Files
assaultcube-/source/src/entity.h
T
2026-10-25 23:11:15 +00:00

749 lines
26 KiB
C++

enum // static entity types
{
NOTUSED = 0, // entity slot not in use in map (usually seen at deleted entities)
LIGHT, // lightsource, attr1 = radius, attr2 = intensity (or attr2..4 = r-g-b)
PLAYERSTART, // attr1 = angle, attr2 = team
I_CLIPS, I_AMMO, I_GRENADE, // attr1 = elevation
I_HEALTH, I_HELMET, I_ARMOUR, I_AKIMBO,
MAPMODEL, // attr1 = angle, attr2 = idx, attr3 = elevation, attr4 = texture, attr5 = pitch, attr6 = roll
CARROT, // attr1 = tag, attr2 = type
LADDER, // attr1 = height
CTF_FLAG, // attr1 = angle, attr2 = red/blue
SOUND, // attr1 = idx, attr2 = radius, attr3 = size, attr4 = volume
CLIP, // attr1 = elevation, attr2 = xradius, attr3 = yradius, attr4 = height, attr6 = slope, attr7 = shape
PLCLIP, // attr1 = elevation, attr2 = xradius, attr3 = yradius, attr4 = height, attr6 = slope, attr7 = shape
DUMMYENT, // temporary entity without any function - will not be saved to map files, used to mark positions and for scripting
MAXENTTYPES
};
extern short entwraparound[MAXENTTYPES][7];
extern uchar entscale[MAXENTTYPES][7];
#define ENTSCALE10 10
#define ENTSCALE5 5
#define VANTAGEDUMMY2 222
enum {MAP_IS_BAD, MAP_IS_EDITABLE, MAP_IS_GOOD};
extern const char *entnames[];
#define isitem(i) ((i) >= I_CLIPS && (i) <= I_AKIMBO)
struct persistent_entity // map entity
{
short x, y, z; // cube aligned position
short attr1;
uchar type; // type is one of the above
uchar attr2, attr3, attr4;
short attr5;
char attr6;
unsigned char attr7;
persistent_entity(short x, short y, short z, uchar type, short attr1, uchar attr2, uchar attr3, uchar attr4, short attr5, char attr6, unsigned char attr7) : x(x), y(y), z(z), attr1(attr1), type(type), attr2(attr2), attr3(attr3), attr4(attr4), attr5(attr5), attr6(attr6), attr7(attr7) {}
persistent_entity(short x, short y, short z, uchar type, short attr1, uchar attr2, uchar attr3, uchar attr4) : x(x), y(y), z(z), attr1(attr1), type(type), attr2(attr2), attr3(attr3), attr4(attr4), attr5(0), attr6(0), attr7(0) {}
persistent_entity() {}
};
struct entity : persistent_entity
{
bool spawned; //the dynamic states of a map entity
int lastmillis;
entity(short x, short y, short z, uchar type, short attr1, uchar attr2, uchar attr3, uchar attr4, short attr5, char attr6, unsigned char attr7) : persistent_entity(x, y, z, type, attr1, attr2, attr3, attr4, attr5, attr6, attr7), spawned(false) {}
entity(short x, short y, short z, uchar type, short attr1, uchar attr2, uchar attr3, uchar attr4) : persistent_entity(x, y, z, type, attr1, attr2, attr3, attr4), spawned(false) {}
entity() {}
bool fitsmode(int gamemode) { return !m_noitems && isitem(type) && !(m_noitemsnade && type!=I_GRENADE) && !(m_pistol && type==I_AMMO); }
void transformtype(int gamemode)
{
if(m_noitemsnade && type==I_CLIPS) type = I_GRENADE;
else if(m_pistol && ( type==I_AMMO || type==I_GRENADE )) type = I_CLIPS;
}
};
enum { GUN_KNIFE = 0, GUN_PISTOL, GUN_CARBINE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT, GUN_GRENADE, GUN_AKIMBO, NUMGUNS };
#define valid_weapon(g) ((g) >= GUN_KNIFE && (g) < NUMGUNS)
#define reloadable_gun(g) ((g) != GUN_KNIFE && (g) != GUN_GRENADE)
#define SGRAYS 21
#define SGDMGTOTAL 90
#define SGDMGBONUS 65
#define SGDMGDISTB 50
#define SGCCdmg 500
#define SGCCbase 0
#define SGCCrange 40
#define SGCMdmg 375
#define SGCMbase 25
#define SGCMrange 60
#define SGCOdmg 125
#define SGCObase 45
#define SGCOrange 75
#define SGMAXDMGABS 105
#define SGMAXDMGLOC 84
#define EXPDAMRAD 10
// "explosive deaths" match option. Defaults: radius of a grenade, 75% of a grenade's damage at the centre.
