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-rw-r--r--game/server/hl2/weapon_immolator.cpp373
1 files changed, 373 insertions, 0 deletions
diff --git a/game/server/hl2/weapon_immolator.cpp b/game/server/hl2/weapon_immolator.cpp
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+++ b/game/server/hl2/weapon_immolator.cpp
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+//========= 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 ) );
+ }
+ }
+}