492 lines
14 KiB
C++
492 lines
14 KiB
C++
// RAVEN BEGIN
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// bdube: note that this file is no longer merged with Doom3 updates
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//
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// MERGE_DATE 9/30/2004
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#ifndef __GAME_WEAPON_H__
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#define __GAME_WEAPON_H__
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/*
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===============================================================================
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Player Weapon
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===============================================================================
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*/
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typedef enum {
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WP_READY,
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WP_OUTOFAMMO,
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WP_RELOAD,
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WP_HOLSTERED,
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WP_RISING,
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WP_LOWERING,
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WP_FLASHLIGHT,
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} weaponStatus_t;
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static const int MAX_WEAPONMODS = 4;
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static const int MAX_AMMOTYPES = 16;
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class idPlayer;
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class idItem;
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class idAnimatedEntity;
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class idProjectile;
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class rvWeapon;
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class rvViewWeapon : public idAnimatedEntity {
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public:
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CLASS_PROTOTYPE( rvViewWeapon );
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rvViewWeapon( void );
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virtual ~rvViewWeapon( void );
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// Init
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void Spawn ( void );
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// save games
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void Save ( idSaveGame *savefile ) const; // archives object for save game file
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void Restore ( idRestoreGame *savefile ); // unarchives object from save game file
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// Weapon definition management
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void Clear ( void );
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// GUIs
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void PostGUIEvent ( const char* event );
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virtual void SetModel ( const char *modelname, int mods = 0 );
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void SetPowerUpSkin ( const char *name );
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void UpdateSkin ( void );
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// State control/player interface
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void Think ( void );
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// Visual presentation
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void PresentWeapon ( bool showViewModel );
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// Networking
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virtual void WriteToSnapshot ( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot ( const idBitMsgDelta &msg );
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virtual bool ClientReceiveEvent ( int event, int time, const idBitMsg &msg );
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virtual void ClientPredictionThink ( void );
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virtual bool ClientStale ( void );
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virtual void ConvertLocalToWorldTransform( idVec3 &offset, idMat3 &axis );
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virtual void UpdateModelTransform ( void );
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// Debugging
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virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
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void SetSkin ( const char *skinname );
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void SetSkin ( const idDeclSkin* skin );
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void SetOverlayShader ( const idMaterial* material );
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virtual void GetPosition ( idVec3& origin, idMat3& axis ) const;
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private:
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idStrList pendingGUIEvents;
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// effects
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const idDeclSkin * saveSkin;
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const idDeclSkin * invisSkin;
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const idDeclSkin * saveWorldSkin;
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const idDeclSkin * worldInvisSkin;
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const idDeclSkin * saveHandsSkin;
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const idDeclSkin * handsSkin;
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void Event_CallFunction ( const char* function );
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friend class rvWeapon;
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rvWeapon* weapon;
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};
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class rvWeapon : public idClass {
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public:
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CLASS_PROTOTYPE( rvWeapon );
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rvWeapon( void );
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virtual ~rvWeapon( void );
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enum {
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WPLIGHT_MUZZLEFLASH,
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WPLIGHT_MUZZLEFLASH_WORLD,
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WPLIGHT_FLASHLIGHT,
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WPLIGHT_FLASHLIGHT_WORLD,
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WPLIGHT_GUI,
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WPLIGHT_MAX
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};
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enum {
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EVENT_RELOAD = idEntity::EVENT_MAXEVENTS,
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EVENT_ENDRELOAD,
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EVENT_CHANGESKIN,
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EVENT_MAXEVENTS
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};
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void Init ( idPlayer* _owner, const idDeclEntityDef* def, int weaponIndex, bool isStrogg = false );
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// Virtual overrides
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void Spawn ( void );
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virtual void Think ( void );
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virtual void CleanupWeapon ( void ) {}
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virtual void WriteToSnapshot ( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot ( const idBitMsgDelta &msg );
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virtual bool ClientReceiveEvent ( int event, int time, const idBitMsg &msg );
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virtual void ClientStale ( void );
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virtual void ClientUnstale ( void ) { }
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virtual void Attack ( bool altFire, int num_attacks, float spread, float fuseOffset, float power );
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virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
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virtual void SpectatorCycle ( void ) { }
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virtual bool NoFireWhileSwitching ( void ) const { return false; }
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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virtual void PreSave ( void );
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virtual void PostSave ( void );
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// Visual presentation
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bool BloodSplat ( float size );
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void MuzzleFlash ( void );
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void MuzzleRise ( idVec3 &origin, idMat3 &axis );
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float GetMuzzleFlashLightParm ( int parm );
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void SetMuzzleFlashLightParm ( int parm, float value );
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void GetAngleOffsets ( int *average, float *scale, float *max );
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void GetTimeOffsets ( float *time, float *scale );
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bool GetGlobalJointTransform ( bool viewModel, const jointHandle_t jointHandle, idVec3 &origin, idMat3 &axis, const idVec3& offset = vec3_origin );
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// State control/player interface
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void LowerWeapon ( void );
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void RaiseWeapon ( void );
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void Raise ( void );
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void PutAway ( void );
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void Hide ( void );
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void Show ( void );
