mirror of
https://github.com/UberGames/EF2GameSource.git
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394 lines
10 KiB
C++
394 lines
10 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/scriptslave.h $
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// $Revision:: 29 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:54a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Standard scripted objects. Controlled by scriptmaster. These objects
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// are bmodel objects created in the editor and controlled by an external
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// text based script. Commands are interpretted on by one and executed
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// upon a signal from the script master. The base script object can
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// perform several different relative and specific rotations and translations
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// and can cause other parts of the script to be executed when touched, damaged,
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// touched, or used.
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//
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#ifndef __SCRIPTSLAVE_H__
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#define __SCRIPTSLAVE_H__
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#include "g_local.h"
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#include "entity.h"
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#include "trigger.h"
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#include "mover.h"
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#include "script.h"
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#include "scriptmaster.h"
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#include "misc.h"
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#include "bspline.h"
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extern Event EV_ScriptSlave_NewOrders;
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class ScriptSlave : public Trigger
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{
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private:
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Vector _newAngles;
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Vector _newPosition;
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bool _handlesDamage;
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protected:
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ThreadPtr touchthread;
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ThreadPtr blockthread;
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ThreadPtr triggerthread;
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ThreadPtr usethread;
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ThreadPtr damagethread;
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ThreadPtr movethread;
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str touchlabel;
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str uselabel;
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str blocklabel;
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str triggerlabel;
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str damagelabel;
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float attack_finished;
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float dmg;
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int dmg_means_of_death;
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qboolean thinking;
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float _forcefieldNumber;
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float _triggerNumber;
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EntityPtr _scanner;
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bool _portalOpen;
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str _damageEffect;
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str _bloodModel;
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Container<str> _requiredMODlist;
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float _nextNeedToUseTime;
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bool _canBeAttackedByOtherScriptSlaves;
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public:
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qboolean commandswaiting;
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Vector TotalRotation;
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Vector ForwardDir;
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float speed;
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Waypoint *waypoint;
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float traveltime;
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BSpline *splinePath;
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float splineTime;
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SplinePathPtr currentNode;
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int lastTime;
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int newTime;
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qboolean splineangles;
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qboolean ignoreangles;
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qboolean moving; // is the script object currently moving?
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CLASS_PROTOTYPE( ScriptSlave );
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ScriptSlave();
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~ScriptSlave();
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void StopEvent( Event *ev );
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void Stop( void );
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void ContinueEvent( Event *ev );
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void Continue( void );
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void Think(void);
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const Vector & GetNewAngles( void ) const { return _newAngles; }
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void SetNewAngles( const Vector &newAngles ){ _newAngles = newAngles; }
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const Vector & GetNewPosition( void ) const { return _newPosition; }
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void SetNewPosition( const Vector &newPosition ) { _newPosition = newPosition; }
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virtual void setOrigin( const Vector &point );
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virtual void setOrigin( void );
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void NewOrders( Event *ev );
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void BindEvent( Event *ev );
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void EventUnbind( Event *ev );
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void DoMove( Event *ev );
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void MoveEnd( Event *ev );
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void SetAnglesEvent( Event *ev );
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void SetAngleEvent( Event *ev );
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void SetModelEvent( Event *ev );
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void TriggerEvent( Event *ev );
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void GotoNextWaypoint( Event *ev );
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void JumpTo( Event *ev );
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void MoveToEvent( Event *ev );
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void MoveToPositionEvent( Event *ev );
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void SetSpeed( Event *ev );
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void SetTime( Event *ev );
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void MoveUp( Event *ev );
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void MoveDown( Event *ev );
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void MoveNorth( Event *ev );
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void MoveSouth( Event *ev );
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void MoveEast( Event *ev );
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void MoveWest( Event *ev );
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void MoveForward( Event *ev );
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void MoveBackward( Event *ev );
