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424 lines
14 KiB
424 lines
14 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "entityoutput.h" |
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#include "TemplateEntities.h" |
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#include "point_template.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SF_ENTMAKER_AUTOSPAWN 0x0001 |
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#define SF_ENTMAKER_WAITFORDESTRUCTION 0x0002 |
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#define SF_ENTMAKER_IGNOREFACING 0x0004 |
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#define SF_ENTMAKER_CHECK_FOR_SPACE 0x0008 |
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#define SF_ENTMAKER_CHECK_PLAYER_LOOKING 0x0010 |
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//extern ScriptClassDesc_t * GetScriptDesc( CBaseEntity * ); |
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//----------------------------------------------------------------------------- |
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// Purpose: An entity that mapmakers can use to ensure there's a required entity never runs out. |
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// i.e. physics cannisters that need to be used. |
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//----------------------------------------------------------------------------- |
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class CEnvEntityMaker : public CPointEntity |
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{ |
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DECLARE_CLASS( CEnvEntityMaker, CPointEntity ); |
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public: |
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DECLARE_DATADESC(); |
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DECLARE_ENT_SCRIPTDESC(); |
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virtual void Spawn( void ); |
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virtual void Activate( void ); |
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void SpawnEntity( Vector vecAlternateOrigin = vec3_invalid, QAngle vecAlternateAngles = vec3_angle ); |
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void CheckSpawnThink( void ); |
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void InputForceSpawn( inputdata_t &inputdata ); |
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void InputForceSpawnAtEntityOrigin( inputdata_t &inputdata ); |
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void SpawnEntityFromScript(); |
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void SpawnEntityAtEntityOriginFromScript( HSCRIPT hEntity ); |
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void SpawnEntityAtNamedEntityOriginFromScript( const char *pszName ); |
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void SpawnEntityAtLocationFromScript( const Vector &vecAlternateOrigin, const Vector &vecAlternateAngles ); |
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private: |
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CPointTemplate *FindTemplate(); |
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bool HasRoomToSpawn(); |
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bool IsPlayerLooking(); |
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Vector m_vecEntityMins; |
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Vector m_vecEntityMaxs; |
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EHANDLE m_hCurrentInstance; |
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EHANDLE m_hCurrentBlocker; // Last entity that blocked us spawning something |
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Vector m_vecBlockerOrigin; |
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// Movement after spawn |
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QAngle m_angPostSpawnDirection; |
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float m_flPostSpawnDirectionVariance; |
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float m_flPostSpawnSpeed; |
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bool m_bPostSpawnUseAngles; |
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string_t m_iszTemplate; |
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COutputEvent m_pOutputOnSpawned; |
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COutputEvent m_pOutputOnFailedSpawn; |
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}; |
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BEGIN_DATADESC( CEnvEntityMaker ) |
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// DEFINE_FIELD( m_vecEntityMins, FIELD_VECTOR ), |
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// DEFINE_FIELD( m_vecEntityMaxs, FIELD_VECTOR ), |
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DEFINE_FIELD( m_hCurrentInstance, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hCurrentBlocker, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_vecBlockerOrigin, FIELD_VECTOR ), |
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DEFINE_KEYFIELD( m_iszTemplate, FIELD_STRING, "EntityTemplate" ), |
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DEFINE_KEYFIELD( m_angPostSpawnDirection, FIELD_VECTOR, "PostSpawnDirection" ), |
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DEFINE_KEYFIELD( m_flPostSpawnDirectionVariance, FIELD_FLOAT, "PostSpawnDirectionVariance" ), |
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DEFINE_KEYFIELD( m_flPostSpawnSpeed, FIELD_FLOAT, "PostSpawnSpeed" ), |
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DEFINE_KEYFIELD( m_bPostSpawnUseAngles, FIELD_BOOLEAN, "PostSpawnInheritAngles" ), |
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// Outputs |
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DEFINE_OUTPUT( m_pOutputOnSpawned, "OnEntitySpawned" ), |
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DEFINE_OUTPUT( m_pOutputOnFailedSpawn, "OnEntityFailedSpawn" ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "ForceSpawn", InputForceSpawn ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "ForceSpawnAtEntityOrigin", InputForceSpawnAtEntityOrigin ), |
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// Functions |
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DEFINE_THINKFUNC( CheckSpawnThink ), |
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END_DATADESC() |
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BEGIN_ENT_SCRIPTDESC( CEnvEntityMaker, CBaseEntity, "env_entity_maker" ) |
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DEFINE_SCRIPTFUNC_NAMED( SpawnEntityFromScript, "SpawnEntity", "Create an entity at the location of the maker" ) |
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DEFINE_SCRIPTFUNC_NAMED( SpawnEntityAtEntityOriginFromScript, "SpawnEntityAtEntityOrigin", "Create an entity at the location of a specified entity instance" ) |
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DEFINE_SCRIPTFUNC_NAMED( SpawnEntityAtNamedEntityOriginFromScript, "SpawnEntityAtNamedEntityOrigin", "Create an entity at the location of a named entity" ) |
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DEFINE_SCRIPTFUNC_NAMED( SpawnEntityAtLocationFromScript, "SpawnEntityAtLocation", "Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)" ) |
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END_SCRIPTDESC() |
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LINK_ENTITY_TO_CLASS( env_entity_maker, CEnvEntityMaker ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::Spawn( void ) |
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{ |
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m_vecEntityMins = vec3_origin; |
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m_vecEntityMaxs = vec3_origin; |
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m_hCurrentInstance = NULL; |
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m_hCurrentBlocker = NULL; |
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m_vecBlockerOrigin = vec3_origin; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::Activate( void ) |
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{ |
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BaseClass::Activate(); |
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// check for valid template |
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if ( m_iszTemplate == NULL_STRING ) |
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{ |
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Warning( "env_entity_maker %s has no template entity!\n", GetEntityName().ToCStr() ); |
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UTIL_Remove( this ); |
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return; |
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} |
