/*
**  	Copyright (C) 2000, 2001 by the Q3F Development team
**  	All rights reserved.
**
**  	cg_atmospheric.c
**
**  	Add atmospheric effects to view.
**
**  	Current supported effects are rain and snow.
*/

#include "cg_local.h"

#define MAX_ATMOSPHERIC_PARTICLES  	  	1000  	// maximum # of particles
#define MAX_ATMOSPHERIC_DISTANCE  	  	1000  	// maximum distance from refdef origin that particles are visible
#define MAX_ATMOSPHERIC_HEIGHT  	  	  	4096  	// maximum world height (FIXME: since 1.27 this should be 65536)
#define MIN_ATMOSPHERIC_HEIGHT  	  	  	-4096  	// minimum world height (FIXME: since 1.27 this should be -65536)
#define MAX_ATMOSPHERIC_EFFECTSHADERS  	6  	  	// maximum different effectshaders for an atmospheric effect
#define ATMOSPHERIC_DROPDELAY  	  	  	1000
#define ATMOSPHERIC_CUTHEIGHT  	  	  	800


#define ATMOSPHERIC_RAIN_SPEED  	  	1.1f * DEFAULT_GRAVITY
#define ATMOSPHERIC_RAIN_HEIGHT  	  	150

#define ATMOSPHERIC_SNOW_SPEED  	  	0.1f * DEFAULT_GRAVITY
#define ATMOSPHERIC_SNOW_HEIGHT  	  	10

typedef struct cg_atmosphericParticle_s {
    vec3_t pos, delta, deltaNormalized, colour, surfacenormal;
    float height, minz, weight;
    qboolean active;
    int contents, surface, nextDropTime;
    qhandle_t *effectshader;
} cg_atmosphericParticle_t;

typedef struct cg_atmosphericEffect_s {
    cg_atmosphericParticle_t particles[MAX_ATMOSPHERIC_PARTICLES];
    qhandle_t effectshaders[MAX_ATMOSPHERIC_EFFECTSHADERS];
    qhandle_t effectwatershader, effectlandshader;
    int lastRainTime, numDrops;
    int gustStartTime, gustEndTime;
    int baseStartTime, baseEndTime;
    int gustMinTime, gustMaxTime;
    int changeMinTime, changeMaxTime;
    int baseMinTime, baseMaxTime;
    float baseWeight, gustWeight;
    int baseDrops, gustDrops;
    int numEffectShaders;
    qboolean waterSplash, landSplash;
    vec3_t baseVec, gustVec;

    qboolean (*ParticleCheckVisible)( cg_atmosphericParticle_t *particle );
    qboolean (*ParticleGenerate)( cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight );
    void (*ParticleRender)( cg_atmosphericParticle_t *particle );
} cg_atmosphericEffect_t;

static cg_atmosphericEffect_t cg_atmFx;

/*
**  Render utility functions
*/

void CG_EffectMark(  	qhandle_t markShader, const vec3_t origin, const vec3_t dir, float alpha, float radius ) {
    // 'quick' version of the CG_ImpactMark function

    vec3_t  	  	  	axis[3];
    float  	  	  	texCoordScale;
    vec3_t  	  	  	originalPoints[4];
    byte  	  	  	colors[4];
    int  	  	  	  	i;
    polyVert_t  	  	*v;
    polyVert_t  	  	verts[4];

    if ( !cg_addMarks.integer ) {
        return;
    }

    if ( radius <= 0 ) {
        CG_Error( "CG_EffectMark called with <= 0 radius" );
    }

    // create the texture axis
    VectorNormalize2( dir, axis[0] );
    PerpendicularVector( axis[1], axis[0] );
    VectorSet( axis[2], 1, 0, 0 );  	  	  	// This is _wrong_, but the function is for water anyway (i.e. usually flat)
    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];
    }

    colors[0] = 127;
    colors[1] = 127;
    colors[2] = 127;
    colors[3] = alpha * 255;

    for ( i = 0, v = verts ; i < 4 ; i++, v++ ) {
        vec3_t  	  	delta;

