/*
Copyright (C) 1997-2001 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.

*/
// cl_newfx.c -- MORE entity effects parsing and management

#include "client.h"

extern cparticle_t	*active_particles, *free_particles;
extern cparticle_t	particles[MAX_PARTICLES];
extern int			cl_numparticles;
extern cvar_t		*vid_ref;

extern void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);

#ifdef QMAX
cparticle_t *setupParticle (
			float angle0,		float angle1,		float angle2,
			float org0,			float org1,			float org2,
			float vel0,			float vel1,			float vel2,
			float accel0,		float accel1,		float accel2,
			float color0,		float color1,		float color2,
			float colorvel0,	float colorvel1,	float colorvel2,
			float alpha,		float alphavel,
			float size,			float sizevel,			
			int	image,
			int flags,
			void (*think)(cparticle_t *p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time),
			qboolean thinknext);

#endif


/*
======
vectoangles2 - this is duplicated in the game DLL, but I need it here.
======
*/
void vectoangles2 (vec3_t value1, vec3_t angles)
{
	float	forward;
	float	yaw, pitch;
	
	if (value1[1] == 0 && value1[0] == 0)
	{
		yaw = 0;
		if (value1[2] > 0)
			pitch = 90;
		else
			pitch = 270;
	}
	else
	{
	// PMM - fixed to correct for pitch of 0
		if (value1[0])
			yaw = (atan2(value1[1], value1[0]) * 180 / M_PI);
		else if (value1[1] > 0)
			yaw = 90;
		else
			yaw = 270;

		if (yaw < 0)
			yaw += 360;

		forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
		pitch = (atan2(value1[2], forward) * 180 / M_PI);
		if (pitch < 0)
			pitch += 360;
	}

	angles[PITCH] = -pitch;
	angles[YAW] = yaw;
	angles[ROLL] = 0;
}

//=============
//=============
void CL_Flashlight (int ent, vec3_t pos)
{
	cdlight_t	*dl;

	dl = CL_AllocDlight (ent);
	VectorCopy (pos,  dl->origin);
	dl->radius = 400;
	dl->minlight = 250;
	dl->die = cl.time + 100;
	dl->color[0] = 1;
	dl->color[1] = 1;
	dl->color[2] = 1;
}

/*
======
CL_ColorFlash - flash of light
======
*/
void CL_ColorFlash (vec3_t pos, int ent, int intensity, float r, float g, float b)
{
	cdlight_t	*dl;

	if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0)))
	{
		intensity = -intensity;
		r = -r;
		g = -g;
		b = -b;
	}

	dl = CL_AllocDlight (ent);
	VectorCopy (pos,  dl->origin);
	dl->radius = intensity;
	dl->minlight = 250;
	dl->die = cl.time + 100;
	dl->color[0] = r;
	dl->color[1] = g;
	dl->color[2] = b;
}


/*
======
CL_DebugTrail
======
*/
void CL_DebugTrail (vec3_t start, vec3_t end)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
#ifndef QMAX
	cparticle_t	*p;
#endif
	float		dec;
	vec3_t		right, up;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	MakeNormalVectors (vec, right, up);

//	VectorScale(vec, RT2_SKIP, vec);

//	dec = 1.0;
//	dec = 0.75;
	dec = 3;
	VectorScale (vec, dec, vec);
	VectorCopy (start, move);

	while (len > 0)
	{
		len -= dec;
#ifdef QMAX
		setupParticle (
			0,	0,	0,
			move[0],	move[1],	move[2],
			0,	0,	0,
			0,		0,		0,
			50,	50,	255,
			0,	0,	0,
			1,		-0.75,
			7.5,			0,			
			particle_generic,
			0,
			NULL,0);
#else
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;

		p->time = cl.time;
		VectorClear (p->accel);
		VectorClear (p->vel);
		p->alpha = 1.0;
		p->alphavel = -0.1;
//		p->alphavel = 0;
		p->color = 0x74 + (rand()&7);
		VectorCopy (move, p->org);
		/*
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = move[j] + crand()*2;
			p->vel[j] = crand()*3;
			p->accel[j] = 0;
		}
		*/
#endif
		VectorAdd (move, vec, move);
	}

