// entities.cpp: map entity related functions (pickup etc.) #include "pch.h" #include "cube.h" const int physent::crouchtime = 200; vector ents; const char *entnames[] = { "none?", "light", "playerstart", "clips", "ammobox","grenades", "health", "armour", "akimbo", "mapmodel", "trigger", "ladder", "ctf-flag", "sound", "?", "?", }; const char *entmdlnames[] = { "pickups/pistolclips", "pickups/ammobox", "pickups/nades", "pickups/health", "pickups/kevlar", "pickups/akimbo", }; void renderent(entity &e, const char *mdlname, float z, float yaw, int anim = ANIM_MAPMODEL|ANIM_LOOP, int basetime = 0, float speed = 0) { rendermodel(mdlname, anim, 0, 1.1f, vec(e.x, e.y, z+S(e.x, e.y)->floor), yaw, 0, speed, basetime); } void renderentities() { if(editmode) { loopv(ents) { entity &e = ents[i]; if(e.type==NOTUSED) continue; vec v(e.x, e.y, e.z); particle_splash(2, 2, 40, v); } } loopv(ents) { entity &e = ents[i]; if(e.type==MAPMODEL) { mapmodelinfo &mmi = getmminfo(e.attr2); if(!&mmi) continue; rendermodel(mmi.name, ANIM_MAPMODEL|ANIM_LOOP, e.attr4, mmi.rad ? (float)mmi.rad : 1.1f, vec(e.x, e.y, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 10.0f); } else if(m_ctf && e.type==CTF_FLAG) { flaginfo &f = flaginfos[e.attr2]; if(f.state==CTFF_STOLEN) { if(!f.actor || f.actor == player1) continue; s_sprintfd(path)("pickups/flags/small_%s", team_string(e.attr2)); rendermodel(path, ANIM_FLAG|ANIM_START, 0, 1.1f, vec(f.actor->o).add(vec(0, 0, 0.3f+(sinf(lastmillis/100.0f)+1)/10)), lastmillis/2.5f, 0, 120.0f); } else { s_sprintfd(path)("pickups/flags/%s", team_string(e.attr2)); rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 4, vec(e.x, e.y, f.state==CTFF_INBASE ? (float)S(e.x, e.y)->floor : e.z), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f); } } else if(isitem(e.type)) { if(OUTBORD(e.x, e.y) || !e.spawned) continue; renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), lastmillis/10.0f); } } } // 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 pickupeffects(int n, playerent *d) { if(!ents.inrange(n)) return; entity &e = ents[n]; e.spawned = false; if(!d) return; d->pickup(e.type); itemstat &is = d->itemstats(e.type); if(d!=player1 && d->type!=ENT_BOT) return; if(&is) { if(d==player1) playsoundc(is.sound); else playsound(is.sound, d); } weapon *w = NULL; switch(e.type) { case I_AKIMBO: w = d->weapons[GUN_AKIMBO]; break; case I_CLIPS: w = d->weapons[GUN_PISTOL]; break; case I_AMMO: w = d->primweap; break; case I_GRENADE: w = d->weapons[GUN_GRENADE]; break; } if(w) w->onammopicked(); } // these functions are called when the client touches the item void trypickup(int n, playerent *d) { entity &e = ents[n]; switch(e.type) { default: if(d->canpickup(e.type)) { if(d->type==ENT_PLAYER) addmsg(SV_ITEMPICKUP, "ri", n); else if(d->type==ENT_BOT && serverpickup(n, -1)) pickupeffects(n, d); e.spawned = false; } break; case LADDER: if(!d->crouching) d->onladder = true; break; case CTF_FLAG: { if(d==player1) { int flag = e.attr2; flaginfo &f = flaginfos[flag]; flaginfo &of = flaginfos[team_opposite(flag)]; if(f.state == CTFF_STOLEN) break; if(flag == team_int(d->team)) // it's the own flag { if(f.state == CTFF_DROPPED) flagreturn(); else if(f.state == CTFF_INBASE && of.state == CTFF_STOLEN && of.actor == d && of.ack) flagscore(); } else flagpickup(); } break; } } } void checkitems(playerent *d) { if(editmode || d->state!=CS_ALIVE) return; d->onladder = false; float eyeheight = d->dyneyeheight(); loopv(ents) { entity &e = ents[i]; if(e.type==NOTUSED) continue; if(e.type==LADDER) { if(OUTBORD(e.x, e.y)) continue; 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+eyeheight); if(dist1<1.5f && dist2floor+eyeheight); if(d->o.dist(v)<2.5f) trypickup(i, d); } } } void putitems(ucharbuf &p) // puts items in network stream and also spawns them locally { loopv(ents) if(isitem(ents[i].type) || (multiplayer(false) && gamespeed!