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class WeaponManager
{
const float MAX_DROP_MAGAZINE_DISTANCE_SQ = 4;
protected PlayerBase m_player;
protected int m_LastAcknowledgmentID;
protected int m_PendingWeaponActionAcknowledgmentID;
protected Magazine m_PendingTargetMagazine;
protected ref InventoryLocation m_TargetInventoryLocation;
protected int m_PendingWeaponAction;
protected ref InventoryLocation m_PendingInventoryLocation;
protected bool m_canEnd;
protected bool m_justStart;
protected bool m_InProgress;
protected bool m_IsEventSended;
protected bool m_WantContinue;
protected bool m_InIronSight;
protected bool m_InOptic;
protected bool m_readyToStart;
protected Weapon_Base m_WeaponInHand;
protected MagazineStorage m_MagazineInHand;
protected ActionBase m_ControlAction;
protected int m_ForceEjectBulletTimestamp;
protected const int FORCE_EJECT_BULLET_TIMEOUT = 2000;
#ifdef DIAG_DEVELOPER
protected int m_BurstOption;
#endif
//Reload
protected ref array<Magazine> m_MagazinePilesInInventory;
protected ref array<MagazineStorage> m_MagazineStorageInInventory;
protected ref array<Magazine> m_SuitableMagazines;
protected Magazine m_PreparedMagazine;
//Jamming
protected float m_NewJamChance;
protected bool m_WaitToSyncJamChance;
protected int m_AnimationRefreshCooldown;
void WeaponManager(PlayerBase player)
{
m_ForceEjectBulletTimestamp = -1;
m_player = player;
m_PendingWeaponActionAcknowledgmentID = -1;
m_PendingTargetMagazine = NULL;
m_PendingInventoryLocation = NULL;
m_WeaponInHand = NULL;
m_MagazineInHand = NULL;
m_ControlAction = NULL;
m_PendingWeaponAction = -1;
m_LastAcknowledgmentID = 1;
m_InProgress = false;
m_WantContinue = true;
m_IsEventSended = false;
m_canEnd = false;
m_readyToStart = false;
m_AnimationRefreshCooldown = 0;
m_NewJamChance = -1;
m_WaitToSyncJamChance = false;
m_MagazinePilesInInventory = new array<Magazine>;
m_MagazineStorageInInventory = new array<MagazineStorage>;
m_SuitableMagazines = new array<Magazine>;
m_PreparedMagazine = null;
#ifdef DEVELOPER
m_BurstOption = 0;
#endif
}
//----------------------------------------------------------------------------
// Weapon Action conditions
//----------------------------------------------------------------------------
bool CanFire(Weapon_Base wpn)
{
if( m_player.GetHumanInventory().GetEntityInHands() != wpn )
return false;
if( m_player.IsLiftWeapon() || !m_player.IsRaised() || wpn.IsDamageDestroyed() || m_player.GetDayZPlayerInventory().IsProcessing() || !m_player.IsWeaponRaiseCompleted() || m_player.IsFighting() )
return false;
return true;
}
bool CanAttachMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true )
{
if ( !wpn || !mag )
return false;
if ( m_player.GetHumanInventory().GetEntityInHands() != wpn )
return false;
if ( wpn.IsDamageDestroyed())
return false;
//if ( mag.GetHierarchyRootPlayer() && mag.GetHierarchyRootPlayer() != m_player )
//return false;
if( m_player.IsItemsToDelete())
return false;
if ( reservationCheck && (m_player.GetInventory().HasInventoryReservation(wpn, null) || m_player.GetInventory().HasInventoryReservation(mag, null)))
return false;
InventoryLocation invLoc;
invLoc = new InventoryLocation();
mag.GetInventory().GetCurrentInventoryLocation(invLoc);
Weapon_Base wnp2;
//magazine is already in weapon
if ( Class.CastTo(wnp2, invLoc.GetParent()) )
return false;
int muzzleIndex = wpn.GetCurrentMuzzle();
if (wpn.CanAttachMagazine(muzzleIndex, mag))
return true;
return false;
}
