123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939 |
- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "Game_local.h"
- /***********************************************************************
- idWeapon
-
- ***********************************************************************/
- //
- // event defs
- //
- const idEventDef EV_Weapon_Clear( "<clear>" );
- const idEventDef EV_Weapon_GetOwner( "getOwner", NULL, 'e' );
- const idEventDef EV_Weapon_Next( "nextWeapon" );
- const idEventDef EV_Weapon_State( "weaponState", "sd" );
- const idEventDef EV_Weapon_UseAmmo( "useAmmo", "d" );
- const idEventDef EV_Weapon_AddToClip( "addToClip", "d" );
- const idEventDef EV_Weapon_AmmoInClip( "ammoInClip", NULL, 'f' );
- const idEventDef EV_Weapon_AmmoAvailable( "ammoAvailable", NULL, 'f' );
- const idEventDef EV_Weapon_TotalAmmoCount( "totalAmmoCount", NULL, 'f' );
- const idEventDef EV_Weapon_ClipSize( "clipSize", NULL, 'f' );
- const idEventDef EV_Weapon_WeaponOutOfAmmo( "weaponOutOfAmmo" );
- const idEventDef EV_Weapon_WeaponReady( "weaponReady" );
- const idEventDef EV_Weapon_WeaponReloading( "weaponReloading" );
- const idEventDef EV_Weapon_WeaponHolstered( "weaponHolstered" );
- const idEventDef EV_Weapon_WeaponRising( "weaponRising" );
- const idEventDef EV_Weapon_WeaponLowering( "weaponLowering" );
- const idEventDef EV_Weapon_Flashlight( "flashlight", "d" );
- const idEventDef EV_Weapon_LaunchProjectiles( "launchProjectiles", "dffff" );
- const idEventDef EV_Weapon_CreateProjectile( "createProjectile", NULL, 'e' );
- const idEventDef EV_Weapon_EjectBrass( "ejectBrass" );
- const idEventDef EV_Weapon_Melee( "melee", NULL, 'd' );
- const idEventDef EV_Weapon_GetWorldModel( "getWorldModel", NULL, 'e' );
- const idEventDef EV_Weapon_AllowDrop( "allowDrop", "d" );
- const idEventDef EV_Weapon_AutoReload( "autoReload", NULL, 'f' );
- const idEventDef EV_Weapon_NetReload( "netReload" );
- const idEventDef EV_Weapon_IsInvisible( "isInvisible", NULL, 'f' );
- const idEventDef EV_Weapon_NetEndReload( "netEndReload" );
- #ifdef _D3XP
- const idEventDef EV_Weapon_GrabberHasTarget( "grabberHasTarget", NULL, 'd' );
- const idEventDef EV_Weapon_Grabber( "grabber", "d" );
- const idEventDef EV_Weapon_Grabber_SetGrabDistance( "grabberGrabDistance", "f" );
- const idEventDef EV_Weapon_LaunchProjectilesEllipse( "launchProjectilesEllipse", "dffff" );
- const idEventDef EV_Weapon_LaunchPowerup( "launchPowerup", "sfd" );
- const idEventDef EV_Weapon_StartWeaponSmoke( "startWeaponSmoke" );
- const idEventDef EV_Weapon_StopWeaponSmoke( "stopWeaponSmoke" );
- const idEventDef EV_Weapon_StartWeaponParticle( "startWeaponParticle", "s" );
- const idEventDef EV_Weapon_StopWeaponParticle( "stopWeaponParticle", "s" );
- const idEventDef EV_Weapon_StartWeaponLight( "startWeaponLight", "s" );
- const idEventDef EV_Weapon_StopWeaponLight( "stopWeaponLight", "s" );
- #endif
- //
- // class def
- //
- CLASS_DECLARATION( idAnimatedEntity, idWeapon )
- EVENT( EV_Weapon_Clear, idWeapon::Event_Clear )
- EVENT( EV_Weapon_GetOwner, idWeapon::Event_GetOwner )
- EVENT( EV_Weapon_State, idWeapon::Event_WeaponState )
- EVENT( EV_Weapon_WeaponReady, idWeapon::Event_WeaponReady )
- EVENT( EV_Weapon_WeaponOutOfAmmo, idWeapon::Event_WeaponOutOfAmmo )
- EVENT( EV_Weapon_WeaponReloading, idWeapon::Event_WeaponReloading )
- EVENT( EV_Weapon_WeaponHolstered, idWeapon::Event_WeaponHolstered )
- EVENT( EV_Weapon_WeaponRising, idWeapon::Event_WeaponRising )
- EVENT( EV_Weapon_WeaponLowering, idWeapon::Event_WeaponLowering )
- EVENT( EV_Weapon_UseAmmo, idWeapon::Event_UseAmmo )
- EVENT( EV_Weapon_AddToClip, idWeapon::Event_AddToClip )
- EVENT( EV_Weapon_AmmoInClip, idWeapon::Event_AmmoInClip )
- EVENT( EV_Weapon_AmmoAvailable, idWeapon::Event_AmmoAvailable )
- EVENT( EV_Weapon_TotalAmmoCount, idWeapon::Event_TotalAmmoCount )
- EVENT( EV_Weapon_ClipSize, idWeapon::Event_ClipSize )
- EVENT( AI_PlayAnim, idWeapon::Event_PlayAnim )
- EVENT( AI_PlayCycle, idWeapon::Event_PlayCycle )
- EVENT( AI_SetBlendFrames, idWeapon::Event_SetBlendFrames )
- EVENT( AI_GetBlendFrames, idWeapon::Event_GetBlendFrames )
- EVENT( AI_AnimDone, idWeapon::Event_AnimDone )
- EVENT( EV_Weapon_Next, idWeapon::Event_Next )
- EVENT( EV_SetSkin, idWeapon::Event_SetSkin )
- EVENT( EV_Weapon_Flashlight, idWeapon::Event_Flashlight )
- EVENT( EV_Light_GetLightParm, idWeapon::Event_GetLightParm )
- EVENT( EV_Light_SetLightParm, idWeapon::Event_SetLightParm )
- EVENT( EV_Light_SetLightParms, idWeapon::Event_SetLightParms )
- EVENT( EV_Weapon_LaunchProjectiles, idWeapon::Event_LaunchProjectiles )
- EVENT( EV_Weapon_CreateProjectile, idWeapon::Event_CreateProjectile )
- EVENT( EV_Weapon_EjectBrass, idWeapon::Event_EjectBrass )
- EVENT( EV_Weapon_Melee, idWeapon::Event_Melee )
- EVENT( EV_Weapon_GetWorldModel, idWeapon::Event_GetWorldModel )
- EVENT( EV_Weapon_AllowDrop, idWeapon::Event_AllowDrop )
- EVENT( EV_Weapon_AutoReload, idWeapon::Event_AutoReload )
- EVENT( EV_Weapon_NetReload, idWeapon::Event_NetReload )
- EVENT( EV_Weapon_IsInvisible, idWeapon::Event_IsInvisible )
- EVENT( EV_Weapon_NetEndReload, idWeapon::Event_NetEndReload )
- #ifdef _D3XP
- EVENT( EV_Weapon_Grabber, idWeapon::Event_Grabber )
- EVENT( EV_Weapon_GrabberHasTarget, idWeapon::Event_GrabberHasTarget )
- EVENT( EV_Weapon_Grabber_SetGrabDistance, idWeapon::Event_GrabberSetGrabDistance )
- EVENT( EV_Weapon_LaunchProjectilesEllipse, idWeapon::Event_LaunchProjectilesEllipse )
- EVENT( EV_Weapon_LaunchPowerup, idWeapon::Event_LaunchPowerup )
- EVENT( EV_Weapon_StartWeaponSmoke, idWeapon::Event_StartWeaponSmoke )
- EVENT( EV_Weapon_StopWeaponSmoke, idWeapon::Event_StopWeaponSmoke )
- EVENT( EV_Weapon_StartWeaponParticle, idWeapon::Event_StartWeaponParticle )
- EVENT( EV_Weapon_StopWeaponParticle, idWeapon::Event_StopWeaponParticle )
- EVENT( EV_Weapon_StartWeaponLight, idWeapon::Event_StartWeaponLight )
- EVENT( EV_Weapon_StopWeaponLight, idWeapon::Event_StopWeaponLight )
- #endif
- END_CLASS
- /***********************************************************************
- init
- ***********************************************************************/
- /*
- ================
- idWeapon::idWeapon()
- ================
- */
- idWeapon::idWeapon() {
- owner = NULL;
- worldModel = NULL;
- weaponDef = NULL;
- thread = NULL;
- memset( &guiLight, 0, sizeof( guiLight ) );
- memset( &muzzleFlash, 0, sizeof( muzzleFlash ) );
- memset( &worldMuzzleFlash, 0, sizeof( worldMuzzleFlash ) );
- memset( &nozzleGlow, 0, sizeof( nozzleGlow ) );
- muzzleFlashEnd = 0;
- flashColor = vec3_origin;
- muzzleFlashHandle = -1;
- worldMuzzleFlashHandle = -1;
- guiLightHandle = -1;
- nozzleGlowHandle = -1;
- modelDefHandle = -1;
- #ifdef _D3XP
- grabberState = -1;
- #endif
- berserk = 2;
- brassDelay = 0;
- allowDrop = true;
- Clear();
- fl.networkSync = true;
- }
- /*
- ================
- idWeapon::~idWeapon()
- ================
- */
- idWeapon::~idWeapon() {
- Clear();
- delete worldModel.GetEntity();
- }
- /*
- ================
- idWeapon::Spawn
- ================
- */
- void idWeapon::Spawn( void ) {
- if ( !gameLocal.isClient ) {
- // setup the world model
- worldModel = static_cast< idAnimatedEntity * >( gameLocal.SpawnEntityType( idAnimatedEntity::Type, NULL ) );
- worldModel.GetEntity()->fl.networkSync = true;
- }
- #ifdef _D3XP
- if ( 1 /*!gameLocal.isMultiplayer*/ ) {
- grabber.Initialize();
- }
- #endif
- thread = new idThread();
- thread->ManualDelete();
- thread->ManualControl();
- }
- /*
- ================
- idWeapon::SetOwner
- Only called at player spawn time, not each weapon switch
- ================
- */
- void idWeapon::SetOwner( idPlayer *_owner ) {
- assert( !owner );
- owner = _owner;
- SetName( va( "%s_weapon", owner->name.c_str() ) );
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->SetName( va( "%s_weapon_worldmodel", owner->name.c_str() ) );
- }
- }
- /*
- ================
- idWeapon::ShouldConstructScriptObjectAtSpawn
- Called during idEntity::Spawn to see if it should construct the script object or not.
- Overridden by subclasses that need to spawn the script object themselves.
- ================
- */
- bool idWeapon::ShouldConstructScriptObjectAtSpawn( void ) const {
- return false;
- }
- /*
- ================
- idWeapon::CacheWeapon
- ================
- */
- void idWeapon::CacheWeapon( const char *weaponName ) {
- const idDeclEntityDef *weaponDef;
- const char *brassDefName;
- const char *clipModelName;
- idTraceModel trm;
- const char *guiName;
- weaponDef = gameLocal.FindEntityDef( weaponName, false );
- if ( !weaponDef ) {
- return;
- }
- // precache the brass collision model
- brassDefName = weaponDef->dict.GetString( "def_ejectBrass" );
- if ( brassDefName[0] ) {
- const idDeclEntityDef *brassDef = gameLocal.FindEntityDef( brassDefName, false );
- if ( brassDef ) {
- brassDef->dict.GetString( "clipmodel", "", &clipModelName );
- if ( !clipModelName[0] ) {
- clipModelName = brassDef->dict.GetString( "model" ); // use the visual model
- }
- // load the trace model
- collisionModelManager->TrmFromModel( clipModelName, trm );
- }
- }
- guiName = weaponDef->dict.GetString( "gui" );
- if ( guiName[0] ) {
- uiManager->FindGui( guiName, true, false, true );
- }
- }
- /*
- ================
- idWeapon::Save
- ================
- */
- void idWeapon::Save( idSaveGame *savefile ) const {
- savefile->WriteInt( status );
- savefile->WriteObject( thread );
- savefile->WriteString( state );
- savefile->WriteString( idealState );
- savefile->WriteInt( animBlendFrames );
- savefile->WriteInt( animDoneTime );
- savefile->WriteBool( isLinked );
- savefile->WriteObject( owner );
- worldModel.Save( savefile );
- savefile->WriteInt( hideTime );
- savefile->WriteFloat( hideDistance );
- savefile->WriteInt( hideStartTime );
- savefile->WriteFloat( hideStart );
- savefile->WriteFloat( hideEnd );
- savefile->WriteFloat( hideOffset );
- savefile->WriteBool( hide );
- savefile->WriteBool( disabled );
- savefile->WriteInt( berserk );
- savefile->WriteVec3( playerViewOrigin );
- savefile->WriteMat3( playerViewAxis );
- savefile->WriteVec3( viewWeaponOrigin );
- savefile->WriteMat3( viewWeaponAxis );
- savefile->WriteVec3( muzzleOrigin );
- savefile->WriteMat3( muzzleAxis );
- savefile->WriteVec3( pushVelocity );
- savefile->WriteString( weaponDef->GetName() );
- savefile->WriteFloat( meleeDistance );
- savefile->WriteString( meleeDefName );
- savefile->WriteInt( brassDelay );
- savefile->WriteString( icon );
- savefile->WriteInt( guiLightHandle );
- savefile->WriteRenderLight( guiLight );
- savefile->WriteInt( muzzleFlashHandle );
- savefile->WriteRenderLight( muzzleFlash );
- savefile->WriteInt( worldMuzzleFlashHandle );
- savefile->WriteRenderLight( worldMuzzleFlash );
- savefile->WriteVec3( flashColor );
- savefile->WriteInt( muzzleFlashEnd );
- savefile->WriteInt( flashTime );
- savefile->WriteBool( lightOn );
- savefile->WriteBool( silent_fire );
- savefile->WriteInt( kick_endtime );
- savefile->WriteInt( muzzle_kick_time );
- savefile->WriteInt( muzzle_kick_maxtime );
- savefile->WriteAngles( muzzle_kick_angles );
- savefile->WriteVec3( muzzle_kick_offset );
- savefile->WriteInt( ammoType );
- savefile->WriteInt( ammoRequired );
- savefile->WriteInt( clipSize );
- savefile->WriteInt( ammoClip );
- savefile->WriteInt( lowAmmo );
- savefile->WriteBool( powerAmmo );
