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

470 lines
11 KiB
C++

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