mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-20 12:40:25 +02:00
Quake 4 integrated with DoomRTX
This commit is contained in:
@@ -0,0 +1,270 @@
|
||||
#include "precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "../Game_local.h"
|
||||
#include "../Weapon.h"
|
||||
|
||||
const idEventDef EV_Railgun_RestoreHum( "<railgunRestoreHum>", "" );
|
||||
|
||||
class rvWeaponRailgun : public rvWeapon {
|
||||
public:
|
||||
|
||||
CLASS_PROTOTYPE( rvWeaponRailgun );
|
||||
|
||||
rvWeaponRailgun ( void );
|
||||
|
||||
virtual void Spawn ( void );
|
||||
virtual void Think ( void );
|
||||
void Save ( idSaveGame *savefile ) const;
|
||||
void Restore ( idRestoreGame *savefile );
|
||||
void PreSave ( void );
|
||||
void PostSave ( void );
|
||||
void ClientUnstale ( void );
|
||||
|
||||
protected:
|
||||
jointHandle_t jointBatteryView;
|
||||
|
||||
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 );
|
||||
|
||||
void Event_RestoreHum ( void );
|
||||
|
||||
CLASS_STATES_PROTOTYPE ( rvWeaponRailgun );
|
||||
};
|
||||
|
||||
CLASS_DECLARATION( rvWeapon, rvWeaponRailgun )
|
||||
EVENT( EV_Railgun_RestoreHum, rvWeaponRailgun::Event_RestoreHum )
|
||||
END_CLASS
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::rvWeaponRailgun
|
||||
================
|
||||
*/
|
||||
rvWeaponRailgun::rvWeaponRailgun ( void ) {
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::Spawn
|
||||
================
|
||||
*/
|
||||
void rvWeaponRailgun::Spawn ( void ) {
|
||||
SetState ( "Raise", 0 );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::Save
|
||||
================
|
||||
*/
|
||||
void rvWeaponRailgun::Save ( idSaveGame *savefile ) const {
|
||||
savefile->WriteJoint( jointBatteryView );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::Restore
|
||||
================
|
||||
*/
|
||||
void rvWeaponRailgun::Restore ( idRestoreGame *savefile ) {
|
||||
savefile->ReadJoint( jointBatteryView );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::PreSave
|
||||
================
|
||||
*/
|
||||
void rvWeaponRailgun::PreSave ( void ) {
|
||||
|
||||
//this should shoosh the humming but not the shooting sound.
|
||||
StopSound( SND_CHANNEL_BODY2, 0);
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::PostSave
|
||||
================
|
||||
*/
|
||||
void rvWeaponRailgun::PostSave ( void ) {
|
||||
|
||||
//restore the humming
|
||||
PostEventMS( &EV_Railgun_RestoreHum, 10);
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::Think
|
||||
================
|
||||
*/
|
||||
void rvWeaponRailgun::Think ( void ) {
|
||||
|
||||
// Let the real weapon think first
|
||||
rvWeapon::Think ( );
|
||||
|
||||
if ( zoomGui && wsfl.zoom && !gameLocal.isMultiplayer ) {
|
||||
int ammo = AmmoInClip();
|
||||
if ( ammo >= 0 ) {
|
||||
zoomGui->SetStateInt( "player_ammo", ammo );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
States
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
CLASS_STATES_DECLARATION ( rvWeaponRailgun )
|
||||
STATE ( "Idle", rvWeaponRailgun::State_Idle)
|
||||
STATE ( "Fire", rvWeaponRailgun::State_Fire )
|
||||
STATE ( "Reload", rvWeaponRailgun::State_Reload )
|
||||
END_CLASS_STATES
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::State_Idle
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponRailgun::State_Idle( const stateParms_t& parms ) {
|
||||
enum {
|
||||
STAGE_INIT,
|
||||
STAGE_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case STAGE_INIT:
|
||||
if ( !AmmoAvailable ( ) ) {
|
||||
SetStatus ( WP_OUTOFAMMO );
|
||||
} else {
|
||||
StopSound( SND_CHANNEL_BODY2, false );
|
||||
StartSound( "snd_idle_hum", SND_CHANNEL_BODY2, 0, false, NULL );
|
||||
SetStatus ( WP_READY );
|
||||
}
|
||||
PlayCycle( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
|
||||
return SRESULT_STAGE ( STAGE_WAIT );
|
||||
|
||||
case STAGE_WAIT:
|
||||
if ( wsfl.lowerWeapon ) {
|
||||
StopSound( SND_CHANNEL_BODY2, false );
|
||||
SetState ( "Lower", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoInClip ( ) ) {
|
||||
SetState ( "Fire", 0 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
// Auto reload?
|
||||
if ( AutoReload() && !AmmoInClip ( ) && AmmoAvailable () ) {
|
||||
SetState ( "reload", 2 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( wsfl.netReload || (wsfl.reload && AmmoInClip() < ClipSize() && AmmoAvailable()>AmmoInClip()) ) {
|
||||
SetState ( "Reload", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::State_Fire
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponRailgun::State_Fire ( const stateParms_t& parms ) {
|
||||
enum {
|
||||
STAGE_INIT,
|
||||
STAGE_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case STAGE_INIT:
|
||||
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 ( ( gameLocal.isMultiplayer && gameLocal.time >= nextAttackTime ) ||
|
||||
( !gameLocal.isMultiplayer && ( AnimDone ( ANIMCHANNEL_ALL, 2 ) ) ) ) {
|
||||
SetState ( "Idle", 0 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::State_Reload
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponRailgun::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 ( );
|
||||
}
|
||||
|
||||
SetStatus ( WP_RELOAD );
|
||||
PlayAnim ( ANIMCHANNEL_ALL, "reload", parms.blendFrames );
|
||||
return SRESULT_STAGE ( STAGE_WAIT );
|
||||
|
||||
case STAGE_WAIT:
|
||||
if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
|
||||
AddToClip ( ClipSize() );
|
||||
SetState ( "Idle", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( wsfl.lowerWeapon ) {
|
||||
StopSound( SND_CHANNEL_BODY2, false );
|
||||
SetState ( "Lower", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
Event
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::State_Reload
|
||||
================
|
||||
*/
|
||||
void rvWeaponRailgun::Event_RestoreHum ( void ) {
|
||||
StopSound( SND_CHANNEL_BODY2, false );
|
||||
StartSound( "snd_idle_hum", SND_CHANNEL_BODY2, 0, false, NULL );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponRailgun::ClientUnStale
|
||||
================
|
||||
*/
|
||||
void rvWeaponRailgun::ClientUnstale( void ) {
|
||||
Event_RestoreHum();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user