Files
HL2Overcharged/game/server/overcharged/env_flare.cpp
2025-05-21 21:20:08 +03:00

647 lines
16 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: env_flare from hl2 (original)
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "basehlcombatweapon.h"
#include "decals.h"
#include "in_buttons.h"
#include "soundenvelope.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
#include "overcharged/env_flare.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define FLARE_LAUNCH_SPEED 1500
LINK_ENTITY_TO_CLASS(env_flare, CFlare);
BEGIN_DATADESC(CFlare)
DEFINE_FIELD(m_pOwner, FIELD_CLASSPTR),
DEFINE_FIELD(m_nBounces, FIELD_INTEGER),
DEFINE_FIELD(m_flTimeBurnOut, FIELD_TIME),
DEFINE_KEYFIELD(m_flScale, FIELD_FLOAT, "scale"),
DEFINE_KEYFIELD(m_flDuration, FIELD_FLOAT, "duration"),
DEFINE_FIELD(m_flNextDamage, FIELD_TIME),
DEFINE_SOUNDPATCH(m_pBurnSound),
DEFINE_FIELD(m_bFading, FIELD_BOOLEAN),
DEFINE_FIELD(m_bLight, FIELD_BOOLEAN),
DEFINE_FIELD(m_bSmoke, FIELD_BOOLEAN),
DEFINE_FIELD(m_bPropFlare, FIELD_BOOLEAN),
DEFINE_FIELD(m_bInActiveList, FIELD_BOOLEAN),
DEFINE_FIELD(m_pNextFlare, FIELD_CLASSPTR),
//Input functions
DEFINE_INPUTFUNC(FIELD_FLOAT, "Start", InputStart),
DEFINE_INPUTFUNC(FIELD_FLOAT, "Die", InputDie),
DEFINE_INPUTFUNC(FIELD_FLOAT, "Launch", InputLaunch),
// Function Pointers
DEFINE_FUNCTION(FlareTouch),
DEFINE_FUNCTION(FlareBurnTouch),
DEFINE_FUNCTION(FlareThink),
END_DATADESC()
//Data-tables
IMPLEMENT_SERVERCLASS_ST(CFlare, DT_Flare)
SendPropFloat(SENDINFO(m_flTimeBurnOut), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_flScale), 0, SPROP_NOSCALE),
SendPropInt(SENDINFO(m_bLight), 1, SPROP_UNSIGNED),
SendPropInt(SENDINFO(m_bSmoke), 1, SPROP_UNSIGNED),
SendPropInt(SENDINFO(m_bPropFlare), 1, SPROP_UNSIGNED),
END_SEND_TABLE()
CFlare *CFlare::activeFlares = NULL;
CFlare *CFlare::GetActiveFlares(void)
{
return CFlare::activeFlares;
}
Class_T CFlare::Classify(void)
{
return CLASS_FLARE;
}
CBaseEntity *CreateFlare(Vector vOrigin, QAngle Angles, CBaseEntity *pOwner, float flDuration)
{
CFlare *pFlare = CFlare::Create(vOrigin, Angles, pOwner, flDuration);
if (pFlare)
{
pFlare->m_bPropFlare = true;
}
return pFlare;
}
void KillFlare(CBaseEntity *pOwnerEntity, CBaseEntity *pEntity, float flKillTime)
{
CFlare *pFlare = dynamic_cast< CFlare *>(pEntity);
if (pFlare)
{
float flDieTime = (pFlare->m_flTimeBurnOut - gpGlobals->curtime) - flKillTime;
if (flDieTime > 1.0f)
{
pFlare->Die(flDieTime);
pOwnerEntity->SetNextThink(gpGlobals->curtime + flDieTime + 3.0f);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFlare::CFlare(void)
{
m_flScale = 4.0f;
m_nBounces = 0;
m_bFading = false;
m_bLight = true;
m_bSmoke = true;
m_flNextDamage = gpGlobals->curtime;
m_lifeState = LIFE_ALIVE;
m_iHealth = 100;
m_bPropFlare = false;
m_bInActiveList = false;
m_pNextFlare = NULL;
}
CFlare::~CFlare()
{
CSoundEnvelopeController::GetController().SoundDestroy(m_pBurnSound);
m_pBurnSound = NULL;
RemoveFromActiveFlares();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::Precache(void)
{
PrecacheModel("models/weapons/flare.mdl");
PrecacheScriptSound("Weapon_FlareGun.Burn");
// FIXME: needed to precache the fire model. Shouldn't have to do this.
