// weapon.cpp: all shooting and effects code
#include "cube.h"
struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; };
const int MONSTERDAMAGEFACTOR = 4;
const int SGRAYS = 20;
const float SGSPREAD = 2;
vec sg[SGRAYS];
guninfo guns[NUMGUNS] =
{
{ S_PUNCH1, 250, 50, 0, 0, 1, "fist" },
{ S_SG, 1400, 10, 0, 0, 20, "shotgun" }, // *SGRAYS
{ S_CG, 100, 30, 0, 0, 7, "chaingun" },
{ S_RLFIRE, 800, 120, 80, 0, 10, "rocketlauncher" },
{ S_RIFLE, 1500, 100, 0, 0, 30, "rifle" },
{ S_FLAUNCH, 200, 20, 50, 4, 1, "fireball" },
{ S_ICEBALL, 200, 40, 30, 6, 1, "iceball" },
{ S_SLIMEBALL, 200, 30, 160, 7, 1, "slimeball" },
{ S_PIGR1, 250, 50, 0, 0, 1, "bite" },
};
void selectgun(int a, int b, int c)
{
if(a<-1 || b<-1 || c<-1 || a>=NUMGUNS || b>=NUMGUNS || c>=NUMGUNS) return;
int s = player1->gunselect;
if(a>=0 && s!=a && player1->ammo[a]) s = a;
else if(b>=0 && s!=b && player1->ammo[b]) s = b;
else if(c>=0 && s!=c && player1->ammo[c]) s = c;
else if(s!=GUN_RL && player1->ammo[GUN_RL]) s = GUN_RL;
else if(s!=GUN_CG && player1->ammo[GUN_CG]) s = GUN_CG;
else if(s!=GUN_SG && player1->ammo[GUN_SG]) s = GUN_SG;
else if(s!=GUN_RIFLE && player1->ammo[GUN_RIFLE]) s = GUN_RIFLE;
else s = GUN_FIST;
if(s!=player1->gunselect) playsoundc(S_WEAPLOAD);
player1->gunselect = s;
//conoutf("%s selected", (int)guns[s].name);
};
int reloadtime(int gun) { return guns[gun].attackdelay; };
void weapon(char *a1, char *a2, char *a3)
{
selectgun(a1[0] ? atoi(a1) : -1,
a2[0] ? atoi(a2) : -1,
a3[0] ? atoi(a3) : -1);
};
COMMAND(weapon, ARG_3STR);
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;
};
char *playerincrosshair()
{
if(demoplayback) return NULL;
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
if(intersect(o, player1->o, worldpos)) return o->name;
};
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 if(d->monsterstate) monsterpain(d, damage, 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 = 5;
const float RL_DAMRAD = 7; // 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_RL)
{
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);
};
dvector &mv = getmonsters();
loopv(mv) if(i!=notthismonster) radialeffect(mv[i], 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);
if(p->owner->monsterstate) qdam /= MONSTERDAMAGEFACTOR;
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);
dvector &mv = getmonsters();
loopv(mv) if(!vreject(mv[i]->o, v, 10.0f) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, qdam);
};
if(p->inuse)
{
if(time==dtime) splash(p, v, p->o, -1, -1, qdam);
else
{
if(p->gun==GUN_RL) { 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;
};
};
void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create visual effect from a shot
{
playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
int pspeed = 25;
switch(gun)
{
case GUN_FIST:
break;
case GUN_SG:
{
loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
break;
};
case GUN_CG:
particle_splash(0, 100, 250, to);
//particle_trail(1, 10, from, to);
break;
case GUN_RL:
case GUN_FIREBALL:
case GUN_ICEBALL:
case GUN_SLIMEBALL:
pspeed = guns[gun].projspeed;
if(d->monsterstate) pspeed /= 2;
newprojectile(from, to, (float)pspeed, local, d, gun);
break;
case GUN_RIFLE:
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->monsterstate) qdam /= MONSTERDAMAGEFACTOR;
if(d->gunselect==GUN_SG)
{
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);
};
void shoot(dynent *d, vec &targ)
{
int attacktime = lastmillis-d->lastaction;
if(attacktime<d->gunwait) return;
d->gunwait = 0;
if(!d->attacking) return;
d->lastaction = lastmillis;
d->lastattackgun = d->gunselect;
if(!d->ammo[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
if(d->gunselect) d->ammo[d->gunselect]--;
vec from = d->o;
vec to = targ;
from.z -= 0.2f; // below eye
vdist(dist, unitv, from, to);
vdiv(unitv, dist);
vec kickback = unitv;
vmul(kickback, guns[d->gunselect].kickamount*-0.01f);
vadd(d->vel, kickback);
if(d->pitch<80.0f) d->pitch += guns[d->gunselect].kickamount*0.05f;
if(d->gunselect==GUN_FIST || d->gunselect==GUN_BITE)
{
vmul(unitv, 3); // punch range
to = from;
vadd(to, unitv);
};
if(d->gunselect==GUN_SG) createrays(from, to);
if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
shootv(d->gunselect, from, to, d, true);
if(!d->monsterstate) addmsg(1, 8, 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));
d->gunwait = guns[d->gunselect].attackdelay;
if(guns[d->gunselect].projspeed) return;
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
raydamage(o, from, to, d, i);
};
dvector &v = getmonsters();
loopv(v) if(v[i]!=d) raydamage(v[i], from, to, d, -2);
if(d->monsterstate) raydamage(player1, from, to, d, -1);
};