mirror of
https://github.com/UberGames/RPG-X2.git
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609 lines
14 KiB
C
609 lines
14 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_effects.c -- these functions generate localentities, usually as a result
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// of event processing
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#include "cg_local.h"
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#include "fx_local.h"
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/*
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==================
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CG_BubbleTrail
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Bullets shot underwater
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==================
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*/
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void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) {
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vec3_t move;
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vec3_t vec;
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float len;
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int i;
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VectorCopy (start, move);
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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// advance a random amount first
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i = rand() % (int)spacing;
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VectorMA( move, i, vec, move );
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VectorScale (vec, spacing, vec);
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for ( ; i < len; i += spacing ) {
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localEntity_t *le;
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refEntity_t *re;
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le = CG_AllocLocalEntity();
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le->leFlags = LEF_PUFF_DONT_SCALE;
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le->leType = LE_MOVE_SCALE_FADE;
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le->startTime = cg.time;
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le->endTime = cg.time + 1000 + random() * 250;
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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re = &le->refEntity;
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//re->shaderTime = cg.time / 1000.0f;
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re->shaderTime = cg.time * 0.001f;
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re->reType = RT_SPRITE;
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re->data.sprite.rotation = 0;
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re->data.sprite.radius = 3;
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re->customShader = cgs.media.waterBubbleShader;
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re->shaderRGBA[0] = 0xff;
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re->shaderRGBA[1] = 0xff;
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re->shaderRGBA[2] = 0xff;
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re->shaderRGBA[3] = 0xff;
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le->color[3] = 1.0;
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le->pos.trType = TR_LINEAR;
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le->pos.trTime = cg.time;
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VectorCopy( move, le->pos.trBase );
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le->pos.trDelta[0] = crandom()*5;
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le->pos.trDelta[1] = crandom()*5;
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le->pos.trDelta[2] = crandom()*5 + 6;
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VectorAdd (move, vec, move);
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}
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}
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/*
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=====================
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CG_SmokePuff
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Adds a smoke puff or blood trail localEntity.
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=====================
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*/
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localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel,
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float radius,
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float r, float g, float b, float a,
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float duration,
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int startTime,
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int leFlags,
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qhandle_t hShader ) {
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static int seed = 0x92;
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localEntity_t *le;
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refEntity_t *re;
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le = CG_AllocLocalEntity();
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le->leFlags = leFlags;
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le->data.sprite.radius = radius;
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re = &le->refEntity;
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re->data.sprite.rotation = Q_random( &seed ) * 360;
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re->data.sprite.radius = radius;
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//re->shaderTime = startTime / 1000.0f;
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re->shaderTime = startTime * 0.001f;
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le->leType = LE_MOVE_SCALE_FADE;
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le->startTime = startTime;
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le->endTime = startTime + duration;
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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le->color[0] = r;
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le->color[1] = g;
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le->color[2] = b;
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le->color[3] = a;
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le->pos.trType = TR_LINEAR;
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le->pos.trTime = startTime;
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VectorCopy( vel, le->pos.trDelta );
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VectorCopy( p, le->pos.trBase );
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VectorCopy( p, re->origin );
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re->customShader = hShader;
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// rage pro can't alpha fade, so use a different shader
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if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
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re->customShader = cgs.media.smokePuffRageProShader;
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re->shaderRGBA[0] = 0xff;
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re->shaderRGBA[1] = 0xff;
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re->shaderRGBA[2] = 0xff;
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re->shaderRGBA[3] = 0xff;
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} else {
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re->shaderRGBA[0] = le->color[0] * 0xff;
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re->shaderRGBA[1] = le->color[1] * 0xff;
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re->shaderRGBA[2] = le->color[2] * 0xff;
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re->shaderRGBA[3] = 0xff;
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}
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re->reType = RT_SPRITE;
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re->data.sprite.radius = le->data.sprite.radius;
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return le;
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}
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/*
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==================
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CG_SpawnEffect
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Player teleporting in or out
