quake4-sdk/source/mpgame/Trigger.cpp

1617 lines
39 KiB
C++

#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#include "ai/AI_Manager.h"
/*
===============================================================================
idTrigger
===============================================================================
*/
const idEventDef EV_Enable( "enable", NULL );
const idEventDef EV_Disable( "disable", NULL );
CLASS_DECLARATION( idEntity, idTrigger )
EVENT( EV_Enable, idTrigger::Event_Enable )
EVENT( EV_Disable, idTrigger::Event_Disable )
END_CLASS
/*
================
idTrigger::DrawDebugInfo
================
*/
void idTrigger::DrawDebugInfo( void ) {
idMat3 axis = gameLocal.GetLocalPlayer()->viewAngles.ToMat3();
idVec3 up = axis[ 2 ] * 5.0f;
idBounds viewTextBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
idBounds viewBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
idBounds box( idVec3( -4.0f, -4.0f, -4.0f ), idVec3( 4.0f, 4.0f, 4.0f ) );
idEntity *ent;
idEntity *target;
int i;
bool show;
const function_t *func;
viewTextBounds.ExpandSelf( 128.0f );
viewBounds.ExpandSelf( 512.0f );
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->GetPhysics()->GetContents() & ( CONTENTS_TRIGGER | CONTENTS_FLASHLIGHT_TRIGGER ) ) {
show = viewBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() );
if ( !show ) {
for( i = 0; i < ent->targets.Num(); i++ ) {
target = ent->targets[ i ].GetEntity();
if ( target && viewBounds.IntersectsBounds( target->GetPhysics()->GetAbsBounds() ) ) {
show = true;
break;
}
}
}
if ( !show ) {
continue;
}
gameRenderWorld->DebugBounds( colorOrange, ent->GetPhysics()->GetAbsBounds() );
if ( viewTextBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() ) ) {
gameRenderWorld->DrawText( ent->name.c_str(), ent->GetPhysics()->GetAbsBounds().GetCenter(), 0.1f, colorWhite, axis, 1 );
gameRenderWorld->DrawText( ent->GetEntityDefName(), ent->GetPhysics()->GetAbsBounds().GetCenter() + up, 0.1f, colorWhite, axis, 1 );
if ( ent->IsType( idTrigger::Type ) ) {
func = static_cast<idTrigger *>( ent )->GetScriptFunction();
} else {
func = NULL;
}
if ( func ) {
gameRenderWorld->DrawText( va( "call script '%s'", func->Name() ), ent->GetPhysics()->GetAbsBounds().GetCenter() - up, 0.1f, colorWhite, axis, 1 );
}
}
for( i = 0; i < ent->targets.Num(); i++ ) {
target = ent->targets[ i ].GetEntity();
if ( target ) {
gameRenderWorld->DebugArrow( colorYellow, ent->GetPhysics()->GetAbsBounds().GetCenter(), target->GetPhysics()->GetOrigin(), 10, 0 );
gameRenderWorld->DebugBounds( colorGreen, box, target->GetPhysics()->GetOrigin() );
if ( viewTextBounds.IntersectsBounds( target->GetPhysics()->GetAbsBounds() ) ) {
gameRenderWorld->DrawText( target->name.c_str(), target->GetPhysics()->GetAbsBounds().GetCenter(), 0.1f, colorWhite, axis, 1 );
}
}
}
}
}
}
/*
================
idTrigger::Enable
================
*/
void idTrigger::Enable( void ) {
GetPhysics()->SetContents( CONTENTS_TRIGGER );
GetPhysics()->EnableClip();
}
/*
================
idTrigger::Disable
================
*/
void idTrigger::Disable( void ) {
// we may be relinked if we're bound to another object, so clear the contents as well
GetPhysics()->SetContents( 0 );
GetPhysics()->DisableClip();
}
/*
================
idTrigger::CallScript
================
*/
void idTrigger::CallScript( idEntity* scriptEntity ) {
// RAVEN BEGIN
// abahr
for( int ix = scriptFunctions.Num() - 1; ix >= 0; --ix ) {
scriptFunctions[ix].InsertEntity( scriptEntity, 0 );//We could pass both the activator and self if wanted
scriptFunctions[ix].CallFunc( &spawnArgs );
scriptFunctions[ix].RemoveIndex( 0 );
}
// RAVEN END
}
/*
================
idTrigger::GetScriptFunction
================
*/
const function_t *idTrigger::GetScriptFunction( void ) const {
// RAVEN BEGIN
// abahr:
return (scriptFunctions.Num()) ? scriptFunctions[0].GetFunc() : NULL;
// RAVEN END
}
/*
================
idTrigger::Save
================
*/
void idTrigger::Save( idSaveGame *savefile ) const {
// RAVEN BEGIN
// abahr
savefile->WriteInt( scriptFunctions.Num() );
for( int ix = scriptFunctions.Num() - 1; ix >= 0; --ix ) {
scriptFunctions[ix].Save( savefile );
}
// RAVEN END
}
/*
================
