mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-20 04:30:12 +02:00
Quake 4 integrated with DoomRTX
This commit is contained in:
@@ -0,0 +1,470 @@
|
||||
#include "precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "../Game_local.h"
|
||||
#include "../Weapon.h"
|
||||
#include "../Projectile.h"
|
||||
|
||||
class rvWeaponDarkMatterGun : public rvWeapon {
|
||||
public:
|
||||
|
||||
CLASS_PROTOTYPE( rvWeaponDarkMatterGun );
|
||||
|
||||
rvWeaponDarkMatterGun ( void );
|
||||
~rvWeaponDarkMatterGun ( void );
|
||||
|
||||
virtual void Spawn ( void );
|
||||
void Save ( idSaveGame *savefile ) const;
|
||||
void Restore ( idRestoreGame *savefile );
|
||||
void PreSave ( void );
|
||||
void PostSave ( void );
|
||||
|
||||
#ifdef _XENON
|
||||
virtual bool AllowAutoAim ( void ) const { return false; }
|
||||
#endif
|
||||
|
||||
protected:
|
||||
|
||||
enum darkMatterRing_t {
|
||||
RING_OUTER,
|
||||
RING_MIDDLE,
|
||||
RING_INNER,
|
||||
RING_MAX
|
||||
};
|
||||
|
||||
struct rings_s {
|
||||
idAngles angularVelocity;
|
||||
jointHandle_t joint;
|
||||
};
|
||||
rings_s rings[ RING_MAX ];
|
||||
|
||||
int nextRotateTime;
|
||||
int ringStartTime;
|
||||
int chargeDuration;
|
||||
bool clientReload;
|
||||
rvClientEffectPtr coreEffect;
|
||||
rvClientEffectPtr coreStartEffect;
|
||||
jointHandle_t jointCore;
|
||||
|
||||
void InitRing ( darkMatterRing_t ring, const char* name );
|
||||
void StartRings ( bool chargeUp );
|
||||
void StopRings ( void );
|
||||
|
||||
private:
|
||||
|
||||
stateResult_t State_Idle ( const stateParms_t& parms );
|
||||
stateResult_t State_Fire ( const stateParms_t& parms );
|
||||
stateResult_t State_Reload ( const stateParms_t& parms );
|
||||
|
||||
CLASS_STATES_PROTOTYPE ( rvWeaponDarkMatterGun );
|
||||
};
|
||||
|
||||
CLASS_DECLARATION( rvWeapon, rvWeaponDarkMatterGun )
|
||||
END_CLASS
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::rvWeaponDarkMatterGun
|
||||
================
|
||||
*/
|
||||
rvWeaponDarkMatterGun::rvWeaponDarkMatterGun ( void ) {
|
||||
coreStartEffect = NULL;
|
||||
coreEffect = NULL;
|
||||
ringStartTime = -1;
|
||||
clientReload = false;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::~rvWeaponDarkMatterGun
|
||||
================
|
||||
*/
|
||||
rvWeaponDarkMatterGun::~rvWeaponDarkMatterGun ( void ) {
|
||||
StopRings ( );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::Spawn
|
||||
================
|
||||
*/
|
||||
void rvWeaponDarkMatterGun::Spawn ( void ) {
|
||||
SetState ( "Raise", 0 );
|
||||
|
||||
InitRing ( RING_OUTER, "outer" );
|
||||
InitRing ( RING_INNER, "inner" );
|
||||
InitRing ( RING_MIDDLE, "middle" );
|
||||
|
||||
nextRotateTime = 0;
|
||||
|
||||
chargeDuration = SEC2MS ( spawnArgs.GetFloat ( "chargeDuration", ".5" ) );
|
||||
|
||||
jointCore = viewModel->GetAnimator()->GetJointHandle ( spawnArgs.GetString ( "joint_core" ) );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::Save
|
||||
================
|
||||
*/
|
||||
void rvWeaponDarkMatterGun::Save ( idSaveGame *savefile ) const {
|
||||
for ( int i = 0; i < RING_MAX; i++ ) {
|
||||
savefile->WriteAngles ( rings[ i ].angularVelocity );
|
||||
savefile->WriteJoint ( rings[ i ].joint );
|
||||
}
|
||||
savefile->WriteInt ( nextRotateTime );
|
||||
savefile->WriteInt ( ringStartTime );
|
||||
savefile->WriteInt ( chargeDuration );
|
||||
savefile->WriteObject( coreEffect.GetEntity() );
|
||||
savefile->WriteObject( coreStartEffect.GetEntity() );
|
||||
savefile->WriteJoint ( jointCore );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::Restore
|
||||
================
|
||||
*/
|
||||
void rvWeaponDarkMatterGun::Restore ( idRestoreGame *savefile ) {
|
||||
for ( int i = 0; i < RING_MAX; i++ ) {
