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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
370 lines
12 KiB
C++
370 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_WEAPON_H__
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#define __GAME_WEAPON_H__
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#include "script/Script_Thread.h"
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#include "Entity.h"
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#include "Light.h"
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#include "Actor.h"
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/*
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===============================================================================
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Player Weapon
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===============================================================================
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*/
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typedef enum {
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WP_READY,
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WP_OUTOFAMMO,
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WP_RELOAD,
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WP_HOLSTERED,
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WP_RISING,
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WP_LOWERING
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} weaponStatus_t;
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typedef int ammo_t;
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static const int AMMO_NUMTYPES = 16;
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class idPlayer;
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static const int LIGHTID_WORLD_MUZZLE_FLASH = 1;
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static const int LIGHTID_VIEW_MUZZLE_FLASH = 100;
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class idMoveableItem;
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class idWeapon : public idAnimatedEntity {
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public:
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CLASS_PROTOTYPE( idWeapon );
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idWeapon();
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virtual ~idWeapon();
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// Init
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void Spawn( void );
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void SetOwner( idPlayer *owner );
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idPlayer* GetOwner( void );
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virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
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static void CacheWeapon( const char *weaponName );
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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// Weapon definition management
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void Clear( void );
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void GetWeaponDef( const char *objectname, int ammoinclip );
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bool IsLinked( void );
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bool IsWorldModelReady( void );
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// GUIs
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const char * Icon( void ) const;
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void UpdateGUI( void );
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virtual void SetModel( const char *modelname );
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bool GetGlobalJointTransform( bool viewModel, const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis );
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void SetPushVelocity( const idVec3 &pushVelocity );
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bool UpdateSkin( void );
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// State control/player interface
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void Think( void );
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void Raise( void );
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void PutAway( void );
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void Reload( void );
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void LowerWeapon( void );
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void RaiseWeapon( void );
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void HideWeapon( void );
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void ShowWeapon( void );
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void HideWorldModel( void );
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void ShowWorldModel( void );
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void OwnerDied( void );
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void BeginAttack( void );
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void EndAttack( void );
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bool IsReady( void ) const;
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bool IsReloading( void ) const;
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bool IsHolstered( void ) const;
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bool ShowCrosshair( void ) const;
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idEntity * DropItem( const idVec3 &velocity, int activateDelay, int removeDelay, bool died );
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bool CanDrop( void ) const;
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void WeaponStolen( void );
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// Script state management
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virtual idThread * ConstructScriptObject( void );
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virtual void DeconstructScriptObject( void );
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void SetState( const char *statename, int blendFrames );
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void UpdateScript( void );
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void EnterCinematic( void );
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void ExitCinematic( void );
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void NetCatchup( void );
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// Visual presentation
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void PresentWeapon( bool showViewModel );
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int GetZoomFov( void );
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void GetWeaponAngleOffsets( int *average, float *scale, float *max );
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void GetWeaponTimeOffsets( float *time, float *scale );
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bool BloodSplat( float size );
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// Ammo
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static ammo_t GetAmmoNumForName( const char *ammoname );
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static const char *GetAmmoNameForNum( ammo_t ammonum );
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static const char *GetAmmoPickupNameForNum( ammo_t ammonum );
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ammo_t GetAmmoType( void ) const;
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int AmmoAvailable( void ) const;
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int AmmoInClip( void ) const;
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void ResetAmmoClip( void );
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int ClipSize( void ) const;
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int LowAmmo( void ) const;
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int AmmoRequired( void ) const;
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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enum {
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EVENT_RELOAD = idEntity::EVENT_MAXEVENTS,
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EVENT_ENDRELOAD,
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EVENT_CHANGESKIN,
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EVENT_MAXEVENTS
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};
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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virtual void ClientPredictionThink( void );
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private:
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// script control
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idScriptBool WEAPON_ATTACK;
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idScriptBool WEAPON_RELOAD;
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idScriptBool WEAPON_NETRELOAD;
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idScriptBool WEAPON_NETENDRELOAD;
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idScriptBool WEAPON_NETFIRING;
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idScriptBool WEAPON_RAISEWEAPON;
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idScriptBool WEAPON_LOWERWEAPON;
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weaponStatus_t status;
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idThread * thread;
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idStr state;
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idStr idealState;
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int animBlendFrames;
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int animDoneTime;
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bool isLinked;
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// precreated projectile
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idEntity *projectileEnt;
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idPlayer * owner;
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idEntityPtr<idAnimatedEntity> worldModel;
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// hiding (for GUIs and NPCs)
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int hideTime;
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float hideDistance;
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int hideStartTime;
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float hideStart;
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float hideEnd;
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float hideOffset;
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bool hide;
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bool disabled;
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// berserk
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int berserk;
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// these are the player render view parms, which include bobbing
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idVec3 playerViewOrigin;
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idMat3 playerViewAxis;
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// the view weapon render entity parms
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idVec3 viewWeaponOrigin;
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idMat3 viewWeaponAxis;
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// the muzzle bone's position, used for launching projectiles and trailing smoke
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idVec3 muzzleOrigin;
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idMat3 muzzleAxis;
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idVec3 pushVelocity;
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// weapon definition
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// we maintain local copies of the projectile and brass dictionaries so they
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// do not have to be copied across the DLL boundary when entities are spawned
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const idDeclEntityDef * weaponDef;
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const idDeclEntityDef * meleeDef;
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idDict projectileDict;
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float meleeDistance;
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idStr meleeDefName;
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idDict brassDict;
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int brassDelay;
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idStr icon;
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// view weapon gui light
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renderLight_t guiLight;
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int guiLightHandle;
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// muzzle flash
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renderLight_t muzzleFlash; // positioned on view weapon bone
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int muzzleFlashHandle;
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renderLight_t worldMuzzleFlash; // positioned on world weapon bone
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int worldMuzzleFlashHandle;
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idVec3 flashColor;
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int muzzleFlashEnd;
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int flashTime;
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bool lightOn;
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bool silent_fire;
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bool allowDrop;
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// effects
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bool hasBloodSplat;
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// weapon kick
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int kick_endtime;
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int muzzle_kick_time;
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int muzzle_kick_maxtime;
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idAngles muzzle_kick_angles;
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idVec3 muzzle_kick_offset;
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// ammo management
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ammo_t ammoType;
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int ammoRequired; // amount of ammo to use each shot. 0 means weapon doesn't need ammo.
