Serious-Engine/Sources/EntitiesMP/WatchPlayers.es
2016-04-01 14:04:24 -04:00

168 lines
4.7 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
702
%{
#include "EntitiesMP/StdH/StdH.h"
%}
class CWatchPlayers: CRationalEntity {
name "Watch Players";
thumbnail "Thumbnails\\WatchPlayers.tbn";
features "HasName", "IsTargetable";
properties:
1 CEntityPointer m_penOwner "Owner/Target" 'O' COLOR(C_dBROWN|0xFF), // entity which owns it / target
10 CEntityPointer m_penFar "Far Target" 'F' COLOR(C_BLACK|0xFF), // entity which owns it / target
2 FLOAT m_fWaitTime "Wait time" 'W' = 0.1f, // watch time
3 RANGE m_fDistance "Watch distance" 'D' = 100.0f, // distance when player is seen
4 BOOL m_bRangeWatcher "Range watcher" 'R' = TRUE, // range watcher
5 enum EventEType m_eetEventClose "Close Event type" 'T' = EET_TRIGGER, // type of event to send
6 enum EventEType m_eetEventFar "Far Event type" 'Y' = EET_ENVIRONMENTSTOP, // type of event to send
7 CEntityPointer m_penCurrentWatch,
8 BOOL m_bActive "Active" 'A' = TRUE,
9 CTString m_strName "Name" 'N' = "",
components:
1 model MODEL_WATCHPLAYERS "Models\\Editor\\WatchPlayers.mdl",
2 texture TEXTURE_WATCHPLAYERS "Models\\Editor\\WatchPlayers.tex"
functions:
/************************************************************
* USER FUNCTIONS *
************************************************************/
// check if any player is close
BOOL IsAnyPlayerClose(void) {
// far enough to not move at all
FLOAT fClosest = 100000.0f;
FLOAT fDistance;
m_penCurrentWatch = NULL;
// for all players
for (INDEX iPlayer=0; iPlayer<GetMaxPlayers(); iPlayer++) {
CEntity *penPlayer = GetPlayerEntity(iPlayer);
// if player is alive and visible
if (penPlayer!=NULL && penPlayer->GetFlags()&ENF_ALIVE && !(penPlayer->GetFlags()&ENF_INVISIBLE)) {
fDistance = 100000.0f;
if (m_bRangeWatcher) {
// calculate distance to player from wathcer
fDistance = (penPlayer->GetPlacement().pl_PositionVector-
GetPlacement().pl_PositionVector).Length();
} else {
if (m_penOwner!=NULL) {
// calculate distance to player from owner
fDistance = (penPlayer->GetPlacement().pl_PositionVector-
m_penOwner->GetPlacement().pl_PositionVector).Length();
}
}
if (fDistance<fClosest) {
fClosest = fDistance;
m_penCurrentWatch = penPlayer;
}
}
}
// if close enough start moving
return (fClosest < m_fDistance);
};
// send close event
void SendCloseEvent(void) {
// send range event
if (m_bRangeWatcher && m_penOwner==NULL) {
// SendInRange(this, m_eetEventClose, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fDistance));
// send to owner
} else {
SendToTarget(m_penOwner, m_eetEventClose, m_penCurrentWatch);
}
};
// send far event
void SendFarEvent(void) {
// send range event
if (m_bRangeWatcher && m_penOwner==NULL) {
// SendInRange(this, m_eetEventFar, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fDistance));
// send to owner
} else {
if (m_penFar!=NULL) {
SendToTarget(m_penFar, m_eetEventFar);
} else {
SendToTarget(m_penOwner, m_eetEventFar);
}
}
};
procedures:
// main (initialization)
Main(EVoid) {
// init as nothing
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
// set appearance
SetModel(MODEL_WATCHPLAYERS);
SetModelMainTexture(TEXTURE_WATCHPLAYERS);
if (m_fWaitTime<0.1f) {
m_fWaitTime=0.1f;
}
if (m_bActive) {
jump Active();
} else {
jump Inactive();
}
};
Active()
{
autocall FarWatch() EDeactivate;
jump Inactive();
}
Inactive()
{
wait() {
on (EActivate) : {
stop;
};
otherwise() : {
resume;
};
}
jump Active();
}
// player is close
CloseWatch(EVoid) {
while (TRUE) {
wait(m_fWaitTime) {
on (EBegin) : {
if (!IsAnyPlayerClose()) {
// notify for player off range
SendFarEvent();
jump FarWatch();
}
resume;
}
on (ETimer) : { stop; }
}
}
};
// player is far
FarWatch(EVoid) {
while (TRUE) {
wait(m_fWaitTime) {
on (EBegin) : {
if (IsAnyPlayerClose()) {
// notify for player in range
SendCloseEvent();
jump CloseWatch();
}
resume;
}
on (ETimer) : { stop; }
}
}
};
};