mirror of
https://github.com/nillerusr/source-engine.git
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381 lines
9.8 KiB
C++
381 lines
9.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basehlcombatweapon.h"
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#include "gamerules.h"
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#include "game.h"
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#include "in_buttons.h"
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#include "extinguisherjet.h"
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#include "entitylist.h"
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#include "fire.h"
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#include "ar2_explosion.h"
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#include "ndebugoverlay.h"
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#include "engine/IEngineSound.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar fire_extinguisher_debug( "fire_extinguisher_debug", "0" );
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ConVar fire_extinguisher_radius( "fire_extinguisher_radius", "45" );
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ConVar fire_extinguisher_distance( "fire_extinguisher_distance", "200" );
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ConVar fire_extinguisher_strength( "fire_extinguisher_strength", "0.97" ); //TODO: Stub for real numbers
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ConVar fire_extinguisher_explode_radius( "fire_extinguisher_explode_radius", "256" );
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ConVar fire_extinguisher_explode_strength( "fire_extinguisher_explode_strength", "0.3" ); //TODO: Stub for real numbers
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#define EXTINGUISHER_AMMO_RATE 0.2
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extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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class CWeaponExtinguisher: public CHLSelectFireMachineGun
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponExtinguisher, CHLSelectFireMachineGun );
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DECLARE_SERVERCLASS();
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CWeaponExtinguisher();
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void Spawn( void );
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void Precache( void );
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void ItemPostFrame( void );
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void Event_Killed( const CTakeDamageInfo &info );
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void Equip( CBaseCombatCharacter *pOwner );
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protected:
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void StartJet( void );
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void StopJet( void );
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CExtinguisherJet *m_pJet;
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponExtinguisher, DT_WeaponExtinguisher)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_extinguisher, CWeaponExtinguisher );
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PRECACHE_WEAPON_REGISTER( weapon_extinguisher );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CWeaponExtinguisher )
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DEFINE_FIELD( m_pJet, FIELD_CLASSPTR ),
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END_DATADESC()
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CWeaponExtinguisher::CWeaponExtinguisher( void )
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{
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m_pJet = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponExtinguisher::Precache( void )
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{
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BaseClass::Precache();
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PrecacheScriptSound( "ExtinguisherCharger.Use" );
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UTIL_PrecacheOther( "env_extinguisherjet" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponExtinguisher::Spawn( void )
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{
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BaseClass::Spawn();
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m_takedamage = DAMAGE_YES;
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m_iHealth = 25;//FIXME: Define
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOwner -
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//-----------------------------------------------------------------------------
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void CWeaponExtinguisher::Equip( CBaseCombatCharacter *pOwner )
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{
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BaseClass::Equip( pOwner );
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m_takedamage = DAMAGE_NO;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pInflictor -
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// *pAttacker -
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// flDamage -
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// bitsDamageType -
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//-----------------------------------------------------------------------------
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void CWeaponExtinguisher::Event_Killed( const CTakeDamageInfo &info )
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{
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//TODO: Use a real effect
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if ( AR2Explosion *pExplosion = AR2Explosion::CreateAR2Explosion( GetAbsOrigin() ) )
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{
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pExplosion->SetLifetime( 10 );
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}
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//TODO: Use a real effect
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CPASFilter filter( GetAbsOrigin() );
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te->Explosion( filter, 0.0,
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&GetAbsOrigin(),
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g_sModelIndexFireball,
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2.0,
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15,
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TE_EXPLFLAG_NONE,
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250,
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100 );
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//Put out fire in a radius
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FireSystem_ExtinguishInRadius( GetAbsOrigin(), fire_extinguisher_explode_radius.GetInt(), fire_extinguisher_explode_strength.GetFloat() );
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SetThink( SUB_Remove );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turn the jet effect and noise on
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//-----------------------------------------------------------------------------
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void CWeaponExtinguisher::StartJet( void )
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{
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//See if the jet needs to be created
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if ( m_pJet == NULL )
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{
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m_pJet = (CExtinguisherJet *) CreateEntityByName( "env_extinguisherjet" );
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if ( m_pJet == NULL )
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{
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Msg( "Unable to create jet for weapon_extinguisher!\n" );
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return;
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}
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//Setup the jet
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m_pJet->m_bEmit = false;
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UTIL_SetOrigin( m_pJet, GetAbsOrigin() );
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m_pJet->SetParent( this );
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m_pJet->m_bUseMuzzlePoint = true;
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m_pJet->m_bAutoExtinguish = false;
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m_pJet->m_nLength = fire_extinguisher_distance.GetInt();
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}
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//Turn the jet on
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if ( m_pJet != NULL )
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{
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m_pJet->TurnOn();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turn the jet effect and noise off
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//-----------------------------------------------------------------------------
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void CWeaponExtinguisher::StopJet( void )
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{
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//Turn the jet off
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if ( m_pJet != NULL )
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{
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m_pJet->TurnOff();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponExtinguisher::ItemPostFrame( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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//Only shoot if we have ammo
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if ( pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0 )
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{
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StopJet();
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return;
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}
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//See if we should try and extinguish fires
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if ( pOwner->m_nButtons & IN_ATTACK )
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{
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//Drain ammo
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if ( m_flNextPrimaryAttack < gpGlobals->curtime )
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{
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pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
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m_flNextPrimaryAttack = gpGlobals->curtime + EXTINGUISHER_AMMO_RATE;
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}
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//If we're just run out...
