492 lines
13 KiB
C++
492 lines
13 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements an explosion entity and a support spark shower entity.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "decals.h"
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#include "explode.h"
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#include "ai_basenpc.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "tier1/strtools.h"
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#include "shareddefs.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Spark shower, created by the explosion entity.
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//-----------------------------------------------------------------------------
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class CShower : public CPointEntity
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{
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public:
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DECLARE_CLASS( CShower, CPointEntity );
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void Spawn( void );
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void Think( void );
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void Touch( CBaseEntity *pOther );
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int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
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};
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LINK_ENTITY_TO_CLASS( spark_shower, CShower );
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void CShower::Spawn( void )
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{
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Vector vecForward;
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AngleVectors( GetLocalAngles(), &vecForward );
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Vector vecNewVelocity;
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vecNewVelocity = random->RandomFloat( 200, 300 ) * vecForward;
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vecNewVelocity.x += random->RandomFloat(-100.f,100.f);
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vecNewVelocity.y += random->RandomFloat(-100.f,100.f);
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if ( vecNewVelocity.z >= 0 )
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vecNewVelocity.z += 200;
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else
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vecNewVelocity.z -= 200;
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SetAbsVelocity( vecNewVelocity );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetGravity( UTIL_ScaleForGravity( 400 ) ); // fall a bit more slowly than normal
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetSolid( SOLID_NONE );
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UTIL_SetSize(this, vec3_origin, vec3_origin );
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AddEffects( EF_NODRAW );
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m_flSpeed = random->RandomFloat( 0.5, 1.5 );
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SetLocalAngles( vec3_angle );
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}
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void CShower::Think( void )
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{
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g_pEffects->Sparks( GetAbsOrigin() );
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m_flSpeed -= 0.1;
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if ( m_flSpeed > 0 )
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SetNextThink( gpGlobals->curtime + 0.1f );
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else
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UTIL_Remove( this );
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SetGroundEntity( NULL );
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}
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void CShower::Touch( CBaseEntity *pOther )
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{
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Vector vecNewVelocity = GetAbsVelocity();
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if ( GetFlags() & FL_ONGROUND )
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vecNewVelocity *= 0.1;
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else
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vecNewVelocity *= 0.6;
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if ( (vecNewVelocity.x*vecNewVelocity.x+vecNewVelocity.y*vecNewVelocity.y) < 10.0 )
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m_flSpeed = 0;
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SetAbsVelocity( vecNewVelocity );
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}
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class CEnvExplosion : public CPointEntity
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{
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public:
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DECLARE_CLASS( CEnvExplosion, CPointEntity );
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CEnvExplosion( void )
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{
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// Default to invalid.
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m_sFireballSprite = -1;
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};
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void Precache( void );
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void Spawn( );
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void Smoke ( void );
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void SetCustomDamageType( int iType ) { m_iCustomDamageType = iType; }
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bool KeyValue( const char *szKeyName, const char *szValue );
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int DrawDebugTextOverlays(void);
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// Input handlers
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void InputExplode( inputdata_t &inputdata );
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DECLARE_DATADESC();
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int m_iMagnitude;// how large is the fireball? how much damage?
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int m_iRadiusOverride;// For use when m_iMagnitude results in larger radius than designer desires.
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int m_spriteScale; // what's the exact fireball sprite scale?
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float m_flDamageForce; // How much damage force should we use?
