stvoy-sp-sdk/cgame/cg_env.cpp

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2002-11-22 00:00:00 +00:00
//This file contains environmental effects for the designers
#include "cg_local.h"
#include "fx_public.h"
extern void G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
gentity_t *ignore, int mod);
/*
======================
CG_Spark
Creates a spark effect
======================
*/
void CG_Spark( vec3_t origin, vec3_t normal )
{
FXTrail *particle;
vec3_t dir, direction, start, end;
vec3_t velocity, accel;
float scale;
int numSparks;
AngleVectors( normal, normal, NULL, NULL );
for ( int j = 0; j < 3; j ++ )
normal[j] = normal[j] + (0.15f * crandom());
VectorNormalize( normal );
//cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgi_S_RegisterSound( va( "sound/world/ric%d.wav", (rand() & 2)+1) ) );
numSparks = 8 + (random() * 4.0f);
scale = 0.2f + (random() *0.4);
VectorMA( origin, 24.0f + (crandom() * 4.0f), normal, end );
//One long spark
FX_AddLine( origin,
end,
1.0f,
scale,
0.0f,
1.0f,
0.25f,
125.0f,
cgs.media.sparkShader );
for ( int i = 0; i < numSparks; i++ )
{
scale = 0.2f + (random() *0.4);
for ( j = 0; j < 3; j ++ )
dir[j] = normal[j] + (0.25f * crandom());
VectorNormalize(dir);
VectorMA( origin, 0.0f + ( random() * 2.0f ), dir, start );
VectorMA( start, 2.0f + ( random() * 16.0f ), dir, end );
FX_AddLine( start,
end,
1.0f,
scale,
0.0f,
1.0f,
0.25f,
125.0f,
cgs.media.sparkShader );
}
if ( rand() & 1 )
{
numSparks = 1 + (random() * 2.0f);
for ( i = 0; i < numSparks; i++ )
{
scale = 0.5f + (random() * 0.5f);
VectorScale( normal, 250, velocity );
VectorSet( accel, 0, 0, -512 );
particle = FX_AddTrail( start,
velocity,
accel,
8.0f,
-32.0f,
scale,
-scale,
1.0f,
0.5f,
0.25f,
700.0f,
cgs.media.sparkShader,
FXF_BOUNCE );
}
}
VectorMA( origin, 1, normal, direction );
scale = 6.0f + (random() * 8.0f);
float alpha = 0.1 + (random() * 0.4f);
VectorSet( velocity, 0, 0, 8 );
FX_AddSprite( direction,
velocity,
NULL,
scale,
scale,
alpha,
0.0f,
random()*45.0f,
0.0f,
1000.0f,
cgs.media.steamShader );
}
//------------------------------------------------------------------------------
void SteamThink( vec3_t position, vec3_t dest, vec3_t dir, vec3_t puff_scale )
{
float speed = 200;
vec3_t direction, facing, color = { 1.0f, 1.0f, 1.0f };
vec3_t velocity = { 0, 0, 128 };
vec3_t acceleration = { 0, 0, 256 };
float scale, dscale, len, detail;
detail = FX_DetailLevel( position, 16, 1024 );
if (detail == 0)
return;
VectorSubtract( dest, position, facing );
len = VectorNormalize( facing );
VectorCopy( dir, direction );
if ( puff_scale[1] )
{
VectorSet( color, 0.9f + random() * 0.1f, 0.8f + random() * 0.2f, 0.4f + random() * 0.3f );
}
direction[0] += (2.0f + (crandom() * 2.0f));
direction[1] += (2.0f + (crandom() * 2.0f));
direction[2] += (2.0f + (crandom() * 2.0f));
AngleVectors( direction, direction, NULL, NULL );
VectorScale( direction, speed, velocity );
VectorScale( velocity, -1.0f, acceleration );
scale = 8.0f + (random() * 4.0f) * (puff_scale[0] / 10.0f);
dscale = scale * 8.0 * (puff_scale[0] / 10.0f);
FX_AddSprite( position,
velocity,
acceleration,
scale,
dscale,
1.0f,
0.0f,
color,
color,
random() * 360,
0.25f,
(len / speed) * 1000,
cgs.media.steamShader );
}
//void SteamJetThink( vec3_t position, vec3_t dest, vec3_t dir, vec3_t user )
//{
// FX_AddSpawner( position, dest, dir, NULL, 50, 0, 200 + ( random() * 500 ), (void *) SteamThink );
//}
/*
======================
CG_Steam
Creates a steam effect
======================
*/
void CG_Steam( vec3_t position, vec3_t dest, vec3_t dir, float scale, int flags )
{
vec3_t user;
// stuff some extra info into the user field
user[0] = scale;
user[1] = (flags & 4);
if ( (flags & 2) )
{
FX_AddSpawner( position, dest, dir, user, 50, 0, 200 + ( random() * 500 ), (void *) SteamThink );
}
else
{
SteamThink( position, dest, dir, user );
}
}
/*
======================
CG_CookingSteam
Creates a basic cooking steam effect
======================
*/
void CG_CookingSteam( vec3_t origin, float radius )
{
vec3_t dir;
VectorSet( dir, crandom()*2, crandom()*2, crandom() + radius); // always move mostly up
VectorScale( dir, random() * 5 + 2, dir );
FX_AddSprite( origin, dir, NULL, radius, radius * 2, 0.4F, 0.0, 0, 0, 1000, cgs.media.steamShader );
}
/*
======================
CG_Bolt
Creates a electricity bolt effect
======================
*/
#define DATA_EFFECTS 0
#define DATA_CHAOS 1
#define DATA_RADIUS 2
void BoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user )
{
FX_AddElectricity( start, end, 1.0, user[DATA_RADIUS], 5.0, 1.0, 0.0, 200, cgs.media.bolt2Shader,
(int)user[DATA_EFFECTS], user[DATA_CHAOS] );
if ( rand() & 1 )
FX_AddElectricity( end, start, 1.0, user[DATA_RADIUS] * 2, 5.0, 1.0, 0.0, 200, cgs.media.bolt2Shader,
(int)user[DATA_EFFECTS], user[DATA_CHAOS] );
}
//-----------------------------
void BorgBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user )
{
FX_AddElectricity( start, end, 1.0, user[DATA_RADIUS], 5.0, 1.0, 0.0, 100, cgs.media.borgLightningShaders[2],
(int)user[DATA_EFFECTS], user[DATA_CHAOS] );
if ( rand() & 1 )
FX_AddElectricity( end, start, 1.0, user[DATA_RADIUS] * 2, 5.0, 1.0, 0.0, 100, cgs.media.borgLightningShaders[3],
(int)user[DATA_EFFECTS], user[DATA_CHAOS] );
}
//-----------------------------
void BlackAndWhiteBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user )
{
FX_AddElectricity( start, end, 1.0, user[DATA_RADIUS], 5.0, 1.0, 0.0, 100, cgs.media.whiteLaserShader,
(int)user[DATA_EFFECTS], user[DATA_CHAOS] );
if ( rand() & 1 )
FX_AddElectricity( end, start, 1.0, user[DATA_RADIUS] * 2, 5.0, 1.0, 0.0, 100, cgs.media.whiteLaserShader,
(int)user[DATA_EFFECTS], user[DATA_CHAOS] );
}
//-----------------------------
// This looks a bit cheesy
void BoltSparkSpew( vec3_t origin, vec3_t dir, qhandle_t shader )
{
FXTrail *particle;
// Create the sparks
for ( int i = 0; i < 6; i++ )
{
particle = FX_AddTrail( origin, NULL, NULL, 2.0f + random() * 3, -5.0f,
0.5, -2.0, 0.3f, 0.0f, 0.25f, 500.0f, shader );
if ( particle == NULL )
return;
FXE_Spray( dir, 25, 25, 0.6f, 300 + (rand() & 100), (FXPrimitive *) particle );
}
}
//-----------------------------
void CG_Bolt( centity_t *cent )
{
