// weapon.cpp: all shooting and effects code #include "cube.h" #include "bot/bot.h" struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize, mdl_kick_rot, mdl_kick_back; bool isauto; }; const int SGRAYS = 21; //down from 21, must be 32 or less (default) const float SGSPREAD = 2; vec sg[SGRAYS]; char *gunnames[NUMGUNS] = { "knife", "pistol", "shotgun", "subgun", "sniper", "assault", "grenade" }; guninfo guns[NUMGUNS] = { { S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, false }, { S_PISTOL, S_RPISTOL, 1400, 170, 19, 0, 0, 80, 10, 8, 6, 5, false }, // *SGRAYS { S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 5, 0, 0, 1, 35, 7, 9, 9, false }, //reload time is for 1 shell from 7 too powerful to 6 { S_SUBGUN, S_RSUBGUN, 1650, 80, 16, 0, 0, 70, 15, 30, 1, 2, true }, { S_SNIPER, S_RSNIPER, 1950, 1500, 85, 0, 0, 60, 50, 5, 4, 4, false }, { S_ASSAULT, S_RASSAULT, 2000, 130, 24, 0, 0, 20, 40, 15, 0, 2, true }, //recoil was 44 { S_NULL, S_NULL, 1000, 1200, 150, 20, 6, 1, 1, 1, 3, 1, false }, }; int nadetimer = 2000; // detonate after $ms bool gun_changed = false; void checkweaponswitch() { if(!player1->weaponchanging) return; int timeprogress = lastmillis-player1->lastaction; if(timeprogress>WEAPONCHANGE_TIME) { gun_changed = true; player1->weaponchanging = false; player1->lastaction = 0; } else if(timeprogress>WEAPONCHANGE_TIME/2) { if((!player1->akimbo && player1->akimbomillis && player1->nextweapon==GUN_PISTOL) || (player1->akimbo && !player1->akimbomillis && player1->gunselect==GUN_PISTOL)) player1->akimbo = !player1->akimbo; player1->gunselect = player1->nextweapon; } } void weaponswitch(int gun) { player1->weaponchanging = true; player1->thrownademillis = 0; player1->lastaction = player1->akimbolastaction[0] = player1->akimbolastaction[1] = lastmillis; player1->nextweapon = gun; playsound(S_GUNCHANGE); } void weapon(int gun) { if(gun == player1->gunselect) return; if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return; if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return; if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return; if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return; if(m_nopistol && gun == GUN_PISTOL) return; if(gun == GUN_GRENADE && !player1->mag[GUN_GRENADE]) return; setscope(false); weaponswitch(gun); } void shiftweapon(int s) { for(int i = 0; i < NUMGUNS && !player1->weaponchanging; i++) { int trygun = player1->gunselect + s + (s < 0 ? -i : i); if((trygun %= NUMGUNS) < 0) trygun += NUMGUNS; weapon(trygun); } } int currentprimary() { return player1->primary; } int curweapon() { return player1->gunselect; } int magcontent(int gun) { if(gun > 0 && gun < NUMGUNS) return player1->mag[gun]; else return -1;} COMMAND(weapon, ARG_1INT); COMMAND(shiftweapon, ARG_1INT); COMMAND(currentprimary, ARG_1EST); COMMAND(curweapon, ARG_1EXP); COMMAND(magcontent, ARG_1EXP); VAR(scopefov, 5, 50, 50); bool scoped = false; int oldfov = 100; void setscope(bool activate) { if(player1->gunselect != GUN_SNIPER || player1->state == CS_DEAD) return; if(activate == scoped) return; if(activate) { oldfov = getvar("fov"); setvar("fov", scopefov); } else { setvar("fov", oldfov); } scoped = activate; } COMMAND(setscope, ARG_1INT); void reload(playerent *d) { if(demoplayback) { setvar("gamespeed", getvar("gamespeed") != 100 ? 