163 lines
5.4 KiB
C++
163 lines
5.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ====
|
|
//
|
|
// A message forwarder. Fires an OnTrigger output when triggered, and can be
|
|
// disabled to prevent forwarding outputs.
|
|
//
|
|
// Useful as an intermediary between one entity and another for turning on or
|
|
// off an I/O connection, or as a container for holding a set of outputs that
|
|
// can be triggered from multiple places.
|
|
//
|
|
//=============================================================================
|
|
|
|
#include "cbase.h"
|
|
#include "entityinput.h"
|
|
#include "entityoutput.h"
|
|
#include "eventqueue.h"
|
|
#include "soundent.h"
|
|
#include "logicrelay.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
const int SF_REMOVE_ON_FIRE = 0x001; // Relay will remove itself after being triggered.
|
|
const int SF_ALLOW_FAST_RETRIGGER = 0x002; // Unless set, relay will disable itself until the last output is sent.
|
|
|
|
LINK_ENTITY_TO_CLASS(logic_relay, CLogicRelay);
|
|
|
|
|
|
BEGIN_DATADESC( CLogicRelay )
|
|
|
|
DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN),
|
|
DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
|
|
DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire),
|
|
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
|
|
DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
|
|
DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger),
|
|
DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
|
|
DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor.
|
|
//-----------------------------------------------------------------------------
|
|
CLogicRelay::CLogicRelay(void)
|
|
{
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Kickstarts a think if we have OnSpawn connections.
|
|
//------------------------------------------------------------------------------
|
|
void CLogicRelay::Activate()
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
if ( m_OnSpawn.NumberOfElements() > 0)
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.01 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// If we have OnSpawn connections, this is called shortly after spawning to
|
|
// fire the OnSpawn output.
|
|
//-----------------------------------------------------------------------------
|
|
void CLogicRelay::Think()
|
|
{
|
|
// Fire an output when we spawn. This is used for self-starting an entity
|
|
// template -- since the logic_relay is inside the template, it gets all the
|
|
// name and I/O connection fixup, so can target other entities in the template.
|
|
m_OnSpawn.FireOutput( this, this );
|
|
|
|
// We only get here if we had OnSpawn connections, so this is safe.
|
|
if ( m_spawnflags & SF_REMOVE_ON_FIRE )
|
|
{
|
|
UTIL_Remove(this);
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Turns on the relay, allowing it to fire outputs.
|
|
//------------------------------------------------------------------------------
|
|
void CLogicRelay::InputEnable( inputdata_t &inputdata )
|
|
{
|
|
m_bDisabled = false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Enables us to fire again. This input is only posted from our Trigger
|
|
// function to prevent rapid refire.
|
|
//------------------------------------------------------------------------------
|
|
void CLogicRelay::InputEnableRefire( inputdata_t &inputdata )
|
|
{
|
|
m_bWaitForRefire = false;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Cancels any I/O events in the queue that were fired by us.
|
|
//------------------------------------------------------------------------------
|
|
void CLogicRelay::InputCancelPending( inputdata_t &inputdata )
|
|
{
|
|
g_EventQueue.CancelEvents( this );
|
|
|
|
// Stop waiting; allow another Trigger.
|
|
m_bWaitForRefire = false;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Turns off the relay, preventing it from firing outputs.
|
|
//------------------------------------------------------------------------------
|
|
void CLogicRelay::InputDisable( inputdata_t &inputdata )
|
|
{
|
|
m_bDisabled = true;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Toggles the enabled/disabled state of the relay.
|
|
//------------------------------------------------------------------------------
|
|
void CLogicRelay::InputToggle( inputdata_t &inputdata )
|
|
{
|
|
m_bDisabled = !m_bDisabled;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler that triggers the relay.
|
|
//-----------------------------------------------------------------------------
|
|
void CLogicRelay::InputTrigger( inputdata_t &inputdata )
|
|
{
|
|
if ((!m_bDisabled) && (!m_bWaitForRefire))
|
|
{
|
|
m_OnTrigger.FireOutput( inputdata.pActivator, this );
|
|
|
|
if (m_spawnflags & SF_REMOVE_ON_FIRE)
|
|
{
|
|
UTIL_Remove(this);
|
|
}
|
|
else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER))
|
|
{
|
|
//
|
|
// Disable the relay so that it cannot be refired until after the last output
|
|
// has been fired and post an input to re-enable ourselves.
|
|
//
|
|
m_bWaitForRefire = true;
|
|
g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this);
|
|
}
|
|
}
|
|
}
|
|
|