diff options
Diffstat (limited to 'code/cgame/cg_particles.c')
-rwxr-xr-x | code/cgame/cg_particles.c | 4036 |
1 files changed, 2018 insertions, 2018 deletions
diff --git a/code/cgame/cg_particles.c b/code/cgame/cg_particles.c index b3ce322..d9c3e7e 100755 --- a/code/cgame/cg_particles.c +++ b/code/cgame/cg_particles.c @@ -1,2018 +1,2018 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-// 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 ("CG_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 ("CG_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 ("CG_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 ("CG_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++) {
- if (!stricmp( animStr, shaderAnimNames[anim] ))
- break;
- }
- if (!shaderAnimNames[anim]) {
- CG_Error("CG_ParticleExplosion: unknown animation string: %s\n", 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 ("CG_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 ("CG_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 ("CG_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 ("CG_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 ("CG_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;
- float x, y;
- float 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 < (MAX_ENTITIES - 1)) // 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 ("CG_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;
-
- }
-
-
-}
-
-void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed)
-{
- 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 ("CG_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;
-}
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// 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 ("CG_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 ("CG_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 ("CG_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 ("CG_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++) { + if (!stricmp( animStr, shaderAnimNames[anim] )) + break; + } + if (!shaderAnimNames[anim]) { + CG_Error("CG_ParticleExplosion: unknown animation string: %s\n", 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 ("CG_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 ("CG_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 ("CG_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 ("CG_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 ("CG_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; + float x, y; + float 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 < (MAX_ENTITIES - 1)) // 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 ("CG_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; + + } + + +} + +void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed) +{ + 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 ("CG_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; +} |