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authorxolatile2025-08-06 22:54:55 +0200
committerxolatile2025-08-06 22:54:55 +0200
commit0a1172b75f571685c264a8b9d8ee224bbf11381f (patch)
treed041fdc68a60f0ebb48a3852bbcce6d9432f83d5 /src/fpsgame/weapon.cpp
parentaffde05dc07a94643f1fd2751b2b441f57f73d7d (diff)
downloadxolatile-badassbug-0a1172b75f571685c264a8b9d8ee224bbf11381f.tar.xz
xolatile-badassbug-0a1172b75f571685c264a8b9d8ee224bbf11381f.tar.zst
Please do not hate me, it makes sense...
Diffstat (limited to 'src/fpsgame/weapon.cpp')
-rw-r--r--src/fpsgame/weapon.cpp460
1 files changed, 128 insertions, 332 deletions
diff --git a/src/fpsgame/weapon.cpp b/src/fpsgame/weapon.cpp
index 1bdb302..c486110 100644
--- a/src/fpsgame/weapon.cpp
+++ b/src/fpsgame/weapon.cpp
@@ -1,37 +1,27 @@
// weapon.cpp: all shooting and effects code, projectile management
#include "game.h"
-namespace game
-{
+namespace game {
static const int OFFSETMILLIS = 500;
vec rays[MAXRAYS];
-
- struct hitmsg
- {
+ struct hitmsg {
int target, lifesequence, info1, info2;
ivec dir;
};
vector<hitmsg> hits;
-
ICOMMAND(getweapon, "", (), intret(player1->gunselect));
-
- void gunselect(int gun, fpsent *d)
- {
- if(gun!=d->gunselect)
- {
+ void gunselect(int gun, fpsent *d) {
+ if(gun!=d->gunselect) {
addmsg(N_GUNSELECT, "rci", d, gun);
playsound(S_WEAPLOAD, d == player1 ? NULL : &d->o);
}
d->gunselect = gun;
}
-
- void nextweapon(int dir, bool force = false)
- {
+ void nextweapon(int dir, bool force = false) {
if(player1->state!=CS_ALIVE) return;
dir = (dir < 0 ? NUMGUNS-1 : 1);
int gun = player1->gunselect;
- loopi(NUMGUNS)
- {
+ loopi(NUMGUNS) {
gun = (gun + dir)%NUMGUNS;
if(force || player1->ammo[gun]) break;
}
@@ -39,50 +29,39 @@ namespace game
else playsound(S_NOAMMO);
}
ICOMMAND(nextweapon, "ii", (int *dir, int *force), nextweapon(*dir, *force!=0));
-
- int getweapon(const char *name)
- {
+ int getweapon(const char *name) {
const char *abbrevs[] = { "FI", "SG", "CG", "RL", "RI", "GL", "PI" };
if(isdigit(name[0])) return parseint(name);
else loopi(sizeof(abbrevs)/sizeof(abbrevs[0])) if(!strcasecmp(abbrevs[i], name)) return i;
return -1;
}
-
- void setweapon(const char *name, bool force = false)
- {
+ void setweapon(const char *name, bool force = false) {
int gun = getweapon(name);
if(player1->state!=CS_ALIVE || gun<GUN_FIST || gun>GUN_PISTOL) return;
if(force || player1->ammo[gun]) gunselect(gun, player1);
else playsound(S_NOAMMO);
}
ICOMMAND(setweapon, "si", (char *name, int *force), setweapon(name, *force!=0));
-
- void cycleweapon(int numguns, int *guns, bool force = false)
- {
+ void cycleweapon(int numguns, int *guns, bool force = false) {
if(numguns<=0 || player1->state!=CS_ALIVE) return;
int offset = 0;
loopi(numguns) if(guns[i] == player1->gunselect) { offset = i+1; break; }
- loopi(numguns)
- {
+ loopi(numguns) {
int gun = guns[(i+offset)%numguns];
- if(gun>=0 && gun<NUMGUNS && (force || player1->ammo[gun]))
- {
+ if(gun>=0 && gun<NUMGUNS && (force || player1->ammo[gun])) {
gunselect(gun, player1);
return;
}
}
playsound(S_NOAMMO);
}
- ICOMMAND(cycleweapon, "V", (tagval *args, int numargs),
- {
+ ICOMMAND(cycleweapon, "V", (tagval *args, int numargs), {
int numguns = min(numargs, 7);
int guns[7];
loopi(numguns) guns[i] = getweapon(args[i].getstr());
cycleweapon(numguns, guns);
});
-
- void weaponswitch(fpsent *d)
- {
+ void weaponswitch(fpsent *d) {
if(d->state!=CS_ALIVE) return;
int s = d->gunselect;
if (s!=GUN_CG && d->ammo[GUN_CG]) s = GUN_CG;
@@ -92,49 +71,36 @@ namespace game
else if(s!=GUN_GL && d->ammo[GUN_GL]) s = GUN_GL;
