hlsdk-xash3d/dlls/monstermaker.cpp

381 lines
11 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Monster Maker - this is an entity that creates monsters
// in the game.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "saverestore.h"
// Monstermaker spawnflags
#define SF_MONSTERMAKER_START_ON 1 // start active ( if has targetname )
#define SF_MONSTERMAKER_CYCLIC 4 // drop one monster every time fired.
#define SF_MONSTERMAKER_MONSTERCLIP 8 // Children are blocked by monsterclip
#define SF_MONSTERMAKER_LEAVECORPSE 16 // Don't fade corpses.
#define SF_MONSTERMAKER_NO_WPN_DROP 1024 // Corpses don't drop weapons.
//=========================================================
// MonsterMaker - this ent creates monsters during the game.
//=========================================================
class CMonsterMaker : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData* pkvd);
void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT CyclicUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT MakerThink( void );
void EXPORT MakeMonsterThink( void );
void DeathNotice( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died.
void TryMakeMonster( void ); //LRC - to allow for a spawndelay
CBaseMonster* MakeMonster( void ); //LRC - actually make a monster (and return the new creation)
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
string_t m_iszMonsterClassname;// classname of the monster(s) that will be created.
string_t m_iszTargetOnChildDeath;// target to be fired whenever a child dies...
int m_cNumMonsters;// max number of monsters this ent can create
int m_iMonsterBody;// the monsters body number
int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive
int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time.
float m_flGround; // z coord of the ground under me, used to make sure no monsters are under the maker when it drops a new child
BOOL m_fActive;
BOOL m_fFadeChildren;// should we make the children fadeout?
float m_fSpawnDelay;// LRC- delay between triggering targets and making a child (for env_warpball, mainly)
};
LINK_ENTITY_TO_CLASS( monstermaker, CMonsterMaker )
TYPEDESCRIPTION CMonsterMaker::m_SaveData[] =
{
DEFINE_FIELD( CMonsterMaker, m_iszMonsterClassname, FIELD_STRING ),
DEFINE_FIELD( CMonsterMaker, m_iszTargetOnChildDeath, FIELD_STRING ),
DEFINE_FIELD( CMonsterMaker, m_cNumMonsters, FIELD_INTEGER ),
DEFINE_FIELD( CMonsterMaker, m_iMonsterBody, FIELD_INTEGER ),
DEFINE_FIELD( CMonsterMaker, m_cLiveChildren, FIELD_INTEGER ),
DEFINE_FIELD( CMonsterMaker, m_flGround, FIELD_FLOAT ),
DEFINE_FIELD( CMonsterMaker, m_iMaxLiveChildren, FIELD_INTEGER ),
DEFINE_FIELD( CMonsterMaker, m_fActive, FIELD_BOOLEAN ),
DEFINE_FIELD( CMonsterMaker, m_fFadeChildren, FIELD_BOOLEAN ),
DEFINE_FIELD( CMonsterMaker, m_fSpawnDelay, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CMonsterMaker, CBaseMonster )
void CMonsterMaker::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "monstercount" ) )
{
m_cNumMonsters = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq( pkvd->szKeyName, "m_imaxlivechildren" ) )
{
m_iMaxLiveChildren = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq(pkvd->szKeyName, "monsterbody" ) )
{
m_iMonsterBody = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq( pkvd->szKeyName, "monstertype" ) )
{
m_iszMonsterClassname = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "spawndelay") )
{
m_fSpawnDelay = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq(pkvd->szKeyName, "targetondeath" ) )
{
m_iszTargetOnChildDeath = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
void CMonsterMaker::Spawn()
{
pev->solid = SOLID_NOT;
m_cLiveChildren = 0;
Precache();
if( !FStringNull( pev->targetname ) )
{
if( pev->spawnflags & SF_MONSTERMAKER_CYCLIC )
{
SetUse( &CMonsterMaker::CyclicUse );// drop one monster each time we fire
m_fActive = FALSE;
}
else
{
SetUse(&CMonsterMaker :: ToggleUse );// can be turned on/off
if( FBitSet( pev->spawnflags, SF_MONSTERMAKER_START_ON ) )
{
// start making monsters as soon as monstermaker spawns
m_fActive = TRUE;
SetThink( &CMonsterMaker::MakerThink );
}
else
{
// wait to be activated.
m_fActive = FALSE;
SetThink(&CMonsterMaker :: SUB_DoNothing );
}
}
}
else
{// no targetname, just start.
SetNextThink( m_flDelay );
m_fActive = TRUE;
SetThink( &CMonsterMaker::MakerThink );
}
if ( m_cNumMonsters == 1 || (m_cNumMonsters != -1 && pev->spawnflags & SF_MONSTERMAKER_LEAVECORPSE ))
{
m_fFadeChildren = FALSE;
}
else
{
m_fFadeChildren = TRUE;
}
m_flGround = 0;
}
void CMonsterMaker::Precache( void )
{
CBaseMonster::Precache();
UTIL_PrecacheOther( STRING( m_iszMonsterClassname ) );
}
//=========================================================
// TryMakeMonster- check that it's ok to drop a monster.
//=========================================================
void CMonsterMaker::TryMakeMonster( void )
{
if( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren )
{
// not allowed to make a new one yet. Too many live ones out right now.
return;
}
if( !m_flGround )
{
// set altitude. Now that I'm activated, any breakables, etc should be out from under me.
