/***
*
* Copyright ( c ) 1996 - 2002 , Valve LLC . All rights reserved .
*
* This product contains software technology licensed from Id
* Software , Inc . ( " Id Technology " ) . Id Technology ( c ) 1996 Id Software , Inc .
* All Rights Reserved .
*
* Use , distribution , and modification of this source code and / or resulting
* object code is restricted to non - commercial enhancements to products from
* Valve LLC . All other use , distribution , or modification is prohibited
* without written permission from Valve LLC .
*
* * * */
/*
= = = = = triggers . cpp = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
spawn and use functions for editor - placed triggers
*/
//CODIAC - Linux needs this for tolower
# include <ctype.h>
# include "extdll.h"
# include "util.h"
# include "cbase.h"
# include "player.h"
# include "saverestore.h"
# include "trains.h" // trigger_camera has train functionality
# include "gamerules.h"
# include "talkmonster.h"
# include "weapons.h" //LRC, for trigger_hevcharge
# include "movewith.h" //LRC
# include "locus.h" //LRC
//#include "hgrunt.h"
//#include "islave.h"
# define SF_TRIGGER_PUSH_START_OFF 2 //spawnflag that makes trigger_push spawn turned OFF
# define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
# define SF_TRIGGER_HURT_START_OFF 2 //spawnflag that makes trigger_hurt spawn turned OFF
# define SF_TRIGGER_HURT_NO_CLIENTS 8 // clients may not touch this trigger.
# define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // trigger hurt will only fire its target if it is hurting a client
# define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // only clients may touch this trigger.
extern DLL_GLOBAL BOOL g_fGameOver ;
extern void SetMovedir ( entvars_t * pev ) ;
extern Vector VecBModelOrigin ( entvars_t * pevBModel ) ;
class CFrictionModifier : public CBaseEntity
{
public :
void Spawn ( void ) ;
void KeyValue ( KeyValueData * pkvd ) ;
void EXPORT ChangeFriction ( CBaseEntity * pOther ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
static TYPEDESCRIPTION m_SaveData [ ] ;
float m_frictionFraction ; // Sorry, couldn't resist this name :)
} ;
LINK_ENTITY_TO_CLASS ( func_friction , CFrictionModifier )
// Global Savedata for changelevel friction modifier
TYPEDESCRIPTION CFrictionModifier : : m_SaveData [ ] =
{
DEFINE_FIELD ( CFrictionModifier , m_frictionFraction , FIELD_FLOAT ) ,
} ;
IMPLEMENT_SAVERESTORE ( CFrictionModifier , CBaseEntity )
// Modify an entity's friction
void CFrictionModifier : : Spawn ( void )
{
pev - > solid = SOLID_TRIGGER ;
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; // set size and link into world
pev - > movetype = MOVETYPE_NONE ;
SetTouch ( & CFrictionModifier : : ChangeFriction ) ;
}
// Sets toucher's friction to m_frictionFraction (1.0 = normal friction)
void CFrictionModifier : : ChangeFriction ( CBaseEntity * pOther )
{
if ( pOther - > pev - > movetype ! = MOVETYPE_BOUNCEMISSILE & & pOther - > pev - > movetype ! = MOVETYPE_BOUNCE )
pOther - > pev - > friction = m_frictionFraction ;
}
// Sets toucher's friction to m_frictionFraction (1.0 = normal friction)
void CFrictionModifier : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " modifier " ) )
{
m_frictionFraction = atof ( pkvd - > szValue ) / 100.0 ;
pkvd - > fHandled = TRUE ;
}
else
CBaseEntity : : KeyValue ( pkvd ) ;
}
// This trigger will fire when the level spawns (or respawns if not fire once)
// It will check a global state before firing. It supports delay and killtargets
# define SF_AUTO_FIREONCE 0x0001
# define SF_AUTO_FROMPLAYER 0x0002
class CAutoTrigger : public CBaseDelay
{
public :
void KeyValue ( KeyValueData * pkvd ) ;
void Activate ( void ) ;
void DesiredAction ( void ) ;
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_globalstate ;
USE_TYPE triggerType ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_auto , CAutoTrigger )
TYPEDESCRIPTION CAutoTrigger : : m_SaveData [ ] =
{
DEFINE_FIELD ( CAutoTrigger , m_globalstate , FIELD_STRING ) ,
DEFINE_FIELD ( CAutoTrigger , triggerType , FIELD_INTEGER ) ,
} ;
IMPLEMENT_SAVERESTORE ( CAutoTrigger , CBaseDelay )
void CAutoTrigger : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " globalstate " ) )
{
m_globalstate = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " triggerstate " ) )
{
int type = atoi ( pkvd - > szValue ) ;
switch ( type )
{
case 0 :
triggerType = USE_OFF ;
break ;
case 2 :
triggerType = USE_TOGGLE ;
break ;
default :
triggerType = USE_ON ;
break ;
}
pkvd - > fHandled = TRUE ;
}
else
CBaseDelay : : KeyValue ( pkvd ) ;
}
void CAutoTrigger : : Activate ( void )
{
// ALERT(at_console, "trigger_auto targetting \"%s\": activate\n", STRING(pev->target));
UTIL_DesiredAction ( this ) ; //LRC - don't think until the player has spawned.
CBaseDelay : : Activate ( ) ;
}
void CAutoTrigger : : DesiredAction ( void )
{
// ALERT(at_console, "trigger_auto targetting \"%s\": Fire at time %f\n", STRING(pev->target), gpGlobals->time);
if ( ! m_globalstate | | gGlobalState . EntityGetState ( m_globalstate ) = = GLOBAL_ON )
{
if ( pev - > spawnflags & SF_AUTO_FROMPLAYER )
{
CBaseEntity * pPlayer = UTIL_FindEntityByClassname ( NULL , " player " ) ;
if ( pPlayer )
SUB_UseTargets ( pPlayer , triggerType , 0 ) ;
else
ALERT ( at_error , " trigger_auto: \" From Player \" is ticked, but no player found! \n " ) ;
}
else
{
SUB_UseTargets ( this , triggerType , 0 ) ;
}
if ( pev - > spawnflags & SF_AUTO_FIREONCE )
UTIL_Remove ( this ) ;
}
}
# define SF_RELAY_FIREONCE 0x00000001
# define SF_RELAY_DEBUG 0x00000002
# define SF_RELAY_USESAME 0x80000000
class CTriggerRelay : 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 :
USE_TYPE m_triggerType ;
int m_sMaster ;
string_t m_iszAltTarget ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_relay , CTriggerRelay )
TYPEDESCRIPTION CTriggerRelay : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTriggerRelay , m_triggerType , FIELD_INTEGER ) ,
DEFINE_FIELD ( CTriggerRelay , m_sMaster , FIELD_STRING ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerRelay , CBaseDelay )
void CTriggerRelay : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " master " ) )
{
m_sMaster = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszAltTarget " ) )
{
m_iszAltTarget = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " triggerstate " ) )
{
int type = atoi ( pkvd - > szValue ) ;
switch ( type )
{
case 0 :
m_triggerType = USE_OFF ;
break ;
case 2 :
m_triggerType = USE_TOGGLE ;
break ;
case 4 :
m_triggerType = USE_KILL ;
break ;
case 5 :
m_triggerType = USE_SAME ;
break ;
case 7 :
m_triggerType = USE_SET ;
break ;
default :
m_triggerType = USE_ON ;
break ;
}
pkvd - > fHandled = TRUE ;
}
else
CBaseDelay : : KeyValue ( pkvd ) ;
}
void CTriggerRelay : : Spawn ( void )
{
}
void CTriggerRelay : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
if ( ! UTIL_IsMasterTriggered ( m_sMaster , pActivator ) )
{
if ( m_iszAltTarget )
{
//FIXME: the alternate target should really use m_flDelay.
if ( pev - > spawnflags & SF_RELAY_USESAME )
FireTargets ( STRING ( m_iszAltTarget ) , pActivator , this , useType , 0 ) ;
else
FireTargets ( STRING ( m_iszAltTarget ) , pActivator , this , m_triggerType , 0 ) ;
if ( pev - > spawnflags & SF_RELAY_DEBUG )
ALERT ( at_console , " DEBUG: trigger_relay \" %s \" locked by master %s - fired alternate target %s \n " , STRING ( pev - > targetname ) , STRING ( m_sMaster ) , STRING ( m_iszAltTarget ) ) ;
if ( pev - > spawnflags & SF_RELAY_FIREONCE )
{
if ( pev - > spawnflags & SF_RELAY_DEBUG )
ALERT ( at_console , " trigger_relay \" %s \" removes itself. \n " ) ;
UTIL_Remove ( this ) ;
}
}
else if ( pev - > spawnflags & SF_RELAY_DEBUG )
ALERT ( at_console , " DEBUG: trigger_relay \" %s \" wasn't activated: locked by master %s \n " , STRING ( pev - > targetname ) , STRING ( m_sMaster ) ) ;
return ;
}
if ( pev - > spawnflags & SF_RELAY_DEBUG )
{
ALERT ( at_console , " DEBUG: trigger_relay \" %s \" was sent %s " , STRING ( pev - > targetname ) , GetStringForUseType ( useType ) ) ;
if ( pActivator )
{
if ( FStringNull ( pActivator - > pev - > targetname ) )
ALERT ( at_console , " from \" %s \" " , STRING ( pActivator - > pev - > classname ) ) ;
else
ALERT ( at_console , " from \" %s \" " , STRING ( pActivator - > pev - > targetname ) ) ;
}
else
ALERT ( at_console , " (no locus) " ) ;
}
if ( FStringNull ( pev - > target ) & & ! m_iszKillTarget )
{
if ( pev - > spawnflags & SF_RELAY_DEBUG ) ALERT ( at_console , " . \n " ) ;
return ;
}
if ( pev - > message )
value = CalcLocus_Ratio ( pActivator , STRING ( pev - > message ) ) ;
if ( m_triggerType = = USE_SAME )
{
if ( pev - > spawnflags & SF_RELAY_DEBUG )
{
if ( m_flDelay )
ALERT ( at_console , " : will send %s(same) in %f seconds. \n " , GetStringForUseType ( useType ) , m_flDelay ) ;
else
ALERT ( at_console , " : sending %s(same) now. \n " , GetStringForUseType ( useType ) ) ;
}
SUB_UseTargets ( pActivator , useType , value ) ;
}
else if ( m_triggerType = = USE_SET )
{
if ( pev - > spawnflags & SF_RELAY_DEBUG )
{
if ( m_flDelay )
ALERT ( at_console , " : will send ratio %f in %f seconds. \n " , value , m_flDelay ) ;
else
ALERT ( at_console , " : sending ratio %f now. \n " , value ) ;
}
SUB_UseTargets ( pActivator , m_triggerType , value ) ;
}
else
{
if ( pev - > spawnflags & SF_RELAY_DEBUG )
{
if ( m_flDelay )
ALERT ( at_console , " : will send %s in %f seconds. \n " , GetStringForUseType ( m_triggerType ) , m_flDelay ) ;
else
ALERT ( at_console , " : sending %s now. \n " , GetStringForUseType ( m_triggerType ) ) ;
}
SUB_UseTargets ( pActivator , m_triggerType , 0 ) ;
}
if ( pev - > spawnflags & SF_RELAY_FIREONCE )
{
//if (pev->spawnflags & SF_RELAY_DEBUG)
// ALERT(at_console, "trigger_relay \"%s\" removes itself.\n");
UTIL_Remove ( this ) ;
}
}
//===========================================
//LRC - trigger_rottest, temporary new entity
//===========================================
class CTriggerRotTest : public CBaseDelay
{
public :
void PostSpawn ( void ) ;
// void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Think ( void ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
private :
CBaseEntity * m_pMarker ;
CBaseEntity * m_pReference ;
CBaseEntity * m_pBridge ;
CBaseEntity * m_pHinge ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_rottest , CTriggerRotTest ) ;
TYPEDESCRIPTION CTriggerRotTest : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTriggerRotTest , m_pMarker , FIELD_CLASSPTR ) ,
DEFINE_FIELD ( CTriggerRotTest , m_pReference , FIELD_CLASSPTR ) ,
DEFINE_FIELD ( CTriggerRotTest , m_pBridge , FIELD_CLASSPTR ) ,
DEFINE_FIELD ( CTriggerRotTest , m_pHinge , FIELD_CLASSPTR ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerRotTest , CBaseDelay ) ;
void CTriggerRotTest : : PostSpawn ( void )
{
m_pMarker = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > target ) ) ;
m_pReference = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > netname ) ) ;
m_pBridge = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > noise1 ) ) ;
m_pHinge = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > message ) ) ;
pev - > armorvalue = 0 ; // initial angle
if ( pev - > armortype = = 0 ) //angle offset
pev - > armortype = 30 ;
SetNextThink ( 1 ) ;
}
void CTriggerRotTest : : Think ( void )
{
// ALERT(at_console, "Using angle = %.2f\n", pev->armorvalue);
if ( m_pReference )
{
m_pReference - > pev - > origin = pev - > origin ;
m_pReference - > pev - > origin . x = m_pReference - > pev - > origin . x + pev - > health ;
// ALERT(at_console, "Set Reference = %.2f %.2f %.2f\n", m_pReference->pev->origin.x, m_pReference->pev->origin.y, m_pReference->pev->origin.z);
}
if ( m_pMarker )
{
Vector vecTemp = UTIL_AxisRotationToVec ( ( m_pHinge - > pev - > origin - pev - > origin ) . Normalize ( ) , pev - > armorvalue ) ;
m_pMarker - > pev - > origin = pev - > origin + pev - > health * vecTemp ;
// ALERT(at_console, "vecTemp = %.2f %.2f %.2f\n", vecTemp.x, vecTemp.y, vecTemp.z);
// ALERT(at_console, "Set Marker = %.2f %.2f %.2f\n", m_pMarker->pev->origin.x, m_pMarker->pev->origin.y, m_pMarker->pev->origin.z);
}
if ( m_pBridge )
{
Vector vecTemp = UTIL_AxisRotationToAngles ( ( m_pHinge - > pev - > origin - pev - > origin ) . Normalize ( ) , pev - > armorvalue ) ;
m_pBridge - > pev - > origin = pev - > origin ;
m_pBridge - > pev - > angles = vecTemp ;
// ALERT(at_console, "vecTemp = %.2f %.2f %.2f\n", vecTemp.x, vecTemp.y, vecTemp.z);
// ALERT(at_console, "Set Marker = %.2f %.2f %.2f\n", m_pMarker->pev->origin.x, m_pMarker->pev->origin.y, m_pMarker->pev->origin.z);
}
pev - > armorvalue + = pev - > armortype * 0.1f ;
SetNextThink ( 0.1 ) ;
}
//**********************************************************
// The Multimanager Entity - when fired, will fire up to 16 targets
// at specified times.
// FLAG: THREAD (create clones when triggered)
// FLAG: CLONE (this is a clone for a threaded execution)
# define SF_MULTIMAN_CLONE 0x80000000
# define SF_MULTIMAN_SAMETRIG 0x40000000
# define SF_MULTIMAN_TRIGCHOSEN 0x20000000
# define SF_MULTIMAN_THREAD 0x00000001
# define SF_MULTIMAN_LOOP 0x00000004
# define SF_MULTIMAN_ONLYONCE 0x00000008
# define SF_MULTIMAN_SPAWNFIRE 0x00000010
# define SF_MULTIMAN_DEBUG 0x00000020
# define MM_MODE_CHOOSE 1
# define MM_MODE_PERCENT 2
# define MM_MODE_SIMULTANEOUS 3
class CMultiManager : public CBaseEntity //Toggle
{
public :
void KeyValue ( KeyValueData * pkvd ) ;
void Spawn ( void ) ;
void EXPORT UseThink ( void ) ;
void EXPORT ManagerThink ( void ) ;
void EXPORT ManagerUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
# if _DEBUG
void EXPORT ManagerReport ( void ) ;
# endif
BOOL HasTarget ( string_t targetname ) ;
int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
STATE m_iState ;
virtual STATE GetState ( void ) { return m_iState ; } ;
int m_cTargets ; // the total number of targets in this manager's fire list.
int m_index ; // Current target
float m_startTime ; // Time we started firing
string_t m_iTargetName [ MAX_MULTI_TARGETS ] ; // list if indexes into global string array
float m_flTargetDelay [ MAX_MULTI_TARGETS ] ; // delay (in seconds) from time of manager fire to target fire
float m_flWait ; //LRC- minimum length of time to wait
float m_flMaxWait ; //LRC- random, maximum length of time to wait
string_t m_sMaster ; //LRC- master
int m_iMode ; //LRC- 0 = timed, 1 = pick random, 2 = each random
int m_iszThreadName ; //LRC
int m_iszLocusThread ; //LRC
EHANDLE m_hActivator ;
private :
USE_TYPE m_triggerType ; //LRC
inline BOOL IsClone ( void ) { return ( pev - > spawnflags & SF_MULTIMAN_CLONE ) ? TRUE : FALSE ; }
inline BOOL ShouldClone ( void )
{
if ( IsClone ( ) )
return FALSE ;
return ( pev - > spawnflags & SF_MULTIMAN_THREAD ) ? TRUE : FALSE ;
}
CMultiManager * Clone ( void ) ;
} ;
LINK_ENTITY_TO_CLASS ( multi_manager , CMultiManager )
// Global Savedata for multi_manager
TYPEDESCRIPTION CMultiManager : : m_SaveData [ ] =
{
DEFINE_FIELD ( CMultiManager , m_cTargets , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMultiManager , m_index , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMultiManager , m_iState , FIELD_INTEGER ) , //LRC
DEFINE_FIELD ( CMultiManager , m_iMode , FIELD_INTEGER ) , //LRC
DEFINE_FIELD ( CMultiManager , m_startTime , FIELD_TIME ) ,
DEFINE_FIELD ( CMultiManager , m_triggerType , FIELD_INTEGER ) , //LRC
DEFINE_ARRAY ( CMultiManager , m_iTargetName , FIELD_STRING , MAX_MULTI_TARGETS ) ,
DEFINE_ARRAY ( CMultiManager , m_flTargetDelay , FIELD_FLOAT , MAX_MULTI_TARGETS ) ,
DEFINE_FIELD ( CMultiManager , m_sMaster , FIELD_STRING ) , //LRC
DEFINE_FIELD ( CMultiManager , m_hActivator , FIELD_EHANDLE ) ,
DEFINE_FIELD ( CMultiManager , m_flWait , FIELD_FLOAT ) , //LRC
DEFINE_FIELD ( CMultiManager , m_flMaxWait , FIELD_FLOAT ) , //LRC
DEFINE_FIELD ( CMultiManager , m_iszThreadName , FIELD_STRING ) , //LRC
DEFINE_FIELD ( CMultiManager , m_iszLocusThread , FIELD_STRING ) , //LRC
} ;
IMPLEMENT_SAVERESTORE ( CMultiManager , CBaseEntity )
void CMultiManager : : KeyValue ( KeyValueData * pkvd )
{
// UNDONE: Maybe this should do something like this:
//CBaseToggle::KeyValue( pkvd );
// if( !pkvd->fHandled )
// ... etc.
