From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/logicrelay.cpp | 162 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 162 insertions(+) create mode 100644 mp/src/game/server/logicrelay.cpp (limited to 'mp/src/game/server/logicrelay.cpp') diff --git a/mp/src/game/server/logicrelay.cpp b/mp/src/game/server/logicrelay.cpp new file mode 100644 index 00000000..9db7c971 --- /dev/null +++ b/mp/src/game/server/logicrelay.cpp @@ -0,0 +1,162 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// A message forwarder. Fires an OnTrigger output when triggered, and can be +// disabled to prevent forwarding outputs. +// +// Useful as an intermediary between one entity and another for turning on or +// off an I/O connection, or as a container for holding a set of outputs that +// can be triggered from multiple places. +// +//============================================================================= + +#include "cbase.h" +#include "entityinput.h" +#include "entityoutput.h" +#include "eventqueue.h" +#include "soundent.h" +#include "logicrelay.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, relay will disable itself until the last output is sent. + +LINK_ENTITY_TO_CLASS(logic_relay, CLogicRelay); + + +BEGIN_DATADESC( CLogicRelay ) + + DEFINE_FIELD(m_bWaitForRefire, FIELD_BOOLEAN), + DEFINE_KEYFIELD(m_bDisabled, FIELD_BOOLEAN, "StartDisabled"), + + // 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_OnTrigger, "OnTrigger"), + DEFINE_OUTPUT(m_OnSpawn, "OnSpawn"), + +END_DATADESC() + + + +//----------------------------------------------------------------------------- +// Purpose: Constructor. +//----------------------------------------------------------------------------- +CLogicRelay::CLogicRelay(void) +{ +} + + +//------------------------------------------------------------------------------ +// Kickstarts a think if we have OnSpawn connections. +//------------------------------------------------------------------------------ +void CLogicRelay::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 CLogicRelay::Think() +{ + // Fire an output when we spawn. This is used for self-starting an entity + // template -- since the logic_relay 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 relay, allowing it to fire outputs. +//------------------------------------------------------------------------------ +void CLogicRelay::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 CLogicRelay::InputEnableRefire( inputdata_t &inputdata ) +{ + m_bWaitForRefire = false; +} + + +//------------------------------------------------------------------------------ +// Purpose: Cancels any I/O events in the queue that were fired by us. +//------------------------------------------------------------------------------ +void CLogicRelay::InputCancelPending( inputdata_t &inputdata ) +{ + g_EventQueue.CancelEvents( this ); + + // Stop waiting; allow another Trigger. + m_bWaitForRefire = false; +} + + +//------------------------------------------------------------------------------ +// Purpose: Turns off the relay, preventing it from firing outputs. +//------------------------------------------------------------------------------ +void CLogicRelay::InputDisable( inputdata_t &inputdata ) +{ + m_bDisabled = true; +} + + +//------------------------------------------------------------------------------ +// Purpose: Toggles the enabled/disabled state of the relay. +//------------------------------------------------------------------------------ +void CLogicRelay::InputToggle( inputdata_t &inputdata ) +{ + m_bDisabled = !m_bDisabled; +} + + +//----------------------------------------------------------------------------- +// Purpose: Input handler that triggers the relay. +//----------------------------------------------------------------------------- +void CLogicRelay::InputTrigger( inputdata_t &inputdata ) +{ + if ((!m_bDisabled) && (!m_bWaitForRefire)) + { + m_OnTrigger.FireOutput( inputdata.pActivator, this ); + + if (m_spawnflags & SF_REMOVE_ON_FIRE) + { + UTIL_Remove(this); + } + else if (!(m_spawnflags & SF_ALLOW_FAST_RETRIGGER)) + { + // + // 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", m_OnTrigger.GetMaxDelay() + 0.001, this, this); + } + } +} + -- cgit v1.2.3