+++ /dev/null
-
-#include <string.h>
-#include "cgame_api.h"
-#include "cg_math.h"
-
-static double gametime, frametime;
-
-struct localentity_s;
-typedef struct localentity_s
-{
- float dietime;
- vec3_t velocity;
- vec3_t avelocity;
- vec3_t worldmins;
- vec3_t worldmaxs;
- vec3_t entitymins;
- vec3_t entitymaxs;
- vec3_t lastimpactorigin; // updated by physics code, used by gib blood stains
- float bouncescale;
- float airfrictionscale;
- float gravityscale;
- void (*framethink)(struct localentity_s *e);
- void (*touchnetwork)(struct localentity_s *self);
- cgdrawentity_t draw;
-}
-localentity_t;
-
-#define MAX_LOCALENTITIES 1024
-static int numlocalentities;
-static localentity_t *localentity;
-// true if the entity is alive (not freed)
-static unsigned char *localentityactive;
-// time the entity was freed
-static float *localentityfreetime;
-
-static cgphysentity_t *phys_entity;
-static int phys_entities;
-
-static float cg_gravity;
-
-static void readvector(vec3_t v)
-{
- v[0] = CGVM_MSG_ReadFloat();
- v[1] = CGVM_MSG_ReadFloat();
- v[2] = CGVM_MSG_ReadFloat();
-}
-
-static localentity_t *entspawn(void)
-{
- int i, best;
- float bestfreetime;
- bestfreetime = (float) (gametime + 100.0);
- best = -1;
- for (i = 0;i < MAX_LOCALENTITIES;i++)
- {
- if (!localentityactive[i] && bestfreetime > localentityfreetime[i])
- {
- bestfreetime = localentityfreetime[i];
- best = i;
- if (bestfreetime < gametime)
- break;
- }
- }
- if (best >= 0)
- {
- // update numlocalentities to include the newly allocated slot
- numlocalentities = max(numlocalentities, best + 1);
- memset(localentity + best, 0, sizeof(*localentity));
- localentityactive[best] = true;
- return localentity + best;
- }
- return NULL;
-}
-
-static void entremove(localentity_t *e)
-{
- int i;
- i = (int)((e - localentity) / sizeof(localentity_t));
- if (i < 0 || i >= numlocalentities)
- return; // this should be an error
- //memset(e, 0, sizeof(*e));
- localentityactive[i] = false;
- localentityfreetime[i] = (float)gametime + 1.0f;
- // since an entity was removed, we may be able to reduce the number of
- // active entities
- while (numlocalentities > 0 && !localentityactive[numlocalentities-1])
- numlocalentities--;
-}
-
-static void phys_setupphysentities(void)
-{
- phys_entities = 0;
- /*
- for (i = 0;i < MAX_LOCALENTITIES;i++)
- {
- if (localentityactive[i] && localentities[i].solid)
- {
- l = localentities + i;
- }
- }
- */
-}
-
-static void phys_moveentities(void)
-{
- int i;
- localentity_t *l;
- for (i = 0;i < numlocalentities;i++)
- {
- if (localentityactive[i])
- {
- l = localentity + i;
- if (l->framethink)
- {
- l->framethink(l);
- if (!localentityactive[i])
- continue;
- }
- if (l->draw.model)
- CGVM_Draw_Entity(&l->draw);
- }
- }
-}
-
-static void phys_updateentities(void)
-{
- phys_setupphysentities();
- phys_moveentities();
-}
-
-static void phys_update(localentity_t *e)
-{
- vec3_t impactpos, impactnormal, end;
- int impactentnum;
- float t, f, frac, bounce;
