stvoy-sp-sdk/cgame/cg_localents.cpp

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2002-11-22 00:00:00 +00:00
// cg_localents.c -- every frame, generate renderer commands for locally
// processed entities, like smoke puffs, gibs, shells, etc.
#include "cg_local.h"
#include "fx_public.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;
le->ownerGentNum = -1;
return le;
}
/*
====================================================================================
FRAGMENT PROCESSING
A fragment localentity interacts with the environment in some way (hitting walls),
or generates more localentities along a trail.
====================================================================================
*/
/*
================
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 < 2 ) {
s = cgs.media.gibBounce1Sound;
} else if ( r == 2 ) {
s = cgs.media.gibBounce2Sound;
} else {
s = cgs.media.gibBounce3Sound;
}
cgi_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;
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 );
cgi_R_AddRefEntityToScene( &le->refEntity );
le->refEntity.origin[2] = oldZ;
} else {
cgi_R_AddRefEntityToScene( &le->refEntity );
}
return;
}
// calculate new position
EvaluateTrajectory( &le->pos, cg.time, newOrigin );
// trace a line from previous position to new position
CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, le->ownerGentNum, CONTENTS_SOLID );
if ( trace.fraction == 1.0 ) {
// still in free fall
VectorCopy( newOrigin, le->refEntity.origin );
if ( le->leFlags & LEF_TUMBLE ) {
vec3_t angles;
EvaluateTrajectory( &le->angles, cg.time, angles );
AnglesToAxis( angles, le->refEntity.axis );
for(int k = 0; k < 3; k++)
{
VectorScale(le->refEntity.axis[k], le->radius, le->refEntity.axis[k]);
}
}
cgi_R_AddRefEntityToScene( &le->refEntity );
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 ( cgi_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
CG_FreeLocalEntity( le );
return;
}
// do a bouncy sound
CG_FragmentBounceSound( le, &trace );
// reflect the velocity on the trace plane
CG_ReflectVelocity( le, &trace );
//FIXME: if LEF_TUMBLE, change avelocity too?
cgi_R_AddRefEntityToScene( &le->refEntity );
}
/*
=====================================================================
TRIVIAL LOCAL ENTITIES
These only do simple scaling or modulation before passing to the renderer
=====================================================================
*/
/*
** CG_AddTeleporterEffect
*/
void CG_AddTeleporterEffect( localEntity_t *le ) {
refEntity_t *re;
float c;
re = &le->refEntity;
c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
re->shaderRGBA[0] =
re->shaderRGBA[1] =
re->shaderRGBA[2] =
re->shaderRGBA[3] = 0xff * c;
cgi_R_AddRefEntityToScene( re );
}
/*
** 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;
cgi_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 ) * 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;
}
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;
}
cgi_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;
}
cgi_R_AddRefEntityToScene( re );
}
/*
=================
CG_AddFallScaleFade
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;
}
cgi_R_AddRefEntityToScene( re );
}
/*
================
CG_AddExplosion
================
*/
static void CG_AddExplosion( localEntity_t *ex ) {
refEntity_t *ent = &ex->refEntity;
// calculate model frame
if ( ex->lifeRate > 0 ) {
float frac = (cg.time - ex->startTime) * ex->lifeRate;
int f = floor(frac);
if ( f < 0 ) {
f = 0;
}
ent->frame = f + 1;
ent->oldframe = f;
ent->backlerp = 1.0 - ( frac - f );
ent->renderfx |= RF_CAP_FRAMES;
}
// Explosions with zero shaders (using model default shader) don't fade, so
// allow fading when this flag is set.
if ( ex->leFlags & LEF_FADE_RGB )
{
float frac = 1.0f - ((float)( cg.time - ex->startTime )/(float)( ex->endTime - ex->startTime ));
ent->shaderRGBA[0] =
ent->shaderRGBA[1] =
ent->shaderRGBA[2] = frac * 255;
ent->shaderRGBA[3] = 255;
}
// add the entity
cgi_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;
cgi_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;//alpha works now
re.reType = RT_SPRITE;
re.radius = 42 * ( 1.0 - c ) * le->radius + ( 30 * le->radius );
// re.radius = 42 * ( 1.0 - c ) + 30;
cgi_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;
cgi_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
}
}
/*
================
CG_AddLocalLight
================
*/
static void CG_AddLocalLight( localEntity_t *le )
{
// There should be a light if this is being used, but hey...
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;
cgi_R_AddLightToScene( le->refEntity.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
}
}
//==============================================================================
/*
===================
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:
CG_AddFragment( le );
break;
case LE_PUFF:
CG_AddPuff( 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_LIGHT:
CG_AddLocalLight( le );
break;
}
}
}