367 lines
11 KiB
C++
367 lines
11 KiB
C++
// Dreadnought FX
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#include "cg_local.h"
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#include "fx_public.h"
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/*
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-------------------------
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FX_DreadnoughtHitWall
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-------------------------
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*/
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void FX_DreadnoughtHitWall( vec3_t origin, vec3_t normal, qboolean spark )
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{
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FXTrail *particle;
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float scale;
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int num, i;
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FX_AddQuad( origin, normal, NULL, NULL, 48.0 + random() * 64, 0, 0.5, 0.5,0, 0,0,1,cgs.media.purpleParticleShader );
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FX_AddQuad( origin, normal, NULL, NULL, 32.0 + random() * 48, 0, 0.6f, 0.6f,0, 0,0,1,cgs.media.ltblueParticleShader );
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CG_ImpactMark( cgs.media.scavMarkShader, origin, normal, random()*360, 1,1,1,0.2f, qfalse,
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random() * 4 + 8, qfalse );
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if ( spark )
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{
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cgi_R_AddLightToScene( origin, 75 + (rand()&31), 1.0, 0.8f, 1.0 );
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//Sparks
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num = 1 + (rand() & 3);
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for ( i = 0; i < num; i++ )
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{
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scale = 1.0f + (random() * 0.5f);
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particle = FX_AddTrail( origin,
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NULL,
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NULL,
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8.0f + (random() * 8.0f),
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-32.0f,
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scale,
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0.0f,
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0.8f,
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0.0f,
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0.25f,
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600.0f + random() * 250.0f,
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cgs.media.spark2Shader );
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if ( particle == NULL )
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return;
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FXE_Spray( normal, 200, 75, 0.7f, 512, (FXPrimitive *) particle );
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}
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/* // OLD SPARKS
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// Drop some sparks
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num = (int)(random() * 2) + 2;
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for ( i = 0; i < num; i++ )
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{
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scale = 0.6f + random();
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particle = FX_AddTrail( origin, NULL, NULL, 8.0f + random() * 8, -48.0f,
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scale, -scale, 1.0f, 0.8f, 0.4f, 600.0f, cgs.media.spark2Shader, rand() & FXF_BOUNCE );
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if ( rand() & 1 )
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FXE_Spray( normal, 70, 80, 0.9f, 640, (FXPrimitive *) particle );
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else
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FXE_Spray( normal, 80, 200, 0.5f, 512, (FXPrimitive *) particle );
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}
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*/
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}
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}
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/*
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-------------------------
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FX_DreadnoughtHitPlayer
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-------------------------
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*/
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void FX_DreadnoughtHitPlayer( vec3_t origin, vec3_t normal )
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{
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cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgi_S_RegisterSound("sound/weapons/dreadnought/hit.wav") );
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CG_ExplosionEffects( origin, 1.0f, 100 );
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}
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/*
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-------------------------
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FX_DreadnoughtFire
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-------------------------
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*/
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void FX_DreadnoughtFire( vec3_t origin, vec3_t end, vec3_t normal, qboolean spark )
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{
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float scale = 1.0f + ( random() * 1.0f );
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if ( spark )
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FX_AddElectricity( origin, end, 1.0f, scale * 0.5f, 0, 0.8f, 0.8f, 1, cgs.media.dnBoltShader, FXF_WRAP, 0.25f );
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FX_AddElectricity( origin, end, 1.0f, scale * 0.75f, 0, 0.8f, 0.8f, 1, cgs.media.dnBoltShader, FXF_WRAP, 0.18f );
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FX_AddLine( origin, end, 128.0f, scale * 6, 0.0f, 0.2f, 0.2f, 1, cgs.media.dnBoltShader, FXF_ADJUST_ST );
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FX_AddLine( origin, end, 256.0f, scale * 4.5, 0.0f, 0.8f, 0.8f, 1, cgs.media.dnBoltShader, FXF_ADJUST_ST );
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// FX_AddLine( origin, end, 2.0f, scale * 6, 0.0f, 0.2f, 0.2f, 1, cgs.media.dnBoltShader );
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// FX_AddLine( origin, end, 1.0f, scale * 4.5, 0.0f, 0.8f, 0.8f, 1, cgs.media.dnBoltShader );
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// Add a subtle screen shake
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CG_ExplosionEffects( origin, 1.0f, 15 );
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FX_DreadnoughtHitWall( end, normal, spark );
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}
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/*
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-------------------------
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FX_DreadnoughtProjectileThink
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Freaky random lightning burst
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-------------------------
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*/
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#define FX_DN_ALT_THINK_TIME 100
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void FX_DreadnoughtProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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float scale;
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scale = Q_flrand( 10.0f, 15.0f );
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// If this is a new thinking time, draw some starting stuff...