        VectorCopy( originalPoints[i], 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;
    }

    trap_R_AddPolyToScene( markShader, 4, verts );
}

/*
**  	Raindrop management functions
*/

static qboolean CG_RainParticleCheckVisible( cg_atmosphericParticle_t *particle )
{
    // Check the raindrop is visible and still going, wrapping if necessary.

    float moved;
    vec3_t distance;

    if( !particle || !particle->active )
        return( qfalse );

    moved = (cg.time - cg_atmFx.lastRainTime) * 0.001;  	// Units moved since last frame
    VectorMA( particle->pos, moved, particle->delta, particle->pos );
    if( particle->pos[2] + ATMOSPHERIC_CUTHEIGHT < particle->minz )
        return( particle->active = qfalse );

    VectorSubtract( cg.refdef.vieworg, particle->pos, distance );
    if( sqrt( distance[0] * distance[0] + distance[1] * distance[1] ) > MAX_ATMOSPHERIC_DISTANCE )
        return( particle->active = qfalse );

    return( qtrue );
}

static qboolean CG_RainParticleGenerate( cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight )
{
    // Attempt to 'spot' a raindrop somewhere below a sky texture.

    float angle, distance, origz;
    vec3_t testpoint, testend;
    trace_t tr;

    angle = random() * 2*M_PI;
    distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();

    testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
    testpoint[1] = testend[1] = cg.refdef.vieworg[1] + cos(angle) * distance;
    testpoint[2] = origz = cg.refdef.vieworg[2];
    testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;

  	while( 1 )
  	{
        if( testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT )
            return( qfalse );
        if( testend[2] >= MAX_ATMOSPHERIC_HEIGHT )
            testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
        CG_Trace( &tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
        if( tr.startsolid )  	  	  	// Stuck in something, skip over it.
        {
            testpoint[2] += 64;
            testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
  	  	}
  	  	else if( tr.fraction == 1 )  	  	// Didn't hit anything, we're (probably) outside the world
            return( qfalse );
        else if( tr.surfaceFlags & SURF_SKY )  	// Hit sky, this is where we start.
            break;
  	  	else return( qfalse );
    }

    particle->active = qtrue;
    particle->colour[0] = 0.6 + 0.2 * random();
    particle->colour[1] = 0.6 + 0.2 * random();
    particle->colour[2] = 0.6 + 0.2 * random();
    VectorCopy( tr.endpos, particle->pos );
    VectorCopy( currvec, particle->delta );
    particle->delta[2] += crandom() * 100;
    VectorNormalize2( particle->delta, particle->deltaNormalized );
    particle->height = ATMOSPHERIC_RAIN_HEIGHT + crandom() * 100;
    particle->weight = currweight;
    particle->effectshader = &cg_atmFx.effectshaders[0];

    distance =  	((float)(tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
    VectorMA( tr.endpos, distance, particle->delta, testend );

    CG_Trace( &tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
    particle->minz = tr.endpos[2];
    tr.endpos[2]--;
    VectorCopy( tr.plane.normal, particle->surfacenormal );
    particle->surface = tr.surfaceFlags;
    particle->contents = CG_PointContents( tr.endpos, ENTITYNUM_NONE );

    return( qtrue );
}

static void CG_RainParticleRender( cg_atmosphericParticle_t *particle )
{
    // Draw a raindrop

    vec3_t  	  	forward, right;
    polyVert_t  	verts[4];
    vec2_t  	  	line;
    float  	  	len, frac;
    vec3_t  	  	start, finish;

    if( !particle->active )
        return;

