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📄 cg_localents.c

📁 quakeIII源码这个不用我多说吧
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	// 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] );
	}
}


#ifdef MISSIONPACK
/*
====================
CG_AddKamikaze
====================
*/
void CG_AddKamikaze( localEntity_t *le ) {
	refEntity_t	*re;
	refEntity_t shockwave;
	float		c;
	vec3_t		test, axis[3];
	int			t;

	re = &le->refEntity;

	t = cg.time - le->startTime;
	VectorClear( test );
	AnglesToAxis( test, axis );

	if (t > KAMI_SHOCKWAVE_STARTTIME && t < KAMI_SHOCKWAVE_ENDTIME) {

		if (!(le->leFlags & LEF_SOUND1)) {
//			trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeExplodeSound );
			trap_S_StartLocalSound(cgs.media.kamikazeExplodeSound, CHAN_AUTO);
			le->leFlags |= LEF_SOUND1;
		}
		// 1st kamikaze shockwave
		memset(&shockwave, 0, sizeof(shockwave));
		shockwave.hModel = cgs.media.kamikazeShockWave;
		shockwave.reType = RT_MODEL;
		shockwave.shaderTime = re->shaderTime;
		VectorCopy(re->origin, shockwave.origin);

		c = (float)(t - KAMI_SHOCKWAVE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME);
		VectorScale( axis[0], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] );
		VectorScale( axis[1], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] );
		VectorScale( axis[2], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] );
		shockwave.nonNormalizedAxes = qtrue;

		if (t > KAMI_SHOCKWAVEFADE_STARTTIME) {
			c = (float)(t - KAMI_SHOCKWAVEFADE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVEFADE_STARTTIME);
		}
		else {
			c = 0;
		}
		c *= 0xff;
		shockwave.shaderRGBA[0] = 0xff - c;
		shockwave.shaderRGBA[1] = 0xff - c;
		shockwave.shaderRGBA[2] = 0xff - c;
		shockwave.shaderRGBA[3] = 0xff - c;

		trap_R_AddRefEntityToScene( &shockwave );
	}

	if (t > KAMI_EXPLODE_STARTTIME && t < KAMI_IMPLODE_ENDTIME) {
		// explosion and implosion
		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;

		if( t < KAMI_IMPLODE_STARTTIME ) {
			c = (float)(t - KAMI_EXPLODE_STARTTIME) / (float)(KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME);
		}
		else {
			if (!(le->leFlags & LEF_SOUND2)) {
//				trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeImplodeSound );
				trap_S_StartLocalSound(cgs.media.kamikazeImplodeSound, CHAN_AUTO);
				le->leFlags |= LEF_SOUND2;
			}
			c = (float)(KAMI_IMPLODE_ENDTIME - t) / (float) (KAMI_IMPLODE_ENDTIME - KAMI_IMPLODE_STARTTIME);
		}
		VectorScale( axis[0], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[0] );
		VectorScale( axis[1], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[1] );
		VectorScale( axis[2], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[2] );
		re->nonNormalizedAxes = qtrue;

		trap_R_AddRefEntityToScene( re );
		// add the dlight
		trap_R_AddLightToScene( re->origin, c * 1000.0, 1.0, 1.0, c );
	}

	if (t > KAMI_SHOCKWAVE2_STARTTIME && t < KAMI_SHOCKWAVE2_ENDTIME) {
		// 2nd kamikaze shockwave
		if (le->angles.trBase[0] == 0 &&
			le->angles.trBase[1] == 0 &&
			le->angles.trBase[2] == 0) {
			le->angles.trBase[0] = random() * 360;
			le->angles.trBase[1] = random() * 360;
			le->angles.trBase[2] = random() * 360;
		}
		else {
			c = 0;
		}
		memset(&shockwave, 0, sizeof(shockwave));
		shockwave.hModel = cgs.media.kamikazeShockWave;
		shockwave.reType = RT_MODEL;
		shockwave.shaderTime = re->shaderTime;
		VectorCopy(re->origin, shockwave.origin);

		test[0] = le->angles.trBase[0];
		test[1] = le->angles.trBase[1];
		test[2] = le->angles.trBase[2];
		AnglesToAxis( test, axis );

		c = (float)(t - KAMI_SHOCKWAVE2_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2_STARTTIME);
		VectorScale( axis[0], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] );
		VectorScale( axis[1], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] );
		VectorScale( axis[2], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] );
		shockwave.nonNormalizedAxes = qtrue;

		if (t > KAMI_SHOCKWAVE2FADE_STARTTIME) {
			c = (float)(t - KAMI_SHOCKWAVE2FADE_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2FADE_STARTTIME);
		}
		else {
			c = 0;
		}
		c *= 0xff;
		shockwave.shaderRGBA[0] = 0xff - c;
		shockwave.shaderRGBA[1] = 0xff - c;
		shockwave.shaderRGBA[2] = 0xff - c;
		shockwave.shaderRGBA[3] = 0xff - c;

		trap_R_AddRefEntityToScene( &shockwave );
	}
}

/*
===================
CG_AddInvulnerabilityImpact
===================
*/
void CG_AddInvulnerabilityImpact( localEntity_t *le ) {
	trap_R_AddRefEntityToScene( &le->refEntity );
}

