Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== triggers.cpp ========================================================
spawn and use functions for editor-placed triggers
*/
//CODIAC - Linux needs this for tolower
#include <ctype.h>
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "saverestore.h"
#include "trains.h" // trigger_camera has train functionality
#include "gamerules.h"
#include "talkmonster.h"
#include "weapons.h" //LRC, for trigger_hevcharge
#include "movewith.h" //LRC
#include "locus.h" //LRC
//#include "hgrunt.h"
//#include "islave.h"
#define SF_TRIGGER_PUSH_START_OFF 2//spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_TARGETONCE 1// Only fire hurt target once
#define SF_TRIGGER_HURT_START_OFF 2//spawnflag that makes trigger_hurt spawn turned OFF
#define SF_TRIGGER_HURT_NO_CLIENTS 8// clients may not touch this trigger.
#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16// trigger hurt will only fire its target if it is hurting a client
#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32// only clients may touch this trigger.
extern DLL_GLOBAL BOOL g_fGameOver;
extern void SetMovedir(entvars_t* pev);
extern Vector VecBModelOrigin( entvars_t* pevBModel );
class CFrictionModifier : public CBaseEntity
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void EXPORT ChangeFriction( CBaseEntity *pOther );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
static TYPEDESCRIPTION m_SaveData[];
float m_frictionFraction; // Sorry, couldn't resist this name :)
};
LINK_ENTITY_TO_CLASS( func_friction, CFrictionModifier )
// Global Savedata for changelevel friction modifier
TYPEDESCRIPTION CFrictionModifier::m_SaveData[] =
{
DEFINE_FIELD( CFrictionModifier, m_frictionFraction, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CFrictionModifier, CBaseEntity )
// Modify an entity's friction
void CFrictionModifier::Spawn( void )
{
pev->solid = SOLID_TRIGGER;
SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
pev->movetype = MOVETYPE_NONE;
SetTouch( &CFrictionModifier::ChangeFriction );
}
// Sets toucher's friction to m_frictionFraction (1.0 = normal friction)
void CFrictionModifier::ChangeFriction( CBaseEntity *pOther )
{
if( pOther->pev->movetype != MOVETYPE_BOUNCEMISSILE && pOther->pev->movetype != MOVETYPE_BOUNCE )
pOther->pev->friction = m_frictionFraction;
}
// Sets toucher's friction to m_frictionFraction (1.0 = normal friction)
void CFrictionModifier::KeyValue( KeyValueData *pkvd )
{
if( FStrEq(pkvd->szKeyName, "modifier" ) )
{
m_frictionFraction = atof( pkvd->szValue ) / 100.0;
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
// This trigger will fire when the level spawns (or respawns if not fire once)
// It will check a global state before firing. It supports delay and killtargets
#define SF_AUTO_FIREONCE 0x0001
#define SF_AUTO_FROMPLAYER 0x0002
class CAutoTrigger : public CBaseDelay
{
public:
void KeyValue( KeyValueData *pkvd );
void Activate( void );
void DesiredAction( void );
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
string_t m_globalstate;
USE_TYPE triggerType;
};
LINK_ENTITY_TO_CLASS( trigger_auto, CAutoTrigger )
TYPEDESCRIPTION CAutoTrigger::m_SaveData[] =
{
DEFINE_FIELD( CAutoTrigger, m_globalstate, FIELD_STRING ),
DEFINE_FIELD( CAutoTrigger, triggerType, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CAutoTrigger, CBaseDelay )
void CAutoTrigger::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "globalstate" ) )
{
m_globalstate = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq( pkvd->szKeyName, "triggerstate" ) )
{
int type = atoi( pkvd->szValue );
switch( type )
{
case 0:
triggerType = USE_OFF;
break;
case 2:
triggerType = USE_TOGGLE;
break;
default:
triggerType = USE_ON;
break;
}
pkvd->fHandled = TRUE;
}
else
CBaseDelay::KeyValue( pkvd );
}
void CAutoTrigger::Activate( void )
{
// ALERT(at_console, "trigger_auto targetting \"%s\": activate\n", STRING(pev->target));
UTIL_DesiredAction( this ); //LRC - don't think until the player has spawned.
CBaseDelay::Activate();
}
void CAutoTrigger::DesiredAction( void )
{
// ALERT(at_console, "trigger_auto targetting \"%s\": Fire at time %f\n", STRING(pev->target), gpGlobals->time);
if( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON )
{
if (pev->spawnflags & SF_AUTO_FROMPLAYER)
{
CBaseEntity* pPlayer = UTIL_FindEntityByClassname(NULL, "player");
if (pPlayer)
SUB_UseTargets( pPlayer, triggerType, 0 );
else
ALERT(at_error,"trigger_auto: \"From Player\" is ticked, but no player found!\n");
}
else
{
SUB_UseTargets( this, triggerType, 0 );
}
if( pev->spawnflags & SF_AUTO_FIREONCE )
UTIL_Remove( this );
}
}
#define SF_RELAY_FIREONCE 0x00000001
#define SF_RELAY_DEBUG 0x00000002
#define SF_RELAY_USESAME 0x80000000
class CTriggerRelay : public CBaseDelay
{
public:
void KeyValue( KeyValueData *pkvd );
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
USE_TYPE m_triggerType;
int m_sMaster;
string_t m_iszAltTarget;
};
LINK_ENTITY_TO_CLASS( trigger_relay, CTriggerRelay )
TYPEDESCRIPTION CTriggerRelay::m_SaveData[] =
{
DEFINE_FIELD( CTriggerRelay, m_triggerType, FIELD_INTEGER ),
DEFINE_FIELD( CTriggerRelay, m_sMaster, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CTriggerRelay, CBaseDelay )
void CTriggerRelay::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "master"))
{
m_sMaster = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszAltTarget"))
{
m_iszAltTarget = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "triggerstate"))
{
int type = atoi( pkvd->szValue );
switch( type )
{
case 0:
m_triggerType = USE_OFF;
break;
case 2:
m_triggerType = USE_TOGGLE;
break;
case 4:
m_triggerType = USE_KILL;
break;
case 5:
m_triggerType = USE_SAME;
break;
case 7:
m_triggerType = USE_SET;
break;
default:
m_triggerType = USE_ON;
break;
}
pkvd->fHandled = TRUE;
}
else
CBaseDelay::KeyValue( pkvd );
}
void CTriggerRelay::Spawn( void )
{
pev->nextthink = gpGlobals->time + 0.1f;
}
void CTriggerRelay::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (!UTIL_IsMasterTriggered(m_sMaster,pActivator))
{
if (m_iszAltTarget)
{
//FIXME: the alternate target should really use m_flDelay.
if (pev->spawnflags & SF_RELAY_USESAME)
FireTargets( STRING(m_iszAltTarget), pActivator, this, useType, 0 );
else
FireTargets( STRING(m_iszAltTarget), pActivator, this, m_triggerType, 0 );
if (pev->spawnflags & SF_RELAY_DEBUG)
ALERT(at_console,"DEBUG: trigger_relay \"%s\" locked by master %s - fired alternate target %s\n",STRING(pev->targetname), STRING(m_sMaster), STRING(m_iszAltTarget));
if ( pev->spawnflags & SF_RELAY_FIREONCE )
{
if (pev->spawnflags & SF_RELAY_DEBUG)
ALERT(at_console, "trigger_relay \"%s\" removes itself.\n");
UTIL_Remove( this );
}
}
else if (pev->spawnflags & SF_RELAY_DEBUG)
ALERT(at_console,"DEBUG: trigger_relay \"%s\" wasn't activated: locked by master %s\n",STRING(pev->targetname), STRING(m_sMaster));
return;
}
if (pev->spawnflags & SF_RELAY_DEBUG)
{
ALERT(at_console,"DEBUG: trigger_relay \"%s\" was sent %s",STRING(pev->targetname), GetStringForUseType(useType));
if (pActivator)
{
if (FStringNull(pActivator->pev->targetname))
ALERT(at_console," from \"%s\"", STRING(pActivator->pev->classname));
else
ALERT(at_console," from \"%s\"", STRING(pActivator->pev->targetname));
}
else
ALERT(at_console," (no locus)");
}
if (FStringNull(pev->target) && !m_iszKillTarget)
{
if (pev->spawnflags & SF_RELAY_DEBUG) ALERT(at_console, ".\n");
return;
}
if (pev->message)
value = CalcLocus_Ratio(pActivator, STRING(pev->message));
if (m_triggerType == USE_SAME)
{
if (pev->spawnflags & SF_RELAY_DEBUG)
{
if (m_flDelay)
ALERT(at_console,": will send %s(same) in %f seconds.\n",GetStringForUseType(useType),m_flDelay);
else
ALERT(at_console,": sending %s(same) now.\n",GetStringForUseType(useType));
}
SUB_UseTargets( pActivator, useType, value );
}
else if (m_triggerType == USE_SET)
{
if (pev->spawnflags & SF_RELAY_DEBUG)
{
if (m_flDelay)
ALERT(at_console,": will send ratio %f in %f seconds.\n",value,m_flDelay);
else
ALERT(at_console,": sending ratio %f now.\n",value);
}
SUB_UseTargets( pActivator, m_triggerType, value );
}
else
{
if (pev->spawnflags & SF_RELAY_DEBUG)
{
if (m_flDelay)
ALERT(at_console,": will send %s in %f seconds.\n",GetStringForUseType(m_triggerType),m_flDelay);
else
ALERT(at_console,": sending %s now.\n",GetStringForUseType(m_triggerType));
}
SUB_UseTargets( pActivator, m_triggerType, 0 );
}
if( pev->spawnflags & SF_RELAY_FIREONCE )
{
//if (pev->spawnflags & SF_RELAY_DEBUG)
// ALERT(at_console, "trigger_relay \"%s\" removes itself.\n");
UTIL_Remove( this );
}
}
//===========================================
//LRC - trigger_rottest, temporary new entity
//===========================================
class CTriggerRotTest : public CBaseDelay
{
public:
void PostSpawn( void );
// void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Think( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
CBaseEntity* m_pMarker;
CBaseEntity* m_pReference;
CBaseEntity* m_pBridge;
CBaseEntity* m_pHinge;
};
LINK_ENTITY_TO_CLASS( trigger_rottest, CTriggerRotTest );
TYPEDESCRIPTION CTriggerRotTest::m_SaveData[] =
{
DEFINE_FIELD( CTriggerRotTest, m_pMarker, FIELD_CLASSPTR ),
DEFINE_FIELD( CTriggerRotTest, m_pReference, FIELD_CLASSPTR ),
DEFINE_FIELD( CTriggerRotTest, m_pBridge, FIELD_CLASSPTR ),
DEFINE_FIELD( CTriggerRotTest, m_pHinge, FIELD_CLASSPTR ),
};
IMPLEMENT_SAVERESTORE(CTriggerRotTest,CBaseDelay);
void CTriggerRotTest::PostSpawn( void )
{
m_pMarker = UTIL_FindEntityByTargetname(NULL, STRING(pev->target));
m_pReference = UTIL_FindEntityByTargetname(NULL, STRING(pev->netname));
m_pBridge = UTIL_FindEntityByTargetname(NULL, STRING(pev->noise1));
m_pHinge = UTIL_FindEntityByTargetname(NULL, STRING(pev->message));
pev->armorvalue = 0; // initial angle
if (pev->armortype == 0) //angle offset
pev->armortype = 30;
SetNextThink( 1 );
}
void CTriggerRotTest::Think( void )
{
// ALERT(at_console, "Using angle = %.2f\n", pev->armorvalue);
if (m_pReference)
{
m_pReference->pev->origin = pev->origin;
m_pReference->pev->origin.x = m_pReference->pev->origin.x + pev->health;
// ALERT(at_console, "Set Reference = %.2f %.2f %.2f\n", m_pReference->pev->origin.x, m_pReference->pev->origin.y, m_pReference->pev->origin.z);
}
if (m_pMarker)
{
Vector vecTemp = UTIL_AxisRotationToVec( (m_pHinge->pev->origin - pev->origin).Normalize(), pev->armorvalue );
m_pMarker->pev->origin = pev->origin + pev->health * vecTemp;
// ALERT(at_console, "vecTemp = %.2f %.2f %.2f\n", vecTemp.x, vecTemp.y, vecTemp.z);
// ALERT(at_console, "Set Marker = %.2f %.2f %.2f\n", m_pMarker->pev->origin.x, m_pMarker->pev->origin.y, m_pMarker->pev->origin.z);
}
if (m_pBridge)
{
Vector vecTemp = UTIL_AxisRotationToAngles( (m_pHinge->pev->origin - pev->origin).Normalize(), pev->armorvalue );
m_pBridge->pev->origin = pev->origin;
m_pBridge->pev->angles = vecTemp;
// ALERT(at_console, "vecTemp = %.2f %.2f %.2f\n", vecTemp.x, vecTemp.y, vecTemp.z);
// ALERT(at_console, "Set Marker = %.2f %.2f %.2f\n", m_pMarker->pev->origin.x, m_pMarker->pev->origin.y, m_pMarker->pev->origin.z);
}
pev->armorvalue += pev->armortype * 0.1f;
SetNextThink( 0.1 );
}
//**********************************************************
// The Multimanager Entity - when fired, will fire up to 16 targets
// at specified times.
// FLAG: THREAD (create clones when triggered)
// FLAG: CLONE (this is a clone for a threaded execution)
#define SF_MULTIMAN_CLONE 0x80000000
#define SF_MULTIMAN_SAMETRIG 0x40000000
#define SF_MULTIMAN_TRIGCHOSEN 0x20000000
#define SF_MULTIMAN_THREAD 0x00000001
#define SF_MULTIMAN_LOOP 0x00000004
#define SF_MULTIMAN_ONLYONCE 0x00000008
#define SF_MULTIMAN_SPAWNFIRE 0x00000010
#define SF_MULTIMAN_DEBUG 0x00000020
#define MM_MODE_CHOOSE 1
#define MM_MODE_PERCENT 2
#define MM_MODE_SIMULTANEOUS 3
class CMultiManager : public CBaseEntity//Toggle
{
public:
void KeyValue( KeyValueData *pkvd );
void Spawn( void );
void EXPORT UseThink ( void );
void EXPORT ManagerThink( void );
void EXPORT ManagerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
#if _DEBUG
void EXPORT ManagerReport( void );
#endif
BOOL HasTarget( string_t targetname );
int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
STATE m_iState;
virtual STATE GetState( void ) { return m_iState; };
int m_cTargets; // the total number of targets in this manager's fire list.
int m_index; // Current target
float m_startTime;// Time we started firing
string_t m_iTargetName[MAX_MULTI_TARGETS];// list if indexes into global string array
float m_flTargetDelay[MAX_MULTI_TARGETS];// delay (in seconds) from time of manager fire to target fire
float m_flWait; //LRC- minimum length of time to wait
float m_flMaxWait; //LRC- random, maximum length of time to wait
string_t m_sMaster; //LRC- master
int m_iMode; //LRC- 0 = timed, 1 = pick random, 2 = each random
int m_iszThreadName; //LRC
int m_iszLocusThread; //LRC
EHANDLE m_hActivator;
private:
USE_TYPE m_triggerType; //LRC
inline BOOL IsClone( void ) { return ( pev->spawnflags & SF_MULTIMAN_CLONE ) ? TRUE : FALSE; }
inline BOOL ShouldClone( void )
{
if( IsClone() )
return FALSE;
return ( pev->spawnflags & SF_MULTIMAN_THREAD ) ? TRUE : FALSE;
}
CMultiManager *Clone( void );
};
LINK_ENTITY_TO_CLASS( multi_manager, CMultiManager )
// Global Savedata for multi_manager
TYPEDESCRIPTION CMultiManager::m_SaveData[] =
{
DEFINE_FIELD( CMultiManager, m_cTargets, FIELD_INTEGER ),
DEFINE_FIELD( CMultiManager, m_index, FIELD_INTEGER ),
DEFINE_FIELD( CMultiManager, m_iState, FIELD_INTEGER ), //LRC
DEFINE_FIELD( CMultiManager, m_iMode, FIELD_INTEGER ), //LRC
DEFINE_FIELD( CMultiManager, m_startTime, FIELD_TIME ),
DEFINE_FIELD( CMultiManager, m_triggerType, FIELD_INTEGER ), //LRC
DEFINE_ARRAY( CMultiManager, m_iTargetName, FIELD_STRING, MAX_MULTI_TARGETS ),
DEFINE_ARRAY( CMultiManager, m_flTargetDelay, FIELD_FLOAT, MAX_MULTI_TARGETS ),
DEFINE_FIELD( CMultiManager, m_sMaster, FIELD_STRING ), //LRC
DEFINE_FIELD( CMultiManager, m_hActivator, FIELD_EHANDLE ),
DEFINE_FIELD( CMultiManager, m_flWait, FIELD_FLOAT ), //LRC
DEFINE_FIELD( CMultiManager, m_flMaxWait, FIELD_FLOAT ), //LRC
DEFINE_FIELD( CMultiManager, m_iszThreadName, FIELD_STRING ), //LRC
DEFINE_FIELD( CMultiManager, m_iszLocusThread, FIELD_STRING ), //LRC
};
IMPLEMENT_SAVERESTORE( CMultiManager, CBaseEntity )
void CMultiManager::KeyValue( KeyValueData *pkvd )
{
// UNDONE: Maybe this should do something like this:
//CBaseToggle::KeyValue( pkvd );
// if( !pkvd->fHandled )
// ... etc.
//
//LRC- that would support Delay, Killtarget, Lip, Distance, Wait and Master.
// Wait is already supported. I've added master here. To hell with the others.
if( FStrEq( pkvd->szKeyName, "wait" ) )
{
m_flWait = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "maxwait"))
{
m_flMaxWait = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "master")) //LRC
{
m_sMaster = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszThreadName")) //LRC
{
m_iszThreadName = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszLocusThread")) //LRC
{
m_iszLocusThread = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "mode")) //LRC
{
m_iMode = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "triggerstate")) //LRC
{
switch( atoi( pkvd->szValue ) )
{
case 4: pev->spawnflags |= SF_MULTIMAN_SAMETRIG; break;
case 1: m_triggerType = USE_ON; break; //LRC- yes, this algorithm is different
case 2: m_triggerType = USE_OFF; break; //from the trigger_relay equivalent-
case 3: m_triggerType = USE_KILL; break; //trigger_relay's got to stay backwards
default: m_triggerType = USE_TOGGLE; break; //compatible.
