fteqw/engine/client/r_part.c

4951 lines
118 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
#ifdef D3DQUAKE
#include "d3dquake.h"//hack
#endif
#include "renderque.h"
#include "r_partset.h"
extern qbyte *host_basepal;
int pt_explosion,
pt_pointfile,
pt_entityparticles,
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,
pt_smoke;
int pe_default,
pe_size2,
pe_size3,
pe_defaulttrail;
int rt_blastertrail,
rt_railtrail,
rt_bubbletrail,
rt_rocket,
rt_grenade,
rt_gib,
rt_lightning1,
rt_lightning2,
rt_lightning3,
pt_lightning1_end,
pt_lightning2_end,
pt_lightning3_end;
//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, int blendmode);
void P_ReadPointFile_f (void);
void P_ExportBuiltinSet_f(void);
#define MAX_BEAMSEGS 2048 // default max # of beam segments
#define MAX_PARTICLES 32768 // default max # of particles at one
// time
#define MAX_DECALS 4096 // this is going to be expensive
#define MAX_TRAILSTATES 512 // default max # of trailstates
//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;
clippeddecal_t *free_decals;
clippeddecal_t *decals;
int r_numdecals;
trailstate_t *trailstates;
int ts_cycle; // current cyclic index of trailstates
int r_numtrailstates;
vec3_t r_pright, r_pup, r_ppn;
extern cvar_t r_bouncysparks;
extern cvar_t r_part_rain;
extern cvar_t r_bloodstains;
extern cvar_t gl_part_flame;
// callbacks
void R_ParticlesDesc_Callback(struct cvar_s *var, char *oldvalue);
void R_Rockettrail_Callback(struct cvar_s *var, char *oldvalue);
void R_Grenadetrail_Callback(struct cvar_s *var, char *oldvalue);
cvar_t r_particlesdesc = SCVARFC("r_particlesdesc", "spikeset tsshaft", CVAR_SEMICHEAT, R_ParticlesDesc_Callback);
cvar_t r_part_rain_quantity = SCVAR("r_part_rain_quantity", "1");
cvar_t r_rockettrail = SCVARFC("r_rockettrail", "1", CVAR_SEMICHEAT, R_Rockettrail_Callback);
cvar_t r_grenadetrail = SCVARFC("r_grenadetrail", "1", CVAR_SEMICHEAT, R_Grenadetrail_Callback);
cvar_t r_particle_tracelimit = SCVAR("r_particle_tracelimit", "250");
cvar_t r_part_sparks = SCVAR("r_part_sparks", "1");
cvar_t r_part_sparks_trifan = SCVAR("r_part_sparks_trifan", "1");
cvar_t r_part_sparks_textured = SCVAR("r_part_sparks_textured", "1");
cvar_t r_part_beams = SCVAR("r_part_beams", "1");
cvar_t r_part_beams_textured = SCVAR("r_part_beams_textured", "1");
cvar_t r_part_contentswitch = SCVAR("r_part_contentswitch", "1");
static float particletime;
#define APPLYBLEND(bm) \
switch (bm) \
{ \
case BM_ADD: \
qglBlendFunc(GL_SRC_ALPHA, GL_ONE); \
break; \
case BM_SUBTRACT: \
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR); \
break; \
case BM_BLENDCOLOUR: \
qglBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR); \
break; \
case BM_BLEND: \
default: \
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); \
break; \
}
#define APPLYD3DBLEND(bm) \
switch (bm) \
{ \
case BM_ADD: \
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); \
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE); \
break; \
case BM_SUBTRACT: \
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); \
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCCOLOR); \
break; \
case BM_BLENDCOLOUR: \
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCCOLOR); \
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCCOLOR); \
break; \
case BM_BLEND: \
default: \
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); \
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); \
break; \
}
int numparticletypes;
part_type_t *part_type;
part_type_t *part_run_list;
static part_type_t *P_GetParticleType(char *name)
{
int i;
part_type_t *ptype;
part_type_t *oldlist = part_type;
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;
if (oldlist)
{
part_run_list=NULL;
for (i = 0; i < numparticletypes; i++)
if (part_type[i].nexttorun)
part_type[i].nexttorun = (part_type_t*)((char*)part_type[i].nexttorun - (char*)oldlist + (char*)part_type);
}
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.
{
part_type_t *pt = P_GetParticleType(name);
return pt - part_type;
}
int P_ParticleTypeForName(char *name)
{
int to;
to = P_GetParticleType(name) - part_type;
if (to < 0 || to >= numparticletypes)
{
return -1;
}
return to;
}
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;
}
int P_DescriptionIsLoaded(char *name)
{
int i = P_FindParticleType(name);
part_type_t *ptype;
if (i < 0)
return false;
ptype = &part_type[i];
if (!ptype->loaded)
return false;
return i+1;
}
qboolean P_TypeIsLoaded(int effect)
{
int i = effect;
part_type_t *ptype;
if (i < 0)
return false;
ptype = &part_type[i];
if (!ptype->loaded)
return false;
return true;
}
static void P_SetModified(void) //called when the particle system changes (from console).
{
if (Cmd_FromGamecode())
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_AllocateParticleType(name);
while(to != -1)
{
if (to == from)
{
Con_Printf("Assosiation of %s would cause infinate loop\n", name);
return -1;
}
to = part_type[to].assoc;
}
return orig;
}
void P_LoadTexture(part_type_t *ptype, qboolean warn)
{
switch (qrenderer)
{
#ifdef RGLQUAKE
case QR_OPENGL:
if (*ptype->texname && strcmp(ptype->texname, "default"))
{
ptype->texturenum = Mod_LoadHiResTexture(ptype->texname, "particles", true, true, true);
if (!ptype->texturenum)
{
if (warn)
Con_DPrintf("Couldn't load texture %s for particle effect %s\n", ptype->texname, ptype->name);
if (strstr(ptype->texname, "glow") || strstr(ptype->texname, "ball"))
ptype->texturenum = balltexture;
else
ptype->texturenum = explosiontexture;
}
}
else
ptype->texturenum = explosiontexture;
break;
#endif
#ifdef D3DQUAKE
case QR_DIRECT3D:
if (*ptype->texname && strcmp(ptype->texname, "default"))
{
ptype->d3dtexture = NULL;//Mod_LoadHiResTexture(ptype->texname, "particles", true, true, true);
if (!ptype->d3dtexture)
{
if (warn)
Con_DPrintf("Couldn't load texture %s for particle effect %s\n", ptype->texname, ptype->name);
if (strstr(ptype->texname, "glow") || strstr(ptype->texname, "ball"))
ptype->d3dtexture = d3dballtexture;
else
ptype->d3dtexture = d3dexplosiontexture;
}
}
else
ptype->d3dtexture = d3dexplosiontexture;
break;
#endif
default:
break;
}
}
//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;
qboolean settype = false;
qboolean setalphadelta = false;
qboolean setbeamlen = false;
part_type_t *ptype, *torun;
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, true);
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;
// if we're in the runstate loop through and remove from linked list
if (ptype->state & PS_INRUNLIST)
{
if (part_run_list == ptype)
part_run_list = part_run_list->nexttorun;
else
{
for (torun = part_run_list; torun != NULL; torun = torun->nexttorun)
{
if (torun->nexttorun == ptype)
torun->nexttorun = torun->nexttorun->nexttorun;
}
}
}
memset(ptype, 0, sizeof(*ptype));
// ptype->particles = parts;
ptype->beams = beamsegs;
ptype->skytris = st;
strcpy(ptype->name, Cmd_Argv(1));
ptype->assoc=-1;
ptype->inwater = -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->spawnchance = 1;
while(1)
{
buf = Cbuf_GetNext(Cmd_ExecLevel);
if (!*buf)
{
Con_Printf("Unexpected end of buffer with effect %s\n", ptype->name);
return;
}
while (*buf && *buf <= ' ')
buf++; //no whitespace please.
