/*****************************************************************************
                    The Dark Mod GPL Source Code
 
 This file is part of the The Dark Mod Source Code, originally based 
 on the Doom 3 GPL Source Code as published in 2011.
 
 The Dark Mod Source Code is free software: you can redistribute it 
 and/or modify it under the terms of the GNU General Public License as 
 published by the Free Software Foundation, either version 3 of the License, 
 or (at your option) any later version. For details, see LICENSE.TXT.
 
 Project: The Dark Mod (http://www.thedarkmod.com/)
 
 $Revision$ (Revision of last commit) 
 $Date$ (Date of last commit)
 $Author$ (Author of last commit)
 
******************************************************************************/

#include "precompiled_game.h"
#pragma hdrstop

static bool versioned = RegisterVersionedFile("$Id$");

#include "Game_local.h"
#include "StimResponse/StimResponseCollection.h"

/*
===============================================================================

  idTrigger
	
===============================================================================
*/

const idEventDef EV_Enable( "enable", EventArgs(), EV_RETURNS_VOID, "Enables the mover/trigger" );
const idEventDef EV_Disable( "disable", EventArgs(), EV_RETURNS_VOID, "Disables the mover/trigger" );

CLASS_DECLARATION( idEntity, idTrigger )
	EVENT( EV_Enable,	idTrigger::Event_Enable )
	EVENT( EV_Disable,	idTrigger::Event_Disable )
END_CLASS

/*
================
idTrigger::DrawDebugInfo
================
*/
void idTrigger::DrawDebugInfo( void ) {
	idMat3		axis = gameLocal.GetLocalPlayer()->viewAngles.ToMat3();
	idVec3		up = axis[ 2 ] * 5.0f;
	idBounds	viewTextBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
	idBounds	viewBounds( gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() );
	idBounds	box( idVec3( -4.0f, -4.0f, -4.0f ), idVec3( 4.0f, 4.0f, 4.0f ) );
	idEntity	*ent;
	idEntity	*target;
	int			i;
	bool		show;
	const function_t *func;

	viewTextBounds.ExpandSelf( 128.0f );
	viewBounds.ExpandSelf( 512.0f );
	for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
		if ( ent->GetPhysics()->GetContents() & ( CONTENTS_TRIGGER | CONTENTS_FLASHLIGHT_TRIGGER ) ) {
			show = viewBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() );
			if ( !show ) {
				for( i = 0; i < ent->targets.Num(); i++ ) {
					target = ent->targets[ i ].GetEntity();
					if ( target && viewBounds.IntersectsBounds( target->GetPhysics()->GetAbsBounds() ) ) {
						show = true;
						break;
					}
				}
			}

			if ( !show ) {
				continue;
			}

			gameRenderWorld->DebugBounds( colorOrange, ent->GetPhysics()->GetAbsBounds() );
			if ( viewTextBounds.IntersectsBounds( ent->GetPhysics()->GetAbsBounds() ) ) {
				gameRenderWorld->DrawText( ent->name.c_str(), ent->GetPhysics()->GetAbsBounds().GetCenter(), 0.1f, colorWhite, axis, 1 );
				gameRenderWorld->DrawText( ent->GetEntityDefName(), ent->GetPhysics()->GetAbsBounds().GetCenter() + up, 0.1f, colorWhite, axis, 1 );
				if ( ent->IsType( idTrigger::Type ) ) {
					func = static_cast<idTrigger *>( ent )->GetScriptFunction();
				} else {
					func = NULL;
				}

				if ( func ) {
					gameRenderWorld->DrawText( va( "call script '%s'", func->Name() ), ent->GetPhysics()->GetAbsBounds().GetCenter() - up, 0.1f, colorWhite, axis, 1 );
				}
			}

			for( i = 0; i < ent->targets.Num(); i++ ) {
				target = ent->targets[ i ].GetEntity();
				if ( target ) {
					gameRenderWorld->DebugArrow( colorYellow, ent->GetPhysics()->GetAbsBounds().GetCenter(), target->GetPhysics()->GetOrigin(), 10, 0 );
					gameRenderWorld->DebugBounds( colorGreen, box, target->GetPhysics()->GetOrigin() );
					if ( viewTextBounds.IntersectsBounds( target->GetPhysics()->GetAbsBounds() ) ) {
						gameRenderWorld->DrawText( target->name.c_str(), target->GetPhysics()->GetAbsBounds().GetCenter(), 0.1f, colorWhite, axis, 1 );
					}
				}
			}
		}
	}
}

