//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "basehlcombatweapon.h" #include "basecombatcharacter.h" #include "player.h" #include "soundent.h" #include "te_particlesystem.h" #include "ndebugoverlay.h" #include "in_buttons.h" #include "ai_basenpc.h" #include "ai_memory.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define MAX_BURN_RADIUS 256 #define RADIUS_GROW_RATE 50.0 // units/sec #define IMMOLATOR_TARGET_INVALID Vector( FLT_MAX, FLT_MAX, FLT_MAX ) class CWeaponImmolator : public CBaseHLCombatWeapon { public: DECLARE_CLASS( CWeaponImmolator, CBaseHLCombatWeapon ); DECLARE_SERVERCLASS(); CWeaponImmolator( void ); void Precache( void ); void PrimaryAttack( void ); void ItemPostFrame( void ); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } void ImmolationDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore ); virtual bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ); virtual int WeaponRangeAttack1Condition( float flDot, float flDist ); void Update(); void UpdateThink(); void StartImmolating(); void StopImmolating(); bool IsImmolating() { return m_flBurnRadius != 0.0; } DECLARE_ACTTABLE(); DECLARE_DATADESC(); int m_beamIndex; float m_flBurnRadius; float m_flTimeLastUpdatedRadius; Vector m_vecImmolatorTarget; }; IMPLEMENT_SERVERCLASS_ST(CWeaponImmolator, DT_WeaponImmolator) END_SEND_TABLE() LINK_ENTITY_TO_CLASS( info_target_immolator, CPointEntity ); LINK_ENTITY_TO_CLASS( weapon_immolator, CWeaponImmolator ); PRECACHE_WEAPON_REGISTER( weapon_immolator ); BEGIN_DATADESC( CWeaponImmolator ) DEFINE_FIELD( m_beamIndex, FIELD_INTEGER ), DEFINE_FIELD( m_flBurnRadius, FIELD_FLOAT ), DEFINE_FIELD( m_flTimeLastUpdatedRadius, FIELD_TIME ), DEFINE_FIELD( m_vecImmolatorTarget, FIELD_VECTOR ), DEFINE_ENTITYFUNC( UpdateThink ), END_DATADESC() //----------------------------------------------------------------------------- // Maps base activities to weapons-specific ones so our characters do the right things. //----------------------------------------------------------------------------- acttable_t CWeaponImmolator::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true } }; IMPLEMENT_ACTTABLE( CWeaponImmolator ); //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CWeaponImmolator::CWeaponImmolator( void ) { m_fMaxRange1 = 4096; StopImmolating(); } void CWeaponImmolator::StartImmolating() { // Start the radius really tiny because we use radius == 0.0 to // determine whether the immolator is operating or not. m_flBurnRadius = 0.1; m_flTimeLastUpdatedRadius = gpGlobals->curtime; SetThink( UpdateThink ); SetNextThink( gpGlobals->curtime ); CSoundEnt::InsertSound( SOUND_DANGER, m_vecImmolatorTarget, 256, 5.0, GetOwner() ); } void CWeaponImmolator::StopImmolating() { m_flBurnRadius = 0.0; SetThink( NULL ); m_vecImmolatorTarget= IMMOLATOR_TARGET_INVALID; m_flNextPrimaryAttack = gpGlobals->curtime + 5.0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponImmolator::Precache( void ) { m_beamIndex = PrecacheModel( "sprites/bluelaser1.vmt" ); BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponImmolator::PrimaryAttack( void ) { WeaponSound( SINGLE ); if( !IsImmolating() ) { StartImmolating(); } } //----------------------------------------------------------------------------- // This weapon is said to have Line of Sight when it CAN'T see the target, but // can see a place near the target than can. //----------------------------------------------------------------------------- bool CWeaponImmolator::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ) { CAI_BaseNPC* npcOwner = GetOwner()->MyNPCPointer(); if( !npcOwner ) { return false; } if( IsImmolating() ) { // Don't update while Immolating. This is a committed attack. return false; } // Assume we won't find a target. m_vecImmolatorTarget = targetPos; return true; } //----------------------------------------------------------------------------- // Purpose: Weapon firing conditions //----------------------------------------------------------------------------- int CWeaponImmolator::WeaponRangeAttack1Condition( float flDot, float flDist ) { if( m_flNextPrimaryAttack > gpGlobals->curtime ) { // Too soon to attack! return COND_NONE; } if( IsImmolating() ) { // Once is enough! return COND_NONE; } if( m_vecImmolatorTarget == IMMOLATOR_TARGET_INVALID ) { // No target! return COND_NONE; } if ( flDist > m_fMaxRange1 ) { return COND_TOO_FAR_TO_ATTACK; } else if ( flDot < 0.5f ) // UNDONE: Why check this here? Isn't the AI checking this already? { return COND_NOT_FACING_ATTACK; } return COND_CAN_RANGE_ATTACK1; } void CWeaponImmolator::UpdateThink( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if( pOwner && !pOwner->IsAlive() ) { StopImmolating(); return; } Update(); SetNextThink( gpGlobals->curtime + 0.05 ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CWeaponImmolator::Update() { float flDuration = gpGlobals->curtime - m_flTimeLastUpdatedRadius; if( flDuration != 0.0 ) { m_flBurnRadius += RADIUS_GROW_RATE * flDuration; } // Clamp m_flBurnRadius = MIN( m_flBurnRadius, MAX_BURN_RADIUS ); CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); Vector vecSrc; Vector vecAiming; if( pOwner ) { vecSrc = pOwner->Weapon_ShootPosition( ); vecAiming = pOwner->GetAutoaimVector(AUTOAIM_2DEGREES); } else { CBaseCombatCharacter *pOwner = GetOwner(); vecSrc = pOwner->Weapon_ShootPosition( ); vecAiming = m_vecImmolatorTarget - vecSrc; VectorNormalize( vecAiming ); } trace_t tr; UTIL_TraceLine( vecSrc, vecSrc + vecAiming * MAX_TRACE_LENGTH, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); int brightness; brightness = 255 * (m_flBurnRadius/MAX_BURN_RADIUS); UTIL_Beam( vecSrc, tr.endpos, m_beamIndex, 0, //halo index 0, //frame start 2.0f, //framerate 0.1f, //life 20, // width 1, // endwidth 0, // fadelength, 1, // noise 0, // red 255, // green 0, // blue, brightness, // bright 100 // speed ); if( tr.DidHitWorld() ) { int beams; for( beams = 0 ; beams < 5 ; beams++ ) { Vector vecDest; // Random unit vector vecDest.x = random->RandomFloat( -1, 1 ); vecDest.y = random->RandomFloat( -1, 1 ); vecDest.z = random->RandomFloat( 0, 1 ); // Push out to radius dist. vecDest = tr.endpos + vecDest * m_flBurnRadius; UTIL_Beam( tr.endpos, vecDest, m_beamIndex, 0, //halo index 0, //frame start 2.0f, //framerate 0.15f, //life 20, // width 1.75, // endwidth 0.75, // fadelength, 15, // noise 0, // red 255, // green 0, // blue, 128, // bright 100 // speed ); } // Immolator starts to hurt a few seconds after the effect is seen if( m_flBurnRadius > 64.0 ) { ImmolationDamage( CTakeDamageInfo( this, this, 1, DMG_BURN ), tr.endpos, m_flBurnRadius, CLASS_NONE ); } } else { // The attack beam struck some kind of entity directly. } m_flTimeLastUpdatedRadius = gpGlobals->curtime; if( m_flBurnRadius >= MAX_BURN_RADIUS ) { StopImmolating(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponImmolator::ItemPostFrame( void ) { BaseClass::ItemPostFrame(); } void CWeaponImmolator::ImmolationDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore ) { CBaseEntity *pEntity = NULL; trace_t tr; Vector vecSpot; Vector vecSrc = vecSrcIn; // iterate on all entities in the vicinity. for ( CEntitySphereQuery sphere( vecSrc, flRadius ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() ) { CBaseCombatCharacter *pBCC; pBCC = pEntity->MyCombatCharacterPointer(); if ( pBCC && !pBCC->IsOnFire() ) { // UNDONE: this should check a damage mask, not an ignore if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) { continue; } if( pEntity == GetOwner() ) { continue; } pBCC->Ignite( random->RandomFloat( 15, 20 ) ); } } }