list check
b->flags |= BS_DEAD;
break;
}
if (b->p->die < particletime)
b->flags |= BS_DEAD;
b = b->next;
}
}
RSpeedEnd(RSPEED_PARTICLES);
RSpeedRemark();
RQ_RenderDistAndClear();
RSpeedEnd(RSPEED_PARTICLESDRAW);
// lazy delete for particles is done here
if (kill_list)
{
kill_first->next = free_particles;
free_particles = kill_list;
}
particletime += pframetime;
}
/*
===============
R_DrawParticles
===============
*/
void P_DrawParticles (void)
{
P_AddRainParticles();
#if defined(RGLQUAKE)
if (qrenderer == QR_OPENGL)
{
extern cvar_t r_drawflat;
qglDepthMask(0);
qglDisable(GL_ALPHA_TEST);
qglEnable (GL_BLEND);
GL_TexEnv(GL_MODULATE);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglBegin(GL_QUADS);
if (r_drawflat.value == 2)
DrawParticleTypes(GL_DrawSketchParticle, GL_DrawSketchSparkParticle, GL_DrawParticleBeam_Textured, GL_DrawParticleBeam_Untextured);//GL_DrawParticleBeam_Sketched, GL_DrawParticleBeam_Sketched);
else if (gl_part_trifansparks.value)
DrawParticleTypes(GL_DrawTexturedParticle, GL_DrawTrifanParticle, GL_DrawParticleBeam_Textured, GL_DrawParticleBeam_Untextured);
else
DrawParticleTypes(GL_DrawTexturedParticle, GL_DrawSparkedParticle, GL_DrawParticleBeam_Textured, GL_DrawParticleBeam_Untextured);
qglEnd();
qglEnable(GL_TEXTURE_2D);
GL_TexEnv(GL_MODULATE);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDepthMask(1);
return;
}
#endif
#ifdef SWQUAKE
if (qrenderer == QR_SOFTWARE)
{
D_StartParticles();
DrawParticleTypes(SWD_DrawParticleBlob, SWD_DrawParticleSpark, SWD_DrawParticleBeam, SWD_DrawParticleBeam);
D_EndParticles();
return;
}
#endif
}