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503 lines
13 KiB
503 lines
13 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Implements an explosion entity and a support spark shower entity. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "decals.h" |
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#include "explode.h" |
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#include "ai_basenpc.h" |
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#include "IEffects.h" |
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#include "vstdlib/random.h" |
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#include "tier1/strtools.h" |
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#include "shareddefs.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Spark shower, created by the explosion entity. |
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//----------------------------------------------------------------------------- |
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class CShower : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CShower, CPointEntity ); |
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void Spawn( void ); |
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void Think( void ); |
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void Touch( CBaseEntity *pOther ); |
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int ObjectCaps( void ) { return FCAP_DONT_SAVE; } |
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}; |
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LINK_ENTITY_TO_CLASS( spark_shower, CShower ); |
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void CShower::Spawn( void ) |
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{ |
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Vector vecForward; |
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AngleVectors( GetLocalAngles(), &vecForward ); |
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Vector vecNewVelocity; |
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vecNewVelocity = random->RandomFloat( 200, 300 ) * vecForward; |
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vecNewVelocity.x += random->RandomFloat(-100.f,100.f); |
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vecNewVelocity.y += random->RandomFloat(-100.f,100.f); |
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if ( vecNewVelocity.z >= 0 ) |
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vecNewVelocity.z += 200; |
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else |
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vecNewVelocity.z -= 200; |
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SetAbsVelocity( vecNewVelocity ); |
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); |
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SetGravity( UTIL_ScaleForGravity( 400 ) ); // fall a bit more slowly than normal |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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SetSolid( SOLID_NONE ); |
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UTIL_SetSize(this, vec3_origin, vec3_origin ); |
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AddEffects( EF_NODRAW ); |
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m_flSpeed = random->RandomFloat( 0.5, 1.5 ); |
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SetLocalAngles( vec3_angle ); |
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} |
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void CShower::Think( void ) |
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{ |
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g_pEffects->Sparks( GetAbsOrigin() ); |
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m_flSpeed -= 0.1; |
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if ( m_flSpeed > 0 ) |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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else |
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UTIL_Remove( this ); |
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SetGroundEntity( NULL ); |
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} |
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void CShower::Touch( CBaseEntity *pOther ) |
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{ |
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Vector vecNewVelocity = GetAbsVelocity(); |
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if ( GetFlags() & FL_ONGROUND ) |
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vecNewVelocity *= 0.1; |
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else |
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vecNewVelocity *= 0.6; |
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if ( (vecNewVelocity.x*vecNewVelocity.x+vecNewVelocity.y*vecNewVelocity.y) < 10.0 ) |
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m_flSpeed = 0; |
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SetAbsVelocity( vecNewVelocity ); |
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} |
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class CEnvExplosion : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CEnvExplosion, CPointEntity ); |
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CEnvExplosion( void ) |
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{ |
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// Default to invalid. |
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m_sFireballSprite = -1; |
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}; |
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void Precache( void ); |
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void Spawn( ); |
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void Smoke ( void ); |
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void SetCustomDamageType( int iType ) { m_iCustomDamageType = iType; } |
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bool KeyValue( const char *szKeyName, const char *szValue ); |
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int DrawDebugTextOverlays(void); |
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// Input handlers |
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void InputExplode( inputdata_t &inputdata ); |
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DECLARE_DATADESC(); |
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int m_iMagnitude;// how large is the fireball? how much damage? |
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int m_iRadiusOverride;// For use when m_iMagnitude results in larger radius than designer desires. |
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int m_spriteScale; // what's the exact fireball sprite scale? |
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float m_flDamageForce; // How much damage force should we use? |
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string_t m_iszFireballSprite; |
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short m_sFireballSprite; |
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EHANDLE m_hInflictor; |
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int m_iCustomDamageType; |
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// passed along to the RadiusDamage call |
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int m_iClassIgnore; |
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EHANDLE m_hEntityIgnore; |
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}; |
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LINK_ENTITY_TO_CLASS( env_explosion, CEnvExplosion ); |
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BEGIN_DATADESC( CEnvExplosion ) |
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DEFINE_KEYFIELD( m_iMagnitude, FIELD_INTEGER, "iMagnitude" ), |
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DEFINE_KEYFIELD( m_iRadiusOverride, FIELD_INTEGER, "iRadiusOverride" ), |
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DEFINE_FIELD( m_spriteScale, FIELD_INTEGER ), |
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DEFINE_KEYFIELD( m_flDamageForce, FIELD_FLOAT, "DamageForce" ), |
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DEFINE_FIELD( m_iszFireballSprite, FIELD_STRING ), |
