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367 lines
11 KiB
C++
367 lines
11 KiB
C++
//========= Copyright 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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//-----------------------------------------------------------------------------
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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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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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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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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 ) )
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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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}
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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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