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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// cg_effects.c -- these functions generate localentities, usually as a result
// of event processing
#include "cg_local.h"
/*
==================
CG_BubbleTrail
Bullets shot underwater
==================
*/
void CG_BubbleTrail( vec3_t start, vec3_t end, float size, float spacing ) {
vec3_t move;
vec3_t vec;
float len;
int i;
VectorCopy( start, move );
VectorSubtract( end, start, vec );
len = VectorNormalize( vec );
// advance a random amount first
i = rand() % (int)spacing;
VectorMA( move, i, vec, move );
VectorScale( vec, spacing, vec );
for ( ; i < len; i += spacing ) {
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
le->leFlags = LEF_PUFF_DONT_SCALE;
le->leType = LE_MOVE_SCALE_FADE;
le->startTime = cg.time;
le->endTime = cg.time + 1000 + random() * 250;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
re = &le->refEntity;
re->shaderTime = cg.time / 1000.0f;
re->reType = RT_SPRITE;
re->rotation = 0;
// re->radius = 3;
re->radius = size; // (SA)
re->customShader = cgs.media.waterBubbleShader;
re->shaderRGBA[0] = 0xff;
re->shaderRGBA[1] = 0xff;
re->shaderRGBA[2] = 0xff;
re->shaderRGBA[3] = 0xff;
le->color[3] = 1.0;
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
VectorCopy( move, le->pos.trBase );
le->pos.trDelta[0] = crandom() * 3;
le->pos.trDelta[1] = crandom() * 3;
// le->pos.trDelta[2] = crandom()*5 + 6;
le->pos.trDelta[2] = crandom() * 5 + 20; // (SA)
VectorAdd( move, vec, move );
}
}
/*
=====================
CG_SmokePuff
Adds a smoke puff or blood trail localEntity.
(SA) boy, it would be nice to have an acceleration vector for this as well.
big velocity vector with a negative acceleration for deceleration, etc.
(breath could then come out of a guys mouth at the rate he's walking/running and it
would slow down once it's created)
=====================
*/
//----(SA) modified
localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel,
float radius,
float r, float g, float b, float a,
float duration,
int startTime,
int fadeInTime,
int leFlags,
qhandle_t hShader ) {
static int seed = 0x92;
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
le->leFlags = leFlags;
le->radius = radius;
re = &le->refEntity;
re->rotation = Q_random( &seed ) * 360;
re->radius = radius;
re->shaderTime = startTime / 1000.0f;
le->leType = LE_MOVE_SCALE_FADE;
le->startTime = startTime;
le->endTime = startTime + duration;
le->fadeInTime = fadeInTime;
if ( fadeInTime > startTime ) {
le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime );
} else {
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
}
le->color[0] = r;
le->color[1] = g;
le->color[2] = b;
le->color[3] = a;
le->pos.trType = TR_LINEAR;
le->pos.trTime = startTime;
VectorCopy( vel, le->pos.trDelta );
VectorCopy( p, le->pos.trBase );
VectorCopy( p, re->origin );
re->customShader = hShader;
// rage pro can't alpha fade, so use a different shader
if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
re->customShader = cgs.media.smokePuffRageProShader;
re->shaderRGBA[0] = 0xff;
re->shaderRGBA[1] = 0xff;
re->shaderRGBA[2] = 0xff;
re->shaderRGBA[3] = 0xff;
} else {
re->shaderRGBA[0] = le->color[0] * 0xff;
re->shaderRGBA[1] = le->color[1] * 0xff;
re->shaderRGBA[2] = le->color[2] * 0xff;
re->shaderRGBA[3] = 0xff;
}
// JPW NERVE
if ( cg_fxflags & 1 ) {
re->customShader = getTestShader();
re->rotation = 180;
}
// jpw
re->reType = RT_SPRITE;
re->radius = le->radius;
return le;
}
/*
==================
CG_SpawnEffect
Player teleporting in or out
==================
*/
void CG_SpawnEffect( vec3_t org ) {
#if 0 // (SA) don't play spawn in effect right now
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
le->leFlags = 0;
le->leType = LE_FADE_RGB;
le->startTime = cg.time;
le->endTime = cg.time + 500;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
re = &le->refEntity;
re->reType = RT_MODEL;
re->shaderTime = cg.time / 1000.0f;
re->customShader = cgs.media.teleportEffectShader;
re->hModel = cgs.media.teleportEffectModel;
AxisClear( re->axis );
VectorCopy( org, re->origin );
re->origin[2] -= 24;
#endif
}
qhandle_t getTestShader( void ) {
switch ( rand() % 2 ) {
case 0:
return cgs.media.nerveTestShader;
break;
case 1:
default:
return cgs.media.idTestShader;
break;
}
}
/*
====================
CG_MakeExplosion
====================
*/
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, qhandle_t shader,
int msec, qboolean isSprite ) {
float ang;
localEntity_t *ex;
int offset;
vec3_t tmpVec, newOrigin;
if ( msec <= 0 ) {
CG_Error( "CG_MakeExplosion: msec = %i", msec );
}
// skew the time a bit so they aren't all in sync
offset = rand() & 63;
ex = CG_AllocLocalEntity();
if ( isSprite ) {
ex->leType = LE_SPRITE_EXPLOSION;
// randomly rotate sprite orientation
ex->refEntity.rotation = rand() % 360;
VectorScale( dir, 16, tmpVec );
VectorAdd( tmpVec, origin, newOrigin );
} else {
ex->leType = LE_EXPLOSION;
VectorCopy( origin, newOrigin );
// set axis with random rotate
if ( !dir ) {
AxisClear( ex->refEntity.axis );
} else {
ang = rand() % 360;
VectorCopy( dir, ex->refEntity.axis[0] );
RotateAroundDirection( ex->refEntity.axis, ang );
}
}
ex->startTime = cg.time - offset;
ex->endTime = ex->startTime + msec;
// bias the time so all shader effects start correctly
ex->refEntity.shaderTime = ex->startTime / 1000.0f;
ex->refEntity.hModel = hModel;
ex->refEntity.customShader = shader;
// set origin
VectorCopy( newOrigin, ex->refEntity.origin );
VectorCopy( newOrigin, ex->refEntity.oldorigin );
// Ridah, move away from the wall as the sprite expands
if ( dir )
{
ex->pos.trType = TR_LINEAR;
ex->pos.trTime = cg.time;
VectorCopy( newOrigin, ex->pos.trBase );
VectorScale( dir, 48, ex->pos.trDelta );
}
// done.
