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292 lines
8.3 KiB
292 lines
8.3 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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//========================================================= |
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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 DeathNotice ( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died. |
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void MakeMonster( void ); |
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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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}; |
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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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}; |
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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 |
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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( &CyclicUse );// drop one monster each time we fire |
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} |
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else |
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{ |
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SetUse( &ToggleUse );// so can be turned on/off |
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} |
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if ( FBitSet ( pev->spawnflags, SF_MONSTERMAKER_START_ON ) ) |
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{// start making monsters as soon as monstermaker spawns |
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m_fActive = TRUE; |
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SetThink( &MakerThink ); |
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} |
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else |
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{// wait to be activated. |
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m_fActive = FALSE; |
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SetThink( &SUB_DoNothing ); |
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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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pev->nextthink = gpGlobals->time + m_flDelay; |
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m_fActive = TRUE; |
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SetThink( &MakerThink ); |
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} |
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if ( m_cNumMonsters == 1 ) |
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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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// MakeMonster- this is the code that drops the monster |
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//========================================================= |
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void 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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if ( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren ) |
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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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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; |
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} |
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// If I have a target, fire! |
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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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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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// 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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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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} |
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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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MakeMonster(); |
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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( &MakerThink ); |
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} |
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pev->nextthink = gpGlobals->time; |
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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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pev->nextthink = gpGlobals->time + m_flDelay; |
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MakeMonster(); |
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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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