mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-25 11:19:39 +01:00
2389 lines
61 KiB
C++
2389 lines
61 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== triggers.cpp ========================================================
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spawn and use functions for editor-placed triggers
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "saverestore.h"
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#include "trains.h" // trigger_camera has train functionality
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#include "gamerules.h"
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#define SF_TRIGGER_PUSH_START_OFF 2//spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_TARGETONCE 1// Only fire hurt target once
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#define SF_TRIGGER_HURT_START_OFF 2//spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_NO_CLIENTS 8//spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16// trigger hurt will only fire its target if it is hurting a client
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#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32// only clients may touch this trigger.
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extern DLL_GLOBAL BOOL g_fGameOver;
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extern void SetMovedir(entvars_t* pev);
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extern Vector VecBModelOrigin( entvars_t* pevBModel );
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class CFrictionModifier : public CBaseEntity
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{
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public:
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void Spawn( void );
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void KeyValue( KeyValueData *pkvd );
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void EXPORT ChangeFriction( CBaseEntity *pOther );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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static TYPEDESCRIPTION m_SaveData[];
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float m_frictionFraction; // Sorry, couldn't resist this name :)
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};
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LINK_ENTITY_TO_CLASS( func_friction, CFrictionModifier )
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// Global Savedata for changelevel friction modifier
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TYPEDESCRIPTION CFrictionModifier::m_SaveData[] =
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{
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DEFINE_FIELD( CFrictionModifier, m_frictionFraction, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CFrictionModifier, CBaseEntity )
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// Modify an entity's friction
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void CFrictionModifier::Spawn( void )
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{
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pev->solid = SOLID_TRIGGER;
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
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pev->movetype = MOVETYPE_NONE;
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SetTouch( &CFrictionModifier::ChangeFriction );
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}
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// Sets toucher's friction to m_frictionFraction (1.0 = normal friction)
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void CFrictionModifier::ChangeFriction( CBaseEntity *pOther )
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{
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if( pOther->pev->movetype != MOVETYPE_BOUNCEMISSILE && pOther->pev->movetype != MOVETYPE_BOUNCE )
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pOther->pev->friction = m_frictionFraction;
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}
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// Sets toucher's friction to m_frictionFraction (1.0 = normal friction)
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void CFrictionModifier::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq(pkvd->szKeyName, "modifier" ) )
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{
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m_frictionFraction = atof( pkvd->szValue ) / 100.0;
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue( pkvd );
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}
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// This trigger will fire when the level spawns (or respawns if not fire once)
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// It will check a global state before firing. It supports delay and killtargets
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#define SF_AUTO_FIREONCE 0x0001
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class CAutoTrigger : public CBaseDelay
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Spawn( void );
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void Precache( void );
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void Think( void );
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int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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private:
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string_t m_globalstate;
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USE_TYPE triggerType;
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};
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LINK_ENTITY_TO_CLASS( trigger_auto, CAutoTrigger )
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TYPEDESCRIPTION CAutoTrigger::m_SaveData[] =
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{
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DEFINE_FIELD( CAutoTrigger, m_globalstate, FIELD_STRING ),
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DEFINE_FIELD( CAutoTrigger, triggerType, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CAutoTrigger, CBaseDelay )
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void CAutoTrigger::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "globalstate" ) )
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{
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m_globalstate = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "triggerstate" ) )
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{
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int type = atoi( pkvd->szValue );
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switch( type )
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{
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case 0:
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triggerType = USE_OFF;
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break;
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case 2:
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triggerType = USE_TOGGLE;
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break;
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default:
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triggerType = USE_ON;
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break;
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}
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pkvd->fHandled = TRUE;
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}
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else
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CBaseDelay::KeyValue( pkvd );
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}
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void CAutoTrigger::Spawn( void )
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{
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Precache();
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}
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void CAutoTrigger::Precache( void )
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{
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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void CAutoTrigger::Think( void )
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{
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if( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON )
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{
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SUB_UseTargets( this, triggerType, 0 );
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if( pev->spawnflags & SF_AUTO_FIREONCE )
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UTIL_Remove( this );
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}
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}
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#define SF_RELAY_FIREONCE 0x0001
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class CTriggerRelay : public CBaseDelay
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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private:
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USE_TYPE triggerType;
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};
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LINK_ENTITY_TO_CLASS( trigger_relay, CTriggerRelay )
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TYPEDESCRIPTION CTriggerRelay::m_SaveData[] =
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{
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DEFINE_FIELD( CTriggerRelay, triggerType, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CTriggerRelay, CBaseDelay )
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void CTriggerRelay::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "triggerstate" ) )
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{
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int type = atoi( pkvd->szValue );
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switch( type )
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{
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case 0:
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triggerType = USE_OFF;
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break;
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case 2:
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triggerType = USE_TOGGLE;
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break;
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default:
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triggerType = USE_ON;
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break;
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}
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pkvd->fHandled = TRUE;
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}
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else
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CBaseDelay::KeyValue( pkvd );
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}
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void CTriggerRelay::Spawn( void )
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{
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}
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void CTriggerRelay::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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SUB_UseTargets( this, triggerType, 0 );
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if( pev->spawnflags & SF_RELAY_FIREONCE )
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UTIL_Remove( this );
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}
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//**********************************************************
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// The Multimanager Entity - when fired, will fire up to 16 targets
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// at specified times.
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// FLAG: THREAD (create clones when triggered)
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// FLAG: CLONE (this is a clone for a threaded execution)
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#define SF_MULTIMAN_CLONE 0x80000000
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#define SF_MULTIMAN_THREAD 0x00000001
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class CMultiManager : public CBaseToggle
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Spawn( void );
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void EXPORT ManagerThink( void );
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void EXPORT ManagerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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#if _DEBUG
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void EXPORT ManagerReport( void );
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#endif
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BOOL HasTarget( string_t targetname );
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int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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int m_cTargets; // the total number of targets in this manager's fire list.
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int m_index; // Current target
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float m_startTime;// Time we started firing
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string_t m_iTargetName[MAX_MULTI_TARGETS];// list if indexes into global string array
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float m_flTargetDelay[MAX_MULTI_TARGETS];// delay (in seconds) from time of manager fire to target fire
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private:
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inline BOOL IsClone( void ) { return ( pev->spawnflags & SF_MULTIMAN_CLONE ) ? TRUE : FALSE; }
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inline BOOL ShouldClone( void )
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{
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if( IsClone() )
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return FALSE;
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return ( pev->spawnflags & SF_MULTIMAN_THREAD ) ? TRUE : FALSE;
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}
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CMultiManager *Clone( void );
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};
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LINK_ENTITY_TO_CLASS( multi_manager, CMultiManager )
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// Global Savedata for multi_manager
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TYPEDESCRIPTION CMultiManager::m_SaveData[] =
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{
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DEFINE_FIELD( CMultiManager, m_cTargets, FIELD_INTEGER ),
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DEFINE_FIELD( CMultiManager, m_index, FIELD_INTEGER ),
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DEFINE_FIELD( CMultiManager, m_startTime, FIELD_TIME ),
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DEFINE_ARRAY( CMultiManager, m_iTargetName, FIELD_STRING, MAX_MULTI_TARGETS ),
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DEFINE_ARRAY( CMultiManager, m_flTargetDelay, FIELD_FLOAT, MAX_MULTI_TARGETS ),
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};
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IMPLEMENT_SAVERESTORE( CMultiManager, CBaseToggle )
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void CMultiManager::KeyValue( KeyValueData *pkvd )
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{
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// UNDONE: Maybe this should do something like this:
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//CBaseToggle::KeyValue( pkvd );
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// if( !pkvd->fHandled )
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// ... etc.
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if( FStrEq( pkvd->szKeyName, "wait" ) )
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{
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m_flWait = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else // add this field to the target list
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{
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// this assumes that additional fields are targetnames and their values are delay values.
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if( m_cTargets < MAX_MULTI_TARGETS )
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{
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char tmp[128];
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UTIL_StripToken( pkvd->szKeyName, tmp );
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m_iTargetName[m_cTargets] = ALLOC_STRING( tmp );
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m_flTargetDelay[m_cTargets] = atof( pkvd->szValue );
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m_cTargets++;
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pkvd->fHandled = TRUE;
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}
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}
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}
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void CMultiManager::Spawn( void )
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{
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pev->solid = SOLID_NOT;
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SetUse( &CMultiManager::ManagerUse );
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SetThink( &CMultiManager::ManagerThink );
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// Sort targets
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// Quick and dirty bubble sort
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int swapped = 1;
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while( swapped )
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{
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swapped = 0;
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for( int i = 1; i < m_cTargets; i++ )
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{
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if( m_flTargetDelay[i] < m_flTargetDelay[i - 1] )
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{
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// Swap out of order elements
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int name = m_iTargetName[i];
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float delay = m_flTargetDelay[i];
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m_iTargetName[i] = m_iTargetName[i - 1];
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m_flTargetDelay[i] = m_flTargetDelay[i - 1];
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m_iTargetName[i - 1] = name;
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m_flTargetDelay[i - 1] = delay;
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swapped = 1;
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}
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}
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}
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}
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BOOL CMultiManager::HasTarget( string_t targetname )
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{
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for( int i = 0; i < m_cTargets; i++ )
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if( FStrEq( STRING( targetname ), STRING( m_iTargetName[i] ) ) )
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return TRUE;
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return FALSE;
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}
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// Designers were using this to fire targets that may or may not exist --
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// so I changed it to use the standard target fire code, made it a little simpler.
