quake4-sdk/source/game/weapon/WeaponBlaster.cpp

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2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../Weapon.h"
#define BLASTER_SPARM_CHARGEGLOW 6
class rvWeaponBlaster : public rvWeapon {
public:
CLASS_PROTOTYPE( rvWeaponBlaster );
rvWeaponBlaster ( void );
virtual void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
void PreSave ( void );
void PostSave ( void );
protected:
bool UpdateAttack ( void );
bool UpdateFlashlight ( void );
void Flashlight ( bool on );
private:
int chargeTime;
int chargeDelay;
idVec2 chargeGlow;
bool fireForced;
int fireHeldTime;
stateResult_t State_Raise ( const stateParms_t& parms );
stateResult_t State_Lower ( const stateParms_t& parms );
stateResult_t State_Idle ( const stateParms_t& parms );
stateResult_t State_Charge ( const stateParms_t& parms );
stateResult_t State_Charged ( const stateParms_t& parms );
stateResult_t State_Fire ( const stateParms_t& parms );
stateResult_t State_Flashlight ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvWeaponBlaster );
};
CLASS_DECLARATION( rvWeapon, rvWeaponBlaster )
END_CLASS
/*
================
rvWeaponBlaster::rvWeaponBlaster
================
*/
rvWeaponBlaster::rvWeaponBlaster ( void ) {
}
/*
================
rvWeaponBlaster::UpdateFlashlight
================
*/
bool rvWeaponBlaster::UpdateFlashlight ( void ) {
if ( !wsfl.flashlight ) {
return false;
}
SetState ( "Flashlight", 0 );
return true;
}
/*
================
rvWeaponBlaster::Flashlight
================
*/
void rvWeaponBlaster::Flashlight ( bool on ) {
owner->Flashlight ( on );
if ( on ) {
worldModel->ShowSurface ( "models/weapons/blaster/flare" );
viewModel->ShowSurface ( "models/weapons/blaster/flare" );
} else {
worldModel->HideSurface ( "models/weapons/blaster/flare" );
viewModel->HideSurface ( "models/weapons/blaster/flare" );
}
}
/*
================
rvWeaponBlaster::UpdateAttack
================
*/
bool rvWeaponBlaster::UpdateAttack ( void ) {
// Clear fire forced
if ( fireForced ) {
if ( !wsfl.attack ) {
fireForced = false;
} else {
return false;
}
}
// If the player is pressing the fire button and they have enough ammo for a shot
// then start the shooting process.
if ( wsfl.attack && gameLocal.time >= nextAttackTime ) {
// Save the time which the fire button was pressed
if ( fireHeldTime == 0 ) {
nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
fireHeldTime = gameLocal.time;
viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, chargeGlow[0] );
}
}
// If they have the charge mod and they have overcome the initial charge
// delay then transition to the charge state.
if ( fireHeldTime != 0 ) {
if ( gameLocal.time - fireHeldTime > chargeDelay ) {
SetState ( "Charge", 4 );
return true;
}
// If the fire button was let go but was pressed at one point then
// release the shot.
