/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

#include "quakedef.h"
#include "r_local.h"

#define MAX_PARTICLES			2048	// default max # of particles at one
//  time
#define ABSOLUTE_MIN_PARTICLES	512		// no fewer than this no matter what's
//  on the command line

int		ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
int		ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
int		ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};

particle_t	*active_particles, *free_particles;

particle_t	*particles;
int			r_numparticles;

vec3_t			r_pright, r_pup, r_ppn;


/*
===============
R_InitParticles
===============
*/
void R_InitParticles(void)
{
    int		i;

    i = COM_CheckParm("-particles");

    if (i) {
        r_numparticles = (int)(Q_atoi(com_argv[i+1]));
        if (r_numparticles < ABSOLUTE_MIN_PARTICLES) {
            r_numparticles = ABSOLUTE_MIN_PARTICLES;
        }
    } else {
        r_numparticles = MAX_PARTICLES;
    }

    particles = (particle_t *)
                Hunk_AllocName(r_numparticles * sizeof(particle_t), "particles");
}

#ifdef QUAKE2
void R_DarkFieldParticles(entity_t *ent)
{
    int			i, j, k;
    particle_t	*p;
    float		vel;
    vec3_t		dir;
    vec3_t		org;

    org[0] = ent->origin[0];
    org[1] = ent->origin[1];
    org[2] = ent->origin[2];
    for (i=-16 ; i<16 ; i+=8)
        for (j=-16 ; j<16 ; j+=8)
            for (k=0 ; k<32 ; k+=8) {
                if (!free_particles) {
                    return;
                }
                p = free_particles;
                free_particles = p->next;
                p->next = active_particles;
                active_particles = p;

                p->die = cl.time + 0.2 + (rand()&7) * 0.02;
                p->start_time = cl.time; // Edited
                p->color = 150 + rand()%6;
                p->type = pt_slowgrav;

                dir[0] = j*8;
                dir[1] = i*8;
                dir[2] = k*8;

                p->org[0] = org[0] + i + (rand()&3);
                p->org[1] = org[1] + j + (rand()&3);
                p->org[2] = org[2] + k + (rand()&3);

                VectorNormalize(dir);
                vel = 50 + (rand()&63);
                VectorScale(dir, vel, p->vel);
            }
}
#endif


/*
===============
R_EntityParticles
===============
*/

#define NUMVERTEXNORMALS	162
extern	float	r_avertexnormals[NUMVERTEXNORMALS][3];
vec3_t	avelocities[NUMVERTEXNORMALS];
float	beamlength = 16;
vec3_t	avelocity = {23, 7, 3};
float	partstep = 0.01f;
float	timescale = 0.01f;

void R_EntityParticles(entity_t *ent)
{
    int			count;
    int			i;
    particle_t	*p;
    float		angle;
    float		sr, sp, sy, cr, cp, cy;
    vec3_t		forward;
    float		dist;

    dist = 64;
    count = 50;

    if (!avelocities[0][0]) {
        for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++) {
            avelocities[0][i] = (rand()&255) * 0.01f;
        }
    }


    for (i=0 ; i<NUMVERTEXNORMALS ; i++) {
        angle = cl.time * avelocities[i][0];
        sy = sinf(angle);
        cy = cosf(angle);
        angle = cl.time * avelocities[i][1];
        sp = sinf(angle);
        cp = cosf(angle);
        angle = cl.time * avelocities[i][2];
        sr = sinf(angle);
        cr = cosf(angle);

        forward[0] = cp*cy;
        forward[1] = cp*sy;
        forward[2] = -sp;

        if (!free_particles) {
            return;
        }
        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        p->die = cl.time + 0.01;
        p->start_time = cl.time; // Edited
        p->color = 0x6f;
        p->type = pt_explode;

        p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
        p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
        p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
    }
}


/*
===============
R_ClearParticles
===============
*/
void R_ClearParticles(void)
{
    int		i;

    free_particles = &particles[0];
    active_particles = NULL;

    for (i=0 ; i<r_numparticles ; i++) {
        particles[i].next = &particles[i+1];
    }
    particles[r_numparticles-1].next = NULL;
}


void R_ReadPointFile_f(void)
{
#ifndef _arch_dreamcast // BlackAura
    FILE	*f;
    vec3_t	org;
    int		r;
    int		c;
    particle_t	*p;
    char	name[MAX_OSPATH];

    sprintf(name,"maps/%s.pts", sv.name);

    COM_FOpenFile(name, &f, NULL);	// 2001-09-12 Returning from which searchpath a file was loaded by Maddes
    if (!f) {
        Con_Printf("couldn't open %s\n", name);
        return;
    }