//---------------------------------------------------------------------------
bool CanSwapMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true)
{
if ( !wpn || !mag )
return false;
if ( m_player.GetHumanInventory().GetEntityInHands() != wpn )
return false;
if ( mag.IsDamageDestroyed() || wpn.IsDamageDestroyed())
return false;
//if ( mag.GetHierarchyRootPlayer() && mag.GetHierarchyRootPlayer() != m_player )
//return false;
if( m_player.IsItemsToDelete())
return false;
if ( reservationCheck && (m_player.GetInventory().HasInventoryReservation(wpn, null) || m_player.GetInventory().HasInventoryReservation(mag, null)))
return false;
InventoryLocation invLoc;
invLoc = new InventoryLocation();
mag.GetInventory().GetCurrentInventoryLocation(invLoc);
Weapon_Base wnp2;
//second magazine is already in weapon
if( Class.CastTo(wnp2, invLoc.GetParent()) )
return false;
int muzzleIndex = wpn.GetCurrentMuzzle();
Magazine mag2;
if( !Class.CastTo(mag2, wpn.GetMagazine(muzzleIndex)) )
return false;
if( GameInventory.CanSwapEntitiesEx( mag, mag2 ) )
return true;
InventoryLocation il = new InventoryLocation();
if( GameInventory.CanForceSwapEntitiesEx( mag, null, mag2, il ) )
return true;
return false;
}
//----------------------------------------------------------------------------
bool CanDetachMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true)
{
if ( !wpn || !mag )
return false;
if ( m_player.GetHumanInventory().GetEntityInHands() != wpn )
return false;
if ( mag.GetHierarchyParent() != wpn )
return false;
if( m_player.IsItemsToDelete())
return false;
if ( reservationCheck && (m_player.GetInventory().HasInventoryReservation(wpn, null) || m_player.GetInventory().HasInventoryReservation(mag, null)))
return false;
return true;
}
//---------------------------------------------------------------------------
bool CanLoadBullet(Weapon_Base wpn, Magazine mag, bool reservationCheck = true)
{
if (!wpn || !mag)
return false;
if (m_player.GetHumanInventory().GetEntityInHands() != wpn)
return false;
if (mag.IsDamageDestroyed() || wpn.IsDamageDestroyed())
return false;
if (wpn.IsJammed())
return false;
if (m_player.IsItemsToDelete())
return false;
if (reservationCheck && (m_player.GetInventory().HasInventoryReservation(wpn, null) || m_player.GetInventory().HasInventoryReservation(mag, null)))
return false;
for (int i = 0; i < wpn.GetMuzzleCount(); i++)
{
if (wpn.CanChamberBullet(i, mag))
return true;
}
return false;
}
//---------------------------------------------------------------------------
bool CanUnjam(Weapon_Base wpn, bool reservationCheck = true)
{
if( !wpn )
return false;
if( m_player.GetHumanInventory().GetEntityInHands() != wpn)
return false;
if( wpn.IsDamageDestroyed())
return false;
if( m_player.IsItemsToDelete())
return false;
if ( reservationCheck && m_player.GetInventory().HasInventoryReservation(wpn, null))
return false;
if( !wpn.IsJammed(/*wpn.GetCurrentMuzzle()*/) )
return false;
return true;
}
bool CanEjectBullet(Weapon_Base wpn, bool reservationCheck = true)
{
if( !wpn )
return false;
if( m_player.GetHumanInventory().GetEntityInHands() != wpn)
return false;
if( m_player.IsItemsToDelete())
return false;
if( reservationCheck && m_player.GetInventory().HasInventoryReservation(wpn, null))
return false;
if( !wpn.CanEjectBullet() )
return false;
if( wpn.IsJammed(/*wpn.GetCurrentMuzzle()*/) )
return false;
return true;
}
void SetEjectBulletTryTimestamp()
{
m_ForceEjectBulletTimestamp = GetGame().GetTime();
