// entities.cpp: map entity related functions (pickup etc.) #include "pch.h" #include "cube.h" vector ents; const char *entnames[] = { "none?", "light", "playerstart", "pistol", "ammobox","grenades", "health", "armour", "akimbo", "mapmodel", "trigger", "ladder", "ctf-flag", "sound", "clip", "", "" }; const char *entmdlnames[] = { "pickups/pistolclips", "pickups/ammobox", "pickups/nades", "pickups/health", "pickups/kevlar", "pickups/akimbo", }; void renderent(entity &e) { const char *mdlname = entmdlnames[e.type-I_CLIPS]; float z = (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), yaw = lastmillis/10.0f; rendermodel(mdlname, ANIM_MAPMODEL|ANIM_LOOP|ANIM_DYNALLOC, 0, 0, vec(e.x, e.y, z+S(e.x, e.y)->floor+e.attr1), yaw, 0); } void renderclip(entity &e) { float xradius = max(float(e.attr2), 0.1f), yradius = max(float(e.attr3), 0.1f); vec bbmin(e.x - xradius, e.y - yradius, float(S(e.x, e.y)->floor+e.attr1)), bbmax(e.x + xradius, e.y + yradius, bbmin.z + max(float(e.attr4), 0.1f)); glDisable(GL_TEXTURE_2D); linestyle(1, 0xFF, 0xFF, 0); glBegin(GL_LINES); glVertex3f(bbmin.x, bbmin.y, bbmin.z); loopi(2) glVertex3f(bbmax.x, bbmin.y, bbmin.z); loopi(2) glVertex3f(bbmax.x, bbmax.y, bbmin.z); loopi(2) glVertex3f(bbmin.x, bbmax.y, bbmin.z); glVertex3f(bbmin.x, bbmin.y, bbmin.z); glVertex3f(bbmin.x, bbmin.y, bbmax.z); loopi(2) glVertex3f(bbmax.x, bbmin.y, bbmax.z); loopi(2) glVertex3f(bbmax.x, bbmax.y, bbmax.z); loopi(2) glVertex3f(bbmin.x, bbmax.y, bbmax.z); glVertex3f(bbmin.x, bbmin.y, bbmax.z); loopi(8) glVertex3f(i&2 ? bbmax.x : bbmin.x, i&4 ? bbmax.y : bbmin.y, i&1 ? bbmax.z : bbmin.z); glEnd(); glEnable(GL_TEXTURE_2D); } void renderentities() { if(editmode && !reflecting && !refracting && !stenciling) { static int lastsparkle = 0; if(lastmillis - lastsparkle >= 20) { lastsparkle = lastmillis - (lastmillis%20); int closest = closestent(); loopv(ents) { entity &e = ents[i]; if(e.type==NOTUSED) continue; vec v(e.x, e.y, e.z); if(vec(v).sub(camera1->o).dot(camdir) < 0) continue; particle_splash(i == closest ? 12 : 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, 0, 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(isitem(e.type)) { if((!OUTBORD(e.x, e.y) && e.spawned) || editmode) { renderent(e); } } else if(editmode) { if(e.type==CTF_FLAG) { s_sprintfd(path)("pickups/flags/%s", team_string(e.attr2)); rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f); } else if(e.type==CLIP) renderclip(e); } } if(m_flags) loopi(2) { flaginfo &f = flaginfos[i]; switch(f.state) { case CTFF_STOLEN: if(f.actor && f.actor != player1) { if(OUTBORD(f.actor->o.x, f.actor->o.y)) break; s_sprintfd(path)("pickups/flags/small_%s%s", m_ktf ? "" : team_string(i), m_htf ? "_htf" : m_ktf ? "ktf" : ""); rendermodel(path, ANIM_FLAG|ANIM_START|ANIM_DYNALLOC, 0, 0, vec(f.actor->o).add(vec(0, 0, 0.3f+(sinf(lastmillis/100.0f)+1)/10)), lastmillis/2.5f, 0, 120.0f); } break; case CTFF_INBASE: if(!numflagspawn[i]) break; case CTFF_DROPPED: { if(OUTBORD(f.pos.x, f.pos.y)) break; entity &e = *f.flagent; s_sprintfd(path)("pickups/flags/%s%s", m_ktf ? "" : team_string(i), m_htf ? "_htf" : m_ktf ? "ktf" : ""); rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 0, vec(f.pos.x, f.pos.y, f.state==CTFF_INBASE ? (float)S(int(f.pos.x), int(f.pos.y))->floor : f.pos.z), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f); break; } case CTFF_IDLE: break; } } } // 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) audiomgr.playsoundc(is.sound); else audiomgr.