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354 lines
10 KiB
354 lines
10 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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//========================================================= |
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// Monster Maker - this is an entity that creates monsters |
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// in the game. |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "saverestore.h" |
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// Monstermaker spawnflags |
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#define SF_MONSTERMAKER_START_ON 1 // start active ( if has targetname ) |
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#define SF_MONSTERMAKER_CYCLIC 4 // drop one monster every time fired. |
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#define SF_MONSTERMAKER_MONSTERCLIP 8 // Children are blocked by monsterclip |
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#define SF_MONSTERMAKER_LEAVECORPSE 16 // Don't fade corpses. |
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#define SF_MONSTERMAKER_NO_WPN_DROP 1024 // Corpses don't drop weapons. |
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//========================================================= |
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// MonsterMaker - this ent creates monsters during the game. |
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//========================================================= |
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class CMonsterMaker : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void KeyValue( KeyValueData* pkvd); |
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void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT CyclicUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT MakerThink( void ); |
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void EXPORT MakeMonsterThink( void ); |
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void DeathNotice( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died. |
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void TryMakeMonster( void ); //LRC - to allow for a spawndelay |
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CBaseMonster* MakeMonster( void ); //LRC - actually make a monster (and return the new creation) |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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string_t m_iszMonsterClassname;// classname of the monster(s) that will be created. |
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int m_cNumMonsters;// max number of monsters this ent can create |
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int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive |
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int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time. |
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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 |
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BOOL m_fActive; |
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BOOL m_fFadeChildren;// should we make the children fadeout? |
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float m_fSpawnDelay;// LRC- delay between triggering targets and making a child (for env_warpball, mainly) |
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}; |
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LINK_ENTITY_TO_CLASS( monstermaker, CMonsterMaker ) |
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TYPEDESCRIPTION CMonsterMaker::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CMonsterMaker, m_iszMonsterClassname, FIELD_STRING ), |
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DEFINE_FIELD( CMonsterMaker, m_cNumMonsters, FIELD_INTEGER ), |
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DEFINE_FIELD( CMonsterMaker, m_cLiveChildren, FIELD_INTEGER ), |
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DEFINE_FIELD( CMonsterMaker, m_flGround, FIELD_FLOAT ), |
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DEFINE_FIELD( CMonsterMaker, m_iMaxLiveChildren, FIELD_INTEGER ), |
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DEFINE_FIELD( CMonsterMaker, m_fActive, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CMonsterMaker, m_fFadeChildren, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CMonsterMaker, m_fSpawnDelay, FIELD_FLOAT ), |
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}; |
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IMPLEMENT_SAVERESTORE( CMonsterMaker, CBaseMonster ) |
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void CMonsterMaker::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "monstercount" ) ) |
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{ |
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m_cNumMonsters = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_imaxlivechildren" ) ) |
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{ |
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m_iMaxLiveChildren = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "monstertype" ) ) |
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{ |
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m_iszMonsterClassname = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if ( FStrEq(pkvd->szKeyName, "spawndelay") ) |
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{ |
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m_fSpawnDelay = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseMonster::KeyValue( pkvd ); |
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} |
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void CMonsterMaker::Spawn() |
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{ |
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pev->solid = SOLID_NOT; |
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m_cLiveChildren = 0; |
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Precache(); |
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if( !FStringNull( pev->targetname ) ) |
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{ |
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if( pev->spawnflags & SF_MONSTERMAKER_CYCLIC ) |
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{ |
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SetUse( &CMonsterMaker::CyclicUse );// drop one monster each time we fire |
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m_fActive = FALSE; |
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} |
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else |
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{ |
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SetUse(&CMonsterMaker :: ToggleUse );// can be turned on/off |
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if( FBitSet( pev->spawnflags, SF_MONSTERMAKER_START_ON ) ) |
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{ |
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// start making monsters as soon as monstermaker spawns |
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m_fActive = TRUE; |
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SetThink( &CMonsterMaker::MakerThink ); |
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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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m_fActive = FALSE; |
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SetThink(&CMonsterMaker :: SUB_DoNothing ); |
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} |
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} |
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} |
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else |
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{// no targetname, just start. |
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SetNextThink( m_flDelay ); |
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m_fActive = TRUE; |
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SetThink( &CMonsterMaker::MakerThink ); |
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} |
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if ( m_cNumMonsters == 1 || (m_cNumMonsters != -1 && pev->spawnflags & SF_MONSTERMAKER_LEAVECORPSE )) |
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{ |
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m_fFadeChildren = FALSE; |
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} |
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else |
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{ |
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m_fFadeChildren = TRUE; |
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} |
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m_flGround = 0; |
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} |
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void CMonsterMaker::Precache( void ) |
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{ |
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CBaseMonster::Precache(); |
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UTIL_PrecacheOther( STRING( m_iszMonsterClassname ) ); |
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} |
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//========================================================= |
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// TryMakeMonster- check that it's ok to drop a monster. |
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//========================================================= |
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void CMonsterMaker::TryMakeMonster( void ) |
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{ |
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if( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren ) |
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{ |
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// not allowed to make a new one yet. Too many live ones out right now. |
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return; |
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} |
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if( !m_flGround ) |
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{ |
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// set altitude. Now that I'm activated, any breakables, etc should be out from under me. |
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TraceResult tr; |
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UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 2048 ), ignore_monsters, ENT( pev ), &tr ); |
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m_flGround = tr.vecEndPos.z; |
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} |
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Vector mins = pev->origin - Vector( 34, 34, 0 ); |
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Vector maxs = pev->origin + Vector( 34, 34, 0 ); |
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maxs.z = pev->origin.z; |
