glquake/source/gl_qmb.c

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/*
Copyright (C) 2002-2003, Dr Labman, A. Nourai
Copyright (C) 2009, Crow_bar psp port
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.
*/
// gl_rpart.c
#include "quakedef.h"
//#define DEFAULT_NUM_PARTICLES 8192
#define ABSOLUTE_MIN_PARTICLES 64
#ifdef SLIM
#define ABSOLUTE_MAX_PARTICLES 12288
#else
#define ABSOLUTE_MAX_PARTICLES 6144
#endif
extern int decal_blood1, decal_blood2, decal_blood3, decal_q3blood, decal_burn, decal_mark, decal_glow;
typedef enum
{
p_spark,
p_rayspark,
p_raysmoke,
p_smoke,
p_fire,
p_fire2,
p_bubble,
p_lavasplash,
p_gunblast,
p_chunk,
p_shockwave,
p_inferno_flame,
p_inferno_trail,
p_sparkray,
p_staticbubble,
p_trailpart,
p_dpsmoke,
p_dpfire,
p_teleflare,
p_blood1,
p_blood2,
p_blood3,
p_bloodcloud,
p_q3blood,
p_flame,
p_lavatrail,
p_bubble2,
p_rain,
p_streak,
p_streaktrail,
p_streakwave,
p_lightningbeam,
p_glow,
p_alphatrail,//R00k
p_torch_flame,
p_flare,
p_dot,
p_muzzleflash,
p_muzzleflash2,
p_muzzleflash3,
p_muzzleflash8,
p_fly,
p_q3blood_trail,
p_q3blood_decal,
p_q3rocketsmoke,
p_q3grenadesmoke,
p_q3explosion,
p_q3flame,
p_q3gunshot,
p_q3teleport,
num_particletypes
} part_type_t;
typedef enum
{
pm_static,
pm_normal,
pm_bounce,
pm_die,
pm_nophysics,
pm_float,
pm_rain,
pm_streak,
pm_streakwave,
} part_move_t;
typedef enum
{
ptex_none,
ptex_smoke,
ptex_bubble,
ptex_generic,
ptex_dpsmoke,
ptex_lava,
ptex_blueflare,
ptex_blood1,
ptex_blood2,
ptex_blood3,
ptex_lightning,
ptex_flame,
ptex_muzzleflash,
ptex_muzzleflash2,
ptex_muzzleflash3,
ptex_muzzleflash8,
ptex_bloodcloud,
ptex_fly,
ptex_q3blood,
ptex_q3blood_trail,
ptex_q3smoke,
ptex_q3explosion,
ptex_q3flame,
num_particletextures
} part_tex_t;
typedef enum
{
pd_spark,
pd_sparkray,
pd_billboard,
pd_billboard_vel,
pd_hide,
pd_beam,
pd_q3flame,
pd_q3gunshot,
pd_q3teleport
} part_draw_t;
typedef struct particle_type_s
{
particle_t *start;
part_type_t id;
part_draw_t drawtype;
int SrcBlend;
int DstBlend;
part_tex_t texture;
float startalpha;
float grav;
float accel;
part_move_t move;
float custom;
} particle_type_t;
#define MAX_PTEX_COMPONENTS 8
typedef struct particle_texture_s
{
int texnum;
int components;
float coords[MAX_PTEX_COMPONENTS][4];
} particle_texture_t;
static float sint[7] = {0.000000, 0.781832, 0.974928, 0.433884, -0.433884, -0.974928, -0.781832};
static float cost[7] = {1.000000, 0.623490, -0.222521, -0.900969, -0.900969, -0.222521, 0.623490};
static particle_t *particles, *free_particles, active_particles;
static particle_type_t particle_types[num_particletypes];//R00k
static int particle_type_index[num_particletypes];
static particle_texture_t particle_textures[num_particletextures];
int lightning_texture;//Vult
float varray_vertex[16];//Vult
void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width);//Vult
vec3_t NULLVEC = {0,0,0};//r00k
static int r_numparticles;
static vec3_t zerodir = {22, 22, 22};
static int particle_count = 0;
static float particle_time;
qboolean qmb_initialized = qfalse;
int particle_mode = 0; // 0: classic (default), 1: QMB, 2: mixed
qboolean OnChange_gl_particle_count (cvar_t *var, char *string)
{
float f;
f = bound(ABSOLUTE_MIN_PARTICLES, (atoi(string)), ABSOLUTE_MAX_PARTICLES);
Cvar_SetValue("r_particle_count", f);
QMB_ClearParticles (); // also re-allocc particles
return qtrue;
}
extern cvar_t cl_gun_offset;
#ifdef SLIM
cvar_t r_particle_count = {"r_particle_count", "4096", qtrue};
#else
cvar_t r_particle_count = {"r_particle_count", "2048", qtrue};
#endif
cvar_t r_bounceparticles = {"r_bounceparticles", "1",qtrue};
cvar_t r_decal_blood = {"r_decal_blood", "1",qtrue};
cvar_t r_decal_bullets = {"r_decal_bullets","1",qtrue};
cvar_t r_decal_sparks = {"r_decal_sparks","1",qtrue};
cvar_t r_decal_explosions = {"r_decal_explosions","1",qtrue};
int decals_enabled;
void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width);
extern cvar_t sv_gravity;
static byte *ColorForParticle (part_type_t type)
{
static col_t color;
int lambda;
switch (type)
{
case p_spark:
color[0] = 224 + (rand() & 31);
color[1] = 100 + (rand() & 31);
color[2] = 50;
break;
case p_torch_flame:
case p_glow:
color[0] = color[1] = color[2] = 255;
break;
case p_smoke:
color[0] = color[1] = color[2] = 128;
color[3] = 64;
break;
case p_q3rocketsmoke:
case p_q3grenadesmoke:
color[0] = color[1] = color[2] = 160;
break;
case p_q3explosion:
case p_q3flame:
case p_q3gunshot: // not used
case p_q3teleport: // not used
color[0] = color[1] = color[2] = 255;
break;
case p_fire:
color[0] = 255;
color[1] = 122;
color[2] = 62;
break;
case p_fire2:
color[0] = 80;
color[1] = 80;
color[2] = 80;
color[3] = 64;
break;
case p_bubble:
case p_bubble2:
case p_staticbubble:
color[0] = color[1] = color[2] = 192 + (rand() & 63);
break;
case p_teleflare:
case p_lavasplash:
color[0] = color[1] = color[2] = 128 + (rand() & 127);
break;
case p_gunblast:
color[0]= 224 + (rand() & 31);
color[1] = 170 + (rand() & 31);
color[2] = 0;
break;
case p_chunk:
color[0] = color[1] = color[2] = (32 + (rand() & 127));
break;
case p_shockwave:
color[0] = color[1] = color[2] = 64 + (rand() & 31);
break;
case p_inferno_flame:
case p_inferno_trail:
color[0] = 255;
color[1] = 77;
color[2] = 13;
break;
case p_sparkray:
color[0] = 255;
color[1] = 102;
color[2] = 25;
break;
case p_dpsmoke:
color[0] = color[1] = color[2] = 48 + (((rand() & 0xFF) * 48) >> 8);
break;
case p_dpfire:
lambda = rand() & 0xFF;
color[0] = 160 + ((lambda * 48) >> 8);
color[1] = 16 + ((lambda * 148) >> 8);
color[2] = 16 + ((lambda * 16) >> 8);
break;
case p_blood1:
case p_blood2:
color[0] = 30;
color[1] = 5;
color[2] = 5;
color[3] = 255;
break;
case p_blood3:
color[0] = (50 + (rand() & 31));
color[1] = color[2] = 0;
color[3] = 200;
break;
case p_q3blood:
case p_q3blood_trail:
case p_q3blood_decal:
color[0] = 180;
color[1] = color[2] = 0;
break;
case p_flame:
color[0] = 255;
color[1] = 100;
color[2] = 25;
color[3] = 128;
break;
case p_lavatrail:
color[0] = 255;
color[1] = 102;
color[2] = 25;
color[3] = 255;
break;
default:
//assert (!"ColorForParticle: unexpected type");
break;
}
return color;
}
#define ADD_PARTICLE_TEXTURE(_ptex, _texnum, _texindex, _components, _s1, _t1, _s2, _t2)\
do { \
particle_textures[_ptex].texnum = _texnum; \
particle_textures[_ptex].components = _components; \
particle_textures[_ptex].coords[_texindex][0] = (_s1 + 1) / max_s; \
particle_textures[_ptex].coords[_texindex][1] = (_t1 + 1) / max_t; \
particle_textures[_ptex].coords[_texindex][2] = (_s2 - 1) / max_s; \
particle_textures[_ptex].coords[_texindex][3] = (_t2 - 1) / max_t; \
} while(0)
#define ADD_PARTICLE_TYPE(_id, _drawtype, _SrcBlend, _DstBlend, _texture, _startalpha, _grav, _accel, _move, _custom)\
do {\
particle_types[count].id = (_id);\
particle_types[count].drawtype = (_drawtype);\
particle_types[count].SrcBlend = (_SrcBlend);\
particle_types[count].DstBlend = (_DstBlend);\
particle_types[count].texture = (_texture);\
particle_types[count].startalpha = (_startalpha);\
particle_types[count].grav = 9.8 * (_grav);\
particle_types[count].accel = (_accel);\
particle_types[count].move = (_move);\
particle_types[count].custom = (_custom);\
particle_type_index[_id] = count;\
count++;\
} while(0)
void QMB_AllocParticles (void)
{
extern cvar_t r_particle_count;
r_numparticles = bound(ABSOLUTE_MIN_PARTICLES, r_particle_count.value, ABSOLUTE_MAX_PARTICLES);
//if (particles)
// Con_Printf("QMB_AllocParticles: internal error >particles<\n");
if (r_numparticles < 1) {
Con_Printf("QMB_AllocParticles: internal error >num particles<\n");
}
// can't alloc on Hunk, using native memory
particles = (particle_t *) malloc (r_numparticles * sizeof(particle_t));
}
void QMB_InitParticles (void)
{
int i, j, ti, count = 0, particleimage;
float max_s, max_t; //For ADD_PARTICLE_TEXTURE
particle_mode = pm_classic;
Cvar_RegisterVariable (&r_bounceparticles);
Cvar_RegisterVariable (&r_flametype);
Cvar_RegisterVariable (&r_decal_blood);
Cvar_RegisterVariable (&r_decal_bullets);
Cvar_RegisterVariable (&r_decal_sparks);
Cvar_RegisterVariable (&r_decal_explosions);
Cvar_RegisterVariable (&r_particle_count);
loading_num_step = loading_num_step + 24;
if (!(particleimage = loadtextureimage("textures/particles/particlefont", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
loading_cur_step++;
strcpy(loading_name, "Particles");
SCR_UpdateScreen ();
max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_none, 0, 0, 1, 0, 0, 0, 0);
ADD_PARTICLE_TEXTURE(ptex_blood1, particleimage, 0, 1, 0, 0, 64, 64);
ADD_PARTICLE_TEXTURE(ptex_blood2, particleimage, 0, 1, 64, 0, 128, 64);
ADD_PARTICLE_TEXTURE(ptex_lava, particleimage, 0, 1, 128, 0, 192, 64);
ADD_PARTICLE_TEXTURE(ptex_blueflare, particleimage, 0, 1, 192, 0, 256, 64);
ADD_PARTICLE_TEXTURE(ptex_generic, particleimage, 0, 1, 0, 96, 96, 192);
ADD_PARTICLE_TEXTURE(ptex_smoke, particleimage, 0, 1, 96, 96, 192, 192);
ADD_PARTICLE_TEXTURE(ptex_blood3, particleimage, 0, 1, 192, 96, 256, 160);
ADD_PARTICLE_TEXTURE(ptex_bubble, particleimage, 0, 1, 192, 160, 224, 192);
for (i=0 ; i<8 ; i++)
ADD_PARTICLE_TEXTURE(ptex_dpsmoke, particleimage, i, 8, i * 32, 64, (i + 1) * 32, 96);
loading_cur_step++;
SCR_UpdateScreen ();
// load the rest of the images
if(!(particleimage = loadtextureimage("textures/particles/q3particlefont", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
max_s = 384.0; max_t = 192.0;
for (i = 0, ti = 0 ; i < 2 ; i++)
for (j = 0 ; j < 4 ; j++, ti++)
ADD_PARTICLE_TEXTURE(ptex_q3explosion, particleimage, ti, 8, j * 64, i * 64, (j + 1) * 64, (i + 1) * 64);
loading_cur_step++;
SCR_UpdateScreen ();
for (i = 0 ; i < 5 ; i++) {
ADD_PARTICLE_TEXTURE(ptex_q3blood, particleimage, i, 5, i * 64, 128, (i + 1) * 64, 192);
}
ADD_PARTICLE_TEXTURE(ptex_q3smoke, particleimage, 0, 1, 256, 0, 384, 128);
ADD_PARTICLE_TEXTURE(ptex_q3blood_trail, particleimage, 0, 1, 320, 128, 384, 192);
loading_cur_step++;
SCR_UpdateScreen ();
max_s = max_t = 128.0;
if (!(particleimage = loadtextureimage("textures/particles/flame", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
/*max_s = max_t = 128.0;
for (i = 0, ti = 0 ; i < 2 ; i++)
for (j = 0 ; j < 2 ; j++, ti++)
ADD_PARTICLE_TEXTURE(ptex_q3flame, particleimage, ti, 8, j * 64, i * 64, (j + 1) * 64, (i + 1) * 64);*/
max_s = max_t = 64.0;
ADD_PARTICLE_TEXTURE(ptex_q3flame, particleimage, 0, 1, 0, 0, 64, 64);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(particleimage = loadtextureimage("textures/particles/inferno", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_flame, particleimage, 0, 1, 0, 0, 256, 256);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(particleimage = loadtextureimage("textures/particles/zing1", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
max_s = 256.0; max_t = 128.0;
ADD_PARTICLE_TEXTURE(ptex_lightning, particleimage, 0, 1, 0, 0, 256, 128);//R00k changed
loading_cur_step++;
SCR_UpdateScreen ();
max_s = max_t = 128.0;
if (!(particleimage = loadtextureimage("textures/mzfl/mzfl0", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_muzzleflash, particleimage, 0, 1, 0, 0, 128, 128);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(particleimage = loadtextureimage("textures/mzfl/mzfl1", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_muzzleflash2, particleimage, 0, 1, 0, 0, 128, 128);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(particleimage = loadtextureimage("textures/mzfl/mzfl2", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_muzzleflash3, particleimage, 0, 1, 0, 0, 128, 128);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(particleimage = loadtextureimage("textures/mzfl/muzzleflash8", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_muzzleflash8, particleimage, 0, 1, 0, 0, 128, 128);
