mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 07:34:52 +01:00
533 lines
15 KiB
JavaScript
533 lines
15 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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304
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/EnemyBase";
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uses "EntitiesMP/BasicEffects";
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enum EnemySpawnerType {
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0 EST_SIMPLE "Simple", // spawns on trigger
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1 EST_RESPAWNER "Respawner", // respawn after death
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2 EST_DESTROYABLE "Destroyable", // spawns untill killed
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3 EST_TRIGGERED "Triggered", // spawn one group on each trigger
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4 EST_TELEPORTER "Teleporter", // teleport the target instead copying it - usable only once
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5 EST_RESPAWNERBYONE "OBSOLETE - Don't use!", // respawn only one (not entire group) after death
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6 EST_MAINTAINGROUP "MaintainGroup", // respawn by need to maintain the number of active enemies
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7 EST_RESPAWNGROUP "RespawnerByGroup", // respawn the whole group when it's destroyed
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};
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class CEnemySpawner: CRationalEntity {
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name "Enemy Spawner";
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thumbnail "Thumbnails\\EnemySpawner.tbn";
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features "HasName", "HasTarget", "IsTargetable";
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properties:
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1 CEntityPointer m_penTarget "Template Target" 'T' COLOR(C_BLUE|0x20), // template entity to duplicate
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2 CTString m_strDescription = "",
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3 CTString m_strName "Name" 'N' = "Enemy spawner",
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6 RANGE m_fInnerCircle "Circle inner" 'V' = 0.0f, // inner circle for creation
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7 RANGE m_fOuterCircle "Circle outer" 'B' = 0.0f, // outer circle for creation
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9 FLOAT m_tmDelay "Delay initial" 'W' = 0.0f, // how long to delay before spawning
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16 FLOAT m_tmSingleWait "Delay single" 'O' = 0.1f, // delay inside one group
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5 FLOAT m_tmGroupWait "Delay group" 'G' = 0.1f, // delay between two groups
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17 INDEX m_ctGroupSize "Count group" = 1,
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8 INDEX m_ctTotal "Count total" 'C' = 1, // max. number of spawned enemies
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13 CEntityPointer m_penPatrol "Patrol target" 'P' COLOR(C_lGREEN|0xFF), // for spawning patrolling
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15 enum EnemySpawnerType m_estType "Type" 'Y' = EST_SIMPLE, // type of spawner
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18 BOOL m_bTelefrag "Telefrag" 'F' = FALSE, // telefrag when spawning
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19 BOOL m_bSpawnEffect "SpawnEffect" 'S' = TRUE, // show effect and play sound
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20 BOOL m_bDoubleInSerious "Double in serious mode" = FALSE,
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21 CEntityPointer m_penSeriousTarget "Template for Serious" COLOR(C_RED|0x20),
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22 BOOL m_bFirstPass = TRUE,
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50 CSoundObject m_soSpawn, // sound channel
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51 INDEX m_iInGroup=0, // in group counter for loops
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52 INDEX m_iEnemiesTriggered=0, // number of times enemies triggered the spawner on death
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60 CEntityPointer m_penTacticsHolder "Tactics Holder",
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61 BOOL m_bTacticsAutostart "Tactics autostart" = TRUE,
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components:
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1 model MODEL_ENEMYSPAWNER "Models\\Editor\\EnemySpawner.mdl",
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2 texture TEXTURE_ENEMYSPAWNER "Models\\Editor\\EnemySpawner.tex",
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3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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functions:
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void Precache(void)
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{
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PrecacheClass(CLASS_BASIC_EFFECT, BET_TELEPORT);
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}
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const CTString &GetDescription(void) const
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{
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((CTString&)m_strDescription).PrintF("-><none>");
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if (m_penTarget!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s", m_penTarget->GetName());
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if (m_penSeriousTarget!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s, %s",
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m_penTarget->GetName(), m_penSeriousTarget->GetName());
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}
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}
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((CTString&)m_strDescription) = EnemySpawnerType_enum.NameForValue(INDEX(m_estType))
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+ m_strDescription;
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return m_strDescription;
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}
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// check if one template is valid for this spawner
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BOOL CheckTemplateValid(CEntity *pen)
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{
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if (pen==NULL || !IsDerivedFromClass(pen, "Enemy Base")) {
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return FALSE;
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}
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if (m_estType==EST_TELEPORTER) {
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return !(((CEnemyBase&)*pen).m_bTemplate);
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} else {
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return ((CEnemyBase&)*pen).m_bTemplate;
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}
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}
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BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
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{
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if( slPropertyOffset == offsetof(CEnemySpawner, m_penTarget))
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{
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return CheckTemplateValid(penTarget);
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}
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else if( slPropertyOffset == offsetof(CEnemySpawner, m_penPatrol))
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{
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return (penTarget!=NULL && IsDerivedFromClass(penTarget, "Enemy Marker"));
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}
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else if( slPropertyOffset == offsetof(CEnemySpawner, m_penSeriousTarget))