100 : 35); return; } if(!d || d->state!=CS_ALIVE || d->reloading || d->weaponchanging) return; if(!reloadable_gun(d->gunselect) || d->ammo[d->gunselect]<=0) return; if(d->mag[d->gunselect] >= (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize) return; if(d == player1) setscope(false); d->reloading = true; d->lastaction = lastmillis; d->akimbolastaction[0] = d->akimbolastaction[1] = lastmillis; d->gunwait = guns[d->gunselect].reloadtime; int numbullets = (has_akimbo(d) ? 2 : 1)*guns[d->gunselect].magsize - d->mag[d->gunselect]; if(has_akimbo(d)) numbullets = guns[d->gunselect].magsize * 2 - d->mag[d->gunselect]; if(numbullets > d->ammo[d->gunselect]) numbullets = d->ammo[d->gunselect]; d->mag[d->gunselect] += numbullets; d->ammo[d->gunselect] -= numbullets; if(has_akimbo(d)) playsoundc(S_RAKIMBO); else if(d->type==ENT_BOT) playsound(guns[d->gunselect].reload, &d->o); else playsoundc(guns[d->gunselect].reload); } void selfreload() { reload(player1); } COMMANDN(reload, selfreload, ARG_NONE); int reloadtime(int gun) { return guns[gun].reloadtime; } int attackdelay(int gun) { return guns[gun].attackdelay; } int magsize(int gun) { return guns[gun].magsize; } int kick_rot(int gun) { return guns[gun].mdl_kick_rot; } int kick_back(int gun) { return guns[gun].mdl_kick_back; } void createrays(vec &from, vec &to) // create random spread of rays for the shotgun { float f = to.dist(from)*SGSPREAD/1000; loopi(SGRAYS) { #define RNDD (rnd(101)-50)*f vec r(RNDD, RNDD, RNDD); sg[i] = to; sg[i].add(r); #undef RNDD } } bool intersect(dynent *d, vec &from, vec &to, vec *end) // if lineseg hits entity bounding box { vec v = to, w = d->o, *p; v.sub(from); w.sub(from); float c1 = w.dot(v); if(c1<=0) p = &from; else { float c2 = v.squaredlen(); if(c2<=c1) p = &to; else { float f = c1/c2; v.mul(f).add(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; } playerent *intersectclosest(vec &from, vec &to, int &n, playerent *at) { playerent *best = NULL; float bestdist = 1e16f; if(at!=player1 && player1->state==CS_ALIVE && intersect(player1, from, to)) { best = player1; bestdist = at->o.dist(player1->o); n = getclientnum(); } loopv(players) { playerent *o = players[i]; if(!o || o==at || o->state!=CS_ALIVE) continue; if(!intersect(o, from, to)) continue; float dist = at->o.dist(o->o); if(disto, worldpos, n, player1); } const int MAXPROJ = 100; struct projectile { vec o, to; float speed; playerent *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, playerent *owner, int gun) { loopi(MAXPROJ) { 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, playerent *d, playerent *at, bool gib=false) { if(d==player1 || d->type==ENT_BOT) dodamage(damage, -1, at, gib, d); else { addmsg(gib ? SV_GIBDAMAGE : SV_DAMAGE, "ri3", 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_DAMRAD = 10; void radialeffect(playerent *o, vec &v, int cn, int qdam, playerent *at) { if(o->state!=CS_ALIVE) return; vec temp; float dist = o->o.dist(v, temp); dist -= 2; // account for eye distance imprecision if(distvel.add(temp.mul((RL_DAMRAD-dist)*damage/800)); } } void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int qdam) { particle_splash(0, 50, 300, v); p->inuse = false; if(p->gun!