/* ** 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 . */ /****************************************************************************** * * 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 #include #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); } } } };