/*
================
idTrigger::Enable
================
*/
void idTrigger::Enable( void ) 
{
	GetPhysics()->SetContents( CONTENTS_TRIGGER );
	// SR CONTENTS_RESPONSE FIX
	if( m_StimResponseColl->HasResponse() )
		GetPhysics()->SetContents( GetPhysics()->GetContents() | CONTENTS_RESPONSE );

	GetPhysics()->EnableClip();
}

/*
================
idTrigger::Disable
================
*/
void idTrigger::Disable( void ) {
	// we may be relinked if we're bound to another object, so clear the contents as well
	GetPhysics()->SetContents( 0 );
	GetPhysics()->DisableClip();
}

/*
================
idTrigger::CallScript
================
*/
void idTrigger::CallScript( void ) const {
	idThread *thread;

	if ( scriptFunction ) {
		thread = new idThread( scriptFunction );
		thread->DelayedStart( 0 );
	}
}

/*
================
idTrigger::GetScriptFunction
================
*/
const function_t *idTrigger::GetScriptFunction( void ) const {
	return scriptFunction;
}

/*
================
idTrigger::Save
================
*/
void idTrigger::Save( idSaveGame *savefile ) const {
	if ( scriptFunction ) {
		savefile->WriteString( scriptFunction->Name() );
	} else {
		savefile->WriteString( "" );
	}
}

/*
================
idTrigger::Restore
================
*/
void idTrigger::Restore( idRestoreGame *savefile ) {
	idStr funcname;
	savefile->ReadString( funcname );
	if ( funcname.Length() ) {
		scriptFunction = gameLocal.program.FindFunction( funcname );
		if ( scriptFunction == NULL ) {
			gameLocal.Warning( "idTrigger_Multi '%s' at (%s) calls unknown function '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), funcname.c_str() );
		}
	} else {
		scriptFunction = NULL;
	}
}

/*
================
idTrigger::Event_Enable
================
*/
void idTrigger::Event_Enable( void ) {
	Enable();
}

/*
================
idTrigger::Event_Disable
================
*/
void idTrigger::Event_Disable( void ) {
	Disable();
}

/*
================
idTrigger::idTrigger
================
*/
idTrigger::idTrigger() {
	scriptFunction = NULL;
}

/*
================
idTrigger::Spawn
================
*/
void idTrigger::Spawn( void ) 
{
	GetPhysics()->SetContents( CONTENTS_TRIGGER );
	// SR CONTENTS_RESPONSE FIX
	if( m_StimResponseColl->HasResponse() )
		GetPhysics()->SetContents( GetPhysics()->GetContents() | CONTENTS_RESPONSE );

	idStr funcname = spawnArgs.GetString( "call", "" );
	if ( funcname.Length() ) {
		scriptFunction = gameLocal.program.FindFunction( funcname );
		if ( scriptFunction == NULL ) {
			gameLocal.Warning( "trigger '%s' at (%s) calls unknown function '%s'", name.c_str(), GetPhysics()->GetOrigin().ToString(0), funcname.c_str() );
		}
	} else {
		scriptFunction = NULL;
	}
}


/*
===============================================================================

  idTrigger_Multi
	
===============================================================================
*/

const idEventDef EV_TriggerAction( "<triggerAction>", EventArgs('e', "", ""), EV_RETURNS_VOID, "internal");

CLASS_DECLARATION( idTrigger, idTrigger_Multi )
	EVENT( EV_Touch,			idTrigger_Multi::Event_Touch )
	EVENT( EV_Activate,			idTrigger_Multi::Event_Trigger )
	EVENT( EV_TriggerAction,	idTrigger_Multi::Event_TriggerAction )
END_CLASS


/*
================
idTrigger_Multi::idTrigger_Multi
================
*/
idTrigger_Multi::idTrigger_Multi( void ) {
	wait = 0.0f;
	random = 0.0f;
	delay = 0.0f;
	random_delay = 0.0f;
	nextTriggerTime = 0;
	removeItem = 0;
	touchClient = false;
	touchOther = false;
	triggerFirst = false;
	triggerWithSelf = false;
}