    VectorCopy( particle->pos, start );
    len = particle->height;
  	if( start[2] <= particle->minz )
  	{
        // Stop rain going through surfaces.
        len = particle->height - particle->minz + start[2];
        frac = start[2];
        VectorMA( start, len - particle->height, particle->deltaNormalized, start );

  	  	if( !cg_lowEffects.integer )
  	  	{
            frac = (ATMOSPHERIC_CUTHEIGHT - particle->minz + frac) / (float) ATMOSPHERIC_CUTHEIGHT;
            // Splash effects on different surfaces
  	  	  	if( particle->contents & (CONTENTS_WATER|CONTENTS_SLIME) )
  	  	  	{
                // Water splash
                if( cg_atmFx.effectwatershader && frac > 0 && frac < 1 )
                    CG_EffectMark( cg_atmFx.effectwatershader, start, particle->surfacenormal, frac * 0.5, 8 - frac * 8 );
  	  	  	}
  	  	  	else if( !(particle->contents & CONTENTS_LAVA) && !(particle->surface & (SURF_NODAMAGE|SURF_NOIMPACT|SURF_NOMARKS|SURF_SKY)) )
  	  	  	{
                // Solid splash
                if( cg_atmFx.effectlandshader && frac > 0 && frac < 1  )
                    CG_ImpactMark( cg_atmFx.effectlandshader, start, particle->surfacenormal, 0, 1, 1, 1, frac * 0.5, qfalse, 3 - frac * 2, qtrue );
            }
        }
    }
    if( len <= 0 )
        return;

    VectorCopy( particle->deltaNormalized, forward );
    VectorMA( start, -len, forward, finish );

    line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
    line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );

    VectorScale( cg.refdef.viewaxis[1], line[1], right );
    VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
    VectorNormalize( right );

    VectorMA( finish, particle->weight, right, verts[0].xyz );
    verts[0].st[0] = 1;
    verts[0].st[1] = 0;
    verts[0].modulate[0] = 255;
    verts[0].modulate[1] = 255;
    verts[0].modulate[2] = 255;
    verts[0].modulate[3] = 0;

    VectorMA( finish, -particle->weight, right, verts[1].xyz );
    verts[1].st[0] = 0;
    verts[1].st[1] = 0;
    verts[1].modulate[0] = 255;
    verts[1].modulate[1] = 255;
    verts[1].modulate[2] = 255;
    verts[1].modulate[3] = 0;

    VectorMA( start, -particle->weight, right, verts[2].xyz );
    verts[2].st[0] = 0;
    verts[2].st[1] = 1;
    verts[2].modulate[0] = 255;
    verts[2].modulate[1] = 255;
    verts[2].modulate[2] = 255;
    verts[2].modulate[3] = 127;

    VectorMA( start, particle->weight, right, verts[3].xyz );
    verts[3].st[0] = 1;
    verts[3].st[1] = 1;
    verts[3].modulate[0] = 255;
    verts[3].modulate[1] = 255;
    verts[3].modulate[2] = 255;
    verts[3].modulate[3] = 127;

    trap_R_AddPolyToScene( *particle->effectshader, 4, verts );
}

/*
**  	Snow management functions
*/

static qboolean CG_SnowParticleGenerate( cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight )
{
    // Attempt to 'spot' a raindrop somewhere below a sky texture.

    float angle, distance, origz;
    vec3_t testpoint, testend;
    trace_t tr;

    angle = random() * 2*M_PI;
    distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();

    testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
    testpoint[1] = testend[1] = cg.refdef.vieworg[1] + cos(angle) * distance;
    testpoint[2] = origz = cg.refdef.vieworg[2];
    testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;

  	while( 1 )
  	{
        if( testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT )
            return( qfalse );
        if( testend[2] >= MAX_ATMOSPHERIC_HEIGHT )
            testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
        CG_Trace( &tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
        if( tr.startsolid )  	  	  	// Stuck in something, skip over it.
        {
            testpoint[2] += 64;
            testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
  	  	}
  	  	else if( tr.fraction == 1 )  	  	// Didn't hit anything, we're (probably) outside the world
            return( qfalse );
        else if( tr.surfaceFlags & SURF_SKY )  	// Hit sky, this is where we start.
            break;
  	  	else return( qfalse );
    }

