/* cl_part.c - particles and tracers Copyright (C) 2010 Uncle Mike 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 3 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. */ #include "common.h" #include "client.h" #include "gl_local.h" #include "r_efx.h" #include "event_flags.h" #include "entity_types.h" #include "triangleapi.h" #include "pm_local.h" #include "cl_tent.h" #include "studio.h" #define PART_SIZE Q_max( 0.5f, cl_draw_particles->value ) /* ============================================================== PARTICLES MANAGEMENT ============================================================== */ // particle ramps static int ramp1[8] = { 0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61 }; static int ramp2[8] = { 0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66 }; static int ramp3[6] = { 0x6d, 0x6b, 6, 5, 4, 3 }; static float gTracerSize[11] = { 1.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }; static int gSparkRamp[9] = { 0xfe, 0xfd, 0xfc, 0x6f, 0x6e, 0x6d, 0x6c, 0x67, 0x60 }; static color24 gTracerColors[] = { { 255, 255, 255 }, // White { 255, 0, 0 }, // Red { 0, 255, 0 }, // Green { 0, 0, 255 }, // Blue { 0, 0, 0 }, // Tracer default, filled in from cvars, etc. { 255, 167, 17 }, // Yellow-orange sparks { 255, 130, 90 }, // Yellowish streaks (garg) { 55, 60, 144 }, // Blue egon streak { 255, 130, 90 }, // More Yellowish streaks (garg) { 255, 140, 90 }, // More Yellowish streaks (garg) { 200, 130, 90 }, // More red streaks (garg) { 255, 120, 70 }, // Darker red streaks (garg) }; convar_t *tracerred; convar_t *tracergreen; convar_t *tracerblue; convar_t *traceralpha; convar_t *tracerspeed; convar_t *tracerlength; convar_t *traceroffset; particle_t *cl_active_particles; particle_t *cl_active_tracers; particle_t *cl_free_particles; particle_t *cl_particles = NULL; // particle pool static vec3_t cl_avelocities[NUMVERTEXNORMALS]; static float cl_lasttimewarn = 0.0f; /* ================ R_LookupColor find nearest color in particle palette ================ */ short R_LookupColor( byte r, byte g, byte b ) { int i, best; float diff, bestdiff; float rf, gf, bf; bestdiff = 999999; best = 65535; for( i = 0; i < 256; i++ ) { rf = r - clgame.palette[i].r; gf = g - clgame.palette[i].g; bf = b - clgame.palette[i].b; // convert color to monochrome diff = rf * (rf * 0.2) + gf * (gf * 0.5) + bf * (bf * 0.3); if ( diff < bestdiff ) { bestdiff = diff; best = i; } } return best; } /* ================ R_GetPackedColor in hardware mode does nothing ================ */ void R_GetPackedColor( short *packed, short color ) { if( packed ) *packed = 0; } /* ================ CL_InitParticles ================ */ void CL_InitParticles( void ) { int i; cl_particles = Mem_Alloc( cls.mempool, sizeof( particle_t ) * GI->max_particles ); CL_ClearParticles (); // this is used for EF_BRIGHTFIELD for( i = 0; i < NUMVERTEXNORMALS; i++ ) { cl_avelocities[i][0] = COM_RandomFloat( 0.0f, 2.55f ); cl_avelocities[i][1] = COM_RandomFloat( 0.0f, 2.55f ); cl_avelocities[i][2] = COM_RandomFloat( 0.0f, 2.55f ); } tracerred = Cvar_Get( "tracerred", "0.8", 0, "tracer red component weight ( 0 - 1.0 )" ); tracergreen = Cvar_Get( "tracergreen", "0.8", 0, "tracer green component weight ( 0 - 1.0 )" ); tracerblue = Cvar_Get( "tracerblue", "0.4", 0, "tracer blue component weight ( 0 - 1.0 )" ); traceralpha = Cvar_Get( "traceralpha", "0.5", 0, "tracer alpha amount ( 0 - 1.0 )" ); tracerspeed = Cvar_Get( "tracerspeed", "6000", 0, "tracer speed" ); tracerlength = Cvar_Get( "tracerlength", "0.8", 0, "tracer length factor" ); traceroffset = Cvar_Get( "traceroffset", "30", 0, "tracer starting offset" ); } /* ================ CL_ClearParticles ================ */ void CL_ClearParticles( void ) { int i; if( !cl_particles ) return; cl_free_particles = cl_particles; cl_active_particles = NULL; cl_active_tracers = NULL; for( i = 0; i < GI->max_particles - 1; i++ ) cl_particles[i].next = &cl_particles[i+1]; cl_particles[GI->max_particles-1].next = NULL; } /* ================ CL_FreeParticles ================ */ void CL_FreeParticles( void ) { if( cl_particles ) Mem_Free( cl_particles ); cl_particles = NULL; } /* ================ CL_FreeParticle move particle to freelist ================ */ void CL_FreeParticle( particle_t *p ) { if( p->deathfunc ) { // call right the deathfunc before die p->deathfunc( p ); p->deathfunc = NULL; } p->next = cl_free_particles; cl_free_particles = p; } /* ================ R_AllocParticle can return NULL if particles is out ================ */ particle_t *R_AllocParticle( void (*callback)( particle_t*, float )) { particle_t *p; if( !cl_draw_particles->value ) return NULL; // never alloc particles when we not in game if( tr.frametime == 0.0 ) return NULL; if( !cl_free_particles ) { if( cl_lasttimewarn < host.realtime ) { // don't spam about overflow MsgDev( D_ERROR, "Overflow %d particles\n", GI->max_particles ); cl_lasttimewarn = host.realtime + 1.0f; } return NULL; } p = cl_free_particles; cl_free_particles = p->next; p->next = cl_active_particles; cl_active_particles = p; // clear old particle p->type = pt_static; VectorClear( p->vel ); VectorClear( p->org ); p->packedColor = 0; p->die = cl.time; p->color = 0; p->ramp = 0; if( callback ) { p->type = pt_clientcustom; p->callback = callback; } return p; } /* ================ R_AllocTracer can return NULL if particles is out ================ */ particle_t *R_AllocTracer( const vec3_t org, const vec3_t vel, float life ) { particle_t *p; if( !cl_draw_tracers->value ) return NULL; // never alloc particles when we not in game if( tr.frametime == 0.0 ) return NULL; if( !cl_free_particles ) { if( cl_lasttimewarn < host.realtime ) { // don't spam about overflow MsgDev( D_ERROR, "Overflow %d tracers\n", GI->max_particles ); cl_lasttimewarn = host.realtime + 1.0f; } return NULL; } p = cl_free_particles; cl_free_particles = p->next; p->next = cl_active_tracers; cl_active_tracers = p; // clear old particle p->type = pt_static; VectorCopy( org, p->org ); VectorCopy( vel, p->vel ); p->die = cl.time + life; p->ramp = tracerlength->value; p->color = 4; // select custom color p->packedColor = 255; // alpha return p; } /* ============== R_FreeDeadParticles Free particles that time has expired ============== */ void R_FreeDeadParticles( particle_t **ppparticles ) { particle_t *p, *kill; // kill all the ones hanging direcly off the base pointer while( 1 ) { kill = *ppparticles; if( kill && kill->die < cl.time ) { if( kill->deathfunc ) kill->deathfunc( kill ); kill->deathfunc = NULL; *ppparticles = kill->next; kill->next = cl_free_particles; cl_free_particles = kill; continue; } break; } // kill off all the others for( p = *ppparticles; p; p = p->next ) { while( 1 ) { kill = p->next; if( kill && kill->die < cl.time ) { if( kill->deathfunc ) kill->deathfunc( kill ); kill->deathfunc = NULL; p->next = kill->next; kill->next = cl_free_particles; cl_free_particles = kill; continue; } break; } } } /* ================ CL_DrawParticles update particle color, position, free expired and draw it ================ */ void CL_DrawParticles( double frametime ) { particle_t *p; float time3 = 15.0f * frametime; float time2 = 10.0f * frametime; float time1 = 5.0f * frametime; float dvel = 4.0f * frametime; float grav = frametime * clgame.movevars.gravity * 0.05f; vec3_t right, up; color24 *pColor; int alpha; float size; if( !cl_draw_particles->value ) return; R_FreeDeadParticles( &cl_active_particles ); if( !cl_active_particles ) return; // nothing to draw? pglEnable( GL_BLEND ); pglDisable( GL_ALPHA_TEST ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GL_Bind( XASH_TEXTURE0, tr.particleTexture ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglDepthMask( GL_FALSE ); pglBegin( GL_QUADS ); for( p = cl_active_particles; p; p = p->next ) { if(( p->type != pt_blob ) || ( p->packedColor == 255 )) { size = PART_SIZE; // get initial size of particle // scale up to keep particles from disappearing size += (p->org[0] - RI.vieworg[0]) * RI.cull_vforward[0]; size += (p->org[1] - RI.vieworg[1]) * RI.cull_vforward[1]; size += (p->org[2] - RI.vieworg[2]) * RI.cull_vforward[2]; if( size < 20.0f ) size = PART_SIZE; else size = PART_SIZE + size * 0.002f; // scale the axes by radius VectorScale( RI.cull_vright, size, right ); VectorScale( RI.cull_vup, size, up ); p->color = bound( 0, p->color, 255 ); pColor = &clgame.palette[p->color]; alpha = 255 * (p->die - cl.time) * 16.0f; if( alpha > 255 || p->type == pt_static ) alpha = 255; pglColor4ub( LightToTexGamma( pColor->r ), LightToTexGamma( pColor->g ), LightToTexGamma( pColor->b ), alpha ); pglTexCoord2f( 0.0f, 1.0f ); pglVertex3f( p->org[0] - right[0] + up[0], p->org[1] - right[1] + up[1], p->org[2] - right[2] + up[2] ); pglTexCoord2f( 0.0f, 0.0f ); pglVertex3f( p->org[0] + right[0] + up[0], p->org[1] + right[1] + up[1], p->org[2] + right[2] + up[2] ); pglTexCoord2f( 1.0f, 0.0f ); pglVertex3f( p->org[0] + right[0] - up[0], p->org[1] + right[1] - up[1], p->org[2] + right[2] - up[2] ); pglTexCoord2f( 1.0f, 1.0f ); pglVertex3f( p->org[0] - right[0] - up[0], p->org[1] - right[1] - up[1], p->org[2] - right[2] - up[2] ); r_stats.c_particle_count++; } if( p->type != pt_clientcustom ) { // update position. VectorMA( p->org, frametime, p->vel, p->org ); } switch( p->type ) { case pt_static: break; case pt_fire: p->ramp += time1; if( p->ramp >= 6.0f ) p->die = -1.0f; else p->color = ramp3[(int)p->ramp]; p->vel[2] += grav; break; case pt_explode: p->ramp += time2; if( p->ramp >= 8.0f ) p->die = -1.0f; else p->color = ramp1[(int)p->ramp]; VectorMA( p->vel, dvel, p->vel, p->vel ); p->vel[2] -= grav; break; case pt_explode2: p->ramp += time3; if( p->ramp >= 8.0f ) p->die = -1.0f; else p->color = ramp2[(int)p->ramp]; VectorMA( p->vel,-frametime, p->vel, p->vel ); p->vel[2] -= grav; break; case pt_blob: if( p->packedColor == 255 ) { // normal blob explosion VectorMA( p->vel, dvel, p->vel, p->vel ); p->vel[2] -= grav; break; } case pt_blob2: if( p->packedColor == 255 ) { // normal blob explosion p->vel[0] -= p->vel[0] * dvel; p->vel[1] -= p->vel[1] * dvel; p->vel[2] -= grav; } else { p->ramp += time2; if( p->ramp >= 9.0f ) p->ramp = 0.0f; p->color = gSparkRamp[(int)p->ramp]; VectorMA( p->vel, -frametime * 0.5f, p->vel, p->vel ); p->type = COM_RandomLong( 0, 3 ) ? pt_blob : pt_blob2; p->vel[2] -= grav * 5.0f; } break; case pt_grav: p->vel[2] -= grav * 20.0f; break; case pt_slowgrav: p->vel[2] -= grav; break; case pt_vox_grav: p->vel[2] -= grav * 8.0f; break; case pt_vox_slowgrav: p->vel[2] -= grav * 4.0f; break; case pt_clientcustom: if( p->callback ) p->callback( p, frametime ); break; } } pglEnd(); pglDepthMask( GL_TRUE ); } /* ================ CL_CullTracer check tracer bbox ================ */ static qboolean CL_CullTracer( particle_t *p, const vec3_t start, const vec3_t end ) { vec3_t mins, maxs; int i; // compute the bounding box for( i = 0; i < 3; i++ ) { if( start[i] < end[i] ) { mins[i] = start[i]; maxs[i] = end[i]; } else { mins[i] = end[i]; maxs[i] = start[i]; } // don't let it be zero sized if( mins[i] == maxs[i] ) { maxs[i] += gTracerSize[p->type] * 2.0f; } } // check bbox return R_CullBox( mins, maxs ); } /* ================ CL_DrawTracers update tracer color, position, free expired and draw it ================ */ void CL_DrawTracers( double frametime ) { float scale, atten, gravity; vec3_t screenLast, screen; vec3_t start, end, delta; particle_t *p; if( !cl_draw_tracers->value ) return; // update tracer color if this is changed if( FBitSet( tracerred->flags|tracergreen->flags|tracerblue->flags|traceralpha->flags, FCVAR_CHANGED )) { gTracerColors[4].r = (byte)(tracerred->value * traceralpha->value * 255); gTracerColors[4].g = (byte)(tracergreen->value * traceralpha->value * 255); gTracerColors[4].b = (byte)(tracerblue->value * traceralpha->value * 255); ClearBits( tracerred->flags, FCVAR_CHANGED ); ClearBits( tracergreen->flags, FCVAR_CHANGED ); ClearBits( tracerblue->flags, FCVAR_CHANGED ); ClearBits( traceralpha->flags, FCVAR_CHANGED ); } R_FreeDeadParticles( &cl_active_tracers ); if( !cl_active_tracers ) return; // nothing to draw? if( !TriSpriteTexture( cl_sprite_dot, 0 )) return; pglEnable( GL_BLEND ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE ); pglDisable( GL_ALPHA_TEST ); pglDepthMask( GL_FALSE ); gravity = frametime * clgame.movevars.gravity; scale = 1.0 - (frametime * 0.9); if( scale < 0.0f ) scale = 0.0f; for( p = cl_active_tracers; p; p = p->next ) { atten = (p->die - cl.time); if( atten > 0.1f ) atten = 0.1f; VectorScale( p->vel, ( p->ramp * atten ), delta ); VectorAdd( p->org, delta, end ); VectorCopy( p->org, start ); if( !CL_CullTracer( p, start, end )) { vec3_t verts[4], tmp2; vec3_t tmp, normal; color24 *pColor; // Transform point into screen space TriWorldToScreen( start, screen ); TriWorldToScreen( end, screenLast ); // build world-space normal to screen-space direction vector VectorSubtract( screen, screenLast, tmp ); // we don't need Z, we're in screen space tmp[2] = 0; VectorNormalize( tmp ); // build point along noraml line (normal is -y, x) VectorScale( RI.cull_vup, tmp[0] * gTracerSize[p->type], normal ); VectorScale( RI.cull_vright, -tmp[1] * gTracerSize[p->type], tmp2 ); VectorSubtract( normal, tmp2, normal ); // compute four vertexes VectorSubtract( start, normal, verts[0] ); VectorAdd( start, normal, verts[1] ); VectorAdd( verts[0], delta, verts[2] ); VectorAdd( verts[1], delta, verts[3] ); pColor = &gTracerColors[p->color]; pglColor4ub( pColor->r, pColor->g, pColor->b, p->packedColor ); pglBegin( GL_QUADS ); pglTexCoord2f( 0.0f, 0.8f ); pglVertex3fv( verts[2] ); pglTexCoord2f( 1.0f, 0.8f ); pglVertex3fv( verts[3] ); pglTexCoord2f( 1.0f, 0.0f ); pglVertex3fv( verts[1] ); pglTexCoord2f( 0.0f, 0.0f ); pglVertex3fv( verts[0] ); pglEnd(); } // evaluate position VectorMA( p->org, frametime, p->vel, p->org ); if( p->type == pt_grav ) { p->vel[0] *= scale; p->vel[1] *= scale; p->vel[2] -= gravity; p->packedColor = 255 * (p->die - cl.time) * 2; if( p->packedColor > 255 ) p->packedColor = 255; } else if( p->type == pt_slowgrav ) { p->vel[2] = gravity * 0.05; } } pglDepthMask( GL_TRUE ); } /* =============== CL_DrawParticlesExternal allow to draw effects from custom renderer =============== */ void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime ) { ref_instance_t oldRI = RI; memcpy( &oldRI, &RI, sizeof( ref_instance_t )); R_SetupRefParams( rvp ); R_SetupFrustum(); R_SetupGL( false ); // don't touch GL-states // setup PVS for frame memcpy( RI.visbytes, tr.visbytes, world.visbytes ); tr.frametime = frametime; if( trans_pass == false ) { CL_DrawBeams( false ); } else { CL_DrawBeams( true ); CL_DrawParticles( tr.frametime ); CL_DrawTracers( tr.frametime ); } // restore internal state memcpy( &RI, &oldRI, sizeof( ref_instance_t )); } /* =============== R_EntityParticles set EF_BRIGHTFIELD effect =============== */ void R_EntityParticles( cl_entity_t *ent ) { float angle; float sr, sp, sy, cr, cp, cy; vec3_t forward; particle_t *p; int i; for( i = 0; i < NUMVERTEXNORMALS; i++ ) { p = R_AllocParticle( NULL ); if( !p ) return; angle = cl.time * cl_avelocities[i][0]; SinCos( angle, &sy, &cy ); angle = cl.time * cl_avelocities[i][1]; SinCos( angle, &sp, &cp ); angle = cl.time * cl_avelocities[i][2]; SinCos( angle, &sr, &cr ); VectorSet( forward, cp * cy, cp * sy, -sp ); p->die = cl.time + 0.001f; p->color = 111; // yellow VectorMAMAM( 1.0f, ent->origin, 64.0f, m_bytenormals[i], 16.0f, forward, p->org ); } } /* =============== R_ParticleExplosion =============== */ void R_ParticleExplosion( const vec3_t org ) { particle_t *p; int i, j; for( i = 0; i < 1024; i++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + 5.0f; p->ramp = COM_RandomLong( 0, 3 ); p->color = ramp1[0]; for( j = 0; j < 3; j++ ) { p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f ); p->vel[j] = COM_RandomFloat( -256.0f, 256.0f ); } if( i & 1 ) p->type = pt_explode; else