Run clang-format on the entire codebase
FossilOrigin-Name: 0a0d4f91558171cf85e108964a5fed9e1c390a8343e9d2eda086c9c20fde7d1a
This commit is contained in:
parent
b8e3744913
commit
f84e7f7c72
37 changed files with 9648 additions and 7254 deletions
482
src/entities.cxx
482
src/entities.cxx
|
@ -4,239 +4,355 @@
|
|||
|
||||
vector<entity> ents;
|
||||
|
||||
char *entmdlnames[] =
|
||||
{
|
||||
"shells", "bullets", "rockets", "rrounds", "health", "boost",
|
||||
"g_armour", "y_armour", "quad", "teleporter",
|
||||
char *entmdlnames[] = {
|
||||
"shells",
|
||||
"bullets",
|
||||
"rockets",
|
||||
"rrounds",
|
||||
"health",
|
||||
"boost",
|
||||
"g_armour",
|
||||
"y_armour",
|
||||
"quad",
|
||||
"teleporter",
|
||||
};
|
||||
|
||||
int triggertime = 0;
|
||||
|
||||
void renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0, int numf = 1, int basetime = 0, float speed = 10.0f)
|
||||
void
|
||||
renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0,
|
||||
int numf = 1, int basetime = 0, float speed = 10.0f)
|
||||
{
|
||||
rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z+S(e.x, e.y)->floor, e.y, yaw, 0, false, 1.0f, speed, 0, basetime);
|
||||
rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z + S(e.x, e.y)->floor,
|
||||
e.y, yaw, 0, false, 1.0f, speed, 0, basetime);
|
||||
};
|
||||
|
||||
void renderentities()
|
||||
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, 0, 1, e.attr4, (float)mmi.rad, e.x, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, false, 1.0f, 10.0f, mmi.snap);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(OUTBORD(e.x, e.y)) continue;
|
||||
if(e.type!=CARROT)
|
||||
{
|
||||
if(!e.spawned && e.type!=TELEPORT) continue;
|
||||
if(e.type<I_SHELLS || e.type>TELEPORT) continue;
|
||||
renderent(e, entmdlnames[e.type-I_SHELLS], (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/10.0f);
|
||||
}
|
||||
else switch(e.attr2)
|
||||
{
|
||||
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, 0, 1, e.attr4, (float)mmi.rad,
|
||||
e.x, (float)S(e.x, e.y)->floor + mmi.zoff + e.attr3,
|
||||
e.y, (float)((e.attr1 + 7) - (e.attr1 + 7) % 15), 0,
|
||||
false, 1.0f, 10.0f, mmi.snap);
|
||||
} else {
|
||||
if (OUTBORD(e.x, e.y))
|
||||
continue;
|
||||
if (e.type != CARROT) {
|
||||
if (!e.spawned && e.type != TELEPORT)
|
||||
continue;
|
||||
if (e.type < I_SHELLS || e.type > TELEPORT)
|
||||
continue;
|
||||
renderent(e, entmdlnames[e.type - I_SHELLS],
|
||||
(float)(1 + sin(lastmillis / 100.0 + 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+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/(e.attr2 ? 1.0f : 10.0f));
|
||||
|
||||
case 2:
|
||||
case 0:
|
||||
if (!e.spawned)
|
||||
continue;
|
||||
renderent(e, "carrot",
|
||||
(float)(1 + sin(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, (!e.spawned && !triggertime) ? 1 : 0, (e.spawned || !triggertime) ? 1 : 2, triggertime, 1050.0f); break;
|
||||
case 5: renderent(e, "switch1", -0.15f, (float)e.attr3*90, (!e.spawned && !triggertime) ? 30 : 0, (e.spawned || !triggertime) ? 1 : 30, triggertime, 35.0f); break;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
case 4:
|
||||
renderent(e, "switch2", 3,
|
||||
