/* * CL_newfx.java * Copyright (C) 2004 * * $Id: CL_newfx.java,v 1.7 2005-01-17 21:50:42 cawe Exp $ */ /* Copyright (C) 1997-2001 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Created on 31.01.2004 by RST. package jake2.client; import jake2.Defines; import jake2.Globals; import jake2.util.Lib; import jake2.util.Math3D; /** * CL_newfx */ public class CL_newfx { static void Flashlight(int ent, float[] pos) { CL_fx.cdlight_t dl; dl = CL_fx.AllocDlight(ent); Math3D.VectorCopy(pos, dl.origin); dl.radius = 400; dl.minlight = 250; dl.die = Globals.cl.time + 100; dl.color[0] = 1; dl.color[1] = 1; dl.color[2] = 1; } /* * ====== CL_ColorFlash - flash of light ====== */ static void ColorFlash(float[] pos, int ent, int intensity, float r, float g, float b) { CL_fx.cdlight_t dl; if ((Globals.vidref_val == Defines.VIDREF_SOFT) && ((r < 0) || (g < 0) || (b < 0))) { intensity = -intensity; r = -r; g = -g; b = -b; } dl = CL_fx.AllocDlight(ent); Math3D.VectorCopy(pos, dl.origin); dl.radius = intensity; dl.minlight = 250; dl.die = Globals.cl.time + 100; dl.color[0] = r; dl.color[1] = g; dl.color[2] = b; } // stack variable private static final float[] move = {0, 0, 0}; private static final float[] vec = {0, 0, 0}; private static final float[] right = {0, 0, 0}; private static final float[] up = {0, 0, 0}; /* * ====== CL_DebugTrail ====== */ static void DebugTrail(float[] start, float[] end) { float len; // int j; cparticle_t p; float dec; // int i; // float d, c, s; // float[] dir; Math3D.VectorCopy(start, move); Math3D.VectorSubtract(end, start, vec); len = Math3D.VectorNormalize(vec); Math3D.MakeNormalVectors(vec, right, up); // VectorScale(vec, RT2_SKIP, vec); // dec = 1.0; // dec = 0.75; dec = 3; Math3D.VectorScale(vec, dec, vec); Math3D.VectorCopy(start, move); while (len > 0) { len -= dec; if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; p.time = Globals.cl.time; Math3D.VectorClear(p.accel); Math3D.VectorClear(p.vel); p.alpha = 1.0f; p.alphavel = -0.1f; // p.alphavel = 0; p.color = 0x74 + (Lib.rand() & 7); Math3D.VectorCopy(move, p.org); /* * for (j=0 ; j <3 ; j++) { p.org[j] = move[j] + crand()*2; p.vel[j] = * crand()*3; p.accel[j] = 0; } */ Math3D.VectorAdd(move, vec, move); } } // stack variable // move, vec static void ForceWall(float[] start, float[] end, int color) { float len; int j; cparticle_t p; Math3D.VectorCopy(start, move); Math3D.VectorSubtract(end, start, vec); len = Math3D.VectorNormalize(vec); Math3D.VectorScale(vec, 4, vec); // FIXME: this is a really silly way to have a loop while (len > 0) { len -= 4; if (CL_fx.free_particles == null) return; if (Globals.rnd.nextFloat() > 0.3) { p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = -1.0f / (3.0f + Globals.rnd.nextFloat() * 0.5f); p.color = color; for (j = 0; j < 3; j++) { p.org[j] = move[j] + Lib.crand() * 3; p.accel[j] = 0; } p.vel[0] = 0; p.vel[1] = 0; p.vel[2] = -40 - (Lib.crand() * 10); } Math3D.VectorAdd(move, vec, move); } } // stack variable // move, vec /* * =============== CL_BubbleTrail2 (lets you control the # of bubbles by * setting the distance between the spawns) * * =============== */ static void BubbleTrail2(float[] start, float[] end, int dist) { float len; int i, j; cparticle_t p; float dec; Math3D.VectorCopy(start, move); Math3D.VectorSubtract(end, start, vec); len = Math3D.VectorNormalize(vec); dec = dist; Math3D.VectorScale(vec, dec, vec); for (i = 0; i < len; i += dec) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = -1.0f / (1 + Globals.rnd.nextFloat() * 0.1f); p.color = 4 + (Lib.rand() & 7); for (j = 0; j < 3; j++) { p.org[j] = move[j] + Lib.crand() * 2; p.vel[j] = Lib.crand() * 10; } p.org[2] -= 4; // p.vel[2] += 6; p.vel[2] += 20; Math3D.VectorAdd(move, vec, move); } } // stack variable // move, vec, right, up