Serious-Engine/Sources/EntitiesMP/TouchField.es
2016-04-01 14:04:24 -04:00

174 lines
4.6 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
206
%{
#include "EntitiesMP/StdH/StdH.h"
#include "EntitiesMP/Projectile.h"
%}
%{
BOOL ConsiderAll(CEntity*pen)
{
return TRUE;
}
BOOL ConsiderPlayers(CEntity*pen)
{
return IsDerivedFromClass(pen, "Player");
}
%}
class CTouchField: CRationalEntity {
name "Touch Field";
thumbnail "Thumbnails\\TouchField.tbn";
features "HasName", "IsTargetable";
properties:
1 CTString m_strName "Name" 'N' = "Touch Field", // class name
2 CEntityPointer m_penEnter "Enter Target" 'T' COLOR(C_BROWN|0xFF), // target to send event to
3 enum EventEType m_eetEnter "Enter Event" 'E' = EET_TRIGGER, // event to send on enter
7 CEntityPointer m_penExit "Exit Target" COLOR(C_dRED|0xFF), // target to send event to
8 enum EventEType m_eetExit "Exit Event" = EET_TRIGGER, // event to send on exit
4 BOOL m_bActive "Active" 'A' = TRUE, // is field active
5 BOOL m_bPlayersOnly "Players only" 'P' = TRUE, // reacts only on players
6 FLOAT m_tmExitCheck "Exit check time" 'X' = 0.0f, // how often to check for exit
9 BOOL m_bBlockNonPlayers "Block non-players" 'B' = FALSE, // everything except players cannot pass
100 CEntityPointer m_penLastIn,
{
CFieldSettings m_fsField;
}
components:
1 texture TEXTURE_FIELD "Models\\Editor\\CollisionBox.tex",
functions:
void SetupFieldSettings(void)
{
m_fsField.fs_toTexture.SetData(GetTextureDataForComponent(TEXTURE_FIELD));
m_fsField.fs_colColor = C_WHITE|CT_OPAQUE;
}
CFieldSettings *GetFieldSettings(void) {
if (m_fsField.fs_toTexture.GetData()==NULL) {
SetupFieldSettings();
}
return &m_fsField;
};
// returns bytes of memory used by this object
SLONG GetUsedMemory(void)
{
// initial
SLONG slUsedMemory = sizeof(CTouchField) - sizeof(CRationalEntity) + CRationalEntity::GetUsedMemory();
// add some more
slUsedMemory += m_strName.Length();
return slUsedMemory;
}
procedures:
// field is active
WaitingEntry() {
m_bActive = TRUE;
wait() {
on (EBegin) : { resume; }
on (EDeactivate) : { jump Frozen(); }
// when someone passes the polygons
on (EPass ep) : {
// stop enemy projectiles if blocks non players
if (m_bBlockNonPlayers && IsOfClass(ep.penOther, "Projectile"))
{
if (!IsOfClass(((CProjectile *)&*ep.penOther)->m_penLauncher, "Player")) {
EPass epass;
epass.penOther = this;
ep.penOther->SendEvent(epass);
}
}
// if should react only on players and not player,
if (m_bPlayersOnly && !IsDerivedFromClass(ep.penOther, "Player")) {
// ignore
resume;
}
// send event
SendToTarget(m_penEnter, m_eetEnter, ep.penOther);
// if checking for exit
if (m_tmExitCheck>0) {
// remember who entered
m_penLastIn = ep.penOther;
// wait for exit
jump WaitingExit();
}
resume;
}
}
};
// waiting for entity to exit
WaitingExit() {
while(TRUE) {
// wait
wait(m_tmExitCheck) {
on (EBegin) : { resume; }
on (EDeactivate) : { jump Frozen(); }
on (ETimer) : {
// check for entities inside
CEntity *penNewIn;
if (m_bPlayersOnly) {
penNewIn = TouchingEntity(ConsiderPlayers, m_penLastIn);
} else {
penNewIn = TouchingEntity(ConsiderAll, m_penLastIn);
}
// if there are no entities in anymore
if (penNewIn==NULL) {
// send event
SendToTarget(m_penExit, m_eetExit, m_penLastIn);
// wait new entry
jump WaitingEntry();
}
m_penLastIn = penNewIn;
stop;
}
}
}
};
// field is frozen
Frozen() {
m_bActive = FALSE;
wait() {
on (EBegin) : { resume; }
on (EActivate) : { jump WaitingEntry(); }
}
};
// main initialization
Main(EVoid) {
InitAsFieldBrush();
SetPhysicsFlags(EPF_BRUSH_FIXED);
if ( !m_bBlockNonPlayers ) {
SetCollisionFlags( ((ECBI_MODEL)<<ECB_TEST) | ((ECBI_BRUSH)<<ECB_IS) | ((ECBI_MODEL)<<ECB_PASS) );
} else {
SetCollisionFlags( ((ECBI_MODEL|ECBI_PLAYER|ECBI_PROJECTILE_SOLID|ECBI_PROJECTILE_MAGIC)<<ECB_TEST)
| ((ECBI_BRUSH)<<ECB_IS) | ((ECBI_PLAYER|ECBI_PROJECTILE_SOLID|ECBI_PROJECTILE_MAGIC)<<ECB_PASS) );
}
if (m_bActive) {
jump WaitingEntry();
} else {
jump Frozen();
}
return;
};
};