reaction/code/cgame/cg_particles.c
2013-01-04 13:27:22 +00:00

1925 lines
39 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.8 2006/04/14 18:16:31 makro
// no message
//
// Revision 1.7 2003/03/29 18:53:41 jbravo
// Fixed ammo bug when dropping bandolier. Added color to more errormessages
//
// Revision 1.6 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.5 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.4 2001/12/31 16:28:41 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Rafael particles
// cg_particles.c
#include "cg_local.h"
#define BLOODRED 2
#define EMISIVEFADE 3
#define GREY75 4
typedef struct particle_s {
struct particle_s *next;
float time;
float endtime;
vec3_t org;
vec3_t vel;
vec3_t accel;
int color;
float colorvel;
float alpha;
float alphavel;
int type;
qhandle_t pshader;
float height;
float width;
float endheight;
float endwidth;
float start;
float end;
float startfade;
qboolean rotate;
int snum;
qboolean link;
// Ridah
int shaderAnim;
int roll;
int accumroll;
} cparticle_t;
typedef enum {
P_NONE,
P_WEATHER,
P_FLAT,
P_SMOKE,
P_ROTATE,
P_WEATHER_TURBULENT,
P_ANIM, // Ridah
P_BAT,
P_BLEED,
P_FLAT_SCALEUP,
P_FLAT_SCALEUP_FADE,
P_WEATHER_FLURRY,
P_SMOKE_IMPACT,
P_BUBBLE,
P_BUBBLE_TURBULENT,
P_SPRITE
} particle_type_t;
#define MAX_SHADER_ANIMS 32
#define MAX_SHADER_ANIM_FRAMES 64
static char *shaderAnimNames[MAX_SHADER_ANIMS] = {
"explode1",
"blacksmokeanim",
"twiltb2",
"expblue",
"blacksmokeanimb", // uses 'explode1' sequence
"blood",
NULL
};
static qhandle_t shaderAnims[MAX_SHADER_ANIMS][MAX_SHADER_ANIM_FRAMES];
static int shaderAnimCounts[MAX_SHADER_ANIMS] = {
23,
25,
45,
25,
23,
5,
};
static float shaderAnimSTRatio[MAX_SHADER_ANIMS] = {
1.405f,
1.0f,
1.0f,
1.0f,
1.0f,
1.0f,
};
static int numShaderAnims;
// done.
#define PARTICLE_GRAVITY 40
#define MAX_PARTICLES 1024 * 8
cparticle_t *active_particles, *free_particles;
cparticle_t particles[MAX_PARTICLES];
int cl_numparticles = MAX_PARTICLES;
qboolean initparticles = qfalse;
vec3_t vforward, vright, vup;
vec3_t rforward, rright, rup;
float oldtime;
/*
===============
CL_ClearParticles
===============
*/
void CG_ClearParticles(void)
{
int i;
memset(particles, 0, sizeof(particles));
free_particles = &particles[0];
active_particles = NULL;
for (i = 0; i < cl_numparticles; i++) {
particles[i].next = &particles[i + 1];
particles[i].type = 0;
}
particles[cl_numparticles - 1].next = NULL;
oldtime = cg.time;
// Ridah, init the shaderAnims
for (i = 0; shaderAnimNames[i]; i++) {
int j;
for (j = 0; j < shaderAnimCounts[i]; j++) {
shaderAnims[i][j] = trap_R_RegisterShader(va("%s%i", shaderAnimNames[i], j + 1));
}
}
numShaderAnims = i;
// done.
initparticles = qtrue;
}
/*
=====================
CG_AddParticleToScene
=====================
*/
void CG_AddParticleToScene(cparticle_t * p, vec3_t org, float alpha)
{
vec3_t point;
polyVert_t verts[4];
float width;
float height;
float time, time2;
float ratio;
float invratio;
vec3_t color;
polyVert_t TRIverts[3];
vec3_t rright2, rup2;
if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY || p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) { // create a front facing polygon
if (p->type != P_WEATHER_FLURRY) {
if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) {
if (org[2] > p->end) {
p->time = cg.time;
VectorCopy(org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground
p->org[2] = (p->start + crandom() * 4);
if (p->type == P_BUBBLE_TURBULENT) {
p->vel[0] = crandom() * 4;
p->vel[1] = crandom() * 4;
}
}
} else {
if (org[2] < p->end) {
p->time = cg.time;
VectorCopy(org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground
while (p->org[2] < p->end) {
p->org[2] += (p->start - p->end);
}
if (p->type == P_WEATHER_TURBULENT) {
p->vel[0] = crandom() * 16;
p->vel[1] = crandom() * 16;
}
}
}
// Rafael snow pvs check
if (!p->link)
return;
p->alpha = 1;
}
// Ridah, had to do this or MAX_POLYS is being exceeded in village1.bsp
if (Distance(cg.snap->ps.origin, org) > 1024) {
return;
}
// done.