}
pev->spawnflags |= SF_MULTIMAN_TRIGCHOSEN;
pkvd->fHandled = TRUE;
}
else // add this field to the target list
{
// this assumes that additional fields are targetnames and their values are delay values.
if( m_cTargets < MAX_MULTI_TARGETS )
{
char tmp[128];
UTIL_StripToken( pkvd->szKeyName, tmp );
m_iTargetName[m_cTargets] = ALLOC_STRING( tmp );
m_flTargetDelay[m_cTargets] = atof( pkvd->szValue );
m_cTargets++;
pkvd->fHandled = TRUE;
}
else //LRC - keep a count of how many targets, for the error message
{
m_cTargets++;
}
}
}
void CMultiManager::Spawn( void )
{
pev->solid = SOLID_NOT;
SetUse( &CMultiManager::ManagerUse );
SetThink( &CMultiManager::ManagerThink );
m_iState = STATE_OFF;
//LRC
if (m_cTargets > MAX_MULTI_TARGETS)
{
ALERT(at_console, "WARNING: multi_manager \"%s\" has too many targets (limit is %d, it has %d)\n", STRING(pev->targetname), MAX_MULTI_TARGETS, m_cTargets);
m_cTargets = MAX_MULTI_TARGETS;
}
if (!FBitSet(pev->spawnflags,SF_MULTIMAN_TRIGCHOSEN))
m_triggerType = USE_TOGGLE;
// Sort targets
// Quick and dirty bubble sort
int swapped = 1;
while( swapped )
{
swapped = 0;
for( int i = 1; i < m_cTargets; i++ )
{
if( m_flTargetDelay[i] < m_flTargetDelay[i - 1] )
{
// Swap out of order elements
int name = m_iTargetName[i];
float delay = m_flTargetDelay[i];
m_iTargetName[i] = m_iTargetName[i - 1];
m_flTargetDelay[i] = m_flTargetDelay[i - 1];
m_iTargetName[i - 1] = name;
m_flTargetDelay[i - 1] = delay;
swapped = 1;
}
}
}
if ( pev->spawnflags & SF_MULTIMAN_SPAWNFIRE)
{
SetThink(&CMultiManager :: UseThink );
SetUse( NULL );
UTIL_DesiredThink( this );
}
}
BOOL CMultiManager::HasTarget( string_t targetname )
{
for( int i = 0; i < m_cTargets; i++ )
if( FStrEq( STRING( targetname ), STRING( m_iTargetName[i] ) ) )
return TRUE;
return FALSE;
}
void CMultiManager :: UseThink ( void )
{
SetThink(&CMultiManager :: ManagerThink );
SetUse(&CMultiManager :: ManagerUse );
Use( this, this, USE_TOGGLE, 0 );
}
// Designers were using this to fire targets that may or may not exist --
// so I changed it to use the standard target fire code, made it a little simpler.
void CMultiManager::ManagerThink( void )
{
//LRC- different manager modes
if (m_iMode)
{
// special triggers have no time delay, so we can clean up before firing
if (pev->spawnflags & SF_MULTIMAN_LOOP)
{
// ALERT(at_console,"Manager loops back\n");
// if it's a loop, start again!
if (m_flMaxWait) //LRC- random time to wait?
m_startTime = RANDOM_FLOAT( m_flWait, m_flMaxWait );
else if (m_flWait) //LRC- constant time to wait?
m_startTime = m_flWait;
else //LRC- just start immediately.
m_startTime = 0;
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": restarting loop.\n", STRING(pev->targetname));
SetNextThink( m_startTime );
m_startTime = m_fNextThink;
m_iState = STATE_TURN_ON;
// ALERT(at_console, "MM loops, nextthink %f\n", m_fNextThink);
}
else if ( IsClone() || pev->spawnflags & SF_MULTIMAN_ONLYONCE )
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": killed.\n", STRING(pev->targetname));
SetThink(&CMultiManager :: SUB_Remove );
SetNextThink( 0.1 );
SetUse( NULL );
}
else
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": last burst.\n", STRING(pev->targetname));
m_iState = STATE_OFF;
SetThink( NULL );
SetUse(&CMultiManager :: ManagerUse );// allow manager re-use
}
int i = 0;
if (m_iMode == MM_MODE_CHOOSE) // choose one of the members, and fire it
{
float total = 0;
for (i = 0; i < m_cTargets; i++) { total += m_flTargetDelay[i]; }
// no weightings given, so just pick one.
if (total == 0)
{
const char *sTarg = STRING(m_iTargetName[RANDOM_LONG(0, m_cTargets-1)]);
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": firing \"%s\" (random choice).\n", STRING(pev->targetname), sTarg);
FireTargets(sTarg,m_hActivator,this,m_triggerType,0);
}
else // pick one by weighting
{
float chosen = RANDOM_FLOAT(0,total);
float curpos = 0;
for (i = 0; i < m_cTargets; i++)
{
curpos += m_flTargetDelay[i];
if (curpos >= chosen)
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": firing \"%s\" (weighted random choice).\n", STRING(pev->targetname), STRING(m_iTargetName[i]));
FireTargets(STRING(m_iTargetName[i]),m_hActivator,this,m_triggerType,0);
break;
}
}
}
}
else if (m_iMode == MM_MODE_PERCENT) // try to call each member
{
for (i = 0; i < m_cTargets; i++)
{
if ( RANDOM_LONG( 0, 100 ) <= m_flTargetDelay[i] )
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": firing \"%s\" (%f%% chance).\n", STRING(pev->targetname), STRING(m_iTargetName[i]), m_flTargetDelay[i]);
FireTargets(STRING(m_iTargetName[i]),m_hActivator,this,m_triggerType,0);
}
}
}
else if (m_iMode == MM_MODE_SIMULTANEOUS)
{
for (i = 0; i < m_cTargets; i++)
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": firing \"%s\" (simultaneous).\n", STRING(pev->targetname), STRING(m_iTargetName[i]));
FireTargets(STRING(m_iTargetName[i]),m_hActivator,this,m_triggerType,0);
}
}
return;
}
// ok, so m_iMode is 0; we're doing normal time-based stuff.
float time;
int finalidx;
int index = m_index; // store the current index
time = gpGlobals->time - m_startTime;
// ALERT(at_console,"Manager think for time %f\n",time);
// find the last index we're going to fire this time
finalidx = m_index;
while (finalidx < m_cTargets && m_flTargetDelay[ finalidx ] <= time)
finalidx++;
if ( finalidx >= m_cTargets )// will we finish firing targets this time?
{
if (pev->spawnflags & SF_MULTIMAN_LOOP)
{
// ALERT(at_console,"Manager loops back\n");
// if it's a loop, start again!
m_index = 0;
if (m_flMaxWait) //LRC- random time to wait?
{
m_startTime = RANDOM_FLOAT( m_flWait, m_flMaxWait );
m_iState = STATE_TURN_ON; // while we're waiting, we're in state TURN_ON
}
else if (m_flWait) //LRC- constant time to wait?
{
m_startTime = m_flWait;
m_iState = STATE_TURN_ON;
}
else //LRC- just start immediately.
{
m_startTime = 0;
m_iState = STATE_ON;
}
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": restarting loop.\n", STRING(pev->targetname));
SetNextThink( m_startTime );
m_startTime += gpGlobals->time;
}
else
{
m_iState = STATE_OFF; //LRC- STATE_OFF means "yes, we've finished".
if ( IsClone() || pev->spawnflags & SF_MULTIMAN_ONLYONCE )
{
SetThink(&CMultiManager :: SUB_Remove );
SetNextThink( 0.1 );
SetUse( NULL );
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": killed.\n", STRING(pev->targetname));
}
else
{
SetThink( NULL );
SetUse( &CMultiManager::ManagerUse );// allow manager re-use
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": last burst.\n", STRING(pev->targetname));
}
}
}
else
{
m_index = finalidx;
m_iState = STATE_ON; //LRC- while we're in STATE_ON we're firing targets, and haven't finished yet.
AbsoluteNextThink( m_startTime + m_flTargetDelay[ m_index ] );
}
while ( index < m_cTargets && m_flTargetDelay[ index ] <= time )
{
// ALERT(at_console,"Manager sends %d to %s\n",m_triggerType,STRING(m_iTargetName[m_index]));
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": firing \"%s\".\n", STRING(pev->targetname), STRING( m_iTargetName[ index ] ));
FireTargets( STRING( m_iTargetName[ index ] ), m_hActivator, this, m_triggerType, 0 );
index++;
}
}
CMultiManager *CMultiManager::Clone( void )
{
CMultiManager *pMulti = GetClassPtr( (CMultiManager *)NULL );
edict_t *pEdict = pMulti->pev->pContainingEntity;
memcpy( pMulti->pev, pev, sizeof(*pev) );
pMulti->pev->pContainingEntity = pEdict;
pMulti->pev->spawnflags |= SF_MULTIMAN_CLONE;
pMulti->m_cTargets = m_cTargets;
if (m_iszThreadName) pMulti->pev->targetname = m_iszThreadName; //LRC
pMulti->m_triggerType = m_triggerType; //LRC
pMulti->m_iMode = m_iMode; //LRC
pMulti->m_flWait = m_flWait; //LRC
pMulti->m_flMaxWait = m_flMaxWait; //LRC
memcpy( pMulti->m_iTargetName, m_iTargetName, sizeof( m_iTargetName ) );
memcpy( pMulti->m_flTargetDelay, m_flTargetDelay, sizeof( m_flTargetDelay ) );
return pMulti;
}
// The USE function builds the time table and starts the entity thinking.
void CMultiManager::ManagerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (pev->spawnflags & SF_MULTIMAN_LOOP)
{
if (m_iState != STATE_OFF) // if we're on, or turning on...
{
if (useType != USE_ON) // ...then turn it off if we're asked to.
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": Loop halted on request.\n", STRING(pev->targetname));
m_iState = STATE_OFF;
if ( IsClone() || pev->spawnflags & SF_MULTIMAN_ONLYONCE )
{
SetThink(&CMultiManager :: SUB_Remove );
SetNextThink( 0.1 );
SetUse( NULL );
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": loop halted (removing).\n", STRING(pev->targetname));
}
else
{
SetThink( NULL );
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": loop halted.\n", STRING(pev->targetname));
}
}
// else we're already on and being told to turn on, so do nothing.
else if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": Loop already active.\n", STRING(pev->targetname));
return;
}
else if (useType == USE_OFF) // it's already off
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": Loop already inactive.\n", STRING(pev->targetname));
return;
}
// otherwise, start firing targets as normal.
}
// ALERT(at_console,"Manager used, targetting [");
// for (int i = 0; i < m_cTargets; i++)
// {
// ALERT(at_console," %s(%f)",STRING(m_iTargetName[i]),m_flTargetDelay[i]);
// }
// ALERT(at_console," ]\n");
//LRC- "master" support
if (!UTIL_IsMasterTriggered(m_sMaster,pActivator))
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": Can't trigger, locked by master \"%s\".\n", STRING(pev->targetname), STRING(m_sMaster));
return;
}
// In multiplayer games, clone the MM and execute in the clone (like a thread)
// to allow multiple players to trigger the same multimanager
if( ShouldClone() )
{
CMultiManager *pClone = Clone();
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": Creating clone.\n", STRING(pev->targetname));
pClone->ManagerUse( pActivator, pCaller, useType, value );
if (m_iszLocusThread)
FireTargets( STRING(m_iszLocusThread), pClone, this, USE_TOGGLE, 0 );
return;
}
m_hActivator = pActivator;
m_index = 0;
float timeOffset;
if (m_flMaxWait) //LRC- random time to wait?
{
timeOffset = RANDOM_FLOAT( m_flWait, m_flMaxWait );
m_iState = STATE_TURN_ON; // while we're waiting, we're in state TURN_ON
}
else if (m_flWait) //LRC- constant time to wait?
{
timeOffset = m_flWait;
m_iState = STATE_TURN_ON;
}
else //LRC- just start immediately.
{
timeOffset = 0;
m_iState = STATE_ON;
}
m_startTime = timeOffset + gpGlobals->time;
// startTime should not be affected by this next bit
if (m_cTargets > 0 && !m_iMode && m_flTargetDelay[0] < 0)
{
// negative wait on the first target?
timeOffset += m_flTargetDelay[0];
}
if (pev->spawnflags & SF_MULTIMAN_SAMETRIG) //LRC
m_triggerType = useType;
if (pev->spawnflags & SF_MULTIMAN_LOOP)
SetUse(&CMultiManager :: ManagerUse ); // clones won't already have this set
else
SetUse( NULL );// disable use until all targets have fired
if (timeOffset > 0)
{
if (pev->spawnflags & SF_MULTIMAN_DEBUG)
ALERT(at_console, "DEBUG: multi_manager \"%s\": Begin in %f seconds.\n", STRING(pev->targetname), timeOffset);
SetThink(&CMultiManager :: ManagerThink );
SetNextThink( timeOffset );
}
else
{
SetThink( &CMultiManager::ManagerThink );
ManagerThink();
}
}
#if _DEBUG
void CMultiManager::ManagerReport( void )
{
int cIndex;
for( cIndex = 0; cIndex < m_cTargets; cIndex++ )
{
ALERT( at_console, "%s %f\n", STRING( m_iTargetName[cIndex] ), m_flTargetDelay[cIndex] );
}
}
#endif
//***********************************************************
//LRC- multi_watcher entity: useful? Well, I think it is. And I'm worth it. :)
//***********************************************************
#define SF_SWATCHER_SENDTOGGLE 0x1
#define SF_SWATCHER_DONTSEND_ON 0x2
#define SF_SWATCHER_DONTSEND_OFF 0x4
#define SF_SWATCHER_NOTON 0x8
#define SF_SWATCHER_OFF 0x10
#define SF_SWATCHER_TURN_ON 0x20
#define SF_SWATCHER_TURN_OFF 0x40
#define SF_SWATCHER_IN_USE 0x80
#define SF_SWATCHER_VALID 0x200
#define SWATCHER_LOGIC_AND 0
#define SWATCHER_LOGIC_OR 1
#define SWATCHER_LOGIC_NAND 2
#define SWATCHER_LOGIC_NOR 3
#define SWATCHER_LOGIC_XOR 4
#define SWATCHER_LOGIC_XNOR 5
class CStateWatcher : public CBaseToggle
{
public:
void Spawn ( void );
void EXPORT Think ( void );
void KeyValue( KeyValueData *pkvd );
virtual STATE GetState( void );
virtual STATE GetState( CBaseEntity *pActivator );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_fLogic; // Logic by which to combine the targets
int m_cTargets; // the total number of targets in this manager's fire list.
int m_iTargetName [ MAX_MULTI_TARGETS ];// list of indexes into global string array
// CBaseEntity* m_pTargetEnt [ MAX_MULTI_TARGETS ];
BOOL EvalLogic ( CBaseEntity *pEntity );
};
LINK_ENTITY_TO_CLASS( multi_watcher, CStateWatcher );
LINK_ENTITY_TO_CLASS( watcher, CStateWatcher );
TYPEDESCRIPTION CStateWatcher::m_SaveData[] =
{
DEFINE_FIELD( CStateWatcher, m_fLogic, FIELD_INTEGER ),
DEFINE_FIELD( CStateWatcher, m_cTargets, FIELD_INTEGER ),
DEFINE_ARRAY( CStateWatcher, m_iTargetName, FIELD_STRING, MAX_MULTI_TARGETS ),
// DEFINE_ARRAY( CStateWatcher, m_pTargetEnt, FIELD_CLASSPTR, MAX_MULTI_TARGETS ),
};
IMPLEMENT_SAVERESTORE(CStateWatcher,CBaseToggle);
void CStateWatcher :: KeyValue( KeyValueData *pkvd )
{
char tmp[128];
if (FStrEq(pkvd->szKeyName, "m_fLogic"))
{
m_fLogic = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszWatch"))
{
if ( m_cTargets < MAX_MULTI_TARGETS )
{
m_iTargetName [ m_cTargets ] = ALLOC_STRING(pkvd->szValue);
m_cTargets++;
pkvd->fHandled = TRUE;
}
else
{
ALERT(at_console,"%s: Too many targets for %s \"%s\" (limit is %d)\n",pkvd->szKeyName,STRING(pev->classname),STRING(pev->targetname), MAX_MULTI_TARGETS);
}
}
else // add this field to the target list
{
// this assumes that additional fields are targetnames and their values are delay values.
if ( m_cTargets < MAX_MULTI_TARGETS )
{
UTIL_StripToken( pkvd->szKeyName, tmp );
m_iTargetName [ m_cTargets ] = ALLOC_STRING( tmp );
m_cTargets++;
pkvd->fHandled = TRUE;
}
else
{
ALERT(at_console,"WARNING - %s: Too many targets for %s \"%s\" (limit is %d)\n",pkvd->szKeyName,STRING(pev->classname),STRING(pev->targetname), MAX_MULTI_TARGETS);
}
}
}
void CStateWatcher :: Spawn ( void )
{
pev->solid = SOLID_NOT;
if (pev->target)
SetNextThink( 0.5 );
}
STATE CStateWatcher :: GetState( void )
{
if (EvalLogic( NULL ))
return STATE_ON;
else
return STATE_OFF;
}
STATE CStateWatcher :: GetState( CBaseEntity *pActivator )
{
// if (pActivator)
// ALERT(at_console, "GetState( %s \"%s\" )\n", STRING(pActivator->pev->classname), STRING(pActivator->pev->targetname));
// else
// ALERT(at_console, "GetState( NULL )\n");
if (EvalLogic( pActivator ))
return STATE_ON;
else
return STATE_OFF;
}
void CStateWatcher :: Think ( void )
{
SetNextThink( 0.1 );
int oldflag = pev->spawnflags & SF_SWATCHER_VALID;
if (EvalLogic( NULL ))
pev->spawnflags |= SF_SWATCHER_VALID;
else
pev->spawnflags &= ~SF_SWATCHER_VALID;
if ((pev->spawnflags & SF_SWATCHER_VALID) != oldflag)
{
// the update changed my state...
if (oldflag)
{
// ...to off. Send "off".
// ALERT(at_console,"%s turns off\n",STRING(pev->classname));
if (!FBitSet(pev->spawnflags, SF_SWATCHER_DONTSEND_OFF))
{
if (pev->spawnflags & SF_SWATCHER_SENDTOGGLE)
SUB_UseTargets(this, USE_TOGGLE, 0);
else
SUB_UseTargets(this, USE_OFF, 0);
}
}
else
{
// ...to on. Send "on".
// ALERT(at_console,"%s turns on\n",STRING(pev->classname));
if (!FBitSet(pev->spawnflags, SF_SWATCHER_DONTSEND_ON))
{
if (pev->spawnflags & SF_SWATCHER_SENDTOGGLE)
SUB_UseTargets(this, USE_TOGGLE, 0);
else
SUB_UseTargets(this, USE_ON, 0);
}
}
}
}
BOOL CStateWatcher :: EvalLogic ( CBaseEntity *pActivator )
{
int i;
BOOL b;
BOOL xorgot = FALSE;
CBaseEntity* pEntity;
for (i = 0; i < m_cTargets; i++)
{
// if (m_pTargetEnt[i] == NULL)
// {
// pEntity = m_pTargetEnt[i];
// }
// else
// {
pEntity = UTIL_FindEntityByTargetname(NULL,STRING(m_iTargetName[i]), pActivator);
if (pEntity != NULL)
{
// if ((STRING(m_iTargetName[i]))[0] != '*') // don't cache alias values
// {
// //ALERT(at_console,"Watcher: entity %s cached\n",STRING(m_iTargetName[i]));
// m_pTargetEnt[i] = pEntity;
// }
//else
//ALERT(at_console,"Watcher: aliased entity %s not cached\n",STRING(m_iTargetName[i]));
}
else
{
//ALERT(at_console,"Watcher: missing entity %s\n",STRING(m_iTargetName[i]));
continue; // couldn't find this entity; don't do the test.
