reaction/code/cgame/cg_effects.c
2014-05-03 22:47:46 +00:00

1209 lines
30 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.43 2004/01/26 21:26:08 makro
// no message
//
// Revision 1.42 2003/08/02 22:29:07 makro
// Made underwater bubbles 3 times smaller
//
// Revision 1.41 2002/08/25 07:09:20 niceass
// added "life" setting to func_pressure
//
// Revision 1.40 2002/08/21 07:09:54 jbravo
// Removed an extra definition of the vtos call
//
// Revision 1.39 2002/07/22 07:27:21 niceass
// better fog laser support
//
// Revision 1.38 2002/06/23 04:36:27 niceass
// change to foglaser
//
// Revision 1.37 2002/06/21 21:06:56 niceass
// laserfog stuff
//
// Revision 1.36 2002/06/21 04:11:34 niceass
// fog laser
//
// Revision 1.35 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.34 2002/06/16 19:12:52 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.33 2002/06/09 05:16:33 niceass
// pressure change
//
// Revision 1.32 2002/06/03 00:39:29 blaze
// dont make a sound when bouncing on the ground
//
// Revision 1.31 2002/05/26 05:16:12 niceass
// pressure
//
// Revision 1.30 2002/05/19 21:27:51 blaze
// added force and buoyancy to breakables
//
// Revision 1.29 2002/04/29 06:14:10 niceass
// pressure
//
// Revision 1.28 2002/04/26 03:39:34 jbravo
// added tkok, fixed players always leaving zcam modes when player thats
// beeing tracked dies
//
// Revision 1.27 2002/04/23 06:10:10 niceass
// some good tabbing
//
// Revision 1.26 2002/04/06 21:43:58 makro
// New surfaceparm system
//
// Revision 1.25 2002/04/03 15:51:01 jbravo
// Small warning fixes
//
// Revision 1.24 2002/04/03 03:13:48 blaze
// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
//
// Revision 1.23 2002/03/31 03:31:24 jbravo
// Compiler warning cleanups
//
// Revision 1.22 2002/03/21 02:17:39 blaze
// more func_explosive goodness
//
// Revision 1.21 2002/03/21 00:26:46 blaze
// some fixing of func_explosive
//
// Revision 1.20 2002/03/04 20:50:59 jbravo
// No floating scores over dead bodies, triangles disabled, and no viewing
// names of enemys just of teammates.
//
// Revision 1.19 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
// Revision 1.18 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.17 2001/12/31 16:28:41 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_effects.c -- these functions generate localentities, usually as a result
// of event processing
#include "cg_local.h"
extern void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration);
/*
===============
CG_ShrapnelSpark
Moved from cg_weapons
Added by Elder
Modified tracer code
I really don't know what's going on half the time here :)
===============
*/
void CG_CreateTracer(int entity, vec3_t start, vec3_t end);
void CG_ShrapnelSpark(vec3_t source, vec3_t dest, float width, float length)
{
vec3_t forward, right;
// polyVert_t verts[4];
vec3_t line;
float len, begin, end;
// vec3_t start, finish;
//vec3_t midpoint;
// tracer
VectorSubtract(dest, source, forward);
len = VectorNormalize(forward);
// start at least a little ways from the muzzle
//if ( len < 10 ) {
//return;
//}
begin = crandom() * 8;
end = begin + length;
if (end > len) {
end = len;
}
// VectorMA(source, begin, forward, start);
// VectorMA(source, end, forward, finish);
line[0] = DotProduct(forward, cg.refdef.viewaxis[1]);
line[1] = DotProduct(forward, cg.refdef.viewaxis[2]);