- t = (float)frametime;
- if (t == 0)
- return;
- VectorMA(e->draw.angles, t, e->avelocity, e->draw.angles);
- VectorMA(e->draw.origin, t, e->velocity, end);
- frac = CGVM_TracePhysics(e->draw.origin, end, e->worldmins, e->worldmaxs, e->entitymins, e->entitymaxs, phys_entity, phys_entities, impactpos, impactnormal, &impactentnum);
- VectorCopy(impactpos, e->draw.origin);
- if (frac < 1)
- {
- bounce = DotProduct(e->velocity, impactnormal) * -e->bouncescale;
- VectorMA(e->velocity, bounce, impactnormal, e->velocity);
- if (impactnormal[2] >= 0.7 && DotProduct(e->velocity, e->velocity) < 100*100)
- {
- VectorClear(e->velocity);
- VectorClear(e->avelocity);
- }
-
- if (e->touchnetwork)
- e->touchnetwork(e);
- // FIXME: do some kind of touch code here if physentities get implemented
-
- VectorCopy(impactpos, e->lastimpactorigin);
- }
-
- if (e->airfrictionscale)
- {
- if (DotProduct(e->velocity, e->velocity) < 10*10)
- {
- VectorClear(e->velocity);
- VectorClear(e->avelocity);
- }
- else
- {
- f = 1 - (t * e->airfrictionscale);
- if (f > 0)
- {
- VectorScale(e->velocity, f, e->velocity);
- if (DotProduct(e->avelocity, e->avelocity) < 10*10)
- {
- VectorClear(e->avelocity);
- }
- else
- {
- VectorScale(e->avelocity, f, e->avelocity);
- }
- }
- else
- {
- VectorClear(e->velocity);
- VectorClear(e->avelocity);
- }
- }
- }
- if (e->gravityscale)
- e->velocity[2] += cg_gravity * e->gravityscale * t;
-}
-
-static void explosiondebris_framethink(localentity_t *self)
-{
- if (gametime > self->dietime)
- {
- self->draw.scale -= (float)(frametime * 3.0);
- if (self->draw.scale < 0.05f)
- {
- entremove(self);
- return;
- }
- }
- phys_update(self);
-}
-
-static void gib_framethink(localentity_t *self)
-{
- if (gametime > self->dietime)
- {
- self->draw.scale -= (float)frametime * 3.0f;
- if (self->draw.scale < 0.05f)
- {
- entremove(self);
- return;
- }
- }
- /*
- if (gametime > self->trailnexttime)
- {
- self->trailnexttime = gametime + 0.1f;
- CGVM_BloodParticle(self->draw.origin, self->velocity);
- }
- */
- phys_update(self);
-}
-
-static void gib_touchnetwork(localentity_t *self)
-{
- if (VectorDistance2(self->draw.origin, self->lastimpactorigin) >= 5*5)
- CGVM_Stain(self->draw.origin, 64, 64, 24, 24, 48, 192, 48, 48, 48);
-}
-
-static void net_explosion(unsigned char num)
-{
- int i;
- float r;
- vec3_t org;
- double time;
- localentity_t *e;
- // need the time to know when the rubble should fade
- time = CGVM_Time();
- // read the network data
- readvector(org);
-
- for (i = 0;i < 40;i++)
- {
- e = entspawn();
- if (!e)
- return;
-
- VectorCopy(org, e->draw.origin);
- e->draw.angles[0] = CGVM_RandomRange(0, 360);
- e->draw.angles[1] = CGVM_RandomRange(0, 360);
- e->draw.angles[2] = CGVM_RandomRange(0, 360);
- VectorRandom(e->velocity);
- VectorScale(e->velocity, 300, e->velocity);
- e->velocity[2] -= (float)cg_gravity * 0.1f;
- e->avelocity[0] = CGVM_RandomRange(0, 1440);
- e->avelocity[1] = CGVM_RandomRange(0, 1440);
- e->avelocity[2] = CGVM_RandomRange(0, 1440);