- // savegames <= 17
- savefile->WriteInt( 0 );
- savefile->WriteInt( zoomFov );
- savefile->WriteJoint( barrelJointView );
- savefile->WriteJoint( flashJointView );
- savefile->WriteJoint( ejectJointView );
- savefile->WriteJoint( guiLightJointView );
- savefile->WriteJoint( ventLightJointView );
- savefile->WriteJoint( flashJointWorld );
- savefile->WriteJoint( barrelJointWorld );
- savefile->WriteJoint( ejectJointWorld );
- savefile->WriteBool( hasBloodSplat );
- savefile->WriteSoundShader( sndHum );
- savefile->WriteParticle( weaponSmoke );
- savefile->WriteInt( weaponSmokeStartTime );
- savefile->WriteBool( continuousSmoke );
- savefile->WriteParticle( strikeSmoke );
- savefile->WriteInt( strikeSmokeStartTime );
- savefile->WriteVec3( strikePos );
- savefile->WriteMat3( strikeAxis );
- savefile->WriteInt( nextStrikeFx );
- savefile->WriteBool( nozzleFx );
- savefile->WriteInt( nozzleFxFade );
- savefile->WriteInt( lastAttack );
- savefile->WriteInt( nozzleGlowHandle );
- savefile->WriteRenderLight( nozzleGlow );
- savefile->WriteVec3( nozzleGlowColor );
- savefile->WriteMaterial( nozzleGlowShader );
- savefile->WriteFloat( nozzleGlowRadius );
- savefile->WriteInt( weaponAngleOffsetAverages );
- savefile->WriteFloat( weaponAngleOffsetScale );
- savefile->WriteFloat( weaponAngleOffsetMax );
- savefile->WriteFloat( weaponOffsetTime );
- savefile->WriteFloat( weaponOffsetScale );
- savefile->WriteBool( allowDrop );
- savefile->WriteObject( projectileEnt );
- #ifdef _D3XP
- savefile->WriteStaticObject( grabber );
- savefile->WriteInt( grabberState );
- savefile->WriteJoint ( smokeJointView );
- savefile->WriteInt(weaponParticles.Num());
- for(int i = 0; i < weaponParticles.Num(); i++) {
- WeaponParticle_t* part = weaponParticles.GetIndex(i);
- savefile->WriteString( part->name );
- savefile->WriteString( part->particlename );
- savefile->WriteBool( part->active );
- savefile->WriteInt( part->startTime );
- savefile->WriteJoint( part->joint );
- savefile->WriteBool( part->smoke );
- if(!part->smoke) {
- savefile->WriteObject(part->emitter);
- }
- }
- savefile->WriteInt(weaponLights.Num());
- for(int i = 0; i < weaponLights.Num(); i++) {
- WeaponLight_t* light = weaponLights.GetIndex(i);
- savefile->WriteString( light->name );
- savefile->WriteBool( light->active );
- savefile->WriteInt( light->startTime );
- savefile->WriteJoint( light->joint );
- savefile->WriteInt( light->lightHandle );
- savefile->WriteRenderLight( light->light );
- }
- #endif
- }
- /*
- ================
- idWeapon::Restore
- ================
- */
- void idWeapon::Restore( idRestoreGame *savefile ) {
- savefile->ReadInt( (int &)status );
- savefile->ReadObject( reinterpret_cast<idClass *&>( thread ) );
- savefile->ReadString( state );
- savefile->ReadString( idealState );
- savefile->ReadInt( animBlendFrames );
- savefile->ReadInt( animDoneTime );
- savefile->ReadBool( isLinked );
- // Re-link script fields
- WEAPON_ATTACK.LinkTo( scriptObject, "WEAPON_ATTACK" );
- WEAPON_RELOAD.LinkTo( scriptObject, "WEAPON_RELOAD" );
- WEAPON_NETRELOAD.LinkTo( scriptObject, "WEAPON_NETRELOAD" );
- WEAPON_NETENDRELOAD.LinkTo( scriptObject, "WEAPON_NETENDRELOAD" );
- WEAPON_NETFIRING.LinkTo( scriptObject, "WEAPON_NETFIRING" );
- WEAPON_RAISEWEAPON.LinkTo( scriptObject, "WEAPON_RAISEWEAPON" );
- WEAPON_LOWERWEAPON.LinkTo( scriptObject, "WEAPON_LOWERWEAPON" );
- savefile->ReadObject( reinterpret_cast<idClass *&>( owner ) );
- worldModel.Restore( savefile );
- savefile->ReadInt( hideTime );
- savefile->ReadFloat( hideDistance );
- savefile->ReadInt( hideStartTime );
- savefile->ReadFloat( hideStart );
- savefile->ReadFloat( hideEnd );
- savefile->ReadFloat( hideOffset );
- savefile->ReadBool( hide );
- savefile->ReadBool( disabled );
- savefile->ReadInt( berserk );
- savefile->ReadVec3( playerViewOrigin );
- savefile->ReadMat3( playerViewAxis );
- savefile->ReadVec3( viewWeaponOrigin );
- savefile->ReadMat3( viewWeaponAxis );
- savefile->ReadVec3( muzzleOrigin );
- savefile->ReadMat3( muzzleAxis );
- savefile->ReadVec3( pushVelocity );
- idStr objectname;
- savefile->ReadString( objectname );
- weaponDef = gameLocal.FindEntityDef( objectname );
- meleeDef = gameLocal.FindEntityDef( weaponDef->dict.GetString( "def_melee" ), false );
- const idDeclEntityDef *projectileDef = gameLocal.FindEntityDef( weaponDef->dict.GetString( "def_projectile" ), false );
- if ( projectileDef ) {
- projectileDict = projectileDef->dict;
- } else {
- projectileDict.Clear();
- }
- const idDeclEntityDef *brassDef = gameLocal.FindEntityDef( weaponDef->dict.GetString( "def_ejectBrass" ), false );
- if ( brassDef ) {
- brassDict = brassDef->dict;
- } else {
- brassDict.Clear();
- }
- savefile->ReadFloat( meleeDistance );
- savefile->ReadString( meleeDefName );
- savefile->ReadInt( brassDelay );
- savefile->ReadString( icon );
- savefile->ReadInt( guiLightHandle );
- savefile->ReadRenderLight( guiLight );
- #ifdef _D3XP
- if ( guiLightHandle >= 0 ) {
- guiLightHandle = gameRenderWorld->AddLightDef( &guiLight );
- }
- #endif
- savefile->ReadInt( muzzleFlashHandle );
- savefile->ReadRenderLight( muzzleFlash );
- #ifdef _D3XP
- if ( muzzleFlashHandle >= 0 ) {
- muzzleFlashHandle = gameRenderWorld->AddLightDef( &muzzleFlash );
- }
- #endif
- savefile->ReadInt( worldMuzzleFlashHandle );
- savefile->ReadRenderLight( worldMuzzleFlash );
- #ifdef _D3XP
- if ( worldMuzzleFlashHandle >= 0 ) {
- worldMuzzleFlashHandle = gameRenderWorld->AddLightDef( &worldMuzzleFlash );
- }
- #endif
- savefile->ReadVec3( flashColor );
- savefile->ReadInt( muzzleFlashEnd );
- savefile->ReadInt( flashTime );
- savefile->ReadBool( lightOn );
- savefile->ReadBool( silent_fire );
- savefile->ReadInt( kick_endtime );
- savefile->ReadInt( muzzle_kick_time );
- savefile->ReadInt( muzzle_kick_maxtime );
- savefile->ReadAngles( muzzle_kick_angles );
- savefile->ReadVec3( muzzle_kick_offset );
- savefile->ReadInt( (int &)ammoType );
- savefile->ReadInt( ammoRequired );
- savefile->ReadInt( clipSize );
- savefile->ReadInt( ammoClip );
- savefile->ReadInt( lowAmmo );
- savefile->ReadBool( powerAmmo );
- // savegame versions <= 17
- int foo;
- savefile->ReadInt( foo );
- savefile->ReadInt( zoomFov );
- savefile->ReadJoint( barrelJointView );
- savefile->ReadJoint( flashJointView );
- savefile->ReadJoint( ejectJointView );
- savefile->ReadJoint( guiLightJointView );
- savefile->ReadJoint( ventLightJointView );
- savefile->ReadJoint( flashJointWorld );
- savefile->ReadJoint( barrelJointWorld );
- savefile->ReadJoint( ejectJointWorld );
- savefile->ReadBool( hasBloodSplat );
- savefile->ReadSoundShader( sndHum );
- savefile->ReadParticle( weaponSmoke );
- savefile->ReadInt( weaponSmokeStartTime );
- savefile->ReadBool( continuousSmoke );
- savefile->ReadParticle( strikeSmoke );
- savefile->ReadInt( strikeSmokeStartTime );
- savefile->ReadVec3( strikePos );
- savefile->ReadMat3( strikeAxis );
- savefile->ReadInt( nextStrikeFx );
- savefile->ReadBool( nozzleFx );
- savefile->ReadInt( nozzleFxFade );
- savefile->ReadInt( lastAttack );
- savefile->ReadInt( nozzleGlowHandle );
- savefile->ReadRenderLight( nozzleGlow );
- #ifdef _D3XP
- if ( nozzleGlowHandle >= 0 ) {
- nozzleGlowHandle = gameRenderWorld->AddLightDef( &nozzleGlow );
- }
- #endif
- savefile->ReadVec3( nozzleGlowColor );
- savefile->ReadMaterial( nozzleGlowShader );
- savefile->ReadFloat( nozzleGlowRadius );
- savefile->ReadInt( weaponAngleOffsetAverages );
- savefile->ReadFloat( weaponAngleOffsetScale );
- savefile->ReadFloat( weaponAngleOffsetMax );
- savefile->ReadFloat( weaponOffsetTime );
- savefile->ReadFloat( weaponOffsetScale );
- savefile->ReadBool( allowDrop );
- savefile->ReadObject( reinterpret_cast<idClass *&>( projectileEnt ) );
- #ifdef _D3XP
- savefile->ReadStaticObject( grabber );
- savefile->ReadInt( grabberState );
- savefile->ReadJoint ( smokeJointView );
- int particleCount;
- savefile->ReadInt( particleCount );
- for(int i = 0; i < particleCount; i++) {
- WeaponParticle_t newParticle;
- memset(&newParticle, 0, sizeof(newParticle));
- idStr name, particlename;
- savefile->ReadString( name );
- savefile->ReadString( particlename );
- strcpy( newParticle.name, name.c_str() );
- strcpy( newParticle.particlename, particlename.c_str() );
- savefile->ReadBool( newParticle.active );
- savefile->ReadInt( newParticle.startTime );
- savefile->ReadJoint( newParticle.joint );
- savefile->ReadBool( newParticle.smoke );
- if(newParticle.smoke) {
- newParticle.particle = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, particlename, false ) );
- } else {
- savefile->ReadObject(reinterpret_cast<idClass *&>(newParticle.emitter));
- }
- weaponParticles.Set(newParticle.name, newParticle);
- }
- int lightCount;
- savefile->ReadInt( lightCount );
- for(int i = 0; i < lightCount; i++) {
- WeaponLight_t newLight;
- memset(&newLight, 0, sizeof(newLight));
-
- idStr name;
- savefile->ReadString( name );
- strcpy( newLight.name, name.c_str() );
- savefile->ReadBool( newLight.active );
- savefile->ReadInt( newLight.startTime );
- savefile->ReadJoint( newLight.joint );
- savefile->ReadInt( newLight.lightHandle );
- savefile->ReadRenderLight( newLight.light );
- if ( newLight.lightHandle >= 0 ) {
- newLight.lightHandle = gameRenderWorld->AddLightDef( &newLight.light );
- }
- weaponLights.Set(newLight.name, newLight);
- }
- #endif
- }
- /***********************************************************************
- Weapon definition management
- ***********************************************************************/
- /*
- ================
- idWeapon::Clear
- ================
- */
- void idWeapon::Clear( void ) {
- CancelEvents( &EV_Weapon_Clear );
- DeconstructScriptObject();
- scriptObject.Free();
- WEAPON_ATTACK.Unlink();
- WEAPON_RELOAD.Unlink();
- WEAPON_NETRELOAD.Unlink();
- WEAPON_NETENDRELOAD.Unlink();
- WEAPON_NETFIRING.Unlink();
- WEAPON_RAISEWEAPON.Unlink();
- WEAPON_LOWERWEAPON.Unlink();
- if ( muzzleFlashHandle != -1 ) {
- gameRenderWorld->FreeLightDef( muzzleFlashHandle );
- muzzleFlashHandle = -1;
- }
- if ( muzzleFlashHandle != -1 ) {
- gameRenderWorld->FreeLightDef( muzzleFlashHandle );
- muzzleFlashHandle = -1;
- }
- if ( worldMuzzleFlashHandle != -1 ) {
- gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
- worldMuzzleFlashHandle = -1;
- }
- if ( guiLightHandle != -1 ) {
- gameRenderWorld->FreeLightDef( guiLightHandle );
- guiLightHandle = -1;
- }
- if ( nozzleGlowHandle != -1 ) {
- gameRenderWorld->FreeLightDef( nozzleGlowHandle );
- nozzleGlowHandle = -1;
- }
- memset( &renderEntity, 0, sizeof( renderEntity ) );
- renderEntity.entityNum = entityNumber;
- renderEntity.noShadow = true;
- renderEntity.noSelfShadow = true;
- renderEntity.customSkin = NULL;
- // set default shader parms
- renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
- renderEntity.shaderParms[ SHADERPARM_GREEN ]= 1.0f;
- renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
- renderEntity.shaderParms[3] = 1.0f;
- renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = 0.0f;
- renderEntity.shaderParms[5] = 0.0f;
- renderEntity.shaderParms[6] = 0.0f;
- renderEntity.shaderParms[7] = 0.0f;
- if ( refSound.referenceSound ) {
- refSound.referenceSound->Free( true );
- }
- memset( &refSound, 0, sizeof( refSound_t ) );
-
- // setting diversity to 0 results in no random sound. -1 indicates random.