if ( !wsfl.attack ) {
idPlayer * player = gameLocal.GetLocalPlayer();
if( player ) {
if( player->GuiActive()) {
//make sure the player isn't looking at a gui first
SetState ( "Lower", 0 );
} else {
SetState ( "Fire", 0 );
}
}
return true;
}
}
return false;
}
/*
================
rvWeaponBlaster::Spawn
================
*/
void rvWeaponBlaster::Spawn ( void ) {
viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, 0 );
SetState ( "Raise", 0 );
chargeGlow = spawnArgs.GetVec2 ( "chargeGlow" );
chargeTime = SEC2MS ( spawnArgs.GetFloat ( "chargeTime" ) );
chargeDelay = SEC2MS ( spawnArgs.GetFloat ( "chargeDelay" ) );
fireHeldTime = 0;
fireForced = false;
Flashlight ( owner->IsFlashlightOn() );
}
/*
================
rvWeaponBlaster::Save
================
*/
void rvWeaponBlaster::Save ( idSaveGame *savefile ) const {
savefile->WriteInt ( chargeTime );
savefile->WriteInt ( chargeDelay );
savefile->WriteVec2 ( chargeGlow );
savefile->WriteBool ( fireForced );
savefile->WriteInt ( fireHeldTime );
}
/*
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rvWeaponBlaster::Restore
================
*/
void rvWeaponBlaster::Restore ( idRestoreGame *savefile ) {
savefile->ReadInt ( chargeTime );
savefile->ReadInt ( chargeDelay );
savefile->ReadVec2 ( chargeGlow );
savefile->ReadBool ( fireForced );
savefile->ReadInt ( fireHeldTime );
}
/*
================
rvWeaponBlaster::PreSave
================
*/
void rvWeaponBlaster::PreSave ( void ) {
SetState ( "Idle", 4 );
StopSound( SND_CHANNEL_WEAPON, 0);
StopSound( SND_CHANNEL_BODY, 0);
StopSound( SND_CHANNEL_ITEM, 0);
StopSound( SND_CHANNEL_ANY, false );
}
/*
================
rvWeaponBlaster::PostSave
================
*/
void rvWeaponBlaster::PostSave ( void ) {
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvWeaponBlaster )
STATE ( "Raise", rvWeaponBlaster::State_Raise )
STATE ( "Lower", rvWeaponBlaster::State_Lower )
STATE ( "Idle", rvWeaponBlaster::State_Idle)
STATE ( "Charge", rvWeaponBlaster::State_Charge )
STATE ( "Charged", rvWeaponBlaster::State_Charged )
STATE ( "Fire", rvWeaponBlaster::State_Fire )
STATE ( "Flashlight", rvWeaponBlaster::State_Flashlight )
END_CLASS_STATES
/*
================
rvWeaponBlaster::State_Raise
================
*/
stateResult_t rvWeaponBlaster::State_Raise( const stateParms_t& parms ) {
enum {
RAISE_INIT,
RAISE_WAIT,
};
switch ( parms.stage ) {
case RAISE_INIT:
SetStatus ( WP_RISING );
PlayAnim( ANIMCHANNEL_ALL, "raise", parms.blendFrames );
return SRESULT_STAGE(RAISE_WAIT);
case RAISE_WAIT:
if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponBlaster::State_Lower
================
*/
stateResult_t rvWeaponBlaster::State_Lower ( const stateParms_t& parms ) {
enum {
LOWER_INIT,
LOWER_WAIT,
LOWER_WAITRAISE
};
switch ( parms.stage ) {
case LOWER_INIT:
SetStatus ( WP_LOWERING );
PlayAnim( ANIMCHANNEL_ALL, "putaway", parms.blendFrames );
return SRESULT_STAGE(LOWER_WAIT);
case LOWER_WAIT:
if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
SetStatus ( WP_HOLSTERED );
return SRESULT_STAGE(LOWER_WAITRAISE);
}
return SRESULT_WAIT;
case LOWER_WAITRAISE:
if ( wsfl.raiseWeapon ) {
SetState ( "Raise", 0 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponBlaster::State_Idle
================
*/
stateResult_t rvWeaponBlaster::State_Idle ( const stateParms_t& parms ) {
enum {
IDLE_INIT,
IDLE_WAIT,
};
switch ( parms.stage ) {
case IDLE_INIT:
SetStatus ( WP_READY );
PlayCycle( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
return SRESULT_STAGE ( IDLE_WAIT );
case IDLE_WAIT:
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
