weaponrechamber.c 3.4 KB

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  1. // rechamber (== eject cartridge + load another + store the old one)
  2. class WeaponRechamber extends WeaponStateBase
  3. {
  4. int m_actionEject;
  5. int m_actionTypeEject;
  6. int m_actionLoad;
  7. int m_actionTypeLoad;
  8. Magazine m_dstMagazine; /// destination of the ejected cartridge
  9. Magazine m_srcMagazine; /// source of the loaded cartridge
  10. ref WeaponEjectBullet m_eje;
  11. ref WeaponChambering m_loa;
  12. void WeaponRechamber (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int actionEject = -1, int actionTypeEject = -1, int actionLoad = -1, int actionTypeLoad = -1)
  13. {
  14. m_actionEject = actionEject;
  15. m_actionTypeEject = actionTypeEject;
  16. m_actionLoad = actionLoad;
  17. m_actionTypeLoad = actionTypeLoad;
  18. // setup nested state machine
  19. m_eje = new WeaponEjectBullet(m_weapon, this, m_actionEject, m_actionTypeEject);
  20. m_loa = new WeaponChambering(m_weapon, this, m_actionLoad, m_actionTypeLoad);
  21. // events
  22. WeaponEventBase _fin_ = new WeaponEventHumanCommandActionFinished;
  23. m_fsm = new WeaponFSM(this); // @NOTE: set owner of the submachine fsm
  24. m_fsm.AddTransition(new WeaponTransition(m_eje, _fin_, m_loa));
  25. m_fsm.AddTransition(new WeaponTransition(m_loa, _fin_, NULL));
  26. m_fsm.SetInitialState(m_eje);
  27. }
  28. override void OnEntry (WeaponEventBase e)
  29. {
  30. if (e)
  31. {
  32. if (LogManager.IsWeaponLogEnable()) { wpnDebugPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber, mag=" + e.m_magazine.ToString()); }
  33. m_srcMagazine = e.m_magazine;
  34. m_loa.m_srcMagazine = m_srcMagazine;
  35. // prepare magazine for ejected ammo
  36. int mi = m_weapon.GetCurrentMuzzle();
  37. string magazineTypeName = m_weapon.GetChamberedCartridgeMagazineTypeName(mi);
  38. float damage = 0.0;
  39. string type;
  40. if (m_weapon.GetCartridgeInfo(mi, damage, type))
  41. {
  42. m_dstMagazine = DayZPlayerUtils.SelectStoreCartridge(e.m_player, m_weapon, mi, m_srcMagazine, damage, magazineTypeName);
  43. if (!m_dstMagazine)
  44. {
  45. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponRechamber - error, cannot prepare mag for catridge, magType=" + magazineTypeName);
  46. }
  47. }
  48. e.m_magazine = m_dstMagazine; // @NOTE: override event mag - @TODO
  49. }
  50. super.OnEntry(e); // @NOTE: super after submachine init (prevent override from submachine start)
  51. }
  52. override void OnExit (WeaponEventBase e)
  53. {
  54. super.OnExit(e);
  55. m_dstMagazine = NULL;
  56. m_eje.m_dstMagazine = NULL;
  57. m_loa.m_srcMagazine = NULL;
  58. }
  59. override bool SaveCurrentFSMState (ParamsWriteContext ctx)
  60. {
  61. if (!super.SaveCurrentFSMState(ctx))
  62. return false;
  63. if (!ctx.Write(m_dstMagazine))
  64. {
  65. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponChambering.SaveCurrentFSMState: cannot save m_dstMagazine for weapon=" + m_weapon);
  66. return false;
  67. }
  68. if (!ctx.Write(m_srcMagazine))
  69. {
  70. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponChambering.SaveCurrentFSMState: cannot save m_srcMagazine for weapon=" + m_weapon);
  71. return false;
  72. }
  73. return true;
  74. }
  75. override bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
  76. {
  77. if (!super.LoadCurrentFSMState(ctx, version))
  78. return false;
  79. if (!ctx.Read(m_dstMagazine))
  80. {
  81. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponChambering.LoadCurrentFSMState: cannot read m_dstMagazine for weapon=" + m_weapon);
  82. return false;
  83. }
  84. if (!ctx.Read(m_srcMagazine))
  85. {
  86. Error("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponChambering.LoadCurrentFSMState: cannot read m_srcMagazine for weapon=" + m_weapon);
  87. return false;
  88. }
  89. return true;
  90. }
  91. };