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CnC_Renegade/Code/Scripts/Test_RMV_Toolkit.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
* Test_RMV_Toolkit.cpp
*
* DESCRIPTION
* Additional Toolkit Scripts
*
* PROGRAMMER
* Ryan Vervack
*
* VERSION INFO
* $Author: Dan_e $
* $Revision: 154 $
* $Modtime: 11/03/01 11:18a $
* $Archive: /Commando/Code/Scripts/Test_RMV_Toolkit.cpp $
*
******************************************************************************/
#include "scripts.h"
#include <string.h>
#include <stdio.h>
#include "toolkit.h"
enum {
TECHNICIAN_MOVEMENT,
TECHNICIAN_ANIMATION
};
DECLARE_SCRIPT(RMV_Trigger_Zone, "TargetID:int, Type:int, Param:int")
{
void Entered(GameObject * obj, GameObject * enterer)
{
if (Commands->Is_A_Star(enterer))
{
int type = Get_Int_Parameter("Type");
int param = Get_Int_Parameter("Param");
GameObject *target = Commands->Find_Object(Get_Int_Parameter("TargetID"));
if (target)
Commands->Send_Custom_Event(obj, target, type, param);
if (obj)
Commands->Destroy_Object(obj);
}
}
};
DECLARE_SCRIPT(RMV_Trigger_Zone_2, "TargetID:int, Type:int, Param:int")
{
void Entered(GameObject * obj, GameObject * enterer)
{
if (Commands->Is_A_Star(enterer))
{
int type = Get_Int_Parameter("Type");
int param = Get_Int_Parameter("Param");
GameObject *target = Commands->Find_Object(Get_Int_Parameter("TargetID"));
if (target)
Commands->Send_Custom_Event(obj, target, type, param);
}
}
};
DECLARE_SCRIPT(RMV_Trigger_Poked, "Target_ID:int, Type:int, Param:int")
{
void Poked(GameObject * obj, GameObject * poker)
{
int type = Get_Int_Parameter("Type");
int param = Get_Int_Parameter("Param");
GameObject * target;
if (Get_Int_Parameter("Target_ID") == 0)
{
target = poker;
}
else
{
target = Commands->Find_Object(Get_Int_Parameter("Target_ID"));
}
if (target)
{
Commands->Send_Custom_Event(obj, target, type, param);
}
}
};
DECLARE_SCRIPT(RMV_Engineer_Wander, "Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int, Building_Number:int, Evac_Object=None:string")
{
int c_type, c_param_1, c_param_2;
int terminal_id, int_anim;
bool busy, emergency, always_run, evacuating;
REGISTER_VARIABLES()
{
SAVE_VARIABLE(c_type, 1);
SAVE_VARIABLE(c_param_1, 2);
SAVE_VARIABLE(c_param_2, 3);
SAVE_VARIABLE(terminal_id, 4);
SAVE_VARIABLE(int_anim, 5);
SAVE_VARIABLE(busy, 6);
SAVE_VARIABLE(emergency, 7);
SAVE_VARIABLE(always_run, 8);
SAVE_VARIABLE(evacuating, 9);
}
void Created(GameObject * obj)
{
busy = emergency = always_run = evacuating = false;
c_type = Get_Int_Parameter("Custom_Type");
c_param_1 = Get_Int_Parameter("Custom_Param_1");
c_param_2 = Get_Int_Parameter("Custom_Param_2");
}
void Sound_Heard(GameObject * obj, const CombatSound & sound)
{
if (evacuating)
{
return;
}
if ((sound.Type == M00_SOUND_ENGINEER_WANDER) && (!busy))
{
emergency = false;
if (always_run)
{
emergency = true;
}
Commands->Send_Custom_Event(obj, sound.Creator, c_type, c_param_1);
}
else if (sound.Type == M00_SOUND_ENGINEER_WANDER_EMERGENCY && !busy)
{
emergency = true;
Commands->Send_Custom_Event(obj, sound.Creator, c_type, c_param_1);
}
else if (sound.Type == M00_SOUND_BUILDING_DESTROYED + Get_Int_Parameter("Building_Number"))
{
Evacuate();
}
else if (sound.Type == M00_SOUND_ALWAYS_RUN)
{
always_run = true;
}
else if (sound.Type == M00_SOUND_ALWAYS_RUN_OFF)
{
always_run = false;
}
}
