*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@548 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2006-11-09 20:09:16 +00:00
parent 3a535b0b5b
commit c7469a7873
90 changed files with 2582 additions and 2074 deletions
+59 -62
View File
@@ -112,7 +112,7 @@ void altaction(int activate)
COMMAND(altaction, ARG_1INT);
void reload(dynent *d)
void reload(playerent *d)
{
if(!d || d->reloading || d->weaponchanging) return;
if(d == player1) setscope(false);
@@ -145,7 +145,7 @@ void reload(dynent *d)
}
if(akimbo) playsoundc(S_RAKIMBO);
else if(d->bIsBot) playsound(guns[d->gunselect].reload, &d->o);
else if(d->type==ENT_BOT) playsound(guns[d->gunselect].reload, &d->o);
else playsoundc(guns[d->gunselect].reload);
};
@@ -165,7 +165,7 @@ void createrays(vec &from, vec &to) // create random spread of rays
loopi(SGRAYS)
{
#define RNDD (rnd(101)-50)*f
vec r = { RNDD, RNDD, RNDD };
vec r(RNDD, RNDD, RNDD);
sg[i] = to;
sg[i].add(r);
#undef RNDD
@@ -201,24 +201,24 @@ bool intersect(dynent *d, vec &from, vec &to, vec *end) // if lineseg hits ent
&& p->z >= d->o.z-d->eyeheight;
};
dynent *playerincrosshair()
playerent *playerincrosshair()
{
if(demoplayback) return NULL;
loopv(players)
{
dynent *o = players[i];
playerent *o = players[i];
if(!o) continue;
if(intersect(o, player1->o, worldpos)) return o;
};
return NULL;
};
// Added by Rick
dynent *botincrosshair()
botent *botincrosshair()
{
if(demoplayback) return NULL;
loopv(bots)
{
dynent *o = bots[i];
botent *o = bots[i];
if(!o) continue;
if(intersect(o, player1->o, worldpos)) return o;
};
@@ -227,12 +227,12 @@ dynent *botincrosshair()
// End add by Rick
const int MAXPROJ = 100;
struct projectile { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };
struct projectile { vec o, to; float speed; playerent *owner; int gun; bool inuse, local; };
projectile projs[MAXPROJ];
void projreset() { loopi(MAXPROJ) projs[i].inuse = false; };
void newprojectile(vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
void newprojectile(vec &from, vec &to, float speed, bool local, playerent *owner, int gun)
{
loopi(MAXPROJ)
{
@@ -249,33 +249,35 @@ void newprojectile(vec &from, vec &to, float speed, bool local, dynent *owner, i
};
};
void hit(int target, int damage, dynent *d, dynent *at, bool gib=false)
void hit(int target, int damage, playerent *d, playerent *at, bool gib=false)
{
if(d==player1) selfdamage(damage, at==player1 ? -1 : -2, at, gib);
//else if(d->monsterstate) monsterpain(d, damage, at);
// Added by Rick: Let bots take damage
else if(d->pBot) d->pBot->BotPain(damage, at, gib);
else if(d->bIsBot)
else if(d->type==ENT_BOT)
{
int PlayerIndex = -1;
if (at->bIsBot) PlayerIndex = BotManager.GetBotIndex(at);
if(((botent *)d)->pBot) ((botent *)d)->pBot->BotPain(damage, at, gib);
else
{
loopv(players)
{
if (!players[i]) continue;
int PlayerIndex = -1;
if (at->type==ENT_BOT) PlayerIndex = BotManager.GetBotIndex((botent *)at);
else
{
loopv(players)
{
if (!players[i]) continue;
if (players[i] == at)
{
PlayerIndex = i;
break;
}
}
}
int msgtype = (at->bIsBot) ? SV_BOT2BOTDMG : SV_CLIENT2BOTDMG;
addmsg(msgtype, "ri3", BotManager.GetBotIndex(d), damage, PlayerIndex);
playsound(S_PAIN1+rnd(5), &d->o);
if (players[i] == at)
{
PlayerIndex = i;
break;
}
}
}
int msgtype = (at->type==ENT_BOT) ? SV_BOT2BOTDMG : SV_CLIENT2BOTDMG;
addmsg(msgtype, "ri3", BotManager.GetBotIndex((botent *)d), damage, PlayerIndex);
