/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#include "PredictedValue_impl.h"
/***********************************************************************
idWeapon
***********************************************************************/
//
// event defs
//
const idEventDef EV_Weapon_Clear( "" );
const idEventDef EV_Weapon_GetOwner( "getOwner", NULL, 'e' );
const idEventDef EV_Weapon_Next( "nextWeapon" );
const idEventDef EV_Weapon_State( "weaponState", "sd" );
const idEventDef EV_Weapon_UseAmmo( "useAmmo", "d" );
const idEventDef EV_Weapon_AddToClip( "addToClip", "d" );
const idEventDef EV_Weapon_AmmoInClip( "ammoInClip", NULL, 'f' );
const idEventDef EV_Weapon_AmmoAvailable( "ammoAvailable", NULL, 'f' );
const idEventDef EV_Weapon_TotalAmmoCount( "totalAmmoCount", NULL, 'f' );
const idEventDef EV_Weapon_ClipSize( "clipSize", NULL, 'f' );
const idEventDef EV_Weapon_WeaponOutOfAmmo( "weaponOutOfAmmo" );
const idEventDef EV_Weapon_WeaponReady( "weaponReady" );
const idEventDef EV_Weapon_WeaponReloading( "weaponReloading" );
const idEventDef EV_Weapon_WeaponHolstered( "weaponHolstered" );
const idEventDef EV_Weapon_WeaponRising( "weaponRising" );
const idEventDef EV_Weapon_WeaponLowering( "weaponLowering" );
const idEventDef EV_Weapon_Flashlight( "flashlight", "d" );
const idEventDef EV_Weapon_LaunchProjectiles( "launchProjectiles", "dffff" );
const idEventDef EV_Weapon_CreateProjectile( "createProjectile", NULL, 'e' );
const idEventDef EV_Weapon_EjectBrass( "ejectBrass" );
const idEventDef EV_Weapon_Melee( "melee", NULL, 'd' );
const idEventDef EV_Weapon_GetWorldModel( "getWorldModel", NULL, 'e' );
const idEventDef EV_Weapon_AllowDrop( "allowDrop", "d" );
const idEventDef EV_Weapon_AutoReload( "autoReload", NULL, 'f' );
const idEventDef EV_Weapon_NetReload( "netReload" );
const idEventDef EV_Weapon_IsInvisible( "isInvisible", NULL, 'f' );
const idEventDef EV_Weapon_NetEndReload( "netEndReload" );
const idEventDef EV_Weapon_GrabberHasTarget( "grabberHasTarget", NULL, 'd' );
const idEventDef EV_Weapon_Grabber( "grabber", "d" );
const idEventDef EV_Weapon_Grabber_SetGrabDistance( "grabberGrabDistance", "f" );
const idEventDef EV_Weapon_LaunchProjectilesEllipse( "launchProjectilesEllipse", "dffff" );
const idEventDef EV_Weapon_LaunchPowerup( "launchPowerup", "sfd" );
const idEventDef EV_Weapon_StartWeaponSmoke( "startWeaponSmoke" );
const idEventDef EV_Weapon_StopWeaponSmoke( "stopWeaponSmoke" );
const idEventDef EV_Weapon_StartWeaponParticle( "startWeaponParticle", "s" );
const idEventDef EV_Weapon_StopWeaponParticle( "stopWeaponParticle", "s" );
const idEventDef EV_Weapon_StartWeaponLight( "startWeaponLight", "s" );
const idEventDef EV_Weapon_StopWeaponLight( "stopWeaponLight", "s" );
//
// class def
//
CLASS_DECLARATION( idAnimatedEntity, idWeapon )
EVENT( EV_Weapon_Clear, idWeapon::Event_Clear )
EVENT( EV_Weapon_GetOwner, idWeapon::Event_GetOwner )
EVENT( EV_Weapon_State, idWeapon::Event_WeaponState )
EVENT( EV_Weapon_WeaponReady, idWeapon::Event_WeaponReady )
EVENT( EV_Weapon_WeaponOutOfAmmo, idWeapon::Event_WeaponOutOfAmmo )
EVENT( EV_Weapon_WeaponReloading, idWeapon::Event_WeaponReloading )
EVENT( EV_Weapon_WeaponHolstered, idWeapon::Event_WeaponHolstered )
EVENT( EV_Weapon_WeaponRising, idWeapon::Event_WeaponRising )
EVENT( EV_Weapon_WeaponLowering, idWeapon::Event_WeaponLowering )
EVENT( EV_Weapon_UseAmmo, idWeapon::Event_UseAmmo )
EVENT( EV_Weapon_AddToClip, idWeapon::Event_AddToClip )
EVENT( EV_Weapon_AmmoInClip, idWeapon::Event_AmmoInClip )
EVENT( EV_Weapon_AmmoAvailable, idWeapon::Event_AmmoAvailable )
EVENT( EV_Weapon_TotalAmmoCount, idWeapon::Event_TotalAmmoCount )
EVENT( EV_Weapon_ClipSize, idWeapon::Event_ClipSize )
EVENT( AI_PlayAnim, idWeapon::Event_PlayAnim )
EVENT( AI_PlayCycle, idWeapon::Event_PlayCycle )
EVENT( AI_SetBlendFrames, idWeapon::Event_SetBlendFrames )
EVENT( AI_GetBlendFrames, idWeapon::Event_GetBlendFrames )
EVENT( AI_AnimDone, idWeapon::Event_AnimDone )
EVENT( EV_Weapon_Next, idWeapon::Event_Next )
EVENT( EV_SetSkin, idWeapon::Event_SetSkin )
EVENT( EV_Weapon_Flashlight, idWeapon::Event_Flashlight )
EVENT( EV_Light_GetLightParm, idWeapon::Event_GetLightParm )
EVENT( EV_Light_SetLightParm, idWeapon::Event_SetLightParm )
EVENT( EV_Light_SetLightParms, idWeapon::Event_SetLightParms )
EVENT( EV_Weapon_LaunchProjectiles, idWeapon::Event_LaunchProjectiles )
EVENT( EV_Weapon_CreateProjectile, idWeapon::Event_CreateProjectile )
EVENT( EV_Weapon_EjectBrass, idWeapon::Event_EjectBrass )
EVENT( EV_Weapon_Melee, idWeapon::Event_Melee )
EVENT( EV_Weapon_GetWorldModel, idWeapon::Event_GetWorldModel )
EVENT( EV_Weapon_AllowDrop, idWeapon::Event_AllowDrop )
EVENT( EV_Weapon_AutoReload, idWeapon::Event_AutoReload )
EVENT( EV_Weapon_NetReload, idWeapon::Event_NetReload )
EVENT( EV_Weapon_IsInvisible, idWeapon::Event_IsInvisible )
EVENT( EV_Weapon_NetEndReload, idWeapon::Event_NetEndReload )
EVENT( EV_Weapon_Grabber, idWeapon::Event_Grabber )
EVENT( EV_Weapon_GrabberHasTarget, idWeapon::Event_GrabberHasTarget )
EVENT( EV_Weapon_Grabber_SetGrabDistance, idWeapon::Event_GrabberSetGrabDistance )
EVENT( EV_Weapon_LaunchProjectilesEllipse, idWeapon::Event_LaunchProjectilesEllipse )
EVENT( EV_Weapon_LaunchPowerup, idWeapon::Event_LaunchPowerup )
EVENT( EV_Weapon_StartWeaponSmoke, idWeapon::Event_StartWeaponSmoke )
EVENT( EV_Weapon_StopWeaponSmoke, idWeapon::Event_StopWeaponSmoke )
EVENT( EV_Weapon_StartWeaponParticle, idWeapon::Event_StartWeaponParticle )
EVENT( EV_Weapon_StopWeaponParticle, idWeapon::Event_StopWeaponParticle )
EVENT( EV_Weapon_StartWeaponLight, idWeapon::Event_StartWeaponLight )
EVENT( EV_Weapon_StopWeaponLight, idWeapon::Event_StopWeaponLight )
END_CLASS
idCVar cg_projectile_clientAuthoritative_maxCatchup( "cg_projectile_clientAuthoritative_maxCatchup", "500", CVAR_INTEGER, "" );
idCVar g_useWeaponDepthHack( "g_useWeaponDepthHack", "1", CVAR_BOOL, "Crunch z depth on weapons" );
idCVar g_weaponShadows( "g_weaponShadows", "0", CVAR_BOOL | CVAR_ARCHIVE, "Cast shadows from weapons" );
extern idCVar cg_predictedSpawn_debug;
/***********************************************************************
init
***********************************************************************/
/*
================
idWeapon::idWeapon()
================
*/
idWeapon::idWeapon() {
owner = NULL;
worldModel = NULL;
weaponDef = NULL;
thread = NULL;
memset( &guiLight, 0, sizeof( guiLight ) );
memset( &muzzleFlash, 0, sizeof( muzzleFlash ) );
memset( &worldMuzzleFlash, 0, sizeof( worldMuzzleFlash ) );
memset( &nozzleGlow, 0, sizeof( nozzleGlow ) );
muzzleFlashEnd = 0;
flashColor = vec3_origin;
muzzleFlashHandle = -1;
worldMuzzleFlashHandle = -1;
guiLightHandle = -1;
nozzleGlowHandle = -1;
modelDefHandle = -1;
grabberState = -1;
berserk = 2;
brassDelay = 0;
allowDrop = true;
isPlayerFlashlight = false;
fraccos = 0.0f;
fraccos2 = 0.0f;
Clear();
fl.networkSync = true;
}
/*
================
idWeapon::~idWeapon()
================
*/
idWeapon::~idWeapon() {
Clear();
delete worldModel.GetEntity();
}
/*
================
idWeapon::Spawn
================
*/
void idWeapon::Spawn() {
if ( !common->IsClient() ) {
// setup the world model
worldModel = static_cast< idAnimatedEntity * >( gameLocal.SpawnEntityType( idAnimatedEntity::Type, NULL ) );
worldModel.GetEntity()->fl.networkSync = true;
}
if ( 1 /*!common->IsMultiplayer()*/ ) {
grabber.Initialize();
}
thread = new idThread();
thread->ManualDelete();
thread->ManualControl();
}
/*
================
idWeapon::SetOwner
Only called at player spawn time, not each weapon switch
================
*/
void idWeapon::SetOwner( idPlayer *_owner ) {
assert( !owner );
owner = _owner;
SetName( va( "%s_weapon", owner->name.c_str() ) );
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->SetName( va( "%s_weapon_worldmodel", owner->name.c_str() ) );
}
}
/*
================
idWeapon::SetFlashlightOwner
Only called at player spawn time, not each weapon switch
================
*/
void idWeapon::SetFlashlightOwner( idPlayer *_owner ) {
assert( !owner );
owner = _owner;
SetName( va( "%s_weapon_flashlight", owner->name.c_str() ) );
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->SetName( va( "%s_weapon_flashlight_worldmodel", owner->name.c_str() ) );
}
}
/*
================
idWeapon::ShouldConstructScriptObjectAtSpawn
Called during idEntity::Spawn to see if it should construct the script object or not.
Overridden by subclasses that need to spawn the script object themselves.
================
*/
bool idWeapon::ShouldConstructScriptObjectAtSpawn() const {
return false;
}
/*
================
idWeapon::CacheWeapon
================
*/
void idWeapon::CacheWeapon( const char *weaponName ) {
const idDeclEntityDef *weaponDef;
const char *brassDefName;
const char *clipModelName;
idTraceModel trm;
const char *guiName;
weaponDef = gameLocal.FindEntityDef( weaponName, false );
if ( !weaponDef ) {
return;
}
// precache the brass collision model
brassDefName = weaponDef->dict.GetString( "def_ejectBrass" );
if ( brassDefName[0] ) {
const idDeclEntityDef *brassDef = gameLocal.FindEntityDef( brassDefName, false );
if ( brassDef ) {
brassDef->dict.GetString( "clipmodel", "", &clipModelName );
if ( !clipModelName[0] ) {
clipModelName = brassDef->dict.GetString( "model" ); // use the visual model
}
// load the trace model
collisionModelManager->TrmFromModel( clipModelName, trm );
}
}
guiName = weaponDef->dict.GetString( "gui" );
if ( guiName[0] ) {
uiManager->FindGui( guiName, true, false, true );
}
}
/*
================
idWeapon::Save
================
*/
void idWeapon::Save( idSaveGame *savefile ) const {
savefile->WriteInt( status );
savefile->WriteObject( thread );
savefile->WriteString( state );
savefile->WriteString( idealState );
savefile->WriteInt( animBlendFrames );
savefile->WriteInt( animDoneTime );
savefile->WriteBool( isLinked );
savefile->WriteObject( owner );
worldModel.Save( savefile );
savefile->WriteInt( hideTime );
savefile->WriteFloat( hideDistance );
savefile->WriteInt( hideStartTime );
savefile->WriteFloat( hideStart );
savefile->WriteFloat( hideEnd );
savefile->WriteFloat( hideOffset );
savefile->WriteBool( hide );
savefile->WriteBool( disabled );
savefile->WriteInt( berserk );
savefile->WriteVec3( playerViewOrigin );
savefile->WriteMat3( playerViewAxis );
savefile->WriteVec3( viewWeaponOrigin );
savefile->WriteMat3( viewWeaponAxis );
savefile->WriteVec3( muzzleOrigin );
savefile->WriteMat3( muzzleAxis );
savefile->WriteVec3( pushVelocity );
savefile->WriteString( weaponDef->GetName() );
savefile->WriteFloat( meleeDistance );
savefile->WriteString( meleeDefName );
savefile->WriteInt( brassDelay );
savefile->WriteString( icon );
savefile->WriteString( pdaIcon );
savefile->WriteString( displayName );
savefile->WriteString( itemDesc );
savefile->WriteInt( guiLightHandle );
savefile->WriteRenderLight( guiLight );
savefile->WriteInt( muzzleFlashHandle );
savefile->WriteRenderLight( muzzleFlash );
savefile->WriteInt( worldMuzzleFlashHandle );
savefile->WriteRenderLight( worldMuzzleFlash );
savefile->WriteVec3( flashColor );
savefile->WriteInt( muzzleFlashEnd );
savefile->WriteInt( flashTime );
savefile->WriteBool( lightOn );
savefile->WriteBool( silent_fire );
savefile->WriteInt( kick_endtime );
savefile->WriteInt( muzzle_kick_time );
savefile->WriteInt( muzzle_kick_maxtime );
savefile->WriteAngles( muzzle_kick_angles );
savefile->WriteVec3( muzzle_kick_offset );
savefile->WriteInt( ammoType );
savefile->WriteInt( ammoRequired );
savefile->WriteInt( clipSize );
savefile->WriteInt( ammoClip.Get() );
savefile->WriteInt( lowAmmo );
savefile->WriteBool( powerAmmo );
// savegames <= 17
savefile->WriteInt( 0 );
savefile->WriteInt( zoomFov );
savefile->WriteJoint( barrelJointView );
savefile->WriteJoint( flashJointView );
savefile->WriteJoint( ejectJointView );
savefile->WriteJoint( guiLightJointView );
savefile->WriteJoint( ventLightJointView );
savefile->WriteJoint( flashJointWorld );
savefile->WriteJoint( barrelJointWorld );
savefile->WriteJoint( ejectJointWorld );
savefile->WriteBool( hasBloodSplat );
savefile->WriteSoundShader( sndHum );
savefile->WriteParticle( weaponSmoke );
savefile->WriteInt( weaponSmokeStartTime );
savefile->WriteBool( continuousSmoke );
savefile->WriteParticle( strikeSmoke );
savefile->WriteInt( strikeSmokeStartTime );
savefile->WriteVec3( strikePos );
savefile->WriteMat3( strikeAxis );
savefile->WriteInt( nextStrikeFx );
savefile->WriteBool( nozzleFx );
savefile->WriteInt( nozzleFxFade );
savefile->WriteInt( lastAttack );
savefile->WriteInt( nozzleGlowHandle );
savefile->WriteRenderLight( nozzleGlow );
savefile->WriteVec3( nozzleGlowColor );
savefile->WriteMaterial( nozzleGlowShader );
savefile->WriteFloat( nozzleGlowRadius );
savefile->WriteInt( weaponAngleOffsetAverages );
savefile->WriteFloat( weaponAngleOffsetScale );
savefile->WriteFloat( weaponAngleOffsetMax );
savefile->WriteFloat( weaponOffsetTime );
savefile->WriteFloat( weaponOffsetScale );
savefile->WriteBool( allowDrop );
savefile->WriteObject( projectileEnt );
