stvoy-sp-sdk/cgame/FX_Stasis.cpp

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2002-11-22 00:00:00 +00:00
//Stasis weapon effects
#include "cg_local.h"
#include "fx_public.h"
void FX_StasisDischarge( vec3_t origin, vec3_t normal, int count, float dist_out, float dist_side );
#define FX_STASIS_ALT_RIGHT_OFS 0.10
#define FX_STASIS_ALT_UP_OFS 0.02
#define FX_MAXRANGE_STASIS 8192
/*
-------------------------
FX_StasisShot
Alt-fire, beam that shrinks to its impact point
-------------------------
*/
void FX_SmallStasisBeam(centity_t *cent, vec3_t start, vec3_t dir)
{
vec3_t end, org, vel = { 0,0,-4};
trace_t tr;
float r;
int i, ct, t;
VectorMA(start, FX_MAXRANGE_STASIS, dir, end);
CG_Trace(&tr, start, NULL, NULL, end, cent->currentState.number, MASK_SHOT);
// Beam
FX_AddLine( start, tr.endpos, 1.0f, 3.0f, 4.0f, 0.8f, 0.0f, 400.0f, cgs.media.stasisAltShader );
// Do a quick LOD for number of decay particles
ct = tr.fraction * ( FX_MAXRANGE_STASIS * 0.02 );
if ( ct < 12 )
ct = 12;
else if ( ct > 24 )
ct = 24;
for ( i = 0; i < ct; i++ )
{
r = random() * tr.fraction * ( FX_MAXRANGE_STASIS * 0.5 );
VectorMA( start, r, dir, org );
for ( t = 0; t < 3; t++ )
org[t] += crandom();
if ( rand() & 1 )
FX_AddSprite( org, vel, NULL, random() + 1.5, -3, 1.0, 1.0, 0.0, 0.0, 500, cgs.media.blueParticleShader );
else
FX_AddSprite( org, vel, NULL, random() + 1.5, -3, 1.0, 1.0, 0.0, 0.0, 500, cgs.media.purpleParticleShader );
}
// Impact graphic if needed.
if ( cg_entities[tr.entityNum].currentState.eType == ET_PLAYER )
{ // Hit an entity.
// Expanding rings
FX_AddSprite( tr.endpos, NULL, NULL, 1, 60, 0.8f, 0.2f, random() * 360, 0, 400, cgs.media.stasisRingShader );
// Impact effect
FX_AddSprite( tr.endpos, NULL, NULL, 5, 18, 1.0, 0.0, random() * 360, 0, 420, cgs.media.ltblueParticleShader );
}
else if ( !(tr.surfaceFlags & SURF_NOIMPACT) )
{
// Move me away from the wall a bit so that I don't z-buffer into it
VectorMA( tr.endpos, 1.5, tr.plane.normal, end);
// Expanding rings
FX_AddQuad( end, tr.plane.normal, NULL, NULL, 1, 18, 0.8f, 0.2f, random() * 360, 0, 0, 400, cgs.media.stasisRingShader );
FX_AddQuad( end, tr.plane.normal, NULL, NULL, 1, 45, 0.8f, 0.2f, random() * 360, 0, 0, 300, cgs.media.stasisRingShader );
// Impact effect
FX_AddQuad( end, tr.plane.normal, NULL, NULL, 5, 25, 1.0, 0.0, random() * 360, 0, 0, 500, cgs.media.blueParticleShader );
FX_AddQuad( end, tr.plane.normal, NULL, NULL, 4, 18, 1.0, 0.0, random() * 360, 0, 0, 420, cgs.media.ltblueParticleShader );
CG_ImpactMark( cgs.media.scavMarkShader, end, tr.plane.normal, random()*360, 1,1,1,0.6f, qfalse,
6 + random() * 2, qfalse );
}
FX_AddSprite( tr.endpos, NULL, NULL, Q_flrand(40,60), -50, 1.0, 0.0, random() * 360, 0, 500, cgs.media.blueParticleShader );
// Pass the end position back to the calling function (yes, I know).
