re3/src/weapons/WeaponInfo.cpp

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#include "common.h"
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#include "main.h"
#include "FileMgr.h"
#include "WeaponInfo.h"
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#include "AnimManager.h"
#include "AnimBlendAssociation.h"
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#include "Weapon.h"
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#include "ModelInfo.h"
#include "ModelIndices.h"
// Yeah...
int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = {
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
};
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CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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// --MIAMI: Todo
static char ms_aWeaponNames[][32] = {
"Unarmed",
"BaseballBat",
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"Grenade",
"DetonateGrenade",
"Molotov",
"Rocket",
"Colt45",
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"Shotgun",
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"Tec9",
"Uzi",
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"SilencedIngram",
"Mp5",
"M16",
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"AK47",
"SniperRifle",
"RocketLauncher",
"FlameThrower",
"Detonator",
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"HeliCannon",
};
CWeaponInfo*
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
return &CWeaponInfo::ms_apWeaponInfos[weaponType];
}
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// --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value
void
CWeaponInfo::Initialise(void)
{
debug("Initialising CWeaponInfo...\n");
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for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
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ms_apWeaponInfos[i].m_fRange = 0.0f;
ms_apWeaponInfos[i].m_nFiringRate = 0;
ms_apWeaponInfos[i].m_nReload = 0;
ms_apWeaponInfos[i].m_nAmountofAmmunition = 0;
ms_apWeaponInfos[i].m_nDamage = 0;
ms_apWeaponInfos[i].m_fSpeed = 0.0f;
ms_apWeaponInfos[i].m_fRadius = 0.0f;
ms_apWeaponInfos[i].m_fLifespan = 0.0f;
ms_apWeaponInfos[i].m_fSpread = 0.0f;
ms_apWeaponInfos[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f);
// TODO(Miami): ASSOCGRP_UNARMED
ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_STD;
ms_apWeaponInfos[i].m_fAnimLoopStart = 0.0f;
ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f;
ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f;
ms_apWeaponInfos[i].m_fAnim2LoopStart = 0.0f;
ms_apWeaponInfos[i].m_fAnim2LoopEnd = 0.0f;
ms_apWeaponInfos[i].m_fAnim2FrameFire = 0.0f;
ms_apWeaponInfos[i].m_fAnimBreakout = 0.0f;
ms_apWeaponInfos[i].m_bUseGravity = 1;
ms_apWeaponInfos[i].m_bSlowsDown = 1;
ms_apWeaponInfos[i].m_bRandSpeed = 1;
ms_apWeaponInfos[i].m_bExpands = 1;
ms_apWeaponInfos[i].m_bExplodes = 1;
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ms_apWeaponInfos[i].m_nWeaponSlot = 0;
}
debug("Loading weapon data...\n");
LoadWeaponData();
debug("CWeaponInfo ready\n");
}
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// --MIAMI: Done, commented parts wait for weapons port
void
CWeaponInfo::LoadWeaponData(void)
{
float spread, speed, lifeSpan, radius;
float range, fireOffsetX, fireOffsetY, fireOffsetZ;
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float anim2LoopStart, anim2LoopEnd, delayBetweenAnim2AndFire, animBreakout;
float delayBetweenAnimAndFire, animLoopStart, animLoopEnd;
int flags, ammoAmount, damage, reload, weaponType;
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int firingRate, modelId, modelId2, weaponSlot;
char line[256], weaponName[32], fireType[32];
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char animToPlay[32];
int bp, buflen;
int lp, linelen;
CFileMgr::SetDir("DATA");
buflen = CFileMgr::LoadFile("WEAPON.DAT", work_buff, sizeof(work_buff), "r");
for (bp = 0; bp < buflen; ) {
// read file line by line
for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) {
line[linelen++] = work_buff[bp];
}
bp++;
line[linelen] = '\0';
// skip white space
for (lp = 0; line[lp] <= ' '; lp++);
if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
line[lp] == '#')
continue;
spread = 0.0f;
flags = 0;
speed = 0.0f;
ammoAmount = 0;
lifeSpan = 0.0f;
radius = 0.0f;
range = 0.0f;
damage = 0;
reload = 0;
firingRate = 0;
fireOffsetX = 0.0f;
weaponName[0] = '\0';
fireType[0] = '\0';
fireOffsetY = 0.0f;
fireOffsetZ = 0.0f;
sscanf(
&line[lp],
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"%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %f %f %f %f %f %f %f %d %d %x %d",