savefile->WriteStaticObject( grabber );
savefile->WriteInt( grabberState );
savefile->WriteJoint ( smokeJointView );
savefile->WriteInt(weaponParticles.Num());
for(int i = 0; i < weaponParticles.Num(); i++) {
WeaponParticle_t* part = weaponParticles.GetIndex(i);
savefile->WriteString( part->name );
savefile->WriteString( part->particlename );
savefile->WriteBool( part->active );
savefile->WriteInt( part->startTime );
savefile->WriteJoint( part->joint );
savefile->WriteBool( part->smoke );
if(!part->smoke) {
savefile->WriteObject(part->emitter);
}
}
savefile->WriteInt(weaponLights.Num());
for(int i = 0; i < weaponLights.Num(); i++) {
WeaponLight_t* light = weaponLights.GetIndex(i);
savefile->WriteString( light->name );
savefile->WriteBool( light->active );
savefile->WriteInt( light->startTime );
savefile->WriteJoint( light->joint );
savefile->WriteInt( light->lightHandle );
savefile->WriteRenderLight( light->light );
}
}
/*
================
idWeapon::Restore
================
*/
void idWeapon::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( (int &)status );
savefile->ReadObject( reinterpret_cast( thread ) );
savefile->ReadString( state );
savefile->ReadString( idealState );
savefile->ReadInt( animBlendFrames );
savefile->ReadInt( animDoneTime );
savefile->ReadBool( isLinked );
// Re-link script fields
WEAPON_ATTACK.LinkTo( scriptObject, "WEAPON_ATTACK" );
WEAPON_RELOAD.LinkTo( scriptObject, "WEAPON_RELOAD" );
WEAPON_NETRELOAD.LinkTo( scriptObject, "WEAPON_NETRELOAD" );
WEAPON_NETENDRELOAD.LinkTo( scriptObject, "WEAPON_NETENDRELOAD" );
WEAPON_NETFIRING.LinkTo( scriptObject, "WEAPON_NETFIRING" );
WEAPON_RAISEWEAPON.LinkTo( scriptObject, "WEAPON_RAISEWEAPON" );
WEAPON_LOWERWEAPON.LinkTo( scriptObject, "WEAPON_LOWERWEAPON" );
savefile->ReadObject( reinterpret_cast( owner ) );
worldModel.Restore( savefile );
savefile->ReadInt( hideTime );
savefile->ReadFloat( hideDistance );
savefile->ReadInt( hideStartTime );
savefile->ReadFloat( hideStart );
savefile->ReadFloat( hideEnd );
savefile->ReadFloat( hideOffset );
savefile->ReadBool( hide );
savefile->ReadBool( disabled );
savefile->ReadInt( berserk );
savefile->ReadVec3( playerViewOrigin );
savefile->ReadMat3( playerViewAxis );
savefile->ReadVec3( viewWeaponOrigin );
savefile->ReadMat3( viewWeaponAxis );
savefile->ReadVec3( muzzleOrigin );
savefile->ReadMat3( muzzleAxis );
savefile->ReadVec3( pushVelocity );
idStr objectname;
savefile->ReadString( objectname );
weaponDef = gameLocal.FindEntityDef( objectname );
meleeDef = gameLocal.FindEntityDef( weaponDef->dict.GetString( "def_melee" ), false );
const idDeclEntityDef *projectileDef = gameLocal.FindEntityDef( weaponDef->dict.GetString( "def_projectile" ), false );
if ( projectileDef ) {
projectileDict = projectileDef->dict;
} else {
projectileDict.Clear();
}
const idDeclEntityDef *brassDef = gameLocal.FindEntityDef( weaponDef->dict.GetString( "def_ejectBrass" ), false );
if ( brassDef ) {
brassDict = brassDef->dict;
} else {
brassDict.Clear();
}
savefile->ReadFloat( meleeDistance );
savefile->ReadString( meleeDefName );
savefile->ReadInt( brassDelay );
savefile->ReadString( icon );
savefile->ReadString( pdaIcon );
savefile->ReadString( displayName );
savefile->ReadString( itemDesc );
savefile->ReadInt( guiLightHandle );
savefile->ReadRenderLight( guiLight );
if ( guiLightHandle >= 0 ) {
guiLightHandle = gameRenderWorld->AddLightDef( &guiLight );
}
savefile->ReadInt( muzzleFlashHandle );
savefile->ReadRenderLight( muzzleFlash );
if ( muzzleFlashHandle >= 0 ) {
muzzleFlashHandle = gameRenderWorld->AddLightDef( &muzzleFlash );
}
savefile->ReadInt( worldMuzzleFlashHandle );
savefile->ReadRenderLight( worldMuzzleFlash );
if ( worldMuzzleFlashHandle >= 0 ) {
worldMuzzleFlashHandle = gameRenderWorld->AddLightDef( &worldMuzzleFlash );
}
savefile->ReadVec3( flashColor );
savefile->ReadInt( muzzleFlashEnd );
savefile->ReadInt( flashTime );
savefile->ReadBool( lightOn );
savefile->ReadBool( silent_fire );
savefile->ReadInt( kick_endtime );
savefile->ReadInt( muzzle_kick_time );
savefile->ReadInt( muzzle_kick_maxtime );
savefile->ReadAngles( muzzle_kick_angles );
savefile->ReadVec3( muzzle_kick_offset );
savefile->ReadInt( (int &)ammoType );
savefile->ReadInt( ammoRequired );
savefile->ReadInt( clipSize );
int savedAmmoClip = 0;
savefile->ReadInt( savedAmmoClip );
ammoClip = savedAmmoClip;
savefile->ReadInt( lowAmmo );
savefile->ReadBool( powerAmmo );
// savegame versions <= 17
int foo;
savefile->ReadInt( foo );
savefile->ReadInt( zoomFov );
savefile->ReadJoint( barrelJointView );
savefile->ReadJoint( flashJointView );
savefile->ReadJoint( ejectJointView );
savefile->ReadJoint( guiLightJointView );
savefile->ReadJoint( ventLightJointView );
savefile->ReadJoint( flashJointWorld );
savefile->ReadJoint( barrelJointWorld );
savefile->ReadJoint( ejectJointWorld );
savefile->ReadBool( hasBloodSplat );
savefile->ReadSoundShader( sndHum );
savefile->ReadParticle( weaponSmoke );
savefile->ReadInt( weaponSmokeStartTime );
savefile->ReadBool( continuousSmoke );
savefile->ReadParticle( strikeSmoke );
savefile->ReadInt( strikeSmokeStartTime );
savefile->ReadVec3( strikePos );
savefile->ReadMat3( strikeAxis );
savefile->ReadInt( nextStrikeFx );
savefile->ReadBool( nozzleFx );
savefile->ReadInt( nozzleFxFade );
savefile->ReadInt( lastAttack );
savefile->ReadInt( nozzleGlowHandle );
savefile->ReadRenderLight( nozzleGlow );
if ( nozzleGlowHandle >= 0 ) {
nozzleGlowHandle = gameRenderWorld->AddLightDef( &nozzleGlow );
}
savefile->ReadVec3( nozzleGlowColor );
savefile->ReadMaterial( nozzleGlowShader );
savefile->ReadFloat( nozzleGlowRadius );
savefile->ReadInt( weaponAngleOffsetAverages );
savefile->ReadFloat( weaponAngleOffsetScale );
savefile->ReadFloat( weaponAngleOffsetMax );
savefile->ReadFloat( weaponOffsetTime );
savefile->ReadFloat( weaponOffsetScale );
savefile->ReadBool( allowDrop );
savefile->ReadObject( reinterpret_cast( projectileEnt ) );
savefile->ReadStaticObject( grabber );
savefile->ReadInt( grabberState );
savefile->ReadJoint ( smokeJointView );
int particleCount;
savefile->ReadInt( particleCount );
for(int i = 0; i < particleCount; i++) {
WeaponParticle_t newParticle;
memset(&newParticle, 0, sizeof(newParticle));
idStr name, particlename;
savefile->ReadString( name );
savefile->ReadString( particlename );
strcpy( newParticle.name, name.c_str() );
strcpy( newParticle.particlename, particlename.c_str() );
savefile->ReadBool( newParticle.active );
savefile->ReadInt( newParticle.startTime );
savefile->ReadJoint( newParticle.joint );
savefile->ReadBool( newParticle.smoke );
if(newParticle.smoke) {
newParticle.particle = static_cast( declManager->FindType( DECL_PARTICLE, particlename, false ) );
} else {
savefile->ReadObject(reinterpret_cast(newParticle.emitter));
}
weaponParticles.Set(newParticle.name, newParticle);
}
int lightCount;
savefile->ReadInt( lightCount );
for(int i = 0; i < lightCount; i++) {
WeaponLight_t newLight;
memset(&newLight, 0, sizeof(newLight));
idStr name;
savefile->ReadString( name );
strcpy( newLight.name, name.c_str() );
savefile->ReadBool( newLight.active );
savefile->ReadInt( newLight.startTime );
savefile->ReadJoint( newLight.joint );
savefile->ReadInt( newLight.lightHandle );
savefile->ReadRenderLight( newLight.light );
if ( newLight.lightHandle >= 0 ) {
newLight.lightHandle = gameRenderWorld->AddLightDef( &newLight.light );
}
weaponLights.Set(newLight.name, newLight);
}
}
/***********************************************************************
Weapon definition management
***********************************************************************/
/*
================
idWeapon::Clear
================
*/
void idWeapon::Clear() {
CancelEvents( &EV_Weapon_Clear );
DeconstructScriptObject();
scriptObject.Free();
WEAPON_ATTACK.Unlink();
WEAPON_RELOAD.Unlink();
WEAPON_NETRELOAD.Unlink();
WEAPON_NETENDRELOAD.Unlink();
WEAPON_NETFIRING.Unlink();
WEAPON_RAISEWEAPON.Unlink();
WEAPON_LOWERWEAPON.Unlink();
if ( muzzleFlashHandle != -1 ) {
gameRenderWorld->FreeLightDef( muzzleFlashHandle );
muzzleFlashHandle = -1;
}
if ( muzzleFlashHandle != -1 ) {
gameRenderWorld->FreeLightDef( muzzleFlashHandle );
muzzleFlashHandle = -1;
}
if ( worldMuzzleFlashHandle != -1 ) {
gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
worldMuzzleFlashHandle = -1;
}
if ( guiLightHandle != -1 ) {
gameRenderWorld->FreeLightDef( guiLightHandle );
guiLightHandle = -1;
}
if ( nozzleGlowHandle != -1 ) {
gameRenderWorld->FreeLightDef( nozzleGlowHandle );
nozzleGlowHandle = -1;
}
memset( &renderEntity, 0, sizeof( renderEntity ) );
renderEntity.entityNum = entityNumber;
renderEntity.noShadow = true;
renderEntity.noSelfShadow = true;
renderEntity.customSkin = NULL;
// set default shader parms
renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
renderEntity.shaderParms[ SHADERPARM_GREEN ]= 1.0f;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
renderEntity.shaderParms[3] = 1.0f;
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = 0.0f;
renderEntity.shaderParms[5] = 0.0f;
renderEntity.shaderParms[6] = 0.0f;
renderEntity.shaderParms[7] = 0.0f;
if ( refSound.referenceSound ) {
refSound.referenceSound->Free( true );
}
memset( &refSound, 0, sizeof( refSound_t ) );
// setting diversity to 0 results in no random sound. -1 indicates random.
refSound.diversity = -1.0f;
if ( owner ) {
// don't spatialize the weapon sounds
refSound.listenerId = owner->GetListenerId();
}
// clear out the sounds from our spawnargs since we'll copy them from the weapon def
const idKeyValue *kv = spawnArgs.MatchPrefix( "snd_" );
while( kv ) {
spawnArgs.Delete( kv->GetKey() );
kv = spawnArgs.MatchPrefix( "snd_" );
}
hideTime = 300;
hideDistance = -15.0f;
hideStartTime = gameLocal.time - hideTime;
hideStart = 0.0f;
hideEnd = 0.0f;
hideOffset = 0.0f;
hide = false;
disabled = false;
weaponSmoke = NULL;
weaponSmokeStartTime = 0;
continuousSmoke = false;
strikeSmoke = NULL;
strikeSmokeStartTime = 0;
strikePos.Zero();
strikeAxis = mat3_identity;
nextStrikeFx = 0;
icon = "";
pdaIcon = "";
displayName = "";
itemDesc = "";
playerViewAxis.Identity();
playerViewOrigin.Zero();
viewWeaponAxis.Identity();
viewWeaponOrigin.Zero();
muzzleAxis.Identity();
muzzleOrigin.Zero();
pushVelocity.Zero();
status = WP_HOLSTERED;
state = "";
idealState = "";
animBlendFrames = 0;
animDoneTime = 0;
projectileDict.Clear();
meleeDef = NULL;
meleeDefName = "";
meleeDistance = 0.0f;
brassDict.Clear();
flashTime = 250;
lightOn = false;
silent_fire = false;
grabberState = -1;
grabber.Update( owner, true );
ammoType = 0;
ammoRequired = 0;
ammoClip = 0;
clipSize = 0;
lowAmmo = 0;
powerAmmo = false;
kick_endtime = 0;
muzzle_kick_time = 0;
muzzle_kick_maxtime = 0;
muzzle_kick_angles.Zero();
muzzle_kick_offset.Zero();
zoomFov = 90;
barrelJointView = INVALID_JOINT;
flashJointView = INVALID_JOINT;
ejectJointView = INVALID_JOINT;
guiLightJointView = INVALID_JOINT;
ventLightJointView = INVALID_JOINT;
barrelJointWorld = INVALID_JOINT;
flashJointWorld = INVALID_JOINT;
ejectJointWorld = INVALID_JOINT;
smokeJointView = INVALID_JOINT;
//Clean up the weapon particles
for(int i = 0; i < weaponParticles.Num(); i++) {
WeaponParticle_t* part = weaponParticles.GetIndex(i);
if(!part->smoke) {
if ( part->emitter != NULL ) {
//Destroy the emitters
part->emitter->PostEventMS(&EV_Remove, 0 );
}
}
}
weaponParticles.Clear();
//Clean up the weapon lights
for(int i = 0; i < weaponLights.Num(); i++) {
WeaponLight_t* light = weaponLights.GetIndex(i);
if ( light->lightHandle != -1 ) {
gameRenderWorld->FreeLightDef( light->lightHandle );
}
}
weaponLights.Clear();
hasBloodSplat = false;
nozzleFx = false;
nozzleFxFade = 1500;
lastAttack = 0;
nozzleGlowHandle = -1;
nozzleGlowShader = NULL;
nozzleGlowRadius = 10;
nozzleGlowColor.Zero();
weaponAngleOffsetAverages = 0;
weaponAngleOffsetScale = 0.0f;
weaponAngleOffsetMax = 0.0f;
weaponOffsetTime = 0.0f;
weaponOffsetScale = 0.0f;
allowDrop = true;
animator.ClearAllAnims( gameLocal.time, 0 );
FreeModelDef();
sndHum = NULL;
isLinked = false;
projectileEnt = NULL;
isFiring = false;
}
/*
================
idWeapon::InitWorldModel
================
*/
void idWeapon::InitWorldModel( const idDeclEntityDef *def ) {
idEntity *ent;
ent = worldModel.GetEntity();
assert( ent );
assert( def );
const char *model = def->dict.GetString( "model_world" );
const char *attach = def->dict.GetString( "joint_attach" );
ent->SetSkin( NULL );
if ( model[0] && attach[0] ) {
ent->Show();
ent->SetModel( model );
if ( ent->GetAnimator()->ModelDef() ) {
ent->SetSkin( ent->GetAnimator()->ModelDef()->GetDefaultSkin() );
}
ent->GetPhysics()->SetContents( 0 );
ent->GetPhysics()->SetClipModel( NULL, 1.0f );
ent->BindToJoint( owner, attach, true );
ent->GetPhysics()->SetOrigin( vec3_origin );
ent->GetPhysics()->SetAxis( mat3_identity );
// We don't want to interpolate the world model of weapons, let them
// just bind normally to the player's joint and be driven by the player's
// animation so that the weapon and the player don't appear out of sync.
