/*
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.
*/
/* Modifications
Copyright 2003-2004 Bytonic Software
Copyright 2010 Google Inc.
*/
package com.googlecode.gwtquake.shared.client;
import com.googlecode.gwtquake.shared.common.Constants;
import com.googlecode.gwtquake.shared.common.Globals;
import com.googlecode.gwtquake.shared.render.Particle;
import com.googlecode.gwtquake.shared.util.Lib;
import com.googlecode.gwtquake.shared.util.Math3D;
/**
* CL_newfx
*/
public class ClientNewFx {
static void flashlight(int ent, float[] pos) {
ClientEffects.DynamicLight dl;
dl = ClientEffects.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) {
ClientEffects.DynamicLight dl;
if ((Globals.vidref_val == Constants.VIDREF_SOFT)
&& ((r < 0) || (g < 0) || (b < 0))) {
intensity = -intensity;
r = -r;
g = -g;
b = -b;
}
dl = ClientEffects.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;
Particle 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 (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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;
Particle 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 (ClientEffects.free_particles == null)
return;
if (Globals.rnd.nextFloat() > 0.3) {
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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;
Particle 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 (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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;
Particle 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 == Constants.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 (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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;
Particle 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 (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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] = -ClientEffects.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(ClientSustain self)
// float[] org, float[] dir, int color, int count, int magnitude)
{
int i, j;
Particle 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 (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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] = -ClientEffects.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;
Particle 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 (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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) {
Particle p;
for (int i = 0; i < 300; i++) {
if (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.active_particles = p;
Math3D.VectorClear(p.accel);
p.time = Globals.cl.time;
p.alpha = 1.0f;
p.alphavel = ClientEffects.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) {
Particle p;
for (int i = 0; i < 40; i++) {
if (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.active_particles = p;
Math3D.VectorClear(p.accel);
p.time = Globals.cl.time;
p.alpha = 1.0f;
p.alphavel = ClientEffects.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(ClientSustain self) {
int i;
Particle p;
float ratio;
ratio = 1.0f - (((float) self.endtime - (float) Globals.cl.time) / 2100.0f);
for (i = 0; i < 300; i++) {
if (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.active_particles = p;
Math3D.VectorClear(p.accel);
p.time = Globals.cl.time;
p.alpha = 1.0f;
p.alphavel = ClientEffects.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(ClientSustain self) {
int i;
Particle p;
float ratio;
ratio = 1.0f - (((float) self.endtime - (float) Globals.cl.time) / 1000.0f);
for (i = 0; i < 700; i++) {
if (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.active_particles = p;
Math3D.VectorClear(p.accel);
p.time = Globals.cl.time;
p.alpha = 1.0f;
p.alphavel = ClientEffects.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;
Particle p;
for (i = 0; i < 256; i++) {
if (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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;
Particle 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 (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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;
Particle p;
for (i = 0; i < 128; i++) {
if (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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] = -ClientEffects.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;
Particle p;
float d;
Math3D.MakeNormalVectors(dir, r, u);
for (i = 0; i < count; i++) {
if (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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;
Particle p;
float d;
int count;
count = 40;
for (i = 0; i < count; i++) {
if (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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] = -ClientEffects.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;
Particle 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 (ClientEffects.free_particles == null)
return;
p = ClientEffects.free_particles;
ClientEffects.free_particles = p.next;
p.next = ClientEffects.active_particles;
ClientEffects.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);
}
}
}