rpg-x2/cgame/fx_quantum.c

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C
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2011-06-01 12:20:56 +00:00
#include "cg_local.h"
#include "fx_local.h"
// think function for the quantum explosion particles
//unused
/*qboolean explosionTailThink(localEntity_t *le)
{
refEntity_t *re = &le->refEntity;
float length = 20;
// leave a cool tail
CG_AddTrail(FX_AddTrail( re->origin,
le->data.particle.dir, qtrue,
length, 0,
le->data.particle.radius*0.8, le->data.particle.dradius,
0.2, 0.0, // alpha, dalpha
0,
1,
cgs.media.yellowParticleShader ));
return qtrue;
}*/
/*
-------------------------
FX_QuantumThink
-------------------------
*/
/*vec3_t worldCoord;
int w1;
int h1;
vec3_t glowColor;
float glowOffset;
float hazeOffset;
int minDist;
int maxDist;
vec3_t streakColor;
int streakDistMin;
int streakDistMax;
int streakW;
int streakH;
qboolean whiteStreaks;
int reflecDistMin;
int reflecDistMax;
qboolean reflecAnamorphic;
qboolean defReflecs;
qboolean clamp;
float maxAlpha;
int startTime;
int upTime;
int holdTime;
int downTime;
qboolean qfull;
static lensFlare_t quantumFlare = { {0.0, 0.0, 0.0}, 100, 100, // worldCoord, w1, h1
{0.0, 1.0, 1.0}, 1.1, 1.3, 1000, 40,//glowColor, glowOffset, hazeOffset, minDist, maxDist
{0.0, 1.0, 1.0}, 1000, 40, 600, 10, qtrue, //streakColor, sDistMin, sDistMax, sW, sH, whitestreaks
0, 1, qfalse, qfalse, qfalse, //rDistMin, rDistMax, rAna, rDef, clamp
1.0, 0, 0, 0, 0, qtrue }; //maxalpha, start, up, hold, down, full */
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,qfalse,random() * 60 + 30, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.orangeParticleShader );
FX_AddSprite2(cent->lerpOrigin, NULL,qfalse,random() * 10 + 60, 0.0f, 0.1f, 0.1f, rgb, rgb, 0.0f, 0.0f, 1, cgs.media.whiteRingShader );
FX_AddSprite( cent->lerpOrigin, NULL,qfalse,random() * 16 + 8, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.yellowParticleShader );
/*
VectorCopy( cent->lerpOrigin, quantumFlare.worldCoord );
VectorCopy( colorTable[CT_CYAN], quantumFlare.glowColor );
VectorCopy( colorTable[CT_CYAN], quantumFlare.streakColor );
CG_DrawLensFlare( quantumFlare );*/
}
/*
-------------------------
FX_QuantumAltThink
-------------------------
*/
void FX_QuantumAltThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t line1end, line2end, axis[3], vel, rgb;
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,qfalse,random() * 60 + 30, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.orangeParticleShader );
FX_AddSprite2(cent->lerpOrigin, NULL,qfalse,random() * 10 + 60, 0.0f, 0.1f, 0.1f, rgb, rgb, 0.0f, 0.0f, 1, cgs.media.whiteRingShader );
FX_AddSprite( cent->lerpOrigin, NULL,qfalse,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,qfalse,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, flrandom(-12, 12), flrandom(-12, 12), flrandom(-12, 12));
VectorMA( vel, 0.25f, cent->currentState.pos.trDelta, vel);
if ( rand() & 1 )
FX_AddSprite( cent->lerpOrigin, vel,qfalse,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_AddSprite2(cent->lerpOrigin, vel,qfalse,random() * 12.0f + scale * 14, -10, 0.5, 0.0, rgb, rgb, random()*360, 0, 800 + random() * 200.0f,
cgs.media.whiteRingShader );
}
/*
-------------------------
FX_QuantumHitWall
-------------------------
*/
void FX_QuantumHitWall( vec3_t origin, vec3_t normal )
{
localEntity_t *le = NULL;
vec3_t dir, org;
vec3_t vel;
float scale;
int i;
weaponInfo_t *weaponInfo = &cg_weapons[WP_QUANTUM_BURST];
CG_InitLensFlare( origin,
400, 400,
colorTable[CT_YELLOW], 1.2, 2.0, 1600, 200,
colorTable[CT_YELLOW], 1600, 200, 800, 35, qtrue,
0, 0, qfalse, qtrue,
qfalse, 1.0, cg.time, 0, 0, 200);
for ( i = 0; i < 12; i++ )
{
VectorSet( dir, normal[0] + crandom() * 2, normal[1] + crandom() * 2, normal[2] + crandom() );
VectorNormalize( dir );
scale = random() * 300 + 300;
VectorScale( dir, scale, vel );
vel[2] += 300;
if ( rand() & 1 )
{
// FX_AddParticle( origin, vel, qfalse, random() * 14 + 2, -2.0, 0.9, 0.1, 0.0, 0.0, 300 + random() * 100, cgs.media.yellowParticleShader, explosionTailThink );
scale = random()*14+2;
// Instead of the particle code, which seems redundant and doesn't fade real well, try adding the projectile...
