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- /*
- ===========================================================================
- 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
- }
- }
- }
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