mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 23:54:50 +01:00
419 lines
13 KiB
Erlang
419 lines
13 KiB
Erlang
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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900
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/EnvironmentMarker";
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uses "EntitiesMP/WatchPlayers";
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class CEnvironmentBase: CMovableEntity {
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name "Environment Base";
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thumbnail "Thumbnails\\EnvironmentBase.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 CTString m_strName "Name" 'N' = "Base Environment",
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2 CTString m_strDescription = "",
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3 RANGE m_fDistance "Range" 'R' = 100.0f, // distance when player is seen
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4 FLOAT m_fStretch "Stretch" 'S' = 1.0f,
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5 CEntityPointer m_penTarget "Target" 'T',
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6 CEntityPointer m_penWatcher,
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7 FLOAT m_fWatcherFrequency "Watcher frequency" = 2.0f, // watcher will look every x seconds for players
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8 FLOAT3D m_vDesiredPosition = FLOAT3D(0, 0, 0), // desired position for moving
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10 FLOAT m_fMoveSpeed "Move speed" 'V' = 2.0f,
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11 FLOAT m_fRotateSpeed "Rotate speed" 'B' = 60.0f,
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12 FLOAT m_fMoveFrequency "Move frequency" = 0.5f,
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13 BOOL m_bUseWatcher "Use watcher" = FALSE, // use individual watcher
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14 BOOL m_bFlying "Flying" 'F' = FALSE, // flying model
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16 FLOAT m_fWaitTime = 0.0f,
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20 CTFileName m_fnMdl "Model" 'M' = CTFILENAME("Models\\Editor\\Axis.mdl"),
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21 CTFileName m_fnTex "Texture" 'X' = CTString(""),
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22 ANIMATION m_iAnim "Animation" =0,
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25 CTFileName m_fnAtt1Mdl "Attachment 1 Model" = CTString(""),
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26 CTFileName m_fnAtt1Tex "Attachment 1 Texture" = CTString(""),
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27 INDEX m_iAtt1Position "Attachment 1 position"=0,
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28 ANIMATION m_iAtt1Anim "Attachment 1 animation"=0,
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30 CTFileName m_fnAtt2Mdl "Attachment 2 Model" = CTString(""),
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31 CTFileName m_fnAtt2Tex "Attachment 2 Texture" = CTString(""),
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32 INDEX m_iAtt2Position "Attachment 2 position"=1,
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33 ANIMATION m_iAtt2Anim "Attachment 2 animation"=0,
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35 CTFileName m_fnAtt3Mdl "Attachment 3 Model" = CTString(""),
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36 CTFileName m_fnAtt3Tex "Attachment 3 Texture" = CTString(""),
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37 INDEX m_iAtt3Position "Attachment 3 position"=1,
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38 ANIMATION m_iAtt3Anim "Attachment 3 animation"=0,
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components:
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1 class CLASS_WATCHPLAYERS "Classes\\WatchPlayers.ecl",
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functions:
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/* Check if entity is moved on a route set up by its targets. */
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BOOL MovesByTargetedRoute(CTString &strTargetProperty) const {
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strTargetProperty = "Target";
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return TRUE;
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};
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/* Check if entity can drop marker for making linked route. */
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BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const {
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fnmMarkerClass = CTFILENAME("Classes\\EnvironmentMarker.ecl");
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strTargetProperty = "Target";
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return TRUE;
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};
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const CTString &GetDescription(void) const {
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((CTString&)m_strDescription).PrintF("-><none>");
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if (m_penTarget!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s", m_penTarget->GetName());
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}
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return m_strDescription;
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};
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/* Get anim data for given animation property - return NULL for none. */
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CAnimData *GetAnimData(SLONG slPropertyOffset) {
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if(slPropertyOffset==offsetof(CEnvironmentBase, m_iAnim)) {
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return GetModelObject()->GetData();
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} else if(slPropertyOffset==offsetof(CEnvironmentBase, m_iAtt1Anim)) {
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CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(m_iAtt1Position);
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if( pamo != NULL) { return pamo->amo_moModelObject.GetData(); }
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return CEntity::GetAnimData(slPropertyOffset);
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} else if(slPropertyOffset==offsetof(CEnvironmentBase, m_iAtt2Anim)) {
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CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(m_iAtt2Position);
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if( pamo != NULL) { return pamo->amo_moModelObject.GetData(); }
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return CEntity::GetAnimData(slPropertyOffset);
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} else if(slPropertyOffset==offsetof(CEnvironmentBase, m_iAtt3Anim)) {
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CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(m_iAtt3Position);
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if( pamo != NULL) { return pamo->amo_moModelObject.GetData(); }
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return CEntity::GetAnimData(slPropertyOffset);
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} else {
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return CEntity::GetAnimData(slPropertyOffset);
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}
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};
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/************************************************************
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* MOVE FUNCTIONS *
