mirror of
https://github.com/alliedmodders/hl2sdk.git
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1035 lines
28 KiB
C++
1035 lines
28 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: An entity that creates NPCs in the game. There are two types of NPC
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// makers -- one which creates NPCs using a template NPC, and one which
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// creates an NPC via a classname.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "datacache/imdlcache.h"
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#include "entityapi.h"
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#include "entityoutput.h"
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#include "ai_basenpc.h"
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#include "monstermaker.h"
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#include "TemplateEntities.h"
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#include "ndebugoverlay.h"
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#include "mapentities.h"
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#include "IEffects.h"
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#include "props.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static void DispatchActivate( CBaseEntity *pEntity )
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{
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bool bAsyncAnims = mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, false );
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pEntity->Activate();
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mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, bAsyncAnims );
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}
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LINK_ENTITY_TO_CLASS( info_npc_spawn_destination, CNPCSpawnDestination );
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BEGIN_DATADESC( CNPCSpawnDestination )
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DEFINE_KEYFIELD( m_ReuseDelay, FIELD_FLOAT, "ReuseDelay" ),
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DEFINE_KEYFIELD( m_RenameNPC,FIELD_STRING, "RenameNPC" ),
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DEFINE_FIELD( m_TimeNextAvailable, FIELD_TIME ),
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DEFINE_OUTPUT( m_OnSpawnNPC, "OnSpawnNPC" ),
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END_DATADESC()
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//---------------------------------------------------------
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//---------------------------------------------------------
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CNPCSpawnDestination::CNPCSpawnDestination()
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{
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// Available right away, the first time.
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m_TimeNextAvailable = gpGlobals->curtime;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CNPCSpawnDestination::IsAvailable()
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{
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if( m_TimeNextAvailable > gpGlobals->curtime )
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{
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return false;
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}
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return true;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPCSpawnDestination::OnSpawnedNPC( CAI_BaseNPC *pNPC )
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{
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// Rename the NPC
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if( m_RenameNPC != NULL_STRING )
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{
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pNPC->SetName( m_RenameNPC );
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}
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m_OnSpawnNPC.FireOutput( pNPC, this );
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m_TimeNextAvailable = gpGlobals->curtime + m_ReuseDelay;
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}
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//-------------------------------------
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BEGIN_DATADESC( CBaseNPCMaker )
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DEFINE_KEYFIELD( m_nMaxNumNPCs, FIELD_INTEGER, "MaxNPCCount" ),
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DEFINE_KEYFIELD( m_nMaxLiveChildren, FIELD_INTEGER, "MaxLiveChildren" ),
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DEFINE_KEYFIELD( m_flSpawnFrequency, FIELD_FLOAT, "SpawnFrequency" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_FIELD( m_nLiveChildren, FIELD_INTEGER ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Spawn", InputSpawnNPC ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxChildren", InputSetMaxChildren ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "AddMaxChildren", InputAddMaxChildren ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxLiveChildren", InputSetMaxLiveChildren ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpawnFrequency", InputSetSpawnFrequency ),
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// Outputs
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DEFINE_OUTPUT( m_OnAllSpawned, "OnAllSpawned" ),
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DEFINE_OUTPUT( m_OnAllSpawnedDead, "OnAllSpawnedDead" ),
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DEFINE_OUTPUT( m_OnAllLiveChildrenDead, "OnAllLiveChildrenDead" ),
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DEFINE_OUTPUT( m_OnSpawnNPC, "OnSpawnNPC" ),
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// Function Pointers
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DEFINE_THINKFUNC( MakerThink ),
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DEFINE_FIELD( m_hIgnoreEntity, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_iszIngoreEnt, FIELD_STRING, "IgnoreEntity" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Spawn
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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m_nLiveChildren = 0;
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Precache();
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// If I can make an infinite number of NPC, force them to fade
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if ( m_spawnflags & SF_NPCMAKER_INF_CHILD )
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{
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m_spawnflags |= SF_NPCMAKER_FADE;
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}
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//Start on?
