aboutsummaryrefslogtreecommitdiff
path: root/code/cgame/cg_marks.c
diff options
context:
space:
mode:
Diffstat (limited to 'code/cgame/cg_marks.c')
-rw-r--r--code/cgame/cg_marks.c2274
1 files changed, 2274 insertions, 0 deletions
diff --git a/code/cgame/cg_marks.c b/code/cgame/cg_marks.c
new file mode 100644
index 0000000..71f74b1
--- /dev/null
+++ b/code/cgame/cg_marks.c
@@ -0,0 +1,2274 @@
+/*
+===========================================================================
+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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// cg_marks.c -- wall marks
+
+#include "cg_local.h"
+
+/*
+===================================================================
+
+MARK POLYS
+
+===================================================================
+*/
+
+
+markPoly_t cg_activeMarkPolys; // double linked list
+markPoly_t *cg_freeMarkPolys; // single linked list
+markPoly_t cg_markPolys[MAX_MARK_POLYS];
+static int markTotal;
+
+/*
+===================
+CG_InitMarkPolys
+
+This is called at startup and for tournement restarts
+===================
+*/
+void CG_InitMarkPolys( void ) {
+ int i;
+
+ memset( cg_markPolys, 0, sizeof(cg_markPolys) );
+
+ cg_activeMarkPolys.nextMark = &cg_activeMarkPolys;
+ cg_activeMarkPolys.prevMark = &cg_activeMarkPolys;
+ cg_freeMarkPolys = cg_markPolys;
+ for ( i = 0 ; i < MAX_MARK_POLYS - 1 ; i++ ) {
+ cg_markPolys[i].nextMark = &cg_markPolys[i+1];
+ }
+}
+
+
+/*
+==================
+CG_FreeMarkPoly
+==================
+*/
+void CG_FreeMarkPoly( markPoly_t *le ) {
+ if ( !le->prevMark ) {
+ CG_Error( "CG_FreeLocalEntity: not active" );
+ }
+
+ // remove from the doubly linked active list
+ le->prevMark->nextMark = le->nextMark;
+ le->nextMark->prevMark = le->prevMark;
+
+ // the free list is only singly linked
+ le->nextMark = cg_freeMarkPolys;
+ cg_freeMarkPolys = le;
+}
+
+/*
+===================
+CG_AllocMark
+
+Will allways succeed, even if it requires freeing an old active mark
+===================
+*/
+markPoly_t *CG_AllocMark( void ) {
+ markPoly_t *le;
+ int time;
+
+ if ( !cg_freeMarkPolys ) {
+ // no free entities, so free the one at the end of the chain
+ // remove the oldest active entity
+ time = cg_activeMarkPolys.prevMark->time;
+ while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) {
+ CG_FreeMarkPoly( cg_activeMarkPolys.prevMark );
+ }
+ }
+
+ le = cg_freeMarkPolys;
+ cg_freeMarkPolys = cg_freeMarkPolys->nextMark;
+
+ memset( le, 0, sizeof( *le ) );
+
+ // link into the active list
+ le->nextMark = cg_activeMarkPolys.nextMark;
+ le->prevMark = &cg_activeMarkPolys;
+ cg_activeMarkPolys.nextMark->prevMark = le;
+ cg_activeMarkPolys.nextMark = le;
+ return le;
+}
+
+
+
+/*
+=================
+CG_ImpactMark
+
+origin should be a point within a unit of the plane
+dir should be the plane normal
+
+temporary marks will not be stored or randomly oriented, but immediately
+passed to the renderer.
+=================
+*/
+#define MAX_MARK_FRAGMENTS 128
+#define MAX_MARK_POINTS 384
+
+void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir,
+ float orientation, float red, float green, float blue, float alpha,
+ qboolean alphaFade, float radius, qboolean temporary ) {
+ vec3_t axis[3];
+ float texCoordScale;
+ vec3_t originalPoints[4];
+ byte colors[4];
+ int i, j;
+ int numFragments;
+ markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf;
+ vec3_t markPoints[MAX_MARK_POINTS];
+ vec3_t projection;
+
+ if ( !cg_addMarks.integer ) {
+ return;
+ }
+
+ if ( radius <= 0 ) {
+ CG_Error( "CG_ImpactMark called with <= 0 radius" );
+ }
+
+ //if ( markTotal >= MAX_MARK_POLYS ) {
+ // return;
+ //}
+
+ // create the texture axis
+ VectorNormalize2( dir, axis[0] );
+ PerpendicularVector( axis[1], axis[0] );
+ RotatePointAroundVector( axis[2], axis[0], axis[1], orientation );
+ CrossProduct( axis[0], axis[2], axis[1] );
+
+ texCoordScale = 0.5 * 1.0 / radius;
+
+ // create the full polygon
+ for ( i = 0 ; i < 3 ; i++ ) {
+ originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
+ originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
+ originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
+ originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
+ }
+
+ // get the fragments
+ VectorScale( dir, -20, projection );
+ numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints,
+ projection, MAX_MARK_POINTS, markPoints[0],
+ MAX_MARK_FRAGMENTS, markFragments );
+
+ colors[0] = red * 255;
+ colors[1] = green * 255;
+ colors[2] = blue * 255;
+ colors[3] = alpha * 255;
+
+ for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) {
+ polyVert_t *v;
+ polyVert_t verts[MAX_VERTS_ON_POLY];
+ markPoly_t *mark;
+
+ // we have an upper limit on the complexity of polygons
+ // that we store persistantly
+ if ( mf->numPoints > MAX_VERTS_ON_POLY ) {
+ mf->numPoints = MAX_VERTS_ON_POLY;
+ }
+ for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) {
+ vec3_t delta;
+
+ VectorCopy( markPoints[mf->firstPoint + j], v->xyz );
+
+ VectorSubtract( v->xyz, origin, delta );
+ v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
+ v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
