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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@191 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2006-02-27 17:01:05 +00:00
parent 1c0c00741d
commit 2b4d1dbbc2
3 changed files with 5 additions and 267 deletions
+3 -266
View File
@@ -1,519 +1,261 @@
// entities.cpp: map entity related functions (pickup etc.)
#include "cube.h"
vector<entity> ents;
char *entmdlnames[] =
{
//FIXME : fix the "pickups" infront
"pickups/pistolclips", "pickups/ammobox", "ammobox" /*grenade*/, "pickups/health", "pickups/kevlar", "pickups/duals" /*dual pistols*/,
};
int triggertime = 0;
void renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0, int numf = 1, int basetime = 0, float speed = 10.0f)
{
rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z+S(e.x, e.y)->floor, e.y, yaw, 0, false, 1.0f, speed, 0, basetime);
};
void renderentities()
{
if(lastmillis>triggertime+1000) triggertime = 0;
loopv(ents)
{
entity &e = ents[i];
if(e.type==MAPMODEL)
{
mapmodelinfo &mmi = getmminfo(e.attr2);
if(!&mmi) continue;
rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad, e.x, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, false, 1.0f, 10.0f, mmi.snap);
}
else
{
if(OUTBORD(e.x, e.y)) continue;
if(e.type!=CARROT)
{
if(!e.spawned) continue;
if(e.type<I_CLIPS || e.type>I_QUAD) continue;
renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/10.0f);
}
else switch(e.attr2)
{
case 1:
case 3:
continue;
case 2:
case 0:
if(!e.spawned) continue;
renderent(e, "carrot", (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/(e.attr2 ? 1.0f : 10.0f));
break;
case 4: renderent(e, "switch2", 3, (float)e.attr3*90, (!e.spawned && !triggertime) ? 1 : 0, (e.spawned || !triggertime) ? 1 : 2, triggertime, 1050.0f); break;
case 5: renderent(e, "switch1", -0.15f, (float)e.attr3*90, (!e.spawned && !triggertime) ? 30 : 0, (e.spawned || !triggertime) ? 1 : 30, triggertime, 35.0f); break;
};
};
};
};
struct itemstat { int add, start, max, sound; } itemstats[] =
{
16, 24, 36, S_ITEMAMMO, //pistol
14, 7, 21, S_ITEMAMMO, //shotgun
60, 60, 90, S_ITEMAMMO, //subgun
10, 10, 15, S_ITEMAMMO, //sniper
10, 10, 15, S_ITEMAMMO, //sniper
40, 20, 60, S_ITEMAMMO, //assult
1, 0, 2, S_ITEMAMMO, //grenade
33, 100, 100, S_ITEMHEALTH, //health
50, 100, 100, S_ITEMARMOUR, //armour
20000, 0, 30000, S_ITEMPUP, //powerup
};
void baseammo(int gun) { player1->ammo[gun] = itemstats[gun-1].add*2; };
// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).
/*
void radditem(int i, int &v)
{
itemstat &is = itemstats[ents[i].type-I_CLIPS];
ents[i].spawned = false;
v += is.add;
if(v>is.max) v = is.max;
playsoundc(is.sound);
};
*/
void radditem(int i, int &v, int t)
{
itemstat &is = itemstats[t-1];
ents[i].spawned = false;
v += is.add;
if(v>is.max) v = is.max;
playsoundc(is.sound);
};
void realpickup(int n, dynent *d)
{
switch(ents[n].type)
{
//case I_PISTOL: radditem(n, d->ammo[1]); break;
//case I_SHOTGUN: radditem(n, d->ammo[2]); break;
//case I_SUBGUN: radditem(n, d->ammo[3]); break;
//case I_SNIPER: radditem(n, d->ammo[4]); break;
//case I_ASSULT: radditem(n, d->ammo[5]); break;
case I_CLIPS: radditem(n, d->ammo[1], 1); break;
case I_AMMO: radditem(n, d->ammo[d->primary], d->primary); break;
case I_GRENADE: radditem(n, d->ammo[6], 6); break;
case I_HEALTH: radditem(n, d->health, 7); break;
case I_ARMOUR:
radditem(n, d->armour, 8);
//d->hasarmour = true;
break;
case I_QUAD:
//radditem(n, d->quadmillis, 9);