//
//LRC- that would support Delay, Killtarget, Lip, Distance, Wait and Master.
// Wait is already supported. I've added master here. To hell with the others.
if ( FStrEq ( pkvd - > szKeyName , " wait " ) )
{
m_flWait = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " maxwait " ) )
{
m_flMaxWait = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " master " ) ) //LRC
{
m_sMaster = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszThreadName " ) ) //LRC
{
m_iszThreadName = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszLocusThread " ) ) //LRC
{
m_iszLocusThread = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " mode " ) ) //LRC
{
m_iMode = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " triggerstate " ) ) //LRC
{
switch ( atoi ( pkvd - > szValue ) )
{
case 4 : pev - > spawnflags | = SF_MULTIMAN_SAMETRIG ; break ;
case 1 : m_triggerType = USE_ON ; break ; //LRC- yes, this algorithm is different
case 2 : m_triggerType = USE_OFF ; break ; //from the trigger_relay equivalent-
case 3 : m_triggerType = USE_KILL ; break ; //trigger_relay's got to stay backwards
default : m_triggerType = USE_TOGGLE ; break ; //compatible.
}
pev - > spawnflags | = SF_MULTIMAN_TRIGCHOSEN ;
pkvd - > fHandled = TRUE ;
}
else // add this field to the target list
{
// this assumes that additional fields are targetnames and their values are delay values.
if ( m_cTargets < MAX_MULTI_TARGETS )
{
char tmp [ 128 ] ;
UTIL_StripToken ( pkvd - > szKeyName , tmp ) ;
m_iTargetName [ m_cTargets ] = ALLOC_STRING ( tmp ) ;
m_flTargetDelay [ m_cTargets ] = atof ( pkvd - > szValue ) ;
m_cTargets + + ;
pkvd - > fHandled = TRUE ;
}
else //LRC - keep a count of how many targets, for the error message
{
m_cTargets + + ;
}
}
}
void CMultiManager : : Spawn ( void )
{
pev - > solid = SOLID_NOT ;
SetUse ( & CMultiManager : : ManagerUse ) ;
SetThink ( & CMultiManager : : ManagerThink ) ;
m_iState = STATE_OFF ;
//LRC
if ( m_cTargets > MAX_MULTI_TARGETS )
{
ALERT ( at_console , " WARNING: multi_manager \" %s \" has too many targets (limit is %d, it has %d) \n " , STRING ( pev - > targetname ) , MAX_MULTI_TARGETS , m_cTargets ) ;
m_cTargets = MAX_MULTI_TARGETS ;
}
if ( ! FBitSet ( pev - > spawnflags , SF_MULTIMAN_TRIGCHOSEN ) )
m_triggerType = USE_TOGGLE ;
// Sort targets
// Quick and dirty bubble sort
int swapped = 1 ;
while ( swapped )
{
swapped = 0 ;
for ( int i = 1 ; i < m_cTargets ; i + + )
{
if ( m_flTargetDelay [ i ] < m_flTargetDelay [ i - 1 ] )
{
// Swap out of order elements
int name = m_iTargetName [ i ] ;
float delay = m_flTargetDelay [ i ] ;
m_iTargetName [ i ] = m_iTargetName [ i - 1 ] ;
m_flTargetDelay [ i ] = m_flTargetDelay [ i - 1 ] ;
m_iTargetName [ i - 1 ] = name ;
m_flTargetDelay [ i - 1 ] = delay ;
swapped = 1 ;
}
}
}
if ( pev - > spawnflags & SF_MULTIMAN_SPAWNFIRE )
{
SetThink ( & CMultiManager : : UseThink ) ;
SetUse ( NULL ) ;
UTIL_DesiredThink ( this ) ;
}
}
BOOL CMultiManager : : HasTarget ( string_t targetname )
{
for ( int i = 0 ; i < m_cTargets ; i + + )
if ( FStrEq ( STRING ( targetname ) , STRING ( m_iTargetName [ i ] ) ) )
return TRUE ;
return FALSE ;
}
void CMultiManager : : UseThink ( void )
{
SetThink ( & CMultiManager : : ManagerThink ) ;
SetUse ( & CMultiManager : : ManagerUse ) ;
Use ( this , this , USE_TOGGLE , 0 ) ;
}
// Designers were using this to fire targets that may or may not exist --
// so I changed it to use the standard target fire code, made it a little simpler.
void CMultiManager : : ManagerThink ( void )
{
//LRC- different manager modes
if ( m_iMode )
{
// special triggers have no time delay, so we can clean up before firing
if ( pev - > spawnflags & SF_MULTIMAN_LOOP )
{
// ALERT(at_console,"Manager loops back\n");
// if it's a loop, start again!
if ( m_flMaxWait ) //LRC- random time to wait?
m_startTime = RANDOM_FLOAT ( m_flWait , m_flMaxWait ) ;
else if ( m_flWait ) //LRC- constant time to wait?
m_startTime = m_flWait ;
else //LRC- just start immediately.
m_startTime = 0 ;
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : restarting loop. \n " , STRING ( pev - > targetname ) ) ;
SetNextThink ( m_startTime ) ;
m_startTime = m_fNextThink ;
m_iState = STATE_TURN_ON ;
// ALERT(at_console, "MM loops, nextthink %f\n", m_fNextThink);
}
else if ( IsClone ( ) | | pev - > spawnflags & SF_MULTIMAN_ONLYONCE )
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : killed. \n " , STRING ( pev - > targetname ) ) ;
SetThink ( & CMultiManager : : SUB_Remove ) ;
SetNextThink ( 0.1 ) ;
SetUse ( NULL ) ;
}
else
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : last burst. \n " , STRING ( pev - > targetname ) ) ;
m_iState = STATE_OFF ;
SetThink ( NULL ) ;
SetUse ( & CMultiManager : : ManagerUse ) ; // allow manager re-use
}
int i = 0 ;
if ( m_iMode = = MM_MODE_CHOOSE ) // choose one of the members, and fire it
{
float total = 0 ;
for ( i = 0 ; i < m_cTargets ; i + + ) { total + = m_flTargetDelay [ i ] ; }
// no weightings given, so just pick one.
if ( total = = 0 )
{
const char * sTarg = STRING ( m_iTargetName [ RANDOM_LONG ( 0 , m_cTargets - 1 ) ] ) ;
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : firing \" %s \" (random choice). \n " , STRING ( pev - > targetname ) , sTarg ) ;
FireTargets ( sTarg , m_hActivator , this , m_triggerType , 0 ) ;
}
else // pick one by weighting
{
float chosen = RANDOM_FLOAT ( 0 , total ) ;
float curpos = 0 ;
for ( i = 0 ; i < m_cTargets ; i + + )
{
curpos + = m_flTargetDelay [ i ] ;
if ( curpos > = chosen )
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : firing \" %s \" (weighted random choice). \n " , STRING ( pev - > targetname ) , STRING ( m_iTargetName [ i ] ) ) ;
FireTargets ( STRING ( m_iTargetName [ i ] ) , m_hActivator , this , m_triggerType , 0 ) ;
break ;
}
}
}
}
else if ( m_iMode = = MM_MODE_PERCENT ) // try to call each member
{
for ( i = 0 ; i < m_cTargets ; i + + )
{
if ( RANDOM_LONG ( 0 , 100 ) < = m_flTargetDelay [ i ] )
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : firing \" %s \" (%f%% chance). \n " , STRING ( pev - > targetname ) , STRING ( m_iTargetName [ i ] ) , m_flTargetDelay [ i ] ) ;
FireTargets ( STRING ( m_iTargetName [ i ] ) , m_hActivator , this , m_triggerType , 0 ) ;
}
}
}
else if ( m_iMode = = MM_MODE_SIMULTANEOUS )
{
for ( i = 0 ; i < m_cTargets ; i + + )
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : firing \" %s \" (simultaneous). \n " , STRING ( pev - > targetname ) , STRING ( m_iTargetName [ i ] ) ) ;
FireTargets ( STRING ( m_iTargetName [ i ] ) , m_hActivator , this , m_triggerType , 0 ) ;
}
}
return ;
}
// ok, so m_iMode is 0; we're doing normal time-based stuff.
float time ;
int finalidx ;
int index = m_index ; // store the current index
time = gpGlobals - > time - m_startTime ;
// ALERT(at_console,"Manager think for time %f\n",time);
// find the last index we're going to fire this time
finalidx = m_index ;
while ( finalidx < m_cTargets & & m_flTargetDelay [ finalidx ] < = time )
finalidx + + ;
if ( finalidx > = m_cTargets ) // will we finish firing targets this time?
{
if ( pev - > spawnflags & SF_MULTIMAN_LOOP )
{
// ALERT(at_console,"Manager loops back\n");
// if it's a loop, start again!
m_index = 0 ;
if ( m_flMaxWait ) //LRC- random time to wait?
{
m_startTime = RANDOM_FLOAT ( m_flWait , m_flMaxWait ) ;
m_iState = STATE_TURN_ON ; // while we're waiting, we're in state TURN_ON
}
else if ( m_flWait ) //LRC- constant time to wait?
{
m_startTime = m_flWait ;
m_iState = STATE_TURN_ON ;
}
else //LRC- just start immediately.
{
m_startTime = 0 ;
m_iState = STATE_ON ;
}
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : restarting loop. \n " , STRING ( pev - > targetname ) ) ;
SetNextThink ( m_startTime ) ;
m_startTime + = gpGlobals - > time ;
}
else
{
m_iState = STATE_OFF ; //LRC- STATE_OFF means "yes, we've finished".
if ( IsClone ( ) | | pev - > spawnflags & SF_MULTIMAN_ONLYONCE )
{
SetThink ( & CMultiManager : : SUB_Remove ) ;
SetNextThink ( 0.1 ) ;
SetUse ( NULL ) ;
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : killed. \n " , STRING ( pev - > targetname ) ) ;
}
else
{
SetThink ( NULL ) ;
SetUse ( & CMultiManager : : ManagerUse ) ; // allow manager re-use
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : last burst. \n " , STRING ( pev - > targetname ) ) ;
}
}
}
else
{
m_index = finalidx ;
m_iState = STATE_ON ; //LRC- while we're in STATE_ON we're firing targets, and haven't finished yet.
AbsoluteNextThink ( m_startTime + m_flTargetDelay [ m_index ] ) ;
}
while ( index < m_cTargets & & m_flTargetDelay [ index ] < = time )
{
// ALERT(at_console,"Manager sends %d to %s\n",m_triggerType,STRING(m_iTargetName[m_index]));
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : firing \" %s \" . \n " , STRING ( pev - > targetname ) , STRING ( m_iTargetName [ index ] ) ) ;
FireTargets ( STRING ( m_iTargetName [ index ] ) , m_hActivator , this , m_triggerType , 0 ) ;
index + + ;
}
}
CMultiManager * CMultiManager : : Clone ( void )
{
CMultiManager * pMulti = GetClassPtr ( ( CMultiManager * ) NULL ) ;
edict_t * pEdict = pMulti - > pev - > pContainingEntity ;
memcpy ( pMulti - > pev , pev , sizeof ( * pev ) ) ;
pMulti - > pev - > pContainingEntity = pEdict ;
pMulti - > pev - > spawnflags | = SF_MULTIMAN_CLONE ;
pMulti - > m_cTargets = m_cTargets ;
if ( m_iszThreadName ) pMulti - > pev - > targetname = m_iszThreadName ; //LRC
pMulti - > m_triggerType = m_triggerType ; //LRC
pMulti - > m_iMode = m_iMode ; //LRC
pMulti - > m_flWait = m_flWait ; //LRC
pMulti - > m_flMaxWait = m_flMaxWait ; //LRC
memcpy ( pMulti - > m_iTargetName , m_iTargetName , sizeof ( m_iTargetName ) ) ;
memcpy ( pMulti - > m_flTargetDelay , m_flTargetDelay , sizeof ( m_flTargetDelay ) ) ;
return pMulti ;
}
// The USE function builds the time table and starts the entity thinking.
void CMultiManager : : ManagerUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
if ( pev - > spawnflags & SF_MULTIMAN_LOOP )
{
if ( m_iState ! = STATE_OFF ) // if we're on, or turning on...
{
if ( useType ! = USE_ON ) // ...then turn it off if we're asked to.
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : Loop halted on request. \n " , STRING ( pev - > targetname ) ) ;
m_iState = STATE_OFF ;
if ( IsClone ( ) | | pev - > spawnflags & SF_MULTIMAN_ONLYONCE )
{
SetThink ( & CMultiManager : : SUB_Remove ) ;
SetNextThink ( 0.1 ) ;
SetUse ( NULL ) ;
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : loop halted (removing). \n " , STRING ( pev - > targetname ) ) ;
}
else
{
SetThink ( NULL ) ;
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : loop halted. \n " , STRING ( pev - > targetname ) ) ;
}
}
// else we're already on and being told to turn on, so do nothing.
else if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : Loop already active. \n " , STRING ( pev - > targetname ) ) ;
return ;
}
else if ( useType = = USE_OFF ) // it's already off
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : Loop already inactive. \n " , STRING ( pev - > targetname ) ) ;
return ;
}
// otherwise, start firing targets as normal.
}
// ALERT(at_console,"Manager used, targetting [");
// for (int i = 0; i < m_cTargets; i++)
// {
// ALERT(at_console," %s(%f)",STRING(m_iTargetName[i]),m_flTargetDelay[i]);
// }
// ALERT(at_console," ]\n");
//LRC- "master" support
if ( ! UTIL_IsMasterTriggered ( m_sMaster , pActivator ) )
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : Can't trigger, locked by master \" %s \" . \n " , STRING ( pev - > targetname ) , STRING ( m_sMaster ) ) ;
return ;
}
// In multiplayer games, clone the MM and execute in the clone (like a thread)
// to allow multiple players to trigger the same multimanager
if ( ShouldClone ( ) )
{
CMultiManager * pClone = Clone ( ) ;
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : Creating clone. \n " , STRING ( pev - > targetname ) ) ;
pClone - > ManagerUse ( pActivator , pCaller , useType , value ) ;
if ( m_iszLocusThread )
FireTargets ( STRING ( m_iszLocusThread ) , pClone , this , USE_TOGGLE , 0 ) ;
return ;
}
m_hActivator = pActivator ;
m_index = 0 ;
float timeOffset ;
if ( m_flMaxWait ) //LRC- random time to wait?
{
timeOffset = RANDOM_FLOAT ( m_flWait , m_flMaxWait ) ;
m_iState = STATE_TURN_ON ; // while we're waiting, we're in state TURN_ON
}
else if ( m_flWait ) //LRC- constant time to wait?
{
timeOffset = m_flWait ;
m_iState = STATE_TURN_ON ;
}
else //LRC- just start immediately.
