mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
358 lines
9.1 KiB
JavaScript
358 lines
9.1 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 <Engine/CurrentVersion.h>
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%}
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uses "EntitiesMP/KeyItem";
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uses "EntitiesMP/Player";
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enum DoorType {
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0 DT_AUTO "Auto", // opens automatically
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1 DT_TRIGGERED "Triggered", // opens when triggered
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2 DT_LOCKED "Locked", // requires a key
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3 DT_TRIGGEREDAUTO "Triggered Auto", // opens automatically after being triggered
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};
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class CDoorController : CRationalEntity {
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name "DoorController";
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thumbnail "Thumbnails\\DoorController.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 CTString m_strName "Name" 'N' = "DoorController",
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2 CTString m_strDescription = "",
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3 CEntityPointer m_penTarget1 "Target1" 'T' COLOR(C_MAGENTA|0xFF),
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4 CEntityPointer m_penTarget2 "Target2" COLOR(C_MAGENTA|0xFF),
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5 FLOAT m_fWidth "Width" 'W' = 2.0f,
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6 FLOAT m_fHeight "Height" 'H' = 3.0f,
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7 BOOL m_bPlayersOnly "Players Only" 'P' = TRUE,
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8 enum DoorType m_dtType "Type" 'Y' = DT_AUTO,
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9 CTStringTrans m_strLockedMessage "Locked message" 'L' = "",
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13 CEntityPointer m_penLockedTarget "Locked target" COLOR(C_dMAGENTA|0xFF), // target to trigger when locked
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12 enum KeyItemType m_kitKey "Key" 'K' = KIT_BOOKOFWISDOM, // key type (for locked door)
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14 BOOL m_bTriggerOnAnything "Trigger on anything" = FALSE,
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15 BOOL m_bActive "Active" 'A' = TRUE, // automatic door function can be activated/deactivated
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10 BOOL m_bLocked = FALSE, // for lock/unlock door
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11 CEntityPointer m_penCaused, // for trigger relaying
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components:
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1 model MODEL_DOORCONTROLLER "Models\\Editor\\DoorController.mdl",
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2 texture TEXTURE_DOORCONTROLLER "Models\\Editor\\DoorController.tex",
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functions:
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CEntity *GetTarget(void) const { return m_penTarget1; };
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const CTString &GetDescription(void) const
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{
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if (m_penTarget1!=NULL && m_penTarget2!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s,%s",
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m_penTarget1->GetName(), m_penTarget2->GetName());
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} else if (m_penTarget1!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s",
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m_penTarget1->GetName());
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} else {
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((CTString&)m_strDescription).PrintF("-><none>");
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}
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return m_strDescription;
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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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if (m_bPlayersOnly && !IsDerivedFromClass(pen, "Player")) {
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return FALSE;
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}
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return TRUE;
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}
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// test if this door can be triggered by this entity
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BOOL CanTriggerOnEntity(CEntity *pen)
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{
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return m_bTriggerOnAnything || CanReactOnEntity(pen);
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}
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void TriggerDoor(void)
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{
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if (m_penTarget1!=NULL) {
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SendToTarget(m_penTarget1, EET_TRIGGER, m_penCaused);
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}
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if (m_penTarget2!=NULL) {
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SendToTarget(m_penTarget2, EET_TRIGGER, m_penCaused);
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}
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}
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// apply mirror and stretch to the entity
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void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX)
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{
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// stretch its ranges
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m_fWidth*=fStretch;
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m_fHeight*=fStretch;
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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(CDoorController) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
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// add some more
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slUsedMemory += m_strDescription.Length();
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slUsedMemory += m_strName.Length();
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slUsedMemory += m_strLockedMessage.Length();
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return slUsedMemory;
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}
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procedures:
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// entry point for automatic functioning
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DoorAuto()
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{
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// go into active or inactive state
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if (m_bActive) {
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jump DoorAutoActive();
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} else {
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jump DoorAutoInactive();
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}
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}
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// automatic door active state
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DoorAutoActive()
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{
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ASSERT(m_bActive);
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while (TRUE) {
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// wait
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wait() {
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// when someone enters
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on (EPass ePass) : {
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// if he can open the door
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if (CanReactOnEntity(ePass.penOther)) {
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// do it
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m_penCaused = ePass.penOther;
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TriggerDoor();
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// this is a very ugly fix for cooperative not finishing in the demo level
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// remove this when not needed any more!!!!
