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2026-05-29 19:41:58 -07:00

351 lines
7.0 KiB
C++

// Weapon_BFG.cpp
//
#pragma hdrstop
#include "precompiled.h"
#include "../Game_local.h"
#define BFG_MINRELEASETIME 0.05
#define BFG_FUSE 2.0
#define BFG_SHORTFUSE 0.5
#define BFG_MAXPOWER 4.0
#define BFG_FIRERATE 4
#define BFG_FIREDELAY 4
#define BFG_NUMPROJECTILES 1
// blend times
#define BFG_IDLE_TO_LOWER 4
#define BFG_IDLE_TO_FIRE 4
#define BFG_IDLE_TO_RELOAD 4
#define BFG_RAISE_TO_IDLE 4
#define BFG_FIRE_TO_IDLE 4
#define BFG_RELOAD_TO_IDLE 4
/*
===============
rvmWeaponBFG::Init
===============
*/
void rvmWeaponBFG::Init( idWeapon* weapon )
{
rvmWeaponObject::Init( weapon );
next_attack = 0;
fuse_start = 0;
fuse_end = 0;
powerLevel = 0;
fire_time = 0;
spread = weapon->GetFloat( "spread" );
owner->Event_SetGuiFloat( "powerlevel", 0 );
owner->Event_SetGuiFloat( "overcharge", 0 );
}
/*
===============
rvmWeaponBFG::Raise
===============
*/
stateResult_t rvmWeaponBFG::Raise( stateParms_t* parms )
{
enum RisingState
{
RISING_NOTSET = 0,
RISING_WAIT
};
switch( parms->stage )
{
case RISING_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "raise", false );
parms->stage = RISING_WAIT;
return SRESULT_WAIT;
case RISING_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, BFG_RAISE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponBFG::Lower
===============
*/
stateResult_t rvmWeaponBFG::Lower( stateParms_t* parms )
{
enum LoweringState
{
LOWERING_NOTSET = 0,
LOWERING_WAIT
};
switch( parms->stage )
{
case LOWERING_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "putaway", false );
parms->stage = LOWERING_WAIT;
return SRESULT_WAIT;
case LOWERING_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
{
SetState( "Holstered" );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponBFG::Idle
===============
*/
stateResult_t rvmWeaponBFG::Idle( stateParms_t* parms )
{
enum IdleState
{
IDLE_NOTSET = 0,
IDLE_WAIT
};
switch( parms->stage )
{
case IDLE_NOTSET:
if( !owner->AmmoInClip() )
{
owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle_empty" );
owner->Event_WeaponOutOfAmmo();
}
else
{
owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle" );
owner->Event_WeaponReady();
}
parms->stage = IDLE_WAIT;
return SRESULT_WAIT;
case IDLE_WAIT:
// Do nothing.
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponBFG::Fire
===============
*/
stateResult_t rvmWeaponBFG::Fire( stateParms_t* parms )
{
float time_held;
float power = 0.0f;
float intensity;
int ammoClip = owner->AmmoInClip();
enum FIRE_State
{
FIRE_NOTSET = 0,
FIRE_FUSING,
FIRE_SHORTFUSE,
FIRE_SHORTFUSEWAIT,
FIRE_FIRE,
FIRE_FIRE_ANIMWAIT,
FIRE_FIRE_COOLDOWN,
FIRE_DONE
};
if( ammoClip == 0 && owner->AmmoAvailable() && owner->AutoReload() && parms->stage == 0 )
{
//owner->WeaponState( WP_RELOAD, PISTOL_IDLE_TO_RELOAD );
owner->Reload();
return SRESULT_DONE;
}
switch( parms->stage )
{
case FIRE_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "fire_begin", false );
fuse_start = gameLocal.time;
fuse_end = gameLocal.time + SEC2MS( BFG_FUSE );
parms->stage = FIRE_FUSING;
return SRESULT_WAIT;
case FIRE_FUSING:
if( ( gameLocal.time > fuse_start + SEC2MS( BFG_MINRELEASETIME ) ) && !owner->IsFiring() )
{
parms->stage = FIRE_FIRE;
}