// matchdeathradius / matchdeathpower are percentages of those defaults (server.cpp).
extern int matchdeathradius, matchdeathpower;
#define DEATHBLASTRAD (EXPDAMRAD*matchdeathradius/100.0f)
#define DEATHBLASTDMG (guns[GUN_GRENADE].damage*3/4*matchdeathpower/100)
// Match settings. Online they belong to the server: only an admin can change them (SV_MATCHSET), the server keeps
// the values, sends them to every client when they change and to everybody who joins (SV_MATCHSETTINGS).
// Offline/bot games have no server, so there you simply set them yourself. Defined in server.cpp (which is part of the client too).
struct matchsettingdef { const char *name; int *var; int min, def, max; };
#define NUMMATCHSETTINGS 20
extern matchsettingdef matchsettings[NUMMATCHSETTINGS];
extern int matchsynced[NUMMATCHSETTINGS]; // client side: the values the server last announced
extern void matchsettings_reset(); // everything back to the defaults
extern bool matchsetting_apply(int idx, int val); // clamps and stores, true if the value changed
struct itemstat { int add, start, max, sound; };
extern itemstat ammostats[NUMGUNS];
extern itemstat powerupstats[I_ARMOUR-I_HEALTH+1];
struct guninfo { char modelname[23], title[42]; short sound, reload, reloadtime, attackdelay, damage, piercing, projspeed, part, spread, recoil, magsize, mdl_kick_rot, mdl_kick_back, recoilincrease, recoilbase, maxrecoil, recoilbackfade, pushfactor; bool isauto; float speedmul; };
extern guninfo guns[NUMGUNS];
extern const char *gunnames[];
static inline int reloadtime(int gun) { return guns[gun].reloadtime; }
static inline int attackdelay(int gun) { return guns[gun].attackdelay; }
static inline int magsize(int gun) { return guns[gun].magsize; }
/** roseta stone:
0000, 0001, 0010, 0011, 0100, 0101, 0110 */
enum { TEAM_CLA = 0, TEAM_RVSF, TEAM_CLA_SPECT, TEAM_RVSF_SPECT, TEAM_SPECT, TEAM_NUM, TEAM_ANYACTIVE };
extern const char *teamnames[];
extern const char *teamnames_s[];
extern const char *killmessages[2][NUMGUNS];
#define isteam(a,b) (m_teammode && (a) == (b))
#define team_opposite(o) (team_isvalid(o) && (o) < TEAM_SPECT ? (o) ^ 1 : TEAM_SPECT)
#define team_base(t) ((t) & 1)
#define team_basestring(t) ((t) == 1 ? teamnames[1] : ((t) == 0 ? teamnames[0] : "SPECT"))
#define team_isvalid(t) ((int(t)) >= 0 && (t) < TEAM_NUM)
#define team_isactive(t) ((t) == TEAM_CLA || (t) == TEAM_RVSF)
#define team_isspect(t) ((t) > TEAM_RVSF && (t) < TEAM_NUM)
#define team_group(t) ((t) == TEAM_SPECT ? TEAM_SPECT : team_base(t))
#define team_tospec(t) ((t) == TEAM_SPECT ? TEAM_SPECT : team_base(t) + TEAM_CLA_SPECT - TEAM_CLA)
// note: team_isactive and team_base can/should be used to check the limits for arrays of size '2'
