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