loading_cur_step++;
SCR_UpdateScreen ();
max_s = max_t = 64.0;
if (!(particleimage = loadtextureimage("textures/particles/bloodcloud", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_bloodcloud, particleimage, 0, 1, 0, 0, 64, 64);
loading_cur_step++;
SCR_UpdateScreen ();
/*
if (!(particleimage = loadtextureimage("textures/particles/blood1", 0, 0, qfalse, qtrue)))
{
Clear_LoadingFill ();
return;
}
max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_blood1, particleimage, 0, 1, 0, 0, 256, 256);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(particleimage = loadtextureimage("textures/particles/blood2", 0, 0, qfalse, qtrue)))
{
Clear_LoadingFill ();
return;
}
max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_blood2, particleimage, 0, 1, 0, 0, 256, 256);
loading_cur_step++;
SCR_UpdateScreen ();
*/
if (!(particleimage = loadtextureimage("textures/particles/fly", 0, 0, qfalse, qtrue)))
{
//Clear_LoadingFill ();
return;
}
max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_fly, particleimage, 0, 1, 0, 0, 256, 256);
loading_cur_step++;
SCR_UpdateScreen ();
QMB_AllocParticles ();
ADD_PARTICLE_TYPE(p_spark, pd_spark, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_none, 255, -8, 0, pm_normal, 1.3);
ADD_PARTICLE_TYPE(p_gunblast, pd_spark, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, 0, 0, pm_normal, 1.3);
ADD_PARTICLE_TYPE(p_sparkray, pd_sparkray, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, -0, 0, pm_nophysics, 0);
ADD_PARTICLE_TYPE(p_fire, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_smoke, 204, 0, -2.95, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen ();
ADD_PARTICLE_TYPE(p_fire2, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_smoke, 204, 0, -2.95, pm_die, 0);
ADD_PARTICLE_TYPE(p_chunk, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, -16, 0, pm_bounce, 1.475);
ADD_PARTICLE_TYPE(p_shockwave, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, 0, -4.85, pm_nophysics, 0);
ADD_PARTICLE_TYPE(p_inferno_flame, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 153, 0, 0, pm_static, 0);
loading_cur_step++;
SCR_UpdateScreen ();
ADD_PARTICLE_TYPE(p_inferno_trail, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 204, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_trailpart, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 230, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_smoke, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_smoke, 140, 3, 0, pm_normal, 0);
ADD_PARTICLE_TYPE(p_raysmoke, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_smoke, 140, 3, 0, pm_normal, 0);
ADD_PARTICLE_TYPE(p_dpfire, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_dpsmoke, 144, 0, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen ();
ADD_PARTICLE_TYPE(p_dpsmoke, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_dpsmoke, 85, 3, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_teleflare, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_blueflare, 255, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_flare, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_bubble, 255, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_fly, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_fly, 255, 0, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_dot, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_blood1, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR, ptex_blood1, 255, -20, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_blood2, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_blood3, 255, -45, 0, pm_normal, 0.018);//disisgonnabethegibchunks
ADD_PARTICLE_TYPE(p_blood3, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_blood3, 255, -30, 0, pm_normal, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_lavasplash, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_lava, 170, 0, 0, pm_nophysics, 0);
ADD_PARTICLE_TYPE(p_bubble, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_bubble, 204, 8, 0, pm_float, 0);
ADD_PARTICLE_TYPE(p_staticbubble, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_bubble, 204, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_flame, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 200, 10, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_lavatrail, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_dpsmoke, 255, 3, 0, pm_normal, 0);//R00k
ADD_PARTICLE_TYPE(p_bubble2, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_bubble, 204, 1, 0, pm_float, 0);
ADD_PARTICLE_TYPE(p_glow, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 204, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_alphatrail, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 100, 0, 0, pm_static, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_torch_flame, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_flame, 255, 12, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_streak, pd_hide, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, -64, 0, pm_streak, 1.5);
ADD_PARTICLE_TYPE(p_streakwave, pd_hide, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, 0, 0, pm_streakwave, 0);
ADD_PARTICLE_TYPE(p_streaktrail, pd_beam, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, 0, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_lightningbeam, pd_beam, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_lightning, 255, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_muzzleflash, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_muzzleflash, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_muzzleflash2, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_muzzleflash2, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_muzzleflash3, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_muzzleflash3, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_muzzleflash8, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_muzzleflash8, 220, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_rain, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, -16, 0, pm_rain, 0);
loading_cur_step++;
SCR_UpdateScreen();
//shpuldeditedthis(GI_ONE_MINUS_DST_ALPHA->GL_ONE_MINUS_SRC_ALPHA) (edited one right after this comment)
ADD_PARTICLE_TYPE(p_bloodcloud, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_bloodcloud, 255, -2, 0, pm_normal, 0);
ADD_PARTICLE_TYPE(p_q3blood, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_q3blood, 255, 0, 0, pm_static, -1);
ADD_PARTICLE_TYPE(p_q3blood_trail, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_q3blood_trail, 255, -1.5, 0, pm_die, -1);
ADD_PARTICLE_TYPE(p_q3rocketsmoke, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_q3smoke, 80, 0, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_q3grenadesmoke, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_q3smoke, 80, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_q3explosion, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, ptex_q3explosion, 204, 0, 0, pm_static, -1);
//old: ADD_PARTICLE_TYPE(p_q3flame, pd_q3flame, GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, ptex_q3flame, 204, 0, 0, pm_static, -1);
ADD_PARTICLE_TYPE(p_q3flame, pd_billboard, GL_SRC_ALPHA, GL_CONSTANT_COLOR, ptex_q3flame, 180, 0.66, 0, pm_nophysics, 0);
ADD_PARTICLE_TYPE(p_q3gunshot, pd_q3gunshot, GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, ptex_none, 255, 0, 0, pm_static, -1);
ADD_PARTICLE_TYPE(p_q3teleport, pd_q3teleport, GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, ptex_none, 255, 0, 0, pm_static, -1);
loading_cur_step++;
strcpy(loading_name, "particles");
SCR_UpdateScreen ();
Clear_LoadingFill ();
qmb_initialized = qtrue;
}
#define INIT_NEW_PARTICLE(_pt, _p, _color, _size, _time) \
_p = free_particles; \
free_particles = _p->next; \
_p->next = _pt->start; \
_pt->start = _p; \
_p->size = _size; \
_p->hit = 0; \
_p->start = cl.time; \
_p->die = _p->start + _time; \
_p->growth = 0; \
_p->rotspeed = 0; \
_p->texindex = (rand() % particle_textures[_pt->texture].components); \
_p->bounces = 0; \
VectorCopy(_color, _p->color);
__inline static void AddParticle (part_type_t type, vec3_t org, int count, float size, float time, col_t col, vec3_t dir)
{
byte *color;
int i, j, k;
float tempSize; //stage;
particle_t *p;
particle_type_t *pt;
static unsigned long q3blood_texindex = 0;
if (!qmb_initialized)
Sys_Error ("QMB particle added without initialization");
//assert (size > 0 && time > 0);
if (type < 0 || type >= num_particletypes) {
Sys_Error ("AddParticle: Invalid type (%d)", type);
}
pt = &particle_types[particle_type_index[type]];
for (i=0 ; i < count && free_particles ; i++)
{
color = col ? col : ColorForParticle (type);
INIT_NEW_PARTICLE(pt, p, color, size, time);
switch (type)
{
case p_spark:
p->size = 1.175;
VectorCopy (org, p->org);
tempSize = size * 2;
p->vel[0] = (rand() % (int)tempSize) - ((int)tempSize / 2);
p->vel[1] = (rand() % (int)tempSize) - ((int)tempSize / 2);
p->vel[2] = (rand() % (int)tempSize) - ((int)tempSize / 2);
break;
case p_rayspark:
p->size = 1.175;
VectorCopy (org, p->org);
tempSize = size * 2;
p->vel[0] = (rand() % (int)tempSize) - ((int)tempSize/6);
p->vel[1] = (rand() % (int)tempSize) - ((int)tempSize/6);
p->vel[2] = /*(rand() % (int)tempSize) - (*/(int)tempSize;
break;
case p_raysmoke:
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + ((rand() & 31) - 16) / 2.0;
p->vel[0] = ((rand() % 10)+2);
p->vel[1] = ((rand() % 10)+2);
p->vel[2] = ((rand() % 10)+2)*5;
p->growth = 7.5;
break;
case p_smoke:
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + ((rand() & 31) - 16) / 2.0;
for (j=0 ; j<3 ; j++)
p->vel[j] = ((rand() % 10) - 5) / 20.0;
p->growth = 4.5;
break;
case p_fire:
VectorCopy (org, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 159) - 80;
p->org[0] = org[0] + ((rand() & 63) - 32);
p->org[1] = org[1] + ((rand() & 63) - 32);
p->org[2] = org[2] + ((rand() & 63) - 10);
break;
case p_fire2:
VectorCopy (org, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 199) - 100;
p->org[0] = org[0] + ((rand() & 99) - 50);
p->org[1] = org[1] + ((rand() & 99) - 50);
p->org[2] = org[2] + ((rand() & 99) - 18);
p->growth = 12;
break;
case p_bubble:
p->start += (rand() & 15) / 36.0;
p->org[0] = org[0] + ((rand() & 31) - 16);
p->org[1] = org[1] + ((rand() & 31) - 16);
p->org[2] = org[2] + ((rand() & 63) - 32);
VectorClear (p->vel);
break;
case p_lavasplash:
case p_streak:
case p_streakwave:
case p_shockwave:
case p_q3teleport:
VectorCopy (org, p->org);
VectorCopy (dir, p->vel);
break;
case p_gunblast:
p->size = 1;
VectorCopy (org, p->org);
p->vel[0] = (rand() & 159) - 80;
p->vel[1] = (rand() & 159) - 80;
p->vel[2] = (rand() & 159) - 80;
break;
case p_chunk:
VectorCopy (org, p->org);
p->vel[0] = (rand() % 40) - 20;
p->vel[1] = (rand() % 40) - 20;
p->vel[2] = (rand() % 40) - 5;
break;
case p_rain:
VectorCopy(org, p->org);
p->vel[0] = (rand() % 180) - 90;
p->vel[1] = (rand() % 180) - 90;
p->vel[2] = (rand() % -100 - 1200);
break;
case p_inferno_trail:
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + (rand() & 15) - 8;
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 3) - 2;
p->growth = -1.5;
break;
case p_inferno_flame:
VectorCopy (org, p->org);
VectorClear (p->vel);
p->growth = -30;
break;
case p_q3explosion:
p->texindex = 0;
VectorCopy (org, p->org);
VectorClear (p->vel);
p->growth = 50;
for (j=1 ; j<8 ; j++)
{
INIT_NEW_PARTICLE(pt, p, color, size, time);
p->size = size + j * 2;
p->start = cl.time + (j * time / 2.0);
p->die = p->start + time;
p->texindex = j;
VectorCopy (org, p->org);
VectorClear (p->vel);
p->growth = 50;
}
break;
case p_sparkray:
VectorCopy (org, p->endorg);
VectorCopy (dir, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 127) - 64;
p->growth = -16;
break;
case p_bloodcloud: //shpuld
VectorCopy (org, p->org);
p->vel[0] = (rand() & 39) - 20;
p->vel[1] = (rand() & 39) - 20;
p->vel[2] = (rand() & 39) - 20;
p->growth = 24;
break;
case p_staticbubble:
VectorCopy (org, p->org);
VectorClear (p->vel);
break;
case p_muzzleflash:
case p_muzzleflash2:
case p_muzzleflash3:
case p_muzzleflash8:
VectorCopy (org, p->org);
p->rotspeed = (rand() & 45) - 90;
p->size = size * (0.75 +((0.05 * (rand() % 20)) * 0.5));//blubs: resultant size range: [size * 0.75, size * 1.25)
break;
case p_teleflare:
case p_flare:
case p_fly:
VectorCopy (org, p->org);
VectorCopy (dir, p->vel);
p->growth = 1.75;
break;
case p_blood1:
p->size = size * (rand() % 2) + 0.50;//r00k
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + (rand() & 15) - 8;
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 63) - 32;
break;
case p_blood2: //shpuld
VectorCopy (org, p->org);
p->vel[0] = (rand() & 200) - 100;
p->vel[1] = (rand() & 200) - 100;
p->vel[2] = (rand() & 250) - 70;
//p->growth = 24;
break;
case p_blood3:
p->size = size * (rand() % 20) / 5.0;
VectorCopy (org, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() % 40) - 20;
break;
case p_q3blood:
p->texindex = q3blood_texindex++ % 5;
for (k=0 ; k<3 ; k++)
p->org[k] = org[k] + (rand() & 15) - 8;
VectorClear (p->vel);
for (j=1 ; j<3 ; j++)
{
INIT_NEW_PARTICLE(pt, p, color, size, time);
p->start = cl.time + (j * time);
p->die = p->start + time;
p->texindex = q3blood_texindex++ % 5;
for (k=0 ; k<3 ; k++)
p->org[k] = org[k] + (rand() & 15) - 8;
VectorClear (p->vel);
}
break;
case p_flame:
VectorCopy (org, p->org);
p->growth = -p->size / 2;
VectorClear (p->vel);
for (j=0 ; j<2 ; j++)
p->vel[j] = (rand() % 6) - 3;
break;
case p_q3flame: //shpuld
VectorCopy (org, p->org);
p->vel[0] = (rand() & 3) - 2;
p->vel[1] = (rand() & 3) - 2;
p->vel[2] = (rand() & 2);
p->growth = 6;
break;
case p_q3gunshot:
p->texindex = 0; // used for animation here
VectorCopy (org, p->org);
for (j=1 ; j<3 ; j++)
{
INIT_NEW_PARTICLE(pt, p, color, size, time);
p->start = cl.time + (j * time / 2.0);
p->die = p->start + time;
p->texindex = j + 1;
VectorCopy (org, p->org);
}
break;
case p_torch_flame:
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + (rand() & 3) - 2;
p->vel[0] = rand() % 15 - 8;
p->vel[1] = rand() % 15 - 8;
p->vel[2] = rand() % 15;
p->rotspeed = (rand() & 31) + 32;
break;
case p_dot:
case p_glow:
VectorCopy (org, p->org);
VectorCopy (dir, p->vel);
p->growth = -1.5;
break;
case p_streaktrail:
case p_lightningbeam:
VectorCopy(org, p->org);
VectorCopy(dir, p->endorg);
VectorClear(p->vel);
p->growth = -p->size/time;
p->bounces = color[3];
break;
default:
//assert (!"AddParticle: unexpected type");
break;
}
}
}
__inline static void AddParticleTrail (part_type_t type, vec3_t start, vec3_t end, float size, float time, col_t col)
{
byte *color;
int i, j, num_particles;
float count, length;
vec3_t point, delta;
particle_t *p;
particle_type_t *pt;
static float rotangle = 0;
count = 0;
if (!qmb_initialized)
Sys_Error ("QMB particle added without initialization");
//assert (size > 0 && time > 0);
if (type < 0 || type >= num_particletypes)
Sys_Error ("AddParticle: Invalid type (%d)", type);
pt = &particle_types[particle_type_index[type]];
VectorCopy(start, point);
VectorSubtract(end, start, delta);
if (!(length = VectorLength(delta)))
return;
switch (type)
{
case p_q3blood_trail:
case p_q3rocketsmoke:
count = length / 40.0;
break;
case p_q3grenadesmoke:
count = length / 12.0;
break;
case p_alphatrail:
case p_trailpart:
case p_lavatrail:
count = length / 1.1;
break;
case p_blood3:
count = length / 8;
break;
case p_bubble:
case p_bubble2:
count = length / 5.0;
break;
case p_smoke:
count = length / 3.8;
break;
case p_dpsmoke:
count = length / 2.5;
break;
case p_dpfire:
count = length / 2.8;
break;
default:
//assert (!"AddParticleTrail: unexpected type");
break;
}
if (!(num_particles = (int)count))
num_particles = 1;
VectorScale(delta, 1.0 / num_particles, delta);
for (i=0 ; i < num_particles && free_particles ; i++)
{
color = col ? col : ColorForParticle (type);
INIT_NEW_PARTICLE(pt, p, color, size, time);
switch (type)
{
case p_alphatrail:
case p_trailpart:
VectorCopy (point, p->org);
VectorClear (p->vel);
p->growth = -size / time;
break;
case p_blood3:
VectorCopy (point, p->org);
for (j=0 ; j<3 ; j++)
p->org[j] += ((rand() & 15) - 8) / 8.0;
for (j=0 ; j<3 ; j++)
p->vel[j] = ((rand() & 15) - 8) / 2.0;
p->size = size * (rand() % 20) / 10.0;
p->growth = 6;
break;
case p_q3blood_trail:
VectorCopy (point, p->org);
for (j=0 ; j<3 ; j++)
p->org[j] += ((rand() & 15) - 8) / 8.0;
for (j=0 ; j<3 ; j++)
p->vel[j] = ((rand() & 15) - 8) / 2.0;
p->growth = 6;
break;
case p_bubble2:
VectorCopy(point, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() % 10) - 5;
break;
//R00k added
case p_bubble:
VectorCopy (point, p->org);
for (j=0 ; j<3 ; j++)
p->org[j] += ((rand() & 15) - 8) / 8.0;
for (j=0 ; j<3 ; j++)
p->vel[j] = ((rand() & 15) - 8) / 2.0;
p->size = size * (rand() % 20) / 10.0;
p->growth = 1;
break;
case p_smoke:
VectorCopy (point, p->org);
for (j=0 ; j<3 ; j++)
p->org[j] += ((rand() & 7) - 4) / 8.0;
p->vel[0] = p->vel[1] = 0;
p->vel[2] = rand() & 3;
p->growth = 4.5;
p->rotspeed = (rand() & 63) + 96;
break;
case p_q3rocketsmoke:
case p_q3grenadesmoke:
VectorCopy (point, p->org);
for (j=0 ; j<3 ; j++)
p->org[j] += ((rand() & 7) - 4) / 8.0;
VectorClear (p->vel);
p->growth = 30;
if (rotangle >= 360)
rotangle = 0;
p->rotangle = rotangle;
rotangle += 30;
break;
case p_dpsmoke:
VectorCopy (point, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() % 10) - 5;
p->growth = 3;
p->rotspeed = (rand() & 63) + 96;
break;
case p_dpfire:
VectorCopy (point, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() % 40) - 20;
break;
case p_lavatrail:
VectorCopy (point, p->org);
for (j=0 ; j<3 ; j++)
p->org[j] += ((rand() & 7) - 4);
p->vel[0] = p->vel[1] = 0;
p->vel[2] = rand() & 3;
break;
default:
//assert (!"AddParticleTrail: unexpected type");
break;
}
VectorAdd(point, delta, point);
}
}
void QMB_ClearParticles (void)
{
int i;
if (!qmb_initialized)
return;
free (particles); // free
QMB_AllocParticles (); // and alloc again
particle_count = 0;
memset (particles, 0, r_numparticles * sizeof(particle_t));
free_particles = &particles[0];
for (i=0 ; i+1 < r_numparticles ; i++)
particles[i].next = &particles[i + 1];
particles[r_numparticles-1].next = NULL;
for (i=0 ; i < num_particletypes ; i++)
particle_types[i].start = NULL;
}
inline static void QMB_UpdateParticles(void)
{
int i, c;
float grav, bounce, frametime, distance[3];
vec3_t oldorg, stop, normal;
particle_type_t *pt;
particle_t *p, *kill;
if (!qmb_initialized)
return;
particle_count = 0;
frametime = fabs(cl.ctime - cl.oldtime);
grav = sv_gravity.value / 800.0;
for (i=0 ; i<num_particletypes ; i++)
{
pt = &particle_types[i];
if (pt->start)
{
p = pt->start;
while (p && p->next)
{
kill = p->next;
if (kill->die <= particle_time)
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
}
else
{
p = p->next;
}
}
if (pt->start->die <= particle_time)
{
kill = pt->start;
pt->start = kill->next;
kill->next = free_particles;
free_particles = kill;
}
}
for (p = pt->start ; (p); p = p->next)
{
if (particle_time < p->start)
continue;
particle_count++;
p->size += p->growth * frametime;
if (p->size <= 0)
{
p->die = 0;
continue;
}
VectorCopy (p->org, oldorg);
VectorSubtract(r_refdef.vieworg,oldorg, distance);
if (VectorLength(distance) >= r_farclip.value)
p->die = 0;
switch (pt->id)
{
case p_q3blood: // avoid alpha for q3blood
p->color[3] = 255;
break;
case p_q3explosion:
case p_q3gunshot:
if (particle_time < (p->start + (p->die - p->start) / 2.0))
{
if (pt->id == p_q3gunshot && !p->texindex)
p->color[3] = 255;
else
p->color[3] = pt->startalpha * ((particle_time - p->start) / (p->die - p->start) * 2);
}
else
{
p->color[3] = pt->startalpha * ((p->die - particle_time) / (p->die - p->start) * 2);
}
break;
case p_streaktrail://R00k
case p_lightningbeam:
p->color[3] = p->bounces * ((p->die - particle_time) / (p->die - p->start));
break;
//shpuld
case p_q3flame:
p->color[3] = pt->startalpha * ((p->die - particle_time) / (p->die - p->start));
p->color[0] = p->color[1] = p->color[2] = pt->startalpha * ((p->die - particle_time) / (p->die - p->start));
break;
default:
p->color[3] = pt->startalpha * ((p->die - particle_time) / (p->die - p->start));
break;
}
p->rotangle += p->rotspeed * frametime;
if (p->hit)
continue;
p->vel[2] += pt->grav * grav * frametime;
VectorScale (p->vel, 1 + pt->accel * frametime, p->vel);
switch (pt->move)
{
case pm_static:
break;
case pm_normal:
VectorCopy (p->org, oldorg);
VectorMA (p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
p->hit = 1;
if ((pt->id == p_blood3)&&(r_decal_blood.value) && (decals_enabled) && (particle_mode))
{
TraceLineN(oldorg, p->org, stop, normal);
if ((stop != p->org)&&(VectorLength(stop)!=0))
{
vec3_t tangent;
VectorCopy(stop, p->org);
VectorCopy(normal, p->vel);
CrossProduct(normal,p->vel,tangent);
#if 0 // naievil -- fixme
R_SpawnDecal(p->org, normal, tangent, decal_blood3, 12, 0);
#endif
}
p->die = 0;
}
VectorCopy (oldorg, p->org);
VectorClear (p->vel);
}
break;
case pm_float:
VectorMA (p->org, frametime, p->vel, p->org);
p->org[2] += p->size + 1;
if (!ISUNDERWATER(TruePointContents(p->org)))
p->die = 0;
p->org[2] -= p->size + 1;
break;
case pm_nophysics:
VectorMA (p->org, frametime, p->vel, p->org);
break;
case pm_die:
VectorCopy (p->org, oldorg);
VectorMA (p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
if ((decals_enabled) && (particle_mode))
{
TraceLineN(oldorg, p->org, stop, normal);
if ((stop != p->org)&&(VectorLength(stop)!=0))
{
vec3_t tangent;
VectorCopy(stop, p->org);
VectorCopy(normal, p->vel);
CrossProduct(normal,p->vel,tangent);
/*
if ((pt->id == p_blood1)&&(r_decal_blood.value))
{
R_SpawnDecal(p->org, normal, tangent, decal_blood1, 12, 0);
}
else
{
if ((pt->id == p_blood2)&&(r_decal_blood.value))
{
R_SpawnDecal(p->org, normal, tangent, decal_blood2, 12, 0);
}
}
*/
#if 0// naievil -- fixme
if ((pt->id == p_fire || pt->id == p_dpfire) && r_decal_explosions.value)
R_SpawnDecal (p->org, normal, tangent, decal_burn, 32, 0);
else if (pt->id == p_blood1 && r_decal_blood.value)
R_SpawnDecal (p->org, normal, tangent, decal_blood1, 12, 0);
else if (pt->id == p_blood2 && r_decal_blood.value)
R_SpawnDecal (p->org, normal, tangent, decal_blood2, 12, 0);
else if (pt->id == p_q3blood_trail && r_decal_blood.value)
R_SpawnDecal (p->org, normal, tangent, decal_q3blood, 48, 0);
#endif
}
}
VectorCopy (oldorg, p->org);
VectorClear (p->vel);//R00k added Needed?