ent->SetUseClientInterpolation( false );
// supress model in player views, but allow it in mirrors and remote views
renderEntity_t *worldModelRenderEntity = ent->GetRenderEntity();
if ( worldModelRenderEntity ) {
worldModelRenderEntity->suppressSurfaceInViewID = owner->entityNumber+1;
worldModelRenderEntity->suppressShadowInViewID = owner->entityNumber+1;
worldModelRenderEntity->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + owner->entityNumber;
}
} else {
ent->SetModel( "" );
ent->Hide();
}
flashJointWorld = ent->GetAnimator()->GetJointHandle( "flash" );
barrelJointWorld = ent->GetAnimator()->GetJointHandle( "muzzle" );
ejectJointWorld = ent->GetAnimator()->GetJointHandle( "eject" );
}
/*
================
idWeapon::GetWeaponDef
================
*/
void idWeapon::GetWeaponDef( const char *objectname, int ammoinclip ) {
const char *shader;
const char *objectType;
const char *vmodel;
const char *guiName;
const char *projectileName;
const char *brassDefName;
const char *smokeName;
int ammoAvail;
Clear();
if ( !objectname || !objectname[ 0 ] ) {
return;
}
assert( owner );
weaponDef = gameLocal.FindEntityDef( objectname );
ammoType = GetAmmoNumForName( weaponDef->dict.GetString( "ammoType" ) );
ammoRequired = weaponDef->dict.GetInt( "ammoRequired" );
clipSize = weaponDef->dict.GetInt( "clipSize" );
lowAmmo = weaponDef->dict.GetInt( "lowAmmo" );
icon = weaponDef->dict.GetString( "icon" );
pdaIcon = weaponDef->dict.GetString( "pdaIcon" );
displayName = weaponDef->dict.GetString( "display_name" );
itemDesc = weaponDef->dict.GetString( "inv_desc" );
silent_fire = weaponDef->dict.GetBool( "silent_fire" );
powerAmmo = weaponDef->dict.GetBool( "powerAmmo" );
muzzle_kick_time = SEC2MS( weaponDef->dict.GetFloat( "muzzle_kick_time" ) );
muzzle_kick_maxtime = SEC2MS( weaponDef->dict.GetFloat( "muzzle_kick_maxtime" ) );
muzzle_kick_angles = weaponDef->dict.GetAngles( "muzzle_kick_angles" );
muzzle_kick_offset = weaponDef->dict.GetVector( "muzzle_kick_offset" );
hideTime = SEC2MS( weaponDef->dict.GetFloat( "hide_time", "0.3" ) );
hideDistance = weaponDef->dict.GetFloat( "hide_distance", "-15" );
// muzzle smoke
smokeName = weaponDef->dict.GetString( "smoke_muzzle" );
if ( *smokeName != '\0' ) {
weaponSmoke = static_cast( declManager->FindType( DECL_PARTICLE, smokeName ) );
} else {
weaponSmoke = NULL;
}
continuousSmoke = weaponDef->dict.GetBool( "continuousSmoke" );
weaponSmokeStartTime = ( continuousSmoke ) ? gameLocal.time : 0;
smokeName = weaponDef->dict.GetString( "smoke_strike" );
if ( *smokeName != '\0' ) {
strikeSmoke = static_cast( declManager->FindType( DECL_PARTICLE, smokeName ) );
} else {
strikeSmoke = NULL;
}
strikeSmokeStartTime = 0;
strikePos.Zero();
strikeAxis = mat3_identity;
nextStrikeFx = 0;
// setup gui light
memset( &guiLight, 0, sizeof( guiLight ) );
const char *guiLightShader = weaponDef->dict.GetString( "mtr_guiLightShader" );
if ( *guiLightShader != '\0' ) {
guiLight.shader = declManager->FindMaterial( guiLightShader, false );
guiLight.lightRadius[0] = guiLight.lightRadius[1] = guiLight.lightRadius[2] = 3;
guiLight.pointLight = true;
}
// setup the view model
vmodel = weaponDef->dict.GetString( "model_view" );
SetModel( vmodel );
// setup the world model
InitWorldModel( weaponDef );
// copy the sounds from the weapon view model def into out spawnargs
const idKeyValue *kv = weaponDef->dict.MatchPrefix( "snd_" );
while( kv ) {
spawnArgs.Set( kv->GetKey(), kv->GetValue() );
kv = weaponDef->dict.MatchPrefix( "snd_", kv );
}
// find some joints in the model for locating effects
barrelJointView = animator.GetJointHandle( "barrel" );
flashJointView = animator.GetJointHandle( "flash" );
ejectJointView = animator.GetJointHandle( "eject" );
guiLightJointView = animator.GetJointHandle( "guiLight" );
ventLightJointView = animator.GetJointHandle( "ventLight" );
idStr smokeJoint = weaponDef->dict.GetString("smoke_joint");
if(smokeJoint.Length() > 0) {
smokeJointView = animator.GetJointHandle( smokeJoint );
} else {
smokeJointView = INVALID_JOINT;
}
// get the projectile
projectileDict.Clear();
projectileName = weaponDef->dict.GetString( "def_projectile" );
if ( projectileName[0] != '\0' ) {
const idDeclEntityDef *projectileDef = gameLocal.FindEntityDef( projectileName, false );
if ( !projectileDef ) {
gameLocal.Warning( "Unknown projectile '%s' in weapon '%s'", projectileName, objectname );
} else {
const char *spawnclass = projectileDef->dict.GetString( "spawnclass" );
idTypeInfo *cls = idClass::GetClass( spawnclass );
if ( !cls || !cls->IsType( idProjectile::Type ) ) {
gameLocal.Warning( "Invalid spawnclass '%s' on projectile '%s' (used by weapon '%s')", spawnclass, projectileName, objectname );
} else {
projectileDict = projectileDef->dict;
}
}
}
// set up muzzleflash render light
const idMaterial*flashShader;
idVec3 flashTarget;
idVec3 flashUp;
idVec3 flashRight;
float flashRadius;
bool flashPointLight;
weaponDef->dict.GetString( "mtr_flashShader", "", &shader );
flashShader = declManager->FindMaterial( shader, false );
flashPointLight = weaponDef->dict.GetBool( "flashPointLight", "1" );
weaponDef->dict.GetVector( "flashColor", "0 0 0", flashColor );
flashRadius = (float)weaponDef->dict.GetInt( "flashRadius" ); // if 0, no light will spawn
flashTime = SEC2MS( weaponDef->dict.GetFloat( "flashTime", "0.25" ) );
flashTarget = weaponDef->dict.GetVector( "flashTarget" );
flashUp = weaponDef->dict.GetVector( "flashUp" );
flashRight = weaponDef->dict.GetVector( "flashRight" );
memset( &muzzleFlash, 0, sizeof( muzzleFlash ) );
muzzleFlash.lightId = LIGHTID_VIEW_MUZZLE_FLASH + owner->entityNumber;
muzzleFlash.allowLightInViewID = owner->entityNumber+1;
// the weapon lights will only be in first person
guiLight.allowLightInViewID = owner->entityNumber+1;
nozzleGlow.allowLightInViewID = owner->entityNumber+1;
muzzleFlash.pointLight = flashPointLight;
muzzleFlash.shader = flashShader;
muzzleFlash.shaderParms[ SHADERPARM_RED ] = flashColor[0];
muzzleFlash.shaderParms[ SHADERPARM_GREEN ] = flashColor[1];
muzzleFlash.shaderParms[ SHADERPARM_BLUE ] = flashColor[2];
muzzleFlash.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
muzzleFlash.lightRadius[0] = flashRadius;
muzzleFlash.lightRadius[1] = flashRadius;
muzzleFlash.lightRadius[2] = flashRadius;
if ( !flashPointLight ) {
muzzleFlash.target = flashTarget;
muzzleFlash.up = flashUp;
muzzleFlash.right = flashRight;
muzzleFlash.end = flashTarget;
}
// the world muzzle flash is the same, just positioned differently
worldMuzzleFlash = muzzleFlash;
worldMuzzleFlash.suppressLightInViewID = owner->entityNumber+1;
worldMuzzleFlash.allowLightInViewID = 0;
worldMuzzleFlash.lightId = LIGHTID_WORLD_MUZZLE_FLASH + owner->entityNumber;
//-----------------------------------
nozzleFx = weaponDef->dict.GetBool("nozzleFx");
nozzleFxFade = weaponDef->dict.GetInt("nozzleFxFade", "1500");
nozzleGlowColor = weaponDef->dict.GetVector("nozzleGlowColor", "1 1 1");
nozzleGlowRadius = weaponDef->dict.GetFloat("nozzleGlowRadius", "10");
weaponDef->dict.GetString( "mtr_nozzleGlowShader", "", &shader );
nozzleGlowShader = declManager->FindMaterial( shader, false );
// get the melee damage def
meleeDistance = weaponDef->dict.GetFloat( "melee_distance" );
meleeDefName = weaponDef->dict.GetString( "def_melee" );
if ( meleeDefName.Length() ) {
meleeDef = gameLocal.FindEntityDef( meleeDefName, false );
if ( !meleeDef ) {
gameLocal.Error( "Unknown melee '%s'", meleeDefName.c_str() );
}
}
// get the brass def
brassDict.Clear();
brassDelay = weaponDef->dict.GetInt( "ejectBrassDelay", "0" );
brassDefName = weaponDef->dict.GetString( "def_ejectBrass" );
if ( brassDefName[0] ) {
const idDeclEntityDef *brassDef = gameLocal.FindEntityDef( brassDefName, false );
if ( !brassDef ) {
gameLocal.Warning( "Unknown brass '%s'", brassDefName );
} else {
brassDict = brassDef->dict;
}
}
if ( ( ammoType < 0 ) || ( ammoType >= AMMO_NUMTYPES ) ) {
gameLocal.Warning( "Unknown ammotype in object '%s'", objectname );
}
ammoClip = ammoinclip;
if ( ( ammoClip.Get() < 0 ) || ( ammoClip.Get() > clipSize ) ) {
// first time using this weapon so have it fully loaded to start
ammoClip = clipSize;
ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
if ( ammoClip.Get() > ammoAvail ) {
ammoClip = ammoAvail;
}
//In D3XP we use ammo as soon as it is moved into the clip. This allows for weapons that share ammo
owner->inventory.UseAmmo( ammoType, ammoClip.Get() );
}
renderEntity.gui[ 0 ] = NULL;
guiName = weaponDef->dict.GetString( "gui" );
if ( guiName[0] ) {
renderEntity.gui[ 0 ] = uiManager->FindGui( guiName, true, false, true );
}
zoomFov = weaponDef->dict.GetInt( "zoomFov", "70" );
berserk = weaponDef->dict.GetInt( "berserk", "2" );
weaponAngleOffsetAverages = weaponDef->dict.GetInt( "weaponAngleOffsetAverages", "10" );
weaponAngleOffsetScale = weaponDef->dict.GetFloat( "weaponAngleOffsetScale", "0.25" );
weaponAngleOffsetMax = weaponDef->dict.GetFloat( "weaponAngleOffsetMax", "10" );
weaponOffsetTime = weaponDef->dict.GetFloat( "weaponOffsetTime", "400" );
weaponOffsetScale = weaponDef->dict.GetFloat( "weaponOffsetScale", "0.005" );
if ( !weaponDef->dict.GetString( "weapon_scriptobject", NULL, &objectType ) ) {
gameLocal.Error( "No 'weapon_scriptobject' set on '%s'.", objectname );
}
// setup script object
if ( !scriptObject.SetType( objectType ) ) {
gameLocal.Error( "Script object '%s' not found on weapon '%s'.", objectType, objectname );
}
WEAPON_ATTACK.LinkTo( scriptObject, "WEAPON_ATTACK" );
WEAPON_RELOAD.LinkTo( scriptObject, "WEAPON_RELOAD" );
WEAPON_NETRELOAD.LinkTo( scriptObject, "WEAPON_NETRELOAD" );
WEAPON_NETENDRELOAD.LinkTo( scriptObject, "WEAPON_NETENDRELOAD" );
WEAPON_NETFIRING.LinkTo( scriptObject, "WEAPON_NETFIRING" );
WEAPON_RAISEWEAPON.LinkTo( scriptObject, "WEAPON_RAISEWEAPON" );
WEAPON_LOWERWEAPON.LinkTo( scriptObject, "WEAPON_LOWERWEAPON" );
spawnArgs = weaponDef->dict;
shader = spawnArgs.GetString( "snd_hum" );
if ( shader && *shader ) {
sndHum = declManager->FindSound( shader );
StartSoundShader( sndHum, SND_CHANNEL_BODY, 0, false, NULL );
}
isLinked = true;
// call script object's constructor
ConstructScriptObject();
// make sure we have the correct skin
UpdateSkin();
idEntity *ent = worldModel.GetEntity();
DetermineTimeGroup( weaponDef->dict.GetBool( "slowmo", "0" ) );
if ( ent ) {
ent->DetermineTimeGroup( weaponDef->dict.GetBool( "slowmo", "0" ) );
}
//Initialize the particles
if ( !common->IsMultiplayer() ) {
const idKeyValue *pkv = weaponDef->dict.MatchPrefix( "weapon_particle", NULL );
while( pkv ) {
WeaponParticle_t newParticle;
memset( &newParticle, 0, sizeof( newParticle ) );
idStr name = pkv->GetValue();
strcpy(newParticle.name, name.c_str());
idStr jointName = weaponDef->dict.GetString(va("%s_joint", name.c_str()));
newParticle.joint = animator.GetJointHandle(jointName.c_str());
newParticle.smoke = weaponDef->dict.GetBool(va("%s_smoke", name.c_str()));
newParticle.active = false;
newParticle.startTime = 0;
idStr particle = weaponDef->dict.GetString(va("%s_particle", name.c_str()));
strcpy(newParticle.particlename, particle.c_str());
if(newParticle.smoke) {
newParticle.particle = static_cast( declManager->FindType( DECL_PARTICLE, particle, false ) );
} else {
idDict args;
const idDeclEntityDef *emitterDef = gameLocal.FindEntityDef( "func_emitter", false );
args = emitterDef->dict;
args.Set("model", particle.c_str());
args.SetBool("start_off", true);
idEntity* ent;
gameLocal.SpawnEntityDef(args, &ent, false);
newParticle.emitter = (idFuncEmitter*)ent;
if ( newParticle.emitter != NULL ) {
newParticle.emitter->BecomeActive(TH_THINK);
}
}
weaponParticles.Set(name.c_str(), newParticle);
pkv = weaponDef->dict.MatchPrefix( "weapon_particle", pkv );
}
const idKeyValue *lkv = weaponDef->dict.MatchPrefix( "weapon_light", NULL );
while( lkv ) {
WeaponLight_t newLight;
memset( &newLight, 0, sizeof( newLight ) );
newLight.lightHandle = -1;
newLight.active = false;
newLight.startTime = 0;
idStr name = lkv->GetValue();
strcpy(newLight.name, name.c_str());
idStr jointName = weaponDef->dict.GetString(va("%s_joint", name.c_str()));
newLight.joint = animator.GetJointHandle(jointName.c_str());
idStr shader = weaponDef->dict.GetString(va("%s_shader", name.c_str()));
newLight.light.shader = declManager->FindMaterial( shader, false );
float radius = weaponDef->dict.GetFloat(va("%s_radius", name.c_str()));
newLight.light.lightRadius[0] = newLight.light.lightRadius[1] = newLight.light.lightRadius[2] = radius;
newLight.light.pointLight = true;
newLight.light.noShadows = true;
newLight.light.allowLightInViewID = owner->entityNumber+1;
weaponLights.Set(name.c_str(), newLight);
lkv = weaponDef->dict.MatchPrefix( "weapon_light", lkv );
}
}
}
/***********************************************************************
GUIs
***********************************************************************/
/*
================
idWeapon::Icon
================
*/
const char *idWeapon::Icon() const {
return icon;
}
/*
================
idWeapon::PdaIcon
================
*/
const char *idWeapon::PdaIcon() const {
return pdaIcon;
}
/*
================
idWeapon::DisplayName
================
*/
const char * idWeapon::DisplayName() const {
return idLocalization::GetString( displayName );
}
/*
================
idWeapon::Description
================
*/
const char * idWeapon::Description() const {
return idLocalization::GetString( itemDesc );
}
/*
================
idWeapon::UpdateGUI
================
*/
void idWeapon::UpdateGUI() {
if ( !renderEntity.gui[ 0 ] ) {
return;
}
if ( status == WP_HOLSTERED ) {
return;
}
if ( owner->weaponGone ) {
// dropping weapons was implemented wierd, so we have to not update the gui when it happens or we'll get a negative ammo count
return;
}
if ( !owner->IsLocallyControlled() ) {
// if updating the hud for a followed client
if ( gameLocal.GetLocalClientNum() >= 0 && gameLocal.entities[ gameLocal.GetLocalClientNum() ] && gameLocal.entities[ gameLocal.GetLocalClientNum() ]->IsType( idPlayer::Type ) ) {
idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.GetLocalClientNum() ] );
if ( !p->spectating || p->spectator != owner->entityNumber ) {
return;
}
} else {
return;
}
}
int inclip = AmmoInClip();
int ammoamount = AmmoAvailable();
if ( ammoamount < 0 ) {
// show infinite ammo
renderEntity.gui[ 0 ]->SetStateString( "player_ammo", "" );
} else {
// show remaining ammo
renderEntity.gui[ 0 ]->SetStateString( "player_totalammo", va( "%i", ammoamount) );
renderEntity.gui[ 0 ]->SetStateString( "player_ammo", ClipSize() ? va( "%i", inclip ) : "--" );
renderEntity.gui[ 0 ]->SetStateString( "player_clips", ClipSize() ? va("%i", ammoamount / ClipSize()) : "--" );
renderEntity.gui[ 0 ]->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount ) );
}
renderEntity.gui[ 0 ]->SetStateBool( "player_ammo_empty", ( ammoamount == 0 ) );
renderEntity.gui[ 0 ]->SetStateBool( "player_clip_empty", ( inclip == 0 ) );
renderEntity.gui[ 0 ]->SetStateBool( "player_clip_low", ( inclip <= lowAmmo ) );
//Let the HUD know the total amount of ammo regardless of the ammo required value
renderEntity.gui[ 0 ]->SetStateString( "player_ammo_count", va("%i", AmmoCount()));
//Grabber Gui Info
renderEntity.gui[ 0 ]->SetStateString( "grabber_state", va("%i", grabberState));
}
/***********************************************************************
Model and muzzleflash
***********************************************************************/
/*
================
idWeapon::UpdateFlashPosition
================
*/
void idWeapon::UpdateFlashPosition() {
// the flash has an explicit joint for locating it
GetGlobalJointTransform( true, flashJointView, muzzleFlash.origin, muzzleFlash.axis );
if ( isPlayerFlashlight ) {
static float pscale = 2.0f;
static float yscale = 0.25f;
// static idVec3 baseAdjustPos = vec3_zero; //idVec3( 0.0f, 10.0f, 0.0f );
