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/*
*
* 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
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# include "utlmap.h"
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# define GRENADETYPE_SMOKE 1
# define GRENADETYPE_FLASH 2
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# define SPAWNFLAG_NOMESSAGE 1
# define SPAWNFLAG_NOTOUCH 1
# define SPAWNFLAG_DROIDONLY 4
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# define MAX_ITEM_COUNTS 32
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# define MAX_ENTITY 512 // We can only ever move 512 entities across a transition
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// 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
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# define SF_TRIGGER_NO_RESET 64 // it is not allowed to be restarted on a new round
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# define SF_TRIGGER_PUSH_ONCE 1
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# define SF_TRIGGER_PUSH_START_OFF 2 // spawnflag that makes trigger_push spawn turned OFF
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# 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
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# define SF_AUTO_NO_RESET 0x0002
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# 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 ;
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virtual void Restart ( ) = 0 ;
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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 ;
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virtual void Restart ( ) = 0 ;
virtual void UpdateOnRemove ( ) = 0 ;
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virtual void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) = 0 ;
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public :
struct RenderGroup_t
{
int rendermode ;
float renderamt ;
Vector rendercolor ;
int renderfx ;
} ;
CUtlMap < int , RenderGroup_t > m_RenderGroups ;
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} ;
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 ;
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virtual void Restart ( ) = 0 ;
virtual int ObjectCaps ( ) = 0 ;
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} ;
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 ;
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virtual void Restart ( ) = 0 ;
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} ;
// 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 ;
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virtual void Restart ( ) = 0 ;
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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 ;
} ;