mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-09 22:31:33 +00:00
371 lines
8.6 KiB
C++
371 lines
8.6 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __GAME_TRIGGER_H__
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#define __GAME_TRIGGER_H__
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extern const idEventDef EV_Enable;
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extern const idEventDef EV_Disable;
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extern const idEventDef EV_IsEnabled;
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/*
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===============================================================================
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Trigger base.
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===============================================================================
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*/
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class idTrigger : public idEntity {
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public:
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CLASS_PROTOTYPE( idTrigger );
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static void DrawDebugInfo( void );
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idTrigger();
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void Spawn( void );
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const function_t * GetScriptFunction( void ) const;
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Enable( void );
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virtual void Disable( void );
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protected:
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void CallScript( void ) const;
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void Event_Enable( void );
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void Event_Disable( void );
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void Event_IsEnabled( void );
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const function_t * scriptFunction;
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};
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/*
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===============================================================================
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Trigger which can be activated multiple times.
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===============================================================================
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*/
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class idTrigger_Multi : public idTrigger {
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public:
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CLASS_PROTOTYPE( idTrigger_Multi );
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idTrigger_Multi( void );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void TriggerAction( idEntity *activator );
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void Event_Trigger( idEntity *activator );
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#ifdef CTF
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protected:
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#else
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private:
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#endif
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float wait;
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float random;
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float delay;
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float random_delay;
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int nextTriggerTime;
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idStr requires;
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int removeItem;
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bool touchClient;
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bool touchOther;
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bool triggerFirst;
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bool triggerWithSelf;
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bool CheckFacing( idEntity *activator );
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void Event_TriggerAction( idEntity *activator );
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void Event_TriggerActivate( int value );
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void Event_Touch( idEntity *other, trace_t *trace );
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};
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class idTrigger_classname : public idTrigger
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{
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public:
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CLASS_PROTOTYPE( idTrigger_classname );
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idTrigger_classname( void );
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void Spawn( void );
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private:
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float wait;
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int nextTriggerTime;
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bool triggerFirst;
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idStr className;
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void TriggerAction( idEntity *activator );
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void Event_TriggerAction( idEntity *activator );
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void Event_Trigger( idEntity *activator );
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void Event_Touch( idEntity *other, trace_t *trace );
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};
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/*
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===============================================================================
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Trigger which can only be activated by an entity with a specific name.
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===============================================================================
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*/
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class idTrigger_EntityName : public idTrigger {
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public:
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CLASS_PROTOTYPE( idTrigger_EntityName );
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idTrigger_EntityName( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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private:
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float wait;
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float random;
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float delay;
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float random_delay;
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int nextTriggerTime;
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bool triggerFirst;
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idStr entityName;
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void TriggerAction( idEntity *activator );
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void Event_TriggerAction( idEntity *activator );
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void Event_Trigger( idEntity *activator );
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void Event_Touch( idEntity *other, trace_t *trace );
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};
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/*
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===============================================================================
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Trigger which repeatedly fires targets.
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===============================================================================
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*/
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class idTrigger_Timer : public idTrigger {
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public:
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CLASS_PROTOTYPE( idTrigger_Timer );
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idTrigger_Timer( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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virtual void Enable( void );
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virtual void Disable( void );
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private:
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float random;
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float wait;
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bool on;
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float delay;
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idStr onName;
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idStr offName;
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void Event_Timer( void );
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void Event_Use( idEntity *activator );
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};
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/*
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===============================================================================
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Trigger which fires targets after being activated a specific number of times.
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===============================================================================
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*/
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class idTrigger_Count : public idTrigger {
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public:
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CLASS_PROTOTYPE( idTrigger_Count );
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idTrigger_Count( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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private:
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int goal;
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int count;
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float delay;
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void Event_Trigger( idEntity *activator );
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void Event_TriggerAction( idEntity *activator );
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};
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class idTrigger_Push : public idTrigger
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{
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public:
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CLASS_PROTOTYPE( idTrigger_Push );
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idTrigger_Push( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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private:
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bool on;
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int nextTime;
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int yaw;
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int pitch;
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int force;
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float wait;
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void Event_Touch( idEntity *other, trace_t *trace );
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void Event_triggerpushactivate( int value );
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};
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/*
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===============================================================================
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Trigger which hurts touching entities.
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===============================================================================
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*/
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class idTrigger_Hurt : public idTrigger {
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public:
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CLASS_PROTOTYPE( idTrigger_Hurt );
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idTrigger_Hurt( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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private:
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bool on;
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float delay;
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int nextTime;
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void Event_Touch( idEntity *other, trace_t *trace );
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void Event_Toggle( idEntity *activator );
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};
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/*
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===============================================================================
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Trigger which fades the player view.
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===============================================================================
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*/
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class idTrigger_Fade : public idTrigger {
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public:
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CLASS_PROTOTYPE( idTrigger_Fade );
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private:
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void Event_Trigger( idEntity *activator );
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};
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/*
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===============================================================================
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Trigger which continuously tests whether other entities are touching it.
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===============================================================================
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*/
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class idTrigger_Touch : public idTrigger {
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public:
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CLASS_PROTOTYPE( idTrigger_Touch );
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idTrigger_Touch( void );
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void Spawn( void );
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virtual void Think( void );
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void Save( idSaveGame *savefile );
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void Restore( idRestoreGame *savefile );
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virtual void Enable( void );
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virtual void Disable( void );
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void TouchEntities( void );
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private:
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idClipModel * clipModel;
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void Event_Trigger( idEntity *activator );
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};
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#ifdef CTF
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/*
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===============================================================================
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Trigger that responces to CTF flags
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===============================================================================
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*/
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class idTrigger_Flag : public idTrigger_Multi {
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public:
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CLASS_PROTOTYPE( idTrigger_Flag );
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idTrigger_Flag( void );
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void Spawn( void );
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private:
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int team;
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bool player; // flag must be attached/carried by player
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const idEventDef * eventFlag;
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void Event_Touch( idEntity *other, trace_t *trace );
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};
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#endif /* CTF */
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#endif /* !__GAME_TRIGGER_H__ */
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