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📄 cg_weapons.c

📁 quakeIII源码这个不用我多说吧
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// cg_weapons.c -- events and effects dealing with weapons
#include "cg_local.h"

/*
==========================
CG_MachineGunEjectBrass
==========================
*/
static void CG_MachineGunEjectBrass( centity_t *cent ) {
	localEntity_t	*le;
	refEntity_t		*re;
	vec3_t			velocity, xvelocity;
	vec3_t			offset, xoffset;
	float			waterScale = 1.0f;
	vec3_t			v[3];

	if ( cg_brassTime.integer <= 0 ) {
		return;
	}

	le = CG_AllocLocalEntity();
	re = &le->refEntity;

	velocity[0] = 0;
	velocity[1] = -50 + 40 * crandom();
	velocity[2] = 100 + 50 * crandom();

	le->leType = LE_FRAGMENT;
	le->startTime = cg.time;
	le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random();

	le->pos.trType = TR_GRAVITY;
	le->pos.trTime = cg.time - (rand()&15);

	AnglesToAxis( cent->lerpAngles, v );

	offset[0] = 8;
	offset[1] = -4;
	offset[2] = 24;

	xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
	xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
	xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
	VectorAdd( cent->lerpOrigin, xoffset, re->origin );

	VectorCopy( re->origin, le->pos.trBase );

	if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
		waterScale = 0.10f;
	}

	xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
	xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
	xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
	VectorScale( xvelocity, waterScale, le->pos.trDelta );

	AxisCopy( axisDefault, re->axis );
	re->hModel = cgs.media.machinegunBrassModel;

	le->bounceFactor = 0.4 * waterScale;

	le->angles.trType = TR_LINEAR;
	le->angles.trTime = cg.time;
	le->angles.trBase[0] = rand()&31;
	le->angles.trBase[1] = rand()&31;
	le->angles.trBase[2] = rand()&31;
	le->angles.trDelta[0] = 2;
	le->angles.trDelta[1] = 1;
	le->angles.trDelta[2] = 0;

	le->leFlags = LEF_TUMBLE;
	le->leBounceSoundType = LEBS_BRASS;
	le->leMarkType = LEMT_NONE;
}

/*
==========================
CG_ShotgunEjectBrass
==========================
*/
static void CG_ShotgunEjectBrass( centity_t *cent ) {
	localEntity_t	*le;
	refEntity_t		*re;
	vec3_t			velocity, xvelocity;
	vec3_t			offset, xoffset;
	vec3_t			v[3];
	int				i;

	if ( cg_brassTime.integer <= 0 ) {
		return;
	}

	for ( i = 0; i < 2; i++ ) {
		float	waterScale = 1.0f;

		le = CG_AllocLocalEntity();
		re = &le->refEntity;

		velocity[0] = 60 + 60 * crandom();
		if ( i == 0 ) {
			velocity[1] = 40 + 10 * crandom();
		} else {
			velocity[1] = -40 + 10 * crandom();
		}
		velocity[2] = 100 + 50 * crandom();

		le->leType = LE_FRAGMENT;
		le->startTime = cg.time;
		le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random();

		le->pos.trType = TR_GRAVITY;
		le->pos.trTime = cg.time;

		AnglesToAxis( cent->lerpAngles, v );

		offset[0] = 8;
		offset[1] = 0;
		offset[2] = 24;

		xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
		xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
		xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
		VectorAdd( cent->lerpOrigin, xoffset, re->origin );
		VectorCopy( re->origin, le->pos.trBase );
		if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
			waterScale = 0.10f;
		}

		xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
		xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
		xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
		VectorScale( xvelocity, waterScale, le->pos.trDelta );

		AxisCopy( axisDefault, re->axis );
		re->hModel = cgs.media.shotgunBrassModel;
		le->bounceFactor = 0.3f;

		le->angles.trType = TR_LINEAR;
		le->angles.trTime = cg.time;
		le->angles.trBase[0] = rand()&31;
		le->angles.trBase[1] = rand()&31;
		le->angles.trBase[2] = rand()&31;
		le->angles.trDelta[0] = 1;
		le->angles.trDelta[1] = 0.5;
		le->angles.trDelta[2] = 0;

		le->leFlags = LEF_TUMBLE;
		le->leBounceSoundType = LEBS_BRASS;
		le->leMarkType = LEMT_NONE;
	}
}


