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📄 cg_effects.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_effects.c -- these functions generate localentities, usually as a result
// of event processing

#include "cg_local.h"


/*
==================
CG_BubbleTrail

Bullets shot underwater
==================
*/
void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) {
	vec3_t		move;
	vec3_t		vec;
	float		len;
	int			i;

	if ( cg_noProjectileTrail.integer ) {
		return;
	}

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	// advance a random amount first
	i = rand() % (int)spacing;
	VectorMA( move, i, vec, move );

	VectorScale (vec, spacing, vec);

	for ( ; i < len; i += spacing ) {
		localEntity_t	*le;
		refEntity_t		*re;

		le = CG_AllocLocalEntity();
		le->leFlags = LEF_PUFF_DONT_SCALE;
		le->leType = LE_MOVE_SCALE_FADE;
		le->startTime = cg.time;
		le->endTime = cg.time + 1000 + random() * 250;
		le->lifeRate = 1.0 / ( le->endTime - le->startTime );

		re = &le->refEntity;
		re->shaderTime = cg.time / 1000.0f;

		re->reType = RT_SPRITE;
		re->rotation = 0;
		re->radius = 3;
		re->customShader = cgs.media.waterBubbleShader;
		re->shaderRGBA[0] = 0xff;
		re->shaderRGBA[1] = 0xff;
		re->shaderRGBA[2] = 0xff;
		re->shaderRGBA[3] = 0xff;

		le->color[3] = 1.0;

		le->pos.trType = TR_LINEAR;
		le->pos.trTime = cg.time;
		VectorCopy( move, le->pos.trBase );
		le->pos.trDelta[0] = crandom()*5;
		le->pos.trDelta[1] = crandom()*5;
		le->pos.trDelta[2] = crandom()*5 + 6;

		VectorAdd (move, vec, move);
	}
}

/*
=====================
CG_SmokePuff

Adds a smoke puff or blood trail localEntity.
=====================
*/
localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel, 
				   float radius,
				   float r, float g, float b, float a,
				   float duration,
				   int startTime,
				   int fadeInTime,
				   int leFlags,
				   qhandle_t hShader ) {
	static int	seed = 0x92;
	localEntity_t	*le;
	refEntity_t		*re;
//	int fadeInTime = startTime + duration / 2;

	le = CG_AllocLocalEntity();
	le->leFlags = leFlags;
	le->radius = radius;

	re = &le->refEntity;
	re->rotation = Q_random( &seed ) * 360;
	re->radius = radius;
	re->shaderTime = startTime / 1000.0f;

	le->leType = LE_MOVE_SCALE_FADE;
	le->startTime = startTime;
	le->fadeInTime = fadeInTime;
	le->endTime = startTime + duration;
	if ( fadeInTime > startTime ) {
		le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime );
	}
	else {
		le->lifeRate = 1.0 / ( le->endTime - le->startTime );
	}
	le->color[0] = r;
	le->color[1] = g; 
	le->color[2] = b;
	le->color[3] = a;


	le->pos.trType = TR_LINEAR;
	le->pos.trTime = startTime;
	VectorCopy( vel, le->pos.trDelta );
	VectorCopy( p, le->pos.trBase );

	VectorCopy( p, re->origin );
	re->customShader = hShader;

	// rage pro can't alpha fade, so use a different shader
	if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
		re->customShader = cgs.media.smokePuffRageProShader;
		re->shaderRGBA[0] = 0xff;
		re->shaderRGBA[1] = 0xff;
		re->shaderRGBA[2] = 0xff;
		re->shaderRGBA[3] = 0xff;
	} else {
		re->shaderRGBA[0] = le->color[0] * 0xff;
		re->shaderRGBA[1] = le->color[1] * 0xff;
		re->shaderRGBA[2] = le->color[2] * 0xff;
		re->shaderRGBA[3] = 0xff;
	}

	re->reType = RT_SPRITE;
	re->radius = le->radius;

	return le;
}

/*
==================
CG_SpawnEffect

Player teleporting in or out
==================
*/
void CG_SpawnEffect( vec3_t org ) {
	localEntity_t	*le;
	refEntity_t		*re;

	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_FADE_RGB;
	le->startTime = cg.time;
	le->endTime = cg.time + 500;
	le->lifeRate = 1.0 / ( le->endTime - le->startTime );

	le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;

	re = &le->refEntity;

	re->reType = RT_MODEL;
	re->shaderTime = cg.time / 1000.0f;

