/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __GAME_WEAPON_H__ #define __GAME_WEAPON_H__ #include "script/Script_Thread.h" #include "Entity.h" #include "Light.h" #include "Actor.h" #include "Grabber.h" //ivan - uncomment this to create other test trails that are not removed and don't fade out //#define TEST_TRAIL //uncomment this to enable aim fix based on camera pos #define USE_AIM_DIR_FIX /* =============================================================================== Player Weapon =============================================================================== */ typedef enum { WP_READY, WP_OUTOFAMMO, WP_RELOAD, WP_HOLSTERED, WP_RISING, WP_LOWERING } weaponStatus_t; //ivan start - values must match the ones in the defs! enum { WP_SPREADMODE_DEFAULT = 0, //default: 3D spread WP_SPREADMODE_2D_STEP = 1, //turrican style spread WP_SPREADMODE_2D_PARALLEL = 2, //parallel projs. Spread is the offset WP_SPREADMODE_2D_RANDOM = 3 //similar to default, but spread is 2D }; //ivan end typedef int ammo_t; static const int AMMO_NUMTYPES = 16; static const int TRAIL_NONE = -1; //ivan class idPlayer; static const int LIGHTID_WORLD_MUZZLE_FLASH = 1; static const int LIGHTID_VIEW_MUZZLE_FLASH = 100; class idMoveableItem; //---------------------------------------- New Particle and light support #ifdef _DENTONMOD struct particleFlags_s { bool isActive : 1; // Is the particle active bool isSmoke : 1; // Is this a smoke particle bool isContinuous : 1; // Is the effect continuous bool isOffset : 1; // Is new Offset needed bool isDir : 1; // Is new Direction needed bool isOnWorldModel : 1; // Is this effect intended for world model only bool isUpdateJoint : 1; bool isViewDir : 1; //ivan - use player view dir even if it's using a joint. Thas can be still rotated by the usual "dir" key. }; typedef struct { char name[64]; char particlename[128]; int startTime; idVec3 offset; //Sometimes you cant find proper joint, then use offset along with muzzle bone idVec3 dir; jointHandle_t joint; //The joint on which to attach the particle particleFlags_s particleFlags; // flags const idDeclParticle* particle; //Used for smoke particles renderEntity_t renderEntity; qhandle_t modelDefHandle; //idFuncEmitter* emitter; //Used for non-smoke particles } WeaponParticle_t; struct lightFlags_s { bool isActive : 1; // Is the particle active bool isAlwaysOn : 1; // Is this light always on bool isOffset : 1; // Is new Offset needed bool isDir : 1; // Is new Direction needed bool isOnWorldModel : 1; // Is this light intended for world model only }; typedef struct { char name[64]; int startTime; int endTime; int lightHandle; idVec3 offset; //If weapons does not have bones in proper places for some effect use this idVec3 dir; //If the desired bone is not pointing in proper direction use this to fix it. // Note that the dir should be vector representing X-axis of the bone. lightFlags_s lightFlags; jointHandle_t joint; renderLight_t light; } WeaponLight_t; //---------------------------------------------- #endif // // events // //ivan start extern const idEventDef EV_Weapon_StartAutoMelee; extern const idEventDef EV_Weapon_StopAutoMelee; extern const idEventDef EV_Weapon_StartMeleeBeam; extern const idEventDef EV_Weapon_StopMeleeBeam; extern const idEventDef EV_Weapon_StartParticle; extern const idEventDef EV_Weapon_StopParticle; //ivan end //#define TRAIL_FX_CHAIN class idWeapon : public idAnimatedEntity { public: CLASS_PROTOTYPE( idWeapon ); idWeapon(); virtual ~idWeapon(); // Init void Spawn( void ); void SetOwner( idPlayer *owner ); idPlayer* GetOwner( void ); virtual bool ShouldConstructScriptObjectAtSpawn( void ) const; static void CacheWeapon( const char *weaponName ); // save games void Save( idSaveGame *savefile ) const; // archives object for save game file void Restore( idRestoreGame *savefile ); // unarchives object from save game file // Weapon definition management void Clear( void ); void GetWeaponDef( const char *objectname, int ammoinclip ); bool IsLinked( void ); bool IsWorldModelReady( void ); // GUIs const char * Icon( void ) const; void UpdateGUI( void ); virtual void SetModel( const char *modelname ); bool GetGlobalJointTransform( const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis ); //bool viewModel removed void SetPushVelocity( const idVec3 &pushVelocity ); bool UpdateSkin( void ); // State control/player interface void Think( void ); void Raise( void ); void PutAway( void ); void Reload( void ); void LowerWeapon( void ); void RaiseWeapon( void ); void HideWeapon( void ); void ShowWeapon( void ); void HideWorldModel( void ); void ShowWorldModel( void ); void OwnerDied( void ); void BeginAttack( void ); void EndAttack( void ); void BeginSpecialFunction( bool ); // Added by Clone JCD void EndSpecialFunction( void ); // Added by Clone JCD bool IsReady( void ) const; bool IsReloading( void ) const; bool IsHolstered( void ) const; bool ShowCrosshair( void ) const; idEntity * DropItem( const idVec3 &velocity, int activateDelay, int removeDelay, bool died ); bool CanDrop( void ) const; void WeaponStolen( void ); // Script state management virtual idThread * ConstructScriptObject( void ); virtual void DeconstructScriptObject( void ); void SetState( const char *statename, int blendFrames ); void UpdateScript( void ); void EnterCinematic( void ); void ExitCinematic( void ); void NetCatchup( void ); // Visual presentation void PresentWeapon( bool showViewModel ); int GetZoomFov( void ); void GetWeaponAngleOffsets( int *average, float *scale, float *max ); void GetWeaponTimeOffsets( float *time, float *scale ); bool BloodSplat( float size ); // Ammo static ammo_t GetAmmoNumForName( const char *ammoname ); static const char *GetAmmoNameForNum( ammo_t ammonum ); static const char *GetAmmoPickupNameForNum( ammo_t ammonum ); ammo_t GetAmmoType( void ) const; int AmmoAvailable( void ) const; int AmmoInClip( void ) const; int GetMaxAmmo( void ) const; void ResetAmmoClip( void ); int ClipSize( void ) const; int LowAmmo( void ) const; int AmmoRequired( void ) const; //rev grab int GetGrabberState( void ) const; //rev grab int AmmoCount( void ) const; //new //ivan start bool HasToWalk( void ) const; float GetWalkSpeedMult( void ) const; bool GetIsFiring( void ) const; bool GetIsSecFiring( void ) const; void StartWeaponParticle( const char* name ); void StopWeaponParticle( const char* name ); void StartAutoMelee( float dmgMult, int trailNum ); void StopAutoMelee( void ); //void StartMeleeBeam( int num ); //void StopMeleeBeam( void ); float GetDynamicSpread( void ) const; //ivan end virtual void WriteToSnapshot( idBitMsgDelta &msg ) const; virtual void ReadFromSnapshot( const idBitMsgDelta &msg ); enum { EVENT_RELOAD = idEntity::EVENT_MAXEVENTS, EVENT_ENDRELOAD, EVENT_CHANGESKIN, EVENT_MAXEVENTS }; virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg ); virtual void ClientPredictionThink( void ); private: // script control idScriptBool WEAPON_ATTACK; idScriptBool WEAPON_RELOAD; idScriptBool WEAPON_SPECIAL; // For weapon special function, added by clone JCD idScriptBool WEAPON_SPECIAL_HOLD; // For weapon special function, added by clone JCD idScriptBool WEAPON_RELOAD; idScriptBool WEAPON_NETRELOAD; idScriptBool WEAPON_NETENDRELOAD; idScriptBool WEAPON_NETFIRING; idScriptBool WEAPON_RAISEWEAPON; idScriptBool WEAPON_LOWERWEAPON; weaponStatus_t status; idThread * thread; idStr state; idStr idealState; int animBlendFrames; int animDoneTime; int lastFiredTime; //ivan bool isLinked; // precreated projectile idEntity *projectileEnt; idPlayer * owner; //idEntityPtr worldModel; // hiding (for GUIs and NPCs) int hideTime; float hideDistance; int hideStartTime; float hideStart; float hideEnd; //float hideOffset; bool hide; bool disabled; // berserk int berserk; // these are the player render view parms, which include bobbing idVec3 playerViewOrigin; idMat3 