470 lines
11 KiB
C++
470 lines
11 KiB
C++
#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#include "../Weapon.h"
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#include "../Projectile.h"
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class rvWeaponDarkMatterGun : public rvWeapon {
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public:
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CLASS_PROTOTYPE( rvWeaponDarkMatterGun );
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rvWeaponDarkMatterGun ( void );
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~rvWeaponDarkMatterGun ( void );
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virtual void Spawn ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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void PreSave ( void );
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void PostSave ( void );
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#ifdef _XENON
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virtual bool AllowAutoAim ( void ) const { return false; }
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#endif
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protected:
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enum darkMatterRing_t {
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RING_OUTER,
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RING_MIDDLE,
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RING_INNER,
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RING_MAX
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};
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struct rings_s {
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idAngles angularVelocity;
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jointHandle_t joint;
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};
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rings_s rings[ RING_MAX ];
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int nextRotateTime;
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int ringStartTime;
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int chargeDuration;
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bool clientReload;
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rvClientEffectPtr coreEffect;
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rvClientEffectPtr coreStartEffect;
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jointHandle_t jointCore;
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void InitRing ( darkMatterRing_t ring, const char* name );
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void StartRings ( bool chargeUp );
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void StopRings ( void );
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private:
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stateResult_t State_Idle ( const stateParms_t& parms );
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stateResult_t State_Fire ( const stateParms_t& parms );
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stateResult_t State_Reload ( const stateParms_t& parms );
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CLASS_STATES_PROTOTYPE ( rvWeaponDarkMatterGun );
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};
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CLASS_DECLARATION( rvWeapon, rvWeaponDarkMatterGun )
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END_CLASS
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/*
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================
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rvWeaponDarkMatterGun::rvWeaponDarkMatterGun
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================
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*/
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rvWeaponDarkMatterGun::rvWeaponDarkMatterGun ( void ) {
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coreStartEffect = NULL;
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coreEffect = NULL;
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ringStartTime = -1;
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clientReload = false;
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}
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/*
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================
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rvWeaponDarkMatterGun::~rvWeaponDarkMatterGun
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================
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*/
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rvWeaponDarkMatterGun::~rvWeaponDarkMatterGun ( void ) {
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StopRings ( );
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}
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/*
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================
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rvWeaponDarkMatterGun::Spawn
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================
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*/
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void rvWeaponDarkMatterGun::Spawn ( void ) {
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SetState ( "Raise", 0 );
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InitRing ( RING_OUTER, "outer" );
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InitRing ( RING_INNER, "inner" );
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InitRing ( RING_MIDDLE, "middle" );
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nextRotateTime = 0;
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chargeDuration = SEC2MS ( spawnArgs.GetFloat ( "chargeDuration", ".5" ) );
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jointCore = viewModel->GetAnimator()->GetJointHandle ( spawnArgs.GetString ( "joint_core" ) );
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}
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/*
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================
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rvWeaponDarkMatterGun::Save
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================
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*/
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void rvWeaponDarkMatterGun::Save ( idSaveGame *savefile ) const {
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for ( int i = 0; i < RING_MAX; i++ ) {
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savefile->WriteAngles ( rings[ i ].angularVelocity );
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savefile->WriteJoint ( rings[ i ].joint );
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}
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savefile->WriteInt ( nextRotateTime );
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savefile->WriteInt ( ringStartTime );
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savefile->WriteInt ( chargeDuration );
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savefile->WriteObject( coreEffect.GetEntity() );
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savefile->WriteObject( coreStartEffect.GetEntity() );
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savefile->WriteJoint ( jointCore );
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}
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/*
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================
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rvWeaponDarkMatterGun::Restore
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================
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*/
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void rvWeaponDarkMatterGun::Restore ( idRestoreGame *savefile ) {
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for ( int i = 0; i < RING_MAX; i++ ) {
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savefile->ReadAngles ( rings[ i ].angularVelocity );
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savefile->ReadJoint ( rings[ i ].joint );
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}
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savefile->ReadInt ( nextRotateTime );
