// weapon.cpp: all shooting and effects code #include "cube.h" #include "bot/bot.h" struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize, mdl_kick_rot, mdl_kick_back; bool isauto; char *name; }; const int SGRAYS = 21; //down from 21, must be 32 or less (default) const float SGSPREAD = 2; vec sg[SGRAYS]; guninfo guns[NUMGUNS] = { { S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, false, "knife" }, { S_PISTOL, S_RPISTOL, 1400, 170, 19, 0, 0, 80, 10, 8, 6, 5, false, "pistol" }, // *SGRAYS { S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 5, 0, 0, 1, 35, 7, 9, 9, false, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6 { S_SUBGUN, S_RSUBGUN, 1650, 80, 16, 0, 0, 70, 15, 30, 1, 2, true, "subgun" }, { S_SNIPER, S_RSNIPER, 1950, 1500, 85, 0, 0, 60, 50, 5, 4, 4, false, "sniper" }, { S_ASSAULT, S_RASSAULT, 2000, 130, 25, 0, 0, 20, 40, 15, 0, 2, true, "assault" }, //recoil was 44 { S_NULL, S_NULL, 1000, 1200, 150, 20, 6, 1, 1, 1, 3, 1, false, "grenade" }, }; int nadetimer = 2000; // detonate after $ms bool gun_changed = false; void checkweaponswitch() { if(!player1->weaponchanging) return; int timeprogress = lastmillis-player1->lastaction; if(timeprogress>WEAPONCHANGE_TIME) { gun_changed = true; player1->weaponchanging = false; player1->lastaction = 0; } else if(timeprogress>WEAPONCHANGE_TIME/2) { if((!player1->akimbo && player1->akimbomillis && player1->nextweapon==GUN_PISTOL) || (player1->akimbo && !player1->akimbomillis && player1->gunselect==GUN_PISTOL)) player1->akimbo = !player1->akimbo; player1->gunselect = player1->nextweapon; }; }; void weaponswitch(int gun) { player1->weaponchanging = true; player1->thrownademillis = 0; player1->lastaction = player1->akimbolastaction[0] = player1->akimbolastaction[1] = lastmillis; player1->nextweapon = gun; playsound(S_GUNCHANGE); }; void weapon(int gun) { if(gun == player1->gunselect) return; if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return; if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return; if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return; if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return; if(m_nopistol && gun == GUN_PISTOL) return; if(gun == GUN_GRENADE && !player1->mag[GUN_GRENADE]) return; setscope(false); weaponswitch(gun); }; void shiftweapon(int s) { for(int i = 0; i < NUMGUNS && !player1->weaponchanging; i++) { int trygun = player1->gunselect + s + (s < 0 ? -i : i); if((trygun %= NUMGUNS) < 0) trygun += NUMGUNS; weapon(trygun); }; }; int currentprimary() { return player1->primary; }; int curweapon() { return player1->gunselect; }; int magcontent(int gun) { if(gun > 0 && gun < NUMGUNS) return player1->mag[gun]; else return -1;}; COMMAND(weapon, ARG_1INT); COMMAND(shiftweapon, ARG_1INT); COMMAND(currentprimary, ARG_1EST); COMMAND(curweapon, ARG_1EXP); COMMAND(magcontent, ARG_1EXP); VAR(scopefov, 5, 50, 50); bool scoped = false; int oldfov = 100; void setscope(bool activate) { if(player1->gunselect != GUN_SNIPER || player1->state == CS_DEAD) return; if(activate == scoped) return; if(activate) { oldfov = getvar("fov"); setvar("fov", scopefov); } else { setvar("fov", oldfov); } scoped = activate; } COMMAND(setscope, ARG_1INT); void reload(playerent *d) { if(!d || d->state!=CS_ALIVE || d->reloading || d->weaponchanging) return; if(!reloadable_gun(d->gunselect) || d->ammo[d->gunselect]<=0) return; if(d->mag[d->gunselect] >= (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize) return; if(d == player1) setscope(false); d->reloading = true; d->lastaction = lastmillis; d->akimbolastaction[0] = d->akimbolastaction[1] = lastmillis; d->gunwait = guns[d->gunselect].reloadtime; int numbullets = (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize - d->mag[d->gunselect]; if(has_akimbo(d)) numbullets = guns[d->gunselect].magsize * 2 - d->mag[d->gunselect]; if(numbullets > d->ammo[d->gunselect]) numbullets = d->ammo[d->gunselect]; d->mag[d->gunselect] += numbullets; d->ammo[d->gunselect] -= numbullets; if(has_akimbo(d)) playsoundc(S_RAKIMBO); else if(d->type==ENT_BOT) playsound(guns[d->gunselect].reload, &d->o); else playsoundc(guns[d->gunselect].reload); }; void selfreload() { reload(player1); }; COMMANDN(reload, selfreload, 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; }; 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(101)-50)*f vec r(RNDD, RNDD, RNDD); sg[i] = to; sg[i].add(r); #undef RNDD }; }; //bool intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box bool intersect(dynent *d, vec &from, vec &to, vec *end) // if lineseg hits entity bounding box { vec v = to, w = d->o, *p; 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; }; }; 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; }; playerent *intersectclosest(vec &from, vec &to, int &n, playerent *at) { playerent *best = NULL; float bestdist = 1e16f; if(at!