// entities.cpp: map entity related functions (pickup etc.) #include "cube.h" vector ents; char *entmdlnames[] = { //FIXME : fix the "pickups" infront "pickups/pistolclips", "pickups/ammobox", "pickups/nades", "pickups/health", "pickups/kevlar", "pickups/akimbo", }; int triggertime = 0; void renderent(entity &e, char *mdlname, float z, float yaw, int anim = ANIM_MAPMODEL|ANIM_LOOP, int basetime = 0, float speed = 10.0f) { rendermodel(mdlname, anim, 0, 1.1f, e.x, z+S(e.x, e.y)->floor, e.y, yaw, 0, speed, basetime); }; extern void newparticle(vec &o, vec &d, int fade, int type, int tex = -1); int triggeranim(entity &e) { int anim = ANIM_TRIGGER; if(!triggertime) anim |= e.spawned ? ANIM_START : ANIM_END; return anim; }; 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, ANIM_MAPMODEL|ANIM_LOOP, e.attr4, mmi.rad ? (float)mmi.rad : 1.1f, e.x, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, 10.0f); } else if(e.type==CTF_FLAG && m_ctf) // EDIT: AH { flaginfo &f = flaginfos[e.attr2]; if(f.state==CTFF_STOLEN && f.actor) { if(f.actor == player1) continue; s_sprintfd(path)("pickups/flags/small_%s", rb_team_string(e.attr2)); rendermodel(path, ANIM_FLAG|ANIM_START, 0, 1.1f, f.actor->o.x, f.actor->o.z+0.3f+(sinf(lastmillis/100.0f)+1)/10, f.actor->o.y, lastmillis/2.5f, 0, 120.0f); } else { s_sprintfd(path)("pickups/flags/%s", rb_team_string(e.attr2)); rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 4, e.x, f.state==CTFF_INBASE ? (float)S(e.x, e.y)->floor : e.z, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f); }; } else { if(OUTBORD(e.x, e.y)) continue; if(e.type!=CARROT) { if(!e.spawned) continue; if(e.typeI_AKIMBO) 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) { case 1: case 3: continue; case 2: case 0: if(!e.spawned) continue; renderent(e, "carrot", (float)(1+sinf(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, triggeranim(e), triggertime); break; case 5: renderent(e, "switch1", -0.15f, (float)e.attr3*90, triggeranim(e), triggertime); break; }; }; }; }; itemstat itemstats[] = { {1, 1, 1, S_ITEMAMMO}, //knife dummy {16, 32, 72, S_ITEMAMMO}, //pistol {14, 28, 21, S_ITEMAMMO}, //shotgun {60, 90, 90, S_ITEMAMMO}, //subgun {10, 20, 15, S_ITEMAMMO}, //sniper {40, 60, 60, S_ITEMAMMO}, //assault {2, 0, 2, S_ITEMAMMO}, //grenade {33, 100, 100, S_ITEMHEALTH}, //health {50, 100, 100, S_ITEMARMOUR}, //armour {16, 0, 72, S_ITEMPUP}, //powerup }; 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) { itemstat &is = itemstats[t]; ents[i].spawned = false; v += is.add; if(v>is.max) v = is.max; playsoundc(is.sound); }; void realpickup(int n, playerent *d) { switch(ents[n].type) { case I_CLIPS: equipitem(n, d->ammo[1], 1); break; case I_AMMO: equipitem(n, d->ammo[d->primary], d->primary); break; case I_GRENADE: equipitem(n, d->mag[6], 6); player1->thrownademillis = 0; break; case I_HEALTH: equipitem(n, d->health, 7); break; case I_ARMOUR: equipitem(n, d->armour, 8); //d->hasarmour = true; break; case I_AKIMBO: d->akimbomillis = lastmillis+30000; d->mag[GUN_PISTOL] = 16; equipitem(n, d->ammo[1], 9); weaponswitch(GUN_PISTOL); break; }; }; // these functions are called when the client touches the item void additem(int i, int &v, int spawnsec, int t) { if(v4 ? 2 : 3); // spawn times are dependent on number of players int ammo = np*2; switch(ents[n].type) { 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->mag[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_AKIMBO: additem(n, d->akimbo, 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; case LADDER: { d->onladder = true; break; }; // EDIT: AH case CTF_FLAG: { int team = ents[n].attr2; flaginfo &f = flaginfos[team]; bool isownflag = team == rb_team_int(player1->team); if(f.state == CTFF_STOLEN) break; else if(isownflag && f.state == CTFF_DROPPED) { addmsg(SV_FLAGRETURN, "ri", team); ents[n].spawned = false; } else if(!isownflag) { 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.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)); break; }; }; }; void checkitems() { if(editmode) return; player1->onladder = false; 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, 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 && dist2floor+player1->eyeheight); if(player1->o.dist(v)<2.5f) pickup(i, player1); }; }; 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) { if(m_noitemsnade && ents[i].type!=I_GRENADE) continue; else if(m_pistol && ents[i].type==I_AMMO) continue; putint(p, i); 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 equip(playerent *d) { if(m_pistol) d->primary = GUN_PISTOL; else if(m_osok) d->primary = GUN_SNIPER; else if(m_lss) d->primary = GUN_KNIFE; else d->primary = d->nextprimary; d->mag[GUN_KNIFE] = d->ammo[GUN_KNIFE] = 1; d->mag[GUN_GRENADE] = d->ammo[GUN_GRENADE] = 0; if(m_pistol) // pistol only mode { d->ammo[GUN_PISTOL] = itemstats[GUN_PISTOL].max-magsize(GUN_PISTOL); d->mag[GUN_PISTOL] = magsize(GUN_PISTOL); } else if(m_lss) { d->mag[d->primary] = d->mag[GUN_PISTOL] = 0; } else if(!m_noguns) { d->ammo[GUN_PISTOL] = itemstats[GUN_PISTOL].start-magsize(GUN_PISTOL); d->mag[GUN_PISTOL] = magsize(GUN_PISTOL); d->ammo[d->primary] = itemstats[d->primary].start-magsize(d->primary); d->mag[d->primary] = magsize(d->primary); }; if (d->hasarmour) { if(gamemode==m_arena) d->armour = 100; }; d->gunselect = d->primary; }; void item(int num) { switch(num) { case GUN_SHOTGUN: case GUN_SUBGUN: case GUN_SNIPER: case GUN_ASSAULT: player1->nextprimary = num; break; default: conoutf("sorry, you can't use that item yet"); break; }; }; COMMAND(item,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