mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-30 16:11:11 +00:00
79ad905e05
Excluding 3rd party files.
1192 lines
28 KiB
C++
1192 lines
28 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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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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/*
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===============================================================================
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idTrigger
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===============================================================================
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*/
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const idEventDef EV_Enable( "enable", NULL );
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const idEventDef EV_Disable( "disable", NULL );
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CLASS_DECLARATION( idEntity, idTrigger )
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EVENT( EV_Enable, idTrigger::Event_Enable )
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EVENT( EV_Disable, idTrigger::Event_Disable )
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END_CLASS
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/*
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================
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idTrigger::DrawDebugInfo
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================
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*/
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void idTrigger::DrawDebugInfo( void ) {
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idMat3 axis = gameLocal.GetLocalPlayer()->viewAngles.ToMat3();
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idVec3 up = axis[ 2 ] * 5.0f;
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idBounds viewTextBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
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idBounds viewBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
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idBounds box( idVec3( -4.0f, -4.0f, -4.0f ), idVec3( 4.0f, 4.0f, 4.0f ) );
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idEntity *ent;
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idEntity *target;
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int i;
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bool show;
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const function_t *func;
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viewTextBounds.ExpandSelf( 128.0f );
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viewBounds.ExpandSelf( 512.0f );
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for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
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if ( ent->GetPhysics()->GetContents() & ( CONTENTS_TRIGGER | CONTENTS_FLASHLIGHT_TRIGGER ) ) {
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show = viewBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() );
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if ( !show ) {
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for( i = 0; i < ent->targets.Num(); i++ ) {
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target = ent->targets[ i ].GetEntity();
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if ( target && viewBounds.IntersectsBounds( target->GetPhysics()->GetAbsBounds() ) ) {
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show = true;
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break;
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}
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}
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}
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if ( !show ) {
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continue;
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}
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gameRenderWorld->DebugBounds( colorOrange, ent->GetPhysics()->GetAbsBounds() );
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if ( viewTextBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() ) ) {
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gameRenderWorld->DrawText( ent->name.c_str(), ent->GetPhysics()->GetAbsBounds().GetCenter(), 0.1f, colorWhite, axis, 1 );
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gameRenderWorld->DrawText( ent->GetEntityDefName(), ent->GetPhysics()->GetAbsBounds().GetCenter() + up, 0.1f, colorWhite, axis, 1 );
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if ( ent->IsType( idTrigger::Type ) ) {
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func = static_cast<idTrigger *>( ent )->GetScriptFunction();
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} else {
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func = NULL;
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}
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if ( func ) {
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gameRenderWorld->DrawText( va( "call script '%s'", func->Name() ), ent->GetPhysics()->GetAbsBounds().GetCenter() - up, 0.1f, colorWhite, axis, 1 );
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}
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}
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for( i = 0; i < ent->targets.Num(); i++ ) {
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target = ent->targets[ i ].GetEntity();
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if ( target ) {
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gameRenderWorld->DebugArrow( colorYellow, ent->GetPhysics()->GetAbsBounds().GetCenter(), target->GetPhysics()->GetOrigin(), 10, 0 );
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gameRenderWorld->DebugBounds( colorGreen, box, target->GetPhysics()->GetOrigin() );
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if ( viewTextBounds.IntersectsBounds( target->GetPhysics()->GetAbsBounds() ) ) {
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gameRenderWorld->DrawText( target->name.c_str(), target->GetPhysics()->GetAbsBounds().GetCenter(), 0.1f, colorWhite, axis, 1 );
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}
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}
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}
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}
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}
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}
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/*
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================
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idTrigger::Enable
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================
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*/
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void idTrigger::Enable( void ) {
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GetPhysics()->SetContents( CONTENTS_TRIGGER );
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GetPhysics()->EnableClip();
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}
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/*
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================
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idTrigger::Disable
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================
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*/
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void idTrigger::Disable( void ) {
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// we may be relinked if we're bound to another object, so clear the contents as well
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GetPhysics()->SetContents( 0 );
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GetPhysics()->DisableClip();
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}
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/*
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================
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idTrigger::CallScript
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================
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*/
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void idTrigger::CallScript( void ) const {
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idThread *thread;
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if ( scriptFunction ) {
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thread = new idThread( scriptFunction );
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thread->DelayedStart( 0 );
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}
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}
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/*
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================
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idTrigger::GetScriptFunction
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================
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*/
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const function_t *idTrigger::GetScriptFunction( void ) const {
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return scriptFunction;
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}
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/*
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================
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idTrigger::Save
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================
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*/
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void idTrigger::Save( idSaveGame *savefile ) const {
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if ( scriptFunction ) {
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savefile->WriteString( scriptFunction->Name() );
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} else {
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savefile->WriteString( "" );
