diff options
Diffstat (limited to 'code/cgame/cg_localents.c')
-rwxr-xr-x | code/cgame/cg_localents.c | 1772 |
1 files changed, 886 insertions, 886 deletions
diff --git a/code/cgame/cg_localents.c b/code/cgame/cg_localents.c index 534b147..b14df64 100755 --- a/code/cgame/cg_localents.c +++ b/code/cgame/cg_localents.c @@ -1,886 +1,886 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-//
-
-// cg_localents.c -- every frame, generate renderer commands for locally
-// processed entities, like smoke puffs, gibs, shells, etc.
-
-#include "cg_local.h"
-
-#define MAX_LOCAL_ENTITIES 512
-localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
-localEntity_t cg_activeLocalEntities; // double linked list
-localEntity_t *cg_freeLocalEntities; // single linked list
-
-/*
-===================
-CG_InitLocalEntities
-
-This is called at startup and for tournement restarts
-===================
-*/
-void CG_InitLocalEntities( void ) {
- int i;
-
- memset( cg_localEntities, 0, sizeof( cg_localEntities ) );
- cg_activeLocalEntities.next = &cg_activeLocalEntities;
- cg_activeLocalEntities.prev = &cg_activeLocalEntities;
- cg_freeLocalEntities = cg_localEntities;
- for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) {
- cg_localEntities[i].next = &cg_localEntities[i+1];
- }
-}
-
-
-/*
-==================
-CG_FreeLocalEntity
-==================
-*/
-void CG_FreeLocalEntity( localEntity_t *le ) {
- if ( !le->prev ) {
- CG_Error( "CG_FreeLocalEntity: not active" );
- }
-
- // remove from the doubly linked active list
- le->prev->next = le->next;
- le->next->prev = le->prev;
-
- // the free list is only singly linked
- le->next = cg_freeLocalEntities;
- cg_freeLocalEntities = le;
-}
-
-/*
-===================
-CG_AllocLocalEntity
-
-Will allways succeed, even if it requires freeing an old active entity
-===================
-*/
-localEntity_t *CG_AllocLocalEntity( void ) {
- localEntity_t *le;
-
- if ( !cg_freeLocalEntities ) {
- // no free entities, so free the one at the end of the chain
- // remove the oldest active entity
- CG_FreeLocalEntity( cg_activeLocalEntities.prev );
- }
-
- le = cg_freeLocalEntities;
- cg_freeLocalEntities = cg_freeLocalEntities->next;
-
- memset( le, 0, sizeof( *le ) );
-
- // link into the active list
- le->next = cg_activeLocalEntities.next;
- le->prev = &cg_activeLocalEntities;
- cg_activeLocalEntities.next->prev = le;
- cg_activeLocalEntities.next = le;
- return le;
-}
-
-
-/*
-====================================================================================
-
-FRAGMENT PROCESSING
-
-A fragment localentity interacts with the environment in some way (hitting walls),
-or generates more localentities along a trail.
-
-====================================================================================
-*/
-
-/*
-================
-CG_BloodTrail
-
-Leave expanding blood puffs behind gibs
-================
-*/
-void CG_BloodTrail( localEntity_t *le ) {
- int t;
- int t2;
- int step;
- vec3_t newOrigin;
- localEntity_t *blood;
-
- step = 150;
- t = step * ( (cg.time - cg.frametime + step ) / step );
- t2 = step * ( cg.time / step );
-
- for ( ; t <= t2; t += step ) {
- BG_EvaluateTrajectory( &le->pos, t, newOrigin );
-
- blood = CG_SmokePuff( newOrigin, vec3_origin,
- 20, // radius
- 1, 1, 1, 1, // color
- 2000, // trailTime
- t, // startTime
- 0, // fadeInTime
- 0, // flags
- cgs.media.bloodTrailShader );
- // use the optimized version
- blood->leType = LE_FALL_SCALE_FADE;
- // drop a total of 40 units over its lifetime
- blood->pos.trDelta[2] = 40;
- }
-}
-
-
-/*
-================
-CG_FragmentBounceMark
-================
-*/
-void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) {
- int radius;
-
- if ( le->leMarkType == LEMT_BLOOD ) {
-
- radius = 16 + (rand()&31);
- CG_ImpactMark( cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random()*360,
- 1,1,1,1, qtrue, radius, qfalse );
- } else if ( le->leMarkType == LEMT_BURN ) {
-
- radius = 8 + (rand()&15);
- CG_ImpactMark( cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random()*360,
- 1,1,1,1, qtrue, radius, qfalse );
- }
-
-
- // don't allow a fragment to make multiple marks, or they
- // pile up while settling
- le->leMarkType = LEMT_NONE;
-}
-
-/*
-================
-CG_FragmentBounceSound
-================
-*/
-void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) {
- if ( le->leBounceSoundType == LEBS_BLOOD ) {
- // half the gibs will make splat sounds
- if ( rand() & 1 ) {
- int r = rand()&3;
- sfxHandle_t s;
-
- if ( r == 0 ) {
- s = cgs.media.gibBounce1Sound;
- } else if ( r == 1 ) {
- s = cgs.media.gibBounce2Sound;
- } else {
- s = cgs.media.gibBounce3Sound;
- }
- trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s );
- }
- } else if ( le->leBounceSoundType == LEBS_BRASS ) {
-
- }
-
- // don't allow a fragment to make multiple bounce sounds,
- // or it gets too noisy as they settle
- le->leBounceSoundType = LEBS_NONE;
-}
-
-
-/*
-================
-CG_ReflectVelocity
-================
-*/
-void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
- vec3_t velocity;
- float dot;
- int hitTime;
-
- // reflect the velocity on the trace plane
- hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction;
- BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity );
- dot = DotProduct( velocity, trace->plane.normal );
- VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta );
-
- VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta );
-
- VectorCopy( trace->endpos, le->pos.trBase );
- le->pos.trTime = cg.time;
-
-
- // check for stop, making sure that even on low FPS systems it doesn't bobble
- if ( trace->allsolid ||
- ( trace->plane.normal[2] > 0 &&
- ( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
- le->pos.trType = TR_STATIONARY;
- } else {
-
- }
-}
-
-/*
-================
-CG_AddFragment
-================
-*/
-void CG_AddFragment( localEntity_t *le ) {
- vec3_t newOrigin;
- trace_t trace;
-
- if ( le->pos.trType == TR_STATIONARY ) {
- // sink into the ground if near the removal time
- int t;
- float oldZ;
-
- t = le->endTime - cg.time;
- if ( t < SINK_TIME ) {
- // we must use an explicit lighting origin, otherwise the
- // lighting would be lost as soon as the origin went
- // into the ground
- VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin );
- le->refEntity.renderfx |= RF_LIGHTING_ORIGIN;
- oldZ = le->refEntity.origin[2];
- le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME );
- trap_R_AddRefEntityToScene( &le->refEntity );
- le->refEntity.origin[2] = oldZ;
- } else {
- trap_R_AddRefEntityToScene( &le->refEntity );
- }
-
- return;
- }
-
- // calculate new position
- BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
-
- // trace a line from previous position to new position
- CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
- if ( trace.fraction == 1.0 ) {
- // still in free fall
- VectorCopy( newOrigin, le->refEntity.origin );
-
- if ( le->leFlags & LEF_TUMBLE ) {
- vec3_t angles;
-
- BG_EvaluateTrajectory( &le->angles, cg.time, angles );
- AnglesToAxis( angles, le->refEntity.axis );
- }
-
- trap_R_AddRefEntityToScene( &le->refEntity );
-
- // add a blood trail
- if ( le->leBounceSoundType == LEBS_BLOOD ) {
- CG_BloodTrail( le );
- }
-
- return;
- }
-
- // if it is in a nodrop zone, remove it
- // this keeps gibs from waiting at the bottom of pits of death
- // and floating levels
- if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
- CG_FreeLocalEntity( le );
- return;
- }
-
- // leave a mark
- CG_FragmentBounceMark( le, &trace );
-
- // do a bouncy sound
- CG_FragmentBounceSound( le, &trace );
-
- // reflect the velocity on the trace plane
- CG_ReflectVelocity( le, &trace );
-
- trap_R_AddRefEntityToScene( &le->refEntity );
-}
-
-/*
-=====================================================================
-
-TRIVIAL LOCAL ENTITIES
-
-These only do simple scaling or modulation before passing to the renderer
-=====================================================================
-*/
-
-/*
-====================
-CG_AddFadeRGB
-====================
-*/
-void CG_AddFadeRGB( localEntity_t *le ) {
- refEntity_t *re;
- float c;
-
- re = &le->refEntity;
-
- c = ( le->endTime - cg.time ) * le->lifeRate;
- c *= 0xff;
-
- re->shaderRGBA[0] = le->color[0] * c;
- re->shaderRGBA[1] = le->color[1] * c;
- re->shaderRGBA[2] = le->color[2] * c;
- re->shaderRGBA[3] = le->color[3] * c;
-
- trap_R_AddRefEntityToScene( re );
-}
-
-/*
-==================
-CG_AddMoveScaleFade
-==================
-*/
-static void CG_AddMoveScaleFade( localEntity_t *le ) {
- refEntity_t *re;
- float c;
- vec3_t delta;
- float len;
-
- re = &le->refEntity;
-
- if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
- // fade / grow time
- c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime );
- }
- else {
- // fade / grow time
- c = ( le->endTime - cg.time ) * le->lifeRate;
- }
-
- re->shaderRGBA[3] = 0xff * c * le->color[3];
-
- if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
- re->radius = le->radius * ( 1.0 - c ) + 8;
- }
-
- BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
-
- // if the view would be "inside" the sprite, kill the sprite
- // so it doesn't add too much overdraw
- VectorSubtract( re->origin, cg.refdef.vieworg, delta );
- len = VectorLength( delta );
- if ( len < le->radius ) {
- CG_FreeLocalEntity( le );
- return;
- }
-
- trap_R_AddRefEntityToScene( re );
-}
-
-
-/*
-===================
-CG_AddScaleFade
-
-For rocket smokes that hang in place, fade out, and are
-removed if the view passes through them.
-There are often many of these, so it needs to be simple.
-===================
-*/
-static void CG_AddScaleFade( localEntity_t *le ) {
- refEntity_t *re;
- float c;
- vec3_t delta;
- float len;
-
- re = &le->refEntity;
-
- // fade / grow time
- c = ( le->endTime - cg.time ) * le->lifeRate;
-
- re->shaderRGBA[3] = 0xff * c * le->color[3];
- re->radius = le->radius * ( 1.0 - c ) + 8;
-
- // if the view would be "inside" the sprite, kill the sprite
- // so it doesn't add too much overdraw
- VectorSubtract( re->origin, cg.refdef.vieworg, delta );
- len = VectorLength( delta );
- if ( len < le->radius ) {
- CG_FreeLocalEntity( le );
- return;
- }
-
- trap_R_AddRefEntityToScene( re );
-}
-
-
-/*
-=================
-CG_AddFallScaleFade
-
-This is just an optimized CG_AddMoveScaleFade
-For blood mists that drift down, fade out, and are
-removed if the view passes through them.
-There are often 100+ of these, so it needs to be simple.
