mirror of
https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
190 lines
5.4 KiB
JavaScript
190 lines
5.4 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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/*
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* Model entity that can move.
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*/
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2
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%{
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#include <Engine/StdH.h>
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#include <Engine/Entities/InternalClasses.h>
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#include <Engine/Base/CRC.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Models/ModelObject.h>
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%}
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class export CMovableModelEntity : CMovableEntity {
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name "MovableModelEntity";
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thumbnail "";
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properties:
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1 INDEX en_iCollisionBox = 0, // current collision box for model entities
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2 INDEX en_iWantedCollisionBox = 0, // collision box to change to
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components:
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functions:
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// create a checksum value for sync-check
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export void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck)
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{
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CMovableEntity::ChecksumForSync(ulCRC, iExtensiveSyncCheck);
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if (iExtensiveSyncCheck>0) {
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CRC_AddLONG(ulCRC, en_iCollisionBox);
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CRC_AddLONG(ulCRC, en_iWantedCollisionBox);
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}
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}
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// dump sync data to text file
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export void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
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{
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CMovableEntity::DumpSync_t(strm, iExtensiveSyncCheck);
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if (iExtensiveSyncCheck>0) {
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strm.FPrintF_t("collision box: %d(%d)\n", en_iCollisionBox, en_iWantedCollisionBox);
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}
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}
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// prepare parameters for moving in this tick
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export void PreMoving(void) // override from CMovableEntity
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{
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// if collision box should be changed
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if (en_iCollisionBox != en_iWantedCollisionBox) {
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// change if possible
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ChangeCollisionBoxIndexNow(en_iWantedCollisionBox);
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}
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CMovableEntity::PreMoving();
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}
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export void DoMoving(void) // override from CMovableEntity
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{
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CMovableEntity::DoMoving();
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}
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/* Get current collision box index for this entity. */
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export INDEX GetCollisionBoxIndex(void)
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{
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return en_iCollisionBox;
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}
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/* Check if collision box touches any brush near. */
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export BOOL CheckForCollisionNow(INDEX iNewCollisionBox, CEntity **ppenObstacle)
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{
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// test if an entity can change to the new collision box without intersecting anything
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extern BOOL CanEntityChangeCollisionBox(CEntity *pen, INDEX iNewCollisionBox, CEntity **ppenObstacle);
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return !CanEntityChangeCollisionBox(this, en_iCollisionBox, ppenObstacle);
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}
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/* Change current collision box. */
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export BOOL ChangeCollisionBoxIndexNow(INDEX iNewCollisionBox, CEntity **ppenObstacle)
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{
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// if same as current
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if (iNewCollisionBox == en_iCollisionBox) {
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// do nothing
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return TRUE;
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}
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//CPrintF("changing box %d-%d...", en_iCollisionBox, iNewCollisionBox);
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// test if an entity can change to the new collision box without intersecting anything
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extern BOOL CanEntityChangeCollisionBox(CEntity *pen, INDEX iNewCollisionBox, CEntity **ppenObstacle);
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BOOL bCanChange = CanEntityChangeCollisionBox(this, iNewCollisionBox, ppenObstacle);
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// if it cannot
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if (!bCanChange) {
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// fail
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//CPrintF("failed\n");
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return FALSE;
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}
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// if this is ska model
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if(en_RenderType == CEntity::RT_SKAMODEL || en_RenderType == CEntity::RT_SKAEDITORMODEL) {
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if(GetModelInstance()!=NULL) {
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// change his colision box index
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GetModelInstance()->mi_iCurentBBox = iNewCollisionBox;
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}
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}
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// remember new collision box
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en_iCollisionBox = iNewCollisionBox;
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en_iWantedCollisionBox = iNewCollisionBox;
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// recalculate collision info
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ModelChangeNotify();
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//CPrintF("succeeded\n");
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return TRUE;
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}
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/* Change current collision box. */
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export BOOL ChangeCollisionBoxIndexNow(INDEX iNewCollisionBox)
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{
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CEntity *penDummy;
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return ChangeCollisionBoxIndexNow(iNewCollisionBox, &penDummy);
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}
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/* Force immediate changing of collision box. */
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export void ForceCollisionBoxIndexChange(INDEX iNewCollisionBox)
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{
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// if this is ska model
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if(en_RenderType == CEntity::RT_SKAMODEL || en_RenderType == CEntity::RT_SKAEDITORMODEL) {
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if(GetModelInstance()!=NULL) {
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// change his colision box index
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GetModelInstance()->mi_iCurentBBox = iNewCollisionBox;
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}
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}
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// remember new collision box
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en_iCollisionBox = iNewCollisionBox;
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en_iWantedCollisionBox = iNewCollisionBox;
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// recalculate collision info
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ModelChangeNotify();
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}
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/* Change current collision box next time when possible. */
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export void ChangeCollisionBoxIndexWhenPossible(INDEX iNewCollisionBox)
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{
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en_iWantedCollisionBox = iNewCollisionBox;
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}
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/* Copy entity from another entity of same class. */
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/*CMovableModelEntity &operator=(CMovableModelEntity &enOther)
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{
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CMovableEntity::operator=(enOther);
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return *this;
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} */
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/* Read from stream. */
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export void Read_t( CTStream *istr) // throw char *
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{
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CMovableEntity::Read_t(istr);
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}
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/* Write to stream. */
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export void Write_t( CTStream *ostr) // throw char *
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{
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CMovableEntity::Write_t(ostr);
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}
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// returns bytes of memory used by this object
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SLONG GetUsedMemory(void)
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{
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return( sizeof(CMovableModelEntity) - sizeof(CMovableEntity) + CMovableEntity::GetUsedMemory());
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}
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procedures:
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// must have at least one procedure per class
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Dummy() {};
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// wait here until scheduled animation starts
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WaitUntilScheduledAnimStarts(EVoid)
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{
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ASSERT(en_RenderType == CEntity::RT_MODEL || en_RenderType == CEntity::RT_EDITORMODEL);
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FLOAT fToWait = GetModelObject()->ao_tmAnimStart-_pTimer->CurrentTick();
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if( fToWait>0)
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{
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autowait(fToWait+_pTimer->TickQuantum);
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}
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return EReturn();
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}
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};
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