dhewm3/neo/game/Weapon.h

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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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__
/*
===============================================================================
Player Weapon
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===============================================================================
*/
typedef enum {
WP_READY,
WP_OUTOFAMMO,
WP_RELOAD,
WP_HOLSTERED,
WP_RISING,
WP_LOWERING
} weaponStatus_t;
typedef int ammo_t;
static const int AMMO_NUMTYPES = 16;
class idPlayer;
static const int LIGHTID_WORLD_MUZZLE_FLASH = 1;
static const int LIGHTID_VIEW_MUZZLE_FLASH = 100;
class idMoveableItem;
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( bool viewModel, const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis );
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 );
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;
void ResetAmmoClip( void );
int ClipSize( void ) const;
int LowAmmo( void ) const;
int AmmoRequired( void ) const;
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_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;
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;
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// the muzzle bone's position, used for launching projectiles and trailing smoke
idVec3 muzzleOrigin;
idMat3 muzzleAxis;
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; // positioned on view 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
bool isFiring;
// zoom
int zoomFov; // variable zoom fov per weapon
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// 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;
// 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
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idMat3 strikeAxis; // axis of last melee strike
int nextStrikeFx; // used for sound and decal ( may use for strike smoke too )
// 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 );
void UpdateFlashPosition( void );
// script events
void Event_Clear( void );
void Event_GetOwner( void );
void Event_WeaponState( const char *statename, int blendFrames );
void Event_SetWeaponStatus( float newStatus );
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 );
void Event_CreateProjectile( void );
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 );
};
ID_INLINE bool idWeapon::IsLinked( void ) {
return isLinked;
}
ID_INLINE bool idWeapon::IsWorldModelReady( void ) {
return ( worldModel.GetEntity() != NULL );
}
ID_INLINE idPlayer* idWeapon::GetOwner( void ) {
return owner;
}
#endif /* !__GAME_WEAPON_H__ */