{
timeOffset = 0 ;
m_iState = STATE_ON ;
}
m_startTime = timeOffset + gpGlobals - > time ;
// startTime should not be affected by this next bit
if ( m_cTargets > 0 & & ! m_iMode & & m_flTargetDelay [ 0 ] < 0 )
{
// negative wait on the first target?
timeOffset + = m_flTargetDelay [ 0 ] ;
}
if ( pev - > spawnflags & SF_MULTIMAN_SAMETRIG ) //LRC
m_triggerType = useType ;
if ( pev - > spawnflags & SF_MULTIMAN_LOOP )
SetUse ( & CMultiManager : : ManagerUse ) ; // clones won't already have this set
else
SetUse ( NULL ) ; // disable use until all targets have fired
if ( timeOffset > 0 )
{
if ( pev - > spawnflags & SF_MULTIMAN_DEBUG )
ALERT ( at_console , " DEBUG: multi_manager \" %s \" : Begin in %f seconds. \n " , STRING ( pev - > targetname ) , timeOffset ) ;
SetThink ( & CMultiManager : : ManagerThink ) ;
SetNextThink ( timeOffset ) ;
}
else
{
SetThink ( & CMultiManager : : ManagerThink ) ;
ManagerThink ( ) ;
}
}
# if _DEBUG
void CMultiManager : : ManagerReport ( void )
{
int cIndex ;
for ( cIndex = 0 ; cIndex < m_cTargets ; cIndex + + )
{
ALERT ( at_console , " %s %f \n " , STRING ( m_iTargetName [ cIndex ] ) , m_flTargetDelay [ cIndex ] ) ;
}
}
# endif
//***********************************************************
//LRC- multi_watcher entity: useful? Well, I think it is. And I'm worth it. :)
//***********************************************************
# define SF_SWATCHER_SENDTOGGLE 0x1
# define SF_SWATCHER_DONTSEND_ON 0x2
# define SF_SWATCHER_DONTSEND_OFF 0x4
# define SF_SWATCHER_NOTON 0x8
# define SF_SWATCHER_OFF 0x10
# define SF_SWATCHER_TURN_ON 0x20
# define SF_SWATCHER_TURN_OFF 0x40
# define SF_SWATCHER_IN_USE 0x80
# define SF_SWATCHER_VALID 0x200
# define SWATCHER_LOGIC_AND 0
# define SWATCHER_LOGIC_OR 1
# define SWATCHER_LOGIC_NAND 2
# define SWATCHER_LOGIC_NOR 3
# define SWATCHER_LOGIC_XOR 4
# define SWATCHER_LOGIC_XNOR 5
class CStateWatcher : public CBaseToggle
{
public :
void Spawn ( void ) ;
void EXPORT Think ( void ) ;
void KeyValue ( KeyValueData * pkvd ) ;
virtual STATE GetState ( void ) ;
virtual STATE GetState ( CBaseEntity * pActivator ) ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
int m_fLogic ; // Logic by which to combine the targets
int m_cTargets ; // the total number of targets in this manager's fire list.
int m_iTargetName [ MAX_MULTI_TARGETS ] ; // list of indexes into global string array
// CBaseEntity* m_pTargetEnt [ MAX_MULTI_TARGETS ];
BOOL EvalLogic ( CBaseEntity * pEntity ) ;
} ;
LINK_ENTITY_TO_CLASS ( multi_watcher , CStateWatcher ) ;
LINK_ENTITY_TO_CLASS ( watcher , CStateWatcher ) ;
TYPEDESCRIPTION CStateWatcher : : m_SaveData [ ] =
{
DEFINE_FIELD ( CStateWatcher , m_fLogic , FIELD_INTEGER ) ,
DEFINE_FIELD ( CStateWatcher , m_cTargets , FIELD_INTEGER ) ,
DEFINE_ARRAY ( CStateWatcher , m_iTargetName , FIELD_STRING , MAX_MULTI_TARGETS ) ,
// DEFINE_ARRAY( CStateWatcher, m_pTargetEnt, FIELD_CLASSPTR, MAX_MULTI_TARGETS ),
} ;
IMPLEMENT_SAVERESTORE ( CStateWatcher , CBaseToggle ) ;
void CStateWatcher : : KeyValue ( KeyValueData * pkvd )
{
char tmp [ 128 ] ;
if ( FStrEq ( pkvd - > szKeyName , " m_fLogic " ) )
{
m_fLogic = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszWatch " ) )
{
if ( m_cTargets < MAX_MULTI_TARGETS )
{
m_iTargetName [ m_cTargets ] = ALLOC_STRING ( pkvd - > szValue ) ;
m_cTargets + + ;
pkvd - > fHandled = TRUE ;
}
else
{
ALERT ( at_console , " %s: Too many targets for %s \" %s \" (limit is %d) \n " , pkvd - > szKeyName , STRING ( pev - > classname ) , STRING ( pev - > targetname ) , MAX_MULTI_TARGETS ) ;
}
}
else // add this field to the target list
{
// this assumes that additional fields are targetnames and their values are delay values.
if ( m_cTargets < MAX_MULTI_TARGETS )
{
UTIL_StripToken ( pkvd - > szKeyName , tmp ) ;
m_iTargetName [ m_cTargets ] = ALLOC_STRING ( tmp ) ;
m_cTargets + + ;
pkvd - > fHandled = TRUE ;
}
else
{
ALERT ( at_console , " WARNING - %s: Too many targets for %s \" %s \" (limit is %d) \n " , pkvd - > szKeyName , STRING ( pev - > classname ) , STRING ( pev - > targetname ) , MAX_MULTI_TARGETS ) ;
}
}
}
void CStateWatcher : : Spawn ( void )
{
pev - > solid = SOLID_NOT ;
if ( pev - > target )
SetNextThink ( 0.5 ) ;
}
STATE CStateWatcher : : GetState ( void )
{
if ( EvalLogic ( NULL ) )
return STATE_ON ;
else
return STATE_OFF ;
}
STATE CStateWatcher : : GetState ( CBaseEntity * pActivator )
{
// if (pActivator)
// ALERT(at_console, "GetState( %s \"%s\" )\n", STRING(pActivator->pev->classname), STRING(pActivator->pev->targetname));
// else
// ALERT(at_console, "GetState( NULL )\n");
if ( EvalLogic ( pActivator ) )
return STATE_ON ;
else
return STATE_OFF ;
}
void CStateWatcher : : Think ( void )
{
SetNextThink ( 0.1 ) ;
int oldflag = pev - > spawnflags & SF_SWATCHER_VALID ;
if ( EvalLogic ( NULL ) )
pev - > spawnflags | = SF_SWATCHER_VALID ;
else
pev - > spawnflags & = ~ SF_SWATCHER_VALID ;
if ( ( pev - > spawnflags & SF_SWATCHER_VALID ) ! = oldflag )
{
// the update changed my state...
if ( oldflag )
{
// ...to off. Send "off".
// ALERT(at_console,"%s turns off\n",STRING(pev->classname));
if ( ! FBitSet ( pev - > spawnflags , SF_SWATCHER_DONTSEND_OFF ) )
{
if ( pev - > spawnflags & SF_SWATCHER_SENDTOGGLE )
SUB_UseTargets ( this , USE_TOGGLE , 0 ) ;
else
SUB_UseTargets ( this , USE_OFF , 0 ) ;
}
}
else
{
// ...to on. Send "on".
// ALERT(at_console,"%s turns on\n",STRING(pev->classname));
if ( ! FBitSet ( pev - > spawnflags , SF_SWATCHER_DONTSEND_ON ) )
{
if ( pev - > spawnflags & SF_SWATCHER_SENDTOGGLE )
SUB_UseTargets ( this , USE_TOGGLE , 0 ) ;
else
SUB_UseTargets ( this , USE_ON , 0 ) ;
}
}
}
}
BOOL CStateWatcher : : EvalLogic ( CBaseEntity * pActivator )
{
int i ;
BOOL b ;
BOOL xorgot = FALSE ;
CBaseEntity * pEntity ;
for ( i = 0 ; i < m_cTargets ; i + + )
{
// if (m_pTargetEnt[i] == NULL)
// {
// pEntity = m_pTargetEnt[i];
// }
// else
// {
pEntity = UTIL_FindEntityByTargetname ( NULL , STRING ( m_iTargetName [ i ] ) , pActivator ) ;
if ( pEntity ! = NULL )
{
// if ((STRING(m_iTargetName[i]))[0] != '*') // don't cache alias values
// {
// //ALERT(at_console,"Watcher: entity %s cached\n",STRING(m_iTargetName[i]));
// m_pTargetEnt[i] = pEntity;
// }
//else
//ALERT(at_console,"Watcher: aliased entity %s not cached\n",STRING(m_iTargetName[i]));
}
else
{
//ALERT(at_console,"Watcher: missing entity %s\n",STRING(m_iTargetName[i]));
continue ; // couldn't find this entity; don't do the test.
}
// }
b = FALSE ;
switch ( pEntity - > GetState ( ) )
{
case STATE_ON : if ( ! ( pev - > spawnflags & SF_SWATCHER_NOTON ) ) b = TRUE ; break ;
case STATE_OFF : if ( pev - > spawnflags & SF_SWATCHER_OFF ) b = TRUE ; break ;
case STATE_TURN_ON : if ( pev - > spawnflags & SF_SWATCHER_TURN_ON ) b = TRUE ; break ;
case STATE_TURN_OFF : if ( pev - > spawnflags & SF_SWATCHER_TURN_ON ) b = TRUE ; break ;
case STATE_IN_USE : if ( pev - > spawnflags & SF_SWATCHER_IN_USE ) b = TRUE ; break ;
}
// handle the states for this logic mode
if ( b )
{
switch ( m_fLogic )
{
case SWATCHER_LOGIC_OR :
// ALERT(at_console,"b is TRUE, OR returns true\n");
return TRUE ;
case SWATCHER_LOGIC_NOR :
// ALERT(at_console,"b is TRUE, NOR returns false\n");
return FALSE ;
case SWATCHER_LOGIC_XOR :
// ALERT(at_console,"b is TRUE, XOR\n");
if ( xorgot ) return FALSE ;
xorgot = TRUE ;
break ;
case SWATCHER_LOGIC_XNOR :
// ALERT(at_console,"b is TRUE, XNOR\n");
if ( xorgot ) return TRUE ;
xorgot = TRUE ;
break ;
}
}
else // b is false
{
switch ( m_fLogic )
{
case SWATCHER_LOGIC_AND :
// ALERT(at_console,"b is FALSE, AND returns false\n");
return FALSE ;
case SWATCHER_LOGIC_NAND :
// ALERT(at_console,"b is FALSE, NAND returns true\n");
return TRUE ;
}
}
}
// handle the default cases for each logic mode
switch ( m_fLogic )
{
case SWATCHER_LOGIC_AND :
case SWATCHER_LOGIC_NOR :
// ALERT(at_console,"final, AND/NOR returns true\n");
return TRUE ;
case SWATCHER_LOGIC_XOR :
// ALERT(at_console,"final, XOR\n");
return xorgot ;
case SWATCHER_LOGIC_XNOR :
// ALERT(at_console,"final, XNOR\n");
return ! xorgot ;
default : // NAND, OR
// ALERT(at_console,"final, NAND/OR returns false\n");
return FALSE ;
}
}
//***********************************************************
# define SF_WRCOUNT_FIRESTART 0x0001
# define SF_WRCOUNT_STARTED 0x8000
class CWatcherCount : public CBaseToggle
{
public :
void Spawn ( void ) ;
void EXPORT Think ( void ) ;
virtual STATE GetState ( void ) { return ( pev - > spawnflags & SF_SWATCHER_VALID ) ? STATE_ON : STATE_OFF ; } ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
} ;
LINK_ENTITY_TO_CLASS ( watcher_count , CWatcherCount ) ;
void CWatcherCount : : Spawn ( void )
{
pev - > solid = SOLID_NOT ;
SetNextThink ( 0.5 ) ;
}
void CWatcherCount : : Think ( void )
{
SetNextThink ( 0.1 ) ;
int iCount = 0 ;
CBaseEntity * pCurrent = NULL ;
pCurrent = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > noise ) ) ;
while ( pCurrent ! = NULL )
{
iCount + + ;
pCurrent = UTIL_FindEntityByTargetname ( pCurrent , STRING ( pev - > noise ) ) ;
}
if ( pev - > spawnflags & SF_WRCOUNT_STARTED )
{
if ( iCount > pev - > frags )
{
if ( iCount < pev - > impulse & & pev - > frags > = pev - > impulse )
FireTargets ( STRING ( pev - > netname ) , this , this , USE_TOGGLE , 0 ) ;
FireTargets ( STRING ( pev - > noise1 ) , this , this , USE_TOGGLE , 0 ) ;
}
else if ( iCount < pev - > frags )
{
if ( iCount > = pev - > impulse & & pev - > frags < pev - > impulse )
FireTargets ( STRING ( pev - > message ) , this , this , USE_TOGGLE , 0 ) ;
FireTargets ( STRING ( pev - > noise2 ) , this , this , USE_TOGGLE , 0 ) ;
}
}
else
{
pev - > spawnflags | = SF_WRCOUNT_STARTED ;
if ( pev - > spawnflags & SF_WRCOUNT_FIRESTART )
{
if ( iCount < pev - > impulse )
FireTargets ( STRING ( pev - > netname ) , this , this , USE_TOGGLE , 0 ) ;
else
FireTargets ( STRING ( pev - > message ) , this , this , USE_TOGGLE , 0 ) ;
}
}
pev - > frags = iCount ;
}
//***********************************************************
//
// Render parameters trigger
//
// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
// to its targets when triggered.
//
// Flags to indicate masking off various render parameters that are normally copied to the targets
# define SF_RENDER_MASKFX ( 1 << 0 )
# define SF_RENDER_MASKAMT ( 1 << 1 )
# define SF_RENDER_MASKMODE ( 1 << 2 )
# define SF_RENDER_MASKCOLOR ( 1 << 3 )
//LRC
# define SF_RENDER_KILLTARGET (1<<5)
# define SF_RENDER_ONLYONCE (1<<6)
//LRC- RenderFxFader, a subsidiary entity for RenderFxManager
class CRenderFxFader : public CBaseEntity
{
public :
void Spawn ( void ) ;
void EXPORT FadeThink ( void ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
static TYPEDESCRIPTION m_SaveData [ ] ;
float m_flStartTime ;
float m_flDuration ;
float m_flCoarseness ;
int m_iStartAmt ;
int m_iOffsetAmt ;
Vector m_vecStartColor ;
Vector m_vecOffsetColor ;
float m_fStartScale ;
float m_fOffsetScale ;
EHANDLE m_hTarget ;
int m_iszAmtFactor ;
} ;
TYPEDESCRIPTION CRenderFxFader : : m_SaveData [ ] =
{
DEFINE_FIELD ( CRenderFxFader , m_flStartTime , FIELD_FLOAT ) ,
DEFINE_FIELD ( CRenderFxFader , m_flDuration , FIELD_FLOAT ) ,
DEFINE_FIELD ( CRenderFxFader , m_flCoarseness , FIELD_FLOAT ) ,
DEFINE_FIELD ( CRenderFxFader , m_iStartAmt , FIELD_INTEGER ) ,
DEFINE_FIELD ( CRenderFxFader , m_iOffsetAmt , FIELD_INTEGER ) ,
DEFINE_FIELD ( CRenderFxFader , m_vecStartColor , FIELD_VECTOR ) ,
DEFINE_FIELD ( CRenderFxFader , m_vecOffsetColor , FIELD_VECTOR ) ,
DEFINE_FIELD ( CRenderFxFader , m_fStartScale , FIELD_FLOAT ) ,
DEFINE_FIELD ( CRenderFxFader , m_fOffsetScale , FIELD_FLOAT ) ,
DEFINE_FIELD ( CRenderFxFader , m_hTarget , FIELD_EHANDLE ) ,
} ;
IMPLEMENT_SAVERESTORE ( CRenderFxFader , CBaseEntity ) ;
void CRenderFxFader : : Spawn ( void )
{
SetThink ( & CRenderFxFader : : FadeThink ) ;
}
void CRenderFxFader : : FadeThink ( void )
{
if ( ( ( CBaseEntity * ) m_hTarget ) = = NULL )
{
// ALERT(at_console, "render_fader removed\n");
SUB_Remove ( ) ;
return ;
}
float flDegree = ( gpGlobals - > time - m_flStartTime ) / m_flDuration ;
if ( flDegree > = 1 )
{
// ALERT(at_console, "render_fader removes self\n");
m_hTarget - > pev - > renderamt = m_iStartAmt + m_iOffsetAmt ;
m_hTarget - > pev - > rendercolor = m_vecStartColor + m_vecOffsetColor ;
m_hTarget - > pev - > scale = m_fStartScale + m_fOffsetScale ;
SUB_UseTargets ( m_hTarget , USE_TOGGLE , 0 ) ;
if ( pev - > spawnflags & SF_RENDER_KILLTARGET )
{
m_hTarget - > SetThink ( & CRenderFxFader : : SUB_Remove ) ;
m_hTarget - > SetNextThink ( 0.1 ) ;
}
m_hTarget = NULL ;
SetNextThink ( 0.1 ) ;
SetThink ( & CRenderFxFader : : SUB_Remove ) ;
}
else
{
m_hTarget - > pev - > renderamt = m_iStartAmt + m_iOffsetAmt * flDegree ;
m_hTarget - > pev - > rendercolor . x = m_vecStartColor . x + m_vecOffsetColor . x * flDegree ;
m_hTarget - > pev - > rendercolor . y = m_vecStartColor . y + m_vecOffsetColor . y * flDegree ;
m_hTarget - > pev - > rendercolor . z = m_vecStartColor . z + m_vecOffsetColor . z * flDegree ;
m_hTarget - > pev - > scale = m_fStartScale + m_fOffsetScale * flDegree ;
SetNextThink ( m_flCoarseness ) ; //?
}
}
// RenderFxManager itself
class CRenderFxManager : public CPointEntity
{
public :
void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void Affect ( CBaseEntity * pEntity , BOOL bIsLocus , CBaseEntity * pActivator ) ;
void KeyValue ( KeyValueData * pkvd ) ;
} ;
LINK_ENTITY_TO_CLASS ( env_render , CRenderFxManager )
void CRenderFxManager : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_fScale " ) )
{
pev - > scale = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CPointEntity : : KeyValue ( pkvd ) ;
}
void CRenderFxManager : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
if ( ! FStringNull ( pev - > target ) )
{
CBaseEntity * pTarget = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > target ) , pActivator ) ;
BOOL first = TRUE ;
while ( pTarget ! = NULL )
{
Affect ( pTarget , first , pActivator ) ;
first = FALSE ;
pTarget = UTIL_FindEntityByTargetname ( pTarget , STRING ( pev - > target ) , pActivator ) ;
}
}
if ( pev - > spawnflags & SF_RENDER_ONLYONCE )
{
SetThink ( & CRenderFxManager : : SUB_Remove ) ;
SetNextThink ( 0.1f ) ;
}
}
void CRenderFxManager : : Affect ( CBaseEntity * pTarget , BOOL bIsFirst , CBaseEntity * pActivator )
{
entvars_t * pevTarget = pTarget - > pev ;
float fAmtFactor = 1 ;
if ( pev - > message & & ! FBitSet ( pev - > spawnflags , SF_RENDER_MASKAMT ) )
fAmtFactor = CalcLocus_Ratio ( pActivator , STRING ( pev - > message ) ) ;
if ( ! FBitSet ( pev - > spawnflags , SF_RENDER_MASKFX ) )
pevTarget - > renderfx = pev - > renderfx ;
if ( ! FBitSet ( pev - > spawnflags , SF_RENDER_MASKMODE ) )
{
//LRC - amt is often 0 when mode is normal. Set it to be fully visible, for fade purposes.
if ( pev - > frags & & pevTarget - > renderamt = = 0 & & pevTarget - > rendermode = = kRenderNormal )
pevTarget - > renderamt = 255 ;
pevTarget - > rendermode = pev - > rendermode ;
}
if ( pev - > frags = = 0 ) // not fading?
