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-rw-r--r--src/game/client/components/effects.cpp240
1 files changed, 240 insertions, 0 deletions
diff --git a/src/game/client/components/effects.cpp b/src/game/client/components/effects.cpp
new file mode 100644
index 00000000..000d0f3a
--- /dev/null
+++ b/src/game/client/components/effects.cpp
@@ -0,0 +1,240 @@
+#include <engine/e_client_interface.h>
+//#include <gc_client.hpp>
+#include <game/generated/gc_data.hpp>
+
+#include <game/client/components/particles.hpp>
+#include <game/client/components/skins.hpp>
+#include <game/client/components/flow.hpp>
+#include <game/client/components/damageind.hpp>
+#include <game/client/gameclient.hpp>
+#include <game/client/gc_client.hpp>
+
+#include "effects.hpp"
+
+EFFECTS::EFFECTS()
+{
+	add_50hz = false;
+	add_100hz = false;
+}
+
+void EFFECTS::air_jump(vec2 pos)
+{
+	PARTICLE p;
+	p.set_default();
+	p.spr = SPRITE_PART_AIRJUMP;
+	p.pos = pos + vec2(-6.0f, 16.0f);
+	p.vel = vec2(0, -200);
+	p.life_span = 0.5f;
+	p.start_size = 48.0f;
+	p.end_size = 0;
+	p.rot = frandom()*pi*2;
+	p.rotspeed = pi*2;
+	p.gravity = 500;
+	p.friction = 0.7f;
+	p.flow_affected = 0.0f;
+	gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p);
+
+	p.pos = pos + vec2(6.0f, 16.0f);
+	gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p);
+}
+
+void EFFECTS::damage_indicator(vec2 pos, vec2 dir)
+{
+	gameclient.damageind->create(pos, dir);
+}
+
+void EFFECTS::powerupshine(vec2 pos, vec2 size)
+{
+	if(!add_50hz)
+		return;
+		
+	PARTICLE p;
+	p.set_default();
+	p.spr = SPRITE_PART_SLICE;
+	p.pos = pos + vec2((frandom()-0.5f)*size.x, (frandom()-0.5f)*size.y);
+	p.vel = vec2(0, 0);
+	p.life_span = 0.5f;
+	p.start_size = 16.0f;
+	p.end_size = 0;
+	p.rot = frandom()*pi*2;
+	p.rotspeed = pi*2;
+	p.gravity = 500;
+	p.friction = 0.9f;
+	p.flow_affected = 0.0f;
+	gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p);
+}
+
+void EFFECTS::smoketrail(vec2 pos, vec2 vel)
+{
+	if(!add_50hz)
+		return;
+		
+	PARTICLE p;
+	p.set_default();
+	p.spr = SPRITE_PART_SMOKE;
+	p.pos = pos;
+	p.vel = vel + random_dir()*50.0f;
+	p.life_span = 0.5f + frandom()*0.5f;
+	p.start_size = 12.0f + frandom()*8;
+	p.end_size = 0;
+	p.friction = 0.7;
+	p.gravity = frandom()*-500.0f;
+	gameclient.particles->add(PARTICLES::GROUP_PROJECTILE_TRAIL, &p);
+}
+
+
+void EFFECTS::skidtrail(vec2 pos, vec2 vel)
+{
+	if(!add_100hz)
+		return;
+	
+	PARTICLE p;
+	p.set_default();
+	p.spr = SPRITE_PART_SMOKE;
+	p.pos = pos;
+	p.vel = vel + random_dir()*50.0f;
+	p.life_span = 0.5f + frandom()*0.5f;
+	p.start_size = 24.0f + frandom()*12;
+	p.end_size = 0;
+	p.friction = 0.7f;
+	p.gravity = frandom()*-500.0f;
+	p.color = vec4(0.75f,0.75f,0.75f,1.0f);
+	gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p);	
+}
+
+void EFFECTS::bullettrail(vec2 pos)
+{
+	if(!add_100hz)
+		return;
+		
+	PARTICLE p;
+	p.set_default();
+	p.spr = SPRITE_PART_BALL;
+	p.pos = pos;
+	p.life_span = 0.25f + frandom()*0.25f;
+	p.start_size = 8.0f;
