diff options
Diffstat (limited to 'game/server/hl2/weapon_extinguisher.cpp')
| -rw-r--r-- | game/server/hl2/weapon_extinguisher.cpp | 380 |
1 files changed, 380 insertions, 0 deletions
diff --git a/game/server/hl2/weapon_extinguisher.cpp b/game/server/hl2/weapon_extinguisher.cpp new file mode 100644 index 0000000..ad08503 --- /dev/null +++ b/game/server/hl2/weapon_extinguisher.cpp @@ -0,0 +1,380 @@ +//========= 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; + } +} |