// idVec3 adjustPos = baseAdjustPos;
// muzzleFlash.origin += adjustPos.x * muzzleFlash.axis[1] + adjustPos.y * muzzleFlash.axis[0] + adjustPos.z * muzzleFlash.axis[2];
muzzleFlash.origin += owner->GetViewBob();
// static idAngles baseAdjustAng = ang_zero; //idAngles( 0.0f, 10.0f, 0.0f );
idAngles adjustAng = /*baseAdjustAng +*/ idAngles( fraccos * yscale, 0.0f, fraccos2 * pscale );
idAngles bobAngles = owner->GetViewBobAngles();
SwapValues( bobAngles.pitch, bobAngles.roll );
adjustAng += bobAngles * 3.0f;
muzzleFlash.axis = adjustAng.ToMat3() * muzzleFlash.axis /** adjustAng.ToMat3()*/;
}
// if the desired point is inside or very close to a wall, back it up until it is clear
idVec3 start = muzzleFlash.origin - playerViewAxis[0] * 16;
idVec3 end = muzzleFlash.origin + playerViewAxis[0] * 8;
trace_t tr;
gameLocal.clip.TracePoint( tr, start, end, MASK_SHOT_RENDERMODEL, owner );
// be at least 8 units away from a solid
muzzleFlash.origin = tr.endpos - playerViewAxis[0] * 8;
muzzleFlash.noShadows = !g_weaponShadows.GetBool();
// put the world muzzle flash on the end of the joint, no matter what
GetGlobalJointTransform( false, flashJointWorld, worldMuzzleFlash.origin, worldMuzzleFlash.axis );
}
/*
================
idWeapon::MuzzleFlashLight
================
*/
void idWeapon::MuzzleFlashLight() {
if ( !lightOn && ( !g_muzzleFlash.GetBool() || !muzzleFlash.lightRadius[0] ) ) {
return;
}
if ( flashJointView == INVALID_JOINT ) {
return;
}
UpdateFlashPosition();
// these will be different each fire
muzzleFlash.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
muzzleFlash.shaderParms[ SHADERPARM_DIVERSITY ] = renderEntity.shaderParms[ SHADERPARM_DIVERSITY ];
worldMuzzleFlash.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
worldMuzzleFlash.shaderParms[ SHADERPARM_DIVERSITY ] = renderEntity.shaderParms[ SHADERPARM_DIVERSITY ];
// the light will be removed at this time
muzzleFlashEnd = gameLocal.time + flashTime;
if ( muzzleFlashHandle != -1 ) {
gameRenderWorld->UpdateLightDef( muzzleFlashHandle, &muzzleFlash );
gameRenderWorld->UpdateLightDef( worldMuzzleFlashHandle, &worldMuzzleFlash );
} else {
muzzleFlashHandle = gameRenderWorld->AddLightDef( &muzzleFlash );
worldMuzzleFlashHandle = gameRenderWorld->AddLightDef( &worldMuzzleFlash );
}
}
/*
================
idWeapon::UpdateSkin
================
*/
bool idWeapon::UpdateSkin() {
const function_t *func;
if ( !isLinked ) {
return false;
}
func = scriptObject.GetFunction( "UpdateSkin" );
if ( !func ) {
common->Warning( "Can't find function 'UpdateSkin' in object '%s'", scriptObject.GetTypeName() );
return false;
}
// use the frameCommandThread since it's safe to use outside of framecommands
gameLocal.frameCommandThread->CallFunction( this, func, true );
gameLocal.frameCommandThread->Execute();
return true;
}
/*
================
idWeapon::FlashlightOn
================
*/
void idWeapon::FlashlightOn() {
const function_t *func;
if ( !isLinked ) {
return;
}
func = scriptObject.GetFunction( "TurnOn" );
if ( !func ) {
common->Warning( "Can't find function 'TurnOn' in object '%s'", scriptObject.GetTypeName() );
return;
}
// use the frameCommandThread since it's safe to use outside of framecommands
gameLocal.frameCommandThread->CallFunction( this, func, true );
gameLocal.frameCommandThread->Execute();
return;
}
/*
================
idWeapon::FlashlightOff
================
*/
void idWeapon::FlashlightOff() {
const function_t *func;
if ( !isLinked ) {
return;
}
func = scriptObject.GetFunction( "TurnOff" );
if ( !func ) {
common->Warning( "Can't find function 'TurnOff' in object '%s'", scriptObject.GetTypeName() );
return;
}
// use the frameCommandThread since it's safe to use outside of framecommands
gameLocal.frameCommandThread->CallFunction( this, func, true );
gameLocal.frameCommandThread->Execute();
return;
}
/*
================
idWeapon::SetModel
================
*/
void idWeapon::SetModel( const char *modelname ) {
assert( modelname );
if ( modelDefHandle >= 0 ) {
gameRenderWorld->RemoveDecals( modelDefHandle );
}
renderEntity.hModel = animator.SetModel( modelname );
if ( renderEntity.hModel ) {
renderEntity.customSkin = animator.ModelDef()->GetDefaultSkin();
animator.GetJoints( &renderEntity.numJoints, &renderEntity.joints );
} else {
renderEntity.customSkin = NULL;
renderEntity.callback = NULL;
renderEntity.numJoints = 0;
renderEntity.joints = NULL;
}
// hide the model until an animation is played
Hide();
}
/*
================
idWeapon::GetGlobalJointTransform
This returns the offset and axis of a weapon bone in world space, suitable for attaching models or lights
================
*/
bool idWeapon::GetGlobalJointTransform( bool viewModel, const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis ) {
if ( viewModel ) {
// view model
if ( animator.GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) {
offset = offset * viewWeaponAxis + viewWeaponOrigin;
axis = axis * viewWeaponAxis;
return true;
}
} else {
// world model
if ( worldModel.GetEntity() && worldModel.GetEntity()->GetAnimator()->GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) {
offset = worldModel.GetEntity()->GetPhysics()->GetOrigin() + offset * worldModel.GetEntity()->GetPhysics()->GetAxis();
axis = axis * worldModel.GetEntity()->GetPhysics()->GetAxis();
return true;
}
}
offset = viewWeaponOrigin;
axis = viewWeaponAxis;
return false;
}
/*
================
idWeapon::SetPushVelocity
================
*/
void idWeapon::SetPushVelocity( const idVec3 &pushVelocity ) {
this->pushVelocity = pushVelocity;
}
/***********************************************************************
State control/player interface
***********************************************************************/
/*
================
idWeapon::Think
================
*/
void idWeapon::Think() {
// do nothing because the present is called from the player through PresentWeapon
}
/*
================
idWeapon::Raise
================
*/
void idWeapon::Raise() {
if ( isLinked ) {
WEAPON_RAISEWEAPON = true;
}
}
/*
================
idWeapon::PutAway
================
*/
void idWeapon::PutAway() {
hasBloodSplat = false;
if ( isLinked ) {
WEAPON_LOWERWEAPON = true;
}
}
/*
================
idWeapon::Reload
NOTE: this is only for impulse-triggered reload, auto reload is scripted
================
*/
void idWeapon::Reload() {
if ( isLinked ) {
WEAPON_RELOAD = true;
}
}
/*
================
idWeapon::LowerWeapon
================
*/
void idWeapon::LowerWeapon() {
if ( !hide ) {
hideStart = 0.0f;
hideEnd = hideDistance;
if ( gameLocal.time - hideStartTime < hideTime ) {
hideStartTime = gameLocal.time - ( hideTime - ( gameLocal.time - hideStartTime ) );
} else {
hideStartTime = gameLocal.time;
}
hide = true;
}
}
/*
================
idWeapon::RaiseWeapon
================
*/
void idWeapon::RaiseWeapon() {
Show();
if ( hide ) {
hideStart = hideDistance;
hideEnd = 0.0f;
if ( gameLocal.time - hideStartTime < hideTime ) {
hideStartTime = gameLocal.time - ( hideTime - ( gameLocal.time - hideStartTime ) );
} else {
hideStartTime = gameLocal.time;
}
hide = false;
}
}
/*
================
idWeapon::HideWeapon
================
*/
void idWeapon::HideWeapon() {
Hide();
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->Hide();
}
muzzleFlashEnd = 0;
}
/*
================
idWeapon::ShowWeapon
================
*/
void idWeapon::ShowWeapon() {
Show();
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->Show();
}
if ( lightOn ) {
MuzzleFlashLight();
}
}
/*
================
idWeapon::HideWorldModel
================
*/
void idWeapon::HideWorldModel() {
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->Hide();
}
}
/*
================
idWeapon::ShowWorldModel
================
*/
void idWeapon::ShowWorldModel() {
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->Show();
}
}
/*
================
idWeapon::OwnerDied
================
*/
void idWeapon::OwnerDied() {
if ( isLinked ) {
SetState( "OwnerDied", 0 );
thread->Execute();
// Update the grabber effects
if ( /*!common->IsMultiplayer() &&*/ grabberState != -1 ) {
grabber.Update( owner, hide );
}
}
Hide();
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->Hide();
}
// don't clear the weapon immediately since the owner might have killed himself by firing the weapon
// within the current stack frame
PostEventMS( &EV_Weapon_Clear, 0 );
}
/*
================
idWeapon::BeginAttack
================
*/
void idWeapon::BeginAttack() {
if ( status != WP_OUTOFAMMO ) {
lastAttack = gameLocal.time;
}
if ( !isLinked ) {
return;
}
if ( !WEAPON_ATTACK ) {
if ( sndHum && grabberState == -1 ) { // _D3XP :: don't stop grabber hum
StopSound( SND_CHANNEL_BODY, false );
}
}
WEAPON_ATTACK = true;
}
/*
================
idWeapon::EndAttack
================
*/
void idWeapon::EndAttack() {
if ( !WEAPON_ATTACK.IsLinked() ) {
return;
}
if ( WEAPON_ATTACK ) {
WEAPON_ATTACK = false;
if ( sndHum && grabberState == -1 ) { // _D3XP :: don't stop grabber hum
StartSoundShader( sndHum, SND_CHANNEL_BODY, 0, false, NULL );
}
}
}
/*
================
idWeapon::isReady
================
*/
bool idWeapon::IsReady() const {
return !hide && !IsHidden() && ( ( status == WP_RELOAD ) || ( status == WP_READY ) || ( status == WP_OUTOFAMMO ) );
}
/*
================
idWeapon::IsReloading
================
*/
bool idWeapon::IsReloading() const {
return ( status == WP_RELOAD );
}
/*
================
idWeapon::IsHolstered
================
*/
bool idWeapon::IsHolstered() const {
return ( status == WP_HOLSTERED );
}
/*
================
idWeapon::ShowCrosshair
================
*/
bool idWeapon::ShowCrosshair() const {
// JDC: this code would never function as written, I'm assuming they wanted the following behavior
// return !( state == idStr( WP_RISING ) || state == idStr( WP_LOWERING ) || state == idStr( WP_HOLSTERED ) );
return !( status == WP_RISING || status == WP_LOWERING || status == WP_HOLSTERED || status == WP_RELOAD );
}
/*
=====================
idWeapon::CanDrop
=====================
*/
bool idWeapon::CanDrop() const {
if ( !weaponDef || !worldModel.GetEntity() ) {
return false;
}
const char *classname = weaponDef->dict.GetString( "def_dropItem" );
if ( !classname[ 0 ] ) {
return false;
}
return true;
}
/*
================
idWeapon::WeaponStolen
================
*/
void idWeapon::WeaponStolen() {
assert( !common->IsClient() );
if ( projectileEnt ) {
if ( isLinked ) {
SetState( "WeaponStolen", 0 );
thread->Execute();
}
projectileEnt = NULL;
}
// set to holstered so we can switch weapons right away
status = WP_HOLSTERED;
HideWeapon();
}
/*
=====================
idWeapon::DropItem
=====================
*/
idEntity * idWeapon::DropItem( const idVec3 &velocity, int activateDelay, int removeDelay, bool died ) {
if ( !weaponDef || !worldModel.GetEntity() ) {
return NULL;
}
if ( !allowDrop ) {
return NULL;
}
const char *classname = weaponDef->dict.GetString( "def_dropItem" );
if ( !classname[0] ) {
return NULL;
}
StopSound( SND_CHANNEL_BODY, true );
StopSound( SND_CHANNEL_BODY3, true );
return idMoveableItem::DropItem( classname, worldModel.GetEntity()->GetPhysics()->GetOrigin(), worldModel.GetEntity()->GetPhysics()->GetAxis(), velocity, activateDelay, removeDelay );
}
/***********************************************************************
Script state management
***********************************************************************/
/*
=====================
idWeapon::SetState
=====================
*/
void idWeapon::SetState( const char *statename, int blendFrames ) {
const function_t *func;
if ( !isLinked ) {
return;
}
func = scriptObject.GetFunction( statename );
if ( !func ) {
assert( 0 );
gameLocal.Error( "Can't find function '%s' in object '%s'", statename, scriptObject.GetTypeName() );
}
thread->CallFunction( this, func, true );
state = statename;
animBlendFrames = blendFrames;
if ( g_debugWeapon.GetBool() ) {
gameLocal.Printf( "%d: weapon state : %s\n", gameLocal.time, statename );
}
idealState = "";
}
/***********************************************************************
Particles/Effects
***********************************************************************/
/*
================
idWeapon::UpdateNozzelFx
================
*/
void idWeapon::UpdateNozzleFx() {
if ( !nozzleFx ) {
return;
}
//
// shader parms
//
int la = gameLocal.time - lastAttack + 1;
float s = 1.0f;
float l = 0.0f;
if ( la < nozzleFxFade ) {
s = ((float)la / nozzleFxFade);
l = 1.0f - s;
}
renderEntity.shaderParms[5] = s;
renderEntity.shaderParms[6] = l;
if ( ventLightJointView == INVALID_JOINT ) {
return;
}
//
// vent light
//
if ( nozzleGlowHandle == -1 ) {
memset(&nozzleGlow, 0, sizeof(nozzleGlow));
if ( owner ) {
nozzleGlow.allowLightInViewID = owner->entityNumber+1;
}
nozzleGlow.pointLight = true;
nozzleGlow.noShadows = true;
nozzleGlow.lightRadius.x = nozzleGlowRadius;
nozzleGlow.lightRadius.y = nozzleGlowRadius;
nozzleGlow.lightRadius.z = nozzleGlowRadius;
nozzleGlow.shader = nozzleGlowShader;
nozzleGlow.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
nozzleGlow.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
GetGlobalJointTransform( true, ventLightJointView, nozzleGlow.origin, nozzleGlow.axis );
nozzleGlowHandle = gameRenderWorld->AddLightDef(&nozzleGlow);
}
GetGlobalJointTransform( true, ventLightJointView, nozzleGlow.origin, nozzleGlow.axis );
nozzleGlow.shaderParms[ SHADERPARM_RED ] = nozzleGlowColor.x * s;
nozzleGlow.shaderParms[ SHADERPARM_GREEN ] = nozzleGlowColor.y * s;
nozzleGlow.shaderParms[ SHADERPARM_BLUE ] = nozzleGlowColor.z * s;
gameRenderWorld->UpdateLightDef(nozzleGlowHandle, &nozzleGlow);
}
/*
================
idWeapon::BloodSplat
================
*/
bool idWeapon::BloodSplat( float size ) {
float s, c;
idMat3 localAxis, axistemp;
idVec3 localOrigin, normal;
if ( hasBloodSplat ) {
return true;
}
hasBloodSplat = true;
if ( modelDefHandle < 0 ) {
return false;
}
if ( !GetGlobalJointTransform( true, ejectJointView, localOrigin, localAxis ) ) {
return false;
}
localOrigin[0] += gameLocal.random.RandomFloat() * -10.0f;
localOrigin[1] += gameLocal.random.RandomFloat() * 1.0f;
localOrigin[2] += gameLocal.random.RandomFloat() * -2.0f;
normal = idVec3( gameLocal.random.CRandomFloat(), -gameLocal.random.RandomFloat(), -1 );
normal.Normalize();
idMath::SinCos16( gameLocal.random.RandomFloat() * idMath::TWO_PI, s, c );
localAxis[2] = -normal;
localAxis[2].NormalVectors( axistemp[0], axistemp[1] );
localAxis[0] = axistemp[ 0 ] * c + axistemp[ 1 ] * -s;
localAxis[1] = axistemp[ 0 ] * -s + axistemp[ 1 ] * -c;
localAxis[0] *= 1.0f / size;
localAxis[1] *= 1.0f / size;
idPlane localPlane[2];
localPlane[0] = localAxis[0];
localPlane[0][3] = -(localOrigin * localAxis[0]) + 0.5f;
localPlane[1] = localAxis[1];
localPlane[1][3] = -(localOrigin * localAxis[1]) + 0.5f;
const idMaterial *mtr = declManager->FindMaterial( "textures/decals/duffysplatgun" );
gameRenderWorld->ProjectOverlay( modelDefHandle, localPlane, mtr, gameLocal.slow.time );
return true;
}
/***********************************************************************
Visual presentation
***********************************************************************/
/*
================
idWeapon::MuzzleRise
The machinegun and chaingun will incrementally back up as they are being fired
================
*/
void idWeapon::MuzzleRise( idVec3 &origin, idMat3 &axis ) {
int time;
float amount;
idAngles ang;
idVec3 offset;
time = kick_endtime - gameLocal.time;
if ( time <= 0 ) {
return;
}
if ( muzzle_kick_maxtime <= 0 ) {
return;
}
if ( time > muzzle_kick_maxtime ) {
time = muzzle_kick_maxtime;
}
amount = ( float )time / ( float )muzzle_kick_maxtime;
ang = muzzle_kick_angles * amount;
offset = muzzle_kick_offset * amount;
origin = origin - axis * offset;
axis = ang.ToMat3() * axis;
}
/*
================
idWeapon::ConstructScriptObject
Called during idEntity::Spawn. Calls the constructor on the script object.
