rpgxef/code/cgame/cg_localents.cpp
Walter Julius Hennecke 9cac290629 Make all game code projects compile as cpp code
- Fixed all errors that occured due to using c++ compiler
- changed c++ standart to c++17
- removed lua, added library instead
- made all bg_* and q_* file into a shared item project
2017-09-30 21:49:31 +02:00

1317 lines
31 KiB
C++

// 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 ) {
int32_t 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" );
return;
}
// 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;
}
/*
==================
CG_GetActiveList
Accessor fn
==================
*/
localEntity_t CG_GetActiveList( void )
{
return cg_activeLocalEntities;
}
/*
====================================================================================
FRAGMENT PROCESSING
A fragment localentity interacts with the environment in some way (hitting walls),
or generates more localentities along a trail.
====================================================================================
*/
/*
================
CG_ReflectVelocity
================
*/
void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
vec3_t velocity;
float dot;
int32_t 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 {
}
}
/*
=====================================================================
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
==================
*/
void CG_AddMoveScaleFade( 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->data.sprite.radius = le->data.sprite.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->data.sprite.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.
===================
*/
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->data.sprite.radius = le->data.sprite.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->data.sprite.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.
=================
*/
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->data.sprite.radius = le->data.sprite.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->data.sprite.radius ) {
CG_FreeLocalEntity( le );
return;
}
trap_R_AddRefEntityToScene( re );
}
/*
================
CG_AddExplosion
================
*/
void CG_AddExplosion( localEntity_t *ex )
{
refEntity_t *ent;
ent = &ex->refEntity;
// calculate model frame
if ( ex->lifeRate > 0 ) {
float frac = (cg.time - ex->startTime) * ex->lifeRate;
int32_t 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 = (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
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
================
*/
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.data.sprite.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_AddScaleFadeSprite
For trek, oriented sprites like blast rings and the like.
===================
*/
void CG_AddScaleFadeSprite( localEntity_t *le )
{
refEntity_t *re;
float c;
vec3_t delta;
float len;
re = &le->refEntity;
c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
if ( c > 1 ) {
c = 1.0; // can happen during connection problems
}
// Use the liferate to set the scale over time.
re->data.sprite.radius = le->data.sprite.radius + (le->lifeRate * (cg.time - le->startTime));
if (re->data.sprite.radius <= 0)
{
CG_FreeLocalEntity( le );
return;
}
// 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->data.sprite.radius ) {
CG_FreeLocalEntity( le );
return;
}
// We will assume here that we want additive transparency effects.
re->shaderRGBA[0] = 0xff * c;
re->shaderRGBA[1] = 0xff * c;
re->shaderRGBA[2] = 0xff * c;
re->shaderRGBA[3] = 0xff * le->color[3];
re->reType = RT_ORIENTEDSPRITE;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddQuad
Of Trek, by Trek, and for Trek
===================
*/
void CG_AddQuad( localEntity_t *le )
{
refEntity_t *re;
float frac, alpha;
vec3_t delta;
float len;
vec3_t curRGB;
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.sprite.radius = le->data.sprite.radius + (le->data.sprite.dradius*frac);
if (re->data.sprite.radius <= 0)
{
CG_FreeLocalEntity( le );
return;
}
// 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->data.sprite.radius ) {
CG_FreeLocalEntity( le );
return;
}
// Calculate the current alpha.
alpha = le->alpha + (le->dalpha * frac);
VectorMA(le->data.sprite.startRGB, frac, le->data.sprite.dRGB, curRGB);
re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
re->shaderRGBA[3] = 0xff;
re->reType = RT_ORIENTEDSPRITE;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddLine
For trek, for beams and the like.
===================
*/
void CG_AddLine( 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->reType = RT_LINE;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddOLine
For trek, for rectangles.
===================
*/
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->reType = RT_ORIENTEDLINE;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddLine2
For trek, for beams and the like.
===================
*/
void CG_AddLine2( localEntity_t *le )
{
refEntity_t *re;
float frac, alpha;
vec3_t curRGB;
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.line2.width + (le->data.line2.dwidth * frac);
re->data.line.width2 = le->data.line2.width2 + (le->data.line2.dwidth2 * 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);
VectorMA(le->data.line2.startRGB, frac, le->data.line2.dRGB, curRGB);
re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
re->shaderRGBA[3] = 0xff * alpha; // Yes, we could apply c to this too, but fading the color is better for lines.
re->reType = RT_LINE2;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddTrail
For trek, for sparks and the like.
