//===== 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 ); } }