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if ( cent->miscTime < cg.time )
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{
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trace_t trace;
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vec3_t fwd, right, boltdir, boltend, mins={-2,-2,-2}, maxs={2,2,2};
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float len;
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int playSound = 1;
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cent->miscTime = cg.time + FX_DN_ALT_THINK_TIME;
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VectorSubtract( cent->currentState.origin, cent->currentState.origin2, fwd );
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// Throw a sprite from the start to the end over the next
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VectorScale( fwd, 1000.0 * ( 1.0 / FX_DN_ALT_THINK_TIME ), boltdir );
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FX_AddSprite( cent->currentState.origin2, boltdir, NULL, scale * 8, -scale*20, 1.0, 1.0, 0, 0,
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FX_DN_ALT_THINK_TIME, cgs.media.blueParticleShader );
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FX_AddSprite( cent->currentState.origin2, boltdir, NULL, scale * 8, -scale*10, 1.0, 1.0, 0, 0,
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FX_DN_ALT_THINK_TIME, cgs.media.purpleParticleShader );
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len = VectorNormalize( fwd );
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// Illegal if org and org2 are the same.
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if ( len <= 0 )
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return;
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// Draw a bolt from the old position to the new.
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// FX_AddLine( cent->currentState.origin2, cent->currentState.origin,
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// 1.0f, scale * 4, -scale * 20,
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// 0.75f, 0.0f,
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// FX_DN_ALT_THINK_TIME * 2, cgs.media.dnBoltShader );
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FX_AddElectricity( cent->currentState.origin2, cent->currentState.origin,
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1.0f, scale * 3, -scale * 15,
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1.0f, 0.5f,
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FX_DN_ALT_THINK_TIME * 2, cgs.media.dnBoltShader, FXF_WRAP | FXF_TAPER, 0.6f );
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// ALSO draw an electricity bolt from the old position to the new.
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FX_AddElectricity( cent->currentState.origin2, cent->currentState.origin,
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1.0f, scale, -scale * 5,
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1.0f, 0.5f,
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FX_DN_ALT_THINK_TIME * 2, cgs.media.dnBoltShader, FXF_WRAP | FXF_TAPER, 0.6f );
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// And a bright new sprite at the current locale.
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FX_AddSprite( cent->currentState.origin, NULL, NULL, scale * 2, scale * 40,
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1.0f, 1.0f,
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0, 0, FX_DN_ALT_THINK_TIME, cgs.media.blueParticleShader );
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// Put a sprite in the old position, fading away.
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FX_AddSprite( cent->currentState.origin2, NULL, NULL, scale * 5, -scale * 25,
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1.0f, 1.0f,
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0, 0, FX_DN_ALT_THINK_TIME * 2, cgs.media.blueParticleShader);
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// Shoot rays out (roughly) to the sides to connect with walls or whatever...
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// PerpendicularVector(right, fwd);
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right[0] = fwd[1];
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right[1] = -fwd[0];
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right[2] = -fwd[2];
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// Right vector
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// The boltdir uses a random offset to the perp vector.
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boltdir[0] = right[0] + Q_flrand(-0.25, 0.25);
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boltdir[1] = right[1] + Q_flrand(-0.25, 0.25);
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boltdir[2] = right[2] + Q_flrand(-1.0, 1.0);
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// Shoot a vector off to the side and trace till we hit a wall.
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VectorMA( cent->currentState.origin, 256, boltdir, boltend );
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CG_Trace( &trace, cent->currentState.origin, mins, maxs, boltend, cent->currentState.number, MASK_SOLID );
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if ( trace.fraction < 1.0 )
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{
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VectorCopy( trace.endpos, boltend );
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FX_AddElectricity( cent->currentState.origin, boltend,
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1.0f, scale * 2, -scale * 10,
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1.0f, 0.5f,
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FX_DN_ALT_THINK_TIME * 2, cgs.media.dnBoltShader, FXF_WRAP | FXF_TAPER, 0.8f );
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// Put a sprite at the endpoint that stays.
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FX_AddQuad( trace.endpos, trace.plane.normal, NULL, NULL,
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scale, -scale * 2,
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1.0f, 0.5f, 0.0, 0, 0,
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FX_DN_ALT_THINK_TIME * 2, cgs.media.blueParticleShader );
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if ( playSound )
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{
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if ( Q_irand( 0, 1 ))
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{
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weaponInfo_t *weaponInfo = &cg_weapons[WP_DREADNOUGHT];
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cgi_S_StartSound( trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altmissileHitSound );
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playSound = 0;
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}
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}
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}
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// Left vector
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// The boltdir uses a random offset to the perp vector.
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boltdir[0] = -right[0] + Q_flrand(-0.25, 0.25);
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boltdir[1] = -right[1] + Q_flrand(-0.25, 0.25);
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boltdir[2] = -right[2] + Q_flrand(-1.0, 1.0);
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// Shoot a vector off to the side and trace till we hit a wall.
