quake4-sdk/source/game/weapon/WeaponMachinegun.cpp
2007-06-15 00:00:00 +00:00

327 lines
7.2 KiB
C++

#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../Weapon.h"
class rvWeaponMachinegun : public rvWeapon {
public:
CLASS_PROTOTYPE( rvWeaponMachinegun );
rvWeaponMachinegun ( void );
virtual void Spawn ( void );
virtual void Think ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
void PreSave ( void );
void PostSave ( void );
protected:
float spreadZoom;
bool fireHeld;
bool UpdateFlashlight ( void );
void Flashlight ( bool on );
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 );
stateResult_t State_Flashlight ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE ( rvWeaponMachinegun );
};
CLASS_DECLARATION( rvWeapon, rvWeaponMachinegun )
END_CLASS
/*
================
rvWeaponMachinegun::rvWeaponMachinegun
================
*/
rvWeaponMachinegun::rvWeaponMachinegun ( void ) {
}
/*
================
rvWeaponMachinegun::Spawn
================
*/
void rvWeaponMachinegun::Spawn ( void ) {
spreadZoom = spawnArgs.GetFloat ( "spreadZoom" );
fireHeld = false;
SetState ( "Raise", 0 );
Flashlight ( owner->IsFlashlightOn() );
}
/*
================
rvWeaponMachinegun::Save
================
*/
void rvWeaponMachinegun::Save ( idSaveGame *savefile ) const {
savefile->WriteFloat ( spreadZoom );
savefile->WriteBool ( fireHeld );
}
/*
================
rvWeaponMachinegun::Restore
================
*/
void rvWeaponMachinegun::Restore ( idRestoreGame *savefile ) {
savefile->ReadFloat ( spreadZoom );
savefile->ReadBool ( fireHeld );
}
/*
================
rvWeaponMachinegun::PreSave
================
*/
void rvWeaponMachinegun::PreSave ( void ) {
}
/*
================
rvWeaponMachinegun::PostSave
================
*/
void rvWeaponMachinegun::PostSave ( void ) {
}
/*
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rvWeaponMachinegun::Think
================
*/
void rvWeaponMachinegun::Think()
{
rvWeapon::Think();
if ( zoomGui && owner == gameLocal.GetLocalPlayer( ) ) {
zoomGui->SetStateFloat( "playerYaw", playerViewAxis.ToAngles().yaw );
}
}
/*
================
rvWeaponMachinegun::UpdateFlashlight
================
*/
bool rvWeaponMachinegun::UpdateFlashlight ( void ) {
if ( !wsfl.flashlight ) {
return false;
}
SetState ( "Flashlight", 0 );
return true;
}
/*
================
rvWeaponMachinegun::Flashlight
================
*/
void rvWeaponMachinegun::Flashlight ( bool on ) {
owner->Flashlight ( on );
if ( on ) {
viewModel->ShowSurface ( "models/weapons/blaster/flare" );
worldModel->ShowSurface ( "models/weapons/blaster/flare" );
} else {
viewModel->HideSurface ( "models/weapons/blaster/flare" );
worldModel->HideSurface ( "models/weapons/blaster/flare" );
}
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( rvWeaponMachinegun )
STATE ( "Idle", rvWeaponMachinegun::State_Idle)
STATE ( "Fire", rvWeaponMachinegun::State_Fire )
STATE ( "Reload", rvWeaponMachinegun::State_Reload )
STATE ( "Flashlight", rvWeaponMachinegun::State_Flashlight )
END_CLASS_STATES
/*
================
rvWeaponMachinegun::State_Idle
================
*/
stateResult_t rvWeaponMachinegun::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, "idle", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
if ( UpdateFlashlight ( ) ) {
return SRESULT_DONE;
}
if ( fireHeld && !wsfl.attack ) {
fireHeld = false;
}
if ( !clipSize ) {
if ( !fireHeld && gameLocal.time > nextAttackTime && wsfl.attack && AmmoAvailable ( ) ) {
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
} else {
if ( !fireHeld && 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;
}
/*
================
rvWeaponMachinegun::State_Fire
================
*/
stateResult_t rvWeaponMachinegun::State_Fire ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT,
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( wsfl.zoom ) {
nextAttackTime = gameLocal.time + (altFireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
Attack ( true, 1, spreadZoom, 0, 1.0f );
fireHeld = true;
} else {
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 ( !fireHeld && 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;
}
if ( UpdateFlashlight ( ) ) {
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponMachinegun::State_Reload
================
*/
stateResult_t rvWeaponMachinegun::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;
}
/*
================
rvWeaponMachinegun::State_Flashlight
================
*/
stateResult_t rvWeaponMachinegun::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;
}