if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) {
VectorMA(org, -p->height, vup, point);
VectorMA(point, -p->width, vright, point);
VectorCopy(point, verts[0].xyz);
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255 * p->alpha;
VectorMA(org, -p->height, vup, point);
VectorMA(point, p->width, vright, point);
VectorCopy(point, verts[1].xyz);
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255 * p->alpha;
VectorMA(org, p->height, vup, point);
VectorMA(point, p->width, vright, point);
VectorCopy(point, verts[2].xyz);
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255 * p->alpha;
VectorMA(org, p->height, vup, point);
VectorMA(point, -p->width, vright, point);
VectorCopy(point, verts[3].xyz);
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255 * p->alpha;
} else {
VectorMA(org, -p->height, vup, point);
VectorMA(point, -p->width, vright, point);
VectorCopy(point, TRIverts[0].xyz);
TRIverts[0].st[0] = 1;
TRIverts[0].st[1] = 0;
TRIverts[0].modulate[0] = 255;
TRIverts[0].modulate[1] = 255;
TRIverts[0].modulate[2] = 255;
TRIverts[0].modulate[3] = 255 * p->alpha;
VectorMA(org, p->height, vup, point);
VectorMA(point, -p->width, vright, point);
VectorCopy(point, TRIverts[1].xyz);
TRIverts[1].st[0] = 0;
TRIverts[1].st[1] = 0;
TRIverts[1].modulate[0] = 255;
TRIverts[1].modulate[1] = 255;
TRIverts[1].modulate[2] = 255;
TRIverts[1].modulate[3] = 255 * p->alpha;
VectorMA(org, p->height, vup, point);
VectorMA(point, p->width, vright, point);
VectorCopy(point, TRIverts[2].xyz);
TRIverts[2].st[0] = 0;
TRIverts[2].st[1] = 1;
TRIverts[2].modulate[0] = 255;
TRIverts[2].modulate[1] = 255;
TRIverts[2].modulate[2] = 255;
TRIverts[2].modulate[3] = 255 * p->alpha;
}
} else if (p->type == P_SPRITE) {
vec3_t rr, ru;
vec3_t rotate_ang;
VectorSet(color, 1.0, 1.0, 1.0);
time = cg.time - p->time;
time2 = p->endtime - p->time;
ratio = time / time2;
width = p->width + (ratio * (p->endwidth - p->width));
height = p->height + (ratio * (p->endheight - p->height));
if (p->roll) {
vectoangles(cg.refdef.viewaxis[0], rotate_ang);
rotate_ang[ROLL] += p->roll;
AngleVectors(rotate_ang, NULL, rr, ru);
}
if (p->roll) {
VectorMA(org, -height, ru, point);
VectorMA(point, -width, rr, point);
} else {
VectorMA(org, -height, vup, point);
VectorMA(point, -width, vright, point);
}
VectorCopy(point, verts[0].xyz);
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
if (p->roll) {
VectorMA(point, 2 * height, ru, point);
} else {
VectorMA(point, 2 * height, vup, point);
}
VectorCopy(point, verts[1].xyz);
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
if (p->roll) {
VectorMA(point, 2 * width, rr, point);
} else {
VectorMA(point, 2 * width, vright, point);
}
VectorCopy(point, verts[2].xyz);
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
if (p->roll) {
VectorMA(point, -2 * height, ru, point);
} else {
VectorMA(point, -2 * height, vup, point);
}
VectorCopy(point, verts[3].xyz);
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255;
} else if (p->type == P_SMOKE || p->type == P_SMOKE_IMPACT) { // create a front rotating facing polygon
if (p->type == P_SMOKE_IMPACT && Distance(cg.snap->ps.origin, org) > 1024) {
return;
}
if (p->color == BLOODRED)
VectorSet(color, 0.22f, 0.0f, 0.0f);
else if (p->color == GREY75) {
float len;
float greyit;
float val;
len = Distance(cg.snap->ps.origin, org);
if (!len)
len = 1;
val = 4096 / len;
greyit = 0.25 * val;
if (greyit > 0.5)
greyit = 0.5;
VectorSet(color, greyit, greyit, greyit);
} else
VectorSet(color, 1.0, 1.0, 1.0);
time = cg.time - p->time;
time2 = p->endtime - p->time;
ratio = time / time2;
if (cg.time > p->startfade) {
invratio = 1 - ((cg.time - p->startfade) / (p->endtime - p->startfade));
if (p->color == EMISIVEFADE) {
float fval;
fval = (invratio * invratio);
if (fval < 0)
fval = 0;
VectorSet(color, fval, fval, fval);
}
invratio *= p->alpha;
} else
invratio = 1 * p->alpha;
if (cgs.glconfig.hardwareType == GLHW_RAGEPRO)
invratio = 1;
if (invratio > 1)
invratio = 1;
width = p->width + (ratio * (p->endwidth - p->width));
height = p->height + (ratio * (p->endheight - p->height));
if (p->type != P_SMOKE_IMPACT) {
vec3_t temp;
vectoangles(rforward, temp);
p->accumroll += p->roll;
temp[ROLL] += p->accumroll * 0.1;
