Index: src/weapon.mm ================================================================== --- src/weapon.mm +++ src/weapon.mm @@ -2,28 +2,28 @@ #include "cube.h" struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; - char *name; + OFString *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"}, - {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"}, + {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) { @@ -48,27 +48,25 @@ else s = GUN_FIST; if (s != player1->gunselect) playsoundc(S_WEAPLOAD); player1->gunselect = s; - // conoutf(@"%s selected", (int)guns[s].name); -}; + // conoutf(@"%s selected", (int)guns[s].name.UTF8String); +} int reloadtime(int gun) { return guns[gun].attackdelay; -}; +} void weapon(OFString *a1, OFString *a2, OFString *a3) { - @autoreleasepool { - selectgun(a1.UTF8String[0] ? atoi(a1.UTF8String) : -1, - a2.UTF8String[0] ? atoi(a2.UTF8String) : -1, - a3.UTF8String[0] ? atoi(a3.UTF8String) : -1); - } + selectgun((a1.length > 0 ? (int)a1.longLongValue : -1), + (a2.length > 0 ? (int)a2.longLongValue : -1), + (a3.length > 0 ? (int)a3.longLongValue : -1)); } COMMAND(weapon, ARG_3STR) void createrays(OFVector3D &from, @@ -80,12 +78,12 @@ { #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 { @@ -103,17 +101,17 @@ 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; -}; + 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); +} char * playerincrosshair() { if (demoplayback) @@ -123,29 +121,28 @@ dynent *o = players[i]; if (!o) continue; if (intersect(o, player1->o, worldpos)) 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]; +} projs[MAXPROJ]; void projreset() { loopi(MAXPROJ) projs[i].inuse = false; -}; +} void newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local, dynent *owner, int gun) { @@ -160,12 +157,12 @@ p->speed = speed; p->local = local; p->owner = owner; p->gun = gun; return; - }; -}; + } +} void hit(int target, int damage, dynent *d, dynent *at) { if (d == player1) @@ -176,11 +173,11 @@ addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence); playsound(S_PAIN1 + rnd(5), &d->o); }; particle_splash(3, damage, 1000, d->o); demodamage(damage, d->o); -}; +} const float RL_RADIUS = 5; const float RL_DAMRAD = 7; // hack void @@ -195,12 +192,12 @@ 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) { @@ -222,27 +219,27 @@ 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) @@ -287,12 +284,12 @@ 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 { @@ -303,11 +300,11 @@ 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; @@ -324,12 +321,12 @@ case GUN_RIFLE: 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) { @@ -354,11 +351,11 @@ 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; @@ -372,11 +369,11 @@ 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 @@ -391,11 +388,11 @@ 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); @@ -413,13 +410,13 @@ { dynent *o = players[i]; if (!o) continue; raydamage(o, from, to, d, i); - }; + } dvector &v = getmonsters(); loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2); if (d->monsterstate) raydamage(player1, from, to, d, -1); -}; +}