else if(s!=GUN_PISTOL && d->ammo[GUN_PISTOL]) s = GUN_PISTOL;
else s = GUN_FIST;
-
gunselect(s, d);
}
-
- ICOMMAND(weapon, "V", (tagval *args, int numargs),
- {
+ ICOMMAND(weapon, "V", (tagval *args, int numargs), {
if(player1->state!=CS_ALIVE) return;
- loopi(7)
- {
+ loopi(7) {
const char *name = i < numargs ? args[i].getstr() : "";
- if(name[0])
- {
+ if(name[0]) {
int gun = getweapon(name);
if(gun >= GUN_FIST && gun <= GUN_PISTOL && gun != player1->gunselect && player1->ammo[gun]) { gunselect(gun, player1); return; }
} else { weaponswitch(player1); return; }
}
playsound(S_NOAMMO);
});
-
- void offsetray(const vec &from, const vec &to, int spread, float range, vec &dest)
- {
+ void offsetray(const vec &from, const vec &to, int spread, float range, vec &dest) {
vec offset;
do offset = vec(rndscale(1), rndscale(1), rndscale(1)).sub(0.5f);
while(offset.squaredlen() > 0.5f*0.5f);
offset.mul((to.dist(from)/1024)*spread);
offset.z /= 2;
dest = vec(offset).add(to);
- if(dest != from)
- {
+ if(dest != from) {
vec dir = vec(dest).sub(from).normalize();
raycubepos(from, dir, dest, range, RAY_CLIPMAT|RAY_ALPHAPOLY);
}
}
-
- void createrays(int gun, const vec &from, const vec &to) // create random spread of rays
- {
+ void createrays(int gun, const vec &from, const vec &to) { // create random spread of rays {
loopi(guns[gun].rays) offsetray(from, to, guns[gun].spread, guns[gun].range, rays[i]);
}
-
enum { BNC_GRENADE };
-
- struct bouncer : physent
- {
+ struct bouncer : physent {
int lifetime, bounces;
float lastyaw, roll;
bool local;
@@ -145,37 +111,26 @@ namespace game
float offsetheight;
int id;
entitylight light;
-
- bouncer() : bounces(0), roll(0), variant(0)
- {
+ bouncer() : bounces(0), roll(0), variant(0) {
type = ENT_BOUNCE;
}
-
- vec offsetpos()
- {
+ vec offsetpos() {
vec pos(o);
- if(offsetmillis > 0)
- {
+ if(offsetmillis > 0) {
pos.add(vec(offset).mul(offsetmillis/float(OFFSETMILLIS)));
if(offsetheight >= 0) pos.z = max(pos.z, o.z - max(offsetheight - eyeheight, 0.0f));
}
return pos;
}
-
- void limitoffset()
- {
+ void limitoffset() {
if(bouncetype == BNC_GRENADE && offsetmillis > 0 && offset.z < 0)
offsetheight = raycube(vec(o.x + offset.x, o.y + offset.y, o.z), vec(0, 0, -1), -offset.z);
else offsetheight = -1;
}
};
-
vector<bouncer *> bouncers;
-
vec hudgunorigin(int gun, const vec &from, const vec &to, fpsent *d);
-
- void newbouncer(const vec &from, const vec &to, bool local, int id, fpsent *owner, int type, int lifetime, int speed, entitylight *light = NULL)
- {
+ void newbouncer(const vec &from, const vec &to, bool local, int id, fpsent *owner, int type, int lifetime, int speed, entitylight *light = NULL) {
bouncer &bnc = *bouncers.add(new bouncer);
bnc.o = from;
bnc.radius = bnc.xradius = bnc.yradius = 1.5f;
@@ -187,18 +142,13 @@ namespace game
bnc.bouncetype = type;
bnc.id = local ? lastmillis : id;
if(light) bnc.light = *light;
-
bnc.collidetype = COLLIDE_ELLIPSE_PRECISE;
-
vec dir(to);
dir.sub(from).safenormalize();
bnc.vel = dir;
bnc.vel.mul(speed);
-
avoidcollision(&bnc, dir, owner, 0.1f);
-
- if(type==BNC_GRENADE)
- {
+ if(type==BNC_GRENADE) {
bnc.offset = hudgunorigin(GUN_GL, from, to, owner);
if(owner==followingplayer(player1) && !isthirdperson()) bnc.offset.sub(owner->o).rescale(16).add(owner->o);
}
@@ -206,37 +156,27 @@ namespace game
bnc.offset.sub(bnc.o);
bnc.offsetmillis = OFFSETMILLIS;
bnc.limitoffset();
-
bnc.resetinterp();
}
-
- void bounced(physent *d, const vec &surface)
- {
+ void bounced(physent *d, const vec &surface) {
if(d->type != ENT_BOUNCE) return;