|
||||
savefile->ReadAngles ( rings[ i ].angularVelocity );
|
||||
savefile->ReadJoint ( rings[ i ].joint );
|
||||
}
|
||||
savefile->ReadInt ( nextRotateTime );
|
||||
savefile->ReadInt ( ringStartTime );
|
||||
savefile->ReadInt ( chargeDuration );
|
||||
savefile->ReadObject( reinterpret_cast<idClass*&>( coreEffect ) );
|
||||
savefile->ReadObject( reinterpret_cast<idClass*&>( coreStartEffect ) );
|
||||
savefile->ReadJoint ( jointCore );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::PreSave
|
||||
================
|
||||
*/
|
||||
void rvWeaponDarkMatterGun::PreSave ( void ) {
|
||||
|
||||
//disable sounds
|
||||
StopSound( SND_CHANNEL_ANY, false);
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::PostSave
|
||||
================
|
||||
*/
|
||||
void rvWeaponDarkMatterGun::PostSave ( void ) {
|
||||
|
||||
//start the ring sounds
|
||||
StartSound ( "snd_rings", SND_CHANNEL_VOICE, 0, false, NULL );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::InitRing
|
||||
================
|
||||
*/
|
||||
void rvWeaponDarkMatterGun::InitRing ( darkMatterRing_t ring, const char* name ) {
|
||||
rings[ring].angularVelocity = spawnArgs.GetAngles ( va("ring_%s_velocity", name ) );
|
||||
rings[ring].joint = viewModel->GetAnimator()->GetJointHandle ( spawnArgs.GetString ( va("ring_%s_joint", name ) ) );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::StartRings
|
||||
================
|
||||
*/
|
||||
void rvWeaponDarkMatterGun::StartRings ( bool chargeUp ) {
|
||||
int i;
|
||||
|
||||
if ( ringStartTime == -1 ) {
|
||||
StartSound ( "snd_rings", SND_CHANNEL_VOICE, 0, false, NULL );
|
||||
ringStartTime = gameLocal.time;
|
||||
}
|
||||
|
||||
if ( chargeUp ) {
|
||||
coreStartEffect = viewModel->PlayEffect( "fx_core_start", jointCore );
|
||||
for ( i = 0; i < RING_MAX; i ++ ) {
|
||||
viewModel->GetAnimator()->SetJointAngularVelocity ( rings[i].joint, rings[i].angularVelocity, gameLocal.time, chargeDuration / 2 );
|
||||
}
|
||||
} else if ( !coreEffect ) {
|
||||
coreEffect = viewModel->PlayEffect( "fx_core", jointCore, true );
|
||||
for ( i = 0; i < RING_MAX; i ++ ) {
|
||||
viewModel->GetAnimator()->SetJointAngularVelocity ( rings[i].joint, rings[i].angularVelocity, gameLocal.time, 0 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::StopRings
|
||||
================
|
||||
*/
|
||||
void rvWeaponDarkMatterGun::StopRings ( void ) {
|
||||
int i;
|
||||
|
||||
if ( !viewModel ) {
|
||||
return;
|
||||
}
|
||||
|
||||
viewModel->StopSound ( SND_CHANNEL_VOICE, false );
|
||||
|
||||
if ( coreEffect ) {
|
||||
coreEffect->Stop ( );
|
||||
coreEffect = NULL;
|
||||
}
|
||||
|
||||
if ( coreStartEffect ) {
|
||||
coreStartEffect->Stop ( );
|
||||
coreStartEffect = NULL;
|
||||
}
|
||||
|
||||
for ( i = 0; i < RING_MAX; i ++ ) {
|
||||
viewModel->GetAnimator()->ClearJoint ( rings[i].joint );
|
||||
}
|
||||
|
||||
ringStartTime = -1;
|
||||
}
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
States
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
CLASS_STATES_DECLARATION ( rvWeaponDarkMatterGun )
|
||||
STATE ( "Idle", rvWeaponDarkMatterGun::State_Idle)
|
||||
STATE ( "Fire", rvWeaponDarkMatterGun::State_Fire )
|
||||
STATE ( "Reload", rvWeaponDarkMatterGun::State_Reload )
|
||||
END_CLASS_STATES
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::State_Idle
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponDarkMatterGun::State_Idle( const stateParms_t& parms ) {
|
||||
enum {
|
||||
STAGE_INIT,
|
||||
STAGE_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case STAGE_INIT:
|
||||
if ( !AmmoAvailable ( ) ) {
|
||||
SetStatus ( WP_OUTOFAMMO );
|
||||
} else {
|
||||
SetStatus ( WP_READY );
|
||||
}
|
||||
|
||||
// Auto reload?