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if ( m_bDisabled == false )
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{
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SetThink ( &CBaseNPCMaker::MakerThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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else
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{
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//wait to be activated.
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SetThink ( &CBaseNPCMaker::SUB_DoNothing );
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}
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}
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//-----------------------------------------------------------------------------
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// A not-very-robust check to see if a human hull could fit at this location.
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// used to validate spawn destinations.
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//-----------------------------------------------------------------------------
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bool CBaseNPCMaker::HumanHullFits( const Vector &vecLocation )
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{
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trace_t tr;
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UTIL_TraceHull( vecLocation,
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vecLocation + Vector( 0, 0, 1 ),
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NAI_Hull::Mins(HULL_HUMAN),
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NAI_Hull::Maxs(HULL_HUMAN),
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MASK_NPCSOLID,
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m_hIgnoreEntity,
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COLLISION_GROUP_NONE,
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&tr );
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if( tr.fraction == 1.0 )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether or not it is OK to make an NPC at this instant.
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//-----------------------------------------------------------------------------
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bool CBaseNPCMaker::CanMakeNPC( bool bIgnoreSolidEntities )
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{
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if ( m_nMaxLiveChildren > 0 && m_nLiveChildren >= m_nMaxLiveChildren )
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{// not allowed to make a new one yet. Too many live ones out right now.
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return false;
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}
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if ( m_iszIngoreEnt != NULL_STRING )
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{
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m_hIgnoreEntity = gEntList.FindEntityByName( NULL, m_iszIngoreEnt );
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}
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Vector mins = GetAbsOrigin() - Vector( 34, 34, 0 );
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Vector maxs = GetAbsOrigin() + Vector( 34, 34, 0 );
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maxs.z = GetAbsOrigin().z;
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// If we care about not hitting solid entities, look for 'em
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if ( !bIgnoreSolidEntities )
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{
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CBaseEntity *pList[128];
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int count = UTIL_EntitiesInBox( pList, 128, mins, maxs, FL_CLIENT|FL_NPC );
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if ( count )
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{
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//Iterate through the list and check the results
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for ( int i = 0; i < count; i++ )
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{
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//Don't build on top of another entity
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if ( pList[i] == NULL )
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continue;
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//If one of the entities is solid, then we may not be able to spawn now
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if ( ( pList[i]->GetSolidFlags() & FSOLID_NOT_SOLID ) == false )
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{
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// Since the outer method doesn't work well around striders on account of their huge bounding box.
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// Find the ground under me and see if a human hull would fit there.
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trace_t tr;
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UTIL_TraceHull( GetAbsOrigin() + Vector( 0, 0, 2 ),
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GetAbsOrigin() - Vector( 0, 0, 8192 ),
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NAI_Hull::Mins(HULL_HUMAN),
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NAI_Hull::Maxs(HULL_HUMAN),
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MASK_NPCSOLID,
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m_hIgnoreEntity,
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COLLISION_GROUP_NONE,
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&tr );
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if( !HumanHullFits( tr.endpos + Vector( 0, 0, 1 ) ) )
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{
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return false;
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}
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}
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}
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}
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}
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// Do we need to check to see if the player's looking?
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if ( HasSpawnFlags( SF_NPCMAKER_HIDEFROMPLAYER ) )
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{
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
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if ( pPlayer )
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{
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// Only spawn if the player's looking away from me
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if( pPlayer->FInViewCone( GetAbsOrigin() ) && pPlayer->FVisible( GetAbsOrigin() ) )
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{
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return false;
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}
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: If this had a finite number of children, return true if they've all
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// been created.
