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/***********************************************************
Copyright © Vitaliy Buturlin, Evgeny Danilovich, 2017, 2018
See the license in LICENSE
***********************************************************/
#include <decals/sxdecals.h>
/*! \skydocent base_tool
Базовый класс для инструмента (в т.ч оружие). То, что игрок может взять в руки и использовать
*/
DEFINE_FIELD_FLOAT(m_fReloadTime, PDFF_NOEDIT | PDFF_NOEXPORT, "reload_time", "", EDITOR_NONE)
DEFINE_FIELD_FLOAT(m_fZoomTime, PDFF_NOEDIT | PDFF_NOEXPORT, "zoom_time", "", EDITOR_NONE)
DEFINE_FIELD_VECTOR(m_vSlotPos, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_offset", "", EDITOR_NONE)
DEFINE_FIELD_ANGLES(m_qSlotRot, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_rotation", "", EDITOR_NONE)
DEFINE_FIELD_VECTOR(m_vSlotPosAim, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_offset_aim", "", EDITOR_NONE)
DEFINE_FIELD_ANGLES(m_qSlotRotAim, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_rotation_aim", "", EDITOR_NONE)
DEFINE_FIELD_INT(m_iZoomable, PDFF_NOEDIT | PDFF_NOEXPORT, "zoomable", "", EDITOR_NONE)
DEFINE_FIELD_STRING(m_szPrimaryActionSound, PDFF_NOEDIT | PDFF_NOEXPORT, "action1_sound", "", EDITOR_NONE)
DEFINE_FIELD_STRING(m_szSecondaryActionSound, PDFF_NOEDIT | PDFF_NOEXPORT, "action2_sound", "", EDITOR_NONE)
DEFINE_FIELD_STRING(m_szPrimaryActionMuzzleflash, PDFF_NOEDIT | PDFF_NOEXPORT, "action1_muzzle", "", EDITOR_NONE)
DEFINE_FIELD_STRING(m_szSecondaryActionMuzzleflash, PDFF_NOEDIT | PDFF_NOEXPORT, "action2_muzzle", "", EDITOR_NONE)
DEFINE_FIELD_FLOAT(m_fMaxDistance, PDFF_NOEDIT | PDFF_NOEXPORT, "max_distance", "", EDITOR_NONE)
DEFINE_FIELD_STRING(m_szUsableAmmos, PDFF_NOEDIT | PDFF_NOEXPORT, "ammos", "", EDITOR_NONE)
REGISTER_ENTITY_NOLISTING(CBaseTool, base_tool);
CBaseTool::CBaseTool(CEntityManager * pMgr):
BaseClass(pMgr),
m_bInPrimaryAction(false),
m_bInSecondaryAction(false),
m_bWorldModel(false),
m_bCanUse(true),
m_fZoomTime(0.0f),
m_fZoomProgress(0.0f),
m_iZoomable(1),
m_iSoundAction1(-1),
m_iSoundAction2(-1),
m_iMuzzleFlash(-1),
m_iMuzzleFlash2(-1),
m_fMaxDistance(1000.0f),
m_bIsWeapon(false)
m_iIvalUpdate = SET_INTERVAL(_update, 0);
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 CBaseTool::setNextUse(float time)
void CBaseTool::primaryAction(BOOL st)
if(ID_VALID(m_iMuzzleFlash))
{
SPE_EffectEnableSet(m_iMuzzleFlash, true);
}
if(ID_VALID(m_iSoundAction1))
{
SSCore_SndInstancePlay3d(m_iSoundAction1, &getPos());
float3 start = getPos();
float3 dir = m_pParent->getOrient() * float3(0.0f, 0.0f, 1.0f);
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));
Byurrrer
committed
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();
}
}
void CBaseTool::secondaryAction(BOOL st)
((CPlayer*)m_pOwner)->getCrosshair()->enable(!st);
void CBaseTool::setIsWorldModel(bool b)
setNextUse(m_fReloadTime);
playAnimation("reload");
m_pAnimPlayer->addModel("models/weapons/hands.dse");
m_pAnimPlayer->assembly();
void CBaseTool::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:
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
, m_qSlotRotResult.x, m_qSlotRotResult.y, m_qSlotRotResult.z, m_qSlotRotResult.w);
float3_t ang = ((CPlayer*)m_pOwner)->getWeaponDeltaAngles();
m_vOffsetOrient = m_qSlotRotResult * SMQuaternion(ang.x, 'x') * SMQuaternion(ang.y, 'y') * SMQuaternion(ang.z, 'z');
Byurrrer
committed
{
float3 pos = m_pAnimPlayer->getBoneTransformPos(m_pAnimPlayer->getBone("muzzle_rifle1"));
Byurrrer
committed
SPE_EffectPosSet(m_iMuzzleFlash, &pos);
//pos = m_vOrientation * float3(0, 0, 1);
SPE_EffectRotSetQ(m_iMuzzleFlash, m_vOrientation);
Byurrrer
committed
}
float speed = 1.0f / m_fZoomTime;
if(m_bInSecondaryAction && m_iZoomable)
if(m_fZoomProgress > 1.0f)
{
m_fZoomProgress = 1.0f;
}
if(m_fZoomProgress < 0.0f)
{
m_fZoomProgress = 0.0f;
}
void CBaseTool::setParent(CBaseEntity * pEnt, int attachment)
BaseClass::setParent(pEnt, attachment);
const float * r_default_fov = GET_PCVAR_FLOAT("r_default_fov");
m_vOffsetPos = (float3)vlerp(m_vSlotPos, m_vSlotPosAim, m_fZoomProgress);
//m_vWpnShakeAngles
m_qSlotRotResult = SMquaternionSlerp(m_qSlotRot, m_qSlotRotAim, m_fZoomProgress);
((CPlayer*)m_pOwner)->getCamera()->getCamera()->setFOV(SMToRadian(vlerp(*r_default_fov, *r_default_fov - 10.0f, m_fZoomProgress)));
{
return(m_bIsWeapon);
}
float CBaseTool::getCondition() const
{
return(1.0f);
}