193 lines
5.5 KiB
C++
193 lines
5.5 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef MONSTERMAKER_H
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#define MONSTERMAKER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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//-----------------------------------------------------------------------------
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// Spawnflags
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//-----------------------------------------------------------------------------
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#define SF_NPCMAKER_START_ON 1 // start active ( if has targetname )
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#define SF_NPCMAKER_NPCCLIP 8 // Children are blocked by NPCclip
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#define SF_NPCMAKER_FADE 16 // Children's corpses fade
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#define SF_NPCMAKER_INF_CHILD 32 // Infinite number of children
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#define SF_NPCMAKER_NO_DROP 64 // Do not adjust for the ground's position when checking for spawn
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#define SF_NPCMAKER_HIDEFROMPLAYER 128 // Don't spawn if the player's looking at me
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#define SF_NPCMAKER_ALWAYSUSERADIUS 256 // Use radius spawn whenever spawning
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#define SF_NPCMAKER_NOPRELOADMODELS 512 // Suppress preloading into the cache of all referenced .mdl files
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//=========================================================
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//=========================================================
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class CNPCSpawnDestination : public CPointEntity
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{
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DECLARE_CLASS( CNPCSpawnDestination, CPointEntity );
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public:
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CNPCSpawnDestination();
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bool IsAvailable(); // Is this spawn destination available for selection?
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void OnSpawnedNPC( CAI_BaseNPC *pNPC ); // Notify this spawn destination that an NPC has spawned here.
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float m_ReuseDelay; // How long to be unavailable after being selected
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string_t m_RenameNPC; // If not NULL, rename the NPC that spawns here to this.
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float m_TimeNextAvailable;// The time at which this destination will be available again.
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COutputEvent m_OnSpawnNPC;
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DECLARE_DATADESC();
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};
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abstract_class CBaseNPCMaker : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CBaseNPCMaker, CBaseEntity );
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void Spawn( void );
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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void MakerThink( void );
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bool HumanHullFits( const Vector &vecLocation );
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bool CanMakeNPC( bool bIgnoreSolidEntities = false );
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virtual void DeathNotice( CBaseEntity *pChild );// NPC maker children use this to tell the NPC maker that they have died.
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virtual void MakeNPC( void ) = 0;
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virtual void ChildPreSpawn( CAI_BaseNPC *pChild ) {};
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virtual void ChildPostSpawn( CAI_BaseNPC *pChild );
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CBaseNPCMaker(void) {}
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// Input handlers
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void InputSpawnNPC( inputdata_t &inputdata );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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void InputSetMaxChildren( inputdata_t &inputdata );
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void InputAddMaxChildren( inputdata_t &inputdata );
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void InputSetMaxLiveChildren( inputdata_t &inputdata );
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void InputSetSpawnFrequency( inputdata_t &inputdata );
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// State changers
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void Toggle( void );
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virtual void Enable( void );
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virtual void Disable( void );
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virtual bool IsDepleted( void );
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DECLARE_DATADESC();
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int m_nMaxNumNPCs; // max number of NPCs this ent can create
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float m_flSpawnFrequency; // delay (in secs) between spawns
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enum HullCheckMode_t
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{
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HULLCHECK_DEFAULT = 0,
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HULLCHECK_NONE = 1,
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};
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int m_nHullCheckMode;
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COutputEHANDLE m_OnSpawnNPC;
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COutputEvent m_OnAllSpawned;
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COutputEvent m_OnAllSpawnedDead;
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COutputEvent m_OnAllLiveChildrenDead;
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int m_nLiveChildren; // how many NPCs made by this NPC maker that are currently alive
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int m_nMaxLiveChildren; // max number of NPCs that this maker may have out at one time.
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bool m_bDisabled;
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EHANDLE m_hIgnoreEntity;
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string_t m_iszIngoreEnt;
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};
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class CNPCMaker : public CBaseNPCMaker
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{
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public:
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DECLARE_CLASS( CNPCMaker, CBaseNPCMaker );
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CNPCMaker( void );
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void Precache( void );
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virtual void MakeNPC( void );
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DECLARE_DATADESC();
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string_t m_iszNPCClassname; // classname of the NPC(s) that will be created.
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string_t m_SquadName;
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string_t m_strHintGroup;
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string_t m_spawnEquipment;
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string_t m_RelationshipString; // Used to load up relationship keyvalues
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string_t m_ChildTargetName;
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};
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class CTemplateNPCMaker : public CBaseNPCMaker
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{
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public:
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DECLARE_CLASS( CTemplateNPCMaker, CBaseNPCMaker );
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CTemplateNPCMaker( void )
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{
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m_iMinSpawnDistance = 0;
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}
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virtual void Precache();
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virtual CNPCSpawnDestination *FindSpawnDestination();
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virtual void MakeNPC( void );
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CAI_BaseNPC *MakeNPCFromTemplate( void );
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void MakeNPCInRadius( void );
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void MakeNPCInLine( void );
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virtual void MakeMultipleNPCS( int nNPCs );
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protected:
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virtual void PrecacheTemplateEntity( CBaseEntity *pEntity );
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bool PlaceNPCInRadius( CAI_BaseNPC *pNPC );
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bool PlaceNPCInLine( CAI_BaseNPC *pNPC );
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// Inputs
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void InputSpawnInRadius( inputdata_t &inputdata ) { MakeNPCInRadius(); }
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void InputSpawnInLine( inputdata_t &inputdata ) { MakeNPCInLine(); }
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void InputSpawnMultiple( inputdata_t &inputdata );
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void InputChangeDestinationGroup( inputdata_t &inputdata );
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void InputSetMinimumSpawnDistance( inputdata_t &inputdata );
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float m_flRadius;
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DECLARE_DATADESC();
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string_t m_iszTemplateName; // The name of the NPC that will be used as the template.
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string_t m_iszTemplateData; // The keyvalue data blob from the template NPC that will be used to spawn new ones.
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string_t m_iszDestinationGroup;
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int m_iMinSpawnDistance;
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enum ThreeStateYesNo_t
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{
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TS_YN_YES = 0,
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TS_YN_NO,
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TS_YN_DONT_CARE,
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};
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enum ThreeStateDist_t
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{
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TS_DIST_NEAREST = 0,
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TS_DIST_FARTHEST,
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TS_DIST_DONT_CARE,
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};
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ThreeStateYesNo_t m_CriterionVisibility;
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ThreeStateDist_t m_CriterionDistance;
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};
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#endif // MONSTERMAKER_H
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