{
if ( ! FBitSet ( pev - > spawnflags , SF_RENDER_MASKAMT ) )
pevTarget - > renderamt = pev - > renderamt * fAmtFactor ;
if ( ! FBitSet ( pev - > spawnflags , SF_RENDER_MASKCOLOR ) )
pevTarget - > rendercolor = pev - > rendercolor ;
if ( pev - > scale )
pevTarget - > scale = pev - > scale ;
if ( bIsFirst )
FireTargets ( STRING ( pev - > netname ) , pTarget , this , USE_TOGGLE , 0 ) ;
}
else
{
//LRC - fade the entity in/out!
// (We create seperate fader entities to do this, one for each entity that needs fading.)
CRenderFxFader * pFader = GetClassPtr ( ( CRenderFxFader * ) NULL ) ;
pFader - > m_hTarget = pTarget ;
pFader - > m_iStartAmt = pevTarget - > renderamt ;
pFader - > m_vecStartColor = pevTarget - > rendercolor ;
pFader - > m_fStartScale = pevTarget - > scale ;
if ( pFader - > m_fStartScale = = 0 )
pFader - > m_fStartScale = 1 ; // When we're scaling, 0 is treated as 1. Use 1 as the number to fade from.
pFader - > pev - > spawnflags = pev - > spawnflags ;
if ( bIsFirst )
pFader - > pev - > target = pev - > netname ;
if ( ! FBitSet ( pev - > spawnflags , SF_RENDER_MASKAMT ) )
pFader - > m_iOffsetAmt = ( pev - > renderamt * fAmtFactor ) - pevTarget - > renderamt ;
else
pFader - > m_iOffsetAmt = 0 ;
if ( ! FBitSet ( pev - > spawnflags , SF_RENDER_MASKCOLOR ) )
{
pFader - > m_vecOffsetColor . x = pev - > rendercolor . x - pevTarget - > rendercolor . x ;
pFader - > m_vecOffsetColor . y = pev - > rendercolor . y - pevTarget - > rendercolor . y ;
pFader - > m_vecOffsetColor . z = pev - > rendercolor . z - pevTarget - > rendercolor . z ;
}
else
{
pFader - > m_vecOffsetColor = g_vecZero ;
}
if ( pev - > scale )
pFader - > m_fOffsetScale = pev - > scale - pevTarget - > scale ;
else
pFader - > m_fOffsetScale = 0 ;
pFader - > m_flStartTime = gpGlobals - > time ;
pFader - > m_flDuration = pev - > frags ;
pFader - > m_flCoarseness = pev - > armorvalue ;
pFader - > SetNextThink ( 0 ) ;
pFader - > Spawn ( ) ;
}
}
//***********************************************************
//
// EnvCustomize
//
// Changes various properties of an entity (some properties only apply to monsters.)
//
# define SF_CUSTOM_AFFECTDEAD 1
# define SF_CUSTOM_ONCE 2
# define SF_CUSTOM_DEBUG 4
# define CUSTOM_FLAG_NOCHANGE 0
# define CUSTOM_FLAG_ON 1
# define CUSTOM_FLAG_OFF 2
# define CUSTOM_FLAG_TOGGLE 3
# define CUSTOM_FLAG_USETYPE 4
# define CUSTOM_FLAG_INVUSETYPE 5
class CEnvCustomize : public CBaseEntity
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void PostSpawn ( void ) ;
void DesiredAction ( void ) ;
void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void Affect ( CBaseEntity * pTarget , USE_TYPE useType ) ;
int GetActionFor ( int iField , int iActive , USE_TYPE useType , const char * szDebug ) ;
void SetBoneController ( float fController , int cnum , CBaseEntity * pTarget ) ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
float m_flRadius ;
int m_iszModel ;
int m_iClass ;
int m_iPlayerReact ;
int m_iPrisoner ;
int m_iMonsterClip ;
int m_iVisible ;
int m_iSolid ;
int m_iProvoked ;
int m_voicePitch ;
int m_iBloodColor ;
float m_fFramerate ;
float m_fController0 ;
float m_fController1 ;
float m_fController2 ;
float m_fController3 ;
} ;
LINK_ENTITY_TO_CLASS ( env_customize , CEnvCustomize ) ;
TYPEDESCRIPTION CEnvCustomize : : m_SaveData [ ] =
{
DEFINE_FIELD ( CEnvCustomize , m_flRadius , FIELD_FLOAT ) ,
DEFINE_FIELD ( CEnvCustomize , m_iszModel , FIELD_STRING ) ,
DEFINE_FIELD ( CEnvCustomize , m_iClass , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_iPlayerReact , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_iPrisoner , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_iMonsterClip , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_iVisible , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_iSolid , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_iProvoked , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_voicePitch , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_iBloodColor , FIELD_INTEGER ) ,
DEFINE_FIELD ( CEnvCustomize , m_fFramerate , FIELD_FLOAT ) ,
DEFINE_FIELD ( CEnvCustomize , m_fController0 , FIELD_FLOAT ) ,
DEFINE_FIELD ( CEnvCustomize , m_fController1 , FIELD_FLOAT ) ,
DEFINE_FIELD ( CEnvCustomize , m_fController2 , FIELD_FLOAT ) ,
DEFINE_FIELD ( CEnvCustomize , m_fController3 , FIELD_FLOAT ) ,
} ;
IMPLEMENT_SAVERESTORE ( CEnvCustomize , CBaseEntity ) ;
void CEnvCustomize : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_iVisible " ) )
{
m_iVisible = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iSolid " ) )
{
m_iSolid = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszModel " ) )
{
m_iszModel = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_voicePitch " ) )
{
m_voicePitch = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iPrisoner " ) )
{
m_iPrisoner = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iMonsterClip " ) )
{
m_iMonsterClip = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iClass " ) )
{
m_iClass = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iPlayerReact " ) )
{
m_iPlayerReact = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_flRadius " ) )
{
m_flRadius = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iProvoked " ) )
{
m_iProvoked = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_bloodColor " ) | | FStrEq ( pkvd - > szKeyName , " m_iBloodColor " ) )
{
m_iBloodColor = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_fFramerate " ) )
{
m_fFramerate = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_fController0 " ) )
{
m_fController0 = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_fController1 " ) )
{
m_fController1 = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_fController2 " ) )
{
m_fController2 = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_fController3 " ) )
{
m_fController3 = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CBaseEntity : : KeyValue ( pkvd ) ;
}
void CEnvCustomize : : Spawn ( void )
{
Precache ( ) ;
}
void CEnvCustomize : : Precache ( void )
{
if ( m_iszModel )
PRECACHE_MODEL ( STRING ( m_iszModel ) ) ;
}
void CEnvCustomize : : PostSpawn ( void )
{
if ( ! pev - > targetname )
{
// no name - just take effect when everything's spawned.
UTIL_DesiredAction ( this ) ;
}
}
void CEnvCustomize : : DesiredAction ( void )
{
Use ( this , this , USE_TOGGLE , 0 ) ;
}
void CEnvCustomize : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
if ( FStringNull ( pev - > target ) )
{
if ( pActivator )
Affect ( pActivator , useType ) ;
else if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " DEBUG: env_customize \" %s \" was fired without a locus! \n " , STRING ( pev - > targetname ) ) ;
}
else
{
BOOL fail = TRUE ;
CBaseEntity * pTarget = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > target ) , pActivator ) ;
while ( pTarget )
{
Affect ( pTarget , useType ) ;
fail = FALSE ;
pTarget = UTIL_FindEntityByTargetname ( pTarget , STRING ( pev - > target ) , pActivator ) ;
}
pTarget = UTIL_FindEntityByClassname ( NULL , STRING ( pev - > target ) ) ;
while ( pTarget )
{
Affect ( pTarget , useType ) ;
fail = FALSE ;
pTarget = UTIL_FindEntityByClassname ( pTarget , STRING ( pev - > target ) ) ;
}
if ( fail & & pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " DEBUG: env_customize \" %s \" does nothing; can't find any entity with name or class \" %s \" . \n " , STRING ( pev - > target ) ) ;
}
if ( pev - > spawnflags & SF_CUSTOM_ONCE )
{
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " DEBUG: env_customize \" %s \" removes itself. \n " , STRING ( pev - > targetname ) ) ;
UTIL_Remove ( this ) ;
}
}
//LRCT
extern DLL_GLOBAL ULONG g_ulModelIndexPlayer ;
void CEnvCustomize : : Affect ( CBaseEntity * pTarget , USE_TYPE useType )
{
CBaseMonster * pMonster = pTarget - > MyMonsterPointer ( ) ;
if ( ! FBitSet ( pev - > spawnflags , SF_CUSTOM_AFFECTDEAD ) & & pMonster & & pMonster - > m_MonsterState = = MONSTERSTATE_DEAD )
{
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " DEBUG: env_customize %s does nothing; can't apply to a corpse. \n " , STRING ( pev - > targetname ) ) ;
return ;
}
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " DEBUG: env_customize \" %s \" affects %s \" %s \" : [ " , STRING ( pev - > targetname ) , STRING ( pTarget - > pev - > classname ) , STRING ( pTarget - > pev - > targetname ) ) ;
if ( m_iszModel )
{
Vector vecMins , vecMaxs ;
vecMins = pTarget - > pev - > mins ;
vecMaxs = pTarget - > pev - > maxs ;
SET_MODEL ( pTarget - > edict ( ) , STRING ( m_iszModel ) ) ;
// if (pTarget->pev->flags & FL_CLIENT)
// g_ulModelIndexPlayer = pTarget->pev->modelindex;
UTIL_SetSize ( pTarget - > pev , vecMins , vecMaxs ) ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " model=%s " , STRING ( m_iszModel ) ) ;
}
SetBoneController ( m_fController0 , 0 , pTarget ) ;
SetBoneController ( m_fController1 , 1 , pTarget ) ;
SetBoneController ( m_fController2 , 2 , pTarget ) ;
SetBoneController ( m_fController3 , 3 , pTarget ) ;
if ( m_fFramerate ! = - 1 )
{
//FIXME: check for env_model, stop it from changing its own framerate
pTarget - > pev - > framerate = m_fFramerate ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " framerate=%f " , m_fFramerate ) ;
}
if ( pev - > body ! = - 1 )
{
pTarget - > pev - > body = pev - > body ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " body = %d " , pev - > body ) ;
}
if ( pev - > skin ! = - 1 )
{
if ( pev - > skin = = - 2 )
{
if ( pTarget - > pev - > skin )
{
pTarget - > pev - > skin = 0 ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " skin=0 " ) ;
}
else
{
pTarget - > pev - > skin = 1 ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " skin=1 " ) ;
}
}
else if ( pev - > skin = = - 99 ) // special option to set CONTENTS_EMPTY
{
pTarget - > pev - > skin = - 1 ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " skin=-1 " ) ;
}
else
{
pTarget - > pev - > skin = pev - > skin ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " skin=%d " , pTarget - > pev - > skin ) ;
}
}
switch ( GetActionFor ( m_iVisible , ! ( pTarget - > pev - > effects & EF_NODRAW ) , useType , " visible " ) )
{
case CUSTOM_FLAG_ON : pTarget - > pev - > effects & = ~ EF_NODRAW ; break ;
case CUSTOM_FLAG_OFF : pTarget - > pev - > effects | = EF_NODRAW ; break ;
}
switch ( GetActionFor ( m_iSolid , pTarget - > pev - > solid ! = SOLID_NOT , useType , " solid " ) )
{
case CUSTOM_FLAG_ON :
if ( * ( STRING ( pTarget - > pev - > model ) ) = = ' * ' )
pTarget - > pev - > solid = SOLID_BSP ;
else
pTarget - > pev - > solid = SOLID_SLIDEBOX ;
break ;
case CUSTOM_FLAG_OFF : pTarget - > pev - > solid = SOLID_NOT ; break ;
}
/* if (m_iVisible != CUSTOM_FLAG_NOCHANGE)
{
if ( pTarget - > pev - > effects & EF_NODRAW & & ( m_iVisible = = CUSTOM_FLAG_TOGGLE | | m_iVisible = = CUSTOM_FLAG_ON ) )
{
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " visible=YES " ) ;
}
else if ( m_iVisible ! = CUSTOM_FLAG_ON )
{
pTarget - > pev - > effects | = EF_NODRAW ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " visible=NO " ) ;
}
}
if ( m_iSolid ! = CUSTOM_FLAG_NOCHANGE )
{
if ( pTarget - > pev - > solid = = SOLID_NOT & & ( m_iSolid = = CUSTOM_FLAG_TOGGLE | | m_iSolid = = CUSTOM_FLAG_ON ) )
{
if ( * ( STRING ( pTarget - > pev - > model ) ) = = ' * ' )
{
pTarget - > pev - > solid = SOLID_BSP ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " solid=YES(bsp) " ) ;
}
else
{
pTarget - > pev - > solid = SOLID_SLIDEBOX ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " solid=YES(point) " ) ;
}
}
else if ( m_iSolid ! = CUSTOM_FLAG_ON )
{
pTarget - > pev - > solid = SOLID_NOT ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " solid=NO " ) ;
}
else if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " solid=unchanged " ) ;
}
*/
if ( ! pMonster )
{
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " ] \n " ) ;
return ;
}
if ( m_iBloodColor ! = 0 )
{
pMonster - > m_bloodColor = m_iBloodColor ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " bloodcolor=%d " , m_iBloodColor ) ;
}
if ( m_voicePitch > 0 )
{
if ( FClassnameIs ( pTarget - > pev , " monster_barney " ) | | FClassnameIs ( pTarget - > pev , " monster_scientist " ) | | FClassnameIs ( pTarget - > pev , " monster_sitting_scientist " ) )
{
( ( CTalkMonster * ) pTarget ) - > m_voicePitch = m_voicePitch ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " voicePitch(talk)=%d " , m_voicePitch ) ;
}
// else if (FClassnameIs(pTarget->pev,"monster_human_grunt") || FClassnameIs(pTarget->pev,"monster_human_grunt_repel"))
// ((CHGrunt*)pTarget)->m_voicePitch = m_voicePitch;
// else if (FClassnameIs(pTarget->pev,"monster_alien_slave"))
// ((CISlave*)pTarget)->m_voicePitch = m_voicePitch;
else if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " voicePitch=unchanged " ) ;
}
if ( m_iClass ! = 0 )
{
pMonster - > m_iClass = m_iClass ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " class=%d " , m_iClass ) ;
if ( pMonster - > m_hEnemy )
{
pMonster - > m_hEnemy = NULL ;
// make 'em stop attacking... might be better to use a different signal?
pMonster - > SetConditions ( bits_COND_NEW_ENEMY ) ;
}
}
if ( m_iPlayerReact ! = - 1 )
{
pMonster - > m_iPlayerReact = m_iPlayerReact ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " playerreact=%d " , m_iPlayerReact ) ;
}
// SetCustomFlag( m_iPrisoner, pMonster->pev->spawnflags, SF_MONSTER_PRISONER, useType, "prisoner");
switch ( GetActionFor ( m_iPrisoner , pMonster - > pev - > spawnflags & SF_MONSTER_PRISONER , useType , " prisoner " ) )
{
case CUSTOM_FLAG_ON :
pMonster - > pev - > spawnflags | = SF_MONSTER_PRISONER ;
if ( pMonster - > m_hEnemy )
{
pMonster - > m_hEnemy = NULL ;
// make 'em stop attacking... might be better to use a different signal?
pMonster - > SetConditions ( bits_COND_NEW_ENEMY ) ;
}
break ;
case CUSTOM_FLAG_OFF :
pMonster - > pev - > spawnflags & = ~ SF_MONSTER_PRISONER ;
break ;
}
/* if (m_iPrisoner != CUSTOM_FLAG_NOCHANGE)
{
if ( pMonster - > pev - > spawnflags & SF_MONSTER_PRISONER & & ( m_iPrisoner = = CUSTOM_FLAG_TOGGLE | | m_iPrisoner = = CUSTOM_FLAG_OFF ) )
{
pMonster - > pev - > spawnflags & = ~ SF_MONSTER_PRISONER ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " prisoner=NO " ) ;
}
else if ( m_iPrisoner ! = CUSTOM_FLAG_OFF )
{
pMonster - > pev - > spawnflags | = SF_MONSTER_PRISONER ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " prisoner=YES " ) ;
if ( pMonster - > m_hEnemy )
{
pMonster - > m_hEnemy = NULL ;
// make 'em stop attacking... might be better to use a different signal?
