This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

189 lines
5.9 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