playsound(S_PAIN1+rnd(5), &d->o);
};
}
// End add by Rick
//else { addmsg(SV_DAMAGE, "ri3", target, damage, d->lifesequence); playsound(S_PAIN1+rnd(5), &d->o); }; Modified by Rick: Added IsBot and PlayerIndex to message
@@ -283,8 +285,8 @@ void hit(int target, int damage, dynent *d, dynent *at, bool gib=false)
{
// Modified by Rick: Added IsBot and PlayerIndex to message
int PlayerIndex = -1;
if (at->bIsBot)
PlayerIndex = BotManager.GetBotIndex(at);
if (at->type==ENT_BOT)
PlayerIndex = BotManager.GetBotIndex((botent *)at);
else
{
loopv(players)
@@ -299,7 +301,7 @@ void hit(int target, int damage, dynent *d, dynent *at, bool gib=false)
}
}
}
if(at->bIsBot) addmsg(SV_BOT2CLIENTDMG, "ri4", target, damage, d->lifesequence, PlayerIndex);
if(at->type==ENT_BOT) addmsg(SV_BOT2CLIENTDMG, "ri4", target, damage, d->lifesequence, PlayerIndex);
else addmsg(gib ? SV_GIBDAMAGE : SV_DAMAGE, "ri3", target, damage, d->lifesequence);
playsound(S_PAIN1+rnd(5), &d->o);
};
@@ -311,7 +313,7 @@ void hit(int target, int damage, dynent *d, dynent *at, bool gib=false)
const float RL_RADIUS = 7;
const float RL_DAMRAD = 10; // hack
void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
void radialeffect(playerent *o, vec &v, int cn, int qdam, playerent *at)
{
if(o->state!=CS_ALIVE) return;
vec temp;
@@ -346,7 +348,7 @@ void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismons
loopv(players)
{
if(i==notthisplayer) continue;
dynent *o = players[i];
playerent *o = players[i];
if(!o) continue;
radialeffect(o, v, i, qdam, p->owner);
};
@@ -354,7 +356,7 @@ void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismons
loopv(bots)
{
if(i==notthisbot) continue;
dynent *o = bots[i];
botent *o = bots[i];
if(!o) continue;
radialeffect(o, v, i, qdam, p->owner);
}
@@ -366,7 +368,7 @@ void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismons
// Modified by Rick
// inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int ib, int qdam)
inline void projdamage(playerent *o, projectile *p, vec &v, int i, int im, int ib, int qdam)
{
if(o->state!=CS_ALIVE) return;
if(intersect(o, p->o, v))
@@ -394,7 +396,7 @@ void moveprojectiles(float time)
{
loopv(players)
{
dynent *o = players[i];
playerent *o = players[i];
if(!o) continue;
// projdamage(o, p, v, i, -1, qdam); Modified by Rick
projdamage(o, p, v, i, -1, -1, qdam);
@@ -402,7 +404,7 @@ void moveprojectiles(float time)
// Added by Rick: Damage bots aswell
loopv(bots)
{
dynent *o = bots[i];
botent *o = bots[i];
if(!o || (o == p->owner)) continue;
projdamage(o, p, v, -1, -1, i, qdam);
};
@@ -432,17 +434,12 @@ void moveprojectiles(float time)
};
};
void throw_nade(dynent *d, vec &to, physent *p)
void throw_nade(playerent *d, vec &to, bounceent *p)
{
if(!p || !d) return;
playsound(S_GRENADETHROW);
p->isphysent = true;
p->gravity = 20;
p->state = NADE_THROWED;
p->timeinair = 0;
p->onfloor = false;
p->bouncestate = NADE_THROWED;
p->o = d->o;
p->vel.z = sinf(RAD*d->pitch);
@@ -467,13 +464,13 @@ void throw_nade(dynent *d, vec &to, physent *p)
};
};
physent *new_nade(dynent *d, int millis = 0)
bounceent *new_nade(playerent *d, int millis = 0)
{
physent *p = new_physent();
bounceent *p = newbounceent();
p->owner = d;
p->millis = lastmillis;
p->timetolife = 2000-millis;
p->state = NADE_ACTIVATED;
p->bouncestate = NADE_ACTIVATED;
d->inhandnade = p;
