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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl2/antlion_maker.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl2/antlion_maker.h')
| -rw-r--r-- | game/server/hl2/antlion_maker.h | 186 |
1 files changed, 186 insertions, 0 deletions
diff --git a/game/server/hl2/antlion_maker.h b/game/server/hl2/antlion_maker.h new file mode 100644 index 0000000..8c8c63d --- /dev/null +++ b/game/server/hl2/antlion_maker.h @@ -0,0 +1,186 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef ANTLION_MAKER_H +#define ANTLION_MAKER_H +#ifdef _WIN32 +#pragma once +#endif + +#include "npc_antlion.h" +#include "monstermaker.h" +#include "igamesystem.h" +#include "ai_hint.h" + +// +// Antlion maker class +// + +#define SF_ANTLIONMAKER_RANDOM_SPAWN_NODE 0x00000400 +#define SF_ANTLIONMAKER_SPAWN_CLOSE_TO_TARGET 0x00000800 +#define SF_ANTLIONMAKER_RANDOM_FIGHT_TARGET 0x00001000 +#define SF_ANTLIONMAKER_DO_BLOCKEDEFFECTS 0x00002000 + +class CAntlionTemplateMaker : public CTemplateNPCMaker +{ + public: + + DECLARE_CLASS( CAntlionTemplateMaker, CTemplateNPCMaker ); + + CAntlionTemplateMaker( void ); + ~CAntlionTemplateMaker( void ); + + virtual int DrawDebugTextOverlays( void ); + virtual void DrawDebugGeometryOverlays( void ); + + void MakeNPC( void ); + void ChildPreSpawn( CAI_BaseNPC *pChild ); + void ChildPostSpawn( CAI_BaseNPC *pChild ); + + void InputSetFightTarget( inputdata_t &inputdata ); + void InputSetFollowTarget( inputdata_t &inputdata ); + void InputClearFightTarget( inputdata_t &inputdata ); + void InputClearFollowTarget( inputdata_t &inputdata ); + void InputSetSpawnRadius( inputdata_t &inputdata ); + void InputAddToPool( inputdata_t &inputdata ); + void InputSetMaxPool( inputdata_t &inputdata ); + void InputSetPoolRegenAmount( inputdata_t &inputdata ); + void InputSetPoolRegenTime( inputdata_t &inputdata ); + void InputChangeDestinationGroup( inputdata_t &inputdata ); + + void Activate( void ); + + // Do not transition + int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } + + bool CanMakeNPC( bool bIgnoreSolidEntities = false ); + bool ShouldAlwaysThink( void ) { return true; } + + void AddChild( CNPC_Antlion *pAnt ); + void RemoveChild( CNPC_Antlion *pAnt ); + + void FixupOrphans( void ); + void UpdateChildren( void ); + + void CreateProxyTarget( const Vector &position ); + void DestroyProxyTarget( void ); + + void SetFightTarget( string_t strTarget, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ); + void SetFightTarget( CBaseEntity *pEntity ); + void SetFightTarget( const Vector &position ); + + void SetFollowTarget( string_t strTarget, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ); + void SetFollowTarget( CBaseEntity *pEntity ); + + void SetChildMoveState( AntlionMoveState_e state ); + + void DeathNotice( CBaseEntity *pVictim ); + bool IsDepleted( void ); + + bool ShouldHearBugbait( void ) { return (m_bIgnoreBugbait==false); } + + CBaseEntity *GetFightTarget( void ); + CBaseEntity *GetFollowTarget( void ); + + virtual void Enable( void ); + virtual void Disable( void ); + + + void BlockedCheckFunc( void ); + void FindNodesCloseToPlayer( void ); + void DoBlockedEffects( CBaseEntity *pBlocker, Vector vOrigin ); + + CBaseEntity *AllHintsFromClusterBlocked( CAI_Hint *pNode, bool &bChosenHintBlocked ); + + void ActivateAllSpores( void ); + void ActivateSpore( const char* sporename, Vector vOrigin ); + void DisableSpore( const char* sporename ); + void DisableAllSpores( void ); + +protected: + + void PrecacheTemplateEntity( CBaseEntity *pEntity ); + + bool FindHintSpawnPosition( const Vector &origin, float radius, string_t hintGroupName, CAI_Hint **pHint, bool bRandom = false ); + bool FindNearTargetSpawnPosition( Vector &origin, float radius, CBaseEntity *pTarget ); + + //These are used by FindNearTargetSpawnPosition + bool FindPositionOnFoot( Vector &origin, float radius, CBaseEntity *pTarget ); + bool FindPositionOnVehicle( Vector &origin, float radius, CBaseEntity *pTarget ); + bool ValidateSpawnPosition( Vector &vOrigin, CBaseEntity *pTarget = NULL ); + + // Pool behavior for coast + void PoolAdd( int iNumToAdd ); + void PoolRegenThink( void ); + +protected: + // FIXME: The m_strSpawnGroup is redundant to the m_iszDestinationGroup in the base class NPC template maker + string_t m_strSpawnGroup; // if present, spawn children on the nearest node of this group (to the player) + string_t m_strSpawnTarget; // name of target to spawn near + float m_flSpawnRadius; // radius around target to attempt to spawn in + float m_flWorkerSpawnRate; // Percentage chance of spawning a worker when we spawn an antlion [0..1]. + + string_t m_strFightTarget; // target entity name that all children will be told to fight to + string_t m_strFollowTarget; // entity name that all children will follow + + bool m_bIgnoreBugbait; // Whether or not to ignore bugbait + + AntlionMoveState_e m_nChildMoveState; + + EHANDLE m_hFightTarget; // A normal entity pointer for fight position + EHANDLE m_hProxyTarget; // This is a self-held target that is created and used when a vector is passed in as a fight + // goal, instead of an entity + EHANDLE m_hFollowTarget; // Target to follow + + CUtlVector< CHandle< CNPC_Antlion > > m_Children; + + // Pool behavior for coast + int m_iPool; + int m_iMaxPool; + int m_iPoolRegenAmount; + float m_flPoolRegenTime; + + float m_flVehicleSpawnDistance; + + int m_iSkinCount; + + float m_flBlockedBumpTime; + + bool m_bBlocked; + COutputEvent m_OnAllBlocked; + + bool m_bCreateSpores; + + DECLARE_DATADESC(); +}; + +// ======================================================== +// Antlion maker manager +// ======================================================== + +class CAntlionMakerManager : public CAutoGameSystem +{ +public: + CAntlionMakerManager( char const *name ) : CAutoGameSystem( name ) + { + } + + void LevelInitPostEntity( void ); + + void BroadcastFightGoal( const Vector &vFightGoal ); + void BroadcastFightGoal( CBaseEntity *pFightGoal ); + void BroadcastFollowGoal( CBaseEntity *pFollowGoal ); + +protected: + + void GatherMakers( void ); + + CUtlVector< CHandle< CAntlionTemplateMaker > > m_Makers; +}; + +extern CAntlionMakerManager g_AntlionMakerManager; + +#endif // ANTLION_MAKER_H |