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//-----------------------------------------------------------------------------
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bool CBaseNPCMaker::IsDepleted()
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{
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if ( (m_spawnflags & SF_NPCMAKER_INF_CHILD) || m_nMaxNumNPCs > 0 )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Toggle the spawner's state
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::Toggle( void )
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{
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if ( m_bDisabled )
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{
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Enable();
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}
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else
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{
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Disable();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start the spawner
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::Enable( void )
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{
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// can't be enabled once depleted
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if ( IsDepleted() )
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return;
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m_bDisabled = false;
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SetThink ( &CBaseNPCMaker::MakerThink );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop the spawner
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::Disable( void )
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{
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m_bDisabled = true;
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SetThink ( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that spawns an NPC.
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::InputSpawnNPC( inputdata_t &inputdata )
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{
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if( !IsDepleted() )
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{
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MakeNPC();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input hander that starts the spawner
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::InputEnable( inputdata_t &inputdata )
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{
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Enable();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input hander that stops the spawner
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::InputDisable( inputdata_t &inputdata )
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{
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Disable();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input hander that toggles the spawner
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::InputToggle( inputdata_t &inputdata )
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{
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Toggle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::InputSetMaxChildren( inputdata_t &inputdata )
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{
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m_nMaxNumNPCs = inputdata.value.Int();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::InputAddMaxChildren( inputdata_t &inputdata )
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{
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m_nMaxNumNPCs += inputdata.value.Int();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::InputSetMaxLiveChildren( inputdata_t &inputdata )
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{
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m_nMaxLiveChildren = inputdata.value.Int();
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}
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void CBaseNPCMaker::InputSetSpawnFrequency( inputdata_t &inputdata )
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{
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m_flSpawnFrequency = inputdata.value.Float();
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}
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LINK_ENTITY_TO_CLASS( npc_maker, CNPCMaker );
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BEGIN_DATADESC( CNPCMaker )
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DEFINE_KEYFIELD( m_iszNPCClassname, FIELD_STRING, "NPCType" ),
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DEFINE_KEYFIELD( m_ChildTargetName, FIELD_STRING, "NPCTargetname" ),
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DEFINE_KEYFIELD( m_SquadName, FIELD_STRING, "NPCSquadName" ),
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DEFINE_KEYFIELD( m_spawnEquipment, FIELD_STRING, "additionalequipment" ),
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DEFINE_KEYFIELD( m_strHintGroup, FIELD_STRING, "NPCHintGroup" ),
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DEFINE_KEYFIELD( m_RelationshipString, FIELD_STRING, "Relationship" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CNPCMaker::CNPCMaker( void )
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{
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m_spawnEquipment = NULL_STRING;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache the target NPC
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//-----------------------------------------------------------------------------
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void CNPCMaker::Precache( void )
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{
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BaseClass::Precache();
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const char *pszNPCName = STRING( m_iszNPCClassname );
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if ( !pszNPCName || !pszNPCName[0] )
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{
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Warning("npc_maker %s has no specified NPC-to-spawn classname.\n", STRING(GetEntityName()) );
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}
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else
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{
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UTIL_PrecacheOther( pszNPCName );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates the NPC.