}
//----------------------------------------------------------------------------
bool InventoryReservation( Magazine mag, InventoryLocation invLoc)
{
Weapon_Base weapon;
InventoryLocation ilWeapon = new InventoryLocation();
if (Weapon_Base.CastTo(weapon, m_player.GetItemInHands()) )
{
weapon.GetInventory().GetCurrentInventoryLocation(ilWeapon);
if ( m_player.GetInventory().HasInventoryReservation(weapon, ilWeapon) )
{
return false;
}
else
{
m_player.GetInventory().AddInventoryReservationEx(weapon,ilWeapon,GameInventory.c_InventoryReservationTimeoutMS);
}
}
if( invLoc )
{
if ( m_player.GetInventory().HasInventoryReservation(invLoc.GetItem(),invLoc) )
{
m_player.GetInventory().ClearInventoryReservationEx(weapon, ilWeapon);
return false;
}
else
{
m_player.GetInventory().AddInventoryReservationEx(invLoc.GetItem(),invLoc,GameInventory.c_InventoryReservationTimeoutMS);
}
}
if( mag )
{
m_TargetInventoryLocation = new InventoryLocation();
m_TargetInventoryLocation.SetAttachment( m_WeaponInHand, mag, InventorySlots.MAGAZINE);
if ( m_player.GetInventory().HasInventoryReservation(mag, m_TargetInventoryLocation) )
//if ( !m_player.GetInventory().AddInventoryReservationEx( mag, m_TargetInventoryLocation, GameInventory.c_InventoryReservationTimeoutMS) )
{
m_player.GetInventory().ClearInventoryReservationEx(weapon, ilWeapon);
if (invLoc)
{
m_player.GetInventory().ClearInventoryReservationEx(invLoc.GetItem(), invLoc);
}
return false;
}
else
{
m_player.GetInventory().AddInventoryReservationEx(mag, m_TargetInventoryLocation, GameInventory.c_InventoryReservationTimeoutMS);
}
}
m_PendingTargetMagazine = mag;
m_PendingInventoryLocation = invLoc;
return true;
}
//----------------------------------------------------------------------------
// Weapon Actions
//----------------------------------------------------------------------------
bool AttachMagazine( Magazine mag , ActionBase control_action = NULL )
{
return StartAction(AT_WPN_ATTACH_MAGAZINE, mag, NULL, control_action);
}
bool DetachMagazine( InventoryLocation invLoc, ActionBase control_action = NULL)
{
return StartAction(AT_WPN_DETACH_MAGAZINE, NULL, invLoc, control_action);
}
bool SwapMagazine( Magazine mag, ActionBase control_action = NULL )
{
InventoryLocation il = new InventoryLocation();
if (PrepareInventoryLocationForMagazineSwap(m_WeaponInHand, mag, il) )
{
return StartAction(AT_WPN_SWAP_MAGAZINE, mag, il, control_action);
}
return false;
}
bool SwapMagazineEx( Magazine mag, InventoryLocation invLoc, ActionBase control_action = NULL )
{
return StartAction(AT_WPN_SWAP_MAGAZINE, mag, invLoc, control_action);
}
bool LoadBullet( Magazine mag, ActionBase control_action = NULL )
{
return StartAction(AT_WPN_LOAD_BULLET, mag, NULL, control_action);
}
bool LoadMultiBullet( Magazine mag, ActionBase control_action = NULL )
{
return StartAction(AT_WPN_LOAD_MULTI_BULLETS_START, mag, NULL, control_action);
}
void LoadMultiBulletStop( )
{
if(m_InProgress) m_WantContinue = false;
}
bool Unjam( ActionBase control_action = NULL )
{
return StartAction(AT_WPN_UNJAM, NULL, NULL, control_action);
}
bool EjectBullet( ActionBase control_action = NULL )
{
return StartAction(AT_WPN_EJECT_BULLET, NULL, NULL, control_action);
}
bool CanEjectBulletVerified()
{
int mi = m_WeaponInHand.GetCurrentMuzzle();
if( !m_WeaponInHand.IsChamberFiredOut(mi) && !m_WeaponInHand.IsChamberEmpty(mi) )
{
int actual_time = GetGame().GetTime();
if ( actual_time - m_ForceEjectBulletTimestamp > FORCE_EJECT_BULLET_TIMEOUT )
