544 lines
16 KiB
C++
544 lines
16 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/weapon.h $
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// $Revision:: 69 $
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// $Author:: Aldie $
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// $Date:: 4/16/99 5:03p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/weapon.h $
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//
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// 69 4/16/99 5:03p Aldie
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// Added TakeAllAmmo
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//
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// 68 3/02/99 9:16p Aldie
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// Added CTF game code
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//
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// 2 2/16/99 4:09p Aldie
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//
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// 1 2/11/99 1:40p Aldie
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//
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// 67 12/10/98 1:46p Jimdose
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// Added UnlimitedAmmo
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//
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// 66 11/08/98 10:57p Jimdose
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// secondary_ammorequired wasn't being archived
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//
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// 65 10/25/98 11:53p Jimdose
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// added EXPORT_TEMPLATE
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//
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// 64 10/22/98 12:19a Jimdose
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// Added aimanim and aimframe
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// Added SetAimAnim
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//
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// 63 10/18/98 6:42p Markd
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// Added notdroppable event to weapons
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//
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// 62 10/16/98 9:51p Aldie
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// Added SecondaryAmmo command
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//
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// 61 10/14/98 1:34a Jimdose
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// Got cross-level persitant data working
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//
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// 60 10/10/98 5:58p Aldie
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// More quantumdestab fixes
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//
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// 59 10/08/98 12:35a Jimdose
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// Added ForceIdle
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//
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// 58 10/05/98 10:43p Aldie
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// Converted over to new silencer methods
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//
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// 57 9/21/98 4:21p Markd
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// Put in archive functions and rewrote all archive routines
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//
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// 56 9/19/98 4:59p Markd
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// added ActionIncrement event
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//
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// 55 9/16/98 8:58p Aldie
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// Added ability to do a hold down weapon charge
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//
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// 54 9/11/98 2:53p Aldie
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// Added ReleaseFire functionality
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//
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// 53 9/09/98 6:23p Markd
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// Added IsDroppable
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//
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// 52 9/02/98 11:08a Markd
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// Put in setModel into Sentient so that weapon could be properly detached and
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// re-attached again.
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//
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// 51 8/29/98 9:54p Jimdose
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// Moved prototype of ResetBulletHoles from g_local.h
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//
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// 50 8/18/98 7:39p Aldie
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// Added dual weapon modes to base class
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//
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// 49 8/14/98 5:48p Aldie
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// Moved bloodsplats to sentient
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//
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// 48 8/10/98 6:54p Aldie
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// Added scale to bloodsplats
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//
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// 47 8/06/98 10:53p Aldie
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// Added weapon tweaks and kickback. Also modified blast radius damage and
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// rocket jumping.
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//
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// 46 8/06/98 6:54p Jimdose
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// Added min/max range, and projkectile speed
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//
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// 45 7/22/98 10:21p Markd
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// Added WeaponReloading, PuttingAway, and RaisingWeapon
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//
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// 44 7/20/98 5:41p Aldie
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// Added command processing for weapons.
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//
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// 43 7/19/98 5:21p Markd
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// Added DetachFromOwner command
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//
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// 42 7/17/98 4:41p Aldie
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// Made NextAttack a public function.
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//
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// 41 7/17/98 11:32a Aldie
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// Added ClipAmmo and ForceReload
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//
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// 40 7/15/98 9:59p Markd
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// Removed some muzzle flash stuff
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//
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// 39 7/11/98 8:20p Jimdose
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// Drop now returns true or false depending upon whether the weapon can be
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// dropped or not
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//
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// 38 7/10/98 12:07a Aldie
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// Autochange support
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//
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// 37 7/02/98 2:35p Aldie
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// Added last owner for weapon
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//
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// 36 6/26/98 12:23p Markd
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// Added Pickupable function
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//
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// 35 6/25/98 8:48p Markd
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// Rewrote Item class, added keyed items to triggers, cleaned up item system
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//
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// 34 6/19/98 9:28p Jimdose
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// Added general weapon muzzle code
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//
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// 33 6/17/98 1:16a Jimdose
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//
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// 32 6/15/98 10:40a Aldie
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// Added a new weapon state
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//
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// 31 6/11/98 12:38a Markd
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// Added BasePosition and MuzzlePosition methods
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//
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// 30 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 29 6/10/98 1:18p Markd
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// Changed SetAmmoClipSize
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//
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// 28 6/08/98 8:18p Markd
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// added reloading support and ReadyToUse
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//
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// 27 6/05/98 6:28p Aldie
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// Added location to damage
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//
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// 26 6/03/98 4:40p Markd
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// Removed Dummy and its methods, added AttachGun and DetachGun
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//
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// 25 5/25/98 6:53a Aldie
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// Added max bulletholes
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//
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// 24 5/24/98 8:46p Jimdose
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// Made a lot of functions more str-friendly.