le=FX_AddSprite(origin, vel, qfalse, scale, -scale, 0.9, 0.5, 0.0, 0.0, 200 + random() * 100, cgs.media.yellowParticleShader);
// ...with a trail that overlaps it exactly.
FX_AddTrail(origin, vel, qfalse, 80, -40, scale, -scale, 0.8, 0.4, 0.0, 300, cgs.media.orangeTrailShader);
}
else
{
// FX_AddParticle( origin, vel, qfalse, random() * 14 + 2, -2.0, 0.9, 0.1, 0.0, 0.0, 450 + random() * 200, cgs.media.sunnyFlareShader, explosionTailThink );
scale = random()*14+6;
// Instead of the particle code, which seems redundant and doesn't fade real well, try adding the projectile...
le=FX_AddSprite(origin, vel, qfalse, scale, -scale, 0.9, 0.5, 0.0, 0.0, 350 + random() * 150, cgs.media.sunnyFlareShader);
// ...with a trail that overlaps it exactly.
FX_AddTrail(origin, vel, qfalse, 80, -40, scale, -scale, 0.8, 0.4, 0.0, 500, cgs.media.orangeTrailShader);
}
}
// Always face the camera
VectorSubtract( cg.refdef.vieworg, origin, dir );
VectorNormalize( dir );
// Main explosion, tag with light
le = CG_MakeExplosion2( origin, normal, (qhandle_t)0, 1, cgs.media.quantumExplosionShader, 600, qtrue, 3 + crandom(), 0 );
le->light = 150;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 1.0f, 1.0f, 0.6f );
// Create sphere
CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.quantumFlashShader, 150, qfalse, 4.6f + ( crandom() * 0.3f), 0 );
// Make an offset explosion
for ( i = 0; i < 3; i++ ) {
org[i] = origin[i] + crandom() * 4;
}
CG_MakeExplosion( org, dir, 0, cgs.media.quantumExplosionShader, 700, 1, qtrue );
CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse,
random() * 16 + 48, qfalse );
CG_ExplosionEffects( origin, 3.0f, 256 );
// One big bright quick flash
FX_AddSprite( origin, NULL, qfalse, 100, -100, 1.0, 1.0, 0, 0, 300, cgs.media.sunnyFlareShader);
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound );
}
/*
-------------------------
FX_QuantumAltHitWall
-------------------------
*/
void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal )
{
localEntity_t *le = NULL;
vec3_t dir, org;
vec3_t vel;
float scale;
int i;
vec3_t RGB={1.0, 0.6, 0.3}, RGB2={1.0, 0.3, 0.0};
weaponInfo_t *weaponInfo = &cg_weapons[WP_QUANTUM_BURST];
CG_InitLensFlare( origin,
500, 500,
colorTable[CT_YELLOW], 1.2, 2.0, 1600, 200,
colorTable[CT_YELLOW], 1600, 200, 800, 35, qtrue,
1600, 200, qfalse, qfalse,
qfalse, 1.0, cg.time, 0, 0, 350);
for ( i = 0; i < 12; i++ )
{
VectorSet( dir, normal[0] + crandom() * 2, normal[1] + crandom() * 2, normal[2] + crandom() );
VectorNormalize( dir );
scale = random() * 500 + 500;
VectorScale( dir, scale, vel );
vel[2] += 300;
if ( rand() & 1 )
{
// FX_AddParticle( origin, vel, qfalse, random() * 14 + 2, -2.0, 0.9, 0.1, 0.0, 0.0, 300 + random() * 100, cgs.media.yellowParticleShader, explosionTailThink );
scale = random()*14+2;
// Instead of the particle code, which seems redundant and doesn't fade real well, try adding the projectile...
le=FX_AddSprite2(origin, vel, qfalse, scale, -scale, 0.9, 0.5, RGB, RGB2, 0.0, 0.0, 200 + random() * 100, cgs.media.yellowParticleShader);
// ...with a trail that overlaps it exactly.