conoutf("a lesser man would use a single pistol");
break;
};
};
// these functions are called when the client touches the item
/*
void additem(int i, int &v, int spawnsec)
{
if(v<itemstats[ents[i].type-I_CLIPS].max) // don't pick up if not needed
{
//addmsg(1, 3, SV_ITEMPICKUP, i, m_classicsp ? 100000 : spawnsec); // first ask the server for an ack
addmsg(1, 3, SV_ITEMPICKUP, i, spawnsec); // first ask the server for an ack
ents[i].spawned = false; // even if someone else gets it first
};
};
*/
void additem(int i, int &v, int spawnsec, int t)
{
if(v<itemstats[t-1].max)
{
addmsg(1, 3, SV_ITEMPICKUP, i, spawnsec);
ents[i].spawned = false;
};
};
void pickup(int n, dynent *d)
{
int np = 1;
loopv(players) if(players[i]) np++;
np = np<3 ? 4 : (np>4 ? 2 : 3); // spawn times are dependent on number of players
int ammo = np*2;
switch(ents[n].type)
{
//case I_PISTOL: additem(n, d->ammo[1], ammo); break;
//case I_SHOTGUN: additem(n, d->ammo[2], ammo); break;
//case I_SUBGUN: additem(n, d->ammo[3], ammo); break;
//case I_SNIPER: additem(n, d->ammo[4], ammo); break;
//case I_ASSULT: additem(n, d->ammo[5], ammo); break;
case I_CLIPS: additem(n, d->ammo[1], ammo, 1); break;
case I_AMMO: additem(n, d->ammo[d->primary], ammo, d->primary); break;
case I_GRENADE: additem(n, d->ammo[6], ammo, 6); break;
case I_HEALTH: additem(n, d->health, np*5, 7); break;
case I_ARMOUR:
additem(n, d->armour, 20, 8);
break;
case I_QUAD:
//additem(n, d->quadmillis, 60, 9);
break;
case CARROT:
ents[n].spawned = false;
triggertime = lastmillis;
trigger(ents[n].attr1, ents[n].attr2, false); // needs to go over server for multiplayer
break;
};
};
void checkitems()
{
if(editmode) return;
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
if(!ents[i].spawned) continue;
if(OUTBORD(e.x, e.y)) continue;
vec v = { e.x, e.y, S(e.x, e.y)->floor+player1->eyeheight };
vdist(dist, t, player1->o, v);
if(dist<2.5) pickup(i, player1);
};
};
void putitems(uchar *&p) // puts items in network stream and also spawns them locally
{
loopv(ents) if((ents[i].type>=I_CLIPS && ents[i].type<=I_QUAD) || ents[i].type==CARROT)
{
putint(p, i);
ents[i].spawned = true;
};
};
void resetspawns() { loopv(ents) ents[i].spawned = false; };
void setspawn(int i, bool on) { if(i<ents.length()) ents[i].spawned = on; };
void radd(dynent *d)
{
loopi(NUMGUNS) if(d->nextprimary!=i) d->ammo[i] = 0;
d->mag[GUN_KNIFE] = 1;
d->mag[GUN_PISTOL] = 8;
d->ammo[GUN_PISTOL] = 24;
if (m_pistol || d->primary==GUN_PISTOL) // || pistol only mode!
{
d->primary = GUN_PISTOL;
d->ammo[d->primary] = 72;
}
else if (d->primary>GUN_PISTOL && d->primary<GUN_GRENADE)
{
if (m_arena)
d->ammo[d->primary] = itemstats[d->primary-1].max;
else
d->ammo[d->primary] = itemstats[d->primary-1].start;
d->mag[d->primary] = itemstats[d->primary-1].add;
}
/*
if (d->primary==GUN_GRENADE)
{
//conoutf("you don't have to worry about blowing your hand off just yet...");
}
*/
if (d->hasarmour)
{
if(gamemode==m_arena)
d->armour = 100;
}
d->gunselect = d->primary; //draw main weapon
};
void item(int num)
{
if (num>0 && num<7) player1->nextprimary = num;
//if (num==6) conoutf("sorry, no nades yet");
if (num==7) { player1->hasarmour=!player1->hasarmour; /*toggle armour*/ };
};
void weapon(int num)
{
if(num>0 && num<7)
{
player1->nextprimary = num;
@@ -522,13 +264,8 @@ void weapon(int num)
radd(player1);
}
gun_changed = true;
}
COMMAND(item, ARG_1INT);
COMMAND(weapon, ARG_1INT);
COMMAND(item,ARG_1INT);