===================
*/
void CG_AddTrail( localEntity_t *le )
{
refEntity_t *re;
float frac, length, alpha;
vec3_t dir;
trace_t trace;
vec3_t curRGB;
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.trail.width + (le->data.trail.dwidth * frac);
if (re->data.line.width <= 0)
{
CG_FreeLocalEntity( le );
return;
}
if (!(le->leFlags & LEF_MOVE))
{
return;
}
// kef -- do these two lines _before_ copying origin into oldorigin
VectorSubtract(re->oldorigin, re->origin, dir);
VectorNormalize(dir);
VectorCopy(re->origin, re->oldorigin);
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
if (le->leFlags & LEF_USE_COLLISION)
{
// trace a line from previous position to new position
CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, -1, CONTENTS_SOLID );
if ( trace.fraction != 1.0 )
{ // Hit something.
// 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;
}
// reflect the velocity on the trace plane
CG_ReflectVelocity( le, &trace );
}
VectorSubtract(re->oldorigin, re->origin, dir);
VectorNormalize(dir);
}
// Set the length based on the velocity of the bit.
length = le->data.trail.length + (le->data.trail.dlength * frac);
if (length <= 0)
{
CG_FreeLocalEntity( le );
return;
}
VectorMA(re->origin, length, dir, re->oldorigin);
// We will assume here that we want additive transparency effects.
alpha = le->alpha + (le->dalpha * frac);
VectorMA(le->data.trail.startRGB, frac, le->data.trail.dRGB, curRGB);
re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
re->shaderRGBA[3] = 0xff; // Yes, we could apply c to this too, but fading the color is better for lines.
re->reType = RT_LINE;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddViewSprite
For trek, view sprites like smoke and the like.
===================
*/
void CG_AddViewSprite( localEntity_t *le )
{
refEntity_t *re;
float frac, alpha;
vec3_t delta;
float len;
trace_t trace;
vec3_t curRGB;
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.sprite.radius = le->data.sprite.radius + (le->data.sprite.dradius*frac);
if (re->data.sprite.radius <= 0)
{
CG_FreeLocalEntity( le );
return;
}
if (le->leFlags & LEF_MOVE)
{
VectorCopy(re->origin, re->oldorigin);
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
if (le->leFlags & LEF_USE_COLLISION)
{
// trace a line from previous position to new position
CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, -1, CONTENTS_SOLID );
if ( trace.fraction != 1.0 )
{ // Hit something.
// 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;
}
// reflect the velocity on the trace plane
CG_ReflectVelocity( le, &trace );
}
}
}
// 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->data.sprite.radius ) {
CG_FreeLocalEntity( le );
return;
}
// Calculate the current alpha.
alpha = le->alpha + (le->dalpha * frac);
VectorMA(le->data.sprite.startRGB, frac, le->data.sprite.dRGB, curRGB);
re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
re->shaderRGBA[3] = 0xff;
re->reType = RT_SPRITE;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddBezier
For trek, for the imod and the...uh...imod.
===================
*/
void CG_AddBezier( localEntity_t *le )
{
refEntity_t *re;
float frac, alpha;
float t = (cg.time - le->startTime)*0.001; // time elapsed since beginning of effect
vec3_t vTempPos;
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.bezier.width = le->data.line.width + (le->data.line.dwidth * frac);
if (re->data.bezier.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; // Yes, we could apply c to this too, but fading the color is better for lines.
re->reType = RT_BEZIER;
// the refEntity only stores the two control points, so we need to update them here with
//the control_velocity and control_acceleration, then store the results in refEntity.
//use (cg.time - le->startTime) as a value for elapsed time t, plug it into the position formula:
//
// x = x0 + (v0 * t) + (0.5 * a * t * t)
//
//...where x is the position at time t, x0 is initial control point position, v0 is control point velocity,
//and a is control point acceleration
//
// update control point 1
VectorMA(le->data.line.control1, t, le->data.line.control1_velocity, vTempPos);
VectorMA(vTempPos, (0.5*t*t), le->data.line.control1_acceleration, re->data.bezier.control1);
// update control point 2
VectorMA(le->data.line.control2, t, le->data.line.control2_velocity, vTempPos);
VectorMA(vTempPos, (0.5*t*t), le->data.line.control2_acceleration, re->data.bezier.control2);
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddCylinder
For trek, cylinder primitive.