FX_AddTrail2(origin, vel, qfalse, 80, -40, scale, -scale, 0.8, 0.4, RGB, RGB2, 0.0, 300, cgs.media.orangeTrailShader);
}
else
{
// FX_AddParticle( origin, vel, qfalse, random() * 14 + 2, -2.0, 0.9, 0.1, 0.0, 0.0, 450 + random() * 200, cgs.media.sunnyFlareShader, explosionTailThink );
scale = random()*14+6;
// Instead of the particle code, which seems redundant and doesn't fade real well, try adding the projectile...
le=FX_AddSprite2(origin, vel, qfalse, scale, -scale, 0.9, 0.5, RGB, RGB2, 0.0, 0.0, 350 + random() * 150, cgs.media.sunnyFlareShader);
// ...with a trail that overlaps it exactly.
FX_AddTrail2(origin, vel, qfalse, 80, -40, scale, -scale, 0.8, 0.4, RGB, RGB2, 0.0, 500, cgs.media.orangeTrailShader);
}
}
// Always face the camera
VectorSubtract( cg.refdef.vieworg, origin, dir );
VectorNormalize( dir );
// Main explosion, tag with light
le = CG_MakeExplosion2( origin, normal, (qhandle_t)0, 1, cgs.media.quantumExplosionShader, 600, qtrue, 3 + crandom(), 0 );
le->light = 150;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 1.0f, 1.0f, 0.6f );
// Create sphere
CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.quantumFlashShader, 150, qfalse, 5.4f + ( crandom() * 0.3f), 0 );
// Make an offset explosion
for ( i = 0; i < 3; i++ ) {
org[i] = origin[i] + crandom() * 4;
}
CG_MakeExplosion( org, dir, 0, cgs.media.quantumExplosionShader, 700, 1, qtrue );
CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse,
random() * 16 + 48, qfalse );
CG_ExplosionEffects( origin, 3.0f, 256 );
// One big bright quick flash
FX_AddSprite( origin, NULL, qfalse, 200, -200, 1.0, 1.0, 0, 0, 400, cgs.media.sunnyFlareShader);
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound );
}
qboolean FX_QuantumSparkle( localEntity_t *le)
{
int t, i;
vec3_t org, v;
for ( i = 0; i < 4; i ++ )
{
VectorCopy( le->refEntity.origin, org );
for ( t = 0; t < 3; t++ )
{
org[t] = le->refEntity.origin[t] + crandom() * 12;
v[t] = crandom() * 18.0f;
}
FX_AddSprite( org, v, qfalse, random() * 1 + 1, -4, 0.5f, 1.0f, 0.0f, 0.0f, 125 + random() * 100, cgs.media.yellowParticleShader);
}
return qtrue;
}
void FX_QuantumFizzles( vec3_t origin )
{
float v;
vec3_t dir, vel, org;
int i;
for ( 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, dir, vel, NULL, qfalse, 125, 10 + random() * 30, 200 + random() * 400, FX_QuantumSparkle, 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;
localEntity_t *le;
//Orient the explosions to face the camera
VectorSubtract( cg.refdef.vieworg, origin, dir );
VectorNormalize( dir );
//=== Sound ===
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.quantumBoom );
//=== columns ===
VectorCopy( origin, bottom );
bottom[2] -= 256;
trap_CM_BoxTrace( &trace, origin, bottom, sizeMin, sizeMax, 0, MASK_OPAQUE );
VectorCopy( trace.endpos, bottom );
VectorCopy( origin, top );
top[2] += 256;
trap_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 );
le = 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 );
le->refEntity.data.cylinder.wrap = qtrue;
le->refEntity.data.cylinder.stscale = 6;
//floor
VectorSet( dir, 0, 0, 1 );
le = 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 );
le->refEntity.data.cylinder.wrap = qtrue;
le->refEntity.data.cylinder.stscale = 6;
FX_QuantumFizzles( origin );
// Main explosion, tag with light
le = CG_MakeExplosion2( origin, dir, (qhandle_t)0, 1, cgs.media.quantumExplosionShader, 600, qtrue, 3 + crandom(), 0 );
le->light = 150;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 1.0f, 1.0f, 0.6f );
}