jedioutcast/CODE-mp/cgame/cg_effects.c
2013-04-04 16:05:53 -05:00

1198 lines
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// 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) <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;
}
}
}
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;
}