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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/basehlcombatweapon.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/basehlcombatweapon.cpp')
-rw-r--r--mp/src/game/server/hl2/basehlcombatweapon.cpp522
1 files changed, 522 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/basehlcombatweapon.cpp b/mp/src/game/server/hl2/basehlcombatweapon.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "basehlcombatweapon.h"
+#include "soundent.h"
+#include "ai_basenpc.h"
+#include "game.h"
+#include "in_buttons.h"
+#include "gamestats.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+IMPLEMENT_SERVERCLASS_ST( CHLMachineGun, DT_HLMachineGun )
+END_SEND_TABLE()
+
+//=========================================================
+// >> CHLSelectFireMachineGun
+//=========================================================
+BEGIN_DATADESC( CHLMachineGun )
+
+ DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
+ DEFINE_FIELD( m_flNextSoundTime, FIELD_TIME ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CHLMachineGun::CHLMachineGun( void )
+{
+}
+
+const Vector &CHLMachineGun::GetBulletSpread( void )
+{
+ static Vector cone = VECTOR_CONE_3DEGREES;
+ return cone;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLMachineGun::PrimaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+ if (!pPlayer)
+ return;
+
+ // Abort here to handle burst and auto fire modes
+ if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
+ return;
+
+ m_nShotsFired++;
+
+ pPlayer->DoMuzzleFlash();
+
+ // To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
+ // especially if the weapon we're firing has a really fast rate of fire.
+ int iBulletsToFire = 0;
+ float fireRate = GetFireRate();
+
+ // MUST call sound before removing a round from the clip of a CHLMachineGun
+ while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
+ {
+ WeaponSound(SINGLE, m_flNextPrimaryAttack);
+ m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
+ iBulletsToFire++;
+ }
+
+ // Make sure we don't fire more than the amount in the clip, if this weapon uses clips
+ if ( UsesClipsForAmmo1() )
+ {
+ if ( iBulletsToFire > m_iClip1 )
+ iBulletsToFire = m_iClip1;
+ m_iClip1 -= iBulletsToFire;
+ }
+
+ m_iPrimaryAttacks++;
+ gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
+
+ // Fire the bullets
+ FireBulletsInfo_t info;
+ info.m_iShots = iBulletsToFire;
+ info.m_vecSrc = pPlayer->Weapon_ShootPosition( );
+ info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
+ info.m_vecSpread = pPlayer->GetAttackSpread( this );
+ info.m_flDistance = MAX_TRACE_LENGTH;
+ info.m_iAmmoType = m_iPrimaryAmmoType;
+ info.m_iTracerFreq = 2;
+ FireBullets( info );
+
+ //Factor in the view kick
+ AddViewKick();
+
+ CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pPlayer );
+
+ if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
+ }
+
+ SendWeaponAnim( GetPrimaryAttackActivity() );
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ // Register a muzzleflash for the AI
+ pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+//-----------------------------------------------------------------------------
+void CHLMachineGun::FireBullets( const FireBulletsInfo_t &info )
+{
+ if(CBasePlayer *pPlayer = ToBasePlayer ( GetOwner() ) )
+ {
+ pPlayer->FireBullets(info);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Weapon firing conditions
+//-----------------------------------------------------------------------------
+int CHLMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
+{
+ if ( m_iClip1 <=0 )
+ {
+ return COND_NO_PRIMARY_AMMO;
+ }
+ else if ( flDist < m_fMinRange1 )
+ {
+ return COND_TOO_CLOSE_TO_ATTACK;
+ }
+ else if ( flDist > m_fMaxRange1 )
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+ else if ( flDot < 0.5f ) // UNDONE: Why check this here? Isn't the AI checking this already?
