// entities.cpp: map entity related functions (pickup etc.)
#include "cube.h"
VAR(showclips, 0, 1, 1);
VAR(showmodelclipping, 0, 1, 1);
vector<entity> ents;
vector<int> eh_ents; // edithide entities
const char *entmdlnames[] =
{
"pistolclips", "ammobox", "nade", "health", "helmet", "kevlar", "akimbo", "nades", //FIXME
};
void renderent(entity &e)
{
/* FIXME: if the item list change, this hack will be messed */
defformatstring(widn)("modmdlpickup%d", e.type-3);
defformatstring(mdlname)("pickups/%s", identexists(widn)?getalias(widn):
entmdlnames[e.type-I_CLIPS+(m_lss(gamemode, mutators) && e.type==I_GRENADE ? 5:0)]);
float z = (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), yaw = lastmillis/10.0f;
rendermodel(mdlname, ANIM_MAPMODEL|(e.spawned ? 0 : ANIM_TRANSLUCENT)|ANIM_LOOP|ANIM_DYNALLOC, 0, 0, vec(e.x, e.y, z+S(e.x, e.y)->floor+e.attr1), yaw, 0);
}
void renderclip(entity &e)
{
float xradius = max(float(e.attr2), 0.1f), yradius = max(float(e.attr3), 0.1f);
vec bbmin(e.x - xradius, e.y - yradius, float(S(e.x, e.y)->floor+e.attr1)),
bbmax(e.x + xradius, e.y + yradius, bbmin.z + max(float(e.attr4), 0.1f));
glDisable(GL_TEXTURE_2D);
switch(e.type)
{
case CLIP: linestyle(1, 0xFF, 0xFF, 0); break; // yellow
case MAPMODEL: linestyle(1, 0, 0xFF, 0); break; // green
case PLCLIP: linestyle(1, 0xFF, 0, 0xFF); break; // magenta
default: linestyle(1, 0xFF, 0, 0); break; // red
}
glBegin(GL_LINES);
glVertex3f(bbmin.x, bbmin.y, bbmin.z);
loopi(2) glVertex3f(bbmax.x, bbmin.y, bbmin.z);
loopi(2) glVertex3f(bbmax.x, bbmax.y, bbmin.z);
loopi(2) glVertex3f(bbmin.x, bbmax.y, bbmin.z);
glVertex3f(bbmin.x, bbmin.y, bbmin.z);
glVertex3f(bbmin.x, bbmin.y, bbmax.z);
loopi(2) glVertex3f(bbmax.x, bbmin.y, bbmax.z);
loopi(2) glVertex3f(bbmax.x, bbmax.y, bbmax.z);
loopi(2) glVertex3f(bbmin.x, bbmax.y, bbmax.z);
glVertex3f(bbmin.x, bbmin.y, bbmax.z);
loopi(8) glVertex3f(i&2 ? bbmax.x : bbmin.x, i&4 ? bbmax.y : bbmin.y, i&1 ? bbmax.z : bbmin.z);
glEnd();
glEnable(GL_TEXTURE_2D);
}
void rendermapmodels()
{
loopv(ents)
{
entity &e = ents[i];
if(e.type==MAPMODEL)
{
mapmodelinfo &mmi = getmminfo(e.attr2);
if(!&mmi) continue;
rendermodel(mmi.name, ANIM_MAPMODEL|ANIM_LOOP, e.attr4, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 10.0f);
}
}
}
void showedithide()
{
loopv(eh_ents)
{
if(eh_ents[i]>0 && eh_ents[i]<MAXENTTYPES) { conoutf("#%02d: %d : %s", i, eh_ents[i], entnames[eh_ents[i]]); }
else { conoutf("#%02d: %d : -n/a-", i, eh_ents[i]); }
}
}
COMMAND(showedithide, "");
void setedithide(char *text) // FIXME: human indexing inside
{
eh_ents.setsize(0);
if(text && text[0] != '\0')
{
const char *s = strtok(text, " ");
do
{
bool k = false;
int sn = -1;
int tn = atoi(s);
loopi(MAXENTTYPES) if(!strcmp(entnames[i], s)) sn = i;
if(sn!=-1) { loopv(eh_ents) { if(eh_ents[i]==sn) { k = true; } } }
else sn = tn;
if(!k) { if(sn>0 && sn<MAXENTTYPES) eh_ents.add(sn); }
s = strtok(NULL, " ");
}
while(s);
}
}
COMMAND(setedithide, "c");
void seteditshow(char *just)
{
eh_ents.setsize(0);
if(just && just[0] != '\0')
{
const char *s = strtok(just, " ");