if (*buf == '}')
break;
Cmd_TokenizeString(buf, true, true);
var = Cmd_Argv(0);
value = Cmd_Argv(1);
// TODO: switch this mess to some sort of binary tree to increase
// parse speed
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, "beamtexstep"))
{
ptype->rotationstartmin = 1/atof(value);
setbeamlen = true;
}
else if (!strcmp(var, "beamtexspeed"))
{
ptype->rotationmin = atof(value);
}
else if (!strcmp(var, "scale"))
{
ptype->scale = atof(value);
if (Cmd_Argc()>2)
ptype->randscale = atof(Cmd_Argv(2)) - ptype->scale;
}
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);
if (Cmd_Argc()>2)
ptype->countrand = 1/atof(Cmd_Argv(2));
}
else if (!strcmp(var, "count"))
{
ptype->count = atof(value);
if (Cmd_Argc()>2)
ptype->countrand = atof(Cmd_Argv(2));
}
else if (!strcmp(var, "alpha"))
ptype->alpha = atof(value);
else if (!strcmp(var, "alphachange"))
{
Con_DPrintf("alphachange is deprechiated, use alphadelta\n");
ptype->alphachange = atof(value);
}
else if (!strcmp(var, "alphadelta"))
{
ptype->alphachange = atof(value);
setalphadelta = true;
}
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, "orgadd"))
ptype->orgadd = 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, "inwater"))
{
// the underwater effect switch should only occur for
// 1 level so the standard assoc check works
assoc = CheckAssosiation(value, pnum);
ptype = &part_type[pnum];
ptype->inwater = assoc;
}
else if (!strcmp(var, "colorindex"))
{
if (Cmd_Argc()>2)
ptype->colorrand = atof(Cmd_Argv(2));
ptype->colorindex = atoi(value);
}
else if (!strcmp(var, "colorrand"))
ptype->colorrand = atoi(value); // now obsolete
else if (!strcmp(var, "citracer"))
ptype->flags |= PT_CITRACER;
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, "rgb"))
{
ptype->rgb[0] = ptype->rgb[1] = ptype->rgb[2] = atof(value)/255;
if (Cmd_Argc()>3)
{
ptype->rgb[1] = atof(Cmd_Argv(2))/255;
ptype->rgb[2] = atof(Cmd_Argv(3))/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, "rgbdelta"))
{
ptype->rgbchange[0] = ptype->rgbchange[1] = ptype->rgbchange[2] = atof(value)/255;
if (Cmd_Argc()>3)
{
ptype->rgbchange[1] = atof(Cmd_Argv(2))/255;
ptype->rgbchange[2] = atof(Cmd_Argv(3))/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, "rgbrand"))
{
ptype->rgbrand[0] = ptype->rgbrand[1] = ptype->rgbrand[2] = atof(value)/255;
if (Cmd_Argc()>3)
{
ptype->rgbrand[1] = atof(Cmd_Argv(2))/255;
ptype->rgbrand[2] = atof(Cmd_Argv(3))/255;
}
}
else if (!strcmp(var, "rgbrandsync"))
{
ptype->rgbrandsync[0] = ptype->rgbrandsync[1] = ptype->rgbrandsync[2] = atof(value);
if (Cmd_Argc()>3)
{
ptype->rgbrandsync[1] = atof(Cmd_Argv(2));
ptype->rgbrandsync[2] = atof(Cmd_Argv(3));
}
}
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 if (!strcmp(value, "blendcolour") || !strcmp(value, "blendcolor"))
ptype->blendmode = BM_BLENDCOLOUR;
else
ptype->blendmode = BM_BLEND;
}
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 if (!strcmp(value, "distball"))
ptype->spawnmode = SM_DISTBALL;
else
ptype->spawnmode = SM_BOX;
if (Cmd_Argc()>2)
{
if (Cmd_Argc()>3)
ptype->spawnparam2 = atof(Cmd_Argv(3));
ptype->spawnparam1 = atof(Cmd_Argv(2));
}
}
else if (!strcmp(var, "type"))
{
if (!strcmp(value, "beam"))
ptype->type = PT_BEAM;
else if (!strcmp(value, "spark"))
ptype->type = PT_SPARK;
else if (!strcmp(value, "sparkfan") || !strcmp(value, "trianglefan"))
ptype->type = PT_SPARKFAN;
else if (!strcmp(value, "texturedspark"))
ptype->type = PT_TEXTUREDSPARK;
else if (!strcmp(value, "decal"))
ptype->type = PT_DECAL;
else
ptype->type = PT_NORMAL;
settype = true;
}
else if (!strcmp(var, "isbeam"))
{
Con_DPrintf("isbeam is deprechiated, use type beam\n");
ptype->type = PT_BEAM;
}
else if (!strcmp(var, "spawntime"))
ptype->spawntime = atof(value);
else if (!strcmp(var, "spawnchance"))
ptype->spawnchance = atof(value);
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);
// old names
else if (!strcmp(var, "areaspread"))
{
Con_DPrintf("areaspread is deprechiated, use spawnorg\n");
ptype->areaspread = atof(value);
}
else if (!strcmp(var, "areaspreadvert"))
{
Con_DPrintf("areaspreadvert is deprechiated, use spawnorg\n");
ptype->areaspreadvert = atof(value);
}
else if (!strcmp(var, "offsetspread"))
{
Con_DPrintf("offsetspread is deprechiated, use spawnvel\n");
ptype->offsetspread = atof(value);
}
else if (!strcmp(var, "offsetspreadvert"))
{
Con_DPrintf("offsetspreadvert is deprechiated, use spawnvel\n");
ptype->offsetspreadvert = atof(value);
}
// new names
else if (!strcmp(var, "spawnorg"))
{
ptype->areaspreadvert = ptype->areaspread = atof(value);
if (Cmd_Argc()>2)
ptype->areaspreadvert = atof(Cmd_Argv(2));
}
else if (!strcmp(var, "spawnvel"))
{
ptype->offsetspreadvert = ptype->offsetspread = atof(value);
if (Cmd_Argc()>2)
ptype->offsetspreadvert = atof(Cmd_Argv(2));
}
// spawn mode param fields
else if (!strcmp(var, "spawnparam1"))
ptype->spawnparam1 = atof(value);
else if (!strcmp(var, "spawnparam2"))
ptype->spawnparam2 = atof(value);
/* else if (!strcmp(var, "spawnparam3"))
ptype->spawnparam3 = 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 = (cidx & 0xff) * 3;
ptype->ramp[ptype->rampindexes].rgb[0] = host_basepal[cidx] * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[1] = host_basepal[cidx+1] * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[2] = host_basepal[cidx+2] * (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 = (cidx & 0xff) * 3;
ptype->ramp[ptype->rampindexes].rgb[0] = host_basepal[cidx] * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[1] = host_basepal[cidx+1] * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[2] = host_basepal[cidx+2] * (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()>5) //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 if (!strcmp(var, "perframe"))
ptype->flags |= PT_INVFRAMETIME;
else if (!strcmp(var, "averageout"))
ptype->flags |= PT_AVERAGETRAIL;
else if (!strcmp(var, "nostate"))
ptype->flags |= PT_NOSTATE;
else if (!strcmp(var, "nospreadfirst"))
ptype->flags |= PT_NOSPREADFIRST;
else if (!strcmp(var, "nospreadlast"))
ptype->flags |= PT_NOSPREADLAST;
else
Con_DPrintf("%s is not a recognised particle type field (in %s)\n", var, ptype->name);
}
ptype->invscalefactor = 1-ptype->scalefactor;
ptype->loaded = 1;
if (ptype->clipcount < 1)
ptype->clipcount = 1;
//if there is a chance that it moves
if (ptype->randomvel || ptype->gravity || ptype->veladd || ptype->offsetspread || ptype->offsetspreadvert)
ptype->flags |= PT_VELOCITY;
//if it has friction
if (ptype->friction)
ptype->flags |= PT_FRICTION;
if (!settype)
{
if (ptype->type == PT_NORMAL && !*ptype->texname)
ptype->type = PT_SPARK;
if (ptype->type == PT_SPARK)
{
if (*ptype->texname)
ptype->type = PT_TEXTUREDSPARK;
if (ptype->scale)
ptype->type = PT_SPARKFAN;
}
}
if (ptype->type == PT_BEAM && !setbeamlen)
ptype->rotationstartmin = 1/128.0;
// use old behavior if not using alphadelta
if (!setalphadelta)
ptype->alphachange = (-ptype->alphachange / ptype->die) * ptype->alpha;
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);
}
P_LoadTexture(ptype, true);
}
//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 (!model)
return;
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;
if (atoi(Cmd_Argv(3)))
model->engineflags |= MDLF_ENGULPHS;
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);
if (!model)
return;
effectnum = P_AllocateParticleType(effectname);
model->particletrail = effectnum;
model->engineflags |= MDLF_NODEFAULTTRAIL; //we could have assigned the trail to a model that wasn't loaded.
P_SetModified(); //make it appear in f_modified.
}
// P_SelectableTrail: given default/opposite effects, model pointer, and a user selection cvar
// changes model to the appropriate trail effect and default trail index
void P_SelectableTrail(model_t *model, cvar_t *selection, int mdleffect, int mdlcidx, int oppeffect, int oppcidx)
{
int select = (int)(selection->value);
switch (select)
{
case 0: // check for string, otherwise no trail
if (selection->string[0] == '0')
{
model->particletrail = -1;
break;
}
else
{
int effect = P_FindParticleType(selection->string);
if (effect >= 0)
{
model->particletrail = effect;
model->traildefaultindex = mdlcidx;
break;
}
}
// fall through to default (so semicheat will work properly)
case 1: // default model effect
default:
model->particletrail = mdleffect;
model->traildefaultindex = mdlcidx;
break;
case 2: // opposite effect
model->particletrail = oppeffect;
model->traildefaultindex= oppcidx;
break;
case 3: // alt rocket effect
model->particletrail = P_AllocateParticleType("t_altrocket");
model->traildefaultindex = 107;
break;
case 4: // gib
model->particletrail = rt_gib;
model->traildefaultindex = 70;
break;
case 5: // zombie gib
model->particletrail = P_AllocateParticleType("t_zomgib");
model->traildefaultindex = 70;
break;
case 6: // Scrag tracer
model->particletrail = P_AllocateParticleType("t_tracer");
model->traildefaultindex = 60;
break;
case 7: // Knight tracer
model->particletrail = P_AllocateParticleType("t_tracer2");
model->traildefaultindex = 238;
break;
case 8: // Vore tracer
model->particletrail = P_AllocateParticleType("t_tracer3");
model->traildefaultindex = 154;
break;
case 9: // rail trail
model->particletrail = rt_railtrail;
model->traildefaultindex = 15;
break;
}
}
void P_DefaultTrail (model_t *model)
{
// TODO: EF_BRIGHTFIELD should probably be handled in here somewhere
// TODO: make trail default color into RGB values instead of indexes
if (model->engineflags & MDLF_NODEFAULTTRAIL)
return;
if (model->flags & EF_ROCKET)
P_SelectableTrail(model, &r_rockettrail, rt_rocket, 109, rt_grenade, 6);
else if (model->flags & EF_GRENADE)
P_SelectableTrail(model, &r_grenadetrail, rt_grenade, 6, rt_rocket, 109);
else if (model->flags & EF_GIB)
{
model->particletrail = rt_gib;
model->traildefaultindex = 70;
}
else if (model->flags & EF_TRACER)
{
model->particletrail = P_AllocateParticleType("t_tracer");
model->traildefaultindex = 60;
}
else if (model->flags & EF_ZOMGIB)
{
model->particletrail = P_AllocateParticleType("t_zomgib");
model->traildefaultindex = 70;
}
else if (model->flags & EF_TRACER2)
{
model->particletrail = P_AllocateParticleType("t_tracer2");
model->traildefaultindex = 238;
}
else if (model->flags & EF_TRACER3)
{
model->particletrail = P_AllocateParticleType("t_tracer3");
model->traildefaultindex = 154;
}
else if (model->flags & EF_BLOODSHOT) //these are the hexen2 ones.
