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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A message forwarder. Fires an OnTrigger output when triggered, and can be
// disabled to prevent forwarding outputs.
//
// Useful as an intermediary between one entity and another for turning on or
// off an I/O connection, or as a container for holding a set of outputs that
// can be triggered from multiple places.
//
//=============================================================================
#include "cbase.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#include "soundent.h"
#include "logicrelay.h"
#ifdef MAPBASE
#include "mapbase/variant_tools.h"
#include "saverestore_utlvector.h"
#endif
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// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const int SF_REMOVE_ON_FIRE = 0x001; // Relay will remove itself after being triggered.
const int SF_ALLOW_FAST_RETRIGGER = 0x002; // Unless set, relay will disable itself until the last output is sent.
LINK_ENTITY_TO_CLASS(logic_relay, CLogicRelay);
BEGIN_DATADESC( CLogicRelay )
DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN),
DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
#if RELAY_QUEUE_SYSTEM
DEFINE_KEYFIELD(m_bQueueTrigger, FIELD_BOOLEAN, "QueueDisabledTrigger"),
DEFINE_FIELD(m_bQueueWaiting, FIELD_BOOLEAN),
DEFINE_FIELD(m_flRefireTime, FIELD_TIME),
#endif
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// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire),
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger),
#ifdef MAPBASE
DEFINE_INPUTFUNC(FIELD_INPUT, "TriggerWithParameter", InputTriggerWithParameter),
#endif
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DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending),
// Outputs
DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
#ifdef MAPBASE
DEFINE_OUTPUT(m_OnTriggerParameter, "OnTriggerParameter"),
#endif
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DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CLogicRelay::CLogicRelay(void)
{
}
//------------------------------------------------------------------------------
// Kickstarts a think if we have OnSpawn connections.
//------------------------------------------------------------------------------
void CLogicRelay::Activate()
{
BaseClass::Activate();
if ( m_OnSpawn.NumberOfElements() > 0)
{
SetNextThink( gpGlobals->curtime + 0.01 );
}
}
//-----------------------------------------------------------------------------
// If we have OnSpawn connections, this is called shortly after spawning to
// fire the OnSpawn output.
//-----------------------------------------------------------------------------
void CLogicRelay::Think()
{
// Fire an output when we spawn. This is used for self-starting an entity
// template -- since the logic_relay is inside the template, it gets all the
// name and I/O connection fixup, so can target other entities in the template.
m_OnSpawn.FireOutput( this, this );
// We only get here if we had OnSpawn connections, so this is safe.
if ( m_spawnflags & SF_REMOVE_ON_FIRE )
{
UTIL_Remove(this);
}
}
//------------------------------------------------------------------------------
// Purpose: Turns on the relay, allowing it to fire outputs.
//------------------------------------------------------------------------------
void CLogicRelay::InputEnable( inputdata_t &inputdata )
{
m_bDisabled = false;
#if RELAY_QUEUE_SYSTEM
if (m_bQueueWaiting)
m_OnTrigger.FireOutput( inputdata.pActivator, this );
#endif
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}
//------------------------------------------------------------------------------
// Purpose: Enables us to fire again. This input is only posted from our Trigger
// function to prevent rapid refire.
//------------------------------------------------------------------------------
void CLogicRelay::InputEnableRefire( inputdata_t &inputdata )
{
m_bWaitForRefire = false;
}
//------------------------------------------------------------------------------
// Purpose: Cancels any I/O events in the queue that were fired by us.
//------------------------------------------------------------------------------
void CLogicRelay::InputCancelPending( inputdata_t &inputdata )
{
g_EventQueue.CancelEvents( this );
// Stop waiting; allow another Trigger.
m_bWaitForRefire = false;
}
//------------------------------------------------------------------------------
// Purpose: Turns off the relay, preventing it from firing outputs.
//------------------------------------------------------------------------------
void CLogicRelay::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
}
//------------------------------------------------------------------------------
// Purpose: Toggles the enabled/disabled state of the relay.
//------------------------------------------------------------------------------
void CLogicRelay::InputToggle( inputdata_t &inputdata )
{
m_bDisabled = !m_bDisabled;
#if RELAY_QUEUE_SYSTEM
if (m_bQueueWaiting)
m_OnTrigger.FireOutput( inputdata.pActivator, this );
#endif
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}
//-----------------------------------------------------------------------------
// Purpose: Input handler that triggers the relay.
