quake4-sdk/source/game/Trigger.h

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2007-06-15 00:00:00 +00:00
#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:
// RAVEN BEGIN
// abahr: removed const from function
void CallScript( idEntity* scriptEntity );
// RAVEN END
void Event_Enable( void );
void Event_Disable( void );
// RAVEN BEGIN
// abahr: changed to allow parms to be passed
idList<rvScriptFuncUtility> scriptFunctions;
//const function_t * scriptFunction;
// RAVEN END
};
/*
===============================================================================
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 );
virtual void Think( void );
private:
float wait;
float random;
float delay;
float random_delay;
int nextTriggerTime;
idStr requires;
int removeItem;
bool touchClient;
bool touchOther;
bool touchVehicle;
bool triggerFirst;
bool triggerWithSelf;
int buyZoneTrigger;
int controlZoneTrigger;
int prevZoneController;
idList<idPlayer*> playersInTrigger;
bool CheckFacing( idEntity *activator );
void HandleControlZoneTrigger();
// RAVEN BEGIN
// kfuller: want trigger_relays entities to be able to respond to earthquakes
void Event_EarthQuake (float requiresLOS);
// RAVEN END
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;
// RAVEN BEGIN
// kfuller: added playeronly
bool playerOnly;
// RAVEN END
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 );
~idTrigger_Touch( );
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;
int filterTeam;
void Event_Trigger( idEntity *activator );
};
#endif /* !__GAME_TRIGGER_H__ */