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Engine.Weapon


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//=============================================================================
// Parent class of all weapons.
//=============================================================================
class Weapon expands Inventory
    abstract
    localized
    intrinsic;

#exec Texture Import File=Textures\Weapon.pcx Name=S_Weapon Mips=Off Flags=2

//-----------------------------------------------------------------------------
// Weapon ammo/firing information:
// Two-element arrays here are defined for normal fire (0) and alt fire (1).
var() float   MaxTargetRange;    // Maximum distance to target.
var() class<ammo> AmmoName;          // Type of ammo used.
var() byte    ReloadCount;       // Amount of ammo depletion before reloading. 0 if no reloading is done.
var() int     PickupAmmoCount;   // Amount of ammo initially in pick-up item.
var travel ammo AmmoType;        // Inventory Ammo being used.
var   bool    bPointing;         // Indicates weapon is being pointed
var() bool    bInstantHit;       // If true, instant hit rather than projectile firing weapon
var() bool    bAltInstantHit;    // If true, instant hit rather than projectile firing weapon for AltFire
var(WeaponAI) bool    bWarnTarget;       // When firing projectile, warn the target
var(WeaponAI) bool    bAltWarnTarget;    // When firing alternate projectile, warn the target
var   bool    bWeaponUp;         // Used in Active State
var   bool    bChangeWeapon;     // Used in Active State
var   bool    bLockedOn;
var(WeaponAI) bool    bSplashDamage;     // used by bot AI
//var	  bool	  bFireMem;
//var	  bool	  bAltFireMem;

var()   vector  FireOffset;      // Offset from drawing location for projectile/trace start
var     class<projectile> ProjectileClass;
var     class<projectile> AltProjectileClass;
var     float   ProjectileSpeed;
var     float   AltProjectileSpeed;
var     float   AimError;       // Aim Error for bots (note this value doubled if instant hit weapon)
var()   float   ShakeMag;
var()   float   ShakeTime;
var()   float   ShakeVert;
var(WeaponAI)   float   AIRating;
var(WeaponAI)   float   RefireRate;
var(WeaponAI)   float   AltRefireRate;

//-----------------------------------------------------------------------------
// Sound Assignments
var() sound     FireSound;
var() sound     AltFireSound;
var() sound     CockingSound;
var() sound     SelectSound;
var() sound     Misc1Sound;
var() sound     Misc2Sound;
var() sound     Misc3Sound;

var() Localized String[64] MessageNoAmmo;

var Rotator AdjustedAim;

// Network replication
//
replication
{
    // Things the server should send to the client.
    reliable if( Role==ROLE_Authority && bNetOwner )
        AmmoType, bPointing, bLockedOn;
}

//=============================================================================
// Inventory travelling across servers.

event TravelPostAccept()
{
    Super.TravelPostAccept();
    if ( Pawn(Owner) == None )
        return;
    if ( AmmoName != None )
    {
        AmmoType = Ammo(Pawn(Owner).FindInventoryType(AmmoName));
        if ( AmmoType == None )
        {       
            AmmoType = Spawn(AmmoName); // Create ammo type required		
            Pawn(Owner).AddInventory(AmmoType);     // and add to player's inventory
            AmmoType.BecomeItem();
            AmmoType.AmmoAmount = PickUpAmmoCount; 
            AmmoType.GotoState('Idle2');
        }
    }
    if ( self == Pawn(Owner).Weapon )
    {
        if ( Owner.IsA('PlayerPawn') )
            SetHand(PlayerPawn(Owner).Handedness);
        BringUp();
    }
    else GoToState('Idle2');
}

//-------------------------------------------------------
// AI related functions

function PostBeginPlay()
{
    Super.PostBeginPlay();
    MaxDesireability = AIRating;
}

event float BotDesireability(Pawn Bot)
{
    local Weapon AlreadyHas;

    AlreadyHas = Weapon(Bot.FindInventoryType(class)); 
    if ( AlreadyHas != None )
    {
        if ( Level.Game.bCoopWeaponMode )
            return 0;
        if ( AlreadyHas.AmmoType == None )
            return 0.35 * MaxDesireability;

        if ( AlreadyHas.AmmoType.AmmoAmount > 0 )
            return FMax( 0.35 * MaxDesireability, 
                    AlreadyHas.AmmoType.MaxDesireability * 0.25 
                    * FMin( 8.0, AlreadyHas.AmmoType.MaxAmmo/AlreadyHas.AmmoType.AmmoAmount) ); 
    }
    if ( (Bot.Weapon == None) || (Bot.Weapon.AIRating < 0.3) )
        return 2*MaxDesireability;

    return MaxDesireability;
}

function float RateSelf( out int bUseAltMode )
{
    if ( (AmmoType != None) && (AmmoType.AmmoAmount <=0) )
        return -2;
    bUseAltMode = int(FRand() < 0.4);
    return (AIRating + FRand() * 0.05);
}