- r = CGVM_RandomRange(0, 3);
- if (r < 1)
- e->draw.model = CGVM_Model("progs/rubble1.mdl");
- else if (r < 2)
- e->draw.model = CGVM_Model("progs/rubble2.mdl");
- else
- e->draw.model = CGVM_Model("progs/rubble3.mdl");
- e->draw.alpha = 1;
- e->draw.scale = 1;
- e->draw.frame1 = 0;
- e->draw.frame2 = 0;
- e->draw.framelerp = 0;
- e->draw.skinnum = 5;
- VectorSet(e->worldmins, 0, 0, -8);
- VectorSet(e->worldmaxs, 0, 0, -8);
- VectorSet(e->entitymins, -8, -8, -8);
- VectorSet(e->entitymaxs, 8, 8, 8);
- e->bouncescale = 1.4f;
- e->gravityscale = 1;
- e->airfrictionscale = 1;
- e->framethink = explosiondebris_framethink;
- e->dietime = (float)time + 5.0f;
- }
-}
-
-static void net_gibshower(unsigned char num)
-{
- int i, count;
- float r, velocityscale;
- vec3_t org;
- double time;
- localentity_t *e;
- // need the time to know when the gibs should fade
- time = CGVM_Time();
- // read the network data
- count = CGVM_MSG_ReadByte();
- velocityscale = (float)(CGVM_MSG_ReadByte() * 100);
- readvector(org);
-
- for (i = 0;i < count;i++)
- {
- e = entspawn();
- if (!e)
- return;
-
- VectorCopy(org, e->draw.origin);
- e->draw.angles[0] = CGVM_RandomRange(0, 360);
- e->draw.angles[1] = CGVM_RandomRange(0, 360);
- e->draw.angles[2] = CGVM_RandomRange(0, 360);
- VectorRandom(e->velocity);
- VectorScale(e->velocity, velocityscale, e->velocity);
- e->velocity[2] -= (float)(cg_gravity * 0.1);
- e->avelocity[0] = CGVM_RandomRange(0, 1440);
- e->avelocity[1] = CGVM_RandomRange(0, 1440);
- e->avelocity[2] = CGVM_RandomRange(0, 1440);
- r = CGVM_RandomRange(0, 3);
- if (r < 1)
- e->draw.model = CGVM_Model("progs/gib1.mdl");
- else if (r < 2)
- e->draw.model = CGVM_Model("progs/gib2.mdl");
- else
- e->draw.model = CGVM_Model("progs/gib3.mdl");
- e->draw.alpha = 1;
- e->draw.scale = 1;
- e->draw.frame1 = 0;
- e->draw.frame2 = 0;
- e->draw.framelerp = 0;
- e->draw.skinnum = 0;
- VectorSet(e->worldmins, 0, 0, -8);
- VectorSet(e->worldmaxs, 0, 0, -8);
- VectorSet(e->entitymins, -8, -8, -8);
- VectorSet(e->entitymaxs, 8, 8, 8);
- e->bouncescale = 1.5;
- e->gravityscale = 1;
- e->airfrictionscale = 1;
- e->framethink = gib_framethink;
- e->touchnetwork = gib_touchnetwork;
- e->dietime = (float)time + CGVM_RandomRange(3.0f, 5.0f);
- }
-}
-
-// called by engine
-void CG_Init(void)
-{
- numlocalentities = 0;
- localentity = (localentity_t *)CGVM_Malloc(sizeof(*localentity) * MAX_LOCALENTITIES);
- localentityactive = (unsigned char *)CGVM_Malloc(sizeof(*localentityactive) * MAX_LOCALENTITIES);
- localentityfreetime = (float *)CGVM_Malloc(sizeof(*localentityfreetime) * MAX_LOCALENTITIES);
- phys_entity = (cgphysentity_t *)CGVM_Malloc(sizeof(*phys_entity) * MAX_LOCALENTITIES);
- CGVM_RegisterNetworkCode(1, net_explosion);
- CGVM_RegisterNetworkCode(2, net_gibshower);
- gametime = 0;
-}
-
-// called by engine
-void CG_Frame(double time)
-{
- cg_gravity = -CGVM_GetCvarFloat("sv_gravity");
- frametime = time - gametime;
- gametime = time;
- phys_updateentities();
-}
-