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