(float)e.attr3 * 90,
|
||||
(!e.spawned && !triggertime) ? 1
|
||||
: 0,
|
||||
(e.spawned || !triggertime) ? 1 : 2,
|
||||
triggertime, 1050.0f);
|
||||
break;
|
||||
case 5:
|
||||
renderent(e, "switch1", -0.15f,
|
||||
(float)e.attr3 * 90,
|
||||
(!e.spawned && !triggertime) ? 30
|
||||
: 0,
|
||||
(e.spawned || !triggertime) ? 1
|
||||
: 30,
|
||||
triggertime, 35.0f);
|
||||
break;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
struct itemstat { int add, max, sound; } itemstats[] =
|
||||
struct itemstat {
|
||||
int add, max, sound;
|
||||
} itemstats[] = {
|
||||
10,
|
||||
50,
|
||||
S_ITEMAMMO,
|
||||
20,
|
||||
100,
|
||||
S_ITEMAMMO,
|
||||
5,
|
||||
25,
|
||||
S_ITEMAMMO,
|
||||
5,
|
||||
25,
|
||||
S_ITEMAMMO,
|
||||
25,
|
||||
100,
|
||||
S_ITEMHEALTH,
|
||||
50,
|
||||
200,
|
||||
S_ITEMHEALTH,
|
||||
100,
|
||||
100,
|
||||
S_ITEMARMOUR,
|
||||
150,
|
||||
150,
|
||||
S_ITEMARMOUR,
|
||||
20000,
|
||||
30000,
|
||||
S_ITEMPUP,
|
||||
};
|
||||
|
||||
void
|
||||
baseammo(int gun)
|
||||
{
|
||||
10, 50, S_ITEMAMMO,
|
||||
20, 100, S_ITEMAMMO,
|
||||
5, 25, S_ITEMAMMO,
|
||||
5, 25, S_ITEMAMMO,
|
||||
25, 100, S_ITEMHEALTH,
|
||||
50, 200, S_ITEMHEALTH,
|
||||
100, 100, S_ITEMARMOUR,
|
||||
150, 150, S_ITEMARMOUR,
|
||||
20000, 30000, S_ITEMPUP,
|
||||
player1->ammo[gun] = itemstats[gun - 1].add * 2;
|
||||
};
|
||||
|
||||
void baseammo(int gun) { 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)
|
||||
void
|
||||
radditem(int i, int &v)
|
||||
{
|
||||
itemstat &is = itemstats[ents[i].type-I_SHELLS];
|
||||
ents[i].spawned = false;
|
||||
v += is.add;
|
||||
if(v>is.max) v = is.max;
|
||||
playsoundc(is.sound);
|
||||
itemstat &is = itemstats[ents[i].type - I_SHELLS];
|
||||
ents[i].spawned = false;
|
||||
v += is.add;
|
||||
if (v > is.max)
|
||||
v = is.max;
|
||||
playsoundc(is.sound);
|
||||
};
|
||||
|
||||
void realpickup(int n, dynent *d)
|
||||
void
|
||||
realpickup(int n, dynent *d)
|
||||
{
|
||||
switch(ents[n].type)
|
||||
{
|
||||
case I_SHELLS: radditem(n, d->ammo[1]); break;
|
||||
case I_BULLETS: radditem(n, d->ammo[2]); break;
|
||||
case I_ROCKETS: radditem(n, d->ammo[3]); break;
|
||||
case I_ROUNDS: radditem(n, d->ammo[4]); break;
|
||||
case I_HEALTH: radditem(n, d->health); break;
|
||||
case I_BOOST: radditem(n, d->health); break;
|
||||
switch (ents[n].type) {
|
||||
case I_SHELLS:
|
||||
radditem(n, d->ammo[1]);
|
||||
break;
|
||||
case I_BULLETS:
|
||||
radditem(n, d->ammo[2]);
|
||||
break;
|
||||
case I_ROCKETS:
|
||||
radditem(n, d->ammo[3]);
|
||||
break;
|
||||
case I_ROUNDS:
|
||||
radditem(n, d->ammo[4]);
|
||||
break;
|
||||
case I_HEALTH:
|
||||
radditem(n, d->health);
|
||||
break;
|
||||
case I_BOOST:
|
||||
radditem(n, d->health);
|
||||
break;
|
||||
|
||||
case I_GREENARMOUR:
|
||||
radditem(n, d->armour);
|
||||
d->armourtype = A_GREEN;
|
||||
break;
|
||||
case I_GREENARMOUR:
|
||||
radditem(n, d->armour);
|
||||
d->armourtype = A_GREEN;
|
||||
break;
|
||||
|
||||
case I_YELLOWARMOUR:
|
||||
radditem(n, d->armour);
|
||||
d->armourtype = A_YELLOW;
|
||||
break;
|
||||
case I_YELLOWARMOUR:
|
||||
radditem(n, d->armour);
|
||||
d->armourtype = A_YELLOW;
|
||||
break;
|
||||
|