VectorScale(cg.refdef.viewaxis[1], line[1], right);
VectorMA(right, -line[0], cg.refdef.viewaxis[2], right);
VectorNormalize(right);
/* VectorMA(finish, width, right, verts[0].xyz);
verts[0].st[0] = 0;
verts[0].st[1] = 1;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
VectorMA(finish, -width, right, verts[1].xyz);
verts[1].st[0] = 1;
verts[1].st[1] = 0;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
VectorMA(start, -width, right, verts[2].xyz);
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
VectorMA(start, width, right, verts[3].xyz);
verts[3].st[0] = 0;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255; */
//trap_R_AddPolyToScene(cgs.media.tracerShader, 4, verts);
CG_CreateTracer(ENTITYNUM_WORLD, source, dest);
//midpoint[0] = ( start[0] + finish[0] ) * 0.5;
//midpoint[1] = ( start[1] + finish[1] ) * 0.5;
//midpoint[2] = ( start[2] + finish[2] ) * 0.5;
// add the tracer sound
//trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound );
}
/*
==================
CG_BubbleTrail
Bullets shot underwater
==================
*/
void CG_BubbleTrail(vec3_t start, vec3_t end, float spacing)
{
vec3_t move;
vec3_t vec;
float len;
int i;
if (cg_noProjectileTrail.integer) {
return;
}
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
// advance a random amount first
i = rand() % (int) spacing;
VectorMA(move, i, vec, move);
VectorScale(vec, spacing, vec);
for (; i < len; i += spacing) {
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
le->leFlags = LEF_PUFF_DONT_SCALE;
le->leType = LE_MOVE_SCALE_FADE;
le->startTime = cg.time;
le->endTime = cg.time + 1000 + random() * 250;
le->lifeRate = 1.0 / (le->endTime - le->startTime);
re = &le->refEntity;
re->shaderTime = cg.time / 1000.0f;
re->reType = RT_SPRITE;
re->rotation = 0;
//Makro - changed from 3
re->radius = 1;
re->customShader = cgs.media.waterBubbleShader;
re->shaderRGBA[0] = 0xff;
re->shaderRGBA[1] = 0xff;
re->shaderRGBA[2] = 0xff;
re->shaderRGBA[3] = 0xff;
le->color[3] = 1.0;
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
VectorCopy(move, le->pos.trBase);
le->pos.trDelta[0] = crandom() * 5;
le->pos.trDelta[1] = crandom() * 5;
le->pos.trDelta[2] = crandom() * 5 + 6;
VectorAdd(move, vec, move);
}
}
/*
=====================
CG_SmokePuff
Adds a smoke puff or blood trail localEntity.
=====================
*/
localEntity_t *CG_SmokePuff(const vec3_t p, const vec3_t vel,
float radius,
float r, float g, float b, float a,
float duration, int startTime, int fadeInTime, int leFlags, qhandle_t hShader)
{
static int seed = 0x92;
localEntity_t *le;
refEntity_t *re;
// int fadeInTime = startTime + duration / 2;
le = CG_AllocLocalEntity();
le->leFlags = leFlags;
le->radius = radius;
re = &le->refEntity;
re->rotation = Q_random(&seed) * 360;
re->radius = radius;
re->shaderTime = startTime / 1000.0f;
le->leType = LE_MOVE_SCALE_FADE;
le->startTime = startTime;
le->fadeInTime = fadeInTime;
le->endTime = startTime + duration;
if (fadeInTime > startTime) {
le->lifeRate = 1.0 / (le->endTime - le->fadeInTime);
} else {
le->lifeRate = 1.0 / (le->endTime - le->startTime);
}
le->color[0] = r;
le->color[1] = g;
le->color[2] = b;
le->color[3] = a;
le->pos.trType = TR_LINEAR;
le->pos.trTime = startTime;
VectorCopy(vel, le->pos.trDelta);
VectorCopy(p, le->pos.trBase);
VectorCopy(p, re->origin);
re->customShader = hShader;
