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230 lines
7.7 KiB
230 lines
7.7 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TRIGGERS_H
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#define TRIGGERS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basetoggle.h"
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#include "entityoutput.h"
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//
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// Spawnflags
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//
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enum
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{
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SF_TRIGGER_ALLOW_CLIENTS = 0x01, // Players can fire this trigger
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SF_TRIGGER_ALLOW_NPCS = 0x02, // NPCS can fire this trigger
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SF_TRIGGER_ALLOW_PUSHABLES = 0x04, // Pushables can fire this trigger
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SF_TRIGGER_ALLOW_PHYSICS = 0x08, // Physics objects can fire this trigger
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SF_TRIGGER_ONLY_PLAYER_ALLY_NPCS = 0x10, // *if* NPCs can fire this trigger, this flag means only player allies do so
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SF_TRIGGER_ONLY_CLIENTS_IN_VEHICLES = 0x20, // *if* Players can fire this trigger, this flag means only players inside vehicles can
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SF_TRIGGER_ALLOW_ALL = 0x40, // Everything can fire this trigger EXCEPT DEBRIS!
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SF_TRIGGER_ONLY_CLIENTS_OUT_OF_VEHICLES = 0x200, // *if* Players can fire this trigger, this flag means only players outside vehicles can
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SF_TRIG_PUSH_ONCE = 0x80, // trigger_push removes itself after firing once
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SF_TRIG_PUSH_AFFECT_PLAYER_ON_LADDER = 0x100, // if pushed object is player on a ladder, then this disengages them from the ladder (HL2only)
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SF_TRIG_TOUCH_DEBRIS = 0x400, // Will touch physics debris objects
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SF_TRIGGER_ONLY_NPCS_IN_VEHICLES = 0X800, // *if* NPCs can fire this trigger, only NPCs in vehicles do so (respects player ally flag too)
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SF_TRIGGER_DISALLOW_BOTS = 0x1000, // Bots are not allowed to fire this trigger
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};
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// DVS TODO: get rid of CBaseToggle
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBaseTrigger : public CBaseToggle
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{
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DECLARE_CLASS( CBaseTrigger, CBaseToggle );
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public:
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CBaseTrigger();
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void Activate( void );
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virtual void PostClientActive( void );
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void InitTrigger( void );
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void Enable( void );
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void Disable( void );
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void Spawn( void );
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void UpdateOnRemove( void );
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void TouchTest( void );
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// Input handlers
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virtual void InputEnable( inputdata_t &inputdata );
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virtual void InputDisable( inputdata_t &inputdata );
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virtual void InputDisableAndEndTouch( inputdata_t &inputdata );
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virtual void InputToggle( inputdata_t &inputdata );
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virtual void InputTouchTest ( inputdata_t &inputdata );
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virtual void InputStartTouch( inputdata_t &inputdata );
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virtual void InputEndTouch( inputdata_t &inputdata );
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virtual bool UsesFilter( void ){ return ( m_hFilter.Get() != NULL ); }
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virtual bool PassesTriggerFilters(CBaseEntity *pOther);
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virtual void StartTouch(CBaseEntity *pOther);
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virtual void EndTouch(CBaseEntity *pOther);
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virtual void StartTouchAll() {}
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virtual void EndTouchAll() {}
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virtual bool IsTouching( const CBaseEntity *pOther ) const;
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CBaseEntity *GetTouchedEntityOfType( const char *sClassName );
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int DrawDebugTextOverlays(void);
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// by default, triggers don't deal with TraceAttack
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void TraceAttack(CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType) {}
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bool PointIsWithin( const Vector &vecPoint );
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bool m_bDisabled;
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string_t m_iFilterName;
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CHandle<class CBaseFilter> m_hFilter;
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protected:
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// Outputs
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COutputEvent m_OnStartTouch;
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COutputEvent m_OnStartTouchAll;
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COutputEvent m_OnEndTouch;
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COutputEvent m_OnEndTouchAll;
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COutputEvent m_OnTouching;
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COutputEvent m_OnNotTouching;
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// Entities currently being touched by this trigger
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CUtlVector< EHANDLE > m_hTouchingEntities;
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DECLARE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// Purpose: Variable sized repeatable trigger. Must be targeted at one or more entities.
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// If "delay" is set, the trigger waits some time after activating before firing.