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DEFINE_FIELD( m_sFireballSprite, FIELD_SHORT ), |
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DEFINE_FIELD( m_hInflictor, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_iCustomDamageType, FIELD_INTEGER ), |
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DEFINE_KEYFIELD( m_iClassIgnore, FIELD_INTEGER, "ignoredClass" ), |
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DEFINE_KEYFIELD( m_hEntityIgnore, FIELD_EHANDLE, "ignoredEntity" ), |
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// Function Pointers |
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DEFINE_THINKFUNC( Smoke ), |
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// Inputs |
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DEFINE_INPUTFUNC(FIELD_VOID, "Explode", InputExplode), |
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END_DATADESC() |
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bool CEnvExplosion::KeyValue( const char *szKeyName, const char *szValue ) |
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{ |
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if (FStrEq(szKeyName, "fireballsprite")) |
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{ |
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m_iszFireballSprite = AllocPooledString( szValue ); |
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} |
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else |
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{ |
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return BaseClass::KeyValue( szKeyName, szValue ); |
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} |
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return true; |
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} |
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void CEnvExplosion::Precache( void ) |
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{ |
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if ( m_iszFireballSprite != NULL_STRING ) |
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{ |
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m_sFireballSprite = PrecacheModel( STRING( m_iszFireballSprite ) ); |
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} |
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//PrecacheParticleSystem( "freeze_explosion" ) ; |
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PrecacheScriptSound( "explode_3" ); |
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} |
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void CEnvExplosion::Spawn( void ) |
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{ |
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Precache(); |
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SetSolid( SOLID_NONE ); |
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AddEffects( EF_NODRAW ); |
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SetMoveType( MOVETYPE_NONE ); |
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/* |
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if ( m_iMagnitude > 250 ) |
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{ |
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m_iMagnitude = 250; |
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} |
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*/ |
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float flSpriteScale; |
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flSpriteScale = ( m_iMagnitude - 50) * 0.6; |
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// Control the clamping of the fireball sprite |
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if( m_spawnflags & SF_ENVEXPLOSION_NOCLAMPMIN ) |
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{ |
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// Don't inhibit clamping altogether. Just relax it a bit. |
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if ( flSpriteScale < 1 ) |
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{ |
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flSpriteScale = 1; |
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} |
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} |
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else |
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{ |
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if ( flSpriteScale < 10 ) |
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{ |
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flSpriteScale = 10; |
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} |
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} |
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if( m_spawnflags & SF_ENVEXPLOSION_NOCLAMPMAX ) |
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{ |
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// We may need to adjust this to suit designers' needs. |
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if ( flSpriteScale > 200 ) |
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{ |
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flSpriteScale = 200; |
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} |
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} |
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else |
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{ |
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if ( flSpriteScale > 50 ) |
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{ |
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flSpriteScale = 50; |
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} |
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} |
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m_spriteScale = (int)flSpriteScale; |
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m_iCustomDamageType = -1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler for making the explosion explode. |
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//----------------------------------------------------------------------------- |
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void CEnvExplosion::InputExplode( inputdata_t &inputdata ) |
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{ |
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trace_t tr; |
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SetModelName( NULL_STRING );//invisible |
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SetSolid( SOLID_NONE );// intangible |
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Vector vecSpot = GetAbsOrigin() + Vector( 0 , 0 , 8 ); |
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), (MASK_SOLID_BRUSHONLY | MASK_WATER), this, COLLISION_GROUP_NONE, &tr ); |
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// Pull out of the wall a bit. We used to move the explosion origin itself, but that seems unnecessary, not to mention a |
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// little weird when you consider that it might be in hierarchy. Instead we just calculate a new virtual position at |
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// which to place the explosion. We don't use that new position to calculate radius damage because according to Steve's |
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// comment, that adversely affects the force vector imparted on explosion victims when they ragdoll. |
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Vector vecExplodeOrigin = GetAbsOrigin(); |
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if ( tr.fraction != 1.0 ) |
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{ |
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vecExplodeOrigin = tr.endpos + (tr.plane.normal * 24 ); |
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} |
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// draw decal |
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if (! ( m_spawnflags & SF_ENVEXPLOSION_NODECAL )) |
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{ |
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if ( ! ( m_spawnflags & SF_ENVEXPLOSION_ICE )) |
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UTIL_DecalTrace( &tr, "Scorch" ); |