qboolean borg, bw; // bw = black and white
int effects;
float chaos, radius;
// Set up all of the parms
borg = (cent->gent->spawnflags & 8);
bw = (cent->gent->spawnflags & 64);
effects = (cent->gent->spawnflags & 16) ? FXF_TAPER : 0;
effects = (cent->gent->spawnflags & 32) ? (FXF_WRAP | effects) : effects;
chaos = cent->gent->random;
radius = cent->gent->radius;
// Delayed bolt that should "work" a while
if ( cent->gent->spawnflags & 2 )
{
vec3_t data;
// This sucks, but the spawn function needs some extra bits of info
data[DATA_EFFECTS] = effects;
data[DATA_CHAOS] = chaos;
data[DATA_RADIUS] = radius;
if ( bw )
{
FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, data, 70, random() * 25, 450,
(void *) BlackAndWhiteBoltFireback, NULL, 768 );
}
else if ( borg )
FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, data, 70, random() * 25, 450, (void *) BorgBoltFireback, NULL, 768 );
else
FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, data, 70, random() * 25, 450, (void *) BoltFireback, NULL, 768 );
}
else
{
// Continuous bolts
if ( bw )
{
FX_AddElectricity( cent->lerpOrigin, cent->currentState.origin2, 1.0, radius, 5.0, 1.0, 0.0, 200, cgs.media.whiteLaserShader,
effects, chaos );
if ( rand() & 1 )
FX_AddElectricity( cent->currentState.origin2, cent->lerpOrigin, 1.0, radius * 2, 5.0, 1.0, 0.0, 200, cgs.media.whiteLaserShader,
effects, chaos );
}
else if ( borg )
{
FX_AddElectricity( cent->lerpOrigin, cent->currentState.origin2, 1.0, radius, 5.0, 1.0, 0.0, 200, cgs.media.borgLightningShaders[2],
effects, chaos );
if ( rand() & 1 )
FX_AddElectricity( cent->currentState.origin2, cent->lerpOrigin, 1.0, radius * 2, 5.0, 1.0, 0.0, 200, cgs.media.borgLightningShaders[3],
effects, chaos );
}
else
{
FX_AddElectricity( cent->lerpOrigin, cent->currentState.origin2, 1.0, radius, 5.0, 1.0, 0.0, 200, cgs.media.bolt2Shader,
effects, chaos );
if ( rand() & 1 )
FX_AddElectricity( cent->currentState.origin2, cent->lerpOrigin, 1.0, radius * 2, 5.0, 1.0, 0.0, 200, cgs.media.bolt2Shader,
effects, chaos );
}
}
// Bolt that generates sparks at the impact point
if ( cent->gent->spawnflags & 4 )
{
vec3_t dir;
VectorSubtract( cent->lerpOrigin, cent->currentState.origin2, dir );
VectorNormalize( dir );
if ( bw )
{
BoltSparkSpew( cent->currentState.origin2, dir, cgs.media.waterDropShader );
}
else if ( borg )
BoltSparkSpew( cent->currentState.origin2, dir, cgs.media.borgFlareShader );
else
BoltSparkSpew( cent->currentState.origin2, dir, cgs.media.spark2Shader );
}
}
/*
======================
CG_ForgeBolt
Creates an orange electricity bolt effect with a pulse that travels down the beam
======================
*/
void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user )
{
FX_AddElectricity( start, end, 1.0, user[DATA_RADIUS], 5.0, 1.0, 0.0, 200, cgs.media.pjBoltShader,
(int)user[DATA_EFFECTS], user[DATA_CHAOS] );
}
//---------------------------------------------------
bool ForgeBoltPulse( FXPrimitive *fx, centity_t *ent )
{
vec3_t origin, new_org;
trace_t trace;
qboolean remove = qfalse;
VectorCopy( fx->m_origin, origin );
fx->UpdateOrigin();
VectorCopy( fx->m_origin, new_org );
CG_Trace( &trace, origin, NULL, NULL, new_org, -1, CONTENTS_SOLID );
if ( trace.fraction < 1.0f && !trace.startsolid && !trace.allsolid )
{
// The effect hit something, presumably a barrier, so kill it
remove = qtrue;
return false;
}
vec3_t normal, rgb1 ={ 1.0F, 0.5F, 0.4F}, rgb2 ={ 1.0F, 1.0F, 0.3F};//, org;
FXCylinder *fxc;
// Convert the direction of travel in to a normal;
VectorCopy( fx->m_velocity, normal );
VectorNormalize( normal );
VectorScale( normal, -1, normal );
fxc = FX_AddCylinder( new_org, normal, 16, 0, 16 - random() * 8, 0, 32 + random() * 24, 0, 0.2F, 0.2F, rgb1, rgb1, 1, cgs.media.psychicShader, 0.6F );
if ( fxc == NULL )
return false;
fxc->SetFlags( FXF_WRAP );
fxc->SetSTScale( Q_irand(1,3) );
fxc = FX_AddCylinder( new_org, normal, 8, 0, 12 - random() * 8, 0, 24 + random() * 24, 0, 0.2F, 0.2F, rgb2, rgb2, 1, cgs.media.psychicShader, 0.6F );
if ( fxc == NULL )
return false;
fxc->SetFlags( FXF_WRAP );
fxc->SetSTScale( Q_irand(1,2) );
return true;
}
//-----------------------------
void CG_ForgeBolt( centity_t *cent )
{
qboolean pulse;
int effects;
float chaos, radius;
// Set up all of the parms
pulse = (cent->gent->spawnflags & 8) ? qtrue : qfalse;
effects = (cent->gent->spawnflags & 16) ? FXF_TAPER : 0;
effects = (cent->gent->spawnflags & 32) ? (FXF_WRAP | effects) : effects;
chaos = cent->gent->random;
radius = cent->gent->radius;
// Delayed bolt that should "work" a while
if ( cent->gent->spawnflags & 2 )
{
vec3_t data;
// This sucks, but the spawn function needs some extra bits of info
data[DATA_EFFECTS] = effects;
data[DATA_CHAOS] = chaos;
data[DATA_RADIUS] = radius;
FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, data, 70, random() * 25, 450, (void *) ForgeBoltFireback );
}
else
{
FX_AddElectricity( cent->lerpOrigin, cent->currentState.origin2, 1.0, radius, 5.0, 1.0, 0.0, 200, cgs.media.pjBoltShader,
effects, chaos );
if ( rand() & 1 )
FX_AddElectricity( cent->currentState.origin2, cent->lerpOrigin, 1.0, radius * 2, 5.0, 1.0, 0.0, 200, cgs.media.pjBoltShader,
effects, chaos );
if ( cg.time > cent->gent->delay && pulse )
{
vec3_t dir;
float amt;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
VectorNormalize( dir );
amt = 200 + random() * 100;
VectorScale( dir, amt, dir );
FX_AddParticle( cent, cent->lerpOrigin, dir, NULL, 16, 0.0, 1.0, 1.0,
0.0, 0.0, 6000, cgs.media.ltblueParticleShader, FXF_NODRAW, ForgeBoltPulse );
cent->gent->delay = cg.time + 500;
}
}
// Bolt that generates sparks at the impact point
if ( cent->gent->spawnflags & 4 )
{
vec3_t dir;
VectorSubtract( cent->lerpOrigin, cent->currentState.origin2, dir );
VectorNormalize( dir );
BoltSparkSpew( cent->currentState.origin2, dir, cgs.media.dkorangeParticleShader );
}
}
/*
======================
CG_PsychoJism
Creates a psycho jism bolt effect
======================
*/
void CG_PsychoJism( vec3_t start, vec3_t end, qboolean open )
{
vec3_t dir, rev_dir, angles, pos1, pos2, ofdir, ofang;
float len, detail;
int i;
detail = FX_DetailLevel( start, 16, 1024 ); //Technically this needs to find the average or closer...
