mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
901 lines
21 KiB
C++
901 lines
21 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/spawners.cpp $
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// $Revision:: 32 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Various spawning entities
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/*****************************************************************************/
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/*QUAKED func_spawn(0 0.25 0.5) (-8 -8 -8) (8 8 8)
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"modelName" The name of the TIKI file you wish to spawn. (Required)
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"spawnTargetName" This will be the targetname of the spawned model. (default is null)
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"spawnTarget" This will be the target of the spawned model. (default is null)
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"pickupThread" passed on to the spawned model
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"key" The item needed to activate this. (default nothing)
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"attackMode" Attacking mode of the spawned actor (default 0)
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******************************************************************************/
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#include "_pch_cpp.h"
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//#include "g_local.h"
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#include "spawners.h"
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Event EV_Spawn_ModelName
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(
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"modelname",
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EV_SCRIPTONLY,
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"sSSSSSSSS",
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"model_name1 model_name2 model_name3 model_name4 model_name5 model_name6 model_name7 model_name8 model_name9",
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"Sets up to nine model names for this spawn entity."
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);
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Event EV_Spawn_SpawnTargetName
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(
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"spawntargetname",
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EV_SCRIPTONLY,
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"s",
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"spawntargetname",
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"Sets spawn target name for this spawn entity."
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);
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Event EV_Spawn_SpawnTarget
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(
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"spawntarget",
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EV_SCRIPTONLY,
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"s",
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"spawntarget",
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"Sets spawn target for this spawn entity."
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);
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Event EV_Spawn_SpawnNow
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(
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"spawnnow",
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EV_SCRIPTONLY,
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"@e",
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"return_entity",
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"Spawns the entity and returns it."
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);
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Event EV_Spawn_AttackMode
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(
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"attackmode",
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EV_SCRIPTONLY,
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"i",
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"attackmode",
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"Sets the _attackMode for this spawn entity."
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);
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Event EV_Spawn_PickupThread
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(
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"pickupthread",
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EV_SCRIPTONLY,
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"s",
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"threadName",
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"Sets the pickup thread for the spawned entity."
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);
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Event EV_Spawn_AddSpawnItem
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(
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"spawn_spawnitem",
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EV_SCRIPTONLY,
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"s",
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"spawn_item_name",
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"Adds this named item to what will be spawned when this spawned entity is killed, if it is an actor."
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);
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Event EV_Spawn_SetSpawnChance
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(
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"spawn_spawnchance",
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EV_SCRIPTONLY,
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"f",
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"spawn_chance",
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"Sets the chance that this spawned entity will spawn something when killed, if it is an actor."
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);
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Event EV_Spawn_SetStartHidden
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(
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"starthidden",
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EV_SCRIPTONLY,
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"B",
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"hidden_bool",
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"Sets whether or not the entity starts hidden."
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);
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Event EV_Spawn_SetSpawnEffect
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(
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"spawneffectname",
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EV_SCRIPTONLY,
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"sS",
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"effectType effectName",
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"Displays this effect on spawn."
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);
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Event EV_Spawn_SetAnimName
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(
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"startanim",
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EV_SCRIPTONLY,
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"s",
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"animname",
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"Animation to spawn the actor with"
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);
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Event EV_Spawn_SetSpawnVelocity
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(
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"setspawnvelocity",
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EV_SCRIPTONLY,
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"v",
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"velocity",
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"Sets the velocity to spawn with"
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);
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Event EV_Spawn_SetSpawnGroupID
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(
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"setspawngroupID",
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EV_SCRIPTONLY,
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"i",
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"groupID",
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"Sets the groupID to spawn with"
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);
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Event EV_Spawn_SetSpawnMasterStateMap
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(
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"setspawnmasterstatemap",
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EV_SCRIPTONLY,
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"s",
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"masterstatemap",
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"Sets the masterstatemap to spawn with"
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);
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Event EV_Spawn_SetSpawnGroupDeathThread
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(
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"setspawngroupdeaththread",
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EV_SCRIPTONLY,
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"s",
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"group_death_thread",
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"Sets the group death thread to spawn with"
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);
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Event EV_Spawn_SetSpawnKeyValue
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(
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"setSpawnKeyValue",
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EV_SCRIPTONLY,
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"ss",
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"key value",
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"Sets any key/value pair to set on the spawned entity."
