mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-29 15:31:51 +00:00
886 lines
21 KiB
C
886 lines
21 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.21 2002/12/02 19:52:05 niceass
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// water pressure & shell ejection stuff
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//
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// Revision 1.20 2002/08/25 07:08:18 niceass
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// added "life" setting to func_pressure
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//
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// Revision 1.19 2002/07/02 07:22:10 niceass
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// kill pressures at LCA
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//
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// Revision 1.18 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.17 2002/06/16 19:12:52 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.16 2002/06/09 05:15:40 niceass
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// pressure change
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//
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// Revision 1.15 2002/06/06 01:54:07 niceass
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// pressure change
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//
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// Revision 1.14 2002/05/26 05:14:14 niceass
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// pressure stuff
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//
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// Revision 1.13 2002/05/18 03:55:35 niceass
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// many misc. changes
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//
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// Revision 1.12 2002/05/09 06:42:06 niceass
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// New tracers
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//
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// Revision 1.11 2002/04/29 06:11:56 niceass
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// pressure stuff
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//
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// Revision 1.10 2002/04/23 06:07:23 niceass
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// pressure stuff
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//
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// Revision 1.9 2002/03/31 02:02:15 niceass
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// more random shell bouncing
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//
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// Revision 1.8 2002/03/16 21:49:45 niceass
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// All new shell ejection code
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//
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// Revision 1.7 2002/01/14 01:19:23 niceass
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// No more default 800 gravity on items - NiceAss
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//
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// Revision 1.6 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.5 2001/12/31 16:28:41 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_localents.c -- every frame, generate renderer commands for locally
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// processed entities, like smoke puffs, gibs, shells, etc.
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#include "cg_local.h"
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#define MAX_LOCAL_ENTITIES 512
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localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
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localEntity_t cg_activeLocalEntities; // double linked list
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localEntity_t *cg_freeLocalEntities; // single linked list
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/*
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===================
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CG_InitLocalEntities
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This is called at startup and for tournement restarts
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===================
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*/
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void CG_InitLocalEntities(void)
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{
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int i;
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memset(cg_localEntities, 0, sizeof(cg_localEntities));
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cg_activeLocalEntities.next = &cg_activeLocalEntities;
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cg_activeLocalEntities.prev = &cg_activeLocalEntities;
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cg_freeLocalEntities = cg_localEntities;
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for (i = 0; i < MAX_LOCAL_ENTITIES - 1; i++) {
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cg_localEntities[i].next = &cg_localEntities[i + 1];
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}
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}
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/*
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==================
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CG_FreeLocalEntity
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==================
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*/
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void CG_FreeLocalEntity(localEntity_t * le)
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{
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if (!le->prev) {
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CG_Error("CG_FreeLocalEntity: not active");
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}
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// remove from the doubly linked active list
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le->prev->next = le->next;
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le->next->prev = le->prev;
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// the free list is only singly linked
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le->next = cg_freeLocalEntities;
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cg_freeLocalEntities = le;
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}
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/*
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===================
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CG_AllocLocalEntity
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Will allways succeed, even if it requires freeing an old active entity
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===================
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*/
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localEntity_t *CG_AllocLocalEntity(void)
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{
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localEntity_t *le;
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if (!cg_freeLocalEntities) {
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// no free entities, so free the one at the end of the chain
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// remove the oldest active entity
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CG_FreeLocalEntity(cg_activeLocalEntities.prev);
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}
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le = cg_freeLocalEntities;
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cg_freeLocalEntities = cg_freeLocalEntities->next;
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memset(le, 0, sizeof(*le));
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// link into the active list
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le->next = cg_activeLocalEntities.next;
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le->prev = &cg_activeLocalEntities;
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cg_activeLocalEntities.next->prev = le;
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cg_activeLocalEntities.next = le;
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return le;
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}
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/*
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====================================================================================
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FRAGMENT PROCESSING
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A fragment localentity interacts with the environment in some way (hitting walls),
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or generates more localentities along a trail.