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// Spawn an instance |
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if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN ) |
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{ |
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SpawnEntity(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CPointTemplate *CEnvEntityMaker::FindTemplate() |
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{ |
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// Find our point_template |
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CPointTemplate *pTemplate = dynamic_cast<CPointTemplate *>(gEntList.FindEntityByName( NULL, STRING(m_iszTemplate) )); |
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if ( !pTemplate ) |
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{ |
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Warning( "env_entity_maker %s failed to find template %s.\n", GetEntityName().ToCStr(), STRING(m_iszTemplate) ); |
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} |
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return pTemplate; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Spawn an instance of the entity |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::SpawnEntity( Vector vecAlternateOrigin, QAngle vecAlternateAngles ) |
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{ |
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CPointTemplate *pTemplate = FindTemplate(); |
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if (!pTemplate) |
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return; |
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// Spawn our template |
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Vector vecSpawnOrigin = GetAbsOrigin(); |
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QAngle vecSpawnAngles = GetAbsAngles(); |
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if( vecAlternateOrigin != vec3_invalid ) |
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{ |
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// We have a valid alternate origin and angles. Use those instead |
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// of spawning the items at my own origin and angles. |
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vecSpawnOrigin = vecAlternateOrigin; |
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vecSpawnAngles = vecAlternateAngles; |
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} |
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CUtlVector<CBaseEntity*> hNewEntities; |
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if ( !pTemplate->CreateInstance( vecSpawnOrigin, vecSpawnAngles, &hNewEntities, this ) ) |
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return; |
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//Adrian: oops we couldn't spawn the entity (or entities) for some reason! |
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if ( hNewEntities.Count() == 0 ) |
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return; |
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m_hCurrentInstance = hNewEntities[0]; |
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// Assume it'll block us |
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m_hCurrentBlocker = m_hCurrentInstance; |
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m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin(); |
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// Store off the mins & maxs the first time we spawn |
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if ( m_vecEntityMins == vec3_origin ) |
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{ |
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m_hCurrentInstance->CollisionProp()->WorldSpaceAABB( &m_vecEntityMins, &m_vecEntityMaxs ); |
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m_vecEntityMins -= m_hCurrentInstance->GetAbsOrigin(); |
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m_vecEntityMaxs -= m_hCurrentInstance->GetAbsOrigin(); |
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} |
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// Fire our output |
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m_pOutputOnSpawned.FireOutput( this, this ); |
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// Start thinking |
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if ( m_spawnflags & SF_ENTMAKER_AUTOSPAWN ) |
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{ |
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SetThink( &CEnvEntityMaker::CheckSpawnThink ); |
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SetNextThink( gpGlobals->curtime + 0.5f ); |
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} |
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// If we have a specified post spawn speed, apply it to all spawned entities |
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if ( m_flPostSpawnSpeed ) |
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{ |
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for ( int i = 0; i < hNewEntities.Count(); i++ ) |
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{ |
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CBaseEntity *pEntity = hNewEntities[i]; |
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if ( pEntity->GetMoveType() == MOVETYPE_NONE ) |
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continue; |
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// Calculate a velocity for this entity |
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Vector vForward,vRight,vUp; |
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QAngle angSpawnDir( m_angPostSpawnDirection ); |
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if ( m_bPostSpawnUseAngles ) |
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{ |
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if ( GetParent() ) |
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{ |
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angSpawnDir += GetParent()->GetAbsAngles(); |
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} |
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else |
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{ |
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angSpawnDir += GetAbsAngles(); |
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} |
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} |
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AngleVectors( angSpawnDir, &vForward, &vRight, &vUp ); |
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Vector vecShootDir = vForward; |
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vecShootDir += vRight * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance; |
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vecShootDir += vForward * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance; |
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vecShootDir += vUp * random->RandomFloat(-1, 1) * m_flPostSpawnDirectionVariance; |
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VectorNormalize( vecShootDir ); |
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vecShootDir *= m_flPostSpawnSpeed; |
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// Apply it to the entity |
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IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject(); |
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if ( pPhysicsObject ) |
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{ |
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pPhysicsObject->AddVelocity(&vecShootDir, NULL); |
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} |
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else |
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{ |
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pEntity->SetAbsVelocity( vecShootDir ); |
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} |
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} |
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} |
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pTemplate->CreationComplete( hNewEntities ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Spawn an instance of the entity |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::SpawnEntityFromScript() |
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{ |
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SpawnEntity(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Spawn an instance of the entity |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::SpawnEntityAtEntityOriginFromScript( HSCRIPT hEntity ) |
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{ |