    Con_Printf("Reading %s...\n", name);
    c = 0;
    for (;;) {
        r = fscanf(f,"%f %f %f\n", &org[0], &org[1], &org[2]);
        if (r != 3) {
            break;
        }
        c++;

        if (!free_particles) {
            Con_Printf("Not enough free particles\n");
            break;
        }
        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        p->die = 99999;
        p->start_time = 99999; // Edited
        p->color = (-c)&15;
        p->type = pt_static;
        VectorCopy(vec3_origin, p->vel);
        VectorCopy(org, p->org);
    }

    fclose(f);
    Con_Printf("%i points read\n", c);
#endif // BlackAura
}

/*
===============
R_ParseParticleEffect

Parse an effect out of the server message
===============
*/
void R_ParseParticleEffect(void)
{
    vec3_t		org, dir;
    int			i, count, msgcount, color;

    for (i=0 ; i<3 ; i++) {
        org[i] = MSG_ReadCoord();
    }
    for (i=0 ; i<3 ; i++) {
        dir[i] = MSG_ReadChar() * (1.f/16);
    }
    msgcount = MSG_ReadByte();
    color = MSG_ReadByte();

    if (msgcount == 255) {
        count = 1024;
    } else {
        count = msgcount;
    }

    R_RunParticleEffect(org, dir, color, count);
}

/*
===============
R_ParticleExplosion

===============
*/
void R_ParticleExplosion(vec3_t org)
{
    int			i, j;
    particle_t	*p;

    for (i=0 ; i<1024 ; i++) {
        if (!free_particles) {
            return;
        }
        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        p->die = cl.time + 5;
        p->start_time = cl.time-1.4; // Edited
        p->color = ramp1[0];
        p->ramp = rand()&3;
        if (i & 1) {
            p->type = pt_explode;
            for (j=0 ; j<3 ; j++) {
                p->org[j] = org[j] + ((rand()%32)-16);
                p->vel[j] = (rand()%512)-256;
            }
        } else {
            p->type = pt_explode2;
            for (j=0 ; j<3 ; j++) {
                p->org[j] = org[j] + ((rand()%32)-16);
                p->vel[j] = (rand()%512)-256;
            }
        }
    }
}

/*
===============
R_ParticleExplosion2

===============
*/
void R_ParticleExplosion2(vec3_t org, int colorStart, int colorLength)
{
    int			i, j;
    particle_t	*p;
    int			colorMod = 0;

    for (i=0; i<512; i++) {
        if (!free_particles) {
            return;
        }
        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        p->die = cl.time + 0.3;
        p->start_time = cl.time; // Edited
        p->color = colorStart + (colorMod % colorLength);
        colorMod++;

        p->type = pt_blob;
        for (j=0 ; j<3 ; j++) {
            p->org[j] = org[j] + ((rand()%32)-16);
            p->vel[j] = (rand()%512)-256;
        }
    }
}

/*
===============
R_BlobExplosion

===============
*/
void R_BlobExplosion(vec3_t org)
{
    int			i, j;
    particle_t	*p;

    for (i=0 ; i<1024 ; i++) {
        if (!free_particles) {
            return;
        }
        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        p->die = cl.time + 1 + (rand()&8)*0.05;
        p->start_time = cl.time; // Edited

        if (i & 1) {
            p->type = pt_blob;
            p->color = 66 + rand()%6;
            for (j=0 ; j<3 ; j++) {
                p->org[j] = org[j] + ((rand()%32)-16);
                p->vel[j] = (rand()%512)-256;
            }
        } else {
            p->type = pt_blob2;
            p->color = 150 + rand()%6;
            for (j=0 ; j<3 ; j++) {
                p->org[j] = org[j] + ((rand()%32)-16);
                p->vel[j] = (rand()%512)-256;
            }
        }
    }
}

/*
===============
R_RunParticleEffect

===============
*/
void R_RunParticleEffect(vec3_t org, vec3_t dir, int color, int count)
{
    int			i, j;
    particle_t	*p;

    for (i=0 ; i<count ; i++) {
        if (!free_particles) {
            return;
        }
        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        if (count == 1024) {
            // rocket explosion
            p->die = cl.time + 5;
            p->start_time = cl.time-1.4; // Edited
            p->color = ramp1[0];
            p->ramp = rand()&3;
            if (i & 1) {
                p->type = pt_explode;
                for (j=0 ; j<3 ; j++) {
                    p->org[j] = org[j] + ((rand()%32)-16);
                    p->vel[j] = (rand()%512)-256;
                }
            } else {
                p->type = pt_explode2;
                for (j=0 ; j<3 ; j++) {
                    p->org[j] = org[j] + ((rand()%32)-16);
                    p->vel[j] = (rand()%512)-256;
                }
            }
        } else {
            p->die = cl.time + 0.1*(rand()%5);
            p->start_time = cl.time; // Edited
            p->color = (color&~7) + (rand()&7);
            p->type = pt_slowgrav;
            for (j=0 ; j<3 ; j++) {
                p->org[j] = org[j] + ((rand()&15)-8);
                p->vel[j] = dir[j]*15;// + (rand()%300)-150;
            }
        }
    }
}


