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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ====
//
// When triggered, will attempt to fire off each of its outputs. Each output
// has its own chance of firing.
//
//=============================================================================
#include "cbase.h"
#include "entityinput.h"
#include "entityoutput.h"
#include "eventqueue.h"
#include "soundent.h"
#include "logic_random_outputs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const int SF_REMOVE_ON_FIRE = 0x001; // Relay will remove itself after being triggered.
const int SF_ALLOW_FAST_RETRIGGER = 0x002; // Unless set, entity will disable itself until the last output is sent.
LINK_ENTITY_TO_CLASS(logic_random_outputs, CLogicRandomOutputs);
BEGIN_DATADESC( CLogicRandomOutputs )
DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN), DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"),
DEFINE_AUTO_ARRAY( m_flOnTriggerChance, FIELD_FLOAT ),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable), DEFINE_INPUTFUNC(FIELD_VOID, "EnableRefire", InputEnableRefire), DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable), DEFINE_INPUTFUNC(FIELD_VOID, "Toggle", InputToggle), DEFINE_INPUTFUNC(FIELD_VOID, "Trigger", InputTrigger), DEFINE_INPUTFUNC(FIELD_VOID, "CancelPending", InputCancelPending),
// Outputs
DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"), DEFINE_OUTPUT(m_Output[0], "OnTrigger1"), DEFINE_OUTPUT(m_Output[1], "OnTrigger2"), DEFINE_OUTPUT(m_Output[2], "OnTrigger3"), DEFINE_OUTPUT(m_Output[3], "OnTrigger4"), DEFINE_OUTPUT(m_Output[4], "OnTrigger5"), DEFINE_OUTPUT(m_Output[5], "OnTrigger6"), DEFINE_OUTPUT(m_Output[6], "OnTrigger7"), DEFINE_OUTPUT(m_Output[7], "OnTrigger8"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CLogicRandomOutputs::CLogicRandomOutputs(void) { }
//-----------------------------------------------------------------------------
// Purpose: Read in the chance of firing each output
//-----------------------------------------------------------------------------
bool CLogicRandomOutputs::KeyValue( const char *szKeyName, const char *szValue ) { if ( szValue && szValue[0] ) { for ( int i=0; i < NUM_RANDOM_OUTPUTS; i++ ) { if ( FStrEq( szKeyName, UTIL_VarArgs( "OnTriggerChance%d", i ) ) ) { m_flOnTriggerChance[i] = atof( szValue ); return true; } } }
return BaseClass::KeyValue( szKeyName, szValue ); }
//------------------------------------------------------------------------------
// Kickstarts a think if we have OnSpawn connections.
//------------------------------------------------------------------------------
void CLogicRandomOutputs::Activate() { BaseClass::Activate(); if ( m_OnSpawn.NumberOfElements() > 0) { SetNextThink( gpGlobals->curtime + 0.01 ); } }
//-----------------------------------------------------------------------------
// If we have OnSpawn connections, this is called shortly after spawning to
// fire the OnSpawn output.
//-----------------------------------------------------------------------------
void CLogicRandomOutputs::Think() { // Fire an output when we spawn. This is used for self-starting an entity
// template -- since the logic_random_outputs is inside the template, it gets all the
// name and I/O connection fixup, so can target other entities in the template.
m_OnSpawn.FireOutput( this, this );
// We only get here if we had OnSpawn connections, so this is safe.
if ( m_spawnflags & SF_REMOVE_ON_FIRE ) { UTIL_Remove(this); } }
//------------------------------------------------------------------------------
// Purpose: Turns on the entity, allowing it to fire outputs.
//------------------------------------------------------------------------------
void CLogicRandomOutputs::InputEnable( inputdata_t &inputdata ) { m_bDisabled = false; }
//------------------------------------------------------------------------------
// Purpose: Enables us to fire again. This input is only posted from our Trigger
// function to prevent rapid refire.
//------------------------------------------------------------------------------
void CLogicRandomOutputs::InputEnableRefire( inputdata_t &inputdata ) { Msg(" now enabling refire\n" ); m_bWaitForRefire = false; }
//------------------------------------------------------------------------------
// Purpose: Cancels any I/O events in the queue that were fired by us.
//------------------------------------------------------------------------------
void CLogicRandomOutputs::InputCancelPending( inputdata_t &inputdata ) { g_EventQueue.CancelEvents( this );
// Stop waiting; allow another Trigger.
m_bWaitForRefire = false; }
//------------------------------------------------------------------------------
// Purpose: Turns off the entity, preventing it from firing outputs.
//------------------------------------------------------------------------------
void CLogicRandomOutputs::InputDisable( inputdata_t &inputdata ) { m_bDisabled = true; }
//------------------------------------------------------------------------------
// Purpose: Toggles the enabled/disabled state of the entity.
//------------------------------------------------------------------------------
void CLogicRandomOutputs::InputToggle( inputdata_t &inputdata ) { m_bDisabled = !m_bDisabled; }
//-----------------------------------------------------------------------------
// Purpose: Input handler that triggers the logic_random_outputs.
//-----------------------------------------------------------------------------
void CLogicRandomOutputs::InputTrigger( inputdata_t &inputdata ) { if ((!m_bDisabled) && (!m_bWaitForRefire)) { for ( int i=0 ; i < NUM_RANDOM_OUTPUTS ; i++ ) { if ( RandomFloat() <= m_flOnTriggerChance[i] ) { m_Output[i].FireOutput( inputdata.pActivator, this ); } } if (m_spawnflags & SF_REMOVE_ON_FIRE) { UTIL_Remove(this); } else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER)) { // find the max delay from all our outputs
float fMaxDelay = 0; for ( int i=0 ; i < NUM_RANDOM_OUTPUTS ; i++ ) { fMaxDelay = MAX( fMaxDelay, m_Output[i].GetMaxDelay() ); } if ( fMaxDelay > 0 ) { // Disable the relay so that it cannot be refired until after the last output
// has been fired and post an input to re-enable ourselves.
m_bWaitForRefire = true; g_EventQueue.AddEvent(this, "EnableRefire", fMaxDelay + 0.001, this, this); } } } }
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