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// Got rid of a lot of char * based strings
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// Cleaned up get spawn arg functions and sound functions
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// sound functions now use consistant syntax
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//
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// 23 5/24/98 1:07a Jimdose
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// Added sound events for ai
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// viewmodel, worldmodel, and ammotype are now str objects
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//
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// 22 5/23/98 4:53p Aldie
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// Added bullethole
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//
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// 21 5/13/98 4:51p Jimdose
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// Now uses SafePtrs
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//
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// 20 4/09/98 3:30p Jimdose
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// Added gettype and settype
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// added sound so that anim sounds play from the owner
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//
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// 19 4/08/98 4:46p Jimdose
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// Added ShowDummyOnClient and HideDummyOnClient
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//
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// 18 4/07/98 6:47p Jimdose
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// Rewrote weapon code
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//
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// 17 4/06/98 7:10p Aldie
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// Added zooming for SniperRifle
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//
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// 16 4/04/98 6:12p Jimdose
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// Added attachable weapons
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//
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// 15 4/02/98 4:46p Jimdose
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// Added AmmoAvailable
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//
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// 14 3/30/98 2:37p Jimdose
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// Added ammo, rank, and dropping of weapons
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//
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// 13 3/27/98 11:05p Jimdose
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// added muzzle flash
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//
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// 12 3/23/98 1:33p Jimdose
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// Revamped event and command system
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//
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// 11 3/18/98 7:24p Jimdose
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// Added code for handling readying and putting away weapons
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// Made work with new animation system
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//
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// 10 3/02/98 8:49p Jimdose
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// Changed CLASS_PROTOTYPE to only take the classname
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//
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// 9 2/19/98 2:35p Jimdose
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// Updated to work with Q2 based progs
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//
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// 7 12/11/97 3:32p Markd
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// Added SpawnBlood call
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//
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// 6 12/09/97 7:42p Markd
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// Added range variable
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//
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// 5 11/18/97 5:27p Markd
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// Put in clip_size and clip_ammo as well as time variables to keep track of
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// last twitch time and last fire time
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//
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// 4 10/31/97 4:28p Jimdose
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// Removed redefinition of owner as Sentient * since it hid the original
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// definition in Entity.
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//
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// 3 10/27/97 2:59p Jimdose
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// Removed dependency on quakedef.h
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//
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// 2 9/26/97 4:46p Jimdose
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// Added standard Ritual header
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//
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// DESCRIPTION:
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// Header file for Weapon class. The weapon class is the base class for
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// all weapons in Sin. Any entity created from a class derived from the weapon
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// class will be usable by any Sentient (players and monsters) as a weapon.
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//
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#ifndef __WEAPON_H__
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#define __WEAPON_H__
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#include "g_local.h"
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#include "item.h"
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#include "sentient.h"
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#include "ammo.h"
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#include "queue.h"
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extern Event EV_Weapon_Shoot;
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extern Event EV_Weapon_FinishAttack;
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extern Event EV_Weapon_DoneLowering;
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extern Event EV_Weapon_DoneRaising;
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extern Event EV_Weapon_DoneFiring;
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extern Event EV_Weapon_Idle;
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extern Event EV_Weapon_MuzzleFlash;
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extern Event EV_Weapon_SecondaryUse;
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extern Event EV_Weapon_DoneReloading;
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extern Event EV_Weapon_SetMaxRange;
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extern Event EV_Weapon_SetMinRange;
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extern Event EV_Weapon_SetProjectileSpeed;
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extern Event EV_Weapon_ActionIncrement;
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extern Event EV_Weapon_PutAwayAndRaise;
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extern Event EV_Weapon_NotDroppable;
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typedef enum
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{
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WEAPON_READY,
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WEAPON_FIRING,
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WEAPON_LOWERING,
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WEAPON_RAISING,
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WEAPON_HOLSTERED,
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WEAPON_RELOADING,
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WEAPON_CHANGING
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} weaponstate_t;
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typedef enum
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{
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WEAPON_MELEE, // For hands only weapons
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WEAPON_1HANDED, // For short, lightweight weapons fired high (Magnum, pistols, etc.)
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WEAPON_2HANDED_HI, // For long, aimed weapons fired high (sniper rifle, shotgun, etc.)
