mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 10:20:26 +01:00
168 lines
4.6 KiB
JavaScript
168 lines
4.6 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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702
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%{
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#include "StdH.h"
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%}
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class CWatchPlayers: CRationalEntity {
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name "Watch Players";
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thumbnail "Thumbnails\\WatchPlayers.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 CEntityPointer m_penOwner "Owner/Target" 'O' COLOR(C_dBROWN|0xFF), // entity which owns it / target
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10 CEntityPointer m_penFar "Far Target" 'F' COLOR(C_BLACK|0xFF), // entity which owns it / target
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2 FLOAT m_fWaitTime "Wait time" 'W' = 0.1f, // watch time
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3 RANGE m_fDistance "Watch distance" 'D' = 100.0f, // distance when player is seen
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4 BOOL m_bRangeWatcher "Range watcher" 'R' = TRUE, // range watcher
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5 enum EventEType m_eetEventClose "Close Event type" 'T' = EET_TRIGGER, // type of event to send
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6 enum EventEType m_eetEventFar "Far Event type" 'Y' = EET_ENVIRONMENTSTOP, // type of event to send
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7 CEntityPointer m_penCurrentWatch,
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8 BOOL m_bActive "Active" 'A' = TRUE,
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9 CTString m_strName "Name" 'N' = "",
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components:
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1 model MODEL_WATCHPLAYERS "Models\\Editor\\WatchPlayers.mdl",
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2 texture TEXTURE_WATCHPLAYERS "Models\\Editor\\WatchPlayers.tex"
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functions:
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/************************************************************
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* USER FUNCTIONS *
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************************************************************/
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// check if any player is close
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BOOL IsAnyPlayerClose(void) {
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// far enough to not move at all
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FLOAT fClosest = 100000.0f;
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FLOAT fDistance;
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m_penCurrentWatch = NULL;
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// for all players
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for (INDEX iPlayer=0; iPlayer<GetMaxPlayers(); iPlayer++) {
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CEntity *penPlayer = GetPlayerEntity(iPlayer);
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// if player is alive and visible
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if (penPlayer!=NULL && penPlayer->GetFlags()&ENF_ALIVE && !(penPlayer->GetFlags()&ENF_INVISIBLE)) {
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fDistance = 100000.0f;
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if (m_bRangeWatcher) {
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// calculate distance to player from wathcer
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fDistance = (penPlayer->GetPlacement().pl_PositionVector-
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GetPlacement().pl_PositionVector).Length();
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} else {
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if (m_penOwner!=NULL) {
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// calculate distance to player from owner
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fDistance = (penPlayer->GetPlacement().pl_PositionVector-
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m_penOwner->GetPlacement().pl_PositionVector).Length();
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}
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}
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if (fDistance<fClosest) {
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fClosest = fDistance;
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m_penCurrentWatch = penPlayer;
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}
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}
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}
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// if close enough start moving
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return (fClosest < m_fDistance);
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};
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// send close event
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void SendCloseEvent(void) {
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// send range event
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if (m_bRangeWatcher && m_penOwner==NULL) {
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// SendInRange(this, m_eetEventClose, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fDistance));
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// send to owner
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} else {
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SendToTarget(m_penOwner, m_eetEventClose, m_penCurrentWatch);
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}
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};
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// send far event
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void SendFarEvent(void) {
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// send range event
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if (m_bRangeWatcher && m_penOwner==NULL) {
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// SendInRange(this, m_eetEventFar, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fDistance));
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// send to owner
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} else {
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if (m_penFar!=NULL) {
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SendToTarget(m_penFar, m_eetEventFar);
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} else {
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SendToTarget(m_penOwner, m_eetEventFar);
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}
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}
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};
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procedures:
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// main (initialization)
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Main(EVoid) {
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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_WATCHPLAYERS);
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SetModelMainTexture(TEXTURE_WATCHPLAYERS);
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if (m_fWaitTime<0.1f) {
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m_fWaitTime=0.1f;
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}
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if (m_bActive) {
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jump Active();
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} else {
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jump Inactive();
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}
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};
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Active()
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{
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autocall FarWatch() EDeactivate;
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jump Inactive();
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}
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Inactive()
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{
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wait() {
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on (EActivate) : {
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stop;
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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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jump Active();
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}
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// player is close
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CloseWatch(EVoid) {
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while (TRUE) {
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wait(m_fWaitTime) {
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on (EBegin) : {
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if (!IsAnyPlayerClose()) {
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// notify for player off range
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SendFarEvent();
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jump FarWatch();
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}
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resume;
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}
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on (ETimer) : { stop; }
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}
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}
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};
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// player is far
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FarWatch(EVoid) {
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while (TRUE) {
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wait(m_fWaitTime) {
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on (EBegin) : {
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if (IsAnyPlayerClose()) {
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// notify for player in range
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SendCloseEvent();
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jump CloseWatch();
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}
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resume;
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}
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on (ETimer) : { stop; }
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}
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}
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};
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}; |