VectorCopy(tr.endpos, dir);
}
void FX_StasisShot( centity_t *cent, vec3_t end, vec3_t start )
{
vec3_t fwd, newdir, org, vel = { 0,0,-4};
int i, t, ct;
float len, r;
vec3_t up={0, 0, 1}, right;
int bolt1, bolt2;
vec3_t bolt1vec, bolt2vec;
// Choose which bolt will have the electricity accent.
bolt1 = Q_irand(0,2);
bolt2 = Q_irand(0,4);
VectorSubtract( end, start, fwd );
len = VectorNormalize( fwd );
// Beam
FX_AddLine( end, start, 1.0f, 4.0f, 6.0f, 0.8f, 0.0f, 500.0f, cgs.media.stasisAltShader );
// Do a quick LOD for number of decay particles
ct = len * 0.03;
if ( ct < 16 )
ct = 16;
else if ( ct > 32 )
ct = 32;
for ( i = 0; i < ct; i++ )
{
r = random() * len * 0.5;
VectorMA( start, r, fwd, org );
for ( t = 0; t < 3; t++ )
org[t] += crandom();
if ( rand() & 1 )
FX_AddSprite( org, vel, NULL, random() + 2, -4, 1.0, 1.0, 0.0, 0.0, 600, cgs.media.blueParticleShader);
else
FX_AddSprite( org, vel, NULL, random() + 2, -4, 1.0, 1.0, 0.0, 0.0, 600, cgs.media.purpleParticleShader);
}
if (bolt1==0)
{
VectorCopy(end, bolt1vec);
}
else if (bolt2==0)
{
VectorCopy(end, bolt2vec);
}
CrossProduct(fwd, up, right);
CrossProduct(right, fwd, up); // Change the "fake up" (0,0,1) to a "real up" (perpendicular to the forward vector).
// Fire a shot up and to the right.
VectorMA(fwd, FX_STASIS_ALT_RIGHT_OFS, right, newdir);
VectorMA(newdir, FX_STASIS_ALT_UP_OFS, up, newdir);
FX_SmallStasisBeam(cent, start, newdir);
if (bolt1==1)
{
VectorCopy(newdir, bolt1vec);
}
else if (bolt2==1)
{
VectorCopy(newdir, bolt2vec);
}
// Fire a shot up and to the left.
VectorMA(fwd, -FX_STASIS_ALT_RIGHT_OFS, right, newdir);
VectorMA(newdir, FX_STASIS_ALT_UP_OFS, up, newdir);
FX_SmallStasisBeam(cent, start, newdir);
if (bolt1==2)
{
VectorCopy(newdir, bolt1vec);
}
else if (bolt2==2)
{
VectorCopy(newdir, bolt2vec);
}
// Fire a shot a bit down and to the right.
VectorMA(fwd, 2.0*FX_STASIS_ALT_RIGHT_OFS, right, newdir);
VectorMA(newdir, -0.5*FX_STASIS_ALT_UP_OFS, up, newdir);
FX_SmallStasisBeam(cent, start, newdir);
if (bolt1==3)
{
VectorCopy(newdir, bolt1vec);
}
else if (bolt2==3)
{
VectorCopy(newdir, bolt2vec);
}
// Fire a shot up and to the left.
VectorMA(fwd, -2.0*FX_STASIS_ALT_RIGHT_OFS, right, newdir);
VectorMA(newdir, -0.5*FX_STASIS_ALT_UP_OFS, up, newdir);
FX_SmallStasisBeam(cent, start, newdir);
if (bolt1==4)
{
VectorCopy(newdir, bolt1vec);
}
else if (bolt2==4)
{
VectorCopy(newdir, bolt2vec);
}
// Put a big gigant-mo sprite at the muzzle end so people can't see the crappy edges of the line
FX_AddSprite( start, NULL, NULL, random()*3 + 15, -20, 1.0, 0.5, 0.0, 0.0, 600, cgs.media.blueParticleShader);
// Do an electrical arc to one of the impact points.
// FX_AddElectricity( start, bolt1vec, 0.2f, 15.0, -15.0, 1.0, 0.5, 100, cgs.media.dnBoltShader, 0.1 );
// if (bolt1 != bolt2)
// {
// ALSO do an electrical arc to another point.