||||
case I_QUAD:
|
||||
radditem(n, d->quadmillis);
|
||||
conoutf("you got the quad!");
|
||||
break;
|
||||
};
|
||||
case I_QUAD:
|
||||
radditem(n, d->quadmillis);
|
||||
conoutf("you got the quad!");
|
||||
break;
|
||||
};
|
||||
};
|
||||
|
||||
// these functions are called when the client touches the item
|
||||
|
||||
void additem(int i, int &v, int spawnsec)
|
||||
void
|
||||
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
|
||||
};
|
||||
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
|
||||
};
|
||||
};
|
||||
|
||||
void teleport(int n, dynent *d) // also used by monsters
|
||||
void
|
||||
teleport(int n, dynent *d) // also used by monsters
|
||||
{
|
||||
int e = -1, tag = ents[n].attr1, beenhere = -1;
|
||||
for(;;)
|
||||
{
|
||||
e = findentity(TELEDEST, e+1);
|
||||
if(e==beenhere || e<0) { conoutf("no teleport destination for tag %d", tag); return; };
|
||||
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;
|
||||
entinmap(d);
|
||||
playsoundc(S_TELEPORT);
|
||||
break;
|
||||
};
|
||||
};
|
||||
int e = -1, tag = ents[n].attr1, beenhere = -1;
|
||||
for (;;) {
|
||||
e = findentity(TELEDEST, e + 1);
|
||||
if (e == beenhere || e < 0) {
|
||||
conoutf("no teleport destination for tag %d", tag);
|
||||
return;
|
||||
};
|
||||
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;
|
||||
entinmap(d);
|
||||
playsoundc(S_TELEPORT);
|
||||
break;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
void pickup(int n, dynent *d)
|
||||
void
|
||||
pickup(int n, dynent *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_SHELLS: additem(n, d->ammo[1], ammo); break;
|
||||
case I_BULLETS: additem(n, d->ammo[2], ammo); break;
|
||||
case I_ROCKETS: additem(n, d->ammo[3], ammo); break;
|
||||
case I_ROUNDS: additem(n, d->ammo[4], ammo); break;
|
||||
case I_HEALTH: additem(n, d->health, np*5); break;
|
||||
case I_BOOST: additem(n, d->health, 60); break;
|
||||
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_SHELLS:
|
||||
additem(n, d->ammo[1], ammo);
|
||||
break;
|
||||
case I_BULLETS:
|
||||
additem(n, d->ammo[2], ammo);
|
||||
break;
|
||||
case I_ROCKETS:
|
||||
additem(n, d->ammo[3], ammo);
|
||||
break;
|
||||
case I_ROUNDS:
|
||||
additem(n, d->ammo[4], ammo);
|
||||
break;
|
||||
case I_HEALTH:
|
||||
additem(n, d->health, np * 5);
|
||||
break;
|
||||
case I_BOOST:
|
||||
additem(n, d->health, 60);
|
||||
break;
|
||||
|
||||
case I_GREENARMOUR:
|
||||
// (100h/100g only absorbs 166 damage)
|
||||
if(d->armourtype==A_YELLOW && d->armour>66) break;
|
||||
additem(n, d->armour, 20);
|
||||
break;
|
||||
case I_GREENARMOUR:
|
||||
// (100h/100g only absorbs 166 damage)
|
||||
if (d->armourtype == A_YELLOW && d->armour > 66)
|
||||
break;
|
||||
additem(n, d->armour, 20);
|
||||
break;
|
||||
|
||||
case I_YELLOWARMOUR:
|
||||
additem(n, d->armour, 20);
|
||||
break;
|
||||
case I_YELLOWARMOUR:
|
||||
additem(n, d->armour, 20);
|
||||
break;
|
||||
|
||||
case I_QUAD:
|
||||
additem(n, d->quadmillis, 60);
|
||||
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 I_QUAD:
|
||||
additem(n, d->quadmillis, 60);
|
||||
break;
|
||||
|
||||
case TELEPORT:
|
||||
{
|
||||
static int lastteleport = 0;