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// "wait" : Seconds between triggerings. (.2 default/minimum)
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//-----------------------------------------------------------------------------
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class CTriggerMultiple : public CBaseTrigger
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{
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DECLARE_CLASS( CTriggerMultiple, CBaseTrigger );
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public:
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void Spawn( void );
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void MultiTouch( CBaseEntity *pOther );
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void MultiWaitOver( void );
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void ActivateMultiTrigger(CBaseEntity *pActivator);
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DECLARE_DATADESC();
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// Outputs
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COutputEvent m_OnTrigger;
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};
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// Global list of triggers that care about weapon fire
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extern CUtlVector< CHandle<CTriggerMultiple> > g_hWeaponFireTriggers;
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//------------------------------------------------------------------------------
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// Base VPhysics trigger implementation
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// NOTE: This uses vphysics to compute touch events. It doesn't do a per-frame Touch call, so the
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// Entity I/O is different from a regular trigger
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//------------------------------------------------------------------------------
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#define SF_VPHYSICS_MOTION_MOVEABLE 0x1000
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class CBaseVPhysicsTrigger : public CBaseEntity
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{
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DECLARE_CLASS( CBaseVPhysicsTrigger , CBaseEntity );
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public:
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DECLARE_DATADESC();
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virtual void Spawn();
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virtual void UpdateOnRemove();
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virtual bool CreateVPhysics();
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virtual void Activate( void );
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virtual bool PassesTriggerFilters(CBaseEntity *pOther);
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// UNDONE: Pass trigger event in or change Start/EndTouch. Add ITriggerVPhysics perhaps?
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// BUGBUG: If a player touches two of these, his movement will screw up.
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// BUGBUG: If a player uses crouch/uncrouch it will generate touch events and clear the motioncontroller flag
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virtual void StartTouch( CBaseEntity *pOther );
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virtual void EndTouch( CBaseEntity *pOther );
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void InputToggle( inputdata_t &inputdata );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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protected:
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bool m_bDisabled;
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string_t m_iFilterName;
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CHandle<class CBaseFilter> m_hFilter;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Hurts anything that touches it. If the trigger has a targetname,
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// firing it will toggle state.
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//-----------------------------------------------------------------------------
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// This class is to get around the fact that DEFINE_FUNCTION doesn't like multiple inheritance
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class CTriggerHurtShim : public CBaseTrigger
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{
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virtual void RadiationThink( void ) = 0;
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virtual void HurtThink( void ) = 0;
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public:
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void RadiationThinkShim( void ){ RadiationThink(); }
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void HurtThinkShim( void ){ HurtThink(); }
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};
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DECLARE_AUTO_LIST( ITriggerHurtAutoList );
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class CTriggerHurt : public CTriggerHurtShim, public ITriggerHurtAutoList
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{
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public:
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CTriggerHurt()
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{
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// This field came along after levels were built so the field defaults to 20 here in the constructor.
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m_flDamageCap = 20.0f;
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}
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DECLARE_CLASS( CTriggerHurt, CTriggerHurtShim );
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void Spawn( void );
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void RadiationThink( void );
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void HurtThink( void );
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void Touch( CBaseEntity *pOther );
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void EndTouch( CBaseEntity *pOther );
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bool HurtEntity( CBaseEntity *pOther, float damage );
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int HurtAllTouchers( float dt );
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DECLARE_DATADESC();
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float m_flOriginalDamage; // Damage as specified by the level designer.
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float m_flDamage; // Damage per second.
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float m_flDamageCap; // Maximum damage per second.
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float m_flLastDmgTime; // Time that we last applied damage.
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float m_flDmgResetTime; // For forgiveness, the time to reset the counter that accumulates damage.
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int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
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int m_damageModel;
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bool m_bNoDmgForce; // Should damage from this trigger impart force on what it's hurting
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enum
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{
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DAMAGEMODEL_NORMAL = 0,
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DAMAGEMODEL_DOUBLE_FORGIVENESS,
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};
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// Outputs
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COutputEvent m_OnHurt;
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COutputEvent m_OnHurtPlayer;
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CUtlVector<EHANDLE> m_hurtEntities;
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};
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bool IsTakingTriggerHurtDamageAtPoint( const Vector &vecPoint );
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#endif // TRIGGERS_H
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