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WEAPON_2HANDED_LO // For long, heavy weapons fired low (rocket launcher)
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} weapontype_t;
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typedef enum
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{
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PRIMARY,
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SECONDARY
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} weaponmode_t;
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class EXPORT_FROM_DLL Weapon : public Item
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{
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private:
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qboolean attached;
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float nextweaponsoundtime;
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protected:
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float maxrange; // maximum effective firing distance (for AI)
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float minrange; // minimum safe firing distance (for AI)
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float projectilespeed; // speed of the projectile (0 == infinite speed)
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float attack_finished;
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float flashtime;
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float flashdecay;
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weaponstate_t weaponstate;
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weaponmode_t weaponmode;
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qboolean dualmode;
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str primary_ammo_type;
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str secondary_ammo_type;
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str viewmodel;
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str worldmodel;
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str ammotype;
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int ammorequired;
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int secondary_ammorequired;
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int startammo;
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int rank;
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int order;
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int ammo_clip_size;
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int ammo_in_clip;
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float last_attack_time;
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weapontype_t weapontype;
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SentientPtr last_owner;
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float last_owner_trigger_time;
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int kick;
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int action_level_increment;
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qboolean silenced;
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qboolean notdroppable;
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int aimanim;
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int aimframe;
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// CTF
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qboolean alternate_fire;
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void SetMaxRangeEvent( Event *ev );
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void SetMinRangeEvent( Event *ev );
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void SetProjectileSpeedEvent( Event *ev );
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void SetSecondaryAmmo( const char *type, int amount, int startamount );
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virtual void DetachGun( void );
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virtual void AttachGun( void );
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virtual void PickupWeapon( Event *ev );
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virtual void DoneLowering( Event *ev );
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virtual void DoneRaising( Event *ev );
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virtual void DoneFiring( Event *ev );
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virtual void Idle( Event *ev );
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virtual qboolean CheckReload( void );
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virtual void DoneReloading( Event *ev );
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virtual void FinishAttack( Event *ev );
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virtual void EventMuzzleFlash( Event *ev );
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virtual void MuzzleFlash( float r, float g, float b, float radius, float decay, float life );
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virtual void BulletHole( trace_t *trace );
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virtual void SetAimAnim( Event *ev );
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public:
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CLASS_PROTOTYPE( Weapon );
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Weapon();
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virtual ~Weapon();
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virtual void CreateSpawnArgs( void );
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virtual int Rank( void );
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virtual int Order( void );
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virtual void SetRank( int order, int rank );
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virtual void SetType( weapontype_t type );
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virtual weapontype_t GetType( void );
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float GetMaxRange( void );
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float GetMinRange( void );
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float GetProjectileSpeed( void );
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void SetMaxRange( float val );
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void SetMinRange( float val );
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void SetProjectileSpeed( float val );
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virtual void ForceIdle( void );
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virtual void NextAttack( double rate );
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virtual void SetAmmo( const char *type, int amount, int startamount );
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virtual void SetAmmoAmount( int amount );
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virtual void UseAmmo( int amount );
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virtual void SetAmmoClipSize( Event * ev );
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virtual void SetModels( const char *world, const char *view );
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virtual void SetOwner( Sentient *ent );
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virtual int AmmoAvailable( void );
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virtual qboolean UnlimitedAmmo( void );
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virtual qboolean HasAmmo( void );
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virtual qboolean HasAmmoInClip( void );
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virtual qboolean AttackDone( void );
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virtual qboolean ReadyToFire( void );
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virtual qboolean ReadyToChange( void );
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virtual qboolean ReadyToUse( void );
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virtual qboolean ChangingWeapons( void );
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virtual qboolean Reloading( void );
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virtual qboolean WeaponRaising( void );
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virtual qboolean WeaponPuttingAway( void );
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virtual void PutAway( void );
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virtual void ReadyWeapon( void );
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virtual qboolean Drop( void );
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virtual void Fire( void );
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virtual void ReleaseFire( float holdfiretime ) { /* No action for base class */ };
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virtual qboolean Removable( void );
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virtual qboolean Pickupable( Entity *other );
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virtual void DetachFromOwner( void );
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virtual void AttachToOwner( void );
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virtual void WeaponSound( Event *ev );
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virtual Vector MuzzleOffset( void );
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virtual void GetMuzzlePosition( Vector *position, Vector *forward = NULL, Vector *right = NULL, Vector *up = NULL );