===================
*/
void CG_AddCylinder( 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.cylinder.height = le->data.cylinder.height + (le->data.cylinder.dheight*frac);
if (re->data.cylinder.height <= 0)
{
CG_FreeLocalEntity( le );
return;
}
re->data.cylinder.width = le->data.cylinder.width + (le->data.cylinder.dwidth*frac);
if (re->data.cylinder.width <= 0)
{
CG_FreeLocalEntity( le );
return;
}
re->data.cylinder.width2 = le->data.cylinder.width2 + (le->data.cylinder.dwidth2*frac);
if (re->data.cylinder.width2 <= 0)
{
CG_FreeLocalEntity( le );
return;
}
// Calculate the current alpha.
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;
re->reType = RT_CYLINDER;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddElectricity
For trek, electricity primitive.
===================
*/
#define DEFAULT_DEVIATION 0.5
void CG_AddElectricity( 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;
re->data.electricity.width = le->data.electricity.width + (le->data.electricity.dwidth*frac);
// Calculate the current alpha.
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;
re->reType = RT_ELECTRICITY;
trap_R_AddRefEntityToScene( re );
}
/*
===================
CG_AddParticle
For trek, special explosion stuff sometimes wants these
===================
*/
static void CG_AddParticle( localEntity_t *le )
{
refEntity_t *re;
float frac, alpha;
vec3_t delta, dir;
float len;
trace_t trace;
re = &le->refEntity;
//safety check - since this renders over all, make sure we can't see this thru a wall
if ( re->renderfx & RF_DEPTHHACK ) {
CG_Trace( &trace, re->origin, NULL, NULL, cg.refdef.vieworg, cg.predictedPlayerState.clientNum, MASK_SOLID );
if ( trace.fraction != 1.0 )
return;
}
frac = ( cg.time - le->startTime ) / ( float ) ( le->endTime - le->startTime );
if ( le->leFlags & LEF_SINE_SCALE ) {
//frac = 1.0-(0.5f * sin( 4.0f * frac + 0.75f ) + 0.5f); //TiM: Sine calc //+ 1.5f
frac = 1.0-(0.65 * sin( 3.0 * frac +0.75 ) + 0.35);
}
if ( frac > 1 )
frac = 1.0; // can happen during connection problems
else if (frac < 0)
frac = 0.0;
//CG_Printf( "%f\n", frac );
// Use the liferate to set the scale over time.
if ( !(le->leFlags & LEF_REVERSE_SCALE) )
re->data.sprite.radius = le->data.particle.radius + (le->data.particle.dradius*frac);
else
re->data.sprite.radius = le->data.particle.radius - (le->data.particle.dradius*frac);
if (re->data.sprite.radius <= 0)
{
CG_FreeLocalEntity( le );
return;
}
if (le->leFlags & LEF_MOVE)
{
// kef -- do these two lines _before_ copying origin into oldorigin
VectorSubtract(re->oldorigin, re->origin, dir);
VectorNormalize(dir);
VectorCopy(re->origin, re->oldorigin);
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
if (le->leFlags & LEF_USE_COLLISION)
{
// trace a line from previous position to new position
CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, -1, CONTENTS_SOLID );
if ( trace.fraction != 1.0 )
{ // Hit something.
// 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;
}
// reflect the velocity on the trace plane
CG_ReflectVelocity( le, &trace );
}
VectorSubtract(re->oldorigin, re->origin, dir);
VectorNormalize(dir);
}
}
// 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->data.particle.radius ) {
CG_FreeLocalEntity( le );
return;
}
// kef -- here's where I, in my infinite wisdom, have decided to emulate the singleplayer
//particle think function
VectorNegate(dir, le->data.particle.dir);
if (le->data.particle.thinkFn)
{
le->data.particle.thinkFn(le);
}
// Calculate the current alpha.