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void MoveLeft( Event *ev );
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void MoveRight( Event *ev );
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void RotateXdownto( Event *ev );
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void RotateYdownto( Event *ev );
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void RotateZdownto( Event *ev );
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void RotateAxisdownto( Event *ev );
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void RotateXupto( Event *ev );
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void RotateYupto( Event *ev );
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void RotateZupto( Event *ev );
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void RotateAxisupto( Event *ev );
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void Rotateupto( Event *ev );
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void Rotatedownto( Event *ev );
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void Rotateto( Event *ev );
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void RotateXdown( Event *ev );
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void RotateYdown( Event *ev );
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void RotateZdown( Event *ev );
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void RotateAxisdown( Event *ev );
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void RotateXup( Event *ev );
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void RotateYup( Event *ev );
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void RotateZup( Event *ev );
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void RotateAxisup( Event *ev );
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void RotateX( Event *ev );
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void RotateY( Event *ev );
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void RotateZ( Event *ev );
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void RotateAxis( Event *ev );
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void OnTouch( Event *ev );
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void NoTouch( Event *ev );
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void TouchFunc( Event *ev );
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void OnBlock( Event *ev );
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void NoBlock( Event *ev );
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void BlockFunc( Event *ev );
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void OnTrigger( Event *ev );
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void NoTrigger( Event *ev );
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void TriggerFunc( Event *ev );
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void OnUse( Event *ev );
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void NoUse( Event *ev );
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void UseFunc( Event *ev );
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void OnDamage( Event *ev );
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void NoDamage( Event *ev );
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void DamageFunc( Event *ev );
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void SetDamage( Event *ev );
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void SetMeansOfDeath( Event *ev );
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void FollowPath( Event *ev );
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void EndPath( Event *ev );
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void FollowingPath( Event *ev );
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void CreatePath( SplinePath *path, splinetype_t type );
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void Explode( Event *ev );
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void NotShootable( Event *ev );
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void OpenPortal( Event *ev );
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void ClosePortal( Event *ev );
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void PhysicsOn( Event *ev );
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void PhysicsOff( Event *ev );
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void PhysicsVelocity( Event *ev );
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void setDamage( Event *ev );
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void HandlesDamage( Event *ev );
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void setDamageEffect( Event *ev );
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void setBloodModel( Event *ev );
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void addRequiredDamageMOD( Event *ev );
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void setCanBeAttackedByOtherSlaves( Event *ev );
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// 1ST PLAYABLE HACK
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void Hack_AddParms( Event *ev );
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void Hack_GetForceFieldNumber( Event *ev );
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void Hack_GetTriggerNumber( Event *ev );
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void Hack_GetScanner( Event *ev );
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virtual void Archive( Archiver &arc );
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};
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inline void ScriptSlave::Archive( Archiver &arc )
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{
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int tempInt;
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Trigger::Archive( arc );
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arc.ArchiveVector( &_newAngles );
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arc.ArchiveVector( &_newPosition );
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arc.ArchiveBool( &_handlesDamage );
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arc.ArchiveSafePointer( &touchthread );
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arc.ArchiveSafePointer( &blockthread );
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arc.ArchiveSafePointer( &triggerthread );
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arc.ArchiveSafePointer( &usethread );
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arc.ArchiveSafePointer( &damagethread );
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arc.ArchiveSafePointer( &movethread );
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arc.ArchiveString( &touchlabel );
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arc.ArchiveString( &uselabel );
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arc.ArchiveString( &blocklabel );
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arc.ArchiveString( &triggerlabel );
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arc.ArchiveString( &damagelabel );
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arc.ArchiveFloat( &attack_finished );
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arc.ArchiveFloat( &dmg );
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arc.ArchiveInteger( &dmg_means_of_death );
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arc.ArchiveBoolean( &thinking );
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arc.ArchiveFloat( &_forcefieldNumber );
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arc.ArchiveFloat( &_triggerNumber );
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arc.ArchiveSafePointer( &_scanner );
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arc.ArchiveBool( &_portalOpen );
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arc.ArchiveString( &_damageEffect );
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arc.ArchiveString( &_bloodModel );
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if( arc.Saving() )
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{
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int count = _requiredMODlist.NumObjects();
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arc.ArchiveInteger( &count );
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for( int i = 1; i <= _requiredMODlist.NumObjects(); i++ )
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arc.ArchiveString( &_requiredMODlist.ObjectAt( i ) );
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}
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else
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{