// rage pro can't alpha fade, so use a different shader
if (cgs.glconfig.hardwareType == GLHW_RAGEPRO) {
re->customShader = cgs.media.smokePuffRageProShader;
re->shaderRGBA[0] = 0xff;
re->shaderRGBA[1] = 0xff;
re->shaderRGBA[2] = 0xff;
re->shaderRGBA[3] = 0xff;
} else {
re->shaderRGBA[0] = le->color[0] * 0xff;
re->shaderRGBA[1] = le->color[1] * 0xff;
re->shaderRGBA[2] = le->color[2] * 0xff;
re->shaderRGBA[3] = 0xff;
}
re->reType = RT_SPRITE;
re->radius = le->radius;
return le;
}
/*
==================
CG_ScorePlum
==================
*/
void CG_ScorePlum(int client, vec3_t org, int score)
{
localEntity_t *le;
refEntity_t *re;
vec3_t angles;
static vec3_t lastPos;
// only visualize for the client that scored
if (client != cg.predictedPlayerState.clientNum || cg_scorePlum.integer == 0) {
return;
}
// JBravo: and not in team based games
if (cgs.gametype >= GT_TEAM) {
return;
}
le = CG_AllocLocalEntity();
le->leFlags = 0;
le->leType = LE_SCOREPLUM;
le->startTime = cg.time;
le->endTime = cg.time + 4000;
le->lifeRate = 1.0 / (le->endTime - le->startTime);
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
le->radius = score;
VectorCopy(org, le->pos.trBase);
if (org[2] >= lastPos[2] - 20 && org[2] <= lastPos[2] + 20) {
le->pos.trBase[2] -= 20;
}
//CG_Printf( "Plum origin %i %i %i -- %i\n", (int)org[0], (int)org[1], (int)org[2], (int)Distance(org, lastPos));
VectorCopy(org, lastPos);
re = &le->refEntity;
re->reType = RT_SPRITE;
re->radius = 16;
VectorClear(angles);
AnglesToAxis(angles, re->axis);
}
/*
====================
CG_MakeExplosion
====================
*/
localEntity_t *CG_MakeExplosion(vec3_t origin, vec3_t dir,
qhandle_t hModel, qhandle_t shader, int msec, qboolean isSprite)
{
float ang;
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;
// randomly rotate sprite orientation
ex->refEntity.rotation = rand() % 360;
VectorScale(dir, 16, tmpVec);
VectorAdd(tmpVec, origin, newOrigin);
} else {
ex->leType = LE_EXPLOSION;
VectorCopy(origin, newOrigin);
// set axis with random rotate
if (!dir) {
AxisClear(ex->refEntity.axis);
} else {
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;
// 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;
}
/*
=================
CG_BleedSpray
Elder: This is a super blood spray for SSG hits
Based on bubble trail code + other stuff
=================
*/
#define MAX_SPRAY_BURSTS 16
void CG_BleedSpray(vec3_t start, vec3_t end, int entityNum, int numBursts)
{
//vec3_t dir;
vec3_t trueEnd;
vec3_t move;
vec3_t vec;
vec3_t velocity;
localEntity_t *blood;
float len;
int i;
int spacing = 30;
int bloodCount = 0;
trace_t tr;
if (!cg_blood.integer || cg_RQ3_bloodStyle.integer == 0) {
return;
}
//Clamp number so we don't generate too many blood entities
if (numBursts > MAX_SPRAY_BURSTS)
numBursts = MAX_SPRAY_BURSTS;
VectorCopy(end, move);
VectorSubtract(end, start, vec);
//Calculate true length via start/end points
VectorCopy(vec, trueEnd);
VectorNormalize(trueEnd);
//VectorScale (trueEnd, 300 + rand() % 100, trueEnd);
//VectorAdd (end, trueEnd, trueEnd);
VectorMA(end, 300 + rand() % 100, trueEnd, trueEnd);
// Check end point validity so it doesn't go through walls
// If it does go through wall, take the trace's endpoint
CG_Trace(&tr, start, NULL, NULL, trueEnd, entityNum, CONTENTS_SOLID);
if (tr.fraction != 1.0)
VectorCopy(tr.endpos, trueEnd);
VectorSubtract(trueEnd, start, vec);
