/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ //========================================================= // Monster Maker - this is an entity that creates monsters // in the game. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "saverestore.h" // Monstermaker spawnflags #define SF_MONSTERMAKER_START_ON 1 // start active ( if has targetname ) #define SF_MONSTERMAKER_CYCLIC 4 // drop one monster every time fired. #define SF_MONSTERMAKER_MONSTERCLIP 8 // Children are blocked by monsterclip //========================================================= // MonsterMaker - this ent creates monsters during the game. //========================================================= class CMonsterMaker : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void KeyValue( KeyValueData* pkvd); void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT MakerThink ( void ); void DeathNotice ( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died. void MakeMonster( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; string_t m_iszMonsterClassname;// classname of the monster(s) that will be created. int m_cNumMonsters;// max number of monsters this ent can create int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time. float m_flGround; // z coord of the ground under me, used to make sure no monsters are under the maker when it drops a new child BOOL m_fActive; BOOL m_fFadeChildren;// should we make the children fadeout? }; LINK_ENTITY_TO_CLASS( monstermaker, CMonsterMaker ) TYPEDESCRIPTION CMonsterMaker::m_SaveData[] = { DEFINE_FIELD( CMonsterMaker, m_iszMonsterClassname, FIELD_STRING ), DEFINE_FIELD( CMonsterMaker, m_cNumMonsters, FIELD_INTEGER ), DEFINE_FIELD( CMonsterMaker, m_cLiveChildren, FIELD_INTEGER ), DEFINE_FIELD( CMonsterMaker, m_flGround, FIELD_FLOAT ), DEFINE_FIELD( CMonsterMaker, m_iMaxLiveChildren, FIELD_INTEGER ), DEFINE_FIELD( CMonsterMaker, m_fActive, FIELD_BOOLEAN ), DEFINE_FIELD( CMonsterMaker, m_fFadeChildren, FIELD_BOOLEAN ), }; IMPLEMENT_SAVERESTORE( CMonsterMaker, CBaseMonster ) void CMonsterMaker :: KeyValue( KeyValueData *pkvd ) { if ( FStrEq(pkvd->szKeyName, "monstercount") ) { m_cNumMonsters = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "m_imaxlivechildren") ) { m_iMaxLiveChildren = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "monstertype") ) { m_iszMonsterClassname = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } void CMonsterMaker :: Spawn( ) { pev->solid = SOLID_NOT; m_cLiveChildren = 0; Precache(); if ( !FStringNull ( pev->targetname ) ) { if ( pev->spawnflags & SF_MONSTERMAKER_CYCLIC ) { SetUse( &CMonsterMaker::CyclicUse );// drop one monster each time we fire } else { SetUse( &CMonsterMaker::ToggleUse );// so can be turned on/off } if ( FBitSet ( pev->spawnflags, SF_MONSTERMAKER_START_ON ) ) { // start making monsters as soon as monstermaker spawns m_fActive = TRUE; SetThink( &CMonsterMaker::MakerThink ); } else { // wait to be activated. m_fActive = FALSE; SetThink( &CBaseEntity::SUB_DoNothing ); } } else { // no targetname, just start. pev->nextthink = gpGlobals->time + m_flDelay; m_fActive = TRUE; SetThink( &CMonsterMaker::MakerThink ); } if ( m_cNumMonsters == 1 ) { m_fFadeChildren = FALSE; } else { m_fFadeChildren = TRUE; } m_flGround = 0; } void CMonsterMaker :: Precache( void ) { CBaseMonster::Precache(); UTIL_PrecacheOther( STRING( m_iszMonsterClassname ) ); } //========================================================= // MakeMonster- this is the code that drops the monster //========================================================= void CMonsterMaker::MakeMonster( void ) { edict_t *pent; entvars_t *pevCreate; if ( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren ) { // not allowed to make a new one yet. Too many live ones out right now. return; } if ( !m_flGround ) { // set altitude. Now that I'm activated, any breakables, etc should be out from under me. TraceResult tr; UTIL_TraceLine ( pev->origin, pev->origin - Vector ( 0, 0, 2048 ), ignore_monsters, ENT(pev), &tr ); m_flGround = tr.vecEndPos.z; } Vector mins = pev->origin - Vector( 34, 34, 0 ); Vector maxs = pev->origin + Vector( 34, 34, 0 ); maxs.z = pev->origin.z; mins.z = m_flGround; CBaseEntity *pList[2]; int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT|FL_MONSTER ); if ( count ) { // don't build a stack of monsters! return; } pent = CREATE_NAMED_ENTITY( m_iszMonsterClassname ); if ( FNullEnt( pent ) ) { ALERT ( at_console, "NULL Ent in MonsterMaker!\n" ); return; } // If I have a target, fire! if ( !FStringNull ( pev->target ) ) { // delay already overloaded for this entity, so can't call SUB_UseTargets() FireTargets( STRING(pev->target), this, this, USE_TOGGLE, 0 ); } pevCreate = VARS( pent ); pevCreate->origin = pev->origin; pevCreate->angles = pev->angles; SetBits( pevCreate->spawnflags, SF_MONSTER_FALL_TO_GROUND ); // Children hit monsterclip brushes if ( pev->spawnflags & SF_MONSTERMAKER_MONSTERCLIP ) SetBits( pevCreate->spawnflags, SF_MONSTER_HITMONSTERCLIP ); DispatchSpawn( ENT( pevCreate ) ); pevCreate->owner = edict(); if ( !FStringNull( pev->netname ) ) { // if I have a netname (overloaded), give the child monster that name as a targetname pevCreate->targetname = pev->netname; } m_cLiveChildren++;// count this monster m_cNumMonsters--; if ( m_cNumMonsters == 0 ) { // Disable this forever. Don't kill it because it still gets death notices SetThink( NULL ); SetUse( NULL ); } } //========================================================= // CyclicUse - drops one monster from the monstermaker // each time we call this. //========================================================= void CMonsterMaker::CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { MakeMonster(); } //========================================================= // ToggleUse - activates/deactivates the monster maker //========================================================= void CMonsterMaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_fActive ) ) return; if ( m_fActive ) { m_fActive = FALSE; SetThink( NULL ); } else { m_fActive = TRUE; SetThink( &CMonsterMaker::MakerThink ); } pev->nextthink = gpGlobals->time; } //========================================================= // MakerThink - creates a new monster every so often //========================================================= void CMonsterMaker :: MakerThink ( void ) { pev->nextthink = gpGlobals->time + m_flDelay; MakeMonster(); } //========================================================= //========================================================= void CMonsterMaker :: DeathNotice ( entvars_t *pevChild ) { // ok, we've gotten the deathnotice from our child, now clear out its owner if we don't want it to fade. m_cLiveChildren--; if ( !m_fFadeChildren ) { pevChild->owner = NULL; } }