{
model->particletrail = P_AllocateParticleType("t_bloodshot");
model->traildefaultindex = 136;
}
else if (model->flags & EF_FIREBALL)
{
model->particletrail = P_AllocateParticleType("t_fireball");
model->traildefaultindex = 424;
}
else if (model->flags & EF_ACIDBALL)
{
model->particletrail = P_AllocateParticleType("t_acidball");
model->traildefaultindex = 440;
}
else if (model->flags & EF_ICE)
{
model->particletrail = P_AllocateParticleType("t_ice");
model->traildefaultindex = 408;
}
else if (model->flags & EF_SPIT)
{
model->particletrail = P_AllocateParticleType("t_spit");
model->traildefaultindex = 260;
}
else if (model->flags & EF_SPELL)
{
model->particletrail = P_AllocateParticleType("t_spell");
model->traildefaultindex = 260;
}
else if (model->flags & EF_VORP_MISSILE)
{
model->particletrail = P_AllocateParticleType("t_vorpmissile");
model->traildefaultindex = 302;
}
else if (model->flags & EF_SET_STAFF)
{
model->particletrail = P_AllocateParticleType("t_setstaff");
model->traildefaultindex = 424;
}
else if (model->flags & EF_MAGICMISSILE)
{
model->particletrail = P_AllocateParticleType("t_magicmissile");
model->traildefaultindex = 149;
}
else if (model->flags & EF_BONESHARD)
{
model->particletrail = P_AllocateParticleType("t_boneshard");
model->traildefaultindex = 384;
}
else if (model->flags & EF_SCARAB)
{
model->particletrail = P_AllocateParticleType("t_scarab");
model->traildefaultindex = 254;
}
else
model->particletrail = -1;
}
void R_Rockettrail_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
model_t *mod;
extern model_t mod_known[];
extern int mod_numknown;
if (cls.state == ca_disconnected)
return; // don't bother parsing while disconnected
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->flags & EF_ROCKET)
P_DefaultTrail(mod);
}
}
void R_Grenadetrail_Callback(struct cvar_s *var, char *oldvalue)
{
int i;
model_t *mod;
extern model_t mod_known[];
extern int mod_numknown;
if (cls.state == ca_disconnected)
return; // don't bother parsing while disconnected
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->flags & EF_GRENADE)
P_DefaultTrail(mod);
}
}
#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_BEAMSEGS;
r_numdecals = MAX_DECALS;
r_numtrailstates = MAX_TRAILSTATES;
particles = (particle_t *)
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
beams = (beamseg_t *)
Hunk_AllocName (r_numbeams * sizeof(beamseg_t), "beamsegs");
decals = (clippeddecal_t *)
Hunk_AllocName (r_numdecals * sizeof(clippeddecal_t), "decals");
trailstates = (trailstate_t *)
Hunk_AllocName (r_numtrailstates * sizeof(trailstate_t), "trailstates");
ts_cycle = 0;
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);
Cmd_AddCommand("r_exportbuiltinparticles", P_ExportBuiltinSet_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(&r_particle_tracelimit, particlecvargroupname);
Cvar_Register(&r_rockettrail, particlecvargroupname);
Cvar_Register(&r_grenadetrail, particlecvargroupname);
Cvar_Register(&r_part_sparks, particlecvargroupname);
Cvar_Register(&r_part_sparks_trifan, particlecvargroupname);
Cvar_Register(&r_part_sparks_textured, particlecvargroupname);
Cvar_Register(&r_part_beams, particlecvargroupname);
Cvar_Register(&r_part_beams_textured, particlecvargroupname);
Cvar_Register(&r_part_contentswitch, particlecvargroupname);
Cvar_Register (&gl_part_flame, particlecvargroupname);
pt_explosion = P_AllocateParticleType("te_explosion");
pt_pointfile = P_AllocateParticleType("pe_pointfile");
pt_entityparticles = P_AllocateParticleType("ef_entityparticles");
pt_blob = P_AllocateParticleType("te_tarexplosion");
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("te_railtrail");
rt_bubbletrail = P_AllocateParticleType("te_bubbletrail");
rt_blastertrail = P_AllocateParticleType("t_blastertrail");
rt_rocket = P_AllocateParticleType("t_rocket");
rt_grenade = P_AllocateParticleType("t_grenade");
rt_gib = P_AllocateParticleType("t_gib");
rt_lightning1 = P_AllocateParticleType("te_lightning1");
rt_lightning2 = P_AllocateParticleType("te_lightning2");
rt_lightning3 = P_AllocateParticleType("te_lightning3");
pt_lightning1_end = P_AllocateParticleType("te_lightning1_end");
pt_lightning2_end = P_AllocateParticleType("te_lightning2_end");
pt_lightning3_end = P_AllocateParticleType("te_lightning3_end");
pt_spark = P_AllocateParticleType("te_spark");
pt_plasma = P_AllocateParticleType("te_plasma");
pt_smoke = P_AllocateParticleType("te_smoke");
pe_default = P_AllocateParticleType("pe_default");
pe_size2 = P_AllocateParticleType("pe_size2");
pe_size3 = P_AllocateParticleType("pe_size3");
pe_defaulttrail = P_AllocateParticleType("pe_defaulttrail");
}
/*
===============
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_decals = &decals[0];
for (i=0 ;i<r_numdecals ; i++)
decals[i].next = &decals[i+1];
decals[r_numdecals-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;
for (i = 0; i < numparticletypes; i++)
{
P_LoadTexture(&part_type[i], false);
}
for (i = 0; i < numparticletypes; i++)
{
part_type[i].clippeddecals = NULL;
part_type[i].particles = NULL;
part_type[i].beams = NULL;
part_type[i].skytris = NULL;
}
}
void P_ExportBuiltinSet_f(void)
{
char *efname = Cmd_Argv(1);
char *file;
if (!*efname)
{
Con_Printf("Please name the built in effect (faithful, spikeset, tsshaft, minimal or highfps)\n");
return;
}
else if (!stricmp(efname, "faithful"))
file = particle_set_faithful;
else if (!stricmp(efname, "spikeset"))
file = particle_set_spikeset;
else if (!stricmp(efname, "highfps"))
file = particle_set_highfps;
else if (!stricmp(efname, "minimal"))
file = particle_set_minimal;
else if (!stricmp(efname, "tsshaft"))
file = particle_set_tsshaft;
else
{
if (!stricmp(efname, "none"))
{
Con_Printf("nothing to export\n");
return;
}
Con_Printf("'%s' is not a built in particle set\n", efname);
return;
}
COM_WriteFile(va("particles/%s.cfg", efname), file, strlen(file));
Con_Printf("Written particles/%s.cfg\n", efname);
}
void P_LoadParticleSet(char *name, qboolean first)
{
int restrictlevel = Cmd_FromGamecode() ? RESTRICT_SERVER : RESTRICT_LOCAL;
//particle descriptions submitted by the server are deemed to not be cheats but game configs.