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RPG-X: RedTechie Added refEntity_t *ent_legs, refEntity_t *ent_torso, refEntity_t *ent_head
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==================
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*/
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void CG_SpawnEffect( vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso, refEntity_t *ent_head ) {
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localEntity_t *le;
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refEntity_t *re;
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FX_Transporter(org);
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le = CG_AllocLocalEntity();
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le->leFlags = 0;
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le->leType = LE_FADE_RGB;
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le->startTime = cg.time;
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le->endTime = cg.time + 500;
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
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re = &le->refEntity;
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//RPG-X: RedTechie - Added for better trans effect - dosnt work right now
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//ent_legs->shaderTime = cg.time / 1000.0f;
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//ent_head->shaderTime = cg.time / 1000.0f;
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//ent_torso->shaderTime = cg.time / 1000.0f;
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//ent_legs->customShader = cgs.media.teleportEffectShader;
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//trap_R_AddRefEntityToScene( ent_legs );
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//ent_head->customShader = cgs.media.teleportEffectShader;
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//trap_R_AddRefEntityToScene( ent_head );
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//ent_torso->customShader = cgs.media.teleportEffectShader;
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//trap_R_AddRefEntityToScene( ent_torso );
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//RPG-X: RedTechie - Playing with transporter crap
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//re->shaderTime = cg.time / 1000.0f;
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re->shaderTime = cg.time * 0.001f;
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re = &le->refEntity;
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re->reType = RT_MODEL;
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//re->shaderTime = cg.time / 1000.0f;
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re->shaderTime = cg.time * 0.001f;
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re->customShader = cgs.media.teleportEffectShader;
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re->hModel = cgs.media.teleportEffectModel;
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AxisClear( re->axis );
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VectorCopy( org, re->origin );
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re->origin[2] -= 24;
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}
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void CG_QFlashEvent( vec3_t org ) {
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localEntity_t *le;
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/*refEntity_t *re;
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le = CG_AllocLocalEntity();
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le->leFlags = LEF_SINE_SCALE;
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le->leType = LE_PARTICLE;
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le->startTime = cg.time;
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le->endTime = cg.time + 600;
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le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0f;
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le->data.particle.radius = 30;
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le->data.particle.dradius = 5;
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re = &le->refEntity;
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re->customShader = cgs.media.qFlashSprite;
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VectorCopy( org, re->origin );
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VectorCopy( org, re->oldorigin );*/
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le = FX_AddParticle( org, vec3_origin, qfalse, 110.0f, 109.0f,
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1.0f, 1.0f, 0, 0,
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290, cgs.media.qFlashSprite, 0 );
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le->leFlags = LEF_SINE_SCALE | LEF_REVERSE_SCALE;
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le->refEntity.renderfx |= RF_DEPTHHACK;
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}
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/*
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====================
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CG_MakeExplosion
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====================
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*/
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localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
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qhandle_t hModel, qhandle_t shader,
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int msec, float scale, qboolean isSprite ) {
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float ang;
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localEntity_t *ex;
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int offset;
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vec3_t tmpVec, newOrigin;
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if ( msec <= 0 ) {
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CG_Error( "CG_MakeExplosion: msec = %i", msec );
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}
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// skew the time a bit so they aren't all in sync
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offset = rand() & 63;
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ex = CG_AllocLocalEntity();
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if ( isSprite ) {
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ex->leType = LE_SPRITE_EXPLOSION;
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// randomly rotate sprite orientation
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ex->refEntity.data.sprite.rotation = rand() % 360;
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VectorScale( dir, 16, tmpVec );
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VectorAdd( tmpVec, origin, newOrigin );
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} else {
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ex->leType = LE_EXPLOSION;
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VectorCopy( origin, newOrigin );
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// set axis with random rotate
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if ( !dir ) {
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AxisClear( ex->refEntity.axis );
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} else {
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ang = rand() % 360;
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VectorCopy( dir, ex->refEntity.axis[0] );
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RotateAroundDirection( ex->refEntity.axis, ang );
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}
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}
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ex->startTime = cg.time - offset;
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ex->endTime = ex->startTime + msec;
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// bias the time so all shader effects start correctly
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//ex->refEntity.shaderTime = ex->startTime / 1000.0f;
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ex->refEntity.shaderTime = ex->startTime * 0.001f;
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ex->refEntity.hModel = hModel;
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ex->refEntity.customShader = shader;
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// set origin
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VectorCopy( newOrigin, ex->refEntity.origin );