|
||||
if ( !AmmoInClip ( ) && AmmoAvailable () && !clientReload ) {
|
||||
SetState ( "reload", 2 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
clientReload = false;
|
||||
|
||||
StartRings ( false );
|
||||
|
||||
PlayCycle( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
|
||||
return SRESULT_STAGE ( STAGE_WAIT );
|
||||
|
||||
case STAGE_WAIT:
|
||||
|
||||
if ( wsfl.lowerWeapon ) {
|
||||
SetState ( "Lower", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
|
||||
if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoInClip ( ) ) {
|
||||
SetState ( "Fire", 0 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
|
||||
if ( wsfl.netReload ) {
|
||||
if ( owner->entityNumber != gameLocal.localClientNum ) {
|
||||
SetState ( "Reload", 4 );
|
||||
return SRESULT_DONE;
|
||||
} else {
|
||||
wsfl.netReload = false;
|
||||
}
|
||||
}
|
||||
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::State_Fire
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponDarkMatterGun::State_Fire ( const stateParms_t& parms ) {
|
||||
enum {
|
||||
STAGE_INIT,
|
||||
STAGE_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case STAGE_INIT:
|
||||
StopRings ( );
|
||||
|
||||
nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
|
||||
Attack ( false, 1, spread, 0, 1.0f );
|
||||
PlayAnim ( ANIMCHANNEL_ALL, "fire", 0 );
|
||||
return SRESULT_STAGE ( STAGE_WAIT );
|
||||
|
||||
case STAGE_WAIT:
|
||||
if ( AnimDone ( ANIMCHANNEL_ALL, 2 ) || (gameLocal.isMultiplayer && gameLocal.time >= nextAttackTime) ) {
|
||||
SetState ( "Idle", 0 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponDarkMatterGun::State_Reload
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponDarkMatterGun::State_Reload ( const stateParms_t& parms ) {
|
||||
enum {
|
||||
STAGE_INIT,
|
||||
STAGE_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case STAGE_INIT:
|
||||
if ( wsfl.netReload ) {
|
||||
wsfl.netReload = false;
|
||||
} else {
|
||||
NetReload ( );
|
||||
}
|
||||
|
||||
StartRings ( true );
|
||||
|
||||
SetStatus ( WP_RELOAD );
|
||||
PlayAnim ( ANIMCHANNEL_ALL, "reload", parms.blendFrames );
|
||||
return SRESULT_STAGE ( STAGE_WAIT );
|
||||
|
||||
case STAGE_WAIT:
|
||||
if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
|
||||
AddToClip ( ClipSize() );
|
||||
clientReload = true;
|
||||
SetState ( "Idle", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( gameLocal.isMultiplayer && gameLocal.time > nextAttackTime && wsfl.attack ) {
|
||||
AddToClip ( ClipSize() );
|
||||
SetStatus ( WP_READY );
|
||||
SetState ( "Fire", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( wsfl.lowerWeapon ) {
|
||||
SetState ( "Lower", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
rvDarkMatterProjectile
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
class rvDarkMatterProjectile : public idProjectile {
|
||||
public :
|
||||
CLASS_PROTOTYPE( rvDarkMatterProjectile );
|
||||
|
||||
rvDarkMatterProjectile ( void );
|
||||
~rvDarkMatterProjectile ( void );
|
||||
|
||||
void Spawn ( void );
|
||||
|
||||
void Save ( idSaveGame *savefile ) const;
|
||||
void Restore ( idRestoreGame *savefile );
|
||||
|
||||
virtual void Think ( void );
|
||||
|
||||
protected:
|
||||
|
||||
int nextDamageTime;
|
||||
const idDict* radiusDamageDef;
|
||||
};
|
||||
|
||||
CLASS_DECLARATION( idProjectile, rvDarkMatterProjectile )
|
||||
END_CLASS
|
||||
|
||||
/*
|
||||
================
|
||||
rvDarkMatterProjectile::rvDarkMatterProjectile
|
||||
================
|
||||
*/
|
||||
rvDarkMatterProjectile::rvDarkMatterProjectile ( void ) {
|
||||
radiusDamageDef = NULL;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvDarkMatterProjectile::~rvDarkMatterProjectile
|
||||
================
|
||||
*/
|
||||
rvDarkMatterProjectile::~rvDarkMatterProjectile ( void ) {
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvDarkMatterProjectile::Spawn
|
||||
================
|
||||
*/
|
||||
void rvDarkMatterProjectile::Spawn ( void ) {
|
||||
nextDamageTime = 0;
|
||||
radiusDamageDef = gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_radius_damage" ) );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvDarkMatterProjectile::Save
|
||||
================
|
||||
*/
|
||||
void rvDarkMatterProjectile::Save ( idSaveGame *savefile ) const {
|
||||
savefile->WriteInt ( nextDamageTime );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvDarkMatterProjectile::Restore
|
||||
================
|
||||
*/
|
||||
void rvDarkMatterProjectile::Restore ( idRestoreGame *savefile ) {
|
||||
savefile->ReadInt ( nextDamageTime );
|
||||
|
||||
radiusDamageDef = gameLocal.FindEntityDefDict ( spawnArgs.GetString ( "def_radius_damage" ) );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvDarkMatterProjectile::Think
|
||||
================
|
||||
*/
|
||||
void rvDarkMatterProjectile::Think ( void ) {
|
||||
physicsObj.SetClipMask( MASK_DMGSOLID );
|
||||
idProjectile::Think ( );
|
||||
|
||||
if ( gameLocal.time > nextDamageTime ) {
|
||||
gameLocal.RadiusDamage ( GetPhysics()->GetOrigin(), this, owner, owner, NULL, spawnArgs.GetString( "def_radius_damage" ), 1.0f, &hitCount );
|
||||
nextDamageTime = gameLocal.time + SEC2MS ( spawnArgs.GetFloat ( "damageRate", ".05" ) );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user