]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Refactored weapon taking in Person::takeWeapon
[lugaru.git] / Source / GameTick.cpp
index 4db82ea26746c1978af1173e8f33bfa5f9bb336b..4da057ed2b74006d4444487bd1c2e1db793b06d9 100644 (file)
@@ -1,5 +1,6 @@
 /*
 Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
 
 This file is part of Lugaru.
 
@@ -6369,12 +6370,7 @@ void Game::Tick()
                                                             if (weapons[j].getType() != staff)
                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
 
-                                                            Person::players[i]->weaponactive = 0;
-                                                            weapons[j].owner = Person::players[i]->id;
-                                                            if (Person::players[i]->num_weapons > 0)
-                                                                Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                            Person::players[i]->num_weapons++;
-                                                            Person::players[i]->weaponids[0] = j;
+                                                            Person::players[i]->takeWeapon(j);
                                                         }
                                             }
                                         } else if ((Person::players[i]->isIdle() ||
@@ -6403,12 +6399,7 @@ void Game::Tick()
                                                                 if (weapons[k].getType() != staff)
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
 
-                                                                Person::players[i]->weaponactive = 0;
-                                                                weapons[k].owner = Person::players[i]->id;
-                                                                if (Person::players[i]->num_weapons > 0)
-                                                                    Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                                Person::players[i]->num_weapons++;
-                                                                Person::players[i]->weaponids[0] = k;
+                                                                Person::players[i]->takeWeapon(k);
                                                             }
                                                 }
                                             }
@@ -6460,7 +6451,6 @@ void Game::Tick()
                                                             if (fleshstuck)
                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
 
-                                                            Person::players[i]->weaponactive = 0;
                                                             if (weapons[k].owner != -1) {
                                                                 if (Person::players[i]->victim->num_weapons == 1)
                                                                     Person::players[i]->victim->num_weapons = 0;
@@ -6508,12 +6498,7 @@ void Game::Tick()
                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
                                                             }
-                                                            weapons[k].owner = i;
-                                                            if (Person::players[i]->num_weapons > 0) {
-                                                                Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                            }
-                                                            Person::players[i]->num_weapons++;
-                                                            Person::players[i]->weaponids[0] = k;
+                                                            Person::players[i]->takeWeapon(k);
                                                         }
                                                     }
                                                 }
@@ -6549,18 +6534,12 @@ void Game::Tick()
                                                                     Person::players[i]->throwtogglekeydown = 1;
                                                                     Person::players[i]->victim = Person::players[j];
                                                                     XYZ aim;
-                                                                    weapons[Person::players[i]->weaponids[0]].owner = -1;
                                                                     aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
                                                                     Normalise(&aim);
 
                                                                     aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
 
-                                                                    weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
-                                                                    weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
-                                                                    weapons[Person::players[i]->weaponids[0]].missed = 0;
-                                                                    weapons[Person::players[i]->weaponids[0]].freetime = 0;
-                                                                    weapons[Person::players[i]->weaponids[0]].firstfree = 1;
-                                                                    weapons[Person::players[i]->weaponids[0]].physics = 0;
+                                                                    weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
                                                                     Person::players[i]->num_weapons--;
                                                                     if (Person::players[i]->num_weapons) {
                                                                         Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
@@ -6575,15 +6554,10 @@ void Game::Tick()
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
                                 Person::players[i]->throwtogglekeydown = 1;
-                                weapons[Person::players[i]->weaponids[0]].owner = -1;
-                                weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
-                                if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
-                                    weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
-                                weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
-                                weapons[Person::players[i]->weaponids[0]].missed = 1;
-                                weapons[Person::players[i]->weaponids[0]].freetime = 0;
-                                weapons[Person::players[i]->weaponids[0]].firstfree = 1;
-                                weapons[Person::players[i]->weaponids[0]].physics = 1;
+                                XYZ tempVelocity = Person::players[i]->velocity * .2;
+                                if (tempVelocity.x == 0)
+                                    tempVelocity.x = .1;
+                                weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
                                 Person::players[i]->num_weapons--;
                                 if (Person::players[i]->num_weapons) {
                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];