/*
================
idTrigger_Multi::Save
================
*/
void idTrigger_Multi::Save( idSaveGame *savefile ) const {
	savefile->WriteFloat( wait );
	savefile->WriteFloat( random );
	savefile->WriteFloat( delay );
	savefile->WriteFloat( random_delay );
	savefile->WriteInt( nextTriggerTime );
	savefile->WriteString( requires );
	savefile->WriteInt( removeItem );
	savefile->WriteBool( touchClient );
	savefile->WriteBool( touchOther );
	savefile->WriteBool( triggerFirst );
	savefile->WriteBool( triggerWithSelf );
}

/*
================
idTrigger_Multi::Restore
================
*/
void idTrigger_Multi::Restore( idRestoreGame *savefile ) {
	savefile->ReadFloat( wait );
	savefile->ReadFloat( random );
	savefile->ReadFloat( delay );
	savefile->ReadFloat( random_delay );
	savefile->ReadInt( nextTriggerTime );
	savefile->ReadString( requires );
	savefile->ReadInt( removeItem );
	savefile->ReadBool( touchClient );
	savefile->ReadBool( touchOther );
	savefile->ReadBool( triggerFirst );
	savefile->ReadBool( triggerWithSelf );
}

/*
================
idTrigger_Multi::Spawn

"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
"call" : Script function to call when triggered
"random"	wait variance, default is 0
Variable sized repeatable trigger.  Must be targeted at one or more entities.
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
================
*/
void idTrigger_Multi::Spawn( void ) {
	spawnArgs.GetFloat( "wait", "0.5", wait );
	spawnArgs.GetFloat( "random", "0", random );
	spawnArgs.GetFloat( "delay", "0", delay );
	spawnArgs.GetFloat( "random_delay", "0", random_delay );
	
	if ( random && ( random >= wait ) && ( wait >= 0 ) ) {
		random = wait - 1;
		gameLocal.Warning( "idTrigger_Multi '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
	}

	if ( random_delay && ( random_delay >= delay ) && ( delay >= 0 ) ) {
		random_delay = delay - 1;
		gameLocal.Warning( "idTrigger_Multi '%s' at (%s) has random_delay >= delay", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
	}

	spawnArgs.GetString( "requires", "", requires );
	spawnArgs.GetInt( "removeItem", "0", removeItem );
	spawnArgs.GetBool( "triggerFirst", "0", triggerFirst );
	spawnArgs.GetBool( "triggerWithSelf", "0", triggerWithSelf );

	if ( spawnArgs.GetBool( "anyTouch" ) ) {
		touchClient = true;
		touchOther = true;
	} else if ( spawnArgs.GetBool( "noTouch" ) ) {
		touchClient = false;
		touchOther = false;
	} else if ( spawnArgs.GetBool( "noClient" ) ) {
		touchClient = false;
		touchOther = true;
	} else {
		touchClient = true;
		touchOther = false;
	}

	nextTriggerTime = 0;

	if ( spawnArgs.GetBool( "flashlight_trigger" ) ) {
		GetPhysics()->SetContents( CONTENTS_FLASHLIGHT_TRIGGER );
	} else {
		GetPhysics()->SetContents( CONTENTS_TRIGGER );
	}
	// SR CONTENTS_RESPONSE FIX
	if( m_StimResponseColl->HasResponse() )
		GetPhysics()->SetContents( GetPhysics()->GetContents() | CONTENTS_RESPONSE );
}

/*
================
idTrigger_Multi::CheckFacing
================
*/
bool idTrigger_Multi::CheckFacing( idEntity *activator ) {
	if ( spawnArgs.GetBool( "facing" ) ) {
		if ( !activator->IsType( idPlayer::Type ) ) {
			return true;
		}
		idPlayer *player = static_cast< idPlayer* >( activator );
		float dot = player->viewAngles.ToForward() * GetPhysics()->GetAxis()[0];
		float angle = RAD2DEG( idMath::ACos( dot ) );
		if ( angle  > spawnArgs.GetFloat( "angleLimit", "30" ) ) {
			return false;
		}
	}
	return true;
}