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====================================================================================
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*/
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/*
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================
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CG_BloodTrail
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Leave expanding blood puffs behind gibs
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================
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*/
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void CG_BloodTrail(localEntity_t * le)
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{
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int t;
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int t2;
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int step;
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vec3_t newOrigin;
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localEntity_t *blood;
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step = 150;
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t = step * ((cg.time - cg.frametime + step) / step);
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t2 = step * (cg.time / step);
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for (; t <= t2; t += step) {
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CG_EvaluateTrajectory(&le->pos, t, newOrigin);
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blood = CG_SmokePuff(newOrigin, vec3_origin, 20, // radius
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1, 1, 1, 1, // color
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2000, // trailTime
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t, // startTime
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0, // fadeInTime
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0, // flags
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cgs.media.bloodTrailShader);
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// use the optimized version
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blood->leType = LE_FALL_SCALE_FADE;
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// drop a total of 40 units over its lifetime
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blood->pos.trDelta[2] = 40;
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}
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}
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/*
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================
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CG_FragmentBounceMark
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================
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*/
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void CG_FragmentBounceMark(localEntity_t * le, trace_t * trace)
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{
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int radius;
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if (le->leMarkType == LEMT_BLOOD) {
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radius = 16 + (rand() & 31);
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CG_ImpactMark(cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random() * 360,
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1, 1, 1, 1, qtrue, radius, qfalse);
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} else if (le->leMarkType == LEMT_BURN) {
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radius = 8 + (rand() & 15);
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CG_ImpactMark(cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random() * 360,
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1, 1, 1, 1, qtrue, radius, qfalse);
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}
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// don't allow a fragment to make multiple marks, or they
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// pile up while settling
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le->leMarkType = LEMT_NONE;
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}
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/*
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================
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CG_FragmentBounceSound
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================
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*/
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void CG_FragmentBounceSound(localEntity_t * le, trace_t * trace)
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{
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if (le->leBounceSoundType == LEBS_BLOOD) {
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// half the gibs will make splat sounds
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if (rand() & 1) {
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int r = rand() & 3;
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sfxHandle_t s;
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if (r == 0) {
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s = cgs.media.gibBounce1Sound;
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} else if (r == 1) {
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s = cgs.media.gibBounce2Sound;
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} else {
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s = cgs.media.gibBounce3Sound;
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}
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trap_S_StartSound(trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s);
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}
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} else if (le->leBounceSoundType == LEBS_BRASS) {
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// Elder: play bounce sound
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trap_S_StartSound(trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.sfx_shelltumble);
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}
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// don't allow a fragment to make multiple bounce sounds,
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// or it gets too noisy as they settle
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le->leBounceSoundType = LEBS_NONE;
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}
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/*
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================
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CG_ReflectVelocity
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================
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*/
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void CG_ReflectVelocity(localEntity_t * le, trace_t * trace)
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{
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vec3_t velocity, normal;
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float dot;
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int hitTime;
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// NiceAss: Make the reflection less perfect (for brass)
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VectorCopy(trace->plane.normal, normal);
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if (le->leFlags == LEF_TUMBLE) {
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normal[0] += crandom() * 0.15;
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normal[1] += crandom() * 0.15;
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normal[2] += crandom() * 0.15;
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VectorNormalize(normal);
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}
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// reflect the velocity on the trace plane
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hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction;
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CG_LE_EvaluateTrajectoryDelta(&le->pos, hitTime, velocity);
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dot = DotProduct(velocity, normal);
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VectorMA(velocity, -2 * dot, normal, le->pos.trDelta);
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VectorScale(le->pos.trDelta, le->bounceFactor, le->pos.trDelta);
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VectorCopy(trace->endpos, le->pos.trBase);
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le->pos.trTime = cg.time;
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// check for stop, making sure that even on low FPS systems it doesn't bobble
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if (trace->allsolid || VectorLength(le->pos.trDelta) < 30.0) {
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// NiceAss: I don't know what this crap is, but it didn't work too well on sloped surfaces
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/*( trace->plane.normal[2] > 0 &&
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( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
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*/
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le->pos.trType = TR_STATIONARY;
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}
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}
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/*
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================
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CG_AddFragment
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================
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*/
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void CG_AddFragment(localEntity_t * le)
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{
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vec3_t newOrigin;
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trace_t trace;
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if (le->pos.trType == TR_STATIONARY) {
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// sink into the ground if near the removal time
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int t;
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float oldZ;
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t = le->endTime - cg.time;
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if (t < SINK_TIME) {
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// we must use an explicit lighting origin, otherwise the
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// lighting would be lost as soon as the origin went
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// into the ground
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VectorCopy(le->refEntity.origin, le->refEntity.lightingOrigin);
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le->refEntity.renderfx |= RF_LIGHTING_ORIGIN;
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oldZ = le->refEntity.origin[2];
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le->refEntity.origin[2] -= 16 * (1.0 - (float) t / SINK_TIME);
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trap_R_AddRefEntityToScene(&le->refEntity);
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le->refEntity.origin[2] = oldZ;
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} else {
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trap_R_AddRefEntityToScene(&le->refEntity);
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}
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return;
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}
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// calculate new position
