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CnC_Renegade/Code/Scripts/Toolkit_Actions.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
* Toolkit_Actions.cpp
*
* DESCRIPTION
* Designer Toolkit for Mission Construction - Actions Subset
*
* PROGRAMMER
* Design Team
*
* VERSION INFO
* $Author: Ryan_v $
* $Revision: 10 $
* $Modtime: 11/03/00 2:25p $
* $Archive: /Commando/Code/Scripts/Toolkit_Actions.cpp $
*
******************************************************************************/
#include "toolkit.h"
/*Editor Script - M00_Action
Animations are not handled with this script - they are handled separately.
Parameters:
_Move_Target_ID = The Target ID to move towards.
_Move_Following = Whether this unit should follow the Target ID or not.
_Move_Destination = The Vector3 location of the movement destination.
_Move_Waypath_ID = The ID of a waypath to follow.
_Move_Waypath_Start_ID = The starting point to use on the waypath.
_Move_Waypath_End_ID = The ending point to use on the waypath.
_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
_Move_Waypath_Looping = If the unit should circle on the waypath.
_Move_Patrol_Radius = A radius to use if patrolling an area.
_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.
_Move_Arrive_Distance = The distance to close to with the destination.
_Move_Speed = The speed at which the unit moves.
_Move_Crouch = Whether to move crouched or not.
_Move_Backwards = Whether to move backwards or not.
_Move_Pathfind = Whether to use pathfinding data for movement or not.
_Attack_Target_ID = The attack target's ID.
_Attack_Location = The location of the attack (if no target).
_Attack_Range = The maximum effective range of the attack.
_Attack_Deviation = The deviation of the attack.
_Attack_Primary = Whether to use the primary weapon or not.
_Attack_Crouched = Whether to crouch when firing or not.
*/
DECLARE_SCRIPT(M00_Action, "Start_Now=0:int, Receive_Type=14:int, Receive_Param_On=1:int, Receive_Param_Off=0:int, Action_Priority=99:int, Action_ID=0:int, _Move_Target_ID=0:int, _Move_Following=0:int, _Move_Destination:vector3, _Move_Waypath_ID=0:int, _Move_Waypath_Start_ID=0:int, _Move_Waypath_End_ID:int, _Move_Waypath_Splined=0:int, _Move_Arrive_Distance=1.0:float, _Move_Speed=1.0:float, _Move_Crouch=0:int, _Move_Backwards=0:int, _Move_Pathfind=1:int, _Attack_Target_ID=0:int, _Attack_Location:vector3, _Attack_Range=100.0:float, _Attack_Deviation=0.0:float, _Attack_Primary=1:int, _Attack_Crouched=0:int, Debug_Mode=0:int")
{
bool debug_mode;
bool script_active;
bool attacking;
bool primary_weapon;
Vector3 current_position;
Vector3 current_fire_position;
Vector3 current_attack_location;
Vector3 empty_vector;
void Created(GameObject* obj)
{
ActionParamsStruct params;
script_active = false;
attacking = false;
debug_mode = (Get_Int_Parameter("Debug_Mode") == 1) ? true : false;
GameObject* move_target;
GameObject* attack_target;
move_target = Commands->Find_Object(Get_Int_Parameter("_Move_Target_ID"));
attack_target = Commands->Find_Object(Get_Int_Parameter("_Attack_Target_ID"));
primary_weapon = (Get_Int_Parameter("_Attack_Primary") == 1) ? true : false;
current_attack_location = Get_Vector3_Parameter("_Attack_Location");
empty_vector = Vector3(0.0f,0.0f,0.0f);
params.Set_Basic(this, Get_Int_Parameter("Action_Priority"), Get_Int_Parameter("Action_ID"));
params.Set_Movement(Get_Vector3_Parameter("_Move_Destination"), Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
params.Set_Attack(Get_Vector3_Parameter("_Attack_Location"), Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
params.MoveBackup = (Get_Int_Parameter("_Move_Backwards") == 1) ? true : false;
params.MoveFollow = (Get_Int_Parameter("_Move_Following") == 1) ? true : false;
params.MoveCrouched = (Get_Int_Parameter("_Move_Crouch") == 1) ? true : false;
params.MovePathfind = (Get_Int_Parameter("_Move_Pathfind") == 1) ? true : false;
params.AttackCrouched = (Get_Int_Parameter("_Attack_Crouched") == 1) ? true : false;
