Files
assaultcube-/source/src/weapon.cpp
T
driAn 0ea4dac469 *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@256 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2006-04-26 14:51:25 +00:00

587 lines
16 KiB
C++

// weapon.cpp: all shooting and effects code
#include "cube.h"
struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize, mdl_kick_rot, mdl_kick_back; char *name; };
const int SGRAYS = 20; //down from 20 (default)
const float SGSPREAD = 2;
vec sg[SGRAYS];
//change the particales
guninfo guns[NUMGUNS] =
{
{ S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, "knife" },
{ 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, 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, 1, 2, "subgun" },
{ 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, 0, 2, "assult" }, //recoil was 44
{ S_GRENADE, S_NULL, 1000, 2000, 150, 20, 6, 1, 1, 1, 3, 1, "grenade" },
};
bool gun_changed = false;
void primary()
{
player1->gunselect=player1->primary;
gun_changed = true;
};
void secondary()
{
player1->gunselect=GUN_PISTOL;
gun_changed = true;
};
void melee()
{
player1->gunselect=GUN_KNIFE;
gun_changed = true;
};
COMMAND(primary,ARG_NONE);
COMMAND(secondary,ARG_NONE);
COMMAND(melee,ARG_NONE);
void reload()
{
bool akimbo = player1->gunselect==GUN_PISTOL && player1->akimbo!=0;
if(player1->gunselect==GUN_KNIFE || player1->gunselect==GUN_GRENADE) return;
if(akimbo && player1->mag[player1->gunselect]>=(guns[player1->gunselect].magsize * 2)) return;
else if(player1->mag[player1->gunselect]>=guns[player1->gunselect].magsize && player1->akimbo==0) return;
if(player1->ammo[player1->gunselect]<=0) return;
if(player1->reloading) return;
player1->reloading = true;
player1->lastaction = lastmillis;
if(akimbo)
{
akimbolastaction[akimboside?1:0] = lastmillis;
akimbolastaction[akimboside?0:1] = lastmillis + (reloadtime(GUN_PISTOL)/2);
};
player1->gunwait = guns[player1->gunselect].reloadtime;
//temp hack in drawhudgun() so no guns drawn while reloading, needs fixed
int a = guns[player1->gunselect].magsize - player1->mag[player1->gunselect];
if(player1->gunselect==GUN_PISTOL && player1->akimbo!=0)
a = guns[player1->gunselect].magsize * 2 - player1->mag[player1->gunselect];
if (a >= player1->ammo[player1->gunselect])
{
player1->mag[player1->gunselect] += player1->ammo[player1->gunselect];
player1->ammo[player1->gunselect] = 0;
}
else
{
player1->mag[player1->gunselect] += a;
player1->ammo[player1->gunselect] -= a;
}
if(akimbo) playsoundc(S_RAKIMBO);
else playsoundc(guns[player1->gunselect].reload);
};
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; };
void createrays(vec &from, vec &to) // create random spread of rays for the shotgun
{
vdist(dist, dvec, from, to);
float f = dist*SGSPREAD/1000;
loopi(SGRAYS)
{
#define RNDD (rnd(101)-50)*f
vec r = { RNDD, RNDD, RNDD };
sg[i] = to;
vadd(sg[i], r);
};
};
bool intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
{
vec v = to, w = d->o, *p;
vsub(v, from);
vsub(w, from);
float c1 = dotprod(w, v);
if(c1<=0) p = &from;
else
{
float c2 = dotprod(v, v);
if(c2<=c1) p = &to;
else
{
float f = c1/c2;
vmul(v, f);
vadd(v, 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;
};
dynent *playerincrosshair()
{
if(demoplayback) return NULL;
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
if(intersect(o, player1->o, worldpos)) return o;
};
return NULL;
};
const int MAXPROJ = 100;
struct projectile { vec o, to; float speed; dynent *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)
{
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, dynent *d, dynent *at)
{
if(d==player1) selfdamage(damage, at==player1 ? -1 : -2, at);
else { addmsg(1, 4, SV_DAMAGE, 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(dynent *o, vec &v, int cn, int qdam, dynent *at)
{
if(o->state!=CS_ALIVE) return;
vdist(dist, temp, v, o->o);
dist -= 2; // account for eye distance imprecision
if(dist<RL_DAMRAD)
{
if(dist<0) dist = 0;
int damage = (int)(qdam*(1-(dist/RL_DAMRAD)));
hit(cn, damage, o, at);
vmul(temp, (RL_DAMRAD-dist)*damage/800);
vadd(o->vel, temp);
};
};
void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, 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;
dynent *o = players[i];
if(!o) continue;
radialeffect(o, v, i, qdam, p->owner);
};
};
};
inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
{
if(o->state!=CS_ALIVE) return;
if(intersect(o, p->o, v))
{
splash(p, v, p->o, i, im, qdam);
hit(i, qdam, o, p->owner);
};
};
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;
vdist(dist, v, p->o, p->to);
float dtime = dist*1000/p->speed;
if(time>dtime) dtime = time;
vmul(v, time/dtime);
vadd(v, p->o)
if(p->local)
{
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
projdamage(o, p, v, i, -1, qdam);
};
if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam);
};
if(p->inuse)
{
if(time==dtime) splash(p, v, p->o, -1, -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); };
