quake4-sdk/source/mpgame/weapon/WeaponRailgun.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"
const idEventDef EV_Railgun_RestoreHum( "<railgunRestoreHum>", "" );
class rvWeaponRailgun : public rvWeapon {
public:
CLASS_PROTOTYPE( rvWeaponRailgun );
rvWeaponRailgun ( void );
virtual void Spawn ( void );
virtual void Think ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
void PreSave ( void );
void PostSave ( void );
void ClientUnstale ( void );
protected:
jointHandle_t jointBatteryView;
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 );
void Event_RestoreHum ( void );
CLASS_STATES_PROTOTYPE ( rvWeaponRailgun );
};
CLASS_DECLARATION( rvWeapon, rvWeaponRailgun )
EVENT( EV_Railgun_RestoreHum, rvWeaponRailgun::Event_RestoreHum )
END_CLASS
/*
================
rvWeaponRailgun::rvWeaponRailgun
================
*/
rvWeaponRailgun::rvWeaponRailgun ( void ) {
}
/*
================
rvWeaponRailgun::Spawn
================
*/
void rvWeaponRailgun::Spawn ( void ) {
SetState ( "Raise", 0 );
}
/*
================
rvWeaponRailgun::Save
================
*/
void rvWeaponRailgun::Save ( idSaveGame *savefile ) const {
savefile->WriteJoint( jointBatteryView );
}
/*
================
rvWeaponRailgun::Restore
================
*/
void rvWeaponRailgun::Restore ( idRestoreGame *savefile ) {
savefile->ReadJoint( jointBatteryView );
}
/*
================
rvWeaponRailgun::PreSave
================
*/
void rvWeaponRailgun::PreSave ( void ) {
//this should shoosh the humming but not the shooting sound.
StopSound( SND_CHANNEL_BODY2, 0);
}
/*
================
rvWeaponRailgun::PostSave
================
*/
void rvWeaponRailgun::PostSave ( void ) {
//restore the humming
PostEventMS( &EV_Railgun_RestoreHum, 10);
}
/*
================
rvWeaponRailgun::Think
================
*/
void rvWeaponRailgun::Think ( void ) {
// Let the real weapon think first
rvWeapon::Think ( );
if ( zoomGui && wsfl.zoom && !gameLocal.isMultiplayer ) {
int ammo = AmmoInClip();
if ( ammo >= 0 ) {
zoomGui->SetStateInt( "player_ammo", ammo );
}
}
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvWeaponRailgun )
STATE ( "Idle", rvWeaponRailgun::State_Idle)
STATE ( "Fire", rvWeaponRailgun::State_Fire )
STATE ( "Reload", rvWeaponRailgun::State_Reload )
END_CLASS_STATES
/*
================
rvWeaponRailgun::State_Idle
================
*/
stateResult_t rvWeaponRailgun::State_Idle( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT,
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( !AmmoAvailable ( ) ) {
SetStatus ( WP_OUTOFAMMO );
} else {
StopSound( SND_CHANNEL_BODY2, false );
StartSound( "snd_idle_hum", SND_CHANNEL_BODY2, 0, false, NULL );
SetStatus ( WP_READY );
}
PlayCycle( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( wsfl.lowerWeapon ) {
StopSound( SND_CHANNEL_BODY2, false );
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoInClip ( ) ) {
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
// Auto reload?
if ( AutoReload() && !AmmoInClip ( ) && AmmoAvailable () ) {
SetState ( "reload", 2 );
return SRESULT_DONE;
}
if ( wsfl.netReload || (wsfl.reload && AmmoInClip() < ClipSize() && AmmoAvailable()>AmmoInClip()) ) {
SetState ( "Reload", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponRailgun::State_Fire
================
*/
stateResult_t rvWeaponRailgun::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, "fire", 0 );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( ( gameLocal.isMultiplayer && gameLocal.time >= nextAttackTime ) ||
( !gameLocal.isMultiplayer && ( AnimDone ( ANIMCHANNEL_ALL, 2 ) ) ) ) {
SetState ( "Idle", 0 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponRailgun::State_Reload
================
*/
stateResult_t rvWeaponRailgun::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 ) {
StopSound( SND_CHANNEL_BODY2, false );
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============================================================================
Event
===============================================================================
*/
/*
================
rvWeaponRailgun::State_Reload
================
*/
void rvWeaponRailgun::Event_RestoreHum ( void ) {
StopSound( SND_CHANNEL_BODY2, false );
StartSound( "snd_idle_hum", SND_CHANNEL_BODY2, 0, false, NULL );
}
/*
================
rvWeaponRailgun::ClientUnStale
================
*/
void rvWeaponRailgun::ClientUnstale( void ) {
Event_RestoreHum();
}