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virtual qboolean AutoChange( void );
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virtual int ClipAmmo( void );
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virtual qboolean ForceReload( void );
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virtual void ProcessWeaponCommandsEvent(Event *ev);
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virtual void SetKick( Event *ev );
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virtual void SecondaryUse( Event *ev );
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virtual void PrimaryMode( Event *ev );
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virtual void SecondaryMode( Event *ev );
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virtual qboolean IsDroppable( void );
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virtual int ActionLevelIncrement( void );
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virtual void SetActionLevelIncrement( Event *ev );
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virtual void PutAwayAndRaise( Event *ev );
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virtual void Raise( Event *ev );
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virtual qboolean IsSilenced( void );
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virtual void ForceState( weaponstate_t state );
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virtual void NotDroppableEvent( Event *ev );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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// CTF
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void SetPrimaryMode( void );
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void SetSecondaryMode( void );
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virtual void TakeAllAmmo( void );
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qboolean AlternateFire( void ) { return alternate_fire; }
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};
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inline EXPORT_FROM_DLL void Weapon::Archive
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(
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Archiver &arc
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)
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{
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Item::Archive( arc );
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arc.WriteBoolean( attached );
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arc.WriteFloat( nextweaponsoundtime );
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arc.WriteFloat( maxrange );
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arc.WriteFloat( minrange );
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arc.WriteFloat( projectilespeed );
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arc.WriteFloat( attack_finished );
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arc.WriteFloat( flashtime );
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arc.WriteFloat( flashdecay );
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arc.WriteInteger( weaponstate );
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arc.WriteInteger( weaponmode );
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arc.WriteBoolean( dualmode );
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arc.WriteString( primary_ammo_type );
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arc.WriteString( secondary_ammo_type );
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arc.WriteString( viewmodel );
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arc.WriteString( worldmodel );
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arc.WriteString( ammotype );
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arc.WriteInteger( ammorequired );
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arc.WriteInteger( secondary_ammorequired );
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arc.WriteInteger( startammo );
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arc.WriteInteger( rank );
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arc.WriteInteger( order );
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arc.WriteInteger( ammo_clip_size );
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arc.WriteInteger( ammo_in_clip );
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arc.WriteFloat( last_attack_time );
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arc.WriteInteger( weapontype );
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arc.WriteSafePointer( last_owner );
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arc.WriteFloat( last_owner_trigger_time );
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arc.WriteInteger( kick );
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arc.WriteInteger( action_level_increment );
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arc.WriteBoolean( silenced );
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arc.WriteBoolean( notdroppable );
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arc.WriteInteger( aimanim );
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arc.WriteInteger( aimframe );
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}
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inline EXPORT_FROM_DLL void Weapon::Unarchive
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(
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Archiver &arc
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)
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{
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int temp;
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Item::Unarchive( arc );
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arc.ReadBoolean( &attached );
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arc.ReadFloat( &nextweaponsoundtime );
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arc.ReadFloat( &maxrange );
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arc.ReadFloat( &minrange );
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arc.ReadFloat( &projectilespeed );
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arc.ReadFloat( &attack_finished );
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arc.ReadFloat( &flashtime );
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arc.ReadFloat( &flashdecay );
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arc.ReadInteger( &temp );
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weaponstate = ( weaponstate_t )temp;
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arc.ReadInteger( &temp );
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weaponmode = ( weaponmode_t )temp;
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arc.ReadBoolean( &dualmode );
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arc.ReadString( &primary_ammo_type );
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arc.ReadString( &secondary_ammo_type );
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arc.ReadString( &viewmodel );
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arc.ReadString( &worldmodel );
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arc.ReadString( &ammotype );
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arc.ReadInteger( &ammorequired );
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arc.ReadInteger( &secondary_ammorequired );
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arc.ReadInteger( &startammo );
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arc.ReadInteger( &rank );
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arc.ReadInteger( &order );
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arc.ReadInteger( &ammo_clip_size );
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arc.ReadInteger( &ammo_in_clip );
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arc.ReadFloat( &last_attack_time );
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arc.ReadInteger( &temp );
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weapontype = ( weapontype_t )temp;
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arc.ReadSafePointer( &last_owner );
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arc.ReadFloat( &last_owner_trigger_time );
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arc.ReadInteger( &kick );
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|
arc.ReadInteger( &action_level_increment );
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|
arc.ReadBoolean( &silenced );
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|
arc.ReadBoolean( ¬droppable );
|
|
arc.ReadInteger( &aimanim );
|
|
arc.ReadInteger( &aimframe );
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}
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#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL SafePtr<Weapon>;
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#endif
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typedef SafePtr<Weapon> WeaponPtr;
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|
|
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EXPORT_FROM_DLL void ResetBulletHoles( void );
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|
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#endif /* weapon.h */
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