sin-sdk/weapon.h
1999-11-02 00:00:00 +00:00

544 lines
16 KiB
C++

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