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string_t m_iszFireballSprite;
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short m_sFireballSprite;
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EHANDLE m_hInflictor;
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int m_iCustomDamageType;
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// passed along to the RadiusDamage call
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int m_iClassIgnore;
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EHANDLE m_hEntityIgnore;
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};
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LINK_ENTITY_TO_CLASS( env_explosion, CEnvExplosion );
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BEGIN_DATADESC( CEnvExplosion )
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DEFINE_KEYFIELD( m_iMagnitude, FIELD_INTEGER, "iMagnitude" ),
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DEFINE_KEYFIELD( m_iRadiusOverride, FIELD_INTEGER, "iRadiusOverride" ),
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DEFINE_FIELD( m_spriteScale, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_flDamageForce, FIELD_FLOAT, "DamageForce" ),
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DEFINE_FIELD( m_iszFireballSprite, FIELD_STRING ),
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DEFINE_FIELD( m_sFireballSprite, FIELD_SHORT ),
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DEFINE_FIELD( m_hInflictor, FIELD_EHANDLE ),
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DEFINE_FIELD( m_iCustomDamageType, FIELD_INTEGER ),
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DEFINE_FIELD( m_iClassIgnore, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_hEntityIgnore, FIELD_EHANDLE, "ignoredEntity" ),
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// Function Pointers
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DEFINE_THINKFUNC( Smoke ),
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// Inputs
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DEFINE_INPUTFUNC(FIELD_VOID, "Explode", InputExplode),
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END_DATADESC()
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bool CEnvExplosion::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "fireballsprite"))
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{
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m_iszFireballSprite = AllocPooledString( szValue );
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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void CEnvExplosion::Precache( void )
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{
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if ( m_iszFireballSprite != NULL_STRING )
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{
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m_sFireballSprite = PrecacheModel( STRING( m_iszFireballSprite ) );
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}
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}
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void CEnvExplosion::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_NONE );
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AddEffects( EF_NODRAW );
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SetMoveType( MOVETYPE_NONE );
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/*
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if ( m_iMagnitude > 250 )
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{
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m_iMagnitude = 250;
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}
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*/
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float flSpriteScale;
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flSpriteScale = ( m_iMagnitude - 50) * 0.6;
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// Control the clamping of the fireball sprite
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if( m_spawnflags & SF_ENVEXPLOSION_NOCLAMPMIN )
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{
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// Don't inhibit clamping altogether. Just relax it a bit.
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if ( flSpriteScale < 1 )
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{
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flSpriteScale = 1;
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}
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}
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else
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{
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if ( flSpriteScale < 10 )
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{
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flSpriteScale = 10;
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}
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}
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if( m_spawnflags & SF_ENVEXPLOSION_NOCLAMPMAX )
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{
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// We may need to adjust this to suit designers' needs.
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if ( flSpriteScale > 200 )
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{
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flSpriteScale = 200;
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}
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}
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else
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{
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if ( flSpriteScale > 50 )
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{
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flSpriteScale = 50;
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}
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}
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m_spriteScale = (int)flSpriteScale;
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m_iCustomDamageType = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for making the explosion explode.
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//-----------------------------------------------------------------------------
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void CEnvExplosion::InputExplode( inputdata_t &inputdata )
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{
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trace_t tr;
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SetModelName( NULL_STRING );//invisible
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SetSolid( SOLID_NONE );// intangible
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Vector vecSpot = GetAbsOrigin() + Vector( 0 , 0 , 8 );
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), (MASK_SOLID_BRUSHONLY | MASK_WATER), this, COLLISION_GROUP_NONE, &tr );
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// Pull out of the wall a bit. We used to move the explosion origin itself, but that seems unnecessary, not to mention a
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// little weird when you consider that it might be in hierarchy. Instead we just calculate a new virtual position at
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// which to place the explosion. We don't use that new position to calculate radius damage because according to Steve's
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// comment, that adversely affects the force vector imparted on explosion victims when they ragdoll.
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Vector vecExplodeOrigin = GetAbsOrigin();
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if ( tr.fraction != 1.0 )
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{
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vecExplodeOrigin = tr.endpos + (tr.plane.normal * 24 );
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}
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// draw decal
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if (! ( m_spawnflags & SF_ENVEXPLOSION_NODECAL))
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{
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UTIL_DecalTrace( &tr, "Scorch" );
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}
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// It's stupid that this entity's spawnflags and the flags for the
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// explosion temp ent don't match up. But because they don't, we
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// have to reinterpret some of the spawnflags to determine which
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// flags to pass to the temp ent.