// return delta to combat style
function float SuggestAttackStyle()
{
    return 0.0;
}

function float SuggestDefenseStyle()
{
    return 0.0;
}

//-------------------------------------------------------

function bool HandlePickupQuery( inventory Item )
{
    local int oldAmmo;

    if (Item.Class == Class)
    {
        oldAmmo = AmmoType.AmmoAmount;
        if (AmmoType!=None && AmmoType.AddAmmo(PickupAmmoCount)) 
        {
            Pawn(Owner).ClientMessage(PickupMessage);
            if ( (OldAmmo == 0) && (Pawn(Owner).Weapon.class != item.class) && !Pawn(Owner).bNeverSwitchOnPickup )
            {
                if ( !WeaponSet(Pawn(Owner)) ) Item.PlaySound(Item.PickupSound);
            }
            else Item.PlaySound(Item.PickupSound);         
        }
        Item.SetRespawn();   
        return true;
    }
    if ( Inventory == None )
        return false;

    return Inventory.HandlePickupQuery(Item);
}

// set which hand is holding weapon
// set which hand is holding weapon
function setHand(float Hand)
{
    local Rotator newRot;

    PlayerViewOffset.Y = Default.PlayerViewOffset.Y * Hand;
    if ( Hand == 0 )
    {
        PlayerViewOffset.X = Default.PlayerViewOffset.X * 0.88;
        PlayerViewOffset.Z = Default.PlayerViewOffset.Z * 1.12;
    }
    else
    {
        PlayerViewOffset.X = Default.PlayerViewOffset.X;
        PlayerViewOffset.Z = Default.PlayerViewOffset.Z;
    }
    PlayerViewOffset *= 100; //scale since network passes vector components as ints
    FireOffset.Y = Default.FireOffset.Y * Hand;
    newRot = Rotation;
    newRot.Roll = Default.Rotation.Roll * Hand;
    setRotation(newRot);
}

//
// Change weapon to that specificed by F matching inventory weapon's Inventory Group.
function Weapon WeaponChange( byte F )
{   
    local Weapon newWeapon;
     
    if ( InventoryGroup == F )
    {
        if ( (AmmoType != None) && (AmmoType.AmmoAmount <= 0) )
        {
            if ( Inventory == None )
                newWeapon = None;
            else
                newWeapon = Inventory.WeaponChange(F);
            if ( newWeapon == None )
                Pawn(Owner).ClientMessage( class$MessageNoAmmo );       
            return newWeapon;
        }       
        else 
            return self;
    }
    else if ( Inventory == None )
        return None;
    else
        return Inventory.WeaponChange(F);
}

//
// Spawn a copy of this weapon and give it to the player Other.
// Either destroy original, or sets it up to be respawned.
// Also add Ammo to Other's inventory if it doesn't already exist
//
function inventory SpawnCopy( pawn Other )
{
    local Weapon newWeapon;

    newWeapon = Weapon(Super.SpawnCopy(Other));
    newWeapon.Instigator = Other;
    newWeapon.GiveAmmo(Other);
    newWeapon.SetSwitchPriority(Other);
    if ( !Other.bNeverSwitchOnPickup )
        newWeapon.WeaponSet(Other);
    newWeapon.AmbientGlow = 0;
    return newWeapon;
}

function SetSwitchPriority(pawn Other)
{
    local int i;
    local name temp, carried;

    if ( PlayerPawn(Other) != None )
    {
        for ( i=0; i<20; i++)
            if ( PlayerPawn(Other).WeaponPriority[i] == class.name )
            {
                AutoSwitchPriority = i;
                return;
            }
        // else, register this weapon
        carried = class.name;
        for ( i=AutoSwitchPriority; i<20; i++ )
        {
            if ( PlayerPawn(Other).WeaponPriority[i] == '' )
            {
                PlayerPawn(Other).WeaponPriority[i] = carried;
                return;
            }
            else if ( i<19 )
            {
                temp = PlayerPawn(Other).WeaponPriority[i];
                PlayerPawn(Other).WeaponPriority[i] = carried;
                carried = temp;
            }
        }
    }       
}

function GiveAmmo( Pawn Other )
{
    if ( AmmoName == None )
        return;
    AmmoType = Ammo(Other.FindInventoryType(AmmoName));
    if ( AmmoType != None )
        AmmoType.AddAmmo(PickUpAmmoCount);
    else
    {
        AmmoType = Spawn(AmmoName); // Create ammo type required		
        Other.AddInventory(AmmoType);       // and add to player's inventory
        AmmoType.BecomeItem();
        AmmoType.AmmoAmount = PickUpAmmoCount; 
        AmmoType.GotoState('Idle2');
    }
}   

