384 lines
11 KiB
C++
384 lines
11 KiB
C++
|
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
|
|||
|
//
|
|||
|
// Purpose: Flame entity to be attached to target entity. Serves two purposes:
|
|||
|
//
|
|||
|
// 1) An entity that can be placed by a level designer and triggered
|
|||
|
// to ignite a target entity.
|
|||
|
//
|
|||
|
// 2) An entity that can be created at runtime to ignite a target entity.
|
|||
|
//
|
|||
|
//===========================================================================//
|
|||
|
|
|||
|
#include "cbase.h"
|
|||
|
#include "EntityFlame.h"
|
|||
|
#include "ai_basenpc.h"
|
|||
|
#ifdef INFESTED_DLL
|
|||
|
#include "asw_fire.h"
|
|||
|
#else
|
|||
|
#include "fire.h"
|
|||
|
#endif
|
|||
|
#include "shareddefs.h"
|
|||
|
#include "ai_link.h"
|
|||
|
#include "ai_node.h"
|
|||
|
#include "ai_network.h"
|
|||
|
#include "ai_localnavigator.h"
|
|||
|
|
|||
|
|
|||
|
// memdbgon must be the last include file in a .cpp file!!!
|
|||
|
#include "tier0/memdbgon.h"
|
|||
|
|
|||
|
BEGIN_DATADESC( CEntityFlame )
|
|||
|
|
|||
|
DEFINE_FIELD( m_flLifetime, FIELD_TIME ),
|
|||
|
DEFINE_FIELD( m_flSize, FIELD_FLOAT ),
|
|||
|
DEFINE_FIELD( m_hEntAttached, FIELD_EHANDLE ),
|
|||
|
DEFINE_FIELD( m_iDangerSound, FIELD_INTEGER ),
|
|||
|
DEFINE_FIELD( m_bCheapEffect, FIELD_BOOLEAN ),
|
|||
|
// DEFINE_FIELD( m_bPlayingSound, FIELD_BOOLEAN ),
|
|||
|
// DEFINE_FIELD( m_DangerLinks, CUtlVector< CAI_Link* > ),
|
|||
|
|
|||
|
DEFINE_FUNCTION( FlameThink ),
|
|||
|
|
|||
|
END_DATADESC()
|
|||
|
|
|||
|
|
|||
|
IMPLEMENT_SERVERCLASS_ST( CEntityFlame, DT_EntityFlame )
|
|||
|
SendPropEHandle( SENDINFO( m_hEntAttached ) ),
|
|||
|
SendPropBool( SENDINFO( m_bCheapEffect ) ),
|
|||
|
END_SEND_TABLE()
|
|||
|
|
|||
|
#ifndef INFESTED_DLL
|
|||
|
LINK_ENTITY_TO_CLASS( entityflame, CEntityFlame );
|
|||
|
#endif
|
|||
|
PRECACHE_REGISTER(entityflame);
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
CEntityFlame::CEntityFlame( void )
|
|||
|
{
|
|||
|
m_flSize = 0.0f;
|
|||
|
m_flLifetime = gpGlobals->curtime;
|
|||
|
m_bPlayingSound = false;
|
|||
|
m_iDangerSound = SOUNDLIST_EMPTY;
|
|||
|
m_bCheapEffect = false;
|
|||
|
m_hObstacle = OBSTACLE_INVALID;
|
|||
|
}
|
|||
|
|
|||
|
void CEntityFlame::UpdateOnRemove()
|
|||
|
{
|
|||
|
// Sometimes the entity I'm burning gets destroyed by other means,
|
|||
|
// which kills me. Make sure to stop the burning sound.