idTrigger::Restore
================
*/
void idTrigger::Restore( idRestoreGame *savefile ) {
// RAVEN BEGIN
// abahr
int numScripts = 0;
savefile->ReadInt( numScripts );
scriptFunctions.SetNum( numScripts );
for( int ix = scriptFunctions.Num() - 1; ix >= 0; --ix ) {
scriptFunctions[ix].Restore( savefile );
}
// RAVEN END
}
/*
================
idTrigger::Event_Enable
================
*/
void idTrigger::Event_Enable( void ) {
Enable();
}
/*
================
idTrigger::Event_Disable
================
*/
void idTrigger::Event_Disable( void ) {
Disable();
}
/*
================
idTrigger::idTrigger
================
*/
idTrigger::idTrigger() {
// RAVEN BEGIN
// abahr: scriptFunction init's itself
//scriptFunction = NULL;
// RAVEN END
}
/*
================
idTrigger::Spawn
================
*/
void idTrigger::Spawn( void ) {
GetPhysics()->SetContents( CONTENTS_TRIGGER );
// RAVEN BEGIN
// abahr:
scriptFunctions.SetGranularity( 1 );
for( const idKeyValue* kv = spawnArgs.MatchPrefix("call"); kv; kv = spawnArgs.MatchPrefix("call", kv) ) {
if( !kv->GetValue() ) {
continue;
}
rvScriptFuncUtility& utility = scriptFunctions.Alloc();
if( !utility.Init(kv->GetValue()) ) {
gameLocal.Warning( "Trigger '%s' at (%s) trying to call an unknown function.", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
}
}
// RAVEN END
}
/*
===============================================================================
idTrigger_Multi
===============================================================================
*/
// RAVEN BEGIN
// abahr: changed to 'E' to allow NULL entities
const idEventDef EV_TriggerAction( "<triggerAction>", "E" );
// RAVEN END
CLASS_DECLARATION( idTrigger, idTrigger_Multi )
EVENT( EV_FindTargets, idTrigger_Multi::Event_FindTargets )
EVENT( EV_Touch, idTrigger_Multi::Event_Touch )
EVENT( EV_SpectatorTouch, idTrigger_Multi::Event_SpectatorTouch )
EVENT( EV_Activate, idTrigger_Multi::Event_Trigger )
EVENT( EV_TriggerAction, idTrigger_Multi::Event_TriggerAction )
// RAVEN BEGIN
// kfuller: respond to earthquakes
EVENT( EV_Earthquake, idTrigger_Multi::Event_EarthQuake )
// RAVEN END
END_CLASS
/*
================
idTrigger_Multi::idTrigger_Multi
================
*/
idTrigger_Multi::idTrigger_Multi( void ) {
wait = 0.0f;
random = 0.0f;
delay = 0.0f;
random_delay = 0.0f;
nextTriggerTime = 0;
removeItem = 0;
touchClient = false;
touchOther = false;
touchVehicle = false;
touchSpec = false;
triggerFirst = false;
triggerWithSelf = false;
buyZoneTrigger = 0;
controlZoneTrigger = 0;
prevZoneController = TEAM_NONE;
}
/*
================
idTrigger_Multi::Save
================
*/
void idTrigger_Multi::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( wait );
savefile->WriteFloat( random );
savefile->WriteFloat( delay );
savefile->WriteFloat( random_delay );
savefile->WriteInt( nextTriggerTime );
savefile->WriteString( requires );
savefile->WriteInt( removeItem );
savefile->WriteBool( touchClient );
savefile->WriteBool( touchOther );
savefile->WriteBool( touchVehicle );
savefile->WriteBool( triggerFirst );
savefile->WriteBool( triggerWithSelf );
}
/*
================
idTrigger_Multi::Restore
================
*/
void idTrigger_Multi::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( wait );
savefile->ReadFloat( random );
savefile->ReadFloat( delay );
savefile->ReadFloat( random_delay );
savefile->ReadInt( nextTriggerTime );
savefile->ReadString( requires );
savefile->ReadInt( removeItem );
savefile->ReadBool( touchClient );
savefile->ReadBool( touchOther );
savefile->ReadBool( touchVehicle );
savefile->ReadBool( triggerFirst );
savefile->ReadBool( triggerWithSelf );
}
/*
================
idTrigger_Multi::IsTeleporter
Returns true if there is a single target, which is a teleporter
================
*/
bool idTrigger_Multi::IsTeleporter( void ) const {
if ( targets.Num() != 1 ) {
return false;
}
return targets[ 0 ].GetEntity()->IsType( idPlayerStart::GetClassType() );
}
/*
================
idTrigger_Multi::Spawn
"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
"call" : Script function to call when triggered
"random" wait variance, default is 0
Variable sized repeatable trigger. Must be targeted at one or more entities.
