sqwarmed/sdk_src/game/server/swarm/asw_flare_projectile.cpp

447 lines
12 KiB
C++

#include "cbase.h"
#include "asw_flare_projectile.h"
#include "Sprite.h"
#include "SpriteTrail.h"
#include "soundent.h"
#include "te_effect_dispatch.h"
#include "IEffects.h"
#include "weapon_flaregun.h"
#include "decals.h"
#include "asw_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sk_plr_dmg_asw_flares;
extern ConVar sk_npc_dmg_asw_flares;
#define FLARE_MODEL "models/swarm/Flare/flareweapon.mdl"
//"models/weapons/flare.mdl"
#define ASW_FLARE_LIFETIME 30.0f
LINK_ENTITY_TO_CLASS( asw_flare_projectile, CASW_Flare_Projectile );
BEGIN_DATADESC( CASW_Flare_Projectile )
DEFINE_FUNCTION( FlareTouch ),
DEFINE_FUNCTION( FlareBurnTouch ),
DEFINE_FUNCTION( FlareThink ),
// Fields
DEFINE_FIELD( m_pMainGlow, FIELD_EHANDLE ),
DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ),
DEFINE_FIELD( m_inSolid, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flDamage, FIELD_FLOAT ),
DEFINE_FIELD( m_nBounces, FIELD_INTEGER ),
DEFINE_FIELD( m_flTimeBurnOut, FIELD_TIME ),
DEFINE_FIELD( m_flScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_bFading, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bSmoke, FIELD_BOOLEAN ),
// m_pNextFlare - not saved, link list will be recreated as CASW_Flare_Projectile instances are created
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CASW_Flare_Projectile, DT_ASW_Flare_Projectile )
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 ),
END_SEND_TABLE()
// flares maintain a linked list of themselves, for quick checking for autoaim
CASW_Flare_Projectile* g_pHeadFlare = NULL;
CASW_Flare_Projectile::CASW_Flare_Projectile()
{
m_flScale = 2.0f;
m_nBounces = 0;
m_bFading = false;
m_bLight = true;
m_bSmoke = true;
m_flNextDamage = gpGlobals->curtime;
m_lifeState = LIFE_ALIVE;
m_iHealth = 100;
if (g_pHeadFlare)
{
m_pNextFlare = g_pHeadFlare;
g_pHeadFlare = this;
}
else
{
g_pHeadFlare = this;
m_pNextFlare = NULL;
}
}
CASW_Flare_Projectile::~CASW_Flare_Projectile( void )
{
// remove ourselves from the linked list of flares
if (g_pHeadFlare == this)
{
g_pHeadFlare = m_pNextFlare;
}
else
{
CASW_Flare_Projectile* pFlare = g_pHeadFlare;
int k=0;
while (pFlare != this && pFlare != NULL && k < 256) // some paranoid checks (should always break out of the while anyway)
{
k++;
if (pFlare->m_pNextFlare == this)
{
pFlare->m_pNextFlare = m_pNextFlare; // pulled ourselves out of the list
break;
}
pFlare = pFlare->m_pNextFlare;
}
}
}
Class_T CASW_Flare_Projectile::Classify( void )
{
return CLASS_FLARE;
}
int CASW_Flare_Projectile::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;
}
void CASW_Flare_Projectile::Spawn( void )
{
Precache( );
SetModel( FLARE_MODEL );
UTIL_SetSize( this, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ) );
SetSolid( SOLID_BBOX );
//AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
m_flDamage = 0;
m_takedamage = DAMAGE_NO;
SetFriction( 0.6f );
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 );
SetCollisionGroup( ASW_COLLISION_GROUP_IGNORE_NPCS );
//CreateVPhysics();
// Tumble in air
QAngle vecAngVelocity( 0, random->RandomFloat ( -100, -500 ), 0 );
SetLocalAngularVelocity( vecAngVelocity );
SetTouch( &CASW_Flare_Projectile::FlareTouch );
//AddSolidFlags( FSOLID_NOT_STANDABLE );
SetThink( &CASW_Flare_Projectile::FlareThink );
if ( ASW_FLARE_LIFETIME > 0 )
{
m_flTimeBurnOut = gpGlobals->curtime + ASW_FLARE_LIFETIME;
}
else
{
m_flTimeBurnOut = -1.0f;
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
unsigned int CASW_Flare_Projectile::PhysicsSolidMaskForEntity( void ) const
{
return MASK_NPCSOLID;
}
void CASW_Flare_Projectile::FlareThink( void )
{
float deltaTime = ( m_flTimeBurnOut - gpGlobals->curtime );
if ( m_flTimeBurnOut != -1.0f )
{
//Fading away
if ( ( deltaTime <= FLARE_DECAY_TIME ) && ( m_bFading == false ) )
{
m_bFading = true;
}
//Burned out
if ( m_flTimeBurnOut < gpGlobals->curtime )
{
UTIL_Remove( this );
return;
}
}
//Act differently underwater
