837 lines
20 KiB
C++
Executable File
837 lines
20 KiB
C++
Executable File
// Last modified: May 15 2004, Mark Thompson (mark@wildfiregames.com)
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#include "precompiled.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "BaseEntityCollection.h"
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#include "Unit.h"
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#include "Renderer.h"
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#include "Model.h"
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#include "Terrain.h"
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#include "Interact.h"
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#include "Collision.h"
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#include "PathfindEngine.h"
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#include "Game.h"
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#include "scripting/JSInterface_Vector3D.h"
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// TODO: don't hardcode player-colours
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static const float PlayerColours[9][3] = { {1,1,1}, {1,0,0}, {0,1,0}, {0,0,1}, {1,1,0}, {1,0,1}, {0,1,1}, {1,0.5,0}, {1,0,0.5} };
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CEntity::CEntity( CBaseEntity* base, CVector3D position, float orientation )
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{
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m_position = position;
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m_orientation = orientation;
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m_ahead.x = sin( m_orientation );
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m_ahead.y = cos( m_orientation );
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AddProperty( L"template", (CBaseEntity**)&m_base, false, (NotifyFn)&CEntity::loadBase );
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AddProperty( L"actions.move.speed", &m_speed );
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AddProperty( L"selected", &m_selected, false, (NotifyFn)&CEntity::checkSelection );
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AddProperty( L"group", &m_grouped, false, (NotifyFn)&CEntity::checkGroup );
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AddProperty( L"traits.extant", &m_extant );
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AddProperty( L"traits.corpse", &m_corpse );
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AddProperty( L"actions.move.turningradius", &m_turningRadius );
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AddProperty( L"actions.attack.range", &m_meleeRange );
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AddProperty( L"actions.attack.rangemin", &m_meleeRangeMin );
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AddProperty( L"position", &m_graphics_position, false, (NotifyFn)&CEntity::teleport );
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AddProperty( L"orientation", &m_graphics_orientation, false, (NotifyFn)&CEntity::reorient );
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AddProperty( L"player", &m_player );
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for( int t = 0; t < EVENT_LAST; t++ )
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AddProperty( EventNames[t], &m_EventHandlers[t] );
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// Set our parent unit and build us an actor.
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m_actor = NULL;
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m_bounds = NULL;
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m_lastState = -1;
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m_transition = true;
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m_base = base;
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loadBase();
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if( m_bounds )
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m_bounds->setPosition( m_position.X, m_position.Z );
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m_position_previous = m_position;
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m_orientation_previous = m_orientation;
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m_graphics_position = m_position;
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m_graphics_orientation = m_orientation;
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m_destroyed = false;
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m_selected = false;
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m_grouped = -1;
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#ifdef SCED // HACK: ScEd doesn't have a g_Game, so we can't use its CPlayers
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m_player = (CPlayer*)0;
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#else
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m_player = g_Game->GetPlayer( 0 );
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#endif
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}
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CEntity::~CEntity()
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{
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if( m_actor )
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{
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g_UnitMan.RemoveUnit( m_actor );
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delete( m_actor );
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}
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if( m_bounds ) delete( m_bounds );
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}
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void CEntity::loadBase()
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{
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if( m_actor )
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{
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g_UnitMan.RemoveUnit( m_actor );
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delete( m_actor );
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}
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if( m_bounds )
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{
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delete( m_bounds );
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}
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m_actor = new CUnit( m_base->m_actorObject, m_base->m_actorObject->m_Model->Clone(), this );
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// Register the actor with the renderer.
