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

194 lines
5.1 KiB
C++

209
%{
#include "Entities/StdH/StdH.h"
%}
uses "Entities/ModelHolder2";
enum SwitchType {
0 SWT_ONCE "Once",
1 SWT_ONOFF "On/Off",
};
class CSwitch: CModelHolder2 {
name "Switch";
thumbnail "Thumbnails\\Switch.tbn";
features "HasName", "HasTarget", "IsTargetable";
properties:
4 ANIMATION m_iModelONAnimation "Model ON animation" 'D' = 0,
5 ANIMATION m_iTextureONAnimation "Texture ON animation" = 0,
6 ANIMATION m_iModelOFFAnimation "Model OFF animation" 'G' = 0,
7 ANIMATION m_iTextureOFFAnimation "Texture OFF animation" = 0,
10 CEntityPointer m_penTarget "ON-OFF Target" 'T' COLOR(C_dBLUE|0xFF), // send event to entity
11 enum EventEType m_eetEvent "ON Event type" 'U' = EET_START, // type of event to send
12 enum EventEType m_eetOffEvent "OFF Event type" 'I' = EET_IGNORE, // type of event to send
18 enum SwitchType m_swtType "Type" 'Y' = SWT_ONOFF,
19 CTString m_strMessage "Message" 'M' = "",
// internal -> do not use
20 BOOL m_bSwitchON = FALSE,
21 CEntityPointer m_penCaused, // who triggered it last time
22 BOOL m_bUseable = FALSE, // set while the switch can be triggered
23 BOOL m_bInvisible "Invisible" = FALSE, // make it editor model
components:
functions:
/* Get anim data for given animation property - return NULL for none. */
CAnimData *GetAnimData(SLONG slPropertyOffset)
{
if (slPropertyOffset==offsetof(CSwitch, m_iModelONAnimation) ||
slPropertyOffset==offsetof(CSwitch, m_iModelOFFAnimation)) {
return GetModelObject()->GetData();
} else if (slPropertyOffset==offsetof(CSwitch, m_iTextureONAnimation) ||
slPropertyOffset==offsetof(CSwitch, m_iTextureOFFAnimation)) {
return GetModelObject()->mo_toTexture.GetData();
} else {
return CModelHolder2::GetAnimData(slPropertyOffset);
}
}
// test if this door reacts on this entity
BOOL CanReactOnEntity(CEntity *pen)
{
if (pen==NULL) {
return FALSE;
}
// never react on non-live or dead entities
if (!(pen->GetFlags()&ENF_ALIVE)) {
return FALSE;
}
return TRUE;
}
procedures:
// turn the switch on
SwitchON() {
// if already on
if (m_bSwitchON) {
// do nothing
return;
}
// switch ON
GetModelObject()->PlayAnim(m_iModelONAnimation, 0);
GetModelObject()->mo_toTexture.PlayAnim(m_iTextureONAnimation, 0);
m_bSwitchON = TRUE;
// send event to target
SendToTarget(m_penTarget, m_eetEvent, m_penCaused);
// wait for anim end
wait(GetModelObject()->GetAnimLength(m_iModelONAnimation)) {
on (EBegin) : { resume; } on (ETimer) : { stop; } otherwise(): { resume; }
}
return EReturn(); // to notify that can be usable
};
// turn the switch off
SwitchOFF() {
// if already off
if (!m_bSwitchON) {
// do nothing
return;
}
// switch off
GetModelObject()->PlayAnim(m_iModelOFFAnimation, 0);
GetModelObject()->mo_toTexture.PlayAnim(m_iTextureOFFAnimation, 0);
m_bSwitchON = FALSE;
// send off event to target
SendToTarget(m_penTarget, m_eetOffEvent, m_penCaused);
// wait for anim end
wait(GetModelObject()->GetAnimLength(m_iModelOFFAnimation)) {
on (EBegin) : { resume; } on (ETimer) : { stop; } otherwise(): { resume; }
}
return EReturn(); // to notify that can be usable
};
MainLoop_Once() {
m_bUseable = TRUE;
//main loop
wait() {
// trigger event -> change switch
on (ETrigger eTrigger) : {
if (CanReactOnEntity(eTrigger.penCaused) && m_bUseable) {
m_bUseable = FALSE;
m_penCaused = eTrigger.penCaused;
call SwitchON();
}
}
// start -> switch ON
on (EStart) : {
m_bUseable = FALSE;
call SwitchON();
}
// stop -> switch OFF
on (EStop) : {
m_bUseable = FALSE;
call SwitchOFF();
}
on (EReturn) : {
m_bUseable = !m_bSwitchON;
resume;
}
}
};
MainLoop_OnOff() {
m_bUseable = TRUE;
//main loop
wait() {
// trigger event -> change switch
on (ETrigger eTrigger) : {
if (CanReactOnEntity(eTrigger.penCaused) && m_bUseable) {
m_bUseable = FALSE;
m_penCaused = eTrigger.penCaused;
// if switch is ON make it OFF
if (m_bSwitchON) {
call SwitchOFF();
// else if switch is OFF make it ON
} else {
call SwitchON();
}
}
}
// start -> switch ON
on (EStart) : {
m_bUseable = FALSE;
call SwitchON();
}
// stop -> switch OFF
on (EStop) : {
m_bUseable = FALSE;
call SwitchOFF();
}
on (EReturn) : {
m_bUseable = TRUE;
resume;
}
}
};
Main() {
// init as model
CModelHolder2::InitModelHolder();
if (m_bInvisible) {
SwitchToEditorModel();
}
if (m_swtType==SWT_ONCE) {
jump MainLoop_Once();
} else {
jump MainLoop_OnOff();
}
return;
};
};