Serious-Engine/Sources/EntitiesMP/DoorController.es

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
221
%{
#include "StdH.h"
#include <Engine/CurrentVersion.h>
%}
uses "EntitiesMP/KeyItem";
uses "EntitiesMP/Player";
enum DoorType {
0 DT_AUTO "Auto", // opens automatically
1 DT_TRIGGERED "Triggered", // opens when triggered
2 DT_LOCKED "Locked", // requires a key
3 DT_TRIGGEREDAUTO "Triggered Auto", // opens automatically after being triggered
};
class CDoorController : CRationalEntity {
name "DoorController";
thumbnail "Thumbnails\\DoorController.tbn";
features "HasName", "IsTargetable";
properties:
1 CTString m_strName "Name" 'N' = "DoorController",
2 CTString m_strDescription = "",
3 CEntityPointer m_penTarget1 "Target1" 'T' COLOR(C_MAGENTA|0xFF),
4 CEntityPointer m_penTarget2 "Target2" COLOR(C_MAGENTA|0xFF),
5 FLOAT m_fWidth "Width" 'W' = 2.0f,
6 FLOAT m_fHeight "Height" 'H' = 3.0f,
7 BOOL m_bPlayersOnly "Players Only" 'P' = TRUE,
8 enum DoorType m_dtType "Type" 'Y' = DT_AUTO,
9 CTStringTrans m_strLockedMessage "Locked message" 'L' = "",
13 CEntityPointer m_penLockedTarget "Locked target" COLOR(C_dMAGENTA|0xFF), // target to trigger when locked
12 enum KeyItemType m_kitKey "Key" 'K' = KIT_BOOKOFWISDOM, // key type (for locked door)
14 BOOL m_bTriggerOnAnything "Trigger on anything" = FALSE,
15 BOOL m_bActive "Active" 'A' = TRUE, // automatic door function can be activated/deactivated
10 BOOL m_bLocked = FALSE, // for lock/unlock door
11 CEntityPointer m_penCaused, // for trigger relaying
components:
1 model MODEL_DOORCONTROLLER "Models\\Editor\\DoorController.mdl",
2 texture TEXTURE_DOORCONTROLLER "Models\\Editor\\DoorController.tex",
functions:
CEntity *GetTarget(void) const { return m_penTarget1; };
const CTString &GetDescription(void) const
{
if (m_penTarget1!=NULL && m_penTarget2!=NULL) {
((CTString&)m_strDescription).PrintF("->%s,%s",
(const char *) m_penTarget1->GetName(), (const char *) m_penTarget2->GetName());
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} else if (m_penTarget1!=NULL) {
((CTString&)m_strDescription).PrintF("->%s",
(const char *) m_penTarget1->GetName());
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} else {
((CTString&)m_strDescription).PrintF("-><none>");
}
return m_strDescription;
}
// test if this door reacts on this entity
BOOL CanReactOnEntity(CEntity *pen)
{
if (pen==NULL) {
return FALSE;
}
// never react on non-live or dead entities
if (!(pen->GetFlags()&ENF_ALIVE)) {
return FALSE;
}
if (m_bPlayersOnly && !IsDerivedFromClass(pen, "Player")) {
return FALSE;
}
return TRUE;
}
// test if this door can be triggered by this entity
BOOL CanTriggerOnEntity(CEntity *pen)
{
return m_bTriggerOnAnything || CanReactOnEntity(pen);
}
void TriggerDoor(void)
{
if (m_penTarget1!=NULL) {
SendToTarget(m_penTarget1, EET_TRIGGER, m_penCaused);
}
if (m_penTarget2!=NULL) {
SendToTarget(m_penTarget2, EET_TRIGGER, m_penCaused);
}
}
// apply mirror and stretch to the entity
void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX)
{
// stretch its ranges
m_fWidth*=fStretch;
m_fHeight*=fStretch;
}
// returns bytes of memory used by this object
SLONG GetUsedMemory(void)
{
// initial
SLONG slUsedMemory = sizeof(CDoorController) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
// add some more
slUsedMemory += m_strDescription.Length();
slUsedMemory += m_strName.Length();
slUsedMemory += m_strLockedMessage.Length();
return slUsedMemory;
}
procedures:
// entry point for automatic functioning
DoorAuto()
{
// go into active or inactive state
if (m_bActive) {
jump DoorAutoActive();
} else {
jump DoorAutoInactive();
}
}
// automatic door active state
DoorAutoActive()
{
ASSERT(m_bActive);
while (TRUE) {
// wait
wait() {
// when someone enters
on (EPass ePass) : {
// if he can open the door
if (CanReactOnEntity(ePass.penOther)) {
// do it
m_penCaused = ePass.penOther;
TriggerDoor();
// this is a very ugly fix for cooperative not finishing in the demo level
// remove this when not needed any more!!!!
