318 lines
9.2 KiB
C
318 lines
9.2 KiB
C
|
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
// $NoKeywords: $
|
|||
|
//=============================================================================//
|
|||
|
|
|||
|
#ifndef TRIGGERS_H
|
|||
|
#define TRIGGERS_H
|
|||
|
#ifdef _WIN32
|
|||
|
#pragma once
|
|||
|
#endif
|
|||
|
|
|||
|
#include "basetoggle.h"
|
|||
|
#include "entityoutput.h"
|
|||
|
|
|||
|
#include "triggers_shared.h"
|
|||
|
|
|||
|
// DVS TODO: get rid of CBaseToggle
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class CBaseTrigger : public CBaseToggle
|
|||
|
{
|
|||
|
DECLARE_CLASS( CBaseTrigger, CBaseToggle );
|
|||
|
DECLARE_SERVERCLASS();
|
|||
|
public:
|
|||
|
CBaseTrigger();
|
|||
|
|
|||
|
void Activate( void );
|
|||
|
virtual void PostClientActive( void );
|
|||
|
void InitTrigger( void );
|
|||
|
|
|||
|
virtual void Enable( void );
|
|||
|
virtual void Disable( void );
|
|||
|
|
|||
|
void Spawn( void );
|
|||
|
void UpdateOnRemove( void );
|
|||
|
void TouchTest( void );
|
|||
|
|
|||
|
// Input handlers
|
|||
|
virtual void InputEnable( inputdata_t &inputdata );
|
|||
|
virtual void InputDisable( inputdata_t &inputdata );
|
|||
|
virtual void InputToggle( inputdata_t &inputdata );
|
|||
|
virtual void InputTouchTest ( inputdata_t &inputdata );
|
|||
|
|
|||
|
virtual void InputStartTouch( inputdata_t &inputdata );
|
|||
|
virtual void InputEndTouch( inputdata_t &inputdata );
|
|||
|
|
|||
|
virtual bool UsesFilter( void ){ return ( m_hFilter.Get() != NULL ); }
|
|||
|
virtual bool PassesTriggerFilters(CBaseEntity *pOther);
|
|||
|
virtual void StartTouch(CBaseEntity *pOther);
|
|||
|
virtual void EndTouch(CBaseEntity *pOther);
|
|||
|
|
|||
|
virtual void OnStartTouchAll(CBaseEntity *pOther);
|
|||
|
virtual void OnEndTouchAll(CBaseEntity *pOther);
|
|||
|
|
|||
|
bool IsTouching( CBaseEntity *pOther );
|
|||
|
|
|||
|
CBaseEntity *GetTouchedEntityOfType( const char *sClassName );
|
|||
|
|
|||
|
virtual int DrawDebugTextOverlays(void);
|
|||
|
|
|||
|
// by default, triggers don't deal with TraceAttack
|
|||
|
void TraceAttack(CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType) {}
|
|||
|
|
|||
|
bool m_bDisabled;
|
|||
|
string_t m_iFilterName;
|
|||
|
CHandle<class CBaseFilter> m_hFilter;
|
|||
|
|
|||
|
const CUtlVector< EHANDLE > *GetTouchingEntities( void ) const
|
|||
|
{
|
|||
|
return &m_hTouchingEntities;
|
|||
|
}
|
|||
|
|
|||
|
protected:
|
|||
|
|
|||
|
// Outputs
|
|||
|
COutputEvent m_OnStartTouch;
|
|||
|
COutputEvent m_OnStartTouchAll;
|
|||
|
COutputEvent m_OnEndTouch;
|
|||
|
COutputEvent m_OnEndTouchAll;
|
|||
|
COutputEvent m_OnTouching;
|
|||
|
COutputEvent m_OnNotTouching;
|
|||
|
|
|||
|
// Entities currently being touched by this trigger
|
|||
|
CUtlVector< EHANDLE > m_hTouchingEntities;
|
|||
|
|
|||
|
DECLARE_DATADESC();
|
|||
|
|
|||
|
// True if trigger participates in client side prediction
|
|||
|
CNetworkVar( bool, m_bClientSidePredicted );
|
|||
|
};
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Variable sized repeatable trigger. Must be targeted at one or more entities.
|
|||
|
// If "delay" is set, the trigger waits some time after activating before firing.