}
// }
b = FALSE;
switch (pEntity->GetState())
{
case STATE_ON: if (!(pev->spawnflags & SF_SWATCHER_NOTON)) b = TRUE; break;
case STATE_OFF: if (pev->spawnflags & SF_SWATCHER_OFF) b = TRUE; break;
case STATE_TURN_ON: if (pev->spawnflags & SF_SWATCHER_TURN_ON) b = TRUE; break;
case STATE_TURN_OFF: if (pev->spawnflags & SF_SWATCHER_TURN_ON) b = TRUE; break;
case STATE_IN_USE: if (pev->spawnflags & SF_SWATCHER_IN_USE) b = TRUE; break;
}
// handle the states for this logic mode
if (b)
{
switch (m_fLogic)
{
case SWATCHER_LOGIC_OR:
// ALERT(at_console,"b is TRUE, OR returns true\n");
return TRUE;
case SWATCHER_LOGIC_NOR:
// ALERT(at_console,"b is TRUE, NOR returns false\n");
return FALSE;
case SWATCHER_LOGIC_XOR:
// ALERT(at_console,"b is TRUE, XOR\n");
if (xorgot) return FALSE;
xorgot = TRUE;
break;
case SWATCHER_LOGIC_XNOR:
// ALERT(at_console,"b is TRUE, XNOR\n");
if (xorgot) return TRUE;
xorgot = TRUE;
break;
}
}
else // b is false
{
switch (m_fLogic)
{
case SWATCHER_LOGIC_AND:
// ALERT(at_console,"b is FALSE, AND returns false\n");
return FALSE;
case SWATCHER_LOGIC_NAND:
// ALERT(at_console,"b is FALSE, NAND returns true\n");
return TRUE;
}
}
}
// handle the default cases for each logic mode
switch (m_fLogic)
{
case SWATCHER_LOGIC_AND:
case SWATCHER_LOGIC_NOR:
// ALERT(at_console,"final, AND/NOR returns true\n");
return TRUE;
case SWATCHER_LOGIC_XOR:
// ALERT(at_console,"final, XOR\n");
return xorgot;
case SWATCHER_LOGIC_XNOR:
// ALERT(at_console,"final, XNOR\n");
return !xorgot;
default: // NAND, OR
// ALERT(at_console,"final, NAND/OR returns false\n");
return FALSE;
}
}
//***********************************************************
#define SF_WRCOUNT_FIRESTART 0x0001
#define SF_WRCOUNT_STARTED 0x8000
class CWatcherCount : public CBaseToggle
{
public:
void Spawn ( void );
void EXPORT Think ( void );
virtual STATE GetState( void ) { return (pev->spawnflags & SF_SWATCHER_VALID)?STATE_ON:STATE_OFF; };
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
LINK_ENTITY_TO_CLASS( watcher_count, CWatcherCount );
void CWatcherCount :: Spawn ( void )
{
pev->solid = SOLID_NOT;
SetNextThink( 0.5 );
}
void CWatcherCount :: Think ( void )
{
SetNextThink( 0.1 );
int iCount = 0;
CBaseEntity *pCurrent = NULL;
pCurrent = UTIL_FindEntityByTargetname( NULL, STRING(pev->noise) );
while (pCurrent != NULL)
{
iCount++;
pCurrent = UTIL_FindEntityByTargetname( pCurrent, STRING(pev->noise) );
}
if( pev->spawnflags & SF_WRCOUNT_STARTED )
{
if (iCount > pev->frags)
{
if (iCount < pev->impulse && pev->frags >= pev->impulse)
FireTargets( STRING(pev->netname), this, this, USE_TOGGLE, 0 );
FireTargets( STRING(pev->noise1), this, this, USE_TOGGLE, 0 );
}
else if (iCount < pev->frags)
{
if (iCount >= pev->impulse && pev->frags < pev->impulse)
FireTargets( STRING(pev->message), this, this, USE_TOGGLE, 0 );
FireTargets( STRING(pev->noise2), this, this, USE_TOGGLE, 0 );
}
}
else
{
pev->spawnflags |= SF_WRCOUNT_STARTED;
if (pev->spawnflags & SF_WRCOUNT_FIRESTART)
{
if (iCount < pev->impulse)
FireTargets( STRING(pev->netname), this, this, USE_TOGGLE, 0 );
else
FireTargets( STRING(pev->message), this, this, USE_TOGGLE, 0 );
}
}
pev->frags = iCount;
}
//***********************************************************
//
// Render parameters trigger
//
// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
// to its targets when triggered.
//
// Flags to indicate masking off various render parameters that are normally copied to the targets
#define SF_RENDER_MASKFX ( 1 << 0 )
#define SF_RENDER_MASKAMT ( 1 << 1 )
#define SF_RENDER_MASKMODE ( 1 << 2 )
#define SF_RENDER_MASKCOLOR ( 1 << 3 )
//LRC
#define SF_RENDER_KILLTARGET (1<<5)
#define SF_RENDER_ONLYONCE (1<<6)
//LRC- RenderFxFader, a subsidiary entity for RenderFxManager
class CRenderFxFader : public CBaseEntity
{
public:
void Spawn( void );
void EXPORT FadeThink ( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
static TYPEDESCRIPTION m_SaveData[];
float m_flStartTime;
float m_flDuration;
float m_flCoarseness;
int m_iStartAmt;
int m_iOffsetAmt;
Vector m_vecStartColor;
Vector m_vecOffsetColor;
float m_fStartScale;
float m_fOffsetScale;
EHANDLE m_hTarget;
int m_iszAmtFactor;
};
LINK_ENTITY_TO_CLASS( render_fader, CRenderFxFader )
TYPEDESCRIPTION CRenderFxFader::m_SaveData[] =
{
DEFINE_FIELD( CRenderFxFader, m_flStartTime, FIELD_FLOAT),
DEFINE_FIELD( CRenderFxFader, m_flDuration, FIELD_FLOAT),
DEFINE_FIELD( CRenderFxFader, m_flCoarseness, FIELD_FLOAT),
DEFINE_FIELD( CRenderFxFader, m_iStartAmt, FIELD_INTEGER),
DEFINE_FIELD( CRenderFxFader, m_iOffsetAmt, FIELD_INTEGER ),
DEFINE_FIELD( CRenderFxFader, m_vecStartColor, FIELD_VECTOR ),
DEFINE_FIELD( CRenderFxFader, m_vecOffsetColor, FIELD_VECTOR ),
DEFINE_FIELD( CRenderFxFader, m_fStartScale, FIELD_FLOAT),
DEFINE_FIELD( CRenderFxFader, m_fOffsetScale, FIELD_FLOAT ),
DEFINE_FIELD( CRenderFxFader, m_hTarget, FIELD_EHANDLE ),
};
IMPLEMENT_SAVERESTORE(CRenderFxFader,CBaseEntity);
void CRenderFxFader :: Spawn( void )
{
SetThink(&CRenderFxFader :: FadeThink );
pev->classname = MAKE_STRING("render_fader");
}
void CRenderFxFader :: FadeThink( void )
{
if (((CBaseEntity*)m_hTarget) == NULL)
{
// ALERT(at_console, "render_fader removed\n");
SUB_Remove();
return;
}
float flDegree = (gpGlobals->time - m_flStartTime)/m_flDuration;
if (flDegree >= 1)
{
// ALERT(at_console, "render_fader removes self\n");
m_hTarget->pev->renderamt = m_iStartAmt + m_iOffsetAmt;
m_hTarget->pev->rendercolor = m_vecStartColor + m_vecOffsetColor;
m_hTarget->pev->scale = m_fStartScale + m_fOffsetScale;
SUB_UseTargets( m_hTarget, USE_TOGGLE, 0 );
if (pev->spawnflags & SF_RENDER_KILLTARGET)
{
m_hTarget->SetThink(&CRenderFxFader::SUB_Remove);
m_hTarget->SetNextThink(0.1);
}
m_hTarget = NULL;
SetNextThink( 0.1 );
SetThink(&CRenderFxFader ::SUB_Remove);
}
else
{
m_hTarget->pev->renderamt = m_iStartAmt + m_iOffsetAmt * flDegree;
m_hTarget->pev->rendercolor.x = m_vecStartColor.x + m_vecOffsetColor.x * flDegree;
m_hTarget->pev->rendercolor.y = m_vecStartColor.y + m_vecOffsetColor.y * flDegree;
m_hTarget->pev->rendercolor.z = m_vecStartColor.z + m_vecOffsetColor.z * flDegree;
m_hTarget->pev->scale = m_fStartScale + m_fOffsetScale * flDegree;
SetNextThink( m_flCoarseness ); //?
}
}
// RenderFxManager itself
class CRenderFxManager : public CPointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Affect( CBaseEntity *pEntity, BOOL bIsLocus, CBaseEntity *pActivator );
void KeyValue( KeyValueData *pkvd );
};
LINK_ENTITY_TO_CLASS( env_render, CRenderFxManager )
void CRenderFxManager :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_fScale"))
{
pev->scale = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
void CRenderFxManager::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if( !FStringNull( pev->target ) )
{
CBaseEntity* pTarget = UTIL_FindEntityByTargetname( NULL, STRING(pev->target), pActivator);
BOOL first = TRUE;
while ( pTarget != NULL )
{
Affect( pTarget, first, pActivator );
first = FALSE;
pTarget = UTIL_FindEntityByTargetname( pTarget, STRING(pev->target), pActivator );
}
}
if( pev->spawnflags & SF_RENDER_ONLYONCE )
{
SetThink( &CRenderFxManager::SUB_Remove );
SetNextThink( 0.1f );
}
}
void CRenderFxManager::Affect( CBaseEntity *pTarget, BOOL bIsFirst, CBaseEntity *pActivator )
{
entvars_t *pevTarget = pTarget->pev;
float fAmtFactor = 1;
if ( pev->message && !FBitSet( pev->spawnflags, SF_RENDER_MASKAMT ) )
fAmtFactor = CalcLocus_Ratio(pActivator, STRING(pev->message));
if( !FBitSet( pev->spawnflags, SF_RENDER_MASKFX ) )
pevTarget->renderfx = pev->renderfx;
if( !FBitSet( pev->spawnflags, SF_RENDER_MASKMODE ) )
{
//LRC - amt is often 0 when mode is normal. Set it to be fully visible, for fade purposes.
if (pev->frags && pevTarget->renderamt == 0 && pevTarget->rendermode == kRenderNormal)
pevTarget->renderamt = 255;
pevTarget->rendermode = pev->rendermode;
}
if (pev->frags == 0) // not fading?
{
if ( !FBitSet( pev->spawnflags, SF_RENDER_MASKAMT ) )
pevTarget->renderamt = pev->renderamt * fAmtFactor;
if( !FBitSet( pev->spawnflags, SF_RENDER_MASKCOLOR ) )
pevTarget->rendercolor = pev->rendercolor;
if ( pev->scale )
pevTarget->scale = pev->scale;
if (bIsFirst)
FireTargets( STRING(pev->netname), pTarget, this, USE_TOGGLE, 0 );
}
else
{
//LRC - fade the entity in/out!
// (We create seperate fader entities to do this, one for each entity that needs fading.)
CRenderFxFader *pFader = GetClassPtr( (CRenderFxFader *)NULL );
pFader->m_hTarget = pTarget;
pFader->m_iStartAmt = pevTarget->renderamt;
pFader->m_vecStartColor = pevTarget->rendercolor;
pFader->m_fStartScale = pevTarget->scale;
if (pFader->m_fStartScale == 0)
pFader->m_fStartScale = 1; // When we're scaling, 0 is treated as 1. Use 1 as the number to fade from.
pFader->pev->spawnflags = pev->spawnflags;
if (bIsFirst)
pFader->pev->target = pev->netname;
if ( !FBitSet( pev->spawnflags, SF_RENDER_MASKAMT ) )
pFader->m_iOffsetAmt = (pev->renderamt * fAmtFactor) - pevTarget->renderamt;
else
pFader->m_iOffsetAmt = 0;
if ( !FBitSet( pev->spawnflags, SF_RENDER_MASKCOLOR ) )
{
pFader->m_vecOffsetColor.x = pev->rendercolor.x - pevTarget->rendercolor.x;
pFader->m_vecOffsetColor.y = pev->rendercolor.y - pevTarget->rendercolor.y;
pFader->m_vecOffsetColor.z = pev->rendercolor.z - pevTarget->rendercolor.z;
}
else
{
pFader->m_vecOffsetColor = g_vecZero;
}
if ( pev->scale )
pFader->m_fOffsetScale = pev->scale - pevTarget->scale;
else
pFader->m_fOffsetScale = 0;
pFader->m_flStartTime = gpGlobals->time;
pFader->m_flDuration = pev->frags;
pFader->m_flCoarseness = pev->armorvalue;
pFader->SetNextThink( 0 );
pFader->Spawn();
}
}
//***********************************************************
//
// EnvCustomize
//
// Changes various properties of an entity (some properties only apply to monsters.)
//
#define SF_CUSTOM_AFFECTDEAD 1
#define SF_CUSTOM_ONCE 2
#define SF_CUSTOM_DEBUG 4
#define CUSTOM_FLAG_NOCHANGE 0
#define CUSTOM_FLAG_ON 1
#define CUSTOM_FLAG_OFF 2
#define CUSTOM_FLAG_TOGGLE 3
#define CUSTOM_FLAG_USETYPE 4
#define CUSTOM_FLAG_INVUSETYPE 5
class CEnvCustomize : public CBaseEntity
{
public:
void Spawn( void );
void Precache( void );
void PostSpawn( void );
void DesiredAction( void );
void Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Affect (CBaseEntity *pTarget, USE_TYPE useType);
int GetActionFor( int iField, int iActive, USE_TYPE useType, const char *szDebug );
void SetBoneController (float fController, int cnum, CBaseEntity *pTarget);
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flRadius;
int m_iszModel;
int m_iClass;
int m_iPlayerReact;
int m_iPrisoner;
int m_iMonsterClip;
int m_iVisible;
int m_iSolid;
int m_iProvoked;
int m_voicePitch;
int m_iBloodColor;
float m_fFramerate;
float m_fController0;
float m_fController1;
float m_fController2;
float m_fController3;
};
LINK_ENTITY_TO_CLASS( env_customize, CEnvCustomize );
TYPEDESCRIPTION CEnvCustomize::m_SaveData[] =
{
DEFINE_FIELD( CEnvCustomize, m_flRadius, FIELD_FLOAT),
DEFINE_FIELD( CEnvCustomize, m_iszModel, FIELD_STRING),
DEFINE_FIELD( CEnvCustomize, m_iClass, FIELD_INTEGER),
DEFINE_FIELD( CEnvCustomize, m_iPlayerReact, FIELD_INTEGER ),
DEFINE_FIELD( CEnvCustomize, m_iPrisoner, FIELD_INTEGER ),
DEFINE_FIELD( CEnvCustomize, m_iMonsterClip, FIELD_INTEGER ),
DEFINE_FIELD( CEnvCustomize, m_iVisible, FIELD_INTEGER ),
DEFINE_FIELD( CEnvCustomize, m_iSolid, FIELD_INTEGER ),
DEFINE_FIELD( CEnvCustomize, m_iProvoked, FIELD_INTEGER ),
DEFINE_FIELD( CEnvCustomize, m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( CEnvCustomize, m_iBloodColor, FIELD_INTEGER ),
DEFINE_FIELD( CEnvCustomize, m_fFramerate, FIELD_FLOAT ),
DEFINE_FIELD( CEnvCustomize, m_fController0, FIELD_FLOAT ),
DEFINE_FIELD( CEnvCustomize, m_fController1, FIELD_FLOAT ),
DEFINE_FIELD( CEnvCustomize, m_fController2, FIELD_FLOAT ),
DEFINE_FIELD( CEnvCustomize, m_fController3, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE(CEnvCustomize,CBaseEntity);
void CEnvCustomize :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iVisible"))
{
m_iVisible = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iSolid"))
{
m_iSolid = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszModel"))
{
m_iszModel = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_voicePitch"))
{
m_voicePitch = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iPrisoner"))
{
m_iPrisoner = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iMonsterClip"))
{
m_iMonsterClip = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iClass"))
{
m_iClass = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iPlayerReact"))
{
m_iPlayerReact = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_flRadius"))
{
m_flRadius = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iProvoked"))
{
m_iProvoked = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_bloodColor") || FStrEq(pkvd->szKeyName, "m_iBloodColor"))
{
m_iBloodColor = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fFramerate"))
{
m_fFramerate = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fController0"))
{
m_fController0 = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fController1"))
{
m_fController1 = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fController2"))
{
m_fController2 = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fController3"))
{
m_fController3 = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
void CEnvCustomize :: Spawn ( void )
{
Precache();
}
void CEnvCustomize :: Precache( void )
{
if (m_iszModel)
PRECACHE_MODEL(STRING(m_iszModel));
}
void CEnvCustomize :: PostSpawn( void )
{
if (!pev->targetname)
{
// no name - just take effect when everything's spawned.
UTIL_DesiredAction( this );
}
}
void CEnvCustomize :: DesiredAction ( void )
{
Use(this, this, USE_TOGGLE, 0);
}
void CEnvCustomize :: Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( FStringNull(pev->target) )
{
if ( pActivator )
Affect(pActivator, useType);
else if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, "DEBUG: env_customize \"%s\" was fired without a locus!\n", STRING(pev->targetname));
}
else
{
BOOL fail = TRUE;
CBaseEntity *pTarget = UTIL_FindEntityByTargetname(NULL, STRING(pev->target), pActivator);
while (pTarget)
{
Affect(pTarget, useType);
fail = FALSE;
pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(pev->target), pActivator);
}
pTarget = UTIL_FindEntityByClassname(NULL, STRING(pev->target));
while (pTarget)
{
Affect(pTarget, useType);
fail = FALSE;
pTarget = UTIL_FindEntityByClassname(pTarget, STRING(pev->target));
}
if (fail && pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, "DEBUG: env_customize \"%s\" does nothing; can't find any entity with name or class \"%s\".\n", STRING(pev->target));
}
if (pev->spawnflags & SF_CUSTOM_ONCE)
{
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, "DEBUG: env_customize \"%s\" removes itself.\n", STRING(pev->targetname));
UTIL_Remove(this);
}
}
//LRCT
extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
void CEnvCustomize :: Affect (CBaseEntity *pTarget, USE_TYPE useType)
{
CBaseMonster* pMonster = pTarget->MyMonsterPointer();
if (!FBitSet(pev->spawnflags, SF_CUSTOM_AFFECTDEAD) && pMonster && pMonster->m_MonsterState == MONSTERSTATE_DEAD)
{
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, "DEBUG: env_customize %s does nothing; can't apply to a corpse.\n", STRING(pev->targetname));
return;
}
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, "DEBUG: env_customize \"%s\" affects %s \"%s\": [", STRING(pev->targetname), STRING(pTarget->pev->classname), STRING(pTarget->pev->targetname));
if (m_iszModel)
{
Vector vecMins, vecMaxs;
vecMins = pTarget->pev->mins;
vecMaxs = pTarget->pev->maxs;
SET_MODEL(pTarget->edict(),STRING(m_iszModel));
// if (pTarget->pev->flags & FL_CLIENT)
// g_ulModelIndexPlayer = pTarget->pev->modelindex;
UTIL_SetSize(pTarget->pev,vecMins,vecMaxs);
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " model=%s", STRING(m_iszModel));
}
SetBoneController( m_fController0, 0, pTarget );
SetBoneController( m_fController1, 1, pTarget );
SetBoneController( m_fController2, 2, pTarget );
SetBoneController( m_fController3, 3, pTarget );
if (m_fFramerate != -1)
{
//FIXME: check for env_model, stop it from changing its own framerate
pTarget->pev->framerate = m_fFramerate;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " framerate=%f", m_fFramerate);
}
if (pev->body != -1)
{
pTarget->pev->body = pev->body;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " body = %d", pev->body);
}
if (pev->skin != -1)
{
if (pev->skin == -2)
{
if (pTarget->pev->skin)
{
pTarget->pev->skin = 0;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " skin=0");
}
else
{
pTarget->pev->skin = 1;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " skin=1");
}
}
else if (pev->skin == -99) // special option to set CONTENTS_EMPTY
{
pTarget->pev->skin = -1;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " skin=-1");
}
else
{
pTarget->pev->skin = pev->skin;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " skin=%d", pTarget->pev->skin);
}
}
switch ( GetActionFor(m_iVisible, !(pTarget->pev->effects & EF_NODRAW), useType, "visible"))
{
case CUSTOM_FLAG_ON: pTarget->pev->effects &= ~EF_NODRAW; break;
case CUSTOM_FLAG_OFF: pTarget->pev->effects |= EF_NODRAW; break;
}
switch ( GetActionFor(m_iSolid, pTarget->pev->solid != SOLID_NOT, useType, "solid"))
{
case CUSTOM_FLAG_ON:
if (*(STRING(pTarget->pev->model)) == '*')
pTarget->pev->solid = SOLID_BSP;
else
pTarget->pev->solid = SOLID_SLIDEBOX;
break;
case CUSTOM_FLAG_OFF: pTarget->pev->solid = SOLID_NOT; break;
}
/* if (m_iVisible != CUSTOM_FLAG_NOCHANGE)
{
if (pTarget->pev->effects & EF_NODRAW && (m_iVisible == CUSTOM_FLAG_TOGGLE || m_iVisible == CUSTOM_FLAG_ON))
{
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " visible=YES");
}
else if (m_iVisible != CUSTOM_FLAG_ON)
{
pTarget->pev->effects |= EF_NODRAW;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " visible=NO");
}
}
if (m_iSolid != CUSTOM_FLAG_NOCHANGE)
{
if (pTarget->pev->solid == SOLID_NOT && (m_iSolid == CUSTOM_FLAG_TOGGLE || m_iSolid == CUSTOM_FLAG_ON))
{
if (*(STRING(pTarget->pev->model)) == '*')
{
pTarget->pev->solid = SOLID_BSP;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " solid=YES(bsp)");
}
else
{
pTarget->pev->solid = SOLID_SLIDEBOX;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " solid=YES(point)");
}
}
else if (m_iSolid != CUSTOM_FLAG_ON)
{
pTarget->pev->solid = SOLID_NOT;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " solid=NO");
}
else if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " solid=unchanged");
}
*/
if (!pMonster)
{
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " ]\n");
return;
}
if (m_iBloodColor != 0)
{
pMonster->m_bloodColor = m_iBloodColor;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " bloodcolor=%d", m_iBloodColor);
}
if (m_voicePitch > 0)
{
if (FClassnameIs(pTarget->pev,"monster_barney") || FClassnameIs(pTarget->pev,"monster_scientist") || FClassnameIs(pTarget->pev,"monster_sitting_scientist"))
{
((CTalkMonster*)pTarget)->m_voicePitch = m_voicePitch;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " voicePitch(talk)=%d", m_voicePitch);
}
// else if (FClassnameIs(pTarget->pev,"monster_human_grunt") || FClassnameIs(pTarget->pev,"monster_human_grunt_repel"))
// ((CHGrunt*)pTarget)->m_voicePitch = m_voicePitch;
// else if (FClassnameIs(pTarget->pev,"monster_alien_slave"))
// ((CISlave*)pTarget)->m_voicePitch = m_voicePitch;
else if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " voicePitch=unchanged");
}
if (m_iClass != 0)
{
pMonster->m_iClass = m_iClass;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " class=%d", m_iClass);
if (pMonster->m_hEnemy)
{
pMonster->m_hEnemy = NULL;
// make 'em stop attacking... might be better to use a different signal?
