quake4-sdk/source/game/weapon/WeaponGrenadeLauncher.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"
class rvWeaponGrenadeLauncher : public rvWeapon {
public:
CLASS_PROTOTYPE( rvWeaponGrenadeLauncher );
rvWeaponGrenadeLauncher ( void );
virtual void Spawn ( void );
void PreSave ( void );
void PostSave ( void );
#ifdef _XENON
virtual bool AllowAutoAim ( void ) const { return false; }
#endif
private:
stateResult_t State_Idle ( const stateParms_t& parms );
stateResult_t State_Fire ( const stateParms_t& parms );
stateResult_t State_Reload ( const stateParms_t& parms );
const char* GetFireAnim() const { return (!AmmoInClip()) ? "fire_empty" : "fire"; }
const char* GetIdleAnim() const { return (!AmmoInClip()) ? "idle_empty" : "idle"; }
CLASS_STATES_PROTOTYPE ( rvWeaponGrenadeLauncher );
};
CLASS_DECLARATION( rvWeapon, rvWeaponGrenadeLauncher )
END_CLASS
/*
================
rvWeaponGrenadeLauncher::rvWeaponGrenadeLauncher
================
*/
rvWeaponGrenadeLauncher::rvWeaponGrenadeLauncher ( void ) {
}
/*
================
rvWeaponGrenadeLauncher::Spawn
================
*/
void rvWeaponGrenadeLauncher::Spawn ( void ) {
SetState ( "Raise", 0 );
}
/*
================
rvWeaponGrenadeLauncher::PreSave
================
*/
void rvWeaponGrenadeLauncher::PreSave ( void ) {
}
/*
================
rvWeaponGrenadeLauncher::PostSave
================
*/
void rvWeaponGrenadeLauncher::PostSave ( void ) {
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvWeaponGrenadeLauncher )
STATE ( "Idle", rvWeaponGrenadeLauncher::State_Idle)
STATE ( "Fire", rvWeaponGrenadeLauncher::State_Fire )
STATE ( "Reload", rvWeaponGrenadeLauncher::State_Reload )
END_CLASS_STATES
/*
================
rvWeaponGrenadeLauncher::State_Idle
================
*/
stateResult_t rvWeaponGrenadeLauncher::State_Idle( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT,
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( !AmmoAvailable ( ) ) {
SetStatus ( WP_OUTOFAMMO );
} else {
SetStatus ( WP_READY );
}
PlayCycle( ANIMCHANNEL_ALL, GetIdleAnim(), parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
if ( !clipSize ) {
if ( wsfl.attack && AmmoAvailable ( ) ) {
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
} else {
if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoInClip ( ) ) {
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
if ( wsfl.attack && AutoReload() && !AmmoInClip ( ) && AmmoAvailable () ) {
SetState ( "Reload", 4 );
return SRESULT_DONE;
}
if ( wsfl.netReload || (wsfl.reload && AmmoInClip() < ClipSize() && AmmoAvailable()>AmmoInClip()) ) {
SetState ( "Reload", 4 );
return SRESULT_DONE;
}
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponGrenadeLauncher::State_Fire
================
*/
stateResult_t rvWeaponGrenadeLauncher::State_Fire ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT,
};
switch ( parms.stage ) {
case STAGE_INIT:
nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
Attack ( false, 1, spread, 0, 1.0f );
PlayAnim ( ANIMCHANNEL_ALL, GetFireAnim(), 0 );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( wsfl.attack && gameLocal.time >= nextAttackTime && AmmoInClip() && !wsfl.lowerWeapon ) {
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
SetState ( "Idle", 0 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponGrenadeLauncher::State_Reload
================
*/
stateResult_t rvWeaponGrenadeLauncher::State_Reload ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT,
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( wsfl.netReload ) {
wsfl.netReload = false;
} else {
NetReload ( );
}
SetStatus ( WP_RELOAD );
PlayAnim ( ANIMCHANNEL_ALL, "reload", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
AddToClip ( ClipSize() );
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}