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if(_SE_DEMO && GetSP()->sp_bCooperative && !GetSP()->sp_bSinglePlayer) {
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if (m_strName=="Appear gold amon") {
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CPlayer *penPlayer = (CPlayer*)&*ePass.penOther;
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penPlayer->SetGameEnd();
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}
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}
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resume;
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}
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resume;
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}
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// if door is deactivated
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on (EDeactivate) : {
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// go to inactive state
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m_bActive = FALSE;
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jump DoorAutoInactive();
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}
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otherwise() : {
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resume;
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};
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};
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// wait a bit to recover
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autowait(0.1f);
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}
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}
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// automatic door inactive state
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DoorAutoInactive()
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{
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ASSERT(!m_bActive);
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while (TRUE) {
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// wait
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wait() {
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// if door is activated
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on (EActivate) : {
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// go to active state
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m_bActive = TRUE;
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jump DoorAutoActive();
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}
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otherwise() : {
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resume;
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};
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};
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// wait a bit to recover
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autowait(0.1f);
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}
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}
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// door when do not function anymore
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DoorDummy()
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{
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wait() {
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on (EBegin) : {
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resume;
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}
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otherwise() : {
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resume;
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};
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}
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}
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// door that wait to be triggered to open
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DoorTriggered()
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{
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while (TRUE) {
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// wait to someone enter
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wait() {
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on (EPass ePass) : {
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if (CanReactOnEntity(ePass.penOther)) {
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if (m_strLockedMessage!="") {
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PrintCenterMessage(this, ePass.penOther, TranslateConst(m_strLockedMessage), 3.0f, MSS_INFO);
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}
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if (m_penLockedTarget!=NULL) {
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SendToTarget(m_penLockedTarget, EET_TRIGGER, ePass.penOther);
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}
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resume;
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}
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}
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on (ETrigger eTrigger) : {
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m_penCaused = eTrigger.penCaused;
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TriggerDoor();
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jump DoorDummy();
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}
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otherwise() : {
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resume;
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};
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};
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// wait a bit to recover
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autowait(0.1f);
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}
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}
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// door that need a key to be unlocked to open
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DoorLocked()
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{
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while (TRUE) {
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// wait to someone enter
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wait() {
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on (EPass ePass) : {
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if (IsDerivedFromClass(ePass.penOther, "Player")) {
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CPlayer *penPlayer = (CPlayer*)&*ePass.penOther;
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// if he has the key
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ULONG ulKey = (1<<INDEX(m_kitKey));
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if (penPlayer->m_ulKeys&ulKey) {
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// use the key
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penPlayer->m_ulKeys&=~ulKey;
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// open the dook
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TriggerDoor();
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/*
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// tell the key bearer that the key was used
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CTString strMsg;
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strMsg.PrintF(TRANS("%s used"), GetKeyName(m_kitKey));
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PrintCenterMessage(this, ePass.penOther, strMsg, 3.0f, MSS_INFO);
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*/
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// become automatic door
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jump DoorAuto();
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// if he has no key
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} else {
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if (m_penLockedTarget!=NULL) {
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SendToTarget(m_penLockedTarget, EET_TRIGGER, ePass.penOther);
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}
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}
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resume;
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}
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}
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otherwise() : {
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resume;
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};
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};
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// wait a bit to recover
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autowait(0.1f);
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}
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}
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// door that need to be triggered to start working automatically
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DoorTriggeredAuto()
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{
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while (TRUE) {
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// wait to be triggered
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wait() {
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on (ETrigger eTrigger) : {
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// become auto door
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jump DoorAuto();
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}
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on (EPass ePass) : {
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if (CanReactOnEntity(ePass.penOther)) {
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if (m_strLockedMessage!="") {
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PrintCenterMessage(this, ePass.penOther, TranslateConst(m_strLockedMessage), 3.0f, MSS_INFO);
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}
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if (m_penLockedTarget!=NULL) {
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SendToTarget(m_penLockedTarget, EET_TRIGGER, ePass.penOther);
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}
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}
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resume;
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}
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otherwise() : {
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resume;
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};
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};
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// wait a bit to recover
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autowait(0.1f);
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}
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}
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Main()
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{
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_TOUCHMODEL);
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// set appearance
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GetModelObject()->StretchModel(FLOAT3D(m_fWidth, m_fHeight, m_fWidth));
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SetModel(MODEL_DOORCONTROLLER);
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SetModelMainTexture(TEXTURE_DOORCONTROLLER);
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ModelChangeNotify();
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// don't start in wed
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autowait(0.1f);
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// dispatch to aproppriate loop
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switch(m_dtType) {
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case DT_AUTO: {
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jump DoorAuto();
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} break;
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case DT_TRIGGERED: {
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jump DoorTriggered();
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} break;
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case DT_TRIGGEREDAUTO: {
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jump DoorTriggeredAuto();
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} break;
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case DT_LOCKED: {
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jump DoorLocked();
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} break;
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}
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}
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};
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