re3-wiiu/src/weapons/WeaponInfo.cpp
2021-01-26 19:35:40 +02:00

190 lines
4.9 KiB
C++

#include "common.h"
#include "main.h"
#include "FileMgr.h"
#include "WeaponInfo.h"
#include "AnimManager.h"
#include "AnimBlendAssociation.h"
#include "Weapon.h"
static CWeaponInfo aWeaponInfo[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 &aWeaponInfo[weaponType];
}
void
CWeaponInfo::Initialise(void)
{
debug("Initialising CWeaponInfo...\n");
for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
aWeaponInfo[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
aWeaponInfo[i].m_AnimToPlay = ANIM_STD_PUNCH;
aWeaponInfo[i].m_Anim2ToPlay = ANIM_STD_NUM;
aWeaponInfo[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
}
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;
size_t 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] <= ' ' && line[lp] != '\0'; lp++);
if (line[lp] == '\0' || 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_STD_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 (strcmp(anim2ToPlay, "null") != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
aWeaponInfo[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
}
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
aWeaponInfo[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
aWeaponInfo[weaponType].m_fRange = range;
aWeaponInfo[weaponType].m_nFiringRate = firingRate;
aWeaponInfo[weaponType].m_nReload = reload;
aWeaponInfo[weaponType].m_nAmountofAmmunition = ammoAmount;
aWeaponInfo[weaponType].m_nDamage = damage;
aWeaponInfo[weaponType].m_fSpeed = speed;
aWeaponInfo[weaponType].m_fRadius = radius;
aWeaponInfo[weaponType].m_fLifespan = lifeSpan;
aWeaponInfo[weaponType].m_fSpread = spread;
aWeaponInfo[weaponType].m_vecFireOffset = vecFireOffset;
aWeaponInfo[weaponType].m_AnimToPlay = animId;
aWeaponInfo[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
aWeaponInfo[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
aWeaponInfo[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
aWeaponInfo[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
aWeaponInfo[weaponType].m_nModelId = modelId;
aWeaponInfo[weaponType].m_Flags = flags;
}
}
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");
}