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//-----------------------------------------------------------------------------
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void CNPCMaker::MakeNPC( void )
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{
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if (!CanMakeNPC())
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return;
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CAI_BaseNPC *pent = (CAI_BaseNPC*)CreateEntityByName( STRING(m_iszNPCClassname) );
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if ( !pent )
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{
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Warning("NULL Ent in NPCMaker!\n" );
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return;
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}
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// ------------------------------------------------
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// Intialize spawned NPC's relationships
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// ------------------------------------------------
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pent->SetRelationshipString( m_RelationshipString );
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m_OnSpawnNPC.Set( pent, pent, this );
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pent->SetAbsOrigin( GetAbsOrigin() );
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// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
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QAngle angles = GetAbsAngles();
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angles.x = 0.0;
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angles.z = 0.0;
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pent->SetAbsAngles( angles );
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pent->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
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if ( m_spawnflags & SF_NPCMAKER_FADE )
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{
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pent->AddSpawnFlags( SF_NPC_FADE_CORPSE );
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}
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pent->m_spawnEquipment = m_spawnEquipment;
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pent->SetSquadName( m_SquadName );
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pent->SetHintGroup( m_strHintGroup );
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ChildPreSpawn( pent );
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DispatchSpawn( pent );
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pent->SetOwnerEntity( this );
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DispatchActivate( pent );
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if ( m_ChildTargetName != NULL_STRING )
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{
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// if I have a netname (overloaded), give the child NPC that name as a targetname
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pent->SetName( m_ChildTargetName );
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}
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ChildPostSpawn( pent );
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m_nLiveChildren++;// count this NPC
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if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD))
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{
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m_nMaxNumNPCs--;
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if ( IsDepleted() )
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{
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m_OnAllSpawned.FireOutput( this, this );
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// Disable this forever. Don't kill it because it still gets death notices
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SetThink( NULL );
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SetUse( NULL );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pChild -
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::ChildPostSpawn( CAI_BaseNPC *pChild )
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{
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// If I'm stuck inside any props, remove them
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bool bFound = true;
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while ( bFound )
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{
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trace_t tr;
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UTIL_TraceHull( pChild->GetAbsOrigin(), pChild->GetAbsOrigin(), pChild->WorldAlignMins(), pChild->WorldAlignMaxs(), MASK_NPCSOLID, pChild, COLLISION_GROUP_NONE, &tr );
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//NDebugOverlay::Box( pChild->GetAbsOrigin(), pChild->WorldAlignMins(), pChild->WorldAlignMaxs(), 0, 255, 0, 32, 5.0 );
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if ( tr.fraction != 1.0 && tr.m_pEnt )
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{
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if ( dynamic_cast<CBaseProp*>(tr.m_pEnt) )
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{
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// Set to non-solid so this loop doesn't keep finding it
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tr.m_pEnt->AddSolidFlags( FSOLID_NOT_SOLID );
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UTIL_RemoveImmediate( tr.m_pEnt );
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continue;
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}
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}
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bFound = false;
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}
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if ( m_hIgnoreEntity != NULL )
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{
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pChild->SetOwnerEntity( m_hIgnoreEntity );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a new NPC every so often.
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::MakerThink ( void )
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{
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SetNextThink( gpGlobals->curtime + m_flSpawnFrequency );
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MakeNPC();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pVictim -
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//-----------------------------------------------------------------------------
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void CBaseNPCMaker::DeathNotice( CBaseEntity *pVictim )
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{
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// ok, we've gotten the deathnotice from our child, now clear out its owner if we don't want it to fade.
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m_nLiveChildren--;
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// If we're here, we're getting erroneous death messages from children we haven't created
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AssertMsg( m_nLiveChildren >= 0, "npc_maker receiving child death notice but thinks has no children\n" );
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if ( m_nLiveChildren <= 0 )
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{
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m_OnAllLiveChildrenDead.FireOutput( this, this );
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// See if we've exhausted our supply of NPCs
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if ( ( (m_spawnflags & SF_NPCMAKER_INF_CHILD) == false ) && IsDepleted() )
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{
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// Signal that all our children have been spawned and are now dead
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m_OnAllSpawnedDead.FireOutput( this, this );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates new NPCs from a template NPC. The template NPC must be marked
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// as a template (spawnflag) and does not spawn.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
LINK_ENTITY_TO_CLASS( npc_template_maker, CTemplateNPCMaker );
|
|
|
|
BEGIN_DATADESC( CTemplateNPCMaker )
|
|
|
|
DEFINE_KEYFIELD( m_iszTemplateName, FIELD_STRING, "TemplateName" ),
|
|
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
|
|
DEFINE_FIELD( m_iszTemplateData, FIELD_STRING ),
|
|
DEFINE_KEYFIELD( m_iszDestinationGroup, FIELD_STRING, "DestinationGroup" ),
|
|
DEFINE_KEYFIELD( m_CriterionVisibility, FIELD_INTEGER, "CriterionVisibility" ),
|
|
DEFINE_KEYFIELD( m_CriterionDistance, FIELD_INTEGER, "CriterionDistance" ),
|
|
DEFINE_KEYFIELD( m_iMinSpawnDistance, FIELD_INTEGER, "MinSpawnDistance" ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "SpawnNPCInRadius", InputSpawnInRadius ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "SpawnNPCInLine", InputSpawnInLine ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "ChangeDestinationGroup", InputChangeDestinationGroup ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMinimumSpawnDistance", InputSetMinimumSpawnDistance ),
|
|
|
|
END_DATADESC()
|
|
|
|
void CTemplateNPCMaker::Precache()
|
|
{
|
|
BaseClass::Precache();
|
|
|
|
if ( !m_iszTemplateData )
|
|
{
|
|
//
|
|
// This must be the first time we're activated, not a load from save game.