ex->color[0] = ex->color[1] = ex->color[2] = 1.0;
return ex;
}
/*
=================
CG_AddBloodTrails
=================
*/
void CG_AddBloodTrails( vec3_t origin, vec3_t dir, int speed, int duration, int count, float randScale ) {
localEntity_t *le;
refEntity_t *re;
vec3_t velocity;
int i;
for ( i = 0; i < count; i++ ) {
le = CG_AllocLocalEntity();
re = &le->refEntity;
VectorSet( velocity, dir[0] + crandom() * randScale, dir[1] + crandom() * randScale, dir[2] + crandom() * randScale );
VectorScale( velocity, (float)speed, velocity );
le->leType = LE_BLOOD;
le->startTime = cg.time;
le->endTime = le->startTime + duration; // DHM - Nerve :: (removed) - (int)(0.5 * random() * duration);
le->lastTrailTime = cg.time;
VectorCopy( origin, re->origin );
AxisCopy( axisDefault, re->axis );
le->pos.trType = TR_GRAVITY_LOW;
VectorCopy( origin, le->pos.trBase );
VectorMA( le->pos.trBase, 2 + random() * 4, dir, le->pos.trBase );
VectorCopy( velocity, le->pos.trDelta );
le->pos.trTime = cg.time;
le->bounceFactor = 0.9;
}
}
/*
=================
CG_Bleed
This is the spurt of blood when a character gets hit
=================
*/
void CG_Bleed( vec3_t origin, int entityNum ) {
#define BLOOD_SPURT_COUNT 4
int i,j;
// localEntity_t *ex;
centity_t *cent;
// vec3_t dir;
if ( !cg_blood.integer ) {
return;
}
cent = &cg_entities[entityNum];
if ( cent->currentState.aiChar == AICHAR_ZOMBIE ) {
CG_ParticleBloodCloudZombie( cent, origin, vec3_origin );
return;
}
// Ridah, blood spurts
if ( entityNum != cg.snap->ps.clientNum ) {
vec3_t vhead, vlegs, vtorso, bOrigin, dir, vec, pvec, ndir;
CG_GetBleedOrigin( vhead, vtorso, vlegs, entityNum );
// project the impact point onto the vector defined by torso -> head
ProjectPointOntoVector( origin, vtorso, vhead, bOrigin );
// if it's below the waste, or above the head, clamp
VectorSubtract( vhead, vtorso, vec );
VectorSubtract( bOrigin, vtorso, pvec );
if ( DotProduct( pvec, vec ) < 0 ) {
VectorCopy( vtorso, bOrigin );
} else {
VectorSubtract( bOrigin, vhead, pvec );
if ( DotProduct( pvec, vec ) > 0 ) {
VectorCopy( vhead, bOrigin );
}
}
// spawn some blood trails, heading out towards the impact point
VectorSubtract( origin, bOrigin, dir );
VectorNormalize( dir );
{
float len;
vec3_t vec;
VectorSubtract( bOrigin, vhead, vec );
len = VectorLength( vec );
if ( len > 8 ) {
VectorMA( bOrigin, 8, dir, bOrigin );
}
}
// DHM - Nerve :: Made minor adjustments
for ( i = 0; i < BLOOD_SPURT_COUNT; i++ ) {
VectorCopy( dir, ndir );
for ( j = 0; j < 3; j++ ) ndir[j] += crandom() * 0.3;
VectorNormalize( ndir );
CG_AddBloodTrails( bOrigin, ndir,
100, // speed
450 + (int)( crandom() * 50 ), // duration
2 + rand() % 2, // count
0.1 ); // rand scale
}
}
// done.
}
/*
==================
CG_LaunchGib
==================
*/
void CG_LaunchGib( centity_t *cent, vec3_t origin, vec3_t angles, vec3_t velocity, qhandle_t hModel, float sizeScale, int breakCount ) {
localEntity_t *le;
refEntity_t *re;
int i;
if ( !cg_blood.integer ) {
return;
}
if ( !cent ) {
return;
}
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
// le->endTime = le->startTime + 60000 + random() * 60000;
le->endTime = le->startTime + 20000 + ( crandom() * 5000 );
le->breakCount = breakCount;
le->sizeScale = sizeScale;
VectorCopy( angles, le->angles.trBase );
VectorCopy( origin, re->origin );
AnglesToAxis( angles, re->axis );
if ( sizeScale != 1.0 ) {
for ( i = 0; i < 3; i++ ) VectorScale( re->axis[i], sizeScale, re->axis[i] );
}
re->hModel = hModel;
// re->fadeStartTime = le->endTime - 3000;
re->fadeStartTime = le->endTime - 1000;
re->fadeEndTime = le->endTime;
switch ( cent->currentState.aiChar ) {
case AICHAR_ZOMBIE:
le->pos.trType = TR_GRAVITY_LOW;
le->angles.trDelta[0] = 400 * crandom();
le->angles.trDelta[1] = 400 * crandom();
le->angles.trDelta[2] = 400 * crandom();
le->leBounceSoundType = LEBS_BONE;
le->bounceFactor = 0.5;
break;
default:
le->leBounceSoundType = LEBS_BLOOD;
le->leMarkType = LEMT_BLOOD;
le->pos.trType = TR_GRAVITY;
le->angles.trDelta[0] = ( 10 + ( rand() & 50 ) ) - 30;
// le->angles.trDelta[0] = (100 + (rand()&500)) - 300; // pitch
le->angles.trDelta[1] = ( 100 + ( rand() & 500 ) ) - 300; // (SA) this is the safe one right now (yaw) turn the others up when I have tumbling things landing properly
le->angles.trDelta[2] = ( 10 + ( rand() & 50 ) ) - 30;
// le->angles.trDelta[2] = (100 + (rand()&500)) - 300; // roll
le->bounceFactor = 0.3;
break;
}
VectorCopy( origin, le->pos.trBase );
VectorCopy( velocity, le->pos.trDelta );
le->pos.trTime = cg.time;
le->angles.trType = TR_LINEAR;
le->angles.trTime = cg.time;
