dhewm3-sdk/game/Weapon.h
revility 1f82525502 pm_projectileOrigin added
New cvar to enable and disable launching projectiles from the weapon's world model barrel joint and also towards the crosshair's position.  launchfrombarrel must be set to 0 in projectile def files to use.  Done incase a weapon doesn't need it or has issues using it in the future.  none currently do.
2018-10-21 04:31:15 +02:00

613 lines
19 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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
int projectileOrigin; //rev 2018
//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<idAnimatedEntity> 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<idBeam> 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<WeaponJoint_t> weaponJoints;
*/
idHashTable<WeaponParticle_t> weaponParticles;
idHashTable<WeaponLight_t> 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__ */