pMonster - > SetConditions ( bits_COND_NEW_ENEMY ) ;
}
}
else if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " prisoner=unchanged " ) ;
}
*/
switch ( GetActionFor ( m_iMonsterClip , pMonster - > pev - > flags & FL_MONSTERCLIP , useType , " monsterclip " ) )
{
case CUSTOM_FLAG_ON : pMonster - > pev - > flags | = FL_MONSTERCLIP ; break ;
case CUSTOM_FLAG_OFF : pMonster - > pev - > flags & = ~ FL_MONSTERCLIP ; break ;
}
/* if (m_iMonsterClip != CUSTOM_FLAG_NOCHANGE)
{
if ( pMonster - > pev - > flags & FL_MONSTERCLIP & & ( m_iMonsterClip = = CUSTOM_FLAG_TOGGLE | | m_iMonsterClip = = CUSTOM_FLAG_OFF ) )
{
pMonster - > pev - > flags & = ~ FL_MONSTERCLIP ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " monsterclip=NO " ) ;
}
else if ( m_iMonsterClip ! = CUSTOM_FLAG_OFF )
{
pMonster - > pev - > flags | = FL_MONSTERCLIP ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " monsterclip=YES " ) ;
}
else if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " monsterclip=unchanged " ) ;
}
*/
switch ( GetActionFor ( m_iProvoked , pMonster - > m_afMemory & bits_MEMORY_PROVOKED , useType , " provoked " ) )
{
case CUSTOM_FLAG_ON : pMonster - > Remember ( bits_MEMORY_PROVOKED ) ; break ;
case CUSTOM_FLAG_OFF : pMonster - > Forget ( bits_MEMORY_PROVOKED ) ; break ;
}
/* if (m_iProvoked != CUSTOM_FLAG_NOCHANGE)
{
if ( pMonster - > m_afMemory & bits_MEMORY_PROVOKED & & ( m_iProvoked = = CUSTOM_FLAG_TOGGLE | | m_iProvoked = = CUSTOM_FLAG_OFF ) )
{
pMonster - > Forget ( bits_MEMORY_PROVOKED ) ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " provoked=NO " ) ;
}
else if ( m_iProvoked ! = CUSTOM_FLAG_OFF )
{
pMonster - > Remember ( bits_MEMORY_PROVOKED ) ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " provoked=YES " ) ;
}
else if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " provoked=unchanged " ) ;
}
*/
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " ] \n " ) ;
}
int CEnvCustomize : : GetActionFor ( int iField , int iActive , USE_TYPE useType , const char * szDebug )
{
int iAction = iField ;
if ( iAction = = CUSTOM_FLAG_USETYPE )
{
if ( useType = = USE_ON )
iAction = CUSTOM_FLAG_ON ;
else if ( useType = = USE_OFF )
iAction = CUSTOM_FLAG_OFF ;
else
iAction = CUSTOM_FLAG_TOGGLE ;
}
else if ( iAction = = CUSTOM_FLAG_INVUSETYPE )
{
if ( useType = = USE_ON )
iAction = CUSTOM_FLAG_OFF ;
else if ( useType = = USE_OFF )
iAction = CUSTOM_FLAG_ON ;
else
iAction = CUSTOM_FLAG_TOGGLE ;
}
if ( iAction = = CUSTOM_FLAG_TOGGLE )
{
if ( iActive )
iAction = CUSTOM_FLAG_OFF ;
else
iAction = CUSTOM_FLAG_ON ;
}
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
{
if ( iAction = = CUSTOM_FLAG_ON )
ALERT ( at_console , " %s=YES " , szDebug ) ;
else if ( iAction = = CUSTOM_FLAG_OFF )
ALERT ( at_console , " %s=NO " , szDebug ) ;
}
return iAction ;
}
void CEnvCustomize : : SetBoneController ( float fController , int cnum , CBaseEntity * pTarget )
{
if ( fController ) //FIXME: the pTarget isn't necessarily a CBaseAnimating.
{
if ( fController = = 1024 )
{
( ( CBaseAnimating * ) pTarget ) - > SetBoneController ( cnum , 0 ) ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " bone%d=0 " , cnum ) ;
}
else
{
( ( CBaseAnimating * ) pTarget ) - > SetBoneController ( cnum , fController ) ;
if ( pev - > spawnflags & SF_CUSTOM_DEBUG )
ALERT ( at_console , " bone%d=%f " , cnum , fController ) ;
}
}
}
//=====================================
// trigger_x entities
class CBaseTrigger : public CBaseToggle
{
public :
//LRC - this was very bloated. I moved lots of methods into the
// subclasses where they belonged.
void InitTrigger ( void ) ;
void EXPORT ToggleUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
BOOL CanTouch ( entvars_t * pevToucher ) ;
virtual int ObjectCaps ( void ) { return CBaseToggle : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
} ;
LINK_ENTITY_TO_CLASS ( trigger , CBaseTrigger ) ;
BOOL CBaseTrigger : : CanTouch ( entvars_t * pevToucher )
{
if ( ! pev - > netname )
{
// Only touch clients, monsters, or pushables (depending on flags)
if ( pevToucher - > flags & FL_CLIENT )
return ! ( pev - > spawnflags & SF_TRIGGER_NOCLIENTS ) ;
else if ( pevToucher - > flags & FL_MONSTER )
return pev - > spawnflags & SF_TRIGGER_ALLOWMONSTERS ;
else if ( FClassnameIs ( pevToucher , " func_pushable " ) )
return pev - > spawnflags & SF_TRIGGER_PUSHABLES ;
else
return pev - > spawnflags & SF_TRIGGER_EVERYTHING ;
}
else
{
// If netname is set, it's an entity-specific trigger; we ignore the spawnflags.
if ( ! FClassnameIs ( pevToucher , STRING ( pev - > netname ) ) & &
( ! pevToucher - > targetname | | ! FStrEq ( STRING ( pevToucher - > targetname ) , STRING ( pev - > netname ) ) ) )
return FALSE ;
}
return TRUE ;
}
//
// 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 ( this , pev - > origin ) ;
}
/*
= = = = = = = = = = = = = = = =
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 ) ;
}
//=====================================
//
// trigger_hurt - hurts anything that touches it. if the trigger has a targetname, firing it will toggle state
//
class CTriggerHurt : public CBaseTrigger
{
public :
void Spawn ( void ) ;
void EXPORT RadiationThink ( void ) ;
void EXPORT HurtTouch ( CBaseEntity * pOther ) ;
virtual void KeyValue ( KeyValueData * pkvd ) ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_hurt , CTriggerHurt ) ;
void CTriggerHurt : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " damage " ) )
{
pev - > dmg = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " damagetype " ) )
{
m_bitsDamageInflict | = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " cangib " ) )
{
switch ( atoi ( pkvd - > szValue ) )
{
case 1 :
m_bitsDamageInflict | = DMG_ALWAYSGIB ;
case 2 :
m_bitsDamageInflict | = DMG_NEVERGIB ;
}
pkvd - > fHandled = TRUE ;
}
else
CBaseToggle : : KeyValue ( pkvd ) ;
}
void CTriggerHurt : : Spawn ( void )
{
InitTrigger ( ) ;
SetTouch ( & CTriggerHurt : : HurtTouch ) ;
if ( ! FStringNull ( pev - > targetname ) )
{
SetUse ( & CTriggerHurt : : ToggleUse ) ;
}
else
{
SetUse ( NULL ) ;
}
if ( m_bitsDamageInflict & DMG_RADIATION )
{
SetThink ( & CTriggerHurt : : RadiationThink ) ;
SetNextThink ( 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 ( this , pev - > origin ) ; // Link into the list
}
// When touched, a hurt trigger does DMG points of damage each half-second
void CTriggerHurt : : 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 : fldmg = PARALYZE_DAMAGE / 4 ; break ; // UNDONE: cut this? should slow movement to 50%
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 )
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 ;
}
}
// 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 ;
}
SetNextThink ( 0.25f ) ;
}
//=====================================
//
// trigger_hevcharge
// charges/discharges the player's suit. if the trigger has a targetname, firing it will toggle state
//LRC
# define SF_HEVCHARGE_NOANNOUNCE 0x04
class CTriggerHevCharge : public CBaseTrigger
{
public :
void Spawn ( void ) ;
void EXPORT ChargeTouch ( CBaseEntity * pOther ) ;
void EXPORT AnnounceThink ( void ) ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_hevcharge , CTriggerHevCharge ) ;
void CTriggerHevCharge : : Spawn ( void )
{
InitTrigger ( ) ;
SetTouch ( & CTriggerHevCharge : : ChargeTouch ) ;
SetThink ( & CTriggerHevCharge : : AnnounceThink ) ;
if ( ! FStringNull ( pev - > targetname ) )
{
SetUse ( & CTriggerHevCharge : : ToggleUse ) ;
}
else
{
SetUse ( NULL ) ;
}
if ( FBitSet ( pev - > spawnflags , SF_TRIGGER_HURT_START_OFF ) ) // if flagged to Start Turned Off, make trigger nonsolid.
pev - > solid = SOLID_NOT ;
UTIL_SetOrigin ( this , pev - > origin ) ; // Link into the list
}
void CTriggerHevCharge : : ChargeTouch ( CBaseEntity * pOther )
{
if ( IsLockedByMaster ( ) )
return ;
// check that it's a player with an HEV suit
if ( ! pOther - > IsPlayer ( ) | | ! FBitSet ( pOther - > pev - > weapons , 1 < < WEAPON_SUIT ) )
return ;
//FIXME: add in the multiplayer fix, from trigger_hurt?
if ( pev - > dmgtime > gpGlobals - > time )
return ;
pev - > dmgtime = gpGlobals - > time + 0.5f ; // half second delay until this trigger can hurt toucher again
int iNewArmor = pOther - > pev - > armorvalue + pev - > frags ;
if ( iNewArmor > MAX_NORMAL_BATTERY ) iNewArmor = MAX_NORMAL_BATTERY ;
if ( iNewArmor < 0 )
iNewArmor = 0 ;
if ( iNewArmor = = pOther - > pev - > armorvalue ) // if no change, we've finished.
return ;
pOther - > pev - > armorvalue = iNewArmor ;
//FIXME: support the 'target once' flag
if ( pev - > target )
{
SUB_UseTargets ( pOther , USE_TOGGLE , 0 ) ;
}
// The suit doesn't say much in multiplayer. Which is convenient, since it lets me be lazy here.
if ( g_pGameRules - > IsMultiplayer ( ) | | pev - > spawnflags & SF_HEVCHARGE_NOANNOUNCE )
return ;
// as long as the suit is charging, this think will never actually happen.
//ALERT(at_console, "%s ", STRING(pev->targetname));
pev - > aiment = ENT ( pOther - > pev ) ;
SetNextThink ( 1 ) ;
}
void CTriggerHevCharge : : AnnounceThink ( )
{
CBasePlayer * pPlayer = ( CBasePlayer * ) ( CBaseEntity : : Instance ( pev - > aiment ) ) ;
if ( ! pPlayer | | ! pPlayer - > IsPlayer ( ) )
{
ALERT ( at_error , " trigger_hevcharge: invalid player in Announce! \n " ) ;
return ;
}
//copied from item_battery...
int pct ;
char szcharge [ 64 ] ;
// Suit reports new power level
// For some reason this wasn't working in release build -- round it.
pct = ( int ) ( ( float ) ( pPlayer - > pev - > armorvalue * 100.0f ) * ( 1.0f / MAX_NORMAL_BATTERY ) + 0.5f ) ;
pct = ( pct / 5 ) ;
if ( pct > 0 )
pct - - ;
sprintf ( szcharge , " !HEV_%1dP " , pct ) ;
//ALERT(at_console, "Announce %s\n", szcharge);
( ( CBasePlayer * ) pPlayer ) - > SetSuitUpdate ( szcharge , FALSE , SUIT_REPEAT_OK ) ;
}
//=====================================
//
// 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 ( ) ;
DontThink ( ) ;
pev - > speed = 200 ;
m_flHeight = 150 ;
if ( ! FStringNull ( pev - > targetname ) )
{
// if targetted, spawn turned off
pev - > solid = SOLID_NOT ;
UTIL_SetOrigin ( this , pev - > origin ) ; // Unlink from trigger list
SetUse ( & CTriggerMonsterJump : : ToggleUse ) ;
}
}
void CTriggerMonsterJump : : Think ( void )
{
pev - > solid = SOLID_NOT ; // kill the trigger for now !!!UNDONE
UTIL_SetOrigin ( this , 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 ;
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 ;
SetNextThink ( 0 ) ;
}
//=====================================
//
// 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 )
SetNextThink ( 1.0 ) ;
}
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 ;
SetNextThink ( 0.5 ) ;
if ( ( pClient - > v . origin - pev - > origin ) . Length ( ) < = pev - > scale )
Play ( ) ;
}
void CTargetCDAudio : : Play ( void )
{
PlayCDTrack ( ( int ) pev - > health ) ;
UTIL_Remove ( this ) ;
}
//=====================================
//trigger_multiple
class CTriggerMultiple : public CBaseTrigger
{
public :
void Spawn ( void ) ;
void Precache ( void )
{
if ( ! FStringNull ( pev - > noise ) )
PRECACHE_SOUND ( STRING ( pev - > noise ) ) ;
}
void EXPORT MultiTouch ( CBaseEntity * pOther ) ;
void EXPORT MultiWaitOver ( void ) ;
void ActivateMultiTrigger ( CBaseEntity * pActivator ) ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_multiple , CTriggerMultiple )
void CTriggerMultiple : : Spawn ( void )
{
if ( m_flWait = = 0 )
m_flWait = 0.2 ;
InitTrigger ( ) ;
ASSERTSZ ( pev - > health = = 0 , " trigger_multiple with health " ) ;
SetTouch ( & CTriggerMultiple : : MultiTouch ) ;
Precache ( ) ;
}
void CTriggerMultiple : : MultiTouch ( CBaseEntity * pOther )
{
entvars_t * pevToucher ;
pevToucher = pOther - > pev ;
if ( ! CanTouch ( pevToucher ) ) return ;
#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
// m_hActivator gets set to the activator so it can be held through a delay
// so wait for the delay time before firing
//
void CTriggerMultiple : : ActivateMultiTrigger ( CBaseEntity * pActivator )
{
if ( m_fNextThink > 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 ( & CTriggerMultiple : : MultiWaitOver ) ;
SetNextThink ( 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 ) ;
SetNextThink ( 0.1 ) ;
SetThink ( & CTriggerMultiple : : SUB_Remove ) ;
}
}
// the wait time has passed, so set back up for another activation
void CTriggerMultiple : : MultiWaitOver ( void )
{
// if (pev->max_health)
// {
// pev->health = pev->max_health;
// pev->takedamage = DAMAGE_YES;
// pev->solid = SOLID_BBOX;
// }
SetThink ( NULL ) ;
}
//=====================================
//trigger_once
class CTriggerOnce : public CTriggerMultiple
{
public :
void Spawn ( void ) ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_once , CTriggerOnce ) ;
void CTriggerOnce : : Spawn ( void )
{
m_flWait = - 1 ;
CTriggerMultiple : : Spawn ( ) ;
}
//===========================================================
//LRC - trigger_inout, a trigger which fires _only_ when
// the player enters or leaves it.
// If there's more than one entity it can trigger off, then
// it will trigger for each one that enters and leaves.
//===========================================================
class CTriggerInOut ;
class CInOutRegister : public CPointEntity
{
public :
// returns true if found in the list
BOOL IsRegistered ( CBaseEntity * pValue ) ;
// remove all invalid entries from the list, trigger their targets as appropriate
// returns the new list
CInOutRegister * Prune ( void ) ;
// adds a new entry to the list
CInOutRegister * Add ( CBaseEntity * pValue ) ;
BOOL IsEmpty ( void ) { return m_pNext ? FALSE : TRUE ; } ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
CTriggerInOut * m_pField ;
CInOutRegister * m_pNext ;
EHANDLE m_hValue ;
} ;
class CTriggerInOut : public CBaseTrigger
{
public :
void Spawn ( void ) ;
void EXPORT Touch ( CBaseEntity * pOther ) ;
void EXPORT Think ( void ) ;
void FireOnEntry ( CBaseEntity * pOther ) ;
void FireOnLeaving ( CBaseEntity * pOther ) ;
void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
STATE GetState ( ) { return m_pRegister - > IsEmpty ( ) ? STATE_OFF : STATE_ON ; }
string_t m_iszAltTarget ;
string_t m_iszBothTarget ;
CInOutRegister * m_pRegister ;
} ;
// CInOutRegister method bodies:
TYPEDESCRIPTION CInOutRegister : : m_SaveData [ ] =
{
DEFINE_FIELD ( CInOutRegister , m_pField , FIELD_CLASSPTR ) ,
DEFINE_FIELD ( CInOutRegister , m_pNext , FIELD_CLASSPTR ) ,
DEFINE_FIELD ( CInOutRegister , m_hValue , FIELD_EHANDLE ) ,
} ;
IMPLEMENT_SAVERESTORE ( CInOutRegister , CPointEntity ) ;
LINK_ENTITY_TO_CLASS ( inout_register , CInOutRegister ) ;
BOOL CInOutRegister : : IsRegistered ( CBaseEntity * pValue )
{
if ( m_hValue = = pValue )
return TRUE ;
else if ( m_pNext )
return m_pNext - > IsRegistered ( pValue ) ;
else
return FALSE ;
}
CInOutRegister * CInOutRegister : : Add ( CBaseEntity * pValue )
{
if ( m_hValue = = pValue )
{
// it's already in the list, don't need to do anything
return this ;
}
else if ( m_pNext )
{
// keep looking
m_pNext = m_pNext - > Add ( pValue ) ;
return this ;
}
else
{
// reached the end of the list; add the new entry, and trigger
CInOutRegister * pResult = GetClassPtr ( ( CInOutRegister * ) NULL ) ;
pResult - > m_hValue = pValue ;
pResult - > m_pNext = this ;
pResult - > m_pField = m_pField ;
pResult - > pev - > classname = MAKE_STRING ( " inout_register " ) ;
// ALERT(at_console, "adding; max %.2f %.2f %.2f, min %.2f %.2f %.2f is inside max %.2f %.2f %.2f, min %.2f %.2f %.2f\n", pResult->m_hValue->pev->absmax.x, pResult->m_hValue->pev->absmax.y, pResult->m_hValue->pev->absmax.z, pResult->m_hValue->pev->absmin.x, pResult->m_hValue->pev->absmin.y, pResult->m_hValue->pev->absmin.z, pResult->m_pField->pev->absmax.x, pResult->m_pField->pev->absmax.y, pResult->m_pField->pev->absmax.z, pResult->m_pField->pev->absmin.x, pResult->m_pField->pev->absmin.y, pResult->m_pField->pev->absmin.z); //LRCT
m_pField - > FireOnEntry ( pValue ) ;
return pResult ;
}
}
CInOutRegister * CInOutRegister : : Prune ( void )
{
if ( m_hValue )
{
ASSERTSZ ( m_pNext ! = NULL , " invalid InOut registry terminator \n " ) ;
if ( m_pField - > Intersects ( m_hValue ) )
{
// this entity is still inside the field, do nothing
m_pNext = m_pNext - > Prune ( ) ;
return this ;
}
else
{
// ALERT(at_console, "removing; max %.2f %.2f %.2f, min %.2f %.2f %.2f is outside max %.2f %.2f %.2f, min %.2f %.2f %.2f\n", m_hValue->pev->absmax.x, m_hValue->pev->absmax.y, m_hValue->pev->absmax.z, m_hValue->pev->absmin.x, m_hValue->pev->absmin.y, m_hValue->pev->absmin.z, m_pField->pev->absmax.x, m_pField->pev->absmax.y, m_pField->pev->absmax.z, m_pField->pev->absmin.x, m_pField->pev->absmin.y, m_pField->pev->absmin.z); //LRCT
// this entity has just left the field, trigger
m_pField - > FireOnLeaving ( m_hValue ) ;
SetThink ( & CInOutRegister : : SUB_Remove ) ;
SetNextThink ( 0.1 ) ;
return m_pNext - > Prune ( ) ;
}
}
else
{ // this register has a missing or null value
if ( m_pNext )
{
// this is an invalid list entry, remove it
SetThink ( & CInOutRegister : : SUB_Remove ) ;
SetNextThink ( 0.1 ) ;
return m_pNext - > Prune ( ) ;
}
else
{
// this is the list terminator, leave it.