d->thrownademillis = 0;
@@ -481,11 +478,11 @@ physent *new_nade(dynent *d, int millis = 0)
return p;
};
void explode_nade(physent *i)
void explode_nade(bounceent *i)
{
if(!i) return;
if(i->state != NADE_THROWED)
if(i->bouncestate != NADE_THROWED)
{
vec o = i->owner->o;
o.add(0.1f);
@@ -495,7 +492,7 @@ void explode_nade(physent *i)
newprojectile(i->o, i->o, 1, i->owner==player1, i->owner, GUN_GRENADE);
};
void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nademillis) // create visual effect from a shot
void shootv(int gun, vec &from, vec &to, playerent *d, bool local, int nademillis) // create visual effect from a shot
{
playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
switch(gun)
@@ -523,7 +520,7 @@ void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nademillis)
{
/*int nademillis = nadetimer/100*nadepercent;
if(nademillis<0 || nademillis>100) nademillis = 100;*/
physent *p = new_nade(d, nademillis);
bounceent *p = new_nade(d, nademillis);
throw_nade(d, to, p);
}
};
@@ -537,7 +534,7 @@ void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nademillis)
};
};
void hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
void hitpush(int target, int damage, playerent *d, playerent *at, vec &from, vec &to)
{
hit(target, damage, d, at, at->gunselect==GUN_KNIFE ? true : false);
vec v;
@@ -546,7 +543,7 @@ void hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
d->vel.add(v);
};
void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
void raydamage(playerent *o, vec &from, vec &to, playerent *d, int i)
{
if(o->state!=CS_ALIVE) return;
int qdam = guns[d->gunselect].damage;
@@ -560,7 +557,7 @@ void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
else if(intersect(o, from, to)) hitpush(i, qdam, o, d, from, to);
};
void spreadandrecoil(vec &from, vec &to, dynent *d)
void spreadandrecoil(vec &from, vec &to, playerent *d)
{
//nothing special for a knife
if (d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return;
@@ -590,7 +587,7 @@ void spreadandrecoil(vec &from, vec &to, dynent *d)
if(d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
{
#define RNDD (rnd(spd)-spd/2)*f
vec r = { RNDD, RNDD, RNDD };
vec r(RNDD, RNDD, RNDD);
to.add(r);
#undef RNDD
};
@@ -601,11 +598,11 @@ void spreadandrecoil(vec &from, vec &to, dynent *d)
if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
};
bool hasammo(dynent *d) // bot mod
bool hasammo(playerent *d) // bot mod
{
if(!d->mag[d->gunselect])
{
if (d->bIsBot) botplaysound(S_NOAMMO, d);
if (d->type==ENT_BOT) botplaysound(S_NOAMMO, (botent *)d);
else playsoundc(S_NOAMMO);
d->gunwait = 250;
d->lastattackgun = -1;
@@ -616,7 +613,7 @@ bool hasammo(dynent *d) // bot mod
const int grenadepulltime = 650;
bool akimboside = false;
void shoot(dynent *d, vec &targ)
void shoot(playerent *d, vec &targ)
{
int attacktime = lastmillis-d->lastaction;
@@ -702,7 +699,7 @@ void shoot(dynent *d, vec &targ)
loopv(players)
{
dynent *o = players[i];
playerent *o = players[i];
if(!o) continue;
raydamage(o, from, to, d, i);
};
@@ -710,11 +707,11 @@ void shoot(dynent *d, vec &targ)
// Added by Rick: raydamage on bots too
loopv(bots)
{
dynent *o = bots[i];
botent *o = bots[i];
if(!o || (o == d)) continue;
raydamage(o, from, to, d, i);
};
// End add by Rick
if(d->bIsBot) raydamage(player1, from, to, d, -1);
if(d->type==ENT_BOT) raydamage(player1, from, to, d, -1);
};