bouncer *b = (bouncer *)d;
if(b->bounces >= 2) return;
b->bounces++;
adddecal(DECAL_BLOOD, vec(b->o).sub(vec(surface).mul(b->radius)), surface, 2.96f/b->bounces, bvec(0x60, 0xFF, 0xFF), rnd(4));
}
-
- void updatebouncers(int time)
- {
- loopv(bouncers)
- {
+ void updatebouncers(int time) {
+ loopv(bouncers) {
bouncer &bnc = *bouncers[i];
- if(bnc.bouncetype==BNC_GRENADE && bnc.vel.magnitude() > 50.0f)
- {
+ if(bnc.bouncetype==BNC_GRENADE && bnc.vel.magnitude() > 50.0f) {
vec pos = bnc.offsetpos();
regular_particle_splash(PART_SMOKE, 1, 150, pos, 0x404040, 2.4f, 50, -20);
}
vec old(bnc.o);
bool stopped = false;
if(bnc.bouncetype==BNC_GRENADE) stopped = bounce(&bnc, 0.6f, 0.5f, 0.8f) || (bnc.lifetime -= time)<0;
-
- if(stopped)
- {
- if(bnc.bouncetype==BNC_GRENADE)
- {
+ if(stopped) {
+ if(bnc.bouncetype==BNC_GRENADE) {
int qdam = guns[GUN_GL].damage*(bnc.owner->quadmillis ? 4 : 1);
hits.setsize(0);
explode(bnc.local, bnc.owner, bnc.o, NULL, qdam, GUN_GL);
@@ -247,24 +187,18 @@ namespace game
}
delete bouncers.remove(i--);
}
- else
- {
+ else {
bnc.roll += old.sub(bnc.o).magnitude()/(4*RAD);
bnc.offsetmillis = max(bnc.offsetmillis-time, 0);
bnc.limitoffset();
}
}
}
-
- void removebouncers(fpsent *owner)
- {
+ void removebouncers(fpsent *owner) {
loopv(bouncers) if(bouncers[i]->owner==owner) { delete bouncers[i]; bouncers.remove(i--); }
}
-
void clearbouncers() { bouncers.deletecontents(); }
-
- struct projectile
- {
+ struct projectile {
vec dir, o, to, offset;
float speed;
fpsent *owner;
@@ -275,11 +209,8 @@ namespace game
entitylight light;
};
vector<projectile> projs;
-
void clearprojectiles() { projs.shrink(0); }
-
- void newprojectile(const vec &from, const vec &to, float speed, bool local, int id, fpsent *owner, int gun)
- {
+ void newprojectile(const vec &from, const vec &to, float speed, bool local, int id, fpsent *owner, int gun) {
projectile &p = projs.add();
p.dir = vec(to).sub(from).safenormalize();
p.o = from;
@@ -293,69 +224,51 @@ namespace game
p.offsetmillis = OFFSETMILLIS;
p.id = local ? lastmillis : id;
}
-
- void removeprojectiles(fpsent *owner)
- {
+ void removeprojectiles(fpsent *owner) {
// can't use loopv here due to strange GCC optimizer bug
int len = projs.length();
loopi(len) if(projs[i].owner==owner) { projs.remove(i--); len--; }
}
-
VARP(blood, 0, 1, 1);
-
- void damageeffect(int damage, fpsent *d, bool thirdperson)
- {
+ void damageeffect(int damage, fpsent *d, bool thirdperson) {
vec p = d->o;
p.z += 0.6f*(d->eyeheight + d->aboveeye) - d->eyeheight;
if(blood) particle_splash(PART_BLOOD, damage/10, 1000, p, 0x60FFFF, 2.96f);
- if(thirdperson)
- {
+ if(thirdperson) {
defformatstring(ds, "%d", damage);
particle_textcopy(d->abovehead(), ds, PART_TEXT, 2000, 0xFF4B19, 4.0f, -8);
}
}
-
- void spawnbouncer(const vec &p, const vec &vel, fpsent *d, int type, entitylight *light = NULL)
- {
- vec to(rnd(100)-50, rnd(100)-50, rnd(100)-50);
- if(to.iszero()) to.z += 1;
- to.normalize();
- to.add(p);
- newbouncer(p, to, true, 0, d, type, rnd(1000)+1000, rnd(100)+20, light);
- }
-
- void hit(int damage, dynent *d, fpsent *at, const vec &vel, int gun, float info1, int info2 = 1)
- {
- if(at==player1 && d!=at)
- {
+ //~void spawnbouncer(const vec &p, const vec &vel, fpsent *d, int type, entitylight *light = NULL)
+ //~{
+ //~vec to(rnd(100)-50, rnd(100)-50, rnd(100)-50);
+ //~if(to.iszero()) to.z += 1;
+ //~to.normalize();
+ //~to.add(p);
+ //~newbouncer(p, to, true, 0, d, type, rnd(1000)+1000, rnd(100)+20, light);
+ //~}
+ void hit(int damage, dynent *d, fpsent *at, const vec &vel, int gun, float info1, int info2 = 1) {
