#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 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 touchSpec; bool triggerFirst; bool triggerWithSelf; int buyZoneTrigger; int controlZoneTrigger; int prevZoneController; idList playersInTrigger; bool IsTeleporter( void ) const; bool CheckFacing( idEntity *activator ); void HandleControlZoneTrigger(); void Event_FindTargets( void ); // 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 ); void Event_SpectatorTouch( 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__ */