quake4-sdk/source/mpgame/weapon/WeaponShotgun.cpp

290 lines
6.6 KiB
C++

#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../Weapon.h"
const int SHOTGUN_MOD_AMMO = BIT(0);
class rvWeaponShotgun : public rvWeapon {
public:
CLASS_PROTOTYPE( rvWeaponShotgun );
rvWeaponShotgun ( void );
virtual void Spawn ( void );
void Save ( idSaveGame *savefile ) const;
void Restore ( idRestoreGame *savefile );
void PreSave ( void );
void PostSave ( void );
protected:
int hitscans;
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 );
CLASS_STATES_PROTOTYPE( rvWeaponShotgun );
};
CLASS_DECLARATION( rvWeapon, rvWeaponShotgun )
END_CLASS
/*
================
rvWeaponShotgun::rvWeaponShotgun
================
*/
rvWeaponShotgun::rvWeaponShotgun( void ) {
}
/*
================
rvWeaponShotgun::Spawn
================
*/
void rvWeaponShotgun::Spawn( void ) {
hitscans = spawnArgs.GetFloat( "hitscans" );
SetState( "Raise", 0 );
}
/*
================
rvWeaponShotgun::Save
================
*/
void rvWeaponShotgun::Save( idSaveGame *savefile ) const {
}
/*
================
rvWeaponShotgun::Restore
================
*/
void rvWeaponShotgun::Restore( idRestoreGame *savefile ) {
hitscans = spawnArgs.GetFloat( "hitscans" );
}
/*
================
rvWeaponShotgun::PreSave
================
*/
void rvWeaponShotgun::PreSave ( void ) {
}
/*
================
rvWeaponShotgun::PostSave
================
*/
void rvWeaponShotgun::PostSave ( void ) {
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION( rvWeaponShotgun )
STATE( "Idle", rvWeaponShotgun::State_Idle)
STATE( "Fire", rvWeaponShotgun::State_Fire )
STATE( "Reload", rvWeaponShotgun::State_Reload )
END_CLASS_STATES
/*
================
rvWeaponShotgun::State_Idle
================
*/
stateResult_t rvWeaponShotgun::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 ( !clipSize ) {
if ( gameLocal.time > nextAttackTime && 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;
}
/*
================
rvWeaponShotgun::State_Fire
================
*/
stateResult_t rvWeaponShotgun::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, hitscans, spread, 0, 1.0f );
PlayAnim( ANIMCHANNEL_ALL, "fire", 0 );
return SRESULT_STAGE( STAGE_WAIT );
case STAGE_WAIT:
if ( (!gameLocal.isMultiplayer && (wsfl.lowerWeapon || AnimDone( ANIMCHANNEL_ALL, 0 )) ) || AnimDone( ANIMCHANNEL_ALL, 0 ) ) {
SetState( "Idle", 0 );
return SRESULT_DONE;
}
if ( wsfl.attack && gameLocal.time >= nextAttackTime && AmmoInClip() ) {
SetState( "Fire", 0 );
return SRESULT_DONE;
}
if ( clipSize ) {
if ( (wsfl.netReload || (wsfl.reload && AmmoInClip() < ClipSize() && AmmoAvailable()>AmmoInClip())) ) {
SetState( "Reload", 4 );
return SRESULT_DONE;
}
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponShotgun::State_Reload
================
*/
stateResult_t rvWeaponShotgun::State_Reload ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT,
STAGE_RELOADSTARTWAIT,
STAGE_RELOADLOOP,
STAGE_RELOADLOOPWAIT,
STAGE_RELOADDONE,
STAGE_RELOADDONEWAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( wsfl.netReload ) {
wsfl.netReload = false;
} else {
NetReload ( );
}
SetStatus ( WP_RELOAD );
if ( mods & SHOTGUN_MOD_AMMO ) {
PlayAnim ( ANIMCHANNEL_ALL, "reload_clip", parms.blendFrames );
} else {
PlayAnim ( ANIMCHANNEL_ALL, "reload_start", parms.blendFrames );
return SRESULT_STAGE ( STAGE_RELOADSTARTWAIT );
}
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;
case STAGE_RELOADSTARTWAIT:
if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
return SRESULT_STAGE ( STAGE_RELOADLOOP );
}
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
case STAGE_RELOADLOOP:
if ( (wsfl.attack && AmmoInClip() ) || AmmoAvailable ( ) <= AmmoInClip ( ) || AmmoInClip() == ClipSize() ) {
return SRESULT_STAGE ( STAGE_RELOADDONE );
}
PlayAnim ( ANIMCHANNEL_ALL, "reload_loop", 0 );
return SRESULT_STAGE ( STAGE_RELOADLOOPWAIT );
case STAGE_RELOADLOOPWAIT:
if ( (wsfl.attack && AmmoInClip() ) || wsfl.netEndReload ) {
return SRESULT_STAGE ( STAGE_RELOADDONE );
}
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
AddToClip( 1 );
return SRESULT_STAGE ( STAGE_RELOADLOOP );
}
return SRESULT_WAIT;
case STAGE_RELOADDONE:
NetEndReload ( );
PlayAnim ( ANIMCHANNEL_ALL, "reload_end", 0 );
return SRESULT_STAGE ( STAGE_RELOADDONEWAIT );
case STAGE_RELOADDONEWAIT:
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
if ( wsfl.attack && AmmoInClip ( ) && gameLocal.time > nextAttackTime ) {
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}