static inline const char *team_string(int t, bool abbr = false) { const char **n = abbr ? teamnames_s : teamnames; return team_isvalid(t) ? n[t] : n[TEAM_NUM + 1]; }
enum { ENT_PLAYER = 0, ENT_BOT, ENT_CAMERA, ENT_BOUNCE };
enum { CS_ALIVE = 0, CS_DEAD, CS_SPAWNING, CS_LAGGED, CS_EDITING, CS_SPECTATE };
enum { CR_DEFAULT = 0, CR_MASTER, CR_ADMIN, CR_OWNER, CR_NUM };
enum { SM_NONE = 0, SM_DEATHCAM, SM_FOLLOW1ST, SM_FOLLOW3RD, SM_FOLLOW3RD_TRANSPARENT, SM_FLY, SM_OVERVIEW, SM_NUM };
enum { FPCN_VOID = -4, FPCN_DEATHCAM = -2, FPCN_FLY = -2, FPCN_OVERVIEW = -1 };
class physent
{
public:
vec o, vel; // origin, velocity
vec deltapos, newpos; // movement interpolation
float yaw, pitch, roll; // used as vec in one place
float pitchvel;
float maxspeed; // cubes per second, 24 for player
int timeinair; // used for fake gravity
float radius, eyeheight, maxeyeheight, aboveeye; // bounding box size
bool inwater;
bool onfloor, onladder, jumpnext, jumpd, crouching, crouchedinair, trycrouch, cancollide, stuck, scoping;
int lastjump;
float lastjumpheight;
int lastsplash;
char move, strafe;
uchar state, type;
float eyeheightvel;
int last_pos;
physent() : o(0, 0, 0), deltapos(0, 0, 0), newpos(0, 0, 0), yaw(270), pitch(0), roll(0), pitchvel(0),
crouching(false), crouchedinair(false), trycrouch(false), cancollide(true), stuck(false), scoping(false), lastjump(0), lastjumpheight(200), lastsplash(0), state(CS_ALIVE), last_pos(0)
{
reset();
}
virtual ~physent() {}
void resetinterp()
{
newpos = o;
newpos.z -= eyeheight;
deltapos = vec(0, 0, 0);
}
void reset()
{
vel.x = vel.y = vel.z = eyeheightvel = 0.0f;
move = strafe = 0;
timeinair = lastjump = lastsplash = 0;
onfloor = onladder = inwater = jumpnext = jumpd = crouching = crouchedinair = trycrouch = stuck = false;
last_pos = 0;
}
virtual void oncollision() {}
virtual void onmoved(const vec &dist) {}
};
class dynent : public physent // animated ent
{
public:
bool k_left, k_right, k_up, k_down; // see input code
animstate prev[2], current[2]; // md2's need only [0], md3's need both for the lower&upper model
int lastanimswitchtime[2];
void *lastmodel[2];
int lastrendered;
void stopmoving()
{
k_left = k_right = k_up = k_down = jumpnext = false;
move = strafe = 0;
}
void resetanim()
{
loopi(2)
{
prev[i].reset();
current[i].reset();
lastanimswitchtime[i] = -1;
lastmodel[i] = NULL;
}
lastrendered = 0;
}
void reset()
{
physent::reset();
stopmoving();
}
dynent() { reset(); resetanim(); }
virtual ~dynent() {}
};
#define MAXNAMELEN 15
class bounceent;
#define POSHIST_SIZE 7
struct poshist
{
int nextupdate, curpos, numpos;
vec pos[POSHIST_SIZE];
poshist() : nextupdate(0) { reset(); }
const int size() const { return numpos; }
void reset()
{
curpos = 0;
numpos = 0;
}
void addpos(const vec &o)
{
pos[curpos] = o;