|
||||
if(lastmillis-lastteleport<500) break;
|
||||
lastteleport = lastmillis;
|
||||
teleport(n, d);
|
||||
break;
|
||||
};
|
||||
|
||||
case JUMPPAD:
|
||||
{
|
||||
static int lastjumppad = 0;
|
||||
if(lastmillis-lastjumppad<300) break;
|
||||
lastjumppad = lastmillis;
|
||||
vec v = { (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);
|
||||
playsoundc(S_JUMPPAD);
|
||||
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 TELEPORT: {
|
||||
static int lastteleport = 0;
|
||||
if (lastmillis - lastteleport < 500)
|
||||
break;
|
||||
lastteleport = lastmillis;
|
||||
teleport(n, d);
|
||||
break;
|
||||
};
|
||||
|
||||
case JUMPPAD: {
|
||||
static int lastjumppad = 0;
|
||||
if (lastmillis - lastjumppad < 300)
|
||||
break;
|
||||
lastjumppad = lastmillis;
|
||||
vec v = {(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);
|
||||
playsoundc(S_JUMPPAD);
|
||||
break;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
void checkitems()
|
||||
void
|
||||
checkitems()
|
||||
{
|
||||
if(editmode) return;
|
||||
loopv(ents)
|
||||
{
|
||||
entity &e = ents[i];
|
||||
if(e.type==NOTUSED) continue;
|
||||
if(!ents[i].spawned && e.type!=TELEPORT && e.type!=JUMPPAD) continue;
|
||||
if(OUTBORD(e.x, e.y)) continue;
|
||||
vec v = { e.x, e.y, 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);
|
||||
};
|
||||
if (editmode)
|
||||
return;
|
||||
loopv(ents)
|
||||
{
|
||||
entity &e = ents[i];
|
||||
if (e.type == NOTUSED)
|
||||
continue;
|
||||
if (!ents[i].spawned && e.type != TELEPORT && e.type != JUMPPAD)
|
||||
continue;
|
||||
if (OUTBORD(e.x, e.y))
|
||||
continue;
|
||||
vec v = {e.x, e.y, 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);
|
||||
};
|
||||
};
|
||||
|
||||
void checkquad(int time)
|
||||
void
|
||||
checkquad(int time)
|
||||
{
|
||||
if(player1->quadmillis && (player1->quadmillis -= time)<0)
|
||||
{
|
||||
player1->quadmillis = 0;
|
||||
playsoundc(S_PUPOUT);
|
||||
conoutf("quad damage is over");
|
||||
};
|
||||
if (player1->quadmillis && (player1->quadmillis -= time) < 0) {
|
||||
player1->quadmillis = 0;
|
||||
playsoundc(S_PUPOUT);
|
||||
conoutf("quad damage is over");
|
||||
};
|
||||
};
|
||||
|
||||
void putitems(uchar *&p) // puts items in network stream and also spawns them locally
|
||||
void
|
||||
putitems(uchar *&p) // puts items in network stream and also spawns them locally
|
||||
{
|
||||
loopv(ents) if((ents[i].type>=I_SHELLS && ents[i].type<=I_QUAD) || ents[i].type==CARROT)
|
||||
{
|
||||
putint(p, i);
|
||||
ents[i].spawned = true;
|
||||
};
|
||||
loopv(ents) if ((ents[i].type >= I_SHELLS && ents[i].type <= I_QUAD) ||
|
||||
ents[i].type == CARROT)
|
||||
{
|
||||
putint(p, i);
|
||||
ents[i].spawned = true;
|
||||
};
|
||||
};
|
||||
|
||||
void resetspawns() { loopv(ents) ents[i].spawned = false; };
|
||||
void setspawn(uint i, bool on) { if(i<(uint)ents.length()) ents[i].spawned = on; };
|
||||
void
|
||||
resetspawns()
|
||||
{
|
||||
loopv(ents) ents[i].spawned = false;
|
||||
};
|
||||
void
|
||||
setspawn(uint i, bool on)
|
||||
{
|
||||
if (i < (uint)ents.length())
|
||||
ents[i].spawned = on;
|
||||
};
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue