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// weapon.cpp: all shooting and effects code
#include "cube.h"
struct guninfo {
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] = {
{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"},
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// weapon.cpp: all shooting and effects code
#include "cube.h"
struct guninfo {
short sound, attackdelay, damage, projspeed, part, kickamount;
char *name;
};
const int MONSTERDAMAGEFACTOR = 4;
const int SGRAYS = 20;
const float SGSPREAD = 2;
OFVector3D sg[SGRAYS];
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"},
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a2.UTF8String[0] ? atoi(a2.UTF8String) : -1,
a3.UTF8String[0] ? atoi(a3.UTF8String) : -1);
}
}
COMMAND(weapon, ARG_3STR)
void
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);
};
};
bool
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);
if (c1 <= 0)
p = &from;
else {
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a2.UTF8String[0] ? atoi(a2.UTF8String) : -1,
a3.UTF8String[0] ? atoi(a3.UTF8String) : -1);
}
}
COMMAND(weapon, ARG_3STR)
void
createrays(OFVector3D &from,
OFVector3D &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
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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return o->name;
};
return NULL;
};
const int MAXPROJ = 100;
struct projectile {
vec o, to;
float speed;
dynent *owner;
int gun;
bool inuse, local;
};
projectile projs[MAXPROJ];
void
projreset()
{
loopi(MAXPROJ) projs[i].inuse = false;
};
void
newprojectile(
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;
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return o->name;
};
return NULL;
};
const int MAXPROJ = 100;
struct projectile {
OFVector3D o, to;
float speed;
dynent *owner;
int gun;
bool inuse, local;
};
projectile 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;
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demodamage(damage, d->o);
};
const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack
void
radialeffect(dynent *o, vec &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, vec &v, vec &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 {
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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 {
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dvector &mv = getmonsters();
loopv(mv) if (i != notthismonster)
radialeffect(mv[i], v, i, qdam, p->owner);
};
};
inline void
projdamage(dynent *o, projectile *p, vec &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);
};
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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);
};
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{
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, 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) {
case GUN_FIST:
break;
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{
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;
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particle_splash(0, 50, 200, to);
particle_trail(1, 500, from, to);
break;
};
};
void
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);
};
void
raydamage(dynent *o, vec &from, vec &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, 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;
if (d->gunselect == GUN_FIST || d->gunselect == GUN_BITE) {
vmul(unitv, 3); // punch range
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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
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