Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

294 lines
7.7 KiB

//========= 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--;
}