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}
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}
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/*
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================
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idTrigger::Restore
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================
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*/
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void idTrigger::Restore( idRestoreGame *savefile ) {
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idStr funcname;
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savefile->ReadString( funcname );
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if ( funcname.Length() ) {
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scriptFunction = gameLocal.program.FindFunction( funcname );
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if ( scriptFunction == NULL ) {
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gameLocal.Warning( "idTrigger_Multi '%s' at (%s) calls unknown function '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), funcname.c_str() );
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}
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} else {
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scriptFunction = NULL;
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}
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}
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/*
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================
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idTrigger::Event_Enable
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================
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*/
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void idTrigger::Event_Enable( void ) {
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Enable();
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}
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/*
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================
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idTrigger::Event_Disable
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================
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*/
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void idTrigger::Event_Disable( void ) {
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Disable();
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}
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/*
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================
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idTrigger::idTrigger
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================
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*/
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idTrigger::idTrigger() {
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scriptFunction = NULL;
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}
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/*
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================
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idTrigger::Spawn
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================
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*/
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void idTrigger::Spawn( void ) {
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GetPhysics()->SetContents( CONTENTS_TRIGGER );
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idStr funcname = spawnArgs.GetString( "call", "" );
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if ( funcname.Length() ) {
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scriptFunction = gameLocal.program.FindFunction( funcname );
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if ( scriptFunction == NULL ) {
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gameLocal.Warning( "trigger '%s' at (%s) calls unknown function '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), funcname.c_str() );
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}
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} else {
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scriptFunction = NULL;
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}
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}
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/*
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===============================================================================
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idTrigger_Multi
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===============================================================================
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*/
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const idEventDef EV_TriggerAction( "<triggerAction>", "e" );
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CLASS_DECLARATION( idTrigger, idTrigger_Multi )
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EVENT( EV_Touch, idTrigger_Multi::Event_Touch )
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EVENT( EV_Activate, idTrigger_Multi::Event_Trigger )
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EVENT( EV_TriggerAction, idTrigger_Multi::Event_TriggerAction )
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END_CLASS
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/*
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================
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idTrigger_Multi::idTrigger_Multi
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================
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*/
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idTrigger_Multi::idTrigger_Multi( void ) {
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wait = 0.0f;
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random = 0.0f;
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delay = 0.0f;
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random_delay = 0.0f;
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nextTriggerTime = 0;
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removeItem = 0;
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touchClient = false;
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touchOther = false;
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triggerFirst = false;
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triggerWithSelf = false;
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}
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/*
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================
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idTrigger_Multi::Save
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================
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*/
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void idTrigger_Multi::Save( idSaveGame *savefile ) const {
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savefile->WriteFloat( wait );
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savefile->WriteFloat( random );
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savefile->WriteFloat( delay );
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savefile->WriteFloat( random_delay );
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savefile->WriteInt( nextTriggerTime );
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savefile->WriteString( requires );
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savefile->WriteInt( removeItem );
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savefile->WriteBool( touchClient );
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savefile->WriteBool( touchOther );
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savefile->WriteBool( triggerFirst );
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savefile->WriteBool( triggerWithSelf );
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}
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/*
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================
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idTrigger_Multi::Restore
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================
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*/
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void idTrigger_Multi::Restore( idRestoreGame *savefile ) {
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savefile->ReadFloat( wait );
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savefile->ReadFloat( random );
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savefile->ReadFloat( delay );
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savefile->ReadFloat( random_delay );
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savefile->ReadInt( nextTriggerTime );
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savefile->ReadString( requires );
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savefile->ReadInt( removeItem );
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savefile->ReadBool( touchClient );
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savefile->ReadBool( touchOther );
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savefile->ReadBool( triggerFirst );
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savefile->ReadBool( triggerWithSelf );
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}
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/*
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================
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idTrigger_Multi::Spawn
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"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
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"call" : Script function to call when triggered
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"random" wait variance, default is 0
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Variable sized repeatable trigger. Must be targeted at one or more entities.
