//========= 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(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 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() ); } }