Cube  Diff

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// weapon.cpp: all shooting and effects code

#include "cube.h"

#import "DynamicEntity.h"
#import "Projectile.h"

static const int MONSTERDAMAGEFACTOR = 4;
static const int SGRAYS = 20;
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];

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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])
	int s = player1.gunselect;
	if (a >= 0 && s != a && player1.ammo[a])
		s = a;
	else if (b >= 0 && s != b && player1->ammo[b])
	else if (b >= 0 && s != b && player1.ammo[b])
		s = b;
	else if (c >= 0 && s != c && player1->ammo[c])
	else if (c >= 0 && s != c && player1.ammo[c])
		s = c;
	else if (s != GUN_RL && player1->ammo[GUN_RL])
	else if (s != GUN_RL && player1.ammo[GUN_RL])
		s = GUN_RL;
	else if (s != GUN_CG && player1->ammo[GUN_CG])
	else if (s != GUN_CG && player1.ammo[GUN_CG])
		s = GUN_CG;
	else if (s != GUN_SG && player1->ammo[GUN_SG])
	else if (s != GUN_SG && player1.ammo[GUN_SG])
		s = GUN_SG;
	else if (s != GUN_RIFLE && player1->ammo[GUN_RIFLE])
	else if (s != GUN_RIFLE && player1.ammo[GUN_RIFLE])
		s = GUN_RIFLE;
	else
		s = GUN_FIST;
	if (s != player1->gunselect)
	if (s != player1.gunselect)
		playsoundc(S_WEAPLOAD);
	player1->gunselect = s;
	player1.gunselect = s;
	// conoutf(@"%@ selected", (int)guns[s].name);
}

int
reloadtime(int gun)
{
	return guns[gun].attackdelay;
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		sg[i] = to;
		vadd(sg[i], r);
	}
}

// if lineseg hits entity bounding box
bool
intersect(dynent *d, const OFVector3D &from, const OFVector3D &to)
intersect(DynamicEntity *d, const OFVector3D &from, const OFVector3D &to)
{
	OFVector3D v = to, w = d->o;
	OFVector3D v = to, w = d.o;
	const OFVector3D *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);
	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);
}

OFString *
playerincrosshair()
{
	if (demoplayback)
		return NULL;
	loopv(players)
	{
		dynent *o = players[i];
		if (!o)

	for (id player in players) {
		if (player == [OFNull null])
			continue;

		if (intersect(o, player1->o, worldpos))
			return @(o->name);
		if (intersect(player, player1.o, worldpos))
			return [player name];
	}

	return nil;
}

static const size_t MAXPROJ = 100;
static Projectile *projs[MAXPROJ];

void
projreset()
{
	for (size_t i = 0; i < MAXPROJ; i++)
		projs[i].inuse = false;
}

void
newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
    dynent *owner, int gun)
    DynamicEntity *owner, int gun)
{
	for (size_t i = 0; i < MAXPROJ; i++) {
		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)
hit(int target, int damage, DynamicEntity *d, DynamicEntity *at)
{
	if (d == player1)
		selfdamage(damage, at == player1 ? -1 : -2, at);
	else if (d->monsterstate)
	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);
		addmsg(1, 4, SV_DAMAGE, target, damage, d.lifesequence);
		OFVector3D loc = d.o;
		playsound(S_PAIN1 + rnd(5), &loc);
	}
	particle_splash(3, damage, 1000, d->o);
	demodamage(damage, d->o);
	particle_splash(3, damage, 1000, d.o);
	demodamage(damage, d.o);
}

const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack

static void
radialeffect(
radialeffect(dynent *o, const OFVector3D &v, int cn, int qdam, dynent *at)
    DynamicEntity *o, const OFVector3D &v, int cn, int qdam, DynamicEntity *at)
{
	if (o->state != CS_ALIVE)
	if (o.state != CS_ALIVE)
		return;
	vdist(dist, temp, v, o->o);
	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);
		vadd(o.vel, temp);
	}
}

void
splash(Projectile *p, const OFVector3D &v, const OFVector3D &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)

		size_t i = 0;
		for (id player in players) {
			if (i == notthisplayer) {
				i++;
				continue;
			}
			dynent *o = players[i];
			if (!o)

			if (player != [OFNull null])
				continue;
			radialeffect(o, v, i, qdam, p.owner);
		}
		dvector &mv = getmonsters();
		loopv(mv) if (i != notthismonster)
		    radialeffect(mv[i], v, i, qdam, p.owner);
				radialeffect(player, v, i, qdam, p.owner);

			i++;
		}

		i = 0;
		for (DynamicEntity *monster in getmonsters())
			if (i != notthismonster)
				radialeffect(monster, v, i, qdam, p.owner);
	}
}