// Return the switch priority of the weapon (normally AutoSwitchPrioirity, but may be
// modified by environment (or by other factors for bots)
function float SwitchPriority() 
{
    local float temp;
    local int bTemp;

    if ( Owner.IsA('ScriptedPawn') )
        return RateSelf(bTemp);
    else if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) )
    {
        if ( Pawn(Owner).Weapon == self )
            return -0.5;
        else
            return -1;
    }
    else 
        return AutoSwitchPriority;
}

// Compare self to current weapon.  If better than current weapon, then switch
function bool WeaponSet(Pawn Other)
{
    local bool bSwitch,bHaveAmmo;
    local Inventory Inv;
    
    if ( Other.Weapon == self)
        return false;
    if ( Other.Weapon == None )
    {
        Other.PendingWeapon = self;
        Other.ChangedWeapon();
        return true;    
    }
    else if ( (Other.Weapon.SwitchPriority() < SwitchPriority()) 
        && Other.Weapon.PutDown() )
    {
        Other.PendingWeapon = Self;
        GotoState('');
        return true;
    }
    else 
    {
        GoToState('');
        return false;
    }
}

function Weapon RecommendWeapon( out float rating, out int bUseAltMode )
{
    local Weapon Recommended;
    local float oldRating, oldFiring;
    local int oldMode;

    if ( Owner.IsA('PlayerPawn') )
        rating = SwitchPriority();
    else
    {
        rating = RateSelf(bUseAltMode);
        if ( (self == Pawn(Owner).Weapon) 
            && ((AmmoType == None) || (AmmoType.AmmoAmount > 0)) )
            rating += 0.15; // tend to stick with same weapon
    }
    if ( inventory != None )
    {
        Recommended = inventory.RecommendWeapon(oldRating, oldMode);
        if ( (Recommended != None) && (oldRating > rating) )
        {
            rating = oldRating;
            bUseAltMode = oldMode;
            return Recommended;
        }
    }
    return self;
}

// Toss this weapon out
function DropFrom(vector StartLocation)
{
    if ( !SetLocation(StartLocation) )
        return; 
    //bFireMem = false;
    //bAltFireMem = false;
    AIRating = Default.AIRating;
    PickupAmmoCount = AmmoType.AmmoAmount;
    AmmoType.AmmoAmount = 0;
    Super.DropFrom(StartLocation);
}

//**************************************************************************************
//
// Firing functions and states
//

function CheckVisibility()
{
    if( Owner.bHidden && (Pawn(Owner).Health > 0) && (Pawn(Owner).Visibility < Pawn(Owner).Default.Visibility) )
    {
        Owner.bHidden = false;
        Pawn(Owner).Visibility = Pawn(Owner).Default.Visibility;
    }
}

function Fire( float Value )
{
    //bFireMem = false;
    //bAltFireMem = false;
    if (AmmoType.UseAmmo(1))
    {
        GotoState('NormalFire');
        if ( PlayerPawn(Owner) != None )
            PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
        bPointing=True;
        if ( bInstantHit )
            TraceFire(0.0);
        else
            ProjectileFire(ProjectileClass, ProjectileSpeed, bWarnTarget);
        PlayFiring();
        if ( Owner.bHidden )
            CheckVisibility();
    }
}

function AltFire( float Value )
{
    //bFireMem = false;
    //bAltFireMem = false;
    if (AmmoType.UseAmmo(1))
    {
        GotoState('AltFiring');
        if ( PlayerPawn(Owner) != None )
            PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
        bPointing=True;
        if ( bAltInstantHit )
            TraceFire(0.0);
        else
            ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget);
        PlayAltFiring();
        if ( Owner.bHidden )
            CheckVisibility();
    }
}

function PlayFiring()
{
    //Play firing animation and sound
}

function PlayAltFiring()
{
    //Play alt firing animation and sound
}

function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn)
{
    local Vector Start, X,Y,Z;

    Owner.MakeNoise(Pawn(Owner).SoundDampening);
    GetAxes(Pawn(owner).ViewRotation,X,Y,Z);
    Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; 
    AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, bWarn);   
    return Spawn(ProjClass,,, Start,AdjustedAim);   
}

function TraceFire( float Accuracy )
{
    local vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z;
    local actor Other;

    Owner.MakeNoise(Pawn(Owner).SoundDampening);
    GetAxes(Pawn(owner).ViewRotation,X,Y,Z);
    StartTrace = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; 
    AdjustedAim = pawn(owner).AdjustAim(1000000, StartTrace, 2.75*AimError, False, False);  
    EndTrace = StartTrace + Accuracy * (FRand() - 0.5 )* Y * 1000
        + Accuracy * (FRand() - 0.5 ) * Z * 1000 ;
    EndTrace += (10000 * vector(AdjustedAim)); 
    Other = Pawn(Owner).TraceShot(HitLocation,HitNormal,EndTrace,StartTrace);
    ProcessTraceHit(Other, HitLocation, HitNormal, vector(AdjustedAim),Y,Z);
}

function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
{
    //Spawn appropriate effects at hit location, any weapon lights, and damage hit actor
}