// FX_AddElectricity( bolt1vec, bolt2vec, 0.2f, 15.0, -15.0, 1.0, 0.5, Q_flrand(100,200), cgs.media.dnBoltShader, 0.5 );
// }
}
/*
-------------------------
FX_StasisShotImpact
Alt-fire, impact effect
-------------------------
*/
void FX_StasisShotImpact( vec3_t end, vec3_t dir )
{
vec3_t org;
// Move me away from the wall a bit so that I don't z-buffer into it
VectorMA( end, 0.5, dir, org );
// Expanding rings
FX_AddQuad( org, dir, NULL, NULL, 1, 80, 0.8f, 0.2f, random() * 360, 360, 0, 400, cgs.media.stasisRingShader );
// Impact effect
FX_AddQuad( org, dir, NULL, NULL, 7, 35, 1.0, 0.0, random() * 360, 0, 0, 500, cgs.media.blueParticleShader );
FX_AddQuad( org, dir, NULL, NULL, 5, 25, 1.0, 0.0, random() * 360, 0, 0, 420, cgs.media.ltblueParticleShader );
}
/*
-------------------------
FX_StasisShotMiss
Alt-fire, miss effect
-------------------------
*/
void FX_StasisShotMiss( vec3_t end, vec3_t dir )
{
vec3_t org;
// Move me away from the wall a bit so that I don't z-buffer into it
VectorMA( end, 0.5, dir, org );
// Expanding rings
FX_AddQuad( org, dir, NULL, NULL, 1, 24, 0.8f, 0.2f, random() * 360, 360, 0, 400, cgs.media.stasisRingShader );
FX_AddQuad( org, dir, NULL, NULL, 1, 60, 0.8f, 0.2f, random() * 360, -360, 0, 300, cgs.media.stasisRingShader );
// Impact effect
FX_AddQuad( org, dir, NULL, NULL, 7, 35, 1.0, 0.0, random() * 360, 0, 0, 500, cgs.media.blueParticleShader );
FX_AddQuad( org, dir, NULL, NULL, 5, 25, 1.0, 0.0, random() * 360, 0, 0, 420, cgs.media.ltblueParticleShader );
CG_ImpactMark( cgs.media.scavMarkShader, org, dir, random()*360, 1,1,1,0.6f, qfalse,
8 + random() * 2, qfalse );
// FX_AddSprite( end, NULL, qfalse, flrandom(40,60), -50, 1.0, 0.0, random() * 360, 0, 500, cgs.media.blueParticleShader );
}
/*
-------------------------
FX_StasisProjectileThink
Main fire, with crazy bits swirling around main projectile
-------------------------
*/
void FX_StasisProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
int size = 0;
if ( cent->gent == NULL )
return;
size = cent->gent->count;
if ( size < 3 )
FX_AddSprite( cent->lerpOrigin, NULL, NULL, size * 18.0f + ( random() * size * 4.0f ), 0.0f, 1.0f, 0.0f, 0, 0.0f, 1, cgs.media.blueParticleShader );
else
{
// Only do this extra crap if you're the big cheese
vec3_t forward, right, up;
float radius, temp;
vec3_t org;
// convert direction of travel into normalized forward vector
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0 ) {
forward[2] = 1;
}
MakeNormalVectors( forward, right, up );
// Main projectile
FX_AddSprite( cent->lerpOrigin, NULL, NULL, ( size * size ) * 4.5f + ( random() * size * 4.0f ), 0, 1.0, 1.0, 0.0, 0.0, 1, cgs.media.blueParticleShader );
// Crazy polar coordinate plotting stuff--for particle swarm
// FIXME: SIN and COS hell!
