mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
194 lines
5.1 KiB
C++
194 lines
5.1 KiB
C++
209
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%{
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#include "Entities/StdH/StdH.h"
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%}
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uses "Entities/ModelHolder2";
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enum SwitchType {
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0 SWT_ONCE "Once",
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1 SWT_ONOFF "On/Off",
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};
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class CSwitch: CModelHolder2 {
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name "Switch";
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thumbnail "Thumbnails\\Switch.tbn";
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features "HasName", "HasTarget", "IsTargetable";
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properties:
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4 ANIMATION m_iModelONAnimation "Model ON animation" 'D' = 0,
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5 ANIMATION m_iTextureONAnimation "Texture ON animation" = 0,
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6 ANIMATION m_iModelOFFAnimation "Model OFF animation" 'G' = 0,
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7 ANIMATION m_iTextureOFFAnimation "Texture OFF animation" = 0,
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10 CEntityPointer m_penTarget "ON-OFF Target" 'T' COLOR(C_dBLUE|0xFF), // send event to entity
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11 enum EventEType m_eetEvent "ON Event type" 'U' = EET_START, // type of event to send
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12 enum EventEType m_eetOffEvent "OFF Event type" 'I' = EET_IGNORE, // type of event to send
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18 enum SwitchType m_swtType "Type" 'Y' = SWT_ONOFF,
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19 CTString m_strMessage "Message" 'M' = "",
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// internal -> do not use
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20 BOOL m_bSwitchON = FALSE,
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21 CEntityPointer m_penCaused, // who triggered it last time
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22 BOOL m_bUseable = FALSE, // set while the switch can be triggered
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23 BOOL m_bInvisible "Invisible" = FALSE, // make it editor model
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components:
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functions:
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/* Get anim data for given animation property - return NULL for none. */
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CAnimData *GetAnimData(SLONG slPropertyOffset)
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{
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if (slPropertyOffset==offsetof(CSwitch, m_iModelONAnimation) ||
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slPropertyOffset==offsetof(CSwitch, m_iModelOFFAnimation)) {
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return GetModelObject()->GetData();
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} else if (slPropertyOffset==offsetof(CSwitch, m_iTextureONAnimation) ||
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slPropertyOffset==offsetof(CSwitch, m_iTextureOFFAnimation)) {
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return GetModelObject()->mo_toTexture.GetData();
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} else {
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return CModelHolder2::GetAnimData(slPropertyOffset);
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}
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}
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// test if this door reacts on this entity
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BOOL CanReactOnEntity(CEntity *pen)
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{
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if (pen==NULL) {
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return FALSE;
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}
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// never react on non-live or dead entities
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if (!(pen->GetFlags()&ENF_ALIVE)) {
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return FALSE;
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}
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return TRUE;
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}
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procedures:
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// turn the switch on
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SwitchON() {
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// if already on
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if (m_bSwitchON) {
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// do nothing
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return;
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}
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// switch ON
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GetModelObject()->PlayAnim(m_iModelONAnimation, 0);
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GetModelObject()->mo_toTexture.PlayAnim(m_iTextureONAnimation, 0);
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m_bSwitchON = TRUE;
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// send event to target
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SendToTarget(m_penTarget, m_eetEvent, m_penCaused);
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// wait for anim end
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wait(GetModelObject()->GetAnimLength(m_iModelONAnimation)) {
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on (EBegin) : { resume; } on (ETimer) : { stop; } otherwise(): { resume; }
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}
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return EReturn(); // to notify that can be usable
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};
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// turn the switch off
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SwitchOFF() {
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// if already off
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if (!m_bSwitchON) {
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// do nothing
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return;
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}
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// switch off
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GetModelObject()->PlayAnim(m_iModelOFFAnimation, 0);
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GetModelObject()->mo_toTexture.PlayAnim(m_iTextureOFFAnimation, 0);
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m_bSwitchON = FALSE;
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// send off event to target
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SendToTarget(m_penTarget, m_eetOffEvent, m_penCaused);
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// wait for anim end
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wait(GetModelObject()->GetAnimLength(m_iModelOFFAnimation)) {
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on (EBegin) : { resume; } on (ETimer) : { stop; } otherwise(): { resume; }
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}
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return EReturn(); // to notify that can be usable
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};
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MainLoop_Once() {
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m_bUseable = TRUE;
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//main loop
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wait() {
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// trigger event -> change switch
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on (ETrigger eTrigger) : {
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if (CanReactOnEntity(eTrigger.penCaused) && m_bUseable) {
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m_bUseable = FALSE;
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m_penCaused = eTrigger.penCaused;
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call SwitchON();
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}
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}
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// start -> switch ON
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on (EStart) : {
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m_bUseable = FALSE;
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call SwitchON();
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}
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// stop -> switch OFF
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on (EStop) : {
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m_bUseable = FALSE;
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call SwitchOFF();
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}
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on (EReturn) : {
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m_bUseable = !m_bSwitchON;
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resume;
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}
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}
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};
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MainLoop_OnOff() {
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m_bUseable = TRUE;
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//main loop
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wait() {
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// trigger event -> change switch
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on (ETrigger eTrigger) : {
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if (CanReactOnEntity(eTrigger.penCaused) && m_bUseable) {
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m_bUseable = FALSE;
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m_penCaused = eTrigger.penCaused;
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// if switch is ON make it OFF
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if (m_bSwitchON) {
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call SwitchOFF();
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// else if switch is OFF make it ON
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} else {
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call SwitchON();
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}
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}
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}
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// start -> switch ON
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on (EStart) : {
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m_bUseable = FALSE;
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call SwitchON();
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}
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// stop -> switch OFF
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on (EStop) : {
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m_bUseable = FALSE;
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call SwitchOFF();
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}
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on (EReturn) : {
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m_bUseable = TRUE;
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resume;
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}
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}
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};
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Main() {
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// init as model
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CModelHolder2::InitModelHolder();
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if (m_bInvisible) {
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SwitchToEditorModel();
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}
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if (m_swtType==SWT_ONCE) {
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jump MainLoop_Once();
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} else {
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jump MainLoop_OnOff();
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}
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return;
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};
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};
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