// weapon.cpp: all shooting and effects code #include "cube.h" struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; OFString *name; }; static const int MONSTERDAMAGEFACTOR = 4; static const int SGRAYS = 20; static const float SGSPREAD = 2; static OFVector3D sg[SGRAYS]; static const guninfo guns[NUMGUNS] = { { S_PUNCH1, 250, 50, 0, 0, 1, @"fist" }, { S_SG, 1400, 10, 0, 0, 20, @"shotgun" }, // *SGRAYS { S_CG, 100, 30, 0, 0, 7, @"chaingun" }, { S_RLFIRE, 800, 120, 80, 0, 10, @"rocketlauncher" }, { S_RIFLE, 1500, 100, 0, 0, 30, @"rifle" }, { S_FLAUNCH, 200, 20, 50, 4, 1, @"fireball" }, { S_ICEBALL, 200, 40, 30, 6, 1, @"iceball" }, { S_SLIMEBALL, 200, 30, 160, 7, 1, @"slimeball" }, { S_PIGR1, 250, 50, 0, 0, 1, @"bite" }, }; void selectgun(int a, int b, int c) { if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS || c >= NUMGUNS) return; int s = player1->gunselect; if (a >= 0 && s != a && player1->ammo[a]) s = a; else if (b >= 0 && s != b && player1->ammo[b]) s = b; else if (c >= 0 && s != c && player1->ammo[c]) s = c; else if (s != GUN_RL && player1->ammo[GUN_RL]) s = GUN_RL; else if (s != GUN_CG && player1->ammo[GUN_CG]) s = GUN_CG; else if (s != GUN_SG && player1->ammo[GUN_SG]) s = GUN_SG; else if (s != GUN_RIFLE && player1->ammo[GUN_RIFLE]) s = GUN_RIFLE; else s = GUN_FIST; if (s != player1->gunselect) playsoundc(S_WEAPLOAD); player1->gunselect = s; // conoutf(@"%@ selected", (int)guns[s].name); } int reloadtime(int gun) { return guns[gun].attackdelay; } void weapon(OFString *a1, OFString *a2, OFString *a3) { selectgun((a1.length > 0 ? (int)a1.longLongValue : -1), (a2.length > 0 ? (int)a2.longLongValue : -1), (a3.length > 0 ? (int)a3.longLongValue : -1)); } COMMAND(weapon, ARG_3STR) void createrays(OFVector3D &from, OFVector3D &to) // create random spread of rays for the shotgun { vdist(dist, dvec, from, to); float f = dist * SGSPREAD / 1000; loopi(SGRAYS) { #define RNDD (rnd(101) - 50) * f OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD); sg[i] = to; vadd(sg[i], r); } } bool intersect(dynent *d, OFVector3D &from, OFVector3D &to) // if lineseg hits entity bounding box { OFVector3D v = to, w = d->o, *p; vsub(v, from); vsub(w, from); float c1 = dotprod(w, v); if (c1 <= 0) p = &from; else { float c2 = dotprod(v, v); if (c2 <= c1) p = &to; else { float f = c1 / c2; vmul(v, f); vadd(v, from); p = &v; } } 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->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight); } OFString * playerincrosshair() { if (demoplayback) return NULL; loopv(players) { dynent *o = players[i]; if (!o) continue; if (intersect(o, player1->o, worldpos)) return @(o->name); } return nil; } const int MAXPROJ = 100; struct projectile { OFVector3D o, to; float speed; dynent *owner; int gun; bool inuse, local; } projs[MAXPROJ]; void projreset() { loopi(MAXPROJ) projs[i].inuse = false; } void newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local, dynent *owner, int gun) { loopi(MAXPROJ) { projectile *p = &projs[i]; if (p->inuse) continue; p->inuse = true; p->o = from; p->to = to; p->speed = speed; p->local = local; p->owner = owner; p->gun = gun; return; } } void hit(int target, int damage, dynent *d, dynent *at) { if (d == player1) selfdamage(damage, at == player1 ? -1 : -2, at); else if (d->monsterstate) monsterpain(d, damage, at); else { addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence); playsound(S_PAIN1 + rnd(5), &d->o); } particle_splash(3, damage, 1000, d->o); demodamage(damage, d->o); } const float RL_RADIUS = 5; const float RL_DAMRAD = 7; // hack void radialeffect(dynent *o, OFVector3D &v, int cn, int qdam, dynent *at) { if (o->state != CS_ALIVE) return; vdist(dist, temp, v, o->o); dist -= 2; // account for eye distance imprecision if (dist < RL_DAMRAD) { if (dist < 0) dist = 0; int damage = (int)(qdam * (1 - (dist / RL_DAMRAD))); hit(cn, damage, o, at); vmul(temp, (RL_DAMRAD - dist) * damage / 800); vadd(o->vel, temp); } } void splash(projectile *p, OFVector3D &v, OFVector3D &vold, int notthisplayer, int notthismonster, int qdam) { particle_splash(0, 50, 300, v); p->inuse = false; if (p->gun != GUN_RL) { playsound(S_FEXPLODE, &v); // no push? } else { playsound(S_RLHIT, &v); newsphere(v, RL_RADIUS, 0); dodynlight(vold, v, 0, 0, p->owner); if (!p->local) return; radialeffect(player1, v, -1, qdam, p->owner); loopv(players) { if (i == notthisplayer) continue; dynent *o = players[i]; if (!o) continue; radialeffect(o, v, i, qdam, p->owner); } dvector &mv = getmonsters(); loopv(mv) if (i != notthismonster) radialeffect(mv[i], v, i, qdam, p->owner); } } inline void projdamage(dynent *o, projectile *p, OFVector3D &v, int i, int im, int qdam) { if (o->state != CS_ALIVE) return; if (intersect(o, p->o, v)) { splash(p, v, p->o, i, im, qdam); hit(i, qdam, o, p->owner); } } void moveprojectiles(float time) { loopi(MAXPROJ) { projectile *p = &projs[i]; if (!p->inuse) continue; int qdam = guns[p->gun].damage * (p->owner->quadmillis ? 4 : 1); if (p->owner->monsterstate) qdam /= MONSTERDAMAGEFACTOR; vdist(dist, v, p->o, p->to); float dtime = dist * 1000 / p->speed; if (time > dtime) dtime = time; vmul(v, time / dtime); vadd(v, p->o) if (p->local) { loopv(players) { dynent *o = players[i]; if (!o) continue; projdamage(o, p, v, i, -1, qdam); } if (p->owner != player1) projdamage(player1, p, v, -1, -1, qdam); dvector &mv = getmonsters(); loopv(mv) if (!vreject(mv[i]->o, v, 10.0f) && mv[i] != p->owner) projdamage(mv[i], p, v, -1, i, qdam); } if (p->inuse) { if (time == dtime) splash(p, v, p->o, -1, -1, qdam); else { if (p->gun == GUN_RL) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); } else { particle_splash(1, 1, 200, v); particle_splash( guns[p->gun].part, 1, 1, v); } } } p->o = v; } } void shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d, bool local) // create visual effect from a shot { playsound(guns[gun].sound, d == player1 ? NULL : &d->o); int pspeed = 25; switch (gun) { case GUN_FIST: break; case GUN_SG: { loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]); break; } case GUN_CG: particle_splash(0, 100, 250, to); // particle_trail(1, 10, from, to); break; case GUN_RL: case GUN_FIREBALL: case GUN_ICEBALL: case GUN_SLIMEBALL: pspeed = guns[gun].projspeed; if (d->monsterstate) pspeed /= 2; newprojectile(from, to, (float)pspeed, local, d, gun); break; case GUN_RIFLE: particle_splash(0, 50, 200, to); particle_trail(1, 500, from, to); break; } } void hitpush(int target, int damage, dynent *d, dynent *at, OFVector3D &from, OFVector3D &to) { hit(target, damage, d, at); vdist(dist, v, from, to); vmul(v, damage / dist / 50); vadd(d->vel, v); } void raydamage(dynent *o, OFVector3D &from, OFVector3D &to, dynent *d, int i) { if (o->state != CS_ALIVE) return; int qdam = guns[d->gunselect].damage; if (d->quadmillis) qdam *= 4; if (d->monsterstate) qdam /= MONSTERDAMAGEFACTOR; if (d->gunselect == GUN_SG) { int damage = 0; loop(r, SGRAYS) if (intersect(o, from, sg[r])) damage += qdam; if (damage) hitpush(i, damage, o, d, from, to); } else if (intersect(o, from, to)) hitpush(i, qdam, o, d, from, to); } void shoot(dynent *d, OFVector3D &targ) { int attacktime = lastmillis - d->lastaction; if (attacktime < d->gunwait) return; d->gunwait = 0; if (!d->attacking) return; d->lastaction = lastmillis; d->lastattackgun = d->gunselect; if (!d->ammo[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; } if (d->gunselect) d->ammo[d->gunselect]--; OFVector3D from = d->o; OFVector3D to = targ; from.z -= 0.2f; // below eye vdist(dist, unitv, from, to); vdiv(unitv, dist); OFVector3D kickback = unitv; vmul(kickback, guns[d->gunselect].kickamount * -0.01f); vadd(d->vel, kickback); if (d->pitch < 80.0f) d->pitch += guns[d->gunselect].kickamount * 0.05f; if (d->gunselect == GUN_FIST || d->gunselect == GUN_BITE) { vmul(unitv, 3); // punch range to = from; vadd(to, unitv); } if (d->gunselect == GUN_SG) createrays(from, to); if (d->quadmillis && attacktime > 200) playsoundc(S_ITEMPUP); shootv(d->gunselect, from, to, d, true); if (!d->monsterstate) addmsg(1, 8, SV_SHOT, d->gunselect, (int)(from.x * DMF), (int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF), (int)(to.y * DMF), (int)(to.z * DMF)); d->gunwait = guns[d->gunselect].attackdelay; if (guns[d->gunselect].projspeed) return; loopv(players) { dynent *o = players[i]; if (!o) continue; raydamage(o, from, to, d, i); } dvector &v = getmonsters(); loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2); if (d->monsterstate) raydamage(player1, from, to, d, -1); }