/*
================
idTrigger_Multi::TriggerAction
================
*/
void idTrigger_Multi::TriggerAction( idEntity *activator ) {
	ActivateTargets( triggerWithSelf ? this : activator );
	CallScript();

	if ( wait >= 0 ) {
		nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
	} else {
		// we can't just remove (this) here, because this is a touch function
		// called while looping through area links...
		nextTriggerTime = gameLocal.time + 1;
		PostEventMS( &EV_Remove, 0 );
	}
}

/*
================
idTrigger_Multi::Event_TriggerAction
================
*/
void idTrigger_Multi::Event_TriggerAction( idEntity *activator ) {
	TriggerAction( activator );
}

/*
================
idTrigger_Multi::Event_Trigger

the trigger was just activated
activated should be the entity that originated the activation sequence (ie. the original target)
activator should be set to the activator so it can be held through a delay
so wait for the delay time before firing
================
*/
void idTrigger_Multi::Event_Trigger( idEntity *activator ) {
	if ( nextTriggerTime > gameLocal.time ) {
		// can't retrigger until the wait is over
		return;
	}

	// see if this trigger requires an item
	if ( !gameLocal.RequirementMet( activator, requires, removeItem ) ) {
		return;
	}

	if ( !CheckFacing( activator ) ) {
		return;
	}

	if ( triggerFirst ) {
		triggerFirst = false;
		return;
	}

	// don't allow it to trigger twice in a single frame
	nextTriggerTime = gameLocal.time + 1;

	if ( delay > 0 ) {
		// don't allow it to trigger again until our delay has passed
		nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
		PostEventSec( &EV_TriggerAction, delay, activator );
	} else {
		TriggerAction( activator );
	}
}

/*
================
idTrigger_Multi::Event_Touch
================
*/
void idTrigger_Multi::Event_Touch( idEntity *other, trace_t *trace ) {
	if( triggerFirst ) {
		return;
	}

	bool player = other->IsType( idPlayer::Type );
	if ( player ) {
		if ( !touchClient ) {
			return;
		}
		if ( static_cast< idPlayer * >( other )->spectating ) {
			return;
		}
	} else if ( !touchOther ) {
		return;
	}

	if ( nextTriggerTime > gameLocal.time ) {
		// can't retrigger until the wait is over
		return;
	}

	// see if this trigger requires an item
	if ( !gameLocal.RequirementMet( other, requires, removeItem ) ) {
		return;
	}

	if ( !CheckFacing( other ) ) {
		return;
	}

	if ( spawnArgs.GetBool( "toggleTriggerFirst" ) ) {
		triggerFirst = true;
	}

	nextTriggerTime = gameLocal.time + 1;
	if ( delay > 0 ) {
		// don't allow it to trigger again until our delay has passed
		nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
		PostEventSec( &EV_TriggerAction, delay, other );
	} else {
		TriggerAction( other );
	}
}

/*
===============================================================================

  idTrigger_EntityName
	
===============================================================================
*/

CLASS_DECLARATION( idTrigger, idTrigger_EntityName )
	EVENT( EV_Touch,			idTrigger_EntityName::Event_Touch )
	EVENT( EV_Activate,			idTrigger_EntityName::Event_Trigger )
	EVENT( EV_TriggerAction,	idTrigger_EntityName::Event_TriggerAction )
END_CLASS

/*
================
idTrigger_EntityName::idTrigger_EntityName
================
*/
idTrigger_EntityName::idTrigger_EntityName( void ) {
	wait = 0.0f;
	random = 0.0f;
	delay = 0.0f;
	random_delay = 0.0f;
	// Tels: Trigger should not fire during the first or second frame, otherwise they
	//	 can trigger entities where the script object is not yet initialized,
	//	 which will lead to endless loops or other inconsistencies.
	nextTriggerTime = 32;
	triggerFirst = false;
}

/*
================
idTrigger_EntityName::Save
================
*/
void idTrigger_EntityName::Save( idSaveGame *savefile ) const {
	savefile->WriteFloat( wait );
	savefile->WriteFloat( random );
	savefile->WriteFloat( delay );
	savefile->WriteFloat( random_delay );
	savefile->WriteInt( nextTriggerTime );
	savefile->WriteBool( triggerFirst );
	savefile->WriteString( entityName );
}