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else |
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UTIL_DecalTrace( &tr, "Ice_Explosion_Decal" ); |
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} |
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// It's stupid that this entity's spawnflags and the flags for the |
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// explosion temp ent don't match up. But because they don't, we |
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// have to reinterpret some of the spawnflags to determine which |
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// flags to pass to the temp ent. |
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int nFlags = TE_EXPLFLAG_NONE; |
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if( m_spawnflags & SF_ENVEXPLOSION_NOFIREBALL ) |
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{ |
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nFlags |= TE_EXPLFLAG_NOFIREBALL; |
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} |
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if( m_spawnflags & SF_ENVEXPLOSION_NOSOUND ) |
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{ |
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nFlags |= TE_EXPLFLAG_NOSOUND; |
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} |
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if ( m_spawnflags & SF_ENVEXPLOSION_RND_ORIENT ) |
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{ |
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nFlags |= TE_EXPLFLAG_ROTATE; |
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} |
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if ( m_nRenderMode == kRenderTransAlpha ) |
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{ |
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nFlags |= TE_EXPLFLAG_DRAWALPHA; |
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} |
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else if ( m_nRenderMode != kRenderTransAdd ) |
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{ |
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nFlags |= TE_EXPLFLAG_NOADDITIVE; |
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} |
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if( m_spawnflags & SF_ENVEXPLOSION_NOPARTICLES ) |
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{ |
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nFlags |= TE_EXPLFLAG_NOPARTICLES; |
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} |
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if( !(m_spawnflags & SF_ENVEXPLOSION_NODLIGHTS) ) |
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{ |
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nFlags |= TE_EXPLFLAG_DLIGHT; |
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} |
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if ( m_spawnflags & SF_ENVEXPLOSION_NOFIREBALLSMOKE ) |
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{ |
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nFlags |= TE_EXPLFLAG_NOFIREBALLSMOKE; |
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} |
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if ( m_spawnflags & SF_ENVEXPLOSION_ICE ) |
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{ |
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nFlags |= TE_EXPLFLAG_ICE; |
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} |
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//Get the damage override if specified |
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int iRadius = ( m_iRadiusOverride > 0 ) ? m_iRadiusOverride : ( m_iMagnitude * 2.5f ); |
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CPASFilter filter( vecExplodeOrigin ); |
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te->Explosion( filter, 0.0, |
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&vecExplodeOrigin, |
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( m_sFireballSprite < 1 ) ? g_sModelIndexFireball : m_sFireballSprite, |
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!( m_spawnflags & SF_ENVEXPLOSION_NOFIREBALL ) ? ( m_spriteScale / 10.0 ) : 0.0, |
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15, |
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nFlags, |
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iRadius, |
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m_iMagnitude ); |
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// do damage |
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if ( !( m_spawnflags & SF_ENVEXPLOSION_NODAMAGE ) ) |
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{ |
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CBaseEntity *pAttacker = GetOwnerEntity() ? GetOwnerEntity() : this; |
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// Only calculate damage type if we didn't get a custom one passed in |
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int iDamageType = m_iCustomDamageType; |
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if ( iDamageType == -1 ) |
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{ |
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iDamageType = HasSpawnFlags( SF_ENVEXPLOSION_GENERIC_DAMAGE ) ? DMG_GENERIC : DMG_BLAST; |
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} |
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CTakeDamageInfo info( m_hInflictor ? m_hInflictor : this, pAttacker, m_iMagnitude, iDamageType ); |
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if( HasSpawnFlags( SF_ENVEXPLOSION_SURFACEONLY ) ) |
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{ |
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info.AddDamageType( DMG_BLAST_SURFACE ); |
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} |
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if ( m_flDamageForce ) |
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{ |
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// Not the right direction, but it'll be fixed up by RadiusDamage. |
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info.SetDamagePosition( GetAbsOrigin() ); |
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info.SetDamageForce( Vector( m_flDamageForce, 0, 0 ) ); |
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} |
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RadiusDamage( info, GetAbsOrigin(), iRadius, m_iClassIgnore, m_hEntityIgnore.Get() ); |
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} |
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SetThink( &CEnvExplosion::Smoke ); |
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SetNextThink( gpGlobals->curtime + 0.3 ); |
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// Only do these effects if we're not submerged |
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if ( UTIL_PointContents( GetAbsOrigin(), MASK_WATER ) & CONTENTS_WATER ) |
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{ |
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// draw sparks |
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if ( !( m_spawnflags & SF_ENVEXPLOSION_NOSPARKS ) ) |
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{ |
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int sparkCount = random->RandomInt(0,3); |
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for ( int i = 0; i < sparkCount; i++ ) |
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{ |
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QAngle angles; |
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VectorAngles( tr.plane.normal, angles ); |
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Create( "spark_shower", vecExplodeOrigin, angles, NULL ); |
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} |
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} |
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} |
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} |
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void CEnvExplosion::Smoke( void ) |
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{ |
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if ( !(m_spawnflags & SF_ENVEXPLOSION_REPEATABLE) ) |
