Convert dynent to a class

FossilOrigin-Name: d2b3ff790fee10ef4150cdb17f1c979e7001a420b2629b153b4dbf4c0b489704
This commit is contained in:
Jonathan Schleifer 2025-03-09 18:57:42 +00:00
parent 410e244ed6
commit 90fc249052
26 changed files with 1447 additions and 1061 deletions

View file

@ -2,6 +2,7 @@
#include "cube.h"
#import "DynamicEntity.h"
#import "MapModelInfo.h"
vector<entity> ents;
@ -122,14 +123,14 @@ struct itemstat {
void
baseammo(int gun)
{
player1->ammo[gun] = itemstats[gun - 1].add * 2;
player1.ammo[gun] = itemstats[gun - 1].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
radditem(int i, int &v)
static int
radditem(int i, int v)
{
itemstat &is = itemstats[ents[i].type - I_SHELLS];
ents[i].spawned = false;
@ -137,43 +138,44 @@ radditem(int i, int &v)
if (v > is.max)
v = is.max;
playsoundc(is.sound);
return v;
}
void
realpickup(int n, dynent *d)
realpickup(int n, DynamicEntity *d)
{
switch (ents[n].type) {
case I_SHELLS:
radditem(n, d->ammo[1]);
d.ammo[1] = radditem(n, d.ammo[1]);
break;
case I_BULLETS:
radditem(n, d->ammo[2]);
d.ammo[2] = radditem(n, d.ammo[2]);
break;
case I_ROCKETS:
radditem(n, d->ammo[3]);
d.ammo[3] = radditem(n, d.ammo[3]);
break;
case I_ROUNDS:
radditem(n, d->ammo[4]);
d.ammo[4] = radditem(n, d.ammo[4]);
break;
case I_HEALTH:
radditem(n, d->health);
d.health = radditem(n, d.health);
break;
case I_BOOST:
radditem(n, d->health);
d.health = radditem(n, d.health);
break;
case I_GREENARMOUR:
radditem(n, d->armour);
d->armourtype = A_GREEN;
d.armour = radditem(n, d.armour);
d.armourtype = A_GREEN;
break;
case I_YELLOWARMOUR:
radditem(n, d->armour);
d->armourtype = A_YELLOW;
d.armour = radditem(n, d.armour);
d.armourtype = A_YELLOW;
break;
case I_QUAD:
radditem(n, d->quadmillis);
d.quadmillis = radditem(n, d.quadmillis);
conoutf(@"you got the quad!");
break;
}
@ -182,20 +184,20 @@ realpickup(int n, dynent *d)
// these functions are called when the client touches the item
void
additem(int i, int &v, int spawnsec)
additem(int i, int v, int spawnsec)
{
if (v < itemstats[ents[i].type - I_SHELLS]
.max) // don't pick up if not needed
{
addmsg(1, 3, SV_ITEMPICKUP, i,
m_classicsp ? 100000
: spawnsec); // first ask the server for an ack
ents[i].spawned = false; // even if someone else gets it first
// don't pick up if not needed
if (v < itemstats[ents[i].type - I_SHELLS].max) {
// first ask the server for an ack even if someone else gets it
// first
addmsg(1, 3, SV_ITEMPICKUP, i, m_classicsp ? 100000 : spawnsec);
ents[i].spawned = false;
}
}
// also used by monsters
void
teleport(int n, dynent *d) // also used by monsters
teleport(int n, DynamicEntity *d)
{
int e = -1, tag = ents[n].attr1, beenhere = -1;
for (;;) {
@ -207,12 +209,10 @@ teleport(int n, dynent *d) // also used by monsters
if (beenhere < 0)
beenhere = e;
if (ents[e].attr2 == tag) {
d->o.x = ents[e].x;
d->o.y = ents[e].y;
d->o.z = ents[e].z;
d->yaw = ents[e].attr1;
d->pitch = 0;
d->vel.x = d->vel.y = d->vel.z = 0;
d.o = OFMakeVector3D(ents[e].x, ents[e].y, ents[e].z);
d.yaw = ents[e].attr1;
d.pitch = 0;
d.vel = OFMakeVector3D(0, 0, 0);
entinmap(d);
playsoundc(S_TELEPORT);
break;
@ -221,46 +221,48 @@ teleport(int n, dynent *d) // also used by monsters
}
void
pickup(int n, dynent *d)
pickup(int n, DynamicEntity *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
for (id player in players)
if (player != [OFNull null])
np++;
// spawn times are dependent on number of players
np = np < 3 ? 4 : (np > 4 ? 2 : 3);
int ammo = np * 2;
switch (ents[n].type) {
case I_SHELLS:
additem(n, d->ammo[1], ammo);
additem(n, d.ammo[1], ammo);
break;
case I_BULLETS:
additem(n, d->ammo[2], ammo);
additem(n, d.ammo[2], ammo);
break;
case I_ROCKETS:
additem(n, d->ammo[3], ammo);
additem(n, d.ammo[3], ammo);
break;
case I_ROUNDS:
additem(n, d->ammo[4], ammo);
additem(n, d.ammo[4], ammo);
break;
case I_HEALTH:
additem(n, d->health, np * 5);
additem(n, d.health, np * 5);
break;
case I_BOOST:
additem(n, d->health, 60);
additem(n, d.health, 60);
break;
case I_GREENARMOUR:
// (100h/100g only absorbs 166 damage)
if (d->armourtype == A_YELLOW && d->armour > 66)
if (d.armourtype == A_YELLOW && d.armour > 66)
break;
additem(n, d->armour, 20);
additem(n, d.armour, 20);
break;
case I_YELLOWARMOUR:
additem(n, d->armour, 20);
additem(n, d.armour, 20);
break;
case I_QUAD:
additem(n, d->quadmillis, 60);
additem(n, d.quadmillis, 60);
break;
case CARROT:
@ -286,8 +288,8 @@ pickup(int n, dynent *d)
lastjumppad = lastmillis;
OFVector3D v = OFMakeVector3D((int)(char)ents[n].attr3 / 10.0f,
(int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f);
player1->vel.z = 0;
vadd(player1->vel, v);
player1.vel = OFMakeVector3D(player1.vel.x, player1.vel.y, 0);
vadd(player1.vel, v);
playsoundc(S_JUMPPAD);
break;
}
@ -309,8 +311,8 @@ checkitems()
if (OUTBORD(e.x, e.y))
continue;
OFVector3D v = OFMakeVector3D(
e.x, e.y, (float)S(e.x, e.y)->floor + player1->eyeheight);
vdist(dist, t, player1->o, v);
e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeheight);
vdist(dist, t, player1.o, v);
if (dist < (e.type == TELEPORT ? 4 : 2.5))
pickup(i, player1);
}
@ -319,8 +321,8 @@ checkitems()
void
checkquad(int time)
{
if (player1->quadmillis && (player1->quadmillis -= time) < 0) {
player1->quadmillis = 0;
if (player1.quadmillis && (player1.quadmillis -= time) < 0) {
player1.quadmillis = 0;
playsoundc(S_PUPOUT);
conoutf(@"quad damage is over");
}