Serious-Engine/Sources/Entities/Teleport.es
2016-04-08 00:11:36 +02:00

95 lines
2.4 KiB
C++

219
%{
#include "Entities/StdH/StdH.h"
%}
uses "Entities/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,
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);
}
procedures:
Main()
{
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_TOUCHMODEL);
// 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) {
TeleportEntity(ePass.penOther, m_penTarget->GetPlacement());
stop;
}
resume;
}
on (EActivate) : {
m_bActive = TRUE;
resume;
}
on (EDeactivate) : {
m_bActive = FALSE;
resume;
}
otherwise() : {
resume;
};
};
// wait a bit to recover
autowait(0.1f);
}
}
};