ReGameDLL_CS/regamedll/dlls/triggers.h
2024-05-08 22:18:24 +07:00

561 lines
15 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "utlmap.h"
class CFrictionModifier: public CBaseEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
public:
void EXPORT ChangeFriction(CBaseEntity *pOther);
static TYPEDESCRIPTION m_SaveData[];
float m_frictionFraction;
};
#define SF_AUTO_FIREONCE BIT(0)
#define SF_AUTO_NORESET BIT(1)
// 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
class CAutoTrigger: public CBaseDelay
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Think();
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
public:
static TYPEDESCRIPTION m_SaveData[];
int m_globalstate;
USE_TYPE m_triggerType;
};
#define SF_RELAY_FIREONCE BIT(0)
class CTriggerRelay: public CBaseDelay
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
static TYPEDESCRIPTION m_SaveData[];
USE_TYPE m_triggerType;
};
const int MAX_MM_TARGETS = 16; // maximum number of targets a single multi_manager entity may be assigned.
#define SF_MULTIMAN_THREAD BIT(0)
#define SF_MULTIMAN_CLONE BIT(31)
// This entity when fire, will fire up to 16 targets at specified times.
// at specified times.
// FLAG: THREAD (create clones when triggered)
// FLAG: CLONE (this is a clone for a threaded execution)
class CMultiManager: public CBaseToggle
{
public:
virtual void Spawn();
virtual void Restart();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual BOOL HasTarget(string_t targetname);
public:
void EXPORT ManagerThink();
void EXPORT ManagerUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
private:
BOOL IsClone()
{
if (pev->spawnflags & SF_MULTIMAN_CLONE)
{
return TRUE;
}
return FALSE;
}
BOOL ShouldClone()
{
if (IsClone())
{
return FALSE;
}
if (pev->spawnflags & SF_MULTIMAN_THREAD)
{
return TRUE;
}
return FALSE;
}
CMultiManager *Clone();
public:
static TYPEDESCRIPTION m_SaveData[];
int m_cTargets;
int m_index;
float m_startTime;
int m_iTargetName[MAX_MM_TARGETS];
float m_flTargetDelay[MAX_MM_TARGETS];
};
// Flags to indicate masking off various render parameters that are normally copied to the targets
#define SF_RENDER_MASKFX BIT(0)
#define SF_RENDER_MASKAMT BIT(1)
#define SF_RENDER_MASKMODE BIT(2)
#define SF_RENDER_MASKCOLOR BIT(3)
// Render parameters trigger
// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
// to its targets when triggered.
class CRenderFxManager: public CBaseEntity
{
public:
virtual void Spawn();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef REGAMEDLL_FIXES
virtual void Restart();
virtual void OnDestroy();
public:
struct RenderGroup_t
{
int rendermode;
float renderamt;
Vector rendercolor;
int renderfx;
};
CUtlMap<int, RenderGroup_t> m_RenderGroups;
#endif
};
#define SF_TRIGGER_ALLOWMONSTERS BIT(0) // monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS BIT(1) // players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES BIT(2) // only pushables can fire this trigger
#define SF_TRIGGER_NORESET BIT(6) // it is not allowed to be resetting on a new round
class CBaseTrigger: public CBaseToggle
{
public:
virtual void KeyValue(KeyValueData *pkvd);
virtual int ObjectCaps() { return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
public:
void EXPORT TeleportTouch(CBaseEntity *pOther);
void EXPORT MultiTouch(CBaseEntity *pOther);
void EXPORT HurtTouch(CBaseEntity *pOther);
void EXPORT CDAudioTouch(CBaseEntity *pOther);
void ActivateMultiTrigger(CBaseEntity *pActivator);
void EXPORT MultiWaitOver();
void EXPORT CounterUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT ToggleUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void InitTrigger();
#ifdef REGAMEDLL_ADD
// For trigger_teleport TriggerTouch
int m_iszLandmarkName = 0;
#endif
};
#define SF_TRIGGER_HURT_TARGETONCE BIT(0) // Only fire hurt target once
#define SF_TRIGGER_HURT_START_OFF BIT(1) // spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_NO_CLIENTS BIT(3) // spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_CLIENTONLYFIRE BIT(4) // trigger hurt will only fire its target if it is hurting a client
#define SF_TRIGGER_HURT_CLIENTONLYTOUCH BIT(5) // only clients may touch this trigger.
// Hurts anything that touches it.
// If the trigger has a targetname, firing it will toggle state
class CTriggerHurt: public CBaseTrigger
{
public:
virtual void Spawn();
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
void EXPORT RadiationThink();
};
class CTriggerMonsterJump: public CBaseTrigger
{
public:
virtual void Spawn();
virtual void Think();
virtual void Touch(CBaseEntity *pOther);
};
// Starts/stops cd audio tracks
class CTriggerCDAudio: public CBaseTrigger
{
public:
virtual void Spawn();
virtual void Touch(CBaseEntity *pOther);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void PlayTrack(edict_t *pEdict);
};
// This plays a CD track when fired or when the player enters it's radius
class CTargetCDAudio: public CPointEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual void Think();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void Play(edict_t *pEdict);
};
#define SF_TRIGGER_MULTIPLE_NOTOUCH BIT(0)
// Variable sized repeatable trigger. Must be targeted at one or more entities.
// If "health" is set, the trigger must be killed to activate each time.
// If "delay" is set, the trigger waits some time after activating before firing.
