re3/src/weapons/WeaponInfo.cpp
2020-03-28 18:52:25 +03:00

214 lines
No EOL
6.2 KiB
C++

#include "common.h"
#include "patcher.h"
#include "main.h"
#include "FileMgr.h"
#include "WeaponInfo.h"
#include "AnimManager.h"
#include "AnimBlendAssociation.h"
#include "Weapon.h"
//CWeaponInfo (&CWeaponInfo::ms_apWeaponInfos)[14] = * (CWeaponInfo(*)[14]) * (uintptr*)0x6503EC;
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
static char ms_aWeaponNames[][32] = {
"Unarmed",
"BaseballBat",
"Colt45",
"Uzi",
"Shotgun",
"AK47",
"M16",
"SniperRifle",
"RocketLauncher",
"FlameThrower",
"Molotov",
"Grenade",
"Detonator",
"HeliCannon"
};
CWeaponInfo*
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
return &CWeaponInfo::ms_apWeaponInfos[weaponType];
}
void
CWeaponInfo::Initialise(void)
{
debug("Initialising CWeaponInfo...\n");
for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R;
ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
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;
}
debug("Loading weapon data...\n");
LoadWeaponData();
debug("CWeaponInfo ready\n");
}
void
CWeaponInfo::LoadWeaponData(void)
{
float spread, speed, lifeSpan, radius;
float range, fireOffsetX, fireOffsetY, fireOffsetZ;
float delayBetweenAnimAndFire, delayBetweenAnim2AndFire, animLoopStart, animLoopEnd;
int flags, ammoAmount, damage, reload, weaponType;
int firingRate, modelId;
char line[256], weaponName[32], fireType[32];
char animToPlay[32], anim2ToPlay[32];
CAnimBlendAssociation *animAssoc;
AnimationId animId;
int bp, buflen;
int lp, linelen;
CFileMgr::SetDir("DATA");
buflen = CFileMgr::LoadFile("WEAPON.DAT", work_buff, sizeof(work_buff), "r");
CFileMgr::SetDir("");
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;
animId = ANIM_WALK;
sscanf(
&line[lp],
"%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %s %f %f %f %f %d %d",
&weaponName,
&fireType,
&range,
&firingRate,
&reload,
&ammoAmount,
&damage,
&speed,
&radius,
&lifeSpan,
&spread,
&fireOffsetX,
&fireOffsetY,
&fireOffsetZ,
&animToPlay,
&anim2ToPlay,
&animLoopStart,
&animLoopEnd,
&delayBetweenAnimAndFire,
&delayBetweenAnim2AndFire,
&modelId,
&flags);
if (strncmp(weaponName, "ENDWEAPONDATA", 13) == 0)
return;
weaponType = FindWeaponType(weaponName);
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animToPlay);
animId = static_cast<AnimationId>(animAssoc->animId);
if (strncmp(anim2ToPlay, "null", 4) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
}
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_AnimToPlay = animId;
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
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;
}
}
eWeaponType
CWeaponInfo::FindWeaponType(char *name)
{
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");
}
STARTPATCHES
InjectHook(0x564EA0, &CWeaponInfo::Initialise, PATCH_JUMP);
InjectHook(0x564FD0, &CWeaponInfo::GetWeaponInfo, PATCH_JUMP);
InjectHook(0x5653E0, &CWeaponInfo::FindWeaponType, PATCH_JUMP);
InjectHook(0x5653B0, &CWeaponInfo::FindWeaponFireType, PATCH_JUMP);
InjectHook(0x564FE0, &CWeaponInfo::LoadWeaponData, PATCH_JUMP);
InjectHook(0x564FB0, &CWeaponInfo::Shutdown, PATCH_JUMP);
ENDPATCHES