int sn = -1;
int tn = atoi(s);
loopi(MAXENTTYPES) if(!strcmp(entnames[i], s)) sn = i;
if(sn==-1) sn = tn;
loopi(MAXENTTYPES-1)
{
int j = i+1;
if(j!=sn) eh_ents.add(j);
}
}
}
COMMAND(seteditshow, "s");
void renderentarrow(const entity &e, const vec &dir, float radius)
{
if(radius <= 0) return;
float arrowsize = min(radius/8, 0.5f);
vec epos(e.x, e.y, e.z);
vec target = vec(dir).mul(radius).add(epos), arrowbase = vec(dir).mul(radius - arrowsize).add(epos), spoke;
spoke.orthogonal(dir);
spoke.normalize();
spoke.mul(arrowsize);
glDisable(GL_TEXTURE_2D); // this disables reaction to light, but also emphasizes shadows .. a nice effect, but should be independent
glDisable(GL_CULL_FACE);
glLineWidth(3);
glBegin(GL_LINES);
glVertex3fv(epos.v);
glVertex3fv(target.v);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex3fv(target.v);
loopi(5)
{
vec p(spoke);
p.rotate(2*M_PI*i/4.0f, dir);
p.add(arrowbase);
glVertex3fv(p.v);
}
glEnd();
glLineWidth(1);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
}
void renderentities()
{
int closest = editmode ? closestent() : -1;
if(editmode && !reflecting && !refracting && !stenciling)
{
static int lastsparkle = 0;
if(lastmillis - lastsparkle >= 20)
{
lastsparkle = lastmillis - (lastmillis%20);
// closest see above
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
bool ice = false;
loopk(eh_ents.length()) if(eh_ents[k]==e.type) ice = true;
if(ice) continue;
vec v(e.x, e.y, e.z);
if(vec(v).sub(camera1->o).dot(camdir) < 0) continue;
//particle_splash(i == closest ? PART_ELIGHT : PART_ECLOSEST, 2, 40, v);
int sc = PART_ECARROT; // "carrot" (orange) - entity slot currently unused, possibly "reserved"
if(i==closest)
{
sc = PART_ECLOSEST; // blue
}
else switch(e.type)
{
case LIGHT : sc = PART_ELIGHT; break; // white
case PLAYERSTART: sc = PART_ESPAWN; break; // green
case I_CLIPS:
case I_AMMO:
case I_GRENADE: sc = PART_EAMMO; break; // red
case I_HEALTH:
case I_HELMET:
case I_ARMOUR:
case I_AKIMBO: sc = PART_EPICKUP; break; // yellow
case MAPMODEL:
case SOUND: sc = PART_EMODEL; break; // magenta
case LADDER:
case CLIP:
case PLCLIP: sc = PART_ELADDER; break; // grey
case CTF_FLAG: sc = PART_EFLAG; break; // turquoise
default: break;
}
//particle_splash(sc, i==closest?6:2, i==closest?120:40, v);
particle_splash(sc, 2, 40, v);
}
}
}
loopv(ents)
{
entity &e = ents[i];
if(isitem(e.type))
{
if(!OUTBORD(e.x, e.y) || editmode)
{
renderent(e);
}
}
else if (e.type == CTF_FLAG && m_secure(gamemode) && e.attr2 >= 2)
{
const int team = e.attr2 - 2;
defformatstring(path)("pickups/flags/%s", team_isactive(team) ? team_basestring(team) : "ktf");
rendermodel(path, ANIM_FLAG | ANIM_LOOP | ANIM_IDLE, 0, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor), (float)((e.attr1 + 7) - (e.attr1 + 7) % 15), 0, 120.0f);
}
else if(editmode || m_edit(gamemode))
{
if(e.type==CTF_FLAG)
{
defformatstring(path)("pickups/flags/%s", team_isactive(e.attr2) ? team_basestring(e.attr2) : "ktf");
rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f);
}