p->die = 0;
}
break;
case pm_bounce:
if (!r_bounceparticles.value || p->bounces)
{
VectorMA(p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
p->die = 0;
}
}
else
{
VectorCopy (p->org, oldorg);
VectorMA (p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
if (TraceLineN(oldorg, p->org, stop, normal))
{
VectorCopy (stop, p->org);
bounce = -pt->custom * DotProduct(p->vel, normal);
VectorMA(p->vel, bounce, normal, p->vel);
p->bounces++;
}
}
}
break;
case pm_streak:
VectorCopy(p->org, oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
if (TraceLineN(oldorg, p->org, stop, normal))
{
VectorCopy(stop, p->org);
bounce = -pt->custom * DotProduct(p->vel, normal);
VectorMA(p->vel, bounce, normal, p->vel);
}
}
AddParticle (p_streaktrail, oldorg, 1, p->size, 0.2, p->color, p->org);
if (!VectorLength(p->vel))
p->die = 0;
break;
case pm_rain:
VectorCopy(p->org, oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
VectorSubtract(r_refdef.vieworg,oldorg, distance);
if (VectorLength(distance) < r_farclip.value)
{
if ((rand()%10+1 > 6))
AddParticle (p_streaktrail, oldorg, 1, ((rand() % 1) + 0.5), 0.2, p->color, p->org);
c = TruePointContents(p->org);
if ((CONTENTS_SOLID == c) || (ISUNDERWATER(c)))
{
VectorClear (p->vel);
p->die = 0;
}
}
break;
case pm_streakwave:
VectorCopy(p->org, oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
AddParticle (p_streaktrail, oldorg, 1, p->size, 0.5, p->color, p->org);
p->vel[0] = 19 * p->vel[0] / 20;
p->vel[1] = 19 * p->vel[1] / 20;
p->vel[2] = 19 * p->vel[2] / 20;
break;
default:
//assert (!"QMB_UpdateParticles: unexpected pt->move");
break;
}
}
}
}
//from darkplaces engine - finds which corner of a particle goes where, so I don't have to :D
void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
{
vec3_t right1, right2, diff, normal;
VectorSubtract (org2, org1, normal);
VectorNormalize (normal);
//width = width / 2;
// calculate 'right' vector for start
VectorSubtract (r_origin, org1, diff);
VectorNormalize (diff);
CrossProduct (normal, diff, right1);
// calculate 'right' vector for end
VectorSubtract (r_origin, org2, diff);
VectorNormalize (diff);
CrossProduct (normal, diff, right2);
vert[ 0] = org1[0] + width * right1[0];
vert[ 1] = org1[1] + width * right1[1];
vert[ 2] = org1[2] + width * right1[2];
vert[ 4] = org1[0] - width * right1[0];
vert[ 5] = org1[1] - width * right1[1];
vert[ 6] = org1[2] - width * right1[2];
vert[ 8] = org2[0] - width * right2[0];
vert[ 9] = org2[1] - width * right2[1];
vert[10] = org2[2] - width * right2[2];
vert[12] = org2[0] + width * right2[0];
vert[13] = org2[1] + width * right2[1];
vert[14] = org2[2] + width * right2[2];
}
/*
#define DRAW_PARTICLE_BILLBOARD(_ptex, _p, _coord) \
glPushMatrix (); \
glTranslatef(_p->org[0], _p->org[1], _p->org[2]); \
glScalef(_p->size, _p->size, _p->size); \
if (_p->rotspeed || pt->id == p_q3rocketsmoke || pt->id == p_q3grenadesmoke) \
{ \
glRotatef( 0, \
vpn[0] * (M_PI / 180.0f), \
vpn[1] * (M_PI / 180.0f), \
vpn[2] * (M_PI / 180.0f)); \
} \
glColor4f(_p->color[0]/255, _p->color[1]/255, _p->color[2]/255, _p->color[3]/255); \
struct vertex \
{ \
float u, v; \
float x, y, z; \
}; \
struct vertex* const df = (struct vertex*)(malloc(sizeof(struct vertex) * 4)); \
df[0].u = _ptex->coords[_p->texindex][0]; df[0].v = _ptex->coords[_p->texindex][3]; \
df[0].x = _coord[0][0]; df[0].y = _coord[0][1]; df[0].z = _coord[0][2]; \
df[1].u = _ptex->coords[_p->texindex][0]; df[1].v = _ptex->coords[_p->texindex][1]; \
df[1].x = _coord[1][0]; df[1].y = _coord[1][1]; df[1].z = _coord[1][2]; \
df[2].u = _ptex->coords[_p->texindex][2]; df[2].v = _ptex->coords[_p->texindex][1]; \
df[2].x = _coord[2][0]; df[2].y = _coord[2][1]; df[2].z = _coord[2][2]; \
df[3].u = _ptex->coords[_p->texindex][2]; df[3].v = _ptex->coords[_p->texindex][3]; \
df[3].x = _coord[3][0]; df[3].y = _coord[3][1]; df[3].z = _coord[3][2]; \
glBegin (GL_TRIANGLE_FAN); \
glVertex4fv (df); \
glEnd (); \
glColor4f(1,1,1,1); \
glPopMatrix ();
*/
// naievil -- hacky particle drawing...NOT OPTIMIZED -- from NX
void DRAW_PARTICLE_BILLBOARD(particle_texture_t *ptex, particle_t *p, vec3_t *coord) {
float scale;
vec3_t up, right, p_up, p_right, p_upright;
GLubyte color[4], *c;
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
//glEnable (GL_BLEND);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//glDepthMask (GL_FALSE);
glBegin (GL_QUADS);
scale = p->size;
color[0] = p->color[0];
color[1] = p->color[1];
color[2] = p->color[2];
color[3] = p->color[3];
glColor4ubv(color);
glTexCoord2f (0,0);
glVertex3fv (p->org);
glTexCoord2f (1,0);
VectorMA (p->org, scale, up, p_up);
glVertex3fv (p_up);
glTexCoord2f (1,1);
VectorMA (p_up, scale, right, p_upright);
glVertex3fv (p_upright);
glTexCoord2f (0,1);
VectorMA (p->org, scale, right, p_right);
glVertex3fv (p_right);
glEnd ();
//glDepthMask (GL_TRUE);
//glDisable (GL_BLEND);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glColor3f(1,1,1);
}
void QMB_DrawParticles (void)
{
int j, i;
vec3_t up, right, billboard[4], velcoord[4], neworg;
particle_t *p;
particle_type_t *pt;
particle_texture_t *ptex;
float varray_vertex[16];
vec3_t distance;
if (!qmb_initialized)
return;
particle_time = cl.time;
if (!cl.paused)
QMB_UpdateParticles ();
VectorAdd (vup, vright, billboard[2]);
VectorSubtract (vright, vup, billboard[3]);
VectorNegate (billboard[2], billboard[0]);
VectorNegate (billboard[3], billboard[1]);
glDepthMask (GL_TRUE);
glEnable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glShadeModel (GL_SMOOTH);
for (i = 0 ; i < num_particletypes ; i++)
{
pt = &particle_types[i];
if (!pt->start) {
//Con_Printf("Particle type %d (want %d) does not have start\n", pt->drawtype, pd_billboard);
continue;
}
glBlendFunc (pt->SrcBlend, pt->DstBlend);
switch (pt->drawtype)
{
case pd_hide:
break;
case pd_beam:
ptex = &particle_textures[pt->texture];
GL_Bind (ptex->texnum);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
VectorSubtract(r_refdef.vieworg, p->org, distance);
if (VectorLength(distance) > r_farclip.value)
continue;
// Allocate the vertices.
