ReChecker/dlls/triggers.h
s1lentq fc73912229 Update rehlsdk
Added support ReHLDS API 3.X
Refactoring
2022-09-25 00:01:42 +07:00

368 lines
12 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
#define GRENADETYPE_SMOKE 1
#define GRENADETYPE_FLASH 2
#define MAX_ITEM_COUNTS 32
#define MAX_ENTITY 512 // We can only ever move 512 entities across a transition
// triggers
#define SF_TRIGGER_ALLOWMONSTERS 1 // monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS 2 // players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES 4 // only pushables can fire this trigger
#define SF_TRIGGER_NO_RESET 64 // it is not allowed to be restarted on a new round
#define SF_TRIGGER_PUSH_ONCE 1
#define SF_TRIGGER_PUSH_START_OFF 2 // spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
#define SF_TRIGGER_HURT_START_OFF 2 // spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_NO_CLIENTS 8 // spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // trigger hurt will only fire its target if it is hurting a client
#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // only clients may touch this trigger.
#define SF_AUTO_FIREONCE 0x0001
#define SF_AUTO_NO_RESET 0x0002
#define SF_RELAY_FIREONCE 0x0001
#define SF_ENDSECTION_USEONLY 0x0001
#define SF_MULTIMAN_CLONE 0x80000000
#define SF_MULTIMAN_THREAD 0x00000001
#define SF_CHANGELEVEL_USEONLY 0x0002
#define SF_CAMERA_PLAYER_POSITION 1
#define SF_CAMERA_PLAYER_TARGET 2
#define SF_CAMERA_PLAYER_TAKECONTROL 4
// Flags to indicate masking off various render parameters that are normally copied to the targets
#define SF_RENDER_MASKFX (1 << 0)
#define SF_RENDER_MASKAMT (1 << 1)
#define SF_RENDER_MASKMODE (1 << 2)
#define SF_RENDER_MASKCOLOR (1 << 3)
class CFrictionModifier: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
public:
float m_frictionFraction;
};
// 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() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Think() = 0;
public:
int m_globalstate;
USE_TYPE triggerType;
};
class CTriggerRelay: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
USE_TYPE triggerType;
};
// The Multimanager Entity - when fired, will fire up to 16 targets
// 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() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual BOOL HasTarget(string_t targetname) = 0;
public:
int m_cTargets;
int m_index;
float m_startTime;
int m_iTargetName[MAX_MULTI_TARGETS];
float m_flTargetDelay[MAX_MULTI_TARGETS];
};
// 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() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
class CBaseTrigger: public CBaseToggle {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int ObjectCaps() = 0;
};
// trigger_hurt - hurts anything that touches it. if the trigger has a targetname, firing it will toggle state
// int gfToggleState = 0; // used to determine when all radiation trigger hurts have called 'RadiationThink'
class CTriggerHurt: public CBaseTrigger {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual int ObjectCaps() = 0;
};
class CTriggerMonsterJump: public CBaseTrigger {
public:
virtual void Spawn() = 0;
virtual void Think() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
};
// trigger_cdaudio - starts/stops cd audio tracks
class CTriggerCDAudio: public CBaseTrigger {
public:
virtual void Spawn() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
// This plays a CD track when fired or when the player enters it's radius
class CTargetCDAudio: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Think() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
// QUAKED trigger_multiple (.5 .5 .5) ? notouch
// 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() = 0;
};
// QUAKED trigger_once (.5 .5 .5) ? notouch
// 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() = 0;
virtual void Restart() = 0;
};
// QUAKED trigger_counter (.5 .5 .5) ? nomessage
// 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() = 0;
};
// Derive from point entity so this doesn't move across levels
class CTriggerVolume: public CPointEntity {
public:
virtual void Spawn() = 0;
};
// Fires a target after level transition and then dies
class CFireAndDie: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int ObjectCaps() = 0; // Always go across transitions
virtual void Think() = 0;
};
// QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
// 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() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
public:
char m_szMapName[cchMapNameMost]; // trigger_changelevel only: next map
char m_szLandmarkName[cchMapNameMost]; // trigger_changelevel only: landmark on next map
int m_changeTarget;
float m_changeTargetDelay;
};
class CLadder: public CBaseTrigger {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
};
class CTriggerPush: public CBaseTrigger {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
};
class CTriggerTeleport: public CBaseTrigger {
public:
virtual void Spawn() = 0;
};
class CBuyZone: public CBaseTrigger {
public:
virtual void Spawn() = 0;
};
class CBombTarget: public CBaseTrigger {
public:
virtual void Spawn() = 0;
};
class CHostageRescue: public CBaseTrigger {
public:
virtual void Spawn() = 0;
};
class CEscapeZone: public CBaseTrigger {
public:
virtual void Spawn() = 0;
};
class CVIP_SafetyZone: public CBaseTrigger {
public:
virtual void Spawn() = 0;
};
class CTriggerSave: public CBaseTrigger {
public:
virtual void Spawn() = 0;
};
class CTriggerEndSection: public CBaseTrigger {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
};
class CTriggerGravity: public CBaseTrigger {
public:
virtual void Spawn() = 0;
};
// this is a really bad idea.
class CTriggerChangeTarget: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
private:
int m_iszNewTarget;
};
class CTriggerCamera: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
EHANDLE m_hPlayer;
EHANDLE 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() = 0;
};
class CClientFog: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
public:
int m_iStartDist;
int m_iEndDist;
float m_fDensity;
};