2013-04-19 02:52:48 +00:00
// cg_effects.c -- these functions generate localentities
// this line must stay at top so the whole PCH thing works...
# include "cg_headers.h"
//#include "cg_local.h"
# include "cg_media.h"
# if !defined(FX_SCHEDULER_H_INC)
# include "FxScheduler.h"
# endif
//void DoBolt( vec3_t m_origin, vec3_t m_origin2, float m_scale, float m_deviation );
/*
= = = = = = = = = = = = = = = = = = = =
CG_MakeExplosion
= = = = = = = = = = = = = = = = = = = =
*/
/*
localEntity_t * CG_MakeExplosion ( vec3_t origin , vec3_t dir ,
qhandle_t hModel , int numFrames , qhandle_t shader ,
int msec , qboolean isSprite , float scale , int flags )
{
float ang = 0 ;
localEntity_t * ex ;
int offset ;
vec3_t tmpVec , newOrigin ;
if ( msec < = 0 ) {
CG_Error ( " CG_MakeExplosion: msec = %i " , msec ) ;
}
// skew the time a bit so they aren't all in sync
offset = rand ( ) & 63 ;
ex = CG_AllocLocalEntity ( ) ;
if ( isSprite ) {
ex - > leType = LE_SPRITE_EXPLOSION ;
ex - > refEntity . rotation = rand ( ) % 360 ;
ex - > radius = scale ;
VectorScale ( dir , 16 , tmpVec ) ;
VectorAdd ( tmpVec , origin , newOrigin ) ;
} else {
ex - > leType = LE_EXPLOSION ;
VectorCopy ( origin , newOrigin ) ;
// set axis with random rotate when necessary
if ( ! dir )
{
AxisClear ( ex - > refEntity . axis ) ;
}
else
{
if ( ! ( flags & LEF_NO_RANDOM_ROTATE ) )
ang = rand ( ) % 360 ;
VectorCopy ( dir , ex - > refEntity . axis [ 0 ] ) ;
RotateAroundDirection ( ex - > refEntity . axis , ang ) ;
}
}
ex - > startTime = cg . time - offset ;
ex - > endTime = ex - > startTime + msec ;
// bias the time so all shader effects start correctly
ex - > refEntity . shaderTime = ex - > startTime / 1000.0f ;
ex - > refEntity . hModel = hModel ;
ex - > refEntity . customShader = shader ;
ex - > lifeRate = ( float ) numFrames / msec ;
ex - > leFlags = flags ;
//Scale the explosion
if ( scale ! = 1 ) {
ex - > refEntity . nonNormalizedAxes = qtrue ;
VectorScale ( ex - > refEntity . axis [ 0 ] , scale , ex - > refEntity . axis [ 0 ] ) ;
VectorScale ( ex - > refEntity . axis [ 1 ] , scale , ex - > refEntity . axis [ 1 ] ) ;
VectorScale ( ex - > refEntity . axis [ 2 ] , scale , ex - > refEntity . axis [ 2 ] ) ;
}
// set origin
VectorCopy ( newOrigin , ex - > refEntity . origin ) ;
VectorCopy ( newOrigin , ex - > refEntity . oldorigin ) ;
ex - > color [ 0 ] = ex - > color [ 1 ] = ex - > color [ 2 ] = 1.0 ;
return ex ;
}
*/
// When calling this version, just pass in a zero for the flags
//localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
// qhandle_t hModel, int numFrames, qhandle_t shader,
// int msec, qboolean isSprite, float scale ) {
// return CG_MakeExplosion( origin, dir, hModel, numFrames, shader, msec, isSprite, scale, 0 );
//}
/*
= = = = = = = = = = = = = = = = = = = =
CG_AddTempLight
= = = = = = = = = = = = = = = = = = = =
*/
localEntity_t * CG_AddTempLight ( vec3_t origin , float scale , vec3_t color , int msec )
{
localEntity_t * ex ;
if ( msec < = 0 ) {
CG_Error ( " CG_AddTempLight: msec = %i " , msec ) ;
}
ex = CG_AllocLocalEntity ( ) ;
ex - > leType = LE_LIGHT ;
ex - > startTime = cg . time ;
ex - > endTime = ex - > startTime + msec ;
// set origin
VectorCopy ( origin , ex - > refEntity . origin ) ;
VectorCopy ( origin , ex - > refEntity . oldorigin ) ;
VectorCopy ( color , ex - > lightColor ) ;
ex - > light = scale ;
return ex ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_ExplosionEffects
Used to find the player and shake the camera if close enough
intensity ranges from 1 ( minor tremble ) to 16 ( major quake )
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void CG_ExplosionEffects ( vec3_t origin , float intensity , int radius , int time )
{
//FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s
vec3_t dir ;
float dist , intensityScale ;
float realIntensity ;
VectorSubtract ( cg . refdef . vieworg , origin , dir ) ;
dist = VectorNormalize ( dir ) ;
//Use the dir to add kick to the explosion
if ( dist > radius )
return ;
intensityScale = 1 - ( dist / ( float ) radius ) ;
realIntensity = intensity * intensityScale ;
CGCam_Shake ( realIntensity , time ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_SurfaceExplosion
Adds an explosion to a surface
