185 lines
5.4 KiB
C
185 lines
5.4 KiB
C
|
//========= 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
|