// don't draw if we are too far away
if (detail == 0 || cg_freezeFX.integer)
{
return;
}
VectorSubtract( end, start, dir );
len = VectorNormalize( dir );
VectorScale( dir, -1, rev_dir );
vectoangles( rev_dir, angles );
if(open)
{
// Calculate a new start
VectorCopy( dir, ofdir );
vectoangles( ofdir, ofang );
ofang[2] = crandom() * 360;
AngleVectors( ofang, NULL, ofdir, NULL );
VectorMA( start, len * 0.06f, ofdir, pos1 );
// Calculate a new end
VectorMA( end, len * 0.08f, rev_dir, pos2 );
for ( i=0; i < 3; i++ )
{
pos2[i] += crandom() * 2.0f;
}
}
else
{
VectorCopy( start, pos1 );
VectorCopy( end, pos2 );
}
FX_AddElectricity( pos1, pos2, 1.0f, 2.0f, 2.0f, 1.0f, 0.0f, 150.0f, cgs.media.pjBoltShader );
if(!open)
{
VectorMA( start, -4, dir, pos1 );
VectorMA( end, 4, dir, pos2 );
FX_AddLine( pos2, pos1, 1.0, 2.0, 32.0 * random() + 24.0 , 0.5f, 0.0f, 100.0f, cgs.media.spark3Shader );
CG_Spark(end, angles);
}
}
/*
===========================
Plasma
Create directed and scaled plasma jet
===========================
*/
void CG_Plasma( vec3_t start, vec3_t end, vec4_t startRGBA, vec4_t endRGBA )
{
vec3_t v, sp, sRGB, eRGB;
float detail, len, salpha, ealpha;
detail = FX_DetailLevel( start, 16, 1200 );
if ( detail == 0 )
return;
salpha = Vector4to3( startRGBA, sRGB );
ealpha = Vector4to3( endRGBA, eRGB );
// Orient the plasma
VectorSubtract( end, start, v );
len = VectorNormalize( v );
VectorMA( start, 0.5f, v, sp );
// Stash a quad at the base to make the effect look a bit more solid
FX_AddQuad( sp, v, NULL, NULL, len * 0.36f, 0.0f, salpha, salpha, sRGB, sRGB, 0.0f, 45.0f, 0.0f, 200, cgs.media.prifleImpactShader );
// Add a subtle, random flutter to the cone direction
v[0] += crandom() * 0.04;
v[1] += crandom() * 0.04;
v[2] += crandom() * 0.04;
// Wanted the effect to be scalable based on the length of the jet.
FX_AddCylinder( start, v, len * 0.05, len * 2.0f, len * 0.16f, len * 0.32f, len * 0.40f, len * 0.64f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.3f );
FX_AddCylinder( start, v, len * 0.05, len * 4.0f, len * 0.16f, len * 0.32f, len * 0.28f, len * 0.64f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.2f );
FX_AddCylinder( start, v, len * 0.25, len * 8.0f, len * 0.20f, len * 0.32f, len * 0.02f, len * 0.32f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.1f );
}
/*
===========================
Drip
Create timed drip effect
===========================
*/
bool DripCallback( FXPrimitive *fx, centity_t *ent )
{
vec3_t org, dir = {0,0,-1};
fx->UpdateOrigin();
fx->UpdateAlpha();
fx->UpdateRGB();
VectorMA( fx->m_origin, -1.4, dir, org );
FX_AddLine( fx->m_origin, org, 1.0, fx->m_scale * 0.75, -(fx->m_scale * 4), fx->m_alpha, 0.0, fx->m_RGB, fx->m_RGB,
25, fx->m_shader );
return true;
}
//------------------------------------------------------------------------------
void DripSplash( vec3_t origin, vec3_t normal, vec3_t work, vec3_t user )
{
FXTrail *particle;
float detail;
detail = FX_DetailLevel( origin, 16, 400 );
if (detail == 0)
return;
for ( int i = 0; i < 5; i++ )
{
particle = FX_AddTrail( origin, NULL, NULL, 1.5f, -2.0f, work[0], -work[0],
work[1], 0, user, user, 0.25f, 350.0f, work[2], rand() & FXF_BOUNCE );
if ( particle == NULL )
return;
FXE_Spray( normal, 60, 50, 0.4f, 512, (FXPrimitive *) particle );
}
switch( rand() & 3 )
{
case 1:
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AMBIENT, cgi_S_RegisterSound( "sound/ambience/waterdrop1.wav") );
break;
case 2:
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AMBIENT, cgi_S_RegisterSound( "sound/ambience/waterdrop2.wav") );
break;
default:
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AMBIENT, cgi_S_RegisterSound( "sound/ambience/waterdrop3.wav") );
break;
}
}
#define DRIP_ACCEL 370.0f
//------------------------------------------------------------------------------
void CG_Drip( vec3_t origin, vec4_t RGBA, float diameter, int thinktime, qhandle_t shader )
{
FXSpawner *spawner;
trace_t trace;
vec3_t vel, accel, end, RGB, work;
float grow, alpha, time, dis;
alpha = Vector4to3( RGBA, RGB );
// Calc how fast it should grow to reach drop size in the given amount of time
grow = diameter / (float)((thinktime - cg.time) * 0.001);
// Growing drop -- never moves
FX_AddSprite( origin, NULL, NULL, 0.0, grow, alpha, alpha, RGB, RGB, 0.0, 0.0, thinktime - cg.time + cg.frametime, shader, 0 );
// Ideally, zero should be used for vel...so just use something sufficiently close
VectorSet( vel, 0, 0, -0.00001f );
VectorSet( accel, 0, 0, -DRIP_ACCEL );
// Find out where it will hit
VectorMA( origin, 4, accel, end );
gi.trace( &trace, origin, NULL, NULL, end, -1, MASK_SHOT );//ignore
if ( trace.fraction < 1.0 )
{
VectorSubtract( trace.endpos, origin, end );
