/* gl_rpart.cpp - quake-like particle system Copyright (C) 2014 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 "hud.h" #include "cl_util.h" #include "const.h" #include #include "gl_local.h" #include "com_model.h" #include "r_studioint.h" #include "gl_rpart.h" #include "pm_defs.h" #include "event_api.h" #include "triangleapi.h" #include "gl_sprite.h" CQuakePartSystem g_pParticles; bool CQuakePart :: Evaluate( float gravity ) { Vector org, org2, org3, vel; float time = ( tr.time - m_flTime ); float time2 = time * time; float curAlpha = m_flAlpha + m_flAlphaVelocity * time; float curRadius = m_flRadius + m_flRadiusVelocity * time; float curLength = m_flLength + m_flLengthVelocity * time; if( curAlpha <= 0.0f || curRadius <= 0.0f || curLength <= 0.0f ) { // faded out return false; } Vector curColor = m_vecColor + m_vecColorVelocity * time; org.x = m_vecOrigin.x + m_vecVelocity.x * time + m_vecAccel.x * time2; org.y = m_vecOrigin.y + m_vecVelocity.y * time + m_vecAccel.y * time2; org.z = m_vecOrigin.z + m_vecVelocity.z * time + m_vecAccel.z * time2 * gravity; if( FBitSet( m_iFlags, FPART_UNDERWATER )) { // underwater particle org2 = Vector( org.x, org.y, org.z + curRadius ); int contents = POINT_CONTENTS( org ); if( contents != CONTENTS_WATER && contents != CONTENTS_SLIME && contents != CONTENTS_LAVA ) { // not underwater return false; } } if( FBitSet( m_iFlags, FPART_FRICTION )) { // water friction affected particle int contents = POINT_CONTENTS( org ); if( contents <= CONTENTS_WATER && contents >= CONTENTS_LAVA ) { // add friction switch( contents ) { case CONTENTS_WATER: m_vecVelocity *= 0.25f; m_vecAccel *= 0.25f; break; case CONTENTS_SLIME: m_vecVelocity *= 0.20f; m_vecAccel *= 0.20f; break; case CONTENTS_LAVA: m_vecVelocity *= 0.10f; m_vecAccel *= 0.10f; break; } // don't add friction again m_iFlags &= ~FPART_FRICTION; curLength = 1.0f; // reset m_flTime = tr.time; m_vecColor = curColor; m_flAlpha = curAlpha; m_flRadius = curRadius; m_vecOrigin = org; // don't stretch m_iFlags &= ~FPART_STRETCH; m_flLengthVelocity = 0.0f; m_flLength = curLength; } } if( FBitSet( m_iFlags, FPART_BOUNCE )) { // bouncy particle pmtrace_t pmtrace; gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( m_vecLastOrg, org, PM_STUDIO_IGNORE, -1, &pmtrace ); if( pmtrace.fraction != 1.0f ) { // reflect velocity time = tr.time - (tr.frametime + tr.frametime * pmtrace.fraction); time = (time - m_flTime); vel.x = m_vecVelocity.x; vel.y = m_vecVelocity.y; vel.z = m_vecVelocity.z + m_vecAccel.z * gravity * time; float d = DotProduct( vel, pmtrace.plane.normal ) * 2.0f; m_vecVelocity = vel - pmtrace.plane.normal * d; m_vecVelocity *= bound( 0.0f, m_flBounceFactor, 1.0f ); // check for stop or slide along the plane if( pmtrace.plane.normal.z > 0.0f && m_vecVelocity.z < 1.0f ) { if( pmtrace.plane.normal.z >= 0.7f ) { m_vecVelocity = g_vecZero; m_vecAccel = g_vecZero; m_iFlags &= ~FPART_BOUNCE; } else { // FIXME: check for new plane or free fall float dot = DotProduct( m_vecVelocity, pmtrace.plane.normal ); m_vecVelocity += ( pmtrace.plane.normal * -dot ); dot = DotProduct( m_vecAccel, pmtrace.plane.normal ); m_vecAccel += ( pmtrace.plane.normal * -dot ); } } org = pmtrace.endpos; curLength = 1.0f; // reset m_flTime = tr.time; m_vecColor = curColor; m_flAlpha = curAlpha; m_flRadius = curRadius; m_vecOrigin = org; // don't stretch m_iFlags &= ~FPART_STRETCH; m_flLengthVelocity = 0.0f; m_flLength = curLength; } } // save current origin if needed