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int nFlags = TE_EXPLFLAG_NONE;
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if( m_spawnflags & SF_ENVEXPLOSION_NOFIREBALL )
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{
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nFlags |= TE_EXPLFLAG_NOFIREBALL;
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}
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if( m_spawnflags & SF_ENVEXPLOSION_NOSOUND )
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{
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nFlags |= TE_EXPLFLAG_NOSOUND;
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}
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if ( m_spawnflags & SF_ENVEXPLOSION_RND_ORIENT )
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{
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nFlags |= TE_EXPLFLAG_ROTATE;
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}
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if ( m_nRenderMode == kRenderTransAlpha )
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{
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nFlags |= TE_EXPLFLAG_DRAWALPHA;
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}
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else if ( m_nRenderMode != kRenderTransAdd )
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{
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nFlags |= TE_EXPLFLAG_NOADDITIVE;
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}
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if( m_spawnflags & SF_ENVEXPLOSION_NOPARTICLES )
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{
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nFlags |= TE_EXPLFLAG_NOPARTICLES;
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}
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if( m_spawnflags & SF_ENVEXPLOSION_NODLIGHTS )
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{
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nFlags |= TE_EXPLFLAG_NODLIGHTS;
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}
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if ( m_spawnflags & SF_ENVEXPLOSION_NOFIREBALLSMOKE )
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{
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nFlags |= TE_EXPLFLAG_NOFIREBALLSMOKE;
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}
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//Get the damage override if specified
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int iRadius = ( m_iRadiusOverride > 0 ) ? m_iRadiusOverride : ( m_iMagnitude * 2.5f );
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CPASFilter filter( vecExplodeOrigin );
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te->Explosion( filter, 0.0,
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&vecExplodeOrigin,
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( m_sFireballSprite < 1 ) ? g_sModelIndexFireball : m_sFireballSprite,
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!( m_spawnflags & SF_ENVEXPLOSION_NOFIREBALL ) ? ( m_spriteScale / 10.0 ) : 0.0,
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15,
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nFlags,
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iRadius,
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m_iMagnitude );
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// do damage
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if ( !( m_spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
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{
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CBaseEntity *pAttacker = GetOwnerEntity() ? GetOwnerEntity() : this;
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// Only calculate damage type if we didn't get a custom one passed in
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int iDamageType = m_iCustomDamageType;
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if ( iDamageType == -1 )
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{
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iDamageType = HasSpawnFlags( SF_ENVEXPLOSION_GENERIC_DAMAGE ) ? DMG_GENERIC : DMG_BLAST;
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}
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CTakeDamageInfo info( m_hInflictor ? m_hInflictor : this, pAttacker, m_iMagnitude, iDamageType );
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if( HasSpawnFlags( SF_ENVEXPLOSION_SURFACEONLY ) )
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{
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info.AddDamageType( DMG_BLAST_SURFACE );
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}
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if ( m_flDamageForce )
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{
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// Not the right direction, but it'll be fixed up by RadiusDamage.
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info.SetDamagePosition( GetAbsOrigin() );
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info.SetDamageForce( Vector( m_flDamageForce, 0, 0 ) );
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}
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RadiusDamage( info, GetAbsOrigin(), iRadius, m_iClassIgnore, m_hEntityIgnore.Get() );
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}
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SetThink( &CEnvExplosion::Smoke );
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SetNextThink( gpGlobals->curtime + 0.3 );
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// Only do these effects if we're not submerged
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if ( UTIL_PointContents( GetAbsOrigin() ) & CONTENTS_WATER )
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{
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// draw sparks
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if ( !( m_spawnflags & SF_ENVEXPLOSION_NOSPARKS ) )
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{
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int sparkCount = random->RandomInt(0,3);
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for ( int i = 0; i < sparkCount; i++ )
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{
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QAngle angles;
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VectorAngles( tr.plane.normal, angles );
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Create( "spark_shower", vecExplodeOrigin, angles, NULL );