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
/*
# define NUM_SPARKS 12
# define NUM_PUFFS 1
# define NUM_EXPLOSIONS 4
void CG_SurfaceExplosion ( vec3_t origin , vec3_t normal , float radius , float shake_speed , qboolean smoke )
{
localEntity_t * le ;
//FXTrail *particle;
vec3_t direction , new_org ;
vec3_t velocity = { 0 , 0 , 0 } ;
vec3_t temp_org , temp_vel ;
float scale , dscale ;
int i , numSparks ;
//Sparks
numSparks = 16 + ( random ( ) * 16.0f ) ;
for ( i = 0 ; i < numSparks ; i + + )
{
scale = 0.25f + ( random ( ) * 2.0f ) ;
dscale = - scale * 0.5 ;
particle = FX_AddTrail ( origin ,
NULL ,
NULL ,
32.0f ,
- 64.0f ,
scale ,
- scale ,
1.0f ,
0.0f ,
0.25f ,
4000.0f ,
cgs . media . sparkShader ,
rand ( ) & FXF_BOUNCE ) ;
if ( particle = = NULL )
return ;
FXE_Spray ( normal , 500 , 150 , 1.0f , 768 + ( rand ( ) & 255 ) , ( FXPrimitive * ) particle ) ;
}
//Smoke
//Move this out a little from the impact surface
VectorMA ( origin , 4 , normal , new_org ) ;
VectorSet ( velocity , 0.0f , 0.0f , 16.0f ) ;
for ( i = 0 ; i < 4 ; i + + )
{
VectorSet ( temp_org , new_org [ 0 ] + ( crandom ( ) * 16.0f ) , new_org [ 1 ] + ( crandom ( ) * 16.0f ) , new_org [ 2 ] + ( random ( ) * 4.0f ) ) ;
VectorSet ( temp_vel , velocity [ 0 ] + ( crandom ( ) * 8.0f ) , velocity [ 1 ] + ( crandom ( ) * 8.0f ) , velocity [ 2 ] + ( crandom ( ) * 8.0f ) ) ;
FX_AddSprite ( temp_org ,
temp_vel ,
NULL ,
64.0f + ( random ( ) * 32.0f ) ,
16.0f ,
1.0f ,
0.0f ,
20.0f + ( crandom ( ) * 90.0f ) ,
0.5f ,
1500.0f ,
cgs . media . smokeShader , FXF_USE_ALPHA_CHAN ) ;
}
//Core of the explosion
//Orient the explosions to face the camera
VectorSubtract ( cg . refdef . vieworg , origin , direction ) ;
VectorNormalize ( direction ) ;
//Tag the last one with a light
le = CG_MakeExplosion ( origin , direction , cgs . media . explosionModel , 6 , cgs . media . surfaceExplosionShader , 500 , qfalse , radius * 0.02f + ( random ( ) * 0.3f ) ) ;
le - > light = 150 ;
VectorSet ( le - > lightColor , 0.9f , 0.8f , 0.5f ) ;
for ( i = 0 ; i < NUM_EXPLOSIONS - 1 ; i + + )
{
VectorSet ( new_org , ( origin [ 0 ] + ( 16 + ( crandom ( ) * 8 ) ) * crandom ( ) ) , ( origin [ 1 ] + ( 16 + ( crandom ( ) * 8 ) ) * crandom ( ) ) , ( origin [ 2 ] + ( 16 + ( crandom ( ) * 8 ) ) * crandom ( ) ) ) ;
le = CG_MakeExplosion ( new_org , direction , cgs . media . explosionModel , 6 , cgs . media . surfaceExplosionShader , 300 + ( rand ( ) & 99 ) , qfalse , radius * 0.05f + ( crandom ( ) * 0.3f ) ) ;
}
//Shake the camera
CG_ExplosionEffects ( origin , shake_speed , 350 , 750 ) ;
// The level designers wanted to be able to turn the smoke spawners off. The rationale is that they
// want to blow up catwalks and such that fall down...when that happens, it shouldn't really leave a mark
// and a smoke spewer at the explosion point...
if ( smoke )
{
VectorMA ( origin , - 8 , normal , temp_org ) ;
// FX_AddSpawner( temp_org, normal, NULL, NULL, 100, random()*25.0f, 5000.0f, (void *) CG_SmokeSpawn );
//Impact mark
//FIXME: Replace mark
//CG_ImpactMark( cgs.media.burnMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 8, qfalse );
}
}
*/
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_MiscModelExplosion
Adds an explosion to a misc model breakables
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void CG_MiscModelExplosion ( vec3_t mins , vec3_t maxs , int size , material_t chunkType )
{
int ct = 13 ;
float r ;
vec3_t org , mid , dir ;
char * effect = NULL , * effect2 = NULL ;
VectorAdd ( mins , maxs , mid ) ;
VectorScale ( mid , 0.5f , mid ) ;
switch ( chunkType )
{
case MAT_GLASS :
effect = " chunks/glassbreak " ;
ct = 5 ;
break ;
case MAT_GLASS_METAL :
effect = " chunks/glassbreak " ;
effect2 = " chunks/metalexplode " ;
ct = 5 ;
break ;
case MAT_ELECTRICAL :
case MAT_ELEC_METAL :
effect = " chunks/sparkexplode " ;
ct = 5 ;
break ;
case MAT_METAL :
case MAT_METAL2 :
case MAT_METAL3 :
case MAT_CRATE1 :
case MAT_CRATE2 :
effect = " chunks/metalexplode " ;
ct = 2 ;
break ;
case MAT_GRATE1 :
effect = " chunks/grateexplode " ;
ct = 8 ;
break ;
case MAT_ROPE :
ct = 20 ;
effect = " chunks/ropebreak " ;
break ;
case MAT_WHITE_METAL : //not sure what this crap is really supposed to be..