le->ownerNum = cent->currentState.number;
// Ridah, if the player is on fire, then spawn some flaming gibs
if ( cent && CG_EntOnFire( cent ) ) {
le->onFireStart = cent->currentState.onFireStart;
le->onFireEnd = re->fadeEndTime + 1000;
} else if ( ( cent->currentState.aiChar == AICHAR_ZOMBIE ) && IS_FLAMING_ZOMBIE( cent->currentState ) ) {
le->onFireStart = cg.time - 1000;
le->onFireEnd = re->fadeEndTime + 1000;
}
}
//#define GIB_VELOCITY 250
//#define GIB_JUMP 250
#define GIB_VELOCITY 75
#define GIB_JUMP 250
/*
==============
CG_LoseHat
==============
*/
void CG_LoseHat( centity_t *cent, vec3_t dir ) {
clientInfo_t *ci;
int clientNum;
// int i, count, tagIndex, gibIndex;
vec3_t origin = { 0 }, velocity = { 0 };
clientNum = cent->currentState.clientNum;
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
CG_Error( "Bad clientNum on player entity" );
}
ci = &cgs.clientinfo[ clientNum ];
if ( !ci->accModels[ACC_HAT] ) { // don't launch anything if they don't have one
return;
}
CG_GetOriginForTag( cent, ¢->pe.headRefEnt, "tag_mouth", 0, origin, NULL );
velocity[0] = dir[0] * ( 0.75 + random() ) * GIB_VELOCITY;
velocity[1] = dir[1] * ( 0.75 + random() ) * GIB_VELOCITY;
velocity[2] = GIB_JUMP - 50 + dir[2] * ( 0.5 + random() ) * GIB_VELOCITY;
{
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 20000 + ( crandom() * 5000 );
VectorCopy( origin, re->origin );
AxisCopy( axisDefault, re->axis );
re->hModel = ci->accModels[ACC_HAT];
re->fadeStartTime = le->endTime - 1000;
re->fadeEndTime = le->endTime;
// (SA) FIXME: origin of hat md3 is offset from center. need to center the origin when you toss it
le->pos.trType = TR_GRAVITY;
VectorCopy( origin, le->pos.trBase );
VectorCopy( velocity, le->pos.trDelta );
le->pos.trTime = cg.time;
// spin it a bit
le->angles.trType = TR_LINEAR;
VectorCopy( tv( 0, 0, 0 ), le->angles.trBase );
le->angles.trDelta[0] = 0;
le->angles.trDelta[1] = ( 100 + ( rand() & 500 ) ) - 300;
// le->angles.trDelta[2] = 0;
le->angles.trDelta[2] = 400; // (SA) this is set with a very particular value to try to get it
// to flip exactly once before landing (based on player alive
// (standing) and on level ground) and will be unnecessary when
// I have things landing properly on their own
le->angles.trTime = cg.time;
le->bounceFactor = 0.2;
// Ridah, if the player is on fire, then make the hat on fire
if ( cent && CG_EntOnFire( cent ) ) {
le->onFireStart = cent->currentState.onFireStart;
le->onFireEnd = cent->currentState.onFireEnd + 4000;
}
}
}
/*
==============
CG_GibHead
FIXME: accept the cent as parameter, and use it to grab the head position
from the model TAG's
==============
*/
void CG_GibHead( vec3_t headOrigin ) {
vec3_t origin, velocity;
VectorCopy( headOrigin, origin );
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib( NULL, origin, vec3_origin, velocity, cgs.media.gibSkull, 1.0, 0 );
VectorCopy( headOrigin, origin );
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
CG_LaunchGib( NULL, origin, vec3_origin, velocity, cgs.media.gibBrain, 1.0, 0 );
}
/*
======================
CG_GetOriginForTag
places the position of the tag into "org"
returns the index of the tag it used, so we can cycle through tag's with the same name
======================
*/
int CG_GetOriginForTag( centity_t *cent, refEntity_t *parent, char *tagName, int startIndex, vec3_t org, vec3_t axis[3] ) {
int i;
orientation_t lerped;
int retval;
// lerp the tag
retval = trap_R_LerpTag( &lerped, parent, tagName, startIndex );
if ( retval < 0 ) {
return retval;
}
VectorCopy( parent->origin, org );
for ( i = 0 ; i < 3 ; i++ ) {
VectorMA( org, lerped.origin[i], parent->axis[i], org );
}
if ( axis ) {
// had to cast away the const to avoid compiler problems...
MatrixMultiply( lerped.axis, ( (refEntity_t *)parent )->axis, axis );
}
return retval;
}
/*
===================
CG_GibPlayer
Generated a bunch of gibs launching out from the bodies location
===================
*/
#define MAXJUNCTIONS 8
void CG_GibPlayer( centity_t *cent, vec3_t playerOrigin, vec3_t gdir ) {
vec3_t origin, velocity, dir;
int i, count, tagIndex, gibIndex;
trace_t trace;
qboolean foundtag;
clientInfo_t *ci;
int clientNum;
// Rafael
// BloodCloud
qboolean newjunction[MAXJUNCTIONS];
vec3_t junctionOrigin[MAXJUNCTIONS];
int junction;
int j;
//float size = 0.0;
vec3_t axis[3], angles;
char *JunctiongibTags[] = {
// leg tag
"tag_footright",
"tag_footleft",
"tag_legright",
"tag_legleft",
// torsotags
"tag_armright",
"tag_armleft",
"tag_torso",
"tag_chest"
};
char *ConnectTags[] = {
// legs tags
"tag_legright",