=GUN_GRENADE) { playsound(S_FEXPLODE, &v); // no push? } else { //playsound(S_RLHIT, &v); particle_fireball(5, v); dodynlight(vold, v, 0, 0, p->owner); if(!p->local) return; radialeffect(player1, v, -1, qdam, p->owner); loopv(players) { if(i==notthisplayer) continue; playerent *o = players[i]; if(!o) continue; radialeffect(o, v, i, qdam, p->owner); } } } inline void projdamage(playerent *o, projectile *p, vec &v, int i, int qdam) { if(o->state!=CS_ALIVE) return; if(intersect(o, p->o, v)) { splash(p, v, p->o, i, qdam); hit(i, qdam, o, p->owner, true); //fixme } } void moveprojectiles(float time) { loopi(MAXPROJ) { projectile *p = &projs[i]; if(!p->inuse) continue; //int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1); int qdam = guns[p->gun].damage; vec v; float dist = p->to.dist(p->o, v); float dtime = dist*1000/p->speed; if(time>dtime) dtime = time; v.mul(time/dtime).add(p->o); if(p->local) { loopvj(players) { playerent *o = players[j]; if(!o) continue; projdamage(o, p, v, j, qdam); } if(p->owner!=player1) projdamage(player1, p, v, -1, qdam); } if(p->inuse) { if(time==dtime) splash(p, v, p->o, -1, qdam); else { if(p->gun==GUN_GRENADE) { 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); } // Added by Rick traceresult_s tr; TraceLine(p->o, v, p->owner, true, &tr); if (tr.collided) splash(p, v, p->o, -1, qdam); // End add } } p->o = v; } } vector bounceents; bounceent *newbounceent() { bounceent *p = new bounceent; bounceents.add(p); return p; } void explode_nade(bounceent *i); void movebounceents() { loopv(bounceents) if(bounceents[i]) { bounceent *p = bounceents[i]; if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) moveplayer(p, 2, false); if(lastmillis - p->millis >= p->timetolife) { if(p->bouncestate==NADE_ACTIVATED || p->bouncestate==NADE_THROWED) explode_nade(bounceents[i]); delete p; bounceents.remove(i); i--; } } } void clearbounceents() { if(gamespeed==100); else if(multiplayer(false)) bounceents.add((bounceent *)player1); loopv(bounceents) if(bounceents[i]) { delete bounceents[i]; bounceents.remove(i--); } } void renderbounceents() { loopv(bounceents) { bounceent *p = bounceents[i]; if(!p) continue; string model; float z = p->o.z; switch(p->bouncestate) { case NADE_THROWED: s_strcpy(model, "weapons/grenade/static"); break; case GIB: default: { uint n = (((4*(uint)(size_t)p)+(uint)p->timetolife)%3)+1; s_sprintf(model)("misc/gib0%u", n); int t = lastmillis-p->millis; if(t>p->timetolife-2000) { t -= p->timetolife-2000; z -= t*t/4000000000.0f*t; } break; } } path(model); rendermodel(model, ANIM_MAPMODEL|ANIM_LOOP, 0, 1.1f, p->o.x, p->o.y, z, p->yaw+90, p->pitch); } } VARP(gibnum, 0, 6, 1000); VARP(gibttl, 0, 5000, 15000); VARP(gibspeed, 1, 30, 100); void addgib(playerent *d) { if(!d) return; playsound(S_GIB, &d->o); loopi(gibnum) { bounceent *p = newbounceent(); p->owner = d; p->millis = lastmillis; p->timetolife = gibttl+rnd(10)*100; p->bouncestate = GIB; p->o = d->o; p->o.z -= d->aboveeye; p->yaw = (float)rnd(360); p->pitch = (float)rnd(360); p->maxspeed = 30.0f; p->rotspeed = 3.0f; const float angle = (float)rnd(360); const float speed = (float)gibspeed; p->vel.x = sinf(RAD*angle)*rnd(1000)/1000.0f; p->vel.y = cosf(RAD*angle)*rnd(1000)/1000.0f; p->vel.z = rnd(1000)/1000.0f; p->vel.mul(speed/100.0f); } } void thrownade(playerent *d, const vec &vel, bounceent *p) { if(!d || !p) return; vec dir(vel); dir.mul(1.1f*d->radius); p->vel = vel; p->o.add(dir); p->o.add(d->o); loopi(10) moveplayer(p, 10, true, 10); p->bouncestate = NADE_THROWED; d->thrownademillis = lastmillis; d->inhandnade = NULL; if(d==player1) { player1->lastaction = lastmillis; addmsg(SV_SHOT, "ri8", d->gunselect, (int)(d->o.x*DMF), (int)(d->o.y*DMF), (int)(d->o.z*DMF), (int)(vel.x*DMF), (int)(vel.y*DMF), (int)(vel.z*DMF), lastmillis-p->millis); } } void thrownade(playerent *d, bounceent *p) { if(!d || !p) return; const float speed = cosf(RAD*d->pitch); vec vel(sinf(RAD*d->yaw)*speed, -cosf(RAD*d->yaw)*speed, sinf(RAD*d->pitch)); vel.mul(1.5f); thrownade(d, vel, p); } bounceent *new_nade(playerent *d, int millis = 0) { bounceent *p = newbounceent(); p->owner = d; p->millis = lastmillis; p->timetolife = 2000-millis; p->bouncestate = NADE_ACTIVATED; p->maxspeed = 27.0f; p->rotspeed = 6.0f; d->inhandnade = p; d->thrownademillis = 0; if(d==player1 && !demoplayback) playsoundc(S_GRENADEPULL); return p; } void explode_nade(bounceent *i) { if(!i) return; if(i->bouncestate != NADE_THROWED) thrownade(i->owner, vec(0,0,0), i); playsound(S_FEXPLODE, &i->o); newprojectile(i->o, i->o, 1, i->owner==player1, i->owner, GUN_GRENADE); } void shootv(int gun, vec &from, vec &to, playerent *d, bool local, int nademillis) // create visual effect from a shot { if(guns[gun].sound) playsound(guns[gun].sound, d==player1 ? NULL : &d->o); switch(gun) { case GUN_KNIFE: break; case GUN_SHOTGUN: { loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]); if(addbullethole(from, to)) { int holes = 3+rnd(5); loopi(holes) addbullethole(from, sg[i], 0); } break; } case GUN_PISTOL: case GUN_SUBGUN: case GUN_ASSAULT: { addbullethole(from, to); addshotline(d, from, to); particle_splash(0, 5, 250, to); if(!local && !CMPB(guns, 0xc7d70531)) player1->clientnum += 250*(int)to.dist(from); break; } case GUN_GRENADE: { if(d!=player1 || demoplayback) { bounceent *p = new_nade(d, nademillis); thrownade(d, to, p); } break; } case GUN_SNIPER: { addbullethole(from, to); addshotline(d, from, to); particle_splash(0, 50, 200, to); particle_trail(1, 500, from, to); break; } } } void hitpush(int target, int damage, playerent *d, playerent *at, vec &from, vec &to, bool gib = false) { hit(target, damage, d, at, gib); vec v; float dist = to.dist(from, v); v.mul(damage/dist/50); d->vel.add(v); } void shorten(vec &from, vec &to, vec &target) { target.sub(from).normalize().mul(from.dist(to)).add(from); } const float HEADSIZE = 0.8f; vec hitpos; void raydamage(vec &from, vec &to, playerent *d) { int i = -1, gdam = guns[d->gunselect].damage; playerent *o = NULL; if(d->gunselect==GUN_SHOTGUN) { uint done = 0; playerent *cl = NULL; int n = -1; for(;;) { bool raysleft = false; int damage = 0; o = NULL; loop(r, SGRAYS) if((done&(1<o, sg[r]); } else raysleft = true; } if(damage) hitpush(i, damage, o, d, from, to); if(!raysleft) break; } } else if((o = intersectclosest(from, to, i, d))) { bool gib = false; if(d->gunselect==GUN_KNIFE) gib = true; else if(d==player1 && d->gunselect==GUN_SNIPER && worldpos!