/*
===========================================================================
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.
===========================================================================
*/
#ifndef __GAME_WEAPON_H__
#define __GAME_WEAPON_H__
#include "PredictedValue.h"
/*
===============================================================================
Player Weapon
===============================================================================
*/
extern const idEventDef EV_Weapon_State;
typedef enum
{
WP_READY,
WP_OUTOFAMMO,
WP_RELOAD,
WP_HOLSTERED,
WP_RISING,
WP_LOWERING
} weaponStatus_t;
typedef int ammo_t;
static const int AMMO_NUMTYPES = 16;
class idPlayer;
static const int LIGHTID_WORLD_MUZZLE_FLASH = 1;
static const int LIGHTID_VIEW_MUZZLE_FLASH = 100;
class idMoveableItem;
typedef struct
{
char name[64];
char particlename[128];
bool active;
int startTime;
jointHandle_t joint; //The joint on which to attach the particle
bool smoke; //Is this a smoke particle
const idDeclParticle* particle; //Used for smoke particles
idFuncEmitter* emitter; //Used for non-smoke particles
} WeaponParticle_t;
typedef struct
{
char name[64];
bool active;
int startTime;
jointHandle_t joint;
int lightHandle;
renderLight_t light;
} WeaponLight_t;
class idWeapon : public idAnimatedEntity
{
public:
CLASS_PROTOTYPE( idWeapon );
idWeapon();
virtual ~idWeapon();
// Init
void Spawn();
void SetOwner( idPlayer* owner );
idPlayer* GetOwner();
virtual bool ShouldConstructScriptObjectAtSpawn() const;
void SetFlashlightOwner( idPlayer* owner );
static void CacheWeapon( const char* weaponName );
// save games
void Save( idSaveGame* savefile ) const; // archives object for save game file
void Restore( idRestoreGame* savefile ); // unarchives object from save game file
// Weapon definition management
void Clear();
void GetWeaponDef( const char* objectname, int ammoinclip );
bool IsLinked();
bool IsWorldModelReady();
// GUIs
const char* Icon() const;
void UpdateGUI();
const char* PdaIcon() const;
const char* DisplayName() const;
const char* Description() const;
virtual void SetModel( const char* modelname );
bool GetGlobalJointTransform( bool viewModel, const jointHandle_t jointHandle, idVec3& offset, idMat3& axis );
void SetPushVelocity( const idVec3& pushVelocity );
bool UpdateSkin();
// State control/player interface
void Think();
void Raise();
void PutAway();
void Reload();
void LowerWeapon();
void RaiseWeapon();
void HideWeapon();
void ShowWeapon();
void HideWorldModel();
void ShowWorldModel();
void OwnerDied();
void BeginAttack();
void EndAttack();
bool IsReady() const;
bool IsReloading() const;
bool IsHolstered() const;
bool ShowCrosshair() const;
idEntity* DropItem( const idVec3& velocity, int activateDelay, int removeDelay, bool died );
bool CanDrop() const;
void WeaponStolen();
void ForceAmmoInClip();
weaponStatus_t GetStatus()
{
return status;
};
// Script state management
virtual idThread* ConstructScriptObject();
virtual void DeconstructScriptObject();
void SetState( const char* statename, int blendFrames );
void UpdateScript();
void EnterCinematic();
void ExitCinematic();
void NetCatchup();
// Visual presentation
void PresentWeapon( bool showViewModel );
int GetZoomFov();
void GetWeaponAngleOffsets( int* average, float* scale, float* max );
void GetWeaponTimeOffsets( float* time, float* scale );
bool BloodSplat( float size );
void SetIsPlayerFlashlight( bool bl )
{
isPlayerFlashlight = bl;
}
void FlashlightOn();
void FlashlightOff();
// Ammo
static ammo_t GetAmmoNumForName( const char* ammoname );
static const char* GetAmmoNameForNum( ammo_t ammonum );
static const char* GetAmmoPickupNameForNum( ammo_t ammonum );
ammo_t GetAmmoType() const;
int AmmoAvailable() const;
int AmmoInClip() const;
void ResetAmmoClip();
int ClipSize() const;
int LowAmmo() const;
int AmmoRequired() const;
int AmmoCount() const;
int GetGrabberState() const;
// Flashlight
idAnimatedEntity* GetWorldModel()
{
return worldModel.GetEntity();
}
virtual void WriteToSnapshot( idBitMsg& msg ) const;
virtual void ReadFromSnapshot( const idBitMsg& msg );
enum
{
EVENT_RELOAD = idEntity::EVENT_MAXEVENTS,
EVENT_ENDRELOAD,
EVENT_CHANGESKIN,
EVENT_MAXEVENTS
};
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
virtual void ClientPredictionThink();
virtual void ClientThink( const int curTime, const float fraction, const bool predict );
void MuzzleFlashLight();
void RemoveMuzzleFlashlight();
// Get a global origin and axis suitable for the laser sight or bullet tracing
// Returns false for hands, grenades, and chainsaw.