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_RANGE_ATTACK1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHLMachineGun::DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime )
+{
+ #define KICK_MIN_X 0.2f //Degrees
+ #define KICK_MIN_Y 0.2f //Degrees
+ #define KICK_MIN_Z 0.1f //Degrees
+
+ QAngle vecScratch;
+
+ //Find how far into our accuracy degradation we are
+ float duration = ( fireDurationTime > slideLimitTime ) ? slideLimitTime : fireDurationTime;
+ float kickPerc = duration / slideLimitTime;
+
+ // do this to get a hard discontinuity, clear out anything under 10 degrees punch
+ pPlayer->ViewPunchReset( 10 );
+
+ //Apply this to the view angles as well
+ vecScratch.x = -( KICK_MIN_X + ( maxVerticleKickAngle * kickPerc ) );
+ vecScratch.y = -( KICK_MIN_Y + ( maxVerticleKickAngle * kickPerc ) ) / 3;
+ vecScratch.z = KICK_MIN_Z + ( maxVerticleKickAngle * kickPerc ) / 8;
+
+ //Wibble left and right
+ if ( random->RandomInt( -1, 1 ) >= 0 )
+ vecScratch.y *= -1;
+
+ //Wobble up and down
+ if ( random->RandomInt( -1, 1 ) >= 0 )
+ vecScratch.z *= -1;
+
+ //If we're in easy, dampen the effect a bit
+ if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) )
+ {
+ for ( int i = 0; i < 3; i++ )
+ {
+ vecScratch[i] *= dampEasy;
+ }
+ }
+
+ //Clip this to our desired min/max
+ UTIL_ClipPunchAngleOffset( vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle( 24.0f, 3.0f, 1.0f ) );
+
+ //Add it to the view punch
+ // NOTE: 0.5 is just tuned to match the old effect before the punch became simulated
+ pPlayer->ViewPunch( vecScratch * 0.5 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset our shots fired
+//-----------------------------------------------------------------------------
+bool CHLMachineGun::Deploy( void )
+{
+ m_nShotsFired = 0;
+
+ return BaseClass::Deploy();
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Make enough sound events to fill the estimated think interval
+// returns: number of shots needed
+//-----------------------------------------------------------------------------
+int CHLMachineGun::WeaponSoundRealtime( WeaponSound_t shoot_type )
+{
+ int numBullets = 0;
+
+ // ran out of time, clamp to current
+ if (m_flNextSoundTime < gpGlobals->curtime)
+ {
+ m_flNextSoundTime = gpGlobals->curtime;
+ }
+
+ // make enough sound events to fill up the next estimated think interval
+ float dt = clamp( m_flAnimTime - m_flPrevAnimTime, 0, 0.2 );
+ if (m_flNextSoundTime < gpGlobals->curtime + dt)
+ {
+ WeaponSound( SINGLE_NPC, m_flNextSoundTime );
+ m_flNextSoundTime += GetFireRate();
+ numBullets++;
+ }
+ if (m_flNextSoundTime < gpGlobals->curtime + dt)
+ {
+ WeaponSound( SINGLE_NPC, m_flNextSoundTime );
+ m_flNextSoundTime += GetFireRate();
+ numBullets++;
+ }
+
+ return numBullets;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHLMachineGun::ItemPostFrame( void )
+{
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner == NULL )
+ return;
+
+ // Debounce the recoiling counter
+ if ( ( pOwner->m_nButtons & IN_ATTACK ) == false )
+ {
+ m_nShotsFired = 0;
+ }
+
+ BaseClass::ItemPostFrame();
+}
+
+IMPLEMENT_SERVERCLASS_ST( CHLSelectFireMachineGun, DT_HLSelectFireMachineGun )
+END_SEND_TABLE()
+
+//=========================================================
+// >> CHLSelectFireMachineGun
+//=========================================================
+BEGIN_DATADESC( CHLSelectFireMachineGun )
+
+ DEFINE_FIELD( m_iBurstSize, FIELD_INTEGER ),
+ DEFINE_FIELD( m_iFireMode, FIELD_INTEGER ),
+
+ // Function pinters
+ DEFINE_FUNCTION( BurstThink ),
+
+END_DATADESC()
+
+
+
+float CHLSelectFireMachineGun::GetBurstCycleRate( void )
+{
+ // this is the time it takes to fire an entire
+ // burst, plus whatever amount of delay we want
+ // to have between bursts.
+ return 0.5f;
+}
+
+float CHLSelectFireMachineGun::GetFireRate( void )
+{
+ switch( m_iFireMode )
+ {
+ case FIREMODE_FULLAUTO:
+ // the time between rounds fired on full auto
+ return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
+ break;
+
+ case FIREMODE_3RNDBURST:
+ // the time between rounds fired within a single burst
+ return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
+ break;
+
+ default:
+ return 0.1f;
+ break;
+ }
+}
+
+bool CHLSelectFireMachineGun::Deploy( void )
+{
+ // Forget about any bursts this weapon was firing when holstered
+ m_iBurstSize = 0;
+ return BaseClass::Deploy();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLSelectFireMachineGun::PrimaryAttack( void )
+{
+ if (m_bFireOnEmpty)
+ {
+ return;
+ }
+ switch( m_iFireMode )
+ {
+ case FIREMODE_FULLAUTO:
+ BaseClass::PrimaryAttack();
+ // Msg("%.3f\n", m_flNextPrimaryAttack.Get() );
+ SetWeaponIdleTime( gpGlobals->curtime + 3.0f );
+ break;
+
+ case FIREMODE_3RNDBURST:
+ m_iBurstSize = GetBurstSize();
+
+ // Call the think function directly so that the first round gets fired immediately.