{
return false;
}
}
return true;
}
bool EjectBulletVerified( ActionBase control_action = NULL )
{
if ( m_WeaponInHand )
{
int mi = m_WeaponInHand.GetCurrentMuzzle();
if ( !m_WeaponInHand.IsChamberFiredOut(mi) && !m_WeaponInHand.IsChamberEmpty(mi) )
{
m_ForceEjectBulletTimestamp = GetGame().GetTime();
return StartAction(AT_WPN_EJECT_BULLET, NULL, NULL, control_action);
}
else
{
return StartAction(AT_WPN_EJECT_BULLET, NULL, NULL, control_action);
}
}
return false;
}
bool SetNextMuzzleMode ()
{
return StartAction(AT_WPN_SET_NEXT_MUZZLE_MODE, NULL, NULL, NULL);
}
void Fire(Weapon_Base wpn)
{
int mi = wpn.GetCurrentMuzzle();
if ( wpn.IsChamberFiredOut(mi) || wpn.IsJammed() || wpn.IsChamberEmpty(mi) )
{
wpn.ProcessWeaponEvent(new WeaponEventTrigger(m_player));
return;
}
if (wpn.JamCheck(0))
{
wpn.ProcessWeaponEvent(new WeaponEventTriggerToJam(m_player));
}
else
{
wpn.ProcessWeaponEvent(new WeaponEventTrigger(m_player));
}
}
#ifdef DIAG_DEVELOPER
int GetBurstOption()
{
return m_BurstOption;
}
void SetBurstOption(int value)
{
m_BurstOption = value;
}
#endif
//-------------------------------------------------------------------------------------
// Synchronize - initialize from client side
//-------------------------------------------------------------------------------------
//Client
private void Synchronize( )
{
if ( GetGame().IsClient() )
{
m_PendingWeaponActionAcknowledgmentID = ++m_LastAcknowledgmentID;
ScriptInputUserData ctx = new ScriptInputUserData;
ctx.Write(INPUT_UDT_WEAPON_ACTION);
ctx.Write(m_PendingWeaponAction);
ctx.Write(m_PendingWeaponActionAcknowledgmentID);
switch (m_PendingWeaponAction)
{
case AT_WPN_ATTACH_MAGAZINE:
{
ctx.Write(m_PendingTargetMagazine);
break;
}
case AT_WPN_SWAP_MAGAZINE:
{
ctx.Write(m_PendingTargetMagazine);
m_PendingInventoryLocation.WriteToContext(ctx);
break;
}
case AT_WPN_DETACH_MAGAZINE:
{
m_PendingInventoryLocation.WriteToContext(ctx);
break;
}
case AT_WPN_LOAD_BULLET:
{
ctx.Write(m_PendingTargetMagazine);
break;
}
case AT_WPN_LOAD_MULTI_BULLETS_START:
{
ctx.Write(m_PendingTargetMagazine);
break;
}
case AT_WPN_UNJAM:
{
break;
}
case AT_WPN_EJECT_BULLET:
{
break;
}
default:
break;
}
ctx.Send();
//if( !m_player.GetDayZPlayerInventory().HasLockedHands() )
// m_player.GetDayZPlayerInventory().LockHands();
}
}
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
{
if (pJunctureID == DayZPlayerSyncJunctures.SJ_WEAPON_SET_JAMMING_CHANCE )
{
pCtx.Read(m_NewJamChance);
}
else
{
int AcknowledgmentID;
pCtx.Read(AcknowledgmentID);
if ( AcknowledgmentID == m_PendingWeaponActionAcknowledgmentID)
{
if (pJunctureID == DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_ACCEPT)
{
m_readyToStart = true;
}
else if (pJunctureID == DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_REJECT)
{
if(m_PendingWeaponAction >= 0 )
{
if(!(GetGame().IsServer() && GetGame().IsMultiplayer()))
{
InventoryLocation ilWeapon = new InventoryLocation();
ItemBase weapon = m_player.GetItemInHands();
weapon.GetInventory().GetCurrentInventoryLocation(ilWeapon);
m_player.GetInventory().ClearInventoryReservationEx(m_player.GetItemInHands(),ilWeapon);
if( m_PendingTargetMagazine )
{
m_PendingTargetMagazine.GetInventory().ClearInventoryReservationEx(m_PendingTargetMagazine, m_TargetInventoryLocation );
}
if( m_PendingInventoryLocation )
{
m_player.GetInventory().ClearInventoryReservationEx( NULL, m_PendingInventoryLocation );
}
}
m_PendingWeaponActionAcknowledgmentID = -1;