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CBaseEntity *pTargetEntity = ToEnt( hEntity ); |
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if ( pTargetEntity ) |
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{ |
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SpawnEntity( pTargetEntity->GetAbsOrigin(), pTargetEntity->GetAbsAngles() ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Spawn an instance of the entity |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::SpawnEntityAtNamedEntityOriginFromScript( const char *pszName ) |
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{ |
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CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, pszName, this, NULL, NULL ); |
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if( pTargetEntity ) |
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{ |
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SpawnEntity( pTargetEntity->GetAbsOrigin(), pTargetEntity->GetAbsAngles() ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Spawn an instance of the entity |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::SpawnEntityAtLocationFromScript( const Vector &vecAlternateOrigin, const Vector &vecAlternateAngles ) |
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{ |
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SpawnEntity( vecAlternateOrigin, *((QAngle *)&vecAlternateAngles) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns whether or not the template entities can fit if spawned. |
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// Input : pBlocker - Returns blocker unless NULL. |
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//----------------------------------------------------------------------------- |
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bool CEnvEntityMaker::HasRoomToSpawn() |
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{ |
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// Do we have a blocker from last time? |
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if ( m_hCurrentBlocker ) |
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{ |
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// If it hasn't moved, abort immediately |
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if ( m_vecBlockerOrigin == m_hCurrentBlocker->GetAbsOrigin() ) |
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{ |
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return false; |
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} |
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} |
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// Check to see if there's enough room to spawn |
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trace_t tr; |
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UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin(), m_vecEntityMins, m_vecEntityMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); |
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if ( tr.m_pEnt || tr.startsolid ) |
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{ |
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// Store off our blocker to check later |
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m_hCurrentBlocker = tr.m_pEnt; |
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if ( m_hCurrentBlocker ) |
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{ |
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m_vecBlockerOrigin = m_hCurrentBlocker->GetAbsOrigin(); |
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} |
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return false; |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns true if the player is looking towards us. |
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//----------------------------------------------------------------------------- |
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bool CEnvEntityMaker::IsPlayerLooking() |
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{ |
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for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
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{ |
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); |
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if ( pPlayer ) |
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{ |
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// Only spawn if the player's looking away from me |
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Vector vLookDir = pPlayer->EyeDirection3D(); |
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Vector vTargetDir = GetAbsOrigin() - pPlayer->EyePosition(); |
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VectorNormalize( vTargetDir ); |
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float fDotPr = DotProduct( vLookDir,vTargetDir ); |
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if ( fDotPr > 0 ) |
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return true; |
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} |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Check to see if we should spawn another instance |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::CheckSpawnThink( void ) |
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{ |
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SetNextThink( gpGlobals->curtime + 0.5f ); |
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// Do we have an instance? |
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if ( m_hCurrentInstance ) |
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{ |
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// If Wait-For-Destruction is set, abort immediately |
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if ( m_spawnflags & SF_ENTMAKER_WAITFORDESTRUCTION ) |
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return; |
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} |
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// Check to see if there's enough room to spawn |
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if ( !HasRoomToSpawn() ) |
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return; |
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// We're clear, now check to see if the player's looking |
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if ( !( HasSpawnFlags( SF_ENTMAKER_IGNOREFACING ) ) && IsPlayerLooking() ) |
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return; |
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// Clear, no player watching, so spawn! |
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SpawnEntity(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Spawns the entities, checking for space if flagged to do so. |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::InputForceSpawn( inputdata_t &inputdata ) |
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{ |
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CPointTemplate *pTemplate = FindTemplate(); |
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if (!pTemplate) |
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return; |
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if ( HasSpawnFlags( SF_ENTMAKER_CHECK_FOR_SPACE ) && !HasRoomToSpawn() ) |
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{ |
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m_pOutputOnFailedSpawn.FireOutput( this, this ); |
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return; |
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} |
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if ( HasSpawnFlags( SF_ENTMAKER_CHECK_PLAYER_LOOKING ) && IsPlayerLooking() ) |
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{ |
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m_pOutputOnFailedSpawn.FireOutput( this, this ); |
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return; |
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} |
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SpawnEntity(); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvEntityMaker::InputForceSpawnAtEntityOrigin( inputdata_t &inputdata ) |
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{ |
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CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller ); |
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if( pTargetEntity ) |
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{ |
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SpawnEntity( pTargetEntity->GetAbsOrigin(), pTargetEntity->GetAbsAngles() ); |
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} |
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}
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