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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@79 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2005-10-29 17:00:43 +00:00
parent 6e8591ac63
commit 734affbb0c
8 changed files with 211 additions and 198 deletions
+160 -167
View File
@@ -6,52 +6,25 @@ struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspee
const int SGRAYS = 20; //down from 20 (defualt)
const float SGSPREAD = 2;
vec sg[SGRAYS];
//FIXME!!!
VAR(pistol_rot, 0, 6, 100); VAR(pistol_back, 0, 5, 100);
VAR(shotgun_rot, 0, 10, 100); VAR(shotgun_back, 0, 10, 100);
VAR(subgun_rot, 0, 3, 100); VAR(subgun_back, 0, 2, 100);
VAR(sniper_rot, 0, 3, 100); VAR(sniper_back, 0, 2, 100);
VAR(assult_rot, 0, 4, 100); VAR(assult_back, 0, 2, 100);
vec sg[SGRAYS];
//change the particales
guninfo guns[NUMGUNS] =
{
{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, 0, 0, "knife" },
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 80, 10, 8, pistol_rot, pistol_back, "pistol" }, // *SGRAYS
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 80, 10, 8, 6, 5, "pistol" }, // *SGRAYS
{ S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 6, 0, 0, 1, 35, 7, shotgun_rot, shotgun_back, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
{ S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 6, 0, 0, 1, 35, 7, 9, 9, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
{ S_SUBGUN, S_RSUBGUN, 1650, 80, 17, 0, 0, 70, 15, 30, subgun_rot, subgun_back, "subgun" },
{ S_SUBGUN, S_RSUBGUN, 1650, 80, 17, 0, 0, 70, 15, 30, 1, 2, "subgun" },
{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, sniper_rot, sniper_back, "sniper" },
{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, 4, 4, "sniper" },
{ S_ASSULT, S_RASSULT, 2000, 130, 20, 0, 0, 20, 40, 20, assult_rot, assult_back, "assult" }, //recoil was 44
{ S_ASSULT, S_RASSULT, 2000, 130, 20, 0, 0, 20, 40, 20, 0, 2, "assult" }, //recoil was 44
{ S_GRENADE, S_NULL, 0, 2000, 180, 30, 6, 1, 1, 1, 3, 1, "grenade" },
{ S_GRENADE, S_NULL, 1000, 2000, 130, 30, 6, 1, 1, 1, 3, 1, "grenade" },
};
void updatekickback() {
guninfo tmp[NUMGUNS] =
{
{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, 0, 0, "knife" },
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, pistol_rot, pistol_back, "pistol" }, // *SGRAYS
{ S_SHOTGUN, S_RSHOTGUN, 2400, 1100, 6, 0, 0, 1, 35, 7, shotgun_rot, shotgun_back, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
{ S_SUBGUN, S_RSUBGUN, 1650, 90, 14, 0, 0, 45, 15, 30, subgun_rot, subgun_back, "subgun" },
{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, sniper_rot, sniper_back, "sniper" },
{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 40, 20, assult_rot, assult_back, "assult" }, //recoil was 44
{ S_GRENADE, S_NULL, 0, 2000, 40, 30, 6, 1, 1, 1, 3, 1, "grenade" },
};
guns=tmp;
};COMMAND(updatekickback, ARG_NONE);
//weapon selection
@@ -150,6 +123,7 @@ COMMAND(reload,ARG_NONE);
int reloadtime(int gun) { return guns[gun].reloadtime; };
int attackdelay(int gun) { return guns[gun].attackdelay; };
int magsize(int gun) { return guns[gun].magsize; };
int kick_rot(int gun) { return guns[gun].mdl_kick_rot; };
int kick_back(int gun) { return guns[gun].mdl_kick_back; };
@@ -334,87 +308,101 @@ extern float rad(float x);
bool nade_activated = false;
physent *curnade;
void thrownade(dynent *d, vec &to, bool prepare)
