summaryrefslogtreecommitdiffstats
path: root/src/weapons/WeaponInfo.cpp
blob: 6884d347e2157593e59ad626f533fb0fba0a8fac (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
#include "common.h"
#include "patcher.h"
#include "main.h"
#include "FileMgr.h"
#include "WeaponInfo.h"
#include "AnimBlendAssociation.h"

//CWeaponInfo (&CWeaponInfo::ms_apWeaponInfos)[14] = * (CWeaponInfo(*)[14]) * (uintptr*)0x6503EC;
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[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 &CWeaponInfo::ms_apWeaponInfos[weaponType];
}

void
CWeaponInfo::Initialise(void)
{
	debug("Initialising CWeaponInfo...\n");
	for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
		ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
		ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R;
		ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
		ms_apWeaponInfos[i].m_bUseGravity = 1;
		ms_apWeaponInfos[i].m_bSlowsDown = 1;
		ms_apWeaponInfos[i].m_bRandSpeed = 1;
		ms_apWeaponInfos[i].m_bExpands = 1;
		ms_apWeaponInfos[i].m_bExplodes = 1;
	}
	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;

	int 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] <= ' '; lp++);

		if (lp >= linelen ||		// FIX: game uses == here, but this is safer if we have empty lines
			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_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 (strncmp(anim2ToPlay, "null", 4) != 0) {
			animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
			ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
		}

		CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);

		ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
		ms_apWeaponInfos[weaponType].m_fRange = range;
		ms_apWeaponInfos[weaponType].m_nFiringRate = firingRate;
		ms_apWeaponInfos[weaponType].m_nReload = reload;
		ms_apWeaponInfos[weaponType].m_nAmountofAmmunition = ammoAmount;
		ms_apWeaponInfos[weaponType].m_nDamage = damage;
		ms_apWeaponInfos[weaponType].m_fSpeed = speed;
		ms_apWeaponInfos[weaponType].m_fRadius = radius;
		ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan;
		ms_apWeaponInfos[weaponType].m_fSpread = spread;
		ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
		ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
		ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
		ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
		ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
		ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
		ms_apWeaponInfos[weaponType].m_nModelId = modelId;
		ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
		ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;
		ms_apWeaponInfos[weaponType].m_bDissipates = flags >> 2;
		ms_apWeaponInfos[weaponType].m_bRandSpeed = flags >> 3;
		ms_apWeaponInfos[weaponType].m_bExpands = flags >> 4;
		ms_apWeaponInfos[weaponType].m_bExplodes = flags >> 5;
		ms_apWeaponInfos[weaponType].m_bCanAim = flags >> 6;
		ms_apWeaponInfos[weaponType].m_bCanAimWithArm = flags >> 7;
		ms_apWeaponInfos[weaponType].m_b1stPerson = flags >> 8;
		ms_apWeaponInfos[weaponType].m_bHeavy = flags >> 9;
		ms_apWeaponInfos[weaponType].m_bThrow = flags >> 10;
	}
}

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");
}

STARTPATCHES
	InjectHook(0x564EA0, &CWeaponInfo::Initialise, PATCH_JUMP);
	InjectHook(0x564FD0, &CWeaponInfo::GetWeaponInfo, PATCH_JUMP);
	InjectHook(0x5653E0, &CWeaponInfo::FindWeaponType, PATCH_JUMP);
	InjectHook(0x5653B0, &CWeaponInfo::FindWeaponFireType, PATCH_JUMP);
	InjectHook(0x564FE0, &CWeaponInfo::LoadWeaponData, PATCH_JUMP);
	InjectHook(0x564FB0, &CWeaponInfo::Shutdown, PATCH_JUMP);
ENDPATCHES