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SXbaseTool.cpp 7.35 KiB
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  • #include "SXbaseTool.h"
    
    
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    #include <particles/sxparticles.h>
    
    #include "SXplayer.h"
    
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    /*! \skydocent base_tool
    Базовый класс для инструмента (в т.ч оружие). То, что игрок может взять в руки и использовать
    */
    
    
    
    BEGIN_PROPTABLE(SXbaseTool)
    
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    	//! Время перезарядки, с
    
    	DEFINE_FIELD_FLOAT(m_fReloadTime, PDFF_NOEDIT | PDFF_NOEXPORT, "reload_time", "", EDITOR_NONE)
    
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    	//! Время прицеливания, с
    
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    	DEFINE_FIELD_FLOAT(m_fZoomTime, PDFF_NOEDIT | PDFF_NOEXPORT, "zoom_time", "", EDITOR_NONE)
    
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    	//! Смещение визуальной модели
    
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    	DEFINE_FIELD_VECTOR(m_vSlotPos, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_offset", "", EDITOR_NONE)
    
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    	//! Вращение визуальной модели
    
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    	DEFINE_FIELD_ANGLES(m_qSlotRot, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_rotation", "", EDITOR_NONE)
    
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    	//! Смещение визуальной модели в прицеливании
    
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    	DEFINE_FIELD_VECTOR(m_vSlotPosAim, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_offset_aim", "", EDITOR_NONE)
    
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    	//! Вращение визуальной модели в прицеливании
    
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    	DEFINE_FIELD_ANGLES(m_qSlotRotAim, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_rotation_aim", "", EDITOR_NONE)
    
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    	//! Разрешить прицеливание
    
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    	DEFINE_FIELD_INT(m_iZoomable, PDFF_NOEDIT | PDFF_NOEXPORT, "zoomable", "", EDITOR_NONE)
    
    
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    	//! Звук первичного действия
    
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    	DEFINE_FIELD_STRING(m_szPrimaryActionSound, PDFF_NOEDIT | PDFF_NOEXPORT, "action1_sound", "", EDITOR_NONE)
    
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    	//! Звук вторичного действия
    
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    	DEFINE_FIELD_STRING(m_szSecondaryActionSound, PDFF_NOEDIT | PDFF_NOEXPORT, "action2_sound", "", EDITOR_NONE)
    
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    	//! Эффект первичного действия
    
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    	DEFINE_FIELD_STRING(m_szPrimaryActionMuzzleflash, PDFF_NOEDIT | PDFF_NOEXPORT, "action1_muzzle", "", EDITOR_NONE)
    
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    	//! Эффект вторичного действия
    
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    	DEFINE_FIELD_STRING(m_szSecondaryActionMuzzleflash, PDFF_NOEDIT | PDFF_NOEXPORT, "action2_muzzle", "", EDITOR_NONE)
    	
    
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    	//! Максимальная дальность
    
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    	DEFINE_FIELD_FLOAT(m_fMaxDistance, PDFF_NOEDIT | PDFF_NOEXPORT, "max_distance", "", EDITOR_NONE)
    
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    	//! Подходящие типы припасов, классы, через запятую
    
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    	DEFINE_FIELD_STRING(m_szUsableAmmos, PDFF_NOEDIT | PDFF_NOEXPORT, "ammos", "", EDITOR_NONE)
    
    
    END_PROPTABLE()
    
    REGISTER_ENTITY_NOLISTING(SXbaseTool, base_tool);
    
    SXbaseTool::SXbaseTool(EntityManager * pMgr):
    	BaseClass(pMgr),
    	m_bInPrimaryAction(false),
    	m_bInSecondaryAction(false),
    	m_bWorldModel(false),
    	m_bCanUse(true),
    	m_fZoomTime(0.0f),
    
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    	m_fReloadTime(0.0f),
    
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    	m_fZoomProgress(0.0f),
    	m_iZoomable(1),
    	m_iSoundAction1(-1),
    	m_iSoundAction2(-1),
    	m_iMuzzleFlash(-1),
    	m_iMuzzleFlash2(-1),
    	m_fMaxDistance(1000.0f)
    
