Overview
Comment: | Migrate projectile to a class |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
d3b4b2d476d809f7ab00502eed47614c |
User & Date: | js on 2025-03-09 11:24:01 |
Other Links: | manifest | tags |
Context
2025-03-09
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18:57 | Convert dynent to a class check-in: d2b3ff790f user: js tags: trunk | |
11:24 | Migrate projectile to a class check-in: d3b4b2d476 user: js tags: trunk | |
10:25 | Use SDL_TextInputEvent for input check-in: 4c092023dc user: js tags: trunk | |
Changes
Added src/Projectile.h version [28cf35ad48].
Added src/Projectile.m version [902fed7b64].
Modified src/meson.build from [b573376159] to [2625064d57].
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | executable('client', [ 'Alias.m', 'Command.mm', 'Cube.mm', 'Identifier.m', 'KeyMapping.m', 'MD2.mm', 'MapModelInfo.m', 'Menu.m', 'MenuItem.m', 'Variable.mm', 'client.mm', 'clientextras.mm', 'clientgame.mm', 'clients2c.mm', 'commands.mm', 'console.mm', | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 | executable('client', [ 'Alias.m', 'Command.mm', 'Cube.mm', 'Identifier.m', 'KeyMapping.m', 'MD2.mm', 'MapModelInfo.m', 'Menu.m', 'MenuItem.m', 'Projectile.m', 'Variable.mm', 'client.mm', 'clientextras.mm', 'clientgame.mm', 'clients2c.mm', 'commands.mm', 'console.mm', |
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Modified src/protos.h from [8800716a44] to [455fc77430].
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121 122 123 124 125 126 127 | extern void resettagareas(); extern void settagareas(); extern entity *newentity( int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4); // worldlight extern void calclight(); | | | | 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 | extern void resettagareas(); extern void settagareas(); extern entity *newentity( int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4); // worldlight extern void calclight(); extern void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength, dynent *owner); extern void cleardlights(); extern block *blockcopy(block &b); extern void blockpaste(block &b); // worldrender extern void render_world(float vx, float vy, float vh, int yaw, int pitch, float widef, int w, int h); |
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162 163 164 165 166 167 168 | extern void pruneundos(int maxremain = 0); // renderextras extern void line(int x1, int y1, float z1, int x2, int y2, float z2); extern void box(block &b, float z1, float z2, float z3, float z4); extern void dot(int x, int y, float z); extern void linestyle(float width, int r, int g, int b); | | | | 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 | extern void pruneundos(int maxremain = 0); // renderextras extern void line(int x1, int y1, float z1, int x2, int y2, float z2); extern void box(block &b, float z1, float z2, float z3, float z4); extern void dot(int x, int y, float z); extern void linestyle(float width, int r, int g, int b); extern void newsphere(const OFVector3D &o, float max, int type); extern void renderspheres(int time); extern void gl_drawhud( int w, int h, int curfps, int nquads, int curvert, bool underwater); extern void readdepth(int w, int h); extern void blendbox(int x1, int y1, int x2, int y2, bool border); extern void damageblend(int n); // renderparticles extern void setorient(OFVector3D &r, OFVector3D &u); extern void particle_splash(int type, int num, int fade, const OFVector3D &p); extern void particle_trail( int type, int fade, OFVector3D &from, OFVector3D &to); extern void render_particles(int time); // worldio extern void save_world(OFString *fname); extern void load_world(OFString *mname); |
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198 199 200 201 202 203 204 | extern void moveplayer(dynent *pl, int moveres, bool local); extern bool collide(dynent *d, bool spawn, float drop, float rise); extern void entinmap(dynent *d); extern void setentphysics(int mml, int mmr); extern void physicsframe(); // sound | | | 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 | extern void moveplayer(dynent *pl, int moveres, bool local); extern bool collide(dynent *d, bool spawn, float drop, float rise); extern void entinmap(dynent *d); extern void setentphysics(int mml, int mmr); extern void physicsframe(); // sound extern void playsound(int n, const OFVector3D *loc = NULL); extern void playsoundc(int n); extern void initsound(); extern void cleansound(); // rendermd2 extern void rendermodel(OFString *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, |
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Modified src/renderextras.mm from [3268694917] to [4ee74611a3].
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85 86 87 88 89 90 91 | int type; sphere *next; }; sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL; bool sinit = false; void | | | 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 | int type; sphere *next; }; sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL; bool sinit = false; void newsphere(const OFVector3D &o, float max, int type) { if (!sinit) { loopi(MAXSPHERES) { spheres[i].next = sempty; sempty = &spheres[i]; } |
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Modified src/renderparticles.mm from [b42cd85412] to [f46610835d].
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11 12 13 14 15 16 17 | particle *next; }; particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL; bool parinit = false; VARP(maxparticles, 100, 2000, MAXPARTICLES - 500); | | | | 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 | particle *next; }; particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL; bool parinit = false; VARP(maxparticles, 100, 2000, MAXPARTICLES - 500); static void newparticle(const OFVector3D &o, const OFVector3D &d, int fade, int type) { if (!parinit) { loopi(MAXPARTICLES) { particles[i].next = parempty; parempty = &particles[i]; } |
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129 130 131 132 133 134 135 | glEnable(GL_FOG); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } void | | | < | 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 | glEnable(GL_FOG); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } void particle_splash(int type, int num, int fade, const OFVector3D &p) { loopi(num) { const int radius = type == 5 ? 50 : 150; int x, y, z; do { x = rnd(radius * 2) - radius; y = rnd(radius * 2) - radius; z = rnd(radius * 2) - radius; } while (x * x + y * y + z * z > radius * radius); newparticle(p, OFMakeVector3D(x, y, z), rnd(fade * 3), type); } } void particle_trail(int type, int fade, OFVector3D &s, OFVector3D &e) { vdist(d, v, s, e); |
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Modified src/sound.mm from [7dfddc04de] to [4f8b2c4c47].
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88 89 90 91 92 93 94 | @autoreleasepool { OFString *path = [OFString stringWithFormat:@"packages/%@", name]; OFIRI *IRI = [Cube.sharedInstance.gameDataIRI IRIByAppendingPathComponent:path]; #ifdef USE_MIXER | | | > | | > | 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 | @autoreleasepool { OFString *path = [OFString stringWithFormat:@"packages/%@", name]; OFIRI *IRI = [Cube.sharedInstance.gameDataIRI IRIByAppendingPathComponent:path]; #ifdef USE_MIXER if ((mod = Mix_LoadMUS( IRI.fileSystemRepresentation.UTF8String)) != NULL) { Mix_PlayMusic(mod, -1); Mix_VolumeMusic((musicvol * MAXVOL) / 255); } #else if ((mod = FMUSIC_LoadSong( IRI.fileSystemRepresentation.UTF8String)) != NULL) { FMUSIC_PlaySong(mod); FMUSIC_SetMasterVolume(mod, musicvol); } else if (stream = FSOUND_Stream_Open( IRI.fileSystemRepresentation.UTF8String, FSOUND_LOOP_NORMAL, 0, 0)) { int chan = FSOUND_Stream_Play(FSOUND_FREE, stream); |
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162 163 164 165 166 167 168 | #else FSOUND_Close(); #endif } VAR(stereo, 0, 1, 1); | | | | 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 | #else FSOUND_Close(); #endif } VAR(stereo, 0, 1, 1); static void updatechanvol(int chan, const OFVector3D *loc) { int vol = soundvol, pan = 255 / 2; if (loc) { vdist(dist, v, *loc, player1->o); vol -= (int)(dist * 3 * soundvol / 255); // simple mono distance attenuation if (stereo && (v.x != 0 || v.y != 0)) { |
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190 191 192 193 194 195 196 | Mix_SetPanning(chan, 255 - pan, pan); #else FSOUND_SetVolume(chan, vol); FSOUND_SetPan(chan, pan); #endif } | | | | 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 | Mix_SetPanning(chan, 255 - pan, pan); #else FSOUND_SetVolume(chan, vol); FSOUND_SetPan(chan, pan); #endif } static void newsoundloc(int chan, const OFVector3D *loc) { assert(chan >= 0 && chan < MAXCHAN); soundlocs[chan].loc = *loc; soundlocs[chan].inuse = true; } void |
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226 227 228 229 230 231 232 | addmsg(0, 2, SV_SOUND, n); playsound(n); } int soundsatonce = 0, lastsoundmillis = 0; void | | | 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 | addmsg(0, 2, SV_SOUND, n); playsound(n); } int soundsatonce = 0, lastsoundmillis = 0; void playsound(int n, const OFVector3D *loc) { if (nosound) return; if (!soundvol) return; if (lastmillis == lastsoundmillis) soundsatonce++; |
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Modified src/weapon.mm from [a095df6286] to [652afaa3f5].
1 2 3 4 | // weapon.cpp: all shooting and effects code #include "cube.h" | | < < < | > > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 | // 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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79 80 81 82 83 84 85 86 | #define RNDD (rnd(101) - 50) * f OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD); sg[i] = to; vadd(sg[i], r); } } bool | > | < | > | 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 | #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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124 125 126 127 128 129 130 | if (intersect(o, player1->o, worldpos)) return @(o->name); } return nil; } | | < < < < < < | > | | > | < | > | | | | | | | | 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 | 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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177 178 179 180 181 182 183 | particle_splash(3, damage, 1000, d->o); demodamage(damage, d->o); } const float RL_RADIUS = 5; const float RL_DAMRAD = 7; // hack | | | | | | | | | | | | | | | | | > | < | > | | | | | | | | | | | | | | 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 | 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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Modified src/worldlight.mm from [6a518301f9] to [ccc85287d7].
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196 197 198 199 200 201 202 | block *backup = dlights.pop(); blockpaste(*backup); free(backup); } } void | | | | 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 | block *backup = dlights.pop(); blockpaste(*backup); free(backup); } } void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength, dynent *owner) { if (!reach) reach = dynlight; if (owner->monsterstate) reach = reach / 2; if (!reach) return; |
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