+ if(at==player1 && d!=at) {
extern int hitsound;
if(hitsound && lasthit != lastmillis) playsound(S_HIT);
lasthit = lastmillis;
}
-
fpsent *f = (fpsent *)d;
-
f->lastpain = lastmillis;
if(at->type==ENT_PLAYER && !isteam(at->team, f->team)) at->totaldamage += damage;
-
if(f->type==ENT_AI || !m_mp(gamemode) || f==at) f->hitpush(damage, vel, at, gun);
-
pwhit(gun, damage);
-
if(!m_mp(gamemode)) damaged(damage, f, at);
- else
- {
+ else {
hitmsg &h = hits.add();
h.target = f->clientnum;
h.lifesequence = f->lifesequence;
h.info1 = int(info1*DMF);
h.info2 = info2;
h.dir = f==at ? ivec(0, 0, 0) : ivec(vec(vel).mul(DNF));
- if(at==player1)
- {
+ if(at==player1) {
damageeffect(damage, f);
- if(f==player1)
- {
+ if(f==player1) {
damagecompass(damage, at ? at->o : f->o);
playsound(S_PAIN6);
}
@@ -363,14 +276,10 @@ namespace game
}
}
}
-
- void hitpush(int damage, dynent *d, fpsent *at, vec &from, vec &to, int gun, int rays)
- {
+ void hitpush(int damage, dynent *d, fpsent *at, vec &from, vec &to, int gun, int rays) {
hit(damage, d, at, vec(to).sub(from).safenormalize(), gun, from.dist(to), rays);
}
-
- float projdist(dynent *o, vec &dir, const vec &v)
- {
+ float projdist(dynent *o, vec &dir, const vec &v) {
vec middle = o->o;
middle.z += (o->aboveeye-o->eyeheight)/2;
float dist = middle.dist(v, dir);
@@ -378,68 +287,53 @@ namespace game
if(dist<0) dist = 0;
return dist;
}
-
- void radialeffect(dynent *o, const vec &v, int qdam, fpsent *at, int gun)
- {
+ void radialeffect(dynent *o, const vec &v, int qdam, fpsent *at, int gun) {
if(o->state!=CS_ALIVE) return;
vec dir;
float dist = projdist(o, dir, v);
- if(dist<guns[gun].exprad)
- {
+ if(dist<guns[gun].exprad) {
int damage = (int)(qdam*(1-dist/EXP_DISTSCALE/guns[gun].exprad));
if(o==at) damage /= EXP_SELFDAMDIV;
hit(damage, o, at, dir, gun, dist);
}
}
-
FVARP(explodebright, 0, 1, 1);
-
- void explode(bool local, fpsent *owner, const vec &v, dynent *safe, int damage, int gun)
- {
+ void explode(bool local, fpsent *owner, const vec &v, dynent *safe, int damage, int gun) {
particle_splash(PART_SPARK, 200, 300, v, 0xB49B4B, 0.24f);
playsound(gun!=GUN_GL ? S_RLHIT : S_FEXPLODE, &v);
int color = gun!=GUN_GL ? 0xFF8080 : 0x80FFFF;
if((gun==GUN_RL || gun==GUN_GL) && explodebright < 1) color = vec::hexcolor(color).mul(explodebright).tohexcolor();
- particle_fireball(v, guns[gun].exprad, gun!=GUN_GL ? PART_EXPLOSION : PART_EXPLOSION_BLUE, gun!=GUN_GL ? -1 : int((guns[gun].exprad-4.0f)*15), color, 4.0f);
+ /// REPLACE THIS SHIT WITH SMOKE AND FIRE EFFECT LIKE IN XONOTIC
+ //~particle_fireball(v, guns[gun].exprad, gun!=GUN_GL ? PART_EXPLOSION : PART_EXPLOSION_BLUE, gun!=GUN_GL ? -1 : int((guns[gun].exprad-4.0f)*15), color, 4.0f);
if(gun==GUN_RL) adddynlight(v, 1.15f*guns[gun].exprad, vec(2, 1.5f, 1), 700, 100, 0, guns[gun].exprad/2, vec(1, 0.75f, 0.5f));
else if(gun==GUN_GL) adddynlight(v, 1.15f*guns[gun].exprad, vec(0.5f, 1.5f, 2), 600, 100, 0, 8, vec(0.25f, 1, 1));
else adddynlight(v, 1.15f*guns[gun].exprad, vec(2, 1.5f, 1), 700, 100);
if(!local) return;
int numdyn = numdynents();
- loopi(numdyn)
- {
+ loopi(numdyn) {
dynent *o = iterdynents(i);
if(o->o.reject(v, o->radius + guns[gun].exprad) || o==safe) continue;
radialeffect(o, v, damage, owner, gun);
}
}
-
- void projsplash(projectile &p, vec &v, dynent *safe, int damage)
- {
- if(guns[p.gun].part)
- {
+ void projsplash(projectile &p, vec &v, dynent *safe, int damage) {
+ if(guns[p.gun].part) {
particle_splash(PART_SPARK, 100, 200, v, 0xB49B4B, 0.24f);
playsound(S_FEXPLODE, &v);
// no push?