case MAT_DRK_STONE :
case MAT_LT_STONE :
case MAT_GREY_STONE :
switch ( size )
{
case 2 :
effect = " chunks/rockbreaklg " ;
break ;
case 1 :
default :
effect = " chunks/rockbreakmed " ;
break ;
}
}
if ( ! effect )
{
return ;
}
ct + = 7 * size ;
// FIXME: real precache .. VERify that these need to be here...don't think they would because the effects should be registered in g_breakable
theFxScheduler . RegisterEffect ( effect ) ;
if ( effect2 )
{
// FIXME: real precache
theFxScheduler . RegisterEffect ( effect2 ) ;
}
// spawn chunk roughly in the bbox of the thing..
for ( int i = 0 ; i < ct ; i + + )
{
for ( int j = 0 ; j < 3 ; j + + )
{
r = random ( ) * 0.8f + 0.1f ;
org [ j ] = ( r * mins [ j ] + ( 1 - r ) * maxs [ j ] ) ;
}
// shoot effect away from center
VectorSubtract ( org , mid , dir ) ;
VectorNormalize ( dir ) ;
if ( effect2 & & ( rand ( ) & 1 ) )
{
theFxScheduler . PlayEffect ( effect2 , org , dir ) ;
}
else
{
theFxScheduler . PlayEffect ( effect , org , dir ) ;
}
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_Chunks
Fun chunk spewer
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void CG_Chunks ( int owner , vec3_t origin , const vec3_t normal , const vec3_t mins , const vec3_t maxs ,
float speed , int numChunks , material_t chunkType , int customChunk , float baseScale , int customSound = 0 )
{
localEntity_t * le ;
refEntity_t * re ;
vec3_t dir ;
int i , j , k ;
int chunkModel = 0 ;
leBounceSound_t bounce = LEBS_NONE ;
float r , speedMod = 1.0f ;
qboolean chunk = qfalse ;
if ( chunkType = = MAT_NONE )
{
// Well, we should do nothing
return ;
}
if ( customSound )
{
if ( cgs . sound_precache [ customSound ] )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgs . sound_precache [ customSound ] ) ;
}
}
// Set up our chunk sound info...breaking sounds are done here so they are done once on breaking..some return instantly because the chunks are done with effects instead of models
switch ( chunkType )
{
case MAT_GLASS :
if ( ! customSound )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgs . media . glassChunkSound ) ;
}
return ;
break ;
case MAT_GRATE1 :
if ( ! customSound )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgs . media . grateSound ) ;
}
return ;
break ;
case MAT_ELECTRICAL : // (sparks)
if ( ! customSound )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgi_S_RegisterSound ( va ( " sound/ambience/spark%d.wav " , Q_irand ( 1 , 6 ) ) ) ) ;
}
return ;
break ;
case MAT_DRK_STONE :
case MAT_LT_STONE :
case MAT_GREY_STONE :
case MAT_WHITE_METAL : // not quite sure what this stuff is supposed to be...it's for Stu
if ( ! customSound )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgs . media . rockBreakSound ) ;
bounce = LEBS_ROCK ;
}
speedMod = 0.5f ; // rock blows up less
break ;
case MAT_GLASS_METAL :
if ( ! customSound )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgs . media . glassChunkSound ) ; // FIXME: should probably have a custom sound
bounce = LEBS_METAL ;
}
break ;
case MAT_CRATE1 :
case MAT_CRATE2 :
if ( ! customSound )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgs . media . crateBreakSound [ Q_irand ( 0 , 1 ) ] ) ;
}
break ;
case MAT_METAL :
case MAT_METAL2 :
case MAT_METAL3 :
case MAT_ELEC_METAL : // FIXME: maybe have its own sound?
if ( ! customSound )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgs . media . chunkSound ) ;
bounce = LEBS_METAL ;
}
speedMod = 0.8f ; // metal blows up a bit more
break ;
case MAT_ROPE :
/*
if ( ! customSound )
{
cgi_S_StartSound ( NULL , owner , CHAN_BODY , cgi_S_RegisterSound ( " " ) ) ; FIXME : needs a sound
}
*/
return ;
break ;
}
if ( baseScale < = 0.0f )
{
baseScale = 1.0f ;
}
// Chunks
for ( i = 0 ; i < numChunks ; i + + )
{
if ( customChunk > 0 )
{
// Try to use a custom chunk.