else if((e.type == CLIP || e.type == PLCLIP) && showclips && !stenciling) renderclip(e);
else if(e.type == PLAYERSTART)
{
defformatstring(skin)(e.attr2 < 2 ? "packages/models/playermodels/%s/%s.jpg" : "packages/models/playermodels/skin.jpg",
team_basestring(e.attr2), e.attr2 ? "blue" : "red");
rendermodel("playermodels", ANIM_IDLE|ANIM_TRANSLUCENT|/*ANIM_LOOP*/ANIM_END|ANIM_DYNALLOC, -(int)textureload(skin)->id, 1.5f, vec(e.x, e.y, (float)S(e.x, e.y)->floor), e.attr1+90, 0/4);
}
else if(e.type == MAPMODEL && showclips && showmodelclipping && !stenciling)
{
mapmodelinfo &mmi = getmminfo(e.attr2);
if(&mmi && mmi.h)
{
entity ce = e;
ce.type = MAPMODEL;
ce.attr1 = mmi.zoff+e.attr3;
ce.attr2 = ce.attr3 = mmi.rad;
ce.attr4 = mmi.h;
renderclip(ce);
}
}
}
if(editmode && i==closest && !stenciling)//closest see above
{
switch(e.type)
{
case PLAYERSTART:
{
glColor3f(0, 1, 1);
vec dir;
vecfromyawpitch(e.attr1, 0, -1, 0, dir);
renderentarrow(e, dir, 4);
glColor3f(1, 1, 1);
}
default: break;
}
}
}
/*if(m_confirm(gamemode, mutators))*/ loopv(confirms)
{
// unconfirmed kills
const int fixteam = player1->team == TEAM_SPECT ? TEAM_RVSF : team_base(player1->team);
const float yaw = lastmillis / 10.0f;
vec o = confirms[i].o;
o.z += 1.f + sinf(lastmillis / 100.0f + confirms[i].o.x + confirms[i].o.y) / 20.f;
rendermodel(fixteam == confirms[i].team ? "pickups/confirm" : "pickups/deny", ANIM_FLAG | ANIM_LOOP | ANIM_DYNALLOC, 0, 0, o, yaw, 0);
}
if (m_flags(gamemode) && !m_secure(gamemode)) loopi(2)
{
flaginfo &f = flaginfos[i];
entity &e = *f.flagent;
defformatstring(fpath)("pickups/flags/%s%s", m_keep(gamemode) && !m_ktf2(gamemode, mutators) ? "" : team_basestring(i), (m_hunt(gamemode) || m_bomber(gamemode)) ? "_htf" : m_keep(gamemode) && !m_ktf2(gamemode, mutators) ? "ktf" : "");
defformatstring(sfpath)("pickups/flags/small_%s%s", m_keep(gamemode) && !m_ktf2(gamemode, mutators) ? "" : team_basestring(i), (m_hunt(gamemode) || m_bomber(gamemode)) ? "_htf" : m_keep(gamemode) && !m_ktf2(gamemode, mutators) ? "ktf" : "");
switch(f.state)
{
case CTFF_STOLEN:
{
if((f.actor == focus && !isthirdperson) || OUTBORD(f.actor->o.x, f.actor->o.y)) break;
vec flagpos(f.actor->o);
flagpos.add(vec(0, 0, 0.3f + (sinf(lastmillis / 100.0f) + 1) / 10));
rendermodel(sfpath, ANIM_FLAG | ANIM_START | ANIM_DYNALLOC, 0, 0, flagpos, lastmillis / 2.5f + (i ? 180 : 0), 0, 120.0f);
break;
}
case CTFF_DROPPED:
if(OUTBORD(f.pos.x, f.pos.y)) break;
rendermodel(fpath, ANIM_FLAG | ANIM_LOOP, 0, 0, f.pos, (float)((e.attr1 + 7) - (e.attr1 + 7) % 15), 0, 120.0f);
break;
/*
default:
case CTFF_INBASE:
case CTFF_IDLE:
break;
*/
}
if (!OUTBORD(e.x, e.y) && numflagspawn[i])
rendermodel(fpath, ANIM_FLAG | ANIM_LOOP | (f.state == CTFF_INBASE ? ANIM_IDLE : ANIM_TRANSLUCENT), 0, 0, vec(e.x, e.y, (float)S(int(e.x), int(e.y))->floor), (float)((e.attr1 + 7) - (e.attr1 + 7) % 15), 0, 120.0f);
}
}
// 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 pickupeffects(int n, playerent *d, int spawntime)
{
if(!ents.inrange(n)) return;
entity &e = ents[n];
e.spawned = false;
e.spawntime = lastmillis + spawntime;