struct vertex
{
float u, v;
float x, y, z;
};
struct vertex* const out = (struct vertex*)(malloc(sizeof(struct vertex) * 4));
glColor4f(p->color[0]/255, p->color[1]/255, p->color[2]/255, p->color[3]/255);
R_CalcBeamVerts (varray_vertex, p->org, p->endorg, p->size / 3.0);
out[0].u = 1;
out[0].v = 0;
out[0].x = varray_vertex[0];
out[0].y = varray_vertex[1];
out[0].z = varray_vertex[2];
out[1].u = 1;
out[1].v = 1;
out[1].x = varray_vertex[4];
out[1].y = varray_vertex[5];
out[1].z = varray_vertex[6];
out[2].u = 0;
out[2].v = 1;
out[2].x = varray_vertex[8];
out[2].y = varray_vertex[9];
out[2].z = varray_vertex[10];
out[3].u = 0;
out[3].v = 0;
out[3].x = varray_vertex[12];
out[3].y = varray_vertex[13];
out[3].z = varray_vertex[14];
glBegin (GL_TRIANGLE_FAN);
glVertex4fv (out);
glEnd ();
glColor4f(1,1,1,1); //return to normal color
}
break;
case pd_spark:
glDisable (GL_TEXTURE_2D);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
VectorSubtract(r_refdef.vieworg, p->org, distance);
if (VectorLength(distance) > r_farclip.value)
continue;
struct vertex
{
vec3_t xyz;
};
struct vertex* const out = (struct vertex*)(malloc(sizeof(struct vertex) * 9));
glColor4f(p->color[0]/255, p->color[1]/255, p->color[2]/255, p->color[3]/255);
for (int gh=0 ; gh<3 ; gh++)
out[0].xyz[gh] = p->org[gh];
glColor4f((p->color[0] >> 1)/255, (p->color[1] >> 1)/255, (p->color[2] >> 1)/255, (p->color[3] >> 1)/255);
int vt = 1;
for (j=7; j>=0 ; j--)
{
for (int k=0 ; k<3 ; k++)
out[vt].xyz[k] = p->org[k] - p->vel[k] / 8 + vright[k] * cost[1%7] * p->size + vup[k] * sint[j%7] * p->size;
vt = vt + 1;
}
glBegin (GL_TRIANGLE_FAN);
glVertex4fv (out);
glEnd ();
glColor4f(1,1,1,1); //return to normal color
}
glEnable (GL_TEXTURE_2D);
break;
case pd_sparkray:
glDisable (GL_TEXTURE_2D);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
VectorSubtract(r_refdef.vieworg, p->org, distance);
if (VectorLength(distance) > r_farclip.value)
continue;
if (!TraceLineN(p->endorg, p->org, neworg, NULLVEC))
VectorCopy(p->org, neworg);
//R00k added -start-
//glEnable (GL_BLEND);
//p->color[3] = bound(0, 0.3, 1) * 255;
//R00k added -end-
//glColor4ubv (p->color);
struct vertex
{
vec3_t xyz;
};
struct vertex* const out = (struct vertex*)(malloc(sizeof(struct vertex) * 9));
glColor4f(p->color[0]/255, p->color[1]/255, p->color[2]/255, p->color[3]/255);
for (int gh=0 ; gh<3 ; gh++)
out[0].xyz[gh] = p->endorg[gh];
glColor4f((p->color[0] >> 1)/255, (p->color[1] >> 1)/255, (p->color[2] >> 1)/255, (p->color[3] >> 1)/255);
int vt = 1;
for (j=7 ; j>=0 ; j--)
{
for (int k=0 ; k<3 ; k++)
out[vt].xyz[k] = neworg[k] + vright[k] * cost[j%7] * p->size + vup[k] * sint[j%7] * p->size;
vt = vt + 1;
}
glBegin (GL_TRIANGLE_FAN);
glVertex4fv (out);
glEnd ();
glColor4f(1,1,1,1); //return to normal color
}
glEnable (GL_TEXTURE_2D);
break;
case pd_billboard:
ptex = &particle_textures[pt->texture];
GL_Bind (ptex->texnum);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
for (j = 0 ; j < cl.maxclients ; j++)
{
if (pt->custom != -1 && VectorSupCompare(p->org, cl_entities[1+j].origin, 40))
{
p->die = 0;
continue;
}
}
if(pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3) {
glDepthRange(0, 19660);
glEnable(GL_ALPHA_TEST);
}
DRAW_PARTICLE_BILLBOARD(ptex, p, billboard);
if(pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3) {
glDepthRange(0, 65535);
glDisable(GL_ALPHA_TEST);
}
}
break;
case pd_billboard_vel:
ptex = &particle_textures[pt->texture];
GL_Bind (ptex->texnum);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
VectorCopy (p->vel, up);
CrossProduct (vpn, up, right);
VectorNormalizeFast (right);
VectorScale (up, pt->custom, up);
VectorAdd (up, right, velcoord[2]);
VectorSubtract (right, up, velcoord[3]);
VectorNegate (velcoord[2], velcoord[0]);
VectorNegate (velcoord[3], velcoord[1]);
DRAW_PARTICLE_BILLBOARD(ptex, p, velcoord);
}
break;
case pd_q3flame:
ptex = &particle_textures[pt->texture];
GL_Bind (ptex->texnum);
for (p = pt->start ; p ; p = p->next)
{
float varray_vertex[16];
float xhalf = p->size / 2.0, yhalf = p->size;
// vec3_t org, v, end, normal;
if (particle_time < p->start || particle_time >= p->die)
continue;
glDisable (GL_CULL_FACE);
for (j=0 ; j<2 ; j++)
{
glPushMatrix ();
glTranslatef(p->org[0], p->org[1], p->org[2]);
//glRotatef (!j ? 45 : -45, 0, 0, 1);
// naievil -- I don't know the equivalent of this
//sceGumRotateZ(!j ? 45 : -45 * (M_PI / 180.0f));
glColor4f(p->color[0]/255, p->color[1]/255, p->color[2]/255, p->color[3]/255);
// sigh. The best would be if the flames were always orthogonal to their surfaces
// but I'm afraid it's impossible to get that work (w/o progs modification of course)
varray_vertex[0] = 0;
varray_vertex[1] = xhalf;
varray_vertex[2] = -yhalf;
varray_vertex[4] = 0;
varray_vertex[5] = xhalf;
varray_vertex[6] = yhalf;
varray_vertex[8] = 0;
varray_vertex[9] = -xhalf;
varray_vertex[10] = yhalf;
varray_vertex[12] = 0;
varray_vertex[13] = -xhalf;
varray_vertex[14] = -yhalf;
struct vertex
{
float u, v;
float x, y, z;
};
struct vertex* const out = (struct vertex*)(malloc(sizeof(struct vertex) * 4));
out[0].u = ptex->coords[p->texindex][0];
out[0].v = ptex->coords[p->texindex][3];
out[0].x = varray_vertex[0];
out[0].y = varray_vertex[1];
out[0].z = varray_vertex[2];
out[1].u = ptex->coords[p->texindex][0];
out[1].v = ptex->coords[p->texindex][1];
out[1].x = varray_vertex[4];
out[1].y = varray_vertex[5];
out[1].z = varray_vertex[6];
out[2].u = ptex->coords[p->texindex][2];
out[2].v = ptex->coords[p->texindex][1];
out[2].x = varray_vertex[8];
out[2].y = varray_vertex[9];
out[2].z = varray_vertex[10];
out[3].u = ptex->coords[p->texindex][2];
out[3].v = ptex->coords[p->texindex][3];
out[3].x = varray_vertex[12];
out[3].y = varray_vertex[13];
out[3].z = varray_vertex[14];
glBegin (GL_TRIANGLE_FAN);
glVertex4fv (out);
glEnd ();
glPopMatrix ();
}
glEnable (GL_CULL_FACE);
glColor4f(1,1,1,1); //return to normal color
}
break;
case pd_q3gunshot:
for (p = pt->start ; p ; p = p->next)
QMB_Q3Gunshot (p->org, (int)p->texindex, (float)p->color[3] / 255.0);
break;
case pd_q3teleport:
for (p = pt->start ; p ; p = p->next)
QMB_Q3Teleport (p->org, (float)p->color[3] / 255.0);
break;
default:
//assert (!"QMB_DrawParticles: unexpected drawtype");
break;
}
}
//glDepthMask (GL_FALSE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glShadeModel (GL_SMOOTH);
}
void QMB_Shockwave_Splash(vec3_t org, int radius)
{
float theta;
vec3_t angle;
angle[2] = 0;
for (theta = 0; theta < 6.283185307179586476925286766559; theta += 0.069813170079773183076947630739545)
{
angle[0] = cos(theta) * radius;
angle[1] = sin(theta) * radius;
AddParticle(p_shockwave, org, 1, 2, 0.625f, NULL, angle);
}
}
extern sfx_t *cl_sfx_thunder;
#if 0 // naievil -- midpoint is causing rendering issue for some reason
void QMB_LetItRain(void)
{
int i;
msurface_t *surf;
glpoly_t *p;
col_t color;
float distance[3], point[3];
float frametime = fabs(cl.ctime - cl.oldtime);
color[0] = color[1] = color[2] = + (rand() % 25 + 15);
color[2] += 5;
if (!qmb_initialized)
return;
if (!particle_mode)
return;
if (frametime)
{
for (i = 0, surf = cl.worldmodel->surfaces; i < cl.worldmodel->numsurfaces; i++, surf++)
{
if (!(surf->flags & SURF_DRAWSKY)) continue;
for (p = surf->polys; p; p = p->next)
{
VectorSubtract(r_refdef.vieworg,p->midpoint, distance);
if (VectorLength(distance) > r_farclip.value)
continue;
//R00k let's make some thunder...
/*if (cl.time > cl.thundertime)
{
S_StartSound (-1, 0, cl_sfx_thunder, p->midpoint, 1, 1);
cl.thundertime = cl.time + (rand()% 60 + 1);
}*/
point[0] = p->midpoint[0] + (rand() % 80 - 40);
point[1] = p->midpoint[1] + (rand() % 80 - 40);
point[2] = p->midpoint[2];
AddParticle(p_rain, point, 1, 0.75, 5, color, zerodir);
}
}
}
};
#endif
//R00k: revamped to coincide with classic particle style...
void QMB_ParticleExplosion (vec3_t org)
{
if (r_explosiontype.value == 2)//no explosion what so ever
return;
if (ISUNDERWATER(TruePointContents(org)))
{
AddParticle (p_bubble, org, 6, 3.0, 2.5, NULL, zerodir);
AddParticle (p_bubble, org, 4, 2.35, 2.5, NULL, zerodir);
if (r_part_explosions.value == 2)
{
AddParticle (p_q3explosion, org, 1, 36, 0.2, NULL, zerodir);
}
else
{
if (r_part_explosions.value == 2)
{
AddParticle (p_q3explosion, org, 1, 36, 0.2, NULL, zerodir);
}
else
{
AddParticle (p_fire, org, 16, 120, 1, NULL, zerodir);
if (r_explosiontype.value != 1)
{
AddParticle (p_spark, org, 50, 250, 0.925f, NULL, zerodir);
AddParticle (p_spark, org, 25, 150, 0.925f, NULL, zerodir);
}
}
}
}
else
{
/* original
if (r_explosiontype.value != 3)
{
if (r_flametype.value < 1)//R00k
{
AddParticle (p_fire2, org, 16, 18, 1, NULL, zerodir);
}
else
{
AddParticle (p_fire, org, 16, 18, 1, NULL, zerodir);
}
}
if ((r_explosiontype.value == 0) || (r_explosiontype.value == 1) || (r_explosiontype.value == 3))
{
AddParticle (p_spark, org, 50, 250, 0.925f, NULL, zerodir);
AddParticle (p_spark, org, 25, 150, 0.925f, NULL, zerodir);
}
*/
//shpuld
AddParticle (p_fire, org, 10, 40, 0.5, NULL, zerodir);
AddParticle (p_fire2, org, 14, 36, 1.8, NULL, zerodir);
}
}
void d8to24col (col_t colourv, int colour)
{
byte *colourByte;
colourByte = (byte *)&d_8to24table[colour];
colourv[0] = colourByte[0];
colourv[1] = colourByte[1];
colourv[2] = colourByte[2];
}
__inline static void AddColoredParticle (part_type_t type, vec3_t org, int count, float size, float time, int colorStart, int colorLength, vec3_t dir)
{
col_t color;
int i, j, colorMod = 0;
float tempSize;
particle_t *p;
particle_type_t *pt;
if (!qmb_initialized)
Sys_Error ("QMB particle added without initialization");
//assert (size > 0 && time > 0);
if (type < 0 || type >= num_particletypes)
Sys_Error ("AddColoredParticle: Invalid type (%d)", type);
pt = &particle_types[particle_type_index[type]];
for (i=0 ; i < count && free_particles ; i++)
{
d8to24col (color, colorStart + (colorMod % colorLength));
colorMod++;
INIT_NEW_PARTICLE(pt, p, color, size, time);
switch (type)
{
case p_spark:
p->size = 1.175;
VectorCopy (org, p->org);
tempSize = size * 2;
p->vel[0] = (rand() % (int)tempSize) - ((int)tempSize / 4);
p->vel[1] = (rand() % (int)tempSize) - ((int)tempSize / 4);
p->vel[2] = (rand() % (int)tempSize) - ((int)tempSize / 6);
break;
case p_fire:
VectorCopy (org, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = ((rand() % 160) - 80) * (size / 25.0);
break;
default:
//assert (!"AddColoredParticle: unexpected type");
break;
}
}
}
void QMB_ColorMappedExplosion (vec3_t org, int colorStart, int colorLength)
{
if (ISUNDERWATER(TruePointContents(org)))
{
//AddColoredParticle (p_fire, org, 16, 18, 1, colorStart, colorLength, zerodir);
AddParticle (p_bubble, org, 6, 3.0, 2.5, NULL, zerodir);
AddParticle (p_bubble, org, 4, 2.35, 2.5, NULL, zerodir);
if (r_explosiontype.value != 2)
{
AddColoredParticle (p_spark, org, 50, 100, 0.5, colorStart, colorLength, zerodir);
AddColoredParticle (p_spark, org, 25, 60, 0.5, colorStart, colorLength, zerodir);
}
}
else
{
if (r_flametype.value < 1)//R00k
{
AddColoredParticle (p_fire2, org, 16, 18, 1, colorStart, colorLength, zerodir);
}
else
{
AddColoredParticle (p_fire, org, 16, 18, 1, colorStart, colorLength, zerodir);
}
if (r_explosiontype.value < 2)
{
AddColoredParticle (p_spark, org, 50, 250, 0.625f, colorStart, colorLength, zerodir);
if (r_explosiontype.value < 1)
AddColoredParticle (p_spark, org, 25, 150, 0.625f, colorStart, colorLength, zerodir);
}
}
}
/* Original
void QMB_Blood_Splat(part_type_t type, vec3_t org) //R00k :)
{
int j;
col_t color;
vec3_t neworg, angle;
VectorClear (angle);
color[0]=100;
color[1]=0;
color[2]=0;
color[3]=255;
AddParticle(p_bloodcloud, org, 1, 6, 0.5, color, zerodir);
for (j=0 ; j<4 ; j++)
{
AngleVectors (angle, NULLVEC, NULLVEC, neworg);
VectorMA (org, 70, neworg, neworg);
AddParticle (type, org, 5, 1, 2, color, neworg);
angle[1] += 360 / 4;
}
}*/
void QMB_Blood_Splat(part_type_t type, vec3_t org) //Shpuldified
{
int j;
col_t color;
vec3_t neworg, angle;
VectorClear (angle);
color[0]=100;
color[1]=0;
color[2]=0;
color[3]=255;
if(type == p_blood1)
{
AddParticle(p_bloodcloud, org, 3, 5, 0.3, color, zerodir);
}
else if(type == p_blood2)
{
AddParticle(p_bloodcloud, org, 3, 7, 0.3, color, zerodir);
color[0] = 40;
AddParticle(p_blood2, org, 16, 3, 1.0, color, zerodir);
}
else //p_blood3, trail?