if ( cgs . model_draw [ customChunk ] )
{
chunk = qtrue ;
chunkModel = cgs . model_draw [ customChunk ] ;
}
}
if ( ! chunk )
{
// No custom chunk. Pick a random chunk type at run-time so we don't get the same chunks
switch ( chunkType )
{
case MAT_METAL2 : //bluegrey
chunkModel = cgs . media . chunkModels [ CHUNK_METAL2 ] [ Q_irand ( 0 , 3 ) ] ;
break ;
case MAT_GREY_STONE : //gray
chunkModel = cgs . media . chunkModels [ CHUNK_ROCK1 ] [ Q_irand ( 0 , 3 ) ] ;
break ;
case MAT_LT_STONE : //tan
chunkModel = cgs . media . chunkModels [ CHUNK_ROCK2 ] [ Q_irand ( 0 , 3 ) ] ;
break ;
case MAT_DRK_STONE : //brown
chunkModel = cgs . media . chunkModels [ CHUNK_ROCK3 ] [ Q_irand ( 0 , 3 ) ] ;
break ;
case MAT_WHITE_METAL :
chunkModel = cgs . media . chunkModels [ CHUNK_WHITE_METAL ] [ Q_irand ( 0 , 3 ) ] ;
break ;
case MAT_CRATE1 : //yellow multi-colored crate chunks
chunkModel = cgs . media . chunkModels [ CHUNK_CRATE1 ] [ Q_irand ( 0 , 3 ) ] ;
break ;
case MAT_CRATE2 : //red multi-colored crate chunks
chunkModel = cgs . media . chunkModels [ CHUNK_CRATE2 ] [ Q_irand ( 0 , 3 ) ] ;
break ;
case MAT_ELEC_METAL :
case MAT_GLASS_METAL :
case MAT_METAL : //grey
chunkModel = cgs . media . chunkModels [ CHUNK_METAL1 ] [ Q_irand ( 0 , 3 ) ] ;
break ;
case MAT_METAL3 :
if ( rand ( ) & 1 )
{
chunkModel = cgs . media . chunkModels [ CHUNK_METAL1 ] [ Q_irand ( 0 , 3 ) ] ;
}
else
{
chunkModel = cgs . media . chunkModels [ CHUNK_METAL2 ] [ Q_irand ( 0 , 3 ) ] ;
}
break ;
}
}
// It wouldn't look good to throw a bunch of RGB axis models...so make sure we have something to work with.
if ( chunkModel )
{
le = CG_AllocLocalEntity ( ) ;
re = & le - > refEntity ;
re - > hModel = chunkModel ;
le - > leType = LE_FRAGMENT ;
le - > endTime = cg . time + 1300 + random ( ) * 900 ;
// spawn chunk roughly in the bbox of the thing...bias towards center in case thing blowing up doesn't complete fill its bbox.
for ( j = 0 ; j < 3 ; j + + )
{
r = random ( ) * 0.8f + 0.1f ;
re - > origin [ j ] = ( r * mins [ j ] + ( 1 - r ) * maxs [ j ] ) ;
}
VectorCopy ( re - > origin , le - > pos . trBase ) ;
// Move out from center of thing, otherwise you can end up things moving across the brush in an undesirable direction. Visually looks wrong
VectorSubtract ( re - > origin , origin , dir ) ;
VectorNormalize ( dir ) ;
VectorScale ( dir , Q_flrand ( speed * 0.5f , speed * 1.25f ) * speedMod , le - > pos . trDelta ) ;
// Angular Velocity
VectorSet ( le - > angles . trBase , random ( ) * 360 , random ( ) * 360 , random ( ) * 360 ) ;
le - > angles . trDelta [ 0 ] = crandom ( ) ;
le - > angles . trDelta [ 1 ] = crandom ( ) ;
le - > angles . trDelta [ 2 ] = 0 ; // don't do roll
VectorScale ( le - > angles . trDelta , random ( ) * 600.0f + 200.0f , le - > angles . trDelta ) ;
le - > pos . trType = TR_GRAVITY ;
le - > angles . trType = TR_LINEAR ;
le - > pos . trTime = le - > angles . trTime = cg . time ;
le - > bounceFactor = 0.2f + random ( ) * 0.2f ;
le - > leFlags | = LEF_TUMBLE ;
le - > ownerGentNum = owner ;
le - > leBounceSoundType = bounce ;
// Make sure that we have the desired start size set
le - > radius = Q_flrand ( baseScale * 0.75f , baseScale * 1.25f ) ;
re - > nonNormalizedAxes = qtrue ;
AxisCopy ( axisDefault , re - > axis ) ; // could do an angles to axis, but this is cheaper and works ok
for ( k = 0 ; k < 3 ; k + + )
{
VectorScale ( re - > axis [ k ] , le - > radius , re - > axis [ k ] ) ;
}
}
}
}
void CG_TestLine ( vec3_t start , vec3_t end , int time , unsigned int color , int radius )
{
localEntity_t * le ;
refEntity_t * re ;
le = CG_AllocLocalEntity ( ) ;
le - > leType = LE_LINE ;
le - > startTime = cg . time ;
le - > endTime = cg . time + time ;
le - > lifeRate = 1.0 / ( le - > endTime - le - > startTime ) ;
re = & le - > refEntity ;
VectorCopy ( start , re - > origin ) ;
VectorCopy ( end , re - > oldorigin ) ;
re - > shaderTime = cg . time / 1000.0f ;
re - > reType = RT_LINE ;
re - > radius = 0.5 * radius ;
re - > customShader = cgs . media . whiteShader ; //trap_R_RegisterShaderNoMip("textures/colombia/canvas_doublesided");
re - > shaderTexCoord [ 0 ] = re - > shaderTexCoord [ 1 ] = 1.0f ;
if ( color = = 0 )
{
re - > shaderRGBA [ 0 ] = re - > shaderRGBA [ 1 ] = re - > shaderRGBA [ 2 ] = re - > shaderRGBA [ 3 ] = 0xff ;
}
else
{
re - > shaderRGBA [ 0 ] = color & 0xff ;
color > > = 8 ;
re - > shaderRGBA [ 1 ] = color & 0xff ;
color > > = 8 ;
re - > shaderRGBA [ 2 ] = color & 0xff ;
// color >>= 8;
// re->shaderRGBA[3] = color & 0xff;
re - > shaderRGBA [ 3 ] = 0xff ;
}
le - > color [ 3 ] = 1.0 ;
}
//----------------------------
//
// Breaking Glass Technology
//
//----------------------------
// Since we have shared verts when we tesselate the glass sheet, it helps to have a
// random offset table set up up front...so that we can have more random looking breaks.
