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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/weapons.h $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 3/25/02 2:08p $*
- * *
- * $Revision:: 108 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef WEAPONS_H
- #define WEAPONS_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef GAMEOBJREF_H
- #include "gameobjref.h"
- #endif
- #ifndef MATRIX3D_H
- #include "matrix3d.h"
- #endif
- #ifndef WEAPONMANAGER_H
- #include "weaponmanager.h"
- #endif
- #ifndef SIMPLEVEC_H
- #include "simplevec.h"
- #endif
- class BitStreamClass;
- class ChunkSaveClass;
- class ChunkLoadClass;
- class RenderObjClass;
- class ArmedGameObj;
- class ParticleEmitterClass;
- class AudibleSoundClass;
- class PhysicalGameObj;
- /*
- **
- */
- typedef enum {
- WEAPON_HOLD_STYLE_C4 = 0,
- WEAPON_HOLD_STYLE_NOT_USED,
- WEAPON_HOLD_STYLE_AT_SHOULDER, // 2
- WEAPON_HOLD_STYLE_AT_HIP,
- WEAPON_HOLD_STYLE_LAUNCHER,
- WEAPON_HOLD_STYLE_HANDGUN,
- WEAPON_HOLD_STYLE_BEACON,
- WEAPON_HOLD_STYLE_EMPTY_HANDS,
- WEAPON_HOLD_STYLE_AT_CHEST,
- WEAPON_HOLD_STYLE_HANDS_DOWN,
- NUM_WEAPON_HOLD_STYLES
- } WeaponHoldStyleType;
- /*
- **
- */
- typedef enum {
- WEAPON_MODEL_UPDATE_WILL_BE_NEEDED,
- WEAPON_MODEL_UPDATE_IS_NEEDED,
- WEAPON_MODEL_UPDATE_NOT_NEEDED,
- } WeaponModelUpdateState;
- /*
- **
- */
- typedef enum {
- WEAPON_ANIM_NOT_FIRING,
- WEAPON_ANIM_FIRING_0,
- WEAPON_ANIM_FIRING_1
- } WeaponAnimState;
- /*
- **
- */
- class MuzzleFlashClass {
- public:
- MuzzleFlashClass( void );
- ~MuzzleFlashClass( void );
- void Init( RenderObjClass * robj );
- void Update( bool flashA0, bool flashA1 );
- private:
- int MuzzleA0Bone;
- int MuzzleA1Bone;
- float Rotation;
- RenderObjClass * Model;
- bool LastFlashA0;
- bool LastFlashA1;
- };
- /*
- **
- */
- class WeaponClass {
- public:
- WeaponClass( const WeaponDefinitionClass *weapon_def = NULL );
- ~WeaponClass( void );
- void Init( const WeaponDefinitionClass *weapon_def );
- bool Save( ChunkSaveClass & csave );
- bool Load( ChunkLoadClass & cload );
- void Set_Model( RenderObjClass *model );
- void Set_Owner( ArmedGameObj *owner );
- ArmedGameObj *Get_Owner( void ) { return (ArmedGameObj *)Owner.Get_Ptr(); }
- enum {
- MUZZLE_PRIMARY_0,
- MUZZLE_PRIMARY_1,
- MUZZLE_SECONDARY_0,
- MUZZLE_SECONDARY_1,
- };
- void Select( void );
- void Deselect( void );
- void Update( void );
- bool Is_Muzzle_Clear( void );
- void Compute_Bullet_Start_Point(const Matrix3D & muzzle,Vector3 * set_start_point);
- void Next_C4_Detonation_Mode( void ); // Take the weapon to the next state (for C4)
- const WeaponDefinitionClass *Get_Definition( void ) { return Definition; }
- const char * Get_Name( void ) { return Definition->Get_Name(); }
- int Get_ID( void ) { return Definition->Get_ID(); }
- const char * Get_HUD_Icon_Texture_Name( void ) { return Definition->HUDIconTextureName; }
- const char * Get_Model_Name( void ) { return Definition->Model; }
- const char * Get_Back_Model_Name( void ){ return Definition->BackModel; }
- const char * Get_Anim_Name( void ) { return (NextAnimState != WEAPON_ANIM_NOT_FIRING) ? Definition->FireAnim : Definition->IdleAnim; }
- int Get_Style( void ) { return Definition->Style; }
- float Get_Key_Number( void ) { return Definition->KeyNumber; }
- bool Get_Can_Snipe( void ) { return Definition->CanSnipe; }
- float Get_Rating( void ) { return Definition->Rating; }
- float Get_Effective_Range( void ){ return PrimaryAmmoDefinition->EffectiveRange; }
- float Get_Primary_Fire_Rate( void ){ return PrimaryAmmoDefinition->RateOfFire; }
- const char * Get_First_Person_Model_Name( void ) const { return Definition->FirstPersonModel; }
- const Vector3& Get_First_Person_Model_Offset( void ) const { return Definition->FirstPersonOffset; }
- float Get_Recoil_Time( void ) { return Definition->RecoilTime; }
- float Get_Recoil_Scale( void ) { return Definition->RecoilScale; }
- // =========== Ammo
- void Set_Total_Rounds( int num );
- int Get_Total_Rounds( void );
- void Add_Rounds( int num );
- void Set_Clip_Rounds( int rounds ) { ClipRounds = rounds; }
- int Get_Clip_Rounds( void ) { return ClipRounds; }
- void Set_Inventory_Rounds( int rounds ) { InventoryRounds = rounds; }
- int Get_Inventory_Rounds( void ) { return InventoryRounds; }
- void Do_Reload( void );
- void Decrement_Rounds( int rounds = 1 );
- bool Is_Ammo_Maxed( void );
- bool Is_Loaded( void ) { return (ClipRounds != 0); }