- refSound.diversity = -1.0f;
- if ( owner ) {
- // don't spatialize the weapon sounds
- refSound.listenerId = owner->GetListenerId();
- }
- // clear out the sounds from our spawnargs since we'll copy them from the weapon def
- const idKeyValue *kv = spawnArgs.MatchPrefix( "snd_" );
- while( kv ) {
- spawnArgs.Delete( kv->GetKey() );
- kv = spawnArgs.MatchPrefix( "snd_" );
- }
- hideTime = 300;
- hideDistance = -15.0f;
- hideStartTime = gameLocal.time - hideTime;
- hideStart = 0.0f;
- hideEnd = 0.0f;
- hideOffset = 0.0f;
- hide = false;
- disabled = false;
- weaponSmoke = NULL;
- weaponSmokeStartTime = 0;
- continuousSmoke = false;
- strikeSmoke = NULL;
- strikeSmokeStartTime = 0;
- strikePos.Zero();
- strikeAxis = mat3_identity;
- nextStrikeFx = 0;
- icon = "";
- playerViewAxis.Identity();
- playerViewOrigin.Zero();
- viewWeaponAxis.Identity();
- viewWeaponOrigin.Zero();
- muzzleAxis.Identity();
- muzzleOrigin.Zero();
- pushVelocity.Zero();
- status = WP_HOLSTERED;
- state = "";
- idealState = "";
- animBlendFrames = 0;
- animDoneTime = 0;
- projectileDict.Clear();
- meleeDef = NULL;
- meleeDefName = "";
- meleeDistance = 0.0f;
- brassDict.Clear();
- flashTime = 250;
- lightOn = false;
- silent_fire = false;
- #ifdef _D3XP
- grabberState = -1;
- grabber.Update( owner, true );
- #endif
- ammoType = 0;
- ammoRequired = 0;
- ammoClip = 0;
- clipSize = 0;
- lowAmmo = 0;
- powerAmmo = false;
- kick_endtime = 0;
- muzzle_kick_time = 0;
- muzzle_kick_maxtime = 0;
- muzzle_kick_angles.Zero();
- muzzle_kick_offset.Zero();
- zoomFov = 90;
- barrelJointView = INVALID_JOINT;
- flashJointView = INVALID_JOINT;
- ejectJointView = INVALID_JOINT;
- guiLightJointView = INVALID_JOINT;
- ventLightJointView = INVALID_JOINT;
- barrelJointWorld = INVALID_JOINT;
- flashJointWorld = INVALID_JOINT;
- ejectJointWorld = INVALID_JOINT;
- #ifdef _D3XP
- smokeJointView = INVALID_JOINT;
- //Clean up the weapon particles
- for(int i = 0; i < weaponParticles.Num(); i++) {
- WeaponParticle_t* part = weaponParticles.GetIndex(i);
- if(!part->smoke) {
- //Destroy the emitters
- part->emitter->PostEventMS(&EV_Remove, 0 );
- }
- }
- weaponParticles.Clear();
- //Clean up the weapon lights
- for(int i = 0; i < weaponLights.Num(); i++) {
- WeaponLight_t* light = weaponLights.GetIndex(i);
- if ( light->lightHandle != -1 ) {
- gameRenderWorld->FreeLightDef( light->lightHandle );
- }
- }
- weaponLights.Clear();
- #endif
- hasBloodSplat = false;
- nozzleFx = false;
- nozzleFxFade = 1500;
- lastAttack = 0;
- nozzleGlowHandle = -1;
- nozzleGlowShader = NULL;
- nozzleGlowRadius = 10;
- nozzleGlowColor.Zero();
- weaponAngleOffsetAverages = 0;
- weaponAngleOffsetScale = 0.0f;
- weaponAngleOffsetMax = 0.0f;
- weaponOffsetTime = 0.0f;
- weaponOffsetScale = 0.0f;
- allowDrop = true;
- animator.ClearAllAnims( gameLocal.time, 0 );
- FreeModelDef();
- sndHum = NULL;
- isLinked = false;
- projectileEnt = NULL;
- isFiring = false;
- }
- /*
- ================
- idWeapon::InitWorldModel
- ================
- */
- void idWeapon::InitWorldModel( const idDeclEntityDef *def ) {
- idEntity *ent;
- ent = worldModel.GetEntity();
- assert( ent );
- assert( def );
- const char *model = def->dict.GetString( "model_world" );
- const char *attach = def->dict.GetString( "joint_attach" );
- ent->SetSkin( NULL );
- if ( model[0] && attach[0] ) {
- ent->Show();
- ent->SetModel( model );
- if ( ent->GetAnimator()->ModelDef() ) {
- ent->SetSkin( ent->GetAnimator()->ModelDef()->GetDefaultSkin() );
- }
- ent->GetPhysics()->SetContents( 0 );
- ent->GetPhysics()->SetClipModel( NULL, 1.0f );
- ent->BindToJoint( owner, attach, true );
- ent->GetPhysics()->SetOrigin( vec3_origin );
- ent->GetPhysics()->SetAxis( mat3_identity );
- // supress model in player views, but allow it in mirrors and remote views
- renderEntity_t *worldModelRenderEntity = ent->GetRenderEntity();
- if ( worldModelRenderEntity ) {
- worldModelRenderEntity->suppressSurfaceInViewID = owner->entityNumber+1;
- worldModelRenderEntity->suppressShadowInViewID = owner->entityNumber+1;
- worldModelRenderEntity->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + owner->entityNumber;
- }
- } else {
- ent->SetModel( "" );
- ent->Hide();
- }
- flashJointWorld = ent->GetAnimator()->GetJointHandle( "flash" );
- barrelJointWorld = ent->GetAnimator()->GetJointHandle( "muzzle" );
- ejectJointWorld = ent->GetAnimator()->GetJointHandle( "eject" );
- }
- /*
- ================
- idWeapon::GetWeaponDef
- ================
- */
- void idWeapon::GetWeaponDef( const char *objectname, int ammoinclip ) {
- const char *shader;
- const char *objectType;
- const char *vmodel;
- const char *guiName;
- const char *projectileName;
- const char *brassDefName;
- const char *smokeName;
- int ammoAvail;
- Clear();
- if ( !objectname || !objectname[ 0 ] ) {
- return;
- }
- assert( owner );
- weaponDef = gameLocal.FindEntityDef( objectname );
- ammoType = GetAmmoNumForName( weaponDef->dict.GetString( "ammoType" ) );
- ammoRequired = weaponDef->dict.GetInt( "ammoRequired" );
- clipSize = weaponDef->dict.GetInt( "clipSize" );
- lowAmmo = weaponDef->dict.GetInt( "lowAmmo" );
- icon = weaponDef->dict.GetString( "icon" );
- silent_fire = weaponDef->dict.GetBool( "silent_fire" );
- powerAmmo = weaponDef->dict.GetBool( "powerAmmo" );
- muzzle_kick_time = SEC2MS( weaponDef->dict.GetFloat( "muzzle_kick_time" ) );
- muzzle_kick_maxtime = SEC2MS( weaponDef->dict.GetFloat( "muzzle_kick_maxtime" ) );
- muzzle_kick_angles = weaponDef->dict.GetAngles( "muzzle_kick_angles" );
- muzzle_kick_offset = weaponDef->dict.GetVector( "muzzle_kick_offset" );
- hideTime = SEC2MS( weaponDef->dict.GetFloat( "hide_time", "0.3" ) );
- hideDistance = weaponDef->dict.GetFloat( "hide_distance", "-15" );
- // muzzle smoke
- smokeName = weaponDef->dict.GetString( "smoke_muzzle" );
- if ( *smokeName != '\0' ) {
- weaponSmoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- } else {
- weaponSmoke = NULL;
- }
- continuousSmoke = weaponDef->dict.GetBool( "continuousSmoke" );
- weaponSmokeStartTime = ( continuousSmoke ) ? gameLocal.time : 0;
- smokeName = weaponDef->dict.GetString( "smoke_strike" );
- if ( *smokeName != '\0' ) {
- strikeSmoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
- } else {
- strikeSmoke = NULL;
- }
- strikeSmokeStartTime = 0;
- strikePos.Zero();
- strikeAxis = mat3_identity;
- nextStrikeFx = 0;
- // setup gui light
- memset( &guiLight, 0, sizeof( guiLight ) );
- const char *guiLightShader = weaponDef->dict.GetString( "mtr_guiLightShader" );
- if ( *guiLightShader != '\0' ) {
- guiLight.shader = declManager->FindMaterial( guiLightShader, false );
- guiLight.lightRadius[0] = guiLight.lightRadius[1] = guiLight.lightRadius[2] = 3;
- guiLight.pointLight = true;
- }
- // setup the view model
- vmodel = weaponDef->dict.GetString( "model_view" );
- SetModel( vmodel );
- // setup the world model
- InitWorldModel( weaponDef );
- // copy the sounds from the weapon view model def into out spawnargs
- const idKeyValue *kv = weaponDef->dict.MatchPrefix( "snd_" );
- while( kv ) {
- spawnArgs.Set( kv->GetKey(), kv->GetValue() );
- kv = weaponDef->dict.MatchPrefix( "snd_", kv );
- }
- // find some joints in the model for locating effects
- barrelJointView = animator.GetJointHandle( "barrel" );
- flashJointView = animator.GetJointHandle( "flash" );
- ejectJointView = animator.GetJointHandle( "eject" );
- guiLightJointView = animator.GetJointHandle( "guiLight" );
- ventLightJointView = animator.GetJointHandle( "ventLight" );
- #ifdef _D3XP
- idStr smokeJoint = weaponDef->dict.GetString("smoke_joint");
- if(smokeJoint.Length() > 0) {
- smokeJointView = animator.GetJointHandle( smokeJoint );
- } else {
- smokeJointView = INVALID_JOINT;
- }
- #endif
- // get the projectile
- projectileDict.Clear();
- projectileName = weaponDef->dict.GetString( "def_projectile" );
- if ( projectileName[0] != '\0' ) {
- const idDeclEntityDef *projectileDef = gameLocal.FindEntityDef( projectileName, false );
- if ( !projectileDef ) {
- gameLocal.Warning( "Unknown projectile '%s' in weapon '%s'", projectileName, objectname );
- } else {
- const char *spawnclass = projectileDef->dict.GetString( "spawnclass" );
- idTypeInfo *cls = idClass::GetClass( spawnclass );
- if ( !cls || !cls->IsType( idProjectile::Type ) ) {
- gameLocal.Warning( "Invalid spawnclass '%s' on projectile '%s' (used by weapon '%s')", spawnclass, projectileName, objectname );
- } else {
- projectileDict = projectileDef->dict;
- }
- }
- }
- // set up muzzleflash render light
- const idMaterial*flashShader;
- idVec3 flashTarget;
- idVec3 flashUp;
- idVec3 flashRight;
- float flashRadius;
- bool flashPointLight;
- weaponDef->dict.GetString( "mtr_flashShader", "", &shader );
- flashShader = declManager->FindMaterial( shader, false );
- flashPointLight = weaponDef->dict.GetBool( "flashPointLight", "1" );
- weaponDef->dict.GetVector( "flashColor", "0 0 0", flashColor );
- flashRadius = (float)weaponDef->dict.GetInt( "flashRadius" ); // if 0, no light will spawn
- flashTime = SEC2MS( weaponDef->dict.GetFloat( "flashTime", "0.25" ) );
- flashTarget = weaponDef->dict.GetVector( "flashTarget" );
- flashUp = weaponDef->dict.GetVector( "flashUp" );
- flashRight = weaponDef->dict.GetVector( "flashRight" );
- memset( &muzzleFlash, 0, sizeof( muzzleFlash ) );
- muzzleFlash.lightId = LIGHTID_VIEW_MUZZLE_FLASH + owner->entityNumber;
- muzzleFlash.allowLightInViewID = owner->entityNumber+1;
- // the weapon lights will only be in first person
- guiLight.allowLightInViewID = owner->entityNumber+1;
- nozzleGlow.allowLightInViewID = owner->entityNumber+1;
- muzzleFlash.pointLight = flashPointLight;
- muzzleFlash.shader = flashShader;
- muzzleFlash.shaderParms[ SHADERPARM_RED ] = flashColor[0];
- muzzleFlash.shaderParms[ SHADERPARM_GREEN ] = flashColor[1];
- muzzleFlash.shaderParms[ SHADERPARM_BLUE ] = flashColor[2];
- muzzleFlash.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
- muzzleFlash.lightRadius[0] = flashRadius;
- muzzleFlash.lightRadius[1] = flashRadius;
- muzzleFlash.lightRadius[2] = flashRadius;
- if ( !flashPointLight ) {
- muzzleFlash.target = flashTarget;
- muzzleFlash.up = flashUp;
- muzzleFlash.right = flashRight;
- muzzleFlash.end = flashTarget;
- }
- // the world muzzle flash is the same, just positioned differently
- worldMuzzleFlash = muzzleFlash;
- worldMuzzleFlash.suppressLightInViewID = owner->entityNumber+1;
- worldMuzzleFlash.allowLightInViewID = 0;
- worldMuzzleFlash.lightId = LIGHTID_WORLD_MUZZLE_FLASH + owner->entityNumber;
- //-----------------------------------
- nozzleFx = weaponDef->dict.GetBool("nozzleFx");
- nozzleFxFade = weaponDef->dict.GetInt("nozzleFxFade", "1500");
- nozzleGlowColor = weaponDef->dict.GetVector("nozzleGlowColor", "1 1 1");
- nozzleGlowRadius = weaponDef->dict.GetFloat("nozzleGlowRadius", "10");
- weaponDef->dict.GetString( "mtr_nozzleGlowShader", "", &shader );
- nozzleGlowShader = declManager->FindMaterial( shader, false );
- // get the melee damage def
- meleeDistance = weaponDef->dict.GetFloat( "melee_distance" );
- meleeDefName = weaponDef->dict.GetString( "def_melee" );
- if ( meleeDefName.Length() ) {
- meleeDef = gameLocal.FindEntityDef( meleeDefName, false );
- if ( !meleeDef ) {
- gameLocal.Error( "Unknown melee '%s'", meleeDefName.c_str() );
- }
- }
- // get the brass def
- brassDict.Clear();
- brassDelay = weaponDef->dict.GetInt( "ejectBrassDelay", "0" );
- brassDefName = weaponDef->dict.GetString( "def_ejectBrass" );
- if ( brassDefName[0] ) {
- const idDeclEntityDef *brassDef = gameLocal.FindEntityDef( brassDefName, false );
- if ( !brassDef ) {
- gameLocal.Warning( "Unknown brass '%s'", brassDefName );
- } else {
- brassDict = brassDef->dict;
- }
- }
- if ( ( ammoType < 0 ) || ( ammoType >= AMMO_NUMTYPES ) ) {
- gameLocal.Warning( "Unknown ammotype in object '%s'", objectname );
- }
- ammoClip = ammoinclip;
- if ( ( ammoClip < 0 ) || ( ammoClip > clipSize ) ) {
- // first time using this weapon so have it fully loaded to start
- ammoClip = clipSize;
- ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
- if ( ammoClip > ammoAvail ) {
- ammoClip = ammoAvail;
- }
- #ifdef _D3XP
- //In D3XP we use ammo as soon as it is moved into the clip. This allows for weapons that share ammo
- owner->inventory.UseAmmo(ammoType, ammoClip);
- #endif
- }
- renderEntity.gui[ 0 ] = NULL;
- guiName = weaponDef->dict.GetString( "gui" );
- if ( guiName[0] ) {
- renderEntity.gui[ 0 ] = uiManager->FindGui( guiName, true, false, true );
- }
- zoomFov = weaponDef->dict.GetInt( "zoomFov", "70" );
- berserk = weaponDef->dict.GetInt( "berserk", "2" );
- weaponAngleOffsetAverages = weaponDef->dict.GetInt( "weaponAngleOffsetAverages", "10" );
- weaponAngleOffsetScale = weaponDef->dict.GetFloat( "weaponAngleOffsetScale", "0.25" );
- weaponAngleOffsetMax = weaponDef->dict.GetFloat( "weaponAngleOffsetMax", "10" );
- weaponOffsetTime = weaponDef->dict.GetFloat( "weaponOffsetTime", "400" );
- weaponOffsetScale = weaponDef->dict.GetFloat( "weaponOffsetScale", "0.005" );
- if ( !weaponDef->dict.GetString( "weapon_scriptobject", NULL, &objectType ) ) {
- gameLocal.Error( "No 'weapon_scriptobject' set on '%s'.", objectname );
- }
-
- // setup script object
- if ( !scriptObject.SetType( objectType ) ) {
