mirror of
https://github.com/UberGames/rpgxEF.git
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9cac290629
- Fixed all errors that occured due to using c++ compiler - changed c++ standart to c++17 - removed lua, added library instead - made all bg_* and q_* file into a shared item project
293 lines
7.1 KiB
C++
293 lines
7.1 KiB
C++
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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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SPTransporterLensFlares
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TiM: Judging from the title,
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you just KNOW it's mine ;)
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Anyway, the point of this
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function is to render 4
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sprites and then scale + move
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them in a way reminisicant
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of ST: Voyager's transporter FX.
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I wrote this instead of using the
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already made FX spawning functions
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because they don't let u track an origin.
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To stop the particle
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from rendering within the character, I'm going to
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use the DEPTHHACK renderflag, the flag
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originally used for the weapon models
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in first-person mode. :)
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Planned timing:
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0 - 500 : Flare spawns, and scales up to it's main size (width parameter)
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500 - 1500 : Flare moves up the height/2 of model (height parameter)
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1500 - 2000 : Flare scales down and disappears ( width * 1.0 - (timeScale) )
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-------------------------
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*/
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void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int32_t startTime ) {
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refEntity_t flare;
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trace_t tr;
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int32_t i;
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int32_t direction = 1;
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int32_t timeOffset = 0; //250 - time between first and second flares appearing;
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float ratio;
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float dlightRatio;
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vec3_t origin, tempOrigin;
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int32_t width;
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int32_t height;
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//Hrmm... we have a glitch lol. Since DEPTHHACK is on, the flare will be drawn
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//from ANYWHERE IN THE LEVEL! O_o
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//So.... uh, we'll do a trace between ourselves and the entity this is attached
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//to, and if they can't see each other, screw it. :P
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if ( cg.predictedPlayerState.clientNum != cent->currentState.clientNum ) {
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CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL,
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cent->lerpOrigin, cg.predictedPlayerState.clientNum, CONTENTS_SOLID );
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if ( tr.fraction != 1 ) {
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return;
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}
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}
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/*else {
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Com_Printf( "Origin: { %f, %f, %f }\n", cent->lerpOrigin[0], cent->lerpOrigin[1], cent->lerpOrigin[2] );
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Com_Printf( "HeadVector: { %f, %f, %f }\n", headVector[0], headVector[1], headVector[2] );
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return;
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}*/
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//calculate the necessary data we need to place the origin in the direct center of the model
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memset( &flare, 0, sizeof( flare ) );
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//Bah. I thought lerpOrigin was at the base of the feet. Turns out it's at the knees O_o
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//This little hack should help that
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VectorCopy( cent->lerpOrigin, tempOrigin );
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tempOrigin[2] -= 24;
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//If the distance means we're not lying down
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if ( ( headVector[2] - tempOrigin[2] ) > 8 ) {
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//find the average between our lerp origin and headVector to find the center
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//VectorAdd( headVector, tempOrigin, origin );
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//VectorScale( origin, 0.5, origin );
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VectorAverage( headVector, tempOrigin, origin );
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width = 30;
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height = (headVector[2] - tempOrigin[2]) / 2;
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}
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else {
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width = 30;
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height = 4;
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VectorCopy( cent->lerpOrigin, origin);
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}
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flare.reType = RT_SPRITE;
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flare.shaderRGBA[0] = 0xff;
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flare.shaderRGBA[1] = 0xff;
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flare.shaderRGBA[2] = 0xff;
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flare.shaderRGBA[3] = 0xff;
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flare.data.sprite.rotation = 0;
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flare.nonNormalizedAxes = qtrue; //needed for effective scaling
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flare.renderfx |= RF_DEPTHHACK; //DEPTHHACK renders the element over everything else. Useful in this lens flare simulation case :)
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//loop 4 times = 4 flares. :)
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for (i = 0; i < 4; i++ ) {
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VectorClear( flare.origin );
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VectorCopy( origin, flare.origin);
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//the first two flares are the main ones
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if ( i < 2 ) {
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flare.customShader = cgs.media.transport1Shader; //1
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timeOffset = startTime;
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}
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else { // the second two spawn a little later
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flare.customShader = cgs.media.transport2Shader;
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timeOffset = startTime + 650; //750
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}
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//the second flare each round goes down instead of up
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if ( i % 2 == 0)
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direction = 1;
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else
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direction = -1;
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//===========================
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if ( cg.time > timeOffset + 2000 ) {
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continue;
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}
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//Phase 1: flares get bigger
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if ( cg.time < timeOffset + 500 ) {
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ratio = ((float)(cg.time - timeOffset) * 0.002);
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if (ratio < 0 )
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ratio = 0.0f;
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else if (ratio > 1 )
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ratio = 1.0f;
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flare.data.sprite.radius = (float)width * ratio;
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/*if ( i ==0 )