// Can't be const because a frame may need to be created.
bool GetMuzzlePositionWithHacks( idVec3& origin, idMat3& axis );
void GetProjectileLaunchOriginAndAxis( idVec3& origin, idMat3& axis );
const idDeclEntityDef* GetDeclEntityDef()
{
return weaponDef;
}
friend class idPlayer;
private:
// script control
idScriptBool WEAPON_ATTACK;
idScriptBool WEAPON_RELOAD;
idScriptBool WEAPON_NETRELOAD;
idScriptBool WEAPON_NETENDRELOAD;
idScriptBool WEAPON_NETFIRING;
idScriptBool WEAPON_RAISEWEAPON;
idScriptBool WEAPON_LOWERWEAPON;
weaponStatus_t status;
idThread* thread;
idStr state;
idStr idealState;
int animBlendFrames;
int animDoneTime;
bool isLinked;
bool isPlayerFlashlight;
// precreated projectile
idEntity* projectileEnt;
idPlayer* owner;
idEntityPtr worldModel;
// hiding (for GUIs and NPCs)
int hideTime;
float hideDistance;
int hideStartTime;
float hideStart;
float hideEnd;
float hideOffset;
bool hide;
bool disabled;
// berserk
int berserk;
// these are the player render view parms, which include bobbing
idVec3 playerViewOrigin;
idMat3 playerViewAxis;
// the view weapon render entity parms
idVec3 viewWeaponOrigin;
idMat3 viewWeaponAxis;
// the muzzle bone's position, used for launching projectiles and trailing smoke
idVec3 muzzleOrigin;
idMat3 muzzleAxis;
idVec3 pushVelocity;
// weapon definition
// we maintain local copies of the projectile and brass dictionaries so they
// do not have to be copied across the DLL boundary when entities are spawned
const idDeclEntityDef* weaponDef;
const idDeclEntityDef* meleeDef;
idDict projectileDict;
float meleeDistance;
idStr meleeDefName;
idDict brassDict;
int brassDelay;
idStr icon;
idStr pdaIcon;
idStr displayName;
idStr itemDesc;
// view weapon gui light
renderLight_t guiLight;
int guiLightHandle;
// muzzle flash
renderLight_t muzzleFlash; // positioned on view weapon bone
int muzzleFlashHandle;
renderLight_t worldMuzzleFlash; // positioned on world weapon bone
int worldMuzzleFlashHandle;
float fraccos;
float fraccos2;
idVec3 flashColor;
int muzzleFlashEnd;
int flashTime;
bool lightOn;
bool silent_fire;
bool allowDrop;
// effects
bool hasBloodSplat;
// weapon kick
int kick_endtime;
int muzzle_kick_time;
int muzzle_kick_maxtime;
idAngles muzzle_kick_angles;
idVec3 muzzle_kick_offset;
// ammo management
ammo_t ammoType;
int ammoRequired; // amount of ammo to use each shot. 0 means weapon doesn't need ammo.