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);
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Event EV_Spawn_ClearSpawnKeyValues
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(
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"clearSpawnKeyValues",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Clears all of the key/value pairs for the spawner."
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);
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Event EV_Spawn_CheckForSpace
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(
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"checkForSpace",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Checks to see if there is space for the spawn entity."
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);
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CLASS_DECLARATION( ScriptSlave, Spawn, "func_spawn" )
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{
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{ &EV_Activate, &Spawn::DoSpawn },
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{ &EV_Spawn_ModelName, &Spawn::ModelName },
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{ &EV_Spawn_SpawnTargetName, &Spawn::SpawnTargetName },
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{ &EV_Spawn_AttackMode, &Spawn::AttackMode },
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{ &EV_Spawn_SpawnTarget, &Spawn::SpawnTarget },
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{ &EV_Spawn_PickupThread, &Spawn::SetPickupThread },
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{ &EV_SetAngle, &Spawn::SetAngleEvent },
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{ &EV_Spawn_AddSpawnItem, &Spawn::SetSpawnItem },
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{ &EV_Spawn_SetSpawnChance, &Spawn::SetSpawnChance },
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{ &EV_Spawn_SetStartHidden, &Spawn::SetStartHidden },
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{ &EV_Spawn_SetSpawnEffect, &Spawn::SetSpawnEffect },
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{ &EV_Spawn_SetAnimName, &Spawn::SetAnimName },
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{ &EV_Spawn_SpawnNow, &Spawn::SpawnNow },
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{ &EV_Spawn_SetSpawnVelocity, &Spawn::SetSpawnVelocity },
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{ &EV_Spawn_SetSpawnGroupID, &Spawn::SetSpawnGroupID },
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{ &EV_Spawn_SetSpawnMasterStateMap, &Spawn::SetSpawnMasterStateMap },
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{ &EV_Spawn_SetSpawnGroupDeathThread, &Spawn::SetSpawnGroupDeathThread },
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{ &EV_Spawn_SetSpawnKeyValue, &Spawn::setSpawnKeyValue },
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{ &EV_Spawn_ClearSpawnKeyValues, &Spawn::clearSpawnKeyValues },
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{ &EV_Spawn_CheckForSpace, &Spawn::setCheckForSpace },
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{ NULL, NULL }
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};
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void Spawn::SetAngleEvent( Event *ev )
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{
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Entity::SetAngleEvent( ev );
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}
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void Spawn::SetPickupThread( Event *ev )
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{
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_pickupThread = ev->GetString( 1 );
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}
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void Spawn::SetAnimName( Event *ev )
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{
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_animName = ev->GetString( 1 );
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}
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void Spawn::SetSpawnVelocity( Event *ev )
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{
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_velocity = ev->GetVector( 1 );
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}
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void Spawn::SetSpawnGroupID( Event *ev )
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{
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_spawnGroupID = ev->GetInteger( 1 );
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}
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void Spawn::ModelName( Event *ev )
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{
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assert( ev->NumArgs() > 0 );
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_modelNames.ClearObjectList();
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for (int i = 1; i <= ev->NumArgs(); i++)
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{
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str modelname = ev->GetString( i );
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_modelNames.AddObject( modelname );
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CacheResource( modelname.c_str(), this );
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}
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}
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void Spawn::SpawnTargetName( Event *ev )
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{
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_spawnTargetName = ev->GetString( 1 );
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}
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void Spawn::SpawnTarget( Event *ev )
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{
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_spawnTarget = ev->GetString( 1 );
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}
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void Spawn::AttackMode( Event *ev )
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{
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_spawnTarget = ev->GetInteger( 1 );
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}
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void Spawn::SetSpawnItem( Event *ev )
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{
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_spawnItem = ev->GetString( 1 );
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}
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void Spawn::SetSpawnChance( Event *ev )
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{
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_spawnChance = ev->GetFloat( 1 );
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}
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void Spawn::SetStartHidden( Event *ev )
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{
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if ( ev->NumArgs() > 0 )
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_startHidden = ev->GetBoolean( 1 );
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else
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_startHidden = true;
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}
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void Spawn::SetSpawnEffect( Event *ev )
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{
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_effectType = ev->GetString( 1 );
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if ( ev->NumArgs() > 1 )
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{
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_effectName = ev->GetString( 2 );
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}
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else
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{
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_effectName = "";
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}
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}
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void Spawn::SetSpawnMasterStateMap( Event *ev )
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{
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_masterStateMap = ev->GetString( 1 );
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}
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void Spawn::SetSpawnGroupDeathThread( Event *ev )
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{
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_spawnGroupDeathThread = ev->GetString( 1 );
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}
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Spawn::Spawn()
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{
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setSolidType( SOLID_NOT );
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setMoveType( MOVETYPE_NONE );
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hideModel();
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_spawnChance = 0;
