Files
assaultcube-/source/src/weapon.cpp
T
driAn 81d2cc3ac6 spectfov, weap code restructured
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1799 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2008-04-16 19:36:20 +00:00

1083 lines
29 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 weaponswitch(weapon *w)
{
if(!w) return;
player1->weaponsel->ondeselecting();
player1->weaponchanging = lastmillis;
player1->nextweaponsel = w;
w->onselecting();
}
void selectweapon(weapon *w)
{
if(w && w->selectable() && player1->weaponsel->deselectable())
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)
{
for(int i = 0; i < NUMGUNS && !player1->weaponchanging; i++)
{
int trygun = player1->weaponsel->type + s + (s < 0 ? -i : i);
if((trygun %= NUMGUNS) < 0) trygun += NUMGUNS;
selectweapon(player1->weapons[trygun]);
}
}
}
int currentprimary() { return player1->primweap->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_1EST);
COMMAND(curweapon, ARG_1EXP);
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 intersect(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;
}
bool intersect(dynent *d, const vec &from, const vec &to, vec *end)
{
const float eyeheight = d->dyneyeheight();
vec o(d->o);
o.z += (d->aboveeye - eyeheight)/2;
return intersect(o, vec(d->radius, d->radius, (d->aboveeye + eyeheight)/2), from, to, end);
}
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 intersect(vec(e->x, e->y, lo+mmi.h/2.0f), vec(mmi.rad, mmi.rad, mmi.h/2.0f), from, to, end);
}
playerent *intersectclosest(vec &from, vec &to, 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);
}
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;
}
}
return best;
}
playerent *playerincrosshair()
{
return intersectclosest(player1->o, worldpos, player1);
}
struct projectile { vec o, to; float speed; playerent *owner; int gun; bool local; int id; };
vector<projectile > projs;
void projreset() { projs.setsize(0); }
void newprojectile(vec &from, vec &to, float speed, bool local, playerent *owner, int gun, int id = lastmillis)
{
projectile &p = projs.add();
p.o = from;
p.to = to;
p.speed = speed;
p.local = local;
p.owner = owner;
p.gun = gun;
p.id = id;
}
void removeprojectiles(playerent *owner)
{
loopv(projs) if(projs[i].owner==owner) projs.remove(i--);
}
void damageeffect(int damage, playerent *d)
{
particle_splash(3, damage/10, 1000, d->o);
}
struct hitmsg
{
int target, lifesequence, info;
ivec dir;
};
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(!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);
//damageblend(damage);
updatedmgindicator(at->o);
playsound(S_PAIN6);
}
else
{
h.dir = ivec(int(vel.x*DNF), int(vel.y*DNF), int(vel.z*DNF));
damageeffect(damage, d);
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->dyneyeheight())/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));
}
}
void splash(projectile &p, vec &v, vec &vold, playerent *notthis, int qdam)
{
particle_splash(0, 50, 300, v);
if(p.gun!=GUN_GRENADE)
{
playsound(S_FEXPLODE, &v);
// no push?
}
else
{
//playsound(S_RLHIT, &v);
particle_fireball(5, v);
addscorchmark(v);
dodynlight(vold, v, 0, 0, p.owner);
if(!p.local) return;
radialeffect(player1, v, qdam, p.owner, p.gun);
loopv(players)
{
playerent *o = players[i];
if(!o || o==notthis) continue;
radialeffect(o, v, qdam, p.owner, p.gun);
}
}
}
bool projdamage(playerent *o, projectile &p, vec &v, int qdam)
{
if(o->state!=CS_ALIVE || !intersect(o, p.o, v)) return false;
splash(p, v, p.o, o, qdam);
vec dir;
expdist(o, dir, v);
hit(qdam, o, p.owner, dir, p.gun, true, 0);
return true;
}
void moveprojectiles(float time)
{
loopv(projs)
{
projectile &p = projs[i];
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);
bool exploded = false;
hits.setsizenodelete(0);
if(p.local)
{
loopvj(players)
{
playerent *o = players[j];
if(!o || p.owner==o || o->o.reject(v, 10.0f)) continue;
if(projdamage(o, p, v, qdam)) exploded = true;
}
if(p.owner!=player1 && projdamage(player1, p, v, qdam)) exploded = true;
}
if(!exploded)
{
if(time==dtime)
{
splash(p, v, p.o, NULL, qdam);
exploded = true;
}
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, NULL, qdam);
// End add
}
}
if(exploded)
{
if(p.local)
addmsg(SV_EXPLODE, "ri3iv", lastmillis, p.gun, p.id,
hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf());
projs.remove(i--);
}
else p.o = v;
}
}
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->bouncestate == NADE_THROWED || p->bouncestate == GIB) moveplayer(p, 2, 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);
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;
o.z -= t*t/4000000000.0f*t;
}
break;
}
}
path(model);
rendermodel(model, ANIM_MAPMODEL|ANIM_LOOP, 0, 1.1f, o, 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 || !gibttl) return;
playsound(S_GIB, d);
loopi(gibnum)
{
bounceent *p = bounceents.add(new bounceent());
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 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 gdam = d->weaponsel->info.damage;
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)))
{
if(!o || o==cl)
{
hitrays++;
o = cl;
done |= 1<<r;
shorten(from, o->o, sg[r]);
}
else raysleft = true;
}
if(hitrays) hitpush(hitrays*gdam, o, d, from, to, d->weaponsel->type, false, hitrays);
if(!raysleft) break;
}
}
else if((o = intersectclosest(from, to, d)))
{
bool gib = false;
if(d->weaponsel->type==GUN_KNIFE) gib = true;
else if(d==player1 && d->weaponsel->type==GUN_SNIPER
&& worldpos!=hitpos && hitpos.z>=o->o.z+o->aboveeye-HEADSIZE
&& intersect(o, from, hitpos))
{
gdam *= 3;
gib = true;
}
hitpush(gdam, o, d, from, to, d->weaponsel->type, gib, gib ? 1 : 0);
shorten(from, o->o, to);
}
}
// weapon
weapon::weapon(struct 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;
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);
playsound(info.sound, local ? NULL : owner, NULL, NULL, 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) playsound(info.reload, owner);
else playsoundc(info.reload);
if(local) addmsg(SV_RELOAD, "ri2", lastmillis, owner->weaponsel->type);
return true;
}
void weapon::renderstats()
{
char gunstats[64];
sprintf(gunstats, "%i/%i", mag, ammo);
draw_text(gunstats, 690, 827);
}
VAR(recoiltest, 0, 0, 1);
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);
static int lastanim[2], lastswitch[2];
bool emit = (wm.anim&ANIM_INDEX)==ANIM_GUN_SHOOT && (lastmillis - lastaction) < info.attackdelay;
if(lastanim[index]!=(wm.anim|(type<<24)))
{
lastanim[index] = wm.anim|(type<<24);
lastswitch[index] = lastmillis;
}
rendermodel(path, wm.anim|(index ? ANIM_MIRROR : 0)|(emit ? ANIM_PARTICLE : 0), 0, 0, wm.pos, player1->yaw+90, player1->pitch+wm.k_rot, 40.0f, lastswitch[index], NULL, NULL, 1.28f);
}
void weapon::updatetimers()
{
if(gunwait) gunwait = max(gunwait - (lastmillis-owner->lastaction), 0);
}
void weapon::onselecting()
{
owner->lastaction = lastmillis;
playsound(S_GUNCHANGE, owner == player1? SP_HIGH : SP_NORMAL);
}
void weapon::renderhudmodel() { renderhudmodel(owner->lastaction); }
void weapon::renderaimhelp(bool teamwarning) { drawcrosshair(teamwarning); }
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);
}
// grenadeent
grenadeent::grenadeent (playerent *owner, int millis)
{
ASSERT(owner);
bounceent::owner = owner;
bounceent::millis = lastmillis;
timetolife = 2000-millis;
bouncestate = NADE_ACTIVATED;
maxspeed = 27.0f;
rotspeed = 6.0f;
}
void grenadeent::explode()
{
static vec n(0,0,0);
if(bouncestate != NADE_THROWED) owner->weapons[GUN_GRENADE]->attack(n);
playsound(S_FEXPLODE, &o);
newprojectile(o, o, 1, owner==player1, owner, GUN_GRENADE, millis);
}
void grenadeent::destroy()
{
if(bouncestate==NADE_ACTIVATED || bouncestate==NADE_THROWED) explode();
}
// grenades
grenades::grenades(playerent *owner) : weapon(owner, GUN_GRENADE), inhandnade(NULL), throwwait((13*1000)/40), throwmillis(0) {}
bool grenades::attack(vec &targ)
{
int attackmillis = lastmillis-owner->lastaction;
vec &from = owner->o;
vec &to = targ;
if(throwmillis && attackmillis >= throwwait)
{
throwmillis = 0;
if(!mag)
{
owner->weaponchanging = lastmillis-1-(weaponchangetime/2);
owner->nextweaponsel = owner->weaponsel = owner->primweap;
}
return false;
}
if(attackmillis<gunwait) return false;
gunwait = reloading = 0;
if(owner->attacking && !inhandnade) // activate
{
if(!mag) return false;
throwmillis = 0;
inhandnade = new grenadeent(owner);
bounceents.add(inhandnade);
updatelastaction(owner);
mag--;
gunwait = info.attackdelay;