dis = VectorNormalize( end );
time = sqrt( 2 / DRIP_ACCEL * dis ) * 1000; // Calculate how long the thing will take to travel that distance
// Falling drop
FX_AddParticle( NULL, origin, vel, accel, diameter, 0.0, alpha, alpha, RGB, RGB, 0.0, 0.0, time,
shader, 0, DripCallback );
// Ok, so this is a little bit harsh, but all of this info needs to get to the spawner
VectorSet( work, diameter, alpha, shader );
spawner = FX_AddSpawner( trace.endpos, trace.plane.normal, work, RGB, time, 0, time + 100,
FXF_DELAY_SPAWN | FXF_SPAWN_ONCE, DripSplash, NULL );
}
else
// Falling a long way so just send one that will fall for 2 secs, but don't spawn a splash
{
FX_AddSprite( origin, vel, accel, diameter, 0.0, alpha, alpha, RGB, RGB, 0, 0, 2000, shader );
}
}
/*
======================
CG_ElectricFire
Creates an electric fire effect
======================
*/
void CG_ElectricFire( vec3_t origin, vec3_t normal )
{
FXTrail *particle;
vec3_t dir, direction, start, end;
vec3_t velocity, accel;
float scale, alpha;
int numSparks;
AngleVectors( normal, normal, NULL, NULL);
numSparks = 4 + (random() * 8.0f);
for ( int i = 0; i < numSparks; i++ )
{
scale = 0.3f + (random() *0.4);
for ( int j = 0; j < 3; j ++ )
dir[j] = normal[j] + (0.4f * crandom());
VectorNormalize(dir);
VectorMA( origin, -1.0f + ( random() * 2.0f ), dir, start );
VectorMA( start, 2.0f + ( random() * 12.0f ), dir, end );
FX_AddLine( start,
end,
1.0f,
scale,
0.0f,
1.0f,
0.0f,
75.0f,
cgs.media.sparkShader );
}
scale = 0.5f + (random() * 0.5f);
VectorScale( normal, 300, velocity );
VectorSet( accel, 0, 0, -600 );
particle = FX_AddTrail( start,
velocity,
accel,
6.0f,
-24.0f,
scale,
-scale,
1.0f,
0.5f,
0.0f,
200.0f,
cgs.media.sparkShader,
FXF_BOUNCE );
if ( particle == NULL )
return;
FXE_Spray( dir, 200, 200, 0.2f, 300, (FXPrimitive *) particle );
VectorMA( origin, 1, normal, direction );
VectorSet( velocity, 0, 0, 8 );
for ( i = 0; i < 3; i++)
{
scale = 6.0f + (random() * 8.0f);
alpha = 0.1 + (random() * 0.4f);
FX_AddSprite( direction,
velocity,
NULL,
scale,
scale,
alpha,
0.0,
random()*45.0f,
0.0f,
1000.0f,
cgs.media.steamShader );
VectorMA( velocity, 9.0, normal, velocity);
}
}
/*
======================
CG_Teleporter
persistent teleporter fx for STASIS level
======================
*/
bool teleporter_think( FXPrimitive *fx, centity_t *ent )
{
vec3_t angvect;
// Can generically update these . . even if the entity gets yanked.
fx->UpdateAlpha();
fx->UpdateScale();
fx->UpdateRGB();
// If the ent was somehow removed, it would be meaningless to continue any further.
if ( !ent )
return false;
// Update the angle of the particle (position on the ellipsoid).
VectorMA( fx->m_velocity, cg.frametime * 0.001, fx->m_acceleration, fx->m_velocity );
// Update the actual position of the particle.
AngleVectors( fx->m_velocity, angvect, NULL, NULL );
fx->m_origin[0] = (4 * cos(cg.time * 0.004) + 20) * angvect[0] + ent->lerpOrigin[0];
fx->m_origin[1] = (4 * sin(cg.time * 0.005) + 20) * angvect[1] + ent->lerpOrigin[1];
fx->m_origin[2] = (4 * sin(cg.time * 0.006) + 30) * angvect[2] + ent->lerpOrigin[2];
return true;
}
//------------------------------------------------------------------------------
void CG_Teleporter( centity_t *cent )
{
vec3_t vel, accel, angvect, org;
// Velocity is actually the position on the sphere
vel[ROLL] = 0;
vel[YAW] = random() * 360.0;
vel[PITCH] = random() * 360.0;
// Accel is actually the velocity around the sphere
accel[ROLL] = 0;
accel[YAW] = crandom() * 180;
accel[PITCH] = crandom() * 45;
AngleVectors(vel, angvect, NULL, NULL);
// Set the particle position
org[0] = (4 * cos(cg.time * 0.004) + 20) * angvect[0] + cent->lerpOrigin[0];
org[1] = (4 * sin(cg.time * 0.005) + 20) * angvect[1] + cent->lerpOrigin[1];
org[2] = (4 * sin(cg.time * 0.006) + 30) * angvect[2] + cent->lerpOrigin[2];
// Use a couple of different kinds to break up the monotony
if ( rand() & 1 )
{
FX_AddParticle( cent, org, vel, accel, 1.0, 0.6f, 1.0, 0.3f,
0.0, 0.0, 6000, cgs.media.ltblueParticleShader, 0, teleporter_think );
}
else
{
FX_AddParticle( cent, org, vel, accel, 1.0, 0.6f, 0.7f, 0.3f,
0.0, 0.0, 6000, cgs.media.purpleParticleShader, 0, teleporter_think );
}
}
/*
======================
CG_ParticleStream
particle stream fx for STASIS level
======================
*/
bool particle_stream_think( FXPrimitive *fx, centity_t *ent )
{
vec3_t old_org;
// Make it flicker. . .always safe to do this
fx->m_scale = random() * 12 + 2;
fx->m_alpha = random() * 0.4 + 0.6;
// If the ent was somehow removed, we don't want to continue any further.
if ( !ent )
return false;
// Stash the old position so that we can draw a trailer line
VectorCopy( fx->m_origin, old_org );
// Update the position of the particle.