AngleVectors(temp, NULL, rright2, rup2);
} else {
VectorCopy(rright, rright2);
VectorCopy(rup, rup2);
}
if (p->rotate) {
VectorMA(org, -height, rup2, point);
VectorMA(point, -width, rright2, point);
} else {
VectorMA(org, -p->height, vup, point);
VectorMA(point, -p->width, vright, point);
}
VectorCopy(point, verts[0].xyz);
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255 * color[0];
verts[0].modulate[1] = 255 * color[1];
verts[0].modulate[2] = 255 * color[2];
verts[0].modulate[3] = 255 * invratio;
if (p->rotate) {
VectorMA(org, -height, rup2, point);
VectorMA(point, width, rright2, point);
} else {
VectorMA(org, -p->height, vup, point);
VectorMA(point, p->width, vright, point);
}
VectorCopy(point, verts[1].xyz);
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255 * color[0];
verts[1].modulate[1] = 255 * color[1];
verts[1].modulate[2] = 255 * color[2];
verts[1].modulate[3] = 255 * invratio;
if (p->rotate) {
VectorMA(org, height, rup2, point);
VectorMA(point, width, rright2, point);
} else {
VectorMA(org, p->height, vup, point);
VectorMA(point, p->width, vright, point);
}
VectorCopy(point, verts[2].xyz);
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255 * color[0];
verts[2].modulate[1] = 255 * color[1];
verts[2].modulate[2] = 255 * color[2];
verts[2].modulate[3] = 255 * invratio;
if (p->rotate) {
VectorMA(org, height, rup2, point);
VectorMA(point, -width, rright2, point);
} else {
VectorMA(org, p->height, vup, point);
VectorMA(point, -p->width, vright, point);
}
VectorCopy(point, verts[3].xyz);
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255 * color[0];
verts[3].modulate[1] = 255 * color[1];
verts[3].modulate[2] = 255 * color[2];
verts[3].modulate[3] = 255 * invratio;
} else if (p->type == P_BLEED) {
vec3_t rr, ru;
vec3_t rotate_ang;
float alpha;
alpha = p->alpha;
if (cgs.glconfig.hardwareType == GLHW_RAGEPRO)
alpha = 1;
if (p->roll) {
vectoangles(cg.refdef.viewaxis[0], rotate_ang);
rotate_ang[ROLL] += p->roll;
AngleVectors(rotate_ang, NULL, rr, ru);
} else {
VectorCopy(vup, ru);
VectorCopy(vright, rr);
}
VectorMA(org, -p->height, ru, point);
VectorMA(point, -p->width, rr, point);
VectorCopy(point, verts[0].xyz);
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 111;
verts[0].modulate[1] = 19;
verts[0].modulate[2] = 9;
verts[0].modulate[3] = 255 * alpha;
VectorMA(org, -p->height, ru, point);
VectorMA(point, p->width, rr, point);
VectorCopy(point, verts[1].xyz);
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 111;
verts[1].modulate[1] = 19;
verts[1].modulate[2] = 9;
verts[1].modulate[3] = 255 * alpha;
VectorMA(org, p->height, ru, point);
VectorMA(point, p->width, rr, point);
VectorCopy(point, verts[2].xyz);
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 111;
verts[2].modulate[1] = 19;
verts[2].modulate[2] = 9;
verts[2].modulate[3] = 255 * alpha;
VectorMA(org, p->height, ru, point);
VectorMA(point, -p->width, rr, point);
VectorCopy(point, verts[3].xyz);
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 111;
verts[3].modulate[1] = 19;
verts[3].modulate[2] = 9;
verts[3].modulate[3] = 255 * alpha;
} else if (p->type == P_FLAT_SCALEUP) {
float width, height;
float sinR, cosR;
if (p->color == BLOODRED)
VectorSet(color, 1, 1, 1);
else
VectorSet(color, 0.5, 0.5, 0.5);
time = cg.time - p->time;
time2 = p->endtime - p->time;
ratio = time / time2;
width = p->width + (ratio * (p->endwidth - p->width));
height = p->height + (ratio * (p->endheight - p->height));
if (width > p->endwidth)
width = p->endwidth;
if (height > p->endheight)
height = p->endheight;
sinR = height * sin(DEG2RAD(p->roll)) * sqrt(2);
cosR = width * cos(DEG2RAD(p->roll)) * sqrt(2);
VectorCopy(org, verts[0].xyz);
verts[0].xyz[0] -= sinR;
verts[0].xyz[1] -= cosR;
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255 * color[0];
verts[0].modulate[1] = 255 * color[1];
verts[0].modulate[2] = 255 * color[2];
verts[0].modulate[3] = 255;
VectorCopy(org, verts[1].xyz);
verts[1].xyz[0] -= cosR;
verts[1].xyz[1] += sinR;
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255 * color[0];
verts[1].modulate[1] = 255 * color[1];
verts[1].modulate[2] = 255 * color[2];
verts[1].modulate[3] = 255;
VectorCopy(org, verts[2].xyz);
verts[2].xyz[0] += sinR;
verts[2].xyz[1] += cosR;