-=================
-*/
-static void CG_AddFallScaleFade( localEntity_t *le ) {
- refEntity_t *re;
- float c;
- vec3_t delta;
- float len;
-
- re = &le->refEntity;
-
- // fade time
- c = ( le->endTime - cg.time ) * le->lifeRate;
-
- re->shaderRGBA[3] = 0xff * c * le->color[3];
-
- re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2];
-
- re->radius = le->radius * ( 1.0 - c ) + 16;
-
- // if the view would be "inside" the sprite, kill the sprite
- // so it doesn't add too much overdraw
- VectorSubtract( re->origin, cg.refdef.vieworg, delta );
- len = VectorLength( delta );
- if ( len < le->radius ) {
- CG_FreeLocalEntity( le );
- return;
- }
-
- trap_R_AddRefEntityToScene( re );
-}
-
-
-
-/*
-================
-CG_AddExplosion
-================
-*/
-static void CG_AddExplosion( localEntity_t *ex ) {
- refEntity_t *ent;
-
- ent = &ex->refEntity;
-
- // add the entity
- trap_R_AddRefEntityToScene(ent);
-
- // add the dlight
- if ( ex->light ) {
- float light;
-
- light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime );
- if ( light < 0.5 ) {
- light = 1.0;
- } else {
- light = 1.0 - ( light - 0.5 ) * 2;
- }
- light = ex->light * light;
- trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] );
- }
-}
-
-/*
-================
-CG_AddSpriteExplosion
-================
-*/
-static void CG_AddSpriteExplosion( localEntity_t *le ) {
- refEntity_t re;
- float c;
-
- re = le->refEntity;
-
- c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
- if ( c > 1 ) {
- c = 1.0; // can happen during connection problems
- }
-
- re.shaderRGBA[0] = 0xff;
- re.shaderRGBA[1] = 0xff;
- re.shaderRGBA[2] = 0xff;
- re.shaderRGBA[3] = 0xff * c * 0.33;
-
- re.reType = RT_SPRITE;
- re.radius = 42 * ( 1.0 - c ) + 30;
-
- trap_R_AddRefEntityToScene( &re );
-
- // add the dlight
- if ( le->light ) {
- float light;
-
- light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime );
- if ( light < 0.5 ) {
- light = 1.0;
- } else {
- light = 1.0 - ( light - 0.5 ) * 2;
- }
- light = le->light * light;
- trap_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
- }
-}
-
-
-#ifdef MISSIONPACK
-/*
-====================
-CG_AddKamikaze
-====================
-*/
-void CG_AddKamikaze( localEntity_t *le ) {
- refEntity_t *re;
- refEntity_t shockwave;
- float c;
- vec3_t test, axis[3];
- int t;
-
- re = &le->refEntity;
-
- t = cg.time - le->startTime;
- VectorClear( test );
- AnglesToAxis( test, axis );
-
- if (t > KAMI_SHOCKWAVE_STARTTIME && t < KAMI_SHOCKWAVE_ENDTIME) {
-
- if (!(le->leFlags & LEF_SOUND1)) {
-// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeExplodeSound );
- trap_S_StartLocalSound(cgs.media.kamikazeExplodeSound, CHAN_AUTO);
- le->leFlags |= LEF_SOUND1;
- }
- // 1st kamikaze shockwave
- memset(&shockwave, 0, sizeof(shockwave));
- shockwave.hModel = cgs.media.kamikazeShockWave;
- shockwave.reType = RT_MODEL;
- shockwave.shaderTime = re->shaderTime;
- VectorCopy(re->origin, shockwave.origin);
-
- c = (float)(t - KAMI_SHOCKWAVE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME);
- VectorScale( axis[0], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] );
- VectorScale( axis[1], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] );
- VectorScale( axis[2], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] );
- shockwave.nonNormalizedAxes = qtrue;
-
- if (t > KAMI_SHOCKWAVEFADE_STARTTIME) {
- c = (float)(t - KAMI_SHOCKWAVEFADE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVEFADE_STARTTIME);
- }
- else {
- c = 0;
- }
- c *= 0xff;
- shockwave.shaderRGBA[0] = 0xff - c;
- shockwave.shaderRGBA[1] = 0xff - c;
- shockwave.shaderRGBA[2] = 0xff - c;
- shockwave.shaderRGBA[3] = 0xff - c;
-
- trap_R_AddRefEntityToScene( &shockwave );
- }
-
- if (t > KAMI_EXPLODE_STARTTIME && t < KAMI_IMPLODE_ENDTIME) {
- // explosion and implosion
- c = ( le->endTime - cg.time ) * le->lifeRate;
- c *= 0xff;
- re->shaderRGBA[0] = le->color[0] * c;
- re->shaderRGBA[1] = le->color[1] * c;
- re->shaderRGBA[2] = le->color[2] * c;
- re->shaderRGBA[3] = le->color[3] * c;
-
- if( t < KAMI_IMPLODE_STARTTIME ) {
- c = (float)(t - KAMI_EXPLODE_STARTTIME) / (float)(KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME);
- }
- else {
- if (!(le->leFlags & LEF_SOUND2)) {
-// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeImplodeSound );
- trap_S_StartLocalSound(cgs.media.kamikazeImplodeSound, CHAN_AUTO);
- le->leFlags |= LEF_SOUND2;
- }
- c = (float)(KAMI_IMPLODE_ENDTIME - t) / (float) (KAMI_IMPLODE_ENDTIME - KAMI_IMPLODE_STARTTIME);
- }
- VectorScale( axis[0], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[0] );
- VectorScale( axis[1], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[1] );
- VectorScale( axis[2], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[2] );
- re->nonNormalizedAxes = qtrue;
-
- trap_R_AddRefEntityToScene( re );
- // add the dlight
- trap_R_AddLightToScene( re->origin, c * 1000.0, 1.0, 1.0, c );
- }
-
- if (t > KAMI_SHOCKWAVE2_STARTTIME && t < KAMI_SHOCKWAVE2_ENDTIME) {
- // 2nd kamikaze shockwave
- if (le->angles.trBase[0] == 0 &&
- le->angles.trBase[1] == 0 &&
- le->angles.trBase[2] == 0) {
- le->angles.trBase[0] = random() * 360;
- le->angles.trBase[1] = random() * 360;
- le->angles.trBase[2] = random() * 360;
- }
- else {
- c = 0;
- }
- memset(&shockwave, 0, sizeof(shockwave));
