File: movable.cpp

package info (click to toggle)
cube2 0.0.20201227%2Bdfsg-2
  • links: PTS, VCS
  • area: main
  • in suites: bookworm, bullseye, forky, sid, trixie
  • size: 5,448 kB
  • sloc: cpp: 76,148; ansic: 24,923; makefile: 949; sh: 16
file content (188 lines) | stat: -rw-r--r-- 5,818 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
// movable.cpp: implements physics for inanimate models
#include "game.h"

extern int physsteps;

namespace game
{
    enum
    {
        BOXWEIGHT = 25,
        BARRELHEALTH = 50,
        BARRELWEIGHT = 25,
        PLATFORMWEIGHT = 1000,
        PLATFORMSPEED = 8,
        EXPLODEDELAY = 200
    };

    struct movable : dynent
    {
        int etype, mapmodel, health, weight, exploding, tag, dir;
        physent *stacked;
        vec stackpos;

        movable(const entity &e) : 
            etype(e.type),
            mapmodel(e.attr2),
            health(e.type==BARREL ? (e.attr4 ? e.attr4 : BARRELHEALTH) : 0), 
            weight(e.type==PLATFORM || e.type==ELEVATOR ? PLATFORMWEIGHT : (e.attr3 ? e.attr3 : (e.type==BARREL ? BARRELWEIGHT : BOXWEIGHT))), 
            exploding(0),
            tag(e.type==PLATFORM || e.type==ELEVATOR ? e.attr3 : 0),
            dir(e.type==PLATFORM || e.type==ELEVATOR ? (e.attr4 < 0 ? -1 : 1) : 0),
            stacked(NULL),
            stackpos(0, 0, 0)
        {
            state = CS_ALIVE;
            type = ENT_INANIMATE;
            yaw = e.attr1;
            if(e.type==PLATFORM || e.type==ELEVATOR) 
            {
                maxspeed = e.attr4 ? fabs(float(e.attr4)) : PLATFORMSPEED;
                if(tag) vel = vec(0, 0, 0);
                else if(e.type==PLATFORM) { vecfromyawpitch(yaw, 0, 1, 0, vel); vel.mul(dir*maxspeed); } 
                else vel = vec(0, 0, dir*maxspeed);
            }

            const char *mdlname = mapmodelname(e.attr2);
            if(mdlname) setbbfrommodel(this, mdlname);
        }
       
        void hitpush(int damage, const vec &dir, fpsent *actor, int gun)
        {
            if(etype!=BOX && etype!=BARREL) return;
            vec push(dir);
            push.mul(80*damage/weight);
            vel.add(push);
        }

        void explode(dynent *at)
        {
            state = CS_DEAD;
            exploding = 0;
            game::explode(true, (fpsent *)at, o, this, guns[GUN_BARREL].damage, GUN_BARREL);
        }
 
        void damaged(int damage, fpsent *at, int gun = -1)
        {
            if(etype!=BARREL || state!=CS_ALIVE || exploding) return;
            health -= damage;
            if(health>0) return;
            if(gun==GUN_BARREL) exploding = lastmillis + EXPLODEDELAY;
            else explode(at); 
        }

        void suicide()
        {
            state = CS_DEAD;
            if(etype==BARREL) explode(player1);
        }
    };

    vector<movable *> movables;
   
    void clearmovables()
    {
        if(movables.length())
        {
            cleardynentcache();
            movables.deletecontents();
        }
        if(!m_dmsp && !m_classicsp) return;
        loopv(entities::ents) 
        {
            const entity &e = *entities::ents[i];
            if(e.type!=BOX && e.type!=BARREL && e.type!=PLATFORM && e.type!=ELEVATOR) continue;
            movable *m = new movable(e);
            movables.add(m);
            m->o = e.o;
            entinmap(m);
            updatedynentcache(m);
        }
    }

    void triggerplatform(int tag, int newdir)
    {
        newdir = max(-1, min(1, newdir));
        loopv(movables)
        {
            movable *m = movables[i];
            if(m->state!=CS_ALIVE || (m->etype!=PLATFORM && m->etype!=ELEVATOR) || m->tag!=tag) continue;
            if(!newdir)
            {
                if(m->tag) m->vel = vec(0, 0, 0);
                else m->vel.neg();
            }
            else
            {
                if(m->etype==PLATFORM) { vecfromyawpitch(m->yaw, 0, 1, 0, m->vel); m->vel.mul(newdir*m->dir*m->maxspeed); }
                else m->vel = vec(0, 0, newdir*m->dir*m->maxspeed);
            }
        }
    }
    ICOMMAND(platform, "ii", (int *tag, int *newdir), triggerplatform(*tag, *newdir));

    void stackmovable(movable *d, physent *o)
    {
        d->stacked = o;
        d->stackpos = o->o;
    }

    void updatemovables(int curtime)
    {
        if(!curtime) return;
        loopv(movables)
        {
            movable *m = movables[i];
            if(m->state!=CS_ALIVE) continue;
            if(m->etype==PLATFORM || m->etype==ELEVATOR)
            {
                if(m->vel.iszero()) continue;
                for(int remaining = curtime; remaining>0;)
                {
                    int step = min(remaining, 20);
                    remaining -= step;
                    if(!moveplatform(m, vec(m->vel).mul(step/1000.0f)))
                    {
                        if(m->tag) { m->vel = vec(0, 0, 0); break; }
                        else m->vel.neg();
                    }
                }
            }
            else if(m->exploding && lastmillis >= m->exploding)
            {
                m->explode(m);
                adddecal(DECAL_SCORCH, m->o, vec(0, 0, 1), guns[GUN_BARREL].exprad/2);
            }
            else if(m->maymove() || (m->stacked && (m->stacked->state!=CS_ALIVE || m->stackpos != m->stacked->o)))
            {
                if(physsteps > 0) m->stacked = NULL;
                moveplayer(m, 1, true);
            }
        }
    }

    void rendermovables()
    {
        loopv(movables)
        {
            movable &m = *movables[i];
            if(m.state!=CS_ALIVE) continue;
            vec o = m.feetpos();
            const char *mdlname = mapmodelname(m.mapmodel);
            if(!mdlname) continue;
			rendermodel(NULL, mdlname, ANIM_MAPMODEL|ANIM_LOOP, o, m.yaw, 0, MDL_LIGHT | MDL_SHADOW | MDL_CULL_VFC | MDL_CULL_DIST | MDL_CULL_OCCLUDED, &m);
        }
    }
    
    void suicidemovable(movable *m)
    {
        m->suicide();
    }

    void hitmovable(int damage, movable *m, fpsent *at, const vec &vel, int gun)
    {
        m->hitpush(damage, vel, at, gun);
        m->damaged(damage, at, gun);
    }
}