return this ;
}
}
}
// CTriggerInOut method bodies:
LINK_ENTITY_TO_CLASS ( trigger_inout , CTriggerInOut ) ;
TYPEDESCRIPTION CTriggerInOut : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTriggerInOut , m_iszAltTarget , FIELD_STRING ) ,
DEFINE_FIELD ( CTriggerInOut , m_iszBothTarget , FIELD_STRING ) ,
DEFINE_FIELD ( CTriggerInOut , m_pRegister , FIELD_CLASSPTR ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerInOut , CBaseTrigger ) ;
void CTriggerInOut : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_iszAltTarget " ) )
{
m_iszAltTarget = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszBothTarget " ) )
{
m_iszBothTarget = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CBaseTrigger : : KeyValue ( pkvd ) ;
}
void CTriggerInOut : : Spawn ( void )
{
InitTrigger ( ) ;
// create a null-terminator for the registry
m_pRegister = GetClassPtr ( ( CInOutRegister * ) NULL ) ;
m_pRegister - > m_hValue = NULL ;
m_pRegister - > m_pNext = NULL ;
m_pRegister - > m_pField = this ;
m_pRegister - > pev - > classname = MAKE_STRING ( " inout_register " ) ;
}
void CTriggerInOut : : Touch ( CBaseEntity * pOther )
{
if ( ! CanTouch ( pOther - > pev ) ) return ;
m_pRegister = m_pRegister - > Add ( pOther ) ;
if ( m_fNextThink < = 0 & & ! m_pRegister - > IsEmpty ( ) )
SetNextThink ( 0.1 ) ;
}
void CTriggerInOut : : Think ( void )
{
// Prune handles all Intersects tests and fires targets as appropriate
m_pRegister = m_pRegister - > Prune ( ) ;
if ( m_pRegister - > IsEmpty ( ) )
DontThink ( ) ;
else
SetNextThink ( 0.1 ) ;
}
void CTriggerInOut : : FireOnEntry ( CBaseEntity * pOther )
{
if ( UTIL_IsMasterTriggered ( m_sMaster , pOther ) )
{
FireTargets ( STRING ( m_iszBothTarget ) , pOther , this , USE_ON , 0 ) ;
FireTargets ( STRING ( pev - > target ) , pOther , this , USE_TOGGLE , 0 ) ;
}
}
void CTriggerInOut : : FireOnLeaving ( CBaseEntity * pEnt )
{
if ( UTIL_IsMasterTriggered ( m_sMaster , pEnt ) )
{
FireTargets ( STRING ( m_iszBothTarget ) , pEnt , this , USE_OFF , 0 ) ;
FireTargets ( STRING ( m_iszAltTarget ) , pEnt , this , USE_TOGGLE , 0 ) ;
}
}
// ==============================
// trigger_counter
//After the counter has been triggered "cTriggersLeft"
//times (default 2), it will fire all of it's targets and remove itself.
class CTriggerCounter : public CTriggerMultiple
{
public :
void Spawn ( void ) ;
void EXPORT CounterUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void KeyValue ( KeyValueData * pkvd ) ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_counter , CTriggerCounter ) ;
void CTriggerCounter : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " count " ) )
{
m_cTriggersLeft = ( int ) atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CTriggerMultiple : : KeyValue ( pkvd ) ;
}
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 ( & CTriggerCounter : : CounterUse ) ;
}
void CTriggerCounter : : CounterUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
m_cTriggersLeft - - ;
m_hActivator = pActivator ;
if ( m_cTriggersLeft < 0 )
return ;
BOOL fTellActivator =
( FClassnameIs ( m_hActivator - > pev , " player " ) & &
! 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 ) ;
}
// ====================== 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
SetNextThink ( 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 ) ;
//LRC -- don't allow changelevels to contain capital letters; it causes problems
// ALERT(at_console, "MapName %s ", m_szMapName);
for ( int i = 0 ; m_szMapName [ i ] ; i + + ) { m_szMapName [ i ] = tolower ( m_szMapName [ i ] ) ; }
// ALERT(at_console, "changed to %s\n", m_szMapName);
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 )
{
CBaseEntity * pLandmark ;
pLandmark = UTIL_FindEntityByTargetname ( NULL , pLandmarkName ) ;
while ( pLandmark )
{
// Found the landmark
if ( FClassnameIs ( pLandmark - > pev , " info_landmark " ) )
return ENT ( pLandmark - > pev ) ;
else
pLandmark = UTIL_FindEntityByTargetname ( pLandmark , 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 ( ! FClassnameIs ( pOther - > pev , " player " ) )
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 )
{
CBaseEntity * pVolume ;
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
pVolume = UTIL_FindEntityByTargetname ( NULL , pVolumeName ) ;
while ( pVolume )
{
if ( 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!
}
pVolume = UTIL_FindEntityByTargetname ( pVolume , 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 * pentLandmark ;
int i , count ;
count = 0 ;
// Find all of the possible level changes on this BSP
CBaseEntity * pChangelevel = UTIL_FindEntityByClassname ( NULL , " trigger_changelevel " ) ;
if ( ! pChangelevel )
return 0 ;
while ( pChangelevel )
{
CChangeLevel * pTrigger ;
pTrigger = GetClassPtr ( ( CChangeLevel * ) pChangelevel - > pev ) ;
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 ;
}
}
}
pChangelevel = UTIL_FindEntityByClassname ( pChangelevel , " 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 )
{
CBaseEntity * pEnt ;
CChangeLevel * pChange ;
// find a trigger_changelevel
pEnt = UTIL_FindEntityByClassname ( NULL , " trigger_changelevel " ) ;
// go back to start if no trigger_changelevel
if ( ! pEnt )
{
gpGlobals - > mapname = MAKE_STRING ( " start " ) ;
pChange = GetClassPtr ( ( CChangeLevel * ) NULL ) ;
strcpy ( pChange - > m_szMapName , " start " ) ;
}
else
pChange = GetClassPtr ( ( CChangeLevel * ) pEnt - > pev ) ;
strcpy ( st_szNextMap , pChange - > m_szMapName ) ;
g_fGameOver = TRUE ;
pChange - > SetNextThink ( 0 ) ;
if ( pChange - > m_fNextThink )
{
pChange - > SetThink ( & CChangeLevel : : ExecuteChangeLevel ) ;
pChange - > SetNextThink ( 0.1 ) ;
}
}
// ============================== LADDER =======================================
# define SF_LADDER_VISIBLE 1
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 - > spawnflags & SF_LADDER_VISIBLE ) )
{
pev - > effects | = EF_NODRAW ;
//LRC- NODRAW is a better-performance way to stop things being drawn.
// (unless... would it prevent client-side movement algorithms from working?)
// pev->rendermode = kRenderTransTexture;
// pev->renderamt = 0;
}
else
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 ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
int m_iszPushVel ;
int m_iszPushSpeed ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_push , CTriggerPush )
TYPEDESCRIPTION CTriggerPush : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTriggerPush , m_iszPushVel , FIELD_STRING ) ,
DEFINE_FIELD ( CTriggerPush , m_iszPushSpeed , FIELD_STRING ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerPush , CBaseTrigger )
void CTriggerPush : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_iszPushSpeed " ) )
{
m_iszPushSpeed = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszPushVel " ) )
{
m_iszPushVel = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
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 ( & CTriggerPush : : ToggleUse ) ;
UTIL_SetOrigin ( this , 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 ;
}
Vector vecPush ;
if ( ! FStringNull ( m_iszPushVel ) )
vecPush = CalcLocus_Velocity ( this , pOther , STRING ( m_iszPushVel ) ) ;
else
vecPush = pev - > movedir ;
if ( ! FStringNull ( m_iszPushSpeed ) )
vecPush = vecPush * CalcLocus_Ratio ( pOther , STRING ( m_iszPushSpeed ) ) ;
if ( pev - > speed )
vecPush = vecPush * pev - > speed ;
else
vecPush = vecPush * 100 ;
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 + vecPush ;
if ( pevToucher - > velocity . z > 0 )
pevToucher - > flags & = ~ FL_ONGROUND ;
UTIL_Remove ( this ) ;
}
else
{ // Push field, transfer to base velocity
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 );
}
}
}
//===========================================================
//LRC- trigger_bounce
//===========================================================
# define SF_BOUNCE_CUTOFF 16
class CTriggerBounce : public CBaseTrigger
{
public :
void Spawn ( void ) ;
void Touch ( CBaseEntity * pOther ) ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_bounce , CTriggerBounce ) ;
void CTriggerBounce : : Spawn ( void )
{
SetMovedir ( pev ) ;
InitTrigger ( ) ;
}
void CTriggerBounce : : Touch ( CBaseEntity * pOther )
{
if ( ! UTIL_IsMasterTriggered ( m_sMaster , pOther ) )
return ;
if ( ! CanTouch ( pOther - > pev ) )
return ;
float dot = DotProduct ( pev - > movedir , pOther - > pev - > velocity ) ;
if ( dot < - pev - > armorvalue )
{
if ( pev - > spawnflags & SF_BOUNCE_CUTOFF )
pOther - > pev - > velocity = pOther - > pev - > velocity - ( dot + pev - > frags * ( dot + pev - > armorvalue ) ) * pev - > movedir ;
else
pOther - > pev - > velocity = pOther - > pev - > velocity - ( dot + pev - > frags * dot ) * pev - > movedir ;
SUB_UseTargets ( pOther , USE_TOGGLE , 0 ) ;
}
}
//===========================================================
//LRC- trigger_onsight
//===========================================================
# define SF_ONSIGHT_NOLOS 0x00001
# define SF_ONSIGHT_NOGLASS 0x00002
# define SF_ONSIGHT_ACTIVE 0x08000
# define SF_ONSIGHT_DEMAND 0x10000
class CTriggerOnSight : public CBaseDelay
{
public :
void Spawn ( void ) ;
void Think ( void ) ;
BOOL VisionCheck ( void ) ;
BOOL CanSee ( CBaseEntity * pLooker , CBaseEntity * pSeen ) ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
STATE GetState ( ) ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_onsight , CTriggerOnSight ) ;
void CTriggerOnSight : : Spawn ( void )
{
if ( pev - > target | | pev - > noise )
// if we're going to have to trigger stuff, start thinking
SetNextThink ( 1 ) ;
else
// otherwise, just check whenever someone asks about our state.
pev - > spawnflags | = SF_ONSIGHT_DEMAND ;
if ( pev - > max_health > 0 )
{
pev - > health = cos ( pev - > max_health / 2 * M_PI_F / 180.0f ) ;
// ALERT(at_console, "Cosine is %f\n", pev->health);
}
}
STATE CTriggerOnSight : : GetState ( void )
{
if ( pev - > spawnflags & SF_ONSIGHT_DEMAND )
return VisionCheck ( ) ? STATE_ON : STATE_OFF ;
else
return ( pev - > spawnflags & SF_ONSIGHT_ACTIVE ) ? STATE_ON : STATE_OFF ;
}
void CTriggerOnSight : : Think ( void )
{
// is this a sensible rate?
SetNextThink ( 0.1 ) ;
// if (!UTIL_IsMasterTriggered(m_sMaster, NULL))
// {
// pev->spawnflags &= ~SF_ONSIGHT_ACTIVE;
// return;
// }
if ( VisionCheck ( ) )
{
if ( ! FBitSet ( pev - > spawnflags , SF_ONSIGHT_ACTIVE ) )
{
FireTargets ( STRING ( pev - > target ) , this , this , USE_TOGGLE , 0 ) ;
FireTargets ( STRING ( pev - > noise1 ) , this , this , USE_ON , 0 ) ;
pev - > spawnflags | = SF_ONSIGHT_ACTIVE ;
}
}
else
{
if ( pev - > spawnflags & SF_ONSIGHT_ACTIVE )
{
FireTargets ( STRING ( pev - > noise ) , this , this , USE_TOGGLE , 0 ) ;
FireTargets ( STRING ( pev - > noise1 ) , this , this , USE_OFF , 0 ) ;
pev - > spawnflags & = ~ SF_ONSIGHT_ACTIVE ;
}
}
}
BOOL CTriggerOnSight : : VisionCheck ( void )
{
CBaseEntity * pLooker ;
if ( pev - > netname )
{
pLooker = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > netname ) ) ;
if ( ! pLooker )
return FALSE ; // if we can't find the eye entity, give up
}
else
{
pLooker = UTIL_FindEntityByClassname ( NULL , " player " ) ;
if ( ! pLooker )
{
ALERT ( at_error , " trigger_onsight can't find player!? \n " ) ;
return FALSE ;
}
}
CBaseEntity * pSeen ;
if ( pev - > message )
pSeen = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > message ) ) ;
else
return CanSee ( pLooker , this ) ;
if ( ! pSeen )
{
// must be a classname.
pSeen = UTIL_FindEntityByClassname ( pSeen , STRING ( pev - > message ) ) ;
while ( pSeen ! = NULL )
{
if ( CanSee ( pLooker , pSeen ) )
return TRUE ;
pSeen = UTIL_FindEntityByClassname ( pSeen , STRING ( pev - > message ) ) ;
}
return FALSE ;
}
else
{
while ( pSeen ! = NULL )
{
if ( CanSee ( pLooker , pSeen ) )
return TRUE ;
pSeen = UTIL_FindEntityByTargetname ( pSeen , STRING ( pev - > message ) ) ;
}
return FALSE ;
}
}
// by the criteria we're using, can the Looker see the Seen entity?
