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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/monstermaker.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/monstermaker.h')
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef MONSTERMAKER_H
+#define MONSTERMAKER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "cbase.h"
+
+
+//-----------------------------------------------------------------------------
+// Spawnflags
+//-----------------------------------------------------------------------------
+#define SF_NPCMAKER_START_ON 1 // start active ( if has targetname )
+#define SF_NPCMAKER_NPCCLIP 8 // Children are blocked by NPCclip
+#define SF_NPCMAKER_FADE 16 // Children's corpses fade
+#define SF_NPCMAKER_INF_CHILD 32 // Infinite number of children
+#define SF_NPCMAKER_NO_DROP 64 // Do not adjust for the ground's position when checking for spawn
+#define SF_NPCMAKER_HIDEFROMPLAYER 128 // Don't spawn if the player's looking at me
+#define SF_NPCMAKER_ALWAYSUSERADIUS 256 // Use radius spawn whenever spawning
+#define SF_NPCMAKER_NOPRELOADMODELS 512 // Suppress preloading into the cache of all referenced .mdl files
+
+//=========================================================
+//=========================================================
+class CNPCSpawnDestination : public CPointEntity
+{
+ DECLARE_CLASS( CNPCSpawnDestination, CPointEntity );
+
+public:
+ CNPCSpawnDestination();
+ bool IsAvailable(); // Is this spawn destination available for selection?
+ void OnSpawnedNPC( CAI_BaseNPC *pNPC ); // Notify this spawn destination that an NPC has spawned here.
+
+ float m_ReuseDelay; // How long to be unavailable after being selected
+ string_t m_RenameNPC; // If not NULL, rename the NPC that spawns here to this.
+ float m_TimeNextAvailable;// The time at which this destination will be available again.
+
+ COutputEvent m_OnSpawnNPC;
+
+ DECLARE_DATADESC();
+};
+
+abstract_class CBaseNPCMaker : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CBaseNPCMaker, CBaseEntity );
+
+ void Spawn( void );
+ virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
+ void MakerThink( void );
+ bool HumanHullFits( const Vector &vecLocation );
+ bool CanMakeNPC( bool bIgnoreSolidEntities = false );
+
+ virtual void DeathNotice( CBaseEntity *pChild );// NPC maker children use this to tell the NPC maker that they have died.
+ virtual void MakeNPC( void ) = 0;
+
+ virtual void ChildPreSpawn( CAI_BaseNPC *pChild ) {};
+ virtual void ChildPostSpawn( CAI_BaseNPC *pChild );
+
+ CBaseNPCMaker(void) {}
+
+ // Input handlers
+ void InputSpawnNPC( inputdata_t &inputdata );
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+ void InputToggle( inputdata_t &inputdata );
+ void InputSetMaxChildren( inputdata_t &inputdata );
+ void InputAddMaxChildren( inputdata_t &inputdata );
+ void InputSetMaxLiveChildren( inputdata_t &inputdata );
+ void InputSetSpawnFrequency( inputdata_t &inputdata );
+
+ // State changers
+ void Toggle( void );
+ virtual void Enable( void );
+ virtual void Disable( void );
+
+ virtual bool IsDepleted( void );
+
+ DECLARE_DATADESC();
+
+ int m_nMaxNumNPCs; // max number of NPCs this ent can create
+ float m_flSpawnFrequency; // delay (in secs) between spawns
+
+ COutputEHANDLE m_OnSpawnNPC;
+ COutputEvent m_OnAllSpawned;
+ COutputEvent m_OnAllSpawnedDead;
+ COutputEvent m_OnAllLiveChildrenDead;
+
+ int m_nLiveChildren; // how many NPCs made by this NPC maker that are currently alive
+ int m_nMaxLiveChildren; // max number of NPCs that this maker may have out at one time.
+
+ bool m_bDisabled;
+
+ EHANDLE m_hIgnoreEntity;
+ string_t m_iszIngoreEnt;
+};
+
+
+class CNPCMaker : public CBaseNPCMaker
+{
+public:
+ DECLARE_CLASS( CNPCMaker, CBaseNPCMaker );
+
+ CNPCMaker( void );
+
+ void Precache( void );
+
+ virtual void MakeNPC( void );
+
+ DECLARE_DATADESC();
+
+ string_t m_iszNPCClassname; // classname of the NPC(s) that will be created.
+ string_t m_SquadName;
+ string_t m_strHintGroup;
+ string_t m_spawnEquipment;
+ string_t m_RelationshipString; // Used to load up relationship keyvalues
+ string_t m_ChildTargetName;
+};
+
+class CTemplateNPCMaker : public CBaseNPCMaker
+{
+public:
+ DECLARE_CLASS( CTemplateNPCMaker, CBaseNPCMaker );
+
+ CTemplateNPCMaker( void )
+ {
+ m_iMinSpawnDistance = 0;
+ }
+
+ virtual void Precache();
+
+ virtual CNPCSpawnDestination *FindSpawnDestination();
+ virtual void MakeNPC( void );
+ void MakeNPCInRadius( void );
+ void MakeNPCInLine( void );
+ virtual void MakeMultipleNPCS( int nNPCs );
+
+protected:
+ virtual void PrecacheTemplateEntity( CBaseEntity *pEntity );
+
+ bool PlaceNPCInRadius( CAI_BaseNPC *pNPC );
+ bool PlaceNPCInLine( CAI_BaseNPC *pNPC );
+
+ // Inputs
+ void InputSpawnInRadius( inputdata_t &inputdata ) { MakeNPCInRadius(); }
+ void InputSpawnInLine( inputdata_t &inputdata ) { MakeNPCInLine(); }
+ void InputSpawnMultiple( inputdata_t &inputdata );
+ void InputChangeDestinationGroup( inputdata_t &inputdata );
+ void InputSetMinimumSpawnDistance( inputdata_t &inputdata );
+
+ float m_flRadius;
+
+ DECLARE_DATADESC();
+
+ string_t m_iszTemplateName; // The name of the NPC that will be used as the template.
+ string_t m_iszTemplateData; // The keyvalue data blob from the template NPC that will be used to spawn new ones.
+ string_t m_iszDestinationGroup;
+
+ int m_iMinSpawnDistance;
+
+ enum ThreeStateYesNo_t
+ {
+ TS_YN_YES = 0,
+ TS_YN_NO,
+ TS_YN_DONT_CARE,
+ };
+
+ enum ThreeStateDist_t
+ {
+ TS_DIST_NEAREST = 0,
+ TS_DIST_FARTHEST,
+ TS_DIST_DONT_CARE,
+ };
+
+ ThreeStateYesNo_t m_CriterionVisibility;
+ ThreeStateDist_t m_CriterionDistance;
+};
+
+#endif // MONSTERMAKER_H