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