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//===== Copyright � 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();
#ifndef DOTA_DLL
PrecacheParticleSystem( "burning_character" ); PrecacheParticleSystem( "burning_gib_01" );
PrecacheScriptSound( "General.StopBurning" ); PrecacheScriptSound( "General.BurningFlesh" ); PrecacheScriptSound( "General.BurningObject" ); #endif
}
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 );
#ifdef HL2_EP3
m_iDangerSound = CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_FROM_FIRE | SOUND_CONTEXT_FOLLOW_OWNER, GetAbsOrigin(), m_flSize * 2.0f, FLT_MAX, this ); #endif
}
//-----------------------------------------------------------------------------
// Since we don't save/load danger links, we need to reacquire them here
//-----------------------------------------------------------------------------
void CEntityFlame::Activate() { BaseClass::Activate();
#ifdef HL2_EP3
#if 0
// Mark nearby links as dangerous
const Vector &vecOrigin = GetAbsOrigin(); float flMaxDistSqr = m_flSize * m_flSize; m_hObstacle = CAI_LocalNavigator::AddGlobalObstacle( vecOrigin, m_flSize, AIMST_AVOID_DANGER ); for ( int i = 0; i < g_pBigAINet->NumNodes(); i++ ) { CAI_Node *pSrcNode = g_pBigAINet->GetNode( i ); int nSrcNodeId = pSrcNode->GetId(); for ( int j = 0; j < pSrcNode->NumLinks(); j++ ) { CAI_Link *pLink = pSrcNode->GetLinkByIndex( j ); int nDstNodeId = pLink->DestNodeID( nSrcNodeId );
// Eliminates double-checking of links
if ( nDstNodeId < nSrcNodeId ) continue;
CAI_Node *pDstNode = g_pBigAINet->GetNode( nDstNodeId ); float flDistSqr = CalcDistanceSqrToLineSegment( vecOrigin, pSrcNode->GetOrigin(), pDstNode->GetOrigin() ); if ( flDistSqr > flMaxDistSqr ) continue;
++pLink->m_nDangerCount; m_DangerLinks.AddToTail( pLink ); } } #endif
#endif // HL2_EP3
}
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() > WL_NotInWater ) { 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 ); } }
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