- gameLocal.Error( "Script object '%s' not found on weapon '%s'.", objectType, objectname );
- }
- WEAPON_ATTACK.LinkTo( scriptObject, "WEAPON_ATTACK" );
- WEAPON_RELOAD.LinkTo( scriptObject, "WEAPON_RELOAD" );
- WEAPON_NETRELOAD.LinkTo( scriptObject, "WEAPON_NETRELOAD" );
- WEAPON_NETENDRELOAD.LinkTo( scriptObject, "WEAPON_NETENDRELOAD" );
- WEAPON_NETFIRING.LinkTo( scriptObject, "WEAPON_NETFIRING" );
- WEAPON_RAISEWEAPON.LinkTo( scriptObject, "WEAPON_RAISEWEAPON" );
- WEAPON_LOWERWEAPON.LinkTo( scriptObject, "WEAPON_LOWERWEAPON" );
- spawnArgs = weaponDef->dict;
- shader = spawnArgs.GetString( "snd_hum" );
- if ( shader && *shader ) {
- sndHum = declManager->FindSound( shader );
- StartSoundShader( sndHum, SND_CHANNEL_BODY, 0, false, NULL );
- }
- isLinked = true;
- // call script object's constructor
- ConstructScriptObject();
- // make sure we have the correct skin
- UpdateSkin();
- #ifdef _D3XP
- idEntity *ent = worldModel.GetEntity();
- DetermineTimeGroup( weaponDef->dict.GetBool( "slowmo", "0" ) );
- if ( ent ) {
- ent->DetermineTimeGroup( weaponDef->dict.GetBool( "slowmo", "0" ) );
- }
- //Initialize the particles
- if ( !gameLocal.isMultiplayer ) {
- const idKeyValue *pkv = weaponDef->dict.MatchPrefix( "weapon_particle", NULL );
- while( pkv ) {
- WeaponParticle_t newParticle;
- memset( &newParticle, 0, sizeof( newParticle ) );
- idStr name = pkv->GetValue();
- strcpy(newParticle.name, name.c_str());
- idStr jointName = weaponDef->dict.GetString(va("%s_joint", name.c_str()));
- newParticle.joint = animator.GetJointHandle(jointName.c_str());
- newParticle.smoke = weaponDef->dict.GetBool(va("%s_smoke", name.c_str()));
- newParticle.active = false;
- newParticle.startTime = 0;
- idStr particle = weaponDef->dict.GetString(va("%s_particle", name.c_str()));
- strcpy(newParticle.particlename, particle.c_str());
- if(newParticle.smoke) {
- newParticle.particle = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, particle, false ) );
- } else {
- idDict args;
- const idDeclEntityDef *emitterDef = gameLocal.FindEntityDef( "func_emitter", false );
- args = emitterDef->dict;
- args.Set("model", particle.c_str());
- args.SetBool("start_off", true);
- idEntity* ent;
- gameLocal.SpawnEntityDef(args, &ent, false);
- newParticle.emitter = (idFuncEmitter*)ent;
- newParticle.emitter->BecomeActive(TH_THINK);
- }
- weaponParticles.Set(name.c_str(), newParticle);
- pkv = weaponDef->dict.MatchPrefix( "weapon_particle", pkv );
- }
- const idKeyValue *lkv = weaponDef->dict.MatchPrefix( "weapon_light", NULL );
- while( lkv ) {
- WeaponLight_t newLight;
- memset( &newLight, 0, sizeof( newLight ) );
- newLight.lightHandle = -1;
- newLight.active = false;
- newLight.startTime = 0;
- idStr name = lkv->GetValue();
- strcpy(newLight.name, name.c_str());
- idStr jointName = weaponDef->dict.GetString(va("%s_joint", name.c_str()));
- newLight.joint = animator.GetJointHandle(jointName.c_str());
- idStr shader = weaponDef->dict.GetString(va("%s_shader", name.c_str()));
- newLight.light.shader = declManager->FindMaterial( shader, false );
- float radius = weaponDef->dict.GetFloat(va("%s_radius", name.c_str()));
- newLight.light.lightRadius[0] = newLight.light.lightRadius[1] = newLight.light.lightRadius[2] = radius;
- newLight.light.pointLight = true;
- newLight.light.noShadows = true;
- newLight.light.allowLightInViewID = owner->entityNumber+1;
- weaponLights.Set(name.c_str(), newLight);
- lkv = weaponDef->dict.MatchPrefix( "weapon_light", lkv );
- }
- }
- #endif
- }
- /***********************************************************************
- GUIs
- ***********************************************************************/
- /*
- ================
- idWeapon::Icon
- ================
- */
- const char *idWeapon::Icon( void ) const {
- return icon;
- }
- /*
- ================
- idWeapon::UpdateGUI
- ================
- */
- void idWeapon::UpdateGUI( void ) {
- if ( !renderEntity.gui[ 0 ] ) {
- return;
- }
-
- if ( status == WP_HOLSTERED ) {
- return;
- }
- if ( owner->weaponGone ) {
- // dropping weapons was implemented wierd, so we have to not update the gui when it happens or we'll get a negative ammo count
- return;
- }
- if ( gameLocal.localClientNum != owner->entityNumber ) {
- // if updating the hud for a followed client
- if ( gameLocal.localClientNum >= 0 && gameLocal.entities[ gameLocal.localClientNum ] && gameLocal.entities[ gameLocal.localClientNum ]->IsType( idPlayer::Type ) ) {
- idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.localClientNum ] );
- if ( !p->spectating || p->spectator != owner->entityNumber ) {
- return;
- }
- } else {
- return;
- }
- }
- int inclip = AmmoInClip();
- int ammoamount = AmmoAvailable();
- if ( ammoamount < 0 ) {
- // show infinite ammo
- renderEntity.gui[ 0 ]->SetStateString( "player_ammo", "" );
- } else {
- // show remaining ammo
- #ifdef _D3XP
- renderEntity.gui[ 0 ]->SetStateString( "player_totalammo", va( "%i", ammoamount) );
- #else
- renderEntity.gui[ 0 ]->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip) );
- #endif
- renderEntity.gui[ 0 ]->SetStateString( "player_ammo", ClipSize() ? va( "%i", inclip ) : "--" );
- renderEntity.gui[ 0 ]->SetStateString( "player_clips", ClipSize() ? va("%i", ammoamount / ClipSize()) : "--" );
- #ifdef _D3XP
- renderEntity.gui[ 0 ]->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount ) );
- #else
- renderEntity.gui[ 0 ]->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) );
- #endif
- }
- renderEntity.gui[ 0 ]->SetStateBool( "player_ammo_empty", ( ammoamount == 0 ) );
- renderEntity.gui[ 0 ]->SetStateBool( "player_clip_empty", ( inclip == 0 ) );
- renderEntity.gui[ 0 ]->SetStateBool( "player_clip_low", ( inclip <= lowAmmo ) );
- #ifdef _D3XP
- //Let the HUD know the total amount of ammo regardless of the ammo required value
- renderEntity.gui[ 0 ]->SetStateString( "player_ammo_count", va("%i", AmmoCount()));
- //Grabber Gui Info
- renderEntity.gui[ 0 ]->SetStateString( "grabber_state", va("%i", grabberState));
- #endif
- }
- /***********************************************************************
- Model and muzzleflash
- ***********************************************************************/
- /*
- ================
- idWeapon::UpdateFlashPosition
- ================
- */
- void idWeapon::UpdateFlashPosition( void ) {
- // the flash has an explicit joint for locating it
- GetGlobalJointTransform( true, flashJointView, muzzleFlash.origin, muzzleFlash.axis );
- // if the desired point is inside or very close to a wall, back it up until it is clear
- idVec3 start = muzzleFlash.origin - playerViewAxis[0] * 16;
- idVec3 end = muzzleFlash.origin + playerViewAxis[0] * 8;
- trace_t tr;
- gameLocal.clip.TracePoint( tr, start, end, MASK_SHOT_RENDERMODEL, owner );
- // be at least 8 units away from a solid
- muzzleFlash.origin = tr.endpos - playerViewAxis[0] * 8;
- // put the world muzzle flash on the end of the joint, no matter what
- GetGlobalJointTransform( false, flashJointWorld, worldMuzzleFlash.origin, worldMuzzleFlash.axis );
- }
- /*
- ================
- idWeapon::MuzzleFlashLight
- ================
- */
- void idWeapon::MuzzleFlashLight( void ) {
-
- if ( !lightOn && ( !g_muzzleFlash.GetBool() || !muzzleFlash.lightRadius[0] ) ) {
- return;
- }
- if ( flashJointView == INVALID_JOINT ) {
- return;
- }
- UpdateFlashPosition();
- // these will be different each fire
- muzzleFlash.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
- muzzleFlash.shaderParms[ SHADERPARM_DIVERSITY ] = renderEntity.shaderParms[ SHADERPARM_DIVERSITY ];
- worldMuzzleFlash.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
- worldMuzzleFlash.shaderParms[ SHADERPARM_DIVERSITY ] = renderEntity.shaderParms[ SHADERPARM_DIVERSITY ];
- // the light will be removed at this time
- muzzleFlashEnd = gameLocal.time + flashTime;
- if ( muzzleFlashHandle != -1 ) {
- gameRenderWorld->UpdateLightDef( muzzleFlashHandle, &muzzleFlash );
- gameRenderWorld->UpdateLightDef( worldMuzzleFlashHandle, &worldMuzzleFlash );
- } else {
- muzzleFlashHandle = gameRenderWorld->AddLightDef( &muzzleFlash );
- worldMuzzleFlashHandle = gameRenderWorld->AddLightDef( &worldMuzzleFlash );
- }
- }
- /*
- ================
- idWeapon::UpdateSkin
- ================
- */
- bool idWeapon::UpdateSkin( void ) {
- const function_t *func;
- if ( !isLinked ) {
- return false;
- }
- func = scriptObject.GetFunction( "UpdateSkin" );
- if ( !func ) {
- common->Warning( "Can't find function 'UpdateSkin' in object '%s'", scriptObject.GetTypeName() );
- return false;
- }
-
- // use the frameCommandThread since it's safe to use outside of framecommands
- gameLocal.frameCommandThread->CallFunction( this, func, true );
- gameLocal.frameCommandThread->Execute();
- return true;
- }
- /*
- ================
- idWeapon::SetModel
- ================
- */
- void idWeapon::SetModel( const char *modelname ) {
- assert( modelname );
- if ( modelDefHandle >= 0 ) {
- gameRenderWorld->RemoveDecals( modelDefHandle );
- }
- renderEntity.hModel = animator.SetModel( modelname );
- if ( renderEntity.hModel ) {
- renderEntity.customSkin = animator.ModelDef()->GetDefaultSkin();
- animator.GetJoints( &renderEntity.numJoints, &renderEntity.joints );
- } else {
- renderEntity.customSkin = NULL;
- renderEntity.callback = NULL;
- renderEntity.numJoints = 0;
- renderEntity.joints = NULL;
- }
- // hide the model until an animation is played
- Hide();
- }
- /*
- ================
- idWeapon::GetGlobalJointTransform
- This returns the offset and axis of a weapon bone in world space, suitable for attaching models or lights
- ================
- */
- bool idWeapon::GetGlobalJointTransform( bool viewModel, const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis ) {
- if ( viewModel ) {
- // view model
- if ( animator.GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) {
- offset = offset * viewWeaponAxis + viewWeaponOrigin;
- axis = axis * viewWeaponAxis;
- return true;
- }
- } else {
- // world model
- if ( worldModel.GetEntity() && worldModel.GetEntity()->GetAnimator()->GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) {
- offset = worldModel.GetEntity()->GetPhysics()->GetOrigin() + offset * worldModel.GetEntity()->GetPhysics()->GetAxis();
- axis = axis * worldModel.GetEntity()->GetPhysics()->GetAxis();
- return true;
- }
- }
- offset = viewWeaponOrigin;
- axis = viewWeaponAxis;
- return false;
- }
- /*
- ================
- idWeapon::SetPushVelocity
- ================
- */
- void idWeapon::SetPushVelocity( const idVec3 &pushVelocity ) {
- this->pushVelocity = pushVelocity;
- }
- /***********************************************************************
- State control/player interface
- ***********************************************************************/
- /*
- ================
- idWeapon::Think
- ================
- */
- void idWeapon::Think( void ) {
- // do nothing because the present is called from the player through PresentWeapon
- }
- /*
- ================
- idWeapon::Raise
- ================
- */
- void idWeapon::Raise( void ) {
- if ( isLinked ) {
- WEAPON_RAISEWEAPON = true;
- }
- }
- /*
- ================
- idWeapon::PutAway
- ================
- */
- void idWeapon::PutAway( void ) {
- hasBloodSplat = false;
- if ( isLinked ) {
- WEAPON_LOWERWEAPON = true;
- }
- }
- /*
- ================
- idWeapon::Reload
- NOTE: this is only for impulse-triggered reload, auto reload is scripted
- ================
- */
- void idWeapon::Reload( void ) {
- if ( isLinked ) {
- WEAPON_RELOAD = true;
- }
- }
- /*
- ================
- idWeapon::LowerWeapon
- ================
- */
- void idWeapon::LowerWeapon( void ) {
- if ( !hide ) {
- hideStart = 0.0f;
- hideEnd = hideDistance;
- if ( gameLocal.time - hideStartTime < hideTime ) {
- hideStartTime = gameLocal.time - ( hideTime - ( gameLocal.time - hideStartTime ) );
- } else {
- hideStartTime = gameLocal.time;
- }
- hide = true;
- }
- }
- /*
- ================
- idWeapon::RaiseWeapon
- ================
- */
- void idWeapon::RaiseWeapon( void ) {
- Show();
- if ( hide ) {
- hideStart = hideDistance;
- hideEnd = 0.0f;
- if ( gameLocal.time - hideStartTime < hideTime ) {
- hideStartTime = gameLocal.time - ( hideTime - ( gameLocal.time - hideStartTime ) );
- } else {
- hideStartTime = gameLocal.time;
- }
- hide = false;
- }
- }
- /*
- ================
- idWeapon::HideWeapon
- ================
- */
- void idWeapon::HideWeapon( void ) {
- Hide();
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->Hide();
- }
- muzzleFlashEnd = 0;
- }
- /*
- ================
- idWeapon::ShowWeapon
- ================
- */
- void idWeapon::ShowWeapon( void ) {
- Show();
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->Show();
- }
- if ( lightOn ) {
- MuzzleFlashLight();
- }
- }
- /*
- ================
- idWeapon::HideWorldModel
- ================
- */
- void idWeapon::HideWorldModel( void ) {
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->Hide();
- }
- }
- /*
- ================
- idWeapon::ShowWorldModel
- ================
- */
- void idWeapon::ShowWorldModel( void ) {
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->Show();
- }
- }
- /*
- ================
- idWeapon::OwnerDied
- ================
- */
- void idWeapon::OwnerDied( void ) {
- if ( isLinked ) {
- SetState( "OwnerDied", 0 );
- thread->Execute();
- #ifdef _D3XP
