This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

239 lines
8.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TRIGGERS_H
#define TRIGGERS_H
#ifdef _WIN32
#pragma once
#endif
#include "basetoggle.h"
#include "entityoutput.h"
//
// Spawnflags
//
enum {
SF_TRIGGER_ALLOW_CLIENTS = 0x01, // Players can fire this trigger
SF_TRIGGER_ALLOW_NPCS = 0x02, // NPCS can fire this trigger
SF_TRIGGER_ALLOW_PUSHABLES = 0x04, // Pushables can fire this trigger
SF_TRIGGER_ALLOW_PHYSICS = 0x08, // Physics objects can fire this trigger
SF_TRIGGER_ONLY_PLAYER_ALLY_NPCS =
0x10, // *if* NPCs can fire this trigger, this flag means only player
// allies do so
SF_TRIGGER_ONLY_CLIENTS_IN_VEHICLES =
0x20, // *if* Players can fire this trigger, this flag means only
// players inside vehicles can
SF_TRIGGER_ALLOW_ALL =
0x40, // Everything can fire this trigger EXCEPT DEBRIS!
SF_TRIGGER_ONLY_CLIENTS_OUT_OF_VEHICLES =
0x200, // *if* Players can fire this trigger, this flag means only
// players outside vehicles can
SF_TRIG_PUSH_ONCE = 0x80, // trigger_push removes itself after firing once
SF_TRIG_PUSH_AFFECT_PLAYER_ON_LADDER =
0x100, // if pushed object is player on a ladder, then this disengages
// them from the ladder (HL2only)
SF_TRIG_TOUCH_DEBRIS = 0x400, // Will touch physics debris objects
SF_TRIGGER_ONLY_NPCS_IN_VEHICLES =
0X800, // *if* NPCs can fire this trigger, only NPCs in vehicles do so
// (respects player ally flag too)
SF_TRIGGER_DISALLOW_BOTS =
0x1000, // Bots are not allowed to fire this trigger
};
// DVS TODO: get rid of CBaseToggle
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CBaseTrigger : public CBaseToggle {
DECLARE_CLASS(CBaseTrigger, CBaseToggle);
public:
CBaseTrigger();
void Activate(void);
virtual void PostClientActive(void);
void InitTrigger(void);
void Enable(void);
void Disable(void);
void Spawn(void);
void UpdateOnRemove(void);
void TouchTest(void);
// Input handlers
virtual void InputEnable(inputdata_t &inputdata);
virtual void InputDisable(inputdata_t &inputdata);
virtual void InputToggle(inputdata_t &inputdata);
virtual void InputTouchTest(inputdata_t &inputdata);
virtual void InputStartTouch(inputdata_t &inputdata);
virtual void InputEndTouch(inputdata_t &inputdata);
virtual bool UsesFilter(void) { return (m_hFilter.Get() != NULL); }
virtual bool PassesTriggerFilters(CBaseEntity *pOther);
virtual void StartTouch(CBaseEntity *pOther);
virtual void EndTouch(CBaseEntity *pOther);
virtual void StartTouchAll() {}
virtual void EndTouchAll() {}
bool IsTouching(CBaseEntity *pOther);
CBaseEntity *GetTouchedEntityOfType(const char *sClassName);
int DrawDebugTextOverlays(void);
// by default, triggers don't deal with TraceAttack
void TraceAttack(CBaseEntity *pAttacker, float flDamage,
const Vector &vecDir, trace_t *ptr, int bitsDamageType) {}
bool PointIsWithin(const Vector &vecPoint);
bool m_bDisabled;
string_t m_iFilterName;
CHandle<class CBaseFilter> m_hFilter;
protected:
// Outputs
COutputEvent m_OnStartTouch;
COutputEvent m_OnStartTouchAll;
COutputEvent m_OnEndTouch;
COutputEvent m_OnEndTouchAll;
COutputEvent m_OnTouching;
COutputEvent m_OnNotTouching;
// Entities currently being touched by this trigger
CUtlVector<EHANDLE> m_hTouchingEntities;
DECLARE_DATADESC();
};
//-----------------------------------------------------------------------------
// Purpose: Variable sized repeatable trigger. Must be targeted at one or more
// entities.
