/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 221 %{ #include "EntitiesMP/StdH/StdH.h" #include %} 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()); } else if (m_penTarget1!=NULL) { ((CTString&)m_strDescription).PrintF("->%s", (const char *) m_penTarget1->GetName()); } else { ((CTString&)m_strDescription).PrintF("->"); } 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<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(TRANSV("%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; } } };