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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: An entity that creates NPCs in the game.
//
//=============================================================================//
#include "cbase.h"
#include "entityapi.h"
#include "entityoutput.h"
#include "ai_basenpc.h"
#include "hl1_monstermaker.h"
#include "mapentities.h"
BEGIN_DATADESC( CNPCMaker )
DEFINE_KEYFIELD( m_iMaxNumNPCs, FIELD_INTEGER, "monstercount" ), DEFINE_KEYFIELD( m_iMaxLiveChildren, FIELD_INTEGER, "MaxLiveChildren" ), DEFINE_KEYFIELD( m_flSpawnFrequency, FIELD_FLOAT, "delay" ), DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), DEFINE_KEYFIELD( m_iszNPCClassname, FIELD_STRING, "monstertype" ),
DEFINE_FIELD( m_cLiveChildren, FIELD_INTEGER ), DEFINE_FIELD( m_flGround, FIELD_FLOAT ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Spawn", InputSpawnNPC ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
// Outputs
DEFINE_OUTPUT( m_OnSpawnNPC, "OnSpawnNPC" ),
// Function Pointers
DEFINE_THINKFUNC( MakerThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( monstermaker, CNPCMaker );
//-----------------------------------------------------------------------------
// Purpose: Spawn
//-----------------------------------------------------------------------------
void CNPCMaker::Spawn( void ) { SetSolid( SOLID_NONE ); m_cLiveChildren = 0; Precache();
// If I can make an infinite number of NPC, force them to fade
if ( m_spawnflags & SF_NPCMAKER_INF_CHILD ) { m_spawnflags |= SF_NPCMAKER_FADE; }
//Start on?
if ( m_bDisabled == false ) { SetThink ( &CNPCMaker::MakerThink ); SetNextThink( gpGlobals->curtime + m_flSpawnFrequency ); } else { //wait to be activated.
SetThink ( &CBaseEntity::SUB_DoNothing ); } m_flGround = 0; }
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not it is OK to make an NPC at this instant.
//-----------------------------------------------------------------------------
bool CNPCMaker::CanMakeNPC( void ) { if ( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren ) {// not allowed to make a new one yet. Too many live ones out right now.
return false; }
if ( !m_flGround ) { // set altitude. Now that I'm activated, any breakables, etc should be out from under me.
trace_t tr;
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() - Vector ( 0, 0, 2048 ), MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); m_flGround = tr.endpos.z; }
Vector mins = GetAbsOrigin() - Vector( 34, 34, 0 ); Vector maxs = GetAbsOrigin() + Vector( 34, 34, 0 ); maxs.z = GetAbsOrigin().z; //Only adjust for the ground if we want it
if ( ( m_spawnflags & SF_NPCMAKER_NO_DROP ) == false ) { mins.z = m_flGround; }
CBaseEntity *pList[128]; int count = UTIL_EntitiesInBox( pList, 128, mins, maxs, FL_CLIENT|FL_NPC ); if ( count ) { //Iterate through the list and check the results
for ( int i = 0; i < count; i++ ) { //Don't build on top of another entity
if ( pList[i] == NULL ) continue;
//If one of the entities is solid, then we can't spawn now
if ( ( pList[i]->GetSolidFlags() & FSOLID_NOT_SOLID ) == false ) return false; } }
return true; }
//-----------------------------------------------------------------------------
// Purpose: If this had a finite number of children, return true if they've all
// been created.
//-----------------------------------------------------------------------------
bool CNPCMaker::IsDepleted() { if ( (m_spawnflags & SF_NPCMAKER_INF_CHILD) || m_iMaxNumNPCs > 0 ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose: Toggle the spawner's state
//-----------------------------------------------------------------------------
void CNPCMaker::Toggle( void ) { if ( m_bDisabled ) { Enable(); } else { Disable(); } }
//-----------------------------------------------------------------------------
// Purpose: Start the spawner
//-----------------------------------------------------------------------------
void CNPCMaker::Enable( void ) { // can't be enabled once depleted
if ( IsDepleted() ) return;
m_bDisabled = false; SetThink ( &CNPCMaker::MakerThink ); SetNextThink( gpGlobals->curtime ); }
//-----------------------------------------------------------------------------
// Purpose: Stop the spawner
//-----------------------------------------------------------------------------
void CNPCMaker::Disable( void ) { m_bDisabled = true; SetThink ( NULL ); }
//-----------------------------------------------------------------------------
// Purpose: Input handler that spawns an NPC.
//-----------------------------------------------------------------------------
void CNPCMaker::InputSpawnNPC( inputdata_t &inputdata ) { MakeNPC(); }
//-----------------------------------------------------------------------------
// Purpose: Input hander that starts the spawner
//-----------------------------------------------------------------------------
void CNPCMaker::InputEnable( inputdata_t &inputdata ) { Enable(); }
//-----------------------------------------------------------------------------
// Purpose: Input hander that stops the spawner
//-----------------------------------------------------------------------------
void CNPCMaker::InputDisable( inputdata_t &inputdata ) { Disable(); }
//-----------------------------------------------------------------------------
// Purpose: Input hander that toggles the spawner
//-----------------------------------------------------------------------------
void CNPCMaker::InputToggle( inputdata_t &inputdata ) { Toggle(); }
//-----------------------------------------------------------------------------
// Purpose: Precache the target NPC
//-----------------------------------------------------------------------------
void CNPCMaker::Precache( void ) { BaseClass::Precache(); UTIL_PrecacheOther( STRING( m_iszNPCClassname ) ); }
//-----------------------------------------------------------------------------
// Purpose: Creates the NPC.
//-----------------------------------------------------------------------------
void CNPCMaker::MakeNPC( void ) { if (!CanMakeNPC()) { return; }
CBaseEntity *pent = (CBaseEntity*)CreateEntityByName( STRING(m_iszNPCClassname) );
if ( !pent ) { Warning("NULL Ent in NPCMaker!\n" ); return; } m_OnSpawnNPC.FireOutput( this, this );
pent->SetLocalOrigin( GetAbsOrigin() ); pent->SetLocalAngles( GetAbsAngles() );
pent->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
if ( m_spawnflags & SF_NPCMAKER_FADE ) { pent->AddSpawnFlags( SF_NPC_FADE_CORPSE ); }
DispatchSpawn( pent ); pent->SetOwnerEntity( this );
m_cLiveChildren++;// count this NPC
if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD)) { m_iMaxNumNPCs--;
if ( IsDepleted() ) { // Disable this forever. Don't kill it because it still gets death notices
SetThink( NULL ); SetUse( NULL ); } } }
//-----------------------------------------------------------------------------
// Purpose: Creates a new NPC every so often.
//-----------------------------------------------------------------------------
void CNPCMaker::MakerThink ( void ) { SetNextThink( gpGlobals->curtime + m_flSpawnFrequency );
MakeNPC(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVictim -
//-----------------------------------------------------------------------------
void CNPCMaker::DeathNotice( CBaseEntity *pVictim ) { // ok, we've gotten the deathnotice from our child, now clear out its owner if we don't want it to fade.
m_cLiveChildren--; }
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