mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-13 07:09:16 +00:00
205 lines
5.7 KiB
C++
205 lines
5.7 KiB
C++
#include "common.h"
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#include "main.h"
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#include "FileMgr.h"
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#include "WeaponInfo.h"
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#include "AnimManager.h"
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#include "AnimBlendAssociation.h"
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#include "Weapon.h"
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CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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static char ms_aWeaponNames[][32] = {
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"Unarmed",
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"BaseballBat",
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"Colt45",
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"Uzi",
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"Shotgun",
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"AK47",
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"M16",
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"SniperRifle",
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"RocketLauncher",
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"FlameThrower",
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"Molotov",
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"Grenade",
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"Detonator",
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"HeliCannon"
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};
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CWeaponInfo*
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CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
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return &CWeaponInfo::ms_apWeaponInfos[weaponType];
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}
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void
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CWeaponInfo::Initialise(void)
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{
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debug("Initialising CWeaponInfo...\n");
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for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
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ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
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ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R;
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ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
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ms_apWeaponInfos[i].m_bUseGravity = 1;
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ms_apWeaponInfos[i].m_bSlowsDown = 1;
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ms_apWeaponInfos[i].m_bRandSpeed = 1;
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ms_apWeaponInfos[i].m_bExpands = 1;
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ms_apWeaponInfos[i].m_bExplodes = 1;
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}
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debug("Loading weapon data...\n");
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LoadWeaponData();
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debug("CWeaponInfo ready\n");
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}
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void
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CWeaponInfo::LoadWeaponData(void)
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{
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float spread, speed, lifeSpan, radius;
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float range, fireOffsetX, fireOffsetY, fireOffsetZ;
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float delayBetweenAnimAndFire, delayBetweenAnim2AndFire, animLoopStart, animLoopEnd;
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int flags, ammoAmount, damage, reload, weaponType;
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int firingRate, modelId;
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char line[256], weaponName[32], fireType[32];
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char animToPlay[32], anim2ToPlay[32];
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CAnimBlendAssociation *animAssoc;
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AnimationId animId;
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int bp, buflen;
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int lp, linelen;
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CFileMgr::SetDir("DATA");
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buflen = CFileMgr::LoadFile("WEAPON.DAT", work_buff, sizeof(work_buff), "r");
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CFileMgr::SetDir("");
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for (bp = 0; bp < buflen; ) {
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// read file line by line
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for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) {
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line[linelen++] = work_buff[bp];
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}
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bp++;
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line[linelen] = '\0';
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// skip white space
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for (lp = 0; line[lp] <= ' '; lp++);
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if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
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line[lp] == '#')
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continue;
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spread = 0.0f;
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flags = 0;
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speed = 0.0f;
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ammoAmount = 0;
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lifeSpan = 0.0f;
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radius = 0.0f;
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range = 0.0f;
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damage = 0;
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reload = 0;
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firingRate = 0;
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fireOffsetX = 0.0f;
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weaponName[0] = '\0';
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fireType[0] = '\0';
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fireOffsetY = 0.0f;
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fireOffsetZ = 0.0f;
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animId = ANIM_WALK;
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sscanf(
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&line[lp],
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"%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %s %f %f %f %f %d %d",
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weaponName,
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fireType,
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&range,
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&firingRate,
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&reload,
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&ammoAmount,
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&damage,
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&speed,
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&radius,
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&lifeSpan,
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&spread,
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&fireOffsetX,
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&fireOffsetY,
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&fireOffsetZ,
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animToPlay,
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anim2ToPlay,
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&animLoopStart,
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&animLoopEnd,
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&delayBetweenAnimAndFire,
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&delayBetweenAnim2AndFire,
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&modelId,
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&flags);
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if (strncmp(weaponName, "ENDWEAPONDATA", 13) == 0)
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return;
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weaponType = FindWeaponType(weaponName);
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animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animToPlay);
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animId = static_cast<AnimationId>(animAssoc->animId);
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if (strncmp(anim2ToPlay, "null", 4) != 0) {
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animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
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ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
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}
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CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
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ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
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ms_apWeaponInfos[weaponType].m_fRange = range;
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ms_apWeaponInfos[weaponType].m_nFiringRate = firingRate;
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ms_apWeaponInfos[weaponType].m_nReload = reload;
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ms_apWeaponInfos[weaponType].m_nAmountofAmmunition = ammoAmount;
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ms_apWeaponInfos[weaponType].m_nDamage = damage;
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ms_apWeaponInfos[weaponType].m_fSpeed = speed;
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ms_apWeaponInfos[weaponType].m_fRadius = radius;
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ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan;
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ms_apWeaponInfos[weaponType].m_fSpread = spread;
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ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
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ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
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ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
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ms_apWeaponInfos[weaponType].m_nModelId = modelId;
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ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
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ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;
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ms_apWeaponInfos[weaponType].m_bDissipates = flags >> 2;
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ms_apWeaponInfos[weaponType].m_bRandSpeed = flags >> 3;
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ms_apWeaponInfos[weaponType].m_bExpands = flags >> 4;
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ms_apWeaponInfos[weaponType].m_bExplodes = flags >> 5;
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ms_apWeaponInfos[weaponType].m_bCanAim = flags >> 6;
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ms_apWeaponInfos[weaponType].m_bCanAimWithArm = flags >> 7;
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ms_apWeaponInfos[weaponType].m_b1stPerson = flags >> 8;
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ms_apWeaponInfos[weaponType].m_bHeavy = flags >> 9;
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ms_apWeaponInfos[weaponType].m_bThrow = flags >> 10;
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}
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}
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eWeaponType
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CWeaponInfo::FindWeaponType(char *name)
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{
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for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
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if (strcmp(ms_aWeaponNames[i], name) == 0) {
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return static_cast<eWeaponType>(i);
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}
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}
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return WEAPONTYPE_UNARMED;
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}
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eWeaponFire
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CWeaponInfo::FindWeaponFireType(char *name)
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{
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if (strcmp(name, "MELEE") == 0) return WEAPON_FIRE_MELEE;
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if (strcmp(name, "INSTANT_HIT") == 0) return WEAPON_FIRE_INSTANT_HIT;
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if (strcmp(name, "PROJECTILE") == 0) return WEAPON_FIRE_PROJECTILE;
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if (strcmp(name, "AREA_EFFECT") == 0) return WEAPON_FIRE_AREA_EFFECT;
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Error("Unknown weapon fire type, WeaponInfo.cpp");
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return WEAPON_FIRE_INSTANT_HIT;
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}
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void
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CWeaponInfo::Shutdown(void)
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{
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debug("Shutting down CWeaponInfo...\n");
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debug("CWeaponInfo shut down\n");
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}
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