m_PendingTargetMagazine = NULL;
m_PendingWeaponAction = -1;
m_PendingInventoryLocation = NULL;
m_InProgress = false;
}
}
}
}
}
//Server
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
{
Weapon_Base wpn;
int mi;
InventoryLocation il;
int slotID;
bool accepted = false;
if( userDataType == INPUT_UDT_WEAPON_ACTION)
{
if (!ctx.Read(m_PendingWeaponAction))
return false;
if (!ctx.Read(m_PendingWeaponActionAcknowledgmentID))
return false;
if(m_PendingTargetMagazine)
{
GetGame().ClearJuncture(m_player, m_PendingTargetMagazine);
m_PendingTargetMagazine = NULL;
}
m_InProgress = true;
m_IsEventSended = false;
Magazine mag = NULL;
Weapon_Base.CastTo( wpn, m_player.GetItemInHands() );
if ( wpn )
mi = wpn.GetCurrentMuzzle();
switch (m_PendingWeaponAction)
{
case AT_WPN_ATTACH_MAGAZINE:
{
if ( !ctx.Read(mag) )
break;
if ( !mag || !wpn )
break;
slotID = wpn.GetSlotFromMuzzleIndex(mi);
il = new InventoryLocation();
il.SetAttachment(wpn,mag,slotID);
if( GetGame().AddInventoryJunctureEx(m_player, mag, il, false, 10000) )
accepted = true;
m_PendingTargetMagazine = mag;
break;
}
case AT_WPN_SWAP_MAGAZINE:
{
if ( !ctx.Read(mag) )
break;
il = new InventoryLocation();
if (!il.ReadFromContext(ctx))
break;
if ( !mag || !wpn )
break;
if ( !wpn.GetMagazine(mi) )
break;
if ( GetGame().AddActionJuncture(m_player,mag,10000) )
accepted = true;
m_PendingInventoryLocation = il;
m_PendingTargetMagazine = mag;
break;
}
case AT_WPN_DETACH_MAGAZINE:
{
il = new InventoryLocation();
if ( !il.ReadFromContext(ctx) )
break;
if ( !il.IsValid() )
break;
if ( !wpn )
break;
Magazine det_mag = wpn.GetMagazine(mi);
mag = Magazine.Cast(il.GetItem());
if ( !det_mag || ( mag != det_mag) )
break;
if( GetGame().AddInventoryJunctureEx(m_player, il.GetItem(), il, true, 10000))
accepted = true;
m_PendingInventoryLocation = il;
m_PendingTargetMagazine = mag;
break;
}
case AT_WPN_LOAD_BULLET:
{
ctx.Read(mag);
if ( !mag )
break;
if( GetGame().AddActionJuncture(m_player,mag,10000) )
accepted = true;
m_PendingTargetMagazine = mag;
break;
}
case AT_WPN_LOAD_MULTI_BULLETS_START:
{
ctx.Read(mag);
if ( !mag )
break;
if( GetGame().AddActionJuncture(m_player,mag,10000) )
accepted = true;
m_PendingTargetMagazine = mag;
break;
}
case AT_WPN_UNJAM:
{
accepted = true;
//Unjam();
break;
}
case AT_WPN_EJECT_BULLET:
{
accepted = true;
break;
}
case AT_WPN_SET_NEXT_MUZZLE_MODE:
{
accepted = true;
break;
}
default:
Error("unknown actionID=" + m_PendingWeaponAction);
break;
}
DayZPlayerSyncJunctures.SendWeaponActionAcknowledgment(m_player, m_PendingWeaponActionAcknowledgmentID, accepted);
}
return accepted;
}
bool StartAction(int action, Magazine mag, InventoryLocation il, ActionBase control_action = NULL)
{
//if it is controled by action inventory reservation and synchronization provide action itself
if(control_action)
{
m_ControlAction = ActionBase.Cast(control_action);
m_PendingWeaponAction = action;
m_InProgress = true;
m_IsEventSended = false;
m_PendingTargetMagazine = mag;
m_PendingInventoryLocation = il;
StartPendingAction();
return true;
}
if (GetGame().IsMultiplayer() && GetGame().IsServer())
return false;
if ( !ScriptInputUserData.CanStoreInputUserData() )
return false;
if ( !InventoryReservation(mag, il) )
return false;
m_PendingWeaponAction = action;
m_InProgress = true;
m_IsEventSended = false;
if ( !GetGame().IsMultiplayer() )
m_readyToStart = true;
else
Synchronize();
return true;
}
void StartPendingAction()
{