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void CMultiManager::ManagerThink( void )
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{
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float time;
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time = gpGlobals->time - m_startTime;
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while( m_index < m_cTargets && m_flTargetDelay[m_index] <= time )
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{
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FireTargets( STRING( m_iTargetName[m_index] ), m_hActivator, this, USE_TOGGLE, 0 );
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m_index++;
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}
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if( m_index >= m_cTargets )// have we fired all targets?
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{
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SetThink( NULL );
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if( IsClone() )
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{
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UTIL_Remove( this );
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return;
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}
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SetUse( &CMultiManager::ManagerUse );// allow manager re-use
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}
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else
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pev->nextthink = m_startTime + m_flTargetDelay[m_index];
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}
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CMultiManager *CMultiManager::Clone( void )
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{
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CMultiManager *pMulti = GetClassPtr( (CMultiManager *)NULL );
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edict_t *pEdict = pMulti->pev->pContainingEntity;
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memcpy( pMulti->pev, pev, sizeof(*pev) );
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pMulti->pev->pContainingEntity = pEdict;
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pMulti->pev->spawnflags |= SF_MULTIMAN_CLONE;
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pMulti->m_cTargets = m_cTargets;
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memcpy( pMulti->m_iTargetName, m_iTargetName, sizeof( m_iTargetName ) );
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memcpy( pMulti->m_flTargetDelay, m_flTargetDelay, sizeof( m_flTargetDelay ) );
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return pMulti;
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}
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// The USE function builds the time table and starts the entity thinking.
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void CMultiManager::ManagerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// In multiplayer games, clone the MM and execute in the clone (like a thread)
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// to allow multiple players to trigger the same multimanager
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if( ShouldClone() )
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{
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CMultiManager *pClone = Clone();
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pClone->ManagerUse( pActivator, pCaller, useType, value );
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return;
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}
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m_hActivator = pActivator;
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m_index = 0;
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m_startTime = gpGlobals->time;
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SetUse( NULL );// disable use until all targets have fired
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SetThink( &CMultiManager::ManagerThink );
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pev->nextthink = gpGlobals->time;
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}
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#if _DEBUG
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void CMultiManager::ManagerReport( void )
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{
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int cIndex;
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for( cIndex = 0; cIndex < m_cTargets; cIndex++ )
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{
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ALERT( at_console, "%s %f\n", STRING( m_iTargetName[cIndex] ), m_flTargetDelay[cIndex] );
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}
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}
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#endif
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//***********************************************************
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//
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// Render parameters trigger
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//
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// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
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// to its targets when triggered.
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//
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// Flags to indicate masking off various render parameters that are normally copied to the targets
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#define SF_RENDER_MASKFX ( 1 << 0 )
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#define SF_RENDER_MASKAMT ( 1 << 1 )
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#define SF_RENDER_MASKMODE ( 1 << 2 )
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#define SF_RENDER_MASKCOLOR ( 1 << 3 )
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class CRenderFxManager : public CBaseEntity
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{
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public:
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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};
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LINK_ENTITY_TO_CLASS( env_render, CRenderFxManager )
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void CRenderFxManager::Spawn( void )
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{
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pev->solid = SOLID_NOT;
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}
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void CRenderFxManager::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( !FStringNull( pev->target ) )
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{
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edict_t *pentTarget = NULL;
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while( 1 )
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{
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pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->target ) );
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if( FNullEnt( pentTarget ) )
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break;
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entvars_t *pevTarget = VARS( pentTarget );
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if( !FBitSet( pev->spawnflags, SF_RENDER_MASKFX ) )
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pevTarget->renderfx = pev->renderfx;
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if( !FBitSet( pev->spawnflags, SF_RENDER_MASKAMT ) )
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pevTarget->renderamt = pev->renderamt;
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if( !FBitSet( pev->spawnflags, SF_RENDER_MASKMODE ) )
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pevTarget->rendermode = pev->rendermode;
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if( !FBitSet( pev->spawnflags, SF_RENDER_MASKCOLOR ) )
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pevTarget->rendercolor = pev->rendercolor;
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}
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}
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}
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class CBaseTrigger : public CBaseToggle
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{
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public:
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void EXPORT TeleportTouch( CBaseEntity *pOther );
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void KeyValue( KeyValueData *pkvd );
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void EXPORT MultiTouch( CBaseEntity *pOther );
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void EXPORT HurtTouch( CBaseEntity *pOther );
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void EXPORT CDAudioTouch( CBaseEntity *pOther );
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void ActivateMultiTrigger( CBaseEntity *pActivator );
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void EXPORT MultiWaitOver( void );
|
|
void EXPORT CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void InitTrigger( void );
|
|
|
|
virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger, CBaseTrigger )
|
|
|
|
/*
|
|
================
|
|
InitTrigger
|
|
================
|
|
*/
|
|
void CBaseTrigger::InitTrigger()
|
|
{
|
|
// trigger angles are used for one-way touches. An angle of 0 is assumed
|
|
// to mean no restrictions, so use a yaw of 360 instead.
|
|
if( pev->angles != g_vecZero )
|
|
SetMovedir( pev );
|
|
pev->solid = SOLID_TRIGGER;
|
|
pev->movetype = MOVETYPE_NONE;
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
|
|
if( CVAR_GET_FLOAT( "showtriggers" ) == 0 )
|
|
SetBits( pev->effects, EF_NODRAW );
|
|
}
|
|
|
|
//
|
|
// Cache user-entity-field values until spawn is called.
|
|
//
|
|
void CBaseTrigger::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "damage" ) )
|
|
{
|
|
pev->dmg = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "count" ) )
|
|
{
|
|
m_cTriggersLeft = (int)atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "damagetype" ) )
|
|
{
|
|
m_bitsDamageInflict = atoi( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseToggle::KeyValue( pkvd );
|
|
}
|
|
|
|
class CTriggerHurt : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void EXPORT RadiationThink( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_hurt, CTriggerHurt )
|
|
|
|
//
|
|
// trigger_monsterjump
|
|
//
|
|
class CTriggerMonsterJump : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Touch( CBaseEntity *pOther );
|
|
void Think( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_monsterjump, CTriggerMonsterJump )
|
|
|
|
void CTriggerMonsterJump::Spawn( void )
|
|
{
|
|
SetMovedir( pev );
|
|
|
|
InitTrigger();
|
|
|
|
pev->nextthink = 0;
|
|
pev->speed = 200;
|
|
m_flHeight = 150;
|
|
|
|
if( !FStringNull( pev->targetname ) )
|
|
{
|
|
// if targetted, spawn turned off
|
|
pev->solid = SOLID_NOT;
|
|
UTIL_SetOrigin( pev, pev->origin ); // Unlink from trigger list
|
|
SetUse( &CBaseTrigger::ToggleUse );
|
|
}
|
|
}
|
|
|
|
void CTriggerMonsterJump::Think( void )
|
|
{
|
|
pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE
|
|
UTIL_SetOrigin( pev, pev->origin ); // Unlink from trigger list
|
|
SetThink( NULL );
|
|
}
|
|
|
|
void CTriggerMonsterJump::Touch( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevOther = pOther->pev;
|
|
|
|
if( !FBitSet( pevOther->flags, FL_MONSTER ) )
|
|
{
|
|
// touched by a non-monster.
|
|
return;
|
|
}
|
|
|
|
pevOther->origin.z += 1.0f;
|
|
|
|
if( FBitSet( pevOther->flags, FL_ONGROUND ) )
|
|
{
|
|
// clear the onground so physics don't bitch
|
|
pevOther->flags &= ~FL_ONGROUND;
|
|
}
|
|
|
|
// toss the monster!
|
|
pevOther->velocity = pev->movedir * pev->speed;
|
|
pevOther->velocity.z += m_flHeight;
|
|
pev->nextthink = gpGlobals->time;
|
|
}
|
|
|
|
//=====================================
|
|
//
|
|
// trigger_cdaudio - starts/stops cd audio tracks
|
|
//
|
|
class CTriggerCDAudio : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
|
|
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void PlayTrack( void );
|
|
void Touch( CBaseEntity *pOther );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_cdaudio, CTriggerCDAudio )
|
|
|
|
//
|
|
// Changes tracks or stops CD when player touches
|
|
//
|
|
// !!!HACK - overloaded HEALTH to avoid adding new field
|
|
void CTriggerCDAudio::Touch( CBaseEntity *pOther )
|
|
{
|
|
if( !pOther->IsPlayer() )
|
|
{
|
|
// only clients may trigger these events
|
|
return;
|
|
}
|
|
|
|
PlayTrack();
|
|
}
|
|
|
|
void CTriggerCDAudio::Spawn( void )
|
|
{
|
|
InitTrigger();
|
|
}
|
|
|
|
void CTriggerCDAudio::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
PlayTrack();
|
|
}
|
|
|
|
void PlayCDTrack( int iTrack )
|
|
{
|
|
edict_t *pClient;
|
|
|
|
// manually find the single player.
|
|
pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 );
|
|
|
|
// Can't play if the client is not connected!
|
|
if( !pClient )
|
|
return;
|
|
|
|
if( iTrack < -1 || iTrack > 30 )
|
|
{
|
|
ALERT( at_console, "TriggerCDAudio - Track %d out of range\n" );
|
|
return;
|
|
}
|
|
|
|
if( iTrack == -1 )
|
|
{
|
|
CLIENT_COMMAND( pClient, "cd stop\n" );
|
|
}
|
|
else
|
|
{
|
|
char string[64];
|
|
|
|
sprintf( string, "cd play %3d\n", iTrack );
|
|
CLIENT_COMMAND( pClient, string );
|
|
}
|
|
}
|
|
|
|
// only plays for ONE client, so only use in single play!
