#ifndef _INCLUDED_ASW_SPAWNER_H #define _INCLUDED_ASW_SPAWNER_H #ifdef _WIN32 #pragma once #endif #include "asw_base_spawner.h" //=============================================== // An entity that spawns aliens over time //=============================================== class CASW_Spawner : public CASW_Base_Spawner { public: DECLARE_CLASS( CASW_Spawner, CASW_Base_Spawner ); DECLARE_DATADESC(); CASW_Spawner(); virtual ~CASW_Spawner(); virtual void Spawn(); virtual void Precache(); virtual void InitAlienClassName(); Class_T Classify() { return (Class_T) CLASS_ASW_SPAWNER; } virtual IASW_Spawnable_NPC* SpawnAlien( const char *szAlienClassName, const Vector &vecHullMins, const Vector &vecHullMaxs ); virtual bool CanSpawn( const Vector &vecHullMins, const Vector &vecHullMaxs ); bool MoveSpawnableTo(IASW_Spawnable_NPC* pAlien, CBaseEntity* pGoalEnt, bool bIgnoreMarines); void SpawnerThink(); void SpawnOneAlien(); // get the hull size for the type of alien we're spawning const Vector& GetAlienMins(); const Vector& GetAlienMaxs(); void SpawnedAllAliens(); virtual void AlienKilled( CBaseEntity *pVictim ); void MissionStart(); // called by gamerules when mission begins bool ApplyCarnageMode( float fScaler, float fInvScaler ); enum SpawnerState_t { SST_StartSpawningWhenMissionStart, SST_WaitForInputs, SST_Spawning, SST_Finished, }; void SetSpawnerState( SpawnerState_t newState ); // inputs void InputSpawnAlien( inputdata_t &inputdata ); void InputStartSpawning( inputdata_t &inputdata ); void InputStopSpawning( inputdata_t &inputdata ); void InputToggleSpawning( inputdata_t &inputdata ); protected: // outputs COutputEvent m_OnAllSpawned; COutputEvent m_OnAllSpawnedDead; int m_nMaxLiveAliens; // max number of NPCs that this spawner may have out at one time. int m_nNumAliens; // max number of NPCs that this spawner can create total bool m_bInfiniteAliens; float m_flSpawnInterval; // time between spawns float m_flSpawnIntervalJitter; // fractional variation applied to spawn interval each time to give it some randomness int m_AlienClassNum; // integer from choice in Hammer, which sets the classname on Spawn string_t m_AlienClassName; // classname of the NPC(s) that will be created. int m_nCurrentLiveAliens; // current number of live aliens SpawnerState_t m_SpawnerState; }; // scales up alien amounts (but makes them weaker) void ASW_ApplyCarnage_f(float fScaler); #endif /* _INCLUDED_ASW_SPAWNER_H */