Cube  Diff

Differences From Artifact [ec6a711714]:

To Artifact [b2ede2d0f5]:


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{
	selectgun((a1.length > 0 ? a1.cube_intValue : -1),
	    (a2.length > 0 ? a2.cube_intValue : -1),
	    (a3.length > 0 ? a3.cube_intValue : -1));
}
COMMAND(weapon, ARG_3STR)

// create random spread of rays for the shotgun
void
createrays(OFVector3D &from,
createrays(const OFVector3D *from, const OFVector3D *to)
    OFVector3D &to) // create random spread of rays for the shotgun
{
	vdist(dist, dvec, from, to);
	vdist(dist, dvec, *from, *to);
	float f = dist * SGSPREAD / 1000;
	loopi(SGRAYS)
	{
#define RNDD (rnd(101) - 50) * f
		OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
		sg[i] = to;
		sg[i] = *to;
		vadd(sg[i], r);
	}
}

// if lineseg hits entity bounding box
bool
intersect(DynamicEntity *d, const OFVector3D &from, const OFVector3D &to)
static bool
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);
	vsub(v, *from);
	vsub(w, *from);
	float c1 = dotprod(w, v);

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

OFString *
playerincrosshair()
{
	if (demoplayback)
		return NULL;

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

		OFVector3D o = player1.o;
		if (intersect(player, player1.o, worldpos))
		if (intersect(player, &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,
    DynamicEntity *owner, int gun)
newprojectile(const OFVector3D *from, const OFVector3D *to, float speed,
    bool local, DynamicEntity *owner, int gun)
{
	for (size_t i = 0; i < MAXPROJ; i++) {
		Projectile *p = projs[i];

		if (p == nil)
			projs[i] = p = [Projectile projectile];

		if (p.inuse)
			continue;

		p.inuse = true;
		p.o = from;
		p.to = to;
		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, DynamicEntity *d, DynamicEntity *at)
{
	OFVector3D o = d.o;
	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);
		OFVector3D loc = d.o;
		playsound(S_PAIN1 + rnd(5), &loc);
		playsound(S_PAIN1 + rnd(5), &o);
	}
	particle_splash(3, damage, 1000, d.o);
	demodamage(damage, d.o);
	particle_splash(3, damage, 1000, &o);
	demodamage(damage, &o);
}

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

static void
radialeffect(
    DynamicEntity *o, const OFVector3D &v, int cn, int qdam, DynamicEntity *at)
    DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at)
{
	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);
	}
}

void
splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
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);
		playsound(S_FEXPLODE, v);
		// no push?
	} else {
		playsound(S_RLHIT, &v);
		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);
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			if (i != notthismonster)
				radialeffect(monster, v, i, qdam, p.owner);
		}];
	}
}

inline void
projdamage(
    DynamicEntity *o, Projectile *p, OFVector3D &v, int i, int im, int qdam)
projdamage(DynamicEntity *o, Projectile *p, const OFVector3D *v, int i, int im,
    int qdam)
{
	if (o.state != CS_ALIVE)
		return;

	OFVector3D po = p.o;
	if (intersect(o, p.o, v)) {
		splash(p, v, p.o, i, im, qdam);
	if (intersect(o, &po, v)) {
		splash(p, v, &po, i, im, qdam);
		hit(i, qdam, o, p.owner);
	}
}

void
moveprojectiles(float time)
{
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		if (time > dtime)
			dtime = time;
		vmul(v, time / dtime);
		vadd(v, p.o);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, v, i, -1, qdam);
					projdamage(player, p, &v, i, -1, qdam);

			if (p.owner != player1)
				projdamage(player1, p, v, -1, -1, qdam);
				projdamage(player1, p, &v, -1, -1, qdam);

			for (DynamicEntity *monster in getmonsters())
				if (!vreject(monster.o, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, p, v, -1, i, qdam);
					projdamage(monster, p, &v, -1, i, qdam);
		}
		if (p.inuse) {
			OFVector3D po = p.o;

			if (time == dtime)
				splash(p, v, p.o, -1, -1, qdam);
				splash(p, &v, &po, -1, -1, qdam);
			else {
				if (p.gun == GUN_RL) {
					dodynlight(p.o, v, 0, 255, p.owner);
					particle_splash(5, 2, 200, v);
					dodynlight(&po, &v, 0, 255, p.owner);
					particle_splash(5, 2, 200, &v);
				} else {
					particle_splash(1, 1, 200, v);
					particle_splash(1, 1, 200, &v);
					particle_splash(
					    guns[p.gun].part, 1, 1, v);
					    guns[p.gun].part, 1, 1, &v);
				}
			}
		}
		p.o = v;
	}
}

// create visual effect from a shot
void
shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
    bool local)
{
	OFVector3D loc = 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]);
		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;
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		particle_trail(1, 500, from, to);
		break;
	}
}

void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    const OFVector3D &from, const OFVector3D &to)
    const OFVector3D *from, const OFVector3D *to)
{
	hit(target, damage, d, at);
	vdist(dist, v, from, to);
	vdist(dist, v, *from, *to);
	vmul(v, damage / dist / 50);
	vadd(d.vel, v);
}

void
raydamage(DynamicEntity *o, const OFVector3D &from, const OFVector3D &to,
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *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;
		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(DynamicEntity *d, const OFVector3D &targ)
shoot(DynamicEntity *d, const OFVector3D *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]--;
	OFVector3D from = d.o;
	OFVector3D to = targ;
	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;

	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);
		createrays(&from, &to);

	if (d.quadmillis && attacktime > 200)
		playsoundc(S_ITEMPUP);
	shootv(d.gunselect, from, to, d, true);
	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;

	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player != [OFNull null])
			raydamage(player, from, to, d, i);
			raydamage(player, &from, &to, d, i);
	}];

	for (DynamicEntity *monster in getmonsters())
		if (monster != d)
			raydamage(monster, from, to, d, -2);
			raydamage(monster, &from, &to, d, -2);

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