    particle->active = qtrue;
    particle->colour[0] = 0.6 + 0.2 * random();
    particle->colour[1] = 0.6 + 0.2 * random();
    particle->colour[2] = 0.6 + 0.2 * random();
    VectorCopy( tr.endpos, particle->pos );
    VectorCopy( currvec, particle->delta );
    particle->delta[2] += crandom() * 25;
    VectorNormalize2( particle->delta, particle->deltaNormalized );
    particle->height = ATMOSPHERIC_SNOW_HEIGHT + crandom() * 8;
    particle->weight = particle->height * 0.5f;
    particle->effectshader = &cg_atmFx.effectshaders[ (int) (random() * ( cg_atmFx.numEffectShaders - 1 )) ];

    distance =  	((float)(tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
    VectorMA( tr.endpos, distance, particle->delta, testend );
    CG_Trace( &tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
    particle->minz = tr.endpos[2];
    tr.endpos[2]--;
    VectorCopy( tr.plane.normal, particle->surfacenormal );
    particle->surface = tr.surfaceFlags;
    particle->contents = CG_PointContents( tr.endpos, ENTITYNUM_NONE );

    return( qtrue );
}

static void CG_SnowParticleRender( cg_atmosphericParticle_t *particle )
{
    // Draw a snowflake

    vec3_t  	  	forward, right;
    polyVert_t  	verts[4];
    vec2_t  	  	line;
    float  	  	len, frac, sinTumbling, cosTumbling, particleWidth;
    vec3_t  	  	start, finish;

    if( !particle->active )
        return;

    VectorCopy( particle->pos, start );

    sinTumbling = sin( particle->pos[2] * 0.03125f );
    cosTumbling = cos( ( particle->pos[2] + particle->pos[1] )  * 0.03125f );

    start[0] += 24 * ( 1 - particle->deltaNormalized[2] ) * sinTumbling;
    start[1] += 24 * ( 1 - particle->deltaNormalized[2] ) * cosTumbling;

    len = particle->height;
  	if( start[2] <= particle->minz )
  	{
        // Stop snow going through surfaces.
        len = particle->height - particle->minz + start[2];
        frac = start[2];
        VectorMA( start, len - particle->height, particle->deltaNormalized, start );
    }
    if( len <= 0 )
        return;

    VectorCopy( particle->deltaNormalized, forward );
    VectorMA( start, -( len * sinTumbling ), forward, finish );

    line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
    line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );

    VectorScale( cg.refdef.viewaxis[1], line[1], right );
    VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
    VectorNormalize( right );

    particleWidth = cosTumbling * particle->weight;

    VectorMA( finish, particleWidth, right, verts[0].xyz );
    verts[0].st[0] = 1;
    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;

    VectorMA( finish, -particleWidth, right, verts[1].xyz );
    verts[1].st[0] = 0;
    verts[1].st[1] = 0;
    verts[1].modulate[0] = 255;
    verts[1].modulate[1] = 255;
    verts[1].modulate[2] = 255;
    verts[1].modulate[3] = 255;

    VectorMA( start, -particleWidth, right, verts[2].xyz );
    verts[2].st[0] = 0;
    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;

    VectorMA( start, particleWidth, right, verts[3].xyz );
    verts[3].st[0] = 1;
    verts[3].st[1] = 1;
    verts[3].modulate[0] = 255;
    verts[3].modulate[1] = 255;
    verts[3].modulate[2] = 255;
    verts[3].modulate[3] = 255;

    trap_R_AddPolyToScene( *particle->effectshader, 4, verts );
}

/*
**  	Set up gust parameters.
*/

static void CG_EffectGust(void)
{
    // Generate random values for the next gust

    int diff;

    cg_atmFx.baseEndTime  	  	= cg.time  	  	  	  	  	+ cg_atmFx.baseMinTime  	  	+ (rand() % (cg_atmFx.baseMaxTime - cg_atmFx.baseMinTime));
    diff  	  	  	  	  	  	= cg_atmFx.changeMaxTime  	- cg_atmFx.changeMinTime;
    cg_atmFx.gustStartTime  	  	= cg_atmFx.baseEndTime  	  	+ cg_atmFx.changeMinTime  	+ (diff ? (rand() % diff) : 0);
    diff  	  	  	  	  	  	= cg_atmFx.gustMaxTime  	  	- cg_atmFx.gustMinTime;
    cg_atmFx.gustEndTime  	  	= cg_atmFx.gustStartTime  	+ cg_atmFx.gustMinTime  	  	+ (diff ? (rand() % diff) : 0);
    diff  	  	  	  	  	  	= cg_atmFx.changeMaxTime  	- cg_atmFx.changeMinTime;
    cg_atmFx.baseStartTime  	  	= cg_atmFx.gustEndTime  	  	+ cg_atmFx.changeMinTime  	+ (diff ? (rand() % diff) : 0);
}

