/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "quakedef.h" #include "r_local.h" #include "te_scripts.h" #define MAX_PARTICLES 2048 // default max # of particles at one // time #define MAX_EMITTERS 256 // maximum number of particle emitters #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's // on the command line typedef struct particleemitter_s { ParticleEffect_t *effect; //what to spawn? float die; //when to die? float tick; //time between spawns float nexttick; //time of next tick int count; //how many to spawn on tick vec3_t origin; //where to spawn vec3_t vel; //velocity to base on struct particleemitter_s* next; } ParticleEmitter_t; int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61}; int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66}; int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3}; particle_t *active_particles, *free_particles; particle_t *particles; int r_numparticles; ParticleEmitter_t *emitters, *active_emitters, *free_emitters; ParticleEffect_t *particleEffects; vec3_t r_pright, r_pup, r_ppn; // missing prototypes extern qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace); ParticleEffect_t *ParticleEffectDefinedForName(const char *name); ParticleEffect_t *ParticleEffectForName(const char *name); //fill an effect with default values void DefaultEffect(ParticleEffect_t *eff) { int i; strcpy(eff->name,"noname"); for (i=0; i<3; i++) { eff->emmiterParams1[i] = -16; eff->emmiterParams2[i] = 16; eff->endcolormax[i] = 1; eff->endcolormin[i] = 1; eff->startcolormax[i] = 1; eff->startcolormin[i] = 1; eff->gravity[i] = 0; eff->velocitymax[i] = 0; eff->velocitymin[i] = 0; eff->drag[i] = 1; } eff->emmiterType = emt_box; //currently only box is supported eff->lifemin = 1; eff->lifemax = 1; eff->rotmin = 0; eff->rotmax = 0; eff->growmin = 0; eff->growmax = 0; eff->sizemin = 10; eff->sizemax = 10; eff->srcblend = GL_ONE; eff->dstblend = GL_ONE; eff->numbounces = 1; eff->texture = 0; eff->align = align_view; eff->next = 0; eff->velscale = 1/64; eff->spawn = NULL; } /* ===================== R_InitParticleEffects Parse the particle effects out of the script file ===================== */ void R_AddEffectsScript(const char *filename) { FILE *fin; int token, var, i; ParticleEffect_t *effect; char *buffer; //char newname[256]; char* str; buffer = COM_LoadTempFile (filename); if (!buffer) { Con_Printf("\002Can't load particle effects from: %s\n",filename); return; } SC_Start(buffer,strlen(buffer)); Con_Printf("Loading particle effects from: %s\n",filename); while ( (token = SC_ParseToken()) != TOK_FILE_END) { if (token == TOK_PARTICLE) { str = SC_ParseIdent(); //if it already exists just overwrite the old one... effect = ParticleEffectDefinedForName(str); if (!effect) { effect = (ParticleEffect_t *)Hunk_Alloc(sizeof(ParticleEffect_t)); DefaultEffect(effect); effect->next = particleEffects; particleEffects = effect; strcpy(effect->name,str); //Con_Printf("effect %s\n",effect->name); } else { //Con_Printf("redifinition %s\n",effect->name); } if (SC_ParseToken() != '{') PARSERERROR("'{' expected"); while ((var = SC_ParseToken()) != '}' && (var != TOK_FILE_END) ) { switch (var) { case TOK_EMITTER: //parse emmiter shape str = SC_ParseIdent(); if (!strcmp(str,"box")) { effect->emmiterType = emt_box; } else { PARSERERROR("Unknown emmiter shape"); } //parse emmiter values for (i=0; i<3; i++) effect->emmiterParams1[i] = SC_ParseFloat(); for (i=0; i<3; i++) effect->emmiterParams2[i] = SC_ParseFloat(); break; case TOK_VELOCITY: //parse velocity mins maxs for (i=0; i<3; i++) effect->velocitymin[i] = SC_ParseFloat(); for (i=0; i<3; i++) effect->velocitymax[i] = SC_ParseFloat(); break; case TOK_STARTCOLOR: //parse color mins maxs for (i=0; i<3; i++) effect->startcolormin[i] = SC_ParseFloat(); for (i=0; i<3; i++) effect->startcolormax[i] = SC_ParseFloat(); break; case TOK_ENDCOLOR: //parse color mins maxs for (i=0; i<3; i++) effect->endcolormin[i] = SC_ParseFloat(); for (i=0; i<3; i++) effect->endcolormax[i] = SC_ParseFloat(); break; case TOK_LIFETIME: //parse lifetime mins maxs effect->lifemin = SC_ParseFloat(); effect->lifemax = SC_ParseFloat(); break; case TOK_FLAGS: str = SC_ParseIdent(); break; case TOK_GRAVITY: for (i=0; i<3; i++) effect->gravity[i] = SC_ParseFloat(); break; case TOK_ROTATION: effect->rotmin = SC_ParseFloat(); effect->rotmax = SC_ParseFloat(); break; case TOK_GROW: effect->growmin = SC_ParseFloat(); effect->growmax = SC_ParseFloat(); break; case TOK_SIZE: effect->sizemin = SC_ParseFloat(); effect->sizemax = SC_ParseFloat(); break; case TOK_DRAG: for (i=0; i<3; i++) effect->drag[i] = SC_ParseFloat(); break; case TOK_BLENDFUNC: effect->srcblend = SC_BlendModeForName(SC_ParseIdent()); effect->dstblend = SC_BlendModeForName(SC_ParseIdent()); break; case TOK_BOUNCES: effect->numbounces = (int)SC_ParseFloat(); break; case TOK_MAP: effect->texture = EasyTgaLoad(SC_ParseString()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); break; case TOK_ORIENTATION: str = SC_ParseIdent(); if (!strcmp(str,"view")) { effect->align = align_view; } else if (!strcmp(str,"vel")) { //Con_Printf("Velocity aligned\n"); effect->align = align_vel; effect->velscale = SC_ParseFloat(); } else if (!strcmp(str,"surface")) { //Con_Printf("Velocity aligned\n"); effect->align = align_surf; } else { Con_Printf("\002Script error at line %i: Unknown orientation type %s\n",line_num,str); } break; case TOK_ONHIT: str = SC_ParseIdent(); effect->spawn = ParticleEffectForName(str); if (!effect->spawn) printf("\002Script error at line %i: Particle %s not defined yet \n",line_num,str); break; default: Con_Printf("\002Script error at line %i: Unknown field (id%i/%s) for particle definition\n",line_num,var,str); } } } else if (token == TOK_DECAL) { while ((var = yylex()) != '}') { //do nothing yet... } } else { Con_Printf("\002Script error at line %i: Expected definiton (found id%i/%s)\n",line_num,var,str); } } SC_End(); } void R_InitParticleEffects() { //clear list particleEffects = NULL; //load all scripts COM_FindAllExt("particles","particle",R_AddEffectsScript); } ParticleEffect_t *ParticleEffectDefinedForName(const char *name) { ParticleEffect_t *current; current = particleEffects; while (current) { if (!strcmp(current->name,name)) { return current; } current = current->next; } return NULL; } ParticleEffect_t *ParticleEffectForName(const char *name) { ParticleEffect_t *current; current = ParticleEffectDefinedForName(name); if (!current) Con_Printf("Effect not defined: %s\n",name); return current; } float RandomMinMax(float min, float max) { return min+((rand()%10000)/10000.0)*(max-min); } particle_t *InitParticleFromEffect(ParticleEffect_t *effect, vec3_t org) { particle_t *p; int i; if (!effect) return NULL; if (effect->align == align_surf) { //we can't spawn them here since we need extra information like the surface normal and such... return NULL; } //allocate it if (!free_particles) return NULL; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; //initialize the fields p->lifetime = RandomMinMax(effect->lifemin,effect->lifemax); p->die = cl.time + p->lifetime; for (i=0; i<3; i++) { p->vel[i] = RandomMinMax(effect->velocitymin[i],effect->velocitymax[i]); p->startcolor[i] = RandomMinMax(effect->startcolormin[i],effect->startcolormax[i]); p->endcolor[i] = RandomMinMax(effect->endcolormin[i],effect->endcolormax[i]); p->org[i] = RandomMinMax(effect->emmiterParams1[i],effect->emmiterParams2[i])+org[i]; } p->numbounces = effect->numbounces; p->srcblend = effect->srcblend; p->dstblend = effect->dstblend; p->rspeed = RandomMinMax(effect->rotmin,effect->rotmax); p->growspeed = RandomMinMax(effect->growmin,effect->growmax); p->size = RandomMinMax(effect->sizemin,effect->sizemax); if (effect->align == align_vel) { p->velaligned = true; } else { p->velaligned = false; } p->velscale = effect->velscale; p->texture = effect->texture; p->spawn = effect->spawn; VectorCopy(effect->gravity,p->gravity); VectorCopy(effect->drag,p->drag); return p; } /* =============== R_InitParticles =============== */ void R_InitParticles (void) { int i; i = COM_CheckParm ("-particles"); if (i) { r_numparticles = (int)(Q_atoi(com_argv[i+1])); if (r_numparticles < ABSOLUTE_MIN_PARTICLES) r_numparticles = ABSOLUTE_MIN_PARTICLES; } else { r_numparticles = MAX_PARTICLES; } particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles"); emitters = (ParticleEmitter_t *) Hunk_AllocName (MAX_EMITTERS * sizeof(ParticleEmitter_t), "emitters"); } /* =============== R_ParseBasicEmitter Parse an emitter out of the server message Basic emitters don't actually spawn an emitter... =============== */ void R_ParseBasicEmitter (void) { vec3_t org; int i, count; char *name; ParticleEffect_t *eff; particle_t *p; //Con_Printf("Particle effect!!\n"); //origin to spawn on for (i=0 ; i<3 ; i++) org[i] = MSG_ReadCoord (); //number of particles to spawn count = MSG_ReadByte (); //name of effect to spawn name = MSG_ReadString(); eff = ParticleEffectForName(name); if (!eff) return; for (i=0; inext; emt->next = active_emitters; active_emitters = emt; emt->effect = eff; VectorCopy(org,emt->origin); VectorCopy(vel,emt->vel); emt->die = cl.time+lifetime; emt->tick = tick; emt->count = count; emt->nexttick = 0; } /* =============== R_EntityParticles =============== */ #define NUMVERTEXNORMALS 162 extern float r_avertexnormals[NUMVERTEXNORMALS][3]; vec3_t avelocities[NUMVERTEXNORMALS]; float beamlength = 16; vec3_t avelocity = {23, 7, 3}; float partstep = 0.01; float timescale = 0.01; void R_EntityParticles (entity_t *ent) { int count; int i; particle_t *p; float angle; float sr, sp, sy, cr, cp, cy; vec3_t forward; float dist; ParticleEffect_t *eff; dist = 64; count = 50; if (!avelocities[0][0]) { for (i=0 ; iorigin); if (!p) return; p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength; p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength; p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength; } } /* =============== R_ClearParticles =============== */ void R_ClearParticles (void) { int i; //remove all particles free_particles = &particles[0]; active_particles = NULL; for (i=0 ;ivel); } fclose (f); Con_Printf ("%i points read\n", c); } /* =============== R_ParseParticleEffect Parse an effect out of the server message =============== */ void R_ParseParticleEffect (void) { vec3_t org, dir; int i, count, msgcount, color; for (i=0 ; i<3 ; i++) org[i] = MSG_ReadCoord (); for (i=0 ; i<3 ; i++) dir[i] = MSG_ReadChar () * (1.0/16); msgcount = MSG_ReadByte (); color = MSG_ReadByte (); if (msgcount == 255) count = 1024; else count = msgcount; R_RunParticleEffect (org, dir, color, count); } /* =============== R_ParticleGunHits PENTA: When a gun hits the wall =============== */ void R_ParticleGunHits (vec3_t org, int type) { int i, j; particle_t *p; ParticleEffect_t *eff; /* #define TE_SPIKE 0 #define TE_SUPERSPIKE 1 #define TE_EXPLOSION 3 #define TE_TAREXPLOSION 4 #define TE_LIGHTNING1 5 #define TE_LIGHTNING2 6 #define TE_WIZSPIKE 7 #define TE_KNIGHTSPIKE 8 #define TE_LIGHTNING3 9 #define TE_LAVASPLASH 10 #define TE_TELEPORT 11 #define TE_EXPLOSION2 12 */ switch (type) { //Shotgun hitting wall case TE_GUNSHOT: eff = ParticleEffectForName("pt_gunshot"); for (i=0; i<2; i++) { InitParticleFromEffect(eff,org); } eff = ParticleEffectForName("pt_gunshotsmoke"); for (i=0; i<1; i++) { InitParticleFromEffect(eff,org); } break; //Nails hitting wall case TE_SPIKE: case TE_SUPERSPIKE: for (i=0 ; i<6 ; i++) { eff = ParticleEffectForName("pt_spike"); for (i=0; i<6; i++) { InitParticleFromEffect(eff,org); } } break; //lightining hitting wall case TE_LIGHTNING1: case TE_LIGHTNING2: case TE_LIGHTNING3: eff = ParticleEffectForName("pt_lightning"); for (i=0; i<6; i++) { InitParticleFromEffect(eff,org); } break; default: break; } } /* =============== R_ParticleHitBlood PENTA: Changes =============== */ void R_ParticleHitBlood (vec3_t org, int color) { int i, j; particle_t *p; ParticleEffect_t *eff; //Con_Printf("blood\n"); eff = ParticleEffectForName("pt_hitblood1"); for (i=0 ; i<1 ; i++) { InitParticleFromEffect(eff,org); } eff = ParticleEffectForName("pt_hitblood2"); for (i=0 ; i<2 ; i++) { InitParticleFromEffect(eff,org); } } /* =============== R_ParticleExplosion PENTA: Changes =============== */ void R_ParticleExplosion (vec3_t org) { int i, j; particle_t *p; ParticleEffect_t *eff; eff = ParticleEffectForName("pt_explosion1"); for (i=0 ; i<128 ; i++) { InitParticleFromEffect(eff,org); } eff = ParticleEffectForName("pt_explosion2"); for (i=0 ; i<128 ; i++) { InitParticleFromEffect(eff,org); } } /* =============== R_ParticleExplosion2 =============== */ void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength) { int i, j; particle_t *p; int colorMod = 0; ParticleEffect_t *eff; eff = ParticleEffectForName("pt_explosion1"); for (i=0 ; i<64 ; i++) { InitParticleFromEffect(eff,org); } } /* =============== R_BlobExplosion =============== */ void R_BlobExplosion (vec3_t org) { int i, j; particle_t *p; ParticleEffect_t *eff; eff = ParticleEffectForName("pt_voreexplosion1"); for (i=0 ; i<64 ; i++) { InitParticleFromEffect(eff,org); } eff = ParticleEffectForName("pt_voreexplosion2"); for (i=0 ; i<64 ; i++) { InitParticleFromEffect(eff,org); } } /* =============== R_RunParticleEffect =============== */ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) { int i, j; particle_t *p; ParticleEffect_t *eff; if ((color == 225) || (color == 73)) { R_ParticleHitBlood (org, color); return; } if (count == 1024) { R_ParticleExplosion(org); } eff = ParticleEffectForName("pt_genericsmoke"); for (i=0; iorg[0] = org[0] + dir[0]; p->org[1] = org[1] + dir[1]; p->org[2] = org[2] + (rand()&63); VectorNormalize (dir); vel = 50 + (rand()&63); VectorScale (dir, vel, p->vel); } } /* =============== R_TeleportSplash =============== */ void R_TeleportSplash (vec3_t org) { int i, j, k; particle_t *p; float vel; vec3_t dir; ParticleEffect_t *eff; eff = ParticleEffectForName("teleportsplash"); for (i=-16 ; i<16 ; i+=4) for (j=-16 ; j<16 ; j+=4) for (k=-24 ; k<32 ; k+=4) { p = InitParticleFromEffect(eff,org); if (!p) return; dir[0] = j*8; dir[1] = i*8; dir[2] = k*8; p->org[0] = org[0] + i + (rand()&3); p->org[1] = org[1] + j + (rand()&3); p->org[2] = org[2] + k + (rand()&3); VectorNormalize (dir); vel = 50 + (rand()&63); VectorScale (dir, vel, p->vel); } } void R_RocketTrail (vec3_t start, vec3_t end, int type) { vec3_t vec; float len; int j; particle_t *p; int dec; static int tracercount; ParticleEffect_t *eff; VectorSubtract (end, start, vec); len = VectorNormalize (vec); if (type < 128) if ((type == 6) || (type == 5)) dec = 1; else dec = 10; else { Con_Printf("ypt\n"); dec = 1; type -= 128; } switch (type) { case 0: // rocket trail eff = ParticleEffectForName("pt_rockettrail"); break; case 1: // smoke smoke eff = ParticleEffectForName("pt_smoke"); break; case 2: // blood eff = ParticleEffectForName("pt_bloodtrail"); break; case 4: // slight blood eff = ParticleEffectForName("pt_bloodtrail"); break; case 3: eff = ParticleEffectForName("pt_wizzardtrail"); break; case 5: // tracer eff = ParticleEffectForName("pt_hknighttrail"); break; case 6: // voor trail eff = ParticleEffectForName("pt_voretrail"); break; default: eff = ParticleEffectForName("pt_genericsmoke"); break; } while (len > 0) { len -= dec; p = InitParticleFromEffect(eff,start); if (!p) return; switch (type) { case 0: // rocket trail for (j=0 ; j<3 ; j++) p->org[j] = start[j] + ((rand()%6)-3); break; case 1: // smoke smoke for (j=0 ; j<3 ; j++) p->org[j] = start[j] + ((rand()%6)-3); break; case 2: // blood case 4: // slight blood for (j=0 ; j<3 ; j++) p->org[j] = start[j] + ((rand()%6)-3); break; case 6: // voor trail for (j=0 ; j<3 ; j++) { p->org[j] = start[j] + ((rand()%8)-4); } break; } VectorAdd (start, vec, start); } } /* =============== R_DrawParticles =============== extern cvar_t sv_gravity; void R_DrawParticles (void) { particle_t *p, *kill; float grav; int i; float time2, time3; float time1; float dvel; float frametime; #ifdef GLQUAKE vec3_t up, right, neworg; float scale, sscale; glFogfv(GL_FOG_COLOR, color_black); //Done in actual function now (stops "triangle effect") - Eradicator glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glEnable(GL_ALPHA_TEST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDepthMask(0); VectorScale (vup, 1, up); VectorScale (vright, 1, right); glMatrixMode(GL_TEXTURE); #else D_StartParticles (); VectorScale (vright, xscaleshrink, r_pright); VectorScale (vup, yscaleshrink, r_pup); VectorCopy (vpn, r_ppn); #endif frametime = cl.time - cl.oldtime; time3 = frametime * 15; time2 = frametime * 10; // 15; time1 = frametime * 5; grav = frametime * sv_gravity.value * 0.05; dvel = 4*frametime; for ( ;; ) { kill = active_particles; if (kill && kill->die < cl.time) { active_particles = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } for (p=active_particles ; p ; p=p->next) { for ( ;; ) { kill = p->next; //XYZ if (kill && ((kill->die < cl.time) || (kill->numbounces <= 0))) { p->next = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } #ifdef GLQUAKE // hack a scale up to keep particles from disapearing //scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1] // + (p->org[2] - r_origin[2])*vpn[2]; //if (scale < 20) // scale = 1; //else // scale = 1 + scale * 0.004; // scale = 10; if ((p->die - cl.time) < 0.5) { byte *c = (byte *)&d_8to24table[(int)p->color]; float scale = 2*(p->die - cl.time); glColor3ub((byte)(c[0]*scale), (byte)(c[1]*scale), (byte)(c[2]*scale)); } else { glColor3ubv ((byte *)&d_8to24table[(int)p->color]); } GL_Bind(p->texture); if ((p->texture == particletexture_smoke) || (p->texture == particletexture_blood) ) scale = 50; if (p->blendfunc == pb_add) { glBlendFunc (GL_ONE, GL_ONE); } else { glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR); } //XYZ if ((p->texture == particletexture_glow) || (p->texture == particletexture_dirblood)){ float lscale; VectorCopy (p->vel, up); VectorNormalize(up); CrossProduct(vpn,up,right); lscale = (Length(p->vel)/64); VectorScale(up,lscale,up); } else { VectorCopy (vup, up); VectorCopy (vright, right); } glLoadIdentity(); glTranslatef(0.5,0.5,0); glRotatef(p->rot,0,0,1); glTranslatef(-0.5,-0.5,0); glBegin(GL_TRIANGLES); glTexCoord2f (0,0); sscale = -scale/4; VectorMA(p->org,sscale,up,neworg); VectorMA(neworg,sscale,right,neworg); glVertex3fv (neworg); glTexCoord2f (2,0); glVertex3f (neworg[0] + up[0]*scale, neworg[1] + up[1]*scale, neworg[2] + up[2]*scale); glTexCoord2f (0,2); glVertex3f (neworg[0] + right[0]*scale, neworg[1] + right[1]*scale, neworg[2] + right[2]*scale); glEnd(); #else D_DrawParticle (p); #endif neworg[0] = p->org[0]+p->vel[0]*frametime; neworg[1] = p->org[1]+p->vel[1]*frametime; neworg[2] = p->org[2]+p->vel[2]*frametime; p->rot = p->rot+p->rspeed*frametime; { trace_t trace; float d; memset (&trace, 0, sizeof(trace)); trace.fraction = 1; SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, p->org, neworg, &trace); if (trace.fraction < 1) { vec3_t tangent; //calc reflection vector d = DotProduct (p->vel, trace.plane.normal); VectorMA (p->vel, -2*d, trace.plane.normal, p->vel); VectorScale(p->vel,0.33,p->vel); VectorCopy(trace.endpos,p->org); //XYZ p->numbounces--; CrossProduct(trace.plane.normal,p->vel,tangent); R_SpawnDecal(trace.endpos, trace.plane.normal, tangent, dt_blood); } else { VectorCopy(neworg,p->org); } } switch (p->type) { case pt_static: break; case pt_fire: p->ramp += time1; if (p->ramp >= 6) p->die = -1; else p->color = ramp3[(int)p->ramp]; p->vel[2] += grav; break; case pt_explode: p->ramp += time2; if (p->ramp >=8) p->die = -1; else p->color = ramp1[(int)p->ramp]; for (i=0 ; i<3 ; i++) p->vel[i] += p->vel[i]*dvel; p->vel[2] -= grav; break; case pt_explode2: p->ramp += time3; if (p->ramp >=8) p->die = -1; else p->color = ramp2[(int)p->ramp]; for (i=0 ; i<3 ; i++) p->vel[i] -= p->vel[i]*frametime; p->vel[2] -= grav; break; case pt_blob: for (i=0 ; i<3 ; i++) p->vel[i] += p->vel[i]*dvel; p->vel[2] -= grav; break; case pt_blob2: for (i=0 ; i<2 ; i++) p->vel[i] -= p->vel[i]*dvel; p->vel[2] -= grav; break; case pt_grav: #ifdef QUAKE2 p->vel[2] -= grav * 20; break; #endif case pt_slowgrav: p->vel[2] -= grav*6; break; } } #ifdef GLQUAKE glDepthMask(1); glDisable (GL_BLEND); glDisable(GL_ALPHA_TEST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //XYZ glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glFogfv(GL_FOG_COLOR, fog_color); //Done in actual function now (stops "triangle effect") - Eradicator #else D_EndParticles (); #endif } */ extern cvar_t sv_gravity; void R_DrawParticles (void) { particle_t *p, *kill; float grav; int i; float time2, time3; float time1; float dvel, blend, blend1; float frametime; vec3_t up, right, neworg; float scale, sscale; ParticleEmitter_t *ekill, *emt; glFogfv(GL_FOG_COLOR, color_black); //Done in actual function now (stops "triangle effect") - Eradicator glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER,0.01); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDepthMask(0); VectorScale (vup, 1, up); VectorScale (vright, 1, right); glMatrixMode(GL_TEXTURE); frametime = cl.time - cl.oldtime; time3 = frametime * 15; time2 = frametime * 10; // 15; time1 = frametime * 5; grav = frametime * sv_gravity.value * 0.05; dvel = 4*frametime; //remove expired emitters for ( ;; ) { ekill = active_emitters; if (ekill && ekill->die < cl.time) { active_emitters = ekill->next; ekill->next = free_emitters; free_emitters = ekill; continue; } break; } //Do the particle logic/drawing for (emt=active_emitters ; emt ; emt=emt->next) { for ( ;; ) { ekill = emt->next; //XYZ if (ekill && (ekill->die < cl.time)) { emt->next = ekill->next; ekill->next = free_emitters; free_emitters = ekill; continue; } break; } if (emt->nexttick < cl.time) { vec3_t length; VectorSubtract(emt->origin, r_refdef.vieworg, length); //dont emit if we are to far away to see it if (Length(length) < 600.0f) { for (i=0; icount; i++) { InitParticleFromEffect(emt->effect,emt->origin); } } emt->nexttick = cl.time + emt->tick; } } //remove expired particles for ( ;; ) { kill = active_particles; if (kill && kill->die < cl.time) { active_particles = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } //Do the particle logic/drawing for (p=active_particles ; p ; p=p->next) { for ( ;; ) { kill = p->next; //XYZ if (kill && ((kill->die < cl.time) || (kill->numbounces <= 0))) { p->next = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } scale = p->size; p->size += p->growspeed*frametime; //calculate color based on life ... blend = (p->die-cl.time)/p->lifetime; blend1 = 1-blend; for (i=0; i<3; i++) { p->color[i] = p->startcolor[i] * blend + p->endcolor[i] * blend1; } if ((p->die - cl.time) < 0.5) { float fade = 2*(p->die - cl.time); glColor4f(p->color[0]*fade, p->color[1]*fade, p->color[2]*fade, fade); } else { glColor3fv(&p->color[0]); } GL_Bind(p->texture); glBlendFunc (p->srcblend, p->dstblend); //Align with velocity if (p->velaligned){ float lscale; VectorCopy (p->vel, up); VectorNormalize(up); CrossProduct(vpn,up,right); VectorNormalize(right); lscale = (Length(p->vel)*p->velscale); VectorScale(up,lscale,up); } else { VectorCopy (vup, up); VectorCopy (vright, right); } glLoadIdentity(); glTranslatef(0.5,0.5,0); glRotatef(p->rot,0,0,1); glTranslatef(-0.5,-0.5,0); sscale = -scale/4; VectorMA(p->org,sscale,up,neworg); VectorMA(neworg,sscale,right,neworg); // draw the particle as two triangles scale /= 2; glBegin(GL_TRIANGLE_FAN); glTexCoord2f (0,0); glVertex3fv (neworg); glTexCoord2f (0,1); glVertex3f (neworg[0] + up[0]*scale, neworg[1] + up[1]*scale, neworg[2] + up[2]*scale); glTexCoord2f (1,1); glVertex3f (neworg[0] + up[0]*scale + right[0]*scale, neworg[1] + up[1]*scale + right[1]*scale, neworg[2] + up[2]*scale + right[2]*scale); glTexCoord2f (1,0); glVertex3f (neworg[0] + right[0]*scale, neworg[1] + right[1]*scale, neworg[2] + right[2]*scale); glEnd(); scale *= 2; //calculate new position/rotation neworg[0] = p->org[0]+p->vel[0]*frametime; neworg[1] = p->org[1]+p->vel[1]*frametime; neworg[2] = p->org[2]+p->vel[2]*frametime; p->rot = p->rot+p->rspeed*frametime; //do collision detection { trace_t trace; float d; memset (&trace, 0, sizeof(trace)); trace.fraction = 1; SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, p->org, neworg, &trace); if (trace.fraction < 1) { vec3_t tangent; //calc reflection vector d = DotProduct (p->vel, trace.plane.normal); VectorMA (p->vel, -2*d, trace.plane.normal, p->vel); VectorScale(p->vel,0.33,p->vel); VectorCopy(trace.endpos,p->org); //XYZ p->numbounces--; if (p->spawn) { CrossProduct(trace.plane.normal,p->vel,tangent); if (p->spawn->align == align_surf) { R_SpawnDecal(p->org, trace.plane.normal, tangent, p->spawn); } else { InitParticleFromEffect(p->spawn, p->org); } } } else { VectorCopy(neworg,p->org); } } for (i=0; i<3; i++) { p->vel[i] += p->gravity[i]*frametime; } for (i=0; i<3; i++) { p->vel[i] *= p->drag[i]; } } glDepthMask(1); glDisable (GL_BLEND); glDisable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER,0.666); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //XYZ glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glFogfv(GL_FOG_COLOR, fog_color); //Done in actual function now (stops "triangle effect") - Eradicator }