if (!stricmp(name, "none"))
return;
else if (!stricmp(name, "faithful") || (first && !*name))
Cbuf_AddText(particle_set_faithful, RESTRICT_LOCAL);
else if (!stricmp(name, "spikeset"))
Cbuf_AddText(particle_set_spikeset, RESTRICT_LOCAL);
else if (!stricmp(name, "highfps"))
Cbuf_AddText(particle_set_highfps, RESTRICT_LOCAL);
else if (!stricmp(name, "minimal"))
Cbuf_AddText(particle_set_minimal, RESTRICT_LOCAL);
else if (!stricmp(name, "tsshaft"))
Cbuf_AddText(particle_set_tsshaft, RESTRICT_LOCAL);
else
{
char *file = COM_LoadMallocFile(va("particles/%s.cfg", name));
if (!file)
file = COM_LoadMallocFile(va("%s.cfg", name));
if (file)
{
Cbuf_AddText(file, restrictlevel);
Cbuf_AddText("\n", restrictlevel);
BZ_Free(file);
}
else if (first)
{
Con_Printf(CON_WARNING "Couldn't find particle description %s, using spikeset\n", name);
Cbuf_AddText(particle_set_spikeset, RESTRICT_LOCAL);
}
else
Con_Printf(CON_WARNING "Couldn't find particle description %s\n", name);
}
}
void R_ParticlesDesc_Callback(struct cvar_s *var, char *oldvalue)
{
extern model_t mod_known[];
extern int mod_numknown;
qboolean first;
model_t *mod;
int i;
char *c;
if (cls.state == ca_disconnected)
return; // don't bother parsing while disconnected
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->engineflags &= ~MDLF_NODEFAULTTRAIL;
P_DefaultTrail(mod);
}
f_modified_particles = false;
first = true;
for (c = COM_ParseStringSet(var->string); com_token[0]; c = COM_ParseStringSet(c))
{
P_LoadParticleSet(com_token, first);
first = false;
}
}
void P_ReadPointFile_f (void)
{
vfsfile_t *f;
vec3_t org;
//int r; //unreferenced
int c;
char name[MAX_OSPATH];
char line[1024];
char *s;
COM_StripExtension(cl.worldmodel->name, name, sizeof(name));
strcat(name, ".pts");
f = FS_OpenVFS(name, "rb", FS_GAME);
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 ( ;; )
{
VFS_GETS(f, line, sizeof(line));
s = COM_Parse(line);
org[0] = atof(com_token);
s = COM_Parse(s);
if (!s)
continue;
org[1] = atof(com_token);
s = COM_Parse(s);
if (!s)
continue;
org[2] = atof(com_token);
if (COM_Parse(s))
continue;
c++;
if (c%8)
continue;
if (!free_particles)
{
Con_Printf ("Not enough free particles\n");
break;
}
P_RunParticleEffectType(org, NULL, 1, pt_pointfile);
}
VFS_CLOSE (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;
if (st->face->flags & SURF_PLANEBACK)
VectorMA(org, -0.5, st->face->plane->normal, org);
else
VectorMA(org, 0.5, st->face->plane->normal, org);
if (!(cl.worldmodel->funcs.PointContents(cl.worldmodel, 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;
}
}
// Trailstate functions
static void P_CleanTrailstate(trailstate_t *ts)
{
// clear LASTSEG flag from lastbeam so it can be reused
if (ts->lastbeam)
{
ts->lastbeam->flags &= ~BS_LASTSEG;
ts->lastbeam->flags |= BS_NODRAW;
}
// clean structure
memset(ts, 0, sizeof(trailstate_t));
}
void P_DelinkTrailstate(trailstate_t **tsk)
{
trailstate_t *ts;
trailstate_t *assoc;
if (*tsk == NULL)
return; // not linked to a trailstate
ts = *tsk; // store old pointer
*tsk = NULL; // clear pointer
if (ts->key != tsk)
return; // prevent overwrite
assoc = ts->assoc; // store assoc
P_CleanTrailstate(ts); // clean directly linked trailstate
// clean trailstates assoc linked
while (assoc)
{
ts = assoc->assoc;
P_CleanTrailstate(assoc);
assoc = ts;
}
}
static trailstate_t *P_NewTrailstate(trailstate_t **key)
{
trailstate_t *ts;
// bounds check here in case r_numtrailstates changed
if (ts_cycle >= r_numtrailstates)
ts_cycle = 0;
// get trailstate
ts = trailstates + ts_cycle;
// clear trailstate
P_CleanTrailstate(ts);
// set key
ts->key = key;
// advance index cycle
ts_cycle++;
// return clean trailstate
return ts;
}
#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;
int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent, vec3_t tangent2, float size, float **out);
int P_RunParticleEffectState (vec3_t org, vec3_t dir, float count, int typenum, trailstate_t **tsk)
{
part_type_t *ptype = &part_type[typenum];
int i, j, k, l, spawnspc;
float m, pcount;
particle_t *p;
beamseg_t *b, *bfirst;
vec3_t ofsvec, arsvec; // offsetspread vec, areaspread vec
trailstate_t *ts;
if (typenum < 0 || typenum >= numparticletypes)
return 1;
if (!ptype->loaded)
return 1;
// inwater check, switch only once
if (r_part_contentswitch.value && ptype->inwater >= 0 && cl.worldmodel)
{
int cont;
cont = cl.worldmodel->funcs.PointContents(cl.worldmodel, org);
if (cont & FTECONTENTS_WATER)
ptype = &part_type[ptype->inwater];
}
// eliminate trailstate if flag set
if (ptype->flags & PT_NOSTATE)
tsk = NULL;
// trailstate allocation/deallocation
if (tsk)
{
// if *tsk = NULL get a new one
if (*tsk == NULL)
{
ts = P_NewTrailstate(tsk);
*tsk = ts;
}
else
{
ts = *tsk;
if (ts->key != tsk) // trailstate was overwritten
{
ts = P_NewTrailstate(tsk); // so get a new one
*tsk = ts;
}
}
}
else
ts = NULL;
if (ptype->type == PT_DECAL)
{
clippeddecal_t *d;
int decalcount;
float dist;
vec3_t tangent, t2;
vec3_t vec={0.5, 0.5, 0.5};
float *decverts;
int i;
trace_t tr;
vec3_t bestdir;
if (!free_decals)
return 0;
if (!dir)
{
bestdir[0] = 0;
bestdir[1] = 0.73;
bestdir[2] = 0.73;
dist = 1;
for (i = 0; i < 6; i++)
{
if (i >= 3)
{
t2[0] = ((i&3)==0)*8;
t2[1] = ((i&3)==1)*8;
t2[2] = ((i&3)==2)*8;
}
else
{
t2[0] = -((i&3)==0)*8;
t2[1] = -((i&3)==1)*8;
t2[2] = -((i&3)==2)*8;
}
VectorSubtract(org, t2, tangent);
VectorAdd(org, t2, t2);
if (cl.worldmodel->funcs.Trace (cl.worldmodel, 0, 0,tangent, t2, vec3_origin, vec3_origin, &tr))
{
if (tr.fraction < dist)
{
dist = tr.fraction;
VectorCopy(tr.plane.normal, bestdir);
}
}
}
dir = bestdir;
}
VectorInverse(dir);
VectorNormalize(vec);
CrossProduct(dir, vec, tangent);
CrossProduct(dir, tangent, t2);
decalcount = Q1BSP_ClipDecal(org, dir, tangent, t2, ptype->scale, &decverts);
while(decalcount)
{
if (!free_decals)
break;
d = free_decals;
free_decals = d->next;
d->next = ptype->clippeddecals;
ptype->clippeddecals = d;
VectorCopy((decverts+0), d->vertex[0]);
VectorCopy((decverts+3), d->vertex[1]);
VectorCopy((decverts+6), d->vertex[2]);
for (i = 0; i < 3; i++)
{
VectorSubtract(d->vertex[i], org, vec);
d->texcoords[i][0] = (DotProduct(vec, t2)/ptype->scale)+0.5;
d->texcoords[i][1] = (DotProduct(vec, tangent)/ptype->scale)+0.5;
}
d->die = ptype->randdie*frandom();
if (ptype->die)
d->alpha = ptype->alpha+d->die*ptype->alphachange;
else
d->alpha = ptype->alpha;
if (ptype->colorindex >= 0)
{
int cidx;
cidx = ptype->colorrand > 0 ? rand() % ptype->colorrand : 0;
cidx = ptype->colorindex + cidx;
if (cidx > 255)
d->alpha = d->alpha / 2; // Hexen 2 style transparency
cidx = (cidx & 0xff) * 3;
d->rgb[0] = host_basepal[cidx] * (1/255.0);
d->rgb[1] = host_basepal[cidx+1] * (1/255.0);
d->rgb[2] = host_basepal[cidx+2] * (1/255.0);
}
else
VectorCopy(ptype->rgb, d->rgb);
vec[2] = frandom();
vec[0] = vec[2]*ptype->rgbrandsync[0] + frandom()*(1-ptype->rgbrandsync[0]);
vec[1] = vec[2]*ptype->rgbrandsync[1] + frandom()*(1-ptype->rgbrandsync[1]);
vec[2] = vec[2]*ptype->rgbrandsync[2] + frandom()*(1-ptype->rgbrandsync[2]);
d->rgb[0] += vec[0]*ptype->rgbrand[0] + ptype->rgbchange[0]*d->die;
d->rgb[1] += vec[1]*ptype->rgbrand[1] + ptype->rgbchange[1]*d->die;
d->rgb[2] += vec[2]*ptype->rgbrand[2] + ptype->rgbchange[2]*d->die;
d->die = particletime + ptype->die - d->die;
decverts += 3*3;
decalcount--;
}
return 0;
}
// get msvc to shut up
j = k = l = 0;
m = 0;
while(ptype)
{
// init spawn specific variables
b = bfirst = NULL;
spawnspc = 8;
pcount = count*(ptype->count+ptype->countrand*frandom());
if (ptype->flags & PT_INVFRAMETIME)
pcount /= host_frametime;
if (ts)
pcount += ts->state2.emittime;
switch (ptype->spawnmode)
{
case SM_UNICIRCLE:
m = pcount;
if (ptype->type == PT_BEAM)
m--;
if (m < 1)
m = 0;
else
m = (M_PI*2)/m;
if (ptype->spawnparam1) /* use for weird shape hacks */
m *= ptype->spawnparam1;
break;
case SM_TELEBOX:
spawnspc = 4;
l = -ptype->areaspreadvert;
case SM_LAVASPLASH:
j = k = -ptype->areaspread;
if (ptype->spawnparam1)
m = ptype->spawnparam1;
else
m = 0.55752; /* default weird number for tele/lavasplash used in vanilla Q1 */
if (ptype->spawnparam2)
spawnspc = (int)ptype->spawnparam2;
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;
}
// time limit (for completeness)
if (ptype->spawntime && ts)
{
if (ts->state1.statetime > particletime)
return 0; // timelimit still in effect
ts->state1.statetime = particletime + ptype->spawntime; // record old time
}
// random chance for point effects
if (ptype->spawnchance < frandom())
{
i = ceil(pcount);
break;
}
// particle spawning loop
for (i = 0; i < pcount; i++)
{
if (!free_particles)
break;
p = free_particles;
if (ptype->type == PT_BEAM)
{
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->alphachange;
else
p->alpha = ptype->alpha;