radius = 30 * sin( cg.time * 0.002 * 5 );
temp = radius * cos( cg.time * 0.002 );
VectorMA( cent->lerpOrigin, temp, right, org );
temp = radius * sin( cg.time * 0.002 );
VectorMA( org, temp, up, org );
// Main bit
FX_AddSprite( org, NULL, NULL, random() * 8 + 4, 0, 1.0, 1.0, 0.0, 0.0, 1, cgs.media.purpleParticleShader );
// Glowy bit
FX_AddSprite( org, NULL, NULL, random() * 8 + 24, 0, 0.3f, 0.3f, 0.0, 0.0, 1, cgs.media.purpleParticleShader );
// Tail bit
FX_AddLine( org, cent->gent->pos1, 1.0, 2.0, -1.0, 0.5, 0.0, 300, cgs.media.altIMOD2Shader );
VectorCopy( org, cent->gent->pos1 );
radius = 30 * sin( cg.time * 0.002 * 3 );
temp = radius * cos( cg.time * 0.002 + 3.141 );
VectorMA( cent->lerpOrigin, temp, right, org );
temp = radius * sin( cg.time * 0.002 + 3.141 );
VectorMA( org, temp, up, org );
// Main bit
FX_AddSprite( org, NULL, NULL, random() * 8 + 4, 0, 1.0, 1.0, 0.0, 0.0, 1, cgs.media.purpleParticleShader );
// Glowy bit
FX_AddSprite( org, NULL, NULL, random() * 8 + 24, 0, 0.3f, 0.3f, 0.0, 0.0, 1, cgs.media.purpleParticleShader );
// Tail bit
FX_AddLine( org, cent->gent->pos2, 1.0, 2.0, -1.0, 0.5, 0.0, 300, cgs.media.altIMOD2Shader );
VectorCopy( org, cent->gent->pos2 );
radius = 30 * sin( cg.time * 0.002 * 3.5 );
temp = radius * cos( cg.time * 0.002 + 3.141 * 0.5);
VectorMA( cent->lerpOrigin, temp, right, org );
temp = radius * sin( cg.time * 0.002 + 3.141 * 0.5 );
VectorMA( org, temp, up, org );
// Main bit
FX_AddSprite( org, NULL, NULL, random() * 8 + 4, 0, 1.0, 1.0, 0.0, 0.0, 1, cgs.media.purpleParticleShader );
// Glowy bit
FX_AddSprite( org, NULL, NULL, random() * 8 + 24, 0, 0.3f, 0.3f, 0.0, 0.0, 1, cgs.media.purpleParticleShader );
radius = 30 * sin( cg.time * 0.002 * 4.5 );
temp = radius * cos( cg.time * 0.002 + 3.141 * 1.5);
VectorMA( cent->lerpOrigin, temp, right, org );
temp = radius * sin( cg.time * 0.002 + 3.141 * 1.5 );
VectorMA( org, temp, up, org );
// Main bit
FX_AddSprite( org, NULL, NULL, random() * 8 + 4, 0, 1.0, 1.0, 0.0, 0.0, 1, cgs.media.purpleParticleShader );
// Glowy bit
FX_AddSprite( org, NULL, NULL, random() * 8 + 24, 0, 0.3f, 0.3f, 0.0, 0.0, 1, cgs.media.purpleParticleShader );
}
return;
}
/*
-------------------------
FX_StasisWeaponHitWall
Main fire impact
-------------------------
*/
#define NUM_DISCHARGES 2
#define DISCHARGE_DIST 8
#define DISCHARGE_SIDE_DIST 24
void FX_StasisWeaponHitWall( vec3_t origin, vec3_t dir, int size )
{
// Generate "crawling" electricity
FX_StasisDischarge( origin, dir, NUM_DISCHARGES, DISCHARGE_DIST, DISCHARGE_SIDE_DIST );
// Set an oriented residual glow effect
FX_AddQuad( origin, dir, NULL, NULL, size * size * 12.0f, -60.0f,
1.0f, 1.0f, 0, 0, 0, 300, cgs.media.blueParticleShader );
CG_ImpactMark( cgs.media.scavMarkShader, origin, dir, random()*360, 1,1,1,0.6f, qfalse,
size * size * 4 + 1, qfalse );
// Only play the impact sound and throw off the purple particles when it's the main projectile
if ( size < 3 )
return;
vec3_t vel, accel;
int i, t;
for ( i = 0; i < 4; i++ )
{
for ( t = 0; t < 3; t++ )
vel[t] = ( dir[t] + crandom() * 0.9 ) * ( random() * 100 + 250 );
VectorScale( vel, -2.2, accel );
FX_AddSprite( origin, vel, accel, random() * 8 + 8, 0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.purpleParticleShader );
}
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_STASIS].missileHitSound );
}
/*
-------------------------
FX_StasisWeaponHitPlayer
Main fire impact