static float offX [ 20 ] [ 20 ] ,
offZ [ 20 ] [ 20 ] ;
static void CG_DoGlassQuad ( vec3_t p [ 4 ] , vec2_t uv [ 4 ] , bool stick , int time , vec3_t dmgDir )
{
float bounce ;
vec3_t rotDelta ;
vec3_t vel , accel ;
vec3_t rgb1 ;
VectorSet ( vel , crandom ( ) * 12 , crandom ( ) * 12 , - 1 ) ;
if ( ! stick )
{
// We aren't a motion delayed chunk, so let us move quickly
VectorMA ( vel , 0.3f , dmgDir , vel ) ;
}
// Set up acceleration due to gravity, 800 is standard QuakeIII gravity, so let's use something close
VectorSet ( accel , 0.0f , 0.0f , - ( 600.0f + random ( ) * 100.0f ) ) ;
VectorSet ( rgb1 , 1.0f , 1.0f , 1.0f ) ;
// Being glass, we don't want to bounce much
bounce = random ( ) * 0.2f + 0.15f ;
// Set up our random rotate, we only do PITCH and YAW, not ROLL. This is something like degrees per second
VectorSet ( rotDelta , crandom ( ) * 40.0f , crandom ( ) * 40.0f , 0.0f ) ;
CPoly * pol = FX_AddPoly ( p , uv , 4 , // verts, ST, vertCount
vel , accel , // motion
0.15f , 0.0f , 85.0f , // alpha start, alpha end, alpha parm ( begin alpha fade when 85% of life is complete )
rgb1 , rgb1 , 0.0f , // rgb start, rgb end, rgb parm ( not used )
rotDelta , bounce , time , // rotation amount, bounce, and time to delay motion for ( zero if no delay );
3500 + random ( ) * 1000 , // life
cgi_R_RegisterShader ( " gfx/misc/test_crackle " ) ,
FX_APPLY_PHYSICS | FX_ALPHA_NONLINEAR | FX_USE_ALPHA ) ;
if ( random ( ) > 0.95f & & pol )
{
pol - > AddFlags ( FX_IMPACT_RUNS_FX | FX_KILL_ON_IMPACT ) ;
pol - > SetImpactFxID ( theFxScheduler . RegisterEffect ( " misc/glass_impact " ) ) ;
}
}
static void CG_CalcBiLerp ( vec3_t verts [ 4 ] , vec3_t subVerts [ 4 ] , vec2_t uv [ 4 ] )
{
vec3_t temp ;
// Nasty crap
VectorScale ( verts [ 0 ] , 1.0f - uv [ 0 ] [ 0 ] , subVerts [ 0 ] ) ;
VectorMA ( subVerts [ 0 ] , uv [ 0 ] [ 0 ] , verts [ 1 ] , subVerts [ 0 ] ) ;
VectorScale ( subVerts [ 0 ] , 1.0f - uv [ 0 ] [ 1 ] , temp ) ;
VectorScale ( verts [ 3 ] , 1.0f - uv [ 0 ] [ 0 ] , subVerts [ 0 ] ) ;
VectorMA ( subVerts [ 0 ] , uv [ 0 ] [ 0 ] , verts [ 2 ] , subVerts [ 0 ] ) ;
VectorMA ( temp , uv [ 0 ] [ 1 ] , subVerts [ 0 ] , subVerts [ 0 ] ) ;
VectorScale ( verts [ 0 ] , 1.0f - uv [ 1 ] [ 0 ] , subVerts [ 1 ] ) ;
VectorMA ( subVerts [ 1 ] , uv [ 1 ] [ 0 ] , verts [ 1 ] , subVerts [ 1 ] ) ;
VectorScale ( subVerts [ 1 ] , 1.0f - uv [ 1 ] [ 1 ] , temp ) ;
VectorScale ( verts [ 3 ] , 1.0f - uv [ 1 ] [ 0 ] , subVerts [ 1 ] ) ;
VectorMA ( subVerts [ 1 ] , uv [ 1 ] [ 0 ] , verts [ 2 ] , subVerts [ 1 ] ) ;
VectorMA ( temp , uv [ 1 ] [ 1 ] , subVerts [ 1 ] , subVerts [ 1 ] ) ;
VectorScale ( verts [ 0 ] , 1.0f - uv [ 2 ] [ 0 ] , subVerts [ 2 ] ) ;
VectorMA ( subVerts [ 2 ] , uv [ 2 ] [ 0 ] , verts [ 1 ] , subVerts [ 2 ] ) ;
VectorScale ( subVerts [ 2 ] , 1.0f - uv [ 2 ] [ 1 ] , temp ) ;
VectorScale ( verts [ 3 ] , 1.0f - uv [ 2 ] [ 0 ] , subVerts [ 2 ] ) ;
