ef2gamesource/dlls/game/puzzleobject.cpp
Walter Julius Hennecke 2024236a3f Windows: ...
* reenabled Warning C4100 (expect many warnings during compile)
* added Q_UNUSED Macro
* fixed C4100 in all listed files
2012-12-31 15:05:16 +01:00

759 lines
16 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/puzzleobject.cpp $
// $Revision:: 28 $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 1999 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
#include "_pch_cpp.h"
#include "puzzleobject.hpp"
#include "sentient.h"
#include "player.h"
#include "equipment.h"
#include "gamecmds.h"
Event EV_PuzzleObject_SetOpenDistance
(
"puzzleobject_opendistance",
EV_DEFAULT,
"f",
"openDistance",
"Sets the open distance from player that the puzzle object will open or close"
);
Event EV_PuzzleObject_AnimationDone
(
"puzzleobject_animdone",
EV_CODEONLY,
NULL,
NULL,
"Called when the puzzle object's animation is done."
);
Event EV_PuzzleObject_SetItemToUse
(
"puzzleobject_itemtouse",
EV_DEFAULT,
"s",
"item",
"The item to use on the puzzle"
);
Event EV_PuzzleObject_SetItemUsedThread
(
"puzzleobject_itemusedthread",
EV_DEFAULT,
"s",
"threadname",
"The thread to call when the item is used"
);
Event EV_PuzzleObject_SetFailedThread
(
"puzzleobject_failedthread",
EV_DEFAULT,
"s",
"threadname",
"The thread to call when the puzzle fails"
);
Event EV_PuzzleObject_SetSolvedThread
(
"puzzleobject_solvedthread",
EV_DEFAULT,
"s",
"threadname",
"The thread to call when the puzzle is solved"
);
Event EV_PuzzleObject_SetCanceledThread
(
"puzzleobject_canceledthread",
EV_DEFAULT,
"s",
"threadname",
"The thread to call when the puzzle is canceled"
);
Event EV_PuzzleObject_Failed
(
"puzzleobject_failed",
EV_DEFAULT,
NULL,
NULL,
"Received when the puzzle fails"
);
Event EV_PuzzleObject_Canceled
(
"puzzleobject_canceled",
EV_DEFAULT,
NULL,
NULL,
"Received when the puzzle is canceled"
);
Event EV_PuzzleObject_Solved
(
"puzzleobject_solved",
EV_DEFAULT,
NULL,
NULL,
"Received when the puzzle is solved"
);
Event EV_PuzzleObject_Reset
(
"puzzleobject_reset",
EV_DEFAULT,
NULL,
NULL,
"Resets a previously solved puzzle so that it can be triggered again"
);
Event EV_PuzzleObject_TimeToUse
(
"puzzleobject_timeToUse",
EV_DEFAULT,
"f",
"timeToUse",
"Makes the puzzle object solved after the user has used it for long enough."
);
Event EV_PuzzleObject_Activate
(
"puzzleobject_activate",
EV_DEFAULT,
NULL,
NULL,
"Lets the object think and respond to the player again. DOES NOT affect any change in animation."
);
Event EV_PuzzleObject_DeActivate
(
"puzzleobject_deactivate",
EV_DEFAULT,
NULL,
NULL,
"Makes the object unresponsive to input and the player. DOES NOT affect any change in animation."
);
Event EV_PuzzleObject_TimerHudName
(
"puzzleobject_timerHudName",
EV_DEFAULT,
"s",
"hudName",
"Sets the hud name to use for the timer hud."
);
Event EV_PuzzleObject_BecomeModBarInSkill
(
"becomeModBarInSkill",
EV_DEFAULT,
"f",
"skill",
"Tells a puzzleobject to just display a timed modulation bar in any skill less than or equal to the specified one."
);
//---------------------------------------------------------
// PUZZLE OBJECT
//---------------------------------------------------------
/*****************************************************************************/
/*QUAKED puzzle_object (0 0.5 1) (-16 -16 0) (16 16 32)
Puzzle object is the basic framework for all the puzzles. It communicates
with the script through events and threads to process the puzzle state.