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255 * color[0];
verts[2].modulate[1] = 255 * color[1];
verts[2].modulate[2] = 255 * color[2];
verts[2].modulate[3] = 255;
VectorCopy(org, verts[3].xyz);
verts[3].xyz[0] += cosR;
verts[3].xyz[1] -= sinR;
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255 * color[0];
verts[3].modulate[1] = 255 * color[1];
verts[3].modulate[2] = 255 * color[2];
verts[3].modulate[3] = 255;
} else if (p->type == P_FLAT) {
VectorCopy(org, verts[0].xyz);
verts[0].xyz[0] -= p->height;
verts[0].xyz[1] -= p->width;
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
VectorCopy(org, verts[1].xyz);
verts[1].xyz[0] -= p->height;
verts[1].xyz[1] += p->width;
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
VectorCopy(org, verts[2].xyz);
verts[2].xyz[0] += p->height;
verts[2].xyz[1] += p->width;
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
VectorCopy(org, verts[3].xyz);
verts[3].xyz[0] += p->height;
verts[3].xyz[1] -= p->width;
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255;
}
// Ridah
else if (p->type == P_ANIM) {
vec3_t rr, ru;
vec3_t rotate_ang;
int i, j;
time = cg.time - p->time;
time2 = p->endtime - p->time;
ratio = time / time2;
if (ratio >= 1.0f) {
ratio = 0.9999f;
}
width = p->width + (ratio * (p->endwidth - p->width));
height = p->height + (ratio * (p->endheight - p->height));
// if we are "inside" this sprite, don't draw
if (Distance(cg.snap->ps.origin, org) < width / 1.5) {
return;
}
i = p->shaderAnim;
j = (int) floor(ratio * shaderAnimCounts[p->shaderAnim]);
p->pshader = shaderAnims[i][j];
if (p->roll) {
vectoangles(cg.refdef.viewaxis[0], rotate_ang);
rotate_ang[ROLL] += p->roll;
AngleVectors(rotate_ang, NULL, rr, ru);
}
if (p->roll) {
VectorMA(org, -height, ru, point);
VectorMA(point, -width, rr, point);
} else {
VectorMA(org, -height, vup, point);
VectorMA(point, -width, vright, point);
}
VectorCopy(point, verts[0].xyz);
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
if (p->roll) {
VectorMA(point, 2 * height, ru, point);
} else {
VectorMA(point, 2 * height, vup, point);
}
VectorCopy(point, verts[1].xyz);
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
if (p->roll) {
VectorMA(point, 2 * width, rr, point);
} else {
VectorMA(point, 2 * width, vright, point);
}
VectorCopy(point, verts[2].xyz);
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
if (p->roll) {
VectorMA(point, -2 * height, ru, point);
} else {
VectorMA(point, -2 * height, vup, point);
}
VectorCopy(point, verts[3].xyz);
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255;
}
// done.
if (!p->pshader) {
// (SA) temp commented out for DM
// CG_Printf ("CG_AddParticleToScene type %d p->pshader == ZERO\n", p->type);
return;
}
if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY)
trap_R_AddPolyToScene(p->pshader, 3, TRIverts);
else
trap_R_AddPolyToScene(p->pshader, 4, verts);
}
// Ridah, made this static so it doesn't interfere with other files
static float roll = 0.0;
/*
===============
CG_AddParticles
===============
*/
void CG_AddParticles(void)
{
cparticle_t *p, *next;
float alpha;
float time, time2;
vec3_t org;
// int color;
cparticle_t *active, *tail;
// int type;
vec3_t rotate_ang;
if (!initparticles)
CG_ClearParticles();
VectorCopy(cg.refdef.viewaxis[0], vforward);
VectorCopy(cg.refdef.viewaxis[1], vright);
VectorCopy(cg.refdef.viewaxis[2], vup);
vectoangles(cg.refdef.viewaxis[0], rotate_ang);
roll += ((cg.time - oldtime) * 0.1);
rotate_ang[ROLL] += (roll * 0.9);
AngleVectors(rotate_ang, rforward, rright, rup);
oldtime = cg.time;
active = NULL;
tail = NULL;
for (p = active_particles; p; p = next) {
next = p->next;
time = (cg.time - p->time) * 0.001;
alpha = p->alpha + time * p->alphavel;
if (alpha <= 0) { // faded out
p->next = free_particles;
free_particles = p;
p->type = 0;
p->color = 0;
p->alpha = 0;
continue;
}
if (p->type == P_SMOKE || p->type == P_ANIM || p->type == P_BLEED || p->type == P_SMOKE_IMPACT) {
if (cg.time > p->endtime) {
p->next = free_particles;
free_particles = p;
p->type = 0;
p->color = 0;
p->alpha = 0;
continue;
}
}
if (p->type == P_WEATHER_FLURRY) {
if (cg.time > p->endtime) {
p->next = free_particles;
free_particles = p;
p->type = 0;
p->color = 0;
p->alpha = 0;