-------------------------
*/
void FX_StasisWeaponHitPlayer( vec3_t origin, vec3_t dir, int size )
{
int i;
vec3_t right, up, pos, accel;
// FIXME: This is mostly just a stand-in, though it may be ok
MakeNormalVectors( dir, right, up );
// Send some particles scurrying along the impact plane
for ( i = 0; i < 6; i++ )
{
VectorClear( pos );
VectorMA( pos, crandom(), right, pos );
VectorMA( pos, crandom(), up, pos );
VectorNormalize( pos );
VectorScale( pos, random() * size * 48 + 32, pos );
VectorScale( pos, -2, accel );
FX_AddSprite( origin, pos, accel, size * size * random() * 0.5f, -( size * random() * 2 ),
1.0f, 0.0f, 0, 0, 300, cgs.media.blueParticleShader );
}
}
/*
-------------------------
FX_StasisBoltThink
Draw the bolts
-------------------------
*/
void FX_StasisBoltThink( vec3_t start, vec3_t end, vec3_t dir, vec3_t user )
{
vec3_t mid;
VectorSubtract( end, start, mid );
VectorScale( mid, 0.1f + (random() * 0.8), mid );
VectorAdd( start, mid, mid );
VectorMA(mid, 3.0f + (random() * 10.0f), dir, mid );
FX_AddElectricity( mid, start, 0.5, 0.75 + random() * 0.75, 0.0, 1.0, 0.5, 75, cgs.media.bolt2Shader, 9 );
FX_AddElectricity( mid, end, 0.5, 0.75 + random() * 0.75, 1.0, 1.0, 0.5, 75, cgs.media.bolt2Shader, FXF_TAPER );
}
/*
-------------------------
FX_OrientedBolt
Creates new bolts for a while
-------------------------
*/
void FX_OrientedBolt( vec3_t start, vec3_t end, vec3_t dir )
{
FX_AddSpawner( start, end, dir, NULL, 50, random() * 75, 300.0f + random() * 300, (void *) FX_StasisBoltThink, NULL, 680);
}
/*
-------------------------
FX_StasisDischarge
Fun "crawling" electricity ( credit goes to Josh for this one )
-------------------------
*/
void FX_StasisDischarge( vec3_t origin, vec3_t normal, int count, float dist_out, float dist_side )
{
trace_t trace;
vec3_t org, dir, dest;
vec3_t vr;
int i;
int discharge = dist_side;
vectoangles( normal, dir );
dir[ROLL] += random() * 360;
for (i = 0; i < count; i++)
{
//Move out a set distance
VectorMA( origin, dist_out, normal, org );
//Even out the hits
dir[ROLL] += (360 / count) + (rand() & 31);
AngleVectors( dir, NULL, vr, NULL );
//Move to the side in a random direction
discharge += (int)( crandom() * 8.0f );
VectorMA( org, discharge, vr, org );
//Trace back to find a surface
VectorMA( org, -dist_out * 3, normal, dest );
cgi_CM_BoxTrace( &trace, org, dest, NULL, NULL, 0, MASK_SHOT );
//No surface found, start over
if (trace.fraction == 1)
continue;
//Connect the two points with bolts
FX_OrientedBolt( origin, trace.endpos, normal );
}
}
/*
-------------------------
FX_StasisAmbientThings
Ambient sparks of light that swarm in a given area
-------------------------
*/
// This is a "random" table that has been tweaked to provide a nice distribution of ambient "thingies", the last field is a perc of max radius
// There are 10 here now....this had better correspond with the count the designers use or the results could be unpredictable
static int ang_offset[][3] = { -138, -208, 100,
-292, -284, 30,
197, 67, 70,
257, -115, 40,
177, 286, 80,
19, 239, 20,
-337, -347, 60,
-9, -195, 10,
-186, -52, 50,
-86, -51, 90};
void FX_StasisAmbientThings( centity_t *cent )
{
int i, ct = 0;
float radius = 0, variance = 0;
vec3_t origin, angvect, temp;
if ( cent->gent == NULL )
return;
ct = cent->gent->count;
variance = cent->gent->random * 0.01;
// Update the angle of the particle (position on the ellipsoid).
