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//========= 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 ); }
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