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************************************************************/
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// switch to next marker
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BOOL NextMarker(void) {
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if (m_penTarget==NULL) {
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return FALSE;
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}
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// assure valid target
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if (m_penTarget!=NULL && !IsOfClass(m_penTarget, "Environment Marker")) {
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WarningMessage("Target '%s' is not of Environment Marker class!", m_penTarget->GetName());
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m_penTarget = NULL;
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return FALSE;
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}
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// get next marker
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CMarker *penTarget = (CMarker *)(CEntity*)m_penTarget;
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CMarker *penNextTarget = (CMarker *)(CEntity*)penTarget->m_penTarget;
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// if got to end
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if (penNextTarget==NULL) {
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return FALSE;
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}
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// remember next marker as current target
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m_penTarget = penNextTarget;
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return TRUE;
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};
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// calculate rotation
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void CalcRotation(ANGLE aWantedHeadingRelative, ANGLE3D &aRotation) {
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// normalize it to [-180,+180] degrees
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aWantedHeadingRelative = NormalizeAngle(aWantedHeadingRelative);
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// if desired position is left
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if (aWantedHeadingRelative<-m_fRotateSpeed*m_fMoveFrequency) {
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// start turning left
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aRotation(1) = -m_fRotateSpeed;
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// if desired position is right
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} else if (aWantedHeadingRelative>m_fRotateSpeed*m_fMoveFrequency) {
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// start turning right
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aRotation(1) = +m_fRotateSpeed;
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// if desired position is more-less ahead
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} else {
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aRotation(1) = aWantedHeadingRelative/m_fMoveFrequency;
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}
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};
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// stop moving
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void StopMoving(void) {
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SetDesiredRotation(ANGLE3D(0, 0, 0));
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SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
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};
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// move to position
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void MoveToPosition(void) {
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FLOAT3D vDesiredAngle;
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// desired angle vector
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vDesiredAngle = (m_vDesiredPosition - GetPlacement().pl_PositionVector).Normalize();
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// find relative heading towards the desired angle
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ANGLE3D aRotation(0,0,0);
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CalcRotation(GetRelativeHeading(vDesiredAngle), aRotation);
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// determine translation speed
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FLOAT3D vTranslation(0.0f, 0.0f, 0.0f);
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vTranslation(3) = -m_fMoveSpeed;
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// if flying set y axis translation speed
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if (m_bFlying) {
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vTranslation(2) = Sgn(vDesiredAngle(2)) * m_fMoveSpeed/10;
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}
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// start moving
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SetDesiredRotation(aRotation);
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SetDesiredTranslation(vTranslation);
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};
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// calc destination
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void CalcDestination() {
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// new position to walk to
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FLOAT fR = FRnd()*((CEnvironmentMarker&)*m_penTarget).m_fMarkerRange;
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FLOAT fA = FRnd()*360.0f;
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m_vDesiredPosition = m_penTarget->GetPlacement().pl_PositionVector +
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FLOAT3D(CosFast(fA)*fR, 0, SinFast(fA)*fR);
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};
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// marker parameters
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void MarkerParameters() {
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if (m_penTarget != NULL) {
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CEnvironmentMarker &em = (CEnvironmentMarker&)*m_penTarget;
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if (em.m_fMoveSpeed > 0.0f) {
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m_fMoveSpeed = em.m_fMoveSpeed;
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}
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if (em.m_fRotateSpeed > 0.0f) {
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m_fRotateSpeed = em.m_fRotateSpeed;
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}
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}
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};
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/************************************************************
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* INITIALIZE FUNCTIONS *
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************************************************************/
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void Initialize(void) {
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// declare yourself as a model
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_WALKING&~(EPF_ORIENTEDBYGRAVITY|EPF_TRANSLATEDBYGRAVITY));
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SetCollisionFlags(ECF_MODEL);
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// set model stretch -- MUST BE DONE BEFORE SETTING MODEL!