- // Update the grabber effects
- if ( /*!gameLocal.isMultiplayer &&*/ grabberState != -1 ) {
- grabber.Update( owner, hide );
- }
- #endif
- }
- Hide();
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->Hide();
- }
- // don't clear the weapon immediately since the owner might have killed himself by firing the weapon
- // within the current stack frame
- PostEventMS( &EV_Weapon_Clear, 0 );
- }
- /*
- ================
- idWeapon::BeginAttack
- ================
- */
- void idWeapon::BeginAttack( void ) {
- if ( status != WP_OUTOFAMMO ) {
- lastAttack = gameLocal.time;
- }
- if ( !isLinked ) {
- return;
- }
- if ( !WEAPON_ATTACK ) {
- if ( sndHum && grabberState == -1 ) { // _D3XP :: don't stop grabber hum
- StopSound( SND_CHANNEL_BODY, false );
- }
- }
- WEAPON_ATTACK = true;
- }
- /*
- ================
- idWeapon::EndAttack
- ================
- */
- void idWeapon::EndAttack( void ) {
- if ( !WEAPON_ATTACK.IsLinked() ) {
- return;
- }
- if ( WEAPON_ATTACK ) {
- WEAPON_ATTACK = false;
- if ( sndHum && grabberState == -1 ) { // _D3XP :: don't stop grabber hum
- StartSoundShader( sndHum, SND_CHANNEL_BODY, 0, false, NULL );
- }
- }
- }
- /*
- ================
- idWeapon::isReady
- ================
- */
- bool idWeapon::IsReady( void ) const {
- return !hide && !IsHidden() && ( ( status == WP_RELOAD ) || ( status == WP_READY ) || ( status == WP_OUTOFAMMO ) );
- }
- /*
- ================
- idWeapon::IsReloading
- ================
- */
- bool idWeapon::IsReloading( void ) const {
- return ( status == WP_RELOAD );
- }
- /*
- ================
- idWeapon::IsHolstered
- ================
- */
- bool idWeapon::IsHolstered( void ) const {
- return ( status == WP_HOLSTERED );
- }
- /*
- ================
- idWeapon::ShowCrosshair
- ================
- */
- bool idWeapon::ShowCrosshair( void ) const {
- return !( state == idStr( WP_RISING ) || state == idStr( WP_LOWERING ) || state == idStr( WP_HOLSTERED ) );
- }
- /*
- =====================
- idWeapon::CanDrop
- =====================
- */
- bool idWeapon::CanDrop( void ) const {
- if ( !weaponDef || !worldModel.GetEntity() ) {
- return false;
- }
- const char *classname = weaponDef->dict.GetString( "def_dropItem" );
- if ( !classname[ 0 ] ) {
- return false;
- }
- return true;
- }
- /*
- ================
- idWeapon::WeaponStolen
- ================
- */
- void idWeapon::WeaponStolen( void ) {
- assert( !gameLocal.isClient );
- if ( projectileEnt ) {
- if ( isLinked ) {
- SetState( "WeaponStolen", 0 );
- thread->Execute();
- }
- projectileEnt = NULL;
- }
- // set to holstered so we can switch weapons right away
- status = WP_HOLSTERED;
- HideWeapon();
- }
- /*
- =====================
- idWeapon::DropItem
- =====================
- */
- idEntity * idWeapon::DropItem( const idVec3 &velocity, int activateDelay, int removeDelay, bool died ) {
- if ( !weaponDef || !worldModel.GetEntity() ) {
- return NULL;
- }
- if ( !allowDrop ) {
- return NULL;
- }
- const char *classname = weaponDef->dict.GetString( "def_dropItem" );
- if ( !classname[0] ) {
- return NULL;
- }
- StopSound( SND_CHANNEL_BODY, true );
- StopSound( SND_CHANNEL_BODY3, true );
- return idMoveableItem::DropItem( classname, worldModel.GetEntity()->GetPhysics()->GetOrigin(), worldModel.GetEntity()->GetPhysics()->GetAxis(), velocity, activateDelay, removeDelay );
- }
- /***********************************************************************
- Script state management
- ***********************************************************************/
- /*
- =====================
- idWeapon::SetState
- =====================
- */
- void idWeapon::SetState( const char *statename, int blendFrames ) {
- const function_t *func;
- if ( !isLinked ) {
- return;
- }
- func = scriptObject.GetFunction( statename );
- if ( !func ) {
- assert( 0 );
- gameLocal.Error( "Can't find function '%s' in object '%s'", statename, scriptObject.GetTypeName() );
- }
- thread->CallFunction( this, func, true );
- state = statename;
- animBlendFrames = blendFrames;
- if ( g_debugWeapon.GetBool() ) {
- gameLocal.Printf( "%d: weapon state : %s\n", gameLocal.time, statename );
- }
- idealState = "";
- }
- /***********************************************************************
- Particles/Effects
- ***********************************************************************/
- /*
- ================
- idWeapon::UpdateNozzelFx
- ================
- */
- void idWeapon::UpdateNozzleFx( void ) {
- if ( !nozzleFx ) {
- return;
- }
- //
- // shader parms
- //
- int la = gameLocal.time - lastAttack + 1;
- float s = 1.0f;
- float l = 0.0f;
- if ( la < nozzleFxFade ) {
- s = ((float)la / nozzleFxFade);
- l = 1.0f - s;
- }
- renderEntity.shaderParms[5] = s;
- renderEntity.shaderParms[6] = l;
- if ( ventLightJointView == INVALID_JOINT ) {
- return;
- }
- //
- // vent light
- //
- if ( nozzleGlowHandle == -1 ) {
- memset(&nozzleGlow, 0, sizeof(nozzleGlow));
- if ( owner ) {
- nozzleGlow.allowLightInViewID = owner->entityNumber+1;
- }
- nozzleGlow.pointLight = true;
- nozzleGlow.noShadows = true;
- nozzleGlow.lightRadius.x = nozzleGlowRadius;
- nozzleGlow.lightRadius.y = nozzleGlowRadius;
- nozzleGlow.lightRadius.z = nozzleGlowRadius;
- nozzleGlow.shader = nozzleGlowShader;
- nozzleGlow.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
- nozzleGlow.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
- GetGlobalJointTransform( true, ventLightJointView, nozzleGlow.origin, nozzleGlow.axis );
- nozzleGlowHandle = gameRenderWorld->AddLightDef(&nozzleGlow);
- }
- GetGlobalJointTransform( true, ventLightJointView, nozzleGlow.origin, nozzleGlow.axis );
- nozzleGlow.shaderParms[ SHADERPARM_RED ] = nozzleGlowColor.x * s;
- nozzleGlow.shaderParms[ SHADERPARM_GREEN ] = nozzleGlowColor.y * s;
- nozzleGlow.shaderParms[ SHADERPARM_BLUE ] = nozzleGlowColor.z * s;
- gameRenderWorld->UpdateLightDef(nozzleGlowHandle, &nozzleGlow);
- }
- /*
- ================
- idWeapon::BloodSplat
- ================
- */
- bool idWeapon::BloodSplat( float size ) {
- float s, c;
- idMat3 localAxis, axistemp;
- idVec3 localOrigin, normal;
- if ( hasBloodSplat ) {
- return true;
- }
- hasBloodSplat = true;
- if ( modelDefHandle < 0 ) {
- return false;
- }
- if ( !GetGlobalJointTransform( true, ejectJointView, localOrigin, localAxis ) ) {
- return false;
- }
- localOrigin[0] += gameLocal.random.RandomFloat() * -10.0f;
- localOrigin[1] += gameLocal.random.RandomFloat() * 1.0f;
- localOrigin[2] += gameLocal.random.RandomFloat() * -2.0f;
- normal = idVec3( gameLocal.random.CRandomFloat(), -gameLocal.random.RandomFloat(), -1 );
- normal.Normalize();
- idMath::SinCos16( gameLocal.random.RandomFloat() * idMath::TWO_PI, s, c );
- localAxis[2] = -normal;
- localAxis[2].NormalVectors( axistemp[0], axistemp[1] );
- localAxis[0] = axistemp[ 0 ] * c + axistemp[ 1 ] * -s;
- localAxis[1] = axistemp[ 0 ] * -s + axistemp[ 1 ] * -c;
- localAxis[0] *= 1.0f / size;
- localAxis[1] *= 1.0f / size;
- idPlane localPlane[2];
- localPlane[0] = localAxis[0];
- localPlane[0][3] = -(localOrigin * localAxis[0]) + 0.5f;
- localPlane[1] = localAxis[1];
- localPlane[1][3] = -(localOrigin * localAxis[1]) + 0.5f;
- const idMaterial *mtr = declManager->FindMaterial( "textures/decals/duffysplatgun" );
- gameRenderWorld->ProjectOverlay( modelDefHandle, localPlane, mtr );
- return true;
- }
- /***********************************************************************
- Visual presentation
- ***********************************************************************/
- /*
- ================
- idWeapon::MuzzleRise
- The machinegun and chaingun will incrementally back up as they are being fired
- ================
- */
- void idWeapon::MuzzleRise( idVec3 &origin, idMat3 &axis ) {
- int time;
- float amount;
- idAngles ang;
- idVec3 offset;
- time = kick_endtime - gameLocal.time;
- if ( time <= 0 ) {
- return;
- }
- if ( muzzle_kick_maxtime <= 0 ) {
- return;
- }
- if ( time > muzzle_kick_maxtime ) {
- time = muzzle_kick_maxtime;
- }
-
- amount = ( float )time / ( float )muzzle_kick_maxtime;
- ang = muzzle_kick_angles * amount;
- offset = muzzle_kick_offset * amount;
- origin = origin - axis * offset;
- axis = ang.ToMat3() * axis;
- }
- /*
- ================
- idWeapon::ConstructScriptObject
- Called during idEntity::Spawn. Calls the constructor on the script object.
- Can be overridden by subclasses when a thread doesn't need to be allocated.
- ================
- */
- idThread *idWeapon::ConstructScriptObject( void ) {
- const function_t *constructor;
- thread->EndThread();
- // call script object's constructor
- constructor = scriptObject.GetConstructor();
- if ( !constructor ) {
- gameLocal.Error( "Missing constructor on '%s' for weapon", scriptObject.GetTypeName() );
- }
- // init the script object's data
- scriptObject.ClearObject();
- thread->CallFunction( this, constructor, true );
- thread->Execute();
- return thread;
- }
- /*
- ================
- idWeapon::DeconstructScriptObject
- Called during idEntity::~idEntity. Calls the destructor on the script object.
- Can be overridden by subclasses when a thread doesn't need to be allocated.
- Not called during idGameLocal::MapShutdown.
- ================
- */
- void idWeapon::DeconstructScriptObject( void ) {
- const function_t *destructor;
- if ( !thread ) {
- return;
- }
-
- // don't bother calling the script object's destructor on map shutdown
- if ( gameLocal.GameState() == GAMESTATE_SHUTDOWN ) {
- return;
- }
- thread->EndThread();
- // call script object's destructor
- destructor = scriptObject.GetDestructor();
- if ( destructor ) {
- // start a thread that will run immediately and end
- thread->CallFunction( this, destructor, true );
- thread->Execute();
- thread->EndThread();
- }
- // clear out the object's memory
- scriptObject.ClearObject();
- }
- /*
- ================
- idWeapon::UpdateScript
- ================
- */
- void idWeapon::UpdateScript( void ) {
- int count;
- if ( !isLinked ) {
- return;
- }
- // only update the script on new frames
- if ( !gameLocal.isNewFrame ) {
- return;
- }
- if ( idealState.Length() ) {
- SetState( idealState, animBlendFrames );
- }
- // update script state, which may call Event_LaunchProjectiles, among other things
- count = 10;
- while( ( thread->Execute() || idealState.Length() ) && count-- ) {
- // happens for weapons with no clip (like grenades)
- if ( idealState.Length() ) {
- SetState( idealState, animBlendFrames );
- }
- }
- WEAPON_RELOAD = false;
- }
- /*
- ================
- idWeapon::AlertMonsters
- ================
- */
- void idWeapon::AlertMonsters( void ) {
- trace_t tr;
- idEntity *ent;
- idVec3 end = muzzleFlash.origin + muzzleFlash.axis * muzzleFlash.target;
- gameLocal.clip.TracePoint( tr, muzzleFlash.origin, end, CONTENTS_OPAQUE | MASK_SHOT_RENDERMODEL | CONTENTS_FLASHLIGHT_TRIGGER, owner );
- if ( g_debugWeapon.GetBool() ) {
- gameRenderWorld->DebugLine( colorYellow, muzzleFlash.origin, end, 0 );
- gameRenderWorld->DebugArrow( colorGreen, muzzleFlash.origin, tr.endpos, 2, 0 );
- }
- if ( tr.fraction < 1.0f ) {
- ent = gameLocal.GetTraceEntity( tr );
- if ( ent->IsType( idAI::Type ) ) {
- static_cast<idAI *>( ent )->TouchedByFlashlight( owner );
- } else if ( ent->IsType( idTrigger::Type ) ) {
- ent->Signal( SIG_TOUCH );
- ent->ProcessEvent( &EV_Touch, owner, &tr );
- }
- }
- // jitter the trace to try to catch cases where a trace down the center doesn't hit the monster
- end += muzzleFlash.axis * muzzleFlash.right * idMath::Sin16( MS2SEC( gameLocal.time ) * 31.34f );
- end += muzzleFlash.axis * muzzleFlash.up * idMath::Sin16( MS2SEC( gameLocal.time ) * 12.17f );
- gameLocal.clip.TracePoint( tr, muzzleFlash.origin, end, CONTENTS_OPAQUE | MASK_SHOT_RENDERMODEL | CONTENTS_FLASHLIGHT_TRIGGER, owner );
- if ( g_debugWeapon.GetBool() ) {
- gameRenderWorld->DebugLine( colorYellow, muzzleFlash.origin, end, 0 );
- gameRenderWorld->DebugArrow( colorGreen, muzzleFlash.origin, tr.endpos, 2, 0 );
- }
- if ( tr.fraction < 1.0f ) {
- ent = gameLocal.GetTraceEntity( tr );
- if ( ent->IsType( idAI::Type ) ) {
- static_cast<idAI *>( ent )->TouchedByFlashlight( owner );
- } else if ( ent->IsType( idTrigger::Type ) ) {
- ent->Signal( SIG_TOUCH );
- ent->ProcessEvent( &EV_Touch, owner, &tr );
- }
- }
- }
- /*
- ================
- idWeapon::PresentWeapon
- ================
- */
- void idWeapon::PresentWeapon( bool showViewModel ) {
- playerViewOrigin = owner->firstPersonViewOrigin;
- playerViewAxis = owner->firstPersonViewAxis;
- // calculate weapon position based on player movement bobbing
- owner->CalculateViewWeaponPos( viewWeaponOrigin, viewWeaponAxis );
- // hide offset is for dropping the gun when approaching a GUI or NPC
- // This is simpler to manage than doing the weapon put-away animation
- if ( gameLocal.time - hideStartTime < hideTime ) {
- float frac = ( float )( gameLocal.time - hideStartTime ) / ( float )hideTime;
- if ( hideStart < hideEnd ) {
- frac = 1.0f - frac;
- frac = 1.0f - frac * frac;
- } else {
- frac = frac * frac;
- }
- hideOffset = hideStart + ( hideEnd - hideStart ) * frac;
- } else {
- hideOffset = hideEnd;
- if ( hide && disabled ) {
- Hide();
- }
- }
- viewWeaponOrigin += hideOffset * viewWeaponAxis[ 2 ];
- // kick up based on repeat firing
- MuzzleRise( viewWeaponOrigin, viewWeaponAxis );
- // set the physics position and orientation
