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200 lines
6.5 KiB
200 lines
6.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ==== |
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// |
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// When triggered, will attempt to fire off each of its outputs. Each output |
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// has its own chance of firing. |
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// |
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//============================================================================= |
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#include "cbase.h" |
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#include "entityinput.h" |
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#include "entityoutput.h" |
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#include "eventqueue.h" |
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#include "soundent.h" |
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#include "logic_random_outputs.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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const int SF_REMOVE_ON_FIRE = 0x001; // Relay will remove itself after being triggered. |
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const int SF_ALLOW_FAST_RETRIGGER = 0x002; // Unless set, entity will disable itself until the last output is sent. |
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LINK_ENTITY_TO_CLASS(logic_random_outputs, CLogicRandomOutputs); |
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BEGIN_DATADESC( CLogicRandomOutputs ) |
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DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN), |
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DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"), |
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DEFINE_AUTO_ARRAY( m_flOnTriggerChance, FIELD_FLOAT ), |
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// Inputs |
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DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable), |
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DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire), |
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DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable), |
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DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle), |
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DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger), |
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DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending), |
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// Outputs |
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DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"), |
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DEFINE_OUTPUT(m_Output[0], "OnTrigger1"), |
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DEFINE_OUTPUT(m_Output[1], "OnTrigger2"), |
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DEFINE_OUTPUT(m_Output[2], "OnTrigger3"), |
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DEFINE_OUTPUT(m_Output[3], "OnTrigger4"), |
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DEFINE_OUTPUT(m_Output[4], "OnTrigger5"), |
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DEFINE_OUTPUT(m_Output[5], "OnTrigger6"), |
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DEFINE_OUTPUT(m_Output[6], "OnTrigger7"), |
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DEFINE_OUTPUT(m_Output[7], "OnTrigger8"), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor. |
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//----------------------------------------------------------------------------- |
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CLogicRandomOutputs::CLogicRandomOutputs(void) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Read in the chance of firing each output |
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//----------------------------------------------------------------------------- |
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bool CLogicRandomOutputs::KeyValue( const char *szKeyName, const char *szValue ) |
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{ |
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if ( szValue && szValue[0] ) |
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{ |
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for ( int i=0; i < NUM_RANDOM_OUTPUTS; i++ ) |
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{ |
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if ( FStrEq( szKeyName, UTIL_VarArgs( "OnTriggerChance%d", i ) ) ) |
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{ |
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m_flOnTriggerChance[i] = atof( szValue ); |
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return true; |
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} |
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} |
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} |
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return BaseClass::KeyValue( szKeyName, szValue ); |
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} |
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//------------------------------------------------------------------------------ |
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// Kickstarts a think if we have OnSpawn connections. |
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//------------------------------------------------------------------------------ |
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void CLogicRandomOutputs::Activate() |
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{ |
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BaseClass::Activate(); |
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if ( m_OnSpawn.NumberOfElements() > 0) |
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{ |
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SetNextThink( gpGlobals->curtime + 0.01 ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// If we have OnSpawn connections, this is called shortly after spawning to |
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// fire the OnSpawn output. |
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//----------------------------------------------------------------------------- |
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void CLogicRandomOutputs::Think() |
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{ |
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// Fire an output when we spawn. This is used for self-starting an entity |
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// template -- since the logic_random_outputs is inside the template, it gets all the |
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// name and I/O connection fixup, so can target other entities in the template. |
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m_OnSpawn.FireOutput( this, this ); |
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// We only get here if we had OnSpawn connections, so this is safe. |
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if ( m_spawnflags & SF_REMOVE_ON_FIRE ) |
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{ |
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UTIL_Remove(this); |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: Turns on the entity, allowing it to fire outputs. |
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//------------------------------------------------------------------------------ |
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void CLogicRandomOutputs::InputEnable( inputdata_t &inputdata ) |
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{ |
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m_bDisabled = false; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: Enables us to fire again. This input is only posted from our Trigger |
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// function to prevent rapid refire. |
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//------------------------------------------------------------------------------ |
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void CLogicRandomOutputs::InputEnableRefire( inputdata_t &inputdata ) |
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{ |
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Msg(" now enabling refire\n" ); |
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m_bWaitForRefire = false; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: Cancels any I/O events in the queue that were fired by us. |
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//------------------------------------------------------------------------------ |
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void CLogicRandomOutputs::InputCancelPending( inputdata_t &inputdata ) |
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{ |
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g_EventQueue.CancelEvents( this ); |
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// Stop waiting; allow another Trigger. |
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m_bWaitForRefire = false; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: Turns off the entity, preventing it from firing outputs. |
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//------------------------------------------------------------------------------ |
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void CLogicRandomOutputs::InputDisable( inputdata_t &inputdata ) |
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{ |
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m_bDisabled = true; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: Toggles the enabled/disabled state of the entity. |
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//------------------------------------------------------------------------------ |
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void CLogicRandomOutputs::InputToggle( inputdata_t &inputdata ) |
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{ |
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m_bDisabled = !m_bDisabled; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler that triggers the logic_random_outputs. |
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//----------------------------------------------------------------------------- |
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void CLogicRandomOutputs::InputTrigger( inputdata_t &inputdata ) |
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{ |
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if ((!m_bDisabled) && (!m_bWaitForRefire)) |
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{ |
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for ( int i=0 ; i < NUM_RANDOM_OUTPUTS ; i++ ) |
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{ |
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if ( RandomFloat() <= m_flOnTriggerChance[i] ) |
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{ |
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m_Output[i].FireOutput( inputdata.pActivator, this ); |
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} |
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} |
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if (m_spawnflags & SF_REMOVE_ON_FIRE) |
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{ |
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UTIL_Remove(this); |
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} |
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else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER)) |
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{ |
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// find the max delay from all our outputs |
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float fMaxDelay = 0; |
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for ( int i=0 ; i < NUM_RANDOM_OUTPUTS ; i++ ) |
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{ |
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fMaxDelay = MAX( fMaxDelay, m_Output[i].GetMaxDelay() ); |
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} |
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if ( fMaxDelay > 0 ) |
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{ |
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// Disable the relay so that it cannot be refired until after the last output |
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// has been fired and post an input to re-enable ourselves. |
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m_bWaitForRefire = true; |
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g_EventQueue.AddEvent(this, "EnableRefire", fMaxDelay + 0.001, this, this); |
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} |
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} |
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} |
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} |
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