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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 /sp/src/game/server/hl2/weapon_pistol.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/server/hl2/weapon_pistol.cpp')
-rw-r--r--sp/src/game/server/hl2/weapon_pistol.cpp373
1 files changed, 373 insertions, 0 deletions
diff --git a/sp/src/game/server/hl2/weapon_pistol.cpp b/sp/src/game/server/hl2/weapon_pistol.cpp
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+//========= 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 );
+}