rpgxef/code/cgame/fx_grenade.cpp

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#include "cg_local.h"
#include "fx_local.h"
/*
-------------------------
FX_GrenadeThink
-------------------------
*/
void FX_GrenadeThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
FX_AddSprite( cent->lerpOrigin, NULL, qfalse, 8.0f + random() * 32.0f, 0.0f, 0.75f, 0.75f, 0, 0.0f, 1, cgs.media.dkorangeParticleShader );
if ( rand() & 1 )
FX_AddSprite( cent->lerpOrigin, NULL, qfalse, 16.0f + random() * 32.0f, 0.0f, 0.6f, 0.6f, 0, 0.0f, 1, cgs.media.yellowParticleShader );
}
/*
-------------------------
FX_GrenadeHitWall
-------------------------
*/
void FX_GrenadeHitWall( vec3_t origin, vec3_t normal )
{
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSound );
CG_SurfaceExplosion( origin, normal, 8, 1, qfalse );
}
/*
-------------------------
FX_GrenadeHitPlayer
-------------------------
*/
void FX_GrenadeHitPlayer( vec3_t origin, vec3_t normal )
{
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSound );
CG_SurfaceExplosion( origin, normal, 8, 1, qfalse );
}
/*
-------------------------
FX_GrenadeExplode
-------------------------
*/
void FX_GrenadeExplode( vec3_t origin, vec3_t normal )
{
localEntity_t *le;
qhandle_t null = 0;
vec3_t direction, org, vel;
int32_t i;
VectorSet( direction, 0,0,1 );
// Add an explosion and tag a light to it
le = CG_MakeExplosion2( origin, direction, cgs.media.nukeModel, 5, null, 250, qfalse, 25.0f, LEF_FADE_RGB);
le->light = 150;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 1.0f, 0.6f, 0.2f );
// Ground ring
FX_AddQuad( origin, normal, 5, 100, 1.0, 0.0, random() * 360, 300, cgs.media.bigShockShader );
// Flare
VectorMA( origin, 12, direction, org );
FX_AddSprite( org, NULL, qfalse, 160.0, -160.0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.sunnyFlareShader );//, FXF_NON_LINEAR_FADE );
for (i = 0; i < 12; i++)
{
float width, length;
FXE_Spray( normal, 470, 325, 0.5f, vel);
length = 24.0 + random() * 12;
width = 0.5 + random() * 2;
FX_AddTrail( origin, vel, qtrue, length, -length, width, -width,
1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.orangeTrailShader);
}
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSound );
// Smoke and impact
// FX_AddSpawner( origin, normal, NULL, NULL, 100, 25.0f, 2000.0f, (void *) CG_SmokeSpawn, NULL, 1024 );
CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse,
random() * 16 + 48, qfalse );
}
/*void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm )
{
localEntity_t *le;
vec3_t direction, org, vel;
int32_t i;
VectorCopy( norm, direction);
// Add an explosion and tag a light to it
le = CG_MakeExplosion2( origin, direction, cgs.media.nukeModel, 5, (qhandle_t)NULL, 250, qfalse, 25.0f, LEF_FADE_RGB);
le->light = 150;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 1.0f, 0.6f, 0.2f );
// Ground ring
FX_AddQuad( origin, norm, 5, 100, 1.0, 0.0, random() * 360, 300, cgs.media.bigShockShader );
// Flare
VectorMA( origin, 12, direction, org );
FX_AddSprite( org, NULL, qfalse, 160.0, -160.0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.sunnyFlareShader );//, FXF_NON_LINEAR_FADE );
for (i = 0; i < 12; i++)
{
float width, length;
FXE_Spray( norm, 470, 325, 0.5f, vel);
length = 24.0 + random() * 12;
width = 0.5 + random() * 2;
FX_AddTrail( origin, vel, qtrue, length, -length, width, -width,
1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.orangeTrailShader);
}
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExnull
// Smoke and impact
CG_ImpactMark( cgs.media.compressionMarkShader, origin, norm, random()*360, 1,1,1,1.0, qfalse,
random() * 16 + 48, qfalse );
}*/
//-----------------------------------
//By: RedTechie - Imported/Modifyed from SP
//-----------------------------------
void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm )
{
localEntity_t *le;
//FXTrail *fx;
vec3_t direction, org, vel;
int32_t i;
CG_InitLensFlare( origin,
350, 350,
colorTable[CT_DKRED1], 1.2, 2.0, 1600, 200,
colorTable[CT_DKRED1], 1600, 200, 800, 20, qtrue,
0, 0, qfalse, qtrue,
qfalse, 1.0, cg.time, 90, 0, 300);
//Orient the explosions to face the camera
VectorSubtract( cg.refdef.vieworg, origin, direction );
VectorNormalize( direction );
VectorMA( origin, 12, direction, org );
// Add an explosion and tag a light to it
le = CG_MakeExplosion2( org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 700, qfalse, 1.2f + (random()*0.5f),LEF_FADE_RGB ); //RPG-X: RedTechie - Scale use to be 1.2f + (random()*0.3f)
le->light = 150;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 1.0f, 0.6f, 0.6f );
VectorMA( org, 8, norm, direction );
VectorSet(vel, 0, 0, 8);
//Some smoke
FX_AddSprite( direction,
vel,
qfalse,
20.0f + random()*50.0f,//1.2f + (random()*0.5f),//60.0f - random()*60.0f
16.0f,
100.0f,//1.0f
100.0f,//0.0f
random()*45.0f,
-12.0f,
8000.0f,
cgs.media.steamShader );
for ( i = 0; i < 6; i++)
{
float width, length;
FXE_Spray( norm, 500, 175, 0.8f, vel);//, (FXPrimitive *) fx
length = 24.0 + random() * 12;
width = 0.5 + random() * 2;
FX_AddTrail( origin, vel, qtrue, length, -length, width, -width,
1.0f, 1.0f, 0.5f, 2500.0f, cgs.media.orangeTrailShader);//RPG-X: RedTechie - Killtime use to be 1000.0f
/*FX_AddTrail( origin, NULL, NULL, 16.0f, -15.0f,
1.5, -1.5, 1.0f, 1.0f, 0.2f, 1000.0f, cgs.media.orangeTrailShader, rand() & FXF_BOUNCE );
*/
/*if ( fx == NULL )
return;*/
}
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeAltExplodeSnd );
CG_ImpactMark( cgs.media.compressionMarkShader, origin, norm, random()*360, 1,1,1,1.0, qfalse,
random() * 16 + 48, qfalse );
CG_ExplosionEffects( origin, 2.0, 350 );
}
qboolean GrenadeBeep(localEntity_t *le)
{
weaponInfo_t *weaponInfo = &cg_weapons[WP_8];
trap_S_StartSound(le->refEntity.origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound);
return qtrue;
}
/*
-------------------------
FX_GrenadeShrapnelBits
By: RedTechie - From SP
-------------------------
*/
/*void FX_BlowBits( vec3_t start, vec3_t end, vec3_t dir, vec3_t user )
{
vec3_t diff, org;
float len;
// FXLine *fx;
VectorSubtract( end, start, diff );
len = VectorNormalize( diff ) * ( 0.2 + random() * 0.3 );
VectorMA( start, len, diff, org );
//fx =
FX_AddLine( end, start, (int32_t)(random() * 3.2f), 2.0f + random() * 2, 0, 0.5f, 0.1f, 150 + random() * 150, cgs.media.orangeTrailShader );
//if ( fx == NULL )
// return;
//fx->SetFlags( FXF_SHRINK );
FX_AddQuad( end, dir, NULL, NULL, 1.0f, 64.0f, 1.0, 0.0, random() * 360.0f, 0.0f, 0.0, 200, cgs.media.orangeRingShader );
// FX_AddQuad( end, dir, NULL, NULL, 20.0, -15.0, 0.6, 0.4, 0.0,0.0,0.0,450, cgs.media.borgEyeFlareShader );
}
*/
#define FX_GRENADE_ALT_STICK_TIME 2500
void FX_GrenadeShrapnelBits( vec3_t start )
{
vec3_t zero = {0, 0, 0};
// check G_MissileStick() to make sure this killtime coincides with that nextthink
FX_AddSpawner( start, zero, NULL, NULL, qfalse, 300,
0, FX_GRENADE_ALT_STICK_TIME, GrenadeBeep, 10 );
}
/*
-------------------------
FX_fxfunc_Explosion
-------------------------
*/
void FX_fxfunc_Explosion( vec3_t start, vec3_t origin, vec3_t normal )
{
localEntity_t *le;
vec3_t dir;
vec3_t velocity;
// vec3_t end;
// trace_t trace;
float scale;
int32_t i, j, numSparks;
//weaponInfo_t *weaponInfo = &cg_weapons[WP_6];
//float scale, dscale;
// int32_t s;
// vec3_t new_org;
//Sparks
numSparks = 20 + (random() * 4.0f);//4
for ( i = 0; i < numSparks; i++ )
{
scale = 0.25f + (random() * 1.0f);
//Randomize the direction
for (j = 0; j < 3; j ++ )
{
dir[j] = normal[j] + (0.75 * crandom());
}
VectorNormalize(dir);
//set the speed
VectorScale( dir, 200 + (50 * crandom()), velocity);
le = FX_AddTrail( origin,
velocity,
qtrue,
4.0f,
-4.0f,
scale,
-scale,
1.0f,
1.0f,
0.5f,
1000.0f,
cgs.media.sparkShader);
}
VectorMA( origin, 8, normal, dir );
VectorSet(velocity, 0, 0, 8);
// Smoke puffs
FX_AddSprite( dir,
velocity,
qfalse,
20.0f + random()*60.0f,//2.2f + ( crandom() * 0.9f),//60.0f - random()*60.0f
16.0f,
100.0f,//1.0f
100.0f,//0.0f
random()*45.0f,
-12.0f,
8000.0f,
cgs.media.steamShader );
//Orient the explosions to face the camera
VectorSubtract( cg.refdef.vieworg, origin, dir );
VectorNormalize( dir );
le = CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.electricalExplosionSlowShader, 475, qfalse, 2.2f + ( crandom() * 0.9f), LEF_NONE);//RPG-X: RedTechie - Scale use to be - 1.2f + ( crandom() * 0.3f)
le->light = 150;
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 0.8f, 0.8f, 1.0f );
CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse,
random() * 16 + 48, qfalse );
//CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 12, qfalse );
//Shake the camera
CG_ExplosionEffects( origin, 2, 400 );
// nice explosion sound at the point of impact
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeAltExplodeSnd );
//trap_S_StartSound(origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound);
}
/*
-------------------------
FX_fxfunc_Shot
-------------------------
*/
#define MAXRANGE_CRIFLE 8192
void FX_fxfunc_Shot( vec3_t start, vec3_t dir )
{
vec3_t end;
trace_t trace;
VectorMA(start, MAXRANGE_CRIFLE, dir, end);
CG_Trace( &trace, start, NULL, NULL, end, 0, MASK_SHOT );
//FX_CompressionExplosion(start, trace.endpos, trace.plane.normal, qfalse );
FX_fxfunc_Explosion(start, trace.endpos, trace.plane.normal);
}