/*
===============
R_LavaSplash

===============
*/
void R_LavaSplash(vec3_t org)
{
    int			i, j, k;
    particle_t	*p;
    float		vel;
    vec3_t		dir;

    for (k=0 ; k<4 ; k++) // edited & moved here
        for (i=-16 ; i<16 ; i++)
            for (j=-16 ; j<16 ; j++) {
                if (!free_particles) {
                    return;
                }
                p = free_particles;
                free_particles = p->next;
                p->next = active_particles;
                active_particles = p;

                p->die = cl.time + 2 + (rand()&31) * 0.02;
                p->start_time = cl.time+1.6; // Edited
                p->color = 224 + (rand()&7);
                p->type = pt_slowgrav;

                dir[0] = j*8 + (rand()&7);
                dir[1] = i*8 + (rand()&7);
                dir[2] = 256;

                p->org[0] = org[0] + dir[0];
                p->org[1] = org[1] + dir[1];
                p->org[2] = org[2] + (rand()&63);

                VectorNormalize(dir);
                vel = 150 + (rand()&63);//50 + (rand()&63); // edited
                VectorScale(dir, vel, p->vel);
            }
}

/*
===============
R_TeleportSplash

===============
*/
void R_TeleportSplash(vec3_t org)
{
    int			i, j, k;
    particle_t	*p;
    float		vel;
    vec3_t		dir;

    for (i=-16 ; i<16 ; i+=4)
        for (j=-16 ; j<16 ; j+=4)
            for (k=-24 ; k<32 ; k+=4) {
                if (!free_particles) {
                    return;
                }
                p = free_particles;
                free_particles = p->next;
                p->next = active_particles;
                active_particles = p;

                p->die = cl.time + 0.2 + (rand()&7) * 0.02;
                p->start_time = cl.time; // Edited
                p->color = 7 + (rand()&7);
                p->type = pt_slowgrav;

                dir[0] = j*8;
                dir[1] = i*8;
                dir[2] = k*8;

                p->org[0] = org[0] + i + (rand()&3);
                p->org[1] = org[1] + j + (rand()&3);
                p->org[2] = org[2] + k + (rand()&3);

                VectorNormalize(dir);
                vel = 50 + (rand()&63);
                VectorScale(dir, vel, p->vel);
            }
}

void R_RocketTrail(vec3_t start, vec3_t end, int type)
{
    vec3_t		vec;
    float		len;
    int			j;
    particle_t	*p;
    int			dec;
    static int	tracercount;

    VectorSubtract(end, start, vec);
    len = VectorNormalize(vec);
    if (type < 128) {
        dec = 3;
    } else {
        dec = 1;
        type -= 128;
    }
    VectorScale(vec, dec, vec);  // Edited

    while (len > 0) {
        len -= dec;

        if (!free_particles) {
            return;
        }
        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        VectorCopy(vec3_origin, p->vel);
        p->die = cl.time + 2;
        p->start_time = cl.time; // Edited

        switch (type) {
        case 0:	// rocket trail
            p->ramp = (rand()&3);
            p->color = ramp3[(int)p->ramp];//109 107 6 5
            p->type = pt_fire;
            for (j=0 ; j<3 ; j++) {
                p->org[j] = start[j] + ((rand()%6)-3);
            }
            break;

        case 1:	// smoke smoke
            p->ramp = (rand()&3) + 2;
            p->color = ramp3[(int)p->ramp];
            p->type = pt_fire;
            for (j=0 ; j<3 ; j++) {
                p->org[j] = start[j] + ((rand()%6)-3);
            }
            break;

        case 2:	// blood
            p->type = pt_grav;
            p->color = 67 + (rand()&3);
            for (j=0 ; j<3 ; j++) {
                p->org[j] = start[j] + ((rand()%6)-3);
            }
            break;

        case 3:
        case 5:	// tracer
            p->die = cl.time + 0.5;
            p->type = pt_static;
            if (type == 3) {
                p->color = 52 + ((tracercount&4)<<1);
            } else {
                p->color = 230 + ((tracercount&4)<<1);
            }

            tracercount++;

            VectorCopy(start, p->org);
            if (tracercount & 1) {
                p->vel[0] = 30*vec[1];
                p->vel[1] = 30*-vec[0];
            } else {
                p->vel[0] = 30*-vec[1];
                p->vel[1] = 30*vec[0];
            }
            break;

        case 4:	// slight blood
            p->type = pt_grav;
            p->color = 67 + (rand()&3);
            for (j=0 ; j<3 ; j++) {
                p->org[j] = start[j] + ((rand()%6)-3);
            }
            len -= 3;
            break;

        case 6:	// voor trail
            p->color = 9*16 + 8 + (rand()&3);
            p->type = pt_static;
            p->die = cl.time + 0.3;
            for (j=0 ; j<3 ; j++) {
                p->org[j] = start[j] + ((rand()&15)-8);
            }
            break;
        }