int clipSize; // 0 means no reload
idPredictedValue< int > ammoClip;
int lowAmmo; // if ammo in clip hits this threshold, snd_
bool powerAmmo; // true if the clip reduction is a factor of the power setting when
// a projectile is launched
// mp client
bool isFiring;
// zoom
int zoomFov; // variable zoom fov per weapon
// joints from models
jointHandle_t barrelJointView;
jointHandle_t flashJointView;
jointHandle_t ejectJointView;
jointHandle_t guiLightJointView;
jointHandle_t ventLightJointView;
jointHandle_t flashJointWorld;
jointHandle_t barrelJointWorld;
jointHandle_t ejectJointWorld;
jointHandle_t smokeJointView;
idHashTable weaponParticles;
idHashTable weaponLights;
// sound
const idSoundShader* sndHum;
// new style muzzle smokes
const idDeclParticle* weaponSmoke; // null if it doesn't smoke
int weaponSmokeStartTime; // set to gameLocal.time every weapon fire
bool continuousSmoke; // if smoke is continuous ( chainsaw )
const idDeclParticle* strikeSmoke; // striking something in melee
int strikeSmokeStartTime; // timing
idVec3 strikePos; // position of last melee strike
idMat3 strikeAxis; // axis of last melee strike
int nextStrikeFx; // used for sound and decal ( may use for strike smoke too )
// nozzle effects
bool nozzleFx; // does this use nozzle effects ( parm5 at rest, parm6 firing )
// this also assumes a nozzle light atm
int nozzleFxFade; // time it takes to fade between the effects
int lastAttack; // last time an attack occured
renderLight_t nozzleGlow; // nozzle light
int nozzleGlowHandle; // handle for nozzle light
idVec3 nozzleGlowColor; // color of the nozzle glow
const idMaterial* nozzleGlowShader; // shader for glow light
float nozzleGlowRadius; // radius of glow light
// weighting for viewmodel angles
int weaponAngleOffsetAverages;
float weaponAngleOffsetScale;
float weaponAngleOffsetMax;
float weaponOffsetTime;
float weaponOffsetScale;
// flashlight
void AlertMonsters();
// Visual presentation
void InitWorldModel( const idDeclEntityDef* def );
void MuzzleRise( idVec3& origin, idMat3& axis );
void UpdateNozzleFx();
void UpdateFlashPosition();
// script events
void Event_Clear();
void Event_GetOwner();
void Event_WeaponState( const char* statename, int blendFrames );
void Event_SetWeaponStatus( float newStatus );
void Event_WeaponReady();
void Event_WeaponOutOfAmmo();
void Event_WeaponReloading();
void Event_WeaponHolstered();
void Event_WeaponRising();
void Event_WeaponLowering();
void Event_UseAmmo( int amount );
void Event_AddToClip( int amount );
void Event_AmmoInClip();
void Event_AmmoAvailable();
void Event_TotalAmmoCount();
void Event_ClipSize();
void Event_PlayAnim( int channel, const char* animname );
void Event_PlayCycle( int channel, const char* animname );
void Event_AnimDone( int channel, int blendFrames );
void Event_SetBlendFrames( int channel, int blendFrames );
void Event_GetBlendFrames( int channel );
void Event_Next();
void Event_SetSkin( const char* skinname );
void Event_Flashlight( int enable );
void Event_GetLightParm( int parmnum );
void Event_SetLightParm( int parmnum, float value );
void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 );
void Event_LaunchProjectiles( int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower );
void Event_CreateProjectile();
void Event_EjectBrass();
void Event_Melee();
void Event_GetWorldModel();
void Event_AllowDrop( int allow );
void Event_AutoReload();
void Event_NetReload();
void Event_IsInvisible();
void Event_NetEndReload();
idGrabber grabber;
int grabberState;
void Event_Grabber( int enable );
void Event_GrabberHasTarget();
void Event_GrabberSetGrabDistance( float dist );
void Event_LaunchProjectilesEllipse( int num_projectiles, float spreada, float spreadb, float fuseOffset, float power );
void Event_LaunchPowerup( const char* powerup, float duration, int useAmmo );
void Event_StartWeaponSmoke();
void Event_StopWeaponSmoke();
void Event_StartWeaponParticle( const char* name );
void Event_StopWeaponParticle( const char* name );
void Event_StartWeaponLight( const char* name );
void Event_StopWeaponLight( const char* name );
};
ID_INLINE bool idWeapon::IsLinked()
{
return isLinked;
}
ID_INLINE bool idWeapon::IsWorldModelReady()
{
return ( worldModel.GetEntity() != NULL );
}
ID_INLINE idPlayer* idWeapon::GetOwner()
{
return owner;
}
#endif /* !__GAME_WEAPON_H__ */