|
|
void CTriggerCDAudio::PlayTrack( void )
|
|
{
|
|
PlayCDTrack( (int)pev->health );
|
|
|
|
SetTouch( NULL );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
// This plays a CD track when fired or when the player enters it's radius
|
|
class CTargetCDAudio : public CPointEntity
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void Think( void );
|
|
void Play( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( target_cdaudio, CTargetCDAudio )
|
|
|
|
void CTargetCDAudio::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "radius" ) )
|
|
{
|
|
pev->scale = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CPointEntity::KeyValue( pkvd );
|
|
}
|
|
|
|
void CTargetCDAudio::Spawn( void )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
pev->movetype = MOVETYPE_NONE;
|
|
|
|
if( pev->scale > 0 )
|
|
pev->nextthink = gpGlobals->time + 1.0f;
|
|
}
|
|
|
|
void CTargetCDAudio::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
Play();
|
|
}
|
|
|
|
// only plays for ONE client, so only use in single play!
|
|
void CTargetCDAudio::Think( void )
|
|
{
|
|
edict_t *pClient;
|
|
|
|
// manually find the single player.
|
|
pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 );
|
|
|
|
// Can't play if the client is not connected!
|
|
if( !pClient )
|
|
return;
|
|
|
|
pev->nextthink = gpGlobals->time + 0.5f;
|
|
|
|
if( ( pClient->v.origin - pev->origin ).Length() <= pev->scale )
|
|
Play();
|
|
}
|
|
|
|
void CTargetCDAudio::Play( void )
|
|
{
|
|
PlayCDTrack( (int)pev->health );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
//=====================================
|
|
//
|
|
// trigger_hurt - hurts anything that touches it. if the trigger has a targetname, firing it will toggle state
|
|
//
|
|
//int gfToggleState = 0; // used to determine when all radiation trigger hurts have called 'RadiationThink'
|
|
|
|
void CTriggerHurt::Spawn( void )
|
|
{
|
|
InitTrigger();
|
|
SetTouch( &CBaseTrigger::HurtTouch );
|
|
|
|
if( !FStringNull( pev->targetname ) )
|
|
{
|
|
SetUse( &CBaseTrigger::ToggleUse );
|
|
}
|
|
else
|
|
{
|
|
SetUse( NULL );
|
|
}
|
|
|
|
if( m_bitsDamageInflict & DMG_RADIATION )
|
|
{
|
|
SetThink( &CTriggerHurt::RadiationThink );
|
|
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.0, 0.5 );
|
|
}
|
|
|
|
if( FBitSet( pev->spawnflags, SF_TRIGGER_HURT_START_OFF ) )// if flagged to Start Turned Off, make trigger nonsolid.
|
|
pev->solid = SOLID_NOT;
|
|
|
|
UTIL_SetOrigin( pev, pev->origin ); // Link into the list
|
|
}
|
|
|
|
// trigger hurt that causes radiation will do a radius
|
|
// check and set the player's geiger counter level
|
|
// according to distance from center of trigger
|
|
void CTriggerHurt::RadiationThink( void )
|
|
{
|
|
edict_t *pentPlayer;
|
|
CBasePlayer *pPlayer = NULL;
|
|
float flRange;
|
|
entvars_t *pevTarget;
|
|
Vector vecSpot1;
|
|
Vector vecSpot2;
|
|
Vector vecRange;
|
|
Vector origin;
|
|
Vector view_ofs;
|
|
|
|
// check to see if a player is in pvs
|
|
// if not, continue
|
|
|
|
// set origin to center of trigger so that this check works
|
|
origin = pev->origin;
|
|
view_ofs = pev->view_ofs;
|
|
|
|
pev->origin = ( pev->absmin + pev->absmax ) * 0.5f;
|
|
pev->view_ofs = pev->view_ofs * 0.0f;
|
|
|
|
pentPlayer = FIND_CLIENT_IN_PVS( edict() );
|
|
|
|
pev->origin = origin;
|
|
pev->view_ofs = view_ofs;
|
|
|
|
// reset origin
|
|
if( !FNullEnt( pentPlayer ) )
|
|
{
|
|
pPlayer = GetClassPtr( (CBasePlayer *)VARS( pentPlayer ) );
|
|
|
|
pevTarget = VARS( pentPlayer );
|
|
|
|
// get range to player;
|
|
vecSpot1 = ( pev->absmin + pev->absmax ) * 0.5f;
|
|
vecSpot2 = ( pevTarget->absmin + pevTarget->absmax ) * 0.5f;
|
|
|
|
vecRange = vecSpot1 - vecSpot2;
|
|
flRange = vecRange.Length();
|
|
|
|
// if player's current geiger counter range is larger
|
|
// than range to this trigger hurt, reset player's
|
|
// geiger counter range
|
|
|
|
if( pPlayer->m_flgeigerRange >= flRange )
|
|
pPlayer->m_flgeigerRange = flRange;
|
|
}
|
|
|
|
pev->nextthink = gpGlobals->time + 0.25f;
|
|
}
|
|
|
|
//
|
|
// ToggleUse - If this is the USE function for a trigger, its state will toggle every time it's fired
|
|
//
|
|
void CBaseTrigger::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( pev->solid == SOLID_NOT )
|
|
{
|
|
// if the trigger is off, turn it on
|
|
pev->solid = SOLID_TRIGGER;
|
|
|
|
// Force retouch
|
|
gpGlobals->force_retouch++;
|
|
}
|
|
else
|
|
{
|
|
// turn the trigger off
|
|
pev->solid = SOLID_NOT;
|
|
}
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
}
|
|
|
|
// When touched, a hurt trigger does DMG points of damage each half-second
|
|
void CBaseTrigger::HurtTouch( CBaseEntity *pOther )
|
|
{
|
|
float fldmg;
|
|
|
|
if( !pOther->pev->takedamage )
|
|
return;
|
|
|
|
if( ( pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYTOUCH ) && !pOther->IsPlayer() )
|
|
{
|
|
// this trigger is only allowed to touch clients, and this ain't a client.
|
|
return;
|
|
}
|
|
|
|
if( ( pev->spawnflags & SF_TRIGGER_HURT_NO_CLIENTS ) && pOther->IsPlayer() )
|
|
return;
|
|
|
|
// HACKHACK -- In multiplayer, players touch this based on packet receipt.
|
|
// So the players who send packets later aren't always hurt. Keep track of
|
|
// how much time has passed and whether or not you've touched that player
|
|
if( g_pGameRules->IsMultiplayer() )
|
|
{
|
|
if( pev->dmgtime > gpGlobals->time )
|
|
{
|
|
if( gpGlobals->time != pev->pain_finished )
|
|
{
|
|
// too early to hurt again, and not same frame with a different entity
|
|
if( pOther->IsPlayer() )
|
|
{
|
|
int playerMask = 1 << ( pOther->entindex() - 1 );
|
|
|
|
// If I've already touched this player (this time), then bail out
|
|
if( pev->impulse & playerMask )
|
|
return;
|
|
|
|
// Mark this player as touched
|
|
// BUGBUG - There can be only 32 players!
|
|
pev->impulse |= playerMask;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// New clock, "un-touch" all players
|
|
pev->impulse = 0;
|
|
if( pOther->IsPlayer() )
|
|
{
|
|
int playerMask = 1 << ( pOther->entindex() - 1 );
|
|
|
|
// Mark this player as touched
|
|
// BUGBUG - There can be only 32 players!
|
|
pev->impulse |= playerMask;
|
|
}
|
|
}
|
|
}
|
|
else // Original code -- single player
|
|
{
|
|
if( pev->dmgtime > gpGlobals->time && gpGlobals->time != pev->pain_finished )
|
|
{
|
|
// too early to hurt again, and not same frame with a different entity
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If this is time_based damage (poison, radiation), override the pev->dmg with a
|
|
// default for the given damage type. Monsters only take time-based damage
|
|
// while touching the trigger. Player continues taking damage for a while after
|
|
// leaving the trigger
|
|
|
|
fldmg = pev->dmg * 0.5f; // 0.5 seconds worth of damage, pev->dmg is damage/second
|
|
|
|
// JAY: Cut this because it wasn't fully realized. Damage is simpler now.
|
|
#if 0
|
|
switch( m_bitsDamageInflict )
|
|
{
|
|
default:
|
|
break;
|
|
case DMG_POISON:
|
|
fldmg = POISON_DAMAGE / 4;
|
|
break;
|
|
case DMG_NERVEGAS:
|
|
fldmg = NERVEGAS_DAMAGE / 4;
|
|
break;
|
|
case DMG_RADIATION:
|
|
fldmg = RADIATION_DAMAGE / 4;
|
|
break;
|
|
case DMG_PARALYZE: // UNDONE: cut this? should slow movement to 50%
|
|
fldmg = PARALYZE_DAMAGE / 4;
|
|
break;
|
|
case DMG_ACID:
|
|
fldmg = ACID_DAMAGE / 4;
|
|
break;
|
|
case DMG_SLOWBURN:
|
|
fldmg = SLOWBURN_DAMAGE / 4;
|
|
break;
|
|
case DMG_SLOWFREEZE:
|
|
fldmg = SLOWFREEZE_DAMAGE / 4;
|
|
break;
|
|
}
|
|
#endif
|
|
if( fldmg < 0 )
|
|
{
|
|
if( !( g_pGameRules->IsMultiplayer()
|
|
&& pOther->IsPlayer()
|
|
&& pOther->pev->deadflag ))
|
|
pOther->TakeHealth( -fldmg, m_bitsDamageInflict );
|
|
}
|
|
else
|
|
pOther->TakeDamage( pev, pev, fldmg, m_bitsDamageInflict );
|
|
|
|
// Store pain time so we can get all of the other entities on this frame
|
|
pev->pain_finished = gpGlobals->time;
|
|
|
|
// Apply damage every half second
|
|
pev->dmgtime = gpGlobals->time + 0.5f;// half second delay until this trigger can hurt toucher again
|
|
|
|
if( pev->target )
|
|
{
|
|
// trigger has a target it wants to fire.
