// leave this line at the top for all g_xxxx.cpp files... #include "g_headers.h" #include "g_local.h" #include "g_functions.h" extern int G_FindConfigstringIndex( const char *name, int start, int max, qboolean create ); #define FX_ENT_RADIUS 32 extern int BMS_START; extern int BMS_MID; extern int BMS_END; //---------------------------------------------------------- /*QUAKED fx_runner (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF ONESHOT DAMAGE Runs the specified effect, can also be targeted at an info_notnull to orient the effect STARTOFF - effect starts off, toggles on/off when used ONESHOT - effect fires only when used DAMAGE - does radius damage around effect every "delay" milliseonds "fxFile" - name of the effect file to play "target" - direction to aim the effect in, otherwise defaults to up "target2" - uses its target2 when the fx gets triggered "delay" - how often to call the effect, don't over-do this ( default 200 ) "random" - random amount of time to add to delay, ( default 0, 200 = 0ms to 200ms ) "splashRadius" - only works when damage is checked ( default 16 ) "splashDamage" - only works when damage is checked ( default 5 ) "soundset" - bmodel set to use, plays start sound when toggled on, loop sound while on ( doesn't play on a oneshot), and a stop sound when turned off */ #define FX_RUNNER_RESERVED 0x800000 //---------------------------------------------------------- void fx_runner_think( gentity_t *ent ) { vec3_t temp; EvaluateTrajectory( &ent->s.pos, level.time, ent->currentOrigin ); EvaluateTrajectory( &ent->s.apos, level.time, ent->currentAngles ); // call the effect with the desired position and orientation G_AddEvent( ent, EV_PLAY_EFFECT, ent->fxID ); // Assume angles, we'll do a cross product on the other end to finish up AngleVectors( ent->currentAngles, ent->pos3, NULL, NULL ); MakeNormalVectors( ent->pos3, ent->pos4, temp ); // there IS a reason this is done...it's so that it doesn't break every effect in the game... ent->nextthink = level.time + ent->delay + random() * ent->random; if ( ent->spawnflags & 4 ) // damage { G_RadiusDamage( ent->currentOrigin, ent, ent->splashDamage, ent->splashRadius, ent, MOD_UNKNOWN ); } if ( ent->target2 ) { // let our target know that we have spawned an effect G_UseTargets2( ent, ent, ent->target2 ); } if ( !(ent->spawnflags & 2 ) && !ent->s.loopSound ) // NOT ONESHOT...this is an assy thing to do { if ( VALIDSTRING( ent->soundSet ) == true ) { ent->s.loopSound = CAS_GetBModelSound( ent->soundSet, BMS_MID ); if ( ent->s.loopSound < 0 ) { ent->s.loopSound = 0; } } } } //---------------------------------------------------------- void fx_runner_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { if ( self->spawnflags & 2 ) // ONESHOT { // call the effect with the desired position and orientation, as a safety thing, // make sure we aren't thinking at all. fx_runner_think( self ); self->nextthink = -1; if ( self->target2 ) { // let our target know that we have spawned an effect G_UseTargets2( self, self, self->target2 ); } if ( VALIDSTRING( self->soundSet ) == true ) { G_AddEvent( self, EV_BMODEL_SOUND, CAS_GetBModelSound( self->soundSet, BMS_START )); } } else { // ensure we are working with the right think function self->e_ThinkFunc = thinkF_fx_runner_think; // toggle our state if ( self->nextthink == -1 ) { // NOTE: we fire the effect immediately on use, the fx_runner_think func will set // up the nextthink time. fx_runner_think( self ); if ( VALIDSTRING( self->soundSet ) == true ) { G_AddEvent( self, EV_BMODEL_SOUND, CAS_GetBModelSound( self->soundSet, BMS_START )); self->s.loopSound = CAS_GetBModelSound( self->soundSet, BMS_MID ); if ( self->s.loopSound < 0 ) { self->s.loopSound = 0; } } } else { // turn off for now self->nextthink = -1; if ( VALIDSTRING( self->soundSet ) == true ) { G_AddEvent( self, EV_BMODEL_SOUND, CAS_GetBModelSound( self->soundSet, BMS_END )); self->s.loopSound = 0; } } } } //---------------------------------------------------------- void fx_runner_link( gentity_t *ent ) { vec3_t dir; if ( ent->target ) { // try to use the target to override the orientation gentity_t *target = NULL; target = G_Find( target, FOFS(targetname), ent->target ); if ( !target ) { // Bah, no good, dump a warning, but continue on and use the UP vector Com_Printf( "fx_runner_link: target specified but not found: %s\n", ent->target ); Com_Printf( " -assuming UP orientation.\n" ); } else { // Our target is valid so let's override the default UP vector VectorSubtract( target->s.origin, ent->s.origin, dir ); VectorNormalize( dir ); vectoangles( dir, ent->s.angles ); } } // don't really do anything with this right now other than do a check to warn the designers if the target2 is bogus if ( ent->target2 ) { gentity_t *target = NULL; target = G_Find( target, FOFS(targetname), ent->target2 ); if ( !target ) { // Target2 is bogus, but we can still continue Com_Printf( "fx_runner_link: target2 was specified but is not valid: %s\n", ent->target2 ); } } G_SetAngles( ent, ent->s.angles ); if ( ent->spawnflags & 1 || ent->spawnflags & 2 ) // STARTOFF || ONESHOT { // We won't even consider thinking until we are used ent->nextthink = -1; } else { if ( VALIDSTRING( ent->soundSet ) == true ) { ent->s.loopSound = CAS_GetBModelSound( ent->soundSet, BMS_MID ); if ( ent->s.loopSound < 0 ) { ent->s.loopSound = 0; } } // Let's get to work right now! ent->e_ThinkFunc = thinkF_fx_runner_think; ent->nextthink = level.time + 200; // wait a small bit, then start working } // make us useable if we can be targeted if ( ent->targetname ) { ent->e_UseFunc = useF_fx_runner_use; } } //---------------------------------------------------------- void SP_fx_runner( gentity_t *ent ) { // Get our defaults G_SpawnInt( "delay", "200", &ent->delay ); G_SpawnFloat( "random", "0", &ent->random ); G_SpawnInt( "splashRadius", "16", &ent->splashRadius ); G_SpawnInt( "splashDamage", "5", &ent->splashDamage ); if ( !G_SpawnAngleHack( "angle", "0", ent->s.angles )) { // didn't have angles, so give us the default of up VectorSet( ent->s.angles, -90, 0, 0 ); } if ( !ent->fxFile ) { gi.Printf( S_COLOR_RED"ERROR: fx_runner %s at %s has no fxFile specified\n", ent->targetname, vtos(ent->s.origin) ); G_FreeEntity( ent ); return; } // Try and associate an effect file, unfortunately we won't know if this worked or not // until the CGAME trys to register it... ent->fxID = G_EffectIndex( ent->fxFile ); ent->s.eType = ET_MOVER; // Give us a bit of time to spawn in the other entities, since we may have to target one of 'em ent->e_ThinkFunc = thinkF_fx_runner_link; ent->nextthink = level.time + 400; // Save our position and link us up! G_SetOrigin( ent, ent->s.origin ); VectorSet( ent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS ); VectorScale( ent->maxs, -1, ent->mins ); gi.linkentity( ent ); } /*QUAKED fx_snow (1 0 0) (-16 -16 -16) (16 16 16) This world effect will spawn snow globally into the level. "count" the number of snow particles (default of 1000) */ //---------------------------------------------------------- void