if(!d) return;
d->pickup(e.type);
const itemstat *is = d->itemstats(e.type);
if(is)
{
audiomgr.playsound(is->sound, d);
if(d==player1)
{
/*
onPickup arg1 legend:
0 = pistol clips
1 = ammo box
2 = grenade
3 = health pack
4 = helmet
5 = armour
6 = akimbo
*/
if(identexists("onPickup"))
{
string o;
itemstat *tmp = NULL;
switch(e.type)
{
case I_CLIPS: tmp = &ammostats[GUN_PISTOL]; break;
case I_AMMO: tmp = &ammostats[player1->primary]; break;
case I_GRENADE: tmp = &ammostats[GUN_GRENADE]; break;
case I_AKIMBO: tmp = &ammostats[GUN_AKIMBO]; break;
case I_HEALTH:
case I_HELMET:
case I_ARMOUR: tmp = &powerupstats[e.type-I_HEALTH]; break;
default: break;
}
if(tmp)
{
formatstring(o)("onPickup %d %d", e.type - 3, m_lss(gamemode, mutators) && e.type == I_GRENADE ? 2 : tmp->add);
execute(o);
}
}
}
}
weapon *w = NULL;
switch(e.type)
{
case I_AKIMBO: w = d->weapons[GUN_AKIMBO]; break;
case I_CLIPS: w = d->weapons[d->secondary]; break;
case I_AMMO: w = d->weapons[d->primary]; break;
case I_GRENADE: w = d->weapons[GUN_GRENADE]; break;
}
if(w) w->onammopicked();
}
// these functions are called when the client touches the item
void trypickup(int n, playerent *d)
{
entity &e = ents[n];
switch(e.type)
{
case LADDER:
if(!d->crouching) d->onladder = true;
break;
}
}
void checkitems(playerent *d)
{
if(editmode || d->state!=CS_ALIVE) return;
d->onladder = false;
float eyeheight = d->eyeheight;
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
if(e.type==LADDER)
{
if(OUTBORD(e.x, e.y)) continue;
vec v(e.x, e.y, d->o.z);
float dist1 = d->o.dist(v);
float dist2 = d->o.z - (S(e.x, e.y)->floor+eyeheight);
if(dist1<1.5f && dist2<e.attr1) trypickup(i, d);
continue;
}
if(!e.spawned) continue;
if(OUTBORD(e.x, e.y)) continue;
if(e.type==CTF_FLAG) continue;
// simple 2d collision
vec v(e.x, e.y, S(e.x, e.y)->floor+eyeheight);
if(isitem(e.type)) v.z += e.attr1;
if(d->o.dist(v)<2.5f) trypickup(i, d);
}
}
void spawnallitems() // spawns items locally
{
loopv(ents)
if(ents[i].fitsmode(gamemode, mutators))
ents[i].spawned = true;
}
void resetspawns(int type)
{
loopv(ents) if(type < 0 || type == ents[i].type) ents[i].spawned = false;
if(m_noitemsnade(gamemode, mutators) || m_pistol(gamemode, mutators) || m_noitemsammo(gamemode, mutators))
{
loopv(ents) ents[i].transformtype(gamemode, mutators);
}
}
void setspawn(int i)
{
if(ents.inrange(i))
{
ents[i].spawned = true;
ents[i].spawntime = 0;
}
}
extern bool sendloadout;
VARFP(nextprimary, 0, GUN_ASSAULT, NUMGUNS - 1,
{
if (player1->nextprimary != nextprimary)
{
player1->nextprimary = nextprimary;
conoutf("Selected next primary: %s", killname(nextprimary, FRAG_NONE));
}
sendloadout = true;
});
VARFP(nextsecondary, 0, GUN_PISTOL, NUMGUNS - 1,
{
if (player1->nextsecondary != nextsecondary)
{
player1->nextsecondary = nextsecondary;
conoutf("Selected next secondary: %s", killname(nextsecondary, FRAG_NONE));
}
sendloadout = true;
});
VARFP(nextperk1, PERK1_NONE, PERK1_NONE, PERK1_MAX - 1,
{
if (player1->nextperk1 != nextperk1)
{
player1->nextperk1 = nextperk1;
conoutf("Selected next perk 1: %d", nextperk1);