All logic for the puzzle object exists in the script.
The puzzle object contains four threads, which are ItemUsed, Solved, Canceled and Failed.
These are explained in the Key Value Pairs section. The Puzzle object also contains an
item used string. This allows the level designer to specify the item the player must
use to activate the puzzle.
Key Value Pairs:
model <model name> - the tiki model to use for the puzzle object
puzzleobject_opendistance <distance> - the amount of distance the player should be before the puzzle opens.
puzzleobject_itemtouse <item name> - the name of the item the player must use to execute the puzzle
puzzleobject_itemusedthread <thread name> - the name of the thread called when the item is used.
puzzleobject_failedthread <thread name> - the name of the thread called when the puzzle fails
puzzleobject_canceledthread <thread name> - the name of the thread called when the puzzle is canceled
puzzleobject_solvedthread <thread name> - the name of the thread called when the puzzle is solved.
******************************************************************************/
CLASS_DECLARATION( Entity, PuzzleObject, "puzzle_object" )
{
{ &EV_PuzzleObject_SetOpenDistance, &PuzzleObject::setOpenDistance },
{ &EV_PuzzleObject_AnimationDone, &PuzzleObject::animationDone },
{ &EV_PuzzleObject_SetItemToUse, &PuzzleObject::setItemToUse },
{ &EV_PuzzleObject_SetItemUsedThread, &PuzzleObject::setItemUsedThread },
{ &EV_PuzzleObject_SetFailedThread, &PuzzleObject::setFailedThread },
{ &EV_PuzzleObject_SetSolvedThread, &PuzzleObject::setSolvedThread },
{ &EV_PuzzleObject_SetCanceledThread, &PuzzleObject::setCanceledThread },
{ &EV_PuzzleObject_Failed, &PuzzleObject::failed },
{ &EV_PuzzleObject_Canceled, &PuzzleObject::canceled },
{ &EV_PuzzleObject_Solved, &PuzzleObject::solved },
{ &EV_PuzzleObject_Reset, &PuzzleObject::reset },
{ &EV_PuzzleObject_TimeToUse, &PuzzleObject::setTimeToUse },
{ &EV_Use, &PuzzleObject::useEvent },
{ &EV_PuzzleObject_Activate, &PuzzleObject::activate },
{ &EV_PuzzleObject_DeActivate, &PuzzleObject::deActivate },
{ &EV_PuzzleObject_TimerHudName, &PuzzleObject::setTimerHudName },
{ &EV_PuzzleObject_BecomeModBarInSkill, &PuzzleObject::becomeModBarInSkill },
{NULL, NULL}
};
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
PuzzleObject::PuzzleObject()
{
animate = new Animate( this );
_saveState = PUZZLE_STATE_IDLE;
_puzzleState = PUZZLE_STATE_IDLE;
animate->RandomAnimate( "puzzle_idle" );
edict->s.eType = ET_MODELANIM;
_openDistance = 200.0f;
// setup default bounding box if there is no model
if( model.length() == 0 )
{
Vector mins( -16, -16, 0 );
Vector maxs( 16, 16, 32 );
this->setSize( mins, maxs );
}
_timed = false;
_timeToUse = 0.0f;
_hudOn = false;
_lastTimeUsed = 0.0f;
_usedTime = 0.0f;
_nextNeedToUseTime = 0.0f;
turnThinkOn();
_hudName = "timerhud";
_minSkill = -1;
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
PuzzleObject::~PuzzleObject()
{
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::Think( void )
{
bool playerNearby = false;
Player *player;
Vector dir;
float distance;
// when idle, handle player walking in and out of range
if( (_puzzleState == PUZZLE_STATE_IDLE) || (_puzzleState == PUZZLE_STATE_IDLE_OPEN) )
{
// get the player's distance from the puzzle
player = (Player *)g_entities[ 0 ].entity;
if ( player )
{
dir = player->origin - origin;
distance = dir.length();
if ( distance < _openDistance )