"tag_legleft",
"tag_torso",
"tag_torso",
// torso tags
"tag_chest",
"tag_chest",
"tag_chest",
"tag_torso",
};
char *gibTags[] = {
// tags in the legs
"tag_footright",
"tag_footleft",
"tag_legright",
"tag_legleft",
"tag_torso",
// tags in the torso
"tag_chest",
"tag_armright",
"tag_armleft",
"tag_head",
NULL
};
if ( cg_blood.integer ) {
// Rafael
for ( i = 0; i < MAXJUNCTIONS; i++ )
newjunction[i] = qfalse;
clientNum = cent->currentState.clientNum;
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
CG_Error( "Bad clientNum on player entity" );
}
ci = &cgs.clientinfo[ clientNum ];
// Ridah, fetch the various positions of the tag_gib*'s
// and spawn the gibs from the correct places (especially the head)
for ( gibIndex = 0, count = 0, foundtag = qtrue; foundtag && gibIndex < MAX_GIB_MODELS && gibTags[gibIndex]; gibIndex++ ) {
refEntity_t *re = 0;
foundtag = qfalse;
if ( !ci->gibModels[gibIndex] ) {
continue;
}
re = ¢->pe.torsoRefEnt;
for ( tagIndex = 0; ( tagIndex = CG_GetOriginForTag( cent, re, gibTags[gibIndex], tagIndex, origin, axis ) ) >= 0; count++, tagIndex++ ) {
foundtag = qtrue;
VectorSubtract( origin, re->origin, dir );
VectorNormalize( dir );
// spawn a gib
velocity[0] = dir[0] * ( 0.5 + random() ) * GIB_VELOCITY * 0.3;
velocity[1] = dir[1] * ( 0.5 + random() ) * GIB_VELOCITY * 0.3;
velocity[2] = GIB_JUMP + dir[2] * ( 0.5 + random() ) * GIB_VELOCITY * 0.5;
VectorMA( velocity, GIB_VELOCITY, gdir, velocity );
AxisToAngles( axis, angles );
CG_LaunchGib( cent, origin, angles, velocity, ci->gibModels[gibIndex], 1.0, 0 );
for ( junction = 0; junction < MAXJUNCTIONS; junction++ )
{
if ( !Q_stricmp( gibTags[gibIndex], JunctiongibTags[junction] ) ) {
VectorCopy( origin, junctionOrigin[junction] );
newjunction[junction] = qtrue;
}
}
}
}
for ( i = 0; i < MAXJUNCTIONS; i++ )
{
if ( newjunction[i] == qtrue ) {
for ( j = 0; j < MAXJUNCTIONS; j++ )
{
if ( !Q_stricmp( JunctiongibTags[j], ConnectTags[i] ) ) {
if ( newjunction[j] == qtrue ) {
// spawn a blood cloud somewhere on the vec from
VectorSubtract( junctionOrigin[i], junctionOrigin[j], dir );
CG_ParticleBloodCloud( cent, junctionOrigin[i], dir );
}
}
}
}
}
// Ridah, spawn a bunch of blood dots around the place
#define GIB_BLOOD_DOTS 3
for ( i = 0, count = 0; i < GIB_BLOOD_DOTS * 2; i++ ) {
// TTimo: unused
//static vec3_t mins = {-10,-10,-10};
//static vec3_t maxs = { 10, 10, 10};
if ( i > 0 ) {
velocity[0] = ( ( i % 2 ) * 2 - 1 ) * ( 40 + 40 * random() );
velocity[1] = ( ( ( i / 2 ) % 2 ) * 2 - 1 ) * ( 40 + 40 * random() );
velocity[2] = ( ( ( i < GIB_BLOOD_DOTS ) * 2 ) - 1 ) * 40;
} else {
VectorClear( velocity );
velocity[2] = -64;
}
VectorAdd( playerOrigin, velocity, origin );
CG_Trace( &trace, playerOrigin, NULL, NULL, origin, -1, CONTENTS_SOLID );
if ( trace.fraction < 1.0 ) {
BG_GetMarkDir( velocity, trace.plane.normal, velocity );
CG_ImpactMark( cgs.media.bloodDotShaders[rand() % 5], trace.endpos, velocity, random() * 360,
1,1,1,1, qtrue, 30, qfalse, cg_bloodTime.integer * 1000 );
if ( count++ > GIB_BLOOD_DOTS ) {
break;
}
}
}
}
if ( !( cent->currentState.eFlags & EF_HEADSHOT ) ) { // (SA) already lost hat while living
CG_LoseHat( cent, tv( 0, 0, 1 ) );
}
}
/*
==============
CG_SparklerSparks
==============
*/
void CG_SparklerSparks( vec3_t origin, int count ) {
// these effect the look of the, umm, effect
int FUSE_SPARK_LIFE = 100;
int FUSE_SPARK_LENGTH = 30;
// these are calculated from the above
int FUSE_SPARK_SPEED = ( FUSE_SPARK_LENGTH * 1000 / FUSE_SPARK_LIFE );
int i;
localEntity_t *le;
refEntity_t *re;
for ( i = 0; i < count; i++ ) {
// spawn the spark
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FUSE_SPARK;
le->startTime = cg.time;
le->endTime = cg.time + FUSE_SPARK_LIFE;
le->lastTrailTime = cg.time;
VectorCopy( origin, re->origin );
le->pos.trType = TR_GRAVITY;
VectorCopy( origin, le->pos.trBase );
VectorSet( le->pos.trDelta, crandom(), crandom(), crandom() );
VectorNormalize( le->pos.trDelta );
VectorScale( le->pos.trDelta, FUSE_SPARK_SPEED, le->pos.trDelta );
le->pos.trTime = cg.time;
}
}
// just a bunch of numbers we can use for pseudo-randomizing based on time
#define NUMRANDTABLE 257
unsigned int randtable[NUMRANDTABLE] =
{
0x0000, 0x1021, 0x2042, 0x3063, 0x4084, 0x50a5, 0x60c6, 0x70e7,
0x8108, 0x9129, 0xa14a, 0xb16b, 0xc18c, 0xd1ad, 0xe1ce, 0xf1ef,
0x1231, 0x0210, 0x3273, 0x2252, 0x52b5, 0x4294, 0x72f7, 0x62d6,
0x9339, 0x8318, 0xb37b, 0xa35a, 0xd3bd, 0xc39c, 0xf3ff, 0xe3de,
0x2462, 0x3443, 0x0420, 0x1401, 0x64e6, 0x74c7, 0x44a4, 0x5485,
0xa56a, 0xb54b, 0x8528, 0x9509, 0xe5ee, 0xf5cf, 0xc5ac, 0xd58d,