owner->lastattackweapon = this;
addmsg(SV_SHOOT, "ri2i6i", 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),
0);
playsound(S_GRENADEPULL, SP_HIGH);
}
else if(inhandnade && attackmillis>info.attackdelay)
{
if(!owner->attacking) thrownade(); // throw
else if(!inhandnade->isalive(lastmillis)) // drop & have fun
{
vec n(0,0,0);
thrownade(owner->o, n, inhandnade);
}
}
return true;
}
void grenades::attackfx(vec &from, vec &to, int millis) // other player's grenades
{
throwmillis = lastmillis-millis;
if(millis == 0) playsound(S_GRENADEPULL, owner); // activate
else if(millis > 0) // throw
{
inhandnade = new grenadeent(owner, millis);
bounceents.add(inhandnade);
thrownade(from, to, inhandnade);
}
}
int grenades::modelanim()
{
if(throwing()) return ANIM_GUN_THROW;
else
{
int animtime = min(gunwait, (int)info.attackdelay);
if(inhand() || lastmillis - owner->lastaction < animtime) return ANIM_GUN_SHOOT;
}
return ANIM_GUN_IDLE;
}
bool grenades::throwing() { return throwmillis && !inhandnade; }
bool grenades::inhand() { return throwmillis <= 0 && inhandnade; }
void grenades::thrownade()
{
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);
vec from(vel);
from.normalize();
from.mul(owner->radius+inhandnade->radius);
from.mul(1.8f);
from.add(owner->o);
thrownade(from, vel, inhandnade);
owner->attacking = false;
}
void grenades::thrownade(const vec &from, const vec &vel, bounceent *p)
{
if(!p) return;
p->vel = vel;
p->o = from;
p->bouncestate = NADE_THROWED;
loopi(10) moveplayer(p, 10, true, 10);
p->bouncestate = NADE_THROWED;
inhandnade = NULL;
if(owner==player1)
{
throwmillis = lastmillis;
playsound(S_GRENADETHROW, SP_HIGH);
updatelastaction(player1);
addmsg(SV_THROWNADE, "ri7", int(p->o.x*DMF), int(p->o.y*DMF), int(p->o.z*DMF), int(p->vel.x*DMF), int(p->vel.y*DMF), int(p->vel.z*DMF), lastmillis-p->millis);
}
else playsound(S_GRENADETHROW, owner);
}
void grenades::renderstats()
{
char gunstats[64];
sprintf(gunstats, "%i", mag);
draw_text(gunstats, 690, 827);
}
bool grenades::selectable() { return weapon::selectable() && !inhand() && mag; }
void grenades::reset() { throwmillis = 0; }
void grenades::onselecting() { reset(); playsound(S_GUNCHANGE); }
void grenades::onownerdies()
{
reset();
if(owner==player1 && inhandnade) inhandnade->explode();
}
// gun base class
gun::gun(playerent *owner, int type) : weapon(owner, type) {};
bool gun::attack(vec &targ)
{
int attackmillis = lastmillis-owner->lastaction;
if(attackmillis<gunwait) return false;
gunwait = reloading = 0;
if(!owner->attacking)
{
shots = 0;
checkautoreload();
return false;
}
updatelastaction(owner);
if(!mag)
{
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(vec &from, vec &to, int millis)
{
addbullethole(from, to);
addshotline(owner, from, to);
particle_splash(0, 5, 250, to);
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(vec &from, vec &to, int millis)
{
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, false);
}
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) : scoped(false), gun(owner, GUN_SNIPER) {}
void sniperrifle::attackfx(vec &from, vec &to, int millis)
{
addbullethole(from, to);
addshotline(owner, from, to);
particle_splash(0, 50, 200, to);
particle_trail(1, 500, from, to);
attacksound();
}
bool sniperrifle::reload()
{
bool r = weapon::reload();
if(owner==player1 && r) setscope(false);
return r;
}
int sniperrifle::dynspread() { return scoped ? 1 : info.spread; }
float sniperrifle::dynrecoil() { return scoped ? 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::renderhudmodel() { if(!scoped) weapon::renderhudmodel(); }
void sniperrifle::renderaimhelp(bool teamwarning) { if(scoped) drawscope(); if(teamwarning) drawcrosshair(teamwarning); }
void sniperrifle::setscope(bool enable) { if(this == owner->weaponsel && !reloading && owner->state == CS_ALIVE) 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) 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) {}
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(vec &from, 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);
}
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);
if(player1->weaponsel->type==GUN_AKIMBO) weaponswitch(&p);
playsoundc(S_AKIMBOOUT);
}
}
}