// p->color = 0;
if (ptype->emittime < 0)
p->state.trailstate = NULL;
else
p->state.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 = (cidx & 0xff) * 3;
p->rgb[0] = host_basepal[cidx] * (1/255.0);
p->rgb[1] = host_basepal[cidx+1] * (1/255.0);
p->rgb[2] = host_basepal[cidx+2] * (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())*m, ofsvec);
// org is just like the original
arsvec[0] = j + (rand()%spawnspc);
arsvec[1] = k + (rand()%spawnspc);
arsvec[2] = l + (rand()%spawnspc);
// advance telebox loop
j += spawnspc;
if (j >= ptype->areaspread)
{
j = -ptype->areaspread;
k += spawnspc;
if (k >= ptype->areaspread)
{
k = -ptype->areaspread;
l += spawnspc;
if (l >= ptype->areaspreadvert)
l = -ptype->areaspreadvert;
}
}
break;
case SM_LAVASPLASH:
// calc directions, org with temp vector
ofsvec[0] = k + (rand()%spawnspc);
ofsvec[1] = j + (rand()%spawnspc);
ofsvec[2] = 256;
arsvec[0] = ofsvec[0];
arsvec[1] = ofsvec[1];
arsvec[2] = frandom()*ptype->areaspreadvert;
VectorNormalize(ofsvec);
VectorScale(ofsvec, 1.0-(frandom())*m, ofsvec);
// advance splash loop
j += spawnspc;
if (j >= ptype->areaspread)
{
j = -ptype->areaspread;
k += spawnspc;
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;
case SM_DISTBALL:
{
float rdist;
rdist = ptype->spawnparam2 - crandom()*(1-(crandom() * ptype->spawnparam1));
// this is a strange spawntype, which is based on the fact that
// crandom()*crandom() provides something similar to an exponential
// probability curve
ofsvec[0] = hrandom();
ofsvec[1] = hrandom();
if (ptype->areaspreadvert)
ofsvec[2] = hrandom();
else
ofsvec[2] = 0;
VectorNormalize(ofsvec);
VectorScale(ofsvec, rdist, ofsvec);
arsvec[0] = ofsvec[0]*ptype->areaspread;
arsvec[1] = ofsvec[1]*ptype->areaspread;
arsvec[2] = ofsvec[2]*ptype->areaspreadvert;
}
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;
}
p->org[0] = org[0] + arsvec[0];
p->org[1] = org[1] + arsvec[1];
p->org[2] = org[2] + arsvec[2] + ptype->offsetup;
// 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;
p->org[0] += dir[0]*ptype->orgadd;
p->org[1] += dir[1]*ptype->orgadd;
p->org[2] += dir[2]*ptype->orgadd;
}
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[2] -= ptype->orgadd;
}
p->die = particletime + ptype->die - p->die;
}
// update beam list
if (ptype->type == PT_BEAM)
{
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;
}
}
// save off emit times in trailstate
if (ts)
ts->state2.emittime = pcount - i;
// maintain run list
if (!(ptype->state & PS_INRUNLIST))
{
ptype->nexttorun = part_run_list;
part_run_list = ptype;
ptype->state |= PS_INRUNLIST;
}
// go to next associated effect
if (ptype->assoc < 0)
break;
// new trailstate
if (ts)
{
tsk = &(ts->assoc);
// if *tsk = NULL get a new one
if (*tsk == NULL)
{
ts = P_NewTrailstate(tsk);
*tsk = ts;
}
else
{
ts = *tsk;
if (ts->key != tsk) // trailstate was overwritten
{
ts = P_NewTrailstate(tsk); // so get a new one
*tsk = ts;
}
}
}
ptype = &part_type[ptype->assoc];
}
return 0;
}
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);
}
void P_EmitEffect (vec3_t pos, int type, trailstate_t **tsk)
{
#ifdef SIDEVIEWS
// is this even needed?
// if (r_secondaryview==1)
// return;
#endif
if (cl.paused)
return;
P_RunParticleEffectState(pos, NULL, host_frametime, type, tsk);
}
/*
===============
P_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);
}
}
/*
===============
P_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);
}
}
/*
===============
P_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);
}
}
void P_RunParticleCube(vec3_t minb, vec3_t maxb, vec3_t dir, float count, int colour, qboolean gravity, float jitter)
{
vec3_t org;
int i, j;
float num;
float invcount;
int ptype = P_FindParticleType(va("te_cube%s_%i", gravity?"_g":"", colour));
if (ptype < 0)
{
ptype = P_FindParticleType(va("te_cube%s", gravity?"_g":""));
if (ptype < 0)
ptype = pe_default;
part_type[ptype].colorindex = colour;
}
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;
org[j] = minb[j] + num*(maxb[j]-minb[j]);
}
P_RunParticleEffectType(org, dir, invcount, ptype);
}
}
void P_RunParticleWeather(vec3_t minb, vec3_t maxb, vec3_t dir, float count, int colour, char *efname)
{
vec3_t org;
int i, j;
float num;
float invcount;
int ptype = P_FindParticleType(va("te_%s_%i", efname, colour));
if (ptype < 0)
{
ptype = P_FindParticleType(va("te_%s", efname));
if (ptype < 0)
ptype = pe_default;
part_type[ptype].colorindex = colour;
}
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;
org[j] = minb[j] + num*(maxb[j]-minb[j]);
}
P_RunParticleEffectType(org, dir, invcount, ptype);
}
}
/*
===============
R_LavaSplash
===============
*/
void P_LavaSplash (vec3_t org)
{
P_RunParticleEffectType(org, NULL, 1, pt_lavasplash);
}
static void P_ParticleTrailDraw (vec3_t startpos, vec3_t end, part_type_t *ptype, trailstate_t **tsk)
{
vec3_t vec, vstep, right, up, start;
float len;
int tcount;
particle_t *p;
beamseg_t *b;
beamseg_t *bfirst;
trailstate_t *ts;
float veladd = -ptype->veladd;
float randvel = ptype->randomvel;
float randvelvert = ptype->randomvelvert;
float step;
float stop;
float tdegree = 2*M_PI/256; /* MSVC whine */
float sdegree = 0;
float nrfirst, nrlast;
VectorCopy(startpos, start);
// eliminate trailstate if flag set
if (ptype->flags & PT_NOSTATE)
tsk = NULL;
// trailstate allocation/deallocation
if (tsk)
{
// if *tsk = NULL get a new one
if (*tsk == NULL)
{
ts = P_NewTrailstate(tsk);
*tsk = ts;
}
else
{
ts = *tsk;
if (ts->key != tsk) // trailstate was overwritten
{
ts = P_NewTrailstate(tsk); // so get a new one
*tsk = ts;
}
}
}
else
ts = NULL;
if (ptype->assoc>=0)
{
if (ts)
P_ParticleTrail(start, end, ptype->assoc, &(ts->assoc));
else
P_ParticleTrail(start, end, ptype->assoc, NULL);
}
// time limit for trails
if (ptype->spawntime && ts)
{
if (ts->state1.statetime > particletime)
return; // timelimit still in effect
ts->state1.statetime = particletime + ptype->spawntime; // record old time
ts = NULL; // clear trailstate so we don't save length/lastseg
}
// random chance for trails
if (ptype->spawnchance < frandom())
return; // don't spawn but return success
if (!ptype->die)
ts = NULL;
// use ptype step to calc step vector and step size
step = 1/ptype->count;
if (step < 0.01)
step = 0.01;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
if (ptype->flags & PT_AVERAGETRAIL)
{
float tavg;
// mangle len/step to get last point to be at end
tavg = len / step;
tavg = tavg / ceil(tavg);
step *= tavg;
len += step;
}
VectorScale(vec, step, vstep);
// add offset
start[2] += ptype->offsetup;
// spawn mode precalculations
if (ptype->spawnmode == SM_SPIRAL)
{
VectorVectors(vec, right, up);
// precalculate degree of rotation
if (ptype->spawnparam1)
tdegree = 2*M_PI/ptype->spawnparam1; /* distance per rotation inversed */
sdegree = ptype->spawnparam2*(M_PI/180);
}
else if (ptype->spawnmode == SM_CIRCLE)
{
VectorVectors(vec, right, up);
}
// store last stop here for lack of a better solution besides vectors
if (ts)
{
ts->state2.laststop = stop = ts->state2.laststop + len; //when to stop
len = ts->state1.lastdist;
}
else
{
stop = len;
len = 0;
}
// len = ts->lastdist/step;
// len = (len - (int)len)*step;
// VectorMA (start, -len, vec, start);
if (ptype->flags & PT_NOSPREADFIRST)
nrfirst = len + step*1.5;
else
nrfirst = len;
if (ptype->flags & PT_NOSPREADLAST)
nrlast = stop;
else
nrlast = stop + step;
b = bfirst = NULL;
while (len < stop)
{
len += step;
if (!free_particles)
{
len = stop;
break;
}
p = free_particles;
if (ptype->type == PT_BEAM)
{
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->alphachange;
else
p->alpha = ptype->alpha;
// p->color = 0;
// if (ptype->spawnmode == SM_TRACER)
if (ptype->spawnparam1)
tcount = (int)(len * ptype->count / ptype->spawnparam1);
else
tcount = (int)(len * ptype->count);
if (ptype->colorindex >= 0)
{
int cidx;
cidx = ptype->colorrand > 0 ? rand() % ptype->colorrand : 0;
if (ptype->flags & PT_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 = (cidx & 0xff) * 3;
p->rgb[0] = host_basepal[cidx] * (1/255.0);
p->rgb[1] = host_basepal[cidx+1] * (1/255.0);
p->rgb[2] = host_basepal[cidx+2] * (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]);
if (ptype->orgadd)
{
p->org[0] += vec[0]*ptype->orgadd;
p->org[1] += vec[1]*ptype->orgadd;
p->org[2] += vec[2]*ptype->orgadd;
}
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;
VectorClear (p->vel);
if (ptype->emittime < 0)
p->state.trailstate = NULL; // init trailstate
else
p->state.nextemit = particletime + ptype->emitstart - p->die;
p->rotationspeed = ptype->rotationmin + frandom()*ptype->rotationrand;
p->angle = ptype->rotationstartmin + frandom()*ptype->rotationstartrand;
if (len < nrfirst || len >= nrlast)
{
// no offset or areaspread for these particles...