VectorMA ( subVerts [ 2 ] , uv [ 2 ] [ 0 ] , verts [ 2 ] , subVerts [ 2 ] ) ;
VectorMA ( temp , uv [ 2 ] [ 1 ] , subVerts [ 2 ] , subVerts [ 2 ] ) ;
VectorScale ( verts [ 0 ] , 1.0f - uv [ 3 ] [ 0 ] , subVerts [ 3 ] ) ;
VectorMA ( subVerts [ 3 ] , uv [ 3 ] [ 0 ] , verts [ 1 ] , subVerts [ 3 ] ) ;
VectorScale ( subVerts [ 3 ] , 1.0f - uv [ 3 ] [ 1 ] , temp ) ;
VectorScale ( verts [ 3 ] , 1.0f - uv [ 3 ] [ 0 ] , subVerts [ 3 ] ) ;
VectorMA ( subVerts [ 3 ] , uv [ 3 ] [ 0 ] , verts [ 2 ] , subVerts [ 3 ] ) ;
VectorMA ( temp , uv [ 3 ] [ 1 ] , subVerts [ 3 ] , subVerts [ 3 ] ) ;
}
// bilinear
//f(p',q') = (1 - y) <20> {[(1 - x) <20> f(p,q)] + [x <20> f(p,q+1)]} + y <20> {[(1 - x) <20> f(p+1,q)] + [x <20> f(p+1,q+1)]}.
static void CG_CalcHeightWidth ( vec3_t verts [ 4 ] , float * height , float * width )
{
vec3_t dir1 , dir2 , cross ;
VectorSubtract ( verts [ 3 ] , verts [ 0 ] , dir1 ) ; // v
VectorSubtract ( verts [ 1 ] , verts [ 0 ] , dir2 ) ; // p-a
CrossProduct ( dir1 , dir2 , cross ) ;
* width = VectorNormalize ( cross ) / VectorNormalize ( dir1 ) ; // v
VectorSubtract ( verts [ 2 ] , verts [ 0 ] , dir2 ) ; // p-a
CrossProduct ( dir1 , dir2 , cross ) ;
* width + = VectorNormalize ( cross ) / VectorNormalize ( dir1 ) ; // v
* width * = 0.5f ;
VectorSubtract ( verts [ 1 ] , verts [ 0 ] , dir1 ) ; // v
VectorSubtract ( verts [ 2 ] , verts [ 0 ] , dir2 ) ; // p-a
CrossProduct ( dir1 , dir2 , cross ) ;
* height = VectorNormalize ( cross ) / VectorNormalize ( dir1 ) ; // v
VectorSubtract ( verts [ 3 ] , verts [ 0 ] , dir2 ) ; // p-a
CrossProduct ( dir1 , dir2 , cross ) ;
* height + = VectorNormalize ( cross ) / VectorNormalize ( dir1 ) ; // v
* height * = 0.5f ;
}
//Consider a line in 3D with position vector "a" and direction vector "v" and
// let "p" be the position vector of an arbitrary point in 3D
//dist = len( crossprod(p-a,v) ) / len(v);
void CG_InitGlass ( void )
{
int i , t ;
// Build a table first, so that we can do a more unpredictable crack scheme
// do it once, up front to save a bit of time.
for ( i = 0 ; i < 20 ; i + + )
{
for ( t = 0 ; t < 20 ; t + + )
{
offX [ t ] [ i ] = crandom ( ) * 0.03f ;
offZ [ i ] [ t ] = crandom ( ) * 0.03f ;
}
}
}
# define TIME_DECAY_SLOW 0.1f
# define TIME_DECAY_MED 0.04f
# define TIME_DECAY_FAST 0.009f
void CG_DoGlass ( vec3_t verts [ 4 ] , vec3_t normal , vec3_t dmgPt , vec3_t dmgDir , float dmgRadius )
{
int i , t ;
int mxHeight , mxWidth ;
float height , width ;
float stepWidth , stepHeight ;
float timeDecay ;
float x , z ;
float xx , zz ;
int time = 0 ;
bool stick = true ;
vec3_t subVerts [ 4 ] ;
vec2_t biPoints [ 4 ] ;
// To do a smarter tesselation, we should figure out the relative height and width of the brush face,
// then use this to pick a lod value from 1-3 in each axis. This will give us 1-9 lod levels, which will
// hopefully be sufficient.