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
================
*/
void idTrigger_Multi::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_Multi '%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_Multi '%s' at (%s) has random_delay >= delay", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
}
spawnArgs.GetString( "requires", "", requires );
spawnArgs.GetInt( "removeItem", "0", removeItem );
spawnArgs.GetBool( "triggerFirst", "0", triggerFirst );
spawnArgs.GetBool( "triggerWithSelf", "0", triggerWithSelf );
spawnArgs.GetInt( "buyZone", "0", buyZoneTrigger);
spawnArgs.GetInt( "controlZone", "0", controlZoneTrigger);
if ( buyZoneTrigger == -1 )
gameLocal.Warning( "trigger_buyzone '%s' at (%s) has no buyZone key set!", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
if ( controlZoneTrigger == -1 )
gameLocal.Warning( "trigger_controlzone '%s' at (%s) has no controlZone key set!", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
if ( spawnArgs.GetBool( "onlyVehicle" ) ) {
touchVehicle = true;
} else if ( spawnArgs.GetBool( "anyTouch" ) ) {
touchClient = true;
touchOther = true;
} else if ( spawnArgs.GetBool( "noTouch" ) ) {
touchClient = false;
touchOther = false;
} else if ( spawnArgs.GetBool( "noClient" ) ) {
touchClient = false;
touchOther = true;
} else {
touchClient = true;
touchOther = false;
}
nextTriggerTime = 0;
if ( spawnArgs.GetBool( "flashlight_trigger" ) ) {
GetPhysics()->SetContents( CONTENTS_FLASHLIGHT_TRIGGER );
} else if ( spawnArgs.GetBool( "projectile_trigger" ) ) {
GetPhysics()->SetContents( CONTENTS_TRIGGER | CONTENTS_PROJECTILE );
} else {
GetPhysics()->SetContents( CONTENTS_TRIGGER );
}
BecomeActive( TH_THINK );
}
/*
================
idTrigger_Multi::FindTargets
================
*/
void idTrigger_Multi::Event_FindTargets( void ) {
FindTargets();
touchSpec = !spawnArgs.GetBool( "noSpec", IsTeleporter() ? "0" : "1" );
}
/*
================
idTrigger_Multi::CheckFacing
================
*/
bool idTrigger_Multi::CheckFacing( idEntity *activator ) {
if ( spawnArgs.GetBool( "facing" ) ) {
if ( !activator->IsType( idPlayer::GetClassType() ) ) {
return true;
}
idPlayer *player = static_cast< idPlayer* >( activator );
// Unfortunately, the angle key rotates the trigger entity also. So I've added
// an angleFacing key which is used instead when present, otherwise the code defaults
// to the behaviour present prior to this change
idVec3 tFacing = GetPhysics()->GetAxis()[0];
if ( spawnArgs.FindKey( "angleFacing" )) {
idAngles angs(0,spawnArgs.GetFloat( "angleFacing", "0" ),0);
tFacing = angs.ToForward();
}
float dot = player->viewAngles.ToForward() * tFacing;
float angle = RAD2DEG( idMath::ACos( dot ) );
if ( angle > spawnArgs.GetFloat( "angleLimit", "30" ) ) {
return false;
}
}
return true;
}
/*
================
idTrigger_Multi::TriggerAction
================
*/
void idTrigger_Multi::TriggerAction( idEntity *activator ) {
// RAVEN BEGIN
// jdischler: added for Aweldon. The trigger, when activated, will call the listed func with all attached targets, then return.