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so, the basic time between firing is a random time between
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(wait - random) and (wait + random)
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================
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*/
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void idTrigger_Multi::Spawn( void ) {
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spawnArgs.GetFloat( "wait", "0.5", wait );
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spawnArgs.GetFloat( "random", "0", random );
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spawnArgs.GetFloat( "delay", "0", delay );
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spawnArgs.GetFloat( "random_delay", "0", random_delay );
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if ( random && ( random >= wait ) && ( wait >= 0 ) ) {
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random = wait - 1;
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gameLocal.Warning( "idTrigger_Multi '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
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}
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if ( random_delay && ( random_delay >= delay ) && ( delay >= 0 ) ) {
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random_delay = delay - 1;
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gameLocal.Warning( "idTrigger_Multi '%s' at (%s) has random_delay >= delay", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
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}
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spawnArgs.GetString( "requires", "", requires );
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spawnArgs.GetInt( "removeItem", "0", removeItem );
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spawnArgs.GetBool( "triggerFirst", "0", triggerFirst );
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spawnArgs.GetBool( "triggerWithSelf", "0", triggerWithSelf );
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if ( spawnArgs.GetBool( "anyTouch" ) ) {
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touchClient = true;
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touchOther = true;
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} else if ( spawnArgs.GetBool( "noTouch" ) ) {
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touchClient = false;
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touchOther = false;
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} else if ( spawnArgs.GetBool( "noClient" ) ) {
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touchClient = false;
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touchOther = true;
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} else {
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touchClient = true;
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touchOther = false;
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}
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nextTriggerTime = 0;
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if ( spawnArgs.GetBool( "flashlight_trigger" ) ) {
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GetPhysics()->SetContents( CONTENTS_FLASHLIGHT_TRIGGER );
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} else {
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GetPhysics()->SetContents( CONTENTS_TRIGGER );
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}
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}
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/*
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================
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idTrigger_Multi::CheckFacing
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================
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*/
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bool idTrigger_Multi::CheckFacing( idEntity *activator ) {
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if ( spawnArgs.GetBool( "facing" ) ) {
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if ( !activator->IsType( idPlayer::Type ) ) {
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return true;
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}
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idPlayer *player = static_cast< idPlayer* >( activator );
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float dot = player->viewAngles.ToForward() * GetPhysics()->GetAxis()[0];
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float angle = RAD2DEG( idMath::ACos( dot ) );
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if ( angle > spawnArgs.GetFloat( "angleLimit", "30" ) ) {
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return false;
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}
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}
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return true;
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}
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/*
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================
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idTrigger_Multi::TriggerAction
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================
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*/
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void idTrigger_Multi::TriggerAction( idEntity *activator ) {
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ActivateTargets( triggerWithSelf ? this : activator );
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CallScript();
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if ( wait >= 0 ) {
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nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
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} else {
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// we can't just remove (this) here, because this is a touch function
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// called while looping through area links...