+ *(int *)v->modulate = *(int *)colors;
+ }
+
+ // if it is a temporary (shadow) mark, add it immediately and forget about it
+ if ( temporary ) {
+ trap_R_AddPolyToScene( markShader, mf->numPoints, verts );
+ continue;
+ }
+
+ // otherwise save it persistantly
+ mark = CG_AllocMark();
+ mark->time = cg.time;
+ mark->alphaFade = alphaFade;
+ mark->markShader = markShader;
+ mark->poly.numVerts = mf->numPoints;
+ mark->color[0] = red;
+ mark->color[1] = green;
+ mark->color[2] = blue;
+ mark->color[3] = alpha;
+ memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) );
+ markTotal++;
+ }
+}
+
+
+/*
+===============
+CG_AddMarks
+===============
+*/
+#define MARK_TOTAL_TIME 10000
+#define MARK_FADE_TIME 1000
+
+void CG_AddMarks( void ) {
+ int j;
+ markPoly_t *mp, *next;
+ int t;
+ int fade;
+
+ if ( !cg_addMarks.integer ) {
+ return;
+ }
+
+ mp = cg_activeMarkPolys.nextMark;
+ for ( ; mp != &cg_activeMarkPolys ; mp = next ) {
+ // grab next now, so if the local entity is freed we
+ // still have it
+ next = mp->nextMark;
+
+ // see if it is time to completely remove it
+ if ( cg.time > mp->time + MARK_TOTAL_TIME ) {
+ CG_FreeMarkPoly( mp );
+ continue;
+ }
+
+ // fade out the energy bursts
+ if ( mp->markShader == cgs.media.energyMarkShader ) {
+
+ fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 );
+ if ( fade < 255 ) {
+ if ( fade < 0 ) {
+ fade = 0;
+ }
+ if ( mp->verts[0].modulate[0] != 0 ) {
+ for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
+ mp->verts[j].modulate[0] = mp->color[0] * fade;
+ mp->verts[j].modulate[1] = mp->color[1] * fade;
+ mp->verts[j].modulate[2] = mp->color[2] * fade;
+ }
+ }
+ }
+ }
+
+ // fade all marks out with time
+ t = mp->time + MARK_TOTAL_TIME - cg.time;
+ if ( t < MARK_FADE_TIME ) {
+ fade = 255 * t / MARK_FADE_TIME;
+ if ( mp->alphaFade ) {
+ for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
+ mp->verts[j].modulate[3] = fade;
+ }
+ } else {
+ for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
+ mp->verts[j].modulate[0] = mp->color[0] * fade;
+ mp->verts[j].modulate[1] = mp->color[1] * fade;
+ mp->verts[j].modulate[2] = mp->color[2] * fade;
+ }
+ }
+ }
+
+
+ trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts );
+ }
+}
+
+// cg_particles.c
+
+#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",
+ NULL
+};
+static qhandle_t shaderAnims[MAX_SHADER_ANIMS][MAX_SHADER_ANIM_FRAMES];
+static int shaderAnimCounts[MAX_SHADER_ANIMS] = {
+ 23
+};
+static float shaderAnimSTRatio[MAX_SHADER_ANIMS] = {
+ 1.0f
+};
+static int numShaderAnims;
+// done.
+
+#define PARTICLE_GRAVITY 40
+#define MAX_PARTICLES 1024
+
+cparticle_t *active_particles, *free_particles;
+cparticle_t particles[MAX_PARTICLES];
+int cl_numparticles = MAX_PARTICLES;
+
+qboolean initparticles = qfalse;
+vec3_t pvforward, pvright, pvup;
+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, pvup, point);
+ VectorMA (point, -p->width, pvright, 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, pvup, point);
+ VectorMA (point, p->width, pvright, 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, pvup, point);
+ VectorMA (point, p->width, pvright, 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, pvup, point);
+ VectorMA (point, -p->width, pvright, 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, pvup, point);
+ VectorMA (point, -p->width, pvright, 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, pvup, point);
+ VectorMA (point, -p->width, pvright, 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, pvup, point);
+ VectorMA (point, p->width, pvright, 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, 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 (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, pvup, point);
+ VectorMA (point, -width, pvright, 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, pvup, 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, pvright, 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, pvup, 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, pvup, point);
+ VectorMA (point, -p->width, pvright, 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, pvup, point);
+ VectorMA (point, p->width, pvright, 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, pvup, point);
+ VectorMA (point, p->width, pvright, 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, pvup, point);
+ VectorMA (point, -p->width, pvright, 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 (pvup, ru);
+ VectorCopy (pvright, 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, pvup, point);
+ VectorMA (point, -width, pvright, 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, pvup, 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, pvright, 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, pvup, 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], pvforward );
+ VectorCopy( cg.refdef.viewaxis[1], pvright );
+ VectorCopy( cg.refdef.viewaxis[2], pvup );
+
+ 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 (!Q_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 = 0.5;
+ 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;
+}
+