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CG_LE_EvaluateTrajectory(&le->pos, cg.time, newOrigin);
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// trace a line from previous position to new position
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CG_Trace(&trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID);
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if (trace.fraction == 1.0) {
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// still in free fall
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VectorCopy(newOrigin, le->refEntity.origin);
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if (le->leFlags & LEF_TUMBLE) {
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vec3_t angles;
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CG_LE_EvaluateTrajectory(&le->angles, cg.time, angles);
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AnglesToAxis(angles, le->refEntity.axis);
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}
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trap_R_AddRefEntityToScene(&le->refEntity);
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// add a blood trail
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if (le->leBounceSoundType == LEBS_BLOOD) {
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CG_BloodTrail(le);
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}
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return;
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}
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// if it is in a nodrop zone, remove it
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// this keeps gibs from waiting at the bottom of pits of death
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// and floating levels
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if ( CG_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
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CG_FreeLocalEntity(le);
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return;
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}
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// leave a mark
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CG_FragmentBounceMark(le, &trace);
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// do a bouncy sound
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CG_FragmentBounceSound(le, &trace);
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// reflect the velocity on the trace plane
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CG_ReflectVelocity(le, &trace);
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trap_R_AddRefEntityToScene(&le->refEntity);
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}
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/*
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=====================================================================
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TRIVIAL LOCAL ENTITIES
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These only do simple scaling or modulation before passing to the renderer
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=====================================================================
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*/
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/*
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====================
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CG_AddFadeRGB
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====================
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*/
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void CG_AddFadeRGB(localEntity_t * le)
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{
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refEntity_t *re;
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float c;
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re = &le->refEntity;
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c = (le->endTime - cg.time) * le->lifeRate;
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c *= 0xff;
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re->shaderRGBA[0] = le->color[0] * c;
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re->shaderRGBA[1] = le->color[1] * c;
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re->shaderRGBA[2] = le->color[2] * c;
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re->shaderRGBA[3] = le->color[3] * c;
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trap_R_AddRefEntityToScene(re);
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}
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/*
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==================
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CG_AddMoveScaleFade
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==================
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*/
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static void CG_AddMoveScaleFade(localEntity_t * le)
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{
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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if (le->fadeInTime > le->startTime && cg.time < le->fadeInTime) {
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// fade / grow time
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c = 1.0 - (float) (le->fadeInTime - cg.time) / (le->fadeInTime - le->startTime);
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} else {
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// fade / grow time
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c = (le->endTime - cg.time) * le->lifeRate;
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}
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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if (!(le->leFlags & LEF_PUFF_DONT_SCALE)) {
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re->radius = le->radius * (1.0 - c) + 8;
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}
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CG_EvaluateTrajectory(&le->pos, cg.time, re->origin);
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract(re->origin, cg.refdef.vieworg, delta);
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len = VectorLength(delta);
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if (len < le->radius) {
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CG_FreeLocalEntity(le);
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return;
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}
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trap_R_AddRefEntityToScene(re);
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}
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/*
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===================
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CG_AddScaleFade
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For rocket smokes that hang in place, fade out, and are
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removed if the view passes through them.
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There are often many of these, so it needs to be simple.
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===================
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*/
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static void CG_AddScaleFade(localEntity_t * le)
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{
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade / grow time
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c = (le->endTime - cg.time) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->radius = le->radius * (1.0 - c) + 8;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract(re->origin, cg.refdef.vieworg, delta);
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len = VectorLength(delta);
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if (len < le->radius) {
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CG_FreeLocalEntity(le);
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return;
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}
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trap_R_AddRefEntityToScene(re);
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}
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/*
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=================
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CG_AddFallScaleFade
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This is just an optimized CG_AddMoveScaleFade
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For blood mists that drift down, fade out, and are
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removed if the view passes through them.
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There are often 100+ of these, so it needs to be simple.
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=================
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*/
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static void CG_AddFallScaleFade(localEntity_t * le)
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{
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade time
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c = (le->endTime - cg.time) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->origin[2] = le->pos.trBase[2] - (1.0 - c) * le->pos.trDelta[2];
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re->radius = le->radius * (1.0 - c) + 16;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract(re->origin, cg.refdef.vieworg, delta);
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len = VectorLength(delta);
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if (len < le->radius) {
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CG_FreeLocalEntity(le);
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return;
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}
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trap_R_AddRefEntityToScene(re);
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}
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/*
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================
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CG_AddExplosion
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================
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*/
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static void CG_AddExplosion(localEntity_t * ex)
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{
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refEntity_t *ent;
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ent = &ex->refEntity;
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// add the entity
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trap_R_AddRefEntityToScene(ent);
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// add the dlight
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if (ex->light) {
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float light;
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light = (float) (cg.time - ex->startTime) / (ex->endTime - ex->startTime);
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if (light < 0.5) {
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light = 1.0;
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} else {
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light = 1.0 - (light - 0.5) * 2;
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}
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light = ex->light * light;
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trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2]);
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}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
}
|
|
}
|