Serious-Engine/Sources/Engine/Classes/MovableModelEntity.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

203 lines
6.0 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. */
/*
* Model entity that can move.
*/
2
%{
#include <Engine/StdH.h>
#include <Engine/Entities/InternalClasses.h>
#include <Engine/Base/CRC.h>
#include <Engine/Base/Stream.h>
#include <Engine/Base/Console.h>
#include <Engine/Models/ModelObject.h>
%}
class export CMovableModelEntity : CMovableEntity {
name "MovableModelEntity";
thumbnail "";
properties:
1 INDEX en_iCollisionBox = 0, // current collision box for model entities
2 INDEX en_iWantedCollisionBox = 0, // collision box to change to
components:
functions:
// create a checksum value for sync-check
export void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck)
{
CMovableEntity::ChecksumForSync(ulCRC, iExtensiveSyncCheck);
if (iExtensiveSyncCheck>0) {
CRC_AddLONG(ulCRC, en_iCollisionBox);
CRC_AddLONG(ulCRC, en_iWantedCollisionBox);
}
}
// dump sync data to text file
export void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
{
CMovableEntity::DumpSync_t(strm, iExtensiveSyncCheck);
if (iExtensiveSyncCheck>0) {
strm.FPrintF_t("collision box: %d(%d)\n", en_iCollisionBox, en_iWantedCollisionBox);
}
}
// prepare parameters for moving in this tick
export void PreMoving(void) // override from CMovableEntity
{
// if collision box should be changed
if (en_iCollisionBox != en_iWantedCollisionBox) {
// change if possible
ChangeCollisionBoxIndexNow(en_iWantedCollisionBox);
}
CMovableEntity::PreMoving();
}
export void DoMoving(void) // override from CMovableEntity
{
CMovableEntity::DoMoving();
}
/* Get current collision box index for this entity. */
export INDEX GetCollisionBoxIndex(void)
{
return en_iCollisionBox;
}
/* Check if collision box touches any brush near. */
export BOOL CheckForCollisionNow(INDEX iNewCollisionBox, CEntity **ppenObstacle)
{
// test if an entity can change to the new collision box without intersecting anything
extern BOOL CanEntityChangeCollisionBox(CEntity *pen, INDEX iNewCollisionBox, CEntity **ppenObstacle);
return !CanEntityChangeCollisionBox(this, en_iCollisionBox, ppenObstacle);
}
/* Change current collision box. */
export BOOL ChangeCollisionBoxIndexNow(INDEX iNewCollisionBox, CEntity **ppenObstacle)
{
// if same as current
if (iNewCollisionBox == en_iCollisionBox) {
// do nothing
return TRUE;
}
//CPrintF("changing box %d-%d...", en_iCollisionBox, iNewCollisionBox);
// test if an entity can change to the new collision box without intersecting anything
extern BOOL CanEntityChangeCollisionBox(CEntity *pen, INDEX iNewCollisionBox, CEntity **ppenObstacle);
BOOL bCanChange = CanEntityChangeCollisionBox(this, iNewCollisionBox, ppenObstacle);
// if it cannot
if (!bCanChange) {
// fail
//CPrintF("failed\n");
return FALSE;
}
// if this is ska model
if(en_RenderType == CEntity::RT_SKAMODEL || en_RenderType == CEntity::RT_SKAEDITORMODEL) {
if(GetModelInstance()!=NULL) {
// change his colision box index
GetModelInstance()->mi_iCurentBBox = iNewCollisionBox;
}
}
// remember new collision box
en_iCollisionBox = iNewCollisionBox;
en_iWantedCollisionBox = iNewCollisionBox;
// recalculate collision info
ModelChangeNotify();
//CPrintF("succeeded\n");
return TRUE;
}
/* Change current collision box. */
export BOOL ChangeCollisionBoxIndexNow(INDEX iNewCollisionBox)
{
CEntity *penDummy;
return ChangeCollisionBoxIndexNow(iNewCollisionBox, &penDummy);
}
/* Force immediate changing of collision box. */
export void ForceCollisionBoxIndexChange(INDEX iNewCollisionBox)
{
// if this is ska model
if(en_RenderType == CEntity::RT_SKAMODEL || en_RenderType == CEntity::RT_SKAEDITORMODEL) {
if(GetModelInstance()!=NULL) {
// change his colision box index
GetModelInstance()->mi_iCurentBBox = iNewCollisionBox;
}
}
// remember new collision box
en_iCollisionBox = iNewCollisionBox;
en_iWantedCollisionBox = iNewCollisionBox;
// recalculate collision info
ModelChangeNotify();
}
/* Change current collision box next time when possible. */
export void ChangeCollisionBoxIndexWhenPossible(INDEX iNewCollisionBox)
{
en_iWantedCollisionBox = iNewCollisionBox;
}
/* Copy entity from another entity of same class. */
/*CMovableModelEntity &operator=(CMovableModelEntity &enOther)
{
CMovableEntity::operator=(enOther);
return *this;
} */
/* Read from stream. */
export void Read_t( CTStream *istr) // throw char *
{
CMovableEntity::Read_t(istr);
}
/* Write to stream. */
export void Write_t( CTStream *ostr) // throw char *
{
CMovableEntity::Write_t(ostr);
}
// returns bytes of memory used by this object
SLONG GetUsedMemory(void)
{
return( sizeof(CMovableModelEntity) - sizeof(CMovableEntity) + CMovableEntity::GetUsedMemory());
}
procedures:
// must have at least one procedure per class
Dummy() {};
// wait here until scheduled animation starts
WaitUntilScheduledAnimStarts(EVoid)
{
ASSERT(en_RenderType == CEntity::RT_MODEL || en_RenderType == CEntity::RT_EDITORMODEL);
FLOAT fToWait = GetModelObject()->ao_tmAnimStart-_pTimer->CurrentTick();
if( fToWait>0)
{
autowait(fToWait+_pTimer->TickQuantum);
}
return EReturn();
}
};