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_attackMode = 0;
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_startHidden = false;
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_animName = "idle";
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_velocity = Vector(0, 0, -1);
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_spawnGroupID = -9999;
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_masterStateMap = "";
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_spawnGroupDeathThread = "";
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_checkForSpace = false;
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}
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Spawn::~Spawn()
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{
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_modelNames.FreeObjectList();
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_keys.FreeObjectList();
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_values.FreeObjectList();
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}
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void Spawn::SetArgs( SpawnArgs &args )
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{
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int i;
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args.setArg( "origin", va( "%f %f %f", origin[ 0 ], origin[ 1 ], origin[ 2 ] ) );
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args.setArg( "angle", va( "%f", angles[ 1 ] ) );
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args.setArg( "angles", va( "%f %f %f", angles[ 0 ], angles[ 1 ], angles[ 2 ] ) );
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if ( _modelNames.NumObjects() > 0 )
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{
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int randomModelIndex = ceil(G_Random() * _modelNames.NumObjects() );
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randomModelIndex = iClamp( randomModelIndex, 1, _modelNames.NumObjects() );
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args.setArg( "model", _modelNames.ObjectAt( randomModelIndex ).c_str() );
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}
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args.setArg( "attackMode", va( "%i",_attackMode ) );
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args.setArg( "scale", va( "%f",edict->s.scale ) );
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if ( _spawnTargetName.length() )
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{
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args.setArg( "targetname", _spawnTargetName.c_str() );
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}
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if ( _spawnTarget.length() )
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{
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args.setArg( "target", _spawnTarget.c_str() );
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}
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if ( _pickupThread.length() )
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{
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args.setArg( "pickupThread", _pickupThread.c_str() );
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}
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if ( _spawnItem.length() )
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{
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args.setArg( "spawnItem", _spawnItem.c_str() );
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args.setArg( "spawnChance", va( "%f", _spawnChance ) );
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}
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if ( _startHidden )
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{
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args.setArg( "hide", "" );
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}
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// Add in all of the key/value pairs
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for ( i = 1 ; i <= _keys.NumObjects() ; i++ )
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{
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args.setArg( _keys.ObjectAt( i ).c_str(), _values.ObjectAt( i ).c_str() );
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}
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if ( _effectType.length() )
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{
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str effectString;
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effectString = _effectType;
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if ( _effectName.length() )
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{
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effectString += "-";
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effectString += _effectName;
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}
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args.setArg( "displayeffect", effectString.c_str() );
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}
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}
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void Spawn::postSpawn( Entity *spawn )
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{
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if ( !spawn )
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return;
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if ( _spawnGroupID > 0 )
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spawn->AddToGroup( _spawnGroupID );
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Event *e = new Event( EV_Anim );
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e->AddString( _animName );
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spawn->PostEvent( e, EV_SPAWNARG );
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if ( g_debugtargets->integer )
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{
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G_DebugTargets( spawn, "Spawn::DoSpawn" );
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}
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if ( _masterStateMap.length() )
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{
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Event *smapEvent = new Event ( "masterstatemap" );
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smapEvent->AddString( _masterStateMap );
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spawn->PostEvent( smapEvent, EV_POSTSPAWN );
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}
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if ( _spawnGroupDeathThread.length() )
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{
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Event *groupDeathThreadEvent = new Event ( "groupdeaththread" );
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groupDeathThreadEvent->AddString( _spawnGroupDeathThread );
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spawn->PostEvent( groupDeathThreadEvent, EV_POSTSPAWN );
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}
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}
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void Spawn::DoSpawn( Event *ev )
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{
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Entity *spawn;
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SpawnArgs args;
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if ( _modelNames.NumObjects() == 0 )
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{
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warning("Spawn", "No models set" );
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}
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SetArgs( args );
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spawn = args.Spawn();
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if ( spawn )
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{
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spawn->velocity = _velocity;
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postSpawn( spawn );
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if ( _checkForSpace && checkStuck( spawn ) )
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{
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spawn->PostEvent( EV_Remove, 0.0f );
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}
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}
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}
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|
//===============================================================
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|
// Name: SpawnNow
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||
|
// Class: Spawn
|
||
|
//
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||
|
// Description: Spawns a new entity immediately, per the properties
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||
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// already set on this object.