UTIL_PrecacheOther("_firesmoke");
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &restore -
// Output : int
//-----------------------------------------------------------------------------
int CFlare::Restore(IRestore &restore)
{
int result = BaseClass::Restore(restore);
if (m_spawnflags & SF_FLARE_NO_DLIGHT)
{
m_bLight = false;
}
if (m_spawnflags & SF_FLARE_NO_SMOKE)
{
m_bSmoke = false;
}
return result;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::Spawn(void)
{
Precache();
SetModel("models/weapons/flare.mdl");
UTIL_SetSize(this, Vector(-2, -2, -2), Vector(2, 2, 2));
SetSolid(SOLID_BBOX);
AddSolidFlags(FSOLID_NOT_SOLID);
SetMoveType(MOVETYPE_NONE);
SetFriction(0.6f);
SetGravity(UTIL_ScaleForGravity(400));
m_flTimeBurnOut = gpGlobals->curtime + 30;
AddEffects(EF_NOSHADOW | EF_NORECEIVESHADOW);
if (m_spawnflags & SF_FLARE_NO_DLIGHT)
{
m_bLight = false;
}
if (m_spawnflags & SF_FLARE_NO_SMOKE)
{
m_bSmoke = false;
}
if (m_spawnflags & SF_FLARE_INFINITE)
{
m_flTimeBurnOut = -1.0f;
}
if (m_spawnflags & SF_FLARE_START_OFF)
{
AddEffects(EF_NODRAW);
}
AddFlag(FL_OBJECT);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::Activate(void)
{
BaseClass::Activate();
// Start the burning sound if we're already on
if ((m_spawnflags & SF_FLARE_START_OFF) == false)
{
StartBurnSound();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::StartBurnSound(void)
{
if (m_pBurnSound == NULL)
{
CPASAttenuationFilter filter(this);
m_pBurnSound = CSoundEnvelopeController::GetController().SoundCreate(
filter, entindex(), CHAN_WEAPON, "Weapon_FlareGun.Burn", 3.0f);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecOrigin -
// vecAngles -
// *pOwner -
// Output : CFlare
//-----------------------------------------------------------------------------
CFlare *CFlare::Create(Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime)
{
CFlare *pFlare = (CFlare *)CreateEntityByName("env_flare");
if (pFlare == NULL)
return NULL;
UTIL_SetOrigin(pFlare, vecOrigin);
pFlare->SetLocalAngles(vecAngles);
pFlare->Spawn();
pFlare->SetTouch(&CFlare::FlareTouch);
pFlare->SetThink(&CFlare::FlareThink);
//Start up the flare
pFlare->Start(lifetime);
//Don't start sparking immediately
pFlare->SetNextThink(gpGlobals->curtime + 0.5f);
//Burn out time
pFlare->m_flTimeBurnOut = gpGlobals->curtime + lifetime;
pFlare->RemoveSolidFlags(FSOLID_NOT_SOLID);
pFlare->AddSolidFlags(FSOLID_NOT_STANDABLE);
pFlare->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
pFlare->SetOwnerEntity(pOwner);
pFlare->m_pOwner = pOwner;
return pFlare;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
unsigned int CFlare::PhysicsSolidMaskForEntity(void) const
{
return MASK_NPCSOLID;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::FlareThink(void)
{
float deltaTime = (m_flTimeBurnOut - gpGlobals->curtime);
if (!m_bInActiveList && ((deltaTime > FLARE_BLIND_TIME) || (m_flTimeBurnOut == -1.0f)))
{
AddToActiveFlares();
}
if (m_flTimeBurnOut != -1.0f)
{
//Fading away
if ((deltaTime <= FLARE_DECAY_TIME) && (m_bFading == false))
{
m_bFading = true;
CSoundEnvelopeController::GetController().SoundChangePitch(m_pBurnSound, 60, deltaTime);