|
|||
|
// "wait" : Seconds between triggerings. (.2 default/minimum)
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class CTriggerMultiple : public CBaseTrigger
|
|||
|
{
|
|||
|
DECLARE_CLASS( CTriggerMultiple, CBaseTrigger );
|
|||
|
public:
|
|||
|
void Spawn( void );
|
|||
|
void MultiTouch( CBaseEntity *pOther );
|
|||
|
void MultiWaitOver( void );
|
|||
|
virtual void ActivateMultiTrigger(CBaseEntity *pActivator);
|
|||
|
|
|||
|
DECLARE_DATADESC();
|
|||
|
|
|||
|
// Outputs
|
|||
|
COutputEvent m_OnTrigger;
|
|||
|
};
|
|||
|
|
|||
|
// Global list of triggers that care about weapon fire
|
|||
|
extern CUtlVector< CHandle<CTriggerMultiple> > g_hWeaponFireTriggers;
|
|||
|
|
|||
|
|
|||
|
//------------------------------------------------------------------------------
|
|||
|
// Base VPhysics trigger implementation
|
|||
|
// NOTE: This uses vphysics to compute touch events. It doesn't do a per-frame Touch call, so the
|
|||
|
// Entity I/O is different from a regular trigger
|
|||
|
//------------------------------------------------------------------------------
|
|||
|
#define SF_VPHYSICS_MOTION_MOVEABLE 0x1000
|
|||
|
|
|||
|
class CBaseVPhysicsTrigger : public CBaseEntity
|
|||
|
{
|
|||
|
DECLARE_CLASS( CBaseVPhysicsTrigger , CBaseEntity );
|
|||
|
|
|||
|
public:
|
|||
|
DECLARE_DATADESC();
|
|||
|
|
|||
|
virtual void Spawn();
|
|||
|
virtual void UpdateOnRemove();
|
|||
|
virtual bool CreateVPhysics();
|
|||
|
virtual void Activate( void );
|
|||
|
virtual bool PassesTriggerFilters(CBaseEntity *pOther);
|
|||
|
|
|||
|
// UNDONE: Pass trigger event in or change Start/EndTouch. Add ITriggerVPhysics perhaps?
|
|||
|
// BUGBUG: If a player touches two of these, his movement will screw up.
|
|||
|
// BUGBUG: If a player uses crouch/uncrouch it will generate touch events and clear the motioncontroller flag
|
|||
|
virtual void StartTouch( CBaseEntity *pOther );
|
|||
|
virtual void EndTouch( CBaseEntity *pOther );
|
|||
|
|
|||
|
void InputToggle( inputdata_t &inputdata );
|
|||
|
void InputEnable( inputdata_t &inputdata );
|
|||
|
void InputDisable( inputdata_t &inputdata );
|
|||
|
|
|||
|
|
|||
|
protected:
|
|||
|
bool m_bDisabled;
|
|||
|
string_t m_iFilterName;
|
|||
|
CHandle<class CBaseFilter> m_hFilter;
|
|||
|
};
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose: Hurts anything that touches it. If the trigger has a targetname,
|
|||
|
// firing it will toggle state.
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class CTriggerHurt : public CBaseTrigger
|
|||
|
{
|
|||
|
public:
|
|||
|
CTriggerHurt()
|
|||
|
{
|
|||
|
// This field came along after levels were built so the field defaults to 20 here in the constructor.
|
|||
|
m_flDamageCap = 20.0f;
|
|||
|
}
|
|||
|
|
|||
|
DECLARE_CLASS( CTriggerHurt, CBaseTrigger );
|
|||
|
|
|||
|
void Spawn( void );
|
|||
|
void RadiationThink( void );
|
|||
|
void HurtThink( void );
|
|||
|
void Touch( CBaseEntity *pOther );
|
|||
|
void EndTouch( CBaseEntity *pOther );
|
|||
|
bool HurtEntity( CBaseEntity *pOther, float damage );
|
|||
|
int HurtAllTouchers( float dt );
|
|||
|
|
|||
|
void NavThink( void );
|
|||
|
|
|||
|
DECLARE_DATADESC();
|
|||
|
|
|||
|
float m_flOriginalDamage; // Damage as specified by the level designer.
|
|||
|
float m_flDamage; // Damage per second.
|
|||
|
float m_flDamageCap; // Maximum damage per second.
|
|||
|
float m_flLastDmgTime; // Time that we last applied damage.
|
|||
|
float m_flDmgResetTime; // For forgiveness, the time to reset the counter that accumulates damage.