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VectorCopy( newOrigin, ex->refEntity.oldorigin );
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//Scale the explosion
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if (scale != 1) {
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ex->refEntity.nonNormalizedAxes = qtrue;
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VectorScale( ex->refEntity.axis[0], scale, ex->refEntity.axis[0] );
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VectorScale( ex->refEntity.axis[1], scale, ex->refEntity.axis[1] );
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VectorScale( ex->refEntity.axis[2], scale, ex->refEntity.axis[2] );
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}
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ex->color[0] = ex->color[1] = ex->color[2] = 1.0;
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return ex;
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}
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localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
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qhandle_t hModel, int numFrames, qhandle_t shader,
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int msec, qboolean isSprite, float scale, int flags) {
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float ang;
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localEntity_t *ex;
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int offset;
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vec3_t tmpVec, newOrigin;
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if ( msec <= 0 ) {
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CG_Error( "CG_MakeExplosion: msec = %i", msec );
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}
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// skew the time a bit so they aren't all in sync
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offset = rand() & 63;
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ex = CG_AllocLocalEntity();
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if ( isSprite ) {
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ex->leType = LE_SPRITE_EXPLOSION;
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// randomly rotate sprite orientation
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ex->refEntity.data.sprite.rotation = rand() % 360;
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VectorScale( dir, 16, tmpVec );
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VectorAdd( tmpVec, origin, newOrigin );
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} else {
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ex->leType = LE_EXPLOSION;
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VectorCopy( origin, newOrigin );
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// set axis with random rotate
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if ( !dir ) {
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AxisClear( ex->refEntity.axis );
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} else {
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ang = rand() % 360;
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VectorCopy( dir, ex->refEntity.axis[0] );
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RotateAroundDirection( ex->refEntity.axis, ang );
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}
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}
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ex->startTime = cg.time - offset;
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ex->endTime = ex->startTime + msec;
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// bias the time so all shader effects start correctly
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//ex->refEntity.shaderTime = ex->startTime / 1000.0f;
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ex->refEntity.shaderTime = ex->startTime * 0.001f;
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ex->refEntity.hModel = hModel;
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ex->refEntity.customShader = shader;
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ex->lifeRate = (float)numFrames / msec;
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ex->leFlags = flags;
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//Scale the explosion
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if (scale != 1) {
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ex->refEntity.nonNormalizedAxes = qtrue;
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VectorScale( ex->refEntity.axis[0], scale, ex->refEntity.axis[0] );
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VectorScale( ex->refEntity.axis[1], scale, ex->refEntity.axis[1] );
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VectorScale( ex->refEntity.axis[2], scale, ex->refEntity.axis[2] );
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}
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// set origin
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VectorCopy( newOrigin, ex->refEntity.origin );
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VectorCopy( newOrigin, ex->refEntity.oldorigin );
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ex->color[0] = ex->color[1] = ex->color[2] = 1.0;
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return ex;
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}
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/*
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=================
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CG_Bleed
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This is the spurt of blood when a character gets hit
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=================
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*/
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/*void CG_Bleed( vec3_t origin, int entityNum ) {
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localEntity_t *ex;
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if ( !cg_blood.integer ) {
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return;
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}
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ex = CG_AllocLocalEntity();
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ex->leType = LE_EXPLOSION;
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ex->startTime = cg.time;
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ex->endTime = ex->startTime + 500;
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VectorCopy ( origin, ex->refEntity.origin);
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ex->refEntity.reType = RT_SPRITE;
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ex->refEntity.data.sprite.rotation = rand() % 360;
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ex->refEntity.data.sprite.radius = 16;
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ex->refEntity.customShader = cgs.media.bloodExplosionShader;
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// don't show player's own blood in view
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if ( entityNum == cg.snap->ps.clientNum ) {
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ex->refEntity.renderfx |= RF_THIRD_PERSON;
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}
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}*/
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/*
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-------------------------
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CG_ExplosionEffects
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Used to find the player and shake the camera if close enough
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intensity ranges from 1 (minor tremble) to 16 (major quake)
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-------------------------
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*/
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void CG_ExplosionEffects( vec3_t origin, int intensity, int radius)
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{
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//FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s
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vec3_t dir;
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float dist, intensityScale;
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float realIntensity;
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VectorSubtract( cg.refdef.vieworg, origin, dir );
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dist = VectorNormalize( dir );
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//Use the dir to add kick to the explosion
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if ( dist > radius )
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return;
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intensityScale = 1 - ( dist / (float) radius );
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realIntensity = intensity * intensityScale;
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CG_CameraShake( realIntensity, 500, qfalse );
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}
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/*
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=================
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CG_Seeker
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=================
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*/
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/*void CG_Seeker( centity_t *cent )
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{
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refEntity_t re;
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vec3_t seekerOrg, viewAng;
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float angle;
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angle = cg.time/100.0f;
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seekerOrg[0] = cent->lerpOrigin[0] + 18 * cos(angle);
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seekerOrg[1] = cent->lerpOrigin[1] + 18 * sin(angle);
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seekerOrg[2] = cent->lerpOrigin[2] + cg.predictedPlayerState.viewheight + 8 + (3*cos(cg.time/150.0f));
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memset( &re, 0, sizeof( re ) );
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re.reType = RT_MODEL;
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VectorCopy ( seekerOrg, re.origin);
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re.hModel = cgs.media.seekerModel;
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re.shaderTime = (cg.time / 1000.0f);
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VectorCopy (cent->lerpAngles , viewAng); // so the seeker faces the same direction the player is
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viewAng[0] = -90; // but, we don't want the seeker facing up or down, always horizontal
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AnglesToAxis( viewAng, re.axis );
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VectorScale(re.axis[0], 0.5, re.axis[0]);
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VectorScale(re.axis[1], 0.5, re.axis[1]);
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VectorScale(re.axis[2], 0.5, re.axis[2]);
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re.nonNormalizedAxes=qtrue;
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trap_R_AddRefEntityToScene( &re );
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}*/
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/*
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-------------------------
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CG_Smoke
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TiM: Ported from EF SP
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-------------------------
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*/
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//void CG_Smoke( vec3_t origin, vec3_t dir, float radius, float speed, qhandle_t shader )
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//{
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// vec3_t velocity/*, accel*/;
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// int i;
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// for ( i = 0; i < 3; i++ )
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// {
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// velocity[i] = dir[i] + ( 0.2f * crandom());
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// }
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// VectorScale( velocity, speed, velocity );
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//VectorScale( velocity, -0.25f, accel );
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//accel[2] = random() * 12.0f + 6.0f;
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// FX_AddSprite( origin,
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// velocity,
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// qfalse, //accel
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// radius + (crandom() * radius * 0.5f ),
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// radius + (crandom() * radius),
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// 0.9f + crandom(),
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// 0.0f,
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// 16.0f + random() * 45.0f,
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// 0.5f,
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// 2000,
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// shader ); //flags
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//}
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qboolean SmokeThink( localEntity_t *le )
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{
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vec3_t velocity/*, accel*/;
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vec3_t origin;
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vec3_t dir;
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float speed;
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int i;
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VectorCopy( le->data.spawner.dir, dir );
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//clamp the smoke vector
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//Smoke should always go up
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dir[2] = Com_Clamp( 0.85f, 1.0f, dir[2] );
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for ( i = 0; i < 3; i++ )
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{
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velocity[i] = dir[i] + ( 0.2f * crandom());
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}
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VectorMA( le->refEntity.origin, 1, le->data.spawner.dir, origin);
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//slow down the smoke the smaller it gets
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//else it scatters too much
|
|
speed = le->data.spawner.data1 * 2.4;
|
|
|
|
VectorScale( velocity, speed, velocity ); //speed
|
|
//VectorScale( velocity, -0.25f, accel );
|
|
//accel[2] = random() * 12.0f + 6.0f;
|
|
|
|
FX_AddSprite( origin,
|
|
velocity,
|
|
qfalse, //accel
|
|
le->data.spawner.data1 + (crandom() * le->data.spawner.data1 * 0.5f ),
|
|
le->data.spawner.data1 + (crandom() * le->data.spawner.data1),
|
|
0.8 /*+ crandom()*/,
|
|
0.0,
|
|
16.0f + random() * 45.0f,
|
|
0.5f,
|
|
7000,
|
|
cgs.media.smokeShader ); //flags
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_Smoke
|
|
|
|
Creates a smoke effect
|
|
======================
|
|
*/
|
|
|
|
void CG_Smoke( vec3_t position, vec3_t dir, int killTime, int radius )
|
|
{
|
|
//CG_Printf( " %f %f %f\n", dir[0], dir[1], dir[2] );
|
|
// give it a lifetime of 10 seconds because the refresh thinktime in g_fx.c is 10 seconds
|
|
FX_AddSpawner( position, dir, NULL, NULL, qfalse, 0, 0.15, killTime, SmokeThink, radius ); //
|
|
}
|
|
|
|
/*
|
|
======================
|
|
FireThink
|
|
|
|
Engage fire effect
|
|
RPG-X | Marcin | 24/12/2008
|
|
======================
|
|
*/
|
|
qboolean FireThink( localEntity_t *le )
|
|
{
|
|
vec3_t direction;
|
|
vec3_t origin;
|
|
|
|
VectorCopy( le->data.spawner.dir, direction );
|
|
VectorMA( le->refEntity.origin, 1, direction, origin );
|
|
|
|
origin[2] += 60.0f / (80.0f / le->data.spawner.data1); // extra offset
|
|
|
|
FX_AddSprite( origin,
|
|
0,
|
|
qfalse,
|
|
le->data.spawner.data1,
|
|
0,
|
|
1.0f,
|
|
0.0f,
|
|
0,
|
|
0.5f,
|
|
600,
|
|
cgs.media.fireShader );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_Fire
|
|
|
|
Creates a fire effect
|
|
RPG-X | Marcin | 24/12/2008
|
|
======================
|
|
*/
|
|
|
|
void CG_Fire( vec3_t position, vec3_t direction, int killTime, int radius, int fxEnt )
|
|
{
|
|
if(fxEnt)
|
|
FX_AddSpawner( position, direction, NULL, NULL, qfalse, 500, 0, killTime + 1000, FireThink, radius );
|
|
else
|
|
FX_AddSpawner( position, direction, NULL, NULL, qfalse, 500, 0, killTime, FireThink, radius );
|
|
}
|
|
|
|
//localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
|
|
// float startalpha, float endalpha, float roll, float elasticity,
|
|
// float killTime, qhandle_t shader)
|
|
|