p->vel[0] = vec[0]*veladd+crandom()*randvel;
p->vel[1] = vec[1]*veladd+crandom()*randvel;
p->vel[2] = vec[2]*veladd+crandom()*randvelvert;
VectorCopy(start, p->org);
}
else
{
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()*randvelvert;
p->org[0] += start[0];
p->org[1] += start[1];
p->org[2] = start[2];
break;
case SM_SPIRAL:
{
float tsin, tcos;
float tright, tup;
tcos = cos(len*tdegree+sdegree);
tsin = sin(len*tdegree+sdegree);
tright = tcos*ptype->areaspread;
tup = tsin*ptype->areaspread;
p->org[0] = start[0] + right[0]*tright + up[0]*tup;
p->org[1] = start[1] + right[1]*tright + up[1]*tup;
p->org[2] = start[2] + right[2]*tright + up[2]*tup;
tright = tcos*ptype->offsetspread;
tup = tsin*ptype->offsetspread;
p->vel[0] = vec[0]*veladd+crandom()*randvel + right[0]*tright + up[0]*tup;
p->vel[1] = vec[1]*veladd+crandom()*randvel + right[1]*tright + up[1]*tup;
p->vel[2] = vec[2]*veladd+crandom()*randvelvert + right[2]*tright + up[2]*tup;
}
break;
// TODO: directionalize SM_BALL/SM_CIRCLE/SM_DISTBALL
case SM_BALL:
p->org[0] = crandom();
p->org[1] = crandom();
p->org[2] = crandom();
VectorNormalize(p->org);
VectorScale(p->org, frandom(), p->org);
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()*randvelvert + 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;
case SM_CIRCLE:
{
float tsin, tcos;
tcos = cos(len*tdegree)*ptype->areaspread;
tsin = sin(len*tdegree)*ptype->areaspread;
p->org[0] = start[0] + right[0]*tcos + up[0]*tsin + vstep[0] * (len*tdegree);
p->org[1] = start[1] + right[1]*tcos + up[1]*tsin + vstep[1] * (len*tdegree);
p->org[2] = start[2] + right[2]*tcos + up[2]*tsin + vstep[2] * (len*tdegree)*50;
tcos = cos(len*tdegree)*ptype->offsetspread;
tsin = sin(len*tdegree)*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()*randvelvert + right[2]*tcos + up[2]*tsin;
}
break;
case SM_DISTBALL:
{
float rdist;
rdist = ptype->spawnparam2 - crandom()*(1-(crandom() * ptype->spawnparam1));
// this is a strange spawntype, which is based on the fact that
// crandom()*crandom() provides something similar to an exponential
// probability curve
p->org[0] = crandom();
p->org[1] = crandom();
p->org[2] = crandom();
VectorNormalize(p->org);
VectorScale(p->org, rdist, p->org);
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()*randvelvert + 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;
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()*randvelvert + 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;
}
}
VectorAdd (start, vstep, start);
if (ptype->countrand)
{
float rstep = frandom() / ptype->countrand;
VectorMA(start, rstep, vec, start);
step += rstep;
}
p->die = particletime + ptype->die - p->die;
}
if (ts)
{
ts->state1.lastdist = len;
// update beamseg list
if (ptype->type == PT_BEAM)
{
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->type == PT_BEAM)
{
if (b)
{
b->flags |= BS_NODRAW;
b->next = ptype->beams;
ptype->beams = bfirst;
}
}
// maintain run list
if (!(ptype->state & PS_INRUNLIST))
{
ptype->nexttorun = part_run_list;
part_run_list = ptype;
ptype->state |= PS_INRUNLIST;
}
return;
}
int P_ParticleTrail (vec3_t startpos, vec3_t end, int type, trailstate_t **tsk)
{
part_type_t *ptype = &part_type[type];
if (type < 0 || type >= numparticletypes)
return 1; //bad value
if (!ptype->loaded)
return 1;
// inwater check, switch only once
if (r_part_contentswitch.value && ptype->inwater >= 0)
{
int cont;
cont = cl.worldmodel->funcs.PointContents(cl.worldmodel, startpos);
if (cont & FTECONTENTS_WATER)
ptype = &part_type[ptype->inwater];
}
P_ParticleTrailDraw (startpos, end, ptype, tsk);
return 0;
}
void P_ParticleTrailIndex (vec3_t start, vec3_t end, int color, int crnd, trailstate_t **tsk)
{
part_type[pe_defaulttrail].colorindex = color;
part_type[pe_defaulttrail].colorrand = crnd;
P_ParticleTrail(start, end, pe_defaulttrail, tsk);
}
#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(pmove.physents[0].model, start, end, nul, nul, 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];
VectorSubtract(start, pe->origin, ts);
VectorSubtract(end, pe->origin, te);
pe->model->funcs.Trace(pe->model, 0, 0, ts, te, vec3_origin, vec3_origin, &trace);
if (trace.fraction<1)
{
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 *lastgltype;
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 (lastgltype != type)
{
lastgltype = type;
qglEnd();
qglEnable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
APPLYBLEND(type->blendmode);
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 (lastgltype != type)
{
lastgltype = 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 (lastgltype != type)
{
lastgltype = type;
qglDisable(GL_TEXTURE_2D);
APPLYBLEND(type->blendmode);
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 * 0.0001;
/*
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_TRIANGLES);
}
void GL_DrawLineSparkParticle(particle_t *p, part_type_t *type)
{
if (lastgltype != type)
{
lastgltype = type;
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
APPLYBLEND(type->blendmode);
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_DrawTexturedSparkParticle(particle_t *p, part_type_t *type)
{
vec3_t v, cr, o2, point;
if (lastgltype != type)
{
lastgltype = type;
qglEnd();
qglEnable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
APPLYBLEND(type->blendmode);
qglShadeModel(GL_SMOOTH);
qglBegin(GL_QUADS);
}
qglColor4f (p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
VectorSubtract(r_refdef.vieworg, p->org, v);
CrossProduct(v, p->vel, cr);
VectorNormalize(cr);
VectorMA(p->org, -p->scale/2, cr, point);
qglTexCoord2f(0, 0);
qglVertex3fv(point);
VectorMA(p->org, p->scale/2, cr, point);
qglTexCoord2f(0, 1);
qglVertex3fv(point);
VectorMA(p->org, 0.1, p->vel, o2);
VectorSubtract(r_refdef.vieworg, o2, v);
CrossProduct(v, p->vel, cr);
VectorNormalize(cr);
VectorMA(o2, p->scale/2, cr, point);
qglTexCoord2f(1, 1);
qglVertex3fv(point);
VectorMA(o2, -p->scale/2, cr, point);
qglTexCoord2f(1, 0);
qglVertex3fv(point);
}
void GL_DrawSketchSparkParticle(particle_t *p, part_type_t *type)
{
if (lastgltype != type)
{
lastgltype = type;
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
APPLYBLEND(type->blendmode);
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 (lastgltype != type)
{
lastgltype = type;
qglEnd();
qglEnable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
APPLYBLEND(type->blendmode);
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;
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;
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 (lastgltype != type)
{
lastgltype = type;
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
APPLYBLEND(type->blendmode);
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();
}
void GL_DrawClippedDecal(clippeddecal_t *d, part_type_t *type)
{
if (lastgltype != type)
{
lastgltype = type;
qglEnd();
qglEnable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
APPLYBLEND(type->blendmode);
qglShadeModel(GL_SMOOTH);
// qglDisable(GL_TEXTURE_2D);
// qglBegin(GL_LINE_LOOP);
qglBegin(GL_TRIANGLES);
}
qglColor4f(d->rgb[0],
d->rgb[1],
d->rgb[2],
d->alpha);
qglTexCoord2fv(d->texcoords[0]);
qglVertex3fv(d->vertex[0]);
qglTexCoord2fv(d->texcoords[1]);
qglVertex3fv(d->vertex[1]);
qglTexCoord2fv(d->texcoords[2]);
qglVertex3fv(d->vertex[2]);
}
#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 = GetPaletteIndex(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, type->blendmode);
}
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 = GetPaletteIndex(r, g, b);
D_DrawParticleTrans(p, type->blendmode);
}
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 = GetPaletteIndex(r, g, b);
D_DrawSparkTrans(p, p->org, q->org, type->blendmode);
}
#endif
#ifdef D3DQUAKE
typedef struct d3dparticlevert_s {
float org[3];
unsigned int colour;
float s, t; //these could actually be preinitialised
} d3dparticlevert_t;
d3dparticlevert_t d3dparticlevert[4];
typedef struct d3dparticlevertut_s {
float org[3];
unsigned int colour;
} d3dparticlevertut_t;
d3dparticlevertut_t d3dparticlevertut[4];
unsigned short d3dparticlevertindexes[] =
{
0, 1, 2,
0, 2, 3
};
void D3D_DrawParticleBlob(particle_t *p, part_type_t *type)
{
float scale;
