mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
235 lines
7.7 KiB
C++
235 lines
7.7 KiB
C++
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205
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%{
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#include "Entities/StdH/StdH.h"
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extern INDEX ent_bReportBrokenChains;
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%}
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class CTrigger: CRationalEntity {
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name "Trigger";
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thumbnail "Thumbnails\\Trigger.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 CTString m_strName "Name" 'N' = "Trigger", // class name
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3 CEntityPointer m_penTarget1 "Target 01" 'T' COLOR(C_RED|0xFF), // send event to entity
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4 CEntityPointer m_penTarget2 "Target 02" 'Y' COLOR(C_RED|0xFF),
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5 CEntityPointer m_penTarget3 "Target 03" 'U' COLOR(C_RED|0xFF),
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6 CEntityPointer m_penTarget4 "Target 04" 'I' COLOR(C_RED|0xFF),
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7 CEntityPointer m_penTarget5 "Target 05" 'O' COLOR(C_RED|0xFF),
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20 CEntityPointer m_penTarget6 "Target 06" COLOR(C_RED|0xFF),
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21 CEntityPointer m_penTarget7 "Target 07" COLOR(C_RED|0xFF),
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22 CEntityPointer m_penTarget8 "Target 08" COLOR(C_RED|0xFF),
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23 CEntityPointer m_penTarget9 "Target 09" COLOR(C_RED|0xFF),
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24 CEntityPointer m_penTarget10 "Target 10" COLOR(C_RED|0xFF),
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8 enum EventEType m_eetEvent1 "Event type Target 01" 'G' = EET_TRIGGER, // type of event to send
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9 enum EventEType m_eetEvent2 "Event type Target 02" 'H' = EET_TRIGGER,
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10 enum EventEType m_eetEvent3 "Event type Target 03" 'J' = EET_TRIGGER,
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11 enum EventEType m_eetEvent4 "Event type Target 04" 'K' = EET_TRIGGER,
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12 enum EventEType m_eetEvent5 "Event type Target 05" 'L' = EET_TRIGGER,
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50 enum EventEType m_eetEvent6 "Event type Target 06" = EET_TRIGGER,
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51 enum EventEType m_eetEvent7 "Event type Target 07" = EET_TRIGGER,
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52 enum EventEType m_eetEvent8 "Event type Target 08" = EET_TRIGGER,
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53 enum EventEType m_eetEvent9 "Event type Target 09" = EET_TRIGGER,
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54 enum EventEType m_eetEvent10 "Event type Target 10" = EET_TRIGGER,
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13 CTStringTrans m_strMessage "Message" 'M' = "", // message
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14 FLOAT m_fMessageTime "Message time" = 3.0f, // how long is message on screen
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15 enum MessageSound m_mssMessageSound "Message sound" = MSS_NONE, // message sound
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16 FLOAT m_fScore "Score" 'S' = 0.0f,
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30 FLOAT m_fWaitTime "Wait" 'W' = 0.0f, // wait before send events
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31 BOOL m_bAutoStart "Auto start" 'A' = FALSE, // trigger auto starts
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32 INDEX m_iCount "Count" 'C' = 1, // count before send events
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33 BOOL m_bUseCount "Count use" = FALSE, // use count to send events
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34 BOOL m_bReuseCount "Count reuse" = FALSE, // reuse counter after reaching 0
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35 BOOL m_bTellCount "Count tell" = FALSE, // tell remaining count to player
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36 BOOL m_bActive "Active" 'V' = TRUE, // starts in active/inactive state
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37 RANGE m_fSendRange "Send Range" 'R' = 1.0f, // for sending event in range
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38 enum EventEType m_eetRange "Event type Range" = EET_IGNORE, // type of event to send in range
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40 INDEX m_iCountTmp = 0, // use count value to determine when to send events
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41 CEntityPointer m_penCaused, // who touched it last time
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42 INDEX m_ctMaxTrigs "Max trigs" 'X' = -1, // how many times could trig
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components:
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1 model MODEL_MARKER "Models\\Editor\\Trigger.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\Camera.tex"
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functions:
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// get target 1 (there is no property 'm_penTarget')
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CEntity *GetTarget(void) const {
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return m_penTarget1;
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};
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procedures:
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SendEventToTargets() {
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// if needed wait some time before event is send
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if (m_fWaitTime > 0.0f) {
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wait (m_fWaitTime) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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on (EDeactivate) : { pass; }
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otherwise(): { resume; }
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}
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}
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// send event to all targets
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SendToTarget(m_penTarget1, m_eetEvent1, m_penCaused);
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SendToTarget(m_penTarget2, m_eetEvent2, m_penCaused);
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SendToTarget(m_penTarget3, m_eetEvent3, m_penCaused);
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SendToTarget(m_penTarget4, m_eetEvent4, m_penCaused);
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SendToTarget(m_penTarget5, m_eetEvent5, m_penCaused);
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SendToTarget(m_penTarget6, m_eetEvent6, m_penCaused);
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SendToTarget(m_penTarget7, m_eetEvent7, m_penCaused);
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SendToTarget(m_penTarget8, m_eetEvent8, m_penCaused);
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SendToTarget(m_penTarget9, m_eetEvent9, m_penCaused);
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SendToTarget(m_penTarget10, m_eetEvent10, m_penCaused);
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// if there is event to send in range
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if (m_eetRange!=EET_IGNORE) {
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// send in range also
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SendInRange(this, m_eetRange, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fSendRange));
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}
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// if trigger gives score
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if (m_fScore>0) {
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CEntity *penCaused = FixupCausedToPlayer(this, m_penCaused);
