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

567 lines
17 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "gamerules.h"
#include "game.h"
#include "in_buttons.h"
#include "entitylist.h"
#include "fire.h"
#include "ar2_explosion.h"
#include "ndebugoverlay.h"
#include "engine/IEngineSound.h"
//#include "soundenvelope.h"
#include "soundent.h"
#include "explode.h"
#include "decals.h"
#include "particle_parse.h"
#include "weapon_extinguisher.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
ConVar oc_weapon_extinguisher_effect( "oc_weapon_extinguisher_effect", "steam_jet_50", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Particle effect to extinguisher." ); //"weapon_muzzle_smoke" "human_cleanser"
ConVar oc_weapon_extinguisher_exp_dmg( "oc_weapon_extinguisher_exp_dmg", "100", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Fire extinguisher explosion damage." );
ConVar oc_weapon_extinguisher_pickup( "oc_weapon_extinguisher_pickup", "1", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Allow pickup or not." );
extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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()
acttable_t CWeaponExtinguisher::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, // BJ: MP animstate
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, // END
{ ACT_IDLE, ACT_IDLE_PISTOL, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true },
{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE/*_PISTOL*/, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
//End readiness activities
// Crouch activities
{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
{ ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
// Readiness translations
{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
};
IMPLEMENT_ACTTABLE( CWeaponExtinguisher );
CWeaponExtinguisher::CWeaponExtinguisher( void )
{
m_pJet = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponExtinguisher::Precache( void )
{
BaseClass::Precache();
PrecacheParticleSystem( oc_weapon_extinguisher_effect.GetString() ); //"electrical_arc_01_parent" );
PrecacheScriptSound( "ExtinguisherCharger.Use" );
PrecacheScriptSound( "Weapon_Extinguisher.Single" ); //fire
PrecacheScriptSound( "Weapon_Extinguisher.Special1" ); // end
PrecacheScriptSound( "Weapon_Extinguisher.Explode" );
//UTIL_PrecacheOther( "env_extinguisherjet" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponExtinguisher::Spawn( void )
{
BaseClass::Spawn();
m_takedamage = DAMAGE_YES;
m_iHealth = 5;//FIXME: Define
m_bFireSoundOn = false;
}
//-----------------------------------------------------------------------------
// 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 )
{
//if ( info.GetDamageType() & DMG_SONIC )
//return;
m_takedamage = DAMAGE_NO;
//TODO: Use a real effect
if ( AR2Explosion *pExplosion = AR2Explosion::CreateAR2Explosion( GetAbsOrigin() ) )
{
pExplosion->SetLifetime( 10 );
}
// BJ: Real explosion damage
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 1024, 3.0 );
RadiusDamage( CTakeDamageInfo( this, this, oc_weapon_extinguisher_exp_dmg.GetFloat(), DMG_SONIC ), GetAbsOrigin(), 150, CLASS_NONE, this );
EmitSound( "Weapon_Extinguisher.Explode"); //=
//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( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Turn the jet effect and noise on
//-----------------------------------------------------------------------------
void CWeaponExtinguisher::StartJet( void )
{
//WeaponSound( SINGLE, 30 );
//return;
/*
//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(); //test
}*/
if ( m_bFireSoundOn == true )
{
//EmitSound( "ExtinguisherCharger.Use" );
WeaponSound( SINGLE );
m_bFireSoundOn = false;
//DevMsg("Fire sound function override \n");
}
}
//-----------------------------------------------------------------------------
// Purpose: Turn the jet effect and noise off
//-----------------------------------------------------------------------------
void CWeaponExtinguisher::StopJet( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
//DispatchParticleEffect( "weapon_muzzle_smoke", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", true); //test
StopParticleEffects(pOwner->GetViewModel());
//WeaponSound( SPECIAL1 );
/*
//Turn the jet off
if ( m_pJet != NULL )
{
//m_pJet->TurnOff(); //test
}*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponExtinguisher::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
//Only shoot if we have ammo
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0) // BJ: Swith to regular Primary
{
if (pOwner->IsPlayer())
{
StopJet();
pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 1);
//pOwner->Weapon_SetLast(pOwner->GetActiveWeapon());
pOwner->SwitchToNextBestWeapon(this);
}
return;
}
if (!m_bInReload && (IsNearWall() || GetOwnerIsRunning()))
{
//m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
//m_flNextSecondaryAttack = gpGlobals->curtime + 0.15;
//if (pOwner->m_afButtonReleased & IN_ATTACK)
//return;
//else if (pOwner->m_nButtons & IN_ATTACK)
//{
if (m_bFireSoundOn == true)
{
StopJet();
WeaponSound(SPECIAL1);
//DevMsg("Run wall override? \n");
m_bFireSoundOn = false;
}
//return;
}
//See if we should try and extinguish fires
else if ( pOwner->m_nButtons & IN_ATTACK )
//if ( pOwner->m_afButtonPressed & IN_ATTACK )
{
//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_ALL, this, COLLISION_GROUP_INTERACTIVE_DEBRIS, &tr);
//Extinguish the fire where we hit
FireSystem_ExtinguishInRadius( tr.endpos, fire_extinguisher_radius.GetInt(), fire_extinguisher_strength.GetFloat() );
if ( tr.m_pEnt ) // BJ: Extinguish Props and Npc too !
{
if ( tr.m_pEnt->GetFlags() & FL_ONFIRE )
{
UTIL_Remove( tr.m_pEnt->GetEffectEntity() );
tr.m_pEnt->RemoveFlag( FL_ONFIRE );
}
}
m_bFireSoundOn = true;
//DevMsg("Fire sound state override \n");
SendWeaponAnim(GetPrimaryAttackActivity()); // BJ: Player Animation
pOwner->SetAnimation( PLAYER_ATTACK1 );
//Drain ammo
if ( m_flNextPrimaryAttack < gpGlobals->curtime )
{
RemoveAmmo(GetPrimaryAmmoType(), 1); //pOwner->RemoveAmmo(1, m_iPrimaryAmmoType); // BJ: Swith to regular Primary
m_flNextPrimaryAttack = gpGlobals->curtime + EXTINGUISHER_AMMO_RATE;
DispatchParticleEffect( oc_weapon_extinguisher_effect.GetString(), PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", true); //test
UTIL_DecalTrace( &tr, "extinguish" ); // BJ: Add white decal
}
//If we're just run out...
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) // BJ: Swith to regular Primary
{
WeaponSound( SPECIAL1 );
StopJet();
return;
}
//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 if ( pOwner->m_afButtonReleased & IN_ATTACK )
{
WeaponSound( SPECIAL1 );
StopJet();
m_bFireSoundOn = false;
//DevMsg("Ext unpress override? \n");
}
/*else
{
StopJet();
DevMsg("Ext override? \n");
}*/
}
void CWeaponExtinguisher::Drop( const Vector &vecVelocity )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
m_takedamage = DAMAGE_YES;
if ( pOwner->m_nButtons & IN_ATTACK )
{
WeaponSound( SPECIAL1 );
StopJet();
}
BaseClass::Drop( vecVelocity );
}
bool CWeaponExtinguisher::Holster( CBaseCombatWeapon *pSwitchingTo )
{
//WeaponSound( SPECIAL1 );
//WeaponSound( EMPTY );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return false;
if ( pOwner->m_nButtons & IN_ATTACK )
return false;
StopJet();
//return true;
return BaseClass::Holster( pSwitchingTo );
}
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( &CExtinguisherCharger::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;
}
}