SP_CreateSnow( gentity_t *ent ) { char temp[256]; G_SpawnInt( "count", "1000", &ent->count ); cvar_t *r_weatherScale = gi.cvar( "r_weatherScale", "1", CVAR_ARCHIVE ); if ( r_weatherScale->value > 0.0f ) { sprintf( temp, "snow init %i", (int)( ent->count * r_weatherScale->value )); G_FindConfigstringIndex( temp, CS_WORLD_FX, MAX_WORLD_FX, qtrue ); level.worldFlags |= WF_SNOWING; } } /*QUAKED fx_rain (1 0 0) (-16 -16 -16) (16 16 16) This world effect will spawn rain globally into the level. "count" the number of rain particles (default of 500) */ //---------------------------------------------------------- void SP_CreateRain( gentity_t *ent ) { char temp[256]; G_SpawnInt( "count", "500", &ent->count ); cvar_t *r_weatherScale = gi.cvar( "r_weatherScale", "1", CVAR_ARCHIVE ); if ( r_weatherScale->value > 0.0f ) { sprintf( temp, "rain init %i", (int)( ent->count * r_weatherScale->value )); G_FindConfigstringIndex( temp, CS_WORLD_FX, MAX_WORLD_FX, qtrue ); level.worldFlags |= WF_RAINING; } } //----------------- // Explosion Trail //----------------- //---------------------------------------------------------- void fx_explosion_trail_think( gentity_t *ent ) { vec3_t origin; trace_t tr; if ( ent->spawnflags & 1 ) // gravity { ent->s.pos.trType = TR_GRAVITY; } else { ent->s.pos.trType = TR_LINEAR; } EvaluateTrajectory( &ent->s.pos, level.time, origin ); gi.trace( &tr, ent->currentOrigin, vec3_origin, vec3_origin, origin, ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask, G2_RETURNONHIT, 10 ); if ( tr.fraction < 1.0f ) { // never explode or bounce on sky if ( !( tr.surfaceFlags & SURF_NOIMPACT )) { if ( ent->splashDamage && ent->splashRadius ) { G_RadiusDamage( tr.endpos, ent, ent->splashDamage, ent->splashRadius, ent, MOD_EXPLOSIVE_SPLASH ); } } if ( ent->fullName ) { // fxFile2....in other words, impact fx G_PlayEffect( ent->fullName, tr.endpos, tr.plane.normal ); } if ( VALIDSTRING( ent->soundSet ) == true ) { G_AddEvent( ent, EV_BMODEL_SOUND, CAS_GetBModelSound( ent->soundSet, BMS_END )); } G_FreeEntity( ent ); return; } G_RadiusDamage( origin, ent, ent->damage, ent->radius, ent, MOD_EXPLOSIVE_SPLASH ); // call the effect with the desired position and orientation G_PlayEffect( ent->fxID, origin, ent->currentAngles ); ent->nextthink = level.time + 50; gi.linkentity( ent ); } //---------------------------------------------------------- void fx_explosion_trail_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { gentity_t *missile = G_Spawn(); // We aren't a missile in the truest sense, rather we just move through the world and spawn effects if ( missile ) { missile->classname = "fx_exp_trail"; missile->nextthink = level.time + 50; missile->e_ThinkFunc = thinkF_fx_explosion_trail_think; missile->s.eType = ET_MOVER; missile->owner = self; missile->s.modelindex = self->s.modelindex2; missile->s.pos.trTime = level.time; G_SetOrigin( missile, self->currentOrigin ); if ( self->spawnflags & 1 ) // gravity { missile->s.pos.trType = TR_GRAVITY; } else { missile->s.pos.trType = TR_LINEAR; } missile->spawnflags = self->spawnflags; G_SetAngles( missile, self->currentAngles ); VectorScale( self->currentAngles, self->speed, missile->s.pos.trDelta ); missile->s.pos.trTime = level.time; missile->radius = self->radius; missile->damage = self->damage; missile->splashDamage = self->splashDamage; missile->splashRadius = self->splashRadius; missile->fxID = self->fxID; missile->fullName = self->fullName; missile->clipmask = MASK_SHOT; gi.linkentity( missile ); if ( VALIDSTRING( self->soundSet ) == true ) { G_AddEvent( self, EV_BMODEL_SOUND, CAS_GetBModelSound( self->soundSet, BMS_START )); missile->s.loopSound = CAS_GetBModelSound( self->soundSet, BMS_MID ); missile->soundSet = self->soundSet; if ( missile->s.loopSound < 0 ) { missile->s.loopSound = 0; } } } } //---------------------------------------------------------- void fx_explosion_trail_link( gentity_t *ent ) { vec3_t dir; gentity_t *target = NULL; // we ony activate when used ent->e_UseFunc = useF_fx_explosion_trail_use; if ( ent->target ) { // try to use the target to override the orientation target = G_Find( target, FOFS(targetname), ent->target ); if ( !target ) { gi.Printf( S_COLOR_RED"ERROR: fx_explosion_trail %s could not find target %s\n", ent->targetname, ent->target ); G_FreeEntity( ent ); return; } // Our target is valid so lets use that VectorSubtract( target->s.origin, ent->s.origin, dir ); VectorNormalize( dir ); } else { // we are assuming that we have angles, but there are no checks to verify this AngleVectors( ent->s.angles, dir, NULL, NULL ); } // NOTE: this really isn't an angle, but rather an orientation vector G_SetAngles( ent, dir ); } /*QUAKED fx_explosion_trail (0 0 1) (-8 -8 -8) (8 8 8) GRAVITY Creates an explosion type trail using the specified effect file, damaging things as it moves through the environment Can also be used for something like a meteor, just add an impact effect ( fxFile2 ) and a splashDamage and splashRadius GRAVITY - object uses gravity instead of linear motion "fxFile" - name of the effect to play for the trail ( default "env/exp_trail_comp" ) "fxFile2" - effect file to play on impact "model" - model to attach to the trail "target" - direction to aim the trail in, required unless you specify angles "targetname" - (required) trail effect spawns only when used. "speed" - velocity through the world, ( default 350 ) "radius" - damage radius around trail as it travels through the world ( default 128 ) "damage" - radius damage ( default 128 ) "splashDamage" - damage when thing impacts ( default 0 ) "splashRadius" - damage radius on impact ( default 0 ) "soundset" - soundset to use, start sound plays when explosion trail starts, loop sound plays on explosion trail, end sound plays when it impacts */ //---------------------------------------------------------- void SP_fx_explosion_trail( gentity_t *ent ) { // We have to be useable, otherwise we won't spawn in if ( !ent->targetname ) { gi.Printf( S_COLOR_RED"ERROR: fx_explosion_trail at %s has no targetname specified\n", vtos( ent->s.origin )); G_FreeEntity( ent ); return; } // Get our defaults G_SpawnString( "fxFile", "env/exp_trail_comp", &ent->fxFile ); G_SpawnInt( "damage", "128", &ent->damage ); G_SpawnFloat( "radius", "128", &ent->radius ); G_SpawnFloat( "speed", "350", &ent->speed ); // Try and associate an effect file, unfortunately we won't know if this worked or not until the CGAME trys to register it... ent->fxID = G_EffectIndex( ent->fxFile ); if ( ent->fullName ) { G_EffectIndex( ent->fullName ); } if ( ent->model ) { ent->s.modelindex2 = G_ModelIndex( ent->model ); } // Give us a bit of time to spawn in the other entities, since we may have to target one of 'em ent->e_ThinkFunc = thinkF_fx_explosion_trail_link; ent->nextthink = level.time + 500; // Save our position and link us up! G_SetOrigin( ent, ent->s.origin ); VectorSet( ent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS ); VectorScale( ent->maxs, -1, ent->mins ); gi.linkentity( ent ); } // // //------------------------------------------ void fx_target_beam_set_debounce( gentity_t *self ) { if ( self->wait >= FRAMETIME ) { self->attackDebounceTime = level.time + self->wait + Q_irand( -self->random, self->random ); } else if ( self->wait < 0 ) { self->e_UseFunc = useF_NULL; } else { self->attackDebounceTime = level.time + FRAMETIME + Q_irand( -self->random, self->random ); } } //------------------------------------------ void fx_target_beam_fire( gentity_t *ent ) { trace_t trace; vec3_t dir, org, end; int ignore; qboolean open; if ( !ent->enemy || !ent->enemy->inuse ) {//info_null most likely ignore = ent->s.number; ent->enemy = NULL; VectorCopy( ent->s.origin2, org ); } else { ignore = ent->enemy->s.number; VectorCopy( ent->enemy->currentOrigin, org ); } VectorCopy( org, ent->s.origin2 ); VectorSubtract( org, ent->s.origin, dir ); VectorNormalize( dir ); gi.trace( &trace, ent->s.origin, NULL, NULL, org, ENTITYNUM_NONE, MASK_SHOT );//ignore if ( ent->spawnflags & 2 ) { open = qtrue; VectorCopy( org, end ); } else { open = qfalse; VectorCopy( trace.endpos, end ); } if ( trace.fraction < 1.0 ) { if ( trace.entityNum < ENTITYNUM_WORLD ) { gentity_t *victim = &g_entities[trace.entityNum]; if ( victim && victim->takedamage ) { if ( ent->spawnflags & 4 ) // NO_KNOCKBACK { G_Damage( victim, ent, ent->activator, dir, trace.endpos, ent->damage, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN ); } else { G_Damage( victim, ent, ent->activator, dir, trace.endpos, ent->damage, 0, MOD_UNKNOWN ); } } } } G_AddEvent( ent, EV_TARGET_BEAM_DRAW, ent->fxID ); VectorCopy( end, ent->s.origin2 ); if ( open ) { VectorScale( dir, -1, ent->pos1 ); } else { VectorCopy( trace.plane.normal, ent->pos1 ); } ent->e_ThinkFunc = thinkF_fx_target_beam_think; ent->nextthink = level.time + FRAMETIME; } //------------------------------------------ void fx_target_beam_fire_start( gentity_t *self ) { fx_target_beam_set_debounce( self ); self->e_ThinkFunc = thinkF_fx_target_beam_think; self->nextthink = level.time + FRAMETIME; self->painDebounceTime = level.time + self->speed + Q_irand( -500, 500 ); fx_target_beam_fire( self ); } //------------------------------------------ void fx_target_beam_use( gentity_t *self, gentity_t *other, gentity_t *activator ) { if ( self->spawnflags & 8 ) // one shot { fx_target_beam_fire( self ); self->e_ThinkFunc = thinkF_NULL; } else if ( self->e_ThinkFunc == thinkF_NULL ) { self->e_ThinkFunc = thinkF_fx_target_beam_think; self->nextthink = level.time + 50; } else { self->e_ThinkFunc = thinkF_NULL; } self->activator = activator; } //------------------------------------------ void fx_target_beam_think( gentity_t *ent ) { if ( ent->attackDebounceTime > level.time ) { ent->nextthink = level.time + FRAMETIME; return; } fx_target_beam_fire_start( ent ); } //------------------------------------------ void fx_target_beam_link( gentity_t *ent ) { gentity_t *target = NULL; vec3_t dir; float len; target = G_Find( target, FOFS(targetname), ent->target ); if ( !target ) { Com_Printf( "bolt_link: unable to find target %s\n", ent->target ); G_FreeEntity( ent ); return; } ent->attackDebounceTime = level.time; if ( !target->classname || Q_stricmp( "info_null", target->classname ) ) {//don't want to set enemy to something that's going to free itself... actually, this could be bad in other ways, too... ent pointer could be freed up and re-used by the time we check it next G_SetEnemy( ent, target ); } VectorSubtract( target->s.origin, ent->s.origin, dir );//er, does it ever use dir? len = VectorNormalize( dir );//er, does it use len or dir? vectoangles( dir, ent->s.angles );//er, does it use s.angles? VectorCopy( target->s.origin, ent->s.origin2 ); if ( ent->spawnflags & 1 ) { // Do nothing ent->e_ThinkFunc = thinkF_NULL; } else { if ( !