Files
assaultcube-/source/src/weapon.cpp
T
ac_stef cd03335d44 fix gunfire rates vs. fps
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4339 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2009-04-15 15:29:05 +00:00

1237 lines
33 KiB
C++

// weapon.cpp: all shooting and effects code
#include "pch.h"
#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 selectweaponi(int w)
{
if(player1->state == CS_ALIVE && w >= 0 && w < NUMGUNS)
{
selectweapon(player1->weapons[w]);
}
}
void shiftweapon(int s)
{
if(player1->state == CS_ALIVE)
{
if(!player1->weaponsel->deselectable()) return;
weapon *curweapon = player1->weaponsel;
weapon *akimbo = player1->weapons[GUN_AKIMBO];
// collect available weapons
vector<weapon *> 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);
}
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, selectweaponi, ARG_1INT);
COMMAND(shiftweapon, ARG_1INT);
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(101)-50)*f
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));
bottom.z -= d->eyeheight;
top.mul(d->eyeheight + d->aboveeye).add(bottom);
if(intersectcylinder(from, to, bottom, top, d->radius, dist))
{
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<hitmsg> 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<EXPDAMRAD)
{
int damage = (int)(qdam*(1-dist/EXPDAMRAD));
hit(damage, o, at, dir, gun, true, int(dist*DMF));
}
}
vector<bounceent *> 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:
s_strcpy(model, "weapons/grenade/static");
break;
case BT_GIB:
default:
{
uint n = (((4*(uint)(size_t)p)+(uint)p->timetolive)%3)+1;
s_sprintf(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<<r))==0 && (cl = intersectclosest(from, sg[r], d, hitzone)))
{
if(!o || o==cl)
{
hitrays++;
o = cl;
done |= 1<<r;
shorten(from, o->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);
if(local) addmsg(SV_RELOAD, "ri2", lastmillis, owner->weaponsel->type);
return true;
}
void weapon::renderstats()
{
char gunstats[64];
sprintf(gunstats, "%i", mag); ///%i", mag, ammo);
draw_text(gunstats, 690, 823);
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); // FIXME 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);
}
}
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);
s_sprintfd(path)("weapons/%s", info.modelname);
bool emit = (wm.anim&ANIM_INDEX)==ANIM_GUN_SHOOT && (lastmillis - lastaction) < flashtime();
rendermodel(path, wm.anim|ANIM_DYNALLOC|(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_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 && id<NUMGUNS; }
// grenadeent
enum { NS_NONE, NS_ACTIVATED = 0, NS_THROWED, NS_EXPLODED };
grenadeent::grenadeent (playerent *owner, int millis)
{
ASSERT(owner);
nadestate = NS_NONE;
local = owner==player1;
bounceent::owner = owner;
bounceent::millis = lastmillis;
timetolive = 2000-millis;
bouncetype = BT_NADE;
maxspeed = 30.0f;
rotspeed = 6.0f;
distsincebounce = 0.0f;
}
grenadeent::~grenadeent()
{
if(owner && owner->weapons[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.setsizenodelete(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 waitdone = attackmillis>=gunwait;
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)
{
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(!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(attackmillis<gunwait) return false;
timebalance = gunwait ? attackmillis - gunwait : 0;
gunwait = reloading = 0;
if(!owner->attacking)
{
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.setsizenodelete(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; }
// 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 100
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);
scoped = enable;
}
}
// assaultrifle
assaultrifle::assaultrifle(playerent *owner) : gun(owner, GUN_ASSAULT) {}
int assaultrifle::dynspread() { return shots > 3 ? 70 : 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), akimbomillis(0)
{
akimbolastaction[0] = akimbolastaction[1] = 0;
}
bool akimbo::attack(vec &targ)
{
if(gun::attack(targ))
{
akimbolastaction[akimboside?1:0] = lastmillis;
akimboside = !akimboside;
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 = 0; akimboside = false; }
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(attackmillis<gunwait) return false;
gunwait = reloading = 0;
if(!owner->attacking) 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.setsizenodelete(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())
{
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);
audiomgr.playsoundc(S_AKIMBOOUT);
}
}
}