// entities.cpp: map entity related functions (pickup etc.) #include "cube.h" vector ents; 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) { 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() { 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.typeTELEPORT) 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)); 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[] = { 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) { 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) { 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) { 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_YELLOWARMOUR: radditem(n, d->armour); d->armourtype = A_YELLOW; 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) { if(vo.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) { 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_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 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() { 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) { 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 { 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; };