// If "delay" is set, the trigger waits some time after
//activating before firing. "wait" : Seconds between triggerings. (.2
//default/minimum)
//-----------------------------------------------------------------------------
class CTriggerMultiple : public CBaseTrigger {
DECLARE_CLASS(CTriggerMultiple, CBaseTrigger);
public:
void Spawn(void);
void MultiTouch(CBaseEntity *pOther);
void MultiWaitOver(void);
void ActivateMultiTrigger(CBaseEntity *pActivator);
DECLARE_DATADESC();
// Outputs
COutputEvent m_OnTrigger;
};
// Global list of triggers that care about weapon fire
extern CUtlVector<CHandle<CTriggerMultiple> > g_hWeaponFireTriggers;
//------------------------------------------------------------------------------
// Base VPhysics trigger implementation
// NOTE: This uses vphysics to compute touch events. It doesn't do a per-frame
// Touch call, so the Entity I/O is different from a regular trigger
//------------------------------------------------------------------------------
#define SF_VPHYSICS_MOTION_MOVEABLE 0x1000
class CBaseVPhysicsTrigger : public CBaseEntity {
DECLARE_CLASS(CBaseVPhysicsTrigger, CBaseEntity);
public:
DECLARE_DATADESC();
virtual void Spawn();
virtual void UpdateOnRemove();
virtual bool CreateVPhysics();
virtual void Activate(void);
virtual bool PassesTriggerFilters(CBaseEntity *pOther);
// UNDONE: Pass trigger event in or change Start/EndTouch. Add
// ITriggerVPhysics perhaps? BUGBUG: If a player touches two of these, his
// movement will screw up. BUGBUG: If a player uses crouch/uncrouch it will
// generate touch events and clear the motioncontroller flag
virtual void StartTouch(CBaseEntity *pOther);
virtual void EndTouch(CBaseEntity *pOther);
void InputToggle(inputdata_t &inputdata);
void InputEnable(inputdata_t &inputdata);
void InputDisable(inputdata_t &inputdata);
protected:
bool m_bDisabled;
string_t m_iFilterName;
CHandle<class CBaseFilter> m_hFilter;
};
//-----------------------------------------------------------------------------
// Purpose: Hurts anything that touches it. If the trigger has a targetname,
// firing it will toggle state.
//-----------------------------------------------------------------------------
// This class is to get around the fact that DEFINE_FUNCTION doesn't like
// multiple inheritance
class CTriggerHurtShim : public CBaseTrigger {
virtual void RadiationThink(void) = 0;
virtual void HurtThink(void) = 0;
public:
void RadiationThinkShim(void) { RadiationThink(); }
void HurtThinkShim(void) { HurtThink(); }
};
DECLARE_AUTO_LIST(ITriggerHurtAutoList);
class CTriggerHurt : public CTriggerHurtShim, public ITriggerHurtAutoList {
public:
CTriggerHurt() {
// This field came along after levels were built so the field defaults
// to 20 here in the constructor.
m_flDamageCap = 20.0f;
}
DECLARE_CLASS(CTriggerHurt, CTriggerHurtShim);
void Spawn(void);
void RadiationThink(void);
void HurtThink(void);
void Touch(CBaseEntity *pOther);
void EndTouch(CBaseEntity *pOther);
bool HurtEntity(CBaseEntity *pOther, float damage);
int HurtAllTouchers(float dt);
DECLARE_DATADESC();
float m_flOriginalDamage; // Damage as specified by the level designer.
float m_flDamage; // Damage per second.
float m_flDamageCap; // Maximum damage per second.
float m_flLastDmgTime; // Time that we last applied damage.
float m_flDmgResetTime; // For forgiveness, the time to reset the counter
// that accumulates damage.
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
int m_damageModel;
bool m_bNoDmgForce; // Should damage from this trigger impart force on what
// it's hurting
enum {
DAMAGEMODEL_NORMAL = 0,
DAMAGEMODEL_DOUBLE_FORGIVENESS,
};
// Outputs
COutputEvent m_OnHurt;
COutputEvent m_OnHurtPlayer;
CUtlVector<EHANDLE> m_hurtEntities;
};
bool IsTakingTriggerHurtDamageAtPoint(const Vector &vecPoint);
#endif // TRIGGERS_H