Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MONSTERMAKER_H
#define MONSTERMAKER_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
//-----------------------------------------------------------------------------
// Spawnflags
//-----------------------------------------------------------------------------
#define SF_NPCMAKER_START_ON 1 // start active ( if has targetname )
#define SF_NPCMAKER_NPCCLIP 8 // Children are blocked by NPCclip
#define SF_NPCMAKER_FADE 16 // Children's corpses fade
#define SF_NPCMAKER_INF_CHILD 32 // Infinite number of children
#define SF_NPCMAKER_NO_DROP 64 // Do not adjust for the ground's position when checking for spawn
#define SF_NPCMAKER_HIDEFROMPLAYER 128 // Don't spawn if the player's looking at me
#define SF_NPCMAKER_ALWAYSUSERADIUS 256 // Use radius spawn whenever spawning
#define SF_NPCMAKER_NOPRELOADMODELS 512 // Suppress preloading into the cache of all referenced .mdl files
//=========================================================
//=========================================================
class CNPCSpawnDestination : public CPointEntity
{
DECLARE_CLASS( CNPCSpawnDestination, CPointEntity );
public:
CNPCSpawnDestination();
bool IsAvailable(); // Is this spawn destination available for selection?
void OnSpawnedNPC( CAI_BaseNPC *pNPC ); // Notify this spawn destination that an NPC has spawned here.
float m_ReuseDelay; // How long to be unavailable after being selected
string_t m_RenameNPC; // If not NULL, rename the NPC that spawns here to this.
float m_TimeNextAvailable;// The time at which this destination will be available again.
COutputEvent m_OnSpawnNPC;
DECLARE_DATADESC();
};
abstract_class CBaseNPCMaker : public CBaseEntity
{
public:
DECLARE_CLASS( CBaseNPCMaker, CBaseEntity );
void Spawn( void );
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
void MakerThink( void );
bool HumanHullFits( const Vector &vecLocation );
bool CanMakeNPC( bool bIgnoreSolidEntities = false );
virtual void DeathNotice( CBaseEntity *pChild );// NPC maker children use this to tell the NPC maker that they have died.
virtual void MakeNPC( void ) = 0;
virtual void ChildPreSpawn( CAI_BaseNPC *pChild ) {};
virtual void ChildPostSpawn( CAI_BaseNPC *pChild );
CBaseNPCMaker(void) {}
// Input handlers
void InputSpawnNPC( inputdata_t &inputdata );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
void InputSetMaxChildren( inputdata_t &inputdata );
void InputAddMaxChildren( inputdata_t &inputdata );
void InputSetMaxLiveChildren( inputdata_t &inputdata );
void InputSetSpawnFrequency( inputdata_t &inputdata );
// State changers
void Toggle( void );
virtual void Enable( void );
virtual void Disable( void );
virtual bool IsDepleted( void );
DECLARE_DATADESC();
int m_nMaxNumNPCs; // max number of NPCs this ent can create
float m_flSpawnFrequency; // delay (in secs) between spawns
COutputEHANDLE m_OnSpawnNPC;
COutputEvent m_OnAllSpawned;
COutputEvent m_OnAllSpawnedDead;
COutputEvent m_OnAllLiveChildrenDead;
int m_nLiveChildren; // how many NPCs made by this NPC maker that are currently alive
int m_nMaxLiveChildren; // max number of NPCs that this maker may have out at one time.
bool m_bDisabled;
EHANDLE m_hIgnoreEntity;
string_t m_iszIngoreEnt;
};
class CNPCMaker : public CBaseNPCMaker
{
public:
DECLARE_CLASS( CNPCMaker, CBaseNPCMaker );
CNPCMaker( void );
void Precache( void );
virtual void MakeNPC( void );
DECLARE_DATADESC();
string_t m_iszNPCClassname; // classname of the NPC(s) that will be created.
string_t m_SquadName;
string_t m_strHintGroup;
string_t m_spawnEquipment;
string_t m_RelationshipString; // Used to load up relationship keyvalues
string_t m_ChildTargetName;
};
class CTemplateNPCMaker : public CBaseNPCMaker
{
public:
DECLARE_CLASS( CTemplateNPCMaker, CBaseNPCMaker );
CTemplateNPCMaker( void )
{
m_iMinSpawnDistance = 0;
}
virtual void Precache();
virtual CNPCSpawnDestination *FindSpawnDestination();
virtual void MakeNPC( void );
void MakeNPCInRadius( void );
void MakeNPCInLine( void );
virtual void MakeMultipleNPCS( int nNPCs );
protected:
virtual void PrecacheTemplateEntity( CBaseEntity *pEntity );
bool PlaceNPCInRadius( CAI_BaseNPC *pNPC );
bool PlaceNPCInLine( CAI_BaseNPC *pNPC );
// Inputs
void InputSpawnInRadius( inputdata_t &inputdata ) { MakeNPCInRadius(); }
void InputSpawnInLine( inputdata_t &inputdata ) { MakeNPCInLine(); }
void InputSpawnMultiple( inputdata_t &inputdata );
void InputChangeDestinationGroup( inputdata_t &inputdata );
void InputSetMinimumSpawnDistance( inputdata_t &inputdata );
float m_flRadius;
DECLARE_DATADESC();
string_t m_iszTemplateName; // The name of the NPC that will be used as the template.
string_t m_iszTemplateData; // The keyvalue data blob from the template NPC that will be used to spawn new ones.
string_t m_iszDestinationGroup;
int m_iMinSpawnDistance;
enum ThreeStateYesNo_t
{
TS_YN_YES = 0,
TS_YN_NO,
TS_YN_DONT_CARE,
};
enum ThreeStateDist_t
{
TS_DIST_NEAREST = 0,
TS_DIST_FARTHEST,
TS_DIST_DONT_CARE,
};
ThreeStateYesNo_t m_CriterionVisibility;
ThreeStateDist_t m_CriterionDistance;
};
#endif // MONSTERMAKER_H