|
|
// Look up the template in the template database.
|
|
//
|
|
if (!m_iszTemplateName)
|
|
{
|
|
Warning( "npc_template_maker %s has no template NPC!\n", STRING(GetEntityName()) );
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
m_iszTemplateData = Templates_FindByTargetName(STRING(m_iszTemplateName));
|
|
if ( m_iszTemplateData == NULL_STRING )
|
|
{
|
|
DevWarning( "npc_template_maker %s: template NPC %s not found!\n", STRING(GetEntityName()), STRING(m_iszTemplateName) );
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
Assert( m_iszTemplateData != NULL_STRING );
|
|
|
|
// If the mapper marked this as "preload", then instance the entity preache stuff and delete the entity
|
|
//if ( !HasSpawnFlags(SF_NPCMAKER_NOPRELOADMODELS) )
|
|
if ( m_iszTemplateData != NULL_STRING )
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL );
|
|
if ( pEntity != NULL )
|
|
{
|
|
pEntity->Precache();
|
|
UTIL_RemoveImmediate( pEntity );
|
|
}
|
|
}
|
|
}
|
|
|
|
#define MAX_DESTINATION_ENTS 100
|
|
CNPCSpawnDestination *CTemplateNPCMaker::FindSpawnDestination()
|
|
{
|
|
CNPCSpawnDestination *pDestinations[ MAX_DESTINATION_ENTS ];
|
|
CBaseEntity *pEnt = NULL;
|
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
|
int count = 0;
|
|
|
|
if( !pPlayer )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Collect all the qualifiying destination ents
|
|
pEnt = gEntList.FindEntityByName( NULL, m_iszDestinationGroup );
|
|
|
|
if( !pEnt )
|
|
{
|
|
DevWarning("Template NPC Spawner (%s) doesn't have any spawn destinations!\n", GetDebugName() );
|
|
return NULL;
|
|
}
|
|
|
|
while( pEnt )
|
|
{
|
|
CNPCSpawnDestination *pDestination;
|
|
|
|
pDestination = dynamic_cast <CNPCSpawnDestination*>(pEnt);
|
|
|
|
if( pDestination && pDestination->IsAvailable() )
|
|
{
|
|
bool fValid = true;
|
|
Vector vecTest = pDestination->GetAbsOrigin();
|
|
|
|
if( m_CriterionVisibility != TS_YN_DONT_CARE )
|
|
{
|
|
// Right now View Cone check is omitted intentionally.
|
|
Vector vecTopOfHull = NAI_Hull::Maxs( HULL_HUMAN );
|
|
vecTopOfHull.x = 0;
|
|
vecTopOfHull.y = 0;
|
|
bool fVisible = (pPlayer->FVisible( vecTest ) || pPlayer->FVisible( vecTest + vecTopOfHull ) );
|
|
|
|
if( m_CriterionVisibility == TS_YN_YES )
|
|
{
|
|
if( !fVisible )
|
|
fValid = false;
|
|
}
|
|
else
|
|
{
|
|
if( fVisible )
|
|
fValid = false;
|
|
}
|
|
}
|
|
|
|
if( fValid )
|
|
{
|
|
pDestinations[ count ] = pDestination;
|
|
count++;
|
|
}
|
|
}
|
|
|
|
pEnt = gEntList.FindEntityByName( pEnt, m_iszDestinationGroup );
|
|
}
|
|
|
|
if( count < 1 )
|
|
return NULL;
|
|
|
|
// Now find the nearest/farthest based on distance criterion
|
|
if( m_CriterionDistance == TS_DIST_DONT_CARE )
|
|
{
|
|
// Pretty lame way to pick randomly. Try a few times to find a random
|
|
// location where a hull can fit. Don't try too many times due to performance
|
|
// concerns.