if( FBitSet( m_iFlags, ( FPART_BOUNCE|FPART_STRETCH ))) { org2 = m_vecLastOrg; m_vecLastOrg = org; } // vertex lit particle if( FBitSet( m_iFlags, FPART_VERTEXLIGHT )) { Vector light; // gather static lighting gEngfuncs.pTriAPI->LightAtPoint( org, light ); light *= (1.0f/255.0f); // gather dynamic lighting light += R_LightsForPoint( org, curRadius ); // renormalize lighting float f = Q_max( Q_max( light.x, light.y ), light.z ); if( f > 1.0f ) light *= ( 1.0f / f ); curColor *= light; // multiply to diffuse } if( FBitSet( m_iFlags, FPART_INSTANT )) { // instant particle m_flAlphaVelocity = 0.0f; m_flAlpha = 0.0f; } if( curRadius == 1.0f ) { float scale = 0.0f; // hack a scale up to keep quake particles from disapearing scale += (org.x - GetVieworg().x) * GetVForward().x; scale += (org.y - GetVieworg().y) * GetVForward().y; scale += (org.z - GetVieworg().z) * GetVForward().z; if( scale >= 20.0f ) curRadius = 1.0f + scale * 0.004f; } Vector axis[3], verts[4]; Vector absmin, absmax; // prepare to draw if( curLength != 1.0f ) { // find orientation vectors axis[0] = GetVieworg() - org; axis[1] = org2 - org; axis[2] = CrossProduct( axis[0], axis[1] ); axis[1] = axis[1].Normalize(); axis[2] = axis[2].Normalize(); // find normal axis[0] = CrossProduct( axis[1], axis[2] ); axis[0] = axis[0].Normalize(); org3 = org + ( axis[1] * -curLength ); axis[2] *= m_flRadius; // setup vertexes verts[0] = org3 - axis[2]; verts[1] = org3 + axis[2]; verts[2] = org + axis[2]; verts[3] = org - axis[2]; } else { if( m_flRotation ) { // Rotate it around its normal RotatePointAroundVector( axis[1], GetVForward(), GetVLeft(), m_flRotation ); axis[2] = CrossProduct( GetVForward(), axis[1] ); // the normal should point at the viewer axis[0] = -GetVForward(); // Scale the axes by radius axis[1] *= curRadius; axis[2] *= curRadius; } else { // the normal should point at the viewer axis[0] = -GetVForward(); // scale the axes by radius axis[1] = GetVLeft() * curRadius; axis[2] = GetVUp() * curRadius; } verts[0] = org + axis[1] - axis[2]; verts[1] = org + axis[1] + axis[2]; verts[2] = org - axis[1] + axis[2]; verts[3] = org - axis[1] - axis[2]; } ClearBounds( absmin, absmax ); for( int i = 0; i < 4; i++ ) AddPointToBounds( verts[i], absmin, absmax ); #if 0 GL_Blend( GL_TRUE ); if( FBitSet( m_iFlags, FPART_ADDITIVE )) pglBlendFunc( GL_SRC_ALPHA, GL_ONE ); else pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); // draw the particle GL_BindTexture( GL_TEXTURE0, m_hTexture ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); if( FBitSet( m_iFlags, FPART_ADDITIVE )) pglColor4f( 1.0f, 1.0f, 1.0f, curAlpha ); else pglColor4f( curColor.x, curColor.y, curColor.z, curAlpha ); pglBegin( GL_QUADS ); pglTexCoord2f( 0.0f, 1.0f ); pglVertex3fv( verts[0] ); pglTexCoord2f( 0.0f, 0.0f ); pglVertex3fv( verts[1] ); pglTexCoord2f( 1.0f, 0.0f ); pglVertex3fv( verts[2] ); pglTexCoord2f( 1.0f, 1.0f ); pglVertex3fv( verts[3] ); pglEnd(); #else CTransEntry entry; Vector4D partColor; int rendermode; if( FBitSet( m_iFlags, FPART_ADDITIVE )) { partColor = Vector4D( 1.0f, 1.0f, 1.0f, curAlpha ); rendermode = kRenderTransAdd; } else { partColor = Vector4D( curColor.x, curColor.y, curColor.z, curAlpha ); rendermode = kRenderTransTexture; } entry.SetRenderPrimitive( verts, partColor, m_hTexture, rendermode ); entry.ComputeViewDistance( absmin, absmax ); RI->frame.trans_list.AddToTail( entry ); #endif return true; } CQuakePartSystem :: CQuakePartSystem( void ) { memset( m_pParticles, 