Serious-Engine/Sources/EntitiesMP/EnvironmentBase.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

432 lines
14 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. */
900
%{
#include "EntitiesMP/StdH/StdH.h"
%}
uses "EntitiesMP/EnvironmentMarker";
uses "EntitiesMP/WatchPlayers";
class CEnvironmentBase: CMovableEntity {
name "Environment Base";
thumbnail "Thumbnails\\EnvironmentBase.tbn";
features "HasName", "IsTargetable";
properties:
1 CTString m_strName "Name" 'N' = "Base Environment",
2 CTString m_strDescription = "",
3 RANGE m_fDistance "Range" 'R' = 100.0f, // distance when player is seen
4 FLOAT m_fStretch "Stretch" 'S' = 1.0f,
5 CEntityPointer m_penTarget "Target" 'T',
6 CEntityPointer m_penWatcher,
7 FLOAT m_fWatcherFrequency "Watcher frequency" = 2.0f, // watcher will look every x seconds for players
8 FLOAT3D m_vDesiredPosition = FLOAT3D(0, 0, 0), // desired position for moving
10 FLOAT m_fMoveSpeed "Move speed" 'V' = 2.0f,
11 FLOAT m_fRotateSpeed "Rotate speed" 'B' = 60.0f,
12 FLOAT m_fMoveFrequency "Move frequency" = 0.5f,
13 BOOL m_bUseWatcher "Use watcher" = FALSE, // use individual watcher
14 BOOL m_bFlying "Flying" 'F' = FALSE, // flying model
16 FLOAT m_fWaitTime = 0.0f,
20 CTFileName m_fnMdl "Model" 'M' = CTFILENAME("Models\\Editor\\Axis.mdl"),
21 CTFileName m_fnTex "Texture" 'X' = CTString(""),
22 ANIMATION m_iAnim "Animation" =0,
25 CTFileName m_fnAtt1Mdl "Attachment 1 Model" = CTString(""),
26 CTFileName m_fnAtt1Tex "Attachment 1 Texture" = CTString(""),
27 INDEX m_iAtt1Position "Attachment 1 position"=0,
28 ANIMATION m_iAtt1Anim "Attachment 1 animation"=0,
30 CTFileName m_fnAtt2Mdl "Attachment 2 Model" = CTString(""),
31 CTFileName m_fnAtt2Tex "Attachment 2 Texture" = CTString(""),
32 INDEX m_iAtt2Position "Attachment 2 position"=1,
33 ANIMATION m_iAtt2Anim "Attachment 2 animation"=0,
35 CTFileName m_fnAtt3Mdl "Attachment 3 Model" = CTString(""),
36 CTFileName m_fnAtt3Tex "Attachment 3 Texture" = CTString(""),
37 INDEX m_iAtt3Position "Attachment 3 position"=1,
38 ANIMATION m_iAtt3Anim "Attachment 3 animation"=0,
components:
1 class CLASS_WATCHPLAYERS "Classes\\WatchPlayers.ecl",
functions:
/* Check if entity is moved on a route set up by its targets. */
BOOL MovesByTargetedRoute(CTString &strTargetProperty) const {
strTargetProperty = "Target";
return TRUE;
};
/* Check if entity can drop marker for making linked route. */
BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const {
fnmMarkerClass = CTFILENAME("Classes\\EnvironmentMarker.ecl");
strTargetProperty = "Target";
return TRUE;
};
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;
};
/* Get anim data for given animation property - return NULL for none. */
CAnimData *GetAnimData(SLONG slPropertyOffset) {
if(slPropertyOffset==_offsetof(CEnvironmentBase, m_iAnim)) {
return GetModelObject()->GetData();
} else if(slPropertyOffset==_offsetof(CEnvironmentBase, m_iAtt1Anim)) {
CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(m_iAtt1Position);
if( pamo != NULL) { return pamo->amo_moModelObject.GetData(); }
return CEntity::GetAnimData(slPropertyOffset);
} else if(slPropertyOffset==_offsetof(CEnvironmentBase, m_iAtt2Anim)) {
CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(m_iAtt2Position);
if( pamo != NULL) { return pamo->amo_moModelObject.GetData(); }
return CEntity::GetAnimData(slPropertyOffset);
