Files
assaultcube-/source/src/entities.cpp
T
Lee Salzman e725e5ed8c string function cleanups
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4714 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2009-11-07 22:44:32 +00:00

476 lines
14 KiB
C++

// entities.cpp: map entity related functions (pickup etc.)
#include "cube.h"
vector<entity> ents;
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);
switch(e.type)
{
case CLIP: linestyle(1, 0xFF, 0xFF, 0); break; // yellow
case MAPMODEL: linestyle(1, 0, 0xFF, 0); break; // green
case PLCLIP: linestyle(1, 0xFF, 0, 0xFF); break; // magenta
}
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 rendermapmodels()
{
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);
}
}
}
VAR(showmodelclipping, 0, 0, 1);
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(isitem(e.type))
{
if((!OUTBORD(e.x, e.y) && e.spawned) || editmode)
{
renderent(e);
}
}
else if(editmode)
{
if(e.type==CTF_FLAG)
{
defformatstring(path)("pickups/flags/%s", team_basestring(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 || e.type == PLCLIP) && !stenciling) renderclip(e);
else if(showmodelclipping && e.type == MAPMODEL && !stenciling)
{
mapmodelinfo &mmi = getmminfo(e.attr2);
if(&mmi && mmi.h)
{
entity ce = e;
ce.type = MAPMODEL;
ce.attr1 = mmi.zoff+e.attr3;
ce.attr2 = ce.attr3 = mmi.rad;
ce.attr4 = mmi.h;
renderclip(ce);
}
}
}
}
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;
defformatstring(path)("pickups/flags/small_%s%s", m_ktf ? "" : team_basestring(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;
defformatstring(path)("pickups/flags/%s%s", m_ktf ? "" : team_basestring(i), m_htf ? "_htf" : m_ktf ? "ktf" : "");
if(f.flagent->spawned) 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_base(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 && dist2<e.attr1) trypickup(i, d);
continue;
}
if(!e.spawned) continue;
if(OUTBORD(e.x, e.y)) continue;
if(e.type==CTF_FLAG) continue;
// simple 2d collision
vec v(e.x, e.y, S(e.x, e.y)->floor+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 spawnallitems() // spawns items locally
{
loopv(ents) if(ents[i].fitsmode(gamemode) || (multiplayer(false) && gamespeed!=100 && (i=-1)))
{
ents[i].spawned = true;
}
}
void resetspawns(int type)
{
loopv(ents) if(type < 0 || type == ents[i].type) ents[i].spawned = false;
if(m_noitemsnade || m_pistol)
{
loopv(ents) ents[i].transformtype(gamemode);
}
}
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];
int action = f.state == CTFF_INBASE ? FA_STEAL : FA_PICKUP;
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", action, 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;
}
void entstats(void)
{
int entcnt[MAXENTTYPES] = {0}, clipents = 0, spawncnt[5] = {0};
loopv(ents)
{
entity &e = ents[i];
if(e.type >= MAXENTTYPES) continue;
entcnt[e.type]++;
switch(e.type)
{
case MAPMODEL:
{
mapmodelinfo &mmi = getmminfo(e.attr2);
if(&mmi && mmi.h) clipents++;
break;
}
case PLAYERSTART:
if(e.attr2 < 2) spawncnt[e.attr2]++;
if(e.attr2 == 100) spawncnt[2]++;
break;
case CTF_FLAG:
if(e.attr2 < 2) spawncnt[e.attr2 + 3]++;
break;
}
}
loopi(MAXENTTYPES)
{
if(entcnt[i]) switch(i)
{
case MAPMODEL: conoutf(" %d %s, %d clipped", entcnt[i], entnames[i], clipents); break;
case PLAYERSTART: conoutf(" %d %s, %d CLA, %d RVSF, %d FFA", entcnt[i], entnames[i], spawncnt[0], spawncnt[1], spawncnt[2]); break;
case CTF_FLAG: conoutf(" %d %s, %d CLA, %d RVSF", entcnt[i], entnames[i], spawncnt[3], spawncnt[4]); break;
default: conoutf(" %d %s", entcnt[i], entnames[i]); break;
}
}
conoutf("total entities: %d", ents.length());
}
COMMAND(entstats, ARG_NONE);