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g_UnitMan.AddUnit( m_actor );
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// Set up our instance data
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SetBase( m_base );
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if( m_base->m_bound_type == CBoundingObject::BOUND_CIRCLE )
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{
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m_bounds = new CBoundingCircle( m_position.X, m_position.Z, m_base->m_bound_circle );
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}
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else if( m_base->m_bound_type == CBoundingObject::BOUND_OABB )
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{
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m_bounds = new CBoundingBox( m_position.X, m_position.Z, m_ahead, m_base->m_bound_box );
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}
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}
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void CEntity::kill()
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{
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g_Selection.removeAll( me );
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if( m_bounds ) delete( m_bounds );
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m_bounds = NULL;
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m_destroyed = true;
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Shutdown();
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if( m_actor )
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{
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g_UnitMan.RemoveUnit( m_actor );
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delete( m_actor );
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m_actor = NULL;
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}
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me = HEntity(); // will deallocate the entity, assuming nobody else has a reference to it
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}
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void CEntity::updateActorTransforms()
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{
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CMatrix3D m;
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float s = sin( m_graphics_orientation );
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float c = cos( m_graphics_orientation );
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m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = m_graphics_position.X;
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m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = m_graphics_position.Y;
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m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = m_graphics_position.Z;
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m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
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m_actor->GetModel()->SetTransform( m );
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}
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void CEntity::snapToGround()
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{
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CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain();
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#ifdef SCED
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extern CTerrain g_Terrain;
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m_graphics_position.Y = g_Terrain.getExactGroundLevel( m_graphics_position.X, m_graphics_position.Z );
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#else
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m_graphics_position.Y = pTerrain->getExactGroundLevel( m_graphics_position.X, m_graphics_position.Z );
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#endif
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}
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void CEntity::update( size_t timestep )
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{
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m_position_previous = m_position;
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m_orientation_previous = m_orientation;
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// The process[...] functions return 'true' if the order at the top of the stack
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// still needs to be (re-)evaluated; else 'false' to terminate the processing of
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// this entity in this timestep.
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while( !m_orderQueue.empty() )
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{
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CEntityOrder* current = &m_orderQueue.front();
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m_transition = ( current->m_type != m_lastState );
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if( m_transition )
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{
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CEntity* target = NULL;
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if( current->m_data[0].entity )
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target = &( *( current->m_data[0].entity ) );
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CVector3D worldPosition = (CVector3D)current->m_data[0].location;
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CEventOrderTransition evt( m_lastState, current->m_type, target, worldPosition );
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if( !DispatchEvent( &evt ) )
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{
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m_orderQueue.pop_front();
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continue;
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}
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else if( target )
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{
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current->m_data[0].location = worldPosition;
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current->m_data[0].entity = target->me;
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}
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m_lastState = current->m_type;
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}
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switch( current->m_type )
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{
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case CEntityOrder::ORDER_GOTO_NOPATHING:
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case CEntityOrder::ORDER_GOTO_COLLISION:
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case CEntityOrder::ORDER_GOTO_SMOOTHED:
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if( processGotoNoPathing( current, timestep ) ) break;
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return;
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case CEntityOrder::ORDER_ATTACK_MELEE:
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if( processAttackMeleeNoPathing( current, timestep ) ) break;
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return;
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case CEntityOrder::ORDER_ATTACK_MELEE_NOPATHING:
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if( processAttackMeleeNoPathing( current, timestep ) ) break;
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return;
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case CEntityOrder::ORDER_GOTO:
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if( processGoto( current, timestep ) ) break;
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return;
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case CEntityOrder::ORDER_PATROL:
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if( processPatrol( current, timestep ) ) break;
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return;
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case CEntityOrder::ORDER_PATH_END_MARKER:
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m_orderQueue.pop_front();
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break;
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default:
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assert( 0 && "Invalid entity order" );
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}
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}
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if( m_extant )
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{
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if( ( m_lastState != -1 ) || !m_actor->GetModel()->GetAnimation() )
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m_actor->GetModel()->SetAnimation( m_actor->GetObject()->m_IdleAnim );
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}
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else if( !m_actor->GetModel()->GetAnimation() )
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m_actor->GetModel()->SetAnimation( m_actor->GetObject()->m_CorpseAnim );
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if( m_lastState != -1 )
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{
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CEntity* d0;
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CVector3D d1;
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CEventOrderTransition evt( m_lastState, -1, d0, d1 );
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DispatchEvent( &evt );
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m_lastState = -1;
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}
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}
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void CEntity::Initialize()
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{
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CEventInitialize evt;
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DispatchEvent( &evt );