|
|
if( pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYFIRE )
|
|
{
|
|
// if the toucher isn't a client, don't fire the target!
|
|
if( !pOther->IsPlayer() )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
SUB_UseTargets( pOther, USE_TOGGLE, 0 );
|
|
if( pev->spawnflags & SF_TRIGGER_HURT_TARGETONCE )
|
|
pev->target = 0;
|
|
}
|
|
}
|
|
|
|
/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
|
|
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
|
If "health" is set, the trigger must be killed to activate each time.
|
|
If "delay" is set, the trigger waits some time after activating before firing.
|
|
"wait" : Seconds between triggerings. (.2 default)
|
|
If notouch is set, the trigger is only fired by other entities, not by touching.
|
|
NOTOUCH has been obsoleted by trigger_relay!
|
|
sounds
|
|
1) secret
|
|
2) beep beep
|
|
3) large switch
|
|
4)
|
|
NEW
|
|
if a trigger has a NETNAME, that NETNAME will become the TARGET of the triggered object.
|
|
*/
|
|
class CTriggerMultiple : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_multiple, CTriggerMultiple )
|
|
|
|
void CTriggerMultiple::Spawn( void )
|
|
{
|
|
if( m_flWait == 0 )
|
|
m_flWait = 0.2f;
|
|
|
|
InitTrigger();
|
|
|
|
ASSERTSZ( pev->health == 0, "trigger_multiple with health" );
|
|
/*UTIL_SetOrigin( pev, pev->origin );
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
if( pev->health > 0 )
|
|
{
|
|
if( FBitSet( pev->spawnflags, SPAWNFLAG_NOTOUCH ) )
|
|
ALERT( at_error, "trigger_multiple spawn: health and notouch don't make sense" );
|
|
pev->max_health = pev->health;
|
|
UNDONE: where to get pfnDie from?
|
|
pev->pfnDie = multi_killed;
|
|
pev->takedamage = DAMAGE_YES;
|
|
pev->solid = SOLID_BBOX;
|
|
UTIL_SetOrigin( pev, pev->origin ); // make sure it links into the world
|
|
}
|
|
else*/
|
|
{
|
|
SetTouch( &CBaseTrigger::MultiTouch );
|
|
}
|
|
}
|
|
|
|
/*QUAKED trigger_once (.5 .5 .5) ? notouch
|
|
Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
|
|
"targetname". If "health" is set, the trigger must be killed to activate.
|
|
If notouch is set, the trigger is only fired by other entities, not by touching.
|
|
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
|
|
if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
|
|
sounds
|
|
1) secret
|
|
2) beep beep
|
|
3) large switch
|
|
4)
|
|
*/
|
|
class CTriggerOnce : public CTriggerMultiple
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_once, CTriggerOnce )
|
|
|
|
void CTriggerOnce::Spawn( void )
|
|
{
|
|
m_flWait = -1;
|
|
|
|
CTriggerMultiple::Spawn();
|
|
}
|
|
|
|
void CBaseTrigger::MultiTouch( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevToucher;
|
|
|
|
pevToucher = pOther->pev;
|
|
|
|
// Only touch clients, monsters, or pushables (depending on flags)
|
|
if( ( ( pevToucher->flags & FL_CLIENT ) && !( pev->spawnflags & SF_TRIGGER_NOCLIENTS ) ) ||
|
|
( ( pevToucher->flags & FL_MONSTER ) && (pev->spawnflags & SF_TRIGGER_ALLOWMONSTERS ) ) ||
|
|
( ( pev->spawnflags & SF_TRIGGER_PUSHABLES ) && FClassnameIs( pevToucher,"func_pushable" ) ) )
|
|
{
|
|
|
|
#if 0
|
|
// if the trigger has an angles field, check player's facing direction
|
|
if( pev->movedir != g_vecZero )
|
|
{
|
|
UTIL_MakeVectors( pevToucher->angles );
|
|
if( DotProduct( gpGlobals->v_forward, pev->movedir ) < 0 )
|
|
return; // not facing the right way
|
|
}
|
|
#endif
|
|
ActivateMultiTrigger( pOther );
|
|
}
|
|
}
|
|
|
|
//
|
|
// the trigger was just touched/killed/used
|
|
// self.enemy should be set to the activator so it can be held through a delay
|
|
// so wait for the delay time before firing
|
|
//
|
|
void CBaseTrigger::ActivateMultiTrigger( CBaseEntity *pActivator )
|
|
{
|
|
if( pev->nextthink > gpGlobals->time )
|
|
return; // still waiting for reset time
|
|
|
|
if( !UTIL_IsMasterTriggered( m_sMaster, pActivator ) )
|
|
return;
|
|
|
|
if( FClassnameIs( pev, "trigger_secret" ) )
|
|
{
|
|
if( pev->enemy == NULL || !FClassnameIs( pev->enemy, "player" ) )
|
|
return;
|
|
gpGlobals->found_secrets++;
|
|
}
|
|
|
|
if( !FStringNull( pev->noise ) )
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, STRING( pev->noise ), 1, ATTN_NORM );
|
|
|
|
// don't trigger again until reset
|
|
// pev->takedamage = DAMAGE_NO;
|
|
|
|
m_hActivator = pActivator;
|
|
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
|
|
|
|
if( pev->message && pActivator->IsPlayer() )
|
|
{
|
|
UTIL_ShowMessage( STRING( pev->message ), pActivator );
|
|
//CLIENT_PRINTF( ENT( pActivator->pev ), print_center, STRING( pev->message ) );
|
|
}
|
|
|
|
if( m_flWait > 0 )
|
|
{
|
|
SetThink( &CBaseTrigger::MultiWaitOver );
|
|
pev->nextthink = gpGlobals->time + m_flWait;
|
|
}
|
|
else
|
|
{
|
|
// we can't just remove (self) here, because this is a touch function
|
|
// called while C code is looping through area links...
|
|
SetTouch( NULL );
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
}
|
|
}
|
|
|
|
// the wait time has passed, so set back up for another activation
|
|
void CBaseTrigger::MultiWaitOver( void )
|
|
{
|
|
/*if( pev->max_health )
|
|
{
|
|
pev->health = pev->max_health;
|
|
pev->takedamage = DAMAGE_YES;
|
|
pev->solid = SOLID_BBOX;
|
|
}*/
|
|
SetThink( NULL );
|
|
}
|
|
|
|
// ========================= COUNTING TRIGGER =====================================
|
|
|
|
//
|
|
// GLOBALS ASSUMED SET: g_eoActivator
|
|
//
|
|
void CBaseTrigger::CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
m_cTriggersLeft--;
|
|
m_hActivator = pActivator;
|
|
|
|
if( m_cTriggersLeft < 0 )
|
|
return;
|
|
|
|
BOOL fTellActivator =
|
|
( m_hActivator != 0 ) &&
|
|
m_hActivator->IsPlayer() &&
|
|
!FBitSet( pev->spawnflags, SPAWNFLAG_NOMESSAGE );
|
|
if( m_cTriggersLeft != 0 )
|
|
{
|
|
if( fTellActivator )
|
|
{
|
|
// UNDONE: I don't think we want these Quakesque messages
|
|
switch( m_cTriggersLeft )
|
|
{
|
|
case 1:
|
|
ALERT( at_console, "Only 1 more to go..." );
|
|
break;
|
|
case 2:
|
|
ALERT( at_console, "Only 2 more to go..." );
|
|
break;
|
|
case 3:
|
|
ALERT( at_console, "Only 3 more to go..." );
|
|
break;
|
|
default:
|
|
ALERT( at_console, "There are more to go..." );
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// !!!UNDONE: I don't think we want these Quakesque messages
|
|
if( fTellActivator )
|
|
ALERT( at_console, "Sequence completed!" );
|
|
|
|
ActivateMultiTrigger( m_hActivator );
|
|
}
|
|
|
|
/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
|
|
Acts as an intermediary for an action that takes multiple inputs.
|
|
If nomessage is not set, it will print "1 more.. " etc when triggered and
|
|
"sequence complete" when finished. After the counter has been triggered "cTriggersLeft"
|
|
times (default 2), it will fire all of it's targets and remove itself.
|
|
*/
|
|
class CTriggerCounter : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_counter, CTriggerCounter )
|
|
|
|
void CTriggerCounter::Spawn( void )
|
|
{
|
|
// By making the flWait be -1, this counter-trigger will disappear after it's activated
|
|
// (but of course it needs cTriggersLeft "uses" before that happens).