void Evacuate(void)
{
const char* evac = Get_Parameter("Evac_Object");
Commands->Action_Reset(Owner(), 99);
evacuating = true;
if (stricmp(evac, "None") == 0)
{
return;
}
else
{
GameObject * my_evac_point = Commands->Find_Random_Simple_Object(evac);
if (my_evac_point)
{
ActionParamsStruct params;
params.Set_Basic(this, 99, 0);
params.Set_Movement(my_evac_point, RUN, 2.0f);
Commands->Action_Goto(Owner(), params);
}
}
}
void Custom(GameObject * obj, int type, int param, GameObject * sender)
{
if (type == c_type)
{
busy = true;
terminal_id = Commands->Get_ID(sender);
char *anim;
anim = (char *)param;
int_anim = (int)anim;
ActionParamsStruct params;
params.Set_Basic(this, 70, TECHNICIAN_MOVEMENT);
params.Set_Movement(sender, emergency ? RUN : WALK, 0.75f);
Commands->Action_Goto(obj, params);
}
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
if (action_id == TECHNICIAN_MOVEMENT)
{
if (reason != ACTION_COMPLETE_NORMAL)
return;
GameObject *terminal;
terminal = Commands->Find_Object(terminal_id);
if (terminal)
{
float facing = Commands->Get_Facing(terminal);
Commands->Set_Facing(obj, facing + 180);
}
char *anim;
anim = (char *)int_anim;
anim = "s_a_human.h_a_con2";
ActionParamsStruct params;
params.Set_Basic(this, 70, TECHNICIAN_ANIMATION);
params.Set_Animation(anim, false);
Commands->Action_Play_Animation(obj, params);
}
if (action_id == TECHNICIAN_ANIMATION || reason == ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE)
{
GameObject *terminal;
terminal = Commands->Find_Object(terminal_id);
Commands->Send_Custom_Event(obj, terminal, c_type, c_param_2);
busy = emergency = false;
if (always_run)
{
emergency = true;
}
}
}
};
/*DECLARE_SCRIPT(RMV_Engineer_Wander_Terminal, "Animation_Name:string, Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int")
{
enum {ENGINEER_WANDER_TIMER};
bool i_am_occupied;
Vector3 mypos;
int c_type, c_param_1, c_param_2;
REGISTER_VARIABLES()
{
SAVE_VARIABLE(i_am_occupied, 1);
SAVE_VARIABLE(mypos, 2);
SAVE_VARIABLE(c_type, 3);
SAVE_VARIABLE(c_param_1, 4);
SAVE_VARIABLE(c_param_2, 5);
}
void Created(GameObject * obj)
{
// Commands->Enable_Hibernation(obj, false);
i_am_occupied = false;
mypos = Commands->Get_Position(obj);
c_type = Get_Int_Parameter("Custom_Type");
c_param_1 = Get_Int_Parameter("Custom_Param_1");
c_param_2 = Get_Int_Parameter("Custom_Param_2");
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
}
void Timer_Expired(GameObject * obj, int timer_id)
{
if ((timer_id == ENGINEER_WANDER_TIMER) && (!i_am_occupied))
{
Commands->Create_Logical_Sound(obj, M00_SOUND_ENGINEER_WANDER, mypos, 60.0f);
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
}
}
void Custom(GameObject * obj, int type, int param, GameObject * sender)
{
if ((type == c_type) && (param == c_param_1) && (!i_am_occupied))
{
i_am_occupied = true;
const char *anim;
anim = Get_Parameter("Animation_Name");
Commands->Send_Custom_Event(obj, sender, c_type, (int)anim);
}
if ((type == c_type) && (param == c_param_2) && (i_am_occupied))
{
i_am_occupied = false;
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
}
}
};*/
DECLARE_SCRIPT(RMV_Building_Engineer_Controller, "Killed_Broadcast_Radius:float, 25_Start_ID:int, 25_Number:int, 50_Start_ID:int, 50_Number:int, 75_Start_ID:int, 75_Number:int, Building_Number:int")
{
bool sent_25, sent_50, sent_75;
REGISTER_VARIABLES()