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||
|
//
|
||
|
// Parameters: Event* -- return value is the spawned entity.
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void Spawn::SpawnNow( Event *ev )
|
||
|
{
|
||
|
Entity *spawn;
|
||
|
SpawnArgs args;
|
||
|
|
||
|
if ( _modelNames.NumObjects() == 0 )
|
||
|
{
|
||
|
warning("Spawn", "No models set" );
|
||
|
}
|
||
|
|
||
|
SetArgs( args );
|
||
|
|
||
|
spawn = args.Spawn();
|
||
|
|
||
|
if ( spawn )
|
||
|
{
|
||
|
spawn->CancelEventsOfType( EV_ProcessInitCommands );
|
||
|
spawn->ProcessInitCommands( spawn->edict->s.modelindex );
|
||
|
|
||
|
// make sure spawned entity starts falling if necessary
|
||
|
spawn->velocity = Vector(0, 0, -1);
|
||
|
|
||
|
postSpawn( spawn );
|
||
|
|
||
|
if ( _checkForSpace && checkStuck( spawn ) )
|
||
|
{
|
||
|
spawn->CancelEventsOfType( EV_DisplayEffect );
|
||
|
spawn->PostEvent( EV_Remove, 0.0f );
|
||
|
ev->ReturnEntity( NULL );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ev->ReturnEntity( spawn );
|
||
|
}
|
||
|
|
||
|
bool Spawn::checkStuck( Entity *spawn )
|
||
|
{
|
||
|
int i;
|
||
|
int num;
|
||
|
int touch[ MAX_GENTITIES ];
|
||
|
gentity_t *hit;
|
||
|
Vector min;
|
||
|
Vector max;
|
||
|
|
||
|
|
||
|
min = origin + spawn->mins;
|
||
|
max = origin + spawn->maxs;
|
||
|
|
||
|
num = gi.AreaEntities( min, max, touch, MAX_GENTITIES, qfalse );
|
||
|
|
||
|
for( i = 0; i < num; i++ )
|
||
|
{
|
||
|
hit = &g_entities[ touch[ i ] ];
|
||
|
|
||
|
if ( hit->inuse && hit->entity && ( hit->entity != spawn ) && ( hit->entity->edict->solid == SOLID_BBOX ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void Spawn::setSpawnKeyValue( Event *ev )
|
||
|
{
|
||
|
str key;
|
||
|
str value;
|
||
|
|
||
|
key = ev->GetString( 1 );
|
||
|
value = ev->GetString( 2 );
|
||
|
|
||
|
_keys.AddObject( key );
|
||
|
_values.AddObject( value );
|
||
|
}
|
||
|
|
||
|
void Spawn::clearSpawnKeyValues( Event *ev )
|
||
|
{
|
||
|
_keys.ClearObjectList();
|
||
|
_values.ClearObjectList();
|
||
|
}
|
||
|
|
||
|
void Spawn::setCheckForSpace( Event *ev )
|
||
|
{
|
||
|
_checkForSpace = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED func_randomspawn(0 0.25 0.5) (-8 -8 -8) (8 8 8) START_OFF
|
||
|
Randomly spawns an entity. The time between spawns is determined by min_time and max_time
|
||
|
The entity can be turned off and on by triggering it
|
||
|
"modelName" The name of the TIKI file you wish to spawn. (Required)
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"min_time" The minimum time between spawns (default 0.2 seconds)
|
||
|
"max_time" The maximum time between spawns (default 1 seconds)
|
||
|
START_OFF - spawn is off by default
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_RandomSpawn_MinTime
|
||
|
(
|
||
|
"min_time",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"minTime",
|
||
|
"Minimum time between random spawns."