}

/*
===============
CL_SmokeTrail
===============
*/
void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			j;
	cparticle_t	*p;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	VectorScale (vec, spacing, vec);

	// FIXME: this is a really silly way to have a loop
	while (len > 0)
	{
		len -= spacing;

		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = -1.0 / (1+frand()*0.5);
#ifndef QMAX
		p->color = colorStart + (rand() % colorRun);
#endif
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = move[j] + crand()*3;
			p->accel[j] = 0;
		}
		p->vel[2] = 20 + crand()*5;

		VectorAdd (move, vec, move);
	}
}

void CL_ForceWall (vec3_t start, vec3_t end, int color8)
{
	vec3_t		move;
	vec3_t		vec;
#ifdef QMAX
	vec3_t color = { color8red(color8), color8green(color8), color8blue(color8)};
#else
	int			j;
	cparticle_t	*p;
#endif

	float		len;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	VectorScale (vec, 4, vec);

	// FIXME: this is a really silly way to have a loop
	while (len > 0)
	{
		len -= 4;

		if (!free_particles)
			return;
		
		if (frand() > 0.3)
		{
#ifdef QMAX
		  setupParticle (
				 0,	0,	0,
				 move[0] + crand()*3,	move[1] + crand()*3,	move[2] + crand()*3,
				 0,	0,	-40 - (crand()*10),
				 0,		0,		0,
				 color[0]+5,	color[1]+5,	color[2]+5,
				 0,	0,	0,
				 1,		-1.0 / (3.0+frand()*0.5),
				 5,			0,			
				 particle_generic,
				 0,
				 NULL,0);
#else	
		  p = free_particles;
		  free_particles = p->next;
		  p->next = active_particles;
		  active_particles = p;
		  VectorClear (p->accel);
		  
		  p->time = cl.time;
		  
		  p->alpha = 1.0;
		  p->alphavel =  -1.0 / (3.0+frand()*0.5);
		  p->color = color8;
		  for (j=0 ; j<3 ; j++)
		    {
		      p->org[j] = move[j] + crand()*3;
		      p->accel[j] = 0;
		    }
		  p->vel[0] = 0;
		  p->vel[1] = 0;
		  p->vel[2] = -40 - (crand()*10);
#endif

		}

		VectorAdd (move, vec, move);
	}
}

void CL_FlameEffects (centity_t *ent, vec3_t origin)
{
	int			n, count;
	int			j;
	cparticle_t	*p;

	count = rand() & 0xF;

	for(n=0;n<count;n++)
	{
		if (!free_particles)
			return;
			
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		
		VectorClear (p->accel);
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = -1.0 / (1+frand()*0.2);
#ifndef QMAX
		p->color = 226 + (rand() % 4);
#endif
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = origin[j] + crand()*5;
			p->vel[j] = crand()*5;
		}
		p->vel[2] = crand() * -10;
		p->accel[2] = -PARTICLE_GRAVITY;
	}

	count = rand() & 0x7;

	for(n=0;n<count;n++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = -1.0 / (1+frand()*0.5);
#ifndef QMAX
		p->color = 0 + (rand() % 4);
#endif		
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = origin[j] + crand()*3;
		}
		p->vel[2] = 20 + crand()*5;
	}

}


/*
===============
CL_GenericParticleEffect
===============
*/
void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel)
{
	int			i, j;
	cparticle_t	*p;
	float		d;

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

		p->time = cl.time;
#ifndef QMAX
		if (numcolors > 1)
		  p->color = color + (rand() & numcolors);
		else
		  p->color = color;
#endif
		d = rand() & dirspread;
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
			p->vel[j] = crand()*20;
		}

		p->accel[0] = p->accel[1] = 0;
		p->accel[2] = -PARTICLE_GRAVITY;
//		VectorCopy (accel, p->accel);
		p->alpha = 1.0;

		p->alphavel = -1.0 / (0.5 + frand()*alphavel);
//		p->alphavel = alphavel;
	}
}

/*
===============
CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns)