}
- else
- {
+ else {
explode(p.local, p.owner, v, safe, damage, GUN_RL);
adddecal(DECAL_SCORCH, v, vec(p.dir).neg(), guns[p.gun].exprad/2);
}
}
-
- void explodeeffects(int gun, fpsent *d, bool local, int id)
- {
+ void explodeeffects(int gun, fpsent *d, bool local, int id) {
if(local) return;
- switch(gun)
- {
+ switch(gun) {
case GUN_RL:
- loopv(projs)
- {
+ loopv(projs) {
projectile &p = projs[i];
- if(p.gun == gun && p.owner == d && p.id == id && !p.local)
- {
+ if(p.gun == gun && p.owner == d && p.id == id && !p.local) {
vec pos(p.o);
pos.add(vec(p.offset).mul(p.offsetmillis/float(OFFSETMILLIS)));
explode(p.local, p.owner, pos, NULL, 0, GUN_RL);
@@ -450,11 +344,9 @@ namespace game
}
break;
case GUN_GL:
- loopv(bouncers)
- {
+ loopv(bouncers) {
bouncer &b = *bouncers[i];
- if(b.bouncetype == BNC_GRENADE && b.owner == d && b.id == id && !b.local)
- {
+ if(b.bouncetype == BNC_GRENADE && b.owner == d && b.id == id && !b.local) {
vec pos = b.offsetpos();
explode(b.local, b.owner, pos, NULL, 0, GUN_GL);
adddecal(DECAL_SCORCH, pos, vec(0, 0, 1), guns[gun].exprad/2);
@@ -467,9 +359,7 @@ namespace game
break;
}
}
-
- bool projdamage(dynent *o, projectile &p, vec &v, int qdam)
- {
+ bool projdamage(dynent *o, projectile &p, vec &v, int qdam) {
if(o->state!=CS_ALIVE) return false;
if(!intersect(o, p.o, v)) return false;
projsplash(p, v, o, qdam);
@@ -478,11 +368,8 @@ namespace game
hit(qdam, o, p.owner, dir, p.gun, 0);
return true;
}
-
- void updateprojectiles(int time)
- {
- loopv(projs)
- {
+ void updateprojectiles(int time) {
+ loopv(projs) {
projectile &p = projs[i];
p.offsetmillis = max(p.offsetmillis-time, 0);
int qdam = guns[p.gun].damage*(p.owner->quadmillis ? 4 : 1);
@@ -492,37 +379,30 @@ namespace game
vec v = vec(p.o).add(dv);
bool exploded = false;
hits.setsize(0);
- if(p.local)
- {
+ if(p.local) {
vec halfdv = vec(dv).mul(0.5f), bo = vec(p.o).add(halfdv);
float br = max(fabs(halfdv.x), fabs(halfdv.y)) + 1;
- loopj(numdynents())
- {
+ loopj(numdynents()) {
dynent *o = iterdynents(j);
if(p.owner==o || o->o.reject(bo, o->radius + br)) continue;
if(projdamage(o, p, v, qdam)) { exploded = true; break; }
}
}
- if(!exploded)
- {
- if(dist<4)
- {
- if(p.o!=p.to) // if original target was moving, reevaluate endpoint
- {
+ if(!exploded) {
+ if(dist<4) {
+ if(p.o!=p.to) { // if original target was moving, reevaluate endpoint {
if(raycubepos(p.o, p.dir, p.to, 0, RAY_CLIPMAT|RAY_ALPHAPOLY)>=4) continue;
}
projsplash(p, v, NULL, qdam);
exploded = true;
}
- else
- {
+ else {
vec pos(v);
pos.add(vec(p.offset).mul(p.offsetmillis/float(OFFSETMILLIS)));
regular_particle_splash(PART_SMOKE, 2, 300, pos, 0x404040, 2.4f, 50, -20);
}
}
- if(exploded)
- {
+ if(exploded) {
if(p.local)
addmsg(N_EXPLODE, "rci3iv", p.owner, lastmillis-maptime, p.gun, p.id-maptime,
hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf());
@@ -531,28 +411,20 @@ namespace game
else p.o = v;
}
}
-
extern int chainsawhudgun;
-
VARP(muzzleflash, 0, 1, 1);
VARP(muzzlelight, 0, 1, 1);
-
- void shoteffects(int gun, const vec &from, const vec &to, fpsent *d, bool local, int id, int prevaction) // create visual effect from a shot
- {
+ void shoteffects(int gun, const vec &from, const vec &to, fpsent *d, bool local, int id, int prevaction) { // create visual effect from a shot {
int sound = guns[gun].sound, pspeed = 25;
- switch(gun)
- {
+ switch(gun) {
case GUN_FIST:
if(d->type==ENT_PLAYER && chainsawhudgun) sound = S_CHAINSAW_ATTACK;
break;
-
- case GUN_SG:
- {
+ case GUN_SG: {
if(!local) createrays(gun, from, to);
if(muzzleflash && d->muzzle.x >= 0)
particle_flare(d->muzzle, d->muzzle, 200, PART_MUZZLE_FLASH3, 0xFFFFFF, 2.75f, d);
- loopi(guns[gun].rays)
- {
+ loopi(guns[gun].rays) {
if(d->quadmillis)
particle_trail(PART_FLAME, 400, hudgunorigin(gun, from, rays[i], d), rays[i], 0x802010, 0.6f, 36);