if(_SE_DEMO && GetSP()->sp_bCooperative && !GetSP()->sp_bSinglePlayer) {
if (m_strName=="Appear gold amon") {
CPlayer *penPlayer = (CPlayer*)&*ePass.penOther;
penPlayer->SetGameEnd();
}
}
resume;
}
resume;
}
// if door is deactivated
on (EDeactivate) : {
// go to inactive state
m_bActive = FALSE;
jump DoorAutoInactive();
}
otherwise() : {
resume;
};
};
// wait a bit to recover
autowait(0.1f);
}
}
// automatic door inactive state
DoorAutoInactive()
{
ASSERT(!m_bActive);
while (TRUE) {
// wait
wait() {
// if door is activated
on (EActivate) : {
// go to active state
m_bActive = TRUE;
jump DoorAutoActive();
}
otherwise() : {
resume;
};
};
// wait a bit to recover
autowait(0.1f);
}
}
// door when do not function anymore
DoorDummy()
{
wait() {
on (EBegin) : {
resume;
}
otherwise() : {
resume;
};
}
}
// door that wait to be triggered to open
DoorTriggered()
{
while (TRUE) {
// wait to someone enter
wait() {
on (EPass ePass) : {
if (CanReactOnEntity(ePass.penOther)) {
if (m_strLockedMessage!="") {
PrintCenterMessage(this, ePass.penOther, TranslateConst(m_strLockedMessage), 3.0f, MSS_INFO);
}
if (m_penLockedTarget!=NULL) {
SendToTarget(m_penLockedTarget, EET_TRIGGER, ePass.penOther);
}
resume;
}
}
on (ETrigger eTrigger) : {
m_penCaused = eTrigger.penCaused;
TriggerDoor();
jump DoorDummy();
}
otherwise() : {
resume;
};
};
// wait a bit to recover
autowait(0.1f);
}
}
// door that need a key to be unlocked to open
DoorLocked()
{
while (TRUE) {
// wait to someone enter
wait() {
on (EPass ePass) : {
if (IsDerivedFromClass(ePass.penOther, "Player")) {
CPlayer *penPlayer = (CPlayer*)&*ePass.penOther;
// if he has the key
ULONG ulKey = (1<<INDEX(m_kitKey));
if (penPlayer->m_ulKeys&ulKey) {
// use the key
penPlayer->m_ulKeys&=~ulKey;
// open the dook
TriggerDoor();
/*
// tell the key bearer that the key was used
CTString strMsg;
strMsg.PrintF(TRANS("%s used"), GetKeyName(m_kitKey));
PrintCenterMessage(this, ePass.penOther, strMsg, 3.0f, MSS_INFO);
*/
// become automatic door
jump DoorAuto();
// if he has no key
} else {
if (m_penLockedTarget!=NULL) {
SendToTarget(m_penLockedTarget, EET_TRIGGER, ePass.penOther);
}
}
resume;
}
}
otherwise() : {
resume;
};
};
// wait a bit to recover
autowait(0.1f);
}
}
// door that need to be triggered to start working automatically
DoorTriggeredAuto()
{
while (TRUE) {
// wait to be triggered
wait() {
on (ETrigger eTrigger) : {
// become auto door
jump DoorAuto();
}
on (EPass ePass) : {
if (CanReactOnEntity(ePass.penOther)) {
if (m_strLockedMessage!="") {
PrintCenterMessage(this, ePass.penOther, TranslateConst(m_strLockedMessage), 3.0f, MSS_INFO);
}
if (m_penLockedTarget!=NULL) {
SendToTarget(m_penLockedTarget, EET_TRIGGER, ePass.penOther);
}
}
resume;
}
otherwise() : {
resume;
};
};
// wait a bit to recover
autowait(0.1f);
}
}
Main()
{
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_TOUCHMODEL);
// set appearance
GetModelObject()->StretchModel(FLOAT3D(m_fWidth, m_fHeight, m_fWidth));
SetModel(MODEL_DOORCONTROLLER);
SetModelMainTexture(TEXTURE_DOORCONTROLLER);
ModelChangeNotify();
// don't start in wed
autowait(0.1f);
// dispatch to aproppriate loop
switch(m_dtType) {
case DT_AUTO: {
jump DoorAuto();
} break;
case DT_TRIGGERED: {
jump DoorTriggered();
} break;
case DT_TRIGGEREDAUTO: {
jump DoorTriggeredAuto();
} break;
case DT_LOCKED: {
jump DoorLocked();
} break;
}
}
};