//-----------------------------------------------------------------------------
void CLogicRelay::InputTrigger( inputdata_t &inputdata )
{
if ((!m_bDisabled) && (!m_bWaitForRefire))
{
m_OnTrigger.FireOutput( inputdata.pActivator, this );
if (m_spawnflags & SF_REMOVE_ON_FIRE)
{
UTIL_Remove(this);
}
else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER))
{
//
// Disable the relay so that it cannot be refired until after the last output
// has been fired and post an input to re-enable ourselves.
//
m_bWaitForRefire = true;
g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this);
#if RELAY_QUEUE_SYSTEM
if (m_bQueueTrigger)
m_flRefireTime = gpGlobals->curtime + m_OnTrigger.GetMaxDelay() + 0.002;
#endif
}
}
#if RELAY_QUEUE_SYSTEM
else if (m_bQueueTrigger)
{
if (m_bDisabled)
m_bQueueWaiting = true;
else // m_bWaitForRefire
m_OnTrigger.FireOutput( inputdata.pActivator, this, (gpGlobals->curtime - m_flRefireTime) );
}
#endif
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Input handler that triggers the relay.
//-----------------------------------------------------------------------------
void CLogicRelay::InputTriggerWithParameter( inputdata_t &inputdata )
{
if ((!m_bDisabled) && (!m_bWaitForRefire))
{
m_OnTriggerParameter.Set( inputdata.value, inputdata.pActivator, this );
if (m_spawnflags & SF_REMOVE_ON_FIRE)
{
UTIL_Remove(this);
}
else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER))
{
//
// Disable the relay so that it cannot be refired until after the last output
// has been fired and post an input to re-enable ourselves.
//
m_bWaitForRefire = true;
g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this);
}
}
}
#endif
#ifdef MAPBASE
BEGIN_SIMPLE_DATADESC( LogicRelayQueueInfo_t )
DEFINE_FIELD( TriggerWithParameter, FIELD_BOOLEAN ),
DEFINE_FIELD( pActivator, FIELD_CLASSPTR ),
DEFINE_VARIANT( value ),
DEFINE_FIELD( outputID, FIELD_INTEGER ),
END_DATADESC()
LINK_ENTITY_TO_CLASS(logic_relay_queue, CLogicRelayQueue);
BEGIN_DATADESC( CLogicRelayQueue )
DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN),
DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
DEFINE_INPUT(m_iMaxQueueItems, FIELD_INTEGER, "SetMaxQueueItems"),
DEFINE_KEYFIELD(m_bDontQueueWhenDisabled, FIELD_BOOLEAN, "DontQueueWhenDisabled"),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire),
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle),
DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger),
DEFINE_INPUTFUNC(FIELD_INPUT, "TriggerWithParameter", InputTriggerWithParameter),
DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending),
DEFINE_INPUTFUNC(FIELD_VOID, "ClearQueue", InputClearQueue),
// Outputs
DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
DEFINE_OUTPUT(m_OnTriggerParameter, "OnTriggerParameter"),
DEFINE_UTLVECTOR(m_QueueItems, FIELD_EMBEDDED),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CLogicRelayQueue::CLogicRelayQueue(void)
{
}
//------------------------------------------------------------------------------
// Purpose: Turns on the relay, allowing it to fire outputs.
//------------------------------------------------------------------------------
void CLogicRelayQueue::InputEnable( inputdata_t &inputdata )
{
m_bDisabled = false;
if (!m_bWaitForRefire && m_QueueItems.Count() > 0)
HandleNextQueueItem();
}
//------------------------------------------------------------------------------
// Purpose: Enables us to fire again. This input is only posted from our Trigger
// function to prevent rapid refire.
//------------------------------------------------------------------------------
void CLogicRelayQueue::InputEnableRefire( inputdata_t &inputdata )
{
m_bWaitForRefire = false;
if (!m_bDisabled && m_QueueItems.Count() > 0)
HandleNextQueueItem();
}
//------------------------------------------------------------------------------
// Purpose: Cancels any I/O events in the queue that were fired by us.
//------------------------------------------------------------------------------
void CLogicRelayQueue::InputCancelPending( inputdata_t &inputdata )
{
g_EventQueue.CancelEvents( this );
// Stop waiting; allow another Trigger.
m_bWaitForRefire = false;
if (!m_bDisabled && m_QueueItems.Count() > 0)
HandleNextQueueItem();
}
//------------------------------------------------------------------------------
// Purpose: Clears the queue.
//------------------------------------------------------------------------------
void CLogicRelayQueue::InputClearQueue( inputdata_t &inputdata )
{
m_QueueItems.RemoveAll();
}
//------------------------------------------------------------------------------
// Purpose: Turns off the relay, preventing it from firing outputs.
