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