len = VectorNormalize(vec);
//Set velocity
VectorScale(vec, 10, velocity);
if (cg_RQ3_bloodStyle.integer == 1)
velocity[2] += 30;
else
velocity[2] -= 10;
// advance a random amount first
i = rand() % (int) spacing;
VectorMA(move, i, vec, move);
VectorScale(vec, spacing, vec);
for (; i < len; i += spacing) {
//restrict amount of spurts
if (bloodCount++ > numBursts)
break;
blood = CG_SmokePuff(move, velocity, 8,
1, 1, 1, 1,
1500 + rand() % 250,
cg.time, 0, LEF_TUMBLE | LEF_PUFF_DONT_SCALE, cgs.media.bloodTrailShader);
blood->refEntity.rotation = rand() % 360;
//Check blood style
if (cg_RQ3_bloodStyle.integer == 1) {
blood->leType = LE_FRAGMENT;
blood->leMarkType = LEMT_BLOOD;
blood->pos.trType = TR_GRAVITY;
blood->bounceFactor = 0.4f;
}
VectorAdd(move, vec, move);
}
}
/*
=================
CG_EjectBloodSplat
Drop a splat
=================
*/
void CG_EjectBloodSplat(vec3_t origin, vec3_t velocity, int amount, int duration)
{
int i;
localEntity_t *blood;
vec3_t bOrigin;
vec3_t bVelocity;
if (!cg_blood.integer)
return;
for (i = 0; i < amount; i++) {
VectorCopy(origin, bOrigin);
VectorCopy(velocity, bVelocity);
bOrigin[0] += rand() % 6 - 3;
bOrigin[1] += rand() % 6 - 3;
bVelocity[0] += rand() % 6 - 3;
bVelocity[1] += rand() % 6 - 3;
blood = CG_SmokePuff(bOrigin, bVelocity, 4,
1, 1, 1, 0.6f,
duration + rand() % 250, cg.time, 0,
LEF_TUMBLE | LEF_PUFF_DONT_SCALE, cgs.media.bloodTrailShader);
blood->refEntity.rotation = rand() % 360;
blood->leType = LE_FRAGMENT;
blood->leType = LE_FRAGMENT;
blood->leMarkType = LEMT_BLOOD;
blood->pos.trType = TR_GRAVITY;
blood->bounceFactor = 0.4f;
}
}
/*
=================
CG_BleedParticleSpray
This is a particle blood spray not unlike Quake 2's
Err, it's not working well right now :/
=================
*/
void CG_BleedParticleSpray(vec3_t start, vec3_t dir, int fleshEntityNum, int amount, int duration)
{
int i;
if (!cg_RQ3_bloodStyle.integer || !cg_blood.integer)
return;
for (i = 0; i < amount; i++) {
CG_Particle_Bleed(cgs.media.bloodExplosionShader, start, dir, fleshEntityNum, duration + rand() % 250);
}
}
/*
=================
CG_Bleed
This is the spurt of blood when a character gets hit
=================
*/
void CG_Bleed(vec3_t origin, int entityNum)
{
localEntity_t *ex;
if (!cg_blood.integer) {
return;
}
ex = CG_AllocLocalEntity();
ex->leType = LE_EXPLOSION;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 500;
VectorCopy(origin, ex->refEntity.origin);
ex->refEntity.reType = RT_SPRITE;
ex->refEntity.rotation = rand() % 360;
ex->refEntity.radius = 24;
ex->refEntity.customShader = cgs.media.bloodExplosionShader;
// don't show player's own blood in view
if (entityNum == cg.snap->ps.clientNum) {
ex->refEntity.renderfx |= RF_THIRD_PERSON;
}
}
/*
==================
CG_LaunchExplode
==================
*/
void CG_LaunchGib(vec3_t origin, vec3_t velocity, qhandle_t hModel)
{
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 5000 + random() * 3000;
VectorCopy(origin, re->origin);
AxisCopy(axisDefault, re->axis);
re->hModel = hModel;
le->pos.trType = TR_GRAVITY;
VectorCopy(origin, le->pos.trBase);
VectorCopy(velocity, le->pos.trDelta);
le->pos.trTime = cg.time;
le->bounceFactor = 0.6f;
le->leBounceSoundType = LEBS_BLOOD;
le->leMarkType = LEMT_BLOOD;
}
/*
===================
CG_GibPlayer
Generated a bunch of gibs launching out from the bodies location
===================
*/
