git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@869 e016b1c5-ed68-44aa-a2f7-31cac88cffde
138 lines
4.4 KiB
C++
138 lines
4.4 KiB
C++
#include "cube.h"
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VAR(swayspeeddiv, 1, 125, 1000);
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VAR(swaymovediv, 1, 200, 1000);
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VAR(swayupspeeddiv, 1, 125, 1000);
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VAR(swayupmovediv, 1, 200, 1000);
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VAR(x, 0, 0, 1000);
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VAR(y, 0, 0, 1000);
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VAR(z, 0, 0, 1000);
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struct weaponmove
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{
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float k_rot, kick;
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vec pos;
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int anim;
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weaponmove() : k_rot(0), kick(0), anim(0) { pos.x = pos.y = pos.z = 0.0f; }
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void calcmove(vec base, int basetime)
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{
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int timediff = NADE_THROWING ? (lastmillis-player1->thrownademillis) : lastmillis-basetime;
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int animtime = attackdelay(player1->gunselect);
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int rtime = reloadtime(player1->gunselect);
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kick = k_rot = 0.0f;
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pos = player1->o;
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anim = ANIM_GUN_IDLE;
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if(player1->weaponchanging)
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{
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anim = ANIM_GUN_RELOAD;
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float percent_done = (float)(timediff)*100.0f/(float) WEAPONCHANGE_TIME;
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if(percent_done>=100 || percent_done<0) percent_done = 100;
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k_rot = -(sinf((float)(percent_done*2/100.0f*90.0f)*PI/180.0f)*90);
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}
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else if(player1->reloading)
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{
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anim = ANIM_GUN_RELOAD;
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float percent_done = (float)(timediff)*100.0f/(float)rtime;
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if(percent_done>=100 || percent_done<0) percent_done = 100;
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k_rot = -(sinf((float)(percent_done*2/100.0f*90.0f)*PI/180.0f)*90);
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}
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else
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{
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vec sway = base;
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float percent_done = 0.0f;
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float k_back = 0.0f;
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if(player1->gunselect==player1->lastattackgun)
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{
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percent_done = timediff*100.0f/(float)animtime;
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if(percent_done > 100.0f) percent_done = 100.0f;
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// f(x) = -sin(x-1.5)^3
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kick = -sinf(pow((1.5f/100.0f*percent_done)-1.5f,3));
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}
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if(player1->lastaction && player1->lastattackgun==player1->gunselect)
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{
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if(NADE_THROWING && timediff<animtime) anim = ANIM_GUN_THROW;
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else if(lastmillis-player1->lastaction<animtime || NADE_IN_HAND)
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anim = ANIM_GUN_SHOOT|(player1->gunselect!=GUN_KNIFE && player1->gunselect!=GUN_GRENADE ? ANIM_LOOP : 0);
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}
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if(player1->gunselect!=GUN_GRENADE && player1->gunselect!=GUN_KNIFE)
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{
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k_rot = kick_rot(player1->gunselect)*kick;
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k_back = kick_back(player1->gunselect)*kick/10;
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}
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float swayspeed = (float) (sinf((float)lastmillis/swayspeeddiv))/(swaymovediv/10.0f);
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float swayupspeed = (float) (sinf((float)lastmillis/swayupspeeddiv-90))/(swayupmovediv/10.0f);
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float plspeed = min(1.0f, sqrt(fabs(player1->vel.x*player1->vel.x) + fabs(player1->vel.y*player1->vel.y)));
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swayspeed *= plspeed/2;
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swayupspeed *= plspeed/2;
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float tmp = sway.x;
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sway.x = sway.y;
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sway.y = -tmp;
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if(swayupspeed<0.0f)swayupspeed = -swayupspeed; // sway a semicirle only
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sway.z = 1.0f;
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sway.x *= swayspeed;
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sway.y *= swayspeed;
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sway.z *= swayupspeed;
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pos.x = player1->o.x-base.x*k_back+sway.x;
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pos.y = player1->o.y-base.y*k_back+sway.y;
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pos.z = player1->o.z-base.z*k_back+sway.z;
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}
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}
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};
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void renderhudgun(int gun, int lastaction, int index = 0)
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{
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vec unitv;
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float dist = worldpos.dist(player1->o, unitv);
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unitv.div(dist);
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weaponmove wm;
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if(!intermission) wm.calcmove(unitv, lastaction);
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s_sprintfd(path)("weapons/%s", hudgunnames[gun]);
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static int lastanim[2], lastswitch[2];
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if(lastanim[index]!=(wm.anim|(gun<<16)))
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{
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lastanim[index] = wm.anim|(gun<<16);
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lastswitch[index] = lastmillis;
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}
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rendermodel(path, wm.anim|(index ? ANIM_MIRROR : 0), 0, 0, wm.pos.x, wm.pos.z, wm.pos.y, player1->yaw + 90, player1->pitch+wm.k_rot, 40.0f, lastswitch[index], NULL, NULL, 1.28f);
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}
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void renderhudgun()
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{
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if(player1->akimbo && player1->gunselect==GUN_PISTOL) // akimbo
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{
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renderhudgun(GUN_PISTOL, player1->akimbolastaction[0], 0);
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renderhudgun(GUN_PISTOL, player1->akimbolastaction[1], 1);
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}
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else
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{
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renderhudgun(player1->gunselect, player1->lastaction);
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}
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}
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void preload_hudguns()
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{
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loopi(NUMGUNS)
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{
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s_sprintfd(path)("weapons/%s", hudgunnames[i]);
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loadmodel(path);
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}
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}
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