Files
DoomRTX/neo/doom3/game/weapons/Weapon_chaingun.cpp
T
2026-05-19 08:28:43 -07:00

324 lines
6.4 KiB
C++

// Weapon_chaingun.cpp
//
#pragma hdrstop
#include "precompiled.h"
#include "../Game_local.h"
CLASS_DECLARATION( rvmWeaponObject, rvmWeaponChainGun )
END_CLASS
#define CHAINGUN_FIRE_SKIPFRAMES 7 // 6 shots per second
#define CHAINGUN_LOWAMMO 10
#define CHAINGUN_NUMPROJECTILES 1
#define CHAINGUN_BARREL_SPEED ( 60 * ( USERCMD_HZ / CHAINGUN_FIRE_SKIPFRAMES ) )
#define CHAINGUN_BARREL_ACCEL_TIME 0.4
#define CHAINGUN_BARREL_DECCEL_TIME 1.0
#define CHAINGUN_BARREL_ACCEL ( CHAINGUN_BARREL_SPEED / CHAINGUN_BARREL_ACCEL_TIME )
#define CHAINGUN_BARREL_DECCEL ( CHAINGUN_BARREL_SPEED / CHAINGUN_BARREL_DECCEL_TIME )
// blend times
#define CHAINGUN_IDLE_TO_LOWER 4
#define CHAINGUN_IDLE_TO_FIRE 0
#define CHAINGUN_IDLE_TO_RELOAD 4
#define CHAINGUN_RAISE_TO_IDLE 0
#define CHAINGUN_WINDDOWN_TO_IDLE 0
#define CHAINGUN_RELOAD_TO_IDLE 0
/*
===============
rvmWeaponChainGun::Init
===============
*/
void rvmWeaponChainGun::Init( idWeapon* weapon )
{
rvmWeaponObject::Init( weapon );
world_model = ( idAnimatedEntity* )owner->GetWorldModel();
world_barrel_joint = owner->GetAnimator()->GetJointHandle( "toob" );
barrel_joint = owner->GetAnimator()->GetJointHandle( "spinner" );
barrel_angle = 0;
current_rate = 0;
start_rate = 0;
end_rate = 0;
spin_start = 0;
numSkipFrames = 0;
spin_end = 0;
spread = weapon->GetFloat( "spread" ); // weapon->GetFloat("spread")
snd_windup = FindSound( "snd_windup" );
snd_winddown = FindSound( "snd_winddown" );
}
/*
===============
rvmWeaponChainGun::UpdateBarrel
===============
*/
void rvmWeaponChainGun::UpdateBarrel()
{
float currentTime;
//float t;
idAngles ang;
currentTime = gameLocal.time;
//if (currentTime < spin_end) {
// t = (currentTime - spin_start) / (spin_end - spin_start);
// current_rate = start_rate + t * (end_rate - start_rate);
//}
//else {
current_rate = end_rate;
//}
if( current_rate )
{
barrel_angle = barrel_angle + current_rate * GAME_FRAMETIME;
ang.pitch = 0;
ang.yaw = 0;
ang.roll = barrel_angle;
owner->Event_SetJointAngle( barrel_joint, JOINTMOD_LOCAL, ang );
ang.yaw = barrel_angle;
ang.roll = 0;
world_model->Event_SetJointAngle( world_barrel_joint, JOINTMOD_LOCAL, ang );
}
}
/*
===============
rvmWeaponChainGun::SpinUp
===============
*/
void rvmWeaponChainGun::SpinUp()
{
start_rate = current_rate;
end_rate = CHAINGUN_BARREL_SPEED;
spin_start = gameLocal.time;
spin_end = spin_start + ( end_rate - current_rate ) / CHAINGUN_BARREL_ACCEL;
owner->Event_StartSound( "snd_windup", SND_CHANNEL_BODY3, false );
}
/*
===============
rvmWeaponChainGun::SpinDown
===============
*/
void rvmWeaponChainGun::SpinDown()
{
start_rate = current_rate;
end_rate = 0;
spin_start = gameLocal.time;
spin_end = spin_start + ( current_rate - end_rate ) / CHAINGUN_BARREL_DECCEL;
owner->Event_StartSound( "snd_winddown", SND_CHANNEL_BODY3, false );
}
/*
===============
rvmWeaponChainGun::Raise
===============
*/
stateResult_t rvmWeaponChainGun::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, CHAINGUN_RAISE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponChainGun::Lower
===============
*/
stateResult_t rvmWeaponChainGun::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;
}
/*
===============
rvmWeaponChainGun::Idle
===============
*/
stateResult_t rvmWeaponChainGun::Idle( stateParms_t* parms )
{
enum IdleState
{
IDLE_NOTSET = 0,
IDLE_WAIT
};
switch( parms->stage )
{
case IDLE_NOTSET:
if( !owner->AmmoInClip() )
{
owner->Event_WeaponOutOfAmmo();
}
else
{
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;
}
/*
===============
rvmWeaponChainGun::Fire
===============
*/
stateResult_t rvmWeaponChainGun::Fire( stateParms_t* parms )
{
float ammoClip;
// float currentTime;
// float skip;
ammoClip = owner->AmmoInClip();
enum FireState
{
FIRE_NOTSET = 0,
FIRE_SPIN1,
FIRE_FIRE,
FIRE_SKIPFRAMES
};
switch( parms->stage )
{
case FIRE_NOTSET:
SpinUp();
UpdateBarrel();
if( current_rate >= end_rate )
{
if( ammoClip > 0 )
{
parms->stage = FIRE_SPIN1;
}
else
{
parms->stage = 0;
return SRESULT_DONE;
}
}
return SRESULT_WAIT;
case FIRE_SPIN1:
owner->Event_StartSound( "snd_spin", SND_CHANNEL_BODY3, false );
parms->stage = FIRE_FIRE;
return SRESULT_WAIT;
case FIRE_FIRE:
owner->Event_LaunchProjectiles( CHAINGUN_NUMPROJECTILES, spread, 0, 1, 1 );
owner->Event_StartSound( "snd_fire", SND_CHANNEL_BODY3, false );
if( ammoClip == CHAINGUN_LOWAMMO )
{
owner->Event_StartSound( "snd_lowammo", SND_CHANNEL_ITEM, false );
}
numSkipFrames = 0;
parms->stage = FIRE_SKIPFRAMES;
return SRESULT_WAIT;
case FIRE_SKIPFRAMES:
UpdateBarrel();
numSkipFrames++;
if( numSkipFrames >= CHAINGUN_FIRE_SKIPFRAMES )
{
if( owner->IsFiring() )
{
parms->stage = FIRE_FIRE;
numSkipFrames = 0;
}
else
{
SpinDown();
return SRESULT_DONE;
}
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponChainGun::Reload
===============
*/
stateResult_t rvmWeaponChainGun::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;
}