=100 && (i=-1))) { if(m_noitemsnade && ents[i].type!=I_GRENADE) continue; else if(m_pistol && ents[i].type==I_AMMO) continue; putint(p, i); putint(p, ents[i].type); ents[i].spawned = true; } } void resetspawns() { loopv(ents) ents[i].spawned = false; if(m_noitemsnade || m_pistol) { loopv(ents) { entity &e = ents[i]; if(m_noitemsnade && e.type == I_CLIPS) e.type = I_GRENADE; else if(m_pistol && e.type==I_AMMO) e.type = I_CLIPS; } } } void setspawn(int i, bool on) { if(ents.inrange(i)) ents[i].spawned = on; } void selectnextprimary(int num) { switch(num) { case GUN_SHOTGUN: case GUN_SUBGUN: case GUN_SNIPER: case GUN_ASSAULT: player1->setnextprimary(num); addmsg(SV_PRIMARYWEAP, "ri", player1->nextprimweap->type); break; default: conoutf("this is not a valid primary weapon"); break; } } COMMANDN(nextprimary, selectnextprimary, ARG_1INT); // Added by Rick bool intersect(entity *e, vec &from, vec &to, vec *end) // if lineseg hits entity bounding box(entity version) { mapmodelinfo &mmi = getmminfo(e->attr2); if(!&mmi || !mmi.h) return false; float lo = (float)(S(e->x, e->y)->floor+mmi.zoff+e->attr3); float hi = lo+mmi.h; vec v = to, w(e->x, e->y, lo + (fabs(hi-lo)/2.0f)), *p; v.sub(from); w.sub(from); float c1 = w.dot(v); if(c1<=0) p = &from; else { float c2 = v.squaredlen(); if(c2<=c1) p = &to; else { float f = c1/c2; v.mul(f); v.add(from); p = &v; } } if (p->x <= e->x+mmi.rad && p->x >= e->x-mmi.rad && p->y <= e->y+mmi.rad && p->y >= e->y-mmi.rad && p->z <= hi && p->z >= lo) { if (end) *end = *p; return true; } return false; } // End add by Ricks // flag ent actions done by the local player int flagdropmillis = 0; void flagpickup() { if(flagdropmillis && flagdropmillis>lastmillis) return; flaginfo &f = flaginfos[team_opposite(team_int(player1->team))]; f.flag->spawned = false; f.state = CTFF_STOLEN; 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_cn = getclientnum(); f.ack = false; addmsg(SV_FLAGPICKUP, "ri", f.team); } void tryflagdrop(bool reset) { flaginfo &f = flaginfos[team_opposite(team_int(player1->team))]; if(f.state==CTFF_STOLEN && f.actor==player1) { f.flag->spawned = false; f.state = CTFF_DROPPED; f.ack = false; flagdropmillis = lastmillis+3000; addmsg(reset ? SV_FLAGRESET : SV_FLAGDROP, "ri", f.team); } } void flagreturn() { flaginfo &f = flaginfos[team_int(player1->team)]; f.flag->spawned = false; f.ack = false; addmsg(SV_FLAGRETURN, "ri", f.team); } void flagscore() { flaginfo &f = flaginfos[team_opposite(team_int(player1->team))]; f.ack = false; addmsg(SV_FLAGSCORE, "ri", f.team); } // flag ent actions from the net void flagstolen(int flag, int action, int act) { playerent *actor = act == getclientnum() ? player1 : getclient(act); if(!actor) return; flaginfo &f = flaginfos[flag]; f.actor = actor; f.actor_cn = act; f.flag->spawned = false; f.ack = true; flagmsg(flag, action); } void flagdropped(int flag, int action, short x, short y, short z) { flaginfo &f = flaginfos[flag]; if(OUTBORD(x, y)) return; // valid pos bounceent p; p.rotspeed = 0.0f; p.o.x = x; p.o.y = y; p.o.z = z; p.vel.z = -0.8f; loopi(10) moveplayer(&p, 10, true, 50); // calc drop position f.flag->x = (short)p.o.x; f.flag->y = (short)p.o.y; f.flag->z = (short)p.o.z; if(f.flag->z < hdr.waterlevel) f.flag->z = (short) hdr.waterlevel; f.flag->spawned = true; f.ack = true; flagmsg(flag, action); } void flaginbase(int flag, int action, int act) { flaginfo &f = flaginfos[flag]; playerent *actor = act == getclientnum() ? player1 : getclient(act); if(actor) { f.actor = actor; f.actor_cn = act; } f.flag->x = (ushort) f.originalpos.x; f.flag->y = (ushort) f.originalpos.y; f.flag->z = (ushort) f.originalpos.z; f.flag->spawned = true; f.ack = true; flagmsg(flag, action); }