params.WaypathID = Get_Int_Parameter("_Move_Waypath_ID");
params.WaypointStartID = Get_Int_Parameter("_Move_Waypath_Start_ID");
params.WaypointEndID = Get_Int_Parameter("_Move_Waypath_End_ID");
params.WaypathSplined = (Get_Int_Parameter("_Move_Waypath_Splined") == 1) ? true : false;
if (attack_target)
{
// Attacking a target, override the attack location values
params.Set_Attack(attack_target, Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
attacking = true;
}
if (current_attack_location != empty_vector)
{
// Attacking a location, be sure to turn on attacking bool
attacking = true;
}
if (move_target)
{
// Moving toward a target, override other movement values
params.Set_Movement(move_target, Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
params.WaypathID = 0;
params.WaypointStartID = 0;
params.WaypointEndID = 0;
params.WaypathSplined = false;
}
if (params.MoveLocation != empty_vector)
{
// Moving to a location, override other movement values
params.WaypathID = 0;
params.WaypointStartID = 0;
params.WaypointEndID = 0;
params.WaypathSplined = false;
}
if (Get_Int_Parameter("Start_Now"))
{
SCRIPT_DEBUG_MESSAGE(("M00_Action ACTIVATED.\n"));
script_active = true;
if (script_active)
{
// Check if we are firing and moving, or just moving.
if (attacking)
{
SCRIPT_DEBUG_MESSAGE(("M00_Action is moving and attacking.\n"));
Commands->Action_Attack(obj, params);
}
else
{
SCRIPT_DEBUG_MESSAGE(("M00_Action is moving only - no attack.\n"));
Commands->Action_Goto(obj, params);
}
}
}
}
void Custom(GameObject * obj, int type, int param, GameObject * sender)
{
SCRIPT_DEBUG_MESSAGE(("M00_Action received custom type %d, param %d.\n", type, param));
if (type == Get_Int_Parameter("Receive_Type"))
{
if (param == Get_Int_Parameter("Receive_Param_On"))
{
GameObject* move_target;
GameObject* attack_target;
move_target = Commands->Find_Object(Get_Int_Parameter("_Move_Target_ID"));
attack_target = Commands->Find_Object(Get_Int_Parameter("_Attack_Target_ID"));
ActionParamsStruct params;
params.Set_Basic(this, Get_Int_Parameter("Action_Priority"), Get_Int_Parameter("Action_ID"));
params.Set_Movement(Get_Vector3_Parameter("_Move_Destination"), Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
params.Set_Attack(Get_Vector3_Parameter("_Attack_Location"), Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
params.MoveBackup = (Get_Int_Parameter("_Move_Backwards") == 1) ? true : false;
params.MoveFollow = (Get_Int_Parameter("_Move_Following") == 1) ? true : false;
params.MoveCrouched = (Get_Int_Parameter("_Move_Crouch") == 1) ? true : false;
params.MovePathfind = (Get_Int_Parameter("_Move_Pathfind") == 1) ? true : false;
params.AttackCrouched = (Get_Int_Parameter("_Attack_Crouched") == 1) ? true : false;
params.WaypathID = Get_Int_Parameter("_Move_Waypath_ID");
params.WaypointStartID = Get_Int_Parameter("_Move_Waypath_Start_ID");
params.WaypointEndID = Get_Int_Parameter("_Move_Waypath_End_ID");
params.WaypathSplined = (Get_Int_Parameter("_Move_Waypath_Splined") == 1) ? true : false;
SCRIPT_DEBUG_MESSAGE(("M00_Action ACTIVATED.\n"));
if (attack_target)
{
// Attacking a target, override the attack location values
params.Set_Attack(attack_target, Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
attacking = true;
}
if (current_attack_location != empty_vector)
{
// Attacking a location, be sure to turn on attacking bool
attacking = true;
}
if (move_target)
{
// Moving toward a target, override other movement values
params.Set_Movement(move_target, Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
params.WaypathID = 0;
params.WaypointStartID = 0;
params.WaypointEndID = 0;
params.WaypathSplined = false;
}
if (params.MoveLocation != empty_vector)
{
// Moving to a location, override other movement values
params.WaypathID = 0;
params.WaypointStartID = 0;
params.WaypointEndID = 0;
params.WaypathSplined = false;
}
if (script_active)
{
// Check if we are firing and moving, or just moving.