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mins.z = m_flGround; |
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CBaseEntity *pList[2]; |
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int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT | FL_MONSTER ); |
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if( count ) |
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{ |
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// don't build a stack of monsters! |
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return; |
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} |
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if (m_fSpawnDelay) |
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{ |
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// If I have a target, fire. (no locus) |
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if ( !FStringNull ( pev->target ) ) |
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{ |
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// delay already overloaded for this entity, so can't call SUB_UseTargets() |
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FireTargets( STRING(pev->target), this, this, USE_TOGGLE, 0 ); |
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} |
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// ALERT(at_console,"Making Monster in %f seconds\n",m_fSpawnDelay); |
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SetThink(&CMonsterMaker:: MakeMonsterThink ); |
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SetNextThink( m_fSpawnDelay ); |
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} |
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else |
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{ |
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// ALERT(at_console,"No delay. Making monster.\n",m_fSpawnDelay); |
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CBaseMonster* pMonst = MakeMonster(); |
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// If I have a target, fire! (the new monster is the locus) |
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if ( !FStringNull ( pev->target ) ) |
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{ |
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FireTargets( STRING(pev->target), pMonst, this, USE_TOGGLE, 0 ); |
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} |
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} |
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} |
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//========================================================= |
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// MakeMonsterThink- a really trivial think function |
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//========================================================= |
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void CMonsterMaker::MakeMonsterThink( void ) |
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{ |
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MakeMonster(); |
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} |
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//========================================================= |
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// MakeMonster- this is the code that drops the monster |
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//========================================================= |
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CBaseMonster* CMonsterMaker::MakeMonster( void ) |
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{ |
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edict_t *pent; |
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entvars_t *pevCreate; |
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// ALERT(at_console,"Making Monster NOW\n"); |
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pent = CREATE_NAMED_ENTITY( m_iszMonsterClassname ); |
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if ( FNullEnt( pent ) ) |
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{ |
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ALERT ( at_console, "NULL Ent in MonsterMaker!\n" ); |
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return NULL; |
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} |
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pevCreate = VARS( pent ); |
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pevCreate->origin = pev->origin; |
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pevCreate->angles = pev->angles; |
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SetBits( pevCreate->spawnflags, SF_MONSTER_FALL_TO_GROUND ); |
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if (pev->spawnflags & SF_MONSTERMAKER_NO_WPN_DROP) |
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SetBits( pevCreate->spawnflags, SF_MONSTER_NO_WPN_DROP); |
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// Children hit monsterclip brushes |
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if( pev->spawnflags & SF_MONSTERMAKER_MONSTERCLIP ) |
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SetBits( pevCreate->spawnflags, SF_MONSTER_HITMONSTERCLIP ); |
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DispatchSpawn( ENT( pevCreate ) ); |
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pevCreate->owner = edict(); |
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//LRC - custom monster behaviour |
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CBaseEntity *pEntity = CBaseEntity::Instance( pevCreate ); |
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CBaseMonster *pMonst = NULL; |
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if (pEntity && (pMonst = pEntity->MyMonsterPointer()) != NULL) |
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{ |
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pMonst->m_iClass = this->m_iClass; |
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pMonst->m_iPlayerReact = this->m_iPlayerReact; |
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} |
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if( !FStringNull( pev->netname ) ) |
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{ |
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// if I have a netname (overloaded), give the child monster that name as a targetname |
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pevCreate->targetname = pev->netname; |
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} |
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m_cLiveChildren++;// count this monster |
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m_cNumMonsters--; |
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if( m_cNumMonsters == 0 ) |
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{ |
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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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else if (m_fActive) |
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{ |
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SetNextThink( m_flDelay ); |
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SetThink(&CMonsterMaker:: MakerThink ); |
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} |
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return pMonst; |
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} |
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//========================================================= |
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// CyclicUse - drops one monster from the monstermaker |
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// each time we call this. |
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//========================================================= |
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void CMonsterMaker::CyclicUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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TryMakeMonster(); |
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// ALERT(at_console,"CyclicUse complete\n"); |
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} |
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//========================================================= |
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// ToggleUse - activates/deactivates the monster maker |
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//========================================================= |
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void CMonsterMaker::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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if( !ShouldToggle( useType, m_fActive ) ) |
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return; |
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if( m_fActive ) |
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{ |
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m_fActive = FALSE; |
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SetThink( NULL ); |
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} |
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else |
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{ |
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m_fActive = TRUE; |
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SetThink( &CMonsterMaker::MakerThink ); |
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} |
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SetNextThink( 0 ); |
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} |
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//========================================================= |
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// MakerThink - creates a new monster every so often |
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//========================================================= |
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void CMonsterMaker::MakerThink( void ) |
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{ |
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SetNextThink( m_flDelay ); |
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TryMakeMonster(); |
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} |
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//========================================================= |
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//========================================================= |
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void CMonsterMaker::DeathNotice( entvars_t *pevChild ) |
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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_cLiveChildren--; |
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if( !m_fFadeChildren ) |
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{ |
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pevChild->owner = NULL; |
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} |
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}
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