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nextTriggerTime = gameLocal.time + 1;
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PostEventMS( &EV_Remove, 0 );
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}
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}
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/*
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================
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idTrigger_Multi::Event_TriggerAction
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================
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*/
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void idTrigger_Multi::Event_TriggerAction( idEntity *activator ) {
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TriggerAction( activator );
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}
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/*
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================
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idTrigger_Multi::Event_Trigger
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the trigger was just activated
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activated should be the entity that originated the activation sequence (ie. the original target)
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activator should be set to the activator so it can be held through a delay
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so wait for the delay time before firing
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================
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*/
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void idTrigger_Multi::Event_Trigger( idEntity *activator ) {
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if ( nextTriggerTime > gameLocal.time ) {
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// can't retrigger until the wait is over
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return;
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}
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// see if this trigger requires an item
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if ( !gameLocal.RequirementMet( activator, requires, removeItem ) ) {
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return;
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}
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if ( !CheckFacing( activator ) ) {
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return;
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}
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if ( triggerFirst ) {
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triggerFirst = false;
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return;
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}
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// don't allow it to trigger twice in a single frame
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nextTriggerTime = gameLocal.time + 1;
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if ( delay > 0 ) {
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// don't allow it to trigger again until our delay has passed
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nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
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PostEventSec( &EV_TriggerAction, delay, activator );
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} else {
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TriggerAction( activator );
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}
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}
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/*
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================
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idTrigger_Multi::Event_Touch
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================
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*/
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void idTrigger_Multi::Event_Touch( idEntity *other, trace_t *trace ) {
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if( triggerFirst ) {
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return;
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}
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bool player = other->IsType( idPlayer::Type );
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if ( player ) {
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if ( !touchClient ) {
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return;
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}
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if ( static_cast< idPlayer * >( other )->spectating ) {
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return;
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}
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} else if ( !touchOther ) {
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return;
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}
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if ( nextTriggerTime > gameLocal.time ) {
