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

444 lines
10 KiB
C++

#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../Weapon.h"
#include "../client/ClientEffect.h"
#ifndef __GAME_PROJECTILE_H__
#include "../Projectile.h"
#endif
const int NAPALM_GUN_NUM_CYLINDERS = 5;
class WeaponNapalmGun : public rvWeapon {
public:
CLASS_PROTOTYPE( WeaponNapalmGun );
WeaponNapalmGun ( void );
~WeaponNapalmGun ( void );
virtual void Spawn ( void );
virtual void Think ( void );
virtual void MuzzleRise ( idVec3 &origin, idMat3 &axis );
virtual void SpectatorCycle ( void );
void Save( idSaveGame *saveFile ) const;
void Restore( idRestoreGame *saveFile );
protected:
void UpdateCylinders(void);
typedef enum {CYLINDER_RESET_POSITION,CYLINDER_MOVE_POSITION, CYLINDER_UPDATE_POSITION } CylinderState;
CylinderState cylinderState;
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_EmptyReload ( const stateParms_t& parms );
stateResult_t Frame_MoveCylinder ( const stateParms_t& parms );
stateResult_t Frame_ResetCylinder ( const stateParms_t& parms );
float cylinderMaxOffsets[NAPALM_GUN_NUM_CYLINDERS];
idInterpolate<float> cylinderOffsets[NAPALM_GUN_NUM_CYLINDERS];
jointHandle_t cylinderJoints[NAPALM_GUN_NUM_CYLINDERS];
int cylinderMoveTime;
int previousAmmo;
bool zoomed;
CLASS_STATES_PROTOTYPE ( WeaponNapalmGun );
};
CLASS_DECLARATION( rvWeapon, WeaponNapalmGun )
END_CLASS
/*
================
WeaponNapalmGun::WeaponNapalmGun
================
*/
WeaponNapalmGun::WeaponNapalmGun( void ) { }
/*
================
WeaponNapalmGun::~WeaponNapalmGun
================
*/
WeaponNapalmGun::~WeaponNapalmGun( void ) { }
/*
================
WeaponNapalmGun::Spawn
================
*/
void WeaponNapalmGun::Spawn( void ) {
assert(viewModel);
idAnimator* animator = viewModel->GetAnimator();
assert(animator);
SetState( "Raise", 0 );
for(int i = 0; i < NAPALM_GUN_NUM_CYLINDERS; ++i)
{
idStr argName = "cylinder_offset";
argName += i;
cylinderMaxOffsets[i] = spawnArgs.GetFloat(argName, "0.0");
argName = "cylinder_joint";
argName += i;
cylinderJoints[i] = animator->GetJointHandle( spawnArgs.GetString( argName, "" ) );
cylinderOffsets[i].Init( gameLocal.time, 0.0f, 0, 0);
}
previousAmmo = AmmoInClip();
cylinderMoveTime = spawnArgs.GetFloat( "cylinderMoveTime", "500" );
cylinderState = CYLINDER_RESET_POSITION;
zoomed = false;
}
/*
================
WeaponNapalmGun::Think
================
*/
void WeaponNapalmGun::Think( void ) {
rvWeapon::Think();
//Check to see if the ammo level has changed.
//This is to account for ammo pickups.
if ( previousAmmo != AmmoInClip() ) {
// don't do this in MP, the weap script doesn't sync the canisters anyway
if ( !gameLocal.isMultiplayer ) {
//change the cylinder state to reflect the new change in ammo.
cylinderState = CYLINDER_MOVE_POSITION;
}
previousAmmo = AmmoInClip();
}
UpdateCylinders();
}
/*
===============
WeaponNapalmGun::MuzzleRise
===============
*/
void WeaponNapalmGun::MuzzleRise( idVec3 &origin, idMat3 &axis ) {
if ( wsfl.zoom )
return;
rvWeapon::MuzzleRise( origin, axis );
}
/*
===============
WeaponNapalmGun::UpdateCylinders
===============
*/
void WeaponNapalmGun::UpdateCylinders(void)
{
idAnimator* animator;
animator = viewModel->GetAnimator();
assert( animator );
float ammoInClip = AmmoInClip();
float clipSize = ClipSize();
if ( clipSize <= idMath::FLOAT_EPSILON ) {
clipSize = maxAmmo;
}
for(int i = 0; i < NAPALM_GUN_NUM_CYLINDERS; ++i)
{
// move the local position of the joint along the x-axis.
