FossilOrigin-Name: d2f07d884a4f4319ff687e085c3233e210ee05b46a2675ecd757a261e6f19e6e
432 lines
9.3 KiB
Text
432 lines
9.3 KiB
Text
// weapon.cpp: all shooting and effects code
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#include "cube.h"
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#import "DynamicEntity.h"
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#import "OFString+Cube.h"
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#import "Projectile.h"
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static const int MONSTERDAMAGEFACTOR = 4;
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static const int SGRAYS = 20;
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static const float SGSPREAD = 2;
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static OFVector3D sg[SGRAYS];
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static const struct {
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short sound, attackdelay, damage, projspeed, part, kickamount;
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OFString *name;
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} guns[NUMGUNS] = {
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{ S_PUNCH1, 250, 50, 0, 0, 1, @"fist" },
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{ S_SG, 1400, 10, 0, 0, 20, @"shotgun" }, // *SGRAYS
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{ S_CG, 100, 30, 0, 0, 7, @"chaingun" },
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{ S_RLFIRE, 800, 120, 80, 0, 10, @"rocketlauncher" },
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{ S_RIFLE, 1500, 100, 0, 0, 30, @"rifle" },
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{ S_FLAUNCH, 200, 20, 50, 4, 1, @"fireball" },
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{ S_ICEBALL, 200, 40, 30, 6, 1, @"iceball" },
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{ S_SLIMEBALL, 200, 30, 160, 7, 1, @"slimeball" },
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{ S_PIGR1, 250, 50, 0, 0, 1, @"bite" },
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};
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void
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selectgun(int a, int b, int c)
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{
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if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
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c >= NUMGUNS)
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return;
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int s = player1.gunselect;
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if (a >= 0 && s != a && player1.ammo[a])
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s = a;
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else if (b >= 0 && s != b && player1.ammo[b])
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s = b;
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else if (c >= 0 && s != c && player1.ammo[c])
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s = c;
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else if (s != GUN_RL && player1.ammo[GUN_RL])
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s = GUN_RL;
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else if (s != GUN_CG && player1.ammo[GUN_CG])
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s = GUN_CG;
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else if (s != GUN_SG && player1.ammo[GUN_SG])
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s = GUN_SG;
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else if (s != GUN_RIFLE && player1.ammo[GUN_RIFLE])
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s = GUN_RIFLE;
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else
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s = GUN_FIST;
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if (s != player1.gunselect)
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playsoundc(S_WEAPLOAD);
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player1.gunselect = s;
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// conoutf(@"%@ selected", (int)guns[s].name);
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}
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int
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reloadtime(int gun)
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{
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return guns[gun].attackdelay;
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}
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void
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weapon(OFString *a1, OFString *a2, OFString *a3)
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{
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selectgun((a1.length > 0 ? a1.cube_intValue : -1),
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(a2.length > 0 ? a2.cube_intValue : -1),
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(a3.length > 0 ? a3.cube_intValue : -1));
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}
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COMMAND(weapon, ARG_3STR)
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void
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createrays(OFVector3D &from,
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OFVector3D &to) // create random spread of rays for the shotgun
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{
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vdist(dist, dvec, from, to);
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float f = dist * SGSPREAD / 1000;
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loopi(SGRAYS)
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{
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#define RNDD (rnd(101) - 50) * f
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OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
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sg[i] = to;
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vadd(sg[i], r);
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}
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}
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// if lineseg hits entity bounding box
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bool
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intersect(DynamicEntity *d, const OFVector3D &from, const OFVector3D &to)
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{
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OFVector3D v = to, w = d.o;
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const OFVector3D *p;
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vsub(v, from);
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vsub(w, from);
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float c1 = dotprod(w, v);
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if (c1 <= 0)
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p = &from;
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else {
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float c2 = dotprod(v, v);
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if (c2 <= c1)
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p = &to;
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else {
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float f = c1 / c2;
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vmul(v, f);
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vadd(v, from);
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p = &v;
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}
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}
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return (p->x <= d.o.x + d.radius && p->x >= d.o.x - d.radius &&
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p->y <= d.o.y + d.radius && p->y >= d.o.y - d.radius &&
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p->z <= d.o.z + d.aboveeye && p->z >= d.o.z - d.eyeheight);
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}
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OFString *
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playerincrosshair()
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{
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if (demoplayback)
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return NULL;
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for (id player in players) {
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if (player == [OFNull null])
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continue;
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if (intersect(player, player1.o, worldpos))
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return [player name];
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}
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return nil;
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}
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static const size_t MAXPROJ = 100;
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static Projectile *projs[MAXPROJ];
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void
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projreset()
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{
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for (size_t i = 0; i < MAXPROJ; i++)
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projs[i].inuse = false;
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}
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void
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newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
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DynamicEntity *owner, int gun)
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{
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for (size_t i = 0; i < MAXPROJ; i++) {
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Projectile *p = projs[i];
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if (p.inuse)
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continue;
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p.inuse = true;
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p.o = from;
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p.to = to;
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p.speed = speed;
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p.local = local;
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p.owner = owner;
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p.gun = gun;
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return;
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}
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}
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void
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hit(int target, int damage, DynamicEntity *d, DynamicEntity *at)
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{
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if (d == player1)
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selfdamage(damage, at == player1 ? -1 : -2, at);
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else if (d.monsterstate)
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monsterpain(d, damage, at);
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else {
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addmsg(1, 4, SV_DAMAGE, target, damage, d.lifesequence);
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OFVector3D loc = d.o;
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playsound(S_PAIN1 + rnd(5), &loc);
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}
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particle_splash(3, damage, 1000, d.o);
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demodamage(damage, d.o);
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}
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const float RL_RADIUS = 5;
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const float RL_DAMRAD = 7; // hack
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static void
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radialeffect(
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DynamicEntity *o, const OFVector3D &v, int cn, int qdam, DynamicEntity *at)
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{
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if (o.state != CS_ALIVE)
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return;
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vdist(dist, temp, v, o.o);
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dist -= 2; // account for eye distance imprecision
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if (dist < RL_DAMRAD) {
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if (dist < 0)
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dist = 0;
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int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
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hit(cn, damage, o, at);
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vmul(temp, (RL_DAMRAD - dist) * damage / 800);
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vadd(o.vel, temp);
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}
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}
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void
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splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
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int notthisplayer, int notthismonster, int qdam)
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{
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particle_splash(0, 50, 300, v);
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p.inuse = false;
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if (p.gun != GUN_RL) {
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playsound(S_FEXPLODE, &v);
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// no push?
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} else {
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playsound(S_RLHIT, &v);
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newsphere(v, RL_RADIUS, 0);
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dodynlight(vold, v, 0, 0, p.owner);
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if (!p.local)
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return;
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radialeffect(player1, v, -1, qdam, p.owner);
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size_t i = 0;
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for (id player in players) {
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if (i == notthisplayer) {
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i++;
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continue;
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}
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if (player != [OFNull null])
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radialeffect(player, v, i, qdam, p.owner);
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i++;
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}
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i = 0;
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for (DynamicEntity *monster in getmonsters())
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if (i != notthismonster)
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radialeffect(monster, v, i, qdam, p.owner);
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}
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}
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inline void
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projdamage(
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DynamicEntity *o, Projectile *p, OFVector3D &v, int i, int im, int qdam)
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{
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if (o.state != CS_ALIVE)
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return;
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if (intersect(o, p.o, v)) {
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splash(p, v, p.o, i, im, qdam);
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hit(i, qdam, o, p.owner);
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}
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}
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void
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moveprojectiles(float time)
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{
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for (size_t i = 0; i < MAXPROJ; i++) {
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Projectile *p = projs[i];
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if (!p.inuse)
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continue;
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int qdam = guns[p.gun].damage * (p.owner.quadmillis ? 4 : 1);
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if (p.owner.monsterstate)
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qdam /= MONSTERDAMAGEFACTOR;
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vdist(dist, v, p.o, p.to);
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float dtime = dist * 1000 / p.speed;
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if (time > dtime)
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dtime = time;
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vmul(v, time / dtime);
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vadd(v, p.o) if (p.local)
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{
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for (id player in players)
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if (player != [OFNull null])
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projdamage(player, p, v, i, -1, qdam);
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if (p.owner != player1)
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projdamage(player1, p, v, -1, -1, qdam);
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for (DynamicEntity *monster in getmonsters())
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if (!vreject(monster.o, v, 10.0f) &&
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monster != p.owner)
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projdamage(monster, p, v, -1, i, qdam);
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}
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if (p.inuse) {
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if (time == dtime)
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splash(p, v, p.o, -1, -1, qdam);
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else {
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if (p.gun == GUN_RL) {
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dodynlight(p.o, v, 0, 255, p.owner);
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particle_splash(5, 2, 200, v);
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} else {