    {
    	m_bInvStackable = false;
    
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    }
    
    SXbaseTool::~SXbaseTool()
    {
    	CLEAR_INTERVAL(m_iIvalUpdate);
    
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    void SXbaseTool::OnPostLoad()
    {
    	BaseClass::OnPostLoad();
    
    	if(m_szPrimaryActionSound[0])
    	{
    		m_iSoundAction1 = SSCore_SndCreate3dInst(m_szPrimaryActionSound, false, 0, 100);
    	}
    	if(m_szSecondaryActionSound[0])
    	{
    		m_iSoundAction2 = SSCore_SndCreate3dInst(m_szSecondaryActionSound, false, 0, 100);
    	}
    	if(m_szPrimaryActionMuzzleflash[0])
    	{
    		m_iMuzzleFlash = SPE_EffectInstanceByName(m_szPrimaryActionMuzzleflash);
    	}
    	if(m_szSecondaryActionMuzzleflash[0])
    	{
    		m_iMuzzleFlash2 = SPE_EffectInstanceByName(m_szSecondaryActionMuzzleflash);
    	}
    }
    
    
    void SXbaseTool::SetNextUse(float time)
    {
    	m_bCanUse = false;
    	SET_TIMEOUT(_AllowUse, time);
    }
    bool SXbaseTool::CanUse()
    {
    	return(m_bCanUse);
    }
    
    void SXbaseTool::PrimaryAction(BOOL st)
    {
    	m_bInPrimaryAction = st != FALSE;
    
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    	if(st)
    	{
    		PlayAnimation("shoot1");
    
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    		if(ID_VALID(m_iMuzzleFlash))
    		{
    			SPE_EffectEnableSet(m_iMuzzleFlash, true);
    		}
    		if(ID_VALID(m_iSoundAction1))
    		{
    			SSCore_SndInstancePlay3d(m_iSoundAction1, &GetPos());
    		}
    
    		//((SXplayer*)m_pOwner)->is
    
    
    		//trace line
    		float3 start = GetPos();
    		float3 dir = m_pParent->GetOrient() * float3(0.0f, 0.0f, 1.0f);
    
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    		float3 end = start + dir * m_fMaxDistance;
    
    		btCollisionWorld::ClosestRayResultCallback cb(F3_BTVEC(start), F3_BTVEC(end));
    		SXPhysics_GetDynWorld()->rayTest(F3_BTVEC(start), F3_BTVEC(end), cb);
    
    		if(cb.hasHit())
    		{
    			//shoot decal
    			SXDecals_ShootDecal(DECAL_TYPE_CONCRETE, BTVEC_F3(cb.m_hitPointWorld), BTVEC_F3(cb.m_hitNormalWorld));
    
    			SPE_EffectPlayByName("fire", &BTVEC_F3(cb.m_hitPointWorld), &BTVEC_F3(cb.m_hitNormalWorld));
    
    			if(!cb.m_collisionObject->isStaticOrKinematicObject())
    			{
    				((btRigidBody*)cb.m_collisionObject)->applyCentralImpulse(F3_BTVEC(dir * 10.0f));
    				cb.m_collisionObject->activate();
    			}
    		}
    
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    	}
    
    }
    
    void SXbaseTool::SecondaryAction(BOOL st)
    {
    	m_bInSecondaryAction = st != FALSE;
    
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    	if(m_iZoomable)
    	{
    		((SXplayer*)m_pOwner)->GetCrosshair()->Enable(!st);
    	}
    
    }
    
    void SXbaseTool::SetIsWorldModel(bool b)
    {
    	m_bWorldModel = b;
    }
    
    void SXbaseTool::Reload()
    {
    	if(CanUse())
    	{
    		SetNextUse(m_fReloadTime);
    		PlayAnimation("reload");
    	}
    }
    