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{
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return CheckTemplateValid(penTarget);
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}
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else if( slPropertyOffset == offsetof(CEnemySpawner, m_penTacticsHolder))
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{
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if (IsOfClass(penTarget, "TacticsHolder")) { return TRUE; }
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else { return FALSE; }
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}
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return CEntity::IsTargetValid(slPropertyOffset, penTarget);
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}
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/* Fill in entity statistics - for AI purposes only */
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BOOL FillEntityStatistics(EntityStats *pes)
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{
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if (m_penTarget==NULL) { return FALSE; }
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m_penTarget->FillEntityStatistics(pes);
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pes->es_ctCount = m_ctTotal;
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pes->es_strName += " (spawned)";
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if (m_penSeriousTarget!=NULL) {
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pes->es_strName += " (has serious)";
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}
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return TRUE;
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}
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// spawn new entity
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void SpawnEntity(BOOL bCopy) {
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// spawn new entity if of class basic enemy
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if (CheckTemplateValid(m_penTarget)) {
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CEntity *pen = NULL;
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if (bCopy) {
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// copy template entity
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pen = GetWorld()->CopyEntityInWorld( *m_penTarget,
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CPlacement3D(FLOAT3D(-32000.0f+FRnd()*200.0f, -32000.0f+FRnd()*200.0f, 0), ANGLE3D(0, 0, 0)) );
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// change needed properties
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pen->End();
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CEnemyBase *peb = ((CEnemyBase*)pen);
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peb->m_bTemplate = FALSE;
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if (m_estType==EST_RESPAWNER /*|| m_estType==EST_RESPAWNERBYONE*/
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|| m_estType==EST_MAINTAINGROUP || m_estType==EST_RESPAWNGROUP) {
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peb->m_penSpawnerTarget = this;
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}
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if (m_penPatrol!=NULL) {
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peb->m_penMarker = m_penPatrol;
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}
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pen->Initialize();
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} else {
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pen = m_penTarget;
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m_penTarget = NULL;
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}
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// adjust circle radii to account for enemy size
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FLOAT fEntityR = 0;
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if (pen->en_pciCollisionInfo!=NULL) {
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fEntityR = pen->en_pciCollisionInfo->GetMaxFloorRadius();
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}
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FLOAT fOuterCircle = ClampDn(m_fOuterCircle-fEntityR, 0.0f);
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FLOAT fInnerCircle = ClampUp(m_fInnerCircle+fEntityR, fOuterCircle);
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// calculate new position
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FLOAT fR = fInnerCircle + FRnd()*(fOuterCircle-fInnerCircle);
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FLOAT fA = FRnd()*360.0f;
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CPlacement3D pl(FLOAT3D(CosFast(fA)*fR, 0.05f, SinFast(fA)*fR), ANGLE3D(0, 0, 0));
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pl.RelativeToAbsolute(GetPlacement());
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// teleport back
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pen->Teleport(pl, m_bTelefrag);
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// spawn teleport effect
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if (m_bSpawnEffect) {
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ESpawnEffect ese;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_TELEPORT;
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ese.vNormal = FLOAT3D(0,1,0);
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FLOATaabbox3D box;
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pen->GetBoundingBox(box);
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FLOAT fEntitySize = box.Size().MaxNorm()*2;
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ese.vStretch = FLOAT3D(fEntitySize, fEntitySize, fEntitySize);
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CEntityPointer penEffect = CreateEntity(pl, CLASS_BASIC_EFFECT);
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penEffect->Initialize(ese);
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}
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// initialize tactics
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if (m_penTacticsHolder!=NULL) {
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if (IsOfClass(m_penTacticsHolder, "TacticsHolder")) {
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CEnemyBase *peb = ((CEnemyBase*)pen);
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peb->m_penTacticsHolder = m_penTacticsHolder;
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if (m_bTacticsAutostart) {
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// start tactics
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peb->StartTacticsNow();
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}
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}
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}
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}
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};
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// Handle an event, return false if the event is not handled
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BOOL HandleEvent(const CEntityEvent &ee)
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{
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if (ee.ee_slEvent==EVENTCODE_ETrigger)
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{
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ETrigger eTrigger = ((ETrigger &) ee);
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if(IsDerivedFromClass(eTrigger.penCaused, "Enemy Base")
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&& (m_estType==EST_MAINTAINGROUP || m_estType==EST_RESPAWNGROUP)) {
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m_iEnemiesTriggered++;
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}
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}
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return CRationalEntity::HandleEvent(ee);
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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(CEnemySpawner) - 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 += 1* sizeof(CSoundObject);