/*
================
idTrigger_EntityName::Restore
================
*/
void idTrigger_EntityName::Restore( idRestoreGame *savefile ) {
	savefile->ReadFloat( wait );
	savefile->ReadFloat( random );
	savefile->ReadFloat( delay );
	savefile->ReadFloat( random_delay );
	savefile->ReadInt( nextTriggerTime );
	savefile->ReadBool( triggerFirst );
	savefile->ReadString( entityName );
}

/*
================
idTrigger_EntityName::Spawn
================
*/
void idTrigger_EntityName::Spawn( void ) 
{
	spawnArgs.GetFloat( "wait", "0.5", wait );
	spawnArgs.GetFloat( "random", "0", random );
	spawnArgs.GetFloat( "delay", "0", delay );
	spawnArgs.GetFloat( "random_delay", "0", random_delay );
	
	if ( random && ( random >= wait ) && ( wait >= 0 ) ) {
		random = wait - 1;
		gameLocal.Warning( "idTrigger_EntityName '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
	}

	if ( random_delay && ( random_delay >= delay ) && ( delay >= 0 ) ) {
		random_delay = delay - 1;
		gameLocal.Warning( "idTrigger_EntityName '%s' at (%s) has random_delay >= delay", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
	}

	spawnArgs.GetBool( "triggerFirst", "0", triggerFirst );

	entityName = spawnArgs.GetString( "entityname" );
	if ( !entityName.Length() ) {
		gameLocal.Error( "idTrigger_EntityName '%s' at (%s) doesn't have 'entityname' key specified", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
	}

	// Tels: Trigger should not fire during the first or second frame, otherwise they
	//	 can trigger entities where the script object is not yet initialized,
	//	 which will lead to endless loops or other inconsistencies.
	nextTriggerTime = 32;

	if ( !spawnArgs.GetBool( "noTouch" ) ) 
	{
		GetPhysics()->SetContents( CONTENTS_TRIGGER );
	}
	// SR CONTENTS_RESPONSE FIX
	if( m_StimResponseColl->HasResponse() )
		GetPhysics()->SetContents( GetPhysics()->GetContents() | CONTENTS_RESPONSE );
}

/*
================
idTrigger_EntityName::TriggerAction
================
*/
void idTrigger_EntityName::TriggerAction( idEntity *activator ) {
	ActivateTargets( activator );
	CallScript();

	DM_LOG(LC_ENTITY, LT_DEBUG)LOGSTRING("idTrigger_EntityName '%s' TriggerAction was called.", name.c_str() );
	
	if ( wait >= 0 ) {
		nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
		// delay was already added by the caller
	} else {
		// we can't just remove (this) here, because this is a touch function
		// called while looping through area links...
		// Tels: Set the next trigger time to the next frame (e.g. this won't happen), then remove ourselves
		nextTriggerTime = gameLocal.time + 1;
		PostEventMS( &EV_Remove, 0 );
	}
}

/*
================
idTrigger_EntityName::Event_TriggerAction
================
*/
void idTrigger_EntityName::Event_TriggerAction( idEntity *activator ) {
	TriggerAction( activator );
}

/*
================
idTrigger_EntityName::Event_Trigger

the trigger was just activated
activated should be the entity that originated the activation sequence (ie. the original target)
activator should be set to the activator so it can be held through a delay
so wait for the delay time before firing
================
*/
void idTrigger_EntityName::Event_Trigger( idEntity *activator ) {

	DM_LOG(LC_ENTITY, LT_DEBUG)LOGSTRING("idTrigger_EntityName '%s' was triggerd (next: %i, time %i)", name.c_str(), nextTriggerTime, gameLocal.time );

	if ( nextTriggerTime > gameLocal.time ) {
		// can't retrigger until the wait is over
		return;
	}

	if ( !activator || ( activator->name != entityName ) ) {
		return;
	}

	if ( triggerFirst ) {
		triggerFirst = false;
		return;
	}

	// don't allow it to trigger twice in a single frame
	nextTriggerTime = gameLocal.time + 1;

	if ( delay > 0 ) {
		// don't allow it to trigger again until our delay has passed
		nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
		PostEventSec( &EV_TriggerAction, delay, activator );
	} else {
		TriggerAction( activator );
	}
}