CG_CalcHeightWidth ( verts , & height , & width ) ;
cgi_S_StartSound ( dmgPt , - 1 , CHAN_AUTO , cgi_S_RegisterSound ( " sound/effects/glassbreak1.wav " ) ) ;
// Pick "LOD" for height
if ( height < 100 )
{
stepHeight = 0.2f ;
mxHeight = 5 ;
timeDecay = TIME_DECAY_SLOW ;
}
/* else if ( height > 220 ) // was originally mxHeight = 20....but removing this whole section because it causes huge number of chunks...which is bad
{
stepHeight = 0.075f ;
mxHeight = 15 ;
timeDecay = TIME_DECAY_FAST ;
} */
else
{
stepHeight = 0.1f ;
mxHeight = 10 ;
timeDecay = TIME_DECAY_MED ;
}
// Pick "LOD" for width
if ( width < 100 )
{
stepWidth = 0.2f ;
mxWidth = 5 ;
timeDecay = ( timeDecay + TIME_DECAY_SLOW ) * 0.5f ;
}
/* else if ( width > 220 ) // don't do this because it causes too much chug with large glass panes...especially when more than one pane can be broken at a time
{
stepWidth = 0.075f ;
mxWidth = 15 ;
timeDecay = ( timeDecay + TIME_DECAY_FAST ) * 0.5f ;
} */
else
{
stepWidth = 0.1f ;
mxWidth = 10 ;
timeDecay = ( timeDecay + TIME_DECAY_MED ) * 0.5f ;
}
for ( z = 0.0f , i = 0 ; z < 1.0f ; z + = stepHeight , i + + )
{
for ( x = 0.0f , t = 0 ; x < 1.0f ; x + = stepWidth , t + + )
{
// This is nasty..we do this because we don't want to add a random offset on the edge of the glass brush
// ...but we do in the center, otherwise the breaking scheme looks way too orderly
if ( t > 0 & & t < mxWidth )
{
xx = x - offX [ i ] [ t ] ;
}
else
{
xx = x ;
}
if ( i > 0 & & i < mxHeight )
{
zz = z - offZ [ t ] [ i ] ;
}
else
{
zz = z ;
}
Vector2Set ( biPoints [ 0 ] , xx , zz ) ;
if ( t + 1 > 0 & & t + 1 < mxWidth )
{
xx = x - offX [ i ] [ t + 1 ] ;
}
else
{
xx = x ;
}
if ( i > 0 & & i < mxHeight )
{
zz = z - offZ [ t + 1 ] [ i ] ;
}
else
{
zz = z ;
}
Vector2Set ( biPoints [ 1 ] , xx + stepWidth , zz ) ;
if ( t + 1 > 0 & & t + 1 < mxWidth )
{
xx = x - offX [ i + 1 ] [ t + 1 ] ;
}
else
{
xx = x ;
}
if ( i + 1 > 0 & & i + 1 < mxHeight )
{
zz = z - offZ [ t + 1 ] [ i + 1 ] ;
}
else
{
zz = z ;
}
Vector2Set ( biPoints [ 2 ] , xx + stepWidth , zz + stepHeight ) ;
if ( t > 0 & & t < mxWidth )
{
xx = x - offX [ i + 1 ] [ t ] ;
}
else
{
xx = x ;
}
if ( i + 1 > 0 & & i + 1 < mxHeight )
{
zz = z - offZ [ t ] [ i + 1 ] ;
}
else
{
zz = z ;
}
Vector2Set ( biPoints [ 3 ] , xx , zz + stepHeight ) ;
CG_CalcBiLerp ( verts , subVerts , biPoints ) ;
float dif = DistanceSquared ( subVerts [ 0 ] , dmgPt ) * timeDecay - random ( ) * 32 ;
// If we decrease dif, we are increasing the impact area, making it more likely to blow out large holes
dif - = dmgRadius * dmgRadius ;
if ( dif > 1 )
{
stick = true ;
time = dif + random ( ) * 200 ;
}
else
{
stick = false ;
time = 0 ;
}
CG_DoGlassQuad ( subVerts , biPoints , stick , time , dmgDir ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
CG_Seeker
= = = = = = = = = = = = = = = = =
*/
/*void CG_Seeker( centity_t *cent )
{
refEntity_t re ;
vec3_t seekerOrg , viewAng ;
float angle , c ;
// must match cg_effects ( CG_Seeker ) & g_weapon ( SeekerAcquiresTarget ) & cg_weapons ( CG_FireSeeker )
angle = cg . time * 0.004f ;
c = cos ( angle ) ;
seekerOrg [ 0 ] = cent - > lerpOrigin [ 0 ] + 18 * c ;
seekerOrg [ 1 ] = cent - > lerpOrigin [ 1 ] + 18 * sin ( angle ) ;
seekerOrg [ 2 ] = cent - > lerpOrigin [ 2 ] + cg . predicted_player_state . viewheight + 8 + ( 3 * cos ( cg . time * 0.001 ) ) ;
memset ( & re , 0 , sizeof ( re ) ) ;
re . reType = RT_MODEL ;
VectorCopy ( seekerOrg , re . origin ) ;
re . hModel = cgi_R_RegisterModel ( " models/items/remote.md3 " ) ;
VectorCopy ( cent - > lerpAngles , viewAng ) ; // so the seeker faces the same direction the player is
viewAng [ PITCH ] = - 90 ; // but, we don't want the seeker facing up or down, always horizontal
viewAng [ YAW ] + = c * 15.f ;
AnglesToAxis ( viewAng , re . axis ) ;
VectorScale ( re . axis [ 0 ] , 0.5f , re . axis [ 0 ] ) ;
VectorScale ( re . axis [ 1 ] , 0.5f , re . axis [ 1 ] ) ;
