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// weapon.cpp: all shooting and effects code

#include "cube.h"

struct guninfo {
struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; };
	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] =
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"           },
    {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
void selectgun(int a, int b, int c)
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);
	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)
{
int reloadtime(int gun) { return guns[gun].attackdelay; };
	return guns[gun].attackdelay;
};

void
void weapon(char *a1, char *a2, char *a3)
weapon(char *a1, char *a2, char *a3)
{
    selectgun(a1[0] ? atoi(a1) : -1,
	selectgun(a1[0] ? atoi(a1) : -1, a2[0] ? atoi(a2) : -1,
              a2[0] ? atoi(a2) : -1,
              a3[0] ? atoi(a3) : -1);
	    a3[0] ? atoi(a3) : -1);
};

COMMAND(weapon, ARG_3STR);

void
void createrays(vec &from, vec &to)             // create random spread of rays for the shotgun
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); 
    };
	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
bool intersect(dynent *d, vec &from, vec &to)   // if lineseg hits entity bounding box
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);
	vec v = to, w = d->o, *p;
	vsub(v, from);
	vsub(w, from);
	float c1 = dotprod(w, v);

	if (c1 <= 0)
    if(c1<=0) p = &from;
    else
		p = &from;
	else {
    {
        float c2 = dotprod(v, v);
        if(c2<=c1) p = &to;
        else
		float c2 = dotprod(v, v);
		if (c2 <= c1)
			p = &to;
		else {
        {
            float f = c1/c2;
            vmul(v, f);
            vadd(v, from);
            p = &v;
        };
    };
			float f = c1 / c2;
			vmul(v, f);
			vadd(v, from);
			p = &v;
		};
	};

    return p->x <= d->o.x+d->radius
	return p->x <= d->o.x + d->radius && 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->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;
	       p->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight;
};

char *
char *playerincrosshair()
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;
	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; };
struct projectile {
	vec o, to;
	float speed;
	dynent *owner;
	int gun;
	bool inuse, local;
};
projectile projs[MAXPROJ];

void
projreset()
{
void projreset() { loopi(MAXPROJ) projs[i].inuse = false; };
	loopi(MAXPROJ) projs[i].inuse = false;
};

void
newprojectile(
void newprojectile(vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
    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;
    };
	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
void hit(int target, int damage, dynent *d, dynent *at)
hit(int target, int damage, dynent *d, dynent *at)
{
	if (d == player1)
    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);
		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
const float RL_DAMRAD = 7; // hack

void
void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
{
	if (o->state != CS_ALIVE)
    if(o->state!=CS_ALIVE) return;
    vdist(dist, temp, v, o->o);
    dist -= 2; // account for eye distance imprecision
    if(dist<RL_DAMRAD) 
		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);
    };
		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
void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int qdam)
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)
	particle_splash(0, 50, 300, v);
	p->inuse = false;
	if (p->gun != GUN_RL) {
    {
        playsound(S_FEXPLODE, &v);
        // no push?
		playsound(S_FEXPLODE, &v);
		// no push?
    }
    else
	} 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);
    };
		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
inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
{
	if (o->state != CS_ALIVE)
    if(o->state!=CS_ALIVE) return;
    if(intersect(o, p->o, v))
		return;
	if (intersect(o, p->o, v)) {
    {
        splash(p, v, p->o, i, im, qdam);
        hit(i, qdam, o, p->owner);
    }; 
		splash(p, v, p->o, i, im, qdam);
		hit(i, qdam, o, p->owner);
	};
};

void
void moveprojectiles(float time)
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)
	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)
        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)
		{
			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 (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;
    };
				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
void shootv(int gun, vec &from, vec &to, dynent *d, bool local)     // create visual effect from a shot
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)
	playsound(guns[gun].sound, d == player1 ? NULL : &d->o);
	int pspeed = 25;
	switch (gun) {
    {
        case GUN_FIST:
            break;
	case GUN_FIST:
		break;

        case GUN_SG:
	case GUN_SG: {
        {
            loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
            break;
        };
		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_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_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;
    };
	case GUN_RIFLE:
		particle_splash(0, 50, 200, to);
		particle_trail(1, 500, from, to);
		break;
	};
};

void
void hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
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);
	hit(target, damage, d, at);
	vdist(dist, v, from, to);
	vmul(v, damage / dist / 50);
	vadd(d->vel, v);
};

void
void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
{
	if (o->state != CS_ALIVE)
    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)
		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);
		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
void shoot(dynent *d, vec &targ)
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;
    
	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) 
	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);
		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 (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);
    };
	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);
	dvector &v = getmonsters();
	loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2);

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