fx->m_origin[0] = cos(cg.time * 0.01 + fx->m_velocity[0]) * fx->m_velocity[1] + ent->lerpOrigin[0];
fx->m_origin[1] = sin(cg.time * 0.01 + fx->m_velocity[0]) * fx->m_velocity[1] + ent->lerpOrigin[1];
fx->m_origin[2] += (fx->m_velocity[2] * cg.frametime * 0.001);
FX_AddLine( fx->m_origin, old_org, 1.0f, 2.0f, -4.0f, 0.6f, 0.0, 500, cgs.media.IMOD2Shader );
return true;
}
//------------------------------------------------------------------------------
void CG_ParticleStream( centity_t *cent )
{
vec3_t vel, org, dir;
float len, time;
// This effect will currently only travel directly up or down--never sideways
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
len = VectorNormalize( dir );
// since the movement direction is limited, use the velocity var a bit more efficiently
vel[0] = random() * 360; // random position around the cylinder
vel[1] = random() > 0.9 ? 20 : 6; // random radius
vel[2] = dir[2] * 120 + dir[2] * random() * 50; // random velocity (up or down)
// Set the particle position
org[0] = cos(cg.time * 0.01 + vel[0]) * vel[1] + cent->lerpOrigin[0];
org[1] = sin(cg.time * 0.01 + vel[0]) * vel[1] + cent->lerpOrigin[1];
org[2] = cent->lerpOrigin[2];
// Calculate how long the thing should live based on it's velocity and the distance it has to travel
time = len / vel[2] * 1000;
// Use a couple of different kinds to break up the monotony
if ( rand() & 1 )
{
FX_AddParticle( cent, org, vel, NULL, 16, 0.0, 1.0, 1.0,
0.0, 0.0, time, cgs.media.ltblueParticleShader, 0, particle_stream_think );
}
else
{
FX_AddParticle( cent, org, vel, NULL, 16, 0.0, 1.0, 1.0,
0.0, 0.0, time, cgs.media.purpleParticleShader, 0, particle_stream_think );
}
}
/*
======================
CG_ElectricalExplosion
Electrical Explosion
======================
*/
void smoke_puffs( vec3_t position, vec3_t dest, vec3_t dir, vec3_t user )
{
vec3_t direc;
direc[0] = crandom() * 7;
direc[1] = crandom() * 7;
direc[2] = random() * 6 + 8;
FX_AddSprite( position, direc, NULL, 6.0f, 10.0f, 0.3f, 0.0f, 0.0f, 0.0f, 2200, cgs.media.steamShader );
}
//------------------------------------------------------------------------------
void electric_spark( vec3_t pos, vec3_t normal, vec3_t dir, vec3_t user )
{
CG_Spark( pos, normal );
}
//------------------------------------------------------------------------------
void CG_ElectricalExplosion( vec3_t start, vec3_t dir, float radius )
{
localEntity_t *le;
FXTrail *particle;
vec3_t pos, temp, angles;
int i, numSparks;
float scale, dscale;
// Spawn some delayed smoke
FX_AddSpawner( start, dir, NULL, NULL, 150, 40, 9000, smoke_puffs );
vectoangles( dir, angles );
FX_AddSpawner( start, angles, NULL, NULL, 900, 800, 4000, FXF_DELAY_SPAWN, electric_spark );
// Create the sparks for the explosion
numSparks = 46 + (random() * 8.0f);
for ( i = 0; i < numSparks; i++ )
{
scale = 0.2f + random();
dscale = -scale*2;
particle = FX_AddTrail( start,
NULL,
NULL,
8.0f + random() * 6,
-16.0f,
scale,
-scale,
1.0f,
0.0f,
0.25f,
700.0f,
cgs.media.spark2Shader );
if ( particle == NULL )
return;
FXE_Spray( dir, 200, 200, 0.3f, 500 + (rand() & 300), (FXPrimitive *) particle );
}
// Create some initial smoke puffs
for (i = 0; i < 12; i++)
{
VectorCopy( dir, temp );
temp[0] += crandom() * 0.5f;
temp[1] += crandom() * 0.5f;
temp[2] += crandom() * 0.5f;
VectorMA( start, random() * 16 + 8, temp, pos );
VectorScale( temp, random() * 4 + 5, temp );
FX_AddSprite( pos, temp, NULL, 16.0, 3.0f, 1.0f, 0.0f, 0.0f, 0.0f, 2700 + random() * 600, cgs.media.steamShader );
}
// Now place a cool explosion model on top
VectorSubtract( cg.refdef.vieworg, start, dir );
VectorNormalize( dir );
le = CG_MakeExplosion( start, dir, cgs.media.explosionModel, 6, cgs.media.electricalExplosionSlowShader, 500, qfalse, radius * 0.01f + ( crandom() * 0.3f) );
le->light = 150;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 0.8f, 0.8f, 1.0f );
}
/*
===========================
Laser
Create directed laser shot
===========================
*/
void CG_SmallSpark( vec3_t origin, vec3_t normal )
{
vec3_t dir, direction, start, end, velocity;
float scale;
int numSparks;
AngleVectors( normal, normal, NULL, NULL );
for ( int j = 0; j < 3; j ++ )
normal[j] = normal[j] + (0.1f * crandom());
VectorNormalize( normal );
numSparks = 6 + (random() * 4.0f );
for ( int i = 0; i < numSparks; i++ )
{
scale = 0.1f + (random() *0.2f );
for ( j = 0; j < 3; j ++ )
dir[j] = normal[j] + (0.7f * crandom());
VectorMA( origin, 0.0f + ( random() * 0.5f ), dir, start );
VectorMA( start, 1.0f + ( random() * 1.5f ), dir, end );
FX_AddLine( start,
end,
1.0f,
scale,
0.0f,
1.0f,
0.7f,
4.0f,
cgs.media.sparkShader );
}
VectorMA( origin, 1, normal, direction );
scale = 2.0f + (random() * 3.0f );
float alpha = 0.6f + (random() * 0.4f );
VectorSet( velocity, crandom() * 2, crandom() * 2, 8 + random() * 4 );
VectorMA( velocity, 5, normal, velocity );
FX_AddSprite( direction,
velocity,
NULL,
scale,
scale,
alpha,
0.0f,
random() * 45.0f,
0.0f,
1000.0f,
cgs.media.steamShader );
}
//------------------------------------------------------------------------------
void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qboolean hit_ent )
{
vec3_t dir, right, up, angles, work, pos,
sRGB, lRGB;
float scale = 1.0f, alpha;
int life = 0;
if ( !(FX_DetailLevel( start, 16, 1200 ) ))
return;
// Orient the laser spray
VectorSubtract( end, start, dir );
VectorNormalize( dir );
alpha = Vector4to3( laserRGB, lRGB );
VectorMA( end, 0.5f, normal, pos );
MakeNormalVectors( normal, right, up );
VectorSet( sRGB, 1.0f, 0.8f, 0.8f );
FX_AddSprite( start, NULL, NULL,
1.75f, 1.0f,
alpha, 0.0f,
lRGB, lRGB,
0.0f,
0.0f,
200,
cgs.media.waterDropShader );
FX_AddLine( start, end,
1.0f,
3.0f, 5.0f,
alpha, 0.0f,
lRGB, lRGB,
125,
cgs.media.whiteLaserShader );
FX_AddLine( start, end,
1.0f,
0.3f, 5.0f,
random() * 0.4 + 0.4, 0.1f,
125,
cgs.media.whiteLaserShader );
// Doing all of this extra stuff would look weird if it hits a player ent.
