stvoy-sp-sdk/cgame/cg_effects.cpp

584 lines
15 KiB
C++

// cg_effects.c -- these functions generate localentities
#include "cg_local.h"
#include "cg_media.h"
#include "fx_public.h"
/*
====================
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;
}
// When calling this version, just pass in a zero for the flags
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numFrames, qhandle_t shader,
int msec, qboolean isSprite, float scale ) {
return CG_MakeExplosion( origin, dir, hModel, numFrames, shader, msec, isSprite, scale, 0 );
}
/*
====================
CG_AddTempLight
====================
*/
localEntity_t *CG_AddTempLight( vec3_t origin, float scale, vec3_t color, int msec )
{
localEntity_t *ex;
if ( msec <= 0 ) {
CG_Error( "CG_AddTempLight: msec = %i", msec );
}
ex = CG_AllocLocalEntity();
ex->leType = LE_LIGHT;
ex->startTime = cg.time;
ex->endTime = ex->startTime + msec;
// set origin
VectorCopy ( origin, ex->refEntity.origin);
VectorCopy ( origin, ex->refEntity.oldorigin );
VectorCopy( color, ex->lightColor );
ex->light = scale;
return ex;
}
/*
-------------------------
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, int 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_SmokeSpawn
-------------------------
*/
void CG_SmokeSpawn( vec3_t origin, vec3_t normal, vec3_t vel, vec3_t user )
{
// This function will create directable smoke.
CG_Smoke( origin, normal, 24.0f, 24.0f, cgs.media.smokeShader, FXF_USE_ALPHA_CHAN );
}
/*
-------------------------
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) );
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) );
}
//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_MiscModelExplosion
Adds an explosion to a misc model breakables
-------------------------
*/
void CG_MiscModelExplosion( vec3_t origin, vec3_t normal )
{
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 = 8 + (random() * 8.0f);
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 );
VectorScale( normal, -16, velocity );
for ( i = 0; i < 3; i++ )
{
VectorSet( temp_org, new_org[0] + (crandom() * 8.0f), new_org[1] + (crandom() * 8.0f), new_org[2] + (random() * 8.0f) );
VectorSet( temp_vel, velocity[0] + (crandom() * 16.0f), velocity[1] + (crandom() * 16.0f), velocity[2] + (crandom() * 16.0f) );
FX_AddSprite( temp_org,
temp_vel,
NULL,
16.0f + (random() * 16.0f),
8.0f,
1.0f,
0.0f,
20.0f + (crandom() * 90.0f),
0.5f,
1000.0f + random() * 1000.0f,
cgs.media.smokeShader, FXF_USE_ALPHA_CHAN );
}
//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, 0.7 + crandom() * 0.3f );
le->light = 150;
VectorSet( le->lightColor, 0.9f, 0.8f, 0.5f );
// for ( i = 0; i < 2; i ++)
{
VectorSet( new_org, origin[0] + crandom() * 16, origin[1] + crandom() * 16, origin[2] + crandom() * 16 );
le = CG_MakeExplosion( new_org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 300 + (rand() & 99), qfalse, 0.7 + crandom() *0.3f );
}
}
/*
-------------------------
CG_Chunks
Fun chunk spewer
-------------------------
*/
void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, float speed, int numChunks, material_t chunkType, int customChunk, float baseScale )
{
localEntity_t *le;
refEntity_t *re;
vec3_t dir;
int i, j, k;
int chunkModel=0, chunkSound;
qboolean chunk = qfalse;
switch(chunkType)
{
case MAT_METAL:
case MAT_BORG:
// FIXME: Precache sounds?
chunkSound = cgs.media.borgChunkSound;
break;
case MAT_GLASS:
chunkSound = cgs.media.glassChunkSound;
break;
case MAT_GLASS_METAL:
chunkSound = cgs.media.chunkSound;
break;
case MAT_ELECTRICAL:// (sparks)
cgi_S_StartSound (NULL, owner, CHAN_BODY, cgi_S_RegisterSound (va("sound/ambience/spark%d.wav", Q_irand(1, 6))) );
vectoangles(normal, dir);
CG_Spark( origin, dir );
return;
break;
case MAT_ORGANIC:// (not implemented)
case MAT_STASIS:
chunkSound = cgs.media.stasisChunkSound;
break;
default:
//Invalid material? Assume MAT_METAL?
