Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TRIGGERS_H
#define TRIGGERS_H
#ifdef _WIN32
#pragma once
#endif
#include "basetoggle.h"
#include "entityoutput.h"
#include "triggers_shared.h"
// DVS TODO: get rid of CBaseToggle
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CBaseTrigger : public CBaseToggle
{
DECLARE_CLASS( CBaseTrigger, CBaseToggle );
DECLARE_SERVERCLASS();
public:
CBaseTrigger();
void Activate( void );
virtual void PostClientActive( void );
void InitTrigger( void );
virtual void Enable( void );
virtual void Disable( void );
void Spawn( void );
void UpdateOnRemove( void );
void TouchTest( void );
// Input handlers
virtual void InputEnable( inputdata_t &inputdata );
virtual void InputDisable( inputdata_t &inputdata );
virtual void InputToggle( inputdata_t &inputdata );
virtual void InputTouchTest ( inputdata_t &inputdata );
virtual void InputStartTouch( inputdata_t &inputdata );
virtual void InputEndTouch( inputdata_t &inputdata );
virtual bool UsesFilter( void ){ return ( m_hFilter.Get() != NULL ); }
virtual bool PassesTriggerFilters(CBaseEntity *pOther);
virtual void StartTouch(CBaseEntity *pOther);
virtual void EndTouch(CBaseEntity *pOther);
virtual void OnStartTouchAll(CBaseEntity *pOther);
virtual void OnEndTouchAll(CBaseEntity *pOther);
bool IsTouching( CBaseEntity *pOther );
CBaseEntity *GetTouchedEntityOfType( const char *sClassName );
virtual int DrawDebugTextOverlays(void);
// by default, triggers don't deal with TraceAttack
void TraceAttack(CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType) {}
bool m_bDisabled;
string_t m_iFilterName;
CHandle<class CBaseFilter> m_hFilter;
const CUtlVector< EHANDLE > *GetTouchingEntities( void ) const
{
return &m_hTouchingEntities;
}
protected:
// Outputs
COutputEvent m_OnStartTouch;
COutputEvent m_OnStartTouchAll;
COutputEvent m_OnEndTouch;
COutputEvent m_OnEndTouchAll;
COutputEvent m_OnTouching;
COutputEvent m_OnNotTouching;
// Entities currently being touched by this trigger
CUtlVector< EHANDLE > m_hTouchingEntities;
DECLARE_DATADESC();
// True if trigger participates in client side prediction
CNetworkVar( bool, m_bClientSidePredicted );
};
//-----------------------------------------------------------------------------
// Purpose: Variable sized repeatable trigger. Must be targeted at one or more entities.
// If "delay" is set, the trigger waits some time after activating before firing.
// "wait" : Seconds between triggerings. (.2 default/minimum)
//-----------------------------------------------------------------------------
class CTriggerMultiple : public CBaseTrigger
{
DECLARE_CLASS( CTriggerMultiple, CBaseTrigger );
public:
void Spawn( void );
void MultiTouch( CBaseEntity *pOther );
void MultiWaitOver( void );
virtual void ActivateMultiTrigger(CBaseEntity *pActivator);
DECLARE_DATADESC();
// Outputs
COutputEvent m_OnTrigger;
};
// Global list of triggers that care about weapon fire
extern CUtlVector< CHandle<CTriggerMultiple> > g_hWeaponFireTriggers;
//------------------------------------------------------------------------------
// Base VPhysics trigger implementation
// NOTE: This uses vphysics to compute touch events. It doesn't do a per-frame Touch call, so the
// Entity I/O is different from a regular trigger
//------------------------------------------------------------------------------
#define SF_VPHYSICS_MOTION_MOVEABLE 0x1000
class CBaseVPhysicsTrigger : public CBaseEntity
{
DECLARE_CLASS( CBaseVPhysicsTrigger , CBaseEntity );
public:
DECLARE_DATADESC();
virtual void Spawn();
virtual void UpdateOnRemove();
virtual bool CreateVPhysics();
virtual void Activate( void );
virtual bool PassesTriggerFilters(CBaseEntity *pOther);
// UNDONE: Pass trigger event in or change Start/EndTouch. Add ITriggerVPhysics perhaps?
// BUGBUG: If a player touches two of these, his movement will screw up.