|
||
|
);
|
||
|
Event EV_RandomSpawn_MaxTime
|
||
|
(
|
||
|
"max_time",
|
||
|
EV_SCRIPTONLY,
|
||
|
"f",
|
||
|
"maxTime",
|
||
|
"Maximum time between random spawns."
|
||
|
);
|
||
|
Event EV_RandomSpawn_Think
|
||
|
(
|
||
|
"_randomspawn_think",
|
||
|
EV_CODEONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"The function that actually spawns things in."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Spawn, RandomSpawn, "func_randomspawn" )
|
||
|
{
|
||
|
{ &EV_Activate, &RandomSpawn::ToggleSpawn },
|
||
|
{ &EV_RandomSpawn_MinTime, &RandomSpawn::MinTime },
|
||
|
{ &EV_RandomSpawn_MaxTime, &RandomSpawn::MaxTime },
|
||
|
{ &EV_RandomSpawn_Think, &RandomSpawn::Think },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
RandomSpawn::RandomSpawn()
|
||
|
{
|
||
|
min_time = 0.2f;
|
||
|
max_time = 1.0f;
|
||
|
if ( !LoadingSavegame && !( spawnflags & 1 ) )
|
||
|
{
|
||
|
PostEvent( EV_RandomSpawn_Think, min_time + ( G_Random( max_time - min_time ) ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RandomSpawn::MinTime( Event *ev )
|
||
|
{
|
||
|
min_time = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void RandomSpawn::MaxTime( Event *ev )
|
||
|
{
|
||
|
max_time = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void RandomSpawn::ToggleSpawn( Event *ev )
|
||
|
{
|
||
|
if ( EventPending( EV_RandomSpawn_Think ) )
|
||
|
{
|
||
|
// if currently on, turn it off
|
||
|
CancelEventsOfType( EV_RandomSpawn_Think );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Think( NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RandomSpawn::Think( Event *ev )
|
||
|
{
|
||
|
CancelEventsOfType( EV_RandomSpawn_Think );
|
||
|
|
||
|
//
|
||
|
// spawn our entity
|
||
|
//
|
||
|
DoSpawn( NULL );
|
||
|
|
||
|
//
|
||
|
// post the next time
|
||
|
//
|
||
|
PostEvent( EV_RandomSpawn_Think, min_time + ( G_Random( max_time - min_time ) ) );
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED func_respawn(0 0.25 0.5) (-8 -8 -8) (8 8 8)
|
||
|
When the thing that is spawned is killed, this func_respawn will get
|
||
|
triggered.
|
||
|
"modelName" The name of the TIKI file you wish to spawn. (Required)
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
******************************************************************************/
|
||
|
|
||
|
|
||
|
CLASS_DECLARATION( Spawn, ReSpawn, "func_respawn" )
|
||
|
{
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
void ReSpawn::DoSpawn( Event *ev )
|
||
|
{
|
||
|
Entity *spawn;
|
||
|
SpawnArgs args;
|
||
|
|
||
|
SetArgs( args );
|
||
|
|
||
|
// This will trigger the func_respawn when the thing dies
|
||
|
args.setArg( "targetname", TargetName() );
|
||
|
args.setArg( "target", TargetName() );
|
||
|
|
||
|
spawn = args.Spawn();
|
||
|
if ( spawn )
|
||
|
{
|
||
|
// make sure spawned entity starts falling if necessary
|
||
|
spawn->velocity = Vector(0, 0, -1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED func_spawnoutofsight(0 0.25 0.5) (-8 -8 -8) (8 8 8)
|
||
|
Will only spawn something out of sight of the players.
|
||
|
By default, that means doing a trace from the spawner to the player.
|
||
|
Use "checkFOV" to indicate that it's OK to spawn as long as the spawner is not in the player's FOV.