CG_Error( "CG_Chunks: Invalid chunk type" );
return;
break;
}
if(baseScale <= 0)
{
baseScale = 1;
}
//FIXME: LOD
//Chunks
for ( i = 0; i < numChunks; i++ )
{
if ( customChunk > 0 )
{
// Try to use a custom chunk.
if ( cgs.model_draw[customChunk] )
{
chunk = qtrue;
chunkModel = cgs.model_draw[customChunk];
}
}
if ( !chunk )
{
// No custom chunk. Pick a random chunk type at run-time so we don't get the same chunks
switch( chunkType )
{
case MAT_GLASS:
chunkModel = cgs.media.glassChunkModels[0][Q_irand(0, 5)];
break;
case MAT_ORGANIC:
// FIXME: These are actually metal chunks.
chunkModel = cgs.media.chunkModels[0][Q_irand(0, 5)];
break;
case MAT_BORG:
chunkModel = cgs.media.borgChunkModels[0][Q_irand(0, 2)];
break;
case MAT_STASIS:
chunkModel = cgs.media.stasisChunkModels[0][Q_irand(0, 3)];
break;
case MAT_GLASS_METAL:
// Do some random chunk types
if ( rand() & 1 )
{
chunkModel = cgs.media.glassChunkModels[0][Q_irand(0, 5)];
}
else
{
chunkModel = cgs.media.chunkModels[0][Q_irand(0, 5)];
}
break;
default:
// Metal chunks, etc..
chunkModel = cgs.media.chunkModels[0][Q_irand(0, 5)];
break;
}
}
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->endTime = cg.time + 2000;
VectorCopy( origin, re->origin );
for ( j = 0; j < 3; j++ )
{
re->origin[j] += crandom() * 12;
}
VectorCopy( re->origin, le->pos.trBase );
//Velocity
for ( j = 0; j < 3; j ++ )
{
dir[j] = normal[j] + Q_flrand(-0.8f, 0.8f);
}
// VectorNormalize(dir);
VectorScale( dir, Q_flrand( speed * 0.25f, speed * 1.75f ), le->pos.trDelta );
//Angular Velocity
VectorSet( le->angles.trBase, Q_flrand(0, 360), Q_flrand(0, 360), Q_flrand(0, 360) );
for ( j = 0; j < 3; j ++ )
{
le->angles.trDelta[j] = Q_flrand(-24.0f, 24.0f);
}
VectorNormalize(le->angles.trDelta);
VectorScale( le->angles.trDelta, Q_flrand(200.0f, 800.0f), le->angles.trDelta );
AxisCopy( axisDefault, re->axis );
le->radius = Q_flrand(baseScale * 0.7f, baseScale * 1.3f );
re->nonNormalizedAxes = qtrue;
re->hModel = chunkModel;
le->pos.trType = TR_GRAVITY;
le->pos.trTime = cg.time;
le->angles.trType = TR_INTERPOLATE;
le->angles.trTime = cg.time;
le->bounceFactor = 0.2f + random() * 0.2f;
le->leFlags |= LEF_TUMBLE;
le->ownerGentNum = owner;
// Make sure that we have the desired start size set
for( k = 0; k < 3; k++)
{
VectorScale(le->refEntity.axis[k], le->radius, le->refEntity.axis[k]);
}
}
//Sound
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, chunkSound );
}
void CG_EnergyGibs( int owner, vec3_t origin )
{
localEntity_t *le;
refEntity_t *re;
vec3_t dir;
int i, j, k;
int chunkModel=0;
float baseScale = 0.7f;
int numChunks = Q_irand( 13, 20 );//FIXME: LOD
for ( i = 0; i < numChunks; i++ )
{
if ( rand() & 1 )
{
chunkModel = cgs.media.glassChunkModels[0][Q_irand(0, 5)];
}
else
{
chunkModel = cgs.media.chunkModels[0][Q_irand(0, 5)];
}
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->endTime = cg.time + 2000;
VectorCopy( origin, re->origin );
for ( j = 0; j < 3; j++ )
{
re->origin[j] += crandom() * 12;
}
VectorCopy( re->origin, le->pos.trBase );
//Velocity
VectorSet( dir, crandom(), crandom(), crandom() );
VectorScale( dir, Q_flrand( 300, 500 ), le->pos.trDelta );
//Angular Velocity
VectorSet( le->angles.trBase, crandom() * 360, crandom() * 360, crandom() * 360 );
VectorSet( le->angles.trDelta, crandom() * 90, crandom() * 90, crandom() * 90 );
AxisCopy( axisDefault, re->axis );
le->radius = Q_flrand(baseScale * 0.7f, baseScale * 1.3f );
re->nonNormalizedAxes = qtrue;
re->hModel = chunkModel;
re->customShader = cgs.media.quantumDisruptorShader;
re->shaderTime = cg.time/1000.0f;
le->pos.trType = TR_GRAVITY;
le->pos.trTime = cg.time;
le->angles.trType = TR_INTERPOLATE;
le->angles.trTime = cg.time;
le->bounceFactor = 0.3f + random() * 0.3f;
le->leFlags |= LEF_TUMBLE;
le->ownerGentNum = owner;
re->shaderRGBA[0] = re->shaderRGBA[1] = re->shaderRGBA[2] = re->shaderRGBA[3] = 255;
// Make sure that we have the desired start size set
for( k = 0; k < 3; k++)
{
VectorScale(le->refEntity.axis[k], le->radius, le->refEntity.axis[k]);
}
}
}