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Com_Printf( "Phase 1 Radius: %f\n", flare.data.sprite.radius );*/
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}
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//Phase 2: flares move up/down character
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if ( ( cg.time < timeOffset + 1500 ) && ( cg.time >= timeOffset + 500 ) ) {
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ratio = ( (float)(cg.time - (timeOffset + 500) ) * 0.001 );
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if (ratio < 0 )
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ratio = 0.0f;
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else if (ratio > 1 )
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ratio = 1.0f;
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flare.data.sprite.radius = (float)width;
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flare.origin[2] += (float)direction * (float)height * ratio;
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/*if (i == 0 )
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Com_Printf( "Phase 2 Location: %f\n", flare.origin[2] );*/
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}
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//Phase 3: flares get smaller
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if ( ( cg.time < timeOffset + 2000 ) && ( cg.time >= timeOffset + 1500 ) ) {
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ratio = 1.0f - (float)(cg.time - ( timeOffset + 1500 ) ) * 0,002;
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if (ratio < 0 )
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ratio = 0.0f;
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else if (ratio > 1 )
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ratio = 1.0f;
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flare.origin[2] += ((float)height * (float)direction);
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flare.data.sprite.radius = (float)width * ratio;
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/*if ( i == 0 )
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Com_Printf( "Phase 3 Radius: %f\n", flare.data.sprite.radius );*/
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}
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trap_R_AddRefEntityToScene( &flare );
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}
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//dynamic light calculation
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if ( cg.time < ( startTime + 2000 ) ) {
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dlightRatio = (float)( cg.time - startTime ) * 0,0005;
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}
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else {
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dlightRatio = 1.0f - (float)( cg.time - ( startTime + 2000 ) ) * 0,0005;
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}
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//dynamic light FX
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trap_R_AddLightToScene( origin, 80.0f * dlightRatio, 0.345, 0.624, 0.835 );
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}
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/*
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-------------------------
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TransporterParticle
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-------------------------
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*/
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qboolean TransporterParticle( localEntity_t *le)
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{
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vec3_t org, velocity = { 0, 0, 68 };
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vec3_t accel = { 0, 0, -12 };
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float scale, dscale;
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qhandle_t shader;
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VectorCopy( le->refEntity.origin, org );
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org[2] += 0;//38;
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shader = ( le->data.spawner.dir[0] == 0 ) ? cgs.media.trans1Shader : cgs.media.trans2Shader;
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scale = ( le->data.spawner.dir[0] == 0 ) ? 2.0 : 4.0;
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dscale = ( le->data.spawner.dir[0] == 0 ) ? 4.0 : 24.0;
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le->data.spawner.dir[0]++;
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FX_AddSprite( org,
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velocity,
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qfalse,
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scale,
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dscale,
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1.0f,
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0.0f,
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0,
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0.0f,
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450.0f,
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shader );
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VectorScale( velocity, -1, velocity );
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VectorScale( accel, -1, accel );
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FX_AddSprite( org,
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velocity,
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qfalse,
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scale,
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dscale,
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1.0f,
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0.0f,
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0,
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0.0f,
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450.0f,
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shader );
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return qtrue;
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}
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/*
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-------------------------
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TransporterPad
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-------------------------
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*/
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qboolean TransporterPad( localEntity_t *le)
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{
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vec3_t org;
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vec3_t up = {0,0,1};
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float scale, dscale;
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qhandle_t shader;
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VectorCopy( le->refEntity.origin, org );
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org[2] -= 3;
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shader = cgs.media.trans1Shader;
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scale = 20.0;
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dscale = 2.0;
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FX_AddQuad( org,
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up,
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scale,
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dscale,
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1.0f,
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0.0f,
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0,
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950.0f,
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shader );
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return qtrue;
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}
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/*
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-------------------------
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FX_Transporter
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-------------------------
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*/
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void FX_Transporter( vec3_t origin )
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{
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vec3_t up = {0,0,1};
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FX_AddSpawner( origin, up, NULL, NULL, qfalse, 0, 0, 200, TransporterParticle, 0 );
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// trap_S_StartSound( origin, NULL, CHAN_AUTO, cgs.media.teleInSound );
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}
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/*
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-------------------------
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FX_TransporterPad
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-------------------------
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*/
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void FX_TransporterPad( vec3_t origin )
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{
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vec3_t up = {0,0,1};
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FX_AddSpawner( origin, up, NULL, NULL, qfalse, 1000, 0, 0, TransporterPad, 0 );
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}
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