mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-06 04:35:56 +00:00
326 lines
9.3 KiB
C++
326 lines
9.3 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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#include "ModelInfo.h"
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#include "ModelIndices.h"
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uint16 CWeaponInfo::ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS] =
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{
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0, // UNARMED
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0, // GRENADE
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0, // DETONATEGRENADE
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0, // TEARGAS
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0, // MOLOTOV
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0, // ROCKET
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250, // COLT45
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250, // PYTHON
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650, // SHOTGUN
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650, // SPAS12 SHOTGUN
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650, // STUBBY SHOTGUN
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400, // TEC9
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400, // UZIhec
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400, // SILENCED_INGRAM
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400, // MP5
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300, // M16
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300, // AK47
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423, // SNIPERRIFLE
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423, // LASERSCOPE
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400, // ROCKETLAUNCHER
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0, // FLAMETHROWER
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0, // M60
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0, // MINIGUN
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0, // DETONATOR
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0, // HELICANNON
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0 // CAMERA
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};
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// Yeah...
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int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] =
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{
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1, -1
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};
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CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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char CWeaponInfo::ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32] =
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{
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"Unarmed",
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"BrassKnuckle",
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"ScrewDriver",
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"GolfClub",
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"NightStick",
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"Knife",
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"BaseballBat",
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"Hammer",
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"Cleaver",
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"Machete",
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"Katana",
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"Chainsaw",
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"Grenade",
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"DetonateGrenade",
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"TearGas",
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"Molotov",
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"Rocket",
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"Colt45",
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"Python",
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"Shotgun",
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"Spas12Shotgun",
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"StubbyShotgun",
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"Tec9",
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"Uzi",
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"SilencedIngram",
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"Mp5",
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"m4",
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"Ruger",
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"SniperRifle",
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"LaserScope",
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"RocketLauncher",
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"FlameThrower",
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"M60",
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"Minigun",
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"Detonator",
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"HeliCannon",
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"Camera",
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};
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CWeaponInfo*
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CWeaponInfo::GetWeaponInfo(eWeaponType weaponType)
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{
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return &ms_apWeaponInfos[weaponType];
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}
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// --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value
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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_fRange = 0.0f;
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ms_apWeaponInfos[i].m_nFiringRate = 0;
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ms_apWeaponInfos[i].m_nReload = 0;
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ms_apWeaponInfos[i].m_nAmountofAmmunition = 0;
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ms_apWeaponInfos[i].m_nDamage = 0;
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ms_apWeaponInfos[i].m_fSpeed = 0.0f;
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ms_apWeaponInfos[i].m_fRadius = 0.0f;
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ms_apWeaponInfos[i].m_fLifespan = 0.0f;
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ms_apWeaponInfos[i].m_fSpread = 0.0f;
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ms_apWeaponInfos[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f);
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ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_UNARMED;
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ms_apWeaponInfos[i].m_fAnimLoopStart = 0.0f;
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ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f;
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ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f;
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ms_apWeaponInfos[i].m_fAnim2LoopStart = 0.0f;
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ms_apWeaponInfos[i].m_fAnim2LoopEnd = 0.0f;
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ms_apWeaponInfos[i].m_fAnim2FrameFire = 0.0f;
