/* * * 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; };