weapon.mm: Some cleanups

FossilOrigin-Name: 3d4489fdbbc0cbf6515be7986569ca914232cc99a22550ed935c99b766574312
This commit is contained in:
Jonathan Schleifer 2025-03-04 01:00:29 +00:00
parent a94e06cb3b
commit e45c8234e8

View file

@ -4,7 +4,7 @@
struct guninfo { struct guninfo {
short sound, attackdelay, damage, projspeed, part, kickamount; short sound, attackdelay, damage, projspeed, part, kickamount;
char *name; OFString *name;
}; };
const int MONSTERDAMAGEFACTOR = 4; const int MONSTERDAMAGEFACTOR = 4;
@ -13,15 +13,15 @@ const float SGSPREAD = 2;
OFVector3D sg[SGRAYS]; OFVector3D sg[SGRAYS];
guninfo guns[NUMGUNS] = { guninfo guns[NUMGUNS] = {
{S_PUNCH1, 250, 50, 0, 0, 1, "fist"}, {S_PUNCH1, 250, 50, 0, 0, 1, @"fist"},
{S_SG, 1400, 10, 0, 0, 20, "shotgun"}, // *SGRAYS {S_SG, 1400, 10, 0, 0, 20, @"shotgun"}, // *SGRAYS
{S_CG, 100, 30, 0, 0, 7, "chaingun"}, {S_CG, 100, 30, 0, 0, 7, @"chaingun"},
{S_RLFIRE, 800, 120, 80, 0, 10, "rocketlauncher"}, {S_RLFIRE, 800, 120, 80, 0, 10, @"rocketlauncher"},
{S_RIFLE, 1500, 100, 0, 0, 30, "rifle"}, {S_RIFLE, 1500, 100, 0, 0, 30, @"rifle"},
{S_FLAUNCH, 200, 20, 50, 4, 1, "fireball"}, {S_FLAUNCH, 200, 20, 50, 4, 1, @"fireball"},
{S_ICEBALL, 200, 40, 30, 6, 1, "iceball"}, {S_ICEBALL, 200, 40, 30, 6, 1, @"iceball"},
{S_SLIMEBALL, 200, 30, 160, 7, 1, "slimeball"}, {S_SLIMEBALL, 200, 30, 160, 7, 1, @"slimeball"},
{S_PIGR1, 250, 50, 0, 0, 1, "bite"}, {S_PIGR1, 250, 50, 0, 0, 1, @"bite"},
}; };
void void
@ -50,23 +50,21 @@ selectgun(int a, int b, int c)
if (s != player1->gunselect) if (s != player1->gunselect)
playsoundc(S_WEAPLOAD); playsoundc(S_WEAPLOAD);
player1->gunselect = s; player1->gunselect = s;
// conoutf(@"%s selected", (int)guns[s].name); // conoutf(@"%s selected", (int)guns[s].name.UTF8String);
}; }
int int
reloadtime(int gun) reloadtime(int gun)
{ {
return guns[gun].attackdelay; return guns[gun].attackdelay;
}; }
void void
weapon(OFString *a1, OFString *a2, OFString *a3) weapon(OFString *a1, OFString *a2, OFString *a3)
{ {
@autoreleasepool { selectgun((a1.length > 0 ? (int)a1.longLongValue : -1),
selectgun(a1.UTF8String[0] ? atoi(a1.UTF8String) : -1, (a2.length > 0 ? (int)a2.longLongValue : -1),
a2.UTF8String[0] ? atoi(a2.UTF8String) : -1, (a3.length > 0 ? (int)a3.longLongValue : -1));
a3.UTF8String[0] ? atoi(a3.UTF8String) : -1);
}
} }
COMMAND(weapon, ARG_3STR) COMMAND(weapon, ARG_3STR)
@ -82,8 +80,8 @@ createrays(OFVector3D &from,
OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD); OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
sg[i] = to; sg[i] = to;
vadd(sg[i], r); vadd(sg[i], r);
}; }
}; }
bool bool
intersect(dynent *d, OFVector3D &from, intersect(dynent *d, OFVector3D &from,
@ -105,13 +103,13 @@ intersect(dynent *d, OFVector3D &from,
vmul(v, f); vmul(v, f);
vadd(v, from); vadd(v, from);
p = &v; p = &v;
}; }
}; }
return p->x <= d->o.x + d->radius && p->x >= d->o.x - d->radius && return (p->x <= d->o.x + d->radius && p->x >= d->o.x - d->radius &&
p->y <= d->o.y + d->radius && p->y >= d->o.y - d->radius && p->y <= d->o.y + d->radius && p->y >= d->o.y - d->radius &&
p->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight; p->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight);
}; }
char * char *
playerincrosshair() playerincrosshair()
@ -125,9 +123,9 @@ playerincrosshair()
continue; continue;
if (intersect(o, player1->o, worldpos)) if (intersect(o, player1->o, worldpos))
return o->name; return o->name;
}; }
return NULL; return NULL;
}; }
const int MAXPROJ = 100; const int MAXPROJ = 100;
struct projectile { struct projectile {
@ -136,14 +134,13 @@ struct projectile {
dynent *owner; dynent *owner;
int gun; int gun;
bool inuse, local; bool inuse, local;
}; } projs[MAXPROJ];
projectile projs[MAXPROJ];
void void
projreset() projreset()
{ {
loopi(MAXPROJ) projs[i].inuse = false; loopi(MAXPROJ) projs[i].inuse = false;
}; }
void void
newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local, newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
@ -162,8 +159,8 @@ newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
p->owner = owner; p->owner = owner;
p->gun = gun; p->gun = gun;
return; return;
}; }
}; }
void void