        VectorAdd(start, vec, start);
    }
}


/*
===============
R_DrawParticles
===============
*/
extern	cvar_t	sv_gravity;

void R_DrawParticles(void)
{
    particle_t		*p, *kill;
    float			grav;
    int				i;
    float			time2, time3;
    float			time1;
    float			dvel;
    float			frametime;
    float 			alpha;

#ifdef GLQUAKE
    vec3_t			up, right;
    float			scale;

    GL_Bind(particletexture);
    glEnable(GL_BLEND);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glBegin(GL_TRIANGLES);

    VectorScale(vup, 1.5, up);
    VectorScale(vright, 1.5, right);
#else
    D_StartParticles();

    VectorScale(vright, xscaleshrink, r_pright);
    VectorScale(vup, yscaleshrink, r_pup);
    VectorCopy(vpn, r_ppn);
#endif
    frametime = cl.time - cl.oldtime;
    time3 = frametime * 15;
    time2 = frametime * 10; // 15;
    time1 = frametime * 5;
    grav = frametime * sv_gravity.value * 0.05;
    dvel = 4*frametime;

    for (;;) {
        kill = active_particles;
        if (kill && kill->die < cl.time) {
            active_particles = kill->next;
            kill->next = free_particles;
            free_particles = kill;
            continue;
        }
        break;
    }

    for (p=active_particles ; p ; p=p->next) {
        for (;;) {
            kill = p->next;
            if (kill && kill->die < cl.time) {
                p->next = kill->next;
                kill->next = free_particles;
                free_particles = kill;
                continue;
            }
            break;
        }

#ifdef GLQUAKE
        // hack a scale up to keep particles from disapearing
        scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
                + (p->org[2] - r_origin[2])*vpn[2];
        if (scale < 20) {
            scale = 1;
        } else {
            scale = 1 + scale * 0.004;
        }
        glColor3ubv((byte *)&d_8to24table[(int)p->color]);
        glTexCoord2f(0,0);
        glVertex3fv(p->org);
        glTexCoord2f(1,0);
        glVertex3f(p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
        glTexCoord2f(0,1);
        glVertex3f(p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
#else
//		D_DrawParticle (p);
        // begin
        alpha = 1.0 - ((cl.time - p->start_time) / (p->die - cl.time));
        if (alpha >= 0.1) {
            if (alpha <= 0.99) {
                D_DrawParticle_A(p,alpha);
            } else {
                D_DrawParticle_C(p);    // renamed to not conflict with the asm version
            }
        }
#endif
        p->org[0] += p->vel[0]*frametime;
        p->org[1] += p->vel[1]*frametime;
        p->org[2] += p->vel[2]*frametime;

        switch (p->type) {
        case pt_static:
            break;
        case pt_fire:
            p->ramp += time1;
            if (p->ramp >= 6) {
                p->die = -1;
            } else {
                p->color = ramp3[(int)p->ramp];
            }
            p->vel[2] += grav;
            break;

        case pt_explode:
            p->ramp += time2;
            if (p->ramp >=8) {
                p->die = -1;
            } else {
                p->color = ramp1[(int)p->ramp];
            }
            for (i=0 ; i<3 ; i++) {
                p->vel[i] += p->vel[i]*dvel;
            }
            p->vel[2] -= grav;
            break;

        case pt_explode2:
            p->ramp += time3;
            if (p->ramp >=8) {
                p->die = -1;
            } else {
                p->color = ramp2[(int)p->ramp];
            }
            for (i=0 ; i<3 ; i++) {
                p->vel[i] -= p->vel[i]*frametime;
            }
            p->vel[2] -= grav;
            break;

        case pt_blob:
            for (i=0 ; i<3 ; i++) {
                p->vel[i] += p->vel[i]*dvel;
            }
            p->vel[2] -= grav;
            break;

        case pt_blob2:
            for (i=0 ; i<2 ; i++) {
                p->vel[i] -= p->vel[i]*dvel;
            }
            p->vel[2] -= grav;
            break;

        case pt_grav:
#ifdef QUAKE2
            p->vel[2] -= grav * 20;
            break;
#endif
        case pt_slowgrav:
            p->vel[2] -= grav*4; // edited
            break;
        }
//		if (p->die == -1) p->start_time = -2; // Edited
    }

#ifdef GLQUAKE
    glEnd();
    glDisable(GL_BLEND);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
#else
    D_EndParticles();
#endif
}