#define GIB_VELOCITY 250
#define GIB_JUMP 250
void CG_GibPlayer(vec3_t playerOrigin)
{
vec3_t origin, velocity;
if (!cg_blood.integer) {
return;
}
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
if (rand() & 1) {
CG_LaunchGib(origin, velocity, cgs.media.gibSkull);
} else {
CG_LaunchGib(origin, velocity, cgs.media.gibBrain);
}
// allow gibs to be turned off for speed
if (!cg_gibs.integer) {
return;
}
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibAbdomen);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibArm);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibChest);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibFist);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibFoot);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibForearm);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibIntestine);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibLeg);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib(origin, velocity, cgs.media.gibLeg);
}
/*
==================
CG_LaunchGib
==================
*/
void CG_LaunchExplode(vec3_t origin, vec3_t velocity, qhandle_t hModel)
{
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 10000 + random() * 6000;
VectorCopy(origin, re->origin);
AxisCopy(axisDefault, re->axis);
re->hModel = hModel;
le->pos.trType = TR_GRAVITY;
VectorCopy(origin, le->pos.trBase);
VectorCopy(velocity, le->pos.trDelta);
le->pos.trTime = cg.time;
le->bounceFactor = 0.1f;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
#define EXP_VELOCITY 100
#define EXP_JUMP 150
/*
===================
CG_BigExplode
Generated a bunch of gibs launching out from the bodies location
===================
*/
void CG_BigExplode(vec3_t playerOrigin)
{
vec3_t origin, velocity;
if (!cg_blood.integer) {
return;
}
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * EXP_VELOCITY;
velocity[1] = crandom() * EXP_VELOCITY;
velocity[2] = EXP_JUMP + crandom() * EXP_VELOCITY;
CG_LaunchExplode(origin, velocity, cgs.media.smoke2);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * EXP_VELOCITY;
velocity[1] = crandom() * EXP_VELOCITY;
velocity[2] = EXP_JUMP + crandom() * EXP_VELOCITY;
CG_LaunchExplode(origin, velocity, cgs.media.smoke2);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * EXP_VELOCITY * 1.5;
velocity[1] = crandom() * EXP_VELOCITY * 1.5;
velocity[2] = EXP_JUMP + crandom() * EXP_VELOCITY;
CG_LaunchExplode(origin, velocity, cgs.media.smoke2);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * EXP_VELOCITY * 2.0;
velocity[1] = crandom() * EXP_VELOCITY * 2.0;
velocity[2] = EXP_JUMP + crandom() * EXP_VELOCITY;
CG_LaunchExplode(origin, velocity, cgs.media.smoke2);
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * EXP_VELOCITY * 2.5;
velocity[1] = crandom() * EXP_VELOCITY * 2.5;
velocity[2] = EXP_JUMP + crandom() * EXP_VELOCITY;
CG_LaunchExplode(origin, velocity, cgs.media.smoke2);
}
#define GLASS_VELOCITY 175
#define GLASS_JUMP 125
/*
==================
CG_LaunchGlass
==================
*/
void CG_LaunchGlass(vec3_t origin, vec3_t velocity, vec3_t rotation, float bounce, qhandle_t hModel) //, qhandle_t altSkin )
{
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + (random() * 3000) + cg_RQ3_glasstime.integer; // + 30000;
VectorCopy(origin, re->origin);
AxisCopy(axisDefault, re->axis);
re->hModel = hModel;
//Elder: custom shaders for debris?
