487 lines
11 KiB
C++
487 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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#define BLASTER_SPARM_CHARGEGLOW 6
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class rvWeaponBlaster : public rvWeapon {
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public:
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CLASS_PROTOTYPE( rvWeaponBlaster );
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rvWeaponBlaster ( 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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protected:
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bool UpdateAttack ( void );
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bool UpdateFlashlight ( void );
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void Flashlight ( bool on );
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private:
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int chargeTime;
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int chargeDelay;
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idVec2 chargeGlow;
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bool fireForced;
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int fireHeldTime;
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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_Idle ( const stateParms_t& parms );
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stateResult_t State_Charge ( const stateParms_t& parms );
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stateResult_t State_Charged ( const stateParms_t& parms );
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stateResult_t State_Fire ( const stateParms_t& parms );
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stateResult_t State_Flashlight ( const stateParms_t& parms );
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CLASS_STATES_PROTOTYPE ( rvWeaponBlaster );
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};
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CLASS_DECLARATION( rvWeapon, rvWeaponBlaster )
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END_CLASS
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/*
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================
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rvWeaponBlaster::rvWeaponBlaster
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================
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*/
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rvWeaponBlaster::rvWeaponBlaster ( void ) {
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}
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/*
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================
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rvWeaponBlaster::UpdateFlashlight
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================
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*/
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bool rvWeaponBlaster::UpdateFlashlight ( void ) {
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if ( !wsfl.flashlight ) {
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return false;
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}
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SetState ( "Flashlight", 0 );
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return true;
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}
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/*
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================
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rvWeaponBlaster::Flashlight
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================
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*/
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void rvWeaponBlaster::Flashlight ( bool on ) {
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owner->Flashlight ( on );
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if ( on ) {
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worldModel->ShowSurface ( "models/weapons/blaster/flare" );
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viewModel->ShowSurface ( "models/weapons/blaster/flare" );
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} else {
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worldModel->HideSurface ( "models/weapons/blaster/flare" );
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viewModel->HideSurface ( "models/weapons/blaster/flare" );
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}
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}
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/*
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================
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rvWeaponBlaster::UpdateAttack
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================
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*/
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bool rvWeaponBlaster::UpdateAttack ( void ) {
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// Clear fire forced
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if ( fireForced ) {
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if ( !wsfl.attack ) {
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fireForced = false;
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} else {
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return false;
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}
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}
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// If the player is pressing the fire button and they have enough ammo for a shot
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// then start the shooting process.
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if ( wsfl.attack && gameLocal.time >= nextAttackTime ) {
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// Save the time which the fire button was pressed
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if ( fireHeldTime == 0 ) {
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nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
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fireHeldTime = gameLocal.time;
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viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, chargeGlow[0] );
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}
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}
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// If they have the charge mod and they have overcome the initial charge
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// delay then transition to the charge state.
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if ( fireHeldTime != 0 ) {
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if ( gameLocal.time - fireHeldTime > chargeDelay ) {
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SetState ( "Charge", 4 );
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return true;
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}
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// If the fire button was let go but was pressed at one point then
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// release the shot.