if (attacking)
{
SCRIPT_DEBUG_MESSAGE(("M00_Action is moving and attacking.\n"));
Commands->Action_Attack(obj, params);
}
else
{
SCRIPT_DEBUG_MESSAGE(("M00_Action is moving only - no attack.\n"));
Commands->Action_Goto(obj, params);
}
}
}
if (param == Get_Int_Parameter("Receive_Param_Off"))
{
SCRIPT_DEBUG_MESSAGE(("M00_Action DEACTIVATED.\n"));
script_active = false;
Commands->Action_Reset(obj, Get_Int_Parameter("Action_Priority")+1);
}
}
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
{
if (script_active)
{
if (action_id == Get_Int_Parameter("Action_ID"))
{
switch (reason)
{
case (ACTION_COMPLETE_LOW_PRIORITY):
{
SCRIPT_DEBUG_MESSAGE(("M00_Action returned a Low Priority Warning.\n"));
break;
}
case (ACTION_COMPLETE_PATH_BAD_START):
{
SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a Path Bad Start Error!\n"));
break;
}
case (ACTION_COMPLETE_PATH_BAD_DEST):
{
SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a Path Bad Destination Error!\n"));
break;
}
case (ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE):
{
SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a No Progress Made Error!\n"));
break;
}
case (ACTION_COMPLETE_ATTACK_OUT_OF_RANGE):
{
SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned an Attack Out Of Range Error!\n"));
break;
}
case (MOVEMENT_COMPLETE_ARRIVED):
{
SCRIPT_DEBUG_MESSAGE(("M00_Action returned a Movement Complete Arrived.\n"));
break;
}
default:
{
SCRIPT_DEBUG_MESSAGE(("M00_Action returned with default success.\n"));
break;
}
}
}
}
}
};
DECLARE_SCRIPT(M00_Action_Set_Home_Location, "Start_Now=1:int, Receive_Type:int, Receive_Param_On:int, Home_Location:vector3, Wander_Distance=99999.0:float")
{
void Created(GameObject* obj)
{
if (Get_Int_Parameter("Start_Now"))
{
Set_Innate_Position (obj);
}
}
void Custom( GameObject * obj, int type, int param, GameObject * sender )
{
if (type == Get_Int_Parameter("Receive_Type"))
{
if (param == Get_Int_Parameter("Receive_Param_On"))
{
Set_Innate_Position (obj);
}
}
}
void Set_Innate_Position (GameObject* obj)
{
Commands->Set_Innate_Soldier_Home_Location(obj, Get_Vector3_Parameter("Home_Location"), Get_Float_Parameter("Wander_Distance"));
}
};
DECLARE_SCRIPT (M00_Action_Innate_Follow_Waypath, "Waypath_ID:int")
{
void Created (GameObject* obj)
{
Perform_Action (obj);
}
void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason complete_reason)
{
//Commands->Start_Timer (obj, this, 3.0f, 32);
}
void Timer_Expired (GameObject * obj, int timer_id)
{
if (timer_id == 32)
{
Perform_Action (obj);
}
}
void Perform_Action (GameObject* obj)
{
/*
ActionParamsStruct params;
params.Set_Basic(this, 29, 11);
params.Set_Movement(Vector3(0.0f,0.0f,0.0f), 0.5f, 1.0f);
params.WaypathID = Get_Int_Parameter("Waypath_ID");
Commands->Action_Goto (obj, params);
*/
}
};
DECLARE_SCRIPT (M00_Action_Innate_Follow_Player, "")
{
void Created (GameObject* obj)
{
Commands->Start_Timer (obj, this, 1.0f, 33);
}
void Timer_Expired (GameObject* obj, int timer_id)
{
if (timer_id == 33)
{
Vector3 my_loc = Commands->Get_Position(obj);
GameObject * nearest = Commands->Get_A_Star (my_loc);
if (nearest)
{
ActionParamsStruct params;
params.Set_Basic(this, 39, 11);
params.Set_Movement(nearest, 1.0f, 3.0f);
Commands->Action_Goto (nearest, params);
Commands->Start_Timer (obj, this, 10.0f, 33);
}
}
}
};