|
|||
|
if ( m_bPlayingSound )
|
|||
|
{
|
|||
|
EmitSound( "General.StopBurning" );
|
|||
|
m_bPlayingSound = false;
|
|||
|
}
|
|||
|
|
|||
|
if ( m_iDangerSound != SOUNDLIST_EMPTY )
|
|||
|
{
|
|||
|
CSoundEnt::FreeSound( m_iDangerSound );
|
|||
|
m_iDangerSound = SOUNDLIST_EMPTY;
|
|||
|
}
|
|||
|
|
|||
|
int nCount = m_DangerLinks.Count();
|
|||
|
for ( int i = 0; i < nCount; ++i )
|
|||
|
{
|
|||
|
CAI_Link *pLink = m_DangerLinks[i];
|
|||
|
--pLink->m_nDangerCount;
|
|||
|
}
|
|||
|
m_DangerLinks.RemoveAll();
|
|||
|
|
|||
|
if ( m_hObstacle != OBSTACLE_INVALID )
|
|||
|
{
|
|||
|
CAI_LocalNavigator::RemoveGlobalObstacle( m_hObstacle );
|
|||
|
m_hObstacle = OBSTACLE_INVALID;
|
|||
|
}
|
|||
|
|
|||
|
BaseClass::UpdateOnRemove();
|
|||
|
}
|
|||
|
|
|||
|
void CEntityFlame::Precache()
|
|||
|
{
|
|||
|
BaseClass::Precache();
|
|||
|
|
|||
|
PrecacheParticleSystem( "burning_character" );
|
|||
|
PrecacheParticleSystem( "burning_gib_01" );
|
|||
|
|
|||
|
PrecacheScriptSound( "General.StopBurning" );
|
|||
|
PrecacheScriptSound( "General.BurningFlesh" );
|
|||
|
PrecacheScriptSound( "General.BurningObject" );
|
|||
|
}
|
|||
|
|
|||
|
void CEntityFlame::Spawn()
|
|||
|
{
|
|||
|
BaseClass::Spawn();
|
|||
|
m_flLifetime = gpGlobals->curtime;
|
|||
|
|
|||
|
SetThink( &CEntityFlame::FlameThink );
|
|||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|||
|
//Send to the client even though we don't have a model
|
|||
|
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Since we don't save/load danger links, we need to reacquire them here
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CEntityFlame::Activate()
|
|||
|
{
|
|||
|
BaseClass::Activate();
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
void CEntityFlame::UseCheapEffect( bool bCheap )
|
|||
|
{
|
|||
|
m_bCheapEffect = bCheap;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Creates a flame and attaches it to a target entity.
|
|||
|
// Input : pTarget -
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
CEntityFlame *CEntityFlame::Create( CBaseEntity *pTarget, float flLifetime, float flSize /*= 0.0f*/, bool bUseHitboxes /*= true*/ )
|
|||
|
{
|
|||
|
CEntityFlame *pFlame = (CEntityFlame *)CreateEntityByName( "entityflame" );
|
|||
|
|
|||
|
if ( pFlame == NULL )
|
|||
|
return NULL;
|
|||
|
|
|||
|
if ( flSize <= 0.0f )
|
|||
|
{
|
|||
|
float xSize = pTarget->CollisionProp()->OBBMaxs().x - pTarget->CollisionProp()->OBBMins().x;
|
|||
|
float ySize = pTarget->CollisionProp()->OBBMaxs().y - pTarget->CollisionProp()->OBBMins().y;
|
|||
|
flSize = ( xSize + ySize ) * 0.5f;
|
|||
|
if ( flSize < 16.0f )
|
|||
|
{
|
|||
|
flSize = 16.0f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if ( flLifetime <= 0.0f )
|
|||
|
{
|
|||
|
flLifetime = 2.0f;
|
|||
|
}
|
|||
|
|
|||
|
pFlame->m_flSize = flSize;
|
|||
|
pFlame->Spawn();
|
|||
|
UTIL_SetOrigin( pFlame, pTarget->GetAbsOrigin() );
|
|||
|
pFlame->AttachToEntity( pTarget );
|
|||
|
pFlame->SetLifetime( flLifetime );
|
|||
|
pFlame->Activate();
|
|||
|
|
|||
|
return pFlame;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Attaches the flame to an entity and moves with it
|
|||
|
// Input : pTarget - target entity to attach to
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CEntityFlame::AttachToEntity( CBaseEntity *pTarget )
|
|||
|
{
|
|||
|
// For networking to the client.