if ( GetWaterLevel() > 1 )
{
UTIL_Bubbles( GetEffectOrigin() + Vector( -2, -2, -2 ), GetEffectOrigin() + Vector( 2, 2, 2 ), 1 );
m_bSmoke = false;
}
else
{
//Shoot sparks
if ( random->RandomInt( 0, 6 ) == 1 )
{
g_pEffects->Sparks( GetEffectOrigin() );
}
}
//Next update
SetNextThink( gpGlobals->curtime + 0.1f );
}
const Vector& CASW_Flare_Projectile::GetEffectOrigin()
{
static Vector s_vecEffectPos;
Vector forward, right, up;
AngleVectors(GetAbsAngles(), &forward, &right, &up);
s_vecEffectPos = GetAbsOrigin() + up * 5;
return s_vecEffectPos;
}
void CASW_Flare_Projectile::Precache( void )
{
PrecacheModel( FLARE_MODEL );
PrecacheScriptSound( "ASW_Flare.IgniteFlare" );
PrecacheScriptSound( "ASW_Flare.FlareLoop" );
PrecacheScriptSound( "ASW_Flare.Touch" );
//PrecacheScriptSound( "Weapon_FlareGun.Burn" );
PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
PrecacheModel( "swarm/sprites/greylaser1.vmt" );
BaseClass::Precache();
}
CASW_Flare_Projectile* CASW_Flare_Projectile::Flare_Projectile_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner )
{
CASW_Flare_Projectile *pFlare = (CASW_Flare_Projectile *)CreateEntityByName( "asw_flare_projectile" );
pFlare->SetAbsAngles( angles );
pFlare->Spawn();
pFlare->SetOwnerEntity( pOwner );
//Msg("making pFlare with velocity %f,%f,%f\n", velocity.x, velocity.y, velocity.z);
UTIL_SetOrigin( pFlare, position );
pFlare->SetAbsVelocity( velocity );
return pFlare;
}
void CASW_Flare_Projectile::FlareTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() )
return;
if ( ( m_nBounces < 10 ) && ( GetWaterLevel() < 1 ) )
{
// Throw some real chunks here
g_pEffects->Sparks( GetEffectOrigin() );
}
//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 < 5 )
{
//Clamp minimum damage
iDamage = 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);
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 )
{
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 > 0.3f ) && ( surfDot < -0.9f ) )
{
RemoveSolidFlags( FSOLID_NOT_SOLID );
AddSolidFlags( FSOLID_TRIGGER );
LayFlat();
UTIL_SetOrigin( this, tr.endpos + ( tr.plane.normal * 2.0f ) );
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
SetTouch( &CASW_Flare_Projectile::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, "ASW_Flare.Touch" );
EmitSound( filter2, entindex(), "ASW_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( NULL );
// Slow down
Vector vecNewVelocity = GetAbsVelocity();
vecNewVelocity.x *= 0.8f;
vecNewVelocity.y *= 0.8f;
SetAbsVelocity( vecNewVelocity );
//Stopped?
if ( GetAbsVelocity().Length() < 64.0f )
{
LayFlat();
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
RemoveSolidFlags( FSOLID_NOT_SOLID );
AddSolidFlags( FSOLID_TRIGGER );
SetTouch( &CASW_Flare_Projectile::FlareBurnTouch );
}
}
}
void CASW_Flare_Projectile::LayFlat()
{
return;
QAngle angFacing = GetAbsAngles();
if (angFacing[PITCH] > 0 && angFacing[PITCH] < 180.0f)
angFacing[PITCH] = 90;
else
angFacing[PITCH] = 270;
SetAbsAngles(angFacing);
//Msg("Laying flat to %f, %f, %f\n", angFacing[PITCH], angFacing[YAW], angFacing[ROLL]);
}
void CASW_Flare_Projectile::FlareBurnTouch( CBaseEntity *pOther )
{
// asw no burning flares for now
//if ( pOther && pOther->m_takedamage && ( m_flNextDamage < gpGlobals->curtime ) )
//{
//pOther->TakeDamage( CTakeDamageInfo( this, m_pFirer, 1, (DMG_BULLET|DMG_BURN) ) );
//m_flNextDamage = gpGlobals->curtime + 1.0f;
//}
}
extern ConVar asw_flare_autoaim_radius;
void CASW_Flare_Projectile::DrawDebugGeometryOverlays()
{
// draw arrows showing the extent of our autoaim
for (int i=0;i<360;i+=45)
{
float flBaseSize = 10;
float flHeight = asw_flare_autoaim_radius.GetFloat();
Vector vBasePos = GetAbsOrigin() + Vector( 0, 0, 5 );
QAngle angles( 0, 0, 0 );
Vector vForward, vRight, vUp;
angles[YAW] = i;
AngleVectors( angles, &vForward, &vRight, &vUp );
NDebugOverlay::Triangle( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 255, 0, 255, false, 10 );
}
BaseClass::DrawDebugGeometryOverlays();
}