pMonster->SetConditions( bits_COND_NEW_ENEMY );
}
}
if (m_iPlayerReact != -1)
{
pMonster->m_iPlayerReact = m_iPlayerReact;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " playerreact=%d", m_iPlayerReact);
}
// SetCustomFlag( m_iPrisoner, pMonster->pev->spawnflags, SF_MONSTER_PRISONER, useType, "prisoner");
switch (GetActionFor(m_iPrisoner, pMonster->pev->spawnflags & SF_MONSTER_PRISONER, useType, "prisoner") )
{
case CUSTOM_FLAG_ON:
pMonster->pev->spawnflags |= SF_MONSTER_PRISONER;
if (pMonster->m_hEnemy)
{
pMonster->m_hEnemy = NULL;
// make 'em stop attacking... might be better to use a different signal?
pMonster->SetConditions( bits_COND_NEW_ENEMY );
}
break;
case CUSTOM_FLAG_OFF:
pMonster->pev->spawnflags &= ~SF_MONSTER_PRISONER;
break;
}
/* if (m_iPrisoner != CUSTOM_FLAG_NOCHANGE)
{
if (pMonster->pev->spawnflags & SF_MONSTER_PRISONER && (m_iPrisoner == CUSTOM_FLAG_TOGGLE || m_iPrisoner == CUSTOM_FLAG_OFF))
{
pMonster->pev->spawnflags &= ~SF_MONSTER_PRISONER;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " prisoner=NO");
}
else if (m_iPrisoner != CUSTOM_FLAG_OFF)
{
pMonster->pev->spawnflags |= SF_MONSTER_PRISONER;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " prisoner=YES");
if (pMonster->m_hEnemy)
{
pMonster->m_hEnemy = NULL;
// make 'em stop attacking... might be better to use a different signal?
pMonster->SetConditions( bits_COND_NEW_ENEMY );
}
}
else if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " prisoner=unchanged");
}
*/
switch (GetActionFor(m_iMonsterClip, pMonster->pev->flags & FL_MONSTERCLIP, useType, "monsterclip") )
{
case CUSTOM_FLAG_ON: pMonster->pev->flags |= FL_MONSTERCLIP; break;
case CUSTOM_FLAG_OFF: pMonster->pev->flags &= ~FL_MONSTERCLIP; break;
}
/* if (m_iMonsterClip != CUSTOM_FLAG_NOCHANGE)
{
if (pMonster->pev->flags & FL_MONSTERCLIP && (m_iMonsterClip == CUSTOM_FLAG_TOGGLE || m_iMonsterClip == CUSTOM_FLAG_OFF))
{
pMonster->pev->flags &= ~FL_MONSTERCLIP;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " monsterclip=NO");
}
else if (m_iMonsterClip != CUSTOM_FLAG_OFF)
{
pMonster->pev->flags |= FL_MONSTERCLIP;
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " monsterclip=YES");
}
else if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " monsterclip=unchanged");
}
*/
switch (GetActionFor(m_iProvoked, pMonster->m_afMemory & bits_MEMORY_PROVOKED, useType, "provoked") )
{
case CUSTOM_FLAG_ON: pMonster->Remember(bits_MEMORY_PROVOKED); break;
case CUSTOM_FLAG_OFF: pMonster->Forget(bits_MEMORY_PROVOKED); break;
}
/* if (m_iProvoked != CUSTOM_FLAG_NOCHANGE)
{
if (pMonster->m_afMemory & bits_MEMORY_PROVOKED && (m_iProvoked == CUSTOM_FLAG_TOGGLE || m_iProvoked == CUSTOM_FLAG_OFF))
{
pMonster->Forget(bits_MEMORY_PROVOKED);
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " provoked=NO");
}
else if (m_iProvoked != CUSTOM_FLAG_OFF)
{
pMonster->Remember(bits_MEMORY_PROVOKED);
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " provoked=YES");
}
else if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " provoked=unchanged");
}
*/
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " ]\n");
}
int CEnvCustomize::GetActionFor( int iField, int iActive, USE_TYPE useType, const char* szDebug)
{
int iAction = iField;
if (iAction == CUSTOM_FLAG_USETYPE)
{
if (useType == USE_ON)
iAction = CUSTOM_FLAG_ON;
else if (useType == USE_OFF)
iAction = CUSTOM_FLAG_OFF;
else
iAction = CUSTOM_FLAG_TOGGLE;
}
else if (iAction == CUSTOM_FLAG_INVUSETYPE)
{
if (useType == USE_ON)
iAction = CUSTOM_FLAG_OFF;
else if (useType == USE_OFF)
iAction = CUSTOM_FLAG_ON;
else
iAction = CUSTOM_FLAG_TOGGLE;
}
if (iAction == CUSTOM_FLAG_TOGGLE)
{
if (iActive)
iAction = CUSTOM_FLAG_OFF;
else
iAction = CUSTOM_FLAG_ON;
}
if (pev->spawnflags & SF_CUSTOM_DEBUG)
{
if (iAction == CUSTOM_FLAG_ON)
ALERT(at_console, " %s=YES", szDebug);
else if (iAction == CUSTOM_FLAG_OFF)
ALERT(at_console, " %s=NO", szDebug);
}
return iAction;
}
void CEnvCustomize::SetBoneController( float fController, int cnum, CBaseEntity *pTarget)
{
if (fController) //FIXME: the pTarget isn't necessarily a CBaseAnimating.
{
if (fController == 1024)
{
((CBaseAnimating*)pTarget)->SetBoneController( cnum, 0 );
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " bone%d=0", cnum);
}
else
{
((CBaseAnimating*)pTarget)->SetBoneController( cnum, fController );
if (pev->spawnflags & SF_CUSTOM_DEBUG)
ALERT(at_console, " bone%d=%f", cnum, fController);
}
}
}
//=====================================
// trigger_x entities
class CBaseTrigger : public CBaseToggle
{
public:
//LRC - this was very bloated. I moved lots of methods into the
// subclasses where they belonged.
void InitTrigger( void );
void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
BOOL CanTouch( entvars_t *pevToucher );
virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
LINK_ENTITY_TO_CLASS( trigger, CBaseTrigger );
BOOL CBaseTrigger :: CanTouch( entvars_t *pevToucher )
{
if ( !pev->netname )
{
// Only touch clients, monsters, or pushables (depending on flags)
if (pevToucher->flags & FL_CLIENT)
return !(pev->spawnflags & SF_TRIGGER_NOCLIENTS);
else if (pevToucher->flags & FL_MONSTER)
return pev->spawnflags & SF_TRIGGER_ALLOWMONSTERS;
else if (FClassnameIs(pevToucher,"func_pushable"))
return pev->spawnflags & SF_TRIGGER_PUSHABLES;
else
return pev->spawnflags & SF_TRIGGER_EVERYTHING;
}
else
{
// If netname is set, it's an entity-specific trigger; we ignore the spawnflags.
if (!FClassnameIs(pevToucher, STRING(pev->netname)) &&
(!pevToucher->targetname || !FStrEq(STRING(pevToucher->targetname), STRING(pev->netname))))
return FALSE;
}
return TRUE;
}
//
// ToggleUse - If this is the USE function for a trigger, its state will toggle every time it's fired
//
void CBaseTrigger :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (pev->solid == SOLID_NOT)
{// if the trigger is off, turn it on
pev->solid = SOLID_TRIGGER;
// Force retouch
gpGlobals->force_retouch++;
}
else
{// turn the trigger off
pev->solid = SOLID_NOT;
}
UTIL_SetOrigin( this, pev->origin );
}
/*
================
InitTrigger
================
*/
void CBaseTrigger::InitTrigger()
{
// trigger angles are used for one-way touches. An angle of 0 is assumed
// to mean no restrictions, so use a yaw of 360 instead.
if( pev->angles != g_vecZero )
SetMovedir( pev );
pev->solid = SOLID_TRIGGER;
pev->movetype = MOVETYPE_NONE;
SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
if( CVAR_GET_FLOAT( "showtriggers" ) == 0 )
SetBits( pev->effects, EF_NODRAW );
}
//=====================================
//
// trigger_hurt - hurts anything that touches it. if the trigger has a targetname, firing it will toggle state
//
class CTriggerHurt : public CBaseTrigger
{
public:
void Spawn( void );
void EXPORT RadiationThink( void );
void EXPORT HurtTouch ( CBaseEntity *pOther );
virtual void KeyValue( KeyValueData *pkvd );
};
LINK_ENTITY_TO_CLASS( trigger_hurt, CTriggerHurt );
void CTriggerHurt :: KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "damage" ) )
{
pev->dmg = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "damagetype"))
{
m_bitsDamageInflict |= atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "cangib"))
{
switch (atoi(pkvd->szValue))
{
case 1:
m_bitsDamageInflict |= DMG_ALWAYSGIB;
case 2:
m_bitsDamageInflict |= DMG_NEVERGIB;
}
pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue( pkvd );
}
void CTriggerHurt :: Spawn( void )
{
InitTrigger();
SetTouch(&CTriggerHurt :: HurtTouch );
if ( !FStringNull ( pev->targetname ) )
{
SetUse(&CTriggerHurt :: ToggleUse );
}
else
{
SetUse ( NULL );
}
if (m_bitsDamageInflict & DMG_RADIATION)
{
SetThink(&CTriggerHurt :: RadiationThink );
SetNextThink( RANDOM_FLOAT(0.0, 0.5) );
}
if ( FBitSet (pev->spawnflags, SF_TRIGGER_HURT_START_OFF) )// if flagged to Start Turned Off, make trigger nonsolid.
pev->solid = SOLID_NOT;
UTIL_SetOrigin( this, pev->origin ); // Link into the list
}
// When touched, a hurt trigger does DMG points of damage each half-second
void CTriggerHurt :: HurtTouch ( CBaseEntity *pOther )
{
float fldmg;
if ( !pOther->pev->takedamage )
return;
if ( (pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYTOUCH) && !pOther->IsPlayer() )
{
// this trigger is only allowed to touch clients, and this ain't a client.
return;
}
if ( (pev->spawnflags & SF_TRIGGER_HURT_NO_CLIENTS) && pOther->IsPlayer() )
return;
// HACKHACK -- In multiplayer, players touch this based on packet receipt.
// So the players who send packets later aren't always hurt. Keep track of
// how much time has passed and whether or not you've touched that player
if ( g_pGameRules->IsMultiplayer() )
{
if ( pev->dmgtime > gpGlobals->time )
{
if ( gpGlobals->time != pev->pain_finished )
{// too early to hurt again, and not same frame with a different entity
if ( pOther->IsPlayer() )
{
int playerMask = 1 << (pOther->entindex() - 1);
// If I've already touched this player (this time), then bail out
if ( pev->impulse & playerMask )
return;
// Mark this player as touched
// BUGBUG - There can be only 32 players!
pev->impulse |= playerMask;
}
else
{
return;
}
}
}
else
{
// New clock, "un-touch" all players
pev->impulse = 0;
if ( pOther->IsPlayer() )
{
int playerMask = 1 << (pOther->entindex() - 1);
// Mark this player as touched
// BUGBUG - There can be only 32 players!
pev->impulse |= playerMask;
}
}
}
else // Original code -- single player
{
if ( pev->dmgtime > gpGlobals->time && gpGlobals->time != pev->pain_finished )
{// too early to hurt again, and not same frame with a different entity
return;
}
}
// If this is time_based damage (poison, radiation), override the pev->dmg with a
// default for the given damage type. Monsters only take time-based damage
// while touching the trigger. Player continues taking damage for a while after
// leaving the trigger
fldmg = pev->dmg * 0.5f; // 0.5 seconds worth of damage, pev->dmg is damage/second
// JAY: Cut this because it wasn't fully realized. Damage is simpler now.
#if 0
switch (m_bitsDamageInflict)
{
default: break;
case DMG_POISON: fldmg = POISON_DAMAGE/4; break;
case DMG_NERVEGAS: fldmg = NERVEGAS_DAMAGE/4; break;
case DMG_RADIATION: fldmg = RADIATION_DAMAGE/4; break;
case DMG_PARALYZE: fldmg = PARALYZE_DAMAGE/4; break; // UNDONE: cut this? should slow movement to 50%
case DMG_ACID: fldmg = ACID_DAMAGE/4; break;
case DMG_SLOWBURN: fldmg = SLOWBURN_DAMAGE/4; break;
case DMG_SLOWFREEZE: fldmg = SLOWFREEZE_DAMAGE/4; break;
}
#endif
if ( fldmg < 0 )
pOther->TakeHealth( -fldmg, m_bitsDamageInflict );
else
pOther->TakeDamage( pev, pev, fldmg, m_bitsDamageInflict );
// Store pain time so we can get all of the other entities on this frame
pev->pain_finished = gpGlobals->time;
// Apply damage every half second
pev->dmgtime = gpGlobals->time + 0.5f;// half second delay until this trigger can hurt toucher again
if ( pev->target )
{
// trigger has a target it wants to fire.
if ( pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYFIRE )
{
// if the toucher isn't a client, don't fire the target!
if ( !pOther->IsPlayer() )
{
return;
}
}
SUB_UseTargets( pOther, USE_TOGGLE, 0 );
if ( pev->spawnflags & SF_TRIGGER_HURT_TARGETONCE )
pev->target = 0;
}
}
// trigger hurt that causes radiation will do a radius
// check and set the player's geiger counter level
// according to distance from center of trigger
void CTriggerHurt :: RadiationThink( void )
{
edict_t *pentPlayer;
CBasePlayer *pPlayer = NULL;
float flRange;
entvars_t *pevTarget;
Vector vecSpot1;
Vector vecSpot2;
Vector vecRange;
Vector origin;
Vector view_ofs;
// check to see if a player is in pvs
// if not, continue
// set origin to center of trigger so that this check works
origin = pev->origin;
view_ofs = pev->view_ofs;
pev->origin = (pev->absmin + pev->absmax) * 0.5f;
pev->view_ofs = pev->view_ofs * 0.0f;
pentPlayer = FIND_CLIENT_IN_PVS(edict());
pev->origin = origin;
pev->view_ofs = view_ofs;
// reset origin
if (!FNullEnt(pentPlayer))
{
pPlayer = GetClassPtr( (CBasePlayer *)VARS(pentPlayer));
pevTarget = VARS(pentPlayer);
// get range to player;
vecSpot1 = (pev->absmin + pev->absmax) * 0.5f;
vecSpot2 = (pevTarget->absmin + pevTarget->absmax) * 0.5f;
vecRange = vecSpot1 - vecSpot2;
flRange = vecRange.Length();
// if player's current geiger counter range is larger
// than range to this trigger hurt, reset player's
// geiger counter range
if (pPlayer->m_flgeigerRange >= flRange)
pPlayer->m_flgeigerRange = flRange;
}
SetNextThink( 0.25f );
}
//=====================================
//
// trigger_hevcharge
// charges/discharges the player's suit. if the trigger has a targetname, firing it will toggle state
//LRC
#define SF_HEVCHARGE_NOANNOUNCE 0x04
class CTriggerHevCharge : public CBaseTrigger
{
public:
void Spawn( void );
void EXPORT ChargeTouch ( CBaseEntity *pOther );
void EXPORT AnnounceThink( void );
};
LINK_ENTITY_TO_CLASS( trigger_hevcharge, CTriggerHevCharge );
void CTriggerHevCharge :: Spawn( void )
{
InitTrigger();
SetTouch(&CTriggerHevCharge :: ChargeTouch );
SetThink(&CTriggerHevCharge :: AnnounceThink );
if ( !FStringNull ( pev->targetname ) )
{
SetUse(&CTriggerHevCharge :: ToggleUse );
}
else
{
SetUse ( NULL );
}
if ( FBitSet (pev->spawnflags, SF_TRIGGER_HURT_START_OFF) )// if flagged to Start Turned Off, make trigger nonsolid.
pev->solid = SOLID_NOT;
UTIL_SetOrigin( this, pev->origin ); // Link into the list
}
void CTriggerHevCharge :: ChargeTouch ( CBaseEntity *pOther )
{
if (IsLockedByMaster())
return;
// check that it's a player with an HEV suit
if ( !pOther->IsPlayer() || !FBitSet(pOther->pev->weapons, 1<<WEAPON_SUIT) )
return;
//FIXME: add in the multiplayer fix, from trigger_hurt?
if ( pev->dmgtime > gpGlobals->time )
return;
pev->dmgtime = gpGlobals->time + 0.5f;// half second delay until this trigger can hurt toucher again
int iNewArmor = pOther->pev->armorvalue + pev->frags;
if (iNewArmor > MAX_NORMAL_BATTERY) iNewArmor = MAX_NORMAL_BATTERY;
if (iNewArmor < 0)
iNewArmor = 0;
if (iNewArmor == pOther->pev->armorvalue) // if no change, we've finished.
return;
pOther->pev->armorvalue = iNewArmor;
//FIXME: support the 'target once' flag
if ( pev->target )
{
SUB_UseTargets( pOther, USE_TOGGLE, 0 );
}
// The suit doesn't say much in multiplayer. Which is convenient, since it lets me be lazy here.
if ( g_pGameRules->IsMultiplayer() || pev->spawnflags & SF_HEVCHARGE_NOANNOUNCE)
return;
// as long as the suit is charging, this think will never actually happen.