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}
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void CEntity::Tick()
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{
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CEventTick evt;
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DispatchEvent( &evt );
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}
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void CEntity::Damage( CDamageType& damage, CEntity* inflictor )
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{
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CEventDamage evt( inflictor, &damage );
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DispatchEvent( &evt );
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}
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/*
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void CEntity::dispatch( const CMessage* msg )
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{
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switch( msg->type )
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{
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case CMessage::EMSG_TICK:
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{
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CEventTick Tick;
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DispatchEvent( &Tick );
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break;
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}
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case CMessage::EMSG_INIT:
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{
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CEventInitialize Init;
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if( !DispatchEvent( &Init ) )
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break;
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if( m_base->m_Tag == CStrW( L"Prometheus Dude" ) )
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{
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if( getCollisionObject( this ) )
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{
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// Prometheus telefragging. (Appeared inside another object)
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kill();
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return;
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}
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}
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break;
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}
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case CMessage::EMSG_ORDER:
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CMessageOrder* m;
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m = (CMessageOrder*)msg;
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if( !m->queue )
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clearOrders();
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pushOrder( m->order );
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break;
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case CMessage::EMSG_DAMAGE:
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CEntityOrder* o;
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}
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}
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*/
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bool CEntity::DispatchEvent( CScriptEvent* evt )
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{
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return( m_EventHandlers[evt->m_TypeCode].DispatchEvent( GetScript(), evt ) );
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}
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void CEntity::clearOrders()
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{
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m_orderQueue.clear();
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}
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void CEntity::pushOrder( CEntityOrder& order )
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{
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m_orderQueue.push_back( order );
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}
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int CEntity::defaultOrder( CEntity* orderTarget )
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{
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CEventTargetChanged evt( orderTarget );
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DispatchEvent( &evt );
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return( evt.m_defaultAction );
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}
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bool CEntity::acceptsOrder( int orderType, CEntity* orderTarget )
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{
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CEventPrepareOrder evt( orderTarget, orderType );
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return( DispatchEvent( &evt ) );
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/*
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// Hardcoding...
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switch( orderType )
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{
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case CEntityOrder::ORDER_GOTO:
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case CEntityOrder::ORDER_PATROL:
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return( m_speed > 0.0f );
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case CEntityOrder::ORDER_ATTACK_MELEE:
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return( orderTarget && ( m_meleeRange > 0.0f ) );
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}
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return( false );
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*/
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}
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void CEntity::repath()
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{
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CVector2D destination;
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if( m_orderQueue.empty() ) return;
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while( !m_orderQueue.empty() &&
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( ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_COLLISION )
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|| ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_NOPATHING )
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|| ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_SMOOTHED ) ) )
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{
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destination = m_orderQueue.front().m_data[0].location;
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m_orderQueue.pop_front();
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}
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g_Pathfinder.requestPath( me, destination );
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}
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void CEntity::reorient()
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{
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m_orientation = m_graphics_orientation;
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m_ahead.x = sin( m_orientation );
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m_ahead.y = cos( m_orientation );
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if( m_bounds->m_type == CBoundingObject::BOUND_OABB )
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((CBoundingBox*)m_bounds)->setOrientation( m_ahead );
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updateActorTransforms();
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}
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void CEntity::teleport()
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{
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m_position = m_graphics_position;
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m_bounds->setPosition( m_position.X, m_position.Z );
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repath();
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}
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void CEntity::checkSelection()
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{
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if( m_selected )
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{
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if( !g_Selection.isSelected( me ) )
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g_Selection.addSelection( me );
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}
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else
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{
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if( g_Selection.isSelected( me ) )
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g_Selection.removeSelection( me );
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}
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}
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void CEntity::checkGroup()
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{
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g_Selection.changeGroup( me, -1 ); // Ungroup
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if( ( m_grouped >= 0 ) && ( m_grouped < MAX_GROUPS ) )
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g_Selection.changeGroup( me, m_grouped );
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}
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void CEntity::interpolate( float relativeoffset )
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{
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m_graphics_position = Interpolate<CVector3D>( m_position_previous, m_position, relativeoffset );
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// Avoid wraparound glitches for interpolating angles.