}
sendloadout = true;
});
VARFP(nextperk2, PERK2_NONE, PERK2_NONE, PERK2_MAX - 1,
{
if (player1->nextperk2 != nextperk2)
{
player1->nextperk2 = nextperk2;
conoutf("Selected next perk 2: %d", nextperk2);
}
sendloadout = true;
});
// flag ent actions done by the local player
void tryflagdrop() { addmsg(SV_DROPFLAG, "r"); }
// flag ent actions from the net
void flagstolen(int flag, int act)
{
playerent *actor = getclient(act);
flaginfo &f = flaginfos[flag];
f.actor = actor; // could be NULL if we just connected
f.actor_cn = act;
f.flagent->spawned = false;
}
void flagdropped(int flag, float x, float y, float z)
{
flaginfo &f = flaginfos[flag];
if(OUTBORD(x, y)) return; // valid pos
/*
bounceent p;
p.plclipped = true;
p.rotspeed = 0.0f;
p.o.x = x;
p.o.y = y;
p.o.z = z;
p.vel.z = -0.8f;
p.aboveeye = p.eyeheight = p.maxeyeheight = 0.4f;
p.radius = 0.1f;
bool oldcancollide = false;
if(f.actor)
{
oldcancollide = f.actor->cancollide;
f.actor->cancollide = false; // avoid collision with owner
}
loopi(100) // perform physics steps
{
moveplayer(&p, 10, true, 50);
if(p.stuck) break;
}
if(f.actor) f.actor->cancollide = oldcancollide; // restore settings
f.pos.x = round_(p.o.x);
f.pos.y = round_(p.o.y);
f.pos.z = round_(p.o.z);
if(f.pos.z < hdr.waterlevel) f.pos.z = (short) hdr.waterlevel;
f.flagent->spawned = true;
*/
f.pos.x = x;
f.pos.y = y;
f.pos.z = z;
f.flagent->spawned = true;
}
void flaginbase(int flag)
{
flaginfo &f = flaginfos[flag];
f.actor = NULL; f.actor_cn = -1;
f.pos = vec(f.flagent->x, f.flagent->y, f.flagent->z);
f.flagent->spawned = true;
}
void flagidle(int flag)
{
flaginbase(flag);
flaginfos[flag].flagent->spawned = false;
}
void entstats(void)
{
int entcnt[MAXENTTYPES] = {0}, clipents = 0, spawncnt[5] = {0};
loopv(ents)
{
entity &e = ents[i];
if(e.type >= MAXENTTYPES) continue;
entcnt[e.type]++;
switch(e.type)
{
case MAPMODEL:
{
mapmodelinfo &mmi = getmminfo(e.attr2);
if(&mmi && mmi.h) clipents++;
break;
}
case PLAYERSTART:
if(e.attr2 < 2) spawncnt[e.attr2]++;
if(e.attr2 == 100) spawncnt[2]++;
break;
case CTF_FLAG:
if(e.attr2 < 2) spawncnt[e.attr2 + 3]++;
break;
}
}
loopi(MAXENTTYPES)
{
if(entcnt[i]) switch(i)
{
case MAPMODEL: conoutf(" %d %s, %d clipped", entcnt[i], entnames[i], clipents); break;
case PLAYERSTART: conoutf(" %d %s, %d CLA, %d RVSF, %d FFA", entcnt[i], entnames[i], spawncnt[0], spawncnt[1], spawncnt[2]); break;
case CTF_FLAG: conoutf(" %d %s, %d CLA, %d RVSF", entcnt[i], entnames[i], spawncnt[3], spawncnt[4]); break;
default: conoutf(" %d %s", entcnt[i], entnames[i]); break;
}
}
conoutf("total entities: %d", ents.length());
}
COMMAND(entstats, "");
vector<int> changedents;
int lastentsync = 0;
void syncentchanges(bool force)
{
if(lastmillis - lastentsync < 1000 && !force) return;
loopv(changedents) if(ents.inrange(changedents[i]))
{
entity &e = ents[changedents[i]];
addmsg(SV_EDITENT, "ri9", changedents[i], e.type, e.x, e.y, e.z, e.attr1, e.attr2, e.attr3, e.attr4);
}
changedents.setsize(0);
lastentsync = lastmillis;
}
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