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Diffstat (limited to 'game/shared/portal/weapon_portalbasecombatweapon.cpp')
| -rw-r--r-- | game/shared/portal/weapon_portalbasecombatweapon.cpp | 422 |
1 files changed, 422 insertions, 0 deletions
diff --git a/game/shared/portal/weapon_portalbasecombatweapon.cpp b/game/shared/portal/weapon_portalbasecombatweapon.cpp new file mode 100644 index 0000000..6008e14 --- /dev/null +++ b/game/shared/portal/weapon_portalbasecombatweapon.cpp @@ -0,0 +1,422 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_portalbasecombatweapon.h" + +#include "portal_player_shared.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +LINK_ENTITY_TO_CLASS( baseportalcombatweapon, CBasePortalCombatWeapon ); + +IMPLEMENT_NETWORKCLASS_ALIASED( BasePortalCombatWeapon , DT_BasePortalCombatWeapon ) + +BEGIN_NETWORK_TABLE( CBasePortalCombatWeapon , DT_BasePortalCombatWeapon ) +#if !defined( CLIENT_DLL ) +// SendPropInt( SENDINFO( m_bReflectViewModelAnimations ), 1, SPROP_UNSIGNED ), +#else +// RecvPropInt( RECVINFO( m_bReflectViewModelAnimations ) ), +#endif +END_NETWORK_TABLE() + + +#if !defined( CLIENT_DLL ) + +#include "globalstate.h" + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CBasePortalCombatWeapon ) + + DEFINE_FIELD( m_bLowered, FIELD_BOOLEAN ), + DEFINE_FIELD( m_flRaiseTime, FIELD_TIME ), + DEFINE_FIELD( m_flHolsterTime, FIELD_TIME ), + +END_DATADESC() + +#endif + +BEGIN_PREDICTION_DATA( CBasePortalCombatWeapon ) +END_PREDICTION_DATA() + +extern ConVar sk_auto_reload_time; + +CBasePortalCombatWeapon::CBasePortalCombatWeapon( void ) +{ + +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBasePortalCombatWeapon::ItemHolsterFrame( void ) +{ + BaseClass::ItemHolsterFrame(); + + // Must be player held + if ( GetOwner() && GetOwner()->IsPlayer() == false ) + return; + + // We can't be active + if ( GetOwner()->GetActiveWeapon() == this ) + return; + + // If it's been longer than three seconds, reload + if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() ) + { + // Just load the clip with no animations + FinishReload(); + m_flHolsterTime = gpGlobals->curtime; + } +} + +bool CBasePortalCombatWeapon::CanLower() +{ + if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE ) + return false; + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Drops the weapon into a lowered pose +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CBasePortalCombatWeapon::Lower( void ) +{ + //Don't bother if we don't have the animation + if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE ) + return false; + + m_bLowered = true; + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Brings the weapon up to the ready position +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CBasePortalCombatWeapon::Ready( void ) +{ + //Don't bother if we don't have the animation + if ( SelectWeightedSequence( ACT_VM_LOWERED_TO_IDLE ) == ACTIVITY_NOT_AVAILABLE ) + return false; + + m_bLowered = false; + m_flRaiseTime = gpGlobals->curtime + 0.5f; + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CBasePortalCombatWeapon::Deploy( void ) +{ + // If we should be lowered, deploy in the lowered position + // We have to ask the player if the last time it checked, the weapon was lowered + if ( GetOwner() && GetOwner()->IsPlayer() ) + { + CPortal_Player *pPlayer = assert_cast<CPortal_Player*>( GetOwner() ); + if ( pPlayer->IsWeaponLowered() ) + { + if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) != ACTIVITY_NOT_AVAILABLE ) + { + if ( DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_IDLE_LOWERED, (char*)GetAnimPrefix() ) ) + { + m_bLowered = true; + + // Stomp the next attack time to fix the fact that the lower idles are long + pPlayer->SetNextAttack( gpGlobals->curtime + 1.0 ); + m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; + m_flNextSecondaryAttack = gpGlobals->curtime + 1.0; + return