/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include #include #include #include #include #include #include "effects.h" inline vec2 RandomDir() { return normalize(vec2(frandom()-0.5f, frandom()-0.5f)); } CEffects::CEffects() { m_Add50hz = false; m_Add100hz = false; } void CEffects::AirJump(vec2 Pos) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_AIRJUMP; p.m_Pos = Pos + vec2(-6.0f, 16.0f); p.m_Vel = vec2(0, -200); p.m_LifeSpan = 0.5f; p.m_StartSize = 48.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = pi*2; p.m_Gravity = 500; p.m_Friction = 0.7f; p.m_FlowAffected = 0.0f; m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); p.m_Pos = Pos + vec2(6.0f, 16.0f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); if(g_Config.m_SndGame) m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, Pos); } void CEffects::DamageIndicator(vec2 Pos, vec2 Dir) { m_pClient->m_pDamageind->Create(Pos, Dir); } void CEffects::ResetDamageIndicator() { m_pClient->m_pDamageind->Reset(); } void CEffects::PowerupShine(vec2 Pos, vec2 size) { if(!m_Add50hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SLICE; p.m_Pos = Pos + vec2((frandom()-0.5f)*size.x, (frandom()-0.5f)*size.y); p.m_Vel = vec2(0, 0); p.m_LifeSpan = 0.5f; p.m_StartSize = 16.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = pi*2; p.m_Gravity = 500; p.m_Friction = 0.9f; p.m_FlowAffected = 0.0f; m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } void CEffects::SmokeTrail(vec2 Pos, vec2 Vel) { if(!m_Add50hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; p.m_Vel = Vel + RandomDir()*50.0f; p.m_LifeSpan = 0.5f + frandom()*0.5f; p.m_StartSize = 12.0f + frandom()*8; p.m_EndSize = 0; p.m_Friction = 0.7f; p.m_Gravity = frandom()*-500.0f; m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p); } void CEffects::SkidTrail(vec2 Pos, vec2 Vel) { if(!m_Add100hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; p.m_Vel = Vel + RandomDir()*50.0f; p.m_LifeSpan = 0.5f + frandom()*0.5f; p.m_StartSize = 24.0f + frandom()*12; p.m_EndSize = 0; p.m_Friction = 0.7f; p.m_Gravity = frandom()*-500.0f; p.m_Color = vec4(0.75f,0.75f,0.75f,1.0f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } void CEffects::BulletTrail(vec2 Pos) { if(!m_Add100hz) return; CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_BALL; p.m_Pos = Pos; p.m_LifeSpan = 0.25f + frandom()*0.25f; p.m_StartSize = 8.0f; p.m_EndSize = 0; p.m_Friction = 0.7f; m_pClient->m_pParticles->Add(CParticles::GROUP_PROJECTILE_TRAIL, &p); } void CEffects::PlayerSpawn(vec2 Pos) { for(int i = 0; i < 32; i++) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SHELL; p.m_Pos = Pos; p.m_Vel = RandomDir() * (powf(frandom(), 3)*600.0f); p.m_LifeSpan = 0.3f + frandom()*0.3f; p.m_StartSize = 64.0f + frandom()*32; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = frandom(); p.m_Gravity = frandom()*-400.0f; p.m_Friction = 0.7f; p.m_Color = vec4(0xb5/255.0f, 0x50/255.0f, 0xcb/255.0f, 1.0f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } if(g_Config.m_SndGame) m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SPAWN, 1.0f, Pos); } void CEffects::PlayerDeath(vec2 Pos, int ClientID) { vec3 BloodColor(1.0f,1.0f,1.0f); if(ClientID >= 0) { if(m_pClient->m_aClients[ClientID].m_UseCustomColor) BloodColor = m_pClient->m_pSkins->GetColorV3(m_pClient->m_aClients[ClientID].m_ColorBody); else { const CSkins::CSkin *s = m_pClient->m_pSkins->Get(m_pClient->m_aClients[ClientID].m_SkinID); if(s) BloodColor = s->m_BloodColor; } } for(int i = 0; i < 64; i++) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SPLAT01 + (rand()%3); p.m_Pos = Pos; p.m_Vel = RandomDir() * ((frandom()+0.1f)*900.0f); p.m_LifeSpan = 0.3f + frandom()*0.3f; p.m_StartSize = 24.0f + frandom()*16; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; p.m_Rotspeed = (frandom()-0.5f) * pi; p.m_Gravity = 800.0f; p.m_Friction = 0.8f; vec3 c = BloodColor * (0.75f + frandom()*0.25f); p.m_Color = vec4(c.r, c.g, c.b, 0.75f); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } } void CEffects::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))); m_pClient->m_pFlow->Add(Pos+vec2(x,y)*16, normalize(vec2(x,y))*5000.0f*a, 10.0f); } // add the explosion CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_EXPL01; p.m_Pos = Pos; p.m_LifeSpan = 0.4f; p.m_StartSize = 150.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; m_pClient->m_pParticles->Add(CParticles::GROUP_EXPLOSIONS, &p); // add the smoke for(int i = 0; i < 24; i++) { CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_SMOKE; p.m_Pos = Pos; p.m_Vel = RandomDir() * ((1.0f + frandom()*0.2f) * 1000.0f); p.m_LifeSpan = 0.5f + frandom()*0.4f; p.m_StartSize = 32.0f + frandom()*8; p.m_EndSize = 0; p.m_Gravity = frandom()*-800.0f; p.m_Friction = 0.4f; p.m_Color = mix(vec4(0.75f,0.75f,0.75f,1.0f), vec4(0.5f,0.5f,0.5f,1.0f), frandom()); m_pClient->m_pParticles->Add(CParticles::GROUP_GENERAL, &p); } } void CEffects::HammerHit(vec2 Pos) { // add the explosion CParticle p; p.SetDefault(); p.m_Spr = SPRITE_PART_HIT01; p.m_Pos = Pos; p.m_LifeSpan = 0.3f; p.m_StartSize = 120.0f; p.m_EndSize = 0; p.m_Rot = frandom()*pi*2; m_pClient->m_pParticles->Add(CParticles::GROUP_EXPLOSIONS, &p); if(g_Config.m_SndGame) m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_HAMMER_HIT, 1.0f, Pos); } void CEffects::OnRender() { static int64 LastUpdate100hz = 0; static int64 LastUpdate50hz = 0; if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); if(time_get()-LastUpdate100hz > time_freq()/(100*pInfo->m_Speed)) { m_Add100hz = true; LastUpdate100hz = time_get(); } else m_Add100hz = false; if(time_get()-LastUpdate50hz > time_freq()/(100*pInfo->m_Speed)) { m_Add50hz = true; LastUpdate50hz = time_get(); } else m_Add50hz = false; if(m_Add50hz) m_pClient->m_pFlow->Update(); return; } if(time_get()-LastUpdate100hz > time_freq()/100) { m_Add100hz = true; LastUpdate100hz = time_get(); } else m_Add100hz = false; if(time_get()-LastUpdate50hz > time_freq()/100) { m_Add50hz = true; LastUpdate50hz = time_get(); } else m_Add50hz = false; if(m_Add50hz) m_pClient->m_pFlow->Update(); }