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VectorMA( cent->currentState.origin, 256, boltdir, boltend );
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CG_Trace( &trace, cent->currentState.origin, mins, maxs, boltend, cent->currentState.number, MASK_SOLID );
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if ( trace.fraction < 1.0 )
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{
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VectorCopy( trace.endpos, boltend );
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FX_AddElectricity( cent->currentState.origin, boltend,
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0.2f, scale * 2, -scale * 10,
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1.0f, 0.5f,
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FX_DN_ALT_THINK_TIME * 2, cgs.media.dnBoltShader, FXF_WRAP | FXF_TAPER, 0.8f );
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// Put a sprite at the endpoint that stays.
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FX_AddQuad( trace.endpos, trace.plane.normal, NULL, NULL,
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scale, -scale * 2,
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1.0f, 0.5f, 0.0, 0, 0,
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FX_DN_ALT_THINK_TIME * 2, cgs.media.blueParticleShader );
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if ( playSound )
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{
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weaponInfo_t *weaponInfo = &cg_weapons[WP_DREADNOUGHT];
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cgi_S_StartSound( trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altmissileHitSound );
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playSound = 0;
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}
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}
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}
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}
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/*
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-------------------------
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FX_DreadnoughtTurrentThink
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Projectile that the turrets shoot..
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-------------------------
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*/
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void FX_DreadnoughtTurretThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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float scale, alpha;
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0 )
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forward[2] = 1;
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scale = random() * 16.0f + 24.0f;
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alpha = random() * 0.2f + 0.2f;
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FX_AddTrail( cent->lerpOrigin,
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forward, NULL,
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64.0f, 0.0f,
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1.5f, 0.0f,
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0.4f, 0.4f,
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0.0f, 1,
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cgs.media.yellowTrailShader );
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FX_AddSprite( cent->lerpOrigin, NULL, NULL, scale, scale, alpha, alpha, 0.0f, 0.0f, 1, cgs.media.orangeParticleShader );
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FX_AddSprite( cent->lerpOrigin, NULL, NULL, 6.0f, 6.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1, cgs.media.yellowParticleShader );
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}
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/*
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-------------------------
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FX_DNTurretHitWall
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-------------------------
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*/
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void FX_DNTurretHitWall( vec3_t origin, vec3_t normal )
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{
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FX_AddQuad( origin, normal,
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NULL, NULL,
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0.5f, 32.0f,
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0.8f, 0.0f,
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random() * 360.0f, 0.0f,
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0.0,
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200,
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cgs.media.yellowParticleShader );
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FX_AddSprite( origin,
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NULL, NULL,
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1.0f, 32.0f,
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0.8f, 0.0f,
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0.0f, 0.0f,
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200,
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cgs.media.yellowParticleShader );
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//Sound
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// cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_DN_TURRET].missileHitSound );
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CG_ImpactMark( cgs.media.scavMarkShader, origin, normal, random()*360, 1,1,1,0.2f, qfalse, random() + 5.5f, qfalse );
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}
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/*
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-------------------------
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FX_DNTurretHitPlayer
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-------------------------
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*/
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void FX_DNTurretHitPlayer( vec3_t origin, vec3_t normal )
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{
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FX_AddQuad( origin, normal,
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NULL, NULL,
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0.5f, 32.0f,
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0.8f, 0.0f,
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random() * 360.0f, 0.0f,
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0.0f,
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125,
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cgs.media.yellowParticleShader );
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FX_AddSprite( origin,
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NULL, NULL,
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1.0f, 32.0f,
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0.8f, 0.0f,
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0.0f, 0.0f,
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200,
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cgs.media.yellowParticleShader );
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//Sound
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// cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_DN_TURRET].missileHitSound );
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}
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/*
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-------------------------
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FX_DreadnoughtShotMiss
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Alt-fire, miss effect
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-------------------------
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*/
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void FX_DreadnoughtShotMiss( vec3_t end, vec3_t dir )
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{
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vec3_t org;
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// Move me away from the wall a bit so that I don't z-buffer into it
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VectorMA( end, 0.5f, dir, org );
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// Expanding rings
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FX_AddQuad( org, dir, NULL, NULL, 1, 54, 0.8f, 0.2f, random() * 360, 0, 0, 400, cgs.media.stasisRingShader );
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FX_AddQuad( org, dir, NULL, NULL, 1, 120, 0.8f, 0.2f, random() * 360, 0, 0, 300, cgs.media.stasisRingShader );
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// Impact effect
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FX_AddQuad( org, dir, NULL, NULL, 7, 70, 1.0f, 0.0f, random() * 360, 0, 0, 500, cgs.media.blueParticleShader );
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FX_AddQuad( org, dir, NULL, NULL, 5, 55, 1.0f, 0.0f, random() * 360, 0, 0, 420, cgs.media.purpleParticleShader );
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CG_ImpactMark( cgs.media.scavMarkShader, org, dir, random()*360, 1,1,1,0.6f, qfalse,
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8 + random() * 2, qfalse );
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FX_AddSprite( end, NULL, NULL, Q_flrand( 40, 60 ), -100, 1.0f, 0.0f, random() * 360, 0, 500, cgs.media.blueParticleShader );
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} |