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while( m_orientation < m_orientation_previous - PI )
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m_orientation_previous -= 2 * PI;
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while( m_orientation > m_orientation_previous + PI )
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m_orientation_previous += 2 * PI;
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m_graphics_orientation = Interpolate<float>( m_orientation_previous, m_orientation, relativeoffset );
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snapToGround();
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updateActorTransforms();
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}
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void CEntity::render()
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{
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CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain();
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if( !m_orderQueue.empty() )
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{
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std::deque<CEntityOrder>::iterator it;
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CBoundingObject* destinationCollisionObject;
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float x0, y0, x, y;
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x = m_orderQueue.front().m_data[0].location.x;
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y = m_orderQueue.front().m_data[0].location.y;
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for( it = m_orderQueue.begin(); it < m_orderQueue.end(); it++ )
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{
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if( it->m_type == CEntityOrder::ORDER_PATROL )
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break;
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x = it->m_data[0].location.x;
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y = it->m_data[0].location.y;
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}
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destinationCollisionObject = getContainingObject( CVector2D( x, y ) );
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glShadeModel( GL_FLAT );
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glBegin( GL_LINE_STRIP );
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glVertex3f( m_position.X, m_position.Y + 0.25f, m_position.Z );
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x = m_position.X;
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y = m_position.Z;
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for( it = m_orderQueue.begin(); it < m_orderQueue.end(); it++ )
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{
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x0 = x; y0 = y;
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x = it->m_data[0].location.x;
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y = it->m_data[0].location.y;
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rayIntersectionResults r;
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CVector2D fwd( x - x0, y - y0 );
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float l = fwd.length();
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fwd = fwd.normalize();
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CVector2D rgt = fwd.beta();
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if( getRayIntersection( CVector2D( x0, y0 ), fwd, rgt, l, m_bounds->m_radius, destinationCollisionObject, &r ) )
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{
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glEnd();
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glBegin( GL_LINES );
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glColor3f( 1.0f, 0.0f, 0.0f );