private static final float[] dir = {0, 0, 0}; private static final float[] end = {0, 0, 0}; static void Heatbeam(float[] start, float[] forward) { float len; int j; cparticle_t p; int i; float c, s; float ltime; float step = 32.0f, rstep; float start_pt; float rot; float variance; Math3D.VectorMA(start, 4096, forward, end); Math3D.VectorCopy(start, move); Math3D.VectorSubtract(end, start, vec); len = Math3D.VectorNormalize(vec); // FIXME - pmm - these might end up using old values? // MakeNormalVectors (vec, right, up); Math3D.VectorCopy(Globals.cl.v_right, right); Math3D.VectorCopy(Globals.cl.v_up, up); if (Globals.vidref_val == Defines.VIDREF_GL) { // GL mode Math3D.VectorMA(move, -0.5f, right, move); Math3D.VectorMA(move, -0.5f, up, move); } // otherwise assume SOFT ltime = (float) Globals.cl.time / 1000.0f; start_pt = ltime * 96.0f % step; Math3D.VectorMA(move, start_pt, vec, move); Math3D.VectorScale(vec, step, vec); // Com_Printf ("%f\n", ltime); rstep = (float) (Math.PI / 10.0); float M_PI2 = (float) (Math.PI * 2.0); for (i = (int) start_pt; i < len; i += step) { if (i > step * 5) // don't bother after the 5th ring break; for (rot = 0; rot < M_PI2; rot += rstep) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; p.time = Globals.cl.time; Math3D.VectorClear(p.accel); // rot+= fmod(ltime, 12.0)*M_PI; // c = cos(rot)/2.0; // s = sin(rot)/2.0; // variance = 0.4 + ((float)rand()/(float)RAND_MAX) *0.2; variance = 0.5f; c = (float) (Math.cos(rot) * variance); s = (float) (Math.sin(rot) * variance); // trim it so it looks like it's starting at the origin if (i < 10) { Math3D.VectorScale(right, c * (i / 10.0f), dir); Math3D.VectorMA(dir, s * (i / 10.0f), up, dir); } else { Math3D.VectorScale(right, c, dir); Math3D.VectorMA(dir, s, up, dir); } p.alpha = 0.5f; // p.alphavel = -1.0 / (1+frand()*0.2); p.alphavel = -1000.0f; // p.color = 0x74 + (rand()&7); p.color = 223 - (Lib.rand() & 7); for (j = 0; j < 3; j++) { p.org[j] = move[j] + dir[j] * 3; // p.vel[j] = dir[j]*6; p.vel[j] = 0; } } Math3D.VectorAdd(move, vec, move); } } // stack variable private static final float[] r = {0, 0, 0}; private static final float[] u = {0, 0, 0}; /* * =============== CL_ParticleSteamEffect * * Puffs with velocity along direction, with some randomness thrown in * =============== */ static void ParticleSteamEffect(float[] org, float[] dir, int color, int count, int magnitude) { int i, j; cparticle_t p; float d; // vectoangles2 (dir, angle_dir); // AngleVectors (angle_dir, f, r, u); Math3D.MakeNormalVectors(dir, r, u); for (i = 0; i < count; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; p.time = Globals.cl.time; p.color = color + (Lib.rand() & 7); for (j = 0; j < 3; j++) { p.org[j] = org[j] + magnitude * 0.1f * Lib.crand(); // p.vel[j] = dir[j]*magnitude; } Math3D.VectorScale(dir, magnitude, p.vel); d = Lib.crand() * magnitude / 3; Math3D.VectorMA(p.vel, d, r, p.vel); d = Lib.crand() * magnitude / 3; Math3D.VectorMA(p.vel, d, u, p.vel); p.accel[0] = p.accel[1] = 0; p.accel[2] = -CL_fx.PARTICLE_GRAVITY / 2; p.alpha = 1.0f; p.alphavel = -1.0f / (0.5f + Globals.rnd.nextFloat() * 0.3f); } } // stack variable // r, u, dir static void ParticleSteamEffect2(cl_sustain_t self) // float[] org, float[] dir, int color, int count, int magnitude) { int i, j; cparticle_t p; float d; // vectoangles2 (dir, angle_dir); // AngleVectors (angle_dir, f, r, u); Math3D.VectorCopy(self.dir, dir); Math3D.MakeNormalVectors(dir, r, u); for (i = 0; i < self.count; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; p.time = Globals.cl.time; p.color = self.color + (Lib.rand() & 7); for (j = 0; j < 3; j++) { p.org[j] = self.org[j] + self.magnitude * 0.1f * Lib.crand(); // p.vel[j] = dir[j]*magnitude; } Math3D.VectorScale(dir, self.magnitude, p.vel); d = Lib.crand() * self.magnitude / 3; Math3D.VectorMA(p.vel, d, r, p.vel); d = Lib.crand() * self.magnitude / 3; Math3D.VectorMA(p.vel, d, u, p.vel); p.accel[0] = p.accel[1] = 0; p.accel[2] = -CL_fx.PARTICLE_GRAVITY / 2; p.alpha = 1.0f; p.alphavel = -1.0f / (0.5f + Globals.rnd.nextFloat() * 0.3f); } self.nextthink += self.thinkinterval; } // stack variable // move, vec, right, up private static final float[] forward = {0, 0, 0}; private static final float[] angle_dir = {0, 0, 0}; /* * =============== CL_TrackerTrail =============== */ static void TrackerTrail(float[] start, float[] end, int particleColor) { float len; cparticle_t p; int dec; float dist; Math3D.VectorCopy(start, move); Math3D.VectorSubtract(end, start, vec); len = Math3D.VectorNormalize(vec); Math3D.VectorCopy(vec, forward); Math3D.vectoangles(forward, angle_dir); Math3D.AngleVectors(angle_dir, forward, right, up); dec = 3; Math3D.VectorScale(vec, 3, vec); // FIXME: this is a really silly way to have a loop while (len > 0) { len -= dec; if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = -2.0f; p.color = particleColor; dist = Math3D.DotProduct(move, forward); Math3D.VectorMA(move, (float) (8 * Math.cos(dist)), up, p.org); for (int j = 0; j < 3; j++) { p.vel[j] = 0; p.accel[j] = 0; } p.vel[2] = 5; Math3D.VectorAdd(move, vec, move); } } // stack variable // dir static void Tracker_Shell(float[] origin) { cparticle_t p; for (int i = 0; i < 300; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = CL_fx.INSTANT_PARTICLE; p.color = 0; dir[0] = Lib.crand(); dir[1] = Lib.crand(); dir[2] = Lib.crand(); Math3D.VectorNormalize(dir); Math3D.VectorMA(origin, 40, dir, p.org); } } // stack variable // dir static void MonsterPlasma_Shell(float[] origin) { cparticle_t p; for (int i = 0; i < 40; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = CL_fx.INSTANT_PARTICLE; p.color = 0xe0; dir[0] = Lib.crand(); dir[1] = Lib.crand(); dir[2] = Lib.crand(); Math3D.VectorNormalize(dir); Math3D.VectorMA(origin, 10, dir, p.org); // VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), // dir, p.org); } } private static int[] wb_colortable = { 2 * 8, 13 * 8, 21 * 8, 18 * 8 }; // stack variable // dir static void Widowbeamout(cl_sustain_t self) { int i; cparticle_t p; float ratio; ratio = 1.0f - (((float) self.endtime - (float) Globals.cl.time) / 2100.0f); for (i = 0; i < 300; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = CL_fx.INSTANT_PARTICLE; p.color = wb_colortable[Lib.rand() & 3]; dir[0] = Lib.crand(); dir[1] = Lib.crand(); dir[2] = Lib.crand(); Math3D.VectorNormalize(dir); Math3D.VectorMA(self.org, (45.0f * ratio), dir, p.org); // VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), // dir, p.org); } } private static int[] nb_colortable = { 110, 112, 114, 116 }; // stack variable // dir static void Nukeblast(cl_sustain_t self) { int i; cparticle_t p; float ratio; ratio = 1.0f - (((float) self.endtime - (float) Globals.cl.time) / 1000.0f); for (i = 0; i < 700; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = CL_fx.INSTANT_PARTICLE; p.color = nb_colortable[Lib.rand() & 3]; dir[0] = Lib.crand(); dir[1] = Lib.crand(); dir[2] = Lib.crand(); Math3D.VectorNormalize(dir); Math3D.VectorMA(self.org, (200.0f * ratio), dir, p.org); // VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), // dir, p.org); } } private static int[] ws_colortable = { 2 * 8, 13 * 8, 21 * 8, 18 * 8 }; // stack variable // dir static void WidowSplash(float[] org) { int i; cparticle_t p; for (i = 0; i < 256; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; p.time = Globals.cl.time; p.color = ws_colortable[Lib.rand() & 3]; dir[0] = Lib.crand(); dir[1] = Lib.crand(); dir[2] = Lib.crand(); Math3D.VectorNormalize(dir); Math3D.VectorMA(org, 45.0f, dir, p.org); Math3D.VectorMA(Globals.vec3_origin, 