#ifndef MISSIONPACK
	re->customShader = cgs.media.teleportEffectShader;
#endif
	re->hModel = cgs.media.teleportEffectModel;
	AxisClear( re->axis );

	VectorCopy( org, re->origin );
#ifdef MISSIONPACK
	re->origin[2] += 16;
#else
	re->origin[2] -= 24;
#endif
}


#ifdef MISSIONPACK
/*
===============
CG_LightningBoltBeam
===============
*/
void CG_LightningBoltBeam( vec3_t start, vec3_t end ) {
	localEntity_t	*le;
	refEntity_t		*beam;

	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_SHOWREFENTITY;
	le->startTime = cg.time;
	le->endTime = cg.time + 50;

	beam = &le->refEntity;

	VectorCopy( start, beam->origin );
	// this is the end point
	VectorCopy( end, beam->oldorigin );

	beam->reType = RT_LIGHTNING;
	beam->customShader = cgs.media.lightningShader;
}

/*
==================
CG_KamikazeEffect
==================
*/
void CG_KamikazeEffect( vec3_t org ) {
	localEntity_t	*le;
	refEntity_t		*re;

	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_KAMIKAZE;
	le->startTime = cg.time;
	le->endTime = cg.time + 3000;//2250;
	le->lifeRate = 1.0 / ( le->endTime - le->startTime );

	le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;

	VectorClear(le->angles.trBase);

	re = &le->refEntity;

	re->reType = RT_MODEL;
	re->shaderTime = cg.time / 1000.0f;

	re->hModel = cgs.media.kamikazeEffectModel;

	VectorCopy( org, re->origin );

}

/*
==================
CG_ObeliskExplode
==================
*/
void CG_ObeliskExplode( vec3_t org, int entityNum ) {
	localEntity_t	*le;
	vec3_t origin;

	// create an explosion
	VectorCopy( org, origin );
	origin[2] += 64;
	le = CG_MakeExplosion( origin, vec3_origin,
						   cgs.media.dishFlashModel,
						   cgs.media.rocketExplosionShader,
						   600, qtrue );
	le->light = 300;
	le->lightColor[0] = 1;
	le->lightColor[1] = 0.75;
	le->lightColor[2] = 0.0;
}

/*
==================
CG_ObeliskPain
==================
*/
void CG_ObeliskPain( vec3_t org ) {
	float r;
	sfxHandle_t sfx;

	// hit sound
	r = rand() & 3;
	if ( r < 2 ) {
		sfx = cgs.media.obeliskHitSound1;
	} else if ( r == 2 ) {
		sfx = cgs.media.obeliskHitSound2;
	} else {
		sfx = cgs.media.obeliskHitSound3;
	}
	trap_S_StartSound ( org, ENTITYNUM_NONE, CHAN_BODY, sfx );
}


/*
==================
CG_InvulnerabilityImpact
==================
*/
void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles ) {
	localEntity_t	*le;
	refEntity_t		*re;
	int				r;
	sfxHandle_t		sfx;

	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_INVULIMPACT;
	le->startTime = cg.time;
	le->endTime = cg.time + 1000;
	le->lifeRate = 1.0 / ( le->endTime - le->startTime );

	le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;

	re = &le->refEntity;

	re->reType = RT_MODEL;
	re->shaderTime = cg.time / 1000.0f;

	re->hModel = cgs.media.invulnerabilityImpactModel;

	VectorCopy( org, re->origin );
	AnglesToAxis( angles, re->axis );

	r = rand() & 3;
	if ( r < 2 ) {
		sfx = cgs.media.invulnerabilityImpactSound1;
	} else if ( r == 2 ) {
		sfx = cgs.media.invulnerabilityImpactSound2;
	} else {
		sfx = cgs.media.invulnerabilityImpactSound3;
	}
	trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, sfx );
}

/*
==================
CG_InvulnerabilityJuiced
==================
*/
void CG_InvulnerabilityJuiced( vec3_t org ) {
	localEntity_t	*le;
	refEntity_t		*re;
	vec3_t			angles;

	le = CG_AllocLocalEntity();
	le->leFlags = 0;
	le->leType = LE_INVULJUICED;
	le->startTime = cg.time;

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