static qboolean CG_EffectGustCurrent( vec3_t curr, float *weight, int *num )
{
    // Calculate direction for new drops.

    vec3_t temp;
    float frac;

  	if( cg.time < cg_atmFx.baseEndTime )
  	{
        VectorCopy( cg_atmFx.baseVec, curr );
        *weight = cg_atmFx.baseWeight;
        *num = cg_atmFx.baseDrops;
  	}
  	else {
        VectorSubtract( cg_atmFx.gustVec, cg_atmFx.baseVec, temp );
  	  	if( cg.time < cg_atmFx.gustStartTime )
  	  	{
            frac = ((float)(cg.time - cg_atmFx.baseEndTime))/((float)(cg_atmFx.gustStartTime - cg_atmFx.baseEndTime));
            VectorMA( cg_atmFx.baseVec, frac, temp, curr );
            *weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
            *num = cg_atmFx.baseDrops + ((float)(cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
  	  	}
  	  	else if( cg.time < cg_atmFx.gustEndTime )
  	  	{
            VectorCopy( cg_atmFx.gustVec, curr );
            *weight = cg_atmFx.gustWeight;
            *num = cg_atmFx.gustDrops;
  	  	}
  	  	else
  	  	{
            frac = 1.0 - ((float)(cg.time - cg_atmFx.gustEndTime))/((float)(cg_atmFx.baseStartTime - cg_atmFx.gustEndTime));
            VectorMA( cg_atmFx.baseVec, frac, temp, curr );
            *weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
            *num = cg_atmFx.baseDrops + ((float)(cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
            if( cg.time >= cg_atmFx.baseStartTime )
                return( qtrue );
        }
    }
    return( qfalse );
}

static void CG_EP_ParseFloats( char *floatstr, float *f1, float *f2 )
{
    // Parse the float or floats

    char *middleptr;
    char buff[64];

    Q_strncpyz( buff, floatstr, sizeof(buff) );
  	for( middleptr = buff; *middleptr && *middleptr != ' '; middleptr++ );
  	if( *middleptr )
  	{
        *middleptr++ = 0;
        *f1 = atof( floatstr );
        *f2 = atof( middleptr );
  	}
  	else {
        *f1 = *f2 = atof( floatstr );
    }
}
void CG_EffectParse( const char *effectstr )
{
    // Split the string into it's component parts.

    float bmin, bmax, cmin, cmax, gmin, gmax, bdrop, gdrop, wsplash, lsplash;
    int count;
    char *startptr, *eqptr, *endptr, *type;
    char workbuff[128];

    if( CG_AtmosphericKludge() )
        return;

    // Set up some default values
    cg_atmFx.baseVec[0] = cg_atmFx.baseVec[1] = 0;
    cg_atmFx.gustVec[0] = cg_atmFx.gustVec[1] = 100;
    bmin = 5;
    bmax = 10;
    cmin = 1;
    cmax = 1;
    gmin = 0;
    gmax = 2;
    bdrop = gdrop = 300;
    cg_atmFx.baseWeight = 0.7f;
    cg_atmFx.gustWeight = 1.5f;
    wsplash = 1;
    lsplash = 1;
    type = NULL;