+ BurstThink();
+ SetThink( &CHLSelectFireMachineGun::BurstThink );
+ m_flNextPrimaryAttack = gpGlobals->curtime + GetBurstCycleRate();
+ m_flNextSecondaryAttack = gpGlobals->curtime + GetBurstCycleRate();
+
+ // Pick up the rest of the burst through the think function.
+ SetNextThink( gpGlobals->curtime + GetFireRate() );
+ break;
+ }
+
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+ if ( pOwner )
+ {
+ m_iPrimaryAttacks++;
+ gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLSelectFireMachineGun::SecondaryAttack( void )
+{
+ // change fire modes.
+
+ switch( m_iFireMode )
+ {
+ case FIREMODE_FULLAUTO:
+ //Msg( "Burst\n" );
+ m_iFireMode = FIREMODE_3RNDBURST;
+ WeaponSound(SPECIAL2);
+ break;
+
+ case FIREMODE_3RNDBURST:
+ //Msg( "Auto\n" );
+ m_iFireMode = FIREMODE_FULLAUTO;
+ WeaponSound(SPECIAL1);
+ break;
+ }
+
+ SendWeaponAnim( GetSecondaryAttackActivity() );
+
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
+
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+ if ( pOwner )
+ {
+ m_iSecondaryAttacks++;
+ gamestats->Event_WeaponFired( pOwner, false, GetClassname() );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLSelectFireMachineGun::BurstThink( void )
+{
+ CHLMachineGun::PrimaryAttack();
+
+ m_iBurstSize--;
+
+ if( m_iBurstSize == 0 )
+ {
+ // The burst is over!
+ SetThink(NULL);
+
+ // idle immediately to stop the firing animation
+ SetWeaponIdleTime( gpGlobals->curtime );
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + GetFireRate() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLSelectFireMachineGun::WeaponSound( WeaponSound_t shoot_type, float soundtime /*= 0.0f*/ )
+{
+ if (shoot_type == SINGLE)
+ {
+ switch( m_iFireMode )
+ {
+ case FIREMODE_FULLAUTO:
+ BaseClass::WeaponSound( SINGLE, soundtime );
+ break;
+
+ case FIREMODE_3RNDBURST:
+ if( m_iBurstSize == GetBurstSize() && m_iClip1 >= m_iBurstSize )
+ {
+ // First round of a burst, and enough bullets remaining in the clip to fire the whole burst
+ BaseClass::WeaponSound( BURST, soundtime );
+ }
+ else if( m_iClip1 < m_iBurstSize )
+ {
+ // Not enough rounds remaining in the magazine to fire a burst, so play the gunshot
+ // sounds individually as each round is fired.
+ BaseClass::WeaponSound( SINGLE, soundtime );
+ }
+
+ break;
+ }
+ return;
+ }
+
+ BaseClass::WeaponSound( shoot_type, soundtime );
+}
+
+// BUGBUG: These need to be rethought
+//-----------------------------------------------------------------------------
+int CHLSelectFireMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
+{
+ if (m_iClip1 <=0)
+ {
+ return COND_NO_PRIMARY_AMMO;
+ }
+ else if ( flDist < m_fMinRange1)
+ {
+ return COND_TOO_CLOSE_TO_ATTACK;
+ }
+ else if (flDist > m_fMaxRange1)
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+ else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_RANGE_ATTACK1;
+}
+
+//-----------------------------------------------------------------------------
+int CHLSelectFireMachineGun::WeaponRangeAttack2Condition( float flDot, float flDist )
+{
+ return COND_NONE; // FIXME: disabled for now
+
+ // m_iClip2 == -1 when no secondary clip is used
+ if ( m_iClip2 == 0 && UsesSecondaryAmmo() )
+ {
+ return COND_NO_SECONDARY_AMMO;
+ }
+ else if ( flDist < m_fMinRange2 )
+ {
+ // Don't return COND_TOO_CLOSE_TO_ATTACK only for primary attack
+ return COND_NONE;
+ }
+ else if (flDist > m_fMaxRange2 )
+ {
+ // Don't return COND_TOO_FAR_TO_ATTACK only for primary attack
+ return COND_NONE;
+ }
+ else if ( flDot < 0.5 ) // UNDONE: Why check this here? Isn't the AI checking this already?
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_RANGE_ATTACK2;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CHLSelectFireMachineGun::CHLSelectFireMachineGun( void )
+{
+ m_fMinRange1 = 65;
+ m_fMinRange2 = 65;
+ m_fMaxRange1 = 1024;
+ m_fMaxRange2 = 1024;
+ m_iFireMode = FIREMODE_FULLAUTO;
+}