if ( !hit_ent )
{
FX_AddQuad( pos, normal, NULL, NULL,
3.5f, 1.0f,
alpha, 0.0f,
lRGB, lRGB,
0.0f, 0.0f,
0.0f,
200,
cgs.media.waterDropShader );
for ( int t=0; t < 2; t ++ )
{
VectorMA( pos, crandom() * 0.5f, right, work );
VectorMA( work, crandom() * 0.5f, up, work );
scale = crandom() * 0.5f + 1.75f;
life = crandom() * 300 + 2100;
VectorSet( sRGB, 1.0f, 0.7f, 0.2f );
FX_AddQuad( work, normal, NULL, NULL,
scale, -0.1f,
1.0f, 0.0f,
sRGB, sRGB,
0, 0,
0,
life,
cgs.media.waterDropShader );
}
FX_AddQuad( pos, normal, NULL, NULL,
scale * 2.5f, 0.0f,
1.0f, 0.0f,
0, 0,
0,
life * 2,
cgs.media.smokeShader );
vectoangles( normal, angles );
CG_SmallSpark( end, angles );
}
else
{
// However, do add a little smoke puff
FX_AddSprite( pos, NULL, NULL,
2.0f, 1.0f,
alpha, 0.0f,
lRGB, lRGB,
0.0f,
0.0f,
200,
cgs.media.waterDropShader );
VectorMA( end, 1, normal, dir );
scale = 1.0f + (random() * 3.0f);
CG_Smoke( dir, normal, scale, 12.0f, cgs.media.steamShader );
}
}
//------------------------------------------------------------------------------
void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal )
{
vec3_t lRGB = {1.0,0.0,0.0};
// Beam
FX_AddLine( start, end,
1.0f,
5.5f, 5.0f,
random() * 0.2 + 0.2, 0.1f,
lRGB, lRGB,
150,
cgs.media.whiteLaserShader );
FX_AddLine( start, end,
1.0f,
0.3f, 5.0f,
random() * 0.4 + 0.4, 0.1f,
125,
cgs.media.whiteLaserShader );
// Flare at the start point
FX_AddSprite( start, NULL, NULL,
1.5 + random() * 4, 0.0,
0.1f,0.0,
0.0,
0.0,
100,
cgs.media.borgEyeFlareShader );
// endpoint flare
FX_AddSprite( end, NULL, NULL,
2.5 + random() * 4, 0.0,
0.1f,0.0,
0.0,
0.0,
100,
cgs.media.borgEyeFlareShader );
// oriented impact flare
FX_AddQuad( end, normal, NULL, NULL,
1.5 + random() * 2, 0.0,
1.0, 0.0,
0.0, 0.0,
0.0,
120,
cgs.media.borgEyeFlareShader );
}
/*
======================
CG_TransporterStream
particle stream fx for forge level
The particles will accelerate up to the half-way point of the cylinder, then deccelerate til they hit their target
======================
*/
void CG_TransporterStream( centity_t *cent )
{
vec3_t vel, accel, dir, pos, right, up;
float len, time, acceleration, scale, dis, vf;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
len = VectorNormalize( dir );
MakeNormalVectors( dir, right, up );
for ( int t=0; t < 3; t++ )
{
// Create start offset within a circular radius
VectorMA( cent->lerpOrigin, 8 * crandom(), right, pos );
VectorMA( pos, 8 * crandom(), up, pos );
acceleration = 80 + random() * 50;
VectorScale( dir, acceleration, accel ); // acceleration vector
VectorScale( dir, 0.0001, vel ); // Ideally, vel would be zero, so just make it really small
dis = ( len * 0.8f ); // the two segs will be overlapping to cover up the middle
// This is derived from dis = (vi)(t) + (1/2)(a)(t)^2 where the inital velocity (vi) = zero
time = sqrt( 2 / acceleration * dis ); // Calculate how long the thing will take to travel that distance
scale = 1.5f + random() * 4;
// These will spawn at the base and accelerate towards the middle
if ( rand() & 1 )
{
FX_AddSprite( pos, vel, accel,
scale, 0.0f,
1.0f, 0.0f,
0.0f,
0.0f,
time * 1000,
cgs.media.orangeParticleShader );
}
else
{
FX_AddSprite( pos, vel, accel,
scale, 0.0f,
1.0f, 0.0f,
0.0f,
0.0f,
time * 1000,
cgs.media.dkorangeParticleShader );
}
// These will be spawned somewhere in the middle and deccelerate till they reach the end of their target
VectorMA( pos, len - dis, dir, pos );
VectorScale( accel, -1, accel );
vf = sqrt( 2 * dis * acceleration ); // calculate the 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( pos, vel, accel,
scale, 0.0f,
0.0f, 1.0f,
0.0f,
0.0f,
time * 1000,
cgs.media.orangeParticleShader );
}
else
{
FX_AddSprite( pos, vel, accel,
scale, 0.0f,
0.0f, 1.0f,
0.0f,
0.0f,
time * 1000,
cgs.media.dkorangeParticleShader );
}
}
}
/*
-------------------------
CG_Smoke
-------------------------
*/
void CG_Smoke( vec3_t origin, vec3_t dir, float radius, float speed, qhandle_t shader, int flags)
{
vec3_t velocity, accel;
for ( int i = 0; i < 3; i++ )
{
velocity[i] = dir[i] + ( 0.2f * crandom());
}
VectorScale( velocity, speed, velocity );
VectorScale( velocity, -0.25f, accel );
accel[2] = random() * 12.0f + 6.0f;
FX_AddSprite( origin,
velocity,
accel,
radius + (crandom() * radius * 0.5f ),
radius + (crandom() * radius),
0.9f + crandom(),
0.0f,
16.0f + random() * 45.0f,
0.5f,
2000,
shader,
flags );
}
/*
-------------------------
CG_ExplosionTrail
-------------------------
*/
bool explosionTrailThink( FXPrimitive *fx, centity_t *ent )
{
localEntity_t *le=0;
vec3_t direction, origin, new_org, angles, dir;
trace_t trace;
float scale;
int i;
qboolean remove = qfalse;
VectorCopy( fx->m_origin, origin );
fx->UpdateOrigin();
VectorCopy( fx->m_origin, new_org );
CG_Trace( &trace, origin, NULL, NULL, new_org, -1, CONTENTS_SOLID );
if ( trace.fraction < 1.0f && !trace.startsolid && !trace.allsolid )
{
// The effect hit something, presumably a barrier, so kill it
// When the effect gets killed like this, it dies quickly and looks a bit thin.
// Maybe something else should be done as well...
remove = qtrue;
//FIXME: FX_RemoveEffect( fx );
return false;
}
scale = 80 * 0.03f;
VectorSubtract( new_org, origin, dir );
VectorNormalize( dir );
vectoangles( dir, angles );
//Orient the explosions to face the camera
VectorSubtract( cg.refdef.vieworg, origin, direction );
VectorNormalize( direction );
for ( i = 0; i < 3 + (int)remove * 6; i++)
{
angles[2] = crandom() * 360;
AngleVectors( angles, NULL, dir, NULL );
VectorMA( origin, random() * 50.0f, dir, new_org );
le = CG_MakeExplosion( new_org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 400 + (int)remove * 800, qfalse, random() * 1.0 + 0.8 );//random() * 1.0 + 1.0 );
}
le->light = 150;
VectorSet( le->lightColor, 64, 192, 255 );
//Shake the camera and damage everything in an area
CG_ExplosionEffects( origin, 3.0f, 600 );
G_RadiusDamage( origin, ent->gent, 150, 80, NULL, MOD_UNKNOWN );
return true;
}
//------------------------------------------------------------------------------
void CG_ExplosionTrail( centity_t *cent )
{
vec3_t dir;
float len;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
len = VectorNormalize( dir );
VectorScale( dir, 325, dir );
FX_AddParticle( cent, cent->lerpOrigin, dir, NULL, 16, 0.0, 1.0, 1.0,
0.0, 0.0, 6000, cgs.media.ltblueParticleShader, FXF_NODRAW, explosionTrailThink );
}
/*
----------------------
CG_BorgEnergyBeam
A scanning type beam
----------------------
*/
void CG_BorgEnergyBeam( centity_t *cent )
{
vec3_t normal, angles, base, dir, dir2, rgb;
float len, alpha;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, normal );
len = VectorNormalize( normal );
vectoangles( normal, angles );
alpha = Vector4to3( cent->gent->startRGBA, rgb );
/* // Code to make the thing "snap" when it's doing the beam slices
if ( abs( cent->gent->pos2[0] ) >= cent->gent->radius )
{
// Snap back to start and move to the next slice
cent->gent->pos2[0] = cent->gent->radius;
cent->gent->pos2[1] -= ( cg.frametime * 0.0003 * cent->gent->speed );
}
// The slice has moved past the end so snap back to the first slice position
if ( abs( cent->gent->pos2[1] ) >= cent->gent->radius )
{
cent->gent->pos2[1] = cent->gent->radius;
}
// Always move across the slice
cent->gent->pos2[0] -= ( cg.frametime * 0.001 * cent->gent->speed );
*/
if ( cent->gent->spawnflags & 2 )
{
// Trace a cone
angles[2] = cent->gent->angle;
}
AngleVectors( angles, NULL, dir, dir2 );
if ( cent->gent->spawnflags & 2 )
{
// Cone
VectorMA( cent->currentState.origin2, cent->gent->radius, dir, base );
}
else
{
// Swinging pendulum
VectorMA( cent->currentState.origin2, cent->gent->radius * ( sin( cent->gent->angle * 0.03f )), dir, base );
VectorMA( base, cent->gent->radius * ( cos( cent->gent->angle * 0.003f )), dir2, base );
// Do "snapping" beam slices
// VectorMA( cent->currentState.origin2, cent->gent->pos2[0], dir, base );
// VectorMA( base, cent->gent->pos2[1], dir2, base );
}
// Main trace laser
FX_AddLine( cent->lerpOrigin, base, 64, 0.8f, 5.0f, alpha, 0.0, rgb, rgb, 120, cgs.media.whiteLaserShader );
// Faint trail at base. Is this really adding anything useful?