0x3653, 0x2672, 0x1611, 0x0630, 0x76d7, 0x66f6, 0x5695, 0x46b4,
0xb75b, 0xa77a, 0x9719, 0x8738, 0xf7df, 0xe7fe, 0xd79d, 0xc7bc,
0x48c4, 0x58e5, 0x6886, 0x78a7, 0x0840, 0x1861, 0x2802, 0x3823,
0xc9cc, 0xd9ed, 0xe98e, 0xf9af, 0x8948, 0x9969, 0xa90a, 0xb92b,
0x5af5, 0x4ad4, 0x7ab7, 0x6a96, 0x1a71, 0x0a50, 0x3a33, 0x2a12,
0xdbfd, 0xcbdc, 0xfbbf, 0xeb9e, 0x9b79, 0x8b58, 0xbb3b, 0xab1a,
0x6ca6, 0x7c87, 0x4ce4, 0x5cc5, 0x2c22, 0x3c03, 0x0c60, 0x1c41,
0xedae, 0xfd8f, 0xcdec, 0xddcd, 0xad2a, 0xbd0b, 0x8d68, 0x9d49,
0x7e97, 0x6eb6, 0x5ed5, 0x4ef4, 0x3e13, 0x2e32, 0x1e51, 0x0e70,
0xff9f, 0xefbe, 0xdfdd, 0xcffc, 0xbf1b, 0xaf3a, 0x9f59, 0x8f78,
0x9188, 0x81a9, 0xb1ca, 0xa1eb, 0xd10c, 0xc12d, 0xf14e, 0xe16f,
0x1080, 0x00a1, 0x30c2, 0x20e3, 0x5004, 0x4025, 0x7046, 0x6067,
0x83b9, 0x9398, 0xa3fb, 0xb3da, 0xc33d, 0xd31c, 0xe37f, 0xf35e,
0x02b1, 0x1290, 0x22f3, 0x32d2, 0x4235, 0x5214, 0x6277, 0x7256,
0xb5ea, 0xa5cb, 0x95a8, 0x8589, 0xf56e, 0xe54f, 0xd52c, 0xc50d,
0x34e2, 0x24c3, 0x14a0, 0x0481, 0x7466, 0x6447, 0x5424, 0x4405,
0xa7db, 0xb7fa, 0x8799, 0x97b8, 0xe75f, 0xf77e, 0xc71d, 0xd73c,
0x26d3, 0x36f2, 0x0691, 0x16b0, 0x6657, 0x7676, 0x4615, 0x5634,
0xd94c, 0xc96d, 0xf90e, 0xe92f, 0x99c8, 0x89e9, 0xb98a, 0xa9ab,
0x5844, 0x4865, 0x7806, 0x6827, 0x18c0, 0x08e1, 0x3882, 0x28a3,
0xcb7d, 0xdb5c, 0xeb3f, 0xfb1e, 0x8bf9, 0x9bd8, 0xabbb, 0xbb9a,
0x4a75, 0x5a54, 0x6a37, 0x7a16, 0x0af1, 0x1ad0, 0x2ab3, 0x3a92,
0xfd2e, 0xed0f, 0xdd6c, 0xcd4d, 0xbdaa, 0xad8b, 0x9de8, 0x8dc9,
0x7c26, 0x6c07, 0x5c64, 0x4c45, 0x3ca2, 0x2c83, 0x1ce0, 0x0cc1,
0xef1f, 0xff3e, 0xcf5d, 0xdf7c, 0xaf9b, 0xbfba, 0x8fd9, 0x9ff8,
0x6e17, 0x7e36, 0x4e55, 0x5e74, 0x2e93, 0x3eb2, 0x0ed1, 0x1ef0
};
#define LT_MS 100 // random number will change every LT_MS millseconds
#define LT_RANDMAX ( (unsigned short)0xffff )
float lt_random( int thisrandseed, int t ) {
return (float)randtable[abs( ( thisrandseed + t + ( cg.time / LT_MS ) * ( cg.time / LT_MS ) ) ) % NUMRANDTABLE] / (float)LT_RANDMAX;
}
float lt_crandom( int thisrandseed, int t ) {
return ( ( 2.0 * ( (float)randtable[abs( ( thisrandseed + t + ( cg.time / LT_MS ) * ( cg.time / LT_MS ) ) ) % NUMRANDTABLE] / (float)LT_RANDMAX ) ) - 1.0 );
}
/*
===============
CG_DynamicLightningBolt
===============
*/
void CG_DynamicLightningBolt( qhandle_t shader, vec3_t start, vec3_t pend, int numBolts, float maxWidth, qboolean fade, float startAlpha, int recursion, int randseed ) {
int i,j;
float segMin, segMax, length;
float thisSeg, distLeft, thisWidth;
vec3_t pos, vec, end;
int curJunc;
vec3_t c, bc = {0.8,0.9,1};
const float rndSize = 12.0;
const float maxSTscale = 30.0;
float stScale;
float alpha, viewDist;
const int trailLife = 1;
int forks = 0;
#define STYPE_LIGHTNING STYPE_REPEAT // ST mapping for trail
#define FORK_CHANCE 0.5
#define VIEW_SCALE_DIST 128
VectorCopy( pend, end ); // need this so recursive calls don't override stacked endpoints
// HACK, updated sprite, so downscale all widths
maxWidth *= 0.6;
length = Distance( start, end );
//if (length > 128) {
segMin = length / 10.0;
if ( segMin < 8 ) {
segMin = 8;
}
segMax = segMin * 1.2;
//segMax = length / 30.0;
//} else {
// segMin = length / 3.0;
// segMax = length / 1.5;
//}
if ( startAlpha > 1.0 ) {
startAlpha = 1.0;
}
alpha = startAlpha; // change only if fading
for ( i = 0; i < numBolts; i++ )
{
distLeft = length;
VectorCopy( start, pos );
// drop a start junction
stScale = maxSTscale * ( 0.5 + lt_random( randseed,i + 1 ) * 0.5 );
if ( fade ) {
if ( startAlpha == 1.0 ) {
alpha = startAlpha * ( distLeft / length );
} else {
alpha = 1.0 - 1.0 * fabs( ( 1.0 - ( distLeft / length ) ) - startAlpha );
if ( alpha < 0 ) {
alpha = 0;
}
if ( alpha > 1 ) {
alpha = 1;
}
}
}
thisWidth = maxWidth * ( 0.5 + 0.5 * alpha );
if ( ( viewDist = VectorDistance( pos, cg.refdef.vieworg ) ) < VIEW_SCALE_DIST ) {
thisWidth *= 0.5 + ( 0.5 * ( viewDist / VIEW_SCALE_DIST ) );
if ( thisWidth < 4.0 && thisWidth < maxWidth ) {
thisWidth = 4.0;
}
} else { // scale it wider with distance so it remains visible
thisWidth *= 0.5 + ( 0.5 * ( viewDist / VIEW_SCALE_DIST ) );
if ( thisWidth > maxWidth * 2 ) {
// thisWidth > maxWidth*2;
thisWidth = maxWidth * 2;
}
}
//
VectorScale( bc, alpha, c );
c[2] *= 1.0 + ( 1.0 - alpha );
if ( c[2] > 1.0 ) {
c[2] = 1.0;
}
//
curJunc = CG_AddTrailJunc( 0, shader, cg.time, STYPE_LIGHTNING, pos, trailLife, 1, 1, thisWidth, thisWidth, TJFL_NOCULL, c, c, stScale, 20.0 );
while ( distLeft > 0 )
{ // create this bolt
thisSeg = segMin + ( segMax - segMin ) * lt_random( randseed,2 );
thisWidth = maxWidth * ( 0.5 + 0.5 * alpha );
