// Copyright (C) 1999-2000 Id Software, Inc. // // cg_effects.c -- these functions generate localentities, usually as a result // of event processing #include "cg_local.h" /* ================== CG_BubbleTrail Bullets shot underwater ================== */ void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) { vec3_t move; vec3_t vec; float len; int i; if ( cg_noProjectileTrail.integer ) { return; } VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); // advance a random amount first i = rand() % (int)spacing; VectorMA( move, i, vec, move ); VectorScale (vec, spacing, vec); for ( ; i < len; i += spacing ) { localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); le->leFlags = LEF_PUFF_DONT_SCALE; le->leType = LE_MOVE_SCALE_FADE; le->startTime = cg.time; le->endTime = cg.time + 1000 + random() * 250; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); re = &le->refEntity; re->shaderTime = cg.time / 1000.0f; re->reType = RT_SPRITE; re->rotation = 0; re->radius = 3; re->customShader = cgs.media.waterBubbleShader; re->shaderRGBA[0] = 0xff; re->shaderRGBA[1] = 0xff; re->shaderRGBA[2] = 0xff; re->shaderRGBA[3] = 0xff; le->color[3] = 1.0; le->pos.trType = TR_LINEAR; le->pos.trTime = cg.time; VectorCopy( move, le->pos.trBase ); le->pos.trDelta[0] = crandom()*5; le->pos.trDelta[1] = crandom()*5; le->pos.trDelta[2] = crandom()*5 + 6; VectorAdd (move, vec, move); } } /* ===================== CG_SmokePuff Adds a smoke puff or blood trail localEntity. ===================== */ localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel, float radius, float r, float g, float b, float a, float duration, int startTime, int fadeInTime, int leFlags, qhandle_t hShader ) { static int seed = 0x92; localEntity_t *le; refEntity_t *re; // int fadeInTime = startTime + duration / 2; le = CG_AllocLocalEntity(); le->leFlags = leFlags; le->radius = radius; re = &le->refEntity; re->rotation = Q_random( &seed ) * 360; re->radius = radius; re->shaderTime = startTime / 1000.0f; le->leType = LE_MOVE_SCALE_FADE; le->startTime = startTime; le->fadeInTime = fadeInTime; le->endTime = startTime + duration; if ( fadeInTime > startTime ) { le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime ); } else { le->lifeRate = 1.0 / ( le->endTime - le->startTime ); } le->color[0] = r; le->color[1] = g; le->color[2] = b; le->color[3] = a; le->pos.trType = TR_LINEAR; le->pos.trTime = startTime; VectorCopy( vel, le->pos.trDelta ); VectorCopy( p, le->pos.trBase ); VectorCopy( p, re->origin ); re->customShader = hShader; re->shaderRGBA[0] = le->color[0] * 0xff; re->shaderRGBA[1] = le->color[1] * 0xff; re->shaderRGBA[2] = le->color[2] * 0xff; re->shaderRGBA[3] = 0xff; re->reType = RT_SPRITE; re->radius = le->radius; return le; } 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; } /* ================== CG_ThrowChunk ================== */ void CG_ThrowChunk( vec3_t origin, vec3_t velocity, qhandle_t hModel, int optionalSound, int startalpha ) { localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); re = &le->refEntity; le->leType = LE_FRAGMENT; le->startTime = cg.time; le->endTime = le->startTime + 5000 + random() * 3000; VectorCopy( origin, re->origin ); AxisCopy( axisDefault, re->axis ); re->hModel = hModel; le->pos.trType = TR_GRAVITY; le->angles.trType = TR_GRAVITY; VectorCopy( origin, le->pos.trBase ); VectorCopy( velocity, le->pos.trDelta ); VectorSet(le->angles.trBase, 20, 20, 20); VectorCopy( velocity, le->angles.trDelta ); le->pos.trTime = cg.time; le->angles.trTime = cg.time; le->leFlags = LEF_TUMBLE; le->angles.trBase[YAW] = 180; le->bounceFactor = 0.3f; le->bounceSound = optionalSound; le->forceAlpha = startalpha; } //---------------------------- // // 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. static float offX[20][20], offZ[20][20]; #define FX_ALPHA_NONLINEAR 0x00000004 #define FX_APPLY_PHYSICS 0x02000000 #define FX_USE_ALPHA 0x08000000 static void CG_DoGlassQuad( vec3_t p[4], vec2_t uv[4], qboolean stick, int time, vec3_t dmgDir ) { float bounce; vec3_t rotDelta; vec3_t vel, accel; vec3_t rgb1; addpolyArgStruct_t apArgs; int i, i_2; 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 ) ); // We are using an additive shader, so let's set the RGB low so we look more like transparent glass // VectorSet( rgb1, 0.1f, 0.1f, 0.1f ); 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 ); //In an ideal world, this might actually work. /* 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 ); 6000, // 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( "glass_impact" )); } */ //rww - this is dirty. i = 0; i_2 = 0; while (i < 4) { while (i_2 < 3) { apArgs.p[i][i_2] = p[i][i_2]; i_2++; } i_2 = 0; i++; } i = 0; i_2 = 0; while (i < 4) { while (i_2 < 2) { apArgs.ev[i][i_2] = uv[i][i_2]; i_2++; } i_2 = 0; i++; } apArgs.numVerts = 4; VectorCopy(vel, apArgs.vel); VectorCopy(accel, apArgs.accel); apArgs.alpha1 = 0.15f; apArgs.alpha2 = 0.0f; apArgs.alphaParm = 85.0f; VectorCopy(rgb1, apArgs.rgb1); VectorCopy(rgb1, apArgs.rgb2); apArgs.rgbParm = 0.0f; VectorCopy(rotDelta, apArgs.rotationDelta); apArgs.bounce = bounce; apArgs.motionDelay = time; apArgs.killTime = 6000; apArgs.shader = cgs.media.glassShardShader; apArgs.flags = (FX_APPLY_PHYSICS | FX_ALPHA_NONLINEAR | FX_USE_ALPHA); trap_FX_AddPoly(&apArgs); } 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) × {[(1 - x) × f(p,q)] + [x × f(p,q+1)]} + y × {[(1 - x) × f(p+1,q)] + [x × 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; } } } void Vector2Set(vec2_t a,float b,float c) { a[0] = b; a[1] = c; } #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 maxShards ) { int i, t; int mxHeight, mxWidth; float height, width; float stepWidth, stepHeight; float timeDecay; float x, z; float xx, zz; float dif; int time = 0; int glassShards = 0; qboolean stick = qtrue; 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 ); trap_S_StartSound( dmgPt, -1, CHAN_AUTO, trap_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 ) { stepHeight = 0.05f; mxHeight = 20; 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 ) { stepWidth = 0.05f; mxWidth = 20; timeDecay = ( timeDecay + TIME_DECAY_FAST ) * 0.5f; } else { stepWidth = 0.1f; mxWidth = 10; timeDecay = ( timeDecay + TIME_DECAY_MED ) * 0.5f; } */ //Attempt to scale the glass directly to the size of the window stepWidth = (0.25f - (width*0.0002)); //(width*0.0005)); mxWidth = width*0.2; timeDecay = ( timeDecay + TIME_DECAY_FAST ) * 0.5f; if (stepWidth < 0.01f) { stepWidth = 0.01f; } if (mxWidth < 5) { mxWidth = 5; } 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.. 