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

234 lines
4.5 KiB
C++

// Weapon_rocketlauncher.cpp
//
#pragma hdrstop
#include "precompiled.h"
#include "../Game_local.h"
#define ROCKETLAUNCHER_LOWAMMO 1
#define ROCKETLAUNCHER_NUMPROJECTILES 1
#define ROCKETLAUNCHER_FIREDELAY 1 // was .75 changed again by Tim to 1
// blend times
#define ROCKETLAUNCHER_IDLE_TO_LOWER 4
#define ROCKETLAUNCHER_IDLE_TO_FIRE 0
#define ROCKETLAUNCHER_IDLE_TO_RELOAD 4
#define ROCKETLAUNCHER_RAISE_TO_IDLE 4
#define ROCKETLAUNCHER_FIRE_TO_IDLE 0
#define ROCKETLAUNCHER_RELOAD_TO_IDLE 4
#define ROCKETLAUNCHER_RELOAD_FRAME 34 // how many frames from the end of "reload" to fill the clip
/*
===============
rvmWeaponRocketLauncher::Init
===============
*/
void rvmWeaponRocketLauncher::Init( idWeapon* weapon )
{
rvmWeaponObject::Init( weapon );
next_attack = 0;
spread = weapon->GetFloat( "spread" );
skin_invisible = weapon->GetKey( "skin_invisible" );
}
/*
===============
rvmWeaponRocketLauncher::UpdateSkin
===============
*/
void rvmWeaponRocketLauncher::UpdateSkin()
{
idStr skinname;
int ammoClip;
if( owner->Event_IsInvisible() )
{
skinname = skin_invisible;
}
else
{
ammoClip = owner->AmmoInClip();
if( ammoClip > 5 )
{
// can happen in MP - weapon Raising with slightly out-of-sync ammoClip
ammoClip = 5;
}
if( ammoClip < 0 )
{
ammoClip = 0;
}
skinname = va( "skins/models/weapons/%drox.skin", ammoClip );
}
owner->Event_SetSkin( skinname );
}
/*
===============
rvmWeaponRocketLauncher::Raise
===============
*/
stateResult_t rvmWeaponRocketLauncher::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, ROCKETLAUNCHER_RAISE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponRocketLauncher::Lower
===============
*/
stateResult_t rvmWeaponRocketLauncher::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;
}
/*
===============
rvmWeaponRocketLauncher::Idle
===============
*/
stateResult_t rvmWeaponRocketLauncher::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;
}
/*
===============
rvmWeaponRocketLauncher::Fire
===============
*/
stateResult_t rvmWeaponRocketLauncher::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( ROCKETLAUNCHER_FIREDELAY );
owner->Event_LaunchProjectiles( ROCKETLAUNCHER_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, ROCKETLAUNCHER_FIRE_TO_IDLE ) )
{
UpdateSkin();
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponRocketLauncher::Reload
===============
*/
stateResult_t rvmWeaponRocketLauncher::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() );
UpdateSkin();
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}