} else if(slPropertyOffset==_offsetof(CEnvironmentBase, m_iAtt3Anim)) {
CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(m_iAtt3Position);
if( pamo != NULL) { return pamo->amo_moModelObject.GetData(); }
return CEntity::GetAnimData(slPropertyOffset);
} else {
return CEntity::GetAnimData(slPropertyOffset);
}
};
/************************************************************
* MOVE FUNCTIONS *
************************************************************/
// switch to next marker
BOOL NextMarker(void) {
if (m_penTarget==NULL) {
return FALSE;
}
// assure valid target
if (m_penTarget!=NULL && !IsOfClass(m_penTarget, "Environment Marker")) {
WarningMessage("Target '%s' is not of Environment Marker class!", (const char *) m_penTarget->GetName());
m_penTarget = NULL;
return FALSE;
}
// get next marker
CMarker *penTarget = (CMarker *)(CEntity*)m_penTarget;
CMarker *penNextTarget = (CMarker *)(CEntity*)penTarget->m_penTarget;
// if got to end
if (penNextTarget==NULL) {
return FALSE;
}
// remember next marker as current target
m_penTarget = penNextTarget;
return TRUE;
};
// calculate rotation
void CalcRotation(ANGLE aWantedHeadingRelative, ANGLE3D &aRotation) {
// normalize it to [-180,+180] degrees
aWantedHeadingRelative = NormalizeAngle(aWantedHeadingRelative);
// if desired position is left
if (aWantedHeadingRelative<-m_fRotateSpeed*m_fMoveFrequency) {
// start turning left
aRotation(1) = -m_fRotateSpeed;
// if desired position is right
} else if (aWantedHeadingRelative>m_fRotateSpeed*m_fMoveFrequency) {
// start turning right
aRotation(1) = +m_fRotateSpeed;
// if desired position is more-less ahead
} else {
aRotation(1) = aWantedHeadingRelative/m_fMoveFrequency;
}
};
// stop moving
void StopMoving(void) {
SetDesiredRotation(ANGLE3D(0, 0, 0));
SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
};
// move to position
void MoveToPosition(void) {
FLOAT3D vDesiredAngle;
// desired angle vector
vDesiredAngle = (m_vDesiredPosition - GetPlacement().pl_PositionVector).Normalize();
// find relative heading towards the desired angle
ANGLE3D aRotation(0,0,0);
CalcRotation(GetRelativeHeading(vDesiredAngle), aRotation);
// determine translation speed
FLOAT3D vTranslation(0.0f, 0.0f, 0.0f);
vTranslation(3) = -m_fMoveSpeed;
// if flying set y axis translation speed
if (m_bFlying) {
vTranslation(2) = Sgn(vDesiredAngle(2)) * m_fMoveSpeed/10;
}
// start moving
SetDesiredRotation(aRotation);
SetDesiredTranslation(vTranslation);
};
// calc destination
void CalcDestination() {
// new position to walk to
FLOAT fR = FRnd()*((CEnvironmentMarker&)*m_penTarget).m_fMarkerRange;
FLOAT fA = FRnd()*360.0f;
m_vDesiredPosition = m_penTarget->GetPlacement().pl_PositionVector +
FLOAT3D(CosFast(fA)*fR, 0, SinFast(fA)*fR);
};
// marker parameters
void MarkerParameters() {
if (m_penTarget != NULL) {
CEnvironmentMarker &em = (CEnvironmentMarker&)*m_penTarget;
if (em.m_fMoveSpeed > 0.0f) {
m_fMoveSpeed = em.m_fMoveSpeed;
}
if (em.m_fRotateSpeed > 0.0f) {
m_fRotateSpeed = em.m_fRotateSpeed;
}
}
};
/************************************************************
* INITIALIZE FUNCTIONS *
************************************************************/
void Initialize(void) {
// declare yourself as a model
InitAsModel();
SetPhysicsFlags(EPF_MODEL_WALKING&~(EPF_ORIENTEDBYGRAVITY|EPF_TRANSLATEDBYGRAVITY));
SetCollisionFlags(ECF_MODEL);
// set model stretch -- MUST BE DONE BEFORE SETTING MODEL!