curpos++;
if(curpos>=POSHIST_SIZE) curpos = 0;
if(numpos<POSHIST_SIZE) numpos++;
}
const vec &getpos(int i) const
{
i = curpos-1-i;
if(i < 0) i += POSHIST_SIZE;
return pos[i];
}
void update(const vec &o, int lastmillis)
{
if(lastmillis<nextupdate) return;
if(o.dist(pos[0]) >= 4.0f) addpos(o);
nextupdate = lastmillis + 100;
}
};
#define MEDKIT_MAX 2
#define MEDKIT_HEAL 33
class playerstate
{
public:
int health, armour;
int primary, nextprimary;
int gunselect;
bool akimbo;
int ammo[NUMGUNS], mag[NUMGUNS], gunwait[NUMGUNS];
int pstatshots[NUMGUNS], pstatdamage[NUMGUNS];
int medkits; // carryable health pickups when matchmedkit is on (3rd-slot style usable item)
playerstate() : armour(0), primary(GUN_ASSAULT), nextprimary(GUN_ASSAULT), akimbo(false), medkits(0) {}
virtual ~playerstate() {}
void resetstats() { loopi(NUMGUNS) pstatshots[i] = pstatdamage[i] = 0; }
itemstat *itemstats(int type)
{
switch(type)
{
case I_CLIPS: return &ammostats[GUN_PISTOL];
case I_AMMO: return &ammostats[primary];
case I_GRENADE: return &ammostats[GUN_GRENADE];
case I_AKIMBO: return &ammostats[GUN_AKIMBO];
case I_HEALTH:
case I_HELMET:
case I_ARMOUR:
return &powerupstats[type - I_HEALTH];
default:
return NULL;
}
}
bool canpickup(int type)
{
extern int matchmedkit;
switch(type)
{
case I_CLIPS: return ammo[akimbo && ammo[GUN_AKIMBO]<ammostats[GUN_AKIMBO].max ? GUN_AKIMBO : GUN_PISTOL]<ammostats[akimbo && ammo[GUN_AKIMBO]<ammostats[GUN_AKIMBO].max ? GUN_AKIMBO : GUN_PISTOL].max;
case I_AMMO: return ammo[primary]<ammostats[primary].max;
case I_GRENADE: return mag[GUN_GRENADE]<ammostats[GUN_GRENADE].max;
case I_HEALTH: return matchmedkit ? medkits<MEDKIT_MAX : health<powerupstats[type-I_HEALTH].max;
case I_HELMET:
case I_ARMOUR: return armour<powerupstats[type-I_HEALTH].max;
case I_AKIMBO: return !akimbo;
default: return false;
}
}
void additem(itemstat &is, int &v)
{
v += is.add;
if(v > is.max) v = is.max;
}
void pickup(int type)
{
switch(type)
{
case I_CLIPS:
additem(ammostats[GUN_PISTOL], ammo[GUN_PISTOL]);
additem(ammostats[GUN_AKIMBO], ammo[GUN_AKIMBO]);
break;
case I_AMMO: additem(ammostats[primary], ammo[primary]); break;
case I_GRENADE: additem(ammostats[GUN_GRENADE], mag[GUN_GRENADE]); break;
case I_HEALTH:
{
extern int matchmedkit;
if(matchmedkit) { if(medkits < MEDKIT_MAX) medkits++; }
else additem(powerupstats[type-I_HEALTH], health);
break;
}
case I_HELMET:
case I_ARMOUR:
additem(powerupstats[type-I_HEALTH], armour); break;
case I_AKIMBO:
akimbo = true;
mag[GUN_AKIMBO] = guns[GUN_AKIMBO].magsize;
additem(ammostats[GUN_AKIMBO], ammo[GUN_AKIMBO]);
break;
}
}
void respawn()
{
health = 100;
armour = 0;
gunselect = GUN_PISTOL;
akimbo = false;
medkits = 0;
loopi(NUMGUNS) ammo[i] = mag[i] = gunwait[i] = 0;
