mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
140 lines
3.8 KiB
C++
140 lines
3.8 KiB
C++
|
206
|
||
|
%{
|
||
|
#include "Entities/StdH/StdH.h"
|
||
|
%}
|
||
|
|
||
|
%{
|
||
|
|
||
|
BOOL ConsiderAll(CEntity*pen)
|
||
|
{
|
||
|
return TRUE;
|
||
|
}
|
||
|
BOOL ConsiderPlayers(CEntity*pen)
|
||
|
{
|
||
|
return IsDerivedFromClass(pen, "Player");
|
||
|
}
|
||
|
%}
|
||
|
|
||
|
class CTouchField: CRationalEntity {
|
||
|
name "Touch Field";
|
||
|
thumbnail "Thumbnails\\TouchField.tbn";
|
||
|
features "HasName", "IsTargetable";
|
||
|
|
||
|
properties:
|
||
|
1 CTString m_strName "Name" 'N' = "Touch Field", // class name
|
||
|
2 CEntityPointer m_penEnter "Enter Target" 'T' COLOR(C_BROWN|0xFF), // target to send event to
|
||
|
3 enum EventEType m_eetEnter "Enter Event" 'E' = EET_TRIGGER, // event to send on enter
|
||
|
7 CEntityPointer m_penExit "Exit Target" COLOR(C_dRED|0xFF), // target to send event to
|
||
|
8 enum EventEType m_eetExit "Exit Event" = EET_TRIGGER, // event to send on exit
|
||
|
4 BOOL m_bActive "Active" 'A' = TRUE, // is field active
|
||
|
5 BOOL m_bPlayersOnly "Players only" 'P' = TRUE, // reacts only on players
|
||
|
6 FLOAT m_tmExitCheck "Exit check time" 'X' = 0.0f, // how often to check for exit
|
||
|
9 BOOL m_bBlockNonPlayers "Block non-players" 'B' = FALSE, // everything except players cannot pass
|
||
|
|
||
|
100 CEntityPointer m_penLastIn,
|
||
|
{
|
||
|
CFieldSettings m_fsField;
|
||
|
}
|
||
|
|
||
|
components:
|
||
|
1 texture TEXTURE_FIELD "Models\\Editor\\CollisionBox.tex",
|
||
|
|
||
|
functions:
|
||
|
void SetupFieldSettings(void) {
|
||
|
m_fsField.fs_toTexture.SetData(GetTextureDataForComponent(TEXTURE_FIELD));
|
||
|
m_fsField.fs_colColor = C_WHITE|CT_OPAQUE;
|
||
|
}
|
||
|
|
||
|
CFieldSettings *GetFieldSettings(void) {
|
||
|
if (m_fsField.fs_toTexture.GetData()==NULL) {
|
||
|
SetupFieldSettings();
|
||
|
}
|
||
|
return &m_fsField;
|
||
|
};
|
||
|
|
||
|
procedures:
|
||
|
// field is active
|
||
|
WaitingEntry() {
|
||
|
m_bActive = TRUE;
|
||
|
wait() {
|
||
|
on (EBegin) : { resume; }
|
||
|
on (EDeactivate) : { jump Frozen(); }
|
||
|
// when someone passes the polygons
|
||
|
on (EPass ep) : {
|
||
|
// if should react only on players and not player
|
||
|
if (m_bPlayersOnly && !IsDerivedFromClass(ep.penOther, "Player")) {
|
||
|
// ignore
|
||
|
resume;
|
||
|
}
|
||
|
// send event
|
||
|
SendToTarget(m_penEnter, m_eetEnter, ep.penOther);
|
||
|
// if checking for exit
|
||
|
if (m_tmExitCheck>0) {
|
||
|
// remember who entered
|
||
|
m_penLastIn = ep.penOther;
|
||
|
// wait for exit
|
||
|
jump WaitingExit();
|
||
|
}
|
||
|
resume;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// waiting for entity to exit
|
||
|
WaitingExit() {
|
||
|
while(TRUE) {
|
||
|
// wait
|
||
|
wait(m_tmExitCheck) {
|
||
|
on (EBegin) : { resume; }
|
||
|
on (EDeactivate) : { jump Frozen(); }
|
||
|
on (ETimer) : {
|
||
|
// check for entities inside
|
||
|
CEntity *penNewIn;
|
||
|
if (m_bPlayersOnly) {
|
||
|
penNewIn = TouchingEntity(ConsiderPlayers, m_penLastIn);
|
||
|
} else {
|
||
|
penNewIn = TouchingEntity(ConsiderAll, m_penLastIn);
|
||
|
}
|
||
|
// if there are no entities in anymore
|
||
|
if (penNewIn==NULL) {
|
||
|
// send event
|
||
|
SendToTarget(m_penExit, m_eetExit, m_penLastIn);
|
||
|
// wait new entry
|
||
|
jump WaitingEntry();
|
||
|
}
|
||
|
m_penLastIn = penNewIn;
|
||
|
stop;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// field is frozen
|
||
|
Frozen() {
|
||
|
m_bActive = FALSE;
|
||
|
wait() {
|
||
|
on (EBegin) : { resume; }
|
||
|
on (EActivate) : { jump WaitingEntry(); }
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// main initialization
|
||
|
Main(EVoid) {
|
||
|
InitAsFieldBrush();
|
||
|
SetPhysicsFlags(EPF_BRUSH_FIXED);
|
||
|
if ( !m_bBlockNonPlayers ) {
|
||
|
SetCollisionFlags( ((ECBI_MODEL)<<ECB_TEST) | ((ECBI_BRUSH)<<ECB_IS) | ((ECBI_MODEL)<<ECB_PASS) );
|
||
|
} else {
|
||
|
SetCollisionFlags( ((ECBI_MODEL|ECBI_PLAYER|ECBI_PROJECTILE_SOLID|ECBI_PROJECTILE_MAGIC)<<ECB_TEST)
|
||
|
| ((ECBI_BRUSH)<<ECB_IS) | ((ECBI_PLAYER)<<ECB_PASS) );
|
||
|
}
|
||
|
|
||
|
if (m_bActive) {
|
||
|
jump WaitingEntry();
|
||
|
} else {
|
||
|
jump Frozen();
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
};
|
||
|
};
|