// weapon.cpp: all shooting and effects code
#include "cube.h"
#import "DynamicEntity.h"
#import "OFString+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" },
{ S_SLIMEBALL, 200, 30, 160, 7, 1, @"slimeball" },
{ S_PIGR1, 250, 50, 0, 0, 1, @"bite" },
};
void
selectgun(int a, int b, int c)
{
if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
c >= NUMGUNS)
return;
int s = player1.gunselect;
if (a >= 0 && s != a && player1.ammo[a])
s = a;
else if (b >= 0 && s != b && player1.ammo[b])
s = b;
else if (c >= 0 && s != c && player1.ammo[c])
s = c;
else if (s != GUN_RL && player1.ammo[GUN_RL])
s = GUN_RL;
else if (s != GUN_CG && player1.ammo[GUN_CG])
s = GUN_CG;
else if (s != GUN_SG && player1.ammo[GUN_SG])
s = GUN_SG;
else if (s != GUN_RIFLE && player1.ammo[GUN_RIFLE])
s = GUN_RIFLE;
else
s = GUN_FIST;
if (s != player1.gunselect)
playsoundc(S_WEAPLOAD);
player1.gunselect = s;
// conoutf(@"%@ selected", (int)guns[s].name);
}
int
reloadtime(int gun)
{
return guns[gun].attackdelay;
}
void
weapon(OFString *a1, OFString *a2, OFString *a3)
{
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)
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);
}
}
// 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 == nil) {
p = [[Projectile alloc] init];
projs[i] = p;
}
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);
[players enumerateObjectsUsingBlock:^(
id player, size_t i, bool *stop) {
if (i == notthisplayer)
return;
if (player == [OFNull null])
return;
radialeffect(player, v, i, qdam, p.owner);
}];
[getmonsters() enumerateObjectsUsingBlock:^(
DynamicEntity *monster, size_t i, bool *stop) {
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,
const OFVector3D &from, const 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, 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;
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;
[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
if (player != [OFNull null])
raydamage(player, from, to, d, i);
}];
for (DynamicEntity *monster in getmonsters())
if (monster != d)
raydamage(monster, from, to, d, -2);
if (d.monsterstate)
raydamage(player1, from, to, d, -1);
}