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glVertex3f( x0 + fwd.x * r.distance, pTerrain->getExactGroundLevel( x0 + fwd.x * r.distance, y0 + fwd.y * r.distance ) + 0.25f, y0 + fwd.y * r.distance );
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glVertex3f( r.position.x, pTerrain->getExactGroundLevel( r.position.x, r.position.y ) + 0.25f, r.position.y );
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glEnd();
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glBegin( GL_LINE_STRIP );
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glVertex3f( x0, pTerrain->getExactGroundLevel( x0, y0 ), y0 );
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}
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switch( it->m_type )
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{
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case CEntityOrder::ORDER_GOTO:
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glColor3f( 1.0f, 0.0f, 0.0f ); break;
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case CEntityOrder::ORDER_GOTO_COLLISION:
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glColor3f( 1.0f, 0.5f, 0.5f ); break;
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case CEntityOrder::ORDER_GOTO_NOPATHING:
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case CEntityOrder::ORDER_GOTO_SMOOTHED:
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glColor3f( 0.5f, 0.5f, 0.5f ); break;
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case CEntityOrder::ORDER_PATROL:
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glColor3f( 0.0f, 1.0f, 0.0f ); break;
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default:
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continue;
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}
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glVertex3f( x, pTerrain->getExactGroundLevel( x, y ) + 0.25f, y );
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}
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glEnd();
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glShadeModel( GL_SMOOTH );
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}
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glColor3f( 1.0f, 1.0f, 1.0f );
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if( getCollisionObject( this ) ) glColor3f( 0.5f, 0.5f, 1.0f );
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m_bounds->render( pTerrain->getExactGroundLevel( m_position.X, m_position.Z ) + 0.25f ); //m_position.Y + 0.25f );
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}
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void CEntity::renderSelectionOutline( float alpha )
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{
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#ifdef SCED
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extern CTerrain g_Terrain;
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CTerrain *pTerrain = &g_Terrain;
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#else
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CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain();
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#endif
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if( !m_bounds ) return;
|
|
|
|
if( getCollisionObject( this ) )
|
|
glColor4f( 1.0f, 0.5f, 0.5f, alpha );
|
|
else
|
|
{
|
|
#ifdef SCED // HACK: ScEd doesn't have a g_Game, so we can't use its CPlayers
|
|
glColor3fv(PlayerColours[ (intptr_t)m_player ]);
|
|
#else
|
|
SColour& col = m_player->m_Colour;
|
|
glColor3f( col.r, col.g, col.b );
|
|
#endif
|
|
}
|
|
|
|
glBegin( GL_LINE_LOOP );
|
|
|
|
CVector3D pos = m_graphics_position;
|
|
|
|
switch( m_bounds->m_type )
|
|
{
|
|
case CBoundingObject::BOUND_CIRCLE:
|
|
{
|
|
float radius = ((CBoundingCircle*)m_bounds)->m_radius;
|
|
for( int i = 0; i < SELECTION_CIRCLE_POINTS; i++ )
