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Engine.Trigger


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//=============================================================================
// Trigger: senses things happening in its proximity and generates 
// sends Trigger/UnTrigger to actors whose names match 'EventName'.
//=============================================================================
class Trigger extends Triggers
    native;

#exec Texture Import File=Textures\Trigger.pcx Name=S_Trigger Mips=Off Flags=2

//-----------------------------------------------------------------------------
// Trigger variables.

// Trigger type.
var() enum ETriggerType
{
    TT_PlayerProximity, // Trigger is activated by player proximity.
    TT_PawnProximity,   // Trigger is activated by any pawn's proximity
    TT_ClassProximity,  // Trigger is activated by actor of that class only
    TT_AnyProximity,    // Trigger is activated by any actor in proximity.
    TT_Shoot,           // Trigger is activated by player shooting it.
} TriggerType;

// Human readable triggering message.
var() localized string Message;

// Only trigger once and then go dormant.
var() bool bTriggerOnceOnly;

// For triggers that are activated/deactivated by other triggers.
var() bool bInitiallyActive;

var() class<actor> ClassProximityType;

var() float RepeatTriggerTime; //if > 0, repeat trigger message at this interval is still touching other
var() float ReTriggerDelay; //minimum time before trigger can be triggered again
var   float TriggerTime;
var() float DamageThreshold; //minimum damage to trigger if TT_Shoot

// AI vars
var actor TriggerActor; // actor that triggers this trigger
var actor TriggerActor2;

//=============================================================================
// AI related functions

function PostBeginPlay()
{
    if ( !bInitiallyActive )
        FindTriggerActor();
    if ( TriggerType == TT_Shoot )
    {
        bHidden = false;
        bProjTarget = true;
        DrawType = DT_None;
    }
        
    Super.PostBeginPlay();
}

function FindTriggerActor()
{
    local Actor A;

    TriggerActor = None;
    TriggerActor2 = None;
    ForEach AllActors(class 'Actor', A)
        if ( A.Event == Tag)
        {
            if ( Counter(A) != None )
                return; //FIXME - handle counters
            if (TriggerActor == None)
                TriggerActor = A;
            else
            {
                TriggerActor2 = A;
                return;
            }
        }
}

function Actor SpecialHandling(Pawn Other)
{
    local int i;

    if ( bTriggerOnceOnly && !bCollideActors )
        return None;

    if ( (TriggerType == TT_PlayerProximity) && !Other.bIsPlayer )
        return None;

    if ( !bInitiallyActive )
    {
        if ( TriggerActor == None )
            FindTriggerActor();
        if ( TriggerActor == None )
            return None;
        if ( (TriggerActor2 != None) 
            && (VSize(TriggerActor2.Location - Other.Location) < VSize(TriggerActor.Location - Other.Location)) )
            return TriggerActor2;
        else
            return TriggerActor;
    }

    // is this a shootable trigger?
    if ( TriggerType == TT_Shoot )
    {
        if ( !Other.bCanDoSpecial || (Other.Weapon == None) )
            return None;

        Other.Target = self;
        Other.bShootSpecial = true;
        Other.FireWeapon();
        Other.bFire = 0;
        Other.bAltFire = 0;
        return Other;
    }

    // can other trigger it right away?
    if ( IsRelevant(Other) )
    {
        for (i=0;i<4;i++)
            if (Touching[i] == Other)
                Touch(Other);
        return self;
    }

    return self;
}

// when trigger gets turned on, check its touch list

function CheckTouchList()
{
    local int i;

    for (i=0;i<4;i++)
        if ( Touching[i] != None )
            Touch(Touching[i]);
}

//=============================================================================
// Trigger states.

