Cube  Diff

Differences From Artifact [a095df6286]:

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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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#define RNDD (rnd(101) - 50) * f
		OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
		sg[i] = to;
		vadd(sg[i], r);
	}
}


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

	vsub(v, from);
	vsub(w, from);
	float c1 = dotprod(w, v);

	if (c1 <= 0)
		p = &from;
	else {







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#define RNDD (rnd(101) - 50) * f
		OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
		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 {
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		if (intersect(o, player1->o, worldpos))
			return @(o->name);
	}

	return nil;
}

const int MAXPROJ = 100;
struct projectile {
	OFVector3D o, to;
	float speed;
	dynent *owner;
	int gun;
	bool inuse, local;
} projs[MAXPROJ];

void
projreset()
{

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

void
newprojectile(OFVector3D &from, OFVector3D &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;
	}
}

void
hit(int target, int damage, dynent *d, dynent *at)
{







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		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)
{
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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
{