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assaultcube-/source/src/entities.cpp
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driAn 0d9c69e356 no message
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@808 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-01-14 22:51:31 +00:00

440 lines
12 KiB
C++

// entities.cpp: map entity related functions (pickup etc.)
#include "cube.h"
vector<entity> 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(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, 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", 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(!isitem(e.type)) 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(playerent *d, int i, int &v, int t)
{
itemstat &is = itemstats[t];
ents[i].spawned = false;
v += is.add;
if(v>is.max) v = is.max;
if(d==player1) playsoundc(is.sound);
else playsound(is.sound, &d->o);
};
void realpickup(int n, playerent *d)
{
switch(ents[n].type)
{
case I_CLIPS:
equipitem(d, n, d->ammo[1], 1);
break;
case I_AMMO:
equipitem(d, n, d->ammo[d->primary], d->primary);
break;
case I_GRENADE:
equipitem(d, n, d->mag[6], 6);
player1->thrownademillis = 0;
break;
case I_HEALTH:
equipitem(d, n, d->health, 7);
break;
case I_ARMOUR:
equipitem(d, n, d->armour, 8);
break;
case I_AKIMBO:
d->akimbomillis = lastmillis+30000;
d->mag[GUN_PISTOL] = 16;
equipitem(d, n, d->ammo[1], 9);
if(d==player1) weaponswitch(GUN_PISTOL);
break;
};
};
// these functions are called when the client touches the item
void additem(playerent *d, int i, int &v, int spawnsec, int t)
{
if(v<itemstats[t].max)
{
if(d->type==ENT_PLAYER) addmsg(SV_ITEMPICKUP, "rii", i, spawnsec);
else if(d->type==ENT_BOT && serverpickup(i, spawnsec, -1)) realpickup(i, d);
ents[i].spawned = false;
};
};
void pickup(int n, playerent *d)
{
int np = 1;
loopv(players) if(players[i]) np++;
np = np<3 ? 4 : (np>4 ? 2 : 3); // spawn times are dependent on number of players
int ammo = np*2;
switch(ents[n].type)
{
case I_CLIPS:
additem(d, n, d->ammo[1], ammo, 1);
break;
case I_AMMO:
additem(d, n, d->ammo[d->primary], ammo, d->primary);
break;
case I_GRENADE: additem(d, n, d->mag[6], ammo, 6); break;
case I_HEALTH: additem(d, n, d->health, np*5, 7); break;
case I_ARMOUR:
additem(d, n, d->armour, 20, 8);
break;
case I_AKIMBO:
additem(d, 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;
case CTF_FLAG:
{
if(d==player1)
{
int flag = ents[n].attr2;
flaginfo &f = flaginfos[flag];
flaginfo &of = flaginfos[team_opposite(flag)];
if(f.state == CTFF_STOLEN) break;
if(flag == team_int(d->team)) // its 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) return;
d->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, d->o.z);
float dist1 = d->o.dist(v);
float dist2 = d->o.z - (S(e.x, e.y)->floor+d->eyeheight);
if(dist1<1.5f && dist2<e.attr1) pickup(i, d);
continue;
};
if(!e.spawned) continue;
if(OUTBORD(e.x, e.y)) continue;
vec v(e.x, e.y, S(e.x, e.y)->floor+d->eyeheight);
if(d->o.dist(v)<2.5f) pickup(i, d);
};
};
void putitems(ucharbuf &p) // puts items in network stream and also spawns them locally
{
loopv(ents) if(isitem(ents[i].type) || 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;
loopi(NUMGUNS) d->ammo[i] = d->mag[i] = 0;
d->mag[GUN_KNIFE] = d->ammo[GUN_KNIFE] = 1;
d->mag[GUN_GRENADE] = d->ammo[GUN_GRENADE] = 0;
if(!m_nopistol)
{
d->ammo[GUN_PISTOL] = itemstats[GUN_PISTOL].max-magsize(GUN_PISTOL);
d->mag[GUN_PISTOL] = magsize(GUN_PISTOL);
};
if(!m_noprimary)
{
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
// flag ent actions done by the local player
void flagpickup()
{
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;
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];
sqr *dropplace = S_SECURE(x, y);
if(!dropplace) return;
z -= 4;
float floor = (float) dropplace->floor;
if(z > hdr.waterlevel) // above water
{
if(floor < hdr.waterlevel) z = hdr.waterlevel; // avoid dropping into water
else z = (short) floor;
};
f.flag->x = x;
f.flag->y = y;
f.flag->z = z;
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);
};