//========= 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 ); #ifdef MAPBASE void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir ); void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ); #endif 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; } #ifdef MAPBASE // Pistols are their own backup activities virtual acttable_t *GetBackupActivityList() { return NULL; } virtual int GetBackupActivityListCount() { return 0; } #endif 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 }, #ifdef MAPBASE // // Activities ported from weapon_alyxgun below // #ifdef EXPANDED_HL2_WEAPON_ACTIVITIES // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_PISTOL_RELAXED, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_PISTOL_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_RELAXED, ACT_WALK_PISTOL_RELAXED, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_PISTOL_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false }, { ACT_RUN_RELAXED, ACT_RUN_PISTOL_RELAXED, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_PISTOL_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false }, // Readiness activities (aiming) { ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL_RELAXED, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_PISTOL_STIMULATED, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_AIM_RELAXED, ACT_WALK_PISTOL_RELAXED, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN_PISTOL_RELAXED, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims //End readiness activities #else // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false }, { ACT_RUN_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false }, // Readiness activities (aiming) { ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims //End readiness activities #endif // Crouch activities { ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false }, { ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW, false },//always aims { ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims // Readiness translations { ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false }, { ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false }, { ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false }, { ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false }, #endif #ifdef EXPANDED_HL2_WEAPON_ACTIVITIES { ACT_WALK_CROUCH, ACT_WALK_CROUCH_PISTOL, true }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_PISTOL, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_PISTOL, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_PISTOL, true }, #endif #ifdef EXPANDED_HL2_COVER_ACTIVITIES { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_PISTOL_MED, false }, { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_PISTOL_MED, false }, { ACT_COVER_WALL_R, ACT_COVER_WALL_R_PISTOL, false }, { ACT_COVER_WALL_L, ACT_COVER_WALL_L_PISTOL, false }, { ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_PISTOL, false }, { ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_PISTOL, false }, #endif #ifdef MAPBASE // HL2:DM activities (for third-person animations in SP) { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, #ifdef EXPANDED_HL2DM_ACTIVITIES { ACT_HL2MP_WALK, ACT_HL2MP_WALK_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_PISTOL, false }, #endif #endif }; IMPLEMENT_ACTTABLE( CWeaponPistol ); #ifdef MAPBASE // Allows Weapon_BackupActivity() to access the pistol's activity table. acttable_t *GetPistolActtable() { return CWeaponPistol::m_acttable; } int GetPistolActtableCount() { return ARRAYSIZE(CWeaponPistol::m_acttable); } #endif //----------------------------------------------------------------------------- // 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 ); #ifdef MAPBASE FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir ); #else 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; #endif } break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } } #ifdef MAPBASE //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponPistol::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir ) { 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; } //----------------------------------------------------------------------------- // Purpose: Some things need this. (e.g. the new Force(X)Fire inputs or blindfire actbusy) //----------------------------------------------------------------------------- void CWeaponPistol::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ) { // Ensure we have enough rounds in the clip m_iClip1++; Vector vecShootOrigin, vecShootDir; QAngle angShootDir; GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir ); AngleVectors( angShootDir, &vecShootDir ); FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir ); } #endif //----------------------------------------------------------------------------- // 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 ); }