hl2_src-leak-2017/src/game/server/hl2/weapon_sniperrifle.cpp

448 lines
12 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements a sniper rifle weapon.
//
// Primary attack: fires a single high-powered shot, then reloads.
// Secondary attack: cycles sniper scope through zoom levels.
//
// TODO: Circular mask around crosshairs when zoomed in.
// TODO: Shell ejection.
// TODO: Finalize kickback.
// TODO: Animated zoom effect?
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "gamerules.h" // For g_pGameRules
#include "in_buttons.h"
#include "soundent.h"
#include "vstdlib/random.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SNIPER_CONE_PLAYER vec3_origin // Spread cone when fired by the player.
#define SNIPER_CONE_NPC vec3_origin // Spread cone when fired by NPCs.
#define SNIPER_BULLET_COUNT_PLAYER 1 // Fire n bullets per shot fired by the player.
#define SNIPER_BULLET_COUNT_NPC 1 // Fire n bullets per shot fired by NPCs.
#define SNIPER_TRACER_FREQUENCY_PLAYER 0 // Draw a tracer every nth shot fired by the player.
#define SNIPER_TRACER_FREQUENCY_NPC 0 // Draw a tracer every nth shot fired by NPCs.
#define SNIPER_KICKBACK 3 // Range for punchangle when firing.
#define SNIPER_ZOOM_RATE 0.2 // Interval between zoom levels in seconds.
//-----------------------------------------------------------------------------
// Discrete zoom levels for the scope.
//-----------------------------------------------------------------------------
static int g_nZoomFOV[] =
{
20,
5
};
class CWeaponSniperRifle : public CBaseHLCombatWeapon
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CWeaponSniperRifle, CBaseHLCombatWeapon );
CWeaponSniperRifle(void);
DECLARE_SERVERCLASS();
void Precache( void );
int CapabilitiesGet( void ) const;
const Vector &GetBulletSpread( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
void ItemPostFrame( void );
void PrimaryAttack( void );
bool Reload( void );
void Zoom( void );
virtual float GetFireRate( void ) { return 1; };
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
DECLARE_ACTTABLE();
protected:
float m_fNextZoom;
int m_nZoomLevel;
};
IMPLEMENT_SERVERCLASS_ST(CWeaponSniperRifle, DT_WeaponSniperRifle)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CWeaponSniperRifle );
PRECACHE_WEAPON_REGISTER(weapon_sniperrifle);
BEGIN_DATADESC( CWeaponSniperRifle )
DEFINE_FIELD( m_fNextZoom, FIELD_FLOAT ),
DEFINE_FIELD( m_nZoomLevel, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Maps base activities to weapons-specific ones so our characters do the right things.
//-----------------------------------------------------------------------------
acttable_t CWeaponSniperRifle::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true }
};
IMPLEMENT_ACTTABLE(CWeaponSniperRifle);
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CWeaponSniperRifle::CWeaponSniperRifle( void )
{
m_fNextZoom = gpGlobals->curtime;
m_nZoomLevel = 0;
m_bReloadsSingly = true;
m_fMinRange1 = 65;
m_fMinRange2 = 65;
m_fMaxRange1 = 2048;
m_fMaxRange2 = 2048;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CWeaponSniperRifle::CapabilitiesGet( void ) const
{
return bits_CAP_WEAPON_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose: Turns off the zoom when the rifle is holstered.
//-----------------------------------------------------------------------------
bool CWeaponSniperRifle::Holster( CBaseCombatWeapon *pSwitchingTo )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (pPlayer != NULL)
{
if ( m_nZoomLevel != 0 )
{
if ( pPlayer->SetFOV( this, 0 ) )
{
pPlayer->ShowViewModel(true);
m_nZoomLevel = 0;
}
}
}
return BaseClass::Holster(pSwitchingTo);
}
//-----------------------------------------------------------------------------
// Purpose: Overloaded to handle the zoom functionality.