{
AddParticle(p_bloodcloud, org, 3, 5, 0.6, color, zerodir);
for (j=0 ; j<4 ; j++)
{
AngleVectors (angle, NULLVEC, NULLVEC, neworg);
VectorMA (org, 70, neworg, neworg);
AddParticle (type, org, 5, 1, 2, color, neworg);
angle[1] += 360 / 4;
}
}
}
void QMB_RunParticleEffect (vec3_t org, vec3_t dir, int col, int count)
{
col_t color;
vec3_t neworg, newdir;
int i, j, particlecount;
int contents;//R00k Added
if (col == 73)
{
QMB_Blood_Splat(p_blood1, org);
return;
}
else if (col == 225)
{
QMB_Blood_Splat(p_blood2, org);
return;
}
else if (col == 20 && count == 30)
{
color[0] = color[2] = 51;
color[1] = 255;
AddParticle (p_chunk, org, 1, 1, 0.75, color, zerodir);
AddParticle (p_spark, org, 12, 75, 0.4, color, zerodir);
return;
}
else if (col == 226 && count == 20)
{
color[0] = 230;
color[1] = 204;
color[2] = 26;
AddParticle (p_chunk, org, 1, 1, 0.75, color, zerodir);
AddParticle (p_spark, org, 12, 75, 0.4, color, zerodir);
return;
}
else if(col == 111) //we will use this color for flames
{
color[0] = color[1] = color[2] = 255;
AddParticle (p_q3flame, org, 3, 3, 2, color, dir);
return;
}
else if(col == 112) //we will use this color for big flames
{
color[0] = color[1] = color[2] = 255;
AddParticle (p_q3flame, org, 3, 6, 2, color, dir);
return;
}
switch (count)
{
case 9:
case 10://nailgun
{
color[0] = 200; color[1] = 200; color[2] = 125;
if (r_part_spikes.value == 2)
AddParticle (p_q3gunshot, org, 1, 1, 0.3, NULL, zerodir);
else
AddParticle (p_spark, org, 6, 70, 0.6, NULL, zerodir);
AddParticle (p_chunk, org, 3, 1, 0.75, NULL, zerodir);
contents = TruePointContents (org);//R00k Added
if (ISUNDERWATER(contents))//R00k
{
AddParticle (p_bubble, org, 1, 2, 0.825f + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
}
else
{
AddParticle (p_smoke, org, 1, 4, 0.825f + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
}
}
break;
case 20://super nailgun
color[0] = 200; color[1] = 200; color[2] = 125;
if (r_part_spikes.value == 2)
AddParticle (p_q3gunshot, org, 1, 1, 0.3, NULL, zerodir);
else
//AddParticle (p_spark, org, 2, 85, 0.4, color, zerodir);
AddParticle (p_spark, org, 22, 100, 0.2, NULL, zerodir);
//AddParticle (p_chunk, org, 6, 2, 0.75, NULL, zerodir);
contents = TruePointContents (org);//R00k Added
if (ISUNDERWATER(contents))//R00k
{
AddParticle (p_bubble, org, 1, 2, 0.825f + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
}
else
{
AddParticle (p_smoke, org, 3, 12, 1.225f + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
}
break;
case 24:// gunshot
if (r_part_gunshots.value == 2)
{
AddParticle (p_q3gunshot, org, 1, 1, 0.3, NULL, zerodir);
}
else
{
particlecount = count >> 1;
AddParticle (p_gunblast, org, 1, 1.04, 0.2, NULL, zerodir);
for (i=0 ; i<particlecount ; i++)
{
for (j=0 ; j<3 ; j++)
neworg[j] = org[j] + ((rand() & 3) - 2);
contents = TruePointContents (neworg);//R00k Added
if (ISUNDERWATER(contents))//R00k
{
AddParticle (p_bubble, neworg, 1, 2, 0.825f + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
}
else
{
AddParticle (p_smoke, neworg, 1, 6, 0.825f + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
}
if ((i % particlecount) == 0)
{
AddParticle (p_chunk, neworg, 1, 0.75, 3.75, NULL, zerodir);
}
}
}
break;
case 30:
if (r_part_spikes.value == 2)
{
AddParticle (p_q3gunshot, org, 1, 1, 0.3, NULL, zerodir);
}
else
{
AddParticle (p_chunk, org, 10, 1, 4, NULL, zerodir);
AddParticle (p_spark, org, 8, 105, 0.9, NULL, zerodir);
}
break;
case 128: // electric sparks (R00k added from QMB)
color[2] = 1.0f;
for (i=0; i<count; i++)
{
color[0] = color[1] = 0.4 + ((rand()%90)/255.0);
AddParticle (p_spark, org, 1, 100, 1.0f, color, zerodir);//modified
}
break;
case 256:
color[2] = 1.0f;
AddParticle (p_raysmoke, org, 3, 25, 1.225f + ((rand() % 10) - 2) / 40.0, color, zerodir);
AddParticle (p_rayspark, org, 12, 75, 0.6f, color, zerodir);
break;
case 512:
color[1] = 1.0f;
color[2] = 0;
color[3] = 0;
AddParticle (p_raysmoke, org, 3, 25, 1.225f + ((rand() % 10) - 2) / 40.0, color, zerodir);
AddParticle (p_rayspark, org, 12, 75, 0.6f, color, zerodir);
break;
default:
/*
else if (nehahra)
{
switch (count)
{
case 25: // slime barrel chunks
return;
case 244: // sewer
for (i=0 ; i<(count>>3) ; i++)
{
for (j=0 ; j<3 ; j++)
neworg[j] = org[j] + ((rand() % 24) - 12);
newdir[0] = dir[0] * (10 + (rand() % 5));
newdir[1] = dir[1] * (10 + (rand() % 5));
newdir[2] = dir[2] * 15;
d8to24col (color, (col & ~7) + (rand() & 7));
AddParticle (p_glow, neworg, 1, 3.5, 0.5 + 0.1 * (rand() % 3), color, newdir);
}
return;
}
}
*/
particlecount = fmax(1, count>>1);
for (i=0 ; i<particlecount ; i++)
{
for (j=0 ; j<3 ; j++)
{
neworg[j] = org[j] + ((rand() % 20) - 10);
newdir[j] = dir[j] * (10 + (rand() % 5));
}
d8to24col (color, (col & ~7) + (rand() & 7));
AddParticle (p_glow, neworg, 1, 3, 0.2 + 0.1 * (rand() % 4), color, newdir);
}
break;
}
}
float pap_detr(int weapon)
{
switch (weapon)
{
case W_COLT:
return 0;
break;
case W_BIATCH:
return 1;
break;
case W_KAR:
return 0;
break;
case W_THOMPSON:
return 0;
break;
case W_357:
return 0;
break;
case W_KILLU:
return 1;
break;
case W_BAR:
return 0;
break;
case W_BK:
return 0;
break;
case W_BROWNING:
return 0;
break;
case W_DB:
return 0;
break;
case W_FG:
return 0;
break;
case W_GEWEHR:
return 0;
break;
case W_KAR_SCOPE:
return 0;
break;
case W_M1:
return 0;
break;
case W_M1A1:
return 0;
break;
case W_MP40:
return 0;
break;
case W_MG:
return 0;
break;
case W_PANZER:
return 0;
break;
case W_PPSH:
return 0;
break;
case W_PTRS:
return 0;
break;
case W_RAY:
return 0;
break;
case W_SAWNOFF:
return 0;
break;
case W_STG:
return 0;
break;
case W_TRENCH:
return 0;
break;
case W_TYPE:
return 0;
break;
case W_M2:
return 0;
break;
case W_COMPRESSOR:
return 1;
break;
case W_M1000:
return 1;
break;
case W_GIBS:
return 1;
break;
case W_SAMURAI:
return 1;
break;
case W_AFTERBURNER:
return 1;
break;
case W_SPATZ:
return 1;
break;
case W_SNUFF:
return 1;
break;
case W_BORE:
return 1;
break;
case W_IMPELLER:
return 1;
break;
case W_BARRACUDA:
return 1;
break;
case W_ACCELERATOR:
return 1;
break;
case W_GUT:
return 1;
break;
case W_REAPER:
return 1;
break;
case W_HEADCRACKER:
return 1;
break;
case W_LONGINUS:
return 1;
break;
case W_PENETRATOR:
return 1;
break;
case W_WIDOW:
return 1;
break;
case W_PORTER:
return 1;
break;
case W_ARMAGEDDON:
return 1;
break;
case W_WIDDER:
return 1;
break;
case W_MP5:
return 0;
break;
case W_TESLA:
return 0;
break;
}
return 0;
}
// MotoLegacy - Raygun barrel trail
void QMB_RayFlash(vec3_t org, float weapon)
{
// if we're ADS, just flat out end here to avoid useless calcs/defs
if (cl.stats[STAT_ZOOM] || !qmb_initialized)
return;
col_t color;
vec3_t endorg;
// green trail
if (weapon == W_RAY) {
color[0] = 0;
color[1] = 255;
} else { // red trail
color[0] = 255;
color[1] = 0;
}
color[2] = 0;
QMB_MuzzleFlash(org);
}
//R00k added particle muzzleflashes
void QMB_MuzzleFlash(vec3_t org)
{
if (!qmb_initialized) {
return;
}
float frametime = fabs(cl.ctime - cl.oldtime);
col_t color;
// change color if PaP
if (pap_detr(cl.stats[STAT_ACTIVEWEAPON]) == 0) {
color[0] = color[1] = color[2] = 255;
} else {
color[0] = 132;
color[1] = 44;
color[2] = 139;
}
// lower origin based on player stance
if (sv_player->v.view_ofs[2] >= 0)
org[2] -= 32 - sv_player->v.view_ofs[2];
else
org[2] -= 32 + abs(sv_player->v.view_ofs[2]);
float size;
if(!(ISUNDERWATER(TruePointContents(org))))
{
size = sv_player->v.Flash_Size;
if(size == 0 || cl.stats[STAT_ZOOM] == 2) {
return;
}
switch(rand() % 3 + 1)
{
case 1:
AddParticle (p_muzzleflash, org, 1, size, 0.04 * frametime, color, zerodir);
break;
case 2:
AddParticle (p_muzzleflash2, org, 1, size, 0.04 * frametime, color, zerodir);
break;
case 3:
AddParticle (p_muzzleflash3, org, 1, size, 0.04 * frametime, color, zerodir);
break;
default:
AddParticle (p_muzzleflash, org, 1, size, 0.04 * frametime, color, zerodir);
break;
}
}
}
void QMB_MuzzleFlashLG(vec3_t org)
{
float frametime = fabs(cl.ctime - cl.oldtime);
col_t color;
color[0] = color[1] = 20;
color[2] = 200;
if (!qmb_initialized)
return;
if (!particle_mode)
return;
if (!(ISUNDERWATER(TruePointContents(org))))
{
AddParticle (p_muzzleflash8, org, 1, 8, 0.4 * frametime, color, zerodir);
}
}
