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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef FIRE_DAMAGE_MGR_H
+#define FIRE_DAMAGE_MGR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "igamesystem.h"
+#include "utllinkedlist.h"
+#include "ehandle.h"
+
+
+class CEntityBurnEffect;
+
+
+// ------------------------------------------------------------------------------------------ //
+// CFireDamageMgr.
+//
+// This class manages fire damage being applied to entities. It uses velocity, acceleration,
+// and decay to model fire damage building up, and it puts a cap on the maximum amount of damage
+// an entity can take from fire during a given frame.
+// ------------------------------------------------------------------------------------------ //
+
+class CFireDamageMgr : public CAutoGameSystem
+{
+// Overrides.
+public:
+
+ virtual bool Init();
+ virtual void FrameUpdatePostEntityThink();
+
+
+public:
+ // Apply fire damage to an entity. flDamageAccel is in units per second, so in the absence of
+ // decay, it equals velocity increase per second.
+ //
+ // NOTE: the damage acceleration should always be greater than the decay per second, or no damage
+ // will be applied since it will decay faster than
+ void AddDamage( CBaseEntity *pTarget, CBaseEntity *pAttacker, float flDamageAccel, bool bMakeBurnEffect );
+
+
+private:
+ class CDamageAttacker
+ {
+ public:
+ void Init( CBaseEntity *pAttacker, float flVelocity )
+ {
+ m_hAttacker = pAttacker;
+ m_flVelocity = flVelocity;
+ m_flDamageSum = 0;
+ }
+
+ EHANDLE m_hAttacker;
+ float m_flVelocity; // Current damage velocity.
+
+ float m_flDamageSum; // Damage is summed up and applied a couple times per second instead of
+ // each frame since fractional damage is rounded to 1.
+ };
+
+ class CDamageEnt
+ {
+ public:
+ enum
+ {
+ MAX_ATTACKERS = 4
+ };
+
+ bool m_bWasAlive;
+
+ EHANDLE m_hEnt;
+ CHandle<CEntityBurnEffect> m_pBurnEffect;
+
+ // Each attacker gets credit for a portion of
+ CDamageAttacker m_Attackers[MAX_ATTACKERS];
+ int m_nAttackers;
+ };
+
+
+private:
+
+ void ApplyCollectedDamage( CFireDamageMgr::CDamageEnt *pEnt, int iAttacker );
+ void RemoveDamageEnt( int iEnt );
+
+
+private:
+
+ CUtlLinkedList<CDamageEnt,int> m_DamageEnts;
+
+ float m_flMaxDamagePerSecond;
+ float m_flDecayConstant;
+
+ // This counts down to zero so we only apply fire damage every so often.
+ float m_flApplyDamageCountdown;
+};
+
+
+// Returns true if the entity is burnable by the specified team.
+bool IsBurnableEnt( CBaseEntity *pEntity, int iTeam );
+
+
+// This is used by the flamethrower and the burning gasoline blobs to find entities to burn.
+int FindBurnableEntsInSphere(
+ CBaseEntity **ents,
+ float *dists,
+ int nMaxEnts,
+ const Vector &vecCenter,
+ float flSearchRadius,
+ CBaseEntity *pOwner );
+
+
+CFireDamageMgr* GetFireDamageMgr();
+
+
+#endif // FIRE_DAMAGE_MGR_H