//if (altSkin)
//re->customSkin = altSkin;
le->pos.trType = TR_GRAVITY;
VectorCopy(origin, le->pos.trBase);
VectorCopy(velocity, le->pos.trDelta);
le->pos.trTime = cg.time;
//Elder: added
//VectorCopy( origin, le->angles.trBase );
VectorCopy(velocity, le->angles.trBase);
le->angles.trBase[2] = le->angles.trBase[2] - GLASS_JUMP;
VectorCopy(rotation, le->angles.trDelta);
le->angles.trTime = cg.time;
le->bounceFactor = bounce;
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_NONE;
le->leMarkType = LEMT_NONE;
}
/*
===================
CG_BreakGlass
Generated a bunch of glass shards launching out from the glass location
Elder: don't be mislead by the name - this breaks more than glass
===================
*/
void CG_BreakGlass(vec3_t playerOrigin, int glassParm, int number, int type, int isChip)
{
vec3_t origin, velocity, rotation;
int value;
int count;
int states[] = { 1, 2, 3 }; // Select model variations
// Get the size of the array
int numstates = sizeof(states) / sizeof(states[0]);
// Elder: debris model handles
qhandle_t debris1;
qhandle_t debris2;
qhandle_t debris3;
float bounceFactor;
int newParm;
int id;
qhandle_t sound;
id = (glassParm & 63);
// Com_Printf("ID is %d\n",id);
glassParm = glassParm >> 6;
sound = cgs.media.breakables[id].sound[rand() % 3];
trap_S_StartSound(NULL, number, CHAN_BODY, sound);
bounceFactor = (float) 0.3;
if ((glassParm & RQ3_DEBRIS_MEDIUM) == RQ3_DEBRIS_MEDIUM && (glassParm & RQ3_DEBRIS_HIGH) == RQ3_DEBRIS_HIGH) {
//Tons
count = 65 + rand() % 16;
} else if ((glassParm & RQ3_DEBRIS_HIGH) == RQ3_DEBRIS_HIGH) {
//Large
count = 40 + rand() % 11;
} else if ((glassParm & RQ3_DEBRIS_MEDIUM) == RQ3_DEBRIS_MEDIUM) {
//Medium
count = 20 + rand() % 6;
} else {
//Small
count = 8 + rand() % 6;
}
//If it's just a chip, dont make so many
if (isChip == 1) {
count /= 8;
}
//Strip off amount info and revert eParm back to server-side size
newParm = glassParm & 15;
glassParm &= ~newParm;
glassParm = glassParm << (type * 4);
debris1 = cgs.media.breakables[id].model[0];
debris2 = cgs.media.breakables[id].model[1];
debris3 = cgs.media.breakables[id].model[2];
//launch loop
while (count--) {
// Generate the random number every count so every shard is a
// of the three. If this is placed above it only gets a random
// number every time a piece of glass is broken.
value = states[rand() % numstates];
VectorCopy(playerOrigin, origin);
velocity[0] = crandom() * 25 * cgs.media.breakables[id].velocity;
velocity[1] = crandom() * 25 * cgs.media.breakables[id].velocity;
velocity[2] = 25 * cgs.media.breakables[id].jump + crandom() * 25 * cgs.media.breakables[id].velocity;
//Elder: added
rotation[0] = crandom() * GLASS_VELOCITY;
rotation[1] = crandom() * GLASS_VELOCITY;
rotation[2] = crandom() * GLASS_VELOCITY;
switch (value) {
case 1:
CG_LaunchGlass(origin, velocity, rotation, bounceFactor, debris1);
break;
case 2:
CG_LaunchGlass(origin, velocity, rotation, bounceFactor, debris2);
break;
case 3:
CG_LaunchGlass(origin, velocity, rotation, bounceFactor, debris3);
break;
}
}
}
// JBravo: For func_explosive
