// weapon.cpp: all shooting and effects code #include "cube.h" #include "bot/bot.h" #include "hudgun.h" VARP(autoreload, 0, 1, 1); vec sg[SGRAYS]; void updatelastaction(playerent *d) { loopi(NUMGUNS) d->weapons[i]->updatetimers(); d->lastaction = lastmillis; } void checkweaponswitch() { if(!player1->weaponchanging) return; int timeprogress = lastmillis-player1->weaponchanging; if(timeprogress>weapon::weaponchangetime) { addmsg(SV_WEAPCHANGE, "ri", player1->weaponsel->type); player1->weaponchanging = 0; } else if(timeprogress>weapon::weaponchangetime/2) { player1->weaponsel = player1->nextweaponsel; } } void selectweapon(weapon *w) { if(!w || !player1->weaponsel->deselectable()) return; if(w->selectable()) { // substitute akimbo weapon *akimbo = player1->weapons[GUN_AKIMBO]; if(w->type==GUN_PISTOL && akimbo->selectable()) w = akimbo; player1->weaponswitch(w); } } void requestweapon(int w) { if(keypressed && player1->state == CS_ALIVE && w >= 0 && w < NUMGUNS ) { if (player1->akimbo && w==GUN_PISTOL) w = GUN_AKIMBO; selectweapon(player1->weapons[w]); } } void shiftweapon(int s) { if(keypressed && player1->state == CS_ALIVE) { if(!player1->weaponsel->deselectable()) return; weapon *curweapon = player1->weaponsel; weapon *akimbo = player1->weapons[GUN_AKIMBO]; // collect available weapons vector availweapons; loopi(NUMGUNS) { weapon *w = player1->weapons[i]; if(!w) continue; if(w->selectable() || w==curweapon || (w->type==GUN_PISTOL && player1->akimbo)) { availweapons.add(w); } } // replace pistol by akimbo if(player1->akimbo) { availweapons.removeobj(akimbo); // and remove initial akimbo int pistolidx = availweapons.find(player1->weapons[GUN_PISTOL]); if(pistolidx>=0) availweapons[pistolidx] = akimbo; // insert at pistols position if(curweapon->type==GUN_PISTOL) curweapon = akimbo; // fix selection } // detect the next weapon int num = availweapons.length(); int curidx = availweapons.find(curweapon); if(!num || curidx<0) return; int idx = (curidx+s) % num; if(idx<0) idx += num; weapon *next = availweapons[idx]; if(next->type!=player1->weaponsel->type) // different weapon { selectweapon(next); } } else if(player1->isspectating()) updatefollowplayer(s); } void quicknadethrow(bool on) { if(player1->state != CS_ALIVE) return; if(on) { if(player1->weapons[GUN_GRENADE]->mag > 0) { if(player1->weaponsel->type != GUN_GRENADE) selectweapon(player1->weapons[GUN_GRENADE]); attack(true); } } else { attack(false); if(player1->weaponsel->type == GUN_GRENADE) player1->quicknade = true; // if(player1->weaponsel->type == GUN_GRENADE) selectweapon(player1->prevweaponsel); } } int currentprimary() { return player1->primweap->type; } int prevweapon() { return player1->prevweaponsel->type; } int curweapon() { return player1->weaponsel->type; } int magcontent(int w) { if(w >= 0 && w < NUMGUNS) return player1->weapons[w]->mag; else return -1;} int magreserve(int w) { if(w >= 0 && w < NUMGUNS) return player1->weapons[w]->ammo; else return -1;} COMMANDN(weapon, requestweapon, ARG_1INT); COMMAND(shiftweapon, ARG_1INT); COMMAND(quicknadethrow, ARG_DOWN); COMMAND(currentprimary, ARG_IVAL); COMMAND(prevweapon, ARG_IVAL); COMMAND(curweapon, ARG_IVAL); COMMAND(magcontent, ARG_1EXP); COMMAND(magreserve, ARG_1EXP); void tryreload(playerent *p) { if(!p || p->state!