- GetPhysics()->SetOrigin( viewWeaponOrigin );
- GetPhysics()->SetAxis( viewWeaponAxis );
- UpdateVisuals();
- // update the weapon script
- UpdateScript();
- UpdateGUI();
- // update animation
- UpdateAnimation();
- // only show the surface in player view
- renderEntity.allowSurfaceInViewID = owner->entityNumber+1;
- // crunch the depth range so it never pokes into walls this breaks the machine gun gui
- renderEntity.weaponDepthHack = true;
- // present the model
- if ( showViewModel ) {
- Present();
- } else {
- FreeModelDef();
- }
- if ( worldModel.GetEntity() && worldModel.GetEntity()->GetRenderEntity() ) {
- // deal with the third-person visible world model
- // don't show shadows of the world model in first person
- if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() || pm_thirdPerson.GetBool() ) {
- worldModel.GetEntity()->GetRenderEntity()->suppressShadowInViewID = 0;
- } else {
- worldModel.GetEntity()->GetRenderEntity()->suppressShadowInViewID = owner->entityNumber+1;
- worldModel.GetEntity()->GetRenderEntity()->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + owner->entityNumber;
- }
- }
- if ( nozzleFx ) {
- UpdateNozzleFx();
- }
- // muzzle smoke
- if ( showViewModel && !disabled && weaponSmoke && ( weaponSmokeStartTime != 0 ) ) {
- // use the barrel joint if available
- #ifdef _D3XP
- if(smokeJointView != INVALID_JOINT) {
- GetGlobalJointTransform( true, smokeJointView, muzzleOrigin, muzzleAxis );
- } else if (barrelJointView != INVALID_JOINT) {
- GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
- #else
- if ( barrelJointView ) {
- GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
- #endif
- } else {
- // default to going straight out the view
- muzzleOrigin = playerViewOrigin;
- muzzleAxis = playerViewAxis;
- }
- // spit out a particle
- if ( !gameLocal.smokeParticles->EmitSmoke( weaponSmoke, weaponSmokeStartTime, gameLocal.random.RandomFloat(), muzzleOrigin, muzzleAxis, timeGroup /*_D3XP*/ ) ) {
- weaponSmokeStartTime = ( continuousSmoke ) ? gameLocal.time : 0;
- }
- }
- if ( showViewModel && strikeSmoke && strikeSmokeStartTime != 0 ) {
- // spit out a particle
- if ( !gameLocal.smokeParticles->EmitSmoke( strikeSmoke, strikeSmokeStartTime, gameLocal.random.RandomFloat(), strikePos, strikeAxis, timeGroup /*_D3XP*/ ) ) {
- strikeSmokeStartTime = 0;
- }
- }
- #ifdef _D3XP
- if ( showViewModel && !hide ) {
- for( int i = 0; i < weaponParticles.Num(); i++ ) {
- WeaponParticle_t* part = weaponParticles.GetIndex(i);
- if(part->active) {
- if(part->smoke) {
- if(part->joint != INVALID_JOINT) {
- GetGlobalJointTransform( true, part->joint, muzzleOrigin, muzzleAxis );
- } else {
- // default to going straight out the view
- muzzleOrigin = playerViewOrigin;
- muzzleAxis = playerViewAxis;
- }
- if ( !gameLocal.smokeParticles->EmitSmoke( part->particle, part->startTime, gameLocal.random.RandomFloat(), muzzleOrigin, muzzleAxis, timeGroup /*_D3XP*/ ) ) {
- part->active = false; // all done
- part->startTime = 0;
- }
- } else {
- //Manually update the position of the emitter so it follows the weapon
- renderEntity_t* rendEnt = part->emitter->GetRenderEntity();
- GetGlobalJointTransform( true, part->joint, rendEnt->origin, rendEnt->axis );
- if ( part->emitter->GetModelDefHandle() != -1 ) {
- gameRenderWorld->UpdateEntityDef( part->emitter->GetModelDefHandle(), rendEnt );
- }
- }
- }
- }
- for(int i = 0; i < weaponLights.Num(); i++) {
- WeaponLight_t* light = weaponLights.GetIndex(i);
- if(light->active) {
- GetGlobalJointTransform( true, light->joint, light->light.origin, light->light.axis );
- if ( ( light->lightHandle != -1 ) ) {
- gameRenderWorld->UpdateLightDef( light->lightHandle, &light->light );
- } else {
- light->lightHandle = gameRenderWorld->AddLightDef( &light->light );
- }
- }
- }
- }
- // Update the grabber effects
- if ( grabberState != -1 ) {
- grabberState = grabber.Update( owner, hide );
- }
- #endif
- // remove the muzzle flash light when it's done
- if ( ( !lightOn && ( gameLocal.time >= muzzleFlashEnd ) ) || IsHidden() ) {
- if ( muzzleFlashHandle != -1 ) {
- gameRenderWorld->FreeLightDef( muzzleFlashHandle );
- muzzleFlashHandle = -1;
- }
- if ( worldMuzzleFlashHandle != -1 ) {
- gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
- worldMuzzleFlashHandle = -1;
- }
- }
- // update the muzzle flash light, so it moves with the gun
- if ( muzzleFlashHandle != -1 ) {
- UpdateFlashPosition();
- gameRenderWorld->UpdateLightDef( muzzleFlashHandle, &muzzleFlash );
- gameRenderWorld->UpdateLightDef( worldMuzzleFlashHandle, &worldMuzzleFlash );
- // wake up monsters with the flashlight
- if ( !gameLocal.isMultiplayer && lightOn && !owner->fl.notarget ) {
- AlertMonsters();
- }
- }
- // update the gui light
- if ( guiLight.lightRadius[0] && guiLightJointView != INVALID_JOINT ) {
- GetGlobalJointTransform( true, guiLightJointView, guiLight.origin, guiLight.axis );
- if ( ( guiLightHandle != -1 ) ) {
- gameRenderWorld->UpdateLightDef( guiLightHandle, &guiLight );
- } else {
- guiLightHandle = gameRenderWorld->AddLightDef( &guiLight );
- }
- }
- if ( status != WP_READY && sndHum ) {
- StopSound( SND_CHANNEL_BODY, false );
- }
- UpdateSound();
- }
- /*
- ================
- idWeapon::EnterCinematic
- ================
- */
- void idWeapon::EnterCinematic( void ) {
- StopSound( SND_CHANNEL_ANY, false );
- if ( isLinked ) {
- SetState( "EnterCinematic", 0 );
- thread->Execute();
- WEAPON_ATTACK = false;
- WEAPON_RELOAD = false;
- WEAPON_NETRELOAD = false;
- WEAPON_NETENDRELOAD = false;
- WEAPON_NETFIRING = false;
- WEAPON_RAISEWEAPON = false;
- WEAPON_LOWERWEAPON = false;
- #ifdef _D3XP
- grabber.Update( this->GetOwner(), true );
- #endif
- }
- disabled = true;
- LowerWeapon();
- }
- /*
- ================
- idWeapon::ExitCinematic
- ================
- */
- void idWeapon::ExitCinematic( void ) {
- disabled = false;
- if ( isLinked ) {
- SetState( "ExitCinematic", 0 );
- thread->Execute();
- }
- RaiseWeapon();
- }
- /*
- ================
- idWeapon::NetCatchup
- ================
- */
- void idWeapon::NetCatchup( void ) {
- if ( isLinked ) {
- SetState( "NetCatchup", 0 );
- thread->Execute();
- }
- }
- /*
- ================
- idWeapon::GetZoomFov
- ================
- */
- int idWeapon::GetZoomFov( void ) {
- return zoomFov;
- }
- /*
- ================
- idWeapon::GetWeaponAngleOffsets
- ================
- */
- void idWeapon::GetWeaponAngleOffsets( int *average, float *scale, float *max ) {
- *average = weaponAngleOffsetAverages;
- *scale = weaponAngleOffsetScale;
- *max = weaponAngleOffsetMax;
- }
- /*
- ================
- idWeapon::GetWeaponTimeOffsets
- ================
- */
- void idWeapon::GetWeaponTimeOffsets( float *time, float *scale ) {
- *time = weaponOffsetTime;
- *scale = weaponOffsetScale;
- }
- /***********************************************************************
- Ammo
- ***********************************************************************/
- /*
- ================
- idWeapon::GetAmmoNumForName
- ================
- */
- ammo_t idWeapon::GetAmmoNumForName( const char *ammoname ) {
- int num;
- const idDict *ammoDict;
- assert( ammoname );
- ammoDict = gameLocal.FindEntityDefDict( "ammo_types", false );
- if ( !ammoDict ) {
- gameLocal.Error( "Could not find entity definition for 'ammo_types'\n" );
- }
- if ( !ammoname[ 0 ] ) {
- return 0;
- }
- if ( !ammoDict->GetInt( ammoname, "-1", num ) ) {
- #ifdef _D3XP
- //Lets look in a game specific ammo type definition for the weapon
- idStr gamedir;
- int i;
- for ( i = 0; i < 2; i++ ) {
- if ( i == 0 ) {
- gamedir = cvarSystem->GetCVarString( "fs_game_base" );
- } else if ( i == 1 ) {
- gamedir = cvarSystem->GetCVarString( "fs_game" );
- }
- if ( gamedir.Length() > 0 ) {
- ammoDict = gameLocal.FindEntityDefDict( va("ammo_types_%s", gamedir.c_str()), false );
- if ( ammoDict ) {
- if ( ammoDict->GetInt( ammoname, "-1", num ) ) {
- break;
- }
- }
- }
- }
- if ( i == 2 ) {
- gameLocal.Error( "Unknown ammo type '%s'", ammoname );
- }
- #endif
- }
- if ( ( num < 0 ) || ( num >= AMMO_NUMTYPES ) ) {
- gameLocal.Error( "Ammo type '%s' value out of range. Maximum ammo types is %d.\n", ammoname, AMMO_NUMTYPES );
- }
- return ( ammo_t )num;
- }
- /*
- ================
- idWeapon::GetAmmoNameForNum
- ================
- */
- const char *idWeapon::GetAmmoNameForNum( ammo_t ammonum ) {
- int i;
- int num;
- const idDict *ammoDict;
- const idKeyValue *kv;
- char text[ 32 ];
- ammoDict = gameLocal.FindEntityDefDict( "ammo_types", false );
- if ( !ammoDict ) {
- gameLocal.Error( "Could not find entity definition for 'ammo_types'\n" );
- }
- sprintf( text, "%d", ammonum );
- num = ammoDict->GetNumKeyVals();
- for( i = 0; i < num; i++ ) {
- kv = ammoDict->GetKeyVal( i );
- if ( kv->GetValue() == text ) {
- return kv->GetKey();
- }
- }
- #ifdef _D3XP
- // Look in the game specific ammo types
- idStr gamedir;
- for ( i = 0; i < 2; i++ ) {
- if ( i == 0 ) {
- gamedir = cvarSystem->GetCVarString( "fs_game_base" );
- } else if ( i == 1 ) {
- gamedir = cvarSystem->GetCVarString( "fs_game" );
- }
- if ( gamedir.Length() > 0 ) {
- ammoDict = gameLocal.FindEntityDefDict( va("ammo_types_%s", gamedir.c_str()), false );
- if ( ammoDict ) {
- num = ammoDict->GetNumKeyVals();
- for( i = 0; i < num; i++ ) {
- kv = ammoDict->GetKeyVal( i );
- if ( kv->GetValue() == text ) {
- return kv->GetKey();
- }
- }
- }
- }
- }
- #endif
- return NULL;
- }
- /*
- ================
- idWeapon::GetAmmoPickupNameForNum
- ================
- */
- const char *idWeapon::GetAmmoPickupNameForNum( ammo_t ammonum ) {
- int i;
- int num;
- const idDict *ammoDict;
- const idKeyValue *kv;
- ammoDict = gameLocal.FindEntityDefDict( "ammo_names", false );
- if ( !ammoDict ) {
- gameLocal.Error( "Could not find entity definition for 'ammo_names'\n" );
- }
- const char *name = GetAmmoNameForNum( ammonum );
- if ( name && *name ) {
- num = ammoDict->GetNumKeyVals();
- for( i = 0; i < num; i++ ) {
- kv = ammoDict->GetKeyVal( i );
- if ( idStr::Icmp( kv->GetKey(), name) == 0 ) {
- return kv->GetValue();
- }
- }
- }
- return "";
- }
- /*
- ================
- idWeapon::AmmoAvailable
- ================
- */
- int idWeapon::AmmoAvailable( void ) const {
- if ( owner ) {
- return owner->inventory.HasAmmo( ammoType, ammoRequired );
- } else {
- return 0;
- }
- }
- /*
- ================
- idWeapon::AmmoInClip
- ================
- */
- int idWeapon::AmmoInClip( void ) const {
- return ammoClip;
- }
- /*
- ================
- idWeapon::ResetAmmoClip
- ================
- */
- void idWeapon::ResetAmmoClip( void ) {
- ammoClip = -1;
- }
- /*
- ================
- idWeapon::GetAmmoType
- ================
- */
- ammo_t idWeapon::GetAmmoType( void ) const {
- return ammoType;
- }
- /*
- ================
- idWeapon::ClipSize
- ================
- */
- int idWeapon::ClipSize( void ) const {
- return clipSize;
- }
- /*
- ================
- idWeapon::LowAmmo
- ================
- */
- int idWeapon::LowAmmo() const {
- return lowAmmo;
- }
- /*
- ================
- idWeapon::AmmoRequired
- ================
- */
- int idWeapon::AmmoRequired( void ) const {
- return ammoRequired;
- }
- #ifdef _D3XP
- /*
- ================
- idWeapon::GetGrabberState
- Returns the current grabberState
- ================
- */
- int idWeapon::GetGrabberState() const {
- return grabberState;
- }
- /*
- ================
- idWeapon::AmmoCount
- Returns the total number of rounds regardless of the required ammo
- ================
- */
- int idWeapon::AmmoCount() const {
- if ( owner ) {
- return owner->inventory.HasAmmo( ammoType, 1 );
- } else {
- return 0;
- }
- }
- #endif
- /*
- ================
- idWeapon::WriteToSnapshot
- ================
- */
- void idWeapon::WriteToSnapshot( idBitMsgDelta &msg ) const {
- msg.WriteBits( ammoClip, ASYNC_PLAYER_INV_CLIP_BITS );
- msg.WriteBits( worldModel.GetSpawnId(), 32 );
- msg.WriteBits( lightOn, 1 );
- msg.WriteBits( isFiring ? 1 : 0, 1 );
- }
- /*
- ================
- idWeapon::ReadFromSnapshot
- ================
- */
- void idWeapon::ReadFromSnapshot( const idBitMsgDelta &msg ) {
- ammoClip = msg.ReadBits( ASYNC_PLAYER_INV_CLIP_BITS );
- worldModel.SetSpawnId( msg.ReadBits( 32 ) );
- bool snapLight = msg.ReadBits( 1 ) != 0;
- isFiring = msg.ReadBits( 1 ) != 0;
- // WEAPON_NETFIRING is only turned on for other clients we're predicting. not for local client
- if ( owner && gameLocal.localClientNum != owner->entityNumber && WEAPON_NETFIRING.IsLinked() ) {
- // immediately go to the firing state so we don't skip fire animations
- if ( !WEAPON_NETFIRING && isFiring ) {
- idealState = "Fire";
- }
- // immediately switch back to idle
- if ( WEAPON_NETFIRING && !isFiring ) {
- idealState = "Idle";
- }
- WEAPON_NETFIRING = isFiring;
- }
- if ( snapLight != lightOn ) {
- Reload();
- }
- }
- /*
- ================
- idWeapon::ClientReceiveEvent
- ================
- */
- bool idWeapon::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
- switch( event ) {
- case EVENT_RELOAD: {
- if ( gameLocal.time - time < 1000 ) {
- if ( WEAPON_NETRELOAD.IsLinked() ) {
- WEAPON_NETRELOAD = true;
- WEAPON_NETENDRELOAD = false;
- }
- }
- return true;
- }
- case EVENT_ENDRELOAD: {
- if ( WEAPON_NETENDRELOAD.IsLinked() ) {
- WEAPON_NETENDRELOAD = true;
- }
- return true;
- }
- case EVENT_CHANGESKIN: {