Can be overridden by subclasses when a thread doesn't need to be allocated.
================
*/
idThread *idWeapon::ConstructScriptObject() {
const function_t *constructor;
thread->EndThread();
// call script object's constructor
constructor = scriptObject.GetConstructor();
if ( !constructor ) {
gameLocal.Error( "Missing constructor on '%s' for weapon", scriptObject.GetTypeName() );
}
// init the script object's data
scriptObject.ClearObject();
thread->CallFunction( this, constructor, true );
thread->Execute();
return thread;
}
/*
================
idWeapon::DeconstructScriptObject
Called during idEntity::~idEntity. Calls the destructor on the script object.
Can be overridden by subclasses when a thread doesn't need to be allocated.
Not called during idGameLocal::MapShutdown.
================
*/
void idWeapon::DeconstructScriptObject() {
const function_t *destructor;
if ( !thread ) {
return;
}
// don't bother calling the script object's destructor on map shutdown
if ( gameLocal.GameState() == GAMESTATE_SHUTDOWN ) {
return;
}
thread->EndThread();
// call script object's destructor
destructor = scriptObject.GetDestructor();
if ( destructor ) {
// start a thread that will run immediately and end
thread->CallFunction( this, destructor, true );
thread->Execute();
thread->EndThread();
}
// clear out the object's memory
scriptObject.ClearObject();
}
/*
================
idWeapon::UpdateScript
================
*/
void idWeapon::UpdateScript() {
int count;
if ( !isLinked ) {
return;
}
// only update the script on new frames
if ( !gameLocal.isNewFrame ) {
return;
}
if ( idealState.Length() ) {
SetState( idealState, animBlendFrames );
}
// update script state, which may call Event_LaunchProjectiles, among other things
count = 10;
while( ( thread->Execute() || idealState.Length() ) && count-- ) {
// happens for weapons with no clip (like grenades)
if ( idealState.Length() ) {
SetState( idealState, animBlendFrames );
}
}
WEAPON_RELOAD = false;
}
/*
================
idWeapon::AlertMonsters
================
*/
void idWeapon::AlertMonsters() {
trace_t tr;
idEntity *ent;
idVec3 end = muzzleFlash.origin + muzzleFlash.axis * muzzleFlash.target;
gameLocal.clip.TracePoint( tr, muzzleFlash.origin, end, CONTENTS_OPAQUE | MASK_SHOT_RENDERMODEL | CONTENTS_FLASHLIGHT_TRIGGER, owner );
if ( g_debugWeapon.GetBool() ) {
gameRenderWorld->DebugLine( colorYellow, muzzleFlash.origin, end, 0 );
gameRenderWorld->DebugArrow( colorGreen, muzzleFlash.origin, tr.endpos, 2, 0 );
}
if ( tr.fraction < 1.0f ) {
ent = gameLocal.GetTraceEntity( tr );
if ( ent->IsType( idAI::Type ) ) {
static_cast( ent )->TouchedByFlashlight( owner );
} else if ( ent->IsType( idTrigger::Type ) ) {
ent->Signal( SIG_TOUCH );
ent->ProcessEvent( &EV_Touch, owner, &tr );
}
}
// jitter the trace to try to catch cases where a trace down the center doesn't hit the monster
end += muzzleFlash.axis * muzzleFlash.right * idMath::Sin16( MS2SEC( gameLocal.time ) * 31.34f );
end += muzzleFlash.axis * muzzleFlash.up * idMath::Sin16( MS2SEC( gameLocal.time ) * 12.17f );
gameLocal.clip.TracePoint( tr, muzzleFlash.origin, end, CONTENTS_OPAQUE | MASK_SHOT_RENDERMODEL | CONTENTS_FLASHLIGHT_TRIGGER, owner );
if ( g_debugWeapon.GetBool() ) {
gameRenderWorld->DebugLine( colorYellow, muzzleFlash.origin, end, 0 );
gameRenderWorld->DebugArrow( colorGreen, muzzleFlash.origin, tr.endpos, 2, 0 );
}
if ( tr.fraction < 1.0f ) {
ent = gameLocal.GetTraceEntity( tr );
if ( ent->IsType( idAI::Type ) ) {
static_cast( ent )->TouchedByFlashlight( owner );
} else if ( ent->IsType( idTrigger::Type ) ) {
ent->Signal( SIG_TOUCH );
ent->ProcessEvent( &EV_Touch, owner, &tr );
}
}
}
/*
================
idWeapon::GetMuzzlePositionWithHacks
Some weapons that have a barrel joint either have it pointing in the wrong
direction (rocket launcher), or don't animate it properly (pistol).
For good 3D TV / head mounted display work, we need to display a laser sight
in the world.
Fixing the animated meshes would be ideal, but hacking it in code is
the pragmatic move right now.
Returns false for hands, grenades, and chainsaw.
================
*/
bool idWeapon::GetMuzzlePositionWithHacks( idVec3 & origin, idMat3 & axis ) {
// I couldn't find a simple enum to identify the weapons that need
// workaround hacks...
const idStr & weaponIconName = pdaIcon;
origin = playerViewOrigin;
axis = playerViewAxis;
if ( weaponIconName == "guis/assets/hud/icons/grenade_new.tga" ) {
return false;
}
if ( weaponIconName == "guis/assets/hud/icons/chainsaw_new.tga" ) {
return false;
}
if ( weaponIconName == "guis/assets/hud/icons/soul_cube.tga" ) {
return false;
}
if ( barrelJointView != INVALID_JOINT ) {
GetGlobalJointTransform( true, barrelJointView, origin, axis );
} else if ( guiLightJointView != INVALID_JOINT ) {
GetGlobalJointTransform( true, guiLightJointView, origin, axis );
} else {
return false;
}
// get better axis joints for weapons where the barrelJointView isn't
// animated properly
idVec3 discardedOrigin;
if ( weaponIconName == "guis/assets/hud/icons/pistol_new.tga" ) {
// muzzle doesn't animate during firing, Bod does
const jointHandle_t bodJoint = animator.GetJointHandle( "Bod" );
GetGlobalJointTransform( true, bodJoint, discardedOrigin, axis );
}
if ( weaponIconName == "guis/assets/hud/icons/rocketlauncher_new.tga" ) {
// joint doesn't point straight, so rotate it
std::swap( axis[0], axis[2] );
}
if ( weaponIconName == "guis/assets/hud/icons/shotgun_new.tga" ) {
// joint doesn't point straight, so rotate it
const jointHandle_t bodJoint = animator.GetJointHandle( "trigger" );
GetGlobalJointTransform( true, bodJoint, discardedOrigin, axis );
std::swap( axis[0], axis[2] );
axis[0] = -axis[0];
}
// we probably should fix the above hacks above that are based on texture names above at some
// point
if ( weaponDef != NULL ) {
if ( ( idStr::Icmp( "weapon_shotgun_double", weaponDef->GetName() ) == 0 ) || ( idStr::Icmp( "weapon_shotgun_double_mp", weaponDef->GetName() ) == 0 ) ) {
// joint doesn't point straight, so rotate it
std::swap( axis[0], axis[2] );
} else if ( idStr::Icmp( "weapon_grabber", weaponDef->GetName() ) == 0 ) {
idVec3 forward = axis[0];
forward.Normalize();
const float scaleOffset = 4.0f;
forward *= scaleOffset;
origin += forward;
}
}
return true;
}
/*
================
idWeapon::PresentWeapon
================
*/
void idWeapon::PresentWeapon( bool showViewModel ) {
playerViewOrigin = owner->firstPersonViewOrigin;
playerViewAxis = owner->firstPersonViewAxis;
if ( isPlayerFlashlight ) {
viewWeaponOrigin = playerViewOrigin;
viewWeaponAxis = playerViewAxis;
fraccos = cos( ( gameLocal.framenum & 255 ) / 127.0f * idMath::PI );
static unsigned int divisor = 32;
unsigned int val = ( gameLocal.framenum + gameLocal.framenum / divisor ) & 255;
fraccos2 = cos( val / 127.0f * idMath::PI );
static idVec3 baseAdjustPos = idVec3( -8.0f, -20.0f, -10.0f ); // rt, fwd, up
static float pscale = 0.5f;
static float yscale = 0.125f;
idVec3 adjustPos = baseAdjustPos;// + ( idVec3( fraccos, 0.0f, fraccos2 ) * scale );
viewWeaponOrigin += adjustPos.x * viewWeaponAxis[1] + adjustPos.y * viewWeaponAxis[0] + adjustPos.z * viewWeaponAxis[2];
// viewWeaponOrigin += owner->viewBob;
static idAngles baseAdjustAng = idAngles( 88.0f, 10.0f, 0.0f ); //
idAngles adjustAng = baseAdjustAng + idAngles( fraccos * pscale, fraccos2 * yscale, 0.0f );
// adjustAng += owner->GetViewBobAngles();
viewWeaponAxis = adjustAng.ToMat3() * viewWeaponAxis;
} else {
// calculate weapon position based on player movement bobbing
owner->CalculateViewWeaponPos( viewWeaponOrigin, viewWeaponAxis );
// hide offset is for dropping the gun when approaching a GUI or NPC
// This is simpler to manage than doing the weapon put-away animation
if ( gameLocal.time - hideStartTime < hideTime ) {
float frac = ( float )( gameLocal.time - hideStartTime ) / ( float )hideTime;
if ( hideStart < hideEnd ) {
frac = 1.0f - frac;
frac = 1.0f - frac * frac;
} else {
frac = frac * frac;
}
hideOffset = hideStart + ( hideEnd - hideStart ) * frac;
} else {
hideOffset = hideEnd;
if ( hide && disabled ) {
Hide();
}
}
viewWeaponOrigin += hideOffset * viewWeaponAxis[ 2 ];
// kick up based on repeat firing
MuzzleRise( viewWeaponOrigin, viewWeaponAxis );
}
// set the physics position and orientation
GetPhysics()->SetOrigin( viewWeaponOrigin );
GetPhysics()->SetAxis( viewWeaponAxis );
UpdateVisuals();
// update the weapon script
UpdateScript();
UpdateGUI();
// update animation
UpdateAnimation();
// only show the surface in player view
renderEntity.allowSurfaceInViewID = owner->entityNumber+1;
// crunch the depth range so it never pokes into walls this breaks the machine gun gui
renderEntity.weaponDepthHack = g_useWeaponDepthHack.GetBool();
// present the model
if ( showViewModel ) {
Present();
} else {
FreeModelDef();
}
if ( worldModel.GetEntity() && worldModel.GetEntity()->GetRenderEntity() ) {
// deal with the third-person visible world model
// don't show shadows of the world model in first person
if ( common->IsMultiplayer() || g_showPlayerShadow.GetBool() || pm_thirdPerson.GetBool() ) {
worldModel.GetEntity()->GetRenderEntity()->suppressShadowInViewID = 0;
} else {
worldModel.GetEntity()->GetRenderEntity()->suppressShadowInViewID = owner->entityNumber+1;
worldModel.GetEntity()->GetRenderEntity()->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + owner->entityNumber;
}
}
if ( nozzleFx ) {
UpdateNozzleFx();
}
// muzzle smoke
if ( showViewModel && !disabled && weaponSmoke && ( weaponSmokeStartTime != 0 ) ) {
// use the barrel joint if available
if(smokeJointView != INVALID_JOINT) {
GetGlobalJointTransform( true, smokeJointView, muzzleOrigin, muzzleAxis );
} else if (barrelJointView != INVALID_JOINT) {
GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
} else {
// default to going straight out the view
muzzleOrigin = playerViewOrigin;
muzzleAxis = playerViewAxis;
}
// spit out a particle
if ( !gameLocal.smokeParticles->EmitSmoke( weaponSmoke, weaponSmokeStartTime, gameLocal.random.RandomFloat(), muzzleOrigin, muzzleAxis, timeGroup /*_D3XP*/ ) ) {
weaponSmokeStartTime = ( continuousSmoke ) ? gameLocal.time : 0;
}
}
if ( showViewModel && strikeSmoke && strikeSmokeStartTime != 0 ) {
// spit out a particle
if ( !gameLocal.smokeParticles->EmitSmoke( strikeSmoke, strikeSmokeStartTime, gameLocal.random.RandomFloat(), strikePos, strikeAxis, timeGroup /*_D3XP*/ ) ) {
strikeSmokeStartTime = 0;
}
}
if ( showViewModel && !hide ) {
for( int i = 0; i < weaponParticles.Num(); i++ ) {
WeaponParticle_t* part = weaponParticles.GetIndex(i);
if(part->active) {
if(part->smoke) {
if(part->joint != INVALID_JOINT) {
GetGlobalJointTransform( true, part->joint, muzzleOrigin, muzzleAxis );
} else {
// default to going straight out the view
muzzleOrigin = playerViewOrigin;
muzzleAxis = playerViewAxis;
}
if ( !gameLocal.smokeParticles->EmitSmoke( part->particle, part->startTime, gameLocal.random.RandomFloat(), muzzleOrigin, muzzleAxis, timeGroup /*_D3XP*/ ) ) {
part->active = false; // all done
part->startTime = 0;
}
} else {
if ( part->emitter != NULL ) {
//Manually update the position of the emitter so it follows the weapon
renderEntity_t* rendEnt = part->emitter->GetRenderEntity();
GetGlobalJointTransform( true, part->joint, rendEnt->origin, rendEnt->axis );
if ( part->emitter->GetModelDefHandle() != -1 ) {
gameRenderWorld->UpdateEntityDef( part->emitter->GetModelDefHandle(), rendEnt );
}
}
}
}
}
for(int i = 0; i < weaponLights.Num(); i++) {
WeaponLight_t* light = weaponLights.GetIndex(i);
if(light->active) {
GetGlobalJointTransform( true, light->joint, light->light.origin, light->light.axis );
if ( ( light->lightHandle != -1 ) ) {
gameRenderWorld->UpdateLightDef( light->lightHandle, &light->light );
} else {
light->lightHandle = gameRenderWorld->AddLightDef( &light->light );
}
}
}
}
// Update the grabber effects
if ( grabberState != -1 ) {
grabberState = grabber.Update( owner, hide );
}
// remove the muzzle flash light when it's done
if ( ( !lightOn && ( gameLocal.time >= muzzleFlashEnd ) ) || IsHidden() ) {
if ( muzzleFlashHandle != -1 ) {
gameRenderWorld->FreeLightDef( muzzleFlashHandle );
muzzleFlashHandle = -1;
}
if ( worldMuzzleFlashHandle != -1 ) {
gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
worldMuzzleFlashHandle = -1;
}
}
// update the muzzle flash light, so it moves with the gun
if ( muzzleFlashHandle != -1 ) {
UpdateFlashPosition();
gameRenderWorld->UpdateLightDef( muzzleFlashHandle, &muzzleFlash );
gameRenderWorld->UpdateLightDef( worldMuzzleFlashHandle, &worldMuzzleFlash );
// wake up monsters with the flashlight
if ( !common->IsMultiplayer() && lightOn && !owner->fl.notarget ) {
AlertMonsters();
}
}
// update the gui light
if ( guiLight.lightRadius[0] && guiLightJointView != INVALID_JOINT ) {
GetGlobalJointTransform( true, guiLightJointView, guiLight.origin, guiLight.axis );
if ( ( guiLightHandle != -1 ) ) {
gameRenderWorld->UpdateLightDef( guiLightHandle, &guiLight );
} else {
guiLightHandle = gameRenderWorld->AddLightDef( &guiLight );
}
}
if ( status != WP_READY && sndHum ) {
StopSound( SND_CHANNEL_BODY, false );
}
UpdateSound();
// constant rumble...