#ifdef MISSIONPACK
/*
==========================
CG_NailgunEjectBrass
==========================
*/
static void CG_NailgunEjectBrass( centity_t *cent ) {
	localEntity_t	*smoke;
	vec3_t			origin;
	vec3_t			v[3];
	vec3_t			offset;
	vec3_t			xoffset;
	vec3_t			up;

	AnglesToAxis( cent->lerpAngles, v );

	offset[0] = 0;
	offset[1] = -12;
	offset[2] = 24;

	xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
	xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
	xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
	VectorAdd( cent->lerpOrigin, xoffset, origin );

	VectorSet( up, 0, 0, 64 );

	smoke = CG_SmokePuff( origin, up, 32, 1, 1, 1, 0.33f, 700, cg.time, 0, 0, cgs.media.smokePuffShader );
	// use the optimized local entity add
	smoke->leType = LE_SCALE_FADE;
}
#endif


/*
==========================
CG_RailTrail
==========================
*/
void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) {
	vec3_t axis[36], move, move2, next_move, vec, temp;
	float  len;
	int    i, j, skip;
 
	localEntity_t *le;
	refEntity_t   *re;
 
#define RADIUS   4
#define ROTATION 1
#define SPACING  5
 
	start[2] -= 4;
	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);
	PerpendicularVector(temp, vec);
	for (i = 0 ; i < 36; i++) {
		RotatePointAroundVector(axis[i], vec, temp, i * 10);//banshee 2.4 was 10
	}
 
	le = CG_AllocLocalEntity();
	re = &le->refEntity;
 
	le->leType = LE_FADE_RGB;
	le->startTime = cg.time;
	le->endTime = cg.time + cg_railTrailTime.value;
	le->lifeRate = 1.0 / (le->endTime - le->startTime);
 
	re->shaderTime = cg.time / 1000.0f;
	re->reType = RT_RAIL_CORE;
	re->customShader = cgs.media.railCoreShader;
 
	VectorCopy(start, re->origin);
	VectorCopy(end, re->oldorigin);
 
	re->shaderRGBA[0] = ci->color1[0] * 255;
    re->shaderRGBA[1] = ci->color1[1] * 255;
    re->shaderRGBA[2] = ci->color1[2] * 255;
    re->shaderRGBA[3] = 255;

	le->color[0] = ci->color1[0] * 0.75;
	le->color[1] = ci->color1[1] * 0.75;
	le->color[2] = ci->color1[2] * 0.75;
	le->color[3] = 1.0f;

	AxisClear( re->axis );
 
	VectorMA(move, 20, vec, move);
	VectorCopy(move, next_move);
	VectorScale (vec, SPACING, vec);

	if (cg_oldRail.integer != 0) {
		// nudge down a bit so it isn't exactly in center
		re->origin[2] -= 8;
		re->oldorigin[2] -= 8;
		return;
	}
	skip = -1;
 
	j = 18;
    for (i = 0; i < len; i += SPACING) {
		if (i != skip) {
			skip = i + SPACING;
			le = CG_AllocLocalEntity();
            re = &le->refEntity;
            le->leFlags = LEF_PUFF_DONT_SCALE;
			le->leType = LE_MOVE_SCALE_FADE;
            le->startTime = cg.time;
            le->endTime = cg.time + (i>>1) + 600;
            le->lifeRate = 1.0 / (le->endTime - le->startTime);

            re->shaderTime = cg.time / 1000.0f;
            re->reType = RT_SPRITE;
            re->radius = 1.1f;
			re->customShader = cgs.media.railRingsShader;

            re->shaderRGBA[0] = ci->color2[0] * 255;
            re->shaderRGBA[1] = ci->color2[1] * 255;
            re->shaderRGBA[2] = ci->color2[2] * 255;
            re->shaderRGBA[3] = 255;

            le->color[0] = ci->color2[0] * 0.75;
            le->color[1] = ci->color2[1] * 0.75;
            le->color[2] = ci->color2[2] * 0.75;
            le->color[3] = 1.0f;

            le->pos.trType = TR_LINEAR;
            le->pos.trTime = cg.time;