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 ); 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 = qtrue; time = dif + random() * 200; } else { stick = qfalse; time = 0; } CG_DoGlassQuad( subVerts, biPoints, stick, time, dmgDir ); glassShards++; if (maxShards && glassShards >= maxShards) { return; } } } } /* ================== CG_GlassShatter Break glass with fancy method ================== */ void CG_GlassShatter(int entnum, vec3_t dmgPt, vec3_t dmgDir, float dmgRadius, int maxShards) { vec3_t verts[4], normal; if (cgs.inlineDrawModel[cg_entities[entnum].currentState.modelindex]) { trap_R_GetBModelVerts(cgs.inlineDrawModel[cg_entities[entnum].currentState.modelindex], verts, normal); CG_DoGlass(verts, normal, dmgPt, dmgDir, dmgRadius, maxShards); } //otherwise something awful has happened. } /* ================== CG_GlassShatter_Old Throws glass shards from within a given bounding box in the world ================== */ void CG_GlassShatter_Old(int entnum, vec3_t org, vec3_t mins, vec3_t maxs) { vec3_t velocity, a, shardorg, dif, difx; float windowmass; float shardsthrow = 0; char chunkname[256]; trap_S_StartSound(org, entnum, CHAN_BODY, trap_S_RegisterSound("sound/effects/glassbreak1.wav")); VectorSubtract(maxs, mins, a); windowmass = VectorLength(a); //should give us some idea of how big the chunk of glass is while (shardsthrow < windowmass) { velocity[0] = crandom()*150; velocity[1] = crandom()*150; velocity[2] = 150 + crandom()*75; Com_sprintf(chunkname, sizeof(chunkname), "models/chunks/glass/glchunks_%i.md3", Q_irand(1, 6)); VectorCopy(org, shardorg); dif[0] = (maxs[0]-mins[0])/2; dif[1] = (maxs[1]-mins[1])/2; dif[2] = (maxs[2]-mins[2])/2; if (dif[0] < 2) { dif[0] = 2; } if (dif[1] < 2) { dif[1] = 2; } if (dif[2] < 2) { dif[2] = 2; } difx[0] = Q_irand(1, (dif[0]*0.9)*2); difx[1] = Q_irand(1, (dif[1]*0.9)*2); difx[2] = Q_irand(1, (dif[2]*0.9)*2); if (difx[0] > dif[0]) { shardorg[0] += difx[0]-(dif[0]); } else { shardorg[0] -= difx[0]; } if (difx[1] > dif[1]) { shardorg[1] += difx[1]-(dif[1]); } else { shardorg[1] -= difx[1]; } if (difx[2] > dif[2]) { shardorg[2] += difx[2]-(dif[2]); } else { shardorg[2] -= difx[2]; } //CG_TestLine(org, shardorg, 5000, 0x0000ff, 3); CG_ThrowChunk( shardorg, velocity, trap_R_RegisterModel( chunkname ), 0, 254 ); shardsthrow += 10; } } /* ================== CG_CreateDebris Throws specified debris from within a given bounding box in the world ================== */ #define DEBRIS_SPECIALCASE_ROCK -1 #define DEBRIS_SPECIALCASE_CHUNKS -2 #define DEBRIS_SPECIALCASE_WOOD -3 #define DEBRIS_SPECIALCASE_GLASS -4 #define NUM_DEBRIS_MODELS_GLASS 8 #define NUM_DEBRIS_MODELS_WOOD 8 #define NUM_DEBRIS_MODELS_CHUNKS 3 #define NUM_DEBRIS_MODELS_ROCKS 4 //12 int dbModels_Glass[NUM_DEBRIS_MODELS_GLASS]; int dbModels_Wood[NUM_DEBRIS_MODELS_WOOD]; int dbModels_Chunks[NUM_DEBRIS_MODELS_CHUNKS]; int dbModels_Rocks[NUM_DEBRIS_MODELS_ROCKS]; void CG_CreateDebris(int entnum, vec3_t org, vec3_t mins, vec3_t maxs, int debrissound, int debrismodel) { vec3_t velocity, a, shardorg, dif, difx; float windowmass; float shardsthrow = 0; int omodel = debrismodel; if (omodel == DEBRIS_SPECIALCASE_GLASS && !dbModels_Glass[0]) { //glass no longer exists, using it for