|
|||
|
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
|
|||
|
int m_damageModel;
|
|||
|
bool m_bNoDmgForce; // Should damage from this trigger impart force on what it's hurting
|
|||
|
|
|||
|
enum
|
|||
|
{
|
|||
|
DAMAGEMODEL_NORMAL = 0,
|
|||
|
DAMAGEMODEL_DOUBLE_FORGIVENESS,
|
|||
|
};
|
|||
|
|
|||
|
// Outputs
|
|||
|
COutputEvent m_OnHurt;
|
|||
|
COutputEvent m_OnHurtPlayer;
|
|||
|
|
|||
|
CUtlVector<EHANDLE> m_hurtEntities;
|
|||
|
};
|
|||
|
//
|
|||
|
// Callback trigger
|
|||
|
//
|
|||
|
|
|||
|
class CTriggerCallback : public CBaseTrigger
|
|||
|
{
|
|||
|
public:
|
|||
|
DECLARE_CLASS( CTriggerCallback, CBaseTrigger );
|
|||
|
DECLARE_DATADESC();
|
|||
|
|
|||
|
virtual void Spawn( void );
|
|||
|
virtual void StartTouch( CBaseEntity *pOther );
|
|||
|
|
|||
|
static CTriggerCallback *Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecMins, const Vector &vecMaxs, CBaseEntity *pOwner, void (CBaseEntity::*pfnCallback)(CBaseEntity *) )
|
|||
|
{
|
|||
|
CTriggerCallback *pTrigger = (CTriggerCallback *) CreateEntityByName( "trigger_callback" );
|
|||
|
if ( pTrigger == NULL )
|
|||
|
return NULL;
|
|||
|
|
|||
|
UTIL_SetOrigin( pTrigger, vecOrigin );
|
|||
|
pTrigger->SetAbsAngles( vecAngles );
|
|||
|
UTIL_SetSize( pTrigger, vecMins, vecMaxs );
|
|||
|
|
|||
|
DispatchSpawn( pTrigger );
|
|||
|
|
|||
|
pTrigger->SetParent( (CBaseEntity *) pOwner );
|
|||
|
|
|||
|
// Save our callback function
|
|||
|
pTrigger->m_pfnCallback = pfnCallback;
|
|||
|
|
|||
|
return pTrigger;
|
|||
|
}
|
|||
|
|
|||
|
private:
|
|||
|
void (CBaseEntity::*m_pfnCallback)(CBaseEntity *);
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
// Purpose:
|
|||
|
//-----------------------------------------------------------------------------
|
|||
|
class CTriggerCamera : public CBaseEntity
|
|||
|
{
|
|||
|
public:
|
|||
|
DECLARE_CLASS( CTriggerCamera, CBaseEntity );
|
|||
|
// script description
|
|||
|
DECLARE_ENT_SCRIPTDESC();
|
|||
|
|
|||
|
|
|||
|
CTriggerCamera();
|
|||
|
void Spawn( void );
|
|||
|
bool KeyValue( const char *szKeyName, const char *szValue );
|
|||
|
void Enable( void );
|
|||
|
void Disable( void );
|
|||
|
void SetPlayer( CBaseEntity *pPlayer );
|
|||
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|||
|
void FollowTarget( void );
|
|||
|
void Move(void);
|
|||
|
void StartCameraShot( const char *pszShotType, CBaseEntity *pSceneEntity, CBaseEntity *pActor1, CBaseEntity *pActor2, float duration );
|
|||
|
int ScriptGetFov( void );
|
|||
|
void ScriptSetFov( int iFOV, float rate );
|
|||
|
|
|||
|
// Always transmit to clients so they know where to move the view to
|
|||
|
virtual int UpdateTransmitState();
|
|||
|
|
|||
|
DECLARE_DATADESC();
|
|||
|
|
|||
|
// Input handlers
|
|||
|
void InputEnable( inputdata_t &inputdata );
|
|||
|
void InputDisable( inputdata_t &inputdata );
|
|||
|
|
|||
|
private:
|
|||
|
EHANDLE m_hPlayer;
|
|||
|
EHANDLE m_hTarget;
|
|||
|
|
|||
|
// used for moving the camera along a path (rail rides)
|
|||
|
CBaseEntity *m_pPath;
|
|||
|
string_t m_sPath;
|
|||
|
float m_flWait;
|
|||
|
float m_flReturnTime;
|
|||
|
float m_flStopTime;
|
|||
|
float m_moveDistance;
|
|||
|
float m_targetSpeed;
|
|||
|
float m_initialSpeed;
|
|||
|
float m_acceleration;
|
|||
|
float m_deceleration;
|
|||
|
int m_state;
|
|||
|
Vector m_vecMoveDir;
|
|||
|
|
|||
|
float m_fov;
|
|||
|
float m_fovSpeed;
|
|||
|
|
|||
|
string_t m_iszTargetAttachment;
|
|||
|
int m_iAttachmentIndex;
|
|||
|
bool m_bSnapToGoal;
|
|||
|
|
|||
|
#if HL2_EPISODIC
|
|||
|
bool m_bInterpolatePosition;
|
|||
|
|
|||
|
// these are interpolation vars used for interpolating the camera over time
|
|||
|
Vector m_vStartPos, m_vEndPos;
|
|||
|
float m_flInterpStartTime;
|
|||
|
|
|||
|
const static float kflPosInterpTime; // seconds
|
|||
|
#endif
|
|||
|
|
|||
|
int m_nPlayerButtons;
|
|||
|
int m_nOldTakeDamage;
|
|||
|
|
|||
|
private:
|
|||
|
COutputEvent m_OnEndFollow;
|
|||
|
};
|
|||
|
|
|||
|
#endif // TRIGGERS_H
|