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    void SXbaseTool::AttachHands()
    {
    	if(m_pAnimPlayer)
    	{
    		m_pAnimPlayer->AddModel("models/weapons/hands.dse");
    		m_pAnimPlayer->Assembly();
    	}
    }
    
    void SXbaseTool::DbgMove(int dir, float dy)
    {
    	switch(dir)
    	{
    	case DSM_POS_X:
    		m_vOffsetPos.x += dy;
    		break;
    	case DSM_POS_Y:
    		m_vOffsetPos.y += dy;
    		break;
    	case DSM_POS_Z:
    		m_vOffsetPos.z += dy;
    		break;
    	case DSM_ROT_X:
    
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    		m_qSlotRotResult = m_qSlotRotResult * SMQuaternion(dy, 'x');
    
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    		break;
    	case DSM_ROT_Y:
    
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    		m_qSlotRotResult = m_qSlotRotResult * SMQuaternion(dy, 'y');
    
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    		break;
    	case DSM_ROT_Z:
    
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    		m_qSlotRotResult = m_qSlotRotResult * SMQuaternion(dy, 'z');
    
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    		break;
    
    	case DSM_PRINT:
    		printf(COLOR_GREEN "offset: " COLOR_LGREEN "%f %f %f\n"
    			COLOR_GREEN "orient: " COLOR_LGREEN "%f %f %f %f\n" COLOR_RESET
    			, m_vOffsetPos.x, m_vOffsetPos.y, m_vOffsetPos.z
    
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    			, m_qSlotRotResult.x, m_qSlotRotResult.y, m_qSlotRotResult.z, m_qSlotRotResult.w);
    
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    		break;
    	}
    }
    
    void SXbaseTool::OnSync()
    {
    
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    	float3_t ang = ((SXplayer*)m_pOwner)->GetWeaponDeltaAngles();
    	m_vOffsetOrient = m_qSlotRotResult * SMQuaternion(ang.x, 'x') * SMQuaternion(ang.y, 'y') * SMQuaternion(ang.z, 'z');
    
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    	BaseClass::OnSync();
    
    	if(m_pAnimPlayer)
    
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    		//SPE_EffectPlayByID
    
    		float3 pos = m_pAnimPlayer->GetBoneTransformPos(m_pAnimPlayer->GetBone("muzzle_rifle1"));
    		SPE_EffectPosSet(m_iMuzzleFlash, &pos);
    
    		//pos = m_vOrientation * float3(0, 0, 1);
    		SPE_EffectRotSetQ(m_iMuzzleFlash, m_vOrientation);
    
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    }
    
    void SXbaseTool::_Update(float dt)
    {
    
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    	float speed = 1.0f / m_fZoomTime;
    	if(m_bInSecondaryAction && m_iZoomable)
    
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    	{
    		if(m_fZoomProgress < 1.0f)
    		{
    
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    			m_fZoomProgress += dt * speed;
    
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    			if(m_fZoomProgress > 1.0f)
    			{
    				m_fZoomProgress = 1.0f;
    			}
    			_Rezoom();
    		}
    	}
    	else
    	{
    		if(m_fZoomProgress > 0.0f)
    		{
    
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    			m_fZoomProgress -= dt * speed;
    
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    			if(m_fZoomProgress < 0.0f)
    			{
    				m_fZoomProgress = 0.0f;
    			}
    			_Rezoom();
    		}
    	}
    }
    
    void SXbaseTool::SetParent(SXbaseEntity * pEnt, int attachment)
    {
    	BaseClass::SetParent(pEnt, attachment);
    
    	_Rezoom();
    }
    
    void SXbaseTool::_Rezoom()
    {
    
    	const float * r_default_fov = GET_PCVAR_FLOAT("r_default_fov");
    
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    	m_vOffsetPos = (float3)vlerp(m_vSlotPos, m_vSlotPosAim, m_fZoomProgress);
    
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    	//m_vWpnShakeAngles
    	m_qSlotRotResult = SMquaternionSlerp(m_qSlotRot, m_qSlotRotAim, m_fZoomProgress);
    
    	if(m_pOwner)
    	{
    		((SXplayer*)m_pOwner)->GetCamera()->GetCamera()->SetFOV(SMToRadian(vlerp(*r_default_fov, *r_default_fov - 10.0f, m_fZoomProgress)));
    	}
    
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    }