81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
|
sg[i] = to;
vadd(sg[i], r);
}
}
// if lineseg hits entity bounding box
bool
intersect(dynent *d, const OFVector3D &from, const OFVector3D &to)
{
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);
}
OFString *
playerincrosshair()
{
if (demoplayback)
return NULL;
loopv(players)
{
dynent *o = players[i];
if (!o)
continue;
if (intersect(o, player1->o, worldpos))
return @(o->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)
{
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)
{
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
static void
radialeffect(dynent *o, const OFVector3D &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, 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)
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, OFVector3D &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)
{
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)
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, OFVector3D &from, OFVector3D &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, OFVector3D &from,
OFVector3D &to)
{
hit(target, damage, d, at);
vdist(dist, v, from, to);
vmul(v, damage / dist / 50);
vadd(d->vel, v);
}
void
raydamage(dynent *o, OFVector3D &from, OFVector3D &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, 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;
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);
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);
}
|
|
|
|
|
|
<
|
|
|
>
|
|
|
|
|
|
>
|
|
|
>
|
|
|
|
<
|
>
>
|
>
>
|
|
<
|
|
>
>
>
>
|
|
|
>
|
|
|
|
|
<
|
<
<
|
|
>
|
|
|
|
>
|
<
>
|
|
|
|
|
>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
>
|
<
|
<
<
|
>
|
>
|
|
|
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
|
sg[i] = to;
vadd(sg[i], r);
}
}
// if lineseg hits entity bounding box
bool
intersect(DynamicEntity *d, const OFVector3D &from, const OFVector3D &to)
{
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);
}
OFString *
playerincrosshair()
{
if (demoplayback)
return NULL;
for (id player in players) {
if (player == [OFNull null])
continue;
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,
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, DynamicEntity *d, DynamicEntity *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);
OFVector3D loc = d.o;
playsound(S_PAIN1 + rnd(5), &loc);
}
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(
DynamicEntity *o, const OFVector3D &v, int cn, int qdam, DynamicEntity *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, 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);
size_t i = 0;
for (id player in players) {
if (i == notthisplayer) {
i++;
continue;
}
if (player != [OFNull null])
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(
DynamicEntity *o, Projectile *p, OFVector3D &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)
{
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)
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)
{
for (id player in players)
if (player != [OFNull null])
projdamage(player, p, v, i, -1, qdam);
if (p.owner != player1)
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);
}
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, DynamicEntity *d, 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]);
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, 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);
}
void
raydamage(
DynamicEntity *o, OFVector3D &from, 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;
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)
{
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;
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);
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;
size_t i = 0;
for (id player in players) {
if (player != [OFNull null])
raydamage(player, from, to, d, i);
i++;
}
for (DynamicEntity *monster in getmonsters())
if (monster != d)
raydamage(monster, from, to, d, -2);
if (d.monsterstate)
raydamage(player1, from, to, d, -1);
}
|