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; } } void trypickupflag(int flag, playerent *d) { if(d==player1) { flaginfo &f = flaginfos[flag]; flaginfo &of = flaginfos[team_opposite(flag)]; if(f.state == CTFF_STOLEN) return; bool own = flag == team_int(d->team); if(m_ctf) { if(own) // it's the own flag { if(f.state == CTFF_DROPPED) flagreturn(flag); else if(f.state == CTFF_INBASE && of.state == CTFF_STOLEN && of.actor == d && of.ack) flagscore(of.team); } else flagpickup(flag); } else if(m_htf) { if(own) { flagpickup(flag); } else { if(f.state == CTFF_DROPPED) flagscore(f.team); // may not count! } } else if(m_ktf) { if(f.state != CTFF_INBASE) return; flagpickup(flag); } } } void checkitems(playerent *d) { if(editmode || d->state!=CS_ALIVE) return; d->onladder = false; float eyeheight = d->eyeheight; 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(isitem(e.type)) v.z += e.attr1; if(d->o.dist(v)<2.5f) trypickup(i, d); } if(m_flags) loopi(2) { flaginfo &f = flaginfos[i]; entity &e = *f.flagent; if(!e.spawned || !f.ack || (f.state == CTFF_INBASE && !numflagspawn[i])) continue; if(OUTBORD(f.pos.x, f.pos.y)) continue; if(f.state==CTFF_DROPPED) // 3d collision for dropped ctf flags { if(objcollide(d, f.pos, 2.5f, 4.0f)) trypickupflag(i, d); } else // simple 2d collision { vec v = f.pos; v.z = S(int(v.x), int(v.y))->floor + eyeheight; if(d->o.dist(v)<2.5f) trypickupflag(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; } bool 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); return true; default: conoutf("this is not a valid primary weapon"); return false; } } VARFP(nextprimary, 0, GUN_ASSAULT, NUMGUNS, { if(!selectnextprimary(nextprimary)) selectnextprimary((nextprimary = GUN_ASSAULT)); }); // flag ent actions done by the local player int flagdropmillis = 0; void flagpickup(int fln) { if(flagdropmillis && flagdropmillis>lastmillis) return; flaginfo &f = flaginfos[fln]; f.flagent->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_FLAGACTION, "rii", FA_PICKUP, f.team); } void tryflagdrop(bool manual) { loopi(2) { flaginfo &f = flaginfos[i]; if(f.state==CTFF_STOLEN && f.actor==player1) { f.flagent->spawned = false; f.state = CTFF_DROPPED; f.ack = false; flagdropmillis = lastmillis+3000; addmsg(SV_FLAGACTION, "rii", manual ? FA_DROP : FA_LOST, f.team); } } } void flagreturn(int fln) { flaginfo &f = flaginfos[fln]; f.flagent->spawned = false; f.ack = false; addmsg(SV_FLAGACTION, "rii", FA_RETURN, f.team); } void flagscore(int fln) { flaginfo &f = flaginfos[fln]; f.ack = false; addmsg(SV_FLAGACTION, "rii", FA_SCORE, f.team); } // flag ent actions from the net void flagstolen(int flag, int act) { playerent *actor = act == getclientnum() ? player1 : getclient(act); flaginfo &f = flaginfos[flag]; f.actor = actor; // could be NULL if we just connected f.actor_cn = act; f.flagent->spawned = false; f.ack = true; } void flagdropped(int flag, float x, float y, float 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; p.aboveeye = p.eyeheight = p.maxeyeheight = 0.4f; p.radius = 0.1f; bool oldcancollide = false; if(f.actor) { oldcancollide = f.actor->cancollide; f.actor->cancollide = false; // avoid collision with owner } loopi(100) // perform physics steps { moveplayer(&p, 10, true, 50); if(p.stuck) break; } if(f.actor) f.actor->cancollide = oldcancollide; // restore settings f.pos.x = round(p.o.x); f.pos.y = round(p.o.y); f.pos.z = round(p.o.z); if(f.pos.z < hdr.waterlevel) f.pos.z = (short) hdr.waterlevel; f.flagent->spawned = true; f.ack = true; } void flaginbase(int flag) { flaginfo &f = flaginfos[flag]; f.actor = NULL; f.actor_cn = -1; f.pos = vec(f.flagent->x, f.flagent->y, f.flagent->z); f.flagent->spawned = true; f.ack = true; } void flagidle(int flag) { flaginbase(flag); flaginfos[flag].flagent->spawned = false; }