// entities.cpp: map entity related functions (pickup etc.)
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "MapModelInfo.h"
OFMutableArray<Entity *> *ents;
static OFString *entmdlnames[] = {
@"shells",
@"bullets",
@"rockets",
@"rrounds",
@"health",
@"boost",
@"g_armour",
@"y_armour",
@"quad",
@"teleporter",
};
int triggertime = 0;
void
initEntities()
{
ents = [[OFMutableArray alloc] init];
}
static void
renderent(Entity *e, OFString *mdlname, float z, float yaw, int frame, int numf,
int basetime, float speed)
{
rendermodel(mdlname, frame, numf, 0, 1.1f,
OFMakeVector3D(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;
for (Entity *e in ents) {
if (e.type == MAPMODEL) {
MapModelInfo *mmi = getmminfo(e.attr2);
if (mmi == nil)
continue;
rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad,
OFMakeVector3D(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, 0);
} 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, 0, 1, 0, 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),
0, 1, 0, 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).
static int
radditem(int i, int v)
{
struct 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);
return v;
}
void
realpickup(int n, DynamicEntity *d)
{
switch (ents[n].type) {
case I_SHELLS:
d.ammo[1] = radditem(n, d.ammo[1]);
break;
case I_BULLETS:
d.ammo[2] = radditem(n, d.ammo[2]);
break;
case I_ROCKETS:
d.ammo[3] = radditem(n, d.ammo[3]);
break;
case I_ROUNDS:
d.ammo[4] = radditem(n, d.ammo[4]);
break;
case I_HEALTH:
d.health = radditem(n, d.health);
break;
case I_BOOST:
d.health = radditem(n, d.health);
break;
case I_GREENARMOUR:
d.armour = radditem(n, d.armour);
d.armourType = A_GREEN;
break;
case I_YELLOWARMOUR:
d.armour = radditem(n, d.armour);
d.armourType = A_YELLOW;
break;
case I_QUAD:
d.quadMillis = 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)
{
// 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, DynamicEntity *d)
{
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.origin =
OFMakeVector3D(ents[e].x, ents[e].y, ents[e].z);
d.yaw = ents[e].attr1;
d.pitch = 0;
d.velocity = OFMakeVector3D(0, 0, 0);
entinmap(d);
playsoundc(S_TELEPORT);
break;
}
}
}
void
pickup(int n, DynamicEntity *d)
{
int np = 1;
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);
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;
OFVector3D v = OFMakeVector3D((int)(char)ents[n].attr3 / 10.0f,
(int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f);
player1.velocity =
OFMakeVector3D(player1.velocity.x, player1.velocity.y, 0);
vadd(player1.velocity, v);
playsoundc(S_JUMPPAD);
break;
}
}
}
void
checkitems()
{
if (editmode)
return;
[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
if (e.type == NOTUSED)
return;
if (!e.spawned && e.type != TELEPORT && e.type != JUMPPAD)
return;
if (OUTBORD(e.x, e.y))
return;
OFVector3D v = OFMakeVector3D(
e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight);
vdist(dist, t, player1.origin, 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");
}
}
// puts items in network stream and also spawns them locally
void
putitems(unsigned char **p)
{
[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
if ((e.type >= I_SHELLS && e.type <= I_QUAD) ||
e.type == CARROT) {
putint(p, i);
e.spawned = true;
}
}];
}
void
resetspawns()
{
for (Entity *e in ents)
e.spawned = false;
}
void
setspawn(size_t i, bool on)
{
if (i < ents.count)
ents[i].spawned = on;
}