/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 206 %{ #include "EntitiesMP/StdH/StdH.h" #include "EntitiesMP/Projectile.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; }; // returns bytes of memory used by this object SLONG GetUsedMemory(void) { // initial SLONG slUsedMemory = sizeof(CTouchField) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory(); // add some more slUsedMemory += m_strName.Length(); return slUsedMemory; } procedures: // field is active WaitingEntry() { m_bActive = TRUE; wait() { on (EBegin) : { resume; } on (EDeactivate) : { jump Frozen(); } // when someone passes the polygons on (EPass ep) : { // stop enemy projectiles if blocks non players if (m_bBlockNonPlayers && IsOfClass(ep.penOther, "Projectile")) { if (!IsOfClass(((CProjectile *)&*ep.penOther)->m_penLauncher, "Player")) { EPass epass; epass.penOther = this; ep.penOther->SendEvent(epass); } } // 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)<