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GetModelObject()->mo_Stretch = FLOAT3D( m_fStretch, m_fStretch, m_fStretch);
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// set appearance
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SetModel(m_fnMdl);
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GetModelObject()->PlayAnim(m_iAnim, AOF_LOOPING);
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if( m_fnTex != CTString("")) {
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GetModelObject()->mo_toTexture.SetData_t(m_fnTex);
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}
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GetModelObject()->RemoveAllAttachmentModels();
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AddAttachment( m_iAtt1Position, m_fnAtt1Mdl, m_fnAtt1Tex);
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CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel( m_iAtt1Position);
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if( pamo != NULL) {
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pamo->amo_moModelObject.StartAnim( m_iAtt1Anim);
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}
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if( (m_iAtt2Position != m_iAtt1Position) && (m_fnAtt1Mdl != m_fnAtt2Mdl) ) {
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AddAttachment( m_iAtt2Position, m_fnAtt2Mdl, m_fnAtt2Tex);
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CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel( m_iAtt2Position);
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if( pamo != NULL) {
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pamo->amo_moModelObject.StartAnim( m_iAtt2Anim);
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}
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}
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if( (m_iAtt3Position != m_iAtt1Position) && (m_fnAtt1Mdl != m_fnAtt3Mdl) &&
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(m_iAtt3Position != m_iAtt2Position) && (m_fnAtt2Mdl != m_fnAtt3Mdl) ) {
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AddAttachment( m_iAtt3Position, m_fnAtt3Mdl, m_fnAtt3Tex);
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CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel( m_iAtt3Position);
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if( pamo != NULL) {
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pamo->amo_moModelObject.StartAnim( m_iAtt3Anim);
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}
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}
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// assure valid target
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if (m_penTarget!=NULL && !IsOfClass(m_penTarget, "Environment Marker")) {
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WarningMessage("Target '%s' is not of Environment Marker class!", m_penTarget->GetName());
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m_penTarget = NULL;
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}
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};
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/************************************************************
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* WATCHER FUNCTIONS *
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************************************************************/
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void InitializeWatcher(FLOAT fWaitTime) {
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// spawn player watcher
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m_penWatcher = CreateEntity(GetPlacement(), CLASS_WATCHPLAYERS);
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m_penWatcher->Initialize(EVoid());
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// setup player watcher
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CWatchPlayers &pw = (CWatchPlayers&)*m_penWatcher;
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pw.m_penOwner = this;
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pw.m_fWaitTime = 2.0f;
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pw.m_fDistance = m_fDistance;
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pw.m_bRangeWatcher = FALSE;
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pw.m_eetEventClose = EET_ENVIRONMENTSTART;
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pw.m_eetEventFar = EET_ENVIRONMENTSTOP;
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};
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/************************************************************
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* ANIMATION FUCNTIONS *
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************************************************************/
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// play default anim
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void PlayDefaultAnim(void) {
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GetModelObject()->PlayAnim(m_iAnim, AOF_LOOPING|AOF_NORESTART);
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};
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// play marker animation
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void PlayMarkerAnimation(void) {
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if (m_penTarget != NULL) {
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GetModelObject()->PlayAnim(((CEnvironmentMarker&)*m_penTarget).m_iAnim, AOF_LOOPING|AOF_NORESTART);
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}
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};
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// change default anim
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void ChangeDefaultAnim(void) {
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if (m_penTarget != NULL && ((CEnvironmentMarker&)*m_penTarget).m_bChangeDefaultAnim) {
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m_iAnim = ((CEnvironmentMarker&)*m_penTarget).m_iAnim;
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}
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};
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// wait on marker
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void WaitOnMarker(void) {
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if (m_penTarget != NULL) {
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CEnvironmentMarker &em = (CEnvironmentMarker&)*m_penTarget;
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m_fWaitTime = em.m_fWaitTime; // wait time
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m_fWaitTime += FRnd() * em.m_fRandomTime; // random wait time
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// fixed anim length
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if (em.m_bFixedAnimLength) {
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m_fWaitTime = floor(m_fWaitTime + 0.5f);
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}
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}
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};
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procedures:
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/************************************************************
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* SUPPORT PROCEDURES *
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************************************************************/
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// move to marker
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MoveToMarker(EVoid) {
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// if next marker exist
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if (NextMarker()) {
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// destination
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CalcDestination();
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// move to marker
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while ((m_vDesiredPosition-GetPlacement().pl_PositionVector).Length() > 5.0f) {
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wait(m_fMoveFrequency) {
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on (EBegin) : {
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MoveToPosition();
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resume;
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}
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on (ETimer) : { stop; }
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}
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}
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}
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// stop moving
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StopMoving();
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return EEnd();
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};
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/************************************************************
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* A C T I O N S *
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************************************************************/
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// activate
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Activate(EVoid) {
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wait() {
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on (EBegin) : { call DoAction(); }
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on (EEnvironmentStop) : { jump Stop(); }
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}
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};
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// just wait
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Stop(EVoid) {
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StopMoving();
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wait() {
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on (EBegin) : { resume; }
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on (EEnvironmentStart) : { jump Activate(); }
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}
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};
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// do actions
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DoAction(EVoid) {
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while (TRUE) {
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WaitOnMarker();
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if (m_fWaitTime > 0.0f) {
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PlayMarkerAnimation();
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autowait(m_fWaitTime);
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}
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ChangeDefaultAnim();
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MarkerParameters();
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PlayDefaultAnim();
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autocall MoveToMarker() EEnd;
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// if no more targets wait forever in last anim (if marker anim exist otherwise in default anim)
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if (m_penTarget==NULL || ((CEnvironmentMarker&)*m_penTarget).m_penTarget==NULL) {
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autowait();
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}
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}
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};
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/************************************************************
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* M A I N L O O P *
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************************************************************/
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// main loop
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MainLoop(EVoid) {
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autocall Stop() EEnd;
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// destroy player watcher
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m_penWatcher->SendEvent(EEnd());
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// cease to exist
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Destroy();
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return;
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};
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Main() {
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// initialize
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Initialize();
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// wait until game starts
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autowait(FRnd()*2.0f+1.0f);
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// initialize watcher
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if (m_bUseWatcher) {
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InitializeWatcher(m_fWatcherFrequency);
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}
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m_strDescription = "Environment base";
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jump MainLoop();
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};
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};
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