//ALERT(at_console, "%s ", STRING(pev->targetname));
pev->aiment = ENT(pOther->pev);
SetNextThink( 1 );
}
void CTriggerHevCharge :: AnnounceThink ( )
{
CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity::Instance(pev->aiment));
if (!pPlayer || !pPlayer->IsPlayer())
{
ALERT(at_error, "trigger_hevcharge: invalid player in Announce!\n");
return;
}
//copied from item_battery...
int pct;
char szcharge[64];
// Suit reports new power level
// For some reason this wasn't working in release build -- round it.
pct = (int)( (float)(pPlayer->pev->armorvalue * 100.0f) * (1.0f/MAX_NORMAL_BATTERY) + 0.5f);
pct = (pct / 5);
if (pct > 0)
pct--;
sprintf( szcharge,"!HEV_%1dP", pct );
//ALERT(at_console, "Announce %s\n", szcharge);
((CBasePlayer*)pPlayer)->SetSuitUpdate(szcharge, FALSE, SUIT_REPEAT_OK);
}
//=====================================
//
// trigger_monsterjump
//
class CTriggerMonsterJump : public CBaseTrigger
{
public:
void Spawn( void );
void Touch( CBaseEntity *pOther );
void Think( void );
};
LINK_ENTITY_TO_CLASS( trigger_monsterjump, CTriggerMonsterJump )
void CTriggerMonsterJump::Spawn( void )
{
SetMovedir( pev );
InitTrigger();
DontThink();
pev->speed = 200;
m_flHeight = 150;
if( !FStringNull( pev->targetname ) )
{
// if targetted, spawn turned off
pev->solid = SOLID_NOT;
UTIL_SetOrigin( this, pev->origin ); // Unlink from trigger list
SetUse(&CTriggerMonsterJump :: ToggleUse );
}
}
void CTriggerMonsterJump::Think( void )
{
pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE
UTIL_SetOrigin( this, pev->origin ); // Unlink from trigger list
SetThink( NULL );
}
void CTriggerMonsterJump::Touch( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
if( !FBitSet( pevOther->flags, FL_MONSTER ) )
{
// touched by a non-monster.
return;
}
pevOther->origin.z += 1;
if( FBitSet( pevOther->flags, FL_ONGROUND ) )
{
// clear the onground so physics don't bitch
pevOther->flags &= ~FL_ONGROUND;
}
// toss the monster!
pevOther->velocity = pev->movedir * pev->speed;
pevOther->velocity.z += m_flHeight;
SetNextThink( 0 );
}
//=====================================
//
// trigger_cdaudio - starts/stops cd audio tracks
//
class CTriggerCDAudio : public CBaseTrigger
{
public:
void Spawn( void );
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void PlayTrack( void );
void Touch( CBaseEntity *pOther );
};
LINK_ENTITY_TO_CLASS( trigger_cdaudio, CTriggerCDAudio )
//
// Changes tracks or stops CD when player touches
//
// !!!HACK - overloaded HEALTH to avoid adding new field
void CTriggerCDAudio::Touch( CBaseEntity *pOther )
{
if( !pOther->IsPlayer() )
{
// only clients may trigger these events
return;
}
PlayTrack();
}
void CTriggerCDAudio::Spawn( void )
{
InitTrigger();
}
void CTriggerCDAudio::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
PlayTrack();
}
void PlayCDTrack( int iTrack )
{
edict_t *pClient;
// manually find the single player.
pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 );
// Can't play if the client is not connected!
if( !pClient )
return;
if( iTrack < -1 || iTrack > 30 )
{
ALERT( at_console, "TriggerCDAudio - Track %d out of range\n" );
return;
}
if( iTrack == -1 )
{
CLIENT_COMMAND( pClient, "cd stop\n" );
}
else
{
char string[64];
sprintf( string, "cd play %3d\n", iTrack );
CLIENT_COMMAND( pClient, string );
}
}
// only plays for ONE client, so only use in single play!
void CTriggerCDAudio::PlayTrack( void )
{
PlayCDTrack( (int)pev->health );
SetTouch( NULL );
UTIL_Remove( this );
}
// This plays a CD track when fired or when the player enters it's radius
class CTargetCDAudio : public CPointEntity
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Think( void );
void Play( void );
};
LINK_ENTITY_TO_CLASS( target_cdaudio, CTargetCDAudio )
void CTargetCDAudio::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "radius" ) )
{
pev->scale = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
void CTargetCDAudio::Spawn( void )
{
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
if( pev->scale > 0 )
SetNextThink( 1.0 );
}
void CTargetCDAudio::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
Play();
}
// only plays for ONE client, so only use in single play!
void CTargetCDAudio::Think( void )
{
edict_t *pClient;
// manually find the single player.
pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 );
// Can't play if the client is not connected!
if( !pClient )
return;
SetNextThink( 0.5 );
if( ( pClient->v.origin - pev->origin ).Length() <= pev->scale )
Play();
}
void CTargetCDAudio::Play( void )
{
PlayCDTrack( (int)pev->health );
UTIL_Remove( this );
}
//=====================================
//trigger_multiple
class CTriggerMultiple : public CBaseTrigger
{
public:
void Spawn( void );
void Precache( void )
{
if (!FStringNull(pev->noise))
PRECACHE_SOUND(STRING(pev->noise));
}
void EXPORT MultiTouch( CBaseEntity *pOther );
void EXPORT MultiWaitOver( void );
void ActivateMultiTrigger( CBaseEntity *pActivator );
};
LINK_ENTITY_TO_CLASS( trigger_multiple, CTriggerMultiple )
void CTriggerMultiple :: Spawn( void )
{
if (m_flWait == 0)
m_flWait = 0.2;
InitTrigger();
ASSERTSZ(pev->health == 0, "trigger_multiple with health");
SetTouch(&CTriggerMultiple :: MultiTouch );
Precache();
}
void CTriggerMultiple :: MultiTouch( CBaseEntity *pOther )
{
entvars_t *pevToucher;
pevToucher = pOther->pev;
if (!CanTouch(pevToucher)) return;
#if 0
// if the trigger has an angles field, check player's facing direction
if (pev->movedir != g_vecZero)
{
UTIL_MakeVectors( pevToucher->angles );
if ( DotProduct( gpGlobals->v_forward, pev->movedir ) < 0 )
return; // not facing the right way
}
#endif
ActivateMultiTrigger( pOther );
}
//
// the trigger was just touched/killed/used
// m_hActivator gets set to the activator so it can be held through a delay
// so wait for the delay time before firing
//
void CTriggerMultiple :: ActivateMultiTrigger( CBaseEntity *pActivator )
{
if (m_fNextThink > gpGlobals->time)
return; // still waiting for reset time
if (!UTIL_IsMasterTriggered(m_sMaster,pActivator))
return;
if (FClassnameIs(pev, "trigger_secret"))
{
if ( pev->enemy == NULL || !FClassnameIs(pev->enemy, "player"))
return;
gpGlobals->found_secrets++;
}
if (!FStringNull(pev->noise))
EMIT_SOUND(ENT(pev), CHAN_VOICE, STRING(pev->noise), 1, ATTN_NORM);
// don't trigger again until reset
// pev->takedamage = DAMAGE_NO;
m_hActivator = pActivator;
SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 );
if ( pev->message && pActivator->IsPlayer() )
{
UTIL_ShowMessage( STRING(pev->message), pActivator );
// CLIENT_PRINTF( ENT( pActivator->pev ), print_center, STRING(pev->message) );
}
if (m_flWait > 0)
{
SetThink(&CTriggerMultiple :: MultiWaitOver );
SetNextThink( m_flWait );
}
else
{
// we can't just remove (self) here, because this is a touch function
// called while C code is looping through area links...
SetTouch( NULL );
SetNextThink( 0.1 );
SetThink(&CTriggerMultiple :: SUB_Remove );
}
}
// the wait time has passed, so set back up for another activation
void CTriggerMultiple :: MultiWaitOver( void )
{
// if (pev->max_health)
// {
// pev->health = pev->max_health;
// pev->takedamage = DAMAGE_YES;
// pev->solid = SOLID_BBOX;
// }
SetThink( NULL );
}
//=====================================
//trigger_once
class CTriggerOnce : public CTriggerMultiple
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS( trigger_once, CTriggerOnce );
void CTriggerOnce::Spawn( void )
{
m_flWait = -1;
CTriggerMultiple :: Spawn();
}
//===========================================================
//LRC - trigger_inout, a trigger which fires _only_ when
// the player enters or leaves it.
// If there's more than one entity it can trigger off, then
// it will trigger for each one that enters and leaves.
//===========================================================
class CTriggerInOut;
class CInOutRegister : public CPointEntity
{
public:
// returns true if found in the list
BOOL IsRegistered ( CBaseEntity *pValue );
// remove all invalid entries from the list, trigger their targets as appropriate
// returns the new list
CInOutRegister *Prune( void );
// adds a new entry to the list
CInOutRegister *Add( CBaseEntity *pValue );
BOOL IsEmpty( void ) { return m_pNext?FALSE:TRUE; };
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CTriggerInOut *m_pField;
CInOutRegister *m_pNext;
EHANDLE m_hValue;
};
class CTriggerInOut : public CBaseTrigger
{
public:
void Spawn( void );
void EXPORT Touch( CBaseEntity *pOther );
void EXPORT Think( void );
void FireOnEntry( CBaseEntity *pOther );
void FireOnLeaving( CBaseEntity *pOther );
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
STATE GetState() { return m_pRegister->IsEmpty()?STATE_OFF:STATE_ON; }
string_t m_iszAltTarget;
string_t m_iszBothTarget;
CInOutRegister *m_pRegister;
};
// CInOutRegister method bodies:
TYPEDESCRIPTION CInOutRegister::m_SaveData[] =
{
DEFINE_FIELD( CInOutRegister, m_pField, FIELD_CLASSPTR ),
DEFINE_FIELD( CInOutRegister, m_pNext, FIELD_CLASSPTR ),
DEFINE_FIELD( CInOutRegister, m_hValue, FIELD_EHANDLE ),
};
IMPLEMENT_SAVERESTORE(CInOutRegister,CPointEntity);
LINK_ENTITY_TO_CLASS( inout_register, CInOutRegister );
BOOL CInOutRegister::IsRegistered ( CBaseEntity *pValue )
{
if (m_hValue == pValue)
return TRUE;
else if (m_pNext)
return m_pNext->IsRegistered( pValue );
else
return FALSE;
}
CInOutRegister *CInOutRegister::Add( CBaseEntity *pValue )
{
if (m_hValue == pValue)
{
// it's already in the list, don't need to do anything
return this;
}
else if (m_pNext)
{
// keep looking
m_pNext = m_pNext->Add( pValue );
return this;
}
else
{
// reached the end of the list; add the new entry, and trigger
CInOutRegister *pResult = GetClassPtr( (CInOutRegister*)NULL );
pResult->m_hValue = pValue;
pResult->m_pNext = this;
pResult->m_pField = m_pField;
pResult->pev->classname = MAKE_STRING("inout_register");
// ALERT(at_console, "adding; max %.2f %.2f %.2f, min %.2f %.2f %.2f is inside max %.2f %.2f %.2f, min %.2f %.2f %.2f\n", pResult->m_hValue->pev->absmax.x, pResult->m_hValue->pev->absmax.y, pResult->m_hValue->pev->absmax.z, pResult->m_hValue->pev->absmin.x, pResult->m_hValue->pev->absmin.y, pResult->m_hValue->pev->absmin.z, pResult->m_pField->pev->absmax.x, pResult->m_pField->pev->absmax.y, pResult->m_pField->pev->absmax.z, pResult->m_pField->pev->absmin.x, pResult->m_pField->pev->absmin.y, pResult->m_pField->pev->absmin.z); //LRCT
m_pField->FireOnEntry( pValue );
return pResult;
}
}
CInOutRegister *CInOutRegister::Prune( void )
{
if ( m_hValue )
{
ASSERTSZ(m_pNext != NULL, "invalid InOut registry terminator\n");
if ( m_pField->Intersects(m_hValue) )
{
// this entity is still inside the field, do nothing
m_pNext = m_pNext->Prune();
return this;
}
else
{
// ALERT(at_console, "removing; max %.2f %.2f %.2f, min %.2f %.2f %.2f is outside max %.2f %.2f %.2f, min %.2f %.2f %.2f\n", m_hValue->pev->absmax.x, m_hValue->pev->absmax.y, m_hValue->pev->absmax.z, m_hValue->pev->absmin.x, m_hValue->pev->absmin.y, m_hValue->pev->absmin.z, m_pField->pev->absmax.x, m_pField->pev->absmax.y, m_pField->pev->absmax.z, m_pField->pev->absmin.x, m_pField->pev->absmin.y, m_pField->pev->absmin.z); //LRCT
// this entity has just left the field, trigger
m_pField->FireOnLeaving( m_hValue );
SetThink(&CInOutRegister:: SUB_Remove );
SetNextThink( 0.1 );
return m_pNext->Prune();
}
}
else
{ // this register has a missing or null value
if (m_pNext)
{
// this is an invalid list entry, remove it
SetThink(&CInOutRegister:: SUB_Remove );
SetNextThink( 0.1 );
return m_pNext->Prune();
}
else
{
// this is the list terminator, leave it.
return this;
}
}
}
// CTriggerInOut method bodies:
LINK_ENTITY_TO_CLASS( trigger_inout, CTriggerInOut );
TYPEDESCRIPTION CTriggerInOut::m_SaveData[] =
{
DEFINE_FIELD( CTriggerInOut, m_iszAltTarget, FIELD_STRING ),
DEFINE_FIELD( CTriggerInOut, m_iszBothTarget, FIELD_STRING ),
DEFINE_FIELD( CTriggerInOut, m_pRegister, FIELD_CLASSPTR ),
};
IMPLEMENT_SAVERESTORE(CTriggerInOut,CBaseTrigger);
void CTriggerInOut::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszAltTarget"))
{
m_iszAltTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszBothTarget"))
{
m_iszBothTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseTrigger::KeyValue( pkvd );
}
void CTriggerInOut :: Spawn( void )
{
InitTrigger();
// create a null-terminator for the registry
m_pRegister = GetClassPtr( (CInOutRegister*)NULL );
m_pRegister->m_hValue = NULL;
m_pRegister->m_pNext = NULL;
m_pRegister->m_pField = this;
m_pRegister->pev->classname = MAKE_STRING("inout_register");
}
void CTriggerInOut :: Touch( CBaseEntity *pOther )
{
if (!CanTouch(pOther->pev)) return;
m_pRegister = m_pRegister->Add(pOther);
if (m_fNextThink <= 0 && !m_pRegister->IsEmpty())
SetNextThink( 0.1 );
}
void CTriggerInOut :: Think( void )
{
// Prune handles all Intersects tests and fires targets as appropriate
m_pRegister = m_pRegister->Prune();
if (m_pRegister->IsEmpty())
DontThink();
else
SetNextThink( 0.1 );
}
void CTriggerInOut :: FireOnEntry( CBaseEntity *pOther )
{
if (UTIL_IsMasterTriggered(m_sMaster,pOther))
{
FireTargets(STRING(m_iszBothTarget), pOther, this, USE_ON, 0);
FireTargets(STRING(pev->target), pOther, this, USE_TOGGLE, 0);
}
}
void CTriggerInOut :: FireOnLeaving( CBaseEntity *pEnt )
{
if ( UTIL_IsMasterTriggered(m_sMaster, pEnt) )
{
FireTargets(STRING(m_iszBothTarget), pEnt, this, USE_OFF, 0);
FireTargets(STRING(m_iszAltTarget), pEnt, this, USE_TOGGLE, 0);
}
}
// ==============================
// trigger_counter
//After the counter has been triggered "cTriggersLeft"
//times (default 2), it will fire all of it's targets and remove itself.
class CTriggerCounter : public CTriggerMultiple
{
public:
void Spawn( void );
void EXPORT CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
};
LINK_ENTITY_TO_CLASS( trigger_counter, CTriggerCounter );
void CTriggerCounter :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "count"))
{
m_cTriggersLeft = (int) atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CTriggerMultiple::KeyValue( pkvd );
}
void CTriggerCounter :: Spawn( void )
{
// By making the flWait be -1, this counter-trigger will disappear after it's activated
// (but of course it needs cTriggersLeft "uses" before that happens).
m_flWait = -1;
if (m_cTriggersLeft == 0)
m_cTriggersLeft = 2;
SetUse(&CTriggerCounter :: CounterUse );
}
void CTriggerCounter::CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_cTriggersLeft--;
m_hActivator = pActivator;
if( m_cTriggersLeft < 0 )
return;
BOOL fTellActivator =
(FClassnameIs(m_hActivator->pev, "player") &&
!FBitSet(pev->spawnflags, SPAWNFLAG_NOMESSAGE));
if( m_cTriggersLeft != 0 )
{
if( fTellActivator )
{
// UNDONE: I don't think we want these Quakesque messages
switch( m_cTriggersLeft )
{
case 1:
ALERT( at_console, "Only 1 more to go..." );
break;
case 2:
ALERT( at_console, "Only 2 more to go..." );
break;
case 3:
ALERT( at_console, "Only 3 more to go..." );
break;
default:
ALERT( at_console, "There are more to go..." );
break;
}
}
return;
}
// !!!UNDONE: I don't think we want these Quakesque messages
if( fTellActivator )
ALERT( at_console, "Sequence completed!" );
ActivateMultiTrigger( m_hActivator );
}
// ====================== TRIGGER_CHANGELEVEL ================================
class CTriggerVolume : public CPointEntity // Derive from point entity so this doesn't move across levels
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS( trigger_transition, CTriggerVolume )
// Define space that travels across a level transition
void CTriggerVolume::Spawn( void )
{
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
pev->model = 0;
pev->modelindex = 0;
}
// Fires a target after level transition and then dies
class CFireAndDie : public CBaseDelay
{
public:
void Spawn( void );
void Precache( void );
void Think( void );
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() | FCAP_FORCE_TRANSITION; } // Always go across transitions
};
LINK_ENTITY_TO_CLASS( fireanddie, CFireAndDie )
void CFireAndDie::Spawn( void )
{
pev->classname = MAKE_STRING( "fireanddie" );
// Don't call Precache() - it should be called on restore
}
void CFireAndDie::Precache( void )
{
// This gets called on restore
SetNextThink( m_flDelay );
}
void CFireAndDie::Think( void )
{
SUB_UseTargets( this, USE_TOGGLE, 0 );
UTIL_Remove( this );
}
#define SF_CHANGELEVEL_USEONLY 0x0002
class CChangeLevel : public CBaseTrigger
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void EXPORT UseChangeLevel( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT TriggerChangeLevel( void );
void EXPORT ExecuteChangeLevel( void );
void EXPORT TouchChangeLevel( CBaseEntity *pOther );
void ChangeLevelNow( CBaseEntity *pActivator );
static edict_t *FindLandmark( const char *pLandmarkName );
static int ChangeList( LEVELLIST *pLevelList, int maxList );
static int AddTransitionToList( LEVELLIST *pLevelList, int listCount, const char *pMapName, const char *pLandmarkName, edict_t *pentLandmark );
static int InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
char m_szMapName[cchMapNameMost]; // trigger_changelevel only: next map
char m_szLandmarkName[cchMapNameMost]; // trigger_changelevel only: landmark on next map
string_t m_changeTarget;
float m_changeTargetDelay;
};
LINK_ENTITY_TO_CLASS( trigger_changelevel, CChangeLevel )
// Global Savedata for changelevel trigger
TYPEDESCRIPTION CChangeLevel::m_SaveData[] =
{
DEFINE_ARRAY( CChangeLevel, m_szMapName, FIELD_CHARACTER, cchMapNameMost ),
DEFINE_ARRAY( CChangeLevel, m_szLandmarkName, FIELD_CHARACTER, cchMapNameMost ),
DEFINE_FIELD( CChangeLevel, m_changeTarget, FIELD_STRING ),
DEFINE_FIELD( CChangeLevel, m_changeTargetDelay, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CChangeLevel, CBaseTrigger )
//
// Cache user-entity-field values until spawn is called.
//
void CChangeLevel::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "map" ) )
{
if( strlen( pkvd->szValue ) >= cchMapNameMost )
ALERT( at_error, "Map name '%s' too long (32 chars)\n", pkvd->szValue );
strcpy( m_szMapName, pkvd->szValue );
//LRC -- don't allow changelevels to contain capital letters; it causes problems
// ALERT(at_console, "MapName %s ", m_szMapName);
for (int i = 0; m_szMapName[i]; i++) { m_szMapName[i] = tolower(m_szMapName[i]); }
// ALERT(at_console, "changed to %s\n", m_szMapName);
pkvd->fHandled = TRUE;
}
else if( FStrEq( pkvd->szKeyName, "landmark" ) )
{
if( strlen( pkvd->szValue ) >= cchMapNameMost )
ALERT( at_error, "Landmark name '%s' too long (32 chars)\n", pkvd->szValue );
strcpy( m_szLandmarkName, pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq( pkvd->szKeyName, "changetarget" ) )
{
m_changeTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq( pkvd->szKeyName, "changedelay" ) )
{
m_changeTargetDelay = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseTrigger::KeyValue( pkvd );
}
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void CChangeLevel::Spawn( void )
{
if( FStrEq( m_szMapName, "" ) )
ALERT( at_console, "a trigger_changelevel doesn't have a map" );
if( FStrEq( m_szLandmarkName, "" ) )
ALERT( at_console, "trigger_changelevel to %s doesn't have a landmark\n", m_szMapName );
if( !FStringNull( pev->targetname ) )
{
SetUse( &CChangeLevel::UseChangeLevel );
}
InitTrigger();
if( !( pev->spawnflags & SF_CHANGELEVEL_USEONLY ) )
SetTouch( &CChangeLevel::TouchChangeLevel );
//ALERT( at_console, "TRANSITION: %s (%s)\n", m_szMapName, m_szLandmarkName );
}
void CChangeLevel::ExecuteChangeLevel( void )
{
MESSAGE_BEGIN( MSG_ALL, SVC_CDTRACK );
WRITE_BYTE( 3 );
WRITE_BYTE( 3 );
MESSAGE_END();
MESSAGE_BEGIN( MSG_ALL, SVC_INTERMISSION );
MESSAGE_END();
}
FILE_GLOBAL char st_szNextMap[cchMapNameMost];
FILE_GLOBAL char st_szNextSpot[cchMapNameMost];
edict_t *CChangeLevel::FindLandmark( const char *pLandmarkName )
{
CBaseEntity *pLandmark;
pLandmark = UTIL_FindEntityByTargetname( NULL, pLandmarkName );
while ( pLandmark )
{
// Found the landmark
if ( FClassnameIs( pLandmark->pev, "info_landmark" ) )
return ENT(pLandmark->pev);
else
pLandmark = UTIL_FindEntityByTargetname( pLandmark, pLandmarkName );
}
ALERT( at_error, "Can't find landmark %s\n", pLandmarkName );
return NULL;
}
//=========================================================
// CChangeLevel :: Use - allows level transitions to be
// triggered by buttons, etc.