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return slUsedMemory;
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}
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procedures:
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// spawn one group of entities
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SpawnGroup()
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{
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// no enemies in group yet
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m_iInGroup = 0;
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// repeat forever
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while(TRUE) {
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// spawn one enemy
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SpawnEntity(TRUE);
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// count total enemies spawned
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m_ctTotal--;
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// if no more left
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if (m_ctTotal<=0) {
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// finish entire spawner
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return EEnd();
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}
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// count enemies in group
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m_iInGroup++;
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// decrease the needed count
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if (m_iEnemiesTriggered>0 && m_estType==EST_RESPAWNGROUP) {
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if (!m_bFirstPass) {
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m_iEnemiesTriggered--;
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}
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} else if (m_iEnemiesTriggered>0) {
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m_iEnemiesTriggered--;
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}
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// if entire group spawned
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if (m_iInGroup>=m_ctGroupSize) {
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if (!(m_estType==EST_MAINTAINGROUP && m_iEnemiesTriggered>0)) {
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// finish
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return EReturn();
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}
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}
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// wait between two entities in group
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wait(m_tmSingleWait) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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otherwise() : { pass; }
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}
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}
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}
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// simple spawner
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Simple()
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{
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// wait to be triggered
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wait() {
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on (EBegin) : { resume; }
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on (ETrigger) : { stop; };
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on (EStart) : { stop; };
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otherwise() : { pass; }
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}
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// if should delay
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if (m_tmDelay>0) {
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// wait delay
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autowait(m_tmDelay);
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}
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// repeat
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while(TRUE) {
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// spawn one group
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autocall SpawnGroup() EReturn;
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// delay between groups
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autowait(m_tmGroupWait);
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}
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}
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// teleports the template
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Teleporter()
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{
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// wait to be triggered
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wait() {
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on (EBegin) : { resume; }
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on (ETrigger) : { stop; };
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on (EStart) : { stop; };
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otherwise() : { pass; }
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}
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// if should delay
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if (m_tmDelay>0) {
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// wait delay
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autowait(m_tmDelay);
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}
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// teleport it
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SpawnEntity(FALSE);
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// end the spawner
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return EEnd();
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}
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// respawn enemies when killed
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Respawner()
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{
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// repeat
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while(TRUE) {
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// wait to be triggered
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wait() {
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on (EBegin) : {
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if (!m_bFirstPass && m_iEnemiesTriggered>0) {
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stop;
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}
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resume;
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}
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on (ETrigger) : { stop; };
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on (EStart) : { stop; };
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otherwise() : { pass; }
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}
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// if should delay - only once, on beginning
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if (m_tmDelay>0 && m_bFirstPass) {
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// initial delay
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autowait(m_tmDelay);
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}
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if (m_estType==EST_RESPAWNGROUP) {
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if (m_bFirstPass) {
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autocall SpawnGroup() EReturn;
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} else if (m_iEnemiesTriggered>=m_ctGroupSize) {
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if (m_tmGroupWait>0) { autowait(m_tmGroupWait); }
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autocall SpawnGroup() EReturn;
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}
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} else if (TRUE) {