			VectorCopy( move, move2);
            VectorMA(move2, RADIUS , axis[j], move2);
            VectorCopy(move2, le->pos.trBase);

            le->pos.trDelta[0] = axis[j][0]*6;
            le->pos.trDelta[1] = axis[j][1]*6;
            le->pos.trDelta[2] = axis[j][2]*6;
		}

        VectorAdd (move, vec, move);

        j = j + ROTATION < 36 ? j + ROTATION : (j + ROTATION) % 36;
	}
}

/*
==========================
CG_RocketTrail
==========================
*/
static void CG_RocketTrail( centity_t *ent, const weaponInfo_t *wi ) {
	int		step;
	vec3_t	origin, lastPos;
	int		t;
	int		startTime, contents;
	int		lastContents;
	entityState_t	*es;
	vec3_t	up;
	localEntity_t	*smoke;

	if ( cg_noProjectileTrail.integer ) {
		return;
	}

	up[0] = 0;
	up[1] = 0;
	up[2] = 0;

	step = 50;

	es = &ent->currentState;
	startTime = ent->trailTime;
	t = step * ( (startTime + step) / step );

	BG_EvaluateTrajectory( &es->pos, cg.time, origin );
	contents = CG_PointContents( origin, -1 );

	// if object (e.g. grenade) is stationary, don't toss up smoke
	if ( es->pos.trType == TR_STATIONARY ) {
		ent->trailTime = cg.time;
		return;
	}

	BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos );
	lastContents = CG_PointContents( lastPos, -1 );

	ent->trailTime = cg.time;

	if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
		if ( contents & lastContents & CONTENTS_WATER ) {
			CG_BubbleTrail( lastPos, origin, 8 );
		}
		return;
	}

	for ( ; t <= ent->trailTime ; t += step ) {
		BG_EvaluateTrajectory( &es->pos, t, lastPos );

		smoke = CG_SmokePuff( lastPos, up, 
					  wi->trailRadius, 
					  1, 1, 1, 0.33f,
					  wi->wiTrailTime, 
					  t,
					  0,
					  0, 
					  cgs.media.smokePuffShader );
		// use the optimized local entity add
		smoke->leType = LE_SCALE_FADE;
	}

}

#ifdef MISSIONPACK
/*
==========================
CG_NailTrail
==========================
*/
static void CG_NailTrail( centity_t *ent, const weaponInfo_t *wi ) {
	int		step;
	vec3_t	origin, lastPos;
	int		t;
	int		startTime, contents;
	int		lastContents;
	entityState_t	*es;
	vec3_t	up;
	localEntity_t	*smoke;

	if ( cg_noProjectileTrail.integer ) {
		return;
	}

	up[0] = 0;
	up[1] = 0;
	up[2] = 0;

	step = 50;

	es = &ent->currentState;
	startTime = ent->trailTime;
	t = step * ( (startTime + step) / step );

	BG_EvaluateTrajectory( &es->pos, cg.time, origin );
	contents = CG_PointContents( origin, -1 );

	// if object (e.g. grenade) is stationary, don't toss up smoke
	if ( es->pos.trType == TR_STATIONARY ) {
		ent->trailTime = cg.time;
		return;
	}

	BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos );
	lastContents = CG_PointContents( lastPos, -1 );

	ent->trailTime = cg.time;

	if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
		if ( contents & lastContents & CONTENTS_WATER ) {
			CG_BubbleTrail( lastPos, origin, 8 );
		}
		return;
	}

	for ( ; t <= ent->trailTime ; t += step ) {
		BG_EvaluateTrajectory( &es->pos, t, lastPos );

		smoke = CG_SmokePuff( lastPos, up, 
					  wi->trailRadius, 
					  1, 1, 1, 0.33f,
					  wi->wiTrailTime, 
					  t,
					  0,
					  0, 
					  cgs.media.nailPuffShader );
		// use the optimized local entity add
		smoke->leType = LE_SCALE_FADE;
	}

}
#endif

/*

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