===============
*/
void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			i;
#ifndef QMAX
	int j;
	cparticle_t	*p;
#endif
	float		dec;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	dec = dist;
	VectorScale (vec, dec, vec);

	for (i=0 ; i<len ; i+=dec)
	{
#ifdef QMAX
		setupParticle (
			0,	0,	0,
			move[0]+crand()*2,	move[1]+crand()*2,	move[2]+crand()*2,
			crand()*5,	crand()*5,	crand()*5+6,
			0,		0,		0,
			255,	255,	255,
			0,	0,	0,
			0.75,		-1.0 / (1 + frand() * 0.2),
			(frand()>0.25)? 1 : (frand()>0.5) ? 2 : (frand()>0.75) ? 3 : 4,			1,			
			particle_bubble,
			PART_TRANS|PART_SHADED,
			NULL,0);
#else
		if (!free_particles)
		  return;
		
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;

		VectorClear (p->accel);
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = -1.0 / (1+frand()*0.1);
		p->color = 4 + (rand()&7);
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = move[j] + crand()*2;
			p->vel[j] = crand()*10;
		}
		p->org[2] -= 4;
//		p->vel[2] += 6;
		p->vel[2] += 20;
#endif
		VectorAdd (move, vec, move);
	}
}

//#define CORKSCREW		1
//#define DOUBLE_SCREW	1
#define	RINGS		1
//#define	SPRAY		1

#ifdef CORKSCREW
void CL_Heatbeam (vec3_t start, vec3_t end)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			j,k;
	cparticle_t	*p;
	vec3_t		right, up;
	int			i;
	float		d, c, s;
	vec3_t		dir;
	float		ltime;
	float		step = 5.0;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

//	MakeNormalVectors (vec, right, up);
	VectorCopy (cl.v_right, right);
	VectorCopy (cl.v_up, up);
	VectorMA (move, -1, right, move);
	VectorMA (move, -1, up, move);

	VectorScale (vec, step, vec);
	ltime = (float) cl.time/1000.0;

//	for (i=0 ; i<len ; i++)
	for (i=0 ; i<len ; i+=step)
	{
		d = i * 0.1 - fmod(ltime,16.0)*M_PI;
		c = cos(d)/1.75;
		s = sin(d)/1.75;
#ifdef DOUBLE_SCREW		
		for (k=-1; k<2; k+=2)
		{
#else
		k=1;
#endif
			if (!free_particles)
				return;

			p = free_particles;
			free_particles = p->next;
			p->next = active_particles;
			active_particles = p;
			
			p->time = cl.time;
			VectorClear (p->accel);

			p->alpha = 0.5;
	//		p->alphavel = -1.0 / (1+frand()*0.2);
			// only last one frame!
			p->alphavel = INSTANT_PARTICLE;
	//		p->color = 0x74 + (rand()&7);
//			p->color = 223 - (rand()&7);
#ifndef QMAX
			p->color = 223;
#endif
//			p->color = 240;

			// trim it so it looks like it's starting at the origin
			if (i < 10)
			{
				VectorScale (right, c*(i/10.0)*k, dir);
				VectorMA (dir, s*(i/10.0)*k, up, dir);
			}
			else
			{
				VectorScale (right, c*k, dir);
				VectorMA (dir, s*k, up, dir);
			}
#ifdef QMAX
			setupParticle (
				       0,	0,	0,
				       move[0]+dir[0]*3,	move[1]+dir[1]*3,	move[2]+dir[2]*3,
				       0,	0,	0,
				       0,		0,		0,
				       200+rand()*50,	200+rand()*25,	rand()*50,
				       0,	0,	0,
				       0.5,		-1000.0,
				       3,			1,			
				       particle_blaster,
				       0,
				       NULL,0);	
#else		
			for (j=0 ; j<3 ; j++)
			{
				p->org[j] = move[j] + dir[j]*3;
	//			p->vel[j] = dir[j]*6;
				p->vel[j] = 0;
			}
#endif
#ifdef DOUBLE_SCREW
		}
#endif
		VectorAdd (move, vec, move);
	}
}
#endif
#ifdef RINGS
//void CL_Heatbeam (vec3_t start, vec3_t end)
void CL_Heatbeam (vec3_t start, vec3_t forward)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			j;
	cparticle_t	*p;
	vec3_t		right, up;
	int			i;
	float		c, s;
	vec3_t		dir;
	float		ltime;
	float		step = 32.0, rstep;
	float		start_pt;
	float		rot;
	float		variance;
	vec3_t		end;

	VectorMA (start, 4096, forward, end);