|
|||
|
m_hEntAttached = pTarget;
|
|||
|
|
|||
|
if( pTarget->IsNPC() )
|
|||
|
{
|
|||
|
EmitSound( "General.BurningFlesh" );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
EmitSound( "General.BurningObject" );
|
|||
|
}
|
|||
|
|
|||
|
m_bPlayingSound = true;
|
|||
|
|
|||
|
// So our heat emitter follows the entity around on the server.
|
|||
|
SetParent( pTarget );
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
// Input : lifetime -
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CEntityFlame::SetLifetime( float lifetime )
|
|||
|
{
|
|||
|
m_flLifetime = gpGlobals->curtime + lifetime;
|
|||
|
}
|
|||
|
|
|||
|
float CEntityFlame::GetRemainingLife( void ) const
|
|||
|
{
|
|||
|
return m_flLifetime - gpGlobals->curtime;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Burn targets around us
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CEntityFlame::FlameThink( void )
|
|||
|
{
|
|||
|
// Assure that this function will be ticked again even if we early-out in the if below.
|
|||
|
SetNextThink( gpGlobals->curtime + FLAME_DAMAGE_INTERVAL );
|
|||
|
|
|||
|
if ( !m_hEntAttached.Get() )
|
|||
|
{
|
|||
|
UTIL_Remove( this );
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if ( m_hEntAttached->GetFlags() & FL_TRANSRAGDOLL )
|
|||
|
{
|
|||
|
SetRenderAlpha( 0 );
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
CAI_BaseNPC *pNPC = m_hEntAttached->MyNPCPointer();
|
|||
|
if ( pNPC && !pNPC->IsAlive() )
|
|||
|
{
|
|||
|
UTIL_Remove( this );
|
|||
|
// Notify the NPC that it's no longer burning!
|
|||
|
pNPC->Extinguish();
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if ( m_hEntAttached->GetWaterLevel() > 0 )
|
|||
|
{
|
|||
|
Vector mins, maxs;
|
|||
|
|
|||
|
mins = m_hEntAttached->WorldSpaceCenter();
|
|||
|
maxs = mins;
|
|||
|
|
|||
|
maxs.z = m_hEntAttached->WorldSpaceCenter().z;
|
|||
|
maxs.x += 32;
|
|||
|
maxs.y += 32;
|
|||
|
|
|||
|
mins.z -= 32;
|
|||
|
mins.x -= 32;
|
|||
|
mins.y -= 32;
|
|||
|
|
|||
|
UTIL_Bubbles( mins, maxs, 12 );
|
|||
|
}
|
|||
|
|
|||
|
// See if we're done burning, or our attached ent has vanished
|
|||
|
if ( m_flLifetime < gpGlobals->curtime || m_hEntAttached == NULL )
|
|||
|
{
|
|||
|
EmitSound( "General.StopBurning" );
|
|||
|
m_bPlayingSound = false;
|
|||
|
SetThink( &CEntityFlame::SUB_Remove );
|
|||
|
SetNextThink( gpGlobals->curtime + 0.5f );
|
|||
|
|
|||
|
// Notify anything we're attached to
|
|||
|
if ( m_hEntAttached )
|
|||
|
{
|
|||
|
CBaseCombatCharacter *pAttachedCC = m_hEntAttached->MyCombatCharacterPointer();
|
|||
|
|
|||
|
if( pAttachedCC )
|
|||
|
{
|
|||
|
// Notify the NPC that it's no longer burning!
