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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ANTLION_MAKER_H
#define ANTLION_MAKER_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_hint.h"
#include "igamesystem.h"
#include "monstermaker.h"
#include "npc_antlion.h"
//
// Antlion maker class
//
#define SF_ANTLIONMAKER_RANDOM_SPAWN_NODE 0x00000400
#define SF_ANTLIONMAKER_SPAWN_CLOSE_TO_TARGET 0x00000800
#define SF_ANTLIONMAKER_RANDOM_FIGHT_TARGET 0x00001000
#define SF_ANTLIONMAKER_DO_BLOCKEDEFFECTS 0x00002000
class CAntlionTemplateMaker : public CTemplateNPCMaker {
public:
DECLARE_CLASS(CAntlionTemplateMaker, CTemplateNPCMaker);
CAntlionTemplateMaker(void);
~CAntlionTemplateMaker(void);
virtual int DrawDebugTextOverlays(void);
virtual void DrawDebugGeometryOverlays(void);
void MakeNPC(void);
void ChildPreSpawn(CAI_BaseNPC *pChild);
void ChildPostSpawn(CAI_BaseNPC *pChild);
void InputSetFightTarget(inputdata_t &inputdata);
void InputSetFollowTarget(inputdata_t &inputdata);
void InputClearFightTarget(inputdata_t &inputdata);
void InputClearFollowTarget(inputdata_t &inputdata);
void InputSetSpawnRadius(inputdata_t &inputdata);
void InputAddToPool(inputdata_t &inputdata);
void InputSetMaxPool(inputdata_t &inputdata);
void InputSetPoolRegenAmount(inputdata_t &inputdata);
void InputSetPoolRegenTime(inputdata_t &inputdata);
void InputChangeDestinationGroup(inputdata_t &inputdata);
void Activate(void);
// Do not transition
int ObjectCaps(void) {
return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
}
bool CanMakeNPC(bool bIgnoreSolidEntities = false);
bool ShouldAlwaysThink(void) { return true; }
void AddChild(CNPC_Antlion *pAnt);
void RemoveChild(CNPC_Antlion *pAnt);
void FixupOrphans(void);
void UpdateChildren(void);
void CreateProxyTarget(const Vector &position);
void DestroyProxyTarget(void);
void SetFightTarget(string_t strTarget, CBaseEntity *pActivator = NULL,
CBaseEntity *pCaller = NULL);
void SetFightTarget(CBaseEntity *pEntity);
void SetFightTarget(const Vector &position);
void SetFollowTarget(string_t strTarget, CBaseEntity *pActivator = NULL,
CBaseEntity *pCaller = NULL);
void SetFollowTarget(CBaseEntity *pEntity);
void SetChildMoveState(AntlionMoveState_e state);
void DeathNotice(CBaseEntity *pVictim);
bool IsDepleted(void);
bool ShouldHearBugbait(void) { return (m_bIgnoreBugbait == false); }
CBaseEntity *GetFightTarget(void);
CBaseEntity *GetFollowTarget(void);
virtual void Enable(void);
virtual void Disable(void);
void BlockedCheckFunc(void);
void FindNodesCloseToPlayer(void);
void DoBlockedEffects(CBaseEntity *pBlocker, Vector vOrigin);
CBaseEntity *AllHintsFromClusterBlocked(CAI_Hint *pNode,
bool &bChosenHintBlocked);
void ActivateAllSpores(void);
void ActivateSpore(const char *sporename, Vector vOrigin);
void DisableSpore(const char *sporename);
void DisableAllSpores(void);
protected:
void PrecacheTemplateEntity(CBaseEntity *pEntity);
bool FindHintSpawnPosition(const Vector &origin, float radius,
string_t hintGroupName, CAI_Hint **pHint,
bool bRandom = false);
bool FindNearTargetSpawnPosition(Vector &origin, float radius,
CBaseEntity *pTarget);
// These are used by FindNearTargetSpawnPosition
bool FindPositionOnFoot(Vector &origin, float radius, CBaseEntity *pTarget);
bool FindPositionOnVehicle(Vector &origin, float radius,
CBaseEntity *pTarget);
bool ValidateSpawnPosition(Vector &vOrigin, CBaseEntity *pTarget = NULL);
// Pool behavior for coast
void PoolAdd(int iNumToAdd);
void PoolRegenThink(void);
protected:
// FIXME: The m_strSpawnGroup is redundant to the m_iszDestinationGroup in
// the base class NPC template maker
string_t m_strSpawnGroup; // if present, spawn children on the nearest node
// of this group (to the player)
string_t m_strSpawnTarget; // name of target to spawn near
float m_flSpawnRadius; // radius around target to attempt to spawn in
float m_flWorkerSpawnRate; // Percentage chance of spawning a worker when
// we spawn an antlion [0..1].
string_t m_strFightTarget; // target entity name that all children will be
// told to fight to
string_t m_strFollowTarget; // entity name that all children will follow
bool m_bIgnoreBugbait; // Whether or not to ignore bugbait
AntlionMoveState_e m_nChildMoveState;
EHANDLE m_hFightTarget; // A normal entity pointer for fight position
EHANDLE m_hProxyTarget; // This is a self-held target that is created and
// used when a vector is passed in as a fight goal,
// instead of an entity
EHANDLE m_hFollowTarget; // Target to follow
CUtlVector<CHandle<CNPC_Antlion> > m_Children;
// Pool behavior for coast
int m_iPool;
int m_iMaxPool;
int m_iPoolRegenAmount;
float m_flPoolRegenTime;
float m_flVehicleSpawnDistance;
int m_iSkinCount;
float m_flBlockedBumpTime;
bool m_bBlocked;
COutputEvent m_OnAllBlocked;
bool m_bCreateSpores;
DECLARE_DATADESC();
};
// ========================================================
// Antlion maker manager
// ========================================================
class CAntlionMakerManager : public CAutoGameSystem {
public:
CAntlionMakerManager(char const *name) : CAutoGameSystem(name) {}
void LevelInitPostEntity(void);
void BroadcastFightGoal(const Vector &vFightGoal);
void BroadcastFightGoal(CBaseEntity *pFightGoal);
void BroadcastFollowGoal(CBaseEntity *pFollowGoal);
protected:
void GatherMakers(void);
CUtlVector<CHandle<CAntlionTemplateMaker> > m_Makers;
};
extern CAntlionMakerManager g_AntlionMakerManager;
#endif // ANTLION_MAKER_H