/*
================
idTrigger_EntityName::Event_Touch
================
*/
void idTrigger_EntityName::Event_Touch( idEntity *other, trace_t *trace ) {

	DM_LOG(LC_ENTITY, LT_DEBUG)LOGSTRING("idTrigger_EntityName '%s' was touched (next: %i, time %i)", name.c_str(), nextTriggerTime, gameLocal.time );

	if( triggerFirst ) {
		return;
	}

	if ( nextTriggerTime > gameLocal.time ) {
		// can't retrigger until the wait is over
		return;
	}

	if ( !other || ( other->name != entityName ) ) {
		return;
	}

	nextTriggerTime = gameLocal.time + 1;
	if ( delay > 0 ) {
		// don't allow it to trigger again until our delay has passed
		nextTriggerTime += SEC2MS( delay + random_delay * gameLocal.random.CRandomFloat() );
		PostEventSec( &EV_TriggerAction, delay, other );
	} else {
		TriggerAction( other );
	}
}

/*
===============================================================================

  idTrigger_Timer
	
===============================================================================
*/

const idEventDef EV_Timer( "<timer>", EventArgs(), EV_RETURNS_VOID, "internal");

CLASS_DECLARATION( idTrigger, idTrigger_Timer )
	EVENT( EV_Timer,		idTrigger_Timer::Event_Timer )
	EVENT( EV_Activate,		idTrigger_Timer::Event_Use )
END_CLASS

/*
================
idTrigger_Timer::idTrigger_Timer
================
*/
idTrigger_Timer::idTrigger_Timer( void ) {
	random = 0.0f;
	wait = 0.0f;
	on = false;
	delay = 0.0f;
}

/*
================
idTrigger_Timer::Save
================
*/
void idTrigger_Timer::Save( idSaveGame *savefile ) const {
	savefile->WriteFloat( random );
	savefile->WriteFloat( wait );
	savefile->WriteBool( on );
	savefile->WriteFloat( delay );
	savefile->WriteString( onName );
	savefile->WriteString( offName );
}

/*
================
idTrigger_Timer::Restore
================
*/
void idTrigger_Timer::Restore( idRestoreGame *savefile ) {
	savefile->ReadFloat( random );
	savefile->ReadFloat( wait );
	savefile->ReadBool( on );
	savefile->ReadFloat( delay );
	savefile->ReadString( onName );
	savefile->ReadString( offName );
}

/*
================
idTrigger_Timer::Spawn

Repeatedly fires its targets.
Can be turned on or off by using.
================
*/
void idTrigger_Timer::Spawn( void ) {
	spawnArgs.GetFloat( "random", "1", random );
	spawnArgs.GetFloat( "wait", "1", wait );
	spawnArgs.GetBool( "start_on", "0", on );
	spawnArgs.GetFloat( "delay", "0", delay );
	onName = spawnArgs.GetString( "onName" );
	offName = spawnArgs.GetString( "offName" );

	if ( random >= wait && wait >= 0 ) {
		random = wait - 0.001;
		gameLocal.Warning( "idTrigger_Timer '%s' at (%s) has random >= wait", name.c_str(), GetPhysics()->GetOrigin().ToString(0) );
	}

	if ( on ) {
		PostEventSec( &EV_Timer, delay );
	}
}

/*
================
idTrigger_Timer::Enable
================
*/
void idTrigger_Timer::Enable( void ) {
	// if off, turn it on
	if ( !on ) {
		on = true;
		PostEventSec( &EV_Timer, delay );
	}
}

/*
================
idTrigger_Timer::Disable
================
*/
void idTrigger_Timer::Disable( void ) {
	// if on, turn it off
	if ( on ) {
		on = false;
		CancelEvents( &EV_Timer );
	}
}

/*
================
idTrigger_Timer::Event_Timer
================
*/
void idTrigger_Timer::Event_Timer( void ) {
	ActivateTargets( this );

	// set time before next firing
	if ( wait >= 0.0f ) {
		PostEventSec( &EV_Timer, wait + gameLocal.random.CRandomFloat() * random );
	}
}

