Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Entity Spawner
//
//=============================================================================
#include "cbase.h"
#include "tf_entity_spawner.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CEntitySpawnManager
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CEntitySpawnManager )
// Fields
DEFINE_KEYFIELD( m_iszEntityName, FIELD_STRING, "entity_name" ),
DEFINE_KEYFIELD( m_iEntityCount, FIELD_INTEGER, "entity_count" ),
DEFINE_KEYFIELD( m_iRespawnTime, FIELD_INTEGER, "respawn_time" ),
DEFINE_KEYFIELD( m_bDropToGround, FIELD_BOOLEAN, "drop_to_ground" ),
DEFINE_KEYFIELD( m_bRandomRotation, FIELD_BOOLEAN, "random_rotation" ),
// Outputs
// ON RESPAWN ?
END_DATADESC()
LINK_ENTITY_TO_CLASS( entity_spawn_manager, CEntitySpawnManager );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CEntitySpawnManager::Spawn( void )
{
BaseClass::Spawn();
SetNextThink( TICK_NEVER_THINK );
SetThink( NULL );
}
//-----------------------------------------------------------------------------
// Stores related spawn points.
//-----------------------------------------------------------------------------
void CEntitySpawnManager::RegisterSpawnPoint( CEntitySpawnPoint* pNewPoint )
{
m_SpawnPoints.AddToHead( pNewPoint );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CEntitySpawnManager::Activate( void )
{
BaseClass::Activate();
// AssertMsg1( 0, ("entity_spawn_manager active with %i points!"), m_SpawnPoints.Count() );
// Don't spawn more objects than we have points.
m_iMaxSpawnedEntities = MIN( m_SpawnPoints.Count(), m_iEntityCount );
if ( !m_iszEntityName || (m_iMaxSpawnedEntities == 0) )
{
AssertMsg1( 0, ("entity_spawn_manager %s active with nothing to spawn!"), GetEntityName().ToCStr() );
return;
}
// Perform initial spawn.
SpawnAllEntities();
}
//-----------------------------------------------------------------------------
// Populates a random set of spawn points with objects, up to our max.
//-----------------------------------------------------------------------------
void CEntitySpawnManager::SpawnAllEntities()
{
int iNumUsed = 0;
for ( int i=0; i<m_SpawnPoints.Count(); ++i )
{
if ( m_SpawnPoints[i]->IsUsed() )
{
iNumUsed++;
}
}
int iNumToSpawn = m_iMaxSpawnedEntities - iNumUsed;
if ( iNumToSpawn <= 0 )
return;
while ( iNumToSpawn )
{
SpawnEntity();
iNumToSpawn--;
}
}
//-----------------------------------------------------------------------------
// Spawns a single entity at a random location.
//-----------------------------------------------------------------------------
bool CEntitySpawnManager::SpawnEntity()
{
return SpawnEntityAt( GetRandomUnusedIndex() );
}
//-----------------------------------------------------------------------------
// Returns a random unused point.
//-----------------------------------------------------------------------------
int CEntitySpawnManager::GetRandomUnusedIndex()
{
int iStartIndex = rand() % m_SpawnPoints.Count();
for ( int i=0; i<m_SpawnPoints.Count(); ++i )
{
int index = i+iStartIndex;
if ( index >= m_SpawnPoints.Count() )
index -= m_SpawnPoints.Count();
CEntitySpawnPoint *pPoint = m_SpawnPoints[index];
if ( !pPoint || pPoint->IsUsed() )
continue;
else
return index;
}
return -1;
}
//-----------------------------------------------------------------------------
// Creates the entity.
//-----------------------------------------------------------------------------
bool CEntitySpawnManager::SpawnEntityAt( int iIndex )
{
if ( iIndex == -1 )
return false;
CEntitySpawnPoint *pPoint = m_SpawnPoints[iIndex];
if ( !pPoint )
return false;
CBaseEntity *pEnt = CreateEntityByName( m_iszEntityName.ToCStr() );
if ( !pEnt )
return false;
Vector origin = pPoint->GetAbsOrigin();
Vector mins, maxs, mins_o, maxs_o;
pEnt->CollisionProp()->WorldSpaceAABB( &mins, &maxs );
mins_o = origin + mins;
maxs_o = origin + mins;
if ( !UTIL_IsSpaceEmpty( pEnt, mins_o, maxs_o ) )
{
UTIL_Remove( pEnt );
return false;
}
if ( m_bDropToGround )
{
trace_t trace;
UTIL_TraceHull( origin, origin + Vector( 0, 0, -500 ), mins, maxs, MASK_SOLID, pEnt, COLLISION_GROUP_NONE, &trace );
origin = trace.endpos;
}
pEnt->SetAbsOrigin( origin );
DispatchSpawn( pEnt );
if ( m_bRandomRotation )
{
pEnt->SetAbsAngles( QAngle( 0, random->RandomFloat( 0, 360 ), 0 ) );
}
else
{
pEnt->SetAbsAngles( pPoint->GetAbsAngles() );
}
pPoint->SetEntity( pEnt );
return true;
}
//-----------------------------------------------------------------------------
// CEntitySpawnPoint
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CEntitySpawnPoint )
// Fields
DEFINE_KEYFIELD( m_iszSpawnManagerName, FIELD_STRING, "spawn_manager_name" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( entity_spawn_point, CEntitySpawnPoint );
//-----------------------------------------------------------------------------
// Initializes the spawn point and registers it with its manager.
//-----------------------------------------------------------------------------
void CEntitySpawnPoint::Spawn( void )
{
BaseClass::Spawn();
SetNextThink( TICK_NEVER_THINK );
SetThink( NULL );
if ( !m_iszSpawnManagerName )
{
AssertMsg( 0, ("entity_spawn_point with no spawn_manager_name!") );
return;
}
m_hSpawnManager = dynamic_cast<CEntitySpawnManager*>( gEntList.FindEntityByName( NULL, m_iszSpawnManagerName ) );
if ( !m_hSpawnManager )
{
AssertMsg2( 0, ("entity_spawn_point %s unable to find spawn_manager_name %s!"), GetEntityName().ToCStr(), m_iszSpawnManagerName.ToCStr() );
return;
}
m_hSpawnManager->RegisterSpawnPoint( this );
gEntList.AddListenerEntity( this );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CEntitySpawnPoint::UpdateOnRemove(void)
{
gEntList.RemoveListenerEntity( this );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// When our entity is deleted, we become responsible for indicating when a new one should spawn.
//-----------------------------------------------------------------------------
void CEntitySpawnPoint::OnEntityDeleted( CBaseEntity *pEntity )
{
if ( !m_hSpawnManager )
return;
if ( pEntity == m_hMyEntity )
{
m_flNodeFree = gpGlobals->curtime + 10.f;
m_hMyEntity = NULL;
SetNextThink( gpGlobals->curtime + m_hSpawnManager->GetRespawnTime() );
SetThink( &CEntitySpawnPoint::RespawnNotifyThink );
}
}
void CEntitySpawnPoint::RespawnNotifyThink( void )
{
if ( (gpGlobals->curtime > m_flNodeFree) && m_hSpawnManager->SpawnEntity() )
{
SetThink( NULL );
SetNextThink( TICK_NEVER_THINK );
}
else
{
SetNextThink( gpGlobals->curtime + 5.f );
SetThink( &CEntitySpawnPoint::RespawnNotifyThink );
}
}