inline void
projdamage(
projdamage(dynent *o, Projectile *p, OFVector3D &v, int i, int im, int qdam)
    DynamicEntity *o, Projectile *p, OFVector3D &v, int i, int im, int qdam)
{
	if (o->state != CS_ALIVE)
	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)
{
	for (size_t i = 0; i < MAXPROJ; i++) {
		Projectile *p = projs[i];

		if (!p.inuse)
			continue;

		int qdam = guns[p.gun].damage * (p.owner->quadmillis ? 4 : 1);
		if (p.owner->monsterstate)
		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)
			for (id player in players)
			{
				dynent *o = players[i];
				if (player != [OFNull null])
				if (!o)
					continue;
				projdamage(o, p, v, i, -1, qdam);
			}
					projdamage(player, 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);
			for (DynamicEntity *monster in getmonsters())
				if (!vreject(monster.o, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, 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;
	}
}

// create visual effect from a shot
void
shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d,
shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
    bool local) // create visual effect from a shot
{
	OFVector3D loc = d.o;
	playsound(guns[gun].sound, d == player1 ? NULL : &d->o);
	playsound(guns[gun].sound, d == player1 ? NULL : &loc);
	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)
		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, OFVector3D &from,
    OFVector3D &to)
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    OFVector3D &from, OFVector3D &to)
{
	hit(target, damage, d, at);
	vdist(dist, v, from, to);
	vmul(v, damage / dist / 50);
	vadd(d->vel, v);
	vadd(d.vel, v);
}

void
raydamage(
raydamage(dynent *o, OFVector3D &from, OFVector3D &to, dynent *d, int i)
    DynamicEntity *o, OFVector3D &from, OFVector3D &to, DynamicEntity *d, int i)
{
	if (o->state != CS_ALIVE)
	if (o.state != CS_ALIVE)
		return;
	int qdam = guns[d->gunselect].damage;
	if (d->quadmillis)
	int qdam = guns[d.gunselect].damage;
	if (d.quadmillis)
		qdam *= 4;
	if (d->monsterstate)
	if (d.monsterstate)
		qdam /= MONSTERDAMAGEFACTOR;
	if (d->gunselect == GUN_SG) {
	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, OFVector3D &targ)
shoot(DynamicEntity *d, const OFVector3D &targ)
{
	int attacktime = lastmillis - d->lastaction;
	if (attacktime < d->gunwait)
	int attacktime = lastmillis - d.lastaction;
	if (attacktime < d.gunwait)
		return;
	d->gunwait = 0;
	if (!d->attacking)
	d.gunwait = 0;
	if (!d.attacking)
		return;
	d->lastaction = lastmillis;
	d->lastattackgun = d->gunselect;
	if (!d->ammo[d->gunselect]) {
	d.lastaction = lastmillis;
	d.lastattackgun = d.gunselect;
	if (!d.ammo[d.gunselect]) {
		playsoundc(S_NOAMMO);
		d->gunwait = 250;
		d->lastattackgun = -1;
		d.gunwait = 250;
		d.lastattackgun = -1;
		return;
	}
	if (d->gunselect)
		d->ammo[d->gunselect]--;
	OFVector3D from = d->o;
	if (d.gunselect)
		d.ammo[d.gunselect]--;
	OFVector3D from = d.o;
	OFVector3D to = targ;
	from.z -= 0.2f; // below eye

	vdist(dist, unitv, from, to);
	vdiv(unitv, dist);
	OFVector3D 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;
	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) {
	if (d.gunselect == GUN_FIST || d.gunselect == GUN_BITE) {
		vmul(unitv, 3); // punch range
		to = from;
		vadd(to, unitv);
	}
	if (d->gunselect == GUN_SG)
	if (d.gunselect == GUN_SG)
		createrays(from, to);

	if (d->quadmillis && attacktime > 200)
	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),
	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;
	d.gunwait = guns[d.gunselect].attackdelay;

	if (guns[d->gunselect].projspeed)
	if (guns[d.gunselect].projspeed)
		return;

	size_t i = 0;
	loopv(players)
	for (id player in players) {
	{
		dynent *o = players[i];
		if (player != [OFNull null])
		if (!o)
			continue;
		raydamage(o, from, to, d, i);
			raydamage(player, from, to, d, i);
		i++;
	}

	dvector &v = getmonsters();
	loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2);
	for (DynamicEntity *monster in getmonsters())
		if (monster != d)
			raydamage(monster, from, to, d, -2);

	if (d->monsterstate)
	if (d.monsterstate)
		raydamage(player1, from, to, d, -1);
}