VectorMA( cent->gent->pos1, cg.frametime * 0.001, cent->gent->pos2, cent->gent->pos1 );
for ( i = 0; i < ct; i++ )
{
// Calc allowable variance in radius.
radius = cent->gent->radius * ( ( 1 - variance) + (ang_offset[i][2] * 0.01 * variance) );
// Refresh this every time.
VectorCopy( cent->gent->pos1, temp );
// This uses the angular offset table to create the swarm
temp[0] += ang_offset[i][0];
temp[1] += ang_offset[i][1];
// Update the actual position of the particle.
AngleVectors( temp, angvect, NULL, NULL );
origin[0] = (8 * cos(cg.time * 0.004 + i ) + radius) * angvect[0] + cent->lerpOrigin[0];
origin[1] = (8 * sin(cg.time * 0.005 + i ) + radius) * angvect[1] + cent->lerpOrigin[1];
origin[2] = (8 * sin(cg.time * 0.006 + i ) + radius) * angvect[2] + cent->lerpOrigin[2];
// Main core followed by much larger, fainter aura....sort of looks irridescent or something
FX_AddSprite( origin, NULL, NULL, random() * 2.0f + 2.5f, 2.0f, 1.0f, 0.0f, 0.0f, 0.0f, 100.0f, cgs.media.ltblueParticleShader );
FX_AddSprite( origin, NULL, NULL, random() * 6.0f + 6.0f, 2.0f, 0.3f, 0.0f, 0.0f, 0.0f, 100.0f, cgs.media.purpleParticleShader );
if ( cent->gent->s.eFlags & EF_EYEBEAM && cent->gent->enemy && !Q_irand(0, 5) )
{//Beam effect to entity it's fixing
FX_AddElectricity( origin, cent->gent->enemy->currentOrigin, 1.0f,
0.75f + ( random() * 0.75f ), 0.0f,
Q_flrand(0.7f, 1.0f), 0.0f, 50.0f,
cgs.media.stasisBoltShader, FXF_TAPER );
}
}
}
/*
-------------------------
FX_StasisAttackThink
Stasis alien attack projectile
-------------------------
*/
void FX_StasisAttackThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
if ( cent->gent == NULL )
return;
FX_AddSprite( cent->lerpOrigin, NULL, NULL, 16.0f + random() * 27.0f, 0.0f, 0.2f, 0.2f, 0, 0.0f, 1, cgs.media.purpleParticleShader );
FX_AddSprite( cent->lerpOrigin, NULL, NULL, 6.0f + random() * 8.0f, 0.0f, 1.0f, 0.0f, 0, 0.0f, 1, cgs.media.ltblueParticleShader );
vec3_t end, dir, angles, right;
float len;
int ct, i;
// Convert direction of travel into dir vector
VectorCopy( cent->gent->s.pos.trDelta, dir );
VectorNormalize( dir );
vectoangles( dir, angles );
ct = rand() & 1; // return 1 or zero
for ( i = 0; i <= ct; i++ )
{
angles[2] = random() * 360;
AngleVectors( angles, NULL, right, NULL );
len = crandom() * 6;
len += (len > 0 ? 4 : -4);
VectorMA( cent->lerpOrigin, len, right, end );
FX_AddElectricity( cent->lerpOrigin, end, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, cgs.media.boltShader, FXF_TAPER, 1.4f );
}
}
/*
-------------------------
FX_StasisAttackHitPlayer
Stasis alien attack projectile
-------------------------
*/
void FX_StasisAttackHitPlayer( vec3_t origin, vec3_t dir )
{
// Just call this for now
FX_StasisWeaponHitPlayer( origin, dir, 2 );
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_STASIS_ATTACK].missileHitSound );
}
/*
-------------------------
FX_StasisAttackHitWall
Stasis alien attack projectile
-------------------------
*/
void FX_StasisAttackHitWall( vec3_t origin, vec3_t dir )
{
// Just call this for now
FX_StasisWeaponHitWall( origin, dir, 2 );
// A sound will get played in stasis weapon hit wall, but put this in here for later
//cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgi_S_RegisterSound("sound/weapons/stasis_alien/hit_wall.wav") );
