css_enhanced_waf/game/client/css_enhanced/c_triggers.h

142 lines
4.8 KiB
C++

#ifndef C_TRIGGERS_H
#define C_TRIGGERS_H
#include "const.h"
#include "predictioncopy.h"
#ifdef _WIN32
#pragma once
#endif
#include "c_basetoggle.h"
#include "c_entityoutput.h"
#include "c_filters.h"
//
// Spawnflags
//
enum
{
SF_TRIGGER_ALLOW_CLIENTS = 0x01, // Players can fire this trigger
SF_TRIGGER_ALLOW_NPCS = 0x02, // NPCS can fire this trigger
SF_TRIGGER_ALLOW_PUSHABLES = 0x04, // Pushables can fire this trigger
SF_TRIGGER_ALLOW_PHYSICS = 0x08, // Physics objects can fire this trigger
SF_TRIGGER_ONLY_PLAYER_ALLY_NPCS = 0x10, // *if* NPCs can fire this trigger, this flag means only player allies do so
SF_TRIGGER_ONLY_CLIENTS_IN_VEHICLES = 0x20, // *if* Players can fire this trigger, this flag means only players inside vehicles can
SF_TRIGGER_ALLOW_ALL = 0x40, // Everything can fire this trigger EXCEPT DEBRIS!
SF_TRIGGER_ONLY_CLIENTS_OUT_OF_VEHICLES = 0x200, // *if* Players can fire this trigger, this flag means only players outside vehicles can
SF_TRIG_PUSH_ONCE = 0x80, // trigger_push removes itself after firing once
SF_TRIG_PUSH_AFFECT_PLAYER_ON_LADDER = 0x100, // if pushed object is player on a ladder, then this disengages them from the ladder (HL2only)
SF_TRIG_TOUCH_DEBRIS = 0x400, // Will touch physics debris objects
SF_TRIGGER_ONLY_NPCS_IN_VEHICLES = 0X800, // *if* NPCs can fire this trigger, only NPCs in vehicles do so (respects player ally flag too)
SF_TRIGGER_DISALLOW_BOTS = 0x1000, // Bots are not allowed to fire this trigger
};
// DVS TODO: get rid of CBaseToggle
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_BaseTrigger : public C_BaseToggle
{
DECLARE_CLASS(C_BaseTrigger, C_BaseToggle);
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
public:
C_BaseTrigger();
void InitTrigger( void );
void Enable( void );
void Disable( void );
virtual void Spawn( void );
virtual void UpdateOnRemove( void );
virtual void UpdatePartitionListEntry();
void TouchTest( void );
virtual bool IsTrigger( void ) { return true; };
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void RestoreTouchEntitiesTo( int current_command );
virtual bool ShouldPredict( void );
virtual int SaveData( const char *context, int slot, int type );
virtual int RestoreData(const char* context, int slot, int type );
// Input handlers
virtual void InputEnable( inputdata_t &inputdata );
virtual void InputDisable( inputdata_t &inputdata );
virtual void InputToggle( inputdata_t &inputdata );
virtual void InputTouchTest ( inputdata_t &inputdata );
virtual void InputStartTouch( inputdata_t &inputdata );
virtual void InputEndTouch( inputdata_t &inputdata );
virtual bool UsesFilter( void ){ return ( m_hFilter.Get() != NULL ); }
virtual bool PassesTriggerFilters(CBaseEntity *pOther);
virtual void StartTouch(CBaseEntity *pOther);
virtual void EndTouch(CBaseEntity *pOther);
bool IsTouching( CBaseEntity *pOther );
CBaseEntity *GetTouchedEntityOfType( const char *sClassName );
// by default, triggers don't deal with TraceAttack
void TraceAttack(CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType) {}
bool PointIsWithin( const Vector &vecPoint );
// from momentum
void UpdateFilter(void);
bool m_bDisabled;
// eChangeTrackerBufSize
char m_iFilterName[MAX_PATH];
CHandle<class C_BaseFilter> m_hFilter;
// unlike m_iName this should be constant
char m_target[MAX_PATH];
protected:
// Network the outputs
// so that if a stripper config
// wants to change them
// it gets sent to the client too
//
// Outputs
C_OutputEvent m_OnStartTouch;
C_OutputEvent m_OnStartTouchAll;
C_OutputEvent m_OnEndTouch;
C_OutputEvent m_OnEndTouchAll;
C_OutputEvent m_OnTouching;
C_OutputEvent m_OnNotTouching;
public:
// Entities currently being touched by this trigger
CUtlVector< EHANDLE > m_hTouchingEntities;
// EHANDLE m_hPredictedTouchingEntities[MAX_EDICTS];
// int m_iCountPredictedTouchingEntities;
DECLARE_DATADESC();
};
//-----------------------------------------------------------------------------
// Purpose: Variable sized repeatable trigger. Must be targeted at one or more entities.
// If "delay" is set, the trigger waits some time after activating before firing.
// "wait" : Seconds between triggerings. (.2 default/minimum)
//-----------------------------------------------------------------------------
class C_TriggerMultiple : public C_BaseTrigger
{
public:
DECLARE_CLASS(C_TriggerMultiple, C_BaseTrigger);
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual void Spawn(void);
void MultiTouch(C_BaseEntity *pOther);
void MultiWaitOver(void);
void ActivateMultiTrigger(C_BaseEntity *pActivator);
// Outputs
C_OutputEvent m_OnTrigger;
};
#endif // TRIGGERS_H