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assaultcube-/source/src/weapon.cpp
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driAn 1299989969 no message
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1106 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-06-03 19:00:34 +00:00

769 lines
21 KiB
C++

// 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; };
const int SGRAYS = 21; //down from 21, must be 32 or less (default)
const float SGSPREAD = 2;
vec sg[SGRAYS];
char *gunnames[NUMGUNS] = { "knife", "pistol", "shotgun", "subgun", "sniper", "assault", "grenade" };
guninfo guns[NUMGUNS] =
{
{ S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, false },
{ S_PISTOL, S_RPISTOL, 1400, 170, 19, 0, 0, 80, 10, 8, 6, 5, false }, // *SGRAYS
{ S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 5, 0, 0, 1, 35, 7, 9, 9, false }, //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 },
{ S_SNIPER, S_RSNIPER, 1950, 1500, 85, 0, 0, 60, 50, 5, 4, 4, false },
{ S_ASSAULT, S_RASSAULT, 2000, 130, 24, 0, 0, 20, 40, 15, 0, 2, true }, //recoil was 44
{ S_NULL, S_NULL, 1000, 1200, 150, 20, 6, 1, 1, 1, 3, 1, false },
};
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(demoplayback) { setvar("gamespeed", getvar("gamespeed") != 100 ? 100 : 35); return; }
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, 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(dist<bestdist)
{
best = o;
bestdist = dist;
n = i;
}
}
return best;
}
playerent *playerincrosshair()
{
if(demoplayback) return NULL;
int n;
return intersectclosest(player1->o, 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)
{
if(d==player1 || d->type==ENT_BOT) dodamage(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_DAMRAD = 10;
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(dist<RL_DAMRAD)
{
if(dist<0) dist = 0;
int damage = (int)(qdam*(1-(dist/RL_DAMRAD)));
hit(cn, damage, o, at, true);
o->vel.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);
particle_fireball(5, v);
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)
{
loopvj(players)
{
playerent *o = players[j];
if(!o) continue;
projdamage(o, p, v, j, 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;
}
}
vector<bounceent *> bounceents;
bounceent *newbounceent()
{
bounceent *p = new bounceent;
bounceents.add(p);
return p;
}
void explode_nade(bounceent *i);
void movebounceents()
{
loopv(bounceents) if(bounceents[i])
{
bounceent *p = bounceents[i];
if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) moveplayer(p, 2, false);
if(lastmillis - p->millis >= p->timetolife)
{
if(p->bouncestate==NADE_ACTIVATED || p->bouncestate==NADE_THROWED) explode_nade(bounceents[i]);
delete p;
bounceents.remove(i);
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;
float z = p->o.z;
switch(p->bouncestate)
{
case NADE_THROWED:
s_strcpy(model, "weapons/grenade/static");
break;
case GIB:
default:
{
uint n = (((4*(uint)(size_t)p)+(uint)p->timetolife)%3)+1;
s_sprintf(model)("misc/gib0%u", n);
int t = lastmillis-p->millis;
if(t>p->timetolife-2000)
{
t -= p->timetolife-2000;
z -= t*t/4000000000.0f*t;
}
break;
}
}
path(model);
rendermodel(model, ANIM_MAPMODEL|ANIM_LOOP, 0, 1.1f, p->o.x, p->o.y, z, p->yaw+90, p->pitch);
}
}
VARP(gibnum, 0, 6, 1000);
VARP(gibttl, 0, 5000, 15000);
VARP(gibspeed, 1, 30, 100);
void addgib(playerent *d)
{
if(!d) return;
playsound(S_GIB, &d->o);
loopi(gibnum)
{
bounceent *p = newbounceent();
p->owner = d;
p->millis = lastmillis;
p->timetolife = gibttl+rnd(10)*100;
p->bouncestate = GIB;
p->o = d->o;
p->o.z -= d->aboveeye;
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);
}
}
void thrownade(playerent *d, const vec &vel, bounceent *p)
{
if(!d || !p) return;
vec dir(vel);
dir.mul(1.1f*d->radius);
p->vel = vel;
p->o.add(dir);
p->o.add(d->o);
loopi(10) moveplayer(p, 10, true, 10);
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 thrownade(playerent *d, bounceent *p)
{
if(!d || !p) return;
const float speed = cosf(RAD*d->pitch);
vec vel(sinf(RAD*d->yaw)*speed, -cosf(RAD*d->yaw)*speed, sinf(RAD*d->pitch));
vel.mul(1.5f);
thrownade(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;
p->maxspeed = 27.0f;
p->rotspeed = 6.0f;
d->inhandnade = p;
d->thrownademillis = 0;
if(d==player1 && !demoplayback) playsoundc(S_GRENADEPULL);
return p;
}
void explode_nade(bounceent *i)
{
if(!i) return;
if(i->bouncestate != NADE_THROWED) thrownade(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
{
if(guns[gun].sound) 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]);
if(addbullethole(from, to))
{
int holes = 3+rnd(5);
loopi(holes) addbullethole(from, sg[i], 0);
}
break;
}
case GUN_PISTOL:
case GUN_SUBGUN:
case GUN_ASSAULT:
{
addbullethole(from, to);
addshotline(d, from, to);
particle_splash(0, 5, 250, to);
if(!local && !CMPB(guns, 0xc7d70531)) player1->clientnum += 250*(int)to.dist(from);
break;
}
case GUN_GRENADE:
{
if(d!=player1 || demoplayback)
{
bounceent *p = new_nade(d, nademillis);
thrownade(d, to, p);
}
break;
}
case GUN_SNIPER:
{
addbullethole(from, to);
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, bool gib = false)
{
hit(target, damage, d, at, gib);
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);
}
const float HEADSIZE = 0.8f;
vec hitpos;
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<<r))==0 && (cl = intersectclosest(from, sg[r], n, d)))
{
if(!o || o==cl)
{
damage += gdam;
o = cl;
done |= 1<<r;
i = n;
shorten(from, o->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)))
{
bool gib = false;
if(d->gunselect==GUN_KNIFE) gib = true;
else if(d==player1 && d->gunselect==GUN_SNIPER
&& worldpos!=hitpos && hitpos.z>=o->o.z+o->aboveeye-HEADSIZE
&& intersect(o, from, hitpos))
{
gdam *= 3;
gib = true;
}
hitpush(i, gdam, o, d, from, to, gib);
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 || attacktime<d->gunwait) 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) thrownade(d, d->inhandnade);
return;
}
else
{
if(autoreload && d == player1 && !d->mag[d->gunselect] && lastmillis-d->lastaction>guns[d->gunselect].attackdelay) { reload(d); return; }
if(d->weaponchanging || attacktime<d->gunwait) 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
if(attacktime<d->gunwait) from = to;
}
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, true, 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(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return;
raydamage(from, to, d);
}