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383 lines
10 KiB
383 lines
10 KiB
//===== 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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