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int clipSize; // 0 means no reload
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int ammoClip;
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int lowAmmo; // if ammo in clip hits this threshold, snd_
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bool powerAmmo; // true if the clip reduction is a factor of the power setting when
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// a projectile is launched
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// mp client
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bool isFiring;
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// zoom
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int zoomFov; // variable zoom fov per weapon
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// joints from models
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jointHandle_t barrelJointView;
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jointHandle_t flashJointView;
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jointHandle_t ejectJointView;
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jointHandle_t guiLightJointView;
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jointHandle_t ventLightJointView;
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jointHandle_t flashJointWorld;
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jointHandle_t barrelJointWorld;
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jointHandle_t ejectJointWorld;
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// sound
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const idSoundShader * sndHum;
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// new style muzzle smokes
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const idDeclParticle * weaponSmoke; // null if it doesn't smoke
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int weaponSmokeStartTime; // set to gameLocal.time every weapon fire
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bool continuousSmoke; // if smoke is continuous ( chainsaw )
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const idDeclParticle * strikeSmoke; // striking something in melee
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int strikeSmokeStartTime; // timing
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idVec3 strikePos; // position of last melee strike
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idMat3 strikeAxis; // axis of last melee strike
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int nextStrikeFx; // used for sound and decal ( may use for strike smoke too )
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// nozzle effects
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bool nozzleFx; // does this use nozzle effects ( parm5 at rest, parm6 firing )
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// this also assumes a nozzle light atm
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int nozzleFxFade; // time it takes to fade between the effects
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int lastAttack; // last time an attack occured
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renderLight_t nozzleGlow; // nozzle light
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int nozzleGlowHandle; // handle for nozzle light
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idVec3 nozzleGlowColor; // color of the nozzle glow
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const idMaterial * nozzleGlowShader; // shader for glow light
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float nozzleGlowRadius; // radius of glow light
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// weighting for viewmodel angles
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int weaponAngleOffsetAverages;
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float weaponAngleOffsetScale;
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float weaponAngleOffsetMax;
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float weaponOffsetTime;
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float weaponOffsetScale;
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// flashlight
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void AlertMonsters( void );
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// Visual presentation
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void InitWorldModel( const idDeclEntityDef *def );
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void MuzzleFlashLight( void );
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void MuzzleRise( idVec3 &origin, idMat3 &axis );
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void UpdateNozzleFx( void );
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void UpdateFlashPosition( void );
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// script events
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void Event_Clear( void );
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void Event_GetOwner( void );
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void Event_WeaponState( const char *statename, int blendFrames );
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void Event_SetWeaponStatus( float newStatus );
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void Event_WeaponReady( void );
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void Event_WeaponOutOfAmmo( void );
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void Event_WeaponReloading( void );
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void Event_WeaponHolstered( void );
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void Event_WeaponRising( void );
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void Event_WeaponLowering( void );
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void Event_UseAmmo( int amount );
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void Event_AddToClip( int amount );
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void Event_AmmoInClip( void );
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void Event_AmmoAvailable( void );
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void Event_TotalAmmoCount( void );
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void Event_ClipSize( void );
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void Event_PlayAnim( int channel, const char *animname );
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void Event_PlayCycle( int channel, const char *animname );
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void Event_AnimDone( int channel, int blendFrames );
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void Event_SetBlendFrames( int channel, int blendFrames );
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void Event_GetBlendFrames( int channel );
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void Event_Next( void );
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void Event_SetSkin( const char *skinname );
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void Event_Flashlight( int enable );
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void Event_GetLightParm( int parmnum );
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void Event_SetLightParm( int parmnum, float value );
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void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 );
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void Event_LaunchProjectiles( int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower );
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void Event_CreateProjectile( void );
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void Event_EjectBrass( void );
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void Event_Melee( void );
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void Event_GetWorldModel( void );
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void Event_AllowDrop( int allow );
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void Event_AutoReload( void );
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void Event_NetReload( void );
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void Event_IsInvisible( void );
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void Event_NetEndReload( void );
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};
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ID_INLINE bool idWeapon::IsLinked( void ) {
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return isLinked;
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}
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ID_INLINE bool idWeapon::IsWorldModelReady( void ) {
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return ( worldModel.GetEntity() != NULL );
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}
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ID_INLINE idPlayer* idWeapon::GetOwner( void ) {
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return owner;
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}
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#endif /* !__GAME_WEAPON_H__ */
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