//========= Copyright 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" #include "fire.h" #include "shareddefs.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_DATADESC( CEntityFlame ) DEFINE_KEYFIELD( m_flLifetime, FIELD_FLOAT, "lifetime" ), DEFINE_FIELD( m_flSize, FIELD_FLOAT ), DEFINE_FIELD( m_hEntAttached, FIELD_EHANDLE ), DEFINE_FIELD( m_bUseHitboxes, FIELD_BOOLEAN ), DEFINE_FIELD( m_iNumHitboxFires, FIELD_INTEGER ), DEFINE_FIELD( m_flHitboxFireScale, FIELD_FLOAT ), // DEFINE_FIELD( m_bPlayingSound, FIELD_BOOLEAN ), DEFINE_FUNCTION( FlameThink ), DEFINE_INPUTFUNC( FIELD_VOID, "Ignite", InputIgnite ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CEntityFlame, DT_EntityFlame ) SendPropEHandle( SENDINFO( m_hEntAttached ) ), END_SEND_TABLE() LINK_ENTITY_TO_CLASS( entityflame, CEntityFlame ); LINK_ENTITY_TO_CLASS( env_entity_igniter, CEntityFlame ); PRECACHE_REGISTER(entityflame); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEntityFlame::CEntityFlame( void ) { m_flSize = 0.0f; m_iNumHitboxFires = 10; m_flHitboxFireScale = 1.0f; m_flLifetime = 0.0f; m_bPlayingSound = false; } 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; } BaseClass::UpdateOnRemove(); } void CEntityFlame::Precache() { BaseClass::Precache(); PrecacheScriptSound( "General.StopBurning" ); PrecacheScriptSound( "General.BurningFlesh" ); PrecacheScriptSound( "General.BurningObject" ); } //----------------------------------------------------------------------------- // Purpose: // Input : inputdata - //----------------------------------------------------------------------------- void CEntityFlame::InputIgnite( inputdata_t &inputdata ) { if (m_target != NULL_STRING) { 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); } // Everything else, we handle here. else { CEntityFlame *pFlame = CEntityFlame::Create(pTarget); if (pFlame) { pFlame->SetLifetime(m_flLifetime); } } } } } //----------------------------------------------------------------------------- // Purpose: Creates a flame and attaches it to a target entity. // Input : pTarget - //----------------------------------------------------------------------------- CEntityFlame *CEntityFlame::Create( CBaseEntity *pTarget, bool useHitboxes ) { CEntityFlame *pFlame = (CEntityFlame *) CreateEntityByName( "entityflame" ); if ( pFlame == NULL ) return NULL; float xSize = pTarget->CollisionProp()->OBBMaxs().x - pTarget->CollisionProp()->OBBMins().x; float ySize = pTarget->CollisionProp()->OBBMaxs().y - pTarget->CollisionProp()->OBBMins().y; float size = ( xSize + ySize ) * 0.5f; if ( size < 16.0f ) { size = 16.0f; } UTIL_SetOrigin( pFlame, pTarget->GetAbsOrigin() ); pFlame->m_flSize = size; pFlame->SetThink( &CEntityFlame::FlameThink ); pFlame->SetNextThink( gpGlobals->curtime + 0.1f ); pFlame->AttachToEntity( pTarget ); pFlame->SetLifetime( 2.0f ); //Send to the client even though we don't have a model pFlame->AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); pFlame->SetUseHitboxes( useHitboxes ); 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; } //----------------------------------------------------------------------------- // Purpose: // Input : use - //----------------------------------------------------------------------------- void CEntityFlame::SetUseHitboxes( bool use ) { m_bUseHitboxes = use; } //----------------------------------------------------------------------------- // Purpose: // Input : iNumHitBoxFires - //----------------------------------------------------------------------------- void CEntityFlame::SetNumHitboxFires( int iNumHitboxFires ) { m_iNumHitboxFires = iNumHitboxFires; } //----------------------------------------------------------------------------- // Purpose: // Input : flHitboxFireScale - //----------------------------------------------------------------------------- void CEntityFlame::SetHitboxFireScale( float flHitboxFireScale ) { m_flHitboxFireScale = flHitboxFireScale; } float CEntityFlame::GetRemainingLife( void ) { return m_flLifetime - gpGlobals->curtime; } int CEntityFlame::GetNumHitboxFires( void ) { return m_iNumHitboxFires; } float CEntityFlame::GetHitboxFireScale( void ) { return m_flHitboxFireScale; } //----------------------------------------------------------------------------- // 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 ) { if ( m_hEntAttached->GetFlags() & FL_TRANSRAGDOLL ) { SetRenderColorA( 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 ); } } else { UTIL_Remove( this ); return; } // 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 ); } //----------------------------------------------------------------------------- // Purpose: // Input : pEnt - //----------------------------------------------------------------------------- void CreateEntityFlame(CBaseEntity *pEnt) { CEntityFlame::Create( pEnt ); }