continue;
}
}
if (p->type == P_FLAT_SCALEUP_FADE) {
if (cg.time > p->endtime) {
p->next = free_particles;
free_particles = p;
p->type = 0;
p->color = 0;
p->alpha = 0;
continue;
}
}
if ((p->type == P_BAT || p->type == P_SPRITE) && p->endtime < 0) {
// temporary sprite
CG_AddParticleToScene(p, p->org, alpha);
p->next = free_particles;
free_particles = p;
p->type = 0;
p->color = 0;
p->alpha = 0;
continue;
}
p->next = NULL;
if (!tail)
active = tail = p;
else {
tail->next = p;
tail = p;
}
if (alpha > 1.0)
alpha = 1;
// color = p->color;
time2 = time * time;
org[0] = p->org[0] + p->vel[0] * time + p->accel[0] * time2;
org[1] = p->org[1] + p->vel[1] * time + p->accel[1] * time2;
org[2] = p->org[2] + p->vel[2] * time + p->accel[2] * time2;
// type = p->type;
CG_AddParticleToScene(p, org, alpha);
}
active_particles = active;
}
/*
======================
CG_AddParticles
======================
*/
void CG_ParticleSnowFlurry(qhandle_t pshader, centity_t * cent)
{
cparticle_t *p;
qboolean turb = qtrue;
if (!pshader)
CG_Printf("^1CG_ParticleSnowFlurry pshader == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->color = 0;
p->alpha = 0.90f;
p->alphavel = 0;
p->start = cent->currentState.origin2[0];
p->end = cent->currentState.origin2[1];
p->endtime = cg.time + cent->currentState.time;
p->startfade = cg.time + cent->currentState.time2;
p->pshader = pshader;
if (rand() % 100 > 90) {
p->height = 32;
p->width = 32;
p->alpha = 0.10f;
} else {
p->height = 1;
p->width = 1;
}
p->vel[2] = -20;
p->type = P_WEATHER_FLURRY;
if (turb)
p->vel[2] = -10;
VectorCopy(cent->currentState.origin, p->org);
p->org[0] = p->org[0];
p->org[1] = p->org[1];
p->org[2] = p->org[2];
p->vel[0] = p->vel[1] = 0;
p->accel[0] = p->accel[1] = p->accel[2] = 0;
p->vel[0] += cent->currentState.angles[0] * 32 + (crandom() * 16);
p->vel[1] += cent->currentState.angles[1] * 32 + (crandom() * 16);
p->vel[2] += cent->currentState.angles[2];
if (turb) {
p->accel[0] = crandom() * 16;
p->accel[1] = crandom() * 16;
}
}
void CG_ParticleSnow(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum)
{
cparticle_t *p;
if (!pshader)
CG_Printf("^1CG_ParticleSnow pshader == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->color = 0;
p->alpha = 0.40f;
p->alphavel = 0;
p->start = origin[2];
p->end = origin2[2];
p->pshader = pshader;
p->height = 1;
p->width = 1;
p->vel[2] = -50;
if (turb) {
p->type = P_WEATHER_TURBULENT;
p->vel[2] = -50 * 1.3;
} else {
p->type = P_WEATHER;
}
VectorCopy(origin, p->org);
p->org[0] = p->org[0] + (crandom() * range);
p->org[1] = p->org[1] + (crandom() * range);
p->org[2] = p->org[2] + (crandom() * (p->start - p->end));
p->vel[0] = p->vel[1] = 0;
p->accel[0] = p->accel[1] = p->accel[2] = 0;
if (turb) {
p->vel[0] = crandom() * 16;
p->vel[1] = crandom() * 16;
}
// Rafael snow pvs check
p->snum = snum;
p->link = qtrue;
}
void CG_ParticleBubble(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum)
{
cparticle_t *p;
float randsize;
if (!pshader)
CG_Printf("^1CG_ParticleSnow pshader == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->color = 0;
p->alpha = 0.40f;
p->alphavel = 0;
p->start = origin[2];
p->end = origin2[2];
p->pshader = pshader;
randsize = 1 + (crandom() * 0.5);
p->height = randsize;
p->width = randsize;
p->vel[2] = 50 + (crandom() * 10);
if (turb) {
p->type = P_BUBBLE_TURBULENT;
p->vel[2] = 50 * 1.3;
} else {
p->type = P_BUBBLE;
}
VectorCopy(origin, p->org);
p->org[0] = p->org[0] + (crandom() * range);
p->org[1] = p->org[1] + (crandom() * range);
p->org[2] = p->org[2] + (crandom() * (p->start - p->end));
p->vel[0] = p->vel[1] = 0;
p->accel[0] = p->accel[1] = p->accel[2] = 0;
if (turb) {
p->vel[0] = crandom() * 4;
p->vel[1] = crandom() * 4;
}
// Rafael snow pvs check
p->snum = snum;
p->link = qtrue;
}
void CG_ParticleSmoke(qhandle_t pshader, centity_t * cent)
{
// using cent->density = enttime
// cent->frame = startfade
cparticle_t *p;
if (!pshader)
CG_Printf("^1CG_ParticleSmoke == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->endtime = cg.time + cent->currentState.time;
p->startfade = cg.time + cent->currentState.time2;
p->color = 0;
p->alpha = 1.0;
p->alphavel = 0;
p->start = cent->currentState.origin[2];
p->end = cent->currentState.origin2[2];
p->pshader = pshader;