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_STASIS_ATTACK].missileHitSound );
}
/*
-------------------------
FX_StasisCharge
Stasis charge build-up that happens before a fire
-------------------------
*/
void FX_StasisCharge( vec3_t origin, vec3_t dir, float perc_done )
{
FX_AddSprite( origin, NULL, NULL,
32.0f + random() * 54.0f, 0.0f,
0.2f * perc_done, 0.2f,
0, 0.0f,
175,
cgs.media.purpleParticleShader );
FX_AddSprite( origin, NULL, NULL,
12.0f + random() * 16.0f, 0.0f,
1.0f * perc_done, 0.2f,
0, 0.0f,
175,
cgs.media.blueParticleShader );
vec3_t end, angles, forward;
float len;
int ct, i;
// Convert direction of travel into dir vector
vectoangles( dir, angles );
ct = rand() & 1; // return 1 or zero
for ( i = 0; i <= ct; i++ )
{
angles[2] = random() * 360;
AngleVectors( angles, NULL, forward, NULL );
len = crandom() * 12;
len += (len > 0 ? 8 : -8);
VectorMA( origin, len, forward, end );
FX_AddElectricity( origin, end,
1.0,
1.5f, 0.0,
1.0 * perc_done, 0.2f,
150.0,
cgs.media.boltShader,
FXF_TAPER,
1.6f );
}
}
/*
-------------------------
FX_StasisBeamIn
Stasis effect for when they are beaming in
Particles that race out from the core, then slow down to a stop at the end of their life
-------------------------
*/
void FX_StasisBeamInParticles( vec3_t origin, vec3_t angles, vec3_t velocity, vec3_t user )
{
vec3_t dir, vel, accel;
float len, acceleration, vf;
int time;
for ( int i = 0; i < 4; i++ )
{
// Pick a random direction..
VectorSet( dir, crandom(), crandom(), crandom() );
VectorNormalize( dir );
// ..pick a random length
len = random() * 16 + 48;
// Now build an acceleration vector
acceleration = 256 + random() * 64;
VectorScale( dir, -acceleration, accel );
// FIXME: This mostly works like I'd like, though I wonder if this can/should be cleaned up
// Calculate how long the thing will take to travel that distance--convert to the timescale we use
time = sqrt( 2 / acceleration * len ) * 1000.0f;
vf = sqrt( 2 * len * acceleration ); // calculate how fast it would be moving at the end of its path
VectorScale( dir, vf, vel ); // this will be the _initial_ velocity for those starting in the middle
if ( rand() & 1 )
{
FX_AddSprite( origin, vel, accel, 1 + random(), 4 + random() * 4, 1.0, 0.0, 0,0, time, cgs.media.purpleParticleShader );
}
else
{
FX_AddSprite( origin, vel, accel, 1 + random(), 4 + random() * 4, 1.0, 0.0, 0,0, time, cgs.media.ltblueParticleShader );
}
}
}
void FX_StasisBeamIn( vec3_t origin )
{
vec3_t up = {0,0,1}, org, start, end;
VectorCopy( origin, org );
org[2] += 16;
FX_AddSpawner( org, NULL, NULL, NULL, 10, 5, 120, FX_StasisBeamInParticles, NULL );
VectorMA( org, 60, up, start );
VectorMA( org, -50, up, end );
FX_AddLine( start, end, 1, 1, 200, 1.0, 0.0, 600, cgs.media.blueParticleShader );
FX_AddLine( start, end, 1, 1, 100, 1.0, 0.0, 600, cgs.media.blueParticleShader );
}
/*
-------------------------
FX_StasisBeamOut
Stasis effect for when they are "dead" and need to beam-out
Particles that accelerate into the core of the effect
-------------------------
*/
//void FX_StasisBeamOutParticles( vec3_t origin, vec3_t angles, vec3_t velocity, vec3_t user )
void FX_StasisBeamOutParticles( vec3_t origin )
{
vec3_t dir, vel, accel;
float acceleration;
int time;
for ( int i = 0; i < 40; i++ )
{
// Pick a random direction..