=CS_ALIVE || p->weaponsel->reloading || p->weaponchanging) return; p->weaponsel->reload(); } void selfreload() { tryreload(player1); } COMMANDN(reload, selfreload, ARG_NONE); void createrays(vec &from, vec &to) // create random spread of rays for the shotgun { float f = to.dist(from)*SGSPREAD/1000; loopi(SGRAYS) { #define RNDD (rnd_2x(51)-50)*f // With this (rnd_2x in place of rnd) the spread does not change, but there will be more shots in the middle area vec r(RNDD, RNDD, RNDD); sg[i] = to; sg[i].add(r); #undef RNDD } } static inline bool intersectbox(const vec &o, const vec &rad, const vec &from, const vec &to, vec *end) // if lineseg hits entity bounding box { const vec *p; vec v = to, w = o; v.sub(from); w.sub(from); float c1 = w.dot(v); if(c1<=0) p = &from; else { float c2 = v.squaredlen(); if(c2<=c1) p = &to; else { float f = c1/c2; v.mul(f).add(from); p = &v; } } if(p->x <= o.x+rad.x && p->x >= o.x-rad.x && p->y <= o.y+rad.y && p->y >= o.y-rad.y && p->z <= o.z+rad.z && p->z >= o.z-rad.z) { if(end) *end = *p; return true; } return false; } static inline bool intersectsphere(const vec &from, const vec &to, vec center, float radius, float &dist) { vec ray(to); ray.sub(from); center.sub(from); float v = center.dot(ray), inside = radius*radius - center.squaredlen(); if(inside < 0 && v < 0) return false; float raysq = ray.squaredlen(), d = inside*raysq + v*v; if(d < 0) return false; dist = (v - sqrtf(d)) / raysq; return dist >= 0 && dist <= 1; } static inline bool intersectcylinder(const vec &from, const vec &to, const vec &start, const vec &end, float radius, float &dist) { vec d(end), m(from), n(to); d.sub(start); m.sub(start); n.sub(from); float md = m.dot(d), nd = n.dot(d), dd = d.squaredlen(); if(md < 0 && md + nd < 0) return false; if(md > dd && md + nd > dd) return false; float nn = n.squaredlen(), mn = m.dot(n), a = dd*nn - nd*nd, k = m.squaredlen() - radius*radius, c = dd*k - md*md; if(fabs(a) < 0.005f) { if(c > 0) return false; if(md < 0) dist = -mn / nn; else if(md > dd) dist = (nd - mn) / nn; else dist = 0; return true; } float b = dd*mn - nd*md, discrim = b*b - a*c; if(discrim < 0) return false; dist = (-b - sqrtf(discrim)) / a; float offset = md + dist*nd; if(offset < 0) { if(nd < 0) return false; dist = -md / nd; if(k + dist*(2*mn + dist*nn) > 0) return false; } else if(offset > dd) { if(nd >= 0) return false; dist = (dd - md) / nd; if(k + dd - 2*md + dist*(2*(mn-nd) + dist*nn) > 0) return false; } return dist >= 0 && dist <= 1; } int intersect(playerent *d, const vec &from, const vec &to, vec *end) { float dist; if(d->head.x >= 0) { if(intersectsphere(from, to, d->head, HEADSIZE, dist)) { if(end) (*end = to).sub(from).mul(dist).add(from); return 2; } } float y = d->yaw*RAD, p = (d->pitch/4+90)*RAD, c = cosf(p); vec bottom(d->o), top(sinf(y)*c, -cosf(y)*c, sinf(p))/*, mid(top)*/; bottom.z -= d->eyeheight; float h = d->eyeheight /*+ d->aboveeye*/; // this mod makes the shots pass over the shoulders // mid.mul(h*0.5).add(bottom); // this mod divides the hitbox in 2 top.mul(h).add(bottom); if( intersectcylinder(from, to, bottom, top, d->radius, dist) ) // FIXME if using 2 hitboxes { if(end) (*end = to).sub(from).mul(dist).add(from); return 1; } return 0; #if 0 const float eyeheight = d->eyeheight; vec o(d->o); o.z += (d->aboveeye - eyeheight)/2; return intersectbox(o, vec(d->radius, d->radius, (d->aboveeye + eyeheight)/2), from, to, end) ? 1 : 0; #endif } bool intersect(entity *e, const vec &from, const vec &to, vec *end) { mapmodelinfo &mmi = getmminfo(e->attr2); if(!&mmi || !mmi.h) return false; float lo = float(S(e->x, e->y)->floor+mmi.zoff+e->attr3); return intersectbox(vec(e->x, e->y, lo+mmi.h/2.0f), vec(mmi.rad, mmi.rad, mmi.h/2.0f), from, to, end); } playerent *intersectclosest(const vec &from, const vec &to, playerent *at, int &hitzone, bool aiming = true) { playerent *best = NULL; float bestdist = 1e16f; int zone; if(at!=player1 && player1->state==CS_ALIVE && (zone = intersect(player1, from, to))) { best = player1; bestdist = at->o.dist(player1->o); hitzone = zone; } loopv(players) { playerent *o = players[i]; if(!o || o==at || (o->state!=CS_ALIVE && (aiming || (o->state!=CS_EDITING && o->state!