BOOL CTriggerOnSight : : CanSee ( CBaseEntity * pLooker , CBaseEntity * pSeen )
{
// out of range?
if ( pev - > frags & & ( pLooker - > pev - > origin - pSeen - > pev - > origin ) . Length ( ) > pev - > frags )
return FALSE ;
// check FOV if appropriate
if ( pev - > max_health < 360 )
{
// copied from CBaseMonster's FInViewCone function
Vector2D vec2LOS ;
float flDot ;
float flComp = pev - > health ;
UTIL_MakeVectors ( pLooker - > pev - > angles ) ;
vec2LOS = ( pSeen - > pev - > origin - pLooker - > pev - > origin ) . Make2D ( ) ;
vec2LOS = vec2LOS . Normalize ( ) ;
flDot = DotProduct ( vec2LOS , gpGlobals - > v_forward . Make2D ( ) ) ;
// ALERT(at_console, "flDot is %f\n", flDot);
if ( pev - > max_health = = - 1 )
{
CBaseMonster * pMonst = pLooker - > MyMonsterPointer ( ) ;
if ( pMonst )
flComp = pMonst - > m_flFieldOfView ;
else
return FALSE ; // not a monster, can't use M-M-M-MonsterVision
}
// outside field of view
if ( flDot < = flComp )
return FALSE ;
}
// check LOS if appropriate
if ( ! FBitSet ( pev - > spawnflags , SF_ONSIGHT_NOLOS ) )
{
TraceResult tr ;
if ( SF_ONSIGHT_NOGLASS )
UTIL_TraceLine ( pLooker - > EyePosition ( ) , pSeen - > pev - > origin , ignore_monsters , ignore_glass , pLooker - > edict ( ) , & tr ) ;
else
UTIL_TraceLine ( pLooker - > EyePosition ( ) , pSeen - > pev - > origin , ignore_monsters , dont_ignore_glass , pLooker - > edict ( ) , & tr ) ;
if ( tr . flFraction < 1.0f & & tr . pHit ! = pSeen - > edict ( ) )
return FALSE ;
}
return TRUE ;
}
//======================================
// teleport trigger
//
//
class CTriggerTeleport : public CBaseTrigger
{
public :
void Spawn ( void ) ;
void EXPORT TeleportTouch ( CBaseEntity * pOther ) ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_teleport , CTriggerTeleport )
void CTriggerTeleport : : Spawn ( void )
{
InitTrigger ( ) ;
SetTouch ( & CTriggerTeleport : : TeleportTouch ) ;
}
void CTriggerTeleport : : TeleportTouch ( CBaseEntity * pOther )
{
entvars_t * pevToucher = pOther - > pev ;
CBaseEntity * pTarget = NULL ;
// Only teleport monsters or clients
if ( ! FBitSet ( pevToucher - > flags , FL_CLIENT | FL_MONSTER ) )
return ;
if ( ! UTIL_IsMasterTriggered ( m_sMaster , pOther ) )
return ;
if ( ! CanTouch ( pevToucher ) )
return ;
pTarget = UTIL_FindEntityByTargetname ( pTarget , STRING ( pev - > target ) ) ;
if ( ! pTarget )
return ;
//LRC - landmark based teleports
CBaseEntity * pLandmark = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > message ) ) ;
if ( pLandmark )
{
Vector vecOriginOffs = pTarget - > pev - > origin - pLandmark - > pev - > origin ;
//ALERT(at_console, "Offs initially: %f %f %f\n", vecOriginOffs.x, vecOriginOffs.y, vecOriginOffs.z);
// do we need to rotate the entity?
if ( pLandmark - > pev - > angles ! = pTarget - > pev - > angles )
{
Vector vecVA ;
float ydiff = pTarget - > pev - > angles . y - pLandmark - > pev - > angles . y ;
// set new angle to face
// ALERT(at_console, "angles = %f %f %f\n", pOther->pev->angles.x, pOther->pev->angles.y, pOther->pev->angles.z);
pOther - > pev - > angles . y + = ydiff ;
if ( pOther - > IsPlayer ( ) )
{
// ALERT(at_console, "v_angle = %f %f %f\n", pOther->pev->v_angle.x, pOther->pev->v_angle.y, pOther->pev->v_angle.z);
pOther - > pev - > angles . x = pOther - > pev - > v_angle . x ;
// pOther->pev->v_angle.y += ydiff;
pOther - > pev - > fixangle = TRUE ;
}
// set new velocity
vecVA = UTIL_VecToAngles ( pOther - > pev - > velocity ) ;
vecVA . y + = ydiff ;
UTIL_MakeVectors ( vecVA ) ;
pOther - > pev - > velocity = gpGlobals - > v_forward * pOther - > pev - > velocity . Length ( ) ;
// fix the ugly "angle to vector" behaviour - a legacy from Quake
pOther - > pev - > velocity . z = - pOther - > pev - > velocity . z ;
// set new origin
Vector vecPlayerOffs = pOther - > pev - > origin - pLandmark - > pev - > origin ;
//ALERT(at_console, "PlayerOffs: %f %f %f\n", vecPlayerOffs.x, vecPlayerOffs.y, vecPlayerOffs.z);
vecVA = UTIL_VecToAngles ( vecPlayerOffs ) ;
UTIL_MakeVectors ( vecVA ) ;
vecVA . y + = ydiff ;
UTIL_MakeVectors ( vecVA ) ;
Vector vecPlayerOffsNew = gpGlobals - > v_forward * vecPlayerOffs . Length ( ) ;
vecPlayerOffsNew . z = - vecPlayerOffsNew . z ;
//ALERT(at_console, "PlayerOffsNew: %f %f %f\n", vecPlayerOffsNew.x, vecPlayerOffsNew.y, vecPlayerOffsNew.z);
vecOriginOffs = vecOriginOffs + vecPlayerOffsNew - vecPlayerOffs ;
//ALERT(at_console, "vecOriginOffs: %f %f %f\n", vecOriginOffs.x, vecOriginOffs.y, vecOriginOffs.z);
// vecOriginOffs.y++;
}
UTIL_SetOrigin ( pOther , pOther - > pev - > origin + vecOriginOffs ) ;
}
else
{
Vector tmp = pTarget - > pev - > 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 + + ;
UTIL_SetOrigin ( pOther , tmp ) ;
pOther - > pev - > angles = pTarget - > pev - > angles ;
pOther - > pev - > velocity = pOther - > pev - > basevelocity = g_vecZero ;
if ( pOther - > IsPlayer ( ) )
{
pOther - > pev - > v_angle = pTarget - > pev - > angles ; //LRC
pOther - > pev - > fixangle = TRUE ;
}
}
pevToucher - > flags & = ~ FL_ONGROUND ;
pevToucher - > fixangle = TRUE ;
FireTargets ( STRING ( pev - > noise ) , pOther , this , USE_TOGGLE , 0 ) ;
}
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 ;
}
//===========================================================
//LRC- trigger_startpatrol
//===========================================================
class CTriggerSetPatrol : 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 :
int m_iszPath ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_startpatrol , CTriggerSetPatrol ) ;
TYPEDESCRIPTION CTriggerSetPatrol : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTriggerSetPatrol , m_iszPath , FIELD_STRING ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerSetPatrol , CBaseDelay ) ;
void CTriggerSetPatrol : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_iszPath " ) )
{
m_iszPath = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CBaseDelay : : KeyValue ( pkvd ) ;
}
void CTriggerSetPatrol : : Spawn ( void )
{
}
void CTriggerSetPatrol : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
CBaseEntity * pTarget = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > target ) , pActivator ) ;
CBaseEntity * pPath = UTIL_FindEntityByTargetname ( NULL , STRING ( m_iszPath ) , pActivator ) ;
if ( pTarget & & pPath )
{
CBaseMonster * pMonster = pTarget - > MyMonsterPointer ( ) ;
if ( pMonster ) pMonster - > StartPatrol ( pPath ) ;
}
}
//===========================================================
//LRC- trigger_motion
//===========================================================
# define SF_MOTION_DEBUG 1
class CTriggerMotion : public CPointEntity
{
public :
void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
void KeyValue ( KeyValueData * pkvd ) ;
int m_iszPosition ;
int m_iPosMode ;
int m_iszAngles ;
int m_iAngMode ;
int m_iszVelocity ;
int m_iVelMode ;
int m_iszAVelocity ;
int m_iAVelMode ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_motion , CTriggerMotion ) ;
TYPEDESCRIPTION CTriggerMotion : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTriggerMotion , m_iszPosition , FIELD_STRING ) ,
DEFINE_FIELD ( CTriggerMotion , m_iPosMode , FIELD_INTEGER ) ,
DEFINE_FIELD ( CTriggerMotion , m_iszAngles , FIELD_STRING ) ,
DEFINE_FIELD ( CTriggerMotion , m_iAngMode , FIELD_INTEGER ) ,
DEFINE_FIELD ( CTriggerMotion , m_iszVelocity , FIELD_STRING ) ,
DEFINE_FIELD ( CTriggerMotion , m_iVelMode , FIELD_INTEGER ) ,
DEFINE_FIELD ( CTriggerMotion , m_iszAVelocity , FIELD_STRING ) ,
DEFINE_FIELD ( CTriggerMotion , m_iAVelMode , FIELD_INTEGER ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerMotion , CPointEntity ) ;
void CTriggerMotion : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_iszPosition " ) )
{
m_iszPosition = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iPosMode " ) )
{
m_iPosMode = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszAngles " ) )
{
m_iszAngles = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iAngMode " ) )
{
m_iAngMode = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszVelocity " ) )
{
m_iszVelocity = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iVelMode " ) )
{
m_iVelMode = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszAVelocity " ) )
{
m_iszAVelocity = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iAVelMode " ) )
{
m_iAVelMode = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CPointEntity : : KeyValue ( pkvd ) ;
}
void CTriggerMotion : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
CBaseEntity * pTarget = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > target ) , pActivator ) ;
if ( pTarget = = NULL | | pActivator = = NULL ) return ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: trigger_motion affects %s \" %s \" : \n " , STRING ( pTarget - > pev - > classname ) , STRING ( pTarget - > pev - > targetname ) ) ;
if ( m_iszPosition )
{
switch ( m_iPosMode )
{
case 0 :
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set origin from %f %f %f " , pTarget - > pev - > origin . x , pTarget - > pev - > origin . y , pTarget - > pev - > origin . z ) ;
pTarget - > pev - > origin = CalcLocus_Position ( this , pActivator , STRING ( m_iszPosition ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > origin . x , pTarget - > pev - > origin . y , pTarget - > pev - > origin . z ) ;
pTarget - > pev - > flags & = ~ FL_ONGROUND ;
break ;
case 1 :
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set origin from %f %f %f " , pTarget - > pev - > origin . x , pTarget - > pev - > origin . y , pTarget - > pev - > origin . z ) ;
pTarget - > pev - > origin = pTarget - > pev - > origin + CalcLocus_Velocity ( this , pActivator , STRING ( m_iszPosition ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > origin . x , pTarget - > pev - > origin . y , pTarget - > pev - > origin . z ) ;
pTarget - > pev - > flags & = ~ FL_ONGROUND ;
break ;
}
}
Vector vecTemp ;
Vector vecVelAngles ;
if ( m_iszAngles )
{
switch ( m_iAngMode )
{
case 0 :
vecTemp = CalcLocus_Velocity ( this , pActivator , STRING ( m_iszAngles ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set angles from %f %f %f " , pTarget - > pev - > angles . x , pTarget - > pev - > angles . y , pTarget - > pev - > angles . z ) ;
pTarget - > pev - > angles = UTIL_VecToAngles ( vecTemp ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > angles . x , pTarget - > pev - > angles . y , pTarget - > pev - > angles . z ) ;
break ;
case 1 :
vecTemp = CalcLocus_Velocity ( this , pActivator , STRING ( m_iszVelocity ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Rotate angles from %f %f %f " , pTarget - > pev - > angles . x , pTarget - > pev - > angles . y , pTarget - > pev - > angles . z ) ;
pTarget - > pev - > angles = pTarget - > pev - > angles + UTIL_VecToAngles ( vecTemp ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > angles . x , pTarget - > pev - > angles . y , pTarget - > pev - > angles . z ) ;
break ;
case 2 :
UTIL_StringToRandomVector ( vecTemp , STRING ( m_iszAngles ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Rotate angles from %f %f %f " , pTarget - > pev - > angles . x , pTarget - > pev - > angles . y , pTarget - > pev - > angles . z ) ;
pTarget - > pev - > angles = pTarget - > pev - > angles + vecTemp ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > angles . x , pTarget - > pev - > angles . y , pTarget - > pev - > angles . z ) ;
break ;
}
}
if ( m_iszVelocity )
{
switch ( m_iVelMode )
{
case 0 :
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set velocity from %f %f %f " , pTarget - > pev - > velocity . x , pTarget - > pev - > velocity . y , pTarget - > pev - > velocity . z ) ;
pTarget - > pev - > velocity = CalcLocus_Velocity ( this , pActivator , STRING ( m_iszVelocity ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > velocity . x , pTarget - > pev - > velocity . y , pTarget - > pev - > velocity . z ) ;
break ;
case 1 :
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set velocity from %f %f %f " , pTarget - > pev - > velocity . x , pTarget - > pev - > velocity . y , pTarget - > pev - > velocity . z ) ;
pTarget - > pev - > velocity = pTarget - > pev - > velocity + CalcLocus_Velocity ( this , pActivator , STRING ( m_iszVelocity ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > velocity . x , pTarget - > pev - > velocity . y , pTarget - > pev - > velocity . z ) ;
break ;
case 2 :
vecTemp = CalcLocus_Velocity ( this , pActivator , STRING ( m_iszVelocity ) ) ;
vecVelAngles = UTIL_VecToAngles ( vecTemp ) + UTIL_VecToAngles ( pTarget - > pev - > velocity ) ;
UTIL_MakeVectors ( vecVelAngles ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Rotate velocity from %f %f %f " , pTarget - > pev - > velocity . x , pTarget - > pev - > velocity . y , pTarget - > pev - > velocity . z ) ;
pTarget - > pev - > velocity = pTarget - > pev - > velocity . Length ( ) * gpGlobals - > v_forward ;
pTarget - > pev - > velocity . z = - pTarget - > pev - > velocity . z ; //vecToAngles reverses the z angle
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > velocity . x , pTarget - > pev - > velocity . y , pTarget - > pev - > velocity . z ) ;
break ;
case 3 :
UTIL_StringToRandomVector ( vecTemp , STRING ( m_iszVelocity ) ) ;
vecVelAngles = vecTemp + UTIL_VecToAngles ( pTarget - > pev - > velocity ) ;
UTIL_MakeVectors ( vecVelAngles ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Rotate velocity from %f %f %f " , pTarget - > pev - > velocity . x , pTarget - > pev - > velocity . y , pTarget - > pev - > velocity . z ) ;
pTarget - > pev - > velocity = pTarget - > pev - > velocity . Length ( ) * gpGlobals - > v_forward ;
pTarget - > pev - > velocity . z = - pTarget - > pev - > velocity . z ; //vecToAngles reverses the z angle
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > velocity . x , pTarget - > pev - > velocity . y , pTarget - > pev - > velocity . z ) ;
break ;
}
}
switch ( m_iAVelMode )
{
case 0 :
UTIL_StringToRandomVector ( vecTemp , STRING ( m_iszAVelocity ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set avelocity from %f %f %f " , pTarget - > pev - > avelocity . x , pTarget - > pev - > avelocity . y , pTarget - > pev - > avelocity . z ) ;
pTarget - > pev - > avelocity = vecTemp ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > avelocity . x , pTarget - > pev - > avelocity . y , pTarget - > pev - > avelocity . z ) ;
break ;
case 1 :
UTIL_StringToRandomVector ( vecTemp , STRING ( m_iszAVelocity ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set avelocity from %f %f %f " , pTarget - > pev - > avelocity . x , pTarget - > pev - > avelocity . y , pTarget - > pev - > avelocity . z ) ;
pTarget - > pev - > avelocity = pTarget - > pev - > avelocity + vecTemp ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , pTarget - > pev - > avelocity . x , pTarget - > pev - > avelocity . y , pTarget - > pev - > avelocity . z ) ;
break ;
}
}
//===========================================================
//LRC- motion_manager
//===========================================================
class CMotionThread : public CPointEntity
{
public :
void Think ( void ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
int m_iszPosition ;
int m_iPosMode ;
int m_iszFacing ;
int m_iFaceMode ;
EHANDLE m_hLocus ;
EHANDLE m_hTarget ;
} ;
LINK_ENTITY_TO_CLASS ( motion_thread , CPointEntity ) ;
TYPEDESCRIPTION CMotionThread : : m_SaveData [ ] =
{
DEFINE_FIELD ( CMotionThread , m_iszPosition , FIELD_STRING ) ,
DEFINE_FIELD ( CMotionThread , m_iPosMode , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMotionThread , m_iszFacing , FIELD_STRING ) ,
DEFINE_FIELD ( CMotionThread , m_iFaceMode , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMotionThread , m_hLocus , FIELD_EHANDLE ) ,
DEFINE_FIELD ( CMotionThread , m_hTarget , FIELD_EHANDLE ) ,
} ;
IMPLEMENT_SAVERESTORE ( CMotionThread , CPointEntity ) ;
void CMotionThread : : Think ( void )
{
if ( m_hLocus = = 0 | | m_hTarget = = 0 )
{
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " motion_thread expires \n " ) ;
SetThink ( & CMotionThread : : SUB_Remove ) ;
SetNextThink ( 0.1 ) ;
return ;
}
else
{
SetNextThink ( 0 ) ; // think every frame
}
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " motion_thread affects %s \" %s \" : \n " , STRING ( m_hTarget - > pev - > classname ) , STRING ( m_hTarget - > pev - > targetname ) ) ;
Vector vecTemp ;
if ( m_iszPosition )
{
switch ( m_iPosMode )
{
case 0 : // set position
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set origin from %f %f %f " , m_hTarget - > pev - > origin . x , m_hTarget - > pev - > origin . y , m_hTarget - > pev - > origin . z ) ;
UTIL_AssignOrigin ( m_hTarget , CalcLocus_Position ( this , m_hLocus , STRING ( m_iszPosition ) ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > origin . x , m_hTarget - > pev - > origin . y , m_hTarget - > pev - > origin . z ) ;