|
||
|
"modelName" The name of the TIKI file you wish to spawn. (Required)
|
||
|
"spawnTargetName" This will be the targetname of the spawned model. (default is null)
|
||
|
"spawnTarget" This will be the target of the spawned model. (default is null)
|
||
|
"key" The item needed to activate this. (default nothing)
|
||
|
"checkFOV" The spawner will check that if it is in the players' FOV
|
||
|
******************************************************************************/
|
||
|
Event EV_SpawnOutOfSight_CheckFOV
|
||
|
(
|
||
|
"checkFOV",
|
||
|
EV_DEFAULT,
|
||
|
"B",
|
||
|
"boolean",
|
||
|
"Use checkFOV to indicate that it's OK to spawn as long as the spawner is not in the player's FOV."
|
||
|
);
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------
|
||
|
CLASS_DECLARATION( Spawn, SpawnOutOfSight, "func_spawnoutofsight" )
|
||
|
{
|
||
|
{ &EV_SpawnOutOfSight_CheckFOV, &SpawnOutOfSight::CheckFOV },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------
|
||
|
SpawnOutOfSight::SpawnOutOfSight()
|
||
|
{
|
||
|
checkFOV = false;
|
||
|
}
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------
|
||
|
void SpawnOutOfSight::CheckFOV( Event* ev )
|
||
|
{
|
||
|
if( ev->NumArgs() >= 1 )
|
||
|
checkFOV = ev->GetBoolean( 1 );
|
||
|
else
|
||
|
checkFOV = true;
|
||
|
}
|
||
|
|
||
|
//-------------------------------------------------------------------------------------------------
|
||
|
void SpawnOutOfSight::DoSpawn( Event *ev )
|
||
|
{
|
||
|
Entity *ent;
|
||
|
gentity_t *ed;
|
||
|
trace_t trace;
|
||
|
|
||
|
// check if any players can see this entity before spawning
|
||
|
for( int i = 0; i < game.maxclients; i++ )
|
||
|
{
|
||
|
// get the gentity_t and skip it if invalid
|
||
|
ed = &g_entities[ i ];
|
||
|
if ( !ed->inuse || !ed->entity )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// get the Entity from the gentity_t and skip it if invalid
|
||
|
ent = ed->entity;
|
||
|
if ( ( ent->health < 0.0f ) || ( ent->flags & FL_NOTARGET ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if( checkFOV )
|
||
|
{
|
||
|
// get angle between client forward vector and vector between client and spawner
|
||
|
Vector clientFwd( ed->client->ps.viewangles );
|
||
|
clientFwd.AngleVectors( &clientFwd );
|
||
|
clientFwd.z = 0.0f;
|
||
|
clientFwd.normalize();
|
||
|
|
||
|
Vector clientToSpawner( origin );
|
||
|
clientToSpawner -= Vector( ed->centroid );
|
||
|
clientToSpawner.normalize();
|
||
|
|
||
|
// compare the angle to the client's FOV and see if it's inside or not
|
||
|
float clientFOV = DEG2RAD( ed->client->ps.fov + 10.0f );
|
||
|
if( (clientFOV / 2.0f) > Vector::AngleBetween( clientToSpawner, clientFwd ) )
|
||
|
{
|
||
|
// this client can see the spawner, don't need to do anything else
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// just do a simple trace from the spawner to the client entity's centroid
|
||
|
trace = G_Trace( origin, vec_zero, vec_zero, ent->centroid, this, MASK_OPAQUE, false, "SpawnOutOfSight::DoSpawn" );
|
||
|
if ( trace.fraction == 1.0f )
|
||
|
{
|
||
|
// this client can see the spawner, don't need to do anything else
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// getting here must mean that no clients can see the spawner
|
||
|
Spawn::DoSpawn( ev );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
/*QUAKED func_spawnchain(0 0.25 0.5) (-8 -8 -8) (8 8 8)
|
||
|
Tries to spawn something out of the sight of players. If it fails, it will
|
||
|
trigger its targets.