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// can't retrigger until the wait is over
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return;
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}
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// see if this trigger requires an item
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if ( !gameLocal.RequirementMet( other, requires, removeItem ) ) {
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return;
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}
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if ( !CheckFacing( other ) ) {
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return;
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}
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if ( spawnArgs.GetBool( "toggleTriggerFirst" ) ) {
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triggerFirst = true;
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}
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nextTriggerTime = gameLocal.time + 1;
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if ( delay > 0 ) {
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// don't allow it to trigger again until our delay has passed
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nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
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PostEventSec( &EV_TriggerAction, delay, other );
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} else {
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TriggerAction( other );
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}
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}
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/*
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===============================================================================
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idTrigger_EntityName
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===============================================================================
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*/
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CLASS_DECLARATION( idTrigger, idTrigger_EntityName )
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EVENT( EV_Touch, idTrigger_EntityName::Event_Touch )
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EVENT( EV_Activate, idTrigger_EntityName::Event_Trigger )
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EVENT( EV_TriggerAction, idTrigger_EntityName::Event_TriggerAction )
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END_CLASS
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/*
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================
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idTrigger_EntityName::idTrigger_EntityName
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================
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*/
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idTrigger_EntityName::idTrigger_EntityName( void ) {
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wait = 0.0f;
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random = 0.0f;
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delay = 0.0f;
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random_delay = 0.0f;
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nextTriggerTime = 0;
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triggerFirst = false;
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}
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/*
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================
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idTrigger_EntityName::Save
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================
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*/
|
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void idTrigger_EntityName::Save( idSaveGame *savefile ) const {
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savefile->WriteFloat( wait );
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savefile->WriteFloat( random );
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savefile->WriteFloat( delay );
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savefile->WriteFloat( random_delay );
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savefile->WriteInt( nextTriggerTime );
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savefile->WriteBool( triggerFirst );
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savefile->WriteString( entityName );
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}
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|
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/*
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================
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idTrigger_EntityName::Restore
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================
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*/
|
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void idTrigger_EntityName::Restore( idRestoreGame *savefile ) {
