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210 lines
7.1 KiB
210 lines
7.1 KiB
//========= 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 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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bool IsTouching( CBaseEntity *pOther ); |
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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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class CTriggerHurt : public CBaseTrigger |
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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, CBaseTrigger ); |
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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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#endif // TRIGGERS_H
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