=CS_LAGGED)))) continue; float dist = at->o.dist(o->o); if(dist < bestdist && (zone = intersect(o, from, to))) { best = o; bestdist = dist; hitzone = zone; } } return best; } playerent *playerincrosshair() { if(camera1->type == ENT_PLAYER || (camera1->type == ENT_CAMERA && player1->spectatemode == SM_DEATHCAM)) { int hitzone; return intersectclosest(camera1->o, worldpos, (playerent *)camera1, hitzone, false); } else return NULL; } void damageeffect(int damage, playerent *d) { particle_splash(3, damage/10, 1000, d->o); } vector hits; void hit(int damage, playerent *d, playerent *at, const vec &vel, int gun, bool gib, int info) { if(d==player1 || d->type==ENT_BOT || !m_mp(gamemode)) d->hitpush(damage, vel, at, gun); if(at==player1 && d!=player1) { extern int hitsound; extern int lasthit; if(hitsound && lasthit != lastmillis) audiomgr.playsound(S_HITSOUND); lasthit = lastmillis; } if(!m_mp(gamemode)) dodamage(damage, d, at, gib); else { hitmsg &h = hits.add(); h.target = d->clientnum; h.lifesequence = d->lifesequence; h.info = info; if(d==player1) { h.dir = ivec(0, 0, 0); d->damageroll(damage); updatedmgindicator(at->o); damageblend(damage); damageeffect(damage, d); audiomgr.playsound(S_PAIN6, SP_HIGH); } else { h.dir = ivec(int(vel.x*DNF), int(vel.y*DNF), int(vel.z*DNF)); damageeffect(damage, d); audiomgr.playsound(S_PAIN1+rnd(5), d); } } } void hitpush(int damage, playerent *d, playerent *at, vec &from, vec &to, int gun, bool gib, int info) { vec v(to); v.sub(from); v.normalize(); hit(damage, d, at, v, gun, gib, info); } float expdist(playerent *o, vec &dir, const vec &v) { vec middle = o->o; middle.z += (o->aboveeye-o->eyeheight)/2; float dist = middle.dist(v, dir); dir.div(dist); if(dist<0) dist = 0; return dist; } void radialeffect(playerent *o, vec &v, int qdam, playerent *at, int gun) { if(o->state!=CS_ALIVE) return; vec dir; float dist = expdist(o, dir, v); if(dist bounceents; void removebounceents(playerent *owner) { loopv(bounceents) if(bounceents[i]->owner==owner) { delete bounceents[i]; bounceents.remove(i--); } } void movebounceents() { loopv(bounceents) if(bounceents[i]) { bounceent *p = bounceents[i]; if((p->bouncetype==BT_NADE || p->bouncetype==BT_GIB) && p->applyphysics()) movebounceent(p, 1, false); if(!p->isalive(lastmillis)) { p->destroy(); delete p; bounceents.remove(i--); } } } void clearbounceents() { if(gamespeed==100); else if(multiplayer(false)) bounceents.add((bounceent *)player1); loopv(bounceents) if(bounceents[i]) { delete bounceents[i]; bounceents.remove(i--); } } void renderbounceents() { loopv(bounceents) { bounceent *p = bounceents[i]; if(!p) continue; string model; vec o(p->o); int anim = ANIM_MAPMODEL, basetime = 0; switch(p->bouncetype) { case BT_NADE: copystring(model, "weapons/grenade/static"); break; case BT_GIB: default: { uint n = (((4*(uint)(size_t)p)+(uint)p->timetolive)%3)+1; formatstring(model)("misc/gib0%u", n); int t = lastmillis-p->millis; if(t>p->timetolive-2000) { anim = ANIM_DECAY; basetime = p->millis+p->timetolive-2000; t -= p->timetolive-2000; o.z -= t*t/4000000000.0f*t; } break; } } path(model); rendermodel(model, anim|ANIM_LOOP|ANIM_DYNALLOC, 0, 1.1f, o, p->yaw+90, p->pitch, 0, basetime); } } VARP(gib, 0, 1, 1); VARP(gibnum, 0, 6, 1000); VARP(gibttl, 0, 7000, 60000); VARP(gibspeed, 1, 30, 100); void addgib(playerent *d) { if(!d || !gib || !gibttl) return; audiomgr.playsound(S_GIB, d); loopi(gibnum) { bounceent *p = bounceents.add(new bounceent); p->owner = d; p->millis = lastmillis; p->timetolive = gibttl+rnd(10)*100; p->bouncetype = BT_GIB; p->o = d->o; p->o.z -= d->aboveeye; p->inwater = hdr.waterlevel>p->o.z; p->yaw = (float)rnd(360); p->pitch = (float)rnd(360); p->maxspeed = 30.0f; p->rotspeed = 3.0f; const float angle = (float)rnd(360); const float speed = (float)gibspeed; p->vel.x = sinf(RAD*angle)*rnd(1000)/1000.0f; p->vel.y = cosf(RAD*angle)*rnd(1000)/1000.0f; p->vel.z = rnd(1000)/1000.0f; p->vel.mul(speed/100.0f); p->resetinterp(); } } void shorten(vec &from, vec &to, vec &target) { target.sub(from).normalize().mul(from.dist(to)).add(from); } void raydamage(vec &from, vec &to, playerent *d) { int dam = d->weaponsel->info.damage; int hitzone = -1; playerent *o = NULL; if(d->weaponsel->type==GUN_SHOTGUN) { uint done = 0; playerent *cl = NULL; for(;;) { bool raysleft = false; int hitrays = 0; o = NULL; loop(r, SGRAYS) if((done&(1<o, sg[r]); } else raysleft = true; } if(hitrays) hitpush(hitrays*dam, o, d, from, to, d->weaponsel->type, false, hitrays); if(!raysleft) break; } } else if((o = intersectclosest(from, to, d, hitzone))) { bool gib = false; if(d->weaponsel->type==GUN_KNIFE) gib = true; else if(d==player1 && d->weaponsel->type==GUN_SNIPER && hitzone==2) { dam *= 3; gib = true; } hitpush(dam, o, d, from, to, d->weaponsel->type, gib, gib ? 1 : 0); shorten(from, o->o, to); } } // weapon weapon::weapon(class playerent *owner, int type) : type(type), owner(owner), info(guns[type]), ammo(owner->ammo[type]), mag(owner->mag[type]), gunwait(owner->gunwait[type]), reloading(0) { } const int weapon::weaponchangetime = 400; const float weapon::weaponbeloweye = 0.2f; int weapon::flashtime() const { return max((int)info.attackdelay, 120)/4; } void weapon::sendshoot(vec &from, vec &to) { if(owner!=player1) return; addmsg(SV_SHOOT, "ri2i6iv", lastmillis, owner->weaponsel->type, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf()); } bool weapon::modelattacking() { int animtime = min(owner->gunwait[owner->weaponsel->type], (int)owner->weaponsel->info.attackdelay); if(lastmillis - owner->lastaction < animtime) return true; else return false; } void weapon::attacksound() { if(info.sound == S_NULL) return; bool local = (owner == player1); audiomgr.playsound(info.sound, owner, local ? SP_HIGH : SP_NORMAL); } bool weapon::reload() { if(mag>=info.magsize || ammo<=0) return false; updatelastaction(owner); reloading = lastmillis; gunwait += info.reloadtime; int numbullets = min(info.magsize - mag, ammo); mag += numbullets; ammo -= numbullets; bool local = (player1 == owner); if(owner->type==ENT_BOT) audiomgr.playsound(info.reload, owner); else audiomgr.playsoundc(info.reload, NULL, local ? SP_HIGH : SP_NORMAL); if(local) addmsg(SV_RELOAD, "ri2", lastmillis, owner->weaponsel->type); return true; } VAR(oldfashionedgunstats, 0, 0, 1); void weapon::renderstats() { char gunstats[64]; sprintf(gunstats, oldfashionedgunstats ? "%i/%i" : "%i", mag, ammo); draw_text(gunstats, 690, 823); if(!oldfashionedgunstats) { int offset = text_width(gunstats); glScalef(0.5f, 0.5f, 1.0f); sprintf(gunstats, "%i", ammo); draw_text(gunstats, (690 + offset)*2, 826*2); glLoadIdentity(); } } VAR(recoiltest, 0, 0, 1); // DISABLE ON RELEASE //int recoiltest = 0; VAR(recoilincrease, 1, 2, 10); VAR(recoilbase, 0, 40, 1000); VAR(maxrecoil, 0, 1000, 1000); void weapon::attackphysics(vec &from, vec &to) // physical fx to the owner { const guninfo &g = info; vec unitv; float dist = to.dist(from, unitv); float f = dist/1000; int spread = dynspread(); float recoil = dynrecoil()*-0.01f; // spread if(spread>1) { #define RNDD (rnd(spread)-spread/2)*f vec r(RNDD, RNDD, RNDD); to.add(r); #undef RNDD } // kickback & recoil if(recoiltest) { owner->vel.add(vec(unitv).mul(recoil/dist).mul(owner->crouching ? 0.75 : 1.0f)); owner->pitchvel = min(powf(shots/(float)(recoilincrease), 2.0f)+(float)(recoilbase)/10.0f, (float)(maxrecoil)/10.0f); } else { owner->vel.add(vec(unitv).mul(recoil/dist).mul(owner->crouching ? 