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savefile->ReadFloat( wait );
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savefile->ReadFloat( random );
|
|
savefile->ReadFloat( delay );
|
|
savefile->ReadFloat( random_delay );
|
|
savefile->ReadInt( nextTriggerTime );
|
|
savefile->ReadBool( triggerFirst );
|
|
savefile->ReadString( entityName );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_EntityName::Spawn
|
|
================
|
|
*/
|
|
void idTrigger_EntityName::Spawn( void ) {
|
|
spawnArgs.GetFloat( "wait", "0.5", wait );
|
|
spawnArgs.GetFloat( "random", "0", random );
|
|
spawnArgs.GetFloat( "delay", "0", delay );
|
|
spawnArgs.GetFloat( "random_delay", "0", random_delay );
|
|
|
|
if ( random && ( random >= wait ) && ( wait >= 0 ) ) {
|
|
random = wait - 1;
|
|
gameLocal.Warning( "idTrigger_EntityName '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
|
|
}
|
|
|
|
if ( random_delay && ( random_delay >= delay ) && ( delay >= 0 ) ) {
|
|
random_delay = delay - 1;
|
|
gameLocal.Warning( "idTrigger_EntityName '%s' at (%s) has random_delay >= delay", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
|
|
}
|
|
|
|
spawnArgs.GetBool( "triggerFirst", "0", triggerFirst );
|
|
|
|
entityName = spawnArgs.GetString( "entityname" );
|
|
if ( !entityName.Length() ) {
|
|
gameLocal.Error( "idTrigger_EntityName '%s' at (%s) doesn't have 'entityname' key specified", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
|
|
}
|
|
|
|
nextTriggerTime = 0;
|
|
|
|
if ( !spawnArgs.GetBool( "noTouch" ) ) {
|
|
GetPhysics()->SetContents( CONTENTS_TRIGGER );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_EntityName::TriggerAction
|
|
================
|
|
*/
|
|
void idTrigger_EntityName::TriggerAction( idEntity *activator ) {
|
|
ActivateTargets( activator );
|
|
CallScript();
|
|
|
|
if ( wait >= 0 ) {
|
|
nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
|
|
} else {
|
|
// we can't just remove (this) here, because this is a touch function
|
|
// called while looping through area links...
|
|
nextTriggerTime = gameLocal.time + 1;
|
|
PostEventMS( &EV_Remove, 0 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_EntityName::Event_TriggerAction
|
|
================
|
|
*/
|
|
void idTrigger_EntityName::Event_TriggerAction( idEntity *activator ) {
|
|
TriggerAction( activator );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_EntityName::Event_Trigger
|
|
|
|
the trigger was just activated
|
|
activated should be the entity that originated the activation sequence (ie. the original target)
|
|
activator should be set to the activator so it can be held through a delay
|
|
so wait for the delay time before firing
|
|
================
|
|
*/
|
|
void idTrigger_EntityName::Event_Trigger( idEntity *activator ) {
|
|
if ( nextTriggerTime > gameLocal.time ) {
|
|
// can't retrigger until the wait is over
|
|
return;
|
|
}
|
|
|
|
if ( !activator || ( activator->name != entityName ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( triggerFirst ) {
|
|
triggerFirst = false;
|
|
return;
|
|
}
|
|
|
|
// don't allow it to trigger twice in a single frame
|
|
nextTriggerTime = gameLocal.time + 1;
|
|
|
|
if ( delay > 0 ) {
|
|
// don't allow it to trigger again until our delay has passed
|
|
nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
|
|
PostEventSec( &EV_TriggerAction, delay, activator );
|
|
} else {
|
|
TriggerAction( activator );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_EntityName::Event_Touch
|
|
================
|
|
*/
|
|
void idTrigger_EntityName::Event_Touch( idEntity *other, trace_t *trace ) {
|
|
if( triggerFirst ) {
|
|
return;
|
|
}
|
|
|
|
if ( nextTriggerTime > gameLocal.time ) {
|
|
// can't retrigger until the wait is over
|
|
return;
|
|
}
|
|
|
|
if ( !other || ( other->name != entityName ) ) {
|
|
return;
|
|
}
|
|
|
|
nextTriggerTime = gameLocal.time + 1;
|
|
if ( delay > 0 ) {
|
|
// don't allow it to trigger again until our delay has passed
|
|
nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
|
|
PostEventSec( &EV_TriggerAction, delay, other );
|
|
} else {
|
|
TriggerAction( other );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idTrigger_Timer
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
const idEventDef EV_Timer( "<timer>", NULL );
|
|
|
|
CLASS_DECLARATION( idTrigger, idTrigger_Timer )
|
|
EVENT( EV_Timer, idTrigger_Timer::Event_Timer )
|
|
EVENT( EV_Activate, idTrigger_Timer::Event_Use )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idTrigger_Timer::idTrigger_Timer
|
|
================
|
|
*/
|
|
idTrigger_Timer::idTrigger_Timer( void ) {
|
|
random = 0.0f;
|
|
wait = 0.0f;
|
|
on = false;
|
|
delay = 0.0f;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Timer::Save
|
|
================
|
|
*/
|
|
void idTrigger_Timer::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteFloat( random );
|
|
savefile->WriteFloat( wait );
|
|
savefile->WriteBool( on );
|
|
savefile->WriteFloat( delay );
|
|
savefile->WriteString( onName );
|
|
savefile->WriteString( offName );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Timer::Restore
|
|
================
|
|
*/
|
|
void idTrigger_Timer::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadFloat( random );