void CG_LaunchBreakableFrag(vec3_t origin, vec3_t velocity, qhandle_t hModel, float bouncyness, float size)
{
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time - (rand() & 63);
le->endTime = le->startTime + 5000 + random() * 3000;
VectorCopy(origin, re->origin);
AxisCopy(axisDefault, re->axis);
re->hModel = hModel;
// re->customShader = hShader;
le->pos.trType = TR_GRAVITY;
VectorCopy(origin, le->pos.trBase);
VectorCopy(velocity, le->pos.trDelta);
le->pos.trTime = cg.time;
le->size = size;
VectorScale(re->axis[0], size, re->axis[0]);
VectorScale(re->axis[1], size, re->axis[1]);
VectorScale(re->axis[2], size, re->axis[2]);
re->nonNormalizedAxes = qtrue;
le->angles.trType = TR_LINEAR;
le->angles.trTime = cg.time;
le->angles.trBase[0] = rand() & 63;
le->angles.trBase[1] = rand() & 63;
le->angles.trBase[2] = rand() & 63;
le->angles.trDelta[0] = rand() & 127;
le->angles.trDelta[1] = rand() & 127;
le->angles.trDelta[2] = rand() & 127;
le->leFlags = LEF_TUMBLE;
le->bounceFactor = bouncyness;
le->leBounceSoundType = LEBS_NONE;
le->leMarkType = LEMT_NONE;
}
/*
=============
VectorToString
This is just a convenience function
for printing vectors
=============
*/
/*
* JBravo: this is unneccesary and causes compiler warnings for two definitions
char *vtos(const vec3_t v)
{
static int index;
static char str[8][32];
char *s;
// use an array so that multiple vtos won't collide
s = str[index];
index = (index + 1) & 7;
Com_sprintf(s, 32, "(%i %i %i)", (int) v[0], (int) v[1], (int) v[2]);
return s;
}
*/
// JBravo: also for func_explosive
/*
===================
CG_BreakBreakable
Generated a bunch of gibs launching out from the breakables location
===================
*/
#define BREAK_VELOCITY 550
#define BREAK_JUMP 1500
void CG_BreakBreakable(centity_t * cent, int eParam, int number)
{
localEntity_t *le;
vec3_t origin, velocity;
qhandle_t mod;
qhandle_t shader;
vec3_t shrapnelDest;
// localEntity_t *smokePuff;
vec3_t puffDir;
float light;
vec3_t lightColor;
int duration;
int sparkCount;
int i;
// JBravo: Unused variable
// int modelbias[10] = { 0, 0, 0, 0, 1, 1, 1, 2, 2 };
int id;
// int count;
id = (eParam & 63);
eParam = eParam >> 6;
trap_S_StartSound(NULL, number, CHAN_BODY, cgs.media.breakables[id].exp_sound);
/* JBravo: After all that setting of 'count' it is never used.
if ((eParam & RQ3_DEBRIS_MEDIUM) == RQ3_DEBRIS_MEDIUM && (eParam & RQ3_DEBRIS_HIGH) == RQ3_DEBRIS_HIGH) {
//Tons
count = 65 + rand() % 16;
} else if ((eParam & RQ3_DEBRIS_HIGH) == RQ3_DEBRIS_HIGH) {
//Large
count = 40 + rand() % 11;
} else if ((eParam & RQ3_DEBRIS_MEDIUM) == RQ3_DEBRIS_MEDIUM) {
//Medium
count = 20 + rand() % 6;
} else {
//Small
count = 8 + rand() % 6;
}
*/
//if (material) material--;
VectorCopy(cent->lerpOrigin, origin);
/*
sound = cgs.media.breakables[id].sound;
trap_S_StartSound( origin, cent->currentState.number, CHAN_BODY, sound ); */
// create an explosion
mod = cgs.media.dishFlashModel;
shader = cgs.media.breakables[id].shader;
//Com_Printf("Explosion, %d, breakableshader %d at %s ep %d\n",shader,cgs.media.breakables[id].shader, vtos(origin), eParam);
