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