=hitpos && hitpos.z>=o->o.z+o->aboveeye-HEADSIZE && intersect(o, from, hitpos)) { gdam *= 3; gib = true; } hitpush(i, gdam, o, d, from, to, gib); shorten(from, o->o, to); } } void spreadandrecoil(vec &from, vec &to, playerent *d) { //nothing special for a knife if (d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return; //spread vec unitv; float dist = to.dist(from, unitv); float f = dist/1000; int spd = guns[d->gunselect].spread; //recoil float rcl = guns[d->gunselect].recoil*-0.01f; if(d->gunselect==GUN_ASSAULT) { if(d->shots > 3) spd = 70; rcl += (rnd(8)*-0.01f); } if((d->gunselect==GUN_SNIPER) /*&& (d->vel.x<.25f && d->vel.y<.25f)*/ && scoped) { spd = 1; rcl = rcl / 3; } if(d->gunselect!=GUN_SHOTGUN) //no spread on shotgun { #define RNDD (rnd(spd)-spd/2)*f vec r(RNDD, RNDD, RNDD); to.add(r); #undef RNDD } //increase pitch for recoil d->vel.add(vec(unitv).mul(rcl/dist)); if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f; } bool hasammo(playerent *d) // bot mod { if(!d->mag[d->gunselect]) { if (d->type==ENT_BOT) playsound(S_NOAMMO, &d->o); else playsoundc(S_NOAMMO); d->gunwait = 250; d->lastaction = lastmillis; d->lastattackgun = -1; return false; } else return true; } VARP(autoreload, 0, 1, 1); const int grenadepulltime = 650; bool akimboside = false; void shoot(playerent *d, vec &targ) { int attacktime = lastmillis-d->lastaction; vec from = d->o; vec to = targ; if(d->gunselect==GUN_GRENADE) { d->shots = 0; if(d->thrownademillis && attacktime >= 13*(1000/25)) { d->weaponchanging = true; d->nextweapon = d->mag[GUN_GRENADE] ? GUN_GRENADE : d->primary; d->thrownademillis = 0; d->lastaction = lastmillis-1-WEAPONCHANGE_TIME/2; } if(d->weaponchanging || attacktimegunwait) return; d->gunwait = 0; d->reloading = false; if(d->attacking && !d->inhandnade) // activate { if(!hasammo(d)) return; d->mag[d->gunselect]--; new_nade(d); d->gunwait = grenadepulltime; d->lastaction = lastmillis; d->lastattackgun = d->gunselect; } else if(!d->attacking && d->inhandnade && attacktime>grenadepulltime) thrownade(d, d->inhandnade); return; } else { if(autoreload && d == player1 && !d->mag[d->gunselect] && lastmillis-d->lastaction>guns[d->gunselect].attackdelay) { reload(d); return; } if(d->weaponchanging || attacktimegunwait) return; d->gunwait = 0; d->reloading = false; if(!d->attacking) { d->shots = 0; return; } d->lastaction = lastmillis; d->lastattackgun = d->gunselect; if(d->gunselect!=GUN_KNIFE && !hasammo(d)) { d->shots = 0; return; } if(guns[d->gunselect].isauto) d->shots++; else d->attacking = false; if(d->gunselect==GUN_PISTOL && d->akimbo) { d->attacking = true; // make akimbo auto d->akimbolastaction[akimboside?1:0] = lastmillis; akimboside = !akimboside; } if(d->gunselect!=GUN_KNIFE) d->mag[d->gunselect]--; from.z -= 0.2f; // below eye if(attacktimegunwait) from = to; } spreadandrecoil(from,to,d); vec unitv; float dist = to.dist(from, unitv); unitv.div(dist); if(d->gunselect==GUN_KNIFE) { unitv.mul(3); // punch range to = from; to.add(unitv); } if(d->gunselect==GUN_SHOTGUN) createrays(from, to); if(has_akimbo(d)) d->gunwait = guns[d->gunselect].attackdelay / 2; //make akimbo pistols shoot twice as fast as normal pistol else d->gunwait = guns[d->gunselect].attackdelay; shootv(d->gunselect, from, to, d, true, 0); if(d->type==ENT_PLAYER) addmsg(SV_SHOT, "ri8", 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), 0); if(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return; raydamage(from, to, d); }