// Copyright (C) 1999-2000 Id Software, Inc. // // 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->forceAlpha) { le->refEntity.renderfx |= RF_FORCE_ENT_ALPHA; le->refEntity.shaderRGBA[3] = le->forceAlpha; } if ( le->pos.trType == TR_STATIONARY ) { // sink into the ground if near the removal time int t; float t_e; t = le->endTime - cg.time; if ( t < (SINK_TIME*2) ) { le->refEntity.renderfx |= RF_FORCE_ENT_ALPHA; t_e = (float)((float)(le->endTime - cg.time)/(SINK_TIME*2)); t_e = (int)((t_e)*255); if (t_e > 255) { t_e = 255; } if (t_e < 1) { t_e = 1; } if (le->refEntity.shaderRGBA[3] && t_e > le->refEntity.shaderRGBA[3]) { t_e = le->refEntity.shaderRGBA[3]; } le->refEntity.shaderRGBA[3] = t_e; trap_R_AddRefEntityToScene( &le->refEntity ); } 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; } if (!trace.startsolid) { // leave a mark CG_FragmentBounceMark( le, &trace ); // do a bouncy sound CG_FragmentBounceSound( le, &trace ); if (le->bounceSound) { //specified bounce sound (debris) trap_S_StartSound(le->pos.trBase, ENTITYNUM_WORLD, CHAN_AUTO, le->bounceSound); } // 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 ); } static void CG_AddFadeScaleModel( localEntity_t *le ) { refEntity_t *ent = &le->refEntity; float frac = ( cg.time - le->startTime )/((float)( le->endTime - le->startTime )); frac *= frac * frac; // yes, this is completely ridiculous...but it causes the shell to grow slowly then "explode" at the end ent->nonNormalizedAxes = qtrue; AxisCopy( axisDefault, ent->axis ); VectorScale( ent->axis[0], le->radius * frac, ent->axis[0] ); VectorScale( ent->axis[1], le->radius * frac, ent->axis[1] ); VectorScale( ent->axis[2], le->radius * 0.5f * frac, ent->axis[2] ); frac = 1.0f - frac; ent->shaderRGBA[0] = le->color[0] * frac; ent->shaderRGBA[1] = le->color[1] * frac; ent->shaderRGBA[2] = le->color[2] * frac; ent->shaderRGBA[3] = le->color[3] * frac; // add the entity trap_R_AddRefEntityToScene( ent ); } /* ================== 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_AddPuff ================== */ static void CG_AddPuff( localEntity_t *le ) { refEntity_t *re; float c; vec3_t delta; float len; re = &le->refEntity; // fade / grow time c = ( le->endTime - cg.time ) / (float)( le->endTime - le->startTime ); re->shaderRGBA[0] = le->color[0] * c; re->shaderRGBA[1] = le->color[1] * c; re->shaderRGBA[2] = le->color[2] * c; 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] ); } } /* =================== CG_AddRefEntity =================== */ void CG_AddRefEntity( localEntity_t *le ) { if (le->endTime < cg.time) { CG_FreeLocalEntity( le ); return; } trap_R_AddRefEntityToScene( &le->refEntity ); } /* =================== 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_AddOLine For forcefields/other rectangular things =================== */ void CG_AddOLine( localEntity_t *le ) { refEntity_t *re; float frac, alpha; re = &le->refEntity; frac = (cg.time - le->startTime) / ( float ) ( le->endTime - le->startTime ); if ( frac > 1 ) frac = 1.0; // can happen during connection problems else if (frac < 0) frac = 0.0; // Use the liferate to set the scale over time. re->data.line.width = le->data.line.width + (le->data.line.dwidth * frac); if (re->data.line.width <= 0) { CG_FreeLocalEntity( le ); return; } // We will assume here that we want additive transparency effects. alpha = le->alpha + (le->dalpha * frac); re->shaderRGBA[0] = 0xff * alpha; re->shaderRGBA[1] = 0xff * alpha; re->shaderRGBA[2] = 0xff * alpha; re->shaderRGBA[3] = 0xff * alpha; // Yes, we could apply c to this too, but fading the color is better for lines. re->shaderTexCoord[0] = 1; re->shaderTexCoord[1] = 1; re->rotation = 90; re->reType = RT_ORIENTEDLINE; trap_R_AddRefEntityToScene( re ); } /* =================== CG_AddLine for beams and the like. =================== */ void CG_AddLine( localEntity_t *le ) { refEntity_t *re; re = &le->refEntity; re->reType = RT_LINE; 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_FADE_SCALE_MODEL: CG_AddFadeScaleModel( le ); break; case LE_FRAGMENT: // gibs and brass CG_AddFragment( le ); break; case LE_PUFF: CG_AddPuff( 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; case LE_OLINE: CG_AddOLine( le ); break; case LE_SHOWREFENTITY: CG_AddRefEntity( le ); break; case LE_LINE: // oriented lines for FX CG_AddLine( le ); break; } } }