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}
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}
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}
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}
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void CEnvExplosion::Smoke( void )
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{
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if ( !(m_spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
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{
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UTIL_Remove( this );
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}
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}
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// HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup
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void ExplosionCreate( const Vector ¢er, const QAngle &angles,
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CBaseEntity *pOwner, int magnitude, int radius, int nSpawnFlags, float flExplosionForce, CBaseEntity *pInflictor, int iCustomDamageType,
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const EHANDLE *ignoredEntity , Class_T ignoredClass )
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{
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char buf[128];
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CEnvExplosion *pExplosion = (CEnvExplosion*)CBaseEntity::Create( "env_explosion", center, angles, pOwner );
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Q_snprintf( buf,sizeof(buf), "%3d", magnitude );
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char *szKeyName = "iMagnitude";
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char *szValue = buf;
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pExplosion->KeyValue( szKeyName, szValue );
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pExplosion->AddSpawnFlags( nSpawnFlags );
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if ( radius )
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{
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Q_snprintf( buf,sizeof(buf), "%d", radius );
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pExplosion->KeyValue( "iRadiusOverride", buf );
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}
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if ( flExplosionForce != 0.0f )
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{
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Q_snprintf( buf,sizeof(buf), "%.3f", flExplosionForce );
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pExplosion->KeyValue( "DamageForce", buf );
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}
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variant_t emptyVariant;
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pExplosion->m_nRenderMode = kRenderTransAdd;
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pExplosion->SetOwnerEntity( pOwner );
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pExplosion->Spawn();
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pExplosion->m_hInflictor = pInflictor;
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pExplosion->SetCustomDamageType( iCustomDamageType );
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if (ignoredEntity)
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{
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pExplosion->m_hEntityIgnore = *ignoredEntity;
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}
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pExplosion->m_iClassIgnore = ignoredClass;
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pExplosion->AcceptInput( "Explode", NULL, NULL, emptyVariant, 0 );
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}
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void ExplosionCreate( const Vector ¢er, const QAngle &angles,
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CBaseEntity *pOwner, int magnitude, int radius, bool doDamage, float flExplosionForce, bool bSurfaceOnly, bool bSilent, int iCustomDamageType )
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{
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// For E3, no sparks
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int nFlags = SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE;
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if ( !doDamage )
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{
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nFlags |= SF_ENVEXPLOSION_NODAMAGE;
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}
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if( bSurfaceOnly )
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{
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nFlags |= SF_ENVEXPLOSION_SURFACEONLY;
|
||
|
}
|
||
|
|
||
|
if( bSilent )
|
||
|
{
|
||
|
nFlags |= SF_ENVEXPLOSION_NOSOUND;
|
||
|
}
|
||
|
|
||
|
ExplosionCreate( center, angles, pOwner, magnitude, radius, nFlags, flExplosionForce, NULL, iCustomDamageType );
|
||
|
}
|
||
|
|
||
|
// this version lets you specify classes or entities to be ignored
|
||
|
void ExplosionCreate( const Vector ¢er, const QAngle &angles,
|
||
|
CBaseEntity *pOwner, int magnitude, int radius, bool doDamage,
|
||
|
const EHANDLE *ignoredEntity, Class_T ignoredClass,
|
||
|
float flExplosionForce , bool bSurfaceOnly , bool bSilent , int iCustomDamageType )
|
||
|
{
|
||
|
// For E3, no sparks
|
||
|
int nFlags = SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE;
|
||
|
if ( !doDamage )
|
||
|
{
|
||
|
nFlags |= SF_ENVEXPLOSION_NODAMAGE;
|
||
|
}
|
||
|
|
||
|
if( bSurfaceOnly )
|
||
|
{
|
||
|
nFlags |= SF_ENVEXPLOSION_SURFACEONLY;
|
||
|
}
|
||
|
|
||
|
if( bSilent )
|
||
|
{
|
||
|
nFlags |= SF_ENVEXPLOSION_NOSOUND;
|
||
|
}
|
||
|
|
||
|
ExplosionCreate( center, angles, pOwner, magnitude, radius, nFlags, flExplosionForce, NULL, iCustomDamageType, ignoredEntity, ignoredClass );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Draw any debug text overlays
|
||
|
// Output : Current text offset from the top
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CEnvExplosion::DrawDebugTextOverlays( void )
|
||
|
{
|
||
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
||
|
|
||
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
||
|
{
|
||
|
char tempstr[512];
|
||
|
|
||
|
Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %i", m_iMagnitude);
|
||
|
EntityText(text_offset,tempstr,0);
|
||
|
text_offset++;
|
||
|
}
|
||
|
return text_offset;
|
||
|
}
|