Serious-Engine/Sources/EntitiesMP/Teleport.es
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

145 lines
3.9 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
219
%{
#include "EntitiesMP/StdH/StdH.h"
%}
uses "EntitiesMP/BasicEffects";
class CTeleport : CRationalEntity {
name "Teleport";
thumbnail "Thumbnails\\Teleport.tbn";
features "HasName", "HasTarget", "IsTargetable", "IsImportant";
properties:
1 CTString m_strName "Name" 'N' = "Teleport",
3 CTString m_strDescription = "",
2 CEntityPointer m_penTarget "Target" 'T' COLOR(C_BROWN|0xFF),
4 FLOAT m_fWidth "Width" 'W' = 2.0f,
5 FLOAT m_fHeight "Height" 'H' = 3.0f,
6 BOOL m_bActive "Active" 'A' = TRUE,
7 BOOL m_bPlayersOnly "Players only" 'P' = TRUE,
8 BOOL m_bForceStop "Force stop" 'F' = FALSE,
components:
1 model MODEL_TELEPORT "Models\\Editor\\Teleport.mdl",
2 texture TEXTURE_TELEPORT "Models\\Editor\\Teleport.tex",
3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
functions:
const CTString &GetDescription(void) const {
((CTString&)m_strDescription).PrintF("-><none>");
if (m_penTarget!=NULL) {
((CTString&)m_strDescription).PrintF("->%s", (const char *) m_penTarget->GetName());
}
return m_strDescription;
}
void TeleportEntity(CEntity *pen, const CPlacement3D &pl)
{
// teleport back
pen->Teleport(pl);
// spawn teleport effect
ESpawnEffect ese;
ese.colMuliplier = C_WHITE|CT_OPAQUE;
ese.betType = BET_TELEPORT;
ese.vNormal = FLOAT3D(0,1,0);
FLOATaabbox3D box;
pen->GetBoundingBox(box);
FLOAT fEntitySize = box.Size().MaxNorm()*2;
ese.vStretch = FLOAT3D(fEntitySize, fEntitySize, fEntitySize);
CEntityPointer penEffect = CreateEntity(pl, CLASS_BASIC_EFFECT);
penEffect->Initialize(ese);
}
// returns bytes of memory used by this object
SLONG GetUsedMemory(void)
{
// initial
SLONG slUsedMemory = sizeof(CTeleport) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
// add some more
slUsedMemory += m_strName.Length();
slUsedMemory += m_strDescription.Length();
return slUsedMemory;
}
procedures:
Main()
{
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_TOUCHMODEL);
// correct height so teleport could collide as sphere
if(m_fHeight<m_fWidth)
{
m_fHeight=m_fWidth;
}
// set appearance
GetModelObject()->StretchModel(FLOAT3D(m_fWidth, m_fHeight, m_fWidth));
SetModel(MODEL_TELEPORT);
ModelChangeNotify();
SetModelMainTexture(TEXTURE_TELEPORT);
while (TRUE) {
// wait to someone enter and teleport it
wait() {
on (EPass ePass) : {
if (m_penTarget!=NULL && m_bActive) {
if (m_bPlayersOnly && !IsOfClass(ePass.penOther, "Player")) {
resume;
}
TeleportEntity(ePass.penOther, m_penTarget->GetPlacement());
if (m_bForceStop && (ePass.penOther->GetPhysicsFlags()&EPF_MOVABLE) ) {
((CMovableEntity*)&*ePass.penOther)->ForceFullStop();
}
stop;
}
resume;
}
on (EActivate) : {
m_bActive = TRUE;
resume;
}
on (EDeactivate) : {
m_bActive = FALSE;
resume;
}
otherwise() : {
resume;
};
};
// wait a bit to recover
autowait(0.1f);
}
}
};