};
};
p->o = v;
};
};
extern float rad(float x);
physent *curnade = NULL;
void throw_nade(dynent *d, vec &to, physent *p)
{
if(!p || !d) return;
printf("thrownade\n");
playsound(S_GRENADETHROW, &d->o);
p->isphysent = true;
p->gravity = 20;
p->state = NADE_THROWED;
p->timeinair = 0;
p->onfloor = false;
p->o = d->o;
p->vel.z = sin(rad(d->pitch));
float speed = cos(rad(d->pitch));
p->vel.x = sin(rad(d->yaw))*speed;
p->vel.y = -cos(rad(d->yaw))*speed;
vmul(p->vel, 1.7f);
vec throwdir = p->vel;
vmul(throwdir, d->radius);
vadd(p->o, throwdir);
vadd(p->o, throwdir);
vec &from = d->o;
if(d==player1)
{
d->thrownademillis = lastmillis;
int percent_done = (lastmillis-p->millis)*100/2000;
if(percent_done < 0 || percent_done > 100) percent_done = 100;
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), percent_done);
// printf("grenade: %i\n", (lastmillis-curnade->millis)/100);
if(curnade) curnade = NULL;
};
};
physent *new_physent()
{
physent *p = (physent *)gp()->alloc(sizeof(physent));
p->yaw = 270;
p->pitch = 0;
p->roll = 0;
p->isphysent = true;
p->maxspeed = 40;
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->dynent::state = CS_ALIVE;
p->state = PHYSENT_NONE;
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->onladder = false;
p->strafe = 0;
p->move = 0;
physents.add(p);
return p;
}
physent *new_nade(dynent *d, int millis = 0)
{
printf("newnade\n");
physent *p = new_physent();
p->owner = d;
p->millis = lastmillis;
p->timetolife = 2000-millis;
p->state = NADE_ACTIVATED;
if(d==player1)
{
curnade = p;
d->thrownademillis = 0;
};
playsound(S_GRENADEPULL, &d->o);
return p;
};
void explode_nade(physent *i)
{
if(!i) return;
printf("explode\n");
if(i->state != NADE_THROWED)
{
vec o = i->owner->o;
vec dist = { 0.1f, 0.1f, 0.1f };
vadd(o, dist);
throw_nade(i->owner, o, i);
};
playsound(S_FEXPLODE, &i->o);
newprojectile(i->o, i->o, 1, true, i->owner, GUN_GRENADE);
};
void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nademillis) // create visual effect from a shot
{
playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
int pspeed = 25;
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_ASSULT:
addshotline(d, from, to);
particle_splash(9, 5, 250, to);
//particle_trail(1, 10, from, to);
break;
case GUN_GRENADE:
//pspeed = guns[gun].projspeed;
//newprojectile(from, to, (float)pspeed, local, d, gun);
if(d!=player1)
{
physent *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, dynent *d, dynent *at, vec &from, vec &to)
{
hit(target, damage, d, at);
vdist(dist, v, from, to);
vmul(v, damage/dist/50);
vadd(d->vel, v);
};
void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
{
if(o->state!=CS_ALIVE) return;
int qdam = guns[d->gunselect].damage;
//if(d->quadmillis) qdam *= 4;
if(d->gunselect==GUN_SHOTGUN)
{
int damage = 0;
loop(r, SGRAYS) if(intersect(o, from, sg[r])) damage += qdam;
if(damage) hitpush(i, damage, o, d, from, to);
}
else if(intersect(o, from, to)) hitpush(i, qdam, o, d, from, to);
};
extern int scoped;
void spreadandrecoil(vec & from, vec & to, dynent * d)
{
//nothing special for a knife
if (d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return;
//spread
vdist(dist, unitv, from, to);
float f = dist/1000;
int spd = guns[d->gunselect].spread;
//recoil
int rcl = guns[d->gunselect].recoil*-0.01f;
if(d->gunselect==GUN_ASSULT)
{
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 };
vadd(to, r);
};
//increase pitch for recoil
vdiv(unitv, dist);
vec recoil = unitv;
vmul(recoil, rcl);
vadd(d->vel, recoil);
if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
};
VAR(grenadepulltime, 0, 100, 10000);
bool akimboside = false;
int akimbolastaction[2] = {0,0};
void shoot(dynent *d, vec &targ)
{
int attacktime = lastmillis-d->lastaction;
if(!d->attacking && d->gunselect==GUN_GRENADE && curnade) // throw
{
if(attacktime>grenadepulltime) throw_nade(d, targ, curnade);
return;
}
if(attacktime<d->gunwait) return;
d->gunwait = 0;
d->reloading = false;
if(!d->attacking)
{
d->shots = 0;
return;
};
if(d->gunselect!=GUN_SUBGUN && d->gunselect!=GUN_ASSULT && d->gunselect!=GUN_GRENADE) d->attacking = false; //makes sub/assult autos
else d->shots++;
if(d->gunselect==GUN_PISTOL && d->akimbo!=0)
{
d->attacking = true; //make akimbo auto
akimbolastaction[akimboside?1:0] = lastmillis;
akimboside = !akimboside;
}
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);
if(d->gunselect==GUN_PISTOL && d->akimbo) d->gunwait = guns[d->gunselect].attackdelay / 2; //make akimbo pistols shoot twice as fast as normal pistol
else d->gunwait = guns[d->gunselect].attackdelay;
if(d->gunselect==GUN_GRENADE) // activate
{
if(!curnade) new_nade(player1);
return;
}
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), 0 );
if(guns[d->gunselect].projspeed) return;
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
raydamage(o, from, to, d, i);
};
};