- shockwave.hModel = cgs.media.kamikazeShockWave;
- shockwave.reType = RT_MODEL;
- shockwave.shaderTime = re->shaderTime;
- VectorCopy(re->origin, shockwave.origin);
-
- test[0] = le->angles.trBase[0];
- test[1] = le->angles.trBase[1];
- test[2] = le->angles.trBase[2];
- AnglesToAxis( test, axis );
-
- c = (float)(t - KAMI_SHOCKWAVE2_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2_STARTTIME);
- VectorScale( axis[0], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] );
- VectorScale( axis[1], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] );
- VectorScale( axis[2], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] );
- shockwave.nonNormalizedAxes = qtrue;
-
- if (t > KAMI_SHOCKWAVE2FADE_STARTTIME) {
- c = (float)(t - KAMI_SHOCKWAVE2FADE_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2FADE_STARTTIME);
- }
- else {
- c = 0;
- }
- c *= 0xff;
- shockwave.shaderRGBA[0] = 0xff - c;
- shockwave.shaderRGBA[1] = 0xff - c;
- shockwave.shaderRGBA[2] = 0xff - c;
- shockwave.shaderRGBA[3] = 0xff - c;
-
- trap_R_AddRefEntityToScene( &shockwave );
- }
-}
-
-/*
-===================
-CG_AddInvulnerabilityImpact
-===================
-*/
-void CG_AddInvulnerabilityImpact( localEntity_t *le ) {
- trap_R_AddRefEntityToScene( &le->refEntity );
-}
-
-/*
-===================
-CG_AddInvulnerabilityJuiced
-===================
-*/
-void CG_AddInvulnerabilityJuiced( localEntity_t *le ) {
- int t;
-
- t = cg.time - le->startTime;
- if ( t > 3000 ) {
- le->refEntity.axis[0][0] = (float) 1.0 + 0.3 * (t - 3000) / 2000;
- le->refEntity.axis[1][1] = (float) 1.0 + 0.3 * (t - 3000) / 2000;
- le->refEntity.axis[2][2] = (float) 0.7 + 0.3 * (2000 - (t - 3000)) / 2000;
- }
- if ( t > 5000 ) {
- le->endTime = 0;
- CG_GibPlayer( le->refEntity.origin );
- }
- else {
- trap_R_AddRefEntityToScene( &le->refEntity );
- }
-}
-
-/*
-===================
-CG_AddRefEntity
-===================
-*/
-void CG_AddRefEntity( localEntity_t *le ) {
- if (le->endTime < cg.time) {
- CG_FreeLocalEntity( le );
- return;
- }
- trap_R_AddRefEntityToScene( &le->refEntity );
-}
-
-#endif
-/*
-===================
-CG_AddScorePlum
-===================
-*/
-#define NUMBER_SIZE 8
-
-void CG_AddScorePlum( localEntity_t *le ) {
- refEntity_t *re;
- vec3_t origin, delta, dir, vec, up = {0, 0, 1};
- float c, len;
- int i, score, digits[10], numdigits, negative;
-
- re = &le->refEntity;
-
- c = ( le->endTime - cg.time ) * le->lifeRate;
-
- score = le->radius;
- if (score < 0) {
- re->shaderRGBA[0] = 0xff;
- re->shaderRGBA[1] = 0x11;
- re->shaderRGBA[2] = 0x11;
- }
- else {
- re->shaderRGBA[0] = 0xff;
- re->shaderRGBA[1] = 0xff;
- re->shaderRGBA[2] = 0xff;
- if (score >= 50) {
- re->shaderRGBA[1] = 0;
- } else if (score >= 20) {
- re->shaderRGBA[0] = re->shaderRGBA[1] = 0;
- } else if (score >= 10) {
- re->shaderRGBA[2] = 0;
- } else if (score >= 2) {
- re->shaderRGBA[0] = re->shaderRGBA[2] = 0;
- }
-
- }
- if (c < 0.25)
- re->shaderRGBA[3] = 0xff * 4 * c;
- else
- re->shaderRGBA[3] = 0xff;
-
- re->radius = NUMBER_SIZE / 2;
-
- VectorCopy(le->pos.trBase, origin);
- origin[2] += 110 - c * 100;
-
- VectorSubtract(cg.refdef.vieworg, origin, dir);
- CrossProduct(dir, up, vec);
- VectorNormalize(vec);
-
- VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin);
-
- // if the view would be "inside" the sprite, kill the sprite
- // so it doesn't add too much overdraw
- VectorSubtract( origin, cg.refdef.vieworg, delta );
- len = VectorLength( delta );
- if ( len < 20 ) {
- CG_FreeLocalEntity( le );
- return;
- }
-
- negative = qfalse;
- if (score < 0) {
- negative = qtrue;
- score = -score;
- }
-
- for (numdigits = 0; !(numdigits && !score); numdigits++) {
- digits[numdigits] = score % 10;
- score = score / 10;
- }
-
- if (negative) {
- digits[numdigits] = 10;
- numdigits++;
- }
-
- for (i = 0; i < numdigits; i++) {
- VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin);
- re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]];
- trap_R_AddRefEntityToScene( re );
- }
-}
-
-
-
-
-//==============================================================================
-
-/*
-===================
-CG_AddLocalEntities
-
-===================
-*/
-void CG_AddLocalEntities( void ) {
- localEntity_t *le, *next;
-
- // walk the list backwards, so any new local entities generated
- // (trails, marks, etc) will be present this frame
- le = cg_activeLocalEntities.prev;
- for ( ; le != &cg_activeLocalEntities ; le = next ) {
- // grab next now, so if the local entity is freed we
- // still have it
- next = le->prev;
-
- if ( cg.time >= le->endTime ) {
- CG_FreeLocalEntity( le );
- continue;
- }
- switch ( le->leType ) {
- default:
- CG_Error( "Bad leType: %i", le->leType );
- break;
-
- case LE_MARK:
- break;
-
- case LE_SPRITE_EXPLOSION:
- CG_AddSpriteExplosion( le );
- break;
-
- case LE_EXPLOSION:
- CG_AddExplosion( le );
- break;
-
- case LE_FRAGMENT: // gibs and brass
- CG_AddFragment( le );
- break;
-
- case LE_MOVE_SCALE_FADE: // water bubbles
- CG_AddMoveScaleFade( le );
- break;
-
- case LE_FADE_RGB: // teleporters, railtrails
- CG_AddFadeRGB( le );
- break;
-
- case LE_FALL_SCALE_FADE: // gib blood trails
- CG_AddFallScaleFade( le );
- break;
-
- case LE_SCALE_FADE: // rocket trails
- CG_AddScaleFade( le );
- break;
-
- case LE_SCOREPLUM:
- CG_AddScorePlum( le );
- break;
-
-#ifdef MISSIONPACK
- case LE_KAMIKAZE:
- CG_AddKamikaze( le );
- break;
- case LE_INVULIMPACT:
- CG_AddInvulnerabilityImpact( le );
- break;
- case LE_INVULJUICED:
- CG_AddInvulnerabilityJuiced( le );
- break;
- case LE_SHOWREFENTITY:
- CG_AddRefEntity( le );
- break;
-#endif
- }
- }
-}
-
-
-
-
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// + +// cg_localents.c -- every frame, generate renderer commands for locally +// processed entities, like smoke puffs, gibs, shells, etc. + +#include "cg_local.h" + +#define MAX_LOCAL_ENTITIES 512 +localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES]; +localEntity_t cg_activeLocalEntities; // double linked list +localEntity_t *cg_freeLocalEntities; // single linked list + +/* +=================== +CG_InitLocalEntities + +This is called at startup and for tournement restarts +=================== +*/ +void CG_InitLocalEntities( void ) { + int i; + + memset( cg_localEntities, 0, sizeof( cg_localEntities ) ); + cg_activeLocalEntities.next = &cg_activeLocalEntities; + cg_activeLocalEntities.prev = &cg_activeLocalEntities; + cg_freeLocalEntities = cg_localEntities; + for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) { + cg_localEntities[i].next = &cg_localEntities[i+1]; + } +} + + +/* +================== +CG_FreeLocalEntity +================== +*/ +void CG_FreeLocalEntity( localEntity_t *le ) { + if ( !le->prev ) { + CG_Error( "CG_FreeLocalEntity: not active" ); + } + + // remove from the doubly linked active list + le->prev->next = le->next; + le->next->prev = le->prev; + + // the free list is only singly linked + le->next = cg_freeLocalEntities; + cg_freeLocalEntities = le; +} + +/* +=================== +CG_AllocLocalEntity + +Will allways succeed, even if it requires freeing an old active entity +=================== +*/ +localEntity_t *CG_AllocLocalEntity( void ) { + localEntity_t *le; + + if ( !cg_freeLocalEntities ) { + // no free entities, so free the one at the end of the chain + // remove the oldest active entity + CG_FreeLocalEntity( cg_activeLocalEntities.prev ); + } + + le = cg_freeLocalEntities; + cg_freeLocalEntities = cg_freeLocalEntities->next; + + memset( le, 0, sizeof( *le ) ); + + // link into the active list + le->next = cg_activeLocalEntities.next; + le->prev = &cg_activeLocalEntities; + cg_activeLocalEntities.next->prev = le; + cg_activeLocalEntities.next = le; + return le; +} + + +/* +==================================================================================== + +FRAGMENT PROCESSING + +A fragment localentity interacts with the environment in some way (hitting walls), +or generates more localentities along a trail. + +==================================================================================== +*/ + +/* +================ +CG_BloodTrail + +Leave expanding blood puffs behind gibs +================ +*/ +void CG_BloodTrail( localEntity_t *le ) { + int t; + int t2; + int step; + vec3_t newOrigin; + localEntity_t *blood; + + step = 150; + t = step * ( (cg.time - cg.frametime + step ) / step ); + t2 = step * ( cg.time / step ); + + for ( ; t <= t2; t += step ) { + BG_EvaluateTrajectory( &le->pos, t, newOrigin ); + + blood = CG_SmokePuff( newOrigin, vec3_origin, + 20, // radius + 1, 1, 1, 1, // color + 2000, // trailTime + t, // startTime + 0, // fadeInTime + 0, // flags + cgs.media.bloodTrailShader ); + // use the optimized version + blood->leType = LE_FALL_SCALE_FADE; + // drop a total of 40 units over its lifetime + blood->pos.trDelta[2] = 40; + } +} + + +/* +================ +CG_FragmentBounceMark +================ +*/ +void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) { + int radius; + + if ( le->leMarkType == LEMT_BLOOD ) { + + radius = 16 + (rand()&31); + CG_ImpactMark( cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random()*360, + 1,1,1,1, qtrue, radius, qfalse ); + } else if ( le->leMarkType == LEMT_BURN ) { + + radius = 8 + (rand()&15); + CG_ImpactMark( cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random()*360, + 1,1,1,1, qtrue, radius, qfalse ); + } + + + // don't allow a fragment to make multiple marks, or they + // pile up while settling + le->leMarkType = LEMT_NONE; +} + +/* +================ +CG_FragmentBounceSound +================ +*/ +void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) { + if ( le->leBounceSoundType == LEBS_BLOOD ) { + // half the gibs will make splat sounds + if ( rand() & 1 ) { + int r = rand()&3; + sfxHandle_t s; + + if ( r == 0 ) { + s = cgs.media.gibBounce1Sound; + } else if ( r == 1 ) { + s = cgs.media.gibBounce2Sound; + } else { + s = cgs.media.gibBounce3Sound; + } + trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s ); + } + } else if ( le->leBounceSoundType == LEBS_BRASS ) { + + } + + // don't allow a fragment to make multiple bounce sounds, + // or it gets too noisy as they settle + le->leBounceSoundType = LEBS_NONE; +} + + +/* +================ +CG_ReflectVelocity +================ +*/ +void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) { + vec3_t velocity; + float dot; + int hitTime; + + // reflect the velocity on the trace plane + hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction; + BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity ); + dot = DotProduct( velocity, trace->plane.normal ); + VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta ); + + VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta ); + + VectorCopy( trace->endpos, le->pos.trBase ); + le->pos.trTime = cg.time; + + + // check for stop, making sure that even on low FPS systems it doesn't bobble + if ( trace->allsolid || + ( trace->plane.normal[2] > 0 && + ( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) { + le->pos.trType = TR_STATIONARY; + } else { + + } +} + +/* +================ +CG_AddFragment +================ +*/ +void CG_AddFragment( localEntity_t *le ) { + vec3_t newOrigin; + trace_t trace; + + if ( le->pos.trType == TR_STATIONARY ) { + // sink into the ground if near the removal time + int t; + float oldZ; + + t = le->endTime - cg.time; + if ( t < SINK_TIME ) { + // we must use an explicit lighting origin, otherwise the + // lighting would be lost as soon as the origin went + // into the ground + VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin ); + le->refEntity.renderfx |= RF_LIGHTING_ORIGIN; + oldZ = le->refEntity.origin[2]; + le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME ); + trap_R_AddRefEntityToScene( &le->refEntity ); + le->refEntity.origin[2] = oldZ; + } else { + trap_R_AddRefEntityToScene( &le->refEntity ); + } + + return; + } + + // calculate new position + BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin ); + + // trace a line from previous position to new position + CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID ); + if ( trace.fraction == 1.0 ) { + // still in free fall + VectorCopy( newOrigin, le->refEntity.origin ); + + if ( le->leFlags & LEF_TUMBLE ) { + vec3_t angles; + + BG_EvaluateTrajectory( &le->angles, cg.time, angles ); + AnglesToAxis( angles, le->refEntity.axis ); + } + + trap_R_AddRefEntityToScene( &le->refEntity ); + + // add a blood trail + if ( le->leBounceSoundType == LEBS_BLOOD ) { + CG_BloodTrail( le ); + } + + return; + } + + // if it is in a nodrop zone, remove it + // this keeps gibs from waiting at the bottom of pits of death + // and floating levels + if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) { + CG_FreeLocalEntity( le ); + return; + } + + // leave a mark + CG_FragmentBounceMark( le, &trace ); + + // do a bouncy sound + CG_FragmentBounceSound( le, &trace ); + + // reflect the velocity on the trace plane + CG_ReflectVelocity( le, &trace ); + + trap_R_AddRefEntityToScene( &le->refEntity ); +} + +/* +===================================================================== + +TRIVIAL LOCAL ENTITIES + +These only do simple scaling or modulation before passing to the renderer +===================================================================== +*/ + +/* +==================== +CG_AddFadeRGB +==================== +*/ +void CG_AddFadeRGB( localEntity_t *le ) { + refEntity_t *re; + float c; + + re = &le->refEntity; + + c = ( le->endTime - cg.time ) * le->lifeRate; + c *= 0xff; + + re->shaderRGBA[0] = le->color[0] * c; + re->shaderRGBA[1] = le->color[1] * c; + re->shaderRGBA[2] = le->color[2] * c; + re->shaderRGBA[3] = le->color[3] * c; + + trap_R_AddRefEntityToScene( re ); +} + +/* +================== +CG_AddMoveScaleFade +================== +*/ +static void CG_AddMoveScaleFade( localEntity_t *le ) { + refEntity_t *re; + float c; + vec3_t delta; + float len; + + re = &le->refEntity; + + if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) { + // fade / grow time + c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime ); + } + else { + // fade / grow time + c = ( le->endTime - cg.time ) * le->lifeRate; + } + + re->shaderRGBA[3] = 0xff * c * le->color[3]; + + if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) { + re->radius = le->radius * ( 1.0 - c ) + 8; + } + + BG_EvaluateTrajectory( &le->pos, cg.time, re->origin ); + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + VectorSubtract( re->origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + if ( len < le->radius ) { + CG_FreeLocalEntity( le ); + return; + } + + trap_R_AddRefEntityToScene( re ); +} + + +/* +=================== +CG_AddScaleFade + +For rocket smokes that hang in place, fade out, and are +removed if the view passes through them. +There are often many of these, so it needs to be simple. +=================== +*/ +static void CG_AddScaleFade( localEntity_t *le ) { + refEntity_t *re; + float c; + vec3_t delta; + float len; + + re = &le->refEntity; + + // fade / grow time + c = ( le->endTime - cg.time ) * le->lifeRate; + + re->shaderRGBA[3] = 0xff * c * le->color[3]; + re->radius = le->radius * ( 1.0 - c ) + 8; + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + VectorSubtract( re->origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + if ( len < le->radius ) { + CG_FreeLocalEntity( le ); + return; + } + + trap_R_AddRefEntityToScene( re ); +} + + +/* +================= +CG_AddFallScaleFade + +This is just an optimized CG_AddMoveScaleFade +For blood mists that drift down, fade out, and are +removed if the view passes through them. +There are often 100+ of these, so it needs to be simple. +================= +*/ +static void CG_AddFallScaleFade( localEntity_t *le ) { + refEntity_t *re; + float c; + vec3_t delta; + float len; + + re = &le->refEntity; + + // fade time + c = ( le->endTime - cg.time ) * le->lifeRate; + + re->shaderRGBA[3] = 0xff * c * le->color[3]; + + re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2]; + + re->radius = le->radius * ( 1.0 - c ) + 16; + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + VectorSubtract( re->origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + if ( len < le->radius ) { + CG_FreeLocalEntity( le ); + return; + } + + trap_R_AddRefEntityToScene( re ); +} + + + +/* +================ +CG_AddExplosion +================ +*/ +static void CG_AddExplosion( localEntity_t *ex ) { + refEntity_t *ent; + + ent = &ex->refEntity; + + // add the entity + trap_R_AddRefEntityToScene(ent); + + // add the dlight + if ( ex->light ) { + float light; + + light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime ); + if ( light < 0.5 ) { + light = 1.0; + } else { + light = 1.0 - ( light - 0.5 ) * 2; + } + light = ex->light * light; + trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] ); + } +} + +/* +================ +CG_AddSpriteExplosion +================ +*/ +static void CG_AddSpriteExplosion( localEntity_t *le ) { + refEntity_t re; + float c; + + re = le->refEntity; + + c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime ); + if ( c > 1 ) { + c = 1.0; // can happen during connection problems + } + + re.shaderRGBA[0] = 0xff; + re.shaderRGBA[1] = 0xff; + re.shaderRGBA[2] = 0xff; + re.shaderRGBA[3] = 0xff * c * 0.33; + + re.reType = RT_SPRITE; + re.radius = 42 * ( 1.0 - c ) + 30; + + trap_R_AddRefEntityToScene( &re ); + + // add the dlight + if ( le->light ) { + float light; + + light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime ); + if ( light < 0.5 ) { + light = 1.0; + } else { + light = 1.0 - ( light - 0.5 ) * 2; + } + light = le->light * light; + trap_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] ); + } +} + + +#ifdef MISSIONPACK +/* +==================== +CG_AddKamikaze +==================== +*/ +void CG_AddKamikaze( localEntity_t *le ) { + refEntity_t *re; + refEntity_t shockwave; + float c; + vec3_t test, axis[3]; + int t; + + re = &le->refEntity; + + t = cg.time - le->startTime; + VectorClear( test ); + AnglesToAxis( test, axis ); + + if (t > KAMI_SHOCKWAVE_STARTTIME && t < KAMI_SHOCKWAVE_ENDTIME) { + + if (!(le->leFlags & LEF_SOUND1)) { +// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeExplodeSound ); + trap_S_StartLocalSound(cgs.media.kamikazeExplodeSound, CHAN_AUTO); + le->leFlags |= LEF_SOUND1; + } + // 1st kamikaze shockwave + memset(&shockwave, 0, sizeof(shockwave)); + shockwave.hModel = cgs.media.kamikazeShockWave; + shockwave.reType = RT_MODEL; + shockwave.shaderTime = re->shaderTime; + VectorCopy(re->origin, shockwave.origin); + + c = (float)(t - KAMI_SHOCKWAVE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME); + VectorScale( axis[0], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] ); + VectorScale( axis[1], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] ); + VectorScale( axis[2], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] ); + shockwave.nonNormalizedAxes = qtrue; + + if (t > KAMI_SHOCKWAVEFADE_STARTTIME) { + c = (float)(t - KAMI_SHOCKWAVEFADE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVEFADE_STARTTIME); + } + else { + c = 0; + } + c *= 0xff; + shockwave.shaderRGBA[0] = 0xff - c; + shockwave.shaderRGBA[1] = 0xff - c; + shockwave.shaderRGBA[2] = 0xff - c; + shockwave.shaderRGBA[3] = 0xff - c; + + trap_R_AddRefEntityToScene( &shockwave ); + } + + if (t > KAMI_EXPLODE_STARTTIME && t < KAMI_IMPLODE_ENDTIME) { + // explosion and implosion + c = ( le->endTime - cg.time ) * le->lifeRate; + c *= 0xff; + re->shaderRGBA[0] = le->color[0] * c; + re->shaderRGBA[1] = le->color[1] * c; + re->shaderRGBA[2] = le->color[2] * c; + re->shaderRGBA[3] = le->color[3] * c; + + if( t < KAMI_IMPLODE_STARTTIME ) { + c = (float)(t - KAMI_EXPLODE_STARTTIME) / (float)(KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME); + } + else { + if (!(le->leFlags & LEF_SOUND2)) { +// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeImplodeSound ); + trap_S_StartLocalSound(cgs.media.kamikazeImplodeSound, CHAN_AUTO); + le->leFlags |= LEF_SOUND2; + } + c = (float)(KAMI_IMPLODE_ENDTIME - t) / (float) (KAMI_IMPLODE_ENDTIME - KAMI_IMPLODE_STARTTIME); + } + VectorScale( axis[0], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[0] ); + VectorScale( axis[1], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[1] ); + VectorScale( axis[2], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[2] ); + re->nonNormalizedAxes = qtrue; + + trap_R_AddRefEntityToScene( re ); + // add the dlight + trap_R_AddLightToScene( re->origin, c * 1000.0, 1.0, 1.0, c ); + } + + if (t > KAMI_SHOCKWAVE2_STARTTIME && t < KAMI_SHOCKWAVE2_ENDTIME) { + // 2nd kamikaze shockwave + if (le->angles.trBase[0] == 0 && + le->angles.trBase[1] == 0 && + le->angles.trBase[2] == 0) { + le->angles.trBase[0] = random() * 360; + le->angles.trBase[1] = random() * 360; + le->angles.trBase[2] = random() * 360; + } + else { + c = 0; + } + memset(&shockwave, 0, sizeof(shockwave)); + shockwave.hModel = cgs.media.kamikazeShockWave; + shockwave.reType = RT_MODEL; + shockwave.shaderTime = re->shaderTime; + VectorCopy(re->origin, shockwave.origin); + + test[0] = le->angles.trBase[0]; + test[1] = le->angles.trBase[1]; + test[2] = le->angles.trBase[2]; + AnglesToAxis( test, axis ); + + c = (float)(t - KAMI_SHOCKWAVE2_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2_STARTTIME); + VectorScale( axis[0], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] ); + VectorScale( axis[1], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] ); + VectorScale( axis[2], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] ); + shockwave.nonNormalizedAxes = qtrue; + + if (t > KAMI_SHOCKWAVE2FADE_STARTTIME) { + c = (float)(t - KAMI_SHOCKWAVE2FADE_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2FADE_STARTTIME); + } + else { + c = 0; + } + c *= 0xff; + shockwave.shaderRGBA[0] = 0xff - c; + shockwave.shaderRGBA[1] = 0xff - c; + shockwave.shaderRGBA[2] = 0xff - c; + shockwave.shaderRGBA[3] = 0xff - c; + + trap_R_AddRefEntityToScene( &shockwave ); + } +} + +/* +=================== +CG_AddInvulnerabilityImpact +=================== +*/ +void CG_AddInvulnerabilityImpact( localEntity_t *le ) { + trap_R_AddRefEntityToScene( &le->refEntity ); +} + +/* +=================== +CG_AddInvulnerabilityJuiced +=================== +*/ +void CG_AddInvulnerabilityJuiced( localEntity_t *le ) { + int t; + + t = cg.time - le->startTime; + if ( t > 3000 ) { + le->refEntity.axis[0][0] = (float) 1.0 + 0.3 * (t - 3000) / 2000; + le->refEntity.axis[1][1] = (float) 1.0 + 0.3 * (t - 3000) / 2000; + le->refEntity.axis[2][2] = (float) 0.7 + 0.3 * (2000 - (t - 3000)) / 2000; + } + if ( t > 5000 ) { + le->endTime = 0; + CG_GibPlayer( le->refEntity.origin ); + } + else { + trap_R_AddRefEntityToScene( &le->refEntity ); + } +} + +/* +=================== +CG_AddRefEntity +=================== +*/ +void CG_AddRefEntity( localEntity_t *le ) { + if (le->endTime < cg.time) { + CG_FreeLocalEntity( le ); + return; + } + trap_R_AddRefEntityToScene( &le->refEntity ); +} + +#endif +/* +=================== +CG_AddScorePlum +=================== +*/ +#define NUMBER_SIZE 8 + +void CG_AddScorePlum( localEntity_t *le ) { + refEntity_t *re; + vec3_t origin, delta, dir, vec, up = {0, 0, 1}; + float c, len; + int i, score, digits[10], numdigits, negative; + + re = &le->refEntity; + + c = ( le->endTime - cg.time ) * le->lifeRate; + + score = le->radius; + if (score < 0) { + re->shaderRGBA[0] = 0xff; + re->shaderRGBA[1] = 0x11; + re->shaderRGBA[2] = 0x11; + } + else { + re->shaderRGBA[0] = 0xff; + re->shaderRGBA[1] = 0xff; + re->shaderRGBA[2] = 0xff; + if (score >= 50) { + re->shaderRGBA[1] = 0; + } else if (score >= 20) { + re->shaderRGBA[0] = re->shaderRGBA[1] = 0; + } else if (score >= 10) { + re->shaderRGBA[2] = 0; + } else if (score >= 2) { + re->shaderRGBA[0] = re->shaderRGBA[2] = 0; + } + + } + if (c < 0.25) + re->shaderRGBA[3] = 0xff * 4 * c; + else + re->shaderRGBA[3] = 0xff; + + re->radius = NUMBER_SIZE / 2; + + VectorCopy(le->pos.trBase, origin); + origin[2] += 110 - c * 100; + + VectorSubtract(cg.refdef.vieworg, origin, dir); + CrossProduct(dir, up, vec); + VectorNormalize(vec); + + VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin); + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + VectorSubtract( origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + if ( len < 20 ) { + CG_FreeLocalEntity( le ); + return; + } + + negative = qfalse; + if (score < 0) { + negative = qtrue; + score = -score; + } + + for (numdigits = 0; !(numdigits && !score); numdigits++) { + digits[numdigits] = score % 10; + score = score / 10; + } + + if (negative) { + digits[numdigits] = 10; + numdigits++; + } + + for (i = 0; i < numdigits; i++) { + VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin); + re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]]; + trap_R_AddRefEntityToScene( re ); + } +} + + + + +//============================================================================== + +/* +=================== +CG_AddLocalEntities + +=================== +*/ +void CG_AddLocalEntities( void ) { + localEntity_t *le, *next; + + // walk the list backwards, so any new local entities generated + // (trails, marks, etc) will be present this frame + le = cg_activeLocalEntities.prev; + for ( ; le != &cg_activeLocalEntities ; le = next ) { + // grab next now, so if the local entity is freed we + // still have it + next = le->prev; + + if ( cg.time >= le->endTime ) { + CG_FreeLocalEntity( le ); + continue; + } + switch ( le->leType ) { + default: + CG_Error( "Bad leType: %i", le->leType ); + break; + + case LE_MARK: + break; + + case LE_SPRITE_EXPLOSION: + CG_AddSpriteExplosion( le ); + break; + + case LE_EXPLOSION: + CG_AddExplosion( le ); + break; + + case LE_FRAGMENT: // gibs and brass + CG_AddFragment( le ); + break; + + case LE_MOVE_SCALE_FADE: // water bubbles + CG_AddMoveScaleFade( le ); + break; + + case LE_FADE_RGB: // teleporters, railtrails + CG_AddFadeRGB( le ); + break; + + case LE_FALL_SCALE_FADE: // gib blood trails + CG_AddFallScaleFade( le ); + break; + + case LE_SCALE_FADE: // rocket trails + CG_AddScaleFade( le ); + break; + + case LE_SCOREPLUM: + CG_AddScorePlum( le ); + break; + +#ifdef MISSIONPACK + case LE_KAMIKAZE: + CG_AddKamikaze( le ); + break; + case LE_INVULIMPACT: + CG_AddInvulnerabilityImpact( le ); + break; + case LE_INVULJUICED: + CG_AddInvulnerabilityJuiced( le ); + break; + case LE_SHOWREFENTITY: + CG_AddRefEntity( le ); + break; +#endif + } + } +} + + + + |