float x;
float y;
unsigned int colour;
int cb, cg, cr, ca;
if (lastgltype != type)
{
lastgltype = type;
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, type->d3dtexture);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
APPLYD3DBLEND(type->blendmode);
}
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;
cr = p->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = p->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = p->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = p->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
if (p->angle)
{
x = sin(p->angle)*scale;
y = cos(p->angle)*scale;
}
else
{
x = 0;
y = scale;
}
d3dparticlevert[0].s = 0;
d3dparticlevert[0].t = 0;
d3dparticlevert[0].colour = colour;
d3dparticlevert[0].org[0] = p->org[0] - x*pright[0] - y*pup[0];
d3dparticlevert[0].org[1] = p->org[1] - x*pright[1] - y*pup[1];
d3dparticlevert[0].org[2] = p->org[2] - x*pright[2] - y*pup[2];
d3dparticlevert[1].s = 0;
d3dparticlevert[1].t = 1;
d3dparticlevert[1].colour = colour;
d3dparticlevert[1].org[0] = p->org[0] - y*pright[0] + x*pup[0];
d3dparticlevert[1].org[1] = p->org[1] - y*pright[1] + x*pup[1];
d3dparticlevert[1].org[2] = p->org[2] - y*pright[2] + x*pup[2];
d3dparticlevert[2].s = 1;
d3dparticlevert[2].t = 1;
d3dparticlevert[2].colour = colour;
d3dparticlevert[2].org[0] = p->org[0] + x*pright[0] + y*pup[0];
d3dparticlevert[2].org[1] = p->org[1] + x*pright[1] + y*pup[1];
d3dparticlevert[2].org[2] = p->org[2] + x*pright[2] + y*pup[2];
d3dparticlevert[3].s = 1;
d3dparticlevert[3].t = 0;
d3dparticlevert[3].colour = colour;
d3dparticlevert[3].org[0] = p->org[0] + y*pright[0] - x*pup[0];
d3dparticlevert[3].org[1] = p->org[1] + y*pright[1] - x*pup[1];
d3dparticlevert[3].org[2] = p->org[2] + y*pright[2] - x*pup[2];
pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1, d3dparticlevert, 4, d3dparticlevertindexes, 6, 0);
}
void D3D_DrawParticleSpark(particle_t *p, part_type_t *type)
{
vec3_t v, crv, o2;
unsigned int colour;
int cb, cg, cr, ca;
if (lastgltype != type)
{
lastgltype = type;
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, type->d3dtexture);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
APPLYD3DBLEND(type->blendmode);
}
cr = p->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = p->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = p->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = p->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
VectorSubtract(r_refdef.vieworg, p->org, v);
CrossProduct(v, p->vel, crv);
VectorNormalize(crv);
VectorMA(p->org, -p->scale/2, crv, d3dparticlevert[0].org);
d3dparticlevert[0].s = 0;
d3dparticlevert[0].t = 0;
d3dparticlevert[0].colour = colour;
VectorMA(p->org, p->scale/2, crv, d3dparticlevert[1].org);
d3dparticlevert[1].s = 0;
d3dparticlevert[1].t = 1;
d3dparticlevert[1].colour = colour;
VectorMA(p->org, 0.1, p->vel, o2);
VectorSubtract(r_refdef.vieworg, o2, v);
CrossProduct(v, p->vel, crv);
VectorNormalize(crv);
VectorMA(o2, p->scale/2, crv, d3dparticlevert[2].org);
d3dparticlevert[2].s = 1;
d3dparticlevert[2].t = 1;
d3dparticlevert[2].colour = colour;
VectorMA(o2, -p->scale/2, crv, d3dparticlevert[3].org);
d3dparticlevert[3].s = 1;
d3dparticlevert[3].t = 0;
d3dparticlevert[3].colour = colour;
pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1, d3dparticlevert, 4, d3dparticlevertindexes, 6, 0);
}
void D3D_DrawParticleBeam(beamseg_t *b, part_type_t *type)
{
vec3_t v;
vec3_t crv;
beamseg_t *c;
particle_t *p;
particle_t *q;
float ts;
unsigned int colour;
int cb, cg, cr, ca;
if (lastgltype != type)
{
lastgltype = type;
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, type->d3dtexture);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
APPLYD3DBLEND(type->blendmode);
}
c = b->next;
q = c->p;
p = b->p;
cr = q->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = q->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = q->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = q->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
c = b->next;
q = c->p;
p = b->p;
VectorSubtract(r_refdef.vieworg, q->org, v);
VectorNormalize(v);
CrossProduct(c->dir, v, crv);
ts = c->texture_s*type->rotationstartmin + particletime*type->rotationmin;
VectorMA(q->org, -q->scale, crv, d3dparticlevert[0].org);
d3dparticlevert[0].s = ts;
d3dparticlevert[0].t = 0;
d3dparticlevert[0].colour = colour;
VectorMA(q->org, q->scale, crv, d3dparticlevert[1].org);
d3dparticlevert[1].s = ts;
d3dparticlevert[1].t = 1;
d3dparticlevert[1].colour = colour;
cr = p->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = p->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = p->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = p->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
VectorSubtract(r_refdef.vieworg, p->org, v);
VectorNormalize(v);
CrossProduct(b->dir, v, crv); // replace with old p->dir?
ts = b->texture_s*type->rotationstartmin + particletime*type->rotationmin;
VectorMA(p->org, p->scale, crv, d3dparticlevert[2].org);
d3dparticlevert[2].s = ts;
d3dparticlevert[2].t = 1;
d3dparticlevert[2].colour = colour;
VectorMA(p->org, -p->scale, crv, d3dparticlevert[3].org);
d3dparticlevert[3].s = ts;
d3dparticlevert[3].t = 0;
d3dparticlevert[3].colour = colour;
pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1, d3dparticlevert, 4, d3dparticlevertindexes, 6, 0);
}
void D3D_DrawParticleBeamUT(beamseg_t *b, part_type_t *type)
{
vec3_t v;
vec3_t crv;
beamseg_t *c;
particle_t *p;
particle_t *q;
float ts;
unsigned int colour;
int cb, cg, cr, ca;
// D3D_DrawParticleBeam(b, type);
// return;
if (lastgltype != type)
{
lastgltype = type;
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, NULL);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
APPLYD3DBLEND(type->blendmode);
}
c = b->next;
q = c->p;
p = b->p;
cr = q->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = q->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = q->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = q->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
c = b->next;
q = c->p;
p = b->p;
VectorSubtract(r_refdef.vieworg, q->org, v);
VectorNormalize(v);
CrossProduct(c->dir, v, crv);
ts = c->texture_s*type->rotationstartmin + particletime*type->rotationmin;
VectorMA(q->org, -q->scale, crv, d3dparticlevertut[0].org);
d3dparticlevertut[0].colour = colour;
VectorMA(q->org, q->scale, crv, d3dparticlevertut[1].org);
d3dparticlevertut[1].colour = colour;
cr = p->rgb[0]*255;
if (cr < 0) cr = 0;
if (cr > 255) cr = 255;
cg = p->rgb[1]*255;
if (cg < 0) cg = 0;
if (cg > 255) cg = 255;
cb = p->rgb[2]*255;
if (cb < 0) cb = 0;
if (cb > 255) cb = 255;
ca = p->alpha*255;
if (ca < 0) ca = 0;
if (ca > 255) ca = 255;
colour = (cb) | (cg<<8) | (cr << 16) | (ca << 24);
VectorSubtract(r_refdef.vieworg, p->org, v);
VectorNormalize(v);
CrossProduct(b->dir, v, crv); // replace with old p->dir?
ts = b->texture_s*type->rotationstartmin + particletime*type->rotationmin;
VectorMA(p->org, p->scale, crv, d3dparticlevertut[2].org);
d3dparticlevertut[2].colour = colour;
VectorMA(p->org, -p->scale, crv, d3dparticlevertut[3].org);
d3dparticlevertut[3].colour = colour;
pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE, d3dparticlevertut, 4, d3dparticlevertindexes, 6, 0);
}
#endif
void DrawParticleTypes (void (*texturedparticles)(particle_t *,part_type_t*), void (*sparklineparticles)(particle_t*,part_type_t*), void (*sparkfanparticles)(particle_t*,part_type_t*), void (*sparktexturedparticles)(particle_t*,part_type_t*), void (*beamparticlest)(beamseg_t*,part_type_t*), void (*beamparticlesut)(beamseg_t*,part_type_t*), void (*drawdecalparticles)(clippeddecal_t*,part_type_t*))
{
RSpeedMark();
qboolean (*tr) (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
void *pdraw, *bdraw;
vec3_t oldorg;
vec3_t stop, normal;
part_type_t *type, *lastvalidtype;
particle_t *p, *kill;
clippeddecal_t *d;
ramp_t *ramp;
float grav;
vec3_t friction;
float dist;
particle_t *kill_list, *kill_first; //the kill list is to stop particles from being freed and reused whilst still in this loop
//which is bad because beams need to find out when particles died. Reuse can do wierd things.