if ( spawnArgs.GetBool( "_callWithTargets", "0" ))
{
idEntity *ent;
for( int i = 0; i < targets.Num(); i++ )
{
ent = targets[ i ].GetEntity();
if ( !ent )
{
continue;
}
CallScript( ent );
}
return;
}
// RAVEN END
ActivateTargets( triggerWithSelf ? this : activator );
CallScript( triggerWithSelf ? this : activator );
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_Multi::Event_TriggerAction
================
*/
void idTrigger_Multi::Event_TriggerAction( idEntity *activator ) {
TriggerAction( activator );
}
/*
================
idTrigger_Multi::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_Multi::Event_Trigger( idEntity *activator ) {
// RAVEN BEGIN
// bdube: moved trigger first
if ( triggerFirst ) {
triggerFirst = false;
return;
}
if ( nextTriggerTime > gameLocal.time ) {
// can't retrigger until the wait is over
return;
}
// see if this trigger requires an item
if ( !gameLocal.RequirementMet( activator, requires, removeItem ) ) {
return;
}
if ( !CheckFacing( activator ) ) {
return;
}
// RAVEN END
// 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 );
}
}
void idTrigger_Multi::HandleControlZoneTrigger()
{
// This only does something in multiplayer with gameType == DeadZone
if ( !gameLocal.isMultiplayer || gameLocal.gameType != GAME_DEADZONE )
return;
const int TEAM_DEADLOCK = 2;
int pCount = 0;
int count = 0, controllingTeam = TEAM_NONE;
count = playersInTrigger.Num();
for ( int i = 0; i<count; i++ )
{
// No token? Ignore em!
if ( spawnArgs.GetBool("requiresDeadZonePowerup", "1") && !playersInTrigger[i]->PowerUpActive( POWERUP_DEADZONE ) )
continue;
if ( spawnArgs.GetBool("requiresDeadZonePowerup", "1") )
{
pCount++;
}
int team = playersInTrigger[i]->team;
if ( i == 0 )
controllingTeam = playersInTrigger[i]->team;
// Assign the controlling team based on the first player
// for zones that accept both.
if ( team != controllingTeam )
{
controllingTeam = TEAM_DEADLOCK;
pCount = 0;
}
}
if ( controllingTeam != controlZoneTrigger-1 && controlZoneTrigger != 3 )
{
controllingTeam = TEAM_NONE;
pCount = 0;
}
int situation = DZ_NONE;
if ( controllingTeam != prevZoneController )
{
if ( controllingTeam == TEAM_MARINE && prevZoneController == TEAM_NONE )
situation = DZ_MARINES_TAKEN;
else if ( controllingTeam == TEAM_STROGG && prevZoneController == TEAM_NONE )
situation = DZ_STROGG_TAKEN;
else if ( controllingTeam == TEAM_NONE && prevZoneController == TEAM_MARINE )
situation = DZ_MARINES_LOST;
else if ( controllingTeam == TEAM_NONE && prevZoneController == TEAM_STROGG )
situation = DZ_STROGG_LOST;
else if ( controllingTeam == TEAM_MARINE && prevZoneController == TEAM_STROGG )
situation = DZ_STROGG_TO_MARINE;
else if ( controllingTeam == TEAM_STROGG && prevZoneController == TEAM_MARINE )
situation = DZ_MARINE_TO_STROGG;
// DEADLOCK
else if ( controllingTeam == TEAM_DEADLOCK && prevZoneController == TEAM_MARINE )
situation = DZ_MARINE_DEADLOCK;
else if ( controllingTeam == TEAM_DEADLOCK && prevZoneController == TEAM_STROGG )
situation = DZ_STROGG_DEADLOCK;
else if ( controllingTeam == TEAM_DEADLOCK && prevZoneController == TEAM_NONE )
situation = DZ_MARINE_DEADLOCK; // Unlikely case, just use this.
else if ( controllingTeam == TEAM_MARINE && prevZoneController == TEAM_DEADLOCK )
situation = DZ_MARINE_REGAIN;
else if ( controllingTeam == TEAM_STROGG && prevZoneController == TEAM_DEADLOCK )
situation = DZ_STROGG_REGAIN;
else if ( controllingTeam == TEAM_NONE && prevZoneController == TEAM_DEADLOCK )
situation = DZ_MARINES_LOST; // Unlikely case, just use this.