{
SAVE_VARIABLE(sent_25, 1);
SAVE_VARIABLE(sent_50, 2);
SAVE_VARIABLE(sent_75, 3);
}
void Created(GameObject * obj)
{
sent_25 = sent_50 = sent_75 = false;
}
void Custom(GameObject * obj, int type, int param, GameObject * sender)
{
if (type == CUSTOM_EVENT_BUILDING_DAMAGED)
{
float percentage = 1 - ((float)param/100.0f);
if (!sent_25 && percentage >= 0.25)
{
Commands->Debug_Message("Building took 25 percent or more damage, notifying engineers.\n");
sent_25 = true;
for (int x = 0; x < Get_Int_Parameter("25_Number"); x++)
{
GameObject * target = Commands->Find_Object(Get_Int_Parameter("25_Start_ID") + x);
if (target)
{
Commands->Send_Custom_Event(obj, target, 1000, 1000);
}
}
}
if (!sent_50 && percentage >= 0.50)
{
Commands->Debug_Message("Building took 50 percent or more damage, notifying engineers.\n");
Vector3 mypos = Commands->Get_Position(obj);
Commands->Create_Logical_Sound(obj, M00_SOUND_ALWAYS_RUN, mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
sent_50 = true;
for (int x = 0; x < Get_Int_Parameter("50_Number"); x++)
{
GameObject * target = Commands->Find_Object(Get_Int_Parameter("50_Start_ID") + x);
if (target)
{
Commands->Send_Custom_Event(obj, target, 1000, 1000);
}
}
}
if (!sent_75 && percentage >= 0.75)
{
Commands->Debug_Message("Building took 75 percent or more damages, notifying engineers.\n");
sent_75 = true;
for (int x = 0; x < Get_Int_Parameter("75_Number"); x++)
{
GameObject * target = Commands->Find_Object(Get_Int_Parameter("75_Start_ID") + x);
if (target)
{
Commands->Send_Custom_Event(obj, target, 1000, 1000);
}
}
}
}
if (type == CUSTOM_EVENT_BUILDING_REPAIRED)
{
float percentage = 1 - ((float)param/100.0f);
if (percentage <= 0.25)
{
Commands->Debug_Message("Building repaired to 75 percent or more health, notifying engineers.\n");
sent_25 = false;
for (int x = 0; x < Get_Int_Parameter("25_Number"); x++)
{
GameObject * target = Commands->Find_Object(Get_Int_Parameter("25_Start_ID") + x);
if (target)
{
Commands->Send_Custom_Event(obj, target, 2000, 2000);
}
}
}
if (percentage <= 0.50)
{
Commands->Debug_Message("Building repaired to 50 percent or more health, notifying engineers.\n");
Vector3 mypos = Commands->Get_Position(obj);
Commands->Create_Logical_Sound(obj, M00_SOUND_ALWAYS_RUN_OFF, mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
sent_50 = false;
for (int x = 0; x < Get_Int_Parameter("50_Number"); x++)
{
GameObject * target = Commands->Find_Object(Get_Int_Parameter("50_Start_ID") + x);
if (target)
{
Commands->Send_Custom_Event(obj, target, 2000, 2000);
}
}
}
if (percentage <= 0.75)
{
Commands->Debug_Message("Building repaired to 25 percent or more health, notifying engineers.\n");
sent_75 = false;
for (int x = 0; x < Get_Int_Parameter("75_Number"); x++)
{
GameObject * target = Commands->Find_Object(Get_Int_Parameter("75_Start_ID") + x);
if (target)
{
Commands->Send_Custom_Event(obj, target, 2000, 2000);
}
}
}
}
}
void Killed(GameObject * obj, GameObject * killer)
{
Vector3 mypos = Commands->Get_Position(obj);
Commands->Create_Logical_Sound(obj, M00_SOUND_BUILDING_DESTROYED + Get_Int_Parameter("Building_Number"), mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
}
};
DECLARE_SCRIPT(RMV_Toggled_Engineer_Target, "Emergency=1:int, Animation_Name:string, Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int")
{