    // Parse the parameter string
    Q_strncpyz( workbuff, effectstr, sizeof(workbuff) );
  	for( startptr = workbuff; *startptr; )
  	{
  	  	for( eqptr = startptr; *eqptr && *eqptr != '=' && *eqptr != ','; eqptr++ );
        if( !*eqptr )
            break;  	  	  	// No more string
  	  	if( *eqptr == ',' )
  	  	{
            startptr = eqptr + 1;  	// Bad argument, continue
            continue;
        }
        *eqptr++ = 0;
  	  	for( endptr = eqptr; *endptr && *endptr != ','; endptr++ );
        if( *endptr )
            *endptr++ = 0;

  	  	if( !type )
  	  	{
            if( Q_stricmp( startptr, "T" ) ) {
                cg_atmFx.numDrops = 0;
                CG_Printf( "Atmospheric effect must start with a type.\n" );
                return;
            }
            if( !Q_stricmp( eqptr, "RAIN" ) ) {
                type = "rain";
                cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
                cg_atmFx.ParticleGenerate = &CG_RainParticleGenerate;
                cg_atmFx.ParticleRender = &CG_RainParticleRender;

                cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = - ATMOSPHERIC_RAIN_SPEED;
            } else if( !Q_stricmp( eqptr, "SNOW" ) ) {
                type = "snow";
                cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
                cg_atmFx.ParticleGenerate = &CG_SnowParticleGenerate;
                cg_atmFx.ParticleRender = &CG_SnowParticleRender;

                cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = - ATMOSPHERIC_SNOW_SPEED;
            } else {
                cg_atmFx.numDrops = 0;
                CG_Printf( "Only effect type 'rain' and 'snow' are supported.\n" );
                return;
            }
  	  	}
  	  	else {
            if( !Q_stricmp( startptr, "B" ) )
                CG_EP_ParseFloats( eqptr, &bmin, &bmax );
            else if( !Q_stricmp( startptr, "C" ) )
                CG_EP_ParseFloats( eqptr, &cmin, &cmax );
            else if( !Q_stricmp( startptr, "G" ) )
                CG_EP_ParseFloats( eqptr, &gmin, &gmax );
            else if( !Q_stricmp( startptr, "BV" ) )
                CG_EP_ParseFloats( eqptr, &cg_atmFx.baseVec[0], &cg_atmFx.baseVec[1] );
            else if( !Q_stricmp( startptr, "GV" ) )
                CG_EP_ParseFloats( eqptr, &cg_atmFx.gustVec[0], &cg_atmFx.gustVec[1] );
            else if( !Q_stricmp( startptr, "W" ) )
                CG_EP_ParseFloats( eqptr, &cg_atmFx.baseWeight, &cg_atmFx.gustWeight );
            else if( !Q_stricmp( startptr, "S" ) )
                CG_EP_ParseFloats( eqptr, &wsplash, &lsplash );
            else if( !Q_stricmp( startptr, "D" ) )
                CG_EP_ParseFloats( eqptr, &bdrop, &gdrop );
  	  	  	else CG_Printf( "Unknown effect key '%s'.\n", startptr );
        }
        startptr = endptr;
    }

  	if( !type )
  	{
        // No effects

        cg_atmFx.numDrops = -1;
        return;
    }

    cg_atmFx.baseMinTime = 1000 * bmin;
    cg_atmFx.baseMaxTime = 1000 * bmax;
    cg_atmFx.changeMinTime = 1000 * cmin;
    cg_atmFx.changeMaxTime = 1000 * cmax;
    cg_atmFx.gustMinTime = 1000 * gmin;
    cg_atmFx.gustMaxTime = 1000 * gmax;
    cg_atmFx.baseDrops = bdrop;
    cg_atmFx.gustDrops = gdrop;
    cg_atmFx.waterSplash = wsplash;
    cg_atmFx.landSplash = lsplash;

    cg_atmFx.numDrops = (cg_atmFx.baseDrops > cg_atmFx.gustDrops) ? cg_atmFx.baseDrops : cg_atmFx.gustDrops;
    if( cg_atmFx.numDrops > MAX_ATMOSPHERIC_PARTICLES )
        cg_atmFx.numDrops = MAX_ATMOSPHERIC_PARTICLES;