}
/// Report individual credits
for( int i = 0; i < count; i++ )
{
idPlayer* player = playersInTrigger[i];
// No token? Ignore em!
if ( spawnArgs.GetBool("requiresDeadZonePowerup", "1") && !player->PowerUpActive( POWERUP_DEADZONE ) )
continue;
int team = player->team;
if( team == controllingTeam )
{
gameLocal.mpGame.ReportZoneControllingPlayer( player );
}
}
/// Report zone control to multiplayer game manager
gameLocal.mpGame.ReportZoneController(controllingTeam, pCount, situation, this);
playersInTrigger.Clear();
prevZoneController = controllingTeam;
}
/*
================
idTrigger_Multi::Think
================
*/
void idTrigger_Multi::Think()
{
// Control zone handling
if ( controlZoneTrigger > 0 )
HandleControlZoneTrigger();
}
/*
================
idTrigger_Multi::Event_Touch
================
*/
void idTrigger_Multi::Event_Touch( idEntity *other, trace_t *trace ) {
if( triggerFirst ) {
return;
}
// RAVEN BEGIN
// jdischler: vehicle only trigger
if ( touchVehicle ) {
if ( !other->IsType(rvVehicle::GetClassType()) ) {
return;
}
} else {
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
bool player = other->IsType( idPlayer::GetClassType() );
// RAVEN END
if ( player ) {
if ( !touchClient ) {
return;
}
if ( static_cast< idPlayer * >( other )->spectating ) {
Event_SpectatorTouch( other, trace );
return;
}
// Buy zone handling
if ( buyZoneTrigger /*&& gameLocal.mpGame.mpGameState.gameState.currentState != 1*/ ) {
idPlayer *p = static_cast< idPlayer * >( other );
if ( buyZoneTrigger-1 == p->team || buyZoneTrigger == 3)
{
p->inBuyZone = true;
p->inBuyZonePrev = true;
}
}
// Control zone handling
if ( controlZoneTrigger > 0 ) {
idPlayer *p = static_cast< idPlayer * >( other );
if ( p->PowerUpActive(POWERUP_DEADZONE) || !spawnArgs.GetBool("requiresDeadZonePowerup", "1") )
playersInTrigger.Append(p);
}
} else if ( !touchOther ) {
return;
}
}
if ( nextTriggerTime > gameLocal.time ) {
// can't retrigger until the wait is over
return;
}
// see if this trigger requires an item
if ( !gameLocal.RequirementMet( other, requires, removeItem ) ) {
return;
}
if ( !CheckFacing( other ) ) {
return;
}
if ( spawnArgs.GetBool( "toggleTriggerFirst" ) ) {
triggerFirst = true;
}
// RAVEN BEGIN
// rjohnson: added block
if ( developer.GetBool() && *spawnArgs.GetString ( "message" ) ) {
gameLocal.DPrintf ( "Trigger: %s\n", spawnArgs.GetString ( "message" ) );
}
// RAVEN END
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_Multi::Event_Touch
================
*/
void idTrigger_Multi::Event_SpectatorTouch( idEntity *other, trace_t *trace ) {
idPlayer *player;
if ( !touchSpec ) {
return;
}
if ( !other->IsType( idPlayer::GetClassType() ) ) {
return;
}
player = static_cast< idPlayer* >( other );
if ( !player->spectating ) {
return;
}
if ( player->lastSpectateTeleport > (gameLocal.time - 1000) ) {
// can't retrigger until the wait is over
return;
}
if ( !CheckFacing( other ) ) {
return;
}
player->lastSpectateTeleport = gameLocal.time + 1;
if ( delay > 0 ) {
// don't allow it to trigger again until our delay has passed
player->lastSpectateTeleport += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
PostEventSec( &EV_TriggerAction, delay, other );
} else {
TriggerAction( other );
}
}
// RAVEN BEGIN
// kfuller:
void idTrigger_Multi::Event_EarthQuake(float requiresLOS)
{
// does this entity even care about earthquakes?
