stvoy-sp-sdk/cgame/fx_quantum.cpp

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2002-11-22 00:00:00 +00:00
// Quantum Burst FX
#include "cg_local.h"
#include "fx_public.h"
/*
-------------------------
FX_QuantumThink
-------------------------
*/
void FX_QuantumThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t line1end, line2end, axis[3], rgb;
AxisClear( axis );
// convert direction of travel into axis
if ( VectorNormalize2( cent->currentState.pos.trDelta, axis[0] ) == 0 ) {
axis[0][2] = 1;
}
// spin as it moves
RotateAroundDirection( axis, cg.time * 0.3f );// * 1.25f );
VectorMA( cent->lerpOrigin, -24.0f, axis[1], line1end );
VectorMA( cent->lerpOrigin, 24.0f, axis[1], line2end );
FX_AddLine( line1end, line2end, 1.0f, random() * 6 + 2, 0.0f, 0.2 + random() * 0.2, 0.0f, 1, cgs.media.yellowParticleShader );
AxisClear( axis );
// convert direction of travel into axis
if ( VectorNormalize2( cent->currentState.pos.trDelta, axis[0] ) == 0 ) {
axis[0][2] = 1;
}
// spin as it moves
RotateAroundDirection( axis, -cg.time * 0.3f );// * 1.25f );
VectorMA( cent->lerpOrigin, -48.0f, axis[2], line1end );
VectorMA( cent->lerpOrigin, 48.0f, axis[2], line2end );
FX_AddLine( line1end, line2end, 1.0f, random() * 5 + 2, 0.0f, 0.1 + random() * 0.2, 0.0f, 1, cgs.media.yellowParticleShader );
VectorSet( rgb, 1.0f, 0.45f, 0.15f ); // orange
FX_AddSprite( cent->lerpOrigin, NULL, NULL, random() * 60 + 30, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.orangeParticleShader );
FX_AddSprite( cent->lerpOrigin, NULL, NULL, random() * 10 + 60, 0.0f, 0.1f, 0.1f, rgb, rgb, 0.0f, 0.0f, 1, cgs.media.whiteRingShader );
FX_AddSprite( cent->lerpOrigin, NULL, NULL, random() * 16 + 8, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.yellowParticleShader );
}
/*
-------------------------
FX_QuantumAltThink
-------------------------
*/
void FX_QuantumAltThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t line1end, line2end, axis[3], rgb, vel;
float scale;
AxisClear( axis );
// convert direction of travel into axis
if ( VectorNormalize2( cent->currentState.pos.trDelta, axis[0] ) == 0 ) {
axis[0][2] = 1;
}
// spin as it moves
RotateAroundDirection( axis, cg.time * 0.3f );// * 1.25f );
VectorMA( cent->lerpOrigin, -48.0f, axis[1], line1end );
VectorMA( cent->lerpOrigin, 48.0f, axis[1], line2end );
FX_AddLine( line1end, line2end, 1.0f, random() * 6 + 2, 0.0f, 0.2 + random() * 0.2, 0.0f, 1, cgs.media.yellowParticleShader );
VectorMA( cent->lerpOrigin, -48.0f, axis[2], line1end );
VectorMA( cent->lerpOrigin, 48.0f, axis[2], line2end );
FX_AddLine( line1end, line2end, 1.0f, random() * 5 + 2, 0.0f, 0.2 + random() * 0.2, 0.0f, 1, cgs.media.yellowParticleShader );
VectorSet( rgb, 1.0f, 0.45f, 0.15f ); // orange
FX_AddSprite( cent->lerpOrigin, NULL, NULL, random() * 60 + 30, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.orangeParticleShader );
FX_AddSprite( cent->lerpOrigin, NULL, NULL, random() * 10 + 60, 0.0f, 0.1f, 0.1f, rgb, rgb, 0.0f, 0.0f, 1, cgs.media.whiteRingShader );
FX_AddSprite( cent->lerpOrigin, NULL, NULL, random() * 16 + 8, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.yellowParticleShader );
scale = ( 2.0f + cos( cg.time * ( M_PI * 0.001f * 4 ))) * 0.5f;
// Unlike the main fire, I'm leaving around this center core for a moment as a trail...