TraceResult tr;
UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 2048 ), ignore_monsters, ENT( pev ), &tr );
m_flGround = tr.vecEndPos.z;
}
Vector mins = pev->origin - Vector( 34, 34, 0 );
Vector maxs = pev->origin + Vector( 34, 34, 0 );
maxs.z = pev->origin.z;
mins.z = m_flGround;
CBaseEntity *pList[2];
int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT | FL_MONSTER );
if( count )
{
// don't build a stack of monsters!
return;
}
if (m_fSpawnDelay)
{
// If I have a target, fire. (no locus)
if ( !FStringNull ( pev->target ) )
{
// delay already overloaded for this entity, so can't call SUB_UseTargets()
FireTargets( STRING(pev->target), this, this, USE_TOGGLE, 0 );
}
// ALERT(at_console,"Making Monster in %f seconds\n",m_fSpawnDelay);
SetThink(&CMonsterMaker:: MakeMonsterThink );
SetNextThink( m_fSpawnDelay );
}
else
{
// ALERT(at_console,"No delay. Making monster.\n",m_fSpawnDelay);
CBaseMonster* pMonst = MakeMonster();
// If I have a target, fire! (the new monster is the locus)
if ( !FStringNull ( pev->target ) )
{
FireTargets( STRING(pev->target), pMonst, this, USE_TOGGLE, 0 );
}
}
}
//=========================================================
// MakeMonsterThink- a really trivial think function
//=========================================================
void CMonsterMaker::MakeMonsterThink( void )
{
MakeMonster();
}
//=========================================================
// MakeMonster- this is the code that drops the monster
//=========================================================
CBaseMonster* CMonsterMaker::MakeMonster( void )
{
edict_t *pent;
entvars_t *pevCreate;
// ALERT(at_console,"Making Monster NOW\n");
pent = CREATE_NAMED_ENTITY( m_iszMonsterClassname );
if ( FNullEnt( pent ) )
{
ALERT ( at_console, "NULL Ent in MonsterMaker!\n" );
return NULL;
}
pevCreate = VARS( pent );
pevCreate->origin = pev->origin;
pevCreate->angles = pev->angles;
SetBits( pevCreate->spawnflags, SF_MONSTER_FALL_TO_GROUND );
if (pev->spawnflags & SF_MONSTERMAKER_NO_WPN_DROP)
SetBits( pevCreate->spawnflags, SF_MONSTER_NO_WPN_DROP);
// Children hit monsterclip brushes
if( pev->spawnflags & SF_MONSTERMAKER_MONSTERCLIP )
SetBits( pevCreate->spawnflags, SF_MONSTER_HITMONSTERCLIP );
DispatchSpawn( ENT( pevCreate ) );
pevCreate->owner = edict();
//LRC - custom monster behaviour
CBaseEntity *pEntity = CBaseEntity::Instance( pevCreate );
CBaseMonster *pMonst = NULL;
if (pEntity && (pMonst = pEntity->MyMonsterPointer()) != NULL)
{
pMonst->m_iClass = this->m_iClass;
pMonst->m_iPlayerReact = this->m_iPlayerReact;
}
// Cthulhu: allow monster maker to set the body...
pEntity->pev->body = m_iMonsterBody;
if( !FStringNull( pev->netname ) )
{
// if I have a netname (overloaded), give the child monster that name as a targetname
pevCreate->targetname = pev->netname;
}
m_cLiveChildren++;// count this monster
m_cNumMonsters--;
if( m_cNumMonsters == 0 )
{
// Disable this forever. Don't kill it because it still gets death notices
SetThink( NULL );
SetUse( NULL );
}
else if (m_fActive)
{
SetNextThink( m_flDelay );
SetThink(&CMonsterMaker:: MakerThink );
}
return pMonst;
}
//=========================================================
// CyclicUse - drops one monster from the monstermaker
// each time we call this.
//=========================================================
void CMonsterMaker::CyclicUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
TryMakeMonster();
// ALERT(at_console,"CyclicUse complete\n");
}
//=========================================================
// ToggleUse - activates/deactivates the monster maker
//=========================================================
void CMonsterMaker::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if( !ShouldToggle( useType, m_fActive ) )
return;
if( m_fActive )
{
m_fActive = FALSE;
SetThink( NULL );
}
else
{
m_fActive = TRUE;
SetThink( &CMonsterMaker::MakerThink );
}
SetNextThink( 0 );
}
//=========================================================
// MakerThink - creates a new monster every so often
//=========================================================
void CMonsterMaker::MakerThink( void )
{
SetNextThink( m_flDelay );
TryMakeMonster();
}
//=========================================================
//=========================================================
void CMonsterMaker::DeathNotice( entvars_t *pevChild )
{
// ok, we've gotten the deathnotice from our child, now clear out its owner if we don't want it to fade.
m_cLiveChildren--;
if( !m_fFadeChildren )
{
pevChild->owner = NULL;
}
// do we need to fire a target?
CBaseEntity *pTarget = NULL;
pTarget = UTIL_FindEntityByTargetname( pTarget, STRING( m_iszTargetOnChildDeath ) );
if( !FNullEnt( pTarget ) )
{
pTarget->Use( NULL, this, USE_TOGGLE, 0 );
}
}