0, sizeof( CQuakePart ) * MAX_PARTICLES ); m_pFreeParticles = m_pParticles; m_pActiveParticles = NULL; } CQuakePartSystem :: ~CQuakePartSystem( void ) { } void CQuakePartSystem :: Clear( void ) { m_pFreeParticles = m_pParticles; m_pActiveParticles = NULL; for( int i = 0; i < MAX_PARTICLES; i++ ) m_pParticles[i].pNext = &m_pParticles[i+1]; m_pParticles[MAX_PARTICLES-1].pNext = NULL; m_pAllowParticles = CVAR_REGISTER( "cl_particles", "1", FCVAR_ARCHIVE ); m_pParticleLod = CVAR_REGISTER( "cl_particle_lod", "0", FCVAR_ARCHIVE ); // loading TE shaders m_hDefaultParticle = FIND_TEXTURE( "*particle" ); // quake particle m_hSparks = LOAD_TEXTURE( "gfx/particles/spark", NULL, 0, TF_CLAMP ); m_hSmoke = LOAD_TEXTURE( "gfx/particles/smoke", NULL, 0, TF_CLAMP ); m_hWaterSplash = LOAD_TEXTURE( "gfx/particles/splash1", NULL, 0, TF_CLAMP ); ParsePartInfos( "gfx/particles/effects.txt" ); } void CQuakePartSystem :: ParsePartInfos( const char *filename ) { // we parse our effects each call of VidInit because we need to keep textures and sprites an actual ALERT( at_aiconsole, "loading %s\n", filename ); char *afile = (char *)gEngfuncs.COM_LoadFile( (char *)filename, 5, NULL ); if( !afile ) { ALERT( at_error, "Cannot open file %s\n", filename ); return; } char *pfile = afile; char token[256]; m_iNumPartInfo = 0; memset( &m_pPartInfo, 0, sizeof( m_pPartInfo )); while( pfile != NULL ) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) break; if( m_iNumPartInfo >= MAX_PARTINFOS ) { ALERT ( at_error, "particle effects info limit exceeded %d > %d\n", m_iNumPartInfo, MAX_PARTINFOS ); break; } CQuakePartInfo *pCur = &m_pPartInfo[m_iNumPartInfo]; // read the effect name Q_strncpy( pCur->m_szName, token, sizeof( pCur->m_szName )); // read opening brace pfile = COM_ParseFile( pfile, token ); if( !pfile ) break; if( token[0] != '{' ) { ALERT( at_error, "found %s when expecting {\n", token ); break; } if( !ParsePartInfo( pCur, pfile )) break; // something bad happens } gEngfuncs.COM_FreeFile( afile ); ALERT( at_aiconsole, "%d effects parsed\n", m_iNumPartInfo ); } CQuakePartInfo *CQuakePartSystem :: FindPartInfo( const char *name ) { for( int i = 0; i < m_iNumPartInfo; i++ ) { if( !Q_stricmp( m_pPartInfo[i].m_szName, name )) return &m_pPartInfo[i]; } return NULL; } void CQuakePartSystem :: CreateEffect( const char *name, const Vector &origin, const Vector &normal ) { if( !g_fRenderInitialized || !m_pAllowParticles->value ) return; if( !name || !*name ) return; CQuakePartInfo *pInfo = FindPartInfo( name ); int m_hTexture = m_hDefaultParticle; CQuakePart src; if( !pInfo ) { ALERT( at_warning, "QuakeParticle: couldn't find effect '%s'\n", name ); return; } // sparks int flags = pInfo->flags; if( FBitSet( flags, FPART_NOTWATER ) && POINT_CONTENTS( (float *)&origin ) == CONTENTS_WATER ) return; int count = bound( 1, pInfo->count.Random(), 1024 ); // don't alloc too many particles for( int i = 0; i < count; i++ ) { if( pInfo->m_pSprite ) { int frame = bound( 0, pInfo->frame.Random(), pInfo->m_pSprite->numframes - 1 ); mspriteframe_t *pframe = R_GetSpriteFrame( pInfo->m_pSprite, frame ); if( pframe ) m_hTexture = pframe->gl_texturenum; } else m_hTexture = pInfo->m_hTexture; if( pInfo->normal == NORMAL_OFFSET || pInfo->normal == NORMAL_OFS_DIR ) { src.m_vecOrigin.x = origin.x + pInfo->offset[0].Random() * normal.x; src.m_vecOrigin.y = origin.y + pInfo->offset[1].Random() * normal.y; src.m_vecOrigin.z = origin.z + pInfo->offset[2].Random() * normal.z; } else { src.m_vecOrigin.x = origin.x + pInfo->offset[0].Random(); src.m_vecOrigin.y = origin.y + pInfo->offset[1].Random(); src.m_vecOrigin.z = origin.z + pInfo->offset[2].Random(); } if( pInfo->normal == NORMAL_DIRECTION || pInfo->normal == NORMAL_OFS_DIR ) { src.m_vecVelocity.x = normal.x * pInfo->velocity[0].Random(); src.m_vecVelocity.y = normal.y * pInfo->velocity[1].Random(); src.m_vecVelocity.z = normal.z * pInfo->velocity[2].Random(); } else { src.m_vecVelocity.x = pInfo->velocity[0].Random(); src.m_vecVelocity.y = pInfo->velocity[1].Random(); src.m_vecVelocity.z = pInfo->velocity[2].Random(); } src.m_vecAccel.x = pInfo->accel[0].Random(); src.m_vecAccel.y = pInfo->accel[1].Random(); src.m_vecAccel.z = pInfo->accel[2].Random(); src.m_vecColor.x = pInfo->color[0].Random(); src.m_vecColor.y = pInfo->color[1].Random(); src.m_vecColor.z = pInfo->color[2].Random(); src.m_vecColorVelocity.x = pInfo->colorVel[0].Random(); src.m_vecColorVelocity.y = pInfo->colorVel[1].Random(); src.m_vecColorVelocity.z = pInfo->colorVel[2].Random(); src.m_flAlpha = pInfo->alpha.Random(); src.m_flAlphaVelocity = pInfo->alphaVel.Random(); src.m_flRadius = pInfo->radius.Random(); src.m_flRadiusVelocity = pInfo->radiusVel.Random(); src.m_flLength = pInfo->length.Random(); src.m_flLengthVelocity = pInfo->lengthVel.Random(); src.m_flRotation = pInfo->rotation.Random(); src.m_flBounceFactor = pInfo->bounce.Random(); if( !AddParticle( &src, m_hTexture, flags )) return; // out of particles? } } bool CQuakePartSystem :: ParseRandomVector( char *&pfile, RandomRange out[3] ) { char token[256]; int i; for( i = 0; i < 3 && pfile != NULL; i++ ) { pfile = COM_ParseLine( pfile, token ); out[i] = RandomRange( token ); } return (i == 3) ? true : false; } int CQuakePartSystem :: ParseParticleFlags( char *pfile ) { char token[256]; int iFlags = 0; if( !pfile || !*pfile ) return iFlags; while( pfile != NULL ) { pfile = COM_ParseLine( pfile, token ); if( !Q_stricmp( token, "Bounce" )) iFlags |= FPART_BOUNCE; else if( !Q_stricmp( token, "Friction" )) iFlags |= FPART_FRICTION; else if( !Q_stricmp( token, "Light" )) iFlags |= FPART_VERTEXLIGHT; else if( !Q_stricmp( token, "Stretch" )) iFlags |= FPART_STRETCH; else if( !Q_stricmp( token, "Underwater" )) iFlags |= FPART_UNDERWATER; else if( !Q_stricmp( token, "Instant" )) iFlags |= FPART_INSTANT; else if( !Q_stricmp( token, "Additive" )) iFlags |= FPART_ADDITIVE; else if( !Q_stricmp( token, "NotInWater" )) iFlags |= FPART_NOTWATER; else if( pfile && token[0] != '|' ) ALERT( at_warning, "unknown value %s for 'flags'\n", token ); } return iFlags; } bool CQuakePartSystem :: ParsePartInfo( CQuakePartInfo *info, char *&pfile ) { char token[256]; while( pfile != NULL ) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "EOF without closing brace\n" ); return false; } // description end goto next material if( token[0] == '}' ) { m_iNumPartInfo++; return true; } else if( !Q_stricmp( token, "texture" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'texture'\n" ); break; } const char *ext = COM_FileExtension( token ); if( !Q_stricmp( ext, "tga" ) || !Q_stricmp( ext, "dds" )) info->m_hTexture = LOAD_TEXTURE( token, NULL, 0, TF_CLAMP ); else if( !Q_stricmp( ext, "spr" )) info->m_pSprite = (model_t *)gEngfuncs.GetSpritePointer( SPR_Load( token )); if( !info->m_hTexture && !info->m_pSprite ) { ALERT( at_error, "couldn't load texture for effect %s. using default particle\n", info->m_szName ); info->m_hTexture = m_hDefaultParticle; } } else if( !Q_stricmp( token, "offset" )) { if( !ParseRandomVector( pfile, info->offset )) { ALERT( at_error, "hit EOF while parsing 'offset'\n" ); break; } } else if( !Q_stricmp( token, "velocity" )) { if( !ParseRandomVector( pfile, info->velocity )) { ALERT( at_error, "hit EOF while parsing 'velocity'\n" ); break; } } else if( !Q_stricmp( token, "accel" )) { if( !ParseRandomVector( pfile, info->accel )) { ALERT( at_error, "hit EOF while parsing 'accel'\n" ); break; } } else if( !Q_stricmp( token, "color" )) { if( !ParseRandomVector( pfile, info->color )) { ALERT( at_error, "hit EOF while parsing 'color'\n" ); break; } } else if( !Q_stricmp( token, "colorVelocity" )) { if( !ParseRandomVector( pfile, info->colorVel )) { ALERT( at_error, "hit EOF while parsing 'colorVelocity'\n" ); break; } } else if( !Q_stricmp( token, "alpha" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'alpha'\n" ); break; } info->alpha = RandomRange( token ); } else if( !Q_stricmp( token, "alphaVelocity" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'alphaVelocity'\n" ); break; } info->alphaVel = RandomRange( token ); } else if( !Q_stricmp( token, "radius" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'radius'\n" ); break; } info->radius = RandomRange( token ); } else if( !Q_stricmp( token, "radiusVelocity" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'radiusVelocity'\n" ); break; } info->radiusVel = RandomRange( token ); } else if( !Q_stricmp( token, "length" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'length'\n" ); break; } info->length = RandomRange( token ); } else if( !Q_stricmp( token, "lengthVelocity" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'lengthVelocity'\n" ); break; } info->lengthVel = RandomRange( token ); } else if( !Q_stricmp( token, "rotation" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'rotation'\n" ); break; } info->rotation = RandomRange( token ); } else if( !Q_stricmp( token, "bounceFactor" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'bounceFactor'\n" ); break; } info->bounce = RandomRange( token ); } else if( !Q_stricmp( token, "frame" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'frame'\n" ); break; } info->frame = RandomRange( token ); } else if( !Q_stricmp( token, "count" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'count'\n" ); break; } info->count = RandomRange( token ); } else if( !Q_stricmp( token, "flags" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'flags'\n" ); break; } info->flags = ParseParticleFlags( token ); } else if( !Q_stricmp( token, "useNormal" )) { pfile = COM_ParseFile( pfile, token ); if( !pfile ) { ALERT( at_error, "hit EOF while parsing 'useNormal'\n" ); break; } if( !Q_stricmp( token, "ignore" )) info->normal = NORMAL_IGNORE; else if( !Q_stricmp( token, "ofs" )) info->normal = NORMAL_OFFSET; else if( !Q_stricmp( token, "dir" )) info->normal = NORMAL_DIRECTION; else if( !Q_stricmp( token, "ofs+dir" )) info->normal = NORMAL_OFS_DIR; else if( !Q_stricmp( token, "dir+ofs" )) info->normal = NORMAL_OFS_DIR; else ALERT( at_warning, "Unknown 'useNormal' key '%s'\n", token ); } else ALERT( at_warning, "Unknown effects token %s\n", token ); } return true; } void CQuakePartSystem :: FreeParticle( CQuakePart *pCur ) { pCur->pNext = m_pFreeParticles; m_pFreeParticles = pCur; } CQuakePart *CQuakePartSystem :: AllocParticle( void ) { CQuakePart *pCur; if( !m_pFreeParticles ) { ALERT( at_console, "Overflow %d particles\n", MAX_PARTICLES ); return NULL; } if( m_pParticleLod->value > 1.0f ) { if( !