|
|
savefile->ReadFloat( wait );
|
|
savefile->ReadBool( on );
|
|
savefile->ReadFloat( delay );
|
|
savefile->ReadString( onName );
|
|
savefile->ReadString( offName );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Timer::Spawn
|
|
|
|
Repeatedly fires its targets.
|
|
Can be turned on or off by using.
|
|
================
|
|
*/
|
|
void idTrigger_Timer::Spawn( void ) {
|
|
spawnArgs.GetFloat( "random", "1", random );
|
|
spawnArgs.GetFloat( "wait", "1", wait );
|
|
spawnArgs.GetBool( "start_on", "0", on );
|
|
spawnArgs.GetFloat( "delay", "0", delay );
|
|
onName = spawnArgs.GetString( "onName" );
|
|
offName = spawnArgs.GetString( "offName" );
|
|
|
|
if ( random >= wait && wait >= 0 ) {
|
|
random = wait - 0.001;
|
|
gameLocal.Warning( "idTrigger_Timer '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
|
|
}
|
|
|
|
if ( on ) {
|
|
PostEventSec( &EV_Timer, delay );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Timer::Enable
|
|
================
|
|
*/
|
|
void idTrigger_Timer::Enable( void ) {
|
|
// if off, turn it on
|
|
if ( !on ) {
|
|
on = true;
|
|
PostEventSec( &EV_Timer, delay );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Timer::Disable
|
|
================
|
|
*/
|
|
void idTrigger_Timer::Disable( void ) {
|
|
// if on, turn it off
|
|
if ( on ) {
|
|
on = false;
|
|
CancelEvents( &EV_Timer );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Timer::Event_Timer
|
|
================
|
|
*/
|
|
void idTrigger_Timer::Event_Timer( void ) {
|
|
ActivateTargets( this );
|
|
|
|
// set time before next firing
|
|
if ( wait >= 0.0f ) {
|
|
PostEventSec( &EV_Timer, wait + gameLocal.random.CRandomFloat() * random );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Timer::Event_Use
|
|
================
|
|
*/
|
|
void idTrigger_Timer::Event_Use( idEntity *activator ) {
|
|
// if on, turn it off
|
|
if ( on ) {
|
|
if ( offName.Length() && offName.Icmp( activator->GetName() ) ) {
|
|
return;
|
|
}
|
|
on = false;
|
|
CancelEvents( &EV_Timer );
|
|
} else {
|
|
// turn it on
|
|
if ( onName.Length() && onName.Icmp( activator->GetName() ) ) {
|
|
return;
|
|
}
|
|
on = true;
|
|
PostEventSec( &EV_Timer, delay );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idTrigger_Count
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idTrigger, idTrigger_Count )
|
|
EVENT( EV_Activate, idTrigger_Count::Event_Trigger )
|
|
EVENT( EV_TriggerAction, idTrigger_Count::Event_TriggerAction )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idTrigger_Count::idTrigger_Count
|
|
================
|
|
*/
|
|
idTrigger_Count::idTrigger_Count( void ) {
|
|
goal = 0;
|
|
count = 0;
|
|
delay = 0.0f;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Count::Save
|
|
================
|
|
*/
|
|
void idTrigger_Count::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteInt( goal );
|
|
savefile->WriteInt( count );
|
|
savefile->WriteFloat( delay );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Count::Restore
|
|
================
|
|
*/
|
|
void idTrigger_Count::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadInt( goal );
|
|
savefile->ReadInt( count );
|
|
savefile->ReadFloat( delay );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Count::Spawn
|
|
================
|
|
*/
|
|
void idTrigger_Count::Spawn( void ) {
|
|
spawnArgs.GetInt( "count", "1", goal );
|
|
spawnArgs.GetFloat( "delay", "0", delay );
|
|
count = 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Count::Event_Trigger
|
|
================
|
|
*/
|
|
void idTrigger_Count::Event_Trigger( idEntity *activator ) {
|
|
// goal of -1 means trigger has been exhausted
|
|
if (goal >= 0) {
|
|
count++;
|
|
if ( count >= goal ) {
|
|
if (spawnArgs.GetBool("repeat")) {
|
|
count = 0;
|
|
} else {
|
|
goal = -1;
|
|
}
|
|
PostEventSec( &EV_TriggerAction, delay, activator );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Count::Event_TriggerAction
|
|
================
|
|
*/
|
|
void idTrigger_Count::Event_TriggerAction( idEntity *activator ) {
|
|
ActivateTargets( activator );
|
|
CallScript();
|
|
if ( goal == -1 ) {
|
|
PostEventMS( &EV_Remove, 0 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idTrigger_Hurt
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idTrigger, idTrigger_Hurt )
|
|
EVENT( EV_Touch, idTrigger_Hurt::Event_Touch )
|
|
EVENT( EV_Activate, idTrigger_Hurt::Event_Toggle )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
================
|
|
idTrigger_Hurt::idTrigger_Hurt
|
|
================
|
|
*/
|
|
idTrigger_Hurt::idTrigger_Hurt( void ) {
|
|
on = false;
|
|
delay = 0.0f;
|
|
nextTime = 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Hurt::Save
|
|
================
|
|
*/
|
|
void idTrigger_Hurt::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteBool( on );
|
|
savefile->WriteFloat( delay );
|
|
savefile->WriteInt( nextTime );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Hurt::Restore
|
|
================
|
|
*/
|
|
void idTrigger_Hurt::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadBool( on );
|
|
savefile->ReadFloat( delay );
|
|
savefile->ReadInt( nextTime );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Hurt::Spawn
|
|
|
|
Damages activator
|
|
Can be turned on or off by using.