//
//=========================================================
void CChangeLevel::UseChangeLevel( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
ChangeLevelNow( pActivator );
}
void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
{
edict_t *pentLandmark;
//LEVELLIST levels[16];
ASSERT( !FStrEq( m_szMapName, "" ) );
// Don't work in deathmatch
if( g_pGameRules->IsDeathmatch() )
return;
// Some people are firing these multiple times in a frame, disable
if( gpGlobals->time == pev->dmgtime )
return;
pev->dmgtime = gpGlobals->time;
CBaseEntity *pPlayer = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) );
if( !InTransitionVolume( pPlayer, m_szLandmarkName ) )
{
ALERT( at_aiconsole, "Player isn't in the transition volume %s, aborting\n", m_szLandmarkName );
return;
}
// Create an entity to fire the changetarget
if( m_changeTarget )
{
CFireAndDie *pFireAndDie = GetClassPtr( (CFireAndDie *)NULL );
if( pFireAndDie )
{
// Set target and delay
pFireAndDie->pev->target = m_changeTarget;
pFireAndDie->m_flDelay = m_changeTargetDelay;
pFireAndDie->pev->origin = pPlayer->pev->origin;
// Call spawn
DispatchSpawn( pFireAndDie->edict() );
}
}
// This object will get removed in the call to CHANGE_LEVEL, copy the params into "safe" memory
strcpy( st_szNextMap, m_szMapName );
m_hActivator = pActivator;
SUB_UseTargets( pActivator, USE_TOGGLE, 0 );
st_szNextSpot[0] = 0; // Init landmark to NULL
// look for a landmark entity
pentLandmark = FindLandmark( m_szLandmarkName );
if( !FNullEnt( pentLandmark ) )
{
strcpy( st_szNextSpot, m_szLandmarkName );
gpGlobals->vecLandmarkOffset = VARS( pentLandmark )->origin;
}
//ALERT( at_console, "Level touches %d levels\n", ChangeList( levels, 16 ) );
ALERT( at_console, "CHANGE LEVEL: %s %s\n", st_szNextMap, st_szNextSpot );
CHANGE_LEVEL( st_szNextMap, st_szNextSpot );
}
//
// GLOBALS ASSUMED SET: st_szNextMap
//
void CChangeLevel::TouchChangeLevel( CBaseEntity *pOther )
{
if( !FClassnameIs( pOther->pev, "player" ) )
return;
ChangeLevelNow( pOther );
}
// Add a transition to the list, but ignore duplicates
// (a designer may have placed multiple trigger_changelevels with the same landmark)
int CChangeLevel::AddTransitionToList( LEVELLIST *pLevelList, int listCount, const char *pMapName, const char *pLandmarkName, edict_t *pentLandmark )
{
int i;
if( !pLevelList || !pMapName || !pLandmarkName || !pentLandmark )
return 0;
for( i = 0; i < listCount; i++ )
{
if( pLevelList[i].pentLandmark == pentLandmark && strcmp( pLevelList[i].mapName, pMapName ) == 0 )
return 0;
}
strcpy( pLevelList[listCount].mapName, pMapName );
strcpy( pLevelList[listCount].landmarkName, pLandmarkName );
pLevelList[listCount].pentLandmark = pentLandmark;
pLevelList[listCount].vecLandmarkOrigin = VARS( pentLandmark )->origin;
return 1;
}
int BuildChangeList( LEVELLIST *pLevelList, int maxList )
{
return CChangeLevel::ChangeList( pLevelList, maxList );
}
int CChangeLevel::InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName )
{
CBaseEntity *pVolume;
if( pEntity->ObjectCaps() & FCAP_FORCE_TRANSITION )
return 1;
// If you're following another entity, follow it through the transition (weapons follow the player)
if( pEntity->pev->movetype == MOVETYPE_FOLLOW )
{
if( pEntity->pev->aiment != NULL )
pEntity = CBaseEntity::Instance( pEntity->pev->aiment );
}
int inVolume = 1; // Unless we find a trigger_transition, everything is in the volume
pVolume = UTIL_FindEntityByTargetname( NULL, pVolumeName );
while ( pVolume )
{
if ( FClassnameIs( pVolume->pev, "trigger_transition" ) )
{
if( pVolume->Intersects( pEntity ) ) // It touches one, it's in the volume
return 1;
else
inVolume = 0; // Found a trigger_transition, but I don't intersect it -- if I don't find another, don't go!
}
pVolume = UTIL_FindEntityByTargetname( pVolume, pVolumeName );
}
return inVolume;
}
// We can only ever move 512 entities across a transition
#define MAX_ENTITY 512
// This has grown into a complicated beast
// Can we make this more elegant?
// This builds the list of all transitions on this level and which entities are in their PVS's and can / should
// be moved across.
int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList )
{
edict_t *pentLandmark;
int i, count;
count = 0;
// Find all of the possible level changes on this BSP
CBaseEntity *pChangelevel = UTIL_FindEntityByClassname( NULL, "trigger_changelevel" );
if ( !pChangelevel )
return 0;
while ( pChangelevel )
{
CChangeLevel *pTrigger;
pTrigger = GetClassPtr((CChangeLevel *)pChangelevel->pev);
if( pTrigger )
{
// Find the corresponding landmark
pentLandmark = FindLandmark( pTrigger->m_szLandmarkName );
if( pentLandmark )
{
// Build a list of unique transitions
if( AddTransitionToList( pLevelList, count, pTrigger->m_szMapName, pTrigger->m_szLandmarkName, pentLandmark ) )
{
count++;
if( count >= maxList ) // FULL!!
break;
}
}
}
pChangelevel = UTIL_FindEntityByClassname( pChangelevel, "trigger_changelevel" );
}
if( gpGlobals->pSaveData && ( (SAVERESTOREDATA *)gpGlobals->pSaveData)->pTable )
{
CSave saveHelper( (SAVERESTOREDATA *)gpGlobals->pSaveData );
for( i = 0; i < count; i++ )
{
int j, entityCount = 0;
CBaseEntity *pEntList[MAX_ENTITY];
int entityFlags[MAX_ENTITY];
// Follow the linked list of entities in the PVS of the transition landmark
edict_t *pent = UTIL_EntitiesInPVS( pLevelList[i].pentLandmark );
// Build a list of valid entities in this linked list (we're going to use pent->v.chain again)
while( !FNullEnt( pent ) )
{
CBaseEntity *pEntity = CBaseEntity::Instance( pent );
if( pEntity )
{
//ALERT( at_console, "Trying %s\n", STRING( pEntity->pev->classname ) );
int caps = pEntity->ObjectCaps();
if( !(caps & FCAP_DONT_SAVE ) )
{
int flags = 0;
// If this entity can be moved or is global, mark it
if( caps & FCAP_ACROSS_TRANSITION )
flags |= FENTTABLE_MOVEABLE;
if( pEntity->pev->globalname && !pEntity->IsDormant() )
flags |= FENTTABLE_GLOBAL;
if( flags )
{
pEntList[entityCount] = pEntity;
entityFlags[entityCount] = flags;
entityCount++;
if( entityCount > MAX_ENTITY )
ALERT( at_error, "Too many entities across a transition!" );
}
//else
// ALERT( at_console, "Failed %s\n", STRING( pEntity->pev->classname ) );
}
//else
// ALERT( at_console, "DON'T SAVE %s\n", STRING( pEntity->pev->classname ) );
}
pent = pent->v.chain;
}
for( j = 0; j < entityCount; j++ )
{
// Check to make sure the entity isn't screened out by a trigger_transition
if( entityFlags[j] && InTransitionVolume( pEntList[j], pLevelList[i].landmarkName ) )
{
// Mark entity table with 1<<i
int index = saveHelper.EntityIndex( pEntList[j] );
// Flag it with the level number
saveHelper.EntityFlagsSet( index, entityFlags[j] | ( 1 << i ) );
}
//else
// ALERT( at_console, "Screened out %s\n", STRING( pEntList[j]->pev->classname ) );
}
}
}
return count;
}
/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void NextLevel( void )
{
CBaseEntity* pEnt;
CChangeLevel *pChange;
// find a trigger_changelevel
pEnt = UTIL_FindEntityByClassname(NULL, "trigger_changelevel");
// go back to start if no trigger_changelevel
if ( !pEnt )
{
gpGlobals->mapname = MAKE_STRING( "start" );
pChange = GetClassPtr( (CChangeLevel *)NULL );
strcpy( pChange->m_szMapName, "start" );
}
else
pChange = GetClassPtr( (CChangeLevel *)pEnt->pev );
strcpy( st_szNextMap, pChange->m_szMapName );
g_fGameOver = TRUE;
pChange->SetNextThink( 0 );
if (pChange->m_fNextThink)
{
pChange->SetThink( &CChangeLevel::ExecuteChangeLevel );
pChange->SetNextThink( 0.1 );
}
}
// ============================== LADDER =======================================
#define SF_LADDER_VISIBLE 1
class CLadder : public CBaseTrigger
{
public:
void KeyValue( KeyValueData *pkvd );
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS( func_ladder, CLadder )
void CLadder::KeyValue( KeyValueData *pkvd )
{
CBaseTrigger::KeyValue( pkvd );
}
//=========================================================
// func_ladder - makes an area vertically negotiable
//=========================================================
void CLadder::Precache( void )
{
// Do all of this in here because we need to 'convert' old saved games
pev->solid = SOLID_NOT;
pev->skin = CONTENTS_LADDER;
if ( CVAR_GET_FLOAT("showtriggers") == 0 && !(pev->spawnflags & SF_LADDER_VISIBLE))
{
pev->effects |= EF_NODRAW;
//LRC- NODRAW is a better-performance way to stop things being drawn.
// (unless... would it prevent client-side movement algorithms from working?)
// pev->rendermode = kRenderTransTexture;
// pev->renderamt = 0;
}
else
pev->effects &= ~EF_NODRAW;
}
void CLadder::Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world
pev->movetype = MOVETYPE_PUSH;
}
// ========================== A TRIGGER THAT PUSHES YOU ===============================
class CTriggerPush : public CBaseTrigger
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void Touch( CBaseEntity *pOther );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_iszPushVel;
int m_iszPushSpeed;
};
LINK_ENTITY_TO_CLASS( trigger_push, CTriggerPush )
TYPEDESCRIPTION CTriggerPush::m_SaveData[] =
{
DEFINE_FIELD( CTriggerPush, m_iszPushVel, FIELD_STRING ),
DEFINE_FIELD( CTriggerPush, m_iszPushSpeed, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE(CTriggerPush,CBaseTrigger)
void CTriggerPush::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszPushSpeed"))
{
m_iszPushSpeed = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszPushVel"))
{
m_iszPushVel = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseTrigger::KeyValue( pkvd );
}
/*QUAKED trigger_push (.5 .5 .5) ? TRIG_PUSH_ONCE
Pushes the player
*/
void CTriggerPush::Spawn()
{
if( pev->angles == g_vecZero )
pev->angles.y = 360;
InitTrigger();
if( pev->speed == 0 )
pev->speed = 100;
// this flag was changed and flying barrels on c2a5 stay broken
if( FStrEq( STRING( gpGlobals->mapname ), "c2a5" ) && pev->spawnflags & 4 )
pev->spawnflags |= SF_TRIG_PUSH_ONCE;
if( FBitSet( pev->spawnflags, SF_TRIGGER_PUSH_START_OFF ) )// if flagged to Start Turned Off, make trigger nonsolid.
pev->solid = SOLID_NOT;
SetUse(&CTriggerPush :: ToggleUse );
UTIL_SetOrigin( this, pev->origin ); // Link into the list
}
void CTriggerPush::Touch( CBaseEntity *pOther )
{
entvars_t *pevToucher = pOther->pev;
// UNDONE: Is there a better way than health to detect things that have physics? (clients/monsters)
switch( pevToucher->movetype )
{
case MOVETYPE_NONE:
case MOVETYPE_PUSH:
case MOVETYPE_NOCLIP:
case MOVETYPE_FOLLOW:
return;
}
Vector vecPush;
if (!FStringNull(m_iszPushVel))
vecPush = CalcLocus_Velocity( this, pOther, STRING(m_iszPushVel) );
else
vecPush = pev->movedir;
if (!FStringNull(m_iszPushSpeed))
vecPush = vecPush * CalcLocus_Ratio( pOther, STRING(m_iszPushSpeed) );
if (pev->speed)
vecPush = vecPush * pev->speed;
else
vecPush = vecPush * 100;
if( pevToucher->solid != SOLID_NOT && pevToucher->solid != SOLID_BSP )
{
// Instant trigger, just transfer velocity and remove
if( FBitSet( pev->spawnflags, SF_TRIG_PUSH_ONCE ) )
{
pevToucher->velocity = pevToucher->velocity + vecPush;
if( pevToucher->velocity.z > 0 )
pevToucher->flags &= ~FL_ONGROUND;
UTIL_Remove( this );
}
else
{ // Push field, transfer to base velocity
if( pevToucher->flags & FL_BASEVELOCITY )
vecPush = vecPush + pevToucher->basevelocity;
pevToucher->basevelocity = vecPush;
pevToucher->flags |= FL_BASEVELOCITY;
//ALERT( at_console, "Vel %f, base %f\n", pevToucher->velocity.z, pevToucher->basevelocity.z );
}
}
}
//===========================================================
//LRC- trigger_bounce
//===========================================================
#define SF_BOUNCE_CUTOFF 16
class CTriggerBounce : public CBaseTrigger
{
public:
void Spawn( void );
void Touch( CBaseEntity *pOther );
};
LINK_ENTITY_TO_CLASS( trigger_bounce, CTriggerBounce );
void CTriggerBounce :: Spawn( void )
{
SetMovedir(pev);
InitTrigger();
}
void CTriggerBounce :: Touch( CBaseEntity *pOther )
{
if( !UTIL_IsMasterTriggered( m_sMaster, pOther ) )
return;
if (!CanTouch(pOther->pev))
return;
float dot = DotProduct(pev->movedir, pOther->pev->velocity);
if (dot < -pev->armorvalue)
{
if (pev->spawnflags & SF_BOUNCE_CUTOFF)
pOther->pev->velocity = pOther->pev->velocity - (dot + pev->frags*(dot+pev->armorvalue))*pev->movedir;
else
pOther->pev->velocity = pOther->pev->velocity - (dot + pev->frags*dot)*pev->movedir;
SUB_UseTargets( pOther, USE_TOGGLE, 0 );
}
}
//===========================================================
//LRC- trigger_onsight
//===========================================================
#define SF_ONSIGHT_NOLOS 0x00001
#define SF_ONSIGHT_NOGLASS 0x00002
#define SF_ONSIGHT_ACTIVE 0x08000
#define SF_ONSIGHT_DEMAND 0x10000
class CTriggerOnSight : public CBaseDelay
{
public:
void Spawn( void );
void Think( void );
BOOL VisionCheck( void );
BOOL CanSee(CBaseEntity *pLooker, CBaseEntity *pSeen);
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
STATE GetState();
};
LINK_ENTITY_TO_CLASS( trigger_onsight, CTriggerOnSight );
void CTriggerOnSight :: Spawn( void )
{
if (pev->target || pev->noise)
// if we're going to have to trigger stuff, start thinking
SetNextThink( 1 );
else
// otherwise, just check whenever someone asks about our state.
pev->spawnflags |= SF_ONSIGHT_DEMAND;
if (pev->max_health > 0)
{
pev->health = cos(pev->max_health/2 * M_PI_F/180.0f);
// ALERT(at_console, "Cosine is %f\n", pev->health);
}
}
STATE CTriggerOnSight :: GetState( void )
{
if (pev->spawnflags & SF_ONSIGHT_DEMAND)
return VisionCheck()?STATE_ON:STATE_OFF;
else
return (pev->spawnflags & SF_ONSIGHT_ACTIVE)?STATE_ON:STATE_OFF;
}
void CTriggerOnSight :: Think( void )
{
// is this a sensible rate?
SetNextThink( 0.1 );
// if (!UTIL_IsMasterTriggered(m_sMaster, NULL))
// {
// pev->spawnflags &= ~SF_ONSIGHT_ACTIVE;
// return;
// }
if (VisionCheck())
{
if (!FBitSet(pev->spawnflags, SF_ONSIGHT_ACTIVE))
{
FireTargets(STRING(pev->target), this, this, USE_TOGGLE, 0);
FireTargets(STRING(pev->noise1), this, this, USE_ON, 0);
pev->spawnflags |= SF_ONSIGHT_ACTIVE;
}
}
else
{
if (pev->spawnflags & SF_ONSIGHT_ACTIVE)
{
FireTargets(STRING(pev->noise), this, this, USE_TOGGLE, 0);
FireTargets(STRING(pev->noise1), this, this, USE_OFF, 0);
pev->spawnflags &= ~SF_ONSIGHT_ACTIVE;
}
}
}
BOOL CTriggerOnSight :: VisionCheck( void )
{
CBaseEntity *pLooker;
if (pev->netname)
{
pLooker = UTIL_FindEntityByTargetname(NULL, STRING(pev->netname));
if (!pLooker)
return FALSE; // if we can't find the eye entity, give up
}
else
{
pLooker = UTIL_FindEntityByClassname(NULL, "player");
if (!pLooker)
{
ALERT(at_error, "trigger_onsight can't find player!?\n");
return FALSE;
}
}
CBaseEntity *pSeen;
if (pev->message)
pSeen = UTIL_FindEntityByTargetname(NULL, STRING(pev->message));
else
return CanSee(pLooker, this);
if (!pSeen)
{
// must be a classname.
pSeen = UTIL_FindEntityByClassname(pSeen, STRING(pev->message));
while (pSeen != NULL)
{
if (CanSee(pLooker, pSeen))
return TRUE;
pSeen = UTIL_FindEntityByClassname(pSeen, STRING(pev->message));
}
return FALSE;
}
else
{
while (pSeen != NULL)
{
if (CanSee(pLooker, pSeen))
return TRUE;
pSeen = UTIL_FindEntityByTargetname(pSeen, STRING(pev->message));
}
return FALSE;
}
}
// by the criteria we're using, can the Looker see the Seen entity?