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assert( _requiredMODlist.NumObjects() == 0 );
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int count;
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arc.ArchiveInteger( &count );
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str s;
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for( int i = 0; i < count; i++ )
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{
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arc.ArchiveString( &s );
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_requiredMODlist.AddObject( s );
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}
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}
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arc.ArchiveFloat( &_nextNeedToUseTime );
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arc.ArchiveBoolean( &commandswaiting );
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arc.ArchiveVector( &TotalRotation );
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arc.ArchiveVector( &ForwardDir );
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arc.ArchiveFloat( &speed );
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arc.ArchiveObjectPointer( ( Class ** )&waypoint );
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arc.ArchiveFloat( &traveltime );
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if ( arc.Saving() )
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{
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// if it exists, archive it, otherwise place a special NULL ptr tag
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if ( splinePath )
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{
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tempInt = ARCHIVE_POINTER_VALID;
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}
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else
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{
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tempInt = ARCHIVE_POINTER_NULL;
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}
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arc.ArchiveInteger( &tempInt );
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if ( tempInt == ARCHIVE_POINTER_VALID )
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{
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splinePath->Archive( arc );
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}
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}
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else
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{
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arc.ArchiveInteger( &tempInt );
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if ( tempInt == ARCHIVE_POINTER_VALID )
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{
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splinePath = new BSpline;
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splinePath->Archive( arc );
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}
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else
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{
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splinePath = NULL;
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}
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}
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arc.ArchiveFloat( &splineTime );
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arc.ArchiveSafePointer( ¤tNode );
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arc.ArchiveInteger( &lastTime );
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arc.ArchiveInteger( &newTime );
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arc.ArchiveBoolean( &splineangles );
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arc.ArchiveBoolean( &ignoreangles );
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arc.ArchiveBoolean( &moving );
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arc.ArchiveBool( &_canBeAttackedByOtherScriptSlaves );
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}
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class ScriptModel : public ScriptSlave
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{
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private:
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void GibEvent(Event *ev);
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qboolean animationDriven;
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public:
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CLASS_PROTOTYPE( ScriptModel );
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ScriptModel();
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virtual void Think( void );
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void SetAngleEvent( Event *ev );
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void SetModelEvent( Event *ev );
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void SetAnimEvent( Event *ev );
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void SetAnimDrivenEvent( Event *ev );
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void AnimOnceEvent( Event *ev );
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virtual void Archive( Archiver &arc );
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};
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inline void ScriptModel::Archive(Archiver& arc)
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{
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ScriptSlave::Archive( arc );
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arc.ArchiveBoolean( &animationDriven );
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}
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class ScriptOrigin : public ScriptSlave
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{
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public:
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CLASS_PROTOTYPE( ScriptOrigin );
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ScriptOrigin();
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};
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class ScriptSkyOrigin : public ScriptSlave
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{
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public:
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qboolean use_base_position;
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Vector base_position;
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qboolean use_player_base_position;
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Vector player_base_position;
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float translation_multiplier;
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float max_distance;
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CLASS_PROTOTYPE( ScriptSkyOrigin );
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ScriptSkyOrigin();
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void Think( void );
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void SetBasePosition( Event *ev );
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void SetPlayerBasePosition( Event *ev );
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void SetTranslationMultiplier( Event *ev );
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void SetMaxDistance( Event *ev );
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virtual void Archive( Archiver &arc );
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};
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inline void ScriptSkyOrigin::Archive( Archiver &arc )
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{
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ScriptSlave::Archive( arc );
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arc.ArchiveBoolean( &use_base_position );
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arc.ArchiveVector( &base_position );
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arc.ArchiveBoolean( &use_player_base_position );
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arc.ArchiveVector( &player_base_position );
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arc.ArchiveFloat( &translation_multiplier );
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arc.ArchiveFloat( &max_distance );
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}
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#endif /* scriptslave.h */
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