float highMagnitude = weaponDef->dict.GetFloat( "controllerConstantShakeHighMag" );
int highDuration = weaponDef->dict.GetInt( "controllerConstantShakeHighTime" );
float lowMagnitude = weaponDef->dict.GetFloat( "controllerConstantShakeLowMag" );
int lowDuration = weaponDef->dict.GetInt( "controllerConstantShakeLowTime" );
if( owner->IsLocallyControlled() ) {
owner->SetControllerShake( highMagnitude, highDuration, lowMagnitude, lowDuration );
}
}
/*
================
idWeapon::RemoveMuzzleFlashlight
================
*/
void idWeapon::RemoveMuzzleFlashlight() {
if ( muzzleFlashHandle != -1 ) {
gameRenderWorld->FreeLightDef( muzzleFlashHandle );
muzzleFlashHandle = -1;
}
if ( worldMuzzleFlashHandle != -1 ) {
gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
worldMuzzleFlashHandle = -1;
}
}
/*
================
idWeapon::EnterCinematic
================
*/
void idWeapon::EnterCinematic() {
StopSound( SND_CHANNEL_ANY, false );
if ( isLinked ) {
SetState( "EnterCinematic", 0 );
thread->Execute();
WEAPON_ATTACK = false;
WEAPON_RELOAD = false;
WEAPON_NETRELOAD = false;
WEAPON_NETENDRELOAD = false;
WEAPON_NETFIRING = false;
WEAPON_RAISEWEAPON = false;
WEAPON_LOWERWEAPON = false;
grabber.Update( this->GetOwner(), true );
}
disabled = true;
LowerWeapon();
}
/*
================
idWeapon::ExitCinematic
================
*/
void idWeapon::ExitCinematic() {
disabled = false;
if ( isLinked ) {
SetState( "ExitCinematic", 0 );
thread->Execute();
}
RaiseWeapon();
}
/*
================
idWeapon::NetCatchup
================
*/
void idWeapon::NetCatchup() {
if ( isLinked ) {
SetState( "NetCatchup", 0 );
thread->Execute();
}
}
/*
================
idWeapon::GetZoomFov
================
*/
int idWeapon::GetZoomFov() {
return zoomFov;
}
/*
================
idWeapon::GetWeaponAngleOffsets
================
*/
void idWeapon::GetWeaponAngleOffsets( int *average, float *scale, float *max ) {
*average = weaponAngleOffsetAverages;
*scale = weaponAngleOffsetScale;
*max = weaponAngleOffsetMax;
}
/*
================
idWeapon::GetWeaponTimeOffsets
================
*/
void idWeapon::GetWeaponTimeOffsets( float *time, float *scale ) {
*time = weaponOffsetTime;
*scale = weaponOffsetScale;
}
/***********************************************************************
Ammo
***********************************************************************/
/*
================
idWeapon::GetAmmoNumForName
================
*/
ammo_t idWeapon::GetAmmoNumForName( const char *ammoname ) {
int num;
const idDict *ammoDict;
assert( ammoname );
ammoDict = gameLocal.FindEntityDefDict( "ammo_types", false );
if ( ammoDict == NULL ) {
gameLocal.Error( "Could not find entity definition for 'ammo_types'\n" );
return 0;
}
if ( !ammoname[ 0 ] ) {
return 0;
}
if ( !ammoDict->GetInt( ammoname, "-1", num ) ) {
}
if ( ( num < 0 ) || ( num >= AMMO_NUMTYPES ) ) {
gameLocal.Warning( "Ammo type '%s' value out of range. Maximum ammo types is %d.\n", ammoname, AMMO_NUMTYPES );
num = 0;
}
return ( ammo_t )num;
}
/*
================
idWeapon::GetAmmoNameForNum
================
*/
const char *idWeapon::GetAmmoNameForNum( ammo_t ammonum ) {
int i;
int num;
const idDict *ammoDict;
const idKeyValue *kv;
char text[ 32 ];
ammoDict = gameLocal.FindEntityDefDict( "ammo_types", false );
if ( ammoDict == NULL ) {
gameLocal.Error( "Could not find entity definition for 'ammo_types'\n" );
return NULL;
}
sprintf( text, "%d", ammonum );
num = ammoDict->GetNumKeyVals();
for( i = 0; i < num; i++ ) {
kv = ammoDict->GetKeyVal( i );
if ( kv->GetValue() == text ) {
return kv->GetKey();
}
}
return NULL;
}
/*
================
idWeapon::GetAmmoPickupNameForNum
================
*/
const char *idWeapon::GetAmmoPickupNameForNum( ammo_t ammonum ) {
int i;
int num;
const idDict *ammoDict;
const idKeyValue *kv;
ammoDict = gameLocal.FindEntityDefDict( "ammo_names", false );
if ( !ammoDict ) {
gameLocal.Error( "Could not find entity definition for 'ammo_names'\n" );
}
const char *name = GetAmmoNameForNum( ammonum );
if ( name != NULL && *name != NULL ) {
num = ammoDict->GetNumKeyVals();
for( i = 0; i < num; i++ ) {
kv = ammoDict->GetKeyVal( i );
if ( idStr::Icmp( kv->GetKey(), name) == 0 ) {
return kv->GetValue();
}
}
}
return "";
}
/*
================
idWeapon::AmmoAvailable
================
*/
int idWeapon::AmmoAvailable() const {
if ( owner ) {
return owner->inventory.HasAmmo( ammoType, ammoRequired );
} else {
if ( g_infiniteAmmo.GetBool() ) {
return 10; // arbitrary number, just so whatever's calling thinks there's sufficient ammo...
} else {
return 0;
}
}
}
/*
================
idWeapon::AmmoInClip
================
*/
int idWeapon::AmmoInClip() const {
return ammoClip.Get();
}
/*
================
idWeapon::ResetAmmoClip
================
*/
void idWeapon::ResetAmmoClip() {
ammoClip = -1;
}
/*
================
idWeapon::GetAmmoType
================
*/
ammo_t idWeapon::GetAmmoType() const {
return ammoType;
}
/*
================
idWeapon::ClipSize
================
*/
int idWeapon::ClipSize() const {
return clipSize;
}
/*
================
idWeapon::LowAmmo
================
*/
int idWeapon::LowAmmo() const {
return lowAmmo;
}
/*
================
idWeapon::AmmoRequired
================
*/
int idWeapon::AmmoRequired() const {
return ammoRequired;
}
/*
================
idWeapon::GetGrabberState
Returns the current grabberState
================
*/
int idWeapon::GetGrabberState() const {
return grabberState;
}
/*
================
idWeapon::AmmoCount
Returns the total number of rounds regardless of the required ammo
================
*/
int idWeapon::AmmoCount() const {
if ( owner ) {
return owner->inventory.HasAmmo( ammoType, 1 );
} else {
return 0;
}
}
/*
================
idWeapon::WriteToSnapshot
================
*/
void idWeapon::WriteToSnapshot( idBitMsg &msg ) const {
msg.WriteBits( ammoClip.Get(), ASYNC_PLAYER_INV_CLIP_BITS );
msg.WriteBits( worldModel.GetSpawnId(), 32 );
msg.WriteBits( lightOn, 1 );
msg.WriteBits( isFiring ? 1 : 0, 1 );
}
/*
================
idWeapon::ReadFromSnapshot
================
*/
void idWeapon::ReadFromSnapshot( const idBitMsg &msg ) {
const int snapshotAmmoClip = msg.ReadBits( ASYNC_PLAYER_INV_CLIP_BITS );
worldModel.SetSpawnId( msg.ReadBits( 32 ) );
const bool snapshotLightOn = msg.ReadBits( 1 ) != 0;
isFiring = msg.ReadBits( 1 ) != 0;
// Local clients predict the ammo in the clip. Only use the ammo cpunt from the snapshot for local clients
// if the server has processed the same usercmd in which we predicted the ammo count.
if ( owner != NULL ) {
ammoClip.UpdateFromSnapshot( snapshotAmmoClip, owner->GetEntityNumber() );
}
// WEAPON_NETFIRING is only turned on for other clients we're predicting. not for local client
if ( owner && !owner->IsLocallyControlled() && WEAPON_NETFIRING.IsLinked() ) {
// immediately go to the firing state so we don't skip fire animations
if ( !WEAPON_NETFIRING && isFiring ) {
idealState = "Fire";
}
// immediately switch back to idle
if ( WEAPON_NETFIRING && !isFiring ) {
idealState = "Idle";
}
WEAPON_NETFIRING = isFiring;
WEAPON_ATTACK = isFiring;
}
// Only update the flashlight state if it has changed, and if this isn't the local player.
// The local player sets their flashlight immediately for responsiveness.
if ( owner != NULL && !owner->IsLocallyControlled() && lightOn != snapshotLightOn ) {
if ( snapshotLightOn ) {
FlashlightOn();
} else {
FlashlightOff();
}
}
}
/*
================
idWeapon::ClientReceiveEvent
================
*/
bool idWeapon::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
switch( event ) {
case EVENT_RELOAD: {
// Local clients predict reloads, only process this event for remote clients.
if ( owner != NULL && !owner->IsLocallyControlled() && ( gameLocal.time - time < 1000 ) ) {
if ( WEAPON_NETRELOAD.IsLinked() ) {
WEAPON_NETRELOAD = true;
WEAPON_NETENDRELOAD = false;
}
}
return true;
}
case EVENT_ENDRELOAD: {
// Local clients predict reloads, only process this event for remote clients.