BOOL CTriggerOnSight :: CanSee(CBaseEntity *pLooker, CBaseEntity *pSeen)
{
// out of range?
if (pev->frags && (pLooker->pev->origin - pSeen->pev->origin).Length() > pev->frags)
return FALSE;
// check FOV if appropriate
if (pev->max_health < 360)
{
// copied from CBaseMonster's FInViewCone function
Vector2D vec2LOS;
float flDot;
float flComp = pev->health;
UTIL_MakeVectors ( pLooker->pev->angles );
vec2LOS = ( pSeen->pev->origin - pLooker->pev->origin ).Make2D();
vec2LOS = vec2LOS.Normalize();
flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() );
// ALERT(at_console, "flDot is %f\n", flDot);
if ( pev->max_health == -1 )
{
CBaseMonster *pMonst = pLooker->MyMonsterPointer();
if (pMonst)
flComp = pMonst->m_flFieldOfView;
else
return FALSE; // not a monster, can't use M-M-M-MonsterVision
}
// outside field of view
if (flDot <= flComp)
return FALSE;
}
// check LOS if appropriate
if (!FBitSet(pev->spawnflags, SF_ONSIGHT_NOLOS))
{
TraceResult tr;
if (SF_ONSIGHT_NOGLASS)
UTIL_TraceLine( pLooker->EyePosition(), pSeen->pev->origin, ignore_monsters, ignore_glass, pLooker->edict(), &tr );
else
UTIL_TraceLine( pLooker->EyePosition(), pSeen->pev->origin, ignore_monsters, dont_ignore_glass, pLooker->edict(), &tr );
if (tr.flFraction < 1.0f && tr.pHit != pSeen->edict())
return FALSE;
}
return TRUE;
}
//======================================
// teleport trigger
//
//
class CTriggerTeleport : public CBaseTrigger
{
public:
void Spawn( void );
void EXPORT TeleportTouch ( CBaseEntity *pOther );
};
LINK_ENTITY_TO_CLASS( trigger_teleport, CTriggerTeleport )
void CTriggerTeleport::Spawn( void )
{
InitTrigger();
SetTouch(&CTriggerTeleport :: TeleportTouch );
}
void CTriggerTeleport :: TeleportTouch( CBaseEntity *pOther )
{
entvars_t* pevToucher = pOther->pev;
CBaseEntity *pTarget = NULL;
// Only teleport monsters or clients
if ( !FBitSet( pevToucher->flags, FL_CLIENT|FL_MONSTER ) )
return;
if (!UTIL_IsMasterTriggered(m_sMaster, pOther))
return;
if (!CanTouch(pevToucher))
return;
pTarget = UTIL_FindEntityByTargetname( pTarget, STRING(pev->target) );
if ( !pTarget )
return;
//LRC - landmark based teleports
CBaseEntity *pLandmark = UTIL_FindEntityByTargetname( NULL, STRING(pev->message) );
if ( pLandmark )
{
Vector vecOriginOffs = pTarget->pev->origin - pLandmark->pev->origin;
//ALERT(at_console, "Offs initially: %f %f %f\n", vecOriginOffs.x, vecOriginOffs.y, vecOriginOffs.z);
// do we need to rotate the entity?
if ( pLandmark->pev->angles != pTarget->pev->angles )
{
Vector vecVA;
float ydiff = pTarget->pev->angles.y - pLandmark->pev->angles.y;
// set new angle to face
// ALERT(at_console, "angles = %f %f %f\n", pOther->pev->angles.x, pOther->pev->angles.y, pOther->pev->angles.z);
pOther->pev->angles.y += ydiff;
if (pOther->IsPlayer())
{
// ALERT(at_console, "v_angle = %f %f %f\n", pOther->pev->v_angle.x, pOther->pev->v_angle.y, pOther->pev->v_angle.z);
pOther->pev->angles.x = pOther->pev->v_angle.x;
// pOther->pev->v_angle.y += ydiff;
pOther->pev->fixangle = TRUE;
}
// set new velocity
vecVA = UTIL_VecToAngles(pOther->pev->velocity);
vecVA.y += ydiff;
UTIL_MakeVectors(vecVA);
pOther->pev->velocity = gpGlobals->v_forward * pOther->pev->velocity.Length();
// fix the ugly "angle to vector" behaviour - a legacy from Quake
pOther->pev->velocity.z = -pOther->pev->velocity.z;
// set new origin
Vector vecPlayerOffs = pOther->pev->origin - pLandmark->pev->origin;
//ALERT(at_console, "PlayerOffs: %f %f %f\n", vecPlayerOffs.x, vecPlayerOffs.y, vecPlayerOffs.z);
vecVA = UTIL_VecToAngles(vecPlayerOffs);
UTIL_MakeVectors(vecVA);
vecVA.y += ydiff;
UTIL_MakeVectors(vecVA);
Vector vecPlayerOffsNew = gpGlobals->v_forward * vecPlayerOffs.Length();
vecPlayerOffsNew.z = -vecPlayerOffsNew.z;
//ALERT(at_console, "PlayerOffsNew: %f %f %f\n", vecPlayerOffsNew.x, vecPlayerOffsNew.y, vecPlayerOffsNew.z);
vecOriginOffs = vecOriginOffs + vecPlayerOffsNew - vecPlayerOffs;
//ALERT(at_console, "vecOriginOffs: %f %f %f\n", vecOriginOffs.x, vecOriginOffs.y, vecOriginOffs.z);
// vecOriginOffs.y++;
}
UTIL_SetOrigin( pOther, pOther->pev->origin + vecOriginOffs );
}
else
{
Vector tmp = pTarget->pev->origin;
if ( pOther->IsPlayer() )
{
tmp.z -= pOther->pev->mins.z;// make origin adjustments in case the teleportee is a player. (origin in center, not at feet)
}
tmp.z++;
UTIL_SetOrigin( pOther, tmp );
pOther->pev->angles = pTarget->pev->angles;
pOther->pev->velocity = pOther->pev->basevelocity = g_vecZero;
if ( pOther->IsPlayer() )
{
pOther->pev->v_angle = pTarget->pev->angles; //LRC
pOther->pev->fixangle = TRUE;
}
}
pevToucher->flags &= ~FL_ONGROUND;
pevToucher->fixangle = TRUE;
FireTargets(STRING(pev->noise), pOther, this, USE_TOGGLE, 0);
}
LINK_ENTITY_TO_CLASS( info_teleport_destination, CPointEntity )
class CTriggerSave : public CBaseTrigger
{
public:
void Spawn( void );
void EXPORT SaveTouch( CBaseEntity *pOther );
};
LINK_ENTITY_TO_CLASS( trigger_autosave, CTriggerSave )
void CTriggerSave::Spawn( void )
{
if( g_pGameRules->IsDeathmatch() )
{
REMOVE_ENTITY( ENT( pev ) );
return;
}
InitTrigger();
SetTouch( &CTriggerSave::SaveTouch );
}
void CTriggerSave::SaveTouch( CBaseEntity *pOther )
{
if( !UTIL_IsMasterTriggered( m_sMaster, pOther ) )
return;
// Only save on clients
if( !pOther->IsPlayer() )
return;
SetTouch( NULL );
UTIL_Remove( this );
SERVER_COMMAND( "autosave\n" );
}
#define SF_ENDSECTION_USEONLY 0x0001
class CTriggerEndSection : public CBaseTrigger
{
public:
void Spawn( void );
void EXPORT EndSectionTouch( CBaseEntity *pOther );
void KeyValue( KeyValueData *pkvd );
void EXPORT EndSectionUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
};
LINK_ENTITY_TO_CLASS( trigger_endsection, CTriggerEndSection )
void CTriggerEndSection::EndSectionUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// Only save on clients
if( pActivator && !pActivator->IsNetClient() )
return;
SetUse( NULL );
if( pev->message )
{
g_engfuncs.pfnEndSection( STRING( pev->message ) );
}
UTIL_Remove( this );
}
void CTriggerEndSection::Spawn( void )
{
if( g_pGameRules->IsDeathmatch() )
{
REMOVE_ENTITY( ENT( pev ) );
return;
}
InitTrigger();
SetUse( &CTriggerEndSection::EndSectionUse );
// If it is a "use only" trigger, then don't set the touch function.
if( !( pev->spawnflags & SF_ENDSECTION_USEONLY ) )
SetTouch( &CTriggerEndSection::EndSectionTouch );
}
void CTriggerEndSection::EndSectionTouch( CBaseEntity *pOther )
{
// Only save on clients
if( !pOther->IsNetClient() )
return;
SetTouch( NULL );
if( pev->message )
{
g_engfuncs.pfnEndSection( STRING( pev->message ) );
}
UTIL_Remove( this );
}
void CTriggerEndSection::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "section" ) )
{
//m_iszSectionName = ALLOC_STRING( pkvd->szValue );
// Store this in message so we don't have to write save/restore for this ent
pev->message = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseTrigger::KeyValue( pkvd );
}
class CTriggerGravity : public CBaseTrigger
{
public:
void Spawn( void );
void EXPORT GravityTouch( CBaseEntity *pOther );
};
LINK_ENTITY_TO_CLASS( trigger_gravity, CTriggerGravity )
void CTriggerGravity::Spawn( void )
{
InitTrigger();
SetTouch( &CTriggerGravity::GravityTouch );
}
void CTriggerGravity::GravityTouch( CBaseEntity *pOther )
{
// Only save on clients
if( !pOther->IsPlayer() )
return;
pOther->pev->gravity = pev->gravity;
}
//===========================================================
//LRC- trigger_startpatrol
//===========================================================
class CTriggerSetPatrol : public CBaseDelay
{
public:
void KeyValue( KeyValueData *pkvd );
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
int m_iszPath;
};
LINK_ENTITY_TO_CLASS( trigger_startpatrol, CTriggerSetPatrol );
TYPEDESCRIPTION CTriggerSetPatrol::m_SaveData[] =
{
DEFINE_FIELD( CTriggerSetPatrol, m_iszPath, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE(CTriggerSetPatrol,CBaseDelay);
void CTriggerSetPatrol::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszPath"))
{
m_iszPath = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseDelay::KeyValue( pkvd );
}
void CTriggerSetPatrol::Spawn( void )
{
}
void CTriggerSetPatrol::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBaseEntity *pTarget = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ), pActivator );
CBaseEntity *pPath = UTIL_FindEntityByTargetname( NULL, STRING( m_iszPath ), pActivator );
if (pTarget && pPath)
{
CBaseMonster *pMonster = pTarget->MyMonsterPointer();
if (pMonster) pMonster->StartPatrol(pPath);
}
}
//===========================================================
//LRC- trigger_motion
//===========================================================
#define SF_MOTION_DEBUG 1
class CTriggerMotion : public CPointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void KeyValue( KeyValueData *pkvd );
int m_iszPosition;
int m_iPosMode;
int m_iszAngles;
int m_iAngMode;
int m_iszVelocity;
int m_iVelMode;
int m_iszAVelocity;
int m_iAVelMode;
};
LINK_ENTITY_TO_CLASS( trigger_motion, CTriggerMotion );
TYPEDESCRIPTION CTriggerMotion::m_SaveData[] =
{
DEFINE_FIELD( CTriggerMotion, m_iszPosition, FIELD_STRING ),
DEFINE_FIELD( CTriggerMotion, m_iPosMode, FIELD_INTEGER ),
DEFINE_FIELD( CTriggerMotion, m_iszAngles, FIELD_STRING ),
DEFINE_FIELD( CTriggerMotion, m_iAngMode, FIELD_INTEGER ),
DEFINE_FIELD( CTriggerMotion, m_iszVelocity, FIELD_STRING ),
DEFINE_FIELD( CTriggerMotion, m_iVelMode, FIELD_INTEGER ),
DEFINE_FIELD( CTriggerMotion, m_iszAVelocity, FIELD_STRING ),
DEFINE_FIELD( CTriggerMotion, m_iAVelMode, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE(CTriggerMotion,CPointEntity);
void CTriggerMotion::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszPosition"))
{
m_iszPosition = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iPosMode"))
{
m_iPosMode = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszAngles"))
{
m_iszAngles = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iAngMode"))
{
m_iAngMode = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszVelocity"))
{
m_iszVelocity = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iVelMode"))
{
m_iVelMode = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszAVelocity"))
{
m_iszAVelocity = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iAVelMode"))
{
m_iAVelMode = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
void CTriggerMotion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBaseEntity *pTarget = UTIL_FindEntityByTargetname( NULL, STRING(pev->target), pActivator );
if (pTarget == NULL || pActivator == NULL) return;
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: trigger_motion affects %s \"%s\":\n", STRING(pTarget->pev->classname), STRING(pTarget->pev->targetname));
if (m_iszPosition)
{
switch (m_iPosMode)
{
case 0:
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set origin from %f %f %f ", pTarget->pev->origin.x, pTarget->pev->origin.y, pTarget->pev->origin.z);
pTarget->pev->origin = CalcLocus_Position( this, pActivator, STRING(m_iszPosition) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->origin.x, pTarget->pev->origin.y, pTarget->pev->origin.z);
pTarget->pev->flags &= ~FL_ONGROUND;
break;
case 1:
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set origin from %f %f %f ", pTarget->pev->origin.x, pTarget->pev->origin.y, pTarget->pev->origin.z);
pTarget->pev->origin = pTarget->pev->origin + CalcLocus_Velocity( this, pActivator, STRING(m_iszPosition) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->origin.x, pTarget->pev->origin.y, pTarget->pev->origin.z);
pTarget->pev->flags &= ~FL_ONGROUND;
break;
}
}
Vector vecTemp;
Vector vecVelAngles;
if (m_iszAngles)
{
switch (m_iAngMode)
{
case 0:
vecTemp = CalcLocus_Velocity( this, pActivator, STRING(m_iszAngles) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set angles from %f %f %f ", pTarget->pev->angles.x, pTarget->pev->angles.y, pTarget->pev->angles.z);
pTarget->pev->angles = UTIL_VecToAngles( vecTemp );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->angles.x, pTarget->pev->angles.y, pTarget->pev->angles.z);
break;
case 1:
vecTemp = CalcLocus_Velocity( this, pActivator, STRING(m_iszVelocity) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Rotate angles from %f %f %f ", pTarget->pev->angles.x, pTarget->pev->angles.y, pTarget->pev->angles.z);
pTarget->pev->angles = pTarget->pev->angles + UTIL_VecToAngles( vecTemp );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->angles.x, pTarget->pev->angles.y, pTarget->pev->angles.z);
break;
case 2:
UTIL_StringToRandomVector( vecTemp, STRING(m_iszAngles) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Rotate angles from %f %f %f ", pTarget->pev->angles.x, pTarget->pev->angles.y, pTarget->pev->angles.z);
pTarget->pev->angles = pTarget->pev->angles + vecTemp;
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->angles.x, pTarget->pev->angles.y, pTarget->pev->angles.z);
break;
}
}
if (m_iszVelocity)
{
switch (m_iVelMode)
{
case 0:
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set velocity from %f %f %f ", pTarget->pev->velocity.x, pTarget->pev->velocity.y, pTarget->pev->velocity.z);
pTarget->pev->velocity = CalcLocus_Velocity( this, pActivator, STRING(m_iszVelocity) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->velocity.x, pTarget->pev->velocity.y, pTarget->pev->velocity.z);
break;
case 1:
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set velocity from %f %f %f ", pTarget->pev->velocity.x, pTarget->pev->velocity.y, pTarget->pev->velocity.z);
pTarget->pev->velocity = pTarget->pev->velocity + CalcLocus_Velocity( this, pActivator, STRING(m_iszVelocity) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->velocity.x, pTarget->pev->velocity.y, pTarget->pev->velocity.z);
break;
case 2:
vecTemp = CalcLocus_Velocity( this, pActivator, STRING(m_iszVelocity) );
vecVelAngles = UTIL_VecToAngles( vecTemp ) + UTIL_VecToAngles( pTarget->pev->velocity );
UTIL_MakeVectors( vecVelAngles );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Rotate velocity from %f %f %f ", pTarget->pev->velocity.x, pTarget->pev->velocity.y, pTarget->pev->velocity.z);
pTarget->pev->velocity = pTarget->pev->velocity.Length() * gpGlobals->v_forward;
pTarget->pev->velocity.z = -pTarget->pev->velocity.z; //vecToAngles reverses the z angle
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->velocity.x, pTarget->pev->velocity.y, pTarget->pev->velocity.z);
break;
case 3:
UTIL_StringToRandomVector( vecTemp, STRING(m_iszVelocity) );
vecVelAngles = vecTemp + UTIL_VecToAngles( pTarget->pev->velocity );
UTIL_MakeVectors( vecVelAngles );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Rotate velocity from %f %f %f ", pTarget->pev->velocity.x, pTarget->pev->velocity.y, pTarget->pev->velocity.z);
pTarget->pev->velocity = pTarget->pev->velocity.Length() * gpGlobals->v_forward;
pTarget->pev->velocity.z = -pTarget->pev->velocity.z; //vecToAngles reverses the z angle
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->velocity.x, pTarget->pev->velocity.y, pTarget->pev->velocity.z);
break;
}
}
switch (m_iAVelMode)
{
case 0:
UTIL_StringToRandomVector( vecTemp, STRING(m_iszAVelocity) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set avelocity from %f %f %f ", pTarget->pev->avelocity.x, pTarget->pev->avelocity.y, pTarget->pev->avelocity.z);
pTarget->pev->avelocity = vecTemp;
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->avelocity.x, pTarget->pev->avelocity.y, pTarget->pev->avelocity.z);
break;
case 1:
UTIL_StringToRandomVector( vecTemp, STRING(m_iszAVelocity) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set avelocity from %f %f %f ", pTarget->pev->avelocity.x, pTarget->pev->avelocity.y, pTarget->pev->avelocity.z);
pTarget->pev->avelocity = pTarget->pev->avelocity + vecTemp;
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", pTarget->pev->avelocity.x, pTarget->pev->avelocity.y, pTarget->pev->avelocity.z);
break;
}
}
//===========================================================
//LRC- motion_manager
//===========================================================
class CMotionThread : public CPointEntity
{
public:
void Spawn();
void Think( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_iszPosition;
int m_iPosMode;
int m_iszFacing;
int m_iFaceMode;
EHANDLE m_hLocus;
EHANDLE m_hTarget;
};
LINK_ENTITY_TO_CLASS( motion_thread, CMotionThread );
TYPEDESCRIPTION CMotionThread::m_SaveData[] =
{
DEFINE_FIELD( CMotionThread, m_iszPosition, FIELD_STRING ),
DEFINE_FIELD( CMotionThread, m_iPosMode, FIELD_INTEGER ),
DEFINE_FIELD( CMotionThread, m_iszFacing, FIELD_STRING ),
DEFINE_FIELD( CMotionThread, m_iFaceMode, FIELD_INTEGER ),
DEFINE_FIELD( CMotionThread, m_hLocus, FIELD_EHANDLE ),
DEFINE_FIELD( CMotionThread, m_hTarget, FIELD_EHANDLE ),
};
IMPLEMENT_SAVERESTORE(CMotionThread,CPointEntity);
void CMotionThread::Spawn() //AJH
{
pev->classname = MAKE_STRING("motion_thread"); //We need this for save/restore to work
}
void CMotionThread::Think( void )
{
if( m_hLocus == 0 || m_hTarget == 0 )
{
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "motion_thread expires\n");
SetThink(&CMotionThread:: SUB_Remove );
SetNextThink( 0.1 );
return;
}
else
{
SetNextThink( 0 ); // think every frame
}
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "motion_thread affects %s \"%s\":\n", STRING(m_hTarget->pev->classname), STRING(m_hTarget->pev->targetname));
Vector vecTemp;
if (m_iszPosition)
{
switch (m_iPosMode)
{
case 0: // set position
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set origin from %f %f %f ", m_hTarget->pev->origin.x, m_hTarget->pev->origin.y, m_hTarget->pev->origin.z);
UTIL_AssignOrigin(m_hTarget, CalcLocus_Position( this, m_hLocus, STRING(m_iszPosition) ));
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->origin.x, m_hTarget->pev->origin.y, m_hTarget->pev->origin.z);
m_hTarget->pev->flags &= ~FL_ONGROUND;
break;
case 1: // offset position (= fake velocity)
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Offset origin from %f %f %f ", m_hTarget->pev->origin.x, m_hTarget->pev->origin.y, m_hTarget->pev->origin.z);
UTIL_AssignOrigin(m_hTarget, m_hTarget->pev->origin + gpGlobals->frametime * CalcLocus_Velocity( this, m_hLocus, STRING(m_iszPosition) ));
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->origin.x, m_hTarget->pev->origin.y, m_hTarget->pev->origin.z);
m_hTarget->pev->flags &= ~FL_ONGROUND;
break;
case 2: // set velocity
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set velocity from %f %f %f ", m_hTarget->pev->velocity.x, m_hTarget->pev->velocity.y, m_hTarget->pev->velocity.z);
UTIL_SetVelocity(m_hTarget, CalcLocus_Velocity( this, m_hLocus, STRING(m_iszPosition) ));
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->velocity.x, m_hTarget->pev->velocity.y, m_hTarget->pev->velocity.z);
break;
case 3: // accelerate
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Accelerate from %f %f %f ", m_hTarget->pev->velocity.x, m_hTarget->pev->velocity.y, m_hTarget->pev->velocity.z);
UTIL_SetVelocity(m_hTarget, m_hTarget->pev->velocity + gpGlobals->frametime * CalcLocus_Velocity( this, m_hLocus, STRING(m_iszPosition) ));
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->velocity.x, m_hTarget->pev->velocity.y, m_hTarget->pev->velocity.z);
break;
case 4: // follow position
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set velocity (path) from %f %f %f ", m_hTarget->pev->velocity.x, m_hTarget->pev->velocity.y, m_hTarget->pev->velocity.z);
UTIL_SetVelocity(m_hTarget, CalcLocus_Position( this, m_hLocus, STRING(m_iszPosition) ) - m_hTarget->pev->origin);
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->velocity.x, m_hTarget->pev->velocity.y, m_hTarget->pev->velocity.z);
break;
}
}
Vector vecVelAngles;
if (m_iszFacing)
{
switch (m_iFaceMode)
{
case 0: // set angles
vecTemp = CalcLocus_Velocity( this, m_hLocus, STRING(m_iszFacing) );
if (vecTemp != g_vecZero) // if the vector is 0 0 0, don't use it
{
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set angles from %f %f %f ", m_hTarget->pev->angles.x, m_hTarget->pev->angles.y, m_hTarget->pev->angles.z);
UTIL_SetAngles(m_hTarget, UTIL_VecToAngles( vecTemp ));
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->angles.x, m_hTarget->pev->angles.y, m_hTarget->pev->angles.z);
}
else if (pev->spawnflags & SF_MOTION_DEBUG)
{
ALERT(at_console, "Zero velocity, don't change angles\n");
}
break;
case 1: // offset angles (= fake avelocity)
vecTemp = CalcLocus_Velocity( this, m_hLocus, STRING(m_iszFacing) );
if (vecTemp != g_vecZero) // if the vector is 0 0 0, don't use it
{
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Offset angles from %f %f %f ", m_hTarget->pev->angles.x, m_hTarget->pev->angles.y, m_hTarget->pev->angles.z);
UTIL_SetAngles(m_hTarget, m_hTarget->pev->angles + gpGlobals->frametime * UTIL_VecToAngles( vecTemp ));
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->angles.x, m_hTarget->pev->angles.y, m_hTarget->pev->angles.z);
}
else if (pev->spawnflags & SF_MOTION_DEBUG)
{
ALERT(at_console, "Zero velocity, don't change angles\n");
}
break;
case 2: // offset angles (= fake avelocity)
UTIL_StringToRandomVector( vecVelAngles, STRING(m_iszFacing) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Rotate angles from %f %f %f ", m_hTarget->pev->angles.x, m_hTarget->pev->angles.y, m_hTarget->pev->angles.z);
UTIL_SetAngles(m_hTarget, m_hTarget->pev->angles + gpGlobals->frametime * vecVelAngles);
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->angles.x, m_hTarget->pev->angles.y, m_hTarget->pev->angles.z);
break;
case 3: // set avelocity
UTIL_StringToRandomVector( vecTemp, STRING(m_iszFacing) );
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Set avelocity from %f %f %f ", m_hTarget->pev->avelocity.x, m_hTarget->pev->avelocity.y, m_hTarget->pev->avelocity.z);
UTIL_SetAvelocity(m_hTarget, vecTemp);
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "to %f %f %f\n", m_hTarget->pev->avelocity.x, m_hTarget->pev->avelocity.y, m_hTarget->pev->avelocity.z);
break;
}
}
}
class CMotionManager : public CPointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
void Affect( CBaseEntity *pTarget, CBaseEntity *pActivator );
void PostSpawn( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_iszPosition;
int m_iPosMode;
int m_iszFacing;
int m_iFaceMode;
};
LINK_ENTITY_TO_CLASS( motion_manager, CMotionManager );
TYPEDESCRIPTION CMotionManager::m_SaveData[] =
{
DEFINE_FIELD( CMotionManager, m_iszPosition, FIELD_STRING ),
DEFINE_FIELD( CMotionManager, m_iPosMode, FIELD_INTEGER ),
DEFINE_FIELD( CMotionManager, m_iszFacing, FIELD_STRING ),
DEFINE_FIELD( CMotionManager, m_iFaceMode, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE(CMotionManager,CPointEntity);
void CMotionManager::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszPosition"))
{
m_iszPosition = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iPosMode"))
{
m_iPosMode = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszFacing"))
{
m_iszFacing = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iFaceMode"))
{
m_iFaceMode = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
void CMotionManager::PostSpawn( void )
{
if (FStringNull(pev->targetname))
Use( this, this, USE_ON, 0 );
}
void CMotionManager::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBaseEntity *pTarget = pActivator;
if (pev->target)
{
pTarget = UTIL_FindEntityByTargetname(NULL, STRING(pev->target), pActivator);
if (pTarget == NULL)
ALERT(at_error, "motion_manager \"%s\" can't find entity \"%s\" to affect\n", STRING(pev->targetname), STRING(pev->target));
else
{
do
{
Affect( pTarget, pActivator );
pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(pev->target), pActivator);
} while ( pTarget );
}
}
}
void CMotionManager::Affect( CBaseEntity *pTarget, CBaseEntity *pActivator )
{
if (pev->spawnflags & SF_MOTION_DEBUG)
ALERT(at_console, "DEBUG: Creating MotionThread for %s \"%s\"\n", STRING(pTarget->pev->classname), STRING(pTarget->pev->targetname));
CMotionThread *pThread = GetClassPtr( (CMotionThread*)NULL );
if (pThread == NULL) return; //error?