p->rotate = qfalse;
p->height = 8;
p->width = 8;
p->endheight = 32;
p->endwidth = 32;
p->type = P_SMOKE;
VectorCopy(cent->currentState.origin, p->org);
p->vel[0] = p->vel[1] = 0;
p->accel[0] = p->accel[1] = p->accel[2] = 0;
p->vel[2] = 5;
if (cent->currentState.frame == 1) // reverse gravity
p->vel[2] *= -1;
p->roll = 8 + (crandom() * 4);
}
void CG_ParticleBulletDebris(vec3_t org, vec3_t vel, int duration)
{
cparticle_t *p;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->endtime = cg.time + duration;
p->startfade = cg.time + duration / 2;
p->color = EMISIVEFADE;
p->alpha = 1.0;
p->alphavel = 0;
p->height = 0.5;
p->width = 0.5;
p->endheight = 0.5;
p->endwidth = 0.5;
p->pshader = cgs.media.tracerShader;
p->type = P_SMOKE;
VectorCopy(org, p->org);
p->vel[0] = vel[0];
p->vel[1] = vel[1];
p->vel[2] = vel[2];
p->accel[0] = p->accel[1] = p->accel[2] = 0;
p->accel[2] = -60;
p->vel[2] += -20;
}
/*
======================
CG_ParticleExplosion
======================
*/
void CG_ParticleExplosion(char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd)
{
cparticle_t *p;
int anim;
if (animStr < (char *) 10)
CG_Error("CG_ParticleExplosion: animStr is probably an index rather than a string");
// find the animation string
for (anim = 0; shaderAnimNames[anim]; anim++) {
// JBravo - It was stricmp. Changed to Q_stricmp
if (!Q_stricmp(animStr, shaderAnimNames[anim]))
break;
}
if (!shaderAnimNames[anim]) {
CG_Error("CG_ParticleExplosion: unknown animation string: %s", animStr);
return;
}
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->alpha = 1.0;
p->alphavel = 0;
if (duration < 0) {
duration *= -1;
p->roll = 0;
} else {
p->roll = crandom() * 179;
}
p->shaderAnim = anim;
p->width = sizeStart;
p->height = sizeStart * shaderAnimSTRatio[anim]; // for sprites that are stretch in either direction
p->endheight = sizeEnd;
p->endwidth = sizeEnd * shaderAnimSTRatio[anim];
p->endtime = cg.time + duration;
p->type = P_ANIM;
VectorCopy(origin, p->org);
VectorCopy(vel, p->vel);
VectorClear(p->accel);
}
// Rafael Shrapnel
void CG_AddParticleShrapnel(localEntity_t * le)
{
return;
}
// done.
int CG_NewParticleArea(int num)
{
// const char *str;
char *str;
char *token;
int type;
vec3_t origin, origin2;
int i;
float range = 0;
int turb;
int numparticles;
int snum;
str = (char *) CG_ConfigString(num);
if (!str[0])
return (0);
// returns type 128 64 or 32
token = COM_Parse(&str);
type = atoi(token);
if (type == 1)
range = 128;
else if (type == 2)
range = 64;
else if (type == 3)
range = 32;
else if (type == 0)
range = 256;
else if (type == 4)
range = 8;
else if (type == 5)
range = 16;
else if (type == 6)
range = 32;
else if (type == 7)
range = 64;
for (i = 0; i < 3; i++) {
token = COM_Parse(&str);
origin[i] = atof(token);
}
for (i = 0; i < 3; i++) {
token = COM_Parse(&str);
origin2[i] = atof(token);
}
token = COM_Parse(&str);
numparticles = atoi(token);
token = COM_Parse(&str);
turb = atoi(token);
token = COM_Parse(&str);
snum = atoi(token);
for (i = 0; i < numparticles; i++) {
if (type >= 4)
CG_ParticleBubble(cgs.media.waterBubbleShader, origin, origin2, turb, range, snum);
else
CG_ParticleSnow(cgs.media.waterBubbleShader, origin, origin2, turb, range, snum);
}
return (1);
}
void CG_SnowLink(centity_t * cent, qboolean particleOn)
{
cparticle_t *p, *next;
int id;
id = cent->currentState.frame;
for (p = active_particles; p; p = next) {
next = p->next;
if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT) {
if (p->snum == id) {
if (particleOn)
p->link = qtrue;
else
p->link = qfalse;
}
}
}
}
void CG_ParticleImpactSmokePuff(qhandle_t pshader, vec3_t origin)
{
cparticle_t *p;
if (!pshader)
CG_Printf("^1CG_ParticleImpactSmokePuff pshader == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->alpha = 0.25;
p->alphavel = 0;
p->roll = crandom() * 179;
p->pshader = pshader;
p->endtime = cg.time + 1000;
p->startfade = cg.time + 100;
p->width = rand() % 4 + 8;
p->height = rand() % 4 + 8;
p->endheight = p->height * 2;
p->endwidth = p->width * 2;
p->endtime = cg.time + 500;
p->type = P_SMOKE_IMPACT;
VectorCopy(origin, p->org);
VectorSet(p->vel, 0, 0, 20);
VectorSet(p->accel, 0, 0, 20);
p->rotate = qtrue;
}
void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration)
{