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{ |
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UTIL_Remove( this ); |
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} |
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} |
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// HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup |
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void ExplosionCreate( const Vector ¢er, const QAngle &angles, |
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CBaseEntity *pOwner, int magnitude, int radius, int nSpawnFlags, float flExplosionForce, CBaseEntity *pInflictor, int iCustomDamageType, |
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const EHANDLE *ignoredEntity , Class_T ignoredClass ) |
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{ |
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char buf[128]; |
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CEnvExplosion *pExplosion = (CEnvExplosion*)CBaseEntity::Create( "env_explosion", center, angles, pOwner ); |
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Q_snprintf( buf,sizeof(buf), "%3d", magnitude ); |
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char *szKeyName = "iMagnitude"; |
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char *szValue = buf; |
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pExplosion->KeyValue( szKeyName, szValue ); |
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pExplosion->AddSpawnFlags( nSpawnFlags ); |
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if ( radius ) |
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{ |
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Q_snprintf( buf,sizeof(buf), "%d", radius ); |
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pExplosion->KeyValue( "iRadiusOverride", buf ); |
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} |
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if ( flExplosionForce != 0.0f ) |
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{ |
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Q_snprintf( buf,sizeof(buf), "%.3f", flExplosionForce ); |
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pExplosion->KeyValue( "DamageForce", buf ); |
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} |
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variant_t emptyVariant; |
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pExplosion->m_nRenderMode = kRenderTransAdd; |
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pExplosion->SetOwnerEntity( pOwner ); |
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pExplosion->Spawn(); |
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pExplosion->m_hInflictor = pInflictor; |
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pExplosion->SetCustomDamageType( iCustomDamageType ); |
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if (ignoredEntity) |
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{ |
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pExplosion->m_hEntityIgnore = *ignoredEntity; |
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} |
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pExplosion->m_iClassIgnore = ignoredClass; |
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pExplosion->AcceptInput( "Explode", NULL, NULL, emptyVariant, 0 ); |
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} |
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void ExplosionCreate( const Vector ¢er, const QAngle &angles, |
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CBaseEntity *pOwner, int magnitude, int radius, bool doDamage, float flExplosionForce, bool bSurfaceOnly, bool bSilent, int iCustomDamageType ) |
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{ |
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// For E3, no sparks |
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int nFlags = SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE; |
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if ( !doDamage ) |
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{ |
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nFlags |= SF_ENVEXPLOSION_NODAMAGE; |
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} |
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if( bSurfaceOnly ) |
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{ |
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nFlags |= SF_ENVEXPLOSION_SURFACEONLY; |
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} |
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if( bSilent ) |
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{ |
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nFlags |= SF_ENVEXPLOSION_NOSOUND; |
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} |
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ExplosionCreate( center, angles, pOwner, magnitude, radius, nFlags, flExplosionForce, NULL, iCustomDamageType ); |
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} |
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// this version lets you specify classes or entities to be ignored |
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void ExplosionCreate( const Vector ¢er, const QAngle &angles, |
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CBaseEntity *pOwner, int magnitude, int radius, bool doDamage, |
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const EHANDLE *ignoredEntity, Class_T ignoredClass, |
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float flExplosionForce , bool bSurfaceOnly , bool bSilent , int iCustomDamageType ) |
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{ |
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// For E3, no sparks |
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int nFlags = SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE; |
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if ( !doDamage ) |
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{ |
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nFlags |= SF_ENVEXPLOSION_NODAMAGE; |
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} |
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if( bSurfaceOnly ) |
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{ |
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nFlags |= SF_ENVEXPLOSION_SURFACEONLY; |
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} |
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if( bSilent ) |
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{ |
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nFlags |= SF_ENVEXPLOSION_NOSOUND; |
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} |
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ExplosionCreate( center, angles, pOwner, magnitude, radius, nFlags, flExplosionForce, NULL, iCustomDamageType, ignoredEntity, ignoredClass ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Draw any debug text overlays |
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// Output : Current text offset from the top |
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//----------------------------------------------------------------------------- |
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int CEnvExplosion::DrawDebugTextOverlays( void ) |
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{ |
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int text_offset = BaseClass::DrawDebugTextOverlays(); |
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if (m_debugOverlays & OVERLAY_TEXT_BIT) |
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{ |
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char tempstr[512]; |
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Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %i", m_iMagnitude); |
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EntityText(text_offset,tempstr,0); |
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text_offset++; |
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} |
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return text_offset; |
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}
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