metal. dbModels_Glass[0] = trap_R_RegisterModel("models/chunks/metal/metal1_1.md3"); dbModels_Glass[1] = trap_R_RegisterModel("models/chunks/metal/metal1_2.md3"); dbModels_Glass[2] = trap_R_RegisterModel("models/chunks/metal/metal1_3.md3"); dbModels_Glass[3] = trap_R_RegisterModel("models/chunks/metal/metal1_4.md3"); dbModels_Glass[4] = trap_R_RegisterModel("models/chunks/metal/metal2_1.md3"); dbModels_Glass[5] = trap_R_RegisterModel("models/chunks/metal/metal2_2.md3"); dbModels_Glass[6] = trap_R_RegisterModel("models/chunks/metal/metal2_3.md3"); dbModels_Glass[7] = trap_R_RegisterModel("models/chunks/metal/metal2_4.md3"); } if (omodel == DEBRIS_SPECIALCASE_WOOD && !dbModels_Wood[0]) { dbModels_Wood[0] = trap_R_RegisterModel("models/chunks/crate/crate1_1.md3"); dbModels_Wood[1] = trap_R_RegisterModel("models/chunks/crate/crate1_2.md3"); dbModels_Wood[2] = trap_R_RegisterModel("models/chunks/crate/crate1_3.md3"); dbModels_Wood[3] = trap_R_RegisterModel("models/chunks/crate/crate1_4.md3"); dbModels_Wood[4] = trap_R_RegisterModel("models/chunks/crate/crate2_1.md3"); dbModels_Wood[5] = trap_R_RegisterModel("models/chunks/crate/crate2_2.md3"); dbModels_Wood[6] = trap_R_RegisterModel("models/chunks/crate/crate2_3.md3"); dbModels_Wood[7] = trap_R_RegisterModel("models/chunks/crate/crate2_4.md3"); } if (omodel == DEBRIS_SPECIALCASE_CHUNKS && !dbModels_Chunks[0]) { dbModels_Chunks[0] = trap_R_RegisterModel("models/chunks/generic/chunks_1.md3"); dbModels_Chunks[1] = trap_R_RegisterModel("models/chunks/generic/chunks_2.md3"); } if (omodel == DEBRIS_SPECIALCASE_ROCK && !dbModels_Rocks[0]) { dbModels_Rocks[0] = trap_R_RegisterModel("models/chunks/rock/rock1_1.md3"); dbModels_Rocks[1] = trap_R_RegisterModel("models/chunks/rock/rock1_2.md3"); dbModels_Rocks[2] = trap_R_RegisterModel("models/chunks/rock/rock1_3.md3"); dbModels_Rocks[3] = trap_R_RegisterModel("models/chunks/rock/rock1_4.md3"); /* dbModels_Rocks[4] = trap_R_RegisterModel("models/chunks/rock/rock2_1.md3"); dbModels_Rocks[5] = trap_R_RegisterModel("models/chunks/rock/rock2_2.md3"); dbModels_Rocks[6] = trap_R_RegisterModel("models/chunks/rock/rock2_3.md3"); dbModels_Rocks[7] = trap_R_RegisterModel("models/chunks/rock/rock2_4.md3"); dbModels_Rocks[8] = trap_R_RegisterModel("models/chunks/rock/rock3_1.md3"); dbModels_Rocks[9] = trap_R_RegisterModel("models/chunks/rock/rock3_2.md3"); dbModels_Rocks[10] = trap_R_RegisterModel("models/chunks/rock/rock3_3.md3"); dbModels_Rocks[11] = trap_R_RegisterModel("models/chunks/rock/rock3_4.md3"); */ } VectorSubtract(maxs, mins, a); windowmass = VectorLength(a); //should give us some idea of how big the chunk of glass is while (shardsthrow < windowmass) { velocity[0] = crandom()*150; velocity[1] = crandom()*150; velocity[2] = 150 + crandom()*75; if (omodel == DEBRIS_SPECIALCASE_GLASS) { debrismodel = dbModels_Glass[Q_irand(0, NUM_DEBRIS_MODELS_GLASS-1)]; } else if (omodel == DEBRIS_SPECIALCASE_WOOD) { debrismodel = dbModels_Wood[Q_irand(0, NUM_DEBRIS_MODELS_WOOD-1)]; } else if (omodel == DEBRIS_SPECIALCASE_CHUNKS) { debrismodel = dbModels_Chunks[Q_irand(0, NUM_DEBRIS_MODELS_CHUNKS-1)]; } else if (omodel == DEBRIS_SPECIALCASE_ROCK) { debrismodel = dbModels_Rocks[Q_irand(0, NUM_DEBRIS_MODELS_ROCKS-1)]; } VectorCopy(org, shardorg); dif[0] = (maxs[0]-mins[0])/2; dif[1] = (maxs[1]-mins[1])/2; dif[2] = (maxs[2]-mins[2])/2; if (dif[0] < 2) { dif[0] = 2; } if (dif[1] < 2) { dif[1] = 2; } if (dif[2] < 2) { dif[2] = 2; } difx[0] = Q_irand(1, (dif[0]*0.9)*2); difx[1] = Q_irand(1, (dif[1]*0.9)*2); difx[2] = Q_irand(1, (dif[2]*0.9)*2); if (difx[0] > dif[0]) { shardorg[0] += difx[0]-(dif[0]); } else { shardorg[0] -= difx[0]; } if (difx[1] > dif[1]) { shardorg[1] += difx[1]-(dif[1]); } else { shardorg[1] -= difx[1]; } if (difx[2] > dif[2]) { shardorg[2] += difx[2]-(dif[2]); } else { shardorg[2] -= difx[2]; } //CG_TestLine(org, shardorg, 5000, 0x0000ff, 3); CG_ThrowChunk( shardorg, velocity, debrismodel, debrissound, 0 ); shardsthrow += 10; } } /* ================== CG_ScorePlum ================== */ void CG_ScorePlum( int client, vec3_t org, int score ) { localEntity_t *le; refEntity_t *re; vec3_t angles; static vec3_t lastPos; // only visualize for the client that scored if (client != cg.predictedPlayerState.clientNum || cg_scorePlum.integer == 0) { return; } le = CG_AllocLocalEntity(); le->leFlags = 0; le->leType = LE_SCOREPLUM; le->startTime = cg.time; le->endTime = cg.time + 4000; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; le->radius = score; VectorCopy( org, le->pos.trBase ); if (org[2] >= lastPos[2] - 20 && org[2] <= lastPos[2] + 20) { le->pos.trBase[2] -= 20; } //CG_Printf( "Plum origin %i %i %i -- %i\n", (int)org[0], (int)org[1], (int)org[2], (int)Distance(org, lastPos)); VectorCopy(org, lastPos); re = &le->refEntity; re->reType = RT_SPRITE; re->radius = 16; VectorClear(angles); AnglesToAxis( angles, re->axis ); } /* ------------------------- 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) { //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, 750 ); // 500 seemed a bit too quick } /* ==================== 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; } /* ------------------------- 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), 0); 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), 0); } //Shake the camera CG_ExplosionEffects( origin, shake_speed, 350 ); // 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_Bleed This is the spurt of blood when a character gets hit ================= */ void CG_Bleed( vec3_t origin, int entityNum ) { localEntity_t *ex; if ( !cg_blood.integer ) { return; } ex = CG_AllocLocalEntity(); ex->leType = LE_EXPLOSION; ex->startTime = cg.time; ex->endTime = ex->startTime + 500; VectorCopy ( origin, ex->refEntity.origin); ex->refEntity.reType = RT_SPRITE; ex->refEntity.rotation = rand() % 360; ex->refEntity.radius = 24; ex->refEntity.customShader = 0;//cgs.media.bloodExplosionShader; // don't show player's own blood in view if ( entityNum == cg.snap->ps.clientNum ) { ex->refEntity.renderfx |= RF_THIRD_PERSON; } } /* ================== CG_LaunchGib ================== */ void CG_LaunchGib( vec3_t origin, vec3_t velocity, qhandle_t hModel ) { localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); re = &le->refEntity; le->leType = LE_FRAGMENT; le->startTime = cg.time; le->endTime = le->startTime + 5000 + random() * 3000; VectorCopy( origin, re->origin ); AxisCopy( axisDefault, re->axis ); re->hModel = hModel; le->pos.trType = TR_GRAVITY; VectorCopy( origin, le->pos.trBase ); VectorCopy( velocity, le->pos.trDelta ); le->pos.trTime = cg.time; le->bounceFactor = 0.6f; le->leBounceSoundType = LEBS_BLOOD; le->leMarkType = LEMT_BLOOD; }