if ( owner != NULL && !owner->IsLocallyControlled() && WEAPON_NETENDRELOAD.IsLinked() ) {
WEAPON_NETENDRELOAD = true;
}
return true;
}
case EVENT_CHANGESKIN: {
int index = gameLocal.ClientRemapDecl( DECL_SKIN, msg.ReadLong() );
renderEntity.customSkin = ( index != -1 ) ? static_cast( declManager->DeclByIndex( DECL_SKIN, index ) ) : NULL;
UpdateVisuals();
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->SetSkin( renderEntity.customSkin );
}
return true;
}
default: {
return idEntity::ClientReceiveEvent( event, time, msg );
}
}
}
/***********************************************************************
Script events
***********************************************************************/
/*
===============
idWeapon::Event_Clear
===============
*/
void idWeapon::Event_Clear() {
Clear();
}
/*
===============
idWeapon::Event_GetOwner
===============
*/
void idWeapon::Event_GetOwner() {
idThread::ReturnEntity( owner );
}
/*
===============
idWeapon::Event_WeaponState
===============
*/
void idWeapon::Event_WeaponState( const char *statename, int blendFrames ) {
const function_t *func;
func = scriptObject.GetFunction( statename );
if ( !func ) {
assert( 0 );
gameLocal.Error( "Can't find function '%s' in object '%s'", statename, scriptObject.GetTypeName() );
}
idealState = statename;
// HACK, Fixes reload animation on player not playing on second reload ( on non local client players, and only with host viewing. )
if( common->IsMultiplayer() && strcmp( weaponDef->GetName(), "weapon_shotgun_double_mp" ) == 0 ) {
if( strcmp( statename, "Reload" ) != 0 ) {
if( status == WP_RELOAD ) {
status = WP_READY;
}
}
}
if ( !idealState.Icmp( "Fire" ) ) {
isFiring = true;
} else {
isFiring = false;
}
animBlendFrames = blendFrames;
thread->DoneProcessing();
}
/*
===============
idWeapon::Event_WeaponReady
===============
*/
void idWeapon::Event_WeaponReady() {
status = WP_READY;
idLib::PrintfIf( g_debugWeapon.GetBool(), "Weapon Status WP_READY \n" );
if ( isLinked ) {
WEAPON_RAISEWEAPON = false;
}
if ( sndHum ) {
StartSoundShader( sndHum, SND_CHANNEL_BODY, 0, false, NULL );
}
}
/*
===============
idWeapon::Event_WeaponOutOfAmmo
===============
*/
void idWeapon::Event_WeaponOutOfAmmo() {
status = WP_OUTOFAMMO;
idLib::PrintfIf( g_debugWeapon.GetBool(), "Weapon Status WP_OUTOFAMMO \n" );
if ( isLinked ) {
WEAPON_RAISEWEAPON = false;
}
}
/*
===============
idWeapon::Event_WeaponReloading
===============
*/
void idWeapon::Event_WeaponReloading() {
status = WP_RELOAD;
idLib::PrintfIf( g_debugWeapon.GetBool(), "Weapon Status WP_RELOAD \n" );
}
/*
===============
idWeapon::Event_WeaponHolstered
===============
*/
void idWeapon::Event_WeaponHolstered() {
status = WP_HOLSTERED;
idLib::PrintfIf( g_debugWeapon.GetBool(), "Weapon Status WP_HOLSTERED \n" );
if ( isLinked ) {
WEAPON_LOWERWEAPON = false;
}
}
/*
===============
idWeapon::Event_WeaponRising
===============
*/
void idWeapon::Event_WeaponRising() {
status = WP_RISING;
idLib::PrintfIf( g_debugWeapon.GetBool(), "Weapon Status WP_RISING \n" );
if ( isLinked ) {
WEAPON_LOWERWEAPON = false;
}
owner->WeaponRisingCallback();
}
/*
===============
idWeapon::Event_WeaponLowering
===============
*/
void idWeapon::Event_WeaponLowering() {
status = WP_LOWERING;
idLib::PrintfIf( g_debugWeapon.GetBool(), "Weapon Status WP_LOWERING \n" );
if ( isLinked ) {
WEAPON_RAISEWEAPON = false;
}
owner->WeaponLoweringCallback();
}
/*
===============
idWeapon::Event_UseAmmo
===============
*/
void idWeapon::Event_UseAmmo( int amount ) {
if ( owner == NULL || ( common->IsClient() && !owner->IsLocallyControlled() ) ) {
return;
}
owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? amount : ( amount * ammoRequired ) );
if ( clipSize && ammoRequired ) {
ammoClip -= powerAmmo ? amount : ( amount * ammoRequired );
if ( ammoClip.Get() < 0 ) {
ammoClip = 0;
}
}
}
/*
===============
idWeapon::Event_AddToClip
===============
*/
void idWeapon::Event_AddToClip( int amount ) {
int ammoAvail;
if ( owner == NULL || ( common->IsClient() && !owner->IsLocallyControlled() ) ) {
return;
}
int oldAmmo = ammoClip.Get();
ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired ) + AmmoInClip();
ammoClip += amount;
if ( ammoClip.Get() > clipSize ) {
ammoClip = clipSize;
}
if ( ammoClip.Get() > ammoAvail ) {
ammoClip = ammoAvail;
}
// for shared ammo we need to use the ammo when it is moved into the clip
int usedAmmo = ammoClip.Get() - oldAmmo;
owner->inventory.UseAmmo(ammoType, usedAmmo);
}
/*
===============
idWeapon::Event_AmmoInClip
===============
*/
void idWeapon::Event_AmmoInClip() {
int ammo = AmmoInClip();
idThread::ReturnFloat( ammo );
}
/*
===============
idWeapon::Event_AmmoAvailable
===============
*/
void idWeapon::Event_AmmoAvailable() {
int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
ammoAvail += AmmoInClip();
idThread::ReturnFloat( ammoAvail );
}
/*
===============
idWeapon::Event_TotalAmmoCount
===============
*/
void idWeapon::Event_TotalAmmoCount() {
int ammoAvail = owner->inventory.HasAmmo( ammoType, 1 );
idThread::ReturnFloat( ammoAvail );
}
/*
===============
idWeapon::Event_ClipSize
===============
*/
void idWeapon::Event_ClipSize() {
idThread::ReturnFloat( clipSize );
}
/*
===============
idWeapon::Event_AutoReload
===============
*/
void idWeapon::Event_AutoReload() {
assert( owner );
if ( common->IsClient() && owner != NULL && !owner->IsLocallyControlled() ) {
idThread::ReturnFloat( 0.0f );
return;
}
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
lobbyUserID_t & lobbyUserID = gameLocal.lobbyUserIDs[owner->entityNumber];
idThread::ReturnFloat( lobby.GetLobbyUserWeaponAutoReload( lobbyUserID ) );
}
/*
===============
idWeapon::Event_NetReload
===============
*/
void idWeapon::Event_NetReload() {
assert( owner );
if ( common->IsServer() ) {
ServerSendEvent( EVENT_RELOAD, NULL, false );
}
}
/*
===============
idWeapon::Event_NetEndReload
===============
*/
void idWeapon::Event_NetEndReload() {
assert( owner );
if ( common->IsServer() ) {
ServerSendEvent( EVENT_ENDRELOAD, NULL, false );
}
}
/*
===============
idWeapon::Event_PlayAnim
===============
*/
void idWeapon::Event_PlayAnim( int channel, const char *animname ) {
int anim;
anim = animator.GetAnim( animname );
if ( !anim ) {
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
animator.Clear( channel, gameLocal.time, FRAME2MS( animBlendFrames ) );
animDoneTime = 0;
} else {
if ( !( owner && owner->GetInfluenceLevel() ) ) {
Show();
}
animator.PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
animDoneTime = animator.CurrentAnim( channel )->GetEndTime();
if ( worldModel.GetEntity() ) {
anim = worldModel.GetEntity()->GetAnimator()->GetAnim( animname );
if ( anim ) {
worldModel.GetEntity()->GetAnimator()->PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
}
}
}
animBlendFrames = 0;
idThread::ReturnInt( 0 );
}
/*
===============
idWeapon::Event_PlayCycle
===============
*/
void idWeapon::Event_PlayCycle( int channel, const char *animname ) {
int anim;
anim = animator.GetAnim( animname );
if ( !anim ) {
gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
animator.Clear( channel, gameLocal.time, FRAME2MS( animBlendFrames ) );
animDoneTime = 0;
} else {
if ( !( owner && owner->GetInfluenceLevel() ) ) {
Show();
}
animator.CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
animDoneTime = animator.CurrentAnim( channel )->GetEndTime();
if ( worldModel.GetEntity() ) {
anim = worldModel.GetEntity()->GetAnimator()->GetAnim( animname );
worldModel.GetEntity()->GetAnimator()->CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
}
}
animBlendFrames = 0;
idThread::ReturnInt( 0 );
}
/*
===============
idWeapon::Event_AnimDone
===============
*/
void idWeapon::Event_AnimDone( int channel, int blendFrames ) {
if ( animDoneTime - FRAME2MS( blendFrames ) <= gameLocal.time ) {
idThread::ReturnInt( true );
} else {
idThread::ReturnInt( false );
}
}
/*
===============
idWeapon::Event_SetBlendFrames
===============
*/
void idWeapon::Event_SetBlendFrames( int channel, int blendFrames ) {
animBlendFrames = blendFrames;
}
/*
===============
idWeapon::Event_GetBlendFrames
===============
*/
void idWeapon::Event_GetBlendFrames( int channel ) {
idThread::ReturnInt( animBlendFrames );
}
/*
================
idWeapon::Event_Next
================
*/
void idWeapon::Event_Next() {
// change to another weapon if possible
owner->NextBestWeapon();
}
/*
================
idWeapon::Event_SetSkin
================
*/
void idWeapon::Event_SetSkin( const char *skinname ) {
const idDeclSkin *skinDecl = NULL;
if ( !skinname || !skinname[ 0 ] ) {
skinDecl = NULL;
} else {
skinDecl = declManager->FindSkin( skinname );
}
// Don't update if the skin hasn't changed.
if ( renderEntity.customSkin == skinDecl && worldModel.GetEntity() != NULL && worldModel.GetEntity()->GetSkin() == skinDecl ) {
return;
}
renderEntity.customSkin = skinDecl;
UpdateVisuals();
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->SetSkin( skinDecl );
}
// Hack, don't send message if flashlight, because clients process the flashlight instantly.
if ( common->IsServer() && !isPlayerFlashlight ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.InitWrite( msgBuf, sizeof( msgBuf ) );
msg.WriteLong( ( skinDecl != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_SKIN, skinDecl->Index() ) : -1 );
ServerSendEvent( EVENT_CHANGESKIN, &msg, false );
}
}
/*
================
idWeapon::Event_Flashlight
================
*/
void idWeapon::Event_Flashlight( int enable ) {
if ( enable ) {
lightOn = true;
MuzzleFlashLight();
} else {
lightOn = false;
muzzleFlashEnd = 0;
}
}
/*
================
idWeapon::Event_GetLightParm
================
*/
void idWeapon::Event_GetLightParm( int parmnum ) {
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
gameLocal.Error( "shader parm index (%d) out of range", parmnum );
return;
}
idThread::ReturnFloat( muzzleFlash.shaderParms[ parmnum ] );
}
/*
================
idWeapon::Event_SetLightParm
================
*/
void idWeapon::Event_SetLightParm( int parmnum, float value ) {
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
gameLocal.Error( "shader parm index (%d) out of range", parmnum );
return;
}
muzzleFlash.shaderParms[ parmnum ] = value;
worldMuzzleFlash.shaderParms[ parmnum ] = value;
UpdateVisuals();
}
/*
================
idWeapon::Event_SetLightParms
================
*/
void idWeapon::Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
muzzleFlash.shaderParms[ SHADERPARM_RED ] = parm0;
muzzleFlash.shaderParms[ SHADERPARM_GREEN ] = parm1;
muzzleFlash.shaderParms[ SHADERPARM_BLUE ] = parm2;
muzzleFlash.shaderParms[ SHADERPARM_ALPHA ] = parm3;
worldMuzzleFlash.shaderParms[ SHADERPARM_RED ] = parm0;
worldMuzzleFlash.shaderParms[ SHADERPARM_GREEN ] = parm1;
worldMuzzleFlash.shaderParms[ SHADERPARM_BLUE ] = parm2;
worldMuzzleFlash.shaderParms[ SHADERPARM_ALPHA ] = parm3;
UpdateVisuals();
}
/*
================
idWeapon::Event_Grabber
================
*/
void idWeapon::Event_Grabber( int enable ) {
if ( enable ) {
grabberState = 0;
} else {
grabberState = -1;
}
}
/*
================
idWeapon::Event_GrabberHasTarget
================
*/
void idWeapon::Event_GrabberHasTarget() {
idThread::ReturnInt( grabberState );
}
/*
================
idWeapon::Event_GrabberSetGrabDistance
================
*/
void idWeapon::Event_GrabberSetGrabDistance( float dist ) {
grabber.SetDragDistance( dist );
}
/*
================
idWeapon::Event_CreateProjectile
================
*/
void idWeapon::Event_CreateProjectile() {
if ( !common->IsClient() ) {
projectileEnt = NULL;
gameLocal.SpawnEntityDef( projectileDict, &projectileEnt, false );
if ( projectileEnt ) {
projectileEnt->SetOrigin( GetPhysics()->GetOrigin() );
projectileEnt->Bind( owner, false );
projectileEnt->Hide();
}
idThread::ReturnEntity( projectileEnt );
} else {
idThread::ReturnEntity( NULL );
}
}
/*
================
idWeapon::GetProjectileLaunchOriginAndAxis
================
*/
void idWeapon::GetProjectileLaunchOriginAndAxis( idVec3 & origin, idMat3 & axis ) {
assert( owner != NULL );
// calculate the muzzle position
if ( barrelJointView != INVALID_JOINT && projectileDict.GetBool( "launchFromBarrel" ) ) {
// there is an explicit joint for the muzzle
// GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
GetMuzzlePositionWithHacks( origin, axis );
} else {
// go straight out of the view
origin = playerViewOrigin;
axis = playerViewAxis;
}
axis = playerViewAxis; // Fix for plasma rifle not firing correctly on initial shot of a burst fire
}
/*
================
idWeapon::Event_LaunchProjectiles
================
*/
void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower ) {
idProjectile *proj;
idEntity *ent;
int i;
idVec3 dir;
float ang;
float spin;
float distance;
trace_t tr;
idVec3 start;
idVec3 muzzle_pos;
idBounds ownerBounds, projBounds;
assert( owner != NULL );
if ( IsHidden() ) {
return;
}
if ( !projectileDict.GetNumKeyVals() ) {
const char *classname = weaponDef->dict.GetString( "classname" );
gameLocal.Warning( "No projectile defined on '%s'", classname );
return;
}
// Predict clip ammo on locally controlled MP clients.
if ( common->IsServer() || owner->IsLocallyControlled() ) {
if ( ( clipSize != 0 ) && ( ammoClip.Get() <= 0 ) ) {
return;
}
// if this is a power ammo weapon ( currently only the bfg ) then make sure
// we only fire as much power as available in each clip
if ( powerAmmo ) {
// power comes in as a float from zero to max
// if we use this on more than the bfg will need to define the max
// in the .def as opposed to just in the script so proper calcs
// can be done here.
dmgPower = ( int )dmgPower + 1;
if ( dmgPower > ammoClip.Get() ) {
dmgPower = ammoClip.Get();
}
}
if(clipSize == 0) {
//Weapons with a clip size of 0 launch straight from inventory without moving to a clip
//In D3XP we used the ammo when the ammo was moved into the clip so we don't want to
//use it now.
owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? dmgPower : ammoRequired );
}
if ( clipSize && ammoRequired && !g_infiniteAmmo.GetBool() ) {
ammoClip -= powerAmmo ? dmgPower : ammoRequired;
}
}
if ( !silent_fire ) {
// wake up nearby monsters
gameLocal.AlertAI( owner );
}
// set the shader parm to the time of last projectile firing,
// which the gun material shaders can reference for single shot barrel glows, etc
renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->SetShaderParm( SHADERPARM_DIVERSITY, renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] );
worldModel.GetEntity()->SetShaderParm( SHADERPARM_TIMEOFFSET, renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
}
// calculate the muzzle position
GetProjectileLaunchOriginAndAxis( muzzleOrigin, muzzleAxis );
// add some to the kick time, incrementally moving repeat firing weapons back
if ( kick_endtime < gameLocal.realClientTime ) {
kick_endtime = gameLocal.realClientTime;
}
kick_endtime += muzzle_kick_time;
if ( kick_endtime > gameLocal.realClientTime + muzzle_kick_maxtime ) {
kick_endtime = gameLocal.realClientTime + muzzle_kick_maxtime;
}
// "Predict" damage effects on clients by just spawning a local projectile that deals no damage. Used only
// for sound & visual effects. Damage will be handled through reliable messages to the host.
const bool isHitscan = projectileDict.GetBool( "net_instanthit" );
const bool attackerIsLocal = owner->IsLocallyControlled();
const bool actuallySpawnProjectile = common->IsServer() || attackerIsLocal || isHitscan;
if ( actuallySpawnProjectile ) {
ownerBounds = owner->GetPhysics()->GetAbsBounds();
owner->AddProjectilesFired( num_projectiles );
float spreadRad = DEG2RAD( spread );
for( i = 0; i < num_projectiles; i++ ) {
ang = idMath::Sin( spreadRad * gameLocal.random.RandomFloat() );
spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
dir = muzzleAxis[ 0 ] + muzzleAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - muzzleAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
dir.Normalize();
if ( projectileEnt ) {
ent = projectileEnt;
ent->Show();
ent->Unbind();
projectileEnt = NULL;
} else {
if ( common->IsClient() ) {
// This is predicted on a client, don't replicate.
// Must be set before spawn, so that the entity can be spawned into the correct area of the entities array.
projectileDict.SetBool( "net_skip_replication", true );
} else {
projectileDict.SetBool( "net_skip_replication", false );
}
gameLocal.SpawnEntityDef( projectileDict, &ent, false );
}
if ( ent == NULL || !ent->IsType( idProjectile::Type ) ) {
const char *projectileName = weaponDef->dict.GetString( "def_projectile" );
gameLocal.Error( "'%s' is not an idProjectile", projectileName );
return;
}
int predictedKey = idEntity::INVALID_PREDICTION_KEY;
if ( projectileDict.GetBool( "net_instanthit" ) ) {
// don't synchronize this on top of the already predicted effect
ent->fl.networkSync = false;
} else if ( owner != NULL ) {
// Set the prediction key only for non-instanthit projectiles.
if ( common->IsClient() ) {
owner->IncrementFireCount();
}
predictedKey = gameLocal.GeneratePredictionKey( this, owner, -1 );
ent->SetPredictedKey( predictedKey );
}
proj = static_cast(ent);
proj->Create( owner, muzzleOrigin, dir );
projBounds = proj->GetPhysics()->GetBounds().Rotate( proj->GetPhysics()->GetAxis() );
// make sure the projectile starts inside the bounding box of the owner
if ( i == 0 ) {
muzzle_pos = muzzleOrigin + muzzleAxis[ 0 ] * 2.0f;
if ( ( ownerBounds - projBounds).RayIntersection( muzzle_pos, muzzleAxis[0], distance ) ) {
start = muzzle_pos + distance * muzzleAxis[0];
} else {
start = ownerBounds.GetCenter();
}
gameLocal.clip.Translation( tr, start, muzzle_pos, proj->GetPhysics()->GetClipModel(), proj->GetPhysics()->GetClipModel()->GetAxis(), MASK_SHOT_RENDERMODEL, owner );
muzzle_pos = tr.endpos;
}
// If this is the server simulating a remote client, the client has spawned the projectile in the past.