ammo[GUN_KNIFE] = mag[GUN_KNIFE] = 1;
}
// match settings (defined in server.cpp): -1 = not set, use the normal behaviour
#define matchgunok(g) (valid_weapon(g) && (g) != GUN_AKIMBO) // akimbo is a timed pickup, it can't be a spawn weapon
// gives a gun with its normal starting load (used for the match spawn loadout)
void givegun(int gun)
{
if(!matchgunok(gun)) return;
switch(gun)
{
case GUN_KNIFE: ammo[GUN_KNIFE] = mag[GUN_KNIFE] = 1; break;
case GUN_GRENADE: ammo[GUN_GRENADE] = 0; mag[GUN_GRENADE] = max(mag[GUN_GRENADE], 2); break;
default:
ammo[gun] = max(ammo[gun], ammostats[gun].start-magsize(gun));
mag[gun] = magsize(gun);
break;
}
}
virtual void spawnstate(int gamemode)
{
extern int matchspawnprimary, matchspawnsecondary, matchspawntertiary, matchspawnquaternary;
const bool fixedloadout = m_pistol || m_osok || m_lss; // these modes dictate the weapons
const bool matchprimary = !fixedloadout && matchgunok(matchspawnprimary);
if(m_pistol) primary = GUN_PISTOL;
else if(m_osok) primary = GUN_SNIPER;
else if(m_lss) primary = GUN_KNIFE;
else if(matchprimary) primary = matchspawnprimary;
else primary = nextprimary;
if(!m_nopistol)
{
ammo[GUN_PISTOL] = ammostats[GUN_PISTOL].start-magsize(GUN_PISTOL);//ammostats[GUN_PISTOL].max-magsize(GUN_PISTOL);
mag[GUN_PISTOL] = magsize(GUN_PISTOL);
}
if(!m_noprimary)
{
if(matchprimary) givegun(primary);
else
{
ammo[primary] = ammostats[primary].start-magsize(primary);
mag[primary] = magsize(primary);
}
}
if(!fixedloadout) // extra guns from the match settings: they can be switched to like the pistol/knife
{
givegun(matchspawnsecondary);
givegun(matchspawntertiary);
givegun(matchspawnquaternary);
}
gunselect = primary;
if(m_osok) health = 1;
if(m_lms) // Survivor && Team-Survivor : 2010nov19
{
health = 100;
armour = 100;
ammo[GUN_GRENADE] = 2;
}
}
// just subtract damage here, can set death, etc. later in code calling this
int dodamage(int damage, int gun)
{
guninfo gi = guns[gun];
if(damage == INT_MAX)
{
damage = health;
armour = health = 0;
return damage;
}
// 4-level armour - tiered approach: 16%, 33%, 37%, 41%
// Please update ./ac_website/htdocs/docs/introduction.html if this changes.
int armoursection = 0;
int ad = damage;
if(armour > 25) armoursection = 1;
if(armour > 50) armoursection = 2;
if(armour > 75) armoursection = 3;
switch(armoursection)
{
case 0: ad = (int) (16.0f/25.0f * armour); break; // 16
case 1: ad = (int) (17.0f/25.0f * armour) - 1; break; // 33
case 2: ad = (int) (4.0f/25.0f * armour) + 25; break; // 37
case 3: ad = (int) (4.0f/25.0f * armour) + 25; break; // 41
default: break;
}
//ra - reduced armor
//rd - reduced damage
int ra = (int) (ad * damage/100.0f);
int rd = ra-(ra*(gi.piercing/100.0f)); //Who cares about rounding errors anyways?
