2021-11-15 14:39:54 -06:00

548 lines
18 KiB
C++

//========= 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 );
}