- int index = gameLocal.ClientRemapDecl( DECL_SKIN, msg.ReadLong() );
- renderEntity.customSkin = ( index != -1 ) ? static_cast<const idDeclSkin *>( declManager->DeclByIndex( DECL_SKIN, index ) ) : NULL;
- UpdateVisuals();
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->SetSkin( renderEntity.customSkin );
- }
- return true;
- }
- default: {
- return idEntity::ClientReceiveEvent( event, time, msg );
- }
- }
- return false;
- }
- /***********************************************************************
- Script events
- ***********************************************************************/
- /*
- ===============
- idWeapon::Event_Clear
- ===============
- */
- void idWeapon::Event_Clear( void ) {
- Clear();
- }
- /*
- ===============
- idWeapon::Event_GetOwner
- ===============
- */
- void idWeapon::Event_GetOwner( void ) {
- idThread::ReturnEntity( owner );
- }
- /*
- ===============
- idWeapon::Event_WeaponState
- ===============
- */
- void idWeapon::Event_WeaponState( const char *statename, int blendFrames ) {
- const function_t *func;
- func = scriptObject.GetFunction( statename );
- if ( !func ) {
- assert( 0 );
- gameLocal.Error( "Can't find function '%s' in object '%s'", statename, scriptObject.GetTypeName() );
- }
- idealState = statename;
- if ( !idealState.Icmp( "Fire" ) ) {
- isFiring = true;
- } else {
- isFiring = false;
- }
- animBlendFrames = blendFrames;
- thread->DoneProcessing();
- }
- /*
- ===============
- idWeapon::Event_WeaponReady
- ===============
- */
- void idWeapon::Event_WeaponReady( void ) {
- status = WP_READY;
- if ( isLinked ) {
- WEAPON_RAISEWEAPON = false;
- }
- if ( sndHum ) {
- StartSoundShader( sndHum, SND_CHANNEL_BODY, 0, false, NULL );
- }
- }
- /*
- ===============
- idWeapon::Event_WeaponOutOfAmmo
- ===============
- */
- void idWeapon::Event_WeaponOutOfAmmo( void ) {
- status = WP_OUTOFAMMO;
- if ( isLinked ) {
- WEAPON_RAISEWEAPON = false;
- }
- }
- /*
- ===============
- idWeapon::Event_WeaponReloading
- ===============
- */
- void idWeapon::Event_WeaponReloading( void ) {
- status = WP_RELOAD;
- }
- /*
- ===============
- idWeapon::Event_WeaponHolstered
- ===============
- */
- void idWeapon::Event_WeaponHolstered( void ) {
- status = WP_HOLSTERED;
- if ( isLinked ) {
- WEAPON_LOWERWEAPON = false;
- }
- }
- /*
- ===============
- idWeapon::Event_WeaponRising
- ===============
- */
- void idWeapon::Event_WeaponRising( void ) {
- status = WP_RISING;
- if ( isLinked ) {
- WEAPON_LOWERWEAPON = false;
- }
- owner->WeaponRisingCallback();
- }
- /*
- ===============
- idWeapon::Event_WeaponLowering
- ===============
- */
- void idWeapon::Event_WeaponLowering( void ) {
- status = WP_LOWERING;
- if ( isLinked ) {
- WEAPON_RAISEWEAPON = false;
- }
- owner->WeaponLoweringCallback();
- }
- /*
- ===============
- idWeapon::Event_UseAmmo
- ===============
- */
- void idWeapon::Event_UseAmmo( int amount ) {
- if ( gameLocal.isClient ) {
- return;
- }
- owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? amount : ( amount * ammoRequired ) );
- if ( clipSize && ammoRequired ) {
- ammoClip -= powerAmmo ? amount : ( amount * ammoRequired );
- if ( ammoClip < 0 ) {
- ammoClip = 0;
- }
- }
- }
- /*
- ===============
- idWeapon::Event_AddToClip
- ===============
- */
- void idWeapon::Event_AddToClip( int amount ) {
- int ammoAvail;
- if ( gameLocal.isClient ) {
- return;
- }
- #ifdef _D3XP
- int oldAmmo = ammoClip;
- ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired ) + AmmoInClip();
- #endif
- ammoClip += amount;
- if ( ammoClip > clipSize ) {
- ammoClip = clipSize;
- }
- #ifdef _D3XP
- #else
- ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
- #endif
- if ( ammoClip > ammoAvail ) {
- ammoClip = ammoAvail;
- }
- #ifdef _D3XP
- // for shared ammo we need to use the ammo when it is moved into the clip
- int usedAmmo = ammoClip - oldAmmo;
- owner->inventory.UseAmmo(ammoType, usedAmmo);
- #endif
- }
- /*
- ===============
- idWeapon::Event_AmmoInClip
- ===============
- */
- void idWeapon::Event_AmmoInClip( void ) {
- int ammo = AmmoInClip();
- idThread::ReturnFloat( ammo );
- }
- /*
- ===============
- idWeapon::Event_AmmoAvailable
- ===============
- */
- void idWeapon::Event_AmmoAvailable( void ) {
- #ifdef _D3XP
- int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
- ammoAvail += AmmoInClip();
- #else
- int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
- #endif
- idThread::ReturnFloat( ammoAvail );
- }
- /*
- ===============
- idWeapon::Event_TotalAmmoCount
- ===============
- */
- void idWeapon::Event_TotalAmmoCount( void ) {
- int ammoAvail = owner->inventory.HasAmmo( ammoType, 1 );
- idThread::ReturnFloat( ammoAvail );
- }
- /*
- ===============
- idWeapon::Event_ClipSize
- ===============
- */
- void idWeapon::Event_ClipSize( void ) {
- idThread::ReturnFloat( clipSize );
- }
- /*
- ===============
- idWeapon::Event_AutoReload
- ===============
- */
- void idWeapon::Event_AutoReload( void ) {
- assert( owner );
- if ( gameLocal.isClient ) {
- idThread::ReturnFloat( 0.0f );
- return;
- }
- idThread::ReturnFloat( gameLocal.userInfo[ owner->entityNumber ].GetBool( "ui_autoReload" ) );
- }
- /*
- ===============
- idWeapon::Event_NetReload
- ===============
- */
- void idWeapon::Event_NetReload( void ) {
- assert( owner );
- if ( gameLocal.isServer ) {
- ServerSendEvent( EVENT_RELOAD, NULL, false, -1 );
- }
- }
- /*
- ===============
- idWeapon::Event_NetEndReload
- ===============
- */
- void idWeapon::Event_NetEndReload( void ) {
- assert( owner );
- if ( gameLocal.isServer ) {
- ServerSendEvent( EVENT_ENDRELOAD, NULL, false, -1 );
- }
- }
- /*
- ===============
- idWeapon::Event_PlayAnim
- ===============
- */
- void idWeapon::Event_PlayAnim( int channel, const char *animname ) {
- int anim;
-
- anim = animator.GetAnim( animname );
- if ( !anim ) {
- gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
- animator.Clear( channel, gameLocal.time, FRAME2MS( animBlendFrames ) );
- animDoneTime = 0;
- } else {
- if ( !( owner && owner->GetInfluenceLevel() ) ) {
- Show();
- }
- animator.PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
- animDoneTime = animator.CurrentAnim( channel )->GetEndTime();
- if ( worldModel.GetEntity() ) {
- anim = worldModel.GetEntity()->GetAnimator()->GetAnim( animname );
- if ( anim ) {
- worldModel.GetEntity()->GetAnimator()->PlayAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
- }
- }
- }
- animBlendFrames = 0;
- idThread::ReturnInt( 0 );
- }
- /*
- ===============
- idWeapon::Event_PlayCycle
- ===============
- */
- void idWeapon::Event_PlayCycle( int channel, const char *animname ) {
- int anim;
- anim = animator.GetAnim( animname );
- if ( !anim ) {
- gameLocal.Warning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
- animator.Clear( channel, gameLocal.time, FRAME2MS( animBlendFrames ) );
- animDoneTime = 0;
- } else {
- if ( !( owner && owner->GetInfluenceLevel() ) ) {
- Show();
- }
- animator.CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
- animDoneTime = animator.CurrentAnim( channel )->GetEndTime();
- if ( worldModel.GetEntity() ) {
- anim = worldModel.GetEntity()->GetAnimator()->GetAnim( animname );
- worldModel.GetEntity()->GetAnimator()->CycleAnim( channel, anim, gameLocal.time, FRAME2MS( animBlendFrames ) );
- }
- }
- animBlendFrames = 0;
- idThread::ReturnInt( 0 );
- }
- /*
- ===============
- idWeapon::Event_AnimDone
- ===============
- */
- void idWeapon::Event_AnimDone( int channel, int blendFrames ) {
- if ( animDoneTime - FRAME2MS( blendFrames ) <= gameLocal.time ) {
- idThread::ReturnInt( true );
- } else {
- idThread::ReturnInt( false );
- }
- }
- /*
- ===============
- idWeapon::Event_SetBlendFrames
- ===============
- */
- void idWeapon::Event_SetBlendFrames( int channel, int blendFrames ) {
- animBlendFrames = blendFrames;
- }
- /*
- ===============
- idWeapon::Event_GetBlendFrames
- ===============
- */
- void idWeapon::Event_GetBlendFrames( int channel ) {
- idThread::ReturnInt( animBlendFrames );
- }
- /*
- ================
- idWeapon::Event_Next
- ================
- */
- void idWeapon::Event_Next( void ) {
- // change to another weapon if possible
- owner->NextBestWeapon();
- }
- /*
- ================
- idWeapon::Event_SetSkin
- ================
- */
- void idWeapon::Event_SetSkin( const char *skinname ) {
- const idDeclSkin *skinDecl;
- if ( !skinname || !skinname[ 0 ] ) {
- skinDecl = NULL;
- } else {
- skinDecl = declManager->FindSkin( skinname );
- }
- renderEntity.customSkin = skinDecl;
- UpdateVisuals();
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->SetSkin( skinDecl );
- }
- if ( gameLocal.isServer ) {
- idBitMsg msg;
- byte msgBuf[MAX_EVENT_PARAM_SIZE];
- msg.Init( msgBuf, sizeof( msgBuf ) );
- msg.WriteLong( ( skinDecl != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_SKIN, skinDecl->Index() ) : -1 );
- ServerSendEvent( EVENT_CHANGESKIN, &msg, false, -1 );
- }
- }
- /*
- ================
- idWeapon::Event_Flashlight
- ================
- */
- void idWeapon::Event_Flashlight( int enable ) {
- if ( enable ) {
- lightOn = true;
- MuzzleFlashLight();
- } else {
- lightOn = false;
- muzzleFlashEnd = 0;
- }
- }
- /*
- ================
- idWeapon::Event_GetLightParm
- ================
- */
- void idWeapon::Event_GetLightParm( int parmnum ) {
- if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
- gameLocal.Error( "shader parm index (%d) out of range", parmnum );
- }
- idThread::ReturnFloat( muzzleFlash.shaderParms[ parmnum ] );
- }
- /*
- ================
- idWeapon::Event_SetLightParm
- ================
- */
- void idWeapon::Event_SetLightParm( int parmnum, float value ) {
- if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
- gameLocal.Error( "shader parm index (%d) out of range", parmnum );
- }
- muzzleFlash.shaderParms[ parmnum ] = value;
- worldMuzzleFlash.shaderParms[ parmnum ] = value;
- UpdateVisuals();
- }
- /*
- ================
- idWeapon::Event_SetLightParms
- ================
- */
- void idWeapon::Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
- muzzleFlash.shaderParms[ SHADERPARM_RED ] = parm0;
- muzzleFlash.shaderParms[ SHADERPARM_GREEN ] = parm1;
- muzzleFlash.shaderParms[ SHADERPARM_BLUE ] = parm2;
- muzzleFlash.shaderParms[ SHADERPARM_ALPHA ] = parm3;
- worldMuzzleFlash.shaderParms[ SHADERPARM_RED ] = parm0;
- worldMuzzleFlash.shaderParms[ SHADERPARM_GREEN ] = parm1;
- worldMuzzleFlash.shaderParms[ SHADERPARM_BLUE ] = parm2;
- worldMuzzleFlash.shaderParms[ SHADERPARM_ALPHA ] = parm3;
- UpdateVisuals();
- }
- #ifdef _D3XP
- /*
- ================
- idWeapon::Event_Grabber
- ================
- */
- void idWeapon::Event_Grabber( int enable ) {
- if ( enable ) {
- grabberState = 0;
- } else {
- grabberState = -1;
- }
- }
- /*
- ================
- idWeapon::Event_GrabberHasTarget
- ================
- */
- void idWeapon::Event_GrabberHasTarget() {
- idThread::ReturnInt( grabberState );
- }
- /*
- ================
- idWeapon::Event_GrabberSetGrabDistance
- ================
- */
- void idWeapon::Event_GrabberSetGrabDistance( float dist ) {
- grabber.SetDragDistance( dist );
- }
- #endif
- /*
- ================
- idWeapon::Event_CreateProjectile
- ================
- */
- void idWeapon::Event_CreateProjectile( void ) {
- if ( !gameLocal.isClient ) {
- projectileEnt = NULL;
- gameLocal.SpawnEntityDef( projectileDict, &projectileEnt, false );
- if ( projectileEnt ) {
- projectileEnt->SetOrigin( GetPhysics()->GetOrigin() );
- projectileEnt->Bind( owner, false );
- projectileEnt->Hide();
- }
- idThread::ReturnEntity( projectileEnt );
- } else {
- idThread::ReturnEntity( NULL );
- }
- }
- /*
- ================
- idWeapon::Event_LaunchProjectiles
- ================
- */
- void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower ) {
- idProjectile *proj;
- idEntity *ent;
- int i;
- idVec3 dir;
- float ang;
- float spin;
- float distance;
- trace_t tr;
- idVec3 start;
- idVec3 muzzle_pos;
- idBounds ownerBounds, projBounds;
- if ( IsHidden() ) {
- return;
- }
- if ( !projectileDict.GetNumKeyVals() ) {
- const char *classname = weaponDef->dict.GetString( "classname" );
- gameLocal.Warning( "No projectile defined on '%s'", classname );
- return;
- }
- // avoid all ammo considerations on an MP client
- if ( !gameLocal.isClient ) {
- #ifdef _D3XP
- int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
- if ( ( clipSize != 0 ) && ( ammoClip <= 0 ) ) {
- return;
- }
- #else
- // check if we're out of ammo or the clip is empty
- int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
- if ( !ammoAvail || ( ( clipSize != 0 ) && ( ammoClip <= 0 ) ) ) {
- return;
- }
- #endif
- // if this is a power ammo weapon ( currently only the bfg ) then make sure
- // we only fire as much power as available in each clip
- if ( powerAmmo ) {
- // power comes in as a float from zero to max
- // if we use this on more than the bfg will need to define the max
- // in the .def as opposed to just in the script so proper calcs
- // can be done here.
- dmgPower = ( int )dmgPower + 1;
- if ( dmgPower > ammoClip ) {
- dmgPower = ammoClip;
- }
- }
- #ifdef _D3XP
- if(clipSize == 0) {
- //Weapons with a clip size of 0 launch strait from inventory without moving to a clip
- #endif
- //In D3XP we used the ammo when the ammo was moved into the clip so we don't want to
- //use it now.
- owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? dmgPower : ammoRequired );
- #ifdef _D3XP
- }
- #endif
- if ( clipSize && ammoRequired ) {
- #ifdef _D3XP
- ammoClip -= powerAmmo ? dmgPower : ammoRequired;
- #else
- ammoClip -= powerAmmo ? dmgPower : 1;
- #endif
- }
- }
- if ( !silent_fire ) {
- // wake up nearby monsters
- gameLocal.AlertAI( owner );
- }
- // set the shader parm to the time of last projectile firing,
- // which the gun material shaders can reference for single shot barrel glows, etc
- renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
- renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->SetShaderParm( SHADERPARM_DIVERSITY, renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] );
- worldModel.GetEntity()->SetShaderParm( SHADERPARM_TIMEOFFSET, renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
- }
- // calculate the muzzle position
- if ( barrelJointView != INVALID_JOINT && projectileDict.GetBool( "launchFromBarrel" ) ) {
- // there is an explicit joint for the muzzle
- GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
- } else {
- // go straight out of the view
- muzzleOrigin = playerViewOrigin;
- muzzleAxis = playerViewAxis;
- }
- // add some to the kick time, incrementally moving repeat firing weapons back
- if ( kick_endtime < gameLocal.realClientTime ) {
- kick_endtime = gameLocal.realClientTime;
- }
- kick_endtime += muzzle_kick_time;
- if ( kick_endtime > gameLocal.realClientTime + muzzle_kick_maxtime ) {
- kick_endtime = gameLocal.realClientTime + muzzle_kick_maxtime;
- }
- if ( gameLocal.isClient ) {
- // predict instant hit projectiles
- if ( projectileDict.GetBool( "net_instanthit" ) ) {
- float spreadRad = DEG2RAD( spread );
- muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
- for( i = 0; i < num_projectiles; i++ ) {
- ang = idMath::Sin( spreadRad * gameLocal.random.RandomFloat() );
- spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
- dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
- dir.Normalize();
- gameLocal.clip.Translation( tr, muzzle_pos, muzzle_pos + dir * 4096.0f, NULL, mat3_identity, MASK_SHOT_RENDERMODEL, owner );
- if ( tr.fraction < 1.0f ) {
- idProjectile::ClientPredictionCollide( this, projectileDict, tr, vec3_origin, true );
- }
- }
- }
- } else {
- ownerBounds = owner->GetPhysics()->GetAbsBounds();
- owner->AddProjectilesFired( num_projectiles );
- float spreadRad = DEG2RAD( spread );
- for( i = 0; i < num_projectiles; i++ ) {
- ang = idMath::Sin( spreadRad * gameLocal.random.RandomFloat() );
- spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
- dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
- dir.Normalize();
- if ( projectileEnt ) {
- ent = projectileEnt;
- ent->Show();
- ent->Unbind();
- projectileEnt = NULL;
- } else {
- gameLocal.SpawnEntityDef( projectileDict, &ent, false );
- }
- if ( !ent || !ent->IsType( idProjectile::Type ) ) {
- const char *projectileName = weaponDef->dict.GetString( "def_projectile" );
- gameLocal.Error( "'%s' is not an idProjectile", projectileName );
- }
- if ( projectileDict.GetBool( "net_instanthit" ) ) {
- // don't synchronize this on top of the already predicted effect
- ent->fl.networkSync = false;
- }
- proj = static_cast<idProjectile *>(ent);
- proj->Create( owner, muzzleOrigin, dir );
- projBounds = proj->GetPhysics()->GetBounds().Rotate( proj->GetPhysics()->GetAxis() );
- // make sure the projectile starts inside the bounding box of the owner
- if ( i == 0 ) {
- muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
- if ( ( ownerBounds - projBounds).RayIntersection( muzzle_pos, playerViewAxis[0], distance ) ) {
- start = muzzle_pos + distance * playerViewAxis[0];
- } else {
- start = ownerBounds.GetCenter();
- }
- gameLocal.clip.Translation( tr, start, muzzle_pos, proj->GetPhysics()->GetClipModel(), proj->GetPhysics()->GetClipModel()->GetAxis(), MASK_SHOT_RENDERMODEL, owner );
- muzzle_pos = tr.endpos;
- }
- proj->Launch( muzzle_pos, dir, pushVelocity, fuseOffset, launchPower, dmgPower );
- }
- // toss the brass
- #ifdef _D3XP
- if(brassDelay >= 0)
- #endif
- PostEventMS( &EV_Weapon_EjectBrass, brassDelay );
- }
- // add the light for the muzzleflash
- if ( !lightOn ) {
- MuzzleFlashLight();
- }
- owner->WeaponFireFeedback( &weaponDef->dict );
- // reset muzzle smoke
- weaponSmokeStartTime = gameLocal.realClientTime;
- }
- #ifdef _D3XP
- /*
- ================
- idWeapon::Event_LaunchProjectilesEllipse
- ================
- */
- void idWeapon::Event_LaunchProjectilesEllipse( int num_projectiles, float spreada, float spreadb, float fuseOffset, float power ) {
- idProjectile *proj;
- idEntity *ent;
- int i;
- idVec3 dir;
- float anga, angb;
- float spin;
- float distance;
- trace_t tr;
- idVec3 start;
- idVec3 muzzle_pos;
- idBounds ownerBounds, projBounds;
- if ( IsHidden() ) {
- return;
- }
- if ( !projectileDict.GetNumKeyVals() ) {
- const char *classname = weaponDef->dict.GetString( "classname" );
- gameLocal.Warning( "No projectile defined on '%s'", classname );
- return;
- }
- // avoid all ammo considerations on a client
- if ( !gameLocal.isClient ) {
- int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
- if ( ( clipSize != 0 ) && ( ammoClip <= 0 ) ) {
- return;
- }
- if( clipSize == 0 ) {
- //Weapons with a clip size of 0 launch strait from inventory without moving to a clip
- owner->inventory.UseAmmo( ammoType, ammoRequired );
- }
- if ( clipSize && ammoRequired ) {
- ammoClip -= ammoRequired;
- }
- if ( !silent_fire ) {
- // wake up nearby monsters
- gameLocal.AlertAI( owner );
- }
- }
- // set the shader parm to the time of last projectile firing,
- // which the gun material shaders can reference for single shot barrel glows, etc
- renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
- renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->SetShaderParm( SHADERPARM_DIVERSITY, renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] );
- worldModel.GetEntity()->SetShaderParm( SHADERPARM_TIMEOFFSET, renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
- }
- // calculate the muzzle position
- if ( barrelJointView != INVALID_JOINT && projectileDict.GetBool( "launchFromBarrel" ) ) {
- // there is an explicit joint for the muzzle
- GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
- } else {
- // go straight out of the view
- muzzleOrigin = playerViewOrigin;
- muzzleAxis = playerViewAxis;
- }
- // add some to the kick time, incrementally moving repeat firing weapons back
- if ( kick_endtime < gameLocal.time ) {
- kick_endtime = gameLocal.time;
- }
- kick_endtime += muzzle_kick_time;
- if ( kick_endtime > gameLocal.time + muzzle_kick_maxtime ) {
- kick_endtime = gameLocal.time + muzzle_kick_maxtime;
- }
- if ( !gameLocal.isClient ) {
- ownerBounds = owner->GetPhysics()->GetAbsBounds();
- owner->AddProjectilesFired( num_projectiles );
- float spreadRadA = DEG2RAD( spreada );
- float spreadRadB = DEG2RAD( spreadb );
- for( i = 0; i < num_projectiles; i++ ) {
- //Ellipse Form
- spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
- anga = idMath::Sin(spreadRadA * gameLocal.random.RandomFloat());
- angb = idMath::Sin(spreadRadB * gameLocal.random.RandomFloat());
- dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( angb*idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( anga*idMath::Cos( spin ) );
- dir.Normalize();
- gameLocal.SpawnEntityDef( projectileDict, &ent );
- if ( !ent || !ent->IsType( idProjectile::Type ) ) {
- const char *projectileName = weaponDef->dict.GetString( "def_projectile" );
- gameLocal.Error( "'%s' is not an idProjectile", projectileName );
- }
- proj = static_cast<idProjectile *>(ent);
- proj->Create( owner, muzzleOrigin, dir );
- projBounds = proj->GetPhysics()->GetBounds().Rotate( proj->GetPhysics()->GetAxis() );
- // make sure the projectile starts inside the bounding box of the owner
- if ( i == 0 ) {
- muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
- if ( ( ownerBounds - projBounds).RayIntersection( muzzle_pos, playerViewAxis[0], distance ) ) {
- start = muzzle_pos + distance * playerViewAxis[0];
- }
- else {
- start = ownerBounds.GetCenter();
- }
- gameLocal.clip.Translation( tr, start, muzzle_pos, proj->GetPhysics()->GetClipModel(), proj->GetPhysics()->GetClipModel()->GetAxis(), MASK_SHOT_RENDERMODEL, owner );
- muzzle_pos = tr.endpos;
- }
- proj->Launch( muzzle_pos, dir, pushVelocity, fuseOffset, power );
- }
- // toss the brass
- if( brassDelay >= 0 ) {
- PostEventMS( &EV_Weapon_EjectBrass, brassDelay );
- }
- }
- // add the light for the muzzleflash
- if ( !lightOn ) {
- MuzzleFlashLight();
- }
- owner->WeaponFireFeedback( &weaponDef->dict );
- // reset muzzle smoke
- weaponSmokeStartTime = gameLocal.time;
- }
- /**
- * Gives the player a powerup as if it were a weapon shot. It will use the ammo amount specified
- * as ammoRequired.
- */
- void idWeapon::Event_LaunchPowerup( const char* powerup, float duration, int useAmmo ) {
- if ( IsHidden() ) {
- return;
- }
- // check if we're out of ammo
- if(useAmmo) {
- int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
- if ( !ammoAvail ) {
- return;
- }
- owner->inventory.UseAmmo( ammoType, ammoRequired );
- }
- // set the shader parm to the time of last projectile firing,
- // which the gun material shaders can reference for single shot barrel glows, etc
- renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
- renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
- if ( worldModel.GetEntity() ) {
- worldModel.GetEntity()->SetShaderParm( SHADERPARM_DIVERSITY, renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] );
- worldModel.GetEntity()->SetShaderParm( SHADERPARM_TIMEOFFSET, renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
- }
- // add the light for the muzzleflash
- if ( !lightOn ) {
- MuzzleFlashLight();
- }
- owner->Give(powerup, va("%f", duration));
- }
- void idWeapon::Event_StartWeaponSmoke() {
- // reset muzzle smoke
- weaponSmokeStartTime = gameLocal.time;
- }
- void idWeapon::Event_StopWeaponSmoke() {
- // reset muzzle smoke
- weaponSmokeStartTime = 0;
- }
- void idWeapon::Event_StartWeaponParticle( const char* name) {
- WeaponParticle_t* part;
- weaponParticles.Get(name, &part);
- if(part) {
- part->active = true;
- part->startTime = gameLocal.time;
- //Toggle the emitter
- if(!part->smoke) {
- part->emitter->Show();
- part->emitter->PostEventMS(&EV_Activate, 0, this);
- }
- }
- }
- void idWeapon::Event_StopWeaponParticle( const char* name) {
- WeaponParticle_t* part;
- weaponParticles.Get(name, &part);
- if(part) {
- part->active = false;
- part->startTime = 0;
- //Toggle the emitter
- if(!part->smoke) {
- part->emitter->Hide();
- part->emitter->PostEventMS(&EV_Activate, 0, this);
- }
- }
- }
- void idWeapon::Event_StartWeaponLight( const char* name) {
- WeaponLight_t* light;
- weaponLights.Get(name, &light);
- if(light) {
- light->active = true;
- light->startTime = gameLocal.time;
- }
- }
- void idWeapon::Event_StopWeaponLight( const char* name) {
- WeaponLight_t* light;
- weaponLights.Get(name, &light);
- if(light) {
- light->active = false;
- light->startTime = 0;
- if(light->lightHandle != -1) {
- gameRenderWorld->FreeLightDef( light->lightHandle );
- light->lightHandle = -1;
- }
- }
- }
- #endif
- /*
- =====================
- idWeapon::Event_Melee
- =====================
- */
- void idWeapon::Event_Melee( void ) {
- idEntity *ent;
- trace_t tr;
- if ( !meleeDef ) {
- gameLocal.Error( "No meleeDef on '%s'", weaponDef->dict.GetString( "classname" ) );
- }
- if ( !gameLocal.isClient ) {
- idVec3 start = playerViewOrigin;
- idVec3 end = start + playerViewAxis[0] * ( meleeDistance * owner->PowerUpModifier( MELEE_DISTANCE ) );
- gameLocal.clip.TracePoint( tr, start, end, MASK_SHOT_RENDERMODEL, owner );
- if ( tr.fraction < 1.0f ) {
- ent = gameLocal.GetTraceEntity( tr );
- } else {
- ent = NULL;
- }
- if ( g_debugWeapon.GetBool() ) {
- gameRenderWorld->DebugLine( colorYellow, start, end, 100 );
- if ( ent ) {
- gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds(), ent->GetPhysics()->GetOrigin(), 100 );
- }
- }
- bool hit = false;
- const char *hitSound = meleeDef->dict.GetString( "snd_miss" );
- if ( ent ) {
- float push = meleeDef->dict.GetFloat( "push" );
- idVec3 impulse = -push * owner->PowerUpModifier( SPEED ) * tr.c.normal;
- if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) && ( ent->IsType( idActor::Type ) || ent->IsType( idAFAttachment::Type) ) ) {
- idThread::ReturnInt( 0 );
- return;
- }
- ent->ApplyImpulse( this, tr.c.id, tr.c.point, impulse );
- // weapon stealing - do this before damaging so weapons are not dropped twice
- if ( gameLocal.isMultiplayer
- && weaponDef && weaponDef->dict.GetBool( "stealing" )
- && ent->IsType( idPlayer::Type )
- && !owner->PowerUpActive( BERSERK )
- && ( (gameLocal.gameType != GAME_TDM ) || gameLocal.serverInfo.GetBool( "si_teamDamage" ) || ( owner->team != static_cast< idPlayer * >( ent )->team ) )
- ) {
-
- #ifdef CTF /* Code is formed oddly for easy merge */
-
- if ( gameLocal.mpGame.IsGametypeFlagBased() )
- { /* Do nothing ... */ }
- else
- #endif
- owner->StealWeapon( static_cast< idPlayer * >( ent ) );
- }
- if ( ent->fl.takedamage ) {
- idVec3 kickDir, globalKickDir;
- meleeDef->dict.GetVector( "kickDir", "0 0 0", kickDir );
- globalKickDir = muzzleAxis * kickDir;
- #ifdef _D3XP
- //Adjust the melee powerup modifier for the invulnerability boss fight
- float mod = owner->PowerUpModifier( MELEE_DAMAGE );
- if(!strcmp(ent->GetEntityDefName(), "monster_hunter_invul")) {
- //Only do a quater of the damage mod
- mod *= 0.25f;
- }
- ent->Damage( owner, owner, globalKickDir, meleeDefName, mod, tr.c.id );
- #else
- ent->Damage( owner, owner, globalKickDir, meleeDefName, owner->PowerUpModifier( MELEE_DAMAGE ), tr.c.id );
- #endif
- hit = true;
- }
- if ( weaponDef->dict.GetBool( "impact_damage_effect" ) ) {
- if ( ent->spawnArgs.GetBool( "bleed" ) ) {
- hitSound = meleeDef->dict.GetString( owner->PowerUpActive( BERSERK ) ? "snd_hit_berserk" : "snd_hit" );
- ent->AddDamageEffect( tr, impulse, meleeDef->dict.GetString( "classname" ) );
- } else {
- int type = tr.c.material->GetSurfaceType();
- if ( type == SURFTYPE_NONE ) {
- type = GetDefaultSurfaceType();
- }
- const char *materialType = gameLocal.sufaceTypeNames[ type ];
- // start impact sound based on material type
- hitSound = meleeDef->dict.GetString( va( "snd_%s", materialType ) );
- if ( *hitSound == '\0' ) {
- hitSound = meleeDef->dict.GetString( "snd_metal" );
- }
- if ( gameLocal.time > nextStrikeFx ) {
- const char *decal;
- // project decal
- decal = weaponDef->dict.GetString( "mtr_strike" );
- if ( decal && *decal ) {
- gameLocal.ProjectDecal( tr.c.point, -tr.c.normal, 8.0f, true, 6.0, decal );
- }
- nextStrikeFx = gameLocal.time + 200;
- } else {
- hitSound = "";
- }
- strikeSmokeStartTime = gameLocal.time;
- strikePos = tr.c.point;
- strikeAxis = -tr.endAxis;
- }
- }
- }
- if ( *hitSound != '\0' ) {
- const idSoundShader *snd = declManager->FindSound( hitSound );
- StartSoundShader( snd, SND_CHANNEL_BODY2, 0, true, NULL );
- }
- idThread::ReturnInt( hit );
- owner->WeaponFireFeedback( &weaponDef->dict );
- return;
- }
- idThread::ReturnInt( 0 );
- owner->WeaponFireFeedback( &weaponDef->dict );
- }
- /*
- =====================
- idWeapon::Event_GetWorldModel
- =====================
- */
- void idWeapon::Event_GetWorldModel( void ) {
- idThread::ReturnEntity( worldModel.GetEntity() );
- }
- /*
- =====================
- idWeapon::Event_AllowDrop
- =====================
- */
- void idWeapon::Event_AllowDrop( int allow ) {
- if ( allow ) {
- allowDrop = true;
- } else {
- allowDrop = false;
- }
- }
- /*
- ================
- idWeapon::Event_EjectBrass
- Toss a shell model out from the breach if the bone is present
- ================
- */
- void idWeapon::Event_EjectBrass( void ) {
- if ( !g_showBrass.GetBool() || !owner->CanShowWeaponViewmodel() ) {
- return;
- }
- if ( ejectJointView == INVALID_JOINT || !brassDict.GetNumKeyVals() ) {
- return;
- }
- if ( gameLocal.isClient ) {
- return;
- }
- idMat3 axis;
- idVec3 origin, linear_velocity, angular_velocity;
- idEntity *ent;
- if ( !GetGlobalJointTransform( true, ejectJointView, origin, axis ) ) {
- return;
- }
- gameLocal.SpawnEntityDef( brassDict, &ent, false );
- if ( !ent || !ent->IsType( idDebris::Type ) ) {
- gameLocal.Error( "'%s' is not an idDebris", weaponDef ? weaponDef->dict.GetString( "def_ejectBrass" ) : "def_ejectBrass" );
- }
- idDebris *debris = static_cast<idDebris *>(ent);
- debris->Create( owner, origin, axis );
- debris->Launch();
- linear_velocity = 40 * ( playerViewAxis[0] + playerViewAxis[1] + playerViewAxis[2] );
- angular_velocity.Set( 10 * gameLocal.random.CRandomFloat(), 10 * gameLocal.random.CRandomFloat(), 10 * gameLocal.random.CRandomFloat() );
- debris->GetPhysics()->SetLinearVelocity( linear_velocity );
- debris->GetPhysics()->SetAngularVelocity( angular_velocity );
- }
- /*
- ===============
- idWeapon::Event_IsInvisible
- ===============
- */
- void idWeapon::Event_IsInvisible( void ) {
- if ( !owner ) {
- idThread::ReturnFloat( 0 );
- return;
- }
- idThread::ReturnFloat( owner->PowerUpActive( INVISIBILITY ) ? 1 : 0 );
- }
- /*
- ===============
- idWeapon::ClientPredictionThink
- ===============
- */
- void idWeapon::ClientPredictionThink( void ) {
- UpdateAnimation();
- }
|