=player1 && player1->state==CS_ALIVE && intersect(player1, from, to)) { best = player1; bestdist = at->o.dist(player1->o); n = getclientnum(); }; loopv(players) { playerent *o = players[i]; if(!o || o==at || o->state!=CS_ALIVE) continue; if(!intersect(o, from, to)) continue; float dist = at->o.dist(o->o); if(disto, worldpos, n, player1); }; const int MAXPROJ = 100; 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, playerent *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, playerent *d, playerent *at, bool gib=false) { d->lastpain = lastmillis; if(d==player1 || d->type==ENT_BOT) selfdamage(damage, -1, at, gib, d); else { addmsg(gib ? SV_GIBDAMAGE : SV_DAMAGE, "ri3", 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 = 7; const float RL_DAMRAD = 10; // hack void radialeffect(playerent *o, vec &v, int cn, int qdam, playerent *at) { if(o->state!=CS_ALIVE) return; vec temp; float dist = o->o.dist(v, temp); dist -= 2; // account for eye distance imprecision if(distvel.add(temp.mul((RL_DAMRAD-dist)*damage/800)); }; }; void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int qdam) { particle_splash(0, 50, 300, v); p->inuse = false; if(p->gun!=GUN_GRENADE) { 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; playerent *o = players[i]; if(!o) continue; radialeffect(o, v, i, qdam, p->owner); }; }; }; inline void projdamage(playerent *o, projectile *p, vec &v, int i, int qdam) { if(o->state!=CS_ALIVE) return; if(intersect(o, p->o, v)) { splash(p, v, p->o, i, qdam); hit(i, qdam, o, p->owner, true); //fixme }; }; 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); int qdam = guns[p->gun].damage; vec v; float dist = p->to.dist(p->o, v); float dtime = dist*1000/p->speed; if(time>dtime) dtime = time; v.mul(time/dtime).add(p->o); if(p->local) { loopv(players) { playerent *o = players[i]; if(!o) continue; projdamage(o, p, v, i, qdam); }; if(p->owner!=player1) projdamage(player1, p, v, -1, qdam); }; if(p->inuse) { if(time==dtime) splash(p, v, p->o, -1, qdam); else { if(p->gun==GUN_GRENADE) { 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); }; // Added by Rick traceresult_s tr; TraceLine(p->o, v, p->owner, true, &tr); if (tr.collided) splash(p, v, p->o, -1, qdam); // End add }; }; p->o = v; }; }; void throw_nade(playerent *d, const vec &vel, bounceent *p) { if(!p || !d) return; playsound(S_GRENADETHROW); vec throwdir(p->vel = vel); throwdir.mul(2*d->radius); p->o = d->o; p->o.add(throwdir); p->bouncestate = NADE_THROWED; d->thrownademillis = lastmillis; d->inhandnade = NULL; if(d==player1) { player1->lastaction = lastmillis; addmsg(SV_SHOT, "ri8", d->gunselect, (int)(d->o.x*DMF), (int)(d->o.y*DMF), (int)(d->o.z*DMF), (int)(vel.x*DMF), (int)(vel.y*DMF), (int)(vel.z*DMF), lastmillis-p->millis); }; }; void throw_nade(playerent *d, bounceent *p) { if(!d || !p) return; float speed = cosf(RAD*d->pitch); vec vel; vel.z = sinf(RAD*d->pitch); vel.x = sinf(RAD*d->yaw)*speed; vel.y = -cosf(RAD*d->yaw)*speed; vel.mul(1.7f); throw_nade(d, vel, p); }; bounceent *new_nade(playerent *d, int millis = 0) { bounceent *p = newbounceent(); p->owner = d; p->millis = lastmillis; p->timetolife = 2000-millis; p->bouncestate = NADE_ACTIVATED; d->inhandnade = p; d->thrownademillis = 0; playsound(S_GRENADEPULL, (d==player1 ? NULL : &d->o)); return p; }; void explode_nade(bounceent *i) { if(!i) return; if(i->bouncestate != NADE_THROWED) throw_nade(i->owner, vec(0,0,0), i); playsound(S_FEXPLODE, &i->o); newprojectile(i->o, i->o, 1, i->owner==player1, i->owner, GUN_GRENADE); }; 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) { case GUN_KNIFE: break; case GUN_SHOTGUN: { loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]); break; }; case GUN_PISTOL: case GUN_SUBGUN: case GUN_ASSAULT: { addshotline(d, from, to); particle_splash(0, 5, 250, to); break; }; case GUN_GRENADE: { if(d!