void QMB_RocketTrail (vec3_t start, vec3_t end, trail_type_t type)
{
col_t color;
switch (type)
{
case GRENADE_TRAIL://r00K mODIFIED
if (ISUNDERWATER(TruePointContents(start)))
{
AddParticleTrail (p_bubble, start, end, 1, 0.30, NULL);
}
else
{
if (r_part_trails.value > 1)
{
color[0] = 15; color[1] = 15; color[2] = 10;
AddParticleTrail (p_alphatrail, start, end, 8, 1, color);
}
else
AddParticleTrail (p_smoke, start, end, 1.45, 0.825, NULL);
}
break;
case BLOOD_TRAIL:
case SLIGHT_BLOOD_TRAIL:
if (r_part_trails.value == 2)
AddParticleTrail (p_q3blood_trail, start, end, 15, 2, NULL);
else
AddParticleTrail (p_blood3, start, end, type == BLOOD_TRAIL ? 1.35 : 2.4, 2, NULL);
break;
case TRACER1_TRAIL:
color[0] = color[2] = 0;
color[1] = 124;
AddParticleTrail (p_trailpart, start, end, 3.75, 0.5, color);
break;
case TRACER2_TRAIL:
color[0] = 255;
color[1] = 77;
color[2] = 0;
AddParticleTrail (p_trailpart, start, end, 1.75, 0.2, color);
break;
case VOOR_TRAIL:
color[0] = 77;
color[1] = 0;
color[2] = 255;
AddParticleTrail (p_trailpart, start, end, 3.75, 0.5, color);
break;
case ALT_ROCKET_TRAIL:
if (ISUNDERWATER(TruePointContents(start)))
{
AddParticleTrail (p_bubble, start, end, 1, 2.5, NULL);
}
else
{
if (r_part_trails.value > 1)
{
color[0] = 15; color[1] = 15; color[2] = 10;
AddParticleTrail (p_alphatrail, start, end, 8, 1, color);
}
else
{
AddParticleTrail (p_dpfire, start, end, 3, 0.26, NULL);
AddParticleTrail (p_dpsmoke, start, end, 3, 0.825, NULL);
}
}
break;
case LAVA_TRAIL:
AddParticleTrail (p_lavatrail, start, end, 5, 0.25, NULL);
AddParticleTrail (p_dpsmoke, start, end, 5, 0.825, NULL);
break;
case BUBBLE_TRAIL:
if (ISUNDERWATER(TruePointContents(start)))
AddParticleTrail (p_bubble2, start, end, 1.5, 0.825, NULL);
break;
case NEHAHRA_SMOKE:
AddParticleTrail (p_smoke, start, end, 0.8, 0.825, NULL);
break;
case RAYGREEN_TRAIL:
color[0] = 0;
color[1] = 255;
color[2] = 0;
AddParticleTrail (p_alphatrail, start, end, 8, 0.6, color);
break;
case RAYRED_TRAIL:
color[0] = 255;
color[1] = 0;
color[2] = 0;
AddParticleTrail (p_alphatrail, start, end, 8, 0.6, color);
break;
case ROCKET_TRAIL:
default:
color[0] = 255;
color[1] = 56;
color[2] = 9;
// AddParticleTrail (p_trailpart, start, end, 6.2, 0.31, color);
if (ISUNDERWATER(TruePointContents(start)))
{
AddParticleTrail (p_trailpart, start, end, 1, 0.30, color);
AddParticleTrail (p_bubble, start, end, 1, 2.5, NULL);
}
else
{
if (r_part_trails.value > 1)
{
color[0] = 15; color[1] = 15; color[2] = 10;
AddParticleTrail (p_alphatrail, start, end, 8, 3, color);
}
else
{
AddParticleTrail (p_trailpart, start, end, 6.2, 0.31, color);
AddParticleTrail (p_smoke, start, end, 1.8, 0.825, NULL);
}
}
break;
case NAIL_TRAIL://R00k added
if (ISUNDERWATER(TruePointContents(start)))
{
AddParticleTrail (p_bubble, start, end, 0.25, 0.50, NULL);
}
else
{
color[0] = 15; color[1] = 15; color[2] = 15;
AddParticleTrail (p_alphatrail, start, end, 1, 0.25, color);
}
break;
}
}
/*
void QMB_AxeSwoosh(vec3_t start)
{
col_t color;
vec3_t end, mid;
mid[0] = 15;mid[1] = 15;mid[2] = 15;
VectorSubtract(start,mid,end);
if (ISUNDERWATER(TruePointContents(start)))
{
AddParticleTrail (p_bubble, start, end, 0.25, 0.50, NULL);
}
else
{
color[0] = 255; color[1] = 255; color[2] = 255;
AddParticleTrail (p_alphatrail, start, end, 50, 0.5, color);
// AddParticle (p_spark, start, 50, 250, 0.925f, NULL, zerodir);
}
};
*/
void QMB_BlobExplosion (vec3_t org)
{
float theta;
col_t color;
vec3_t neworg, vel;
color[0] = 60;
color[1] = 100;
color[2] = 240;
AddParticle (p_spark, org, 44, 250, 1.15, color, zerodir);
color[0] = 90;
color[1] = 47;
color[2] = 207;
AddParticle (p_fire, org, 15, 30, 1.4, color, zerodir);
vel[2] = 0;
for (theta = 0 ; theta < 6.28318530717958647692528676655901 ; theta += 0.0897597901025655210989326680937001)
{
color[0] = (60 + (rand() & 15));
color[1] = (65 + (rand() & 15));
color[2] = (200 + (rand() & 15));
#ifdef PSP_VFPU
vel[0] = vfpu_cosf(theta) * 125;
vel[1] = vfpu_sinf(theta) * 125;
neworg[0] = org[0] + vfpu_cosf(theta) * 6;
neworg[1] = org[1] + vfpu_sinf(theta) * 6;
#else
vel[0] = cos(theta) * 125;
vel[1] = sin(theta) * 125;
neworg[0] = org[0] + cos(theta) * 6;
neworg[1] = org[1] + sin(theta) * 6;
#endif
neworg[2] = org[2] + 0 - 10;
AddParticle (p_shockwave, neworg, 1, 4, 0.8, color, vel);
neworg[2] = org[2] + 0 + 10;
AddParticle (p_shockwave, neworg, 1, 4, 0.8, color, vel);
vel[0] *= 1.15;
vel[1] *= 1.15;
#ifdef PSP_VFPU
neworg[0] = org[0] + vfpu_cosf(theta) * 13;
neworg[1] = org[1] + vfpu_sinf(theta) * 13;
#else
neworg[0] = org[0] + cos(theta) * 13;
neworg[1] = org[1] + sin(theta) * 13;
#endif
neworg[2] = org[2] + 0;
AddParticle (p_shockwave, neworg, 1, 6, 1.0, color, vel);
}
}
void QMB_LavaSplash (vec3_t org)
{
int i, j;
float vel;
vec3_t dir, neworg;
for (i=-16 ; i<16; i++)
{
for (j=-16 ; j<16 ; j++)
{
dir[0] = j * 8 + (rand() & 7);
dir[1] = i * 8 + (rand() & 7);
dir[2] = 256;
neworg[0] = org[0] + dir[0];
neworg[1] = org[1] + dir[1];
neworg[2] = org[2] + (rand() & 63);
VectorNormalizeFast (dir);
vel = 50 + (rand() & 63);
VectorScale (dir, vel, dir);
AddParticle (p_lavasplash, neworg, 1, 4.5, 2.6 + (rand() & 31) * 0.02, NULL, dir);
}
}
}
void QMB_TeleportSplash (vec3_t org)
{
int i, j, k;
vec3_t neworg, angle;
col_t color;
if (r_part_telesplash.value == 2)
{
AddParticle (p_q3teleport, org, 1, 1, 1.0, NULL, zerodir);
return;
}
//QMB_Shockwave_Splash(org, 120);
for (i=-12 ; i<=12 ; i+=6)
{
for (j=-12 ; j<=12 ; j+=6)
{
for (k=-24 ; k<=32 ; k+=8)
{
neworg[0] = org[0] + i + (rand() & 3) - 1;
neworg[1] = org[1] + j + (rand() & 3) - 1;
neworg[2] = org[2] + k + (rand() & 3) - 1;
angle[0] = (rand() & 15) - 7;
angle[1] = (rand() & 15) - 7;
angle[2] = (rand() % 160) - 80;
AddParticle (p_teleflare, neworg, 1, 1.8, 0.30 + (rand() & 7) * 0.02, NULL, angle);
}
}
}
VectorSet (color, 140, 140, 255);
VectorClear (angle);
for (i=0 ; i<5 ; i++)
{
angle[2] = 0;
for (j=0 ; j<5 ; j++)
{
AngleVectors (angle, NULLVEC, NULLVEC, neworg);
VectorMA (org, 70, neworg, neworg);
AddParticle (p_sparkray, org, 1, 6 + (i & 3), 5, color, neworg);
angle[2] += 360 / 5;
}
angle[0] += 180 / 5;
}
}
void QMB_InfernoFlame (vec3_t org)
{
float frametime = fabs(cl.ctime - cl.oldtime);
if (ISUNDERWATER(TruePointContents(org)))
return;
if (frametime)
{
if (r_flametype.value < 1)
{
AddParticle (p_torch_flame, org, 1, 5, 0.5, NULL, zerodir);//R00k
}
else
{
AddParticle (p_inferno_flame, org, 1, 30, 13.125 * frametime, NULL, zerodir);
AddParticle (p_inferno_trail, org, 2, 1.75, 45.0 * frametime, NULL, zerodir);
AddParticle (p_inferno_trail, org, 2, 1.0, 52.5 * frametime, NULL, zerodir);
}
}
}
void QMB_StaticBubble (entity_t *ent)
{
AddParticle (p_staticbubble, ent->origin, 1, ent->frame == 1 ? 1.85 : 2.9, 0.001, NULL, zerodir);
}
void QMB_TorchFlame (vec3_t org)
{
if (fabs(cl.ctime - cl.oldtime))
AddParticle (p_torch_flame, org, 2, 2.5, 0.5, NULL, zerodir);
}
void QMB_FlameGt (vec3_t org, float size, float time)
{
if (fabs(cl.ctime - cl.oldtime))
AddParticle (p_flame, org, 1, size, time, NULL, zerodir);
}
void QMB_BigTorchFlame (vec3_t org)
{
if (fabs(cl.ctime - cl.oldtime))
AddParticle (p_torch_flame, org, 2, 7, 0.5, NULL, zerodir);
}
void QMB_Q3TorchFlame (vec3_t org, float size)
{
static double flametime = 0;
if (flametime + 0.125 < cl.time || flametime >= cl.time)
flametime = cl.time;
else
return;
if (fabs(cl.ctime - cl.oldtime))
AddParticle (p_q3flame, org, 1, size, 0.25, NULL, zerodir);
}
void QMB_ShamblerCharge (vec3_t org)
{
vec3_t pos, vec, dir;
col_t col = {60, 100, 240, 128};
float time, len;
int i;
for (i=0 ; i<5 ; i++)
{
VectorClear(vec);
VectorClear(dir);
VectorCopy(org, pos);
pos[0] += (rand() % 200) - 100;
pos[1] += (rand() % 200) - 100;
pos[2] += (rand() % 200) - 100;
VectorSubtract(pos, org, vec);
len = VectorLength (vec);
VectorNormalize (vec);
VectorMA(dir, -200, vec, dir);
time = len / 200;
AddParticle (p_streakwave, pos, 1, 3, time, col, dir);
}
}
void QMB_LaserSight (void)
{
float frametime = fabs(cl.time - cl.oldtime);
col_t color;
int c;
extern cvar_t r_laserpoint;
extern cvar_t scr_ofsx;
//extern cvar_t cl_gun_offset;
//blubs-- Issue with this is that there's no particle texture assigned, need to either create, or fix rendering of null particle texture.