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void HideWorldModel ( void );
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void ShowWorldModel ( void );
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void SetFlashlight ( bool on = true );
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void Flashlight ( void );
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void SetPushVelocity ( const idVec3 &pushVelocity );
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void Reload ( void );
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void OwnerDied ( void );
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void BeginAttack ( void );
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void EndAttack ( void );
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bool IsReady ( void ) const;
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bool IsReloading ( void ) const;
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bool IsHolstered ( void ) const;
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bool ShowCrosshair ( void ) const;
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bool CanDrop ( void ) const;
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bool CanZoom ( void ) const;
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void CancelReload ( void );
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void SetStatus ( weaponStatus_t status );
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bool AutoReload ( void );
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bool IsHidden ( void ) const;
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void EjectBrass ( void );
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// Network helpers
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void NetReload ( void );
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void NetEndReload ( void );
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void NetCatchup ( void );
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// Ammo
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static int GetAmmoIndexForName ( const char *ammoname );
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static const char* GetAmmoNameForIndex ( int index );
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int GetAmmoType ( void ) const;
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int AmmoAvailable ( void ) const;
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int AmmoInClip ( void ) const;
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void ResetAmmoClip ( void );
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int ClipSize ( void ) const;
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int LowAmmo ( void ) const;
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int AmmoRequired ( void ) const;
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void AddToClip ( int amount );
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void UseAmmo ( int amount );
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void SetClip ( int amount );
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int TotalAmmoCount ( void ) const;
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// Attack
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bool PerformAttack ( idVec3& muzzleOrigin, idMat3& muzzleAxis, float dmgPower );
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void LaunchProjectiles ( idDict& dict, const idVec3& muzzleOrigin, const idMat3& muzzleAxis, int num_projectiles, float spread, float fuseOffset, float power );
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void Hitscan ( const idDict& dict, const idVec3& muzzleOrigin, const idMat3& muzzleAxis, int num_hitscans, float spread, float power );
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void AlertMonsters ( void );
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// Mods
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int GetMods ( void ) const;
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// Zoom
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idUserInterface* GetZoomGui ( void ) const;
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float GetZoomTime ( void ) const;
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int GetZoomFov ( void ) const;
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rvViewWeapon* GetViewModel ( void ) const;
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idAnimatedEntity* GetWorldModel ( void ) const;
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idPlayer* GetOwner ( void ) const;
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const char * GetIcon ( void ) const;
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renderLight_t& GetLight ( int light );
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const idAngles& GetViewModelAngles ( void ) const;
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const idVec3& GetViewModelOffset ( void ) const;
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static void CacheWeapon ( const char *weaponName );
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static void SkipFromSnapshot ( const idBitMsgDelta &msg );
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void EnterCinematic ( void );
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void ExitCinematic ( void );
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protected:
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virtual void OnLaunchProjectile ( idProjectile* proj );
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void SetState ( const char *statename, int blendFrames );
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void PostState ( const char *statename, int blendFrames );
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void ExecuteState ( const char *statename );
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void PlayAnim ( int channel, const char *animname, int blendFrames );
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void PlayCycle ( int channel, const char *animname, int blendFrames );
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bool AnimDone ( int channel, int blendFrames );
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bool StartSound ( const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
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void StopSound ( const s_channelType channel, bool broadcast );
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rvClientEffect* PlayEffect ( const char* effectName, jointHandle_t joint, bool loop = false, const idVec3& endOrigin = vec3_origin, bool broadcast = false );
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void FindViewModelPositionStyle ( idVec3& viewOffset, idAngles& viewAngles ) const;
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public:
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void InitLights ( void );
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void InitWorldModel ( void );
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void InitViewModel ( void );
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void InitDefs ( void );
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void FreeLight ( int lightID );
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void UpdateLight ( int lightID );
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void UpdateMuzzleFlash ( void );
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void UpdateFlashlight ( void );
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void UpdateGUI ( void );
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void UpdateCrosshairGUI ( idUserInterface* gui ) const;
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idMat3 ForeshortenAxis ( const idMat3& axis ) const;
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// Script state management
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struct weaponStateFlags_s {
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bool attack :1;
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bool reload :1;
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bool netReload :1;
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bool netEndReload :1;
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bool raiseWeapon :1;
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bool lowerWeapon :1;
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bool flashlight :1;
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bool zoom :1;
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} wsfl;
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// Generic flags
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struct weaponFlags_s {
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bool attackAltHitscan :1;
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bool attackHitscan :1;
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bool hide :1;
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bool disabled :1;
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bool hasBloodSplat :1;
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bool silent_fire :1;
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bool zoomHideCrosshair :1;
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bool flashlightOn :1;
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bool hasWindupAnim :1;
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} wfl;
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// joints from models
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jointHandle_t barrelJointView;
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jointHandle_t flashJointView;
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jointHandle_t ejectJointView;
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jointHandle_t guiLightJointView;
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jointHandle_t flashlightJointView;
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jointHandle_t flashJointWorld;
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jointHandle_t ejectJointWorld;
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jointHandle_t flashlightJointWorld;
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weaponStatus_t status;
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int lastAttack;
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// hiding weapon
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int hideTime;
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float hideDistance;
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int hideStartTime;
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float hideStart;
