mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
174 lines
4.6 KiB
JavaScript
174 lines
4.6 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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%{
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#include "StdH.h"
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#include "EntitiesMP/Projectile.h"
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%}
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%{
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BOOL ConsiderAll(CEntity*pen)
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{
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return TRUE;
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}
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BOOL ConsiderPlayers(CEntity*pen)
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{
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return IsDerivedFromClass(pen, "Player");
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}
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%}
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class CTouchField: CRationalEntity {
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name "Touch Field";
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thumbnail "Thumbnails\\TouchField.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 CTString m_strName "Name" 'N' = "Touch Field", // class name
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2 CEntityPointer m_penEnter "Enter Target" 'T' COLOR(C_BROWN|0xFF), // target to send event to
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3 enum EventEType m_eetEnter "Enter Event" 'E' = EET_TRIGGER, // event to send on enter
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7 CEntityPointer m_penExit "Exit Target" COLOR(C_dRED|0xFF), // target to send event to
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8 enum EventEType m_eetExit "Exit Event" = EET_TRIGGER, // event to send on exit
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4 BOOL m_bActive "Active" 'A' = TRUE, // is field active
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5 BOOL m_bPlayersOnly "Players only" 'P' = TRUE, // reacts only on players
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6 FLOAT m_tmExitCheck "Exit check time" 'X' = 0.0f, // how often to check for exit
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9 BOOL m_bBlockNonPlayers "Block non-players" 'B' = FALSE, // everything except players cannot pass
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100 CEntityPointer m_penLastIn,
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{
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CFieldSettings m_fsField;
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}
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components:
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1 texture TEXTURE_FIELD "Models\\Editor\\CollisionBox.tex",
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functions:
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void SetupFieldSettings(void)
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{
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m_fsField.fs_toTexture.SetData(GetTextureDataForComponent(TEXTURE_FIELD));
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m_fsField.fs_colColor = C_WHITE|CT_OPAQUE;
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}
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CFieldSettings *GetFieldSettings(void) {
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if (m_fsField.fs_toTexture.GetData()==NULL) {
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SetupFieldSettings();
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}
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return &m_fsField;
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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(CTouchField) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
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// add some more
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slUsedMemory += m_strName.Length();
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return slUsedMemory;
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}
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procedures:
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// field is active
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WaitingEntry() {
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m_bActive = TRUE;
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wait() {
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on (EBegin) : { resume; }
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on (EDeactivate) : { jump Frozen(); }
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// when someone passes the polygons
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on (EPass ep) : {
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// stop enemy projectiles if blocks non players
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if (m_bBlockNonPlayers && IsOfClass(ep.penOther, "Projectile"))
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{
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if (!IsOfClass(((CProjectile *)&*ep.penOther)->m_penLauncher, "Player")) {
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EPass epass;
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epass.penOther = this;
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ep.penOther->SendEvent(epass);
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}
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}
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// if should react only on players and not player,
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if (m_bPlayersOnly && !IsDerivedFromClass(ep.penOther, "Player")) {
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// ignore
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resume;
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}
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// send event
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SendToTarget(m_penEnter, m_eetEnter, ep.penOther);
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// if checking for exit
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if (m_tmExitCheck>0) {
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// remember who entered
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m_penLastIn = ep.penOther;
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// wait for exit
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jump WaitingExit();
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}
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resume;
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}
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}
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};
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// waiting for entity to exit
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WaitingExit() {
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while(TRUE) {
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// wait
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wait(m_tmExitCheck) {
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on (EBegin) : { resume; }
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on (EDeactivate) : { jump Frozen(); }
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on (ETimer) : {
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// check for entities inside
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CEntity *penNewIn;
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if (m_bPlayersOnly) {
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penNewIn = TouchingEntity(ConsiderPlayers, m_penLastIn);
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} else {
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penNewIn = TouchingEntity(ConsiderAll, m_penLastIn);
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}
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// if there are no entities in anymore
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if (penNewIn==NULL) {
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// send event
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SendToTarget(m_penExit, m_eetExit, m_penLastIn);
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// wait new entry
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jump WaitingEntry();
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}
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m_penLastIn = penNewIn;
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stop;
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}
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}
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}
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};
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// field is frozen
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Frozen() {
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m_bActive = FALSE;
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wait() {
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on (EBegin) : { resume; }
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on (EActivate) : { jump WaitingEntry(); }
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}
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};
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// main initialization
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Main(EVoid) {
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InitAsFieldBrush();
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SetPhysicsFlags(EPF_BRUSH_FIXED);
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if ( !m_bBlockNonPlayers ) {
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SetCollisionFlags( ((ECBI_MODEL)<<ECB_TEST) | ((ECBI_BRUSH)<<ECB_IS) | ((ECBI_MODEL)<<ECB_PASS) );
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} else {
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SetCollisionFlags( ((ECBI_MODEL|ECBI_PLAYER|ECBI_PROJECTILE_SOLID|ECBI_PROJECTILE_MAGIC)<<ECB_TEST)
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| ((ECBI_BRUSH)<<ECB_IS) | ((ECBI_PLAYER|ECBI_PROJECTILE_SOLID|ECBI_PROJECTILE_MAGIC)<<ECB_PASS) );
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}
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if (m_bActive) {
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jump WaitingEntry();
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} else {
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jump Frozen();
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}
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return;
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};
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}; |