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