0.75 : 1.0f)); owner->pitchvel = min(powf(shots/(float)(g.recoilincrease), 2.0f)+(float)(g.recoilbase)/10.0f, (float)(g.maxrecoil)/10.0f); } } VARP(righthanded, 0, 1, 1); // flowtron 20090727 void weapon::renderhudmodel(int lastaction, int index) { vec unitv; float dist = worldpos.dist(owner->o, unitv); unitv.div(dist); weaponmove wm; if(!intermission) wm.calcmove(unitv, lastaction); defformatstring(path)("weapons/%s", info.modelname); bool emit = (wm.anim&ANIM_INDEX)==ANIM_GUN_SHOOT && (lastmillis - lastaction) < flashtime(); rendermodel(path, wm.anim|ANIM_DYNALLOC|(righthanded==index ? ANIM_MIRROR : 0)|(emit ? ANIM_PARTICLE : 0), 0, -1, wm.pos, player1->yaw+90, player1->pitch+wm.k_rot, 40.0f, wm.basetime, NULL, NULL, 1.28f); } void weapon::updatetimers() { if(gunwait) gunwait = max(gunwait - (lastmillis-owner->lastaction), 0); } void weapon::onselecting() { updatelastaction(owner); audiomgr.playsound(S_GUNCHANGE, owner == player1? SP_HIGH : SP_NORMAL); } void weapon::renderhudmodel() { renderhudmodel(owner->lastaction); } void weapon::renderaimhelp(bool teamwarning) { drawcrosshair(owner, teamwarning ? CROSSHAIR_TEAMMATE : CROSSHAIR_DEFAULT); } int weapon::dynspread() { return info.spread; } float weapon::dynrecoil() { return info.recoil; } bool weapon::selectable() { return this != owner->weaponsel && owner->state == CS_ALIVE && !owner->weaponchanging; } bool weapon::deselectable() { return !reloading; } void weapon::equipplayer(playerent *pl) { if(!pl) return; pl->weapons[GUN_ASSAULT] = new assaultrifle(pl); pl->weapons[GUN_GRENADE] = new grenades(pl); pl->weapons[GUN_KNIFE] = new knife(pl); pl->weapons[GUN_PISTOL] = new pistol(pl); pl->weapons[GUN_RIFLE] = new rifle(pl); pl->weapons[GUN_SHOTGUN] = new shotgun(pl); pl->weapons[GUN_SNIPER] = new sniperrifle(pl); pl->weapons[GUN_SUBGUN] = new subgun(pl); pl->weapons[GUN_AKIMBO] = new akimbo(pl); pl->selectweapon(GUN_ASSAULT); pl->setprimary(GUN_ASSAULT); pl->setnextprimary(GUN_ASSAULT); } bool weapon::valid(int id) { return id>=0 && idweapons[GUN_GRENADE]) owner->weapons[GUN_GRENADE]->removebounceent(this); } void grenadeent::explode() { if(nadestate!=NS_ACTIVATED && nadestate!=NS_THROWED ) return; nadestate = NS_EXPLODED; static vec n(0,0,0); hits.setsize(0); splash(); if(local) addmsg(SV_EXPLODE, "ri3iv", lastmillis, GUN_GRENADE, millis, // fixme hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf()); audiomgr.playsound(S_FEXPLODE, &o); } void grenadeent::splash() { particle_splash(0, 50, 300, o); particle_fireball(5, o); addscorchmark(o); adddynlight(NULL, o, 16, 200, 100, 255, 255, 224); adddynlight(NULL, o, 16, 600, 600, 192, 160, 128); if(owner != player1) return; int damage = guns[GUN_GRENADE].damage; radialeffect(owner, o, damage, owner, GUN_GRENADE); loopv(players) { playerent *p = players[i]; if(!p) continue; radialeffect(p, o, damage, owner, GUN_GRENADE); } } void grenadeent::activate(const vec &from, const vec &to) { if(nadestate!=NS_NONE) return; nadestate = NS_ACTIVATED; if(local) { addmsg(SV_SHOOT, "ri2i6i", millis, owner->weaponsel->type, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), 0); audiomgr.playsound(S_GRENADEPULL, SP_HIGH); } } void grenadeent::_throw(const vec &from, const vec &vel) { if(nadestate!=NS_ACTIVATED) return; nadestate = NS_THROWED; this->vel = vel; this->o = from; this->resetinterp(); inwater = hdr.waterlevel>o.z; if(local) { addmsg(SV_THROWNADE, "ri7", int(o.x*DMF), int(o.y*DMF), int(o.z*DMF), int(vel.x*DMF), int(vel.y*DMF), int(vel.z*DMF), lastmillis-millis); audiomgr.playsound(S_GRENADETHROW, SP_HIGH); } else audiomgr.playsound(S_GRENADETHROW, owner); } void grenadeent::moveoutsidebbox(const vec &direction, playerent *boundingbox) { vel = direction; o = boundingbox->o; inwater = hdr.waterlevel>o.z; boundingbox->cancollide = false; loopi(10) moveplayer(this, 10, true, 10); boundingbox->cancollide = true; } void grenadeent::destroy() { explode(); } bool grenadeent::applyphysics() { return nadestate==NS_THROWED; } void grenadeent::oncollision() { if(distsincebounce>=1.5f) audiomgr.playsound(S_GRENADEBOUNCE1+rnd(2), &o); distsincebounce = 0.0f; } void grenadeent::onmoved(const vec &dist) { distsincebounce += dist.magnitude(); } // grenades grenades::grenades(playerent *owner) : weapon(owner, GUN_GRENADE), inhandnade(NULL), throwwait((13*1000)/40), throwmillis(0), state(GST_NONE) {} int grenades::flashtime() const { return 0; } bool grenades::busy() { return state!