FX_AddLine( cent->gent->pos1, base, 1, 1.0, 2.0, alpha * 0.2, 0.0, rgb, rgb, 1000, cgs.media.whiteLaserShader );
// Faint trace cone, adds a bit of meat to the effect
FX_AddTri( cent->lerpOrigin, cent->gent->pos1, base, alpha * 0.2, 0.0, rgb, rgb, 800, cgs.media.solidWhiteShader );
// Laser impact point
FX_AddSprite( base, NULL, NULL, random() * 2, 0.0, alpha, 0.0, rgb, rgb, 0.0, 0.0, 100, cgs.media.waterDropShader );
VectorCopy( base, cent->gent->pos1 );
cent->gent->angle += cent->gent->speed * 0.08f;
}
/*
----------------------
CG_ShimmeryThing
Creates column or cone of shimmering lines
Kind of looks like a teleporter effect
----------------------
*/
void CG_ShimmeryThing( vec3_t start, vec3_t end, float radius, qboolean taper )
{
vec3_t normal, angles, base, top, dir;
float len;
VectorSubtract( end, start, normal );
len = VectorNormalize( normal );
vectoangles( normal, angles );
for ( int i=0; i < 2; i++)
{
// Spawn the shards of light around a cylinder
angles[2] = crandom() * 360;
AngleVectors( angles, NULL, dir, NULL );
// See if the effect should be tapered at the top
if ( taper )
{
VectorMA( start, radius * 0.25f, dir, top );
}
else
{
VectorMA( start, radius, dir, top );
}
VectorMA( end, radius, dir, base );
// Use a couple of different kinds to break up the monotony..
if ( rand() & 1 )
{
FX_AddLine( top, base, 1.0f, len * 0.008f, len * 0.19f, 0.3f, 0.0f, random() * 200 + 600, cgs.media.ltblueParticleShader );
}
else
{
FX_AddLine( top, base, 1.0f, len * 0.008f, len * 0.19f, 0.2f, 0.0f, random() * 200 + 600, cgs.media.spark2Shader );
}
}
}
/*
-------------------------
CG_ShimmeryThing_Spawner
-------------------------
*/
void CG_Shimmer( vec3_t position, vec3_t dest, vec3_t dir, vec3_t other )
{
CG_ShimmeryThing( position, dest, other[0], (qboolean) other[1] );
}
void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration )
{
vec3_t packed = { radius, (float) taper, 0 };
FX_AddSpawner( start, end, NULL, packed, 100, 0, duration, (void *) CG_Shimmer, NULL, 512 );
}
/*
----------------------
CG_Borg_Bolt
Yellow bolts that spark when the endpoints get close together
----------------------
*/
void CG_Borg_Bolt( centity_t *cent )
{
vec3_t diff, neworg, start, end;
float len;
if (!cent->gent->enemy){
return;//we lost him
}
VectorCopy( cent->gent->enemy->currentOrigin, end );
if ( cent->gent->target2 )
{
VectorCopy( cent->gent->chain->currentOrigin, start );
}
else
{
VectorCopy( cent->lerpOrigin, start );
}
// Get the midpoint of the seg
VectorSubtract( end, start, diff );
len = VectorNormalize( diff );
VectorMA( start, len * 0.5, diff, neworg );
// If the length is pretty short, then spawn a glow spark
if ( len > 0 && len < 12 )
{
int ct;
vec3_t angles, dir;
FXTrail *particle;
FX_AddSprite( neworg, NULL, NULL, random() * (128 / len) + 12, 16.0, 0.6f, 0.0, 0.0, 0.0, 300,
cgs.media.yellowParticleShader );
vectoangles( dir, angles );
ct = 12 - len;
// fun sparks
for ( int t=0; t < ct; t++ )
{
angles[1] = random() * 360;
AngleVectors( angles, dir, NULL, NULL );
dir[2] = random() * 0.3f;
particle = FX_AddTrail( neworg, NULL, NULL, 8.0f + random() * 6, -16.0f, 1, -1,
1.0f, 0.0f, 0.25f, 700.0f, cgs.media.yellowParticleShader );
if ( particle == NULL )
return;
FXE_Spray( dir, 100, 150, 0.5f, 300 + (rand() & 300), (FXPrimitive *) particle );
}
// If it's really short, spark and make a noise. Tried this without the if (len>0... and it was way
// too obnoxious
if ( len <= 5 )
{
cgi_S_StartSound( neworg, 0, 0, cgi_S_RegisterSound( "sound/enemies/borg/borgtaser.wav") );
}
}
// Use this to scale down the width of the bolts. Otherwise, they will look pretty fairly nasty when they
// get too short.
len = len / 32;
FX_AddElectricity( start, end, 1.0, len, 5.0, 1.0, 0.0, 200, cgs.media.yellowBoltShader );
if ( rand() & 1 )
{
FX_AddElectricity( end, start, 1.0, len, 5.0, 1.0, 0.0, 200, cgs.media.yellowBoltShader );
}
}
/*
----------------------
CG_StasisTeleporter
New stasis teleporter effect
----------------------
*/
void CG_StasisTeleporter( vec3_t origin, float radius, qboolean exit )
{
vec3_t up = { 0,0,1 }, sRGB, eRGB, org;
float alpha = sin( cg.time * 0.005 ) * 0.2 + 0.3;
FXCylinder *fx;
if ( exit )
{
// these are the exit colors
VectorSet( sRGB, 0.0f, 0.8f, 1.0f ); // light-blue
VectorSet( eRGB, 0.0f, 0.0f, 1.0f ); // blue
}
else
{
// these are the colors for the active type teleporters
VectorSet( sRGB, 0.5f, 0.2f, 1.0f ); // bluish-purple
VectorSet( eRGB, 1.0f, 0.0f, 0.4f ); // redish-purple
}
// Designers wanted the effects shifted down a bit, but still have the fx entity such that it gets placed so that it sits perfectly
// on top of the jump pads for ease of placement.
