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DoomRTX/neo/prey/game/trigger.h
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2026-05-05 15:01:01 -07:00

265 lines
5.6 KiB
C++

// Copyright (C) 2004 Id Software, Inc.
//
#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:
void CallScript( void ) const;
private:
virtual // HUMANHEAD pdm
void Event_Enable( void );
void Event_Disable( void );
const function_t * scriptFunction;
};
/*
===============================================================================
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 );
private:
float wait;
float random;
float delay;
float random_delay;
int nextTriggerTime;
idStr requires;
int removeItem;
bool touchClient;
bool touchOther;
bool triggerFirst;
bool triggerWithSelf;
bool CheckFacing( idEntity *activator );
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;
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 );
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;
void Event_Trigger( idEntity *activator );
};
#endif /* !__GAME_TRIGGER_H__ */