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particle_splash(1, 1, 200, v);
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particle_splash(
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guns[p.gun].part, 1, 1, v);
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}
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}
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}
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p.o = v;
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}
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}
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// create visual effect from a shot
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void
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shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
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{
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OFVector3D loc = d.o;
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playsound(guns[gun].sound, d == player1 ? NULL : &loc);
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int pspeed = 25;
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switch (gun) {
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case GUN_FIST:
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break;
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case GUN_SG: {
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loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
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break;
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}
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case GUN_CG:
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particle_splash(0, 100, 250, to);
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// particle_trail(1, 10, from, to);
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break;
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case GUN_RL:
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case GUN_FIREBALL:
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case GUN_ICEBALL:
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case GUN_SLIMEBALL:
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pspeed = guns[gun].projspeed;
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if (d.monsterstate)
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pspeed /= 2;
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newprojectile(from, to, (float)pspeed, local, d, gun);
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break;
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case GUN_RIFLE:
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particle_splash(0, 50, 200, to);
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particle_trail(1, 500, from, to);
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break;
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}
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}
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void
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hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
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OFVector3D &from, OFVector3D &to)
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{
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hit(target, damage, d, at);
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vdist(dist, v, from, to);
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vmul(v, damage / dist / 50);
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vadd(d.vel, v);
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}
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void
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raydamage(
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DynamicEntity *o, OFVector3D &from, OFVector3D &to, DynamicEntity *d, int i)
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{
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if (o.state != CS_ALIVE)
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return;
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int qdam = guns[d.gunselect].damage;
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if (d.quadmillis)
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qdam *= 4;
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if (d.monsterstate)
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qdam /= MONSTERDAMAGEFACTOR;
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if (d.gunselect == GUN_SG) {
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int damage = 0;
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loop(r, SGRAYS) if (intersect(o, from, sg[r])) damage += qdam;
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if (damage)
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hitpush(i, damage, o, d, from, to);
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} else if (intersect(o, from, to))
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hitpush(i, qdam, o, d, from, to);
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}
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void
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shoot(DynamicEntity *d, const OFVector3D &targ)
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{
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int attacktime = lastmillis - d.lastaction;
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if (attacktime < d.gunwait)
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return;
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d.gunwait = 0;
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if (!d.attacking)
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return;
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d.lastaction = lastmillis;
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d.lastattackgun = d.gunselect;
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if (!d.ammo[d.gunselect]) {
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playsoundc(S_NOAMMO);
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d.gunwait = 250;
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d.lastattackgun = -1;
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return;
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}
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if (d.gunselect)
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d.ammo[d.gunselect]--;
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OFVector3D from = d.o;
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OFVector3D to = targ;
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from.z -= 0.2f; // below eye
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vdist(dist, unitv, from, to);
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vdiv(unitv, dist);
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OFVector3D kickback = unitv;
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vmul(kickback, guns[d.gunselect].kickamount * -0.01f);
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vadd(d.vel, kickback);
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if (d.pitch < 80.0f)
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d.pitch += guns[d.gunselect].kickamount * 0.05f;
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if (d.gunselect == GUN_FIST || d.gunselect == GUN_BITE) {
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vmul(unitv, 3); // punch range
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to = from;
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vadd(to, unitv);
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}
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if (d.gunselect == GUN_SG)
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createrays(from, to);
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if (d.quadmillis && attacktime > 200)
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playsoundc(S_ITEMPUP);
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shootv(d.gunselect, from, to, d, true);
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if (!d.monsterstate)
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addmsg(1, 8, SV_SHOT, d.gunselect, (int)(from.x * DMF),
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(int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
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(int)(to.y * DMF), (int)(to.z * DMF));
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d.gunwait = guns[d.gunselect].attackdelay;
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if (guns[d.gunselect].projspeed)
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return;
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size_t i = 0;
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for (id player in players) {
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if (player != [OFNull null])
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raydamage(player, from, to, d, i);
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i++;
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}
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for (DynamicEntity *monster in getmonsters())
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if (monster != d)
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raydamage(monster, from, to, d, -2);
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if (d.monsterstate)
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raydamage(player1, from, to, d, -1);
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}
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