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