// The server will catch-up the projectile so that its position will be as if the projectile had spawned
// when the client fired it.
if ( common->IsServer() && owner != NULL && !owner->IsLocallyControlled() && !projectileDict.GetBool( "net_instanthit" ) ) {
int serverTimeOnClient = owner->usercmd.serverGameMilliseconds;
int delta = idMath::ClampInt( 0, cg_projectile_clientAuthoritative_maxCatchup.GetInteger(), gameLocal.GetServerGameTimeMs() - serverTimeOnClient );
int startTime = gameLocal.GetServerGameTimeMs() - delta;
proj->Launch( muzzle_pos, dir, pushVelocity, fuseOffset, launchPower, dmgPower );
// predictively spawned, but no need to simulate - was needed for correct processing of client mines when spawned on the server (because we're futzing with the clip models)
proj->QueueToSimulate( startTime );
if ( cg_predictedSpawn_debug.GetBool() ) {
idLib::Printf( "Spawning throw item projectile for player %d. PredictiveKey: %d \n", owner->GetEntityNumber(), predictedKey );
}
} else {
// Normal launch
proj->Launch( muzzle_pos, dir, pushVelocity, fuseOffset, launchPower, dmgPower );
}
}
// toss the brass
if ( brassDelay >= 0 ) {
PostEventMS( &EV_Weapon_EjectBrass, brassDelay );
}
}
// add the light for the muzzleflash
if ( !lightOn ) {
MuzzleFlashLight();
}
owner->WeaponFireFeedback( &weaponDef->dict );
// reset muzzle smoke
weaponSmokeStartTime = gameLocal.realClientTime;
}
/*
================
idWeapon::Event_LaunchProjectilesEllipse
================
*/
void idWeapon::Event_LaunchProjectilesEllipse( int num_projectiles, float spreada, float spreadb, float fuseOffset, float power ) {
idProjectile *proj;
idEntity *ent;
int i;
idVec3 dir;
float anga, angb;
float spin;
float distance;
trace_t tr;
idVec3 start;
idVec3 muzzle_pos;
idBounds ownerBounds, projBounds;
if ( IsHidden() ) {
return;
}
if ( !projectileDict.GetNumKeyVals() ) {
const char *classname = weaponDef->dict.GetString( "classname" );
gameLocal.Warning( "No projectile defined on '%s'", classname );
return;
}
// avoid all ammo considerations on a client
if ( !common->IsClient() ) {
if ( ( clipSize != 0 ) && ( ammoClip.Get() <= 0 ) ) {
return;
}
if( clipSize == 0 ) {
//Weapons with a clip size of 0 launch strait from inventory without moving to a clip
owner->inventory.UseAmmo( ammoType, ammoRequired );
}
if ( clipSize && ammoRequired ) {
ammoClip -= ammoRequired;
}
if ( !silent_fire ) {
// wake up nearby monsters
gameLocal.AlertAI( owner );
}
}
// set the shader parm to the time of last projectile firing,
// which the gun material shaders can reference for single shot barrel glows, etc
renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->SetShaderParm( SHADERPARM_DIVERSITY, renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] );
worldModel.GetEntity()->SetShaderParm( SHADERPARM_TIMEOFFSET, renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
}
// calculate the muzzle position
if ( barrelJointView != INVALID_JOINT && projectileDict.GetBool( "launchFromBarrel" ) ) {
// there is an explicit joint for the muzzle
GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
} else {
// go straight out of the view
muzzleOrigin = playerViewOrigin;
muzzleAxis = playerViewAxis;
}
// add some to the kick time, incrementally moving repeat firing weapons back
if ( kick_endtime < gameLocal.time ) {
kick_endtime = gameLocal.time;
}
kick_endtime += muzzle_kick_time;
if ( kick_endtime > gameLocal.time + muzzle_kick_maxtime ) {
kick_endtime = gameLocal.time + muzzle_kick_maxtime;
}
if ( !common->IsClient() ) {
ownerBounds = owner->GetPhysics()->GetAbsBounds();
owner->AddProjectilesFired( num_projectiles );
float spreadRadA = DEG2RAD( spreada );
float spreadRadB = DEG2RAD( spreadb );
for( i = 0; i < num_projectiles; i++ ) {
//Ellipse Form
spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
anga = idMath::Sin(spreadRadA * gameLocal.random.RandomFloat());
angb = idMath::Sin(spreadRadB * gameLocal.random.RandomFloat());
dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( angb*idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( anga*idMath::Cos( spin ) );
dir.Normalize();
gameLocal.SpawnEntityDef( projectileDict, &ent );
if ( ent == NULL || !ent->IsType( idProjectile::Type ) ) {
const char *projectileName = weaponDef->dict.GetString( "def_projectile" );
gameLocal.Error( "'%s' is not an idProjectile", projectileName );
return;
}
proj = static_cast(ent);
proj->Create( owner, muzzleOrigin, dir );
projBounds = proj->GetPhysics()->GetBounds().Rotate( proj->GetPhysics()->GetAxis() );
// make sure the projectile starts inside the bounding box of the owner
if ( i == 0 ) {
muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
if ( ( ownerBounds - projBounds).RayIntersection( muzzle_pos, playerViewAxis[0], distance ) ) {
start = muzzle_pos + distance * playerViewAxis[0];
}
else {
start = ownerBounds.GetCenter();
}
gameLocal.clip.Translation( tr, start, muzzle_pos, proj->GetPhysics()->GetClipModel(), proj->GetPhysics()->GetClipModel()->GetAxis(), MASK_SHOT_RENDERMODEL, owner );
muzzle_pos = tr.endpos;
}
proj->Launch( muzzle_pos, dir, pushVelocity, fuseOffset, power );
}
// toss the brass
if( brassDelay >= 0 ) {
PostEventMS( &EV_Weapon_EjectBrass, brassDelay );
}
}
// add the light for the muzzleflash
if ( !lightOn ) {
MuzzleFlashLight();
}
owner->WeaponFireFeedback( &weaponDef->dict );
// reset muzzle smoke
weaponSmokeStartTime = gameLocal.time;
}
/**
* Gives the player a powerup as if it were a weapon shot. It will use the ammo amount specified
* as ammoRequired.
*/
void idWeapon::Event_LaunchPowerup( const char* powerup, float duration, int useAmmo ) {
if ( IsHidden() ) {
return;
}
// check if we're out of ammo
if(useAmmo) {
int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
if ( !ammoAvail ) {
return;
}
owner->inventory.UseAmmo( ammoType, ammoRequired );
}
// set the shader parm to the time of last projectile firing,
// which the gun material shaders can reference for single shot barrel glows, etc
renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
if ( worldModel.GetEntity() ) {
worldModel.GetEntity()->SetShaderParm( SHADERPARM_DIVERSITY, renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] );
worldModel.GetEntity()->SetShaderParm( SHADERPARM_TIMEOFFSET, renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
}
// add the light for the muzzleflash
if ( !lightOn ) {
MuzzleFlashLight();
}
owner->Give(powerup, va("%f", duration), ITEM_GIVE_FEEDBACK | ITEM_GIVE_UPDATE_STATE | ITEM_GIVE_FROM_WEAPON );
}
void idWeapon::Event_StartWeaponSmoke() {
// reset muzzle smoke
weaponSmokeStartTime = gameLocal.time;
}
void idWeapon::Event_StopWeaponSmoke() {
// reset muzzle smoke
weaponSmokeStartTime = 0;
}
void idWeapon::Event_StartWeaponParticle( const char* name) {
WeaponParticle_t* part;
weaponParticles.Get(name, &part);
if(part) {
part->active = true;
part->startTime = gameLocal.time;
//Toggle the emitter
if( !part->smoke && part->emitter != NULL ) {
part->emitter->Show();
part->emitter->PostEventMS(&EV_Activate, 0, this);
}
}
}
void idWeapon::Event_StopWeaponParticle( const char* name) {
WeaponParticle_t* part;
weaponParticles.Get(name, &part);
if(part) {
part->active = false;
part->startTime = 0;
//Toggle the emitter
if(!part->smoke) {
if ( part->emitter != NULL ) {
part->emitter->Hide();
part->emitter->PostEventMS(&EV_Activate, 0, this);
}
}
}
}
void idWeapon::Event_StartWeaponLight( const char* name) {
WeaponLight_t* light;
weaponLights.Get(name, &light);
if(light) {
light->active = true;
light->startTime = gameLocal.time;
}
}
void idWeapon::Event_StopWeaponLight( const char* name) {
WeaponLight_t* light;
weaponLights.Get(name, &light);
if(light) {
light->active = false;
light->startTime = 0;
if(light->lightHandle != -1) {
gameRenderWorld->FreeLightDef( light->lightHandle );
light->lightHandle = -1;
}
}
}
/*
=====================
idWeapon::Event_Melee
=====================
*/
void idWeapon::Event_Melee() {
idEntity *ent;
trace_t tr;
if ( weaponDef == NULL ) {
gameLocal.Error( "No weaponDef on '%s'", this->GetName() );
return;
}
if ( meleeDef == NULL ) {
gameLocal.Error( "No meleeDef on '%s'", weaponDef->dict.GetString( "classname" ) );
return;
}
if ( !common->IsClient() ) {
idVec3 start = playerViewOrigin;
idVec3 end = start + playerViewAxis[0] * ( meleeDistance * owner->PowerUpModifier( MELEE_DISTANCE ) );
gameLocal.clip.TracePoint( tr, start, end, MASK_SHOT_RENDERMODEL, owner );
if ( tr.fraction < 1.0f ) {
ent = gameLocal.GetTraceEntity( tr );
} else {
ent = NULL;
}
if ( g_debugWeapon.GetBool() ) {
gameRenderWorld->DebugLine( colorYellow, start, end, 100 );
if ( ent != NULL ) {
gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds(), ent->GetPhysics()->GetOrigin(), 100 );
}
}
bool hit = false;
const char *hitSound = meleeDef->dict.GetString( "snd_miss" );
if ( ent != NULL ) {
float push = meleeDef->dict.GetFloat( "push" );
idVec3 impulse = -push * owner->PowerUpModifier( SPEED ) * tr.c.normal;
if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) && ( ent->IsType( idActor::Type ) || ent->IsType( idAFAttachment::Type) ) ) {
idThread::ReturnInt( 0 );
return;
}
ent->ApplyImpulse( this, tr.c.id, tr.c.point, impulse );
// weapon stealing - do this before damaging so weapons are not dropped twice
if ( common->IsMultiplayer()
&& weaponDef->dict.GetBool( "stealing" )
&& ent->IsType( idPlayer::Type )
&& !owner->PowerUpActive( BERSERK )
&& ( (gameLocal.gameType != GAME_TDM ) || gameLocal.serverInfo.GetBool( "si_teamDamage" ) || ( owner->team != static_cast< idPlayer * >( ent )->team ) )
) {
if ( !gameLocal.mpGame.IsGametypeFlagBased() ) {
owner->StealWeapon( static_cast< idPlayer * >( ent ) );
}
}
if ( ent->fl.takedamage ) {
idVec3 kickDir, globalKickDir;
meleeDef->dict.GetVector( "kickDir", "0 0 0", kickDir );
globalKickDir = muzzleAxis * kickDir;
//Adjust the melee powerup modifier for the invulnerability boss fight
float mod = owner->PowerUpModifier( MELEE_DAMAGE );
if(!strcmp(ent->GetEntityDefName(), "monster_hunter_invul")) {
//Only do a quater of the damage mod
mod *= 0.25f;
}
ent->Damage( owner, owner, globalKickDir, meleeDefName, mod, tr.c.id );
hit = true;
}
if ( weaponDef->dict.GetBool( "impact_damage_effect" ) ) {
if ( ent->spawnArgs.GetBool( "bleed" ) ) {
hitSound = meleeDef->dict.GetString( owner->PowerUpActive( BERSERK ) ? "snd_hit_berserk" : "snd_hit" );
ent->AddDamageEffect( tr, impulse, meleeDef->dict.GetString( "classname" ) );
} else {
int type = tr.c.material->GetSurfaceType();
if ( type == SURFTYPE_NONE ) {
type = GetDefaultSurfaceType();
}
const char *materialType = gameLocal.sufaceTypeNames[ type ];
// start impact sound based on material type
hitSound = meleeDef->dict.GetString( va( "snd_%s", materialType ) );
if ( *hitSound == '\0' ) {
hitSound = meleeDef->dict.GetString( "snd_metal" );
}
if ( gameLocal.time > nextStrikeFx ) {
const char *decal;
// project decal
decal = weaponDef->dict.GetString( "mtr_strike" );
if ( decal != NULL && *decal != NULL ) {
gameLocal.ProjectDecal( tr.c.point, -tr.c.normal, 8.0f, true, 6.0, decal );
}
nextStrikeFx = gameLocal.time + 200;
} else {
hitSound = "";
}
strikeSmokeStartTime = gameLocal.time;
strikePos = tr.c.point;
strikeAxis = -tr.endAxis;
}
}
}
if ( *hitSound != '\0' ) {
const idSoundShader *snd = declManager->FindSound( hitSound );
StartSoundShader( snd, SND_CHANNEL_BODY2, 0, true, NULL );
}
idThread::ReturnInt( hit );
owner->WeaponFireFeedback( &weaponDef->dict );
return;
}
idThread::ReturnInt( 0 );
owner->WeaponFireFeedback( &weaponDef->dict );
}
/*
=====================
idWeapon::Event_GetWorldModel
=====================
*/
void idWeapon::Event_GetWorldModel() {
idThread::ReturnEntity( worldModel.GetEntity() );
}
/*
=====================
idWeapon::Event_AllowDrop
=====================
*/
void idWeapon::Event_AllowDrop( int allow ) {
if ( allow ) {
allowDrop = true;
} else {
allowDrop = false;
}
}
/*
================
idWeapon::Event_EjectBrass
Toss a shell model out from the breach if the bone is present
================
*/
void idWeapon::Event_EjectBrass() {
if ( !g_showBrass.GetBool() || !owner->CanShowWeaponViewmodel() ) {
return;
}
if ( ejectJointView == INVALID_JOINT || !brassDict.GetNumKeyVals() ) {
return;
}
if ( common->IsClient() ) {
return;
}
idMat3 axis;
idVec3 origin, linear_velocity, angular_velocity;
idEntity *ent;
if ( !GetGlobalJointTransform( true, ejectJointView, origin, axis ) ) {
return;
}
gameLocal.SpawnEntityDef( brassDict, &ent, false );
if ( !ent || !ent->IsType( idDebris::Type ) ) {
gameLocal.Error( "'%s' is not an idDebris", weaponDef ? weaponDef->dict.GetString( "def_ejectBrass" ) : "def_ejectBrass" );
}
idDebris *debris = static_cast(ent);
debris->Create( owner, origin, axis );
debris->Launch();
linear_velocity = 40 * ( playerViewAxis[0] + playerViewAxis[1] + playerViewAxis[2] );
angular_velocity.Set( 10 * gameLocal.random.CRandomFloat(), 10 * gameLocal.random.CRandomFloat(), 10 * gameLocal.random.CRandomFloat() );
debris->GetPhysics()->SetLinearVelocity( linear_velocity );
debris->GetPhysics()->SetAngularVelocity( angular_velocity );
}
/*
===============
idWeapon::Event_IsInvisible
===============
*/
void idWeapon::Event_IsInvisible() {
if ( !owner ) {
idThread::ReturnFloat( 0 );
return;
}
idThread::ReturnFloat( owner->PowerUpActive( INVISIBILITY ) ? 1 : 0 );
}
/*
===============
idWeapon::ClientThink
===============
*/
void idWeapon::ClientThink( const int curTime, const float fraction, const bool predict ) {
UpdateAnimation();
}
/*
===============
idWeapon::ClientPredictionThink
===============
*/
void idWeapon::ClientPredictionThink() {
UpdateAnimation();
}
void idWeapon::ForceAmmoInClip() {
ammoClip = clipSize;
}