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-rw-r--r--src/game/client/gc_effects.cpp234
1 files changed, 0 insertions, 234 deletions
diff --git a/src/game/client/gc_effects.cpp b/src/game/client/gc_effects.cpp
deleted file mode 100644
index f8c4e2c8..00000000
--- a/src/game/client/gc_effects.cpp
+++ /dev/null
@@ -1,234 +0,0 @@
-#include <engine/e_client_interface.h>
-#include "gc_client.hpp"
-#include "../generated/gc_data.hpp"
-
-#include "components/particles.hpp"
-#include "components/skins.hpp"
-#include "components/flow.hpp"
-#include "components/damageind.hpp"
-#include "gameclient.hpp"
-
-static bool add_50hz = false;
-static bool add_100hz = false;
-
-void effect_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 effect_damage_indicator(vec2 pos, vec2 dir)
-{
-	gameclient.damageind->create(pos, dir);
-}
-
-void effect_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 effect_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 effect_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 effect_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 effect_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 effect_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 effect_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_update()
-{
-	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();
-}