=player1) { bounceent *p = new_nade(d, nademillis); throw_nade(d, to, p); }; break; }; case GUN_SNIPER: { addshotline(d, from, to); particle_splash(0, 50, 200, to); particle_trail(1, 500, from, to); break; }; }; }; 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; float dist = to.dist(from, v); v.mul(damage/dist/50); d->vel.add(v); }; 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 i = -1, gdam = guns[d->gunselect].damage; playerent *o = NULL; if(d->gunselect==GUN_SHOTGUN) { uint done = 0; playerent *cl = NULL; int n = -1; for(;;) { bool raysleft = false; int damage = 0; o = NULL; loop(r, SGRAYS) if((done&(1<o, sg[r]); } else raysleft = true; }; if(damage) hitpush(i, damage, o, d, from, to); if(!raysleft) break; }; } else if((o = intersectclosest(from, to, i, d))) { hitpush(i, gdam, o, d, from, to); shorten(from, o->o, to); }; }; void spreadandrecoil(vec &from, vec &to, playerent *d) { //nothing special for a knife if (d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return; //spread vec unitv; float dist = to.dist(from, unitv); float f = dist/1000; int spd = guns[d->gunselect].spread; //recoil float rcl = guns[d->gunselect].recoil*-0.01f; if(d->gunselect==GUN_ASSAULT) { if(d->shots > 3) spd = 70; rcl += (rnd(8)*-0.01f); }; if((d->gunselect==GUN_SNIPER) /*&& (d->vel.x<.25f && d->vel.y<.25f)*/ && scoped) { spd = 1; rcl = rcl / 3; }; if(d->gunselect!=GUN_SHOTGUN) //no spread on shotgun { #define RNDD (rnd(spd)-spd/2)*f vec r(RNDD, RNDD, RNDD); to.add(r); #undef RNDD }; //increase pitch for recoil d->vel.add(vec(unitv).mul(rcl/dist)); if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f; }; bool hasammo(playerent *d) // bot mod { if(!d->mag[d->gunselect]) { if (d->type==ENT_BOT) playsound(S_NOAMMO, &d->o); else playsoundc(S_NOAMMO); d->gunwait = 250; d->lastaction = lastmillis; d->lastattackgun = -1; return false; } else return true; } VARP(autoreload, 0, 1, 1); const int grenadepulltime = 650; bool akimboside = false; void shoot(playerent *d, vec &targ) { int attacktime = lastmillis-d->lastaction; vec from = d->o; vec to = targ; if(d->gunselect==GUN_GRENADE) { d->shots = 0; if(d->thrownademillis && attacktime >= 13*(1000/25)) { d->weaponchanging = true; d->nextweapon = d->mag[GUN_GRENADE] ? GUN_GRENADE : d->primary; d->thrownademillis = 0; d->lastaction = lastmillis-1-WEAPONCHANGE_TIME/2; }; if(d->weaponchanging || attacktimegunwait) return; d->gunwait = 0; d->reloading = false; if(d->attacking && !d->inhandnade) // activate { if(!hasammo(d)) return; d->mag[d->gunselect]--; new_nade(d); d->gunwait = grenadepulltime; d->lastaction = lastmillis; d->lastattackgun = d->gunselect; } else if(!d->attacking && d->inhandnade && attacktime>grenadepulltime) throw_nade(d, d->inhandnade); return; } else { if(d->weaponchanging || attacktimegunwait) return; d->gunwait = 0; d->reloading = false; if(!d->attacking) { d->shots = 0; return; }; d->lastaction = lastmillis; d->lastattackgun = d->gunselect; if(d->gunselect!=GUN_KNIFE && !hasammo(d)) { d->shots = 0; return; }; if(guns[d->gunselect].isauto) d->shots++; else d->attacking = false; if(d->gunselect==GUN_PISTOL && d->akimbo) { d->attacking = true; //make akimbo auto d->akimbolastaction[akimboside?1:0] = lastmillis; akimboside = !akimboside; }; if(d->gunselect!=GUN_KNIFE) d->mag[d->gunselect]--; from.z -= 0.2f; // below eye }; spreadandrecoil(from,to,d); vec unitv; float dist = to.dist(from, unitv); unitv.div(dist); if(d->gunselect==GUN_KNIFE) { unitv.mul(3); // punch range to = from; to.add(unitv); }; if(d->gunselect==GUN_SHOTGUN) createrays(from, to); if(has_akimbo(d)) d->gunwait = guns[d->gunselect].attackdelay / 2; //make akimbo pistols shoot twice as fast as normal pistol else d->gunwait = guns[d->gunselect].attackdelay; shootv(d->gunselect, from, to, d, 0); if(d->type==ENT_PLAYER) addmsg(SV_SHOT, "ri8", 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), 0); if(autoreload && d == player1 && !d->mag[d->gunselect]) reload(d); if(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return; raydamage(from, to, d); };