You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
367 lines
11 KiB
367 lines
11 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "entityoutput.h"
|
||
|
#include "TemplateEntities.h"
|
||
|
#include "point_template.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
#define SF_ENTMAKER_AUTOSPAWN 0x0001
|
||
|
#define SF_ENTMAKER_WAITFORDESTRUCTION 0x0002
|
||
|
#define SF_ENTMAKER_IGNOREFACING 0x0004
|
||
|
#define SF_ENTMAKER_CHECK_FOR_SPACE 0x0008
|
||
|
#define SF_ENTMAKER_CHECK_PLAYER_LOOKING 0x0010
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: An entity that mapmakers can use to ensure there's a required entity never runs out.
|
||
|
// i.e. physics cannisters that need to be used.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CEnvEntityMaker : public CPointEntity
|
||
|
{
|
||
|
DECLARE_CLASS( CEnvEntityMaker, CPointEntity );
|
||
|
public:
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
virtual void Spawn( void );
|
||
|
virtual void Activate( void );
|
||
|
|
||
|
void SpawnEntity( Vector vecAlternateOrigin = vec3_invalid, QAngle vecAlternateAngles = vec3_angle );
|
||
|
void CheckSpawnThink( void );
|
||
|
void InputForceSpawn( inputdata_t &inputdata );
|
||
|
void InputForceSpawnAtEntityOrigin( inputdata_t &inputdata );
|
||
|
|
||
|
private:
|
||
|
|
||
|
CPointTemplate *FindTemplate();
|
||
|
|
||
|
bool HasRoomToSpawn();
|
||
|
bool IsPlayerLooking();
|
||
|
|
||
|
Vector m_vecEntityMins;
|
||
|
Vector m_vecEntityMaxs;
|
||
|
EHANDLE m_hCurrentInstance;
|
||
|
EHANDLE m_hCurrentBlocker; // Last entity that blocked us spawning something
|
||
|
Vector m_vecBlockerOrigin;
|
||
|
|
||
|
// Movement after spawn
|
||
|
QAngle m_angPostSpawnDirection;
|
||
|
float m_flPostSpawnDirectionVariance;
|
||
|
float m_flPostSpawnSpeed;
|
||
|
bool m_bPostSpawnUseAngles;
|
||
|
|
||
|
string_t m_iszTemplate;
|
||
|
|
||
|
COutputEvent m_pOutputOnSpawned;
|
||
|
COutputEvent m_pOutputOnFailedSpawn;
|
||
|
};
|
||
|
|
||
|
BEGIN_DATADESC( CEnvEntityMaker )
|
||
|
// DEFINE_FIELD( m_vecEntityMins, FIELD_VECTOR ),
|
||
|
// DEFINE_FIELD( m_vecEntityMaxs, FIELD_VECTOR ),
|
||
|
DEFINE_FIELD( m_hCurrentInstance, FIELD_EHANDLE ),
|
||
|
DEFINE_FIELD( m_hCurrentBlocker, FIELD_EHANDLE ),
|
||
|
DEFINE_FIELD( m_vecBlockerOrigin, FIELD_VECTOR ),
|
||
|
DEFINE_KEYFIELD( m_iszTemplate, FIELD_STRING, "EntityTemplate" ),
|
||
|
DEFINE_KEYFIELD( m_angPostSpawnDirection, FIELD_VECTOR, "PostSpawnDirection" ),
|
||
|
DEFINE_KEYFIELD( m_flPostSpawnDirectionVariance, FIELD_FLOAT, "PostSpawnDirectionVariance" ),
|
||
|
DEFINE_KEYFIELD( m_flPostSpawnSpeed, FIELD_FLOAT, "PostSpawnSpeed" ),
|
||
|
DEFINE_KEYFIELD( m_bPostSpawnUseAngles, FIELD_BOOLEAN, "PostSpawnInheritAngles" ),
|
||
|
|
||
|
// Outputs
|
||
|
DEFINE_OUTPUT( m_pOutputOnSpawned, "OnEntitySpawned" ),
|
||
|
DEFINE_OUTPUT( m_pOutputOnFailedSpawn, "OnEntityFailedSpawn" ),
|
||
|
|
||
|
// Inputs
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "ForceSpawn", InputForceSpawn ),
|
||
|
DEFINE_INPUTFUNC( FIELD_STRING, "ForceSpawnAtEntityOrigin", InputForceSpawnAtEntityOrigin ),
|
||
|
|
||
|
// Functions
|
||
|
DEFINE_THINKFUNC( CheckSpawnThink ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( env_entity_maker, CEnvEntityMaker );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEnvEntityMaker::Spawn( void )
|
||
|
{
|
||
|
m_vecEntityMins = vec3_origin;
|
||
|
m_vecEntityMaxs = vec3_origin;
|
||
|
m_hCurrentInstance = NULL;
|
||
|
m_hCurrentBlocker = NULL;
|
||
|
m_vecBlockerOrigin = vec3_origin;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEnvEntityMaker::Activate( void )
|
||
|
{
|
||
|
BaseClass::Activate();
|
||
|
|
||
|
// check for valid template
|
||
|
if ( m_iszTemplate == NULL_STRING )
|
||
|
{
|
||
|
Warning( "env_entity_maker %s has no template entity!\n", GetEntityName().ToCStr() );
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Spawn an instance
|
||
|
if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN )
|
||
|
{
|
||
|
SpawnEntity();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPointTemplate *CEnvEntityMaker::FindTemplate()
|
||
|
{
|
||
|
// Find our point_template
|
||
|
CPointTemplate *pTemplate = dynamic_cast<CPointTemplate *>(gEntList.FindEntityByName( NULL, STRING(m_iszTemplate) ));
|
||
|
if ( !pTemplate )
|
||
|
{
|
||
|
Warning( "env_entity_maker %s failed to find template %s.\n", GetEntityName().ToCStr(), STRING(m_iszTemplate) );
|
||
|
}
|
||
|
|
||
|
return pTemplate;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Spawn an instance of the entity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEnvEntityMaker::SpawnEntity( Vector vecAlternateOrigin, QAngle vecAlternateAngles )
|
||
|
{
|
||
|
CPointTemplate *pTemplate = FindTemplate();
|
||
|
if (!pTemplate)
|
||
|
return;
|
||
|
|
||
|
// Spawn our template
|
||
|
Vector vecSpawnOrigin = GetAbsOrigin();
|
||
|
QAngle vecSpawnAngles = GetAbsAngles();
|
||
|
|
||
|
if( vecAlternateOrigin != vec3_invalid )
|
||
|
{
|
||
|
// We have a valid alternate origin and angles. Use those instead
|
||
|
// of spawning the items at my own origin and angles.
|
||
|
vecSpawnOrigin = vecAlternateOrigin;
|
||
|
vecSpawnAngles = vecAlternateAngles;
|
||
|
}
|
||
|
|
||
|
CUtlVector<CBaseEntity*> hNewEntities;
|
||
|
if ( !pTemplate->CreateInstance( vecSpawnOrigin, vecSpawnAngles, &hNewEntities ) )
|
||
|
return;
|
||
|
|
||
|
//Adrian: oops we couldn't spawn the entity (or entities) for some reason!
|
||
|
if ( hNewEntities.Count() == 0 )
|
||
|
return;
|
||
|
|
||
|
m_hCurrentInstance = hNewEntities[0];
|
||
|
|
||
|
// Assume it'll block us
|
||
|
m_hCurrentBlocker = m_hCurrentInstance;
|
||
|
m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin();
|
||
|
|
||
|
// Store off the mins & maxs the first time we spawn
|
||
|
if ( m_vecEntityMins == vec3_origin )
|
||
|
{
|
||
|
m_hCurrentInstance->CollisionProp()->WorldSpaceAABB( &m_vecEntityMins, &m_vecEntityMaxs );
|
||
|
m_vecEntityMins -= m_hCurrentInstance->GetAbsOrigin();
|
||
|
m_vecEntityMaxs -= m_hCurrentInstance->GetAbsOrigin();
|
||
|
}
|
||
|
|
||
|
// Fire our output
|
||
|
m_pOutputOnSpawned.FireOutput( this, this );
|
||
|
|
||
|
// Start thinking
|
||
|
if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN )
|
||
|
{
|
||
|
SetThink( &CEnvEntityMaker::CheckSpawnThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.5f );
|
||
|
}
|
||
|
|
||
|
// If we have a specified post spawn speed, apply it to all spawned entities
|
||
|
if ( m_flPostSpawnSpeed )
|
||
|
{
|
||
|
for ( int i = 0; i < hNewEntities.Count(); i++ )
|
||
|
{
|
||
|
CBaseEntity *pEntity = hNewEntities[i];
|
||
|
if ( pEntity->GetMoveType() == MOVETYPE_NONE )
|
||
|
continue;
|
||
|
|
||
|
// Calculate a velocity for this entity
|
||
|
Vector vForward,vRight,vUp;
|
||
|
QAngle angSpawnDir( m_angPostSpawnDirection );
|
||
|
if ( m_bPostSpawnUseAngles )
|
||
|
{
|
||
|
if ( GetParent() )
|
||
|
{
|
||
|
angSpawnDir += GetParent()->GetAbsAngles();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
angSpawnDir += GetAbsAngles();
|
||
|
}
|
||
|
}
|
||
|
AngleVectors( angSpawnDir, &vForward, &vRight, &vUp );
|
||
|
Vector vecShootDir = vForward;
|
||
|
vecShootDir += vRight * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
|
||
|
vecShootDir += vForward * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
|
||
|
vecShootDir += vUp * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance;
|
||
|
VectorNormalize( vecShootDir );
|
||
|
vecShootDir *= m_flPostSpawnSpeed;
|
||
|
|
||
|
// Apply it to the entity
|
||
|
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
|
||
|
if ( pPhysicsObject )
|
||
|
{
|
||
|
pPhysicsObject->AddVelocity(&vecShootDir, NULL);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEntity->SetAbsVelocity( vecShootDir );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns whether or not the template entities can fit if spawned.
