Files
assaultcube-/source/src/entities.cpp
T
ac_stef 675e248a05 rewritten flag modes, added non-team ktf mode
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2521 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2008-09-11 16:28:56 +00:00

417 lines
11 KiB
C++

// entities.cpp: map entity related functions (pickup etc.)
#include "pch.h"
#include "cube.h"
const int physent::crouchtime = 200;
vector<entity> 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(isitem(e.type))
{
if((!OUTBORD(e.x, e.y) && e.spawned) | editmode)
{
renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), lastmillis/10.0f);
}
}
}
if(m_flags || editmode) loopi(2)
{
flaginfo &f = flaginfos[i];
switch(f.state)
{
case CTFF_STOLEN:
if(f.actor && f.actor != player1)
{
s_sprintfd(path)("pickups/flags/small_%s%s", m_ktf || m_tktf ? "" : team_string(i), m_htf ? "_htf" : m_ktf || m_tktf ? "ktf" : "");
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);
}
break;
case CTFF_INBASE:
if(!numflagspawn[i]) break;
case CTFF_DROPPED:
{
entity &e = *f.flagent;
s_sprintfd(path)("pickups/flags/%s%s", m_ktf || m_tktf ? "" : team_string(i), m_htf ? "_htf" : m_ktf || m_tktf ? "ktf" : "");
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);
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) 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;
}
}
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 || m_tktf)
{
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->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 && 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(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.state == CTFF_INBASE && !numflagspawn[i])) continue;
if(OUTBORD(e.x, e.y)) continue;
if(f.state==CTFF_DROPPED) // 3d collision for dropped ctf flags
{
vec v(e.x, e.y, e.z);
if(objcollide(d, v, 2.5f, 4.0f)) trypickupflag(i, d);
}
else // simple 2d collision
{
vec v(e.x, e.y, S(e.x, e.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; }
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(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);
if(!actor) return;
flaginfo &f = flaginfos[flag];
f.actor = actor;
f.actor_cn = act;
f.flagent->spawned = false;
f.ack = true;
}
void flagdropped(int flag, 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;
p.aboveeye = p.eyeheight = p.radius = 0.0f;
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.flagent->x = (short)round(p.o.x);
f.flagent->y = (short)round(p.o.y);
f.flagent->z = (short)round(p.o.z);
if(f.flagent->z < hdr.waterlevel) f.flagent->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.flagent->x = (ushort) f.originalpos.x;
f.flagent->y = (ushort) f.originalpos.y;
f.flagent->z = (ushort) f.originalpos.z;
f.flagent->spawned = true;
f.ack = true;
}
void flagidle(int flag)
{
flaginbase(flag);
flaginfos[flag].flagent->spawned = false;
}