m_WeaponInHand = Weapon_Base.Cast(m_player.GetItemInHands());
if(!m_WeaponInHand)
{
OnWeaponActionEnd();
return;
}
switch (m_PendingWeaponAction)
{
case AT_WPN_ATTACH_MAGAZINE:
{
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventAttachMagazine(m_player, m_PendingTargetMagazine) );
break;
}
case AT_WPN_SWAP_MAGAZINE:
{
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventSwapMagazine(m_player, m_PendingTargetMagazine, m_PendingInventoryLocation) );
break;
}
case AT_WPN_DETACH_MAGAZINE:
{
Magazine mag = Magazine.Cast(m_PendingInventoryLocation.GetItem());
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventDetachMagazine(m_player, mag, m_PendingInventoryLocation) );
break;
}
case AT_WPN_LOAD_BULLET:
{
m_WantContinue = false;
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventLoad1Bullet(m_player, m_PendingTargetMagazine) );
break;
}
case AT_WPN_LOAD_MULTI_BULLETS_START:
{
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventLoad1Bullet(m_player, m_PendingTargetMagazine) );
break;
}
case AT_WPN_LOAD_MULTI_BULLETS_END:
{
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventContinuousLoadBulletEnd(m_player) );
break;
}
case AT_WPN_UNJAM:
{
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventUnjam(m_player, NULL) );
break;
}
case AT_WPN_EJECT_BULLET:
{
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventMechanism(m_player, NULL) );
break;
}
case AT_WPN_SET_NEXT_MUZZLE_MODE:
{
m_player.GetDayZPlayerInventory().PostWeaponEvent( new WeaponEventSetNextMuzzleMode(m_player, NULL) );
break;
}
default:
m_InProgress = false;
Error("unknown actionID=" + m_PendingWeaponAction);
}
m_IsEventSended = true;
m_canEnd = false;
}
bool IsRunning()
{
return m_InProgress;
}
void SetRunning( bool value)
{
m_InProgress = value;
}
void Refresh()
{
OnWeaponActionEnd();
}
void Update( float deltaT )
{
if (m_WeaponInHand != m_player.GetItemInHands())
{
if( m_WeaponInHand )
{
m_SuitableMagazines.Clear();
OnWeaponActionEnd();
}
m_WeaponInHand = Weapon_Base.Cast(m_player.GetItemInHands());
if ( m_WeaponInHand )
{
m_MagazineInHand = null;
//SET new magazine
SetSutableMagazines();
m_WeaponInHand.SetSyncJammingChance(0);
}
m_AnimationRefreshCooldown = 0;
}
if (m_WeaponInHand)
{
if(m_AnimationRefreshCooldown)
{
m_AnimationRefreshCooldown--;
if( m_AnimationRefreshCooldown == 0)
{
RefreshAnimationState();
}
}
if (!GetGame().IsMultiplayer())
{
m_WeaponInHand.SetSyncJammingChance(m_WeaponInHand.GetChanceToJam());
}
else
{
if ( m_NewJamChance >= 0)
{
m_WeaponInHand.SetSyncJammingChance(m_NewJamChance);
m_NewJamChance = -1;
m_WaitToSyncJamChance = false;
}
if (GetGame().IsServer() && !m_WaitToSyncJamChance )
{
float actual_chance_to_jam;
actual_chance_to_jam = m_WeaponInHand.GetChanceToJam();
if ( Math.AbsFloat(m_WeaponInHand.GetSyncChanceToJam() - m_WeaponInHand.GetChanceToJam()) > 0.001 )
{
DayZPlayerSyncJunctures.SendWeaponJamChance(m_player, m_WeaponInHand.GetChanceToJam());
m_WaitToSyncJamChance = true;
}
}
}
if(m_readyToStart)
{
StartPendingAction();
m_readyToStart = false;
return;
}
if( !m_InProgress || !m_IsEventSended )
return;
if(m_canEnd)
{
if(m_WeaponInHand.IsIdle())
{
OnWeaponActionEnd();
}
else if(m_justStart)
{
m_InIronSight = m_player.IsInIronsights();
m_InOptic = m_player.IsInOptics();
if(m_InIronSight || m_InOptic)
{
//'RequestResetADSSync' can be called here, if ADS reset is desired
m_player.ExitSights();
}
m_justStart = false;
}
}
else
{
m_canEnd = true;
m_justStart = true;
}
}
else
{