float quakeChance = 0;
if (!spawnArgs.GetFloat("quakeChance", "0", quakeChance))
{
return;
}
if (rvRandom::flrand(0, 1.0f) > quakeChance)
{
// failed its activation roll
return;
}
if (requiresLOS)
{
// if the player doesn't have line of sight to this fx, don't do anything
trace_t trace;
idPlayer *player = gameLocal.GetLocalPlayer();
idVec3 viewOrigin;
idMat3 viewAxis;
player->GetViewPos(viewOrigin, viewAxis);
// RAVEN BEGIN
// ddynerman: multiple clip worlds
gameLocal.TracePoint( this, trace, viewOrigin, GetPhysics()->GetOrigin(), MASK_OPAQUE, player );
// RAVEN END
if (trace.fraction < 1.0f)
{
// something blocked LOS
return;
}
}
// activate this effect now
TriggerAction(gameLocal.entities[ENTITYNUM_WORLD]);
}
// RAVEN END
/*
===============================================================================
idTrigger_EntityName
===============================================================================
*/
CLASS_DECLARATION( idTrigger, idTrigger_EntityName )
EVENT( EV_Touch, idTrigger_EntityName::Event_Touch )
EVENT( EV_Activate, idTrigger_EntityName::Event_Trigger )
EVENT( EV_TriggerAction, idTrigger_EntityName::Event_TriggerAction )
END_CLASS
/*
================
idTrigger_EntityName::idTrigger_EntityName
================
*/
idTrigger_EntityName::idTrigger_EntityName( void ) {
wait = 0.0f;
random = 0.0f;
delay = 0.0f;
random_delay = 0.0f;
nextTriggerTime = 0;
triggerFirst = false;
}
/*
================
idTrigger_EntityName::Save
================
*/
void idTrigger_EntityName::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( wait );
savefile->WriteFloat( random );
savefile->WriteFloat( delay );
savefile->WriteFloat( random_delay );
savefile->WriteInt( nextTriggerTime );
savefile->WriteBool( triggerFirst );
savefile->WriteString( entityName );
}
/*
================
idTrigger_EntityName::Restore
================
*/
void idTrigger_EntityName::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( wait );
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 ) {
// RAVEN BEGIN
// abahr: want same functionality as trigger_multi. Need to move this code into these two function calls
idEntity* scriptEntity = spawnArgs.GetBool("triggerWithSelf") ? this : activator;
ActivateTargets( scriptEntity );
CallScript( scriptEntity );
// RAVEN END
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;
}
// RAVEN BEGIN
// abahr: so we can exclude an entity by name
if( !activator ) {
return;
}
if( spawnArgs.GetBool("excludeEntityName") && activator->name == entityName ) {
return;
}
if( !spawnArgs.GetBool("excludeEntityName") && activator->name != entityName ) {
return;
}
// RAVEN END
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;
}
// RAVEN BEGIN
// abahr: so we can exclude an entity by name
if( !other ) {
return;
}
if( spawnArgs.GetBool("excludeEntityName") && other->name == entityName ) {
return;
}
if( !spawnArgs.GetBool("excludeEntityName") && other->name != entityName ) {
return;
}
// RAVEN END
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( activator );
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 );
// RAVEN BEGIN
// bdube: playeronly flag
savefile->WriteBool ( playerOnly );
// RAVEN END
}
/*
================
idTrigger_Hurt::Restore
================
*/
void idTrigger_Hurt::Restore( idRestoreGame *savefile ) {
savefile->ReadBool( on );
savefile->ReadFloat( delay );
savefile->ReadInt( nextTime );
// RAVEN BEGIN
// bdube: playeronly flag
savefile->ReadBool( playerOnly );
// RAVEN END
}
/*
================
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 );
// RAVEN BEGIN
// kfuller: playeronly flag
spawnArgs.GetBool( "playerOnly", "0", playerOnly );
// RAVEN END
nextTime = gameLocal.time;
Enable();
}
/*
================
idTrigger_Hurt::Event_Touch
================
*/
void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
const char *damage;
// RAVEN BEGIN
// kfuller: playeronly flag
// jnewquist: Use accessor for static class type
