diff options
Diffstat (limited to 'game/server/hl2/weapon_pistol.cpp')
| -rw-r--r-- | game/server/hl2/weapon_pistol.cpp | 373 |
1 files changed, 373 insertions, 0 deletions
diff --git a/game/server/hl2/weapon_pistol.cpp b/game/server/hl2/weapon_pistol.cpp new file mode 100644 index 0000000..d0a2541 --- /dev/null +++ b/game/server/hl2/weapon_pistol.cpp @@ -0,0 +1,373 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Pistol - hand gun +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" +#include "basehlcombatweapon.h" +#include "basecombatcharacter.h" +#include "ai_basenpc.h" +#include "player.h" +#include "gamerules.h" +#include "in_buttons.h" +#include "soundent.h" +#include "game.h" +#include "vstdlib/random.h" +#include "gamestats.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define PISTOL_FASTEST_REFIRE_TIME 0.1f +#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f + +#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from +#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out + +ConVar pistol_use_new_accuracy( "pistol_use_new_accuracy", "1" ); + +//----------------------------------------------------------------------------- +// CWeaponPistol +//----------------------------------------------------------------------------- + +class CWeaponPistol : public CBaseHLCombatWeapon +{ + DECLARE_DATADESC(); + +public: + DECLARE_CLASS( CWeaponPistol, CBaseHLCombatWeapon ); + + CWeaponPistol(void); + + DECLARE_SERVERCLASS(); + + void Precache( void ); + void ItemPostFrame( void ); + void ItemPreFrame( void ); + void ItemBusyFrame( void ); + void PrimaryAttack( void ); + void AddViewKick( void ); + void DryFire( void ); + void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); + + void UpdatePenaltyTime( void ); + + int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } + Activity GetPrimaryAttackActivity( void ); + + virtual bool Reload( void ); + + virtual const Vector& GetBulletSpread( void ) + { + // Handle NPCs first + static Vector npcCone = VECTOR_CONE_5DEGREES; + if ( GetOwner() && GetOwner()->IsNPC() ) + return npcCone; + + static Vector cone; + + if ( pistol_use_new_accuracy.GetBool() ) + { + float ramp = RemapValClamped( m_flAccuracyPenalty, + 0.0f, + PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME, + 0.0f, + 1.0f ); + + // We lerp from very accurate to inaccurate over time + VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone ); + } + else + { + // Old value + cone = VECTOR_CONE_4DEGREES; + } + + return cone; + } + + virtual int GetMinBurst() + { + return 1; + } + + virtual int GetMaxBurst() + { + return 3; + } + + virtual float GetFireRate( void ) + { + return 0.5f; + } + + DECLARE_ACTTABLE(); + +private: + float m_flSoonestPrimaryAttack; + float m_flLastAttackTime; + float m_flAccuracyPenalty; + int m_nNumShotsFired; +}; + + +IMPLEMENT_SERVERCLASS_ST(CWeaponPistol, DT_WeaponPistol) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); +PRECACHE_WEAPON_REGISTER( weapon_pistol ); + +BEGIN_DATADESC( CWeaponPistol ) + + DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ), + DEFINE_FIELD( m_flLastAttackTime, FIELD_TIME ), + DEFINE_FIELD( m_flAccuracyPenalty, FIELD_FLOAT ), //NOTENOTE: This is NOT tracking game time + DEFINE_FIELD( m_nNumShotsFired, FIELD_INTEGER ), + +END_DATADESC() + +acttable_t CWeaponPistol::m_acttable[] = +{ + { ACT_IDLE, ACT_IDLE_PISTOL, true }, + { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true }, + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, + { ACT_RELOAD, ACT_RELOAD_PISTOL, true }, + { ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true }, + { ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true }, + { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true }, + { ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, false }, + { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, false }, + { ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, false }, + { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, false }, + { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, false }, + { ACT_WALK, ACT_WALK_PISTOL, false }, + { ACT_RUN, ACT_RUN_PISTOL, false }, +}; + + +IMPLEMENT_ACTTABLE( CWeaponPistol ); + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CWeaponPistol::CWeaponPistol( void ) +{ + m_flSoonestPrimaryAttack = gpGlobals->curtime; + m_flAccuracyPenalty = 0.0f; + + m_fMinRange1 = 24; + m_fMaxRange1 = 1500; + m_fMinRange2 = 24; + m_fMaxRange2 = 200; + + m_bFiresUnderwater = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::Precache( void ) +{ + BaseClass::Precache(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeaponPistol::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + switch( pEvent->event ) + { + case EVENT_WEAPON_PISTOL_FIRE: + { + Vector vecShootOrigin, vecShootDir; + vecShootOrigin = pOperator->Weapon_ShootPosition(); + + CAI_BaseNPC *npc = pOperator->MyNPCPointer(); + ASSERT( npc != NULL ); + + vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); + + CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() ); + + WeaponSound( SINGLE_NPC ); + pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); + pOperator->DoMuzzleFlash(); + m_iClip1 = m_iClip1 - 1; + } + break; + default: + BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::DryFire( void ) +{ + WeaponSound( EMPTY ); + SendWeaponAnim( ACT_VM_DRYFIRE ); + + m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME; + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::PrimaryAttack( void ) +{ + if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f ) + { + m_nNumShotsFired = 0; + } + else + { + m_nNumShotsFired++; + } + + m_flLastAttackTime = gpGlobals->curtime; + m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; + CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, GetOwner() ); + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if( pOwner ) + { + // Each time the player fires the pistol, reset the view punch. This prevents + // the aim from 'drifting off' when the player fires very quickly. This may + // not be the ideal way to achieve this, but it's cheap and it works, which is + // great for a feature we're evaluating. (sjb) + pOwner->ViewPunchReset(); + } + + BaseClass::PrimaryAttack(); + + // Add an accuracy penalty which can move past our maximum penalty time if we're really spastic + m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME; + + m_iPrimaryAttacks++; + gamestats->Event_WeaponFired( pOwner, true, GetClassname() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::UpdatePenaltyTime( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + // Check our penalty time decay + if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) + { + m_flAccuracyPenalty -= gpGlobals->frametime; + m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::ItemPreFrame( void ) +{ + UpdatePenaltyTime(); + + BaseClass::ItemPreFrame(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::ItemBusyFrame( void ) +{ + UpdatePenaltyTime(); + + BaseClass::ItemBusyFrame(); +} + +//----------------------------------------------------------------------------- +// Purpose: Allows firing as fast as button is pressed +//----------------------------------------------------------------------------- +void CWeaponPistol::ItemPostFrame( void ) +{ + BaseClass::ItemPostFrame(); + + if ( m_bInReload ) + return; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + //Allow a refire as fast as the player can click + if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) + { + m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f; + } + else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) ) + { + DryFire(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +Activity CWeaponPistol::GetPrimaryAttackActivity( void ) +{ + if ( m_nNumShotsFired < 1 ) + return ACT_VM_PRIMARYATTACK; + + if ( m_nNumShotsFired < 2 ) + return ACT_VM_RECOIL1; + + if ( m_nNumShotsFired < 3 ) + return ACT_VM_RECOIL2; + + return ACT_VM_RECOIL3; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CWeaponPistol::Reload( void ) +{ + bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); + if ( fRet ) + { + WeaponSound( RELOAD ); + m_flAccuracyPenalty = 0.0f; + } + return fRet; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::AddViewKick( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + if ( pPlayer == NULL ) + return; + + QAngle viewPunch; + + viewPunch.x = random->RandomFloat( 0.25f, 0.5f ); + viewPunch.y = random->RandomFloat( -.6f, .6f ); + viewPunch.z = 0.0f; + + //Add it to the view punch + pPlayer->ViewPunch( viewPunch ); +} |