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float hideEnd;
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float hideOffset;
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// Attack
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idVec3 pushVelocity;
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int kick_endtime;
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int muzzle_kick_time;
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int muzzle_kick_maxtime;
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idAngles muzzle_kick_angles;
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idVec3 muzzle_kick_offset;
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idVec3 muzzleOrigin;
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idMat3 muzzleAxis;
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float muzzleOffset;
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idEntityPtr<idEntity> projectileEnt;
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idVec3 ejectOffset;
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int fireRate;
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int altFireRate;
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float spread;
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int nextAttackTime;
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// we maintain local copies of the projectile and brass dictionaries so they
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// do not have to be copied across the DLL boundary when entities are spawned
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idDict attackAltDict;
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idDict attackDict;
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idDict brassDict;
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// Melee
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const idDeclEntityDef * meleeDef;
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float meleeDistance;
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// zoom
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int zoomFov; // variable zoom fov per weapon (-1 is no zoom)
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idUserInterface* zoomGui; // whether or not to overlay a zoom scope
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float zoomTime; // time it takes to zoom in
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// lights
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renderLight_t lights[WPLIGHT_MAX];
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int lightHandles[WPLIGHT_MAX];
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idVec3 guiLightOffset;
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int muzzleFlashEnd;
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int muzzleFlashTime;
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idVec3 muzzleFlashViewOffset;
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bool flashlightOn;
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idVec3 flashlightViewOffset;
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// ammo management
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int ammoType;
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int ammoRequired; // amount of ammo to use each shot. 0 means weapon doesn't need ammo.
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int clipSize; // 0 means no reload
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int ammoClip;
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int lowAmmo; // if ammo in clip hits this threshold, snd_
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int maxAmmo;
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// multiplayer
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int clipPredictTime;
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// these are the player render view parms, which include bobbing
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idVec3 playerViewOrigin;
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idMat3 playerViewAxis;
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// View Model
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idVec3 viewModelOrigin;
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idMat3 viewModelAxis;
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idAngles viewModelAngles;
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idVec3 viewModelOffset;
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// weighting for viewmodel offsets
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int weaponAngleOffsetAverages;
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float weaponAngleOffsetScale;
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float weaponAngleOffsetMax;
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float weaponOffsetTime;
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float weaponOffsetScale;
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// General
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idStr icon;
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bool isStrogg;
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bool forceGUIReload;
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public:
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idDict spawnArgs;
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protected:
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idEntityPtr<rvViewWeapon> viewModel;
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idAnimator* viewAnimator;
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idEntityPtr<idAnimatedEntity> worldModel;
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idAnimator* worldAnimator;
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const idDeclEntityDef* weaponDef;
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idScriptObject* scriptObject;
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idPlayer * owner;
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int weaponIndex;
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int mods;
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float viewModelForeshorten;
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rvStateThread stateThread;
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int animDoneTime[ANIM_NumAnimChannels];
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private:
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stateResult_t State_Raise ( const stateParms_t& parms );
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stateResult_t State_Lower ( const stateParms_t& parms );
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stateResult_t State_ExitCinematic ( const stateParms_t& parms );
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stateResult_t State_NetCatchup ( const stateParms_t& parms );
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stateResult_t Frame_EjectBrass ( const stateParms_t& parms );
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// store weapon index information for death messages
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int methodOfDeath;
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// multiplayer hitscans
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int hitscanAttackDef;
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CLASS_STATES_PROTOTYPE ( rvWeapon );
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};
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ID_INLINE rvViewWeapon* rvWeapon::GetViewModel ( void ) const {
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return viewModel.GetEntity();
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}
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ID_INLINE idAnimatedEntity* rvWeapon::GetWorldModel ( void ) const {
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return worldModel;
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}
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ID_INLINE idPlayer* rvWeapon::GetOwner ( void ) const {
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return owner;
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}
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ID_INLINE const char* rvWeapon::GetIcon ( void ) const {
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return icon;
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}
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ID_INLINE renderLight_t& rvWeapon::GetLight ( int light ) {
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assert ( light < WPLIGHT_MAX );
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return lights[light];
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}
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ID_INLINE const idAngles& rvWeapon::GetViewModelAngles( void ) const {
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return viewModelAngles;
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}
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ID_INLINE const idVec3& rvWeapon::GetViewModelOffset ( void ) const {
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return viewModelOffset;
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}
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ID_INLINE int rvWeapon::GetZoomFov ( void ) const {
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return zoomFov;
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}
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ID_INLINE idUserInterface* rvWeapon::GetZoomGui ( void ) const {
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return zoomGui;
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}
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ID_INLINE float rvWeapon::GetZoomTime ( void ) const {
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return zoomTime;
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}
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ID_INLINE int rvWeapon::GetMods ( void ) const {
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return mods;
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}
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ID_INLINE void rvWeapon::PreSave ( void ) {
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}
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ID_INLINE void rvWeapon::PostSave ( void ) {
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}
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#endif /* !__GAME_WEAPON_H__ */
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// RAVEN END
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