Files
DoomRTX/neo/doom3/game/weapons/Weapon_pistol.cpp
T
2026-05-29 19:41:58 -07:00

216 lines
3.8 KiB
C++

// Weapon_pistol.cpp
//
#pragma hdrstop
#include "precompiled.h"
#include "../Game_local.h"
#define PISTOL_FIRERATE 0.4
#define PISTOL_LOWAMMO 4
#define PISTOL_NUMPROJECTILES 1
// blend times
#define PISTOL_IDLE_TO_LOWER 2
#define PISTOL_IDLE_TO_FIRE 1
#define PISTOL_IDLE_TO_RELOAD 3
#define PISTOL_RAISE_TO_IDLE 3
#define PISTOL_FIRE_TO_IDLE 4
#define PISTOL_RELOAD_TO_IDLE 40
/*
===============
rvmWeaponPistol::Init
===============
*/
void rvmWeaponPistol::Init( idWeapon* weapon )
{
rvmWeaponObject::Init( weapon );
next_attack = 0;
spread = weapon->GetFloat( "spread" );
snd_lowammo = FindSound( "snd_lowammo" );
}
/*
===============
rvmWeaponPistol::Raise
===============
*/
stateResult_t rvmWeaponPistol::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, PISTOL_RAISE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponPistol::Lower
===============
*/
stateResult_t rvmWeaponPistol::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;
}
/*
===============
rvmWeaponPistol::Idle
===============
*/
stateResult_t rvmWeaponPistol::Idle( stateParms_t* parms )
{
enum IdleState
{
IDLE_NOTSET = 0,
IDLE_WAIT
};
switch( parms->stage )
{
case IDLE_NOTSET:
owner->Event_WeaponReady();
if( !owner->AmmoInClip() )
{
owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle_empty" );
}
else
{
owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle" );
}
parms->stage = IDLE_WAIT;
return SRESULT_WAIT;
case IDLE_WAIT:
// Do nothing.
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponPistol::Fire
===============
*/
stateResult_t rvmWeaponPistol::Fire( stateParms_t* parms )
{
int ammoClip = owner->AmmoInClip();
enum FIRE_State
{
FIRE_NOTSET = 0,
FIRE_WAIT
};
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:
next_attack = gameLocal.realClientTime + SEC2MS( PISTOL_FIRERATE );
if( ammoClip == PISTOL_LOWAMMO )
{
int length;
owner->StartSoundShader( snd_lowammo, SND_CHANNEL_ITEM, 0, false, &length );
}
owner->Event_LaunchProjectiles( PISTOL_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, PISTOL_FIRE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponPistol::Reload
===============
*/
stateResult_t rvmWeaponPistol::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;
}