Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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;
}
}