armour -= ra;
damage -= rd;
health -= damage;
return damage;
}
};
#ifndef STANDALONE
#define HEADSIZE 0.4f
#define ROLLMOVMAX 20
#define ROLLMOVDEF 0
#define ROLLEFFMAX 30
#define ROLLEFFDEF 0
class playerent : public dynent, public playerstate
{
private:
int curskin, nextskin[2];
public:
int clientnum, lastupdate, plag, ping;
enet_uint32 address;
int lifesequence; // sequence id for each respawn, used in damage test
int frags, flagscore, deaths, tks, assists;
int lastaction, lastmove, lastpain, lastvoicecom, lastdeath;
int clientrole;
bool attacking;
string name;
int team;
int weaponchanging;
int nextweapon; // weapon we switch to
int spectatemode, followplayercn;
int eardamagemillis;
float maxroll, maxrolleffect, movroll, effroll; // roll added by movement and damage
int ffov, scopefov;
bool allowmove() { return (state!=CS_DEAD && state!=CS_SPECTATE) || spectatemode==SM_FLY; }
weapon *weapons[NUMGUNS];
weapon *prevweaponsel, *weaponsel, *nextweaponsel, *primweap, *nextprimweap, *lastattackweapon;
poshist history; // Previous stored locations of this player
const char *skin_noteam, *skin_cla, *skin_rvsf;
float deltayaw, deltapitch, newyaw, newpitch;
int smoothmillis;
vec head;
bool ignored, muted;
bool nocorpse;
// Client-side damage tracking for assists (singleplayer/bot mode)
struct damageinfo
{
int attacker;
int damage;
damageinfo() : attacker(-1), damage(0) {}
};
vector<damageinfo> damagelog;
playerent() : curskin(0), clientnum(-1), lastupdate(0), plag(0), ping(0), address(0), lifesequence(0), frags(0), flagscore(0), deaths(0), tks(0), assists(0), lastpain(0), lastvoicecom(0), lastdeath(0), clientrole(CR_DEFAULT),
team(TEAM_SPECT), spectatemode(SM_NONE), followplayercn(FPCN_VOID), eardamagemillis(0), maxroll(ROLLMOVDEF), maxrolleffect(ROLLEFFDEF), movroll(0), effroll(0), ffov(0), scopefov(0),
prevweaponsel(NULL), weaponsel(NULL), nextweaponsel(NULL), primweap(NULL), nextprimweap(NULL), lastattackweapon(NULL),
smoothmillis(-1),
head(-1, -1, -1), ignored(false), muted(false), nocorpse(false)
{
type = ENT_PLAYER;
name[0] = 0;
maxeyeheight = 4.5f;
aboveeye = 0.7f;
radius = 1.1f;
maxspeed = 16.0f;
skin_noteam = skin_cla = skin_rvsf = NULL;
loopi(2) nextskin[i] = 0;
respawn();
}
virtual ~playerent()
{
extern void removebounceents(playerent *owner);
extern void removedynlights(physent *owner);
extern void zapplayerflags(playerent *owner);
extern void cleanplayervotes(playerent *owner);
extern physent *camera1;
extern void spectatemode(int mode);
removebounceents(this);
audiomgr.detachsounds(this);
removedynlights(this);
zapplayerflags(this);
cleanplayervotes(this);
if(this==camera1) spectatemode(SM_FOLLOW1ST);
}
void damageroll(float damage)
{
damage *= effroll > 0.001f || (effroll > -0.001f && rnd(2)) ? 2.0f : -2.0f; // give player a kick
effroll = clamp(effroll + damage, -maxrolleffect, maxrolleffect);
}
void hitpush(int damage, const vec &dir, playerent *actor, int gun)
{
if(!valid_weapon(gun)) return;
vec push(dir);
push.mul(damage/100.0f*guns[gun].pushfactor);
vel.add(push);
extern int lastmillis;
if(gun==GUN_GRENADE && damage > 50) eardamagemillis = lastmillis+damage*100;
}
void resetspec()
{
spectatemode = SM_NONE;
followplayercn = FPCN_VOID;
}
void respawn()
{
dynent::reset();
playerstate::respawn();
history.reset();
if(weaponsel) weaponsel->reset();
lastaction = 0;
lastattackweapon = NULL;
attacking = false;
extern int lastmillis;
weaponchanging = lastmillis - weapons[gunselect]->weaponchangetime/2; // 2011jan16:ft: for a little no-shoot after spawn
resetspec();
eardamagemillis = 0;
eyeheight = maxeyeheight;
curskin = nextskin[team_base(team)];
nocorpse = false;
assists = 0;
damagelog.setsize(0);
extern void *damageindicatorplayer;
if(damageindicatorplayer == this)
