dhewm3/neo/d3xp/Trigger.h

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#ifndef __GAME_TRIGGER_H__
#define __GAME_TRIGGER_H__
extern const idEventDef EV_Enable;
extern const idEventDef EV_Disable;
/*
===============================================================================
Trigger base.
===============================================================================
*/
class idTrigger : public idEntity {
public:
CLASS_PROTOTYPE( idTrigger );
static void DrawDebugInfo( void );
idTrigger();
void Spawn( void );
const function_t * GetScriptFunction( void ) const;
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Enable( void );
virtual void Disable( void );
protected:
void CallScript( void ) const;
void Event_Enable( void );
void Event_Disable( void );
const function_t * scriptFunction;
};
/*
===============================================================================
Trigger which can be activated multiple times.
===============================================================================
*/
class idTrigger_Multi : public idTrigger {
public:
CLASS_PROTOTYPE( idTrigger_Multi );
idTrigger_Multi( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
#ifdef CTF
protected:
#else
private:
#endif
float wait;
float random;
float delay;
float random_delay;
int nextTriggerTime;
idStr requires;
int removeItem;
bool touchClient;
bool touchOther;
bool triggerFirst;
bool triggerWithSelf;
bool CheckFacing( idEntity *activator );
void TriggerAction( idEntity *activator );
void Event_TriggerAction( idEntity *activator );
void Event_Trigger( idEntity *activator );
void Event_Touch( idEntity *other, trace_t *trace );
};
/*
===============================================================================
Trigger which can only be activated by an entity with a specific name.
===============================================================================
*/
class idTrigger_EntityName : public idTrigger {
public:
CLASS_PROTOTYPE( idTrigger_EntityName );
idTrigger_EntityName( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
private:
float wait;
float random;
float delay;
float random_delay;
int nextTriggerTime;
bool triggerFirst;
idStr entityName;
void TriggerAction( idEntity *activator );
void Event_TriggerAction( idEntity *activator );
void Event_Trigger( idEntity *activator );
void Event_Touch( idEntity *other, trace_t *trace );
};
/*
===============================================================================
Trigger which repeatedly fires targets.
===============================================================================
*/
class idTrigger_Timer : public idTrigger {
public:
CLASS_PROTOTYPE( idTrigger_Timer );
idTrigger_Timer( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
virtual void Enable( void );
virtual void Disable( void );
private:
float random;
float wait;
bool on;
float delay;
idStr onName;
idStr offName;
void Event_Timer( void );
void Event_Use( idEntity *activator );
};
/*
===============================================================================
Trigger which fires targets after being activated a specific number of times.
===============================================================================
*/
class idTrigger_Count : public idTrigger {
public:
CLASS_PROTOTYPE( idTrigger_Count );
idTrigger_Count( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
private:
int goal;
int count;
float delay;
void Event_Trigger( idEntity *activator );
void Event_TriggerAction( idEntity *activator );
};
/*
===============================================================================
Trigger which hurts touching entities.
===============================================================================
*/
class idTrigger_Hurt : public idTrigger {
public:
CLASS_PROTOTYPE( idTrigger_Hurt );
idTrigger_Hurt( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void Spawn( void );
private:
bool on;
float delay;
int nextTime;
void Event_Touch( idEntity *other, trace_t *trace );
void Event_Toggle( idEntity *activator );
};
/*
===============================================================================
Trigger which fades the player view.
===============================================================================
*/
class idTrigger_Fade : public idTrigger {
public:
CLASS_PROTOTYPE( idTrigger_Fade );
private:
void Event_Trigger( idEntity *activator );
};
/*
===============================================================================
Trigger which continuously tests whether other entities are touching it.
===============================================================================
*/
class idTrigger_Touch : public idTrigger {
public:
CLASS_PROTOTYPE( idTrigger_Touch );
idTrigger_Touch( void );
void Spawn( void );
virtual void Think( void );
void Save( idSaveGame *savefile );
void Restore( idRestoreGame *savefile );
virtual void Enable( void );
virtual void Disable( void );
void TouchEntities( void );
private:
idClipModel * clipModel;
void Event_Trigger( idEntity *activator );
};
#ifdef CTF
/*
===============================================================================
Trigger that responces to CTF flags
===============================================================================
*/
class idTrigger_Flag : public idTrigger_Multi {
public:
CLASS_PROTOTYPE( idTrigger_Flag );
idTrigger_Flag( void );
void Spawn( void );
private:
int team;
bool player; // flag must be attached/carried by player
const idEventDef * eventFlag;
void Event_Touch( idEntity *other, trace_t *trace );
};
#endif /* CTF */
#endif /* !__GAME_TRIGGER_H__ */