hit(int target, int damage, dynent *d, dynent *at) hit(int target, int damage, dynent *d, dynent *at)
@ -178,7 +175,7 @@ hit(int target, int damage, dynent *d, dynent *at)
}; };
particle_splash(3, damage, 1000, d->o); particle_splash(3, damage, 1000, d->o);
demodamage(damage, d->o); demodamage(damage, d->o);
}; }
const float RL_RADIUS = 5; const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack const float RL_DAMRAD = 7; // hack
@ -197,8 +194,8 @@ radialeffect(dynent *o, OFVector3D &v, int cn, int qdam, dynent *at)
hit(cn, damage, o, at); hit(cn, damage, o, at);
vmul(temp, (RL_DAMRAD - dist) * damage / 800); vmul(temp, (RL_DAMRAD - dist) * damage / 800);
vadd(o->vel, temp); vadd(o->vel, temp);
}; }
}; }
void void
splash(projectile *p, OFVector3D &v, OFVector3D &vold, int notthisplayer, splash(projectile *p, OFVector3D &v, OFVector3D &vold, int notthisplayer,
@ -224,12 +221,12 @@ splash(projectile *p, OFVector3D &v, OFVector3D &vold, int notthisplayer,
if (!o) if (!o)
continue; continue;
radialeffect(o, v, i, qdam, p->owner); radialeffect(o, v, i, qdam, p->owner);
}; }
dvector &mv = getmonsters(); dvector &mv = getmonsters();
loopv(mv) if (i != notthismonster) loopv(mv) if (i != notthismonster)
radialeffect(mv[i], v, i, qdam, p->owner); radialeffect(mv[i], v, i, qdam, p->owner);
}; }
}; }
inline void inline void
projdamage(dynent *o, projectile *p, OFVector3D &v, int i, int im, int qdam) projdamage(dynent *o, projectile *p, OFVector3D &v, int i, int im, int qdam)
@ -239,8 +236,8 @@ projdamage(dynent *o, projectile *p, OFVector3D &v, int i, int im, int qdam)
if (intersect(o, p->o, v)) { if (intersect(o, p->o, v)) {
splash(p, v, p->o, i, im, qdam); splash(p, v, p->o, i, im, qdam);
hit(i, qdam, o, p->owner); hit(i, qdam, o, p->owner);
}; }
}; }
void void
moveprojectiles(float time) moveprojectiles(float time)
@ -289,8 +286,8 @@ moveprojectiles(float time)
} }
} }
p->o = v; p->o = v;
}; }
}; }
void void
shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d, shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d,
@ -305,7 +302,7 @@ shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d,
case GUN_SG: { case GUN_SG: {
loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]); loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
break; break;
}; }
case GUN_CG: case GUN_CG:
particle_splash(0, 100, 250, to); particle_splash(0, 100, 250, to);
@ -326,8 +323,8 @@ shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d,
particle_splash(0, 50, 200, to); particle_splash(0, 50, 200, to);
particle_trail(1, 500, from, to); particle_trail(1, 500, from, to);
break; break;
}; }
}; }
void void
hitpush(int target, int damage, dynent *d, dynent *at, OFVector3D &from, hitpush(int target, int damage, dynent *d, dynent *at, OFVector3D &from,
@ -356,7 +353,7 @@ raydamage(dynent *o, OFVector3D &from, OFVector3D &to, dynent *d, int i)
hitpush(i, damage, o, d, from, to); hitpush(i, damage, o, d, from, to);
} else if (intersect(o, from, to)) } else if (intersect(o, from, to))
hitpush(i, qdam, o, d, from, to); hitpush(i, qdam, o, d, from, to);
}; }
void void
shoot(dynent *d, OFVector3D &targ) shoot(dynent *d, OFVector3D &targ)
@ -374,7 +371,7 @@ shoot(dynent *d, OFVector3D &targ)
d->gunwait = 250; d->gunwait = 250;
d->lastattackgun = -1; d->lastattackgun = -1;
return; return;
}; }
if (d->gunselect) if (d->gunselect)
d->ammo[d->gunselect]--; d->ammo[d->gunselect]--;
OFVector3D from = d->o; OFVector3D from = d->o;
@ -393,7 +390,7 @@ shoot(dynent *d, OFVector3D &targ)
vmul(unitv, 3); // punch range vmul(unitv, 3); // punch range
to = from; to = from;
vadd(to, unitv); vadd(to, unitv);
}; }
if (d->gunselect == GUN_SG) if (d->gunselect == GUN_SG)
createrays(from, to); createrays(from, to);
@ -415,11 +412,11 @@ shoot(dynent *d, OFVector3D &targ)
if (!o) if (!o)
continue; continue;
raydamage(o, from, to, d, i); raydamage(o, from, to, d, i);
}; }
dvector &v = getmonsters(); dvector &v = getmonsters();
loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2); loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2);
if (d->monsterstate) if (d->monsterstate)
raydamage(player1, from, to, d, -1); raydamage(player1, from, to, d, -1);
}; }