CSoundEnvelopeController::GetController().SoundFadeOut(m_pBurnSound, deltaTime);
}
// if flare is no longer bright, remove it from active flare list
if (m_bInActiveList && (deltaTime <= FLARE_BLIND_TIME))
{
RemoveFromActiveFlares();
}
//Burned out
if (m_flTimeBurnOut < gpGlobals->curtime)
{
UTIL_Remove(this);
return;
}
}
//Act differently underwater
if (GetWaterLevel() > 1)
{
UTIL_Bubbles(GetAbsOrigin() + Vector(-2, -2, -2), GetAbsOrigin() + Vector(2, 2, 2), 1);
m_bSmoke = false;
}
else
{
//Shoot sparks
if (random->RandomInt(0, 8) == 1)
{
g_pEffects->Sparks(GetAbsOrigin());
}
}
//Next update
SetNextThink(gpGlobals->curtime + 0.1f);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CFlare::FlareBurnTouch(CBaseEntity *pOther)
{
if (pOther && pOther->m_takedamage && (m_flNextDamage < gpGlobals->curtime) && (!FClassnameIs(pOther, "prop_vehicle_jeep") && !FClassnameIs(pOther, "prop_vehicle_apc") && !FClassnameIs(pOther, "prop_vehicle_airboat")))
{
pOther->TakeDamage(CTakeDamageInfo(this, m_pOwner, 1, (DMG_BULLET | DMG_BURN)));
m_flNextDamage = gpGlobals->curtime + 1.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CFlare::FlareTouch(CBaseEntity *pOther)
{
Assert(pOther);
if (!pOther->IsSolid() || FClassnameIs(pOther, "prop_vehicle_jeep") || FClassnameIs(pOther, "prop_vehicle_apc") || FClassnameIs(pOther, "prop_vehicle_airboat"))
return;
//if (!pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS))
//return;
//if (pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS)) // BriJee TEST
//return;
/*if (pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER)) //test
{
// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
if ((pOther->m_takedamage == DAMAGE_NO) || (pOther->m_takedamage == DAMAGE_EVENTS_ONLY))
return;
}*/
if ((m_nBounces < 10) && (GetWaterLevel() < 1))
{
// Throw some real chunks here
g_pEffects->Sparks(GetAbsOrigin());
}
//If the flare hit a person or NPC, do damage here.
if (pOther && pOther->m_takedamage)
{
//The Flare is the iRifle round right now. No damage, just ignite. (sjb)
/*//Damage is a function of how fast the flare is flying.
int iDamage = GetAbsVelocity().Length() / 50.0f;
//if ( iDamage < 12 ) //5
//{
//Clamp minimum damage
iDamage = 12; //5
//}
//Use m_pOwner, not GetOwnerEntity()
pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, iDamage, (DMG_BULLET|DMG_BURN) ) );
m_flNextDamage = gpGlobals->curtime + 1.0f;*/
CBaseAnimating *pAnim;
pAnim = dynamic_cast<CBaseAnimating*>(pOther);
if (pAnim)
{
pAnim->Ignite(30.0f);
}
Vector vecNewVelocity = GetAbsVelocity();
vecNewVelocity *= 0.1f;
SetAbsVelocity(vecNewVelocity);
SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
SetGravity(1.0f);
Die(0.5);
return;
}
else
{
// hit the world, check the material type here, see if the flare should stick.
trace_t tr;
tr = CBaseEntity::GetTouchTrace();
//Only do this on the first bounce
if (m_nBounces == 0)
{
const surfacedata_t *pdata = physprops->GetSurfaceData(tr.surface.surfaceProps);
if (pdata != NULL)
{
//Only embed into concrete and wood (jdw: too obscure for players?)