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ms_apWeaponInfos[i].m_fAnimBreakout = 0.0f;
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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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ms_apWeaponInfos[i].m_nWeaponSlot = 0;
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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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// --MIAMI: Done, commented parts wait for weapons port
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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 anim2LoopStart, anim2LoopEnd, delayBetweenAnim2AndFire, animBreakout;
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float delayBetweenAnimAndFire, animLoopStart, animLoopEnd;
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int flags, ammoAmount, damage, reload, weaponType;
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int firingRate, modelId, modelId2, weaponSlot;
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char line[256], weaponName[32], fireType[32];
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char animToPlay[32];
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size_t 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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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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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 %f %f %f %f %f %f %f %d %d %x %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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&animLoopStart,
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&animLoopEnd,
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&delayBetweenAnimAndFire,
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&anim2LoopStart,
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&anim2LoopEnd,
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&delayBetweenAnim2AndFire,
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&animBreakout,
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&modelId,
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&modelId2,
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&flags,
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&weaponSlot);
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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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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_fAnimLoopStart = animLoopStart / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnim2LoopStart = anim2LoopStart / 30.0f;
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ms_apWeaponInfos[weaponType].m_fAnim2LoopEnd = anim2LoopEnd / 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_fAnimBreakout = animBreakout / 30.0f;
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ms_apWeaponInfos[weaponType].m_nModelId = modelId;
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ms_apWeaponInfos[weaponType].m_nModel2Id = modelId2;
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ms_apWeaponInfos[weaponType].m_bUseGravity = flags & 1;
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ms_apWeaponInfos[weaponType].m_bSlowsDown = (flags >> 1) & 1;
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ms_apWeaponInfos[weaponType].m_bDissipates = (flags >> 2) & 1;
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ms_apWeaponInfos[weaponType].m_bRandSpeed = (flags >> 3) & 1;
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ms_apWeaponInfos[weaponType].m_bExpands = (flags >> 4) & 1;
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ms_apWeaponInfos[weaponType].m_bExplodes = (flags >> 5) & 1;
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ms_apWeaponInfos[weaponType].m_bCanAim = (flags >> 6) & 1;
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ms_apWeaponInfos[weaponType].m_bCanAimWithArm = (flags >> 7) & 1;
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ms_apWeaponInfos[weaponType].m_b1stPerson = (flags >> 8) & 1;
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ms_apWeaponInfos[weaponType].m_bHeavy = (flags >> 9) & 1;
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ms_apWeaponInfos[weaponType].m_bThrow = (flags >> 10) & 1;
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ms_apWeaponInfos[weaponType].m_bReloadLoop2Start = (flags >> 11) & 1;
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ms_apWeaponInfos[weaponType].m_bUse2nd = (flags >> 12) & 1;
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ms_apWeaponInfos[weaponType].m_bGround2nd = (flags >> 13) & 1;
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ms_apWeaponInfos[weaponType].m_bFinish3rd = (flags >> 14) & 1;
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ms_apWeaponInfos[weaponType].m_bReload = (flags >> 15) & 1;
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ms_apWeaponInfos[weaponType].m_bFightMode = (flags >> 16) & 1;
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ms_apWeaponInfos[weaponType].m_bCrouchFire = (flags >> 17) & 1;
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ms_apWeaponInfos[weaponType].m_bCop3rd = (flags >> 18) & 1;
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ms_apWeaponInfos[weaponType].m_bGround3rd = (flags >> 19) & 1;
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ms_apWeaponInfos[weaponType].m_bPartialAttack = (flags >> 20) & 1;
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ms_apWeaponInfos[weaponType].m_bAnimDetonate = (flags >> 21) & 1;
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ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot;
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if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && !CWeapon::IsShotgun(weaponType))
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ms_apWeaponInfos[weaponType].m_nFiringRate = ((ms_apWeaponInfos[weaponType].m_fAnimLoopEnd - ms_apWeaponInfos[weaponType].m_fAnimLoopStart) * 900.0f);
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if (weaponType == WEAPONTYPE_DETONATOR || weaponType == WEAPONTYPE_HELICANNON)
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modelId = -1;
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else if (weaponType == WEAPONTYPE_DETONATOR_GRENADE)
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modelId = MI_BOMB;
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if (modelId != -1)
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((CWeaponModelInfo*)CModelInfo::GetModelInfo(modelId))->SetWeaponInfo(weaponType);
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for (int i = 0; i < NUM_ANIM_ASSOC_GROUPS; i++) {
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if (!strcmp(animToPlay, CAnimManager::GetAnimGroupName((AssocGroupId)i))) {
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ms_apWeaponInfos[weaponType].m_AnimToPlay = (AssocGroupId)i;
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break;
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}
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}
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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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if (strcmp(name, "CAMERA") == 0) return WEAPON_FIRE_CAMERA;
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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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