// BUGBUG: If a player uses crouch/uncrouch it will generate touch events and clear the motioncontroller flag
virtual void StartTouch( CBaseEntity *pOther );
virtual void EndTouch( CBaseEntity *pOther );
void InputToggle( inputdata_t &inputdata );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
protected:
bool m_bDisabled;
string_t m_iFilterName;
CHandle<class CBaseFilter> m_hFilter;
};
//-----------------------------------------------------------------------------
// Purpose: Hurts anything that touches it. If the trigger has a targetname,
// firing it will toggle state.
//-----------------------------------------------------------------------------
class CTriggerHurt : public CBaseTrigger
{
public:
CTriggerHurt()
{
// This field came along after levels were built so the field defaults to 20 here in the constructor.
m_flDamageCap = 20.0f;
}
DECLARE_CLASS( CTriggerHurt, CBaseTrigger );
void Spawn( void );
void RadiationThink( void );
void HurtThink( void );
void Touch( CBaseEntity *pOther );
void EndTouch( CBaseEntity *pOther );
bool HurtEntity( CBaseEntity *pOther, float damage );
int HurtAllTouchers( float dt );
void NavThink( void );
DECLARE_DATADESC();
float m_flOriginalDamage; // Damage as specified by the level designer.
float m_flDamage; // Damage per second.
float m_flDamageCap; // Maximum damage per second.
float m_flLastDmgTime; // Time that we last applied damage.
float m_flDmgResetTime; // For forgiveness, the time to reset the counter that accumulates damage.
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
int m_damageModel;
bool m_bNoDmgForce; // Should damage from this trigger impart force on what it's hurting
enum
{
DAMAGEMODEL_NORMAL = 0,
DAMAGEMODEL_DOUBLE_FORGIVENESS,
};
// Outputs
COutputEvent m_OnHurt;
COutputEvent m_OnHurtPlayer;
CUtlVector<EHANDLE> m_hurtEntities;
};
//
// Callback trigger
//
class CTriggerCallback : public CBaseTrigger
{
public:
DECLARE_CLASS( CTriggerCallback, CBaseTrigger );
DECLARE_DATADESC();
virtual void Spawn( void );
virtual void StartTouch( CBaseEntity *pOther );
static CTriggerCallback *Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecMins, const Vector &vecMaxs, CBaseEntity *pOwner, void (CBaseEntity::*pfnCallback)(CBaseEntity *) )
{
CTriggerCallback *pTrigger = (CTriggerCallback *) CreateEntityByName( "trigger_callback" );
if ( pTrigger == NULL )
return NULL;
UTIL_SetOrigin( pTrigger, vecOrigin );
pTrigger->SetAbsAngles( vecAngles );
UTIL_SetSize( pTrigger, vecMins, vecMaxs );
DispatchSpawn( pTrigger );
pTrigger->SetParent( (CBaseEntity *) pOwner );
// Save our callback function
pTrigger->m_pfnCallback = pfnCallback;
return pTrigger;
}
private:
void (CBaseEntity::*m_pfnCallback)(CBaseEntity *);
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTriggerCamera : public CBaseEntity
{
public:
DECLARE_CLASS( CTriggerCamera, CBaseEntity );
// script description
DECLARE_ENT_SCRIPTDESC();
CTriggerCamera();
void Spawn( void );
bool KeyValue( const char *szKeyName, const char *szValue );
void Enable( void );
void Disable( void );
void SetPlayer( CBaseEntity *pPlayer );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void FollowTarget( void );
void Move(void);
void StartCameraShot( const char *pszShotType, CBaseEntity *pSceneEntity, CBaseEntity *pActor1, CBaseEntity *pActor2, float duration );
int ScriptGetFov( void );
void ScriptSetFov( int iFOV, float rate );
// Always transmit to clients so they know where to move the view to
virtual int UpdateTransmitState();
DECLARE_DATADESC();
// Input handlers
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
private:
EHANDLE m_hPlayer;
EHANDLE m_hTarget;
// used for moving the camera along a path (rail rides)
CBaseEntity *m_pPath;
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;
Vector m_vecMoveDir;
float m_fov;
float m_fovSpeed;
string_t m_iszTargetAttachment;
int m_iAttachmentIndex;
bool m_bSnapToGoal;
#if HL2_EPISODIC
bool m_bInterpolatePosition;
// these are interpolation vars used for interpolating the camera over time
Vector m_vStartPos, m_vEndPos;
float m_flInterpStartTime;
const static float kflPosInterpTime; // seconds
#endif
int m_nPlayerButtons;
int m_nOldTakeDamage;
private:
COutputEvent m_OnEndFollow;
};
#endif // TRIGGERS_H