VectorCopy( origin, org );
org[2] -= 16;
fx = FX_AddCylinder( org, up, 42.0f, 256.0f, 36.0f, 16.0f, 52.0f, 32.0f, alpha, 0.0f, sRGB, eRGB, 100, cgs.media.psychicShader, 0.25f );
if ( fx == NULL )
return;
fx->SetSTScale( 1.0f );
fx->SetFlags( FXF_WRAP );
if ( exit )
{
// We are an exit type teleporter, so skip all of the proximity stuff
return;
}
if ( radius < 256 )
{
vec3_t end, mid, vel, accel;
float scale = ( 256 - radius ) * ( random() * 0.5f + 0.5f );
VectorMA( origin, 80, up, end );
FX_AddLine( org, end, 1, 1, scale * 4, 1.0, 0.0, 120, cgs.media.blueParticleShader );
// take the average of the two points to get the midpoint
VectorAdd( org, end, mid );
VectorScale( mid, 0.5f, mid );
for ( int i = 0; i < 2; i++ )
{
VectorSet( vel, crandom(), crandom(), crandom() * 2 );
VectorScale( vel, random() * 24 + scale * 0.25f, vel );
VectorScale( vel, -0.2f, accel );
if ( rand() & 1 )
{
FX_AddSprite( mid, vel, accel, scale * 0.1f, scale * -0.2f, 0.3f, 0.0f, 0.0, 0.0, 500, cgs.media.ltblueParticleShader );
}
else
{
FX_AddSprite( mid, vel, accel, scale * 0.1f, scale * -0.2f, 0.3f, 0.0f, 0.0, 0.0, 500, cgs.media.purpleParticleShader );
}
}
}
}
/*
----------------------
CG_StasisMushrooms
Ambient effect for when
the stasis mushrooms get used.
----------------------
*/
bool MushroomThink( FXPrimitive *fx, centity_t *ent )
{
fx->UpdateOrigin();
fx->UpdateAlpha();
fx->UpdateRGB();
fx->UpdateScale();
for ( int i = 0; i < 3; i++ )
{
fx->m_velocity[i] += crandom() * 300.0f * cg.frametime * 0.001f;
}
return true;
}
void CG_StasisMushrooms( vec3_t origin, int count )
{
vec3_t up, org;
float scale, alpha;
for ( int i = 0; i < count; i++ )
{
// Make the thing move mostly up
VectorSet( up, crandom() * 12.0f, crandom() * 12.0f, random() * 12.0f + 8.0f );
VectorSet( org, origin[0] + crandom() * 4.0f, origin[1] + crandom() * 4.0f, origin[2] - 4.0f );
scale = random() + 1.0f;
alpha = random() * 0.4f + 0.3f;
// Use a couple of different kinds to break up the monotony
if ( rand() & 1 )
{
FX_AddParticle( NULL, org, up, NULL, scale, -1.0f, alpha, 0.1f, 0.0f, 0.0f, 600 + random() * 600,
cgs.media.ltblueParticleShader, 0, MushroomThink );
}
else
{
FX_AddParticle( NULL, org, up, NULL, scale, -1.0f, alpha, 0.1f, 0.0f, 0.0f, 600 + random() * 600,
cgs.media.blueParticleShader, 0, MushroomThink );
}
}
}
/*
----------------------
CG_DreadnoughtBeamGlow
Focusing beam effect
----------------------
*/
void CG_DreadnoughtBeamGlow( vec3_t origin, vec3_t normal, float radius )
{
FX_AddQuad( origin, normal, NULL, NULL, radius + random() * 10, crandom() * 20, 1.0f, 0.1f, random() * 360, crandom() * 20, 0, 300,
cgs.media.bigBoomShader );
}
/*
----------------------
CG_MagicSmoke
Smoke effect for reaver
popping out of vats
----------------------
*/
void CG_MagicSmoke( vec3_t origin )
{
int i;
float v;
vec3_t org, vel, accel;
for ( i = 0; i < 48; i++ )
{
org[0] = origin[0] + crandom() * 16;
org[1] = origin[1] + crandom() * 16;
org[2] = origin[2] + crandom() * 40;
VectorSet( vel, crandom(), crandom(), crandom() );
v = random() * 32 + 32;
VectorScale( vel, v, vel );
VectorScale( vel, -3, accel );
FX_AddSprite( org, vel, accel, random() * 32 + 32, -(random() * 32 + 8), 1.0f, 0.0f, crandom() * 360, 0, random() * 600 + 400, cgs.media.steamShader );
}
}
void CG_FountainSpurt( vec3_t org )
{
int i, t;
vec3_t org1, org2, cpt1, cpt2;
vec3_t dir, dir2;
vec3_t rgb = { 0.4f, 0.7f, 0.8f };
FXBezier *fxb;
// offset table, could have used sin/cos, I suppose
const float m[][2] = {
1, 0,
0, 1,
-1, 0,
0, -1 };
// The origin shouldn't be in solid, otherwise the ent won't think. So, place the spawner above
// the solid object, then move the spout spawn points down to where they should be.
org[2] -= 56; // magic number stuff
// Create four spouts
for ( i = 0; i < 4; i++ )
{
// Move the spout out from the exact center
VectorCopy( org, org1 );
org1[0] += 35 * m[i][0];
org1[1] += 35 * m[i][1];
// Create our Bezier path control points
VectorSet( cpt1, 50 * m[i][0], 50 * m[i][1], 0 );
VectorAdd( org1, cpt1, cpt1 );
VectorSet( cpt2, 60 * m[i][0], 60 * m[i][1], -78 );
VectorAdd( org1, cpt2, cpt2 );
// Create the second endpoint--for now just try and use the last control point
VectorCopy( cpt2, org2 );
// Add the main spout
fxb = FX_AddBezier( org1, org2, cpt1, cpt2, NULL, NULL, NULL, NULL, 4, 15, 0.5f, 0.3f, 90,
cgs.media.fountainShader, FXF_WRAP );
if ( fxb )
fxb->SetSTScale( 0.7f );
// Add a hazy faint spout
fxb = FX_AddBezier( org1, org2, cpt1, cpt2, NULL, NULL, NULL, NULL, 10, 15, 0.1f, 0.0f, 200,
cgs.media.fountainShader, FXF_WRAP );
if ( fxb )
fxb->SetSTScale( 0.7f );
// Create misty bits at the impact point
VectorSet( dir, crandom(), crandom(), crandom() + 4 ); // always move mostly up
VectorScale( dir, random() * 3 + 2, dir );
FX_AddSprite( org2, dir, NULL, 20, -8, 0.3f, 0.0, 0, 0, 600, cgs.media.steamShader );
// ripple shader
VectorSet( dir, 0, 0, 1 ); // normal
VectorSet( dir2, crandom() * 8, crandom() * 8, 0 ); // random drift
FX_AddQuad( org2, dir, dir2, dir2, 14.0f, 6.0f + random() * 16.0f, 0.2f, 0.0f,
crandom() * 50, 0, 0, 800, cgs.media.rippleShader );
// Spray from nozzle
for ( t = 0; t < 2; t++ )
{
VectorSet( dir, 45 * m[i][0] + crandom() * 12, 45 * m[i][1] + crandom() * 12, crandom() * 16 );
VectorSet( dir2, -5 * m[i][0], -5 * m[i][1], -95 );
FX_AddSprite( org1, dir, dir2, 0.9f, 0.0f, 0.7f, 0.1f, rgb, rgb, 0.0f, 0.0f, 400.0f, cgs.media.waterDropShader );
}
// Impact splashes
for ( t = 0; t < 3; t++ )
{
VectorCopy( org2, org1 );
org1[0] += crandom() * 2;
org1[1] += crandom() * 2;
VectorSet( dir, m[i][0] * 14 + crandom() * 16, m[i][1] * 14 + crandom() * 16, 50 + random() * 50 );
VectorSet( dir2, 0, 0, -250 );
FX_AddSprite( org1, dir, dir2, 1.1f, -0.4f, 0.7f, 0.1f, rgb, rgb, 0.0f, 0.0f, 400.0f, cgs.media.waterDropShader );
}
}
}