// entities.cpp: map entity related functions (pickup etc.)
#include "cube.h"
vector<entity> 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.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));
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(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
{
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)
{
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; };