mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 15:21:34 +00:00
a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
296 lines
8 KiB
C
296 lines
8 KiB
C
#include "cg_local.h"
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#include "fx_local.h"
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/*
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-------------------------
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FX_OrientedBolt
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Creates new bolts for a while
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-------------------------
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*/
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void FX_OrientedBolt( vec3_t start, vec3_t end, vec3_t dir )
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{
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vec3_t mid;
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VectorSubtract( end, start, mid );
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VectorScale( mid, 0.1f + (random() * 0.8), mid );
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VectorAdd( start, mid, mid );
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VectorMA(mid, 3.0f + (random() * 10.0f), dir, mid );
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//FX_AddElectricity( mid, start, 0.5, 0.75 + random() * 0.75, 0.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.bolt2Shader, DEFAULT_DEVIATION);
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//FX_AddElectricity( mid, end, 0.5, 0.75 + random() * 0.75, 1.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.bolt2Shader, DEFAULT_DEVIATION);
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FX_AddElectricity( mid, start, 0.5, 0.75 + random() * 0.75, 0.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.borgLightningShaders[2], DEFAULT_DEVIATION);
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FX_AddElectricity( mid, end, 0.5, 0.75 + random() * 0.75, 1.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.borgLightningShaders[3], DEFAULT_DEVIATION);
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}
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/*
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-------------------------
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FX_DisruptorDischarge
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Fun "crawling" electricity ( credit goes to Josh for this one )
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-------------------------
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*/
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void FX_DisruptorDischarge( vec3_t origin, vec3_t normal, int count, float dist_out, float dist_side )
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{
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trace_t trace;
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vec3_t org, dir, dest;
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vec3_t vr;
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int i;
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int discharge = dist_side;
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vectoangles( normal, dir );
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dir[ROLL] += random() * 360;
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for (i = 0; i < count; i++)
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{
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//Move out a set distance
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VectorMA( origin, dist_out, normal, org );
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//Even out the hits
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dir[ROLL] += (360 / count) + (rand() & 31);
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AngleVectors( dir, NULL, vr, NULL );
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//Move to the side in a random direction
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discharge += (int)( crandom() * 8.0f );
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VectorMA( org, discharge, vr, org );
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//Trace back to find a surface
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VectorMA( org, -dist_out * 3, normal, dest );
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CG_Trace( &trace, org, NULL, NULL, dest, 0, MASK_SHOT );
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//No surface found, start over
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if (trace.fraction == 1)
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continue;
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//Connect the two points with bolts
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FX_OrientedBolt( origin, trace.endpos, normal );
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//TiM : Aww screw it. Add a lens flare. ^_^
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CG_InitLensFlare( trace.endpos,
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10, 10,
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colorTable[CT_GREEN], 1.2, 2.0, 1600, 500,
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colorTable[CT_GREEN], 1600, 500, 100, 5, qtrue,
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0, 0, qfalse, qtrue,
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qfalse, 1.0, cg.time, 0, 0, 300.0f + random() * 300);
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}
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}
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/*
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-------------------------
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FX_DisruptorWeaponHitWall
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Main fire impact
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-------------------------
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*/
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#define NUM_DISCHARGES 6
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#define DISCHARGE_DIST 8
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#define DISCHARGE_SIDE_DIST 24
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void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int size )
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{
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vec3_t vel, /*accel,*/ hitpos, direction, org;
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//int i, t;
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weaponInfo_t *weaponInfo = &cg_weapons[WP_10];
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CG_InitLensFlare( origin,
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375, 375,
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colorTable[CT_GREEN], 1.2, 2.0, 1600, 200,
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colorTable[CT_GREEN], 1600, 200, 800, 20, qtrue,
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0, 0, qfalse, qtrue,
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qfalse, 1.0, cg.time, 0, 0, 200);
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// Generate "crawling" electricity // eh, don't it doesn't look that great.
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FX_DisruptorDischarge( origin, dir, NUM_DISCHARGES, DISCHARGE_DIST, DISCHARGE_SIDE_DIST );
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VectorMA(origin, size, dir, hitpos);
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// Set an oriented residual glow effect
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FX_AddQuad( hitpos, dir, size * size * 15.0f, -150.0f,
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1.0f, 0.0f, 0, 300, cgs.media.greenParticleShader );
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CG_ImpactMark( cgs.media.scavMarkShader, origin, dir, random()*360, 1,1,1,0.6, qfalse,
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size * 12 + 1, qfalse );
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FX_AddSprite( hitpos, NULL, qfalse, size * size * 15.0f, -150.0f,
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1.0f, 0.0f, 360*random(), 0, 400, cgs.media.greenParticleShader );
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/* FX_AddSprite( hitpos, NULL, qfalse, size * size * 15.0f, -150.0f,
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1.0f, 0.0f, 360*random(), 0, 400, cgs.media.greenParticleStreakShader ); */
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FX_AddSprite( hitpos, NULL, qfalse, size * size * 25.0f, -150.0f,
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1.0f, 0.0f, 0.0f, 0, 400, cgs.media.greenParticleStreakShader );
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VectorSubtract( cg.refdef.vieworg, origin, direction );
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VectorNormalize( direction );
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VectorMA( origin, 12, direction, org );
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VectorMA( org, 8, dir, direction );
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VectorSet(vel, 0, 0, 32 ); //8
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FX_AddSprite( origin,
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vel, qfalse,
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random() * 4 + 2, 12,
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0.6 + random() * 0.4, 0.0,
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random() * 180,
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0.0,
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random() * 200 + 1200, //300
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cgs.media.steamShader );
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//FX_AddSprite(
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// Only play the impact sound and throw off the purple particles when it's the main projectile
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/* if ( size < 3 )
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return;
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for ( i = 0; i < 4; i++ )
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{
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for ( t = 0; t < 3; t++ )
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vel[t] = ( dir[t] + crandom() * 0.9 ) * ( random() * 100 + 250 );
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VectorScale( vel, -2.2, accel );
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FX_AddSprite( hitpos, vel, qfalse, random() * 8 + 8, 0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.purpleParticleShader );
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}*/
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound );
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}
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void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty )
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{
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refEntity_t beam;
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sfxHandle_t sfx;
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float size;
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vec3_t velocity;
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int sparks;
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vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
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//vec3_t rgb3 = { 1.0, 1.0, 1.0 };
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sfx = 0;
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// Draw beam first.
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memset( &beam, 0, sizeof( beam ) );
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VectorCopy( startpos, beam.origin);
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VectorCopy( endpos, beam.oldorigin );
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beam.reType = RT_LINE;
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if (empty)
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{
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beam.customShader = cgs.media.phaserEmptyShader;
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}
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else
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{
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beam.customShader = cgs.media.disruptorBeam;
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}
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AxisClear( beam.axis );
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0xff;
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beam.shaderRGBA[3] = 0xff;
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if (empty)
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{
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beam.data.line.width = 1.0f + ( crandom() * 0.6f );
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}
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else
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{
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beam.data.line.width = 1.5f + ( crandom() * 0.6f );
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}
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beam.data.line.stscale = 5.0;
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trap_R_AddRefEntityToScene( &beam );
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// Now draw the hit graphic
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// no explosion at LG impact, it is added with the beam
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if ( sfx )
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{
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Com_Printf("playing %s\n", "phaser sound");
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trap_S_StartSound( endpos, ENTITYNUM_WORLD, CHAN_AUTO, sfx );
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}
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//
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// impact mark
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//
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if (impact)
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{
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if (!empty)
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{ // normal.
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CG_ImpactMark( cgs.media.scavMarkShader, endpos, normal, random()*360, 1,1,1,0.2, qfalse,
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random() + 1, qfalse );
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//VectorCopy( endpos, phaserFlare.worldCoord );
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/*CG_InitLensFlare( endpos,
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80,
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80,
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rgb,
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1.2,
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1.5,
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1600,
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200,
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colorTable[CT_BLACK],
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1600,
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200,
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80,
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5,
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qfalse,
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5,
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40,
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qfalse,
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qfalse,
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qfalse,
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1.0,
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1.0,
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200.0,
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200.0,
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200.0 );*/
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//CG_InitLensFlare( endpos,
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// 30, 30,
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// rgb, 1.2, 2.0, 1600, 200,
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// colorTable[CT_BLACK], 1600, 200, 410, 15, qfalse,
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// 0, 0, qfalse, qtrue,
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// qfalse, 1.0, cg.time, 0, 0, 50);
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//TiM : Add your basic cheesy 'seen-way-too-much-in-movies-these-days' anamorphic lens streak :)
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//CG_DrawLensFlare( &phaserFlare );
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//FX_AddSprite( endpos, NULL, qfalse, random() * 1.25 + 5.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 50.0, cgs.media.blueParticleStreakShader ); //1.5f
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//FX_AddQuad2( endpos, normal, random() * 1.25 + 8.0f, 0.0f, 1.0f, 1.0f, rgb3, rgb3, 270, 50.0, cgs.media.blueParticleStreakShader );
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//eh... looked bad :P
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FX_AddQuad2( endpos, normal, random() * 1.25 + 1.5f, 0.0f, 1.0f, 0.0f, rgb, rgb2, rand() % 360, 500 + random() * 200,
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cgs.media.sunnyFlareShader );
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}
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else
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{ // Wuss hit when empty.
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FX_AddQuad2( endpos, normal, random() * .75 + 1.0f, 0.0f, 0.5f, 0.0f, rgb, rgb2, rand() % 360, 300 + random() * 200,
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cgs.media.sunnyFlareShader );
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}
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}
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// "Fun" sparks... Not when empty.
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if ( spark && !empty)
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{
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sparks = (rand() & 1) + 1;
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for(;sparks>0;sparks--)
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{
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size = 0.2f + (random() * 0.4);
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FXE_Spray( normal, 200, 75, 0.8f, velocity);
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if (rand() & LEF_USE_COLLISION)
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{ // This spark bounces.
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FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f,
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size, -size, 1.0f, 0.5f, 0.4f, 500.0f, cgs.media.sparkShader);
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}
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else
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{
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FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f,
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size, -size, 1.0f, 0.5f, 0.0, 500.0f, cgs.media.sparkShader);
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}
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}
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}
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}
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