particle_splash(PART_SPARK, 20, 250, rays[i], 0xB49B4B, 0.24f);
@@ -562,10 +434,8 @@ namespace game
if(muzzlelight) adddynlight(hudgunorigin(gun, d->o, to, d), 30, vec(0.5f, 0.375f, 0.25f), 100, 100, DL_FLASH, 0, vec(0, 0, 0), d);
break;
}
-
case GUN_CG:
- case GUN_PISTOL:
- {
+ case GUN_PISTOL: {
particle_splash(PART_SPARK, 200, 250, to, 0xB49B4B, 0.24f);
if(d->quadmillis)
particle_trail(PART_FLAME, 400, hudgunorigin(gun, from, to, d), to, 0x802010, 0.6f, 36);
@@ -576,7 +446,6 @@ namespace game
if(muzzlelight) adddynlight(hudgunorigin(gun, d->o, to, d), gun==GUN_CG ? 30 : 15, vec(0.5f, 0.375f, 0.25f), gun==GUN_CG ? 50 : 100, gun==GUN_CG ? 50 : 100, DL_FLASH, 0, vec(0, 0, 0), d);
break;
}
-
case GUN_RL:
if(d->quadmillis)
particle_trail(PART_FLAME, 400, hudgunorigin(gun, from, to, d), to, 0x802010, 0.6f, 36);
@@ -585,9 +454,7 @@ namespace game
pspeed = guns[gun].projspeed;
newprojectile(from, to, (float)pspeed, local, id, d, gun);
break;
-
- case GUN_GL:
- {
+ case GUN_GL: {
float dist = from.dist(to);
vec up = to;
up.z += dist/8;
@@ -597,7 +464,6 @@ namespace game
newbouncer(from, up, local, id, d, BNC_GRENADE, guns[gun].ttl, guns[gun].projspeed);
break;
}
-
case GUN_RIFLE:
particle_splash(PART_SPARK, 200, 250, to, 0xB49B4B, 0.24f);
if(d->quadmillis)
@@ -609,13 +475,11 @@ namespace game
if(muzzlelight) adddynlight(hudgunorigin(gun, d->o, to, d), 25, vec(0.5f, 0.375f, 0.25f), 75, 75, DL_FLASH, 0, vec(0, 0, 0), d);
break;
}
-
bool looped = false;
if(d->attacksound >= 0 && d->attacksound != sound) d->stopattacksound();
if(d->idlesound >= 0) d->stopidlesound();
fpsent *h = followingplayer(player1);
- switch(sound)
- {
+ switch(sound) {
case S_CHAINSAW_ATTACK:
if(d->attacksound >= 0) looped = true;
d->attacksound = sound;
@@ -627,114 +491,89 @@ namespace game
}
if(d->quadmillis && lastmillis-prevaction>200 && !looped) playsound(S_ITEMPUP, d==h ? NULL : &d->o);
}
-
- void particletrack(physent *owner, vec &o, vec &d)
- {
+ void particletrack(physent *owner, vec &o, vec &d) {
if(owner->type!=ENT_PLAYER && owner->type!=ENT_AI) return;
fpsent *pl = (fpsent *)owner;
if(pl->muzzle.x < 0 || pl->lastattackgun != pl->gunselect) return;
float dist = o.dist(d);
o = pl->muzzle;
if(dist <= 0) d = o;
- else
- {
+ else {
vecfromyawpitch(owner->yaw, owner->pitch, 1, 0, d);
float newdist = raycube(owner->o, d, dist, RAY_CLIPMAT|RAY_ALPHAPOLY);
d.mul(min(newdist, dist)).add(owner->o);
}
}
-
- void dynlighttrack(physent *owner, vec &o, vec &hud)
- {
+ void dynlighttrack(physent *owner, vec &o, vec &hud) {
if(owner->type!=ENT_PLAYER && owner->type!=ENT_AI) return;
fpsent *pl = (fpsent *)owner;
if(pl->muzzle.x < 0 || pl->lastattackgun != pl->gunselect) return;
o = pl->muzzle;
hud = owner == followingplayer(player1) ? vec(pl->o).add(vec(0, 0, 2)) : pl->muzzle;
}
-
float intersectdist = 1e16f;
-
- bool intersect(dynent *d, const vec &from, const vec &to, float &dist) // if lineseg hits entity bounding box
- {
+ bool intersect(dynent *d, const vec &from, const vec &to, float &dist) { // if lineseg hits entity bounding box {
vec bottom(d->o), top(d->o);
bottom.z -= d->eyeheight;
top.z += d->aboveeye;
return linecylinderintersect(from, to, bottom, top, d->radius, dist);
}
-
- dynent *intersectclosest(const vec &from, const vec &to, fpsent *at, float &bestdist)
- {
+ dynent *intersectclosest(const vec &from, const vec &to, fpsent *at, float &bestdist) {
dynent *best = NULL;
bestdist = 1e16f;
- loopi(numdynents())
- {
+ loopi(numdynents()) {
dynent *o = iterdynents(i);
if(o==at || o->state!=CS_ALIVE) continue;
float dist;
if(!intersect(o, from, to, dist)) continue;
- if(dist<bestdist)
- {
+ if(dist<bestdist) {
best = o;
bestdist = dist;
}
}
return best;
}
-
- void shorten(vec &from, vec &target, float dist)
- {