|
|
m_flWait = -1;
|
|
|
|
if( m_cTriggersLeft == 0 )
|
|
m_cTriggersLeft = 2;
|
|
SetUse( &CBaseTrigger::CounterUse );
|
|
}
|
|
|
|
// ====================== TRIGGER_CHANGELEVEL ================================
|
|
|
|
class CTriggerVolume : public CPointEntity // Derive from point entity so this doesn't move across levels
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_transition, CTriggerVolume )
|
|
|
|
// Define space that travels across a level transition
|
|
void CTriggerVolume::Spawn( void )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
pev->movetype = MOVETYPE_NONE;
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
|
|
pev->model = 0;
|
|
pev->modelindex = 0;
|
|
}
|
|
|
|
// Fires a target after level transition and then dies
|
|
class CFireAndDie : public CBaseDelay
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void Think( void );
|
|
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() | FCAP_FORCE_TRANSITION; } // Always go across transitions
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( fireanddie, CFireAndDie )
|
|
|
|
void CFireAndDie::Spawn( void )
|
|
{
|
|
pev->classname = MAKE_STRING( "fireanddie" );
|
|
// Don't call Precache() - it should be called on restore
|
|
}
|
|
|
|
void CFireAndDie::Precache( void )
|
|
{
|
|
// This gets called on restore
|
|
pev->nextthink = gpGlobals->time + m_flDelay;
|
|
}
|
|
|
|
void CFireAndDie::Think( void )
|
|
{
|
|
SUB_UseTargets( this, USE_TOGGLE, 0 );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
#define SF_CHANGELEVEL_USEONLY 0x0002
|
|
class CChangeLevel : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void EXPORT UseChangeLevel( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void EXPORT TriggerChangeLevel( void );
|
|
void EXPORT ExecuteChangeLevel( void );
|
|
void EXPORT TouchChangeLevel( CBaseEntity *pOther );
|
|
void ChangeLevelNow( CBaseEntity *pActivator );
|
|
|
|
static edict_t *FindLandmark( const char *pLandmarkName );
|
|
static int ChangeList( LEVELLIST *pLevelList, int maxList );
|
|
static int AddTransitionToList( LEVELLIST *pLevelList, int listCount, const char *pMapName, const char *pLandmarkName, edict_t *pentLandmark );
|
|
static int InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName );
|
|
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
char m_szMapName[cchMapNameMost]; // trigger_changelevel only: next map
|
|
char m_szLandmarkName[cchMapNameMost]; // trigger_changelevel only: landmark on next map
|
|
string_t m_changeTarget;
|
|
float m_changeTargetDelay;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_changelevel, CChangeLevel )
|
|
|
|
// Global Savedata for changelevel trigger
|
|
TYPEDESCRIPTION CChangeLevel::m_SaveData[] =
|
|
{
|
|
DEFINE_ARRAY( CChangeLevel, m_szMapName, FIELD_CHARACTER, cchMapNameMost ),
|
|
DEFINE_ARRAY( CChangeLevel, m_szLandmarkName, FIELD_CHARACTER, cchMapNameMost ),
|
|
DEFINE_FIELD( CChangeLevel, m_changeTarget, FIELD_STRING ),
|
|
DEFINE_FIELD( CChangeLevel, m_changeTargetDelay, FIELD_FLOAT ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CChangeLevel, CBaseTrigger )
|
|
|
|
//
|
|
// Cache user-entity-field values until spawn is called.
|
|
//
|
|
void CChangeLevel::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "map" ) )
|
|
{
|
|
if( strlen( pkvd->szValue ) >= cchMapNameMost )
|
|
ALERT( at_error, "Map name '%s' too long (32 chars)\n", pkvd->szValue );
|
|
strcpy( m_szMapName, pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "landmark" ) )
|
|
{
|
|
if( strlen( pkvd->szValue ) >= cchMapNameMost )
|
|
ALERT( at_error, "Landmark name '%s' too long (32 chars)\n", pkvd->szValue );
|
|
strcpy( m_szLandmarkName, pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "changetarget" ) )
|
|
{
|
|
m_changeTarget = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "changedelay" ) )
|
|
{
|
|
m_changeTargetDelay = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseTrigger::KeyValue( pkvd );
|
|
}
|
|
|
|
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
|
|
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
|
|
*/
|
|
void CChangeLevel::Spawn( void )
|
|
{
|
|
if( FStrEq( m_szMapName, "" ) )
|
|
ALERT( at_console, "a trigger_changelevel doesn't have a map" );
|
|
|
|
if( FStrEq( m_szLandmarkName, "" ) )
|
|
ALERT( at_console, "trigger_changelevel to %s doesn't have a landmark\n", m_szMapName );
|
|
|
|
if( !FStringNull( pev->targetname ) )
|
|
{
|
|
SetUse( &CChangeLevel::UseChangeLevel );
|
|
}
|
|
InitTrigger();
|
|
if( !( pev->spawnflags & SF_CHANGELEVEL_USEONLY ) )
|
|
SetTouch( &CChangeLevel::TouchChangeLevel );
|
|
//ALERT( at_console, "TRANSITION: %s (%s)\n", m_szMapName, m_szLandmarkName );
|
|
}
|
|
|
|
void CChangeLevel::ExecuteChangeLevel( void )
|
|
{
|
|
MESSAGE_BEGIN( MSG_ALL, SVC_CDTRACK );
|
|
WRITE_BYTE( 3 );
|
|
WRITE_BYTE( 3 );
|
|
MESSAGE_END();
|
|
|
|
MESSAGE_BEGIN( MSG_ALL, SVC_INTERMISSION );
|
|
MESSAGE_END();
|
|
}
|
|
|
|
FILE_GLOBAL char st_szNextMap[cchMapNameMost];
|
|
FILE_GLOBAL char st_szNextSpot[cchMapNameMost];
|
|
|
|
edict_t *CChangeLevel::FindLandmark( const char *pLandmarkName )
|
|
{
|
|
edict_t *pentLandmark;
|
|
|
|
pentLandmark = FIND_ENTITY_BY_STRING( NULL, "targetname", pLandmarkName );
|
|
while( !FNullEnt( pentLandmark ) )
|
|
{
|
|
// Found the landmark
|
|
if( FClassnameIs( pentLandmark, "info_landmark" ) )
|
|
return pentLandmark;
|
|
else
|
|
pentLandmark = FIND_ENTITY_BY_STRING( pentLandmark, "targetname", pLandmarkName );
|
|
}
|
|
ALERT( at_error, "Can't find landmark %s\n", pLandmarkName );
|
|
return NULL;
|
|
}
|
|
|
|
//=========================================================
|
|
// CChangeLevel :: Use - allows level transitions to be
|
|
// triggered by buttons, etc.
|
|
//
|
|
//=========================================================
|
|
void CChangeLevel::UseChangeLevel( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
ChangeLevelNow( pActivator );
|
|
}
|
|
|
|
void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
|
|
{
|
|
edict_t *pentLandmark;
|
|
//LEVELLIST levels[16];
|
|
|
|
ASSERT( !FStrEq( m_szMapName, "" ) );
|
|
|
|
// Don't work in deathmatch
|
|
if( g_pGameRules->IsDeathmatch() )
|
|
return;
|
|
|
|
// Some people are firing these multiple times in a frame, disable
|
|
if( gpGlobals->time == pev->dmgtime )
|
|
return;
|
|
|
|
pev->dmgtime = gpGlobals->time;
|
|
|
|
CBaseEntity *pPlayer = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) );
|
|
if( !InTransitionVolume( pPlayer, m_szLandmarkName ) )
|
|
{
|
|
ALERT( at_aiconsole, "Player isn't in the transition volume %s, aborting\n", m_szLandmarkName );
|
|
return;
|
|
}
|
|
|
|
// Create an entity to fire the changetarget
|
|
if( m_changeTarget )
|
|
{
|
|
CFireAndDie *pFireAndDie = GetClassPtr( (CFireAndDie *)NULL );
|
|
if( pFireAndDie )
|
|
{
|
|
// Set target and delay
|
|
pFireAndDie->pev->target = m_changeTarget;
|
|
pFireAndDie->m_flDelay = m_changeTargetDelay;
|
|
pFireAndDie->pev->origin = pPlayer->pev->origin;
|
|
|
|
// Call spawn
|
|
DispatchSpawn( pFireAndDie->edict() );
|
|
}
|
|
}
|
|
|
|
// This object will get removed in the call to CHANGE_LEVEL, copy the params into "safe" memory
|
|
strcpy( st_szNextMap, m_szMapName );
|
|
|
|
m_hActivator = pActivator;
|
|
SUB_UseTargets( pActivator, USE_TOGGLE, 0 );
|
|
st_szNextSpot[0] = 0; // Init landmark to NULL
|
|
|
|
// look for a landmark entity
|
|
pentLandmark = FindLandmark( m_szLandmarkName );
|
|
if( !FNullEnt( pentLandmark ) )
|
|
{
|
|
strcpy( st_szNextSpot, m_szLandmarkName );
|
|
gpGlobals->vecLandmarkOffset = VARS( pentLandmark )->origin;
|
|
}
|
|
//ALERT( at_console, "Level touches %d levels\n", ChangeList( levels, 16 ) );
|
|
ALERT( at_console, "CHANGE LEVEL: %s %s\n", st_szNextMap, st_szNextSpot );
|
|
CHANGE_LEVEL( st_szNextMap, st_szNextSpot );
|
|
}
|
|
|
|
//
|
|
// GLOBALS ASSUMED SET: st_szNextMap
|
|
//
|
|
void CChangeLevel::TouchChangeLevel( CBaseEntity *pOther )
|
|
{
|
|
if( !pOther->IsPlayer() )
|
|
return;
|
|
|
|
ChangeLevelNow( pOther );
|
|
}
|
|
|
|
// Add a transition to the list, but ignore duplicates
|
|
// (a designer may have placed multiple trigger_changelevels with the same landmark)
|
|
int CChangeLevel::AddTransitionToList( LEVELLIST *pLevelList, int listCount, const char *pMapName, const char *pLandmarkName, edict_t *pentLandmark )
|
|
{
|
|
int i;
|
|
|
|
if( !pLevelList || !pMapName || !pLandmarkName || !pentLandmark )
|
|
return 0;
|
|
|
|
for( i = 0; i < listCount; i++ )
|
|
{
|
|
if( pLevelList[i].pentLandmark == pentLandmark && strcmp( pLevelList[i].mapName, pMapName ) == 0 )
|
|
return 0;
|
|
}
|
|
strcpy( pLevelList[listCount].mapName, pMapName );
|
|
strcpy( pLevelList[listCount].landmarkName, pLandmarkName );
|
|
pLevelList[listCount].pentLandmark = pentLandmark;
|
|
pLevelList[listCount].vecLandmarkOrigin = VARS( pentLandmark )->origin;
|
|
|
|
return 1;
|
|
}
|
|
|
|
int BuildChangeList( LEVELLIST *pLevelList, int maxList )
|
|
{
|
|
return CChangeLevel::ChangeList( pLevelList, maxList );
|
|
}
|
|
|
|
int CChangeLevel::InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName )
|
|
{
|
|
edict_t *pentVolume;
|
|
|
|
if( pEntity->ObjectCaps() & FCAP_FORCE_TRANSITION )
|
|
return 1;
|
|
|
|
// If you're following another entity, follow it through the transition (weapons follow the player)
|
|
if( pEntity->pev->movetype == MOVETYPE_FOLLOW )
|
|
{
|
|
if( pEntity->pev->aiment != NULL )
|
|
pEntity = CBaseEntity::Instance( pEntity->pev->aiment );
|
|
}
|
|
|
|
int inVolume = 1; // Unless we find a trigger_transition, everything is in the volume
|
|
|
|
pentVolume = FIND_ENTITY_BY_TARGETNAME( NULL, pVolumeName );
|
|
while( !FNullEnt( pentVolume ) )
|
|
{
|
|
CBaseEntity *pVolume = CBaseEntity::Instance( pentVolume );
|
|
|
|
if( pVolume && FClassnameIs( pVolume->pev, "trigger_transition" ) )
|
|
{
|
|
if( pVolume->Intersects( pEntity ) ) // It touches one, it's in the volume
|
|
return 1;
|
|
else
|
|
inVolume = 0; // Found a trigger_transition, but I don't intersect it -- if I don't find another, don't go!