|
|
for( int i = 0 ; i < 5 ; i++ )
|
|
{
|
|
CNPCSpawnDestination *pRandomDest = pDestinations[ rand() % count ];
|
|
|
|
if( HumanHullFits( pRandomDest->GetAbsOrigin() ) )
|
|
{
|
|
return pRandomDest;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
else
|
|
{
|
|
if( m_CriterionDistance == TS_DIST_NEAREST )
|
|
{
|
|
float flNearest = FLT_MAX;
|
|
CNPCSpawnDestination *pNearest = NULL;
|
|
|
|
for( int i = 0 ; i < count ; i++ )
|
|
{
|
|
Vector vecTest = pDestinations[ i ]->GetAbsOrigin();
|
|
float flDist = ( vecTest - pPlayer->GetAbsOrigin() ).Length();
|
|
|
|
if ( m_iMinSpawnDistance != 0 && m_iMinSpawnDistance > flDist )
|
|
continue;
|
|
|
|
if( flDist < flNearest && HumanHullFits( vecTest ) )
|
|
{
|
|
flNearest = flDist;
|
|
pNearest = pDestinations[ i ];
|
|
}
|
|
}
|
|
|
|
return pNearest;
|
|
}
|
|
else
|
|
{
|
|
float flFarthest = 0;
|
|
CNPCSpawnDestination *pFarthest = NULL;
|
|
|
|
for( int i = 0 ; i < count ; i++ )
|
|
{
|
|
Vector vecTest = pDestinations[ i ]->GetAbsOrigin();
|
|
float flDist = ( vecTest - pPlayer->GetAbsOrigin() ).Length();
|
|
|
|
if ( m_iMinSpawnDistance != 0 && m_iMinSpawnDistance > flDist )
|
|
continue;
|
|
|
|
if( flDist > flFarthest && HumanHullFits( vecTest ) )
|
|
{
|
|
flFarthest = flDist;
|
|
pFarthest = pDestinations[ i ];
|
|
}
|
|
}
|
|
|
|
return pFarthest;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTemplateNPCMaker::MakeNPC( void )
|
|
{
|
|
// If we should be using the radius spawn method instead, do so
|
|
if ( m_flRadius && HasSpawnFlags(SF_NPCMAKER_ALWAYSUSERADIUS) )
|
|
{
|
|
MakeNPCInRadius();
|
|
return;
|
|
}
|
|
|
|
if (!CanMakeNPC())
|
|
return;
|
|
|
|
CNPCSpawnDestination *pDestination = NULL;
|
|
if ( m_iszDestinationGroup != NULL_STRING )
|
|
{
|
|
pDestination = FindSpawnDestination();
|
|
if ( !pDestination )
|
|
{
|
|
DevMsg( 2, "%s '%s' failed to find a valid spawnpoint in destination group: '%s'\n", GetClassname(), STRING(GetEntityName()), STRING(m_iszDestinationGroup) );
|
|
return;
|
|
}
|
|
}
|
|
|
|
CAI_BaseNPC *pent = NULL;
|
|
CBaseEntity *pEntity = NULL;
|
|
MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL );
|
|
if ( pEntity != NULL )
|
|
{
|
|
pent = (CAI_BaseNPC *)pEntity;
|
|
}
|
|
|
|
if ( !pent )
|
|
{
|
|
Warning("NULL Ent in NPCMaker!\n" );
|
|
return;
|
|
}
|
|
|
|
if ( pDestination )
|
|
{
|
|
pent->SetAbsOrigin( pDestination->GetAbsOrigin() );
|
|
|
|
// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
|
|
QAngle angles = pDestination->GetAbsAngles();
|
|
angles.x = 0.0;
|
|
angles.z = 0.0;
|