if ( thisSeg >= distLeft - rndSize ) { // go directly to the end point
VectorCopy( end, pos );
thisWidth *= 0.6;
} else if ( (float)distLeft / length < 0.3 ) {
VectorSubtract( end, pos, vec );
VectorNormalize( vec );
VectorMA( pos, thisSeg, vec, pos );
// randomize the position a bit
thisSeg *= 0.05;
if ( thisSeg > rndSize ) {
thisSeg = rndSize;
}
for ( j = 0; j < 3; j++ ) {
viewDist = lt_crandom( randseed * randseed,j * j + i * i + 3 );
if ( fabs( viewDist ) < 0.5 ) {
if ( viewDist > 0 ) {
viewDist = 0.5;
} else { viewDist = -0.5;}
}
pos[j] += viewDist * thisSeg;
}
} else {
VectorSubtract( end, pos, vec );
VectorNormalize( vec );
VectorMA( pos, thisSeg, vec, pos );
// randomize the position a bit
thisSeg *= 0.25;
if ( thisSeg > rndSize ) {
thisSeg = rndSize;
}
for ( j = 0; j < 3; j++ ) {
viewDist = lt_crandom( randseed,j * j + i * i + 3 );
if ( fabs( viewDist ) < 0.5 ) {
if ( viewDist > 0 ) {
viewDist = 0.5;
} else { viewDist = -0.5;}
}
pos[j] += viewDist * thisSeg;
}
}
distLeft = Distance( pos, end );
if ( fade ) {
if ( startAlpha == 1.0 ) {
alpha = startAlpha * ( distLeft / length );
} else {
alpha = 1.0 - 1.0 * fabs( ( 1.0 - ( distLeft / length ) ) - startAlpha );
if ( alpha < 0 ) {
alpha = 0;
}
if ( alpha > 1 ) {
alpha = 1;
}
}
}
//thisWidth *= alpha;
if ( ( viewDist = VectorDistance( pos, cg.refdef.vieworg ) ) < VIEW_SCALE_DIST ) {
thisWidth *= 0.5 + ( 0.5 * ( viewDist / VIEW_SCALE_DIST ) );
if ( thisWidth < 4.0 && thisWidth < maxWidth ) {
thisWidth = 4.0;
}
} else { // scale it wider with distance so it remains visible
thisWidth *= 0.5 + ( 0.5 * ( viewDist / VIEW_SCALE_DIST ) );
if ( thisWidth > maxWidth * 2 ) {
// thisWidth > maxWidth*2;
thisWidth = maxWidth * 2;
}
}
//
VectorScale( bc, alpha, c );
c[2] *= 1.0 + ( 1.0 - alpha );
if ( c[2] > 1.0 ) {
c[2] = 1.0;
}
//
//stScale = maxSTscale * (0.4 + lt_random(randseed,1)*0.6);
curJunc = CG_AddTrailJunc( curJunc, shader, cg.time, STYPE_LIGHTNING, pos, trailLife, 1, 1, thisWidth, thisWidth, TJFL_NOCULL, c, c, stScale, 20.0 );
// fork from here?
if ( thisWidth < 4 && distLeft > 10 && recursion < 3 && forks < 3 && lt_random( randseed,383 + i + forks ) < FORK_CHANCE ) {
vec3_t fend;
forks++;
VectorSet( fend,
distLeft * 0.3 * lt_crandom( randseed,56 + i + forks ),
distLeft * 0.3 * lt_crandom( randseed,160 + i + forks ),
distLeft * 0.3 * lt_crandom( randseed,190 + i + forks ) );
VectorAdd( fend, end, fend );
VectorSubtract( fend, pos, fend );
VectorMA( pos, 0.2 + 0.7 * lt_random( randseed,6 + i + forks ), fend, fend );
//if (recursion > 0 && recursion < 2) {
// CG_DynamicLightningBolt( cgs.media.lightningBoltShader, pos, fend, 1, maxWidth, qtrue, alpha, recursion, randseed );
// return; // divert bolt rather than split
//} else {
CG_DynamicLightningBolt( shader, pos, fend, 1, maxWidth, qtrue, alpha, recursion + 1, randseed + 765 );
//}
}
randseed++;
}
}
}
/*
================
CG_ProjectedSpotLight
================
*/
void CG_ProjectedSpotLight( vec3_t start, vec3_t dir ) {
vec3_t end, proj;
trace_t tr;
float alpha, radius;
VectorMA( start, 1000, dir, end );
CG_Trace( &tr, start, NULL, NULL, end, -1, CONTENTS_SOLID );
if ( tr.fraction == 1.0 ) {
return;
}
//
alpha = ( 1.0 - tr.fraction );
if ( alpha > 1.0 ) {
alpha = 1.0;
}
//
radius = 32 + 64 * tr.fraction;
VectorNegate( dir, proj );
CG_ImpactMark( cgs.media.spotLightShader, tr.endpos, proj, 0, alpha, alpha, alpha, 1.0, qfalse, radius, qtrue, -2 );
}
#define MAX_SPOT_SEGS 20
#define MAX_SPOT_RANGE 2000
/*
==============
CG_Spotlight
segs: number of sides on tube. - 999 is a valid value and just means, 'cap to max' (MAX_SPOT_SEGS) or use lod scheme
range: effective range of beam
startWidth: will be optimized for '0' as a value (true cone) to not use quads and not cap the start circle
-- flags --
SL_NOTRACE - don't do a trace check for shortening the beam, always draw at full 'range' length
SL_TRACEWORLDONLY - go through everything but the world
SL_NODLIGHT - don't put a dlight at the end
SL_NOSTARTCAP - dont' cap the start circle
SL_LOCKTRACETORANGE - only trace out as far as the specified range (rather than to max spot range)
SL_NOFLARE - don't draw a flare when the light is pointing at the camera
SL_NOIMPACT - don't draw the impact mark on hit surfaces
SL_LOCKUV - lock the texture coordinates at the 'true' length of the requested beam.
SL_NOCORE - don't draw the center 'core' beam
I know, this is a bit kooky right now. It evolved big, but now that I know what it should do, it'll get
crunched down to a bunch of table driven stuff. once it works, I'll make it work well...