else if( gameLocal.time >= fuse_end )
{
parms->stage = FIRE_SHORTFUSE;
}
else
{
powerLevel = (float)( gameLocal.time - fuse_start ) / SEC2MS( BFG_FUSE );
owner->Event_SetColor( powerLevel, powerLevel, powerLevel );
owner->Event_SetGuiFloat( "powerlevel", powerLevel );
}
return SRESULT_WAIT;
case FIRE_SHORTFUSE:
if( owner->IsFiring() )
{
fuse_end = gameLocal.time + SEC2MS( BFG_SHORTFUSE );
parms->stage = FIRE_SHORTFUSEWAIT;
}
else
{
parms->stage = FIRE_FIRE;
}
return SRESULT_WAIT;
case FIRE_SHORTFUSEWAIT:
if( !owner->IsFiring() || gameLocal.time >= fuse_end )
{
powerLevel = (float)( gameLocal.time - fuse_start ) / SEC2MS( BFG_FUSE );
owner->Event_SetGuiFloat( "powerlevel", powerLevel );
parms->stage = FIRE_FIRE;
}
return SRESULT_WAIT;
case FIRE_FIRE:
if( gameLocal.time >= fuse_end )
{
OverCharge();
parms->stage = FIRE_DONE;
}
else
{
time_held = MS2SEC( gameLocal.time - fuse_start );
power = BFG_MAXPOWER * ( time_held / BFG_FUSE );
if( power > BFG_MAXPOWER )
{
power = BFG_MAXPOWER;
}
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "fire", false );
fire_time = gameLocal.time;
owner->Event_LaunchProjectiles( BFG_NUMPROJECTILES, spread, time_held, 1, power );
parms->stage = FIRE_FIRE_ANIMWAIT;
}
return SRESULT_WAIT;
case FIRE_FIRE_ANIMWAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, BFG_FIRE_TO_IDLE ) )
{
parms->stage = FIRE_FIRE_COOLDOWN;
}
else
{
intensity = 1.0f - ( (float)( gameLocal.time - fire_time ) / SEC2MS( 0.5f ) );
if( intensity < 0 )
{
intensity = 0;
}
owner->Event_SetColor( intensity, intensity, intensity );
}
return SRESULT_WAIT;
case FIRE_FIRE_COOLDOWN:
if( powerLevel <= 0 )
{
parms->stage = FIRE_DONE;
}
else
{
powerLevel -= 0.05f;
owner->Event_SetGuiFloat( "powerlevel", powerLevel );
}
return SRESULT_WAIT;
case FIRE_DONE:
owner->Event_SetGuiFloat( "powerlevel", 0 );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponBFG::OverCharge
===============
*/
void rvmWeaponBFG::OverCharge()
{
idStr entname;
idEntity* explosion;
idVec3 forward;
idAngles angles;
idPlayer* player;
player = owner->GetOwner();
owner->Event_AllowDrop( false );
owner->Event_UseAmmo( owner->ClipSize() );
angles = player->viewAngles;
forward = angles.ToForward();
entname = owner->GetKey( "def_overcharge" );
//explosion = sys.spawn(entname);
{
idDict spawnArgs;
spawnArgs.Set( "classname", entname );
gameLocal.SpawnEntityDef( spawnArgs, &explosion );
}
explosion->Event_SetOrigin( owner->GetOrigin() + forward * 16 );
explosion->Event_SetShaderParm( /*SHADERPARM_TIMEOFFSET*/4, -gameLocal.time );
gameLocal.DelayRemoveEntity( explosion, 2 );
owner->Event_StartSound( "snd_explode", SND_CHANNEL_ANY, false );
gameLocal.RadiusDamage( owner->GetOrigin(), owner, owner->GetOwner(), nullptr, nullptr, "damage_bfg_overcharge", 1.0 );
}
/*
===============
rvmWeaponBFG::Reload
===============
*/
stateResult_t rvmWeaponBFG::Reload( stateParms_t* parms )
{
enum RELOAD_State
{
RELOAD_NOTSET = 0,
RELOAD_WAIT
};
switch( parms->stage )
{
case RELOAD_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "reload", false );
parms->stage = RELOAD_WAIT;
return SRESULT_WAIT;
case RELOAD_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
{
owner->Event_AddToClip( owner->ClipSize() );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}