GetModelObject()->mo_Stretch = FLOAT3D( m_fStretch, m_fStretch, m_fStretch);
// set appearance
SetModel(m_fnMdl);
GetModelObject()->PlayAnim(m_iAnim, AOF_LOOPING);
if( m_fnTex != CTString("")) {
GetModelObject()->mo_toTexture.SetData_t(m_fnTex);
}
GetModelObject()->RemoveAllAttachmentModels();
AddAttachment( m_iAtt1Position, m_fnAtt1Mdl, m_fnAtt1Tex);
CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel( m_iAtt1Position);
if( pamo != NULL) {
pamo->amo_moModelObject.StartAnim( m_iAtt1Anim);
}
if( (m_iAtt2Position != m_iAtt1Position) && (m_fnAtt1Mdl != m_fnAtt2Mdl) ) {
AddAttachment( m_iAtt2Position, m_fnAtt2Mdl, m_fnAtt2Tex);
CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel( m_iAtt2Position);
if( pamo != NULL) {
pamo->amo_moModelObject.StartAnim( m_iAtt2Anim);
}
}
if( (m_iAtt3Position != m_iAtt1Position) && (m_fnAtt1Mdl != m_fnAtt3Mdl) &&
(m_iAtt3Position != m_iAtt2Position) && (m_fnAtt2Mdl != m_fnAtt3Mdl) ) {
AddAttachment( m_iAtt3Position, m_fnAtt3Mdl, m_fnAtt3Tex);
CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel( m_iAtt3Position);
if( pamo != NULL) {
pamo->amo_moModelObject.StartAnim( m_iAtt3Anim);
}
}
// assure valid target
if (m_penTarget!=NULL && !IsOfClass(m_penTarget, "Environment Marker")) {
WarningMessage("Target '%s' is not of Environment Marker class!", (const char *) m_penTarget->GetName());
m_penTarget = NULL;
}
};
/************************************************************
* WATCHER FUNCTIONS *
************************************************************/
void InitializeWatcher(FLOAT fWaitTime) {
// spawn player watcher
m_penWatcher = CreateEntity(GetPlacement(), CLASS_WATCHPLAYERS);
m_penWatcher->Initialize(EVoid());
// setup player watcher
CWatchPlayers &pw = (CWatchPlayers&)*m_penWatcher;
pw.m_penOwner = this;
pw.m_fWaitTime = 2.0f;
pw.m_fDistance = m_fDistance;
pw.m_bRangeWatcher = FALSE;
pw.m_eetEventClose = EET_ENVIRONMENTSTART;
pw.m_eetEventFar = EET_ENVIRONMENTSTOP;
};
/************************************************************
* ANIMATION FUCNTIONS *
************************************************************/
// play default anim
void PlayDefaultAnim(void) {
GetModelObject()->PlayAnim(m_iAnim, AOF_LOOPING|AOF_NORESTART);
};
// play marker animation
void PlayMarkerAnimation(void) {
if (m_penTarget != NULL) {
GetModelObject()->PlayAnim(((CEnvironmentMarker&)*m_penTarget).m_iAnim, AOF_LOOPING|AOF_NORESTART);
}
};
// change default anim
void ChangeDefaultAnim(void) {
if (m_penTarget != NULL && ((CEnvironmentMarker&)*m_penTarget).m_bChangeDefaultAnim) {
m_iAnim = ((CEnvironmentMarker&)*m_penTarget).m_iAnim;
}
};
// wait on marker
void WaitOnMarker(void) {
if (m_penTarget != NULL) {
CEnvironmentMarker &em = (CEnvironmentMarker&)*m_penTarget;
m_fWaitTime = em.m_fWaitTime; // wait time
m_fWaitTime += FRnd() * em.m_fRandomTime; // random wait time
// fixed anim length
if (em.m_bFixedAnimLength) {
m_fWaitTime = floor(m_fWaitTime + 0.5f);
}
}
};
procedures:
/************************************************************
* SUPPORT PROCEDURES *
************************************************************/
// move to marker
MoveToMarker(EVoid) {
// if next marker exist
if (NextMarker()) {
// destination
CalcDestination();
// move to marker
while ((m_vDesiredPosition-GetPlacement().pl_PositionVector).Length() > 5.0f) {
wait(m_fMoveFrequency) {
on (EBegin) : {
MoveToPosition();
resume;
}
on (ETimer) : { stop; }
}
}
}
// stop moving
StopMoving();
return EEnd();
};
/************************************************************
* A C T I O N S *
************************************************************/
// activate
Activate(EVoid) {
wait() {
on (EBegin) : { call DoAction(); }
on (EEnvironmentStop) : { jump Stop(); }
}
};
// just wait
Stop(EVoid) {
StopMoving();
wait() {
on (EBegin) : { resume; }
on (EEnvironmentStart) : { jump Activate(); }
}
};
// do actions
DoAction(EVoid) {
while (TRUE) {
WaitOnMarker();
if (m_fWaitTime > 0.0f) {
PlayMarkerAnimation();
autowait(m_fWaitTime);
}
ChangeDefaultAnim();
MarkerParameters();
PlayDefaultAnim();
autocall MoveToMarker() EEnd;
// if no more targets wait forever in last anim (if marker anim exist otherwise in default anim)
if (m_penTarget==NULL || ((CEnvironmentMarker&)*m_penTarget).m_penTarget==NULL) {
autowait();
}
}
};
/************************************************************
* M A I N L O O P *
************************************************************/
// main loop
MainLoop(EVoid) {
autocall Stop() EEnd;
// destroy player watcher
m_penWatcher->SendEvent(EEnd());
// cease to exist
Destroy();
return;
};
Main() {
// initialize
Initialize();
// wait until game starts
autowait(FRnd()*2.0f+1.0f);
// initialize watcher
if (m_bUseWatcher) {
InitializeWatcher(m_fWatcherFrequency);
}
m_strDescription = "Environment base";
jump MainLoop();
};
};