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- // entities.cpp: map entity related functions (pickup etc.)
- #include "cube.h"
- vector<entity> ents;
- vector<int> eh_ents; // edithide entities
- const char *entmdlnames[] =
- {
- "pickups/pistolclips", "pickups/ammobox", "pickups/nade", "pickups/health", "pickups/helmet", "pickups/kevlar", "pickups/akimbo", "pickups/nades", //FIXME
- };
- void renderent(entity &e)
- {
- /* FIXME: if the item list change, this hack will be messed */
- const char *mdlname = entmdlnames[e.type-I_CLIPS+(m_lss && e.type==I_GRENADE ? 5:0)];
- 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 showedithide()
- {
- loopv(eh_ents)
- {
- if(eh_ents[i]>0 && eh_ents[i]<MAXENTTYPES) { conoutf("#%02d: %d : %s", i, eh_ents[i], entnames[eh_ents[i]]); }
- else { conoutf("#%02d: %d : -n/a-", i, eh_ents[i]); }
- }
- }
- COMMAND(showedithide, ARG_NONE);
- void setedithide(char *text) // FIXME: human indexing inside
- {
- eh_ents.setsize(0);
- if(text && text[0] != '\0')
- {
- const char *s = strtok(text, " ");
- do
- {
- bool k = false;
- int sn = -1;
- int tn = atoi(s);
- loopi(MAXENTTYPES) if(!strcmp(entnames[i], s)) sn = i;
- if(sn!=-1) { loopv(eh_ents) { if(eh_ents[i]==sn) { k = true; } } }
- else sn = tn;
- if(!k) { if(sn>0 && sn<MAXENTTYPES) eh_ents.add(sn); }
- s = strtok(NULL, " ");
- }
- while(s);
- }
- }
- COMMAND(setedithide, ARG_CONC);
- void seteditshow(char *just)
- {
- eh_ents.setsize(0);
- if(just && just[0] != '\0')
- {
- const char *s = strtok(just, " ");
- int sn = -1;
- int tn = atoi(s);
- loopi(MAXENTTYPES) if(!strcmp(entnames[i], s)) sn = i;
- if(sn==-1) sn = tn;
- loopi(MAXENTTYPES-1)
- {
- int j = i+1;
- if(j!=sn) eh_ents.add(j);
- }
- }
- }
- COMMAND(seteditshow, ARG_1STR);
- void renderentarrow(const entity &e, const vec &dir, float radius)
- {
- if(radius <= 0) return;
- float arrowsize = min(radius/8, 0.5f);
- vec epos(e.x, e.y, e.z);
- vec target = vec(dir).mul(radius).add(epos), arrowbase = vec(dir).mul(radius - arrowsize).add(epos), spoke;
- spoke.orthogonal(dir);
- spoke.normalize();
- spoke.mul(arrowsize);
- glDisable(GL_TEXTURE_2D); // this disables reaction to light, but also emphasizes shadows .. a nice effect, but should be independent
- glDisable(GL_CULL_FACE);
- glLineWidth(3);
- glBegin(GL_LINES);
- glVertex3fv(epos.v);
- glVertex3fv(target.v);
- glEnd();
- glBegin(GL_TRIANGLE_FAN);
- glVertex3fv(target.v);
- loopi(5)
- {
- vec p(spoke);
- p.rotate(2*M_PI*i/4.0f, dir);
- p.add(arrowbase);
- glVertex3fv(p.v);
- }
- glEnd();
- glLineWidth(1);
- glEnable(GL_CULL_FACE);
- glEnable(GL_TEXTURE_2D);
- }
- void renderentities()
- {
- int closest = editmode ? closestent() : -1;
- if(editmode && !reflecting && !refracting && !stenciling)
- {
- static int lastsparkle = 0;
- if(lastmillis - lastsparkle >= 20)
- {
- lastsparkle = lastmillis - (lastmillis%20);
- // closest see above
- loopv(ents)
- {
- entity &e = ents[i];
- if(e.type==NOTUSED) continue;
- bool ice = false;
- loopk(eh_ents.length()) if(eh_ents[k]==e.type) ice = true;
- if(ice) 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);
- int sc = 17; // "carrot" (orange) - entity slot currently unused, possibly "reserved"