40.0f, dir, p.vel); p.accel[0] = p.accel[1] = 0; p.alpha = 1.0f; p.alphavel = -0.8f / (0.5f + Globals.rnd.nextFloat() * 0.3f); } } // stack variable // move, vec /* * =============== * CL_TagTrail * =============== */ static void TagTrail(float[] start, float[] end, float color) { float len; int j; cparticle_t p; int dec; Math3D.VectorCopy(start, move); Math3D.VectorSubtract(end, start, vec); len = Math3D.VectorNormalize(vec); dec = 5; Math3D.VectorScale(vec, 5, vec); while (len >= 0) { len -= dec; if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = -1.0f / (0.8f + Globals.rnd.nextFloat() * 0.2f); p.color = color; for (j = 0; j < 3; j++) { p.org[j] = move[j] + Lib.crand() * 16; p.vel[j] = Lib.crand() * 5; p.accel[j] = 0; } Math3D.VectorAdd(move, vec, move); } } /* * =============== CL_ColorExplosionParticles =============== */ static void ColorExplosionParticles(float[] org, int color, int run) { int i, j; cparticle_t p; for (i = 0; i < 128; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; p.time = Globals.cl.time; p.color = color + (Lib.rand() % run); for (j = 0; j < 3; j++) { p.org[j] = org[j] + ((Lib.rand() % 32) - 16); p.vel[j] = (Lib.rand() % 256) - 128; } p.accel[0] = p.accel[1] = 0; p.accel[2] = -CL_fx.PARTICLE_GRAVITY; p.alpha = 1.0f; p.alphavel = -0.4f / (0.6f + Globals.rnd.nextFloat() * 0.2f); } } // stack variable // r, u /* * =============== CL_ParticleSmokeEffect - like the steam effect, but * unaffected by gravity =============== */ static void ParticleSmokeEffect(float[] org, float[] dir, int color, int count, int magnitude) { int i, j; cparticle_t p; float d; Math3D.MakeNormalVectors(dir, r, u); for (i = 0; i < count; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; p.time = Globals.cl.time; p.color = color + (Lib.rand() & 7); for (j = 0; j < 3; j++) { p.org[j] = org[j] + magnitude * 0.1f * Lib.crand(); // p.vel[j] = dir[j]*magnitude; } Math3D.VectorScale(dir, magnitude, p.vel); d = Lib.crand() * magnitude / 3; Math3D.VectorMA(p.vel, d, r, p.vel); d = Lib.crand() * magnitude / 3; Math3D.VectorMA(p.vel, d, u, p.vel); p.accel[0] = p.accel[1] = p.accel[2] = 0; p.alpha = 1.0f; p.alphavel = -1.0f / (0.5f + Globals.rnd.nextFloat() * 0.3f); } } /* * =============== CL_BlasterParticles2 * * Wall impact puffs (Green) =============== */ static void BlasterParticles2(float[] org, float[] dir, long color) { int i, j; cparticle_t p; float d; int count; count = 40; for (i = 0; i < count; i++) { if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; p.time = Globals.cl.time; p.color = color + (Lib.rand() & 7); d = Lib.rand() & 15; for (j = 0; j < 3; j++) { p.org[j] = org[j] + ((Lib.rand() & 7) - 4) + d * dir[j]; p.vel[j] = dir[j] * 30 + Lib.crand() * 40; } p.accel[0] = p.accel[1] = 0; p.accel[2] = -CL_fx.PARTICLE_GRAVITY; p.alpha = 1.0f; p.alphavel = -1.0f / (0.5f + Globals.rnd.nextFloat() * 0.3f); } } // stack variable // move, vec /* * =============== CL_BlasterTrail2 * * Green! =============== */ static void BlasterTrail2(float[] start, float[] end) { float len; int j; cparticle_t p; int dec; Math3D.VectorCopy(start, move); Math3D.VectorSubtract(end, start, vec); len = Math3D.VectorNormalize(vec); dec = 5; Math3D.VectorScale(vec, 5, vec); // FIXME: this is a really silly way to have a loop while (len > 0) { len -= dec; if (CL_fx.free_particles == null) return; p = CL_fx.free_particles; CL_fx.free_particles = p.next; p.next = CL_fx.active_particles; CL_fx.active_particles = p; Math3D.VectorClear(p.accel); p.time = Globals.cl.time; p.alpha = 1.0f; p.alphavel = -1.0f / (0.3f + Globals.rnd.nextFloat() * 0.2f); p.color = 0xd0; for (j = 0; j < 3; j++) { p.org[j] = move[j] + Lib.crand(); p.vel[j] = Lib.crand() * 5; p.accel[j] = 0; } Math3D.VectorAdd(move, vec, move); } } }