//-----------------------------------------------------------------------------
void CWeaponSniperRifle::ItemPostFrame( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (pPlayer == NULL)
{
return;
}
if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
FinishReload();
m_bInReload = false;
}
if (pPlayer->m_nButtons & IN_ATTACK2)
{
if (m_fNextZoom <= gpGlobals->curtime)
{
Zoom();
pPlayer->m_nButtons &= ~IN_ATTACK2;
}
}
else if ((pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
if ( (m_iClip1 == 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
{
m_bFireOnEmpty = true;
}
// Fire underwater?
if (pPlayer->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack();
}
}
// -----------------------
// Reload pressed / Clip Empty
// -----------------------
if ( pPlayer->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}
// -----------------------
// No buttons down
// -----------------------
if (!((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2) || (pPlayer->m_nButtons & IN_RELOAD)))
{
// no fire buttons down
m_bFireOnEmpty = false;
if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime )
{
// weapon isn't useable, switch.
if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pPlayer->SwitchToNextBestWeapon( this ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
return;
}
}
else
{
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
{
Reload();
return;
}
}
WeaponIdle( );
return;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSniperRifle::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Same as base reload but doesn't change the owner's next attack time. This
// lets us zoom out while reloading. This hack is necessary because our
// ItemPostFrame is only called when the owner's next attack time has
// expired.
// Output : Returns true if the weapon was reloaded, false if no more ammo.
//-----------------------------------------------------------------------------
bool CWeaponSniperRifle::Reload( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return false;
}
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
{
int primary = MIN(GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
int secondary = MIN(GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
if (primary > 0 || secondary > 0)
{
// Play reload on different channel as it happens after every fire
// and otherwise steals channel away from fire sound
WeaponSound(RELOAD);
SendWeaponAnim( ACT_VM_RELOAD );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_bInReload = true;
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSniperRifle::PrimaryAttack( void )
{
// Only the player fires this way so we can cast safely.
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
if ( gpGlobals->curtime >= m_flNextPrimaryAttack )
{
// If my clip is empty (and I use clips) start reload
if ( !m_iClip1 )
{
Reload();
return;
}
// MUST call sound before removing a round from the clip of a CMachineGun dvs: does this apply to the sniper rifle? I don't know.
WeaponSound(SINGLE);
pPlayer->DoMuzzleFlash();
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_iClip1 = m_iClip1 - 1;
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
// Fire the bullets
pPlayer->FireBullets( SNIPER_BULLET_COUNT_PLAYER, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, SNIPER_TRACER_FREQUENCY_PLAYER );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
QAngle vecPunch(random->RandomFloat( -SNIPER_KICKBACK, SNIPER_KICKBACK ), 0, 0);
pPlayer->ViewPunch(vecPunch);
// Indicate out of ammo condition if we run out of ammo.
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
}
// Register a muzzleflash for the AI.
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
}
//-----------------------------------------------------------------------------
// Purpose: Zooms in using the sniper rifle scope.
//-----------------------------------------------------------------------------
void CWeaponSniperRifle::Zoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
if (m_nZoomLevel >= sizeof(g_nZoomFOV) / sizeof(g_nZoomFOV[0]))
{
if ( pPlayer->SetFOV( this, 0 ) )
{
pPlayer->ShowViewModel(true);
// Zoom out to the default zoom level
WeaponSound(SPECIAL2);
m_nZoomLevel = 0;
}
}
else
{
if ( pPlayer->SetFOV( this, g_nZoomFOV[m_nZoomLevel] ) )
{
if (m_nZoomLevel == 0)
{
pPlayer->ShowViewModel(false);
}
WeaponSound(SPECIAL1);
m_nZoomLevel++;
}
}
m_fNextZoom = gpGlobals->curtime + SNIPER_ZOOM_RATE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : virtual const Vector&
//-----------------------------------------------------------------------------
const Vector &CWeaponSniperRifle::GetBulletSpread( void )
{
static Vector cone = SNIPER_CONE_PLAYER;
return cone;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponSniperRifle::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch ( pEvent->event )
{
case EVENT_WEAPON_SNIPER_RIFLE_FIRE:
{
Vector vecShootOrigin, vecShootDir;
vecShootOrigin = pOperator->Weapon_ShootPosition();
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
Vector vecSpread;
if (npc)
{
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
vecSpread = VECTOR_CONE_PRECALCULATED;
}
else
{
AngleVectors( pOperator->GetLocalAngles(), &vecShootDir );
vecSpread = GetBulletSpread();
}
WeaponSound( SINGLE_NPC );
pOperator->FireBullets( SNIPER_BULLET_COUNT_NPC, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, SNIPER_TRACER_FREQUENCY_NPC );
pOperator->DoMuzzleFlash();
break;
}
default:
{
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
}