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-rw-r--r--code/cgame/cg_effects.c718
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diff --git a/code/cgame/cg_effects.c b/code/cgame/cg_effects.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena 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 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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 spacing ) {
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int i;
+
+ if ( cg_noProjectileTrail.integer ) {
+ return;
+ }
+
+ 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->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()*5;
+ le->pos.trDelta[1] = crandom()*5;
+ le->pos.trDelta[2] = crandom()*5 + 6;
+
+ VectorAdd (move, vec, move);
+ }
+}
+
+/*
+=====================
+CG_SmokePuff
+
+Adds a smoke puff or blood trail localEntity.
+=====================
+*/
+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;
+// int fadeInTime = startTime + duration / 2;
+
+ 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->fadeInTime = fadeInTime;
+ le->endTime = startTime + duration;
+ 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;
+ }
+
+ re->reType = RT_SPRITE;
+ re->radius = le->radius;
+
+ return le;
+}
+
+/*
+==================
+CG_SpawnEffect
+
+Player teleporting in or out
+==================
+*/
+void CG_SpawnEffect( vec3_t org ) {
+ 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;
+
+#ifndef MISSIONPACK
+ re->customShader = cgs.media.teleportEffectShader;
+#endif
+ re->hModel = cgs.media.teleportEffectModel;
+ AxisClear( re->axis );
+
+ VectorCopy( org, re->origin );
+#ifdef MISSIONPACK
+ re->origin[2] += 16;
+#else
+ re->origin[2] -= 24;
+#endif
+}
+
+
+#ifdef MISSIONPACK
+/*
+===============
+CG_LightningBoltBeam
+===============
+*/
+void CG_LightningBoltBeam( vec3_t start, vec3_t end ) {
+ localEntity_t *le;
+ refEntity_t *beam;
+
+ le = CG_AllocLocalEntity();
+ le->leFlags = 0;
+ le->leType = LE_SHOWREFENTITY;
+ le->startTime = cg.time;
+ le->endTime = cg.time + 50;
+
+ beam = &le->refEntity;
+
+ VectorCopy( start, beam->origin );
+ // this is the end point
+ VectorCopy( end, beam->oldorigin );
+
+ beam->reType = RT_LIGHTNING;
+ beam->customShader = cgs.media.lightningShader;
+}
+
+/*
+==================
+CG_KamikazeEffect
+==================
+*/
+void CG_KamikazeEffect( vec3_t org ) {
+ localEntity_t *le;
+ refEntity_t *re;
+
+ le = CG_AllocLocalEntity();
+ le->leFlags = 0;
+ le->leType = LE_KAMIKAZE;
+ le->startTime = cg.time;
+ le->endTime = cg.time + 3000;//2250;
+ le->lifeRate = 1.0 / ( le->endTime - le->startTime );
+
+ le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
+
+ VectorClear(le->angles.trBase);
+
+ re = &le->refEntity;
+
+ re->reType = RT_MODEL;
+ re->shaderTime = cg.time / 1000.0f;
+
+ re->hModel = cgs.media.kamikazeEffectModel;
+
+ VectorCopy( org, re->origin );
+
+}
+
+/*
+==================
+CG_ObeliskExplode
+==================
+*/
+void CG_ObeliskExplode( vec3_t org, int entityNum ) {
+ localEntity_t *le;
+ vec3_t origin;
+
+ // create an explosion
+ VectorCopy( org, origin );
+ origin[2] += 64;
+ le = CG_MakeExplosion( origin, vec3_origin,
+ cgs.media.dishFlashModel,
+ cgs.media.rocketExplosionShader,
+ 600, qtrue );
+ le->light = 300;
+ le->lightColor[0] = 1;
+ le->lightColor[1] = 0.75;
+ le->lightColor[2] = 0.0;
+}
+
+/*
+==================
+CG_ObeliskPain
+==================
+*/
+void CG_ObeliskPain( vec3_t org ) {
+ float r;
+ sfxHandle_t sfx;
+
+ // hit sound
+ r = rand() & 3;
+ if ( r < 2 ) {
+ sfx = cgs.media.obeliskHitSound1;
+ } else if ( r == 2 ) {
+ sfx = cgs.media.obeliskHitSound2;
+ } else {
+ sfx = cgs.media.obeliskHitSound3;
+ }