{
playerNearby = true;
}
}
// if the player is near, open up
if( (_puzzleState == PUZZLE_STATE_IDLE) && (playerNearby == true) )
{
_puzzleState = PUZZLE_STATE_OPENING;
animate->RandomAnimate( "puzzle_opening", EV_PuzzleObject_AnimationDone );
}
// if the player has moved away, close up
if( (_puzzleState == PUZZLE_STATE_IDLE_OPEN) && (playerNearby == false) )
{
_puzzleState = PUZZLE_STATE_CLOSING;
animate->RandomAnimate("puzzle_closing", EV_PuzzleObject_AnimationDone );
}
}
if ( ( _timed || (level.getSkill() <= _minSkill) )
&& _hudOn && ( _lastTimeUsed + 0.25 < level.time ) )
{
_lastTimeUsed = 0.0f;
_usedTime = 0.0f;
timedPuzzleCanceled();
}
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::setOpenDistance(Event* event)
{
_openDistance = event->GetFloat(1);
}
void PuzzleObject::setItemToUse(Event* event)
{
_itemToUse = event->GetString(1);
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::setItemUsedThread(Event* event)
{
_itemUsedThread = event->GetString(1);
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::setFailedThread(Event* event)
{
_failedThread = event->GetString(1);
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::setSolvedThread(Event* event)
{
_solvedThread = event->GetString(1);
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::setCanceledThread(Event* event)
{
_canceledThread = event->GetString(1);
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::failed(Event*)
{
// close and lapse into locked mode
_puzzleState = PUZZLE_STATE_CLOSING_LOCKED;
animate->RandomAnimate( "puzzle_closing", EV_PuzzleObject_AnimationDone );
if(_failedThread.length() != 0)
{
ExecuteThread(_failedThread, true, this);
}
else
{
PostEvent( EV_PuzzleObject_Reset, 1 );
}
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::canceled(Event*)
{
// close and lapse into normal mode
_puzzleState = PUZZLE_STATE_CLOSING;
animate->RandomAnimate( "puzzle_closing", EV_PuzzleObject_AnimationDone );
if(_canceledThread.length() != 0)
{
ExecuteThread( _canceledThread, true, this);
}
else
{
PostEvent( EV_PuzzleObject_Reset, 1 );
}
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::solved(Event*)
{
// close and lapse into solved mode
_puzzleState = PUZZLE_STATE_CLOSING_SOLVED;
animate->RandomAnimate( "puzzle_closing", EV_PuzzleObject_AnimationDone );
if(_solvedThread.length() != 0)
{
ExecuteThread(_solvedThread, true, this);
}
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::animationDone(Event*)
{
if( _puzzleState == PUZZLE_STATE_OPENING )
{
_puzzleState = PUZZLE_STATE_IDLE_OPEN;
animate->RandomAnimate( "puzzle_waitingopen" );
}
else if( _puzzleState == PUZZLE_STATE_CLOSING )
{
_puzzleState = PUZZLE_STATE_IDLE;
animate->RandomAnimate( "puzzle_idle" );
}
else if( _puzzleState == PUZZLE_STATE_CLOSING_SOLVED )
{
_puzzleState = PUZZLE_STATE_IDLE_SOLVED;
animate->RandomAnimate( "puzzle_idle" );
}
else if( _puzzleState == PUZZLE_STATE_CLOSING_LOCKED )
{
_puzzleState = PUZZLE_STATE_IDLE_LOCKED;
animate->RandomAnimate( "puzzle_idle" );
}
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::useEvent(Event* event)
{
Entity* entity;
if ( event->NumArgs() > 0 )
entity = event->GetEntity( 1 );
else
entity = NULL;
// Don't get retriggered if the puzzle is busy
if( (_puzzleState != PUZZLE_STATE_IDLE_OPEN) )
return;
// Make sure we are being used by the proper thing
if ( !entity )
return;
if ( _itemToUse.length() > 0 )
{
Equipment *equipment;
