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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "entityoutput.h"
#include "TemplateEntities.h"
#include "point_template.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_ENTMAKER_AUTOSPAWN 0x0001
#define SF_ENTMAKER_WAITFORDESTRUCTION 0x0002
#define SF_ENTMAKER_IGNOREFACING 0x0004
#define SF_ENTMAKER_CHECK_FOR_SPACE 0x0008
#define SF_ENTMAKER_CHECK_PLAYER_LOOKING 0x0010
//extern ScriptClassDesc_t * GetScriptDesc( CBaseEntity * );
//-----------------------------------------------------------------------------
// Purpose: An entity that mapmakers can use to ensure there's a required entity never runs out.
// i.e. physics cannisters that need to be used.
//-----------------------------------------------------------------------------
class CEnvEntityMaker : public CPointEntity { DECLARE_CLASS( CEnvEntityMaker, CPointEntity ); public: DECLARE_DATADESC(); DECLARE_ENT_SCRIPTDESC();
virtual void Spawn( void ); virtual void Activate( void );
void SpawnEntity( Vector vecAlternateOrigin = vec3_invalid, QAngle vecAlternateAngles = vec3_angle ); void CheckSpawnThink( void ); void InputForceSpawn( inputdata_t &inputdata ); void InputForceSpawnAtEntityOrigin( inputdata_t &inputdata );
void SpawnEntityFromScript(); void SpawnEntityAtEntityOriginFromScript( HSCRIPT hEntity ); void SpawnEntityAtNamedEntityOriginFromScript( const char *pszName ); void SpawnEntityAtLocationFromScript( const Vector &vecAlternateOrigin, const Vector &vecAlternateAngles );
private:
CPointTemplate *FindTemplate();
bool HasRoomToSpawn(); bool IsPlayerLooking();
Vector m_vecEntityMins; Vector m_vecEntityMaxs; EHANDLE m_hCurrentInstance; EHANDLE m_hCurrentBlocker; // Last entity that blocked us spawning something
Vector m_vecBlockerOrigin;
// Movement after spawn
QAngle m_angPostSpawnDirection; float m_flPostSpawnDirectionVariance; float m_flPostSpawnSpeed; bool m_bPostSpawnUseAngles;
string_t m_iszTemplate;
COutputEvent m_pOutputOnSpawned; COutputEvent m_pOutputOnFailedSpawn; };
BEGIN_DATADESC( CEnvEntityMaker ) // DEFINE_FIELD( m_vecEntityMins, FIELD_VECTOR ),
// DEFINE_FIELD( m_vecEntityMaxs, FIELD_VECTOR ),
DEFINE_FIELD( m_hCurrentInstance, FIELD_EHANDLE ), DEFINE_FIELD( m_hCurrentBlocker, FIELD_EHANDLE ), DEFINE_FIELD( m_vecBlockerOrigin, FIELD_VECTOR ), DEFINE_KEYFIELD( m_iszTemplate, FIELD_STRING, "EntityTemplate" ), DEFINE_KEYFIELD( m_angPostSpawnDirection, FIELD_VECTOR, "PostSpawnDirection" ), DEFINE_KEYFIELD( m_flPostSpawnDirectionVariance, FIELD_FLOAT, "PostSpawnDirectionVariance" ), DEFINE_KEYFIELD( m_flPostSpawnSpeed, FIELD_FLOAT, "PostSpawnSpeed" ), DEFINE_KEYFIELD( m_bPostSpawnUseAngles, FIELD_BOOLEAN, "PostSpawnInheritAngles" ),
// Outputs
DEFINE_OUTPUT( m_pOutputOnSpawned, "OnEntitySpawned" ), DEFINE_OUTPUT( m_pOutputOnFailedSpawn, "OnEntityFailedSpawn" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ForceSpawn", InputForceSpawn ), DEFINE_INPUTFUNC( FIELD_STRING, "ForceSpawnAtEntityOrigin", InputForceSpawnAtEntityOrigin ),
// Functions
DEFINE_THINKFUNC( CheckSpawnThink ), END_DATADESC()
BEGIN_ENT_SCRIPTDESC( CEnvEntityMaker, CBaseEntity, "env_entity_maker" ) DEFINE_SCRIPTFUNC_NAMED( SpawnEntityFromScript, "SpawnEntity", "Create an entity at the location of the maker" ) DEFINE_SCRIPTFUNC_NAMED( SpawnEntityAtEntityOriginFromScript, "SpawnEntityAtEntityOrigin", "Create an entity at the location of a specified entity instance" ) DEFINE_SCRIPTFUNC_NAMED( SpawnEntityAtNamedEntityOriginFromScript, "SpawnEntityAtNamedEntityOrigin", "Create an entity at the location of a named entity" ) DEFINE_SCRIPTFUNC_NAMED( SpawnEntityAtLocationFromScript, "SpawnEntityAtLocation", "Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)" ) END_SCRIPTDESC()
LINK_ENTITY_TO_CLASS( env_entity_maker, CEnvEntityMaker );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvEntityMaker::Spawn( void ) { m_vecEntityMins = vec3_origin; m_vecEntityMaxs = vec3_origin; m_hCurrentInstance = NULL; m_hCurrentBlocker = NULL; m_vecBlockerOrigin = vec3_origin; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvEntityMaker::Activate( void ) { BaseClass::Activate();
