/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ 218 %{ #include "StdH.h" #include %} uses "EntitiesMP/ModelHolder2"; uses "EntitiesMP/Light"; // event sent to the entity that should change animation event EChangeAnim { INDEX iModelAnim, BOOL bModelLoop, INDEX iTextureAnim, BOOL bTextureLoop, INDEX iLightAnim, INDEX iAmbientLightAnim, BOOL bLightLoop, BOOL bAmbientLightLoop, COLOR colAmbient, COLOR colDiffuse, }; class CAnimationChanger : CRationalEntity { name "AnimationChanger"; thumbnail "Thumbnails\\AnimationChanger.tbn"; features "HasName", "HasTarget", "IsTargetable"; properties: 1 CTString m_strName "Name" 'N' = "Animation changer", 2 CTString m_strDescription = "", 3 CEntityPointer m_penTarget "Target" 'T' COLOR(C_GREEN|0xFF), 4 ANIMATION m_iModelAnim "Model Animation" 'M' = 0, 5 BOOL m_bModelLoop "Model Looping" = FALSE, 6 ANIMATION m_iTextureAnim "Texture Animation" 'X' = 0, 7 BOOL m_bTextureLoop "Texture Looping" = FALSE, 8 ANIMATION m_iLightAnim "Diffuse Light Animation" 'L' = 0, 9 BOOL m_bLightLoop "Diffuse Light Looping" = FALSE, 10 ANIMATION m_iAmbientLightAnim "Ambient Light Animation" 'B' = 0, 11 BOOL m_bAmbientLightLoop "Ambient Light Looping" = FALSE, 12 COLOR m_colAmbient "Ambient Light Color" 'A' = C_dBLUE, 13 COLOR m_colDiffuse "Diffuse Light Color" 'C' = C_GRAY, components: 1 model MODEL_CHANGER "Models\\Editor\\AnimationChanger.mdl", 2 texture TEXTURE_CHANGER "Models\\Editor\\AnimationChanger.tex" functions: const CTString &GetDescription(void) const { ((CTString&)m_strDescription).PrintF("->"); if (m_penTarget!=NULL) { ((CTString&)m_strDescription).PrintF("->%s", m_penTarget->GetName()); } return m_strDescription; } /* Get anim data for given animation property - return NULL for none. */ CAnimData *GetAnimData(SLONG slPropertyOffset) { CEntity *penTarget = m_penTarget; if (penTarget==NULL) { return NULL; } if (IsOfClass(penTarget, "AnimationHub")) { penTarget = ((CAnimationHub*)penTarget)->m_penTarget0; } if (penTarget==NULL) { return NULL; } // if modelholder if (IsOfClass(penTarget, "ModelHolder2")) { CModelHolder2 *penModel = (CModelHolder2*)&*penTarget; if (slPropertyOffset==offsetof(CAnimationChanger, m_iModelAnim)) { return penModel->GetModelObject()->GetData(); } else if (slPropertyOffset==offsetof(CAnimationChanger, m_iTextureAnim)) { return penModel->GetModelObject()->mo_toTexture.GetData(); } else if (slPropertyOffset==offsetof(CAnimationChanger, m_iLightAnim)) { return penModel->m_aoLightAnimation.GetData(); } // if light } else if (IsOfClass(penTarget, "Light")) { CLight *penLight = (CLight*)&*penTarget; if (slPropertyOffset==offsetof(CAnimationChanger, m_iLightAnim)) { return penLight->m_aoLightAnimation.GetData(); } else if (slPropertyOffset==offsetof(CAnimationChanger, m_iAmbientLightAnim)) { return penLight->m_aoAmbientLightAnimation.GetData(); } } return CEntity::GetAnimData(slPropertyOffset); }; procedures: Main() { InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); // set appearance SetModel(MODEL_CHANGER); SetModelMainTexture(TEXTURE_CHANGER); // check target type if (m_penTarget!=NULL && !IsOfClass(m_penTarget, "AnimationHub") && !IsOfClass(m_penTarget, "ModelHolder2") && !IsOfClass(m_penTarget, "Light")) { WarningMessage("Target must be AnimationHub ModelHolder2 or Light!"); m_penTarget=NULL; } if (m_penTarget==NULL) { return; } //main loop wait() { on (EBegin) : { resume; } on (EStart) : { EChangeAnim eChange; eChange.iModelAnim =m_iModelAnim ; eChange.iTextureAnim =m_iTextureAnim; eChange.iLightAnim =m_iLightAnim ; eChange.iAmbientLightAnim =m_iAmbientLightAnim; eChange.bModelLoop =m_bModelLoop ; eChange.bTextureLoop =m_bTextureLoop; eChange.bLightLoop =m_bLightLoop ; eChange.colAmbient =m_colAmbient ; eChange.colDiffuse =m_colDiffuse ; m_penTarget->SendEvent(eChange); resume; } } return; } };