/*
================
idTrigger_Timer::Event_Use
================
*/
void idTrigger_Timer::Event_Use( idEntity *activator ) {
	// if on, turn it off
	if ( on ) {
		if ( offName.Length() && offName.Icmp( activator->GetName() ) ) {
			return;
		}
		on = false;
		CancelEvents( &EV_Timer );
	} else {
		// turn it on
		if ( onName.Length() && onName.Icmp( activator->GetName() ) ) {
			return;
		}
		on = true;
		PostEventSec( &EV_Timer, delay );
	}
}

/*
===============================================================================

  idTrigger_Count
	
===============================================================================
*/

CLASS_DECLARATION( idTrigger, idTrigger_Count )
	EVENT( EV_Activate,	idTrigger_Count::Event_Trigger )
	EVENT( EV_TriggerAction,	idTrigger_Count::Event_TriggerAction )
END_CLASS

/*
================
idTrigger_Count::idTrigger_Count
================
*/
idTrigger_Count::idTrigger_Count( void ) {
	goal = 0;
	count = 0;
	delay = 0.0f;
}

/*
================
idTrigger_Count::Save
================
*/
void idTrigger_Count::Save( idSaveGame *savefile ) const {
	savefile->WriteInt( goal );
	savefile->WriteInt( count );
	savefile->WriteFloat( delay );
}

/*
================
idTrigger_Count::Restore
================
*/
void idTrigger_Count::Restore( idRestoreGame *savefile ) {
	savefile->ReadInt( goal );
	savefile->ReadInt( count );
	savefile->ReadFloat( delay );
}

/*
================
idTrigger_Count::Spawn
================
*/
void idTrigger_Count::Spawn( void ) {
	spawnArgs.GetInt( "count", "1", goal );
	spawnArgs.GetFloat( "delay", "0", delay );
	count = 0;
}

/*
================
idTrigger_Count::Event_Trigger
================
*/
void idTrigger_Count::Event_Trigger( idEntity *activator ) {
	// goal of -1 means trigger has been exhausted
	if (goal >= 0) {
		count++;
		if ( count >= goal ) {
			if (spawnArgs.GetBool("repeat")) {
				count = 0;
			} else {
				goal = -1;
			}
			PostEventSec( &EV_TriggerAction, delay, activator );
		}
	}
}

/*
================
idTrigger_Count::Event_TriggerAction
================
*/
void idTrigger_Count::Event_TriggerAction( idEntity *activator ) {
	ActivateTargets( activator );
	CallScript();
	if ( goal == -1 ) {
		PostEventMS( &EV_Remove, 0 );
	}
}

/*
===============================================================================

  idTrigger_Hurt
	
===============================================================================
*/

CLASS_DECLARATION( idTrigger, idTrigger_Hurt )
	EVENT( EV_Touch,		idTrigger_Hurt::Event_Touch )
	EVENT( EV_Activate,		idTrigger_Hurt::Event_Toggle )
END_CLASS


/*
================
idTrigger_Hurt::idTrigger_Hurt
================
*/
idTrigger_Hurt::idTrigger_Hurt( void ) {
	on = false;
	delay = 0.0f;
	nextTime = 0;
}

/*
================
idTrigger_Hurt::Save
================
*/
void idTrigger_Hurt::Save( idSaveGame *savefile ) const {
	savefile->WriteBool( on );
	savefile->WriteFloat( delay );
	savefile->WriteInt( nextTime );
}

/*
================
idTrigger_Hurt::Restore
================
*/
void idTrigger_Hurt::Restore( idRestoreGame *savefile ) {
	savefile->ReadBool( on );
	savefile->ReadFloat( delay );
	savefile->ReadInt( nextTime );
}

/*
================
idTrigger_Hurt::Spawn

	Damages activator
	Can be turned on or off by using.
================
*/
void idTrigger_Hurt::Spawn( void ) {
	spawnArgs.GetBool( "on", "1", on );
	spawnArgs.GetFloat( "delay", "1.0", delay );
	nextTime = gameLocal.time;
	Enable();
}

/*
================
idTrigger_Hurt::Event_Touch
================
*/
void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
	const char *damage;

	if ( on && other && gameLocal.time >= nextTime ) {
		damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );
		other->Damage( NULL, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT );

		ActivateTargets( other );
		CallScript();

		nextTime = gameLocal.time + SEC2MS( delay );
	}
}

/*
================
idTrigger_Hurt::Event_Toggle
================
*/
void idTrigger_Hurt::Event_Toggle( idEntity *activator ) {
	on = !on;
}


/*
===============================================================================

  idTrigger_Fade

===============================================================================
*/

CLASS_DECLARATION( idTrigger, idTrigger_Fade )
	EVENT( EV_Activate,		idTrigger_Fade::Event_Trigger )
END_CLASS

/*
================
idTrigger_Fade::Event_Trigger
================
*/
void idTrigger_Fade::Event_Trigger( idEntity *activator ) {
	idVec4		fadeColor;
	int			fadeTime;
	idPlayer	*player;

	player = gameLocal.GetLocalPlayer();
	if ( player ) {
		fadeColor = spawnArgs.GetVec4( "fadeColor", "0, 0, 0, 1" );
		fadeTime = SEC2MS( spawnArgs.GetFloat( "fadeTime", "0.5" ) );
		player->playerView.Fade( fadeColor, fadeTime );
		PostEventMS( &EV_ActivateTargets, fadeTime, activator );
	}
}

/*
===============================================================================

  idTrigger_Touch
	
===============================================================================
*/

CLASS_DECLARATION( idTrigger, idTrigger_Touch )
	EVENT( EV_Activate,		idTrigger_Touch::Event_Trigger )
END_CLASS


/*
================
idTrigger_Touch::idTrigger_Touch
================
*/
idTrigger_Touch::idTrigger_Touch( void ) {
	clipModel = NULL;
}

/*
================
idTrigger_Touch::Spawn
================
*/
void idTrigger_Touch::Spawn( void ) {
	// get the clip model
	clipModel = new idClipModel( GetPhysics()->GetClipModel() );

	// remove the collision model from the physics object
	GetPhysics()->SetClipModel( NULL, 1.0f );

	if ( spawnArgs.GetBool( "start_on" ) ) {
		BecomeActive( TH_THINK );
	}
}

/*
================
idTrigger_Touch::Save
================
*/
void idTrigger_Touch::Save( idSaveGame *savefile ) {
	savefile->WriteClipModel( clipModel );
}

/*
================
idTrigger_Touch::Restore
================
*/
void idTrigger_Touch::Restore( idRestoreGame *savefile ) {
	savefile->ReadClipModel( clipModel );
}

/*
================
idTrigger_Touch::TouchEntities
================
*/
void idTrigger_Touch::TouchEntities( void ) {
	int numClipModels, i;
	idBounds bounds;
	idClipModel *cm, *clipModelList[ MAX_GENTITIES ];

	if ( clipModel == NULL)
	{
		return;
	}

	bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
	numClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );

	for ( i = 0; i < numClipModels; i++ ) {
		cm = clipModelList[ i ];

		if ( !cm->IsTraceModel() ) {
			continue;
		}

		idEntity *entity = cm->GetEntity();

		if ( !entity ) {
			continue;
		}
		
		if ( !gameLocal.clip.ContentsModel( cm->GetOrigin(), cm, cm->GetAxis(), -1,
									clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
			continue;
		}

		ActivateTargets( entity );

		if (scriptFunction != NULL)
		{
			idThread *thread = new idThread();
			thread->CallFunction( entity, scriptFunction, false );
			thread->DelayedStart( 0 );
		}
	}
}

/*
================
idTrigger_Touch::Think
================
*/
void idTrigger_Touch::Think( void ) {
	if ( thinkFlags & TH_THINK ) {
		TouchEntities();
	}
	idEntity::Think();
}

/*
================
idTrigger_Touch::Event_Trigger
================
*/
void idTrigger_Touch::Event_Trigger( idEntity *activator ) {
	if ( thinkFlags & TH_THINK ) {
		BecomeInactive( TH_THINK );
	} else {
		BecomeActive( TH_THINK );
	}
}

/*
================
idTrigger_Touch::Enable
================
*/
void idTrigger_Touch::Enable( void ) {
	BecomeActive( TH_THINK );
}

/*
================
idTrigger_Touch::Disable
================
*/
void idTrigger_Touch::Disable( void ) {
	BecomeInactive( TH_THINK );
}