( RANDOM_LONG( 0, 1 ) % (int)m_pParticleLod->value )) return NULL; } pCur = m_pFreeParticles; m_pFreeParticles = pCur->pNext; pCur->pNext = m_pActiveParticles; m_pActiveParticles = pCur; return pCur; } void CQuakePartSystem :: Update( void ) { CQuakePart *pCur, *pNext; CQuakePart *pActive = NULL, *pTail = NULL; if( !m_pAllowParticles->value ) return; if( FBitSet( RI->params, ( RP_ENVVIEW|RP_SKYVIEW ))) return; GL_DepthMask( GL_FALSE ); float gravity = tr.frametime * tr.gravity; for( pCur = m_pActiveParticles; pCur != NULL; pCur = pNext ) { // grab next now, so if the particle is freed we still have it pNext = pCur->pNext; if( !pCur->Evaluate( gravity )) { FreeParticle( pCur ); continue; } pCur->pNext = NULL; if( !pTail ) { pActive = pTail = pCur; } else { pTail->pNext = pCur; pTail = pCur; } } m_pActiveParticles = pActive; } bool CQuakePartSystem :: AddParticle( CQuakePart *src, int texture, int flags ) { if( !src ) return false; CQuakePart *dst = AllocParticle(); if( !dst ) return false; if( texture ) dst->m_hTexture = texture; else dst->m_hTexture = m_hDefaultParticle; dst->m_flTime = tr.time; dst->m_iFlags = flags; dst->m_vecOrigin = src->m_vecOrigin; dst->m_vecVelocity = src->m_vecVelocity; dst->m_vecAccel = src->m_vecAccel; dst->m_vecColor = src->m_vecColor; dst->m_vecColorVelocity = src->m_vecColorVelocity; dst->m_flAlpha = src->m_flAlpha; dst->m_flRadius = src->m_flRadius; dst->m_flLength = src->m_flLength; dst->m_flRotation = src->m_flRotation; dst->m_flAlphaVelocity = src->m_flAlphaVelocity; dst->m_flRadiusVelocity = src->m_flRadiusVelocity; dst->m_flLengthVelocity = src->m_flLengthVelocity; dst->m_flBounceFactor = src->m_flBounceFactor; // needs to save old origin if( FBitSet( flags, ( FPART_BOUNCE|FPART_FRICTION ))) dst->m_vecLastOrg = dst->m_vecOrigin; return true; } /* ================= CL_ExplosionParticles ================= */ void CQuakePartSystem :: ExplosionParticles( const Vector &pos ) { CQuakePart src; int flags; if( !g_fRenderInitialized || !m_pAllowParticles->value ) return; flags = (FPART_STRETCH|FPART_BOUNCE|FPART_FRICTION); int i; for( i = 0; i < 384; i++ ) { src.m_vecOrigin.x = pos.x + RANDOM_LONG( -16, 16 ); src.m_vecOrigin.y = pos.y + RANDOM_LONG( -16, 16 ); src.m_vecOrigin.z = pos.z + RANDOM_LONG( -16, 16 ); src.m_vecVelocity.x = RANDOM_LONG( -256, 256 ); src.m_vecVelocity.y = RANDOM_LONG( -256, 256 ); src.m_vecVelocity.z = RANDOM_LONG( -256, 256 ); src.m_vecAccel.x = src.m_vecAccel.y = 0; src.m_vecAccel.z = -60 + RANDOM_FLOAT( -30, 30 ); src.m_vecColor = Vector( 1, 1, 1 ); src.m_vecColorVelocity = Vector( 0, 0, 0 ); src.m_flAlpha = 1.0; src.m_flAlphaVelocity = -3.0; src.m_flRadius = 0.5 + RANDOM_FLOAT( -0.2, 0.2 ); src.m_flRadiusVelocity = 0; src.m_flLength = 8 + RANDOM_FLOAT( -4, 4 ); src.m_flLengthVelocity = 8 + RANDOM_FLOAT( -4, 4 ); src.m_flRotation = 0; src.m_flBounceFactor = 0.2; if( !AddParticle( &src, m_hSparks, flags )) return; } // smoke flags = FPART_VERTEXLIGHT; for( i = 0; i < 5; i++ ) { src.m_vecOrigin.x = pos.x + RANDOM_FLOAT( -10, 10 ); src.m_vecOrigin.y = pos.y + RANDOM_FLOAT( -10, 10 ); src.m_vecOrigin.z = pos.z + RANDOM_FLOAT( -10, 10 ); src.m_vecVelocity.x = RANDOM_FLOAT( -10, 10 ); src.m_vecVelocity.y = RANDOM_FLOAT( -10, 10 ); src.m_vecVelocity.z = RANDOM_FLOAT( -10, 10 ) + RANDOM_FLOAT( -5, 5 ) + 25; src.m_vecAccel = Vector( 0, 0, 0 ); src.m_vecColor = Vector( 0, 0, 0 ); src.m_vecColorVelocity = Vector( 0.75, 0.75, 0.75 ); src.m_flAlpha = 0.5; src.m_flAlphaVelocity = RANDOM_FLOAT( -0.1, -0.2 ); src.m_flRadius = 30 + RANDOM_FLOAT( -15, 15 ); src.m_flRadiusVelocity = 15 + RANDOM_FLOAT( -7.5, 7.5 ); src.m_flLength = 1; src.m_flLengthVelocity = 0; src.m_flRotation = RANDOM_LONG( 0, 360 ); if( !AddParticle( &src, m_hSmoke, flags )) return; } } /* ================= CL_BulletParticles ================= */ void CQuakePartSystem :: SparkParticles( const Vector &org, const Vector &dir ) { CQuakePart src; if( !g_fRenderInitialized || !m_pAllowParticles->value ) return; // sparks int flags = (FPART_STRETCH|FPART_BOUNCE|FPART_FRICTION); for( int i = 0; i < 16; i++ ) { src.m_vecOrigin.x = org[0] + dir[0] * 2 + RANDOM_FLOAT( -1, 1 ); src.m_vecOrigin.y = org[1] + dir[1] * 2 + RANDOM_FLOAT( -1, 1 ); src.m_vecOrigin.z = org[2] + dir[2] * 2 + RANDOM_FLOAT( -1, 1 ); src.m_vecVelocity.x = dir[0] * 180 + RANDOM_FLOAT( -60, 60 ); src.m_vecVelocity.y = dir[1] * 180 + RANDOM_FLOAT( -60, 60 ); src.m_vecVelocity.z = dir[2] * 180 + RANDOM_FLOAT( -60, 60 ); src.m_vecAccel.x = src.m_vecAccel.y = 0; src.m_vecAccel.z = -120 + RANDOM_FLOAT( -60, 60 ); src.m_vecColor = Vector( 1.0, 1.0f, 1.0f ); src.m_vecColorVelocity = Vector( 0, 0, 0 ); src.m_flAlpha = 1.0; src.m_flAlphaVelocity = -8.0; src.m_flRadius = 0.4 + RANDOM_FLOAT( -0.2, 0.2 ); src.m_flRadiusVelocity = 0; src.m_flLength = 8 + RANDOM_FLOAT( -4, 4 ); src.m_flLengthVelocity = 8 + RANDOM_FLOAT( -4, 4 ); src.m_flRotation = 0; src.m_flBounceFactor = 0.2; if( !AddParticle( &src, m_hSparks, flags )) return; } } /* ================= CL_RicochetSparks ================= */ void CQuakePartSystem :: RicochetSparks( const Vector &org, float scale ) { CQuakePart src; if( !g_fRenderInitialized || !m_pAllowParticles->value ) return; // sparks int flags = (FPART_STRETCH|FPART_BOUNCE|FPART_FRICTION); for( int i = 0; i < 16; i++ ) { src.m_vecOrigin.x = org[0] + RANDOM_FLOAT( -1, 1 ); src.m_vecOrigin.y = org[1] + RANDOM_FLOAT( -1, 1 ); src.m_vecOrigin.z = org[2] + RANDOM_FLOAT( -1, 1 ); src.m_vecVelocity.x = RANDOM_FLOAT( -60, 60 ); src.m_vecVelocity.y = RANDOM_FLOAT( -60, 60 ); src.m_vecVelocity.z = RANDOM_FLOAT( -60, 60 ); src.m_vecAccel.x = src.m_vecAccel.y = 0; src.m_vecAccel.z = -120 + RANDOM_FLOAT( -60, 60 ); src.m_vecColor = Vector( 1.0, 1.0f, 1.0f ); src.m_vecColorVelocity = Vector( 0, 0, 0 ); src.m_flAlpha = 1.0; src.m_flAlphaVelocity = -8.0; src.m_flRadius = scale + RANDOM_FLOAT( -0.2, 0.2 ); src.m_flRadiusVelocity = 0; src.m_flLength = scale + RANDOM_FLOAT( -0.2, 0.2 ); src.m_flLengthVelocity = scale + RANDOM_FLOAT( -0.2, 0.2 ); src.m_flRotation = 0; src.m_flBounceFactor = 0.2; if( !AddParticle( &src, m_hSparks, flags )) return; } } void CQuakePartSystem :: SmokeParticles( const Vector &pos, int count ) { CQuakePart src; if( !g_fRenderInitialized || !m_pAllowParticles->value ) return; // smoke int flags = FPART_VERTEXLIGHT; for( int i = 0; i < count; i++ ) { src.m_vecOrigin.x = pos.x + RANDOM_FLOAT( -10, 10 ); src.m_vecOrigin.y = pos.y + RANDOM_FLOAT( -10, 10 ); src.m_vecOrigin.z = pos.z + RANDOM_FLOAT( -10, 10 ); src.m_vecVelocity.x = RANDOM_FLOAT( -10, 10 ); src.m_vecVelocity.y = RANDOM_FLOAT( -10, 10 ); src.m_vecVelocity.z = RANDOM_FLOAT( -10, 10 ) + RANDOM_FLOAT( -5, 5 ) + 25; src.m_vecAccel = Vector( 0, 0, 0 ); src.m_vecColor = Vector( 0, 0, 0 ); src.m_vecColorVelocity = Vector( 0.75, 0.75, 0.75 ); src.m_flAlpha = 0.5; src.m_flAlphaVelocity = RANDOM_FLOAT( -0.1, -0.15 ); src.m_flRadius = 30 + RANDOM_FLOAT( -15, 15 ); src.m_flRadiusVelocity = 15 + RANDOM_FLOAT( -7.5, 7.5 ); src.m_flLength = 1; src.m_flLengthVelocity = 0; src.m_flRotation = RANDOM_LONG( 0, 360 ); if( !AddParticle( &src, m_hSmoke, flags )) return; } } void CQuakePartSystem :: GunSmoke( const Vector &pos, int count ) { CQuakePart src; if( !g_fRenderInitialized || !m_pAllowParticles->value ) return; // smoke int flags = FPART_VERTEXLIGHT; for( int i = 0; i < count; i++ ) { src.m_vecOrigin.x = pos.x + RANDOM_FLOAT( -0.1f, 0.1f ); src.m_vecOrigin.y = pos.y + RANDOM_FLOAT( -0.1f, 0.1f ); src.m_vecOrigin.z = pos.z + RANDOM_FLOAT( -0.1f, 0.1f ); src.m_vecVelocity.x = RANDOM_FLOAT( -5.1f, 5.1f ); src.m_vecVelocity.y = RANDOM_FLOAT( -5.1f, 5.1f ); src.m_vecVelocity.z = RANDOM_FLOAT( -5.1f, 5.1f ); src.m_vecAccel = Vector( 0, 0, 0 ); src.m_vecColor = Vector( 1.0f, 1.0f, 1.0f ); src.m_vecColorVelocity = g_vecZero; src.m_flAlpha = 0.5; src.m_flAlphaVelocity = RANDOM_FLOAT( -0.2f, -0.4f ); src.m_flRadius = RANDOM_FLOAT( 4.0f, 6.0f ); src.m_flRadiusVelocity = 2.0f + RANDOM_FLOAT( -0.5, 0.5 ); src.m_flLength = 1; src.m_flLengthVelocity = 0; src.m_flRotation = RANDOM_LONG( 0, 360 ); if( !AddParticle( &src, m_hSmoke, flags )) return; } } /* ================= CL_BulletParticles ================= */ void CQuakePartSystem :: BulletParticles( const Vector &org, const Vector &dir ) { CQuakePart src; int cnt, count; if( !g_fRenderInitialized || !m_pAllowParticles->value ) return; count = RANDOM_LONG( 3, 8 ); cnt = POINT_CONTENTS( (float *)&org ); if( cnt == CONTENTS_WATER ) return; // sparks int flags = (FPART_STRETCH|FPART_BOUNCE|FPART_FRICTION|FPART_ADDITIVE); int i; for( i = 0; i < count; i++ ) { src.m_vecOrigin.x = org[0] + dir[0] * 2 + RANDOM_FLOAT( -1, 1 ); src.m_vecOrigin.y = org[1] + dir[1] * 2 + RANDOM_FLOAT( -1, 1 ); src.m_vecOrigin.z = org[2] + dir[2] * 2 + RANDOM_FLOAT( -1, 1 ); src.m_vecVelocity.x = dir[0] * 180 + RANDOM_FLOAT( -60, 60 ); src.m_vecVelocity.y = dir[1] * 180 + RANDOM_FLOAT( -60, 60 ); src.m_vecVelocity.z = dir[2] * 180 + RANDOM_FLOAT( -60, 60 ); src.m_vecAccel.x = src.m_vecAccel.y = 0; src.m_vecAccel.z = -120 + RANDOM_FLOAT( -60, 60 ); src.m_vecColor = Vector( 1.0, 1.0f, 1.0f ); src.m_vecColorVelocity = Vector( 0, 0, 0 ); src.m_flAlpha = 1.0; src.m_flAlphaVelocity = -8.0; src.m_flRadius = 0.4 + RANDOM_FLOAT( -0.2, 0.2 ); src.m_flRadiusVelocity = 0; src.m_flLength = 8 + RANDOM_FLOAT( -4, 4 ); src.m_flLengthVelocity = 8 + RANDOM_FLOAT( -4, 4 ); src.m_flRotation = 0; src.m_flBounceFactor = 0.2; if( !AddParticle( &src, m_hSparks, flags )) return; } // smoke flags = FPART_VERTEXLIGHT; for( i = 0; i < 3; i++ ) { src.m_vecOrigin.x = org[0] + dir[0] * 5 + RANDOM_FLOAT( -1, 1 ); src.m_vecOrigin.y = org[1] + dir[1] * 5 + RANDOM_FLOAT( -1, 1 ); src.m_vecOrigin.z = org[2] + dir[2] * 5 + RANDOM_FLOAT( -1, 1 ); src.m_vecVelocity.x = RANDOM_FLOAT( -2.5, 2.5 ); src.m_vecVelocity.y = RANDOM_FLOAT( -2.5, 2.5 ); src.m_vecVelocity.z = RANDOM_FLOAT( -2.5, 2.5 ) + (25 + RANDOM_FLOAT( -5, 5 )); src.m_vecAccel = Vector( 0, 0, 0 ); src.m_vecColor = Vector( 0.4, 0.4, 0.4 ); src.m_vecColorVelocity = Vector( 0.2, 0.2, 0.2 ); src.m_flAlpha = 0.5; src.m_flAlphaVelocity = -(0.4 + RANDOM_FLOAT( 0, 0.2 )); src.m_flRadius = 3 + RANDOM_FLOAT( -1.5, 1.5 ); src.m_flRadiusVelocity = 5 + RANDOM_FLOAT( -2.5, 2.5 ); src.m_flLength = 1; src.m_flLengthVelocity = 0; src.m_flRotation = RANDOM_LONG( 0, 360 ); if( !AddParticle( &src, m_hSmoke, flags )) return; } }