if ( m_MagazineInHand != m_player.GetItemInHands() )
{
m_MagazineInHand = MagazineStorage.Cast(m_player.GetItemInHands());
if ( m_MagazineInHand )
{
SetSutableMagazines();
}
}
}
}
void OnWeaponActionEnd()
{
if ( !m_InProgress )
return;
if (!m_ControlAction)
{
if(GetGame().IsServer() && GetGame().IsMultiplayer())
{
if(m_PendingTargetMagazine)
{
GetGame().ClearJuncture(m_player,m_PendingTargetMagazine);
}
}
else
{
InventoryLocation il = new InventoryLocation();
il.SetHands(m_player,m_player.GetItemInHands());
m_player.GetInventory().ClearInventoryReservationEx(m_player.GetItemInHands(),il);
if( m_PendingTargetMagazine )
{
m_player.GetInventory().ClearInventoryReservationEx(m_PendingTargetMagazine, m_TargetInventoryLocation );
}
if( m_PendingInventoryLocation )
{
m_player.GetInventory().ClearInventoryReservationEx( m_PendingInventoryLocation.GetItem(), m_PendingInventoryLocation );
}
}
}
m_ControlAction = NULL;
m_PendingWeaponAction = -1;
m_PendingTargetMagazine = NULL;
m_PendingInventoryLocation = NULL;
m_TargetInventoryLocation = NULL;
m_PendingWeaponActionAcknowledgmentID = -1;
//m_WeaponInHand = NULL;
m_InProgress = false;
m_readyToStart = false;
m_WantContinue = true;
}
void DelayedRefreshAnimationState(int delay)
{
if(m_WeaponInHand)
{
if(delay == 0)
{
RefreshAnimationState();
}
m_AnimationRefreshCooldown = delay;
}
}
void RefreshAnimationState()
{
if(m_WeaponInHand)
{
WeaponStableState state = WeaponStableState.Cast( m_WeaponInHand.GetCurrentState() );
if (state)
{
HumanCommandWeapons hcw = m_player.GetCommandModifier_Weapons();
if (hcw)
{
hcw.SetInitState(state.m_animState);
}
}
}
}
bool WantContinue()
{
return m_WantContinue;
}
Magazine GetPreparedMagazine()
{
for (int i = 0; i < m_SuitableMagazines.Count(); i++)
{
if(!m_SuitableMagazines.Get(i) || m_SuitableMagazines.Get(i).IsRuined() )
{
m_SuitableMagazines.Remove(i);
i--;
continue;
}
if (m_SuitableMagazines.Get(i).GetAmmoCount() > 0)
return m_SuitableMagazines.Get(i);
}
return null;
}
Magazine GetNextPreparedMagazine( out int startIdx )
{
for (int i = startIdx; i < m_SuitableMagazines.Count(); i++)
{
if (m_SuitableMagazines.Get(i).GetAmmoCount() > 0)
{
startIdx = i;
return m_SuitableMagazines.Get(i);
}
}
return null;
}
void OnMagazineInventoryEnter(Magazine mag)
{
if (mag)
{
Weapon_Base weapon = Weapon_Base.Cast(mag.GetHierarchyParent());
if (weapon)
return;
}
int i;
MagazineStorage sMag = MagazineStorage.Cast(mag);
if(sMag)
{
for(i = 0; i < m_MagazineStorageInInventory.Count(); i++ )
{
MagazineStorage s_mag_i = m_MagazineStorageInInventory[i];
if(!s_mag_i)
{
m_MagazineStorageInInventory.RemoveOrdered(i);
i--;
continue;
}
if(CompareMagazinesSuitability(s_mag_i,sMag)<0)
break;
}
m_MagazineStorageInInventory.InsertAt(sMag,i);
SetSutableMagazines(); //TODO optimalize
return;
}
if(mag)
{
for(i = 0; i < m_MagazinePilesInInventory.Count(); i++ )
{
Magazine mag_i = m_MagazinePilesInInventory[i];
if(!mag_i)
{
m_MagazinePilesInInventory.RemoveOrdered(i);
i--;
continue;
}
if(CompareMagazinesSuitability(mag_i,mag)<0)
{
break;
}
}
m_MagazinePilesInInventory.InsertAt(mag,i);
SetSutableMagazines(); //TODO optimalize
}
}
void OnMagazineInventoryExit(Magazine mag)
{
m_SuitableMagazines.RemoveItem(mag);
MagazineStorage sMag = MagazineStorage.Cast(mag);
if(sMag)
{
m_MagazineStorageInInventory.RemoveItem(sMag);
return;
}
if(mag)
{
m_MagazinePilesInInventory.RemoveItem(mag);
}
}
void OnMagazineAttach(Magazine mag)
{
OnMagazineInventoryExit(mag);
}