enum {ENGINEER_WANDER_TIMER};
bool i_am_occupied;
Vector3 mypos;
int c_type, c_param_1, c_param_2;
bool active;
REGISTER_VARIABLES()
{
SAVE_VARIABLE(i_am_occupied, 1);
SAVE_VARIABLE(mypos, 2);
SAVE_VARIABLE(c_type, 3);
SAVE_VARIABLE(c_param_1, 4);
SAVE_VARIABLE(c_param_2, 5);
SAVE_VARIABLE(active, 6);
}
void Created(GameObject * obj)
{
active = false;
// Commands->Enable_Hibernation(obj, false);
i_am_occupied = false;
mypos = Commands->Get_Position(obj);
c_type = Get_Int_Parameter("Custom_Type");
c_param_1 = Get_Int_Parameter("Custom_Param_1");
c_param_2 = Get_Int_Parameter("Custom_Param_2");
}
void Timer_Expired(GameObject * obj, int timer_id)
{
if ((timer_id == ENGINEER_WANDER_TIMER) && (!i_am_occupied) && active)
{
Commands->Create_Logical_Sound(obj, (Get_Int_Parameter("Emergency") == 0) ? M00_SOUND_ENGINEER_WANDER : M00_SOUND_ENGINEER_WANDER_EMERGENCY, mypos, 60.0f);
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
}
}
void Custom(GameObject * obj, int type, int param, GameObject * sender)
{
if (type == 1000 && param == 1000)
{
active = true;
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
}
if (type == 2000 && param == 2000)
{
active = false;
}
if ((type == c_type) && (param == c_param_1) && (!i_am_occupied))
{
i_am_occupied = true;
const char *anim;
anim = Get_Parameter("Animation_Name");
Commands->Send_Custom_Event(obj, sender, c_type, (int)anim);
}
if ((type == c_type) && (param == c_param_2) && (i_am_occupied))
{
i_am_occupied = false;
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
}
}
};
DECLARE_SCRIPT(RMV_MCT_Switcher, "")
{
void Killed(GameObject * obj, GameObject * killer)
{
GameObject *temp;
temp = Commands->Create_Object("NOD MCT Off", Commands->Get_Position(obj));
if (obj)
{
Commands->Set_Facing(temp, Commands->Get_Facing(obj));
}
}
};
DECLARE_SCRIPT(M00_Play_Sound, "Sound_Preset:string, Is_3D=1:int, Offset:vector3, Offset_Randomness:vector3, Frequency_Min=-1:float, Frequency_Max:float")
{
void Created(GameObject * obj)
{
if (Get_Int_Parameter("Frequency_Min") == -1)
{
Timer_Expired(obj, 0);
}
else
{
float time = Commands->Get_Random(Get_Float_Parameter("Frequency_Min"), Get_Float_Parameter("Frequency_Max"));
Commands->Start_Timer(obj, this, time, 0);
}
}
void Timer_Expired(GameObject * obj, int timer_id)
{
const char * sound = Get_Parameter("Sound_Preset");
bool is_3d = (Get_Int_Parameter("Is_3D") == 1) ? true : false;
Vector3 pos = Commands->Get_Position(obj);
pos += Get_Vector3_Parameter("Offset");
Vector3 offset_random = Get_Vector3_Parameter("Offset_Randomness");
pos.X += Commands->Get_Random(-offset_random.X, offset_random.X);
pos.Y += Commands->Get_Random(-offset_random.Y, offset_random.Y);
pos.Z += Commands->Get_Random(-offset_random.Z, offset_random.Z);
int id;
if (is_3d)
{
Commands->Debug_Message("Playing 3D Sound\n");
id = Commands->Create_Sound(sound, pos, obj);
}
else
{
Commands->Debug_Message("Playing 2D Sound\n");
id = Commands->Create_2D_Sound(sound);
}
Commands->Monitor_Sound(obj, id);
}
void Custom(GameObject * obj, int type, int param, GameObject * sender)
{
if (type == CUSTOM_EVENT_SOUND_ENDED)
{
if (Get_Int_Parameter("Frequency_Min") != -1)
{
float time = Commands->Get_Random(Get_Float_Parameter("Frequency_Min"), Get_Float_Parameter("Frequency_Max"));
Commands->Start_Timer(obj, this, time, 0);
}
}
}
};