+	p.end_size = 0;
+	p.friction = 0.7f;
+	gameclient.particles->add(PARTICLES::GROUP_PROJECTILE_TRAIL, &p);
+}
+
+void EFFECTS::playerspawn(vec2 pos)
+{
+	for(int i = 0; i < 32; i++)
+	{
+		PARTICLE p;
+		p.set_default();
+		p.spr = SPRITE_PART_SHELL;
+		p.pos = pos;
+		p.vel = random_dir() * (pow(frandom(), 3)*600.0f);
+		p.life_span = 0.3f + frandom()*0.3f;
+		p.start_size = 64.0f + frandom()*32;
+		p.end_size = 0;
+		p.rot = frandom()*pi*2;
+		p.rotspeed = frandom();
+		p.gravity = frandom()*-400.0f;
+		p.friction = 0.7f;
+		p.color = vec4(0xb5/255.0f, 0x50/255.0f, 0xcb/255.0f, 1.0f);
+		gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p);
+		
+	}
+}
+
+void EFFECTS::playerdeath(vec2 pos, int cid)
+{
+	vec3 blood_color(1.0f,1.0f,1.0f);
+
+	if(cid >= 0)	
+	{
+		const SKINS::SKIN *s = gameclient.skins->get(gameclient.clients[cid].skin_id);
+		if(s)
+			blood_color = s->blood_color;
+	}
+	
+	for(int i = 0; i < 64; i++)
+	{
+		PARTICLE p;
+		p.set_default();
+		p.spr = SPRITE_PART_SPLAT01 + (rand()%3);
+		p.pos = pos;
+		p.vel = random_dir() * ((frandom()+0.1f)*900.0f);
+		p.life_span = 0.3f + frandom()*0.3f;
+		p.start_size = 24.0f + frandom()*16;
+		p.end_size = 0;
+		p.rot = frandom()*pi*2;
+		p.rotspeed = (frandom()-0.5f) * pi;
+		p.gravity = 800.0f;
+		p.friction = 0.8f;
+		vec3 c = blood_color * (0.75f + frandom()*0.25f);
+		p.color = vec4(c.r, c.g, c.b, 0.75f);
+		gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p);
+	}
+}
+
+
+void EFFECTS::explosion(vec2 pos)
+{
+	// add to flow
+	for(int y = -8; y <= 8; y++)
+		for(int x = -8; x <= 8; x++)
+		{
+			if(x == 0 && y == 0)
+				continue;
+			
+			float a = 1 - (length(vec2(x,y)) / length(vec2(8,8)));
+			gameclient.flow->add(pos+vec2(x,y)*16, normalize(vec2(x,y))*5000.0f*a, 10.0f);
+		}
+		
+	// add the explosion
+	PARTICLE p;
+	p.set_default();
+	p.spr = SPRITE_PART_EXPL01;
+	p.pos = pos;
+	p.life_span = 0.4f;
+	p.start_size = 150.0f;
+	p.end_size = 0;
+	p.rot = frandom()*pi*2;
+	gameclient.particles->add(PARTICLES::GROUP_EXPLOSIONS, &p);
+	
+	// add the smoke
+	for(int i = 0; i < 24; i++)
+	{
+		PARTICLE p;
+		p.set_default();
+		p.spr = SPRITE_PART_SMOKE;
+		p.pos = pos;
+		p.vel = random_dir() * ((1.0f + frandom()*0.2f) * 1000.0f);
+		p.life_span = 0.5f + frandom()*0.4f;
+		p.start_size = 32.0f + frandom()*8;
+		p.end_size = 0;
+		p.gravity = frandom()*-800.0f;
+		p.friction = 0.4f;
+		p.color = mix(vec4(0.75f,0.75f,0.75f,1.0f), vec4(0.5f,0.5f,0.5f,1.0f), frandom());
+		gameclient.particles->add(PARTICLES::GROUP_GENERAL, &p);
+	}
+}
+
+void EFFECTS::on_render()
+{
+	static int64 last_update_100hz = 0;
+	static int64 last_update_50hz = 0;
+
+	if(time_get()-last_update_100hz > time_freq()/100)
+	{
+		add_100hz = true;
+		last_update_100hz = time_get();
+	}
+	else
+		add_100hz = false;
+
+	if(time_get()-last_update_50hz > time_freq()/100)
+	{
+		add_50hz = true;
+		last_update_50hz = time_get();
+	}
+	else
+		add_50hz = false;
+		
+	if(add_50hz)
+		gameclient.flow->update();
+}