|
pent->SetAbsAngles( angles );
|
|
|
|
pDestination->OnSpawnedNPC( pent );
|
|
}
|
|
else
|
|
{
|
|
pent->SetAbsOrigin( GetAbsOrigin() );
|
|
|
|
// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
|
|
QAngle angles = GetAbsAngles();
|
|
angles.x = 0.0;
|
|
angles.z = 0.0;
|
|
pent->SetAbsAngles( angles );
|
|
}
|
|
|
|
m_OnSpawnNPC.Set( pEntity, pEntity, this );
|
|
|
|
if ( m_spawnflags & SF_NPCMAKER_FADE )
|
|
{
|
|
pent->AddSpawnFlags( SF_NPC_FADE_CORPSE );
|
|
}
|
|
|
|
pent->RemoveSpawnFlags( SF_NPC_TEMPLATE );
|
|
|
|
if ( ( m_spawnflags & SF_NPCMAKER_NO_DROP ) == false )
|
|
{
|
|
pent->RemoveSpawnFlags( SF_NPC_FALL_TO_GROUND ); // don't fall, slam
|
|
}
|
|
|
|
ChildPreSpawn( pent );
|
|
|
|
DispatchSpawn( pent );
|
|
pent->SetOwnerEntity( this );
|
|
DispatchActivate( pent );
|
|
|
|
ChildPostSpawn( pent );
|
|
|
|
m_nLiveChildren++;// count this NPC
|
|
|
|
if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD))
|
|
{
|
|
m_nMaxNumNPCs--;
|
|
|
|
if ( IsDepleted() )
|
|
{
|
|
m_OnAllSpawned.FireOutput( this, this );
|
|
|
|
// Disable this forever. Don't kill it because it still gets death notices
|
|
SetThink( NULL );
|
|
SetUse( NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CTemplateNPCMaker::MakeNPCInLine( void )
|
|
{
|
|
if (!CanMakeNPC(true))
|
|
return;
|
|
|
|
CAI_BaseNPC *pent = NULL;
|
|
CBaseEntity *pEntity = NULL;
|
|
MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL );
|
|
if ( pEntity != NULL )
|
|
{
|
|
pent = (CAI_BaseNPC *)pEntity;
|
|
}
|
|
|
|
if ( !pent )
|
|
{
|
|
Warning("NULL Ent in NPCMaker!\n" );
|
|
return;
|
|
}
|
|
|
|
m_OnSpawnNPC.Set( pEntity, pEntity, this );
|
|
|
|
PlaceNPCInLine( pent );
|
|
|
|
pent->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
|
|
|
|
pent->RemoveSpawnFlags( SF_NPC_TEMPLATE );
|
|
ChildPreSpawn( pent );
|
|
|
|
DispatchSpawn( pent );
|
|
pent->SetOwnerEntity( this );
|
|
DispatchActivate( pent );
|
|
|
|
ChildPostSpawn( pent );
|
|
|
|
m_nLiveChildren++;// count this NPC
|
|
|
|
if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD))
|
|
{
|
|
m_nMaxNumNPCs--;
|
|
|
|
if ( IsDepleted() )
|
|
{
|
|
m_OnAllSpawned.FireOutput( this, this );
|
|
|
|
// Disable this forever. Don't kill it because it still gets death notices
|
|
SetThink( NULL );
|
|
SetUse( NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
bool CTemplateNPCMaker::PlaceNPCInLine( CAI_BaseNPC *pNPC )
|
|
{
|
|
Vector vecPlace;
|
|
Vector vecLine;
|
|
|
|
GetVectors( &vecLine, NULL, NULL );
|
|
|
|
// invert this, line up NPC's BEHIND the maker.