|
|
================
|
|
*/
|
|
void idTrigger_Hurt::Spawn( void ) {
|
|
spawnArgs.GetBool( "on", "1", on );
|
|
spawnArgs.GetFloat( "delay", "1.0", delay );
|
|
nextTime = gameLocal.time;
|
|
Enable();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Hurt::Event_Touch
|
|
================
|
|
*/
|
|
void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
|
|
const char *damage;
|
|
|
|
if ( on && other && gameLocal.time >= nextTime ) {
|
|
damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );
|
|
other->Damage( NULL, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT );
|
|
|
|
ActivateTargets( other );
|
|
CallScript();
|
|
|
|
nextTime = gameLocal.time + SEC2MS( delay );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Hurt::Event_Toggle
|
|
================
|
|
*/
|
|
void idTrigger_Hurt::Event_Toggle( idEntity *activator ) {
|
|
on = !on;
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idTrigger_Fade
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idTrigger, idTrigger_Fade )
|
|
EVENT( EV_Activate, idTrigger_Fade::Event_Trigger )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idTrigger_Fade::Event_Trigger
|
|
================
|
|
*/
|
|
void idTrigger_Fade::Event_Trigger( idEntity *activator ) {
|
|
idVec4 fadeColor;
|
|
int fadeTime;
|
|
idPlayer *player;
|
|
|
|
player = gameLocal.GetLocalPlayer();
|
|
if ( player ) {
|
|
fadeColor = spawnArgs.GetVec4( "fadeColor", "0, 0, 0, 1" );
|
|
fadeTime = SEC2MS( spawnArgs.GetFloat( "fadeTime", "0.5" ) );
|
|
player->playerView.Fade( fadeColor, fadeTime );
|
|
PostEventMS( &EV_ActivateTargets, fadeTime, activator );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idTrigger_Touch
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idTrigger, idTrigger_Touch )
|
|
EVENT( EV_Activate, idTrigger_Touch::Event_Trigger )
|
|
END_CLASS
|
|
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::idTrigger_Touch
|
|
================
|
|
*/
|
|
idTrigger_Touch::idTrigger_Touch( void ) {
|
|
clipModel = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::Spawn
|
|
================
|
|
*/
|
|
void idTrigger_Touch::Spawn( void ) {
|
|
// get the clip model
|
|
clipModel = new idClipModel( GetPhysics()->GetClipModel() );
|
|
|
|
// remove the collision model from the physics object
|
|
GetPhysics()->SetClipModel( NULL, 1.0f );
|
|
|
|
if ( spawnArgs.GetBool( "start_on" ) ) {
|
|
BecomeActive( TH_THINK );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::Save
|
|
================
|
|
*/
|
|
void idTrigger_Touch::Save( idSaveGame *savefile ) {
|
|
savefile->WriteClipModel( clipModel );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::Restore
|
|
================
|
|
*/
|
|
void idTrigger_Touch::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadClipModel( clipModel );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::TouchEntities
|
|
================
|
|
*/
|
|
void idTrigger_Touch::TouchEntities( void ) {
|
|
int numClipModels, i;
|
|
idBounds bounds;
|
|
idClipModel *cm, *clipModelList[ MAX_GENTITIES ];
|
|
|
|
if ( clipModel == NULL || scriptFunction == NULL ) {
|
|
return;
|
|
}
|
|
|
|
bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
|
|
numClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
|
|
|
|
for ( i = 0; i < numClipModels; i++ ) {
|
|
cm = clipModelList[ i ];
|
|
|
|
if ( !cm->IsTraceModel() ) {
|
|
continue;
|
|
}
|
|
|
|
idEntity *entity = cm->GetEntity();
|
|
|
|
if ( !entity ) {
|
|
continue;
|
|
}
|
|
|
|
if ( !gameLocal.clip.ContentsModel( cm->GetOrigin(), cm, cm->GetAxis(), -1,
|
|
clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
|
|
continue;
|
|
}
|
|
|
|
ActivateTargets( entity );
|
|
|
|
idThread *thread = new idThread();
|
|
thread->CallFunction( entity, scriptFunction, false );
|
|
thread->DelayedStart( 0 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::Think
|
|
================
|
|
*/
|
|
void idTrigger_Touch::Think( void ) {
|
|
if ( thinkFlags & TH_THINK ) {
|
|
TouchEntities();
|
|
}
|
|
idEntity::Think();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::Event_Trigger
|
|
================
|
|
*/
|
|
void idTrigger_Touch::Event_Trigger( idEntity *activator ) {
|
|
if ( thinkFlags & TH_THINK ) {
|
|
BecomeInactive( TH_THINK );
|
|
} else {
|
|
BecomeActive( TH_THINK );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::Enable
|
|
================
|
|
*/
|
|
void idTrigger_Touch::Enable( void ) {
|
|
BecomeActive( TH_THINK );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTrigger_Touch::Disable
|
|
================
|
|
*/
|
|
void idTrigger_Touch::Disable( void ) {
|
|
BecomeInactive( TH_THINK );
|
|
}
|