// "wait" : Seconds between triggerings. (.2 default)
// If notouch is set, the trigger is only fired by other entities, not by touching.
// NOTOUCH has been obsoleted by trigger_relay!
// sounds
// 1) secret
// 2) beep beep
// 3) large switch
// 4)
// NEW
// if a trigger has a NETNAME, that NETNAME will become the TARGET of the triggered object.
class CTriggerMultiple: public CBaseTrigger
{
public:
virtual void Spawn();
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
};
// Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
// "targetname". If "health" is set, the trigger must be killed to activate.
// If notouch is set, the trigger is only fired by other entities, not by touching.
// if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
// if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
// sounds
// 1) secret
// 2) beep beep
// 3) large switch
// 4)
class CTriggerOnce: public CTriggerMultiple
{
public:
virtual void Spawn();
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
};
#define SF_TRIGGER_COUNTER_NOMESSAGE BIT(0)
// Acts as an intermediary for an action that takes multiple inputs.
// If nomessage is not set, it will print "1 more.. " etc when triggered and
// "sequence complete" when finished. After the counter has been triggered "cTriggersLeft"
// times (default 2), it will fire all of it's targets and remove itself.
class CTriggerCounter: public CBaseTrigger
{
public:
virtual void Spawn();
};
// Derive from point entity so this doesn't move across levels
class CTriggerVolume: public CPointEntity
{
public:
virtual void Spawn();
};
// Fires a target after level transition and then dies
class CFireAndDie: public CBaseDelay
{
public:
virtual void Spawn();
virtual void Precache();
virtual int ObjectCaps() { return (CBaseDelay::ObjectCaps() | FCAP_FORCE_TRANSITION); } // Always go across transitions
virtual void Think();
};
#define SF_CHANGELEVEL_USEONLY BIT(1)
// 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.
class CChangeLevel: public CBaseTrigger
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
public:
void EXPORT UseChangeLevel(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT TriggerChangeLevel();
void EXPORT ExecuteChangeLevel();
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);
public:
static TYPEDESCRIPTION m_SaveData[];
char m_szMapName[MAX_MAPNAME_LENGHT]; // next map
char m_szLandmarkName[MAX_MAPNAME_LENGHT]; // landmark on next map
int m_changeTarget;
float m_changeTargetDelay;
#ifdef REGAMEDLL_FIXES
float m_flPercentOfPlayers;
#endif
};
class CLadder: public CBaseTrigger
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
};
#define SF_TRIGGER_PUSH_ONCE BIT(0)
#define SF_TRIGGER_PUSH_START_OFF BIT(1) // spawnflag that makes trigger_push spawn turned OFF
class CTriggerPush: public CBaseTrigger
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual void Touch(CBaseEntity *pOther);
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
};
class CTriggerTeleport: public CBaseTrigger
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
};
class CBuyZone: public CBaseTrigger
{
public:
virtual void Spawn();
void EXPORT BuyTouch(CBaseEntity *pOther);
};
class CBombTarget: public CBaseTrigger
{
private:
bool IsPlayerInBombSite(CBasePlayer *pPlayer);
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
void EXPORT BombTargetTouch(CBaseEntity *pOther);
void EXPORT BombTargetUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef REGAMEDLL_ADD
public:
bool m_bStrictTouch;
#endif
};
class CHostageRescue: public CBaseTrigger
{
public:
virtual void Spawn();
public:
void EXPORT HostageRescueTouch(CBaseEntity *pOther);
};
class CEscapeZone: public CBaseTrigger
{
public:
virtual void Spawn();
void EXPORT EscapeTouch(CBaseEntity *pOther);
};
class CVIP_SafetyZone: public CBaseTrigger
{
public:
virtual void Spawn();
void EXPORT VIP_SafetyTouch(CBaseEntity *pOther);
};
class CTriggerSave: public CBaseTrigger
{
public:
virtual void Spawn();
void EXPORT SaveTouch(CBaseEntity *pOther);
};
#define SF_ENDSECTION_USEONLY BIT(0)
class CTriggerEndSection: public CBaseTrigger
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
public:
void EXPORT EndSectionTouch(CBaseEntity *pOther);
void EXPORT EndSectionUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
};
class CTriggerGravity: public CBaseTrigger
{
public:
virtual void Spawn();
void EXPORT GravityTouch(CBaseEntity *pOther);
};
// this is a really bad idea.
class CTriggerChangeTarget: public CBaseDelay
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
static TYPEDESCRIPTION m_SaveData[];
private:
int m_iszNewTarget;
};
#define SF_CAMERA_PLAYER_POSITION BIT(0)
#define SF_CAMERA_PLAYER_TARGET BIT(1)
#define SF_CAMERA_PLAYER_TAKECONTROL BIT(2)
class CTriggerCamera: public CBaseDelay
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void EXPORT FollowTarget();
void Move();
static TYPEDESCRIPTION m_SaveData[];
EntityHandle<CBasePlayer> m_hPlayer;
EntityHandle<CBaseEntity> m_hTarget;
CBaseEntity *m_pentPath;
int 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;
};
class CWeather: public CBaseTrigger
{
public:
virtual void Spawn();
};
class CClientFog: public CBaseEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
public:
int m_iStartDist;
int m_iEndDist;
float m_fDensity;
};
void PlayCDTrack(edict_t *pClient, int iTrack);
int BuildChangeList(LEVELLIST *pLevelList, int maxList);
void NextLevel();