if ( playerOnly && !other->IsType( idPlayer::GetClassType() ) ) {
return;
}
// RAVEN END
if ( on && other && gameLocal.time >= nextTime ) {
damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );
other->Damage( this, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT );
ActivateTargets( other );
CallScript( other );
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::idTrigger_Touch
================
*/
idTrigger_Touch::~idTrigger_Touch( ) {
if ( clipModel ) {
delete clipModel;
clipModel = 0;
}
}
/*
================
idTrigger_Touch::Spawn
================
*/
void idTrigger_Touch::Spawn( void ) {
// get the clip model
// RAVEN BEGIN
// mwhitlock: Dynamic memory consolidation
RV_PUSH_HEAP_MEM(this);
// RAVEN END
clipModel = new idClipModel( GetPhysics()->GetClipModel() );
// RAVEN BEGIN
// mwhitlock: Dynamic memory consolidation
RV_POP_HEAP();
// RAVEN END
// remove the collision model from the physics object
GetPhysics()->SetClipModel( NULL, 1.0f );
if ( spawnArgs.GetBool( "start_on" ) ) {
BecomeActive( TH_THINK );
}
filterTeam = -1;
idStr filterTeamStr = spawnArgs.GetString( "filterTeam" );
if ( filterTeamStr.Size() )
{
if ( !idStr::Icmp( "marine", filterTeamStr.c_str() ) )
{
filterTeam = AITEAM_MARINE;
}
else if ( !idStr::Icmp( "strogg", filterTeamStr.c_str() ) )
{
filterTeam = AITEAM_STROGG;
}
}
}
/*
================
idTrigger_Touch::Save
================
*/
void idTrigger_Touch::Save( idSaveGame *savefile ) {
savefile->WriteClipModel( clipModel );
savefile->WriteInt( filterTeam );
}
/*
================
idTrigger_Touch::Restore
================
*/
void idTrigger_Touch::Restore( idRestoreGame *savefile ) {
savefile->ReadClipModel( clipModel );
savefile->ReadInt( filterTeam );
}
/*
================
idTrigger_Touch::TouchEntities
================
*/
void idTrigger_Touch::TouchEntities( void ) {
int numClipModels, i;
idBounds bounds;
idClipModel *cm, *clipModelList[ MAX_GENTITIES ];
// RAVEN BEGIN
// abahr: now scriptFunction list
if ( clipModel == NULL || !scriptFunctions.Num() ) {
// RAVEN END
return;
}
bounds.FromTransformedBounds( clipModel->GetBounds(), GetBindMaster()!=NULL?GetPhysics()->GetOrigin():clipModel->GetOrigin(), GetBindMaster()!=NULL?GetPhysics()->GetAxis():clipModel->GetAxis() );
// RAVEN BEGIN
// MCG: filterTeam
if ( filterTeam != -1 )
{
idActor* actor;
// Iterate through the filter team
for( actor = aiManager.GetAllyTeam ( (aiTeam_t)filterTeam ); actor; actor = actor->teamNode.Next() ) {
// Skip hidden actors and actors that can't be targeted
if( actor->fl.notarget || actor->fl.isDormant || ( actor->IsHidden ( ) && !actor->IsInVehicle() ) ) {
continue;
}
if ( !bounds.IntersectsBounds ( actor->GetPhysics()->GetAbsBounds ( ) ) ) {
continue;
}
cm = actor->GetPhysics()->GetClipModel();
if ( !cm || !cm->IsTraceModel() ) {
continue;
}
if ( !gameLocal.ContentsModel( this, cm->GetOrigin(), cm, cm->GetAxis(), -1,
clipModel->GetCollisionModel(), GetBindMaster()!=NULL?GetPhysics()->GetOrigin():clipModel->GetOrigin(), GetBindMaster()!=NULL?GetPhysics()->GetAxis():clipModel->GetAxis() ) ) {
continue;
}
ActivateTargets( (idEntity*)actor );
CallScript( (idEntity*)actor );
}
return;
}
// ddynerman: multiple clip worlds
numClipModels = gameLocal.ClipModelsTouchingBounds( this, bounds, -1, clipModelList, MAX_GENTITIES );
// RAVEN END
for ( i = 0; i < numClipModels; i++ ) {
cm = clipModelList[ i ];
if ( !cm->IsTraceModel() ) {
continue;
}
idEntity *entity = cm->GetEntity();
if ( !entity ) {
continue;
}
// RAVEN BEGIN
// ddynerman: multiple clip worlds
if ( !gameLocal.ContentsModel( this, cm->GetOrigin(), cm, cm->GetAxis(), -1,
clipModel->GetCollisionModel(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
// RAVEN END
continue;
}
ActivateTargets( entity );
// RAVEN BEGIN
// abahr: changed to be compatible with new script function utility
CallScript( entity );
// RAVEN END
}
}
/*
================
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 );
}