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// if we have causer
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if (penCaused!=NULL) {
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// send the score
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EReceiveScore eScore;
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eScore.iPoints = m_fScore;
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penCaused->SendEvent(eScore);
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penCaused->SendEvent(ESecretFound());
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}
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// kill score to never be reported again
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m_fScore = 0;
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}
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if (m_strMessage!="") {
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PrintCenterMessage(this, m_penCaused,
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TranslateConst(m_strMessage),
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m_fMessageTime, m_mssMessageSound);
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}
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// if max trig count is used for counting
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if(m_ctMaxTrigs > 0)
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{
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// decrease count
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m_ctMaxTrigs-=1;
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// if we trigged max times
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if( m_ctMaxTrigs <= 0)
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{
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// cease to exist
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Destroy();
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}
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}
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return;
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};
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Active() {
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ASSERT(m_bActive);
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// store count start value
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m_iCountTmp = m_iCount;
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//main loop
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wait() {
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on (EBegin) : {
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// if auto start send event on init
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if (m_bAutoStart) {
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call SendEventToTargets();
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}
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resume;
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}
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// re-roots start events as triggers
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on (EStart eStart) : {
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SendToTarget(this, EET_TRIGGER, eStart.penCaused);
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resume;
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}
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// cascade trigger
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on (ETrigger eTrigger) : {
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m_penCaused = eTrigger.penCaused;
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// if using count
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if (m_bUseCount) {
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// count reach lowest value
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if (m_iCountTmp > 0) {
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// decrease count
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m_iCountTmp--;
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// send event if count is less than one (is zero)
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if (m_iCountTmp < 1) {
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if (m_bReuseCount) {
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m_iCountTmp = m_iCount;
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} else {
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m_iCountTmp = 0;
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}
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call SendEventToTargets();
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} else if (m_bTellCount) {
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CTString strRemaining;
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strRemaining.PrintF(TRANS("%d more to go..."), m_iCountTmp);
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PrintCenterMessage(this, m_penCaused, strRemaining, 3.0f, MSS_INFO);
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}
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}
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// else send event
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} else {
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call SendEventToTargets();
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}
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resume;
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}
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// if deactivated
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on (EDeactivate) : {
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// go to inactive state
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m_bActive = FALSE;
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jump Inactive();
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}
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}
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};
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Inactive() {
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ASSERT(!m_bActive);
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while (TRUE) {
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// wait
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wait() {
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// if activated
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on (EActivate) : {
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// go to active state
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m_bActive = TRUE;
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jump Active();
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}
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otherwise() : {
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resume;
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};
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};
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// wait a bit to recover
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autowait(0.1f);
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}
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}
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Main() {
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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m_fSendRange = ClampDn(m_fSendRange, 0.01f);
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// spawn in world editor
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autowait(0.1f);
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// go into active or inactive state
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if (m_bActive) {
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jump Active();
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} else {
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jump Inactive();
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}
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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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};
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