{
extern int damagedirections[8];
loopi(8) damagedirections[i] = lastmillis;
}
}
void spawnstate(int gamemode)
{
playerstate::spawnstate(gamemode);
prevweaponsel = weaponsel = weapons[gunselect];
primweap = weapons[primary];
nextprimweap = weapons[nextprimary];
curskin = nextskin[team_base(team)];
}
void selectweapon(int w, bool other = false)
{
if(!valid_weapon(w)) return;
if(weaponsel) prevweaponsel = weaponsel;
weaponsel = weapons[(gunselect = w)];
if(!prevweaponsel) prevweaponsel = weaponsel;
if(other && (prevweaponsel != weaponsel)) weaponswitch(weaponsel, true);
}
void setprimary(int w) { if(!valid_weapon(w)) return; primweap = weapons[(primary = w)]; }
void setnextprimary(int w) { nextprimweap = weapons[(nextprimary = w)]; }
bool isspectating() { return state==CS_SPECTATE || (state==CS_DEAD && spectatemode > SM_NONE); }
void weaponswitch(weapon *w, bool sound = true)
{
if(!w) return;
extern int lastmillis;
extern int matchreloadcancel;
// cancelling a reload by switching: drop the pending reload, new weapon gets a 0.2s ready delay
if(weaponsel && weaponsel->reloading && matchreloadcancel)
{
weaponsel->reloading = 0;
weaponsel->gunwait = 0;
// the 0.2s ready delay only applies to reloadable guns, so it can never sit in the way of
// grenade cooking (knife/grenade shots are not affected by reloading) - see grenades::attack()
if(reloadable_gun(w->type)) w->gunwait = max(w->gunwait, 200);
}
weaponsel->ondeselecting();
weaponchanging = lastmillis;
nextweaponsel = w;
w->onselecting(sound);
}
int skin(int t = -1) { return nextskin[team_base(t < 0 ? team : t)]; }
void setskin(int t, int s)
{
const int maxskin[2] = { 4, 6 };
t = team_base(t < 0 ? team : t);
nextskin[t] = (s & 63) % maxskin[t];
}
void startmap()
{
frags = flagscore = deaths = lifesequence = tks = 0;
}
};
class CBot;
class botent : public playerent
{
public:
// Added by Rick
CBot *pBot; // Only used if this is a bot, points to the bot class if we are the host,
// for other clients its NULL
// End add by Rick
playerent *enemy; // monster wants to kill this entity
// Added by Rick: targetpitch
float targetpitch; // monster wants to look in this direction
// End add
float targetyaw; // monster wants to look in this direction
botent() : pBot(NULL), enemy(NULL) { type = ENT_BOT; }
~botent() { }
int deaths() { return lifesequence; }
};
#endif //#ifndef STANDALONE
// flag-mode entities
enum { CTFF_INBASE = 0, CTFF_STOLEN, CTFF_DROPPED, CTFF_IDLE };
struct flaginfo
{
int team;
entity *flagent;
int actor_cn;
playerent *actor;
vec pos;
int state; // one of CTFF_*
bool ack;
flaginfo() : flagent(0), actor(0), state(CTFF_INBASE), ack(false) {}
};
// nades, gibs
enum { BT_NONE, BT_NADE, BT_GIB };
class bounceent : public physent
{
public:
int millis, timetolive, bouncetype; // see enum above
float rotspeed;
bool plclipped;
playerent *owner;
bounceent() : bouncetype(BT_NONE), rotspeed(1.0f), plclipped(false), owner(NULL)
{
type = ENT_BOUNCE;
maxspeed = 40;
radius = 0.2f;
eyeheight = maxeyeheight = 0.3f;
aboveeye = 0.0f;
}
virtual ~bounceent() {}
bool isalive(int lastmillis) { return lastmillis - millis < timetolive; }
virtual void destroy() {}
virtual bool applyphysics() { return true; }
};
struct hitmsg
{
int target, lifesequence, info;
ivec dir;
};
class grenadeent : public bounceent
{
public:
bool local;
int nadestate;
float distsincebounce;
grenadeent(playerent *owner, int millis = 0);
~grenadeent();
void activate(const vec &from, const vec &to);
void _throw(const vec &from, const vec &vel);
void explode();
void splash();
virtual void destroy();
virtual bool applyphysics();
void moveoutsidebbox(const vec &direction, playerent *boundingbox);
void oncollision();
void onmoved(const vec &dist);
};