==============
*/
void CG_Spotlight( centity_t *cent, float *color, vec3_t realstart, vec3_t lightDir, int segs, float range, int startWidth, float coneAngle, int flags ) {
int i, j;
vec3_t start, traceEnd, proj;
vec3_t right, up;
vec3_t v1, v2;
vec3_t startvec, endvec; // the vectors to rotate around lightDir to create the circles
vec3_t conevec;
vec3_t start_points[MAX_SPOT_SEGS], end_points[MAX_SPOT_SEGS];
vec3_t coreright;
polyVert_t verts[MAX_SPOT_SEGS * 4]; // x4 for 4 verts per poly
polyVert_t plugVerts[MAX_SPOT_SEGS];
vec3_t endCenter;
polyVert_t coreverts[4];
trace_t tr;
float alpha;
float radius = 0.0f;
float coreEndRadius;
qboolean capStart = qtrue;
float hitDist; // the actual distance of the trace impact (0 is no hit)
float beamLen; // actual distance of the drawn beam
float endAlpha = 0.0f;
vec4_t colorNorm; // normalized color vector
refEntity_t ent;
vec3_t angles;
VectorCopy( realstart, start );
// normalize color
colorNorm[3] = 0; // store normalize multiplier in alpha index
for ( i = 0; i < 3; i++ ) {
if ( color[i] > colorNorm[3] ) {
colorNorm[3] = color[i]; // find largest color value in RGB
}
}
if ( colorNorm[3] != 1 ) { // it needs to be boosted
VectorMA( color, 1.0 / colorNorm[3], color, colorNorm ); // FIXME: div by 0
} else {
VectorCopy( color, colorNorm );
}
colorNorm[3] = color[3];
if ( flags & SL_NOSTARTCAP ) {
capStart = qfalse;
}
if ( startWidth == 0 ) { // cone, not cylinder
capStart = qfalse;
}
if ( flags & SL_LOCKTRACETORANGE ) {
VectorMA( start, range, lightDir, traceEnd ); // trace out to 'range'
} else {
VectorMA( start, MAX_SPOT_RANGE, lightDir, traceEnd ); // trace all the way out to max dist
}
// first trace to see if anything is hit
if ( flags & SL_NOTRACE ) {
tr.fraction = 1.0; // force no hit
VectorCopy(traceEnd, tr.endpos);
} else {
if ( flags & SL_TRACEWORLDONLY ) {
CG_Trace( &tr, start, NULL, NULL, traceEnd, -1, CONTENTS_SOLID );
} else {
CG_Trace( &tr, start, NULL, NULL, traceEnd, -1, MASK_SHOT );
}
// CG_Trace( &tr, start, NULL, NULL, traceEnd, -1, MASK_ALL &~(CONTENTS_MONSTERCLIP|CONTENTS_AREAPORTAL|CONTENTS_CLUSTERPORTAL));
}
if ( tr.fraction < 1.0 ) {
hitDist = beamLen = MAX_SPOT_RANGE * tr.fraction;
if ( beamLen > range ) {
beamLen = range;
}
} else {
hitDist = 0;
beamLen = range;
}
if ( flags & SL_LOCKUV ) {
if ( beamLen < range ) {
endAlpha = 255.0f * ( color[3] - ( color[3] * beamLen / range ) );
}
}
if ( segs >= MAX_SPOT_SEGS ) {
segs = MAX_SPOT_SEGS - 1;
}
// TODO: adjust segs based on r_lodbias
// TODO: move much of this to renderer
// model at base
if ( cent->currentState.modelindex ) {
memset( &ent, 0, sizeof( ent ) );
ent.frame = 0;
ent.oldframe = 0;
ent.backlerp = 0;
VectorCopy( cent->lerpOrigin, ent.origin );
VectorCopy( cent->lerpOrigin, ent.oldorigin );
ent.hModel = cgs.gameModels[cent->currentState.modelindex];
//AnglesToAxis( cent->lerpAngles, ent.axis );
vectoangles( lightDir, angles );
AnglesToAxis( angles, ent.axis );
trap_R_AddRefEntityToScene( &ent );
memcpy( ¢->refEnt, &ent, sizeof( refEntity_t ) );
// push start out a bit so the beam fits to the front of the base model
VectorMA( start, 14, lightDir, start );
}
//// BEAM
PerpendicularVector( up, lightDir );
CrossProduct( lightDir, up, right );
// find first vert of the start
VectorScale( right, startWidth, startvec );
// find the first vert of the end
RotatePointAroundVector( conevec, up, lightDir, -coneAngle );
VectorMA( startvec, beamLen, conevec, endvec ); // this applies the offset of the start diameter before finding the end points
VectorScale( lightDir, beamLen, endCenter );
VectorSubtract( endCenter, endvec, coreverts[3].xyz ); // get a vector of the radius out at the end for the core to use
coreEndRadius = VectorLength( coreverts[3].xyz );
#define CORESCALE 0.6f
//
// generate the flat beam 'core'
//
if ( !( flags & SL_NOCORE ) ) {
VectorSubtract( start, cg.refdef.vieworg, v1 );
VectorNormalize( v1 );
VectorSubtract( traceEnd, cg.refdef.vieworg, v2 );
VectorNormalize( v2 );
CrossProduct( v1, v2, coreright );
VectorNormalize( coreright );
memset( &coreverts[0], 0, 4 * sizeof( polyVert_t ) );
VectorMA( start, startWidth * 0.5f, coreright, coreverts[0].xyz );
VectorMA( start, -startWidth * 0.5f, coreright, coreverts[1].xyz );
VectorMA( endCenter, -coreEndRadius * CORESCALE, coreright, coreverts[2].xyz );
VectorAdd( start, coreverts[2].xyz, coreverts[2].xyz );
VectorMA( endCenter, coreEndRadius * CORESCALE, coreright, coreverts[3].xyz );
VectorAdd( start, coreverts[3].xyz, coreverts[3].xyz );
for ( i = 0; i < 4; i++ ) {
coreverts[i].modulate[0] = color[0] * 200.0f;
coreverts[i].modulate[1] = color[1] * 200.0f;
coreverts[i].modulate[2] = color[2] * 200.0f;
coreverts[i].modulate[3] = color[3] * 200.0f;
if ( i > 1 ) {
coreverts[i].modulate[3] = 0;
}
}
trap_R_AddPolyToScene( cgs.media.spotLightBeamShader, 4, &coreverts[0] );
}
//
// generate the beam cylinder
//
for ( i = 0; i <= segs; i++ ) {
RotatePointAroundVector( start_points[i], lightDir, startvec, ( 360.0f / (float)segs ) * i );