VectorSet( dir, crandom(), crandom(), crandom() );
VectorNormalize( dir );
// Now build an acceleration vector
acceleration = 220;
VectorScale( dir, acceleration, vel );
VectorScale( vel, -0.4, accel );
time = 800.0f;
if ( rand() & 1 )
{
FX_AddSprite( origin, vel, accel, 6 + random() * 6, -(4 + random() * 6), 1.0, 0.0, 0,0, time, cgs.media.purpleParticleShader );
}
else if ( rand() & 1 )
{
FX_AddSprite( origin, vel, accel, 6 + random() * 6, -(4 + random() * 6), 1.0, 0.0, 0,0, time, cgs.media.ltblueParticleShader );
}
else
{
FX_AddSprite( origin, vel, accel, 6 + random() * 6, -(4 + random() * 6), 1.0, 0.0, 0,0, time, cgs.media.blueParticleShader );
}
}
}
void FX_StasisBeamOut( vec3_t origin )
{
vec3_t up = {0,0,1}, org, start, end;
VectorCopy( origin, org );
org[2] += 16;
//FX_AddSpawner( org, NULL, NULL, NULL, 20, 0, 150, FX_StasisBeamOutParticles, NULL );
FX_StasisBeamOutParticles( org );
VectorMA( org, 80, up, start );
VectorMA( org, -50, up, end );
FX_AddLine( start, end, 1, 40, 128, 1.0, 0.0, 400, cgs.media.blueHitShader );
VectorMA( org, 20, up, start );
VectorMA( org, -15, up, end );
FX_AddLine( start, end, 1, 40, 500, 1.0, 0.0, 400, cgs.media.ghostRingShader );
}
/*
-------------------------
FX_StasisMineExplode
-------------------------
*/
void FX_StasisMineExplode( vec3_t origin )
{
FXSprite *fx;
FXTrail *particle;
vec3_t rgb, org, moveDir, accel = { 0, 0, -400 };
int i;
// make some elongated splashes
for ( i = 0; i < 8; i++ )
{
VectorSet( rgb,
random() * 0.2f + 0.3f,
random() * 0.6f + 0.1f,
random() * 0.4f + 0.6f );
VectorSet( moveDir, crandom(), crandom(), random() );
VectorNormalize( moveDir );
particle = FX_AddTrail( origin, NULL, NULL, 8.0f, -1.0f, 4.0, -1.0,
1.0f, 0.5f, rgb, rgb, 0.4f, 1400.0f + random() * 500.0f, cgs.media.spooShader, rand() & FXF_BOUNCE );
if ( particle != NULL )
{
FXE_Spray( moveDir, 80, 160, 0.1f, 256, (FXPrimitive *) particle );
}
}
// Make a real splash
for ( i = 0; i < 12; i++ )
{
VectorSet( org,
origin[0] + crandom() * 4.0f,
origin[1] + crandom() * 4.0f,
origin[2] + crandom() * 4.0f );
for ( int j = 0; j < 3; j++ )
{
moveDir[j] = crandom() * 55.0;
}
moveDir[2] += 120.0f;
VectorSet( rgb,
random() * 0.3f + 0.5f,
random() * 0.2f + 0.3f,
random() * 0.3f + 0.6f );
fx = FX_AddSprite( org, moveDir, accel, 4.0f + random() * 6.0f, -4.0f,
1.0f, 0.5f,
rgb, rgb,
0, 0.0f,
250 + random() * 400,
cgs.media.spooShader );
if ( fx == NULL )
return;
fx->SetRoll( 0 );
}
CG_Chunks( 0, org, moveDir, random() * 2 + 2, Q_irand(4, 6), MAT_STASIS, 0, 0.3f );
// Orient the explosion so that it faces the viewer
VectorScale( cg.refdef.viewaxis[0], -1, moveDir );
CG_MakeExplosion( org, moveDir, cgs.media.explosionModel, 6, cgs.media.electricalExplosionSlowShader, 500, qfalse, random() * 0.2f + 0.7f );
}