+ void shorten(vec &from, vec &target, float dist) {
target.sub(from).mul(min(1.0f, dist)).add(from);
}
-
- void raydamage(vec &from, vec &to, fpsent *d)
- {
+ void raydamage(vec &from, vec &to, fpsent *d) {
int qdam = guns[d->gunselect].damage;
if(d->quadmillis) qdam *= 4;
dynent *o;
float dist;
- if(guns[d->gunselect].rays > 1)
- {
+ if(guns[d->gunselect].rays > 1) {
dynent *hits[MAXRAYS];
int maxrays = guns[d->gunselect].rays;
- loopi(maxrays)
- {
+ loopi(maxrays) {
if((hits[i] = intersectclosest(from, rays[i], d, dist))) shorten(from, rays[i], dist);
else adddecal(DECAL_BULLET, rays[i], vec(from).sub(rays[i]).safenormalize(), 2.0f);
}
- loopi(maxrays) if(hits[i])
- {
+ loopi(maxrays) if(hits[i]) {
o = hits[i];
hits[i] = NULL;
int numhits = 1;
- for(int j = i+1; j < maxrays; j++) if(hits[j] == o)
- {
+ for(int j = i+1; j < maxrays; j++) if(hits[j] == o) {
hits[j] = NULL;
numhits++;
}
hitpush(numhits*qdam, o, d, from, to, d->gunselect, numhits);
}
}
- else if((o = intersectclosest(from, to, d, dist)))
- {
+ else if((o = intersectclosest(from, to, d, dist))) {
shorten(from, to, dist);
hitpush(qdam, o, d, from, to, d->gunselect, 1);
}
else if(d->gunselect!=GUN_FIST) adddecal(DECAL_BULLET, to, vec(from).sub(to).safenormalize(), d->gunselect==GUN_RIFLE ? 3.0f : 2.0f);
}
-
- void shoot(fpsent *d, const vec &targ)
- {
+ void shoot(fpsent *d, const vec &targ) {
int prevaction = d->lastaction, attacktime = lastmillis-prevaction;
if(attacktime<d->gunwait) return;
d->gunwait = 0;
if((d==player1 || d->ai) && !d->attacking) return;
d->lastaction = lastmillis;
d->lastattackgun = d->gunselect;
- if(!d->ammo[d->gunselect])
- {
- if(d==player1)
- {
+ if(!d->ammo[d->gunselect]) {
+ if(d==player1) {
msgsound(S_NOAMMO, d);
d->gunwait = 600;
d->lastattackgun = -1;
@@ -743,9 +582,7 @@ namespace game
return;
}
if(d->gunselect) d->ammo[d->gunselect]--;
-
pwshot(d->gunselect); /// PW
-
vec from = d->o, to = targ, dir = vec(to).sub(from).safenormalize();
float dist = to.dist(from);
vec kickback = vec(dir).mul(guns[d->gunselect].kickamount*-2.5f);
@@ -757,65 +594,48 @@ namespace game
if(barrier > 0 && barrier < dist && (!shorten || barrier < shorten))
shorten = barrier;
if(shorten) to = vec(dir).mul(shorten).add(from);
-
if(guns[d->gunselect].rays > 1) createrays(d->gunselect, from, to);
else if(guns[d->gunselect].spread) offsetray(from, to, guns[d->gunselect].spread, guns[d->gunselect].range, to);
-
hits.setsize(0);
-
if(!guns[d->gunselect].projspeed) raydamage(from, to, d);
-
shoteffects(d->gunselect, from, to, d, true, 0, prevaction);
-
- if(d==player1 || d->ai)
- {
+ if(d==player1 || d->ai) {
addmsg(N_SHOOT, "rci2i6iv", d, lastmillis-maptime, 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),
hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf());
}
-
d->gunwait = guns[d->gunselect].attackdelay;
if(d->gunselect == GUN_PISTOL && d->ai) d->gunwait += int(d->gunwait*(((101-d->skill)+rnd(111-d->skill))/100.f));
d->totalshots += guns[d->gunselect].damage*(d->quadmillis ? 4 : 1)*guns[d->gunselect].rays;
}
-
- void adddynlights()
- {
- loopv(projs)
- {
+ void adddynlights() {
+ loopv(projs) {
projectile &p = projs[i];
if(p.gun!=GUN_RL) continue;
vec pos(p.o);
pos.add(vec(p.offset).mul(p.offsetmillis/float(OFFSETMILLIS)));
adddynlight(pos, 20, vec(1, 0.75f, 0.5f));
}
- loopv(bouncers)
- {
+ loopv(bouncers) {
bouncer &bnc = *bouncers[i];
if(bnc.bouncetype!=BNC_GRENADE) continue;
vec pos = bnc.offsetpos();
adddynlight(pos, 8, vec(0.25f, 1, 1));
}
}
-
static const char * const projnames[2] = { "projectiles/grenade", "projectiles/rocket" };
-
void preloadbouncers() {
loopi(sizeof(projnames)/sizeof(projnames[0])) preloadmodel(projnames[i]);
}
-
- void renderbouncers()
- {
+ void renderbouncers() {
float yaw, pitch;
- loopv(bouncers)
- {
+ loopv(bouncers) {