cparticle_t *p;
if (!pshader)
CG_Printf("^1CG_Particle_Bleed pshader == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->alpha = 1.0;
p->alphavel = 0;
p->roll = 0;
p->pshader = pshader;
p->endtime = cg.time + duration;
if (fleshEntityNum)
p->startfade = cg.time;
else
p->startfade = cg.time + 100;
p->width = 4;
p->height = 4;
p->endheight = 4 + rand() % 3;
p->endwidth = p->endheight;
p->type = P_SMOKE;
VectorCopy(start, p->org);
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = -20;
VectorClear(p->accel);
p->rotate = qfalse;
p->roll = rand() % 179;
p->color = BLOODRED;
p->alpha = 0.75;
}
void CG_Particle_OilParticle(qhandle_t pshader, centity_t * cent)
{
cparticle_t *p;
int time;
int time2;
float ratio;
float duration = 1500;
time = cg.time;
time2 = cg.time + cent->currentState.time;
ratio = (float) 1 - ((float) time / (float) time2);
if (!pshader)
CG_Printf("^1CG_Particle_OilParticle == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->alpha = 1.0;
p->alphavel = 0;
p->roll = 0;
p->pshader = pshader;
p->endtime = cg.time + duration;
p->startfade = p->endtime;
p->width = 1;
p->height = 3;
p->endheight = 3;
p->endwidth = 1;
p->type = P_SMOKE;
VectorCopy(cent->currentState.origin, p->org);
p->vel[0] = (cent->currentState.origin2[0] * (16 * ratio));
p->vel[1] = (cent->currentState.origin2[1] * (16 * ratio));
p->vel[2] = (cent->currentState.origin2[2]);
p->snum = 1.0f;
VectorClear(p->accel);
p->accel[2] = -20;
p->rotate = qfalse;
p->roll = rand() % 179;
p->alpha = 0.75;
}
void CG_Particle_OilSlick(qhandle_t pshader, centity_t * cent)
{
cparticle_t *p;
if (!pshader)
CG_Printf("^1CG_Particle_OilSlick == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
if (cent->currentState.angles2[2])
p->endtime = cg.time + cent->currentState.angles2[2];
else
p->endtime = cg.time + 60000;
p->startfade = p->endtime;
p->alpha = 1.0;
p->alphavel = 0;
p->roll = 0;
p->pshader = pshader;
if (cent->currentState.angles2[0] || cent->currentState.angles2[1]) {
p->width = cent->currentState.angles2[0];
p->height = cent->currentState.angles2[0];
p->endheight = cent->currentState.angles2[1];
p->endwidth = cent->currentState.angles2[1];
} else {
p->width = 8;
p->height = 8;
p->endheight = 16;
p->endwidth = 16;
}
p->type = P_FLAT_SCALEUP;
p->snum = 1.0;
VectorCopy(cent->currentState.origin, p->org);
p->org[2] += 0.55 + (crandom() * 0.5);
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = 0;
VectorClear(p->accel);
p->rotate = qfalse;
p->roll = rand() % 179;
p->alpha = 0.75;
}
void CG_OilSlickRemove(centity_t * cent)
{
cparticle_t *p, *next;
int id;
id = 1.0f;
if (!id)
CG_Printf("^1CG_OilSlickRevove NULL id\n");
for (p = active_particles; p; p = next) {
next = p->next;
if (p->type == P_FLAT_SCALEUP) {
if (p->snum == id) {
p->endtime = cg.time + 100;
p->startfade = p->endtime;
p->type = P_FLAT_SCALEUP_FADE;
}
}
}
}
qboolean ValidBloodPool(vec3_t start)
{
#define EXTRUDE_DIST 0.5
vec3_t angles;
vec3_t right, up;
vec3_t this_pos, x_pos, center_pos, end_pos;
int x, y;
int fwidth, fheight;
trace_t trace;
vec3_t normal;
fwidth = 16;
fheight = 16;
VectorSet(normal, 0, 0, 1);
vectoangles(normal, angles);
AngleVectors(angles, NULL, right, up);
VectorMA(start, EXTRUDE_DIST, normal, center_pos);
for (x = -fwidth / 2; x < fwidth; x += fwidth) {
VectorMA(center_pos, x, right, x_pos);
for (y = -fheight / 2; y < fheight; y += fheight) {
VectorMA(x_pos, y, up, this_pos);
VectorMA(this_pos, -EXTRUDE_DIST * 2, normal, end_pos);
CG_Trace(&trace, this_pos, NULL, NULL, end_pos, -1, CONTENTS_SOLID);
if (trace.entityNum < ENTITYNUM_WORLD) // may only land on world
return qfalse;
if (!(!trace.startsolid && trace.fraction < 1))
return qfalse;
}
}
return qtrue;
}
void CG_BloodPool(localEntity_t * le, qhandle_t pshader, trace_t * tr)
{
cparticle_t *p;
qboolean legit;
vec3_t start;
float rndSize;
if (!pshader)
CG_Printf("^1CG_BloodPool pshader == ZERO!\n");
if (!free_particles)
return;
VectorCopy(tr->endpos, start);
legit = ValidBloodPool(start);
if (!legit)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->endtime = cg.time + 3000;
p->startfade = p->endtime;
p->alpha = 1.0;
p->alphavel = 0;
p->roll = 0;
p->pshader = pshader;
rndSize = 0.4 + random() * 0.6;
p->width = 8 * rndSize;