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savefile->ReadInt ( ringStartTime );
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savefile->ReadInt ( chargeDuration );
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savefile->ReadObject( reinterpret_cast<idClass*&>( coreEffect ) );
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savefile->ReadObject( reinterpret_cast<idClass*&>( coreStartEffect ) );
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savefile->ReadJoint ( jointCore );
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}
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/*
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================
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rvWeaponDarkMatterGun::PreSave
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================
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*/
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void rvWeaponDarkMatterGun::PreSave ( void ) {
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//disable sounds
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StopSound( SND_CHANNEL_ANY, false);
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}
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/*
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================
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rvWeaponDarkMatterGun::PostSave
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================
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*/
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void rvWeaponDarkMatterGun::PostSave ( void ) {
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//start the ring sounds
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StartSound ( "snd_rings", SND_CHANNEL_VOICE, 0, false, NULL );
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}
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/*
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================
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rvWeaponDarkMatterGun::InitRing
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================
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*/
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void rvWeaponDarkMatterGun::InitRing ( darkMatterRing_t ring, const char* name ) {
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rings[ring].angularVelocity = spawnArgs.GetAngles ( va("ring_%s_velocity", name ) );
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rings[ring].joint = viewModel->GetAnimator()->GetJointHandle ( spawnArgs.GetString ( va("ring_%s_joint", name ) ) );
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}
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/*
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================
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rvWeaponDarkMatterGun::StartRings
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================
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*/
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void rvWeaponDarkMatterGun::StartRings ( bool chargeUp ) {
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int i;
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if ( ringStartTime == -1 ) {
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StartSound ( "snd_rings", SND_CHANNEL_VOICE, 0, false, NULL );
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ringStartTime = gameLocal.time;
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}
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if ( chargeUp ) {
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coreStartEffect = viewModel->PlayEffect( "fx_core_start", jointCore );
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for ( i = 0; i < RING_MAX; i ++ ) {
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viewModel->GetAnimator()->SetJointAngularVelocity ( rings[i].joint, rings[i].angularVelocity, gameLocal.time, chargeDuration / 2 );
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}
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} else if ( !coreEffect ) {
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coreEffect = viewModel->PlayEffect( "fx_core", jointCore, true );
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for ( i = 0; i < RING_MAX; i ++ ) {
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viewModel->GetAnimator()->SetJointAngularVelocity ( rings[i].joint, rings[i].angularVelocity, gameLocal.time, 0 );
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}
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}
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}
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/*
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================
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rvWeaponDarkMatterGun::StopRings
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================
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*/
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void rvWeaponDarkMatterGun::StopRings ( void ) {
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int i;
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if ( !viewModel ) {
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return;
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}
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viewModel->StopSound ( SND_CHANNEL_VOICE, false );
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if ( coreEffect ) {
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coreEffect->Stop ( );
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coreEffect = NULL;
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}
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if ( coreStartEffect ) {
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coreStartEffect->Stop ( );
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coreStartEffect = NULL;
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}
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for ( i = 0; i < RING_MAX; i ++ ) {
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viewModel->GetAnimator()->ClearJoint ( rings[i].joint );
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}
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ringStartTime = -1;
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}
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/*
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===============================================================================
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States
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===============================================================================
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*/
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CLASS_STATES_DECLARATION ( rvWeaponDarkMatterGun )
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STATE ( "Idle", rvWeaponDarkMatterGun::State_Idle)
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STATE ( "Fire", rvWeaponDarkMatterGun::State_Fire )
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STATE ( "Reload", rvWeaponDarkMatterGun::State_Reload )
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END_CLASS_STATES
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/*
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================
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rvWeaponDarkMatterGun::State_Idle
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================
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*/
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stateResult_t rvWeaponDarkMatterGun::State_Idle( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_WAIT,
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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if ( !AmmoAvailable ( ) ) {
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SetStatus ( WP_OUTOFAMMO );
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} else {
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SetStatus ( WP_READY );
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}
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// Auto reload?