//------------------------------------------------------------------------------
void CLogicRelayQueue::InputDisable( inputdata_t &inputdata )
{
m_bDisabled = true;
}
//------------------------------------------------------------------------------
// Purpose: Toggles the enabled/disabled state of the relay.
//------------------------------------------------------------------------------
void CLogicRelayQueue::InputToggle( inputdata_t &inputdata )
{
m_bDisabled = !m_bDisabled;
if (!m_bDisabled && !m_bWaitForRefire && m_QueueItems.Count() > 0)
HandleNextQueueItem();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that triggers the relay.
//-----------------------------------------------------------------------------
void CLogicRelayQueue::InputTrigger( inputdata_t &inputdata )
{
if ((!m_bDisabled) && (!m_bWaitForRefire))
{
m_OnTrigger.FireOutput( inputdata.pActivator, this );
//
// Disable the relay so that it cannot be refired until after the last output
// has been fired and post an input to re-enable ourselves.
//
m_bWaitForRefire = true;
g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this);
}
else if ( (!m_bDisabled || !m_bDontQueueWhenDisabled) && (m_QueueItems.Count() < m_iMaxQueueItems) )
{
AddQueueItem(inputdata.pActivator, inputdata.nOutputID);
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that triggers the relay.
//-----------------------------------------------------------------------------
void CLogicRelayQueue::InputTriggerWithParameter( inputdata_t &inputdata )
{
if ((!m_bDisabled) && (!m_bWaitForRefire))
{
m_OnTriggerParameter.Set( inputdata.value, inputdata.pActivator, this );
//
// Disable the relay so that it cannot be refired until after the last output
// has been fired and post an input to re-enable ourselves.
//
m_bWaitForRefire = true;
g_EventQueue.AddEvent(this, "EnableRefire", m_OnTrigger.GetMaxDelay() + 0.001, this, this);
}
else if ( (!m_bDisabled || !m_bDontQueueWhenDisabled) && (m_QueueItems.Count() < m_iMaxQueueItems) )
{
AddQueueItem(inputdata.pActivator, inputdata.nOutputID, inputdata.value);
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles next queue item.
//-----------------------------------------------------------------------------
void CLogicRelayQueue::HandleNextQueueItem()
{
LogicRelayQueueInfo_t info = m_QueueItems.Element(0);
//if (!info.TriggerWithParameter)
//{
// m_OnTrigger.FireOutput(info.pActivator, this);
//}
//else
//{
// m_OnTriggerParameter.Set(info.value, info.pActivator, this);
//}
AcceptInput(info.TriggerWithParameter ? "TriggerWithParameter" : "Trigger", info.pActivator, this, info.value, info.outputID);
m_QueueItems.Remove(0);
}
//-----------------------------------------------------------------------------
// Purpose: Adds a queue item.
//-----------------------------------------------------------------------------
void CLogicRelayQueue::AddQueueItem(CBaseEntity *pActivator, int outputID, variant_t &value)
{
LogicRelayQueueInfo_t info;
info.pActivator = pActivator;
info.outputID = outputID;
info.value = value;
info.TriggerWithParameter = true;
m_QueueItems.AddToTail(info);
}
//-----------------------------------------------------------------------------
// Purpose: Adds a queue item without a parameter.
//-----------------------------------------------------------------------------
void CLogicRelayQueue::AddQueueItem(CBaseEntity *pActivator, int outputID)
{
LogicRelayQueueInfo_t info;
info.pActivator = pActivator;
info.outputID = outputID;
info.TriggerWithParameter = false;
m_QueueItems.AddToTail(info);
}
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CLogicRelayQueue::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
// --------------
// Print Target
// --------------
char tempstr[255];
if (m_QueueItems.Count() > 0)
{
Q_snprintf(tempstr, sizeof(tempstr), "Queue Items: %i (%i)", m_QueueItems.Count(), m_iMaxQueueItems);
EntityText(text_offset, tempstr, 0);
text_offset++;
for (int i = 0; i < m_QueueItems.Count(); i++)
{
Q_snprintf(tempstr, sizeof(tempstr), " Input: %s, Activator: %s, Output ID: %i",
m_QueueItems[i].TriggerWithParameter ? "TriggerWithParameter" : "Trigger",
m_QueueItems[i].pActivator ? m_QueueItems[i].pActivator->GetDebugName() : "None",
m_QueueItems[i].outputID);
EntityText(text_offset, tempstr, 0);
text_offset++;
}
}
else
{
Q_snprintf(tempstr, sizeof(tempstr), "Queue Items: 0 (%i)", m_iMaxQueueItems);
EntityText(text_offset, tempstr, 0);
text_offset++;
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}
}
return text_offset;
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}
#endif
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