+ trap_S_StartSound ( org, ENTITYNUM_NONE, CHAN_BODY, sfx );
+}
+
+
+/*
+==================
+CG_InvulnerabilityImpact
+==================
+*/
+void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles ) {
+ localEntity_t *le;
+ refEntity_t *re;
+ int r;
+ sfxHandle_t sfx;
+
+ le = CG_AllocLocalEntity();
+ le->leFlags = 0;
+ le->leType = LE_INVULIMPACT;
+ le->startTime = cg.time;
+ le->endTime = cg.time + 1000;
+ 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->hModel = cgs.media.invulnerabilityImpactModel;
+
+ VectorCopy( org, re->origin );
+ AnglesToAxis( angles, re->axis );
+
+ r = rand() & 3;
+ if ( r < 2 ) {
+ sfx = cgs.media.invulnerabilityImpactSound1;
+ } else if ( r == 2 ) {
+ sfx = cgs.media.invulnerabilityImpactSound2;
+ } else {
+ sfx = cgs.media.invulnerabilityImpactSound3;
+ }
+ trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, sfx );
+}
+
+/*
+==================
+CG_InvulnerabilityJuiced
+==================
+*/
+void CG_InvulnerabilityJuiced( vec3_t org ) {
+ localEntity_t *le;
+ refEntity_t *re;
+ vec3_t angles;
+
+ le = CG_AllocLocalEntity();
+ le->leFlags = 0;
+ le->leType = LE_INVULJUICED;
+ le->startTime = cg.time;
+ le->endTime = cg.time + 10000;
+ 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->hModel = cgs.media.invulnerabilityJuicedModel;
+
+ VectorCopy( org, re->origin );
+ VectorClear(angles);
+ AnglesToAxis( angles, re->axis );
+
+ trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, cgs.media.invulnerabilityJuicedSound );
+}
+
+#endif
+
+/*
+==================
+CG_ScorePlum
+==================
+*/
+void CG_ScorePlum( int client, vec3_t org, int score ) {
+ localEntity_t *le;
+ refEntity_t *re;
+ vec3_t angles;
+ static vec3_t lastPos;
+
+ // only visualize for the client that scored
+ if (client != cg.predictedPlayerState.clientNum || cg_scorePlum.integer == 0) {
+ return;
+ }
+
+ le = CG_AllocLocalEntity();
+ le->leFlags = 0;
+ le->leType = LE_SCOREPLUM;
+ le->startTime = cg.time;
+ le->endTime = cg.time + 4000;
+ le->lifeRate = 1.0 / ( le->endTime - le->startTime );
+
+
+ le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
+ le->radius = score;
+
+ VectorCopy( org, le->pos.trBase );
+ if (org[2] >= lastPos[2] - 20 && org[2] <= lastPos[2] + 20) {
+ le->pos.trBase[2] -= 20;
+ }
+
+ //CG_Printf( "Plum origin %i %i %i -- %i\n", (int)org[0], (int)org[1], (int)org[2], (int)Distance(org, lastPos));
+ VectorCopy(org, lastPos);
+
+
+ re = &le->refEntity;
+
+ re->reType = RT_SPRITE;
+ re->radius = 16;
+
+ VectorClear(angles);
+ AnglesToAxis( angles, re->axis );
+}
+
+
+/*
+====================
+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 );
+
+ ex->color[0] = ex->color[1] = ex->color[2] = 1.0;
+
+ return ex;
+}
+
+
+/*
+=================
+CG_Bleed
+
+This is the spurt of blood when a character gets hit
+=================
+*/
+void CG_Bleed( vec3_t origin, int entityNum ) {
+ localEntity_t *ex;
+
+ if ( !cg_blood.integer ) {
+ return;
+ }
+
+ ex = CG_AllocLocalEntity();
+ ex->leType = LE_EXPLOSION;
+
+ ex->startTime = cg.time;
+ ex->endTime = ex->startTime + 500;
+
+ VectorCopy ( origin, ex->refEntity.origin);
+ ex->refEntity.reType = RT_SPRITE;
+ ex->refEntity.rotation = rand() % 360;
+ ex->refEntity.radius = 24;
+
+ ex->refEntity.customShader = cgs.media.bloodExplosionShader;
+
+ // don't show player's own blood in view
+ if ( entityNum == cg.snap->ps.clientNum ) {
+ ex->refEntity.renderfx |= RF_THIRD_PERSON;
+ }
+}
+
+
+
+/*
+==================
+CG_LaunchGib
+==================
+*/
+void CG_LaunchGib( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
+ localEntity_t *le;
+ refEntity_t *re;
+
+ le = CG_AllocLocalEntity();
+ re = &le->refEntity;
+
+ le->leType = LE_FRAGMENT;