|
|
{
|
|
float ang = i * 2 * PI / (float)SELECTION_CIRCLE_POINTS;
|
|
float x = pos.X + radius * sin( ang );
|
|
float y = pos.Z + radius * cos( ang );
|
|
#ifdef SELECTION_TERRAIN_CONFORMANCE
|
|
glVertex3f( x, pTerrain->getExactGroundLevel( x, y ) + 0.25f, y );
|
|
#else
|
|
glVertex3f( x, pos.Y + 0.25f, y );
|
|
#endif
|
|
}
|
|
break;
|
|
}
|
|
case CBoundingObject::BOUND_OABB:
|
|
{
|
|
CVector2D p, q;
|
|
CVector2D u, v;
|
|
q.x = pos.X; q.y = pos.Z;
|
|
float h = ((CBoundingBox*)m_bounds)->m_h;
|
|
float w = ((CBoundingBox*)m_bounds)->m_w;
|
|
|
|
u.x = sin( m_graphics_orientation );
|
|
u.y = cos( m_graphics_orientation );
|
|
v.x = u.y;
|
|
v.y = -u.x;
|
|
|
|
#ifdef SELECTION_TERRAIN_CONFORMANCE
|
|
for( int i = SELECTION_BOX_POINTS; i > -SELECTION_BOX_POINTS; i-- )
|
|
{
|
|
p = q + u * h + v * ( w * (float)i / (float)SELECTION_BOX_POINTS );
|
|
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
|
|
}
|
|
|
|
for( int i = SELECTION_BOX_POINTS; i > -SELECTION_BOX_POINTS; i-- )
|
|
{
|
|
p = q + u * ( h * (float)i / (float)SELECTION_BOX_POINTS ) - v * w;
|
|
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
|
|
}
|
|
|
|
for( int i = -SELECTION_BOX_POINTS; i < SELECTION_BOX_POINTS; i++ )
|
|
{
|
|
p = q - u * h + v * ( w * (float)i / (float)SELECTION_BOX_POINTS );
|
|
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
|
|
}
|
|
|
|
for( int i = -SELECTION_BOX_POINTS; i < SELECTION_BOX_POINTS; i++ )
|
|
{
|
|
p = q + u * ( h * (float)i / (float)SELECTION_BOX_POINTS ) + v * w;
|
|
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
|
|
}
|
|
#else
|
|
p = q + u * h + v * w;
|
|
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
|
|
|
|
p = q + u * h - v * w;
|
|
glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
|
|
|
|
p = q - u * h + v * w;
|
|
glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
|
|
|
|
p = q + u * h + v * w;
|
|
glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
|
|
#endif
|
|
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
|
/*
|
|
|
|
Scripting interface
|
|
|
|
*/
|
|
|
|
// Scripting initialization
|
|
|
|
void CEntity::ScriptingInit()
|
|
{
|
|
AddMethod<jsval, &CEntity::ToString>( "toString", 0 );
|
|
AddMethod<bool, &CEntity::OrderSingle>( "order", 1 );
|
|
AddMethod<bool, &CEntity::OrderQueued>( "orderQueued", 1 );
|
|
AddMethod<bool, &CEntity::Kill>( "kill", 0 );
|
|
AddMethod<bool, &CEntity::Damage>( "damage", 1 );
|
|
AddMethod<bool, &CEntity::IsIdle>( "isIdle", 0 );
|
|
CJSObject<CEntity>::ScriptingInit( "Entity", Construct, 2 );
|
|
}
|
|
|
|
// Script constructor
|
|
|
|
JSBool CEntity::Construct( JSContext* cx, JSObject* obj, unsigned int argc, jsval* argv, jsval* rval )
|
|
{
|
|
assert( argc >= 2 );
|
|
|
|
CBaseEntity* baseEntity = NULL;
|
|
CVector3D position;
|
|
float orientation = 0.0f;
|
|
|
|
JSObject* jsBaseEntity = JSVAL_TO_OBJECT( argv[0] );
|
|
CStrW templateName;
|
|
|
|
if( !JSVAL_IS_OBJECT( argv[0] ) || !( baseEntity = ToNative<CBaseEntity>( cx, jsBaseEntity ) ) )
|
|
{
|
|
try
|
|
{
|
|
templateName = g_ScriptingHost.ValueToUCString( argv[0] );
|
|
}
|
|
catch( PSERROR_Scripting_ConversionFailed )
|
|
{
|
|
*rval = JSVAL_NULL;
|
|
JS_ReportError( cx, "Invalid template identifier" );
|
|
return( JS_TRUE );
|
|
}
|
|
baseEntity = g_EntityTemplateCollection.getTemplate( templateName );
|
|
}
|
|
|
|
if( !baseEntity )
|
|
{
|
|
*rval = JSVAL_NULL;
|
|
JS_ReportError( cx, "No such template: %s", CStr8(templateName).c_str() );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
JSI_Vector3D::Vector3D_Info* jsVector3D = NULL;
|
|
if( JSVAL_IS_OBJECT( argv[1] ) && ( jsVector3D = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( cx, JSVAL_TO_OBJECT( argv[1] ), &JSI_Vector3D::JSI_class, NULL ) ) )
|
|
{
|
|
position = *( jsVector3D->vector );
|
|
}
|
|
if( argc >= 3 )
|
|
{
|
|
try
|
|
{
|
|
orientation = (float)g_ScriptingHost.ValueToDouble( argv[2] );
|
|
}
|
|