p->type = pt_explode2; } } /* =============== R_ParticleExplosion2 =============== */ void R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength ) { int i, j; int colorMod = 0; particle_t *p; for( i = 0; i < 512; i++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + 0.3f; p->color = colorStart + ( colorMod % colorLength ); p->packedColor = 255; // use old code for blob particles colorMod++; p->type = pt_blob; for( j = 0; j < 3; j++ ) { p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f ); p->vel[j] = COM_RandomFloat( -256.0f, 256.0f ); } } } /* =============== R_BlobExplosion =============== */ void R_BlobExplosion( const vec3_t org ) { particle_t *p; int i, j; for( i = 0; i < 1024; i++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + COM_RandomFloat( 2.0f, 2.4f ); p->packedColor = 255; // use old code for blob particles if( i & 1 ) { p->type = pt_blob; p->color = COM_RandomLong( 66, 71 ); } else { p->type = pt_blob2; p->color = COM_RandomLong( 150, 155 ); } for( j = 0; j < 3; j++ ) { p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f ); p->vel[j] = COM_RandomFloat( -256.0f, 256.0f ); } } } /* =============== ParticleEffect PARTICLE_EFFECT on server =============== */ void R_RunParticleEffect( const vec3_t org, const vec3_t dir, int color, int count ) { particle_t *p; int i; if( count == 1024 ) { // rocket explosion R_ParticleExplosion( org ); return; } for( i = 0; i < count; i++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->color = (color & ~7) + COM_RandomLong( 0, 7 ); p->die = cl.time + COM_RandomFloat( 0.1f, 0.4f ); p->type = pt_slowgrav; VectorAddScalar( org, COM_RandomFloat( -8.0f, 8.0f ), p->org ); VectorScale( dir, 15.0f, p->vel ); } } /* =============== R_Blood particle spray =============== */ void R_Blood( const vec3_t org, const vec3_t ndir, int pcolor, int speed ) { vec3_t pos, dir, vec; float pspeed = speed * 3.0f; int i, j; particle_t *p; VectorNormalize2( ndir, dir ); for( i = 0; i < (speed / 2); i++ ) { VectorAddScalar( org, COM_RandomFloat( -3.0f, 3.0f ), pos ); VectorAddScalar( dir, COM_RandomFloat( -0.06f, 0.06f ), vec ); for( j = 0; j < 7; j++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + 1.5f; p->color = pcolor + COM_RandomLong( 0, 9 ); p->type = pt_vox_grav; VectorAddScalar( pos, COM_RandomFloat( -1.0f, 1.0f ), p->org ); VectorScale( vec, pspeed, p->vel ); } } } /* =============== R_BloodStream particle spray 2 =============== */ void R_BloodStream( const vec3_t org, const vec3_t dir, int pcolor, int speed ) { particle_t *p; int i, j; float arc; float accel = speed; for( arc = 0.05f, i = 0; i < 100; i++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + 2.0f; p->type = pt_vox_grav; p->color = pcolor + COM_RandomLong( 0, 9 ); VectorCopy( org, p->org ); VectorCopy( dir, p->vel ); p->vel[2] -= arc; arc -= 0.005f; VectorScale( p->vel, accel, p->vel ); accel -= 0.00001f; // so last few will drip } for( arc = 0.075f, i = 0; i < ( speed / 5 ); i++ ) { float num; p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + 3.0f; p->color = pcolor + COM_RandomLong( 0, 9 ); p->type = pt_vox_slowgrav; VectorCopy( org, p->org ); VectorCopy( dir, p->vel ); p->vel[2] -= arc; arc -= 0.005f; num = COM_RandomFloat( 0.0f, 1.0f ); accel = speed * num; num *= 1.7f; VectorScale( p->vel, num, p->vel ); VectorScale( p->vel, accel, p->vel ); for( j = 0; j < 2; j++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + 3.0f; p->color = pcolor + COM_RandomLong( 0, 9 ); p->type = pt_vox_slowgrav; p->org[0] = org[0] + COM_RandomFloat( -1.0f, 1.0f ); p->org[1] = org[1] + COM_RandomFloat( -1.0f, 1.0f ); p->org[2] = org[2] + COM_RandomFloat( -1.0f, 1.0f ); VectorCopy( dir, p->vel ); p->vel[2] -= arc; VectorScale( p->vel, num, p->vel ); VectorScale( p->vel, accel, p->vel ); } } } /* =============== R_LavaSplash =============== */ void R_LavaSplash( const vec3_t org ) { particle_t *p; float vel; vec3_t dir; int i, j, k; for( i = -16; i < 16; i++ ) { for( j = -16; j <16; j++ ) { for( k = 0; k < 1; k++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + COM_RandomFloat( 2.0f, 2.62f ); p->color = COM_RandomLong( 224, 231 ); p->type = pt_slowgrav; dir[0] = j * 8.0f + COM_RandomFloat( 0.0f, 7.0f ); dir[1] = i * 8.0f + COM_RandomFloat( 0.0f, 7.0f ); dir[2] = 256.0f; p->org[0] = org[0] + dir[0]; p->org[1] = org[1] + dir[1]; p->org[2] = org[2] + COM_RandomFloat( 0.0f, 63.0f ); VectorNormalize( dir ); vel = COM_RandomFloat( 50.0f, 113.0f ); VectorScale( dir, vel, p->vel ); } } } } /* =============== R_ParticleBurst =============== */ void R_ParticleBurst( const vec3_t org, int size, int color, float life ) { particle_t *p; vec3_t dir, dest; int i, j; float dist; for( i = 0; i < 32; i++ ) { for( j = 0; j < 32; j++ ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + life + COM_RandomFloat( -0.5f, 0.5f ); p->color = color + COM_RandomLong( 0, 10 ); p->ramp = 1.0f; VectorCopy( org, p->org ); VectorAddScalar( org, COM_RandomFloat( -size, size ), dest ); VectorSubtract( dest, p->org, dir ); dist = VectorNormalizeLength( dir ); VectorScale( dir, ( dist / life ), p->vel ); } } } /* =============== R_LargeFunnel =============== */ void R_LargeFunnel( const vec3_t org, int reverse ) { particle_t *p; float vel, dist; vec3_t dir, dest; int i, j; for( i = -8; i < 8; i++ ) { for( j = -8; j < 8; j++ ) { p = R_AllocParticle( NULL ); if( !p ) return; dest[0] = (i * 32.0f) + org[0]; dest[1] = (j * 32.0f) + org[1]; dest[2] = org[2] + COM_RandomFloat( 100.0f, 800.0f ); if( reverse ) { VectorCopy( org, p->org ); VectorSubtract( dest, p->org, dir ); } else { VectorCopy( dest, p->org ); VectorSubtract( org, p->org, dir ); } vel = dest[2] / 8.0f; if( vel < 64.0f ) vel = 64.0f; dist = VectorNormalizeLength( dir ); vel += COM_RandomFloat( 64.0f, 128.0f ); VectorScale( dir, vel, p->vel ); p->die = cl.time + (dist / vel ); p->color = 244; // green color } } } /* =============== R_TeleportSplash =============== */ void R_TeleportSplash( const vec3_t org ) { particle_t *p; vec3_t dir; float vel; int i, j, k; for( i = -16; i < 16; i += 4 ) { for( j = -16; j < 16; j += 4 ) { for( k = -24; k < 32; k += 4 ) { p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + COM_RandomFloat( 0.2f, 0.34f ); p->color = COM_RandomLong( 7, 14 ); p->type = pt_slowgrav; dir[0] = j * 8.0f; dir[1] = i * 8.0f; dir[2] = k * 8.0f; p->org[0] = org[0] + i + COM_RandomFloat( 0.0f, 3.0f ); p->org[1] = org[1] + j + COM_RandomFloat( 0.0f, 3.0f ); p->org[2] = org[2] + k + COM_RandomFloat( 0.0f, 3.0f ); VectorNormalize( dir ); vel = COM_RandomFloat( 50.0f, 113.0f ); VectorScale( dir, vel, p->vel ); } } } } /* =============== R_RocketTrail =============== */ void R_RocketTrail( vec3_t start, vec3_t end, int type ) { vec3_t vec, right, up; static int tracercount; float s, c, x, y; float len, dec; particle_t *p; VectorSubtract( end, start, vec ); len = VectorNormalizeLength( vec ); if( type == 7 ) { VectorVectors( vec, right, up ); } if( type < 128 ) { dec = 3.0f; } else { dec = 1.0f; type -= 128; } VectorScale( vec, dec, vec ); while( len > 0 ) { len -= dec; p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + 2.0f; switch( type ) { case 0: // rocket trail p->ramp = COM_RandomLong( 0, 3 ); p->color = ramp3[(int)p->ramp]; p->type = pt_fire; VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org ); break; case 1: // smoke smoke p->ramp = COM_RandomLong( 2, 5 ); p->color = ramp3[(int)p->ramp]; p->type = pt_fire; VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org ); break; case 2: // blood p->type = pt_grav; p->color = COM_RandomLong( 67, 74 ); VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org ); break; case 3: case 5: // tracer p->die = cl.time + 0.5f; if( type == 3 ) p->color = 52 + (( tracercount & 4 )<<1 ); else p->color = 230 + (( tracercount & 4 )<<1 ); VectorCopy( start, p->org ); tracercount++; if( FBitSet( tracercount, 1 )) { p->vel[0] = 30.0f * vec[1]; p->vel[1] = 30.0f * -vec[0]; } else { p->vel[0] = 30.0f * -vec[1]; p->vel[1] = 30.0f * vec[0]; } break; case 4: // slight blood p->type = pt_grav; p->color = COM_RandomLong( 67, 70 ); VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org ); len -= 3.0f; break; case 6: // voor trail p->color = COM_RandomLong( 152, 155 ); p->die += 0.3f; VectorAddScalar( start, COM_RandomFloat( -8.0f, 8.0f ), p->org ); break; case 7: // explosion tracer x = COM_RandomLong( 0, 65535 ); y = COM_RandomLong( 8, 16 ); SinCos( x, &s, &c ); s *= y; c *= y; VectorMAMAM( 1.0f, start, s, right, c, up, p->org ); VectorSubtract( start, p->org, p->vel ); VectorScale( p->vel, 2.0f, p->vel ); VectorMA( p->vel, COM_RandomFloat( 96.0f, 111.0f ), vec, p->vel ); p->ramp = COM_RandomLong( 0, 3 ); p->color = ramp3[(int)p->ramp]; p->type = pt_explode2; break; default: // just build line to show error VectorCopy( start, p->org ); break; } VectorAdd( start, vec, start ); } } /* ================ R_ParticleLine ================ */ void R_ParticleLine( const vec3_t start, const vec3_t end, byte r, byte g, byte b, float life ) { int pcolor; pcolor = R_LookupColor( r, g, b ); PM_ParticleLine( start, end, pcolor, life, 0 ); } /* ================ R_ParticleBox ================ */ void R_ParticleBox( const vec3_t absmin, const vec3_t absmax, byte r, byte g, byte b, float life ) { vec3_t mins, maxs; vec3_t origin; int pcolor; pcolor = R_LookupColor( r, g, b ); VectorAverage( absmax, absmin, origin ); VectorSubtract( absmax, origin, maxs ); VectorSubtract( absmin, origin, mins ); PM_DrawBBox( mins, maxs, origin, pcolor, life ); } /* ================ R_ShowLine ================ */ void R_ShowLine( const vec3_t start, const vec3_t end ) { vec3_t dir, org; float len; particle_t *p; VectorSubtract( end, start, dir ); len = VectorNormalizeLength( dir ); VectorScale( dir, 5.0f, dir ); VectorCopy( start, org ); while( len > 0 ) { len -= 5.0f; p = R_AllocParticle( NULL ); if( !p ) return; p->die = cl.time + 30; p->color = 75; VectorCopy( org, p->org ); VectorAdd( org, dir, org ); } } /* =============== R_BulletImpactParticles =============== */ void R_BulletImpactParticles( const vec3_t pos ) { int i, quantity; int color; float dist; vec3_t dir; particle_t *p; VectorSubtract( pos, RI.vieworg, dir ); dist = VectorLength( dir ); if( dist > 1000.0f ) dist = 1000.0f; quantity = (1000.0f - dist) / 100.0f; if( quantity == 0 ) quantity = 1; color = 3 - ((30 * quantity) / 100 ); R_SparkStreaks( pos, 2, -200, 200 ); for( i = 0; i < quantity * 4; i++ ) { p = R_AllocParticle( NULL ); if( !p ) return; VectorCopy( pos, p->org); p->vel[0] = COM_RandomFloat( -1.0f, 1.0f ); p->vel[1] = COM_RandomFloat( -1.0f, 1.0f ); p->vel[2] = COM_RandomFloat( -1.0f, 1.0f ); VectorScale( p->vel, COM_RandomFloat( 50.0f, 100.0f ), p->vel ); p->die = cl.time + 0.5; p->color = 3 - color; p->type = pt_grav; } } /* =============== R_FlickerParticles =============== */ void R_FlickerParticles( const vec3_t org ) { particle_t *p; int i; for( i = 0; i < 15; i++ ) { p = R_AllocParticle( NULL ); if( !p ) return; VectorCopy( org, p->org ); p->vel[0] = COM_RandomFloat( -32.0f, 32.0f ); p->vel[1] = COM_RandomFloat( -32.0f, 32.0f ); p->vel[2] = COM_RandomFloat( 80.0f, 143.0f ); p->die = cl.time + 2.0f; p->type = pt_blob2; p->color = 254; } } /* =============== R_StreakSplash create a splash of streaks =============== */ void R_StreakSplash( const vec3_t pos, const vec3_t dir, int color, int count, float speed, int velocityMin, int velocityMax ) { vec3_t vel, vel2; particle_t *p; int i; VectorScale( dir, speed, vel ); for( i = 0; i < count; i++ ) { VectorAddScalar( vel, COM_RandomFloat( velocityMin, velocityMax ), vel2 ); p = R_AllocTracer( pos, vel2, COM_RandomFloat( 0.1f, 0.5f )); if( !p ) return; p->type = pt_grav; p->color = color; p->ramp = 1.0f; } } /* =============== R_DebugParticle just for debug purposes =============== */ void R_DebugParticle( const vec3_t pos, byte r, byte g, byte b ) { particle_t *p; p = R_AllocParticle( NULL ); if( !p ) return; VectorCopy( pos, p->org ); p->color = R_LookupColor( r, g, b ); p->die = cl.time + 0.01f; } /* =============== CL_Particle pmove debugging particle =============== */ void CL_Particle( const vec3_t org, int color, float life, int zpos, int zvel ) { particle_t *p; p = R_AllocParticle( NULL ); if( !p ) return; if( org ) VectorCopy( org, p->org ); p->die = cl.time + life; p->vel[2] += zvel; // ??? p->color = color; } /* =============== R_TracerEffect =============== */ void R_TracerEffect( const vec3_t start, const vec3_t end ) { vec3_t pos, vel, dir; float len, speed; float offset; speed = Q_max( tracerspeed->value, 3.0f ); VectorSubtract( end, start, dir ); len = VectorLength( dir ); if( len == 0.0f ) return; VectorScale( dir, 1.0f / len, dir ); // normalize offset = COM_RandomFloat( -10.0f, 9.0f ) + traceroffset->value; VectorScale( dir, offset, vel ); VectorAdd( start, vel, pos ); VectorScale( dir, speed, vel ); R_AllocTracer( pos, vel, len / speed ); } /* =============== R_UserTracerParticle =============== */ void R_UserTracerParticle( float *org, float *vel, float life, int colorIndex, float length, byte deathcontext, void (*deathfunc)( particle_t *p )) { particle_t *p; if( colorIndex < 0 ) { MsgDev( D_ERROR, "UserTracer with color < 0\n" ); return; } if( colorIndex > ARRAYSIZE( gTracerColors )) { MsgDev( D_ERROR, "UserTracer with color > %d\n", ARRAYSIZE( gTracerColors )); return; } if(( p = R_AllocTracer( org, vel, life )) != NULL ) { p->context = deathcontext; p->deathfunc = deathfunc; p->color = colorIndex; p->ramp = length; } } /* =============== R_TracerParticles allow more customization =============== */ particle_t *R_TracerParticles( float *org, float *vel, float life ) { return R_AllocTracer( org, vel, life ); } /* =============== R_SparkStreaks create a streak tracers =============== */ void R_SparkStreaks( const vec3_t pos, int count, int velocityMin, int velocityMax ) { particle_t *p; vec3_t vel; int i; for( i = 0; icolor = 5; p->type = pt_grav; p->ramp = 0.5f; } } /* =============== R_Implosion make implosion tracers =============== */ void R_Implosion( const vec3_t end, float radius, int count, float life ) { float dist = ( radius / 100.0f ); vec3_t start, temp, vel; float factor; particle_t *p; int i; if( life <= 0.0f ) life = 0.1f; // to avoid divide by zero factor = -1.0 / life; for ( i = 0; i < count; i++ ) { temp[0] = dist * COM_RandomFloat( -100.0f, 100.0f ); temp[1] = dist * COM_RandomFloat( -100.0f, 100.0f ); temp[2] = dist * COM_RandomFloat( 0.0f, 100.0f ); VectorScale( temp, factor, vel ); VectorAdd( temp, end, start ); if(( p = R_AllocTracer( start, vel, life )) == NULL ) return; p->type = pt_explode; } } /* =============== CL_ReadPointFile_f =============== */ void CL_ReadPointFile_f( void ) { char *afile, *pfile; vec3_t org; int count; particle_t *p; char filename[64]; string token; Q_snprintf( filename, sizeof( filename ), "maps/%s.pts", clgame.mapname ); afile = FS_LoadFile( filename, NULL, false ); if( !afile ) { Con_Printf( S_ERROR "couldn't open %s\n", filename ); return; } Con_Printf( "Reading %s...\n", filename ); count = 0; pfile = afile; while( 1 ) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) break; org[0] = Q_atof( token ); pfile = COM_ParseFile( pfile, token ); if( !pfile ) break; org[1] = Q_atof( token ); pfile = COM_ParseFile( pfile, token ); if( !pfile ) break; org[2] = Q_atof( token ); count++; if( !cl_free_particles ) { Con_Printf( S_ERROR "not enough free particles!\n" ); break; } // NOTE: can't use R_AllocParticle because this command // may be executed from the console, while frametime is 0 p = cl_free_particles; cl_free_particles = p->next; p->next = cl_active_particles; cl_active_particles = p; p->ramp = 0; p->type = pt_static; p->die = cl.time + 99999; p->color = (-count) & 15; VectorCopy( org, p->org ); VectorClear( p->vel ); } Mem_Free( afile ); if( count ) Con_Printf( "%i points read\n", count ); else Con_Printf( "map %s has no leaks!\n", clgame.mapname ); }