|
|
}
|
|
pentVolume = FIND_ENTITY_BY_TARGETNAME( pentVolume, pVolumeName );
|
|
}
|
|
|
|
return inVolume;
|
|
}
|
|
|
|
// We can only ever move 512 entities across a transition
|
|
#define MAX_ENTITY 512
|
|
|
|
// This has grown into a complicated beast
|
|
// Can we make this more elegant?
|
|
// This builds the list of all transitions on this level and which entities are in their PVS's and can / should
|
|
// be moved across.
|
|
int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList )
|
|
{
|
|
edict_t *pentChangelevel, *pentLandmark;
|
|
int i, count;
|
|
|
|
count = 0;
|
|
|
|
// Find all of the possible level changes on this BSP
|
|
pentChangelevel = FIND_ENTITY_BY_STRING( NULL, "classname", "trigger_changelevel" );
|
|
if( FNullEnt( pentChangelevel ) )
|
|
return 0;
|
|
while( !FNullEnt( pentChangelevel ) )
|
|
{
|
|
CChangeLevel *pTrigger;
|
|
|
|
pTrigger = GetClassPtr((CChangeLevel *)VARS(pentChangelevel));
|
|
if( pTrigger )
|
|
{
|
|
// Find the corresponding landmark
|
|
pentLandmark = FindLandmark( pTrigger->m_szLandmarkName );
|
|
if( pentLandmark )
|
|
{
|
|
// Build a list of unique transitions
|
|
if( AddTransitionToList( pLevelList, count, pTrigger->m_szMapName, pTrigger->m_szLandmarkName, pentLandmark ) )
|
|
{
|
|
count++;
|
|
if( count >= maxList ) // FULL!!
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
pentChangelevel = FIND_ENTITY_BY_STRING( pentChangelevel, "classname", "trigger_changelevel" );
|
|
}
|
|
|
|
if( gpGlobals->pSaveData && ( (SAVERESTOREDATA *)gpGlobals->pSaveData)->pTable )
|
|
{
|
|
CSave saveHelper( (SAVERESTOREDATA *)gpGlobals->pSaveData );
|
|
|
|
for( i = 0; i < count; i++ )
|
|
{
|
|
int j, entityCount = 0;
|
|
CBaseEntity *pEntList[MAX_ENTITY];
|
|
int entityFlags[MAX_ENTITY];
|
|
|
|
// Follow the linked list of entities in the PVS of the transition landmark
|
|
edict_t *pent = UTIL_EntitiesInPVS( pLevelList[i].pentLandmark );
|
|
|
|
// Build a list of valid entities in this linked list (we're going to use pent->v.chain again)
|
|
while( !FNullEnt( pent ) )
|
|
{
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( pent );
|
|
if( pEntity )
|
|
{
|
|
//ALERT( at_console, "Trying %s\n", STRING( pEntity->pev->classname ) );
|
|
int caps = pEntity->ObjectCaps();
|
|
if( !(caps & FCAP_DONT_SAVE ) )
|
|
{
|
|
int flags = 0;
|
|
|
|
// If this entity can be moved or is global, mark it
|
|
if( caps & FCAP_ACROSS_TRANSITION )
|
|
flags |= FENTTABLE_MOVEABLE;
|
|
if( pEntity->pev->globalname && !pEntity->IsDormant() )
|
|
flags |= FENTTABLE_GLOBAL;
|
|
if( flags )
|
|
{
|
|
pEntList[entityCount] = pEntity;
|
|
entityFlags[entityCount] = flags;
|
|
entityCount++;
|
|
if( entityCount > MAX_ENTITY )
|
|
ALERT( at_error, "Too many entities across a transition!" );
|
|
}
|
|
//else
|
|
// ALERT( at_console, "Failed %s\n", STRING( pEntity->pev->classname ) );
|
|
}
|
|
//else
|
|
// ALERT( at_console, "DON'T SAVE %s\n", STRING( pEntity->pev->classname ) );
|
|
}
|
|
pent = pent->v.chain;
|
|
}
|
|
|
|
for( j = 0; j < entityCount; j++ )
|
|
{
|
|
// Check to make sure the entity isn't screened out by a trigger_transition
|
|
if( entityFlags[j] && InTransitionVolume( pEntList[j], pLevelList[i].landmarkName ) )
|
|
{
|
|
// Mark entity table with 1<<i
|
|
int index = saveHelper.EntityIndex( pEntList[j] );
|
|
|
|
// Flag it with the level number
|
|
saveHelper.EntityFlagsSet( index, entityFlags[j] | ( 1 << i ) );
|
|
}
|
|
//else
|
|
// ALERT( at_console, "Screened out %s\n", STRING( pEntList[j]->pev->classname ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
/*
|
|
go to the next level for deathmatch
|
|
only called if a time or frag limit has expired
|
|
*/
|
|
void NextLevel( void )
|
|
{
|
|
edict_t* pent;
|
|
CChangeLevel *pChange;
|
|
|
|
// find a trigger_changelevel
|
|
pent = FIND_ENTITY_BY_CLASSNAME( NULL, "trigger_changelevel" );
|
|
|
|
// go back to start if no trigger_changelevel
|
|
if( FNullEnt( pent ) )
|
|
{
|
|
gpGlobals->mapname = MAKE_STRING( "start" );
|
|
pChange = GetClassPtr( (CChangeLevel *)NULL );
|
|
strcpy( pChange->m_szMapName, "start" );
|
|
}
|
|
else
|
|
pChange = GetClassPtr( (CChangeLevel *)VARS( pent ) );
|
|
|
|
strcpy( st_szNextMap, pChange->m_szMapName );
|
|
g_fGameOver = TRUE;
|
|
|
|
if( pChange->pev->nextthink < gpGlobals->time )
|
|
{
|
|
pChange->SetThink( &CChangeLevel::ExecuteChangeLevel );
|
|
pChange->pev->nextthink = gpGlobals->time + 0.1f;
|
|
}
|
|
}
|
|
|
|
// ============================== LADDER =======================================
|
|
|
|
class CLadder : public CBaseTrigger
|
|
{
|
|
public:
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_ladder, CLadder )
|
|
|
|
void CLadder::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
CBaseTrigger::KeyValue( pkvd );
|
|
}
|
|
|
|
//=========================================================
|
|
// func_ladder - makes an area vertically negotiable
|
|
//=========================================================
|
|
void CLadder::Precache( void )
|
|
{
|
|
// Do all of this in here because we need to 'convert' old saved games
|
|
pev->solid = SOLID_NOT;
|
|
pev->skin = CONTENTS_LADDER;
|
|
if( CVAR_GET_FLOAT( "showtriggers" ) == 0 )
|
|
{
|
|
pev->rendermode = kRenderTransTexture;
|
|
pev->renderamt = 0;
|
|
}
|
|
pev->effects &= ~EF_NODRAW;
|
|
}
|
|
|
|
void CLadder::Spawn( void )
|
|
{
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
}
|
|
|
|
// ========================== A TRIGGER THAT PUSHES YOU ===============================
|
|
|
|
class CTriggerPush : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void Touch( CBaseEntity *pOther );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_push, CTriggerPush )
|
|
|
|
void CTriggerPush::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
CBaseTrigger::KeyValue( pkvd );
|
|
}
|
|
|
|
/*QUAKED trigger_push (.5 .5 .5) ? TRIG_PUSH_ONCE
|
|
Pushes the player
|
|
*/
|
|
|
|
void CTriggerPush::Spawn()
|
|
{
|
|
if( pev->angles == g_vecZero )
|
|
pev->angles.y = 360;
|
|
InitTrigger();
|
|
|
|
if( pev->speed == 0 )
|
|
pev->speed = 100;
|
|
|
|
// this flag was changed and flying barrels on c2a5 stay broken
|
|
if( FStrEq( STRING( gpGlobals->mapname ), "c2a5" ) && pev->spawnflags & 4 )
|
|
pev->spawnflags |= SF_TRIG_PUSH_ONCE;
|
|
|
|
if( FBitSet( pev->spawnflags, SF_TRIGGER_PUSH_START_OFF ) )// if flagged to Start Turned Off, make trigger nonsolid.