=GST_NONE; } bool grenades::attack(vec &targ) { int attackmillis = lastmillis-owner->lastaction; vec &to = targ; bool quickwait = attackmillis*3>=gunwait && !(m_arena && m_teammode && arenaintermission); bool waitdone = attackmillis>=gunwait && quickwait; if(waitdone) gunwait = reloading = 0; switch(state) { case GST_NONE: if(waitdone && owner->attacking && this==owner->weaponsel) activatenade(to); // activate break; case GST_INHAND: if(waitdone || ( owner->quicknade && quickwait ) ) { if(!owner->attacking || this!=owner->weaponsel) thrownade(); // throw else if(!inhandnade->isalive(lastmillis)) dropnade(); // drop & have fun } break; case GST_THROWING: if(attackmillis >= throwwait) // throw done { reset(); if(!mag && this==owner->weaponsel) // switch to primary immediately { owner->weaponchanging = lastmillis-1-(weaponchangetime/2); owner->nextweaponsel = owner->weaponsel = owner->primweap; } return false; } break; } return true; } void grenades::attackfx(const vec &from, const vec &to, int millis) // other player's grenades { throwmillis = lastmillis-millis; if(millis == 0) audiomgr.playsound(S_GRENADEPULL, owner); // activate else if(millis > 0) // throw { grenadeent *g = new grenadeent(owner, millis); bounceents.add(g); g->_throw(from, to); } } int grenades::modelanim() { if(state == GST_THROWING) return ANIM_GUN_THROW; else { int animtime = min(gunwait, (int)info.attackdelay); if(state == GST_INHAND || lastmillis - owner->lastaction < animtime) return ANIM_GUN_SHOOT; } return ANIM_GUN_IDLE; } void grenades::activatenade(const vec &to) { if(!mag) return; throwmillis = 0; inhandnade = new grenadeent(owner); bounceents.add(inhandnade); updatelastaction(owner); mag--; gunwait = info.attackdelay; owner->lastattackweapon = this; state = GST_INHAND; inhandnade->activate(owner->o, to); } void grenades::thrownade() { if (owner->quicknade && owner->weaponsel->type == GUN_GRENADE) selectweapon(owner->prevweaponsel); owner->quicknade = false; if(!inhandnade) return; const float speed = cosf(RAD*owner->pitch); vec vel(sinf(RAD*owner->yaw)*speed, -cosf(RAD*owner->yaw)*speed, sinf(RAD*owner->pitch)); vel.mul(1.5f); thrownade(vel); } void grenades::thrownade(const vec &vel) { inhandnade->moveoutsidebbox(vel, owner); inhandnade->_throw(inhandnade->o, vel); inhandnade = NULL; throwmillis = lastmillis; updatelastaction(owner); state = GST_THROWING; if(this==owner->weaponsel) owner->attacking = false; } void grenades::dropnade() { vec n(0,0,0); thrownade(n); } void grenades::renderstats() { char gunstats[64]; sprintf(gunstats, "%i", mag); draw_text(gunstats, 690, 827); } bool grenades::selectable() { return weapon::selectable() && state != GST_INHAND && mag; } void grenades::reset() { throwmillis = 0; state = GST_NONE; } void grenades::onselecting() { reset(); audiomgr.playsound(S_GUNCHANGE); } void grenades::onownerdies() { reset(); if(owner==player1 && inhandnade) dropnade(); } void grenades::removebounceent(bounceent *b) { if(b == inhandnade) { inhandnade = NULL; reset(); } } // gun base class gun::gun(playerent *owner, int type) : weapon(owner, type) {} bool gun::attack(vec &targ) { int attackmillis = lastmillis-owner->lastaction; if(timebalance < gunwait) attackmillis += timebalance; if(attackmillisattacking) { shots = 0; checkautoreload(); return false; } updatelastaction(owner); if(!mag) { audiomgr.playsoundc(S_NOAMMO); gunwait += 250; owner->lastattackweapon = NULL; shots = 0; checkautoreload(); return false; } owner->lastattackweapon = this; shots++; if(!info.isauto) owner->attacking = false; vec from = owner->o; vec to = targ; from.z -= weaponbeloweye; attackphysics(from, to); hits.setsize(0); raydamage(from, to, owner); attackfx(from, to, 0); gunwait = info.attackdelay; mag--; sendshoot(from, to); return true; } void gun::attackfx(const vec &from, const vec &to, int millis) { addbullethole(owner, from, to); addshotline(owner, from, to); particle_splash(0, 5, 250, to); adddynlight(owner, from, 4, 100, 50, 96, 80, 64); attacksound(); } int gun::modelanim() { return modelattacking() ? ANIM_GUN_SHOOT|ANIM_LOOP : ANIM_GUN_IDLE; } void gun::checkautoreload() { if(autoreload && owner==player1 && !mag) reload(); } // shotgun shotgun::shotgun(playerent *owner) : gun(owner, GUN_SHOTGUN) {} bool shotgun::attack(vec &targ) { vec from = owner->o; from.z -= weaponbeloweye; createrays(from, targ); return gun::attack(targ); } void shotgun::attackfx(const vec &from, const vec &to, int millis) { loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]); if(addbullethole(owner, from, to)) { int holes = 3+rnd(5); loopi(holes) addbullethole(owner, from, sg[i], 0, false); } adddynlight(owner, from, 4, 100, 50, 96, 80, 64); attacksound(); } bool shotgun::selectable() { return weapon::selectable() && !m_noprimary && this == owner->primweap; } // subgun subgun::subgun(playerent *owner) : gun(owner, GUN_SUBGUN) {} bool subgun::selectable() { return weapon::selectable() && !m_noprimary && this == owner->primweap; } int subgun::dynspread() { return min(info.spread + 10 * shots, 80); } // sniperrifle sniperrifle::sniperrifle(playerent *owner) : gun(owner, GUN_SNIPER), scoped(false) {} void sniperrifle::attackfx(const vec &from, const vec &to, int millis) { addbullethole(owner, from, to); addshotline(owner, from, to); particle_splash(0, 50, 200, to); particle_trail(1, 500, from, to); adddynlight(owner, from, 4, 100, 50, 96, 80, 64); attacksound(); } bool sniperrifle::reload() { bool r = weapon::reload(); if(owner==player1 && r) scoped = false; return r; } #define SCOPESETTLETIME 180 int sniperrifle::dynspread() { if(scoped) { int scopetime = lastmillis - scoped_since; if(scopetime > SCOPESETTLETIME) return 1; else return max((info.spread * (SCOPESETTLETIME - scopetime)) / SCOPESETTLETIME, 1); } return info.spread; } float sniperrifle::dynrecoil() { return scoped && lastmillis - scoped_since > SCOPESETTLETIME ? info.recoil / 3 : info.recoil; } bool sniperrifle::selectable() { return weapon::selectable() && !m_noprimary && this == owner->primweap; } void sniperrifle::onselecting() { weapon::onselecting(); scoped = false; } void sniperrifle::ondeselecting() { scoped = false; } void sniperrifle::onownerdies() { scoped = false; } void sniperrifle::renderhudmodel() { if(!scoped) weapon::renderhudmodel(); } void sniperrifle::renderaimhelp(bool teamwarning) { if(scoped) drawscope(); if(scoped || teamwarning) drawcrosshair(owner, teamwarning ? CROSSHAIR_TEAMMATE : CROSSHAIR_SCOPE, NULL, 24.0f); } void sniperrifle::setscope(bool enable) { if(this == owner->weaponsel && !reloading && owner->state == CS_ALIVE) { if(scoped == false && enable == true) scoped_since = lastmillis; if(player1 == owner && enable != scoped) addmsg(SV_SCOPE, "ri2", lastmillis, enable); // 2010 MAY 17 : flowtron: // if(watching_demo) we might need to ignore some messages // e.g. I got one where I pressed SCOPE during the auto-reload - // that makes it pop up during playback, but not during actual gametime // since then reloading