bouncer &bnc = *bouncers[i];
vec pos = bnc.offsetpos();
vec vel(bnc.vel);
if(vel.magnitude() <= 25.0f) yaw = bnc.lastyaw;
- else
- {
+ else {
vectoyawpitch(vel, yaw, pitch);
yaw += 90;
bnc.lastyaw = yaw;
@@ -823,8 +643,7 @@ namespace game
pitch = -bnc.roll;
if(bnc.bouncetype==BNC_GRENADE)
rendermodel(&bnc.light, "projectiles/grenade", ANIM_MAPMODEL|ANIM_LOOP, pos, yaw, pitch, MDL_CULL_VFC|MDL_CULL_OCCLUDED|MDL_LIGHT|MDL_LIGHT_FAST|MDL_DYNSHADOW);
- else
- {
+ else {
const char *mdl = NULL;
int cull = MDL_CULL_VFC|MDL_CULL_DIST|MDL_CULL_OCCLUDED;
float fade = 1;
@@ -833,12 +652,9 @@ namespace game
}
}
}
-
- void renderprojectiles()
- {
+ void renderprojectiles() {
float yaw, pitch;
- loopv(projs)
- {
+ loopv(projs) {
projectile &p = projs[i];
if(p.gun!=GUN_RL) continue;
float dist = min(p.o.dist(p.to)/32.0f, 1.0f);
@@ -852,12 +668,9 @@ namespace game
rendermodel(&p.light, "projectiles/rocket", ANIM_MAPMODEL|ANIM_LOOP, v, yaw, pitch, MDL_CULL_VFC|MDL_CULL_OCCLUDED|MDL_LIGHT|MDL_LIGHT_FAST);
}
}
-
- void checkattacksound(fpsent *d, bool local)
- {
+ void checkattacksound(fpsent *d, bool local) {
int gun = -1;
- switch(d->attacksound)
- {
+ switch(d->attacksound) {
case S_CHAINSAW_ATTACK:
if(chainsawhudgun) gun = GUN_FIST;
break;
@@ -866,74 +679,57 @@ namespace game
}
if(gun >= 0 && gun < NUMGUNS &&
d->clientnum >= 0 && d->state == CS_ALIVE &&
- d->lastattackgun == gun && lastmillis - d->lastaction < guns[gun].attackdelay + 50)
- {
+ d->lastattackgun == gun && lastmillis - d->lastaction < guns[gun].attackdelay + 50) {
d->attackchan = playsound(d->attacksound, local ? NULL : &d->o, NULL, 0, -1, -1, d->attackchan);
if(d->attackchan < 0) d->attacksound = -1;
}
else d->stopattacksound();
}
-
- void checkidlesound(fpsent *d, bool local)
- {
+ void checkidlesound(fpsent *d, bool local) {
int sound = -1, radius = 0;
- if(d->clientnum >= 0 && d->state == CS_ALIVE) switch(d->gunselect)
- {
+ if(d->clientnum >= 0 && d->state == CS_ALIVE) switch(d->gunselect) {
case GUN_FIST:
- if(chainsawhudgun && d->attacksound < 0)
- {
+ if(chainsawhudgun && d->attacksound < 0) {
sound = S_CHAINSAW_IDLE;
radius = 50;
}
break;
}
- if(d->idlesound != sound)
- {
+ if(d->idlesound != sound) {
if(d->idlesound >= 0) d->stopidlesound();
- if(sound >= 0)
- {
+ if(sound >= 0) {
d->idlechan = playsound(sound, local ? NULL : &d->o, NULL, 0, -1, 100, d->idlechan, radius);
if(d->idlechan >= 0) d->idlesound = sound;
}
}
- else if(sound >= 0)
- {
+ else if(sound >= 0) {
d->idlechan = playsound(sound, local ? NULL : &d->o, NULL, 0, -1, -1, d->idlechan, radius);
if(d->idlechan < 0) d->idlesound = -1;
}
}
-
- void removeweapons(fpsent *d)
- {
+ void removeweapons(fpsent *d) {
removebouncers(d);
removeprojectiles(d);
}
-
- void updateweapons(int curtime)
- {
+ void updateweapons(int curtime) {
updateprojectiles(curtime);
pwcalcaccuracy();
if(player1->clientnum>=0 && player1->state==CS_ALIVE) shoot(player1, worldpos); // only shoot when connected to server
updatebouncers(curtime); // need to do this after the player shoots so grenades don't end up inside player's BB next frame
fpsent *following = followingplayer();
if(!following) following = player1;
- loopv(players)
- {
+ loopv(players) {
fpsent *d = players[i];
checkattacksound(d, d==following);
checkidlesound(d, d==following);
}
}
-
- void avoidweapons(ai::avoidset &obstacles, float radius)
- {
- loopv(projs)
- {
+ void avoidweapons(ai::avoidset &obstacles, float radius) {
+ loopv(projs) {
projectile &p = projs[i];
obstacles.avoidnear(NULL, p.o.z + guns[p.gun].exprad + 1, p.o, radius + guns[p.gun].exprad);
}
- loopv(bouncers)
- {
+ loopv(bouncers) {
bouncer &bnc = *bouncers[i];
if(bnc.bouncetype != BNC_GRENADE) continue;
obstacles.avoidnear(NULL, bnc.o.z + guns[GUN_GL].exprad + 1, bnc.o, radius + guns[GUN_GL].exprad);