mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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230 lines
5.5 KiB
C++
230 lines
5.5 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#include "precompiled.h"
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TYPEDESCRIPTION CTriggerRandom::m_SaveData[] =
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{
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DEFINE_FIELD(CTriggerRandom, m_uiTargetsUse, FIELD_INTEGER),
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DEFINE_ARRAY(CTriggerRandom, m_iszTargets, FIELD_STRING, MAX_TR_TARGETS),
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DEFINE_FIELD(CTriggerRandom, m_bActive, FIELD_CHARACTER),
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DEFINE_FIELD(CTriggerRandom, m_flMinDelay, FIELD_FLOAT),
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DEFINE_FIELD(CTriggerRandom, m_flMaxDelay, FIELD_FLOAT)
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};
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LINK_ENTITY_TO_CLASS(trigger_random, CTriggerRandom, CCSTriggerRandom)
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LINK_ENTITY_TO_CLASS(trigger_random_time, CTriggerRandom, CCSTriggerRandom) // Obsolete: use trigger_random with Timed flag
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LINK_ENTITY_TO_CLASS(trigger_random_unique, CTriggerRandom, CCSTriggerRandom) // Obsolete: use trigger_ranom with Random flag. Unique Trigger Random. Randomly selects an unused trigger.
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IMPLEMENT_SAVERESTORE(CTriggerRandom, CBaseDelay)
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void CTriggerRandom::Spawn()
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{
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m_bActive = (pev->spawnflags & SF_RANDOM_STARTON) == SF_RANDOM_STARTON;
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if (FClassnameIs(pev, "trigger_random_time"))
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{
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pev->spawnflags |= SF_RANDOM_TIMED;
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}
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else if (FClassnameIs(pev, "trigger_random_unique"))
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{
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pev->spawnflags |= SF_RANDOM_UNIQUE;
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if (pev->spawnflags & SF_RANDOM_STARTON)
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{
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pev->spawnflags &= ~SF_RANDOM_STARTON;
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pev->spawnflags |= SF_RANDOM_REUSABLE;
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}
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}
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if (pev->spawnflags & SF_RANDOM_TIMED)
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{
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pev->nextthink = gpGlobals->time + RandomDelay();
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SetThink(&CTriggerRandom::RandomThink);
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}
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if (pev->spawnflags & SF_RANDOM_UNIQUE)
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{
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InitUnique();
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}
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}
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void CTriggerRandom::KeyValue(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "target_count"))
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{
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m_uiTargetsUse = Q_atoi(pkvd->szValue);
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if (m_uiTargetsUse >= MAX_TR_TARGETS)
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{
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m_uiTargetsUse = MAX_TR_TARGETS;
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}
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "min_delay"))
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{
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m_flMinDelay = Q_atof(pkvd->szValue);
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if (m_flMaxDelay > 0 && m_flMinDelay > m_flMaxDelay)
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{
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SWAP(m_flMinDelay, m_flMaxDelay);
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}
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "max_delay"))
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{
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m_flMaxDelay = Q_atof(pkvd->szValue);
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if (m_flMinDelay > 0 && m_flMaxDelay < m_flMinDelay)
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{
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SWAP(m_flMinDelay, m_flMaxDelay);
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}
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pkvd->fHandled = TRUE;
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}
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else
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{
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if (FStrnEq(pkvd->szKeyName, "target", sizeof("target") - 1))
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{
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char *pszTargetName = nullptr;
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int iTargetsCount = strtoul(&pkvd->szKeyName[sizeof("target") - 1], &pszTargetName, 10);
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if (iTargetsCount < MAX_TR_TARGETS && pszTargetName && pszTargetName[0] == '\0')
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{
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m_iszTargets[iTargetsCount] = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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return;
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}
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}
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CBaseDelay::KeyValue(pkvd);
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}
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}
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void CTriggerRandom::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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if (pev->spawnflags & SF_RANDOM_TIMED)
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{
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m_bActive ^= true;
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pev->nextthink = gpGlobals->time + RandomDelay();
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SetThink(&CTriggerRandom::RandomThink);
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return;
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}
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Fire(pActivator);
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}
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void CTriggerRandom::RandomThink()
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{
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if (m_bActive)
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{
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Fire(this);
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if (pev->spawnflags & SF_RANDOM_ONCE)
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{
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m_bActive = false;
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}
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}
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if (m_flMinDelay <= 0 || m_flMaxDelay <= 0)
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{
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m_bActive = false;
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return;
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}
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pev->nextthink = RandomDelay() + gpGlobals->time;
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}
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void CTriggerRandom::InitUnique()
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{
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m_uiTargetsFired = 0;
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Q_memset(m_bActiveTargets, 0, MAX_TR_TARGETS);
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}
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void CTriggerRandom::Fire(CBaseEntity *pActivator)
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{
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string_t iszSelectTarget = iStringNull;
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if (pev->spawnflags & SF_RANDOM_UNIQUE)
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{
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if (m_uiTargetsFired >= m_uiTargetsUse)
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{
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if (pev->spawnflags & SF_RANDOM_REUSABLE)
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{
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InitUnique();
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ALERT(at_aiconsole, "%s(%s): all targets fired; reusable mode on; resetting state\n", pev->classname.str(), pev->targetname.str());
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}
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else
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{
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// no re-usable
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return;
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}
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}
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unsigned int iRandomTarget = 0;
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const int MAX_SELECT_ATTEMPT = 256;
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for (int iSelect = 0; iSelect < MAX_SELECT_ATTEMPT; iSelect++)
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{
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iRandomTarget = RANDOM_LONG(0, m_uiTargetsUse - 1);
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if (!m_bActiveTargets[iRandomTarget])
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break;
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}
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// if queue is busy, try select first free target
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if (m_bActiveTargets[iRandomTarget])
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{
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ALERT(at_aiconsole, "%s(%s): random selection failed, selecting first free target\n", pev->classname.str(), pev->targetname.str());
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for (iRandomTarget = 0; iRandomTarget < m_uiTargetsUse; iRandomTarget++)
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{
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if (!m_bActiveTargets[iRandomTarget])
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break;
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}
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}
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iszSelectTarget = m_iszTargets[iRandomTarget];
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m_bActiveTargets[iRandomTarget] = true;
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m_uiTargetsFired++;
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}
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else
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{
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const int MAX_SELECT_ATTEMPT = 10;
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for (int iSelect = 0; iSelect < MAX_SELECT_ATTEMPT; iSelect++)
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{
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iszSelectTarget = m_iszTargets[RANDOM_LONG(0, m_uiTargetsUse - 1)];
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// free target
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if (!iszSelectTarget.IsNull())
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{
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break;
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}
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}
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}
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FireTargets(iszSelectTarget, pActivator, this, USE_TOGGLE, 0);
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}
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float CTriggerRandom::RandomDelay()
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{
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return RANDOM_FLOAT(m_flMinDelay, m_flMaxDelay);
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}
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