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	// FIXME - pmm - these might end up using old values?
//	MakeNormalVectors (vec, right, up);
	VectorCopy (cl.v_right, right);
	VectorCopy (cl.v_up, up);
	if (vidref_val == VIDREF_GL)
	{ // GL mode
		VectorMA (move, -0.5, right, move);
		VectorMA (move, -0.5, up, move);
	}
	// otherwise assume SOFT

	ltime = (float) cl.time/1000.0;
	start_pt = fmod(ltime*96.0,step);
	VectorMA (move, start_pt, vec, move);

	VectorScale (vec, step, vec);

//	Com_Printf ("%f\n", ltime);
	rstep = M_PI/10.0;
	for (i=start_pt ; i<len ; i+=step)
	{
		if (i>step*5) // don't bother after the 5th ring
			break;

		for (rot = 0; rot < M_PI*2; rot += rstep)
		{

			if (!free_particles)
				return;

			p = free_particles;
			free_particles = p->next;
			p->next = active_particles;
			active_particles = p;
			
			p->time = cl.time;
			VectorClear (p->accel);
//			rot+= fmod(ltime, 12.0)*M_PI;
//			c = cos(rot)/2.0;
//			s = sin(rot)/2.0;
//			variance = 0.4 + ((float)rand()/(float)RAND_MAX) *0.2;
			variance = 0.5;
			c = cos(rot)*variance;
			s = sin(rot)*variance;
			
			// trim it so it looks like it's starting at the origin
			if (i < 10)
			{
				VectorScale (right, c*(i/10.0), dir);
				VectorMA (dir, s*(i/10.0), up, dir);
			}
			else
			{
				VectorScale (right, c, dir);
				VectorMA (dir, s, up, dir);
			}
		
			p->alpha = 0.5;
	//		p->alphavel = -1.0 / (1+frand()*0.2);
			p->alphavel = -1000.0;
	//		p->color = 0x74 + (rand()&7);
#ifndef QMAX
			p->color = 223 - (rand()&7);
#endif
			for (j=0 ; j<3 ; j++)
			{
				p->org[j] = move[j] + dir[j]*3;
	//			p->vel[j] = dir[j]*6;
				p->vel[j] = 0;
			}
		}
		VectorAdd (move, vec, move);
	}
}
#endif
#ifdef SPRAY
void CL_Heatbeam (vec3_t start, vec3_t end)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			j;
	cparticle_t	*p;
	vec3_t		forward, right, up;
	int			i;
	float		d, c, s;
	vec3_t		dir;
	float		ltime;
	float		step = 32.0, rstep;
	float		start_pt;
	float		rot;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

//	MakeNormalVectors (vec, right, up);
	VectorCopy (cl.v_forward, forward);
	VectorCopy (cl.v_right, right);
	VectorCopy (cl.v_up, up);
	VectorMA (move, -0.5, right, move);
	VectorMA (move, -0.5, up, move);

	for (i=0; i<8; i++)
	{
		if (!free_particles)
			return;

		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		
		p->time = cl.time;
		VectorClear (p->accel);
		
		d = crand()*M_PI;
		c = cos(d)*30;
		s = sin(d)*30;

		p->alpha = 1.0;
		p->alphavel = -5.0 / (1+frand());
#ifndef QMAX
		p->color = 223 - (rand()&7);
#endif
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = move[j];
		}
		VectorScale (vec, 450, p->vel);
		VectorMA (p->vel, c, right, p->vel);
		VectorMA (p->vel, s, up, p->vel);
	}
/*

	ltime = (float) cl.time/1000.0;
	start_pt = fmod(ltime*16.0,step);
	VectorMA (move, start_pt, vec, move);

	VectorScale (vec, step, vec);

//	Com_Printf ("%f\n", ltime);
	rstep = M_PI/12.0;
	for (i=start_pt ; i<len ; i+=step)
	{
		if (i>step*5) // don't bother after the 5th ring
			break;

		for (rot = 0; rot < M_PI*2; rot += rstep)
		{
			if (!free_particles)
				return;

			p = free_particles;
			free_particles = p->next;
			p->next = active_particles;
			active_particles = p;
			
			p->time = cl.time;
			VectorClear (p->accel);
//			rot+= fmod(ltime, 12.0)*M_PI;
//			c = cos(rot)/2.0;
//			s = sin(rot)/2.0;
			c = cos(rot)/1.5;
			s = sin(rot)/1.5;
			