VectorScale ( re . axis [ 2 ] , 0.5f , re . axis [ 2 ] ) ;
re . nonNormalizedAxes = qtrue ;
cgi_R_AddRefEntityToScene ( & re ) ;
}
*/
//------------------------------------------------------------------------------------------
void CG_DrawTargetBeam ( vec3_t start , vec3_t end , vec3_t norm , const char * beamFx , const char * impactFx )
{
int handle = 0 ;
vec3_t dir ;
SEffectTemplate * temp ;
// overriding the effect, so give us a copy first
temp = theFxScheduler . GetEffectCopy ( beamFx , & handle ) ;
VectorSubtract ( start , end , dir ) ;
VectorNormalize ( dir ) ;
if ( temp )
{
// have a copy, so get the line element out of there
CPrimitiveTemplate * prim = theFxScheduler . GetPrimitiveCopy ( temp , " beam " ) ;
if ( prim )
{
// we have the primitive, so modify the endpoint
prim - > mOrigin2X . SetRange ( end [ 0 ] , end [ 0 ] ) ;
prim - > mOrigin2Y . SetRange ( end [ 1 ] , end [ 1 ] ) ;
prim - > mOrigin2Z . SetRange ( end [ 2 ] , end [ 2 ] ) ;
// have a copy, so get the line element out of there
CPrimitiveTemplate * prim = theFxScheduler . GetPrimitiveCopy ( temp , " glow " ) ;
// glow is not required
if ( prim )
{
// we have the primitive, so modify the endpoint
prim - > mOrigin2X . SetRange ( end [ 0 ] , end [ 0 ] ) ;
prim - > mOrigin2Y . SetRange ( end [ 1 ] , end [ 1 ] ) ;
prim - > mOrigin2Z . SetRange ( end [ 2 ] , end [ 2 ] ) ;
}
// play the modified effect
theFxScheduler . PlayEffect ( handle , start , dir ) ;
}
}
if ( impactFx )
{
theFxScheduler . PlayEffect ( impactFx , end , norm ) ;
}
}
void CG_PlayEffectBolted ( const char * fxName , const int modelIndex , const int boltIndex , const int entNum , vec3_t origin , int iLoopTime , const bool isRelative )
{
vec3_t axis [ 3 ] ; //FIXME: shouldn't this be initialized to something? It isn't in the EV_PLAY_EFFECT call... irrelevant?
int boltInfo ;
//pack the data into boltInfo as if we were going to send it over the network
gi . G2API_AttachEnt ( & boltInfo ,
& g_entities [ entNum ] . ghoul2 [ modelIndex ] ,
boltIndex ,
entNum ,
modelIndex ) ;
//send direcly to FX scheduler
theFxScheduler . PlayEffect ( fxName ,
origin ,
axis ,
boltInfo ,
- 1 ,
false ,
iLoopTime ,
isRelative ) ; //iLoopTime 0 = not looping, 1 for infinite, else duration
}
void CG_PlayEffectIDBolted ( const int fxID , const int modelIndex , const int boltIndex , const int entNum , vec3_t origin , int iLoopTime , const bool isRelative )
{
const char * fxName = CG_ConfigString ( CS_EFFECTS + fxID ) ;
CG_PlayEffectBolted ( fxName , modelIndex , boltIndex , entNum , origin , iLoopTime , isRelative ) ;
}
void CG_PlayEffectOnEnt ( const char * fxName , const int clientNum , vec3_t origin , const vec3_t fwd )
{
vec3_t temp , axis [ 3 ] ;
// Assume angles, we'll do a cross product to finish up
VectorCopy ( fwd , axis [ 0 ] ) ;
MakeNormalVectors ( fwd , axis [ 1 ] , temp ) ;
CrossProduct ( axis [ 0 ] , axis [ 1 ] , axis [ 2 ] ) ;
//call FX scheduler directly
theFxScheduler . PlayEffect ( fxName , origin , axis , - 1 , clientNum , false ) ;
}
void CG_PlayEffectIDOnEnt ( const int fxID , const int clientNum , vec3_t origin , const vec3_t fwd )
{
const char * fxName = CG_ConfigString ( CS_EFFECTS + fxID ) ;
CG_PlayEffectOnEnt ( fxName , clientNum , origin , fwd ) ;
}
void CG_PlayEffect ( const char * fxName , vec3_t origin , const vec3_t fwd )
{
vec3_t temp , axis [ 3 ] ;
// Assume angles, we'll do a cross product to finish up
VectorCopy ( fwd , axis [ 0 ] ) ;
MakeNormalVectors ( fwd , axis [ 1 ] , temp ) ;
CrossProduct ( axis [ 0 ] , axis [ 1 ] , axis [ 2 ] ) ;
//call FX scheduler directly
theFxScheduler . PlayEffect ( fxName , origin , axis , - 1 , - 1 , false ) ;
}
void CG_PlayEffectID ( const int fxID , vec3_t origin , const vec3_t fwd )
{
const char * fxName = CG_ConfigString ( CS_EFFECTS + fxID ) ;
CG_PlayEffect ( fxName , origin , fwd ) ;
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}