true; + } + } + } + } + + m_bLowered = false; + return BaseClass::Deploy(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CBasePortalCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + if ( BaseClass::Holster( pSwitchingTo ) ) + { + m_flHolsterTime = gpGlobals->curtime; + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CBasePortalCombatWeapon::WeaponShouldBeLowered( void ) +{ + // Can't be in the middle of another animation + if ( GetIdealActivity() != ACT_VM_IDLE_LOWERED && GetIdealActivity() != ACT_VM_IDLE && + GetIdealActivity() != ACT_VM_IDLE_TO_LOWERED && GetIdealActivity() != ACT_VM_LOWERED_TO_IDLE ) + return false; + + if ( m_bLowered ) + return true; + +#if !defined( CLIENT_DLL ) + + if ( GlobalEntity_GetState( "friendly_encounter" ) == GLOBAL_ON ) + return true; + +#endif + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Allows the weapon to choose proper weapon idle animation +//----------------------------------------------------------------------------- +void CBasePortalCombatWeapon::WeaponIdle( void ) +{ + //See if we should idle high or low + if ( WeaponShouldBeLowered() ) + { + // Move to lowered position if we're not there yet + if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED + && GetActivity() != ACT_TRANSITION ) + { + SendWeaponAnim( ACT_VM_IDLE_LOWERED ); + } + else if ( HasWeaponIdleTimeElapsed() ) + { + // Keep idling low + SendWeaponAnim( ACT_VM_IDLE_LOWERED ); + } + } + else + { + // See if we need to raise immediately + if ( m_flRaiseTime < gpGlobals->curtime && GetActivity() == ACT_VM_IDLE_LOWERED ) + { + SendWeaponAnim( ACT_VM_IDLE ); + } + else if ( HasWeaponIdleTimeElapsed() ) + { + SendWeaponAnim( ACT_VM_IDLE ); + } + } +} + +#if defined( CLIENT_DLL ) + +#define HL2_BOB_CYCLE_MIN 1.0f +#define HL2_BOB_CYCLE_MAX 0.45f +#define HL2_BOB 0.002f +#define HL2_BOB_UP 0.5f + +extern float g_lateralBob; +extern float g_verticalBob; + +static ConVar cl_bobcycle( "cl_bobcycle","0.8" ); +static ConVar cl_bob( "cl_bob","0.002" ); +static ConVar cl_bobup( "cl_bobup","0.5" ); + +// Register these cvars if needed for easy tweaking +static ConVar v_iyaw_cycle( "v_iyaw_cycle", "2", FCVAR_REPLICATED | FCVAR_CHEAT ); +static ConVar v_iroll_cycle( "v_iroll_cycle", "0.5", FCVAR_REPLICATED | FCVAR_CHEAT ); +static ConVar v_ipitch_cycle( "v_ipitch_cycle", "1", FCVAR_REPLICATED | FCVAR_CHEAT ); +static ConVar v_iyaw_level( "v_iyaw_level", "0.3", FCVAR_REPLICATED | FCVAR_CHEAT ); +static ConVar v_iroll_level( "v_iroll_level", "0.1", FCVAR_REPLICATED | FCVAR_CHEAT ); +static ConVar v_ipitch_level( "v_ipitch_level", "0.3", FCVAR_REPLICATED | FCVAR_CHEAT ); + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +float CBasePortalCombatWeapon::CalcViewmodelBob( void ) +{ + static float bobtime; + static float lastbobtime; + float cycle; + + CBasePlayer *player = ToBasePlayer( GetOwner() ); + //Assert( player ); + + //NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it + + if ( ( !gpGlobals->frametime ) || ( player == NULL ) ) + { + //NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!) + return 0.0f;// just use old value + } + + //Find the speed of the player + float speed = player->GetLocalVelocity().Length2D(); + + //FIXME: This maximum speed value must come from the server. + // MaxSpeed() is not sufficient for dealing with sprinting - jdw + + speed = clamp( speed, -320, 320 ); + + float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f ); + + bobtime += ( gpGlobals->curtime - lastbobtime ) * bob_offset; + lastbobtime = gpGlobals->curtime; + + //Calculate the vertical bob + cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX)*HL2_BOB_CYCLE_MAX; + cycle /= HL2_BOB_CYCLE_MAX; + + if ( cycle < HL2_BOB_UP ) + { + cycle = M_PI * cycle / HL2_BOB_UP; + } + else + { + cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP); + } + + g_verticalBob = speed*0.005f; + g_verticalBob = g_verticalBob*0.3 + g_verticalBob*0.7*sin(cycle); + + g_verticalBob = clamp( g_verticalBob, -7.0f, 4.0f ); + + //Calculate the lateral bob + cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX*2)*HL2_BOB_CYCLE_MAX*2; + cycle /= HL2_BOB_CYCLE_MAX*2; + + if ( cycle < HL2_BOB_UP ) + { + cycle = M_PI * cycle / HL2_BOB_UP; + } + else + { + cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP); + } + + g_lateralBob = speed*0.005f; + g_lateralBob = g_lateralBob*0.3 + g_lateralBob*0.7*sin(cycle); + g_lateralBob = clamp( g_lateralBob, -7.0f, 4.0f ); + + //NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!) + return 0.0f; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &origin - +// &angles - +// viewmodelindex - +//----------------------------------------------------------------------------- +void CBasePortalCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) +{ + Vector forward, right; + AngleVectors( angles, &forward, &right, NULL ); + + CalcViewmodelBob(); + + // Apply bob, but scaled down to 40% + VectorMA( origin, g_verticalBob * 0.1f, forward, origin ); + + // Z bob a bit more + origin[2] += g_verticalBob * 0.1f; + + // bob the angles + angles[ ROLL ] += g_verticalBob * 0.5f; + angles[ PITCH ] -= g_verticalBob * 0.4f; + + angles[ YAW ] -= g_lateralBob * 0.3f; + + VectorMA( origin, g_lateralBob * 0.8f, right, origin ); +} + +//----------------------------------------------------------------------------- +Vector CBasePortalCombatWeapon::GetBulletSpread( WeaponProficiency_t proficiency ) +{ + return BaseClass::GetBulletSpread( proficiency ); +} + +//----------------------------------------------------------------------------- +float CBasePortalCombatWeapon::GetSpreadBias( WeaponProficiency_t proficiency ) +{ + return BaseClass::GetSpreadBias( proficiency ); +} +//----------------------------------------------------------------------------- + +const WeaponProficiencyInfo_t *CBasePortalCombatWeapon::GetProficiencyValues() +{ + return NULL; +} + +#else + +// Server stubs +float CBasePortalCombatWeapon::CalcViewmodelBob( void ) +{ + return 0.0f; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &origin - +// &angles - +// viewmodelindex - +//----------------------------------------------------------------------------- +void CBasePortalCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) +{ +} + + +//----------------------------------------------------------------------------- +Vector CBasePortalCombatWeapon::GetBulletSpread( WeaponProficiency_t proficiency ) +{ + Vector baseSpread = BaseClass::GetBulletSpread( proficiency ); + + const WeaponProficiencyInfo_t *pProficiencyValues = GetProficiencyValues(); + float flModifier = (pProficiencyValues)[ proficiency ].spreadscale; + return ( baseSpread * flModifier ); +} + +//----------------------------------------------------------------------------- +float CBasePortalCombatWeapon::GetSpreadBias( WeaponProficiency_t proficiency ) +{ + const WeaponProficiencyInfo_t *pProficiencyValues = GetProficiencyValues(); + return (pProficiencyValues)[ proficiency ].bias; +} + +//----------------------------------------------------------------------------- +const WeaponProficiencyInfo_t *CBasePortalCombatWeapon::GetProficiencyValues() +{ + return GetDefaultProficiencyValues(); +} + +//----------------------------------------------------------------------------- +const WeaponProficiencyInfo_t *CBasePortalCombatWeapon::GetDefaultProficiencyValues() +{ + // Weapon proficiency table. Keep this in sync with WeaponProficiency_t enum in the header!! + static WeaponProficiencyInfo_t g_BaseWeaponProficiencyTable[] = + { + { 2.50, 1.0 }, + { 2.00, 1.0 }, + { 1.50, 1.0 }, + { 1.25, 1.0 }, + { 1.00, 1.0 }, + }; + + COMPILE_TIME_ASSERT( ARRAYSIZE(g_BaseWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1); + + return g_BaseWeaponProficiencyTable; +} + +#endif
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