VectorScale( cent->currentState.pos.trDelta, 0.25f, vel );
FX_AddSprite( cent->lerpOrigin, NULL, NULL, scale * 8 + 2, scale * -5.0f, 0.8f, 0.0f, 0, 0, 300.0f, cgs.media.sunnyFlareShader );
// Tack on a sprite trail so we can see the cool tracking at work.
VectorSet( vel, Q_flrand(-12, 12), Q_flrand(-12, 12), Q_flrand(-12, 12) );
VectorMA( vel, 0.25f, cent->currentState.pos.trDelta, vel );
if ( rand() & 1 )
FX_AddSprite( cent->lerpOrigin, vel, NULL, random() * 12.0f + scale * 14, -10, 0.2f + random() * 0.2f, 0.0, random()*360, 0, 800 + random() * 200.0f,
cgs.media.orangeRingShader );
else
FX_AddSprite( cent->lerpOrigin, vel, NULL, random() * 12.0f + scale * 14, -10, 0.5, 0.0, rgb, rgb, random()*360, 0, 800 + random() * 200.0f,
cgs.media.whiteRingShader );
}
//----------------------------------------------------
void FX_QuantumHitWall( vec3_t origin, vec3_t normal )
{
localEntity_t *le;
vec3_t dir, org;
vec3_t vel;
float scale;
int i;
for ( i = 0; i < 12; i++ )
{
VectorSet( dir, normal[0] + crandom() * 2, normal[1] + crandom() * 2, normal[2] + crandom() );
VectorNormalize( dir );
scale = random() * 300 + 250;
VectorScale( dir, scale, vel );
vel[2] += 100;
if ( rand() & 1 )
{
scale = random() * 12 + 2;
FX_AddSprite( origin, vel, NULL, scale, -scale * 3, 0.9f, 0.5f, 0.0, 0.0, 200 + random() * 100, cgs.media.yellowParticleShader );
FX_AddTrail( origin, vel, NULL, 96, -90, scale, -scale * 3, 0.8f, 0.4f, 0.0, 300, cgs.media.orangeTrailShader );
}
else
{
scale = random() * 14 + 6;
FX_AddSprite( origin, vel, NULL, scale, -scale * 2, 0.9f, 0.5f, 0.0, 0.0, 350 + random() * 150, cgs.media.sunnyFlareShader );
FX_AddTrail( origin, vel, NULL, 96, -80, scale, -scale * 2, 0.8f, 0.4f, 0.0, 500, cgs.media.orangeTrailShader );
}
}
// Always face the camera
VectorSubtract( cg.refdef.vieworg, origin, dir );
VectorNormalize( dir );
VectorMA( origin, 10, normal, org );
// Main explosion, tag with light
le = CG_MakeExplosion( org, normal, NULL, 0, cgs.media.quantumExplosionShader, 700, qtrue, 2.0f + ( crandom() * 0.3f) );
le->light = 250;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 1.0f, 1.0f, 0.6f );
CG_MakeExplosion( origin, dir, cgs.media.explosionModel, 6, cgs.media.quantumFlashShader, 150, qfalse, 5.0f + ( crandom() * 0.3f) );
FX_AddSprite( org, NULL, NULL, 200, -450, 0.7f, 1.0, 0, 0, 400, cgs.media.sunnyFlareShader );
CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse,
random() * 16 + 48, qfalse );
CG_ExplosionEffects( origin, 6.0f, 350 );
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_QUANTUM_BURST].missileHitSound );
}
/*
-------------------------
FX_QuantumHitPlayer
-------------------------
*/
void FX_QuantumHitPlayer( vec3_t origin, vec3_t normal )
{
// cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgi_S_RegisterSound("sound/weapons/quantum/hit.wav") );