void OnMagazineDetach(Magazine mag)
{
OnMagazineInventoryEnter(mag);
}
int CompareMagazinesSuitability( Magazine mag1, Magazine mag2 )
{
return mag1.GetAmmoCount() - mag2.GetAmmoCount();
}
void SortMagazineAfterLoad()
{
array<MagazineStorage> magazines = new array<MagazineStorage>;
array<Magazine> magazines_piles = new array<Magazine>;
int low_mag1, high_mag1;
int low_mag2, high_mag2;
int i, j;
for(i = 0; i < m_MagazineStorageInInventory.Count(); i++ )
{
MagazineStorage mag = m_MagazineStorageInInventory.Get(i);
mag.GetNetworkID(low_mag1,high_mag1);
for( j = 0; j < magazines.Count(); j++)
{
magazines.Get(j).GetNetworkID(low_mag2,high_mag2);
if(low_mag1 > low_mag2)
{
break;
}
else if (low_mag1 == low_mag2)
{
if( high_mag1 > high_mag2 )
{
break;
}
}
}
magazines.InsertAt(mag,j);
}
m_MagazineStorageInInventory.Clear();
m_MagazineStorageInInventory.Copy(magazines);
for(i = 0; i < m_MagazinePilesInInventory.Count(); i++ )
{
Magazine pile = m_MagazinePilesInInventory.Get(i);
pile.GetNetworkID(low_mag1,high_mag1);
for( j = 0; j < magazines_piles.Count(); j++)
{
magazines_piles.Get(j).GetNetworkID(low_mag2,high_mag2);
if(low_mag1 > low_mag2)
{
break;
}
else if (low_mag1 == low_mag2)
{
if( high_mag1 > high_mag2 )
{
break;
}
}
}
magazines_piles.InsertAt(pile,j);
}
m_MagazinePilesInInventory.Clear();
m_MagazinePilesInInventory.Copy(magazines_piles);
SetSutableMagazines();
}
void SetSutableMagazines()
{
m_SuitableMagazines.Clear();
int i;
if (m_WeaponInHand)
{
int mi = m_WeaponInHand.GetCurrentMuzzle();
for (i = 0; i < m_MagazineStorageInInventory.Count(); i++ )
{
MagazineStorage s_mag = m_MagazineStorageInInventory[i];
if (!s_mag)
{
m_MagazineStorageInInventory.RemoveOrdered(i);
i--;
continue;
}
if ( m_WeaponInHand.TestAttachMagazine(mi, s_mag, false, true))
m_SuitableMagazines.Insert(s_mag);
}
for (i = 0; i < m_MagazinePilesInInventory.Count(); i++ )
{
Magazine mag = m_MagazinePilesInInventory[i];
if (!mag)
{
m_MagazinePilesInInventory.RemoveOrdered(i);
i--;
continue;
}
if (m_WeaponInHand.CanChamberFromMag(mi, mag))
m_SuitableMagazines.Insert(mag);
}
//TODO m_MagazineStorageInInventory and m_MagazinePilesInInventory always sort
}
else if (m_MagazineInHand)
{
for (i = 0; i < m_MagazinePilesInInventory.Count(); i++ )
{
Magazine m_mag = m_MagazinePilesInInventory[i];
if (!m_mag)
{
m_MagazinePilesInInventory.RemoveOrdered(i);
i--;
continue;
}
if (m_MagazineInHand.IsCompatiableAmmo( m_mag ))
m_SuitableMagazines.Insert(m_mag);
}
}
else
{
m_PreparedMagazine = null;
}
}
void OnLiftWeapon()
{
if( m_WeaponInHand )
m_WeaponInHand.ResetBurstCount();
}
string GetCurrentModeName()
{
if( m_WeaponInHand )
{
int mi = m_WeaponInHand.GetCurrentMuzzle();
return m_WeaponInHand.GetCurrentModeName(mi);
}
return "";
}
bool PrepareInventoryLocationForMagazineSwap( notnull Weapon_Base wpn, notnull Magazine new_mag, out InventoryLocation new_il )
{
int muzzleIndex = wpn.GetCurrentMuzzle();
Magazine old_mag = Magazine.Cast(wpn.GetMagazine(muzzleIndex));
InventoryLocation temp = new InventoryLocation();
if (old_mag)
{
bool result = GameInventory.CanSwapEntitiesEx(new_mag, old_mag);
if ( result )
{
new_mag.GetInventory().GetCurrentInventoryLocation(new_il);
new_il.SetItem(old_mag);
}
else
{
result = GameInventory.CanForceSwapEntitiesEx(new_mag, null, old_mag, new_il);
float dir[4];
if ( !result )
{
new_il.SetGroundEx( old_mag, m_player.GetPosition(), dir);
}
}
}
return true;
}
}
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