pThread->Spawn();
pThread->m_hLocus = pActivator;
pThread->m_hTarget = pTarget;
pThread->m_iszPosition = m_iszPosition;
pThread->m_iPosMode = m_iPosMode;
pThread->m_iszFacing = m_iszFacing;
pThread->m_iFaceMode = m_iFaceMode;
pThread->pev->spawnflags = pev->spawnflags;
pThread->SetNextThink( 0 );
}
// this is a really bad idea.
class CTriggerChangeTarget : public CBaseDelay
{
public:
void KeyValue( KeyValueData *pkvd );
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
string_t m_iszNewTarget;
};
LINK_ENTITY_TO_CLASS( trigger_changetarget, CTriggerChangeTarget )
TYPEDESCRIPTION CTriggerChangeTarget::m_SaveData[] =
{
DEFINE_FIELD( CTriggerChangeTarget, m_iszNewTarget, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CTriggerChangeTarget,CBaseDelay )
void CTriggerChangeTarget::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "m_iszNewTarget" ) )
{
m_iszNewTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseDelay::KeyValue( pkvd );
}
void CTriggerChangeTarget::Spawn( void )
{
}
void CTriggerChangeTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBaseEntity *pTarget = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ), pActivator );
if( pTarget )
{
if (FStrEq(STRING(m_iszNewTarget), "*locus"))
{
if (pActivator)
pTarget->pev->target = pActivator->pev->targetname;
else
ALERT(at_error, "trigger_changetarget \"%s\" requires a locus!\n", STRING(pev->targetname));
}
else
pTarget->pev->target = m_iszNewTarget;
CBaseMonster *pMonster = pTarget->MyMonsterPointer();
if( pMonster )
{
pMonster->m_pGoalEnt = NULL;
}
}
}
//LRC - you thought _that_ was a bad idea? Check this baby out...
class CTriggerChangeValue : public CBaseDelay
{
public:
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
int m_iszNewValue;
};
LINK_ENTITY_TO_CLASS( trigger_changevalue, CTriggerChangeValue );
TYPEDESCRIPTION CTriggerChangeValue::m_SaveData[] =
{
DEFINE_FIELD( CTriggerChangeValue, m_iszNewValue, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE(CTriggerChangeValue,CBaseDelay);
void CTriggerChangeValue::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszNewValue"))
{
m_iszNewValue = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseDelay::KeyValue( pkvd );
}
void CTriggerChangeValue::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBaseEntity *pTarget = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ), pActivator );
if (pTarget)
{
KeyValueData mypkvd;
mypkvd.szKeyName = STRING(pev->netname);
mypkvd.szValue = STRING(m_iszNewValue);
mypkvd.fHandled = FALSE;
pTarget->KeyValue(&mypkvd);
//Error if not handled?
}
}
//=====================================================
// trigger_command: activate a console command
//=====================================================
class CTriggerCommand : public CBaseEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
LINK_ENTITY_TO_CLASS( trigger_command, CTriggerCommand );
void CTriggerCommand::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
char szCommand[256];
if (pev->netname)
{
sprintf( szCommand, "%s\n", STRING(pev->netname) );
SERVER_COMMAND( szCommand );
}
}
//=========================================================
// trigger_changecvar: temporarily set a console variable
//=========================================================
#define SF_CVAR_ACTIVE 0x80000
class CTriggerChangeCVar : public CBaseEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Think( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
static TYPEDESCRIPTION m_SaveData[];
char m_szStoredString[256];
};
LINK_ENTITY_TO_CLASS( trigger_changecvar, CTriggerChangeCVar );
TYPEDESCRIPTION CTriggerChangeCVar::m_SaveData[] =
{
DEFINE_ARRAY( CTriggerChangeCVar, m_szStoredString, FIELD_CHARACTER, 256 ),
};
IMPLEMENT_SAVERESTORE(CTriggerChangeCVar,CBaseEntity);
void CTriggerChangeCVar::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
char szCommand[256];
if (!(pev->netname)) return;
if (ShouldToggle(useType, pev->spawnflags & SF_CVAR_ACTIVE))
{
if (pev->spawnflags & SF_CVAR_ACTIVE)
{
sprintf( szCommand, "%s \"%s\"\n", STRING(pev->netname), m_szStoredString );
pev->spawnflags &= ~SF_CVAR_ACTIVE;
}
else
{
strncpy(m_szStoredString, CVAR_GET_STRING(STRING(pev->netname)), 256);
sprintf( szCommand, "%s \"%s\"\n", STRING(pev->netname), STRING(pev->message) );
pev->spawnflags |= SF_CVAR_ACTIVE;
if (pev->armorvalue >= 0)
{
SetNextThink( pev->armorvalue );
}
}
SERVER_COMMAND( szCommand );
}
}
void CTriggerChangeCVar::Think( void )
{
char szCommand[256];
if (pev->spawnflags & SF_CVAR_ACTIVE)
{
sprintf( szCommand, "%s %s\n", STRING(pev->netname), m_szStoredString );
SERVER_COMMAND( szCommand );
pev->spawnflags &= ~SF_CVAR_ACTIVE;
}
}
#define SF_CAMERA_PLAYER_POSITION 1
#define SF_CAMERA_PLAYER_TARGET 2
#define SF_CAMERA_PLAYER_TAKECONTROL 4
#define SF_CAMERA_PLAYER_HIDEHUD 8
#define SF_CAMERA_PLAYER_BLACKBARS 16
#define SF_CAMERA_PLAYER_NOISEEFFECT 32
class CTriggerCamera : public CBaseDelay
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT FollowTarget( void );
void Move( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
static TYPEDESCRIPTION m_SaveData[];
EHANDLE m_hPlayer;
EHANDLE m_hTarget;
CBaseEntity *m_pentPath;
string_t m_sPath;
float m_flWait;
float m_flReturnTime;
float m_flStopTime;
float m_moveDistance;
float m_targetSpeed;
float m_initialSpeed;
float m_acceleration;
float m_deceleration;
int m_state;
int m_iszViewEntity;
};
LINK_ENTITY_TO_CLASS( trigger_camera, CTriggerCamera )
// Global Savedata for changelevel friction modifier
TYPEDESCRIPTION CTriggerCamera::m_SaveData[] =
{
DEFINE_FIELD( CTriggerCamera, m_hPlayer, FIELD_EHANDLE ),
DEFINE_FIELD( CTriggerCamera, m_hTarget, FIELD_EHANDLE ),
DEFINE_FIELD( CTriggerCamera, m_pentPath, FIELD_CLASSPTR ),
DEFINE_FIELD( CTriggerCamera, m_sPath, FIELD_STRING ),
DEFINE_FIELD( CTriggerCamera, m_flWait, FIELD_FLOAT ),
DEFINE_FIELD( CTriggerCamera, m_flReturnTime, FIELD_TIME ),
DEFINE_FIELD( CTriggerCamera, m_flStopTime, FIELD_TIME ),
DEFINE_FIELD( CTriggerCamera, m_moveDistance, FIELD_FLOAT ),
DEFINE_FIELD( CTriggerCamera, m_targetSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CTriggerCamera, m_initialSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CTriggerCamera, m_acceleration, FIELD_FLOAT ),
DEFINE_FIELD( CTriggerCamera, m_deceleration, FIELD_FLOAT ),
DEFINE_FIELD( CTriggerCamera, m_state, FIELD_INTEGER ),
DEFINE_FIELD( CTriggerCamera, m_iszViewEntity, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CTriggerCamera, CBaseDelay )
void CTriggerCamera::Spawn( void )
{
pev->movetype = MOVETYPE_NOCLIP;
pev->solid = SOLID_NOT; // Remove model & collisions
pev->renderamt = 0; // The engine won't draw this model if this is set to 0 and blending is on
pev->rendermode = kRenderTransTexture;
m_initialSpeed = pev->speed;
if( m_acceleration == 0 )
m_acceleration = 500;
if( m_deceleration == 0 )
m_deceleration = 500;
}
void CTriggerCamera::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "wait" ) )
{
m_flWait = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq(pkvd->szKeyName, "moveto" ) )
{
m_sPath = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq( pkvd->szKeyName, "acceleration" ) )
{
m_acceleration = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if( FStrEq(pkvd->szKeyName, "deceleration" ) )
{
m_deceleration = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszViewEntity"))
{
m_iszViewEntity = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseDelay::KeyValue( pkvd );
}
void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if( !ShouldToggle( useType, m_state ) )
return;
// Toggle state
m_state = !m_state;
if( m_state == 0 )
{
m_flReturnTime = gpGlobals->time;
return;
}
if( !pActivator || !pActivator->IsPlayer() )
{
pActivator = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) );
}
m_hPlayer = pActivator;
m_flReturnTime = gpGlobals->time + m_flWait;
pev->speed = m_initialSpeed;
m_targetSpeed = m_initialSpeed;
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TARGET ) )
{
m_hTarget = m_hPlayer;
}
else
{
m_hTarget = GetNextTarget();
}
// Nothing to look at!
if( m_hTarget == 0 )
{
return;
}
CBasePlayer *pPlayer = (CBasePlayer *)pActivator;
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) )
pPlayer->EnableControl( FALSE );
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_HIDEHUD ) )
SetBits( pPlayer->m_iHideHUD, HIDEHUD_ALL_EXCLUDEMESSAGE );
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_BLACKBARS ) )
SetBits( pPlayer->m_iHideHUD, HIDEHUD_BLACKBARS );
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_NOISEEFFECT ) )
SetBits( pPlayer->m_iHideHUD, HIDEHUD_NOISEEFFECT );
if( m_sPath )
{
m_pentPath = UTIL_FindEntityByTargetname( NULL, STRING(m_sPath) );
}
else
{
m_pentPath = NULL;
}
m_flStopTime = gpGlobals->time;
if( m_pentPath )
{
if( m_pentPath->pev->speed != 0 )
m_targetSpeed = m_pentPath->pev->speed;
m_flStopTime += m_pentPath->GetDelay();
}
// copy over player information
if( FBitSet(pev->spawnflags, SF_CAMERA_PLAYER_POSITION ) )
{
UTIL_SetOrigin( this, pActivator->pev->origin + pActivator->pev->view_ofs );
pev->angles.x = -pActivator->pev->angles.x;
pev->angles.y = pActivator->pev->angles.y;
pev->angles.z = 0;
pev->velocity = pActivator->pev->velocity;
}
else
{
pev->velocity = Vector( 0, 0, 0 );
}
//LRC
if (m_iszViewEntity)
{
CBaseEntity *pEntity = UTIL_FindEntityByTargetname(NULL, STRING(m_iszViewEntity));
if (pEntity)
{
SET_VIEW( pActivator->edict(), pEntity->edict() );
}
}
else
{
SET_VIEW( pActivator->edict(), edict() );
}
SET_MODEL( ENT( pev ), STRING( pActivator->pev->model ) );
// follow the player down
SetThink( &CTriggerCamera::FollowTarget );
SetNextThink( 0 );
m_moveDistance = 0;
Move();
}
void CTriggerCamera::FollowTarget()
{
if( m_hPlayer == 0 )
return;
if( m_hTarget == 0 || m_flReturnTime < gpGlobals->time )
{
if( m_hPlayer->IsAlive() )
{
CBasePlayer *pPlayer = (CBasePlayer *)((CBaseEntity *)m_hPlayer);
SET_VIEW( m_hPlayer->edict(), m_hPlayer->edict() );
pPlayer->EnableControl( TRUE );
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_HIDEHUD ) )
ClearBits( pPlayer->m_iHideHUD, HIDEHUD_ALL_EXCLUDEMESSAGE );
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_BLACKBARS ) )
ClearBits( pPlayer->m_iHideHUD, HIDEHUD_BLACKBARS );
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_NOISEEFFECT ) )
ClearBits( pPlayer->m_iHideHUD, HIDEHUD_NOISEEFFECT );
}
SUB_UseTargets( this, USE_TOGGLE, 0 );
pev->avelocity = Vector( 0, 0, 0 );
m_state = 0;
return;
}
Vector vecGoal = UTIL_VecToAngles( m_hTarget->pev->origin - pev->origin );
vecGoal.x = -vecGoal.x;
if( pev->angles.y > 360 )
pev->angles.y -= 360;
if( pev->angles.y < 0 )
pev->angles.y += 360;
float dx = vecGoal.x - pev->angles.x;
float dy = vecGoal.y - pev->angles.y;
if( dx < -180 )
dx += 360;
if( dx > 180 )
dx = dx - 360;
if( dy < -180 )
dy += 360;
if( dy > 180 )
dy = dy - 360;
pev->avelocity.x = dx * 40 * 0.01f;
pev->avelocity.y = dy * 40 * 0.01f;
if( !( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) ) )
{
pev->velocity = pev->velocity * 0.8f;
if( pev->velocity.Length() < 10.0f ) //LRC- whyyyyyy???
pev->velocity = g_vecZero;
}
SetNextThink( 0 );
Move();
}
void CTriggerCamera::Move()
{
// Not moving on a path, return
if( !m_pentPath )
return;
// Subtract movement from the previous frame
m_moveDistance -= pev->speed * gpGlobals->frametime;
// Have we moved enough to reach the target?
if( m_moveDistance <= 0 )
{
// Fire the passtarget if there is one
if( m_pentPath->pev->message )
{
FireTargets( STRING( m_pentPath->pev->message ), this, this, USE_TOGGLE, 0 );
if( FBitSet( m_pentPath->pev->spawnflags, SF_CORNER_FIREONCE ) )
m_pentPath->pev->message = 0;
}
// Time to go to the next target
m_pentPath = m_pentPath->GetNextTarget();
// Set up next corner
if( !m_pentPath )
{
pev->velocity = g_vecZero;
}
else
{
if( m_pentPath->pev->speed != 0 )
m_targetSpeed = m_pentPath->pev->speed;
Vector delta = m_pentPath->pev->origin - pev->origin;
m_moveDistance = delta.Length();
pev->movedir = delta.Normalize();
m_flStopTime = gpGlobals->time + m_pentPath->GetDelay();
}
}
if( m_flStopTime > gpGlobals->time )
pev->speed = UTIL_Approach( 0, pev->speed, m_deceleration * gpGlobals->frametime );
else
pev->speed = UTIL_Approach( m_targetSpeed, pev->speed, m_acceleration * gpGlobals->frametime );
float fraction = 2 * gpGlobals->frametime;
pev->velocity = ( ( pev->movedir * pev->speed ) * fraction ) + ( pev->velocity * ( 1 - fraction ) );
}