mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-01 22:25:53 +01:00
132 lines
3.3 KiB
Erlang
132 lines
3.3 KiB
Erlang
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/BasicEffects";
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class CTeleport : CRationalEntity {
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name "Teleport";
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thumbnail "Thumbnails\\Teleport.tbn";
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features "HasName", "HasTarget", "IsTargetable", "IsImportant";
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properties:
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1 CTString m_strName "Name" 'N' = "Teleport",
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3 CTString m_strDescription = "",
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2 CEntityPointer m_penTarget "Target" 'T' COLOR(C_BROWN|0xFF),
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4 FLOAT m_fWidth "Width" 'W' = 2.0f,
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5 FLOAT m_fHeight "Height" 'H' = 3.0f,
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6 BOOL m_bActive "Active" 'A' = TRUE,
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7 BOOL m_bPlayersOnly "Players only" 'P' = TRUE,
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8 BOOL m_bForceStop "Force stop" 'F' = FALSE,
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components:
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1 model MODEL_TELEPORT "Models\\Editor\\Teleport.mdl",
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2 texture TEXTURE_TELEPORT "Models\\Editor\\Teleport.tex",
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3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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functions:
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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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void TeleportEntity(CEntity *pen, const CPlacement3D &pl)
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{
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// teleport back
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pen->Teleport(pl);
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// spawn teleport effect
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ESpawnEffect ese;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_TELEPORT;
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ese.vNormal = FLOAT3D(0,1,0);
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FLOATaabbox3D box;
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pen->GetBoundingBox(box);
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FLOAT fEntitySize = box.Size().MaxNorm()*2;
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ese.vStretch = FLOAT3D(fEntitySize, fEntitySize, fEntitySize);
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CEntityPointer penEffect = CreateEntity(pl, CLASS_BASIC_EFFECT);
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penEffect->Initialize(ese);
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}
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// returns bytes of memory used by this object
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SLONG GetUsedMemory(void)
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{
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// initial
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SLONG slUsedMemory = sizeof(CTeleport) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
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// add some more
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slUsedMemory += m_strName.Length();
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slUsedMemory += m_strDescription.Length();
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return slUsedMemory;
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}
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procedures:
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Main()
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{
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_TOUCHMODEL);
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// correct height so teleport could collide as sphere
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if(m_fHeight<m_fWidth)
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{
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m_fHeight=m_fWidth;
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}
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// set appearance
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GetModelObject()->StretchModel(FLOAT3D(m_fWidth, m_fHeight, m_fWidth));
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SetModel(MODEL_TELEPORT);
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ModelChangeNotify();
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SetModelMainTexture(TEXTURE_TELEPORT);
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while (TRUE) {
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// wait to someone enter and teleport it
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wait() {
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on (EPass ePass) : {
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if (m_penTarget!=NULL && m_bActive) {
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if (m_bPlayersOnly && !IsOfClass(ePass.penOther, "Player")) {
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resume;
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}
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TeleportEntity(ePass.penOther, m_penTarget->GetPlacement());
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if (m_bForceStop && (ePass.penOther->GetPhysicsFlags()&EPF_MOVABLE) ) {
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((CMovableEntity*)&*ePass.penOther)->ForceFullStop();
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}
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stop;
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}
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resume;
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}
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on (EActivate) : {
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m_bActive = TRUE;
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resume;
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}
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on (EDeactivate) : {
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m_bActive = FALSE;
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resume;
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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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};
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