// An item is supposed to be used on us
if ( !entity->isSubclassOf( Equipment ) )
{
if ( _nextNeedToUseTime < level.time )
{
gi.centerprintf ( entity->edict, CENTERPRINT_IMPORTANCE_NORMAL, "$$NeedToUse$$ %s", _itemToUse.c_str() );
if ( entity->isSubclassOf( Player ) )
{
Player *player = (Player *)entity;
player->loadUseItem( _itemToUse );
}
_nextNeedToUseTime = level.time + 1.0f;
}
return;
}
equipment = (Equipment*)entity;
// Make sure this is the correct item
if ( stricmp( equipment->getTypeName().c_str(), _itemToUse.c_str() ) != 0 )
return;
}
else
{
// The player is supposed to use us directly
if ( !entity->isSubclassOf( Player ) )
{
// We're being used by something other than the player
return;
}
}
if ( _timed || (level.getSkill() <= _minSkill) )
timedUse();
else
normalUse();
}
void PuzzleObject::normalUse( void )
{
if ( !_itemUsedThread.length() )
return;
// let script take it from here
ExecuteThread( _itemUsedThread, true, this );
_puzzleState = PUZZLE_STATE_ACTIVE_OPEN;
animate->RandomAnimate( "puzzle_openon" );
}
void PuzzleObject::timedUse( void )
{
float percent;
Player *player;
Event *event;
// Make sure we haven't already been used this frame
if ( _lastTimeUsed >= level.time )
return;
player = ( Player * )g_entities[ 0 ].entity;
// Turn on the timed hud if we haven't yet
if ( !_hudOn )
{
showTimerHud();
}
_lastTimeUsed = level.time;
_usedTime += level.frametime;
percent = _usedTime / _timeToUse * 100.0f;
event = new Event( EV_Player_SetStat );
event->AddString( "generic" );
event->AddInteger( (int)percent );
player->ProcessEvent( event );
if ( percent >= 100.0f )
{
timedPuzzleSolved();
}
}
void PuzzleObject::timedPuzzleSolved( void )
{
hideTimerHud();
ProcessEvent( EV_PuzzleObject_Solved );
}
void PuzzleObject::timedPuzzleCanceled( void )
{
hideTimerHud();
if ( _canceledThread.length() )
{
ProcessEvent( EV_PuzzleObject_Canceled );
}
}
void PuzzleObject::showTimerHud( void )
{
Player *player;
str commandString;
player = ( Player * )g_entities[ 0 ].entity;
commandString = "pushmenu ";
commandString += _hudName;
commandString += "\n";
G_SendCommandToPlayer( player->edict, commandString.c_str() );
_hudOn = true;
}
void PuzzleObject::hideTimerHud( void )
{
Player *player;
str commandString;
player = ( Player * )g_entities[ 0 ].entity;
commandString = "popmenu ";
commandString += _hudName;
commandString += " 1\n";
G_SendCommandToPlayer( player->edict, commandString.c_str() );
_hudOn = false;
}
//-----------------------------------------------------
//
// Name: reset
// Class: PuzzleObject
//
// Description: Resets the puzzle's state to idle so it will
// animate correctly if played again and can be used again
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
void PuzzleObject::reset( Event* )
{
_puzzleState = PUZZLE_STATE_IDLE;
animate->RandomAnimate( "puzzle_idle" );
_lastTimeUsed = 0.0f;
_usedTime = 0.0f;
}
void PuzzleObject::activate( Event* )
{
_puzzleState = _saveState;
}
void PuzzleObject::deActivate( Event* )
{
_saveState = _puzzleState;
_puzzleState = PUZZLE_STATE_DEACTIVATED;
}
void PuzzleObject::setTimeToUse( Event * ev )
{
_timeToUse = ev->GetFloat( 1 );
if ( _timeToUse > 0.0f )
_timed = true;
}
void PuzzleObject::setTimerHudName( Event * ev )
{
_hudName = ev->GetString( 1 );
}
void PuzzleObject::becomeModBarInSkill( Event* ev )
{
_minSkill = (int) ev->GetFloat( 1 );
if( _timeToUse == 0.0f )
{
_timeToUse = 2.0f;
}
}