|
||
|
"modelName" The name of the TIKI file you wish to spawn. (Required)
|
||
|
"spawnTargetName" This will be the targetname of the spawned model. (default is null)
|
||
|
"spawnTarget" This will be the target of the spawned model. (default is null)
|
||
|
"use_3rd_person_camera" Whether or not to check from the camera or character.(default false)
|
||
|
******************************************************************************/
|
||
|
|
||
|
Event EV_SpawnChain_Use3rdPersonCamera
|
||
|
(
|
||
|
"use_3rd_person_camera",
|
||
|
EV_SCRIPTONLY,
|
||
|
"b",
|
||
|
"bool",
|
||
|
"Whether or not to check from the camera or character."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Spawn, SpawnChain, "func_spawnchain" )
|
||
|
{
|
||
|
{ &EV_SpawnChain_Use3rdPersonCamera, &SpawnChain::Use3rdPersonCamera },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
SpawnChain::SpawnChain( void )
|
||
|
{
|
||
|
use3rdPersonCamera = false;
|
||
|
}
|
||
|
|
||
|
void SpawnChain::Use3rdPersonCamera( Event *ev )
|
||
|
{
|
||
|
use3rdPersonCamera = ev->GetBoolean( 1 );
|
||
|
}
|
||
|
|
||
|
void SpawnChain::DoSpawn( Event *ev )
|
||
|
{
|
||
|
qboolean seen = false;
|
||
|
|
||
|
// Check to see if this can see any players before spawning
|
||
|
for( int i = 0; i < game.maxclients; i++ )
|
||
|
{
|
||
|
gentity_t *ed = &g_entities[ i ];
|
||
|
if ( ed->inuse && ed->entity )
|
||
|
{
|
||
|
Vector playerPosition;
|
||
|
Vector entityForward;
|
||
|
float entityFOV( DEG2RAD(ed->client->ps.fov) );
|
||
|
if ( use3rdPersonCamera )
|
||
|
{
|
||
|
const Vector cameraAngles( ed->client->ps.camera_angles );
|
||
|
cameraAngles.AngleVectors( &entityForward );
|
||
|
playerPosition = ed->client->ps.camera_origin;
|
||
|
entityFOV = DEG2RAD(ed->client->ps.fov + 10.0f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
const Vector viewAngles( ed->client->ps.viewangles );
|
||
|
viewAngles.AngleVectors( &entityForward );
|
||
|
playerPosition = ed->centroid;
|
||
|
entityFOV = DEG2RAD(ed->client->ps.fov + 10.0f );
|
||
|
}
|
||
|
|
||
|
Vector directionFromEntityToMe( origin - playerPosition );
|
||
|
directionFromEntityToMe.normalize();
|
||
|
|
||
|
entityForward.z = 0.0f;
|
||
|
entityForward.normalize();
|
||
|
|
||
|
|
||
|
assert( fCloseEnough( directionFromEntityToMe.length(), 1.0f, fEpsilon() ) );
|
||
|
assert( fCloseEnough( entityForward.length(), 1.0f, fEpsilon() ) );
|
||
|
|
||
|
const float angleToMe( acos( Vector::Dot( directionFromEntityToMe, entityForward ) ) );
|
||
|
// Check to see if I am in the field of view of the entity
|
||
|
if ( angleToMe < entityFOV/2.0f )
|
||
|
{
|
||
|
Entity *entity = ed->entity;
|
||
|
if ( ( entity->health >= 0.0f ) && !( entity->flags & FL_NOTARGET ) )
|
||
|
{
|
||
|
trace_t trace = G_Trace( origin, vec_zero, vec_zero, entity->centroid, this, MASK_OPAQUE, false, "SpawnChain::DoSpawn" );
|
||
|
if ( trace.fraction == 1.0f )
|
||
|
{
|
||
|
seen = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Couldn't spawn anything, so activate targets
|
||
|
Vector mins(-64,-64,16);
|
||
|
Vector maxs(64,64,112);
|
||
|
trace_t trace = G_Trace( origin, mins, maxs, origin, NULL, MASK_MONSTERSOLID, false, "spawnchain" );
|
||
|
|
||
|
if ( trace.fraction != 1.0f || trace.startsolid || seen )
|
||
|
{
|
||
|
const char *name = Target();
|
||
|
if ( name && strcmp( name, "" ) )
|
||
|
{
|
||
|
Entity *entity = NULL;
|
||
|
do
|
||
|
{
|
||
|
entity = G_FindTarget( entity, name );
|
||
|
if ( !entity )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
Event *event = new Event( EV_Activate );
|
||
|
// event->AddEntity( world );
|
||
|
event->AddEntity( this );
|
||
|
entity->PostEvent( event, 0.0f );
|
||
|
} while ( 1 );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Spawn::DoSpawn( ev );
|
||
|
}
|