//remember that they're not drawn instantly either.
beamseg_t *b, *bkill;
int traces=r_particle_tracelimit.value;
int rampind;
lastgltype = 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;
// reassign drawing methods by cvars
if (r_part_beams_textured.value < 0)
beamparticlest = NULL;
else if (!r_part_beams_textured.value)
beamparticlest = beamparticlesut;
if (r_part_beams.value < 0)
beamparticlesut = NULL;
else if (!r_part_beams.value)
{
beamparticlest = NULL;
beamparticlesut = NULL;
}
if (r_part_sparks_textured.value < 0)
sparktexturedparticles = NULL;
else if (!r_part_sparks_textured.value)
sparktexturedparticles = sparklineparticles;
if (r_part_sparks_trifan.value < 0)
sparkfanparticles = NULL;
else if (!r_part_sparks_trifan.value)
sparkfanparticles = sparklineparticles;
if (r_part_sparks.value < 0)
sparklineparticles = NULL;
else if (!r_part_sparks.value)
{
sparktexturedparticles = NULL;
sparkfanparticles = NULL;
sparklineparticles = NULL;
}
for (type = part_run_list, lastvalidtype = NULL; type != NULL; type = type->nexttorun)
{
if (type->clippeddecals)
{
/* for ( ;; )
{
dkill = type->clippeddecals;
if (dkill && dkill->die < particletime)
{
type->clippeddecals = dkill->next;
free_decals =
dkill->next = (clippeddecal_t *)kill_list;
kill_list = (particle_t*)dkill;
if (!kill_first)
kill_first = kill_list;
continue;
}
break;
}
*/ for (d=type->clippeddecals ; d ; d=d->next)
{
/* for ( ;; )
{
dkill = d->next;
if (dkill && dkill->die < particletime)
{
d->next = dkill->next;
dkill->next = (clippeddecal_t *)kill_list;
kill_list = (particle_t*)dkill;
if (!kill_first)
kill_first = kill_list;
continue;
}
break;
}*/
switch (type->rampmode)
{
case RAMP_ABSOLUTE:
rampind = (int)(type->rampindexes * (type->die - (d->die - particletime)) / type->die);
if (rampind >= type->rampindexes)
rampind = type->rampindexes - 1;
ramp = type->ramp + rampind;
VectorCopy(ramp->rgb, d->rgb);
d->alpha = ramp->alpha;
break;
case RAMP_DELTA: //particle ramps
ramp = type->ramp + (int)(type->rampindexes * (type->die - (d->die - particletime)) / type->die);
VectorMA(d->rgb, pframetime, ramp->rgb, d->rgb);
d->alpha -= pframetime*ramp->alpha;
break;
case RAMP_NONE: //particle changes acording to it's preset properties.
if (particletime < (d->die-type->die+type->rgbchangetime))
{
d->rgb[0] += pframetime*type->rgbchange[0];
d->rgb[1] += pframetime*type->rgbchange[1];
d->rgb[2] += pframetime*type->rgbchange[2];
}
d->alpha += pframetime*type->alphachange;
}
drawdecalparticles(d, type);
}
}
bdraw = NULL;
pdraw = NULL;
// set drawing methods by type and cvars and hope branch
// prediction takes care of the rest
switch(type->type)
{
case PT_BEAM:
if (*type->texname)
bdraw = beamparticlest;
else
bdraw = beamparticlesut;
break;
case PT_DECAL:
break;
case PT_NORMAL:
pdraw = texturedparticles;
break;
case PT_SPARK:
pdraw = sparklineparticles;
break;
case PT_SPARKFAN:
pdraw = sparkfanparticles;
break;
case PT_TEXTUREDSPARK:
pdraw = sparktexturedparticles;
break;
}
if (!type->die)
{
while ((p=type->particles))
{
if (pdraw)
RQ_AddDistReorder(pdraw, p, type, p->org);
// make sure emitter runs at least once
if (type->emit >= 0 && type->emitstart <= 0)
P_RunParticleEffectType(p->org, p->vel, 1, type->emit);
// make sure stain effect runs
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);
}
}
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);
if (bdraw)
{
VectorAdd(stop, oldorg, stop);
VectorScale(stop, 0.5, stop);
RQ_AddDistReorder(bdraw, 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.
if (type->emittime < 0)
{
for ( ;; )
{
kill = type->particles;
if (kill && kill->die < particletime)
{
P_DelinkTrailstate(&kill->state.trailstate);
type->particles = kill->next;
kill->next = kill_list;
kill_list = kill;
if (!kill_first)
kill_first = kill;
continue;
}
break;
}
}
else
{
for ( ;; )
{
kill = type->particles;
if (kill && kill->die < particletime)
{
type->particles = kill->next;
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)
{
if (type->emittime < 0)
{
for ( ;; )
{
kill = p->next;
if (kill && kill->die < particletime)
{
P_DelinkTrailstate(&kill->state.trailstate);
p->next = kill->next;
kill->next = kill_list;
kill_list = kill;
if (!kill_first)
kill_first = kill;
continue;
}
break;
}
}
else
{
for ( ;; )
{
kill = p->next;
if (kill && kill->die < particletime)
{
p->next = kill->next;
kill->next = kill_list;
kill_list = kill;
if (!kill_first)
kill_first = kill;
continue;
}
break;
}
}
VectorCopy(p->org, oldorg);
if (type->flags & PT_VELOCITY)
{
p->org[0] += p->vel[0]*pframetime;
p->org[1] += p->vel[1]*pframetime;
p->org[2] += p->vel[2]*pframetime;
if (type->flags & PT_FRICTION)
{
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:
rampind = (int)(type->rampindexes * (type->die - (p->die - particletime)) / type->die);
if (rampind >= type->rampindexes)
rampind = type->rampindexes - 1;
ramp = type->ramp + rampind;
VectorCopy(ramp->rgb, p->rgb);
p->alpha = ramp->alpha;
p->scale = ramp->scale;
break;
case RAMP_DELTA: //particle ramps
rampind = (int)(type->rampindexes * (type->die - (p->die - particletime)) / type->die);
if (rampind >= type->rampindexes)
rampind = type->rampindexes - 1;
ramp = type->ramp + rampind;
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->alphachange;
p->scale += pframetime*type->scaledelta;
}
if (type->emit >= 0)
{
if (type->emittime < 0)
P_ParticleTrail(oldorg, p->org, type->emit, &p->state.trailstate);
else if (p->state.nextemit < particletime)
{
p->state.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 (part_type + type->cliptype == type)
{ //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->type == PT_NORMAL)
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 (pdraw)
RQ_AddDistReorder((void*)pdraw, 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)
{
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);
if (bdraw)
{
VectorAdd(stop, oldorg, stop);
VectorScale(stop, 0.5, stop);
RQ_AddDistReorder(bdraw, 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;
}
}
// delete from run list if necessary
if (!type->particles && !type->beams && !type->clippeddecals)
{
// if (!lastvalidtype)
// part_run_list = type->nexttorun;
// else
// lastvalidtype->nexttorun = type->nexttorun;
// type->state &= ~PS_INRUNLIST;
}
else
lastvalidtype = type;
}
RSpeedEnd(RSPEED_PARTICLES);
// lazy delete for particles is done here
if (kill_list)
{
kill_first->next = free_particles;
free_particles = kill_list;
}
particletime += pframetime;
}
#ifdef RGLQUAKE
void P_FlushRenderer(void)
{
qglDepthMask(0); //primarily to stop close particles from obscuring each other
qglDisable(GL_ALPHA_TEST);
qglEnable (GL_BLEND);
GL_TexEnv(GL_MODULATE);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
lastgltype = NULL;
}
#endif
/*
===============
R_DrawParticles
===============
*/
void P_DrawParticles (void)
{
RSpeedMark();
P_AddRainParticles();
#if defined(RGLQUAKE)
if (qrenderer == QR_OPENGL)
{
extern int gldepthfunc;
extern cvar_t r_drawflat;
P_FlushRenderer();
if (qglPolygonOffset)
qglPolygonOffset(-1, 0);
qglEnable(GL_POLYGON_OFFSET_FILL);
qglEnable(GL_BLEND);
qglDepthFunc(gldepthfunc);
qglDisable(GL_ALPHA_TEST);
qglBegin(GL_QUADS);
if (r_drawflat.value == 2)
DrawParticleTypes(GL_DrawSketchParticle, GL_DrawSketchSparkParticle, GL_DrawSketchSparkParticle, GL_DrawSketchSparkParticle, GL_DrawParticleBeam_Textured, GL_DrawParticleBeam_Untextured, GL_DrawClippedDecal);
else
DrawParticleTypes(GL_DrawTexturedParticle, GL_DrawLineSparkParticle, GL_DrawTrifanParticle, GL_DrawTexturedSparkParticle, GL_DrawParticleBeam_Textured, GL_DrawParticleBeam_Untextured, GL_DrawClippedDecal);
qglEnd();
qglDisable(GL_POLYGON_OFFSET_FILL);
RSpeedRemark();
qglBegin(GL_QUADS);
RQ_RenderDistAndClear();
qglEnd();
RSpeedEnd(RSPEED_PARTICLESDRAW);
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)
{
lastgltype = NULL;
DrawParticleTypes(SWD_DrawParticleBlob, SWD_DrawParticleSpark, SWD_DrawParticleSpark, SWD_DrawParticleSpark, SWD_DrawParticleBeam, SWD_DrawParticleBeam, NULL);
RSpeedRemark();
D_StartParticles();
RQ_RenderDistAndClear();
D_EndParticles();
RSpeedEnd(RSPEED_PARTICLESDRAW);
return;
}
#endif
#if defined(D3DQUAKE)
if (qrenderer == QR_DIRECT3D)
{
if (pD3DDev)
{
lastgltype = NULL;
DrawParticleTypes(D3D_DrawParticleBlob, D3D_DrawParticleSpark, D3D_DrawParticleSpark, D3D_DrawParticleSpark, D3D_DrawParticleBeam, D3D_DrawParticleBeamUT, NULL);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZWRITEENABLE, FALSE );
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );
RSpeedRemark();
RQ_RenderDistAndClear();
RSpeedEnd(RSPEED_PARTICLESDRAW);
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ZWRITEENABLE, TRUE );
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHATESTENABLE, TRUE );
pD3DDev->lpVtbl->SetRenderState(pD3DDev, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
return;
}
else
D3D9_DrawParticles(particletime);
}
#endif
if (qrenderer)
{
RSpeedRemark();
RQ_RenderDistAndClear();
RSpeedEnd(RSPEED_PARTICLESDRAW);
}
}