//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // Revision 1.21 2002/12/02 19:52:05 niceass // water pressure & shell ejection stuff // // Revision 1.20 2002/08/25 07:08:18 niceass // added "life" setting to func_pressure // // Revision 1.19 2002/07/02 07:22:10 niceass // kill pressures at LCA // // Revision 1.18 2002/06/16 20:06:13 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // // Revision 1.17 2002/06/16 19:12:52 jbravo // Removed the MISSIONPACK ifdefs and missionpack only code. // // Revision 1.16 2002/06/09 05:15:40 niceass // pressure change // // Revision 1.15 2002/06/06 01:54:07 niceass // pressure change // // Revision 1.14 2002/05/26 05:14:14 niceass // pressure stuff // // Revision 1.13 2002/05/18 03:55:35 niceass // many misc. changes // // Revision 1.12 2002/05/09 06:42:06 niceass // New tracers // // Revision 1.11 2002/04/29 06:11:56 niceass // pressure stuff // // Revision 1.10 2002/04/23 06:07:23 niceass // pressure stuff // // Revision 1.9 2002/03/31 02:02:15 niceass // more random shell bouncing // // Revision 1.8 2002/03/16 21:49:45 niceass // All new shell ejection code // // Revision 1.7 2002/01/14 01:19:23 niceass // No more default 800 gravity on items - NiceAss // // Revision 1.6 2002/01/11 19:48:29 jbravo // Formatted the source in non DOS format. // // Revision 1.5 2001/12/31 16:28:41 jbravo // I made a Booboo with the Log tag. // // //----------------------------------------------------------------------------- // 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) { CG_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) { // Elder: play bounce sound trap_S_StartSound(trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.sfx_shelltumble); } // 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, normal; float dot; int hitTime; // NiceAss: Make the reflection less perfect (for brass) VectorCopy(trace->plane.normal, normal); if (le->leFlags == LEF_TUMBLE) { normal[0] += crandom() * 0.15; normal[1] += crandom() * 0.15; normal[2] += crandom() * 0.15; VectorNormalize(normal); } // reflect the velocity on the trace plane hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction; CG_LE_EvaluateTrajectoryDelta(&le->pos, hitTime, velocity); dot = DotProduct(velocity, normal); VectorMA(velocity, -2 * dot, 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 || VectorLength(le->pos.trDelta) < 30.0) { // NiceAss: I don't know what this crap is, but it didn't work too well on sloped surfaces /*( 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; } } /* ================ 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 CG_LE_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; CG_LE_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 ( CG_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; } CG_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_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); } } void CG_AddPressureEntity(localEntity_t * le) { vec3_t velocity; // vec3_t origin; float alpha; // Kill it if LCA. if (cg.lca) CG_FreeLocalEntity(le); alpha = -(cg.time - le->startTime) + (le->endTime - le->startTime); alpha /= (le->endTime - le->startTime); //steamSound!!! // steam: if ( le->leFlags != LEF_AIR && le->leFlags != LEF_WATER ) { VectorScale(le->pos.trDelta, le->size + rand() % 30, velocity); velocity[0] += rand() % 40 - 20; velocity[1] += rand() % 40 - 20; } else VectorScale(le->pos.trDelta, le->size, velocity); // VectorCopy(le->pos.trBase, origin); if (le->leFlags == LEF_AIR) CG_ParticleAir(le->pos.trBase, velocity, le->life + rand() % 120, alpha, 2, 1); else if (le->leFlags == LEF_FLAME) CG_ParticleSteam(le->pos.trBase, velocity, le->life + rand() % 120, alpha, 2, 1, cgs.media.flamePressureShader); else if (le->leFlags == LEF_WATER) CG_ParticleWater(le->pos.trBase, velocity, le->life + rand() % 120, alpha, 1, 2); else CG_ParticleSteam(le->pos.trBase, velocity, le->life + rand() % 120, alpha, 2, 1, cgs.media.smokePuffShader); } /* ================ CG_AddMovingTracer - NiceAss ================ */ void CG_AddTracer(localEntity_t * le) { vec3_t start, end, dir; //BG_EvaluateTrajectory( &le->pos, cg.time, start ); VectorMA(le->pos.trBase, (cg.time - le->pos.trTime) / 1000.0f, le->pos.trDelta, start); VectorNormalize2(le->pos.trDelta, dir); VectorMA(start, cg_tracerLength.value, dir, end); CG_Tracer(start, end); } //============================================================================== /* =================== 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_TRACER: CG_AddTracer(le); 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; case LE_PRESSURE: CG_AddPressureEntity(le); } } } /* The only difference is that this will account for water friction */ void CG_LE_EvaluateTrajectory(const trajectory_t * tr, int atTime, vec3_t result) { float deltaTime; float phase; float friction = 1.0f; switch (tr->trType) { case TR_STATIONARY: case TR_INTERPOLATE: VectorCopy(tr->trBase, result); break; case TR_LINEAR: deltaTime = (atTime - tr->trTime) * 0.001; // milliseconds to seconds VectorMA(tr->trBase, deltaTime, tr->trDelta, result); break; case TR_SINE: deltaTime = (atTime - tr->trTime) / (float) tr->trDuration; phase = sin(deltaTime * M_PI * 2); VectorMA(tr->trBase, phase, tr->trDelta, result); break; case TR_LINEAR_STOP: if (atTime > tr->trTime + tr->trDuration) { atTime = tr->trTime + tr->trDuration; } deltaTime = (atTime - tr->trTime) * 0.001; // milliseconds to seconds if (deltaTime < 0) { deltaTime = 0; } VectorMA(tr->trBase, deltaTime, tr->trDelta, result); break; case TR_GRAVITY: if (trap_CM_PointContents(tr->trBase, 0) & CONTENTS_WATER) friction = 0.3f; deltaTime = (atTime - tr->trTime) * 0.001; // milliseconds to seconds VectorMA(tr->trBase, deltaTime * friction, tr->trDelta, result); result[2] -= 0.5 * cg_gravity.value * friction * deltaTime * deltaTime; break; default: Com_Error(ERR_DROP, "CG_LE_EvaluateTrajectory: unknown trType: %i", tr->trTime); break; } } void CG_LE_EvaluateTrajectoryDelta(const trajectory_t * tr, int atTime, vec3_t result) { float deltaTime; float phase; float friction = 1.0f; switch (tr->trType) { case TR_STATIONARY: case TR_INTERPOLATE: VectorClear(result); break; case TR_LINEAR: VectorCopy(tr->trDelta, result); break; case TR_SINE: deltaTime = (atTime - tr->trTime) / (float) tr->trDuration; phase = cos(deltaTime * M_PI * 2); // derivative of sin = cos phase *= 0.5; VectorScale(tr->trDelta, phase, result); break; case TR_LINEAR_STOP: if (atTime > tr->trTime + tr->trDuration) { VectorClear(result); return; } VectorCopy(tr->trDelta, result); break; case TR_GRAVITY: if (trap_CM_PointContents(tr->trBase, 0) & CONTENTS_WATER) friction = 0.3f; deltaTime = (atTime - tr->trTime) * 0.001; // milliseconds to seconds VectorScale(tr->trDelta, friction, result); result[2] -= cg_gravity.value * friction * deltaTime; break; default: Com_Error(ERR_DROP, "CG_LE_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime); break; } }