// check for valid template
if ( m_iszTemplate == NULL_STRING ) { Warning( "env_entity_maker %s has no template entity!\n", GetEntityName().ToCStr() ); UTIL_Remove( this ); return; }
// Spawn an instance
if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN ) { SpawnEntity(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPointTemplate *CEnvEntityMaker::FindTemplate() { // Find our point_template
CPointTemplate *pTemplate = dynamic_cast<CPointTemplate *>(gEntList.FindEntityByName( NULL, STRING(m_iszTemplate) )); if ( !pTemplate ) { Warning( "env_entity_maker %s failed to find template %s.\n", GetEntityName().ToCStr(), STRING(m_iszTemplate) ); }
return pTemplate; }
//-----------------------------------------------------------------------------
// Purpose: Spawn an instance of the entity
//-----------------------------------------------------------------------------
void CEnvEntityMaker::SpawnEntity( Vector vecAlternateOrigin, QAngle vecAlternateAngles ) { CPointTemplate *pTemplate = FindTemplate(); if (!pTemplate) return;
// Spawn our template
Vector vecSpawnOrigin = GetAbsOrigin(); QAngle vecSpawnAngles = GetAbsAngles();
if( vecAlternateOrigin != vec3_invalid ) { // We have a valid alternate origin and angles. Use those instead
// of spawning the items at my own origin and angles.
vecSpawnOrigin = vecAlternateOrigin; vecSpawnAngles = vecAlternateAngles; }
CUtlVector<CBaseEntity*> hNewEntities; if ( !pTemplate->CreateInstance( vecSpawnOrigin, vecSpawnAngles, &hNewEntities, this ) ) return; //Adrian: oops we couldn't spawn the entity (or entities) for some reason!
if ( hNewEntities.Count() == 0 ) return; m_hCurrentInstance = hNewEntities[0];
// Assume it'll block us
m_hCurrentBlocker = m_hCurrentInstance; m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin();
// Store off the mins & maxs the first time we spawn
if ( m_vecEntityMins == vec3_origin ) { m_hCurrentInstance->CollisionProp()->WorldSpaceAABB( &m_vecEntityMins, &m_vecEntityMaxs ); m_vecEntityMins -= m_hCurrentInstance->GetAbsOrigin(); m_vecEntityMaxs -= m_hCurrentInstance->GetAbsOrigin(); }
// Fire our output
m_pOutputOnSpawned.FireOutput( this, this );
// Start thinking
if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN ) { SetThink( &CEnvEntityMaker::CheckSpawnThink ); SetNextThink( gpGlobals->curtime + 0.5f ); }
// If we have a specified post spawn speed, apply it to all spawned entities
if ( m_flPostSpawnSpeed ) { for ( int i = 0; i < hNewEntities.Count(); i++ ) { CBaseEntity *pEntity = hNewEntities[i]; if ( pEntity->GetMoveType() == MOVETYPE_NONE ) continue;
// Calculate a velocity for this entity
Vector vForward,vRight,vUp; QAngle angSpawnDir( m_angPostSpawnDirection ); if ( m_bPostSpawnUseAngles ) { if ( GetParent() ) { angSpawnDir += GetParent()->GetAbsAngles(); } else { angSpawnDir += GetAbsAngles(); } } AngleVectors( angSpawnDir, &vForward, &vRight, &vUp ); Vector vecShootDir = vForward; vecShootDir += vRight * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance; vecShootDir += vForward * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance; vecShootDir += vUp * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance; VectorNormalize( vecShootDir ); vecShootDir *= m_flPostSpawnSpeed;
// Apply it to the entity
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); if ( pPhysicsObject ) { pPhysicsObject->AddVelocity(&vecShootDir, NULL); } else { pEntity->SetAbsVelocity( vecShootDir ); } } }
pTemplate->CreationComplete( hNewEntities ); }
//-----------------------------------------------------------------------------
// Purpose: Spawn an instance of the entity
//-----------------------------------------------------------------------------
void CEnvEntityMaker::SpawnEntityFromScript() { SpawnEntity(); }
//-----------------------------------------------------------------------------
// Purpose: Spawn an instance of the entity
//-----------------------------------------------------------------------------
void CEnvEntityMaker::SpawnEntityAtEntityOriginFromScript( HSCRIPT hEntity ) { CBaseEntity *pTargetEntity = ToEnt( hEntity ); if ( pTargetEntity ) { SpawnEntity( pTargetEntity->GetAbsOrigin(), pTargetEntity->GetAbsAngles() ); } }