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if ( !AmmoInClip ( ) && AmmoAvailable () && !clientReload ) {
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SetState ( "reload", 2 );
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return SRESULT_DONE;
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}
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clientReload = false;
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StartRings ( false );
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PlayCycle( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
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return SRESULT_STAGE ( STAGE_WAIT );
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case STAGE_WAIT:
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if ( wsfl.lowerWeapon ) {
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SetState ( "Lower", 4 );
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return SRESULT_DONE;
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}
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if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoInClip ( ) ) {
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SetState ( "Fire", 0 );
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return SRESULT_DONE;
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}
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if ( wsfl.netReload ) {
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if ( owner->entityNumber != gameLocal.localClientNum ) {
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SetState ( "Reload", 4 );
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return SRESULT_DONE;
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} else {
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wsfl.netReload = false;
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}
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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================
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rvWeaponDarkMatterGun::State_Fire
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================
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*/
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stateResult_t rvWeaponDarkMatterGun::State_Fire ( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_WAIT,
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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StopRings ( );
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nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
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Attack ( false, 1, spread, 0, 1.0f );
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PlayAnim ( ANIMCHANNEL_ALL, "fire", 0 );
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return SRESULT_STAGE ( STAGE_WAIT );
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case STAGE_WAIT:
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if ( AnimDone ( ANIMCHANNEL_ALL, 2 ) || (gameLocal.isMultiplayer && gameLocal.time >= nextAttackTime) ) {
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SetState ( "Idle", 0 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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================
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rvWeaponDarkMatterGun::State_Reload
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================
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*/
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stateResult_t rvWeaponDarkMatterGun::State_Reload ( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_WAIT,
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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if ( wsfl.netReload ) {
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wsfl.netReload = false;
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} else {
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NetReload ( );
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}
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StartRings ( true );
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SetStatus ( WP_RELOAD );
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PlayAnim ( ANIMCHANNEL_ALL, "reload", parms.blendFrames );
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return SRESULT_STAGE ( STAGE_WAIT );
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case STAGE_WAIT:
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if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
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AddToClip ( ClipSize() );
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clientReload = true;
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SetState ( "Idle", 4 );
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return SRESULT_DONE;
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}
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if ( gameLocal.isMultiplayer && gameLocal.time > nextAttackTime && wsfl.attack ) {
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AddToClip ( ClipSize() );
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SetStatus ( WP_READY );
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SetState ( "Fire", 4 );
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return SRESULT_DONE;
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}
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if ( wsfl.lowerWeapon ) {
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SetState ( "Lower", 4 );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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===============================================================================
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rvDarkMatterProjectile
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===============================================================================
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*/
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class rvDarkMatterProjectile : public idProjectile {
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public :
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CLASS_PROTOTYPE( rvDarkMatterProjectile );
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rvDarkMatterProjectile ( void );
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~rvDarkMatterProjectile ( void );
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void Spawn ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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virtual void Think ( void );
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protected:
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int nextDamageTime;
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const idDict* radiusDamageDef;
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};
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CLASS_DECLARATION( idProjectile, rvDarkMatterProjectile )
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END_CLASS
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/*
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================
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rvDarkMatterProjectile::rvDarkMatterProjectile
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================
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*/
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rvDarkMatterProjectile::rvDarkMatterProjectile ( void ) {
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radiusDamageDef = NULL;
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}
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/*
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================
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rvDarkMatterProjectile::~rvDarkMatterProjectile
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================
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*/
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rvDarkMatterProjectile::~rvDarkMatterProjectile ( void ) {
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}
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/*
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================
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rvDarkMatterProjectile::Spawn
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================
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*/
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void rvDarkMatterProjectile::Spawn ( void ) {
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nextDamageTime = 0;
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radiusDamageDef = gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_radius_damage" ) );
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}
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/*
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================
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rvDarkMatterProjectile::Save
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================
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*/
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void rvDarkMatterProjectile::Save ( idSaveGame *savefile ) const {
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savefile->WriteInt ( nextDamageTime );
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}
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/*
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================
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rvDarkMatterProjectile::Restore
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================
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*/
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void rvDarkMatterProjectile::Restore ( idRestoreGame *savefile ) {
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savefile->ReadInt ( nextDamageTime );
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radiusDamageDef = gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_radius_damage" ) );
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}
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/*
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================
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rvDarkMatterProjectile::Think
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================
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*/
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void rvDarkMatterProjectile::Think ( void ) {
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physicsObj.SetClipMask( MASK_DMGSOLID );
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idProjectile::Think ( );
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if ( gameLocal.time > nextDamageTime ) {
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gameLocal.RadiusDamage ( GetPhysics()->GetOrigin(), this, owner, owner, NULL, spawnArgs.GetString( "def_radius_damage" ), 1.0f, &hitCount );
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nextDamageTime = gameLocal.time + SEC2MS ( spawnArgs.GetFloat ( "damageRate", ".05" ) );
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}
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}
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