if ( UpdateFlashlight ( ) ) {
return SRESULT_DONE;
}
if ( UpdateAttack ( ) ) {
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponBlaster::State_Charge
================
*/
stateResult_t rvWeaponBlaster::State_Charge ( const stateParms_t& parms ) {
enum {
CHARGE_INIT,
CHARGE_WAIT,
};
switch ( parms.stage ) {
case CHARGE_INIT:
viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, chargeGlow[0] );
StartSound ( "snd_charge", SND_CHANNEL_ITEM, 0, false, NULL );
PlayCycle( ANIMCHANNEL_ALL, "charging", parms.blendFrames );
return SRESULT_STAGE ( CHARGE_WAIT );
case CHARGE_WAIT:
if ( gameLocal.time - fireHeldTime < chargeTime ) {
float f;
f = (float)(gameLocal.time - fireHeldTime) / (float)chargeTime;
f = chargeGlow[0] + f * (chargeGlow[1] - chargeGlow[0]);
f = idMath::ClampFloat ( chargeGlow[0], chargeGlow[1], f );
viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, f );
if ( !wsfl.attack ) {
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
SetState ( "Charged", 4 );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponBlaster::State_Charged
================
*/
stateResult_t rvWeaponBlaster::State_Charged ( const stateParms_t& parms ) {
enum {
CHARGED_INIT,
CHARGED_WAIT,
};
switch ( parms.stage ) {
case CHARGED_INIT:
viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, 1.0f );
StopSound ( SND_CHANNEL_ITEM, false );
StartSound ( "snd_charge_loop", SND_CHANNEL_ITEM, 0, false, NULL );
StartSound ( "snd_charge_click", SND_CHANNEL_BODY, 0, false, NULL );
return SRESULT_STAGE(CHARGED_WAIT);
case CHARGED_WAIT:
if ( !wsfl.attack ) {
fireForced = true;
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponBlaster::State_Fire
================
*/
stateResult_t rvWeaponBlaster::State_Fire ( const stateParms_t& parms ) {
enum {
FIRE_INIT,
FIRE_WAIT,
};
switch ( parms.stage ) {
case FIRE_INIT:
StopSound ( SND_CHANNEL_ITEM, false );
viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, 0 );
//don't fire if we're targeting a gui.
idPlayer* player;
player = gameLocal.GetLocalPlayer();
//make sure the player isn't looking at a gui first
if( player && player->GuiActive() ) {
fireHeldTime = 0;
SetState ( "Lower", 0 );
return SRESULT_DONE;
}
if( player && !player->CanFire() ) {
fireHeldTime = 0;
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
if ( gameLocal.time - fireHeldTime > chargeTime ) {
Attack ( true, 1, spread, 0, 1.0f );
PlayEffect ( "fx_chargedflash", barrelJointView, false );
PlayAnim( ANIMCHANNEL_ALL, "chargedfire", parms.blendFrames );
} else {
Attack ( false, 1, spread, 0, 1.0f );
PlayEffect ( "fx_normalflash", barrelJointView, false );
PlayAnim( ANIMCHANNEL_ALL, "fire", parms.blendFrames );
}
fireHeldTime = 0;
return SRESULT_STAGE(FIRE_WAIT);
case FIRE_WAIT:
if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
if ( UpdateFlashlight ( ) || UpdateAttack ( ) ) {
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponBlaster::State_Flashlight
================
*/
stateResult_t rvWeaponBlaster::State_Flashlight ( const stateParms_t& parms ) {
enum {
FLASHLIGHT_INIT,
FLASHLIGHT_WAIT,
};
switch ( parms.stage ) {
case FLASHLIGHT_INIT:
SetStatus ( WP_FLASHLIGHT );
// Wait for the flashlight anim to play
PlayAnim( ANIMCHANNEL_ALL, "flashlight", 0 );
return SRESULT_STAGE ( FLASHLIGHT_WAIT );
case FLASHLIGHT_WAIT:
if ( !AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
return SRESULT_WAIT;
}
if ( owner->IsFlashlightOn() ) {
Flashlight ( false );
} else {
Flashlight ( true );
}
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}