VectorAdd( start_points[i], start, start_points[i] );
RotatePointAroundVector( end_points[i], lightDir, endvec, ( 360.0f / (float)segs ) * i );
VectorAdd( end_points[i], start, end_points[i] );
}
for ( i = 0; i < segs; i++ ) {
j = ( i * 4 );
VectorCopy( start_points[i], verts[( i * 4 )].xyz );
verts[j].st[0] = 0;
verts[j].st[1] = 1;
verts[j].modulate[0] = color[0] * 255.0f;
verts[j].modulate[1] = color[1] * 255.0f;
verts[j].modulate[2] = color[2] * 255.0f;
verts[j].modulate[3] = color[3] * 255.0f;
j++;
VectorCopy( end_points[i], verts[j].xyz );
verts[j].st[0] = 0;
verts[j].st[1] = 0;
verts[j].modulate[0] = color[0] * 255.0f;
verts[j].modulate[1] = color[1] * 255.0f;
verts[j].modulate[2] = color[2] * 255.0f;
verts[j].modulate[3] = endAlpha;
j++;
VectorCopy( end_points[i + 1], verts[j].xyz );
verts[j].st[0] = 1;
verts[j].st[1] = 0;
verts[j].modulate[0] = color[0] * 255.0f;
verts[j].modulate[1] = color[1] * 255.0f;
verts[j].modulate[2] = color[2] * 255.0f;
verts[j].modulate[3] = endAlpha;
j++;
VectorCopy( start_points[i + 1], verts[j].xyz );
verts[j].st[0] = 1;
verts[j].st[1] = 1;
verts[j].modulate[0] = color[0] * 255.0f;
verts[j].modulate[1] = color[1] * 255.0f;
verts[j].modulate[2] = color[2] * 255.0f;
verts[j].modulate[3] = color[3] * 255.0f;
if ( capStart ) {
VectorCopy( start_points[i], plugVerts[i].xyz );
plugVerts[i].st[0] = 0;
plugVerts[i].st[1] = 0;
plugVerts[i].modulate[0] = color[0] * 255.0f;
plugVerts[i].modulate[1] = color[1] * 255.0f;
plugVerts[i].modulate[2] = color[2] * 255.0f;
plugVerts[i].modulate[3] = color[3] * 255.0f;
}
}
trap_R_AddPolysToScene( cgs.media.spotLightBeamShader, 4, &verts[0], segs );
// plug up the start circle
if ( capStart ) {
trap_R_AddPolyToScene( cgs.media.spotLightBeamShader, segs, &plugVerts[0] );
}
// show the endpoint
if ( !( flags & SL_NOIMPACT ) ) {
if ( hitDist ) {
VectorMA( startvec, hitDist, conevec, endvec );
alpha = 0.3f;
radius = coreEndRadius * ( hitDist / beamLen );
VectorNegate( lightDir, proj );
CG_ImpactMark( cgs.media.spotLightShader, tr.endpos, proj, 0, colorNorm[0], colorNorm[1], colorNorm[2], alpha, qfalse, radius, qtrue, -1 );
}
}
// add d light at end
if ( !( flags & SL_NODLIGHT ) ) {
vec3_t dlightLoc;
// VectorMA(tr.endpos, -60, lightDir, dlightLoc); // back away from the hit
// trap_R_AddLightToScene(dlightLoc, 200, colorNorm[0], colorNorm[1], colorNorm[2], 0); // ,REF_JUNIOR_DLIGHT);
VectorCopy( tr.endpos, dlightLoc ); // back away from the hit
// trap_R_AddLightToScene(dlightLoc, radius*2, colorNorm[0], colorNorm[1], colorNorm[2], 0); // ,REF_JUNIOR_DLIGHT);
trap_R_AddLightToScene( dlightLoc, radius * 2, 0.3, 0.3, 0.3, 0 ); // ,REF_JUNIOR_DLIGHT);
}
#define FLAREANGLE 35
// draw flare at source
if ( !( flags & SL_NOFLARE ) ) {
qboolean lightInEyes = qfalse;
vec3_t camloc, dirtolight;
float dot, deg, dist;
float flarescale = 0.0f;
// get camera position and direction to lightsource
VectorCopy( cg.snap->ps.origin, camloc );
camloc[2] += cg.snap->ps.viewheight;
VectorSubtract( start, camloc, dirtolight );
dist = VectorNormalize( dirtolight );
// first use dot to determine if it's facing the camera
dot = DotProduct( lightDir, dirtolight );
// it's facing the camera, find out how closely and trace to see if the source can be seen
deg = RAD2DEG( M_PI - acos( dot ) );
if ( deg <= FLAREANGLE ) { // start flare a bit before the camera gets inside the cylinder
lightInEyes = qtrue;
flarescale = 1 - ( deg / FLAREANGLE );
}
if ( lightInEyes ) { // the dot check succeeded, now do a trace
CG_Trace( &tr, start, NULL, NULL, camloc, -1, MASK_ALL & ~( CONTENTS_MONSTERCLIP | CONTENTS_AREAPORTAL | CONTENTS_CLUSTERPORTAL ) );
if ( tr.fraction != 1 ) {
lightInEyes = qfalse;
}
}
if ( lightInEyes ) {
float coronasize = flarescale;
if ( dist < 512 ) { // make even bigger if you're close enough
coronasize *= ( 512.0f / dist );
}
trap_R_AddCoronaToScene( start, colorNorm[0], colorNorm[1], colorNorm[2], coronasize, cent->currentState.number, qtrue );
} else {
// even though it's off, still need to add it, but turned off so it can fade in/out properly
trap_R_AddCoronaToScene( start, colorNorm[0], colorNorm[1], colorNorm[2], 0, cent->currentState.number, qfalse );
}
}
}
/*
==============
CG_RumbleEfx
==============
*/
void CG_RumbleEfx( float pitch, float yaw ) {
float pitchRecoilAdd, pitchAdd;
float yawRandom;
vec3_t recoil;
if ( pitch < 1 ) {
pitch = 1;
}
pitchRecoilAdd = pow( random(),8 ) * ( 10 + VectorLength( cg.snap->ps.velocity ) / 5 );
pitchAdd = ( rand() % (int)pitch ) - ( pitch * 0.5 ); //5
yawRandom = yaw; //2
pitchRecoilAdd *= 0.5;
pitchAdd *= 0.5;
yawRandom *= 0.5;
// calc the recoil
recoil[YAW] = crandom() * yawRandom;
recoil[ROLL] = -recoil[YAW]; // why not
recoil[PITCH] = -pitchAdd;
// scale it up a bit (easier to modify this while tweaking)
VectorScale( recoil, 30, recoil );
// set the recoil
VectorCopy( recoil, cg.kickAVel );
// set the recoil
cg.recoilPitch -= pitchRecoilAdd;
}
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