//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef ANTLION_MAKER_H #define ANTLION_MAKER_H #ifdef _WIN32 #pragma once #endif #include "npc_antlion.h" #include "monstermaker.h" #include "igamesystem.h" #include "ai_hint.h" // // Antlion maker class // #define SF_ANTLIONMAKER_RANDOM_SPAWN_NODE 0x00000400 #define SF_ANTLIONMAKER_SPAWN_CLOSE_TO_TARGET 0x00000800 #define SF_ANTLIONMAKER_RANDOM_FIGHT_TARGET 0x00001000 #define SF_ANTLIONMAKER_DO_BLOCKEDEFFECTS 0x00002000 class CAntlionTemplateMaker : public CTemplateNPCMaker { public: DECLARE_CLASS( CAntlionTemplateMaker, CTemplateNPCMaker ); CAntlionTemplateMaker( void ); ~CAntlionTemplateMaker( void ); virtual int DrawDebugTextOverlays( void ); virtual void DrawDebugGeometryOverlays( void ); void MakeNPC( void ); void ChildPreSpawn( CAI_BaseNPC *pChild ); void ChildPostSpawn( CAI_BaseNPC *pChild ); void InputSetFightTarget( inputdata_t &inputdata ); void InputSetFollowTarget( inputdata_t &inputdata ); void InputClearFightTarget( inputdata_t &inputdata ); void InputClearFollowTarget( inputdata_t &inputdata ); void InputSetSpawnRadius( inputdata_t &inputdata ); void InputAddToPool( inputdata_t &inputdata ); void InputSetMaxPool( inputdata_t &inputdata ); void InputSetPoolRegenAmount( inputdata_t &inputdata ); void InputSetPoolRegenTime( inputdata_t &inputdata ); void InputChangeDestinationGroup( inputdata_t &inputdata ); void Activate( void ); // Do not transition int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } bool CanMakeNPC( bool bIgnoreSolidEntities = false ); bool ShouldAlwaysThink( void ) { return true; } void AddChild( CNPC_Antlion *pAnt ); void RemoveChild( CNPC_Antlion *pAnt ); void FixupOrphans( void ); void UpdateChildren( void ); void CreateProxyTarget( const Vector &position ); void DestroyProxyTarget( void ); void SetFightTarget( string_t strTarget, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ); void SetFightTarget( CBaseEntity *pEntity ); void SetFightTarget( const Vector &position ); void SetFollowTarget( string_t strTarget, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ); void SetFollowTarget( CBaseEntity *pEntity ); void SetChildMoveState( AntlionMoveState_e state ); void DeathNotice( CBaseEntity *pVictim ); bool IsDepleted( void ); bool ShouldHearBugbait( void ) { return (m_bIgnoreBugbait==false); } CBaseEntity *GetFightTarget( void ); CBaseEntity *GetFollowTarget( void ); virtual void Enable( void ); virtual void Disable( void ); void BlockedCheckFunc( void ); void FindNodesCloseToPlayer( void ); void DoBlockedEffects( CBaseEntity *pBlocker, Vector vOrigin ); CBaseEntity *AllHintsFromClusterBlocked( CAI_Hint *pNode, bool &bChosenHintBlocked ); void ActivateAllSpores( void ); void ActivateSpore( const char* sporename, Vector vOrigin ); void DisableSpore( const char* sporename ); void DisableAllSpores( void ); protected: void PrecacheTemplateEntity( CBaseEntity *pEntity ); bool FindHintSpawnPosition( const Vector &origin, float radius, string_t hintGroupName, CAI_Hint **pHint, bool bRandom = false ); bool FindNearTargetSpawnPosition( Vector &origin, float radius, CBaseEntity *pTarget ); //These are used by FindNearTargetSpawnPosition bool FindPositionOnFoot( Vector &origin, float radius, CBaseEntity *pTarget ); bool FindPositionOnVehicle( Vector &origin, float radius, CBaseEntity *pTarget ); bool ValidateSpawnPosition( Vector &vOrigin, CBaseEntity *pTarget = NULL ); // Pool behavior for coast void PoolAdd( int iNumToAdd ); void PoolRegenThink( void ); protected: // FIXME: The m_strSpawnGroup is redundant to the m_iszDestinationGroup in the base class NPC template maker string_t m_strSpawnGroup; // if present, spawn children on the nearest node of this group (to the player) string_t m_strSpawnTarget; // name of target to spawn near float m_flSpawnRadius; // radius around target to attempt to spawn in float m_flWorkerSpawnRate; // Percentage chance of spawning a worker when we spawn an antlion [0..1]. string_t m_strFightTarget; // target entity name that all children will be told to fight to string_t m_strFollowTarget; // entity name that all children will follow bool m_bIgnoreBugbait; // Whether or not to ignore bugbait AntlionMoveState_e m_nChildMoveState; EHANDLE m_hFightTarget; // A normal entity pointer for fight position EHANDLE m_hProxyTarget; // This is a self-held target that is created and used when a vector is passed in as a fight // goal, instead of an entity EHANDLE m_hFollowTarget; // Target to follow CUtlVector< CHandle< CNPC_Antlion > > m_Children; // Pool behavior for coast int m_iPool; int m_iMaxPool; int m_iPoolRegenAmount; float m_flPoolRegenTime; float m_flVehicleSpawnDistance; int m_iSkinCount; float m_flBlockedBumpTime; bool m_bBlocked; COutputEvent m_OnAllBlocked; bool m_bCreateSpores; DECLARE_DATADESC(); }; // ======================================================== // Antlion maker manager // ======================================================== class CAntlionMakerManager : public CAutoGameSystem { public: CAntlionMakerManager( char const *name ) : CAutoGameSystem( name ) { } void LevelInitPostEntity( void ); void BroadcastFightGoal( const Vector &vFightGoal ); void BroadcastFightGoal( CBaseEntity *pFightGoal ); void BroadcastFollowGoal( CBaseEntity *pFollowGoal ); protected: void GatherMakers( void ); CUtlVector< CHandle< CAntlionTemplateMaker > > m_Makers; }; extern CAntlionMakerManager g_AntlionMakerManager; #endif // ANTLION_MAKER_H