Files
DoomRTX/neo/doom3/game/weapons/Weapon_shotgun.cpp
T
2026-05-23 20:50:12 -07:00

243 lines
4.6 KiB
C++

// Weapon_shotgun.cpp
//
#pragma hdrstop
#include "precompiled.h"
#include "../Game_local.h"
#define SHOTGUN_FIRERATE 1.333
#define SHOTGUN_LOWAMMO 2
#define SHOTGUN_RELOADRATE 2
#define SHOTGUN_NUMPROJECTILES 13
// blend times
#define SHOTGUN_IDLE_TO_IDLE 0
#define SHOTGUN_IDLE_TO_LOWER 4
#define SHOTGUN_IDLE_TO_FIRE 1
#define SHOTGUN_IDLE_TO_RELOAD 4
#define SHOTGUN_IDLE_TO_NOAMMO 4
#define SHOTGUN_NOAMMO_TO_RELOAD 4
#define SHOTGUN_NOAMMO_TO_IDLE 4
#define SHOTGUN_RAISE_TO_IDLE 1
#define SHOTGUN_FIRE_TO_IDLE 4
#define SHOTGUN_RELOAD_TO_IDLE 4
#define SHOTGUN_RELOAD_TO_FIRE 4
#define SHOTGUN_RELOAD_TO_LOWER 2
/*
===============
rvmWeaponShotgun::Init
===============
*/
void rvmWeaponShotgun::Init( idWeapon* weapon )
{
rvmWeaponObject::Init( weapon );
next_attack = 0;
spread = weapon->GetFloat( "spread" ); // weapon->GetFloat("spread")
snd_lowammo = FindSound( "snd_lowammo" );
}
/*
===============
rvmWeaponShotgun::Raise
===============
*/
stateResult_t rvmWeaponShotgun::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, SHOTGUN_RAISE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponShotgun::Lower
===============
*/
stateResult_t rvmWeaponShotgun::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;
}
/*
===============
rvmWeaponShotgun::Idle
===============
*/
stateResult_t rvmWeaponShotgun::Idle( stateParms_t* parms )
{
enum IdleState
{
IDLE_NOTSET = 0,
IDLE_WAIT
};
switch( parms->stage )
{
case IDLE_NOTSET:
owner->Event_WeaponReady();
owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle" );
parms->stage = IDLE_WAIT;
return SRESULT_WAIT;
case IDLE_WAIT:
// Do nothing.
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponShotgun::Fire
===============
*/
stateResult_t rvmWeaponShotgun::Fire( stateParms_t* parms )
{
int ammoClip = owner->AmmoInClip();
enum FIRE_State
{
FIRE_NOTSET = 0,
FIRE_WAIT
};
if( ammoClip == 0 && owner->AmmoAvailable() && parms->stage == 0 )
{
//owner->WeaponState( WP_RELOAD, PISTOL_IDLE_TO_RELOAD );
owner->Reload();
return SRESULT_DONE;
}
switch( parms->stage )
{
case FIRE_NOTSET:
next_attack = gameLocal.realClientTime + SEC2MS( SHOTGUN_FIRERATE );
if( ammoClip == SHOTGUN_LOWAMMO )
{
int length;
owner->StartSoundShader( snd_lowammo, SND_CHANNEL_ITEM, 0, false, &length );
}
owner->Event_LaunchProjectiles( SHOTGUN_NUMPROJECTILES, spread, 0, 1, 1 );
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "fire", false );
parms->stage = FIRE_WAIT;
return SRESULT_WAIT;
case FIRE_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, SHOTGUN_FIRE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponShotgun::Reload
===============
*/
stateResult_t rvmWeaponShotgun::Reload( stateParms_t* parms )
{
float ammoClip;
float ammoAvail;
float clip_size;
clip_size = owner->ClipSize();
enum RELOAD_State
{
RELOAD_NOTSET = 0,
RELOAD_WAIT,
RELOAD_END
};
ammoAvail = owner->AmmoAvailable();
ammoClip = owner->AmmoInClip();
switch( parms->stage )
{
case RELOAD_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "reload_loop", false );
parms->stage = RELOAD_WAIT;
return SRESULT_WAIT;
case RELOAD_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
{
if( ( ammoClip < clip_size ) && ( ammoClip < ammoAvail ) )
{
parms->stage = RELOAD_NOTSET;
owner->Event_AddToClip( SHOTGUN_RELOADRATE );
return SRESULT_WAIT;
}
else
{
parms->stage = RELOAD_END;
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "reload_end", false );
return SRESULT_WAIT;
}
owner->Event_AddToClip( owner->ClipSize() );
return SRESULT_DONE;
}
return SRESULT_WAIT;
case RELOAD_END:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}