- bool Is_Reload_OK( void );
- bool Is_Reload_Needed( void ) { return !Is_Loaded() && Is_Reload_OK(); }
- float Get_Range( void );
- bool Is_Model_Update_Needed( void ) { return (UpdateModel == WEAPON_MODEL_UPDATE_IS_NEEDED); }
- void Reset_Model_Update( void ) { UpdateModel = WEAPON_MODEL_UPDATE_NOT_NEEDED; CurrentAnimState = (WeaponAnimState)-1; }
- bool Is_Anim_Update_Needed( void ) { return ( NextAnimState != CurrentAnimState ); }
- void Reset_Anim_Update( void ) { CurrentAnimState = NextAnimState; }
- WeaponAnimState Get_Anim_State( void ) { return CurrentAnimState; }
- int Get_Total_Rounds_Fired( void ) { return TotalRoundsFired; }
- void Display_Targeting( void );
- void Set_Target( const Vector3 &target) { Target = target; }
- const Vector3 &Get_Target( void ) { return Target; }
- void Set_Target_Object( PhysicalGameObj * obj );
- PhysicalGameObj * Get_Target_Object( PhysicalGameObj * obj );
- /*
- ** Weapons States
- */
- typedef enum {
- STATE_IDLE,
- STATE_READY,
- STATE_CHARGE,
- STATE_FIRE_PRIMARY,
- STATE_FIRE_SECONDARY,
- STATE_RELOAD,
- STATE_START_SWITCH,
- STATE_END_SWITCH,
- // NUM_STATES,
- } WeaponStateType;
- WeaponStateType Get_State( void ) { return State; }
- bool Is_Firing( void ) { return DidFire; }
- bool Is_Reloading( void ) { return (State == STATE_RELOAD); }
- bool Is_Switching( void ) { return (State == STATE_START_SWITCH) || (State == STATE_END_SWITCH); }
- void Force_Reload( void );
- // Trigger State
- void Set_Safety( bool saftey ) { SafetySet = saftey; }
- bool Is_Safety_Set( void ) { return SafetySet; }
- void Set_Primary_Triggered( bool triggered );
- void Set_Secondary_Triggered( bool triggered );
- bool Is_Triggered( void ) { return IsSecondaryTriggered || IsPrimaryTriggered; }
- void Init_Muzzle_Flash( RenderObjClass * robj ) { MuzzleFlash.Init( robj ); }
- void Update_Muzzle_Flash( bool flashA0, bool flashA1 ) { MuzzleFlash.Update( flashA0, flashA1 ); }
- bool Does_Weapon_Exist( void ) { return WeaponExists; }
- void Set_Weapon_Exists( bool exists ) { WeaponExists = exists; }
- PhysicalGameObj * Cast_Weapon( const Vector3 & target );
- bool Cast_Weapon_Down_Muzzle( Vector3 & hit_pos );
- void Make_Shell_Eject( const Matrix3D & tm );
- //
- // Sound support
- //
- void Stop_Firing_Sound( void );
- private:
- void Fire_C4( const AmmoDefinitionClass *ammo_def );
- bool Fire_Beacon( const AmmoDefinitionClass *ammo_def );
- void Fire_Bullet( const AmmoDefinitionClass *ammo_def, bool primary );
- // Weapon Info
- const WeaponDefinitionClass *Definition;
- GameObjReference Owner; // who gets credit for this weapon's kills?
- RenderObjClass *Model;
- int C4DetonationMode;
- // Ammo Info
- const AmmoDefinitionClass *PrimaryAmmoDefinition;
- const AmmoDefinitionClass *SecondaryAmmoDefinition;
- safe_int ClipRounds;
- safe_int InventoryRounds; // -1 for unlimited
- safe_float BurstDelayTimer;
- safe_int BurstCount;
- float BulletBumpTime;
- bool WeaponExists; // allows us to have ammo with no weapon
- // Weapon States
- WeaponStateType State; // The state of the weapon
- float StateTimer; // in seconds. Used for switching, reloading, and idle
- bool DidFire;
- bool LastFrameIsPrimaryTriggered; // is the Trigger pulled
- bool LastFrameIsSecondaryTriggered; // is the Trigger pulled
- bool IsPrimaryTriggered; // is the Trigger pulled
- bool IsSecondaryTriggered; // is the Trigger pulled
- int TotalRoundsFired;
- bool SafetySet;
- bool LockTriggers;
- float EmptySoundTimer;
- // Weapon Looks
- WeaponAnimState NextAnimState; // Which anim should we be on
- WeaponAnimState CurrentAnimState; // Which anim are we on
- WeaponModelUpdateState UpdateModel; // Does the weapon Model need to be updated
- Vector3 Target;
- GameObjReference TargetObject;
- // Continuous Muzzle Effects (flames)
- SimpleVecClass<ParticleEmitterClass *> ContinuousEmitters;
- AudibleSoundClass * ContinuousSound;
- AudibleSoundClass * FiringSound;
- int FiringSoundDefID;
- // Functions
- const Matrix3D & Get_Muzzle( int index = MUZZLE_PRIMARY_0 );
- void Do_Fire( bool primary );
- // Weapon State
- void Set_State( WeaponStateType new_state );
- void Update_State( float dtime );
- void Do_Firing_Effects( void );
- void Do_Continuous_Effects( bool enable );
- // Muzzle Flash
- MuzzleFlashClass MuzzleFlash;
- void Ignore_Owner( void );
- void Unignore_Owner( void );
- };
- #endif // WEAPONS_H
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