playerViewAxis; /* // the view weapon render entity parms idVec3 viewWeaponOrigin; idMat3 viewWeaponAxis; */ // the muzzle bone's position, used for launching projectiles and trailing smoke idVec3 muzzleOrigin; idMat3 muzzleAxis; //ivan start // the melee bone's position, used for launching projectiles and trailing smoke idVec3 meleeJointOrigin; idMat3 meleeJointAxis; idEntity *lastMeleeEnt; idBounds meleebox; bool autoMeleeEnabled; bool useMeleeBox; float comboMultiplier; float firingWalkSpeedMult; int nextMeleeSnd; // used for autoMelee sound //spread float dynamicSpreadValue; //current value float spreadBaseValue; float spreadVelocityFactor; float spreadCrouchFactor; #ifdef TRAIL_FX_CHAIN idEntityPtr lastBeamInChain; #else idTrailGenerator* trailGen; #ifdef TEST_TRAIL idTrailGenerator* testGen; #endif #endif int trailNumType; int trailLowOffset; int trailHighOffset; //ivan end idVec3 pushVelocity; // weapon definition // we maintain local copies of the projectile and brass dictionaries so they // do not have to be copied across the DLL boundary when entities are spawned const idDeclEntityDef * weaponDef; const idDeclEntityDef * meleeDef; idDict projectileDict; float meleeDistance; idStr meleeDefName; idDict brassDict; int brassDelay; idStr icon; /* // view weapon gui light renderLight_t guiLight; int guiLightHandle; */ /* // muzzle flash renderLight_t muzzleFlash; //ivan: now it's positioned on world weapon bone! int muzzleFlashHandle; */ renderLight_t worldMuzzleFlash; // positioned on world weapon bone int worldMuzzleFlashHandle; idVec3 flashColor; int muzzleFlashEnd; int flashTime; bool lightOn; bool silent_fire; bool allowDrop; // effects bool hasBloodSplat; /* // weapon kick int kick_endtime; int muzzle_kick_time; int muzzle_kick_maxtime; idAngles muzzle_kick_angles; idVec3 muzzle_kick_offset; */ // ammo management ammo_t ammoType; int ammoRequired; // amount of ammo to use each shot. 0 means weapon doesn't need ammo. int clipSize; // 0 means no reload int ammoClip; int lowAmmo; // if ammo in clip hits this threshold, snd_ bool powerAmmo; // true if the clip reduction is a factor of the power setting when // a projectile is launched // mp client //ivan: also used for dynamic walkspeed bool isFiring; bool isSecFiring; //ivan // zoom int zoomFov; // variable zoom fov per weapon // joints from models /* jointHandle_t barrelJointView; jointHandle_t flashJointView; jointHandle_t ejectJointView; jointHandle_t guiLightJointView; jointHandle_t ventLightJointView; */ jointHandle_t flashJointWorld; jointHandle_t barrelJointWorld; jointHandle_t ejectJointWorld; jointHandle_t meleeJointWorld; //ivan //ivan start int maxAmmo; int spreadMode; //ivan end #ifdef _DENTONMOD /* typedef struct { char name[64]; jointHandle_t joint; }WeaponJoint_t; idHashTable weaponJoints; */ idHashTable weaponParticles; idHashTable weaponLights; #endif //_DENTONMOD // sound const idSoundShader * sndHum; // new style muzzle smokes const idDeclParticle * weaponSmoke; // null if it doesn't smoke int weaponSmokeStartTime; // set to gameLocal.time every weapon fire bool continuousSmoke; // if smoke is continuous ( chainsaw ) const idDeclParticle * strikeSmoke; // striking something in melee int strikeSmokeStartTime; // timing idVec3 strikePos; // position of last melee strike idMat3 strikeAxis; // axis of last melee strike int nextStrikeFx; // used for sound and decal ( may use for strike smoke too ) //ivan note: all nozzleGlow stuff is currently not used because ventLightJointView no longer exists + was only for first person. //TODO: remove nozzleGlow stuff or enable it for 3th person. // nozzle effects bool nozzleFx; // does this use nozzle effects ( parm5 at rest, parm6 firing ) // this also assumes a nozzle light atm int nozzleFxFade; // time it takes to fade between the effects int lastAttack; // last time an attack occured renderLight_t nozzleGlow; // nozzle light int