void thrownade(dynent *d, vec &to, dynent *nade = NULL, int nadesec = 0)
{
physent *p;
if(prepare) p = (physent *)gp()->alloc(sizeof(physent));
else if(curnade) p = curnade;
else return;
if(nade) p = nade;
else p = (physent *)gp()->alloc(sizeof(physent)); // allocate new nade
p->owner = d;
if(!prepare)
{
p->yaw = 270;
p->pitch = 0;
p->roll = 0;
p->maxspeed = 16; //16 max speed, 14 max with armour
p->outsidemap = false;
p->inwater = false;
p->radius = 0.2f;
p->eyeheight = 0.3;
p->aboveeye = 0.0f;
p->frags = 0;
p->plag = 0;
p->ping = 0;
p->lastupdate = lastmillis;
p->enemy = NULL;
p->monsterstate = 0;
p->name[0] = p->team[0] = 0;
p->blocked = false;
p->lifesequence = 0;
p->state = CS_ALIVE;
p->shots = 0;
p->reloading = false;
p->nextprimary = 1;
p->hasarmour = false;
p->yaw = 270;
p->pitch = 0;
p->roll = 0;
p->maxspeed = 35; //16 max speed, 14 max with armour
p->outsidemap = false;
p->inwater = false;
p->radius = 0.2f;
p->eyeheight = 0.3f;
p->aboveeye = 0.0f;
p->frags = 0;
p->plag = 0;
p->ping = 0;
p->lastupdate = lastmillis;
p->enemy = NULL;
p->monsterstate = 0;
p->name[0] = p->team[0] = 0;
p->blocked = false;
p->lifesequence = 0;
p->state = CS_ALIVE;
p->shots = 0;
p->reloading = false;
p->nextprimary = 1;
p->hasarmour = false;
p->k_left = false;
p->k_right = false;
p->k_up = false;
p->k_down = false;
p->jumpnext = false;
p->strafe = 0;
p->move = 0;
p->bounce = true;
p->gravity = 20;
p->timeinair = 0;
p->throwed = true;
p->onfloor = false;
p->lifetime = 3000;
p->o = d->o;
p->o.z += d->eyeheight;
p->vel.x = sin(rad(d->yaw));
p->vel.y = -cos(rad(d->yaw));
p->vel.z = 0;
//float speed = min(135, d->pitch+45)/135;
float speed = sin(rad((d->pitch+90)/2));
p->vel.x *= speed;
p->vel.y *= speed;
p->vel.z = speed;
// p->vel.z = (d->pitch+90)/180*2.5f;
//p->vel.z = cos(rad(d->pitch+90));
//vmul(p->vel, 2.0f);
p->k_left = false;
p->k_right = false;
p->k_up = false;
p->k_down = false;
p->jumpnext = false;
p->strafe = 0;
p->move = 0;
p->timeinair = 0;
p->throwed = true;
p->onfloor = false;
p->o = d->o;
p->vel.x = sin(rad(d->yaw));
p->vel.y = -cos(rad(d->yaw));
p->vel.z = 0;
float speed = (d->pitch+90)/180;
p->vel.x *= speed;
p->vel.y *= speed;
p->vel.z = (d->pitch+90)/180;
vmul(p->vel, 2.2f);
vadd(p->o, p->vel); vadd(p->o, p->vel); //vadd(p->o, p->vel); vadd(p->o, p->vel);
}
else
if(!nade) // add new one
{
p->millis = lastmillis;
physents.add(p);
physents.add(p);
};
};
void activate_nade()
{
physent *p = (physent *)gp()->alloc(sizeof(physent));
p->owner = player1;
p->millis = lastmillis;
p->lifetime = 3000;
p->throwed = false;
p->enabled = true;
curnade = p;
nade_activated = prepare;
physents.add(p);
nade_activated = true;
};
extern void explode_nade(physent *i)
{
/*struct projectile { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };
projectile p;
p.o =
splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int qdam);*/
{
if(!i) return;
if(!i->throwed)
{
vec o = i->owner->o;
vec dist = { 0.1f, 0.1f, 0.1f };
vadd(o, dist);
thrownade(i->owner, o, i);
};
newprojectile(i->o, i->o, 1, true, i->owner, GUN_GRENADE);
};
@@ -444,12 +432,10 @@ void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nadesec)
case GUN_GRENADE:
pspeed = guns[gun].projspeed;
//newprojectile(from, to, (float)pspeed, local, d, gun);
thrownade(d, to, d==player1 ? d->attacking : false);
if(curnade)
{