float currentOffset = cylinderOffsets[i].GetCurrentValue(gameLocal.time);
switch(cylinderState)
{
case CYLINDER_MOVE_POSITION:
{
float cylinderMaxOffset = cylinderMaxOffsets[i];
float endValue = cylinderMaxOffset * (1.0f - (ammoInClip / clipSize));
cylinderOffsets[i].Init( gameLocal.time, cylinderMoveTime, currentOffset, endValue );
}
break;
case CYLINDER_RESET_POSITION:
{
float cylinderMaxOffset = cylinderMaxOffsets[i];
float endValue = cylinderMaxOffset * (1.0f - (ammoInClip / clipSize));
cylinderOffsets[i].Init( gameLocal.time, 0, endValue, endValue );
}
break;
}
animator->SetJointPos( cylinderJoints[i], JOINTMOD_LOCAL, idVec3( currentOffset, 0.0f, 0.0f ) );
}
cylinderState = CYLINDER_UPDATE_POSITION;
}
/*
=====================
WeaponNapalmGun::Save
=====================
*/
void WeaponNapalmGun::Save( idSaveGame *saveFile ) const
{
for(int i = 0; i < NAPALM_GUN_NUM_CYLINDERS; i++)
{
saveFile->WriteFloat(cylinderMaxOffsets[i]);
saveFile->WriteInterpolate(cylinderOffsets[i]);
saveFile->WriteJoint(cylinderJoints[i]);
}
saveFile->WriteInt(cylinderMoveTime);
saveFile->WriteInt(previousAmmo);
}
/*
=====================
WeaponNapalmGun::Restore
=====================
*/
void WeaponNapalmGun::Restore( idRestoreGame *saveFile ) {
for(int i = 0; i < NAPALM_GUN_NUM_CYLINDERS; i++)
{
saveFile->ReadFloat(cylinderMaxOffsets[i]);
saveFile->ReadInterpolate(cylinderOffsets[i]);
saveFile->ReadJoint(cylinderJoints[i]);
}
saveFile->ReadInt(cylinderMoveTime);
saveFile->ReadInt(previousAmmo);
}
/*
===============================================================================
States
===============================================================================
*/
CLASS_STATES_DECLARATION ( WeaponNapalmGun )
STATE ( "Idle", WeaponNapalmGun::State_Idle)
STATE ( "Fire", WeaponNapalmGun::State_Fire )
STATE ( "Reload", WeaponNapalmGun::State_Reload )
STATE ( "EmptyReload", WeaponNapalmGun::State_EmptyReload )
STATE ( "MoveCylinder", WeaponNapalmGun::Frame_MoveCylinder )
STATE ( "ResetCylinder", WeaponNapalmGun::Frame_ResetCylinder)
END_CLASS_STATES
stateResult_t WeaponNapalmGun::State_Reload( const stateParms_t& parms) {
enum {
STAGE_INIT,
STAGE_WAIT,
};
switch ( parms.stage ) {
case STAGE_INIT:
PlayAnim ( ANIMCHANNEL_ALL, "reload", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvWeaponGrenadeLauncher::State_Reload
================
*/
stateResult_t WeaponNapalmGun::State_EmptyReload( 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_empty", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
AddToClip ( ClipSize() );
cylinderState = CYLINDER_MOVE_POSITION;
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
WeaponNapalmGun::State_Idle
================
*/
stateResult_t WeaponNapalmGun::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 );
}
if ( wsfl.zoom )
PlayCycle( ANIMCHANNEL_LEGS, "altidle", parms.blendFrames );
else
PlayCycle( ANIMCHANNEL_LEGS, "idle", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( wsfl.lowerWeapon ) {
SetState ( "Lower", 4 );
return SRESULT_DONE;
}
if ( wsfl.zoom && !zoomed ) {
SetState ( "Idle", 4 );
zoomed = true;
return SRESULT_DONE;
}
if ( !wsfl.zoom && zoomed ) {
SetState ( "Idle", 4 );
zoomed = false;
return SRESULT_DONE;
}
if(!clipSize)
{
if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoAvailable ( ) ) {
SetState ( "Fire", 0 );
return SRESULT_DONE;
}
}
else
{
if ( wsfl.attack && AutoReload() && !AmmoInClip ( ) && AmmoAvailable () ) {
SetState ( "EmptyReload", 4 );
return SRESULT_DONE;
}
if ( wsfl.netReload || (wsfl.reload && AmmoInClip() < ClipSize() && AmmoAvailable()>AmmoInClip()) ) {
SetState ( "EmptyReload", 4 );
return SRESULT_DONE;
}
if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoInClip ( ) ) {
SetState ( "Fire", 2 );
return SRESULT_DONE;
}
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
WeaponNapalmGun::State_Fire
================
*/
stateResult_t WeaponNapalmGun::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, spread, 0, 1.0f );
PlayAnim ( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
//fireHeld = true;
} else {
nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
Attack ( false, 1, spread, 0, 1.0f );
int animNum = viewModel->GetAnimator()->GetAnim ( "fire" );
if ( animNum ) {
idAnim* anim;
anim = (idAnim*)viewModel->GetAnimator()->GetAnim ( animNum );
anim->SetPlaybackRate ( (float)anim->Length() / (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE )) );
}
PlayAnim ( ANIMCHANNEL_ALL, "fire", parms.blendFrames );
}
previousAmmo = AmmoInClip();
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
if ( !wsfl.zoom )
SetState ( "Reload", 4 );
else
SetState ( "Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
stateResult_t WeaponNapalmGun::Frame_MoveCylinder( const stateParms_t& parms) {
cylinderState = CYLINDER_MOVE_POSITION;
return SRESULT_OK;
}
stateResult_t WeaponNapalmGun::Frame_ResetCylinder( const stateParms_t& parms) {
cylinderState = CYLINDER_RESET_POSITION;
return SRESULT_OK;
}
void WeaponNapalmGun::SpectatorCycle( void ) {
cylinderState = CYLINDER_RESET_POSITION;
}