    // Load graphics

    // Rain
  	if( Q_stricmp(type , "rain") == 0) {
        cg_atmFx.numEffectShaders = 1;
			cg_atmFx.effectshaders[0] = trap_R_RegisterShader( "gfx/atmosphere/raindrop" );
  	  	if( !(cg_atmFx.effectshaders[0]))
            cg_atmFx.effectshaders[0] = -1;
        if( cg_atmFx.waterSplash )
            cg_atmFx.effectwatershader = trap_R_RegisterShader( "gfx/atmosphere/raindropwater" );
        if( cg_atmFx.landSplash )
            cg_atmFx.effectlandshader = trap_R_RegisterShader( "gfx/atmosphere/raindropsolid" );

        // Snow
  	} else if( Q_stricmp(type, "snow") == 0 ) {
        for( cg_atmFx.numEffectShaders = 0; cg_atmFx.numEffectShaders < 6; cg_atmFx.numEffectShaders++ ) {
			cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = trap_R_RegisterShader( va("gfx/atmosphere/snowflake0%i", cg_atmFx.numEffectShaders ));
  	  	  	if( !(cg_atmFx.effectshaders[cg_atmFx.numEffectShaders]) ) 
                cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = -1;  	// we had some kind of a problem
        }
        cg_atmFx.waterSplash = 0;
        cg_atmFx.landSplash = 0;

        // This really should never happen
  	} else
        cg_atmFx.numEffectShaders = 0;

    // Initialise atmospheric effect to prevent all particles falling at the start
    for( count = 0; count < cg_atmFx.numDrops; count++ )
        cg_atmFx.particles[count].nextDropTime = ATMOSPHERIC_DROPDELAY + (rand() % ATMOSPHERIC_DROPDELAY);

    CG_EffectGust();
}

/*
** Main render loop
*/

void CG_AddAtmosphericEffects(void)
{
    // Add atmospheric effects (e.g. rain, snow etc.) to view

    int curr, max, currnum;
    cg_atmosphericParticle_t *particle;
    vec3_t currvec;
    float currweight;

    if( cg_atmFx.numDrops <= 0 || cg_atmFx.numEffectShaders == 0 )
        return;

    max = cg_lowEffects.integer ? (cg_atmFx.numDrops >> 1) : cg_atmFx.numDrops;
    if( CG_EffectGustCurrent( currvec, &currweight, &currnum ) )
        CG_EffectGust();  	  	  	// Recalculate gust parameters
  	for( curr = 0; curr < max; curr++ )
  	{
        particle = &cg_atmFx.particles[curr];
  	  	if( !cg_atmFx.ParticleCheckVisible( particle ) )
  	  	{
            // Effect has terminated / fallen from screen view

  	  	  	if( !particle->nextDropTime )
  	  	  	{
                // Stop rain being synchronized
                particle->nextDropTime = rand() % ATMOSPHERIC_DROPDELAY;
  	  	  	}
  	  	  	else if( currnum < curr || particle->nextDropTime > cg.time )
                continue;
  	  	  	if( !cg_atmFx.ParticleGenerate( particle, currvec, currweight ) )
  	  	  	{
                // Ensure it doesn't attempt to generate every frame, to prevent
                // 'clumping' when there's only a small sky area available.
                particle->nextDropTime = cg.time + ATMOSPHERIC_DROPDELAY;
                continue;
            }
        }

        cg_atmFx.ParticleRender( particle );
    }

    cg_atmFx.lastRainTime = cg.time;
}


/*
**  	G_AtmosphericKludge
*/

static qboolean kludgeChecked, kludgeResult;
qboolean CG_AtmosphericKludge(void)
{
    // Activate effects for specified kludge maps that don't
    // have it specified for them.

    if( kludgeChecked )
        return( kludgeResult );
    kludgeChecked = qtrue;
    kludgeResult = qfalse;

  	if( !Q_stricmp( cgs.mapname, "maps/q3ctf1.bsp" ) )
  	{
  	  	CG_EffectParse( "T=SNOW" );
        return( kludgeResult = qtrue );
    }

    return( kludgeResult = qfalse );
}
