home *** CD-ROM | disk | FTP | other *** search
- // entities.cpp: map entity related functions (pickup etc.)
-
- #include "cube.h"
-
- vector<entity> ents;
-
- char *entnames[] =
- {
- "none?", "light", "playerstart",
- "clips", "ammobox","grenades",
- "health", "armour", "akimbo",
- "mapmodel", "trigger",
- "ladder", "ctf-flag", "?", "?", "?",
- };
- char *entmdlnames[] =
- {
- //FIXME : fix the "pickups" infront
- "pickups/pistolclips", "pickups/ammobox", "pickups/nades", "pickups/health", "pickups/kevlar", "pickups/akimbo",
- };
-
- void renderent(entity &e, char *mdlname, float z, float yaw, int anim = ANIM_MAPMODEL|ANIM_LOOP, int basetime = 0, float speed = 0)
- {
- rendermodel(mdlname, anim, 0, 1.1f, 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, 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(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.y, f.actor->o.z+0.3f+(sinf(lastmillis/100.0f)+1)/10, 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, 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);
- }
- }
- else if(isitem(e.type))
- {
- if(OUTBORD(e.x, e.y) || !e.spawned) continue;
- renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), lastmillis/10.0f);
- }
- }
- }
-
- 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
- {30, 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 && d->gunselect!=GUN_SNIPER) 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 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 || (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);
- 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];
- if(OUTBORD(x, y)) return;
- f.flag->x = x;
- f.flag->y = y;
- f.flag->z = (short)floor(x, y);
- if(f.flag->z < hdr.waterlevel) f.flag->z = (short) hdr.waterlevel;
- 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);
- }
-
-