p->height = 8 * rndSize;
p->endheight = 16 * rndSize;
p->endwidth = 16 * rndSize;
p->type = P_FLAT_SCALEUP;
VectorCopy(start, p->org);
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = 0;
VectorClear(p->accel);
p->rotate = qfalse;
p->roll = rand() % 179;
p->alpha = 0.75;
p->color = BLOODRED;
}
#define NORMALSIZE 16
#define LARGESIZE 32
void CG_ParticleBloodCloud(centity_t * cent, vec3_t origin, vec3_t dir)
{
float length;
float dist;
float crittersize;
vec3_t angles, forward;
vec3_t point;
cparticle_t *p;
int i;
dist = 0;
length = VectorLength(dir);
vectoangles(dir, angles);
AngleVectors(angles, forward, NULL, NULL);
crittersize = LARGESIZE;
if (length)
dist = length / crittersize;
if (dist < 1)
dist = 1;
VectorCopy(origin, point);
for (i = 0; i < dist; i++) {
VectorMA(point, crittersize, forward, point);
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->alpha = 1.0;
p->alphavel = 0;
p->roll = 0;
p->pshader = cgs.media.smokePuffShader;
p->endtime = cg.time + 350 + (crandom() * 100);
p->startfade = cg.time;
p->width = LARGESIZE;
p->height = LARGESIZE;
p->endheight = LARGESIZE;
p->endwidth = LARGESIZE;
p->type = P_SMOKE;
VectorCopy(origin, p->org);
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = -1;
VectorClear(p->accel);
p->rotate = qfalse;
p->roll = rand() % 179;
p->color = BLOODRED;
p->alpha = 0.75;
}
}
// JBravo - there was "float scale" missing from the declaration here. Caused errors under linux.
void CG_ParticleSparks(vec3_t org, vec3_t vel, int duration, float x, float y, float speed, float scale)
{
cparticle_t *p;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->endtime = cg.time + duration;
p->startfade = cg.time + duration / 2;
p->color = EMISIVEFADE;
p->alpha = 0.4f;
p->alphavel = 0;
p->height = 0.5;
p->width = 0.5;
p->endheight = 0.5;
p->endwidth = 0.5;
p->pshader = cgs.media.tracerShader;
p->type = P_SMOKE;
VectorCopy(org, p->org);
p->org[0] += (crandom() * x);
p->org[1] += (crandom() * y);
p->vel[0] = vel[0];
p->vel[1] = vel[1];
p->vel[2] = vel[2];
p->accel[0] = p->accel[1] = p->accel[2] = 0;
p->vel[0] += (crandom() * 4);
p->vel[1] += (crandom() * 4);
p->vel[2] += (20 + (crandom() * 10)) * speed;
p->accel[0] = crandom() * 4;
p->accel[1] = crandom() * 4;
}
void CG_ParticleDust(centity_t * cent, vec3_t origin, vec3_t dir)
{
float length;
float dist;
float crittersize;
vec3_t angles, forward;
vec3_t point;
cparticle_t *p;
int i;
dist = 0;
VectorNegate(dir, dir);
length = VectorLength(dir);
vectoangles(dir, angles);
AngleVectors(angles, forward, NULL, NULL);
crittersize = LARGESIZE;
if (length)
dist = length / crittersize;
if (dist < 1)
dist = 1;
VectorCopy(origin, point);
for (i = 0; i < dist; i++) {
VectorMA(point, crittersize, forward, point);
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->alpha = 5.0;
p->alphavel = 0;
p->roll = 0;
p->pshader = cgs.media.smokePuffShader;
// RF, stay around for long enough to expand and dissipate naturally
if (length)
p->endtime = cg.time + 4500 + (crandom() * 3500);
else
p->endtime = cg.time + 750 + (crandom() * 500);
p->startfade = cg.time;
p->width = LARGESIZE;
p->height = LARGESIZE;
// RF, expand while falling
p->endheight = LARGESIZE * 3.0;
p->endwidth = LARGESIZE * 3.0;
if (!length) {
p->width *= 0.2f;
p->height *= 0.2f;
p->endheight = NORMALSIZE;
p->endwidth = NORMALSIZE;
}
p->type = P_SMOKE;
VectorCopy(point, p->org);
p->vel[0] = crandom() * 6;
p->vel[1] = crandom() * 6;
p->vel[2] = random() * 20;
// RF, add some gravity/randomness
p->accel[0] = crandom() * 3;
p->accel[1] = crandom() * 3;
p->accel[2] = -PARTICLE_GRAVITY * 0.4;
VectorClear(p->accel);
p->rotate = qfalse;
p->roll = rand() % 179;
p->alpha = 0.75;
}
}
void CG_ParticleMisc(qhandle_t pshader, vec3_t origin, int size, int duration, float alpha)
{
cparticle_t *p;
if (!pshader)
CG_Printf("^1CG_ParticleImpactSmokePuff pshader == ZERO!\n");
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cg.time;
p->alpha = 1.0;
p->alphavel = 0;
p->roll = rand() % 179;
p->pshader = pshader;
if (duration > 0)
p->endtime = cg.time + duration;
else
p->endtime = duration;
p->startfade = cg.time;
p->width = size;
p->height = size;
p->endheight = size;
p->endwidth = size;
p->type = P_SPRITE;
VectorCopy(origin, p->org);
p->rotate = qfalse;
}