			// trim it so it looks like it's starting at the origin
			if (i < 10)
			{
				VectorScale (right, c*(i/10.0), dir);
				VectorMA (dir, s*(i/10.0), up, dir);
			}
			else
			{
				VectorScale (right, c, dir);
				VectorMA (dir, s, up, dir);
			}
		
			p->alpha = 0.5;
	//		p->alphavel = -1.0 / (1+frand()*0.2);
			p->alphavel = -1000.0;
	//		p->color = 0x74 + (rand()&7);
#ifndef QMAX
			p->color = 223 - (rand()&7);
#endif
			for (j=0 ; j<3 ; j++)
			{
				p->org[j] = move[j] + dir[j]*3;
	//			p->vel[j] = dir[j]*6;
				p->vel[j] = 0;
			}
		}
		VectorAdd (move, vec, move);
	}
*/
}
#endif

/*
===============
CL_ParticleSteamEffect

Puffs with velocity along direction, with some randomness thrown in
===============
*/
void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
{
	int			i, j;
	cparticle_t	*p;
	float		d;
	vec3_t		r, u;

//	vectoangles2 (dir, angle_dir);
//	AngleVectors (angle_dir, f, r, u);

	MakeNormalVectors (dir, r, u);

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

		p->time = cl.time;
#ifndef QMAX
		p->color = color + (rand()&7);
#endif
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = org[j] + magnitude*0.1*crand();
//			p->vel[j] = dir[j]*magnitude;
		}
		VectorScale (dir, magnitude, p->vel);
		d = crand()*magnitude/3;
		VectorMA (p->vel, d, r, p->vel);
		d = crand()*magnitude/3;
		VectorMA (p->vel, d, u, p->vel);

		p->accel[0] = p->accel[1] = 0;
		p->accel[2] = -PARTICLE_GRAVITY/2;
		p->alpha = 1.0;

		p->alphavel = -1.0 / (0.5 + frand()*0.3);
	}
}

void CL_ParticleSteamEffect2 (cl_sustain_t *self)
//vec3_t org, vec3_t dir, int color, int count, int magnitude)
{
	int			i, j;
	cparticle_t	*p;
	float		d;
	vec3_t		r, u;
	vec3_t		dir;

//	vectoangles2 (dir, angle_dir);
//	AngleVectors (angle_dir, f, r, u);

	VectorCopy (self->dir, dir);
	MakeNormalVectors (dir, r, u);

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

		p->time = cl.time;
#ifndef QMAX
		p->color = self->color + (rand()&7);
#endif
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = self->org[j] + self->magnitude*0.1*crand();
//			p->vel[j] = dir[j]*magnitude;
		}
		VectorScale (dir, self->magnitude, p->vel);
		d = crand()*self->magnitude/3;
		VectorMA (p->vel, d, r, p->vel);
		d = crand()*self->magnitude/3;
		VectorMA (p->vel, d, u, p->vel);

		p->accel[0] = p->accel[1] = 0;
		p->accel[2] = -PARTICLE_GRAVITY/2;
		p->alpha = 1.0;

		p->alphavel = -1.0 / (0.5 + frand()*0.3);
	}
	self->nextthink += self->thinkinterval;
}

/*
===============
CL_TrackerTrail
===============
*/
void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor)
{
	vec3_t		move;
	vec3_t		vec;
	vec3_t		forward,right,up,angle_dir;
	float		len;
	int			j;
	cparticle_t	*p;
	int			dec;
	float		dist;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	VectorCopy(vec, forward);
	vectoangles2 (forward, angle_dir);
	AngleVectors (angle_dir, forward, right, up);

	dec = 3;
	VectorScale (vec, 3, vec);

	// FIXME: this is a really silly way to have a loop
	while (len > 0)
	{
		len -= dec;

		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = -2.0;
#ifndef QMAX
		p->color = particleColor;
#endif
		dist = DotProduct(move, forward);
		VectorMA(move, 8 * cos(dist), up, p->org);
		for (j=0 ; j<3 ; j++)
		{
//			p->org[j] = move[j] + crand();
			p->vel[j] = 0;
			p->accel[j] = 0;
		}
		p->vel[2] = 5;