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if ( !wsfl.attack ) {
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idPlayer * player = gameLocal.GetLocalPlayer();
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if( player ) {
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if( player->GuiActive()) {
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//make sure the player isn't looking at a gui first
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SetState ( "Lower", 0 );
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} else {
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SetState ( "Fire", 0 );
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}
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}
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return true;
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}
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}
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return false;
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}
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/*
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================
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rvWeaponBlaster::Spawn
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================
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*/
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void rvWeaponBlaster::Spawn ( void ) {
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viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, 0 );
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SetState ( "Raise", 0 );
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chargeGlow = spawnArgs.GetVec2 ( "chargeGlow" );
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chargeTime = SEC2MS ( spawnArgs.GetFloat ( "chargeTime" ) );
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chargeDelay = SEC2MS ( spawnArgs.GetFloat ( "chargeDelay" ) );
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fireHeldTime = 0;
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fireForced = false;
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Flashlight ( owner->IsFlashlightOn() );
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}
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/*
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================
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rvWeaponBlaster::Save
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================
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*/
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void rvWeaponBlaster::Save ( idSaveGame *savefile ) const {
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savefile->WriteInt ( chargeTime );
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savefile->WriteInt ( chargeDelay );
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savefile->WriteVec2 ( chargeGlow );
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savefile->WriteBool ( fireForced );
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savefile->WriteInt ( fireHeldTime );
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}
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/*
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================
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rvWeaponBlaster::Restore
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================
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*/
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void rvWeaponBlaster::Restore ( idRestoreGame *savefile ) {
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savefile->ReadInt ( chargeTime );
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savefile->ReadInt ( chargeDelay );
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savefile->ReadVec2 ( chargeGlow );
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savefile->ReadBool ( fireForced );
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savefile->ReadInt ( fireHeldTime );
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}
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/*
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================
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rvWeaponBlaster::PreSave
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================
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*/
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void rvWeaponBlaster::PreSave ( void ) {
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SetState ( "Idle", 4 );
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StopSound( SND_CHANNEL_WEAPON, 0);
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StopSound( SND_CHANNEL_BODY, 0);
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StopSound( SND_CHANNEL_ITEM, 0);
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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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rvWeaponBlaster::PostSave
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================
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*/
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void rvWeaponBlaster::PostSave ( void ) {
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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 ( rvWeaponBlaster )
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STATE ( "Raise", rvWeaponBlaster::State_Raise )
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STATE ( "Lower", rvWeaponBlaster::State_Lower )
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STATE ( "Idle", rvWeaponBlaster::State_Idle)
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STATE ( "Charge", rvWeaponBlaster::State_Charge )
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STATE ( "Charged", rvWeaponBlaster::State_Charged )
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STATE ( "Fire", rvWeaponBlaster::State_Fire )
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STATE ( "Flashlight", rvWeaponBlaster::State_Flashlight )
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END_CLASS_STATES
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/*
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================
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rvWeaponBlaster::State_Raise
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================
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*/
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stateResult_t rvWeaponBlaster::State_Raise( const stateParms_t& parms ) {
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enum {
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RAISE_INIT,
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RAISE_WAIT,
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};
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switch ( parms.stage ) {
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case RAISE_INIT:
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SetStatus ( WP_RISING );
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PlayAnim( ANIMCHANNEL_ALL, "raise", parms.blendFrames );
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return SRESULT_STAGE(RAISE_WAIT);
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case RAISE_WAIT:
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if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
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SetState ( "Idle", 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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rvWeaponBlaster::State_Lower
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================
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*/
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stateResult_t rvWeaponBlaster::State_Lower ( const stateParms_t& parms ) {
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enum {
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LOWER_INIT,
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LOWER_WAIT,
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LOWER_WAITRAISE
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};
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switch ( parms.stage ) {
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case LOWER_INIT:
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SetStatus ( WP_LOWERING );
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PlayAnim( ANIMCHANNEL_ALL, "putaway", parms.blendFrames );
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return SRESULT_STAGE(LOWER_WAIT);
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case LOWER_WAIT:
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if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
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SetStatus ( WP_HOLSTERED );
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return SRESULT_STAGE(LOWER_WAITRAISE);
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}
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return SRESULT_WAIT;
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case LOWER_WAITRAISE:
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if ( wsfl.raiseWeapon ) {
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SetState ( "Raise", 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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rvWeaponBlaster::State_Idle
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================
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*/
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stateResult_t rvWeaponBlaster::State_Idle ( const stateParms_t& parms ) {
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enum {
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IDLE_INIT,
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IDLE_WAIT,
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};
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switch ( parms.stage ) {
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case IDLE_INIT:
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SetStatus ( WP_READY );
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PlayCycle( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
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return SRESULT_STAGE ( IDLE_WAIT );
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case IDLE_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 ( UpdateFlashlight ( ) ) {
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return SRESULT_DONE;
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}
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if ( UpdateAttack ( ) ) {
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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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rvWeaponBlaster::State_Charge
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================
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*/
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stateResult_t rvWeaponBlaster::State_Charge ( const stateParms_t& parms ) {
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enum {
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CHARGE_INIT,
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CHARGE_WAIT,
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};
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switch ( parms.stage ) {
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case CHARGE_INIT:
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viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, chargeGlow[0] );
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StartSound ( "snd_charge", SND_CHANNEL_ITEM, 0, false, NULL );
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PlayCycle( ANIMCHANNEL_ALL, "charging", parms.blendFrames );
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return SRESULT_STAGE ( CHARGE_WAIT );
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case CHARGE_WAIT:
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if ( gameLocal.time - fireHeldTime < chargeTime ) {
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float f;
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f = (float)(gameLocal.time - fireHeldTime) / (float)chargeTime;
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f = chargeGlow[0] + f * (chargeGlow[1] - chargeGlow[0]);
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f = idMath::ClampFloat ( chargeGlow[0], chargeGlow[1], f );
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viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, f );
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if ( !wsfl.attack ) {
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SetState ( "Fire", 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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SetState ( "Charged", 4 );
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return SRESULT_DONE;
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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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rvWeaponBlaster::State_Charged
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================
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*/
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stateResult_t rvWeaponBlaster::State_Charged ( const stateParms_t& parms ) {
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enum {
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CHARGED_INIT,
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CHARGED_WAIT,
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};
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switch ( parms.stage ) {
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case CHARGED_INIT:
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viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, 1.0f );
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StopSound ( SND_CHANNEL_ITEM, false );
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StartSound ( "snd_charge_loop", SND_CHANNEL_ITEM, 0, false, NULL );
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StartSound ( "snd_charge_click", SND_CHANNEL_BODY, 0, false, NULL );
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return SRESULT_STAGE(CHARGED_WAIT);
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case CHARGED_WAIT:
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if ( !wsfl.attack ) {
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fireForced = true;
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SetState ( "Fire", 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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rvWeaponBlaster::State_Fire
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================
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*/
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stateResult_t rvWeaponBlaster::State_Fire ( const stateParms_t& parms ) {
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enum {
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FIRE_INIT,
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FIRE_WAIT,
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};
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switch ( parms.stage ) {
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case FIRE_INIT:
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StopSound ( SND_CHANNEL_ITEM, false );
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viewModel->SetShaderParm ( BLASTER_SPARM_CHARGEGLOW, 0 );
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//don't fire if we're targeting a gui.
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idPlayer* player;
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player = gameLocal.GetLocalPlayer();
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//make sure the player isn't looking at a gui first
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if( player && player->GuiActive() ) {
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fireHeldTime = 0;
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SetState ( "Lower", 0 );
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return SRESULT_DONE;
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}
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if( player && !player->CanFire() ) {
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fireHeldTime = 0;
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SetState ( "Idle", 4 );
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return SRESULT_DONE;
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}
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if ( gameLocal.time - fireHeldTime > chargeTime ) {
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Attack ( true, 1, spread, 0, 1.0f );
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PlayEffect ( "fx_chargedflash", barrelJointView, false );
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PlayAnim( ANIMCHANNEL_ALL, "chargedfire", parms.blendFrames );
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} else {
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Attack ( false, 1, spread, 0, 1.0f );
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PlayEffect ( "fx_normalflash", barrelJointView, false );
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PlayAnim( ANIMCHANNEL_ALL, "fire", parms.blendFrames );
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}
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fireHeldTime = 0;
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return SRESULT_STAGE(FIRE_WAIT);
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case FIRE_WAIT:
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if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
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SetState ( "Idle", 4 );
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return SRESULT_DONE;
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}
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if ( UpdateFlashlight ( ) || UpdateAttack ( ) ) {
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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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rvWeaponBlaster::State_Flashlight
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================
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*/
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stateResult_t rvWeaponBlaster::State_Flashlight ( const stateParms_t& parms ) {
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enum {
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FLASHLIGHT_INIT,
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FLASHLIGHT_WAIT,
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};
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switch ( parms.stage ) {
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case FLASHLIGHT_INIT:
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SetStatus ( WP_FLASHLIGHT );
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// Wait for the flashlight anim to play
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PlayAnim( ANIMCHANNEL_ALL, "flashlight", 0 );
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return SRESULT_STAGE ( FLASHLIGHT_WAIT );
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case FLASHLIGHT_WAIT:
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if ( !AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
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return SRESULT_WAIT;
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}
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if ( owner->IsFlashlightOn() ) {
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Flashlight ( false );
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} else {
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Flashlight ( true );
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}
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SetState ( "Idle", 4 );
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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