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.
366 lines
11 KiB
366 lines
11 KiB
//========= 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() ); |
|
} |
|
}
|
|
|