catch( PSERROR_Scripting_ConversionFailed )
|
|
{
|
|
// TODO: Net-safe random for this parameter.
|
|
orientation = 0.0f;
|
|
}
|
|
}
|
|
|
|
HEntity handle = g_EntityManager.create( baseEntity, position, orientation );
|
|
|
|
handle->Initialize();
|
|
|
|
*rval = ToJSVal<CEntity>( *handle );
|
|
return( JS_TRUE );
|
|
}
|
|
|
|
// Script-bound methods
|
|
|
|
jsval CEntity::ToString( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
wchar_t buffer[256];
|
|
swprintf( buffer, 256, L"[object Entity: %ls]", m_base->m_Tag.c_str() );
|
|
buffer[255] = 0;
|
|
utf16string str16(buffer, buffer+wcslen(buffer));
|
|
return( STRING_TO_JSVAL( JS_NewUCStringCopyZ( cx, str16.c_str() ) ) );
|
|
}
|
|
|
|
bool CEntity::Order( JSContext* cx, uintN argc, jsval* argv, bool Queued )
|
|
{
|
|
// This needs to be sorted (uses Scheduler rather than network messaging)
|
|
assert( argc >= 1 );
|
|
|
|
int orderCode;
|
|
|
|
try
|
|
{
|
|
orderCode = g_ScriptingHost.ValueToInt( argv[0] );
|
|
}
|
|
catch( PSERROR_Scripting_ConversionFailed )
|
|
{
|
|
JS_ReportError( cx, "Invalid order type" );
|
|
return( false );
|
|
}
|
|
|
|
CEntityOrder newOrder;
|
|
|
|
(int&)newOrder.m_type = orderCode;
|
|
|
|
switch( orderCode )
|
|
{
|
|
case CEntityOrder::ORDER_GOTO:
|
|
case CEntityOrder::ORDER_PATROL:
|
|
if( argc < 3 )
|
|
{
|
|
JS_ReportError( cx, "Too few parameters" );
|
|
return( false );
|
|
}
|
|
try
|
|
{
|
|
newOrder.m_data[0].location.x = (float)g_ScriptingHost.ValueToDouble( argv[1] );
|
|
newOrder.m_data[0].location.y = (float)g_ScriptingHost.ValueToDouble( argv[2] );
|
|
}
|
|
catch( PSERROR_Scripting_ConversionFailed )
|
|
{
|
|
JS_ReportError( cx, "Invalid location" );
|
|
return( false );
|
|
}
|
|
break;
|
|
case CEntityOrder::ORDER_ATTACK_MELEE:
|
|
if( argc < 1 )
|
|
{
|
|
JS_ReportError( cx, "Too few parameters" );
|
|
return( false );
|
|
}
|
|
CEntity* target;
|
|
target = ToNative<CEntity>( argv[1] );
|
|
if( !target )
|
|
{
|
|
JS_ReportError( cx, "Invalid target" );
|
|
return( false );
|
|
}
|
|
newOrder.m_data[0].entity = target->me;
|
|
break;
|
|
default:
|
|
JS_ReportError( cx, "Invalid order type" );
|
|
return( false );
|
|
}
|
|
|
|
if( !Queued )
|
|
clearOrders();
|
|
pushOrder( newOrder );
|
|
|
|
return( true );
|
|
}
|
|
|
|
bool CEntity::Damage( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
CEntity* inflictor = NULL;
|
|
|
|
if( argc >= 4 )
|
|
inflictor = ToNative<CEntity>( argv[3] );
|
|
|
|
if( argc >= 3 )
|
|
{
|
|
CDamageType dmgType( ToPrimitive<float>( argv[0] ), ToPrimitive<float>( argv[1] ), ToPrimitive<float>( argv[2] ) );
|
|
Damage( dmgType, inflictor );
|
|
return( true );
|
|
}
|
|
|
|
if( argc >= 2 )
|
|
inflictor = ToNative<CEntity>( argv[1] );
|
|
|
|
// If it's a DamageType, use that. Otherwise, see if it's a float, if so, use
|
|
// that as the 'typeless' unblockable damage type.
|
|
|
|
CDamageType* dmg = ToNative<CDamageType>( argv[0] );
|
|
|
|
if( !dmg )
|
|
{
|
|
float dmgN;
|
|
if( !ToPrimitive<float>( cx, argv[0], dmgN ) )
|
|
return( false );
|
|
|
|
CDamageType dmgType( dmgN );
|
|
|
|
Damage( dmgType, inflictor );
|
|
return( true );
|
|
}
|
|
|
|
Damage( *dmg, inflictor );
|
|
return( true );
|
|
}
|
|
|
|
bool CEntity::Kill( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
// Change this entity's template to the corpse entity - but note
|
|
// we don't fiddle with the actors or bounding information that we
|
|
// usually do when changing templates.
|
|
|
|
CBaseEntity* corpse = g_EntityTemplateCollection.getTemplate( m_corpse );
|
|
if( corpse )
|
|
{
|
|
m_base = corpse;
|
|
SetBase( m_base );
|
|
}
|
|
|
|
if( m_extant )
|
|
{
|
|
if( m_bounds )
|
|
delete( m_bounds );
|
|
m_bounds = NULL;
|
|
|
|
m_extant = false;
|
|
}
|
|
|
|
g_Selection.removeAll( me );
|
|
|
|
clearOrders();
|
|
|
|
m_actor->GetModel()->SetAnimation( m_actor->GetObject()->m_DeathAnim, true );
|
|
|
|
return( true );
|
|
}
|