- if(i==closest)
- {
- sc = 2; // blue
- }
- else switch(e.type)
- {
- case LIGHT : sc = 12; break; // white
- case PLAYERSTART: sc = 13; break; // green
- case I_CLIPS:
- case I_AMMO:
- case I_GRENADE: sc = 14; break; // red
- case I_HEALTH:
- case I_HELMET:
- case I_ARMOUR:
- case I_AKIMBO: sc = 15; break; // yellow
- case MAPMODEL:
- case SOUND: sc = 16; break; // magenta
- case LADDER:
- case CLIP:
- case PLCLIP: sc = 18; break; // grey
- case CTF_FLAG: sc = 19; break; // turquoise
- default: break;
- }
- //particle_splash(sc, i==closest?6:2, i==closest?120:40, v);
- particle_splash(sc, 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(editmode && i==closest && !stenciling)//closest see above
- {
- switch(e.type)
- {
- case PLAYERSTART:
- {
- glColor3f(0, 1, 1);
- vec dir;
- vecfromyawpitch(e.attr1, 0, -1, 0, dir);
- renderentarrow(e, dir, 4);
- glColor3f(1, 1, 1);
- }
- default: break;
- }
- }
- }
- 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);
- if (m_lss && e.type == I_GRENADE) d->pickup(e.type); // get 2
- itemstat &is = d->itemstats(e.type);
- if(d!=player1 && d->type!=ENT_BOT) return;
- if(&is)
- {
- if(d==player1)
- {
- audiomgr.playsoundc(is.sound);
- /*
- onPickup arg1 legend:
- 0 = pistol clips
- 1 = ammo box
- 2 = grenade
- 3 = health pack
- 4 = helmet
- 5 = armour
- 6 = akimbo
- */
- if(identexists("onPickup"))
- {
- string o;
- itemstat *tmp = NULL;
- switch(e.type)
- {
- case I_CLIPS: tmp = &ammostats[GUN_PISTOL]; break;
- case I_AMMO: tmp = &ammostats[player1->primary]; break;
- case I_GRENADE: tmp = &ammostats[GUN_GRENADE]; break;
- case I_AKIMBO: tmp = &ammostats[GUN_AKIMBO]; break;
- case I_HEALTH:
- case I_HELMET:
- case I_ARMOUR: tmp = &powerupstats[e.type-I_HEALTH]; break;
- default: break;
- }
- if(tmp)
- {
- formatstring(o)("onPickup %d %d", e.type - 3, m_lss && e.type == I_GRENADE ? 2 : tmp->add);
- execute(o);
- }
- }
- }
- 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
- extern int lastspawn;
- void trypickup(int n, playerent *d)
- {
- entity &e = ents[n];
- switch(e.type)
- {
- default:
- if( d->canpickup(e.type) && lastmillis > e.lastmillis + 250 && lastmillis > lastspawn + 500 )
- {
- if(d->type==ENT_PLAYER) addmsg(SV_ITEMPICKUP, "ri", n);
- else if(d->type==ENT_BOT && serverpickup(n, -1)) pickupeffects(n, d);
- e.lastmillis = lastmillis;
- }
- 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;
- ents[i].lastmillis = lastmillis;
- }
- }
- 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;
- if (on) ents[i].lastmillis = lastmillis; // to control trypickup spam
- }
- }
- bool selectnextprimary(int num)
- {
- switch(num)
- {
- // case GUN_CPISTOL:
- case GUN_CARBINE:
- 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);
- vector<int> changedents;
- int lastentsync = 0;
- void syncentchanges(bool force)
- {
- if(lastmillis - lastentsync < 1000 && !force) return;
- loopv(changedents) if(ents.inrange(changedents[i]))
- {
- entity &e = ents[changedents[i]];
- addmsg(SV_EDITENT, "ri9", changedents[i], e.type, e.x, e.y, e.z, e.attr1, e.attr2, e.attr3, e.attr4);
- }
- changedents.setsize(0);
- lastentsync = lastmillis;
- }
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