(ent->spawnflags & 8 )) // one_shot, only calls when used { // switch think functions to avoid doing the bolt_link every time ent->e_ThinkFunc = thinkF_fx_target_beam_think; ent->nextthink = level.time + FRAMETIME; } } ent->e_UseFunc = useF_fx_target_beam_use; gi.linkentity( ent ); } /*QUAKED fx_target_beam (1 0.5 0.5) (-8 -8 -8) (8 8 8) STARTOFF OPEN NO_KNOCKBACK ONE_SHOT NO_IMPACT Emits specified effect file, doing damage if required STARTOFF - must be used before it's on OPEN - will draw all the way to the target, regardless of where the trace hits NO_KNOCKBACK - beam damage does no knockback "fxFile" - Effect used to draw the beam, ( default "env/targ_beam" ) "fxFile2" - Effect used for the beam impact effect, ( default "env/targ_beam_impact" ) "targetname" - Fires only when used "duration" - How many seconds each burst lasts, -1 will make it stay on forever "wait" - If always on, how long to wait between blasts, in MILLISECONDS - default/min is 100 (1 frame at 10 fps), -1 means it will never fire again "random" - random amount of seconds added to/subtracted from "wait" each firing "damage" - How much damage to inflict PER FRAME (so probably want it kind of low), default is none "target" - ent to point at- you MUST have this. This can be anything you want, including a moving ent - for static beams, just use info_null */ //------------------------------------------ void SP_fx_target_beam( gentity_t *ent ) { G_SetOrigin( ent, ent->s.origin ); ent->speed *= 1000; ent->wait *= 1000; ent->random *= 1000; if ( ent->speed < FRAMETIME ) { ent->speed = FRAMETIME; } G_SpawnInt( "damage", "0", &ent->damage ); G_SpawnString( "fxFile", "env/targ_beam", &ent->fxFile ); if ( ent->spawnflags & 16 ) // NO_IMPACT FX { ent->delay = 0; } else { G_SpawnString( "fxFile2", "env/targ_beam_impact", &ent->fullName ); ent->delay = G_EffectIndex( ent->fullName ); } ent->fxID = G_EffectIndex( ent->fxFile ); ent->activator = ent; ent->owner = NULL; ent->e_ThinkFunc = thinkF_fx_target_beam_link; ent->nextthink = level.time + START_TIME_LINK_ENTS; VectorSet( ent->maxs, FX_ENT_RADIUS, FX_ENT_RADIUS, FX_ENT_RADIUS ); VectorScale( ent->maxs, -1, ent->mins ); gi.linkentity( ent ); } /*QUAKED fx_cloudlayer (1 0.3 0.5) (-8 -8 -8) (8 8 8) TUBE ALT Creates a scalable scrolling cloud layer, mostly for bespin undercity but could be used other places TUBE - creates cloud layer with tube opening in the middle, must an INNER radius also ALT - uses slightly different shader, good if using two layers sort of close together "radius" - outer radius of cloud layer, (default 2048) "random" - inner radius of cloud layer, (default 128) only works for TUBE type "wait" - adds curvature as it moves out to the edge of the layer. ( default 0 ), 1 = small up, 3 = up more, -1 = small down, -3 = down more, etc. */ void SP_fx_cloudlayer( gentity_t *ent ) { // HACK: this effect is never played, rather it just caches the shaders I need cgame side G_EffectIndex( "world/haze_cache" ); G_SpawnFloat( "radius", "2048", &ent->radius ); G_SpawnFloat( "random", "128", &ent->random ); G_SpawnFloat( "wait", "0", &ent->wait ); ent->s.eType = ET_CLOUD; // dumb G_SetOrigin( ent, ent->s.origin ); ent->contents = 0; VectorSet( ent->maxs, 200, 200, 200 ); VectorScale( ent->maxs, -1, ent->mins ); gi.linkentity( ent ); }