205 %{ #include "Entities/StdH/StdH.h" extern INDEX ent_bReportBrokenChains; %} class CTrigger: CRationalEntity { name "Trigger"; thumbnail "Thumbnails\\Trigger.tbn"; features "HasName", "IsTargetable"; properties: 1 CTString m_strName "Name" 'N' = "Trigger", // class name 3 CEntityPointer m_penTarget1 "Target 01" 'T' COLOR(C_RED|0xFF), // send event to entity 4 CEntityPointer m_penTarget2 "Target 02" 'Y' COLOR(C_RED|0xFF), 5 CEntityPointer m_penTarget3 "Target 03" 'U' COLOR(C_RED|0xFF), 6 CEntityPointer m_penTarget4 "Target 04" 'I' COLOR(C_RED|0xFF), 7 CEntityPointer m_penTarget5 "Target 05" 'O' COLOR(C_RED|0xFF), 20 CEntityPointer m_penTarget6 "Target 06" COLOR(C_RED|0xFF), 21 CEntityPointer m_penTarget7 "Target 07" COLOR(C_RED|0xFF), 22 CEntityPointer m_penTarget8 "Target 08" COLOR(C_RED|0xFF), 23 CEntityPointer m_penTarget9 "Target 09" COLOR(C_RED|0xFF), 24 CEntityPointer m_penTarget10 "Target 10" COLOR(C_RED|0xFF), 8 enum EventEType m_eetEvent1 "Event type Target 01" 'G' = EET_TRIGGER, // type of event to send 9 enum EventEType m_eetEvent2 "Event type Target 02" 'H' = EET_TRIGGER, 10 enum EventEType m_eetEvent3 "Event type Target 03" 'J' = EET_TRIGGER, 11 enum EventEType m_eetEvent4 "Event type Target 04" 'K' = EET_TRIGGER, 12 enum EventEType m_eetEvent5 "Event type Target 05" 'L' = EET_TRIGGER, 50 enum EventEType m_eetEvent6 "Event type Target 06" = EET_TRIGGER, 51 enum EventEType m_eetEvent7 "Event type Target 07" = EET_TRIGGER, 52 enum EventEType m_eetEvent8 "Event type Target 08" = EET_TRIGGER, 53 enum EventEType m_eetEvent9 "Event type Target 09" = EET_TRIGGER, 54 enum EventEType m_eetEvent10 "Event type Target 10" = EET_TRIGGER, 13 CTStringTrans m_strMessage "Message" 'M' = "", // message 14 FLOAT m_fMessageTime "Message time" = 3.0f, // how long is message on screen 15 enum MessageSound m_mssMessageSound "Message sound" = MSS_NONE, // message sound 16 FLOAT m_fScore "Score" 'S' = 0.0f, 30 FLOAT m_fWaitTime "Wait" 'W' = 0.0f, // wait before send events 31 BOOL m_bAutoStart "Auto start" 'A' = FALSE, // trigger auto starts 32 INDEX m_iCount "Count" 'C' = 1, // count before send events 33 BOOL m_bUseCount "Count use" = FALSE, // use count to send events 34 BOOL m_bReuseCount "Count reuse" = FALSE, // reuse counter after reaching 0 35 BOOL m_bTellCount "Count tell" = FALSE, // tell remaining count to player 36 BOOL m_bActive "Active" 'V' = TRUE, // starts in active/inactive state 37 RANGE m_fSendRange "Send Range" 'R' = 1.0f, // for sending event in range 38 enum EventEType m_eetRange "Event type Range" = EET_IGNORE, // type of event to send in range 40 INDEX m_iCountTmp = 0, // use count value to determine when to send events 41 CEntityPointer m_penCaused, // who touched it last time 42 INDEX m_ctMaxTrigs "Max trigs" 'X' = -1, // how many times could trig components: 1 model MODEL_MARKER "Models\\Editor\\Trigger.mdl", 2 texture TEXTURE_MARKER "Models\\Editor\\Camera.tex" functions: // get target 1 (there is no property 'm_penTarget') CEntity *GetTarget(void) const { return m_penTarget1; }; procedures: SendEventToTargets() { // if needed wait some time before event is send if (m_fWaitTime > 0.0f) { wait (m_fWaitTime) { on (EBegin) : { resume; } on (ETimer) : { stop; } on (EDeactivate) : { pass; } otherwise(): { resume; } } } // send event to all targets SendToTarget(m_penTarget1, m_eetEvent1, m_penCaused); SendToTarget(m_penTarget2, m_eetEvent2, m_penCaused); SendToTarget(m_penTarget3, m_eetEvent3, m_penCaused); SendToTarget(m_penTarget4, m_eetEvent4, m_penCaused); SendToTarget(m_penTarget5, m_eetEvent5, m_penCaused); SendToTarget(m_penTarget6, m_eetEvent6, m_penCaused); SendToTarget(m_penTarget7, m_eetEvent7, m_penCaused); SendToTarget(m_penTarget8, m_eetEvent8, m_penCaused); SendToTarget(m_penTarget9, m_eetEvent9, m_penCaused); SendToTarget(m_penTarget10, m_eetEvent10, m_penCaused); // if there is event to send in range if (m_eetRange!=EET_IGNORE) { // send in range also SendInRange(this, m_eetRange, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fSendRange)); } // if trigger gives score if (m_fScore>0) { CEntity *penCaused = FixupCausedToPlayer(this, m_penCaused); // if we have causer if (penCaused!=NULL) { // send the score EReceiveScore eScore; eScore.iPoints = m_fScore; penCaused->SendEvent(eScore); penCaused->SendEvent(ESecretFound()); } // kill score to never be reported again m_fScore = 0; } if (m_strMessage!="") { PrintCenterMessage(this, m_penCaused, TranslateConst(m_strMessage), m_fMessageTime, m_mssMessageSound); } // if max trig count is used for counting if(m_ctMaxTrigs > 0) { // decrease count m_ctMaxTrigs-=1; // if we trigged max times if( m_ctMaxTrigs <= 0) { // cease to exist Destroy(); } } return; }; Active() { ASSERT(m_bActive); // store count start value m_iCountTmp = m_iCount; //main loop wait() { on (EBegin) : { // if auto start send event on init if (m_bAutoStart) { call SendEventToTargets(); } resume; } // re-roots start events as triggers on (EStart eStart) : { SendToTarget(this, EET_TRIGGER, eStart.penCaused); resume; } // cascade trigger on (ETrigger eTrigger) : { m_penCaused = eTrigger.penCaused; // if using count if (m_bUseCount) { // count reach lowest value if (m_iCountTmp > 0) { // decrease count m_iCountTmp--; // send event if count is less than one (is zero) if (m_iCountTmp < 1) { if (m_bReuseCount) { m_iCountTmp = m_iCount; } else { m_iCountTmp = 0; } call SendEventToTargets(); } else if (m_bTellCount) { CTString strRemaining; strRemaining.PrintF(TRANS("%d more to go..."), m_iCountTmp); PrintCenterMessage(this, m_penCaused, strRemaining, 3.0f, MSS_INFO); } } // else send event } else { call SendEventToTargets(); } resume; } // if deactivated on (EDeactivate) : { // go to inactive state m_bActive = FALSE; jump Inactive(); } } }; Inactive() { ASSERT(!m_bActive); while (TRUE) { // wait wait() { // if activated on (EActivate) : { // go to active state m_bActive = TRUE; jump Active(); } otherwise() : { resume; }; }; // wait a bit to recover autowait(0.1f); } } Main() { InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); // set appearance SetModel(MODEL_MARKER); SetModelMainTexture(TEXTURE_MARKER); m_fSendRange = ClampDn(m_fSendRange, 0.01f); // spawn in world editor autowait(0.1f); // go into active or inactive state if (m_bActive) { jump Active(); } else { jump Inactive(); } // cease to exist Destroy(); return; }; };