was true - seems it isn't during playback - test, verify, correct bug .. test, verify .. commit scoped = enable; } } // rifle rifle::rifle(playerent *owner) : gun(owner, GUN_RIFLE) {} bool rifle::selectable() { return weapon::selectable() && !m_noprimary && this == owner->primweap; } // assaultrifle assaultrifle::assaultrifle(playerent *owner) : gun(owner, GUN_ASSAULT) {} int assaultrifle::dynspread() { return shots > 3 ? info.spread * 3 : info.spread; } float assaultrifle::dynrecoil() { return info.recoil + (rnd(8)*-0.01f); } bool assaultrifle::selectable() { return weapon::selectable() && !m_noprimary && this == owner->primweap; } // pistol pistol::pistol(playerent *owner) : gun(owner, GUN_PISTOL) {} bool pistol::selectable() { return weapon::selectable() && !m_nopistol; } // akimbo akimbo::akimbo(playerent *owner) : gun(owner, GUN_AKIMBO), akimboside(0), akimbomillis(0) { akimbolastaction[0] = akimbolastaction[1] = 0; } bool akimbo::attack(vec &targ) { if(gun::attack(targ)) { akimbolastaction[akimboside] = lastmillis; akimboside = (akimboside+1)%2; return true; } return false; } void akimbo::onammopicked() { akimbomillis = lastmillis + 30000; if(owner==player1) { if(owner->weaponsel->type!=GUN_SNIPER && owner->weaponsel->type!=GUN_GRENADE) owner->weaponswitch(this); addmsg(SV_AKIMBO, "ri", lastmillis); } } void akimbo::onselecting() { gun::onselecting(); akimbolastaction[0] = akimbolastaction[1] = lastmillis; } bool akimbo::selectable() { return weapon::selectable() && !m_nopistol && owner->akimbo; } void akimbo::updatetimers() { weapon::updatetimers(); /*loopi(2) akimbolastaction[i] = lastmillis;*/ } void akimbo::reset() { akimbolastaction[0] = akimbolastaction[1] = akimbomillis = akimboside = 0; } void akimbo::renderhudmodel() { weapon::renderhudmodel(akimbolastaction[0], 0); weapon::renderhudmodel(akimbolastaction[1], 1); } bool akimbo::timerout() { return akimbomillis && akimbomillis <= lastmillis; } // knife knife::knife(playerent *owner) : weapon(owner, GUN_KNIFE) {} int knife::flashtime() const { return 0; } bool knife::attack(vec &targ) { int attackmillis = lastmillis-owner->lastaction; if(attackmillisattacking) return false; updatelastaction(owner); owner->lastattackweapon = this; owner->attacking = false; vec from = owner->o; vec to = targ; from.z -= weaponbeloweye; vec unitv; float dist = to.dist(from, unitv); unitv.div(dist); unitv.mul(3); // punch range to = from; to.add(unitv); hits.setsize(0); raydamage(from, to, owner); attackfx(from, to, 0); sendshoot(from, to); gunwait = info.attackdelay; return true; } int knife::modelanim() { return modelattacking() ? ANIM_GUN_SHOOT : ANIM_GUN_IDLE; } void knife::drawstats() {} void knife::attackfx(const vec &from, const vec &to, int millis) { attacksound(); } void knife::renderstats() { } void setscope(bool enable) { if(player1->weaponsel->type != GUN_SNIPER) return; sniperrifle *sr = (sniperrifle *)player1->weaponsel; sr->setscope(enable); } COMMAND(setscope, ARG_1INT); void shoot(playerent *p, vec &targ) { if(p->state==CS_DEAD || p->weaponchanging) return; weapon *weap = p->weaponsel; if(weap) { weap->attack(targ); loopi(NUMGUNS) { weapon *bweap = player1->weapons[i]; if(bweap != weap && bweap->busy()) bweap->attack(targ); } } } void checkakimbo() { if(player1->akimbo) { akimbo &a = *((akimbo *)player1->weapons[GUN_AKIMBO]); if(a.timerout() || player1->state == CS_DEAD) { weapon &p = *player1->weapons[GUN_PISTOL]; player1->akimbo = false; a.reset(); // transfer ammo to pistol p.mag = min((int)p.info.magsize, max(a.mag, p.mag)); p.ammo = max(p.ammo, p.ammo); // fix akimbo magcontent a.mag = 0; a.ammo = 0; if(player1->weaponsel->type==GUN_AKIMBO) player1->weaponswitch(&p); if(player1->state != CS_DEAD) audiomgr.playsoundc(S_AKIMBOOUT); } } }