// Finish a firing sequence
function Finish()
{
    if ( bChangeWeapon )
    {
        GotoState('DownWeapon');
        return;
    }

    if ( PlayerPawn(Owner) == None )
    {
        //bFireMem = false;
        //bAltFireMem = false;
        if ( AmmoType.AmmoAmount<=0 )
        {
            Pawn(Owner).StopFiring();
            Pawn(Owner).SwitchToBestWeapon();
        }
        else if ( (Pawn(Owner).bFire != 0) && (FRand() < RefireRate) )
            Global.Fire(0);
        else if ( (Pawn(Owner).bAltFire != 0) && (FRand() < AltRefireRate) )
            Global.AltFire(0);  
        else 
        {
            Pawn(Owner).StopFiring();
            GotoState('Idle');
        }
        return;
    }
    if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) )
        GotoState('Idle');
    else if ( /*bFireMem ||*/ Pawn(Owner).bFire!=0 )
        Global.Fire(0);
    else if ( /*bAltFireMem ||*/ Pawn(Owner).bAltFire!=0 )
        Global.AltFire(0);
    else 
        GotoState('Idle');
}

///////////////////////////////////////////////////////
state NormalFire
{
    function Fire(float F) 
    {
        //bFireMem = true;
    }
    function AltFire(float F) 
    {
        //bAltFireMem = true;
    }

Begin:
    FinishAnim();
    Finish();
}

////////////////////////////////////////////////////////
state AltFiring
{
    function Fire(float F) 
    {
        //bFireMem = true;
    }
    function AltFire(float F) 
    {
        //bAltFireMem = true;
    }

Begin:
    FinishAnim();
    Finish();
}

//**********************************************************************************
// Weapon is up, but not firing
state Idle
{
    function AnimEnd()
    {
        PlayIdleAnim();
    }

    function bool PutDown()
    {
        GotoState('DownWeapon');
        return True;
    }

Begin:
    bPointing=False;
    if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) 
        Pawn(Owner).SwitchToBestWeapon();  //Goto Weapon that has Ammo
    if ( /*(bFireMem ||*/ Pawn(Owner).bFire!=0 ) Fire(0.0);
    if ( /*(bAltFireMem ||*/ Pawn(Owner).bAltFire!=0 ) AltFire(0.0);    
    Disable('AnimEnd');
    PlayIdleAnim();
}

//
// Bring newly active weapon up
// Bring newly active weapon up
state Active
{
    function Fire(float F) 
    {
        //bFireMem = true;
    }

    function AltFire(float F) 
    {
        //bAltFireMem = true;
    }

    function bool PutDown()
    {
        if ( bWeaponUp || (AnimFrame < 0.75) )
            GotoState('DownWeapon');
        else
            bChangeWeapon = true;
        return True;
    }

    function BeginState()
    {
        bChangeWeapon = false;
    }

Begin:
    FinishAnim();
    if ( bChangeWeapon )
        GotoState('DownWeapon');
    bWeaponUp = True;
    PlayPostSelect();
    FinishAnim();
    Finish();
}

//
// Putting down weapon in favor of a new one.
//
State DownWeapon
{
ignores Fire, AltFire;

    function bool PutDown()
    {
        return true; //just keep putting it down
    }

    function BeginState()
    {
        bChangeWeapon = false;
    }

Begin:
    TweenDown();
    FinishAnim();
    bOnlyOwnerSee = false;
    Pawn(Owner).ChangedWeapon();
}

function BringUp()
{
    if ( Owner.IsA('PlayerPawn') )
        PlayerPawn(Owner).SetDesiredFOV(PlayerPawn(Owner).Default.FOVAngle);    
    bWeaponUp = false;
    PlaySelect();
    GotoState('Active');
}

function bool PutDown()
{
    bChangeWeapon = true;
    return true; 
}

function TweenDown()
{
    if ( GetAnimGroup(AnimSequence) == 'Select' )
        TweenAnim( AnimSequence, AnimFrame * 0.4 );
    else
        PlayAnim('Down', 1.0, 0.05);
}

function TweenSelect()
{
    TweenAnim('Select',0.001);
}

function PlaySelect()
{
    PlayAnim('Select',1.0,0.0);
    Owner.PlaySound(SelectSound, SLOT_Misc, Pawn(Owner).SoundDampening);    
}

function PlayPostSelect()
{
}

function PlayIdleAnim()
{
}

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:47.953 - Created with UnCodeX