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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@768 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2006-12-06 23:09:23 +00:00
parent 0feaa049cf
commit 634b167acd
10 changed files with 59 additions and 148 deletions
+37 -38
View File
@@ -59,7 +59,7 @@ void renderentities()
if(e.type!=CARROT)
{
if(!e.spawned) continue;
if(e.type<I_CLIPS || e.type>I_AKIMBO) continue;
if(!isitem(e.type)) continue;
renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), lastmillis/10.0f);
}
else switch(e.attr2)
@@ -100,13 +100,13 @@ void baseammo(int gun, playerent *d) { d->ammo[gun] = itemstats[gun].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 equipitem(int i, int &v, int t)
void equipitem(playerent *d, int i, int &v, int t)
{
itemstat &is = itemstats[t];
ents[i].spawned = false;
v += is.add;
if(v>is.max) v = is.max;
playsoundc(is.sound);
playsound(is.sound, &d->o);
};
void realpickup(int n, playerent *d)
@@ -114,40 +114,40 @@ void realpickup(int n, playerent *d)
switch(ents[n].type)
{
case I_CLIPS:
equipitem(n, d->ammo[1], 1);
equipitem(d, n, d->ammo[1], 1);
break;
case I_AMMO:
equipitem(n, d->ammo[d->primary], d->primary);
equipitem(d, n, d->ammo[d->primary], d->primary);
break;
case I_GRENADE:
equipitem(n, d->mag[6], 6);
equipitem(d, n, d->mag[6], 6);
player1->thrownademillis = 0;
break;
case I_HEALTH:
equipitem(n, d->health, 7);
equipitem(d, n, d->health, 7);
break;
case I_ARMOUR:
equipitem(n, d->armour, 8);
//d->hasarmour = true;
equipitem(d, n, d->armour, 8);
break;
case I_AKIMBO:
d->akimbomillis = lastmillis+30000;
d->mag[GUN_PISTOL] = 16;
equipitem(n, d->ammo[1], 9);
weaponswitch(GUN_PISTOL);
equipitem(d, n, d->ammo[1], 9);
if(d==player1) weaponswitch(GUN_PISTOL);
break;
};
};
// these functions are called when the client touches the item
void additem(int i, int &v, int spawnsec, int t)
void additem(playerent *d, int i, int &v, int spawnsec, int t)
{
if(v<itemstats[t].max)
{
addmsg(SV_ITEMPICKUP, "rii", i, spawnsec);
ents[i].spawned = false;
};
if(v<itemstats[t].max)
{
if(d->type==ENT_PLAYER) addmsg(SV_ITEMPICKUP, "rii", i, spawnsec);
else if(d->type==ENT_BOT && serverpickup(i, spawnsec, -1)) realpickup(i, d);
ents[i].spawned = false;
};
};
void pickup(int n, playerent *d)
@@ -159,20 +159,20 @@ void pickup(int n, playerent *d)
switch(ents[n].type)
{
case I_CLIPS:
additem(n, d->ammo[1], ammo, 1);
additem(d, n, d->ammo[1], ammo, 1);
break;
case I_AMMO:
additem(n, d->ammo[d->primary], ammo, d->primary);
additem(d, n, d->ammo[d->primary], ammo, d->primary);
break;
case I_GRENADE: additem(n, d->mag[6], ammo, 6); break;
case I_HEALTH: additem(n, d->health, np*5, 7); break;
case I_GRENADE: additem(d, n, d->mag[6], ammo, 6); break;
case I_HEALTH: additem(d, n, d->health, np*5, 7); break;
case I_ARMOUR:
additem(n, d->armour, 20, 8);
additem(d, n, d->armour, 20, 8);
break;
case I_AKIMBO:
additem(n, d->akimbo, 60, 9);
additem(d, n, d->akimbo, 60, 9);
break;
case CARROT:
@@ -182,17 +182,16 @@ void pickup(int n, playerent *d)
break;
case LADDER:
{
d->onladder = true;
break;
};
// EDIT: AH
case CTF_FLAG:
{
if(d->type!=ENT_PLAYER) break;
int team = ents[n].attr2;
flaginfo &f = flaginfos[team];
bool isownflag = team == rb_team_int(player1->team);
bool isownflag = team == rb_team_int(d->team);
if(f.state == CTFF_STOLEN) break;
else if(isownflag && f.state == CTFF_DROPPED)
{
@@ -203,20 +202,20 @@ void pickup(int n, playerent *d)
{
addmsg(SV_FLAGPICKUP, "ri", team);
ents[n].spawned = false;
f.actor = player1; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
f.actor = d; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
f.state = CTFF_STOLEN;
f.pick_ack = false;
}
else if(isownflag && f.state == CTFF_INBASE && flaginfos[rb_opposite(team)].state == CTFF_STOLEN && flaginfos[rb_opposite(team)].actor == player1) addmsg(SV_FLAGSCORE, "ri", rb_opposite(team));
else if(isownflag && f.state == CTFF_INBASE && flaginfos[rb_opposite(team)].state == CTFF_STOLEN && flaginfos[rb_opposite(team)].actor == d) addmsg(SV_FLAGSCORE, "ri", rb_opposite(team));
break;
};
};
};
void checkitems()
void checkitems(playerent *d)
{
if(editmode) return;
player1->onladder = false;
d->onladder = false;
loopv(ents)
{
entity &e = ents[i];
@@ -224,23 +223,23 @@ void checkitems()
if(e.type==LADDER)
{
if(OUTBORD(e.x, e.y)) continue;
vec v(e.x, e.y, player1->o.z);
float dist1 = player1->o.dist(v);
float dist2 = player1->o.z - (S(e.x, e.y)->floor+player1->eyeheight);
if(dist1<1.5f && dist2<e.attr1) pickup(i, player1);
vec v(e.x, e.y, d->o.z);
float dist1 = d->o.dist(v);
float dist2 = d->o.z - (S(e.x, e.y)->floor+d->eyeheight);
if(dist1<1.5f && dist2<e.attr1) pickup(i, d);
continue;
};
if(!e.spawned) continue;
if(OUTBORD(e.x, e.y)) continue;
vec v(e.x, e.y, S(e.x, e.y)->floor+player1->eyeheight);
if(player1->o.dist(v)<2.5f) pickup(i, player1);
vec v(e.x, e.y, S(e.x, e.y)->floor+d->eyeheight);
if(d->o.dist(v)<2.5f) pickup(i, d);
};
};
void putitems(ucharbuf &p) // puts items in network stream and also spawns them locally
{
loopv(ents) if((ents[i].type>=I_CLIPS && ents[i].type<=I_AKIMBO) || ents[i].type==CARROT)
loopv(ents) if(isitem(ents[i].type) || ents[i].type==CARROT)
{
if(m_noitemsnade && ents[i].type!=I_GRENADE) continue;
else if(m_pistol && ents[i].type==I_AMMO) continue;
@@ -250,7 +249,7 @@ void putitems(ucharbuf &p) // puts items in network stream and also s
};
void resetspawns()
{
{
loopv(ents) ents[i].spawned = false;
if(m_noitemsnade || m_pistol)
loopv(ents)