vec3_t dest, start, stop, forward, right,up;
trace_t trace;
if (!particle_mode)
return;
if (frametime)
{
if (qmb_initialized)
{
VectorClear(stop);
AngleVectors (r_refdef.viewangles, forward, right, up);
VectorCopy(cl_entities[cl.viewentity].origin, start);
start[2] += 16;
start[2] += cl.crouch + bound(-7, scr_ofsx.value, 4);
VectorMA (start, 0, right, start);
VectorMA (start, 4096, forward, dest);
c = lt_default;
switch ((int)r_laserpoint.value)
{
case 1:
color[0] = 000;color[1] = 000;color[2] = 255;color[3] = 50;//B
c = lt_blue;
break;
case 2:
color[0] = 255;color[1] = 000;color[2] = 000;color[3] = 50;//R
c = lt_red;
break;
case 3:
color[0] = 255;color[1] = 255;color[2] = 000;color[3] = 50;//Y
//c = lt_yellow;
c = lt_red;
break;
case 4:
color[0] = 000;color[1] = 255;color[2] = 000;color[3] = 50;//G
c = lt_green;
break;
}
memset (&trace, 0, sizeof(trace_t));
trace.fraction = 1;
SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, start, dest, &trace);
start[2]+=cl.crouch;
AddParticle (p_streaktrail, start, 1, 2, 0.02, color, trace.endpos);// draw the line
//the 2 value above is size
if (trace.fraction != 1)
{
color[3] = 200;
AddParticle (p_dot, trace.endpos, 1, 4, 0.01, color, zerodir);//pinpoint on wall
if ((cl.maxclients < 2) && (cl.time > cl.laser_point_time))
{
CL_NewDlight (0, trace.endpos, (rand() % 10 + 30), 0.02, c);
cl.laser_point_time = cl.time + 0.02;
}
}
}
}
}
void QMB_Lightning_Splash(vec3_t org)
{
int i, j;
vec3_t neworg, angle;
col_t color;
col_t col2 = {200, 100, 100, 255};
VectorSet (color, 40, 40, 128);
VectorClear (angle);
for (i=0 ; i<5 ; i++)
{
angle[2] = 0;
for (j=0 ; j<5 ; j++)
{
AngleVectors (angle, NULLVEC, NULLVEC, neworg);
VectorMA (org, 20, neworg, neworg);
AddParticle (p_spark, org, 2, 85, 0.05f, NULL, zerodir);
AddParticle (p_spark, org, 2, 100, 0.1f, col2, neworg);
angle[2] += 360 / 5;
}
angle[0] += 180 / 5;
}
color[0] = 224 + (rand() & 31);
color[1] = 100 + (rand() & 31);
color[2] = 0;
AddParticle (p_spark, org, 1, 70, 0.2, color, zerodir);
}
void QMB_LightningBeam (vec3_t start, vec3_t end)
{
float frametime = fabs(cl.time - cl.oldtime);
col_t color = {255,255,255,255};
trace_t trace;
if (frametime)
{
if (qmb_initialized && r_part_lightning.value )
{
if (qmb_initialized && r_part_sparks.value)
{
memset (&trace, 0, sizeof(trace_t));
if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, start, end, &trace))
{
if (trace.fraction < 1)
{
VectorCopy (trace.endpos, end);
if ((r_decal_sparks.value) && (particle_mode) && (decals_enabled))
{
R_SpawnDecalStatic(end, decal_glow, 10);
}
QMB_Lightning_Splash (end);
}
}
}
//R00k v1.84 moved down here
AddParticle(p_lightningbeam, start, 1, 80, host_frametime * 2, color, end);
}
}
}
#if 0
void R_DrawQ3Model (entity_t *ent);
void QMB_Q3Gunshot (vec3_t org, int skinnum, float alpha)
{
vec3_t neworg, normal, v, newend;
entity_t *ent;
extern model_t *cl_q3gunshot_mod;
if (!(ent = CL_NewTempEntity()))
return;
VectorCopy (org, ent->origin);
ent->model = cl_q3gunshot_mod;
VectorCopy (cl_entities[cl.viewentity].origin, neworg);
VectorSubtract (ent->origin, neworg, v);
VectorScale (v, 2, v);
VectorAdd (neworg, v, newend);
if (TraceLineN(neworg, newend, newend, normal))
vectoangles (normal, ent->angles);
ent->skinnum = skinnum;
ent->rendermode = TEX_ADDITIVE;
ent->renderamt = alpha;
R_DrawQ3Model (ent);
}
void QMB_Q3Teleport (vec3_t org, float alpha)
{
entity_t *ent;
extern model_t *cl_q3teleport_mod;
if (!(ent = CL_NewTempEntity()))
return;
VectorCopy (org, ent->origin);
ent->model = cl_q3teleport_mod;
ent->rendermode = TEX_ADDITIVE;
ent->renderamt = alpha;
R_DrawQ3Model (ent);
}
#else
void QMB_Q3Gunshot (vec3_t org, int skinnum, float alpha)
{
Con_Printf("Q3 drawing is not enabled!\n");
}
void QMB_Q3Teleport (vec3_t org, float alpha)
{
Con_Printf("Q3 drawing is not enabled!\n");
}
#endif
#define NUMVERTEXNORMALS 162
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
extern vec3_t avelocities[NUMVERTEXNORMALS];
/*
===============
R_EntityParticles
===============
*/
void QMB_EntityParticles (entity_t *ent)
{
int i;
float angle, dist, sp, sy, cp, cy;
vec3_t forward, org;
col_t color = {255,255,0,100};
dist = 64;
if (!avelocities[0][0])
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
avelocities[0][i] = (rand() & 255) * 0.01;
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
angle = cl.time * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = cl.time * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = cl.time * avelocities[i][2];
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*16;
org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*16;
org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*16;
AddParticle (p_flare, org, 1, 2,0.005, color, forward);
}
}
//Modified from Quake2
void QMB_FlyParticles (vec3_t origin, int count)
{
float frametime = fabs(cl.time - cl.oldtime);
int i;
float angle, sp, sy, cp, cy;
vec3_t forward, org;
float dist = 64;
col_t color = {255,255,255,100};
if (frametime)
{
if (count > NUMVERTEXNORMALS) {
count = NUMVERTEXNORMALS;
}
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
avelocities[0][i] = (rand()&255) * 0.01;
}
for (i=0 ; i<count ; i+=2)
{
angle = cl.time * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = cl.time * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = cl.time * avelocities[i][2];
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
dist = sin(cl.time + i)*64;
org[0] = origin[0] + r_avertexnormals[i][0]*dist + forward[0]*32;
org[1] = origin[1] + r_avertexnormals[i][1]*dist + forward[1]*32;
org[2] = origin[2] + r_avertexnormals[i][2]*dist + forward[2]*32;
AddParticle (p_fly, org, 1, 1,0.01, color, forward);
}
}
}
void R_GetParticleMode (void)
{
if (!r_part_explosions.value && !r_part_trails.value && !r_part_spikes.value &&
!r_part_gunshots.value && !r_part_blood.value && !r_part_telesplash.value &&
!r_part_blobs.value && !r_part_lavasplash.value && !r_part_flames.value &&
!r_part_lightning.value)
particle_mode = pm_classic;
else if (r_part_explosions.value == 1 && r_part_trails.value == 1 && r_part_spikes.value == 1 &&
r_part_gunshots.value == 1 && r_part_blood.value == 1 && r_part_telesplash.value == 1 &&
r_part_blobs.value == 1 && r_part_lavasplash.value == 1 && r_part_flames.value == 1 &&
r_part_lightning.value == 1)
particle_mode = pm_qmb;
else if (r_part_explosions.value == 2 && r_part_trails.value == 2 && r_part_spikes.value == 2 &&
r_part_gunshots.value == 2 && r_part_blood.value == 2 && r_part_telesplash.value == 2 &&
r_part_blobs.value == 2 && r_part_lavasplash.value == 2 && r_part_flames.value == 2 &&
r_part_lightning.value == 2)
particle_mode = pm_quake3;
else
particle_mode = pm_mixed;
}
void R_SetParticleMode (part_mode_t val)
{
particle_mode = val;
Cvar_SetValue ("r_part_explosions", particle_mode);
Cvar_SetValue ("r_part_trails", particle_mode);
Cvar_SetValue ("r_part_sparks", particle_mode);
Cvar_SetValue ("r_part_spikes", particle_mode);
Cvar_SetValue ("r_part_gunshots", particle_mode);
Cvar_SetValue ("r_part_blood", particle_mode);
Cvar_SetValue ("r_part_telesplash", particle_mode);
Cvar_SetValue ("r_part_blobs", particle_mode);
Cvar_SetValue ("r_part_lavasplash", particle_mode);
Cvar_SetValue ("r_part_flames", particle_mode);
Cvar_SetValue ("r_part_lightning", particle_mode);
Cvar_SetValue ("r_part_flies", particle_mode);
Cvar_SetValue ("r_part_muzzleflash", particle_mode);
}
char *R_NameForParticleMode (void)
{
char *name;
switch (particle_mode)
{
case pm_classic:
name = "Classic";
break;
case pm_qmb:
name = "QMB";
break;
case pm_quake3:
name = "Quake3";
break;
case pm_mixed:
name = "mixed";
break;
default:
name = "derp";
break;
}
return name;
}
/*
===============
R_ToggleParticles_f
function that toggles between classic and QMB particles
===============
*/
void R_ToggleParticles_f (void)
{
if (cmd_source != src_command)
return;
if (particle_mode == pm_classic)
R_SetParticleMode (pm_qmb);
else if (particle_mode == pm_qmb)
R_SetParticleMode (pm_quake3);
else
R_SetParticleMode (pm_classic);
if (key_dest != key_menu && key_dest != key_menu_pause)
Con_Printf ("Using %s particles\n", R_NameForParticleMode());
}
void CheckDecals (void)
{
if (!r_decal_bullets.value && !r_decal_explosions.value && !r_decal_sparks.value && !r_decal_blood.value)
decals_enabled = 0;
else
if (r_decal_bullets.value && r_decal_explosions.value && r_decal_sparks.value && r_decal_blood.value)
decals_enabled = 1;
else
decals_enabled = 2;
}
void R_SetDecals (int val)
{
decals_enabled = val;
Cvar_SetValue ("r_decal_bullets", val);
Cvar_SetValue ("r_decal_explosions", val);
Cvar_SetValue ("r_decal_sparks", val);
Cvar_SetValue ("r_decal_blood", val);
}
/*
===============
R_ToggleDecals_f
===============
*/
void R_ToggleDecals_f (void)
{
if (cmd_source != src_command)
return;
CheckDecals ();
R_SetDecals (!(decals_enabled));
Con_Printf ("All Decals are %s.\n", !decals_enabled ? "disabled" : "enabled");
}