|
|||
|
pAttachedCC->Extinguish();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if ( m_hEntAttached )
|
|||
|
{
|
|||
|
// Do radius damage ignoring the entity I'm attached to. This will harm things around me.
|
|||
|
RadiusDamage( CTakeDamageInfo( this, this, 4.0f, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, m_hEntAttached );
|
|||
|
|
|||
|
// Directly harm the entity I'm attached to. This is so we can precisely control how much damage the entity
|
|||
|
// that is on fire takes without worrying about the flame's position relative to the bodytarget (which is the
|
|||
|
// distance that the radius damage code uses to determine how much damage to inflict)
|
|||
|
m_hEntAttached->TakeDamage( CTakeDamageInfo( this, this, FLAME_DIRECT_DAMAGE, DMG_BURN | DMG_DIRECT ) );
|
|||
|
|
|||
|
if( !m_hEntAttached->IsNPC() && hl2_episodic.GetBool() )
|
|||
|
{
|
|||
|
const float ENTITYFLAME_MOVE_AWAY_DIST = 24.0f;
|
|||
|
// Make a sound near my origin, and up a little higher (in case I'm on the ground, so NPC's still hear it)
|
|||
|
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin(), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
|
|||
|
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 48.0f ), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATING );
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
RadiusDamage( CTakeDamageInfo( this, this, FLAME_RADIUS_DAMAGE, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, NULL );
|
|||
|
}
|
|||
|
|
|||
|
FireSystem_AddHeatInRadius( GetAbsOrigin(), m_flSize/2, 2.0f );
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Igniter
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class CEnvEntityIgniter : public CBaseEntity
|
|||
|
{
|
|||
|
public:
|
|||
|
DECLARE_CLASS( CEnvEntityIgniter, CBaseEntity );
|
|||
|
DECLARE_DATADESC();
|
|||
|
|
|||
|
virtual void Precache();
|
|||
|
|
|||
|
protected:
|
|||
|
void InputIgnite( inputdata_t &inputdata );
|
|||
|
float m_flLifetime;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
BEGIN_DATADESC( CEnvEntityIgniter )
|
|||
|
|
|||
|
DEFINE_KEYFIELD( m_flLifetime, FIELD_FLOAT, "lifetime" ),
|
|||
|
DEFINE_INPUTFUNC( FIELD_VOID, "Ignite", InputIgnite ),
|
|||
|
|
|||
|
END_DATADESC()
|
|||
|
|
|||
|
|
|||
|
LINK_ENTITY_TO_CLASS( env_entity_igniter, CEnvEntityIgniter );
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Ignites entities
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CEnvEntityIgniter::Precache()
|
|||
|
{
|
|||
|
BaseClass::Precache();
|
|||
|
UTIL_PrecacheOther( "entityflame" );
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Ignites entities
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
void CEnvEntityIgniter::InputIgnite( inputdata_t &inputdata )
|
|||
|
{
|
|||
|
if ( m_target == NULL_STRING )
|
|||
|
return;
|
|||
|
|
|||
|
CBaseEntity *pTarget = NULL;
|
|||
|
while ( (pTarget = gEntList.FindEntityGeneric(pTarget, STRING(m_target), this, inputdata.pActivator)) != NULL )
|
|||
|
{
|
|||
|
// Combat characters know how to catch themselves on fire.
|
|||
|
CBaseCombatCharacter *pBCC = pTarget->MyCombatCharacterPointer();
|
|||
|
if (pBCC)
|
|||
|
{
|
|||
|
// DVS TODO: consider promoting Ignite to CBaseEntity and doing everything here
|
|||
|
pBCC->Ignite( m_flLifetime );
|
|||
|
continue;
|
|||
|
}
|
|||
|
|
|||
|
// Everything else, we handle here.
|
|||
|
CEntityFlame::Create( pTarget, m_flLifetime );
|
|||
|
}
|
|||
|
}
|
|||
|
|