m_hTarget - > pev - > flags & = ~ FL_ONGROUND ;
break ;
case 1 : // offset position (= fake velocity)
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Offset origin from %f %f %f " , m_hTarget - > pev - > origin . x , m_hTarget - > pev - > origin . y , m_hTarget - > pev - > origin . z ) ;
UTIL_AssignOrigin ( m_hTarget , m_hTarget - > pev - > origin + gpGlobals - > frametime * CalcLocus_Velocity ( this , m_hLocus , STRING ( m_iszPosition ) ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > origin . x , m_hTarget - > pev - > origin . y , m_hTarget - > pev - > origin . z ) ;
m_hTarget - > pev - > flags & = ~ FL_ONGROUND ;
break ;
case 2 : // set velocity
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set velocity from %f %f %f " , m_hTarget - > pev - > velocity . x , m_hTarget - > pev - > velocity . y , m_hTarget - > pev - > velocity . z ) ;
UTIL_SetVelocity ( m_hTarget , CalcLocus_Velocity ( this , m_hLocus , STRING ( m_iszPosition ) ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > velocity . x , m_hTarget - > pev - > velocity . y , m_hTarget - > pev - > velocity . z ) ;
break ;
case 3 : // accelerate
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Accelerate from %f %f %f " , m_hTarget - > pev - > velocity . x , m_hTarget - > pev - > velocity . y , m_hTarget - > pev - > velocity . z ) ;
UTIL_SetVelocity ( m_hTarget , m_hTarget - > pev - > velocity + gpGlobals - > frametime * CalcLocus_Velocity ( this , m_hLocus , STRING ( m_iszPosition ) ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > velocity . x , m_hTarget - > pev - > velocity . y , m_hTarget - > pev - > velocity . z ) ;
break ;
case 4 : // follow position
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set velocity (path) from %f %f %f " , m_hTarget - > pev - > velocity . x , m_hTarget - > pev - > velocity . y , m_hTarget - > pev - > velocity . z ) ;
UTIL_SetVelocity ( m_hTarget , CalcLocus_Position ( this , m_hLocus , STRING ( m_iszPosition ) ) - m_hTarget - > pev - > origin ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > velocity . x , m_hTarget - > pev - > velocity . y , m_hTarget - > pev - > velocity . z ) ;
break ;
}
}
Vector vecVelAngles ;
if ( m_iszFacing )
{
switch ( m_iFaceMode )
{
case 0 : // set angles
vecTemp = CalcLocus_Velocity ( this , m_hLocus , STRING ( m_iszFacing ) ) ;
if ( vecTemp ! = g_vecZero ) // if the vector is 0 0 0, don't use it
{
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set angles from %f %f %f " , m_hTarget - > pev - > angles . x , m_hTarget - > pev - > angles . y , m_hTarget - > pev - > angles . z ) ;
UTIL_SetAngles ( m_hTarget , UTIL_VecToAngles ( vecTemp ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > angles . x , m_hTarget - > pev - > angles . y , m_hTarget - > pev - > angles . z ) ;
}
else if ( pev - > spawnflags & SF_MOTION_DEBUG )
{
ALERT ( at_console , " Zero velocity, don't change angles \n " ) ;
}
break ;
case 1 : // offset angles (= fake avelocity)
vecTemp = CalcLocus_Velocity ( this , m_hLocus , STRING ( m_iszFacing ) ) ;
if ( vecTemp ! = g_vecZero ) // if the vector is 0 0 0, don't use it
{
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Offset angles from %f %f %f " , m_hTarget - > pev - > angles . x , m_hTarget - > pev - > angles . y , m_hTarget - > pev - > angles . z ) ;
UTIL_SetAngles ( m_hTarget , m_hTarget - > pev - > angles + gpGlobals - > frametime * UTIL_VecToAngles ( vecTemp ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > angles . x , m_hTarget - > pev - > angles . y , m_hTarget - > pev - > angles . z ) ;
}
else if ( pev - > spawnflags & SF_MOTION_DEBUG )
{
ALERT ( at_console , " Zero velocity, don't change angles \n " ) ;
}
break ;
case 2 : // offset angles (= fake avelocity)
UTIL_StringToRandomVector ( vecVelAngles , STRING ( m_iszFacing ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Rotate angles from %f %f %f " , m_hTarget - > pev - > angles . x , m_hTarget - > pev - > angles . y , m_hTarget - > pev - > angles . z ) ;
UTIL_SetAngles ( m_hTarget , m_hTarget - > pev - > angles + gpGlobals - > frametime * vecVelAngles ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > angles . x , m_hTarget - > pev - > angles . y , m_hTarget - > pev - > angles . z ) ;
break ;
case 3 : // set avelocity
UTIL_StringToRandomVector ( vecTemp , STRING ( m_iszFacing ) ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Set avelocity from %f %f %f " , m_hTarget - > pev - > avelocity . x , m_hTarget - > pev - > avelocity . y , m_hTarget - > pev - > avelocity . z ) ;
UTIL_SetAvelocity ( m_hTarget , vecTemp ) ;
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " to %f %f %f \n " , m_hTarget - > pev - > avelocity . x , m_hTarget - > pev - > avelocity . y , m_hTarget - > pev - > avelocity . z ) ;
break ;
}
}
}
class CMotionManager : public CPointEntity
{
public :
void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void KeyValue ( KeyValueData * pkvd ) ;
void Affect ( CBaseEntity * pTarget , CBaseEntity * pActivator ) ;
void PostSpawn ( void ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
int m_iszPosition ;
int m_iPosMode ;
int m_iszFacing ;
int m_iFaceMode ;
} ;
LINK_ENTITY_TO_CLASS ( motion_manager , CMotionManager ) ;
TYPEDESCRIPTION CMotionManager : : m_SaveData [ ] =
{
DEFINE_FIELD ( CMotionManager , m_iszPosition , FIELD_STRING ) ,
DEFINE_FIELD ( CMotionManager , m_iPosMode , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMotionManager , m_iszFacing , FIELD_STRING ) ,
DEFINE_FIELD ( CMotionManager , m_iFaceMode , FIELD_INTEGER ) ,
} ;
IMPLEMENT_SAVERESTORE ( CMotionManager , CPointEntity ) ;
void CMotionManager : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_iszPosition " ) )
{
m_iszPosition = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iPosMode " ) )
{
m_iPosMode = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszFacing " ) )
{
m_iszFacing = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iFaceMode " ) )
{
m_iFaceMode = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CPointEntity : : KeyValue ( pkvd ) ;
}
void CMotionManager : : PostSpawn ( void )
{
if ( FStringNull ( pev - > targetname ) )
Use ( this , this , USE_ON , 0 ) ;
}
void CMotionManager : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
CBaseEntity * pTarget = pActivator ;
if ( pev - > target )
{
pTarget = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > target ) , pActivator ) ;
if ( pTarget = = NULL )
ALERT ( at_error , " motion_manager \" %s \" can't find entity \" %s \" to affect \n " , STRING ( pev - > targetname ) , STRING ( pev - > target ) ) ;
else
{
do
{
Affect ( pTarget , pActivator ) ;
pTarget = UTIL_FindEntityByTargetname ( pTarget , STRING ( pev - > target ) , pActivator ) ;
} while ( pTarget ) ;
}
}
}
void CMotionManager : : Affect ( CBaseEntity * pTarget , CBaseEntity * pActivator )
{
if ( pev - > spawnflags & SF_MOTION_DEBUG )
ALERT ( at_console , " DEBUG: Creating MotionThread for %s \" %s \" \n " , STRING ( pTarget - > pev - > classname ) , STRING ( pTarget - > pev - > targetname ) ) ;
CMotionThread * pThread = GetClassPtr ( ( CMotionThread * ) NULL ) ;
if ( pThread = = NULL ) return ; //error?
pThread - > m_hLocus = pActivator ;
pThread - > m_hTarget = pTarget ;
pThread - > m_iszPosition = m_iszPosition ;
pThread - > m_iPosMode = m_iPosMode ;
pThread - > m_iszFacing = m_iszFacing ;
pThread - > m_iFaceMode = m_iFaceMode ;
pThread - > pev - > spawnflags = pev - > spawnflags ;
pThread - > SetNextThink ( 0 ) ;
}
// 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 )
{
}
void CTriggerChangeTarget : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
CBaseEntity * pTarget = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > target ) , pActivator ) ;
if ( pTarget )
{
if ( FStrEq ( STRING ( m_iszNewTarget ) , " *locus " ) )
{
if ( pActivator )
pTarget - > pev - > target = pActivator - > pev - > targetname ;
else
ALERT ( at_error , " trigger_changetarget \" %s \" requires a locus! \n " , STRING ( pev - > targetname ) ) ;
}
else
pTarget - > pev - > target = m_iszNewTarget ;
CBaseMonster * pMonster = pTarget - > MyMonsterPointer ( ) ;
if ( pMonster )
{
pMonster - > m_pGoalEnt = NULL ;
}
}
}
//LRC - you thought _that_ was a bad idea? Check this baby out...
class CTriggerChangeValue : public CBaseDelay
{
public :
void KeyValue ( KeyValueData * pkvd ) ;
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 :
int m_iszNewValue ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_changevalue , CTriggerChangeValue ) ;
TYPEDESCRIPTION CTriggerChangeValue : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTriggerChangeValue , m_iszNewValue , FIELD_STRING ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerChangeValue , CBaseDelay ) ;
void CTriggerChangeValue : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_iszNewValue " ) )
{
m_iszNewValue = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CBaseDelay : : KeyValue ( pkvd ) ;
}
void CTriggerChangeValue : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
CBaseEntity * pTarget = UTIL_FindEntityByTargetname ( NULL , STRING ( pev - > target ) , pActivator ) ;
if ( pTarget )
{
KeyValueData mypkvd ;
mypkvd . szKeyName = STRING ( pev - > netname ) ;
mypkvd . szValue = STRING ( m_iszNewValue ) ;
mypkvd . fHandled = FALSE ;
pTarget - > KeyValue ( & mypkvd ) ;
//Error if not handled?
}
}
//=====================================================
// trigger_command: activate a console command
//=====================================================
class CTriggerCommand : public CBaseEntity
{
public :
void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
} ;
LINK_ENTITY_TO_CLASS ( trigger_command , CTriggerCommand ) ;
void CTriggerCommand : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
char szCommand [ 256 ] ;
if ( pev - > netname )
{
sprintf ( szCommand , " %s \n " , STRING ( pev - > netname ) ) ;
SERVER_COMMAND ( szCommand ) ;
}
}
//=========================================================
// trigger_changecvar: temporarily set a console variable
//=========================================================
# define SF_CVAR_ACTIVE 0x80000
class CTriggerChangeCVar : public CBaseEntity
{
public :
void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void EXPORT Think ( void ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
static TYPEDESCRIPTION m_SaveData [ ] ;
char m_szStoredString [ 256 ] ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_changecvar , CTriggerChangeCVar ) ;
TYPEDESCRIPTION CTriggerChangeCVar : : m_SaveData [ ] =
{
DEFINE_ARRAY ( CTriggerChangeCVar , m_szStoredString , FIELD_CHARACTER , 256 ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerChangeCVar , CBaseEntity ) ;
void CTriggerChangeCVar : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
char szCommand [ 256 ] ;
if ( ! ( pev - > netname ) ) return ;
if ( ShouldToggle ( useType , pev - > spawnflags & SF_CVAR_ACTIVE ) )
{
if ( pev - > spawnflags & SF_CVAR_ACTIVE )
{
sprintf ( szCommand , " %s \" %s \" \n " , STRING ( pev - > netname ) , m_szStoredString ) ;
pev - > spawnflags & = ~ SF_CVAR_ACTIVE ;
}
else
{
strncpy ( m_szStoredString , CVAR_GET_STRING ( STRING ( pev - > netname ) ) , 256 ) ;
sprintf ( szCommand , " %s \" %s \" \n " , STRING ( pev - > netname ) , STRING ( pev - > message ) ) ;
pev - > spawnflags | = SF_CVAR_ACTIVE ;
if ( pev - > armorvalue > = 0 )
{
SetNextThink ( pev - > armorvalue ) ;
}
}
SERVER_COMMAND ( szCommand ) ;
}
}
void CTriggerChangeCVar : : Think ( void )
{
char szCommand [ 256 ] ;
if ( pev - > spawnflags & SF_CVAR_ACTIVE )
{
sprintf ( szCommand , " %s %s \n " , STRING ( pev - > netname ) , m_szStoredString ) ;
SERVER_COMMAND ( szCommand ) ;
pev - > spawnflags & = ~ SF_CVAR_ACTIVE ;
}
}
# define SF_CAMERA_PLAYER_POSITION 1
# define SF_CAMERA_PLAYER_TARGET 2
# define SF_CAMERA_PLAYER_TAKECONTROL 4
class CTriggerCamera : public CBaseDelay
{
public :
void Spawn ( void ) ;
void KeyValue ( KeyValueData * pkvd ) ;
void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void EXPORT FollowTarget ( void ) ;
void Move ( void ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
virtual int ObjectCaps ( void ) { return CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
static TYPEDESCRIPTION m_SaveData [ ] ;
EHANDLE m_hPlayer ;
EHANDLE m_hTarget ;
CBaseEntity * m_pentPath ;
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 ;
int m_iszViewEntity ;
} ;
LINK_ENTITY_TO_CLASS ( trigger_camera , CTriggerCamera )
// Global Savedata for changelevel friction modifier
TYPEDESCRIPTION CTriggerCamera : : m_SaveData [ ] =
{
DEFINE_FIELD ( CTriggerCamera , m_hPlayer , FIELD_EHANDLE ) ,
DEFINE_FIELD ( CTriggerCamera , m_hTarget , FIELD_EHANDLE ) ,
DEFINE_FIELD ( CTriggerCamera , m_pentPath , FIELD_CLASSPTR ) ,
DEFINE_FIELD ( CTriggerCamera , m_sPath , FIELD_STRING ) ,
DEFINE_FIELD ( CTriggerCamera , m_flWait , FIELD_FLOAT ) ,
DEFINE_FIELD ( CTriggerCamera , m_flReturnTime , FIELD_TIME ) ,
DEFINE_FIELD ( CTriggerCamera , m_flStopTime , FIELD_TIME ) ,
DEFINE_FIELD ( CTriggerCamera , m_moveDistance , FIELD_FLOAT ) ,
DEFINE_FIELD ( CTriggerCamera , m_targetSpeed , FIELD_FLOAT ) ,
DEFINE_FIELD ( CTriggerCamera , m_initialSpeed , FIELD_FLOAT ) ,
DEFINE_FIELD ( CTriggerCamera , m_acceleration , FIELD_FLOAT ) ,
DEFINE_FIELD ( CTriggerCamera , m_deceleration , FIELD_FLOAT ) ,
DEFINE_FIELD ( CTriggerCamera , m_state , FIELD_INTEGER ) ,
DEFINE_FIELD ( CTriggerCamera , m_iszViewEntity , FIELD_STRING ) ,
} ;
IMPLEMENT_SAVERESTORE ( CTriggerCamera , CBaseDelay )
void CTriggerCamera : : Spawn ( void )
{
pev - > movetype = MOVETYPE_NOCLIP ;
pev - > solid = SOLID_NOT ; // Remove model & collisions
pev - > renderamt = 0 ; // The engine won't draw this model if this is set to 0 and blending is on
pev - > rendermode = kRenderTransTexture ;
m_initialSpeed = pev - > speed ;
if ( m_acceleration = = 0 )
m_acceleration = 500 ;
if ( m_deceleration = = 0 )
m_deceleration = 500 ;
}
void CTriggerCamera : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " wait " ) )
{
m_flWait = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " moveto " ) )
{
m_sPath = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " acceleration " ) )
{
m_acceleration = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " deceleration " ) )
{
m_deceleration = atof ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else if ( FStrEq ( pkvd - > szKeyName , " m_iszViewEntity " ) )
{
m_iszViewEntity = ALLOC_STRING ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CBaseDelay : : KeyValue ( pkvd ) ;
}
void CTriggerCamera : : Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
if ( ! ShouldToggle ( useType , m_state ) )
return ;
// Toggle state
m_state = ! m_state ;
if ( m_state = = 0 )
{
m_flReturnTime = gpGlobals - > time ;
return ;
}
if ( ! pActivator | | ! pActivator - > IsPlayer ( ) )
{
pActivator = CBaseEntity : : Instance ( g_engfuncs . pfnPEntityOfEntIndex ( 1 ) ) ;
}
m_hPlayer = pActivator ;
m_flReturnTime = gpGlobals - > time + m_flWait ;
pev - > speed = m_initialSpeed ;
m_targetSpeed = m_initialSpeed ;
if ( FBitSet ( pev - > spawnflags , SF_CAMERA_PLAYER_TARGET ) )
{
m_hTarget = m_hPlayer ;
}
else
{
m_hTarget = GetNextTarget ( ) ;
}
// Nothing to look at!
if ( m_hTarget = = 0 )
{
return ;
}
if ( FBitSet ( pev - > spawnflags , SF_CAMERA_PLAYER_TAKECONTROL ) )
{
( ( CBasePlayer * ) pActivator ) - > EnableControl ( FALSE ) ;
}
if ( m_sPath )
{
m_pentPath = UTIL_FindEntityByTargetname ( NULL , STRING ( m_sPath ) ) ;
}
else
{
m_pentPath = NULL ;
}
m_flStopTime = gpGlobals - > time ;
if ( m_pentPath )
{
if ( m_pentPath - > pev - > speed ! = 0 )
m_targetSpeed = m_pentPath - > pev - > speed ;
m_flStopTime + = m_pentPath - > GetDelay ( ) ;
}
// copy over player information
if ( FBitSet ( pev - > spawnflags , SF_CAMERA_PLAYER_POSITION ) )
{
UTIL_SetOrigin ( this , pActivator - > pev - > origin + pActivator - > pev - > view_ofs ) ;
pev - > angles . x = - pActivator - > pev - > angles . x ;
pev - > angles . y = pActivator - > pev - > angles . y ;
pev - > angles . z = 0 ;
pev - > velocity = pActivator - > pev - > velocity ;
}
else
{
pev - > velocity = Vector ( 0 , 0 , 0 ) ;
}
//LRC
if ( m_iszViewEntity )
{
CBaseEntity * pEntity = UTIL_FindEntityByTargetname ( NULL , STRING ( m_iszViewEntity ) ) ;
if ( pEntity )
{
SET_VIEW ( pActivator - > edict ( ) , pEntity - > edict ( ) ) ;
}
}
else
{
SET_VIEW ( pActivator - > edict ( ) , edict ( ) ) ;
}
SET_MODEL ( ENT ( pev ) , STRING ( pActivator - > pev - > model ) ) ;
// follow the player down
SetThink ( & CTriggerCamera : : FollowTarget ) ;
SetNextThink ( 0 ) ;
m_moveDistance = 0 ;
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 ) //LRC- whyyyyyy???
pev - > velocity = g_vecZero ;
}
SetNextThink ( 0 ) ;
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 ) ) ;
}