+ le->startTime = cg.time;
+ le->endTime = le->startTime + 5000 + random() * 3000;
+
+ VectorCopy( origin, re->origin );
+ AxisCopy( axisDefault, re->axis );
+ re->hModel = hModel;
+
+ le->pos.trType = TR_GRAVITY;
+ VectorCopy( origin, le->pos.trBase );
+ VectorCopy( velocity, le->pos.trDelta );
+ le->pos.trTime = cg.time;
+
+ le->bounceFactor = 0.6f;
+
+ le->leBounceSoundType = LEBS_BLOOD;
+ le->leMarkType = LEMT_BLOOD;
+}
+
+/*
+===================
+CG_GibPlayer
+
+Generated a bunch of gibs launching out from the bodies location
+===================
+*/
+#define GIB_VELOCITY 250
+#define GIB_JUMP 250
+void CG_GibPlayer( vec3_t playerOrigin ) {
+ vec3_t origin, velocity;
+
+ if ( !cg_blood.integer ) {
+ return;
+ }
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ if ( rand() & 1 ) {
+ CG_LaunchGib( origin, velocity, cgs.media.gibSkull );
+ } else {
+ CG_LaunchGib( origin, velocity, cgs.media.gibBrain );
+ }
+
+ // allow gibs to be turned off for speed
+ if ( !cg_gibs.integer ) {
+ return;
+ }
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibAbdomen );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibArm );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibChest );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibFist );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibFoot );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibForearm );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibIntestine );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibLeg );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*GIB_VELOCITY;
+ velocity[1] = crandom()*GIB_VELOCITY;
+ velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
+ CG_LaunchGib( origin, velocity, cgs.media.gibLeg );
+}
+
+/*
+==================
+CG_LaunchGib
+==================
+*/
+void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
+ localEntity_t *le;
+ refEntity_t *re;
+
+ le = CG_AllocLocalEntity();
+ re = &le->refEntity;
+
+ le->leType = LE_FRAGMENT;
+ le->startTime = cg.time;
+ le->endTime = le->startTime + 10000 + random() * 6000;
+
+ VectorCopy( origin, re->origin );
+ AxisCopy( axisDefault, re->axis );
+ re->hModel = hModel;
+
+ le->pos.trType = TR_GRAVITY;
+ VectorCopy( origin, le->pos.trBase );
+ VectorCopy( velocity, le->pos.trDelta );
+ le->pos.trTime = cg.time;
+
+ le->bounceFactor = 0.1f;
+
+ le->leBounceSoundType = LEBS_BRASS;
+ le->leMarkType = LEMT_NONE;
+}
+
+#define EXP_VELOCITY 100
+#define EXP_JUMP 150
+/*
+===================
+CG_GibPlayer
+
+Generated a bunch of gibs launching out from the bodies location
+===================
+*/
+void CG_BigExplode( vec3_t playerOrigin ) {
+ vec3_t origin, velocity;
+
+ if ( !cg_blood.integer ) {
+ return;
+ }
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*EXP_VELOCITY;
+ velocity[1] = crandom()*EXP_VELOCITY;
+ velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
+ CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*EXP_VELOCITY;
+ velocity[1] = crandom()*EXP_VELOCITY;
+ velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
+ CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*EXP_VELOCITY*1.5;
+ velocity[1] = crandom()*EXP_VELOCITY*1.5;
+ velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
+ CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*EXP_VELOCITY*2.0;
+ velocity[1] = crandom()*EXP_VELOCITY*2.0;
+ velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
+ CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
+
+ VectorCopy( playerOrigin, origin );
+ velocity[0] = crandom()*EXP_VELOCITY*2.5;
+ velocity[1] = crandom()*EXP_VELOCITY*2.5;
+ velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
+ CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
+}
+