|
|
pev->solid = SOLID_NOT;
|
|
|
|
SetUse( &CBaseTrigger::ToggleUse );
|
|
|
|
UTIL_SetOrigin( pev, pev->origin ); // Link into the list
|
|
}
|
|
|
|
void CTriggerPush::Touch( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevToucher = pOther->pev;
|
|
|
|
// UNDONE: Is there a better way than health to detect things that have physics? (clients/monsters)
|
|
switch( pevToucher->movetype )
|
|
{
|
|
case MOVETYPE_NONE:
|
|
case MOVETYPE_PUSH:
|
|
case MOVETYPE_NOCLIP:
|
|
case MOVETYPE_FOLLOW:
|
|
return;
|
|
}
|
|
|
|
if( pevToucher->solid != SOLID_NOT && pevToucher->solid != SOLID_BSP )
|
|
{
|
|
// Instant trigger, just transfer velocity and remove
|
|
if( FBitSet( pev->spawnflags, SF_TRIG_PUSH_ONCE ) )
|
|
{
|
|
pevToucher->velocity = pevToucher->velocity + ( pev->speed * pev->movedir );
|
|
if( pevToucher->velocity.z > 0 )
|
|
pevToucher->flags &= ~FL_ONGROUND;
|
|
UTIL_Remove( this );
|
|
}
|
|
else
|
|
{
|
|
// Push field, transfer to base velocity
|
|
Vector vecPush = pev->speed * pev->movedir;
|
|
if( pevToucher->flags & FL_BASEVELOCITY )
|
|
vecPush = vecPush + pevToucher->basevelocity;
|
|
|
|
pevToucher->basevelocity = vecPush;
|
|
|
|
pevToucher->flags |= FL_BASEVELOCITY;
|
|
//ALERT( at_console, "Vel %f, base %f\n", pevToucher->velocity.z, pevToucher->basevelocity.z );
|
|
}
|
|
}
|
|
}
|
|
|
|
//======================================
|
|
// teleport trigger
|
|
//
|
|
//
|
|
void CBaseTrigger::TeleportTouch( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevToucher = pOther->pev;
|
|
edict_t *pentTarget = NULL;
|
|
|
|
// Only teleport monsters or clients
|
|
if( !FBitSet( pevToucher->flags, FL_CLIENT | FL_MONSTER ) )
|
|
return;
|
|
|
|
if( !UTIL_IsMasterTriggered( m_sMaster, pOther ) )
|
|
return;
|
|
|
|
if( !( pev->spawnflags & SF_TRIGGER_ALLOWMONSTERS ) )
|
|
{
|
|
// no monsters allowed!
|
|
if( FBitSet( pevToucher->flags, FL_MONSTER ) )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( ( pev->spawnflags & SF_TRIGGER_NOCLIENTS ) )
|
|
{
|
|
// no clients allowed
|
|
if( pOther->IsPlayer() )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->target ) );
|
|
if( FNullEnt( pentTarget ) )
|
|
return;
|
|
|
|
Vector tmp = VARS( pentTarget )->origin;
|
|
|
|
if( pOther->IsPlayer() )
|
|
{
|
|
tmp.z -= pOther->pev->mins.z;// make origin adjustments in case the teleportee is a player. (origin in center, not at feet)
|
|
}
|
|
|
|
tmp.z++;
|
|
|
|
pevToucher->flags &= ~FL_ONGROUND;
|
|
|
|
UTIL_SetOrigin( pevToucher, tmp );
|
|
|
|
pevToucher->angles = pentTarget->v.angles;
|
|
|
|
if( pOther->IsPlayer() )
|
|
{
|
|
pevToucher->v_angle = pentTarget->v.angles;
|
|
}
|
|
|
|
pevToucher->fixangle = TRUE;
|
|
pevToucher->velocity = pevToucher->basevelocity = g_vecZero;
|
|
}
|
|
|
|
class CTriggerTeleport : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_teleport, CTriggerTeleport )
|
|
|
|
void CTriggerTeleport::Spawn( void )
|
|
{
|
|
InitTrigger();
|
|
|
|
SetTouch( &CBaseTrigger::TeleportTouch );
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( info_teleport_destination, CPointEntity )
|
|
|
|
class CTriggerSave : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void EXPORT SaveTouch( CBaseEntity *pOther );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_autosave, CTriggerSave )
|
|
|
|
void CTriggerSave::Spawn( void )
|
|
{
|
|
if( g_pGameRules->IsDeathmatch() )
|
|
{
|
|
REMOVE_ENTITY( ENT( pev ) );
|
|
return;
|
|
}
|
|
|
|
InitTrigger();
|
|
SetTouch( &CTriggerSave::SaveTouch );
|
|
}
|
|
|
|
void CTriggerSave::SaveTouch( CBaseEntity *pOther )
|
|
{
|
|
if( !UTIL_IsMasterTriggered( m_sMaster, pOther ) )
|
|
return;
|
|
|
|
// Only save on clients
|
|
if( !pOther->IsPlayer() )
|
|
return;
|
|
|
|
SetTouch( NULL );
|
|
UTIL_Remove( this );
|
|
SERVER_COMMAND( "autosave\n" );
|
|
}
|
|
|
|
#define SF_ENDSECTION_USEONLY 0x0001
|
|
|
|
class CTriggerEndSection : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void EXPORT EndSectionTouch( CBaseEntity *pOther );
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void EXPORT EndSectionUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_endsection, CTriggerEndSection )
|
|
|
|
void CTriggerEndSection::EndSectionUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
// Only save on clients
|
|
if( pActivator && !pActivator->IsNetClient() )
|
|
return;
|
|
|
|
SetUse( NULL );
|
|
|
|
if( pev->message )
|
|
{
|
|
g_engfuncs.pfnEndSection( STRING( pev->message ) );
|
|
}
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
void CTriggerEndSection::Spawn( void )
|
|
{
|
|
if( g_pGameRules->IsDeathmatch() )
|
|
{
|
|
REMOVE_ENTITY( ENT( pev ) );
|
|
return;
|
|
}
|
|
|
|
InitTrigger();
|
|
|
|
SetUse( &CTriggerEndSection::EndSectionUse );
|
|
|
|
// If it is a "use only" trigger, then don't set the touch function.
|
|
if( !( pev->spawnflags & SF_ENDSECTION_USEONLY ) )
|
|
SetTouch( &CTriggerEndSection::EndSectionTouch );
|
|
}
|
|
|
|
void CTriggerEndSection::EndSectionTouch( CBaseEntity *pOther )
|
|
{
|
|
// Only save on clients
|
|
if( !pOther->IsNetClient() )
|
|
return;
|
|
|
|
SetTouch( NULL );
|
|
|
|
if( pev->message )
|
|
{
|
|
g_engfuncs.pfnEndSection( STRING( pev->message ) );
|
|
}
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
void CTriggerEndSection::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "section" ) )
|
|
{
|
|
//m_iszSectionName = ALLOC_STRING( pkvd->szValue );
|
|
// Store this in message so we don't have to write save/restore for this ent
|
|
pev->message = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseTrigger::KeyValue( pkvd );
|
|
}
|
|
|
|
class CTriggerGravity : public CBaseTrigger
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void EXPORT GravityTouch( CBaseEntity *pOther );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_gravity, CTriggerGravity )
|
|
|
|
void CTriggerGravity::Spawn( void )
|
|
{
|
|
InitTrigger();
|
|
SetTouch( &CTriggerGravity::GravityTouch );
|
|
}
|
|
|
|
void CTriggerGravity::GravityTouch( CBaseEntity *pOther )
|
|
{
|
|
// Only save on clients
|
|
if( !pOther->IsPlayer() )
|
|
return;
|
|
|
|
pOther->pev->gravity = pev->gravity;
|
|
}
|
|
|
|
// this is a really bad idea.