//-----------------------------------------------------------------------------
// Purpose: Spawn an instance of the entity
//-----------------------------------------------------------------------------
void CEnvEntityMaker::SpawnEntityAtNamedEntityOriginFromScript( const char *pszName ) { CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, pszName, this, NULL, NULL );
if( pTargetEntity ) { SpawnEntity( pTargetEntity->GetAbsOrigin(), pTargetEntity->GetAbsAngles() ); } }
//-----------------------------------------------------------------------------
// Purpose: Spawn an instance of the entity
//-----------------------------------------------------------------------------
void CEnvEntityMaker::SpawnEntityAtLocationFromScript( const Vector &vecAlternateOrigin, const Vector &vecAlternateAngles ) { SpawnEntity( vecAlternateOrigin, *((QAngle *)&vecAlternateAngles) ); }
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not the template entities can fit if spawned.
// Input : pBlocker - Returns blocker unless NULL.
//-----------------------------------------------------------------------------
bool CEnvEntityMaker::HasRoomToSpawn() { // Do we have a blocker from last time?
if ( m_hCurrentBlocker ) { // If it hasn't moved, abort immediately
if ( m_vecBlockerOrigin == m_hCurrentBlocker->GetAbsOrigin() ) { return false; } }
// Check to see if there's enough room to spawn
trace_t tr; UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin(), m_vecEntityMins, m_vecEntityMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.m_pEnt || tr.startsolid ) { // Store off our blocker to check later
m_hCurrentBlocker = tr.m_pEnt; if ( m_hCurrentBlocker ) { m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin(); }
return false; }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Returns true if the player is looking towards us.
//-----------------------------------------------------------------------------
bool CEnvEntityMaker::IsPlayerLooking() { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer ) { // Only spawn if the player's looking away from me
Vector vLookDir = pPlayer->EyeDirection3D(); Vector vTargetDir = GetAbsOrigin() - pPlayer->EyePosition(); VectorNormalize( vTargetDir );
float fDotPr = DotProduct( vLookDir,vTargetDir ); if ( fDotPr > 0 ) return true; } }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Check to see if we should spawn another instance
//-----------------------------------------------------------------------------
void CEnvEntityMaker::CheckSpawnThink( void ) { SetNextThink( gpGlobals->curtime + 0.5f );
// Do we have an instance?
if ( m_hCurrentInstance ) { // If Wait-For-Destruction is set, abort immediately
if ( m_spawnflags & SF_ENTMAKER_WAITFORDESTRUCTION ) return; }
// Check to see if there's enough room to spawn
if ( !HasRoomToSpawn() ) return;
// We're clear, now check to see if the player's looking
if ( !( HasSpawnFlags( SF_ENTMAKER_IGNOREFACING ) ) && IsPlayerLooking() ) return;
// Clear, no player watching, so spawn!
SpawnEntity(); }
//-----------------------------------------------------------------------------
// Purpose: Spawns the entities, checking for space if flagged to do so.
//-----------------------------------------------------------------------------
void CEnvEntityMaker::InputForceSpawn( inputdata_t &inputdata ) { CPointTemplate *pTemplate = FindTemplate(); if (!pTemplate) return;
if ( HasSpawnFlags( SF_ENTMAKER_CHECK_FOR_SPACE ) && !HasRoomToSpawn() ) { m_pOutputOnFailedSpawn.FireOutput( this, this ); return; }
if ( HasSpawnFlags( SF_ENTMAKER_CHECK_PLAYER_LOOKING ) && IsPlayerLooking() ) { m_pOutputOnFailedSpawn.FireOutput( this, this ); return; }
SpawnEntity(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvEntityMaker::InputForceSpawnAtEntityOrigin( inputdata_t &inputdata ) { CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller ); if( pTargetEntity ) { SpawnEntity( pTargetEntity->GetAbsOrigin(), pTargetEntity->GetAbsAngles() ); } }
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