nozzleGlowHandle; // handle for nozzle light idVec3 nozzleGlowColor; // color of the nozzle glow const idMaterial * nozzleGlowShader; // shader for glow light float nozzleGlowRadius; // radius of glow light // weighting for viewmodel angles int weaponAngleOffsetAverages; float weaponAngleOffsetScale; float weaponAngleOffsetMax; float weaponOffsetTime; float weaponOffsetScale; // flashlight void AlertMonsters( void ); // Visual presentation void InitWorldModel( const idDeclEntityDef *def ); void MuzzleFlashLight( void ); //void MuzzleRise( idVec3 &origin, idMat3 &axis ); void UpdateNozzleFx( void ); #ifdef _DENTONMOD void InitWeaponFx( void ); void StopWeaponFx( void ); void UpdateWeaponFx( void ); bool ChangeProjectileDef( int number );// New #endif void UpdateFlashPosition( void ); //ivan start bool EvaluateMelee( void ); #ifdef TRAIL_FX_CHAIN idBeam * SpawnMeleeBeam( const idVec3 &pos ); #else void UpdateTrailVerts( void ); #endif void UpdSpreadSettings( void ); void CalculateDynamicSpread( void ); //ivan end // script events void Event_Clear( void ); void Event_GetOwner( void ); void Event_WeaponState( const char *statename, int blendFrames ); void Event_WeaponReady( void ); void Event_WeaponOutOfAmmo( void ); void Event_WeaponReloading( void ); void Event_WeaponHolstered( void ); void Event_WeaponRising( void ); void Event_WeaponLowering( void ); void Event_UseAmmo( int amount ); void Event_AddToClip( int amount ); void Event_AmmoInClip( void ); void Event_AmmoAvailable( void ); void Event_TotalAmmoCount( void ); void Event_ClipSize( void ); void Event_PlayAnim( int channel, const char *animname ); void Event_PlayCycle( int channel, const char *animname ); void Event_AnimDone( int channel, int blendFrames ); void Event_SetBlendFrames( int channel, int blendFrames ); void Event_GetBlendFrames( int channel ); void Event_Next( void ); void Event_SetSkin( const char *skinname ); void Event_Flashlight( int enable ); void Event_GetLightParm( int parmnum ); void Event_SetLightParm( int parmnum, float value ); void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 ); void Event_LaunchProjectiles( int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower , int projtype, int useBarrelDir ); //ivan: projtype, useBarrelDir added void Event_CreateProjectile( int projtype ); //ivan: projtype added void Event_EjectBrass( void ); void Event_Melee( void ); void Event_GetWorldModel( void ); void Event_AllowDrop( int allow ); void Event_AutoReload( void ); void Event_NetReload( void ); void Event_IsInvisible( void ); void Event_NetEndReload( void ); //rev grab idGrabber grabber; int grabberState; void Event_Grabber( int enable ); void Event_GrabberHasTarget( void ); void Event_GrabberSetGrabDistance( float dist ); //rev grab void Event_SetZoom( int status ); //New void Event_GetProjectileType( void );// New void Event_ChangeProjectileDef( int number );// New void Event_StartWeaponParticle( const char* name ); // New void Event_StopWeaponParticle( const char* name );// New void Event_StartWeaponLight( const char* name );// New void Event_StopWeaponLight( const char* name );// New //Ivan start void Event_StartAutoMelee( float dmgMult, int trailNum ); void Event_StopAutoMelee( void ); //void Event_StartMeleeBeam( int num ); //void Event_StopMeleeBeam( void ); void Event_SetWeaponMode( int value ); void Event_GetWeaponMode( void ); //Ivan end }; ID_INLINE bool idWeapon::IsLinked( void ) { return isLinked; } ID_INLINE bool idWeapon::IsWorldModelReady( void ) { return true; //ivan - was: ( worldModel.GetEntity() != NULL ); } ID_INLINE idPlayer* idWeapon::GetOwner( void ) { return owner; } //ivan start ID_INLINE bool idWeapon::GetIsFiring( void ) const { return isFiring; } ID_INLINE float idWeapon::GetDynamicSpread( void ) const { return dynamicSpreadValue; } ID_INLINE bool idWeapon::GetIsSecFiring( void ) const { return isSecFiring; } //ivan end #endif /* !__GAME_WEAPON_H__ */