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// spawn one group
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if (m_tmGroupWait>0 && !m_bFirstPass) { autowait(m_tmGroupWait); }
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autocall SpawnGroup() EReturn;
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}
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// if should continue respawning by one
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/*if (m_estType==EST_RESPAWNERBYONE) {
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// set group size to 1
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if (m_tmGroupWait>0 && !m_bFirstPass) { autowait(m_tmGroupWait); }
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m_ctGroupSize = 1;
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}*/
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// if should continue maintaining group
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if (m_estType==EST_MAINTAINGROUP) {
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// set group size to 1
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m_ctGroupSize = 1;
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}
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// never do an initial delay again - set FirstPass to FALSE
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m_bFirstPass = FALSE;
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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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DestroyableInactive()
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{
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waitevent() EActivate;
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jump DestroyableActive();
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}
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DestroyableActiveSpawning()
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{
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// repeat
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while(TRUE) {
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// spawn one group
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autocall SpawnGroup() EReturn;
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// delay between groups
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autowait(m_tmGroupWait);
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}
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}
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DestroyableActive()
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{
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autocall DestroyableActiveSpawning() EDeactivate;
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jump DestroyableInactive();
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}
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// spawn new entities until you are stopped
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Destroyable()
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{
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// start in inactive state and do until stopped
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autocall DestroyableInactive() EStop;
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// finish
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return EEnd();
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}
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Main() {
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// init as nothing
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_ENEMYSPAWNER);
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SetModelMainTexture(TEXTURE_ENEMYSPAWNER);
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if (m_tmSingleWait<=0.0f) { m_tmSingleWait=0.05f; }
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if (m_tmGroupWait<=0.0f) { m_tmGroupWait=0.05f; }
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// set range
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if (m_fInnerCircle > m_fOuterCircle) {
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m_fInnerCircle = m_fOuterCircle;
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}
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if (m_estType==EST_RESPAWNERBYONE) {
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m_estType=EST_MAINTAINGROUP;
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}
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// check target
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if (m_penTarget!=NULL) {
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if (!IsDerivedFromClass(m_penTarget, "Enemy Base")) {
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WarningMessage("Target '%s' is of wrong class!", m_penTarget->GetName());
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m_penTarget = NULL;
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}
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}
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if (m_penSeriousTarget!=NULL) {
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if (!IsDerivedFromClass(m_penSeriousTarget, "Enemy Base")) {
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WarningMessage("Target '%s' is of wrong class!", m_penSeriousTarget->GetName());
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m_penSeriousTarget = NULL;
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}
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}
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// never start ai in wed
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autowait(_pTimer->TickQuantum);
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// destroy self if this is a multiplayer-only spawner, and flags indicate no extra enemies
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if ( !GetSP()->sp_bUseExtraEnemies && !GetSP()->sp_bSinglePlayer
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&& !(GetSpawnFlags()&SPF_SINGLEPLAYER)) {
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Destroy();
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return;
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}
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if (m_bDoubleInSerious && GetSP()->sp_gdGameDifficulty==CSessionProperties::GD_EXTREME) {
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m_ctGroupSize*=2;
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m_ctTotal*=2;
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}
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if (m_penSeriousTarget!=NULL && GetSP()->sp_gdGameDifficulty==CSessionProperties::GD_EXTREME) {
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m_penTarget = m_penSeriousTarget;
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}
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if (m_estType==EST_MAINTAINGROUP) {
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m_iEnemiesTriggered = m_ctGroupSize;
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}
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m_bFirstPass = TRUE;
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wait() {
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on(EBegin) : {
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if(m_estType==EST_SIMPLE) {
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call Simple();
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} else if(m_estType==EST_TELEPORTER) {
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call Teleporter();
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} else if(m_estType==EST_RESPAWNER /*|| m_estType==EST_RESPAWNERBYONE*/
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|| m_estType==EST_TRIGGERED || m_estType==EST_RESPAWNGROUP) {
|
|
call Respawner();
|
|
} else if(m_estType==EST_MAINTAINGROUP) {
|
|
m_ctGroupSize = 1;
|
|
call Respawner();
|
|
}
|
|
else if(m_estType==EST_DESTROYABLE) {
|
|
call Destroyable();
|
|
}
|
|
}
|
|
on(EDeactivate) : {
|
|
stop;
|
|
}
|
|
on(EStop) : {
|
|
stop;
|
|
}
|
|
on(EEnd) : {
|
|
stop;
|
|
}
|
|
}
|
|
|
|
Destroy();
|
|
|
|
return;
|
|
};
|
|
};
|