You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
122 lines
2.9 KiB
122 lines
2.9 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef FIRE_DAMAGE_MGR_H
|
||
|
#define FIRE_DAMAGE_MGR_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "igamesystem.h"
|
||
|
#include "utllinkedlist.h"
|
||
|
#include "ehandle.h"
|
||
|
|
||
|
|
||
|
class CEntityBurnEffect;
|
||
|
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------ //
|
||
|
// CFireDamageMgr.
|
||
|
//
|
||
|
// This class manages fire damage being applied to entities. It uses velocity, acceleration,
|
||
|
// and decay to model fire damage building up, and it puts a cap on the maximum amount of damage
|
||
|
// an entity can take from fire during a given frame.
|
||
|
// ------------------------------------------------------------------------------------------ //
|
||
|
|
||
|
class CFireDamageMgr : public CAutoGameSystem
|
||
|
{
|
||
|
// Overrides.
|
||
|
public:
|
||
|
|
||
|
virtual bool Init();
|
||
|
virtual void FrameUpdatePostEntityThink();
|
||
|
|
||
|
|
||
|
public:
|
||
|
// Apply fire damage to an entity. flDamageAccel is in units per second, so in the absence of
|
||
|
// decay, it equals velocity increase per second.
|
||
|
//
|
||
|
// NOTE: the damage acceleration should always be greater than the decay per second, or no damage
|
||
|
// will be applied since it will decay faster than
|
||
|
void AddDamage( CBaseEntity *pTarget, CBaseEntity *pAttacker, float flDamageAccel, bool bMakeBurnEffect );
|
||
|
|
||
|
|
||
|
private:
|
||
|
class CDamageAttacker
|
||
|
{
|
||
|
public:
|
||
|
void Init( CBaseEntity *pAttacker, float flVelocity )
|
||
|
{
|
||
|
m_hAttacker = pAttacker;
|
||
|
m_flVelocity = flVelocity;
|
||
|
m_flDamageSum = 0;
|
||
|
}
|
||
|
|
||
|
EHANDLE m_hAttacker;
|
||
|
float m_flVelocity; // Current damage velocity.
|
||
|
|
||
|
float m_flDamageSum; // Damage is summed up and applied a couple times per second instead of
|
||
|
// each frame since fractional damage is rounded to 1.
|
||
|
};
|
||
|
|
||
|
class CDamageEnt
|
||
|
{
|
||
|
public:
|
||
|
enum
|
||
|
{
|
||
|
MAX_ATTACKERS = 4
|
||
|
};
|
||
|
|
||
|
bool m_bWasAlive;
|
||
|
|
||
|
EHANDLE m_hEnt;
|
||
|
CHandle<CEntityBurnEffect> m_pBurnEffect;
|
||
|
|
||
|
// Each attacker gets credit for a portion of
|
||
|
CDamageAttacker m_Attackers[MAX_ATTACKERS];
|
||
|
int m_nAttackers;
|
||
|
};
|
||
|
|
||
|
|
||
|
private:
|
||
|
|
||
|
void ApplyCollectedDamage( CFireDamageMgr::CDamageEnt *pEnt, int iAttacker );
|
||
|
void RemoveDamageEnt( int iEnt );
|
||
|
|
||
|
|
||
|
private:
|
||
|
|
||
|
CUtlLinkedList<CDamageEnt,int> m_DamageEnts;
|
||
|
|
||
|
float m_flMaxDamagePerSecond;
|
||
|
float m_flDecayConstant;
|
||
|
|
||
|
// This counts down to zero so we only apply fire damage every so often.
|
||
|
float m_flApplyDamageCountdown;
|
||
|
};
|
||
|
|
||
|
|
||
|
// Returns true if the entity is burnable by the specified team.
|
||
|
bool IsBurnableEnt( CBaseEntity *pEntity, int iTeam );
|
||
|
|
||
|
|
||
|
// This is used by the flamethrower and the burning gasoline blobs to find entities to burn.
|
||
|
int FindBurnableEntsInSphere(
|
||
|
CBaseEntity **ents,
|
||
|
float *dists,
|
||
|
int nMaxEnts,
|
||
|
const Vector &vecCenter,
|
||
|
float flSearchRadius,
|
||
|
CBaseEntity *pOwner );
|
||
|
|
||
|
|
||
|
CFireDamageMgr* GetFireDamageMgr();
|
||
|
|
||
|
|
||
|
#endif // FIRE_DAMAGE_MGR_H
|