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// weapon.cpp: all shooting and effects code
#include "cube.h"
struct guninfo {
short sound, attackdelay, damage, projspeed, part, kickamount;
OFString *name;
};
static const int MONSTERDAMAGEFACTOR = 4;
static const int SGRAYS = 20;
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];
static const 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" },
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// weapon.cpp: all shooting and effects code
#include "cube.h"
#import "Projectile.h"
static const int MONSTERDAMAGEFACTOR = 4;
static const int SGRAYS = 20;
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];
static const struct {
short sound, attackdelay, damage, projspeed, part, kickamount;
OFString *name;
} 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" },
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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, 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, OFVector3D &v, 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)
{
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, OFVector3D &from, OFVector3D &to, dynent *d,
bool local) // create visual effect from a shot
{
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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
{
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