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hl2sdk/game/server/env_entity_maker.cpp

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2013-06-27 06:22:04 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "entityoutput.h"
#include "TemplateEntities.h"
#include "point_template.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_ENTMAKER_AUTOSPAWN 0x0001
#define SF_ENTMAKER_WAITFORDESTRUCTION 0x0002
#define SF_ENTMAKER_IGNOREFACING 0x0004
#define SF_ENTMAKER_CHECK_FOR_SPACE 0x0008
#define SF_ENTMAKER_CHECK_PLAYER_LOOKING 0x0010
//-----------------------------------------------------------------------------
// Purpose: An entity that mapmakers can use to ensure there's a required entity never runs out.
// i.e. physics cannisters that need to be used.
//-----------------------------------------------------------------------------
class CEnvEntityMaker : public CPointEntity
{
DECLARE_CLASS( CEnvEntityMaker, CPointEntity );
public:
DECLARE_DATADESC();
virtual void Spawn( void );
virtual void Activate( void );
void SpawnEntity( Vector vecAlternateOrigin = vec3_invalid, QAngle vecAlternateAngles = vec3_angle );
void CheckSpawnThink( void );
void InputForceSpawn( inputdata_t &inputdata );
void InputForceSpawnAtEntityOrigin( inputdata_t &inputdata );
private:
CPointTemplate *FindTemplate();
bool HasRoomToSpawn();
bool IsPlayerLooking();
Vector m_vecEntityMins;
Vector m_vecEntityMaxs;
EHANDLE m_hCurrentInstance;
EHANDLE m_hCurrentBlocker; // Last entity that blocked us spawning something
Vector m_vecBlockerOrigin;
// Movement after spawn
QAngle m_angPostSpawnDirection;
float m_flPostSpawnDirectionVariance;
float m_flPostSpawnSpeed;
bool m_bPostSpawnUseAngles;
string_t m_iszTemplate;
COutputEvent m_pOutputOnSpawned;
COutputEvent m_pOutputOnFailedSpawn;
};
BEGIN_DATADESC( CEnvEntityMaker )
// DEFINE_FIELD( m_vecEntityMins, FIELD_VECTOR ),
// DEFINE_FIELD( m_vecEntityMaxs, FIELD_VECTOR ),
DEFINE_FIELD( m_hCurrentInstance, FIELD_EHANDLE ),
DEFINE_FIELD( m_hCurrentBlocker, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecBlockerOrigin, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_iszTemplate, FIELD_STRING, "EntityTemplate" ),
DEFINE_KEYFIELD( m_angPostSpawnDirection, FIELD_VECTOR, "PostSpawnDirection" ),
DEFINE_KEYFIELD( m_flPostSpawnDirectionVariance, FIELD_FLOAT, "PostSpawnDirectionVariance" ),
DEFINE_KEYFIELD( m_flPostSpawnSpeed, FIELD_FLOAT, "PostSpawnSpeed" ),
DEFINE_KEYFIELD( m_bPostSpawnUseAngles, FIELD_BOOLEAN, "PostSpawnInheritAngles" ),
// Outputs
DEFINE_OUTPUT( m_pOutputOnSpawned, "OnEntitySpawned" ),
DEFINE_OUTPUT( m_pOutputOnFailedSpawn, "OnEntityFailedSpawn" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ForceSpawn", InputForceSpawn ),
DEFINE_INPUTFUNC( FIELD_STRING, "ForceSpawnAtEntityOrigin", InputForceSpawnAtEntityOrigin ),
// Functions
DEFINE_THINKFUNC( CheckSpawnThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( env_entity_maker, CEnvEntityMaker );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvEntityMaker::Spawn( void )
{
m_vecEntityMins = vec3_origin;
m_vecEntityMaxs = vec3_origin;
m_hCurrentInstance = NULL;
m_hCurrentBlocker = NULL;
m_vecBlockerOrigin = vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvEntityMaker::Activate( void )
{
BaseClass::Activate();
// check for valid template
if ( m_iszTemplate == NULL_STRING )
{
Warning( "env_entity_maker %s has no template entity!\n", GetEntityName().ToCStr() );
UTIL_Remove( this );
return;
}
// Spawn an instance
if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN )
{
SpawnEntity();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPointTemplate *CEnvEntityMaker::FindTemplate()
{
// Find our point_template
CPointTemplate *pTemplate = dynamic_cast<CPointTemplate *>(gEntList.FindEntityByName( NULL, STRING(m_iszTemplate) ));
if ( !pTemplate )
{
Warning( "env_entity_maker %s failed to find template %s.\n", GetEntityName().ToCStr(), STRING(m_iszTemplate) );
}
return pTemplate;
}
//-----------------------------------------------------------------------------
// Purpose: Spawn an instance of the entity
//-----------------------------------------------------------------------------
void CEnvEntityMaker::SpawnEntity( Vector vecAlternateOrigin, QAngle vecAlternateAngles )
{
CPointTemplate *pTemplate = FindTemplate();
if (!pTemplate)
return;
// Spawn our template
Vector vecSpawnOrigin = GetAbsOrigin();
QAngle vecSpawnAngles = GetAbsAngles();
if( vecAlternateOrigin != vec3_invalid )
{
// We have a valid alternate origin and angles. Use those instead
// of spawning the items at my own origin and angles.