CG_ExplosionEffects( origin, 5.0f, 250 );
}
/*
-------------------------
FX_QuantumAltHitWall
-------------------------
*/
// Fun spinning concentric rings
bool QuantumAltThink( FXPrimitive *fx, centity_t *cent )
{
FXCylinder *fx2;
float scale;
vec3_t dir, cross, rgb1={1.0,1.0,0.0}, rgb2={1.0,0.8f,0.0}, rgb3={1.0,0.6f,0.0};
fx->UpdateAlpha();
// Create a rotating and scaling system
scale = sin( (cg.time - fx->m_scale) * 0.007 ) * 120 + 140;
RotatePointAroundVector( dir, fx->m_velocity, fx->m_acceleration, cg.time * 0.2 );
// apply it to a cylinder
fx2 = FX_AddCylinder( fx->m_origin, dir, 4,0, scale, 10, scale + 40, 20, fx->m_alpha,0, rgb1,rgb1, 20, cgs.media.psychicShader );
if ( fx2 == NULL )
return false;
fx2->SetFlags( FXF_WRAP | FXF_NO_LOD );
fx2->SetSTScale( 1 );
// FX_AddQuad( fx->m_origin, dir, NULL, NULL, scale + 40, 0, fx->m_alpha, 0, rgb1, rgb1, random() * 360, 0, 0, 1, cgs.media.shockRingShader );
// Create a rotating and scaling system
scale = sin( (cg.time - fx->m_scale) * 0.005 ) * 80 + 100;
RotatePointAroundVector( dir, fx->m_acceleration, fx->m_velocity, -cg.time * 0.4 );
// apply it to a cylinder
fx2 = FX_AddCylinder( fx->m_origin, dir, 4,0, scale, 0, scale + 20, 0, fx->m_alpha,0, rgb2,rgb2, 20, cgs.media.psychicShader );
if ( fx2 == NULL )
return false;
fx2->SetFlags( FXF_WRAP | FXF_NO_LOD );
fx2->SetSTScale( 1 );
//FX_AddQuad( fx->m_origin, dir, NULL, NULL, scale + 20, 0, fx->m_alpha, 0, rgb1, rgb1, random() * 360, 0, 0, 1, cgs.media.shockRingShader );
// Create a rotating and scaling system
scale = sin( (cg.time - fx->m_scale) * 0.009 ) * 80 + 100;
CrossProduct( fx->m_acceleration, fx->m_velocity, cross );
RotatePointAroundVector( dir, cross, fx->m_velocity, -cg.time * 0.6 );
// apply it to a cylinder
fx2 = FX_AddCylinder( fx->m_origin, dir, 4,0, scale, 0, scale + 60, 0, fx->m_alpha,0, rgb3,rgb3, 20, cgs.media.psychicShader );
if ( fx2 == NULL )
return false;
fx2->SetFlags( FXF_WRAP | FXF_NO_LOD );
fx2->SetSTScale( 1 );
// FX_AddQuad( fx->m_origin, dir, NULL, NULL, scale + 60, 0, fx->m_alpha, 0, rgb1, rgb1, random() * 360, 0, 0, 1, cgs.media.shockRingShader );
return true;
}
void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal )
{
localEntity_t *le;
vec3_t dir, right, up, org;
//FXSprite *fx;
CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse,
random() * 16 + 48, qfalse );
VectorMA( origin, 24, normal, org );
// Random orient
VectorSet( dir, crandom(), crandom(), crandom() );
VectorNormalize( dir );
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_QUANTUM_BURST].altmissileHitSound );
// Do this up front and pass it in
MakeNormalVectors( dir, right, up );
// A cheesy way to get custom things added into the scene every client frame.