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weaponName,
fireType,
&range,
&firingRate,
&reload,
&ammoAmount,
&damage,
&speed,
&radius,
&lifeSpan,
&spread,
&fireOffsetX,
&fireOffsetY,
&fireOffsetZ,
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animToPlay,
&animLoopStart,
&animLoopEnd,
&delayBetweenAnimAndFire,
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&anim2LoopStart,
&anim2LoopEnd,
&delayBetweenAnim2AndFire,
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&animBreakout,
&modelId,
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&modelId2,
&flags,
&weaponSlot);
if (strncmp(weaponName, "ENDWEAPONDATA", 13) == 0)
return;
weaponType = FindWeaponType(weaponName);
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
ms_apWeaponInfos[weaponType].m_fRange = range;
ms_apWeaponInfos[weaponType].m_nFiringRate = firingRate;
ms_apWeaponInfos[weaponType].m_nReload = reload;
ms_apWeaponInfos[weaponType].m_nAmountofAmmunition = ammoAmount;
ms_apWeaponInfos[weaponType].m_nDamage = damage;
ms_apWeaponInfos[weaponType].m_fSpeed = speed;
ms_apWeaponInfos[weaponType].m_fRadius = radius;
ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan;
ms_apWeaponInfos[weaponType].m_fSpread = spread;
ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnim2LoopStart = anim2LoopStart / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnim2LoopEnd = anim2LoopEnd / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnimBreakout = animBreakout / 30.0f;
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
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ms_apWeaponInfos[weaponType].m_nModel2Id = modelId2;
ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;
ms_apWeaponInfos[weaponType].m_bDissipates = flags >> 2;
ms_apWeaponInfos[weaponType].m_bRandSpeed = flags >> 3;
ms_apWeaponInfos[weaponType].m_bExpands = flags >> 4;
ms_apWeaponInfos[weaponType].m_bExplodes = flags >> 5;
ms_apWeaponInfos[weaponType].m_bCanAim = flags >> 6;
ms_apWeaponInfos[weaponType].m_bCanAimWithArm = flags >> 7;
ms_apWeaponInfos[weaponType].m_b1stPerson = flags >> 8;
ms_apWeaponInfos[weaponType].m_bHeavy = flags >> 9;
ms_apWeaponInfos[weaponType].m_bThrow = flags >> 10;
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ms_apWeaponInfos[weaponType].m_bReloadLoop2Start = flags >> 11;
ms_apWeaponInfos[weaponType].m_bUse2nd = flags >> 12;
ms_apWeaponInfos[weaponType].m_bGround2nd = flags >> 13;
ms_apWeaponInfos[weaponType].m_bFinish3rd = flags >> 14;
ms_apWeaponInfos[weaponType].m_bReload = flags >> 15;
ms_apWeaponInfos[weaponType].m_bFightMode = flags >> 16;
ms_apWeaponInfos[weaponType].m_bCrouchFire = flags >> 17;
ms_apWeaponInfos[weaponType].m_bCop3rd = flags >> 18;
ms_apWeaponInfos[weaponType].m_bGround3rd = flags >> 19;
ms_apWeaponInfos[weaponType].m_bPartialAttack = flags >> 20;
ms_apWeaponInfos[weaponType].m_bAnimDetonate = flags >> 21;
ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot;
// TODO(Miami): Enable once weapons are done
if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && weaponType != WEAPONTYPE_SHOTGUN
/*&& weaponType != 20 && weaponType != 21*/)
ms_apWeaponInfos[weaponType].m_nFiringRate = ((ms_apWeaponInfos[weaponType].m_fAnimLoopEnd - ms_apWeaponInfos[weaponType].m_fAnimLoopStart) * 900.0f);
if (weaponType == WEAPONTYPE_DETONATOR || weaponType == WEAPONTYPE_HELICANNON)
modelId = -1;
else if (weaponType == WEAPONTYPE_DETONATOR_GRENADE)
modelId = MI_BOMB;
if (modelId != -1)
((CWeaponModelInfo*)CModelInfo::GetModelInfo(modelId))->SetWeaponInfo(weaponType);
for (int i = 0; i < NUM_ANIM_ASSOC_GROUPS; i++) {
if (!strcmp(animToPlay, CAnimManager::GetAnimGroupName((AssocGroupId)i))) {
ms_apWeaponInfos[weaponType].m_AnimToPlay = (AssocGroupId)i;
break;
}
}
}
}
eWeaponType
CWeaponInfo::FindWeaponType(char *name)
{
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for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
if (strcmp(ms_aWeaponNames[i], name) == 0) {
return static_cast<eWeaponType>(i);
}
}
return WEAPONTYPE_UNARMED;
}
eWeaponFire
CWeaponInfo::FindWeaponFireType(char *name)
{
if (strcmp(name, "MELEE") == 0) return WEAPON_FIRE_MELEE;
if (strcmp(name, "INSTANT_HIT") == 0) return WEAPON_FIRE_INSTANT_HIT;
if (strcmp(name, "PROJECTILE") == 0) return WEAPON_FIRE_PROJECTILE;
if (strcmp(name, "AREA_EFFECT") == 0) return WEAPON_FIRE_AREA_EFFECT;
Error("Unknown weapon fire type, WeaponInfo.cpp");
return WEAPON_FIRE_INSTANT_HIT;
}
void
CWeaponInfo::Shutdown(void)
{
debug("Shutting down CWeaponInfo...\n");
debug("CWeaponInfo shut down\n");
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}