//if ( ( pdata->gameMaterial == 'C' ) || ( pdata->gameMaterial == 'W' ) )
{
Vector impactDir = (tr.endpos - tr.startpos);
VectorNormalize(impactDir);
float surfDot = tr.plane.normal.Dot(impactDir);
//Do not stick to ceilings or on shallow impacts
if ((tr.plane.normal.z > -0.5f) && (surfDot < -0.9f))
{
RemoveSolidFlags(FSOLID_NOT_SOLID);
AddSolidFlags(FSOLID_TRIGGER);
UTIL_SetOrigin(this, tr.endpos + (tr.plane.normal * 2.0f));
SetAbsVelocity(vec3_origin);
SetMoveType(MOVETYPE_NONE);
SetTouch(&CFlare::FlareBurnTouch);
int index = decalsystem->GetDecalIndexForName("SmallScorch");
if (index >= 0)
{
CBroadcastRecipientFilter filter;
te->Decal(filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX(tr.m_pEnt), tr.hitbox, index);
}
CPASAttenuationFilter filter2(this, "Flare.Touch");
EmitSound(filter2, entindex(), "Flare.Touch");
return;
}
}
}
}
//Scorch decal
if (GetAbsVelocity().LengthSqr() > (250 * 250))
{
int index = decalsystem->GetDecalIndexForName("FadingScorch");
if (index >= 0)
{
CBroadcastRecipientFilter filter;
te->Decal(filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX(tr.m_pEnt), tr.hitbox, index);
}
}
// Change our flight characteristics
SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
SetGravity(UTIL_ScaleForGravity(640));
m_nBounces++;
//After the first bounce, smacking into whoever fired the flare is fair game
//SetOwnerEntity(this);
// Slow down
Vector vecNewVelocity = GetAbsVelocity();
vecNewVelocity.x *= 0.8f;
vecNewVelocity.y *= 0.8f;
SetAbsVelocity(vecNewVelocity);
//Stopped?
if (GetAbsVelocity().Length() < 64.0f)
{
SetAbsVelocity(vec3_origin);
SetMoveType(MOVETYPE_NONE);
RemoveSolidFlags(FSOLID_NOT_SOLID);
AddSolidFlags(FSOLID_TRIGGER);
SetTouch(&CFlare::FlareBurnTouch);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::Start(float lifeTime)
{
StartBurnSound();
if (m_pBurnSound != NULL)
{
CSoundEnvelopeController::GetController().Play(m_pBurnSound, 0.0f, 60);
CSoundEnvelopeController::GetController().SoundChangeVolume(m_pBurnSound, 0.8f, 2.0f);
CSoundEnvelopeController::GetController().SoundChangePitch(m_pBurnSound, 100, 2.0f);
}
if (lifeTime > 0)
{
m_flTimeBurnOut = gpGlobals->curtime + lifeTime;
}
else
{
m_flTimeBurnOut = -1.0f;
}
RemoveEffects(EF_NODRAW);
SetThink(&CFlare::FlareThink);
SetNextThink(gpGlobals->curtime + 0.1f);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::Die(float fadeTime)
{
m_flTimeBurnOut = gpGlobals->curtime + fadeTime;
SetThink(&CFlare::FlareThink);
SetNextThink(gpGlobals->curtime + 0.1f);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFlare::Launch(const Vector &direction, float speed)
{
// Make sure we're visible
if (m_spawnflags & SF_FLARE_INFINITE)
{
Start(-1);
}
else
{
Start(8.0f);
}
SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
// Punch our velocity towards our facing
SetAbsVelocity(direction * speed);
SetGravity(1.0f);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFlare::InputStart(inputdata_t &inputdata)
{
Start(inputdata.value.Float());
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFlare::InputDie(inputdata_t &inputdata)
{
Die(inputdata.value.Float());
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFlare::InputLaunch(inputdata_t &inputdata)
{
Vector direction;
AngleVectors(GetAbsAngles(), &direction);
float speed = inputdata.value.Float();
if (speed == 0)
{
speed = FLARE_LAUNCH_SPEED;
}
Launch(direction, speed);
}
//-----------------------------------------------------------------------------
// Purpose: Removes flare from active flare list
//-----------------------------------------------------------------------------
void CFlare::RemoveFromActiveFlares(void)
{
CFlare *pFlare;
CFlare *pPrevFlare;
if (!m_bInActiveList)
return;
pPrevFlare = NULL;
for (pFlare = CFlare::activeFlares; pFlare != NULL; pFlare = pFlare->m_pNextFlare)
{
if (pFlare == this)
{
if (pPrevFlare)
{
pPrevFlare->m_pNextFlare = m_pNextFlare;
}
else
{
activeFlares = m_pNextFlare;
}
break;
}
pPrevFlare = pFlare;
}
m_pNextFlare = NULL;
m_bInActiveList = false;
}
//-----------------------------------------------------------------------------
// Purpose: Adds flare to active flare list
//-----------------------------------------------------------------------------
void CFlare::AddToActiveFlares(void)
{
if (!m_bInActiveList)
{
m_pNextFlare = CFlare::activeFlares;
CFlare::activeFlares = this;
m_bInActiveList = true;
}
}