/*
===================
CG_AddInvulnerabilityJuiced
===================
*/
void CG_AddInvulnerabilityJuiced( localEntity_t *le ) {
	int t;

	t = cg.time - le->startTime;
	if ( t > 3000 ) {
		le->refEntity.axis[0][0] = (float) 1.0 + 0.3 * (t - 3000) / 2000;
		le->refEntity.axis[1][1] = (float) 1.0 + 0.3 * (t - 3000) / 2000;
		le->refEntity.axis[2][2] = (float) 0.7 + 0.3 * (2000 - (t - 3000)) / 2000;
	}
	if ( t > 5000 ) {
		le->endTime = 0;
		CG_GibPlayer( le->refEntity.origin );
	}
	else {
		trap_R_AddRefEntityToScene( &le->refEntity );
	}
}

/*
===================
CG_AddRefEntity
===================
*/
void CG_AddRefEntity( localEntity_t *le ) {
	if (le->endTime < cg.time) {
		CG_FreeLocalEntity( le );
		return;
	}
	trap_R_AddRefEntityToScene( &le->refEntity );
}

#endif
/*
===================
CG_AddScorePlum
===================
*/
#define NUMBER_SIZE		8

void CG_AddScorePlum( localEntity_t *le ) {
	refEntity_t	*re;
	vec3_t		origin, delta, dir, vec, up = {0, 0, 1};
	float		c, len;
	int			i, score, digits[10], numdigits, negative;

	re = &le->refEntity;

	c = ( le->endTime - cg.time ) * le->lifeRate;

	score = le->radius;
	if (score < 0) {
		re->shaderRGBA[0] = 0xff;
		re->shaderRGBA[1] = 0x11;
		re->shaderRGBA[2] = 0x11;
	}
	else {
		re->shaderRGBA[0] = 0xff;
		re->shaderRGBA[1] = 0xff;
		re->shaderRGBA[2] = 0xff;
		if (score >= 50) {
			re->shaderRGBA[1] = 0;
		} else if (score >= 20) {
			re->shaderRGBA[0] = re->shaderRGBA[1] = 0;
		} else if (score >= 10) {
			re->shaderRGBA[2] = 0;
		} else if (score >= 2) {
			re->shaderRGBA[0] = re->shaderRGBA[2] = 0;
		}

	}
	if (c < 0.25)
		re->shaderRGBA[3] = 0xff * 4 * c;
	else
		re->shaderRGBA[3] = 0xff;

	re->radius = NUMBER_SIZE / 2;

	VectorCopy(le->pos.trBase, origin);
	origin[2] += 110 - c * 100;

	VectorSubtract(cg.refdef.vieworg, origin, dir);
	CrossProduct(dir, up, vec);
	VectorNormalize(vec);

	VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin);

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( origin, cg.refdef.vieworg, delta );
	len = VectorLength( delta );
	if ( len < 20 ) {
		CG_FreeLocalEntity( le );
		return;
	}

	negative = qfalse;
	if (score < 0) {
		negative = qtrue;
		score = -score;
	}

	for (numdigits = 0; !(numdigits && !score); numdigits++) {
		digits[numdigits] = score % 10;
		score = score / 10;
	}

	if (negative) {
		digits[numdigits] = 10;
		numdigits++;
	}

	for (i = 0; i < numdigits; i++) {
		VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin);
		re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]];
		trap_R_AddRefEntityToScene( re );
	}
}




//==============================================================================

/*
===================
CG_AddLocalEntities

===================
*/
void CG_AddLocalEntities( void ) {
	localEntity_t	*le, *next;

	// walk the list backwards, so any new local entities generated
	// (trails, marks, etc) will be present this frame
	le = cg_activeLocalEntities.prev;
	for ( ; le != &cg_activeLocalEntities ; le = next ) {
		// grab next now, so if the local entity is freed we
		// still have it
		next = le->prev;

		if ( cg.time >= le->endTime ) {
			CG_FreeLocalEntity( le );
			continue;
		}
		switch ( le->leType ) {
		default:
			CG_Error( "Bad leType: %i", le->leType );
			break;

		case LE_MARK:
			break;

		case LE_SPRITE_EXPLOSION:
			CG_AddSpriteExplosion( le );
			break;

		case LE_EXPLOSION:
			CG_AddExplosion( le );
			break;

		case LE_FRAGMENT:			// 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;

#ifdef MISSIONPACK
		case LE_KAMIKAZE:
			CG_AddKamikaze( le );
			break;
		case LE_INVULIMPACT:
			CG_AddInvulnerabilityImpact( le );
			break;
		case LE_INVULJUICED:
			CG_AddInvulnerabilityJuiced( le );
			break;
		case LE_SHOWREFENTITY:
			CG_AddRefEntity( le );
			break;
#endif
		}
	}
}




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