		VectorAdd (move, vec, move);
	}
}

void CL_Tracker_Shell(vec3_t origin)
{
	vec3_t			dir;
	int				i;
	cparticle_t		*p;

	for(i=0;i<300;i++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = INSTANT_PARTICLE;
#ifndef QMAX
		p->color = 0;
#endif
		dir[0] = crand();
		dir[1] = crand();
		dir[2] = crand();
		VectorNormalize(dir);
	
		VectorMA(origin, 40, dir, p->org);
	}
}

void CL_MonsterPlasma_Shell(vec3_t origin)
{
	vec3_t			dir;
	int				i;
	cparticle_t		*p;

	for(i=0;i<40;i++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = INSTANT_PARTICLE;
#ifndef QMAX
		p->color = 0xe0;
#endif
		dir[0] = crand();
		dir[1] = crand();
		dir[2] = crand();
		VectorNormalize(dir);
	
		VectorMA(origin, 10, dir, p->org);
//		VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
	}
}

void CL_Widowbeamout (cl_sustain_t *self)
{
	vec3_t			dir;
	int				i;
	cparticle_t		*p;
#ifndef QMAX
	static int colortable[4] = {2*8,13*8,21*8,18*8};
#endif
	float			ratio;

	ratio = 1.0 - (((float)self->endtime - (float)cl.time)/2100.0);

	for(i=0;i<300;i++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = INSTANT_PARTICLE;
#ifndef QMAX
		p->color = colortable[rand()&3];
#endif
		dir[0] = crand();
		dir[1] = crand();
		dir[2] = crand();
		VectorNormalize(dir);
	
		VectorMA(self->org, (45.0 * ratio), dir, p->org);
//		VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
	}
}

void CL_Nukeblast (cl_sustain_t *self)
{
	vec3_t			dir;
	int				i;
	cparticle_t		*p;
#ifndef QMAX
	static int colortable[4] = {110, 112, 114, 116};
#endif
	float			ratio;

	ratio = 1.0 - (((float)self->endtime - (float)cl.time)/1000.0);

	for(i=0;i<700;i++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = INSTANT_PARTICLE;
#ifndef QMAX
		p->color = colortable[rand()&3];
#endif
		dir[0] = crand();
		dir[1] = crand();
		dir[2] = crand();
		VectorNormalize(dir);
	
		VectorMA(self->org, (200.0 * ratio), dir, p->org);
//		VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
	}
}

void CL_WidowSplash (vec3_t org)
{
#ifndef QMAX
	static int colortable[4] = {2*8,13*8,21*8,18*8};
#endif
	int			i;
	cparticle_t	*p;
	vec3_t		dir;

	for (i=0 ; i<256 ; i++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;

		p->time = cl.time;
#ifndef QMAX
		p->color = colortable[rand()&3];
#endif
		dir[0] = crand();
		dir[1] = crand();
		dir[2] = crand();
		VectorNormalize(dir);
		VectorMA(org, 45.0, dir, p->org);
		VectorMA(vec3_origin, 40.0, dir, p->vel);

		p->accel[0] = p->accel[1] = 0;
		p->alpha = 1.0;

		p->alphavel = -0.8 / (0.5 + frand()*0.3);
	}

}

void CL_Tracker_Explode(vec3_t	origin)
{
	vec3_t			dir, backdir;
	int				i;
	cparticle_t		*p;

	for(i=0;i<300;i++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = -1.0;
#ifndef QMAX
		p->color = 0;
#endif
		dir[0] = crand();
		dir[1] = crand();
		dir[2] = crand();
		VectorNormalize(dir);
		VectorScale(dir, -1, backdir);
	
		VectorMA(origin, 64, dir, p->org);
		VectorScale(backdir, 64, p->vel);
	}
	
}

/*
===============
CL_TagTrail

===============
*/
void CL_TagTrail (vec3_t start, vec3_t end, float color)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			j;
	cparticle_t	*p;
	int			dec;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	dec = 5;
	VectorScale (vec, 5, vec);

