//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef MONSTERMAKER_H #define MONSTERMAKER_H #ifdef _WIN32 #pragma once #endif #include "cbase.h" //----------------------------------------------------------------------------- // Spawnflags //----------------------------------------------------------------------------- #define SF_NPCMAKER_START_ON 1 // start active ( if has targetname ) #define SF_NPCMAKER_NPCCLIP 8 // Children are blocked by NPCclip #define SF_NPCMAKER_FADE 16 // Children's corpses fade #define SF_NPCMAKER_INF_CHILD 32 // Infinite number of children #define SF_NPCMAKER_NO_DROP 64 // Do not adjust for the ground's position when checking for spawn #define SF_NPCMAKER_HIDEFROMPLAYER 128 // Don't spawn if the player's looking at me #define SF_NPCMAKER_ALWAYSUSERADIUS 256 // Use radius spawn whenever spawning #define SF_NPCMAKER_NOPRELOADMODELS 512 // Suppress preloading into the cache of all referenced .mdl files //========================================================= //========================================================= class CNPCSpawnDestination : public CPointEntity { DECLARE_CLASS( CNPCSpawnDestination, CPointEntity ); public: CNPCSpawnDestination(); bool IsAvailable(); // Is this spawn destination available for selection? void OnSpawnedNPC( CAI_BaseNPC *pNPC ); // Notify this spawn destination that an NPC has spawned here. float m_ReuseDelay; // How long to be unavailable after being selected string_t m_RenameNPC; // If not NULL, rename the NPC that spawns here to this. float m_TimeNextAvailable;// The time at which this destination will be available again. COutputEvent m_OnSpawnNPC; DECLARE_DATADESC(); }; abstract_class CBaseNPCMaker : public CBaseEntity { public: DECLARE_CLASS( CBaseNPCMaker, CBaseEntity ); void Spawn( void ); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } void MakerThink( void ); bool HumanHullFits( const Vector &vecLocation ); bool CanMakeNPC( bool bIgnoreSolidEntities = false ); virtual void DeathNotice( CBaseEntity *pChild );// NPC maker children use this to tell the NPC maker that they have died. virtual void MakeNPC( void ) = 0; virtual void ChildPreSpawn( CAI_BaseNPC *pChild ) {}; virtual void ChildPostSpawn( CAI_BaseNPC *pChild ); CBaseNPCMaker(void) {} // Input handlers void InputSpawnNPC( inputdata_t &inputdata ); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata ); void InputSetMaxChildren( inputdata_t &inputdata ); void InputAddMaxChildren( inputdata_t &inputdata ); void InputSetMaxLiveChildren( inputdata_t &inputdata ); void InputSetSpawnFrequency( inputdata_t &inputdata ); // State changers void Toggle( void ); virtual void Enable( void ); virtual void Disable( void ); virtual bool IsDepleted( void ); DECLARE_DATADESC(); int m_nMaxNumNPCs; // max number of NPCs this ent can create float m_flSpawnFrequency; // delay (in secs) between spawns COutputEHANDLE m_OnSpawnNPC; COutputEvent m_OnAllSpawned; COutputEvent m_OnAllSpawnedDead; COutputEvent m_OnAllLiveChildrenDead; int m_nLiveChildren; // how many NPCs made by this NPC maker that are currently alive int m_nMaxLiveChildren; // max number of NPCs that this maker may have out at one time. bool m_bDisabled; EHANDLE m_hIgnoreEntity; string_t m_iszIngoreEnt; }; class CNPCMaker : public CBaseNPCMaker { public: DECLARE_CLASS( CNPCMaker, CBaseNPCMaker ); CNPCMaker( void ); void Precache( void ); virtual void MakeNPC( void ); DECLARE_DATADESC(); string_t m_iszNPCClassname; // classname of the NPC(s) that will be created. string_t m_SquadName; string_t m_strHintGroup; string_t m_spawnEquipment; string_t m_RelationshipString; // Used to load up relationship keyvalues string_t m_ChildTargetName; }; class CTemplateNPCMaker : public CBaseNPCMaker { public: DECLARE_CLASS( CTemplateNPCMaker, CBaseNPCMaker ); CTemplateNPCMaker( void ) { m_iMinSpawnDistance = 0; } virtual void Precache(); virtual CNPCSpawnDestination *FindSpawnDestination(); virtual void MakeNPC( void ); void MakeNPCInRadius( void ); void MakeNPCInLine( void ); virtual void MakeMultipleNPCS( int nNPCs ); protected: virtual void PrecacheTemplateEntity( CBaseEntity *pEntity ); bool PlaceNPCInRadius( CAI_BaseNPC *pNPC ); bool PlaceNPCInLine( CAI_BaseNPC *pNPC ); // Inputs void InputSpawnInRadius( inputdata_t &inputdata ) { MakeNPCInRadius(); } void InputSpawnInLine( inputdata_t &inputdata ) { MakeNPCInLine(); } void InputSpawnMultiple( inputdata_t &inputdata ); void InputChangeDestinationGroup( inputdata_t &inputdata ); void InputSetMinimumSpawnDistance( inputdata_t &inputdata ); float m_flRadius; DECLARE_DATADESC(); string_t m_iszTemplateName; // The name of the NPC that will be used as the template. string_t m_iszTemplateData; // The keyvalue data blob from the template NPC that will be used to spawn new ones. string_t m_iszDestinationGroup; int m_iMinSpawnDistance; enum ThreeStateYesNo_t { TS_YN_YES = 0, TS_YN_NO, TS_YN_DONT_CARE, }; enum ThreeStateDist_t { TS_DIST_NEAREST = 0, TS_DIST_FARTHEST, TS_DIST_DONT_CARE, }; ThreeStateYesNo_t m_CriterionVisibility; ThreeStateDist_t m_CriterionDistance; }; #endif // MONSTERMAKER_H