|
|
class CTriggerChangeTarget : public CBaseDelay
|
|
{
|
|
public:
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void Spawn( void );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
private:
|
|
string_t m_iszNewTarget;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_changetarget, CTriggerChangeTarget )
|
|
|
|
TYPEDESCRIPTION CTriggerChangeTarget::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CTriggerChangeTarget, m_iszNewTarget, FIELD_STRING ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CTriggerChangeTarget,CBaseDelay )
|
|
|
|
void CTriggerChangeTarget::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if( FStrEq( pkvd->szKeyName, "m_iszNewTarget" ) )
|
|
{
|
|
m_iszNewTarget = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseDelay::KeyValue( pkvd );
|
|
}
|
|
|
|
void CTriggerChangeTarget::Spawn( void )
|
|
{
|
|
}
|
|
|
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void CTriggerChangeTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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CBaseEntity *pTarget = UTIL_FindEntityByString( NULL, "targetname", STRING( pev->target ) );
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if( pTarget )
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{
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pTarget->pev->target = m_iszNewTarget;
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CBaseMonster *pMonster = pTarget->MyMonsterPointer();
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if( pMonster )
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{
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pMonster->m_pGoalEnt = NULL;
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}
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}
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}
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#define SF_CAMERA_PLAYER_POSITION 1
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#define SF_CAMERA_PLAYER_TARGET 2
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#define SF_CAMERA_PLAYER_TAKECONTROL 4
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class CTriggerCamera : public CBaseDelay
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{
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public:
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void Spawn( void );
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT FollowTarget( void );
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void Move( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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static TYPEDESCRIPTION m_SaveData[];
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EHANDLE m_hPlayer;
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EHANDLE m_hTarget;
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CBaseEntity *m_pentPath;
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string_t m_sPath;
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float m_flWait;
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float m_flReturnTime;
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float m_flStopTime;
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float m_moveDistance;
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float m_targetSpeed;
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float m_initialSpeed;
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float m_acceleration;
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float m_deceleration;
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int m_state;
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};
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LINK_ENTITY_TO_CLASS( trigger_camera, CTriggerCamera )
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// Global Savedata for changelevel friction modifier
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TYPEDESCRIPTION CTriggerCamera::m_SaveData[] =
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{
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DEFINE_FIELD( CTriggerCamera, m_hPlayer, FIELD_EHANDLE ),
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DEFINE_FIELD( CTriggerCamera, m_hTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( CTriggerCamera, m_pentPath, FIELD_CLASSPTR ),
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DEFINE_FIELD( CTriggerCamera, m_sPath, FIELD_STRING ),
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DEFINE_FIELD( CTriggerCamera, m_flWait, FIELD_FLOAT ),
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DEFINE_FIELD( CTriggerCamera, m_flReturnTime, FIELD_TIME ),
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DEFINE_FIELD( CTriggerCamera, m_flStopTime, FIELD_TIME ),
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DEFINE_FIELD( CTriggerCamera, m_moveDistance, FIELD_FLOAT ),
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DEFINE_FIELD( CTriggerCamera, m_targetSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CTriggerCamera, m_initialSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CTriggerCamera, m_acceleration, FIELD_FLOAT ),
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DEFINE_FIELD( CTriggerCamera, m_deceleration, FIELD_FLOAT ),
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DEFINE_FIELD( CTriggerCamera, m_state, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CTriggerCamera, CBaseDelay )
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void CTriggerCamera::Spawn( void )
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{
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pev->movetype = MOVETYPE_NOCLIP;
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pev->solid = SOLID_NOT; // Remove model & collisions
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pev->renderamt = 0; // The engine won't draw this model if this is set to 0 and blending is on
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pev->rendermode = kRenderTransTexture;
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m_initialSpeed = pev->speed;
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if( m_acceleration == 0 )
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m_acceleration = 500;
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if( m_deceleration == 0 )
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m_deceleration = 500;
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}
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void CTriggerCamera::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "wait" ) )
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{
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m_flWait = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq(pkvd->szKeyName, "moveto" ) )
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{
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m_sPath = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "acceleration" ) )
|
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{
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m_acceleration = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq(pkvd->szKeyName, "deceleration" ) )
|
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{
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m_deceleration = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseDelay::KeyValue( pkvd );
|
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}
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void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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|
{
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if( !ShouldToggle( useType, m_state ) )
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return;
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// Toggle state
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m_state = !m_state;
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if( m_state == 0 )
|
|
{
|
|
m_flReturnTime = gpGlobals->time;
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return;
|
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}
|
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if( !pActivator || !pActivator->IsPlayer() )
|
|
{
|
|
pActivator = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) );
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}
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|
|
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m_hPlayer = pActivator;
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m_flReturnTime = gpGlobals->time + m_flWait;
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pev->speed = m_initialSpeed;
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m_targetSpeed = m_initialSpeed;
|
|
|
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if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TARGET ) )
|
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{
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m_hTarget = m_hPlayer;
|
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}
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else
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|
{
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m_hTarget = GetNextTarget();
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|
}
|
|
|
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// Nothing to look at!
|
|
if( m_hTarget == 0 )
|
|
{
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|
return;
|
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}
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|
|
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if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) )
|
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{
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( (CBasePlayer *)pActivator )->EnableControl( FALSE );
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}
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if( m_sPath )
|
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{
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m_pentPath = Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_sPath ) ) );
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}
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else
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|
{
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m_pentPath = NULL;
|
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}
|
|
|
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m_flStopTime = gpGlobals->time;
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if( m_pentPath )
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|
{
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if( m_pentPath->pev->speed != 0 )
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m_targetSpeed = m_pentPath->pev->speed;
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|
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m_flStopTime += m_pentPath->GetDelay();
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}
|
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// copy over player information
|
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if( FBitSet(pev->spawnflags, SF_CAMERA_PLAYER_POSITION ) )
|
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{
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UTIL_SetOrigin( pev, pActivator->pev->origin + pActivator->pev->view_ofs );
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pev->angles.x = -pActivator->pev->angles.x;
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pev->angles.y = pActivator->pev->angles.y;
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pev->angles.z = 0;
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pev->velocity = pActivator->pev->velocity;
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|
}
|
|
else
|
|
{
|
|
pev->velocity = Vector( 0, 0, 0 );
|
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}
|
|
|
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SET_VIEW( pActivator->edict(), edict() );
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SET_MODEL( ENT( pev ), STRING( pActivator->pev->model ) );
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// follow the player down
|
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SetThink( &CTriggerCamera::FollowTarget );
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pev->nextthink = gpGlobals->time;
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|
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m_moveDistance = 0;
|
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Move();
|
|
}
|
|
|
|
void CTriggerCamera::FollowTarget()
|
|
{
|
|
if( m_hPlayer == 0 )
|
|
return;
|
|
|
|
if( m_hTarget == 0 || m_flReturnTime < gpGlobals->time )
|
|
{
|
|
if( m_hPlayer->IsAlive() )
|
|
{
|
|
SET_VIEW( m_hPlayer->edict(), m_hPlayer->edict() );
|
|
( (CBasePlayer *)( (CBaseEntity *)m_hPlayer ) )->EnableControl( TRUE );
|
|
}
|
|
SUB_UseTargets( this, USE_TOGGLE, 0 );
|
|
pev->avelocity = Vector( 0, 0, 0 );
|
|
m_state = 0;
|
|
return;
|
|
}
|
|
|
|
Vector vecGoal = UTIL_VecToAngles( m_hTarget->pev->origin - pev->origin );
|
|
vecGoal.x = -vecGoal.x;
|
|
|
|
if( pev->angles.y > 360 )
|
|
pev->angles.y -= 360;
|
|
|
|
if( pev->angles.y < 0 )
|
|
pev->angles.y += 360;
|
|
|
|
float dx = vecGoal.x - pev->angles.x;
|
|
float dy = vecGoal.y - pev->angles.y;
|
|
|
|
if( dx < -180 )
|
|
dx += 360;
|
|
if( dx > 180 )
|
|
dx = dx - 360;
|
|
|
|
if( dy < -180 )
|
|
dy += 360;
|
|
if( dy > 180 )
|
|
dy = dy - 360;
|
|
|
|
pev->avelocity.x = dx * 40 * 0.01f;
|
|
pev->avelocity.y = dy * 40 * 0.01f;
|
|
|
|
if( !( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) ) )
|
|
{
|
|
pev->velocity = pev->velocity * 0.8f;
|
|
if( pev->velocity.Length() < 10.0f )
|
|
pev->velocity = g_vecZero;
|
|
}
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
Move();
|
|
}
|
|
|
|
void CTriggerCamera::Move()
|
|
{
|
|
// Not moving on a path, return
|
|
if( !m_pentPath )
|
|
return;
|
|
|
|
// Subtract movement from the previous frame
|
|
m_moveDistance -= pev->speed * gpGlobals->frametime;
|
|
|
|
// Have we moved enough to reach the target?
|
|
if( m_moveDistance <= 0 )
|
|
{
|
|
// Fire the passtarget if there is one
|
|
if( m_pentPath->pev->message )
|
|
{
|
|
FireTargets( STRING( m_pentPath->pev->message ), this, this, USE_TOGGLE, 0 );
|
|
if( FBitSet( m_pentPath->pev->spawnflags, SF_CORNER_FIREONCE ) )
|
|
m_pentPath->pev->message = 0;
|
|
}
|
|
|
|
// Time to go to the next target
|
|
m_pentPath = m_pentPath->GetNextTarget();
|
|
|
|
// Set up next corner
|
|
if( !m_pentPath )
|
|
{
|
|
pev->velocity = g_vecZero;
|
|
}
|
|
else
|
|
{
|
|
if( m_pentPath->pev->speed != 0 )
|
|
m_targetSpeed = m_pentPath->pev->speed;
|
|
|
|
Vector delta = m_pentPath->pev->origin - pev->origin;
|
|
m_moveDistance = delta.Length();
|
|
pev->movedir = delta.Normalize();
|
|
m_flStopTime = gpGlobals->time + m_pentPath->GetDelay();
|
|
}
|
|
}
|
|
|
|
if( m_flStopTime > gpGlobals->time )
|
|
pev->speed = UTIL_Approach( 0, pev->speed, m_deceleration * gpGlobals->frametime );
|
|
else
|
|
pev->speed = UTIL_Approach( m_targetSpeed, pev->speed, m_acceleration * gpGlobals->frametime );
|
|
|
|
float fraction = 2 * gpGlobals->frametime;
|
|
pev->velocity = ( ( pev->movedir * pev->speed ) * fraction ) + ( pev->velocity * ( 1 - fraction ) );
|
|
}
|