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;
re->reType = RT_SPRITE;
trap_R_AddRefEntityToScene( re );
}
static void CG_AddSpawner( localEntity_t *le )
{
refEntity_t *re;
vec3_t dir;
trace_t trace;
re = &le->refEntity;
if (le->leFlags & LEF_MOVE)
{
// kef -- do these two lines _before_ copying origin into oldorigin
VectorSubtract(re->oldorigin, re->origin, dir);
VectorNormalize(dir);
VectorCopy(re->origin, re->oldorigin);
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
if (le->leFlags & LEF_USE_COLLISION)
{
// trace a line from previous position to new position
CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, -1, CONTENTS_SOLID );
if ( trace.fraction != 1.0 )
{ // Hit something.
// 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;
}
// reflect the velocity on the trace plane
CG_ReflectVelocity( le, &trace );
}
VectorSubtract(re->oldorigin, re->origin, dir);
VectorNormalize(dir);
}
}
// kef -- here's where I, in my infinite wisdom, have decided to emulate the singleplayer
//particle think function
if (cg.time < le->data.spawner.nextthink)
{
return;
}
le->data.spawner.nextthink = cg.time + (le->data.spawner.delay +
(le->data.spawner.delay*flrandom(-le->data.spawner.variance,le->data.spawner.variance)));
if (le->data.spawner.thinkFn)
{
le->data.spawner.thinkFn(le);
}
if (le->data.spawner.dontDie)
{
le->endTime = le->endTime + 10000;
}
}
/*
================
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
int32_t t;
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;
float oldZ = le->refEntity.origin[2];
le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME );
trap_R_AddRefEntityToScene( &le->refEntity );
le->refEntity.origin[2] = oldZ;
} else {
trap_R_AddRefEntityToScene( &le->refEntity );
}
return;
}
// calculate new position
BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
// trace a line from previous position to new position
CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, 0 /*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;
BG_EvaluateTrajectory( &le->angles, cg.time, angles );
AnglesToAxis( angles, le->refEntity.axis );
int32_t k;
for(k = 0; k < 3; k++)
{
VectorScale(le->refEntity.axis[k], le->data.fragment.radius, le->refEntity.axis[k]);
}
}
trap_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 ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
CG_FreeLocalEntity( le );
return;
}
// reflect the velocity on the trace plane
CG_ReflectVelocity( le, &trace );
//FIXME: if LEF_TUMBLE, change avelocity too?
trap_R_AddRefEntityToScene( &le->refEntity );
}
//==============================================================================
/*
===================
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;
}
if (le->leFlags & LEF_ONE_FRAME)
{ // If this flag is set, only render one single frame, no more.
if (le->leFlags & LEF_ONE_FRAME_DONE)
{
CG_FreeLocalEntity( le );
continue;
}
else
{
le->leFlags |= LEF_ONE_FRAME_DONE;
}
}
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_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_SCALE_FADE_SPRITE: // Trek type for oriented poly sprites.
CG_AddScaleFadeSprite( le );
break;
case LE_LINE: // Trek type for beams.
CG_AddLine( le );
break;
case LE_LINE2: // Trek type for beams, with taper support.
CG_AddLine2( le );
break;
case LE_OLINE: // Trek type for rectangles
CG_AddOLine( le );
break;
case LE_TRAIL: // Trek type for sparks.
CG_AddTrail( le );
break;
case LE_VIEWSPRITE: // Trek primitive for camera-facing sprites.
CG_AddViewSprite( le );
break;
case LE_BEZIER:
CG_AddBezier( le );
break;
case LE_QUAD:
CG_AddQuad( le );
break;
case LE_CYLINDER:
CG_AddCylinder(le);
break;
case LE_ELECTRICITY:
CG_AddElectricity(le);
break;
case LE_PARTICLE:
CG_AddParticle(le);
break;
case LE_SPAWNER:
CG_AddSpawner(le);
break;
case LE_FRAGMENT:
CG_AddFragment(le);
break;
case LE_STASISDOOR:
if(le->refEntity.data.cylinder.wrap) {
le->refEntity.shaderRGBA[3] = (1 - (le->endTime - cg.time)/1000) * 255;
} else {
le->refEntity.shaderRGBA[3] = ((le->endTime - cg.time)/1000) * 255;
}
trap_R_AddRefEntityToScene(&le->refEntity);
break;
}
}
}