|
|
vecLine *= -1;
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 8192 ), MASK_SHOT, pNPC, COLLISION_GROUP_NONE, &tr );
|
|
vecPlace = tr.endpos;
|
|
float flStepSize = pNPC->GetHullWidth();
|
|
|
|
// Try 10 times to place this npc.
|
|
for( int i = 0 ; i < 10 ; i++ )
|
|
{
|
|
UTIL_TraceHull( vecPlace,
|
|
vecPlace + Vector( 0, 0, 10 ),
|
|
pNPC->GetHullMins(),
|
|
pNPC->GetHullMaxs(),
|
|
MASK_SHOT,
|
|
pNPC,
|
|
COLLISION_GROUP_NONE,
|
|
&tr );
|
|
|
|
if( tr.fraction == 1.0 )
|
|
{
|
|
pNPC->SetAbsOrigin( tr.endpos );
|
|
return true;
|
|
}
|
|
|
|
vecPlace += vecLine * flStepSize;
|
|
}
|
|
|
|
DevMsg("**Failed to place NPC in line!\n");
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Place NPC somewhere on the perimeter of my radius.
|
|
//-----------------------------------------------------------------------------
|
|
void CTemplateNPCMaker::MakeNPCInRadius( void )
|
|
{
|
|
if ( !CanMakeNPC(true))
|
|
return;
|
|
|
|
CAI_BaseNPC *pent = NULL;
|
|
CBaseEntity *pEntity = NULL;
|
|
MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL );
|
|
if ( pEntity != NULL )
|
|
{
|
|
pent = (CAI_BaseNPC *)pEntity;
|
|
}
|
|
|
|
if ( !pent )
|
|
{
|
|
Warning("NULL Ent in NPCMaker!\n" );
|
|
return;
|
|
}
|
|
|
|
if ( !PlaceNPCInRadius( pent ) )
|
|
{
|
|
// Failed to place the NPC. Abort
|
|
UTIL_RemoveImmediate( pent );
|
|
return;
|
|
}
|
|
|
|
m_OnSpawnNPC.Set( pEntity, pEntity, this );
|
|
|
|
pent->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
|
|
|
|
pent->RemoveSpawnFlags( SF_NPC_TEMPLATE );
|
|
ChildPreSpawn( pent );
|
|
|
|
DispatchSpawn( pent );
|
|
|
|
pent->SetOwnerEntity( this );
|
|
DispatchActivate( pent );
|
|
|
|
ChildPostSpawn( pent );
|
|
|
|
m_nLiveChildren++;// count this NPC
|
|
|
|
if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD))
|
|
{
|
|
m_nMaxNumNPCs--;
|
|
|
|
if ( IsDepleted() )
|
|
{
|
|
m_OnAllSpawned.FireOutput( this, this );
|
|
|
|
// Disable this forever. Don't kill it because it still gets death notices
|
|
SetThink( NULL );
|
|
SetUse( NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find a place to spawn an npc within my radius.
|
|
// Right now this function tries to place them on the perimeter of radius.
|
|
// Output : false if we couldn't find a spot!
|
|
//-----------------------------------------------------------------------------
|
|
bool CTemplateNPCMaker::PlaceNPCInRadius( CAI_BaseNPC *pNPC )
|
|
{
|
|
Vector vPos;
|
|
|
|
if ( CAI_BaseNPC::FindSpotForNPCInRadius( &vPos, GetAbsOrigin(), pNPC, m_flRadius ) )
|
|
{
|
|
pNPC->SetAbsOrigin( vPos );
|
|
return true;
|
|
}
|
|
|
|
DevMsg("**Failed to place NPC in radius!\n");
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CTemplateNPCMaker::InputChangeDestinationGroup( inputdata_t &inputdata )
|
|
{
|
|
m_iszDestinationGroup = inputdata.value.StringID();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CTemplateNPCMaker::InputSetMinimumSpawnDistance( inputdata_t &inputdata )
|
|
{
|
|
m_iMinSpawnDistance = inputdata.value.Int();
|
|
}
|