light = 550;
lightColor[0] = 1;
lightColor[1] = 1;
lightColor[2] = 0;
duration = 1000;
velocity[0] = 1;
velocity[1] = 1;
velocity[2] = 1;
le = CG_MakeExplosion(origin, velocity, mod, shader, duration, qtrue);
le->light = light;
VectorCopy(lightColor, le->lightColor);
sparkCount = 60 + rand() % 10;
origin[2] += 32;
for (i = 0; i < sparkCount; i++) {
VectorScale(velocity, rand() % 200, velocity);
velocity[0] += rand() % 200 - 100;
velocity[1] += rand() % 200 - 100;
if (i % 8 == 7) {
// Add shrapnel trace effect
VectorMA(origin, 0.7f, velocity, shrapnelDest);
CG_ShrapnelSpark(origin, shrapnelDest, 10, 280);
}
// Add sparks
CG_ParticleSparks(origin, velocity, 900 + rand() % 200, 5, 5, -2.5f, 3.5f);
}
// Add smoke puff
puffDir[0] = 0;
puffDir[1] = 0;
puffDir[2] = 20;
origin[2] -= 16;
CG_SmokePuff(origin, puffDir,
rand() % 12 + 100, 1, 1, 1, 0.6f, 3000, cg.time, 0, 0, cgs.media.smokePuffShader);
}
void CG_Pressure(vec3_t origin, vec3_t dir, int type, int speed, int life)
{
localEntity_t *le;
// refEntity_t *re;
le = CG_AllocLocalEntity();
// re = &le->refEntity;
le->leType = LE_PRESSURE;
if (type == 1)
le->leFlags = LEF_AIR;
else if (type == 2)
le->leFlags = LEF_FLAME;
else if (type == 3)
le->leFlags = LEF_WATER;
else
le->leFlags = LEF_STEAM;
le->size = (float) speed; // Size holds the speed.... yes...
le->life = life;
VectorCopy(origin, le->pos.trBase);
VectorCopy(dir, le->pos.trDelta);
le->startTime = cg.time;
le->endTime = le->startTime + 10000;
}
static void CG_VisibleLaser( vec3_t start, vec3_t finish ) {
refEntity_t re;
// re.shaderTime = cg.time / 1000.0f;
re.reType = RT_RAIL_CORE;
re.customShader = cgs.media.railCoreShader;
VectorCopy( start, re.origin );
VectorCopy( finish, re.oldorigin );
re.shaderRGBA[0] = 255;
re.shaderRGBA[1] = 0;
re.shaderRGBA[2] = 0;
re.shaderRGBA[3] = 128;
AxisClear( re.axis );
trap_R_AddRefEntityToScene( &re );
}
void CG_DrawVisibleLaser( vec3_t origin, int clientNum, vec3_t dir) {
int sourceContentType, destContentType;
vec3_t start, end;
trace_t trace;
if ( !cg_enableLaserFog.integer )
return;
// NiceAss: This user does not have a lasersight
if (!( cg_entities[clientNum].currentState.powerups & (1 << PW_LASERSIGHT) ))
return;
VectorCopy(origin, start);
VectorMA(origin, 8192 * 16, dir, end);
//trap_CM_BoxTrace(&trace, start, end, NULL, NULL, clientNum, MASK_ALL); //MASK_SHOT);
CG_Trace(&trace, start, NULL, NULL, end, clientNum, MASK_ALL);
VectorCopy(trace.endpos, end);
sourceContentType = trap_CM_PointContents(start, 0);
destContentType = trap_CM_PointContents(end, 0);
// do a complete laser if necessary
if ((sourceContentType == destContentType) && (sourceContentType & CONTENTS_FOG)) {
CG_VisibleLaser(start, end);
}
// laser from fog into air
else if ((sourceContentType & CONTENTS_FOG)) {
trap_CM_BoxTrace(&trace, end, start, NULL, NULL, 0, CONTENTS_FOG);
CG_VisibleLaser(start, trace.endpos);
}
// laser from air into fog
else if ((destContentType & CONTENTS_FOG)) {
trap_CM_BoxTrace(&trace, start, end, NULL, NULL, 0, CONTENTS_FOG);
CG_VisibleLaser(trace.endpos, end);
}
}