vecSpawnOrigin = vecAlternateOrigin;
vecSpawnAngles = vecAlternateAngles;
}
CUtlVector<CBaseEntity*> hNewEntities;
if ( !pTemplate->CreateInstance( vecSpawnOrigin, vecSpawnAngles, &hNewEntities ) )
return;
//Adrian: oops we couldn't spawn the entity (or entities) for some reason!
if ( hNewEntities.Count() == 0 )
return;
m_hCurrentInstance = hNewEntities[0];
// Assume it'll block us
m_hCurrentBlocker = m_hCurrentInstance;
m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin();
// Store off the mins & maxs the first time we spawn
if ( m_vecEntityMins == vec3_origin )
{
m_hCurrentInstance->CollisionProp()->WorldSpaceAABB( &m_vecEntityMins, &m_vecEntityMaxs );
m_vecEntityMins -= m_hCurrentInstance->GetAbsOrigin();
m_vecEntityMaxs -= m_hCurrentInstance->GetAbsOrigin();
}
// Fire our output
m_pOutputOnSpawned.FireOutput( this, this );
// Start thinking
if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN )
{
SetThink( &CEnvEntityMaker::CheckSpawnThink );
SetNextThink( gpGlobals->curtime + 0.5f );
}
// If we have a specified post spawn speed, apply it to all spawned entities
if ( m_flPostSpawnSpeed )
{
for ( int i = 0; i < hNewEntities.Count(); i++ )
{
CBaseEntity *pEntity = hNewEntities[i];
if ( pEntity->GetMoveType() == MOVETYPE_NONE )
continue;
// Calculate a velocity for this entity
Vector vForward,vRight,vUp;
QAngle angSpawnDir( m_angPostSpawnDirection );
if ( m_bPostSpawnUseAngles )
{
if ( GetParent() )
{
angSpawnDir += GetParent()->GetAbsAngles();
}
else
{
angSpawnDir += GetAbsAngles();
}
}
AngleVectors( angSpawnDir, &vForward, &vRight, &vUp );
Vector vecShootDir = vForward;
vecShootDir += vRight * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
vecShootDir += vForward * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
vecShootDir += vUp * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
VectorNormalize( vecShootDir );
vecShootDir *= m_flPostSpawnSpeed;
// Apply it to the entity
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->AddVelocity(&vecShootDir, NULL);
}
else
{
pEntity->SetAbsVelocity( vecShootDir );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not the template entities can fit if spawned.
// Input : pBlocker - Returns blocker unless NULL.
//-----------------------------------------------------------------------------
bool CEnvEntityMaker::HasRoomToSpawn()
{
// Do we have a blocker from last time?
if ( m_hCurrentBlocker )
{
// If it hasn't moved, abort immediately
if ( m_vecBlockerOrigin == m_hCurrentBlocker->GetAbsOrigin() )
{
return false;
}
}
// Check to see if there's enough room to spawn
trace_t tr;
UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin(), m_vecEntityMins, m_vecEntityMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt || tr.startsolid )
{
// Store off our blocker to check later
m_hCurrentBlocker = tr.m_pEnt;
if ( m_hCurrentBlocker )
{
m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin();
}
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the player is looking towards us.
//-----------------------------------------------------------------------------
bool CEnvEntityMaker::IsPlayerLooking()
{
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
// Only spawn if the player's looking away from me
Vector vLookDir = pPlayer->EyeDirection3D();
Vector vTargetDir = GetAbsOrigin() - pPlayer->EyePosition();
VectorNormalize( vTargetDir );
float fDotPr = DotProduct( vLookDir,vTargetDir );
if ( fDotPr > 0 )
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if we should spawn another instance
//-----------------------------------------------------------------------------
void CEnvEntityMaker::CheckSpawnThink( void )
{
SetNextThink( gpGlobals->curtime + 0.5f );
// Do we have an instance?
if ( m_hCurrentInstance )
{
// If Wait-For-Destruction is set, abort immediately
if ( m_spawnflags & SF_ENTMAKER_WAITFORDESTRUCTION )
return;
}
// Check to see if there's enough room to spawn
if ( !HasRoomToSpawn() )
return;
// We're clear, now check to see if the player's looking
if ( !( HasSpawnFlags( SF_ENTMAKER_IGNOREFACING ) ) && IsPlayerLooking() )
return;
// Clear, no player watching, so spawn!
SpawnEntity();
}
//-----------------------------------------------------------------------------
// Purpose: Spawns the entities, checking for space if flagged to do so.
//-----------------------------------------------------------------------------
void CEnvEntityMaker::InputForceSpawn( inputdata_t &inputdata )
{
CPointTemplate *pTemplate = FindTemplate();
if (!pTemplate)
return;
if ( HasSpawnFlags( SF_ENTMAKER_CHECK_FOR_SPACE ) && !HasRoomToSpawn() )
{
m_pOutputOnFailedSpawn.FireOutput( this, this );
return;
}
if ( HasSpawnFlags( SF_ENTMAKER_CHECK_PLAYER_LOOKING ) && IsPlayerLooking() )
{
m_pOutputOnFailedSpawn.FireOutput( this, this );
return;
}
SpawnEntity();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CEnvEntityMaker::InputForceSpawnAtEntityOrigin( inputdata_t &inputdata )
{
CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
if( pTargetEntity )
{
SpawnEntity( pTargetEntity->GetAbsOrigin(), pTargetEntity->GetAbsAngles() );
}
}