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//========= 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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