|
||
|
// Input : pBlocker - Returns blocker unless NULL.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CEnvEntityMaker::HasRoomToSpawn()
|
||
|
{
|
||
|
// Do we have a blocker from last time?
|
||
|
if ( m_hCurrentBlocker )
|
||
|
{
|
||
|
// If it hasn't moved, abort immediately
|
||
|
if ( m_vecBlockerOrigin == m_hCurrentBlocker->GetAbsOrigin() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check to see if there's enough room to spawn
|
||
|
trace_t tr;
|
||
|
UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin(), m_vecEntityMins, m_vecEntityMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
||
|
if ( tr.m_pEnt || tr.startsolid )
|
||
|
{
|
||
|
// Store off our blocker to check later
|
||
|
m_hCurrentBlocker = tr.m_pEnt;
|
||
|
if ( m_hCurrentBlocker )
|
||
|
{
|
||
|
m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin();
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns true if the player is looking towards us.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CEnvEntityMaker::IsPlayerLooking()
|
||
|
{
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
// Only spawn if the player's looking away from me
|
||
|
Vector vLookDir = pPlayer->EyeDirection3D();
|
||
|
Vector vTargetDir = GetAbsOrigin() - pPlayer->EyePosition();
|
||
|
VectorNormalize( vTargetDir );
|
||
|
|
||
|
float fDotPr = DotProduct( vLookDir,vTargetDir );
|
||
|
if ( fDotPr > 0 )
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Check to see if we should spawn another instance
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEnvEntityMaker::CheckSpawnThink( void )
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime + 0.5f );
|
||
|
|
||
|
// Do we have an instance?
|
||
|
if ( m_hCurrentInstance )
|
||
|
{
|
||
|
// If Wait-For-Destruction is set, abort immediately
|
||
|
if ( m_spawnflags & SF_ENTMAKER_WAITFORDESTRUCTION )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check to see if there's enough room to spawn
|
||
|
if ( !HasRoomToSpawn() )
|
||
|
return;
|
||
|
|
||
|
// We're clear, now check to see if the player's looking
|
||
|
if ( !( HasSpawnFlags( SF_ENTMAKER_IGNOREFACING ) ) && IsPlayerLooking() )
|
||
|
return;
|
||
|
|
||
|
// Clear, no player watching, so spawn!
|
||
|
SpawnEntity();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Spawns the entities, checking for space if flagged to do so.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEnvEntityMaker::InputForceSpawn( inputdata_t &inputdata )
|
||
|
{
|
||
|
CPointTemplate *pTemplate = FindTemplate();
|
||
|
if (!pTemplate)
|
||
|
return;
|
||
|
|
||
|
if ( HasSpawnFlags( SF_ENTMAKER_CHECK_FOR_SPACE ) && !HasRoomToSpawn() )
|
||
|
{
|
||
|
m_pOutputOnFailedSpawn.FireOutput( this, this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( HasSpawnFlags( SF_ENTMAKER_CHECK_PLAYER_LOOKING ) && IsPlayerLooking() )
|
||
|
{
|
||
|
m_pOutputOnFailedSpawn.FireOutput( this, this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SpawnEntity();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CEnvEntityMaker::InputForceSpawnAtEntityOrigin( inputdata_t &inputdata )
|
||
|
{
|
||
|
CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
|
||
|
|
||
|
if( pTargetEntity )
|
||
|
{
|
||
|
SpawnEntity( pTargetEntity->GetAbsOrigin(), pTargetEntity->GetAbsAngles() );
|
||
|
}
|
||
|
}
|