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if ( pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0 )
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{
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StopJet();
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return;
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}
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//Turn the jet on
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StartJet();
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Vector vTestPos, vMuzzlePos;
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Vector vForward, vRight, vUp;
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pOwner->EyeVectors( &vForward, &vRight, &vUp );
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vMuzzlePos = pOwner->Weapon_ShootPosition( );
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//FIXME: Need to get the exact same muzzle point!
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//FIXME: This needs to be adjusted so the server collision matches the visuals on the client
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vMuzzlePos += vForward * 15.0f;
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vMuzzlePos += vRight * 6.0f;
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vMuzzlePos += vUp * -4.0f;
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QAngle aTmp;
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VectorAngles( vForward, aTmp );
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aTmp[PITCH] += 10;
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AngleVectors( aTmp, &vForward );
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vTestPos = vMuzzlePos + ( vForward * fire_extinguisher_distance.GetInt() );
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trace_t tr;
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UTIL_TraceLine( vMuzzlePos, vTestPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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//Extinguish the fire where we hit
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FireSystem_ExtinguishInRadius( tr.endpos, fire_extinguisher_radius.GetInt(), fire_extinguisher_strength.GetFloat() );
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//Debug visualization
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if ( fire_extinguisher_debug.GetInt() )
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{
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int radius = fire_extinguisher_radius.GetInt();
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NDebugOverlay::Line( vMuzzlePos, tr.endpos, 0, 0, 128, false, 0.0f );
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NDebugOverlay::Box( vMuzzlePos, Vector(-1, -1, -1), Vector(1, 1, 1), 0, 0, 128, false, 0.0f );
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NDebugOverlay::Box( tr.endpos, Vector(-2, -2, -2), Vector(2, 2, 2), 0, 0, 128, false, 0.0f );
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NDebugOverlay::Box( tr.endpos, Vector(-radius, -radius, -radius), Vector(radius, radius, radius), 0, 0, 255, false, 0.0f );
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}
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}
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else
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{
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StopJet();
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}
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}
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class CExtinguisherCharger : public CBaseToggle
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{
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public:
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DECLARE_CLASS( CExtinguisherCharger, CBaseToggle );
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void Spawn( void );
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bool CreateVPhysics();
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; }
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protected:
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float m_flNextCharge;
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bool m_bSoundOn;
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void TurnOff( void );
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( func_extinguishercharger, CExtinguisherCharger );
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BEGIN_DATADESC( CExtinguisherCharger )
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DEFINE_FIELD( m_flNextCharge, FIELD_TIME),
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DEFINE_FIELD( m_bSoundOn, FIELD_BOOLEAN ),
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DEFINE_FUNCTION( TurnOff ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Spawn the object
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//-----------------------------------------------------------------------------
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void CExtinguisherCharger::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_BSP );
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SetMoveType( MOVETYPE_PUSH );
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SetModel( STRING( GetModelName() ) );
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m_bSoundOn = false;
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CreateVPhysics();
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}
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//-----------------------------------------------------------------------------
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bool CExtinguisherCharger::CreateVPhysics()
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{
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VPhysicsInitStatic();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pActivator -
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// *pCaller -
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// useType -
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// value -
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//-----------------------------------------------------------------------------
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void CExtinguisherCharger::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// Make sure that we have a caller
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if ( pActivator == NULL )
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return;
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// If it's not a player, ignore
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if ( pActivator->IsPlayer() == false )
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return;
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// Turn our sound on, if it's not already
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if ( m_bSoundOn == false )
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{
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EmitSound( "ExtinguisherCharger.Use" );
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m_bSoundOn = true;
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}
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SetNextThink( gpGlobals->curtime + 0.25 );
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SetThink( TurnOff );
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CBasePlayer *pPlayer = ToBasePlayer( pActivator );
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if ( pPlayer )
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{
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//FIXME: Need a way to do this silently
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pPlayer->GiveAmmo( 1, "extinguisher" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CExtinguisherCharger::TurnOff( void )
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{
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//Turn the sound off
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if ( m_bSoundOn )
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{
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StopSound( "ExtinguisherCharger.Use" );
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m_bSoundOn = false;
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}
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}
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