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

		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = -1.0 / (0.8+frand()*0.2);
#ifndef QMAX
		p->color = color;
#endif
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = move[j] + crand()*16;
			p->vel[j] = crand()*5;
			p->accel[j] = 0;
		}

		VectorAdd (move, vec, move);
	}
}

/*
===============
CL_ColorExplosionParticles
===============
*/
void CL_ColorExplosionParticles (vec3_t org, int color8, int run)
{
	int			i;
#ifdef QMAX
	vec3_t color = { color8red(color8), color8green(color8), color8blue(color8)};
#else
	int j;
	cparticle_t	*p;
#endif
	for (i=0 ; i<128 ; i++)
	{
#ifdef QMAX
setupParticle (
			0,	0,	0,
			org[0] + ((rand()%32)-16),	org[1] + ((rand()%32)-16),	org[2] + ((rand()%32)-16),
			(rand()%256)-128,	(rand()%256)-128,	(rand()%256)-128,
			0,		0,		20,
			color[0] + (rand() % run),	color[1] + (rand() % run),	color[2] + (rand() % run),
			0,	0,	0,
			1.0,		-0.4 / (0.6 + frand()*0.2),
			2,			1,			
			particle_generic,
			0,
			NULL,0);
#else
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;

		p->time = cl.time;
		p->color = color8 + (rand() % run);
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = org[j] + ((rand()%32)-16);
			p->vel[j] = (rand()%256)-128;
		}

		p->accel[0] = p->accel[1] = 0;
		p->accel[2] = -PARTICLE_GRAVITY;
		p->alpha = 1.0;

		p->alphavel = -0.4 / (0.6 + frand()*0.2);
#endif
	}
}

/*
===============
CL_ParticleSmokeEffect - like the steam effect, but unaffected by gravity
===============
*/
#ifdef QMAX
void pRotateThink (cparticle_t *p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time)
{
	angle[2] =	angle[0] + *time*angle[1] + *time**time*angle[2];
	p->thinknext=true;
}
#endif

void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
{
	int			i, j;
	cparticle_t	*p;
	float		d;
	vec3_t		r, u;

	MakeNormalVectors (dir, r, u);

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

		p->time = cl.time;
#ifndef QMAX
		p->color = color + (rand()&7);
#endif
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = org[j] + magnitude*0.1*crand();
//			p->vel[j] = dir[j]*magnitude;
		}
		VectorScale (dir, magnitude, p->vel);
		d = crand()*magnitude/3;
		VectorMA (p->vel, d, r, p->vel);
		d = crand()*magnitude/3;
		VectorMA (p->vel, d, u, p->vel);

		p->accel[0] = p->accel[1] = p->accel[2] = 0;
		p->alpha = 1.0;

		p->alphavel = -1.0 / (0.5 + frand()*0.3);
	}
}

/*
===============
CL_BlasterParticles2

Wall impact puffs (Green)
===============
*/
void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color)
{
	int			i, j;
	cparticle_t	*p;
	float		d;
	int			count;

	count = 40;
	for (i=0 ; i<count ; i++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;

		p->time = cl.time;
#ifndef QMAX
		p->color = color + (rand()&7);
#endif
		d = rand()&15;
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
			p->vel[j] = dir[j] * 30 + crand()*40;
		}

		p->accel[0] = p->accel[1] = 0;
		p->accel[2] = -PARTICLE_GRAVITY;
		p->alpha = 1.0;

		p->alphavel = -1.0 / (0.5 + frand()*0.3);
	}
}

/*
===============
CL_BlasterTrail2

Green!
===============
*/
void CL_BlasterTrail2 (vec3_t start, vec3_t end)
{
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			j;
	cparticle_t	*p;
	int			dec;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	dec = 5;
	VectorScale (vec, 5, vec);

	// FIXME: this is a really silly way to have a loop
	while (len > 0)
	{
		len -= dec;

		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		VectorClear (p->accel);
		
		p->time = cl.time;

		p->alpha = 1.0;
		p->alphavel = -1.0 / (0.3+frand()*0.2);
#ifndef QMAX
		p->color = 0xd0;
#endif
		for (j=0 ; j<3 ; j++)
		{
			p->org[j] = move[j] + crand();
			p->vel[j] = crand()*5;
			p->accel[j] = 0;
		}

		VectorAdd (move, vec, move);
	}
}