curnade->millis = lastmillis - nadesec;
};
if(d==player1 && curnade)
thrownade(d, to, curnade);
else
thrownade(d, to, NULL, nadesec);
break;
case GUN_SNIPER:
@@ -484,7 +470,7 @@ void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
void spreadandrecoil(vec & from, vec & to, dynent * d)
{
//nothing special for a knife
if (d->gunselect==GUN_KNIFE) return;
if (d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return;
//spread
vdist(dist, unitv, from, to);
@@ -553,68 +539,75 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
vadd(d->vel, recoil);
if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
*/
};
void shoot(dynent *d, vec &targ)
};
void shoot(dynent *d, vec &targ)
{
if(d==player1 && d->gunselect==GUN_GRENADE) // throw nade at mouse release
{
if(d->attacking && !nade_activated)
{
thrownade(d, targ, true);
return;
}
else if(d->attacking && nade_activated) return;
else if(!d->attacking && nade_activated) d->attacking = true;
}
int attacktime = lastmillis-d->lastaction;
if(d->reloading && (attacktime<d->gunwait)) return;
else if(attacktime<d->gunwait) return;
d->gunwait = 0;
d->reloading = false;
bool grenade_throw = d->gunselect==GUN_GRENADE && !d->attacking && nade_activated;
int attacktime = lastmillis-d->lastaction;
if(d->reloading && (attacktime<d->gunwait) && !grenade_throw) return;
else if(attacktime<d->gunwait) return;
d->gunwait = 0;
d->reloading = false;
if(grenade_throw)
{
d->attacking = true;
nade_activated = false;
d->gunwait = guns[d->gunselect].attackdelay;
}
else if(d->gunselect==GUN_GRENADE && d->attacking && nade_activated) return;
if(!d->attacking)
{
d->shots = 0;
return;
};
if(!(d->gunselect==GUN_SUBGUN || d->gunselect==GUN_ASSULT)) d->attacking = false; //makes sub/assult autos
else
{
d->shots++;
};
d->lastaction = lastmillis;
d->lastattackgun = d->gunselect;
if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
if(d->gunselect) d->mag[d->gunselect]--;
vec from = d->o;
vec to = targ;
from.z -= 0.2f; // below eye
spreadandrecoil(from,to,d);
vdist(dist, unitv, from, to);
vdiv(unitv, dist);
if(d->gunselect==GUN_KNIFE)
{
vmul(unitv, 3); // punch range
to = from;
vadd(to, unitv);
};
if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
shootv(d->gunselect, from, to, d, true);
addmsg(1, 9, 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), (int) (d==player1 && d->gunselect==GUN_GRENADE ? lastmillis-curnade->millis : 0) );
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);
};
};
if(!(d->gunselect==GUN_SUBGUN || d->gunselect==GUN_ASSULT)) d->attacking = false; //makes sub/assult autos
else
{
d->shots++;
};
d->lastaction = lastmillis;
d->lastattackgun = d->gunselect;
if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
if(d->gunselect==GUN_GRENADE && !grenade_throw)
{
activate_nade();
d->attacking = true;
return;
}
if(d->gunselect) d->mag[d->gunselect]--;
vec from = d->o;
vec to = targ;
from.z -= 0.2f; // below eye
spreadandrecoil(from,to,d);
vdist(dist, unitv, from, to);
vdiv(unitv, dist);
if(d->gunselect==GUN_KNIFE)
{
vmul(unitv, 3); // punch range
to = from;
vadd(to, unitv);
};
if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
shootv(d->gunselect, from, to, d, 0);
addmsg(1, 9, 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), (int) grenade_throw ? lastmillis-curnade->millis : 0 );
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);
};
};