FX_AddParticle( NULL, org, dir, up, cg.time,0,0.4f,0,0,0,900,cgs.media.purpleParticleShader, FXF_NODRAW,
QuantumAltThink );
// Always face the camera
VectorSubtract( cg.refdef.vieworg, origin, dir );
VectorNormalize( dir );
CG_MakeExplosion( origin, dir, cgs.media.explosionModel, 6, cgs.media.quantumFlashShader, 150, qfalse, 4.6f + ( crandom() * 0.3f) );
// Cheesy core
FX_AddSprite( org, NULL, NULL, 200, -450, 1.0, 1.0, 0, 0, 400, cgs.media.sunnyFlareShader );
VectorMA( origin, 10, normal, org );
// Main explosion, tag with light
le = CG_MakeExplosion( org, normal, NULL, 0, cgs.media.quantumExplosionShader, 700, qtrue, 1.6f + ( crandom() * 0.3f) );
le->light = 250;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 1.0f, 1.0f, 0.6f );
CG_ExplosionEffects( origin, 5.0f, 500 );
}
void FX_QuantumSparkle( vec3_t origin, vec3_t vel, vec3_t angles, vec3_t user )
{
int t, i;
vec3_t org, v;
for ( i = 0; i < 4; i ++ )
{
VectorCopy( origin, org );
for ( t = 0; t < 3; t++ )
{
org[t] = origin[t] + crandom() * 12;
v[t] = crandom() * 18.0f;
}
FX_AddSprite( org, v, NULL, random() * 1 + 1, -4, 0.5f, 1.0f, 0.0f, 0.0f, 125 + random() * 100, cgs.media.yellowParticleShader, 0 );
}
}
void FX_QuantumFizzles( vec3_t origin )
{
float v;
vec3_t dir, vel, org;
for ( int i = 0; i < 32; i++ )
{
v = random() * 6.0f + 6.0f;
VectorSet( dir, crandom(), crandom(), crandom() );
VectorNormalize( dir );
VectorScale( dir, v, vel );
org[0] = origin[0] + dir[0] * 48;
org[1] = origin[1] + dir[1] * 48;
org[2] = origin[2] + dir[2] * 64;
FX_AddSpawner( org, NULL, vel, NULL, 125, 10 + random() * 30, 200 + random() * 400, 0, FX_QuantumSparkle, NULL, 1024 );
}
}
void FX_QuantumColumns( vec3_t origin )
{
vec3_t dir, bottom, top;
vec3_t sizeMin = {-4, -4, -1};
vec3_t sizeMax = {-4, -4, 1};
trace_t trace;
FXCylinder *fx1, *fx2;
//Orient the explosions to face the camera
VectorSubtract( cg.refdef.vieworg, origin, dir );
VectorNormalize( dir );
//=== Sound ===
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.quantumBoom );
//=== columns ===
VectorCopy( origin, bottom );
bottom[2] -= 256;
cgi_CM_BoxTrace( &trace, origin, bottom, sizeMin, sizeMax, 0, MASK_OPAQUE );
VectorCopy( trace.endpos, bottom );
VectorCopy( origin, top );
top[2] += 256;
cgi_CM_BoxTrace( &trace, origin, top, sizeMin, sizeMax, 0, MASK_OPAQUE );
VectorCopy( trace.endpos, top );
//found floor and ceiling, now do columns and ring explosions:
//ceiling
VectorSet( dir, 0, 0, -1 );
fx1 = FX_AddCylinder( top, dir, top[2] - origin[2], (origin[2] - top[2]), 40, 100, 20, 50, 1.0, 0.0, 1000, cgs.media.quantumRingShader, 1.5 );
if ( fx1 != NULL )
{
fx1->SetFlags( FXF_WRAP );
fx1->SetSTScale( 3 );
}
//floor
VectorSet( dir, 0, 0, 1 );
fx2 = FX_AddCylinder( bottom, dir, origin[2] - bottom[2], (bottom[2] - origin[2]), 40, 100, 20, 50, 1.0, 0.0, 1000, cgs.media.quantumRingShader, 1.5 );
if ( fx2 != NULL )
{
fx2->SetFlags( FXF_WRAP );
fx2->SetSTScale( 3 );
}
FX_QuantumFizzles( origin );
}