// Trigger is always active.
state() NormalTrigger
{
}

// Other trigger toggles this trigger's activity.
state() OtherTriggerToggles
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        bInitiallyActive = !bInitiallyActive;
        if ( bInitiallyActive )
            CheckTouchList();
    }
}

// Other trigger turns this on.
state() OtherTriggerTurnsOn
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        local bool bWasActive;

        bWasActive = bInitiallyActive;
        bInitiallyActive = true;
        if ( !bWasActive )
            CheckTouchList();
    }
}

// Other trigger turns this off.
state() OtherTriggerTurnsOff
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        bInitiallyActive = false;
    }
}

//=============================================================================
// Trigger logic.

//
// See whether the other actor is relevant to this trigger.
//
function bool IsRelevant( actor Other )
{
    if( !bInitiallyActive )
        return false;
    switch( TriggerType )
    {
        case TT_PlayerProximity:
            return Pawn(Other)!=None && Pawn(Other).bIsPlayer;
        case TT_PawnProximity:
            return Pawn(Other)!=None && ( Pawn(Other).Intelligence > BRAINS_None );
        case TT_ClassProximity:
            return ClassIsChildOf(Other.Class, ClassProximityType);
        case TT_AnyProximity:
            return true;
        case TT_Shoot:
            return ( (Projectile(Other) != None) && (Projectile(Other).Damage >= DamageThreshold) );
    }
}
//
// Called when something touches the trigger.
//
function Touch( actor Other )
{
    local actor A;
    if( IsRelevant( Other ) )
    {
        if ( ReTriggerDelay > 0 )
        {
            if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay )
                return;
            TriggerTime = Level.TimeSeconds;
        }
        // Broadcast the Trigger message to all matching actors.
        if( Event != '' )
            foreach AllActors( class 'Actor', A, Event )
                A.Trigger( Other, Other.Instigator );

        if ( Other.IsA('Pawn') && (Pawn(Other).SpecialGoal == self) )
            Pawn(Other).SpecialGoal = None;
                
        if( Message != "" )
            // Send a string message to the toucher.
            Other.Instigator.ClientMessage( Message );

        if( bTriggerOnceOnly )
            // Ignore future touches.
            SetCollision(False);
        else if ( RepeatTriggerTime > 0 )
            SetTimer(RepeatTriggerTime, false);
    }
}

function Timer()
{
    local bool bKeepTiming;
    local int i;

    bKeepTiming = false;

    for (i=0;i<4;i++)
        if ( (Touching[i] != None) && IsRelevant(Touching[i]) )
        {
            bKeepTiming = true;
            Touch(Touching[i]);
        }

    if ( bKeepTiming )
        SetTimer(RepeatTriggerTime, false);
}

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                        Vector momentum, name damageType)
{
    local actor A;

    if ( bInitiallyActive && (TriggerType == TT_Shoot) && (Damage >= DamageThreshold) && (instigatedBy != None) )
    {
        if ( ReTriggerDelay > 0 )
        {
            if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay )
                return;
            TriggerTime = Level.TimeSeconds;
        }
        // Broadcast the Trigger message to all matching actors.
        if( Event != '' )
            foreach AllActors( class 'Actor', A, Event )
                A.Trigger( instigatedBy, instigatedBy );

        if( Message != "" )
            // Send a string message to the toucher.
            instigatedBy.Instigator.ClientMessage( Message );

        if( bTriggerOnceOnly )
            // Ignore future touches.
            SetCollision(False);
    }
}

//
// When something untouches the trigger.
//
function UnTouch( actor Other )
{
    local actor A;
    if( IsRelevant( Other ) )
    {
        // Untrigger all matching actors.
        if( Event != '' )
            foreach AllActors( class 'Actor', A, Event )
                A.UnTrigger( Other, Other.Instigator );
    }
}

defaultproperties
{
     bInitiallyActive=True
     InitialState=NormalTrigger
     Texture=Texture'Engine.S_Trigger'
}

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Class file time: za 22-4-2006 13:27:48.000 - Creation time: za 22-4-2006 13:29:31.484 - Created with UnCodeX